097cdc14f58cb98328e4fd98da88a3e0573b8353
[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_NV
150 * include the NV shader attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
163 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
166 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167
168 /**
169 * Bitflags for vertex attributes.
170 * These are used in bitfields in many places.
171 */
172 /*@{*/
173 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
174 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
175 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
176 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
177 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
178 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
179 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
180 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
181 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
182 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
183 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
184 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
185 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
186 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
187 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
188 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
189 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
190 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
191
192 #define VERT_BIT(i) BITFIELD64_BIT(i)
193 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
194
195 #define VERT_BIT_FF(i) VERT_BIT(i)
196 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
197 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
198 #define VERT_BIT_TEX_ALL \
199 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
200
201 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
202 #define VERT_BIT_GENERIC_NV_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
204
205 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
206 #define VERT_BIT_GENERIC_ALL \
207 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
208 /*@}*/
209
210
211 /**
212 * Indexes for vertex program result attributes. Note that
213 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
214 * assumptions about the layout of this enum.
215 */
216 typedef enum
217 {
218 VERT_RESULT_HPOS = 0,
219 VERT_RESULT_COL0 = 1,
220 VERT_RESULT_COL1 = 2,
221 VERT_RESULT_FOGC = 3,
222 VERT_RESULT_TEX0 = 4,
223 VERT_RESULT_TEX1 = 5,
224 VERT_RESULT_TEX2 = 6,
225 VERT_RESULT_TEX3 = 7,
226 VERT_RESULT_TEX4 = 8,
227 VERT_RESULT_TEX5 = 9,
228 VERT_RESULT_TEX6 = 10,
229 VERT_RESULT_TEX7 = 11,
230 VERT_RESULT_PSIZ = 12,
231 VERT_RESULT_BFC0 = 13,
232 VERT_RESULT_BFC1 = 14,
233 VERT_RESULT_EDGE = 15,
234 VERT_RESULT_CLIP_VERTEX = 16,
235 VERT_RESULT_CLIP_DIST0 = 17,
236 VERT_RESULT_CLIP_DIST1 = 18,
237 VERT_RESULT_VAR0 = 19, /**< shader varying */
238 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
239 } gl_vert_result;
240
241
242 /*********************************************/
243
244 /**
245 * Indexes for geometry program attributes.
246 */
247 typedef enum
248 {
249 GEOM_ATTRIB_POSITION = 0,
250 GEOM_ATTRIB_COLOR0 = 1,
251 GEOM_ATTRIB_COLOR1 = 2,
252 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
253 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
254 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
255 GEOM_ATTRIB_POINT_SIZE = 6,
256 GEOM_ATTRIB_CLIP_VERTEX = 7,
257 GEOM_ATTRIB_PRIMITIVE_ID = 8,
258 GEOM_ATTRIB_TEX_COORD = 9,
259
260 GEOM_ATTRIB_VAR0 = 16,
261 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
262 } gl_geom_attrib;
263
264 /**
265 * Bitflags for geometry attributes.
266 * These are used in bitfields in many places.
267 */
268 /*@{*/
269 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
270 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
271 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
272 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
273 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
274 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
275 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
276 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
277 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
278 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
279 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
280
281 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
282 /*@}*/
283
284
285 /**
286 * Indexes for geometry program result attributes
287 */
288 typedef enum
289 {
290 GEOM_RESULT_POS = 0,
291 GEOM_RESULT_COL0 = 1,
292 GEOM_RESULT_COL1 = 2,
293 GEOM_RESULT_SCOL0 = 3,
294 GEOM_RESULT_SCOL1 = 4,
295 GEOM_RESULT_FOGC = 5,
296 GEOM_RESULT_TEX0 = 6,
297 GEOM_RESULT_TEX1 = 7,
298 GEOM_RESULT_TEX2 = 8,
299 GEOM_RESULT_TEX3 = 9,
300 GEOM_RESULT_TEX4 = 10,
301 GEOM_RESULT_TEX5 = 11,
302 GEOM_RESULT_TEX6 = 12,
303 GEOM_RESULT_TEX7 = 13,
304 GEOM_RESULT_PSIZ = 14,
305 GEOM_RESULT_CLPV = 15,
306 GEOM_RESULT_PRID = 16,
307 GEOM_RESULT_LAYR = 17,
308 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
309 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
310 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
311 } gl_geom_result;
312
313
314 /**
315 * Indexes for fragment program input attributes. Note that
316 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
317 * assumptions about the layout of this enum.
318 */
319 typedef enum
320 {
321 FRAG_ATTRIB_WPOS = 0,
322 FRAG_ATTRIB_COL0 = 1,
323 FRAG_ATTRIB_COL1 = 2,
324 FRAG_ATTRIB_FOGC = 3,
325 FRAG_ATTRIB_TEX0 = 4,
326 FRAG_ATTRIB_TEX1 = 5,
327 FRAG_ATTRIB_TEX2 = 6,
328 FRAG_ATTRIB_TEX3 = 7,
329 FRAG_ATTRIB_TEX4 = 8,
330 FRAG_ATTRIB_TEX5 = 9,
331 FRAG_ATTRIB_TEX6 = 10,
332 FRAG_ATTRIB_TEX7 = 11,
333 FRAG_ATTRIB_FACE = 12, /**< front/back face */
334 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
335 FRAG_ATTRIB_CLIP_DIST0 = 14,
336 FRAG_ATTRIB_CLIP_DIST1 = 15,
337 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
338 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
339 } gl_frag_attrib;
340
341
342 /**
343 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
344 *
345 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
346 *
347 * gl_vert_result values which have no corresponding gl_frag_attrib
348 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
349 * VERT_RESULT_EDGE) are converted to a value of -1.
350 */
351 static inline int
352 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
353 {
354 if (vert_result >= VERT_RESULT_CLIP_DIST0)
355 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
356 else if (vert_result <= VERT_RESULT_TEX7)
357 return vert_result;
358 else
359 return -1;
360 }
361
362
363 /**
364 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
365 *
366 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
367 *
368 * gl_frag_attrib values which have no corresponding gl_vert_result
369 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
370 */
371 static inline int
372 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
373 {
374 if (frag_attrib <= FRAG_ATTRIB_TEX7)
375 return frag_attrib;
376 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
377 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
378 else
379 return -1;
380 }
381
382
383 /**
384 * Bitflags for fragment program input attributes.
385 */
386 /*@{*/
387 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
388 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
389 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
390 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
391 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
392 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
393 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
394 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
395 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
396 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
397 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
398 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
399 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
400 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
401 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
402
403 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
404 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
405
406 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
407 FRAG_BIT_TEX1| \
408 FRAG_BIT_TEX2| \
409 FRAG_BIT_TEX3| \
410 FRAG_BIT_TEX4| \
411 FRAG_BIT_TEX5| \
412 FRAG_BIT_TEX6| \
413 FRAG_BIT_TEX7)
414 /*@}*/
415
416
417 /**
418 * Fragment program results
419 */
420 typedef enum
421 {
422 FRAG_RESULT_DEPTH = 0,
423 FRAG_RESULT_STENCIL = 1,
424 /* If a single color should be written to all render targets, this
425 * register is written. No FRAG_RESULT_DATAn will be written.
426 */
427 FRAG_RESULT_COLOR = 2,
428
429 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
430 * or ARB_fragment_program fragment.color[n]) color results. If
431 * any are written, FRAG_RESULT_COLOR will not be written.
432 */
433 FRAG_RESULT_DATA0 = 3,
434 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
435 } gl_frag_result;
436
437
438 /**
439 * Indexes for all renderbuffers
440 */
441 typedef enum
442 {
443 /* the four standard color buffers */
444 BUFFER_FRONT_LEFT,
445 BUFFER_BACK_LEFT,
446 BUFFER_FRONT_RIGHT,
447 BUFFER_BACK_RIGHT,
448 BUFFER_DEPTH,
449 BUFFER_STENCIL,
450 BUFFER_ACCUM,
451 /* optional aux buffer */
452 BUFFER_AUX0,
453 /* generic renderbuffers */
454 BUFFER_COLOR0,
455 BUFFER_COLOR1,
456 BUFFER_COLOR2,
457 BUFFER_COLOR3,
458 BUFFER_COLOR4,
459 BUFFER_COLOR5,
460 BUFFER_COLOR6,
461 BUFFER_COLOR7,
462 BUFFER_COUNT
463 } gl_buffer_index;
464
465 /**
466 * Bit flags for all renderbuffers
467 */
468 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
469 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
470 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
471 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
472 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
473 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
474 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
475 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
476 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
477 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
478 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
479 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
480 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
481 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
482 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
483 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
484 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
485 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
486 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
487
488 /**
489 * Mask of all the color buffer bits (but not accum).
490 */
491 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
492 BUFFER_BIT_BACK_LEFT | \
493 BUFFER_BIT_FRONT_RIGHT | \
494 BUFFER_BIT_BACK_RIGHT | \
495 BUFFER_BIT_AUX0 | \
496 BUFFER_BIT_COLOR0 | \
497 BUFFER_BIT_COLOR1 | \
498 BUFFER_BIT_COLOR2 | \
499 BUFFER_BIT_COLOR3 | \
500 BUFFER_BIT_COLOR4 | \
501 BUFFER_BIT_COLOR5 | \
502 BUFFER_BIT_COLOR6 | \
503 BUFFER_BIT_COLOR7)
504
505
506 /**
507 * Framebuffer configuration (aka visual / pixelformat)
508 * Note: some of these fields should be boolean, but it appears that
509 * code in drivers/dri/common/util.c requires int-sized fields.
510 */
511 struct gl_config
512 {
513 GLboolean rgbMode;
514 GLboolean floatMode;
515 GLboolean colorIndexMode; /* XXX is this used anywhere? */
516 GLuint doubleBufferMode;
517 GLuint stereoMode;
518
519 GLboolean haveAccumBuffer;
520 GLboolean haveDepthBuffer;
521 GLboolean haveStencilBuffer;
522
523 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
524 GLuint redMask, greenMask, blueMask, alphaMask;
525 GLint rgbBits; /* total bits for rgb */
526 GLint indexBits; /* total bits for colorindex */
527
528 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
529 GLint depthBits;
530 GLint stencilBits;
531
532 GLint numAuxBuffers;
533
534 GLint level;
535
536 /* EXT_visual_rating / GLX 1.2 */
537 GLint visualRating;
538
539 /* EXT_visual_info / GLX 1.2 */
540 GLint transparentPixel;
541 /* colors are floats scaled to ints */
542 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
543 GLint transparentIndex;
544
545 /* ARB_multisample / SGIS_multisample */
546 GLint sampleBuffers;
547 GLint samples;
548
549 /* SGIX_pbuffer / GLX 1.3 */
550 GLint maxPbufferWidth;
551 GLint maxPbufferHeight;
552 GLint maxPbufferPixels;
553 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
554 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
555
556 /* OML_swap_method */
557 GLint swapMethod;
558
559 /* EXT_texture_from_pixmap */
560 GLint bindToTextureRgb;
561 GLint bindToTextureRgba;
562 GLint bindToMipmapTexture;
563 GLint bindToTextureTargets;
564 GLint yInverted;
565
566 /* EXT_framebuffer_sRGB */
567 GLint sRGBCapable;
568 };
569
570
571 /**
572 * \name Bit flags used for updating material values.
573 */
574 /*@{*/
575 #define MAT_ATTRIB_FRONT_AMBIENT 0
576 #define MAT_ATTRIB_BACK_AMBIENT 1
577 #define MAT_ATTRIB_FRONT_DIFFUSE 2
578 #define MAT_ATTRIB_BACK_DIFFUSE 3
579 #define MAT_ATTRIB_FRONT_SPECULAR 4
580 #define MAT_ATTRIB_BACK_SPECULAR 5
581 #define MAT_ATTRIB_FRONT_EMISSION 6
582 #define MAT_ATTRIB_BACK_EMISSION 7
583 #define MAT_ATTRIB_FRONT_SHININESS 8
584 #define MAT_ATTRIB_BACK_SHININESS 9
585 #define MAT_ATTRIB_FRONT_INDEXES 10
586 #define MAT_ATTRIB_BACK_INDEXES 11
587 #define MAT_ATTRIB_MAX 12
588
589 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
590 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
591 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
592 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
593 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
594 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
595
596 #define MAT_INDEX_AMBIENT 0
597 #define MAT_INDEX_DIFFUSE 1
598 #define MAT_INDEX_SPECULAR 2
599
600 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
601 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
602 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
603 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
604 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
605 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
606 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
607 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
608 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
609 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
610 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
611 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
612
613
614 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
615 MAT_BIT_FRONT_AMBIENT | \
616 MAT_BIT_FRONT_DIFFUSE | \
617 MAT_BIT_FRONT_SPECULAR | \
618 MAT_BIT_FRONT_SHININESS | \
619 MAT_BIT_FRONT_INDEXES)
620
621 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
622 MAT_BIT_BACK_AMBIENT | \
623 MAT_BIT_BACK_DIFFUSE | \
624 MAT_BIT_BACK_SPECULAR | \
625 MAT_BIT_BACK_SHININESS | \
626 MAT_BIT_BACK_INDEXES)
627
628 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
629 /*@}*/
630
631
632 /**
633 * Material state.
634 */
635 struct gl_material
636 {
637 GLfloat Attrib[MAT_ATTRIB_MAX][4];
638 };
639
640
641 /**
642 * Light state flags.
643 */
644 /*@{*/
645 #define LIGHT_SPOT 0x1
646 #define LIGHT_LOCAL_VIEWER 0x2
647 #define LIGHT_POSITIONAL 0x4
648 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
649 /*@}*/
650
651
652 /**
653 * Light source state.
654 */
655 struct gl_light
656 {
657 struct gl_light *next; /**< double linked list with sentinel */
658 struct gl_light *prev;
659
660 GLfloat Ambient[4]; /**< ambient color */
661 GLfloat Diffuse[4]; /**< diffuse color */
662 GLfloat Specular[4]; /**< specular color */
663 GLfloat EyePosition[4]; /**< position in eye coordinates */
664 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
665 GLfloat SpotExponent;
666 GLfloat SpotCutoff; /**< in degrees */
667 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
668 GLfloat ConstantAttenuation;
669 GLfloat LinearAttenuation;
670 GLfloat QuadraticAttenuation;
671 GLboolean Enabled; /**< On/off flag */
672
673 /**
674 * \name Derived fields
675 */
676 /*@{*/
677 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
678
679 GLfloat _Position[4]; /**< position in eye/obj coordinates */
680 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
681 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
682 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
683 GLfloat _VP_inf_spot_attenuation;
684
685 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
686 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
687 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
688 /*@}*/
689 };
690
691
692 /**
693 * Light model state.
694 */
695 struct gl_lightmodel
696 {
697 GLfloat Ambient[4]; /**< ambient color */
698 GLboolean LocalViewer; /**< Local (or infinite) view point? */
699 GLboolean TwoSide; /**< Two (or one) sided lighting? */
700 GLenum ColorControl; /**< either GL_SINGLE_COLOR
701 * or GL_SEPARATE_SPECULAR_COLOR */
702 };
703
704
705 /**
706 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
707 */
708 struct gl_accum_attrib
709 {
710 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
711 };
712
713
714 /**
715 * Used for storing clear color, texture border color, etc.
716 * The float values are typically unclamped.
717 */
718 union gl_color_union
719 {
720 GLfloat f[4];
721 GLint i[4];
722 GLuint ui[4];
723 };
724
725
726 /**
727 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
728 */
729 struct gl_colorbuffer_attrib
730 {
731 GLuint ClearIndex; /**< Index for glClear */
732 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
733 GLuint IndexMask; /**< Color index write mask */
734 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
735
736 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
737
738 /**
739 * \name alpha testing
740 */
741 /*@{*/
742 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
743 GLenum AlphaFunc; /**< Alpha test function */
744 GLfloat AlphaRefUnclamped;
745 GLclampf AlphaRef; /**< Alpha reference value */
746 /*@}*/
747
748 /**
749 * \name Blending
750 */
751 /*@{*/
752 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
753
754 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
755 * control, only on the fixed-pointness of the render target.
756 * The query does however depend on fragment color clamping.
757 */
758 GLfloat BlendColorUnclamped[4]; /**< Blending color */
759 GLfloat BlendColor[4]; /**< Blending color */
760
761 struct
762 {
763 GLenum SrcRGB; /**< RGB blend source term */
764 GLenum DstRGB; /**< RGB blend dest term */
765 GLenum SrcA; /**< Alpha blend source term */
766 GLenum DstA; /**< Alpha blend dest term */
767 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
768 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
769 /**
770 * Set if any blend factor uses SRC1. Computed at the time blend factors
771 * get set.
772 */
773 GLboolean _UsesDualSrc;
774 } Blend[MAX_DRAW_BUFFERS];
775 /** Are the blend func terms currently different for each buffer/target? */
776 GLboolean _BlendFuncPerBuffer;
777 /** Are the blend equations currently different for each buffer/target? */
778 GLboolean _BlendEquationPerBuffer;
779 /*@}*/
780
781 /**
782 * \name Logic op
783 */
784 /*@{*/
785 GLenum LogicOp; /**< Logic operator */
786 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
787 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
788 /*@}*/
789
790 GLboolean DitherFlag; /**< Dither enable flag */
791
792 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
793 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
794 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
795 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
796
797 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
798 };
799
800
801 /**
802 * Current attribute group (GL_CURRENT_BIT).
803 */
804 struct gl_current_attrib
805 {
806 /**
807 * \name Current vertex attributes.
808 * \note Values are valid only after FLUSH_VERTICES has been called.
809 * \note Index and Edgeflag current values are stored as floats in the
810 * SIX and SEVEN attribute slots.
811 */
812 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
813
814 /**
815 * \name Current raster position attributes (always valid).
816 * \note This set of attributes is very similar to the SWvertex struct.
817 */
818 /*@{*/
819 GLfloat RasterPos[4];
820 GLfloat RasterDistance;
821 GLfloat RasterColor[4];
822 GLfloat RasterSecondaryColor[4];
823 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
824 GLboolean RasterPosValid;
825 /*@}*/
826 };
827
828
829 /**
830 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
831 */
832 struct gl_depthbuffer_attrib
833 {
834 GLenum Func; /**< Function for depth buffer compare */
835 GLclampd Clear; /**< Value to clear depth buffer to */
836 GLboolean Test; /**< Depth buffering enabled flag */
837 GLboolean Mask; /**< Depth buffer writable? */
838 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
839 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
840 };
841
842
843 /**
844 * Evaluator attribute group (GL_EVAL_BIT).
845 */
846 struct gl_eval_attrib
847 {
848 /**
849 * \name Enable bits
850 */
851 /*@{*/
852 GLboolean Map1Color4;
853 GLboolean Map1Index;
854 GLboolean Map1Normal;
855 GLboolean Map1TextureCoord1;
856 GLboolean Map1TextureCoord2;
857 GLboolean Map1TextureCoord3;
858 GLboolean Map1TextureCoord4;
859 GLboolean Map1Vertex3;
860 GLboolean Map1Vertex4;
861 GLboolean Map2Color4;
862 GLboolean Map2Index;
863 GLboolean Map2Normal;
864 GLboolean Map2TextureCoord1;
865 GLboolean Map2TextureCoord2;
866 GLboolean Map2TextureCoord3;
867 GLboolean Map2TextureCoord4;
868 GLboolean Map2Vertex3;
869 GLboolean Map2Vertex4;
870 GLboolean AutoNormal;
871 /*@}*/
872
873 /**
874 * \name Map Grid endpoints and divisions and calculated du values
875 */
876 /*@{*/
877 GLint MapGrid1un;
878 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
879 GLint MapGrid2un, MapGrid2vn;
880 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
881 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
882 /*@}*/
883 };
884
885
886 /**
887 * Fog attribute group (GL_FOG_BIT).
888 */
889 struct gl_fog_attrib
890 {
891 GLboolean Enabled; /**< Fog enabled flag */
892 GLfloat ColorUnclamped[4]; /**< Fog color */
893 GLfloat Color[4]; /**< Fog color */
894 GLfloat Density; /**< Density >= 0.0 */
895 GLfloat Start; /**< Start distance in eye coords */
896 GLfloat End; /**< End distance in eye coords */
897 GLfloat Index; /**< Fog index */
898 GLenum Mode; /**< Fog mode */
899 GLboolean ColorSumEnabled;
900 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
901 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
902 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
903 };
904
905
906 /**
907 * Hint attribute group (GL_HINT_BIT).
908 *
909 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
910 */
911 struct gl_hint_attrib
912 {
913 GLenum PerspectiveCorrection;
914 GLenum PointSmooth;
915 GLenum LineSmooth;
916 GLenum PolygonSmooth;
917 GLenum Fog;
918 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
919 GLenum TextureCompression; /**< GL_ARB_texture_compression */
920 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
921 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
922 };
923
924
925 /**
926 * Lighting attribute group (GL_LIGHT_BIT).
927 */
928 struct gl_light_attrib
929 {
930 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
931 struct gl_lightmodel Model; /**< Lighting model */
932
933 /**
934 * Front and back material values.
935 * Note: must call FLUSH_VERTICES() before using.
936 */
937 struct gl_material Material;
938
939 GLboolean Enabled; /**< Lighting enabled flag */
940 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
941 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
942 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
943 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
944 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
945 GLboolean ColorMaterialEnabled;
946 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
947 GLboolean _ClampVertexColor;
948
949 struct gl_light EnabledList; /**< List sentinel */
950
951 /**
952 * Derived state for optimizations:
953 */
954 /*@{*/
955 GLboolean _NeedEyeCoords;
956 GLboolean _NeedVertices; /**< Use fast shader? */
957 GLfloat _BaseColor[2][3];
958 /*@}*/
959 };
960
961
962 /**
963 * Line attribute group (GL_LINE_BIT).
964 */
965 struct gl_line_attrib
966 {
967 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
968 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
969 GLushort StipplePattern; /**< Stipple pattern */
970 GLint StippleFactor; /**< Stipple repeat factor */
971 GLfloat Width; /**< Line width */
972 };
973
974
975 /**
976 * Display list attribute group (GL_LIST_BIT).
977 */
978 struct gl_list_attrib
979 {
980 GLuint ListBase;
981 };
982
983
984 /**
985 * Multisample attribute group (GL_MULTISAMPLE_BIT).
986 */
987 struct gl_multisample_attrib
988 {
989 GLboolean Enabled;
990 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
991 GLboolean SampleAlphaToCoverage;
992 GLboolean SampleAlphaToOne;
993 GLboolean SampleCoverage;
994 GLfloat SampleCoverageValue;
995 GLboolean SampleCoverageInvert;
996 };
997
998
999 /**
1000 * A pixelmap (see glPixelMap)
1001 */
1002 struct gl_pixelmap
1003 {
1004 GLint Size;
1005 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1006 };
1007
1008
1009 /**
1010 * Collection of all pixelmaps
1011 */
1012 struct gl_pixelmaps
1013 {
1014 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1015 struct gl_pixelmap GtoG;
1016 struct gl_pixelmap BtoB;
1017 struct gl_pixelmap AtoA;
1018 struct gl_pixelmap ItoR;
1019 struct gl_pixelmap ItoG;
1020 struct gl_pixelmap ItoB;
1021 struct gl_pixelmap ItoA;
1022 struct gl_pixelmap ItoI;
1023 struct gl_pixelmap StoS;
1024 };
1025
1026
1027 /**
1028 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1029 */
1030 struct gl_pixel_attrib
1031 {
1032 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1033
1034 /*--- Begin Pixel Transfer State ---*/
1035 /* Fields are in the order in which they're applied... */
1036
1037 /** Scale & Bias (index shift, offset) */
1038 /*@{*/
1039 GLfloat RedBias, RedScale;
1040 GLfloat GreenBias, GreenScale;
1041 GLfloat BlueBias, BlueScale;
1042 GLfloat AlphaBias, AlphaScale;
1043 GLfloat DepthBias, DepthScale;
1044 GLint IndexShift, IndexOffset;
1045 /*@}*/
1046
1047 /* Pixel Maps */
1048 /* Note: actual pixel maps are not part of this attrib group */
1049 GLboolean MapColorFlag;
1050 GLboolean MapStencilFlag;
1051
1052 /*--- End Pixel Transfer State ---*/
1053
1054 /** glPixelZoom */
1055 GLfloat ZoomX, ZoomY;
1056 };
1057
1058
1059 /**
1060 * Point attribute group (GL_POINT_BIT).
1061 */
1062 struct gl_point_attrib
1063 {
1064 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1065 GLfloat Size; /**< User-specified point size */
1066 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1067 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1068 GLfloat Threshold; /**< GL_EXT_point_parameters */
1069 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1070 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1071 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1072 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1073 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1074 };
1075
1076
1077 /**
1078 * Polygon attribute group (GL_POLYGON_BIT).
1079 */
1080 struct gl_polygon_attrib
1081 {
1082 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1083 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1084 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1085 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1086 GLboolean CullFlag; /**< Culling on/off flag */
1087 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1088 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1089 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1090 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1091 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1092 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1093 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1094 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1095 };
1096
1097
1098 /**
1099 * Scissor attributes (GL_SCISSOR_BIT).
1100 */
1101 struct gl_scissor_attrib
1102 {
1103 GLboolean Enabled; /**< Scissor test enabled? */
1104 GLint X, Y; /**< Lower left corner of box */
1105 GLsizei Width, Height; /**< Size of box */
1106 };
1107
1108
1109 /**
1110 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1111 *
1112 * Three sets of stencil data are tracked so that OpenGL 2.0,
1113 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1114 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1115 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1116 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1117 * GL_EXT_stencil_two_side GL_BACK state.
1118 *
1119 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1120 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1121 *
1122 * The derived value \c _TestTwoSide is set when the front-face and back-face
1123 * stencil state are different.
1124 */
1125 struct gl_stencil_attrib
1126 {
1127 GLboolean Enabled; /**< Enabled flag */
1128 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1129 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1130 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1131 GLboolean _TestTwoSide;
1132 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1133 GLenum Function[3]; /**< Stencil function */
1134 GLenum FailFunc[3]; /**< Fail function */
1135 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1136 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1137 GLint Ref[3]; /**< Reference value */
1138 GLuint ValueMask[3]; /**< Value mask */
1139 GLuint WriteMask[3]; /**< Write mask */
1140 GLuint Clear; /**< Clear value */
1141 };
1142
1143
1144 /**
1145 * An index for each type of texture object. These correspond to the GL
1146 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1147 * Note: the order is from highest priority to lowest priority.
1148 */
1149 typedef enum
1150 {
1151 TEXTURE_CUBE_ARRAY_INDEX,
1152 TEXTURE_BUFFER_INDEX,
1153 TEXTURE_2D_ARRAY_INDEX,
1154 TEXTURE_1D_ARRAY_INDEX,
1155 TEXTURE_EXTERNAL_INDEX,
1156 TEXTURE_CUBE_INDEX,
1157 TEXTURE_3D_INDEX,
1158 TEXTURE_RECT_INDEX,
1159 TEXTURE_2D_INDEX,
1160 TEXTURE_1D_INDEX,
1161 NUM_TEXTURE_TARGETS
1162 } gl_texture_index;
1163
1164
1165 /**
1166 * Bit flags for each type of texture object
1167 * Used for Texture.Unit[]._ReallyEnabled flags.
1168 */
1169 /*@{*/
1170 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1171 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1172 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1173 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1174 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1175 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1176 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1177 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1178 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1179 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1180 /*@}*/
1181
1182
1183 /**
1184 * Texture image state. Drivers will typically create a subclass of this
1185 * with extra fields for memory buffers, etc.
1186 */
1187 struct gl_texture_image
1188 {
1189 GLint InternalFormat; /**< Internal format as given by the user */
1190 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1191 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1192 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1193 * GL_DEPTH_STENCIL_EXT only. Used for
1194 * choosing TexEnv arithmetic.
1195 */
1196 gl_format TexFormat; /**< The actual texture memory format */
1197
1198 GLuint Border; /**< 0 or 1 */
1199 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1200 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1201 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1202 GLuint Width2; /**< = Width - 2*Border */
1203 GLuint Height2; /**< = Height - 2*Border */
1204 GLuint Depth2; /**< = Depth - 2*Border */
1205 GLuint WidthLog2; /**< = log2(Width2) */
1206 GLuint HeightLog2; /**< = log2(Height2) */
1207 GLuint DepthLog2; /**< = log2(Depth2) */
1208 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1209 levels, computed from the dimensions */
1210
1211 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1212 GLuint Level; /**< Which mipmap level am I? */
1213 /** Cube map face: index into gl_texture_object::Image[] array */
1214 GLuint Face;
1215 };
1216
1217
1218 /**
1219 * Indexes for cube map faces.
1220 */
1221 typedef enum
1222 {
1223 FACE_POS_X = 0,
1224 FACE_NEG_X = 1,
1225 FACE_POS_Y = 2,
1226 FACE_NEG_Y = 3,
1227 FACE_POS_Z = 4,
1228 FACE_NEG_Z = 5,
1229 MAX_FACES = 6
1230 } gl_face_index;
1231
1232
1233 /**
1234 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1235 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1236 */
1237 struct gl_sampler_object
1238 {
1239 GLuint Name;
1240 GLint RefCount;
1241
1242 GLenum WrapS; /**< S-axis texture image wrap mode */
1243 GLenum WrapT; /**< T-axis texture image wrap mode */
1244 GLenum WrapR; /**< R-axis texture image wrap mode */
1245 GLenum MinFilter; /**< minification filter */
1246 GLenum MagFilter; /**< magnification filter */
1247 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1248 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1249 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1250 GLfloat LodBias; /**< OpenGL 1.4 */
1251 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1252 GLenum CompareMode; /**< GL_ARB_shadow */
1253 GLenum CompareFunc; /**< GL_ARB_shadow */
1254 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1255 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1256 };
1257
1258
1259 /**
1260 * Texture object state. Contains the array of mipmap images, border color,
1261 * wrap modes, filter modes, and shadow/texcompare state.
1262 */
1263 struct gl_texture_object
1264 {
1265 _glthread_Mutex Mutex; /**< for thread safety */
1266 GLint RefCount; /**< reference count */
1267 GLuint Name; /**< the user-visible texture object ID */
1268 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1269
1270 struct gl_sampler_object Sampler;
1271
1272 GLenum DepthMode; /**< GL_ARB_depth_texture */
1273
1274 GLfloat Priority; /**< in [0,1] */
1275 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1276 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1277 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1278 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1279 GLint CropRect[4]; /**< GL_OES_draw_texture */
1280 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1281 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1282 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1283 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1284 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1285 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1286 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1287 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1288 GLboolean Immutable; /**< GL_ARB_texture_storage */
1289
1290 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1291 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1292
1293 /** GL_ARB_texture_buffer_object */
1294 struct gl_buffer_object *BufferObject;
1295 GLenum BufferObjectFormat;
1296 /** Equivalent Mesa format for BufferObjectFormat. */
1297 gl_format _BufferObjectFormat;
1298
1299 /** GL_OES_EGL_image_external */
1300 GLint RequiredTextureImageUnits;
1301 };
1302
1303
1304 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1305 #define MAX_COMBINER_TERMS 4
1306
1307
1308 /**
1309 * Texture combine environment state.
1310 */
1311 struct gl_tex_env_combine_state
1312 {
1313 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1314 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1315 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1316 GLenum SourceRGB[MAX_COMBINER_TERMS];
1317 GLenum SourceA[MAX_COMBINER_TERMS];
1318 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1319 GLenum OperandRGB[MAX_COMBINER_TERMS];
1320 GLenum OperandA[MAX_COMBINER_TERMS];
1321 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1322 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1323 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1324 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1325 };
1326
1327
1328 /**
1329 * TexGenEnabled flags.
1330 */
1331 /*@{*/
1332 #define S_BIT 1
1333 #define T_BIT 2
1334 #define R_BIT 4
1335 #define Q_BIT 8
1336 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1337 /*@}*/
1338
1339
1340 /**
1341 * Bit flag versions of the corresponding GL_ constants.
1342 */
1343 /*@{*/
1344 #define TEXGEN_SPHERE_MAP 0x1
1345 #define TEXGEN_OBJ_LINEAR 0x2
1346 #define TEXGEN_EYE_LINEAR 0x4
1347 #define TEXGEN_REFLECTION_MAP_NV 0x8
1348 #define TEXGEN_NORMAL_MAP_NV 0x10
1349
1350 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1351 TEXGEN_REFLECTION_MAP_NV | \
1352 TEXGEN_NORMAL_MAP_NV)
1353 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1354 TEXGEN_REFLECTION_MAP_NV | \
1355 TEXGEN_NORMAL_MAP_NV | \
1356 TEXGEN_EYE_LINEAR)
1357 /*@}*/
1358
1359
1360
1361 /** Tex-gen enabled for texture unit? */
1362 #define ENABLE_TEXGEN(unit) (1 << (unit))
1363
1364 /** Non-identity texture matrix for texture unit? */
1365 #define ENABLE_TEXMAT(unit) (1 << (unit))
1366
1367
1368 /**
1369 * Texture coord generation state.
1370 */
1371 struct gl_texgen
1372 {
1373 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1374 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1375 GLfloat ObjectPlane[4];
1376 GLfloat EyePlane[4];
1377 };
1378
1379
1380 /**
1381 * Texture unit state. Contains enable flags, texture environment/function/
1382 * combiners, texgen state, and pointers to current texture objects.
1383 */
1384 struct gl_texture_unit
1385 {
1386 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1387 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1388
1389 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1390 GLclampf EnvColor[4];
1391 GLfloat EnvColorUnclamped[4];
1392
1393 struct gl_texgen GenS;
1394 struct gl_texgen GenT;
1395 struct gl_texgen GenR;
1396 struct gl_texgen GenQ;
1397 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1398 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1399
1400 GLfloat LodBias; /**< for biasing mipmap levels */
1401 GLenum BumpTarget;
1402 GLfloat RotMatrix[4]; /* 2x2 matrix */
1403
1404 /** Current sampler object (GL_ARB_sampler_objects) */
1405 struct gl_sampler_object *Sampler;
1406
1407 /**
1408 * \name GL_EXT_texture_env_combine
1409 */
1410 struct gl_tex_env_combine_state Combine;
1411
1412 /**
1413 * Derived state based on \c EnvMode and the \c BaseFormat of the
1414 * currently enabled texture.
1415 */
1416 struct gl_tex_env_combine_state _EnvMode;
1417
1418 /**
1419 * Currently enabled combiner state. This will point to either
1420 * \c Combine or \c _EnvMode.
1421 */
1422 struct gl_tex_env_combine_state *_CurrentCombine;
1423
1424 /** Current texture object pointers */
1425 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1426
1427 /** Points to highest priority, complete and enabled texture object */
1428 struct gl_texture_object *_Current;
1429 };
1430
1431
1432 /**
1433 * Texture attribute group (GL_TEXTURE_BIT).
1434 */
1435 struct gl_texture_attrib
1436 {
1437 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1438 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1439
1440 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1441
1442 /** GL_ARB_texture_buffer_object */
1443 struct gl_buffer_object *BufferObject;
1444
1445 /** GL_ARB_seamless_cubemap */
1446 GLboolean CubeMapSeamless;
1447
1448 /** Texture units/samplers used by vertex or fragment texturing */
1449 GLbitfield _EnabledUnits;
1450
1451 /** Texture coord units/sets used for fragment texturing */
1452 GLbitfield _EnabledCoordUnits;
1453
1454 /** Texture coord units that have texgen enabled */
1455 GLbitfield _TexGenEnabled;
1456
1457 /** Texture coord units that have non-identity matrices */
1458 GLbitfield _TexMatEnabled;
1459
1460 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1461 GLbitfield _GenFlags;
1462 };
1463
1464
1465 /**
1466 * Data structure representing a single clip plane (e.g. one of the elements
1467 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1468 */
1469 typedef GLfloat gl_clip_plane[4];
1470
1471
1472 /**
1473 * Transformation attribute group (GL_TRANSFORM_BIT).
1474 */
1475 struct gl_transform_attrib
1476 {
1477 GLenum MatrixMode; /**< Matrix mode */
1478 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1479 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1480 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1481 GLboolean Normalize; /**< Normalize all normals? */
1482 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1483 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1484 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1485
1486 GLfloat CullEyePos[4];
1487 GLfloat CullObjPos[4];
1488 };
1489
1490
1491 /**
1492 * Viewport attribute group (GL_VIEWPORT_BIT).
1493 */
1494 struct gl_viewport_attrib
1495 {
1496 GLint X, Y; /**< position */
1497 GLsizei Width, Height; /**< size */
1498 GLfloat Near, Far; /**< Depth buffer range */
1499 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1500 };
1501
1502
1503 /**
1504 * GL_ARB_vertex/pixel_buffer_object buffer object
1505 */
1506 struct gl_buffer_object
1507 {
1508 _glthread_Mutex Mutex;
1509 GLint RefCount;
1510 GLuint Name;
1511 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1512 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1513 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1514 /** Fields describing a mapped buffer */
1515 /*@{*/
1516 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1517 GLvoid *Pointer; /**< User-space address of mapping */
1518 GLintptr Offset; /**< Mapped offset */
1519 GLsizeiptr Length; /**< Mapped length */
1520 /*@}*/
1521 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1522 GLboolean Written; /**< Ever written to? (for debugging) */
1523 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1524 };
1525
1526
1527 /**
1528 * Client pixel packing/unpacking attributes
1529 */
1530 struct gl_pixelstore_attrib
1531 {
1532 GLint Alignment;
1533 GLint RowLength;
1534 GLint SkipPixels;
1535 GLint SkipRows;
1536 GLint ImageHeight;
1537 GLint SkipImages;
1538 GLboolean SwapBytes;
1539 GLboolean LsbFirst;
1540 GLboolean Invert; /**< GL_MESA_pack_invert */
1541 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1542 };
1543
1544
1545 /**
1546 * Client vertex array attributes
1547 */
1548 struct gl_client_array
1549 {
1550 GLint Size; /**< components per element (1,2,3,4) */
1551 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1552 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1553 GLsizei Stride; /**< user-specified stride */
1554 GLsizei StrideB; /**< actual stride in bytes */
1555 const GLubyte *Ptr; /**< Points to array data */
1556 GLboolean Enabled; /**< Enabled flag is a boolean */
1557 GLboolean Normalized; /**< GL_ARB_vertex_program */
1558 GLboolean Integer; /**< Integer-valued? */
1559 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1560 GLuint _ElementSize; /**< size of each element in bytes */
1561
1562 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1563 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1564 };
1565
1566
1567 /**
1568 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1569 * extension, but a nice encapsulation in any case.
1570 */
1571 struct gl_array_object
1572 {
1573 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1574 GLuint Name;
1575
1576 GLint RefCount;
1577 _glthread_Mutex Mutex;
1578
1579 /**
1580 * Does the VAO use ARB semantics or Apple semantics?
1581 *
1582 * There are several ways in which ARB_vertex_array_object and
1583 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1584 * least,
1585 *
1586 * - ARB VAOs require that all array data be sourced from vertex buffer
1587 * objects, but Apple VAOs do not.
1588 *
1589 * - ARB VAOs require that names come from GenVertexArrays.
1590 *
1591 * This flag notes which behavior governs this VAO.
1592 */
1593 GLboolean ARBsemantics;
1594
1595 /**
1596 * Has this array object been bound?
1597 */
1598 GLboolean _Used;
1599
1600 /** Vertex attribute arrays */
1601 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1602
1603 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1604 GLbitfield64 _Enabled;
1605
1606 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1607 GLbitfield64 NewArrays;
1608
1609 /**
1610 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1611 * we can determine the max legal (in bounds) glDrawElements array index.
1612 */
1613 GLuint _MaxElement;
1614
1615 struct gl_buffer_object *ElementArrayBufferObj;
1616 };
1617
1618
1619 /**
1620 * Vertex array state
1621 */
1622 struct gl_array_attrib
1623 {
1624 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1625 struct gl_array_object *ArrayObj;
1626
1627 /** The default vertex array object */
1628 struct gl_array_object *DefaultArrayObj;
1629
1630 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1631 struct _mesa_HashTable *Objects;
1632
1633 GLint ActiveTexture; /**< Client Active Texture */
1634 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1635 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1636
1637 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1638 GLboolean PrimitiveRestart;
1639 GLuint RestartIndex;
1640
1641 /* GL_ARB_vertex_buffer_object */
1642 struct gl_buffer_object *ArrayBufferObj;
1643
1644 /**
1645 * Vertex arrays as consumed by a driver.
1646 * The array pointer is set up only by the VBO module. */
1647 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1648 };
1649
1650
1651 /**
1652 * Feedback buffer state
1653 */
1654 struct gl_feedback
1655 {
1656 GLenum Type;
1657 GLbitfield _Mask; /**< FB_* bits */
1658 GLfloat *Buffer;
1659 GLuint BufferSize;
1660 GLuint Count;
1661 };
1662
1663
1664 /**
1665 * Selection buffer state
1666 */
1667 struct gl_selection
1668 {
1669 GLuint *Buffer; /**< selection buffer */
1670 GLuint BufferSize; /**< size of the selection buffer */
1671 GLuint BufferCount; /**< number of values in the selection buffer */
1672 GLuint Hits; /**< number of records in the selection buffer */
1673 GLuint NameStackDepth; /**< name stack depth */
1674 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1675 GLboolean HitFlag; /**< hit flag */
1676 GLfloat HitMinZ; /**< minimum hit depth */
1677 GLfloat HitMaxZ; /**< maximum hit depth */
1678 };
1679
1680
1681 /**
1682 * 1-D Evaluator control points
1683 */
1684 struct gl_1d_map
1685 {
1686 GLuint Order; /**< Number of control points */
1687 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1688 GLfloat *Points; /**< Points to contiguous control points */
1689 };
1690
1691
1692 /**
1693 * 2-D Evaluator control points
1694 */
1695 struct gl_2d_map
1696 {
1697 GLuint Uorder; /**< Number of control points in U dimension */
1698 GLuint Vorder; /**< Number of control points in V dimension */
1699 GLfloat u1, u2, du;
1700 GLfloat v1, v2, dv;
1701 GLfloat *Points; /**< Points to contiguous control points */
1702 };
1703
1704
1705 /**
1706 * All evaluator control point state
1707 */
1708 struct gl_evaluators
1709 {
1710 /**
1711 * \name 1-D maps
1712 */
1713 /*@{*/
1714 struct gl_1d_map Map1Vertex3;
1715 struct gl_1d_map Map1Vertex4;
1716 struct gl_1d_map Map1Index;
1717 struct gl_1d_map Map1Color4;
1718 struct gl_1d_map Map1Normal;
1719 struct gl_1d_map Map1Texture1;
1720 struct gl_1d_map Map1Texture2;
1721 struct gl_1d_map Map1Texture3;
1722 struct gl_1d_map Map1Texture4;
1723 /*@}*/
1724
1725 /**
1726 * \name 2-D maps
1727 */
1728 /*@{*/
1729 struct gl_2d_map Map2Vertex3;
1730 struct gl_2d_map Map2Vertex4;
1731 struct gl_2d_map Map2Index;
1732 struct gl_2d_map Map2Color4;
1733 struct gl_2d_map Map2Normal;
1734 struct gl_2d_map Map2Texture1;
1735 struct gl_2d_map Map2Texture2;
1736 struct gl_2d_map Map2Texture3;
1737 struct gl_2d_map Map2Texture4;
1738 /*@}*/
1739 };
1740
1741
1742 struct gl_transform_feedback_varying_info
1743 {
1744 char *Name;
1745 GLenum Type;
1746 GLint Size;
1747 };
1748
1749
1750 /**
1751 * Per-output info vertex shaders for transform feedback.
1752 */
1753 struct gl_transform_feedback_output
1754 {
1755 unsigned OutputRegister;
1756 unsigned OutputBuffer;
1757 unsigned NumComponents;
1758
1759 /** offset (in DWORDs) of this output within the interleaved structure */
1760 unsigned DstOffset;
1761
1762 /**
1763 * Offset into the output register of the data to output. For example,
1764 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1765 * offset is in the y and z components of the output register.
1766 */
1767 unsigned ComponentOffset;
1768 };
1769
1770
1771 /** Post-link transform feedback info. */
1772 struct gl_transform_feedback_info
1773 {
1774 unsigned NumOutputs;
1775
1776 /**
1777 * Number of transform feedback buffers in use by this program.
1778 */
1779 unsigned NumBuffers;
1780
1781 struct gl_transform_feedback_output *Outputs;
1782
1783 /** Transform feedback varyings used for the linking of this shader program.
1784 *
1785 * Use for glGetTransformFeedbackVarying().
1786 */
1787 struct gl_transform_feedback_varying_info *Varyings;
1788 GLint NumVarying;
1789
1790 /**
1791 * Total number of components stored in each buffer. This may be used by
1792 * hardware back-ends to determine the correct stride when interleaving
1793 * multiple transform feedback outputs in the same buffer.
1794 */
1795 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1796 };
1797
1798
1799 /**
1800 * Transform feedback object state
1801 */
1802 struct gl_transform_feedback_object
1803 {
1804 GLuint Name; /**< AKA the object ID */
1805 GLint RefCount;
1806 GLboolean Active; /**< Is transform feedback enabled? */
1807 GLboolean Paused; /**< Is transform feedback paused? */
1808 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1809 at least once? */
1810
1811 /**
1812 * GLES: if Active is true, remaining number of primitives which can be
1813 * rendered without overflow. This is necessary to track because GLES
1814 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1815 * glDrawArraysInstanced would overflow transform feedback buffers.
1816 * Undefined if Active is false.
1817 *
1818 * Not tracked for desktop GL since it's unnecessary.
1819 */
1820 unsigned GlesRemainingPrims;
1821
1822 /** The feedback buffers */
1823 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1824 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1825
1826 /** Start of feedback data in dest buffer */
1827 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1828
1829 /**
1830 * Max data to put into dest buffer (in bytes). Computed based on
1831 * RequestedSize and the actual size of the buffer.
1832 */
1833 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1834
1835 /**
1836 * Size that was specified when the buffer was bound. If the buffer was
1837 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1838 * zero.
1839 */
1840 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1841 };
1842
1843
1844 /**
1845 * Context state for transform feedback.
1846 */
1847 struct gl_transform_feedback_state
1848 {
1849 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1850
1851 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1852 struct gl_buffer_object *CurrentBuffer;
1853
1854 /** The table of all transform feedback objects */
1855 struct _mesa_HashTable *Objects;
1856
1857 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1858 struct gl_transform_feedback_object *CurrentObject;
1859
1860 /** The default xform-fb object (Name==0) */
1861 struct gl_transform_feedback_object *DefaultObject;
1862 };
1863
1864
1865 /**
1866 * Names of the various vertex/fragment program register files, etc.
1867 *
1868 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1869 * All values should fit in a 4-bit field.
1870 *
1871 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1872 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1873 * be "uniform" variables since they can only be set outside glBegin/End.
1874 * They're also all stored in the same Parameters array.
1875 */
1876 typedef enum
1877 {
1878 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1879 PROGRAM_INPUT, /**< machine->Inputs[] */
1880 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1881 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1882 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1883 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1884 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1885 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1886 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1887 PROGRAM_ADDRESS, /**< machine->AddressReg */
1888 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1889 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1890 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1891 PROGRAM_FILE_MAX
1892 } gl_register_file;
1893
1894
1895 /**
1896 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1897 * one of these values.
1898 */
1899 typedef enum
1900 {
1901 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1902 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1903 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1904 SYSTEM_VALUE_MAX /**< Number of values */
1905 } gl_system_value;
1906
1907
1908 /**
1909 * The possible interpolation qualifiers that can be applied to a fragment
1910 * shader input in GLSL.
1911 *
1912 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1913 * gl_fragment_program data structure to 0 causes the default behavior.
1914 */
1915 enum glsl_interp_qualifier
1916 {
1917 INTERP_QUALIFIER_NONE = 0,
1918 INTERP_QUALIFIER_SMOOTH,
1919 INTERP_QUALIFIER_FLAT,
1920 INTERP_QUALIFIER_NOPERSPECTIVE
1921 };
1922
1923
1924 /**
1925 * \brief Layout qualifiers for gl_FragDepth.
1926 *
1927 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1928 * a layout qualifier.
1929 *
1930 * \see enum ir_depth_layout
1931 */
1932 enum gl_frag_depth_layout
1933 {
1934 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1935 FRAG_DEPTH_LAYOUT_ANY,
1936 FRAG_DEPTH_LAYOUT_GREATER,
1937 FRAG_DEPTH_LAYOUT_LESS,
1938 FRAG_DEPTH_LAYOUT_UNCHANGED
1939 };
1940
1941
1942 /**
1943 * Base class for any kind of program object
1944 */
1945 struct gl_program
1946 {
1947 GLuint Id;
1948 GLubyte *String; /**< Null-terminated program text */
1949 GLint RefCount;
1950 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
1951 GLenum Format; /**< String encoding format */
1952
1953 struct prog_instruction *Instructions;
1954
1955 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1956 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1957 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1958 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1959 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1960 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1961 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1962 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1963
1964
1965 /** Named parameters, constants, etc. from program text */
1966 struct gl_program_parameter_list *Parameters;
1967 /** Numbered local parameters */
1968 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1969
1970 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1971 GLubyte SamplerUnits[MAX_SAMPLERS];
1972
1973 /** Bitmask of which register files are read/written with indirect
1974 * addressing. Mask of (1 << PROGRAM_x) bits.
1975 */
1976 GLbitfield IndirectRegisterFiles;
1977
1978 /** Logical counts */
1979 /*@{*/
1980 GLuint NumInstructions;
1981 GLuint NumTemporaries;
1982 GLuint NumParameters;
1983 GLuint NumAttributes;
1984 GLuint NumAddressRegs;
1985 GLuint NumAluInstructions;
1986 GLuint NumTexInstructions;
1987 GLuint NumTexIndirections;
1988 /*@}*/
1989 /** Native, actual h/w counts */
1990 /*@{*/
1991 GLuint NumNativeInstructions;
1992 GLuint NumNativeTemporaries;
1993 GLuint NumNativeParameters;
1994 GLuint NumNativeAttributes;
1995 GLuint NumNativeAddressRegs;
1996 GLuint NumNativeAluInstructions;
1997 GLuint NumNativeTexInstructions;
1998 GLuint NumNativeTexIndirections;
1999 /*@}*/
2000 };
2001
2002
2003 /** Vertex program object */
2004 struct gl_vertex_program
2005 {
2006 struct gl_program Base; /**< base class */
2007 GLboolean IsPositionInvariant;
2008 GLboolean UsesClipDistance;
2009 };
2010
2011
2012 /** Geometry program object */
2013 struct gl_geometry_program
2014 {
2015 struct gl_program Base; /**< base class */
2016
2017 GLint VerticesOut;
2018 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2019 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2020 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2021 };
2022
2023
2024 /** Fragment program object */
2025 struct gl_fragment_program
2026 {
2027 struct gl_program Base; /**< base class */
2028 GLboolean UsesKill; /**< shader uses KIL instruction */
2029 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2030 GLboolean OriginUpperLeft;
2031 GLboolean PixelCenterInteger;
2032 enum gl_frag_depth_layout FragDepthLayout;
2033
2034 /**
2035 * GLSL interpolation qualifier associated with each fragment shader input.
2036 * For inputs that do not have an interpolation qualifier specified in
2037 * GLSL, the value is INTERP_QUALIFIER_NONE.
2038 */
2039 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2040
2041 /**
2042 * Bitfield indicating, for each fragment shader input, 1 if that input
2043 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2044 */
2045 GLbitfield64 IsCentroid;
2046 };
2047
2048
2049 /**
2050 * State common to vertex and fragment programs.
2051 */
2052 struct gl_program_state
2053 {
2054 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2055 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2056 };
2057
2058
2059 /**
2060 * Context state for vertex programs.
2061 */
2062 struct gl_vertex_program_state
2063 {
2064 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2065 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2066 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2067 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2068 /** Computed two sided lighting for fixed function/programs. */
2069 GLboolean _TwoSideEnabled;
2070 struct gl_vertex_program *Current; /**< User-bound vertex program */
2071
2072 /** Currently enabled and valid vertex program (including internal
2073 * programs, user-defined vertex programs and GLSL vertex shaders).
2074 * This is the program we must use when rendering.
2075 */
2076 struct gl_vertex_program *_Current;
2077
2078 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2079
2080 /** Should fixed-function T&L be implemented with a vertex prog? */
2081 GLboolean _MaintainTnlProgram;
2082
2083 /** Program to emulate fixed-function T&L (see above) */
2084 struct gl_vertex_program *_TnlProgram;
2085
2086 /** Cache of fixed-function programs */
2087 struct gl_program_cache *Cache;
2088
2089 GLboolean _Overriden;
2090 };
2091
2092
2093 /**
2094 * Context state for geometry programs.
2095 */
2096 struct gl_geometry_program_state
2097 {
2098 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2099 GLboolean _Enabled; /**< Enabled and valid program? */
2100 struct gl_geometry_program *Current; /**< user-bound geometry program */
2101
2102 /** Currently enabled and valid program (including internal programs
2103 * and compiled shader programs).
2104 */
2105 struct gl_geometry_program *_Current;
2106
2107 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2108
2109 /** Cache of fixed-function programs */
2110 struct gl_program_cache *Cache;
2111 };
2112
2113 /**
2114 * Context state for fragment programs.
2115 */
2116 struct gl_fragment_program_state
2117 {
2118 GLboolean Enabled; /**< User-set fragment program enable flag */
2119 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2120 struct gl_fragment_program *Current; /**< User-bound fragment program */
2121
2122 /** Currently enabled and valid fragment program (including internal
2123 * programs, user-defined fragment programs and GLSL fragment shaders).
2124 * This is the program we must use when rendering.
2125 */
2126 struct gl_fragment_program *_Current;
2127
2128 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2129
2130 /** Should fixed-function texturing be implemented with a fragment prog? */
2131 GLboolean _MaintainTexEnvProgram;
2132
2133 /** Program to emulate fixed-function texture env/combine (see above) */
2134 struct gl_fragment_program *_TexEnvProgram;
2135
2136 /** Cache of fixed-function programs */
2137 struct gl_program_cache *Cache;
2138 };
2139
2140
2141 /**
2142 * ATI_fragment_shader runtime state
2143 */
2144 #define ATI_FS_INPUT_PRIMARY 0
2145 #define ATI_FS_INPUT_SECONDARY 1
2146
2147 struct atifs_instruction;
2148 struct atifs_setupinst;
2149
2150 /**
2151 * ATI fragment shader
2152 */
2153 struct ati_fragment_shader
2154 {
2155 GLuint Id;
2156 GLint RefCount;
2157 struct atifs_instruction *Instructions[2];
2158 struct atifs_setupinst *SetupInst[2];
2159 GLfloat Constants[8][4];
2160 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2161 GLubyte numArithInstr[2];
2162 GLubyte regsAssigned[2];
2163 GLubyte NumPasses; /**< 1 or 2 */
2164 GLubyte cur_pass;
2165 GLubyte last_optype;
2166 GLboolean interpinp1;
2167 GLboolean isValid;
2168 GLuint swizzlerq;
2169 };
2170
2171 /**
2172 * Context state for GL_ATI_fragment_shader
2173 */
2174 struct gl_ati_fragment_shader_state
2175 {
2176 GLboolean Enabled;
2177 GLboolean _Enabled; /**< enabled and valid shader? */
2178 GLboolean Compiling;
2179 GLfloat GlobalConstants[8][4];
2180 struct ati_fragment_shader *Current;
2181 };
2182
2183
2184 /** Set by #pragma directives */
2185 struct gl_sl_pragmas
2186 {
2187 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2188 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2189 GLboolean Optimize; /**< defaults on */
2190 GLboolean Debug; /**< defaults off */
2191 };
2192
2193
2194 /**
2195 * A GLSL vertex or fragment shader object.
2196 */
2197 struct gl_shader
2198 {
2199 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2200 GLuint Name; /**< AKA the handle */
2201 GLint RefCount; /**< Reference count */
2202 GLboolean DeletePending;
2203 GLboolean CompileStatus;
2204 const GLchar *Source; /**< Source code string */
2205 GLuint SourceChecksum; /**< for debug/logging purposes */
2206 struct gl_program *Program; /**< Post-compile assembly code */
2207 GLchar *InfoLog;
2208 struct gl_sl_pragmas Pragmas;
2209
2210 unsigned Version; /**< GLSL version used for linking */
2211 GLboolean IsES; /**< True if this shader uses GLSL ES */
2212
2213 /**
2214 * \name Sampler tracking
2215 *
2216 * \note Each of these fields is only set post-linking.
2217 */
2218 /*@{*/
2219 unsigned num_samplers; /**< Number of samplers used by this shader. */
2220 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2221 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2222 /*@}*/
2223
2224 /**
2225 * Number of uniform components used by this shader.
2226 *
2227 * This field is only set post-linking.
2228 */
2229 unsigned num_uniform_components;
2230
2231 /**
2232 * This shader's uniform block information.
2233 *
2234 * The offsets of the variables are assigned only for shaders in a program's
2235 * _LinkedShaders[].
2236 */
2237 struct gl_uniform_block *UniformBlocks;
2238 unsigned NumUniformBlocks;
2239
2240 struct exec_list *ir;
2241 struct glsl_symbol_table *symbols;
2242
2243 /** Shaders containing built-in functions that are used for linking. */
2244 struct gl_shader *builtins_to_link[16];
2245 unsigned num_builtins_to_link;
2246 };
2247
2248
2249 /**
2250 * Shader stages. Note that these will become 5 with tessellation.
2251 * These MUST have the same values as gallium's PIPE_SHADER_*
2252 */
2253 typedef enum
2254 {
2255 MESA_SHADER_VERTEX = 0,
2256 MESA_SHADER_FRAGMENT = 1,
2257 MESA_SHADER_GEOMETRY = 2,
2258 MESA_SHADER_TYPES = 3
2259 } gl_shader_type;
2260
2261 struct gl_uniform_buffer_variable
2262 {
2263 char *Name;
2264 const struct glsl_type *Type;
2265 unsigned int Buffer;
2266 unsigned int Offset;
2267 GLboolean RowMajor;
2268 };
2269
2270 struct gl_uniform_block
2271 {
2272 /** Declared name of the uniform block */
2273 char *Name;
2274
2275 /** Array of supplemental information about UBO ir_variables. */
2276 struct gl_uniform_buffer_variable *Uniforms;
2277 GLuint NumUniforms;
2278
2279 /**
2280 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2281 * with glBindBufferBase to bind a buffer object to this uniform block. When
2282 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2283 */
2284 GLuint Binding;
2285
2286 /**
2287 * Minimum size of a buffer object to back this uniform buffer
2288 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2289 */
2290 GLuint UniformBufferSize;
2291 };
2292
2293 /**
2294 * A GLSL program object.
2295 * Basically a linked collection of vertex and fragment shaders.
2296 */
2297 struct gl_shader_program
2298 {
2299 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2300 GLuint Name; /**< aka handle or ID */
2301 GLint RefCount; /**< Reference count */
2302 GLboolean DeletePending;
2303
2304 /**
2305 * Flags that the linker should not reject the program if it lacks
2306 * a vertex or fragment shader. GLES2 doesn't allow separate
2307 * shader objects, and would reject them. However, we internally
2308 * build separate shader objects for fixed function programs, which
2309 * we use for drivers/common/meta.c and for handling
2310 * _mesa_update_state with no program bound (for example in
2311 * glClear()).
2312 */
2313 GLboolean InternalSeparateShader;
2314
2315 GLuint NumShaders; /**< number of attached shaders */
2316 struct gl_shader **Shaders; /**< List of attached the shaders */
2317
2318 /**
2319 * User-defined attribute bindings
2320 *
2321 * These are set via \c glBindAttribLocation and are used to direct the
2322 * GLSL linker. These are \b not the values used in the compiled shader,
2323 * and they are \b not the values returned by \c glGetAttribLocation.
2324 */
2325 struct string_to_uint_map *AttributeBindings;
2326
2327 /**
2328 * User-defined fragment data bindings
2329 *
2330 * These are set via \c glBindFragDataLocation and are used to direct the
2331 * GLSL linker. These are \b not the values used in the compiled shader,
2332 * and they are \b not the values returned by \c glGetFragDataLocation.
2333 */
2334 struct string_to_uint_map *FragDataBindings;
2335 struct string_to_uint_map *FragDataIndexBindings;
2336
2337 /**
2338 * Transform feedback varyings last specified by
2339 * glTransformFeedbackVaryings().
2340 *
2341 * For the current set of transform feeedback varyings used for transform
2342 * feedback output, see LinkedTransformFeedback.
2343 */
2344 struct {
2345 GLenum BufferMode;
2346 GLuint NumVarying;
2347 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2348 } TransformFeedback;
2349
2350 /** Post-link transform feedback info. */
2351 struct gl_transform_feedback_info LinkedTransformFeedback;
2352
2353 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2354 enum gl_frag_depth_layout FragDepthLayout;
2355
2356 /** Geometry shader state - copied into gl_geometry_program at link time */
2357 struct {
2358 GLint VerticesOut;
2359 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2360 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2361 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2362 } Geom;
2363
2364 /** Vertex shader state - copied into gl_vertex_program at link time */
2365 struct {
2366 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2367 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2368 0 if not present. */
2369 } Vert;
2370
2371 /* post-link info: */
2372 unsigned NumUserUniformStorage;
2373 struct gl_uniform_storage *UniformStorage;
2374
2375 struct gl_uniform_block *UniformBlocks;
2376 unsigned NumUniformBlocks;
2377
2378 /**
2379 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2380 * they're used in, or -1.
2381 *
2382 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2383 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2384 */
2385 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2386
2387 /**
2388 * Map of active uniform names to locations
2389 *
2390 * Maps any active uniform that is not an array element to a location.
2391 * Each active uniform, including individual structure members will appear
2392 * in this map. This roughly corresponds to the set of names that would be
2393 * enumerated by \c glGetActiveUniform.
2394 */
2395 struct string_to_uint_map *UniformHash;
2396
2397 /**
2398 * Map from sampler unit to texture unit (set by glUniform1i())
2399 *
2400 * A sampler unit is associated with each sampler uniform by the linker.
2401 * The sampler unit associated with each uniform is stored in the
2402 * \c gl_uniform_storage::sampler field.
2403 */
2404 GLubyte SamplerUnits[MAX_SAMPLERS];
2405 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2406 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2407
2408 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2409 GLboolean Validated;
2410 GLboolean _Used; /**< Ever used for drawing? */
2411 GLchar *InfoLog;
2412
2413 unsigned Version; /**< GLSL version used for linking */
2414 GLboolean IsES; /**< True if this program uses GLSL ES */
2415
2416 /**
2417 * Per-stage shaders resulting from the first stage of linking.
2418 *
2419 * Set of linked shaders for this program. The array is accessed using the
2420 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2421 * \c NULL.
2422 */
2423 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2424 };
2425
2426
2427 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2428 #define GLSL_LOG 0x2 /**< Write shaders to files */
2429 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2430 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2431 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2432 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2433 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2434 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2435 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2436
2437
2438 /**
2439 * Context state for GLSL vertex/fragment shaders.
2440 */
2441 struct gl_shader_state
2442 {
2443 /**
2444 * Programs used for rendering
2445 *
2446 * There is a separate program set for each shader stage. If
2447 * GL_EXT_separate_shader_objects is not supported, each of these must point
2448 * to \c NULL or to the same program.
2449 */
2450 struct gl_shader_program *CurrentVertexProgram;
2451 struct gl_shader_program *CurrentGeometryProgram;
2452 struct gl_shader_program *CurrentFragmentProgram;
2453
2454 struct gl_shader_program *_CurrentFragmentProgram;
2455
2456 /**
2457 * Program used by glUniform calls.
2458 *
2459 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2460 */
2461 struct gl_shader_program *ActiveProgram;
2462
2463 GLbitfield Flags; /**< Mask of GLSL_x flags */
2464 };
2465
2466
2467 /**
2468 * Compiler options for a single GLSL shaders type
2469 */
2470 struct gl_shader_compiler_options
2471 {
2472 /** Driver-selectable options: */
2473 GLboolean EmitCondCodes; /**< Use condition codes? */
2474 GLboolean EmitNoLoops;
2475 GLboolean EmitNoFunctions;
2476 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2477 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2478 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2479 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2480 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2481
2482 /**
2483 * \name Forms of indirect addressing the driver cannot do.
2484 */
2485 /*@{*/
2486 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2487 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2488 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2489 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2490 /*@}*/
2491
2492 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2493 GLuint MaxUnrollIterations;
2494
2495 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2496 };
2497
2498
2499 /**
2500 * Occlusion/timer query object.
2501 */
2502 struct gl_query_object
2503 {
2504 GLenum Target; /**< The query target, when active */
2505 GLuint Id; /**< hash table ID/name */
2506 GLuint64EXT Result; /**< the counter */
2507 GLboolean Active; /**< inside Begin/EndQuery */
2508 GLboolean Ready; /**< result is ready? */
2509 };
2510
2511
2512 /**
2513 * Context state for query objects.
2514 */
2515 struct gl_query_state
2516 {
2517 struct _mesa_HashTable *QueryObjects;
2518 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2519 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2520
2521 /** GL_NV_conditional_render */
2522 struct gl_query_object *CondRenderQuery;
2523
2524 /** GL_EXT_transform_feedback */
2525 struct gl_query_object *PrimitivesGenerated;
2526 struct gl_query_object *PrimitivesWritten;
2527
2528 /** GL_ARB_timer_query */
2529 struct gl_query_object *TimeElapsed;
2530
2531 GLenum CondRenderMode;
2532 };
2533
2534
2535 /** Sync object state */
2536 struct gl_sync_object
2537 {
2538 GLenum Type; /**< GL_SYNC_FENCE */
2539 GLuint Name; /**< Fence name */
2540 GLint RefCount; /**< Reference count */
2541 GLboolean DeletePending; /**< Object was deleted while there were still
2542 * live references (e.g., sync not yet finished)
2543 */
2544 GLenum SyncCondition;
2545 GLbitfield Flags; /**< Flags passed to glFenceSync */
2546 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2547 };
2548
2549
2550 /**
2551 * State which can be shared by multiple contexts:
2552 */
2553 struct gl_shared_state
2554 {
2555 _glthread_Mutex Mutex; /**< for thread safety */
2556 GLint RefCount; /**< Reference count */
2557 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2558 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2559
2560 /** Default texture objects (shared by all texture units) */
2561 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2562
2563 /** Fallback texture used when a bound texture is incomplete */
2564 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2565
2566 /**
2567 * \name Thread safety and statechange notification for texture
2568 * objects.
2569 *
2570 * \todo Improve the granularity of locking.
2571 */
2572 /*@{*/
2573 _glthread_Mutex TexMutex; /**< texobj thread safety */
2574 GLuint TextureStateStamp; /**< state notification for shared tex */
2575 /*@}*/
2576
2577 /** Default buffer object for vertex arrays that aren't in VBOs */
2578 struct gl_buffer_object *NullBufferObj;
2579
2580 /**
2581 * \name Vertex/geometry/fragment programs
2582 */
2583 /*@{*/
2584 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2585 struct gl_vertex_program *DefaultVertexProgram;
2586 struct gl_fragment_program *DefaultFragmentProgram;
2587 struct gl_geometry_program *DefaultGeometryProgram;
2588 /*@}*/
2589
2590 /* GL_ATI_fragment_shader */
2591 struct _mesa_HashTable *ATIShaders;
2592 struct ati_fragment_shader *DefaultFragmentShader;
2593
2594 struct _mesa_HashTable *BufferObjects;
2595
2596 /** Table of both gl_shader and gl_shader_program objects */
2597 struct _mesa_HashTable *ShaderObjects;
2598
2599 /* GL_EXT_framebuffer_object */
2600 struct _mesa_HashTable *RenderBuffers;
2601 struct _mesa_HashTable *FrameBuffers;
2602
2603 /* GL_ARB_sync */
2604 struct set *SyncObjects;
2605
2606 /** GL_ARB_sampler_objects */
2607 struct _mesa_HashTable *SamplerObjects;
2608 };
2609
2610
2611
2612 /**
2613 * Renderbuffers represent drawing surfaces such as color, depth and/or
2614 * stencil. A framebuffer object has a set of renderbuffers.
2615 * Drivers will typically derive subclasses of this type.
2616 */
2617 struct gl_renderbuffer
2618 {
2619 _glthread_Mutex Mutex; /**< for thread safety */
2620 GLuint ClassID; /**< Useful for drivers */
2621 GLuint Name;
2622 GLint RefCount;
2623 GLuint Width, Height;
2624 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2625 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2626 GLubyte NumSamples;
2627 GLenum InternalFormat; /**< The user-specified format */
2628 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2629 GL_STENCIL_INDEX. */
2630 gl_format Format; /**< The actual renderbuffer memory format */
2631
2632 /** Delete this renderbuffer */
2633 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2634
2635 /** Allocate new storage for this renderbuffer */
2636 GLboolean (*AllocStorage)(struct gl_context *ctx,
2637 struct gl_renderbuffer *rb,
2638 GLenum internalFormat,
2639 GLuint width, GLuint height);
2640 };
2641
2642
2643 /**
2644 * A renderbuffer attachment points to either a texture object (and specifies
2645 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2646 */
2647 struct gl_renderbuffer_attachment
2648 {
2649 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2650 GLboolean Complete;
2651
2652 /**
2653 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2654 * application supplied renderbuffer object.
2655 */
2656 struct gl_renderbuffer *Renderbuffer;
2657
2658 /**
2659 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2660 * supplied texture object.
2661 */
2662 struct gl_texture_object *Texture;
2663 GLuint TextureLevel; /**< Attached mipmap level. */
2664 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2665 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2666 * and 2D array textures */
2667 };
2668
2669
2670 /**
2671 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2672 * In C++ terms, think of this as a base class from which device drivers
2673 * will make derived classes.
2674 */
2675 struct gl_framebuffer
2676 {
2677 _glthread_Mutex Mutex; /**< for thread safety */
2678 /**
2679 * If zero, this is a window system framebuffer. If non-zero, this
2680 * is a FBO framebuffer; note that for some devices (i.e. those with
2681 * a natural pixel coordinate system for FBOs that differs from the
2682 * OpenGL/Mesa coordinate system), this means that the viewport,
2683 * polygon face orientation, and polygon stipple will have to be inverted.
2684 */
2685 GLuint Name;
2686
2687 GLint RefCount;
2688 GLboolean DeletePending;
2689
2690 /**
2691 * The framebuffer's visual. Immutable if this is a window system buffer.
2692 * Computed from attachments if user-made FBO.
2693 */
2694 struct gl_config Visual;
2695
2696 GLboolean Initialized;
2697
2698 GLuint Width, Height; /**< size of frame buffer in pixels */
2699
2700 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2701 /*@{*/
2702 GLint _Xmin, _Xmax; /**< inclusive */
2703 GLint _Ymin, _Ymax; /**< exclusive */
2704 /*@}*/
2705
2706 /** \name Derived Z buffer stuff */
2707 /*@{*/
2708 GLuint _DepthMax; /**< Max depth buffer value */
2709 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2710 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2711 /*@}*/
2712
2713 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2714 GLenum _Status;
2715
2716 /** Integer color values */
2717 GLboolean _IntegerColor;
2718
2719 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2720 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2721
2722 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2723 * attribute group and GL_PIXEL attribute group, respectively.
2724 */
2725 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2726 GLenum ColorReadBuffer;
2727
2728 /** Computed from ColorDraw/ReadBuffer above */
2729 GLuint _NumColorDrawBuffers;
2730 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2731 GLint _ColorReadBufferIndex; /* -1 = None */
2732 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2733 struct gl_renderbuffer *_ColorReadBuffer;
2734
2735 /** Delete this framebuffer */
2736 void (*Delete)(struct gl_framebuffer *fb);
2737 };
2738
2739
2740 /**
2741 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2742 */
2743 struct gl_precision
2744 {
2745 GLushort RangeMin; /**< min value exponent */
2746 GLushort RangeMax; /**< max value exponent */
2747 GLushort Precision; /**< number of mantissa bits */
2748 };
2749
2750
2751 /**
2752 * Limits for vertex, geometry and fragment programs/shaders.
2753 */
2754 struct gl_program_constants
2755 {
2756 /* logical limits */
2757 GLuint MaxInstructions;
2758 GLuint MaxAluInstructions;
2759 GLuint MaxTexInstructions;
2760 GLuint MaxTexIndirections;
2761 GLuint MaxAttribs;
2762 GLuint MaxTemps;
2763 GLuint MaxAddressRegs;
2764 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2765 GLuint MaxParameters;
2766 GLuint MaxLocalParams;
2767 GLuint MaxEnvParams;
2768 /* native/hardware limits */
2769 GLuint MaxNativeInstructions;
2770 GLuint MaxNativeAluInstructions;
2771 GLuint MaxNativeTexInstructions;
2772 GLuint MaxNativeTexIndirections;
2773 GLuint MaxNativeAttribs;
2774 GLuint MaxNativeTemps;
2775 GLuint MaxNativeAddressRegs;
2776 GLuint MaxNativeParameters;
2777 /* For shaders */
2778 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2779 /* ES 2.0 and GL_ARB_ES2_compatibility */
2780 struct gl_precision LowFloat, MediumFloat, HighFloat;
2781 struct gl_precision LowInt, MediumInt, HighInt;
2782 /* GL_ARB_uniform_buffer_object */
2783 GLuint MaxUniformBlocks;
2784 GLuint MaxCombinedUniformComponents;
2785 };
2786
2787
2788 /**
2789 * Constants which may be overridden by device driver during context creation
2790 * but are never changed after that.
2791 */
2792 struct gl_constants
2793 {
2794 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
2795 GLuint MaxTextureLevels; /**< Max mipmap levels. */
2796 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2797 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2798 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2799 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2800 GLuint MaxTextureCoordUnits;
2801 GLuint MaxTextureImageUnits;
2802 GLuint MaxVertexTextureImageUnits;
2803 GLuint MaxCombinedTextureImageUnits;
2804 GLuint MaxGeometryTextureImageUnits;
2805 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2806 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2807 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2808 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2809
2810 GLuint MaxArrayLockSize;
2811
2812 GLint SubPixelBits;
2813
2814 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2815 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2816 GLfloat PointSizeGranularity;
2817 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2818 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2819 GLfloat LineWidthGranularity;
2820
2821 GLuint MaxColorTableSize;
2822
2823 GLuint MaxClipPlanes;
2824 GLuint MaxLights;
2825 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2826 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2827
2828 GLuint MaxViewportWidth, MaxViewportHeight;
2829
2830 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2831 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2832 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2833 GLuint MaxProgramMatrices;
2834 GLuint MaxProgramMatrixStackDepth;
2835
2836 struct {
2837 GLuint SamplesPassed;
2838 GLuint TimeElapsed;
2839 GLuint Timestamp;
2840 GLuint PrimitivesGenerated;
2841 GLuint PrimitivesWritten;
2842 } QueryCounterBits;
2843
2844 /** vertex array / buffer object bounds checking */
2845 GLboolean CheckArrayBounds;
2846
2847 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2848
2849 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2850 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2851 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2852
2853 /** Number of varying vectors between vertex and fragment shaders */
2854 GLuint MaxVarying;
2855 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2856 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2857
2858 /** @{
2859 * GL_ARB_uniform_buffer_object
2860 */
2861 GLuint MaxCombinedUniformBlocks;
2862 GLuint MaxUniformBufferBindings;
2863 GLuint MaxUniformBlockSize;
2864 GLuint UniformBufferOffsetAlignment;
2865 /** @} */
2866
2867 /** GL_ARB_geometry_shader4 */
2868 GLuint MaxGeometryOutputVertices;
2869 GLuint MaxGeometryTotalOutputComponents;
2870
2871 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2872
2873 /**
2874 * Changes default GLSL extension behavior from "error" to "warn". It's out
2875 * of spec, but it can make some apps work that otherwise wouldn't.
2876 */
2877 GLboolean ForceGLSLExtensionsWarn;
2878
2879 /**
2880 * Does the driver support real 32-bit integers? (Otherwise, integers are
2881 * simulated via floats.)
2882 */
2883 GLboolean NativeIntegers;
2884
2885 /**
2886 * If the driver supports real 32-bit integers, what integer value should be
2887 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2888 */
2889 GLuint UniformBooleanTrue;
2890
2891 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2892 GLbitfield SupportedBumpUnits;
2893
2894 /**
2895 * Maximum amount of time, measured in nanseconds, that the server can wait.
2896 */
2897 GLuint64 MaxServerWaitTimeout;
2898
2899 /** GL_EXT_provoking_vertex */
2900 GLboolean QuadsFollowProvokingVertexConvention;
2901
2902 /** OpenGL version 3.0 */
2903 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2904
2905 /** OpenGL version 3.2 */
2906 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2907
2908 /** GL_EXT_transform_feedback */
2909 GLuint MaxTransformFeedbackBuffers;
2910 GLuint MaxTransformFeedbackSeparateComponents;
2911 GLuint MaxTransformFeedbackInterleavedComponents;
2912 GLuint MaxVertexStreams;
2913
2914 /** GL_EXT_gpu_shader4 */
2915 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2916
2917 /* GL_ARB_robustness */
2918 GLenum ResetStrategy;
2919
2920 /* GL_ARB_blend_func_extended */
2921 GLuint MaxDualSourceDrawBuffers;
2922
2923 /**
2924 * Whether the implementation strips out and ignores texture borders.
2925 *
2926 * Many GPU hardware implementations don't support rendering with texture
2927 * borders and mipmapped textures. (Note: not static border color, but the
2928 * old 1-pixel border around each edge). Implementations then have to do
2929 * slow fallbacks to be correct, or just ignore the border and be fast but
2930 * wrong. Setting the flag strips the border off of TexImage calls,
2931 * providing "fast but wrong" at significantly reduced driver complexity.
2932 *
2933 * Texture borders are deprecated in GL 3.0.
2934 **/
2935 GLboolean StripTextureBorder;
2936
2937 /**
2938 * For drivers which can do a better job at eliminating unused varyings
2939 * and uniforms than the GLSL compiler.
2940 *
2941 * XXX Remove these as soon as a better solution is available.
2942 */
2943 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2944 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2945
2946 /**
2947 * Force software support for primitive restart in the VBO module.
2948 */
2949 GLboolean PrimitiveRestartInSoftware;
2950
2951 /** GL_ARB_map_buffer_alignment */
2952 GLuint MinMapBufferAlignment;
2953
2954 /**
2955 * Disable varying packing. This is out of spec, but potentially useful
2956 * for older platforms that supports a limited number of texture
2957 * indirections--on these platforms, unpacking the varyings in the fragment
2958 * shader increases the number of texture indirections by 1, which might
2959 * make some shaders not executable at all.
2960 *
2961 * Drivers that support transform feedback must set this value to GL_FALSE.
2962 */
2963 GLboolean DisableVaryingPacking;
2964 };
2965
2966
2967 /**
2968 * Enable flag for each OpenGL extension. Different device drivers will
2969 * enable different extensions at runtime.
2970 */
2971 struct gl_extensions
2972 {
2973 GLboolean dummy; /* don't remove this! */
2974 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2975 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2976 GLboolean ANGLE_texture_compression_dxt;
2977 GLboolean ARB_ES2_compatibility;
2978 GLboolean ARB_ES3_compatibility;
2979 GLboolean ARB_base_instance;
2980 GLboolean ARB_blend_func_extended;
2981 GLboolean ARB_color_buffer_float;
2982 GLboolean ARB_conservative_depth;
2983 GLboolean ARB_depth_buffer_float;
2984 GLboolean ARB_depth_clamp;
2985 GLboolean ARB_depth_texture;
2986 GLboolean ARB_draw_buffers_blend;
2987 GLboolean ARB_draw_elements_base_vertex;
2988 GLboolean ARB_draw_instanced;
2989 GLboolean ARB_fragment_coord_conventions;
2990 GLboolean ARB_fragment_program;
2991 GLboolean ARB_fragment_program_shadow;
2992 GLboolean ARB_fragment_shader;
2993 GLboolean ARB_framebuffer_object;
2994 GLboolean ARB_explicit_attrib_location;
2995 GLboolean ARB_geometry_shader4;
2996 GLboolean ARB_half_float_pixel;
2997 GLboolean ARB_half_float_vertex;
2998 GLboolean ARB_instanced_arrays;
2999 GLboolean ARB_map_buffer_alignment;
3000 GLboolean ARB_map_buffer_range;
3001 GLboolean ARB_occlusion_query;
3002 GLboolean ARB_occlusion_query2;
3003 GLboolean ARB_point_sprite;
3004 GLboolean ARB_seamless_cube_map;
3005 GLboolean ARB_shader_bit_encoding;
3006 GLboolean ARB_shader_objects;
3007 GLboolean ARB_shader_stencil_export;
3008 GLboolean ARB_shader_texture_lod;
3009 GLboolean ARB_shading_language_100;
3010 GLboolean ARB_shadow;
3011 GLboolean ARB_sync;
3012 GLboolean ARB_texture_border_clamp;
3013 GLboolean ARB_texture_buffer_object;
3014 GLboolean ARB_texture_buffer_object_rgb32;
3015 GLboolean ARB_texture_compression_rgtc;
3016 GLboolean ARB_texture_cube_map;
3017 GLboolean ARB_texture_cube_map_array;
3018 GLboolean ARB_texture_env_combine;
3019 GLboolean ARB_texture_env_crossbar;
3020 GLboolean ARB_texture_env_dot3;
3021 GLboolean ARB_texture_float;
3022 GLboolean ARB_texture_multisample;
3023 GLboolean ARB_texture_non_power_of_two;
3024 GLboolean ARB_texture_rg;
3025 GLboolean ARB_texture_rgb10_a2ui;
3026 GLboolean ARB_texture_storage;
3027 GLboolean ARB_timer_query;
3028 GLboolean ARB_transform_feedback2;
3029 GLboolean ARB_transform_feedback3;
3030 GLboolean ARB_transform_feedback_instanced;
3031 GLboolean ARB_uniform_buffer_object;
3032 GLboolean ARB_vertex_program;
3033 GLboolean ARB_vertex_shader;
3034 GLboolean ARB_vertex_type_2_10_10_10_rev;
3035 GLboolean EXT_blend_color;
3036 GLboolean EXT_blend_equation_separate;
3037 GLboolean EXT_blend_func_separate;
3038 GLboolean EXT_blend_minmax;
3039 GLboolean EXT_clip_volume_hint;
3040 GLboolean EXT_depth_bounds_test;
3041 GLboolean EXT_draw_buffers2;
3042 GLboolean EXT_fog_coord;
3043 GLboolean EXT_framebuffer_blit;
3044 GLboolean EXT_framebuffer_multisample;
3045 GLboolean EXT_framebuffer_object;
3046 GLboolean EXT_framebuffer_sRGB;
3047 GLboolean EXT_gpu_program_parameters;
3048 GLboolean EXT_gpu_shader4;
3049 GLboolean EXT_packed_depth_stencil;
3050 GLboolean EXT_packed_float;
3051 GLboolean EXT_pixel_buffer_object;
3052 GLboolean EXT_point_parameters;
3053 GLboolean EXT_provoking_vertex;
3054 GLboolean EXT_shadow_funcs;
3055 GLboolean EXT_secondary_color;
3056 GLboolean EXT_separate_shader_objects;
3057 GLboolean EXT_stencil_two_side;
3058 GLboolean EXT_texture3D;
3059 GLboolean EXT_texture_array;
3060 GLboolean EXT_texture_compression_latc;
3061 GLboolean EXT_texture_compression_s3tc;
3062 GLboolean EXT_texture_env_dot3;
3063 GLboolean EXT_texture_filter_anisotropic;
3064 GLboolean EXT_texture_integer;
3065 GLboolean EXT_texture_mirror_clamp;
3066 GLboolean EXT_texture_shared_exponent;
3067 GLboolean EXT_texture_snorm;
3068 GLboolean EXT_texture_sRGB;
3069 GLboolean EXT_texture_sRGB_decode;
3070 GLboolean EXT_texture_swizzle;
3071 GLboolean EXT_transform_feedback;
3072 GLboolean EXT_timer_query;
3073 GLboolean EXT_vertex_array_bgra;
3074 GLboolean OES_standard_derivatives;
3075 /* vendor extensions */
3076 GLboolean AMD_seamless_cubemap_per_texture;
3077 GLboolean APPLE_object_purgeable;
3078 GLboolean ATI_envmap_bumpmap;
3079 GLboolean ATI_texture_compression_3dc;
3080 GLboolean ATI_texture_mirror_once;
3081 GLboolean ATI_texture_env_combine3;
3082 GLboolean ATI_fragment_shader;
3083 GLboolean ATI_separate_stencil;
3084 GLboolean MESA_pack_invert;
3085 GLboolean MESA_resize_buffers;
3086 GLboolean MESA_ycbcr_texture;
3087 GLboolean MESA_texture_array;
3088 GLboolean NV_blend_square;
3089 GLboolean NV_conditional_render;
3090 GLboolean NV_fog_distance;
3091 GLboolean NV_fragment_program_option;
3092 GLboolean NV_point_sprite;
3093 GLboolean NV_primitive_restart;
3094 GLboolean NV_texture_barrier;
3095 GLboolean NV_texture_env_combine4;
3096 GLboolean NV_texture_rectangle;
3097 GLboolean TDFX_texture_compression_FXT1;
3098 GLboolean S3_s3tc;
3099 GLboolean OES_EGL_image;
3100 GLboolean OES_draw_texture;
3101 GLboolean OES_EGL_image_external;
3102 GLboolean OES_compressed_ETC1_RGB8_texture;
3103 GLboolean extension_sentinel;
3104 /** The extension string */
3105 const GLubyte *String;
3106 /** Number of supported extensions */
3107 GLuint Count;
3108 };
3109
3110
3111 /**
3112 * A stack of matrices (projection, modelview, color, texture, etc).
3113 */
3114 struct gl_matrix_stack
3115 {
3116 GLmatrix *Top; /**< points into Stack */
3117 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3118 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3119 GLuint MaxDepth; /**< size of Stack[] array */
3120 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3121 };
3122
3123
3124 /**
3125 * \name Bits for image transfer operations
3126 * \sa __struct gl_contextRec::ImageTransferState.
3127 */
3128 /*@{*/
3129 #define IMAGE_SCALE_BIAS_BIT 0x1
3130 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3131 #define IMAGE_MAP_COLOR_BIT 0x4
3132 #define IMAGE_CLAMP_BIT 0x800
3133
3134
3135 /** Pixel Transfer ops */
3136 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3137 IMAGE_SHIFT_OFFSET_BIT | \
3138 IMAGE_MAP_COLOR_BIT)
3139
3140 /**
3141 * \name Bits to indicate what state has changed.
3142 */
3143 /*@{*/
3144 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3145 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3146 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3147 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3148 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3149 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3150 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3151 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3152 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3153 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3154 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3155 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3156 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3157 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3158 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3159 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3160 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3161 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3162 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3163 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3164 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3165 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3166 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3167 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3168 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3169 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3170 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3171 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3172 #define _NEW_BUFFER_OBJECT (1 << 28)
3173 #define _NEW_FRAG_CLAMP (1 << 29)
3174 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3175 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3176 #define _NEW_ALL ~0
3177
3178 /**
3179 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3180 * clarity.
3181 */
3182 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3183 /*@}*/
3184
3185
3186 /**
3187 * \name A bunch of flags that we think might be useful to drivers.
3188 *
3189 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3190 */
3191 /*@{*/
3192 #define DD_SEPARATE_SPECULAR (1 << 0)
3193 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3194 #define DD_TRI_UNFILLED (1 << 2)
3195 #define DD_TRI_SMOOTH (1 << 3)
3196 #define DD_TRI_STIPPLE (1 << 4)
3197 #define DD_TRI_OFFSET (1 << 5)
3198 #define DD_LINE_SMOOTH (1 << 6)
3199 #define DD_LINE_STIPPLE (1 << 7)
3200 #define DD_POINT_SMOOTH (1 << 8)
3201 #define DD_POINT_ATTEN (1 << 9)
3202 /*@}*/
3203
3204
3205 /**
3206 * Composite state flags
3207 */
3208 /*@{*/
3209 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3210 _NEW_TEXTURE | \
3211 _NEW_POINT | \
3212 _NEW_PROGRAM | \
3213 _NEW_MODELVIEW)
3214
3215 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3216 _NEW_FOG | \
3217 _NEW_PROGRAM)
3218
3219
3220 /*@}*/
3221
3222
3223
3224
3225 /* This has to be included here. */
3226 #include "dd.h"
3227
3228
3229 /**
3230 * Display list flags.
3231 * Strictly this is a tnl-private concept, but it doesn't seem
3232 * worthwhile adding a tnl private structure just to hold this one bit
3233 * of information:
3234 */
3235 #define DLIST_DANGLING_REFS 0x1
3236
3237
3238 /** Opaque declaration of display list payload data type */
3239 union gl_dlist_node;
3240
3241
3242 /**
3243 * Provide a location where information about a display list can be
3244 * collected. Could be extended with driverPrivate structures,
3245 * etc. in the future.
3246 */
3247 struct gl_display_list
3248 {
3249 GLuint Name;
3250 GLbitfield Flags; /**< DLIST_x flags */
3251 /** The dlist commands are in a linked list of nodes */
3252 union gl_dlist_node *Head;
3253 };
3254
3255
3256 /**
3257 * State used during display list compilation and execution.
3258 */
3259 struct gl_dlist_state
3260 {
3261 GLuint CallDepth; /**< Current recursion calling depth */
3262
3263 struct gl_display_list *CurrentList; /**< List currently being compiled */
3264 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3265 GLuint CurrentPos; /**< Index into current block of nodes */
3266
3267 GLvertexformat ListVtxfmt;
3268
3269 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3270 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3271
3272 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3273 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3274
3275 struct {
3276 /* State known to have been set by the currently-compiling display
3277 * list. Used to eliminate some redundant state changes.
3278 */
3279 GLenum ShadeModel;
3280 } Current;
3281 };
3282
3283 /**
3284 * An error, warning, or other piece of debug information for an application
3285 * to consume via GL_ARB_debug_output.
3286 */
3287 struct gl_debug_msg
3288 {
3289 GLenum source;
3290 GLenum type;
3291 GLuint id;
3292 GLenum severity;
3293 GLsizei length;
3294 GLcharARB *message;
3295 };
3296
3297 typedef enum {
3298 API_ERROR_UNKNOWN,
3299 API_ERROR_COUNT
3300 } gl_api_error;
3301
3302 typedef enum {
3303 WINSYS_ERROR_UNKNOWN,
3304 WINSYS_ERROR_COUNT
3305 } gl_winsys_error;
3306
3307 typedef enum {
3308 SHADER_ERROR_UNKNOWN,
3309 SHADER_ERROR_COUNT
3310 } gl_shader_error;
3311
3312 typedef enum {
3313 OTHER_ERROR_UNKNOWN,
3314 OTHER_ERROR_OUT_OF_MEMORY,
3315 OTHER_ERROR_COUNT
3316 } gl_other_error;
3317
3318 struct gl_client_namespace
3319 {
3320 struct _mesa_HashTable *IDs;
3321 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3322 struct simple_node Severity[3]; /* lists of IDs in the hash table */
3323 };
3324
3325 struct gl_client_debug
3326 {
3327 GLboolean Defaults[3][2][6]; /* severity, source, type */
3328 struct gl_client_namespace Namespaces[2][6]; /* source, type */
3329 };
3330
3331 struct gl_debug_state
3332 {
3333 GLDEBUGPROCARB Callback;
3334 GLvoid *CallbackData;
3335 GLboolean SyncOutput;
3336 GLboolean ApiErrors[API_ERROR_COUNT];
3337 GLboolean WinsysErrors[WINSYS_ERROR_COUNT];
3338 GLboolean ShaderErrors[SHADER_ERROR_COUNT];
3339 GLboolean OtherErrors[OTHER_ERROR_COUNT];
3340 struct gl_client_debug ClientIDs;
3341 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3342 GLint NumMessages;
3343 GLint NextMsg;
3344 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3345 for the sake of the offsetof() code in get.c */
3346 };
3347
3348 /**
3349 * Enum for the OpenGL APIs we know about and may support.
3350 *
3351 * NOTE: This must match the api_enum table in
3352 * src/mesa/main/get_hash_generator.py
3353 */
3354 typedef enum
3355 {
3356 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3357 API_OPENGLES,
3358 API_OPENGLES2,
3359 API_OPENGL_CORE,
3360 } gl_api;
3361
3362 /**
3363 * Driver-specific state flags.
3364 *
3365 * These are or'd with gl_context::NewDriverState to notify a driver about
3366 * a state change. The driver sets the flags at context creation and
3367 * the meaning of the bits set is opaque to core Mesa.
3368 */
3369 struct gl_driver_flags
3370 {
3371 GLbitfield NewArray; /**< Vertex array state */
3372 };
3373
3374 struct gl_uniform_buffer_binding
3375 {
3376 struct gl_buffer_object *BufferObject;
3377 /** Start of uniform block data in the buffer */
3378 GLintptr Offset;
3379 /** Size of data allowed to be referenced from the buffer (in bytes) */
3380 GLsizeiptr Size;
3381 /**
3382 * glBindBufferBase() indicates that the Size should be ignored and only
3383 * limited by the current size of the BufferObject.
3384 */
3385 GLboolean AutomaticSize;
3386 };
3387
3388 /**
3389 * Mesa rendering context.
3390 *
3391 * This is the central context data structure for Mesa. Almost all
3392 * OpenGL state is contained in this structure.
3393 * Think of this as a base class from which device drivers will derive
3394 * sub classes.
3395 *
3396 * The struct gl_context typedef names this structure.
3397 */
3398 struct gl_context
3399 {
3400 /** State possibly shared with other contexts in the address space */
3401 struct gl_shared_state *Shared;
3402
3403 /** \name API function pointer tables */
3404 /*@{*/
3405 gl_api API;
3406 struct _glapi_table *Save; /**< Display list save functions */
3407 struct _glapi_table *Exec; /**< Execute functions */
3408 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3409 /*@}*/
3410
3411 struct gl_config Visual;
3412 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3413 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3414 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3415 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3416
3417 /**
3418 * Device driver function pointer table
3419 */
3420 struct dd_function_table Driver;
3421
3422 /** Core/Driver constants */
3423 struct gl_constants Const;
3424
3425 /** \name The various 4x4 matrix stacks */
3426 /*@{*/
3427 struct gl_matrix_stack ModelviewMatrixStack;
3428 struct gl_matrix_stack ProjectionMatrixStack;
3429 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3430 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3431 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3432 /*@}*/
3433
3434 /** Combined modelview and projection matrix */
3435 GLmatrix _ModelProjectMatrix;
3436
3437 /** \name Display lists */
3438 struct gl_dlist_state ListState;
3439
3440 GLboolean ExecuteFlag; /**< Execute GL commands? */
3441 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3442
3443 /** Extension information */
3444 struct gl_extensions Extensions;
3445
3446 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3447 GLuint Version;
3448 char *VersionString;
3449
3450 /** \name State attribute stack (for glPush/PopAttrib) */
3451 /*@{*/
3452 GLuint AttribStackDepth;
3453 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3454 /*@}*/
3455
3456 /** \name Renderer attribute groups
3457 *
3458 * We define a struct for each attribute group to make pushing and popping
3459 * attributes easy. Also it's a good organization.
3460 */
3461 /*@{*/
3462 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3463 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3464 struct gl_current_attrib Current; /**< Current attributes */
3465 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3466 struct gl_eval_attrib Eval; /**< Eval attributes */
3467 struct gl_fog_attrib Fog; /**< Fog attributes */
3468 struct gl_hint_attrib Hint; /**< Hint attributes */
3469 struct gl_light_attrib Light; /**< Light attributes */
3470 struct gl_line_attrib Line; /**< Line attributes */
3471 struct gl_list_attrib List; /**< List attributes */
3472 struct gl_multisample_attrib Multisample;
3473 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3474 struct gl_point_attrib Point; /**< Point attributes */
3475 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3476 GLuint PolygonStipple[32]; /**< Polygon stipple */
3477 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3478 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3479 struct gl_texture_attrib Texture; /**< Texture attributes */
3480 struct gl_transform_attrib Transform; /**< Transformation attributes */
3481 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3482 /*@}*/
3483
3484 /** \name Client attribute stack */
3485 /*@{*/
3486 GLuint ClientAttribStackDepth;
3487 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3488 /*@}*/
3489
3490 /** \name Client attribute groups */
3491 /*@{*/
3492 struct gl_array_attrib Array; /**< Vertex arrays */
3493 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3494 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3495 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3496 /*@}*/
3497
3498 /** \name Other assorted state (not pushed/popped on attribute stack) */
3499 /*@{*/
3500 struct gl_pixelmaps PixelMaps;
3501
3502 struct gl_evaluators EvalMap; /**< All evaluators */
3503 struct gl_feedback Feedback; /**< Feedback */
3504 struct gl_selection Select; /**< Selection */
3505
3506 struct gl_program_state Program; /**< general program state */
3507 struct gl_vertex_program_state VertexProgram;
3508 struct gl_fragment_program_state FragmentProgram;
3509 struct gl_geometry_program_state GeometryProgram;
3510 struct gl_ati_fragment_shader_state ATIFragmentShader;
3511
3512 struct gl_shader_state Shader; /**< GLSL shader object state */
3513 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3514
3515 struct gl_query_state Query; /**< occlusion, timer queries */
3516
3517 struct gl_transform_feedback_state TransformFeedback;
3518
3519 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3520 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3521
3522 /**
3523 * Current GL_ARB_uniform_buffer_object binding referenced by
3524 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3525 */
3526 struct gl_buffer_object *UniformBuffer;
3527
3528 /**
3529 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3530 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3531 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3532 * shader program.
3533 */
3534 struct gl_uniform_buffer_binding *UniformBufferBindings;
3535
3536 /*@}*/
3537
3538 struct gl_meta_state *Meta; /**< for "meta" operations */
3539
3540 /* GL_EXT_framebuffer_object */
3541 struct gl_renderbuffer *CurrentRenderbuffer;
3542
3543 GLenum ErrorValue; /**< Last error code */
3544
3545 /* GL_ARB_robustness */
3546 GLenum ResetStatus;
3547
3548 /**
3549 * Recognize and silence repeated error debug messages in buggy apps.
3550 */
3551 const char *ErrorDebugFmtString;
3552 GLuint ErrorDebugCount;
3553
3554 /* GL_ARB_debug_output */
3555 struct gl_debug_state Debug;
3556
3557 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3558 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3559 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3560
3561 struct gl_driver_flags DriverFlags;
3562
3563 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3564
3565 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3566
3567 /** \name Derived state */
3568 /*@{*/
3569 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3570 * state validation so they need to always be current.
3571 */
3572 GLbitfield _TriangleCaps;
3573 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3574 GLfloat _EyeZDir[3];
3575 GLfloat _ModelViewInvScale;
3576 GLboolean _NeedEyeCoords;
3577 GLboolean _ForceEyeCoords;
3578
3579 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3580
3581 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3582
3583 /** \name For debugging/development only */
3584 /*@{*/
3585 GLboolean FirstTimeCurrent;
3586 /*@}*/
3587
3588 /** software compression/decompression supported or not */
3589 GLboolean Mesa_DXTn;
3590
3591 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3592
3593 /**
3594 * Use dp4 (rather than mul/mad) instructions for position
3595 * transformation?
3596 */
3597 GLboolean mvp_with_dp4;
3598
3599 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3600
3601 /**
3602 * \name Hooks for module contexts.
3603 *
3604 * These will eventually live in the driver or elsewhere.
3605 */
3606 /*@{*/
3607 void *swrast_context;
3608 void *swsetup_context;
3609 void *swtnl_context;
3610 void *swtnl_im;
3611 struct st_context *st;
3612 void *aelt_context;
3613 /*@}*/
3614 };
3615
3616
3617 #ifdef DEBUG
3618 extern int MESA_VERBOSE;
3619 extern int MESA_DEBUG_FLAGS;
3620 # define MESA_FUNCTION __FUNCTION__
3621 #else
3622 # define MESA_VERBOSE 0
3623 # define MESA_DEBUG_FLAGS 0
3624 # define MESA_FUNCTION "a function"
3625 # ifndef NDEBUG
3626 # define NDEBUG
3627 # endif
3628 #endif
3629
3630
3631 /** The MESA_VERBOSE var is a bitmask of these flags */
3632 enum _verbose
3633 {
3634 VERBOSE_VARRAY = 0x0001,
3635 VERBOSE_TEXTURE = 0x0002,
3636 VERBOSE_MATERIAL = 0x0004,
3637 VERBOSE_PIPELINE = 0x0008,
3638 VERBOSE_DRIVER = 0x0010,
3639 VERBOSE_STATE = 0x0020,
3640 VERBOSE_API = 0x0040,
3641 VERBOSE_DISPLAY_LIST = 0x0100,
3642 VERBOSE_LIGHTING = 0x0200,
3643 VERBOSE_PRIMS = 0x0400,
3644 VERBOSE_VERTS = 0x0800,
3645 VERBOSE_DISASSEM = 0x1000,
3646 VERBOSE_DRAW = 0x2000,
3647 VERBOSE_SWAPBUFFERS = 0x4000
3648 };
3649
3650
3651 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3652 enum _debug
3653 {
3654 DEBUG_SILENT = (1 << 0),
3655 DEBUG_ALWAYS_FLUSH = (1 << 1),
3656 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3657 DEBUG_INCOMPLETE_FBO = (1 << 3)
3658 };
3659
3660
3661
3662 #ifdef __cplusplus
3663 }
3664 #endif
3665
3666 #endif /* MTYPES_H */