mesa: Implement glPushDebugGroup and glPopDebugGroup
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * 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 "glapi/glapi.h"
40 #include "math/m_matrix.h" /* GLmatrix */
41 #include "main/simple_list.h" /* struct simple_node */
42 #include "main/formats.h" /* MESA_FORMAT_COUNT */
43
44
45 #ifdef __cplusplus
46 extern "C" {
47 #endif
48
49
50 /**
51 * \name 64-bit extension of GLbitfield.
52 */
53 /*@{*/
54 typedef GLuint64 GLbitfield64;
55
56 /** Set a single bit */
57 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
58 /** Set all bits up to excluding bit b */
59 #define BITFIELD64_MASK(b) \
60 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
61 /** Set count bits starting from bit b */
62 #define BITFIELD64_RANGE(b, count) \
63 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
64
65
66 /**
67 * \name Some forward type declarations
68 */
69 /*@{*/
70 struct _mesa_HashTable;
71 struct gl_attrib_node;
72 struct gl_list_extensions;
73 struct gl_meta_state;
74 struct gl_program_cache;
75 struct gl_texture_object;
76 struct gl_context;
77 struct st_context;
78 struct gl_uniform_storage;
79 struct prog_instruction;
80 struct gl_program_parameter_list;
81 struct set;
82 struct set_entry;
83 struct vbo_context;
84 /*@}*/
85
86
87 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
88 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
89 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
90 #define PRIM_UNKNOWN (PRIM_MAX + 2)
91
92
93
94 /**
95 * Indexes for vertex program attributes.
96 * GL_NV_vertex_program aliases generic attributes over the conventional
97 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
98 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
99 * generic attributes are distinct/separate).
100 */
101 typedef enum
102 {
103 VERT_ATTRIB_POS = 0,
104 VERT_ATTRIB_WEIGHT = 1,
105 VERT_ATTRIB_NORMAL = 2,
106 VERT_ATTRIB_COLOR0 = 3,
107 VERT_ATTRIB_COLOR1 = 4,
108 VERT_ATTRIB_FOG = 5,
109 VERT_ATTRIB_COLOR_INDEX = 6,
110 VERT_ATTRIB_EDGEFLAG = 7,
111 VERT_ATTRIB_TEX0 = 8,
112 VERT_ATTRIB_TEX1 = 9,
113 VERT_ATTRIB_TEX2 = 10,
114 VERT_ATTRIB_TEX3 = 11,
115 VERT_ATTRIB_TEX4 = 12,
116 VERT_ATTRIB_TEX5 = 13,
117 VERT_ATTRIB_TEX6 = 14,
118 VERT_ATTRIB_TEX7 = 15,
119 VERT_ATTRIB_POINT_SIZE = 16,
120 VERT_ATTRIB_GENERIC0 = 17,
121 VERT_ATTRIB_GENERIC1 = 18,
122 VERT_ATTRIB_GENERIC2 = 19,
123 VERT_ATTRIB_GENERIC3 = 20,
124 VERT_ATTRIB_GENERIC4 = 21,
125 VERT_ATTRIB_GENERIC5 = 22,
126 VERT_ATTRIB_GENERIC6 = 23,
127 VERT_ATTRIB_GENERIC7 = 24,
128 VERT_ATTRIB_GENERIC8 = 25,
129 VERT_ATTRIB_GENERIC9 = 26,
130 VERT_ATTRIB_GENERIC10 = 27,
131 VERT_ATTRIB_GENERIC11 = 28,
132 VERT_ATTRIB_GENERIC12 = 29,
133 VERT_ATTRIB_GENERIC13 = 30,
134 VERT_ATTRIB_GENERIC14 = 31,
135 VERT_ATTRIB_GENERIC15 = 32,
136 VERT_ATTRIB_MAX = 33
137 } gl_vert_attrib;
138
139 /**
140 * Symbolic constats to help iterating over
141 * specific blocks of vertex attributes.
142 *
143 * VERT_ATTRIB_FF
144 * includes all fixed function attributes as well as
145 * the aliased GL_NV_vertex_program shader attributes.
146 * VERT_ATTRIB_TEX
147 * include the classic texture coordinate attributes.
148 * Is a subset of VERT_ATTRIB_FF.
149 * VERT_ATTRIB_GENERIC
150 * include the OpenGL 2.0+ GLSL generic shader attributes.
151 * These alias the generic GL_ARB_vertex_shader attributes.
152 */
153 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
154 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
155
156 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
157 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
158
159 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
160 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
161
162 /**
163 * Bitflags for vertex attributes.
164 * These are used in bitfields in many places.
165 */
166 /*@{*/
167 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
168 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
169 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
170 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
171 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
172 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
173 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
174 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
175 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
176 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
177 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
178 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
179 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
180 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
181 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
182 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
183 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
184 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
185
186 #define VERT_BIT(i) BITFIELD64_BIT(i)
187 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
188
189 #define VERT_BIT_FF(i) VERT_BIT(i)
190 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
191 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
192 #define VERT_BIT_TEX_ALL \
193 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
194
195 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
196 #define VERT_BIT_GENERIC_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
198 /*@}*/
199
200
201 /**
202 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
203 * fragment shader inputs.
204 *
205 * Note that some of these values are not available to all pipeline stages.
206 *
207 * When this enum is updated, the following code must be updated too:
208 * - vertResults (in prog_print.c's arb_output_attrib_string())
209 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
210 * - _mesa_varying_slot_in_fs()
211 */
212 typedef enum
213 {
214 VARYING_SLOT_POS,
215 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
216 VARYING_SLOT_COL1,
217 VARYING_SLOT_FOGC,
218 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
219 VARYING_SLOT_TEX1,
220 VARYING_SLOT_TEX2,
221 VARYING_SLOT_TEX3,
222 VARYING_SLOT_TEX4,
223 VARYING_SLOT_TEX5,
224 VARYING_SLOT_TEX6,
225 VARYING_SLOT_TEX7,
226 VARYING_SLOT_PSIZ, /* Does not appear in FS */
227 VARYING_SLOT_BFC0, /* Does not appear in FS */
228 VARYING_SLOT_BFC1, /* Does not appear in FS */
229 VARYING_SLOT_EDGE, /* Does not appear in FS */
230 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
231 VARYING_SLOT_CLIP_DIST0,
232 VARYING_SLOT_CLIP_DIST1,
233 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
234 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
235 VARYING_SLOT_FACE, /* FS only */
236 VARYING_SLOT_PNTC, /* FS only */
237 VARYING_SLOT_VAR0, /* First generic varying slot */
238 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
239 } gl_varying_slot;
240
241
242 /**
243 * Bitflags for varying slots.
244 */
245 /*@{*/
246 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
247 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
248 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
249 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
250 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
251 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
252 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
253 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
254 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
255 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
256 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
257 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
258 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
259 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
260 MAX_TEXTURE_COORD_UNITS)
261 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
262 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
263 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
264 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
265 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
266 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
267 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
268 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
269 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
270 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
271 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
272 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
273 /*@}*/
274
275
276 /**
277 * Determine if the given gl_varying_slot appears in the fragment shader.
278 */
279 static inline GLboolean
280 _mesa_varying_slot_in_fs(gl_varying_slot slot)
281 {
282 switch (slot) {
283 case VARYING_SLOT_PSIZ:
284 case VARYING_SLOT_BFC0:
285 case VARYING_SLOT_BFC1:
286 case VARYING_SLOT_EDGE:
287 case VARYING_SLOT_CLIP_VERTEX:
288 case VARYING_SLOT_LAYER:
289 return GL_FALSE;
290 default:
291 return GL_TRUE;
292 }
293 }
294
295
296 /**
297 * Fragment program results
298 */
299 typedef enum
300 {
301 FRAG_RESULT_DEPTH = 0,
302 FRAG_RESULT_STENCIL = 1,
303 /* If a single color should be written to all render targets, this
304 * register is written. No FRAG_RESULT_DATAn will be written.
305 */
306 FRAG_RESULT_COLOR = 2,
307
308 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
309 * or ARB_fragment_program fragment.color[n]) color results. If
310 * any are written, FRAG_RESULT_COLOR will not be written.
311 */
312 FRAG_RESULT_DATA0 = 3,
313 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
314 } gl_frag_result;
315
316
317 /**
318 * Indexes for all renderbuffers
319 */
320 typedef enum
321 {
322 /* the four standard color buffers */
323 BUFFER_FRONT_LEFT,
324 BUFFER_BACK_LEFT,
325 BUFFER_FRONT_RIGHT,
326 BUFFER_BACK_RIGHT,
327 BUFFER_DEPTH,
328 BUFFER_STENCIL,
329 BUFFER_ACCUM,
330 /* optional aux buffer */
331 BUFFER_AUX0,
332 /* generic renderbuffers */
333 BUFFER_COLOR0,
334 BUFFER_COLOR1,
335 BUFFER_COLOR2,
336 BUFFER_COLOR3,
337 BUFFER_COLOR4,
338 BUFFER_COLOR5,
339 BUFFER_COLOR6,
340 BUFFER_COLOR7,
341 BUFFER_COUNT
342 } gl_buffer_index;
343
344 /**
345 * Bit flags for all renderbuffers
346 */
347 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
348 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
349 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
350 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
351 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
352 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
353 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
354 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
355 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
356 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
357 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
358 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
359 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
360 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
361 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
362 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
363 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
364 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
365 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
366
367 /**
368 * Mask of all the color buffer bits (but not accum).
369 */
370 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
371 BUFFER_BIT_BACK_LEFT | \
372 BUFFER_BIT_FRONT_RIGHT | \
373 BUFFER_BIT_BACK_RIGHT | \
374 BUFFER_BIT_AUX0 | \
375 BUFFER_BIT_COLOR0 | \
376 BUFFER_BIT_COLOR1 | \
377 BUFFER_BIT_COLOR2 | \
378 BUFFER_BIT_COLOR3 | \
379 BUFFER_BIT_COLOR4 | \
380 BUFFER_BIT_COLOR5 | \
381 BUFFER_BIT_COLOR6 | \
382 BUFFER_BIT_COLOR7)
383
384
385 /**
386 * Framebuffer configuration (aka visual / pixelformat)
387 * Note: some of these fields should be boolean, but it appears that
388 * code in drivers/dri/common/util.c requires int-sized fields.
389 */
390 struct gl_config
391 {
392 GLboolean rgbMode;
393 GLboolean floatMode;
394 GLboolean colorIndexMode; /* XXX is this used anywhere? */
395 GLuint doubleBufferMode;
396 GLuint stereoMode;
397
398 GLboolean haveAccumBuffer;
399 GLboolean haveDepthBuffer;
400 GLboolean haveStencilBuffer;
401
402 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
403 GLuint redMask, greenMask, blueMask, alphaMask;
404 GLint rgbBits; /* total bits for rgb */
405 GLint indexBits; /* total bits for colorindex */
406
407 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
408 GLint depthBits;
409 GLint stencilBits;
410
411 GLint numAuxBuffers;
412
413 GLint level;
414
415 /* EXT_visual_rating / GLX 1.2 */
416 GLint visualRating;
417
418 /* EXT_visual_info / GLX 1.2 */
419 GLint transparentPixel;
420 /* colors are floats scaled to ints */
421 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
422 GLint transparentIndex;
423
424 /* ARB_multisample / SGIS_multisample */
425 GLint sampleBuffers;
426 GLint samples;
427
428 /* SGIX_pbuffer / GLX 1.3 */
429 GLint maxPbufferWidth;
430 GLint maxPbufferHeight;
431 GLint maxPbufferPixels;
432 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
433 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
434
435 /* OML_swap_method */
436 GLint swapMethod;
437
438 /* EXT_texture_from_pixmap */
439 GLint bindToTextureRgb;
440 GLint bindToTextureRgba;
441 GLint bindToMipmapTexture;
442 GLint bindToTextureTargets;
443 GLint yInverted;
444
445 /* EXT_framebuffer_sRGB */
446 GLint sRGBCapable;
447 };
448
449
450 /**
451 * \name Bit flags used for updating material values.
452 */
453 /*@{*/
454 #define MAT_ATTRIB_FRONT_AMBIENT 0
455 #define MAT_ATTRIB_BACK_AMBIENT 1
456 #define MAT_ATTRIB_FRONT_DIFFUSE 2
457 #define MAT_ATTRIB_BACK_DIFFUSE 3
458 #define MAT_ATTRIB_FRONT_SPECULAR 4
459 #define MAT_ATTRIB_BACK_SPECULAR 5
460 #define MAT_ATTRIB_FRONT_EMISSION 6
461 #define MAT_ATTRIB_BACK_EMISSION 7
462 #define MAT_ATTRIB_FRONT_SHININESS 8
463 #define MAT_ATTRIB_BACK_SHININESS 9
464 #define MAT_ATTRIB_FRONT_INDEXES 10
465 #define MAT_ATTRIB_BACK_INDEXES 11
466 #define MAT_ATTRIB_MAX 12
467
468 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
469 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
470 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
471 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
472 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
473 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
474
475 #define MAT_INDEX_AMBIENT 0
476 #define MAT_INDEX_DIFFUSE 1
477 #define MAT_INDEX_SPECULAR 2
478
479 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
480 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
481 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
482 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
483 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
484 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
485 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
486 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
487 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
488 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
489 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
490 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
491
492
493 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
494 MAT_BIT_FRONT_AMBIENT | \
495 MAT_BIT_FRONT_DIFFUSE | \
496 MAT_BIT_FRONT_SPECULAR | \
497 MAT_BIT_FRONT_SHININESS | \
498 MAT_BIT_FRONT_INDEXES)
499
500 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
501 MAT_BIT_BACK_AMBIENT | \
502 MAT_BIT_BACK_DIFFUSE | \
503 MAT_BIT_BACK_SPECULAR | \
504 MAT_BIT_BACK_SHININESS | \
505 MAT_BIT_BACK_INDEXES)
506
507 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
508 /*@}*/
509
510
511 /**
512 * Material state.
513 */
514 struct gl_material
515 {
516 GLfloat Attrib[MAT_ATTRIB_MAX][4];
517 };
518
519
520 /**
521 * Light state flags.
522 */
523 /*@{*/
524 #define LIGHT_SPOT 0x1
525 #define LIGHT_LOCAL_VIEWER 0x2
526 #define LIGHT_POSITIONAL 0x4
527 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
528 /*@}*/
529
530
531 /**
532 * Light source state.
533 */
534 struct gl_light
535 {
536 struct gl_light *next; /**< double linked list with sentinel */
537 struct gl_light *prev;
538
539 GLfloat Ambient[4]; /**< ambient color */
540 GLfloat Diffuse[4]; /**< diffuse color */
541 GLfloat Specular[4]; /**< specular color */
542 GLfloat EyePosition[4]; /**< position in eye coordinates */
543 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
544 GLfloat SpotExponent;
545 GLfloat SpotCutoff; /**< in degrees */
546 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
547 GLfloat ConstantAttenuation;
548 GLfloat LinearAttenuation;
549 GLfloat QuadraticAttenuation;
550 GLboolean Enabled; /**< On/off flag */
551
552 /**
553 * \name Derived fields
554 */
555 /*@{*/
556 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
557
558 GLfloat _Position[4]; /**< position in eye/obj coordinates */
559 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
560 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
561 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
562 GLfloat _VP_inf_spot_attenuation;
563
564 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
565 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
566 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
567 /*@}*/
568 };
569
570
571 /**
572 * Light model state.
573 */
574 struct gl_lightmodel
575 {
576 GLfloat Ambient[4]; /**< ambient color */
577 GLboolean LocalViewer; /**< Local (or infinite) view point? */
578 GLboolean TwoSide; /**< Two (or one) sided lighting? */
579 GLenum ColorControl; /**< either GL_SINGLE_COLOR
580 * or GL_SEPARATE_SPECULAR_COLOR */
581 };
582
583
584 /**
585 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
586 */
587 struct gl_accum_attrib
588 {
589 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
590 };
591
592
593 /**
594 * Used for storing clear color, texture border color, etc.
595 * The float values are typically unclamped.
596 */
597 union gl_color_union
598 {
599 GLfloat f[4];
600 GLint i[4];
601 GLuint ui[4];
602 };
603
604
605 /**
606 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
607 */
608 struct gl_colorbuffer_attrib
609 {
610 GLuint ClearIndex; /**< Index for glClear */
611 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
612 GLuint IndexMask; /**< Color index write mask */
613 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
614
615 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
616
617 /**
618 * \name alpha testing
619 */
620 /*@{*/
621 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
622 GLenum AlphaFunc; /**< Alpha test function */
623 GLfloat AlphaRefUnclamped;
624 GLclampf AlphaRef; /**< Alpha reference value */
625 /*@}*/
626
627 /**
628 * \name Blending
629 */
630 /*@{*/
631 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
632
633 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
634 * control, only on the fixed-pointness of the render target.
635 * The query does however depend on fragment color clamping.
636 */
637 GLfloat BlendColorUnclamped[4]; /**< Blending color */
638 GLfloat BlendColor[4]; /**< Blending color */
639
640 struct
641 {
642 GLenum SrcRGB; /**< RGB blend source term */
643 GLenum DstRGB; /**< RGB blend dest term */
644 GLenum SrcA; /**< Alpha blend source term */
645 GLenum DstA; /**< Alpha blend dest term */
646 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
647 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
648 /**
649 * Set if any blend factor uses SRC1. Computed at the time blend factors
650 * get set.
651 */
652 GLboolean _UsesDualSrc;
653 } Blend[MAX_DRAW_BUFFERS];
654 /** Are the blend func terms currently different for each buffer/target? */
655 GLboolean _BlendFuncPerBuffer;
656 /** Are the blend equations currently different for each buffer/target? */
657 GLboolean _BlendEquationPerBuffer;
658 /*@}*/
659
660 /**
661 * \name Logic op
662 */
663 /*@{*/
664 GLenum LogicOp; /**< Logic operator */
665 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
666 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
667 /*@}*/
668
669 GLboolean DitherFlag; /**< Dither enable flag */
670
671 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
672 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
673 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
674
675 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
676 };
677
678
679 /**
680 * Current attribute group (GL_CURRENT_BIT).
681 */
682 struct gl_current_attrib
683 {
684 /**
685 * \name Current vertex attributes.
686 * \note Values are valid only after FLUSH_VERTICES has been called.
687 * \note Index and Edgeflag current values are stored as floats in the
688 * SIX and SEVEN attribute slots.
689 */
690 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
691
692 /**
693 * \name Current raster position attributes (always valid).
694 * \note This set of attributes is very similar to the SWvertex struct.
695 */
696 /*@{*/
697 GLfloat RasterPos[4];
698 GLfloat RasterDistance;
699 GLfloat RasterColor[4];
700 GLfloat RasterSecondaryColor[4];
701 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
702 GLboolean RasterPosValid;
703 /*@}*/
704 };
705
706
707 /**
708 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
709 */
710 struct gl_depthbuffer_attrib
711 {
712 GLenum Func; /**< Function for depth buffer compare */
713 GLclampd Clear; /**< Value to clear depth buffer to */
714 GLboolean Test; /**< Depth buffering enabled flag */
715 GLboolean Mask; /**< Depth buffer writable? */
716 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
717 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
718 };
719
720
721 /**
722 * Evaluator attribute group (GL_EVAL_BIT).
723 */
724 struct gl_eval_attrib
725 {
726 /**
727 * \name Enable bits
728 */
729 /*@{*/
730 GLboolean Map1Color4;
731 GLboolean Map1Index;
732 GLboolean Map1Normal;
733 GLboolean Map1TextureCoord1;
734 GLboolean Map1TextureCoord2;
735 GLboolean Map1TextureCoord3;
736 GLboolean Map1TextureCoord4;
737 GLboolean Map1Vertex3;
738 GLboolean Map1Vertex4;
739 GLboolean Map2Color4;
740 GLboolean Map2Index;
741 GLboolean Map2Normal;
742 GLboolean Map2TextureCoord1;
743 GLboolean Map2TextureCoord2;
744 GLboolean Map2TextureCoord3;
745 GLboolean Map2TextureCoord4;
746 GLboolean Map2Vertex3;
747 GLboolean Map2Vertex4;
748 GLboolean AutoNormal;
749 /*@}*/
750
751 /**
752 * \name Map Grid endpoints and divisions and calculated du values
753 */
754 /*@{*/
755 GLint MapGrid1un;
756 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
757 GLint MapGrid2un, MapGrid2vn;
758 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
759 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
760 /*@}*/
761 };
762
763
764 /**
765 * Fog attribute group (GL_FOG_BIT).
766 */
767 struct gl_fog_attrib
768 {
769 GLboolean Enabled; /**< Fog enabled flag */
770 GLfloat ColorUnclamped[4]; /**< Fog color */
771 GLfloat Color[4]; /**< Fog color */
772 GLfloat Density; /**< Density >= 0.0 */
773 GLfloat Start; /**< Start distance in eye coords */
774 GLfloat End; /**< End distance in eye coords */
775 GLfloat Index; /**< Fog index */
776 GLenum Mode; /**< Fog mode */
777 GLboolean ColorSumEnabled;
778 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
779 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
780 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
781 };
782
783
784 /**
785 * Hint attribute group (GL_HINT_BIT).
786 *
787 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
788 */
789 struct gl_hint_attrib
790 {
791 GLenum PerspectiveCorrection;
792 GLenum PointSmooth;
793 GLenum LineSmooth;
794 GLenum PolygonSmooth;
795 GLenum Fog;
796 GLenum TextureCompression; /**< GL_ARB_texture_compression */
797 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
798 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
799 };
800
801
802 /**
803 * Lighting attribute group (GL_LIGHT_BIT).
804 */
805 struct gl_light_attrib
806 {
807 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
808 struct gl_lightmodel Model; /**< Lighting model */
809
810 /**
811 * Front and back material values.
812 * Note: must call FLUSH_VERTICES() before using.
813 */
814 struct gl_material Material;
815
816 GLboolean Enabled; /**< Lighting enabled flag */
817 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
818 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
819 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
820 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
821 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
822 GLboolean ColorMaterialEnabled;
823 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
824 GLboolean _ClampVertexColor;
825
826 struct gl_light EnabledList; /**< List sentinel */
827
828 /**
829 * Derived state for optimizations:
830 */
831 /*@{*/
832 GLboolean _NeedEyeCoords;
833 GLboolean _NeedVertices; /**< Use fast shader? */
834 GLfloat _BaseColor[2][3];
835 /*@}*/
836 };
837
838
839 /**
840 * Line attribute group (GL_LINE_BIT).
841 */
842 struct gl_line_attrib
843 {
844 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
845 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
846 GLushort StipplePattern; /**< Stipple pattern */
847 GLint StippleFactor; /**< Stipple repeat factor */
848 GLfloat Width; /**< Line width */
849 };
850
851
852 /**
853 * Display list attribute group (GL_LIST_BIT).
854 */
855 struct gl_list_attrib
856 {
857 GLuint ListBase;
858 };
859
860
861 /**
862 * Multisample attribute group (GL_MULTISAMPLE_BIT).
863 */
864 struct gl_multisample_attrib
865 {
866 GLboolean Enabled;
867 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
868 GLboolean SampleAlphaToCoverage;
869 GLboolean SampleAlphaToOne;
870 GLboolean SampleCoverage;
871 GLfloat SampleCoverageValue;
872 GLboolean SampleCoverageInvert;
873
874 /* ARB_texture_multisample / GL3.2 additions */
875 GLboolean SampleMask;
876 /** The GL spec defines this as an array but >32x MSAA is madness */
877 GLbitfield SampleMaskValue;
878 };
879
880
881 /**
882 * A pixelmap (see glPixelMap)
883 */
884 struct gl_pixelmap
885 {
886 GLint Size;
887 GLfloat Map[MAX_PIXEL_MAP_TABLE];
888 };
889
890
891 /**
892 * Collection of all pixelmaps
893 */
894 struct gl_pixelmaps
895 {
896 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
897 struct gl_pixelmap GtoG;
898 struct gl_pixelmap BtoB;
899 struct gl_pixelmap AtoA;
900 struct gl_pixelmap ItoR;
901 struct gl_pixelmap ItoG;
902 struct gl_pixelmap ItoB;
903 struct gl_pixelmap ItoA;
904 struct gl_pixelmap ItoI;
905 struct gl_pixelmap StoS;
906 };
907
908
909 /**
910 * Pixel attribute group (GL_PIXEL_MODE_BIT).
911 */
912 struct gl_pixel_attrib
913 {
914 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
915
916 /*--- Begin Pixel Transfer State ---*/
917 /* Fields are in the order in which they're applied... */
918
919 /** Scale & Bias (index shift, offset) */
920 /*@{*/
921 GLfloat RedBias, RedScale;
922 GLfloat GreenBias, GreenScale;
923 GLfloat BlueBias, BlueScale;
924 GLfloat AlphaBias, AlphaScale;
925 GLfloat DepthBias, DepthScale;
926 GLint IndexShift, IndexOffset;
927 /*@}*/
928
929 /* Pixel Maps */
930 /* Note: actual pixel maps are not part of this attrib group */
931 GLboolean MapColorFlag;
932 GLboolean MapStencilFlag;
933
934 /*--- End Pixel Transfer State ---*/
935
936 /** glPixelZoom */
937 GLfloat ZoomX, ZoomY;
938 };
939
940
941 /**
942 * Point attribute group (GL_POINT_BIT).
943 */
944 struct gl_point_attrib
945 {
946 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
947 GLfloat Size; /**< User-specified point size */
948 GLfloat Params[3]; /**< GL_EXT_point_parameters */
949 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
950 GLfloat Threshold; /**< GL_EXT_point_parameters */
951 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
952 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
953 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
954 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
955 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
956 };
957
958
959 /**
960 * Polygon attribute group (GL_POLYGON_BIT).
961 */
962 struct gl_polygon_attrib
963 {
964 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
965 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
966 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
967 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
968 GLboolean CullFlag; /**< Culling on/off flag */
969 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
970 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
971 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
972 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
973 GLfloat OffsetUnits; /**< Polygon offset units, from user */
974 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
975 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
976 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
977 };
978
979
980 /**
981 * Scissor attributes (GL_SCISSOR_BIT).
982 */
983 struct gl_scissor_attrib
984 {
985 GLboolean Enabled; /**< Scissor test enabled? */
986 GLint X, Y; /**< Lower left corner of box */
987 GLsizei Width, Height; /**< Size of box */
988 };
989
990
991 /**
992 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
993 *
994 * Three sets of stencil data are tracked so that OpenGL 2.0,
995 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
996 * simultaneously. In each of the stencil state arrays, element 0 corresponds
997 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
998 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
999 * GL_EXT_stencil_two_side GL_BACK state.
1000 *
1001 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1002 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1003 *
1004 * The derived value \c _TestTwoSide is set when the front-face and back-face
1005 * stencil state are different.
1006 */
1007 struct gl_stencil_attrib
1008 {
1009 GLboolean Enabled; /**< Enabled flag */
1010 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1011 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1012 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1013 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1014 GLboolean _TestTwoSide;
1015 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1016 GLenum Function[3]; /**< Stencil function */
1017 GLenum FailFunc[3]; /**< Fail function */
1018 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1019 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1020 GLint Ref[3]; /**< Reference value */
1021 GLuint ValueMask[3]; /**< Value mask */
1022 GLuint WriteMask[3]; /**< Write mask */
1023 GLuint Clear; /**< Clear value */
1024 };
1025
1026
1027 /**
1028 * An index for each type of texture object. These correspond to the GL
1029 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1030 * Note: the order is from highest priority to lowest priority.
1031 */
1032 typedef enum
1033 {
1034 TEXTURE_2D_MULTISAMPLE_INDEX,
1035 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1036 TEXTURE_CUBE_ARRAY_INDEX,
1037 TEXTURE_BUFFER_INDEX,
1038 TEXTURE_2D_ARRAY_INDEX,
1039 TEXTURE_1D_ARRAY_INDEX,
1040 TEXTURE_EXTERNAL_INDEX,
1041 TEXTURE_CUBE_INDEX,
1042 TEXTURE_3D_INDEX,
1043 TEXTURE_RECT_INDEX,
1044 TEXTURE_2D_INDEX,
1045 TEXTURE_1D_INDEX,
1046 NUM_TEXTURE_TARGETS
1047 } gl_texture_index;
1048
1049
1050 /**
1051 * Bit flags for each type of texture object
1052 * Used for Texture.Unit[]._ReallyEnabled flags.
1053 */
1054 /*@{*/
1055 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1056 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1057 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1058 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1059 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1060 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1061 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1062 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1063 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1064 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1065 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1066 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1067 /*@}*/
1068
1069
1070 /**
1071 * Texture image state. Drivers will typically create a subclass of this
1072 * with extra fields for memory buffers, etc.
1073 */
1074 struct gl_texture_image
1075 {
1076 GLint InternalFormat; /**< Internal format as given by the user */
1077 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1078 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1079 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1080 * GL_DEPTH_STENCIL_EXT only. Used for
1081 * choosing TexEnv arithmetic.
1082 */
1083 gl_format TexFormat; /**< The actual texture memory format */
1084
1085 GLuint Border; /**< 0 or 1 */
1086 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1087 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1088 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1089 GLuint Width2; /**< = Width - 2*Border */
1090 GLuint Height2; /**< = Height - 2*Border */
1091 GLuint Depth2; /**< = Depth - 2*Border */
1092 GLuint WidthLog2; /**< = log2(Width2) */
1093 GLuint HeightLog2; /**< = log2(Height2) */
1094 GLuint DepthLog2; /**< = log2(Depth2) */
1095 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1096 levels, computed from the dimensions */
1097
1098 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1099 GLuint Level; /**< Which mipmap level am I? */
1100 /** Cube map face: index into gl_texture_object::Image[] array */
1101 GLuint Face;
1102
1103 /** GL_ARB_texture_multisample */
1104 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1105 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1106 };
1107
1108
1109 /**
1110 * Indexes for cube map faces.
1111 */
1112 typedef enum
1113 {
1114 FACE_POS_X = 0,
1115 FACE_NEG_X = 1,
1116 FACE_POS_Y = 2,
1117 FACE_NEG_Y = 3,
1118 FACE_POS_Z = 4,
1119 FACE_NEG_Z = 5,
1120 MAX_FACES = 6
1121 } gl_face_index;
1122
1123
1124 /**
1125 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1126 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1127 */
1128 struct gl_sampler_object
1129 {
1130 GLuint Name;
1131 GLint RefCount;
1132
1133 GLenum WrapS; /**< S-axis texture image wrap mode */
1134 GLenum WrapT; /**< T-axis texture image wrap mode */
1135 GLenum WrapR; /**< R-axis texture image wrap mode */
1136 GLenum MinFilter; /**< minification filter */
1137 GLenum MagFilter; /**< magnification filter */
1138 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1139 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1140 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1141 GLfloat LodBias; /**< OpenGL 1.4 */
1142 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1143 GLenum CompareMode; /**< GL_ARB_shadow */
1144 GLenum CompareFunc; /**< GL_ARB_shadow */
1145 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1146 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1147 };
1148
1149
1150 /**
1151 * Texture object state. Contains the array of mipmap images, border color,
1152 * wrap modes, filter modes, and shadow/texcompare state.
1153 */
1154 struct gl_texture_object
1155 {
1156 _glthread_Mutex Mutex; /**< for thread safety */
1157 GLint RefCount; /**< reference count */
1158 GLuint Name; /**< the user-visible texture object ID */
1159 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1160
1161 struct gl_sampler_object Sampler;
1162
1163 GLenum DepthMode; /**< GL_ARB_depth_texture */
1164
1165 GLfloat Priority; /**< in [0,1] */
1166 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1167 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1168 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1169 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1170 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1171 GLint CropRect[4]; /**< GL_OES_draw_texture */
1172 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1173 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1174 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1175 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1176 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1177 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1178 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1179 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1180 pressure? */
1181 GLboolean Immutable; /**< GL_ARB_texture_storage */
1182
1183 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1184 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1185
1186 /** GL_ARB_texture_buffer_object */
1187 struct gl_buffer_object *BufferObject;
1188 GLenum BufferObjectFormat;
1189 /** Equivalent Mesa format for BufferObjectFormat. */
1190 gl_format _BufferObjectFormat;
1191 /** GL_ARB_texture_buffer_range */
1192 GLintptr BufferOffset;
1193 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1194
1195 /** GL_OES_EGL_image_external */
1196 GLint RequiredTextureImageUnits;
1197 };
1198
1199
1200 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1201 #define MAX_COMBINER_TERMS 4
1202
1203
1204 /**
1205 * Texture combine environment state.
1206 */
1207 struct gl_tex_env_combine_state
1208 {
1209 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1210 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1211 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1212 GLenum SourceRGB[MAX_COMBINER_TERMS];
1213 GLenum SourceA[MAX_COMBINER_TERMS];
1214 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1215 GLenum OperandRGB[MAX_COMBINER_TERMS];
1216 GLenum OperandA[MAX_COMBINER_TERMS];
1217 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1218 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1219 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1220 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1221 };
1222
1223
1224 /**
1225 * TexGenEnabled flags.
1226 */
1227 /*@{*/
1228 #define S_BIT 1
1229 #define T_BIT 2
1230 #define R_BIT 4
1231 #define Q_BIT 8
1232 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1233 /*@}*/
1234
1235
1236 /**
1237 * Bit flag versions of the corresponding GL_ constants.
1238 */
1239 /*@{*/
1240 #define TEXGEN_SPHERE_MAP 0x1
1241 #define TEXGEN_OBJ_LINEAR 0x2
1242 #define TEXGEN_EYE_LINEAR 0x4
1243 #define TEXGEN_REFLECTION_MAP_NV 0x8
1244 #define TEXGEN_NORMAL_MAP_NV 0x10
1245
1246 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1247 TEXGEN_REFLECTION_MAP_NV | \
1248 TEXGEN_NORMAL_MAP_NV)
1249 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1250 TEXGEN_REFLECTION_MAP_NV | \
1251 TEXGEN_NORMAL_MAP_NV | \
1252 TEXGEN_EYE_LINEAR)
1253 /*@}*/
1254
1255
1256
1257 /** Tex-gen enabled for texture unit? */
1258 #define ENABLE_TEXGEN(unit) (1 << (unit))
1259
1260 /** Non-identity texture matrix for texture unit? */
1261 #define ENABLE_TEXMAT(unit) (1 << (unit))
1262
1263
1264 /**
1265 * Texture coord generation state.
1266 */
1267 struct gl_texgen
1268 {
1269 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1270 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1271 GLfloat ObjectPlane[4];
1272 GLfloat EyePlane[4];
1273 };
1274
1275
1276 /**
1277 * Texture unit state. Contains enable flags, texture environment/function/
1278 * combiners, texgen state, and pointers to current texture objects.
1279 */
1280 struct gl_texture_unit
1281 {
1282 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1283 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1284
1285 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1286 GLclampf EnvColor[4];
1287 GLfloat EnvColorUnclamped[4];
1288
1289 struct gl_texgen GenS;
1290 struct gl_texgen GenT;
1291 struct gl_texgen GenR;
1292 struct gl_texgen GenQ;
1293 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1294 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1295
1296 GLfloat LodBias; /**< for biasing mipmap levels */
1297 GLenum BumpTarget;
1298 GLfloat RotMatrix[4]; /* 2x2 matrix */
1299
1300 /** Current sampler object (GL_ARB_sampler_objects) */
1301 struct gl_sampler_object *Sampler;
1302
1303 /**
1304 * \name GL_EXT_texture_env_combine
1305 */
1306 struct gl_tex_env_combine_state Combine;
1307
1308 /**
1309 * Derived state based on \c EnvMode and the \c BaseFormat of the
1310 * currently enabled texture.
1311 */
1312 struct gl_tex_env_combine_state _EnvMode;
1313
1314 /**
1315 * Currently enabled combiner state. This will point to either
1316 * \c Combine or \c _EnvMode.
1317 */
1318 struct gl_tex_env_combine_state *_CurrentCombine;
1319
1320 /** Current texture object pointers */
1321 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1322
1323 /** Points to highest priority, complete and enabled texture object */
1324 struct gl_texture_object *_Current;
1325 };
1326
1327
1328 /**
1329 * Texture attribute group (GL_TEXTURE_BIT).
1330 */
1331 struct gl_texture_attrib
1332 {
1333 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1334 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1335
1336 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1337
1338 /** GL_ARB_texture_buffer_object */
1339 struct gl_buffer_object *BufferObject;
1340
1341 /** GL_ARB_seamless_cubemap */
1342 GLboolean CubeMapSeamless;
1343
1344 /** Texture units/samplers used by vertex or fragment texturing */
1345 GLbitfield _EnabledUnits;
1346
1347 /** Texture coord units/sets used for fragment texturing */
1348 GLbitfield _EnabledCoordUnits;
1349
1350 /** Texture coord units that have texgen enabled */
1351 GLbitfield _TexGenEnabled;
1352
1353 /** Texture coord units that have non-identity matrices */
1354 GLbitfield _TexMatEnabled;
1355
1356 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1357 GLbitfield _GenFlags;
1358 };
1359
1360
1361 /**
1362 * Data structure representing a single clip plane (e.g. one of the elements
1363 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1364 */
1365 typedef GLfloat gl_clip_plane[4];
1366
1367
1368 /**
1369 * Transformation attribute group (GL_TRANSFORM_BIT).
1370 */
1371 struct gl_transform_attrib
1372 {
1373 GLenum MatrixMode; /**< Matrix mode */
1374 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1375 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1376 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1377 GLboolean Normalize; /**< Normalize all normals? */
1378 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1379 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1380 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1381
1382 GLfloat CullEyePos[4];
1383 GLfloat CullObjPos[4];
1384 };
1385
1386
1387 /**
1388 * Viewport attribute group (GL_VIEWPORT_BIT).
1389 */
1390 struct gl_viewport_attrib
1391 {
1392 GLint X, Y; /**< position */
1393 GLsizei Width, Height; /**< size */
1394 GLfloat Near, Far; /**< Depth buffer range */
1395 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1396 };
1397
1398
1399 /**
1400 * GL_ARB_vertex/pixel_buffer_object buffer object
1401 */
1402 struct gl_buffer_object
1403 {
1404 _glthread_Mutex Mutex;
1405 GLint RefCount;
1406 GLuint Name;
1407 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1408 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1409 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1410 /** Fields describing a mapped buffer */
1411 /*@{*/
1412 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1413 GLvoid *Pointer; /**< User-space address of mapping */
1414 GLintptr Offset; /**< Mapped offset */
1415 GLsizeiptr Length; /**< Mapped length */
1416 /*@}*/
1417 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1418 GLboolean Written; /**< Ever written to? (for debugging) */
1419 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1420 };
1421
1422
1423 /**
1424 * Client pixel packing/unpacking attributes
1425 */
1426 struct gl_pixelstore_attrib
1427 {
1428 GLint Alignment;
1429 GLint RowLength;
1430 GLint SkipPixels;
1431 GLint SkipRows;
1432 GLint ImageHeight;
1433 GLint SkipImages;
1434 GLboolean SwapBytes;
1435 GLboolean LsbFirst;
1436 GLboolean Invert; /**< GL_MESA_pack_invert */
1437 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1438 };
1439
1440
1441 /**
1442 * Client vertex array attributes
1443 */
1444 struct gl_client_array
1445 {
1446 GLint Size; /**< components per element (1,2,3,4) */
1447 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1448 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1449 GLsizei Stride; /**< user-specified stride */
1450 GLsizei StrideB; /**< actual stride in bytes */
1451 const GLubyte *Ptr; /**< Points to array data */
1452 GLboolean Enabled; /**< Enabled flag is a boolean */
1453 GLboolean Normalized; /**< GL_ARB_vertex_program */
1454 GLboolean Integer; /**< Integer-valued? */
1455 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1456 GLuint _ElementSize; /**< size of each element in bytes */
1457
1458 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1459 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1460 };
1461
1462
1463 /**
1464 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1465 * extension, but a nice encapsulation in any case.
1466 */
1467 struct gl_array_object
1468 {
1469 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1470 GLuint Name;
1471
1472 GLint RefCount;
1473 _glthread_Mutex Mutex;
1474
1475 /**
1476 * Does the VAO use ARB semantics or Apple semantics?
1477 *
1478 * There are several ways in which ARB_vertex_array_object and
1479 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1480 * least,
1481 *
1482 * - ARB VAOs require that all array data be sourced from vertex buffer
1483 * objects, but Apple VAOs do not.
1484 *
1485 * - ARB VAOs require that names come from GenVertexArrays.
1486 *
1487 * This flag notes which behavior governs this VAO.
1488 */
1489 GLboolean ARBsemantics;
1490
1491 /**
1492 * Has this array object been bound?
1493 */
1494 GLboolean EverBound;
1495
1496 /** Vertex attribute arrays */
1497 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1498
1499 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1500 GLbitfield64 _Enabled;
1501
1502 /**
1503 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1504 * we can determine the max legal (in bounds) glDrawElements array index.
1505 */
1506 GLuint _MaxElement;
1507
1508 struct gl_buffer_object *ElementArrayBufferObj;
1509 };
1510
1511
1512 /**
1513 * Vertex array state
1514 */
1515 struct gl_array_attrib
1516 {
1517 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1518 struct gl_array_object *ArrayObj;
1519
1520 /** The default vertex array object */
1521 struct gl_array_object *DefaultArrayObj;
1522
1523 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1524 struct _mesa_HashTable *Objects;
1525
1526 GLint ActiveTexture; /**< Client Active Texture */
1527 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1528 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1529
1530 /**
1531 * \name Primitive restart controls
1532 *
1533 * Primitive restart is enabled if either \c PrimitiveRestart or
1534 * \c PrimitiveRestartFixedIndex is set.
1535 */
1536 /*@{*/
1537 GLboolean PrimitiveRestart;
1538 GLboolean PrimitiveRestartFixedIndex;
1539 GLboolean _PrimitiveRestart;
1540 GLuint RestartIndex;
1541 /*@}*/
1542
1543 /* GL_ARB_vertex_buffer_object */
1544 struct gl_buffer_object *ArrayBufferObj;
1545
1546 /**
1547 * Vertex arrays as consumed by a driver.
1548 * The array pointer is set up only by the VBO module.
1549 */
1550 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1551 };
1552
1553
1554 /**
1555 * Feedback buffer state
1556 */
1557 struct gl_feedback
1558 {
1559 GLenum Type;
1560 GLbitfield _Mask; /**< FB_* bits */
1561 GLfloat *Buffer;
1562 GLuint BufferSize;
1563 GLuint Count;
1564 };
1565
1566
1567 /**
1568 * Selection buffer state
1569 */
1570 struct gl_selection
1571 {
1572 GLuint *Buffer; /**< selection buffer */
1573 GLuint BufferSize; /**< size of the selection buffer */
1574 GLuint BufferCount; /**< number of values in the selection buffer */
1575 GLuint Hits; /**< number of records in the selection buffer */
1576 GLuint NameStackDepth; /**< name stack depth */
1577 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1578 GLboolean HitFlag; /**< hit flag */
1579 GLfloat HitMinZ; /**< minimum hit depth */
1580 GLfloat HitMaxZ; /**< maximum hit depth */
1581 };
1582
1583
1584 /**
1585 * 1-D Evaluator control points
1586 */
1587 struct gl_1d_map
1588 {
1589 GLuint Order; /**< Number of control points */
1590 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1591 GLfloat *Points; /**< Points to contiguous control points */
1592 };
1593
1594
1595 /**
1596 * 2-D Evaluator control points
1597 */
1598 struct gl_2d_map
1599 {
1600 GLuint Uorder; /**< Number of control points in U dimension */
1601 GLuint Vorder; /**< Number of control points in V dimension */
1602 GLfloat u1, u2, du;
1603 GLfloat v1, v2, dv;
1604 GLfloat *Points; /**< Points to contiguous control points */
1605 };
1606
1607
1608 /**
1609 * All evaluator control point state
1610 */
1611 struct gl_evaluators
1612 {
1613 /**
1614 * \name 1-D maps
1615 */
1616 /*@{*/
1617 struct gl_1d_map Map1Vertex3;
1618 struct gl_1d_map Map1Vertex4;
1619 struct gl_1d_map Map1Index;
1620 struct gl_1d_map Map1Color4;
1621 struct gl_1d_map Map1Normal;
1622 struct gl_1d_map Map1Texture1;
1623 struct gl_1d_map Map1Texture2;
1624 struct gl_1d_map Map1Texture3;
1625 struct gl_1d_map Map1Texture4;
1626 /*@}*/
1627
1628 /**
1629 * \name 2-D maps
1630 */
1631 /*@{*/
1632 struct gl_2d_map Map2Vertex3;
1633 struct gl_2d_map Map2Vertex4;
1634 struct gl_2d_map Map2Index;
1635 struct gl_2d_map Map2Color4;
1636 struct gl_2d_map Map2Normal;
1637 struct gl_2d_map Map2Texture1;
1638 struct gl_2d_map Map2Texture2;
1639 struct gl_2d_map Map2Texture3;
1640 struct gl_2d_map Map2Texture4;
1641 /*@}*/
1642 };
1643
1644
1645 struct gl_transform_feedback_varying_info
1646 {
1647 char *Name;
1648 GLenum Type;
1649 GLint Size;
1650 };
1651
1652
1653 /**
1654 * Per-output info vertex shaders for transform feedback.
1655 */
1656 struct gl_transform_feedback_output
1657 {
1658 unsigned OutputRegister;
1659 unsigned OutputBuffer;
1660 unsigned NumComponents;
1661
1662 /** offset (in DWORDs) of this output within the interleaved structure */
1663 unsigned DstOffset;
1664
1665 /**
1666 * Offset into the output register of the data to output. For example,
1667 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1668 * offset is in the y and z components of the output register.
1669 */
1670 unsigned ComponentOffset;
1671 };
1672
1673
1674 /** Post-link transform feedback info. */
1675 struct gl_transform_feedback_info
1676 {
1677 unsigned NumOutputs;
1678
1679 /**
1680 * Number of transform feedback buffers in use by this program.
1681 */
1682 unsigned NumBuffers;
1683
1684 struct gl_transform_feedback_output *Outputs;
1685
1686 /** Transform feedback varyings used for the linking of this shader program.
1687 *
1688 * Use for glGetTransformFeedbackVarying().
1689 */
1690 struct gl_transform_feedback_varying_info *Varyings;
1691 GLint NumVarying;
1692
1693 /**
1694 * Total number of components stored in each buffer. This may be used by
1695 * hardware back-ends to determine the correct stride when interleaving
1696 * multiple transform feedback outputs in the same buffer.
1697 */
1698 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1699 };
1700
1701
1702 /**
1703 * Transform feedback object state
1704 */
1705 struct gl_transform_feedback_object
1706 {
1707 GLuint Name; /**< AKA the object ID */
1708 GLint RefCount;
1709 GLboolean Active; /**< Is transform feedback enabled? */
1710 GLboolean Paused; /**< Is transform feedback paused? */
1711 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1712 at least once? */
1713 GLboolean EverBound; /**< Has this object been bound? */
1714
1715 /**
1716 * GLES: if Active is true, remaining number of primitives which can be
1717 * rendered without overflow. This is necessary to track because GLES
1718 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1719 * glDrawArraysInstanced would overflow transform feedback buffers.
1720 * Undefined if Active is false.
1721 *
1722 * Not tracked for desktop GL since it's unnecessary.
1723 */
1724 unsigned GlesRemainingPrims;
1725
1726 /** The feedback buffers */
1727 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1728 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1729
1730 /** Start of feedback data in dest buffer */
1731 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1732
1733 /**
1734 * Max data to put into dest buffer (in bytes). Computed based on
1735 * RequestedSize and the actual size of the buffer.
1736 */
1737 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1738
1739 /**
1740 * Size that was specified when the buffer was bound. If the buffer was
1741 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1742 * zero.
1743 */
1744 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1745 };
1746
1747
1748 /**
1749 * Context state for transform feedback.
1750 */
1751 struct gl_transform_feedback_state
1752 {
1753 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1754
1755 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1756 struct gl_buffer_object *CurrentBuffer;
1757
1758 /** The table of all transform feedback objects */
1759 struct _mesa_HashTable *Objects;
1760
1761 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1762 struct gl_transform_feedback_object *CurrentObject;
1763
1764 /** The default xform-fb object (Name==0) */
1765 struct gl_transform_feedback_object *DefaultObject;
1766 };
1767
1768
1769 /**
1770 * Names of the various vertex/fragment program register files, etc.
1771 *
1772 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1773 * All values should fit in a 4-bit field.
1774 *
1775 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1776 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1777 * be "uniform" variables since they can only be set outside glBegin/End.
1778 * They're also all stored in the same Parameters array.
1779 */
1780 typedef enum
1781 {
1782 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1783 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1784 PROGRAM_INPUT, /**< machine->Inputs[] */
1785 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1786 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1787 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1788 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1789 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1790 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1791 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1792 PROGRAM_ADDRESS, /**< machine->AddressReg */
1793 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1794 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1795 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1796 PROGRAM_FILE_MAX
1797 } gl_register_file;
1798
1799
1800 /**
1801 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1802 * one of these values.
1803 */
1804 typedef enum
1805 {
1806 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1807 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1808 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1809 SYSTEM_VALUE_MAX /**< Number of values */
1810 } gl_system_value;
1811
1812
1813 /**
1814 * The possible interpolation qualifiers that can be applied to a fragment
1815 * shader input in GLSL.
1816 *
1817 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1818 * gl_fragment_program data structure to 0 causes the default behavior.
1819 */
1820 enum glsl_interp_qualifier
1821 {
1822 INTERP_QUALIFIER_NONE = 0,
1823 INTERP_QUALIFIER_SMOOTH,
1824 INTERP_QUALIFIER_FLAT,
1825 INTERP_QUALIFIER_NOPERSPECTIVE,
1826 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
1827 };
1828
1829
1830 /**
1831 * \brief Layout qualifiers for gl_FragDepth.
1832 *
1833 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1834 * a layout qualifier.
1835 *
1836 * \see enum ir_depth_layout
1837 */
1838 enum gl_frag_depth_layout
1839 {
1840 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1841 FRAG_DEPTH_LAYOUT_ANY,
1842 FRAG_DEPTH_LAYOUT_GREATER,
1843 FRAG_DEPTH_LAYOUT_LESS,
1844 FRAG_DEPTH_LAYOUT_UNCHANGED
1845 };
1846
1847
1848 /**
1849 * Base class for any kind of program object
1850 */
1851 struct gl_program
1852 {
1853 GLuint Id;
1854 GLubyte *String; /**< Null-terminated program text */
1855 GLint RefCount;
1856 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1857 GLenum Format; /**< String encoding format */
1858
1859 struct prog_instruction *Instructions;
1860
1861 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1862 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1863 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1864 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1865 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1866 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1867 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1868 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1869
1870
1871 /** Named parameters, constants, etc. from program text */
1872 struct gl_program_parameter_list *Parameters;
1873 /** Numbered local parameters */
1874 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1875
1876 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1877 GLubyte SamplerUnits[MAX_SAMPLERS];
1878
1879 /** Bitmask of which register files are read/written with indirect
1880 * addressing. Mask of (1 << PROGRAM_x) bits.
1881 */
1882 GLbitfield IndirectRegisterFiles;
1883
1884 /** Logical counts */
1885 /*@{*/
1886 GLuint NumInstructions;
1887 GLuint NumTemporaries;
1888 GLuint NumParameters;
1889 GLuint NumAttributes;
1890 GLuint NumAddressRegs;
1891 GLuint NumAluInstructions;
1892 GLuint NumTexInstructions;
1893 GLuint NumTexIndirections;
1894 /*@}*/
1895 /** Native, actual h/w counts */
1896 /*@{*/
1897 GLuint NumNativeInstructions;
1898 GLuint NumNativeTemporaries;
1899 GLuint NumNativeParameters;
1900 GLuint NumNativeAttributes;
1901 GLuint NumNativeAddressRegs;
1902 GLuint NumNativeAluInstructions;
1903 GLuint NumNativeTexInstructions;
1904 GLuint NumNativeTexIndirections;
1905 /*@}*/
1906 };
1907
1908
1909 /** Vertex program object */
1910 struct gl_vertex_program
1911 {
1912 struct gl_program Base; /**< base class */
1913 GLboolean IsPositionInvariant;
1914 GLboolean UsesClipDistance;
1915 };
1916
1917
1918 /** Geometry program object */
1919 struct gl_geometry_program
1920 {
1921 struct gl_program Base; /**< base class */
1922
1923 GLint VerticesIn;
1924 GLint VerticesOut;
1925 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1926 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1927 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1928 GLboolean UsesClipDistance;
1929 };
1930
1931
1932 /** Fragment program object */
1933 struct gl_fragment_program
1934 {
1935 struct gl_program Base; /**< base class */
1936 GLboolean UsesKill; /**< shader uses KIL instruction */
1937 GLboolean UsesDFdy; /**< shader uses DDY instruction */
1938 GLboolean OriginUpperLeft;
1939 GLboolean PixelCenterInteger;
1940 enum gl_frag_depth_layout FragDepthLayout;
1941
1942 /**
1943 * GLSL interpolation qualifier associated with each fragment shader input.
1944 * For inputs that do not have an interpolation qualifier specified in
1945 * GLSL, the value is INTERP_QUALIFIER_NONE.
1946 */
1947 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
1948
1949 /**
1950 * Bitfield indicating, for each fragment shader input, 1 if that input
1951 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
1952 */
1953 GLbitfield64 IsCentroid;
1954 };
1955
1956
1957 /**
1958 * State common to vertex and fragment programs.
1959 */
1960 struct gl_program_state
1961 {
1962 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1963 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1964 };
1965
1966
1967 /**
1968 * Context state for vertex programs.
1969 */
1970 struct gl_vertex_program_state
1971 {
1972 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1973 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1974 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1975 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1976 /** Computed two sided lighting for fixed function/programs. */
1977 GLboolean _TwoSideEnabled;
1978 struct gl_vertex_program *Current; /**< User-bound vertex program */
1979
1980 /** Currently enabled and valid vertex program (including internal
1981 * programs, user-defined vertex programs and GLSL vertex shaders).
1982 * This is the program we must use when rendering.
1983 */
1984 struct gl_vertex_program *_Current;
1985
1986 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1987
1988 /** Should fixed-function T&L be implemented with a vertex prog? */
1989 GLboolean _MaintainTnlProgram;
1990
1991 /** Program to emulate fixed-function T&L (see above) */
1992 struct gl_vertex_program *_TnlProgram;
1993
1994 /** Cache of fixed-function programs */
1995 struct gl_program_cache *Cache;
1996
1997 GLboolean _Overriden;
1998 };
1999
2000
2001 /**
2002 * Context state for geometry programs.
2003 */
2004 struct gl_geometry_program_state
2005 {
2006 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2007 GLboolean _Enabled; /**< Enabled and valid program? */
2008 struct gl_geometry_program *Current; /**< user-bound geometry program */
2009
2010 /** Currently enabled and valid program (including internal programs
2011 * and compiled shader programs).
2012 */
2013 struct gl_geometry_program *_Current;
2014
2015 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2016
2017 /** Cache of fixed-function programs */
2018 struct gl_program_cache *Cache;
2019 };
2020
2021 /**
2022 * Context state for fragment programs.
2023 */
2024 struct gl_fragment_program_state
2025 {
2026 GLboolean Enabled; /**< User-set fragment program enable flag */
2027 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2028 struct gl_fragment_program *Current; /**< User-bound fragment program */
2029
2030 /** Currently enabled and valid fragment program (including internal
2031 * programs, user-defined fragment programs and GLSL fragment shaders).
2032 * This is the program we must use when rendering.
2033 */
2034 struct gl_fragment_program *_Current;
2035
2036 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2037
2038 /** Should fixed-function texturing be implemented with a fragment prog? */
2039 GLboolean _MaintainTexEnvProgram;
2040
2041 /** Program to emulate fixed-function texture env/combine (see above) */
2042 struct gl_fragment_program *_TexEnvProgram;
2043
2044 /** Cache of fixed-function programs */
2045 struct gl_program_cache *Cache;
2046 };
2047
2048
2049 /**
2050 * ATI_fragment_shader runtime state
2051 */
2052 #define ATI_FS_INPUT_PRIMARY 0
2053 #define ATI_FS_INPUT_SECONDARY 1
2054
2055 struct atifs_instruction;
2056 struct atifs_setupinst;
2057
2058 /**
2059 * ATI fragment shader
2060 */
2061 struct ati_fragment_shader
2062 {
2063 GLuint Id;
2064 GLint RefCount;
2065 struct atifs_instruction *Instructions[2];
2066 struct atifs_setupinst *SetupInst[2];
2067 GLfloat Constants[8][4];
2068 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2069 GLubyte numArithInstr[2];
2070 GLubyte regsAssigned[2];
2071 GLubyte NumPasses; /**< 1 or 2 */
2072 GLubyte cur_pass;
2073 GLubyte last_optype;
2074 GLboolean interpinp1;
2075 GLboolean isValid;
2076 GLuint swizzlerq;
2077 };
2078
2079 /**
2080 * Context state for GL_ATI_fragment_shader
2081 */
2082 struct gl_ati_fragment_shader_state
2083 {
2084 GLboolean Enabled;
2085 GLboolean _Enabled; /**< enabled and valid shader? */
2086 GLboolean Compiling;
2087 GLfloat GlobalConstants[8][4];
2088 struct ati_fragment_shader *Current;
2089 };
2090
2091
2092 /** Set by #pragma directives */
2093 struct gl_sl_pragmas
2094 {
2095 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2096 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2097 GLboolean Optimize; /**< defaults on */
2098 GLboolean Debug; /**< defaults off */
2099 };
2100
2101
2102 /**
2103 * A GLSL vertex or fragment shader object.
2104 */
2105 struct gl_shader
2106 {
2107 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2108 * Must be the first field.
2109 */
2110 GLenum Type;
2111 GLuint Name; /**< AKA the handle */
2112 GLint RefCount; /**< Reference count */
2113 GLboolean DeletePending;
2114 GLboolean CompileStatus;
2115 const GLchar *Source; /**< Source code string */
2116 GLuint SourceChecksum; /**< for debug/logging purposes */
2117 struct gl_program *Program; /**< Post-compile assembly code */
2118 GLchar *InfoLog;
2119 struct gl_sl_pragmas Pragmas;
2120
2121 unsigned Version; /**< GLSL version used for linking */
2122 GLboolean IsES; /**< True if this shader uses GLSL ES */
2123
2124 /**
2125 * \name Sampler tracking
2126 *
2127 * \note Each of these fields is only set post-linking.
2128 */
2129 /*@{*/
2130 unsigned num_samplers; /**< Number of samplers used by this shader. */
2131 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2132 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2133 /*@}*/
2134
2135 /**
2136 * Map from sampler unit to texture unit (set by glUniform1i())
2137 *
2138 * A sampler unit is associated with each sampler uniform by the linker.
2139 * The sampler unit associated with each uniform is stored in the
2140 * \c gl_uniform_storage::sampler field.
2141 */
2142 GLubyte SamplerUnits[MAX_SAMPLERS];
2143 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2144 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2145
2146 /**
2147 * Number of default uniform block components used by this shader.
2148 *
2149 * This field is only set post-linking.
2150 */
2151 unsigned num_uniform_components;
2152
2153 /**
2154 * Number of combined uniform components used by this shader.
2155 *
2156 * This field is only set post-linking. It is the sum of the uniform block
2157 * sizes divided by sizeof(float), and num_uniform_compoennts.
2158 */
2159 unsigned num_combined_uniform_components;
2160
2161 /**
2162 * This shader's uniform block information.
2163 *
2164 * The offsets of the variables are assigned only for shaders in a program's
2165 * _LinkedShaders[].
2166 */
2167 struct gl_uniform_block *UniformBlocks;
2168 unsigned NumUniformBlocks;
2169
2170 struct exec_list *ir;
2171 struct glsl_symbol_table *symbols;
2172
2173 /** Shaders containing built-in functions that are used for linking. */
2174 struct gl_shader *builtins_to_link[16];
2175 unsigned num_builtins_to_link;
2176
2177 /**
2178 * Geometry shader state from GLSL 1.50 layout qualifiers.
2179 */
2180 struct {
2181 GLint VerticesOut;
2182 /**
2183 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2184 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2185 * shader.
2186 */
2187 GLenum InputType;
2188 /**
2189 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2190 * it's not set in this shader.
2191 */
2192 GLenum OutputType;
2193 } Geom;
2194 };
2195
2196
2197 /**
2198 * Shader stages. Note that these will become 5 with tessellation.
2199 *
2200 * The order must match how shaders are ordered in the pipeline.
2201 * The GLSL linker assumes that if i<j, then the j-th shader is
2202 * executed later than the i-th shader.
2203 */
2204 typedef enum
2205 {
2206 MESA_SHADER_VERTEX = 0,
2207 MESA_SHADER_GEOMETRY = 1,
2208 MESA_SHADER_FRAGMENT = 2,
2209 MESA_SHADER_TYPES = 3
2210 } gl_shader_type;
2211
2212
2213 struct gl_uniform_buffer_variable
2214 {
2215 char *Name;
2216
2217 /**
2218 * Name of the uniform as seen by glGetUniformIndices.
2219 *
2220 * glGetUniformIndices requires that the block instance index \b not be
2221 * present in the name of queried uniforms.
2222 *
2223 * \note
2224 * \c gl_uniform_buffer_variable::IndexName and
2225 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2226 */
2227 char *IndexName;
2228
2229 const struct glsl_type *Type;
2230 unsigned int Offset;
2231 GLboolean RowMajor;
2232 };
2233
2234
2235 enum gl_uniform_block_packing
2236 {
2237 ubo_packing_std140,
2238 ubo_packing_shared,
2239 ubo_packing_packed
2240 };
2241
2242
2243 struct gl_uniform_block
2244 {
2245 /** Declared name of the uniform block */
2246 char *Name;
2247
2248 /** Array of supplemental information about UBO ir_variables. */
2249 struct gl_uniform_buffer_variable *Uniforms;
2250 GLuint NumUniforms;
2251
2252 /**
2253 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2254 * with glBindBufferBase to bind a buffer object to this uniform block. When
2255 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2256 */
2257 GLuint Binding;
2258
2259 /**
2260 * Minimum size of a buffer object to back this uniform buffer
2261 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2262 */
2263 GLuint UniformBufferSize;
2264
2265 /**
2266 * Layout specified in the shader
2267 *
2268 * This isn't accessible through the API, but it is used while
2269 * cross-validating uniform blocks.
2270 */
2271 enum gl_uniform_block_packing _Packing;
2272 };
2273
2274
2275 /**
2276 * A GLSL program object.
2277 * Basically a linked collection of vertex and fragment shaders.
2278 */
2279 struct gl_shader_program
2280 {
2281 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2282 GLuint Name; /**< aka handle or ID */
2283 GLint RefCount; /**< Reference count */
2284 GLboolean DeletePending;
2285
2286 /**
2287 * Is the application intending to glGetProgramBinary this program?
2288 */
2289 GLboolean BinaryRetreivableHint;
2290
2291 /**
2292 * Flags that the linker should not reject the program if it lacks
2293 * a vertex or fragment shader. GLES2 doesn't allow separate
2294 * shader objects, and would reject them. However, we internally
2295 * build separate shader objects for fixed function programs, which
2296 * we use for drivers/common/meta.c and for handling
2297 * _mesa_update_state with no program bound (for example in
2298 * glClear()).
2299 */
2300 GLboolean InternalSeparateShader;
2301
2302 GLuint NumShaders; /**< number of attached shaders */
2303 struct gl_shader **Shaders; /**< List of attached the shaders */
2304
2305 /**
2306 * User-defined attribute bindings
2307 *
2308 * These are set via \c glBindAttribLocation and are used to direct the
2309 * GLSL linker. These are \b not the values used in the compiled shader,
2310 * and they are \b not the values returned by \c glGetAttribLocation.
2311 */
2312 struct string_to_uint_map *AttributeBindings;
2313
2314 /**
2315 * User-defined fragment data bindings
2316 *
2317 * These are set via \c glBindFragDataLocation and are used to direct the
2318 * GLSL linker. These are \b not the values used in the compiled shader,
2319 * and they are \b not the values returned by \c glGetFragDataLocation.
2320 */
2321 struct string_to_uint_map *FragDataBindings;
2322 struct string_to_uint_map *FragDataIndexBindings;
2323
2324 /**
2325 * Transform feedback varyings last specified by
2326 * glTransformFeedbackVaryings().
2327 *
2328 * For the current set of transform feeedback varyings used for transform
2329 * feedback output, see LinkedTransformFeedback.
2330 */
2331 struct {
2332 GLenum BufferMode;
2333 GLuint NumVarying;
2334 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2335 } TransformFeedback;
2336
2337 /** Post-link transform feedback info. */
2338 struct gl_transform_feedback_info LinkedTransformFeedback;
2339
2340 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2341 enum gl_frag_depth_layout FragDepthLayout;
2342
2343 /**
2344 * Geometry shader state - copied into gl_geometry_program by
2345 * _mesa_copy_linked_program_data().
2346 */
2347 struct {
2348 GLint VerticesIn;
2349 GLint VerticesOut;
2350 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2351 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2352 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2353 /**
2354 * True if gl_ClipDistance is written to. Copied into
2355 * gl_geometry_program by _mesa_copy_linked_program_data().
2356 */
2357 GLboolean UsesClipDistance;
2358 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2359 0 if not present. */
2360 } Geom;
2361
2362 /** Vertex shader state */
2363 struct {
2364 /**
2365 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2366 * by _mesa_copy_linked_program_data().
2367 */
2368 GLboolean UsesClipDistance;
2369 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2370 0 if not present. */
2371 } Vert;
2372
2373 /* post-link info: */
2374 unsigned NumUserUniformStorage;
2375 struct gl_uniform_storage *UniformStorage;
2376
2377 struct gl_uniform_block *UniformBlocks;
2378 unsigned NumUniformBlocks;
2379
2380 /**
2381 * Scale factor for the uniform base location
2382 *
2383 * This is used to generate locations (returned by \c glGetUniformLocation)
2384 * of uniforms. The base location of the uniform is multiplied by this
2385 * value, and the array index is added.
2386 *
2387 * \note
2388 * Must be >= 1.
2389 *
2390 * \sa
2391 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2392 */
2393 unsigned UniformLocationBaseScale;
2394
2395 /**
2396 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2397 * they're used in, or -1.
2398 *
2399 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2400 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2401 */
2402 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2403
2404 /**
2405 * Map of active uniform names to locations
2406 *
2407 * Maps any active uniform that is not an array element to a location.
2408 * Each active uniform, including individual structure members will appear
2409 * in this map. This roughly corresponds to the set of names that would be
2410 * enumerated by \c glGetActiveUniform.
2411 */
2412 struct string_to_uint_map *UniformHash;
2413
2414 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2415 GLboolean Validated;
2416 GLboolean _Used; /**< Ever used for drawing? */
2417 GLchar *InfoLog;
2418
2419 unsigned Version; /**< GLSL version used for linking */
2420 GLboolean IsES; /**< True if this program uses GLSL ES */
2421
2422 /**
2423 * Per-stage shaders resulting from the first stage of linking.
2424 *
2425 * Set of linked shaders for this program. The array is accessed using the
2426 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2427 * \c NULL.
2428 */
2429 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2430 };
2431
2432
2433 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2434 #define GLSL_LOG 0x2 /**< Write shaders to files */
2435 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2436 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2437 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2438 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2439 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2440 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2441 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2442 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2443
2444
2445 /**
2446 * Context state for GLSL vertex/fragment shaders.
2447 */
2448 struct gl_shader_state
2449 {
2450 /**
2451 * Programs used for rendering
2452 *
2453 * There is a separate program set for each shader stage. If
2454 * GL_EXT_separate_shader_objects is not supported, each of these must point
2455 * to \c NULL or to the same program.
2456 */
2457 struct gl_shader_program *CurrentVertexProgram;
2458 struct gl_shader_program *CurrentGeometryProgram;
2459 struct gl_shader_program *CurrentFragmentProgram;
2460
2461 struct gl_shader_program *_CurrentFragmentProgram;
2462
2463 /**
2464 * Program used by glUniform calls.
2465 *
2466 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2467 */
2468 struct gl_shader_program *ActiveProgram;
2469
2470 GLbitfield Flags; /**< Mask of GLSL_x flags */
2471 };
2472
2473
2474 /**
2475 * Compiler options for a single GLSL shaders type
2476 */
2477 struct gl_shader_compiler_options
2478 {
2479 /** Driver-selectable options: */
2480 GLboolean EmitCondCodes; /**< Use condition codes? */
2481 GLboolean EmitNoLoops;
2482 GLboolean EmitNoFunctions;
2483 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2484 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2485 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2486 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2487 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2488
2489 /**
2490 * \name Forms of indirect addressing the driver cannot do.
2491 */
2492 /*@{*/
2493 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2494 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2495 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2496 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2497 /*@}*/
2498
2499 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2500 GLuint MaxUnrollIterations;
2501
2502 /**
2503 * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2504 * operations, such as position transformation.
2505 */
2506 GLboolean PreferDP4;
2507
2508 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2509 };
2510
2511
2512 /**
2513 * Occlusion/timer query object.
2514 */
2515 struct gl_query_object
2516 {
2517 GLenum Target; /**< The query target, when active */
2518 GLuint Id; /**< hash table ID/name */
2519 GLuint64EXT Result; /**< the counter */
2520 GLboolean Active; /**< inside Begin/EndQuery */
2521 GLboolean Ready; /**< result is ready? */
2522 GLboolean EverBound;/**< has query object ever been bound */
2523 };
2524
2525
2526 /**
2527 * Context state for query objects.
2528 */
2529 struct gl_query_state
2530 {
2531 struct _mesa_HashTable *QueryObjects;
2532 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2533 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2534
2535 /** GL_NV_conditional_render */
2536 struct gl_query_object *CondRenderQuery;
2537
2538 /** GL_EXT_transform_feedback */
2539 struct gl_query_object *PrimitivesGenerated;
2540 struct gl_query_object *PrimitivesWritten;
2541
2542 /** GL_ARB_timer_query */
2543 struct gl_query_object *TimeElapsed;
2544
2545 GLenum CondRenderMode;
2546 };
2547
2548
2549 /** Sync object state */
2550 struct gl_sync_object
2551 {
2552 GLenum Type; /**< GL_SYNC_FENCE */
2553 GLuint Name; /**< Fence name */
2554 GLint RefCount; /**< Reference count */
2555 GLboolean DeletePending; /**< Object was deleted while there were still
2556 * live references (e.g., sync not yet finished)
2557 */
2558 GLenum SyncCondition;
2559 GLbitfield Flags; /**< Flags passed to glFenceSync */
2560 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2561 };
2562
2563
2564 /**
2565 * State which can be shared by multiple contexts:
2566 */
2567 struct gl_shared_state
2568 {
2569 _glthread_Mutex Mutex; /**< for thread safety */
2570 GLint RefCount; /**< Reference count */
2571 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2572 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2573
2574 /** Default texture objects (shared by all texture units) */
2575 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2576
2577 /** Fallback texture used when a bound texture is incomplete */
2578 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2579
2580 /**
2581 * \name Thread safety and statechange notification for texture
2582 * objects.
2583 *
2584 * \todo Improve the granularity of locking.
2585 */
2586 /*@{*/
2587 _glthread_Mutex TexMutex; /**< texobj thread safety */
2588 GLuint TextureStateStamp; /**< state notification for shared tex */
2589 /*@}*/
2590
2591 /** Default buffer object for vertex arrays that aren't in VBOs */
2592 struct gl_buffer_object *NullBufferObj;
2593
2594 /**
2595 * \name Vertex/geometry/fragment programs
2596 */
2597 /*@{*/
2598 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2599 struct gl_vertex_program *DefaultVertexProgram;
2600 struct gl_fragment_program *DefaultFragmentProgram;
2601 struct gl_geometry_program *DefaultGeometryProgram;
2602 /*@}*/
2603
2604 /* GL_ATI_fragment_shader */
2605 struct _mesa_HashTable *ATIShaders;
2606 struct ati_fragment_shader *DefaultFragmentShader;
2607
2608 struct _mesa_HashTable *BufferObjects;
2609
2610 /** Table of both gl_shader and gl_shader_program objects */
2611 struct _mesa_HashTable *ShaderObjects;
2612
2613 /* GL_EXT_framebuffer_object */
2614 struct _mesa_HashTable *RenderBuffers;
2615 struct _mesa_HashTable *FrameBuffers;
2616
2617 /* GL_ARB_sync */
2618 struct set *SyncObjects;
2619
2620 /** GL_ARB_sampler_objects */
2621 struct _mesa_HashTable *SamplerObjects;
2622 };
2623
2624
2625
2626 /**
2627 * Renderbuffers represent drawing surfaces such as color, depth and/or
2628 * stencil. A framebuffer object has a set of renderbuffers.
2629 * Drivers will typically derive subclasses of this type.
2630 */
2631 struct gl_renderbuffer
2632 {
2633 _glthread_Mutex Mutex; /**< for thread safety */
2634 GLuint ClassID; /**< Useful for drivers */
2635 GLuint Name;
2636 GLint RefCount;
2637 GLuint Width, Height;
2638 GLuint Depth;
2639 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2640 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2641 /**
2642 * True for renderbuffers that wrap textures, giving the driver a chance to
2643 * flush render caches through the FinishRenderTexture hook.
2644 *
2645 * Drivers may also set this on renderbuffers other than those generated by
2646 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2647 * called without a rb->TexImage.
2648 */
2649 GLboolean NeedsFinishRenderTexture;
2650 GLubyte NumSamples;
2651 GLenum InternalFormat; /**< The user-specified format */
2652 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2653 GL_STENCIL_INDEX. */
2654 gl_format Format; /**< The actual renderbuffer memory format */
2655 /**
2656 * Pointer to the texture image if this renderbuffer wraps a texture,
2657 * otherwise NULL.
2658 *
2659 * Note that the reference on the gl_texture_object containing this
2660 * TexImage is held by the gl_renderbuffer_attachment.
2661 */
2662 struct gl_texture_image *TexImage;
2663
2664 /** Delete this renderbuffer */
2665 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2666
2667 /** Allocate new storage for this renderbuffer */
2668 GLboolean (*AllocStorage)(struct gl_context *ctx,
2669 struct gl_renderbuffer *rb,
2670 GLenum internalFormat,
2671 GLuint width, GLuint height);
2672 };
2673
2674
2675 /**
2676 * A renderbuffer attachment points to either a texture object (and specifies
2677 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2678 */
2679 struct gl_renderbuffer_attachment
2680 {
2681 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2682 GLboolean Complete;
2683
2684 /**
2685 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2686 * application supplied renderbuffer object.
2687 */
2688 struct gl_renderbuffer *Renderbuffer;
2689
2690 /**
2691 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2692 * supplied texture object.
2693 */
2694 struct gl_texture_object *Texture;
2695 GLuint TextureLevel; /**< Attached mipmap level. */
2696 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2697 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2698 * and 2D array textures */
2699 GLboolean Layered;
2700 };
2701
2702
2703 /**
2704 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2705 * In C++ terms, think of this as a base class from which device drivers
2706 * will make derived classes.
2707 */
2708 struct gl_framebuffer
2709 {
2710 _glthread_Mutex Mutex; /**< for thread safety */
2711 /**
2712 * If zero, this is a window system framebuffer. If non-zero, this
2713 * is a FBO framebuffer; note that for some devices (i.e. those with
2714 * a natural pixel coordinate system for FBOs that differs from the
2715 * OpenGL/Mesa coordinate system), this means that the viewport,
2716 * polygon face orientation, and polygon stipple will have to be inverted.
2717 */
2718 GLuint Name;
2719
2720 GLint RefCount;
2721 GLboolean DeletePending;
2722
2723 /**
2724 * The framebuffer's visual. Immutable if this is a window system buffer.
2725 * Computed from attachments if user-made FBO.
2726 */
2727 struct gl_config Visual;
2728
2729 GLuint Width, Height; /**< size of frame buffer in pixels */
2730
2731 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2732 /*@{*/
2733 GLint _Xmin, _Xmax; /**< inclusive */
2734 GLint _Ymin, _Ymax; /**< exclusive */
2735 /*@}*/
2736
2737 /** \name Derived Z buffer stuff */
2738 /*@{*/
2739 GLuint _DepthMax; /**< Max depth buffer value */
2740 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2741 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2742 /*@}*/
2743
2744 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2745 GLenum _Status;
2746
2747 /** Integer color values */
2748 GLboolean _IntegerColor;
2749
2750 /* ARB_color_buffer_float */
2751 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2752 GLboolean _HasSNormOrFloatColorBuffer;
2753
2754 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2755 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2756
2757 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2758 * attribute group and GL_PIXEL attribute group, respectively.
2759 */
2760 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2761 GLenum ColorReadBuffer;
2762
2763 /** Computed from ColorDraw/ReadBuffer above */
2764 GLuint _NumColorDrawBuffers;
2765 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2766 GLint _ColorReadBufferIndex; /* -1 = None */
2767 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2768 struct gl_renderbuffer *_ColorReadBuffer;
2769
2770 GLboolean Layered;
2771
2772 /** Delete this framebuffer */
2773 void (*Delete)(struct gl_framebuffer *fb);
2774 };
2775
2776
2777 /**
2778 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2779 */
2780 struct gl_precision
2781 {
2782 GLushort RangeMin; /**< min value exponent */
2783 GLushort RangeMax; /**< max value exponent */
2784 GLushort Precision; /**< number of mantissa bits */
2785 };
2786
2787
2788 /**
2789 * Limits for vertex, geometry and fragment programs/shaders.
2790 */
2791 struct gl_program_constants
2792 {
2793 /* logical limits */
2794 GLuint MaxInstructions;
2795 GLuint MaxAluInstructions;
2796 GLuint MaxTexInstructions;
2797 GLuint MaxTexIndirections;
2798 GLuint MaxAttribs;
2799 GLuint MaxTemps;
2800 GLuint MaxAddressRegs;
2801 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2802 GLuint MaxParameters;
2803 GLuint MaxLocalParams;
2804 GLuint MaxEnvParams;
2805 /* native/hardware limits */
2806 GLuint MaxNativeInstructions;
2807 GLuint MaxNativeAluInstructions;
2808 GLuint MaxNativeTexInstructions;
2809 GLuint MaxNativeTexIndirections;
2810 GLuint MaxNativeAttribs;
2811 GLuint MaxNativeTemps;
2812 GLuint MaxNativeAddressRegs;
2813 GLuint MaxNativeParameters;
2814 /* For shaders */
2815 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2816 /* ES 2.0 and GL_ARB_ES2_compatibility */
2817 struct gl_precision LowFloat, MediumFloat, HighFloat;
2818 struct gl_precision LowInt, MediumInt, HighInt;
2819 /* GL_ARB_uniform_buffer_object */
2820 GLuint MaxUniformBlocks;
2821 GLuint MaxCombinedUniformComponents;
2822 GLuint MaxTextureImageUnits;
2823 };
2824
2825
2826 /**
2827 * Constants which may be overridden by device driver during context creation
2828 * but are never changed after that.
2829 */
2830 struct gl_constants
2831 {
2832 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
2833 GLuint MaxTextureLevels; /**< Max mipmap levels. */
2834 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2835 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2836 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2837 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2838 GLuint MaxTextureCoordUnits;
2839 GLuint MaxCombinedTextureImageUnits;
2840 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
2841 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2842 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2843 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2844
2845 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
2846
2847 GLuint MaxArrayLockSize;
2848
2849 GLint SubPixelBits;
2850
2851 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2852 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2853 GLfloat PointSizeGranularity;
2854 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2855 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2856 GLfloat LineWidthGranularity;
2857
2858 GLuint MaxClipPlanes;
2859 GLuint MaxLights;
2860 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2861 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2862
2863 GLuint MaxViewportWidth, MaxViewportHeight;
2864
2865 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2866 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2867 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2868 GLuint MaxProgramMatrices;
2869 GLuint MaxProgramMatrixStackDepth;
2870
2871 struct {
2872 GLuint SamplesPassed;
2873 GLuint TimeElapsed;
2874 GLuint Timestamp;
2875 GLuint PrimitivesGenerated;
2876 GLuint PrimitivesWritten;
2877 } QueryCounterBits;
2878
2879 /** vertex array / buffer object bounds checking */
2880 GLboolean CheckArrayBounds;
2881
2882 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2883
2884 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2885 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2886 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2887
2888 /** Number of varying vectors between any two shader stages. */
2889 GLuint MaxVarying;
2890 GLuint MaxVaryingComponents;
2891
2892 /** @{
2893 * GL_ARB_uniform_buffer_object
2894 */
2895 GLuint MaxCombinedUniformBlocks;
2896 GLuint MaxUniformBufferBindings;
2897 GLuint MaxUniformBlockSize;
2898 GLuint UniformBufferOffsetAlignment;
2899 /** @} */
2900
2901 /** GL_ARB_geometry_shader4 */
2902 GLuint MaxGeometryOutputVertices;
2903 GLuint MaxGeometryTotalOutputComponents;
2904
2905 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2906
2907 /**
2908 * Changes default GLSL extension behavior from "error" to "warn". It's out
2909 * of spec, but it can make some apps work that otherwise wouldn't.
2910 */
2911 GLboolean ForceGLSLExtensionsWarn;
2912
2913 /**
2914 * If non-zero, forces GLSL shaders without the #version directive to behave
2915 * as if they began with "#version ForceGLSLVersion".
2916 */
2917 GLuint ForceGLSLVersion;
2918
2919 /**
2920 * Does the driver support real 32-bit integers? (Otherwise, integers are
2921 * simulated via floats.)
2922 */
2923 GLboolean NativeIntegers;
2924
2925 /**
2926 * If the driver supports real 32-bit integers, what integer value should be
2927 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2928 */
2929 GLuint UniformBooleanTrue;
2930
2931 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2932 GLbitfield SupportedBumpUnits;
2933
2934 /**
2935 * Maximum amount of time, measured in nanseconds, that the server can wait.
2936 */
2937 GLuint64 MaxServerWaitTimeout;
2938
2939 /** GL_EXT_provoking_vertex */
2940 GLboolean QuadsFollowProvokingVertexConvention;
2941
2942 /** OpenGL version 3.0 */
2943 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2944
2945 /** OpenGL version 3.2 */
2946 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2947
2948 /** GL_EXT_transform_feedback */
2949 GLuint MaxTransformFeedbackBuffers;
2950 GLuint MaxTransformFeedbackSeparateComponents;
2951 GLuint MaxTransformFeedbackInterleavedComponents;
2952 GLuint MaxVertexStreams;
2953
2954 /** GL_EXT_gpu_shader4 */
2955 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2956
2957 /* GL_ARB_robustness */
2958 GLenum ResetStrategy;
2959
2960 /* GL_ARB_blend_func_extended */
2961 GLuint MaxDualSourceDrawBuffers;
2962
2963 /**
2964 * Whether the implementation strips out and ignores texture borders.
2965 *
2966 * Many GPU hardware implementations don't support rendering with texture
2967 * borders and mipmapped textures. (Note: not static border color, but the
2968 * old 1-pixel border around each edge). Implementations then have to do
2969 * slow fallbacks to be correct, or just ignore the border and be fast but
2970 * wrong. Setting the flag strips the border off of TexImage calls,
2971 * providing "fast but wrong" at significantly reduced driver complexity.
2972 *
2973 * Texture borders are deprecated in GL 3.0.
2974 **/
2975 GLboolean StripTextureBorder;
2976
2977 /**
2978 * For drivers which can do a better job at eliminating unused uniforms
2979 * than the GLSL compiler.
2980 *
2981 * XXX Remove these as soon as a better solution is available.
2982 */
2983 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2984
2985 /**
2986 * Force software support for primitive restart in the VBO module.
2987 */
2988 GLboolean PrimitiveRestartInSoftware;
2989
2990 /** GL_ARB_map_buffer_alignment */
2991 GLuint MinMapBufferAlignment;
2992
2993 /**
2994 * Disable varying packing. This is out of spec, but potentially useful
2995 * for older platforms that supports a limited number of texture
2996 * indirections--on these platforms, unpacking the varyings in the fragment
2997 * shader increases the number of texture indirections by 1, which might
2998 * make some shaders not executable at all.
2999 *
3000 * Drivers that support transform feedback must set this value to GL_FALSE.
3001 */
3002 GLboolean DisableVaryingPacking;
3003
3004 /*
3005 * Maximum value supported for an index in DrawElements and friends.
3006 *
3007 * This must be at least (1ull<<24)-1. The default value is
3008 * (1ull<<32)-1.
3009 *
3010 * \since ES 3.0 or GL_ARB_ES3_compatibility
3011 * \sa _mesa_init_constants
3012 */
3013 GLuint64 MaxElementIndex;
3014
3015 /**
3016 * Disable interpretation of line continuations (lines ending with a
3017 * backslash character ('\') in GLSL source.
3018 */
3019 GLboolean DisableGLSLLineContinuations;
3020
3021 /** GL_ARB_texture_multisample */
3022 GLint MaxColorTextureSamples;
3023 GLint MaxDepthTextureSamples;
3024 GLint MaxIntegerSamples;
3025 };
3026
3027
3028 /**
3029 * Enable flag for each OpenGL extension. Different device drivers will
3030 * enable different extensions at runtime.
3031 */
3032 struct gl_extensions
3033 {
3034 GLboolean dummy; /* don't remove this! */
3035 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3036 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3037 GLboolean ANGLE_texture_compression_dxt;
3038 GLboolean ARB_ES2_compatibility;
3039 GLboolean ARB_ES3_compatibility;
3040 GLboolean ARB_base_instance;
3041 GLboolean ARB_blend_func_extended;
3042 GLboolean ARB_color_buffer_float;
3043 GLboolean ARB_conservative_depth;
3044 GLboolean ARB_depth_buffer_float;
3045 GLboolean ARB_depth_clamp;
3046 GLboolean ARB_depth_texture;
3047 GLboolean ARB_draw_buffers_blend;
3048 GLboolean ARB_draw_elements_base_vertex;
3049 GLboolean ARB_draw_instanced;
3050 GLboolean ARB_fragment_coord_conventions;
3051 GLboolean ARB_fragment_program;
3052 GLboolean ARB_fragment_program_shadow;
3053 GLboolean ARB_fragment_shader;
3054 GLboolean ARB_framebuffer_object;
3055 GLboolean ARB_explicit_attrib_location;
3056 GLboolean ARB_geometry_shader4;
3057 GLboolean ARB_gpu_shader5;
3058 GLboolean ARB_half_float_pixel;
3059 GLboolean ARB_half_float_vertex;
3060 GLboolean ARB_instanced_arrays;
3061 GLboolean ARB_internalformat_query;
3062 GLboolean ARB_map_buffer_alignment;
3063 GLboolean ARB_map_buffer_range;
3064 GLboolean ARB_occlusion_query;
3065 GLboolean ARB_occlusion_query2;
3066 GLboolean ARB_point_sprite;
3067 GLboolean ARB_seamless_cube_map;
3068 GLboolean ARB_shader_bit_encoding;
3069 GLboolean ARB_shader_stencil_export;
3070 GLboolean ARB_shader_texture_lod;
3071 GLboolean ARB_shading_language_packing;
3072 GLboolean ARB_shading_language_420pack;
3073 GLboolean ARB_shadow;
3074 GLboolean ARB_sync;
3075 GLboolean ARB_texture_border_clamp;
3076 GLboolean ARB_texture_buffer_object;
3077 GLboolean ARB_texture_buffer_object_rgb32;
3078 GLboolean ARB_texture_buffer_range;
3079 GLboolean ARB_texture_compression_rgtc;
3080 GLboolean ARB_texture_cube_map;
3081 GLboolean ARB_texture_cube_map_array;
3082 GLboolean ARB_texture_env_combine;
3083 GLboolean ARB_texture_env_crossbar;
3084 GLboolean ARB_texture_env_dot3;
3085 GLboolean ARB_texture_float;
3086 GLboolean ARB_texture_multisample;
3087 GLboolean ARB_texture_non_power_of_two;
3088 GLboolean ARB_texture_query_lod;
3089 GLboolean ARB_texture_rg;
3090 GLboolean ARB_texture_rgb10_a2ui;
3091 GLboolean ARB_timer_query;
3092 GLboolean ARB_transform_feedback2;
3093 GLboolean ARB_transform_feedback3;
3094 GLboolean ARB_transform_feedback_instanced;
3095 GLboolean ARB_uniform_buffer_object;
3096 GLboolean ARB_vertex_program;
3097 GLboolean ARB_vertex_shader;
3098 GLboolean ARB_vertex_type_2_10_10_10_rev;
3099 GLboolean EXT_blend_color;
3100 GLboolean EXT_blend_equation_separate;
3101 GLboolean EXT_blend_func_separate;
3102 GLboolean EXT_blend_minmax;
3103 GLboolean EXT_depth_bounds_test;
3104 GLboolean EXT_draw_buffers2;
3105 GLboolean EXT_framebuffer_blit;
3106 GLboolean EXT_framebuffer_multisample;
3107 GLboolean EXT_framebuffer_multisample_blit_scaled;
3108 GLboolean EXT_framebuffer_sRGB;
3109 GLboolean EXT_gpu_program_parameters;
3110 GLboolean EXT_gpu_shader4;
3111 GLboolean EXT_packed_depth_stencil;
3112 GLboolean EXT_packed_float;
3113 GLboolean EXT_pixel_buffer_object;
3114 GLboolean EXT_point_parameters;
3115 GLboolean EXT_provoking_vertex;
3116 GLboolean EXT_separate_shader_objects;
3117 GLboolean EXT_stencil_two_side;
3118 GLboolean EXT_texture3D;
3119 GLboolean EXT_texture_array;
3120 GLboolean EXT_texture_compression_latc;
3121 GLboolean EXT_texture_compression_s3tc;
3122 GLboolean EXT_texture_env_dot3;
3123 GLboolean EXT_texture_filter_anisotropic;
3124 GLboolean EXT_texture_integer;
3125 GLboolean EXT_texture_mirror_clamp;
3126 GLboolean EXT_texture_shared_exponent;
3127 GLboolean EXT_texture_snorm;
3128 GLboolean EXT_texture_sRGB;
3129 GLboolean EXT_texture_sRGB_decode;
3130 GLboolean EXT_texture_swizzle;
3131 GLboolean EXT_transform_feedback;
3132 GLboolean EXT_timer_query;
3133 GLboolean EXT_vertex_array_bgra;
3134 GLboolean OES_standard_derivatives;
3135 /* vendor extensions */
3136 GLboolean AMD_seamless_cubemap_per_texture;
3137 GLboolean AMD_vertex_shader_layer;
3138 GLboolean APPLE_object_purgeable;
3139 GLboolean ATI_envmap_bumpmap;
3140 GLboolean ATI_texture_compression_3dc;
3141 GLboolean ATI_texture_mirror_once;
3142 GLboolean ATI_texture_env_combine3;
3143 GLboolean ATI_fragment_shader;
3144 GLboolean ATI_separate_stencil;
3145 GLboolean MESA_pack_invert;
3146 GLboolean MESA_ycbcr_texture;
3147 GLboolean MESA_texture_array;
3148 GLboolean NV_conditional_render;
3149 GLboolean NV_fog_distance;
3150 GLboolean NV_fragment_program_option;
3151 GLboolean NV_point_sprite;
3152 GLboolean NV_primitive_restart;
3153 GLboolean NV_texture_barrier;
3154 GLboolean NV_texture_env_combine4;
3155 GLboolean NV_texture_rectangle;
3156 GLboolean TDFX_texture_compression_FXT1;
3157 GLboolean OES_EGL_image;
3158 GLboolean OES_draw_texture;
3159 GLboolean OES_depth_texture_cube_map;
3160 GLboolean OES_EGL_image_external;
3161 GLboolean OES_compressed_ETC1_RGB8_texture;
3162 GLboolean extension_sentinel;
3163 /** The extension string */
3164 const GLubyte *String;
3165 /** Number of supported extensions */
3166 GLuint Count;
3167 };
3168
3169
3170 /**
3171 * A stack of matrices (projection, modelview, color, texture, etc).
3172 */
3173 struct gl_matrix_stack
3174 {
3175 GLmatrix *Top; /**< points into Stack */
3176 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3177 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3178 GLuint MaxDepth; /**< size of Stack[] array */
3179 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3180 };
3181
3182
3183 /**
3184 * \name Bits for image transfer operations
3185 * \sa __struct gl_contextRec::ImageTransferState.
3186 */
3187 /*@{*/
3188 #define IMAGE_SCALE_BIAS_BIT 0x1
3189 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3190 #define IMAGE_MAP_COLOR_BIT 0x4
3191 #define IMAGE_CLAMP_BIT 0x800
3192
3193
3194 /** Pixel Transfer ops */
3195 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3196 IMAGE_SHIFT_OFFSET_BIT | \
3197 IMAGE_MAP_COLOR_BIT)
3198
3199 /**
3200 * \name Bits to indicate what state has changed.
3201 */
3202 /*@{*/
3203 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3204 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3205 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3206 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3207 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3208 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3209 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3210 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3211 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3212 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3213 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3214 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3215 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3216 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3217 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3218 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3219 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3220 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3221 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3222 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3223 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3224 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3225 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3226 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3227 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3228 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3229 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3230 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3231 #define _NEW_BUFFER_OBJECT (1 << 28)
3232 #define _NEW_FRAG_CLAMP (1 << 29)
3233 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3234 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3235 #define _NEW_ALL ~0
3236 /*@}*/
3237
3238
3239 /**
3240 * Composite state flags
3241 */
3242 /*@{*/
3243 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3244 _NEW_TEXTURE | \
3245 _NEW_POINT | \
3246 _NEW_PROGRAM | \
3247 _NEW_MODELVIEW)
3248
3249 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3250 _NEW_FOG | \
3251 _NEW_PROGRAM)
3252
3253
3254 /*@}*/
3255
3256
3257
3258
3259 /* This has to be included here. */
3260 #include "dd.h"
3261
3262
3263 /**
3264 * Display list flags.
3265 * Strictly this is a tnl-private concept, but it doesn't seem
3266 * worthwhile adding a tnl private structure just to hold this one bit
3267 * of information:
3268 */
3269 #define DLIST_DANGLING_REFS 0x1
3270
3271
3272 /** Opaque declaration of display list payload data type */
3273 union gl_dlist_node;
3274
3275
3276 /**
3277 * Provide a location where information about a display list can be
3278 * collected. Could be extended with driverPrivate structures,
3279 * etc. in the future.
3280 */
3281 struct gl_display_list
3282 {
3283 GLuint Name;
3284 GLbitfield Flags; /**< DLIST_x flags */
3285 /** The dlist commands are in a linked list of nodes */
3286 union gl_dlist_node *Head;
3287 };
3288
3289
3290 /**
3291 * State used during display list compilation and execution.
3292 */
3293 struct gl_dlist_state
3294 {
3295 GLuint CallDepth; /**< Current recursion calling depth */
3296
3297 struct gl_display_list *CurrentList; /**< List currently being compiled */
3298 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3299 GLuint CurrentPos; /**< Index into current block of nodes */
3300
3301 GLvertexformat ListVtxfmt;
3302
3303 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3304 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3305
3306 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3307 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3308
3309 struct {
3310 /* State known to have been set by the currently-compiling display
3311 * list. Used to eliminate some redundant state changes.
3312 */
3313 GLenum ShadeModel;
3314 } Current;
3315 };
3316
3317 /** @{
3318 *
3319 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3320 * to small enums suitable for use as an array index.
3321 */
3322
3323 enum mesa_debug_source {
3324 MESA_DEBUG_SOURCE_API,
3325 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3326 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3327 MESA_DEBUG_SOURCE_THIRD_PARTY,
3328 MESA_DEBUG_SOURCE_APPLICATION,
3329 MESA_DEBUG_SOURCE_OTHER,
3330 MESA_DEBUG_SOURCE_COUNT
3331 };
3332
3333 enum mesa_debug_type {
3334 MESA_DEBUG_TYPE_ERROR,
3335 MESA_DEBUG_TYPE_DEPRECATED,
3336 MESA_DEBUG_TYPE_UNDEFINED,
3337 MESA_DEBUG_TYPE_PORTABILITY,
3338 MESA_DEBUG_TYPE_PERFORMANCE,
3339 MESA_DEBUG_TYPE_OTHER,
3340 MESA_DEBUG_TYPE_MARKER,
3341 MESA_DEBUG_TYPE_PUSH_GROUP,
3342 MESA_DEBUG_TYPE_POP_GROUP,
3343 MESA_DEBUG_TYPE_COUNT
3344 };
3345
3346 enum mesa_debug_severity {
3347 MESA_DEBUG_SEVERITY_LOW,
3348 MESA_DEBUG_SEVERITY_MEDIUM,
3349 MESA_DEBUG_SEVERITY_HIGH,
3350 MESA_DEBUG_SEVERITY_NOTIFICATION,
3351 MESA_DEBUG_SEVERITY_COUNT
3352 };
3353
3354 /** @} */
3355
3356 /**
3357 * An error, warning, or other piece of debug information for an application
3358 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3359 */
3360 struct gl_debug_msg
3361 {
3362 enum mesa_debug_source source;
3363 enum mesa_debug_type type;
3364 GLuint id;
3365 enum mesa_debug_severity severity;
3366 GLsizei length;
3367 GLcharARB *message;
3368 };
3369
3370 struct gl_debug_namespace
3371 {
3372 struct _mesa_HashTable *IDs;
3373 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3374 /** lists of IDs in the hash table at each severity */
3375 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3376 };
3377
3378 struct gl_debug_state
3379 {
3380 GLDEBUGPROC Callback;
3381 const void *CallbackData;
3382 GLboolean SyncOutput;
3383 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3384 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3385 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3386 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3387 GLint GroupStackDepth;
3388 GLint NumMessages;
3389 GLint NextMsg;
3390 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3391 for the sake of the offsetof() code in get.c */
3392 };
3393
3394 /**
3395 * Enum for the OpenGL APIs we know about and may support.
3396 *
3397 * NOTE: This must match the api_enum table in
3398 * src/mesa/main/get_hash_generator.py
3399 */
3400 typedef enum
3401 {
3402 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3403 API_OPENGLES,
3404 API_OPENGLES2,
3405 API_OPENGL_CORE,
3406 API_OPENGL_LAST = API_OPENGL_CORE
3407 } gl_api;
3408
3409 /**
3410 * Driver-specific state flags.
3411 *
3412 * These are or'd with gl_context::NewDriverState to notify a driver about
3413 * a state change. The driver sets the flags at context creation and
3414 * the meaning of the bits set is opaque to core Mesa.
3415 */
3416 struct gl_driver_flags
3417 {
3418 /** gl_context::Array::_DrawArrays (vertex array state) */
3419 GLbitfield NewArray;
3420
3421 /** gl_context::TransformFeedback::CurrentObject */
3422 GLbitfield NewTransformFeedback;
3423
3424 /** gl_context::RasterDiscard */
3425 GLbitfield NewRasterizerDiscard;
3426
3427 /**
3428 * gl_context::UniformBufferBindings
3429 * gl_shader_program::UniformBlocks
3430 */
3431 GLbitfield NewUniformBuffer;
3432 };
3433
3434 struct gl_uniform_buffer_binding
3435 {
3436 struct gl_buffer_object *BufferObject;
3437 /** Start of uniform block data in the buffer */
3438 GLintptr Offset;
3439 /** Size of data allowed to be referenced from the buffer (in bytes) */
3440 GLsizeiptr Size;
3441 /**
3442 * glBindBufferBase() indicates that the Size should be ignored and only
3443 * limited by the current size of the BufferObject.
3444 */
3445 GLboolean AutomaticSize;
3446 };
3447
3448 /**
3449 * Mesa rendering context.
3450 *
3451 * This is the central context data structure for Mesa. Almost all
3452 * OpenGL state is contained in this structure.
3453 * Think of this as a base class from which device drivers will derive
3454 * sub classes.
3455 *
3456 * The struct gl_context typedef names this structure.
3457 */
3458 struct gl_context
3459 {
3460 /** State possibly shared with other contexts in the address space */
3461 struct gl_shared_state *Shared;
3462
3463 /** \name API function pointer tables */
3464 /*@{*/
3465 gl_api API;
3466 /**
3467 * The current dispatch table for non-displaylist-saving execution, either
3468 * BeginEnd or OutsideBeginEnd
3469 */
3470 struct _glapi_table *Exec;
3471 /**
3472 * The normal dispatch table for non-displaylist-saving, non-begin/end
3473 */
3474 struct _glapi_table *OutsideBeginEnd;
3475 /** The dispatch table used between glNewList() and glEndList() */
3476 struct _glapi_table *Save;
3477 /**
3478 * The dispatch table used between glBegin() and glEnd() (outside of a
3479 * display list). Only valid functions between those two are set, which is
3480 * mostly just the set in a GLvertexformat struct.
3481 */
3482 struct _glapi_table *BeginEnd;
3483 /**
3484 * Tracks the current dispatch table out of the 3 above, so that it can be
3485 * re-set on glXMakeCurrent().
3486 */
3487 struct _glapi_table *CurrentDispatch;
3488 /*@}*/
3489
3490 struct gl_config Visual;
3491 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3492 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3493 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3494 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3495
3496 /**
3497 * Device driver function pointer table
3498 */
3499 struct dd_function_table Driver;
3500
3501 /** Core/Driver constants */
3502 struct gl_constants Const;
3503
3504 /** \name The various 4x4 matrix stacks */
3505 /*@{*/
3506 struct gl_matrix_stack ModelviewMatrixStack;
3507 struct gl_matrix_stack ProjectionMatrixStack;
3508 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3509 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3510 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3511 /*@}*/
3512
3513 /** Combined modelview and projection matrix */
3514 GLmatrix _ModelProjectMatrix;
3515
3516 /** \name Display lists */
3517 struct gl_dlist_state ListState;
3518
3519 GLboolean ExecuteFlag; /**< Execute GL commands? */
3520 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3521
3522 /** Extension information */
3523 struct gl_extensions Extensions;
3524
3525 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3526 GLuint Version;
3527 char *VersionString;
3528
3529 /** \name State attribute stack (for glPush/PopAttrib) */
3530 /*@{*/
3531 GLuint AttribStackDepth;
3532 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3533 /*@}*/
3534
3535 /** \name Renderer attribute groups
3536 *
3537 * We define a struct for each attribute group to make pushing and popping
3538 * attributes easy. Also it's a good organization.
3539 */
3540 /*@{*/
3541 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3542 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3543 struct gl_current_attrib Current; /**< Current attributes */
3544 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3545 struct gl_eval_attrib Eval; /**< Eval attributes */
3546 struct gl_fog_attrib Fog; /**< Fog attributes */
3547 struct gl_hint_attrib Hint; /**< Hint attributes */
3548 struct gl_light_attrib Light; /**< Light attributes */
3549 struct gl_line_attrib Line; /**< Line attributes */
3550 struct gl_list_attrib List; /**< List attributes */
3551 struct gl_multisample_attrib Multisample;
3552 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3553 struct gl_point_attrib Point; /**< Point attributes */
3554 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3555 GLuint PolygonStipple[32]; /**< Polygon stipple */
3556 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3557 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3558 struct gl_texture_attrib Texture; /**< Texture attributes */
3559 struct gl_transform_attrib Transform; /**< Transformation attributes */
3560 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3561 /*@}*/
3562
3563 /** \name Client attribute stack */
3564 /*@{*/
3565 GLuint ClientAttribStackDepth;
3566 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3567 /*@}*/
3568
3569 /** \name Client attribute groups */
3570 /*@{*/
3571 struct gl_array_attrib Array; /**< Vertex arrays */
3572 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3573 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3574 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3575 /*@}*/
3576
3577 /** \name Other assorted state (not pushed/popped on attribute stack) */
3578 /*@{*/
3579 struct gl_pixelmaps PixelMaps;
3580
3581 struct gl_evaluators EvalMap; /**< All evaluators */
3582 struct gl_feedback Feedback; /**< Feedback */
3583 struct gl_selection Select; /**< Selection */
3584
3585 struct gl_program_state Program; /**< general program state */
3586 struct gl_vertex_program_state VertexProgram;
3587 struct gl_fragment_program_state FragmentProgram;
3588 struct gl_geometry_program_state GeometryProgram;
3589 struct gl_ati_fragment_shader_state ATIFragmentShader;
3590
3591 struct gl_shader_state Shader; /**< GLSL shader object state */
3592 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3593
3594 struct gl_query_state Query; /**< occlusion, timer queries */
3595
3596 struct gl_transform_feedback_state TransformFeedback;
3597
3598 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3599 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3600
3601 /**
3602 * Current GL_ARB_uniform_buffer_object binding referenced by
3603 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3604 */
3605 struct gl_buffer_object *UniformBuffer;
3606
3607 /**
3608 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3609 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3610 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3611 * shader program.
3612 */
3613 struct gl_uniform_buffer_binding
3614 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
3615
3616 /*@}*/
3617
3618 struct gl_meta_state *Meta; /**< for "meta" operations */
3619
3620 /* GL_EXT_framebuffer_object */
3621 struct gl_renderbuffer *CurrentRenderbuffer;
3622
3623 GLenum ErrorValue; /**< Last error code */
3624
3625 /* GL_ARB_robustness */
3626 GLenum ResetStatus;
3627
3628 /**
3629 * Recognize and silence repeated error debug messages in buggy apps.
3630 */
3631 const char *ErrorDebugFmtString;
3632 GLuint ErrorDebugCount;
3633
3634 /* GL_ARB_debug_output/GL_KHR_debug */
3635 struct gl_debug_state Debug;
3636
3637 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3638 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3639 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3640
3641 struct gl_driver_flags DriverFlags;
3642
3643 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3644
3645 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3646
3647 /** \name Derived state */
3648 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3649 GLfloat _EyeZDir[3];
3650 GLfloat _ModelViewInvScale;
3651 GLboolean _NeedEyeCoords;
3652 GLboolean _ForceEyeCoords;
3653
3654 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3655
3656 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3657
3658 /** \name For debugging/development only */
3659 /*@{*/
3660 GLboolean FirstTimeCurrent;
3661 /*@}*/
3662
3663 /** software compression/decompression supported or not */
3664 GLboolean Mesa_DXTn;
3665
3666 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3667
3668 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3669
3670 /**
3671 * \name Hooks for module contexts.
3672 *
3673 * These will eventually live in the driver or elsewhere.
3674 */
3675 /*@{*/
3676 void *swrast_context;
3677 void *swsetup_context;
3678 void *swtnl_context;
3679 struct vbo_context *vbo_context;
3680 struct st_context *st;
3681 void *aelt_context;
3682 /*@}*/
3683 };
3684
3685
3686 #ifdef DEBUG
3687 extern int MESA_VERBOSE;
3688 extern int MESA_DEBUG_FLAGS;
3689 # define MESA_FUNCTION __FUNCTION__
3690 #else
3691 # define MESA_VERBOSE 0
3692 # define MESA_DEBUG_FLAGS 0
3693 # define MESA_FUNCTION "a function"
3694 # ifndef NDEBUG
3695 # define NDEBUG
3696 # endif
3697 #endif
3698
3699
3700 /** The MESA_VERBOSE var is a bitmask of these flags */
3701 enum _verbose
3702 {
3703 VERBOSE_VARRAY = 0x0001,
3704 VERBOSE_TEXTURE = 0x0002,
3705 VERBOSE_MATERIAL = 0x0004,
3706 VERBOSE_PIPELINE = 0x0008,
3707 VERBOSE_DRIVER = 0x0010,
3708 VERBOSE_STATE = 0x0020,
3709 VERBOSE_API = 0x0040,
3710 VERBOSE_DISPLAY_LIST = 0x0100,
3711 VERBOSE_LIGHTING = 0x0200,
3712 VERBOSE_PRIMS = 0x0400,
3713 VERBOSE_VERTS = 0x0800,
3714 VERBOSE_DISASSEM = 0x1000,
3715 VERBOSE_DRAW = 0x2000,
3716 VERBOSE_SWAPBUFFERS = 0x4000
3717 };
3718
3719
3720 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3721 enum _debug
3722 {
3723 DEBUG_SILENT = (1 << 0),
3724 DEBUG_ALWAYS_FLUSH = (1 << 1),
3725 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3726 DEBUG_INCOMPLETE_FBO = (1 << 3)
3727 };
3728
3729
3730
3731 #ifdef __cplusplus
3732 }
3733 #endif
3734
3735 #endif /* MTYPES_H */