mesa: Remove the non-required ARB_imaging extension.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43
44 /* Shader stages. Note that these will become 5 with tessellation.
45 * These MUST have the same values as PIPE_SHADER_*
46 */
47 #define MESA_SHADER_VERTEX 0
48 #define MESA_SHADER_FRAGMENT 1
49 #define MESA_SHADER_GEOMETRY 2
50 #define MESA_SHADER_TYPES 3
51
52
53 /**
54 * Color channel data type.
55 */
56 #if CHAN_BITS == 8
57 typedef GLubyte GLchan;
58 #define CHAN_MAX 255
59 #define CHAN_MAXF 255.0F
60 #define CHAN_TYPE GL_UNSIGNED_BYTE
61 #elif CHAN_BITS == 16
62 typedef GLushort GLchan;
63 #define CHAN_MAX 65535
64 #define CHAN_MAXF 65535.0F
65 #define CHAN_TYPE GL_UNSIGNED_SHORT
66 #elif CHAN_BITS == 32
67 typedef GLfloat GLchan;
68 #define CHAN_MAX 1.0
69 #define CHAN_MAXF 1.0F
70 #define CHAN_TYPE GL_FLOAT
71 #else
72 #error "illegal number of color channel bits"
73 #endif
74
75
76 /**
77 * Stencil buffer data type.
78 */
79 #if STENCIL_BITS==8
80 typedef GLubyte GLstencil;
81 #elif STENCIL_BITS==16
82 typedef GLushort GLstencil;
83 #else
84 # error "illegal number of stencil bits"
85 #endif
86
87
88 /**
89 * \name 64-bit extension of GLbitfield.
90 */
91 /*@{*/
92 typedef GLuint64 GLbitfield64;
93
94 #define BITFIELD64_ONE 1ULL
95 #define BITFIELD64_ALLONES ~0ULL
96
97 /** Set a single bit */
98 #define BITFIELD64_BIT(b) (BITFIELD64_ONE << (b))
99
100 /** Set a mask of the least significant \c b bits */
101 #define BITFIELD64_MASK(b) (((b) >= 64) ? BITFIELD64_ALLONES : \
102 (BITFIELD64_BIT(b) - 1))
103
104 /**
105 * Set all bits from l (low bit) to h (high bit), inclusive.
106 *
107 * \note \C BITFIELD_64_RANGE(0, 63) return 64 set bits.
108 */
109 #define BITFIELD64_RANGE(l, h) (BITFIELD64_MASK((h) + 1) & ~BITFIELD64_MASK(l))
110 /*@}*/
111
112
113 /**
114 * \name Some forward type declarations
115 */
116 /*@{*/
117 struct _mesa_HashTable;
118 struct gl_attrib_node;
119 struct gl_list_extensions;
120 struct gl_meta_state;
121 struct gl_pixelstore_attrib;
122 struct gl_program_cache;
123 struct gl_texture_format;
124 struct gl_texture_image;
125 struct gl_texture_object;
126 struct st_context;
127 typedef struct __GLcontextRec GLcontext;
128 typedef struct __GLcontextModesRec GLvisual;
129 typedef struct gl_framebuffer GLframebuffer;
130 /*@}*/
131
132
133
134 /**
135 * Indexes for vertex program attributes.
136 * GL_NV_vertex_program aliases generic attributes over the conventional
137 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
138 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
139 * generic attributes are distinct/separate).
140 */
141 typedef enum
142 {
143 VERT_ATTRIB_POS = 0,
144 VERT_ATTRIB_WEIGHT = 1,
145 VERT_ATTRIB_NORMAL = 2,
146 VERT_ATTRIB_COLOR0 = 3,
147 VERT_ATTRIB_COLOR1 = 4,
148 VERT_ATTRIB_FOG = 5,
149 VERT_ATTRIB_COLOR_INDEX = 6,
150 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
151 VERT_ATTRIB_EDGEFLAG = 7,
152 VERT_ATTRIB_TEX0 = 8,
153 VERT_ATTRIB_TEX1 = 9,
154 VERT_ATTRIB_TEX2 = 10,
155 VERT_ATTRIB_TEX3 = 11,
156 VERT_ATTRIB_TEX4 = 12,
157 VERT_ATTRIB_TEX5 = 13,
158 VERT_ATTRIB_TEX6 = 14,
159 VERT_ATTRIB_TEX7 = 15,
160 VERT_ATTRIB_GENERIC0 = 16,
161 VERT_ATTRIB_GENERIC1 = 17,
162 VERT_ATTRIB_GENERIC2 = 18,
163 VERT_ATTRIB_GENERIC3 = 19,
164 VERT_ATTRIB_GENERIC4 = 20,
165 VERT_ATTRIB_GENERIC5 = 21,
166 VERT_ATTRIB_GENERIC6 = 22,
167 VERT_ATTRIB_GENERIC7 = 23,
168 VERT_ATTRIB_GENERIC8 = 24,
169 VERT_ATTRIB_GENERIC9 = 25,
170 VERT_ATTRIB_GENERIC10 = 26,
171 VERT_ATTRIB_GENERIC11 = 27,
172 VERT_ATTRIB_GENERIC12 = 28,
173 VERT_ATTRIB_GENERIC13 = 29,
174 VERT_ATTRIB_GENERIC14 = 30,
175 VERT_ATTRIB_GENERIC15 = 31,
176 VERT_ATTRIB_MAX = 32
177 } gl_vert_attrib;
178
179 /**
180 * Bitflags for vertex attributes.
181 * These are used in bitfields in many places.
182 */
183 /*@{*/
184 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
185 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
186 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
187 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
188 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
189 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
190 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
191 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
192 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
193 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
194 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
195 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
196 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
197 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
198 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
199 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
200 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
201 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
202 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
203 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
204 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
205 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
206 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
207 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
208 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
209 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
210 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
211 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
212 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
213 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
214 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
215 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
216
217 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
218 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
219 /*@}*/
220
221
222 /**
223 * Indexes for vertex program result attributes
224 */
225 typedef enum
226 {
227 VERT_RESULT_HPOS = 0,
228 VERT_RESULT_COL0 = 1,
229 VERT_RESULT_COL1 = 2,
230 VERT_RESULT_FOGC = 3,
231 VERT_RESULT_TEX0 = 4,
232 VERT_RESULT_TEX1 = 5,
233 VERT_RESULT_TEX2 = 6,
234 VERT_RESULT_TEX3 = 7,
235 VERT_RESULT_TEX4 = 8,
236 VERT_RESULT_TEX5 = 9,
237 VERT_RESULT_TEX6 = 10,
238 VERT_RESULT_TEX7 = 11,
239 VERT_RESULT_PSIZ = 12,
240 VERT_RESULT_BFC0 = 13,
241 VERT_RESULT_BFC1 = 14,
242 VERT_RESULT_EDGE = 15,
243 VERT_RESULT_VAR0 = 16, /**< shader varying */
244 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
245 } gl_vert_result;
246
247
248 /*********************************************/
249
250 /**
251 * Indexes for geometry program attributes.
252 */
253 typedef enum
254 {
255 GEOM_ATTRIB_POSITION = 0,
256 GEOM_ATTRIB_COLOR0 = 1,
257 GEOM_ATTRIB_COLOR1 = 2,
258 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
259 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
260 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
261 GEOM_ATTRIB_POINT_SIZE = 6,
262 GEOM_ATTRIB_CLIP_VERTEX = 7,
263 GEOM_ATTRIB_PRIMITIVE_ID = 8,
264 GEOM_ATTRIB_TEX_COORD = 9,
265
266 GEOM_ATTRIB_VAR0 = 16,
267 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
268 } gl_geom_attrib;
269
270 /**
271 * Bitflags for geometry attributes.
272 * These are used in bitfields in many places.
273 */
274 /*@{*/
275 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
276 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
277 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
278 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
279 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
280 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
281 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
282 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
283 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
284 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
285 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
286
287 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
288 /*@}*/
289
290
291 /**
292 * Indexes for geometry program result attributes
293 */
294 /*@{*/
295 typedef enum {
296 GEOM_RESULT_POS = 0,
297 GEOM_RESULT_COL0 = 1,
298 GEOM_RESULT_COL1 = 2,
299 GEOM_RESULT_SCOL0 = 3,
300 GEOM_RESULT_SCOL1 = 4,
301 GEOM_RESULT_FOGC = 5,
302 GEOM_RESULT_TEX0 = 6,
303 GEOM_RESULT_TEX1 = 7,
304 GEOM_RESULT_TEX2 = 8,
305 GEOM_RESULT_TEX3 = 9,
306 GEOM_RESULT_TEX4 = 10,
307 GEOM_RESULT_TEX5 = 11,
308 GEOM_RESULT_TEX6 = 12,
309 GEOM_RESULT_TEX7 = 13,
310 GEOM_RESULT_PSIZ = 14,
311 GEOM_RESULT_CLPV = 15,
312 GEOM_RESULT_PRID = 16,
313 GEOM_RESULT_LAYR = 17,
314 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
315 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
316 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
317 } gl_geom_result;
318 /*@}*/
319
320 /**
321 * Indexes for fragment program input attributes.
322 */
323 typedef enum
324 {
325 FRAG_ATTRIB_WPOS = 0,
326 FRAG_ATTRIB_COL0 = 1,
327 FRAG_ATTRIB_COL1 = 2,
328 FRAG_ATTRIB_FOGC = 3,
329 FRAG_ATTRIB_TEX0 = 4,
330 FRAG_ATTRIB_TEX1 = 5,
331 FRAG_ATTRIB_TEX2 = 6,
332 FRAG_ATTRIB_TEX3 = 7,
333 FRAG_ATTRIB_TEX4 = 8,
334 FRAG_ATTRIB_TEX5 = 9,
335 FRAG_ATTRIB_TEX6 = 10,
336 FRAG_ATTRIB_TEX7 = 11,
337 FRAG_ATTRIB_FACE = 12, /**< front/back face */
338 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
339 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
340 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
341 } gl_frag_attrib;
342
343 /**
344 * Bitflags for fragment program input attributes.
345 */
346 /*@{*/
347 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
348 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
349 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
350 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
351 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
352 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
353 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
354 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
355 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
356 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
357 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
358 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
359 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
360 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
361 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
362
363 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
364 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
365
366 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
367 FRAG_BIT_TEX1| \
368 FRAG_BIT_TEX2| \
369 FRAG_BIT_TEX3| \
370 FRAG_BIT_TEX4| \
371 FRAG_BIT_TEX5| \
372 FRAG_BIT_TEX6| \
373 FRAG_BIT_TEX7)
374 /*@}*/
375
376
377 /**
378 * Fragment program results
379 */
380 typedef enum
381 {
382 FRAG_RESULT_DEPTH = 0,
383 FRAG_RESULT_COLOR = 1,
384 FRAG_RESULT_DATA0 = 2,
385 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
386 } gl_frag_result;
387
388
389 /**
390 * Indexes for all renderbuffers
391 */
392 typedef enum
393 {
394 /* the four standard color buffers */
395 BUFFER_FRONT_LEFT,
396 BUFFER_BACK_LEFT,
397 BUFFER_FRONT_RIGHT,
398 BUFFER_BACK_RIGHT,
399 BUFFER_DEPTH,
400 BUFFER_STENCIL,
401 BUFFER_ACCUM,
402 /* optional aux buffer */
403 BUFFER_AUX0,
404 /* generic renderbuffers */
405 BUFFER_COLOR0,
406 BUFFER_COLOR1,
407 BUFFER_COLOR2,
408 BUFFER_COLOR3,
409 BUFFER_COLOR4,
410 BUFFER_COLOR5,
411 BUFFER_COLOR6,
412 BUFFER_COLOR7,
413 BUFFER_COUNT
414 } gl_buffer_index;
415
416 /**
417 * Bit flags for all renderbuffers
418 */
419 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
420 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
421 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
422 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
423 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
424 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
425 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
426 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
427 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
428 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
429 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
430 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
431 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
432 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
433 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
434 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
435 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
436 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
437 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
438
439 /**
440 * Mask of all the color buffer bits (but not accum).
441 */
442 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
443 BUFFER_BIT_BACK_LEFT | \
444 BUFFER_BIT_FRONT_RIGHT | \
445 BUFFER_BIT_BACK_RIGHT | \
446 BUFFER_BIT_AUX0 | \
447 BUFFER_BIT_COLOR0 | \
448 BUFFER_BIT_COLOR1 | \
449 BUFFER_BIT_COLOR2 | \
450 BUFFER_BIT_COLOR3 | \
451 BUFFER_BIT_COLOR4 | \
452 BUFFER_BIT_COLOR5 | \
453 BUFFER_BIT_COLOR6 | \
454 BUFFER_BIT_COLOR7)
455
456
457 /** The pixel transfer path has three color tables: */
458 typedef enum
459 {
460 COLORTABLE_PRECONVOLUTION,
461 COLORTABLE_POSTCONVOLUTION,
462 COLORTABLE_POSTCOLORMATRIX,
463 COLORTABLE_MAX
464 } gl_colortable_index;
465
466
467 /**
468 * Data structure for color tables
469 */
470 struct gl_color_table
471 {
472 GLenum InternalFormat; /**< The user-specified format */
473 GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
474 GLuint Size; /**< number of entries in table */
475 GLfloat *TableF; /**< Color table, floating point values */
476 GLubyte *TableUB; /**< Color table, ubyte values */
477 GLubyte RedSize;
478 GLubyte GreenSize;
479 GLubyte BlueSize;
480 GLubyte AlphaSize;
481 GLubyte LuminanceSize;
482 GLubyte IntensitySize;
483 };
484
485
486 /**
487 * \name Bit flags used for updating material values.
488 */
489 /*@{*/
490 #define MAT_ATTRIB_FRONT_AMBIENT 0
491 #define MAT_ATTRIB_BACK_AMBIENT 1
492 #define MAT_ATTRIB_FRONT_DIFFUSE 2
493 #define MAT_ATTRIB_BACK_DIFFUSE 3
494 #define MAT_ATTRIB_FRONT_SPECULAR 4
495 #define MAT_ATTRIB_BACK_SPECULAR 5
496 #define MAT_ATTRIB_FRONT_EMISSION 6
497 #define MAT_ATTRIB_BACK_EMISSION 7
498 #define MAT_ATTRIB_FRONT_SHININESS 8
499 #define MAT_ATTRIB_BACK_SHININESS 9
500 #define MAT_ATTRIB_FRONT_INDEXES 10
501 #define MAT_ATTRIB_BACK_INDEXES 11
502 #define MAT_ATTRIB_MAX 12
503
504 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
505 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
506 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
507 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
508 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
509 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
510
511 #define MAT_INDEX_AMBIENT 0
512 #define MAT_INDEX_DIFFUSE 1
513 #define MAT_INDEX_SPECULAR 2
514
515 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
516 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
517 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
518 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
519 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
520 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
521 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
522 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
523 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
524 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
525 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
526 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
527
528
529 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
530 MAT_BIT_FRONT_AMBIENT | \
531 MAT_BIT_FRONT_DIFFUSE | \
532 MAT_BIT_FRONT_SPECULAR | \
533 MAT_BIT_FRONT_SHININESS | \
534 MAT_BIT_FRONT_INDEXES)
535
536 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
537 MAT_BIT_BACK_AMBIENT | \
538 MAT_BIT_BACK_DIFFUSE | \
539 MAT_BIT_BACK_SPECULAR | \
540 MAT_BIT_BACK_SHININESS | \
541 MAT_BIT_BACK_INDEXES)
542
543 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
544 /*@}*/
545
546
547 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
548 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
549
550 /**
551 * Material shininess lookup table.
552 */
553 struct gl_shine_tab
554 {
555 struct gl_shine_tab *next, *prev;
556 GLfloat tab[SHINE_TABLE_SIZE+1];
557 GLfloat shininess;
558 GLuint refcount;
559 };
560
561
562 /**
563 * Light source state.
564 */
565 struct gl_light
566 {
567 struct gl_light *next; /**< double linked list with sentinel */
568 struct gl_light *prev;
569
570 GLfloat Ambient[4]; /**< ambient color */
571 GLfloat Diffuse[4]; /**< diffuse color */
572 GLfloat Specular[4]; /**< specular color */
573 GLfloat EyePosition[4]; /**< position in eye coordinates */
574 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
575 GLfloat SpotExponent;
576 GLfloat SpotCutoff; /**< in degrees */
577 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
578 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
579 GLfloat ConstantAttenuation;
580 GLfloat LinearAttenuation;
581 GLfloat QuadraticAttenuation;
582 GLboolean Enabled; /**< On/off flag */
583
584 /**
585 * \name Derived fields
586 */
587 /*@{*/
588 GLbitfield _Flags; /**< State */
589
590 GLfloat _Position[4]; /**< position in eye/obj coordinates */
591 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
592 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
593 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
594 GLfloat _VP_inf_spot_attenuation;
595
596 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
597 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
598 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
599 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
600 GLfloat _dli; /**< CI diffuse light intensity */
601 GLfloat _sli; /**< CI specular light intensity */
602 /*@}*/
603 };
604
605
606 /**
607 * Light model state.
608 */
609 struct gl_lightmodel
610 {
611 GLfloat Ambient[4]; /**< ambient color */
612 GLboolean LocalViewer; /**< Local (or infinite) view point? */
613 GLboolean TwoSide; /**< Two (or one) sided lighting? */
614 GLenum ColorControl; /**< either GL_SINGLE_COLOR
615 * or GL_SEPARATE_SPECULAR_COLOR */
616 };
617
618
619 /**
620 * Material state.
621 */
622 struct gl_material
623 {
624 GLfloat Attrib[MAT_ATTRIB_MAX][4];
625 };
626
627
628 /**
629 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
630 */
631 struct gl_accum_attrib
632 {
633 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
634 };
635
636
637 /**
638 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
639 */
640 struct gl_colorbuffer_attrib
641 {
642 GLuint ClearIndex; /**< Index to use for glClear */
643 GLclampf ClearColor[4]; /**< Color to use for glClear */
644
645 GLuint IndexMask; /**< Color index write mask */
646 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
647
648 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
649
650 /**
651 * \name alpha testing
652 */
653 /*@{*/
654 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
655 GLenum AlphaFunc; /**< Alpha test function */
656 GLclampf AlphaRef; /**< Alpha reference value */
657 /*@}*/
658
659 /**
660 * \name Blending
661 */
662 /*@{*/
663 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
664 GLenum BlendSrcRGB; /**< Blending source operator */
665 GLenum BlendDstRGB; /**< Blending destination operator */
666 GLenum BlendSrcA; /**< GL_INGR_blend_func_separate */
667 GLenum BlendDstA; /**< GL_INGR_blend_func_separate */
668 GLenum BlendEquationRGB; /**< Blending equation */
669 GLenum BlendEquationA; /**< GL_EXT_blend_equation_separate */
670 GLfloat BlendColor[4]; /**< Blending color */
671 /*@}*/
672
673 /**
674 * \name Logic op
675 */
676 /*@{*/
677 GLenum LogicOp; /**< Logic operator */
678 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
679 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
680 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
681 /*@}*/
682
683 GLboolean DitherFlag; /**< Dither enable flag */
684
685 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
686 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
687 };
688
689
690 /**
691 * Current attribute group (GL_CURRENT_BIT).
692 */
693 struct gl_current_attrib
694 {
695 /**
696 * \name Current vertex attributes.
697 * \note Values are valid only after FLUSH_VERTICES has been called.
698 * \note Index and Edgeflag current values are stored as floats in the
699 * SIX and SEVEN attribute slots.
700 */
701 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
702
703 /**
704 * \name Current raster position attributes (always valid).
705 * \note This set of attributes is very similar to the SWvertex struct.
706 */
707 /*@{*/
708 GLfloat RasterPos[4];
709 GLfloat RasterDistance;
710 GLfloat RasterColor[4];
711 GLfloat RasterSecondaryColor[4];
712 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
713 GLboolean RasterPosValid;
714 /*@}*/
715 };
716
717
718 /**
719 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
720 */
721 struct gl_depthbuffer_attrib
722 {
723 GLenum Func; /**< Function for depth buffer compare */
724 GLclampd Clear; /**< Value to clear depth buffer to */
725 GLboolean Test; /**< Depth buffering enabled flag */
726 GLboolean Mask; /**< Depth buffer writable? */
727 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
728 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
729 };
730
731
732 /**
733 * Evaluator attribute group (GL_EVAL_BIT).
734 */
735 struct gl_eval_attrib
736 {
737 /**
738 * \name Enable bits
739 */
740 /*@{*/
741 GLboolean Map1Color4;
742 GLboolean Map1Index;
743 GLboolean Map1Normal;
744 GLboolean Map1TextureCoord1;
745 GLboolean Map1TextureCoord2;
746 GLboolean Map1TextureCoord3;
747 GLboolean Map1TextureCoord4;
748 GLboolean Map1Vertex3;
749 GLboolean Map1Vertex4;
750 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
751 GLboolean Map2Color4;
752 GLboolean Map2Index;
753 GLboolean Map2Normal;
754 GLboolean Map2TextureCoord1;
755 GLboolean Map2TextureCoord2;
756 GLboolean Map2TextureCoord3;
757 GLboolean Map2TextureCoord4;
758 GLboolean Map2Vertex3;
759 GLboolean Map2Vertex4;
760 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
761 GLboolean AutoNormal;
762 /*@}*/
763
764 /**
765 * \name Map Grid endpoints and divisions and calculated du values
766 */
767 /*@{*/
768 GLint MapGrid1un;
769 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
770 GLint MapGrid2un, MapGrid2vn;
771 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
772 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
773 /*@}*/
774 };
775
776
777 /**
778 * Fog attribute group (GL_FOG_BIT).
779 */
780 struct gl_fog_attrib
781 {
782 GLboolean Enabled; /**< Fog enabled flag */
783 GLfloat Color[4]; /**< Fog color */
784 GLfloat Density; /**< Density >= 0.0 */
785 GLfloat Start; /**< Start distance in eye coords */
786 GLfloat End; /**< End distance in eye coords */
787 GLfloat Index; /**< Fog index */
788 GLenum Mode; /**< Fog mode */
789 GLboolean ColorSumEnabled;
790 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
791 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
792 };
793
794
795 /**
796 * Hint attribute group (GL_HINT_BIT).
797 *
798 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
799 */
800 struct gl_hint_attrib
801 {
802 GLenum PerspectiveCorrection;
803 GLenum PointSmooth;
804 GLenum LineSmooth;
805 GLenum PolygonSmooth;
806 GLenum Fog;
807 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
808 GLenum TextureCompression; /**< GL_ARB_texture_compression */
809 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
810 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
811 };
812
813
814 /**
815 * Histogram attributes.
816 */
817 struct gl_histogram_attrib
818 {
819 GLuint Width; /**< number of table entries */
820 GLint Format; /**< GL_ALPHA, GL_RGB, etc */
821 GLuint Count[HISTOGRAM_TABLE_SIZE][4]; /**< the histogram */
822 GLboolean Sink; /**< terminate image transfer? */
823 GLubyte RedSize; /**< Bits per counter */
824 GLubyte GreenSize;
825 GLubyte BlueSize;
826 GLubyte AlphaSize;
827 GLubyte LuminanceSize;
828 };
829
830
831 /**
832 * Color Min/max state.
833 */
834 struct gl_minmax_attrib
835 {
836 GLenum Format;
837 GLboolean Sink;
838 GLfloat Min[4], Max[4]; /**< RGBA */
839 };
840
841
842 /**
843 * Image convolution state.
844 */
845 struct gl_convolution_attrib
846 {
847 GLenum Format;
848 GLenum InternalFormat;
849 GLuint Width;
850 GLuint Height;
851 GLfloat Filter[MAX_CONVOLUTION_WIDTH * MAX_CONVOLUTION_HEIGHT * 4];
852 };
853
854
855 /**
856 * Light state flags.
857 */
858 /*@{*/
859 #define LIGHT_SPOT 0x1
860 #define LIGHT_LOCAL_VIEWER 0x2
861 #define LIGHT_POSITIONAL 0x4
862 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
863 /*@}*/
864
865
866 /**
867 * Lighting attribute group (GL_LIGHT_BIT).
868 */
869 struct gl_light_attrib
870 {
871 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
872 struct gl_lightmodel Model; /**< Lighting model */
873
874 /**
875 * Must flush FLUSH_VERTICES before referencing:
876 */
877 /*@{*/
878 struct gl_material Material; /**< Includes front & back values */
879 /*@}*/
880
881 GLboolean Enabled; /**< Lighting enabled flag */
882 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
883 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
884 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
885 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
886 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
887 GLboolean ColorMaterialEnabled;
888 GLenum ClampVertexColor;
889
890 struct gl_light EnabledList; /**< List sentinel */
891
892 /**
893 * Derived state for optimizations:
894 */
895 /*@{*/
896 GLboolean _NeedEyeCoords;
897 GLboolean _NeedVertices; /**< Use fast shader? */
898 GLbitfield _Flags; /**< LIGHT_* flags, see above */
899 GLfloat _BaseColor[2][3];
900 /*@}*/
901 };
902
903
904 /**
905 * Line attribute group (GL_LINE_BIT).
906 */
907 struct gl_line_attrib
908 {
909 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
910 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
911 GLushort StipplePattern; /**< Stipple pattern */
912 GLint StippleFactor; /**< Stipple repeat factor */
913 GLfloat Width; /**< Line width */
914 };
915
916
917 /**
918 * Display list attribute group (GL_LIST_BIT).
919 */
920 struct gl_list_attrib
921 {
922 GLuint ListBase;
923 };
924
925
926 /**
927 * Multisample attribute group (GL_MULTISAMPLE_BIT).
928 */
929 struct gl_multisample_attrib
930 {
931 GLboolean Enabled;
932 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
933 GLboolean SampleAlphaToCoverage;
934 GLboolean SampleAlphaToOne;
935 GLboolean SampleCoverage;
936 GLfloat SampleCoverageValue;
937 GLboolean SampleCoverageInvert;
938 };
939
940
941 /**
942 * A pixelmap (see glPixelMap)
943 */
944 struct gl_pixelmap
945 {
946 GLint Size;
947 GLfloat Map[MAX_PIXEL_MAP_TABLE];
948 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
949 };
950
951
952 /**
953 * Collection of all pixelmaps
954 */
955 struct gl_pixelmaps
956 {
957 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
958 struct gl_pixelmap GtoG;
959 struct gl_pixelmap BtoB;
960 struct gl_pixelmap AtoA;
961 struct gl_pixelmap ItoR;
962 struct gl_pixelmap ItoG;
963 struct gl_pixelmap ItoB;
964 struct gl_pixelmap ItoA;
965 struct gl_pixelmap ItoI;
966 struct gl_pixelmap StoS;
967 };
968
969
970 /**
971 * Pixel attribute group (GL_PIXEL_MODE_BIT).
972 */
973 struct gl_pixel_attrib
974 {
975 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
976
977 /*--- Begin Pixel Transfer State ---*/
978 /* Fields are in the order in which they're applied... */
979
980 /** Scale & Bias (index shift, offset) */
981 /*@{*/
982 GLfloat RedBias, RedScale;
983 GLfloat GreenBias, GreenScale;
984 GLfloat BlueBias, BlueScale;
985 GLfloat AlphaBias, AlphaScale;
986 GLfloat DepthBias, DepthScale;
987 GLint IndexShift, IndexOffset;
988 /*@}*/
989
990 /* Pixel Maps */
991 /* Note: actual pixel maps are not part of this attrib group */
992 GLboolean MapColorFlag;
993 GLboolean MapStencilFlag;
994
995 /* There are multiple color table stages: */
996 GLboolean ColorTableEnabled[COLORTABLE_MAX];
997 GLfloat ColorTableScale[COLORTABLE_MAX][4]; /**< RGBA */
998 GLfloat ColorTableBias[COLORTABLE_MAX][4]; /**< RGBA */
999
1000 /* Convolution (GL_EXT_convolution) */
1001 GLboolean Convolution1DEnabled;
1002 GLboolean Convolution2DEnabled;
1003 GLboolean Separable2DEnabled;
1004 GLfloat ConvolutionBorderColor[3][4]; /**< RGBA */
1005 GLenum ConvolutionBorderMode[3];
1006 GLfloat ConvolutionFilterScale[3][4]; /**< RGBA */
1007 GLfloat ConvolutionFilterBias[3][4]; /**< RGBA */
1008 GLfloat PostConvolutionScale[4]; /**< RGBA */
1009 GLfloat PostConvolutionBias[4]; /**< RGBA */
1010
1011 /* Color matrix (GL_SGI_color_matrix) */
1012 /* Note: the color matrix is not part of this attrib group */
1013 GLfloat PostColorMatrixScale[4]; /**< RGBA */
1014 GLfloat PostColorMatrixBias[4]; /**< RGBA */
1015
1016 /* Histogram & minmax (GL_EXT_histogram) */
1017 /* Note: histogram and minmax data are not part of this attrib group */
1018 GLboolean HistogramEnabled;
1019 GLboolean MinMaxEnabled;
1020
1021 /*--- End Pixel Transfer State ---*/
1022
1023 /** glPixelZoom */
1024 GLfloat ZoomX, ZoomY;
1025
1026 /** GL_SGI_texture_color_table */
1027 GLfloat TextureColorTableScale[4]; /**< RGBA */
1028 GLfloat TextureColorTableBias[4]; /**< RGBA */
1029 };
1030
1031
1032 /**
1033 * Point attribute group (GL_POINT_BIT).
1034 */
1035 struct gl_point_attrib
1036 {
1037 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1038 GLfloat Size; /**< User-specified point size */
1039 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1040 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1041 GLfloat Threshold; /**< GL_EXT_point_parameters */
1042 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1043 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1044 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1045 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1046 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1047 };
1048
1049
1050 /**
1051 * Polygon attribute group (GL_POLYGON_BIT).
1052 */
1053 struct gl_polygon_attrib
1054 {
1055 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1056 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1057 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1058 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1059 GLboolean CullFlag; /**< Culling on/off flag */
1060 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1061 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1062 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1063 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1064 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1065 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1066 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1067 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1068 };
1069
1070
1071 /**
1072 * Scissor attributes (GL_SCISSOR_BIT).
1073 */
1074 struct gl_scissor_attrib
1075 {
1076 GLboolean Enabled; /**< Scissor test enabled? */
1077 GLint X, Y; /**< Lower left corner of box */
1078 GLsizei Width, Height; /**< Size of box */
1079 };
1080
1081
1082 /**
1083 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1084 *
1085 * Three sets of stencil data are tracked so that OpenGL 2.0,
1086 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1087 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1088 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1089 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1090 * GL_EXT_stencil_two_side GL_BACK state.
1091 *
1092 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1093 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1094 *
1095 * The derived value \c _TestTwoSide is set when the front-face and back-face
1096 * stencil state are different.
1097 */
1098 struct gl_stencil_attrib
1099 {
1100 GLboolean Enabled; /**< Enabled flag */
1101 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1102 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1103 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1104 GLboolean _TestTwoSide;
1105 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1106 GLenum Function[3]; /**< Stencil function */
1107 GLenum FailFunc[3]; /**< Fail function */
1108 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1109 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1110 GLint Ref[3]; /**< Reference value */
1111 GLuint ValueMask[3]; /**< Value mask */
1112 GLuint WriteMask[3]; /**< Write mask */
1113 GLuint Clear; /**< Clear value */
1114 };
1115
1116
1117 /**
1118 * An index for each type of texture object. These correspond to the GL
1119 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1120 * Note: the order is from highest priority to lowest priority.
1121 */
1122 typedef enum
1123 {
1124 TEXTURE_2D_ARRAY_INDEX,
1125 TEXTURE_1D_ARRAY_INDEX,
1126 TEXTURE_CUBE_INDEX,
1127 TEXTURE_3D_INDEX,
1128 TEXTURE_RECT_INDEX,
1129 TEXTURE_2D_INDEX,
1130 TEXTURE_1D_INDEX,
1131 NUM_TEXTURE_TARGETS
1132 } gl_texture_index;
1133
1134
1135 /**
1136 * Bit flags for each type of texture object
1137 * Used for Texture.Unit[]._ReallyEnabled flags.
1138 */
1139 /*@{*/
1140 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1141 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1142 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1143 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1144 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1145 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1146 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1147 /*@}*/
1148
1149
1150 /**
1151 * TexGenEnabled flags.
1152 */
1153 /*@{*/
1154 #define S_BIT 1
1155 #define T_BIT 2
1156 #define R_BIT 4
1157 #define Q_BIT 8
1158 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1159 /*@}*/
1160
1161
1162 /**
1163 * Bit flag versions of the corresponding GL_ constants.
1164 */
1165 /*@{*/
1166 #define TEXGEN_SPHERE_MAP 0x1
1167 #define TEXGEN_OBJ_LINEAR 0x2
1168 #define TEXGEN_EYE_LINEAR 0x4
1169 #define TEXGEN_REFLECTION_MAP_NV 0x8
1170 #define TEXGEN_NORMAL_MAP_NV 0x10
1171
1172 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1173 TEXGEN_REFLECTION_MAP_NV | \
1174 TEXGEN_NORMAL_MAP_NV)
1175 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1176 TEXGEN_REFLECTION_MAP_NV | \
1177 TEXGEN_NORMAL_MAP_NV | \
1178 TEXGEN_EYE_LINEAR)
1179 /*@}*/
1180
1181
1182
1183 /** Tex-gen enabled for texture unit? */
1184 #define ENABLE_TEXGEN(unit) (1 << (unit))
1185
1186 /** Non-identity texture matrix for texture unit? */
1187 #define ENABLE_TEXMAT(unit) (1 << (unit))
1188
1189
1190 /**
1191 * Texel fetch function prototype. We use texel fetch functions to
1192 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1193 * texture images. These functions help to isolate us from the gritty
1194 * details of all the various texture image encodings.
1195 *
1196 * \param texImage texture image.
1197 * \param col texel column.
1198 * \param row texel row.
1199 * \param img texel image level/layer.
1200 * \param texelOut output texel (up to 4 GLchans)
1201 */
1202 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1203 GLint col, GLint row, GLint img,
1204 GLchan *texelOut );
1205
1206 /**
1207 * As above, but returns floats.
1208 * Used for depth component images and for upcoming signed/float
1209 * texture images.
1210 */
1211 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1212 GLint col, GLint row, GLint img,
1213 GLfloat *texelOut );
1214
1215
1216 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1217 GLint col, GLint row, GLint img,
1218 const void *texel);
1219
1220
1221 /**
1222 * Texture image state. Describes the dimensions of a texture image,
1223 * the texel format and pointers to Texel Fetch functions.
1224 */
1225 struct gl_texture_image
1226 {
1227 GLint InternalFormat; /**< Internal format as given by the user */
1228 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1229 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1230 * GL_INTENSITY, GL_COLOR_INDEX,
1231 * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
1232 * only. Used for choosing TexEnv arithmetic.
1233 */
1234 GLuint TexFormat; /**< The actual format: MESA_FORMAT_x */
1235
1236 GLuint Border; /**< 0 or 1 */
1237 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1238 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1239 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1240 GLuint Width2; /**< = Width - 2*Border */
1241 GLuint Height2; /**< = Height - 2*Border */
1242 GLuint Depth2; /**< = Depth - 2*Border */
1243 GLuint WidthLog2; /**< = log2(Width2) */
1244 GLuint HeightLog2; /**< = log2(Height2) */
1245 GLuint DepthLog2; /**< = log2(Depth2) */
1246 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1247 GLfloat WidthScale; /**< used for mipmap LOD computation */
1248 GLfloat HeightScale; /**< used for mipmap LOD computation */
1249 GLfloat DepthScale; /**< used for mipmap LOD computation */
1250 GLboolean IsClientData; /**< Data owned by client? */
1251 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1252
1253 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1254
1255 FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
1256 FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
1257
1258 GLuint RowStride; /**< Padded width in units of texels */
1259 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1260 each 2D slice in 'Data', in texels */
1261 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1262
1263 /**
1264 * \name For device driver:
1265 */
1266 /*@{*/
1267 void *DriverData; /**< Arbitrary device driver data */
1268 /*@}*/
1269 };
1270
1271
1272 /**
1273 * Indexes for cube map faces.
1274 */
1275 typedef enum
1276 {
1277 FACE_POS_X = 0,
1278 FACE_NEG_X = 1,
1279 FACE_POS_Y = 2,
1280 FACE_NEG_Y = 3,
1281 FACE_POS_Z = 4,
1282 FACE_NEG_Z = 5,
1283 MAX_FACES = 6
1284 } gl_face_index;
1285
1286
1287 /**
1288 * Texture object state. Contains the array of mipmap images, border color,
1289 * wrap modes, filter modes, shadow/texcompare state, and the per-texture
1290 * color palette.
1291 */
1292 struct gl_texture_object
1293 {
1294 _glthread_Mutex Mutex; /**< for thread safety */
1295 GLint RefCount; /**< reference count */
1296 GLuint Name; /**< the user-visible texture object ID */
1297 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1298 GLfloat Priority; /**< in [0,1] */
1299 union {
1300 GLfloat f[4];
1301 GLuint ui[4];
1302 GLint i[4];
1303 } BorderColor; /**< Interpreted according to texture format */
1304 GLenum WrapS; /**< S-axis texture image wrap mode */
1305 GLenum WrapT; /**< T-axis texture image wrap mode */
1306 GLenum WrapR; /**< R-axis texture image wrap mode */
1307 GLenum MinFilter; /**< minification filter */
1308 GLenum MagFilter; /**< magnification filter */
1309 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1310 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1311 GLfloat LodBias; /**< OpenGL 1.4 */
1312 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1313 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1314 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1315 GLenum CompareMode; /**< GL_ARB_shadow */
1316 GLenum CompareFunc; /**< GL_ARB_shadow */
1317 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1318 GLenum DepthMode; /**< GL_ARB_depth_texture */
1319 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1320 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1321 GLint CropRect[4]; /**< GL_OES_draw_texture */
1322 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1323 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1324 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1325 GLboolean _Complete; /**< Is texture object complete? */
1326 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1327 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1328
1329 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1330 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1331
1332 /** GL_EXT_paletted_texture */
1333 struct gl_color_table Palette;
1334
1335 /**
1336 * \name For device driver.
1337 * Note: instead of attaching driver data to this pointer, it's preferable
1338 * to instead use this struct as a base class for your own texture object
1339 * class. Driver->NewTextureObject() can be used to implement the
1340 * allocation.
1341 */
1342 void *DriverData; /**< Arbitrary device driver data */
1343 };
1344
1345
1346 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1347 #define MAX_COMBINER_TERMS 4
1348
1349
1350 /**
1351 * Texture combine environment state.
1352 */
1353 struct gl_tex_env_combine_state
1354 {
1355 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1356 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1357 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1358 GLenum SourceRGB[MAX_COMBINER_TERMS];
1359 GLenum SourceA[MAX_COMBINER_TERMS];
1360 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1361 GLenum OperandRGB[MAX_COMBINER_TERMS];
1362 GLenum OperandA[MAX_COMBINER_TERMS];
1363 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1364 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1365 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1366 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1367 };
1368
1369
1370 /**
1371 * Texture coord generation state.
1372 */
1373 struct gl_texgen
1374 {
1375 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1376 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1377 GLfloat ObjectPlane[4];
1378 GLfloat EyePlane[4];
1379 };
1380
1381
1382 /**
1383 * Texture unit state. Contains enable flags, texture environment/function/
1384 * combiners, texgen state, pointers to current texture objects and
1385 * post-filter color tables.
1386 */
1387 struct gl_texture_unit
1388 {
1389 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1390 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1391
1392 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1393 GLfloat EnvColor[4];
1394
1395 struct gl_texgen GenS;
1396 struct gl_texgen GenT;
1397 struct gl_texgen GenR;
1398 struct gl_texgen GenQ;
1399 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1400 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1401
1402 GLfloat LodBias; /**< for biasing mipmap levels */
1403 GLenum BumpTarget;
1404 GLfloat RotMatrix[4]; /* 2x2 matrix */
1405
1406 /**
1407 * \name GL_EXT_texture_env_combine
1408 */
1409 struct gl_tex_env_combine_state Combine;
1410
1411 /**
1412 * Derived state based on \c EnvMode and the \c BaseFormat of the
1413 * currently enabled texture.
1414 */
1415 struct gl_tex_env_combine_state _EnvMode;
1416
1417 /**
1418 * Currently enabled combiner state. This will point to either
1419 * \c Combine or \c _EnvMode.
1420 */
1421 struct gl_tex_env_combine_state *_CurrentCombine;
1422
1423 /** Current texture object pointers */
1424 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1425
1426 /** Points to highest priority, complete and enabled texture object */
1427 struct gl_texture_object *_Current;
1428
1429 /** GL_SGI_texture_color_table */
1430 /*@{*/
1431 struct gl_color_table ColorTable;
1432 struct gl_color_table ProxyColorTable;
1433 GLboolean ColorTableEnabled;
1434 /*@}*/
1435 };
1436
1437
1438 /**
1439 * Texture attribute group (GL_TEXTURE_BIT).
1440 */
1441 struct gl_texture_attrib
1442 {
1443 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1444 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1445
1446 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1447
1448 /** GL_ARB_seamless_cubemap */
1449 GLboolean CubeMapSeamless;
1450
1451 /** GL_EXT_shared_texture_palette */
1452 GLboolean SharedPalette;
1453 struct gl_color_table Palette;
1454
1455 /** Texture units/samplers used by vertex or fragment texturing */
1456 GLbitfield _EnabledUnits;
1457
1458 /** Texture coord units/sets used for fragment texturing */
1459 GLbitfield _EnabledCoordUnits;
1460
1461 /** Texture coord units that have texgen enabled */
1462 GLbitfield _TexGenEnabled;
1463
1464 /** Texture coord units that have non-identity matrices */
1465 GLbitfield _TexMatEnabled;
1466
1467 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1468 GLbitfield _GenFlags;
1469 };
1470
1471
1472 /**
1473 * Transformation attribute group (GL_TRANSFORM_BIT).
1474 */
1475 struct gl_transform_attrib
1476 {
1477 GLenum MatrixMode; /**< Matrix mode */
1478 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1479 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1480 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1481 GLboolean Normalize; /**< Normalize all normals? */
1482 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1483 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1484 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1485
1486 GLboolean CullVertexFlag; /**< True if GL_CULL_VERTEX_EXT is enabled */
1487 GLfloat CullEyePos[4];
1488 GLfloat CullObjPos[4];
1489 };
1490
1491
1492 /**
1493 * Viewport attribute group (GL_VIEWPORT_BIT).
1494 */
1495 struct gl_viewport_attrib
1496 {
1497 GLint X, Y; /**< position */
1498 GLsizei Width, Height; /**< size */
1499 GLfloat Near, Far; /**< Depth buffer range */
1500 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1501 };
1502
1503
1504 /**
1505 * GL_ARB_vertex/pixel_buffer_object buffer object
1506 */
1507 struct gl_buffer_object
1508 {
1509 _glthread_Mutex Mutex;
1510 GLint RefCount;
1511 GLuint Name;
1512 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1513 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1514 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1515 /** Fields describing a mapped buffer */
1516 /*@{*/
1517 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1518 GLvoid *Pointer; /**< User-space address of mapping */
1519 GLintptr Offset; /**< Mapped offset */
1520 GLsizeiptr Length; /**< Mapped length */
1521 /*@}*/
1522 GLboolean Written; /**< Ever written to? (for debugging) */
1523 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1524 };
1525
1526
1527 /**
1528 * Client pixel packing/unpacking attributes
1529 */
1530 struct gl_pixelstore_attrib
1531 {
1532 GLint Alignment;
1533 GLint RowLength;
1534 GLint SkipPixels;
1535 GLint SkipRows;
1536 GLint ImageHeight;
1537 GLint SkipImages;
1538 GLboolean SwapBytes;
1539 GLboolean LsbFirst;
1540 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1541 GLboolean Invert; /**< GL_MESA_pack_invert */
1542 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1543 };
1544
1545
1546 /**
1547 * Client vertex array attributes
1548 */
1549 struct gl_client_array
1550 {
1551 GLint Size; /**< components per element (1,2,3,4) */
1552 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1553 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1554 GLsizei Stride; /**< user-specified stride */
1555 GLsizei StrideB; /**< actual stride in bytes */
1556 const GLubyte *Ptr; /**< Points to array data */
1557 GLboolean Enabled; /**< Enabled flag is a boolean */
1558 GLboolean Normalized; /**< GL_ARB_vertex_program */
1559 GLuint _ElementSize; /**< size of each element in bytes */
1560
1561 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1562 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1563 };
1564
1565
1566 /**
1567 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1568 * extension, but a nice encapsulation in any case.
1569 */
1570 struct gl_array_object
1571 {
1572 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1573 GLuint Name;
1574
1575 GLint RefCount;
1576 _glthread_Mutex Mutex;
1577 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1578
1579 /** Conventional vertex arrays */
1580 /*@{*/
1581 struct gl_client_array Vertex;
1582 struct gl_client_array Weight;
1583 struct gl_client_array Normal;
1584 struct gl_client_array Color;
1585 struct gl_client_array SecondaryColor;
1586 struct gl_client_array FogCoord;
1587 struct gl_client_array Index;
1588 struct gl_client_array EdgeFlag;
1589 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1590 struct gl_client_array PointSize;
1591 /*@}*/
1592
1593 /**
1594 * Generic arrays for vertex programs/shaders.
1595 * For NV vertex programs, these attributes alias and take priority
1596 * over the conventional attribs above. For ARB vertex programs and
1597 * GLSL vertex shaders, these attributes are separate.
1598 */
1599 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1600
1601 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1602 GLbitfield _Enabled;
1603
1604 /**
1605 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1606 * we can determine the max legal (in bounds) glDrawElements array index.
1607 */
1608 GLuint _MaxElement;
1609 };
1610
1611
1612 /**
1613 * Vertex array state
1614 */
1615 struct gl_array_attrib
1616 {
1617 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1618 struct gl_array_object *ArrayObj;
1619
1620 /** The default vertex array object */
1621 struct gl_array_object *DefaultArrayObj;
1622
1623 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1624 struct _mesa_HashTable *Objects;
1625
1626 GLint ActiveTexture; /**< Client Active Texture */
1627 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1628 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1629
1630 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1631 GLboolean PrimitiveRestart;
1632 GLuint RestartIndex;
1633
1634 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1635
1636 /* GL_ARB_vertex_buffer_object */
1637 struct gl_buffer_object *ArrayBufferObj;
1638 struct gl_buffer_object *ElementArrayBufferObj;
1639 };
1640
1641
1642 /**
1643 * Feedback buffer state
1644 */
1645 struct gl_feedback
1646 {
1647 GLenum Type;
1648 GLbitfield _Mask; /**< FB_* bits */
1649 GLfloat *Buffer;
1650 GLuint BufferSize;
1651 GLuint Count;
1652 };
1653
1654
1655 /**
1656 * Selection buffer state
1657 */
1658 struct gl_selection
1659 {
1660 GLuint *Buffer; /**< selection buffer */
1661 GLuint BufferSize; /**< size of the selection buffer */
1662 GLuint BufferCount; /**< number of values in the selection buffer */
1663 GLuint Hits; /**< number of records in the selection buffer */
1664 GLuint NameStackDepth; /**< name stack depth */
1665 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1666 GLboolean HitFlag; /**< hit flag */
1667 GLfloat HitMinZ; /**< minimum hit depth */
1668 GLfloat HitMaxZ; /**< maximum hit depth */
1669 };
1670
1671
1672 /**
1673 * 1-D Evaluator control points
1674 */
1675 struct gl_1d_map
1676 {
1677 GLuint Order; /**< Number of control points */
1678 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1679 GLfloat *Points; /**< Points to contiguous control points */
1680 };
1681
1682
1683 /**
1684 * 2-D Evaluator control points
1685 */
1686 struct gl_2d_map
1687 {
1688 GLuint Uorder; /**< Number of control points in U dimension */
1689 GLuint Vorder; /**< Number of control points in V dimension */
1690 GLfloat u1, u2, du;
1691 GLfloat v1, v2, dv;
1692 GLfloat *Points; /**< Points to contiguous control points */
1693 };
1694
1695
1696 /**
1697 * All evaluator control point state
1698 */
1699 struct gl_evaluators
1700 {
1701 /**
1702 * \name 1-D maps
1703 */
1704 /*@{*/
1705 struct gl_1d_map Map1Vertex3;
1706 struct gl_1d_map Map1Vertex4;
1707 struct gl_1d_map Map1Index;
1708 struct gl_1d_map Map1Color4;
1709 struct gl_1d_map Map1Normal;
1710 struct gl_1d_map Map1Texture1;
1711 struct gl_1d_map Map1Texture2;
1712 struct gl_1d_map Map1Texture3;
1713 struct gl_1d_map Map1Texture4;
1714 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1715 /*@}*/
1716
1717 /**
1718 * \name 2-D maps
1719 */
1720 /*@{*/
1721 struct gl_2d_map Map2Vertex3;
1722 struct gl_2d_map Map2Vertex4;
1723 struct gl_2d_map Map2Index;
1724 struct gl_2d_map Map2Color4;
1725 struct gl_2d_map Map2Normal;
1726 struct gl_2d_map Map2Texture1;
1727 struct gl_2d_map Map2Texture2;
1728 struct gl_2d_map Map2Texture3;
1729 struct gl_2d_map Map2Texture4;
1730 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1731 /*@}*/
1732 };
1733
1734
1735 /**
1736 * Names of the various vertex/fragment program register files, etc.
1737 *
1738 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1739 * All values should fit in a 4-bit field.
1740 *
1741 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1742 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1743 * be "uniform" variables since they can only be set outside glBegin/End.
1744 * They're also all stored in the same Parameters array.
1745 */
1746 typedef enum
1747 {
1748 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1749 PROGRAM_INPUT, /**< machine->Inputs[] */
1750 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1751 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1752 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1753 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1754 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1755 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1756 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1757 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1758 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1759 PROGRAM_ADDRESS, /**< machine->AddressReg */
1760 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1761 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1762 PROGRAM_FILE_MAX
1763 } gl_register_file;
1764
1765
1766 /** Vertex and fragment instructions */
1767 struct prog_instruction;
1768 struct gl_program_parameter_list;
1769 struct gl_uniform_list;
1770
1771
1772 /**
1773 * Base class for any kind of program object
1774 */
1775 struct gl_program
1776 {
1777 GLuint Id;
1778 GLubyte *String; /**< Null-terminated program text */
1779 GLint RefCount;
1780 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1781 GLenum Format; /**< String encoding format */
1782 GLboolean Resident;
1783
1784 struct prog_instruction *Instructions;
1785
1786 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1787 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1788 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1789 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1790 GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1791 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1792 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1793
1794
1795 /** Named parameters, constants, etc. from program text */
1796 struct gl_program_parameter_list *Parameters;
1797 /** Numbered local parameters */
1798 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1799
1800 /** Vertex/fragment shader varying vars */
1801 struct gl_program_parameter_list *Varying;
1802 /** Vertex program user-defined attributes */
1803 struct gl_program_parameter_list *Attributes;
1804
1805 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1806 GLubyte SamplerUnits[MAX_SAMPLERS];
1807 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1808 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1809
1810 /** Bitmask of which register files are read/written with indirect
1811 * addressing. Mask of (1 << PROGRAM_x) bits.
1812 */
1813 GLbitfield IndirectRegisterFiles;
1814
1815 /** Logical counts */
1816 /*@{*/
1817 GLuint NumInstructions;
1818 GLuint NumTemporaries;
1819 GLuint NumParameters;
1820 GLuint NumAttributes;
1821 GLuint NumAddressRegs;
1822 GLuint NumAluInstructions;
1823 GLuint NumTexInstructions;
1824 GLuint NumTexIndirections;
1825 /*@}*/
1826 /** Native, actual h/w counts */
1827 /*@{*/
1828 GLuint NumNativeInstructions;
1829 GLuint NumNativeTemporaries;
1830 GLuint NumNativeParameters;
1831 GLuint NumNativeAttributes;
1832 GLuint NumNativeAddressRegs;
1833 GLuint NumNativeAluInstructions;
1834 GLuint NumNativeTexInstructions;
1835 GLuint NumNativeTexIndirections;
1836 /*@}*/
1837 };
1838
1839
1840 /** Vertex program object */
1841 struct gl_vertex_program
1842 {
1843 struct gl_program Base; /**< base class */
1844 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1845 GLboolean IsPositionInvariant;
1846 };
1847
1848
1849 /** Geometry program object */
1850 struct gl_geometry_program
1851 {
1852 struct gl_program Base; /**< base class */
1853
1854 GLint VerticesOut;
1855 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1856 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1857 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1858 };
1859
1860
1861 /** Fragment program object */
1862 struct gl_fragment_program
1863 {
1864 struct gl_program Base; /**< base class */
1865 GLenum FogOption;
1866 GLboolean UsesKill; /**< shader uses KIL instruction */
1867 GLboolean OriginUpperLeft;
1868 GLboolean PixelCenterInteger;
1869 };
1870
1871
1872 /**
1873 * State common to vertex and fragment programs.
1874 */
1875 struct gl_program_state
1876 {
1877 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1878 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1879 };
1880
1881
1882 /**
1883 * Context state for vertex programs.
1884 */
1885 struct gl_vertex_program_state
1886 {
1887 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1888 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1889 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1890 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1891 struct gl_vertex_program *Current; /**< User-bound vertex program */
1892
1893 /** Currently enabled and valid vertex program (including internal
1894 * programs, user-defined vertex programs and GLSL vertex shaders).
1895 * This is the program we must use when rendering.
1896 */
1897 struct gl_vertex_program *_Current;
1898
1899 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1900
1901 /* For GL_NV_vertex_program only: */
1902 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1903 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1904
1905 /** Should fixed-function T&L be implemented with a vertex prog? */
1906 GLboolean _MaintainTnlProgram;
1907
1908 /** Program to emulate fixed-function T&L (see above) */
1909 struct gl_vertex_program *_TnlProgram;
1910
1911 /** Cache of fixed-function programs */
1912 struct gl_program_cache *Cache;
1913
1914 GLboolean _Overriden;
1915 };
1916
1917
1918 /**
1919 * Context state for geometry programs.
1920 */
1921 struct gl_geometry_program_state
1922 {
1923 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1924 GLboolean _Enabled; /**< Enabled and valid program? */
1925 struct gl_geometry_program *Current; /**< user-bound geometry program */
1926
1927 /** Currently enabled and valid program (including internal programs
1928 * and compiled shader programs).
1929 */
1930 struct gl_geometry_program *_Current;
1931
1932 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1933
1934 /** Cache of fixed-function programs */
1935 struct gl_program_cache *Cache;
1936 };
1937
1938 /**
1939 * Context state for fragment programs.
1940 */
1941 struct gl_fragment_program_state
1942 {
1943 GLboolean Enabled; /**< User-set fragment program enable flag */
1944 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1945 struct gl_fragment_program *Current; /**< User-bound fragment program */
1946
1947 /** Currently enabled and valid fragment program (including internal
1948 * programs, user-defined fragment programs and GLSL fragment shaders).
1949 * This is the program we must use when rendering.
1950 */
1951 struct gl_fragment_program *_Current;
1952
1953 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1954
1955 /** Should fixed-function texturing be implemented with a fragment prog? */
1956 GLboolean _MaintainTexEnvProgram;
1957
1958 /** Program to emulate fixed-function texture env/combine (see above) */
1959 struct gl_fragment_program *_TexEnvProgram;
1960
1961 /** Cache of fixed-function programs */
1962 struct gl_program_cache *Cache;
1963 };
1964
1965
1966 /**
1967 * ATI_fragment_shader runtime state
1968 */
1969 #define ATI_FS_INPUT_PRIMARY 0
1970 #define ATI_FS_INPUT_SECONDARY 1
1971
1972 struct atifs_instruction;
1973 struct atifs_setupinst;
1974
1975 /**
1976 * ATI fragment shader
1977 */
1978 struct ati_fragment_shader
1979 {
1980 GLuint Id;
1981 GLint RefCount;
1982 struct atifs_instruction *Instructions[2];
1983 struct atifs_setupinst *SetupInst[2];
1984 GLfloat Constants[8][4];
1985 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
1986 GLubyte numArithInstr[2];
1987 GLubyte regsAssigned[2];
1988 GLubyte NumPasses; /**< 1 or 2 */
1989 GLubyte cur_pass;
1990 GLubyte last_optype;
1991 GLboolean interpinp1;
1992 GLboolean isValid;
1993 GLuint swizzlerq;
1994 };
1995
1996 /**
1997 * Context state for GL_ATI_fragment_shader
1998 */
1999 struct gl_ati_fragment_shader_state
2000 {
2001 GLboolean Enabled;
2002 GLboolean _Enabled; /**< enabled and valid shader? */
2003 GLboolean Compiling;
2004 GLfloat GlobalConstants[8][4];
2005 struct ati_fragment_shader *Current;
2006 };
2007
2008
2009 /**
2010 * Occlusion/timer query object.
2011 */
2012 struct gl_query_object
2013 {
2014 GLenum Target; /**< The query target, when active */
2015 GLuint Id; /**< hash table ID/name */
2016 GLuint64EXT Result; /**< the counter */
2017 GLboolean Active; /**< inside Begin/EndQuery */
2018 GLboolean Ready; /**< result is ready? */
2019 };
2020
2021
2022 /**
2023 * Context state for query objects.
2024 */
2025 struct gl_query_state
2026 {
2027 struct _mesa_HashTable *QueryObjects;
2028 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2029 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2030
2031 /** GL_NV_conditional_render */
2032 struct gl_query_object *CondRenderQuery;
2033
2034 /** GL_EXT_transform_feedback */
2035 struct gl_query_object *PrimitivesGenerated;
2036 struct gl_query_object *PrimitivesWritten;
2037
2038 /** GL_ARB_timer_query */
2039 struct gl_query_object *TimeElapsed;
2040
2041 GLenum CondRenderMode;
2042 };
2043
2044
2045 /** Sync object state */
2046 struct gl_sync_object {
2047 struct simple_node link;
2048 GLenum Type; /**< GL_SYNC_FENCE */
2049 GLuint Name; /**< Fence name */
2050 GLint RefCount; /**< Reference count */
2051 GLboolean DeletePending; /**< Object was deleted while there were still
2052 * live references (e.g., sync not yet finished)
2053 */
2054 GLenum SyncCondition;
2055 GLbitfield Flags; /**< Flags passed to glFenceSync */
2056 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2057 };
2058
2059
2060 /** Set by #pragma directives */
2061 struct gl_sl_pragmas
2062 {
2063 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2064 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2065 GLboolean Optimize; /**< defaults on */
2066 GLboolean Debug; /**< defaults off */
2067 };
2068
2069
2070 /**
2071 * A GLSL vertex or fragment shader object.
2072 */
2073 struct gl_shader
2074 {
2075 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2076 GLuint Name; /**< AKA the handle */
2077 GLint RefCount; /**< Reference count */
2078 GLboolean DeletePending;
2079 GLboolean CompileStatus;
2080 GLboolean Main; /**< shader defines main() */
2081 GLboolean UnresolvedRefs;
2082 const GLchar *Source; /**< Source code string */
2083 GLuint SourceChecksum; /**< for debug/logging purposes */
2084 struct gl_program *Program; /**< Post-compile assembly code */
2085 GLchar *InfoLog;
2086 struct gl_sl_pragmas Pragmas;
2087
2088 unsigned Version; /**< GLSL version used for linking */
2089
2090 struct exec_list *ir;
2091 struct glsl_symbol_table *symbols;
2092
2093 /** Shaders containing built-in functions that are used for linking. */
2094 struct gl_shader *builtins_to_link[16];
2095 unsigned num_builtins_to_link;
2096 };
2097
2098
2099 /**
2100 * A GLSL program object.
2101 * Basically a linked collection of vertex and fragment shaders.
2102 */
2103 struct gl_shader_program
2104 {
2105 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2106 GLuint Name; /**< aka handle or ID */
2107 GLint RefCount; /**< Reference count */
2108 GLboolean DeletePending;
2109
2110 GLuint NumShaders; /**< number of attached shaders */
2111 struct gl_shader **Shaders; /**< List of attached the shaders */
2112
2113 /** User-defined attribute bindings (glBindAttribLocation) */
2114 struct gl_program_parameter_list *Attributes;
2115
2116 /** Transform feedback varyings */
2117 struct {
2118 GLenum BufferMode;
2119 GLuint NumVarying;
2120 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2121 } TransformFeedback;
2122
2123 /** Geometry shader state - copied into gl_geometry_program at link time */
2124 struct {
2125 GLint VerticesOut;
2126 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2127 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2128 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2129 } Geom;
2130
2131 /* post-link info: */
2132 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2133 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2134 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2135 struct gl_uniform_list *Uniforms;
2136 struct gl_program_parameter_list *Varying;
2137 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2138 GLboolean Validated;
2139 GLboolean _Used; /**< Ever used for drawing? */
2140 GLchar *InfoLog;
2141
2142 unsigned Version; /**< GLSL version used for linking */
2143
2144 /**
2145 * Per-stage shaders resulting from the first stage of linking.
2146 */
2147 /*@{*/
2148 GLuint _NumLinkedShaders;
2149 struct gl_shader *_LinkedShaders[2];
2150 /*@}*/
2151 };
2152
2153
2154 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2155 #define GLSL_LOG 0x2 /**< Write shaders to files */
2156 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2157 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2158 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2159 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2160 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2161 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2162
2163
2164 /**
2165 * Context state for GLSL vertex/fragment shaders.
2166 */
2167 struct gl_shader_state
2168 {
2169 struct gl_shader_program *CurrentProgram; /**< The user-bound program */
2170 void *MemPool;
2171
2172 GLbitfield Flags; /**< Mask of GLSL_x flags */
2173 };
2174
2175 /**
2176 * Compiler options for a single GLSL shaders type
2177 */
2178 struct gl_shader_compiler_options
2179 {
2180 /** Driver-selectable options: */
2181 GLboolean EmitCondCodes; /**< Use condition codes? */
2182 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2183 /**
2184 * Attempts to flatten all ir_if (OPCODE_IF) for GPUs that can't
2185 * support control flow.
2186 */
2187 GLboolean EmitNoIfs;
2188 GLboolean EmitNoLoops;
2189 GLboolean EmitNoFunctions;
2190 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2191 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2192 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2193
2194 /**
2195 * \name Forms of indirect addressing the driver cannot do.
2196 */
2197 /*@{*/
2198 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2199 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2200 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2201 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2202 /*@}*/
2203
2204 GLuint MaxUnrollIterations;
2205
2206 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2207 };
2208
2209 /**
2210 * Transform feedback object state
2211 */
2212 struct gl_transform_feedback_object
2213 {
2214 GLuint Name; /**< AKA the object ID */
2215 GLint RefCount;
2216 GLboolean Active; /**< Is transform feedback enabled? */
2217 GLboolean Paused; /**< Is transform feedback paused? */
2218
2219 /** The feedback buffers */
2220 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2221 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2222
2223 /** Start of feedback data in dest buffer */
2224 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2225 /** Max data to put into dest buffer (in bytes) */
2226 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2227 };
2228
2229
2230 /**
2231 * Context state for transform feedback.
2232 */
2233 struct gl_transform_feedback
2234 {
2235 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2236
2237 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2238
2239 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2240 struct gl_buffer_object *CurrentBuffer;
2241
2242 /** The table of all transform feedback objects */
2243 struct _mesa_HashTable *Objects;
2244
2245 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2246 struct gl_transform_feedback_object *CurrentObject;
2247
2248 /** The default xform-fb object (Name==0) */
2249 struct gl_transform_feedback_object *DefaultObject;
2250 };
2251
2252
2253
2254 /**
2255 * State which can be shared by multiple contexts:
2256 */
2257 struct gl_shared_state
2258 {
2259 _glthread_Mutex Mutex; /**< for thread safety */
2260 GLint RefCount; /**< Reference count */
2261 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2262 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2263
2264 /** Default texture objects (shared by all texture units) */
2265 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2266
2267 /** Fallback texture used when a bound texture is incomplete */
2268 struct gl_texture_object *FallbackTex;
2269
2270 /**
2271 * \name Thread safety and statechange notification for texture
2272 * objects.
2273 *
2274 * \todo Improve the granularity of locking.
2275 */
2276 /*@{*/
2277 _glthread_Mutex TexMutex; /**< texobj thread safety */
2278 GLuint TextureStateStamp; /**< state notification for shared tex */
2279 /*@}*/
2280
2281 /** Default buffer object for vertex arrays that aren't in VBOs */
2282 struct gl_buffer_object *NullBufferObj;
2283
2284 /**
2285 * \name Vertex/geometry/fragment programs
2286 */
2287 /*@{*/
2288 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2289 struct gl_vertex_program *DefaultVertexProgram;
2290 struct gl_fragment_program *DefaultFragmentProgram;
2291 struct gl_geometry_program *DefaultGeometryProgram;
2292 /*@}*/
2293
2294 /* GL_ATI_fragment_shader */
2295 struct _mesa_HashTable *ATIShaders;
2296 struct ati_fragment_shader *DefaultFragmentShader;
2297
2298 struct _mesa_HashTable *BufferObjects;
2299
2300 /** Table of both gl_shader and gl_shader_program objects */
2301 struct _mesa_HashTable *ShaderObjects;
2302
2303 /* GL_EXT_framebuffer_object */
2304 struct _mesa_HashTable *RenderBuffers;
2305 struct _mesa_HashTable *FrameBuffers;
2306
2307 /* GL_ARB_sync */
2308 struct simple_node SyncObjects;
2309
2310 void *DriverData; /**< Device driver shared state */
2311 };
2312
2313
2314
2315
2316 /**
2317 * A renderbuffer stores colors or depth values or stencil values.
2318 * A framebuffer object will have a collection of these.
2319 * Data are read/written to the buffer with a handful of Get/Put functions.
2320 *
2321 * Instances of this object are allocated with the Driver's NewRenderbuffer
2322 * hook. Drivers will likely wrap this class inside a driver-specific
2323 * class to simulate inheritance.
2324 */
2325 struct gl_renderbuffer
2326 {
2327 #define RB_MAGIC 0xaabbccdd
2328 int Magic; /** XXX TEMPORARY DEBUG INFO */
2329 _glthread_Mutex Mutex; /**< for thread safety */
2330 GLuint ClassID; /**< Useful for drivers */
2331 GLuint Name;
2332 GLint RefCount;
2333 GLuint Width, Height;
2334 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2335
2336 GLenum InternalFormat; /**< The user-specified format */
2337 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2338 GL_STENCIL_INDEX. */
2339 GLuint Format; /**< The actual format: MESA_FORMAT_x */
2340
2341 GLubyte NumSamples;
2342
2343 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2344 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2345
2346 /* Used to wrap one renderbuffer around another: */
2347 struct gl_renderbuffer *Wrapped;
2348
2349 /* Delete this renderbuffer */
2350 void (*Delete)(struct gl_renderbuffer *rb);
2351
2352 /* Allocate new storage for this renderbuffer */
2353 GLboolean (*AllocStorage)(GLcontext *ctx, struct gl_renderbuffer *rb,
2354 GLenum internalFormat,
2355 GLuint width, GLuint height);
2356
2357 /* Lock/Unlock are called before/after calling the Get/Put functions.
2358 * Not sure this is the right place for these yet.
2359 void (*Lock)(GLcontext *ctx, struct gl_renderbuffer *rb);
2360 void (*Unlock)(GLcontext *ctx, struct gl_renderbuffer *rb);
2361 */
2362
2363 /* Return a pointer to the element/pixel at (x,y).
2364 * Should return NULL if the buffer memory can't be directly addressed.
2365 */
2366 void *(*GetPointer)(GLcontext *ctx, struct gl_renderbuffer *rb,
2367 GLint x, GLint y);
2368
2369 /* Get/Read a row of values.
2370 * The values will be of format _BaseFormat and type DataType.
2371 */
2372 void (*GetRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2373 GLint x, GLint y, void *values);
2374
2375 /* Get/Read values at arbitrary locations.
2376 * The values will be of format _BaseFormat and type DataType.
2377 */
2378 void (*GetValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2379 const GLint x[], const GLint y[], void *values);
2380
2381 /* Put/Write a row of values.
2382 * The values will be of format _BaseFormat and type DataType.
2383 */
2384 void (*PutRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2385 GLint x, GLint y, const void *values, const GLubyte *mask);
2386
2387 /* Put/Write a row of RGB values. This is a special-case routine that's
2388 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2389 * a common case for glDrawPixels and some triangle routines.
2390 * The values will be of format GL_RGB and type DataType.
2391 */
2392 void (*PutRowRGB)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2393 GLint x, GLint y, const void *values, const GLubyte *mask);
2394
2395
2396 /* Put/Write a row of identical values.
2397 * The values will be of format _BaseFormat and type DataType.
2398 */
2399 void (*PutMonoRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2400 GLint x, GLint y, const void *value, const GLubyte *mask);
2401
2402 /* Put/Write values at arbitrary locations.
2403 * The values will be of format _BaseFormat and type DataType.
2404 */
2405 void (*PutValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2406 const GLint x[], const GLint y[], const void *values,
2407 const GLubyte *mask);
2408 /* Put/Write identical values at arbitrary locations.
2409 * The values will be of format _BaseFormat and type DataType.
2410 */
2411 void (*PutMonoValues)(GLcontext *ctx, struct gl_renderbuffer *rb,
2412 GLuint count, const GLint x[], const GLint y[],
2413 const void *value, const GLubyte *mask);
2414 };
2415
2416
2417 /**
2418 * A renderbuffer attachment points to either a texture object (and specifies
2419 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2420 */
2421 struct gl_renderbuffer_attachment
2422 {
2423 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2424 GLboolean Complete;
2425
2426 /**
2427 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2428 * application supplied renderbuffer object.
2429 */
2430 struct gl_renderbuffer *Renderbuffer;
2431
2432 /**
2433 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2434 * supplied texture object.
2435 */
2436 struct gl_texture_object *Texture;
2437 GLuint TextureLevel; /**< Attached mipmap level. */
2438 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2439 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2440 * and 2D array textures */
2441 };
2442
2443
2444 /**
2445 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2446 * In C++ terms, think of this as a base class from which device drivers
2447 * will make derived classes.
2448 */
2449 struct gl_framebuffer
2450 {
2451 _glthread_Mutex Mutex; /**< for thread safety */
2452 /**
2453 * If zero, this is a window system framebuffer. If non-zero, this
2454 * is a FBO framebuffer; note that for some devices (i.e. those with
2455 * a natural pixel coordinate system for FBOs that differs from the
2456 * OpenGL/Mesa coordinate system), this means that the viewport,
2457 * polygon face orientation, and polygon stipple will have to be inverted.
2458 */
2459 GLuint Name;
2460
2461 GLint RefCount;
2462 GLboolean DeletePending;
2463
2464 /**
2465 * The framebuffer's visual. Immutable if this is a window system buffer.
2466 * Computed from attachments if user-made FBO.
2467 */
2468 GLvisual Visual;
2469
2470 GLboolean Initialized;
2471
2472 GLuint Width, Height; /**< size of frame buffer in pixels */
2473
2474 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2475 /*@{*/
2476 GLint _Xmin, _Xmax; /**< inclusive */
2477 GLint _Ymin, _Ymax; /**< exclusive */
2478 /*@}*/
2479
2480 /** \name Derived Z buffer stuff */
2481 /*@{*/
2482 GLuint _DepthMax; /**< Max depth buffer value */
2483 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2484 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2485 /*@}*/
2486
2487 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2488 GLenum _Status;
2489
2490 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2491 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2492
2493 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2494 * attribute group and GL_PIXEL attribute group, respectively.
2495 */
2496 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2497 GLenum ColorReadBuffer;
2498
2499 /** Computed from ColorDraw/ReadBuffer above */
2500 GLuint _NumColorDrawBuffers;
2501 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2502 GLint _ColorReadBufferIndex; /* -1 = None */
2503 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2504 struct gl_renderbuffer *_ColorReadBuffer;
2505
2506 /** The Actual depth/stencil buffers to use. May be wrappers around the
2507 * depth/stencil buffers attached above. */
2508 struct gl_renderbuffer *_DepthBuffer;
2509 struct gl_renderbuffer *_StencilBuffer;
2510
2511 /** Delete this framebuffer */
2512 void (*Delete)(struct gl_framebuffer *fb);
2513 };
2514
2515
2516 /**
2517 * Limits for vertex and fragment programs/shaders.
2518 */
2519 struct gl_program_constants
2520 {
2521 /* logical limits */
2522 GLuint MaxInstructions;
2523 GLuint MaxAluInstructions;
2524 GLuint MaxTexInstructions;
2525 GLuint MaxTexIndirections;
2526 GLuint MaxAttribs;
2527 GLuint MaxTemps;
2528 GLuint MaxAddressRegs;
2529 GLuint MaxParameters;
2530 GLuint MaxLocalParams;
2531 GLuint MaxEnvParams;
2532 /* native/hardware limits */
2533 GLuint MaxNativeInstructions;
2534 GLuint MaxNativeAluInstructions;
2535 GLuint MaxNativeTexInstructions;
2536 GLuint MaxNativeTexIndirections;
2537 GLuint MaxNativeAttribs;
2538 GLuint MaxNativeTemps;
2539 GLuint MaxNativeAddressRegs;
2540 GLuint MaxNativeParameters;
2541 /* For shaders */
2542 GLuint MaxUniformComponents;
2543 /* GL_ARB_geometry_shader4 */
2544 GLuint MaxGeometryTextureImageUnits;
2545 GLuint MaxGeometryVaryingComponents;
2546 GLuint MaxVertexVaryingComponents;
2547 GLuint MaxGeometryUniformComponents;
2548 GLuint MaxGeometryOutputVertices;
2549 GLuint MaxGeometryTotalOutputComponents;
2550 };
2551
2552
2553 /**
2554 * Constants which may be overridden by device driver during context creation
2555 * but are never changed after that.
2556 */
2557 struct gl_constants
2558 {
2559 GLint MaxTextureLevels; /**< Max mipmap levels. */
2560 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2561 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2562 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2563 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2564 GLuint MaxTextureCoordUnits;
2565 GLuint MaxTextureImageUnits;
2566 GLuint MaxVertexTextureImageUnits;
2567 GLuint MaxCombinedTextureImageUnits;
2568 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2569 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2570 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2571
2572 GLuint MaxArrayLockSize;
2573
2574 GLint SubPixelBits;
2575
2576 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2577 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2578 GLfloat PointSizeGranularity;
2579 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2580 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2581 GLfloat LineWidthGranularity;
2582
2583 GLuint MaxColorTableSize;
2584 GLuint MaxConvolutionWidth;
2585 GLuint MaxConvolutionHeight;
2586
2587 GLuint MaxClipPlanes;
2588 GLuint MaxLights;
2589 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2590 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2591
2592 GLuint MaxViewportWidth, MaxViewportHeight;
2593
2594 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2595 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2596 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2597 GLuint MaxProgramMatrices;
2598 GLuint MaxProgramMatrixStackDepth;
2599
2600 /** vertex array / buffer object bounds checking */
2601 GLboolean CheckArrayBounds;
2602
2603 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2604
2605 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2606 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2607 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2608
2609 GLuint MaxVarying; /**< Number of float[4] varying parameters */
2610
2611 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2612
2613 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2614 GLbitfield SupportedBumpUnits;
2615
2616 /**
2617 * Maximum amount of time, measured in nanseconds, that the server can wait.
2618 */
2619 GLuint64 MaxServerWaitTimeout;
2620
2621 /** GL_EXT_provoking_vertex */
2622 GLboolean QuadsFollowProvokingVertexConvention;
2623
2624 /** OpenGL version 3.0 */
2625 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2626
2627 /** OpenGL version 3.2 */
2628 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2629
2630 /** GL_EXT_transform_feedback */
2631 GLuint MaxTransformFeedbackSeparateAttribs;
2632 GLuint MaxTransformFeedbackSeparateComponents;
2633 GLuint MaxTransformFeedbackInterleavedComponents;
2634 };
2635
2636
2637 /**
2638 * Enable flag for each OpenGL extension. Different device drivers will
2639 * enable different extensions at runtime.
2640 */
2641 struct gl_extensions
2642 {
2643 GLboolean dummy; /* don't remove this! */
2644 GLboolean ARB_blend_func_extended;
2645 GLboolean ARB_copy_buffer;
2646 GLboolean ARB_depth_buffer_float;
2647 GLboolean ARB_depth_clamp;
2648 GLboolean ARB_depth_texture;
2649 GLboolean ARB_draw_buffers;
2650 GLboolean ARB_draw_elements_base_vertex;
2651 GLboolean ARB_draw_instanced;
2652 GLboolean ARB_fragment_coord_conventions;
2653 GLboolean ARB_fragment_program;
2654 GLboolean ARB_fragment_program_shadow;
2655 GLboolean ARB_fragment_shader;
2656 GLboolean ARB_framebuffer_object;
2657 GLboolean ARB_explicit_attrib_location;
2658 GLboolean ARB_geometry_shader4;
2659 GLboolean ARB_half_float_pixel;
2660 GLboolean ARB_half_float_vertex;
2661 GLboolean ARB_instanced_arrays;
2662 GLboolean ARB_map_buffer_range;
2663 GLboolean ARB_multisample;
2664 GLboolean ARB_multitexture;
2665 GLboolean ARB_occlusion_query;
2666 GLboolean ARB_occlusion_query2;
2667 GLboolean ARB_point_sprite;
2668 GLboolean ARB_sampler_objects;
2669 GLboolean ARB_seamless_cube_map;
2670 GLboolean ARB_shader_objects;
2671 GLboolean ARB_shading_language_100;
2672 GLboolean ARB_shadow;
2673 GLboolean ARB_shadow_ambient;
2674 GLboolean ARB_sync;
2675 GLboolean ARB_texture_border_clamp;
2676 GLboolean ARB_texture_buffer_object;
2677 GLboolean ARB_texture_compression;
2678 GLboolean ARB_texture_cube_map;
2679 GLboolean ARB_texture_env_combine;
2680 GLboolean ARB_texture_env_crossbar;
2681 GLboolean ARB_texture_env_dot3;
2682 GLboolean ARB_texture_float;
2683 GLboolean ARB_texture_mirrored_repeat;
2684 GLboolean ARB_texture_multisample;
2685 GLboolean ARB_texture_non_power_of_two;
2686 GLboolean ARB_texture_rg;
2687 GLboolean ARB_texture_rgb10_a2ui;
2688 GLboolean ARB_timer_query;
2689 GLboolean ARB_transform_feedback2;
2690 GLboolean ARB_transpose_matrix;
2691 GLboolean ARB_uniform_buffer_object;
2692 GLboolean ARB_vertex_array_object;
2693 GLboolean ARB_vertex_buffer_object;
2694 GLboolean ARB_vertex_program;
2695 GLboolean ARB_vertex_shader;
2696 GLboolean ARB_vertex_type_2_10_10_10_rev;
2697 GLboolean ARB_window_pos;
2698 GLboolean EXT_abgr;
2699 GLboolean EXT_bgra;
2700 GLboolean EXT_blend_color;
2701 GLboolean EXT_blend_equation_separate;
2702 GLboolean EXT_blend_func_separate;
2703 GLboolean EXT_blend_logic_op;
2704 GLboolean EXT_blend_minmax;
2705 GLboolean EXT_blend_subtract;
2706 GLboolean EXT_clip_volume_hint;
2707 GLboolean EXT_cull_vertex;
2708 GLboolean EXT_convolution;
2709 GLboolean EXT_compiled_vertex_array;
2710 GLboolean EXT_copy_texture;
2711 GLboolean EXT_depth_bounds_test;
2712 GLboolean EXT_draw_buffers2;
2713 GLboolean EXT_draw_range_elements;
2714 GLboolean EXT_fog_coord;
2715 GLboolean EXT_framebuffer_blit;
2716 GLboolean EXT_framebuffer_multisample;
2717 GLboolean EXT_framebuffer_object;
2718 GLboolean EXT_framebuffer_sRGB;
2719 GLboolean EXT_gpu_program_parameters;
2720 GLboolean EXT_histogram;
2721 GLboolean EXT_multi_draw_arrays;
2722 GLboolean EXT_paletted_texture;
2723 GLboolean EXT_packed_depth_stencil;
2724 GLboolean EXT_packed_float;
2725 GLboolean EXT_packed_pixels;
2726 GLboolean EXT_pixel_buffer_object;
2727 GLboolean EXT_point_parameters;
2728 GLboolean EXT_polygon_offset;
2729 GLboolean EXT_provoking_vertex;
2730 GLboolean EXT_rescale_normal;
2731 GLboolean EXT_shadow_funcs;
2732 GLboolean EXT_secondary_color;
2733 GLboolean EXT_separate_specular_color;
2734 GLboolean EXT_shared_texture_palette;
2735 GLboolean EXT_stencil_wrap;
2736 GLboolean EXT_stencil_two_side;
2737 GLboolean EXT_subtexture;
2738 GLboolean EXT_texture;
2739 GLboolean EXT_texture_object;
2740 GLboolean EXT_texture3D;
2741 GLboolean EXT_texture_array;
2742 GLboolean EXT_texture_compression_s3tc;
2743 GLboolean EXT_texture_compression_rgtc;
2744 GLboolean EXT_texture_env_add;
2745 GLboolean EXT_texture_env_combine;
2746 GLboolean EXT_texture_env_dot3;
2747 GLboolean EXT_texture_filter_anisotropic;
2748 GLboolean EXT_texture_integer;
2749 GLboolean EXT_texture_lod_bias;
2750 GLboolean EXT_texture_mirror_clamp;
2751 GLboolean EXT_texture_shared_exponent;
2752 GLboolean EXT_texture_sRGB;
2753 GLboolean EXT_texture_swizzle;
2754 GLboolean EXT_transform_feedback;
2755 GLboolean EXT_timer_query;
2756 GLboolean EXT_vertex_array;
2757 GLboolean EXT_vertex_array_bgra;
2758 GLboolean EXT_vertex_array_set;
2759 /* vendor extensions */
2760 GLboolean APPLE_client_storage;
2761 GLboolean APPLE_packed_pixels;
2762 GLboolean APPLE_vertex_array_object;
2763 GLboolean APPLE_object_purgeable;
2764 GLboolean ATI_envmap_bumpmap;
2765 GLboolean ATI_texture_mirror_once;
2766 GLboolean ATI_texture_env_combine3;
2767 GLboolean ATI_fragment_shader;
2768 GLboolean ATI_separate_stencil;
2769 GLboolean IBM_rasterpos_clip;
2770 GLboolean IBM_multimode_draw_arrays;
2771 GLboolean MESA_pack_invert;
2772 GLboolean MESA_packed_depth_stencil;
2773 GLboolean MESA_resize_buffers;
2774 GLboolean MESA_ycbcr_texture;
2775 GLboolean MESA_texture_array;
2776 GLboolean MESA_texture_signed_rgba;
2777 GLboolean NV_blend_square;
2778 GLboolean NV_conditional_render;
2779 GLboolean NV_fragment_program;
2780 GLboolean NV_fragment_program_option;
2781 GLboolean NV_light_max_exponent;
2782 GLboolean NV_point_sprite;
2783 GLboolean NV_primitive_restart;
2784 GLboolean NV_texgen_reflection;
2785 GLboolean NV_texture_env_combine4;
2786 GLboolean NV_texture_rectangle;
2787 GLboolean NV_vertex_program;
2788 GLboolean NV_vertex_program1_1;
2789 GLboolean OES_read_format;
2790 GLboolean SGI_color_matrix;
2791 GLboolean SGI_color_table;
2792 GLboolean SGI_texture_color_table;
2793 GLboolean SGIS_generate_mipmap;
2794 GLboolean SGIS_texture_edge_clamp;
2795 GLboolean SGIS_texture_lod;
2796 GLboolean TDFX_texture_compression_FXT1;
2797 GLboolean S3_s3tc;
2798 GLboolean OES_EGL_image;
2799 GLboolean OES_draw_texture;
2800 /** The extension string */
2801 const GLubyte *String;
2802 /** Number of supported extensions */
2803 GLuint Count;
2804 };
2805
2806
2807 /**
2808 * A stack of matrices (projection, modelview, color, texture, etc).
2809 */
2810 struct gl_matrix_stack
2811 {
2812 GLmatrix *Top; /**< points into Stack */
2813 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2814 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2815 GLuint MaxDepth; /**< size of Stack[] array */
2816 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2817 };
2818
2819
2820 /**
2821 * \name Bits for image transfer operations
2822 * \sa __GLcontextRec::ImageTransferState.
2823 */
2824 /*@{*/
2825 #define IMAGE_SCALE_BIAS_BIT 0x1
2826 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2827 #define IMAGE_MAP_COLOR_BIT 0x4
2828 #define IMAGE_COLOR_TABLE_BIT 0x8
2829 #define IMAGE_CONVOLUTION_BIT 0x10
2830 #define IMAGE_POST_CONVOLUTION_SCALE_BIAS 0x20
2831 #define IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT 0x40
2832 #define IMAGE_COLOR_MATRIX_BIT 0x80
2833 #define IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT 0x100
2834 #define IMAGE_HISTOGRAM_BIT 0x200
2835 #define IMAGE_MIN_MAX_BIT 0x400
2836 #define IMAGE_CLAMP_BIT 0x800
2837
2838
2839 /** Pixel Transfer ops up to convolution */
2840 #define IMAGE_PRE_CONVOLUTION_BITS (IMAGE_SCALE_BIAS_BIT | \
2841 IMAGE_SHIFT_OFFSET_BIT | \
2842 IMAGE_MAP_COLOR_BIT | \
2843 IMAGE_COLOR_TABLE_BIT)
2844
2845 /** Pixel transfer ops after convolution */
2846 #define IMAGE_POST_CONVOLUTION_BITS (IMAGE_POST_CONVOLUTION_SCALE_BIAS | \
2847 IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT | \
2848 IMAGE_COLOR_MATRIX_BIT | \
2849 IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT |\
2850 IMAGE_HISTOGRAM_BIT | \
2851 IMAGE_MIN_MAX_BIT)
2852 /*@}*/
2853
2854
2855 /**
2856 * \name Bits to indicate what state has changed.
2857 *
2858 * 4 unused flags.
2859 */
2860 /*@{*/
2861 #define _NEW_MODELVIEW 0x1 /**< __GLcontextRec::ModelView */
2862 #define _NEW_PROJECTION 0x2 /**< __GLcontextRec::Projection */
2863 #define _NEW_TEXTURE_MATRIX 0x4 /**< __GLcontextRec::TextureMatrix */
2864 #define _NEW_COLOR_MATRIX 0x8 /**< __GLcontextRec::ColorMatrix */
2865 #define _NEW_ACCUM 0x10 /**< __GLcontextRec::Accum */
2866 #define _NEW_COLOR 0x20 /**< __GLcontextRec::Color */
2867 #define _NEW_DEPTH 0x40 /**< __GLcontextRec::Depth */
2868 #define _NEW_EVAL 0x80 /**< __GLcontextRec::Eval, __GLcontextRec::EvalMap */
2869 #define _NEW_FOG 0x100 /**< __GLcontextRec::Fog */
2870 #define _NEW_HINT 0x200 /**< __GLcontextRec::Hint */
2871 #define _NEW_LIGHT 0x400 /**< __GLcontextRec::Light */
2872 #define _NEW_LINE 0x800 /**< __GLcontextRec::Line */
2873 #define _NEW_PIXEL 0x1000 /**< __GLcontextRec::Pixel */
2874 #define _NEW_POINT 0x2000 /**< __GLcontextRec::Point */
2875 #define _NEW_POLYGON 0x4000 /**< __GLcontextRec::Polygon */
2876 #define _NEW_POLYGONSTIPPLE 0x8000 /**< __GLcontextRec::PolygonStipple */
2877 #define _NEW_SCISSOR 0x10000 /**< __GLcontextRec::Scissor */
2878 #define _NEW_STENCIL 0x20000 /**< __GLcontextRec::Stencil */
2879 #define _NEW_TEXTURE 0x40000 /**< __GLcontextRec::Texture */
2880 #define _NEW_TRANSFORM 0x80000 /**< __GLcontextRec::Transform */
2881 #define _NEW_VIEWPORT 0x100000 /**< __GLcontextRec::Viewport */
2882 #define _NEW_PACKUNPACK 0x200000 /**< __GLcontextRec::Pack, __GLcontextRec::Unpack */
2883 #define _NEW_ARRAY 0x400000 /**< __GLcontextRec::Array */
2884 #define _NEW_RENDERMODE 0x800000 /**< __GLcontextRec::RenderMode, __GLcontextRec::Feedback, __GLcontextRec::Select */
2885 #define _NEW_BUFFERS 0x1000000 /**< __GLcontextRec::Visual, __GLcontextRec::DrawBuffer, */
2886 #define _NEW_MULTISAMPLE 0x2000000 /**< __GLcontextRec::Multisample */
2887 #define _NEW_TRACK_MATRIX 0x4000000 /**< __GLcontextRec::VertexProgram */
2888 #define _NEW_PROGRAM 0x8000000 /**< __GLcontextRec::VertexProgram */
2889 #define _NEW_CURRENT_ATTRIB 0x10000000 /**< __GLcontextRec::Current */
2890 #define _NEW_PROGRAM_CONSTANTS 0x20000000
2891 #define _NEW_BUFFER_OBJECT 0x40000000
2892 #define _NEW_ALL ~0
2893 /*@}*/
2894
2895
2896 /**
2897 * \name Bits to track array state changes
2898 *
2899 * Also used to summarize array enabled.
2900 */
2901 /*@{*/
2902 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
2903 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
2904 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
2905 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
2906 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
2907 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
2908 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
2909 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
2910 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
2911 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
2912 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
2913 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
2914 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
2915 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
2916 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
2917 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
2918 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
2919 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
2920 #define _NEW_ARRAY_ALL 0xffffffff
2921
2922
2923 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
2924 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
2925 /*@}*/
2926
2927
2928
2929 /**
2930 * \name A bunch of flags that we think might be useful to drivers.
2931 *
2932 * Set in the __GLcontextRec::_TriangleCaps bitfield.
2933 */
2934 /*@{*/
2935 #define DD_FLATSHADE 0x1
2936 #define DD_SEPARATE_SPECULAR 0x2
2937 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
2938 #define DD_TRI_LIGHT_TWOSIDE 0x8
2939 #define DD_TRI_UNFILLED 0x10
2940 #define DD_TRI_SMOOTH 0x20
2941 #define DD_TRI_STIPPLE 0x40
2942 #define DD_TRI_OFFSET 0x80
2943 #define DD_LINE_SMOOTH 0x100
2944 #define DD_LINE_STIPPLE 0x200
2945 #define DD_LINE_WIDTH 0x400
2946 #define DD_POINT_SMOOTH 0x800
2947 #define DD_POINT_SIZE 0x1000
2948 #define DD_POINT_ATTEN 0x2000
2949 #define DD_TRI_TWOSTENCIL 0x4000
2950 /*@}*/
2951
2952
2953 /**
2954 * \name Define the state changes under which each of these bits might change
2955 */
2956 /*@{*/
2957 #define _DD_NEW_FLATSHADE _NEW_LIGHT
2958 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
2959 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
2960 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
2961 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
2962 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
2963 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
2964 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
2965 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
2966 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
2967 #define _DD_NEW_LINE_WIDTH _NEW_LINE
2968 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
2969 #define _DD_NEW_POINT_SIZE _NEW_POINT
2970 #define _DD_NEW_POINT_ATTEN _NEW_POINT
2971 /*@}*/
2972
2973
2974 /**
2975 * Composite state flags
2976 */
2977 /*@{*/
2978 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
2979 _NEW_TEXTURE | \
2980 _NEW_POINT | \
2981 _NEW_PROGRAM | \
2982 _NEW_MODELVIEW)
2983
2984 #define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \
2985 _NEW_TEXTURE)
2986
2987 #define _MESA_NEW_TRANSFER_STATE (_NEW_PIXEL | \
2988 _NEW_COLOR_MATRIX)
2989 /*@}*/
2990
2991
2992
2993
2994 /* This has to be included here. */
2995 #include "dd.h"
2996
2997
2998 #define NUM_VERTEX_FORMAT_ENTRIES (sizeof(GLvertexformat) / sizeof(void *))
2999
3000 /**
3001 * Core Mesa's support for tnl modules:
3002 */
3003 struct gl_tnl_module
3004 {
3005 /**
3006 * Vertex format to be lazily swapped into current dispatch.
3007 */
3008 const GLvertexformat *Current;
3009
3010 /**
3011 * \name Record of functions swapped out.
3012 * On restore, only need to swap these functions back in.
3013 */
3014 /*@{*/
3015 struct {
3016 _glapi_proc * location;
3017 _glapi_proc function;
3018 } Swapped[NUM_VERTEX_FORMAT_ENTRIES];
3019 GLuint SwapCount;
3020 /*@}*/
3021 };
3022
3023
3024 /**
3025 * Display list flags.
3026 * Strictly this is a tnl-private concept, but it doesn't seem
3027 * worthwhile adding a tnl private structure just to hold this one bit
3028 * of information:
3029 */
3030 #define DLIST_DANGLING_REFS 0x1
3031
3032
3033 /** Opaque declaration of display list payload data type */
3034 union gl_dlist_node;
3035
3036
3037 /**
3038 * Provide a location where information about a display list can be
3039 * collected. Could be extended with driverPrivate structures,
3040 * etc. in the future.
3041 */
3042 struct gl_display_list
3043 {
3044 GLuint Name;
3045 GLbitfield Flags; /**< DLIST_x flags */
3046 /** The dlist commands are in a linked list of nodes */
3047 union gl_dlist_node *Head;
3048 };
3049
3050
3051 /**
3052 * State used during display list compilation and execution.
3053 */
3054 struct gl_dlist_state
3055 {
3056 GLuint CallDepth; /**< Current recursion calling depth */
3057
3058 struct gl_display_list *CurrentList; /**< List currently being compiled */
3059 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3060 GLuint CurrentPos; /**< Index into current block of nodes */
3061
3062 GLvertexformat ListVtxfmt;
3063
3064 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3065 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3066
3067 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3068 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3069
3070 GLubyte ActiveIndex;
3071 GLfloat CurrentIndex;
3072
3073 GLubyte ActiveEdgeFlag;
3074 GLboolean CurrentEdgeFlag;
3075
3076 struct {
3077 /* State known to have been set by the currently-compiling display
3078 * list. Used to eliminate some redundant state changes.
3079 */
3080 GLenum ShadeModel;
3081 } Current;
3082 };
3083
3084 /**
3085 * Enum for the OpenGL APIs we know about and may support.
3086 */
3087 typedef enum {
3088 API_OPENGL,
3089 API_OPENGLES,
3090 API_OPENGLES2
3091 } gl_api;
3092
3093 /**
3094 * Mesa rendering context.
3095 *
3096 * This is the central context data structure for Mesa. Almost all
3097 * OpenGL state is contained in this structure.
3098 * Think of this as a base class from which device drivers will derive
3099 * sub classes.
3100 *
3101 * The GLcontext typedef names this structure.
3102 */
3103 struct __GLcontextRec
3104 {
3105 /** State possibly shared with other contexts in the address space */
3106 struct gl_shared_state *Shared;
3107
3108 /** \name API function pointer tables */
3109 /*@{*/
3110 gl_api API;
3111 struct _glapi_table *Save; /**< Display list save functions */
3112 struct _glapi_table *Exec; /**< Execute functions */
3113 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3114 /*@}*/
3115
3116 GLvisual Visual;
3117 GLframebuffer *DrawBuffer; /**< buffer for writing */
3118 GLframebuffer *ReadBuffer; /**< buffer for reading */
3119 GLframebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3120 GLframebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3121
3122 /**
3123 * Device driver function pointer table
3124 */
3125 struct dd_function_table Driver;
3126
3127 void *DriverCtx; /**< Points to device driver context/state */
3128
3129 /** Core/Driver constants */
3130 struct gl_constants Const;
3131
3132 /** \name The various 4x4 matrix stacks */
3133 /*@{*/
3134 struct gl_matrix_stack ModelviewMatrixStack;
3135 struct gl_matrix_stack ProjectionMatrixStack;
3136 struct gl_matrix_stack ColorMatrixStack;
3137 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3138 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3139 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3140 /*@}*/
3141
3142 /** Combined modelview and projection matrix */
3143 GLmatrix _ModelProjectMatrix;
3144
3145 /** \name Display lists */
3146 struct gl_dlist_state ListState;
3147
3148 GLboolean ExecuteFlag; /**< Execute GL commands? */
3149 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3150
3151 /** Extension information */
3152 struct gl_extensions Extensions;
3153
3154 /** Version info */
3155 GLuint VersionMajor, VersionMinor;
3156 char *VersionString;
3157
3158 /** \name State attribute stack (for glPush/PopAttrib) */
3159 /*@{*/
3160 GLuint AttribStackDepth;
3161 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3162 /*@}*/
3163
3164 /** \name Renderer attribute groups
3165 *
3166 * We define a struct for each attribute group to make pushing and popping
3167 * attributes easy. Also it's a good organization.
3168 */
3169 /*@{*/
3170 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3171 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3172 struct gl_current_attrib Current; /**< Current attributes */
3173 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3174 struct gl_eval_attrib Eval; /**< Eval attributes */
3175 struct gl_fog_attrib Fog; /**< Fog attributes */
3176 struct gl_hint_attrib Hint; /**< Hint attributes */
3177 struct gl_light_attrib Light; /**< Light attributes */
3178 struct gl_line_attrib Line; /**< Line attributes */
3179 struct gl_list_attrib List; /**< List attributes */
3180 struct gl_multisample_attrib Multisample;
3181 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3182 struct gl_point_attrib Point; /**< Point attributes */
3183 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3184 GLuint PolygonStipple[32]; /**< Polygon stipple */
3185 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3186 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3187 struct gl_texture_attrib Texture; /**< Texture attributes */
3188 struct gl_transform_attrib Transform; /**< Transformation attributes */
3189 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3190 /*@}*/
3191
3192 /** \name Client attribute stack */
3193 /*@{*/
3194 GLuint ClientAttribStackDepth;
3195 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3196 /*@}*/
3197
3198 /** \name Client attribute groups */
3199 /*@{*/
3200 struct gl_array_attrib Array; /**< Vertex arrays */
3201 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3202 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3203 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3204 /*@}*/
3205
3206 /** \name Other assorted state (not pushed/popped on attribute stack) */
3207 /*@{*/
3208 struct gl_pixelmaps PixelMaps;
3209 struct gl_histogram_attrib Histogram;
3210 struct gl_minmax_attrib MinMax;
3211 struct gl_convolution_attrib Convolution1D;
3212 struct gl_convolution_attrib Convolution2D;
3213 struct gl_convolution_attrib Separable2D;
3214
3215 struct gl_evaluators EvalMap; /**< All evaluators */
3216 struct gl_feedback Feedback; /**< Feedback */
3217 struct gl_selection Select; /**< Selection */
3218
3219 struct gl_color_table ColorTable[COLORTABLE_MAX];
3220 struct gl_color_table ProxyColorTable[COLORTABLE_MAX];
3221
3222 struct gl_program_state Program; /**< general program state */
3223 struct gl_vertex_program_state VertexProgram;
3224 struct gl_fragment_program_state FragmentProgram;
3225 struct gl_geometry_program_state GeometryProgram;
3226 struct gl_ati_fragment_shader_state ATIFragmentShader;
3227
3228 struct gl_shader_state Shader; /**< GLSL shader object state */
3229 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3230
3231 struct gl_query_state Query; /**< occlusion, timer queries */
3232
3233 struct gl_transform_feedback TransformFeedback;
3234
3235 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3236 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3237 /*@}*/
3238
3239 struct gl_meta_state *Meta; /**< for "meta" operations */
3240
3241 /* GL_EXT_framebuffer_object */
3242 struct gl_renderbuffer *CurrentRenderbuffer;
3243
3244 GLenum ErrorValue; /**< Last error code */
3245
3246 /**
3247 * Recognize and silence repeated error debug messages in buggy apps.
3248 */
3249 const char *ErrorDebugFmtString;
3250 GLuint ErrorDebugCount;
3251
3252 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3253 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3254
3255 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3256
3257 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3258
3259 /** \name Derived state */
3260 /*@{*/
3261 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3262 * state validation so they need to always be current.
3263 */
3264 GLbitfield _TriangleCaps;
3265 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3266 GLfloat _EyeZDir[3];
3267 GLfloat _ModelViewInvScale;
3268 GLboolean _NeedEyeCoords;
3269 GLboolean _ForceEyeCoords;
3270
3271 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3272
3273 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3274 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3275 /**@}*/
3276
3277 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3278
3279 /** \name For debugging/development only */
3280 /*@{*/
3281 GLboolean FirstTimeCurrent;
3282 /*@}*/
3283
3284 /** Dither disable via MESA_NO_DITHER env var */
3285 GLboolean NoDither;
3286
3287 /** software compression/decompression supported or not */
3288 GLboolean Mesa_DXTn;
3289
3290 /**
3291 * Use dp4 (rather than mul/mad) instructions for position
3292 * transformation?
3293 */
3294 GLboolean mvp_with_dp4;
3295
3296 /** Core tnl module support */
3297 struct gl_tnl_module TnlModule;
3298
3299 /**
3300 * \name Hooks for module contexts.
3301 *
3302 * These will eventually live in the driver or elsewhere.
3303 */
3304 /*@{*/
3305 void *swrast_context;
3306 void *swsetup_context;
3307 void *swtnl_context;
3308 void *swtnl_im;
3309 struct st_context *st;
3310 void *aelt_context;
3311 /*@}*/
3312 };
3313
3314
3315 /** The string names for GL_POINT, GL_LINE_LOOP, etc */
3316 extern const char *_mesa_prim_name[GL_POLYGON+4];
3317
3318
3319 #ifdef DEBUG
3320 extern int MESA_VERBOSE;
3321 extern int MESA_DEBUG_FLAGS;
3322 # define MESA_FUNCTION __FUNCTION__
3323 #else
3324 # define MESA_VERBOSE 0
3325 # define MESA_DEBUG_FLAGS 0
3326 # define MESA_FUNCTION "a function"
3327 # ifndef NDEBUG
3328 # define NDEBUG
3329 # endif
3330 #endif
3331
3332
3333 /** The MESA_VERBOSE var is a bitmask of these flags */
3334 enum _verbose
3335 {
3336 VERBOSE_VARRAY = 0x0001,
3337 VERBOSE_TEXTURE = 0x0002,
3338 VERBOSE_MATERIAL = 0x0004,
3339 VERBOSE_PIPELINE = 0x0008,
3340 VERBOSE_DRIVER = 0x0010,
3341 VERBOSE_STATE = 0x0020,
3342 VERBOSE_API = 0x0040,
3343 VERBOSE_DISPLAY_LIST = 0x0100,
3344 VERBOSE_LIGHTING = 0x0200,
3345 VERBOSE_PRIMS = 0x0400,
3346 VERBOSE_VERTS = 0x0800,
3347 VERBOSE_DISASSEM = 0x1000,
3348 VERBOSE_DRAW = 0x2000,
3349 VERBOSE_SWAPBUFFERS = 0x4000
3350 };
3351
3352
3353 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3354 enum _debug
3355 {
3356 DEBUG_ALWAYS_FLUSH = 0x1
3357 };
3358
3359
3360
3361 #endif /* MTYPES_H */