mesa: translate into gallium vertex formats in mesa/main
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/menums.h"
43 #include "main/config.h"
44 #include "glapi/glapi.h"
45 #include "math/m_matrix.h" /* GLmatrix */
46 #include "compiler/shader_enums.h"
47 #include "compiler/shader_info.h"
48 #include "main/formats.h" /* MESA_FORMAT_COUNT */
49 #include "compiler/glsl/list.h"
50 #include "util/simple_mtx.h"
51 #include "util/u_dynarray.h"
52
53
54 #ifdef __cplusplus
55 extern "C" {
56 #endif
57
58 #define GET_COLORMASK_BIT(mask, buf, chan) (((mask) >> (4 * (buf) + (chan))) & 0x1)
59 #define GET_COLORMASK(mask, buf) (((mask) >> (4 * (buf))) & 0xf)
60
61
62 /**
63 * \name Some forward type declarations
64 */
65 /*@{*/
66 struct _mesa_HashTable;
67 struct gl_attrib_node;
68 struct gl_list_extensions;
69 struct gl_meta_state;
70 struct gl_program_cache;
71 struct gl_texture_object;
72 struct gl_debug_state;
73 struct gl_context;
74 struct st_context;
75 struct gl_uniform_storage;
76 struct prog_instruction;
77 struct gl_program_parameter_list;
78 struct gl_shader_spirv_data;
79 struct set;
80 struct shader_includes;
81 struct vbo_context;
82 /*@}*/
83
84
85 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
86 #define PRIM_MAX GL_PATCHES
87 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
88 #define PRIM_UNKNOWN (PRIM_MAX + 2)
89
90 /**
91 * Determine if the given gl_varying_slot appears in the fragment shader.
92 */
93 static inline GLboolean
94 _mesa_varying_slot_in_fs(gl_varying_slot slot)
95 {
96 switch (slot) {
97 case VARYING_SLOT_PSIZ:
98 case VARYING_SLOT_BFC0:
99 case VARYING_SLOT_BFC1:
100 case VARYING_SLOT_EDGE:
101 case VARYING_SLOT_CLIP_VERTEX:
102 case VARYING_SLOT_LAYER:
103 case VARYING_SLOT_TESS_LEVEL_OUTER:
104 case VARYING_SLOT_TESS_LEVEL_INNER:
105 case VARYING_SLOT_BOUNDING_BOX0:
106 case VARYING_SLOT_BOUNDING_BOX1:
107 return GL_FALSE;
108 default:
109 return GL_TRUE;
110 }
111 }
112
113 /**
114 * Bit flags for all renderbuffers
115 */
116 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
117 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
118 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
119 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
120 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
121 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
122 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
123 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
124 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
125 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
126 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
127 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
128 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
129 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
130 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
131 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
132 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
133 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
134 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
135
136 /**
137 * Mask of all the color buffer bits (but not accum).
138 */
139 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
140 BUFFER_BIT_BACK_LEFT | \
141 BUFFER_BIT_FRONT_RIGHT | \
142 BUFFER_BIT_BACK_RIGHT | \
143 BUFFER_BIT_AUX0 | \
144 BUFFER_BIT_COLOR0 | \
145 BUFFER_BIT_COLOR1 | \
146 BUFFER_BIT_COLOR2 | \
147 BUFFER_BIT_COLOR3 | \
148 BUFFER_BIT_COLOR4 | \
149 BUFFER_BIT_COLOR5 | \
150 BUFFER_BIT_COLOR6 | \
151 BUFFER_BIT_COLOR7)
152
153 /* Mask of bits for depth+stencil buffers */
154 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
155
156 /**
157 * Framebuffer configuration (aka visual / pixelformat)
158 * Note: some of these fields should be boolean, but it appears that
159 * code in drivers/dri/common/util.c requires int-sized fields.
160 */
161 struct gl_config
162 {
163 GLboolean floatMode;
164 GLuint doubleBufferMode;
165 GLuint stereoMode;
166
167 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
168 GLuint redMask, greenMask, blueMask, alphaMask;
169 GLint redShift, greenShift, blueShift, alphaShift;
170 GLint rgbBits; /* total bits for rgb */
171
172 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
173 GLint depthBits;
174 GLint stencilBits;
175
176 GLint numAuxBuffers;
177
178 GLint level;
179
180 /* EXT_visual_rating / GLX 1.2 */
181 GLint visualRating;
182
183 /* EXT_visual_info / GLX 1.2 */
184 GLint transparentPixel;
185 /* colors are floats scaled to ints */
186 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
187 GLint transparentIndex;
188
189 /* ARB_multisample / SGIS_multisample */
190 GLint sampleBuffers;
191 GLuint samples;
192
193 /* SGIX_pbuffer / GLX 1.3 */
194 GLint maxPbufferWidth;
195 GLint maxPbufferHeight;
196 GLint maxPbufferPixels;
197 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
198 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
199
200 /* OML_swap_method */
201 GLint swapMethod;
202
203 /* EXT_texture_from_pixmap */
204 GLint bindToTextureRgb;
205 GLint bindToTextureRgba;
206 GLint bindToMipmapTexture;
207 GLint bindToTextureTargets;
208 GLint yInverted;
209
210 /* EXT_framebuffer_sRGB */
211 GLint sRGBCapable;
212
213 /* EGL_KHR_mutable_render_buffer */
214 GLuint mutableRenderBuffer; /* bool */
215 };
216
217
218 /**
219 * \name Bit flags used for updating material values.
220 */
221 /*@{*/
222 #define MAT_ATTRIB_FRONT_AMBIENT 0
223 #define MAT_ATTRIB_BACK_AMBIENT 1
224 #define MAT_ATTRIB_FRONT_DIFFUSE 2
225 #define MAT_ATTRIB_BACK_DIFFUSE 3
226 #define MAT_ATTRIB_FRONT_SPECULAR 4
227 #define MAT_ATTRIB_BACK_SPECULAR 5
228 #define MAT_ATTRIB_FRONT_EMISSION 6
229 #define MAT_ATTRIB_BACK_EMISSION 7
230 #define MAT_ATTRIB_FRONT_SHININESS 8
231 #define MAT_ATTRIB_BACK_SHININESS 9
232 #define MAT_ATTRIB_FRONT_INDEXES 10
233 #define MAT_ATTRIB_BACK_INDEXES 11
234 #define MAT_ATTRIB_MAX 12
235
236 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
237 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
238 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
239 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
240 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
241 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
242
243 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
244 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
245 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
246 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
247 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
248 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
249 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
250 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
251 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
252 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
253 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
254 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
255
256
257 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
258 MAT_BIT_FRONT_AMBIENT | \
259 MAT_BIT_FRONT_DIFFUSE | \
260 MAT_BIT_FRONT_SPECULAR | \
261 MAT_BIT_FRONT_SHININESS | \
262 MAT_BIT_FRONT_INDEXES)
263
264 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
265 MAT_BIT_BACK_AMBIENT | \
266 MAT_BIT_BACK_DIFFUSE | \
267 MAT_BIT_BACK_SPECULAR | \
268 MAT_BIT_BACK_SHININESS | \
269 MAT_BIT_BACK_INDEXES)
270
271 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
272 /*@}*/
273
274
275 /**
276 * Material state.
277 */
278 struct gl_material
279 {
280 GLfloat Attrib[MAT_ATTRIB_MAX][4];
281 };
282
283
284 /**
285 * Light state flags.
286 */
287 /*@{*/
288 #define LIGHT_SPOT 0x1
289 #define LIGHT_LOCAL_VIEWER 0x2
290 #define LIGHT_POSITIONAL 0x4
291 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
292 /*@}*/
293
294
295 /**
296 * Light source state.
297 */
298 struct gl_light
299 {
300 GLfloat Ambient[4]; /**< ambient color */
301 GLfloat Diffuse[4]; /**< diffuse color */
302 GLfloat Specular[4]; /**< specular color */
303 GLfloat EyePosition[4]; /**< position in eye coordinates */
304 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
305 GLfloat SpotExponent;
306 GLfloat SpotCutoff; /**< in degrees */
307 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
308 GLfloat ConstantAttenuation;
309 GLfloat LinearAttenuation;
310 GLfloat QuadraticAttenuation;
311 GLboolean Enabled; /**< On/off flag */
312
313 /**
314 * \name Derived fields
315 */
316 /*@{*/
317 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
318
319 GLfloat _Position[4]; /**< position in eye/obj coordinates */
320 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
321 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
322 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
323 GLfloat _VP_inf_spot_attenuation;
324
325 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
326 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
327 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
328 /*@}*/
329 };
330
331
332 /**
333 * Light model state.
334 */
335 struct gl_lightmodel
336 {
337 GLfloat Ambient[4]; /**< ambient color */
338 GLboolean LocalViewer; /**< Local (or infinite) view point? */
339 GLboolean TwoSide; /**< Two (or one) sided lighting? */
340 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
341 or GL_SEPARATE_SPECULAR_COLOR */
342 };
343
344
345 /**
346 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
347 */
348 struct gl_accum_attrib
349 {
350 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
351 };
352
353
354 /**
355 * Used for storing clear color, texture border color, etc.
356 * The float values are typically unclamped.
357 */
358 union gl_color_union
359 {
360 GLfloat f[4];
361 GLint i[4];
362 GLuint ui[4];
363 };
364
365
366 /**
367 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
368 */
369 struct gl_colorbuffer_attrib
370 {
371 GLuint ClearIndex; /**< Index for glClear */
372 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
373 GLuint IndexMask; /**< Color index write mask */
374
375 /** 4 colormask bits per draw buffer, max 8 draw buffers. 4*8 = 32 bits */
376 GLbitfield ColorMask;
377
378 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
379
380 /**
381 * \name alpha testing
382 */
383 /*@{*/
384 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
385 GLenum16 AlphaFunc; /**< Alpha test function */
386 GLfloat AlphaRefUnclamped;
387 GLclampf AlphaRef; /**< Alpha reference value */
388 /*@}*/
389
390 /**
391 * \name Blending
392 */
393 /*@{*/
394 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
395
396 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
397 * control, only on the fixed-pointness of the render target.
398 * The query does however depend on fragment color clamping.
399 */
400 GLfloat BlendColorUnclamped[4]; /**< Blending color */
401 GLfloat BlendColor[4]; /**< Blending color */
402
403 struct
404 {
405 GLenum16 SrcRGB; /**< RGB blend source term */
406 GLenum16 DstRGB; /**< RGB blend dest term */
407 GLenum16 SrcA; /**< Alpha blend source term */
408 GLenum16 DstA; /**< Alpha blend dest term */
409 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
410 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
411 /**
412 * Set if any blend factor uses SRC1. Computed at the time blend factors
413 * get set.
414 */
415 GLboolean _UsesDualSrc;
416 } Blend[MAX_DRAW_BUFFERS];
417 /** Are the blend func terms currently different for each buffer/target? */
418 GLboolean _BlendFuncPerBuffer;
419 /** Are the blend equations currently different for each buffer/target? */
420 GLboolean _BlendEquationPerBuffer;
421
422 /**
423 * Which advanced blending mode is in use (or BLEND_NONE).
424 *
425 * KHR_blend_equation_advanced only allows advanced blending with a single
426 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
427 * requires all draw buffers to match, so we only need a single value.
428 */
429 enum gl_advanced_blend_mode _AdvancedBlendMode;
430
431 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
432 bool BlendCoherent;
433 /*@}*/
434
435 /**
436 * \name Logic op
437 */
438 /*@{*/
439 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
440 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
441 GLenum16 LogicOp; /**< Logic operator */
442 enum gl_logicop_mode _LogicOp;
443 /*@}*/
444
445 GLboolean DitherFlag; /**< Dither enable flag */
446
447 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
448 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
449 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
450
451 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
452 };
453
454
455 /**
456 * Vertex format to describe a vertex element.
457 */
458 struct gl_vertex_format
459 {
460 GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
461 GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
462 enum pipe_format _PipeFormat:16; /**< pipe_format for Gallium */
463 GLubyte Size:5; /**< components per element (1,2,3,4) */
464 GLubyte Normalized:1; /**< GL_ARB_vertex_program */
465 GLubyte Integer:1; /**< Integer-valued? */
466 GLubyte Doubles:1; /**< double values are not converted to floats */
467 GLubyte _ElementSize; /**< Size of each element in bytes */
468 };
469
470
471 /**
472 * Current attribute group (GL_CURRENT_BIT).
473 */
474 struct gl_current_attrib
475 {
476 /**
477 * \name Current vertex attributes (color, texcoords, etc).
478 * \note Values are valid only after FLUSH_VERTICES has been called.
479 * \note Index and Edgeflag current values are stored as floats in the
480 * SIX and SEVEN attribute slots.
481 * \note We need double storage for 64-bit vertex attributes
482 */
483 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
484
485 /**
486 * \name Current raster position attributes (always up to date after a
487 * glRasterPos call).
488 */
489 GLfloat RasterPos[4];
490 GLfloat RasterDistance;
491 GLfloat RasterColor[4];
492 GLfloat RasterSecondaryColor[4];
493 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
494 GLboolean RasterPosValid;
495 };
496
497
498 /**
499 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
500 */
501 struct gl_depthbuffer_attrib
502 {
503 GLenum16 Func; /**< Function for depth buffer compare */
504 GLclampd Clear; /**< Value to clear depth buffer to */
505 GLboolean Test; /**< Depth buffering enabled flag */
506 GLboolean Mask; /**< Depth buffer writable? */
507 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
508 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
509 };
510
511
512 /**
513 * Evaluator attribute group (GL_EVAL_BIT).
514 */
515 struct gl_eval_attrib
516 {
517 /**
518 * \name Enable bits
519 */
520 /*@{*/
521 GLboolean Map1Color4;
522 GLboolean Map1Index;
523 GLboolean Map1Normal;
524 GLboolean Map1TextureCoord1;
525 GLboolean Map1TextureCoord2;
526 GLboolean Map1TextureCoord3;
527 GLboolean Map1TextureCoord4;
528 GLboolean Map1Vertex3;
529 GLboolean Map1Vertex4;
530 GLboolean Map2Color4;
531 GLboolean Map2Index;
532 GLboolean Map2Normal;
533 GLboolean Map2TextureCoord1;
534 GLboolean Map2TextureCoord2;
535 GLboolean Map2TextureCoord3;
536 GLboolean Map2TextureCoord4;
537 GLboolean Map2Vertex3;
538 GLboolean Map2Vertex4;
539 GLboolean AutoNormal;
540 /*@}*/
541
542 /**
543 * \name Map Grid endpoints and divisions and calculated du values
544 */
545 /*@{*/
546 GLint MapGrid1un;
547 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
548 GLint MapGrid2un, MapGrid2vn;
549 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
550 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
551 /*@}*/
552 };
553
554
555 /**
556 * Compressed fog mode.
557 */
558 enum gl_fog_mode
559 {
560 FOG_NONE,
561 FOG_LINEAR,
562 FOG_EXP,
563 FOG_EXP2,
564 };
565
566
567 /**
568 * Fog attribute group (GL_FOG_BIT).
569 */
570 struct gl_fog_attrib
571 {
572 GLboolean Enabled; /**< Fog enabled flag */
573 GLboolean ColorSumEnabled;
574 uint8_t _PackedMode; /**< Fog mode as 2 bits */
575 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
576 GLfloat ColorUnclamped[4]; /**< Fog color */
577 GLfloat Color[4]; /**< Fog color */
578 GLfloat Density; /**< Density >= 0.0 */
579 GLfloat Start; /**< Start distance in eye coords */
580 GLfloat End; /**< End distance in eye coords */
581 GLfloat Index; /**< Fog index */
582 GLenum16 Mode; /**< Fog mode */
583 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
584 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
585 };
586
587
588 /**
589 * Hint attribute group (GL_HINT_BIT).
590 *
591 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
592 */
593 struct gl_hint_attrib
594 {
595 GLenum16 PerspectiveCorrection;
596 GLenum16 PointSmooth;
597 GLenum16 LineSmooth;
598 GLenum16 PolygonSmooth;
599 GLenum16 Fog;
600 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
601 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
602 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
603 GLuint MaxShaderCompilerThreads; /**< GL_ARB_parallel_shader_compile */
604 };
605
606
607 /**
608 * Lighting attribute group (GL_LIGHT_BIT).
609 */
610 struct gl_light_attrib
611 {
612 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
613 struct gl_lightmodel Model; /**< Lighting model */
614
615 /**
616 * Front and back material values.
617 * Note: must call FLUSH_VERTICES() before using.
618 */
619 struct gl_material Material;
620
621 GLboolean Enabled; /**< Lighting enabled flag */
622 GLboolean ColorMaterialEnabled;
623
624 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
625 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
626 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
627 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
628 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
629
630
631 GLboolean _ClampVertexColor;
632 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
633
634 /**
635 * Derived state for optimizations:
636 */
637 /*@{*/
638 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
639
640 GLboolean _NeedEyeCoords;
641 GLboolean _NeedVertices; /**< Use fast shader? */
642
643 GLfloat _BaseColor[2][3];
644 /*@}*/
645 };
646
647
648 /**
649 * Line attribute group (GL_LINE_BIT).
650 */
651 struct gl_line_attrib
652 {
653 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
654 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
655 GLushort StipplePattern; /**< Stipple pattern */
656 GLint StippleFactor; /**< Stipple repeat factor */
657 GLfloat Width; /**< Line width */
658 };
659
660
661 /**
662 * Display list attribute group (GL_LIST_BIT).
663 */
664 struct gl_list_attrib
665 {
666 GLuint ListBase;
667 };
668
669
670 /**
671 * Multisample attribute group (GL_MULTISAMPLE_BIT).
672 */
673 struct gl_multisample_attrib
674 {
675 GLboolean Enabled;
676 GLboolean SampleAlphaToCoverage;
677 GLboolean SampleAlphaToOne;
678 GLboolean SampleCoverage;
679 GLboolean SampleCoverageInvert;
680 GLboolean SampleShading;
681
682 /* ARB_texture_multisample / GL3.2 additions */
683 GLboolean SampleMask;
684
685 GLfloat SampleCoverageValue; /**< In range [0, 1] */
686 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
687
688 /** The GL spec defines this as an array but >32x MSAA is madness */
689 GLbitfield SampleMaskValue;
690 };
691
692
693 /**
694 * A pixelmap (see glPixelMap)
695 */
696 struct gl_pixelmap
697 {
698 GLint Size;
699 GLfloat Map[MAX_PIXEL_MAP_TABLE];
700 };
701
702
703 /**
704 * Collection of all pixelmaps
705 */
706 struct gl_pixelmaps
707 {
708 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
709 struct gl_pixelmap GtoG;
710 struct gl_pixelmap BtoB;
711 struct gl_pixelmap AtoA;
712 struct gl_pixelmap ItoR;
713 struct gl_pixelmap ItoG;
714 struct gl_pixelmap ItoB;
715 struct gl_pixelmap ItoA;
716 struct gl_pixelmap ItoI;
717 struct gl_pixelmap StoS;
718 };
719
720
721 /**
722 * Pixel attribute group (GL_PIXEL_MODE_BIT).
723 */
724 struct gl_pixel_attrib
725 {
726 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
727
728 /*--- Begin Pixel Transfer State ---*/
729 /* Fields are in the order in which they're applied... */
730
731 /** Scale & Bias (index shift, offset) */
732 /*@{*/
733 GLfloat RedBias, RedScale;
734 GLfloat GreenBias, GreenScale;
735 GLfloat BlueBias, BlueScale;
736 GLfloat AlphaBias, AlphaScale;
737 GLfloat DepthBias, DepthScale;
738 GLint IndexShift, IndexOffset;
739 /*@}*/
740
741 /* Pixel Maps */
742 /* Note: actual pixel maps are not part of this attrib group */
743 GLboolean MapColorFlag;
744 GLboolean MapStencilFlag;
745
746 /*--- End Pixel Transfer State ---*/
747
748 /** glPixelZoom */
749 GLfloat ZoomX, ZoomY;
750 };
751
752
753 /**
754 * Point attribute group (GL_POINT_BIT).
755 */
756 struct gl_point_attrib
757 {
758 GLfloat Size; /**< User-specified point size */
759 GLfloat Params[3]; /**< GL_EXT_point_parameters */
760 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
761 GLfloat Threshold; /**< GL_EXT_point_parameters */
762 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
763 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
764 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
765 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
766 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
767 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
768 };
769
770
771 /**
772 * Polygon attribute group (GL_POLYGON_BIT).
773 */
774 struct gl_polygon_attrib
775 {
776 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
777 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
778 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
779 GLboolean CullFlag; /**< Culling on/off flag */
780 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
781 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
782 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
783 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
784 GLfloat OffsetUnits; /**< Polygon offset units, from user */
785 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
786 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
787 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
788 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
789 };
790
791
792 /**
793 * Scissor attributes (GL_SCISSOR_BIT).
794 */
795 struct gl_scissor_rect
796 {
797 GLint X, Y; /**< Lower left corner of box */
798 GLsizei Width, Height; /**< Size of box */
799 };
800
801
802 struct gl_scissor_attrib
803 {
804 GLbitfield EnableFlags; /**< Scissor test enabled? */
805 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
806 GLint NumWindowRects; /**< Count of enabled window rectangles */
807 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
808 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
809 };
810
811
812 /**
813 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
814 *
815 * Three sets of stencil data are tracked so that OpenGL 2.0,
816 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
817 * simultaneously. In each of the stencil state arrays, element 0 corresponds
818 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
819 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
820 * GL_EXT_stencil_two_side GL_BACK state.
821 *
822 * The derived value \c _BackFace is either 1 or 2 depending on whether or
823 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
824 *
825 * The derived value \c _TestTwoSide is set when the front-face and back-face
826 * stencil state are different.
827 */
828 struct gl_stencil_attrib
829 {
830 GLboolean Enabled; /**< Enabled flag */
831 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
832 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
833 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
834 GLenum16 Function[3]; /**< Stencil function */
835 GLenum16 FailFunc[3]; /**< Fail function */
836 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
837 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
838 GLint Ref[3]; /**< Reference value */
839 GLuint ValueMask[3]; /**< Value mask */
840 GLuint WriteMask[3]; /**< Write mask */
841 GLuint Clear; /**< Clear value */
842 };
843
844
845 /**
846 * Bit flags for each type of texture object
847 */
848 /*@{*/
849 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
850 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
851 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
852 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
853 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
854 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
855 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
856 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
857 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
858 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
859 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
860 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
861 /*@}*/
862
863
864 /**
865 * Texture image state. Drivers will typically create a subclass of this
866 * with extra fields for memory buffers, etc.
867 */
868 struct gl_texture_image
869 {
870 GLint InternalFormat; /**< Internal format as given by the user */
871 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
872 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
873 * GL_INTENSITY, GL_DEPTH_COMPONENT or
874 * GL_DEPTH_STENCIL_EXT only. Used for
875 * choosing TexEnv arithmetic.
876 */
877 mesa_format TexFormat; /**< The actual texture memory format */
878
879 GLuint Border; /**< 0 or 1 */
880 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
881 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
882 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
883 GLuint Width2; /**< = Width - 2*Border */
884 GLuint Height2; /**< = Height - 2*Border */
885 GLuint Depth2; /**< = Depth - 2*Border */
886 GLuint WidthLog2; /**< = log2(Width2) */
887 GLuint HeightLog2; /**< = log2(Height2) */
888 GLuint DepthLog2; /**< = log2(Depth2) */
889 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
890 levels, computed from the dimensions */
891
892 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
893 GLuint Level; /**< Which mipmap level am I? */
894 /** Cube map face: index into gl_texture_object::Image[] array */
895 GLuint Face;
896
897 /** GL_ARB_texture_multisample */
898 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
899 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
900 };
901
902
903 /**
904 * Indexes for cube map faces.
905 */
906 typedef enum
907 {
908 FACE_POS_X = 0,
909 FACE_NEG_X = 1,
910 FACE_POS_Y = 2,
911 FACE_NEG_Y = 3,
912 FACE_POS_Z = 4,
913 FACE_NEG_Z = 5,
914 MAX_FACES = 6
915 } gl_face_index;
916
917
918 /**
919 * Sampler object state. These objects are new with GL_ARB_sampler_objects
920 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
921 */
922 struct gl_sampler_object
923 {
924 simple_mtx_t Mutex;
925 GLuint Name;
926 GLchar *Label; /**< GL_KHR_debug */
927 GLint RefCount;
928
929 GLenum16 WrapS; /**< S-axis texture image wrap mode */
930 GLenum16 WrapT; /**< T-axis texture image wrap mode */
931 GLenum16 WrapR; /**< R-axis texture image wrap mode */
932 GLenum16 MinFilter; /**< minification filter */
933 GLenum16 MagFilter; /**< magnification filter */
934 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
935 union gl_color_union BorderColor; /**< Interpreted according to texture format */
936 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
937 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
938 GLfloat LodBias; /**< OpenGL 1.4 */
939 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
940 GLenum16 CompareMode; /**< GL_ARB_shadow */
941 GLenum16 CompareFunc; /**< GL_ARB_shadow */
942 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
943
944 /** GL_ARB_bindless_texture */
945 bool HandleAllocated;
946 struct util_dynarray Handles;
947 };
948
949
950 /**
951 * Texture object state. Contains the array of mipmap images, border color,
952 * wrap modes, filter modes, and shadow/texcompare state.
953 */
954 struct gl_texture_object
955 {
956 simple_mtx_t Mutex; /**< for thread safety */
957 GLint RefCount; /**< reference count */
958 GLuint Name; /**< the user-visible texture object ID */
959 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
960 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
961 GLchar *Label; /**< GL_KHR_debug */
962
963 struct gl_sampler_object Sampler;
964
965 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
966 Only valid when Target is valid. */
967 GLfloat Priority; /**< in [0,1] */
968 GLint MaxLevel; /**< max mipmap level (max=1000), OpenGL 1.2 */
969 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
970 GLbyte _MaxLevel; /**< actual max mipmap level (q in the spec) */
971 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
972 GLint CropRect[4]; /**< GL_OES_draw_texture */
973 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
974 GLushort _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
975 GLbyte ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
976 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
977 GLboolean _BaseComplete; /**< Is the base texture level valid? */
978 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
979 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
980 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
981 GLboolean Purgeable; /**< Is the buffer purgeable under memory
982 pressure? */
983 GLboolean Immutable; /**< GL_ARB_texture_storage */
984 GLboolean _IsFloat; /**< GL_OES_float_texture */
985 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
986 bool StencilSampling; /**< Should we sample stencil instead of depth? */
987 bool HandleAllocated; /**< GL_ARB_bindless_texture */
988
989 /** GL_OES_EGL_image_external */
990 GLubyte RequiredTextureImageUnits;
991
992 GLubyte MinLevel; /**< GL_ARB_texture_view */
993 GLubyte NumLevels; /**< GL_ARB_texture_view */
994 GLushort MinLayer; /**< GL_ARB_texture_view */
995 GLushort NumLayers; /**< GL_ARB_texture_view */
996
997 /** GL_EXT_memory_object */
998 GLenum16 TextureTiling;
999
1000 /** GL_ARB_shader_image_load_store */
1001 GLenum16 ImageFormatCompatibilityType;
1002
1003 /** GL_ARB_texture_buffer_object */
1004 GLenum16 BufferObjectFormat;
1005 /** Equivalent Mesa format for BufferObjectFormat. */
1006 mesa_format _BufferObjectFormat;
1007 struct gl_buffer_object *BufferObject;
1008
1009 /** GL_ARB_texture_buffer_range */
1010 GLintptr BufferOffset;
1011 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1012
1013 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1014 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1015
1016 /** GL_ARB_bindless_texture */
1017 struct util_dynarray SamplerHandles;
1018 struct util_dynarray ImageHandles;
1019 };
1020
1021
1022 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1023 #define MAX_COMBINER_TERMS 4
1024
1025
1026 /**
1027 * Texture combine environment state.
1028 */
1029 struct gl_tex_env_combine_state
1030 {
1031 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1032 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1033 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1034 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1035 GLenum16 SourceA[MAX_COMBINER_TERMS];
1036 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1037 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1038 GLenum16 OperandA[MAX_COMBINER_TERMS];
1039 GLubyte ScaleShiftRGB; /**< 0, 1 or 2 */
1040 GLubyte ScaleShiftA; /**< 0, 1 or 2 */
1041 GLubyte _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1042 GLubyte _NumArgsA; /**< Number of inputs used for the A combiner */
1043 };
1044
1045
1046 /** Compressed TexEnv effective Combine mode */
1047 enum gl_tex_env_mode
1048 {
1049 TEXENV_MODE_REPLACE, /* r = a0 */
1050 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1051 TEXENV_MODE_ADD, /* r = a0 + a1 */
1052 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1053 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1054 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1055 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1056 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1057 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1058 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1059 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1060 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1061 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1062 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1063 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1064 };
1065
1066
1067 /** Compressed TexEnv Combine source */
1068 enum gl_tex_env_source
1069 {
1070 TEXENV_SRC_TEXTURE0,
1071 TEXENV_SRC_TEXTURE1,
1072 TEXENV_SRC_TEXTURE2,
1073 TEXENV_SRC_TEXTURE3,
1074 TEXENV_SRC_TEXTURE4,
1075 TEXENV_SRC_TEXTURE5,
1076 TEXENV_SRC_TEXTURE6,
1077 TEXENV_SRC_TEXTURE7,
1078 TEXENV_SRC_TEXTURE,
1079 TEXENV_SRC_PREVIOUS,
1080 TEXENV_SRC_PRIMARY_COLOR,
1081 TEXENV_SRC_CONSTANT,
1082 TEXENV_SRC_ZERO,
1083 TEXENV_SRC_ONE,
1084 };
1085
1086
1087 /** Compressed TexEnv Combine operand */
1088 enum gl_tex_env_operand
1089 {
1090 TEXENV_OPR_COLOR,
1091 TEXENV_OPR_ONE_MINUS_COLOR,
1092 TEXENV_OPR_ALPHA,
1093 TEXENV_OPR_ONE_MINUS_ALPHA,
1094 };
1095
1096
1097 /** Compressed TexEnv Combine argument */
1098 struct gl_tex_env_argument
1099 {
1100 #ifdef __GNUC__
1101 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1102 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1103 #else
1104 uint8_t Source; /**< SRC_x */
1105 uint8_t Operand; /**< OPR_x */
1106 #endif
1107 };
1108
1109
1110 /***
1111 * Compressed TexEnv Combine state.
1112 */
1113 struct gl_tex_env_combine_packed
1114 {
1115 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1116 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1117 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1118 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1119 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1120 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1121 /** Source arguments in a packed manner */
1122 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1123 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1124 };
1125
1126
1127 /**
1128 * TexGenEnabled flags.
1129 */
1130 /*@{*/
1131 #define S_BIT 1
1132 #define T_BIT 2
1133 #define R_BIT 4
1134 #define Q_BIT 8
1135 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1136 /*@}*/
1137
1138
1139 /**
1140 * Bit flag versions of the corresponding GL_ constants.
1141 */
1142 /*@{*/
1143 #define TEXGEN_SPHERE_MAP 0x1
1144 #define TEXGEN_OBJ_LINEAR 0x2
1145 #define TEXGEN_EYE_LINEAR 0x4
1146 #define TEXGEN_REFLECTION_MAP_NV 0x8
1147 #define TEXGEN_NORMAL_MAP_NV 0x10
1148
1149 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1150 TEXGEN_REFLECTION_MAP_NV | \
1151 TEXGEN_NORMAL_MAP_NV)
1152 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1153 TEXGEN_REFLECTION_MAP_NV | \
1154 TEXGEN_NORMAL_MAP_NV | \
1155 TEXGEN_EYE_LINEAR)
1156 /*@}*/
1157
1158
1159
1160 /** Tex-gen enabled for texture unit? */
1161 #define ENABLE_TEXGEN(unit) (1 << (unit))
1162
1163 /** Non-identity texture matrix for texture unit? */
1164 #define ENABLE_TEXMAT(unit) (1 << (unit))
1165
1166
1167 /**
1168 * Texture coord generation state.
1169 */
1170 struct gl_texgen
1171 {
1172 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1173 GLbitfield8 _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1174 GLfloat ObjectPlane[4];
1175 GLfloat EyePlane[4];
1176 };
1177
1178
1179 /**
1180 * Sampler-related subset of a texture unit, like current texture objects.
1181 */
1182 struct gl_texture_unit
1183 {
1184 GLfloat LodBias; /**< for biasing mipmap levels */
1185
1186 /** Texture targets that have a non-default texture bound */
1187 GLbitfield _BoundTextures;
1188
1189 /** Current sampler object (GL_ARB_sampler_objects) */
1190 struct gl_sampler_object *Sampler;
1191
1192 /** Current texture object pointers */
1193 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1194
1195 /** Points to highest priority, complete and enabled texture object */
1196 struct gl_texture_object *_Current;
1197 };
1198
1199
1200 /**
1201 * Fixed-function-related subset of a texture unit, like enable flags,
1202 * texture environment/function/combiners, and texgen state.
1203 */
1204 struct gl_fixedfunc_texture_unit
1205 {
1206 GLbitfield16 Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1207
1208 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1209 GLclampf EnvColor[4];
1210 GLfloat EnvColorUnclamped[4];
1211
1212 struct gl_texgen GenS;
1213 struct gl_texgen GenT;
1214 struct gl_texgen GenR;
1215 struct gl_texgen GenQ;
1216 GLbitfield8 TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1217 GLbitfield8 _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1218
1219 /**
1220 * \name GL_EXT_texture_env_combine
1221 */
1222 struct gl_tex_env_combine_state Combine;
1223
1224 /**
1225 * Derived state based on \c EnvMode and the \c BaseFormat of the
1226 * currently enabled texture.
1227 */
1228 struct gl_tex_env_combine_state _EnvMode;
1229
1230 /** Current compressed TexEnv & Combine state */
1231 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1232
1233 /**
1234 * Currently enabled combiner state. This will point to either
1235 * \c Combine or \c _EnvMode.
1236 */
1237 struct gl_tex_env_combine_state *_CurrentCombine;
1238 };
1239
1240
1241 /**
1242 * Texture attribute group (GL_TEXTURE_BIT).
1243 */
1244 struct gl_texture_attrib
1245 {
1246 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1247
1248 /** GL_ARB_texture_buffer_object */
1249 struct gl_buffer_object *BufferObject;
1250
1251 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1252
1253 /** Texture coord units/sets used for fragment texturing */
1254 GLbitfield8 _EnabledCoordUnits;
1255
1256 /** Texture coord units that have texgen enabled */
1257 GLbitfield8 _TexGenEnabled;
1258
1259 /** Texture coord units that have non-identity matrices */
1260 GLbitfield8 _TexMatEnabled;
1261
1262 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1263 GLbitfield8 _GenFlags;
1264
1265 /** Largest index of a texture unit with _Current != NULL. */
1266 GLshort _MaxEnabledTexImageUnit;
1267
1268 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1269 GLubyte NumCurrentTexUsed;
1270
1271 /** GL_ARB_seamless_cubemap */
1272 GLboolean CubeMapSeamless;
1273
1274 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1275 struct gl_fixedfunc_texture_unit FixedFuncUnit[MAX_TEXTURE_COORD_UNITS];
1276 };
1277
1278
1279 /**
1280 * Data structure representing a single clip plane (e.g. one of the elements
1281 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1282 */
1283 typedef GLfloat gl_clip_plane[4];
1284
1285
1286 /**
1287 * Transformation attribute group (GL_TRANSFORM_BIT).
1288 */
1289 struct gl_transform_attrib
1290 {
1291 GLenum16 MatrixMode; /**< Matrix mode */
1292 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1293 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1294 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1295 GLboolean Normalize; /**< Normalize all normals? */
1296 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1297 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1298 GLboolean DepthClampNear; /**< GL_AMD_depth_clamp_separate */
1299 GLboolean DepthClampFar; /**< GL_AMD_depth_clamp_separate */
1300 /** GL_ARB_clip_control */
1301 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1302 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1303 };
1304
1305
1306 /**
1307 * Viewport attribute group (GL_VIEWPORT_BIT).
1308 */
1309 struct gl_viewport_attrib
1310 {
1311 GLfloat X, Y; /**< position */
1312 GLfloat Width, Height; /**< size */
1313 GLfloat Near, Far; /**< Depth buffer range */
1314 };
1315
1316
1317 /**
1318 * Fields describing a mapped buffer range.
1319 */
1320 struct gl_buffer_mapping
1321 {
1322 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1323 GLvoid *Pointer; /**< User-space address of mapping */
1324 GLintptr Offset; /**< Mapped offset */
1325 GLsizeiptr Length; /**< Mapped length */
1326 };
1327
1328
1329 /**
1330 * Usages we've seen for a buffer object.
1331 */
1332 typedef enum
1333 {
1334 USAGE_UNIFORM_BUFFER = 0x1,
1335 USAGE_TEXTURE_BUFFER = 0x2,
1336 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1337 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1338 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1339 USAGE_PIXEL_PACK_BUFFER = 0x20,
1340 USAGE_ARRAY_BUFFER = 0x40,
1341 USAGE_ELEMENT_ARRAY_BUFFER = 0x80,
1342 USAGE_DISABLE_MINMAX_CACHE = 0x100,
1343 } gl_buffer_usage;
1344
1345
1346 /**
1347 * GL_ARB_vertex/pixel_buffer_object buffer object
1348 */
1349 struct gl_buffer_object
1350 {
1351 GLint RefCount;
1352 GLuint Name;
1353 GLchar *Label; /**< GL_KHR_debug */
1354 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1355 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1356 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1357 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1358 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1359 GLboolean Written; /**< Ever written to? (for debugging) */
1360 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1361 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1362 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1363
1364 /** Counters used for buffer usage warnings */
1365 GLuint NumSubDataCalls;
1366 GLuint NumMapBufferWriteCalls;
1367
1368 struct gl_buffer_mapping Mappings[MAP_COUNT];
1369
1370 /** Memoization of min/max index computations for static index buffers */
1371 simple_mtx_t MinMaxCacheMutex;
1372 struct hash_table *MinMaxCache;
1373 unsigned MinMaxCacheHitIndices;
1374 unsigned MinMaxCacheMissIndices;
1375 bool MinMaxCacheDirty;
1376
1377 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1378 };
1379
1380
1381 /**
1382 * Client pixel packing/unpacking attributes
1383 */
1384 struct gl_pixelstore_attrib
1385 {
1386 GLint Alignment;
1387 GLint RowLength;
1388 GLint SkipPixels;
1389 GLint SkipRows;
1390 GLint ImageHeight;
1391 GLint SkipImages;
1392 GLboolean SwapBytes;
1393 GLboolean LsbFirst;
1394 GLboolean Invert; /**< GL_MESA_pack_invert */
1395 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1396 GLint CompressedBlockHeight;
1397 GLint CompressedBlockDepth;
1398 GLint CompressedBlockSize;
1399 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1400 };
1401
1402
1403 /**
1404 * Enum for defining the mapping for the position/generic0 attribute.
1405 *
1406 * Do not change the order of the values as these are used as
1407 * array indices.
1408 */
1409 typedef enum
1410 {
1411 ATTRIBUTE_MAP_MODE_IDENTITY, /**< 1:1 mapping */
1412 ATTRIBUTE_MAP_MODE_POSITION, /**< get position and generic0 from position */
1413 ATTRIBUTE_MAP_MODE_GENERIC0, /**< get position and generic0 from generic0 */
1414 ATTRIBUTE_MAP_MODE_MAX /**< for sizing arrays */
1415 } gl_attribute_map_mode;
1416
1417
1418 /**
1419 * Attributes to describe a vertex array.
1420 *
1421 * Contains the size, type, format and normalization flag,
1422 * along with the index of a vertex buffer binding point.
1423 *
1424 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1425 * and is only present for backwards compatibility reasons.
1426 * Rendering always uses VERTEX_BINDING_STRIDE.
1427 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1428 * and VERTEX_BINDING_STRIDE to the same value, while
1429 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1430 */
1431 struct gl_array_attributes
1432 {
1433 /** Points to client array data. Not used when a VBO is bound */
1434 const GLubyte *Ptr;
1435 /** Offset of the first element relative to the binding offset */
1436 GLuint RelativeOffset;
1437 /** Vertex format */
1438 struct gl_vertex_format Format;
1439 /** Stride as specified with gl*Pointer() */
1440 GLshort Stride;
1441 /** Index into gl_vertex_array_object::BufferBinding[] array */
1442 GLubyte BufferBindingIndex;
1443
1444 /**
1445 * Derived effective buffer binding index
1446 *
1447 * Index into the gl_vertex_buffer_binding array of the vao.
1448 * Similar to BufferBindingIndex, but with the mapping of the
1449 * position/generic0 attributes applied and with identical
1450 * gl_vertex_buffer_binding entries collapsed to a single
1451 * entry within the vao.
1452 *
1453 * The value is valid past calling _mesa_update_vao_derived_arrays.
1454 * Note that _mesa_update_vao_derived_arrays is called when binding
1455 * the VAO to Array._DrawVAO.
1456 */
1457 GLubyte _EffBufferBindingIndex;
1458 /**
1459 * Derived effective relative offset.
1460 *
1461 * Relative offset to the effective buffers offset in
1462 * gl_vertex_buffer_binding::_EffOffset.
1463 *
1464 * The value is valid past calling _mesa_update_vao_derived_arrays.
1465 * Note that _mesa_update_vao_derived_arrays is called when binding
1466 * the VAO to Array._DrawVAO.
1467 */
1468 GLushort _EffRelativeOffset;
1469 };
1470
1471
1472 /**
1473 * This describes the buffer object used for a vertex array (or
1474 * multiple vertex arrays). If BufferObj points to the default/null
1475 * buffer object, then the vertex array lives in user memory and not a VBO.
1476 */
1477 struct gl_vertex_buffer_binding
1478 {
1479 GLintptr Offset; /**< User-specified offset */
1480 GLsizei Stride; /**< User-specified stride */
1481 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1482 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1483 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1484
1485 /**
1486 * Derived effective bound arrays.
1487 *
1488 * The effective binding handles enabled arrays past the
1489 * position/generic0 attribute mapping and reduces the refered
1490 * gl_vertex_buffer_binding entries to a unique subset.
1491 *
1492 * The value is valid past calling _mesa_update_vao_derived_arrays.
1493 * Note that _mesa_update_vao_derived_arrays is called when binding
1494 * the VAO to Array._DrawVAO.
1495 */
1496 GLbitfield _EffBoundArrays;
1497 /**
1498 * Derived offset.
1499 *
1500 * The absolute offset to that we can collapse some attributes
1501 * to this unique effective binding.
1502 * For user space array bindings this contains the smallest pointer value
1503 * in the bound and interleaved arrays.
1504 * For VBO bindings this contains an offset that lets the attributes
1505 * _EffRelativeOffset stay positive and in bounds with
1506 * Const.MaxVertexAttribRelativeOffset
1507 *
1508 * The value is valid past calling _mesa_update_vao_derived_arrays.
1509 * Note that _mesa_update_vao_derived_arrays is called when binding
1510 * the VAO to Array._DrawVAO.
1511 */
1512 GLintptr _EffOffset;
1513 };
1514
1515
1516 /**
1517 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1518 * the GL_ARB_vertex_array_object extension.
1519 */
1520 struct gl_vertex_array_object
1521 {
1522 /** Name of the VAO as received from glGenVertexArray. */
1523 GLuint Name;
1524
1525 GLint RefCount;
1526
1527 GLchar *Label; /**< GL_KHR_debug */
1528
1529 /**
1530 * Has this array object been bound?
1531 */
1532 GLboolean EverBound;
1533
1534 /**
1535 * Marked to true if the object is shared between contexts and immutable.
1536 * Then reference counting is done using atomics and thread safe.
1537 * Is used for dlist VAOs.
1538 */
1539 bool SharedAndImmutable;
1540
1541 /** Vertex attribute arrays */
1542 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1543
1544 /** Vertex buffer bindings */
1545 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1546
1547 /** Mask indicating which vertex arrays have vertex buffer associated. */
1548 GLbitfield VertexAttribBufferMask;
1549
1550 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1551 GLbitfield Enabled;
1552
1553 /**
1554 * Mask of VERT_BIT_* enabled arrays past position/generic0 mapping
1555 *
1556 * The value is valid past calling _mesa_update_vao_derived_arrays.
1557 * Note that _mesa_update_vao_derived_arrays is called when binding
1558 * the VAO to Array._DrawVAO.
1559 */
1560 GLbitfield _EffEnabledVBO;
1561
1562 /** Denotes the way the position/generic0 attribute is mapped */
1563 gl_attribute_map_mode _AttributeMapMode;
1564
1565 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1566 GLbitfield NewArrays;
1567
1568 /** The index buffer (also known as the element array buffer in OpenGL). */
1569 struct gl_buffer_object *IndexBufferObj;
1570 };
1571
1572
1573 /**
1574 * Vertex array state
1575 */
1576 struct gl_array_attrib
1577 {
1578 /** Currently bound array object. */
1579 struct gl_vertex_array_object *VAO;
1580
1581 /** The default vertex array object */
1582 struct gl_vertex_array_object *DefaultVAO;
1583
1584 /** The last VAO accessed by a DSA function */
1585 struct gl_vertex_array_object *LastLookedUpVAO;
1586
1587 /** Array objects (GL_ARB_vertex_array_object) */
1588 struct _mesa_HashTable *Objects;
1589
1590 GLint ActiveTexture; /**< Client Active Texture */
1591 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1592 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1593
1594 /**
1595 * \name Primitive restart controls
1596 *
1597 * Primitive restart is enabled if either \c PrimitiveRestart or
1598 * \c PrimitiveRestartFixedIndex is set.
1599 */
1600 /*@{*/
1601 GLboolean PrimitiveRestart;
1602 GLboolean PrimitiveRestartFixedIndex;
1603 GLboolean _PrimitiveRestart;
1604 GLuint RestartIndex;
1605 /*@}*/
1606
1607 /* GL_ARB_vertex_buffer_object */
1608 struct gl_buffer_object *ArrayBufferObj;
1609
1610 /**
1611 * Vertex array object that is used with the currently active draw command.
1612 * The _DrawVAO is either set to the currently bound VAO for array type
1613 * draws or to internal VAO's set up by the vbo module to execute immediate
1614 * mode or display list draws.
1615 */
1616 struct gl_vertex_array_object *_DrawVAO;
1617 /**
1618 * The VERT_BIT_* bits effectively enabled from the current _DrawVAO.
1619 * This is always a subset of _mesa_get_vao_vp_inputs(_DrawVAO)
1620 * but may omit those arrays that shall not be referenced by the current
1621 * gl_vertex_program_state::_VPMode. For example the generic attributes are
1622 * maked out form the _DrawVAO's enabled arrays when a fixed function
1623 * array draw is executed.
1624 */
1625 GLbitfield _DrawVAOEnabledAttribs;
1626 /**
1627 * Initially or if the VAO referenced by _DrawVAO is deleted the _DrawVAO
1628 * pointer is set to the _EmptyVAO which is just an empty VAO all the time.
1629 */
1630 struct gl_vertex_array_object *_EmptyVAO;
1631
1632 /** Legal array datatypes and the API for which they have been computed */
1633 GLbitfield LegalTypesMask;
1634 gl_api LegalTypesMaskAPI;
1635 };
1636
1637
1638 /**
1639 * Feedback buffer state
1640 */
1641 struct gl_feedback
1642 {
1643 GLenum16 Type;
1644 GLbitfield _Mask; /**< FB_* bits */
1645 GLfloat *Buffer;
1646 GLuint BufferSize;
1647 GLuint Count;
1648 };
1649
1650
1651 /**
1652 * Selection buffer state
1653 */
1654 struct gl_selection
1655 {
1656 GLuint *Buffer; /**< selection buffer */
1657 GLuint BufferSize; /**< size of the selection buffer */
1658 GLuint BufferCount; /**< number of values in the selection buffer */
1659 GLuint Hits; /**< number of records in the selection buffer */
1660 GLuint NameStackDepth; /**< name stack depth */
1661 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1662 GLboolean HitFlag; /**< hit flag */
1663 GLfloat HitMinZ; /**< minimum hit depth */
1664 GLfloat HitMaxZ; /**< maximum hit depth */
1665 };
1666
1667
1668 /**
1669 * 1-D Evaluator control points
1670 */
1671 struct gl_1d_map
1672 {
1673 GLuint Order; /**< Number of control points */
1674 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1675 GLfloat *Points; /**< Points to contiguous control points */
1676 };
1677
1678
1679 /**
1680 * 2-D Evaluator control points
1681 */
1682 struct gl_2d_map
1683 {
1684 GLuint Uorder; /**< Number of control points in U dimension */
1685 GLuint Vorder; /**< Number of control points in V dimension */
1686 GLfloat u1, u2, du;
1687 GLfloat v1, v2, dv;
1688 GLfloat *Points; /**< Points to contiguous control points */
1689 };
1690
1691
1692 /**
1693 * All evaluator control point state
1694 */
1695 struct gl_evaluators
1696 {
1697 /**
1698 * \name 1-D maps
1699 */
1700 /*@{*/
1701 struct gl_1d_map Map1Vertex3;
1702 struct gl_1d_map Map1Vertex4;
1703 struct gl_1d_map Map1Index;
1704 struct gl_1d_map Map1Color4;
1705 struct gl_1d_map Map1Normal;
1706 struct gl_1d_map Map1Texture1;
1707 struct gl_1d_map Map1Texture2;
1708 struct gl_1d_map Map1Texture3;
1709 struct gl_1d_map Map1Texture4;
1710 /*@}*/
1711
1712 /**
1713 * \name 2-D maps
1714 */
1715 /*@{*/
1716 struct gl_2d_map Map2Vertex3;
1717 struct gl_2d_map Map2Vertex4;
1718 struct gl_2d_map Map2Index;
1719 struct gl_2d_map Map2Color4;
1720 struct gl_2d_map Map2Normal;
1721 struct gl_2d_map Map2Texture1;
1722 struct gl_2d_map Map2Texture2;
1723 struct gl_2d_map Map2Texture3;
1724 struct gl_2d_map Map2Texture4;
1725 /*@}*/
1726 };
1727
1728
1729 struct gl_transform_feedback_varying_info
1730 {
1731 char *Name;
1732 GLenum16 Type;
1733 GLint BufferIndex;
1734 GLint Size;
1735 GLint Offset;
1736 };
1737
1738
1739 /**
1740 * Per-output info vertex shaders for transform feedback.
1741 */
1742 struct gl_transform_feedback_output
1743 {
1744 uint32_t OutputRegister;
1745 uint32_t OutputBuffer;
1746 uint32_t NumComponents;
1747 uint32_t StreamId;
1748
1749 /** offset (in DWORDs) of this output within the interleaved structure */
1750 uint32_t DstOffset;
1751
1752 /**
1753 * Offset into the output register of the data to output. For example,
1754 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1755 * offset is in the y and z components of the output register.
1756 */
1757 uint32_t ComponentOffset;
1758 };
1759
1760
1761 struct gl_transform_feedback_buffer
1762 {
1763 uint32_t Binding;
1764
1765 uint32_t NumVaryings;
1766
1767 /**
1768 * Total number of components stored in each buffer. This may be used by
1769 * hardware back-ends to determine the correct stride when interleaving
1770 * multiple transform feedback outputs in the same buffer.
1771 */
1772 uint32_t Stride;
1773
1774 /**
1775 * Which transform feedback stream this buffer binding is associated with.
1776 */
1777 uint32_t Stream;
1778 };
1779
1780
1781 /** Post-link transform feedback info. */
1782 struct gl_transform_feedback_info
1783 {
1784 unsigned NumOutputs;
1785
1786 /* Bitmask of active buffer indices. */
1787 unsigned ActiveBuffers;
1788
1789 struct gl_transform_feedback_output *Outputs;
1790
1791 /** Transform feedback varyings used for the linking of this shader program.
1792 *
1793 * Use for glGetTransformFeedbackVarying().
1794 */
1795 struct gl_transform_feedback_varying_info *Varyings;
1796 GLint NumVarying;
1797
1798 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1799 };
1800
1801
1802 /**
1803 * Transform feedback object state
1804 */
1805 struct gl_transform_feedback_object
1806 {
1807 GLuint Name; /**< AKA the object ID */
1808 GLint RefCount;
1809 GLchar *Label; /**< GL_KHR_debug */
1810 GLboolean Active; /**< Is transform feedback enabled? */
1811 GLboolean Paused; /**< Is transform feedback paused? */
1812 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1813 at least once? */
1814 GLboolean EverBound; /**< Has this object been bound? */
1815
1816 /**
1817 * GLES: if Active is true, remaining number of primitives which can be
1818 * rendered without overflow. This is necessary to track because GLES
1819 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1820 * glDrawArraysInstanced would overflow transform feedback buffers.
1821 * Undefined if Active is false.
1822 *
1823 * Not tracked for desktop GL since it's unnecessary.
1824 */
1825 unsigned GlesRemainingPrims;
1826
1827 /**
1828 * The program active when BeginTransformFeedback() was called.
1829 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1830 * where stage is the pipeline stage that is the source of data for
1831 * transform feedback.
1832 */
1833 struct gl_program *program;
1834
1835 /** The feedback buffers */
1836 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1837 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1838
1839 /** Start of feedback data in dest buffer */
1840 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1841
1842 /**
1843 * Max data to put into dest buffer (in bytes). Computed based on
1844 * RequestedSize and the actual size of the buffer.
1845 */
1846 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1847
1848 /**
1849 * Size that was specified when the buffer was bound. If the buffer was
1850 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1851 * zero.
1852 */
1853 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1854 };
1855
1856
1857 /**
1858 * Context state for transform feedback.
1859 */
1860 struct gl_transform_feedback_state
1861 {
1862 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1863
1864 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1865 struct gl_buffer_object *CurrentBuffer;
1866
1867 /** The table of all transform feedback objects */
1868 struct _mesa_HashTable *Objects;
1869
1870 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1871 struct gl_transform_feedback_object *CurrentObject;
1872
1873 /** The default xform-fb object (Name==0) */
1874 struct gl_transform_feedback_object *DefaultObject;
1875 };
1876
1877
1878 /**
1879 * A "performance monitor" as described in AMD_performance_monitor.
1880 */
1881 struct gl_perf_monitor_object
1882 {
1883 GLuint Name;
1884
1885 /** True if the monitor is currently active (Begin called but not End). */
1886 GLboolean Active;
1887
1888 /**
1889 * True if the monitor has ended.
1890 *
1891 * This is distinct from !Active because it may never have began.
1892 */
1893 GLboolean Ended;
1894
1895 /**
1896 * A list of groups with currently active counters.
1897 *
1898 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1899 */
1900 unsigned *ActiveGroups;
1901
1902 /**
1903 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1904 *
1905 * Checking whether counter 'c' in group 'g' is active can be done via:
1906 *
1907 * BITSET_TEST(ActiveCounters[g], c)
1908 */
1909 GLuint **ActiveCounters;
1910 };
1911
1912
1913 union gl_perf_monitor_counter_value
1914 {
1915 float f;
1916 uint64_t u64;
1917 uint32_t u32;
1918 };
1919
1920
1921 struct gl_perf_monitor_counter
1922 {
1923 /** Human readable name for the counter. */
1924 const char *Name;
1925
1926 /**
1927 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1928 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1929 */
1930 GLenum16 Type;
1931
1932 /** Minimum counter value. */
1933 union gl_perf_monitor_counter_value Minimum;
1934
1935 /** Maximum counter value. */
1936 union gl_perf_monitor_counter_value Maximum;
1937 };
1938
1939
1940 struct gl_perf_monitor_group
1941 {
1942 /** Human readable name for the group. */
1943 const char *Name;
1944
1945 /**
1946 * Maximum number of counters in this group which can be active at the
1947 * same time.
1948 */
1949 GLuint MaxActiveCounters;
1950
1951 /** Array of counters within this group. */
1952 const struct gl_perf_monitor_counter *Counters;
1953 GLuint NumCounters;
1954 };
1955
1956
1957 /**
1958 * A query object instance as described in INTEL_performance_query.
1959 *
1960 * NB: We want to keep this and the corresponding backend structure
1961 * relatively lean considering that applications may expect to
1962 * allocate enough objects to be able to query around all draw calls
1963 * in a frame.
1964 */
1965 struct gl_perf_query_object
1966 {
1967 GLuint Id; /**< hash table ID/name */
1968 unsigned Used:1; /**< has been used for 1 or more queries */
1969 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1970 unsigned Ready:1; /**< result is ready? */
1971 };
1972
1973
1974 /**
1975 * Context state for AMD_performance_monitor.
1976 */
1977 struct gl_perf_monitor_state
1978 {
1979 /** Array of performance monitor groups (indexed by group ID) */
1980 const struct gl_perf_monitor_group *Groups;
1981 GLuint NumGroups;
1982
1983 /** The table of all performance monitors. */
1984 struct _mesa_HashTable *Monitors;
1985 };
1986
1987
1988 /**
1989 * Context state for INTEL_performance_query.
1990 */
1991 struct gl_perf_query_state
1992 {
1993 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1994 };
1995
1996
1997 /**
1998 * A bindless sampler object.
1999 */
2000 struct gl_bindless_sampler
2001 {
2002 /** Texture unit (set by glUniform1()). */
2003 GLubyte unit;
2004
2005 /** Whether this bindless sampler is bound to a unit. */
2006 GLboolean bound;
2007
2008 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2009 gl_texture_index target;
2010
2011 /** Pointer to the base of the data. */
2012 GLvoid *data;
2013 };
2014
2015
2016 /**
2017 * A bindless image object.
2018 */
2019 struct gl_bindless_image
2020 {
2021 /** Image unit (set by glUniform1()). */
2022 GLubyte unit;
2023
2024 /** Whether this bindless image is bound to a unit. */
2025 GLboolean bound;
2026
2027 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY, or
2028 * GL_NONE to indicate both read-only and write-only)
2029 */
2030 GLenum16 access;
2031
2032 /** Pointer to the base of the data. */
2033 GLvoid *data;
2034 };
2035
2036
2037 /**
2038 * Current vertex processing mode: fixed function vs. shader.
2039 * In reality, fixed function is probably implemented by a shader but that's
2040 * not what we care about here.
2041 */
2042 typedef enum
2043 {
2044 VP_MODE_FF, /**< legacy / fixed function */
2045 VP_MODE_SHADER, /**< ARB vertex program or GLSL vertex shader */
2046 VP_MODE_MAX /**< for sizing arrays */
2047 } gl_vertex_processing_mode;
2048
2049
2050 /**
2051 * Base class for any kind of program object
2052 */
2053 struct gl_program
2054 {
2055 /** FIXME: This must be first until we split shader_info from nir_shader */
2056 struct shader_info info;
2057
2058 GLuint Id;
2059 GLint RefCount;
2060 GLubyte *String; /**< Null-terminated program text */
2061
2062 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2063 GLenum16 Target;
2064 GLenum16 Format; /**< String encoding format */
2065
2066 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2067
2068 struct nir_shader *nir;
2069
2070 /* Saved and restored with metadata. Freed with ralloc. */
2071 void *driver_cache_blob;
2072 size_t driver_cache_blob_size;
2073
2074 bool is_arb_asm; /** Is this an ARB assembly-style program */
2075
2076 /** Is this program written to on disk shader cache */
2077 bool program_written_to_cache;
2078
2079 /** A bitfield indicating which vertex shader inputs consume two slots
2080 *
2081 * This is used for mapping from single-slot input locations in the GL API
2082 * to dual-slot double input locations in the shader. This field is set
2083 * once as part of linking and never updated again to ensure the mapping
2084 * remains consistent.
2085 *
2086 * Note: There may be dual-slot variables in the original shader source
2087 * which do not appear in this bitfield due to having been eliminated by
2088 * the compiler prior to DualSlotInputs being calculated. There may also
2089 * be bits set in this bitfield which are set but which the shader never
2090 * reads due to compiler optimizations eliminating such variables after
2091 * DualSlotInputs is calculated.
2092 */
2093 GLbitfield64 DualSlotInputs;
2094 /** Subset of OutputsWritten outputs written with non-zero index. */
2095 GLbitfield64 SecondaryOutputsWritten;
2096 /** TEXTURE_x_BIT bitmask */
2097 GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2098 /** Bitfield of which samplers are used */
2099 GLbitfield SamplersUsed;
2100 /** Texture units used for shadow sampling. */
2101 GLbitfield ShadowSamplers;
2102 /** Texture units used for samplerExternalOES */
2103 GLbitfield ExternalSamplersUsed;
2104
2105 /** Named parameters, constants, etc. from program text */
2106 struct gl_program_parameter_list *Parameters;
2107
2108 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2109 GLubyte SamplerUnits[MAX_SAMPLERS];
2110
2111 /* FIXME: We should be able to make this struct a union. However some
2112 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2113 * these fields, we should fix this.
2114 */
2115 struct {
2116 /** Fields used by GLSL programs */
2117 struct {
2118 /** Data shared by gl_program and gl_shader_program */
2119 struct gl_shader_program_data *data;
2120
2121 struct gl_active_atomic_buffer **AtomicBuffers;
2122
2123 /** Post-link transform feedback info. */
2124 struct gl_transform_feedback_info *LinkedTransformFeedback;
2125
2126 /**
2127 * Number of types for subroutine uniforms.
2128 */
2129 GLuint NumSubroutineUniformTypes;
2130
2131 /**
2132 * Subroutine uniform remap table
2133 * based on the program level uniform remap table.
2134 */
2135 GLuint NumSubroutineUniforms; /* non-sparse total */
2136 GLuint NumSubroutineUniformRemapTable;
2137 struct gl_uniform_storage **SubroutineUniformRemapTable;
2138
2139 /**
2140 * Num of subroutine functions for this stage and storage for them.
2141 */
2142 GLuint NumSubroutineFunctions;
2143 GLuint MaxSubroutineFunctionIndex;
2144 struct gl_subroutine_function *SubroutineFunctions;
2145
2146 /**
2147 * Map from image uniform index to image unit (set by glUniform1i())
2148 *
2149 * An image uniform index is associated with each image uniform by
2150 * the linker. The image index associated with each uniform is
2151 * stored in the \c gl_uniform_storage::image field.
2152 */
2153 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2154
2155 /**
2156 * Access qualifier specified in the shader for each image uniform
2157 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY, \c
2158 * GL_READ_WRITE, or \c GL_NONE to indicate both read-only and
2159 * write-only.
2160 *
2161 * It may be different, though only more strict than the value of
2162 * \c gl_image_unit::Access for the corresponding image unit.
2163 */
2164 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2165
2166 struct gl_uniform_block **UniformBlocks;
2167 struct gl_uniform_block **ShaderStorageBlocks;
2168
2169 /**
2170 * Bitmask of shader storage blocks not declared as read-only.
2171 */
2172 unsigned ShaderStorageBlocksWriteAccess;
2173
2174 /** Which texture target is being sampled
2175 * (TEXTURE_1D/2D/3D/etc_INDEX)
2176 */
2177 GLubyte SamplerTargets[MAX_SAMPLERS];
2178
2179 /**
2180 * Number of samplers declared with the bindless_sampler layout
2181 * qualifier as specified by ARB_bindless_texture.
2182 */
2183 GLuint NumBindlessSamplers;
2184 GLboolean HasBoundBindlessSampler;
2185 struct gl_bindless_sampler *BindlessSamplers;
2186
2187 /**
2188 * Number of images declared with the bindless_image layout qualifier
2189 * as specified by ARB_bindless_texture.
2190 */
2191 GLuint NumBindlessImages;
2192 GLboolean HasBoundBindlessImage;
2193 struct gl_bindless_image *BindlessImages;
2194
2195 union {
2196 struct {
2197 /**
2198 * A bitmask of gl_advanced_blend_mode values
2199 */
2200 GLbitfield BlendSupport;
2201 } fs;
2202 };
2203 } sh;
2204
2205 /** ARB assembly-style program fields */
2206 struct {
2207 struct prog_instruction *Instructions;
2208
2209 /**
2210 * Local parameters used by the program.
2211 *
2212 * It's dynamically allocated because it is rarely used (just
2213 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2214 * once it's allocated.
2215 */
2216 GLfloat (*LocalParams)[4];
2217
2218 /** Bitmask of which register files are read/written with indirect
2219 * addressing. Mask of (1 << PROGRAM_x) bits.
2220 */
2221 GLbitfield IndirectRegisterFiles;
2222
2223 /** Logical counts */
2224 /*@{*/
2225 GLuint NumInstructions;
2226 GLuint NumTemporaries;
2227 GLuint NumParameters;
2228 GLuint NumAttributes;
2229 GLuint NumAddressRegs;
2230 GLuint NumAluInstructions;
2231 GLuint NumTexInstructions;
2232 GLuint NumTexIndirections;
2233 /*@}*/
2234 /** Native, actual h/w counts */
2235 /*@{*/
2236 GLuint NumNativeInstructions;
2237 GLuint NumNativeTemporaries;
2238 GLuint NumNativeParameters;
2239 GLuint NumNativeAttributes;
2240 GLuint NumNativeAddressRegs;
2241 GLuint NumNativeAluInstructions;
2242 GLuint NumNativeTexInstructions;
2243 GLuint NumNativeTexIndirections;
2244 /*@}*/
2245
2246 /** Used by ARB assembly-style programs. Can only be true for vertex
2247 * programs.
2248 */
2249 GLboolean IsPositionInvariant;
2250 } arb;
2251 };
2252 };
2253
2254
2255 /**
2256 * State common to vertex and fragment programs.
2257 */
2258 struct gl_program_state
2259 {
2260 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2261 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2262 };
2263
2264
2265 /**
2266 * Context state for vertex programs.
2267 */
2268 struct gl_vertex_program_state
2269 {
2270 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2271 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2272 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2273 /** Should fixed-function T&L be implemented with a vertex prog? */
2274 GLboolean _MaintainTnlProgram;
2275
2276 struct gl_program *Current; /**< User-bound vertex program */
2277
2278 /** Currently enabled and valid vertex program (including internal
2279 * programs, user-defined vertex programs and GLSL vertex shaders).
2280 * This is the program we must use when rendering.
2281 */
2282 struct gl_program *_Current;
2283
2284 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2285
2286 /** Program to emulate fixed-function T&L (see above) */
2287 struct gl_program *_TnlProgram;
2288
2289 /** Cache of fixed-function programs */
2290 struct gl_program_cache *Cache;
2291
2292 GLboolean _Overriden;
2293
2294 /**
2295 * If we have a vertex program, a TNL program or no program at all.
2296 * Note that this value should be kept up to date all the time,
2297 * nevertheless its correctness is asserted in _mesa_update_state.
2298 * The reason is to avoid calling _mesa_update_state twice we need
2299 * this value on draw *before* actually calling _mesa_update_state.
2300 * Also it should need to get recomputed only on changes to the
2301 * vertex program which are heavyweight already.
2302 */
2303 gl_vertex_processing_mode _VPMode;
2304 };
2305
2306 /**
2307 * Context state for tessellation control programs.
2308 */
2309 struct gl_tess_ctrl_program_state
2310 {
2311 /** Currently bound and valid shader. */
2312 struct gl_program *_Current;
2313
2314 GLint patch_vertices;
2315 GLfloat patch_default_outer_level[4];
2316 GLfloat patch_default_inner_level[2];
2317 };
2318
2319 /**
2320 * Context state for tessellation evaluation programs.
2321 */
2322 struct gl_tess_eval_program_state
2323 {
2324 /** Currently bound and valid shader. */
2325 struct gl_program *_Current;
2326 };
2327
2328 /**
2329 * Context state for geometry programs.
2330 */
2331 struct gl_geometry_program_state
2332 {
2333 /**
2334 * Currently enabled and valid program (including internal programs
2335 * and compiled shader programs).
2336 */
2337 struct gl_program *_Current;
2338 };
2339
2340 /**
2341 * Context state for fragment programs.
2342 */
2343 struct gl_fragment_program_state
2344 {
2345 GLboolean Enabled; /**< User-set fragment program enable flag */
2346 /** Should fixed-function texturing be implemented with a fragment prog? */
2347 GLboolean _MaintainTexEnvProgram;
2348
2349 struct gl_program *Current; /**< User-bound fragment program */
2350
2351 /**
2352 * Currently enabled and valid fragment program (including internal
2353 * programs, user-defined fragment programs and GLSL fragment shaders).
2354 * This is the program we must use when rendering.
2355 */
2356 struct gl_program *_Current;
2357
2358 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2359
2360 /** Program to emulate fixed-function texture env/combine (see above) */
2361 struct gl_program *_TexEnvProgram;
2362
2363 /** Cache of fixed-function programs */
2364 struct gl_program_cache *Cache;
2365 };
2366
2367
2368 /**
2369 * Context state for compute programs.
2370 */
2371 struct gl_compute_program_state
2372 {
2373 /** Currently enabled and valid program (including internal programs
2374 * and compiled shader programs).
2375 */
2376 struct gl_program *_Current;
2377 };
2378
2379
2380 /**
2381 * ATI_fragment_shader runtime state
2382 */
2383
2384 struct atifs_instruction;
2385 struct atifs_setupinst;
2386
2387 /**
2388 * ATI fragment shader
2389 */
2390 struct ati_fragment_shader
2391 {
2392 GLuint Id;
2393 GLint RefCount;
2394 struct atifs_instruction *Instructions[2];
2395 struct atifs_setupinst *SetupInst[2];
2396 GLfloat Constants[8][4];
2397 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2398 GLubyte numArithInstr[2];
2399 GLubyte regsAssigned[2];
2400 GLubyte NumPasses; /**< 1 or 2 */
2401 /**
2402 * Current compile stage: 0 setup pass1, 1 arith pass1,
2403 * 2 setup pass2, 3 arith pass2.
2404 */
2405 GLubyte cur_pass;
2406 GLubyte last_optype;
2407 GLboolean interpinp1;
2408 GLboolean isValid;
2409 /**
2410 * Array of 2 bit values for each tex unit to remember whether
2411 * STR or STQ swizzle was used
2412 */
2413 GLuint swizzlerq;
2414 struct gl_program *Program;
2415 };
2416
2417 /**
2418 * Context state for GL_ATI_fragment_shader
2419 */
2420 struct gl_ati_fragment_shader_state
2421 {
2422 GLboolean Enabled;
2423 GLboolean Compiling;
2424 GLfloat GlobalConstants[8][4];
2425 struct ati_fragment_shader *Current;
2426 };
2427
2428 /**
2429 * Shader subroutine function definition
2430 */
2431 struct gl_subroutine_function
2432 {
2433 char *name;
2434 int index;
2435 int num_compat_types;
2436 const struct glsl_type **types;
2437 };
2438
2439 /**
2440 * Shader information needed by both gl_shader and gl_linked shader.
2441 */
2442 struct gl_shader_info
2443 {
2444 /**
2445 * Tessellation Control shader state from layout qualifiers.
2446 */
2447 struct {
2448 /**
2449 * 0 - vertices not declared in shader, or
2450 * 1 .. GL_MAX_PATCH_VERTICES
2451 */
2452 GLint VerticesOut;
2453 } TessCtrl;
2454
2455 /**
2456 * Tessellation Evaluation shader state from layout qualifiers.
2457 */
2458 struct {
2459 /**
2460 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2461 * in this shader.
2462 */
2463 GLenum16 PrimitiveMode;
2464
2465 enum gl_tess_spacing Spacing;
2466
2467 /**
2468 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2469 */
2470 GLenum16 VertexOrder;
2471 /**
2472 * 1, 0, or -1 if it's not set in this shader.
2473 */
2474 int PointMode;
2475 } TessEval;
2476
2477 /**
2478 * Geometry shader state from GLSL 1.50 layout qualifiers.
2479 */
2480 struct {
2481 GLint VerticesOut;
2482 /**
2483 * 0 - Invocations count not declared in shader, or
2484 * 1 .. Const.MaxGeometryShaderInvocations
2485 */
2486 GLint Invocations;
2487 /**
2488 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2489 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2490 * shader.
2491 */
2492 GLenum16 InputType;
2493 /**
2494 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2495 * it's not set in this shader.
2496 */
2497 GLenum16 OutputType;
2498 } Geom;
2499
2500 /**
2501 * Compute shader state from ARB_compute_shader and
2502 * ARB_compute_variable_group_size layout qualifiers.
2503 */
2504 struct {
2505 /**
2506 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2507 * it's not set in this shader.
2508 */
2509 unsigned LocalSize[3];
2510
2511 /**
2512 * Whether a variable work group size has been specified as defined by
2513 * ARB_compute_variable_group_size.
2514 */
2515 bool LocalSizeVariable;
2516
2517 /*
2518 * Arrangement of invocations used to calculate derivatives in a compute
2519 * shader. From NV_compute_shader_derivatives.
2520 */
2521 enum gl_derivative_group DerivativeGroup;
2522 } Comp;
2523 };
2524
2525 /**
2526 * A linked GLSL shader object.
2527 */
2528 struct gl_linked_shader
2529 {
2530 gl_shader_stage Stage;
2531
2532 #ifdef DEBUG
2533 unsigned SourceChecksum;
2534 #endif
2535
2536 struct gl_program *Program; /**< Post-compile assembly code */
2537
2538 /**
2539 * \name Sampler tracking
2540 *
2541 * \note Each of these fields is only set post-linking.
2542 */
2543 /*@{*/
2544 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2545 /*@}*/
2546
2547 /**
2548 * Number of default uniform block components used by this shader.
2549 *
2550 * This field is only set post-linking.
2551 */
2552 unsigned num_uniform_components;
2553
2554 /**
2555 * Number of combined uniform components used by this shader.
2556 *
2557 * This field is only set post-linking. It is the sum of the uniform block
2558 * sizes divided by sizeof(float), and num_uniform_compoennts.
2559 */
2560 unsigned num_combined_uniform_components;
2561
2562 struct exec_list *ir;
2563 struct exec_list *packed_varyings;
2564 struct exec_list *fragdata_arrays;
2565 struct glsl_symbol_table *symbols;
2566
2567 /**
2568 * ARB_gl_spirv related data.
2569 *
2570 * This is actually a reference to the gl_shader::spirv_data, which
2571 * stores information that is also needed during linking.
2572 */
2573 struct gl_shader_spirv_data *spirv_data;
2574 };
2575
2576
2577 /**
2578 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2579 * was skipped due to the shader matching one that's been seen before by
2580 * the on-disk cache.
2581 */
2582 enum gl_compile_status
2583 {
2584 COMPILE_FAILURE = 0,
2585 COMPILE_SUCCESS,
2586 COMPILE_SKIPPED
2587 };
2588
2589 /**
2590 * A GLSL shader object.
2591 */
2592 struct gl_shader
2593 {
2594 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2595 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2596 * Must be the first field.
2597 */
2598 GLenum16 Type;
2599 gl_shader_stage Stage;
2600 GLuint Name; /**< AKA the handle */
2601 GLint RefCount; /**< Reference count */
2602 GLchar *Label; /**< GL_KHR_debug */
2603 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2604 GLboolean DeletePending;
2605 bool IsES; /**< True if this shader uses GLSL ES */
2606
2607 enum gl_compile_status CompileStatus;
2608
2609 #ifdef DEBUG
2610 unsigned SourceChecksum; /**< for debug/logging purposes */
2611 #endif
2612 const GLchar *Source; /**< Source code string */
2613
2614 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2615
2616 GLchar *InfoLog;
2617
2618 unsigned Version; /**< GLSL version used for linking */
2619
2620 /**
2621 * A bitmask of gl_advanced_blend_mode values
2622 */
2623 GLbitfield BlendSupport;
2624
2625 struct exec_list *ir;
2626 struct glsl_symbol_table *symbols;
2627
2628 /**
2629 * Whether early fragment tests are enabled as defined by
2630 * ARB_shader_image_load_store.
2631 */
2632 bool EarlyFragmentTests;
2633
2634 bool ARB_fragment_coord_conventions_enable;
2635
2636 bool redeclares_gl_fragcoord;
2637 bool uses_gl_fragcoord;
2638
2639 bool PostDepthCoverage;
2640 bool PixelInterlockOrdered;
2641 bool PixelInterlockUnordered;
2642 bool SampleInterlockOrdered;
2643 bool SampleInterlockUnordered;
2644 bool InnerCoverage;
2645
2646 /**
2647 * Fragment shader state from GLSL 1.50 layout qualifiers.
2648 */
2649 bool origin_upper_left;
2650 bool pixel_center_integer;
2651
2652 /**
2653 * Whether bindless_sampler/bindless_image, and respectively
2654 * bound_sampler/bound_image are declared at global scope as defined by
2655 * ARB_bindless_texture.
2656 */
2657 bool bindless_sampler;
2658 bool bindless_image;
2659 bool bound_sampler;
2660 bool bound_image;
2661
2662 /** Global xfb_stride out qualifier if any */
2663 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2664
2665 struct gl_shader_info info;
2666
2667 /* ARB_gl_spirv related data */
2668 struct gl_shader_spirv_data *spirv_data;
2669 };
2670
2671
2672 struct gl_uniform_buffer_variable
2673 {
2674 char *Name;
2675
2676 /**
2677 * Name of the uniform as seen by glGetUniformIndices.
2678 *
2679 * glGetUniformIndices requires that the block instance index \b not be
2680 * present in the name of queried uniforms.
2681 *
2682 * \note
2683 * \c gl_uniform_buffer_variable::IndexName and
2684 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2685 */
2686 char *IndexName;
2687
2688 const struct glsl_type *Type;
2689 unsigned int Offset;
2690 GLboolean RowMajor;
2691 };
2692
2693
2694 struct gl_uniform_block
2695 {
2696 /** Declared name of the uniform block */
2697 char *Name;
2698
2699 /** Array of supplemental information about UBO ir_variables. */
2700 struct gl_uniform_buffer_variable *Uniforms;
2701 GLuint NumUniforms;
2702
2703 /**
2704 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2705 * with glBindBufferBase to bind a buffer object to this uniform block.
2706 */
2707 GLuint Binding;
2708
2709 /**
2710 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2711 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2712 */
2713 GLuint UniformBufferSize;
2714
2715 /** Stages that reference this block */
2716 uint8_t stageref;
2717
2718 /**
2719 * Linearized array index for uniform block instance arrays
2720 *
2721 * Given a uniform block instance array declared with size
2722 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2723 * have the linearized array index
2724 *
2725 * m-1 m
2726 * i_m + ∑ i_j * ∏ s_k
2727 * j=0 k=j+1
2728 *
2729 * For a uniform block instance that is not an array, this is always 0.
2730 */
2731 uint8_t linearized_array_index;
2732
2733 /**
2734 * Layout specified in the shader
2735 *
2736 * This isn't accessible through the API, but it is used while
2737 * cross-validating uniform blocks.
2738 */
2739 enum glsl_interface_packing _Packing;
2740 GLboolean _RowMajor;
2741 };
2742
2743 /**
2744 * Structure that represents a reference to an atomic buffer from some
2745 * shader program.
2746 */
2747 struct gl_active_atomic_buffer
2748 {
2749 /** Uniform indices of the atomic counters declared within it. */
2750 GLuint *Uniforms;
2751 GLuint NumUniforms;
2752
2753 /** Binding point index associated with it. */
2754 GLuint Binding;
2755
2756 /** Minimum reasonable size it is expected to have. */
2757 GLuint MinimumSize;
2758
2759 /** Shader stages making use of it. */
2760 GLboolean StageReferences[MESA_SHADER_STAGES];
2761 };
2762
2763 /**
2764 * Data container for shader queries. This holds only the minimal
2765 * amount of required information for resource queries to work.
2766 */
2767 struct gl_shader_variable
2768 {
2769 /**
2770 * Declared type of the variable
2771 */
2772 const struct glsl_type *type;
2773
2774 /**
2775 * If the variable is in an interface block, this is the type of the block.
2776 */
2777 const struct glsl_type *interface_type;
2778
2779 /**
2780 * For variables inside structs (possibly recursively), this is the
2781 * outermost struct type.
2782 */
2783 const struct glsl_type *outermost_struct_type;
2784
2785 /**
2786 * Declared name of the variable
2787 */
2788 char *name;
2789
2790 /**
2791 * Storage location of the base of this variable
2792 *
2793 * The precise meaning of this field depends on the nature of the variable.
2794 *
2795 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2796 * - Vertex shader output: one of the values from \c gl_varying_slot.
2797 * - Geometry shader input: one of the values from \c gl_varying_slot.
2798 * - Geometry shader output: one of the values from \c gl_varying_slot.
2799 * - Fragment shader input: one of the values from \c gl_varying_slot.
2800 * - Fragment shader output: one of the values from \c gl_frag_result.
2801 * - Uniforms: Per-stage uniform slot number for default uniform block.
2802 * - Uniforms: Index within the uniform block definition for UBO members.
2803 * - Non-UBO Uniforms: explicit location until linking then reused to
2804 * store uniform slot number.
2805 * - Other: This field is not currently used.
2806 *
2807 * If the variable is a uniform, shader input, or shader output, and the
2808 * slot has not been assigned, the value will be -1.
2809 */
2810 int location;
2811
2812 /**
2813 * Specifies the first component the variable is stored in as per
2814 * ARB_enhanced_layouts.
2815 */
2816 unsigned component:2;
2817
2818 /**
2819 * Output index for dual source blending.
2820 *
2821 * \note
2822 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2823 * source blending.
2824 */
2825 unsigned index:1;
2826
2827 /**
2828 * Specifies whether a shader input/output is per-patch in tessellation
2829 * shader stages.
2830 */
2831 unsigned patch:1;
2832
2833 /**
2834 * Storage class of the variable.
2835 *
2836 * \sa (n)ir_variable_mode
2837 */
2838 unsigned mode:4;
2839
2840 /**
2841 * Interpolation mode for shader inputs / outputs
2842 *
2843 * \sa glsl_interp_mode
2844 */
2845 unsigned interpolation:2;
2846
2847 /**
2848 * Was the location explicitly set in the shader?
2849 *
2850 * If the location is explicitly set in the shader, it \b cannot be changed
2851 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2852 * no effect).
2853 */
2854 unsigned explicit_location:1;
2855
2856 /**
2857 * Precision qualifier.
2858 */
2859 unsigned precision:2;
2860 };
2861
2862 /**
2863 * Active resource in a gl_shader_program
2864 */
2865 struct gl_program_resource
2866 {
2867 GLenum16 Type; /** Program interface type. */
2868 const void *Data; /** Pointer to resource associated data structure. */
2869 uint8_t StageReferences; /** Bitmask of shader stage references. */
2870 };
2871
2872 /**
2873 * Link status enum. LINKING_SKIPPED is used to indicate linking
2874 * was skipped due to the shader being loaded from the on-disk cache.
2875 */
2876 enum gl_link_status
2877 {
2878 LINKING_FAILURE = 0,
2879 LINKING_SUCCESS,
2880 LINKING_SKIPPED
2881 };
2882
2883 /**
2884 * A data structure to be shared by gl_shader_program and gl_program.
2885 */
2886 struct gl_shader_program_data
2887 {
2888 GLint RefCount; /**< Reference count */
2889
2890 /** SHA1 hash of linked shader program */
2891 unsigned char sha1[20];
2892
2893 unsigned NumUniformStorage;
2894 unsigned NumHiddenUniforms;
2895 struct gl_uniform_storage *UniformStorage;
2896
2897 unsigned NumUniformBlocks;
2898 unsigned NumShaderStorageBlocks;
2899
2900 struct gl_uniform_block *UniformBlocks;
2901 struct gl_uniform_block *ShaderStorageBlocks;
2902
2903 struct gl_active_atomic_buffer *AtomicBuffers;
2904 unsigned NumAtomicBuffers;
2905
2906 /* Shader cache variables used during restore */
2907 unsigned NumUniformDataSlots;
2908 union gl_constant_value *UniformDataSlots;
2909
2910 /* Used to hold initial uniform values for program binary restores.
2911 *
2912 * From the ARB_get_program_binary spec:
2913 *
2914 * "A successful call to ProgramBinary will reset all uniform
2915 * variables to their initial values. The initial value is either
2916 * the value of the variable's initializer as specified in the
2917 * original shader source, or 0 if no initializer was present.
2918 */
2919 union gl_constant_value *UniformDataDefaults;
2920
2921 /** Hash for quick search by name. */
2922 struct hash_table_u64 *ProgramResourceHash;
2923
2924 GLboolean Validated;
2925
2926 /** List of all active resources after linking. */
2927 struct gl_program_resource *ProgramResourceList;
2928 unsigned NumProgramResourceList;
2929
2930 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2931 GLchar *InfoLog;
2932
2933 unsigned Version; /**< GLSL version used for linking */
2934
2935 /* Mask of stages this program was linked against */
2936 unsigned linked_stages;
2937
2938 /* Whether the shaders of this program are loaded from SPIR-V binaries
2939 * (all have the SPIR_V_BINARY_ARB state). This was introduced by the
2940 * ARB_gl_spirv extension.
2941 */
2942 bool spirv;
2943 };
2944
2945 /**
2946 * A GLSL program object.
2947 * Basically a linked collection of vertex and fragment shaders.
2948 */
2949 struct gl_shader_program
2950 {
2951 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2952 GLuint Name; /**< aka handle or ID */
2953 GLchar *Label; /**< GL_KHR_debug */
2954 GLint RefCount; /**< Reference count */
2955 GLboolean DeletePending;
2956
2957 /**
2958 * Is the application intending to glGetProgramBinary this program?
2959 *
2960 * BinaryRetrievableHint is the currently active hint that gets set
2961 * during initialization and after linking and BinaryRetrievableHintPending
2962 * is the hint set by the user to be active when program is linked next time.
2963 */
2964 GLboolean BinaryRetrievableHint;
2965 GLboolean BinaryRetrievableHintPending;
2966
2967 /**
2968 * Indicates whether program can be bound for individual pipeline stages
2969 * using UseProgramStages after it is next linked.
2970 */
2971 GLboolean SeparateShader;
2972
2973 GLuint NumShaders; /**< number of attached shaders */
2974 struct gl_shader **Shaders; /**< List of attached the shaders */
2975
2976 /**
2977 * User-defined attribute bindings
2978 *
2979 * These are set via \c glBindAttribLocation and are used to direct the
2980 * GLSL linker. These are \b not the values used in the compiled shader,
2981 * and they are \b not the values returned by \c glGetAttribLocation.
2982 */
2983 struct string_to_uint_map *AttributeBindings;
2984
2985 /**
2986 * User-defined fragment data bindings
2987 *
2988 * These are set via \c glBindFragDataLocation and are used to direct the
2989 * GLSL linker. These are \b not the values used in the compiled shader,
2990 * and they are \b not the values returned by \c glGetFragDataLocation.
2991 */
2992 struct string_to_uint_map *FragDataBindings;
2993 struct string_to_uint_map *FragDataIndexBindings;
2994
2995 /**
2996 * Transform feedback varyings last specified by
2997 * glTransformFeedbackVaryings().
2998 *
2999 * For the current set of transform feedback varyings used for transform
3000 * feedback output, see LinkedTransformFeedback.
3001 */
3002 struct {
3003 GLenum16 BufferMode;
3004 /** Global xfb_stride out qualifier if any */
3005 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3006 GLuint NumVarying;
3007 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
3008 } TransformFeedback;
3009
3010 struct gl_program *last_vert_prog;
3011
3012 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3013 enum gl_frag_depth_layout FragDepthLayout;
3014
3015 /**
3016 * Geometry shader state - copied into gl_program by
3017 * _mesa_copy_linked_program_data().
3018 */
3019 struct {
3020 GLint VerticesIn;
3021
3022 bool UsesEndPrimitive;
3023 bool UsesStreams;
3024 } Geom;
3025
3026 /**
3027 * Compute shader state - copied into gl_program by
3028 * _mesa_copy_linked_program_data().
3029 */
3030 struct {
3031 /**
3032 * Size of shared variables accessed by the compute shader.
3033 */
3034 unsigned SharedSize;
3035 } Comp;
3036
3037 /** Data shared by gl_program and gl_shader_program */
3038 struct gl_shader_program_data *data;
3039
3040 /**
3041 * Mapping from GL uniform locations returned by \c glUniformLocation to
3042 * UniformStorage entries. Arrays will have multiple contiguous slots
3043 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3044 */
3045 unsigned NumUniformRemapTable;
3046 struct gl_uniform_storage **UniformRemapTable;
3047
3048 /**
3049 * Sometimes there are empty slots left over in UniformRemapTable after we
3050 * allocate slots to explicit locations. This list stores the blocks of
3051 * continuous empty slots inside UniformRemapTable.
3052 */
3053 struct exec_list EmptyUniformLocations;
3054
3055 /**
3056 * Total number of explicit uniform location including inactive uniforms.
3057 */
3058 unsigned NumExplicitUniformLocations;
3059
3060 /**
3061 * Map of active uniform names to locations
3062 *
3063 * Maps any active uniform that is not an array element to a location.
3064 * Each active uniform, including individual structure members will appear
3065 * in this map. This roughly corresponds to the set of names that would be
3066 * enumerated by \c glGetActiveUniform.
3067 */
3068 struct string_to_uint_map *UniformHash;
3069
3070 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3071
3072 bool IsES; /**< True if this program uses GLSL ES */
3073
3074 /**
3075 * Per-stage shaders resulting from the first stage of linking.
3076 *
3077 * Set of linked shaders for this program. The array is accessed using the
3078 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3079 * \c NULL.
3080 */
3081 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3082
3083 /**
3084 * True if any of the fragment shaders attached to this program use:
3085 * #extension ARB_fragment_coord_conventions: enable
3086 */
3087 GLboolean ARB_fragment_coord_conventions_enable;
3088 };
3089
3090
3091 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3092 #define GLSL_LOG 0x2 /**< Write shaders to files */
3093 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3094 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3095 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3096 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3097 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3098 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3099 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3100 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3101
3102
3103 /**
3104 * Context state for GLSL vertex/fragment shaders.
3105 * Extended to support pipeline object
3106 */
3107 struct gl_pipeline_object
3108 {
3109 /** Name of the pipeline object as received from glGenProgramPipelines.
3110 * It would be 0 for shaders without separate shader objects.
3111 */
3112 GLuint Name;
3113
3114 GLint RefCount;
3115
3116 GLchar *Label; /**< GL_KHR_debug */
3117
3118 /**
3119 * Programs used for rendering
3120 *
3121 * There is a separate program set for each shader stage.
3122 */
3123 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3124
3125 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3126
3127 /**
3128 * Program used by glUniform calls.
3129 *
3130 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3131 */
3132 struct gl_shader_program *ActiveProgram;
3133
3134 GLbitfield Flags; /**< Mask of GLSL_x flags */
3135 GLboolean EverBound; /**< Has the pipeline object been created */
3136 GLboolean Validated; /**< Pipeline Validation status */
3137
3138 GLchar *InfoLog;
3139 };
3140
3141 /**
3142 * Context state for GLSL pipeline shaders.
3143 */
3144 struct gl_pipeline_shader_state
3145 {
3146 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3147 struct gl_pipeline_object *Current;
3148
3149 /** Default Object to ensure that _Shader is never NULL */
3150 struct gl_pipeline_object *Default;
3151
3152 /** Pipeline objects */
3153 struct _mesa_HashTable *Objects;
3154 };
3155
3156 /**
3157 * Compiler options for a single GLSL shaders type
3158 */
3159 struct gl_shader_compiler_options
3160 {
3161 /** Driver-selectable options: */
3162 GLboolean EmitNoLoops;
3163 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3164 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3165 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3166 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3167 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3168 * gl_CullDistance together from
3169 * float[8] to vec4[2]
3170 **/
3171
3172 /**
3173 * \name Forms of indirect addressing the driver cannot do.
3174 */
3175 /*@{*/
3176 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3177 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3178 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3179 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3180 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3181 /*@}*/
3182
3183 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3184 GLuint MaxUnrollIterations;
3185
3186 /**
3187 * Optimize code for array of structures backends.
3188 *
3189 * This is a proxy for:
3190 * - preferring DP4 instructions (rather than MUL/MAD) for
3191 * matrix * vector operations, such as position transformation.
3192 */
3193 GLboolean OptimizeForAOS;
3194
3195 /** Lower UBO and SSBO access to intrinsics. */
3196 GLboolean LowerBufferInterfaceBlocks;
3197
3198 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3199 GLboolean ClampBlockIndicesToArrayBounds;
3200
3201 /** (driconf) Force gl_Position to be considered invariant */
3202 GLboolean PositionAlwaysInvariant;
3203
3204 const struct nir_shader_compiler_options *NirOptions;
3205 };
3206
3207
3208 /**
3209 * Occlusion/timer query object.
3210 */
3211 struct gl_query_object
3212 {
3213 GLenum16 Target; /**< The query target, when active */
3214 GLuint Id; /**< hash table ID/name */
3215 GLchar *Label; /**< GL_KHR_debug */
3216 GLuint64EXT Result; /**< the counter */
3217 GLboolean Active; /**< inside Begin/EndQuery */
3218 GLboolean Ready; /**< result is ready? */
3219 GLboolean EverBound;/**< has query object ever been bound */
3220 GLuint Stream; /**< The stream */
3221 };
3222
3223
3224 /**
3225 * Context state for query objects.
3226 */
3227 struct gl_query_state
3228 {
3229 struct _mesa_HashTable *QueryObjects;
3230 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3231 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3232
3233 /** GL_NV_conditional_render */
3234 struct gl_query_object *CondRenderQuery;
3235
3236 /** GL_EXT_transform_feedback */
3237 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3238 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3239
3240 /** GL_ARB_transform_feedback_overflow_query */
3241 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3242 struct gl_query_object *TransformFeedbackOverflowAny;
3243
3244 /** GL_ARB_timer_query */
3245 struct gl_query_object *TimeElapsed;
3246
3247 /** GL_ARB_pipeline_statistics_query */
3248 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3249
3250 GLenum16 CondRenderMode;
3251 };
3252
3253
3254 /** Sync object state */
3255 struct gl_sync_object
3256 {
3257 GLuint Name; /**< Fence name */
3258 GLint RefCount; /**< Reference count */
3259 GLchar *Label; /**< GL_KHR_debug */
3260 GLboolean DeletePending; /**< Object was deleted while there were still
3261 * live references (e.g., sync not yet finished)
3262 */
3263 GLenum16 SyncCondition;
3264 GLbitfield Flags; /**< Flags passed to glFenceSync */
3265 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3266 };
3267
3268
3269 /**
3270 * State which can be shared by multiple contexts:
3271 */
3272 struct gl_shared_state
3273 {
3274 simple_mtx_t Mutex; /**< for thread safety */
3275 GLint RefCount; /**< Reference count */
3276 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3277 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3278 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3279
3280 /** Default texture objects (shared by all texture units) */
3281 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3282
3283 /** Fallback texture used when a bound texture is incomplete */
3284 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3285
3286 /**
3287 * \name Thread safety and statechange notification for texture
3288 * objects.
3289 *
3290 * \todo Improve the granularity of locking.
3291 */
3292 /*@{*/
3293 mtx_t TexMutex; /**< texobj thread safety */
3294 GLuint TextureStateStamp; /**< state notification for shared tex */
3295 /*@}*/
3296
3297 /** Default buffer object for vertex arrays that aren't in VBOs */
3298 struct gl_buffer_object *NullBufferObj;
3299
3300 /**
3301 * \name Vertex/geometry/fragment programs
3302 */
3303 /*@{*/
3304 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3305 struct gl_program *DefaultVertexProgram;
3306 struct gl_program *DefaultFragmentProgram;
3307 /*@}*/
3308
3309 /* GL_ATI_fragment_shader */
3310 struct _mesa_HashTable *ATIShaders;
3311 struct ati_fragment_shader *DefaultFragmentShader;
3312
3313 struct _mesa_HashTable *BufferObjects;
3314
3315 /** Table of both gl_shader and gl_shader_program objects */
3316 struct _mesa_HashTable *ShaderObjects;
3317
3318 /* GL_EXT_framebuffer_object */
3319 struct _mesa_HashTable *RenderBuffers;
3320 struct _mesa_HashTable *FrameBuffers;
3321
3322 /* GL_ARB_sync */
3323 struct set *SyncObjects;
3324
3325 /** GL_ARB_sampler_objects */
3326 struct _mesa_HashTable *SamplerObjects;
3327
3328 /* GL_ARB_bindless_texture */
3329 struct hash_table_u64 *TextureHandles;
3330 struct hash_table_u64 *ImageHandles;
3331 mtx_t HandlesMutex; /**< For texture/image handles safety */
3332
3333 /* GL_ARB_shading_language_include */
3334 struct shader_includes *ShaderIncludes;
3335 /* glCompileShaderInclude expects ShaderIncludes not to change while it is
3336 * in progress.
3337 */
3338 mtx_t ShaderIncludeMutex;
3339
3340 /**
3341 * Some context in this share group was affected by a GPU reset
3342 *
3343 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3344 * been affected by a GPU reset must also return
3345 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3346 *
3347 * Once this field becomes true, it is never reset to false.
3348 */
3349 bool ShareGroupReset;
3350
3351 /** EXT_external_objects */
3352 struct _mesa_HashTable *MemoryObjects;
3353
3354 /** EXT_semaphore */
3355 struct _mesa_HashTable *SemaphoreObjects;
3356
3357 /**
3358 * Some context in this share group was affected by a disjoint
3359 * operation. This operation can be anything that has effects on
3360 * values of timer queries in such manner that they become invalid for
3361 * performance metrics. As example gpu reset, counter overflow or gpu
3362 * frequency changes.
3363 */
3364 bool DisjointOperation;
3365 };
3366
3367
3368
3369 /**
3370 * Renderbuffers represent drawing surfaces such as color, depth and/or
3371 * stencil. A framebuffer object has a set of renderbuffers.
3372 * Drivers will typically derive subclasses of this type.
3373 */
3374 struct gl_renderbuffer
3375 {
3376 simple_mtx_t Mutex; /**< for thread safety */
3377 GLuint ClassID; /**< Useful for drivers */
3378 GLuint Name;
3379 GLchar *Label; /**< GL_KHR_debug */
3380 GLint RefCount;
3381 GLuint Width, Height;
3382 GLuint Depth;
3383 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3384 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3385 /**
3386 * True for renderbuffers that wrap textures, giving the driver a chance to
3387 * flush render caches through the FinishRenderTexture hook.
3388 *
3389 * Drivers may also set this on renderbuffers other than those generated by
3390 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3391 * called without a rb->TexImage.
3392 */
3393 GLboolean NeedsFinishRenderTexture;
3394 GLubyte NumSamples; /**< zero means not multisampled */
3395 GLubyte NumStorageSamples; /**< for AMD_framebuffer_multisample_advanced */
3396 GLenum16 InternalFormat; /**< The user-specified format */
3397 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3398 GL_STENCIL_INDEX. */
3399 mesa_format Format; /**< The actual renderbuffer memory format */
3400 /**
3401 * Pointer to the texture image if this renderbuffer wraps a texture,
3402 * otherwise NULL.
3403 *
3404 * Note that the reference on the gl_texture_object containing this
3405 * TexImage is held by the gl_renderbuffer_attachment.
3406 */
3407 struct gl_texture_image *TexImage;
3408
3409 /** Delete this renderbuffer */
3410 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3411
3412 /** Allocate new storage for this renderbuffer */
3413 GLboolean (*AllocStorage)(struct gl_context *ctx,
3414 struct gl_renderbuffer *rb,
3415 GLenum internalFormat,
3416 GLuint width, GLuint height);
3417 };
3418
3419
3420 /**
3421 * A renderbuffer attachment points to either a texture object (and specifies
3422 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3423 */
3424 struct gl_renderbuffer_attachment
3425 {
3426 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3427 GLboolean Complete;
3428
3429 /**
3430 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3431 * application supplied renderbuffer object.
3432 */
3433 struct gl_renderbuffer *Renderbuffer;
3434
3435 /**
3436 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3437 * supplied texture object.
3438 */
3439 struct gl_texture_object *Texture;
3440 GLuint TextureLevel; /**< Attached mipmap level. */
3441 GLsizei NumSamples; /**< from FramebufferTexture2DMultisampleEXT */
3442 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3443 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3444 * and 2D array textures */
3445 GLboolean Layered;
3446 };
3447
3448
3449 /**
3450 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3451 * In C++ terms, think of this as a base class from which device drivers
3452 * will make derived classes.
3453 */
3454 struct gl_framebuffer
3455 {
3456 simple_mtx_t Mutex; /**< for thread safety */
3457 /**
3458 * If zero, this is a window system framebuffer. If non-zero, this
3459 * is a FBO framebuffer; note that for some devices (i.e. those with
3460 * a natural pixel coordinate system for FBOs that differs from the
3461 * OpenGL/Mesa coordinate system), this means that the viewport,
3462 * polygon face orientation, and polygon stipple will have to be inverted.
3463 */
3464 GLuint Name;
3465 GLint RefCount;
3466
3467 GLchar *Label; /**< GL_KHR_debug */
3468
3469 GLboolean DeletePending;
3470
3471 /**
3472 * The framebuffer's visual. Immutable if this is a window system buffer.
3473 * Computed from attachments if user-made FBO.
3474 */
3475 struct gl_config Visual;
3476
3477 /**
3478 * Size of frame buffer in pixels. If there are no attachments, then both
3479 * of these are 0.
3480 */
3481 GLuint Width, Height;
3482
3483 /**
3484 * In the case that the framebuffer has no attachment (i.e.
3485 * GL_ARB_framebuffer_no_attachments) then the geometry of
3486 * the framebuffer is specified by the default values.
3487 */
3488 struct {
3489 GLuint Width, Height, Layers, NumSamples;
3490 GLboolean FixedSampleLocations;
3491 /* Derived from NumSamples by the driver so that it can choose a valid
3492 * value for the hardware.
3493 */
3494 GLuint _NumSamples;
3495 } DefaultGeometry;
3496
3497 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3498 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3499 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3500 */
3501 /*@{*/
3502 GLint _Xmin, _Xmax;
3503 GLint _Ymin, _Ymax;
3504 /*@}*/
3505
3506 /** \name Derived Z buffer stuff */
3507 /*@{*/
3508 GLuint _DepthMax; /**< Max depth buffer value */
3509 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3510 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3511 /*@}*/
3512
3513 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3514 GLenum16 _Status;
3515
3516 /** Whether one of Attachment has Type != GL_NONE
3517 * NOTE: the values for Width and Height are set to 0 in case of having
3518 * no attachments, a backend driver supporting the extension
3519 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3520 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3521 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3522 * _Ymax do NOT take into account _HasAttachments being false). To get the
3523 * geometry of the framebuffer, the helper functions
3524 * _mesa_geometric_width(),
3525 * _mesa_geometric_height(),
3526 * _mesa_geometric_samples() and
3527 * _mesa_geometric_layers()
3528 * are available that check _HasAttachments.
3529 */
3530 bool _HasAttachments;
3531
3532 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3533 GLbitfield _RGBBuffers; /**< Which color buffers have baseformat == RGB */
3534 GLbitfield _FP32Buffers; /**< Which color buffers are FP32 */
3535
3536 /* ARB_color_buffer_float */
3537 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3538 GLboolean _HasSNormOrFloatColorBuffer;
3539
3540 /**
3541 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3542 * is not layered. For cube maps and cube map arrays, each cube face
3543 * counts as a layer. As the case for Width, Height a backend driver
3544 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3545 * in the case that _HasAttachments is false
3546 */
3547 GLuint MaxNumLayers;
3548
3549 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3550 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3551
3552 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3553 * attribute group and GL_PIXEL attribute group, respectively.
3554 */
3555 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3556 GLenum16 ColorReadBuffer;
3557
3558 /* GL_ARB_sample_locations */
3559 GLfloat *SampleLocationTable; /**< If NULL, no table has been specified */
3560 GLboolean ProgrammableSampleLocations;
3561 GLboolean SampleLocationPixelGrid;
3562
3563 /** Computed from ColorDraw/ReadBuffer above */
3564 GLuint _NumColorDrawBuffers;
3565 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3566 gl_buffer_index _ColorReadBufferIndex;
3567 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3568 struct gl_renderbuffer *_ColorReadBuffer;
3569
3570 /* GL_MESA_framebuffer_flip_y */
3571 bool FlipY;
3572
3573 /** Delete this framebuffer */
3574 void (*Delete)(struct gl_framebuffer *fb);
3575 };
3576
3577
3578 /**
3579 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3580 */
3581 struct gl_precision
3582 {
3583 GLushort RangeMin; /**< min value exponent */
3584 GLushort RangeMax; /**< max value exponent */
3585 GLushort Precision; /**< number of mantissa bits */
3586 };
3587
3588
3589 /**
3590 * Limits for vertex, geometry and fragment programs/shaders.
3591 */
3592 struct gl_program_constants
3593 {
3594 /* logical limits */
3595 GLuint MaxInstructions;
3596 GLuint MaxAluInstructions;
3597 GLuint MaxTexInstructions;
3598 GLuint MaxTexIndirections;
3599 GLuint MaxAttribs;
3600 GLuint MaxTemps;
3601 GLuint MaxAddressRegs;
3602 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3603 GLuint MaxParameters;
3604 GLuint MaxLocalParams;
3605 GLuint MaxEnvParams;
3606 /* native/hardware limits */
3607 GLuint MaxNativeInstructions;
3608 GLuint MaxNativeAluInstructions;
3609 GLuint MaxNativeTexInstructions;
3610 GLuint MaxNativeTexIndirections;
3611 GLuint MaxNativeAttribs;
3612 GLuint MaxNativeTemps;
3613 GLuint MaxNativeAddressRegs;
3614 GLuint MaxNativeParameters;
3615 /* For shaders */
3616 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3617
3618 /**
3619 * \name Per-stage input / output limits
3620 *
3621 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3622 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3623 * ES). This is stored as \c gl_constants::MaxVarying.
3624 *
3625 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3626 * variables. Each stage as a certain number of outputs that it can feed
3627 * to the next stage and a certain number inputs that it can consume from
3628 * the previous stage.
3629 *
3630 * Vertex shader inputs do not participate this in this accounting.
3631 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3632 *
3633 * Fragment shader outputs do not participate this in this accounting.
3634 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3635 */
3636 /*@{*/
3637 GLuint MaxInputComponents;
3638 GLuint MaxOutputComponents;
3639 /*@}*/
3640
3641 /* ES 2.0 and GL_ARB_ES2_compatibility */
3642 struct gl_precision LowFloat, MediumFloat, HighFloat;
3643 struct gl_precision LowInt, MediumInt, HighInt;
3644 /* GL_ARB_uniform_buffer_object */
3645 GLuint MaxUniformBlocks;
3646 uint64_t MaxCombinedUniformComponents;
3647 GLuint MaxTextureImageUnits;
3648
3649 /* GL_ARB_shader_atomic_counters */
3650 GLuint MaxAtomicBuffers;
3651 GLuint MaxAtomicCounters;
3652
3653 /* GL_ARB_shader_image_load_store */
3654 GLuint MaxImageUniforms;
3655
3656 /* GL_ARB_shader_storage_buffer_object */
3657 GLuint MaxShaderStorageBlocks;
3658 };
3659
3660 /**
3661 * Constants which may be overridden by device driver during context creation
3662 * but are never changed after that.
3663 */
3664 struct gl_constants
3665 {
3666 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3667 GLuint MaxTextureSize; /**< Max 1D/2D texture size, in pixels*/
3668 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3669 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3670 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3671 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3672 GLuint MaxTextureCoordUnits;
3673 GLuint MaxCombinedTextureImageUnits;
3674 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3675 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3676 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3677 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3678
3679 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3680
3681 GLuint MaxArrayLockSize;
3682
3683 GLint SubPixelBits;
3684
3685 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3686 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3687 GLfloat PointSizeGranularity;
3688 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3689 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3690 GLfloat LineWidthGranularity;
3691
3692 GLuint MaxClipPlanes;
3693 GLuint MaxLights;
3694 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3695 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3696
3697 GLuint MaxViewportWidth, MaxViewportHeight;
3698 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3699 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3700 struct {
3701 GLfloat Min;
3702 GLfloat Max;
3703 } ViewportBounds; /**< GL_ARB_viewport_array */
3704 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3705
3706 struct gl_program_constants Program[MESA_SHADER_STAGES];
3707 GLuint MaxProgramMatrices;
3708 GLuint MaxProgramMatrixStackDepth;
3709
3710 struct {
3711 GLuint SamplesPassed;
3712 GLuint TimeElapsed;
3713 GLuint Timestamp;
3714 GLuint PrimitivesGenerated;
3715 GLuint PrimitivesWritten;
3716 GLuint VerticesSubmitted;
3717 GLuint PrimitivesSubmitted;
3718 GLuint VsInvocations;
3719 GLuint TessPatches;
3720 GLuint TessInvocations;
3721 GLuint GsInvocations;
3722 GLuint GsPrimitives;
3723 GLuint FsInvocations;
3724 GLuint ComputeInvocations;
3725 GLuint ClInPrimitives;
3726 GLuint ClOutPrimitives;
3727 } QueryCounterBits;
3728
3729 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3730
3731 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3732 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3733 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3734
3735 /**
3736 * GL_ARB_framebuffer_no_attachments
3737 */
3738 GLuint MaxFramebufferWidth;
3739 GLuint MaxFramebufferHeight;
3740 GLuint MaxFramebufferLayers;
3741 GLuint MaxFramebufferSamples;
3742
3743 /** Number of varying vectors between any two shader stages. */
3744 GLuint MaxVarying;
3745
3746 /** @{
3747 * GL_ARB_uniform_buffer_object
3748 */
3749 GLuint MaxCombinedUniformBlocks;
3750 GLuint MaxUniformBufferBindings;
3751 GLuint MaxUniformBlockSize;
3752 GLuint UniformBufferOffsetAlignment;
3753 /** @} */
3754
3755 /** @{
3756 * GL_ARB_shader_storage_buffer_object
3757 */
3758 GLuint MaxCombinedShaderStorageBlocks;
3759 GLuint MaxShaderStorageBufferBindings;
3760 GLuint MaxShaderStorageBlockSize;
3761 GLuint ShaderStorageBufferOffsetAlignment;
3762 /** @} */
3763
3764 /**
3765 * GL_ARB_explicit_uniform_location
3766 */
3767 GLuint MaxUserAssignableUniformLocations;
3768
3769 /** geometry shader */
3770 GLuint MaxGeometryOutputVertices;
3771 GLuint MaxGeometryTotalOutputComponents;
3772 GLuint MaxGeometryShaderInvocations;
3773
3774 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3775 GLuint GLSLVersionCompat; /**< Desktop compat GLSL version supported */
3776
3777 /**
3778 * Changes default GLSL extension behavior from "error" to "warn". It's out
3779 * of spec, but it can make some apps work that otherwise wouldn't.
3780 */
3781 GLboolean ForceGLSLExtensionsWarn;
3782
3783 /**
3784 * If non-zero, forces GLSL shaders to behave as if they began
3785 * with "#version ForceGLSLVersion".
3786 */
3787 GLuint ForceGLSLVersion;
3788
3789 /**
3790 * Allow GLSL #extension directives in the middle of shaders.
3791 */
3792 GLboolean AllowGLSLExtensionDirectiveMidShader;
3793
3794 /**
3795 * Allow builtins as part of constant expressions. This was not allowed
3796 * until GLSL 1.20 this allows it everywhere.
3797 */
3798 GLboolean AllowGLSLBuiltinConstantExpression;
3799
3800 /**
3801 * Allow some relaxation of GLSL ES shader restrictions. This encompasses
3802 * a number of relaxations to the ES shader rules.
3803 */
3804 GLboolean AllowGLSLRelaxedES;
3805
3806 /**
3807 * Allow GLSL built-in variables to be redeclared verbatim
3808 */
3809 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3810
3811 /**
3812 * Allow GLSL interpolation qualifier mismatch across shader stages.
3813 */
3814 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3815
3816 /**
3817 * Allow creating a higher compat profile (version 3.1+) for apps that
3818 * request it. Be careful when adding that driconf option because some
3819 * features are unimplemented and might not work correctly.
3820 */
3821 GLboolean AllowHigherCompatVersion;
3822
3823 /**
3824 * Allow layout qualifiers on function parameters.
3825 */
3826 GLboolean AllowLayoutQualifiersOnFunctionParameters;
3827
3828 /**
3829 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3830 * D3D9 when apps rely on this behaviour.
3831 */
3832 GLboolean ForceGLSLAbsSqrt;
3833
3834 /**
3835 * Force uninitialized variables to default to zero.
3836 */
3837 GLboolean GLSLZeroInit;
3838
3839 /**
3840 * Does the driver support real 32-bit integers? (Otherwise, integers are
3841 * simulated via floats.)
3842 */
3843 GLboolean NativeIntegers;
3844
3845 /**
3846 * Does VertexID count from zero or from base vertex?
3847 *
3848 * \note
3849 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3850 * ignored and need not be set.
3851 */
3852 bool VertexID_is_zero_based;
3853
3854 /**
3855 * If the driver supports real 32-bit integers, what integer value should be
3856 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3857 */
3858 GLuint UniformBooleanTrue;
3859
3860 /**
3861 * Maximum amount of time, measured in nanseconds, that the server can wait.
3862 */
3863 GLuint64 MaxServerWaitTimeout;
3864
3865 /** GL_EXT_provoking_vertex */
3866 GLboolean QuadsFollowProvokingVertexConvention;
3867
3868 /** GL_ARB_viewport_array */
3869 GLenum16 LayerAndVPIndexProvokingVertex;
3870
3871 /** OpenGL version 3.0 */
3872 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3873
3874 /** OpenGL version 3.2 */
3875 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3876
3877 /** OpenGL version 4.4 */
3878 GLuint MaxVertexAttribStride;
3879
3880 /** GL_EXT_transform_feedback */
3881 GLuint MaxTransformFeedbackBuffers;
3882 GLuint MaxTransformFeedbackSeparateComponents;
3883 GLuint MaxTransformFeedbackInterleavedComponents;
3884 GLuint MaxVertexStreams;
3885
3886 /** GL_EXT_gpu_shader4 */
3887 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3888
3889 /** GL_ARB_texture_gather */
3890 GLuint MinProgramTextureGatherOffset;
3891 GLuint MaxProgramTextureGatherOffset;
3892 GLuint MaxProgramTextureGatherComponents;
3893
3894 /* GL_ARB_robustness */
3895 GLenum16 ResetStrategy;
3896
3897 /* GL_KHR_robustness */
3898 GLboolean RobustAccess;
3899
3900 /* GL_ARB_blend_func_extended */
3901 GLuint MaxDualSourceDrawBuffers;
3902
3903 /**
3904 * Whether the implementation strips out and ignores texture borders.
3905 *
3906 * Many GPU hardware implementations don't support rendering with texture
3907 * borders and mipmapped textures. (Note: not static border color, but the
3908 * old 1-pixel border around each edge). Implementations then have to do
3909 * slow fallbacks to be correct, or just ignore the border and be fast but
3910 * wrong. Setting the flag strips the border off of TexImage calls,
3911 * providing "fast but wrong" at significantly reduced driver complexity.
3912 *
3913 * Texture borders are deprecated in GL 3.0.
3914 **/
3915 GLboolean StripTextureBorder;
3916
3917 /**
3918 * For drivers which can do a better job at eliminating unused uniforms
3919 * than the GLSL compiler.
3920 *
3921 * XXX Remove these as soon as a better solution is available.
3922 */
3923 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3924
3925 /**
3926 * Whether gl_FragCoord, gl_PointCoord and gl_FrontFacing
3927 * are system values.
3928 **/
3929 bool GLSLFragCoordIsSysVal;
3930 bool GLSLPointCoordIsSysVal;
3931 bool GLSLFrontFacingIsSysVal;
3932
3933 /**
3934 * Run the minimum amount of GLSL optimizations to be able to link
3935 * shaders optimally (eliminate dead varyings and uniforms) and just do
3936 * all the necessary lowering.
3937 */
3938 bool GLSLOptimizeConservatively;
3939
3940 /**
3941 * Whether to call lower_const_arrays_to_uniforms() during linking.
3942 */
3943 bool GLSLLowerConstArrays;
3944
3945 /**
3946 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3947 * (otherwise, they're system values).
3948 */
3949 bool GLSLTessLevelsAsInputs;
3950
3951 /**
3952 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3953 * than passing the transform feedback object to the drawing function.
3954 */
3955 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3956
3957 /** GL_ARB_map_buffer_alignment */
3958 GLuint MinMapBufferAlignment;
3959
3960 /**
3961 * Disable varying packing. This is out of spec, but potentially useful
3962 * for older platforms that supports a limited number of texture
3963 * indirections--on these platforms, unpacking the varyings in the fragment
3964 * shader increases the number of texture indirections by 1, which might
3965 * make some shaders not executable at all.
3966 *
3967 * Drivers that support transform feedback must set this value to GL_FALSE.
3968 */
3969 GLboolean DisableVaryingPacking;
3970
3971 /**
3972 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3973 * layout is set as shared (the default) or packed. However most Mesa drivers
3974 * just use STD140 for these layouts. This flag allows drivers to use STD430
3975 * for packed and shared layouts which allows arrays to be packed more
3976 * tightly.
3977 */
3978 bool UseSTD430AsDefaultPacking;
3979
3980 /**
3981 * Should meaningful names be generated for compiler temporary variables?
3982 *
3983 * Generally, it is not useful to have the compiler generate "meaningful"
3984 * names for temporary variables that it creates. This can, however, be a
3985 * useful debugging aid. In Mesa debug builds or release builds when
3986 * MESA_GLSL is set at run-time, meaningful names will be generated.
3987 * Drivers can also force names to be generated by setting this field.
3988 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3989 * vertex shader assembly) is set at run-time.
3990 */
3991 bool GenerateTemporaryNames;
3992
3993 /*
3994 * Maximum value supported for an index in DrawElements and friends.
3995 *
3996 * This must be at least (1ull<<24)-1. The default value is
3997 * (1ull<<32)-1.
3998 *
3999 * \since ES 3.0 or GL_ARB_ES3_compatibility
4000 * \sa _mesa_init_constants
4001 */
4002 GLuint64 MaxElementIndex;
4003
4004 /**
4005 * Disable interpretation of line continuations (lines ending with a
4006 * backslash character ('\') in GLSL source.
4007 */
4008 GLboolean DisableGLSLLineContinuations;
4009
4010 /** GL_ARB_texture_multisample */
4011 GLint MaxColorTextureSamples;
4012 GLint MaxDepthTextureSamples;
4013 GLint MaxIntegerSamples;
4014
4015 /** GL_AMD_framebuffer_multisample_advanced */
4016 GLint MaxColorFramebufferSamples;
4017 GLint MaxColorFramebufferStorageSamples;
4018 GLint MaxDepthStencilFramebufferSamples;
4019
4020 /* An array of supported MSAA modes allowing different sample
4021 * counts per attachment type.
4022 */
4023 struct {
4024 GLint NumColorSamples;
4025 GLint NumColorStorageSamples;
4026 GLint NumDepthStencilSamples;
4027 } SupportedMultisampleModes[40];
4028 GLint NumSupportedMultisampleModes;
4029
4030 /**
4031 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
4032 * samples are laid out in a rectangular grid roughly corresponding to
4033 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
4034 * are used to map indices of rectangular grid to sample numbers within
4035 * a pixel. This mapping of indices to sample numbers must be initialized
4036 * by the driver for the target hardware. For example, if we have the 8X
4037 * MSAA sample number layout (sample positions) for XYZ hardware:
4038 *
4039 * sample indices layout sample number layout
4040 * --------- ---------
4041 * | 0 | 1 | | a | b |
4042 * --------- ---------
4043 * | 2 | 3 | | c | d |
4044 * --------- ---------
4045 * | 4 | 5 | | e | f |
4046 * --------- ---------
4047 * | 6 | 7 | | g | h |
4048 * --------- ---------
4049 *
4050 * Where a,b,c,d,e,f,g,h are integers between [0-7].
4051 *
4052 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
4053 * below:
4054 * SampleMap8x = {a, b, c, d, e, f, g, h};
4055 *
4056 * Follow the logic for sample counts 2-8.
4057 *
4058 * For 16x the sample indices layout as a 4x4 grid as follows:
4059 *
4060 * -----------------
4061 * | 0 | 1 | 2 | 3 |
4062 * -----------------
4063 * | 4 | 5 | 6 | 7 |
4064 * -----------------
4065 * | 8 | 9 |10 |11 |
4066 * -----------------
4067 * |12 |13 |14 |15 |
4068 * -----------------
4069 */
4070 uint8_t SampleMap2x[2];
4071 uint8_t SampleMap4x[4];
4072 uint8_t SampleMap8x[8];
4073 uint8_t SampleMap16x[16];
4074
4075 /** GL_ARB_shader_atomic_counters */
4076 GLuint MaxAtomicBufferBindings;
4077 GLuint MaxAtomicBufferSize;
4078 GLuint MaxCombinedAtomicBuffers;
4079 GLuint MaxCombinedAtomicCounters;
4080
4081 /** GL_ARB_vertex_attrib_binding */
4082 GLint MaxVertexAttribRelativeOffset;
4083 GLint MaxVertexAttribBindings;
4084
4085 /* GL_ARB_shader_image_load_store */
4086 GLuint MaxImageUnits;
4087 GLuint MaxCombinedShaderOutputResources;
4088 GLuint MaxImageSamples;
4089 GLuint MaxCombinedImageUniforms;
4090
4091 /** GL_ARB_compute_shader */
4092 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4093 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4094 GLuint MaxComputeWorkGroupInvocations;
4095 GLuint MaxComputeSharedMemorySize;
4096
4097 /** GL_ARB_compute_variable_group_size */
4098 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4099 GLuint MaxComputeVariableGroupInvocations;
4100
4101 /** GL_ARB_gpu_shader5 */
4102 GLfloat MinFragmentInterpolationOffset;
4103 GLfloat MaxFragmentInterpolationOffset;
4104
4105 GLboolean FakeSWMSAA;
4106
4107 /** GL_KHR_context_flush_control */
4108 GLenum16 ContextReleaseBehavior;
4109
4110 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4111
4112 /** GL_ARB_tessellation_shader */
4113 GLuint MaxPatchVertices;
4114 GLuint MaxTessGenLevel;
4115 GLuint MaxTessPatchComponents;
4116 GLuint MaxTessControlTotalOutputComponents;
4117 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4118 bool PrimitiveRestartForPatches;
4119 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4120 * gl_LocalInvocationIndex based on
4121 * other builtin variables. */
4122
4123 /** GL_OES_primitive_bounding_box */
4124 bool NoPrimitiveBoundingBoxOutput;
4125
4126 /** GL_ARB_sparse_buffer */
4127 GLuint SparseBufferPageSize;
4128
4129 /** Used as an input for sha1 generation in the on-disk shader cache */
4130 unsigned char *dri_config_options_sha1;
4131
4132 /** When drivers are OK with mapped buffers during draw and other calls. */
4133 bool AllowMappedBuffersDuringExecution;
4134
4135 /** GL_ARB_get_program_binary */
4136 GLuint NumProgramBinaryFormats;
4137
4138 /** GL_NV_conservative_raster */
4139 GLuint MaxSubpixelPrecisionBiasBits;
4140
4141 /** GL_NV_conservative_raster_dilate */
4142 GLfloat ConservativeRasterDilateRange[2];
4143 GLfloat ConservativeRasterDilateGranularity;
4144
4145 /** Is the drivers uniform storage packed or padded to 16 bytes. */
4146 bool PackedDriverUniformStorage;
4147
4148 /** Does the driver make use of the NIR based GLSL linker */
4149 bool UseNIRGLSLLinker;
4150
4151 /** Wether or not glBitmap uses red textures rather than alpha */
4152 bool BitmapUsesRed;
4153
4154 /** Whether the vertex buffer offset is a signed 32-bit integer. */
4155 bool VertexBufferOffsetIsInt32;
4156
4157 /** GL_ARB_gl_spirv */
4158 struct spirv_supported_capabilities SpirVCapabilities;
4159
4160 /** GL_ARB_spirv_extensions */
4161 struct spirv_supported_extensions *SpirVExtensions;
4162
4163 char *VendorOverride;
4164 };
4165
4166
4167 /**
4168 * Enable flag for each OpenGL extension. Different device drivers will
4169 * enable different extensions at runtime.
4170 */
4171 struct gl_extensions
4172 {
4173 GLboolean dummy; /* don't remove this! */
4174 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4175 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4176 GLboolean ANGLE_texture_compression_dxt;
4177 GLboolean ARB_ES2_compatibility;
4178 GLboolean ARB_ES3_compatibility;
4179 GLboolean ARB_ES3_1_compatibility;
4180 GLboolean ARB_ES3_2_compatibility;
4181 GLboolean ARB_arrays_of_arrays;
4182 GLboolean ARB_base_instance;
4183 GLboolean ARB_bindless_texture;
4184 GLboolean ARB_blend_func_extended;
4185 GLboolean ARB_buffer_storage;
4186 GLboolean ARB_clear_texture;
4187 GLboolean ARB_clip_control;
4188 GLboolean ARB_color_buffer_float;
4189 GLboolean ARB_compatibility;
4190 GLboolean ARB_compute_shader;
4191 GLboolean ARB_compute_variable_group_size;
4192 GLboolean ARB_conditional_render_inverted;
4193 GLboolean ARB_conservative_depth;
4194 GLboolean ARB_copy_image;
4195 GLboolean ARB_cull_distance;
4196 GLboolean ARB_depth_buffer_float;
4197 GLboolean ARB_depth_clamp;
4198 GLboolean ARB_depth_texture;
4199 GLboolean ARB_derivative_control;
4200 GLboolean ARB_draw_buffers_blend;
4201 GLboolean ARB_draw_elements_base_vertex;
4202 GLboolean ARB_draw_indirect;
4203 GLboolean ARB_draw_instanced;
4204 GLboolean ARB_fragment_coord_conventions;
4205 GLboolean ARB_fragment_layer_viewport;
4206 GLboolean ARB_fragment_program;
4207 GLboolean ARB_fragment_program_shadow;
4208 GLboolean ARB_fragment_shader;
4209 GLboolean ARB_framebuffer_no_attachments;
4210 GLboolean ARB_framebuffer_object;
4211 GLboolean ARB_fragment_shader_interlock;
4212 GLboolean ARB_enhanced_layouts;
4213 GLboolean ARB_explicit_attrib_location;
4214 GLboolean ARB_explicit_uniform_location;
4215 GLboolean ARB_gl_spirv;
4216 GLboolean ARB_gpu_shader5;
4217 GLboolean ARB_gpu_shader_fp64;
4218 GLboolean ARB_gpu_shader_int64;
4219 GLboolean ARB_half_float_vertex;
4220 GLboolean ARB_indirect_parameters;
4221 GLboolean ARB_instanced_arrays;
4222 GLboolean ARB_internalformat_query;
4223 GLboolean ARB_internalformat_query2;
4224 GLboolean ARB_map_buffer_range;
4225 GLboolean ARB_occlusion_query;
4226 GLboolean ARB_occlusion_query2;
4227 GLboolean ARB_pipeline_statistics_query;
4228 GLboolean ARB_point_sprite;
4229 GLboolean ARB_polygon_offset_clamp;
4230 GLboolean ARB_post_depth_coverage;
4231 GLboolean ARB_query_buffer_object;
4232 GLboolean ARB_robust_buffer_access_behavior;
4233 GLboolean ARB_sample_locations;
4234 GLboolean ARB_sample_shading;
4235 GLboolean ARB_seamless_cube_map;
4236 GLboolean ARB_shader_atomic_counter_ops;
4237 GLboolean ARB_shader_atomic_counters;
4238 GLboolean ARB_shader_ballot;
4239 GLboolean ARB_shader_bit_encoding;
4240 GLboolean ARB_shader_clock;
4241 GLboolean ARB_shader_draw_parameters;
4242 GLboolean ARB_shader_group_vote;
4243 GLboolean ARB_shader_image_load_store;
4244 GLboolean ARB_shader_image_size;
4245 GLboolean ARB_shader_precision;
4246 GLboolean ARB_shader_stencil_export;
4247 GLboolean ARB_shader_storage_buffer_object;
4248 GLboolean ARB_shader_texture_image_samples;
4249 GLboolean ARB_shader_texture_lod;
4250 GLboolean ARB_shader_viewport_layer_array;
4251 GLboolean ARB_shading_language_packing;
4252 GLboolean ARB_shading_language_420pack;
4253 GLboolean ARB_shadow;
4254 GLboolean ARB_sparse_buffer;
4255 GLboolean ARB_stencil_texturing;
4256 GLboolean ARB_spirv_extensions;
4257 GLboolean ARB_sync;
4258 GLboolean ARB_tessellation_shader;
4259 GLboolean ARB_texture_border_clamp;
4260 GLboolean ARB_texture_buffer_object;
4261 GLboolean ARB_texture_buffer_object_rgb32;
4262 GLboolean ARB_texture_buffer_range;
4263 GLboolean ARB_texture_compression_bptc;
4264 GLboolean ARB_texture_compression_rgtc;
4265 GLboolean ARB_texture_cube_map;
4266 GLboolean ARB_texture_cube_map_array;
4267 GLboolean ARB_texture_env_combine;
4268 GLboolean ARB_texture_env_crossbar;
4269 GLboolean ARB_texture_env_dot3;
4270 GLboolean ARB_texture_filter_anisotropic;
4271 GLboolean ARB_texture_float;
4272 GLboolean ARB_texture_gather;
4273 GLboolean ARB_texture_mirror_clamp_to_edge;
4274 GLboolean ARB_texture_multisample;
4275 GLboolean ARB_texture_non_power_of_two;
4276 GLboolean ARB_texture_stencil8;
4277 GLboolean ARB_texture_query_levels;
4278 GLboolean ARB_texture_query_lod;
4279 GLboolean ARB_texture_rg;
4280 GLboolean ARB_texture_rgb10_a2ui;
4281 GLboolean ARB_texture_view;
4282 GLboolean ARB_timer_query;
4283 GLboolean ARB_transform_feedback2;
4284 GLboolean ARB_transform_feedback3;
4285 GLboolean ARB_transform_feedback_instanced;
4286 GLboolean ARB_transform_feedback_overflow_query;
4287 GLboolean ARB_uniform_buffer_object;
4288 GLboolean ARB_vertex_attrib_64bit;
4289 GLboolean ARB_vertex_program;
4290 GLboolean ARB_vertex_shader;
4291 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4292 GLboolean ARB_vertex_type_2_10_10_10_rev;
4293 GLboolean ARB_viewport_array;
4294 GLboolean EXT_blend_color;
4295 GLboolean EXT_blend_equation_separate;
4296 GLboolean EXT_blend_func_separate;
4297 GLboolean EXT_blend_minmax;
4298 GLboolean EXT_demote_to_helper_invocation;
4299 GLboolean EXT_depth_bounds_test;
4300 GLboolean EXT_disjoint_timer_query;
4301 GLboolean EXT_draw_buffers2;
4302 GLboolean EXT_EGL_image_storage;
4303 GLboolean EXT_float_blend;
4304 GLboolean EXT_framebuffer_multisample;
4305 GLboolean EXT_framebuffer_multisample_blit_scaled;
4306 GLboolean EXT_framebuffer_sRGB;
4307 GLboolean EXT_gpu_program_parameters;
4308 GLboolean EXT_gpu_shader4;
4309 GLboolean EXT_memory_object;
4310 GLboolean EXT_memory_object_fd;
4311 GLboolean EXT_multisampled_render_to_texture;
4312 GLboolean EXT_packed_float;
4313 GLboolean EXT_pixel_buffer_object;
4314 GLboolean EXT_point_parameters;
4315 GLboolean EXT_provoking_vertex;
4316 GLboolean EXT_render_snorm;
4317 GLboolean EXT_semaphore;
4318 GLboolean EXT_semaphore_fd;
4319 GLboolean EXT_shader_image_load_formatted;
4320 GLboolean EXT_shader_image_load_store;
4321 GLboolean EXT_shader_integer_mix;
4322 GLboolean EXT_shader_samples_identical;
4323 GLboolean EXT_sRGB;
4324 GLboolean EXT_stencil_two_side;
4325 GLboolean EXT_texture_array;
4326 GLboolean EXT_texture_buffer_object;
4327 GLboolean EXT_texture_compression_latc;
4328 GLboolean EXT_texture_compression_s3tc;
4329 GLboolean EXT_texture_compression_s3tc_srgb;
4330 GLboolean EXT_texture_env_dot3;
4331 GLboolean EXT_texture_filter_anisotropic;
4332 GLboolean EXT_texture_integer;
4333 GLboolean EXT_texture_mirror_clamp;
4334 GLboolean EXT_texture_shadow_lod;
4335 GLboolean EXT_texture_shared_exponent;
4336 GLboolean EXT_texture_snorm;
4337 GLboolean EXT_texture_sRGB;
4338 GLboolean EXT_texture_sRGB_R8;
4339 GLboolean EXT_texture_sRGB_decode;
4340 GLboolean EXT_texture_swizzle;
4341 GLboolean EXT_texture_type_2_10_10_10_REV;
4342 GLboolean EXT_transform_feedback;
4343 GLboolean EXT_timer_query;
4344 GLboolean EXT_vertex_array_bgra;
4345 GLboolean EXT_window_rectangles;
4346 GLboolean OES_copy_image;
4347 GLboolean OES_primitive_bounding_box;
4348 GLboolean OES_sample_variables;
4349 GLboolean OES_standard_derivatives;
4350 GLboolean OES_texture_buffer;
4351 GLboolean OES_texture_cube_map_array;
4352 GLboolean OES_texture_view;
4353 GLboolean OES_viewport_array;
4354 /* vendor extensions */
4355 GLboolean AMD_compressed_ATC_texture;
4356 GLboolean AMD_framebuffer_multisample_advanced;
4357 GLboolean AMD_depth_clamp_separate;
4358 GLboolean AMD_performance_monitor;
4359 GLboolean AMD_pinned_memory;
4360 GLboolean AMD_seamless_cubemap_per_texture;
4361 GLboolean AMD_vertex_shader_layer;
4362 GLboolean AMD_vertex_shader_viewport_index;
4363 GLboolean ANDROID_extension_pack_es31a;
4364 GLboolean APPLE_object_purgeable;
4365 GLboolean ATI_meminfo;
4366 GLboolean ATI_texture_compression_3dc;
4367 GLboolean ATI_texture_mirror_once;
4368 GLboolean ATI_texture_env_combine3;
4369 GLboolean ATI_fragment_shader;
4370 GLboolean GREMEDY_string_marker;
4371 GLboolean INTEL_blackhole_render;
4372 GLboolean INTEL_conservative_rasterization;
4373 GLboolean INTEL_performance_query;
4374 GLboolean INTEL_shader_atomic_float_minmax;
4375 GLboolean INTEL_shader_integer_functions2;
4376 GLboolean KHR_blend_equation_advanced;
4377 GLboolean KHR_blend_equation_advanced_coherent;
4378 GLboolean KHR_robustness;
4379 GLboolean KHR_texture_compression_astc_hdr;
4380 GLboolean KHR_texture_compression_astc_ldr;
4381 GLboolean KHR_texture_compression_astc_sliced_3d;
4382 GLboolean MESA_framebuffer_flip_y;
4383 GLboolean MESA_tile_raster_order;
4384 GLboolean MESA_pack_invert;
4385 GLboolean EXT_shader_framebuffer_fetch;
4386 GLboolean EXT_shader_framebuffer_fetch_non_coherent;
4387 GLboolean MESA_shader_integer_functions;
4388 GLboolean MESA_ycbcr_texture;
4389 GLboolean NV_compute_shader_derivatives;
4390 GLboolean NV_conditional_render;
4391 GLboolean NV_fill_rectangle;
4392 GLboolean NV_fog_distance;
4393 GLboolean NV_point_sprite;
4394 GLboolean NV_primitive_restart;
4395 GLboolean NV_shader_atomic_float;
4396 GLboolean NV_texture_barrier;
4397 GLboolean NV_texture_env_combine4;
4398 GLboolean NV_texture_rectangle;
4399 GLboolean NV_vdpau_interop;
4400 GLboolean NV_conservative_raster;
4401 GLboolean NV_conservative_raster_dilate;
4402 GLboolean NV_conservative_raster_pre_snap_triangles;
4403 GLboolean NV_conservative_raster_pre_snap;
4404 GLboolean NVX_gpu_memory_info;
4405 GLboolean TDFX_texture_compression_FXT1;
4406 GLboolean OES_EGL_image;
4407 GLboolean OES_draw_texture;
4408 GLboolean OES_depth_texture_cube_map;
4409 GLboolean OES_EGL_image_external;
4410 GLboolean OES_texture_float;
4411 GLboolean OES_texture_float_linear;
4412 GLboolean OES_texture_half_float;
4413 GLboolean OES_texture_half_float_linear;
4414 GLboolean OES_compressed_ETC1_RGB8_texture;
4415 GLboolean OES_geometry_shader;
4416 GLboolean OES_texture_compression_astc;
4417 GLboolean extension_sentinel;
4418 /** The extension string */
4419 const GLubyte *String;
4420 /** Number of supported extensions */
4421 GLuint Count;
4422 /**
4423 * The context version which extension helper functions compare against.
4424 * By default, the value is equal to ctx->Version. This changes to ~0
4425 * while meta is in progress.
4426 */
4427 GLubyte Version;
4428 /**
4429 * Force-enabled, yet unrecognized, extensions.
4430 * See _mesa_one_time_init_extension_overrides()
4431 */
4432 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4433 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4434 };
4435
4436
4437 /**
4438 * A stack of matrices (projection, modelview, color, texture, etc).
4439 */
4440 struct gl_matrix_stack
4441 {
4442 GLmatrix *Top; /**< points into Stack */
4443 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4444 unsigned StackSize; /**< Number of elements in Stack */
4445 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4446 GLuint MaxDepth; /**< size of Stack[] array */
4447 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4448 };
4449
4450
4451 /**
4452 * \name Bits for image transfer operations
4453 * \sa __struct gl_contextRec::ImageTransferState.
4454 */
4455 /*@{*/
4456 #define IMAGE_SCALE_BIAS_BIT 0x1
4457 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4458 #define IMAGE_MAP_COLOR_BIT 0x4
4459 #define IMAGE_CLAMP_BIT 0x800
4460
4461
4462 /** Pixel Transfer ops */
4463 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4464 IMAGE_SHIFT_OFFSET_BIT | \
4465 IMAGE_MAP_COLOR_BIT)
4466
4467
4468 /**
4469 * \name Bits to indicate what state has changed.
4470 */
4471 /*@{*/
4472 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4473 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4474 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4475 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4476 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4477 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4478 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4479 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4480 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4481 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4482 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4483 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4484 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4485 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4486 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4487 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4488 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4489 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4490 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4491 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4492 /* gap */
4493 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4494 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4495 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4496 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4497 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4498 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4499 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4500 /* gap */
4501 #define _NEW_FRAG_CLAMP (1u << 29)
4502 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4503 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4504 #define _NEW_ALL ~0
4505 /*@}*/
4506
4507
4508 /**
4509 * Composite state flags
4510 */
4511 /*@{*/
4512 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4513
4514 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4515 _NEW_TEXTURE_STATE | \
4516 _NEW_POINT | \
4517 _NEW_PROGRAM | \
4518 _NEW_MODELVIEW)
4519
4520 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4521 _NEW_FOG | \
4522 _NEW_PROGRAM)
4523
4524
4525 /*@}*/
4526
4527
4528
4529
4530 /* This has to be included here. */
4531 #include "dd.h"
4532
4533
4534 /** Opaque declaration of display list payload data type */
4535 union gl_dlist_node;
4536
4537
4538 /**
4539 * Per-display list information.
4540 */
4541 struct gl_display_list
4542 {
4543 GLuint Name;
4544 GLbitfield Flags; /**< DLIST_x flags */
4545 GLchar *Label; /**< GL_KHR_debug */
4546 /** The dlist commands are in a linked list of nodes */
4547 union gl_dlist_node *Head;
4548 };
4549
4550
4551 /**
4552 * State used during display list compilation and execution.
4553 */
4554 struct gl_dlist_state
4555 {
4556 struct gl_display_list *CurrentList; /**< List currently being compiled */
4557 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4558 GLuint CurrentPos; /**< Index into current block of nodes */
4559 GLuint CallDepth; /**< Current recursion calling depth */
4560
4561 GLvertexformat ListVtxfmt;
4562
4563 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4564 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][8];
4565
4566 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4567 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4568
4569 struct {
4570 /* State known to have been set by the currently-compiling display
4571 * list. Used to eliminate some redundant state changes.
4572 */
4573 GLenum16 ShadeModel;
4574 } Current;
4575 };
4576
4577 /**
4578 * Driver-specific state flags.
4579 *
4580 * These are or'd with gl_context::NewDriverState to notify a driver about
4581 * a state change. The driver sets the flags at context creation and
4582 * the meaning of the bits set is opaque to core Mesa.
4583 */
4584 struct gl_driver_flags
4585 {
4586 /** gl_context::Array::_DrawArrays (vertex array state) */
4587 uint64_t NewArray;
4588
4589 /** gl_context::TransformFeedback::CurrentObject */
4590 uint64_t NewTransformFeedback;
4591
4592 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4593 uint64_t NewTransformFeedbackProg;
4594
4595 /** gl_context::RasterDiscard */
4596 uint64_t NewRasterizerDiscard;
4597
4598 /** gl_context::TileRasterOrder* */
4599 uint64_t NewTileRasterOrder;
4600
4601 /**
4602 * gl_context::UniformBufferBindings
4603 * gl_shader_program::UniformBlocks
4604 */
4605 uint64_t NewUniformBuffer;
4606
4607 /**
4608 * gl_context::ShaderStorageBufferBindings
4609 * gl_shader_program::ShaderStorageBlocks
4610 */
4611 uint64_t NewShaderStorageBuffer;
4612
4613 uint64_t NewTextureBuffer;
4614
4615 /**
4616 * gl_context::AtomicBufferBindings
4617 */
4618 uint64_t NewAtomicBuffer;
4619
4620 /**
4621 * gl_context::ImageUnits
4622 */
4623 uint64_t NewImageUnits;
4624
4625 /**
4626 * gl_context::TessCtrlProgram::patch_default_*
4627 */
4628 uint64_t NewDefaultTessLevels;
4629
4630 /**
4631 * gl_context::IntelConservativeRasterization
4632 */
4633 uint64_t NewIntelConservativeRasterization;
4634
4635 /**
4636 * gl_context::NvConservativeRasterization
4637 */
4638 uint64_t NewNvConservativeRasterization;
4639
4640 /**
4641 * gl_context::ConservativeRasterMode/ConservativeRasterDilate
4642 * gl_context::SubpixelPrecisionBias
4643 */
4644 uint64_t NewNvConservativeRasterizationParams;
4645
4646 /**
4647 * gl_context::Scissor::WindowRects
4648 */
4649 uint64_t NewWindowRectangles;
4650
4651 /** gl_context::Color::sRGBEnabled */
4652 uint64_t NewFramebufferSRGB;
4653
4654 /** gl_context::Scissor::EnableFlags */
4655 uint64_t NewScissorTest;
4656
4657 /** gl_context::Scissor::ScissorArray */
4658 uint64_t NewScissorRect;
4659
4660 /** gl_context::Color::Alpha* */
4661 uint64_t NewAlphaTest;
4662
4663 /** gl_context::Color::Blend/Dither */
4664 uint64_t NewBlend;
4665
4666 /** gl_context::Color::BlendColor */
4667 uint64_t NewBlendColor;
4668
4669 /** gl_context::Color::Color/Index */
4670 uint64_t NewColorMask;
4671
4672 /** gl_context::Depth */
4673 uint64_t NewDepth;
4674
4675 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4676 uint64_t NewLogicOp;
4677
4678 /** gl_context::Multisample::Enabled */
4679 uint64_t NewMultisampleEnable;
4680
4681 /** gl_context::Multisample::SampleAlphaTo* */
4682 uint64_t NewSampleAlphaToXEnable;
4683
4684 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4685 uint64_t NewSampleMask;
4686
4687 /** gl_context::Multisample::(Min)SampleShading */
4688 uint64_t NewSampleShading;
4689
4690 /** gl_context::Stencil */
4691 uint64_t NewStencil;
4692
4693 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4694 uint64_t NewClipControl;
4695
4696 /** gl_context::Transform::EyeUserPlane */
4697 uint64_t NewClipPlane;
4698
4699 /** gl_context::Transform::ClipPlanesEnabled */
4700 uint64_t NewClipPlaneEnable;
4701
4702 /** gl_context::Transform::DepthClamp */
4703 uint64_t NewDepthClamp;
4704
4705 /** gl_context::Line */
4706 uint64_t NewLineState;
4707
4708 /** gl_context::Polygon */
4709 uint64_t NewPolygonState;
4710
4711 /** gl_context::PolygonStipple */
4712 uint64_t NewPolygonStipple;
4713
4714 /** gl_context::ViewportArray */
4715 uint64_t NewViewport;
4716
4717 /** Shader constants (uniforms, program parameters, state constants) */
4718 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4719
4720 /** Programmable sample location state for gl_context::DrawBuffer */
4721 uint64_t NewSampleLocations;
4722 };
4723
4724 struct gl_buffer_binding
4725 {
4726 struct gl_buffer_object *BufferObject;
4727 /** Start of uniform block data in the buffer */
4728 GLintptr Offset;
4729 /** Size of data allowed to be referenced from the buffer (in bytes) */
4730 GLsizeiptr Size;
4731 /**
4732 * glBindBufferBase() indicates that the Size should be ignored and only
4733 * limited by the current size of the BufferObject.
4734 */
4735 GLboolean AutomaticSize;
4736 };
4737
4738 /**
4739 * ARB_shader_image_load_store image unit.
4740 */
4741 struct gl_image_unit
4742 {
4743 /**
4744 * Texture object bound to this unit.
4745 */
4746 struct gl_texture_object *TexObj;
4747
4748 /**
4749 * Level of the texture object bound to this unit.
4750 */
4751 GLubyte Level;
4752
4753 /**
4754 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4755 * GL_FALSE if only some specific layer of the texture is bound.
4756 * \sa Layer
4757 */
4758 GLboolean Layered;
4759
4760 /**
4761 * Layer of the texture object bound to this unit as specified by the
4762 * application.
4763 */
4764 GLushort Layer;
4765
4766 /**
4767 * Layer of the texture object bound to this unit, or zero if
4768 * Layered == false.
4769 */
4770 GLushort _Layer;
4771
4772 /**
4773 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4774 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4775 */
4776 GLenum16 Access;
4777
4778 /**
4779 * GL internal format that determines the interpretation of the
4780 * image memory when shader image operations are performed through
4781 * this unit.
4782 */
4783 GLenum16 Format;
4784
4785 /**
4786 * Mesa format corresponding to \c Format.
4787 */
4788 mesa_format _ActualFormat:16;
4789 };
4790
4791 /**
4792 * Shader subroutines storage
4793 */
4794 struct gl_subroutine_index_binding
4795 {
4796 GLuint NumIndex;
4797 GLuint *IndexPtr;
4798 };
4799
4800 struct gl_texture_handle_object
4801 {
4802 struct gl_texture_object *texObj;
4803 struct gl_sampler_object *sampObj;
4804 GLuint64 handle;
4805 };
4806
4807 struct gl_image_handle_object
4808 {
4809 struct gl_image_unit imgObj;
4810 GLuint64 handle;
4811 };
4812
4813 struct gl_memory_object
4814 {
4815 GLuint Name; /**< hash table ID/name */
4816 GLboolean Immutable; /**< denotes mutability state of parameters */
4817 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4818 };
4819
4820 struct gl_semaphore_object
4821 {
4822 GLuint Name; /**< hash table ID/name */
4823 };
4824
4825 /**
4826 * Mesa rendering context.
4827 *
4828 * This is the central context data structure for Mesa. Almost all
4829 * OpenGL state is contained in this structure.
4830 * Think of this as a base class from which device drivers will derive
4831 * sub classes.
4832 */
4833 struct gl_context
4834 {
4835 /** State possibly shared with other contexts in the address space */
4836 struct gl_shared_state *Shared;
4837
4838 /** \name API function pointer tables */
4839 /*@{*/
4840 gl_api API;
4841
4842 /**
4843 * The current dispatch table for non-displaylist-saving execution, either
4844 * BeginEnd or OutsideBeginEnd
4845 */
4846 struct _glapi_table *Exec;
4847 /**
4848 * The normal dispatch table for non-displaylist-saving, non-begin/end
4849 */
4850 struct _glapi_table *OutsideBeginEnd;
4851 /** The dispatch table used between glNewList() and glEndList() */
4852 struct _glapi_table *Save;
4853 /**
4854 * The dispatch table used between glBegin() and glEnd() (outside of a
4855 * display list). Only valid functions between those two are set, which is
4856 * mostly just the set in a GLvertexformat struct.
4857 */
4858 struct _glapi_table *BeginEnd;
4859 /**
4860 * Dispatch table for when a graphics reset has happened.
4861 */
4862 struct _glapi_table *ContextLost;
4863 /**
4864 * Dispatch table used to marshal API calls from the client program to a
4865 * separate server thread. NULL if API calls are not being marshalled to
4866 * another thread.
4867 */
4868 struct _glapi_table *MarshalExec;
4869 /**
4870 * Dispatch table currently in use for fielding API calls from the client
4871 * program. If API calls are being marshalled to another thread, this ==
4872 * MarshalExec. Otherwise it == CurrentServerDispatch.
4873 */
4874 struct _glapi_table *CurrentClientDispatch;
4875
4876 /**
4877 * Dispatch table currently in use for performing API calls. == Save or
4878 * Exec.
4879 */
4880 struct _glapi_table *CurrentServerDispatch;
4881
4882 /*@}*/
4883
4884 struct glthread_state *GLThread;
4885
4886 struct gl_config Visual;
4887 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4888 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4889 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4890 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4891
4892 /**
4893 * Device driver function pointer table
4894 */
4895 struct dd_function_table Driver;
4896
4897 /** Core/Driver constants */
4898 struct gl_constants Const;
4899
4900 /** \name The various 4x4 matrix stacks */
4901 /*@{*/
4902 struct gl_matrix_stack ModelviewMatrixStack;
4903 struct gl_matrix_stack ProjectionMatrixStack;
4904 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4905 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4906 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4907 /*@}*/
4908
4909 /** Combined modelview and projection matrix */
4910 GLmatrix _ModelProjectMatrix;
4911
4912 /** \name Display lists */
4913 struct gl_dlist_state ListState;
4914
4915 GLboolean ExecuteFlag; /**< Execute GL commands? */
4916 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4917
4918 /** Extension information */
4919 struct gl_extensions Extensions;
4920
4921 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4922 GLuint Version;
4923 char *VersionString;
4924
4925 /** \name State attribute stack (for glPush/PopAttrib) */
4926 /*@{*/
4927 GLuint AttribStackDepth;
4928 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4929 /*@}*/
4930
4931 /** \name Renderer attribute groups
4932 *
4933 * We define a struct for each attribute group to make pushing and popping
4934 * attributes easy. Also it's a good organization.
4935 */
4936 /*@{*/
4937 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4938 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4939 struct gl_current_attrib Current; /**< Current attributes */
4940 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4941 struct gl_eval_attrib Eval; /**< Eval attributes */
4942 struct gl_fog_attrib Fog; /**< Fog attributes */
4943 struct gl_hint_attrib Hint; /**< Hint attributes */
4944 struct gl_light_attrib Light; /**< Light attributes */
4945 struct gl_line_attrib Line; /**< Line attributes */
4946 struct gl_list_attrib List; /**< List attributes */
4947 struct gl_multisample_attrib Multisample;
4948 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4949 struct gl_point_attrib Point; /**< Point attributes */
4950 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4951 GLuint PolygonStipple[32]; /**< Polygon stipple */
4952 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4953 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4954 struct gl_texture_attrib Texture; /**< Texture attributes */
4955 struct gl_transform_attrib Transform; /**< Transformation attributes */
4956 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4957 GLuint SubpixelPrecisionBias[2]; /**< Viewport attributes */
4958 /*@}*/
4959
4960 /** \name Client attribute stack */
4961 /*@{*/
4962 GLuint ClientAttribStackDepth;
4963 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4964 /*@}*/
4965
4966 /** \name Client attribute groups */
4967 /*@{*/
4968 struct gl_array_attrib Array; /**< Vertex arrays */
4969 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4970 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4971 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4972 /*@}*/
4973
4974 /** \name Other assorted state (not pushed/popped on attribute stack) */
4975 /*@{*/
4976 struct gl_pixelmaps PixelMaps;
4977
4978 struct gl_evaluators EvalMap; /**< All evaluators */
4979 struct gl_feedback Feedback; /**< Feedback */
4980 struct gl_selection Select; /**< Selection */
4981
4982 struct gl_program_state Program; /**< general program state */
4983 struct gl_vertex_program_state VertexProgram;
4984 struct gl_fragment_program_state FragmentProgram;
4985 struct gl_geometry_program_state GeometryProgram;
4986 struct gl_compute_program_state ComputeProgram;
4987 struct gl_tess_ctrl_program_state TessCtrlProgram;
4988 struct gl_tess_eval_program_state TessEvalProgram;
4989 struct gl_ati_fragment_shader_state ATIFragmentShader;
4990
4991 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4992 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4993
4994 /**
4995 * Current active shader pipeline state
4996 *
4997 * Almost all internal users want ::_Shader instead of ::Shader. The
4998 * exceptions are bits of legacy GLSL API that do not know about separate
4999 * shader objects.
5000 *
5001 * If a program is active via \c glUseProgram, this will point to
5002 * \c ::Shader.
5003 *
5004 * If a program pipeline is active via \c glBindProgramPipeline, this will
5005 * point to \c ::Pipeline.Current.
5006 *
5007 * If neither a program nor a program pipeline is active, this will point to
5008 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
5009 * \c NULL.
5010 */
5011 struct gl_pipeline_object *_Shader;
5012
5013 /**
5014 * NIR containing the functions that implement software fp64 support.
5015 */
5016 struct nir_shader *SoftFP64;
5017
5018 struct gl_query_state Query; /**< occlusion, timer queries */
5019
5020 struct gl_transform_feedback_state TransformFeedback;
5021
5022 struct gl_perf_monitor_state PerfMonitor;
5023 struct gl_perf_query_state PerfQuery;
5024
5025 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
5026 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
5027 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
5028
5029 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
5030 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
5031
5032 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
5033
5034 /**
5035 * Current GL_ARB_uniform_buffer_object binding referenced by
5036 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
5037 */
5038 struct gl_buffer_object *UniformBuffer;
5039
5040 /**
5041 * Current GL_ARB_shader_storage_buffer_object binding referenced by
5042 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
5043 */
5044 struct gl_buffer_object *ShaderStorageBuffer;
5045
5046 /**
5047 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
5048 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
5049 * associated with uniform blocks by glUniformBlockBinding()'s state in the
5050 * shader program.
5051 */
5052 struct gl_buffer_binding
5053 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
5054
5055 /**
5056 * Array of shader storage buffers for ARB_shader_storage_buffer_object
5057 * and GL 4.3. This is set up using glBindBufferRange() or
5058 * glBindBufferBase(). They are associated with shader storage blocks by
5059 * glShaderStorageBlockBinding()'s state in the shader program.
5060 */
5061 struct gl_buffer_binding
5062 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
5063
5064 /**
5065 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
5066 * target.
5067 */
5068 struct gl_buffer_object *AtomicBuffer;
5069
5070 /**
5071 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
5072 * target.
5073 */
5074 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
5075
5076 /**
5077 * Array of atomic counter buffer binding points.
5078 */
5079 struct gl_buffer_binding
5080 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
5081
5082 /**
5083 * Array of image units for ARB_shader_image_load_store.
5084 */
5085 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
5086
5087 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
5088 /*@}*/
5089
5090 struct gl_meta_state *Meta; /**< for "meta" operations */
5091
5092 /* GL_EXT_framebuffer_object */
5093 struct gl_renderbuffer *CurrentRenderbuffer;
5094
5095 GLenum16 ErrorValue; /**< Last error code */
5096
5097 /**
5098 * Recognize and silence repeated error debug messages in buggy apps.
5099 */
5100 const char *ErrorDebugFmtString;
5101 GLuint ErrorDebugCount;
5102
5103 /* GL_ARB_debug_output/GL_KHR_debug */
5104 simple_mtx_t DebugMutex;
5105 struct gl_debug_state *Debug;
5106
5107 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5108 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5109 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5110
5111 struct gl_driver_flags DriverFlags;
5112
5113 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5114
5115 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5116
5117 /** \name Derived state */
5118 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5119 GLfloat _EyeZDir[3];
5120 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5121 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5122 GLboolean _NeedEyeCoords;
5123 GLboolean _ForceEyeCoords;
5124
5125 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5126
5127 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5128
5129 /** \name For debugging/development only */
5130 /*@{*/
5131 GLboolean FirstTimeCurrent;
5132 /*@}*/
5133
5134 /**
5135 * False if this context was created without a config. This is needed
5136 * because the initial state of glDrawBuffers depends on this
5137 */
5138 GLboolean HasConfig;
5139
5140 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5141
5142 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5143 GLboolean IntelConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_INTEL */
5144 GLboolean ConservativeRasterization; /**< GL_CONSERVATIVE_RASTERIZATION_NV */
5145 GLfloat ConservativeRasterDilate;
5146 GLenum16 ConservativeRasterMode;
5147
5148 GLboolean IntelBlackholeRender; /**< GL_INTEL_blackhole_render */
5149
5150 /** Does glVertexAttrib(0) alias glVertex()? */
5151 bool _AttribZeroAliasesVertex;
5152
5153 /**
5154 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5155 * renderer's tiles should be excecuted, to meet the requirements of
5156 * GL_MESA_tile_raster_order.
5157 */
5158 GLboolean TileRasterOrderFixed;
5159 GLboolean TileRasterOrderIncreasingX;
5160 GLboolean TileRasterOrderIncreasingY;
5161
5162 /**
5163 * \name Hooks for module contexts.
5164 *
5165 * These will eventually live in the driver or elsewhere.
5166 */
5167 /*@{*/
5168 void *swrast_context;
5169 void *swsetup_context;
5170 void *swtnl_context;
5171 struct vbo_context *vbo_context;
5172 struct st_context *st;
5173 /*@}*/
5174
5175 /**
5176 * \name NV_vdpau_interop
5177 */
5178 /*@{*/
5179 const void *vdpDevice;
5180 const void *vdpGetProcAddress;
5181 struct set *vdpSurfaces;
5182 /*@}*/
5183
5184 /**
5185 * Has this context observed a GPU reset in any context in the share group?
5186 *
5187 * Once this field becomes true, it is never reset to false.
5188 */
5189 GLboolean ShareGroupReset;
5190
5191 /**
5192 * \name OES_primitive_bounding_box
5193 *
5194 * Stores the arguments to glPrimitiveBoundingBox
5195 */
5196 GLfloat PrimitiveBoundingBox[8];
5197
5198 struct disk_cache *Cache;
5199
5200 /**
5201 * \name GL_ARB_bindless_texture
5202 */
5203 /*@{*/
5204 struct hash_table_u64 *ResidentTextureHandles;
5205 struct hash_table_u64 *ResidentImageHandles;
5206 /*@}*/
5207
5208 bool shader_builtin_ref;
5209 };
5210
5211 /**
5212 * Information about memory usage. All sizes are in kilobytes.
5213 */
5214 struct gl_memory_info
5215 {
5216 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5217 unsigned avail_device_memory; /**< free device memory at the moment */
5218 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5219 unsigned avail_staging_memory; /**< free staging memory at the moment */
5220 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5221 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5222 };
5223
5224 #ifndef NDEBUG
5225 extern int MESA_VERBOSE;
5226 extern int MESA_DEBUG_FLAGS;
5227 #else
5228 # define MESA_VERBOSE 0
5229 # define MESA_DEBUG_FLAGS 0
5230 #endif
5231
5232
5233 /** The MESA_VERBOSE var is a bitmask of these flags */
5234 enum _verbose
5235 {
5236 VERBOSE_VARRAY = 0x0001,
5237 VERBOSE_TEXTURE = 0x0002,
5238 VERBOSE_MATERIAL = 0x0004,
5239 VERBOSE_PIPELINE = 0x0008,
5240 VERBOSE_DRIVER = 0x0010,
5241 VERBOSE_STATE = 0x0020,
5242 VERBOSE_API = 0x0040,
5243 VERBOSE_DISPLAY_LIST = 0x0100,
5244 VERBOSE_LIGHTING = 0x0200,
5245 VERBOSE_PRIMS = 0x0400,
5246 VERBOSE_VERTS = 0x0800,
5247 VERBOSE_DISASSEM = 0x1000,
5248 VERBOSE_DRAW = 0x2000,
5249 VERBOSE_SWAPBUFFERS = 0x4000
5250 };
5251
5252
5253 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5254 enum _debug
5255 {
5256 DEBUG_SILENT = (1 << 0),
5257 DEBUG_ALWAYS_FLUSH = (1 << 1),
5258 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5259 DEBUG_INCOMPLETE_FBO = (1 << 3),
5260 DEBUG_CONTEXT = (1 << 4)
5261 };
5262
5263 #ifdef __cplusplus
5264 }
5265 #endif
5266
5267 #endif /* MTYPES_H */