intel: Fix performance regression in Lightsmark since HiZ changes.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 /*@}*/
81
82
83 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
84 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
85 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
86 #define PRIM_UNKNOWN (GL_POLYGON+3)
87
88
89 /**
90 * Shader stages. Note that these will become 5 with tessellation.
91 * These MUST have the same values as gallium's PIPE_SHADER_*
92 */
93 typedef enum
94 {
95 MESA_SHADER_VERTEX = 0,
96 MESA_SHADER_FRAGMENT = 1,
97 MESA_SHADER_GEOMETRY = 2,
98 MESA_SHADER_TYPES = 3
99 } gl_shader_type;
100
101
102
103 /**
104 * Indexes for vertex program attributes.
105 * GL_NV_vertex_program aliases generic attributes over the conventional
106 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
107 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
108 * generic attributes are distinct/separate).
109 */
110 typedef enum
111 {
112 VERT_ATTRIB_POS = 0,
113 VERT_ATTRIB_WEIGHT = 1,
114 VERT_ATTRIB_NORMAL = 2,
115 VERT_ATTRIB_COLOR0 = 3,
116 VERT_ATTRIB_COLOR1 = 4,
117 VERT_ATTRIB_FOG = 5,
118 VERT_ATTRIB_COLOR_INDEX = 6,
119 VERT_ATTRIB_EDGEFLAG = 7,
120 VERT_ATTRIB_TEX0 = 8,
121 VERT_ATTRIB_TEX1 = 9,
122 VERT_ATTRIB_TEX2 = 10,
123 VERT_ATTRIB_TEX3 = 11,
124 VERT_ATTRIB_TEX4 = 12,
125 VERT_ATTRIB_TEX5 = 13,
126 VERT_ATTRIB_TEX6 = 14,
127 VERT_ATTRIB_TEX7 = 15,
128 VERT_ATTRIB_POINT_SIZE = 16,
129 VERT_ATTRIB_GENERIC0 = 17,
130 VERT_ATTRIB_GENERIC1 = 18,
131 VERT_ATTRIB_GENERIC2 = 19,
132 VERT_ATTRIB_GENERIC3 = 20,
133 VERT_ATTRIB_GENERIC4 = 21,
134 VERT_ATTRIB_GENERIC5 = 22,
135 VERT_ATTRIB_GENERIC6 = 23,
136 VERT_ATTRIB_GENERIC7 = 24,
137 VERT_ATTRIB_GENERIC8 = 25,
138 VERT_ATTRIB_GENERIC9 = 26,
139 VERT_ATTRIB_GENERIC10 = 27,
140 VERT_ATTRIB_GENERIC11 = 28,
141 VERT_ATTRIB_GENERIC12 = 29,
142 VERT_ATTRIB_GENERIC13 = 30,
143 VERT_ATTRIB_GENERIC14 = 31,
144 VERT_ATTRIB_GENERIC15 = 32,
145 VERT_ATTRIB_MAX = 33
146 } gl_vert_attrib;
147
148 /**
149 * Symbolic constats to help iterating over
150 * specific blocks of vertex attributes.
151 *
152 * VERT_ATTRIB_FF
153 * includes all fixed function attributes as well as
154 * the aliased GL_NV_vertex_program shader attributes.
155 * VERT_ATTRIB_TEX
156 * include the classic texture coordinate attributes.
157 * Is a subset of VERT_ATTRIB_FF.
158 * VERT_ATTRIB_GENERIC_NV
159 * include the NV shader attributes.
160 * Is a subset of VERT_ATTRIB_FF.
161 * VERT_ATTRIB_GENERIC
162 * include the OpenGL 2.0+ GLSL generic shader attributes.
163 * These alias the generic GL_ARB_vertex_shader attributes.
164 */
165 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
166 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
167
168 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
169 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
170
171 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
172 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
173
174 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
175 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
176
177 /**
178 * Bitflags for vertex attributes.
179 * These are used in bitfields in many places.
180 */
181 /*@{*/
182 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
183 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
184 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
185 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
186 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
187 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
188 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
189 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
190 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
191 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
192 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
193 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
194 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
195 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
196 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
197 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
198 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
199 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
200
201 #define VERT_BIT(i) BITFIELD64_BIT(i)
202 #define VERT_BIT_ALL (BITFIELD64_BIT(VERT_ATTRIB_MAX) - 1)
203
204 #define VERT_BIT_FF(i) VERT_BIT(i)
205 #define VERT_BIT_FF_ALL (BITFIELD64_BIT(VERT_ATTRIB_FF_MAX) - 1)
206 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
207 #define VERT_BIT_TEX_ALL \
208 ((BITFIELD64_BIT(VERT_ATTRIB_TEX_MAX) - 1) << VERT_ATTRIB_TEX(0))
209 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
210 #define VERT_BIT_GENERIC_NV_ALL \
211 ((BITFIELD64_BIT(VERT_ATTRIB_GENERIC_NV_MAX) - 1) << (VERT_ATTRIB_GENERIC_NV(0)))
212 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
213 #define VERT_BIT_GENERIC_ALL \
214 ((BITFIELD64_BIT(VERT_ATTRIB_GENERIC_MAX) - 1) << (VERT_ATTRIB_GENERIC(0)))
215 /*@}*/
216
217
218 /**
219 * Indexes for vertex program result attributes. Note that
220 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
221 * assumptions about the layout of this enum.
222 */
223 typedef enum
224 {
225 VERT_RESULT_HPOS = 0,
226 VERT_RESULT_COL0 = 1,
227 VERT_RESULT_COL1 = 2,
228 VERT_RESULT_FOGC = 3,
229 VERT_RESULT_TEX0 = 4,
230 VERT_RESULT_TEX1 = 5,
231 VERT_RESULT_TEX2 = 6,
232 VERT_RESULT_TEX3 = 7,
233 VERT_RESULT_TEX4 = 8,
234 VERT_RESULT_TEX5 = 9,
235 VERT_RESULT_TEX6 = 10,
236 VERT_RESULT_TEX7 = 11,
237 VERT_RESULT_PSIZ = 12,
238 VERT_RESULT_BFC0 = 13,
239 VERT_RESULT_BFC1 = 14,
240 VERT_RESULT_EDGE = 15,
241 VERT_RESULT_CLIP_VERTEX = 16,
242 VERT_RESULT_CLIP_DIST0 = 17,
243 VERT_RESULT_CLIP_DIST1 = 18,
244 VERT_RESULT_VAR0 = 19, /**< shader varying */
245 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
246 } gl_vert_result;
247
248
249 /*********************************************/
250
251 /**
252 * Indexes for geometry program attributes.
253 */
254 typedef enum
255 {
256 GEOM_ATTRIB_POSITION = 0,
257 GEOM_ATTRIB_COLOR0 = 1,
258 GEOM_ATTRIB_COLOR1 = 2,
259 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
260 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
261 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
262 GEOM_ATTRIB_POINT_SIZE = 6,
263 GEOM_ATTRIB_CLIP_VERTEX = 7,
264 GEOM_ATTRIB_PRIMITIVE_ID = 8,
265 GEOM_ATTRIB_TEX_COORD = 9,
266
267 GEOM_ATTRIB_VAR0 = 16,
268 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
269 } gl_geom_attrib;
270
271 /**
272 * Bitflags for geometry attributes.
273 * These are used in bitfields in many places.
274 */
275 /*@{*/
276 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
277 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
278 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
279 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
280 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
281 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
282 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
283 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
284 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
285 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
286 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
287
288 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
289 /*@}*/
290
291
292 /**
293 * Indexes for geometry program result attributes
294 */
295 typedef enum
296 {
297 GEOM_RESULT_POS = 0,
298 GEOM_RESULT_COL0 = 1,
299 GEOM_RESULT_COL1 = 2,
300 GEOM_RESULT_SCOL0 = 3,
301 GEOM_RESULT_SCOL1 = 4,
302 GEOM_RESULT_FOGC = 5,
303 GEOM_RESULT_TEX0 = 6,
304 GEOM_RESULT_TEX1 = 7,
305 GEOM_RESULT_TEX2 = 8,
306 GEOM_RESULT_TEX3 = 9,
307 GEOM_RESULT_TEX4 = 10,
308 GEOM_RESULT_TEX5 = 11,
309 GEOM_RESULT_TEX6 = 12,
310 GEOM_RESULT_TEX7 = 13,
311 GEOM_RESULT_PSIZ = 14,
312 GEOM_RESULT_CLPV = 15,
313 GEOM_RESULT_PRID = 16,
314 GEOM_RESULT_LAYR = 17,
315 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
316 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
317 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
318 } gl_geom_result;
319
320
321 /**
322 * Indexes for fragment program input attributes. Note that
323 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
324 * assumptions about the layout of this enum.
325 */
326 typedef enum
327 {
328 FRAG_ATTRIB_WPOS = 0,
329 FRAG_ATTRIB_COL0 = 1,
330 FRAG_ATTRIB_COL1 = 2,
331 FRAG_ATTRIB_FOGC = 3,
332 FRAG_ATTRIB_TEX0 = 4,
333 FRAG_ATTRIB_TEX1 = 5,
334 FRAG_ATTRIB_TEX2 = 6,
335 FRAG_ATTRIB_TEX3 = 7,
336 FRAG_ATTRIB_TEX4 = 8,
337 FRAG_ATTRIB_TEX5 = 9,
338 FRAG_ATTRIB_TEX6 = 10,
339 FRAG_ATTRIB_TEX7 = 11,
340 FRAG_ATTRIB_FACE = 12, /**< front/back face */
341 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
342 FRAG_ATTRIB_CLIP_DIST0 = 14,
343 FRAG_ATTRIB_CLIP_DIST1 = 15,
344 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
345 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
346 } gl_frag_attrib;
347
348
349 /**
350 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
351 *
352 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
353 *
354 * gl_vert_result values which have no corresponding gl_frag_attrib
355 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
356 * VERT_RESULT_EDGE) are converted to a value of -1.
357 */
358 static inline int
359 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
360 {
361 if (vert_result >= VERT_RESULT_CLIP_DIST0)
362 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
363 else if (vert_result <= VERT_RESULT_TEX7)
364 return vert_result;
365 else
366 return -1;
367 }
368
369
370 /**
371 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
372 *
373 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
374 *
375 * gl_frag_attrib values which have no corresponding gl_vert_result
376 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
377 */
378 static inline int
379 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
380 {
381 if (frag_attrib <= FRAG_ATTRIB_TEX7)
382 return frag_attrib;
383 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
384 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
385 else
386 return -1;
387 }
388
389
390 /**
391 * Bitflags for fragment program input attributes.
392 */
393 /*@{*/
394 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
395 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
396 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
397 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
398 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
399 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
400 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
401 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
402 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
403 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
404 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
405 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
406 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
407 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
408 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
409
410 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
411 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
412
413 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
414 FRAG_BIT_TEX1| \
415 FRAG_BIT_TEX2| \
416 FRAG_BIT_TEX3| \
417 FRAG_BIT_TEX4| \
418 FRAG_BIT_TEX5| \
419 FRAG_BIT_TEX6| \
420 FRAG_BIT_TEX7)
421 /*@}*/
422
423
424 /**
425 * Fragment program results
426 */
427 typedef enum
428 {
429 FRAG_RESULT_DEPTH = 0,
430 FRAG_RESULT_STENCIL = 1,
431 /* If a single color should be written to all render targets, this
432 * register is written. No FRAG_RESULT_DATAn will be written.
433 */
434 FRAG_RESULT_COLOR = 2,
435
436 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
437 * or ARB_fragment_program fragment.color[n]) color results. If
438 * any are written, FRAG_RESULT_COLOR will not be written.
439 */
440 FRAG_RESULT_DATA0 = 3,
441 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
442 } gl_frag_result;
443
444
445 /**
446 * Indexes for all renderbuffers
447 */
448 typedef enum
449 {
450 /* the four standard color buffers */
451 BUFFER_FRONT_LEFT,
452 BUFFER_BACK_LEFT,
453 BUFFER_FRONT_RIGHT,
454 BUFFER_BACK_RIGHT,
455 BUFFER_DEPTH,
456 BUFFER_STENCIL,
457 BUFFER_ACCUM,
458 /* optional aux buffer */
459 BUFFER_AUX0,
460 /* generic renderbuffers */
461 BUFFER_COLOR0,
462 BUFFER_COLOR1,
463 BUFFER_COLOR2,
464 BUFFER_COLOR3,
465 BUFFER_COLOR4,
466 BUFFER_COLOR5,
467 BUFFER_COLOR6,
468 BUFFER_COLOR7,
469 BUFFER_COUNT
470 } gl_buffer_index;
471
472 /**
473 * Bit flags for all renderbuffers
474 */
475 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
476 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
477 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
478 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
479 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
480 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
481 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
482 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
483 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
484 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
485 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
486 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
487 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
488 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
489 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
490 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
491 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
492 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
493 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
494
495 /**
496 * Mask of all the color buffer bits (but not accum).
497 */
498 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
499 BUFFER_BIT_BACK_LEFT | \
500 BUFFER_BIT_FRONT_RIGHT | \
501 BUFFER_BIT_BACK_RIGHT | \
502 BUFFER_BIT_AUX0 | \
503 BUFFER_BIT_COLOR0 | \
504 BUFFER_BIT_COLOR1 | \
505 BUFFER_BIT_COLOR2 | \
506 BUFFER_BIT_COLOR3 | \
507 BUFFER_BIT_COLOR4 | \
508 BUFFER_BIT_COLOR5 | \
509 BUFFER_BIT_COLOR6 | \
510 BUFFER_BIT_COLOR7)
511
512
513 /**
514 * Framebuffer configuration (aka visual / pixelformat)
515 * Note: some of these fields should be boolean, but it appears that
516 * code in drivers/dri/common/util.c requires int-sized fields.
517 */
518 struct gl_config
519 {
520 GLboolean rgbMode;
521 GLboolean floatMode;
522 GLboolean colorIndexMode; /* XXX is this used anywhere? */
523 GLuint doubleBufferMode;
524 GLuint stereoMode;
525
526 GLboolean haveAccumBuffer;
527 GLboolean haveDepthBuffer;
528 GLboolean haveStencilBuffer;
529
530 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
531 GLuint redMask, greenMask, blueMask, alphaMask;
532 GLint rgbBits; /* total bits for rgb */
533 GLint indexBits; /* total bits for colorindex */
534
535 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
536 GLint depthBits;
537 GLint stencilBits;
538
539 GLint numAuxBuffers;
540
541 GLint level;
542
543 /* EXT_visual_rating / GLX 1.2 */
544 GLint visualRating;
545
546 /* EXT_visual_info / GLX 1.2 */
547 GLint transparentPixel;
548 /* colors are floats scaled to ints */
549 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
550 GLint transparentIndex;
551
552 /* ARB_multisample / SGIS_multisample */
553 GLint sampleBuffers;
554 GLint samples;
555
556 /* SGIX_pbuffer / GLX 1.3 */
557 GLint maxPbufferWidth;
558 GLint maxPbufferHeight;
559 GLint maxPbufferPixels;
560 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
561 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
562
563 /* OML_swap_method */
564 GLint swapMethod;
565
566 /* EXT_texture_from_pixmap */
567 GLint bindToTextureRgb;
568 GLint bindToTextureRgba;
569 GLint bindToMipmapTexture;
570 GLint bindToTextureTargets;
571 GLint yInverted;
572
573 /* EXT_framebuffer_sRGB */
574 GLint sRGBCapable;
575 };
576
577
578 /**
579 * \name Bit flags used for updating material values.
580 */
581 /*@{*/
582 #define MAT_ATTRIB_FRONT_AMBIENT 0
583 #define MAT_ATTRIB_BACK_AMBIENT 1
584 #define MAT_ATTRIB_FRONT_DIFFUSE 2
585 #define MAT_ATTRIB_BACK_DIFFUSE 3
586 #define MAT_ATTRIB_FRONT_SPECULAR 4
587 #define MAT_ATTRIB_BACK_SPECULAR 5
588 #define MAT_ATTRIB_FRONT_EMISSION 6
589 #define MAT_ATTRIB_BACK_EMISSION 7
590 #define MAT_ATTRIB_FRONT_SHININESS 8
591 #define MAT_ATTRIB_BACK_SHININESS 9
592 #define MAT_ATTRIB_FRONT_INDEXES 10
593 #define MAT_ATTRIB_BACK_INDEXES 11
594 #define MAT_ATTRIB_MAX 12
595
596 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
597 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
598 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
599 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
600 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
601 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
602
603 #define MAT_INDEX_AMBIENT 0
604 #define MAT_INDEX_DIFFUSE 1
605 #define MAT_INDEX_SPECULAR 2
606
607 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
608 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
609 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
610 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
611 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
612 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
613 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
614 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
615 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
616 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
617 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
618 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
619
620
621 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
622 MAT_BIT_FRONT_AMBIENT | \
623 MAT_BIT_FRONT_DIFFUSE | \
624 MAT_BIT_FRONT_SPECULAR | \
625 MAT_BIT_FRONT_SHININESS | \
626 MAT_BIT_FRONT_INDEXES)
627
628 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
629 MAT_BIT_BACK_AMBIENT | \
630 MAT_BIT_BACK_DIFFUSE | \
631 MAT_BIT_BACK_SPECULAR | \
632 MAT_BIT_BACK_SHININESS | \
633 MAT_BIT_BACK_INDEXES)
634
635 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
636 /*@}*/
637
638
639 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
640 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
641
642 /**
643 * Material shininess lookup table.
644 */
645 struct gl_shine_tab
646 {
647 struct gl_shine_tab *next, *prev;
648 GLfloat tab[SHINE_TABLE_SIZE+1];
649 GLfloat shininess;
650 GLuint refcount;
651 };
652
653
654 /**
655 * Light source state.
656 */
657 struct gl_light
658 {
659 struct gl_light *next; /**< double linked list with sentinel */
660 struct gl_light *prev;
661
662 GLfloat Ambient[4]; /**< ambient color */
663 GLfloat Diffuse[4]; /**< diffuse color */
664 GLfloat Specular[4]; /**< specular color */
665 GLfloat EyePosition[4]; /**< position in eye coordinates */
666 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
667 GLfloat SpotExponent;
668 GLfloat SpotCutoff; /**< in degrees */
669 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
670 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
671 GLfloat ConstantAttenuation;
672 GLfloat LinearAttenuation;
673 GLfloat QuadraticAttenuation;
674 GLboolean Enabled; /**< On/off flag */
675
676 /**
677 * \name Derived fields
678 */
679 /*@{*/
680 GLbitfield _Flags; /**< State */
681
682 GLfloat _Position[4]; /**< position in eye/obj coordinates */
683 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
684 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
685 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
686 GLfloat _VP_inf_spot_attenuation;
687
688 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
689 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
690 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
691 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
692 /*@}*/
693 };
694
695
696 /**
697 * Light model state.
698 */
699 struct gl_lightmodel
700 {
701 GLfloat Ambient[4]; /**< ambient color */
702 GLboolean LocalViewer; /**< Local (or infinite) view point? */
703 GLboolean TwoSide; /**< Two (or one) sided lighting? */
704 GLenum ColorControl; /**< either GL_SINGLE_COLOR
705 * or GL_SEPARATE_SPECULAR_COLOR */
706 };
707
708
709 /**
710 * Material state.
711 */
712 struct gl_material
713 {
714 GLfloat Attrib[MAT_ATTRIB_MAX][4];
715 };
716
717
718 /**
719 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
720 */
721 struct gl_accum_attrib
722 {
723 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
724 };
725
726
727 /**
728 * Used for storing clear color, texture border color, etc.
729 * The float values are typically unclamped.
730 */
731 union gl_color_union
732 {
733 GLfloat f[4];
734 GLint i[4];
735 GLuint ui[4];
736 };
737
738
739 /**
740 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
741 */
742 struct gl_colorbuffer_attrib
743 {
744 GLuint ClearIndex; /**< Index for glClear */
745 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
746 GLuint IndexMask; /**< Color index write mask */
747 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
748
749 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
750
751 /**
752 * \name alpha testing
753 */
754 /*@{*/
755 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
756 GLenum AlphaFunc; /**< Alpha test function */
757 GLfloat AlphaRefUnclamped;
758 GLclampf AlphaRef; /**< Alpha reference value */
759 /*@}*/
760
761 /**
762 * \name Blending
763 */
764 /*@{*/
765 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
766
767 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
768 * control, only on the fixed-pointness of the render target.
769 * The query does however depend on fragment color clamping.
770 */
771 GLfloat BlendColorUnclamped[4]; /**< Blending color */
772 GLfloat BlendColor[4]; /**< Blending color */
773
774 struct
775 {
776 GLenum SrcRGB; /**< RGB blend source term */
777 GLenum DstRGB; /**< RGB blend dest term */
778 GLenum SrcA; /**< Alpha blend source term */
779 GLenum DstA; /**< Alpha blend dest term */
780 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
781 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
782 } Blend[MAX_DRAW_BUFFERS];
783 /** Are the blend func terms currently different for each buffer/target? */
784 GLboolean _BlendFuncPerBuffer;
785 /** Are the blend equations currently different for each buffer/target? */
786 GLboolean _BlendEquationPerBuffer;
787 /*@}*/
788
789 /**
790 * \name Logic op
791 */
792 /*@{*/
793 GLenum LogicOp; /**< Logic operator */
794 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
795 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
796 /*@}*/
797
798 GLboolean DitherFlag; /**< Dither enable flag */
799
800 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
801 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
802 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
803 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
804
805 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
806 };
807
808
809 /**
810 * Current attribute group (GL_CURRENT_BIT).
811 */
812 struct gl_current_attrib
813 {
814 /**
815 * \name Current vertex attributes.
816 * \note Values are valid only after FLUSH_VERTICES has been called.
817 * \note Index and Edgeflag current values are stored as floats in the
818 * SIX and SEVEN attribute slots.
819 */
820 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
821
822 /**
823 * \name Current raster position attributes (always valid).
824 * \note This set of attributes is very similar to the SWvertex struct.
825 */
826 /*@{*/
827 GLfloat RasterPos[4];
828 GLfloat RasterDistance;
829 GLfloat RasterColor[4];
830 GLfloat RasterSecondaryColor[4];
831 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
832 GLboolean RasterPosValid;
833 /*@}*/
834 };
835
836
837 /**
838 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
839 */
840 struct gl_depthbuffer_attrib
841 {
842 GLenum Func; /**< Function for depth buffer compare */
843 GLclampd Clear; /**< Value to clear depth buffer to */
844 GLboolean Test; /**< Depth buffering enabled flag */
845 GLboolean Mask; /**< Depth buffer writable? */
846 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
847 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
848 };
849
850
851 /**
852 * Evaluator attribute group (GL_EVAL_BIT).
853 */
854 struct gl_eval_attrib
855 {
856 /**
857 * \name Enable bits
858 */
859 /*@{*/
860 GLboolean Map1Color4;
861 GLboolean Map1Index;
862 GLboolean Map1Normal;
863 GLboolean Map1TextureCoord1;
864 GLboolean Map1TextureCoord2;
865 GLboolean Map1TextureCoord3;
866 GLboolean Map1TextureCoord4;
867 GLboolean Map1Vertex3;
868 GLboolean Map1Vertex4;
869 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
870 GLboolean Map2Color4;
871 GLboolean Map2Index;
872 GLboolean Map2Normal;
873 GLboolean Map2TextureCoord1;
874 GLboolean Map2TextureCoord2;
875 GLboolean Map2TextureCoord3;
876 GLboolean Map2TextureCoord4;
877 GLboolean Map2Vertex3;
878 GLboolean Map2Vertex4;
879 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
880 GLboolean AutoNormal;
881 /*@}*/
882
883 /**
884 * \name Map Grid endpoints and divisions and calculated du values
885 */
886 /*@{*/
887 GLint MapGrid1un;
888 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
889 GLint MapGrid2un, MapGrid2vn;
890 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
891 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
892 /*@}*/
893 };
894
895
896 /**
897 * Fog attribute group (GL_FOG_BIT).
898 */
899 struct gl_fog_attrib
900 {
901 GLboolean Enabled; /**< Fog enabled flag */
902 GLfloat ColorUnclamped[4]; /**< Fog color */
903 GLfloat Color[4]; /**< Fog color */
904 GLfloat Density; /**< Density >= 0.0 */
905 GLfloat Start; /**< Start distance in eye coords */
906 GLfloat End; /**< End distance in eye coords */
907 GLfloat Index; /**< Fog index */
908 GLenum Mode; /**< Fog mode */
909 GLboolean ColorSumEnabled;
910 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
911 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
912 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
913 };
914
915
916 /**
917 * \brief Layout qualifiers for gl_FragDepth.
918 *
919 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
920 * a layout qualifier.
921 *
922 * \see enum ir_depth_layout
923 */
924 enum gl_frag_depth_layout {
925 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
926 FRAG_DEPTH_LAYOUT_ANY,
927 FRAG_DEPTH_LAYOUT_GREATER,
928 FRAG_DEPTH_LAYOUT_LESS,
929 FRAG_DEPTH_LAYOUT_UNCHANGED
930 };
931
932
933 /**
934 * Hint attribute group (GL_HINT_BIT).
935 *
936 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
937 */
938 struct gl_hint_attrib
939 {
940 GLenum PerspectiveCorrection;
941 GLenum PointSmooth;
942 GLenum LineSmooth;
943 GLenum PolygonSmooth;
944 GLenum Fog;
945 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
946 GLenum TextureCompression; /**< GL_ARB_texture_compression */
947 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
948 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
949 };
950
951 /**
952 * Light state flags.
953 */
954 /*@{*/
955 #define LIGHT_SPOT 0x1
956 #define LIGHT_LOCAL_VIEWER 0x2
957 #define LIGHT_POSITIONAL 0x4
958 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
959 /*@}*/
960
961
962 /**
963 * Lighting attribute group (GL_LIGHT_BIT).
964 */
965 struct gl_light_attrib
966 {
967 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
968 struct gl_lightmodel Model; /**< Lighting model */
969
970 /**
971 * Must flush FLUSH_VERTICES before referencing:
972 */
973 /*@{*/
974 struct gl_material Material; /**< Includes front & back values */
975 /*@}*/
976
977 GLboolean Enabled; /**< Lighting enabled flag */
978 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
979 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
980 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
981 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
982 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
983 GLboolean ColorMaterialEnabled;
984 GLenum ClampVertexColor;
985 GLboolean _ClampVertexColor;
986
987 struct gl_light EnabledList; /**< List sentinel */
988
989 /**
990 * Derived state for optimizations:
991 */
992 /*@{*/
993 GLboolean _NeedEyeCoords;
994 GLboolean _NeedVertices; /**< Use fast shader? */
995 GLbitfield _Flags; /**< LIGHT_* flags, see above */
996 GLfloat _BaseColor[2][3];
997 /*@}*/
998 };
999
1000
1001 /**
1002 * Line attribute group (GL_LINE_BIT).
1003 */
1004 struct gl_line_attrib
1005 {
1006 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
1007 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
1008 GLushort StipplePattern; /**< Stipple pattern */
1009 GLint StippleFactor; /**< Stipple repeat factor */
1010 GLfloat Width; /**< Line width */
1011 };
1012
1013
1014 /**
1015 * Display list attribute group (GL_LIST_BIT).
1016 */
1017 struct gl_list_attrib
1018 {
1019 GLuint ListBase;
1020 };
1021
1022
1023 /**
1024 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1025 */
1026 struct gl_multisample_attrib
1027 {
1028 GLboolean Enabled;
1029 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1030 GLboolean SampleAlphaToCoverage;
1031 GLboolean SampleAlphaToOne;
1032 GLboolean SampleCoverage;
1033 GLfloat SampleCoverageValue;
1034 GLboolean SampleCoverageInvert;
1035 };
1036
1037
1038 /**
1039 * A pixelmap (see glPixelMap)
1040 */
1041 struct gl_pixelmap
1042 {
1043 GLint Size;
1044 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1045 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1046 };
1047
1048
1049 /**
1050 * Collection of all pixelmaps
1051 */
1052 struct gl_pixelmaps
1053 {
1054 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1055 struct gl_pixelmap GtoG;
1056 struct gl_pixelmap BtoB;
1057 struct gl_pixelmap AtoA;
1058 struct gl_pixelmap ItoR;
1059 struct gl_pixelmap ItoG;
1060 struct gl_pixelmap ItoB;
1061 struct gl_pixelmap ItoA;
1062 struct gl_pixelmap ItoI;
1063 struct gl_pixelmap StoS;
1064 };
1065
1066
1067 /**
1068 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1069 */
1070 struct gl_pixel_attrib
1071 {
1072 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1073
1074 /*--- Begin Pixel Transfer State ---*/
1075 /* Fields are in the order in which they're applied... */
1076
1077 /** Scale & Bias (index shift, offset) */
1078 /*@{*/
1079 GLfloat RedBias, RedScale;
1080 GLfloat GreenBias, GreenScale;
1081 GLfloat BlueBias, BlueScale;
1082 GLfloat AlphaBias, AlphaScale;
1083 GLfloat DepthBias, DepthScale;
1084 GLint IndexShift, IndexOffset;
1085 /*@}*/
1086
1087 /* Pixel Maps */
1088 /* Note: actual pixel maps are not part of this attrib group */
1089 GLboolean MapColorFlag;
1090 GLboolean MapStencilFlag;
1091
1092 /*--- End Pixel Transfer State ---*/
1093
1094 /** glPixelZoom */
1095 GLfloat ZoomX, ZoomY;
1096 };
1097
1098
1099 /**
1100 * Point attribute group (GL_POINT_BIT).
1101 */
1102 struct gl_point_attrib
1103 {
1104 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1105 GLfloat Size; /**< User-specified point size */
1106 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1107 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1108 GLfloat Threshold; /**< GL_EXT_point_parameters */
1109 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1110 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1111 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1112 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1113 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1114 };
1115
1116
1117 /**
1118 * Polygon attribute group (GL_POLYGON_BIT).
1119 */
1120 struct gl_polygon_attrib
1121 {
1122 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1123 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1124 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1125 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1126 GLboolean CullFlag; /**< Culling on/off flag */
1127 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1128 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1129 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1130 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1131 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1132 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1133 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1134 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1135 };
1136
1137
1138 /**
1139 * Scissor attributes (GL_SCISSOR_BIT).
1140 */
1141 struct gl_scissor_attrib
1142 {
1143 GLboolean Enabled; /**< Scissor test enabled? */
1144 GLint X, Y; /**< Lower left corner of box */
1145 GLsizei Width, Height; /**< Size of box */
1146 };
1147
1148
1149 /**
1150 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1151 *
1152 * Three sets of stencil data are tracked so that OpenGL 2.0,
1153 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1154 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1155 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1156 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1157 * GL_EXT_stencil_two_side GL_BACK state.
1158 *
1159 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1160 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1161 *
1162 * The derived value \c _TestTwoSide is set when the front-face and back-face
1163 * stencil state are different.
1164 */
1165 struct gl_stencil_attrib
1166 {
1167 GLboolean Enabled; /**< Enabled flag */
1168 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1169 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1170 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1171 GLboolean _TestTwoSide;
1172 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1173 GLenum Function[3]; /**< Stencil function */
1174 GLenum FailFunc[3]; /**< Fail function */
1175 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1176 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1177 GLint Ref[3]; /**< Reference value */
1178 GLuint ValueMask[3]; /**< Value mask */
1179 GLuint WriteMask[3]; /**< Write mask */
1180 GLuint Clear; /**< Clear value */
1181 };
1182
1183
1184 /**
1185 * An index for each type of texture object. These correspond to the GL
1186 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1187 * Note: the order is from highest priority to lowest priority.
1188 */
1189 typedef enum
1190 {
1191 TEXTURE_BUFFER_INDEX,
1192 TEXTURE_2D_ARRAY_INDEX,
1193 TEXTURE_1D_ARRAY_INDEX,
1194 TEXTURE_EXTERNAL_INDEX,
1195 TEXTURE_CUBE_INDEX,
1196 TEXTURE_3D_INDEX,
1197 TEXTURE_RECT_INDEX,
1198 TEXTURE_2D_INDEX,
1199 TEXTURE_1D_INDEX,
1200 NUM_TEXTURE_TARGETS
1201 } gl_texture_index;
1202
1203
1204 /**
1205 * Bit flags for each type of texture object
1206 * Used for Texture.Unit[]._ReallyEnabled flags.
1207 */
1208 /*@{*/
1209 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1210 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1211 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1212 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1213 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1214 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1215 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1216 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1217 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1218 /*@}*/
1219
1220
1221 /**
1222 * TexGenEnabled flags.
1223 */
1224 /*@{*/
1225 #define S_BIT 1
1226 #define T_BIT 2
1227 #define R_BIT 4
1228 #define Q_BIT 8
1229 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1230 /*@}*/
1231
1232
1233 /**
1234 * Bit flag versions of the corresponding GL_ constants.
1235 */
1236 /*@{*/
1237 #define TEXGEN_SPHERE_MAP 0x1
1238 #define TEXGEN_OBJ_LINEAR 0x2
1239 #define TEXGEN_EYE_LINEAR 0x4
1240 #define TEXGEN_REFLECTION_MAP_NV 0x8
1241 #define TEXGEN_NORMAL_MAP_NV 0x10
1242
1243 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1244 TEXGEN_REFLECTION_MAP_NV | \
1245 TEXGEN_NORMAL_MAP_NV)
1246 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1247 TEXGEN_REFLECTION_MAP_NV | \
1248 TEXGEN_NORMAL_MAP_NV | \
1249 TEXGEN_EYE_LINEAR)
1250 /*@}*/
1251
1252
1253
1254 /** Tex-gen enabled for texture unit? */
1255 #define ENABLE_TEXGEN(unit) (1 << (unit))
1256
1257 /** Non-identity texture matrix for texture unit? */
1258 #define ENABLE_TEXMAT(unit) (1 << (unit))
1259
1260
1261 /**
1262 * Texture image state. Drivers will typically create a subclass of this
1263 * with extra fields for memory buffers, etc.
1264 */
1265 struct gl_texture_image
1266 {
1267 GLint InternalFormat; /**< Internal format as given by the user */
1268 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1269 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1270 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1271 * GL_DEPTH_STENCIL_EXT only. Used for
1272 * choosing TexEnv arithmetic.
1273 */
1274 gl_format TexFormat; /**< The actual texture memory format */
1275
1276 GLuint Border; /**< 0 or 1 */
1277 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1278 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1279 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1280 GLuint Width2; /**< = Width - 2*Border */
1281 GLuint Height2; /**< = Height - 2*Border */
1282 GLuint Depth2; /**< = Depth - 2*Border */
1283 GLuint WidthLog2; /**< = log2(Width2) */
1284 GLuint HeightLog2; /**< = log2(Height2) */
1285 GLuint DepthLog2; /**< = log2(Depth2) */
1286 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1287
1288 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1289 GLuint Level; /**< Which mipmap level am I? */
1290 /** Cube map face: index into gl_texture_object::Image[] array */
1291 GLuint Face;
1292 };
1293
1294
1295 /**
1296 * Indexes for cube map faces.
1297 */
1298 typedef enum
1299 {
1300 FACE_POS_X = 0,
1301 FACE_NEG_X = 1,
1302 FACE_POS_Y = 2,
1303 FACE_NEG_Y = 3,
1304 FACE_POS_Z = 4,
1305 FACE_NEG_Z = 5,
1306 MAX_FACES = 6
1307 } gl_face_index;
1308
1309
1310 /**
1311 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1312 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1313 */
1314 struct gl_sampler_object
1315 {
1316 GLuint Name;
1317 GLint RefCount;
1318
1319 GLenum WrapS; /**< S-axis texture image wrap mode */
1320 GLenum WrapT; /**< T-axis texture image wrap mode */
1321 GLenum WrapR; /**< R-axis texture image wrap mode */
1322 GLenum MinFilter; /**< minification filter */
1323 GLenum MagFilter; /**< magnification filter */
1324 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1325 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1326 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1327 GLfloat LodBias; /**< OpenGL 1.4 */
1328 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1329 GLenum CompareMode; /**< GL_ARB_shadow */
1330 GLenum CompareFunc; /**< GL_ARB_shadow */
1331 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1332 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1333 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1334
1335 /* deprecated sampler state */
1336 GLenum DepthMode; /**< GL_ARB_depth_texture */
1337 };
1338
1339
1340 /**
1341 * Texture object state. Contains the array of mipmap images, border color,
1342 * wrap modes, filter modes, and shadow/texcompare state.
1343 */
1344 struct gl_texture_object
1345 {
1346 _glthread_Mutex Mutex; /**< for thread safety */
1347 GLint RefCount; /**< reference count */
1348 GLuint Name; /**< the user-visible texture object ID */
1349 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1350
1351 struct gl_sampler_object Sampler;
1352
1353 GLfloat Priority; /**< in [0,1] */
1354 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1355 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1356 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1357 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1358 GLint CropRect[4]; /**< GL_OES_draw_texture */
1359 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1360 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1361 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1362 GLboolean _Complete; /**< Is texture object complete? */
1363 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1364 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1365 GLboolean Immutable; /**< GL_ARB_texture_storage */
1366
1367 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1368 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1369
1370 /** GL_ARB_texture_buffer_object */
1371 struct gl_buffer_object *BufferObject;
1372 GLenum BufferObjectFormat;
1373
1374 /** GL_OES_EGL_image_external */
1375 GLint RequiredTextureImageUnits;
1376 };
1377
1378
1379 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1380 #define MAX_COMBINER_TERMS 4
1381
1382
1383 /**
1384 * Texture combine environment state.
1385 */
1386 struct gl_tex_env_combine_state
1387 {
1388 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1389 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1390 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1391 GLenum SourceRGB[MAX_COMBINER_TERMS];
1392 GLenum SourceA[MAX_COMBINER_TERMS];
1393 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1394 GLenum OperandRGB[MAX_COMBINER_TERMS];
1395 GLenum OperandA[MAX_COMBINER_TERMS];
1396 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1397 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1398 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1399 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1400 };
1401
1402
1403 /**
1404 * Texture coord generation state.
1405 */
1406 struct gl_texgen
1407 {
1408 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1409 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1410 GLfloat ObjectPlane[4];
1411 GLfloat EyePlane[4];
1412 };
1413
1414
1415 /**
1416 * Texture unit state. Contains enable flags, texture environment/function/
1417 * combiners, texgen state, and pointers to current texture objects.
1418 */
1419 struct gl_texture_unit
1420 {
1421 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1422 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1423
1424 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1425 GLclampf EnvColor[4];
1426 GLfloat EnvColorUnclamped[4];
1427
1428 struct gl_texgen GenS;
1429 struct gl_texgen GenT;
1430 struct gl_texgen GenR;
1431 struct gl_texgen GenQ;
1432 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1433 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1434
1435 GLfloat LodBias; /**< for biasing mipmap levels */
1436 GLenum BumpTarget;
1437 GLfloat RotMatrix[4]; /* 2x2 matrix */
1438
1439 /** Current sampler object (GL_ARB_sampler_objects) */
1440 struct gl_sampler_object *Sampler;
1441
1442 /**
1443 * \name GL_EXT_texture_env_combine
1444 */
1445 struct gl_tex_env_combine_state Combine;
1446
1447 /**
1448 * Derived state based on \c EnvMode and the \c BaseFormat of the
1449 * currently enabled texture.
1450 */
1451 struct gl_tex_env_combine_state _EnvMode;
1452
1453 /**
1454 * Currently enabled combiner state. This will point to either
1455 * \c Combine or \c _EnvMode.
1456 */
1457 struct gl_tex_env_combine_state *_CurrentCombine;
1458
1459 /** Current texture object pointers */
1460 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1461
1462 /** Points to highest priority, complete and enabled texture object */
1463 struct gl_texture_object *_Current;
1464 };
1465
1466
1467 /**
1468 * Texture attribute group (GL_TEXTURE_BIT).
1469 */
1470 struct gl_texture_attrib
1471 {
1472 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1473 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1474
1475 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1476
1477 /** GL_ARB_texture_buffer_object */
1478 struct gl_buffer_object *BufferObject;
1479
1480 /** GL_ARB_seamless_cubemap */
1481 GLboolean CubeMapSeamless;
1482
1483 /** Texture units/samplers used by vertex or fragment texturing */
1484 GLbitfield _EnabledUnits;
1485
1486 /** Texture coord units/sets used for fragment texturing */
1487 GLbitfield _EnabledCoordUnits;
1488
1489 /** Texture coord units that have texgen enabled */
1490 GLbitfield _TexGenEnabled;
1491
1492 /** Texture coord units that have non-identity matrices */
1493 GLbitfield _TexMatEnabled;
1494
1495 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1496 GLbitfield _GenFlags;
1497 };
1498
1499
1500 /**
1501 * Data structure representing a single clip plane (e.g. one of the elements
1502 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1503 */
1504 typedef GLfloat gl_clip_plane[4];
1505
1506
1507 /**
1508 * Transformation attribute group (GL_TRANSFORM_BIT).
1509 */
1510 struct gl_transform_attrib
1511 {
1512 GLenum MatrixMode; /**< Matrix mode */
1513 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1514 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1515 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1516 GLboolean Normalize; /**< Normalize all normals? */
1517 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1518 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1519 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1520
1521 GLfloat CullEyePos[4];
1522 GLfloat CullObjPos[4];
1523 };
1524
1525
1526 /**
1527 * Viewport attribute group (GL_VIEWPORT_BIT).
1528 */
1529 struct gl_viewport_attrib
1530 {
1531 GLint X, Y; /**< position */
1532 GLsizei Width, Height; /**< size */
1533 GLfloat Near, Far; /**< Depth buffer range */
1534 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1535 };
1536
1537
1538 /**
1539 * GL_ARB_vertex/pixel_buffer_object buffer object
1540 */
1541 struct gl_buffer_object
1542 {
1543 _glthread_Mutex Mutex;
1544 GLint RefCount;
1545 GLuint Name;
1546 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1547 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1548 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1549 /** Fields describing a mapped buffer */
1550 /*@{*/
1551 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1552 GLvoid *Pointer; /**< User-space address of mapping */
1553 GLintptr Offset; /**< Mapped offset */
1554 GLsizeiptr Length; /**< Mapped length */
1555 /*@}*/
1556 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1557 GLboolean Written; /**< Ever written to? (for debugging) */
1558 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1559 };
1560
1561
1562 /**
1563 * Client pixel packing/unpacking attributes
1564 */
1565 struct gl_pixelstore_attrib
1566 {
1567 GLint Alignment;
1568 GLint RowLength;
1569 GLint SkipPixels;
1570 GLint SkipRows;
1571 GLint ImageHeight;
1572 GLint SkipImages;
1573 GLboolean SwapBytes;
1574 GLboolean LsbFirst;
1575 GLboolean Invert; /**< GL_MESA_pack_invert */
1576 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1577 };
1578
1579
1580 /**
1581 * Client vertex array attributes
1582 */
1583 struct gl_client_array
1584 {
1585 GLint Size; /**< components per element (1,2,3,4) */
1586 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1587 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1588 GLsizei Stride; /**< user-specified stride */
1589 GLsizei StrideB; /**< actual stride in bytes */
1590 const GLubyte *Ptr; /**< Points to array data */
1591 GLboolean Enabled; /**< Enabled flag is a boolean */
1592 GLboolean Normalized; /**< GL_ARB_vertex_program */
1593 GLboolean Integer; /**< Integer-valued? */
1594 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1595 GLuint _ElementSize; /**< size of each element in bytes */
1596
1597 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1598 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1599 };
1600
1601
1602 /**
1603 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1604 * extension, but a nice encapsulation in any case.
1605 */
1606 struct gl_array_object
1607 {
1608 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1609 GLuint Name;
1610
1611 GLint RefCount;
1612 _glthread_Mutex Mutex;
1613 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1614
1615 /** Vertex attribute arrays */
1616 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1617
1618 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1619 GLbitfield64 _Enabled;
1620
1621 /**
1622 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1623 * we can determine the max legal (in bounds) glDrawElements array index.
1624 */
1625 GLuint _MaxElement;
1626
1627 struct gl_buffer_object *ElementArrayBufferObj;
1628 };
1629
1630
1631 /**
1632 * Vertex array state
1633 */
1634 struct gl_array_attrib
1635 {
1636 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1637 struct gl_array_object *ArrayObj;
1638
1639 /** The default vertex array object */
1640 struct gl_array_object *DefaultArrayObj;
1641
1642 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1643 struct _mesa_HashTable *Objects;
1644
1645 GLint ActiveTexture; /**< Client Active Texture */
1646 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1647 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1648
1649 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1650 GLboolean PrimitiveRestart;
1651 GLuint RestartIndex;
1652
1653 GLbitfield64 NewState; /**< mask of VERT_BIT_* values */
1654 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1655
1656 /* GL_ARB_vertex_buffer_object */
1657 struct gl_buffer_object *ArrayBufferObj;
1658 };
1659
1660
1661 /**
1662 * Feedback buffer state
1663 */
1664 struct gl_feedback
1665 {
1666 GLenum Type;
1667 GLbitfield _Mask; /**< FB_* bits */
1668 GLfloat *Buffer;
1669 GLuint BufferSize;
1670 GLuint Count;
1671 };
1672
1673
1674 /**
1675 * Selection buffer state
1676 */
1677 struct gl_selection
1678 {
1679 GLuint *Buffer; /**< selection buffer */
1680 GLuint BufferSize; /**< size of the selection buffer */
1681 GLuint BufferCount; /**< number of values in the selection buffer */
1682 GLuint Hits; /**< number of records in the selection buffer */
1683 GLuint NameStackDepth; /**< name stack depth */
1684 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1685 GLboolean HitFlag; /**< hit flag */
1686 GLfloat HitMinZ; /**< minimum hit depth */
1687 GLfloat HitMaxZ; /**< maximum hit depth */
1688 };
1689
1690
1691 /**
1692 * 1-D Evaluator control points
1693 */
1694 struct gl_1d_map
1695 {
1696 GLuint Order; /**< Number of control points */
1697 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1698 GLfloat *Points; /**< Points to contiguous control points */
1699 };
1700
1701
1702 /**
1703 * 2-D Evaluator control points
1704 */
1705 struct gl_2d_map
1706 {
1707 GLuint Uorder; /**< Number of control points in U dimension */
1708 GLuint Vorder; /**< Number of control points in V dimension */
1709 GLfloat u1, u2, du;
1710 GLfloat v1, v2, dv;
1711 GLfloat *Points; /**< Points to contiguous control points */
1712 };
1713
1714
1715 /**
1716 * All evaluator control point state
1717 */
1718 struct gl_evaluators
1719 {
1720 /**
1721 * \name 1-D maps
1722 */
1723 /*@{*/
1724 struct gl_1d_map Map1Vertex3;
1725 struct gl_1d_map Map1Vertex4;
1726 struct gl_1d_map Map1Index;
1727 struct gl_1d_map Map1Color4;
1728 struct gl_1d_map Map1Normal;
1729 struct gl_1d_map Map1Texture1;
1730 struct gl_1d_map Map1Texture2;
1731 struct gl_1d_map Map1Texture3;
1732 struct gl_1d_map Map1Texture4;
1733 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1734 /*@}*/
1735
1736 /**
1737 * \name 2-D maps
1738 */
1739 /*@{*/
1740 struct gl_2d_map Map2Vertex3;
1741 struct gl_2d_map Map2Vertex4;
1742 struct gl_2d_map Map2Index;
1743 struct gl_2d_map Map2Color4;
1744 struct gl_2d_map Map2Normal;
1745 struct gl_2d_map Map2Texture1;
1746 struct gl_2d_map Map2Texture2;
1747 struct gl_2d_map Map2Texture3;
1748 struct gl_2d_map Map2Texture4;
1749 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1750 /*@}*/
1751 };
1752
1753
1754 /**
1755 * Names of the various vertex/fragment program register files, etc.
1756 *
1757 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1758 * All values should fit in a 4-bit field.
1759 *
1760 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1761 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1762 * be "uniform" variables since they can only be set outside glBegin/End.
1763 * They're also all stored in the same Parameters array.
1764 */
1765 typedef enum
1766 {
1767 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1768 PROGRAM_INPUT, /**< machine->Inputs[] */
1769 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1770 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1771 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1772 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1773 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1774 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1775 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1776 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1777 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1778 PROGRAM_ADDRESS, /**< machine->AddressReg */
1779 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1780 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1781 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1782 PROGRAM_FILE_MAX
1783 } gl_register_file;
1784
1785
1786 /**
1787 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1788 * one of these values.
1789 */
1790 typedef enum
1791 {
1792 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1793 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1794 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1795 SYSTEM_VALUE_MAX /**< Number of values */
1796 } gl_system_value;
1797
1798
1799 /**
1800 * The possible interpolation qualifiers that can be applied to a fragment
1801 * shader input in GLSL.
1802 *
1803 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1804 * gl_fragment_program data structure to 0 causes the default behavior.
1805 */
1806 enum glsl_interp_qualifier
1807 {
1808 INTERP_QUALIFIER_NONE = 0,
1809 INTERP_QUALIFIER_SMOOTH,
1810 INTERP_QUALIFIER_FLAT,
1811 INTERP_QUALIFIER_NOPERSPECTIVE
1812 };
1813
1814
1815 /** Vertex and fragment instructions */
1816 struct prog_instruction;
1817 struct gl_program_parameter_list;
1818 struct gl_uniform_list;
1819
1820 /** Post-link transform feedback info. */
1821 struct gl_transform_feedback_info {
1822 unsigned NumOutputs;
1823
1824 struct {
1825 unsigned OutputRegister;
1826 unsigned OutputBuffer;
1827 unsigned NumComponents;
1828
1829 /** offset (in DWORDs) of this output within the interleaved structure */
1830 unsigned DstOffset;
1831 } Outputs[MAX_PROGRAM_OUTPUTS];
1832
1833 /**
1834 * Total number of components stored in each buffer. This may be used by
1835 * hardware back-ends to determine the correct stride when interleaving
1836 * multiple transform feedback outputs in the same buffer.
1837 */
1838 unsigned BufferStride[MAX_FEEDBACK_ATTRIBS];
1839 };
1840
1841 /**
1842 * Base class for any kind of program object
1843 */
1844 struct gl_program
1845 {
1846 GLuint Id;
1847 GLubyte *String; /**< Null-terminated program text */
1848 GLint RefCount;
1849 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1850 GLenum Format; /**< String encoding format */
1851 GLboolean Resident;
1852
1853 struct prog_instruction *Instructions;
1854
1855 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1856 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1857 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1858 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1859 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1860 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1861 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1862 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1863
1864
1865 /** Named parameters, constants, etc. from program text */
1866 struct gl_program_parameter_list *Parameters;
1867 /** Numbered local parameters */
1868 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1869
1870 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1871 GLubyte SamplerUnits[MAX_SAMPLERS];
1872 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1873 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1874
1875 /** Bitmask of which register files are read/written with indirect
1876 * addressing. Mask of (1 << PROGRAM_x) bits.
1877 */
1878 GLbitfield IndirectRegisterFiles;
1879
1880 /** Logical counts */
1881 /*@{*/
1882 GLuint NumInstructions;
1883 GLuint NumTemporaries;
1884 GLuint NumParameters;
1885 GLuint NumAttributes;
1886 GLuint NumAddressRegs;
1887 GLuint NumAluInstructions;
1888 GLuint NumTexInstructions;
1889 GLuint NumTexIndirections;
1890 /*@}*/
1891 /** Native, actual h/w counts */
1892 /*@{*/
1893 GLuint NumNativeInstructions;
1894 GLuint NumNativeTemporaries;
1895 GLuint NumNativeParameters;
1896 GLuint NumNativeAttributes;
1897 GLuint NumNativeAddressRegs;
1898 GLuint NumNativeAluInstructions;
1899 GLuint NumNativeTexInstructions;
1900 GLuint NumNativeTexIndirections;
1901 /*@}*/
1902 };
1903
1904
1905 /** Vertex program object */
1906 struct gl_vertex_program
1907 {
1908 struct gl_program Base; /**< base class */
1909 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1910 GLboolean IsPositionInvariant;
1911 GLboolean UsesClipDistance;
1912 };
1913
1914
1915 /** Geometry program object */
1916 struct gl_geometry_program
1917 {
1918 struct gl_program Base; /**< base class */
1919
1920 GLint VerticesOut;
1921 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1922 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1923 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1924 };
1925
1926
1927 /** Fragment program object */
1928 struct gl_fragment_program
1929 {
1930 struct gl_program Base; /**< base class */
1931 GLboolean UsesKill; /**< shader uses KIL instruction */
1932 GLboolean OriginUpperLeft;
1933 GLboolean PixelCenterInteger;
1934 enum gl_frag_depth_layout FragDepthLayout;
1935
1936 /**
1937 * GLSL interpolation qualifier associated with each fragment shader input.
1938 * For inputs that do not have an interpolation qualifier specified in
1939 * GLSL, the value is INTERP_QUALIFIER_NONE.
1940 */
1941 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
1942 };
1943
1944
1945 /**
1946 * State common to vertex and fragment programs.
1947 */
1948 struct gl_program_state
1949 {
1950 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1951 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1952 };
1953
1954
1955 /**
1956 * Context state for vertex programs.
1957 */
1958 struct gl_vertex_program_state
1959 {
1960 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1961 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1962 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1963 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1964 /** Computed two sided lighting for fixed function/programs. */
1965 GLboolean _TwoSideEnabled;
1966 struct gl_vertex_program *Current; /**< User-bound vertex program */
1967
1968 /** Currently enabled and valid vertex program (including internal
1969 * programs, user-defined vertex programs and GLSL vertex shaders).
1970 * This is the program we must use when rendering.
1971 */
1972 struct gl_vertex_program *_Current;
1973
1974 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1975
1976 /* For GL_NV_vertex_program only: */
1977 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1978 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1979
1980 /** Should fixed-function T&L be implemented with a vertex prog? */
1981 GLboolean _MaintainTnlProgram;
1982
1983 /** Program to emulate fixed-function T&L (see above) */
1984 struct gl_vertex_program *_TnlProgram;
1985
1986 /** Cache of fixed-function programs */
1987 struct gl_program_cache *Cache;
1988
1989 GLboolean _Overriden;
1990 };
1991
1992
1993 /**
1994 * Context state for geometry programs.
1995 */
1996 struct gl_geometry_program_state
1997 {
1998 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1999 GLboolean _Enabled; /**< Enabled and valid program? */
2000 struct gl_geometry_program *Current; /**< user-bound geometry program */
2001
2002 /** Currently enabled and valid program (including internal programs
2003 * and compiled shader programs).
2004 */
2005 struct gl_geometry_program *_Current;
2006
2007 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2008
2009 /** Cache of fixed-function programs */
2010 struct gl_program_cache *Cache;
2011 };
2012
2013 /**
2014 * Context state for fragment programs.
2015 */
2016 struct gl_fragment_program_state
2017 {
2018 GLboolean Enabled; /**< User-set fragment program enable flag */
2019 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2020 struct gl_fragment_program *Current; /**< User-bound fragment program */
2021
2022 /** Currently enabled and valid fragment program (including internal
2023 * programs, user-defined fragment programs and GLSL fragment shaders).
2024 * This is the program we must use when rendering.
2025 */
2026 struct gl_fragment_program *_Current;
2027
2028 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2029
2030 /** Should fixed-function texturing be implemented with a fragment prog? */
2031 GLboolean _MaintainTexEnvProgram;
2032
2033 /** Program to emulate fixed-function texture env/combine (see above) */
2034 struct gl_fragment_program *_TexEnvProgram;
2035
2036 /** Cache of fixed-function programs */
2037 struct gl_program_cache *Cache;
2038 };
2039
2040
2041 /**
2042 * ATI_fragment_shader runtime state
2043 */
2044 #define ATI_FS_INPUT_PRIMARY 0
2045 #define ATI_FS_INPUT_SECONDARY 1
2046
2047 struct atifs_instruction;
2048 struct atifs_setupinst;
2049
2050 /**
2051 * ATI fragment shader
2052 */
2053 struct ati_fragment_shader
2054 {
2055 GLuint Id;
2056 GLint RefCount;
2057 struct atifs_instruction *Instructions[2];
2058 struct atifs_setupinst *SetupInst[2];
2059 GLfloat Constants[8][4];
2060 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2061 GLubyte numArithInstr[2];
2062 GLubyte regsAssigned[2];
2063 GLubyte NumPasses; /**< 1 or 2 */
2064 GLubyte cur_pass;
2065 GLubyte last_optype;
2066 GLboolean interpinp1;
2067 GLboolean isValid;
2068 GLuint swizzlerq;
2069 };
2070
2071 /**
2072 * Context state for GL_ATI_fragment_shader
2073 */
2074 struct gl_ati_fragment_shader_state
2075 {
2076 GLboolean Enabled;
2077 GLboolean _Enabled; /**< enabled and valid shader? */
2078 GLboolean Compiling;
2079 GLfloat GlobalConstants[8][4];
2080 struct ati_fragment_shader *Current;
2081 };
2082
2083
2084 /**
2085 * Occlusion/timer query object.
2086 */
2087 struct gl_query_object
2088 {
2089 GLenum Target; /**< The query target, when active */
2090 GLuint Id; /**< hash table ID/name */
2091 GLuint64EXT Result; /**< the counter */
2092 GLboolean Active; /**< inside Begin/EndQuery */
2093 GLboolean Ready; /**< result is ready? */
2094 };
2095
2096
2097 /**
2098 * Context state for query objects.
2099 */
2100 struct gl_query_state
2101 {
2102 struct _mesa_HashTable *QueryObjects;
2103 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2104 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2105
2106 /** GL_NV_conditional_render */
2107 struct gl_query_object *CondRenderQuery;
2108
2109 /** GL_EXT_transform_feedback */
2110 struct gl_query_object *PrimitivesGenerated;
2111 struct gl_query_object *PrimitivesWritten;
2112
2113 /** GL_ARB_timer_query */
2114 struct gl_query_object *TimeElapsed;
2115
2116 GLenum CondRenderMode;
2117 };
2118
2119
2120 /** Sync object state */
2121 struct gl_sync_object {
2122 struct simple_node link;
2123 GLenum Type; /**< GL_SYNC_FENCE */
2124 GLuint Name; /**< Fence name */
2125 GLint RefCount; /**< Reference count */
2126 GLboolean DeletePending; /**< Object was deleted while there were still
2127 * live references (e.g., sync not yet finished)
2128 */
2129 GLenum SyncCondition;
2130 GLbitfield Flags; /**< Flags passed to glFenceSync */
2131 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2132 };
2133
2134
2135 /** Set by #pragma directives */
2136 struct gl_sl_pragmas
2137 {
2138 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2139 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2140 GLboolean Optimize; /**< defaults on */
2141 GLboolean Debug; /**< defaults off */
2142 };
2143
2144
2145 /**
2146 * A GLSL vertex or fragment shader object.
2147 */
2148 struct gl_shader
2149 {
2150 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2151 GLuint Name; /**< AKA the handle */
2152 GLint RefCount; /**< Reference count */
2153 GLboolean DeletePending;
2154 GLboolean CompileStatus;
2155 const GLchar *Source; /**< Source code string */
2156 GLuint SourceChecksum; /**< for debug/logging purposes */
2157 struct gl_program *Program; /**< Post-compile assembly code */
2158 GLchar *InfoLog;
2159 struct gl_sl_pragmas Pragmas;
2160
2161 unsigned Version; /**< GLSL version used for linking */
2162
2163 unsigned num_samplers; /**< Number of samplers used by this shader.
2164 * This field is only set post-linking.
2165 */
2166 /**
2167 * Number of uniform components used by this shader.
2168 *
2169 * This field is only set post-linking.
2170 */
2171 unsigned num_uniform_components;
2172
2173 struct exec_list *ir;
2174 struct glsl_symbol_table *symbols;
2175
2176 /** Shaders containing built-in functions that are used for linking. */
2177 struct gl_shader *builtins_to_link[16];
2178 unsigned num_builtins_to_link;
2179 };
2180
2181
2182 /**
2183 * A GLSL program object.
2184 * Basically a linked collection of vertex and fragment shaders.
2185 */
2186 struct gl_shader_program
2187 {
2188 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2189 GLuint Name; /**< aka handle or ID */
2190 GLint RefCount; /**< Reference count */
2191 GLboolean DeletePending;
2192
2193 /**
2194 * Flags that the linker should not reject the program if it lacks
2195 * a vertex or fragment shader. GLES2 doesn't allow separate
2196 * shader objects, and would reject them. However, we internally
2197 * build separate shader objects for fixed function programs, which
2198 * we use for drivers/common/meta.c and for handling
2199 * _mesa_update_state with no program bound (for example in
2200 * glClear()).
2201 */
2202 GLboolean InternalSeparateShader;
2203
2204 GLuint NumShaders; /**< number of attached shaders */
2205 struct gl_shader **Shaders; /**< List of attached the shaders */
2206
2207 /**
2208 * User-defined attribute bindings
2209 *
2210 * These are set via \c glBindAttribLocation and are used to direct the
2211 * GLSL linker. These are \b not the values used in the compiled shader,
2212 * and they are \b not the values returned by \c glGetAttribLocation.
2213 */
2214 struct string_to_uint_map *AttributeBindings;
2215
2216 /**
2217 * User-defined fragment data bindings
2218 *
2219 * These are set via \c glBindFragDataLocation and are used to direct the
2220 * GLSL linker. These are \b not the values used in the compiled shader,
2221 * and they are \b not the values returned by \c glGetFragDataLocation.
2222 */
2223 struct string_to_uint_map *FragDataBindings;
2224
2225 /** Transform feedback varyings */
2226 struct {
2227 GLenum BufferMode;
2228 GLuint NumVarying;
2229 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2230 } TransformFeedback;
2231
2232 /** Post-link transform feedback info. */
2233 struct gl_transform_feedback_info LinkedTransformFeedback;
2234
2235 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2236 enum gl_frag_depth_layout FragDepthLayout;
2237
2238 /** Geometry shader state - copied into gl_geometry_program at link time */
2239 struct {
2240 GLint VerticesOut;
2241 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2242 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2243 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2244 } Geom;
2245
2246 /** Vertex shader state - copied into gl_vertex_program at link time */
2247 struct {
2248 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2249 } Vert;
2250
2251 /* post-link info: */
2252 unsigned NumUserUniformStorage;
2253 struct gl_uniform_storage *UniformStorage;
2254
2255 /**
2256 * Map of active uniform names to locations
2257 *
2258 * Maps any active uniform that is not an array element to a location.
2259 * Each active uniform, including individual structure members will appear
2260 * in this map. This roughly corresponds to the set of names that would be
2261 * enumerated by \c glGetActiveUniform.
2262 */
2263 struct string_to_uint_map *UniformHash;
2264
2265 /**
2266 * Map from sampler unit to texture unit (set by glUniform1i())
2267 *
2268 * A sampler unit is associated with each sampler uniform by the linker.
2269 * The sampler unit associated with each uniform is stored in the
2270 * \c gl_uniform_storage::sampler field.
2271 */
2272 GLubyte SamplerUnits[MAX_SAMPLERS];
2273 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2274 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2275
2276 struct gl_program_parameter_list *Varying;
2277 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2278 GLboolean Validated;
2279 GLboolean _Used; /**< Ever used for drawing? */
2280 GLchar *InfoLog;
2281
2282 unsigned Version; /**< GLSL version used for linking */
2283
2284 /**
2285 * Per-stage shaders resulting from the first stage of linking.
2286 *
2287 * Set of linked shaders for this program. The array is accessed using the
2288 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2289 * \c NULL.
2290 */
2291 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2292 };
2293
2294
2295 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2296 #define GLSL_LOG 0x2 /**< Write shaders to files */
2297 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2298 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2299 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2300 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2301 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2302 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2303
2304
2305 /**
2306 * Context state for GLSL vertex/fragment shaders.
2307 */
2308 struct gl_shader_state
2309 {
2310 /**
2311 * Programs used for rendering
2312 *
2313 * There is a separate program set for each shader stage. If
2314 * GL_EXT_separate_shader_objects is not supported, each of these must point
2315 * to \c NULL or to the same program.
2316 */
2317 struct gl_shader_program *CurrentVertexProgram;
2318 struct gl_shader_program *CurrentGeometryProgram;
2319 struct gl_shader_program *CurrentFragmentProgram;
2320
2321 /**
2322 * Program used by glUniform calls.
2323 *
2324 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2325 */
2326 struct gl_shader_program *ActiveProgram;
2327
2328 GLbitfield Flags; /**< Mask of GLSL_x flags */
2329 };
2330
2331 /**
2332 * Compiler options for a single GLSL shaders type
2333 */
2334 struct gl_shader_compiler_options
2335 {
2336 /** Driver-selectable options: */
2337 GLboolean EmitCondCodes; /**< Use condition codes? */
2338 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2339 GLboolean EmitNoLoops;
2340 GLboolean EmitNoFunctions;
2341 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2342 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2343 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2344 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2345 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2346
2347 /**
2348 * \name Forms of indirect addressing the driver cannot do.
2349 */
2350 /*@{*/
2351 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2352 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2353 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2354 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2355 /*@}*/
2356
2357 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2358 GLuint MaxUnrollIterations;
2359
2360 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2361 };
2362
2363 /**
2364 * Transform feedback object state
2365 */
2366 struct gl_transform_feedback_object
2367 {
2368 GLuint Name; /**< AKA the object ID */
2369 GLint RefCount;
2370 GLboolean Active; /**< Is transform feedback enabled? */
2371 GLboolean Paused; /**< Is transform feedback paused? */
2372 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
2373 at least once? */
2374
2375 /** The feedback buffers */
2376 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2377 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2378
2379 /** Start of feedback data in dest buffer */
2380 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2381 /** Max data to put into dest buffer (in bytes) */
2382 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2383 };
2384
2385
2386 /**
2387 * Context state for transform feedback.
2388 */
2389 struct gl_transform_feedback
2390 {
2391 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2392
2393 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2394 struct gl_buffer_object *CurrentBuffer;
2395
2396 /** The table of all transform feedback objects */
2397 struct _mesa_HashTable *Objects;
2398
2399 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2400 struct gl_transform_feedback_object *CurrentObject;
2401
2402 /** The default xform-fb object (Name==0) */
2403 struct gl_transform_feedback_object *DefaultObject;
2404 };
2405
2406
2407
2408 /**
2409 * State which can be shared by multiple contexts:
2410 */
2411 struct gl_shared_state
2412 {
2413 _glthread_Mutex Mutex; /**< for thread safety */
2414 GLint RefCount; /**< Reference count */
2415 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2416 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2417
2418 /** Default texture objects (shared by all texture units) */
2419 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2420
2421 /** Fallback texture used when a bound texture is incomplete */
2422 struct gl_texture_object *FallbackTex;
2423
2424 /**
2425 * \name Thread safety and statechange notification for texture
2426 * objects.
2427 *
2428 * \todo Improve the granularity of locking.
2429 */
2430 /*@{*/
2431 _glthread_Mutex TexMutex; /**< texobj thread safety */
2432 GLuint TextureStateStamp; /**< state notification for shared tex */
2433 /*@}*/
2434
2435 /** Default buffer object for vertex arrays that aren't in VBOs */
2436 struct gl_buffer_object *NullBufferObj;
2437
2438 /**
2439 * \name Vertex/geometry/fragment programs
2440 */
2441 /*@{*/
2442 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2443 struct gl_vertex_program *DefaultVertexProgram;
2444 struct gl_fragment_program *DefaultFragmentProgram;
2445 struct gl_geometry_program *DefaultGeometryProgram;
2446 /*@}*/
2447
2448 /* GL_ATI_fragment_shader */
2449 struct _mesa_HashTable *ATIShaders;
2450 struct ati_fragment_shader *DefaultFragmentShader;
2451
2452 struct _mesa_HashTable *BufferObjects;
2453
2454 /** Table of both gl_shader and gl_shader_program objects */
2455 struct _mesa_HashTable *ShaderObjects;
2456
2457 /* GL_EXT_framebuffer_object */
2458 struct _mesa_HashTable *RenderBuffers;
2459 struct _mesa_HashTable *FrameBuffers;
2460
2461 /* GL_ARB_sync */
2462 struct simple_node SyncObjects;
2463
2464 /** GL_ARB_sampler_objects */
2465 struct _mesa_HashTable *SamplerObjects;
2466
2467 void *DriverData; /**< Device driver shared state */
2468 };
2469
2470
2471
2472
2473 /**
2474 * A renderbuffer stores colors or depth values or stencil values.
2475 * A framebuffer object will have a collection of these.
2476 * Data are read/written to the buffer with a handful of Get/Put functions.
2477 *
2478 * Instances of this object are allocated with the Driver's NewRenderbuffer
2479 * hook. Drivers will likely wrap this class inside a driver-specific
2480 * class to simulate inheritance.
2481 */
2482 struct gl_renderbuffer
2483 {
2484 _glthread_Mutex Mutex; /**< for thread safety */
2485 GLuint ClassID; /**< Useful for drivers */
2486 GLuint Name;
2487 GLint RefCount;
2488 GLuint Width, Height;
2489 GLint RowStride; /**< Padded width in units of pixels */
2490 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2491
2492 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2493
2494 GLubyte NumSamples;
2495
2496 GLenum InternalFormat; /**< The user-specified format */
2497 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2498 GL_STENCIL_INDEX. */
2499 gl_format Format; /**< The actual renderbuffer memory format */
2500
2501 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2502 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2503
2504 /* Used to wrap one renderbuffer around another: */
2505 struct gl_renderbuffer *Wrapped;
2506
2507 /* Delete this renderbuffer */
2508 void (*Delete)(struct gl_renderbuffer *rb);
2509
2510 /* Allocate new storage for this renderbuffer */
2511 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2512 GLenum internalFormat,
2513 GLuint width, GLuint height);
2514
2515 /* Lock/Unlock are called before/after calling the Get/Put functions.
2516 * Not sure this is the right place for these yet.
2517 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2518 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2519 */
2520
2521 /* Return a pointer to the element/pixel at (x,y).
2522 * Should return NULL if the buffer memory can't be directly addressed.
2523 */
2524 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2525 GLint x, GLint y);
2526
2527 /* Get/Read a row of values.
2528 * The values will be of format _BaseFormat and type DataType.
2529 */
2530 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2531 GLint x, GLint y, void *values);
2532
2533 /* Get/Read values at arbitrary locations.
2534 * The values will be of format _BaseFormat and type DataType.
2535 */
2536 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2537 const GLint x[], const GLint y[], void *values);
2538
2539 /* Put/Write a row of values.
2540 * The values will be of format _BaseFormat and type DataType.
2541 */
2542 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2543 GLint x, GLint y, const void *values, const GLubyte *mask);
2544
2545 /* Put/Write values at arbitrary locations.
2546 * The values will be of format _BaseFormat and type DataType.
2547 */
2548 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2549 const GLint x[], const GLint y[], const void *values,
2550 const GLubyte *mask);
2551 };
2552
2553
2554 /**
2555 * A renderbuffer attachment points to either a texture object (and specifies
2556 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2557 */
2558 struct gl_renderbuffer_attachment
2559 {
2560 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2561 GLboolean Complete;
2562
2563 /**
2564 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2565 * application supplied renderbuffer object.
2566 */
2567 struct gl_renderbuffer *Renderbuffer;
2568
2569 /**
2570 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2571 * supplied texture object.
2572 */
2573 struct gl_texture_object *Texture;
2574 GLuint TextureLevel; /**< Attached mipmap level. */
2575 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2576 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2577 * and 2D array textures */
2578 };
2579
2580
2581 /**
2582 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2583 * In C++ terms, think of this as a base class from which device drivers
2584 * will make derived classes.
2585 */
2586 struct gl_framebuffer
2587 {
2588 _glthread_Mutex Mutex; /**< for thread safety */
2589 /**
2590 * If zero, this is a window system framebuffer. If non-zero, this
2591 * is a FBO framebuffer; note that for some devices (i.e. those with
2592 * a natural pixel coordinate system for FBOs that differs from the
2593 * OpenGL/Mesa coordinate system), this means that the viewport,
2594 * polygon face orientation, and polygon stipple will have to be inverted.
2595 */
2596 GLuint Name;
2597
2598 GLint RefCount;
2599 GLboolean DeletePending;
2600
2601 /**
2602 * The framebuffer's visual. Immutable if this is a window system buffer.
2603 * Computed from attachments if user-made FBO.
2604 */
2605 struct gl_config Visual;
2606
2607 GLboolean Initialized;
2608
2609 GLuint Width, Height; /**< size of frame buffer in pixels */
2610
2611 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2612 /*@{*/
2613 GLint _Xmin, _Xmax; /**< inclusive */
2614 GLint _Ymin, _Ymax; /**< exclusive */
2615 /*@}*/
2616
2617 /** \name Derived Z buffer stuff */
2618 /*@{*/
2619 GLuint _DepthMax; /**< Max depth buffer value */
2620 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2621 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2622 /*@}*/
2623
2624 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2625 GLenum _Status;
2626
2627 /** Integer color values */
2628 GLboolean _IntegerColor;
2629
2630 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2631 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2632
2633 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2634 * attribute group and GL_PIXEL attribute group, respectively.
2635 */
2636 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2637 GLenum ColorReadBuffer;
2638
2639 /** Computed from ColorDraw/ReadBuffer above */
2640 GLuint _NumColorDrawBuffers;
2641 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2642 GLint _ColorReadBufferIndex; /* -1 = None */
2643 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2644 struct gl_renderbuffer *_ColorReadBuffer;
2645
2646 /** Wrappers to make combined depth/stencil buffers look like separate
2647 * buffers. Only used by swrast. Will be removed in the future.
2648 */
2649 struct gl_renderbuffer *_DepthBuffer;
2650 struct gl_renderbuffer *_StencilBuffer;
2651
2652 /** Delete this framebuffer */
2653 void (*Delete)(struct gl_framebuffer *fb);
2654 };
2655
2656
2657 /**
2658 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2659 */
2660 struct gl_precision
2661 {
2662 GLushort RangeMin; /**< min value exponent */
2663 GLushort RangeMax; /**< max value exponent */
2664 GLushort Precision; /**< number of mantissa bits */
2665 };
2666
2667
2668 /**
2669 * Limits for vertex, geometry and fragment programs/shaders.
2670 */
2671 struct gl_program_constants
2672 {
2673 /* logical limits */
2674 GLuint MaxInstructions;
2675 GLuint MaxAluInstructions;
2676 GLuint MaxTexInstructions;
2677 GLuint MaxTexIndirections;
2678 GLuint MaxAttribs;
2679 GLuint MaxTemps;
2680 GLuint MaxAddressRegs;
2681 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2682 GLuint MaxParameters;
2683 GLuint MaxLocalParams;
2684 GLuint MaxEnvParams;
2685 /* native/hardware limits */
2686 GLuint MaxNativeInstructions;
2687 GLuint MaxNativeAluInstructions;
2688 GLuint MaxNativeTexInstructions;
2689 GLuint MaxNativeTexIndirections;
2690 GLuint MaxNativeAttribs;
2691 GLuint MaxNativeTemps;
2692 GLuint MaxNativeAddressRegs;
2693 GLuint MaxNativeParameters;
2694 /* For shaders */
2695 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2696 /* ES 2.0 and GL_ARB_ES2_compatibility */
2697 struct gl_precision LowFloat, MediumFloat, HighFloat;
2698 struct gl_precision LowInt, MediumInt, HighInt;
2699 };
2700
2701
2702 /**
2703 * Constants which may be overridden by device driver during context creation
2704 * but are never changed after that.
2705 */
2706 struct gl_constants
2707 {
2708 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2709 GLint MaxTextureLevels; /**< Max mipmap levels. */
2710 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2711 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2712 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2713 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2714 GLuint MaxTextureCoordUnits;
2715 GLuint MaxTextureImageUnits;
2716 GLuint MaxVertexTextureImageUnits;
2717 GLuint MaxCombinedTextureImageUnits;
2718 GLuint MaxGeometryTextureImageUnits;
2719 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2720 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2721 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2722 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2723
2724 GLuint MaxArrayLockSize;
2725
2726 GLint SubPixelBits;
2727
2728 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2729 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2730 GLfloat PointSizeGranularity;
2731 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2732 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2733 GLfloat LineWidthGranularity;
2734
2735 GLuint MaxColorTableSize;
2736
2737 GLuint MaxClipPlanes;
2738 GLuint MaxLights;
2739 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2740 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2741
2742 GLuint MaxViewportWidth, MaxViewportHeight;
2743
2744 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2745 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2746 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2747 GLuint MaxProgramMatrices;
2748 GLuint MaxProgramMatrixStackDepth;
2749
2750 /** vertex array / buffer object bounds checking */
2751 GLboolean CheckArrayBounds;
2752
2753 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2754
2755 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2756 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2757 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2758
2759 /** Number of varying vectors between vertex and fragment shaders */
2760 GLuint MaxVarying;
2761 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2762 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2763
2764 /** GL_ARB_geometry_shader4 */
2765 GLuint MaxGeometryOutputVertices;
2766 GLuint MaxGeometryTotalOutputComponents;
2767
2768 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2769
2770 /**
2771 * Does the driver support real 32-bit integers? (Otherwise, integers are
2772 * simulated via floats.)
2773 */
2774 GLboolean NativeIntegers;
2775
2776 /**
2777 * If the driver supports real 32-bit integers, what integer value should be
2778 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2779 */
2780 GLuint UniformBooleanTrue;
2781
2782 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2783 GLbitfield SupportedBumpUnits;
2784
2785 /**
2786 * Maximum amount of time, measured in nanseconds, that the server can wait.
2787 */
2788 GLuint64 MaxServerWaitTimeout;
2789
2790 /** GL_EXT_provoking_vertex */
2791 GLboolean QuadsFollowProvokingVertexConvention;
2792
2793 /** OpenGL version 3.0 */
2794 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2795
2796 /** OpenGL version 3.2 */
2797 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2798
2799 /** GL_EXT_transform_feedback */
2800 GLuint MaxTransformFeedbackSeparateAttribs;
2801 GLuint MaxTransformFeedbackSeparateComponents;
2802 GLuint MaxTransformFeedbackInterleavedComponents;
2803
2804 /** GL_EXT_gpu_shader4 */
2805 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2806
2807 /* GL_EXT_framebuffer_sRGB */
2808 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2809
2810 /* GL_ARB_robustness */
2811 GLenum ResetStrategy;
2812
2813 /**
2814 * Whether the implementation strips out and ignores texture borders.
2815 *
2816 * Many GPU hardware implementations don't support rendering with texture
2817 * borders and mipmapped textures. (Note: not static border color, but the
2818 * old 1-pixel border around each edge). Implementations then have to do
2819 * slow fallbacks to be correct, or just ignore the border and be fast but
2820 * wrong. Setting the flag stripts the border off of TexImage calls,
2821 * providing "fast but wrong" at significantly reduced driver complexity.
2822 *
2823 * Texture borders are deprecated in GL 3.0.
2824 **/
2825 GLboolean StripTextureBorder;
2826
2827 /**
2828 * For drivers which can do a better job at eliminating unused varyings
2829 * and uniforms than the GLSL compiler.
2830 *
2831 * XXX Remove these as soon as a better solution is available.
2832 */
2833 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2834 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2835 };
2836
2837
2838 /**
2839 * Enable flag for each OpenGL extension. Different device drivers will
2840 * enable different extensions at runtime.
2841 */
2842 struct gl_extensions
2843 {
2844 GLboolean dummy; /* don't remove this! */
2845 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2846 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2847 GLboolean ARB_ES2_compatibility;
2848 GLboolean ARB_blend_func_extended;
2849 GLboolean ARB_color_buffer_float;
2850 GLboolean ARB_conservative_depth;
2851 GLboolean ARB_copy_buffer;
2852 GLboolean ARB_depth_buffer_float;
2853 GLboolean ARB_depth_clamp;
2854 GLboolean ARB_depth_texture;
2855 GLboolean ARB_draw_buffers_blend;
2856 GLboolean ARB_draw_elements_base_vertex;
2857 GLboolean ARB_draw_instanced;
2858 GLboolean ARB_fragment_coord_conventions;
2859 GLboolean ARB_fragment_program;
2860 GLboolean ARB_fragment_program_shadow;
2861 GLboolean ARB_fragment_shader;
2862 GLboolean ARB_framebuffer_object;
2863 GLboolean ARB_explicit_attrib_location;
2864 GLboolean ARB_geometry_shader4;
2865 GLboolean ARB_half_float_pixel;
2866 GLboolean ARB_half_float_vertex;
2867 GLboolean ARB_instanced_arrays;
2868 GLboolean ARB_map_buffer_range;
2869 GLboolean ARB_occlusion_query;
2870 GLboolean ARB_occlusion_query2;
2871 GLboolean ARB_point_sprite;
2872 GLboolean ARB_sampler_objects;
2873 GLboolean ARB_seamless_cube_map;
2874 GLboolean ARB_shader_objects;
2875 GLboolean ARB_shader_stencil_export;
2876 GLboolean ARB_shader_texture_lod;
2877 GLboolean ARB_shading_language_100;
2878 GLboolean ARB_shadow;
2879 GLboolean ARB_shadow_ambient;
2880 GLboolean ARB_sync;
2881 GLboolean ARB_texture_border_clamp;
2882 GLboolean ARB_texture_buffer_object;
2883 GLboolean ARB_texture_compression_rgtc;
2884 GLboolean ARB_texture_cube_map;
2885 GLboolean ARB_texture_env_combine;
2886 GLboolean ARB_texture_env_crossbar;
2887 GLboolean ARB_texture_env_dot3;
2888 GLboolean ARB_texture_float;
2889 GLboolean ARB_texture_multisample;
2890 GLboolean ARB_texture_non_power_of_two;
2891 GLboolean ARB_texture_rg;
2892 GLboolean ARB_texture_rgb10_a2ui;
2893 GLboolean ARB_texture_storage;
2894 GLboolean ARB_timer_query;
2895 GLboolean ARB_transform_feedback2;
2896 GLboolean ARB_transpose_matrix;
2897 GLboolean ARB_uniform_buffer_object;
2898 GLboolean ARB_vertex_array_object;
2899 GLboolean ARB_vertex_program;
2900 GLboolean ARB_vertex_shader;
2901 GLboolean ARB_vertex_type_2_10_10_10_rev;
2902 GLboolean ARB_window_pos;
2903 GLboolean EXT_blend_color;
2904 GLboolean EXT_blend_equation_separate;
2905 GLboolean EXT_blend_func_separate;
2906 GLboolean EXT_blend_minmax;
2907 GLboolean EXT_clip_volume_hint;
2908 GLboolean EXT_compiled_vertex_array;
2909 GLboolean EXT_depth_bounds_test;
2910 GLboolean EXT_draw_buffers2;
2911 GLboolean EXT_draw_range_elements;
2912 GLboolean EXT_fog_coord;
2913 GLboolean EXT_framebuffer_blit;
2914 GLboolean EXT_framebuffer_multisample;
2915 GLboolean EXT_framebuffer_object;
2916 GLboolean EXT_framebuffer_sRGB;
2917 GLboolean EXT_gpu_program_parameters;
2918 GLboolean EXT_gpu_shader4;
2919 GLboolean EXT_packed_depth_stencil;
2920 GLboolean EXT_packed_float;
2921 GLboolean EXT_packed_pixels;
2922 GLboolean EXT_pixel_buffer_object;
2923 GLboolean EXT_point_parameters;
2924 GLboolean EXT_provoking_vertex;
2925 GLboolean EXT_rescale_normal;
2926 GLboolean EXT_shadow_funcs;
2927 GLboolean EXT_secondary_color;
2928 GLboolean EXT_separate_shader_objects;
2929 GLboolean EXT_separate_specular_color;
2930 GLboolean EXT_stencil_two_side;
2931 GLboolean EXT_texture3D;
2932 GLboolean EXT_texture_array;
2933 GLboolean EXT_texture_compression_latc;
2934 GLboolean EXT_texture_compression_s3tc;
2935 GLboolean EXT_texture_env_dot3;
2936 GLboolean EXT_texture_filter_anisotropic;
2937 GLboolean EXT_texture_integer;
2938 GLboolean EXT_texture_mirror_clamp;
2939 GLboolean EXT_texture_shared_exponent;
2940 GLboolean EXT_texture_snorm;
2941 GLboolean EXT_texture_sRGB;
2942 GLboolean EXT_texture_sRGB_decode;
2943 GLboolean EXT_texture_swizzle;
2944 GLboolean EXT_transform_feedback;
2945 GLboolean EXT_timer_query;
2946 GLboolean EXT_vertex_array_bgra;
2947 GLboolean OES_standard_derivatives;
2948 /* vendor extensions */
2949 GLboolean AMD_seamless_cubemap_per_texture;
2950 GLboolean APPLE_packed_pixels;
2951 GLboolean APPLE_vertex_array_object;
2952 GLboolean APPLE_object_purgeable;
2953 GLboolean ATI_envmap_bumpmap;
2954 GLboolean ATI_texture_compression_3dc;
2955 GLboolean ATI_texture_mirror_once;
2956 GLboolean ATI_texture_env_combine3;
2957 GLboolean ATI_fragment_shader;
2958 GLboolean ATI_separate_stencil;
2959 GLboolean IBM_rasterpos_clip;
2960 GLboolean IBM_multimode_draw_arrays;
2961 GLboolean MESA_pack_invert;
2962 GLboolean MESA_resize_buffers;
2963 GLboolean MESA_ycbcr_texture;
2964 GLboolean MESA_texture_array;
2965 GLboolean NV_blend_square;
2966 GLboolean NV_conditional_render;
2967 GLboolean NV_fog_distance;
2968 GLboolean NV_fragment_program;
2969 GLboolean NV_fragment_program_option;
2970 GLboolean NV_light_max_exponent;
2971 GLboolean NV_point_sprite;
2972 GLboolean NV_primitive_restart;
2973 GLboolean NV_texture_barrier;
2974 GLboolean NV_texgen_reflection;
2975 GLboolean NV_texture_env_combine4;
2976 GLboolean NV_texture_rectangle;
2977 GLboolean NV_vertex_program;
2978 GLboolean NV_vertex_program1_1;
2979 GLboolean SGIS_texture_lod;
2980 GLboolean TDFX_texture_compression_FXT1;
2981 GLboolean S3_s3tc;
2982 GLboolean OES_EGL_image;
2983 GLboolean OES_draw_texture;
2984 GLboolean OES_EGL_image_external;
2985 GLboolean OES_compressed_ETC1_RGB8_texture;
2986 GLboolean extension_sentinel;
2987 /** The extension string */
2988 const GLubyte *String;
2989 /** Number of supported extensions */
2990 GLuint Count;
2991 };
2992
2993
2994 /**
2995 * A stack of matrices (projection, modelview, color, texture, etc).
2996 */
2997 struct gl_matrix_stack
2998 {
2999 GLmatrix *Top; /**< points into Stack */
3000 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3001 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3002 GLuint MaxDepth; /**< size of Stack[] array */
3003 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3004 };
3005
3006
3007 /**
3008 * \name Bits for image transfer operations
3009 * \sa __struct gl_contextRec::ImageTransferState.
3010 */
3011 /*@{*/
3012 #define IMAGE_SCALE_BIAS_BIT 0x1
3013 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3014 #define IMAGE_MAP_COLOR_BIT 0x4
3015 #define IMAGE_CLAMP_BIT 0x800
3016
3017
3018 /** Pixel Transfer ops */
3019 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3020 IMAGE_SHIFT_OFFSET_BIT | \
3021 IMAGE_MAP_COLOR_BIT)
3022
3023 /**
3024 * \name Bits to indicate what state has changed.
3025 */
3026 /*@{*/
3027 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3028 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3029 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3030 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3031 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3032 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3033 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3034 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3035 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3036 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3037 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3038 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3039 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3040 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3041 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3042 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3043 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3044 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3045 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3046 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3047 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3048 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3049 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3050 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3051 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3052 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3053 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3054 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3055 #define _NEW_BUFFER_OBJECT (1 << 28)
3056 #define _NEW_FRAG_CLAMP (1 << 29)
3057 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3058 #define _NEW_ALL ~0
3059
3060 /**
3061 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3062 * clarity.
3063 */
3064 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3065 /*@}*/
3066
3067
3068 /**
3069 * \name A bunch of flags that we think might be useful to drivers.
3070 *
3071 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3072 */
3073 /*@{*/
3074 #define DD_FLATSHADE 0x1
3075 #define DD_SEPARATE_SPECULAR 0x2
3076 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3077 #define DD_TRI_LIGHT_TWOSIDE 0x8
3078 #define DD_TRI_UNFILLED 0x10
3079 #define DD_TRI_SMOOTH 0x20
3080 #define DD_TRI_STIPPLE 0x40
3081 #define DD_TRI_OFFSET 0x80
3082 #define DD_LINE_SMOOTH 0x100
3083 #define DD_LINE_STIPPLE 0x200
3084 #define DD_POINT_SMOOTH 0x400
3085 #define DD_POINT_ATTEN 0x800
3086 #define DD_TRI_TWOSTENCIL 0x1000
3087 /*@}*/
3088
3089
3090 /**
3091 * \name Define the state changes under which each of these bits might change
3092 */
3093 /*@{*/
3094 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3095 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3096 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3097 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3098 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3099 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3100 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3101 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3102 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3103 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3104 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3105 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3106 #define _DD_NEW_POINT_SIZE _NEW_POINT
3107 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3108 /*@}*/
3109
3110
3111 /**
3112 * Composite state flags
3113 */
3114 /*@{*/
3115 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3116 _NEW_TEXTURE | \
3117 _NEW_POINT | \
3118 _NEW_PROGRAM | \
3119 _NEW_MODELVIEW)
3120 /*@}*/
3121
3122
3123
3124
3125 /* This has to be included here. */
3126 #include "dd.h"
3127
3128
3129 /**
3130 * Display list flags.
3131 * Strictly this is a tnl-private concept, but it doesn't seem
3132 * worthwhile adding a tnl private structure just to hold this one bit
3133 * of information:
3134 */
3135 #define DLIST_DANGLING_REFS 0x1
3136
3137
3138 /** Opaque declaration of display list payload data type */
3139 union gl_dlist_node;
3140
3141
3142 /**
3143 * Provide a location where information about a display list can be
3144 * collected. Could be extended with driverPrivate structures,
3145 * etc. in the future.
3146 */
3147 struct gl_display_list
3148 {
3149 GLuint Name;
3150 GLbitfield Flags; /**< DLIST_x flags */
3151 /** The dlist commands are in a linked list of nodes */
3152 union gl_dlist_node *Head;
3153 };
3154
3155
3156 /**
3157 * State used during display list compilation and execution.
3158 */
3159 struct gl_dlist_state
3160 {
3161 GLuint CallDepth; /**< Current recursion calling depth */
3162
3163 struct gl_display_list *CurrentList; /**< List currently being compiled */
3164 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3165 GLuint CurrentPos; /**< Index into current block of nodes */
3166
3167 GLvertexformat ListVtxfmt;
3168
3169 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3170 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3171
3172 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3173 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3174
3175 GLubyte ActiveIndex;
3176 GLfloat CurrentIndex;
3177
3178 GLubyte ActiveEdgeFlag;
3179 GLboolean CurrentEdgeFlag;
3180
3181 struct {
3182 /* State known to have been set by the currently-compiling display
3183 * list. Used to eliminate some redundant state changes.
3184 */
3185 GLenum ShadeModel;
3186 } Current;
3187 };
3188
3189
3190 /**
3191 * Enum for the OpenGL APIs we know about and may support.
3192 */
3193 typedef enum
3194 {
3195 API_OPENGL,
3196 API_OPENGLES,
3197 API_OPENGLES2
3198 } gl_api;
3199
3200
3201 /**
3202 * Mesa rendering context.
3203 *
3204 * This is the central context data structure for Mesa. Almost all
3205 * OpenGL state is contained in this structure.
3206 * Think of this as a base class from which device drivers will derive
3207 * sub classes.
3208 *
3209 * The struct gl_context typedef names this structure.
3210 */
3211 struct gl_context
3212 {
3213 /** State possibly shared with other contexts in the address space */
3214 struct gl_shared_state *Shared;
3215
3216 /** \name API function pointer tables */
3217 /*@{*/
3218 gl_api API;
3219 struct _glapi_table *Save; /**< Display list save functions */
3220 struct _glapi_table *Exec; /**< Execute functions */
3221 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3222 /*@}*/
3223
3224 struct gl_config Visual;
3225 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3226 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3227 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3228 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3229
3230 /**
3231 * Device driver function pointer table
3232 */
3233 struct dd_function_table Driver;
3234
3235 void *DriverCtx; /**< Points to device driver context/state */
3236
3237 /** Core/Driver constants */
3238 struct gl_constants Const;
3239
3240 /** \name The various 4x4 matrix stacks */
3241 /*@{*/
3242 struct gl_matrix_stack ModelviewMatrixStack;
3243 struct gl_matrix_stack ProjectionMatrixStack;
3244 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3245 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3246 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3247 /*@}*/
3248
3249 /** Combined modelview and projection matrix */
3250 GLmatrix _ModelProjectMatrix;
3251
3252 /** \name Display lists */
3253 struct gl_dlist_state ListState;
3254
3255 GLboolean ExecuteFlag; /**< Execute GL commands? */
3256 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3257
3258 /** Extension information */
3259 struct gl_extensions Extensions;
3260
3261 /** Version info */
3262 GLuint VersionMajor, VersionMinor;
3263 char *VersionString;
3264
3265 /** \name State attribute stack (for glPush/PopAttrib) */
3266 /*@{*/
3267 GLuint AttribStackDepth;
3268 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3269 /*@}*/
3270
3271 /** \name Renderer attribute groups
3272 *
3273 * We define a struct for each attribute group to make pushing and popping
3274 * attributes easy. Also it's a good organization.
3275 */
3276 /*@{*/
3277 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3278 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3279 struct gl_current_attrib Current; /**< Current attributes */
3280 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3281 struct gl_eval_attrib Eval; /**< Eval attributes */
3282 struct gl_fog_attrib Fog; /**< Fog attributes */
3283 struct gl_hint_attrib Hint; /**< Hint attributes */
3284 struct gl_light_attrib Light; /**< Light attributes */
3285 struct gl_line_attrib Line; /**< Line attributes */
3286 struct gl_list_attrib List; /**< List attributes */
3287 struct gl_multisample_attrib Multisample;
3288 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3289 struct gl_point_attrib Point; /**< Point attributes */
3290 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3291 GLuint PolygonStipple[32]; /**< Polygon stipple */
3292 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3293 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3294 struct gl_texture_attrib Texture; /**< Texture attributes */
3295 struct gl_transform_attrib Transform; /**< Transformation attributes */
3296 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3297 /*@}*/
3298
3299 /** \name Client attribute stack */
3300 /*@{*/
3301 GLuint ClientAttribStackDepth;
3302 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3303 /*@}*/
3304
3305 /** \name Client attribute groups */
3306 /*@{*/
3307 struct gl_array_attrib Array; /**< Vertex arrays */
3308 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3309 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3310 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3311 /*@}*/
3312
3313 /** \name Other assorted state (not pushed/popped on attribute stack) */
3314 /*@{*/
3315 struct gl_pixelmaps PixelMaps;
3316
3317 struct gl_evaluators EvalMap; /**< All evaluators */
3318 struct gl_feedback Feedback; /**< Feedback */
3319 struct gl_selection Select; /**< Selection */
3320
3321 struct gl_program_state Program; /**< general program state */
3322 struct gl_vertex_program_state VertexProgram;
3323 struct gl_fragment_program_state FragmentProgram;
3324 struct gl_geometry_program_state GeometryProgram;
3325 struct gl_ati_fragment_shader_state ATIFragmentShader;
3326
3327 struct gl_shader_state Shader; /**< GLSL shader object state */
3328 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3329
3330 struct gl_query_state Query; /**< occlusion, timer queries */
3331
3332 struct gl_transform_feedback TransformFeedback;
3333
3334 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3335 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3336 /*@}*/
3337
3338 struct gl_meta_state *Meta; /**< for "meta" operations */
3339
3340 /* GL_EXT_framebuffer_object */
3341 struct gl_renderbuffer *CurrentRenderbuffer;
3342
3343 GLenum ErrorValue; /**< Last error code */
3344
3345 /* GL_ARB_robustness */
3346 GLenum ResetStatus;
3347
3348 /**
3349 * Recognize and silence repeated error debug messages in buggy apps.
3350 */
3351 const char *ErrorDebugFmtString;
3352 GLuint ErrorDebugCount;
3353
3354 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3355 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3356
3357 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3358
3359 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3360
3361 /** \name Derived state */
3362 /*@{*/
3363 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3364 * state validation so they need to always be current.
3365 */
3366 GLbitfield _TriangleCaps;
3367 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3368 GLfloat _EyeZDir[3];
3369 GLfloat _ModelViewInvScale;
3370 GLboolean _NeedEyeCoords;
3371 GLboolean _ForceEyeCoords;
3372
3373 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3374
3375 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3376 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3377 /**@}*/
3378
3379 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3380
3381 /** \name For debugging/development only */
3382 /*@{*/
3383 GLboolean FirstTimeCurrent;
3384 /*@}*/
3385
3386 /** software compression/decompression supported or not */
3387 GLboolean Mesa_DXTn;
3388
3389 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3390
3391 /**
3392 * Use dp4 (rather than mul/mad) instructions for position
3393 * transformation?
3394 */
3395 GLboolean mvp_with_dp4;
3396
3397 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3398
3399 /**
3400 * \name Hooks for module contexts.
3401 *
3402 * These will eventually live in the driver or elsewhere.
3403 */
3404 /*@{*/
3405 void *swrast_context;
3406 void *swsetup_context;
3407 void *swtnl_context;
3408 void *swtnl_im;
3409 struct st_context *st;
3410 void *aelt_context;
3411 /*@}*/
3412 };
3413
3414
3415 #ifdef DEBUG
3416 extern int MESA_VERBOSE;
3417 extern int MESA_DEBUG_FLAGS;
3418 # define MESA_FUNCTION __FUNCTION__
3419 #else
3420 # define MESA_VERBOSE 0
3421 # define MESA_DEBUG_FLAGS 0
3422 # define MESA_FUNCTION "a function"
3423 # ifndef NDEBUG
3424 # define NDEBUG
3425 # endif
3426 #endif
3427
3428
3429 /** The MESA_VERBOSE var is a bitmask of these flags */
3430 enum _verbose
3431 {
3432 VERBOSE_VARRAY = 0x0001,
3433 VERBOSE_TEXTURE = 0x0002,
3434 VERBOSE_MATERIAL = 0x0004,
3435 VERBOSE_PIPELINE = 0x0008,
3436 VERBOSE_DRIVER = 0x0010,
3437 VERBOSE_STATE = 0x0020,
3438 VERBOSE_API = 0x0040,
3439 VERBOSE_DISPLAY_LIST = 0x0100,
3440 VERBOSE_LIGHTING = 0x0200,
3441 VERBOSE_PRIMS = 0x0400,
3442 VERBOSE_VERTS = 0x0800,
3443 VERBOSE_DISASSEM = 0x1000,
3444 VERBOSE_DRAW = 0x2000,
3445 VERBOSE_SWAPBUFFERS = 0x4000
3446 };
3447
3448
3449 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3450 enum _debug
3451 {
3452 DEBUG_ALWAYS_FLUSH = 0x1
3453 };
3454
3455
3456
3457 #ifdef __cplusplus
3458 }
3459 #endif
3460
3461 #endif /* MTYPES_H */