Replace gl_vert_result enum with gl_varying_slot.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 struct set;
83 struct set_entry;
84 /*@}*/
85
86
87 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
88 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
89 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
90 #define PRIM_UNKNOWN (GL_POLYGON+3)
91
92
93
94 /**
95 * Indexes for vertex program attributes.
96 * GL_NV_vertex_program aliases generic attributes over the conventional
97 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
98 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
99 * generic attributes are distinct/separate).
100 */
101 typedef enum
102 {
103 VERT_ATTRIB_POS = 0,
104 VERT_ATTRIB_WEIGHT = 1,
105 VERT_ATTRIB_NORMAL = 2,
106 VERT_ATTRIB_COLOR0 = 3,
107 VERT_ATTRIB_COLOR1 = 4,
108 VERT_ATTRIB_FOG = 5,
109 VERT_ATTRIB_COLOR_INDEX = 6,
110 VERT_ATTRIB_EDGEFLAG = 7,
111 VERT_ATTRIB_TEX0 = 8,
112 VERT_ATTRIB_TEX1 = 9,
113 VERT_ATTRIB_TEX2 = 10,
114 VERT_ATTRIB_TEX3 = 11,
115 VERT_ATTRIB_TEX4 = 12,
116 VERT_ATTRIB_TEX5 = 13,
117 VERT_ATTRIB_TEX6 = 14,
118 VERT_ATTRIB_TEX7 = 15,
119 VERT_ATTRIB_POINT_SIZE = 16,
120 VERT_ATTRIB_GENERIC0 = 17,
121 VERT_ATTRIB_GENERIC1 = 18,
122 VERT_ATTRIB_GENERIC2 = 19,
123 VERT_ATTRIB_GENERIC3 = 20,
124 VERT_ATTRIB_GENERIC4 = 21,
125 VERT_ATTRIB_GENERIC5 = 22,
126 VERT_ATTRIB_GENERIC6 = 23,
127 VERT_ATTRIB_GENERIC7 = 24,
128 VERT_ATTRIB_GENERIC8 = 25,
129 VERT_ATTRIB_GENERIC9 = 26,
130 VERT_ATTRIB_GENERIC10 = 27,
131 VERT_ATTRIB_GENERIC11 = 28,
132 VERT_ATTRIB_GENERIC12 = 29,
133 VERT_ATTRIB_GENERIC13 = 30,
134 VERT_ATTRIB_GENERIC14 = 31,
135 VERT_ATTRIB_GENERIC15 = 32,
136 VERT_ATTRIB_MAX = 33
137 } gl_vert_attrib;
138
139 /**
140 * Symbolic constats to help iterating over
141 * specific blocks of vertex attributes.
142 *
143 * VERT_ATTRIB_FF
144 * includes all fixed function attributes as well as
145 * the aliased GL_NV_vertex_program shader attributes.
146 * VERT_ATTRIB_TEX
147 * include the classic texture coordinate attributes.
148 * Is a subset of VERT_ATTRIB_FF.
149 * VERT_ATTRIB_GENERIC_NV
150 * include the NV shader attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
163 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
166 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167
168 /**
169 * Bitflags for vertex attributes.
170 * These are used in bitfields in many places.
171 */
172 /*@{*/
173 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
174 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
175 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
176 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
177 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
178 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
179 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
180 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
181 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
182 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
183 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
184 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
185 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
186 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
187 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
188 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
189 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
190 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
191
192 #define VERT_BIT(i) BITFIELD64_BIT(i)
193 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
194
195 #define VERT_BIT_FF(i) VERT_BIT(i)
196 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
197 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
198 #define VERT_BIT_TEX_ALL \
199 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
200
201 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
202 #define VERT_BIT_GENERIC_NV_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
204
205 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
206 #define VERT_BIT_GENERIC_ALL \
207 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
208 /*@}*/
209
210
211 /**
212 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
213 * fragment shader inputs.
214 *
215 * Note that some of these values are not available to all pipeline stages.
216 *
217 * When this enum is updated, the following code must be updated too:
218 * - vertResults (in prog_print.c's arb_output_attrib_string())
219 * - _mesa_vert_result_to_frag_attrib()
220 * - _mesa_frag_attrib_to_vert_result()
221 */
222 typedef enum
223 {
224 VARYING_SLOT_POS,
225 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
226 VARYING_SLOT_COL1,
227 VARYING_SLOT_FOGC,
228 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
229 VARYING_SLOT_TEX1,
230 VARYING_SLOT_TEX2,
231 VARYING_SLOT_TEX3,
232 VARYING_SLOT_TEX4,
233 VARYING_SLOT_TEX5,
234 VARYING_SLOT_TEX6,
235 VARYING_SLOT_TEX7,
236 VARYING_SLOT_PSIZ, /* Does not appear in FS */
237 VARYING_SLOT_BFC0, /* Does not appear in FS */
238 VARYING_SLOT_BFC1, /* Does not appear in FS */
239 VARYING_SLOT_EDGE, /* Does not appear in FS */
240 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
241 VARYING_SLOT_CLIP_DIST0,
242 VARYING_SLOT_CLIP_DIST1,
243 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
244 VARYING_SLOT_LAYER, /* Appears only as GS output */
245 VARYING_SLOT_FACE, /* FS only */
246 VARYING_SLOT_PNTC, /* FS only */
247 VARYING_SLOT_VAR0, /* First generic varying slot */
248 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
249 } gl_varying_slot;
250
251
252 /**
253 * Bitflags for varying slots.
254 */
255 /*@{*/
256 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
257 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
258 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
259 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
260 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
261 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
262 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
263 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
264 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
265 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
266 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
267 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
268 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
269 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
270 MAX_TEXTURE_COORD_UNITS)
271 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
272 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
273 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
274 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
275 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
276 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
277 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
278 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
279 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
280 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
281 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
282 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
283 /*@}*/
284
285
286 /*********************************************/
287
288 /**
289 * Indexes for geometry program attributes.
290 */
291 typedef enum
292 {
293 GEOM_ATTRIB_POSITION = 0,
294 GEOM_ATTRIB_COLOR0 = 1,
295 GEOM_ATTRIB_COLOR1 = 2,
296 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
297 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
298 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
299 GEOM_ATTRIB_POINT_SIZE = 6,
300 GEOM_ATTRIB_CLIP_VERTEX = 7,
301 GEOM_ATTRIB_PRIMITIVE_ID = 8,
302 GEOM_ATTRIB_TEX_COORD = 9,
303
304 GEOM_ATTRIB_VAR0 = 16,
305 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
306 } gl_geom_attrib;
307
308 /**
309 * Bitflags for geometry attributes.
310 * These are used in bitfields in many places.
311 */
312 /*@{*/
313 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
314 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
315 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
316 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
317 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
318 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
319 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
320 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
321 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
322 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
323 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
324
325 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
326 /*@}*/
327
328
329 /**
330 * Indexes for geometry program result attributes
331 */
332 typedef enum
333 {
334 GEOM_RESULT_POS = 0,
335 GEOM_RESULT_COL0 = 1,
336 GEOM_RESULT_COL1 = 2,
337 GEOM_RESULT_SCOL0 = 3,
338 GEOM_RESULT_SCOL1 = 4,
339 GEOM_RESULT_FOGC = 5,
340 GEOM_RESULT_TEX0 = 6,
341 GEOM_RESULT_TEX1 = 7,
342 GEOM_RESULT_TEX2 = 8,
343 GEOM_RESULT_TEX3 = 9,
344 GEOM_RESULT_TEX4 = 10,
345 GEOM_RESULT_TEX5 = 11,
346 GEOM_RESULT_TEX6 = 12,
347 GEOM_RESULT_TEX7 = 13,
348 GEOM_RESULT_PSIZ = 14,
349 GEOM_RESULT_CLPV = 15,
350 GEOM_RESULT_PRID = 16,
351 GEOM_RESULT_LAYR = 17,
352 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
353 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
354 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
355 } gl_geom_result;
356
357
358 /**
359 * Indexes for fragment program input attributes. Note that
360 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
361 * assumptions about the layout of this enum.
362 */
363 typedef enum
364 {
365 FRAG_ATTRIB_WPOS = 0,
366 FRAG_ATTRIB_COL0 = 1,
367 FRAG_ATTRIB_COL1 = 2,
368 FRAG_ATTRIB_FOGC = 3,
369 FRAG_ATTRIB_TEX0 = 4,
370 FRAG_ATTRIB_TEX1 = 5,
371 FRAG_ATTRIB_TEX2 = 6,
372 FRAG_ATTRIB_TEX3 = 7,
373 FRAG_ATTRIB_TEX4 = 8,
374 FRAG_ATTRIB_TEX5 = 9,
375 FRAG_ATTRIB_TEX6 = 10,
376 FRAG_ATTRIB_TEX7 = 11,
377 FRAG_ATTRIB_FACE = 12, /**< front/back face */
378 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
379 FRAG_ATTRIB_CLIP_DIST0 = 14,
380 FRAG_ATTRIB_CLIP_DIST1 = 15,
381 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
382 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
383 } gl_frag_attrib;
384
385
386 /**
387 * Convert from a gl_varying_slot value for a vertex output to the
388 * corresponding gl_frag_attrib.
389 *
390 * Varying output values which have no corresponding gl_frag_attrib
391 * (VARYING_SLOT_PSIZ, VARYING_SLOT_BFC0, VARYING_SLOT_BFC1, and
392 * VARYING_SLOT_EDGE) are converted to a value of -1.
393 */
394 static inline int
395 _mesa_vert_result_to_frag_attrib(gl_varying_slot vert_result)
396 {
397 if (vert_result <= VARYING_SLOT_TEX7)
398 return vert_result;
399 else if (vert_result < VARYING_SLOT_CLIP_DIST0)
400 return -1;
401 else if (vert_result <= VARYING_SLOT_CLIP_DIST1)
402 return vert_result - VARYING_SLOT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
403 else if (vert_result < VARYING_SLOT_VAR0)
404 return -1;
405 else
406 return vert_result - VARYING_SLOT_VAR0 + FRAG_ATTRIB_VAR0;
407 }
408
409
410 /**
411 * Convert from a gl_frag_attrib value to the corresponding gl_varying_slot
412 * for a vertex output.
413 *
414 * gl_frag_attrib values which have no corresponding vertex output
415 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
416 */
417 static inline int
418 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
419 {
420 if (frag_attrib <= FRAG_ATTRIB_TEX7)
421 return frag_attrib;
422 else if (frag_attrib < FRAG_ATTRIB_CLIP_DIST0)
423 return -1;
424 else if (frag_attrib <= FRAG_ATTRIB_CLIP_DIST1)
425 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VARYING_SLOT_CLIP_DIST0;
426 else /* frag_attrib >= FRAG_ATTRIB_VAR0 */
427 return frag_attrib - FRAG_ATTRIB_VAR0 + VARYING_SLOT_VAR0;
428 }
429
430
431 /**
432 * Bitflags for fragment program input attributes.
433 */
434 /*@{*/
435 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
436 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
437 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
438 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
439 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
440 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
441 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
442 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
443 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
444 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
445 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
446 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
447 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
448 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
449 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
450
451 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
452 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
453
454 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
455 FRAG_BIT_TEX1| \
456 FRAG_BIT_TEX2| \
457 FRAG_BIT_TEX3| \
458 FRAG_BIT_TEX4| \
459 FRAG_BIT_TEX5| \
460 FRAG_BIT_TEX6| \
461 FRAG_BIT_TEX7)
462 /*@}*/
463
464
465 /**
466 * Fragment program results
467 */
468 typedef enum
469 {
470 FRAG_RESULT_DEPTH = 0,
471 FRAG_RESULT_STENCIL = 1,
472 /* If a single color should be written to all render targets, this
473 * register is written. No FRAG_RESULT_DATAn will be written.
474 */
475 FRAG_RESULT_COLOR = 2,
476
477 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
478 * or ARB_fragment_program fragment.color[n]) color results. If
479 * any are written, FRAG_RESULT_COLOR will not be written.
480 */
481 FRAG_RESULT_DATA0 = 3,
482 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
483 } gl_frag_result;
484
485
486 /**
487 * Indexes for all renderbuffers
488 */
489 typedef enum
490 {
491 /* the four standard color buffers */
492 BUFFER_FRONT_LEFT,
493 BUFFER_BACK_LEFT,
494 BUFFER_FRONT_RIGHT,
495 BUFFER_BACK_RIGHT,
496 BUFFER_DEPTH,
497 BUFFER_STENCIL,
498 BUFFER_ACCUM,
499 /* optional aux buffer */
500 BUFFER_AUX0,
501 /* generic renderbuffers */
502 BUFFER_COLOR0,
503 BUFFER_COLOR1,
504 BUFFER_COLOR2,
505 BUFFER_COLOR3,
506 BUFFER_COLOR4,
507 BUFFER_COLOR5,
508 BUFFER_COLOR6,
509 BUFFER_COLOR7,
510 BUFFER_COUNT
511 } gl_buffer_index;
512
513 /**
514 * Bit flags for all renderbuffers
515 */
516 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
517 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
518 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
519 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
520 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
521 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
522 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
523 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
524 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
525 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
526 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
527 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
528 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
529 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
530 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
531 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
532 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
533 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
534 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
535
536 /**
537 * Mask of all the color buffer bits (but not accum).
538 */
539 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
540 BUFFER_BIT_BACK_LEFT | \
541 BUFFER_BIT_FRONT_RIGHT | \
542 BUFFER_BIT_BACK_RIGHT | \
543 BUFFER_BIT_AUX0 | \
544 BUFFER_BIT_COLOR0 | \
545 BUFFER_BIT_COLOR1 | \
546 BUFFER_BIT_COLOR2 | \
547 BUFFER_BIT_COLOR3 | \
548 BUFFER_BIT_COLOR4 | \
549 BUFFER_BIT_COLOR5 | \
550 BUFFER_BIT_COLOR6 | \
551 BUFFER_BIT_COLOR7)
552
553
554 /**
555 * Framebuffer configuration (aka visual / pixelformat)
556 * Note: some of these fields should be boolean, but it appears that
557 * code in drivers/dri/common/util.c requires int-sized fields.
558 */
559 struct gl_config
560 {
561 GLboolean rgbMode;
562 GLboolean floatMode;
563 GLboolean colorIndexMode; /* XXX is this used anywhere? */
564 GLuint doubleBufferMode;
565 GLuint stereoMode;
566
567 GLboolean haveAccumBuffer;
568 GLboolean haveDepthBuffer;
569 GLboolean haveStencilBuffer;
570
571 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
572 GLuint redMask, greenMask, blueMask, alphaMask;
573 GLint rgbBits; /* total bits for rgb */
574 GLint indexBits; /* total bits for colorindex */
575
576 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
577 GLint depthBits;
578 GLint stencilBits;
579
580 GLint numAuxBuffers;
581
582 GLint level;
583
584 /* EXT_visual_rating / GLX 1.2 */
585 GLint visualRating;
586
587 /* EXT_visual_info / GLX 1.2 */
588 GLint transparentPixel;
589 /* colors are floats scaled to ints */
590 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
591 GLint transparentIndex;
592
593 /* ARB_multisample / SGIS_multisample */
594 GLint sampleBuffers;
595 GLint samples;
596
597 /* SGIX_pbuffer / GLX 1.3 */
598 GLint maxPbufferWidth;
599 GLint maxPbufferHeight;
600 GLint maxPbufferPixels;
601 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
602 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
603
604 /* OML_swap_method */
605 GLint swapMethod;
606
607 /* EXT_texture_from_pixmap */
608 GLint bindToTextureRgb;
609 GLint bindToTextureRgba;
610 GLint bindToMipmapTexture;
611 GLint bindToTextureTargets;
612 GLint yInverted;
613
614 /* EXT_framebuffer_sRGB */
615 GLint sRGBCapable;
616 };
617
618
619 /**
620 * \name Bit flags used for updating material values.
621 */
622 /*@{*/
623 #define MAT_ATTRIB_FRONT_AMBIENT 0
624 #define MAT_ATTRIB_BACK_AMBIENT 1
625 #define MAT_ATTRIB_FRONT_DIFFUSE 2
626 #define MAT_ATTRIB_BACK_DIFFUSE 3
627 #define MAT_ATTRIB_FRONT_SPECULAR 4
628 #define MAT_ATTRIB_BACK_SPECULAR 5
629 #define MAT_ATTRIB_FRONT_EMISSION 6
630 #define MAT_ATTRIB_BACK_EMISSION 7
631 #define MAT_ATTRIB_FRONT_SHININESS 8
632 #define MAT_ATTRIB_BACK_SHININESS 9
633 #define MAT_ATTRIB_FRONT_INDEXES 10
634 #define MAT_ATTRIB_BACK_INDEXES 11
635 #define MAT_ATTRIB_MAX 12
636
637 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
638 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
639 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
640 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
641 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
642 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
643
644 #define MAT_INDEX_AMBIENT 0
645 #define MAT_INDEX_DIFFUSE 1
646 #define MAT_INDEX_SPECULAR 2
647
648 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
649 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
650 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
651 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
652 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
653 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
654 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
655 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
656 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
657 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
658 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
659 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
660
661
662 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
663 MAT_BIT_FRONT_AMBIENT | \
664 MAT_BIT_FRONT_DIFFUSE | \
665 MAT_BIT_FRONT_SPECULAR | \
666 MAT_BIT_FRONT_SHININESS | \
667 MAT_BIT_FRONT_INDEXES)
668
669 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
670 MAT_BIT_BACK_AMBIENT | \
671 MAT_BIT_BACK_DIFFUSE | \
672 MAT_BIT_BACK_SPECULAR | \
673 MAT_BIT_BACK_SHININESS | \
674 MAT_BIT_BACK_INDEXES)
675
676 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
677 /*@}*/
678
679
680 /**
681 * Material state.
682 */
683 struct gl_material
684 {
685 GLfloat Attrib[MAT_ATTRIB_MAX][4];
686 };
687
688
689 /**
690 * Light state flags.
691 */
692 /*@{*/
693 #define LIGHT_SPOT 0x1
694 #define LIGHT_LOCAL_VIEWER 0x2
695 #define LIGHT_POSITIONAL 0x4
696 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
697 /*@}*/
698
699
700 /**
701 * Light source state.
702 */
703 struct gl_light
704 {
705 struct gl_light *next; /**< double linked list with sentinel */
706 struct gl_light *prev;
707
708 GLfloat Ambient[4]; /**< ambient color */
709 GLfloat Diffuse[4]; /**< diffuse color */
710 GLfloat Specular[4]; /**< specular color */
711 GLfloat EyePosition[4]; /**< position in eye coordinates */
712 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
713 GLfloat SpotExponent;
714 GLfloat SpotCutoff; /**< in degrees */
715 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
716 GLfloat ConstantAttenuation;
717 GLfloat LinearAttenuation;
718 GLfloat QuadraticAttenuation;
719 GLboolean Enabled; /**< On/off flag */
720
721 /**
722 * \name Derived fields
723 */
724 /*@{*/
725 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
726
727 GLfloat _Position[4]; /**< position in eye/obj coordinates */
728 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
729 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
730 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
731 GLfloat _VP_inf_spot_attenuation;
732
733 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
734 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
735 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
736 /*@}*/
737 };
738
739
740 /**
741 * Light model state.
742 */
743 struct gl_lightmodel
744 {
745 GLfloat Ambient[4]; /**< ambient color */
746 GLboolean LocalViewer; /**< Local (or infinite) view point? */
747 GLboolean TwoSide; /**< Two (or one) sided lighting? */
748 GLenum ColorControl; /**< either GL_SINGLE_COLOR
749 * or GL_SEPARATE_SPECULAR_COLOR */
750 };
751
752
753 /**
754 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
755 */
756 struct gl_accum_attrib
757 {
758 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
759 };
760
761
762 /**
763 * Used for storing clear color, texture border color, etc.
764 * The float values are typically unclamped.
765 */
766 union gl_color_union
767 {
768 GLfloat f[4];
769 GLint i[4];
770 GLuint ui[4];
771 };
772
773
774 /**
775 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
776 */
777 struct gl_colorbuffer_attrib
778 {
779 GLuint ClearIndex; /**< Index for glClear */
780 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
781 GLuint IndexMask; /**< Color index write mask */
782 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
783
784 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
785
786 /**
787 * \name alpha testing
788 */
789 /*@{*/
790 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
791 GLenum AlphaFunc; /**< Alpha test function */
792 GLfloat AlphaRefUnclamped;
793 GLclampf AlphaRef; /**< Alpha reference value */
794 /*@}*/
795
796 /**
797 * \name Blending
798 */
799 /*@{*/
800 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
801
802 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
803 * control, only on the fixed-pointness of the render target.
804 * The query does however depend on fragment color clamping.
805 */
806 GLfloat BlendColorUnclamped[4]; /**< Blending color */
807 GLfloat BlendColor[4]; /**< Blending color */
808
809 struct
810 {
811 GLenum SrcRGB; /**< RGB blend source term */
812 GLenum DstRGB; /**< RGB blend dest term */
813 GLenum SrcA; /**< Alpha blend source term */
814 GLenum DstA; /**< Alpha blend dest term */
815 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
816 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
817 /**
818 * Set if any blend factor uses SRC1. Computed at the time blend factors
819 * get set.
820 */
821 GLboolean _UsesDualSrc;
822 } Blend[MAX_DRAW_BUFFERS];
823 /** Are the blend func terms currently different for each buffer/target? */
824 GLboolean _BlendFuncPerBuffer;
825 /** Are the blend equations currently different for each buffer/target? */
826 GLboolean _BlendEquationPerBuffer;
827 /*@}*/
828
829 /**
830 * \name Logic op
831 */
832 /*@{*/
833 GLenum LogicOp; /**< Logic operator */
834 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
835 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
836 /*@}*/
837
838 GLboolean DitherFlag; /**< Dither enable flag */
839
840 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
841 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
842 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
843 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
844
845 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
846 };
847
848
849 /**
850 * Current attribute group (GL_CURRENT_BIT).
851 */
852 struct gl_current_attrib
853 {
854 /**
855 * \name Current vertex attributes.
856 * \note Values are valid only after FLUSH_VERTICES has been called.
857 * \note Index and Edgeflag current values are stored as floats in the
858 * SIX and SEVEN attribute slots.
859 */
860 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
861
862 /**
863 * \name Current raster position attributes (always valid).
864 * \note This set of attributes is very similar to the SWvertex struct.
865 */
866 /*@{*/
867 GLfloat RasterPos[4];
868 GLfloat RasterDistance;
869 GLfloat RasterColor[4];
870 GLfloat RasterSecondaryColor[4];
871 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
872 GLboolean RasterPosValid;
873 /*@}*/
874 };
875
876
877 /**
878 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
879 */
880 struct gl_depthbuffer_attrib
881 {
882 GLenum Func; /**< Function for depth buffer compare */
883 GLclampd Clear; /**< Value to clear depth buffer to */
884 GLboolean Test; /**< Depth buffering enabled flag */
885 GLboolean Mask; /**< Depth buffer writable? */
886 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
887 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
888 };
889
890
891 /**
892 * Evaluator attribute group (GL_EVAL_BIT).
893 */
894 struct gl_eval_attrib
895 {
896 /**
897 * \name Enable bits
898 */
899 /*@{*/
900 GLboolean Map1Color4;
901 GLboolean Map1Index;
902 GLboolean Map1Normal;
903 GLboolean Map1TextureCoord1;
904 GLboolean Map1TextureCoord2;
905 GLboolean Map1TextureCoord3;
906 GLboolean Map1TextureCoord4;
907 GLboolean Map1Vertex3;
908 GLboolean Map1Vertex4;
909 GLboolean Map2Color4;
910 GLboolean Map2Index;
911 GLboolean Map2Normal;
912 GLboolean Map2TextureCoord1;
913 GLboolean Map2TextureCoord2;
914 GLboolean Map2TextureCoord3;
915 GLboolean Map2TextureCoord4;
916 GLboolean Map2Vertex3;
917 GLboolean Map2Vertex4;
918 GLboolean AutoNormal;
919 /*@}*/
920
921 /**
922 * \name Map Grid endpoints and divisions and calculated du values
923 */
924 /*@{*/
925 GLint MapGrid1un;
926 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
927 GLint MapGrid2un, MapGrid2vn;
928 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
929 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
930 /*@}*/
931 };
932
933
934 /**
935 * Fog attribute group (GL_FOG_BIT).
936 */
937 struct gl_fog_attrib
938 {
939 GLboolean Enabled; /**< Fog enabled flag */
940 GLfloat ColorUnclamped[4]; /**< Fog color */
941 GLfloat Color[4]; /**< Fog color */
942 GLfloat Density; /**< Density >= 0.0 */
943 GLfloat Start; /**< Start distance in eye coords */
944 GLfloat End; /**< End distance in eye coords */
945 GLfloat Index; /**< Fog index */
946 GLenum Mode; /**< Fog mode */
947 GLboolean ColorSumEnabled;
948 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
949 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
950 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
951 };
952
953
954 /**
955 * Hint attribute group (GL_HINT_BIT).
956 *
957 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
958 */
959 struct gl_hint_attrib
960 {
961 GLenum PerspectiveCorrection;
962 GLenum PointSmooth;
963 GLenum LineSmooth;
964 GLenum PolygonSmooth;
965 GLenum Fog;
966 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
967 GLenum TextureCompression; /**< GL_ARB_texture_compression */
968 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
969 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
970 };
971
972
973 /**
974 * Lighting attribute group (GL_LIGHT_BIT).
975 */
976 struct gl_light_attrib
977 {
978 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
979 struct gl_lightmodel Model; /**< Lighting model */
980
981 /**
982 * Front and back material values.
983 * Note: must call FLUSH_VERTICES() before using.
984 */
985 struct gl_material Material;
986
987 GLboolean Enabled; /**< Lighting enabled flag */
988 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
989 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
990 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
991 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
992 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
993 GLboolean ColorMaterialEnabled;
994 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
995 GLboolean _ClampVertexColor;
996
997 struct gl_light EnabledList; /**< List sentinel */
998
999 /**
1000 * Derived state for optimizations:
1001 */
1002 /*@{*/
1003 GLboolean _NeedEyeCoords;
1004 GLboolean _NeedVertices; /**< Use fast shader? */
1005 GLfloat _BaseColor[2][3];
1006 /*@}*/
1007 };
1008
1009
1010 /**
1011 * Line attribute group (GL_LINE_BIT).
1012 */
1013 struct gl_line_attrib
1014 {
1015 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
1016 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
1017 GLushort StipplePattern; /**< Stipple pattern */
1018 GLint StippleFactor; /**< Stipple repeat factor */
1019 GLfloat Width; /**< Line width */
1020 };
1021
1022
1023 /**
1024 * Display list attribute group (GL_LIST_BIT).
1025 */
1026 struct gl_list_attrib
1027 {
1028 GLuint ListBase;
1029 };
1030
1031
1032 /**
1033 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1034 */
1035 struct gl_multisample_attrib
1036 {
1037 GLboolean Enabled;
1038 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1039 GLboolean SampleAlphaToCoverage;
1040 GLboolean SampleAlphaToOne;
1041 GLboolean SampleCoverage;
1042 GLfloat SampleCoverageValue;
1043 GLboolean SampleCoverageInvert;
1044
1045 /* ARB_texture_multisample / GL3.2 additions */
1046 GLboolean SampleMask;
1047 GLbitfield SampleMaskValue; /* GL spec defines this as an array but >32x MSAA is
1048 * madness
1049 */
1050 };
1051
1052
1053 /**
1054 * A pixelmap (see glPixelMap)
1055 */
1056 struct gl_pixelmap
1057 {
1058 GLint Size;
1059 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1060 };
1061
1062
1063 /**
1064 * Collection of all pixelmaps
1065 */
1066 struct gl_pixelmaps
1067 {
1068 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1069 struct gl_pixelmap GtoG;
1070 struct gl_pixelmap BtoB;
1071 struct gl_pixelmap AtoA;
1072 struct gl_pixelmap ItoR;
1073 struct gl_pixelmap ItoG;
1074 struct gl_pixelmap ItoB;
1075 struct gl_pixelmap ItoA;
1076 struct gl_pixelmap ItoI;
1077 struct gl_pixelmap StoS;
1078 };
1079
1080
1081 /**
1082 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1083 */
1084 struct gl_pixel_attrib
1085 {
1086 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1087
1088 /*--- Begin Pixel Transfer State ---*/
1089 /* Fields are in the order in which they're applied... */
1090
1091 /** Scale & Bias (index shift, offset) */
1092 /*@{*/
1093 GLfloat RedBias, RedScale;
1094 GLfloat GreenBias, GreenScale;
1095 GLfloat BlueBias, BlueScale;
1096 GLfloat AlphaBias, AlphaScale;
1097 GLfloat DepthBias, DepthScale;
1098 GLint IndexShift, IndexOffset;
1099 /*@}*/
1100
1101 /* Pixel Maps */
1102 /* Note: actual pixel maps are not part of this attrib group */
1103 GLboolean MapColorFlag;
1104 GLboolean MapStencilFlag;
1105
1106 /*--- End Pixel Transfer State ---*/
1107
1108 /** glPixelZoom */
1109 GLfloat ZoomX, ZoomY;
1110 };
1111
1112
1113 /**
1114 * Point attribute group (GL_POINT_BIT).
1115 */
1116 struct gl_point_attrib
1117 {
1118 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1119 GLfloat Size; /**< User-specified point size */
1120 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1121 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1122 GLfloat Threshold; /**< GL_EXT_point_parameters */
1123 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1124 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1125 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1126 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1127 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1128 };
1129
1130
1131 /**
1132 * Polygon attribute group (GL_POLYGON_BIT).
1133 */
1134 struct gl_polygon_attrib
1135 {
1136 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1137 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1138 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1139 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1140 GLboolean CullFlag; /**< Culling on/off flag */
1141 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1142 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1143 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1144 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1145 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1146 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1147 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1148 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1149 };
1150
1151
1152 /**
1153 * Scissor attributes (GL_SCISSOR_BIT).
1154 */
1155 struct gl_scissor_attrib
1156 {
1157 GLboolean Enabled; /**< Scissor test enabled? */
1158 GLint X, Y; /**< Lower left corner of box */
1159 GLsizei Width, Height; /**< Size of box */
1160 };
1161
1162
1163 /**
1164 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1165 *
1166 * Three sets of stencil data are tracked so that OpenGL 2.0,
1167 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1168 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1169 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1170 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1171 * GL_EXT_stencil_two_side GL_BACK state.
1172 *
1173 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1174 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1175 *
1176 * The derived value \c _TestTwoSide is set when the front-face and back-face
1177 * stencil state are different.
1178 */
1179 struct gl_stencil_attrib
1180 {
1181 GLboolean Enabled; /**< Enabled flag */
1182 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1183 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1184 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1185 GLboolean _TestTwoSide;
1186 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1187 GLenum Function[3]; /**< Stencil function */
1188 GLenum FailFunc[3]; /**< Fail function */
1189 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1190 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1191 GLint Ref[3]; /**< Reference value */
1192 GLuint ValueMask[3]; /**< Value mask */
1193 GLuint WriteMask[3]; /**< Write mask */
1194 GLuint Clear; /**< Clear value */
1195 };
1196
1197
1198 /**
1199 * An index for each type of texture object. These correspond to the GL
1200 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1201 * Note: the order is from highest priority to lowest priority.
1202 */
1203 typedef enum
1204 {
1205 TEXTURE_2D_MULTISAMPLE_INDEX,
1206 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1207 TEXTURE_CUBE_ARRAY_INDEX,
1208 TEXTURE_BUFFER_INDEX,
1209 TEXTURE_2D_ARRAY_INDEX,
1210 TEXTURE_1D_ARRAY_INDEX,
1211 TEXTURE_EXTERNAL_INDEX,
1212 TEXTURE_CUBE_INDEX,
1213 TEXTURE_3D_INDEX,
1214 TEXTURE_RECT_INDEX,
1215 TEXTURE_2D_INDEX,
1216 TEXTURE_1D_INDEX,
1217 NUM_TEXTURE_TARGETS
1218 } gl_texture_index;
1219
1220
1221 /**
1222 * Bit flags for each type of texture object
1223 * Used for Texture.Unit[]._ReallyEnabled flags.
1224 */
1225 /*@{*/
1226 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1227 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1228 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1229 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1230 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1231 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1232 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1233 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1234 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1235 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1236 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1237 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1238 /*@}*/
1239
1240
1241 /**
1242 * Texture image state. Drivers will typically create a subclass of this
1243 * with extra fields for memory buffers, etc.
1244 */
1245 struct gl_texture_image
1246 {
1247 GLint InternalFormat; /**< Internal format as given by the user */
1248 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1249 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1250 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1251 * GL_DEPTH_STENCIL_EXT only. Used for
1252 * choosing TexEnv arithmetic.
1253 */
1254 gl_format TexFormat; /**< The actual texture memory format */
1255
1256 GLuint Border; /**< 0 or 1 */
1257 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1258 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1259 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1260 GLuint Width2; /**< = Width - 2*Border */
1261 GLuint Height2; /**< = Height - 2*Border */
1262 GLuint Depth2; /**< = Depth - 2*Border */
1263 GLuint WidthLog2; /**< = log2(Width2) */
1264 GLuint HeightLog2; /**< = log2(Height2) */
1265 GLuint DepthLog2; /**< = log2(Depth2) */
1266 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1267 levels, computed from the dimensions */
1268
1269 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1270 GLuint Level; /**< Which mipmap level am I? */
1271 /** Cube map face: index into gl_texture_object::Image[] array */
1272 GLuint Face;
1273
1274 /** GL_ARB_texture_multisample */
1275 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1276 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1277 };
1278
1279
1280 /**
1281 * Indexes for cube map faces.
1282 */
1283 typedef enum
1284 {
1285 FACE_POS_X = 0,
1286 FACE_NEG_X = 1,
1287 FACE_POS_Y = 2,
1288 FACE_NEG_Y = 3,
1289 FACE_POS_Z = 4,
1290 FACE_NEG_Z = 5,
1291 MAX_FACES = 6
1292 } gl_face_index;
1293
1294
1295 /**
1296 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1297 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1298 */
1299 struct gl_sampler_object
1300 {
1301 GLuint Name;
1302 GLint RefCount;
1303
1304 GLenum WrapS; /**< S-axis texture image wrap mode */
1305 GLenum WrapT; /**< T-axis texture image wrap mode */
1306 GLenum WrapR; /**< R-axis texture image wrap mode */
1307 GLenum MinFilter; /**< minification filter */
1308 GLenum MagFilter; /**< magnification filter */
1309 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1310 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1311 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1312 GLfloat LodBias; /**< OpenGL 1.4 */
1313 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1314 GLenum CompareMode; /**< GL_ARB_shadow */
1315 GLenum CompareFunc; /**< GL_ARB_shadow */
1316 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1317 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1318 };
1319
1320
1321 /**
1322 * Texture object state. Contains the array of mipmap images, border color,
1323 * wrap modes, filter modes, and shadow/texcompare state.
1324 */
1325 struct gl_texture_object
1326 {
1327 _glthread_Mutex Mutex; /**< for thread safety */
1328 GLint RefCount; /**< reference count */
1329 GLuint Name; /**< the user-visible texture object ID */
1330 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1331
1332 struct gl_sampler_object Sampler;
1333
1334 GLenum DepthMode; /**< GL_ARB_depth_texture */
1335
1336 GLfloat Priority; /**< in [0,1] */
1337 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1338 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1339 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1340 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1341 GLint CropRect[4]; /**< GL_OES_draw_texture */
1342 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1343 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1344 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1345 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1346 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1347 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1348 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1349 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1350 GLboolean Immutable; /**< GL_ARB_texture_storage */
1351
1352 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1353 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1354
1355 /** GL_ARB_texture_buffer_object */
1356 struct gl_buffer_object *BufferObject;
1357 GLenum BufferObjectFormat;
1358 /** Equivalent Mesa format for BufferObjectFormat. */
1359 gl_format _BufferObjectFormat;
1360 /** GL_ARB_texture_buffer_range */
1361 GLintptr BufferOffset;
1362 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1363
1364 /** GL_OES_EGL_image_external */
1365 GLint RequiredTextureImageUnits;
1366 };
1367
1368
1369 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1370 #define MAX_COMBINER_TERMS 4
1371
1372
1373 /**
1374 * Texture combine environment state.
1375 */
1376 struct gl_tex_env_combine_state
1377 {
1378 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1379 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1380 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1381 GLenum SourceRGB[MAX_COMBINER_TERMS];
1382 GLenum SourceA[MAX_COMBINER_TERMS];
1383 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1384 GLenum OperandRGB[MAX_COMBINER_TERMS];
1385 GLenum OperandA[MAX_COMBINER_TERMS];
1386 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1387 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1388 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1389 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1390 };
1391
1392
1393 /**
1394 * TexGenEnabled flags.
1395 */
1396 /*@{*/
1397 #define S_BIT 1
1398 #define T_BIT 2
1399 #define R_BIT 4
1400 #define Q_BIT 8
1401 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1402 /*@}*/
1403
1404
1405 /**
1406 * Bit flag versions of the corresponding GL_ constants.
1407 */
1408 /*@{*/
1409 #define TEXGEN_SPHERE_MAP 0x1
1410 #define TEXGEN_OBJ_LINEAR 0x2
1411 #define TEXGEN_EYE_LINEAR 0x4
1412 #define TEXGEN_REFLECTION_MAP_NV 0x8
1413 #define TEXGEN_NORMAL_MAP_NV 0x10
1414
1415 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1416 TEXGEN_REFLECTION_MAP_NV | \
1417 TEXGEN_NORMAL_MAP_NV)
1418 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1419 TEXGEN_REFLECTION_MAP_NV | \
1420 TEXGEN_NORMAL_MAP_NV | \
1421 TEXGEN_EYE_LINEAR)
1422 /*@}*/
1423
1424
1425
1426 /** Tex-gen enabled for texture unit? */
1427 #define ENABLE_TEXGEN(unit) (1 << (unit))
1428
1429 /** Non-identity texture matrix for texture unit? */
1430 #define ENABLE_TEXMAT(unit) (1 << (unit))
1431
1432
1433 /**
1434 * Texture coord generation state.
1435 */
1436 struct gl_texgen
1437 {
1438 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1439 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1440 GLfloat ObjectPlane[4];
1441 GLfloat EyePlane[4];
1442 };
1443
1444
1445 /**
1446 * Texture unit state. Contains enable flags, texture environment/function/
1447 * combiners, texgen state, and pointers to current texture objects.
1448 */
1449 struct gl_texture_unit
1450 {
1451 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1452 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1453
1454 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1455 GLclampf EnvColor[4];
1456 GLfloat EnvColorUnclamped[4];
1457
1458 struct gl_texgen GenS;
1459 struct gl_texgen GenT;
1460 struct gl_texgen GenR;
1461 struct gl_texgen GenQ;
1462 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1463 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1464
1465 GLfloat LodBias; /**< for biasing mipmap levels */
1466 GLenum BumpTarget;
1467 GLfloat RotMatrix[4]; /* 2x2 matrix */
1468
1469 /** Current sampler object (GL_ARB_sampler_objects) */
1470 struct gl_sampler_object *Sampler;
1471
1472 /**
1473 * \name GL_EXT_texture_env_combine
1474 */
1475 struct gl_tex_env_combine_state Combine;
1476
1477 /**
1478 * Derived state based on \c EnvMode and the \c BaseFormat of the
1479 * currently enabled texture.
1480 */
1481 struct gl_tex_env_combine_state _EnvMode;
1482
1483 /**
1484 * Currently enabled combiner state. This will point to either
1485 * \c Combine or \c _EnvMode.
1486 */
1487 struct gl_tex_env_combine_state *_CurrentCombine;
1488
1489 /** Current texture object pointers */
1490 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1491
1492 /** Points to highest priority, complete and enabled texture object */
1493 struct gl_texture_object *_Current;
1494 };
1495
1496
1497 /**
1498 * Texture attribute group (GL_TEXTURE_BIT).
1499 */
1500 struct gl_texture_attrib
1501 {
1502 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1503 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1504
1505 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1506
1507 /** GL_ARB_texture_buffer_object */
1508 struct gl_buffer_object *BufferObject;
1509
1510 /** GL_ARB_seamless_cubemap */
1511 GLboolean CubeMapSeamless;
1512
1513 /** Texture units/samplers used by vertex or fragment texturing */
1514 GLbitfield _EnabledUnits;
1515
1516 /** Texture coord units/sets used for fragment texturing */
1517 GLbitfield _EnabledCoordUnits;
1518
1519 /** Texture coord units that have texgen enabled */
1520 GLbitfield _TexGenEnabled;
1521
1522 /** Texture coord units that have non-identity matrices */
1523 GLbitfield _TexMatEnabled;
1524
1525 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1526 GLbitfield _GenFlags;
1527 };
1528
1529
1530 /**
1531 * Data structure representing a single clip plane (e.g. one of the elements
1532 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1533 */
1534 typedef GLfloat gl_clip_plane[4];
1535
1536
1537 /**
1538 * Transformation attribute group (GL_TRANSFORM_BIT).
1539 */
1540 struct gl_transform_attrib
1541 {
1542 GLenum MatrixMode; /**< Matrix mode */
1543 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1544 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1545 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1546 GLboolean Normalize; /**< Normalize all normals? */
1547 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1548 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1549 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1550
1551 GLfloat CullEyePos[4];
1552 GLfloat CullObjPos[4];
1553 };
1554
1555
1556 /**
1557 * Viewport attribute group (GL_VIEWPORT_BIT).
1558 */
1559 struct gl_viewport_attrib
1560 {
1561 GLint X, Y; /**< position */
1562 GLsizei Width, Height; /**< size */
1563 GLfloat Near, Far; /**< Depth buffer range */
1564 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1565 };
1566
1567
1568 /**
1569 * GL_ARB_vertex/pixel_buffer_object buffer object
1570 */
1571 struct gl_buffer_object
1572 {
1573 _glthread_Mutex Mutex;
1574 GLint RefCount;
1575 GLuint Name;
1576 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1577 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1578 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1579 /** Fields describing a mapped buffer */
1580 /*@{*/
1581 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1582 GLvoid *Pointer; /**< User-space address of mapping */
1583 GLintptr Offset; /**< Mapped offset */
1584 GLsizeiptr Length; /**< Mapped length */
1585 /*@}*/
1586 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1587 GLboolean Written; /**< Ever written to? (for debugging) */
1588 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1589 };
1590
1591
1592 /**
1593 * Client pixel packing/unpacking attributes
1594 */
1595 struct gl_pixelstore_attrib
1596 {
1597 GLint Alignment;
1598 GLint RowLength;
1599 GLint SkipPixels;
1600 GLint SkipRows;
1601 GLint ImageHeight;
1602 GLint SkipImages;
1603 GLboolean SwapBytes;
1604 GLboolean LsbFirst;
1605 GLboolean Invert; /**< GL_MESA_pack_invert */
1606 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1607 };
1608
1609
1610 /**
1611 * Client vertex array attributes
1612 */
1613 struct gl_client_array
1614 {
1615 GLint Size; /**< components per element (1,2,3,4) */
1616 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1617 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1618 GLsizei Stride; /**< user-specified stride */
1619 GLsizei StrideB; /**< actual stride in bytes */
1620 const GLubyte *Ptr; /**< Points to array data */
1621 GLboolean Enabled; /**< Enabled flag is a boolean */
1622 GLboolean Normalized; /**< GL_ARB_vertex_program */
1623 GLboolean Integer; /**< Integer-valued? */
1624 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1625 GLuint _ElementSize; /**< size of each element in bytes */
1626
1627 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1628 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1629 };
1630
1631
1632 /**
1633 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1634 * extension, but a nice encapsulation in any case.
1635 */
1636 struct gl_array_object
1637 {
1638 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1639 GLuint Name;
1640
1641 GLint RefCount;
1642 _glthread_Mutex Mutex;
1643
1644 /**
1645 * Does the VAO use ARB semantics or Apple semantics?
1646 *
1647 * There are several ways in which ARB_vertex_array_object and
1648 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1649 * least,
1650 *
1651 * - ARB VAOs require that all array data be sourced from vertex buffer
1652 * objects, but Apple VAOs do not.
1653 *
1654 * - ARB VAOs require that names come from GenVertexArrays.
1655 *
1656 * This flag notes which behavior governs this VAO.
1657 */
1658 GLboolean ARBsemantics;
1659
1660 /**
1661 * Has this array object been bound?
1662 */
1663 GLboolean EverBound;
1664
1665 /** Vertex attribute arrays */
1666 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1667
1668 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1669 GLbitfield64 _Enabled;
1670
1671 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1672 GLbitfield64 NewArrays;
1673
1674 /**
1675 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1676 * we can determine the max legal (in bounds) glDrawElements array index.
1677 */
1678 GLuint _MaxElement;
1679
1680 struct gl_buffer_object *ElementArrayBufferObj;
1681 };
1682
1683
1684 /**
1685 * Vertex array state
1686 */
1687 struct gl_array_attrib
1688 {
1689 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1690 struct gl_array_object *ArrayObj;
1691
1692 /** The default vertex array object */
1693 struct gl_array_object *DefaultArrayObj;
1694
1695 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1696 struct _mesa_HashTable *Objects;
1697
1698 GLint ActiveTexture; /**< Client Active Texture */
1699 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1700 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1701
1702 /**
1703 * \name Primitive restart controls
1704 *
1705 * Primitive restart is enabled if either \c PrimitiveRestart or
1706 * \c PrimitiveRestart is set. If \c PrimitiveRestart is set, then
1707 * \c RestartIndex is used as the cut vertex. Otherwise ~0 is used.
1708 */
1709 /*@{*/
1710 GLboolean PrimitiveRestart;
1711 GLboolean PrimitiveRestartFixedIndex;
1712 GLboolean _PrimitiveRestart;
1713 GLuint RestartIndex;
1714 GLuint _RestartIndex;
1715 /*@}*/
1716
1717 /* GL_ARB_vertex_buffer_object */
1718 struct gl_buffer_object *ArrayBufferObj;
1719
1720 /**
1721 * Vertex arrays as consumed by a driver.
1722 * The array pointer is set up only by the VBO module. */
1723 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1724 };
1725
1726
1727 /**
1728 * Feedback buffer state
1729 */
1730 struct gl_feedback
1731 {
1732 GLenum Type;
1733 GLbitfield _Mask; /**< FB_* bits */
1734 GLfloat *Buffer;
1735 GLuint BufferSize;
1736 GLuint Count;
1737 };
1738
1739
1740 /**
1741 * Selection buffer state
1742 */
1743 struct gl_selection
1744 {
1745 GLuint *Buffer; /**< selection buffer */
1746 GLuint BufferSize; /**< size of the selection buffer */
1747 GLuint BufferCount; /**< number of values in the selection buffer */
1748 GLuint Hits; /**< number of records in the selection buffer */
1749 GLuint NameStackDepth; /**< name stack depth */
1750 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1751 GLboolean HitFlag; /**< hit flag */
1752 GLfloat HitMinZ; /**< minimum hit depth */
1753 GLfloat HitMaxZ; /**< maximum hit depth */
1754 };
1755
1756
1757 /**
1758 * 1-D Evaluator control points
1759 */
1760 struct gl_1d_map
1761 {
1762 GLuint Order; /**< Number of control points */
1763 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1764 GLfloat *Points; /**< Points to contiguous control points */
1765 };
1766
1767
1768 /**
1769 * 2-D Evaluator control points
1770 */
1771 struct gl_2d_map
1772 {
1773 GLuint Uorder; /**< Number of control points in U dimension */
1774 GLuint Vorder; /**< Number of control points in V dimension */
1775 GLfloat u1, u2, du;
1776 GLfloat v1, v2, dv;
1777 GLfloat *Points; /**< Points to contiguous control points */
1778 };
1779
1780
1781 /**
1782 * All evaluator control point state
1783 */
1784 struct gl_evaluators
1785 {
1786 /**
1787 * \name 1-D maps
1788 */
1789 /*@{*/
1790 struct gl_1d_map Map1Vertex3;
1791 struct gl_1d_map Map1Vertex4;
1792 struct gl_1d_map Map1Index;
1793 struct gl_1d_map Map1Color4;
1794 struct gl_1d_map Map1Normal;
1795 struct gl_1d_map Map1Texture1;
1796 struct gl_1d_map Map1Texture2;
1797 struct gl_1d_map Map1Texture3;
1798 struct gl_1d_map Map1Texture4;
1799 /*@}*/
1800
1801 /**
1802 * \name 2-D maps
1803 */
1804 /*@{*/
1805 struct gl_2d_map Map2Vertex3;
1806 struct gl_2d_map Map2Vertex4;
1807 struct gl_2d_map Map2Index;
1808 struct gl_2d_map Map2Color4;
1809 struct gl_2d_map Map2Normal;
1810 struct gl_2d_map Map2Texture1;
1811 struct gl_2d_map Map2Texture2;
1812 struct gl_2d_map Map2Texture3;
1813 struct gl_2d_map Map2Texture4;
1814 /*@}*/
1815 };
1816
1817
1818 struct gl_transform_feedback_varying_info
1819 {
1820 char *Name;
1821 GLenum Type;
1822 GLint Size;
1823 };
1824
1825
1826 /**
1827 * Per-output info vertex shaders for transform feedback.
1828 */
1829 struct gl_transform_feedback_output
1830 {
1831 unsigned OutputRegister;
1832 unsigned OutputBuffer;
1833 unsigned NumComponents;
1834
1835 /** offset (in DWORDs) of this output within the interleaved structure */
1836 unsigned DstOffset;
1837
1838 /**
1839 * Offset into the output register of the data to output. For example,
1840 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1841 * offset is in the y and z components of the output register.
1842 */
1843 unsigned ComponentOffset;
1844 };
1845
1846
1847 /** Post-link transform feedback info. */
1848 struct gl_transform_feedback_info
1849 {
1850 unsigned NumOutputs;
1851
1852 /**
1853 * Number of transform feedback buffers in use by this program.
1854 */
1855 unsigned NumBuffers;
1856
1857 struct gl_transform_feedback_output *Outputs;
1858
1859 /** Transform feedback varyings used for the linking of this shader program.
1860 *
1861 * Use for glGetTransformFeedbackVarying().
1862 */
1863 struct gl_transform_feedback_varying_info *Varyings;
1864 GLint NumVarying;
1865
1866 /**
1867 * Total number of components stored in each buffer. This may be used by
1868 * hardware back-ends to determine the correct stride when interleaving
1869 * multiple transform feedback outputs in the same buffer.
1870 */
1871 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1872 };
1873
1874
1875 /**
1876 * Transform feedback object state
1877 */
1878 struct gl_transform_feedback_object
1879 {
1880 GLuint Name; /**< AKA the object ID */
1881 GLint RefCount;
1882 GLboolean Active; /**< Is transform feedback enabled? */
1883 GLboolean Paused; /**< Is transform feedback paused? */
1884 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1885 at least once? */
1886 GLboolean EverBound; /**< Has this object been bound? */
1887
1888 /**
1889 * GLES: if Active is true, remaining number of primitives which can be
1890 * rendered without overflow. This is necessary to track because GLES
1891 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1892 * glDrawArraysInstanced would overflow transform feedback buffers.
1893 * Undefined if Active is false.
1894 *
1895 * Not tracked for desktop GL since it's unnecessary.
1896 */
1897 unsigned GlesRemainingPrims;
1898
1899 /** The feedback buffers */
1900 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1901 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1902
1903 /** Start of feedback data in dest buffer */
1904 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1905
1906 /**
1907 * Max data to put into dest buffer (in bytes). Computed based on
1908 * RequestedSize and the actual size of the buffer.
1909 */
1910 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1911
1912 /**
1913 * Size that was specified when the buffer was bound. If the buffer was
1914 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1915 * zero.
1916 */
1917 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1918 };
1919
1920
1921 /**
1922 * Context state for transform feedback.
1923 */
1924 struct gl_transform_feedback_state
1925 {
1926 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1927
1928 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1929 struct gl_buffer_object *CurrentBuffer;
1930
1931 /** The table of all transform feedback objects */
1932 struct _mesa_HashTable *Objects;
1933
1934 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1935 struct gl_transform_feedback_object *CurrentObject;
1936
1937 /** The default xform-fb object (Name==0) */
1938 struct gl_transform_feedback_object *DefaultObject;
1939 };
1940
1941
1942 /**
1943 * Names of the various vertex/fragment program register files, etc.
1944 *
1945 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1946 * All values should fit in a 4-bit field.
1947 *
1948 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1949 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1950 * be "uniform" variables since they can only be set outside glBegin/End.
1951 * They're also all stored in the same Parameters array.
1952 */
1953 typedef enum
1954 {
1955 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1956 PROGRAM_INPUT, /**< machine->Inputs[] */
1957 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1958 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1959 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1960 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1961 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1962 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1963 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1964 PROGRAM_ADDRESS, /**< machine->AddressReg */
1965 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1966 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1967 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1968 PROGRAM_FILE_MAX
1969 } gl_register_file;
1970
1971
1972 /**
1973 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1974 * one of these values.
1975 */
1976 typedef enum
1977 {
1978 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1979 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1980 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1981 SYSTEM_VALUE_MAX /**< Number of values */
1982 } gl_system_value;
1983
1984
1985 /**
1986 * The possible interpolation qualifiers that can be applied to a fragment
1987 * shader input in GLSL.
1988 *
1989 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1990 * gl_fragment_program data structure to 0 causes the default behavior.
1991 */
1992 enum glsl_interp_qualifier
1993 {
1994 INTERP_QUALIFIER_NONE = 0,
1995 INTERP_QUALIFIER_SMOOTH,
1996 INTERP_QUALIFIER_FLAT,
1997 INTERP_QUALIFIER_NOPERSPECTIVE
1998 };
1999
2000
2001 /**
2002 * \brief Layout qualifiers for gl_FragDepth.
2003 *
2004 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2005 * a layout qualifier.
2006 *
2007 * \see enum ir_depth_layout
2008 */
2009 enum gl_frag_depth_layout
2010 {
2011 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2012 FRAG_DEPTH_LAYOUT_ANY,
2013 FRAG_DEPTH_LAYOUT_GREATER,
2014 FRAG_DEPTH_LAYOUT_LESS,
2015 FRAG_DEPTH_LAYOUT_UNCHANGED
2016 };
2017
2018
2019 /**
2020 * Base class for any kind of program object
2021 */
2022 struct gl_program
2023 {
2024 GLuint Id;
2025 GLubyte *String; /**< Null-terminated program text */
2026 GLint RefCount;
2027 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
2028 GLenum Format; /**< String encoding format */
2029
2030 struct prog_instruction *Instructions;
2031
2032 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2033 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2034 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2035 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2036 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2037 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2038 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2039 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2040
2041
2042 /** Named parameters, constants, etc. from program text */
2043 struct gl_program_parameter_list *Parameters;
2044 /** Numbered local parameters */
2045 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
2046
2047 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2048 GLubyte SamplerUnits[MAX_SAMPLERS];
2049
2050 /** Bitmask of which register files are read/written with indirect
2051 * addressing. Mask of (1 << PROGRAM_x) bits.
2052 */
2053 GLbitfield IndirectRegisterFiles;
2054
2055 /** Logical counts */
2056 /*@{*/
2057 GLuint NumInstructions;
2058 GLuint NumTemporaries;
2059 GLuint NumParameters;
2060 GLuint NumAttributes;
2061 GLuint NumAddressRegs;
2062 GLuint NumAluInstructions;
2063 GLuint NumTexInstructions;
2064 GLuint NumTexIndirections;
2065 /*@}*/
2066 /** Native, actual h/w counts */
2067 /*@{*/
2068 GLuint NumNativeInstructions;
2069 GLuint NumNativeTemporaries;
2070 GLuint NumNativeParameters;
2071 GLuint NumNativeAttributes;
2072 GLuint NumNativeAddressRegs;
2073 GLuint NumNativeAluInstructions;
2074 GLuint NumNativeTexInstructions;
2075 GLuint NumNativeTexIndirections;
2076 /*@}*/
2077 };
2078
2079
2080 /** Vertex program object */
2081 struct gl_vertex_program
2082 {
2083 struct gl_program Base; /**< base class */
2084 GLboolean IsPositionInvariant;
2085 GLboolean UsesClipDistance;
2086 };
2087
2088
2089 /** Geometry program object */
2090 struct gl_geometry_program
2091 {
2092 struct gl_program Base; /**< base class */
2093
2094 GLint VerticesOut;
2095 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2096 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2097 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2098 };
2099
2100
2101 /** Fragment program object */
2102 struct gl_fragment_program
2103 {
2104 struct gl_program Base; /**< base class */
2105 GLboolean UsesKill; /**< shader uses KIL instruction */
2106 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2107 GLboolean OriginUpperLeft;
2108 GLboolean PixelCenterInteger;
2109 enum gl_frag_depth_layout FragDepthLayout;
2110
2111 /**
2112 * GLSL interpolation qualifier associated with each fragment shader input.
2113 * For inputs that do not have an interpolation qualifier specified in
2114 * GLSL, the value is INTERP_QUALIFIER_NONE.
2115 */
2116 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2117
2118 /**
2119 * Bitfield indicating, for each fragment shader input, 1 if that input
2120 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2121 */
2122 GLbitfield64 IsCentroid;
2123 };
2124
2125
2126 /**
2127 * State common to vertex and fragment programs.
2128 */
2129 struct gl_program_state
2130 {
2131 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2132 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2133 };
2134
2135
2136 /**
2137 * Context state for vertex programs.
2138 */
2139 struct gl_vertex_program_state
2140 {
2141 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2142 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2143 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2144 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2145 /** Computed two sided lighting for fixed function/programs. */
2146 GLboolean _TwoSideEnabled;
2147 struct gl_vertex_program *Current; /**< User-bound vertex program */
2148
2149 /** Currently enabled and valid vertex program (including internal
2150 * programs, user-defined vertex programs and GLSL vertex shaders).
2151 * This is the program we must use when rendering.
2152 */
2153 struct gl_vertex_program *_Current;
2154
2155 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2156
2157 /** Should fixed-function T&L be implemented with a vertex prog? */
2158 GLboolean _MaintainTnlProgram;
2159
2160 /** Program to emulate fixed-function T&L (see above) */
2161 struct gl_vertex_program *_TnlProgram;
2162
2163 /** Cache of fixed-function programs */
2164 struct gl_program_cache *Cache;
2165
2166 GLboolean _Overriden;
2167 };
2168
2169
2170 /**
2171 * Context state for geometry programs.
2172 */
2173 struct gl_geometry_program_state
2174 {
2175 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2176 GLboolean _Enabled; /**< Enabled and valid program? */
2177 struct gl_geometry_program *Current; /**< user-bound geometry program */
2178
2179 /** Currently enabled and valid program (including internal programs
2180 * and compiled shader programs).
2181 */
2182 struct gl_geometry_program *_Current;
2183
2184 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2185
2186 /** Cache of fixed-function programs */
2187 struct gl_program_cache *Cache;
2188 };
2189
2190 /**
2191 * Context state for fragment programs.
2192 */
2193 struct gl_fragment_program_state
2194 {
2195 GLboolean Enabled; /**< User-set fragment program enable flag */
2196 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2197 struct gl_fragment_program *Current; /**< User-bound fragment program */
2198
2199 /** Currently enabled and valid fragment program (including internal
2200 * programs, user-defined fragment programs and GLSL fragment shaders).
2201 * This is the program we must use when rendering.
2202 */
2203 struct gl_fragment_program *_Current;
2204
2205 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2206
2207 /** Should fixed-function texturing be implemented with a fragment prog? */
2208 GLboolean _MaintainTexEnvProgram;
2209
2210 /** Program to emulate fixed-function texture env/combine (see above) */
2211 struct gl_fragment_program *_TexEnvProgram;
2212
2213 /** Cache of fixed-function programs */
2214 struct gl_program_cache *Cache;
2215 };
2216
2217
2218 /**
2219 * ATI_fragment_shader runtime state
2220 */
2221 #define ATI_FS_INPUT_PRIMARY 0
2222 #define ATI_FS_INPUT_SECONDARY 1
2223
2224 struct atifs_instruction;
2225 struct atifs_setupinst;
2226
2227 /**
2228 * ATI fragment shader
2229 */
2230 struct ati_fragment_shader
2231 {
2232 GLuint Id;
2233 GLint RefCount;
2234 struct atifs_instruction *Instructions[2];
2235 struct atifs_setupinst *SetupInst[2];
2236 GLfloat Constants[8][4];
2237 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2238 GLubyte numArithInstr[2];
2239 GLubyte regsAssigned[2];
2240 GLubyte NumPasses; /**< 1 or 2 */
2241 GLubyte cur_pass;
2242 GLubyte last_optype;
2243 GLboolean interpinp1;
2244 GLboolean isValid;
2245 GLuint swizzlerq;
2246 };
2247
2248 /**
2249 * Context state for GL_ATI_fragment_shader
2250 */
2251 struct gl_ati_fragment_shader_state
2252 {
2253 GLboolean Enabled;
2254 GLboolean _Enabled; /**< enabled and valid shader? */
2255 GLboolean Compiling;
2256 GLfloat GlobalConstants[8][4];
2257 struct ati_fragment_shader *Current;
2258 };
2259
2260
2261 /** Set by #pragma directives */
2262 struct gl_sl_pragmas
2263 {
2264 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2265 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2266 GLboolean Optimize; /**< defaults on */
2267 GLboolean Debug; /**< defaults off */
2268 };
2269
2270
2271 /**
2272 * A GLSL vertex or fragment shader object.
2273 */
2274 struct gl_shader
2275 {
2276 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2277 GLuint Name; /**< AKA the handle */
2278 GLint RefCount; /**< Reference count */
2279 GLboolean DeletePending;
2280 GLboolean CompileStatus;
2281 const GLchar *Source; /**< Source code string */
2282 GLuint SourceChecksum; /**< for debug/logging purposes */
2283 struct gl_program *Program; /**< Post-compile assembly code */
2284 GLchar *InfoLog;
2285 struct gl_sl_pragmas Pragmas;
2286
2287 unsigned Version; /**< GLSL version used for linking */
2288 GLboolean IsES; /**< True if this shader uses GLSL ES */
2289
2290 /**
2291 * \name Sampler tracking
2292 *
2293 * \note Each of these fields is only set post-linking.
2294 */
2295 /*@{*/
2296 unsigned num_samplers; /**< Number of samplers used by this shader. */
2297 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2298 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2299 /*@}*/
2300
2301 /**
2302 * Number of uniform components used by this shader.
2303 *
2304 * This field is only set post-linking.
2305 */
2306 unsigned num_uniform_components;
2307
2308 /**
2309 * This shader's uniform block information.
2310 *
2311 * The offsets of the variables are assigned only for shaders in a program's
2312 * _LinkedShaders[].
2313 */
2314 struct gl_uniform_block *UniformBlocks;
2315 unsigned NumUniformBlocks;
2316
2317 struct exec_list *ir;
2318 struct glsl_symbol_table *symbols;
2319
2320 /** Shaders containing built-in functions that are used for linking. */
2321 struct gl_shader *builtins_to_link[16];
2322 unsigned num_builtins_to_link;
2323 };
2324
2325
2326 /**
2327 * Shader stages. Note that these will become 5 with tessellation.
2328 * These MUST have the same values as gallium's PIPE_SHADER_*
2329 */
2330 typedef enum
2331 {
2332 MESA_SHADER_VERTEX = 0,
2333 MESA_SHADER_FRAGMENT = 1,
2334 MESA_SHADER_GEOMETRY = 2,
2335 MESA_SHADER_TYPES = 3
2336 } gl_shader_type;
2337
2338 struct gl_uniform_buffer_variable
2339 {
2340 char *Name;
2341
2342 /**
2343 * Name of the uniform as seen by glGetUniformIndices.
2344 *
2345 * glGetUniformIndices requires that the block instance index \b not be
2346 * present in the name of queried uniforms.
2347 *
2348 * \note
2349 * \c gl_uniform_buffer_variable::IndexName and
2350 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2351 */
2352 char *IndexName;
2353
2354 const struct glsl_type *Type;
2355 unsigned int Offset;
2356 GLboolean RowMajor;
2357 };
2358
2359 enum gl_uniform_block_packing {
2360 ubo_packing_std140,
2361 ubo_packing_shared,
2362 ubo_packing_packed
2363 };
2364
2365 struct gl_uniform_block
2366 {
2367 /** Declared name of the uniform block */
2368 char *Name;
2369
2370 /** Array of supplemental information about UBO ir_variables. */
2371 struct gl_uniform_buffer_variable *Uniforms;
2372 GLuint NumUniforms;
2373
2374 /**
2375 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2376 * with glBindBufferBase to bind a buffer object to this uniform block. When
2377 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2378 */
2379 GLuint Binding;
2380
2381 /**
2382 * Minimum size of a buffer object to back this uniform buffer
2383 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2384 */
2385 GLuint UniformBufferSize;
2386
2387 /**
2388 * Layout specified in the shader
2389 *
2390 * This isn't accessible through the API, but it is used while
2391 * cross-validating uniform blocks.
2392 */
2393 enum gl_uniform_block_packing _Packing;
2394 };
2395
2396 /**
2397 * A GLSL program object.
2398 * Basically a linked collection of vertex and fragment shaders.
2399 */
2400 struct gl_shader_program
2401 {
2402 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2403 GLuint Name; /**< aka handle or ID */
2404 GLint RefCount; /**< Reference count */
2405 GLboolean DeletePending;
2406
2407 /**
2408 * Is the application intending to glGetProgramBinary this program?
2409 */
2410 GLboolean BinaryRetreivableHint;
2411
2412 /**
2413 * Flags that the linker should not reject the program if it lacks
2414 * a vertex or fragment shader. GLES2 doesn't allow separate
2415 * shader objects, and would reject them. However, we internally
2416 * build separate shader objects for fixed function programs, which
2417 * we use for drivers/common/meta.c and for handling
2418 * _mesa_update_state with no program bound (for example in
2419 * glClear()).
2420 */
2421 GLboolean InternalSeparateShader;
2422
2423 GLuint NumShaders; /**< number of attached shaders */
2424 struct gl_shader **Shaders; /**< List of attached the shaders */
2425
2426 /**
2427 * User-defined attribute bindings
2428 *
2429 * These are set via \c glBindAttribLocation and are used to direct the
2430 * GLSL linker. These are \b not the values used in the compiled shader,
2431 * and they are \b not the values returned by \c glGetAttribLocation.
2432 */
2433 struct string_to_uint_map *AttributeBindings;
2434
2435 /**
2436 * User-defined fragment data bindings
2437 *
2438 * These are set via \c glBindFragDataLocation and are used to direct the
2439 * GLSL linker. These are \b not the values used in the compiled shader,
2440 * and they are \b not the values returned by \c glGetFragDataLocation.
2441 */
2442 struct string_to_uint_map *FragDataBindings;
2443 struct string_to_uint_map *FragDataIndexBindings;
2444
2445 /**
2446 * Transform feedback varyings last specified by
2447 * glTransformFeedbackVaryings().
2448 *
2449 * For the current set of transform feeedback varyings used for transform
2450 * feedback output, see LinkedTransformFeedback.
2451 */
2452 struct {
2453 GLenum BufferMode;
2454 GLuint NumVarying;
2455 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2456 } TransformFeedback;
2457
2458 /** Post-link transform feedback info. */
2459 struct gl_transform_feedback_info LinkedTransformFeedback;
2460
2461 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2462 enum gl_frag_depth_layout FragDepthLayout;
2463
2464 /** Geometry shader state - copied into gl_geometry_program at link time */
2465 struct {
2466 GLint VerticesOut;
2467 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2468 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2469 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2470 } Geom;
2471
2472 /** Vertex shader state - copied into gl_vertex_program at link time */
2473 struct {
2474 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2475 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2476 0 if not present. */
2477 } Vert;
2478
2479 /* post-link info: */
2480 unsigned NumUserUniformStorage;
2481 struct gl_uniform_storage *UniformStorage;
2482
2483 struct gl_uniform_block *UniformBlocks;
2484 unsigned NumUniformBlocks;
2485
2486 /**
2487 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2488 * they're used in, or -1.
2489 *
2490 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2491 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2492 */
2493 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2494
2495 /**
2496 * Map of active uniform names to locations
2497 *
2498 * Maps any active uniform that is not an array element to a location.
2499 * Each active uniform, including individual structure members will appear
2500 * in this map. This roughly corresponds to the set of names that would be
2501 * enumerated by \c glGetActiveUniform.
2502 */
2503 struct string_to_uint_map *UniformHash;
2504
2505 /**
2506 * Map from sampler unit to texture unit (set by glUniform1i())
2507 *
2508 * A sampler unit is associated with each sampler uniform by the linker.
2509 * The sampler unit associated with each uniform is stored in the
2510 * \c gl_uniform_storage::sampler field.
2511 */
2512 GLubyte SamplerUnits[MAX_SAMPLERS];
2513 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2514 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2515
2516 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2517 GLboolean Validated;
2518 GLboolean _Used; /**< Ever used for drawing? */
2519 GLchar *InfoLog;
2520
2521 unsigned Version; /**< GLSL version used for linking */
2522 GLboolean IsES; /**< True if this program uses GLSL ES */
2523
2524 /**
2525 * Per-stage shaders resulting from the first stage of linking.
2526 *
2527 * Set of linked shaders for this program. The array is accessed using the
2528 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2529 * \c NULL.
2530 */
2531 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2532 };
2533
2534
2535 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2536 #define GLSL_LOG 0x2 /**< Write shaders to files */
2537 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2538 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2539 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2540 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2541 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2542 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2543 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2544
2545
2546 /**
2547 * Context state for GLSL vertex/fragment shaders.
2548 */
2549 struct gl_shader_state
2550 {
2551 /**
2552 * Programs used for rendering
2553 *
2554 * There is a separate program set for each shader stage. If
2555 * GL_EXT_separate_shader_objects is not supported, each of these must point
2556 * to \c NULL or to the same program.
2557 */
2558 struct gl_shader_program *CurrentVertexProgram;
2559 struct gl_shader_program *CurrentGeometryProgram;
2560 struct gl_shader_program *CurrentFragmentProgram;
2561
2562 struct gl_shader_program *_CurrentFragmentProgram;
2563
2564 /**
2565 * Program used by glUniform calls.
2566 *
2567 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2568 */
2569 struct gl_shader_program *ActiveProgram;
2570
2571 GLbitfield Flags; /**< Mask of GLSL_x flags */
2572 };
2573
2574
2575 /**
2576 * Compiler options for a single GLSL shaders type
2577 */
2578 struct gl_shader_compiler_options
2579 {
2580 /** Driver-selectable options: */
2581 GLboolean EmitCondCodes; /**< Use condition codes? */
2582 GLboolean EmitNoLoops;
2583 GLboolean EmitNoFunctions;
2584 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2585 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2586 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2587 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2588 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2589
2590 /**
2591 * \name Forms of indirect addressing the driver cannot do.
2592 */
2593 /*@{*/
2594 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2595 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2596 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2597 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2598 /*@}*/
2599
2600 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2601 GLuint MaxUnrollIterations;
2602
2603 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2604 };
2605
2606
2607 /**
2608 * Occlusion/timer query object.
2609 */
2610 struct gl_query_object
2611 {
2612 GLenum Target; /**< The query target, when active */
2613 GLuint Id; /**< hash table ID/name */
2614 GLuint64EXT Result; /**< the counter */
2615 GLboolean Active; /**< inside Begin/EndQuery */
2616 GLboolean Ready; /**< result is ready? */
2617 GLboolean EverBound;/**< has query object ever been bound */
2618 };
2619
2620
2621 /**
2622 * Context state for query objects.
2623 */
2624 struct gl_query_state
2625 {
2626 struct _mesa_HashTable *QueryObjects;
2627 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2628 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2629
2630 /** GL_NV_conditional_render */
2631 struct gl_query_object *CondRenderQuery;
2632
2633 /** GL_EXT_transform_feedback */
2634 struct gl_query_object *PrimitivesGenerated;
2635 struct gl_query_object *PrimitivesWritten;
2636
2637 /** GL_ARB_timer_query */
2638 struct gl_query_object *TimeElapsed;
2639
2640 GLenum CondRenderMode;
2641 };
2642
2643
2644 /** Sync object state */
2645 struct gl_sync_object
2646 {
2647 GLenum Type; /**< GL_SYNC_FENCE */
2648 GLuint Name; /**< Fence name */
2649 GLint RefCount; /**< Reference count */
2650 GLboolean DeletePending; /**< Object was deleted while there were still
2651 * live references (e.g., sync not yet finished)
2652 */
2653 GLenum SyncCondition;
2654 GLbitfield Flags; /**< Flags passed to glFenceSync */
2655 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2656 };
2657
2658
2659 /**
2660 * State which can be shared by multiple contexts:
2661 */
2662 struct gl_shared_state
2663 {
2664 _glthread_Mutex Mutex; /**< for thread safety */
2665 GLint RefCount; /**< Reference count */
2666 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2667 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2668
2669 /** Default texture objects (shared by all texture units) */
2670 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2671
2672 /** Fallback texture used when a bound texture is incomplete */
2673 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2674
2675 /**
2676 * \name Thread safety and statechange notification for texture
2677 * objects.
2678 *
2679 * \todo Improve the granularity of locking.
2680 */
2681 /*@{*/
2682 _glthread_Mutex TexMutex; /**< texobj thread safety */
2683 GLuint TextureStateStamp; /**< state notification for shared tex */
2684 /*@}*/
2685
2686 /** Default buffer object for vertex arrays that aren't in VBOs */
2687 struct gl_buffer_object *NullBufferObj;
2688
2689 /**
2690 * \name Vertex/geometry/fragment programs
2691 */
2692 /*@{*/
2693 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2694 struct gl_vertex_program *DefaultVertexProgram;
2695 struct gl_fragment_program *DefaultFragmentProgram;
2696 struct gl_geometry_program *DefaultGeometryProgram;
2697 /*@}*/
2698
2699 /* GL_ATI_fragment_shader */
2700 struct _mesa_HashTable *ATIShaders;
2701 struct ati_fragment_shader *DefaultFragmentShader;
2702
2703 struct _mesa_HashTable *BufferObjects;
2704
2705 /** Table of both gl_shader and gl_shader_program objects */
2706 struct _mesa_HashTable *ShaderObjects;
2707
2708 /* GL_EXT_framebuffer_object */
2709 struct _mesa_HashTable *RenderBuffers;
2710 struct _mesa_HashTable *FrameBuffers;
2711
2712 /* GL_ARB_sync */
2713 struct set *SyncObjects;
2714
2715 /** GL_ARB_sampler_objects */
2716 struct _mesa_HashTable *SamplerObjects;
2717 };
2718
2719
2720
2721 /**
2722 * Renderbuffers represent drawing surfaces such as color, depth and/or
2723 * stencil. A framebuffer object has a set of renderbuffers.
2724 * Drivers will typically derive subclasses of this type.
2725 */
2726 struct gl_renderbuffer
2727 {
2728 _glthread_Mutex Mutex; /**< for thread safety */
2729 GLuint ClassID; /**< Useful for drivers */
2730 GLuint Name;
2731 GLint RefCount;
2732 GLuint Width, Height;
2733 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2734 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2735 GLubyte NumSamples;
2736 GLenum InternalFormat; /**< The user-specified format */
2737 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2738 GL_STENCIL_INDEX. */
2739 gl_format Format; /**< The actual renderbuffer memory format */
2740
2741 /** Delete this renderbuffer */
2742 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2743
2744 /** Allocate new storage for this renderbuffer */
2745 GLboolean (*AllocStorage)(struct gl_context *ctx,
2746 struct gl_renderbuffer *rb,
2747 GLenum internalFormat,
2748 GLuint width, GLuint height);
2749 };
2750
2751
2752 /**
2753 * A renderbuffer attachment points to either a texture object (and specifies
2754 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2755 */
2756 struct gl_renderbuffer_attachment
2757 {
2758 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2759 GLboolean Complete;
2760
2761 /**
2762 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2763 * application supplied renderbuffer object.
2764 */
2765 struct gl_renderbuffer *Renderbuffer;
2766
2767 /**
2768 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2769 * supplied texture object.
2770 */
2771 struct gl_texture_object *Texture;
2772 GLuint TextureLevel; /**< Attached mipmap level. */
2773 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2774 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2775 * and 2D array textures */
2776 };
2777
2778
2779 /**
2780 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2781 * In C++ terms, think of this as a base class from which device drivers
2782 * will make derived classes.
2783 */
2784 struct gl_framebuffer
2785 {
2786 _glthread_Mutex Mutex; /**< for thread safety */
2787 /**
2788 * If zero, this is a window system framebuffer. If non-zero, this
2789 * is a FBO framebuffer; note that for some devices (i.e. those with
2790 * a natural pixel coordinate system for FBOs that differs from the
2791 * OpenGL/Mesa coordinate system), this means that the viewport,
2792 * polygon face orientation, and polygon stipple will have to be inverted.
2793 */
2794 GLuint Name;
2795
2796 GLint RefCount;
2797 GLboolean DeletePending;
2798
2799 /**
2800 * The framebuffer's visual. Immutable if this is a window system buffer.
2801 * Computed from attachments if user-made FBO.
2802 */
2803 struct gl_config Visual;
2804
2805 GLboolean Initialized;
2806
2807 GLuint Width, Height; /**< size of frame buffer in pixels */
2808
2809 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2810 /*@{*/
2811 GLint _Xmin, _Xmax; /**< inclusive */
2812 GLint _Ymin, _Ymax; /**< exclusive */
2813 /*@}*/
2814
2815 /** \name Derived Z buffer stuff */
2816 /*@{*/
2817 GLuint _DepthMax; /**< Max depth buffer value */
2818 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2819 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2820 /*@}*/
2821
2822 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2823 GLenum _Status;
2824
2825 /** Integer color values */
2826 GLboolean _IntegerColor;
2827
2828 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2829 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2830
2831 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2832 * attribute group and GL_PIXEL attribute group, respectively.
2833 */
2834 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2835 GLenum ColorReadBuffer;
2836
2837 /** Computed from ColorDraw/ReadBuffer above */
2838 GLuint _NumColorDrawBuffers;
2839 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2840 GLint _ColorReadBufferIndex; /* -1 = None */
2841 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2842 struct gl_renderbuffer *_ColorReadBuffer;
2843
2844 /** Delete this framebuffer */
2845 void (*Delete)(struct gl_framebuffer *fb);
2846 };
2847
2848
2849 /**
2850 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2851 */
2852 struct gl_precision
2853 {
2854 GLushort RangeMin; /**< min value exponent */
2855 GLushort RangeMax; /**< max value exponent */
2856 GLushort Precision; /**< number of mantissa bits */
2857 };
2858
2859
2860 /**
2861 * Limits for vertex, geometry and fragment programs/shaders.
2862 */
2863 struct gl_program_constants
2864 {
2865 /* logical limits */
2866 GLuint MaxInstructions;
2867 GLuint MaxAluInstructions;
2868 GLuint MaxTexInstructions;
2869 GLuint MaxTexIndirections;
2870 GLuint MaxAttribs;
2871 GLuint MaxTemps;
2872 GLuint MaxAddressRegs;
2873 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2874 GLuint MaxParameters;
2875 GLuint MaxLocalParams;
2876 GLuint MaxEnvParams;
2877 /* native/hardware limits */
2878 GLuint MaxNativeInstructions;
2879 GLuint MaxNativeAluInstructions;
2880 GLuint MaxNativeTexInstructions;
2881 GLuint MaxNativeTexIndirections;
2882 GLuint MaxNativeAttribs;
2883 GLuint MaxNativeTemps;
2884 GLuint MaxNativeAddressRegs;
2885 GLuint MaxNativeParameters;
2886 /* For shaders */
2887 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2888 /* ES 2.0 and GL_ARB_ES2_compatibility */
2889 struct gl_precision LowFloat, MediumFloat, HighFloat;
2890 struct gl_precision LowInt, MediumInt, HighInt;
2891 /* GL_ARB_uniform_buffer_object */
2892 GLuint MaxUniformBlocks;
2893 GLuint MaxCombinedUniformComponents;
2894 };
2895
2896
2897 /**
2898 * Constants which may be overridden by device driver during context creation
2899 * but are never changed after that.
2900 */
2901 struct gl_constants
2902 {
2903 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
2904 GLuint MaxTextureLevels; /**< Max mipmap levels. */
2905 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2906 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2907 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2908 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2909 GLuint MaxTextureCoordUnits;
2910 GLuint MaxTextureImageUnits;
2911 GLuint MaxVertexTextureImageUnits;
2912 GLuint MaxCombinedTextureImageUnits;
2913 GLuint MaxGeometryTextureImageUnits;
2914 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2915 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2916 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2917 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2918
2919 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
2920
2921 GLuint MaxArrayLockSize;
2922
2923 GLint SubPixelBits;
2924
2925 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2926 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2927 GLfloat PointSizeGranularity;
2928 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2929 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2930 GLfloat LineWidthGranularity;
2931
2932 GLuint MaxColorTableSize;
2933
2934 GLuint MaxClipPlanes;
2935 GLuint MaxLights;
2936 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2937 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2938
2939 GLuint MaxViewportWidth, MaxViewportHeight;
2940
2941 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2942 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2943 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2944 GLuint MaxProgramMatrices;
2945 GLuint MaxProgramMatrixStackDepth;
2946
2947 struct {
2948 GLuint SamplesPassed;
2949 GLuint TimeElapsed;
2950 GLuint Timestamp;
2951 GLuint PrimitivesGenerated;
2952 GLuint PrimitivesWritten;
2953 } QueryCounterBits;
2954
2955 /** vertex array / buffer object bounds checking */
2956 GLboolean CheckArrayBounds;
2957
2958 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2959
2960 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2961 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2962 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2963
2964 /** Number of varying vectors between vertex and fragment shaders */
2965 GLuint MaxVarying;
2966 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2967 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2968
2969 /** @{
2970 * GL_ARB_uniform_buffer_object
2971 */
2972 GLuint MaxCombinedUniformBlocks;
2973 GLuint MaxUniformBufferBindings;
2974 GLuint MaxUniformBlockSize;
2975 GLuint UniformBufferOffsetAlignment;
2976 /** @} */
2977
2978 /** GL_ARB_geometry_shader4 */
2979 GLuint MaxGeometryOutputVertices;
2980 GLuint MaxGeometryTotalOutputComponents;
2981
2982 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2983
2984 /**
2985 * Changes default GLSL extension behavior from "error" to "warn". It's out
2986 * of spec, but it can make some apps work that otherwise wouldn't.
2987 */
2988 GLboolean ForceGLSLExtensionsWarn;
2989
2990 /**
2991 * Does the driver support real 32-bit integers? (Otherwise, integers are
2992 * simulated via floats.)
2993 */
2994 GLboolean NativeIntegers;
2995
2996 /**
2997 * If the driver supports real 32-bit integers, what integer value should be
2998 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2999 */
3000 GLuint UniformBooleanTrue;
3001
3002 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3003 GLbitfield SupportedBumpUnits;
3004
3005 /**
3006 * Maximum amount of time, measured in nanseconds, that the server can wait.
3007 */
3008 GLuint64 MaxServerWaitTimeout;
3009
3010 /** GL_EXT_provoking_vertex */
3011 GLboolean QuadsFollowProvokingVertexConvention;
3012
3013 /** OpenGL version 3.0 */
3014 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3015
3016 /** OpenGL version 3.2 */
3017 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3018
3019 /** GL_EXT_transform_feedback */
3020 GLuint MaxTransformFeedbackBuffers;
3021 GLuint MaxTransformFeedbackSeparateComponents;
3022 GLuint MaxTransformFeedbackInterleavedComponents;
3023 GLuint MaxVertexStreams;
3024
3025 /** GL_EXT_gpu_shader4 */
3026 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3027
3028 /* GL_ARB_robustness */
3029 GLenum ResetStrategy;
3030
3031 /* GL_ARB_blend_func_extended */
3032 GLuint MaxDualSourceDrawBuffers;
3033
3034 /**
3035 * Whether the implementation strips out and ignores texture borders.
3036 *
3037 * Many GPU hardware implementations don't support rendering with texture
3038 * borders and mipmapped textures. (Note: not static border color, but the
3039 * old 1-pixel border around each edge). Implementations then have to do
3040 * slow fallbacks to be correct, or just ignore the border and be fast but
3041 * wrong. Setting the flag strips the border off of TexImage calls,
3042 * providing "fast but wrong" at significantly reduced driver complexity.
3043 *
3044 * Texture borders are deprecated in GL 3.0.
3045 **/
3046 GLboolean StripTextureBorder;
3047
3048 /**
3049 * For drivers which can do a better job at eliminating unused varyings
3050 * and uniforms than the GLSL compiler.
3051 *
3052 * XXX Remove these as soon as a better solution is available.
3053 */
3054 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
3055 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3056
3057 /**
3058 * Force software support for primitive restart in the VBO module.
3059 */
3060 GLboolean PrimitiveRestartInSoftware;
3061
3062 /** GL_ARB_map_buffer_alignment */
3063 GLuint MinMapBufferAlignment;
3064
3065 /**
3066 * Disable varying packing. This is out of spec, but potentially useful
3067 * for older platforms that supports a limited number of texture
3068 * indirections--on these platforms, unpacking the varyings in the fragment
3069 * shader increases the number of texture indirections by 1, which might
3070 * make some shaders not executable at all.
3071 *
3072 * Drivers that support transform feedback must set this value to GL_FALSE.
3073 */
3074 GLboolean DisableVaryingPacking;
3075
3076 /*
3077 * Maximum value supported for an index in DrawElements and friends.
3078 *
3079 * This must be at least (1ull<<24)-1. The default value is
3080 * (1ull<<32)-1.
3081 *
3082 * \since ES 3.0 or GL_ARB_ES3_compatibility
3083 * \sa _mesa_init_constants
3084 */
3085 GLuint64 MaxElementIndex;
3086
3087 /**
3088 * Disable interpretation of line continuations (lines ending with a
3089 * backslash character ('\') in GLSL source.
3090 */
3091 GLboolean DisableGLSLLineContinuations;
3092
3093 /** GL_ARB_texture_multisample */
3094 GLint MaxColorTextureSamples;
3095 GLint MaxDepthTextureSamples;
3096 GLint MaxIntegerSamples;
3097 };
3098
3099
3100 /**
3101 * Enable flag for each OpenGL extension. Different device drivers will
3102 * enable different extensions at runtime.
3103 */
3104 struct gl_extensions
3105 {
3106 GLboolean dummy; /* don't remove this! */
3107 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3108 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3109 GLboolean ANGLE_texture_compression_dxt;
3110 GLboolean ARB_ES2_compatibility;
3111 GLboolean ARB_ES3_compatibility;
3112 GLboolean ARB_base_instance;
3113 GLboolean ARB_blend_func_extended;
3114 GLboolean ARB_color_buffer_float;
3115 GLboolean ARB_conservative_depth;
3116 GLboolean ARB_depth_buffer_float;
3117 GLboolean ARB_depth_clamp;
3118 GLboolean ARB_depth_texture;
3119 GLboolean ARB_draw_buffers_blend;
3120 GLboolean ARB_draw_elements_base_vertex;
3121 GLboolean ARB_draw_instanced;
3122 GLboolean ARB_fragment_coord_conventions;
3123 GLboolean ARB_fragment_program;
3124 GLboolean ARB_fragment_program_shadow;
3125 GLboolean ARB_fragment_shader;
3126 GLboolean ARB_framebuffer_object;
3127 GLboolean ARB_explicit_attrib_location;
3128 GLboolean ARB_geometry_shader4;
3129 GLboolean ARB_half_float_pixel;
3130 GLboolean ARB_half_float_vertex;
3131 GLboolean ARB_instanced_arrays;
3132 GLboolean ARB_internalformat_query;
3133 GLboolean ARB_map_buffer_alignment;
3134 GLboolean ARB_map_buffer_range;
3135 GLboolean ARB_occlusion_query;
3136 GLboolean ARB_occlusion_query2;
3137 GLboolean ARB_point_sprite;
3138 GLboolean ARB_seamless_cube_map;
3139 GLboolean ARB_shader_bit_encoding;
3140 GLboolean ARB_shader_objects;
3141 GLboolean ARB_shader_stencil_export;
3142 GLboolean ARB_shader_texture_lod;
3143 GLboolean ARB_shading_language_100;
3144 GLboolean ARB_shading_language_packing;
3145 GLboolean ARB_shadow;
3146 GLboolean ARB_sync;
3147 GLboolean ARB_texture_border_clamp;
3148 GLboolean ARB_texture_buffer_object;
3149 GLboolean ARB_texture_buffer_object_rgb32;
3150 GLboolean ARB_texture_buffer_range;
3151 GLboolean ARB_texture_compression_rgtc;
3152 GLboolean ARB_texture_cube_map;
3153 GLboolean ARB_texture_cube_map_array;
3154 GLboolean ARB_texture_env_combine;
3155 GLboolean ARB_texture_env_crossbar;
3156 GLboolean ARB_texture_env_dot3;
3157 GLboolean ARB_texture_float;
3158 GLboolean ARB_texture_multisample;
3159 GLboolean ARB_texture_non_power_of_two;
3160 GLboolean ARB_texture_rg;
3161 GLboolean ARB_texture_rgb10_a2ui;
3162 GLboolean ARB_texture_storage;
3163 GLboolean ARB_timer_query;
3164 GLboolean ARB_transform_feedback2;
3165 GLboolean ARB_transform_feedback3;
3166 GLboolean ARB_transform_feedback_instanced;
3167 GLboolean ARB_uniform_buffer_object;
3168 GLboolean ARB_vertex_program;
3169 GLboolean ARB_vertex_shader;
3170 GLboolean ARB_vertex_type_2_10_10_10_rev;
3171 GLboolean EXT_blend_color;
3172 GLboolean EXT_blend_equation_separate;
3173 GLboolean EXT_blend_func_separate;
3174 GLboolean EXT_blend_minmax;
3175 GLboolean EXT_clip_volume_hint;
3176 GLboolean EXT_depth_bounds_test;
3177 GLboolean EXT_draw_buffers2;
3178 GLboolean EXT_fog_coord;
3179 GLboolean EXT_framebuffer_blit;
3180 GLboolean EXT_framebuffer_multisample;
3181 GLboolean EXT_framebuffer_object;
3182 GLboolean EXT_framebuffer_sRGB;
3183 GLboolean EXT_gpu_program_parameters;
3184 GLboolean EXT_gpu_shader4;
3185 GLboolean EXT_packed_depth_stencil;
3186 GLboolean EXT_packed_float;
3187 GLboolean EXT_pixel_buffer_object;
3188 GLboolean EXT_point_parameters;
3189 GLboolean EXT_provoking_vertex;
3190 GLboolean EXT_shadow_funcs;
3191 GLboolean EXT_secondary_color;
3192 GLboolean EXT_separate_shader_objects;
3193 GLboolean EXT_stencil_two_side;
3194 GLboolean EXT_texture3D;
3195 GLboolean EXT_texture_array;
3196 GLboolean EXT_texture_compression_latc;
3197 GLboolean EXT_texture_compression_s3tc;
3198 GLboolean EXT_texture_env_dot3;
3199 GLboolean EXT_texture_filter_anisotropic;
3200 GLboolean EXT_texture_integer;
3201 GLboolean EXT_texture_mirror_clamp;
3202 GLboolean EXT_texture_shared_exponent;
3203 GLboolean EXT_texture_snorm;
3204 GLboolean EXT_texture_sRGB;
3205 GLboolean EXT_texture_sRGB_decode;
3206 GLboolean EXT_texture_swizzle;
3207 GLboolean EXT_transform_feedback;
3208 GLboolean EXT_timer_query;
3209 GLboolean EXT_vertex_array_bgra;
3210 GLboolean OES_standard_derivatives;
3211 /* vendor extensions */
3212 GLboolean AMD_seamless_cubemap_per_texture;
3213 GLboolean APPLE_object_purgeable;
3214 GLboolean ATI_envmap_bumpmap;
3215 GLboolean ATI_texture_compression_3dc;
3216 GLboolean ATI_texture_mirror_once;
3217 GLboolean ATI_texture_env_combine3;
3218 GLboolean ATI_fragment_shader;
3219 GLboolean ATI_separate_stencil;
3220 GLboolean MESA_pack_invert;
3221 GLboolean MESA_resize_buffers;
3222 GLboolean MESA_ycbcr_texture;
3223 GLboolean MESA_texture_array;
3224 GLboolean NV_blend_square;
3225 GLboolean NV_conditional_render;
3226 GLboolean NV_fog_distance;
3227 GLboolean NV_fragment_program_option;
3228 GLboolean NV_point_sprite;
3229 GLboolean NV_primitive_restart;
3230 GLboolean NV_texture_barrier;
3231 GLboolean NV_texture_env_combine4;
3232 GLboolean NV_texture_rectangle;
3233 GLboolean TDFX_texture_compression_FXT1;
3234 GLboolean OES_EGL_image;
3235 GLboolean OES_draw_texture;
3236 GLboolean OES_depth_texture_cube_map;
3237 GLboolean OES_EGL_image_external;
3238 GLboolean OES_compressed_ETC1_RGB8_texture;
3239 GLboolean extension_sentinel;
3240 /** The extension string */
3241 const GLubyte *String;
3242 /** Number of supported extensions */
3243 GLuint Count;
3244 };
3245
3246
3247 /**
3248 * A stack of matrices (projection, modelview, color, texture, etc).
3249 */
3250 struct gl_matrix_stack
3251 {
3252 GLmatrix *Top; /**< points into Stack */
3253 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3254 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3255 GLuint MaxDepth; /**< size of Stack[] array */
3256 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3257 };
3258
3259
3260 /**
3261 * \name Bits for image transfer operations
3262 * \sa __struct gl_contextRec::ImageTransferState.
3263 */
3264 /*@{*/
3265 #define IMAGE_SCALE_BIAS_BIT 0x1
3266 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3267 #define IMAGE_MAP_COLOR_BIT 0x4
3268 #define IMAGE_CLAMP_BIT 0x800
3269
3270
3271 /** Pixel Transfer ops */
3272 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3273 IMAGE_SHIFT_OFFSET_BIT | \
3274 IMAGE_MAP_COLOR_BIT)
3275
3276 /**
3277 * \name Bits to indicate what state has changed.
3278 */
3279 /*@{*/
3280 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3281 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3282 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3283 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3284 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3285 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3286 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3287 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3288 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3289 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3290 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3291 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3292 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3293 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3294 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3295 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3296 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3297 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3298 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3299 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3300 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3301 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3302 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3303 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3304 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3305 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3306 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3307 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3308 #define _NEW_BUFFER_OBJECT (1 << 28)
3309 #define _NEW_FRAG_CLAMP (1 << 29)
3310 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3311 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3312 #define _NEW_ALL ~0
3313
3314 /**
3315 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3316 * clarity.
3317 */
3318 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3319 /*@}*/
3320
3321
3322 /**
3323 * \name A bunch of flags that we think might be useful to drivers.
3324 *
3325 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3326 */
3327 /*@{*/
3328 #define DD_SEPARATE_SPECULAR (1 << 0)
3329 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3330 #define DD_TRI_UNFILLED (1 << 2)
3331 #define DD_TRI_SMOOTH (1 << 3)
3332 #define DD_TRI_STIPPLE (1 << 4)
3333 #define DD_TRI_OFFSET (1 << 5)
3334 #define DD_LINE_SMOOTH (1 << 6)
3335 #define DD_LINE_STIPPLE (1 << 7)
3336 #define DD_POINT_SMOOTH (1 << 8)
3337 #define DD_POINT_ATTEN (1 << 9)
3338 /*@}*/
3339
3340
3341 /**
3342 * Composite state flags
3343 */
3344 /*@{*/
3345 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3346 _NEW_TEXTURE | \
3347 _NEW_POINT | \
3348 _NEW_PROGRAM | \
3349 _NEW_MODELVIEW)
3350
3351 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3352 _NEW_FOG | \
3353 _NEW_PROGRAM)
3354
3355
3356 /*@}*/
3357
3358
3359
3360
3361 /* This has to be included here. */
3362 #include "dd.h"
3363
3364
3365 /**
3366 * Display list flags.
3367 * Strictly this is a tnl-private concept, but it doesn't seem
3368 * worthwhile adding a tnl private structure just to hold this one bit
3369 * of information:
3370 */
3371 #define DLIST_DANGLING_REFS 0x1
3372
3373
3374 /** Opaque declaration of display list payload data type */
3375 union gl_dlist_node;
3376
3377
3378 /**
3379 * Provide a location where information about a display list can be
3380 * collected. Could be extended with driverPrivate structures,
3381 * etc. in the future.
3382 */
3383 struct gl_display_list
3384 {
3385 GLuint Name;
3386 GLbitfield Flags; /**< DLIST_x flags */
3387 /** The dlist commands are in a linked list of nodes */
3388 union gl_dlist_node *Head;
3389 };
3390
3391
3392 /**
3393 * State used during display list compilation and execution.
3394 */
3395 struct gl_dlist_state
3396 {
3397 GLuint CallDepth; /**< Current recursion calling depth */
3398
3399 struct gl_display_list *CurrentList; /**< List currently being compiled */
3400 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3401 GLuint CurrentPos; /**< Index into current block of nodes */
3402
3403 GLvertexformat ListVtxfmt;
3404
3405 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3406 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3407
3408 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3409 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3410
3411 struct {
3412 /* State known to have been set by the currently-compiling display
3413 * list. Used to eliminate some redundant state changes.
3414 */
3415 GLenum ShadeModel;
3416 } Current;
3417 };
3418
3419 /** @{
3420 *
3421 * These are a mapping of the GL_ARB_debug_output enums to small enums
3422 * suitable for use as an array index.
3423 */
3424
3425 enum mesa_debug_source {
3426 MESA_DEBUG_SOURCE_API,
3427 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3428 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3429 MESA_DEBUG_SOURCE_THIRD_PARTY,
3430 MESA_DEBUG_SOURCE_APPLICATION,
3431 MESA_DEBUG_SOURCE_OTHER,
3432 MESA_DEBUG_SOURCE_COUNT,
3433 };
3434
3435 enum mesa_debug_type {
3436 MESA_DEBUG_TYPE_ERROR,
3437 MESA_DEBUG_TYPE_DEPRECATED,
3438 MESA_DEBUG_TYPE_UNDEFINED,
3439 MESA_DEBUG_TYPE_PORTABILITY,
3440 MESA_DEBUG_TYPE_PERFORMANCE,
3441 MESA_DEBUG_TYPE_OTHER,
3442 MESA_DEBUG_TYPE_COUNT,
3443 };
3444
3445 enum mesa_debug_severity {
3446 MESA_DEBUG_SEVERITY_LOW,
3447 MESA_DEBUG_SEVERITY_MEDIUM,
3448 MESA_DEBUG_SEVERITY_HIGH,
3449 MESA_DEBUG_SEVERITY_COUNT,
3450 };
3451
3452 /** @} */
3453
3454 /**
3455 * An error, warning, or other piece of debug information for an application
3456 * to consume via GL_ARB_debug_output.
3457 */
3458 struct gl_debug_msg
3459 {
3460 enum mesa_debug_source source;
3461 enum mesa_debug_type type;
3462 GLuint id;
3463 enum mesa_debug_severity severity;
3464 GLsizei length;
3465 GLcharARB *message;
3466 };
3467
3468 struct gl_debug_namespace
3469 {
3470 struct _mesa_HashTable *IDs;
3471 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3472 /** lists of IDs in the hash table at each severity */
3473 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3474 };
3475
3476 struct gl_debug_state
3477 {
3478 GLDEBUGPROCARB Callback;
3479 GLvoid *CallbackData;
3480 GLboolean SyncOutput;
3481 GLboolean Defaults[MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3482 struct gl_debug_namespace Namespaces[MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3483 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3484 GLint NumMessages;
3485 GLint NextMsg;
3486 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3487 for the sake of the offsetof() code in get.c */
3488 };
3489
3490 /**
3491 * Enum for the OpenGL APIs we know about and may support.
3492 *
3493 * NOTE: This must match the api_enum table in
3494 * src/mesa/main/get_hash_generator.py
3495 */
3496 typedef enum
3497 {
3498 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3499 API_OPENGLES,
3500 API_OPENGLES2,
3501 API_OPENGL_CORE,
3502 API_OPENGL_LAST = API_OPENGL_CORE,
3503 } gl_api;
3504
3505 /**
3506 * Driver-specific state flags.
3507 *
3508 * These are or'd with gl_context::NewDriverState to notify a driver about
3509 * a state change. The driver sets the flags at context creation and
3510 * the meaning of the bits set is opaque to core Mesa.
3511 */
3512 struct gl_driver_flags
3513 {
3514 GLbitfield NewArray; /**< Vertex array state */
3515 };
3516
3517 struct gl_uniform_buffer_binding
3518 {
3519 struct gl_buffer_object *BufferObject;
3520 /** Start of uniform block data in the buffer */
3521 GLintptr Offset;
3522 /** Size of data allowed to be referenced from the buffer (in bytes) */
3523 GLsizeiptr Size;
3524 /**
3525 * glBindBufferBase() indicates that the Size should be ignored and only
3526 * limited by the current size of the BufferObject.
3527 */
3528 GLboolean AutomaticSize;
3529 };
3530
3531 /**
3532 * Mesa rendering context.
3533 *
3534 * This is the central context data structure for Mesa. Almost all
3535 * OpenGL state is contained in this structure.
3536 * Think of this as a base class from which device drivers will derive
3537 * sub classes.
3538 *
3539 * The struct gl_context typedef names this structure.
3540 */
3541 struct gl_context
3542 {
3543 /** State possibly shared with other contexts in the address space */
3544 struct gl_shared_state *Shared;
3545
3546 /** \name API function pointer tables */
3547 /*@{*/
3548 gl_api API;
3549 /**
3550 * The current dispatch table for non-displaylist-saving execution, either
3551 * BeginEnd or OutsideBeginEnd
3552 */
3553 struct _glapi_table *Exec;
3554 /**
3555 * The normal dispatch table for non-displaylist-saving, non-begin/end
3556 */
3557 struct _glapi_table *OutsideBeginEnd;
3558 /** The dispatch table used between glNewList() and glEndList() */
3559 struct _glapi_table *Save;
3560 /**
3561 * The dispatch table used between glBegin() and glEnd() (outside of a
3562 * display list). Only valid functions between those two are set, which is
3563 * mostly just the set in a GLvertexformat struct.
3564 */
3565 struct _glapi_table *BeginEnd;
3566 /**
3567 * Tracks the current dispatch table out of the 3 above, so that it can be
3568 * re-set on glXMakeCurrent().
3569 */
3570 struct _glapi_table *CurrentDispatch;
3571 /*@}*/
3572
3573 struct gl_config Visual;
3574 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3575 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3576 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3577 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3578
3579 /**
3580 * Device driver function pointer table
3581 */
3582 struct dd_function_table Driver;
3583
3584 /** Core/Driver constants */
3585 struct gl_constants Const;
3586
3587 /** \name The various 4x4 matrix stacks */
3588 /*@{*/
3589 struct gl_matrix_stack ModelviewMatrixStack;
3590 struct gl_matrix_stack ProjectionMatrixStack;
3591 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3592 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3593 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3594 /*@}*/
3595
3596 /** Combined modelview and projection matrix */
3597 GLmatrix _ModelProjectMatrix;
3598
3599 /** \name Display lists */
3600 struct gl_dlist_state ListState;
3601
3602 GLboolean ExecuteFlag; /**< Execute GL commands? */
3603 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3604
3605 /** Extension information */
3606 struct gl_extensions Extensions;
3607
3608 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3609 GLuint Version;
3610 char *VersionString;
3611
3612 /** \name State attribute stack (for glPush/PopAttrib) */
3613 /*@{*/
3614 GLuint AttribStackDepth;
3615 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3616 /*@}*/
3617
3618 /** \name Renderer attribute groups
3619 *
3620 * We define a struct for each attribute group to make pushing and popping
3621 * attributes easy. Also it's a good organization.
3622 */
3623 /*@{*/
3624 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3625 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3626 struct gl_current_attrib Current; /**< Current attributes */
3627 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3628 struct gl_eval_attrib Eval; /**< Eval attributes */
3629 struct gl_fog_attrib Fog; /**< Fog attributes */
3630 struct gl_hint_attrib Hint; /**< Hint attributes */
3631 struct gl_light_attrib Light; /**< Light attributes */
3632 struct gl_line_attrib Line; /**< Line attributes */
3633 struct gl_list_attrib List; /**< List attributes */
3634 struct gl_multisample_attrib Multisample;
3635 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3636 struct gl_point_attrib Point; /**< Point attributes */
3637 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3638 GLuint PolygonStipple[32]; /**< Polygon stipple */
3639 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3640 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3641 struct gl_texture_attrib Texture; /**< Texture attributes */
3642 struct gl_transform_attrib Transform; /**< Transformation attributes */
3643 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3644 /*@}*/
3645
3646 /** \name Client attribute stack */
3647 /*@{*/
3648 GLuint ClientAttribStackDepth;
3649 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3650 /*@}*/
3651
3652 /** \name Client attribute groups */
3653 /*@{*/
3654 struct gl_array_attrib Array; /**< Vertex arrays */
3655 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3656 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3657 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3658 /*@}*/
3659
3660 /** \name Other assorted state (not pushed/popped on attribute stack) */
3661 /*@{*/
3662 struct gl_pixelmaps PixelMaps;
3663
3664 struct gl_evaluators EvalMap; /**< All evaluators */
3665 struct gl_feedback Feedback; /**< Feedback */
3666 struct gl_selection Select; /**< Selection */
3667
3668 struct gl_program_state Program; /**< general program state */
3669 struct gl_vertex_program_state VertexProgram;
3670 struct gl_fragment_program_state FragmentProgram;
3671 struct gl_geometry_program_state GeometryProgram;
3672 struct gl_ati_fragment_shader_state ATIFragmentShader;
3673
3674 struct gl_shader_state Shader; /**< GLSL shader object state */
3675 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3676
3677 struct gl_query_state Query; /**< occlusion, timer queries */
3678
3679 struct gl_transform_feedback_state TransformFeedback;
3680
3681 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3682 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3683
3684 /**
3685 * Current GL_ARB_uniform_buffer_object binding referenced by
3686 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3687 */
3688 struct gl_buffer_object *UniformBuffer;
3689
3690 /**
3691 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3692 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3693 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3694 * shader program.
3695 */
3696 struct gl_uniform_buffer_binding *UniformBufferBindings;
3697
3698 /*@}*/
3699
3700 struct gl_meta_state *Meta; /**< for "meta" operations */
3701
3702 /* GL_EXT_framebuffer_object */
3703 struct gl_renderbuffer *CurrentRenderbuffer;
3704
3705 GLenum ErrorValue; /**< Last error code */
3706
3707 /* GL_ARB_robustness */
3708 GLenum ResetStatus;
3709
3710 /**
3711 * Recognize and silence repeated error debug messages in buggy apps.
3712 */
3713 const char *ErrorDebugFmtString;
3714 GLuint ErrorDebugCount;
3715
3716 /* GL_ARB_debug_output */
3717 struct gl_debug_state Debug;
3718
3719 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3720 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3721 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3722
3723 struct gl_driver_flags DriverFlags;
3724
3725 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3726
3727 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3728
3729 /** \name Derived state */
3730 /*@{*/
3731 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3732 * state validation so they need to always be current.
3733 */
3734 GLbitfield _TriangleCaps;
3735 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3736 GLfloat _EyeZDir[3];
3737 GLfloat _ModelViewInvScale;
3738 GLboolean _NeedEyeCoords;
3739 GLboolean _ForceEyeCoords;
3740
3741 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3742
3743 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3744
3745 /** \name For debugging/development only */
3746 /*@{*/
3747 GLboolean FirstTimeCurrent;
3748 /*@}*/
3749
3750 /** software compression/decompression supported or not */
3751 GLboolean Mesa_DXTn;
3752
3753 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3754
3755 /**
3756 * Use dp4 (rather than mul/mad) instructions for position
3757 * transformation?
3758 */
3759 GLboolean mvp_with_dp4;
3760
3761 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3762
3763 /**
3764 * \name Hooks for module contexts.
3765 *
3766 * These will eventually live in the driver or elsewhere.
3767 */
3768 /*@{*/
3769 void *swrast_context;
3770 void *swsetup_context;
3771 void *swtnl_context;
3772 void *swtnl_im;
3773 struct st_context *st;
3774 void *aelt_context;
3775 /*@}*/
3776 };
3777
3778
3779 #ifdef DEBUG
3780 extern int MESA_VERBOSE;
3781 extern int MESA_DEBUG_FLAGS;
3782 # define MESA_FUNCTION __FUNCTION__
3783 #else
3784 # define MESA_VERBOSE 0
3785 # define MESA_DEBUG_FLAGS 0
3786 # define MESA_FUNCTION "a function"
3787 # ifndef NDEBUG
3788 # define NDEBUG
3789 # endif
3790 #endif
3791
3792
3793 /** The MESA_VERBOSE var is a bitmask of these flags */
3794 enum _verbose
3795 {
3796 VERBOSE_VARRAY = 0x0001,
3797 VERBOSE_TEXTURE = 0x0002,
3798 VERBOSE_MATERIAL = 0x0004,
3799 VERBOSE_PIPELINE = 0x0008,
3800 VERBOSE_DRIVER = 0x0010,
3801 VERBOSE_STATE = 0x0020,
3802 VERBOSE_API = 0x0040,
3803 VERBOSE_DISPLAY_LIST = 0x0100,
3804 VERBOSE_LIGHTING = 0x0200,
3805 VERBOSE_PRIMS = 0x0400,
3806 VERBOSE_VERTS = 0x0800,
3807 VERBOSE_DISASSEM = 0x1000,
3808 VERBOSE_DRAW = 0x2000,
3809 VERBOSE_SWAPBUFFERS = 0x4000
3810 };
3811
3812
3813 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3814 enum _debug
3815 {
3816 DEBUG_SILENT = (1 << 0),
3817 DEBUG_ALWAYS_FLUSH = (1 << 1),
3818 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3819 DEBUG_INCOMPLETE_FBO = (1 << 3)
3820 };
3821
3822
3823
3824 #ifdef __cplusplus
3825 }
3826 #endif
3827
3828 #endif /* MTYPES_H */