mesa: add gl_driver_flags::NewScissor{Rect,Test}
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50
51
52 #ifdef __cplusplus
53 extern "C" {
54 #endif
55
56
57 /**
58 * \name 64-bit extension of GLbitfield.
59 */
60 /*@{*/
61 typedef GLuint64 GLbitfield64;
62
63 /** Set a single bit */
64 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
65 /** Set all bits up to excluding bit b */
66 #define BITFIELD64_MASK(b) \
67 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
68 /** Set count bits starting from bit b */
69 #define BITFIELD64_RANGE(b, count) \
70 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
71
72
73 /**
74 * \name Some forward type declarations
75 */
76 /*@{*/
77 struct _mesa_HashTable;
78 struct gl_attrib_node;
79 struct gl_list_extensions;
80 struct gl_meta_state;
81 struct gl_program_cache;
82 struct gl_texture_object;
83 struct gl_debug_state;
84 struct gl_context;
85 struct st_context;
86 struct gl_uniform_storage;
87 struct prog_instruction;
88 struct gl_program_parameter_list;
89 struct set;
90 struct set_entry;
91 struct vbo_context;
92 /*@}*/
93
94
95 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
96 #define PRIM_MAX GL_PATCHES
97 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
98 #define PRIM_UNKNOWN (PRIM_MAX + 2)
99
100 /**
101 * Determine if the given gl_varying_slot appears in the fragment shader.
102 */
103 static inline GLboolean
104 _mesa_varying_slot_in_fs(gl_varying_slot slot)
105 {
106 switch (slot) {
107 case VARYING_SLOT_PSIZ:
108 case VARYING_SLOT_BFC0:
109 case VARYING_SLOT_BFC1:
110 case VARYING_SLOT_EDGE:
111 case VARYING_SLOT_CLIP_VERTEX:
112 case VARYING_SLOT_LAYER:
113 case VARYING_SLOT_TESS_LEVEL_OUTER:
114 case VARYING_SLOT_TESS_LEVEL_INNER:
115 case VARYING_SLOT_BOUNDING_BOX0:
116 case VARYING_SLOT_BOUNDING_BOX1:
117 return GL_FALSE;
118 default:
119 return GL_TRUE;
120 }
121 }
122
123 /**
124 * Indexes for all renderbuffers
125 */
126 typedef enum
127 {
128 /* the four standard color buffers */
129 BUFFER_FRONT_LEFT,
130 BUFFER_BACK_LEFT,
131 BUFFER_FRONT_RIGHT,
132 BUFFER_BACK_RIGHT,
133 BUFFER_DEPTH,
134 BUFFER_STENCIL,
135 BUFFER_ACCUM,
136 /* optional aux buffer */
137 BUFFER_AUX0,
138 /* generic renderbuffers */
139 BUFFER_COLOR0,
140 BUFFER_COLOR1,
141 BUFFER_COLOR2,
142 BUFFER_COLOR3,
143 BUFFER_COLOR4,
144 BUFFER_COLOR5,
145 BUFFER_COLOR6,
146 BUFFER_COLOR7,
147 BUFFER_COUNT,
148 BUFFER_NONE = -1,
149 } gl_buffer_index;
150
151 /**
152 * Bit flags for all renderbuffers
153 */
154 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
155 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
156 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
157 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
158 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
159 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
160 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
161 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
162 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
163 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
164 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
165 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
166 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
167 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
168 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
169 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
170 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
171 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
172 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
173
174 /**
175 * Mask of all the color buffer bits (but not accum).
176 */
177 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
178 BUFFER_BIT_BACK_LEFT | \
179 BUFFER_BIT_FRONT_RIGHT | \
180 BUFFER_BIT_BACK_RIGHT | \
181 BUFFER_BIT_AUX0 | \
182 BUFFER_BIT_COLOR0 | \
183 BUFFER_BIT_COLOR1 | \
184 BUFFER_BIT_COLOR2 | \
185 BUFFER_BIT_COLOR3 | \
186 BUFFER_BIT_COLOR4 | \
187 BUFFER_BIT_COLOR5 | \
188 BUFFER_BIT_COLOR6 | \
189 BUFFER_BIT_COLOR7)
190
191 /**
192 * Framebuffer configuration (aka visual / pixelformat)
193 * Note: some of these fields should be boolean, but it appears that
194 * code in drivers/dri/common/util.c requires int-sized fields.
195 */
196 struct gl_config
197 {
198 GLboolean rgbMode;
199 GLboolean floatMode;
200 GLuint doubleBufferMode;
201 GLuint stereoMode;
202
203 GLboolean haveAccumBuffer;
204 GLboolean haveDepthBuffer;
205 GLboolean haveStencilBuffer;
206
207 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
208 GLuint redMask, greenMask, blueMask, alphaMask;
209 GLint rgbBits; /* total bits for rgb */
210 GLint indexBits; /* total bits for colorindex */
211
212 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
213 GLint depthBits;
214 GLint stencilBits;
215
216 GLint numAuxBuffers;
217
218 GLint level;
219
220 /* EXT_visual_rating / GLX 1.2 */
221 GLint visualRating;
222
223 /* EXT_visual_info / GLX 1.2 */
224 GLint transparentPixel;
225 /* colors are floats scaled to ints */
226 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
227 GLint transparentIndex;
228
229 /* ARB_multisample / SGIS_multisample */
230 GLint sampleBuffers;
231 GLint samples;
232
233 /* SGIX_pbuffer / GLX 1.3 */
234 GLint maxPbufferWidth;
235 GLint maxPbufferHeight;
236 GLint maxPbufferPixels;
237 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
238 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
239
240 /* OML_swap_method */
241 GLint swapMethod;
242
243 /* EXT_texture_from_pixmap */
244 GLint bindToTextureRgb;
245 GLint bindToTextureRgba;
246 GLint bindToMipmapTexture;
247 GLint bindToTextureTargets;
248 GLint yInverted;
249
250 /* EXT_framebuffer_sRGB */
251 GLint sRGBCapable;
252 };
253
254
255 /**
256 * \name Bit flags used for updating material values.
257 */
258 /*@{*/
259 #define MAT_ATTRIB_FRONT_AMBIENT 0
260 #define MAT_ATTRIB_BACK_AMBIENT 1
261 #define MAT_ATTRIB_FRONT_DIFFUSE 2
262 #define MAT_ATTRIB_BACK_DIFFUSE 3
263 #define MAT_ATTRIB_FRONT_SPECULAR 4
264 #define MAT_ATTRIB_BACK_SPECULAR 5
265 #define MAT_ATTRIB_FRONT_EMISSION 6
266 #define MAT_ATTRIB_BACK_EMISSION 7
267 #define MAT_ATTRIB_FRONT_SHININESS 8
268 #define MAT_ATTRIB_BACK_SHININESS 9
269 #define MAT_ATTRIB_FRONT_INDEXES 10
270 #define MAT_ATTRIB_BACK_INDEXES 11
271 #define MAT_ATTRIB_MAX 12
272
273 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
274 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
275 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
276 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
277 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
278 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
279
280 #define MAT_INDEX_AMBIENT 0
281 #define MAT_INDEX_DIFFUSE 1
282 #define MAT_INDEX_SPECULAR 2
283
284 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
285 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
286 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
287 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
288 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
289 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
290 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
291 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
292 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
293 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
294 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
295 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
296
297
298 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
299 MAT_BIT_FRONT_AMBIENT | \
300 MAT_BIT_FRONT_DIFFUSE | \
301 MAT_BIT_FRONT_SPECULAR | \
302 MAT_BIT_FRONT_SHININESS | \
303 MAT_BIT_FRONT_INDEXES)
304
305 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
306 MAT_BIT_BACK_AMBIENT | \
307 MAT_BIT_BACK_DIFFUSE | \
308 MAT_BIT_BACK_SPECULAR | \
309 MAT_BIT_BACK_SHININESS | \
310 MAT_BIT_BACK_INDEXES)
311
312 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
313 /*@}*/
314
315
316 /**
317 * Material state.
318 */
319 struct gl_material
320 {
321 GLfloat Attrib[MAT_ATTRIB_MAX][4];
322 };
323
324
325 /**
326 * Light state flags.
327 */
328 /*@{*/
329 #define LIGHT_SPOT 0x1
330 #define LIGHT_LOCAL_VIEWER 0x2
331 #define LIGHT_POSITIONAL 0x4
332 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
333 /*@}*/
334
335
336 /**
337 * Light source state.
338 */
339 struct gl_light
340 {
341 GLfloat Ambient[4]; /**< ambient color */
342 GLfloat Diffuse[4]; /**< diffuse color */
343 GLfloat Specular[4]; /**< specular color */
344 GLfloat EyePosition[4]; /**< position in eye coordinates */
345 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
346 GLfloat SpotExponent;
347 GLfloat SpotCutoff; /**< in degrees */
348 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
349 GLfloat ConstantAttenuation;
350 GLfloat LinearAttenuation;
351 GLfloat QuadraticAttenuation;
352 GLboolean Enabled; /**< On/off flag */
353
354 /**
355 * \name Derived fields
356 */
357 /*@{*/
358 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
359
360 GLfloat _Position[4]; /**< position in eye/obj coordinates */
361 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
362 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
363 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
364 GLfloat _VP_inf_spot_attenuation;
365
366 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
367 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
368 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
369 /*@}*/
370 };
371
372
373 /**
374 * Light model state.
375 */
376 struct gl_lightmodel
377 {
378 GLfloat Ambient[4]; /**< ambient color */
379 GLboolean LocalViewer; /**< Local (or infinite) view point? */
380 GLboolean TwoSide; /**< Two (or one) sided lighting? */
381 GLenum ColorControl; /**< either GL_SINGLE_COLOR
382 * or GL_SEPARATE_SPECULAR_COLOR */
383 };
384
385
386 /**
387 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
388 */
389 struct gl_accum_attrib
390 {
391 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
392 };
393
394
395 /**
396 * Used for storing clear color, texture border color, etc.
397 * The float values are typically unclamped.
398 */
399 union gl_color_union
400 {
401 GLfloat f[4];
402 GLint i[4];
403 GLuint ui[4];
404 };
405
406
407 /**
408 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
409 */
410 struct gl_colorbuffer_attrib
411 {
412 GLuint ClearIndex; /**< Index for glClear */
413 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
414 GLuint IndexMask; /**< Color index write mask */
415 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
416
417 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
418
419 /**
420 * \name alpha testing
421 */
422 /*@{*/
423 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
424 GLenum AlphaFunc; /**< Alpha test function */
425 GLfloat AlphaRefUnclamped;
426 GLclampf AlphaRef; /**< Alpha reference value */
427 /*@}*/
428
429 /**
430 * \name Blending
431 */
432 /*@{*/
433 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
434
435 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
436 * control, only on the fixed-pointness of the render target.
437 * The query does however depend on fragment color clamping.
438 */
439 GLfloat BlendColorUnclamped[4]; /**< Blending color */
440 GLfloat BlendColor[4]; /**< Blending color */
441
442 struct
443 {
444 GLenum SrcRGB; /**< RGB blend source term */
445 GLenum DstRGB; /**< RGB blend dest term */
446 GLenum SrcA; /**< Alpha blend source term */
447 GLenum DstA; /**< Alpha blend dest term */
448 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
449 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
450 /**
451 * Set if any blend factor uses SRC1. Computed at the time blend factors
452 * get set.
453 */
454 GLboolean _UsesDualSrc;
455 } Blend[MAX_DRAW_BUFFERS];
456 /** Are the blend func terms currently different for each buffer/target? */
457 GLboolean _BlendFuncPerBuffer;
458 /** Are the blend equations currently different for each buffer/target? */
459 GLboolean _BlendEquationPerBuffer;
460
461 /**
462 * Which advanced blending mode is in use (or BLEND_NONE).
463 *
464 * KHR_blend_equation_advanced only allows advanced blending with a single
465 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
466 * requires all draw buffers to match, so we only need a single value.
467 */
468 enum gl_advanced_blend_mode _AdvancedBlendMode;
469
470 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
471 bool BlendCoherent;
472 /*@}*/
473
474 /**
475 * \name Logic op
476 */
477 /*@{*/
478 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
479 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
480 GLenum LogicOp; /**< Logic operator */
481
482 /*@}*/
483
484 GLboolean DitherFlag; /**< Dither enable flag */
485
486 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
487 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
488 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
489
490 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
491 };
492
493
494 /**
495 * Current attribute group (GL_CURRENT_BIT).
496 */
497 struct gl_current_attrib
498 {
499 /**
500 * \name Current vertex attributes (color, texcoords, etc).
501 * \note Values are valid only after FLUSH_VERTICES has been called.
502 * \note Index and Edgeflag current values are stored as floats in the
503 * SIX and SEVEN attribute slots.
504 * \note We need double storage for 64-bit vertex attributes
505 */
506 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
507
508 /**
509 * \name Current raster position attributes (always up to date after a
510 * glRasterPos call).
511 */
512 GLfloat RasterPos[4];
513 GLfloat RasterDistance;
514 GLfloat RasterColor[4];
515 GLfloat RasterSecondaryColor[4];
516 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
517 GLboolean RasterPosValid;
518 };
519
520
521 /**
522 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
523 */
524 struct gl_depthbuffer_attrib
525 {
526 GLenum Func; /**< Function for depth buffer compare */
527 GLclampd Clear; /**< Value to clear depth buffer to */
528 GLboolean Test; /**< Depth buffering enabled flag */
529 GLboolean Mask; /**< Depth buffer writable? */
530 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
531 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
532 };
533
534
535 /**
536 * Evaluator attribute group (GL_EVAL_BIT).
537 */
538 struct gl_eval_attrib
539 {
540 /**
541 * \name Enable bits
542 */
543 /*@{*/
544 GLboolean Map1Color4;
545 GLboolean Map1Index;
546 GLboolean Map1Normal;
547 GLboolean Map1TextureCoord1;
548 GLboolean Map1TextureCoord2;
549 GLboolean Map1TextureCoord3;
550 GLboolean Map1TextureCoord4;
551 GLboolean Map1Vertex3;
552 GLboolean Map1Vertex4;
553 GLboolean Map2Color4;
554 GLboolean Map2Index;
555 GLboolean Map2Normal;
556 GLboolean Map2TextureCoord1;
557 GLboolean Map2TextureCoord2;
558 GLboolean Map2TextureCoord3;
559 GLboolean Map2TextureCoord4;
560 GLboolean Map2Vertex3;
561 GLboolean Map2Vertex4;
562 GLboolean AutoNormal;
563 /*@}*/
564
565 /**
566 * \name Map Grid endpoints and divisions and calculated du values
567 */
568 /*@{*/
569 GLint MapGrid1un;
570 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
571 GLint MapGrid2un, MapGrid2vn;
572 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
573 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
574 /*@}*/
575 };
576
577
578 /**
579 * Compressed fog mode.
580 */
581 enum gl_fog_mode
582 {
583 FOG_NONE,
584 FOG_LINEAR,
585 FOG_EXP,
586 FOG_EXP2,
587 };
588
589
590 /**
591 * Fog attribute group (GL_FOG_BIT).
592 */
593 struct gl_fog_attrib
594 {
595 GLboolean Enabled; /**< Fog enabled flag */
596 GLboolean ColorSumEnabled;
597 uint8_t _PackedMode; /**< Fog mode as 2 bits */
598 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
599 GLfloat ColorUnclamped[4]; /**< Fog color */
600 GLfloat Color[4]; /**< Fog color */
601 GLfloat Density; /**< Density >= 0.0 */
602 GLfloat Start; /**< Start distance in eye coords */
603 GLfloat End; /**< End distance in eye coords */
604 GLfloat Index; /**< Fog index */
605 GLenum Mode; /**< Fog mode */
606 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
607 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
608 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
609 };
610
611
612 /**
613 * Hint attribute group (GL_HINT_BIT).
614 *
615 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
616 */
617 struct gl_hint_attrib
618 {
619 GLenum PerspectiveCorrection;
620 GLenum PointSmooth;
621 GLenum LineSmooth;
622 GLenum PolygonSmooth;
623 GLenum Fog;
624 GLenum TextureCompression; /**< GL_ARB_texture_compression */
625 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
626 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
627 };
628
629
630 /**
631 * Lighting attribute group (GL_LIGHT_BIT).
632 */
633 struct gl_light_attrib
634 {
635 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
636 struct gl_lightmodel Model; /**< Lighting model */
637
638 /**
639 * Front and back material values.
640 * Note: must call FLUSH_VERTICES() before using.
641 */
642 struct gl_material Material;
643
644 GLboolean Enabled; /**< Lighting enabled flag */
645 GLboolean ColorMaterialEnabled;
646
647 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
648 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
649 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
650 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
651 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
652
653
654 GLboolean _ClampVertexColor;
655 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
656
657 /**
658 * Derived state for optimizations:
659 */
660 /*@{*/
661 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
662
663 GLboolean _NeedEyeCoords;
664 GLboolean _NeedVertices; /**< Use fast shader? */
665
666 GLfloat _BaseColor[2][3];
667 /*@}*/
668 };
669
670
671 /**
672 * Line attribute group (GL_LINE_BIT).
673 */
674 struct gl_line_attrib
675 {
676 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
677 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
678 GLushort StipplePattern; /**< Stipple pattern */
679 GLint StippleFactor; /**< Stipple repeat factor */
680 GLfloat Width; /**< Line width */
681 };
682
683
684 /**
685 * Display list attribute group (GL_LIST_BIT).
686 */
687 struct gl_list_attrib
688 {
689 GLuint ListBase;
690 };
691
692
693 /**
694 * Multisample attribute group (GL_MULTISAMPLE_BIT).
695 */
696 struct gl_multisample_attrib
697 {
698 GLboolean Enabled;
699 GLboolean SampleAlphaToCoverage;
700 GLboolean SampleAlphaToOne;
701 GLboolean SampleCoverage;
702 GLboolean SampleCoverageInvert;
703 GLboolean SampleShading;
704
705 /* ARB_texture_multisample / GL3.2 additions */
706 GLboolean SampleMask;
707
708 GLfloat SampleCoverageValue; /**< In range [0, 1] */
709 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
710
711 /** The GL spec defines this as an array but >32x MSAA is madness */
712 GLbitfield SampleMaskValue;
713 };
714
715
716 /**
717 * A pixelmap (see glPixelMap)
718 */
719 struct gl_pixelmap
720 {
721 GLint Size;
722 GLfloat Map[MAX_PIXEL_MAP_TABLE];
723 };
724
725
726 /**
727 * Collection of all pixelmaps
728 */
729 struct gl_pixelmaps
730 {
731 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
732 struct gl_pixelmap GtoG;
733 struct gl_pixelmap BtoB;
734 struct gl_pixelmap AtoA;
735 struct gl_pixelmap ItoR;
736 struct gl_pixelmap ItoG;
737 struct gl_pixelmap ItoB;
738 struct gl_pixelmap ItoA;
739 struct gl_pixelmap ItoI;
740 struct gl_pixelmap StoS;
741 };
742
743
744 /**
745 * Pixel attribute group (GL_PIXEL_MODE_BIT).
746 */
747 struct gl_pixel_attrib
748 {
749 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
750
751 /*--- Begin Pixel Transfer State ---*/
752 /* Fields are in the order in which they're applied... */
753
754 /** Scale & Bias (index shift, offset) */
755 /*@{*/
756 GLfloat RedBias, RedScale;
757 GLfloat GreenBias, GreenScale;
758 GLfloat BlueBias, BlueScale;
759 GLfloat AlphaBias, AlphaScale;
760 GLfloat DepthBias, DepthScale;
761 GLint IndexShift, IndexOffset;
762 /*@}*/
763
764 /* Pixel Maps */
765 /* Note: actual pixel maps are not part of this attrib group */
766 GLboolean MapColorFlag;
767 GLboolean MapStencilFlag;
768
769 /*--- End Pixel Transfer State ---*/
770
771 /** glPixelZoom */
772 GLfloat ZoomX, ZoomY;
773 };
774
775
776 /**
777 * Point attribute group (GL_POINT_BIT).
778 */
779 struct gl_point_attrib
780 {
781 GLfloat Size; /**< User-specified point size */
782 GLfloat Params[3]; /**< GL_EXT_point_parameters */
783 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
784 GLfloat Threshold; /**< GL_EXT_point_parameters */
785 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
786 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
787 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
788 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
789 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
790 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
791 };
792
793
794 /**
795 * Polygon attribute group (GL_POLYGON_BIT).
796 */
797 struct gl_polygon_attrib
798 {
799 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
800 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
801 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
802 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
803 GLboolean CullFlag; /**< Culling on/off flag */
804 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
805 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
806 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
807 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
808 GLfloat OffsetUnits; /**< Polygon offset units, from user */
809 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
810 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
811 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
812 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
813 };
814
815
816 /**
817 * Scissor attributes (GL_SCISSOR_BIT).
818 */
819 struct gl_scissor_rect
820 {
821 GLint X, Y; /**< Lower left corner of box */
822 GLsizei Width, Height; /**< Size of box */
823 };
824 struct gl_scissor_attrib
825 {
826 GLbitfield EnableFlags; /**< Scissor test enabled? */
827 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
828 GLint NumWindowRects; /**< Count of enabled window rectangles */
829 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
830 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
831 };
832
833
834 /**
835 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
836 *
837 * Three sets of stencil data are tracked so that OpenGL 2.0,
838 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
839 * simultaneously. In each of the stencil state arrays, element 0 corresponds
840 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
841 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
842 * GL_EXT_stencil_two_side GL_BACK state.
843 *
844 * The derived value \c _BackFace is either 1 or 2 depending on whether or
845 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
846 *
847 * The derived value \c _TestTwoSide is set when the front-face and back-face
848 * stencil state are different.
849 */
850 struct gl_stencil_attrib
851 {
852 GLboolean Enabled; /**< Enabled flag */
853 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
854 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
855 GLboolean _Enabled; /**< Enabled and stencil buffer present */
856 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
857 GLboolean _TestTwoSide;
858 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
859 GLenum Function[3]; /**< Stencil function */
860 GLenum FailFunc[3]; /**< Fail function */
861 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
862 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
863 GLint Ref[3]; /**< Reference value */
864 GLuint ValueMask[3]; /**< Value mask */
865 GLuint WriteMask[3]; /**< Write mask */
866 GLuint Clear; /**< Clear value */
867 };
868
869
870 /**
871 * An index for each type of texture object. These correspond to the GL
872 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
873 * Note: the order is from highest priority to lowest priority.
874 */
875 typedef enum
876 {
877 TEXTURE_2D_MULTISAMPLE_INDEX,
878 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
879 TEXTURE_CUBE_ARRAY_INDEX,
880 TEXTURE_BUFFER_INDEX,
881 TEXTURE_2D_ARRAY_INDEX,
882 TEXTURE_1D_ARRAY_INDEX,
883 TEXTURE_EXTERNAL_INDEX,
884 TEXTURE_CUBE_INDEX,
885 TEXTURE_3D_INDEX,
886 TEXTURE_RECT_INDEX,
887 TEXTURE_2D_INDEX,
888 TEXTURE_1D_INDEX,
889 NUM_TEXTURE_TARGETS
890 } gl_texture_index;
891
892
893 /**
894 * Bit flags for each type of texture object
895 */
896 /*@{*/
897 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
898 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
899 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
900 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
901 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
902 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
903 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
904 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
905 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
906 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
907 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
908 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
909 /*@}*/
910
911
912 /**
913 * Texture image state. Drivers will typically create a subclass of this
914 * with extra fields for memory buffers, etc.
915 */
916 struct gl_texture_image
917 {
918 GLint InternalFormat; /**< Internal format as given by the user */
919 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
920 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
921 * GL_INTENSITY, GL_DEPTH_COMPONENT or
922 * GL_DEPTH_STENCIL_EXT only. Used for
923 * choosing TexEnv arithmetic.
924 */
925 mesa_format TexFormat; /**< The actual texture memory format */
926
927 GLuint Border; /**< 0 or 1 */
928 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
929 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
930 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
931 GLuint Width2; /**< = Width - 2*Border */
932 GLuint Height2; /**< = Height - 2*Border */
933 GLuint Depth2; /**< = Depth - 2*Border */
934 GLuint WidthLog2; /**< = log2(Width2) */
935 GLuint HeightLog2; /**< = log2(Height2) */
936 GLuint DepthLog2; /**< = log2(Depth2) */
937 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
938 levels, computed from the dimensions */
939
940 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
941 GLuint Level; /**< Which mipmap level am I? */
942 /** Cube map face: index into gl_texture_object::Image[] array */
943 GLuint Face;
944
945 /** GL_ARB_texture_multisample */
946 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
947 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
948 };
949
950
951 /**
952 * Indexes for cube map faces.
953 */
954 typedef enum
955 {
956 FACE_POS_X = 0,
957 FACE_NEG_X = 1,
958 FACE_POS_Y = 2,
959 FACE_NEG_Y = 3,
960 FACE_POS_Z = 4,
961 FACE_NEG_Z = 5,
962 MAX_FACES = 6
963 } gl_face_index;
964
965
966 /**
967 * Sampler object state. These objects are new with GL_ARB_sampler_objects
968 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
969 */
970 struct gl_sampler_object
971 {
972 mtx_t Mutex;
973 GLuint Name;
974 GLint RefCount;
975 GLchar *Label; /**< GL_KHR_debug */
976
977 GLenum WrapS; /**< S-axis texture image wrap mode */
978 GLenum WrapT; /**< T-axis texture image wrap mode */
979 GLenum WrapR; /**< R-axis texture image wrap mode */
980 GLenum MinFilter; /**< minification filter */
981 GLenum MagFilter; /**< magnification filter */
982 union gl_color_union BorderColor; /**< Interpreted according to texture format */
983 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
984 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
985 GLfloat LodBias; /**< OpenGL 1.4 */
986 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
987 GLenum CompareMode; /**< GL_ARB_shadow */
988 GLenum CompareFunc; /**< GL_ARB_shadow */
989 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
990 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
991 };
992
993
994 /**
995 * Texture object state. Contains the array of mipmap images, border color,
996 * wrap modes, filter modes, and shadow/texcompare state.
997 */
998 struct gl_texture_object
999 {
1000 mtx_t Mutex; /**< for thread safety */
1001 GLint RefCount; /**< reference count */
1002 GLuint Name; /**< the user-visible texture object ID */
1003 GLchar *Label; /**< GL_KHR_debug */
1004 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1005 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1006 Only valid when Target is valid. */
1007
1008 struct gl_sampler_object Sampler;
1009
1010 GLenum DepthMode; /**< GL_ARB_depth_texture */
1011 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1012
1013 GLfloat Priority; /**< in [0,1] */
1014 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1015 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1016 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1017 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1018 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1019 GLint CropRect[4]; /**< GL_OES_draw_texture */
1020 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1021 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1022 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1023 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1024 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1025 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1026 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1027 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1028 pressure? */
1029 GLboolean Immutable; /**< GL_ARB_texture_storage */
1030 GLboolean _IsFloat; /**< GL_OES_float_texture */
1031 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1032
1033 GLuint MinLevel; /**< GL_ARB_texture_view */
1034 GLuint MinLayer; /**< GL_ARB_texture_view */
1035 GLuint NumLevels; /**< GL_ARB_texture_view */
1036 GLuint NumLayers; /**< GL_ARB_texture_view */
1037
1038 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1039 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1040
1041 /** GL_ARB_texture_buffer_object */
1042 struct gl_buffer_object *BufferObject;
1043 GLenum BufferObjectFormat;
1044 /** Equivalent Mesa format for BufferObjectFormat. */
1045 mesa_format _BufferObjectFormat;
1046 /** GL_ARB_texture_buffer_range */
1047 GLintptr BufferOffset;
1048 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1049
1050 /** GL_OES_EGL_image_external */
1051 GLint RequiredTextureImageUnits;
1052
1053 /** GL_ARB_shader_image_load_store */
1054 GLenum ImageFormatCompatibilityType;
1055 };
1056
1057
1058 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1059 #define MAX_COMBINER_TERMS 4
1060
1061
1062 /**
1063 * Texture combine environment state.
1064 */
1065 struct gl_tex_env_combine_state
1066 {
1067 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1068 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1069 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1070 GLenum SourceRGB[MAX_COMBINER_TERMS];
1071 GLenum SourceA[MAX_COMBINER_TERMS];
1072 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1073 GLenum OperandRGB[MAX_COMBINER_TERMS];
1074 GLenum OperandA[MAX_COMBINER_TERMS];
1075 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1076 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1077 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1078 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1079 };
1080
1081
1082 /** Compressed TexEnv effective Combine mode */
1083 enum gl_tex_env_mode
1084 {
1085 TEXENV_MODE_REPLACE, /* r = a0 */
1086 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1087 TEXENV_MODE_ADD, /* r = a0 + a1 */
1088 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1089 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1090 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1091 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1092 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1093 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1094 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1095 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1096 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1097 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1098 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1099 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1100 };
1101
1102
1103 /** Compressed TexEnv Combine source */
1104 enum gl_tex_env_source
1105 {
1106 TEXENV_SRC_TEXTURE0,
1107 TEXENV_SRC_TEXTURE1,
1108 TEXENV_SRC_TEXTURE2,
1109 TEXENV_SRC_TEXTURE3,
1110 TEXENV_SRC_TEXTURE4,
1111 TEXENV_SRC_TEXTURE5,
1112 TEXENV_SRC_TEXTURE6,
1113 TEXENV_SRC_TEXTURE7,
1114 TEXENV_SRC_TEXTURE,
1115 TEXENV_SRC_PREVIOUS,
1116 TEXENV_SRC_PRIMARY_COLOR,
1117 TEXENV_SRC_CONSTANT,
1118 TEXENV_SRC_ZERO,
1119 TEXENV_SRC_ONE,
1120 };
1121
1122
1123 /** Compressed TexEnv Combine operand */
1124 enum gl_tex_env_operand
1125 {
1126 TEXENV_OPR_COLOR,
1127 TEXENV_OPR_ONE_MINUS_COLOR,
1128 TEXENV_OPR_ALPHA,
1129 TEXENV_OPR_ONE_MINUS_ALPHA,
1130 };
1131
1132
1133 /** Compressed TexEnv Combine argument */
1134 struct gl_tex_env_argument
1135 {
1136 #ifdef __GNUC__
1137 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1138 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1139 #else
1140 uint8_t Source; /**< SRC_x */
1141 uint8_t Operand; /**< OPR_x */
1142 #endif
1143 };
1144
1145
1146 /***
1147 * Compressed TexEnv Combine state.
1148 */
1149 struct gl_tex_env_combine_packed
1150 {
1151 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1152 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1153 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1154 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1155 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1156 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1157 /** Source arguments in a packed manner */
1158 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1159 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1160 };
1161
1162
1163 /**
1164 * TexGenEnabled flags.
1165 */
1166 /*@{*/
1167 #define S_BIT 1
1168 #define T_BIT 2
1169 #define R_BIT 4
1170 #define Q_BIT 8
1171 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1172 /*@}*/
1173
1174
1175 /**
1176 * Bit flag versions of the corresponding GL_ constants.
1177 */
1178 /*@{*/
1179 #define TEXGEN_SPHERE_MAP 0x1
1180 #define TEXGEN_OBJ_LINEAR 0x2
1181 #define TEXGEN_EYE_LINEAR 0x4
1182 #define TEXGEN_REFLECTION_MAP_NV 0x8
1183 #define TEXGEN_NORMAL_MAP_NV 0x10
1184
1185 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1186 TEXGEN_REFLECTION_MAP_NV | \
1187 TEXGEN_NORMAL_MAP_NV)
1188 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1189 TEXGEN_REFLECTION_MAP_NV | \
1190 TEXGEN_NORMAL_MAP_NV | \
1191 TEXGEN_EYE_LINEAR)
1192 /*@}*/
1193
1194
1195
1196 /** Tex-gen enabled for texture unit? */
1197 #define ENABLE_TEXGEN(unit) (1 << (unit))
1198
1199 /** Non-identity texture matrix for texture unit? */
1200 #define ENABLE_TEXMAT(unit) (1 << (unit))
1201
1202
1203 /**
1204 * Texture coord generation state.
1205 */
1206 struct gl_texgen
1207 {
1208 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1209 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1210 GLfloat ObjectPlane[4];
1211 GLfloat EyePlane[4];
1212 };
1213
1214
1215 /**
1216 * Texture unit state. Contains enable flags, texture environment/function/
1217 * combiners, texgen state, and pointers to current texture objects.
1218 */
1219 struct gl_texture_unit
1220 {
1221 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1222
1223 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1224 GLclampf EnvColor[4];
1225 GLfloat EnvColorUnclamped[4];
1226
1227 struct gl_texgen GenS;
1228 struct gl_texgen GenT;
1229 struct gl_texgen GenR;
1230 struct gl_texgen GenQ;
1231 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1232 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1233
1234 GLfloat LodBias; /**< for biasing mipmap levels */
1235
1236 /** Texture targets that have a non-default texture bound */
1237 GLbitfield _BoundTextures;
1238
1239 /** Current sampler object (GL_ARB_sampler_objects) */
1240 struct gl_sampler_object *Sampler;
1241
1242 /**
1243 * \name GL_EXT_texture_env_combine
1244 */
1245 struct gl_tex_env_combine_state Combine;
1246
1247 /**
1248 * Derived state based on \c EnvMode and the \c BaseFormat of the
1249 * currently enabled texture.
1250 */
1251 struct gl_tex_env_combine_state _EnvMode;
1252
1253 /**
1254 * Currently enabled combiner state. This will point to either
1255 * \c Combine or \c _EnvMode.
1256 */
1257 struct gl_tex_env_combine_state *_CurrentCombine;
1258
1259 /** Current texture object pointers */
1260 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1261
1262 /** Points to highest priority, complete and enabled texture object */
1263 struct gl_texture_object *_Current;
1264
1265 /** Current compressed TexEnv & Combine state */
1266 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1267 };
1268
1269
1270 /**
1271 * Texture attribute group (GL_TEXTURE_BIT).
1272 */
1273 struct gl_texture_attrib
1274 {
1275 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1276
1277 /** GL_ARB_seamless_cubemap */
1278 GLboolean CubeMapSeamless;
1279
1280 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1281
1282 /** GL_ARB_texture_buffer_object */
1283 struct gl_buffer_object *BufferObject;
1284
1285 /** Texture coord units/sets used for fragment texturing */
1286 GLbitfield _EnabledCoordUnits;
1287
1288 /** Texture coord units that have texgen enabled */
1289 GLbitfield _TexGenEnabled;
1290
1291 /** Texture coord units that have non-identity matrices */
1292 GLbitfield _TexMatEnabled;
1293
1294 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1295 GLbitfield _GenFlags;
1296
1297 /** Largest index of a texture unit with _Current != NULL. */
1298 GLint _MaxEnabledTexImageUnit;
1299
1300 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1301 GLint NumCurrentTexUsed;
1302
1303 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1304 };
1305
1306
1307 /**
1308 * Data structure representing a single clip plane (e.g. one of the elements
1309 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1310 */
1311 typedef GLfloat gl_clip_plane[4];
1312
1313
1314 /**
1315 * Transformation attribute group (GL_TRANSFORM_BIT).
1316 */
1317 struct gl_transform_attrib
1318 {
1319 GLenum MatrixMode; /**< Matrix mode */
1320 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1321 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1322 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1323 GLboolean Normalize; /**< Normalize all normals? */
1324 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1325 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1326 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1327 /** GL_ARB_clip_control */
1328 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1329 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1330 };
1331
1332
1333 /**
1334 * Viewport attribute group (GL_VIEWPORT_BIT).
1335 */
1336 struct gl_viewport_attrib
1337 {
1338 GLfloat X, Y; /**< position */
1339 GLfloat Width, Height; /**< size */
1340 GLdouble Near, Far; /**< Depth buffer range */
1341 };
1342
1343
1344 typedef enum {
1345 MAP_USER,
1346 MAP_INTERNAL,
1347
1348 MAP_COUNT
1349 } gl_map_buffer_index;
1350
1351
1352 /**
1353 * Fields describing a mapped buffer range.
1354 */
1355 struct gl_buffer_mapping {
1356 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1357 GLvoid *Pointer; /**< User-space address of mapping */
1358 GLintptr Offset; /**< Mapped offset */
1359 GLsizeiptr Length; /**< Mapped length */
1360 };
1361
1362
1363 /**
1364 * Usages we've seen for a buffer object.
1365 */
1366 typedef enum {
1367 USAGE_UNIFORM_BUFFER = 0x1,
1368 USAGE_TEXTURE_BUFFER = 0x2,
1369 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1370 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1371 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1372 USAGE_PIXEL_PACK_BUFFER = 0x20,
1373 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1374 } gl_buffer_usage;
1375
1376
1377 /**
1378 * GL_ARB_vertex/pixel_buffer_object buffer object
1379 */
1380 struct gl_buffer_object
1381 {
1382 mtx_t Mutex;
1383 GLint RefCount;
1384 GLuint Name;
1385 GLchar *Label; /**< GL_KHR_debug */
1386 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1387 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1388 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1389 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1390 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1391 GLboolean Written; /**< Ever written to? (for debugging) */
1392 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1393 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1394 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1395
1396 /** Counters used for buffer usage warnings */
1397 GLuint NumSubDataCalls;
1398 GLuint NumMapBufferWriteCalls;
1399
1400 struct gl_buffer_mapping Mappings[MAP_COUNT];
1401
1402 /** Memoization of min/max index computations for static index buffers */
1403 struct hash_table *MinMaxCache;
1404 unsigned MinMaxCacheHitIndices;
1405 unsigned MinMaxCacheMissIndices;
1406 bool MinMaxCacheDirty;
1407 };
1408
1409
1410 /**
1411 * Client pixel packing/unpacking attributes
1412 */
1413 struct gl_pixelstore_attrib
1414 {
1415 GLint Alignment;
1416 GLint RowLength;
1417 GLint SkipPixels;
1418 GLint SkipRows;
1419 GLint ImageHeight;
1420 GLint SkipImages;
1421 GLboolean SwapBytes;
1422 GLboolean LsbFirst;
1423 GLboolean Invert; /**< GL_MESA_pack_invert */
1424 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1425 GLint CompressedBlockHeight;
1426 GLint CompressedBlockDepth;
1427 GLint CompressedBlockSize;
1428 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1429 };
1430
1431
1432 /**
1433 * Vertex array information which is derived from gl_array_attributes
1434 * and gl_vertex_buffer_binding information. Used by the VBO module and
1435 * device drivers.
1436 */
1437 struct gl_vertex_array
1438 {
1439 GLint Size; /**< components per element (1,2,3,4) */
1440 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1441 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1442 GLsizei StrideB; /**< actual stride in bytes */
1443 GLuint _ElementSize; /**< size of each element in bytes */
1444 const GLubyte *Ptr; /**< Points to array data */
1445 GLboolean Normalized; /**< GL_ARB_vertex_program */
1446 GLboolean Integer; /**< Integer-valued? */
1447 GLboolean Doubles; /**< double precision values are not converted to floats */
1448 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1449
1450 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1451 };
1452
1453
1454 /**
1455 * Attributes to describe a vertex array.
1456 *
1457 * Contains the size, type, format and normalization flag,
1458 * along with the index of a vertex buffer binding point.
1459 *
1460 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1461 * and is only present for backwards compatibility reasons.
1462 * Rendering always uses VERTEX_BINDING_STRIDE.
1463 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1464 * and VERTEX_BINDING_STRIDE to the same value, while
1465 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1466 */
1467 struct gl_array_attributes
1468 {
1469 GLint Size; /**< Components per element (1,2,3,4) */
1470 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1471 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1472 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1473 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1474 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1475 GLboolean Enabled; /**< Whether the array is enabled */
1476 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1477 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1478 GLboolean Doubles; /**< double precision values are not converted to floats */
1479 GLuint _ElementSize; /**< Size of each element in bytes */
1480 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1481 };
1482
1483
1484 /**
1485 * This describes the buffer object used for a vertex array (or
1486 * multiple vertex arrays). If BufferObj points to the default/null
1487 * buffer object, then the vertex array lives in user memory and not a VBO.
1488 */
1489 struct gl_vertex_buffer_binding
1490 {
1491 GLintptr Offset; /**< User-specified offset */
1492 GLsizei Stride; /**< User-specified stride */
1493 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1494 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1495 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1496 };
1497
1498
1499 /**
1500 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1501 * the GL_ARB_vertex_array_object extension.
1502 */
1503 struct gl_vertex_array_object
1504 {
1505 /** Name of the VAO as received from glGenVertexArray. */
1506 GLuint Name;
1507
1508 GLint RefCount;
1509
1510 GLchar *Label; /**< GL_KHR_debug */
1511
1512 /**
1513 * Has this array object been bound?
1514 */
1515 GLboolean EverBound;
1516
1517 /**
1518 * Derived vertex attribute arrays
1519 *
1520 * This is a legacy data structure created from gl_vertex_attrib_array and
1521 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1522 */
1523 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1524
1525 /** Vertex attribute arrays */
1526 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1527
1528 /** Vertex buffer bindings */
1529 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1530
1531 /** Mask indicating which vertex arrays have vertex buffer associated. */
1532 GLbitfield64 VertexAttribBufferMask;
1533
1534 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1535 GLbitfield64 _Enabled;
1536
1537 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1538 GLbitfield64 NewArrays;
1539
1540 /** The index buffer (also known as the element array buffer in OpenGL). */
1541 struct gl_buffer_object *IndexBufferObj;
1542 };
1543
1544
1545 /** Used to signal when transitioning from one kind of drawing method
1546 * to another.
1547 */
1548 typedef enum {
1549 DRAW_NONE, /**< Initial value only */
1550 DRAW_BEGIN_END,
1551 DRAW_DISPLAY_LIST,
1552 DRAW_ARRAYS
1553 } gl_draw_method;
1554
1555 /**
1556 * Enum for the OpenGL APIs we know about and may support.
1557 *
1558 * NOTE: This must match the api_enum table in
1559 * src/mesa/main/get_hash_generator.py
1560 */
1561 typedef enum
1562 {
1563 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1564 API_OPENGLES,
1565 API_OPENGLES2,
1566 API_OPENGL_CORE,
1567 API_OPENGL_LAST = API_OPENGL_CORE
1568 } gl_api;
1569
1570 /**
1571 * Vertex array state
1572 */
1573 struct gl_array_attrib
1574 {
1575 /** Currently bound array object. */
1576 struct gl_vertex_array_object *VAO;
1577
1578 /** The default vertex array object */
1579 struct gl_vertex_array_object *DefaultVAO;
1580
1581 /** The last VAO accessed by a DSA function */
1582 struct gl_vertex_array_object *LastLookedUpVAO;
1583
1584 /** Array objects (GL_ARB_vertex_array_object) */
1585 struct _mesa_HashTable *Objects;
1586
1587 GLint ActiveTexture; /**< Client Active Texture */
1588 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1589 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1590
1591 /**
1592 * \name Primitive restart controls
1593 *
1594 * Primitive restart is enabled if either \c PrimitiveRestart or
1595 * \c PrimitiveRestartFixedIndex is set.
1596 */
1597 /*@{*/
1598 GLboolean PrimitiveRestart;
1599 GLboolean PrimitiveRestartFixedIndex;
1600 GLboolean _PrimitiveRestart;
1601 GLuint RestartIndex;
1602 /*@}*/
1603
1604 /** One of the DRAW_xxx flags, not consumed by drivers */
1605 gl_draw_method DrawMethod;
1606
1607 /* GL_ARB_vertex_buffer_object */
1608 struct gl_buffer_object *ArrayBufferObj;
1609
1610 /**
1611 * Vertex arrays as consumed by a driver.
1612 * The array pointer is set up only by the VBO module.
1613 */
1614 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1615
1616 /** Legal array datatypes and the API for which they have been computed */
1617 GLbitfield LegalTypesMask;
1618 gl_api LegalTypesMaskAPI;
1619 };
1620
1621
1622 /**
1623 * Feedback buffer state
1624 */
1625 struct gl_feedback
1626 {
1627 GLenum Type;
1628 GLbitfield _Mask; /**< FB_* bits */
1629 GLfloat *Buffer;
1630 GLuint BufferSize;
1631 GLuint Count;
1632 };
1633
1634
1635 /**
1636 * Selection buffer state
1637 */
1638 struct gl_selection
1639 {
1640 GLuint *Buffer; /**< selection buffer */
1641 GLuint BufferSize; /**< size of the selection buffer */
1642 GLuint BufferCount; /**< number of values in the selection buffer */
1643 GLuint Hits; /**< number of records in the selection buffer */
1644 GLuint NameStackDepth; /**< name stack depth */
1645 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1646 GLboolean HitFlag; /**< hit flag */
1647 GLfloat HitMinZ; /**< minimum hit depth */
1648 GLfloat HitMaxZ; /**< maximum hit depth */
1649 };
1650
1651
1652 /**
1653 * 1-D Evaluator control points
1654 */
1655 struct gl_1d_map
1656 {
1657 GLuint Order; /**< Number of control points */
1658 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1659 GLfloat *Points; /**< Points to contiguous control points */
1660 };
1661
1662
1663 /**
1664 * 2-D Evaluator control points
1665 */
1666 struct gl_2d_map
1667 {
1668 GLuint Uorder; /**< Number of control points in U dimension */
1669 GLuint Vorder; /**< Number of control points in V dimension */
1670 GLfloat u1, u2, du;
1671 GLfloat v1, v2, dv;
1672 GLfloat *Points; /**< Points to contiguous control points */
1673 };
1674
1675
1676 /**
1677 * All evaluator control point state
1678 */
1679 struct gl_evaluators
1680 {
1681 /**
1682 * \name 1-D maps
1683 */
1684 /*@{*/
1685 struct gl_1d_map Map1Vertex3;
1686 struct gl_1d_map Map1Vertex4;
1687 struct gl_1d_map Map1Index;
1688 struct gl_1d_map Map1Color4;
1689 struct gl_1d_map Map1Normal;
1690 struct gl_1d_map Map1Texture1;
1691 struct gl_1d_map Map1Texture2;
1692 struct gl_1d_map Map1Texture3;
1693 struct gl_1d_map Map1Texture4;
1694 /*@}*/
1695
1696 /**
1697 * \name 2-D maps
1698 */
1699 /*@{*/
1700 struct gl_2d_map Map2Vertex3;
1701 struct gl_2d_map Map2Vertex4;
1702 struct gl_2d_map Map2Index;
1703 struct gl_2d_map Map2Color4;
1704 struct gl_2d_map Map2Normal;
1705 struct gl_2d_map Map2Texture1;
1706 struct gl_2d_map Map2Texture2;
1707 struct gl_2d_map Map2Texture3;
1708 struct gl_2d_map Map2Texture4;
1709 /*@}*/
1710 };
1711
1712
1713 struct gl_transform_feedback_varying_info
1714 {
1715 char *Name;
1716 GLenum Type;
1717 GLint BufferIndex;
1718 GLint Size;
1719 GLint Offset;
1720 };
1721
1722
1723 /**
1724 * Per-output info vertex shaders for transform feedback.
1725 */
1726 struct gl_transform_feedback_output
1727 {
1728 uint32_t OutputRegister;
1729 uint32_t OutputBuffer;
1730 uint32_t NumComponents;
1731 uint32_t StreamId;
1732
1733 /** offset (in DWORDs) of this output within the interleaved structure */
1734 uint32_t DstOffset;
1735
1736 /**
1737 * Offset into the output register of the data to output. For example,
1738 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1739 * offset is in the y and z components of the output register.
1740 */
1741 uint32_t ComponentOffset;
1742 };
1743
1744
1745 struct gl_transform_feedback_buffer
1746 {
1747 uint32_t Binding;
1748
1749 uint32_t NumVaryings;
1750
1751 /**
1752 * Total number of components stored in each buffer. This may be used by
1753 * hardware back-ends to determine the correct stride when interleaving
1754 * multiple transform feedback outputs in the same buffer.
1755 */
1756 uint32_t Stride;
1757
1758 /**
1759 * Which transform feedback stream this buffer binding is associated with.
1760 */
1761 uint32_t Stream;
1762 };
1763
1764
1765 /** Post-link transform feedback info. */
1766 struct gl_transform_feedback_info
1767 {
1768 unsigned NumOutputs;
1769
1770 /* Bitmask of active buffer indices. */
1771 unsigned ActiveBuffers;
1772
1773 struct gl_transform_feedback_output *Outputs;
1774
1775 /** Transform feedback varyings used for the linking of this shader program.
1776 *
1777 * Use for glGetTransformFeedbackVarying().
1778 */
1779 struct gl_transform_feedback_varying_info *Varyings;
1780 GLint NumVarying;
1781
1782 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1783 };
1784
1785
1786 /**
1787 * Transform feedback object state
1788 */
1789 struct gl_transform_feedback_object
1790 {
1791 GLuint Name; /**< AKA the object ID */
1792 GLint RefCount;
1793 GLchar *Label; /**< GL_KHR_debug */
1794 GLboolean Active; /**< Is transform feedback enabled? */
1795 GLboolean Paused; /**< Is transform feedback paused? */
1796 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1797 at least once? */
1798 GLboolean EverBound; /**< Has this object been bound? */
1799
1800 /**
1801 * GLES: if Active is true, remaining number of primitives which can be
1802 * rendered without overflow. This is necessary to track because GLES
1803 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1804 * glDrawArraysInstanced would overflow transform feedback buffers.
1805 * Undefined if Active is false.
1806 *
1807 * Not tracked for desktop GL since it's unnecessary.
1808 */
1809 unsigned GlesRemainingPrims;
1810
1811 /**
1812 * The program active when BeginTransformFeedback() was called.
1813 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1814 * where stage is the pipeline stage that is the source of data for
1815 * transform feedback.
1816 */
1817 struct gl_program *program;
1818
1819 /** The feedback buffers */
1820 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1821 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1822
1823 /** Start of feedback data in dest buffer */
1824 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1825
1826 /**
1827 * Max data to put into dest buffer (in bytes). Computed based on
1828 * RequestedSize and the actual size of the buffer.
1829 */
1830 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1831
1832 /**
1833 * Size that was specified when the buffer was bound. If the buffer was
1834 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1835 * zero.
1836 */
1837 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1838 };
1839
1840
1841 /**
1842 * Context state for transform feedback.
1843 */
1844 struct gl_transform_feedback_state
1845 {
1846 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1847
1848 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1849 struct gl_buffer_object *CurrentBuffer;
1850
1851 /** The table of all transform feedback objects */
1852 struct _mesa_HashTable *Objects;
1853
1854 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1855 struct gl_transform_feedback_object *CurrentObject;
1856
1857 /** The default xform-fb object (Name==0) */
1858 struct gl_transform_feedback_object *DefaultObject;
1859 };
1860
1861
1862 /**
1863 * A "performance monitor" as described in AMD_performance_monitor.
1864 */
1865 struct gl_perf_monitor_object
1866 {
1867 GLuint Name;
1868
1869 /** True if the monitor is currently active (Begin called but not End). */
1870 GLboolean Active;
1871
1872 /**
1873 * True if the monitor has ended.
1874 *
1875 * This is distinct from !Active because it may never have began.
1876 */
1877 GLboolean Ended;
1878
1879 /**
1880 * A list of groups with currently active counters.
1881 *
1882 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1883 */
1884 unsigned *ActiveGroups;
1885
1886 /**
1887 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1888 *
1889 * Checking whether counter 'c' in group 'g' is active can be done via:
1890 *
1891 * BITSET_TEST(ActiveCounters[g], c)
1892 */
1893 GLuint **ActiveCounters;
1894 };
1895
1896
1897 union gl_perf_monitor_counter_value
1898 {
1899 float f;
1900 uint64_t u64;
1901 uint32_t u32;
1902 };
1903
1904
1905 struct gl_perf_monitor_counter
1906 {
1907 /** Human readable name for the counter. */
1908 const char *Name;
1909
1910 /**
1911 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1912 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1913 */
1914 GLenum Type;
1915
1916 /** Minimum counter value. */
1917 union gl_perf_monitor_counter_value Minimum;
1918
1919 /** Maximum counter value. */
1920 union gl_perf_monitor_counter_value Maximum;
1921 };
1922
1923
1924 struct gl_perf_monitor_group
1925 {
1926 /** Human readable name for the group. */
1927 const char *Name;
1928
1929 /**
1930 * Maximum number of counters in this group which can be active at the
1931 * same time.
1932 */
1933 GLuint MaxActiveCounters;
1934
1935 /** Array of counters within this group. */
1936 const struct gl_perf_monitor_counter *Counters;
1937 GLuint NumCounters;
1938 };
1939
1940
1941 /**
1942 * A query object instance as described in INTEL_performance_query.
1943 *
1944 * NB: We want to keep this and the corresponding backend structure
1945 * relatively lean considering that applications may expect to
1946 * allocate enough objects to be able to query around all draw calls
1947 * in a frame.
1948 */
1949 struct gl_perf_query_object
1950 {
1951 GLuint Id; /**< hash table ID/name */
1952 unsigned Used:1; /**< has been used for 1 or more queries */
1953 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1954 unsigned Ready:1; /**< result is ready? */
1955 };
1956
1957
1958 /**
1959 * Context state for AMD_performance_monitor.
1960 */
1961 struct gl_perf_monitor_state
1962 {
1963 /** Array of performance monitor groups (indexed by group ID) */
1964 const struct gl_perf_monitor_group *Groups;
1965 GLuint NumGroups;
1966
1967 /** The table of all performance monitors. */
1968 struct _mesa_HashTable *Monitors;
1969 };
1970
1971
1972 /**
1973 * Context state for INTEL_performance_query.
1974 */
1975 struct gl_perf_query_state
1976 {
1977 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1978 };
1979
1980
1981 /**
1982 * Names of the various vertex/fragment program register files, etc.
1983 *
1984 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1985 * All values should fit in a 4-bit field.
1986 *
1987 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1988 * considered to be "uniform" variables since they can only be set outside
1989 * glBegin/End. They're also all stored in the same Parameters array.
1990 */
1991 typedef enum
1992 {
1993 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1994 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1995 PROGRAM_INPUT, /**< machine->Inputs[] */
1996 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1997 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1998 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1999 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2000 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2001 PROGRAM_ADDRESS, /**< machine->AddressReg */
2002 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2003 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2004 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2005 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2006 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2007 PROGRAM_MEMORY, /**< for shared, global and local memory */
2008 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2009 PROGRAM_FILE_MAX
2010 } gl_register_file;
2011
2012
2013 /**
2014 * Base class for any kind of program object
2015 */
2016 struct gl_program
2017 {
2018 /** FIXME: This must be first until we split shader_info from nir_shader */
2019 struct shader_info info;
2020
2021 GLuint Id;
2022 GLint RefCount;
2023 GLubyte *String; /**< Null-terminated program text */
2024
2025 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2026 GLenum Format; /**< String encoding format */
2027
2028 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2029
2030 struct nir_shader *nir;
2031
2032 bool is_arb_asm; /** Is this an ARB assembly-style program */
2033
2034 /** Is this program written to on disk shader cache */
2035 bool program_written_to_cache;
2036
2037 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2038 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2039 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2040 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2041 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2042
2043 /* Fragement shader only fields */
2044 GLboolean OriginUpperLeft;
2045 GLboolean PixelCenterInteger;
2046
2047 /** Named parameters, constants, etc. from program text */
2048 struct gl_program_parameter_list *Parameters;
2049
2050 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2051 GLubyte SamplerUnits[MAX_SAMPLERS];
2052
2053 /* FIXME: We should be able to make this struct a union. However some
2054 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2055 * these fields, we should fix this.
2056 */
2057 struct {
2058 /** Fields used by GLSL programs */
2059 struct {
2060 /** Data shared by gl_program and gl_shader_program */
2061 struct gl_shader_program_data *data;
2062
2063 struct gl_active_atomic_buffer **AtomicBuffers;
2064
2065 /** Post-link transform feedback info. */
2066 struct gl_transform_feedback_info *LinkedTransformFeedback;
2067
2068 /**
2069 * Number of types for subroutine uniforms.
2070 */
2071 GLuint NumSubroutineUniformTypes;
2072
2073 /**
2074 * Subroutine uniform remap table
2075 * based on the program level uniform remap table.
2076 */
2077 GLuint NumSubroutineUniforms; /* non-sparse total */
2078 GLuint NumSubroutineUniformRemapTable;
2079 struct gl_uniform_storage **SubroutineUniformRemapTable;
2080
2081 /**
2082 * Num of subroutine functions for this stage and storage for them.
2083 */
2084 GLuint NumSubroutineFunctions;
2085 GLuint MaxSubroutineFunctionIndex;
2086 struct gl_subroutine_function *SubroutineFunctions;
2087
2088 /**
2089 * Map from image uniform index to image unit (set by glUniform1i())
2090 *
2091 * An image uniform index is associated with each image uniform by
2092 * the linker. The image index associated with each uniform is
2093 * stored in the \c gl_uniform_storage::image field.
2094 */
2095 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2096
2097 /**
2098 * Access qualifier specified in the shader for each image uniform
2099 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2100 * GL_READ_WRITE.
2101 *
2102 * It may be different, though only more strict than the value of
2103 * \c gl_image_unit::Access for the corresponding image unit.
2104 */
2105 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2106
2107 struct gl_uniform_block **UniformBlocks;
2108 struct gl_uniform_block **ShaderStorageBlocks;
2109
2110 /** Which texture target is being sampled
2111 * (TEXTURE_1D/2D/3D/etc_INDEX)
2112 */
2113 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2114
2115 union {
2116 struct {
2117 /**
2118 * A bitmask of gl_advanced_blend_mode values
2119 */
2120 GLbitfield BlendSupport;
2121 } fs;
2122 };
2123 } sh;
2124
2125 /** ARB assembly-style program fields */
2126 struct {
2127 struct prog_instruction *Instructions;
2128
2129 /**
2130 * Local parameters used by the program.
2131 *
2132 * It's dynamically allocated because it is rarely used (just
2133 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2134 * once it's allocated.
2135 */
2136 GLfloat (*LocalParams)[4];
2137
2138 /** Bitmask of which register files are read/written with indirect
2139 * addressing. Mask of (1 << PROGRAM_x) bits.
2140 */
2141 GLbitfield IndirectRegisterFiles;
2142
2143 /** Logical counts */
2144 /*@{*/
2145 GLuint NumInstructions;
2146 GLuint NumTemporaries;
2147 GLuint NumParameters;
2148 GLuint NumAttributes;
2149 GLuint NumAddressRegs;
2150 GLuint NumAluInstructions;
2151 GLuint NumTexInstructions;
2152 GLuint NumTexIndirections;
2153 /*@}*/
2154 /** Native, actual h/w counts */
2155 /*@{*/
2156 GLuint NumNativeInstructions;
2157 GLuint NumNativeTemporaries;
2158 GLuint NumNativeParameters;
2159 GLuint NumNativeAttributes;
2160 GLuint NumNativeAddressRegs;
2161 GLuint NumNativeAluInstructions;
2162 GLuint NumNativeTexInstructions;
2163 GLuint NumNativeTexIndirections;
2164 /*@}*/
2165
2166 /** Used by ARB assembly-style programs. Can only be true for vertex
2167 * programs.
2168 */
2169 GLboolean IsPositionInvariant;
2170 } arb;
2171 };
2172 };
2173
2174
2175 /**
2176 * State common to vertex and fragment programs.
2177 */
2178 struct gl_program_state
2179 {
2180 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2181 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2182 };
2183
2184
2185 /**
2186 * Context state for vertex programs.
2187 */
2188 struct gl_vertex_program_state
2189 {
2190 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2191 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2192 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2193 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2194 /** Computed two sided lighting for fixed function/programs. */
2195 GLboolean _TwoSideEnabled;
2196 struct gl_program *Current; /**< User-bound vertex program */
2197
2198 /** Currently enabled and valid vertex program (including internal
2199 * programs, user-defined vertex programs and GLSL vertex shaders).
2200 * This is the program we must use when rendering.
2201 */
2202 struct gl_program *_Current;
2203
2204 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2205
2206 /** Should fixed-function T&L be implemented with a vertex prog? */
2207 GLboolean _MaintainTnlProgram;
2208
2209 /** Program to emulate fixed-function T&L (see above) */
2210 struct gl_program *_TnlProgram;
2211
2212 /** Cache of fixed-function programs */
2213 struct gl_program_cache *Cache;
2214
2215 GLboolean _Overriden;
2216 };
2217
2218 /**
2219 * Context state for tessellation control programs.
2220 */
2221 struct gl_tess_ctrl_program_state
2222 {
2223 /** Currently bound and valid shader. */
2224 struct gl_program *_Current;
2225
2226 GLint patch_vertices;
2227 GLfloat patch_default_outer_level[4];
2228 GLfloat patch_default_inner_level[2];
2229 };
2230
2231 /**
2232 * Context state for tessellation evaluation programs.
2233 */
2234 struct gl_tess_eval_program_state
2235 {
2236 /** Currently bound and valid shader. */
2237 struct gl_program *_Current;
2238 };
2239
2240 /**
2241 * Context state for geometry programs.
2242 */
2243 struct gl_geometry_program_state
2244 {
2245 /** Currently enabled and valid program (including internal programs
2246 * and compiled shader programs).
2247 */
2248 struct gl_program *_Current;
2249 };
2250
2251 /**
2252 * Context state for fragment programs.
2253 */
2254 struct gl_fragment_program_state
2255 {
2256 GLboolean Enabled; /**< User-set fragment program enable flag */
2257 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2258 struct gl_program *Current; /**< User-bound fragment program */
2259
2260 /** Currently enabled and valid fragment program (including internal
2261 * programs, user-defined fragment programs and GLSL fragment shaders).
2262 * This is the program we must use when rendering.
2263 */
2264 struct gl_program *_Current;
2265
2266 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2267
2268 /** Should fixed-function texturing be implemented with a fragment prog? */
2269 GLboolean _MaintainTexEnvProgram;
2270
2271 /** Program to emulate fixed-function texture env/combine (see above) */
2272 struct gl_program *_TexEnvProgram;
2273
2274 /** Cache of fixed-function programs */
2275 struct gl_program_cache *Cache;
2276 };
2277
2278
2279 /**
2280 * Context state for compute programs.
2281 */
2282 struct gl_compute_program_state
2283 {
2284 /** Currently enabled and valid program (including internal programs
2285 * and compiled shader programs).
2286 */
2287 struct gl_program *_Current;
2288 };
2289
2290
2291 /**
2292 * ATI_fragment_shader runtime state
2293 */
2294
2295 struct atifs_instruction;
2296 struct atifs_setupinst;
2297
2298 /**
2299 * ATI fragment shader
2300 */
2301 struct ati_fragment_shader
2302 {
2303 GLuint Id;
2304 GLint RefCount;
2305 struct atifs_instruction *Instructions[2];
2306 struct atifs_setupinst *SetupInst[2];
2307 GLfloat Constants[8][4];
2308 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2309 GLubyte numArithInstr[2];
2310 GLubyte regsAssigned[2];
2311 GLubyte NumPasses; /**< 1 or 2 */
2312 GLubyte cur_pass;
2313 GLubyte last_optype;
2314 GLboolean interpinp1;
2315 GLboolean isValid;
2316 GLuint swizzlerq;
2317 struct gl_program *Program;
2318 };
2319
2320 /**
2321 * Context state for GL_ATI_fragment_shader
2322 */
2323 struct gl_ati_fragment_shader_state
2324 {
2325 GLboolean Enabled;
2326 GLboolean _Enabled; /**< enabled and valid shader? */
2327 GLboolean Compiling;
2328 GLfloat GlobalConstants[8][4];
2329 struct ati_fragment_shader *Current;
2330 };
2331
2332 /**
2333 * Shader subroutine function definition
2334 */
2335 struct gl_subroutine_function
2336 {
2337 char *name;
2338 int index;
2339 int num_compat_types;
2340 const struct glsl_type **types;
2341 };
2342
2343 /**
2344 * Shader information needed by both gl_shader and gl_linked shader.
2345 */
2346 struct gl_shader_info
2347 {
2348 /**
2349 * Tessellation Control shader state from layout qualifiers.
2350 */
2351 struct {
2352 /**
2353 * 0 - vertices not declared in shader, or
2354 * 1 .. GL_MAX_PATCH_VERTICES
2355 */
2356 GLint VerticesOut;
2357 } TessCtrl;
2358
2359 /**
2360 * Tessellation Evaluation shader state from layout qualifiers.
2361 */
2362 struct {
2363 /**
2364 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2365 * in this shader.
2366 */
2367 GLenum PrimitiveMode;
2368
2369 enum gl_tess_spacing Spacing;
2370
2371 /**
2372 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2373 */
2374 GLenum VertexOrder;
2375 /**
2376 * 1, 0, or -1 if it's not set in this shader.
2377 */
2378 int PointMode;
2379 } TessEval;
2380
2381 /**
2382 * Geometry shader state from GLSL 1.50 layout qualifiers.
2383 */
2384 struct {
2385 GLint VerticesOut;
2386 /**
2387 * 0 - Invocations count not declared in shader, or
2388 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2389 */
2390 GLint Invocations;
2391 /**
2392 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2393 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2394 * shader.
2395 */
2396 GLenum InputType;
2397 /**
2398 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2399 * it's not set in this shader.
2400 */
2401 GLenum OutputType;
2402 } Geom;
2403
2404 /**
2405 * Compute shader state from ARB_compute_shader and
2406 * ARB_compute_variable_group_size layout qualifiers.
2407 */
2408 struct {
2409 /**
2410 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2411 * it's not set in this shader.
2412 */
2413 unsigned LocalSize[3];
2414
2415 /**
2416 * Whether a variable work group size has been specified as defined by
2417 * ARB_compute_variable_group_size.
2418 */
2419 bool LocalSizeVariable;
2420 } Comp;
2421 };
2422
2423 /**
2424 * A linked GLSL shader object.
2425 */
2426 struct gl_linked_shader
2427 {
2428 gl_shader_stage Stage;
2429
2430 #ifdef DEBUG
2431 unsigned SourceChecksum;
2432 #endif
2433
2434 struct gl_program *Program; /**< Post-compile assembly code */
2435
2436 /**
2437 * \name Sampler tracking
2438 *
2439 * \note Each of these fields is only set post-linking.
2440 */
2441 /*@{*/
2442 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2443 /*@}*/
2444
2445 /**
2446 * Number of default uniform block components used by this shader.
2447 *
2448 * This field is only set post-linking.
2449 */
2450 unsigned num_uniform_components;
2451
2452 /**
2453 * Number of combined uniform components used by this shader.
2454 *
2455 * This field is only set post-linking. It is the sum of the uniform block
2456 * sizes divided by sizeof(float), and num_uniform_compoennts.
2457 */
2458 unsigned num_combined_uniform_components;
2459
2460 struct exec_list *ir;
2461 struct exec_list *packed_varyings;
2462 struct exec_list *fragdata_arrays;
2463 struct glsl_symbol_table *symbols;
2464 };
2465
2466 static inline GLbitfield gl_external_samplers(struct gl_program *prog)
2467 {
2468 GLbitfield external_samplers = 0;
2469 GLbitfield mask = prog->SamplersUsed;
2470
2471 while (mask) {
2472 int idx = u_bit_scan(&mask);
2473 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2474 external_samplers |= (1 << idx);
2475 }
2476
2477 return external_samplers;
2478 }
2479
2480 /**
2481 * Compile status enum. compile_skipped is used to indicate the compile
2482 * was skipped due to the shader matching one that's been seen before by
2483 * the on-disk cache.
2484 */
2485 enum gl_compile_status
2486 {
2487 compile_failure = 0,
2488 compile_success,
2489 compile_skipped,
2490 compiled_no_opts
2491 };
2492
2493 /**
2494 * A GLSL shader object.
2495 */
2496 struct gl_shader
2497 {
2498 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2499 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2500 * Must be the first field.
2501 */
2502 GLenum Type;
2503 gl_shader_stage Stage;
2504 GLuint Name; /**< AKA the handle */
2505 GLint RefCount; /**< Reference count */
2506 GLchar *Label; /**< GL_KHR_debug */
2507 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2508 GLboolean DeletePending;
2509 enum gl_compile_status CompileStatus;
2510 bool IsES; /**< True if this shader uses GLSL ES */
2511
2512 #ifdef DEBUG
2513 unsigned SourceChecksum; /**< for debug/logging purposes */
2514 #endif
2515 const GLchar *Source; /**< Source code string */
2516
2517 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2518
2519 GLchar *InfoLog;
2520
2521 unsigned Version; /**< GLSL version used for linking */
2522
2523 struct exec_list *ir;
2524 struct glsl_symbol_table *symbols;
2525
2526 /**
2527 * A bitmask of gl_advanced_blend_mode values
2528 */
2529 GLbitfield BlendSupport;
2530
2531 /**
2532 * Whether early fragment tests are enabled as defined by
2533 * ARB_shader_image_load_store.
2534 */
2535 bool EarlyFragmentTests;
2536
2537 bool ARB_fragment_coord_conventions_enable;
2538
2539 bool redeclares_gl_fragcoord;
2540 bool uses_gl_fragcoord;
2541
2542 bool PostDepthCoverage;
2543 bool InnerCoverage;
2544
2545 /**
2546 * Fragment shader state from GLSL 1.50 layout qualifiers.
2547 */
2548 bool origin_upper_left;
2549 bool pixel_center_integer;
2550
2551 /**
2552 * Whether bindless_sampler/bindless_image, and respectively
2553 * bound_sampler/bound_image are declared at global scope as defined by
2554 * ARB_bindless_texture.
2555 */
2556 bool bindless_sampler;
2557 bool bindless_image;
2558 bool bound_sampler;
2559 bool bound_image;
2560
2561 /** Global xfb_stride out qualifier if any */
2562 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2563
2564 struct gl_shader_info info;
2565 };
2566
2567
2568 struct gl_uniform_buffer_variable
2569 {
2570 char *Name;
2571
2572 /**
2573 * Name of the uniform as seen by glGetUniformIndices.
2574 *
2575 * glGetUniformIndices requires that the block instance index \b not be
2576 * present in the name of queried uniforms.
2577 *
2578 * \note
2579 * \c gl_uniform_buffer_variable::IndexName and
2580 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2581 */
2582 char *IndexName;
2583
2584 const struct glsl_type *Type;
2585 unsigned int Offset;
2586 GLboolean RowMajor;
2587 };
2588
2589
2590 enum gl_uniform_block_packing
2591 {
2592 ubo_packing_std140,
2593 ubo_packing_shared,
2594 ubo_packing_packed,
2595 ubo_packing_std430
2596 };
2597
2598
2599 struct gl_uniform_block
2600 {
2601 /** Declared name of the uniform block */
2602 char *Name;
2603
2604 /** Array of supplemental information about UBO ir_variables. */
2605 struct gl_uniform_buffer_variable *Uniforms;
2606 GLuint NumUniforms;
2607
2608 /**
2609 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2610 * with glBindBufferBase to bind a buffer object to this uniform block. When
2611 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2612 */
2613 GLuint Binding;
2614
2615 /**
2616 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2617 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2618 */
2619 GLuint UniformBufferSize;
2620
2621 /** Stages that reference this block */
2622 uint8_t stageref;
2623
2624 /**
2625 * Linearized array index for uniform block instance arrays
2626 *
2627 * Given a uniform block instance array declared with size
2628 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2629 * have the linearized array index
2630 *
2631 * m-1 m
2632 * i_m + ∑ i_j * ∏ s_k
2633 * j=0 k=j+1
2634 *
2635 * For a uniform block instance that is not an array, this is always 0.
2636 */
2637 uint8_t linearized_array_index;
2638
2639 /**
2640 * Layout specified in the shader
2641 *
2642 * This isn't accessible through the API, but it is used while
2643 * cross-validating uniform blocks.
2644 */
2645 enum gl_uniform_block_packing _Packing;
2646 GLboolean _RowMajor;
2647 };
2648
2649 /**
2650 * Structure that represents a reference to an atomic buffer from some
2651 * shader program.
2652 */
2653 struct gl_active_atomic_buffer
2654 {
2655 /** Uniform indices of the atomic counters declared within it. */
2656 GLuint *Uniforms;
2657 GLuint NumUniforms;
2658
2659 /** Binding point index associated with it. */
2660 GLuint Binding;
2661
2662 /** Minimum reasonable size it is expected to have. */
2663 GLuint MinimumSize;
2664
2665 /** Shader stages making use of it. */
2666 GLboolean StageReferences[MESA_SHADER_STAGES];
2667 };
2668
2669 /**
2670 * Data container for shader queries. This holds only the minimal
2671 * amount of required information for resource queries to work.
2672 */
2673 struct gl_shader_variable
2674 {
2675 /**
2676 * Declared type of the variable
2677 */
2678 const struct glsl_type *type;
2679
2680 /**
2681 * If the variable is in an interface block, this is the type of the block.
2682 */
2683 const struct glsl_type *interface_type;
2684
2685 /**
2686 * For variables inside structs (possibly recursively), this is the
2687 * outermost struct type.
2688 */
2689 const struct glsl_type *outermost_struct_type;
2690
2691 /**
2692 * Declared name of the variable
2693 */
2694 char *name;
2695
2696 /**
2697 * Storage location of the base of this variable
2698 *
2699 * The precise meaning of this field depends on the nature of the variable.
2700 *
2701 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2702 * - Vertex shader output: one of the values from \c gl_varying_slot.
2703 * - Geometry shader input: one of the values from \c gl_varying_slot.
2704 * - Geometry shader output: one of the values from \c gl_varying_slot.
2705 * - Fragment shader input: one of the values from \c gl_varying_slot.
2706 * - Fragment shader output: one of the values from \c gl_frag_result.
2707 * - Uniforms: Per-stage uniform slot number for default uniform block.
2708 * - Uniforms: Index within the uniform block definition for UBO members.
2709 * - Non-UBO Uniforms: explicit location until linking then reused to
2710 * store uniform slot number.
2711 * - Other: This field is not currently used.
2712 *
2713 * If the variable is a uniform, shader input, or shader output, and the
2714 * slot has not been assigned, the value will be -1.
2715 */
2716 int location;
2717
2718 /**
2719 * Specifies the first component the variable is stored in as per
2720 * ARB_enhanced_layouts.
2721 */
2722 unsigned component:2;
2723
2724 /**
2725 * Output index for dual source blending.
2726 *
2727 * \note
2728 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2729 * source blending.
2730 */
2731 unsigned index:1;
2732
2733 /**
2734 * Specifies whether a shader input/output is per-patch in tessellation
2735 * shader stages.
2736 */
2737 unsigned patch:1;
2738
2739 /**
2740 * Storage class of the variable.
2741 *
2742 * \sa (n)ir_variable_mode
2743 */
2744 unsigned mode:4;
2745
2746 /**
2747 * Interpolation mode for shader inputs / outputs
2748 *
2749 * \sa glsl_interp_mode
2750 */
2751 unsigned interpolation:2;
2752
2753 /**
2754 * Was the location explicitly set in the shader?
2755 *
2756 * If the location is explicitly set in the shader, it \b cannot be changed
2757 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2758 * no effect).
2759 */
2760 unsigned explicit_location:1;
2761
2762 /**
2763 * Precision qualifier.
2764 */
2765 unsigned precision:2;
2766 };
2767
2768 /**
2769 * Active resource in a gl_shader_program
2770 */
2771 struct gl_program_resource
2772 {
2773 GLenum Type; /** Program interface type. */
2774 const void *Data; /** Pointer to resource associated data structure. */
2775 uint8_t StageReferences; /** Bitmask of shader stage references. */
2776 };
2777
2778 /**
2779 * Link status enum. linking_skipped is used to indicate linking
2780 * was skipped due to the shader being loaded from the on-disk cache.
2781 */
2782 enum gl_link_status
2783 {
2784 linking_failure = 0,
2785 linking_success,
2786 linking_skipped
2787 };
2788
2789 /**
2790 * A data structure to be shared by gl_shader_program and gl_program.
2791 */
2792 struct gl_shader_program_data
2793 {
2794 GLint RefCount; /**< Reference count */
2795
2796 /** SHA1 hash of linked shader program */
2797 unsigned char sha1[20];
2798
2799 unsigned NumUniformStorage;
2800 unsigned NumHiddenUniforms;
2801 struct gl_uniform_storage *UniformStorage;
2802
2803 unsigned NumUniformBlocks;
2804 struct gl_uniform_block *UniformBlocks;
2805
2806 unsigned NumShaderStorageBlocks;
2807 struct gl_uniform_block *ShaderStorageBlocks;
2808
2809 struct gl_active_atomic_buffer *AtomicBuffers;
2810 unsigned NumAtomicBuffers;
2811
2812 /* Shader cache variables used during restore */
2813 unsigned NumUniformDataSlots;
2814 union gl_constant_value *UniformDataSlots;
2815
2816 bool cache_fallback;
2817
2818 /* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
2819 * All structures (gl_program, uniform storage, etc) will get recreated
2820 * even though we have already loaded them from cache. Once the i965 cache
2821 * lands we should switch to using the cache_fallback support.
2822 */
2823 bool skip_cache;
2824
2825 /** List of all active resources after linking. */
2826 struct gl_program_resource *ProgramResourceList;
2827 unsigned NumProgramResourceList;
2828
2829 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2830 GLboolean Validated;
2831 GLchar *InfoLog;
2832
2833 unsigned Version; /**< GLSL version used for linking */
2834
2835 /* Mask of stages this program was linked against */
2836 unsigned linked_stages;
2837 };
2838
2839 /**
2840 * A GLSL program object.
2841 * Basically a linked collection of vertex and fragment shaders.
2842 */
2843 struct gl_shader_program
2844 {
2845 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2846 GLuint Name; /**< aka handle or ID */
2847 GLchar *Label; /**< GL_KHR_debug */
2848 GLint RefCount; /**< Reference count */
2849 GLboolean DeletePending;
2850
2851 /**
2852 * Is the application intending to glGetProgramBinary this program?
2853 */
2854 GLboolean BinaryRetreivableHint;
2855
2856 /**
2857 * Indicates whether program can be bound for individual pipeline stages
2858 * using UseProgramStages after it is next linked.
2859 */
2860 GLboolean SeparateShader;
2861
2862 GLuint NumShaders; /**< number of attached shaders */
2863 struct gl_shader **Shaders; /**< List of attached the shaders */
2864
2865 /**
2866 * User-defined attribute bindings
2867 *
2868 * These are set via \c glBindAttribLocation and are used to direct the
2869 * GLSL linker. These are \b not the values used in the compiled shader,
2870 * and they are \b not the values returned by \c glGetAttribLocation.
2871 */
2872 struct string_to_uint_map *AttributeBindings;
2873
2874 /**
2875 * User-defined fragment data bindings
2876 *
2877 * These are set via \c glBindFragDataLocation and are used to direct the
2878 * GLSL linker. These are \b not the values used in the compiled shader,
2879 * and they are \b not the values returned by \c glGetFragDataLocation.
2880 */
2881 struct string_to_uint_map *FragDataBindings;
2882 struct string_to_uint_map *FragDataIndexBindings;
2883
2884 /**
2885 * Transform feedback varyings last specified by
2886 * glTransformFeedbackVaryings().
2887 *
2888 * For the current set of transform feedback varyings used for transform
2889 * feedback output, see LinkedTransformFeedback.
2890 */
2891 struct {
2892 GLenum BufferMode;
2893 /** Global xfb_stride out qualifier if any */
2894 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2895 GLuint NumVarying;
2896 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2897 } TransformFeedback;
2898
2899 struct gl_program *last_vert_prog;
2900
2901 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2902 enum gl_frag_depth_layout FragDepthLayout;
2903
2904 /**
2905 * Geometry shader state - copied into gl_program by
2906 * _mesa_copy_linked_program_data().
2907 */
2908 struct {
2909 GLint VerticesIn;
2910
2911 bool UsesEndPrimitive;
2912 bool UsesStreams;
2913 } Geom;
2914
2915 /**
2916 * Compute shader state - copied into gl_program by
2917 * _mesa_copy_linked_program_data().
2918 */
2919 struct {
2920 /**
2921 * Size of shared variables accessed by the compute shader.
2922 */
2923 unsigned SharedSize;
2924 } Comp;
2925
2926 /** Data shared by gl_program and gl_shader_program */
2927 struct gl_shader_program_data *data;
2928
2929 /**
2930 * Mapping from GL uniform locations returned by \c glUniformLocation to
2931 * UniformStorage entries. Arrays will have multiple contiguous slots
2932 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2933 */
2934 unsigned NumUniformRemapTable;
2935 struct gl_uniform_storage **UniformRemapTable;
2936
2937 /**
2938 * Sometimes there are empty slots left over in UniformRemapTable after we
2939 * allocate slots to explicit locations. This list stores the blocks of
2940 * continuous empty slots inside UniformRemapTable.
2941 */
2942 struct exec_list EmptyUniformLocations;
2943
2944 /**
2945 * Total number of explicit uniform location including inactive uniforms.
2946 */
2947 unsigned NumExplicitUniformLocations;
2948
2949 /**
2950 * Map of active uniform names to locations
2951 *
2952 * Maps any active uniform that is not an array element to a location.
2953 * Each active uniform, including individual structure members will appear
2954 * in this map. This roughly corresponds to the set of names that would be
2955 * enumerated by \c glGetActiveUniform.
2956 */
2957 struct string_to_uint_map *UniformHash;
2958
2959 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2960
2961 bool IsES; /**< True if this program uses GLSL ES */
2962
2963 /**
2964 * Per-stage shaders resulting from the first stage of linking.
2965 *
2966 * Set of linked shaders for this program. The array is accessed using the
2967 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2968 * \c NULL.
2969 */
2970 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2971
2972 /* True if any of the fragment shaders attached to this program use:
2973 * #extension ARB_fragment_coord_conventions: enable
2974 */
2975 GLboolean ARB_fragment_coord_conventions_enable;
2976 };
2977
2978
2979 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2980 #define GLSL_LOG 0x2 /**< Write shaders to files */
2981 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
2982 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
2983 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
2984 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
2985 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
2986 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
2987 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
2988 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
2989
2990
2991 /**
2992 * Context state for GLSL vertex/fragment shaders.
2993 * Extended to support pipeline object
2994 */
2995 struct gl_pipeline_object
2996 {
2997 /** Name of the pipeline object as received from glGenProgramPipelines.
2998 * It would be 0 for shaders without separate shader objects.
2999 */
3000 GLuint Name;
3001
3002 GLint RefCount;
3003
3004 GLchar *Label; /**< GL_KHR_debug */
3005
3006 /**
3007 * Programs used for rendering
3008 *
3009 * There is a separate program set for each shader stage.
3010 */
3011 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3012
3013 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3014
3015 /**
3016 * Program used by glUniform calls.
3017 *
3018 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3019 */
3020 struct gl_shader_program *ActiveProgram;
3021
3022 GLbitfield Flags; /**< Mask of GLSL_x flags */
3023
3024 GLboolean EverBound; /**< Has the pipeline object been created */
3025
3026 GLboolean Validated; /**< Pipeline Validation status */
3027
3028 GLchar *InfoLog;
3029 };
3030
3031 /**
3032 * Context state for GLSL pipeline shaders.
3033 */
3034 struct gl_pipeline_shader_state
3035 {
3036 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3037 struct gl_pipeline_object *Current;
3038
3039 /* Default Object to ensure that _Shader is never NULL */
3040 struct gl_pipeline_object *Default;
3041
3042 /** Pipeline objects */
3043 struct _mesa_HashTable *Objects;
3044 };
3045
3046 /**
3047 * Compiler options for a single GLSL shaders type
3048 */
3049 struct gl_shader_compiler_options
3050 {
3051 /** Driver-selectable options: */
3052 GLboolean EmitNoLoops;
3053 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3054 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3055 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3056 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3057 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3058 * gl_CullDistance together from
3059 * float[8] to vec4[2]
3060 **/
3061
3062 /**
3063 * \name Forms of indirect addressing the driver cannot do.
3064 */
3065 /*@{*/
3066 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3067 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3068 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3069 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3070 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3071 /*@}*/
3072
3073 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3074 GLuint MaxUnrollIterations;
3075
3076 /**
3077 * Optimize code for array of structures backends.
3078 *
3079 * This is a proxy for:
3080 * - preferring DP4 instructions (rather than MUL/MAD) for
3081 * matrix * vector operations, such as position transformation.
3082 */
3083 GLboolean OptimizeForAOS;
3084
3085 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3086
3087 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3088 GLboolean ClampBlockIndicesToArrayBounds;
3089
3090 const struct nir_shader_compiler_options *NirOptions;
3091 };
3092
3093
3094 /**
3095 * Occlusion/timer query object.
3096 */
3097 struct gl_query_object
3098 {
3099 GLenum Target; /**< The query target, when active */
3100 GLuint Id; /**< hash table ID/name */
3101 GLchar *Label; /**< GL_KHR_debug */
3102 GLuint64EXT Result; /**< the counter */
3103 GLboolean Active; /**< inside Begin/EndQuery */
3104 GLboolean Ready; /**< result is ready? */
3105 GLboolean EverBound;/**< has query object ever been bound */
3106 GLuint Stream; /**< The stream */
3107 };
3108
3109
3110 /**
3111 * Context state for query objects.
3112 */
3113 struct gl_query_state
3114 {
3115 struct _mesa_HashTable *QueryObjects;
3116 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3117 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3118
3119 /** GL_NV_conditional_render */
3120 struct gl_query_object *CondRenderQuery;
3121
3122 /** GL_EXT_transform_feedback */
3123 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3124 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3125
3126 /** GL_ARB_transform_feedback_overflow_query */
3127 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3128 struct gl_query_object *TransformFeedbackOverflowAny;
3129
3130 /** GL_ARB_timer_query */
3131 struct gl_query_object *TimeElapsed;
3132
3133 /** GL_ARB_pipeline_statistics_query */
3134 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3135
3136 GLenum CondRenderMode;
3137 };
3138
3139
3140 /** Sync object state */
3141 struct gl_sync_object
3142 {
3143 GLenum Type; /**< GL_SYNC_FENCE */
3144 GLuint Name; /**< Fence name */
3145 GLchar *Label; /**< GL_KHR_debug */
3146 GLint RefCount; /**< Reference count */
3147 GLboolean DeletePending; /**< Object was deleted while there were still
3148 * live references (e.g., sync not yet finished)
3149 */
3150 GLenum SyncCondition;
3151 GLbitfield Flags; /**< Flags passed to glFenceSync */
3152 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3153 };
3154
3155
3156 /**
3157 * State which can be shared by multiple contexts:
3158 */
3159 struct gl_shared_state
3160 {
3161 mtx_t Mutex; /**< for thread safety */
3162 GLint RefCount; /**< Reference count */
3163 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3164 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3165 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3166
3167 /** Default texture objects (shared by all texture units) */
3168 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3169
3170 /** Fallback texture used when a bound texture is incomplete */
3171 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3172
3173 /**
3174 * \name Thread safety and statechange notification for texture
3175 * objects.
3176 *
3177 * \todo Improve the granularity of locking.
3178 */
3179 /*@{*/
3180 mtx_t TexMutex; /**< texobj thread safety */
3181 GLuint TextureStateStamp; /**< state notification for shared tex */
3182 /*@}*/
3183
3184 /** Default buffer object for vertex arrays that aren't in VBOs */
3185 struct gl_buffer_object *NullBufferObj;
3186
3187 /**
3188 * \name Vertex/geometry/fragment programs
3189 */
3190 /*@{*/
3191 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3192 struct gl_program *DefaultVertexProgram;
3193 struct gl_program *DefaultFragmentProgram;
3194 /*@}*/
3195
3196 /* GL_ATI_fragment_shader */
3197 struct _mesa_HashTable *ATIShaders;
3198 struct ati_fragment_shader *DefaultFragmentShader;
3199
3200 struct _mesa_HashTable *BufferObjects;
3201
3202 /** Table of both gl_shader and gl_shader_program objects */
3203 struct _mesa_HashTable *ShaderObjects;
3204
3205 /* GL_EXT_framebuffer_object */
3206 struct _mesa_HashTable *RenderBuffers;
3207 struct _mesa_HashTable *FrameBuffers;
3208
3209 /* GL_ARB_sync */
3210 struct set *SyncObjects;
3211
3212 /** GL_ARB_sampler_objects */
3213 struct _mesa_HashTable *SamplerObjects;
3214
3215 /**
3216 * Some context in this share group was affected by a GPU reset
3217 *
3218 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3219 * been affected by a GPU reset must also return
3220 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3221 *
3222 * Once this field becomes true, it is never reset to false.
3223 */
3224 bool ShareGroupReset;
3225 };
3226
3227
3228
3229 /**
3230 * Renderbuffers represent drawing surfaces such as color, depth and/or
3231 * stencil. A framebuffer object has a set of renderbuffers.
3232 * Drivers will typically derive subclasses of this type.
3233 */
3234 struct gl_renderbuffer
3235 {
3236 mtx_t Mutex; /**< for thread safety */
3237 GLuint ClassID; /**< Useful for drivers */
3238 GLuint Name;
3239 GLchar *Label; /**< GL_KHR_debug */
3240 GLint RefCount;
3241 GLuint Width, Height;
3242 GLuint Depth;
3243 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3244 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3245 /**
3246 * True for renderbuffers that wrap textures, giving the driver a chance to
3247 * flush render caches through the FinishRenderTexture hook.
3248 *
3249 * Drivers may also set this on renderbuffers other than those generated by
3250 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3251 * called without a rb->TexImage.
3252 */
3253 GLboolean NeedsFinishRenderTexture;
3254 GLubyte NumSamples;
3255 GLenum InternalFormat; /**< The user-specified format */
3256 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3257 GL_STENCIL_INDEX. */
3258 mesa_format Format; /**< The actual renderbuffer memory format */
3259 /**
3260 * Pointer to the texture image if this renderbuffer wraps a texture,
3261 * otherwise NULL.
3262 *
3263 * Note that the reference on the gl_texture_object containing this
3264 * TexImage is held by the gl_renderbuffer_attachment.
3265 */
3266 struct gl_texture_image *TexImage;
3267
3268 /** Delete this renderbuffer */
3269 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3270
3271 /** Allocate new storage for this renderbuffer */
3272 GLboolean (*AllocStorage)(struct gl_context *ctx,
3273 struct gl_renderbuffer *rb,
3274 GLenum internalFormat,
3275 GLuint width, GLuint height);
3276 };
3277
3278
3279 /**
3280 * A renderbuffer attachment points to either a texture object (and specifies
3281 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3282 */
3283 struct gl_renderbuffer_attachment
3284 {
3285 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3286 GLboolean Complete;
3287
3288 /**
3289 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3290 * application supplied renderbuffer object.
3291 */
3292 struct gl_renderbuffer *Renderbuffer;
3293
3294 /**
3295 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3296 * supplied texture object.
3297 */
3298 struct gl_texture_object *Texture;
3299 GLuint TextureLevel; /**< Attached mipmap level. */
3300 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3301 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3302 * and 2D array textures */
3303 GLboolean Layered;
3304 };
3305
3306
3307 /**
3308 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3309 * In C++ terms, think of this as a base class from which device drivers
3310 * will make derived classes.
3311 */
3312 struct gl_framebuffer
3313 {
3314 mtx_t Mutex; /**< for thread safety */
3315 /**
3316 * If zero, this is a window system framebuffer. If non-zero, this
3317 * is a FBO framebuffer; note that for some devices (i.e. those with
3318 * a natural pixel coordinate system for FBOs that differs from the
3319 * OpenGL/Mesa coordinate system), this means that the viewport,
3320 * polygon face orientation, and polygon stipple will have to be inverted.
3321 */
3322 GLuint Name;
3323 GLint RefCount;
3324
3325 GLchar *Label; /**< GL_KHR_debug */
3326
3327 GLboolean DeletePending;
3328
3329 /**
3330 * The framebuffer's visual. Immutable if this is a window system buffer.
3331 * Computed from attachments if user-made FBO.
3332 */
3333 struct gl_config Visual;
3334
3335 /**
3336 * Size of frame buffer in pixels. If there are no attachments, then both
3337 * of these are 0.
3338 */
3339 GLuint Width, Height;
3340
3341 /**
3342 * In the case that the framebuffer has no attachment (i.e.
3343 * GL_ARB_framebuffer_no_attachments) then the geometry of
3344 * the framebuffer is specified by the default values.
3345 */
3346 struct {
3347 GLuint Width, Height, Layers, NumSamples;
3348 GLboolean FixedSampleLocations;
3349 /* Derived from NumSamples by the driver so that it can choose a valid
3350 * value for the hardware.
3351 */
3352 GLuint _NumSamples;
3353 } DefaultGeometry;
3354
3355 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3356 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3357 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3358 */
3359 /*@{*/
3360 GLint _Xmin, _Xmax;
3361 GLint _Ymin, _Ymax;
3362 /*@}*/
3363
3364 /** \name Derived Z buffer stuff */
3365 /*@{*/
3366 GLuint _DepthMax; /**< Max depth buffer value */
3367 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3368 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3369 /*@}*/
3370
3371 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3372 GLenum _Status;
3373
3374 /** Whether one of Attachment has Type != GL_NONE
3375 * NOTE: the values for Width and Height are set to 0 in case of having
3376 * no attachments, a backend driver supporting the extension
3377 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3378 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3379 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3380 * _Ymax do NOT take into account _HasAttachments being false). To get the
3381 * geometry of the framebuffer, the helper functions
3382 * _mesa_geometric_width(),
3383 * _mesa_geometric_height(),
3384 * _mesa_geometric_samples() and
3385 * _mesa_geometric_layers()
3386 * are available that check _HasAttachments.
3387 */
3388 bool _HasAttachments;
3389
3390 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3391
3392 /* ARB_color_buffer_float */
3393 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3394 GLboolean _HasSNormOrFloatColorBuffer;
3395
3396 /**
3397 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3398 * is not layered. For cube maps and cube map arrays, each cube face
3399 * counts as a layer. As the case for Width, Height a backend driver
3400 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3401 * in the case that _HasAttachments is false
3402 */
3403 GLuint MaxNumLayers;
3404
3405 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3406 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3407
3408 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3409 * attribute group and GL_PIXEL attribute group, respectively.
3410 */
3411 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3412 GLenum ColorReadBuffer;
3413
3414 /** Computed from ColorDraw/ReadBuffer above */
3415 GLuint _NumColorDrawBuffers;
3416 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3417 GLint _ColorReadBufferIndex; /* -1 = None */
3418 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3419 struct gl_renderbuffer *_ColorReadBuffer;
3420
3421 /** Delete this framebuffer */
3422 void (*Delete)(struct gl_framebuffer *fb);
3423 };
3424
3425
3426 /**
3427 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3428 */
3429 struct gl_precision
3430 {
3431 GLushort RangeMin; /**< min value exponent */
3432 GLushort RangeMax; /**< max value exponent */
3433 GLushort Precision; /**< number of mantissa bits */
3434 };
3435
3436
3437 /**
3438 * Limits for vertex, geometry and fragment programs/shaders.
3439 */
3440 struct gl_program_constants
3441 {
3442 /* logical limits */
3443 GLuint MaxInstructions;
3444 GLuint MaxAluInstructions;
3445 GLuint MaxTexInstructions;
3446 GLuint MaxTexIndirections;
3447 GLuint MaxAttribs;
3448 GLuint MaxTemps;
3449 GLuint MaxAddressRegs;
3450 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3451 GLuint MaxParameters;
3452 GLuint MaxLocalParams;
3453 GLuint MaxEnvParams;
3454 /* native/hardware limits */
3455 GLuint MaxNativeInstructions;
3456 GLuint MaxNativeAluInstructions;
3457 GLuint MaxNativeTexInstructions;
3458 GLuint MaxNativeTexIndirections;
3459 GLuint MaxNativeAttribs;
3460 GLuint MaxNativeTemps;
3461 GLuint MaxNativeAddressRegs;
3462 GLuint MaxNativeParameters;
3463 /* For shaders */
3464 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3465
3466 /**
3467 * \name Per-stage input / output limits
3468 *
3469 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3470 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3471 * ES). This is stored as \c gl_constants::MaxVarying.
3472 *
3473 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3474 * variables. Each stage as a certain number of outputs that it can feed
3475 * to the next stage and a certain number inputs that it can consume from
3476 * the previous stage.
3477 *
3478 * Vertex shader inputs do not participate this in this accounting.
3479 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3480 *
3481 * Fragment shader outputs do not participate this in this accounting.
3482 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3483 */
3484 /*@{*/
3485 GLuint MaxInputComponents;
3486 GLuint MaxOutputComponents;
3487 /*@}*/
3488
3489 /* ES 2.0 and GL_ARB_ES2_compatibility */
3490 struct gl_precision LowFloat, MediumFloat, HighFloat;
3491 struct gl_precision LowInt, MediumInt, HighInt;
3492 /* GL_ARB_uniform_buffer_object */
3493 GLuint MaxUniformBlocks;
3494 GLuint MaxCombinedUniformComponents;
3495 GLuint MaxTextureImageUnits;
3496
3497 /* GL_ARB_shader_atomic_counters */
3498 GLuint MaxAtomicBuffers;
3499 GLuint MaxAtomicCounters;
3500
3501 /* GL_ARB_shader_image_load_store */
3502 GLuint MaxImageUniforms;
3503
3504 /* GL_ARB_shader_storage_buffer_object */
3505 GLuint MaxShaderStorageBlocks;
3506 };
3507
3508
3509 /**
3510 * Constants which may be overridden by device driver during context creation
3511 * but are never changed after that.
3512 */
3513 struct gl_constants
3514 {
3515 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3516 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3517 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3518 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3519 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3520 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3521 GLuint MaxTextureCoordUnits;
3522 GLuint MaxCombinedTextureImageUnits;
3523 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3524 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3525 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3526 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3527
3528 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3529
3530 GLuint MaxArrayLockSize;
3531
3532 GLint SubPixelBits;
3533
3534 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3535 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3536 GLfloat PointSizeGranularity;
3537 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3538 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3539 GLfloat LineWidthGranularity;
3540
3541 GLuint MaxClipPlanes;
3542 GLuint MaxLights;
3543 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3544 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3545
3546 GLuint MaxViewportWidth, MaxViewportHeight;
3547 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3548 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3549 struct {
3550 GLfloat Min;
3551 GLfloat Max;
3552 } ViewportBounds; /**< GL_ARB_viewport_array */
3553 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3554
3555 struct gl_program_constants Program[MESA_SHADER_STAGES];
3556 GLuint MaxProgramMatrices;
3557 GLuint MaxProgramMatrixStackDepth;
3558
3559 struct {
3560 GLuint SamplesPassed;
3561 GLuint TimeElapsed;
3562 GLuint Timestamp;
3563 GLuint PrimitivesGenerated;
3564 GLuint PrimitivesWritten;
3565 GLuint VerticesSubmitted;
3566 GLuint PrimitivesSubmitted;
3567 GLuint VsInvocations;
3568 GLuint TessPatches;
3569 GLuint TessInvocations;
3570 GLuint GsInvocations;
3571 GLuint GsPrimitives;
3572 GLuint FsInvocations;
3573 GLuint ComputeInvocations;
3574 GLuint ClInPrimitives;
3575 GLuint ClOutPrimitives;
3576 } QueryCounterBits;
3577
3578 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3579
3580 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3581 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3582 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3583
3584 /**
3585 * GL_ARB_framebuffer_no_attachments
3586 */
3587 GLuint MaxFramebufferWidth;
3588 GLuint MaxFramebufferHeight;
3589 GLuint MaxFramebufferLayers;
3590 GLuint MaxFramebufferSamples;
3591
3592 /** Number of varying vectors between any two shader stages. */
3593 GLuint MaxVarying;
3594
3595 /** @{
3596 * GL_ARB_uniform_buffer_object
3597 */
3598 GLuint MaxCombinedUniformBlocks;
3599 GLuint MaxUniformBufferBindings;
3600 GLuint MaxUniformBlockSize;
3601 GLuint UniformBufferOffsetAlignment;
3602 /** @} */
3603
3604 /** @{
3605 * GL_ARB_shader_storage_buffer_object
3606 */
3607 GLuint MaxCombinedShaderStorageBlocks;
3608 GLuint MaxShaderStorageBufferBindings;
3609 GLuint MaxShaderStorageBlockSize;
3610 GLuint ShaderStorageBufferOffsetAlignment;
3611 /** @} */
3612
3613 /**
3614 * GL_ARB_explicit_uniform_location
3615 */
3616 GLuint MaxUserAssignableUniformLocations;
3617
3618 /** geometry shader */
3619 GLuint MaxGeometryOutputVertices;
3620 GLuint MaxGeometryTotalOutputComponents;
3621
3622 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3623
3624 /**
3625 * Changes default GLSL extension behavior from "error" to "warn". It's out
3626 * of spec, but it can make some apps work that otherwise wouldn't.
3627 */
3628 GLboolean ForceGLSLExtensionsWarn;
3629
3630 /**
3631 * If non-zero, forces GLSL shaders to behave as if they began
3632 * with "#version ForceGLSLVersion".
3633 */
3634 GLuint ForceGLSLVersion;
3635
3636 /**
3637 * Allow GLSL #extension directives in the middle of shaders.
3638 */
3639 GLboolean AllowGLSLExtensionDirectiveMidShader;
3640
3641 /**
3642 * Allow GLSL built-in variables to be redeclared verbatim
3643 */
3644 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3645
3646 /**
3647 * Allow creating a higher compat profile (version 3.1+) for apps that
3648 * request it. Be careful when adding that driconf option because some
3649 * features are unimplemented and might not work correctly.
3650 */
3651 GLboolean AllowHigherCompatVersion;
3652
3653 /**
3654 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3655 * D3D9 when apps rely on this behaviour.
3656 */
3657 GLboolean ForceGLSLAbsSqrt;
3658
3659 /**
3660 * Force uninitialized variables to default to zero.
3661 */
3662 GLboolean GLSLZeroInit;
3663
3664 /**
3665 * Does the driver support real 32-bit integers? (Otherwise, integers are
3666 * simulated via floats.)
3667 */
3668 GLboolean NativeIntegers;
3669
3670 /**
3671 * Does VertexID count from zero or from base vertex?
3672 *
3673 * \note
3674 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3675 * ignored and need not be set.
3676 */
3677 bool VertexID_is_zero_based;
3678
3679 /**
3680 * If the driver supports real 32-bit integers, what integer value should be
3681 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3682 */
3683 GLuint UniformBooleanTrue;
3684
3685 /**
3686 * Maximum amount of time, measured in nanseconds, that the server can wait.
3687 */
3688 GLuint64 MaxServerWaitTimeout;
3689
3690 /** GL_EXT_provoking_vertex */
3691 GLboolean QuadsFollowProvokingVertexConvention;
3692
3693 /** GL_ARB_viewport_array */
3694 GLenum LayerAndVPIndexProvokingVertex;
3695
3696 /** OpenGL version 3.0 */
3697 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3698
3699 /** OpenGL version 3.2 */
3700 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3701
3702 /** OpenGL version 4.4 */
3703 GLuint MaxVertexAttribStride;
3704
3705 /** GL_EXT_transform_feedback */
3706 GLuint MaxTransformFeedbackBuffers;
3707 GLuint MaxTransformFeedbackSeparateComponents;
3708 GLuint MaxTransformFeedbackInterleavedComponents;
3709 GLuint MaxVertexStreams;
3710
3711 /** GL_EXT_gpu_shader4 */
3712 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3713
3714 /** GL_ARB_texture_gather */
3715 GLuint MinProgramTextureGatherOffset;
3716 GLuint MaxProgramTextureGatherOffset;
3717 GLuint MaxProgramTextureGatherComponents;
3718
3719 /* GL_ARB_robustness */
3720 GLenum ResetStrategy;
3721
3722 /* GL_KHR_robustness */
3723 GLboolean RobustAccess;
3724
3725 /* GL_ARB_blend_func_extended */
3726 GLuint MaxDualSourceDrawBuffers;
3727
3728 /**
3729 * Whether the implementation strips out and ignores texture borders.
3730 *
3731 * Many GPU hardware implementations don't support rendering with texture
3732 * borders and mipmapped textures. (Note: not static border color, but the
3733 * old 1-pixel border around each edge). Implementations then have to do
3734 * slow fallbacks to be correct, or just ignore the border and be fast but
3735 * wrong. Setting the flag strips the border off of TexImage calls,
3736 * providing "fast but wrong" at significantly reduced driver complexity.
3737 *
3738 * Texture borders are deprecated in GL 3.0.
3739 **/
3740 GLboolean StripTextureBorder;
3741
3742 /**
3743 * For drivers which can do a better job at eliminating unused uniforms
3744 * than the GLSL compiler.
3745 *
3746 * XXX Remove these as soon as a better solution is available.
3747 */
3748 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3749
3750 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3751 bool GLSLFragCoordIsSysVal;
3752 bool GLSLFrontFacingIsSysVal;
3753
3754 /**
3755 * Run the minimum amount of GLSL optimizations to be able to link
3756 * shaders optimally (eliminate dead varyings and uniforms) and just do
3757 * all the necessary lowering.
3758 */
3759 bool GLSLOptimizeConservatively;
3760
3761 /**
3762 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3763 * (otherwise, they're system values).
3764 */
3765 bool GLSLTessLevelsAsInputs;
3766
3767 /**
3768 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3769 * than passing the transform feedback object to the drawing function.
3770 */
3771 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3772
3773 /** GL_ARB_map_buffer_alignment */
3774 GLuint MinMapBufferAlignment;
3775
3776 /**
3777 * Disable varying packing. This is out of spec, but potentially useful
3778 * for older platforms that supports a limited number of texture
3779 * indirections--on these platforms, unpacking the varyings in the fragment
3780 * shader increases the number of texture indirections by 1, which might
3781 * make some shaders not executable at all.
3782 *
3783 * Drivers that support transform feedback must set this value to GL_FALSE.
3784 */
3785 GLboolean DisableVaryingPacking;
3786
3787 /**
3788 * Should meaningful names be generated for compiler temporary variables?
3789 *
3790 * Generally, it is not useful to have the compiler generate "meaningful"
3791 * names for temporary variables that it creates. This can, however, be a
3792 * useful debugging aid. In Mesa debug builds or release builds when
3793 * MESA_GLSL is set at run-time, meaningful names will be generated.
3794 * Drivers can also force names to be generated by setting this field.
3795 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3796 * vertex shader assembly) is set at run-time.
3797 */
3798 bool GenerateTemporaryNames;
3799
3800 /*
3801 * Maximum value supported for an index in DrawElements and friends.
3802 *
3803 * This must be at least (1ull<<24)-1. The default value is
3804 * (1ull<<32)-1.
3805 *
3806 * \since ES 3.0 or GL_ARB_ES3_compatibility
3807 * \sa _mesa_init_constants
3808 */
3809 GLuint64 MaxElementIndex;
3810
3811 /**
3812 * Disable interpretation of line continuations (lines ending with a
3813 * backslash character ('\') in GLSL source.
3814 */
3815 GLboolean DisableGLSLLineContinuations;
3816
3817 /** GL_ARB_texture_multisample */
3818 GLint MaxColorTextureSamples;
3819 GLint MaxDepthTextureSamples;
3820 GLint MaxIntegerSamples;
3821
3822 /**
3823 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3824 * samples are laid out in a rectangular grid roughly corresponding to
3825 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3826 * are used to map indices of rectangular grid to sample numbers within
3827 * a pixel. This mapping of indices to sample numbers must be initialized
3828 * by the driver for the target hardware. For example, if we have the 8X
3829 * MSAA sample number layout (sample positions) for XYZ hardware:
3830 *
3831 * sample indices layout sample number layout
3832 * --------- ---------
3833 * | 0 | 1 | | a | b |
3834 * --------- ---------
3835 * | 2 | 3 | | c | d |
3836 * --------- ---------
3837 * | 4 | 5 | | e | f |
3838 * --------- ---------
3839 * | 6 | 7 | | g | h |
3840 * --------- ---------
3841 *
3842 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3843 *
3844 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3845 * below:
3846 * SampleMap8x = {a, b, c, d, e, f, g, h};
3847 *
3848 * Follow the logic for sample counts 2-8.
3849 *
3850 * For 16x the sample indices layout as a 4x4 grid as follows:
3851 *
3852 * -----------------
3853 * | 0 | 1 | 2 | 3 |
3854 * -----------------
3855 * | 4 | 5 | 6 | 7 |
3856 * -----------------
3857 * | 8 | 9 |10 |11 |
3858 * -----------------
3859 * |12 |13 |14 |15 |
3860 * -----------------
3861 */
3862 uint8_t SampleMap2x[2];
3863 uint8_t SampleMap4x[4];
3864 uint8_t SampleMap8x[8];
3865 uint8_t SampleMap16x[16];
3866
3867 /** GL_ARB_shader_atomic_counters */
3868 GLuint MaxAtomicBufferBindings;
3869 GLuint MaxAtomicBufferSize;
3870 GLuint MaxCombinedAtomicBuffers;
3871 GLuint MaxCombinedAtomicCounters;
3872
3873 /** GL_ARB_vertex_attrib_binding */
3874 GLint MaxVertexAttribRelativeOffset;
3875 GLint MaxVertexAttribBindings;
3876
3877 /* GL_ARB_shader_image_load_store */
3878 GLuint MaxImageUnits;
3879 GLuint MaxCombinedShaderOutputResources;
3880 GLuint MaxImageSamples;
3881 GLuint MaxCombinedImageUniforms;
3882
3883 /** GL_ARB_compute_shader */
3884 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3885 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3886 GLuint MaxComputeWorkGroupInvocations;
3887 GLuint MaxComputeSharedMemorySize;
3888
3889 /** GL_ARB_compute_variable_group_size */
3890 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3891 GLuint MaxComputeVariableGroupInvocations;
3892
3893 /** GL_ARB_gpu_shader5 */
3894 GLfloat MinFragmentInterpolationOffset;
3895 GLfloat MaxFragmentInterpolationOffset;
3896
3897 GLboolean FakeSWMSAA;
3898
3899 /** GL_KHR_context_flush_control */
3900 GLenum ContextReleaseBehavior;
3901
3902 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3903
3904 /** GL_ARB_tessellation_shader */
3905 GLuint MaxPatchVertices;
3906 GLuint MaxTessGenLevel;
3907 GLuint MaxTessPatchComponents;
3908 GLuint MaxTessControlTotalOutputComponents;
3909 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3910 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3911 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3912 bool PrimitiveRestartForPatches;
3913 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3914 * gl_LocalInvocationIndex based on
3915 * other builtin variables. */
3916
3917 /** GL_OES_primitive_bounding_box */
3918 bool NoPrimitiveBoundingBoxOutput;
3919
3920 /** GL_ARB_sparse_buffer */
3921 GLuint SparseBufferPageSize;
3922
3923 /** Used as an input for sha1 generation in the on-disk shader cache */
3924 unsigned char *dri_config_options_sha1;
3925
3926 /** When drivers are OK with mapped buffers during draw and other calls. */
3927 bool AllowMappedBuffersDuringExecution;
3928 };
3929
3930
3931 /**
3932 * Enable flag for each OpenGL extension. Different device drivers will
3933 * enable different extensions at runtime.
3934 */
3935 struct gl_extensions
3936 {
3937 GLboolean dummy; /* don't remove this! */
3938 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3939 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3940 GLboolean ANGLE_texture_compression_dxt;
3941 GLboolean ARB_ES2_compatibility;
3942 GLboolean ARB_ES3_compatibility;
3943 GLboolean ARB_ES3_1_compatibility;
3944 GLboolean ARB_ES3_2_compatibility;
3945 GLboolean ARB_arrays_of_arrays;
3946 GLboolean ARB_base_instance;
3947 GLboolean ARB_bindless_texture;
3948 GLboolean ARB_blend_func_extended;
3949 GLboolean ARB_buffer_storage;
3950 GLboolean ARB_clear_texture;
3951 GLboolean ARB_clip_control;
3952 GLboolean ARB_color_buffer_float;
3953 GLboolean ARB_compute_shader;
3954 GLboolean ARB_compute_variable_group_size;
3955 GLboolean ARB_conditional_render_inverted;
3956 GLboolean ARB_conservative_depth;
3957 GLboolean ARB_copy_image;
3958 GLboolean ARB_cull_distance;
3959 GLboolean ARB_depth_buffer_float;
3960 GLboolean ARB_depth_clamp;
3961 GLboolean ARB_depth_texture;
3962 GLboolean ARB_derivative_control;
3963 GLboolean ARB_draw_buffers_blend;
3964 GLboolean ARB_draw_elements_base_vertex;
3965 GLboolean ARB_draw_indirect;
3966 GLboolean ARB_draw_instanced;
3967 GLboolean ARB_fragment_coord_conventions;
3968 GLboolean ARB_fragment_layer_viewport;
3969 GLboolean ARB_fragment_program;
3970 GLboolean ARB_fragment_program_shadow;
3971 GLboolean ARB_fragment_shader;
3972 GLboolean ARB_framebuffer_no_attachments;
3973 GLboolean ARB_framebuffer_object;
3974 GLboolean ARB_enhanced_layouts;
3975 GLboolean ARB_explicit_attrib_location;
3976 GLboolean ARB_explicit_uniform_location;
3977 GLboolean ARB_gpu_shader5;
3978 GLboolean ARB_gpu_shader_fp64;
3979 GLboolean ARB_gpu_shader_int64;
3980 GLboolean ARB_half_float_vertex;
3981 GLboolean ARB_indirect_parameters;
3982 GLboolean ARB_instanced_arrays;
3983 GLboolean ARB_internalformat_query;
3984 GLboolean ARB_internalformat_query2;
3985 GLboolean ARB_map_buffer_range;
3986 GLboolean ARB_occlusion_query;
3987 GLboolean ARB_occlusion_query2;
3988 GLboolean ARB_pipeline_statistics_query;
3989 GLboolean ARB_point_sprite;
3990 GLboolean ARB_post_depth_coverage;
3991 GLboolean ARB_query_buffer_object;
3992 GLboolean ARB_robust_buffer_access_behavior;
3993 GLboolean ARB_sample_shading;
3994 GLboolean ARB_seamless_cube_map;
3995 GLboolean ARB_shader_atomic_counter_ops;
3996 GLboolean ARB_shader_atomic_counters;
3997 GLboolean ARB_shader_ballot;
3998 GLboolean ARB_shader_bit_encoding;
3999 GLboolean ARB_shader_clock;
4000 GLboolean ARB_shader_draw_parameters;
4001 GLboolean ARB_shader_group_vote;
4002 GLboolean ARB_shader_image_load_store;
4003 GLboolean ARB_shader_image_size;
4004 GLboolean ARB_shader_precision;
4005 GLboolean ARB_shader_stencil_export;
4006 GLboolean ARB_shader_storage_buffer_object;
4007 GLboolean ARB_shader_texture_image_samples;
4008 GLboolean ARB_shader_texture_lod;
4009 GLboolean ARB_shader_viewport_layer_array;
4010 GLboolean ARB_shading_language_packing;
4011 GLboolean ARB_shading_language_420pack;
4012 GLboolean ARB_shadow;
4013 GLboolean ARB_sparse_buffer;
4014 GLboolean ARB_stencil_texturing;
4015 GLboolean ARB_sync;
4016 GLboolean ARB_tessellation_shader;
4017 GLboolean ARB_texture_border_clamp;
4018 GLboolean ARB_texture_buffer_object;
4019 GLboolean ARB_texture_buffer_object_rgb32;
4020 GLboolean ARB_texture_buffer_range;
4021 GLboolean ARB_texture_compression_bptc;
4022 GLboolean ARB_texture_compression_rgtc;
4023 GLboolean ARB_texture_cube_map;
4024 GLboolean ARB_texture_cube_map_array;
4025 GLboolean ARB_texture_env_combine;
4026 GLboolean ARB_texture_env_crossbar;
4027 GLboolean ARB_texture_env_dot3;
4028 GLboolean ARB_texture_float;
4029 GLboolean ARB_texture_gather;
4030 GLboolean ARB_texture_mirror_clamp_to_edge;
4031 GLboolean ARB_texture_multisample;
4032 GLboolean ARB_texture_non_power_of_two;
4033 GLboolean ARB_texture_stencil8;
4034 GLboolean ARB_texture_query_levels;
4035 GLboolean ARB_texture_query_lod;
4036 GLboolean ARB_texture_rg;
4037 GLboolean ARB_texture_rgb10_a2ui;
4038 GLboolean ARB_texture_view;
4039 GLboolean ARB_timer_query;
4040 GLboolean ARB_transform_feedback2;
4041 GLboolean ARB_transform_feedback3;
4042 GLboolean ARB_transform_feedback_instanced;
4043 GLboolean ARB_transform_feedback_overflow_query;
4044 GLboolean ARB_uniform_buffer_object;
4045 GLboolean ARB_vertex_attrib_64bit;
4046 GLboolean ARB_vertex_program;
4047 GLboolean ARB_vertex_shader;
4048 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4049 GLboolean ARB_vertex_type_2_10_10_10_rev;
4050 GLboolean ARB_viewport_array;
4051 GLboolean EXT_blend_color;
4052 GLboolean EXT_blend_equation_separate;
4053 GLboolean EXT_blend_func_separate;
4054 GLboolean EXT_blend_minmax;
4055 GLboolean EXT_depth_bounds_test;
4056 GLboolean EXT_draw_buffers2;
4057 GLboolean EXT_framebuffer_multisample;
4058 GLboolean EXT_framebuffer_multisample_blit_scaled;
4059 GLboolean EXT_framebuffer_sRGB;
4060 GLboolean EXT_gpu_program_parameters;
4061 GLboolean EXT_gpu_shader4;
4062 GLboolean EXT_packed_float;
4063 GLboolean EXT_pixel_buffer_object;
4064 GLboolean EXT_point_parameters;
4065 GLboolean EXT_polygon_offset_clamp;
4066 GLboolean EXT_provoking_vertex;
4067 GLboolean EXT_shader_integer_mix;
4068 GLboolean EXT_shader_samples_identical;
4069 GLboolean EXT_stencil_two_side;
4070 GLboolean EXT_texture_array;
4071 GLboolean EXT_texture_compression_latc;
4072 GLboolean EXT_texture_compression_s3tc;
4073 GLboolean EXT_texture_env_dot3;
4074 GLboolean EXT_texture_filter_anisotropic;
4075 GLboolean EXT_texture_integer;
4076 GLboolean EXT_texture_mirror_clamp;
4077 GLboolean EXT_texture_shared_exponent;
4078 GLboolean EXT_texture_snorm;
4079 GLboolean EXT_texture_sRGB;
4080 GLboolean EXT_texture_sRGB_decode;
4081 GLboolean EXT_texture_swizzle;
4082 GLboolean EXT_transform_feedback;
4083 GLboolean EXT_timer_query;
4084 GLboolean EXT_vertex_array_bgra;
4085 GLboolean EXT_window_rectangles;
4086 GLboolean OES_copy_image;
4087 GLboolean OES_primitive_bounding_box;
4088 GLboolean OES_sample_variables;
4089 GLboolean OES_standard_derivatives;
4090 GLboolean OES_texture_buffer;
4091 GLboolean OES_texture_cube_map_array;
4092 GLboolean OES_viewport_array;
4093 /* vendor extensions */
4094 GLboolean AMD_performance_monitor;
4095 GLboolean AMD_pinned_memory;
4096 GLboolean AMD_seamless_cubemap_per_texture;
4097 GLboolean AMD_vertex_shader_layer;
4098 GLboolean AMD_vertex_shader_viewport_index;
4099 GLboolean ANDROID_extension_pack_es31a;
4100 GLboolean APPLE_object_purgeable;
4101 GLboolean ATI_meminfo;
4102 GLboolean ATI_texture_compression_3dc;
4103 GLboolean ATI_texture_mirror_once;
4104 GLboolean ATI_texture_env_combine3;
4105 GLboolean ATI_fragment_shader;
4106 GLboolean ATI_separate_stencil;
4107 GLboolean GREMEDY_string_marker;
4108 GLboolean INTEL_conservative_rasterization;
4109 GLboolean INTEL_performance_query;
4110 GLboolean KHR_blend_equation_advanced;
4111 GLboolean KHR_blend_equation_advanced_coherent;
4112 GLboolean KHR_robustness;
4113 GLboolean KHR_texture_compression_astc_hdr;
4114 GLboolean KHR_texture_compression_astc_ldr;
4115 GLboolean KHR_texture_compression_astc_sliced_3d;
4116 GLboolean MESA_pack_invert;
4117 GLboolean MESA_shader_framebuffer_fetch;
4118 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4119 GLboolean MESA_shader_integer_functions;
4120 GLboolean MESA_ycbcr_texture;
4121 GLboolean NV_conditional_render;
4122 GLboolean NV_fill_rectangle;
4123 GLboolean NV_fog_distance;
4124 GLboolean NV_point_sprite;
4125 GLboolean NV_primitive_restart;
4126 GLboolean NV_texture_barrier;
4127 GLboolean NV_texture_env_combine4;
4128 GLboolean NV_texture_rectangle;
4129 GLboolean NV_vdpau_interop;
4130 GLboolean NVX_gpu_memory_info;
4131 GLboolean TDFX_texture_compression_FXT1;
4132 GLboolean OES_EGL_image;
4133 GLboolean OES_draw_texture;
4134 GLboolean OES_depth_texture_cube_map;
4135 GLboolean OES_EGL_image_external;
4136 GLboolean OES_texture_float;
4137 GLboolean OES_texture_float_linear;
4138 GLboolean OES_texture_half_float;
4139 GLboolean OES_texture_half_float_linear;
4140 GLboolean OES_compressed_ETC1_RGB8_texture;
4141 GLboolean OES_geometry_shader;
4142 GLboolean OES_texture_compression_astc;
4143 GLboolean extension_sentinel;
4144 /** The extension string */
4145 const GLubyte *String;
4146 /** Number of supported extensions */
4147 GLuint Count;
4148 /**
4149 * The context version which extension helper functions compare against.
4150 * By default, the value is equal to ctx->Version. This changes to ~0
4151 * while meta is in progress.
4152 */
4153 GLubyte Version;
4154 };
4155
4156
4157 /**
4158 * A stack of matrices (projection, modelview, color, texture, etc).
4159 */
4160 struct gl_matrix_stack
4161 {
4162 GLmatrix *Top; /**< points into Stack */
4163 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4164 unsigned StackSize; /**< Number of elements in Stack */
4165 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4166 GLuint MaxDepth; /**< size of Stack[] array */
4167 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4168 };
4169
4170
4171 /**
4172 * \name Bits for image transfer operations
4173 * \sa __struct gl_contextRec::ImageTransferState.
4174 */
4175 /*@{*/
4176 #define IMAGE_SCALE_BIAS_BIT 0x1
4177 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4178 #define IMAGE_MAP_COLOR_BIT 0x4
4179 #define IMAGE_CLAMP_BIT 0x800
4180
4181
4182 /** Pixel Transfer ops */
4183 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4184 IMAGE_SHIFT_OFFSET_BIT | \
4185 IMAGE_MAP_COLOR_BIT)
4186
4187 /**
4188 * \name Bits to indicate what state has changed.
4189 */
4190 /*@{*/
4191 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4192 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4193 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4194 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4195 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4196 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4197 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4198 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4199 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4200 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4201 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4202 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4203 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4204 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4205 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4206 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4207 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4208 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4209 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4210 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4211 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4212 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4213 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4214 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4215 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4216 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4217 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4218 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4219 #define _NEW_BUFFER_OBJECT (1u << 28)
4220 #define _NEW_FRAG_CLAMP (1u << 29)
4221 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4222 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4223 #define _NEW_ALL ~0
4224 /*@}*/
4225
4226
4227 /**
4228 * Composite state flags
4229 */
4230 /*@{*/
4231 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4232
4233 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4234 _NEW_TEXTURE_STATE | \
4235 _NEW_POINT | \
4236 _NEW_PROGRAM | \
4237 _NEW_MODELVIEW)
4238
4239 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4240 _NEW_FOG | \
4241 _NEW_PROGRAM)
4242
4243
4244 /*@}*/
4245
4246
4247
4248
4249 /* This has to be included here. */
4250 #include "dd.h"
4251
4252
4253 /**
4254 * Display list flags.
4255 * Strictly this is a tnl-private concept, but it doesn't seem
4256 * worthwhile adding a tnl private structure just to hold this one bit
4257 * of information:
4258 */
4259 #define DLIST_DANGLING_REFS 0x1
4260
4261
4262 /** Opaque declaration of display list payload data type */
4263 union gl_dlist_node;
4264
4265
4266 /**
4267 * Provide a location where information about a display list can be
4268 * collected. Could be extended with driverPrivate structures,
4269 * etc. in the future.
4270 */
4271 struct gl_display_list
4272 {
4273 GLuint Name;
4274 GLchar *Label; /**< GL_KHR_debug */
4275 GLbitfield Flags; /**< DLIST_x flags */
4276 /** The dlist commands are in a linked list of nodes */
4277 union gl_dlist_node *Head;
4278 };
4279
4280
4281 /**
4282 * State used during display list compilation and execution.
4283 */
4284 struct gl_dlist_state
4285 {
4286 GLuint CallDepth; /**< Current recursion calling depth */
4287
4288 struct gl_display_list *CurrentList; /**< List currently being compiled */
4289 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4290 GLuint CurrentPos; /**< Index into current block of nodes */
4291
4292 GLvertexformat ListVtxfmt;
4293
4294 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4295 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4296
4297 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4298 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4299
4300 struct {
4301 /* State known to have been set by the currently-compiling display
4302 * list. Used to eliminate some redundant state changes.
4303 */
4304 GLenum ShadeModel;
4305 } Current;
4306 };
4307
4308 /** @{
4309 *
4310 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4311 * to small enums suitable for use as an array index.
4312 */
4313
4314 enum mesa_debug_source {
4315 MESA_DEBUG_SOURCE_API,
4316 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4317 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4318 MESA_DEBUG_SOURCE_THIRD_PARTY,
4319 MESA_DEBUG_SOURCE_APPLICATION,
4320 MESA_DEBUG_SOURCE_OTHER,
4321 MESA_DEBUG_SOURCE_COUNT
4322 };
4323
4324 enum mesa_debug_type {
4325 MESA_DEBUG_TYPE_ERROR,
4326 MESA_DEBUG_TYPE_DEPRECATED,
4327 MESA_DEBUG_TYPE_UNDEFINED,
4328 MESA_DEBUG_TYPE_PORTABILITY,
4329 MESA_DEBUG_TYPE_PERFORMANCE,
4330 MESA_DEBUG_TYPE_OTHER,
4331 MESA_DEBUG_TYPE_MARKER,
4332 MESA_DEBUG_TYPE_PUSH_GROUP,
4333 MESA_DEBUG_TYPE_POP_GROUP,
4334 MESA_DEBUG_TYPE_COUNT
4335 };
4336
4337 enum mesa_debug_severity {
4338 MESA_DEBUG_SEVERITY_LOW,
4339 MESA_DEBUG_SEVERITY_MEDIUM,
4340 MESA_DEBUG_SEVERITY_HIGH,
4341 MESA_DEBUG_SEVERITY_NOTIFICATION,
4342 MESA_DEBUG_SEVERITY_COUNT
4343 };
4344
4345 /** @} */
4346
4347 /**
4348 * Driver-specific state flags.
4349 *
4350 * These are or'd with gl_context::NewDriverState to notify a driver about
4351 * a state change. The driver sets the flags at context creation and
4352 * the meaning of the bits set is opaque to core Mesa.
4353 */
4354 struct gl_driver_flags
4355 {
4356 /** gl_context::Array::_DrawArrays (vertex array state) */
4357 uint64_t NewArray;
4358
4359 /** gl_context::TransformFeedback::CurrentObject */
4360 uint64_t NewTransformFeedback;
4361
4362 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4363 uint64_t NewTransformFeedbackProg;
4364
4365 /** gl_context::RasterDiscard */
4366 uint64_t NewRasterizerDiscard;
4367
4368 /**
4369 * gl_context::UniformBufferBindings
4370 * gl_shader_program::UniformBlocks
4371 */
4372 uint64_t NewUniformBuffer;
4373
4374 /**
4375 * gl_context::ShaderStorageBufferBindings
4376 * gl_shader_program::ShaderStorageBlocks
4377 */
4378 uint64_t NewShaderStorageBuffer;
4379
4380 uint64_t NewTextureBuffer;
4381
4382 /**
4383 * gl_context::AtomicBufferBindings
4384 */
4385 uint64_t NewAtomicBuffer;
4386
4387 /**
4388 * gl_context::ImageUnits
4389 */
4390 uint64_t NewImageUnits;
4391
4392 /**
4393 * gl_context::TessCtrlProgram::patch_default_*
4394 */
4395 uint64_t NewDefaultTessLevels;
4396
4397 /**
4398 * gl_context::IntelConservativeRasterization
4399 */
4400 uint64_t NewIntelConservativeRasterization;
4401
4402 /**
4403 * gl_context::Scissor::WindowRects
4404 */
4405 uint64_t NewWindowRectangles;
4406
4407 /** gl_context::Color::sRGBEnabled */
4408 uint64_t NewFramebufferSRGB;
4409
4410 /** gl_context::Scissor::EnableFlags */
4411 uint64_t NewScissorTest;
4412
4413 /** gl_context::Scissor::ScissorArray */
4414 uint64_t NewScissorRect;
4415 };
4416
4417 struct gl_uniform_buffer_binding
4418 {
4419 struct gl_buffer_object *BufferObject;
4420 /** Start of uniform block data in the buffer */
4421 GLintptr Offset;
4422 /** Size of data allowed to be referenced from the buffer (in bytes) */
4423 GLsizeiptr Size;
4424 /**
4425 * glBindBufferBase() indicates that the Size should be ignored and only
4426 * limited by the current size of the BufferObject.
4427 */
4428 GLboolean AutomaticSize;
4429 };
4430
4431 struct gl_shader_storage_buffer_binding
4432 {
4433 struct gl_buffer_object *BufferObject;
4434 /** Start of shader storage block data in the buffer */
4435 GLintptr Offset;
4436 /** Size of data allowed to be referenced from the buffer (in bytes) */
4437 GLsizeiptr Size;
4438 /**
4439 * glBindBufferBase() indicates that the Size should be ignored and only
4440 * limited by the current size of the BufferObject.
4441 */
4442 GLboolean AutomaticSize;
4443 };
4444
4445 /**
4446 * ARB_shader_image_load_store image unit.
4447 */
4448 struct gl_image_unit
4449 {
4450 /**
4451 * Texture object bound to this unit.
4452 */
4453 struct gl_texture_object *TexObj;
4454
4455 /**
4456 * Level of the texture object bound to this unit.
4457 */
4458 GLuint Level;
4459
4460 /**
4461 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4462 * GL_FALSE if only some specific layer of the texture is bound.
4463 * \sa Layer
4464 */
4465 GLboolean Layered;
4466
4467 /**
4468 * Layer of the texture object bound to this unit as specified by the
4469 * application.
4470 */
4471 GLuint Layer;
4472
4473 /**
4474 * Layer of the texture object bound to this unit, or zero if the
4475 * whole level is bound.
4476 */
4477 GLuint _Layer;
4478
4479 /**
4480 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4481 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4482 */
4483 GLenum Access;
4484
4485 /**
4486 * GL internal format that determines the interpretation of the
4487 * image memory when shader image operations are performed through
4488 * this unit.
4489 */
4490 GLenum Format;
4491
4492 /**
4493 * Mesa format corresponding to \c Format.
4494 */
4495 mesa_format _ActualFormat;
4496
4497 };
4498
4499 /**
4500 * Binding point for an atomic counter buffer object.
4501 */
4502 struct gl_atomic_buffer_binding
4503 {
4504 struct gl_buffer_object *BufferObject;
4505 GLintptr Offset;
4506 GLsizeiptr Size;
4507 };
4508
4509 /**
4510 * Shader subroutines storage
4511 */
4512 struct gl_subroutine_index_binding
4513 {
4514 GLuint NumIndex;
4515 GLuint *IndexPtr;
4516 };
4517
4518 /**
4519 * Mesa rendering context.
4520 *
4521 * This is the central context data structure for Mesa. Almost all
4522 * OpenGL state is contained in this structure.
4523 * Think of this as a base class from which device drivers will derive
4524 * sub classes.
4525 */
4526 struct gl_context
4527 {
4528 /** State possibly shared with other contexts in the address space */
4529 struct gl_shared_state *Shared;
4530
4531 /** \name API function pointer tables */
4532 /*@{*/
4533 gl_api API;
4534
4535 /**
4536 * The current dispatch table for non-displaylist-saving execution, either
4537 * BeginEnd or OutsideBeginEnd
4538 */
4539 struct _glapi_table *Exec;
4540 /**
4541 * The normal dispatch table for non-displaylist-saving, non-begin/end
4542 */
4543 struct _glapi_table *OutsideBeginEnd;
4544 /** The dispatch table used between glNewList() and glEndList() */
4545 struct _glapi_table *Save;
4546 /**
4547 * The dispatch table used between glBegin() and glEnd() (outside of a
4548 * display list). Only valid functions between those two are set, which is
4549 * mostly just the set in a GLvertexformat struct.
4550 */
4551 struct _glapi_table *BeginEnd;
4552 /**
4553 * Dispatch table for when a graphics reset has happened.
4554 */
4555 struct _glapi_table *ContextLost;
4556 /**
4557 * Dispatch table used to marshal API calls from the client program to a
4558 * separate server thread. NULL if API calls are not being marshalled to
4559 * another thread.
4560 */
4561 struct _glapi_table *MarshalExec;
4562 /**
4563 * Dispatch table currently in use for fielding API calls from the client
4564 * program. If API calls are being marshalled to another thread, this ==
4565 * MarshalExec. Otherwise it == CurrentServerDispatch.
4566 */
4567 struct _glapi_table *CurrentClientDispatch;
4568
4569 /**
4570 * Dispatch table currently in use for performing API calls. == Save or
4571 * Exec.
4572 */
4573 struct _glapi_table *CurrentServerDispatch;
4574
4575 /*@}*/
4576
4577 struct glthread_state *GLThread;
4578
4579 struct gl_config Visual;
4580 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4581 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4582 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4583 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4584
4585 /**
4586 * Device driver function pointer table
4587 */
4588 struct dd_function_table Driver;
4589
4590 /** Core/Driver constants */
4591 struct gl_constants Const;
4592
4593 /** \name The various 4x4 matrix stacks */
4594 /*@{*/
4595 struct gl_matrix_stack ModelviewMatrixStack;
4596 struct gl_matrix_stack ProjectionMatrixStack;
4597 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4598 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4599 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4600 /*@}*/
4601
4602 /** Combined modelview and projection matrix */
4603 GLmatrix _ModelProjectMatrix;
4604
4605 /** \name Display lists */
4606 struct gl_dlist_state ListState;
4607
4608 GLboolean ExecuteFlag; /**< Execute GL commands? */
4609 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4610
4611 /** Extension information */
4612 struct gl_extensions Extensions;
4613
4614 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4615 GLuint Version;
4616 char *VersionString;
4617
4618 /** \name State attribute stack (for glPush/PopAttrib) */
4619 /*@{*/
4620 GLuint AttribStackDepth;
4621 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4622 /*@}*/
4623
4624 /** \name Renderer attribute groups
4625 *
4626 * We define a struct for each attribute group to make pushing and popping
4627 * attributes easy. Also it's a good organization.
4628 */
4629 /*@{*/
4630 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4631 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4632 struct gl_current_attrib Current; /**< Current attributes */
4633 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4634 struct gl_eval_attrib Eval; /**< Eval attributes */
4635 struct gl_fog_attrib Fog; /**< Fog attributes */
4636 struct gl_hint_attrib Hint; /**< Hint attributes */
4637 struct gl_light_attrib Light; /**< Light attributes */
4638 struct gl_line_attrib Line; /**< Line attributes */
4639 struct gl_list_attrib List; /**< List attributes */
4640 struct gl_multisample_attrib Multisample;
4641 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4642 struct gl_point_attrib Point; /**< Point attributes */
4643 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4644 GLuint PolygonStipple[32]; /**< Polygon stipple */
4645 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4646 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4647 struct gl_texture_attrib Texture; /**< Texture attributes */
4648 struct gl_transform_attrib Transform; /**< Transformation attributes */
4649 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4650 /*@}*/
4651
4652 /** \name Client attribute stack */
4653 /*@{*/
4654 GLuint ClientAttribStackDepth;
4655 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4656 /*@}*/
4657
4658 /** \name Client attribute groups */
4659 /*@{*/
4660 struct gl_array_attrib Array; /**< Vertex arrays */
4661 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4662 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4663 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4664 /*@}*/
4665
4666 /** \name Other assorted state (not pushed/popped on attribute stack) */
4667 /*@{*/
4668 struct gl_pixelmaps PixelMaps;
4669
4670 struct gl_evaluators EvalMap; /**< All evaluators */
4671 struct gl_feedback Feedback; /**< Feedback */
4672 struct gl_selection Select; /**< Selection */
4673
4674 struct gl_program_state Program; /**< general program state */
4675 struct gl_vertex_program_state VertexProgram;
4676 struct gl_fragment_program_state FragmentProgram;
4677 struct gl_geometry_program_state GeometryProgram;
4678 struct gl_compute_program_state ComputeProgram;
4679 struct gl_tess_ctrl_program_state TessCtrlProgram;
4680 struct gl_tess_eval_program_state TessEvalProgram;
4681 struct gl_ati_fragment_shader_state ATIFragmentShader;
4682
4683 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4684 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4685
4686 /**
4687 * Current active shader pipeline state
4688 *
4689 * Almost all internal users want ::_Shader instead of ::Shader. The
4690 * exceptions are bits of legacy GLSL API that do not know about separate
4691 * shader objects.
4692 *
4693 * If a program is active via \c glUseProgram, this will point to
4694 * \c ::Shader.
4695 *
4696 * If a program pipeline is active via \c glBindProgramPipeline, this will
4697 * point to \c ::Pipeline.Current.
4698 *
4699 * If neither a program nor a program pipeline is active, this will point to
4700 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4701 * \c NULL.
4702 */
4703 struct gl_pipeline_object *_Shader;
4704
4705 struct gl_query_state Query; /**< occlusion, timer queries */
4706
4707 struct gl_transform_feedback_state TransformFeedback;
4708
4709 struct gl_perf_monitor_state PerfMonitor;
4710 struct gl_perf_query_state PerfQuery;
4711
4712 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4713 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4714 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4715
4716 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4717 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4718
4719 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4720
4721 /**
4722 * Current GL_ARB_uniform_buffer_object binding referenced by
4723 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4724 */
4725 struct gl_buffer_object *UniformBuffer;
4726
4727 /**
4728 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4729 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4730 */
4731 struct gl_buffer_object *ShaderStorageBuffer;
4732
4733 /**
4734 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4735 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4736 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4737 * shader program.
4738 */
4739 struct gl_uniform_buffer_binding
4740 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4741
4742 /**
4743 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4744 * and GL 4.3. This is set up using glBindBufferRange() or
4745 * glBindBufferBase(). They are associated with shader storage blocks by
4746 * glShaderStorageBlockBinding()'s state in the shader program.
4747 */
4748 struct gl_shader_storage_buffer_binding
4749 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4750
4751 /**
4752 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4753 * target.
4754 */
4755 struct gl_buffer_object *AtomicBuffer;
4756
4757 /**
4758 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4759 * target.
4760 */
4761 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4762
4763 /**
4764 * Array of atomic counter buffer binding points.
4765 */
4766 struct gl_atomic_buffer_binding
4767 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4768
4769 /**
4770 * Array of image units for ARB_shader_image_load_store.
4771 */
4772 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4773
4774 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4775 /*@}*/
4776
4777 struct gl_meta_state *Meta; /**< for "meta" operations */
4778
4779 /* GL_EXT_framebuffer_object */
4780 struct gl_renderbuffer *CurrentRenderbuffer;
4781
4782 GLenum ErrorValue; /**< Last error code */
4783
4784 /**
4785 * Recognize and silence repeated error debug messages in buggy apps.
4786 */
4787 const char *ErrorDebugFmtString;
4788 GLuint ErrorDebugCount;
4789
4790 /* GL_ARB_debug_output/GL_KHR_debug */
4791 mtx_t DebugMutex;
4792 struct gl_debug_state *Debug;
4793
4794 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4795 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4796 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4797
4798 struct gl_driver_flags DriverFlags;
4799
4800 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4801
4802 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4803
4804 /** \name Derived state */
4805 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4806 GLfloat _EyeZDir[3];
4807 GLfloat _ModelViewInvScale;
4808 GLboolean _NeedEyeCoords;
4809 GLboolean _ForceEyeCoords;
4810
4811 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4812
4813 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4814
4815 /** \name For debugging/development only */
4816 /*@{*/
4817 GLboolean FirstTimeCurrent;
4818 /*@}*/
4819
4820 /**
4821 * False if this context was created without a config. This is needed
4822 * because the initial state of glDrawBuffers depends on this
4823 */
4824 GLboolean HasConfig;
4825
4826 /** software compression/decompression supported or not */
4827 GLboolean Mesa_DXTn;
4828
4829 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4830
4831 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4832 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4833
4834 /**
4835 * \name Hooks for module contexts.
4836 *
4837 * These will eventually live in the driver or elsewhere.
4838 */
4839 /*@{*/
4840 void *swrast_context;
4841 void *swsetup_context;
4842 void *swtnl_context;
4843 struct vbo_context *vbo_context;
4844 struct st_context *st;
4845 void *aelt_context;
4846 /*@}*/
4847
4848 /**
4849 * \name NV_vdpau_interop
4850 */
4851 /*@{*/
4852 const void *vdpDevice;
4853 const void *vdpGetProcAddress;
4854 struct set *vdpSurfaces;
4855 /*@}*/
4856
4857 /**
4858 * Has this context observed a GPU reset in any context in the share group?
4859 *
4860 * Once this field becomes true, it is never reset to false.
4861 */
4862 GLboolean ShareGroupReset;
4863
4864 /**
4865 * \name OES_primitive_bounding_box
4866 *
4867 * Stores the arguments to glPrimitiveBoundingBox
4868 */
4869 GLfloat PrimitiveBoundingBox[8];
4870
4871 struct disk_cache *Cache;
4872 };
4873
4874 /**
4875 * Information about memory usage. All sizes are in kilobytes.
4876 */
4877 struct gl_memory_info
4878 {
4879 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4880 unsigned avail_device_memory; /**< free device memory at the moment */
4881 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4882 unsigned avail_staging_memory; /**< free staging memory at the moment */
4883 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4884 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4885 };
4886
4887 #ifdef DEBUG
4888 extern int MESA_VERBOSE;
4889 extern int MESA_DEBUG_FLAGS;
4890 # define MESA_FUNCTION __func__
4891 #else
4892 # define MESA_VERBOSE 0
4893 # define MESA_DEBUG_FLAGS 0
4894 # define MESA_FUNCTION "a function"
4895 #endif
4896
4897
4898 /** The MESA_VERBOSE var is a bitmask of these flags */
4899 enum _verbose
4900 {
4901 VERBOSE_VARRAY = 0x0001,
4902 VERBOSE_TEXTURE = 0x0002,
4903 VERBOSE_MATERIAL = 0x0004,
4904 VERBOSE_PIPELINE = 0x0008,
4905 VERBOSE_DRIVER = 0x0010,
4906 VERBOSE_STATE = 0x0020,
4907 VERBOSE_API = 0x0040,
4908 VERBOSE_DISPLAY_LIST = 0x0100,
4909 VERBOSE_LIGHTING = 0x0200,
4910 VERBOSE_PRIMS = 0x0400,
4911 VERBOSE_VERTS = 0x0800,
4912 VERBOSE_DISASSEM = 0x1000,
4913 VERBOSE_DRAW = 0x2000,
4914 VERBOSE_SWAPBUFFERS = 0x4000
4915 };
4916
4917
4918 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4919 enum _debug
4920 {
4921 DEBUG_SILENT = (1 << 0),
4922 DEBUG_ALWAYS_FLUSH = (1 << 1),
4923 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4924 DEBUG_INCOMPLETE_FBO = (1 << 3),
4925 DEBUG_CONTEXT = (1 << 4)
4926 };
4927
4928 #ifdef __cplusplus
4929 }
4930 #endif
4931
4932 #endif /* MTYPES_H */