262f8048e87d4441fbb46c646cbb0edc463ef7e9
[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 } gl_buffer_index;
149
150 /**
151 * Bit flags for all renderbuffers
152 */
153 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
154 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
155 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
156 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
157 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
158 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
159 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
160 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
161 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
162 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
163 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
164 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
165 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
166 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
167 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
168 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
169 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
170 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
171 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
172
173 /**
174 * Mask of all the color buffer bits (but not accum).
175 */
176 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
177 BUFFER_BIT_BACK_LEFT | \
178 BUFFER_BIT_FRONT_RIGHT | \
179 BUFFER_BIT_BACK_RIGHT | \
180 BUFFER_BIT_AUX0 | \
181 BUFFER_BIT_COLOR0 | \
182 BUFFER_BIT_COLOR1 | \
183 BUFFER_BIT_COLOR2 | \
184 BUFFER_BIT_COLOR3 | \
185 BUFFER_BIT_COLOR4 | \
186 BUFFER_BIT_COLOR5 | \
187 BUFFER_BIT_COLOR6 | \
188 BUFFER_BIT_COLOR7)
189
190 /**
191 * Framebuffer configuration (aka visual / pixelformat)
192 * Note: some of these fields should be boolean, but it appears that
193 * code in drivers/dri/common/util.c requires int-sized fields.
194 */
195 struct gl_config
196 {
197 GLboolean rgbMode;
198 GLboolean floatMode;
199 GLuint doubleBufferMode;
200 GLuint stereoMode;
201
202 GLboolean haveAccumBuffer;
203 GLboolean haveDepthBuffer;
204 GLboolean haveStencilBuffer;
205
206 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
207 GLuint redMask, greenMask, blueMask, alphaMask;
208 GLint rgbBits; /* total bits for rgb */
209 GLint indexBits; /* total bits for colorindex */
210
211 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
212 GLint depthBits;
213 GLint stencilBits;
214
215 GLint numAuxBuffers;
216
217 GLint level;
218
219 /* EXT_visual_rating / GLX 1.2 */
220 GLint visualRating;
221
222 /* EXT_visual_info / GLX 1.2 */
223 GLint transparentPixel;
224 /* colors are floats scaled to ints */
225 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
226 GLint transparentIndex;
227
228 /* ARB_multisample / SGIS_multisample */
229 GLint sampleBuffers;
230 GLint samples;
231
232 /* SGIX_pbuffer / GLX 1.3 */
233 GLint maxPbufferWidth;
234 GLint maxPbufferHeight;
235 GLint maxPbufferPixels;
236 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
237 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
238
239 /* OML_swap_method */
240 GLint swapMethod;
241
242 /* EXT_texture_from_pixmap */
243 GLint bindToTextureRgb;
244 GLint bindToTextureRgba;
245 GLint bindToMipmapTexture;
246 GLint bindToTextureTargets;
247 GLint yInverted;
248
249 /* EXT_framebuffer_sRGB */
250 GLint sRGBCapable;
251 };
252
253
254 /**
255 * \name Bit flags used for updating material values.
256 */
257 /*@{*/
258 #define MAT_ATTRIB_FRONT_AMBIENT 0
259 #define MAT_ATTRIB_BACK_AMBIENT 1
260 #define MAT_ATTRIB_FRONT_DIFFUSE 2
261 #define MAT_ATTRIB_BACK_DIFFUSE 3
262 #define MAT_ATTRIB_FRONT_SPECULAR 4
263 #define MAT_ATTRIB_BACK_SPECULAR 5
264 #define MAT_ATTRIB_FRONT_EMISSION 6
265 #define MAT_ATTRIB_BACK_EMISSION 7
266 #define MAT_ATTRIB_FRONT_SHININESS 8
267 #define MAT_ATTRIB_BACK_SHININESS 9
268 #define MAT_ATTRIB_FRONT_INDEXES 10
269 #define MAT_ATTRIB_BACK_INDEXES 11
270 #define MAT_ATTRIB_MAX 12
271
272 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
273 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
274 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
275 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
276 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
277 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
278
279 #define MAT_INDEX_AMBIENT 0
280 #define MAT_INDEX_DIFFUSE 1
281 #define MAT_INDEX_SPECULAR 2
282
283 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
284 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
285 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
286 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
287 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
288 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
289 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
290 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
291 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
292 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
293 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
294 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
295
296
297 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
298 MAT_BIT_FRONT_AMBIENT | \
299 MAT_BIT_FRONT_DIFFUSE | \
300 MAT_BIT_FRONT_SPECULAR | \
301 MAT_BIT_FRONT_SHININESS | \
302 MAT_BIT_FRONT_INDEXES)
303
304 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
305 MAT_BIT_BACK_AMBIENT | \
306 MAT_BIT_BACK_DIFFUSE | \
307 MAT_BIT_BACK_SPECULAR | \
308 MAT_BIT_BACK_SHININESS | \
309 MAT_BIT_BACK_INDEXES)
310
311 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
312 /*@}*/
313
314
315 /**
316 * Material state.
317 */
318 struct gl_material
319 {
320 GLfloat Attrib[MAT_ATTRIB_MAX][4];
321 };
322
323
324 /**
325 * Light state flags.
326 */
327 /*@{*/
328 #define LIGHT_SPOT 0x1
329 #define LIGHT_LOCAL_VIEWER 0x2
330 #define LIGHT_POSITIONAL 0x4
331 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
332 /*@}*/
333
334
335 /**
336 * Light source state.
337 */
338 struct gl_light
339 {
340 GLfloat Ambient[4]; /**< ambient color */
341 GLfloat Diffuse[4]; /**< diffuse color */
342 GLfloat Specular[4]; /**< specular color */
343 GLfloat EyePosition[4]; /**< position in eye coordinates */
344 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
345 GLfloat SpotExponent;
346 GLfloat SpotCutoff; /**< in degrees */
347 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
348 GLfloat ConstantAttenuation;
349 GLfloat LinearAttenuation;
350 GLfloat QuadraticAttenuation;
351 GLboolean Enabled; /**< On/off flag */
352
353 /**
354 * \name Derived fields
355 */
356 /*@{*/
357 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
358
359 GLfloat _Position[4]; /**< position in eye/obj coordinates */
360 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
361 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
362 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
363 GLfloat _VP_inf_spot_attenuation;
364
365 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
366 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
367 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
368 /*@}*/
369 };
370
371
372 /**
373 * Light model state.
374 */
375 struct gl_lightmodel
376 {
377 GLfloat Ambient[4]; /**< ambient color */
378 GLboolean LocalViewer; /**< Local (or infinite) view point? */
379 GLboolean TwoSide; /**< Two (or one) sided lighting? */
380 GLenum ColorControl; /**< either GL_SINGLE_COLOR
381 * or GL_SEPARATE_SPECULAR_COLOR */
382 };
383
384
385 /**
386 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
387 */
388 struct gl_accum_attrib
389 {
390 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
391 };
392
393
394 /**
395 * Used for storing clear color, texture border color, etc.
396 * The float values are typically unclamped.
397 */
398 union gl_color_union
399 {
400 GLfloat f[4];
401 GLint i[4];
402 GLuint ui[4];
403 };
404
405
406 /**
407 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
408 */
409 struct gl_colorbuffer_attrib
410 {
411 GLuint ClearIndex; /**< Index for glClear */
412 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
413 GLuint IndexMask; /**< Color index write mask */
414 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
415
416 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
417
418 /**
419 * \name alpha testing
420 */
421 /*@{*/
422 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
423 GLenum AlphaFunc; /**< Alpha test function */
424 GLfloat AlphaRefUnclamped;
425 GLclampf AlphaRef; /**< Alpha reference value */
426 /*@}*/
427
428 /**
429 * \name Blending
430 */
431 /*@{*/
432 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
433
434 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
435 * control, only on the fixed-pointness of the render target.
436 * The query does however depend on fragment color clamping.
437 */
438 GLfloat BlendColorUnclamped[4]; /**< Blending color */
439 GLfloat BlendColor[4]; /**< Blending color */
440
441 struct
442 {
443 GLenum SrcRGB; /**< RGB blend source term */
444 GLenum DstRGB; /**< RGB blend dest term */
445 GLenum SrcA; /**< Alpha blend source term */
446 GLenum DstA; /**< Alpha blend dest term */
447 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
448 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
449 /**
450 * Set if any blend factor uses SRC1. Computed at the time blend factors
451 * get set.
452 */
453 GLboolean _UsesDualSrc;
454 } Blend[MAX_DRAW_BUFFERS];
455 /** Are the blend func terms currently different for each buffer/target? */
456 GLboolean _BlendFuncPerBuffer;
457 /** Are the blend equations currently different for each buffer/target? */
458 GLboolean _BlendEquationPerBuffer;
459
460 /**
461 * Which advanced blending mode is in use (or BLEND_NONE).
462 *
463 * KHR_blend_equation_advanced only allows advanced blending with a single
464 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
465 * requires all draw buffers to match, so we only need a single value.
466 */
467 enum gl_advanced_blend_mode _AdvancedBlendMode;
468
469 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
470 bool BlendCoherent;
471 /*@}*/
472
473 /**
474 * \name Logic op
475 */
476 /*@{*/
477 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
478 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
479 GLenum LogicOp; /**< Logic operator */
480
481 /*@}*/
482
483 GLboolean DitherFlag; /**< Dither enable flag */
484
485 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
486 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
487 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
488
489 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
490 };
491
492
493 /**
494 * Current attribute group (GL_CURRENT_BIT).
495 */
496 struct gl_current_attrib
497 {
498 /**
499 * \name Current vertex attributes (color, texcoords, etc).
500 * \note Values are valid only after FLUSH_VERTICES has been called.
501 * \note Index and Edgeflag current values are stored as floats in the
502 * SIX and SEVEN attribute slots.
503 * \note We need double storage for 64-bit vertex attributes
504 */
505 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
506
507 /**
508 * \name Current raster position attributes (always up to date after a
509 * glRasterPos call).
510 */
511 GLfloat RasterPos[4];
512 GLfloat RasterDistance;
513 GLfloat RasterColor[4];
514 GLfloat RasterSecondaryColor[4];
515 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
516 GLboolean RasterPosValid;
517 };
518
519
520 /**
521 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
522 */
523 struct gl_depthbuffer_attrib
524 {
525 GLenum Func; /**< Function for depth buffer compare */
526 GLclampd Clear; /**< Value to clear depth buffer to */
527 GLboolean Test; /**< Depth buffering enabled flag */
528 GLboolean Mask; /**< Depth buffer writable? */
529 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
530 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
531 };
532
533
534 /**
535 * Evaluator attribute group (GL_EVAL_BIT).
536 */
537 struct gl_eval_attrib
538 {
539 /**
540 * \name Enable bits
541 */
542 /*@{*/
543 GLboolean Map1Color4;
544 GLboolean Map1Index;
545 GLboolean Map1Normal;
546 GLboolean Map1TextureCoord1;
547 GLboolean Map1TextureCoord2;
548 GLboolean Map1TextureCoord3;
549 GLboolean Map1TextureCoord4;
550 GLboolean Map1Vertex3;
551 GLboolean Map1Vertex4;
552 GLboolean Map2Color4;
553 GLboolean Map2Index;
554 GLboolean Map2Normal;
555 GLboolean Map2TextureCoord1;
556 GLboolean Map2TextureCoord2;
557 GLboolean Map2TextureCoord3;
558 GLboolean Map2TextureCoord4;
559 GLboolean Map2Vertex3;
560 GLboolean Map2Vertex4;
561 GLboolean AutoNormal;
562 /*@}*/
563
564 /**
565 * \name Map Grid endpoints and divisions and calculated du values
566 */
567 /*@{*/
568 GLint MapGrid1un;
569 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
570 GLint MapGrid2un, MapGrid2vn;
571 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
572 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
573 /*@}*/
574 };
575
576
577 /**
578 * Fog attribute group (GL_FOG_BIT).
579 */
580 struct gl_fog_attrib
581 {
582 GLboolean Enabled; /**< Fog enabled flag */
583 GLboolean ColorSumEnabled;
584 GLfloat ColorUnclamped[4]; /**< Fog color */
585 GLfloat Color[4]; /**< Fog color */
586 GLfloat Density; /**< Density >= 0.0 */
587 GLfloat Start; /**< Start distance in eye coords */
588 GLfloat End; /**< End distance in eye coords */
589 GLfloat Index; /**< Fog index */
590 GLenum Mode; /**< Fog mode */
591 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
592 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
593 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
594 };
595
596
597 /**
598 * Hint attribute group (GL_HINT_BIT).
599 *
600 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
601 */
602 struct gl_hint_attrib
603 {
604 GLenum PerspectiveCorrection;
605 GLenum PointSmooth;
606 GLenum LineSmooth;
607 GLenum PolygonSmooth;
608 GLenum Fog;
609 GLenum TextureCompression; /**< GL_ARB_texture_compression */
610 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
611 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
612 };
613
614
615 /**
616 * Lighting attribute group (GL_LIGHT_BIT).
617 */
618 struct gl_light_attrib
619 {
620 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
621 struct gl_lightmodel Model; /**< Lighting model */
622
623 /**
624 * Front and back material values.
625 * Note: must call FLUSH_VERTICES() before using.
626 */
627 struct gl_material Material;
628
629 GLboolean Enabled; /**< Lighting enabled flag */
630 GLboolean ColorMaterialEnabled;
631
632 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
633 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
634 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
635 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
636 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
637
638
639 GLboolean _ClampVertexColor;
640 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
641
642 /**
643 * Derived state for optimizations:
644 */
645 /*@{*/
646 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
647
648 GLboolean _NeedEyeCoords;
649 GLboolean _NeedVertices; /**< Use fast shader? */
650
651 GLfloat _BaseColor[2][3];
652 /*@}*/
653 };
654
655
656 /**
657 * Line attribute group (GL_LINE_BIT).
658 */
659 struct gl_line_attrib
660 {
661 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
662 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
663 GLushort StipplePattern; /**< Stipple pattern */
664 GLint StippleFactor; /**< Stipple repeat factor */
665 GLfloat Width; /**< Line width */
666 };
667
668
669 /**
670 * Display list attribute group (GL_LIST_BIT).
671 */
672 struct gl_list_attrib
673 {
674 GLuint ListBase;
675 };
676
677
678 /**
679 * Multisample attribute group (GL_MULTISAMPLE_BIT).
680 */
681 struct gl_multisample_attrib
682 {
683 GLboolean Enabled;
684 GLboolean SampleAlphaToCoverage;
685 GLboolean SampleAlphaToOne;
686 GLboolean SampleCoverage;
687 GLboolean SampleCoverageInvert;
688 GLboolean SampleShading;
689
690 /* ARB_texture_multisample / GL3.2 additions */
691 GLboolean SampleMask;
692
693 GLfloat SampleCoverageValue;
694 GLfloat MinSampleShadingValue;
695
696 /** The GL spec defines this as an array but >32x MSAA is madness */
697 GLbitfield SampleMaskValue;
698 };
699
700
701 /**
702 * A pixelmap (see glPixelMap)
703 */
704 struct gl_pixelmap
705 {
706 GLint Size;
707 GLfloat Map[MAX_PIXEL_MAP_TABLE];
708 };
709
710
711 /**
712 * Collection of all pixelmaps
713 */
714 struct gl_pixelmaps
715 {
716 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
717 struct gl_pixelmap GtoG;
718 struct gl_pixelmap BtoB;
719 struct gl_pixelmap AtoA;
720 struct gl_pixelmap ItoR;
721 struct gl_pixelmap ItoG;
722 struct gl_pixelmap ItoB;
723 struct gl_pixelmap ItoA;
724 struct gl_pixelmap ItoI;
725 struct gl_pixelmap StoS;
726 };
727
728
729 /**
730 * Pixel attribute group (GL_PIXEL_MODE_BIT).
731 */
732 struct gl_pixel_attrib
733 {
734 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
735
736 /*--- Begin Pixel Transfer State ---*/
737 /* Fields are in the order in which they're applied... */
738
739 /** Scale & Bias (index shift, offset) */
740 /*@{*/
741 GLfloat RedBias, RedScale;
742 GLfloat GreenBias, GreenScale;
743 GLfloat BlueBias, BlueScale;
744 GLfloat AlphaBias, AlphaScale;
745 GLfloat DepthBias, DepthScale;
746 GLint IndexShift, IndexOffset;
747 /*@}*/
748
749 /* Pixel Maps */
750 /* Note: actual pixel maps are not part of this attrib group */
751 GLboolean MapColorFlag;
752 GLboolean MapStencilFlag;
753
754 /*--- End Pixel Transfer State ---*/
755
756 /** glPixelZoom */
757 GLfloat ZoomX, ZoomY;
758 };
759
760
761 /**
762 * Point attribute group (GL_POINT_BIT).
763 */
764 struct gl_point_attrib
765 {
766 GLfloat Size; /**< User-specified point size */
767 GLfloat Params[3]; /**< GL_EXT_point_parameters */
768 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
769 GLfloat Threshold; /**< GL_EXT_point_parameters */
770 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
771 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
772 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
773 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
774 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
775 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
776 };
777
778
779 /**
780 * Polygon attribute group (GL_POLYGON_BIT).
781 */
782 struct gl_polygon_attrib
783 {
784 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
785 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
786 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
787 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
788 GLboolean CullFlag; /**< Culling on/off flag */
789 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
790 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
791 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
792 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
793 GLfloat OffsetUnits; /**< Polygon offset units, from user */
794 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
795 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
796 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
797 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
798 };
799
800
801 /**
802 * Scissor attributes (GL_SCISSOR_BIT).
803 */
804 struct gl_scissor_rect
805 {
806 GLint X, Y; /**< Lower left corner of box */
807 GLsizei Width, Height; /**< Size of box */
808 };
809 struct gl_scissor_attrib
810 {
811 GLbitfield EnableFlags; /**< Scissor test enabled? */
812 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
813 GLint NumWindowRects; /**< Count of enabled window rectangles */
814 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
815 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
816 };
817
818
819 /**
820 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
821 *
822 * Three sets of stencil data are tracked so that OpenGL 2.0,
823 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
824 * simultaneously. In each of the stencil state arrays, element 0 corresponds
825 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
826 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
827 * GL_EXT_stencil_two_side GL_BACK state.
828 *
829 * The derived value \c _BackFace is either 1 or 2 depending on whether or
830 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
831 *
832 * The derived value \c _TestTwoSide is set when the front-face and back-face
833 * stencil state are different.
834 */
835 struct gl_stencil_attrib
836 {
837 GLboolean Enabled; /**< Enabled flag */
838 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
839 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
840 GLboolean _Enabled; /**< Enabled and stencil buffer present */
841 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
842 GLboolean _TestTwoSide;
843 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
844 GLenum Function[3]; /**< Stencil function */
845 GLenum FailFunc[3]; /**< Fail function */
846 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
847 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
848 GLint Ref[3]; /**< Reference value */
849 GLuint ValueMask[3]; /**< Value mask */
850 GLuint WriteMask[3]; /**< Write mask */
851 GLuint Clear; /**< Clear value */
852 };
853
854
855 /**
856 * An index for each type of texture object. These correspond to the GL
857 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
858 * Note: the order is from highest priority to lowest priority.
859 */
860 typedef enum
861 {
862 TEXTURE_2D_MULTISAMPLE_INDEX,
863 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
864 TEXTURE_CUBE_ARRAY_INDEX,
865 TEXTURE_BUFFER_INDEX,
866 TEXTURE_2D_ARRAY_INDEX,
867 TEXTURE_1D_ARRAY_INDEX,
868 TEXTURE_EXTERNAL_INDEX,
869 TEXTURE_CUBE_INDEX,
870 TEXTURE_3D_INDEX,
871 TEXTURE_RECT_INDEX,
872 TEXTURE_2D_INDEX,
873 TEXTURE_1D_INDEX,
874 NUM_TEXTURE_TARGETS
875 } gl_texture_index;
876
877
878 /**
879 * Bit flags for each type of texture object
880 */
881 /*@{*/
882 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
883 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
884 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
885 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
886 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
887 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
888 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
889 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
890 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
891 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
892 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
893 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
894 /*@}*/
895
896
897 /**
898 * Texture image state. Drivers will typically create a subclass of this
899 * with extra fields for memory buffers, etc.
900 */
901 struct gl_texture_image
902 {
903 GLint InternalFormat; /**< Internal format as given by the user */
904 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
905 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
906 * GL_INTENSITY, GL_DEPTH_COMPONENT or
907 * GL_DEPTH_STENCIL_EXT only. Used for
908 * choosing TexEnv arithmetic.
909 */
910 mesa_format TexFormat; /**< The actual texture memory format */
911
912 GLuint Border; /**< 0 or 1 */
913 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
914 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
915 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
916 GLuint Width2; /**< = Width - 2*Border */
917 GLuint Height2; /**< = Height - 2*Border */
918 GLuint Depth2; /**< = Depth - 2*Border */
919 GLuint WidthLog2; /**< = log2(Width2) */
920 GLuint HeightLog2; /**< = log2(Height2) */
921 GLuint DepthLog2; /**< = log2(Depth2) */
922 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
923 levels, computed from the dimensions */
924
925 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
926 GLuint Level; /**< Which mipmap level am I? */
927 /** Cube map face: index into gl_texture_object::Image[] array */
928 GLuint Face;
929
930 /** GL_ARB_texture_multisample */
931 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
932 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
933 };
934
935
936 /**
937 * Indexes for cube map faces.
938 */
939 typedef enum
940 {
941 FACE_POS_X = 0,
942 FACE_NEG_X = 1,
943 FACE_POS_Y = 2,
944 FACE_NEG_Y = 3,
945 FACE_POS_Z = 4,
946 FACE_NEG_Z = 5,
947 MAX_FACES = 6
948 } gl_face_index;
949
950
951 /**
952 * Sampler object state. These objects are new with GL_ARB_sampler_objects
953 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
954 */
955 struct gl_sampler_object
956 {
957 mtx_t Mutex;
958 GLuint Name;
959 GLint RefCount;
960 GLchar *Label; /**< GL_KHR_debug */
961
962 GLenum WrapS; /**< S-axis texture image wrap mode */
963 GLenum WrapT; /**< T-axis texture image wrap mode */
964 GLenum WrapR; /**< R-axis texture image wrap mode */
965 GLenum MinFilter; /**< minification filter */
966 GLenum MagFilter; /**< magnification filter */
967 union gl_color_union BorderColor; /**< Interpreted according to texture format */
968 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
969 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
970 GLfloat LodBias; /**< OpenGL 1.4 */
971 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
972 GLenum CompareMode; /**< GL_ARB_shadow */
973 GLenum CompareFunc; /**< GL_ARB_shadow */
974 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
975 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
976 };
977
978
979 /**
980 * Texture object state. Contains the array of mipmap images, border color,
981 * wrap modes, filter modes, and shadow/texcompare state.
982 */
983 struct gl_texture_object
984 {
985 mtx_t Mutex; /**< for thread safety */
986 GLint RefCount; /**< reference count */
987 GLuint Name; /**< the user-visible texture object ID */
988 GLchar *Label; /**< GL_KHR_debug */
989 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
990 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
991 Only valid when Target is valid. */
992
993 struct gl_sampler_object Sampler;
994
995 GLenum DepthMode; /**< GL_ARB_depth_texture */
996 bool StencilSampling; /**< Should we sample stencil instead of depth? */
997
998 GLfloat Priority; /**< in [0,1] */
999 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1000 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1001 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1002 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1003 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1004 GLint CropRect[4]; /**< GL_OES_draw_texture */
1005 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1006 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1007 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1008 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1009 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1010 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1011 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1012 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1013 pressure? */
1014 GLboolean Immutable; /**< GL_ARB_texture_storage */
1015 GLboolean _IsFloat; /**< GL_OES_float_texture */
1016 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1017
1018 GLuint MinLevel; /**< GL_ARB_texture_view */
1019 GLuint MinLayer; /**< GL_ARB_texture_view */
1020 GLuint NumLevels; /**< GL_ARB_texture_view */
1021 GLuint NumLayers; /**< GL_ARB_texture_view */
1022
1023 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1024 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1025
1026 /** GL_ARB_texture_buffer_object */
1027 struct gl_buffer_object *BufferObject;
1028 GLenum BufferObjectFormat;
1029 /** Equivalent Mesa format for BufferObjectFormat. */
1030 mesa_format _BufferObjectFormat;
1031 /** GL_ARB_texture_buffer_range */
1032 GLintptr BufferOffset;
1033 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1034
1035 /** GL_OES_EGL_image_external */
1036 GLint RequiredTextureImageUnits;
1037
1038 /** GL_ARB_shader_image_load_store */
1039 GLenum ImageFormatCompatibilityType;
1040 };
1041
1042
1043 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1044 #define MAX_COMBINER_TERMS 4
1045
1046
1047 /**
1048 * Texture combine environment state.
1049 */
1050 struct gl_tex_env_combine_state
1051 {
1052 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1053 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1054 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1055 GLenum SourceRGB[MAX_COMBINER_TERMS];
1056 GLenum SourceA[MAX_COMBINER_TERMS];
1057 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1058 GLenum OperandRGB[MAX_COMBINER_TERMS];
1059 GLenum OperandA[MAX_COMBINER_TERMS];
1060 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1061 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1062 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1063 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1064 };
1065
1066
1067 /**
1068 * TexGenEnabled flags.
1069 */
1070 /*@{*/
1071 #define S_BIT 1
1072 #define T_BIT 2
1073 #define R_BIT 4
1074 #define Q_BIT 8
1075 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1076 /*@}*/
1077
1078
1079 /**
1080 * Bit flag versions of the corresponding GL_ constants.
1081 */
1082 /*@{*/
1083 #define TEXGEN_SPHERE_MAP 0x1
1084 #define TEXGEN_OBJ_LINEAR 0x2
1085 #define TEXGEN_EYE_LINEAR 0x4
1086 #define TEXGEN_REFLECTION_MAP_NV 0x8
1087 #define TEXGEN_NORMAL_MAP_NV 0x10
1088
1089 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1090 TEXGEN_REFLECTION_MAP_NV | \
1091 TEXGEN_NORMAL_MAP_NV)
1092 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1093 TEXGEN_REFLECTION_MAP_NV | \
1094 TEXGEN_NORMAL_MAP_NV | \
1095 TEXGEN_EYE_LINEAR)
1096 /*@}*/
1097
1098
1099
1100 /** Tex-gen enabled for texture unit? */
1101 #define ENABLE_TEXGEN(unit) (1 << (unit))
1102
1103 /** Non-identity texture matrix for texture unit? */
1104 #define ENABLE_TEXMAT(unit) (1 << (unit))
1105
1106
1107 /**
1108 * Texture coord generation state.
1109 */
1110 struct gl_texgen
1111 {
1112 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1113 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1114 GLfloat ObjectPlane[4];
1115 GLfloat EyePlane[4];
1116 };
1117
1118
1119 /**
1120 * Texture unit state. Contains enable flags, texture environment/function/
1121 * combiners, texgen state, and pointers to current texture objects.
1122 */
1123 struct gl_texture_unit
1124 {
1125 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1126
1127 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1128 GLclampf EnvColor[4];
1129 GLfloat EnvColorUnclamped[4];
1130
1131 struct gl_texgen GenS;
1132 struct gl_texgen GenT;
1133 struct gl_texgen GenR;
1134 struct gl_texgen GenQ;
1135 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1136 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1137
1138 GLfloat LodBias; /**< for biasing mipmap levels */
1139
1140 /** Texture targets that have a non-default texture bound */
1141 GLbitfield _BoundTextures;
1142
1143 /** Current sampler object (GL_ARB_sampler_objects) */
1144 struct gl_sampler_object *Sampler;
1145
1146 /**
1147 * \name GL_EXT_texture_env_combine
1148 */
1149 struct gl_tex_env_combine_state Combine;
1150
1151 /**
1152 * Derived state based on \c EnvMode and the \c BaseFormat of the
1153 * currently enabled texture.
1154 */
1155 struct gl_tex_env_combine_state _EnvMode;
1156
1157 /**
1158 * Currently enabled combiner state. This will point to either
1159 * \c Combine or \c _EnvMode.
1160 */
1161 struct gl_tex_env_combine_state *_CurrentCombine;
1162
1163 /** Current texture object pointers */
1164 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1165
1166 /** Points to highest priority, complete and enabled texture object */
1167 struct gl_texture_object *_Current;
1168
1169 };
1170
1171
1172 /**
1173 * Texture attribute group (GL_TEXTURE_BIT).
1174 */
1175 struct gl_texture_attrib
1176 {
1177 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1178
1179 /** GL_ARB_seamless_cubemap */
1180 GLboolean CubeMapSeamless;
1181
1182 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1183
1184 /** GL_ARB_texture_buffer_object */
1185 struct gl_buffer_object *BufferObject;
1186
1187 /** Texture coord units/sets used for fragment texturing */
1188 GLbitfield _EnabledCoordUnits;
1189
1190 /** Texture coord units that have texgen enabled */
1191 GLbitfield _TexGenEnabled;
1192
1193 /** Texture coord units that have non-identity matrices */
1194 GLbitfield _TexMatEnabled;
1195
1196 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1197 GLbitfield _GenFlags;
1198
1199 /** Largest index of a texture unit with _Current != NULL. */
1200 GLint _MaxEnabledTexImageUnit;
1201
1202 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1203 GLint NumCurrentTexUsed;
1204
1205 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1206 };
1207
1208
1209 /**
1210 * Data structure representing a single clip plane (e.g. one of the elements
1211 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1212 */
1213 typedef GLfloat gl_clip_plane[4];
1214
1215
1216 /**
1217 * Transformation attribute group (GL_TRANSFORM_BIT).
1218 */
1219 struct gl_transform_attrib
1220 {
1221 GLenum MatrixMode; /**< Matrix mode */
1222 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1223 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1224 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1225 GLboolean Normalize; /**< Normalize all normals? */
1226 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1227 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1228 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1229 /** GL_ARB_clip_control */
1230 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1231 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1232 };
1233
1234
1235 /**
1236 * Viewport attribute group (GL_VIEWPORT_BIT).
1237 */
1238 struct gl_viewport_attrib
1239 {
1240 GLfloat X, Y; /**< position */
1241 GLfloat Width, Height; /**< size */
1242 GLdouble Near, Far; /**< Depth buffer range */
1243 };
1244
1245
1246 typedef enum {
1247 MAP_USER,
1248 MAP_INTERNAL,
1249
1250 MAP_COUNT
1251 } gl_map_buffer_index;
1252
1253
1254 /**
1255 * Fields describing a mapped buffer range.
1256 */
1257 struct gl_buffer_mapping {
1258 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1259 GLvoid *Pointer; /**< User-space address of mapping */
1260 GLintptr Offset; /**< Mapped offset */
1261 GLsizeiptr Length; /**< Mapped length */
1262 };
1263
1264
1265 /**
1266 * Usages we've seen for a buffer object.
1267 */
1268 typedef enum {
1269 USAGE_UNIFORM_BUFFER = 0x1,
1270 USAGE_TEXTURE_BUFFER = 0x2,
1271 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1272 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1273 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1274 USAGE_PIXEL_PACK_BUFFER = 0x20,
1275 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1276 } gl_buffer_usage;
1277
1278
1279 /**
1280 * GL_ARB_vertex/pixel_buffer_object buffer object
1281 */
1282 struct gl_buffer_object
1283 {
1284 mtx_t Mutex;
1285 GLint RefCount;
1286 GLuint Name;
1287 GLchar *Label; /**< GL_KHR_debug */
1288 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1289 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1290 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1291 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1292 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1293 GLboolean Written; /**< Ever written to? (for debugging) */
1294 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1295 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1296 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1297
1298 /** Counters used for buffer usage warnings */
1299 GLuint NumSubDataCalls;
1300 GLuint NumMapBufferWriteCalls;
1301
1302 struct gl_buffer_mapping Mappings[MAP_COUNT];
1303
1304 /** Memoization of min/max index computations for static index buffers */
1305 struct hash_table *MinMaxCache;
1306 unsigned MinMaxCacheHitIndices;
1307 unsigned MinMaxCacheMissIndices;
1308 bool MinMaxCacheDirty;
1309 };
1310
1311
1312 /**
1313 * Client pixel packing/unpacking attributes
1314 */
1315 struct gl_pixelstore_attrib
1316 {
1317 GLint Alignment;
1318 GLint RowLength;
1319 GLint SkipPixels;
1320 GLint SkipRows;
1321 GLint ImageHeight;
1322 GLint SkipImages;
1323 GLboolean SwapBytes;
1324 GLboolean LsbFirst;
1325 GLboolean Invert; /**< GL_MESA_pack_invert */
1326 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1327 GLint CompressedBlockHeight;
1328 GLint CompressedBlockDepth;
1329 GLint CompressedBlockSize;
1330 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1331 };
1332
1333
1334 /**
1335 * Vertex array information which is derived from gl_array_attributes
1336 * and gl_vertex_buffer_binding information. Used by the VBO module and
1337 * device drivers.
1338 */
1339 struct gl_vertex_array
1340 {
1341 GLint Size; /**< components per element (1,2,3,4) */
1342 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1343 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1344 GLsizei StrideB; /**< actual stride in bytes */
1345 GLuint _ElementSize; /**< size of each element in bytes */
1346 const GLubyte *Ptr; /**< Points to array data */
1347 GLboolean Normalized; /**< GL_ARB_vertex_program */
1348 GLboolean Integer; /**< Integer-valued? */
1349 GLboolean Doubles; /**< double precision values are not converted to floats */
1350 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1351
1352 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1353 };
1354
1355
1356 /**
1357 * Attributes to describe a vertex array.
1358 *
1359 * Contains the size, type, format and normalization flag,
1360 * along with the index of a vertex buffer binding point.
1361 *
1362 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1363 * and is only present for backwards compatibility reasons.
1364 * Rendering always uses VERTEX_BINDING_STRIDE.
1365 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1366 * and VERTEX_BINDING_STRIDE to the same value, while
1367 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1368 */
1369 struct gl_array_attributes
1370 {
1371 GLint Size; /**< Components per element (1,2,3,4) */
1372 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1373 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1374 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1375 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1376 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1377 GLboolean Enabled; /**< Whether the array is enabled */
1378 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1379 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1380 GLboolean Doubles; /**< double precision values are not converted to floats */
1381 GLuint _ElementSize; /**< Size of each element in bytes */
1382 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1383 };
1384
1385
1386 /**
1387 * This describes the buffer object used for a vertex array (or
1388 * multiple vertex arrays). If BufferObj points to the default/null
1389 * buffer object, then the vertex array lives in user memory and not a VBO.
1390 */
1391 struct gl_vertex_buffer_binding
1392 {
1393 GLintptr Offset; /**< User-specified offset */
1394 GLsizei Stride; /**< User-specified stride */
1395 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1396 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1397 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1398 };
1399
1400
1401 /**
1402 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1403 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1404 * extension.
1405 */
1406 struct gl_vertex_array_object
1407 {
1408 /** Name of the VAO as received from glGenVertexArray. */
1409 GLuint Name;
1410
1411 GLint RefCount;
1412
1413 GLchar *Label; /**< GL_KHR_debug */
1414
1415 mtx_t Mutex;
1416
1417 /**
1418 * Does the VAO use ARB semantics or Apple semantics?
1419 *
1420 * There are several ways in which ARB_vertex_array_object and
1421 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1422 * least,
1423 *
1424 * - ARB VAOs require that all array data be sourced from vertex buffer
1425 * objects, but Apple VAOs do not.
1426 *
1427 * - ARB VAOs require that names come from GenVertexArrays.
1428 *
1429 * This flag notes which behavior governs this VAO.
1430 */
1431 GLboolean ARBsemantics;
1432
1433 /**
1434 * Has this array object been bound?
1435 */
1436 GLboolean EverBound;
1437
1438 /**
1439 * Derived vertex attribute arrays
1440 *
1441 * This is a legacy data structure created from gl_vertex_attrib_array and
1442 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1443 */
1444 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1445
1446 /** Vertex attribute arrays */
1447 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1448
1449 /** Vertex buffer bindings */
1450 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1451
1452 /** Mask indicating which vertex arrays have vertex buffer associated. */
1453 GLbitfield64 VertexAttribBufferMask;
1454
1455 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1456 GLbitfield64 _Enabled;
1457
1458 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1459 GLbitfield64 NewArrays;
1460
1461 /** The index buffer (also known as the element array buffer in OpenGL). */
1462 struct gl_buffer_object *IndexBufferObj;
1463 };
1464
1465
1466 /** Used to signal when transitioning from one kind of drawing method
1467 * to another.
1468 */
1469 typedef enum {
1470 DRAW_NONE, /**< Initial value only */
1471 DRAW_BEGIN_END,
1472 DRAW_DISPLAY_LIST,
1473 DRAW_ARRAYS
1474 } gl_draw_method;
1475
1476 /**
1477 * Enum for the OpenGL APIs we know about and may support.
1478 *
1479 * NOTE: This must match the api_enum table in
1480 * src/mesa/main/get_hash_generator.py
1481 */
1482 typedef enum
1483 {
1484 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1485 API_OPENGLES,
1486 API_OPENGLES2,
1487 API_OPENGL_CORE,
1488 API_OPENGL_LAST = API_OPENGL_CORE
1489 } gl_api;
1490
1491 /**
1492 * Vertex array state
1493 */
1494 struct gl_array_attrib
1495 {
1496 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1497 struct gl_vertex_array_object *VAO;
1498
1499 /** The default vertex array object */
1500 struct gl_vertex_array_object *DefaultVAO;
1501
1502 /** The last VAO accessed by a DSA function */
1503 struct gl_vertex_array_object *LastLookedUpVAO;
1504
1505 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1506 struct _mesa_HashTable *Objects;
1507
1508 GLint ActiveTexture; /**< Client Active Texture */
1509 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1510 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1511
1512 /**
1513 * \name Primitive restart controls
1514 *
1515 * Primitive restart is enabled if either \c PrimitiveRestart or
1516 * \c PrimitiveRestartFixedIndex is set.
1517 */
1518 /*@{*/
1519 GLboolean PrimitiveRestart;
1520 GLboolean PrimitiveRestartFixedIndex;
1521 GLboolean _PrimitiveRestart;
1522 GLuint RestartIndex;
1523 /*@}*/
1524
1525 /** One of the DRAW_xxx flags, not consumed by drivers */
1526 gl_draw_method DrawMethod;
1527
1528 /* GL_ARB_vertex_buffer_object */
1529 struct gl_buffer_object *ArrayBufferObj;
1530
1531 /**
1532 * Vertex arrays as consumed by a driver.
1533 * The array pointer is set up only by the VBO module.
1534 */
1535 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1536
1537 /** Legal array datatypes and the API for which they have been computed */
1538 GLbitfield LegalTypesMask;
1539 gl_api LegalTypesMaskAPI;
1540 };
1541
1542
1543 /**
1544 * Feedback buffer state
1545 */
1546 struct gl_feedback
1547 {
1548 GLenum Type;
1549 GLbitfield _Mask; /**< FB_* bits */
1550 GLfloat *Buffer;
1551 GLuint BufferSize;
1552 GLuint Count;
1553 };
1554
1555
1556 /**
1557 * Selection buffer state
1558 */
1559 struct gl_selection
1560 {
1561 GLuint *Buffer; /**< selection buffer */
1562 GLuint BufferSize; /**< size of the selection buffer */
1563 GLuint BufferCount; /**< number of values in the selection buffer */
1564 GLuint Hits; /**< number of records in the selection buffer */
1565 GLuint NameStackDepth; /**< name stack depth */
1566 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1567 GLboolean HitFlag; /**< hit flag */
1568 GLfloat HitMinZ; /**< minimum hit depth */
1569 GLfloat HitMaxZ; /**< maximum hit depth */
1570 };
1571
1572
1573 /**
1574 * 1-D Evaluator control points
1575 */
1576 struct gl_1d_map
1577 {
1578 GLuint Order; /**< Number of control points */
1579 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1580 GLfloat *Points; /**< Points to contiguous control points */
1581 };
1582
1583
1584 /**
1585 * 2-D Evaluator control points
1586 */
1587 struct gl_2d_map
1588 {
1589 GLuint Uorder; /**< Number of control points in U dimension */
1590 GLuint Vorder; /**< Number of control points in V dimension */
1591 GLfloat u1, u2, du;
1592 GLfloat v1, v2, dv;
1593 GLfloat *Points; /**< Points to contiguous control points */
1594 };
1595
1596
1597 /**
1598 * All evaluator control point state
1599 */
1600 struct gl_evaluators
1601 {
1602 /**
1603 * \name 1-D maps
1604 */
1605 /*@{*/
1606 struct gl_1d_map Map1Vertex3;
1607 struct gl_1d_map Map1Vertex4;
1608 struct gl_1d_map Map1Index;
1609 struct gl_1d_map Map1Color4;
1610 struct gl_1d_map Map1Normal;
1611 struct gl_1d_map Map1Texture1;
1612 struct gl_1d_map Map1Texture2;
1613 struct gl_1d_map Map1Texture3;
1614 struct gl_1d_map Map1Texture4;
1615 /*@}*/
1616
1617 /**
1618 * \name 2-D maps
1619 */
1620 /*@{*/
1621 struct gl_2d_map Map2Vertex3;
1622 struct gl_2d_map Map2Vertex4;
1623 struct gl_2d_map Map2Index;
1624 struct gl_2d_map Map2Color4;
1625 struct gl_2d_map Map2Normal;
1626 struct gl_2d_map Map2Texture1;
1627 struct gl_2d_map Map2Texture2;
1628 struct gl_2d_map Map2Texture3;
1629 struct gl_2d_map Map2Texture4;
1630 /*@}*/
1631 };
1632
1633
1634 struct gl_transform_feedback_varying_info
1635 {
1636 char *Name;
1637 GLenum Type;
1638 GLint BufferIndex;
1639 GLint Size;
1640 GLint Offset;
1641 };
1642
1643
1644 /**
1645 * Per-output info vertex shaders for transform feedback.
1646 */
1647 struct gl_transform_feedback_output
1648 {
1649 uint32_t OutputRegister;
1650 uint32_t OutputBuffer;
1651 uint32_t NumComponents;
1652 uint32_t StreamId;
1653
1654 /** offset (in DWORDs) of this output within the interleaved structure */
1655 uint32_t DstOffset;
1656
1657 /**
1658 * Offset into the output register of the data to output. For example,
1659 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1660 * offset is in the y and z components of the output register.
1661 */
1662 uint32_t ComponentOffset;
1663 };
1664
1665
1666 struct gl_transform_feedback_buffer
1667 {
1668 uint32_t Binding;
1669
1670 uint32_t NumVaryings;
1671
1672 /**
1673 * Total number of components stored in each buffer. This may be used by
1674 * hardware back-ends to determine the correct stride when interleaving
1675 * multiple transform feedback outputs in the same buffer.
1676 */
1677 uint32_t Stride;
1678
1679 /**
1680 * Which transform feedback stream this buffer binding is associated with.
1681 */
1682 uint32_t Stream;
1683 };
1684
1685
1686 /** Post-link transform feedback info. */
1687 struct gl_transform_feedback_info
1688 {
1689 unsigned NumOutputs;
1690
1691 /* Bitmask of active buffer indices. */
1692 unsigned ActiveBuffers;
1693
1694 struct gl_transform_feedback_output *Outputs;
1695
1696 /** Transform feedback varyings used for the linking of this shader program.
1697 *
1698 * Use for glGetTransformFeedbackVarying().
1699 */
1700 struct gl_transform_feedback_varying_info *Varyings;
1701 GLint NumVarying;
1702
1703 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1704 };
1705
1706
1707 /**
1708 * Transform feedback object state
1709 */
1710 struct gl_transform_feedback_object
1711 {
1712 GLuint Name; /**< AKA the object ID */
1713 GLint RefCount;
1714 GLchar *Label; /**< GL_KHR_debug */
1715 GLboolean Active; /**< Is transform feedback enabled? */
1716 GLboolean Paused; /**< Is transform feedback paused? */
1717 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1718 at least once? */
1719 GLboolean EverBound; /**< Has this object been bound? */
1720
1721 /**
1722 * GLES: if Active is true, remaining number of primitives which can be
1723 * rendered without overflow. This is necessary to track because GLES
1724 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1725 * glDrawArraysInstanced would overflow transform feedback buffers.
1726 * Undefined if Active is false.
1727 *
1728 * Not tracked for desktop GL since it's unnecessary.
1729 */
1730 unsigned GlesRemainingPrims;
1731
1732 /**
1733 * The program active when BeginTransformFeedback() was called.
1734 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1735 * where stage is the pipeline stage that is the source of data for
1736 * transform feedback.
1737 */
1738 struct gl_program *program;
1739
1740 /** The feedback buffers */
1741 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1742 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1743
1744 /** Start of feedback data in dest buffer */
1745 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1746
1747 /**
1748 * Max data to put into dest buffer (in bytes). Computed based on
1749 * RequestedSize and the actual size of the buffer.
1750 */
1751 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1752
1753 /**
1754 * Size that was specified when the buffer was bound. If the buffer was
1755 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1756 * zero.
1757 */
1758 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1759 };
1760
1761
1762 /**
1763 * Context state for transform feedback.
1764 */
1765 struct gl_transform_feedback_state
1766 {
1767 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1768
1769 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1770 struct gl_buffer_object *CurrentBuffer;
1771
1772 /** The table of all transform feedback objects */
1773 struct _mesa_HashTable *Objects;
1774
1775 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1776 struct gl_transform_feedback_object *CurrentObject;
1777
1778 /** The default xform-fb object (Name==0) */
1779 struct gl_transform_feedback_object *DefaultObject;
1780 };
1781
1782
1783 /**
1784 * A "performance monitor" as described in AMD_performance_monitor.
1785 */
1786 struct gl_perf_monitor_object
1787 {
1788 GLuint Name;
1789
1790 /** True if the monitor is currently active (Begin called but not End). */
1791 GLboolean Active;
1792
1793 /**
1794 * True if the monitor has ended.
1795 *
1796 * This is distinct from !Active because it may never have began.
1797 */
1798 GLboolean Ended;
1799
1800 /**
1801 * A list of groups with currently active counters.
1802 *
1803 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1804 */
1805 unsigned *ActiveGroups;
1806
1807 /**
1808 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1809 *
1810 * Checking whether counter 'c' in group 'g' is active can be done via:
1811 *
1812 * BITSET_TEST(ActiveCounters[g], c)
1813 */
1814 GLuint **ActiveCounters;
1815 };
1816
1817
1818 union gl_perf_monitor_counter_value
1819 {
1820 float f;
1821 uint64_t u64;
1822 uint32_t u32;
1823 };
1824
1825
1826 struct gl_perf_monitor_counter
1827 {
1828 /** Human readable name for the counter. */
1829 const char *Name;
1830
1831 /**
1832 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1833 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1834 */
1835 GLenum Type;
1836
1837 /** Minimum counter value. */
1838 union gl_perf_monitor_counter_value Minimum;
1839
1840 /** Maximum counter value. */
1841 union gl_perf_monitor_counter_value Maximum;
1842 };
1843
1844
1845 struct gl_perf_monitor_group
1846 {
1847 /** Human readable name for the group. */
1848 const char *Name;
1849
1850 /**
1851 * Maximum number of counters in this group which can be active at the
1852 * same time.
1853 */
1854 GLuint MaxActiveCounters;
1855
1856 /** Array of counters within this group. */
1857 const struct gl_perf_monitor_counter *Counters;
1858 GLuint NumCounters;
1859 };
1860
1861
1862 /**
1863 * A query object instance as described in INTEL_performance_query.
1864 *
1865 * NB: We want to keep this and the corresponding backend structure
1866 * relatively lean considering that applications may expect to
1867 * allocate enough objects to be able to query around all draw calls
1868 * in a frame.
1869 */
1870 struct gl_perf_query_object
1871 {
1872 GLuint Id; /**< hash table ID/name */
1873 unsigned Used:1; /**< has been used for 1 or more queries */
1874 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1875 unsigned Ready:1; /**< result is ready? */
1876 };
1877
1878
1879 /**
1880 * Context state for AMD_performance_monitor.
1881 */
1882 struct gl_perf_monitor_state
1883 {
1884 /** Array of performance monitor groups (indexed by group ID) */
1885 const struct gl_perf_monitor_group *Groups;
1886 GLuint NumGroups;
1887
1888 /** The table of all performance monitors. */
1889 struct _mesa_HashTable *Monitors;
1890 };
1891
1892
1893 /**
1894 * Context state for INTEL_performance_query.
1895 */
1896 struct gl_perf_query_state
1897 {
1898 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1899 };
1900
1901
1902 /**
1903 * Names of the various vertex/fragment program register files, etc.
1904 *
1905 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1906 * All values should fit in a 4-bit field.
1907 *
1908 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1909 * considered to be "uniform" variables since they can only be set outside
1910 * glBegin/End. They're also all stored in the same Parameters array.
1911 */
1912 typedef enum
1913 {
1914 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1915 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1916 PROGRAM_INPUT, /**< machine->Inputs[] */
1917 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1918 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1919 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1920 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1921 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1922 PROGRAM_ADDRESS, /**< machine->AddressReg */
1923 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1924 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1925 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1926 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1927 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1928 PROGRAM_MEMORY, /**< for shared, global and local memory */
1929 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1930 PROGRAM_FILE_MAX
1931 } gl_register_file;
1932
1933
1934 /**
1935 * Base class for any kind of program object
1936 */
1937 struct gl_program
1938 {
1939 /** FIXME: This must be first until we split shader_info from nir_shader */
1940 struct shader_info info;
1941
1942 GLuint Id;
1943 GLint RefCount;
1944 GLubyte *String; /**< Null-terminated program text */
1945
1946 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1947 GLenum Format; /**< String encoding format */
1948
1949 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
1950
1951 struct nir_shader *nir;
1952
1953 bool is_arb_asm; /** Is this an ARB assembly-style program */
1954
1955 /** Is this program written to on disk shader cache */
1956 bool program_written_to_cache;
1957
1958 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
1959 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1960 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1961 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1962 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
1963
1964 /* Fragement shader only fields */
1965 GLboolean OriginUpperLeft;
1966 GLboolean PixelCenterInteger;
1967
1968 /** Named parameters, constants, etc. from program text */
1969 struct gl_program_parameter_list *Parameters;
1970
1971 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1972 GLubyte SamplerUnits[MAX_SAMPLERS];
1973
1974 /* FIXME: We should be able to make this struct a union. However some
1975 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
1976 * these fields, we should fix this.
1977 */
1978 struct {
1979 /** Fields used by GLSL programs */
1980 struct {
1981 /** Data shared by gl_program and gl_shader_program */
1982 struct gl_shader_program_data *data;
1983
1984 struct gl_active_atomic_buffer **AtomicBuffers;
1985
1986 /** Post-link transform feedback info. */
1987 struct gl_transform_feedback_info *LinkedTransformFeedback;
1988
1989 /**
1990 * Number of types for subroutine uniforms.
1991 */
1992 GLuint NumSubroutineUniformTypes;
1993
1994 /**
1995 * Subroutine uniform remap table
1996 * based on the program level uniform remap table.
1997 */
1998 GLuint NumSubroutineUniforms; /* non-sparse total */
1999 GLuint NumSubroutineUniformRemapTable;
2000 struct gl_uniform_storage **SubroutineUniformRemapTable;
2001
2002 /**
2003 * Num of subroutine functions for this stage and storage for them.
2004 */
2005 GLuint NumSubroutineFunctions;
2006 GLuint MaxSubroutineFunctionIndex;
2007 struct gl_subroutine_function *SubroutineFunctions;
2008
2009 /**
2010 * Map from image uniform index to image unit (set by glUniform1i())
2011 *
2012 * An image uniform index is associated with each image uniform by
2013 * the linker. The image index associated with each uniform is
2014 * stored in the \c gl_uniform_storage::image field.
2015 */
2016 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2017
2018 /**
2019 * Access qualifier specified in the shader for each image uniform
2020 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2021 * GL_READ_WRITE.
2022 *
2023 * It may be different, though only more strict than the value of
2024 * \c gl_image_unit::Access for the corresponding image unit.
2025 */
2026 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2027
2028 struct gl_uniform_block **UniformBlocks;
2029 struct gl_uniform_block **ShaderStorageBlocks;
2030
2031 /** Which texture target is being sampled
2032 * (TEXTURE_1D/2D/3D/etc_INDEX)
2033 */
2034 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2035
2036 union {
2037 struct {
2038 /**
2039 * A bitmask of gl_advanced_blend_mode values
2040 */
2041 GLbitfield BlendSupport;
2042 } fs;
2043 };
2044 } sh;
2045
2046 /** ARB assembly-style program fields */
2047 struct {
2048 struct prog_instruction *Instructions;
2049
2050 /**
2051 * Local parameters used by the program.
2052 *
2053 * It's dynamically allocated because it is rarely used (just
2054 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2055 * once it's allocated.
2056 */
2057 GLfloat (*LocalParams)[4];
2058
2059 /** Bitmask of which register files are read/written with indirect
2060 * addressing. Mask of (1 << PROGRAM_x) bits.
2061 */
2062 GLbitfield IndirectRegisterFiles;
2063
2064 /** Logical counts */
2065 /*@{*/
2066 GLuint NumInstructions;
2067 GLuint NumTemporaries;
2068 GLuint NumParameters;
2069 GLuint NumAttributes;
2070 GLuint NumAddressRegs;
2071 GLuint NumAluInstructions;
2072 GLuint NumTexInstructions;
2073 GLuint NumTexIndirections;
2074 /*@}*/
2075 /** Native, actual h/w counts */
2076 /*@{*/
2077 GLuint NumNativeInstructions;
2078 GLuint NumNativeTemporaries;
2079 GLuint NumNativeParameters;
2080 GLuint NumNativeAttributes;
2081 GLuint NumNativeAddressRegs;
2082 GLuint NumNativeAluInstructions;
2083 GLuint NumNativeTexInstructions;
2084 GLuint NumNativeTexIndirections;
2085 /*@}*/
2086
2087 /** Used by ARB assembly-style programs. Can only be true for vertex
2088 * programs.
2089 */
2090 GLboolean IsPositionInvariant;
2091 } arb;
2092 };
2093 };
2094
2095
2096 /**
2097 * State common to vertex and fragment programs.
2098 */
2099 struct gl_program_state
2100 {
2101 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2102 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2103 };
2104
2105
2106 /**
2107 * Context state for vertex programs.
2108 */
2109 struct gl_vertex_program_state
2110 {
2111 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2112 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2113 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2114 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2115 /** Computed two sided lighting for fixed function/programs. */
2116 GLboolean _TwoSideEnabled;
2117 struct gl_program *Current; /**< User-bound vertex program */
2118
2119 /** Currently enabled and valid vertex program (including internal
2120 * programs, user-defined vertex programs and GLSL vertex shaders).
2121 * This is the program we must use when rendering.
2122 */
2123 struct gl_program *_Current;
2124
2125 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2126
2127 /** Should fixed-function T&L be implemented with a vertex prog? */
2128 GLboolean _MaintainTnlProgram;
2129
2130 /** Program to emulate fixed-function T&L (see above) */
2131 struct gl_program *_TnlProgram;
2132
2133 /** Cache of fixed-function programs */
2134 struct gl_program_cache *Cache;
2135
2136 GLboolean _Overriden;
2137 };
2138
2139 /**
2140 * Context state for tessellation control programs.
2141 */
2142 struct gl_tess_ctrl_program_state
2143 {
2144 /** Currently bound and valid shader. */
2145 struct gl_program *_Current;
2146
2147 GLint patch_vertices;
2148 GLfloat patch_default_outer_level[4];
2149 GLfloat patch_default_inner_level[2];
2150 };
2151
2152 /**
2153 * Context state for tessellation evaluation programs.
2154 */
2155 struct gl_tess_eval_program_state
2156 {
2157 /** Currently bound and valid shader. */
2158 struct gl_program *_Current;
2159 };
2160
2161 /**
2162 * Context state for geometry programs.
2163 */
2164 struct gl_geometry_program_state
2165 {
2166 /** Currently enabled and valid program (including internal programs
2167 * and compiled shader programs).
2168 */
2169 struct gl_program *_Current;
2170 };
2171
2172 /**
2173 * Context state for fragment programs.
2174 */
2175 struct gl_fragment_program_state
2176 {
2177 GLboolean Enabled; /**< User-set fragment program enable flag */
2178 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2179 struct gl_program *Current; /**< User-bound fragment program */
2180
2181 /** Currently enabled and valid fragment program (including internal
2182 * programs, user-defined fragment programs and GLSL fragment shaders).
2183 * This is the program we must use when rendering.
2184 */
2185 struct gl_program *_Current;
2186
2187 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2188
2189 /** Should fixed-function texturing be implemented with a fragment prog? */
2190 GLboolean _MaintainTexEnvProgram;
2191
2192 /** Program to emulate fixed-function texture env/combine (see above) */
2193 struct gl_program *_TexEnvProgram;
2194
2195 /** Cache of fixed-function programs */
2196 struct gl_program_cache *Cache;
2197 };
2198
2199
2200 /**
2201 * Context state for compute programs.
2202 */
2203 struct gl_compute_program_state
2204 {
2205 /** Currently enabled and valid program (including internal programs
2206 * and compiled shader programs).
2207 */
2208 struct gl_program *_Current;
2209 };
2210
2211
2212 /**
2213 * ATI_fragment_shader runtime state
2214 */
2215
2216 struct atifs_instruction;
2217 struct atifs_setupinst;
2218
2219 /**
2220 * ATI fragment shader
2221 */
2222 struct ati_fragment_shader
2223 {
2224 GLuint Id;
2225 GLint RefCount;
2226 struct atifs_instruction *Instructions[2];
2227 struct atifs_setupinst *SetupInst[2];
2228 GLfloat Constants[8][4];
2229 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2230 GLubyte numArithInstr[2];
2231 GLubyte regsAssigned[2];
2232 GLubyte NumPasses; /**< 1 or 2 */
2233 GLubyte cur_pass;
2234 GLubyte last_optype;
2235 GLboolean interpinp1;
2236 GLboolean isValid;
2237 GLuint swizzlerq;
2238 struct gl_program *Program;
2239 };
2240
2241 /**
2242 * Context state for GL_ATI_fragment_shader
2243 */
2244 struct gl_ati_fragment_shader_state
2245 {
2246 GLboolean Enabled;
2247 GLboolean _Enabled; /**< enabled and valid shader? */
2248 GLboolean Compiling;
2249 GLfloat GlobalConstants[8][4];
2250 struct ati_fragment_shader *Current;
2251 };
2252
2253 /**
2254 * Shader subroutine function definition
2255 */
2256 struct gl_subroutine_function
2257 {
2258 char *name;
2259 int index;
2260 int num_compat_types;
2261 const struct glsl_type **types;
2262 };
2263
2264 /**
2265 * Shader information needed by both gl_shader and gl_linked shader.
2266 */
2267 struct gl_shader_info
2268 {
2269 /**
2270 * Tessellation Control shader state from layout qualifiers.
2271 */
2272 struct {
2273 /**
2274 * 0 - vertices not declared in shader, or
2275 * 1 .. GL_MAX_PATCH_VERTICES
2276 */
2277 GLint VerticesOut;
2278 } TessCtrl;
2279
2280 /**
2281 * Tessellation Evaluation shader state from layout qualifiers.
2282 */
2283 struct {
2284 /**
2285 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2286 * in this shader.
2287 */
2288 GLenum PrimitiveMode;
2289
2290 enum gl_tess_spacing Spacing;
2291
2292 /**
2293 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2294 */
2295 GLenum VertexOrder;
2296 /**
2297 * 1, 0, or -1 if it's not set in this shader.
2298 */
2299 int PointMode;
2300 } TessEval;
2301
2302 /**
2303 * Geometry shader state from GLSL 1.50 layout qualifiers.
2304 */
2305 struct {
2306 GLint VerticesOut;
2307 /**
2308 * 0 - Invocations count not declared in shader, or
2309 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2310 */
2311 GLint Invocations;
2312 /**
2313 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2314 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2315 * shader.
2316 */
2317 GLenum InputType;
2318 /**
2319 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2320 * it's not set in this shader.
2321 */
2322 GLenum OutputType;
2323 } Geom;
2324
2325 /**
2326 * Compute shader state from ARB_compute_shader and
2327 * ARB_compute_variable_group_size layout qualifiers.
2328 */
2329 struct {
2330 /**
2331 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2332 * it's not set in this shader.
2333 */
2334 unsigned LocalSize[3];
2335
2336 /**
2337 * Whether a variable work group size has been specified as defined by
2338 * ARB_compute_variable_group_size.
2339 */
2340 bool LocalSizeVariable;
2341 } Comp;
2342 };
2343
2344 /**
2345 * A linked GLSL shader object.
2346 */
2347 struct gl_linked_shader
2348 {
2349 gl_shader_stage Stage;
2350
2351 #ifdef DEBUG
2352 unsigned SourceChecksum;
2353 #endif
2354
2355 struct gl_program *Program; /**< Post-compile assembly code */
2356
2357 /**
2358 * \name Sampler tracking
2359 *
2360 * \note Each of these fields is only set post-linking.
2361 */
2362 /*@{*/
2363 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2364 /*@}*/
2365
2366 /**
2367 * Number of default uniform block components used by this shader.
2368 *
2369 * This field is only set post-linking.
2370 */
2371 unsigned num_uniform_components;
2372
2373 /**
2374 * Number of combined uniform components used by this shader.
2375 *
2376 * This field is only set post-linking. It is the sum of the uniform block
2377 * sizes divided by sizeof(float), and num_uniform_compoennts.
2378 */
2379 unsigned num_combined_uniform_components;
2380
2381 struct exec_list *ir;
2382 struct exec_list *packed_varyings;
2383 struct exec_list *fragdata_arrays;
2384 struct glsl_symbol_table *symbols;
2385 };
2386
2387 static inline GLbitfield gl_external_samplers(struct gl_program *prog)
2388 {
2389 GLbitfield external_samplers = 0;
2390 GLbitfield mask = prog->SamplersUsed;
2391
2392 while (mask) {
2393 int idx = u_bit_scan(&mask);
2394 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2395 external_samplers |= (1 << idx);
2396 }
2397
2398 return external_samplers;
2399 }
2400
2401 /**
2402 * Compile status enum. compile_skipped is used to indicate the compile
2403 * was skipped due to the shader matching one that's been seen before by
2404 * the on-disk cache.
2405 */
2406 enum gl_compile_status
2407 {
2408 compile_failure = 0,
2409 compile_success,
2410 compile_skipped
2411 };
2412
2413 /**
2414 * A GLSL shader object.
2415 */
2416 struct gl_shader
2417 {
2418 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2419 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2420 * Must be the first field.
2421 */
2422 GLenum Type;
2423 gl_shader_stage Stage;
2424 GLuint Name; /**< AKA the handle */
2425 GLint RefCount; /**< Reference count */
2426 GLchar *Label; /**< GL_KHR_debug */
2427 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2428 GLboolean DeletePending;
2429 enum gl_compile_status CompileStatus;
2430 bool IsES; /**< True if this shader uses GLSL ES */
2431
2432 #ifdef DEBUG
2433 unsigned SourceChecksum; /**< for debug/logging purposes */
2434 #endif
2435 const GLchar *Source; /**< Source code string */
2436
2437 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2438
2439 GLchar *InfoLog;
2440
2441 unsigned Version; /**< GLSL version used for linking */
2442
2443 struct exec_list *ir;
2444 struct glsl_symbol_table *symbols;
2445
2446 /**
2447 * A bitmask of gl_advanced_blend_mode values
2448 */
2449 GLbitfield BlendSupport;
2450
2451 /**
2452 * Whether early fragment tests are enabled as defined by
2453 * ARB_shader_image_load_store.
2454 */
2455 bool EarlyFragmentTests;
2456
2457 bool ARB_fragment_coord_conventions_enable;
2458
2459 bool redeclares_gl_fragcoord;
2460 bool uses_gl_fragcoord;
2461
2462 bool PostDepthCoverage;
2463 bool InnerCoverage;
2464
2465 /**
2466 * Fragment shader state from GLSL 1.50 layout qualifiers.
2467 */
2468 bool origin_upper_left;
2469 bool pixel_center_integer;
2470
2471 /** Global xfb_stride out qualifier if any */
2472 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2473
2474 struct gl_shader_info info;
2475 };
2476
2477
2478 struct gl_uniform_buffer_variable
2479 {
2480 char *Name;
2481
2482 /**
2483 * Name of the uniform as seen by glGetUniformIndices.
2484 *
2485 * glGetUniformIndices requires that the block instance index \b not be
2486 * present in the name of queried uniforms.
2487 *
2488 * \note
2489 * \c gl_uniform_buffer_variable::IndexName and
2490 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2491 */
2492 char *IndexName;
2493
2494 const struct glsl_type *Type;
2495 unsigned int Offset;
2496 GLboolean RowMajor;
2497 };
2498
2499
2500 enum gl_uniform_block_packing
2501 {
2502 ubo_packing_std140,
2503 ubo_packing_shared,
2504 ubo_packing_packed,
2505 ubo_packing_std430
2506 };
2507
2508
2509 struct gl_uniform_block
2510 {
2511 /** Declared name of the uniform block */
2512 char *Name;
2513
2514 /** Array of supplemental information about UBO ir_variables. */
2515 struct gl_uniform_buffer_variable *Uniforms;
2516 GLuint NumUniforms;
2517
2518 /**
2519 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2520 * with glBindBufferBase to bind a buffer object to this uniform block. When
2521 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2522 */
2523 GLuint Binding;
2524
2525 /**
2526 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2527 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2528 */
2529 GLuint UniformBufferSize;
2530
2531 /** Stages that reference this block */
2532 uint8_t stageref;
2533
2534 /**
2535 * Linearized array index for uniform block instance arrays
2536 *
2537 * Given a uniform block instance array declared with size
2538 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2539 * have the linearized array index
2540 *
2541 * m-1 m
2542 * i_m + ∑ i_j * ∏ s_k
2543 * j=0 k=j+1
2544 *
2545 * For a uniform block instance that is not an array, this is always 0.
2546 */
2547 uint8_t linearized_array_index;
2548
2549 /**
2550 * Layout specified in the shader
2551 *
2552 * This isn't accessible through the API, but it is used while
2553 * cross-validating uniform blocks.
2554 */
2555 enum gl_uniform_block_packing _Packing;
2556 GLboolean _RowMajor;
2557 };
2558
2559 /**
2560 * Structure that represents a reference to an atomic buffer from some
2561 * shader program.
2562 */
2563 struct gl_active_atomic_buffer
2564 {
2565 /** Uniform indices of the atomic counters declared within it. */
2566 GLuint *Uniforms;
2567 GLuint NumUniforms;
2568
2569 /** Binding point index associated with it. */
2570 GLuint Binding;
2571
2572 /** Minimum reasonable size it is expected to have. */
2573 GLuint MinimumSize;
2574
2575 /** Shader stages making use of it. */
2576 GLboolean StageReferences[MESA_SHADER_STAGES];
2577 };
2578
2579 /**
2580 * Data container for shader queries. This holds only the minimal
2581 * amount of required information for resource queries to work.
2582 */
2583 struct gl_shader_variable
2584 {
2585 /**
2586 * Declared type of the variable
2587 */
2588 const struct glsl_type *type;
2589
2590 /**
2591 * If the variable is in an interface block, this is the type of the block.
2592 */
2593 const struct glsl_type *interface_type;
2594
2595 /**
2596 * For variables inside structs (possibly recursively), this is the
2597 * outermost struct type.
2598 */
2599 const struct glsl_type *outermost_struct_type;
2600
2601 /**
2602 * Declared name of the variable
2603 */
2604 char *name;
2605
2606 /**
2607 * Storage location of the base of this variable
2608 *
2609 * The precise meaning of this field depends on the nature of the variable.
2610 *
2611 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2612 * - Vertex shader output: one of the values from \c gl_varying_slot.
2613 * - Geometry shader input: one of the values from \c gl_varying_slot.
2614 * - Geometry shader output: one of the values from \c gl_varying_slot.
2615 * - Fragment shader input: one of the values from \c gl_varying_slot.
2616 * - Fragment shader output: one of the values from \c gl_frag_result.
2617 * - Uniforms: Per-stage uniform slot number for default uniform block.
2618 * - Uniforms: Index within the uniform block definition for UBO members.
2619 * - Non-UBO Uniforms: explicit location until linking then reused to
2620 * store uniform slot number.
2621 * - Other: This field is not currently used.
2622 *
2623 * If the variable is a uniform, shader input, or shader output, and the
2624 * slot has not been assigned, the value will be -1.
2625 */
2626 int location;
2627
2628 /**
2629 * Specifies the first component the variable is stored in as per
2630 * ARB_enhanced_layouts.
2631 */
2632 unsigned component:2;
2633
2634 /**
2635 * Output index for dual source blending.
2636 *
2637 * \note
2638 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2639 * source blending.
2640 */
2641 unsigned index:1;
2642
2643 /**
2644 * Specifies whether a shader input/output is per-patch in tessellation
2645 * shader stages.
2646 */
2647 unsigned patch:1;
2648
2649 /**
2650 * Storage class of the variable.
2651 *
2652 * \sa (n)ir_variable_mode
2653 */
2654 unsigned mode:4;
2655
2656 /**
2657 * Interpolation mode for shader inputs / outputs
2658 *
2659 * \sa glsl_interp_mode
2660 */
2661 unsigned interpolation:2;
2662
2663 /**
2664 * Was the location explicitly set in the shader?
2665 *
2666 * If the location is explicitly set in the shader, it \b cannot be changed
2667 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2668 * no effect).
2669 */
2670 unsigned explicit_location:1;
2671
2672 /**
2673 * Precision qualifier.
2674 */
2675 unsigned precision:2;
2676 };
2677
2678 /**
2679 * Active resource in a gl_shader_program
2680 */
2681 struct gl_program_resource
2682 {
2683 GLenum Type; /** Program interface type. */
2684 const void *Data; /** Pointer to resource associated data structure. */
2685 uint8_t StageReferences; /** Bitmask of shader stage references. */
2686 };
2687
2688 /**
2689 * Link status enum. linking_skipped is used to indicate linking
2690 * was skipped due to the shader being loaded from the on-disk cache.
2691 */
2692 enum gl_link_status
2693 {
2694 linking_failure = 0,
2695 linking_success,
2696 linking_skipped
2697 };
2698
2699 /**
2700 * A data structure to be shared by gl_shader_program and gl_program.
2701 */
2702 struct gl_shader_program_data
2703 {
2704 GLint RefCount; /**< Reference count */
2705
2706 /** SHA1 hash of linked shader program */
2707 unsigned char sha1[20];
2708
2709 unsigned NumUniformStorage;
2710 unsigned NumHiddenUniforms;
2711 struct gl_uniform_storage *UniformStorage;
2712
2713 unsigned NumUniformBlocks;
2714 struct gl_uniform_block *UniformBlocks;
2715
2716 unsigned NumShaderStorageBlocks;
2717 struct gl_uniform_block *ShaderStorageBlocks;
2718
2719 struct gl_active_atomic_buffer *AtomicBuffers;
2720 unsigned NumAtomicBuffers;
2721
2722 /* Shader cache variables used during restore */
2723 unsigned NumUniformDataSlots;
2724 union gl_constant_value *UniformDataSlots;
2725
2726 bool cache_fallback;
2727
2728 /** List of all active resources after linking. */
2729 struct gl_program_resource *ProgramResourceList;
2730 unsigned NumProgramResourceList;
2731
2732 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2733 GLboolean Validated;
2734 GLchar *InfoLog;
2735
2736 unsigned Version; /**< GLSL version used for linking */
2737
2738 /* Mask of stages this program was linked against */
2739 unsigned linked_stages;
2740 };
2741
2742 /**
2743 * A GLSL program object.
2744 * Basically a linked collection of vertex and fragment shaders.
2745 */
2746 struct gl_shader_program
2747 {
2748 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2749 GLuint Name; /**< aka handle or ID */
2750 GLchar *Label; /**< GL_KHR_debug */
2751 GLint RefCount; /**< Reference count */
2752 GLboolean DeletePending;
2753
2754 /**
2755 * Is the application intending to glGetProgramBinary this program?
2756 */
2757 GLboolean BinaryRetreivableHint;
2758
2759 /**
2760 * Indicates whether program can be bound for individual pipeline stages
2761 * using UseProgramStages after it is next linked.
2762 */
2763 GLboolean SeparateShader;
2764
2765 GLuint NumShaders; /**< number of attached shaders */
2766 struct gl_shader **Shaders; /**< List of attached the shaders */
2767
2768 /**
2769 * User-defined attribute bindings
2770 *
2771 * These are set via \c glBindAttribLocation and are used to direct the
2772 * GLSL linker. These are \b not the values used in the compiled shader,
2773 * and they are \b not the values returned by \c glGetAttribLocation.
2774 */
2775 struct string_to_uint_map *AttributeBindings;
2776
2777 /**
2778 * User-defined fragment data bindings
2779 *
2780 * These are set via \c glBindFragDataLocation and are used to direct the
2781 * GLSL linker. These are \b not the values used in the compiled shader,
2782 * and they are \b not the values returned by \c glGetFragDataLocation.
2783 */
2784 struct string_to_uint_map *FragDataBindings;
2785 struct string_to_uint_map *FragDataIndexBindings;
2786
2787 /**
2788 * Transform feedback varyings last specified by
2789 * glTransformFeedbackVaryings().
2790 *
2791 * For the current set of transform feedback varyings used for transform
2792 * feedback output, see LinkedTransformFeedback.
2793 */
2794 struct {
2795 GLenum BufferMode;
2796 /** Global xfb_stride out qualifier if any */
2797 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2798 GLuint NumVarying;
2799 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2800 } TransformFeedback;
2801
2802 struct gl_program *last_vert_prog;
2803
2804 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2805 enum gl_frag_depth_layout FragDepthLayout;
2806
2807 /**
2808 * Geometry shader state - copied into gl_program by
2809 * _mesa_copy_linked_program_data().
2810 */
2811 struct {
2812 GLint VerticesIn;
2813
2814 bool UsesEndPrimitive;
2815 bool UsesStreams;
2816 } Geom;
2817
2818 /**
2819 * Compute shader state - copied into gl_program by
2820 * _mesa_copy_linked_program_data().
2821 */
2822 struct {
2823 /**
2824 * Size of shared variables accessed by the compute shader.
2825 */
2826 unsigned SharedSize;
2827 } Comp;
2828
2829 /** Data shared by gl_program and gl_shader_program */
2830 struct gl_shader_program_data *data;
2831
2832 /**
2833 * Mapping from GL uniform locations returned by \c glUniformLocation to
2834 * UniformStorage entries. Arrays will have multiple contiguous slots
2835 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2836 */
2837 unsigned NumUniformRemapTable;
2838 struct gl_uniform_storage **UniformRemapTable;
2839
2840 /**
2841 * Sometimes there are empty slots left over in UniformRemapTable after we
2842 * allocate slots to explicit locations. This list stores the blocks of
2843 * continuous empty slots inside UniformRemapTable.
2844 */
2845 struct exec_list EmptyUniformLocations;
2846
2847 /**
2848 * Total number of explicit uniform location including inactive uniforms.
2849 */
2850 unsigned NumExplicitUniformLocations;
2851
2852 /**
2853 * Map of active uniform names to locations
2854 *
2855 * Maps any active uniform that is not an array element to a location.
2856 * Each active uniform, including individual structure members will appear
2857 * in this map. This roughly corresponds to the set of names that would be
2858 * enumerated by \c glGetActiveUniform.
2859 */
2860 struct string_to_uint_map *UniformHash;
2861
2862 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2863
2864 bool IsES; /**< True if this program uses GLSL ES */
2865
2866 /**
2867 * Per-stage shaders resulting from the first stage of linking.
2868 *
2869 * Set of linked shaders for this program. The array is accessed using the
2870 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2871 * \c NULL.
2872 */
2873 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2874
2875 /* True if any of the fragment shaders attached to this program use:
2876 * #extension ARB_fragment_coord_conventions: enable
2877 */
2878 GLboolean ARB_fragment_coord_conventions_enable;
2879 };
2880
2881
2882 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2883 #define GLSL_LOG 0x2 /**< Write shaders to files */
2884 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
2885 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
2886 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
2887 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
2888 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
2889 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
2890 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
2891
2892
2893 /**
2894 * Context state for GLSL vertex/fragment shaders.
2895 * Extended to support pipeline object
2896 */
2897 struct gl_pipeline_object
2898 {
2899 /** Name of the pipeline object as received from glGenProgramPipelines.
2900 * It would be 0 for shaders without separate shader objects.
2901 */
2902 GLuint Name;
2903
2904 GLint RefCount;
2905
2906 mtx_t Mutex;
2907
2908 GLchar *Label; /**< GL_KHR_debug */
2909
2910 /**
2911 * Programs used for rendering
2912 *
2913 * There is a separate program set for each shader stage.
2914 */
2915 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
2916
2917 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
2918
2919 struct gl_program *_CurrentFragmentProgram;
2920
2921 /**
2922 * Program used by glUniform calls.
2923 *
2924 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2925 */
2926 struct gl_shader_program *ActiveProgram;
2927
2928 GLbitfield Flags; /**< Mask of GLSL_x flags */
2929
2930 GLboolean EverBound; /**< Has the pipeline object been created */
2931
2932 GLboolean Validated; /**< Pipeline Validation status */
2933
2934 GLchar *InfoLog;
2935 };
2936
2937 /**
2938 * Context state for GLSL pipeline shaders.
2939 */
2940 struct gl_pipeline_shader_state
2941 {
2942 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2943 struct gl_pipeline_object *Current;
2944
2945 /* Default Object to ensure that _Shader is never NULL */
2946 struct gl_pipeline_object *Default;
2947
2948 /** Pipeline objects */
2949 struct _mesa_HashTable *Objects;
2950 };
2951
2952 /**
2953 * Compiler options for a single GLSL shaders type
2954 */
2955 struct gl_shader_compiler_options
2956 {
2957 /** Driver-selectable options: */
2958 GLboolean EmitNoLoops;
2959 GLboolean EmitNoFunctions;
2960 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2961 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2962 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2963 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2964 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
2965 * gl_CullDistance together from
2966 * float[8] to vec4[2]
2967 **/
2968
2969 /**
2970 * \name Forms of indirect addressing the driver cannot do.
2971 */
2972 /*@{*/
2973 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2974 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2975 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2976 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2977 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2978 /*@}*/
2979
2980 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2981 GLuint MaxUnrollIterations;
2982
2983 /**
2984 * Optimize code for array of structures backends.
2985 *
2986 * This is a proxy for:
2987 * - preferring DP4 instructions (rather than MUL/MAD) for
2988 * matrix * vector operations, such as position transformation.
2989 */
2990 GLboolean OptimizeForAOS;
2991
2992 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2993
2994 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
2995 GLboolean ClampBlockIndicesToArrayBounds;
2996
2997 const struct nir_shader_compiler_options *NirOptions;
2998 };
2999
3000
3001 /**
3002 * Occlusion/timer query object.
3003 */
3004 struct gl_query_object
3005 {
3006 GLenum Target; /**< The query target, when active */
3007 GLuint Id; /**< hash table ID/name */
3008 GLchar *Label; /**< GL_KHR_debug */
3009 GLuint64EXT Result; /**< the counter */
3010 GLboolean Active; /**< inside Begin/EndQuery */
3011 GLboolean Ready; /**< result is ready? */
3012 GLboolean EverBound;/**< has query object ever been bound */
3013 GLuint Stream; /**< The stream */
3014 };
3015
3016
3017 /**
3018 * Context state for query objects.
3019 */
3020 struct gl_query_state
3021 {
3022 struct _mesa_HashTable *QueryObjects;
3023 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3024 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3025
3026 /** GL_NV_conditional_render */
3027 struct gl_query_object *CondRenderQuery;
3028
3029 /** GL_EXT_transform_feedback */
3030 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3031 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3032
3033 /** GL_ARB_transform_feedback_overflow_query */
3034 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3035 struct gl_query_object *TransformFeedbackOverflowAny;
3036
3037 /** GL_ARB_timer_query */
3038 struct gl_query_object *TimeElapsed;
3039
3040 /** GL_ARB_pipeline_statistics_query */
3041 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3042
3043 GLenum CondRenderMode;
3044 };
3045
3046
3047 /** Sync object state */
3048 struct gl_sync_object
3049 {
3050 GLenum Type; /**< GL_SYNC_FENCE */
3051 GLuint Name; /**< Fence name */
3052 GLchar *Label; /**< GL_KHR_debug */
3053 GLint RefCount; /**< Reference count */
3054 GLboolean DeletePending; /**< Object was deleted while there were still
3055 * live references (e.g., sync not yet finished)
3056 */
3057 GLenum SyncCondition;
3058 GLbitfield Flags; /**< Flags passed to glFenceSync */
3059 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3060 };
3061
3062
3063 /**
3064 * State which can be shared by multiple contexts:
3065 */
3066 struct gl_shared_state
3067 {
3068 mtx_t Mutex; /**< for thread safety */
3069 GLint RefCount; /**< Reference count */
3070 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3071 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3072 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3073
3074 /** Default texture objects (shared by all texture units) */
3075 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3076
3077 /** Fallback texture used when a bound texture is incomplete */
3078 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3079
3080 /**
3081 * \name Thread safety and statechange notification for texture
3082 * objects.
3083 *
3084 * \todo Improve the granularity of locking.
3085 */
3086 /*@{*/
3087 mtx_t TexMutex; /**< texobj thread safety */
3088 GLuint TextureStateStamp; /**< state notification for shared tex */
3089 /*@}*/
3090
3091 /** Default buffer object for vertex arrays that aren't in VBOs */
3092 struct gl_buffer_object *NullBufferObj;
3093
3094 /**
3095 * \name Vertex/geometry/fragment programs
3096 */
3097 /*@{*/
3098 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3099 struct gl_program *DefaultVertexProgram;
3100 struct gl_program *DefaultFragmentProgram;
3101 /*@}*/
3102
3103 /* GL_ATI_fragment_shader */
3104 struct _mesa_HashTable *ATIShaders;
3105 struct ati_fragment_shader *DefaultFragmentShader;
3106
3107 struct _mesa_HashTable *BufferObjects;
3108
3109 /** Table of both gl_shader and gl_shader_program objects */
3110 struct _mesa_HashTable *ShaderObjects;
3111
3112 /* GL_EXT_framebuffer_object */
3113 struct _mesa_HashTable *RenderBuffers;
3114 struct _mesa_HashTable *FrameBuffers;
3115
3116 /* GL_ARB_sync */
3117 struct set *SyncObjects;
3118
3119 /** GL_ARB_sampler_objects */
3120 struct _mesa_HashTable *SamplerObjects;
3121
3122 /**
3123 * Some context in this share group was affected by a GPU reset
3124 *
3125 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3126 * been affected by a GPU reset must also return
3127 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3128 *
3129 * Once this field becomes true, it is never reset to false.
3130 */
3131 bool ShareGroupReset;
3132 };
3133
3134
3135
3136 /**
3137 * Renderbuffers represent drawing surfaces such as color, depth and/or
3138 * stencil. A framebuffer object has a set of renderbuffers.
3139 * Drivers will typically derive subclasses of this type.
3140 */
3141 struct gl_renderbuffer
3142 {
3143 mtx_t Mutex; /**< for thread safety */
3144 GLuint ClassID; /**< Useful for drivers */
3145 GLuint Name;
3146 GLchar *Label; /**< GL_KHR_debug */
3147 GLint RefCount;
3148 GLuint Width, Height;
3149 GLuint Depth;
3150 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3151 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3152 /**
3153 * True for renderbuffers that wrap textures, giving the driver a chance to
3154 * flush render caches through the FinishRenderTexture hook.
3155 *
3156 * Drivers may also set this on renderbuffers other than those generated by
3157 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3158 * called without a rb->TexImage.
3159 */
3160 GLboolean NeedsFinishRenderTexture;
3161 GLubyte NumSamples;
3162 GLenum InternalFormat; /**< The user-specified format */
3163 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3164 GL_STENCIL_INDEX. */
3165 mesa_format Format; /**< The actual renderbuffer memory format */
3166 /**
3167 * Pointer to the texture image if this renderbuffer wraps a texture,
3168 * otherwise NULL.
3169 *
3170 * Note that the reference on the gl_texture_object containing this
3171 * TexImage is held by the gl_renderbuffer_attachment.
3172 */
3173 struct gl_texture_image *TexImage;
3174
3175 /** Delete this renderbuffer */
3176 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3177
3178 /** Allocate new storage for this renderbuffer */
3179 GLboolean (*AllocStorage)(struct gl_context *ctx,
3180 struct gl_renderbuffer *rb,
3181 GLenum internalFormat,
3182 GLuint width, GLuint height);
3183 };
3184
3185
3186 /**
3187 * A renderbuffer attachment points to either a texture object (and specifies
3188 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3189 */
3190 struct gl_renderbuffer_attachment
3191 {
3192 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3193 GLboolean Complete;
3194
3195 /**
3196 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3197 * application supplied renderbuffer object.
3198 */
3199 struct gl_renderbuffer *Renderbuffer;
3200
3201 /**
3202 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3203 * supplied texture object.
3204 */
3205 struct gl_texture_object *Texture;
3206 GLuint TextureLevel; /**< Attached mipmap level. */
3207 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3208 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3209 * and 2D array textures */
3210 GLboolean Layered;
3211 };
3212
3213
3214 /**
3215 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3216 * In C++ terms, think of this as a base class from which device drivers
3217 * will make derived classes.
3218 */
3219 struct gl_framebuffer
3220 {
3221 mtx_t Mutex; /**< for thread safety */
3222 /**
3223 * If zero, this is a window system framebuffer. If non-zero, this
3224 * is a FBO framebuffer; note that for some devices (i.e. those with
3225 * a natural pixel coordinate system for FBOs that differs from the
3226 * OpenGL/Mesa coordinate system), this means that the viewport,
3227 * polygon face orientation, and polygon stipple will have to be inverted.
3228 */
3229 GLuint Name;
3230 GLint RefCount;
3231
3232 GLchar *Label; /**< GL_KHR_debug */
3233
3234 GLboolean DeletePending;
3235
3236 /**
3237 * The framebuffer's visual. Immutable if this is a window system buffer.
3238 * Computed from attachments if user-made FBO.
3239 */
3240 struct gl_config Visual;
3241
3242 /**
3243 * Size of frame buffer in pixels. If there are no attachments, then both
3244 * of these are 0.
3245 */
3246 GLuint Width, Height;
3247
3248 /**
3249 * In the case that the framebuffer has no attachment (i.e.
3250 * GL_ARB_framebuffer_no_attachments) then the geometry of
3251 * the framebuffer is specified by the default values.
3252 */
3253 struct {
3254 GLuint Width, Height, Layers, NumSamples;
3255 GLboolean FixedSampleLocations;
3256 /* Derived from NumSamples by the driver so that it can choose a valid
3257 * value for the hardware.
3258 */
3259 GLuint _NumSamples;
3260 } DefaultGeometry;
3261
3262 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3263 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3264 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3265 */
3266 /*@{*/
3267 GLint _Xmin, _Xmax;
3268 GLint _Ymin, _Ymax;
3269 /*@}*/
3270
3271 /** \name Derived Z buffer stuff */
3272 /*@{*/
3273 GLuint _DepthMax; /**< Max depth buffer value */
3274 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3275 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3276 /*@}*/
3277
3278 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3279 GLenum _Status;
3280
3281 /** Whether one of Attachment has Type != GL_NONE
3282 * NOTE: the values for Width and Height are set to 0 in case of having
3283 * no attachments, a backend driver supporting the extension
3284 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3285 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3286 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3287 * _Ymax do NOT take into account _HasAttachments being false). To get the
3288 * geometry of the framebuffer, the helper functions
3289 * _mesa_geometric_width(),
3290 * _mesa_geometric_height(),
3291 * _mesa_geometric_samples() and
3292 * _mesa_geometric_layers()
3293 * are available that check _HasAttachments.
3294 */
3295 bool _HasAttachments;
3296
3297 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3298
3299 /* ARB_color_buffer_float */
3300 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3301 GLboolean _HasSNormOrFloatColorBuffer;
3302
3303 /**
3304 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3305 * is not layered. For cube maps and cube map arrays, each cube face
3306 * counts as a layer. As the case for Width, Height a backend driver
3307 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3308 * in the case that _HasAttachments is false
3309 */
3310 GLuint MaxNumLayers;
3311
3312 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3313 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3314
3315 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3316 * attribute group and GL_PIXEL attribute group, respectively.
3317 */
3318 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3319 GLenum ColorReadBuffer;
3320
3321 /** Computed from ColorDraw/ReadBuffer above */
3322 GLuint _NumColorDrawBuffers;
3323 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3324 GLint _ColorReadBufferIndex; /* -1 = None */
3325 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3326 struct gl_renderbuffer *_ColorReadBuffer;
3327
3328 /** Delete this framebuffer */
3329 void (*Delete)(struct gl_framebuffer *fb);
3330 };
3331
3332
3333 /**
3334 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3335 */
3336 struct gl_precision
3337 {
3338 GLushort RangeMin; /**< min value exponent */
3339 GLushort RangeMax; /**< max value exponent */
3340 GLushort Precision; /**< number of mantissa bits */
3341 };
3342
3343
3344 /**
3345 * Limits for vertex, geometry and fragment programs/shaders.
3346 */
3347 struct gl_program_constants
3348 {
3349 /* logical limits */
3350 GLuint MaxInstructions;
3351 GLuint MaxAluInstructions;
3352 GLuint MaxTexInstructions;
3353 GLuint MaxTexIndirections;
3354 GLuint MaxAttribs;
3355 GLuint MaxTemps;
3356 GLuint MaxAddressRegs;
3357 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3358 GLuint MaxParameters;
3359 GLuint MaxLocalParams;
3360 GLuint MaxEnvParams;
3361 /* native/hardware limits */
3362 GLuint MaxNativeInstructions;
3363 GLuint MaxNativeAluInstructions;
3364 GLuint MaxNativeTexInstructions;
3365 GLuint MaxNativeTexIndirections;
3366 GLuint MaxNativeAttribs;
3367 GLuint MaxNativeTemps;
3368 GLuint MaxNativeAddressRegs;
3369 GLuint MaxNativeParameters;
3370 /* For shaders */
3371 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3372
3373 /**
3374 * \name Per-stage input / output limits
3375 *
3376 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3377 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3378 * ES). This is stored as \c gl_constants::MaxVarying.
3379 *
3380 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3381 * variables. Each stage as a certain number of outputs that it can feed
3382 * to the next stage and a certain number inputs that it can consume from
3383 * the previous stage.
3384 *
3385 * Vertex shader inputs do not participate this in this accounting.
3386 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3387 *
3388 * Fragment shader outputs do not participate this in this accounting.
3389 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3390 */
3391 /*@{*/
3392 GLuint MaxInputComponents;
3393 GLuint MaxOutputComponents;
3394 /*@}*/
3395
3396 /* ES 2.0 and GL_ARB_ES2_compatibility */
3397 struct gl_precision LowFloat, MediumFloat, HighFloat;
3398 struct gl_precision LowInt, MediumInt, HighInt;
3399 /* GL_ARB_uniform_buffer_object */
3400 GLuint MaxUniformBlocks;
3401 GLuint MaxCombinedUniformComponents;
3402 GLuint MaxTextureImageUnits;
3403
3404 /* GL_ARB_shader_atomic_counters */
3405 GLuint MaxAtomicBuffers;
3406 GLuint MaxAtomicCounters;
3407
3408 /* GL_ARB_shader_image_load_store */
3409 GLuint MaxImageUniforms;
3410
3411 /* GL_ARB_shader_storage_buffer_object */
3412 GLuint MaxShaderStorageBlocks;
3413 };
3414
3415
3416 /**
3417 * Constants which may be overridden by device driver during context creation
3418 * but are never changed after that.
3419 */
3420 struct gl_constants
3421 {
3422 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3423 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3424 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3425 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3426 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3427 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3428 GLuint MaxTextureCoordUnits;
3429 GLuint MaxCombinedTextureImageUnits;
3430 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3431 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3432 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3433 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3434
3435 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3436
3437 GLuint MaxArrayLockSize;
3438
3439 GLint SubPixelBits;
3440
3441 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3442 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3443 GLfloat PointSizeGranularity;
3444 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3445 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3446 GLfloat LineWidthGranularity;
3447
3448 GLuint MaxClipPlanes;
3449 GLuint MaxLights;
3450 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3451 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3452
3453 GLuint MaxViewportWidth, MaxViewportHeight;
3454 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3455 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3456 struct {
3457 GLfloat Min;
3458 GLfloat Max;
3459 } ViewportBounds; /**< GL_ARB_viewport_array */
3460 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3461
3462 struct gl_program_constants Program[MESA_SHADER_STAGES];
3463 GLuint MaxProgramMatrices;
3464 GLuint MaxProgramMatrixStackDepth;
3465
3466 struct {
3467 GLuint SamplesPassed;
3468 GLuint TimeElapsed;
3469 GLuint Timestamp;
3470 GLuint PrimitivesGenerated;
3471 GLuint PrimitivesWritten;
3472 GLuint VerticesSubmitted;
3473 GLuint PrimitivesSubmitted;
3474 GLuint VsInvocations;
3475 GLuint TessPatches;
3476 GLuint TessInvocations;
3477 GLuint GsInvocations;
3478 GLuint GsPrimitives;
3479 GLuint FsInvocations;
3480 GLuint ComputeInvocations;
3481 GLuint ClInPrimitives;
3482 GLuint ClOutPrimitives;
3483 } QueryCounterBits;
3484
3485 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3486
3487 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3488 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3489 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3490
3491 /**
3492 * GL_ARB_framebuffer_no_attachments
3493 */
3494 GLuint MaxFramebufferWidth;
3495 GLuint MaxFramebufferHeight;
3496 GLuint MaxFramebufferLayers;
3497 GLuint MaxFramebufferSamples;
3498
3499 /** Number of varying vectors between any two shader stages. */
3500 GLuint MaxVarying;
3501
3502 /** @{
3503 * GL_ARB_uniform_buffer_object
3504 */
3505 GLuint MaxCombinedUniformBlocks;
3506 GLuint MaxUniformBufferBindings;
3507 GLuint MaxUniformBlockSize;
3508 GLuint UniformBufferOffsetAlignment;
3509 /** @} */
3510
3511 /** @{
3512 * GL_ARB_shader_storage_buffer_object
3513 */
3514 GLuint MaxCombinedShaderStorageBlocks;
3515 GLuint MaxShaderStorageBufferBindings;
3516 GLuint MaxShaderStorageBlockSize;
3517 GLuint ShaderStorageBufferOffsetAlignment;
3518 /** @} */
3519
3520 /**
3521 * GL_ARB_explicit_uniform_location
3522 */
3523 GLuint MaxUserAssignableUniformLocations;
3524
3525 /** geometry shader */
3526 GLuint MaxGeometryOutputVertices;
3527 GLuint MaxGeometryTotalOutputComponents;
3528
3529 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3530
3531 /**
3532 * Changes default GLSL extension behavior from "error" to "warn". It's out
3533 * of spec, but it can make some apps work that otherwise wouldn't.
3534 */
3535 GLboolean ForceGLSLExtensionsWarn;
3536
3537 /**
3538 * If non-zero, forces GLSL shaders to behave as if they began
3539 * with "#version ForceGLSLVersion".
3540 */
3541 GLuint ForceGLSLVersion;
3542
3543 /**
3544 * Allow GLSL #extension directives in the middle of shaders.
3545 */
3546 GLboolean AllowGLSLExtensionDirectiveMidShader;
3547
3548 /**
3549 * Allow creating a higher compat profile (version 3.1+) for apps that
3550 * request it. Be careful when adding that driconf option because some
3551 * features are unimplemented and might not work correctly.
3552 */
3553 GLboolean AllowHigherCompatVersion;
3554
3555 /**
3556 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3557 * D3D9 when apps rely on this behaviour.
3558 */
3559 GLboolean ForceGLSLAbsSqrt;
3560
3561 /**
3562 * Force uninitialized variables to default to zero.
3563 */
3564 GLboolean GLSLZeroInit;
3565
3566 /**
3567 * Does the driver support real 32-bit integers? (Otherwise, integers are
3568 * simulated via floats.)
3569 */
3570 GLboolean NativeIntegers;
3571
3572 /**
3573 * Does VertexID count from zero or from base vertex?
3574 *
3575 * \note
3576 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3577 * ignored and need not be set.
3578 */
3579 bool VertexID_is_zero_based;
3580
3581 /**
3582 * If the driver supports real 32-bit integers, what integer value should be
3583 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3584 */
3585 GLuint UniformBooleanTrue;
3586
3587 /**
3588 * Maximum amount of time, measured in nanseconds, that the server can wait.
3589 */
3590 GLuint64 MaxServerWaitTimeout;
3591
3592 /** GL_EXT_provoking_vertex */
3593 GLboolean QuadsFollowProvokingVertexConvention;
3594
3595 /** GL_ARB_viewport_array */
3596 GLenum LayerAndVPIndexProvokingVertex;
3597
3598 /** OpenGL version 3.0 */
3599 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3600
3601 /** OpenGL version 3.2 */
3602 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3603
3604 /** OpenGL version 4.4 */
3605 GLuint MaxVertexAttribStride;
3606
3607 /** GL_EXT_transform_feedback */
3608 GLuint MaxTransformFeedbackBuffers;
3609 GLuint MaxTransformFeedbackSeparateComponents;
3610 GLuint MaxTransformFeedbackInterleavedComponents;
3611 GLuint MaxVertexStreams;
3612
3613 /** GL_EXT_gpu_shader4 */
3614 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3615
3616 /** GL_ARB_texture_gather */
3617 GLuint MinProgramTextureGatherOffset;
3618 GLuint MaxProgramTextureGatherOffset;
3619 GLuint MaxProgramTextureGatherComponents;
3620
3621 /* GL_ARB_robustness */
3622 GLenum ResetStrategy;
3623
3624 /* GL_KHR_robustness */
3625 GLboolean RobustAccess;
3626
3627 /* GL_ARB_blend_func_extended */
3628 GLuint MaxDualSourceDrawBuffers;
3629
3630 /**
3631 * Whether the implementation strips out and ignores texture borders.
3632 *
3633 * Many GPU hardware implementations don't support rendering with texture
3634 * borders and mipmapped textures. (Note: not static border color, but the
3635 * old 1-pixel border around each edge). Implementations then have to do
3636 * slow fallbacks to be correct, or just ignore the border and be fast but
3637 * wrong. Setting the flag strips the border off of TexImage calls,
3638 * providing "fast but wrong" at significantly reduced driver complexity.
3639 *
3640 * Texture borders are deprecated in GL 3.0.
3641 **/
3642 GLboolean StripTextureBorder;
3643
3644 /**
3645 * For drivers which can do a better job at eliminating unused uniforms
3646 * than the GLSL compiler.
3647 *
3648 * XXX Remove these as soon as a better solution is available.
3649 */
3650 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3651
3652 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3653 bool GLSLFragCoordIsSysVal;
3654 bool GLSLFrontFacingIsSysVal;
3655
3656 /**
3657 * Run the minimum amount of GLSL optimizations to be able to link
3658 * shaders optimally (eliminate dead varyings and uniforms) and just do
3659 * all the necessary lowering.
3660 */
3661 bool GLSLOptimizeConservatively;
3662
3663 /**
3664 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3665 * (otherwise, they're system values).
3666 */
3667 bool GLSLTessLevelsAsInputs;
3668
3669 /**
3670 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3671 * than passing the transform feedback object to the drawing function.
3672 */
3673 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3674
3675 /** GL_ARB_map_buffer_alignment */
3676 GLuint MinMapBufferAlignment;
3677
3678 /**
3679 * Disable varying packing. This is out of spec, but potentially useful
3680 * for older platforms that supports a limited number of texture
3681 * indirections--on these platforms, unpacking the varyings in the fragment
3682 * shader increases the number of texture indirections by 1, which might
3683 * make some shaders not executable at all.
3684 *
3685 * Drivers that support transform feedback must set this value to GL_FALSE.
3686 */
3687 GLboolean DisableVaryingPacking;
3688
3689 /**
3690 * Should meaningful names be generated for compiler temporary variables?
3691 *
3692 * Generally, it is not useful to have the compiler generate "meaningful"
3693 * names for temporary variables that it creates. This can, however, be a
3694 * useful debugging aid. In Mesa debug builds or release builds when
3695 * MESA_GLSL is set at run-time, meaningful names will be generated.
3696 * Drivers can also force names to be generated by setting this field.
3697 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3698 * vertex shader assembly) is set at run-time.
3699 */
3700 bool GenerateTemporaryNames;
3701
3702 /*
3703 * Maximum value supported for an index in DrawElements and friends.
3704 *
3705 * This must be at least (1ull<<24)-1. The default value is
3706 * (1ull<<32)-1.
3707 *
3708 * \since ES 3.0 or GL_ARB_ES3_compatibility
3709 * \sa _mesa_init_constants
3710 */
3711 GLuint64 MaxElementIndex;
3712
3713 /**
3714 * Disable interpretation of line continuations (lines ending with a
3715 * backslash character ('\') in GLSL source.
3716 */
3717 GLboolean DisableGLSLLineContinuations;
3718
3719 /** GL_ARB_texture_multisample */
3720 GLint MaxColorTextureSamples;
3721 GLint MaxDepthTextureSamples;
3722 GLint MaxIntegerSamples;
3723
3724 /**
3725 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3726 * samples are laid out in a rectangular grid roughly corresponding to
3727 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3728 * are used to map indices of rectangular grid to sample numbers within
3729 * a pixel. This mapping of indices to sample numbers must be initialized
3730 * by the driver for the target hardware. For example, if we have the 8X
3731 * MSAA sample number layout (sample positions) for XYZ hardware:
3732 *
3733 * sample indices layout sample number layout
3734 * --------- ---------
3735 * | 0 | 1 | | a | b |
3736 * --------- ---------
3737 * | 2 | 3 | | c | d |
3738 * --------- ---------
3739 * | 4 | 5 | | e | f |
3740 * --------- ---------
3741 * | 6 | 7 | | g | h |
3742 * --------- ---------
3743 *
3744 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3745 *
3746 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3747 * below:
3748 * SampleMap8x = {a, b, c, d, e, f, g, h};
3749 *
3750 * Follow the logic for sample counts 2-8.
3751 *
3752 * For 16x the sample indices layout as a 4x4 grid as follows:
3753 *
3754 * -----------------
3755 * | 0 | 1 | 2 | 3 |
3756 * -----------------
3757 * | 4 | 5 | 6 | 7 |
3758 * -----------------
3759 * | 8 | 9 |10 |11 |
3760 * -----------------
3761 * |12 |13 |14 |15 |
3762 * -----------------
3763 */
3764 uint8_t SampleMap2x[2];
3765 uint8_t SampleMap4x[4];
3766 uint8_t SampleMap8x[8];
3767 uint8_t SampleMap16x[16];
3768
3769 /** GL_ARB_shader_atomic_counters */
3770 GLuint MaxAtomicBufferBindings;
3771 GLuint MaxAtomicBufferSize;
3772 GLuint MaxCombinedAtomicBuffers;
3773 GLuint MaxCombinedAtomicCounters;
3774
3775 /** GL_ARB_vertex_attrib_binding */
3776 GLint MaxVertexAttribRelativeOffset;
3777 GLint MaxVertexAttribBindings;
3778
3779 /* GL_ARB_shader_image_load_store */
3780 GLuint MaxImageUnits;
3781 GLuint MaxCombinedShaderOutputResources;
3782 GLuint MaxImageSamples;
3783 GLuint MaxCombinedImageUniforms;
3784
3785 /** GL_ARB_compute_shader */
3786 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3787 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3788 GLuint MaxComputeWorkGroupInvocations;
3789 GLuint MaxComputeSharedMemorySize;
3790
3791 /** GL_ARB_compute_variable_group_size */
3792 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3793 GLuint MaxComputeVariableGroupInvocations;
3794
3795 /** GL_ARB_gpu_shader5 */
3796 GLfloat MinFragmentInterpolationOffset;
3797 GLfloat MaxFragmentInterpolationOffset;
3798
3799 GLboolean FakeSWMSAA;
3800
3801 /** GL_KHR_context_flush_control */
3802 GLenum ContextReleaseBehavior;
3803
3804 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3805
3806 /** GL_ARB_tessellation_shader */
3807 GLuint MaxPatchVertices;
3808 GLuint MaxTessGenLevel;
3809 GLuint MaxTessPatchComponents;
3810 GLuint MaxTessControlTotalOutputComponents;
3811 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3812 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3813 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3814 bool PrimitiveRestartForPatches;
3815 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3816 * gl_LocalInvocationIndex based on
3817 * other builtin variables. */
3818
3819 /** GL_OES_primitive_bounding_box */
3820 bool NoPrimitiveBoundingBoxOutput;
3821
3822 /** Used as an input for sha1 generation in the on-disk shader cache */
3823 unsigned char *dri_config_options_sha1;
3824 };
3825
3826
3827 /**
3828 * Enable flag for each OpenGL extension. Different device drivers will
3829 * enable different extensions at runtime.
3830 */
3831 struct gl_extensions
3832 {
3833 GLboolean dummy; /* don't remove this! */
3834 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3835 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3836 GLboolean ANGLE_texture_compression_dxt;
3837 GLboolean ARB_ES2_compatibility;
3838 GLboolean ARB_ES3_compatibility;
3839 GLboolean ARB_ES3_1_compatibility;
3840 GLboolean ARB_ES3_2_compatibility;
3841 GLboolean ARB_arrays_of_arrays;
3842 GLboolean ARB_base_instance;
3843 GLboolean ARB_blend_func_extended;
3844 GLboolean ARB_buffer_storage;
3845 GLboolean ARB_clear_texture;
3846 GLboolean ARB_clip_control;
3847 GLboolean ARB_color_buffer_float;
3848 GLboolean ARB_compute_shader;
3849 GLboolean ARB_compute_variable_group_size;
3850 GLboolean ARB_conditional_render_inverted;
3851 GLboolean ARB_conservative_depth;
3852 GLboolean ARB_copy_image;
3853 GLboolean ARB_cull_distance;
3854 GLboolean ARB_depth_buffer_float;
3855 GLboolean ARB_depth_clamp;
3856 GLboolean ARB_depth_texture;
3857 GLboolean ARB_derivative_control;
3858 GLboolean ARB_draw_buffers_blend;
3859 GLboolean ARB_draw_elements_base_vertex;
3860 GLboolean ARB_draw_indirect;
3861 GLboolean ARB_draw_instanced;
3862 GLboolean ARB_fragment_coord_conventions;
3863 GLboolean ARB_fragment_layer_viewport;
3864 GLboolean ARB_fragment_program;
3865 GLboolean ARB_fragment_program_shadow;
3866 GLboolean ARB_fragment_shader;
3867 GLboolean ARB_framebuffer_no_attachments;
3868 GLboolean ARB_framebuffer_object;
3869 GLboolean ARB_enhanced_layouts;
3870 GLboolean ARB_explicit_attrib_location;
3871 GLboolean ARB_explicit_uniform_location;
3872 GLboolean ARB_gpu_shader5;
3873 GLboolean ARB_gpu_shader_fp64;
3874 GLboolean ARB_gpu_shader_int64;
3875 GLboolean ARB_half_float_vertex;
3876 GLboolean ARB_indirect_parameters;
3877 GLboolean ARB_instanced_arrays;
3878 GLboolean ARB_internalformat_query;
3879 GLboolean ARB_internalformat_query2;
3880 GLboolean ARB_map_buffer_range;
3881 GLboolean ARB_occlusion_query;
3882 GLboolean ARB_occlusion_query2;
3883 GLboolean ARB_pipeline_statistics_query;
3884 GLboolean ARB_point_sprite;
3885 GLboolean ARB_post_depth_coverage;
3886 GLboolean ARB_query_buffer_object;
3887 GLboolean ARB_robust_buffer_access_behavior;
3888 GLboolean ARB_sample_shading;
3889 GLboolean ARB_seamless_cube_map;
3890 GLboolean ARB_shader_atomic_counter_ops;
3891 GLboolean ARB_shader_atomic_counters;
3892 GLboolean ARB_shader_bit_encoding;
3893 GLboolean ARB_shader_clock;
3894 GLboolean ARB_shader_draw_parameters;
3895 GLboolean ARB_shader_group_vote;
3896 GLboolean ARB_shader_image_load_store;
3897 GLboolean ARB_shader_image_size;
3898 GLboolean ARB_shader_precision;
3899 GLboolean ARB_shader_stencil_export;
3900 GLboolean ARB_shader_storage_buffer_object;
3901 GLboolean ARB_shader_subroutine;
3902 GLboolean ARB_shader_texture_image_samples;
3903 GLboolean ARB_shader_texture_lod;
3904 GLboolean ARB_shader_viewport_layer_array;
3905 GLboolean ARB_shading_language_packing;
3906 GLboolean ARB_shading_language_420pack;
3907 GLboolean ARB_shadow;
3908 GLboolean ARB_sparse_buffer;
3909 GLboolean ARB_stencil_texturing;
3910 GLboolean ARB_sync;
3911 GLboolean ARB_tessellation_shader;
3912 GLboolean ARB_texture_border_clamp;
3913 GLboolean ARB_texture_buffer_object;
3914 GLboolean ARB_texture_buffer_object_rgb32;
3915 GLboolean ARB_texture_buffer_range;
3916 GLboolean ARB_texture_compression_bptc;
3917 GLboolean ARB_texture_compression_rgtc;
3918 GLboolean ARB_texture_cube_map;
3919 GLboolean ARB_texture_cube_map_array;
3920 GLboolean ARB_texture_env_combine;
3921 GLboolean ARB_texture_env_crossbar;
3922 GLboolean ARB_texture_env_dot3;
3923 GLboolean ARB_texture_float;
3924 GLboolean ARB_texture_gather;
3925 GLboolean ARB_texture_mirror_clamp_to_edge;
3926 GLboolean ARB_texture_multisample;
3927 GLboolean ARB_texture_non_power_of_two;
3928 GLboolean ARB_texture_stencil8;
3929 GLboolean ARB_texture_query_levels;
3930 GLboolean ARB_texture_query_lod;
3931 GLboolean ARB_texture_rg;
3932 GLboolean ARB_texture_rgb10_a2ui;
3933 GLboolean ARB_texture_view;
3934 GLboolean ARB_timer_query;
3935 GLboolean ARB_transform_feedback2;
3936 GLboolean ARB_transform_feedback3;
3937 GLboolean ARB_transform_feedback_instanced;
3938 GLboolean ARB_transform_feedback_overflow_query;
3939 GLboolean ARB_uniform_buffer_object;
3940 GLboolean ARB_vertex_attrib_64bit;
3941 GLboolean ARB_vertex_program;
3942 GLboolean ARB_vertex_shader;
3943 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3944 GLboolean ARB_vertex_type_2_10_10_10_rev;
3945 GLboolean ARB_viewport_array;
3946 GLboolean EXT_blend_color;
3947 GLboolean EXT_blend_equation_separate;
3948 GLboolean EXT_blend_func_separate;
3949 GLboolean EXT_blend_minmax;
3950 GLboolean EXT_depth_bounds_test;
3951 GLboolean EXT_draw_buffers2;
3952 GLboolean EXT_framebuffer_multisample;
3953 GLboolean EXT_framebuffer_multisample_blit_scaled;
3954 GLboolean EXT_framebuffer_sRGB;
3955 GLboolean EXT_gpu_program_parameters;
3956 GLboolean EXT_gpu_shader4;
3957 GLboolean EXT_packed_float;
3958 GLboolean EXT_pixel_buffer_object;
3959 GLboolean EXT_point_parameters;
3960 GLboolean EXT_polygon_offset_clamp;
3961 GLboolean EXT_provoking_vertex;
3962 GLboolean EXT_shader_integer_mix;
3963 GLboolean EXT_shader_samples_identical;
3964 GLboolean EXT_stencil_two_side;
3965 GLboolean EXT_texture_array;
3966 GLboolean EXT_texture_compression_latc;
3967 GLboolean EXT_texture_compression_s3tc;
3968 GLboolean EXT_texture_env_dot3;
3969 GLboolean EXT_texture_filter_anisotropic;
3970 GLboolean EXT_texture_integer;
3971 GLboolean EXT_texture_mirror_clamp;
3972 GLboolean EXT_texture_shared_exponent;
3973 GLboolean EXT_texture_snorm;
3974 GLboolean EXT_texture_sRGB;
3975 GLboolean EXT_texture_sRGB_decode;
3976 GLboolean EXT_texture_swizzle;
3977 GLboolean EXT_transform_feedback;
3978 GLboolean EXT_timer_query;
3979 GLboolean EXT_vertex_array_bgra;
3980 GLboolean EXT_window_rectangles;
3981 GLboolean OES_copy_image;
3982 GLboolean OES_primitive_bounding_box;
3983 GLboolean OES_sample_variables;
3984 GLboolean OES_standard_derivatives;
3985 GLboolean OES_texture_buffer;
3986 GLboolean OES_texture_cube_map_array;
3987 GLboolean OES_viewport_array;
3988 /* vendor extensions */
3989 GLboolean AMD_performance_monitor;
3990 GLboolean AMD_pinned_memory;
3991 GLboolean AMD_seamless_cubemap_per_texture;
3992 GLboolean AMD_vertex_shader_layer;
3993 GLboolean AMD_vertex_shader_viewport_index;
3994 GLboolean ANDROID_extension_pack_es31a;
3995 GLboolean APPLE_object_purgeable;
3996 GLboolean ATI_meminfo;
3997 GLboolean ATI_texture_compression_3dc;
3998 GLboolean ATI_texture_mirror_once;
3999 GLboolean ATI_texture_env_combine3;
4000 GLboolean ATI_fragment_shader;
4001 GLboolean ATI_separate_stencil;
4002 GLboolean GREMEDY_string_marker;
4003 GLboolean INTEL_conservative_rasterization;
4004 GLboolean INTEL_performance_query;
4005 GLboolean KHR_blend_equation_advanced;
4006 GLboolean KHR_blend_equation_advanced_coherent;
4007 GLboolean KHR_robustness;
4008 GLboolean KHR_texture_compression_astc_hdr;
4009 GLboolean KHR_texture_compression_astc_ldr;
4010 GLboolean KHR_texture_compression_astc_sliced_3d;
4011 GLboolean MESA_pack_invert;
4012 GLboolean MESA_shader_framebuffer_fetch;
4013 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4014 GLboolean MESA_shader_integer_functions;
4015 GLboolean MESA_ycbcr_texture;
4016 GLboolean NV_conditional_render;
4017 GLboolean NV_fill_rectangle;
4018 GLboolean NV_fog_distance;
4019 GLboolean NV_point_sprite;
4020 GLboolean NV_primitive_restart;
4021 GLboolean NV_texture_barrier;
4022 GLboolean NV_texture_env_combine4;
4023 GLboolean NV_texture_rectangle;
4024 GLboolean NV_vdpau_interop;
4025 GLboolean NVX_gpu_memory_info;
4026 GLboolean TDFX_texture_compression_FXT1;
4027 GLboolean OES_EGL_image;
4028 GLboolean OES_draw_texture;
4029 GLboolean OES_depth_texture_cube_map;
4030 GLboolean OES_EGL_image_external;
4031 GLboolean OES_texture_float;
4032 GLboolean OES_texture_float_linear;
4033 GLboolean OES_texture_half_float;
4034 GLboolean OES_texture_half_float_linear;
4035 GLboolean OES_compressed_ETC1_RGB8_texture;
4036 GLboolean OES_geometry_shader;
4037 GLboolean OES_texture_compression_astc;
4038 GLboolean extension_sentinel;
4039 /** The extension string */
4040 const GLubyte *String;
4041 /** Number of supported extensions */
4042 GLuint Count;
4043 /**
4044 * The context version which extension helper functions compare against.
4045 * By default, the value is equal to ctx->Version. This changes to ~0
4046 * while meta is in progress.
4047 */
4048 GLubyte Version;
4049 };
4050
4051
4052 /**
4053 * A stack of matrices (projection, modelview, color, texture, etc).
4054 */
4055 struct gl_matrix_stack
4056 {
4057 GLmatrix *Top; /**< points into Stack */
4058 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4059 unsigned StackSize; /**< Number of elements in Stack */
4060 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4061 GLuint MaxDepth; /**< size of Stack[] array */
4062 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4063 };
4064
4065
4066 /**
4067 * \name Bits for image transfer operations
4068 * \sa __struct gl_contextRec::ImageTransferState.
4069 */
4070 /*@{*/
4071 #define IMAGE_SCALE_BIAS_BIT 0x1
4072 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4073 #define IMAGE_MAP_COLOR_BIT 0x4
4074 #define IMAGE_CLAMP_BIT 0x800
4075
4076
4077 /** Pixel Transfer ops */
4078 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4079 IMAGE_SHIFT_OFFSET_BIT | \
4080 IMAGE_MAP_COLOR_BIT)
4081
4082 /**
4083 * \name Bits to indicate what state has changed.
4084 */
4085 /*@{*/
4086 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4087 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4088 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4089 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4090 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4091 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4092 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4093 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4094 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4095 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4096 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4097 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4098 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4099 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4100 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4101 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4102 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4103 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4104 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4105 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4106 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4107 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4108 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4109 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4110 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4111 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4112 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4113 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4114 #define _NEW_BUFFER_OBJECT (1u << 28)
4115 #define _NEW_FRAG_CLAMP (1u << 29)
4116 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4117 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4118 #define _NEW_ALL ~0
4119 /*@}*/
4120
4121
4122 /**
4123 * Composite state flags
4124 */
4125 /*@{*/
4126 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4127
4128 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4129 _NEW_TEXTURE_STATE | \
4130 _NEW_POINT | \
4131 _NEW_PROGRAM | \
4132 _NEW_MODELVIEW)
4133
4134 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4135 _NEW_FOG | \
4136 _NEW_PROGRAM)
4137
4138
4139 /*@}*/
4140
4141
4142
4143
4144 /* This has to be included here. */
4145 #include "dd.h"
4146
4147
4148 /**
4149 * Display list flags.
4150 * Strictly this is a tnl-private concept, but it doesn't seem
4151 * worthwhile adding a tnl private structure just to hold this one bit
4152 * of information:
4153 */
4154 #define DLIST_DANGLING_REFS 0x1
4155
4156
4157 /** Opaque declaration of display list payload data type */
4158 union gl_dlist_node;
4159
4160
4161 /**
4162 * Provide a location where information about a display list can be
4163 * collected. Could be extended with driverPrivate structures,
4164 * etc. in the future.
4165 */
4166 struct gl_display_list
4167 {
4168 GLuint Name;
4169 GLchar *Label; /**< GL_KHR_debug */
4170 GLbitfield Flags; /**< DLIST_x flags */
4171 /** The dlist commands are in a linked list of nodes */
4172 union gl_dlist_node *Head;
4173 };
4174
4175
4176 /**
4177 * State used during display list compilation and execution.
4178 */
4179 struct gl_dlist_state
4180 {
4181 GLuint CallDepth; /**< Current recursion calling depth */
4182
4183 struct gl_display_list *CurrentList; /**< List currently being compiled */
4184 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4185 GLuint CurrentPos; /**< Index into current block of nodes */
4186
4187 GLvertexformat ListVtxfmt;
4188
4189 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4190 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4191
4192 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4193 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4194
4195 struct {
4196 /* State known to have been set by the currently-compiling display
4197 * list. Used to eliminate some redundant state changes.
4198 */
4199 GLenum ShadeModel;
4200 } Current;
4201 };
4202
4203 /** @{
4204 *
4205 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4206 * to small enums suitable for use as an array index.
4207 */
4208
4209 enum mesa_debug_source {
4210 MESA_DEBUG_SOURCE_API,
4211 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4212 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4213 MESA_DEBUG_SOURCE_THIRD_PARTY,
4214 MESA_DEBUG_SOURCE_APPLICATION,
4215 MESA_DEBUG_SOURCE_OTHER,
4216 MESA_DEBUG_SOURCE_COUNT
4217 };
4218
4219 enum mesa_debug_type {
4220 MESA_DEBUG_TYPE_ERROR,
4221 MESA_DEBUG_TYPE_DEPRECATED,
4222 MESA_DEBUG_TYPE_UNDEFINED,
4223 MESA_DEBUG_TYPE_PORTABILITY,
4224 MESA_DEBUG_TYPE_PERFORMANCE,
4225 MESA_DEBUG_TYPE_OTHER,
4226 MESA_DEBUG_TYPE_MARKER,
4227 MESA_DEBUG_TYPE_PUSH_GROUP,
4228 MESA_DEBUG_TYPE_POP_GROUP,
4229 MESA_DEBUG_TYPE_COUNT
4230 };
4231
4232 enum mesa_debug_severity {
4233 MESA_DEBUG_SEVERITY_LOW,
4234 MESA_DEBUG_SEVERITY_MEDIUM,
4235 MESA_DEBUG_SEVERITY_HIGH,
4236 MESA_DEBUG_SEVERITY_NOTIFICATION,
4237 MESA_DEBUG_SEVERITY_COUNT
4238 };
4239
4240 /** @} */
4241
4242 /**
4243 * Driver-specific state flags.
4244 *
4245 * These are or'd with gl_context::NewDriverState to notify a driver about
4246 * a state change. The driver sets the flags at context creation and
4247 * the meaning of the bits set is opaque to core Mesa.
4248 */
4249 struct gl_driver_flags
4250 {
4251 /** gl_context::Array::_DrawArrays (vertex array state) */
4252 uint64_t NewArray;
4253
4254 /** gl_context::TransformFeedback::CurrentObject */
4255 uint64_t NewTransformFeedback;
4256
4257 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4258 uint64_t NewTransformFeedbackProg;
4259
4260 /** gl_context::RasterDiscard */
4261 uint64_t NewRasterizerDiscard;
4262
4263 /**
4264 * gl_context::UniformBufferBindings
4265 * gl_shader_program::UniformBlocks
4266 */
4267 uint64_t NewUniformBuffer;
4268
4269 /**
4270 * gl_context::ShaderStorageBufferBindings
4271 * gl_shader_program::ShaderStorageBlocks
4272 */
4273 uint64_t NewShaderStorageBuffer;
4274
4275 uint64_t NewTextureBuffer;
4276
4277 /**
4278 * gl_context::AtomicBufferBindings
4279 */
4280 uint64_t NewAtomicBuffer;
4281
4282 /**
4283 * gl_context::ImageUnits
4284 */
4285 uint64_t NewImageUnits;
4286
4287 /**
4288 * gl_context::TessCtrlProgram::patch_default_*
4289 */
4290 uint64_t NewDefaultTessLevels;
4291
4292 /**
4293 * gl_context::IntelConservativeRasterization
4294 */
4295 uint64_t NewIntelConservativeRasterization;
4296 };
4297
4298 struct gl_uniform_buffer_binding
4299 {
4300 struct gl_buffer_object *BufferObject;
4301 /** Start of uniform block data in the buffer */
4302 GLintptr Offset;
4303 /** Size of data allowed to be referenced from the buffer (in bytes) */
4304 GLsizeiptr Size;
4305 /**
4306 * glBindBufferBase() indicates that the Size should be ignored and only
4307 * limited by the current size of the BufferObject.
4308 */
4309 GLboolean AutomaticSize;
4310 };
4311
4312 struct gl_shader_storage_buffer_binding
4313 {
4314 struct gl_buffer_object *BufferObject;
4315 /** Start of shader storage block data in the buffer */
4316 GLintptr Offset;
4317 /** Size of data allowed to be referenced from the buffer (in bytes) */
4318 GLsizeiptr Size;
4319 /**
4320 * glBindBufferBase() indicates that the Size should be ignored and only
4321 * limited by the current size of the BufferObject.
4322 */
4323 GLboolean AutomaticSize;
4324 };
4325
4326 /**
4327 * ARB_shader_image_load_store image unit.
4328 */
4329 struct gl_image_unit
4330 {
4331 /**
4332 * Texture object bound to this unit.
4333 */
4334 struct gl_texture_object *TexObj;
4335
4336 /**
4337 * Level of the texture object bound to this unit.
4338 */
4339 GLuint Level;
4340
4341 /**
4342 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4343 * GL_FALSE if only some specific layer of the texture is bound.
4344 * \sa Layer
4345 */
4346 GLboolean Layered;
4347
4348 /**
4349 * Layer of the texture object bound to this unit as specified by the
4350 * application.
4351 */
4352 GLuint Layer;
4353
4354 /**
4355 * Layer of the texture object bound to this unit, or zero if the
4356 * whole level is bound.
4357 */
4358 GLuint _Layer;
4359
4360 /**
4361 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4362 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4363 */
4364 GLenum Access;
4365
4366 /**
4367 * GL internal format that determines the interpretation of the
4368 * image memory when shader image operations are performed through
4369 * this unit.
4370 */
4371 GLenum Format;
4372
4373 /**
4374 * Mesa format corresponding to \c Format.
4375 */
4376 mesa_format _ActualFormat;
4377
4378 };
4379
4380 /**
4381 * Binding point for an atomic counter buffer object.
4382 */
4383 struct gl_atomic_buffer_binding
4384 {
4385 struct gl_buffer_object *BufferObject;
4386 GLintptr Offset;
4387 GLsizeiptr Size;
4388 };
4389
4390 /**
4391 * Shader subroutines storage
4392 */
4393 struct gl_subroutine_index_binding
4394 {
4395 GLuint NumIndex;
4396 GLuint *IndexPtr;
4397 };
4398
4399 /**
4400 * Mesa rendering context.
4401 *
4402 * This is the central context data structure for Mesa. Almost all
4403 * OpenGL state is contained in this structure.
4404 * Think of this as a base class from which device drivers will derive
4405 * sub classes.
4406 */
4407 struct gl_context
4408 {
4409 /** State possibly shared with other contexts in the address space */
4410 struct gl_shared_state *Shared;
4411
4412 /** \name API function pointer tables */
4413 /*@{*/
4414 gl_api API;
4415
4416 /**
4417 * The current dispatch table for non-displaylist-saving execution, either
4418 * BeginEnd or OutsideBeginEnd
4419 */
4420 struct _glapi_table *Exec;
4421 /**
4422 * The normal dispatch table for non-displaylist-saving, non-begin/end
4423 */
4424 struct _glapi_table *OutsideBeginEnd;
4425 /** The dispatch table used between glNewList() and glEndList() */
4426 struct _glapi_table *Save;
4427 /**
4428 * The dispatch table used between glBegin() and glEnd() (outside of a
4429 * display list). Only valid functions between those two are set, which is
4430 * mostly just the set in a GLvertexformat struct.
4431 */
4432 struct _glapi_table *BeginEnd;
4433 /**
4434 * Dispatch table for when a graphics reset has happened.
4435 */
4436 struct _glapi_table *ContextLost;
4437 /**
4438 * Dispatch table used to marshal API calls from the client program to a
4439 * separate server thread. NULL if API calls are not being marshalled to
4440 * another thread.
4441 */
4442 struct _glapi_table *MarshalExec;
4443 /**
4444 * Dispatch table currently in use for fielding API calls from the client
4445 * program. If API calls are being marshalled to another thread, this ==
4446 * MarshalExec. Otherwise it == CurrentServerDispatch.
4447 */
4448 struct _glapi_table *CurrentClientDispatch;
4449
4450 /**
4451 * Dispatch table currently in use for performing API calls. == Save or
4452 * Exec.
4453 */
4454 struct _glapi_table *CurrentServerDispatch;
4455
4456 /*@}*/
4457
4458 struct glthread_state *GLThread;
4459
4460 struct gl_config Visual;
4461 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4462 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4463 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4464 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4465
4466 /**
4467 * Device driver function pointer table
4468 */
4469 struct dd_function_table Driver;
4470
4471 /** Core/Driver constants */
4472 struct gl_constants Const;
4473
4474 /** \name The various 4x4 matrix stacks */
4475 /*@{*/
4476 struct gl_matrix_stack ModelviewMatrixStack;
4477 struct gl_matrix_stack ProjectionMatrixStack;
4478 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4479 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4480 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4481 /*@}*/
4482
4483 /** Combined modelview and projection matrix */
4484 GLmatrix _ModelProjectMatrix;
4485
4486 /** \name Display lists */
4487 struct gl_dlist_state ListState;
4488
4489 GLboolean ExecuteFlag; /**< Execute GL commands? */
4490 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4491
4492 /** Extension information */
4493 struct gl_extensions Extensions;
4494
4495 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4496 GLuint Version;
4497 char *VersionString;
4498
4499 /** \name State attribute stack (for glPush/PopAttrib) */
4500 /*@{*/
4501 GLuint AttribStackDepth;
4502 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4503 /*@}*/
4504
4505 /** \name Renderer attribute groups
4506 *
4507 * We define a struct for each attribute group to make pushing and popping
4508 * attributes easy. Also it's a good organization.
4509 */
4510 /*@{*/
4511 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4512 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4513 struct gl_current_attrib Current; /**< Current attributes */
4514 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4515 struct gl_eval_attrib Eval; /**< Eval attributes */
4516 struct gl_fog_attrib Fog; /**< Fog attributes */
4517 struct gl_hint_attrib Hint; /**< Hint attributes */
4518 struct gl_light_attrib Light; /**< Light attributes */
4519 struct gl_line_attrib Line; /**< Line attributes */
4520 struct gl_list_attrib List; /**< List attributes */
4521 struct gl_multisample_attrib Multisample;
4522 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4523 struct gl_point_attrib Point; /**< Point attributes */
4524 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4525 GLuint PolygonStipple[32]; /**< Polygon stipple */
4526 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4527 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4528 struct gl_texture_attrib Texture; /**< Texture attributes */
4529 struct gl_transform_attrib Transform; /**< Transformation attributes */
4530 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4531 /*@}*/
4532
4533 /** \name Client attribute stack */
4534 /*@{*/
4535 GLuint ClientAttribStackDepth;
4536 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4537 /*@}*/
4538
4539 /** \name Client attribute groups */
4540 /*@{*/
4541 struct gl_array_attrib Array; /**< Vertex arrays */
4542 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4543 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4544 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4545 /*@}*/
4546
4547 /** \name Other assorted state (not pushed/popped on attribute stack) */
4548 /*@{*/
4549 struct gl_pixelmaps PixelMaps;
4550
4551 struct gl_evaluators EvalMap; /**< All evaluators */
4552 struct gl_feedback Feedback; /**< Feedback */
4553 struct gl_selection Select; /**< Selection */
4554
4555 struct gl_program_state Program; /**< general program state */
4556 struct gl_vertex_program_state VertexProgram;
4557 struct gl_fragment_program_state FragmentProgram;
4558 struct gl_geometry_program_state GeometryProgram;
4559 struct gl_compute_program_state ComputeProgram;
4560 struct gl_tess_ctrl_program_state TessCtrlProgram;
4561 struct gl_tess_eval_program_state TessEvalProgram;
4562 struct gl_ati_fragment_shader_state ATIFragmentShader;
4563
4564 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4565 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4566
4567 /**
4568 * Current active shader pipeline state
4569 *
4570 * Almost all internal users want ::_Shader instead of ::Shader. The
4571 * exceptions are bits of legacy GLSL API that do not know about separate
4572 * shader objects.
4573 *
4574 * If a program is active via \c glUseProgram, this will point to
4575 * \c ::Shader.
4576 *
4577 * If a program pipeline is active via \c glBindProgramPipeline, this will
4578 * point to \c ::Pipeline.Current.
4579 *
4580 * If neither a program nor a program pipeline is active, this will point to
4581 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4582 * \c NULL.
4583 */
4584 struct gl_pipeline_object *_Shader;
4585
4586 struct gl_query_state Query; /**< occlusion, timer queries */
4587
4588 struct gl_transform_feedback_state TransformFeedback;
4589
4590 struct gl_perf_monitor_state PerfMonitor;
4591 struct gl_perf_query_state PerfQuery;
4592
4593 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4594 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4595 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4596
4597 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4598 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4599
4600 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4601
4602 /**
4603 * Current GL_ARB_uniform_buffer_object binding referenced by
4604 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4605 */
4606 struct gl_buffer_object *UniformBuffer;
4607
4608 /**
4609 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4610 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4611 */
4612 struct gl_buffer_object *ShaderStorageBuffer;
4613
4614 /**
4615 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4616 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4617 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4618 * shader program.
4619 */
4620 struct gl_uniform_buffer_binding
4621 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4622
4623 /**
4624 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4625 * and GL 4.3. This is set up using glBindBufferRange() or
4626 * glBindBufferBase(). They are associated with shader storage blocks by
4627 * glShaderStorageBlockBinding()'s state in the shader program.
4628 */
4629 struct gl_shader_storage_buffer_binding
4630 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4631
4632 /**
4633 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4634 * target.
4635 */
4636 struct gl_buffer_object *AtomicBuffer;
4637
4638 /**
4639 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4640 * target.
4641 */
4642 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4643
4644 /**
4645 * Array of atomic counter buffer binding points.
4646 */
4647 struct gl_atomic_buffer_binding
4648 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4649
4650 /**
4651 * Array of image units for ARB_shader_image_load_store.
4652 */
4653 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4654
4655 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4656 /*@}*/
4657
4658 struct gl_meta_state *Meta; /**< for "meta" operations */
4659
4660 /* GL_EXT_framebuffer_object */
4661 struct gl_renderbuffer *CurrentRenderbuffer;
4662
4663 GLenum ErrorValue; /**< Last error code */
4664
4665 /**
4666 * Recognize and silence repeated error debug messages in buggy apps.
4667 */
4668 const char *ErrorDebugFmtString;
4669 GLuint ErrorDebugCount;
4670
4671 /* GL_ARB_debug_output/GL_KHR_debug */
4672 mtx_t DebugMutex;
4673 struct gl_debug_state *Debug;
4674
4675 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4676 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4677 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4678
4679 struct gl_driver_flags DriverFlags;
4680
4681 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4682
4683 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4684
4685 /** \name Derived state */
4686 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4687 GLfloat _EyeZDir[3];
4688 GLfloat _ModelViewInvScale;
4689 GLboolean _NeedEyeCoords;
4690 GLboolean _ForceEyeCoords;
4691
4692 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4693
4694 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4695
4696 /** \name For debugging/development only */
4697 /*@{*/
4698 GLboolean FirstTimeCurrent;
4699 /*@}*/
4700
4701 /**
4702 * False if this context was created without a config. This is needed
4703 * because the initial state of glDrawBuffers depends on this
4704 */
4705 GLboolean HasConfig;
4706
4707 /** software compression/decompression supported or not */
4708 GLboolean Mesa_DXTn;
4709
4710 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4711
4712 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4713 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4714
4715 /**
4716 * \name Hooks for module contexts.
4717 *
4718 * These will eventually live in the driver or elsewhere.
4719 */
4720 /*@{*/
4721 void *swrast_context;
4722 void *swsetup_context;
4723 void *swtnl_context;
4724 struct vbo_context *vbo_context;
4725 struct st_context *st;
4726 void *aelt_context;
4727 /*@}*/
4728
4729 /**
4730 * \name NV_vdpau_interop
4731 */
4732 /*@{*/
4733 const void *vdpDevice;
4734 const void *vdpGetProcAddress;
4735 struct set *vdpSurfaces;
4736 /*@}*/
4737
4738 /**
4739 * Has this context observed a GPU reset in any context in the share group?
4740 *
4741 * Once this field becomes true, it is never reset to false.
4742 */
4743 GLboolean ShareGroupReset;
4744
4745 /**
4746 * \name OES_primitive_bounding_box
4747 *
4748 * Stores the arguments to glPrimitiveBoundingBox
4749 */
4750 GLfloat PrimitiveBoundingBox[8];
4751
4752 struct disk_cache *Cache;
4753 };
4754
4755 /**
4756 * Information about memory usage. All sizes are in kilobytes.
4757 */
4758 struct gl_memory_info
4759 {
4760 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4761 unsigned avail_device_memory; /**< free device memory at the moment */
4762 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4763 unsigned avail_staging_memory; /**< free staging memory at the moment */
4764 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4765 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4766 };
4767
4768 #ifdef DEBUG
4769 extern int MESA_VERBOSE;
4770 extern int MESA_DEBUG_FLAGS;
4771 # define MESA_FUNCTION __func__
4772 #else
4773 # define MESA_VERBOSE 0
4774 # define MESA_DEBUG_FLAGS 0
4775 # define MESA_FUNCTION "a function"
4776 #endif
4777
4778
4779 /** The MESA_VERBOSE var is a bitmask of these flags */
4780 enum _verbose
4781 {
4782 VERBOSE_VARRAY = 0x0001,
4783 VERBOSE_TEXTURE = 0x0002,
4784 VERBOSE_MATERIAL = 0x0004,
4785 VERBOSE_PIPELINE = 0x0008,
4786 VERBOSE_DRIVER = 0x0010,
4787 VERBOSE_STATE = 0x0020,
4788 VERBOSE_API = 0x0040,
4789 VERBOSE_DISPLAY_LIST = 0x0100,
4790 VERBOSE_LIGHTING = 0x0200,
4791 VERBOSE_PRIMS = 0x0400,
4792 VERBOSE_VERTS = 0x0800,
4793 VERBOSE_DISASSEM = 0x1000,
4794 VERBOSE_DRAW = 0x2000,
4795 VERBOSE_SWAPBUFFERS = 0x4000
4796 };
4797
4798
4799 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4800 enum _debug
4801 {
4802 DEBUG_SILENT = (1 << 0),
4803 DEBUG_ALWAYS_FLUSH = (1 << 1),
4804 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4805 DEBUG_INCOMPLETE_FBO = (1 << 3),
4806 DEBUG_CONTEXT = (1 << 4)
4807 };
4808
4809 #ifdef __cplusplus
4810 }
4811 #endif
4812
4813 #endif /* MTYPES_H */