2647f8fab8415849a93aabc08fddbb90b8345fc9
[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 "main/formats.h" /* MESA_FORMAT_COUNT */
47 #include "compiler/glsl/list.h"
48
49
50 #ifdef __cplusplus
51 extern "C" {
52 #endif
53
54
55 /**
56 * \name 64-bit extension of GLbitfield.
57 */
58 /*@{*/
59 typedef GLuint64 GLbitfield64;
60
61 /** Set a single bit */
62 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
63 /** Set all bits up to excluding bit b */
64 #define BITFIELD64_MASK(b) \
65 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
66 /** Set count bits starting from bit b */
67 #define BITFIELD64_RANGE(b, count) \
68 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
69
70
71 /**
72 * \name Some forward type declarations
73 */
74 /*@{*/
75 struct _mesa_HashTable;
76 struct gl_attrib_node;
77 struct gl_list_extensions;
78 struct gl_meta_state;
79 struct gl_program_cache;
80 struct gl_texture_object;
81 struct gl_debug_state;
82 struct gl_context;
83 struct st_context;
84 struct gl_uniform_storage;
85 struct prog_instruction;
86 struct gl_program_parameter_list;
87 struct set;
88 struct set_entry;
89 struct vbo_context;
90 /*@}*/
91
92
93 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
94 #define PRIM_MAX GL_PATCHES
95 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
96 #define PRIM_UNKNOWN (PRIM_MAX + 2)
97
98 /**
99 * Determine if the given gl_varying_slot appears in the fragment shader.
100 */
101 static inline GLboolean
102 _mesa_varying_slot_in_fs(gl_varying_slot slot)
103 {
104 switch (slot) {
105 case VARYING_SLOT_PSIZ:
106 case VARYING_SLOT_BFC0:
107 case VARYING_SLOT_BFC1:
108 case VARYING_SLOT_EDGE:
109 case VARYING_SLOT_CLIP_VERTEX:
110 case VARYING_SLOT_LAYER:
111 case VARYING_SLOT_TESS_LEVEL_OUTER:
112 case VARYING_SLOT_TESS_LEVEL_INNER:
113 return GL_FALSE;
114 default:
115 return GL_TRUE;
116 }
117 }
118
119 /**
120 * Indexes for all renderbuffers
121 */
122 typedef enum
123 {
124 /* the four standard color buffers */
125 BUFFER_FRONT_LEFT,
126 BUFFER_BACK_LEFT,
127 BUFFER_FRONT_RIGHT,
128 BUFFER_BACK_RIGHT,
129 BUFFER_DEPTH,
130 BUFFER_STENCIL,
131 BUFFER_ACCUM,
132 /* optional aux buffer */
133 BUFFER_AUX0,
134 /* generic renderbuffers */
135 BUFFER_COLOR0,
136 BUFFER_COLOR1,
137 BUFFER_COLOR2,
138 BUFFER_COLOR3,
139 BUFFER_COLOR4,
140 BUFFER_COLOR5,
141 BUFFER_COLOR6,
142 BUFFER_COLOR7,
143 BUFFER_COUNT
144 } gl_buffer_index;
145
146 /**
147 * Bit flags for all renderbuffers
148 */
149 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
150 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
151 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
152 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
153 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
154 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
155 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
156 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
157 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
158 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
159 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
160 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
161 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
162 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
163 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
164 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
165 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
166 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
167 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
168
169 /**
170 * Mask of all the color buffer bits (but not accum).
171 */
172 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
173 BUFFER_BIT_BACK_LEFT | \
174 BUFFER_BIT_FRONT_RIGHT | \
175 BUFFER_BIT_BACK_RIGHT | \
176 BUFFER_BIT_AUX0 | \
177 BUFFER_BIT_COLOR0 | \
178 BUFFER_BIT_COLOR1 | \
179 BUFFER_BIT_COLOR2 | \
180 BUFFER_BIT_COLOR3 | \
181 BUFFER_BIT_COLOR4 | \
182 BUFFER_BIT_COLOR5 | \
183 BUFFER_BIT_COLOR6 | \
184 BUFFER_BIT_COLOR7)
185
186 /**
187 * Framebuffer configuration (aka visual / pixelformat)
188 * Note: some of these fields should be boolean, but it appears that
189 * code in drivers/dri/common/util.c requires int-sized fields.
190 */
191 struct gl_config
192 {
193 GLboolean rgbMode;
194 GLboolean floatMode;
195 GLuint doubleBufferMode;
196 GLuint stereoMode;
197
198 GLboolean haveAccumBuffer;
199 GLboolean haveDepthBuffer;
200 GLboolean haveStencilBuffer;
201
202 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
203 GLuint redMask, greenMask, blueMask, alphaMask;
204 GLint rgbBits; /* total bits for rgb */
205 GLint indexBits; /* total bits for colorindex */
206
207 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
208 GLint depthBits;
209 GLint stencilBits;
210
211 GLint numAuxBuffers;
212
213 GLint level;
214
215 /* EXT_visual_rating / GLX 1.2 */
216 GLint visualRating;
217
218 /* EXT_visual_info / GLX 1.2 */
219 GLint transparentPixel;
220 /* colors are floats scaled to ints */
221 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
222 GLint transparentIndex;
223
224 /* ARB_multisample / SGIS_multisample */
225 GLint sampleBuffers;
226 GLint samples;
227
228 /* SGIX_pbuffer / GLX 1.3 */
229 GLint maxPbufferWidth;
230 GLint maxPbufferHeight;
231 GLint maxPbufferPixels;
232 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
233 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
234
235 /* OML_swap_method */
236 GLint swapMethod;
237
238 /* EXT_texture_from_pixmap */
239 GLint bindToTextureRgb;
240 GLint bindToTextureRgba;
241 GLint bindToMipmapTexture;
242 GLint bindToTextureTargets;
243 GLint yInverted;
244
245 /* EXT_framebuffer_sRGB */
246 GLint sRGBCapable;
247 };
248
249
250 /**
251 * \name Bit flags used for updating material values.
252 */
253 /*@{*/
254 #define MAT_ATTRIB_FRONT_AMBIENT 0
255 #define MAT_ATTRIB_BACK_AMBIENT 1
256 #define MAT_ATTRIB_FRONT_DIFFUSE 2
257 #define MAT_ATTRIB_BACK_DIFFUSE 3
258 #define MAT_ATTRIB_FRONT_SPECULAR 4
259 #define MAT_ATTRIB_BACK_SPECULAR 5
260 #define MAT_ATTRIB_FRONT_EMISSION 6
261 #define MAT_ATTRIB_BACK_EMISSION 7
262 #define MAT_ATTRIB_FRONT_SHININESS 8
263 #define MAT_ATTRIB_BACK_SHININESS 9
264 #define MAT_ATTRIB_FRONT_INDEXES 10
265 #define MAT_ATTRIB_BACK_INDEXES 11
266 #define MAT_ATTRIB_MAX 12
267
268 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
269 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
270 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
271 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
272 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
273 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
274
275 #define MAT_INDEX_AMBIENT 0
276 #define MAT_INDEX_DIFFUSE 1
277 #define MAT_INDEX_SPECULAR 2
278
279 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
280 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
281 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
282 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
283 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
284 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
285 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
286 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
287 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
288 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
289 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
290 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
291
292
293 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
294 MAT_BIT_FRONT_AMBIENT | \
295 MAT_BIT_FRONT_DIFFUSE | \
296 MAT_BIT_FRONT_SPECULAR | \
297 MAT_BIT_FRONT_SHININESS | \
298 MAT_BIT_FRONT_INDEXES)
299
300 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
301 MAT_BIT_BACK_AMBIENT | \
302 MAT_BIT_BACK_DIFFUSE | \
303 MAT_BIT_BACK_SPECULAR | \
304 MAT_BIT_BACK_SHININESS | \
305 MAT_BIT_BACK_INDEXES)
306
307 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
308 /*@}*/
309
310
311 /**
312 * Material state.
313 */
314 struct gl_material
315 {
316 GLfloat Attrib[MAT_ATTRIB_MAX][4];
317 };
318
319
320 /**
321 * Light state flags.
322 */
323 /*@{*/
324 #define LIGHT_SPOT 0x1
325 #define LIGHT_LOCAL_VIEWER 0x2
326 #define LIGHT_POSITIONAL 0x4
327 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
328 /*@}*/
329
330
331 /**
332 * Light source state.
333 */
334 struct gl_light
335 {
336 GLfloat Ambient[4]; /**< ambient color */
337 GLfloat Diffuse[4]; /**< diffuse color */
338 GLfloat Specular[4]; /**< specular color */
339 GLfloat EyePosition[4]; /**< position in eye coordinates */
340 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
341 GLfloat SpotExponent;
342 GLfloat SpotCutoff; /**< in degrees */
343 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
344 GLfloat ConstantAttenuation;
345 GLfloat LinearAttenuation;
346 GLfloat QuadraticAttenuation;
347 GLboolean Enabled; /**< On/off flag */
348
349 /**
350 * \name Derived fields
351 */
352 /*@{*/
353 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
354
355 GLfloat _Position[4]; /**< position in eye/obj coordinates */
356 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
357 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
358 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
359 GLfloat _VP_inf_spot_attenuation;
360
361 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
362 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
363 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
364 /*@}*/
365 };
366
367
368 /**
369 * Light model state.
370 */
371 struct gl_lightmodel
372 {
373 GLfloat Ambient[4]; /**< ambient color */
374 GLboolean LocalViewer; /**< Local (or infinite) view point? */
375 GLboolean TwoSide; /**< Two (or one) sided lighting? */
376 GLenum ColorControl; /**< either GL_SINGLE_COLOR
377 * or GL_SEPARATE_SPECULAR_COLOR */
378 };
379
380
381 /**
382 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
383 */
384 struct gl_accum_attrib
385 {
386 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
387 };
388
389
390 /**
391 * Used for storing clear color, texture border color, etc.
392 * The float values are typically unclamped.
393 */
394 union gl_color_union
395 {
396 GLfloat f[4];
397 GLint i[4];
398 GLuint ui[4];
399 };
400
401
402 /**
403 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
404 */
405 struct gl_colorbuffer_attrib
406 {
407 GLuint ClearIndex; /**< Index for glClear */
408 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
409 GLuint IndexMask; /**< Color index write mask */
410 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
411
412 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
413
414 /**
415 * \name alpha testing
416 */
417 /*@{*/
418 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
419 GLenum AlphaFunc; /**< Alpha test function */
420 GLfloat AlphaRefUnclamped;
421 GLclampf AlphaRef; /**< Alpha reference value */
422 /*@}*/
423
424 /**
425 * \name Blending
426 */
427 /*@{*/
428 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
429
430 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
431 * control, only on the fixed-pointness of the render target.
432 * The query does however depend on fragment color clamping.
433 */
434 GLfloat BlendColorUnclamped[4]; /**< Blending color */
435 GLfloat BlendColor[4]; /**< Blending color */
436
437 struct
438 {
439 GLenum SrcRGB; /**< RGB blend source term */
440 GLenum DstRGB; /**< RGB blend dest term */
441 GLenum SrcA; /**< Alpha blend source term */
442 GLenum DstA; /**< Alpha blend dest term */
443 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
444 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
445 /**
446 * Set if any blend factor uses SRC1. Computed at the time blend factors
447 * get set.
448 */
449 GLboolean _UsesDualSrc;
450 } Blend[MAX_DRAW_BUFFERS];
451 /** Are the blend func terms currently different for each buffer/target? */
452 GLboolean _BlendFuncPerBuffer;
453 /** Are the blend equations currently different for each buffer/target? */
454 GLboolean _BlendEquationPerBuffer;
455 /*@}*/
456
457 /**
458 * \name Logic op
459 */
460 /*@{*/
461 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
462 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
463 GLenum LogicOp; /**< Logic operator */
464
465 /*@}*/
466
467 GLboolean DitherFlag; /**< Dither enable flag */
468
469 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
470 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
471 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
472
473 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
474 };
475
476
477 /**
478 * Current attribute group (GL_CURRENT_BIT).
479 */
480 struct gl_current_attrib
481 {
482 /**
483 * \name Current vertex attributes (color, texcoords, etc).
484 * \note Values are valid only after FLUSH_VERTICES has been called.
485 * \note Index and Edgeflag current values are stored as floats in the
486 * SIX and SEVEN attribute slots.
487 * \note We need double storage for 64-bit vertex attributes
488 */
489 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
490
491 /**
492 * \name Current raster position attributes (always up to date after a
493 * glRasterPos call).
494 */
495 GLfloat RasterPos[4];
496 GLfloat RasterDistance;
497 GLfloat RasterColor[4];
498 GLfloat RasterSecondaryColor[4];
499 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
500 GLboolean RasterPosValid;
501 };
502
503
504 /**
505 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
506 */
507 struct gl_depthbuffer_attrib
508 {
509 GLenum Func; /**< Function for depth buffer compare */
510 GLclampd Clear; /**< Value to clear depth buffer to */
511 GLboolean Test; /**< Depth buffering enabled flag */
512 GLboolean Mask; /**< Depth buffer writable? */
513 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
514 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
515 };
516
517
518 /**
519 * Evaluator attribute group (GL_EVAL_BIT).
520 */
521 struct gl_eval_attrib
522 {
523 /**
524 * \name Enable bits
525 */
526 /*@{*/
527 GLboolean Map1Color4;
528 GLboolean Map1Index;
529 GLboolean Map1Normal;
530 GLboolean Map1TextureCoord1;
531 GLboolean Map1TextureCoord2;
532 GLboolean Map1TextureCoord3;
533 GLboolean Map1TextureCoord4;
534 GLboolean Map1Vertex3;
535 GLboolean Map1Vertex4;
536 GLboolean Map2Color4;
537 GLboolean Map2Index;
538 GLboolean Map2Normal;
539 GLboolean Map2TextureCoord1;
540 GLboolean Map2TextureCoord2;
541 GLboolean Map2TextureCoord3;
542 GLboolean Map2TextureCoord4;
543 GLboolean Map2Vertex3;
544 GLboolean Map2Vertex4;
545 GLboolean AutoNormal;
546 /*@}*/
547
548 /**
549 * \name Map Grid endpoints and divisions and calculated du values
550 */
551 /*@{*/
552 GLint MapGrid1un;
553 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
554 GLint MapGrid2un, MapGrid2vn;
555 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
556 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
557 /*@}*/
558 };
559
560
561 /**
562 * Fog attribute group (GL_FOG_BIT).
563 */
564 struct gl_fog_attrib
565 {
566 GLboolean Enabled; /**< Fog enabled flag */
567 GLboolean ColorSumEnabled;
568 GLfloat ColorUnclamped[4]; /**< Fog color */
569 GLfloat Color[4]; /**< Fog color */
570 GLfloat Density; /**< Density >= 0.0 */
571 GLfloat Start; /**< Start distance in eye coords */
572 GLfloat End; /**< End distance in eye coords */
573 GLfloat Index; /**< Fog index */
574 GLenum Mode; /**< Fog mode */
575 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
576 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
577 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
578 };
579
580
581 /**
582 * Hint attribute group (GL_HINT_BIT).
583 *
584 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
585 */
586 struct gl_hint_attrib
587 {
588 GLenum PerspectiveCorrection;
589 GLenum PointSmooth;
590 GLenum LineSmooth;
591 GLenum PolygonSmooth;
592 GLenum Fog;
593 GLenum TextureCompression; /**< GL_ARB_texture_compression */
594 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
595 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
596 };
597
598
599 /**
600 * Lighting attribute group (GL_LIGHT_BIT).
601 */
602 struct gl_light_attrib
603 {
604 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
605 struct gl_lightmodel Model; /**< Lighting model */
606
607 /**
608 * Front and back material values.
609 * Note: must call FLUSH_VERTICES() before using.
610 */
611 struct gl_material Material;
612
613 GLboolean Enabled; /**< Lighting enabled flag */
614 GLboolean ColorMaterialEnabled;
615
616 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
617 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
618 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
619 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
620 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
621
622
623 GLboolean _ClampVertexColor;
624 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
625
626 /**
627 * Derived state for optimizations:
628 */
629 /*@{*/
630 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
631
632 GLboolean _NeedEyeCoords;
633 GLboolean _NeedVertices; /**< Use fast shader? */
634
635 GLfloat _BaseColor[2][3];
636 /*@}*/
637 };
638
639
640 /**
641 * Line attribute group (GL_LINE_BIT).
642 */
643 struct gl_line_attrib
644 {
645 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
646 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
647 GLushort StipplePattern; /**< Stipple pattern */
648 GLint StippleFactor; /**< Stipple repeat factor */
649 GLfloat Width; /**< Line width */
650 };
651
652
653 /**
654 * Display list attribute group (GL_LIST_BIT).
655 */
656 struct gl_list_attrib
657 {
658 GLuint ListBase;
659 };
660
661
662 /**
663 * Multisample attribute group (GL_MULTISAMPLE_BIT).
664 */
665 struct gl_multisample_attrib
666 {
667 GLboolean Enabled;
668 GLboolean SampleAlphaToCoverage;
669 GLboolean SampleAlphaToOne;
670 GLboolean SampleCoverage;
671 GLboolean SampleCoverageInvert;
672 GLboolean SampleShading;
673
674 /* ARB_texture_multisample / GL3.2 additions */
675 GLboolean SampleMask;
676
677 GLfloat SampleCoverageValue;
678 GLfloat MinSampleShadingValue;
679
680 /** The GL spec defines this as an array but >32x MSAA is madness */
681 GLbitfield SampleMaskValue;
682 };
683
684
685 /**
686 * A pixelmap (see glPixelMap)
687 */
688 struct gl_pixelmap
689 {
690 GLint Size;
691 GLfloat Map[MAX_PIXEL_MAP_TABLE];
692 };
693
694
695 /**
696 * Collection of all pixelmaps
697 */
698 struct gl_pixelmaps
699 {
700 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
701 struct gl_pixelmap GtoG;
702 struct gl_pixelmap BtoB;
703 struct gl_pixelmap AtoA;
704 struct gl_pixelmap ItoR;
705 struct gl_pixelmap ItoG;
706 struct gl_pixelmap ItoB;
707 struct gl_pixelmap ItoA;
708 struct gl_pixelmap ItoI;
709 struct gl_pixelmap StoS;
710 };
711
712
713 /**
714 * Pixel attribute group (GL_PIXEL_MODE_BIT).
715 */
716 struct gl_pixel_attrib
717 {
718 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
719
720 /*--- Begin Pixel Transfer State ---*/
721 /* Fields are in the order in which they're applied... */
722
723 /** Scale & Bias (index shift, offset) */
724 /*@{*/
725 GLfloat RedBias, RedScale;
726 GLfloat GreenBias, GreenScale;
727 GLfloat BlueBias, BlueScale;
728 GLfloat AlphaBias, AlphaScale;
729 GLfloat DepthBias, DepthScale;
730 GLint IndexShift, IndexOffset;
731 /*@}*/
732
733 /* Pixel Maps */
734 /* Note: actual pixel maps are not part of this attrib group */
735 GLboolean MapColorFlag;
736 GLboolean MapStencilFlag;
737
738 /*--- End Pixel Transfer State ---*/
739
740 /** glPixelZoom */
741 GLfloat ZoomX, ZoomY;
742 };
743
744
745 /**
746 * Point attribute group (GL_POINT_BIT).
747 */
748 struct gl_point_attrib
749 {
750 GLfloat Size; /**< User-specified point size */
751 GLfloat Params[3]; /**< GL_EXT_point_parameters */
752 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
753 GLfloat Threshold; /**< GL_EXT_point_parameters */
754 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
755 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
756 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
757 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
758 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
759 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
760 };
761
762
763 /**
764 * Polygon attribute group (GL_POLYGON_BIT).
765 */
766 struct gl_polygon_attrib
767 {
768 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
769 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
770 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
771 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
772 GLboolean CullFlag; /**< Culling on/off flag */
773 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
774 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
775 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
776 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
777 GLfloat OffsetUnits; /**< Polygon offset units, from user */
778 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
779 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
780 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
781 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
782 };
783
784
785 /**
786 * Scissor attributes (GL_SCISSOR_BIT).
787 */
788 struct gl_scissor_rect
789 {
790 GLint X, Y; /**< Lower left corner of box */
791 GLsizei Width, Height; /**< Size of box */
792 };
793 struct gl_scissor_attrib
794 {
795 GLbitfield EnableFlags; /**< Scissor test enabled? */
796 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
797 GLint NumWindowRects; /**< Count of enabled window rectangles */
798 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
799 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
800 };
801
802
803 /**
804 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
805 *
806 * Three sets of stencil data are tracked so that OpenGL 2.0,
807 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
808 * simultaneously. In each of the stencil state arrays, element 0 corresponds
809 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
810 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
811 * GL_EXT_stencil_two_side GL_BACK state.
812 *
813 * The derived value \c _BackFace is either 1 or 2 depending on whether or
814 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
815 *
816 * The derived value \c _TestTwoSide is set when the front-face and back-face
817 * stencil state are different.
818 */
819 struct gl_stencil_attrib
820 {
821 GLboolean Enabled; /**< Enabled flag */
822 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
823 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
824 GLboolean _Enabled; /**< Enabled and stencil buffer present */
825 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
826 GLboolean _TestTwoSide;
827 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
828 GLenum Function[3]; /**< Stencil function */
829 GLenum FailFunc[3]; /**< Fail function */
830 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
831 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
832 GLint Ref[3]; /**< Reference value */
833 GLuint ValueMask[3]; /**< Value mask */
834 GLuint WriteMask[3]; /**< Write mask */
835 GLuint Clear; /**< Clear value */
836 };
837
838
839 /**
840 * An index for each type of texture object. These correspond to the GL
841 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
842 * Note: the order is from highest priority to lowest priority.
843 */
844 typedef enum
845 {
846 TEXTURE_2D_MULTISAMPLE_INDEX,
847 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
848 TEXTURE_CUBE_ARRAY_INDEX,
849 TEXTURE_BUFFER_INDEX,
850 TEXTURE_2D_ARRAY_INDEX,
851 TEXTURE_1D_ARRAY_INDEX,
852 TEXTURE_EXTERNAL_INDEX,
853 TEXTURE_CUBE_INDEX,
854 TEXTURE_3D_INDEX,
855 TEXTURE_RECT_INDEX,
856 TEXTURE_2D_INDEX,
857 TEXTURE_1D_INDEX,
858 NUM_TEXTURE_TARGETS
859 } gl_texture_index;
860
861
862 /**
863 * Bit flags for each type of texture object
864 */
865 /*@{*/
866 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
867 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
868 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
869 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
870 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
871 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
872 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
873 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
874 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
875 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
876 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
877 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
878 /*@}*/
879
880
881 /**
882 * Texture image state. Drivers will typically create a subclass of this
883 * with extra fields for memory buffers, etc.
884 */
885 struct gl_texture_image
886 {
887 GLint InternalFormat; /**< Internal format as given by the user */
888 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
889 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
890 * GL_INTENSITY, GL_DEPTH_COMPONENT or
891 * GL_DEPTH_STENCIL_EXT only. Used for
892 * choosing TexEnv arithmetic.
893 */
894 mesa_format TexFormat; /**< The actual texture memory format */
895
896 GLuint Border; /**< 0 or 1 */
897 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
898 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
899 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
900 GLuint Width2; /**< = Width - 2*Border */
901 GLuint Height2; /**< = Height - 2*Border */
902 GLuint Depth2; /**< = Depth - 2*Border */
903 GLuint WidthLog2; /**< = log2(Width2) */
904 GLuint HeightLog2; /**< = log2(Height2) */
905 GLuint DepthLog2; /**< = log2(Depth2) */
906 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
907 levels, computed from the dimensions */
908
909 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
910 GLuint Level; /**< Which mipmap level am I? */
911 /** Cube map face: index into gl_texture_object::Image[] array */
912 GLuint Face;
913
914 /** GL_ARB_texture_multisample */
915 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
916 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
917 };
918
919
920 /**
921 * Indexes for cube map faces.
922 */
923 typedef enum
924 {
925 FACE_POS_X = 0,
926 FACE_NEG_X = 1,
927 FACE_POS_Y = 2,
928 FACE_NEG_Y = 3,
929 FACE_POS_Z = 4,
930 FACE_NEG_Z = 5,
931 MAX_FACES = 6
932 } gl_face_index;
933
934
935 /**
936 * Sampler object state. These objects are new with GL_ARB_sampler_objects
937 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
938 */
939 struct gl_sampler_object
940 {
941 mtx_t Mutex;
942 GLuint Name;
943 GLint RefCount;
944 GLchar *Label; /**< GL_KHR_debug */
945
946 GLenum WrapS; /**< S-axis texture image wrap mode */
947 GLenum WrapT; /**< T-axis texture image wrap mode */
948 GLenum WrapR; /**< R-axis texture image wrap mode */
949 GLenum MinFilter; /**< minification filter */
950 GLenum MagFilter; /**< magnification filter */
951 union gl_color_union BorderColor; /**< Interpreted according to texture format */
952 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
953 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
954 GLfloat LodBias; /**< OpenGL 1.4 */
955 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
956 GLenum CompareMode; /**< GL_ARB_shadow */
957 GLenum CompareFunc; /**< GL_ARB_shadow */
958 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
959 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
960 };
961
962
963 /**
964 * Texture object state. Contains the array of mipmap images, border color,
965 * wrap modes, filter modes, and shadow/texcompare state.
966 */
967 struct gl_texture_object
968 {
969 mtx_t Mutex; /**< for thread safety */
970 GLint RefCount; /**< reference count */
971 GLuint Name; /**< the user-visible texture object ID */
972 GLchar *Label; /**< GL_KHR_debug */
973 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
974 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
975 Only valid when Target is valid. */
976
977 struct gl_sampler_object Sampler;
978
979 GLenum DepthMode; /**< GL_ARB_depth_texture */
980 bool StencilSampling; /**< Should we sample stencil instead of depth? */
981
982 GLfloat Priority; /**< in [0,1] */
983 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
984 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
985 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
986 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
987 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
988 GLint CropRect[4]; /**< GL_OES_draw_texture */
989 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
990 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
991 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
992 GLboolean _BaseComplete; /**< Is the base texture level valid? */
993 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
994 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
995 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
996 GLboolean Purgeable; /**< Is the buffer purgeable under memory
997 pressure? */
998 GLboolean Immutable; /**< GL_ARB_texture_storage */
999 GLboolean _IsFloat; /**< GL_OES_float_texture */
1000 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1001
1002 GLuint MinLevel; /**< GL_ARB_texture_view */
1003 GLuint MinLayer; /**< GL_ARB_texture_view */
1004 GLuint NumLevels; /**< GL_ARB_texture_view */
1005 GLuint NumLayers; /**< GL_ARB_texture_view */
1006
1007 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1008 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1009
1010 /** GL_ARB_texture_buffer_object */
1011 struct gl_buffer_object *BufferObject;
1012 GLenum BufferObjectFormat;
1013 /** Equivalent Mesa format for BufferObjectFormat. */
1014 mesa_format _BufferObjectFormat;
1015 /** GL_ARB_texture_buffer_range */
1016 GLintptr BufferOffset;
1017 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1018
1019 /** GL_OES_EGL_image_external */
1020 GLint RequiredTextureImageUnits;
1021
1022 /** GL_ARB_shader_image_load_store */
1023 GLenum ImageFormatCompatibilityType;
1024 };
1025
1026
1027 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1028 #define MAX_COMBINER_TERMS 4
1029
1030
1031 /**
1032 * Texture combine environment state.
1033 */
1034 struct gl_tex_env_combine_state
1035 {
1036 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1038 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1039 GLenum SourceRGB[MAX_COMBINER_TERMS];
1040 GLenum SourceA[MAX_COMBINER_TERMS];
1041 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1042 GLenum OperandRGB[MAX_COMBINER_TERMS];
1043 GLenum OperandA[MAX_COMBINER_TERMS];
1044 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1045 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1046 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1047 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1048 };
1049
1050
1051 /**
1052 * TexGenEnabled flags.
1053 */
1054 /*@{*/
1055 #define S_BIT 1
1056 #define T_BIT 2
1057 #define R_BIT 4
1058 #define Q_BIT 8
1059 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1060 /*@}*/
1061
1062
1063 /**
1064 * Bit flag versions of the corresponding GL_ constants.
1065 */
1066 /*@{*/
1067 #define TEXGEN_SPHERE_MAP 0x1
1068 #define TEXGEN_OBJ_LINEAR 0x2
1069 #define TEXGEN_EYE_LINEAR 0x4
1070 #define TEXGEN_REFLECTION_MAP_NV 0x8
1071 #define TEXGEN_NORMAL_MAP_NV 0x10
1072
1073 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1074 TEXGEN_REFLECTION_MAP_NV | \
1075 TEXGEN_NORMAL_MAP_NV)
1076 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1077 TEXGEN_REFLECTION_MAP_NV | \
1078 TEXGEN_NORMAL_MAP_NV | \
1079 TEXGEN_EYE_LINEAR)
1080 /*@}*/
1081
1082
1083
1084 /** Tex-gen enabled for texture unit? */
1085 #define ENABLE_TEXGEN(unit) (1 << (unit))
1086
1087 /** Non-identity texture matrix for texture unit? */
1088 #define ENABLE_TEXMAT(unit) (1 << (unit))
1089
1090
1091 /**
1092 * Texture coord generation state.
1093 */
1094 struct gl_texgen
1095 {
1096 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1097 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1098 GLfloat ObjectPlane[4];
1099 GLfloat EyePlane[4];
1100 };
1101
1102
1103 /**
1104 * Texture unit state. Contains enable flags, texture environment/function/
1105 * combiners, texgen state, and pointers to current texture objects.
1106 */
1107 struct gl_texture_unit
1108 {
1109 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1110
1111 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1112 GLclampf EnvColor[4];
1113 GLfloat EnvColorUnclamped[4];
1114
1115 struct gl_texgen GenS;
1116 struct gl_texgen GenT;
1117 struct gl_texgen GenR;
1118 struct gl_texgen GenQ;
1119 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1120 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1121
1122 GLfloat LodBias; /**< for biasing mipmap levels */
1123
1124 /** Texture targets that have a non-default texture bound */
1125 GLbitfield _BoundTextures;
1126
1127 /** Current sampler object (GL_ARB_sampler_objects) */
1128 struct gl_sampler_object *Sampler;
1129
1130 /**
1131 * \name GL_EXT_texture_env_combine
1132 */
1133 struct gl_tex_env_combine_state Combine;
1134
1135 /**
1136 * Derived state based on \c EnvMode and the \c BaseFormat of the
1137 * currently enabled texture.
1138 */
1139 struct gl_tex_env_combine_state _EnvMode;
1140
1141 /**
1142 * Currently enabled combiner state. This will point to either
1143 * \c Combine or \c _EnvMode.
1144 */
1145 struct gl_tex_env_combine_state *_CurrentCombine;
1146
1147 /** Current texture object pointers */
1148 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1149
1150 /** Points to highest priority, complete and enabled texture object */
1151 struct gl_texture_object *_Current;
1152
1153 };
1154
1155
1156 /**
1157 * Texture attribute group (GL_TEXTURE_BIT).
1158 */
1159 struct gl_texture_attrib
1160 {
1161 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1162
1163 /** GL_ARB_seamless_cubemap */
1164 GLboolean CubeMapSeamless;
1165
1166 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1167
1168 /** GL_ARB_texture_buffer_object */
1169 struct gl_buffer_object *BufferObject;
1170
1171 /** Texture coord units/sets used for fragment texturing */
1172 GLbitfield _EnabledCoordUnits;
1173
1174 /** Texture coord units that have texgen enabled */
1175 GLbitfield _TexGenEnabled;
1176
1177 /** Texture coord units that have non-identity matrices */
1178 GLbitfield _TexMatEnabled;
1179
1180 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1181 GLbitfield _GenFlags;
1182
1183 /** Largest index of a texture unit with _Current != NULL. */
1184 GLint _MaxEnabledTexImageUnit;
1185
1186 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1187 GLint NumCurrentTexUsed;
1188
1189 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1190 };
1191
1192
1193 /**
1194 * Data structure representing a single clip plane (e.g. one of the elements
1195 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1196 */
1197 typedef GLfloat gl_clip_plane[4];
1198
1199
1200 /**
1201 * Transformation attribute group (GL_TRANSFORM_BIT).
1202 */
1203 struct gl_transform_attrib
1204 {
1205 GLenum MatrixMode; /**< Matrix mode */
1206 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1207 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1208 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1209 GLboolean Normalize; /**< Normalize all normals? */
1210 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1211 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1212 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1213 /** GL_ARB_clip_control */
1214 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1215 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1216 };
1217
1218
1219 /**
1220 * Viewport attribute group (GL_VIEWPORT_BIT).
1221 */
1222 struct gl_viewport_attrib
1223 {
1224 GLfloat X, Y; /**< position */
1225 GLfloat Width, Height; /**< size */
1226 GLdouble Near, Far; /**< Depth buffer range */
1227 };
1228
1229
1230 typedef enum {
1231 MAP_USER,
1232 MAP_INTERNAL,
1233
1234 MAP_COUNT
1235 } gl_map_buffer_index;
1236
1237
1238 /**
1239 * Fields describing a mapped buffer range.
1240 */
1241 struct gl_buffer_mapping {
1242 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1243 GLvoid *Pointer; /**< User-space address of mapping */
1244 GLintptr Offset; /**< Mapped offset */
1245 GLsizeiptr Length; /**< Mapped length */
1246 };
1247
1248
1249 /**
1250 * Usages we've seen for a buffer object.
1251 */
1252 typedef enum {
1253 USAGE_UNIFORM_BUFFER = 0x1,
1254 USAGE_TEXTURE_BUFFER = 0x2,
1255 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1256 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1257 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1258 USAGE_PIXEL_PACK_BUFFER = 0x20,
1259 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1260 } gl_buffer_usage;
1261
1262
1263 /**
1264 * GL_ARB_vertex/pixel_buffer_object buffer object
1265 */
1266 struct gl_buffer_object
1267 {
1268 mtx_t Mutex;
1269 GLint RefCount;
1270 GLuint Name;
1271 GLchar *Label; /**< GL_KHR_debug */
1272 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1273 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1274 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1275 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1276 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1277 GLboolean Written; /**< Ever written to? (for debugging) */
1278 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1279 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1280 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1281
1282 /** Counters used for buffer usage warnings */
1283 GLuint NumSubDataCalls;
1284 GLuint NumMapBufferWriteCalls;
1285
1286 struct gl_buffer_mapping Mappings[MAP_COUNT];
1287
1288 /** Memoization of min/max index computations for static index buffers */
1289 struct hash_table *MinMaxCache;
1290 unsigned MinMaxCacheHitIndices;
1291 unsigned MinMaxCacheMissIndices;
1292 bool MinMaxCacheDirty;
1293 };
1294
1295
1296 /**
1297 * Client pixel packing/unpacking attributes
1298 */
1299 struct gl_pixelstore_attrib
1300 {
1301 GLint Alignment;
1302 GLint RowLength;
1303 GLint SkipPixels;
1304 GLint SkipRows;
1305 GLint ImageHeight;
1306 GLint SkipImages;
1307 GLboolean SwapBytes;
1308 GLboolean LsbFirst;
1309 GLboolean Invert; /**< GL_MESA_pack_invert */
1310 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1311 GLint CompressedBlockHeight;
1312 GLint CompressedBlockDepth;
1313 GLint CompressedBlockSize;
1314 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1315 };
1316
1317
1318 /**
1319 * Client vertex array attributes
1320 */
1321 struct gl_client_array
1322 {
1323 GLint Size; /**< components per element (1,2,3,4) */
1324 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1325 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1326 GLsizei StrideB; /**< actual stride in bytes */
1327 GLuint _ElementSize; /**< size of each element in bytes */
1328 const GLubyte *Ptr; /**< Points to array data */
1329 GLboolean Normalized; /**< GL_ARB_vertex_program */
1330 GLboolean Integer; /**< Integer-valued? */
1331 GLboolean Doubles; /**< double precision values are not converted to floats */
1332 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1333
1334 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1335 };
1336
1337
1338 /**
1339 * Vertex attribute array as seen by the client.
1340 *
1341 * Contains the size, type, format and normalization flag,
1342 * along with the index of a vertex buffer binding point.
1343 *
1344 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1345 * and is only present for backwards compatibility reasons.
1346 * Rendering always uses VERTEX_BINDING_STRIDE.
1347 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1348 * and VERTEX_BINDING_STRIDE to the same value, while
1349 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1350 */
1351 struct gl_vertex_attrib_array
1352 {
1353 GLint Size; /**< Components per element (1,2,3,4) */
1354 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1355 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1356 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1357 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1358 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1359 GLboolean Enabled; /**< Whether the array is enabled */
1360 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1361 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1362 GLboolean Doubles; /**< double precision values are not converted to floats */
1363 GLuint _ElementSize; /**< Size of each element in bytes */
1364 GLuint VertexBinding; /**< Vertex buffer binding */
1365 };
1366
1367
1368 /**
1369 * This describes the buffer object used for a vertex array (or
1370 * multiple vertex arrays). If BufferObj points to the default/null
1371 * buffer object, then the vertex array lives in user memory and not a VBO.
1372 */
1373 struct gl_vertex_buffer_binding
1374 {
1375 GLintptr Offset; /**< User-specified offset */
1376 GLsizei Stride; /**< User-specified stride */
1377 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1378 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1379 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1380 };
1381
1382
1383 /**
1384 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1385 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1386 * extension.
1387 */
1388 struct gl_vertex_array_object
1389 {
1390 /** Name of the VAO as received from glGenVertexArray. */
1391 GLuint Name;
1392
1393 GLint RefCount;
1394
1395 GLchar *Label; /**< GL_KHR_debug */
1396
1397 mtx_t Mutex;
1398
1399 /**
1400 * Does the VAO use ARB semantics or Apple semantics?
1401 *
1402 * There are several ways in which ARB_vertex_array_object and
1403 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1404 * least,
1405 *
1406 * - ARB VAOs require that all array data be sourced from vertex buffer
1407 * objects, but Apple VAOs do not.
1408 *
1409 * - ARB VAOs require that names come from GenVertexArrays.
1410 *
1411 * This flag notes which behavior governs this VAO.
1412 */
1413 GLboolean ARBsemantics;
1414
1415 /**
1416 * Has this array object been bound?
1417 */
1418 GLboolean EverBound;
1419
1420 /**
1421 * Derived vertex attribute arrays
1422 *
1423 * This is a legacy data structure created from gl_vertex_attrib_array and
1424 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1425 */
1426 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1427
1428 /** Vertex attribute arrays */
1429 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1430
1431 /** Vertex buffer bindings */
1432 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1433
1434 /** Mask indicating which vertex arrays have vertex buffer associated. */
1435 GLbitfield64 VertexAttribBufferMask;
1436
1437 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1438 GLbitfield64 _Enabled;
1439
1440 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1441 GLbitfield64 NewArrays;
1442
1443 /** The index buffer (also known as the element array buffer in OpenGL). */
1444 struct gl_buffer_object *IndexBufferObj;
1445 };
1446
1447
1448 /** Used to signal when transitioning from one kind of drawing method
1449 * to another.
1450 */
1451 typedef enum {
1452 DRAW_NONE, /**< Initial value only */
1453 DRAW_BEGIN_END,
1454 DRAW_DISPLAY_LIST,
1455 DRAW_ARRAYS
1456 } gl_draw_method;
1457
1458 /**
1459 * Enum for the OpenGL APIs we know about and may support.
1460 *
1461 * NOTE: This must match the api_enum table in
1462 * src/mesa/main/get_hash_generator.py
1463 */
1464 typedef enum
1465 {
1466 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1467 API_OPENGLES,
1468 API_OPENGLES2,
1469 API_OPENGL_CORE,
1470 API_OPENGL_LAST = API_OPENGL_CORE
1471 } gl_api;
1472
1473 /**
1474 * Vertex array state
1475 */
1476 struct gl_array_attrib
1477 {
1478 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1479 struct gl_vertex_array_object *VAO;
1480
1481 /** The default vertex array object */
1482 struct gl_vertex_array_object *DefaultVAO;
1483
1484 /** The last VAO accessed by a DSA function */
1485 struct gl_vertex_array_object *LastLookedUpVAO;
1486
1487 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1488 struct _mesa_HashTable *Objects;
1489
1490 GLint ActiveTexture; /**< Client Active Texture */
1491 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1492 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1493
1494 /**
1495 * \name Primitive restart controls
1496 *
1497 * Primitive restart is enabled if either \c PrimitiveRestart or
1498 * \c PrimitiveRestartFixedIndex is set.
1499 */
1500 /*@{*/
1501 GLboolean PrimitiveRestart;
1502 GLboolean PrimitiveRestartFixedIndex;
1503 GLboolean _PrimitiveRestart;
1504 GLuint RestartIndex;
1505 /*@}*/
1506
1507 /** One of the DRAW_xxx flags, not consumed by drivers */
1508 gl_draw_method DrawMethod;
1509
1510 /* GL_ARB_vertex_buffer_object */
1511 struct gl_buffer_object *ArrayBufferObj;
1512
1513 /**
1514 * Vertex arrays as consumed by a driver.
1515 * The array pointer is set up only by the VBO module.
1516 */
1517 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1518
1519 /** Legal array datatypes and the API for which they have been computed */
1520 GLbitfield LegalTypesMask;
1521 gl_api LegalTypesMaskAPI;
1522 };
1523
1524
1525 /**
1526 * Feedback buffer state
1527 */
1528 struct gl_feedback
1529 {
1530 GLenum Type;
1531 GLbitfield _Mask; /**< FB_* bits */
1532 GLfloat *Buffer;
1533 GLuint BufferSize;
1534 GLuint Count;
1535 };
1536
1537
1538 /**
1539 * Selection buffer state
1540 */
1541 struct gl_selection
1542 {
1543 GLuint *Buffer; /**< selection buffer */
1544 GLuint BufferSize; /**< size of the selection buffer */
1545 GLuint BufferCount; /**< number of values in the selection buffer */
1546 GLuint Hits; /**< number of records in the selection buffer */
1547 GLuint NameStackDepth; /**< name stack depth */
1548 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1549 GLboolean HitFlag; /**< hit flag */
1550 GLfloat HitMinZ; /**< minimum hit depth */
1551 GLfloat HitMaxZ; /**< maximum hit depth */
1552 };
1553
1554
1555 /**
1556 * 1-D Evaluator control points
1557 */
1558 struct gl_1d_map
1559 {
1560 GLuint Order; /**< Number of control points */
1561 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1562 GLfloat *Points; /**< Points to contiguous control points */
1563 };
1564
1565
1566 /**
1567 * 2-D Evaluator control points
1568 */
1569 struct gl_2d_map
1570 {
1571 GLuint Uorder; /**< Number of control points in U dimension */
1572 GLuint Vorder; /**< Number of control points in V dimension */
1573 GLfloat u1, u2, du;
1574 GLfloat v1, v2, dv;
1575 GLfloat *Points; /**< Points to contiguous control points */
1576 };
1577
1578
1579 /**
1580 * All evaluator control point state
1581 */
1582 struct gl_evaluators
1583 {
1584 /**
1585 * \name 1-D maps
1586 */
1587 /*@{*/
1588 struct gl_1d_map Map1Vertex3;
1589 struct gl_1d_map Map1Vertex4;
1590 struct gl_1d_map Map1Index;
1591 struct gl_1d_map Map1Color4;
1592 struct gl_1d_map Map1Normal;
1593 struct gl_1d_map Map1Texture1;
1594 struct gl_1d_map Map1Texture2;
1595 struct gl_1d_map Map1Texture3;
1596 struct gl_1d_map Map1Texture4;
1597 /*@}*/
1598
1599 /**
1600 * \name 2-D maps
1601 */
1602 /*@{*/
1603 struct gl_2d_map Map2Vertex3;
1604 struct gl_2d_map Map2Vertex4;
1605 struct gl_2d_map Map2Index;
1606 struct gl_2d_map Map2Color4;
1607 struct gl_2d_map Map2Normal;
1608 struct gl_2d_map Map2Texture1;
1609 struct gl_2d_map Map2Texture2;
1610 struct gl_2d_map Map2Texture3;
1611 struct gl_2d_map Map2Texture4;
1612 /*@}*/
1613 };
1614
1615
1616 struct gl_transform_feedback_varying_info
1617 {
1618 char *Name;
1619 GLenum Type;
1620 GLint BufferIndex;
1621 GLint Size;
1622 GLint Offset;
1623 };
1624
1625
1626 /**
1627 * Per-output info vertex shaders for transform feedback.
1628 */
1629 struct gl_transform_feedback_output
1630 {
1631 unsigned OutputRegister;
1632 unsigned OutputBuffer;
1633 unsigned NumComponents;
1634 unsigned StreamId;
1635
1636 /** offset (in DWORDs) of this output within the interleaved structure */
1637 unsigned DstOffset;
1638
1639 /**
1640 * Offset into the output register of the data to output. For example,
1641 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1642 * offset is in the y and z components of the output register.
1643 */
1644 unsigned ComponentOffset;
1645 };
1646
1647
1648 struct gl_transform_feedback_buffer
1649 {
1650 unsigned Binding;
1651
1652 unsigned NumVaryings;
1653
1654 /**
1655 * Total number of components stored in each buffer. This may be used by
1656 * hardware back-ends to determine the correct stride when interleaving
1657 * multiple transform feedback outputs in the same buffer.
1658 */
1659 unsigned Stride;
1660
1661 /**
1662 * Which transform feedback stream this buffer binding is associated with.
1663 */
1664 unsigned Stream;
1665 };
1666
1667
1668 /** Post-link transform feedback info. */
1669 struct gl_transform_feedback_info
1670 {
1671 unsigned NumOutputs;
1672
1673 /* Bitmask of active buffer indices. */
1674 unsigned ActiveBuffers;
1675
1676 struct gl_transform_feedback_output *Outputs;
1677
1678 /** Transform feedback varyings used for the linking of this shader program.
1679 *
1680 * Use for glGetTransformFeedbackVarying().
1681 */
1682 struct gl_transform_feedback_varying_info *Varyings;
1683 GLint NumVarying;
1684
1685 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1686 };
1687
1688
1689 /**
1690 * Transform feedback object state
1691 */
1692 struct gl_transform_feedback_object
1693 {
1694 GLuint Name; /**< AKA the object ID */
1695 GLint RefCount;
1696 GLchar *Label; /**< GL_KHR_debug */
1697 GLboolean Active; /**< Is transform feedback enabled? */
1698 GLboolean Paused; /**< Is transform feedback paused? */
1699 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1700 at least once? */
1701 GLboolean EverBound; /**< Has this object been bound? */
1702
1703 /**
1704 * GLES: if Active is true, remaining number of primitives which can be
1705 * rendered without overflow. This is necessary to track because GLES
1706 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1707 * glDrawArraysInstanced would overflow transform feedback buffers.
1708 * Undefined if Active is false.
1709 *
1710 * Not tracked for desktop GL since it's unnecessary.
1711 */
1712 unsigned GlesRemainingPrims;
1713
1714 /**
1715 * The shader program active when BeginTransformFeedback() was called.
1716 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1717 * where stage is the pipeline stage that is the source of data for
1718 * transform feedback.
1719 */
1720 struct gl_shader_program *shader_program;
1721
1722 /** The feedback buffers */
1723 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1724 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1725
1726 /** Start of feedback data in dest buffer */
1727 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1728
1729 /**
1730 * Max data to put into dest buffer (in bytes). Computed based on
1731 * RequestedSize and the actual size of the buffer.
1732 */
1733 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1734
1735 /**
1736 * Size that was specified when the buffer was bound. If the buffer was
1737 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1738 * zero.
1739 */
1740 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1741 };
1742
1743
1744 /**
1745 * Context state for transform feedback.
1746 */
1747 struct gl_transform_feedback_state
1748 {
1749 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1750
1751 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1752 struct gl_buffer_object *CurrentBuffer;
1753
1754 /** The table of all transform feedback objects */
1755 struct _mesa_HashTable *Objects;
1756
1757 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1758 struct gl_transform_feedback_object *CurrentObject;
1759
1760 /** The default xform-fb object (Name==0) */
1761 struct gl_transform_feedback_object *DefaultObject;
1762 };
1763
1764
1765 /**
1766 * A "performance monitor" as described in AMD_performance_monitor.
1767 */
1768 struct gl_perf_monitor_object
1769 {
1770 GLuint Name;
1771
1772 /** True if the monitor is currently active (Begin called but not End). */
1773 GLboolean Active;
1774
1775 /**
1776 * True if the monitor has ended.
1777 *
1778 * This is distinct from !Active because it may never have began.
1779 */
1780 GLboolean Ended;
1781
1782 /**
1783 * A list of groups with currently active counters.
1784 *
1785 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1786 */
1787 unsigned *ActiveGroups;
1788
1789 /**
1790 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1791 *
1792 * Checking whether counter 'c' in group 'g' is active can be done via:
1793 *
1794 * BITSET_TEST(ActiveCounters[g], c)
1795 */
1796 GLuint **ActiveCounters;
1797 };
1798
1799
1800 union gl_perf_monitor_counter_value
1801 {
1802 float f;
1803 uint64_t u64;
1804 uint32_t u32;
1805 };
1806
1807
1808 struct gl_perf_monitor_counter
1809 {
1810 /** Human readable name for the counter. */
1811 const char *Name;
1812
1813 /**
1814 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1815 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1816 */
1817 GLenum Type;
1818
1819 /** Minimum counter value. */
1820 union gl_perf_monitor_counter_value Minimum;
1821
1822 /** Maximum counter value. */
1823 union gl_perf_monitor_counter_value Maximum;
1824 };
1825
1826
1827 struct gl_perf_monitor_group
1828 {
1829 /** Human readable name for the group. */
1830 const char *Name;
1831
1832 /**
1833 * Maximum number of counters in this group which can be active at the
1834 * same time.
1835 */
1836 GLuint MaxActiveCounters;
1837
1838 /** Array of counters within this group. */
1839 const struct gl_perf_monitor_counter *Counters;
1840 GLuint NumCounters;
1841 };
1842
1843
1844 /**
1845 * Context state for AMD_performance_monitor.
1846 */
1847 struct gl_perf_monitor_state
1848 {
1849 /** Array of performance monitor groups (indexed by group ID) */
1850 const struct gl_perf_monitor_group *Groups;
1851 GLuint NumGroups;
1852
1853 /** The table of all performance monitors. */
1854 struct _mesa_HashTable *Monitors;
1855 };
1856
1857
1858 /**
1859 * Names of the various vertex/fragment program register files, etc.
1860 *
1861 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1862 * All values should fit in a 4-bit field.
1863 *
1864 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1865 * considered to be "uniform" variables since they can only be set outside
1866 * glBegin/End. They're also all stored in the same Parameters array.
1867 */
1868 typedef enum
1869 {
1870 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1871 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1872 PROGRAM_INPUT, /**< machine->Inputs[] */
1873 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1874 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1875 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1876 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1877 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1878 PROGRAM_ADDRESS, /**< machine->AddressReg */
1879 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1880 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1881 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1882 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1883 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1884 PROGRAM_MEMORY, /**< for shared, global and local memory */
1885 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1886 PROGRAM_FILE_MAX
1887 } gl_register_file;
1888
1889
1890 /**
1891 * Base class for any kind of program object
1892 */
1893 struct gl_program
1894 {
1895 mtx_t Mutex;
1896 GLuint Id;
1897 GLint RefCount;
1898 GLubyte *String; /**< Null-terminated program text */
1899
1900 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1901 GLenum Format; /**< String encoding format */
1902
1903 struct prog_instruction *Instructions;
1904
1905 struct nir_shader *nir;
1906
1907 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1908 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1909 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1910 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1911 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1912 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1913 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1914 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1915 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1916
1917 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1918
1919 /**
1920 * For vertex and geometry shaders, true if the program uses the
1921 * gl_ClipDistance output. Ignored for fragment shaders.
1922 */
1923 unsigned ClipDistanceArraySize;
1924 unsigned CullDistanceArraySize;
1925
1926
1927 /** Named parameters, constants, etc. from program text */
1928 struct gl_program_parameter_list *Parameters;
1929
1930 /**
1931 * Local parameters used by the program.
1932 *
1933 * It's dynamically allocated because it is rarely used (just
1934 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1935 * allocated.
1936 */
1937 GLfloat (*LocalParams)[4];
1938
1939 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1940 GLubyte SamplerUnits[MAX_SAMPLERS];
1941
1942 /** Bitmask of which register files are read/written with indirect
1943 * addressing. Mask of (1 << PROGRAM_x) bits.
1944 */
1945 GLbitfield IndirectRegisterFiles;
1946
1947 /** Logical counts */
1948 /*@{*/
1949 GLuint NumInstructions;
1950 GLuint NumTemporaries;
1951 GLuint NumParameters;
1952 GLuint NumAttributes;
1953 GLuint NumAddressRegs;
1954 GLuint NumAluInstructions;
1955 GLuint NumTexInstructions;
1956 GLuint NumTexIndirections;
1957 /*@}*/
1958 /** Native, actual h/w counts */
1959 /*@{*/
1960 GLuint NumNativeInstructions;
1961 GLuint NumNativeTemporaries;
1962 GLuint NumNativeParameters;
1963 GLuint NumNativeAttributes;
1964 GLuint NumNativeAddressRegs;
1965 GLuint NumNativeAluInstructions;
1966 GLuint NumNativeTexInstructions;
1967 GLuint NumNativeTexIndirections;
1968 /*@}*/
1969 };
1970
1971
1972 /** Vertex program object */
1973 struct gl_vertex_program
1974 {
1975 struct gl_program Base; /**< base class */
1976 GLboolean IsPositionInvariant;
1977 };
1978
1979
1980 /** Tessellation control program object */
1981 struct gl_tess_ctrl_program
1982 {
1983 struct gl_program Base; /**< base class */
1984
1985 /* output layout */
1986 GLint VerticesOut;
1987 };
1988
1989
1990 /** Tessellation evaluation program object */
1991 struct gl_tess_eval_program
1992 {
1993 struct gl_program Base; /**< base class */
1994
1995 /* input layout */
1996 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1997 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1998 GLenum VertexOrder; /* GL_CW or GL_CCW */
1999 bool PointMode;
2000 };
2001
2002
2003 /** Geometry program object */
2004 struct gl_geometry_program
2005 {
2006 struct gl_program Base; /**< base class */
2007
2008 GLint VerticesIn;
2009 GLint VerticesOut;
2010 GLint Invocations;
2011 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2012 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2013 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2014 bool UsesEndPrimitive;
2015 bool UsesStreams;
2016 };
2017
2018
2019 /** Fragment program object */
2020 struct gl_fragment_program
2021 {
2022 struct gl_program Base; /**< base class */
2023 GLboolean UsesKill; /**< shader uses KIL instruction */
2024 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2025 GLboolean OriginUpperLeft;
2026 GLboolean PixelCenterInteger;
2027 enum gl_frag_depth_layout FragDepthLayout;
2028
2029 /**
2030 * GLSL interpolation qualifier associated with each fragment shader input.
2031 * For inputs that do not have an interpolation qualifier specified in
2032 * GLSL, the value is INTERP_MODE_NONE.
2033 */
2034 enum glsl_interp_mode InterpQualifier[VARYING_SLOT_MAX];
2035
2036 /**
2037 * Bitfield indicating, for each fragment shader input, 1 if that input
2038 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2039 */
2040 GLbitfield64 IsCentroid;
2041
2042 /**
2043 * Bitfield indicating, for each fragment shader input, 1 if that input
2044 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2045 */
2046 GLbitfield64 IsSample;
2047 };
2048
2049
2050 /** Compute program object */
2051 struct gl_compute_program
2052 {
2053 struct gl_program Base; /**< base class */
2054
2055 /**
2056 * Size specified using local_size_{x,y,z}.
2057 */
2058 unsigned LocalSize[3];
2059
2060 /**
2061 * Size of shared variables accessed by the compute shader.
2062 */
2063 unsigned SharedSize;
2064 };
2065
2066
2067 /**
2068 * State common to vertex and fragment programs.
2069 */
2070 struct gl_program_state
2071 {
2072 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2073 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2074 };
2075
2076
2077 /**
2078 * Context state for vertex programs.
2079 */
2080 struct gl_vertex_program_state
2081 {
2082 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2083 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2084 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2085 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2086 /** Computed two sided lighting for fixed function/programs. */
2087 GLboolean _TwoSideEnabled;
2088 struct gl_vertex_program *Current; /**< User-bound vertex program */
2089
2090 /** Currently enabled and valid vertex program (including internal
2091 * programs, user-defined vertex programs and GLSL vertex shaders).
2092 * This is the program we must use when rendering.
2093 */
2094 struct gl_vertex_program *_Current;
2095
2096 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2097
2098 /** Should fixed-function T&L be implemented with a vertex prog? */
2099 GLboolean _MaintainTnlProgram;
2100
2101 /** Program to emulate fixed-function T&L (see above) */
2102 struct gl_vertex_program *_TnlProgram;
2103
2104 /** Cache of fixed-function programs */
2105 struct gl_program_cache *Cache;
2106
2107 GLboolean _Overriden;
2108 };
2109
2110 /**
2111 * Context state for tessellation control programs.
2112 */
2113 struct gl_tess_ctrl_program_state
2114 {
2115 /** Currently bound and valid shader. */
2116 struct gl_tess_ctrl_program *_Current;
2117
2118 GLint patch_vertices;
2119 GLfloat patch_default_outer_level[4];
2120 GLfloat patch_default_inner_level[2];
2121 };
2122
2123 /**
2124 * Context state for tessellation evaluation programs.
2125 */
2126 struct gl_tess_eval_program_state
2127 {
2128 /** Currently bound and valid shader. */
2129 struct gl_tess_eval_program *_Current;
2130 };
2131
2132 /**
2133 * Context state for geometry programs.
2134 */
2135 struct gl_geometry_program_state
2136 {
2137 /** Currently enabled and valid program (including internal programs
2138 * and compiled shader programs).
2139 */
2140 struct gl_geometry_program *_Current;
2141 };
2142
2143 /**
2144 * Context state for fragment programs.
2145 */
2146 struct gl_fragment_program_state
2147 {
2148 GLboolean Enabled; /**< User-set fragment program enable flag */
2149 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2150 struct gl_fragment_program *Current; /**< User-bound fragment program */
2151
2152 /** Currently enabled and valid fragment program (including internal
2153 * programs, user-defined fragment programs and GLSL fragment shaders).
2154 * This is the program we must use when rendering.
2155 */
2156 struct gl_fragment_program *_Current;
2157
2158 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2159
2160 /** Should fixed-function texturing be implemented with a fragment prog? */
2161 GLboolean _MaintainTexEnvProgram;
2162
2163 /** Program to emulate fixed-function texture env/combine (see above) */
2164 struct gl_fragment_program *_TexEnvProgram;
2165
2166 /** Cache of fixed-function programs */
2167 struct gl_program_cache *Cache;
2168 };
2169
2170
2171 /**
2172 * Context state for compute programs.
2173 */
2174 struct gl_compute_program_state
2175 {
2176 /** Currently enabled and valid program (including internal programs
2177 * and compiled shader programs).
2178 */
2179 struct gl_compute_program *_Current;
2180 };
2181
2182
2183 /**
2184 * ATI_fragment_shader runtime state
2185 */
2186
2187 struct atifs_instruction;
2188 struct atifs_setupinst;
2189
2190 /**
2191 * ATI fragment shader
2192 */
2193 struct ati_fragment_shader
2194 {
2195 GLuint Id;
2196 GLint RefCount;
2197 struct atifs_instruction *Instructions[2];
2198 struct atifs_setupinst *SetupInst[2];
2199 GLfloat Constants[8][4];
2200 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2201 GLubyte numArithInstr[2];
2202 GLubyte regsAssigned[2];
2203 GLubyte NumPasses; /**< 1 or 2 */
2204 GLubyte cur_pass;
2205 GLubyte last_optype;
2206 GLboolean interpinp1;
2207 GLboolean isValid;
2208 GLuint swizzlerq;
2209 struct gl_program *Program;
2210 };
2211
2212 /**
2213 * Context state for GL_ATI_fragment_shader
2214 */
2215 struct gl_ati_fragment_shader_state
2216 {
2217 GLboolean Enabled;
2218 GLboolean _Enabled; /**< enabled and valid shader? */
2219 GLboolean Compiling;
2220 GLfloat GlobalConstants[8][4];
2221 struct ati_fragment_shader *Current;
2222 };
2223
2224 /**
2225 * Shader subroutine function definition
2226 */
2227 struct gl_subroutine_function
2228 {
2229 char *name;
2230 int index;
2231 int num_compat_types;
2232 const struct glsl_type **types;
2233 };
2234
2235 /**
2236 * Shader information needed by both gl_shader and gl_linked shader.
2237 */
2238 struct gl_shader_info
2239 {
2240 bool uses_builtin_functions;
2241 bool uses_gl_fragcoord;
2242 bool redeclares_gl_fragcoord;
2243 bool ARB_fragment_coord_conventions_enable;
2244
2245 /**
2246 * Fragment shader state from GLSL 1.50 layout qualifiers.
2247 */
2248 bool origin_upper_left;
2249 bool pixel_center_integer;
2250
2251 struct {
2252 /** Global xfb_stride out qualifier if any */
2253 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2254 } TransformFeedback;
2255
2256 /**
2257 * Tessellation Control shader state from layout qualifiers.
2258 */
2259 struct {
2260 /**
2261 * 0 - vertices not declared in shader, or
2262 * 1 .. GL_MAX_PATCH_VERTICES
2263 */
2264 GLint VerticesOut;
2265 } TessCtrl;
2266
2267 /**
2268 * Tessellation Evaluation shader state from layout qualifiers.
2269 */
2270 struct {
2271 /**
2272 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2273 * in this shader.
2274 */
2275 GLenum PrimitiveMode;
2276 /**
2277 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2278 * in this shader.
2279 */
2280 GLenum Spacing;
2281 /**
2282 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2283 */
2284 GLenum VertexOrder;
2285 /**
2286 * 1, 0, or -1 if it's not set in this shader.
2287 */
2288 int PointMode;
2289 } TessEval;
2290
2291 /**
2292 * Geometry shader state from GLSL 1.50 layout qualifiers.
2293 */
2294 struct {
2295 GLint VerticesOut;
2296 /**
2297 * 0 - Invocations count not declared in shader, or
2298 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2299 */
2300 GLint Invocations;
2301 /**
2302 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2303 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2304 * shader.
2305 */
2306 GLenum InputType;
2307 /**
2308 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2309 * it's not set in this shader.
2310 */
2311 GLenum OutputType;
2312 } Geom;
2313
2314 /**
2315 * Whether early fragment tests are enabled as defined by
2316 * ARB_shader_image_load_store.
2317 */
2318 bool EarlyFragmentTests;
2319
2320 /**
2321 * Compute shader state from ARB_compute_shader layout qualifiers.
2322 */
2323 struct {
2324 /**
2325 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2326 * it's not set in this shader.
2327 */
2328 unsigned LocalSize[3];
2329 } Comp;
2330 };
2331
2332 /**
2333 * A linked GLSL shader object.
2334 */
2335 struct gl_linked_shader
2336 {
2337 gl_shader_stage Stage;
2338
2339 struct gl_program *Program; /**< Post-compile assembly code */
2340
2341 /**
2342 * \name Sampler tracking
2343 *
2344 * \note Each of these fields is only set post-linking.
2345 */
2346 /*@{*/
2347 unsigned num_samplers; /**< Number of samplers used by this shader. */
2348 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2349 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2350 /*@}*/
2351
2352 /**
2353 * Map from sampler unit to texture unit (set by glUniform1i())
2354 *
2355 * A sampler unit is associated with each sampler uniform by the linker.
2356 * The sampler unit associated with each uniform is stored in the
2357 * \c gl_uniform_storage::sampler field.
2358 */
2359 GLubyte SamplerUnits[MAX_SAMPLERS];
2360 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2361 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2362
2363 /**
2364 * Number of default uniform block components used by this shader.
2365 *
2366 * This field is only set post-linking.
2367 */
2368 unsigned num_uniform_components;
2369
2370 /**
2371 * Number of combined uniform components used by this shader.
2372 *
2373 * This field is only set post-linking. It is the sum of the uniform block
2374 * sizes divided by sizeof(float), and num_uniform_compoennts.
2375 */
2376 unsigned num_combined_uniform_components;
2377
2378 unsigned NumUniformBlocks;
2379 struct gl_uniform_block **UniformBlocks;
2380
2381 unsigned NumShaderStorageBlocks;
2382 struct gl_uniform_block **ShaderStorageBlocks;
2383
2384 struct exec_list *ir;
2385 struct exec_list *packed_varyings;
2386 struct exec_list *fragdata_arrays;
2387 struct glsl_symbol_table *symbols;
2388
2389 /**
2390 * Map from image uniform index to image unit (set by glUniform1i())
2391 *
2392 * An image uniform index is associated with each image uniform by
2393 * the linker. The image index associated with each uniform is
2394 * stored in the \c gl_uniform_storage::image field.
2395 */
2396 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2397
2398 /**
2399 * Access qualifier specified in the shader for each image uniform
2400 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2401 * GL_READ_WRITE.
2402 *
2403 * It may be different, though only more strict than the value of
2404 * \c gl_image_unit::Access for the corresponding image unit.
2405 */
2406 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2407
2408 /**
2409 * Number of image uniforms defined in the shader. It specifies
2410 * the number of valid elements in the \c ImageUnits and \c
2411 * ImageAccess arrays above.
2412 */
2413 GLuint NumImages;
2414
2415 struct gl_active_atomic_buffer **AtomicBuffers;
2416 unsigned NumAtomicBuffers;
2417
2418 /**
2419 * Number of types for subroutine uniforms.
2420 */
2421 GLuint NumSubroutineUniformTypes;
2422
2423 /**
2424 * Subroutine uniform remap table
2425 * based on the program level uniform remap table.
2426 */
2427 GLuint NumSubroutineUniforms; /* non-sparse total */
2428 GLuint NumSubroutineUniformRemapTable;
2429 struct gl_uniform_storage **SubroutineUniformRemapTable;
2430
2431 /**
2432 * Num of subroutine functions for this stage
2433 * and storage for them.
2434 */
2435 GLuint NumSubroutineFunctions;
2436 GLuint MaxSubroutineFunctionIndex;
2437 struct gl_subroutine_function *SubroutineFunctions;
2438
2439 struct gl_shader_info info;
2440 };
2441
2442 /**
2443 * A GLSL shader object.
2444 */
2445 struct gl_shader
2446 {
2447 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2448 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2449 * Must be the first field.
2450 */
2451 GLenum Type;
2452 gl_shader_stage Stage;
2453 GLuint Name; /**< AKA the handle */
2454 GLint RefCount; /**< Reference count */
2455 GLchar *Label; /**< GL_KHR_debug */
2456 GLboolean DeletePending;
2457 GLboolean CompileStatus;
2458 bool IsES; /**< True if this shader uses GLSL ES */
2459
2460 GLuint SourceChecksum; /**< for debug/logging purposes */
2461 const GLchar *Source; /**< Source code string */
2462
2463 GLchar *InfoLog;
2464
2465 unsigned Version; /**< GLSL version used for linking */
2466
2467 struct exec_list *ir;
2468 struct glsl_symbol_table *symbols;
2469
2470 struct gl_shader_info info;
2471 };
2472
2473
2474 struct gl_uniform_buffer_variable
2475 {
2476 char *Name;
2477
2478 /**
2479 * Name of the uniform as seen by glGetUniformIndices.
2480 *
2481 * glGetUniformIndices requires that the block instance index \b not be
2482 * present in the name of queried uniforms.
2483 *
2484 * \note
2485 * \c gl_uniform_buffer_variable::IndexName and
2486 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2487 */
2488 char *IndexName;
2489
2490 const struct glsl_type *Type;
2491 unsigned int Offset;
2492 GLboolean RowMajor;
2493 };
2494
2495
2496 enum gl_uniform_block_packing
2497 {
2498 ubo_packing_std140,
2499 ubo_packing_shared,
2500 ubo_packing_packed,
2501 ubo_packing_std430
2502 };
2503
2504
2505 struct gl_uniform_block
2506 {
2507 /** Declared name of the uniform block */
2508 char *Name;
2509
2510 /** Array of supplemental information about UBO ir_variables. */
2511 struct gl_uniform_buffer_variable *Uniforms;
2512 GLuint NumUniforms;
2513
2514 /**
2515 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2516 * with glBindBufferBase to bind a buffer object to this uniform block. When
2517 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2518 */
2519 GLuint Binding;
2520
2521 /**
2522 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2523 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2524 */
2525 GLuint UniformBufferSize;
2526
2527 /** Stages that reference this block */
2528 uint8_t stageref;
2529
2530 /**
2531 * Layout specified in the shader
2532 *
2533 * This isn't accessible through the API, but it is used while
2534 * cross-validating uniform blocks.
2535 */
2536 enum gl_uniform_block_packing _Packing;
2537 };
2538
2539 /**
2540 * Structure that represents a reference to an atomic buffer from some
2541 * shader program.
2542 */
2543 struct gl_active_atomic_buffer
2544 {
2545 /** Uniform indices of the atomic counters declared within it. */
2546 GLuint *Uniforms;
2547 GLuint NumUniforms;
2548
2549 /** Binding point index associated with it. */
2550 GLuint Binding;
2551
2552 /** Minimum reasonable size it is expected to have. */
2553 GLuint MinimumSize;
2554
2555 /** Shader stages making use of it. */
2556 GLboolean StageReferences[MESA_SHADER_STAGES];
2557 };
2558
2559 /**
2560 * Data container for shader queries. This holds only the minimal
2561 * amount of required information for resource queries to work.
2562 */
2563 struct gl_shader_variable
2564 {
2565 /**
2566 * Declared type of the variable
2567 */
2568 const struct glsl_type *type;
2569
2570 /**
2571 * If the variable is in an interface block, this is the type of the block.
2572 */
2573 const struct glsl_type *interface_type;
2574
2575 /**
2576 * For variables inside structs (possibly recursively), this is the
2577 * outermost struct type.
2578 */
2579 const struct glsl_type *outermost_struct_type;
2580
2581 /**
2582 * Declared name of the variable
2583 */
2584 char *name;
2585
2586 /**
2587 * Storage location of the base of this variable
2588 *
2589 * The precise meaning of this field depends on the nature of the variable.
2590 *
2591 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2592 * - Vertex shader output: one of the values from \c gl_varying_slot.
2593 * - Geometry shader input: one of the values from \c gl_varying_slot.
2594 * - Geometry shader output: one of the values from \c gl_varying_slot.
2595 * - Fragment shader input: one of the values from \c gl_varying_slot.
2596 * - Fragment shader output: one of the values from \c gl_frag_result.
2597 * - Uniforms: Per-stage uniform slot number for default uniform block.
2598 * - Uniforms: Index within the uniform block definition for UBO members.
2599 * - Non-UBO Uniforms: explicit location until linking then reused to
2600 * store uniform slot number.
2601 * - Other: This field is not currently used.
2602 *
2603 * If the variable is a uniform, shader input, or shader output, and the
2604 * slot has not been assigned, the value will be -1.
2605 */
2606 int location;
2607
2608 /**
2609 * Specifies the first component the variable is stored in as per
2610 * ARB_enhanced_layouts.
2611 */
2612 unsigned component:2;
2613
2614 /**
2615 * Output index for dual source blending.
2616 *
2617 * \note
2618 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2619 * source blending.
2620 */
2621 unsigned index:1;
2622
2623 /**
2624 * Specifies whether a shader input/output is per-patch in tessellation
2625 * shader stages.
2626 */
2627 unsigned patch:1;
2628
2629 /**
2630 * Storage class of the variable.
2631 *
2632 * \sa (n)ir_variable_mode
2633 */
2634 unsigned mode:4;
2635
2636 /**
2637 * Interpolation mode for shader inputs / outputs
2638 *
2639 * \sa glsl_interp_mode
2640 */
2641 unsigned interpolation:2;
2642
2643 /**
2644 * Was the location explicitly set in the shader?
2645 *
2646 * If the location is explicitly set in the shader, it \b cannot be changed
2647 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2648 * no effect).
2649 */
2650 unsigned explicit_location:1;
2651
2652 /**
2653 * Precision qualifier.
2654 */
2655 unsigned precision:2;
2656 };
2657
2658 /**
2659 * Active resource in a gl_shader_program
2660 */
2661 struct gl_program_resource
2662 {
2663 GLenum Type; /** Program interface type. */
2664 const void *Data; /** Pointer to resource associated data structure. */
2665 uint8_t StageReferences; /** Bitmask of shader stage references. */
2666 };
2667
2668 /**
2669 * A GLSL program object.
2670 * Basically a linked collection of vertex and fragment shaders.
2671 */
2672 struct gl_shader_program
2673 {
2674 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2675 GLuint Name; /**< aka handle or ID */
2676 GLchar *Label; /**< GL_KHR_debug */
2677 GLint RefCount; /**< Reference count */
2678 GLboolean DeletePending;
2679
2680 /**
2681 * Is the application intending to glGetProgramBinary this program?
2682 */
2683 GLboolean BinaryRetreivableHint;
2684
2685 /**
2686 * Indicates whether program can be bound for individual pipeline stages
2687 * using UseProgramStages after it is next linked.
2688 */
2689 GLboolean SeparateShader;
2690
2691 GLuint NumShaders; /**< number of attached shaders */
2692 struct gl_shader **Shaders; /**< List of attached the shaders */
2693
2694 /**
2695 * User-defined attribute bindings
2696 *
2697 * These are set via \c glBindAttribLocation and are used to direct the
2698 * GLSL linker. These are \b not the values used in the compiled shader,
2699 * and they are \b not the values returned by \c glGetAttribLocation.
2700 */
2701 struct string_to_uint_map *AttributeBindings;
2702
2703 /**
2704 * User-defined fragment data bindings
2705 *
2706 * These are set via \c glBindFragDataLocation and are used to direct the
2707 * GLSL linker. These are \b not the values used in the compiled shader,
2708 * and they are \b not the values returned by \c glGetFragDataLocation.
2709 */
2710 struct string_to_uint_map *FragDataBindings;
2711 struct string_to_uint_map *FragDataIndexBindings;
2712
2713 /**
2714 * Transform feedback varyings last specified by
2715 * glTransformFeedbackVaryings().
2716 *
2717 * For the current set of transform feedback varyings used for transform
2718 * feedback output, see LinkedTransformFeedback.
2719 */
2720 struct {
2721 GLenum BufferMode;
2722 /** Global xfb_stride out qualifier if any */
2723 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2724 GLuint NumVarying;
2725 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2726 } TransformFeedback;
2727
2728 /** Post-link transform feedback info. */
2729 struct gl_transform_feedback_info LinkedTransformFeedback;
2730
2731 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2732 enum gl_frag_depth_layout FragDepthLayout;
2733
2734 /**
2735 * Tessellation Evaluation shader state from layout qualifiers.
2736 */
2737 struct {
2738 /**
2739 * True if gl_ClipDistance is written to. Copied into
2740 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2741 */
2742 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2743 0 if not present. */
2744 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2745 0 if not present. */
2746 } TessEval;
2747
2748 /**
2749 * Geometry shader state - copied into gl_geometry_program by
2750 * _mesa_copy_linked_program_data().
2751 */
2752 struct {
2753 GLint VerticesIn;
2754
2755 /**
2756 * True if gl_ClipDistance is written to. Copied into
2757 * gl_geometry_program by _mesa_copy_linked_program_data().
2758 */
2759 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2760 0 if not present. */
2761 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2762 0 if not present. */
2763 bool UsesEndPrimitive;
2764 bool UsesStreams;
2765 } Geom;
2766
2767 /** Vertex shader state */
2768 struct {
2769 /**
2770 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2771 * by _mesa_copy_linked_program_data().
2772 */
2773 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2774 0 if not present. */
2775 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2776 0 if not present. */
2777 } Vert;
2778
2779 /**
2780 * Compute shader state - copied into gl_compute_program by
2781 * _mesa_copy_linked_program_data().
2782 */
2783 struct {
2784 /**
2785 * If this shader contains a compute stage, size specified using
2786 * local_size_{x,y,z}. Otherwise undefined.
2787 */
2788 unsigned LocalSize[3];
2789 /**
2790 * Size of shared variables accessed by the compute shader.
2791 */
2792 unsigned SharedSize;
2793 } Comp;
2794
2795 /* post-link info: */
2796 unsigned NumUniformStorage;
2797 unsigned NumHiddenUniforms;
2798 struct gl_uniform_storage *UniformStorage;
2799
2800 /**
2801 * Mapping from GL uniform locations returned by \c glUniformLocation to
2802 * UniformStorage entries. Arrays will have multiple contiguous slots
2803 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2804 */
2805 unsigned NumUniformRemapTable;
2806 struct gl_uniform_storage **UniformRemapTable;
2807
2808 /**
2809 * Sometimes there are empty slots left over in UniformRemapTable after we
2810 * allocate slots to explicit locations. This list stores the blocks of
2811 * continuous empty slots inside UniformRemapTable.
2812 */
2813 struct exec_list EmptyUniformLocations;
2814
2815 /**
2816 * Size of the gl_ClipDistance array that is output from the last pipeline
2817 * stage before the fragment shader.
2818 */
2819 unsigned LastClipDistanceArraySize;
2820 unsigned LastCullDistanceArraySize;
2821
2822 unsigned NumUniformBlocks;
2823 struct gl_uniform_block *UniformBlocks;
2824
2825 unsigned NumShaderStorageBlocks;
2826 struct gl_uniform_block *ShaderStorageBlocks;
2827
2828 /**
2829 * Map of active uniform names to locations
2830 *
2831 * Maps any active uniform that is not an array element to a location.
2832 * Each active uniform, including individual structure members will appear
2833 * in this map. This roughly corresponds to the set of names that would be
2834 * enumerated by \c glGetActiveUniform.
2835 */
2836 struct string_to_uint_map *UniformHash;
2837
2838 struct gl_active_atomic_buffer *AtomicBuffers;
2839 unsigned NumAtomicBuffers;
2840
2841 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2842 GLboolean Validated;
2843 GLboolean _Used; /**< Ever used for drawing? */
2844 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2845 GLchar *InfoLog;
2846
2847 unsigned Version; /**< GLSL version used for linking */
2848 bool IsES; /**< True if this program uses GLSL ES */
2849
2850 /**
2851 * Per-stage shaders resulting from the first stage of linking.
2852 *
2853 * Set of linked shaders for this program. The array is accessed using the
2854 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2855 * \c NULL.
2856 */
2857 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2858
2859 /** List of all active resources after linking. */
2860 struct gl_program_resource *ProgramResourceList;
2861 unsigned NumProgramResourceList;
2862
2863 /* True if any of the fragment shaders attached to this program use:
2864 * #extension ARB_fragment_coord_conventions: enable
2865 */
2866 GLboolean ARB_fragment_coord_conventions_enable;
2867 };
2868
2869
2870 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2871 #define GLSL_LOG 0x2 /**< Write shaders to files */
2872 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2873 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2874 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2875 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2876 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2877 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2878 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2879 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2880
2881
2882 /**
2883 * Context state for GLSL vertex/fragment shaders.
2884 * Extended to support pipeline object
2885 */
2886 struct gl_pipeline_object
2887 {
2888 /** Name of the pipeline object as received from glGenProgramPipelines.
2889 * It would be 0 for shaders without separate shader objects.
2890 */
2891 GLuint Name;
2892
2893 GLint RefCount;
2894
2895 mtx_t Mutex;
2896
2897 GLchar *Label; /**< GL_KHR_debug */
2898
2899 /**
2900 * Programs used for rendering
2901 *
2902 * There is a separate program set for each shader stage.
2903 */
2904 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2905
2906 struct gl_shader_program *_CurrentFragmentProgram;
2907
2908 /**
2909 * Program used by glUniform calls.
2910 *
2911 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2912 */
2913 struct gl_shader_program *ActiveProgram;
2914
2915 GLbitfield Flags; /**< Mask of GLSL_x flags */
2916
2917 GLboolean EverBound; /**< Has the pipeline object been created */
2918
2919 GLboolean Validated; /**< Pipeline Validation status */
2920
2921 GLchar *InfoLog;
2922 };
2923
2924 /**
2925 * Context state for GLSL pipeline shaders.
2926 */
2927 struct gl_pipeline_shader_state
2928 {
2929 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2930 struct gl_pipeline_object *Current;
2931
2932 /* Default Object to ensure that _Shader is never NULL */
2933 struct gl_pipeline_object *Default;
2934
2935 /** Pipeline objects */
2936 struct _mesa_HashTable *Objects;
2937 };
2938
2939 /**
2940 * Compiler options for a single GLSL shaders type
2941 */
2942 struct gl_shader_compiler_options
2943 {
2944 /** Driver-selectable options: */
2945 GLboolean EmitNoLoops;
2946 GLboolean EmitNoFunctions;
2947 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2948 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2949 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2950 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2951 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2952 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
2953 * gl_CullDistance together from
2954 * float[8] to vec4[2]
2955 **/
2956
2957 /**
2958 * \name Forms of indirect addressing the driver cannot do.
2959 */
2960 /*@{*/
2961 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2962 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2963 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2964 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2965 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2966 /*@}*/
2967
2968 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2969 GLuint MaxUnrollIterations;
2970
2971 /**
2972 * Optimize code for array of structures backends.
2973 *
2974 * This is a proxy for:
2975 * - preferring DP4 instructions (rather than MUL/MAD) for
2976 * matrix * vector operations, such as position transformation.
2977 */
2978 GLboolean OptimizeForAOS;
2979
2980 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2981
2982 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
2983 GLboolean ClampBlockIndicesToArrayBounds;
2984
2985 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
2986 * variable access to intrinsics. */
2987
2988 const struct nir_shader_compiler_options *NirOptions;
2989 };
2990
2991
2992 /**
2993 * Occlusion/timer query object.
2994 */
2995 struct gl_query_object
2996 {
2997 GLenum Target; /**< The query target, when active */
2998 GLuint Id; /**< hash table ID/name */
2999 GLchar *Label; /**< GL_KHR_debug */
3000 GLuint64EXT Result; /**< the counter */
3001 GLboolean Active; /**< inside Begin/EndQuery */
3002 GLboolean Ready; /**< result is ready? */
3003 GLboolean EverBound;/**< has query object ever been bound */
3004 GLuint Stream; /**< The stream */
3005 };
3006
3007
3008 /**
3009 * Context state for query objects.
3010 */
3011 struct gl_query_state
3012 {
3013 struct _mesa_HashTable *QueryObjects;
3014 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3015 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3016
3017 /** GL_NV_conditional_render */
3018 struct gl_query_object *CondRenderQuery;
3019
3020 /** GL_EXT_transform_feedback */
3021 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3022 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3023
3024 /** GL_ARB_timer_query */
3025 struct gl_query_object *TimeElapsed;
3026
3027 /** GL_ARB_pipeline_statistics_query */
3028 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3029
3030 GLenum CondRenderMode;
3031 };
3032
3033
3034 /** Sync object state */
3035 struct gl_sync_object
3036 {
3037 GLenum Type; /**< GL_SYNC_FENCE */
3038 GLuint Name; /**< Fence name */
3039 GLchar *Label; /**< GL_KHR_debug */
3040 GLint RefCount; /**< Reference count */
3041 GLboolean DeletePending; /**< Object was deleted while there were still
3042 * live references (e.g., sync not yet finished)
3043 */
3044 GLenum SyncCondition;
3045 GLbitfield Flags; /**< Flags passed to glFenceSync */
3046 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3047 };
3048
3049
3050 /**
3051 * State which can be shared by multiple contexts:
3052 */
3053 struct gl_shared_state
3054 {
3055 mtx_t Mutex; /**< for thread safety */
3056 GLint RefCount; /**< Reference count */
3057 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3058 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3059 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3060
3061 /** Default texture objects (shared by all texture units) */
3062 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3063
3064 /** Fallback texture used when a bound texture is incomplete */
3065 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3066
3067 /**
3068 * \name Thread safety and statechange notification for texture
3069 * objects.
3070 *
3071 * \todo Improve the granularity of locking.
3072 */
3073 /*@{*/
3074 mtx_t TexMutex; /**< texobj thread safety */
3075 GLuint TextureStateStamp; /**< state notification for shared tex */
3076 /*@}*/
3077
3078 /** Default buffer object for vertex arrays that aren't in VBOs */
3079 struct gl_buffer_object *NullBufferObj;
3080
3081 /**
3082 * \name Vertex/geometry/fragment programs
3083 */
3084 /*@{*/
3085 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3086 struct gl_vertex_program *DefaultVertexProgram;
3087 struct gl_fragment_program *DefaultFragmentProgram;
3088 /*@}*/
3089
3090 /* GL_ATI_fragment_shader */
3091 struct _mesa_HashTable *ATIShaders;
3092 struct ati_fragment_shader *DefaultFragmentShader;
3093
3094 struct _mesa_HashTable *BufferObjects;
3095
3096 /** Table of both gl_shader and gl_shader_program objects */
3097 struct _mesa_HashTable *ShaderObjects;
3098
3099 /* GL_EXT_framebuffer_object */
3100 struct _mesa_HashTable *RenderBuffers;
3101 struct _mesa_HashTable *FrameBuffers;
3102
3103 /* GL_ARB_sync */
3104 struct set *SyncObjects;
3105
3106 /** GL_ARB_sampler_objects */
3107 struct _mesa_HashTable *SamplerObjects;
3108
3109 /**
3110 * Some context in this share group was affected by a GPU reset
3111 *
3112 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3113 * been affected by a GPU reset must also return
3114 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3115 *
3116 * Once this field becomes true, it is never reset to false.
3117 */
3118 bool ShareGroupReset;
3119 };
3120
3121
3122
3123 /**
3124 * Renderbuffers represent drawing surfaces such as color, depth and/or
3125 * stencil. A framebuffer object has a set of renderbuffers.
3126 * Drivers will typically derive subclasses of this type.
3127 */
3128 struct gl_renderbuffer
3129 {
3130 mtx_t Mutex; /**< for thread safety */
3131 GLuint ClassID; /**< Useful for drivers */
3132 GLuint Name;
3133 GLchar *Label; /**< GL_KHR_debug */
3134 GLint RefCount;
3135 GLuint Width, Height;
3136 GLuint Depth;
3137 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3138 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3139 /**
3140 * True for renderbuffers that wrap textures, giving the driver a chance to
3141 * flush render caches through the FinishRenderTexture hook.
3142 *
3143 * Drivers may also set this on renderbuffers other than those generated by
3144 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3145 * called without a rb->TexImage.
3146 */
3147 GLboolean NeedsFinishRenderTexture;
3148 GLubyte NumSamples;
3149 GLenum InternalFormat; /**< The user-specified format */
3150 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3151 GL_STENCIL_INDEX. */
3152 mesa_format Format; /**< The actual renderbuffer memory format */
3153 /**
3154 * Pointer to the texture image if this renderbuffer wraps a texture,
3155 * otherwise NULL.
3156 *
3157 * Note that the reference on the gl_texture_object containing this
3158 * TexImage is held by the gl_renderbuffer_attachment.
3159 */
3160 struct gl_texture_image *TexImage;
3161
3162 /** Delete this renderbuffer */
3163 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3164
3165 /** Allocate new storage for this renderbuffer */
3166 GLboolean (*AllocStorage)(struct gl_context *ctx,
3167 struct gl_renderbuffer *rb,
3168 GLenum internalFormat,
3169 GLuint width, GLuint height);
3170 };
3171
3172
3173 /**
3174 * A renderbuffer attachment points to either a texture object (and specifies
3175 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3176 */
3177 struct gl_renderbuffer_attachment
3178 {
3179 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3180 GLboolean Complete;
3181
3182 /**
3183 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3184 * application supplied renderbuffer object.
3185 */
3186 struct gl_renderbuffer *Renderbuffer;
3187
3188 /**
3189 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3190 * supplied texture object.
3191 */
3192 struct gl_texture_object *Texture;
3193 GLuint TextureLevel; /**< Attached mipmap level. */
3194 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3195 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3196 * and 2D array textures */
3197 GLboolean Layered;
3198 };
3199
3200
3201 /**
3202 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3203 * In C++ terms, think of this as a base class from which device drivers
3204 * will make derived classes.
3205 */
3206 struct gl_framebuffer
3207 {
3208 mtx_t Mutex; /**< for thread safety */
3209 /**
3210 * If zero, this is a window system framebuffer. If non-zero, this
3211 * is a FBO framebuffer; note that for some devices (i.e. those with
3212 * a natural pixel coordinate system for FBOs that differs from the
3213 * OpenGL/Mesa coordinate system), this means that the viewport,
3214 * polygon face orientation, and polygon stipple will have to be inverted.
3215 */
3216 GLuint Name;
3217 GLint RefCount;
3218
3219 GLchar *Label; /**< GL_KHR_debug */
3220
3221 GLboolean DeletePending;
3222
3223 /**
3224 * The framebuffer's visual. Immutable if this is a window system buffer.
3225 * Computed from attachments if user-made FBO.
3226 */
3227 struct gl_config Visual;
3228
3229 /**
3230 * Size of frame buffer in pixels. If there are no attachments, then both
3231 * of these are 0.
3232 */
3233 GLuint Width, Height;
3234
3235 /**
3236 * In the case that the framebuffer has no attachment (i.e.
3237 * GL_ARB_framebuffer_no_attachments) then the geometry of
3238 * the framebuffer is specified by the default values.
3239 */
3240 struct {
3241 GLuint Width, Height, Layers, NumSamples;
3242 GLboolean FixedSampleLocations;
3243 /* Derived from NumSamples by the driver so that it can choose a valid
3244 * value for the hardware.
3245 */
3246 GLuint _NumSamples;
3247 } DefaultGeometry;
3248
3249 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3250 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3251 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3252 */
3253 /*@{*/
3254 GLint _Xmin, _Xmax;
3255 GLint _Ymin, _Ymax;
3256 /*@}*/
3257
3258 /** \name Derived Z buffer stuff */
3259 /*@{*/
3260 GLuint _DepthMax; /**< Max depth buffer value */
3261 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3262 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3263 /*@}*/
3264
3265 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3266 GLenum _Status;
3267
3268 /** Whether one of Attachment has Type != GL_NONE
3269 * NOTE: the values for Width and Height are set to 0 in case of having
3270 * no attachments, a backend driver supporting the extension
3271 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3272 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3273 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3274 * _Ymax do NOT take into account _HasAttachments being false). To get the
3275 * geometry of the framebuffer, the helper functions
3276 * _mesa_geometric_width(),
3277 * _mesa_geometric_height(),
3278 * _mesa_geometric_samples() and
3279 * _mesa_geometric_layers()
3280 * are available that check _HasAttachments.
3281 */
3282 bool _HasAttachments;
3283
3284 /** Integer color values */
3285 GLboolean _IntegerColor;
3286
3287 /* ARB_color_buffer_float */
3288 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3289 GLboolean _HasSNormOrFloatColorBuffer;
3290
3291 /**
3292 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3293 * is not layered. For cube maps and cube map arrays, each cube face
3294 * counts as a layer. As the case for Width, Height a backend driver
3295 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3296 * in the case that _HasAttachments is false
3297 */
3298 GLuint MaxNumLayers;
3299
3300 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3301 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3302
3303 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3304 * attribute group and GL_PIXEL attribute group, respectively.
3305 */
3306 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3307 GLenum ColorReadBuffer;
3308
3309 /** Computed from ColorDraw/ReadBuffer above */
3310 GLuint _NumColorDrawBuffers;
3311 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3312 GLint _ColorReadBufferIndex; /* -1 = None */
3313 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3314 struct gl_renderbuffer *_ColorReadBuffer;
3315
3316 /** Delete this framebuffer */
3317 void (*Delete)(struct gl_framebuffer *fb);
3318 };
3319
3320
3321 /**
3322 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3323 */
3324 struct gl_precision
3325 {
3326 GLushort RangeMin; /**< min value exponent */
3327 GLushort RangeMax; /**< max value exponent */
3328 GLushort Precision; /**< number of mantissa bits */
3329 };
3330
3331
3332 /**
3333 * Limits for vertex, geometry and fragment programs/shaders.
3334 */
3335 struct gl_program_constants
3336 {
3337 /* logical limits */
3338 GLuint MaxInstructions;
3339 GLuint MaxAluInstructions;
3340 GLuint MaxTexInstructions;
3341 GLuint MaxTexIndirections;
3342 GLuint MaxAttribs;
3343 GLuint MaxTemps;
3344 GLuint MaxAddressRegs;
3345 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3346 GLuint MaxParameters;
3347 GLuint MaxLocalParams;
3348 GLuint MaxEnvParams;
3349 /* native/hardware limits */
3350 GLuint MaxNativeInstructions;
3351 GLuint MaxNativeAluInstructions;
3352 GLuint MaxNativeTexInstructions;
3353 GLuint MaxNativeTexIndirections;
3354 GLuint MaxNativeAttribs;
3355 GLuint MaxNativeTemps;
3356 GLuint MaxNativeAddressRegs;
3357 GLuint MaxNativeParameters;
3358 /* For shaders */
3359 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3360
3361 /**
3362 * \name Per-stage input / output limits
3363 *
3364 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3365 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3366 * ES). This is stored as \c gl_constants::MaxVarying.
3367 *
3368 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3369 * variables. Each stage as a certain number of outputs that it can feed
3370 * to the next stage and a certain number inputs that it can consume from
3371 * the previous stage.
3372 *
3373 * Vertex shader inputs do not participate this in this accounting.
3374 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3375 *
3376 * Fragment shader outputs do not participate this in this accounting.
3377 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3378 */
3379 /*@{*/
3380 GLuint MaxInputComponents;
3381 GLuint MaxOutputComponents;
3382 /*@}*/
3383
3384 /* ES 2.0 and GL_ARB_ES2_compatibility */
3385 struct gl_precision LowFloat, MediumFloat, HighFloat;
3386 struct gl_precision LowInt, MediumInt, HighInt;
3387 /* GL_ARB_uniform_buffer_object */
3388 GLuint MaxUniformBlocks;
3389 GLuint MaxCombinedUniformComponents;
3390 GLuint MaxTextureImageUnits;
3391
3392 /* GL_ARB_shader_atomic_counters */
3393 GLuint MaxAtomicBuffers;
3394 GLuint MaxAtomicCounters;
3395
3396 /* GL_ARB_shader_image_load_store */
3397 GLuint MaxImageUniforms;
3398
3399 /* GL_ARB_shader_storage_buffer_object */
3400 GLuint MaxShaderStorageBlocks;
3401 };
3402
3403
3404 /**
3405 * Constants which may be overridden by device driver during context creation
3406 * but are never changed after that.
3407 */
3408 struct gl_constants
3409 {
3410 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3411 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3412 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3413 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3414 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3415 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3416 GLuint MaxTextureCoordUnits;
3417 GLuint MaxCombinedTextureImageUnits;
3418 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3419 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3420 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3421 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3422
3423 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3424
3425 GLuint MaxArrayLockSize;
3426
3427 GLint SubPixelBits;
3428
3429 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3430 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3431 GLfloat PointSizeGranularity;
3432 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3433 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3434 GLfloat LineWidthGranularity;
3435
3436 GLuint MaxClipPlanes;
3437 GLuint MaxLights;
3438 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3439 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3440
3441 GLuint MaxViewportWidth, MaxViewportHeight;
3442 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3443 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3444 struct {
3445 GLfloat Min;
3446 GLfloat Max;
3447 } ViewportBounds; /**< GL_ARB_viewport_array */
3448 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3449
3450 struct gl_program_constants Program[MESA_SHADER_STAGES];
3451 GLuint MaxProgramMatrices;
3452 GLuint MaxProgramMatrixStackDepth;
3453
3454 struct {
3455 GLuint SamplesPassed;
3456 GLuint TimeElapsed;
3457 GLuint Timestamp;
3458 GLuint PrimitivesGenerated;
3459 GLuint PrimitivesWritten;
3460 GLuint VerticesSubmitted;
3461 GLuint PrimitivesSubmitted;
3462 GLuint VsInvocations;
3463 GLuint TessPatches;
3464 GLuint TessInvocations;
3465 GLuint GsInvocations;
3466 GLuint GsPrimitives;
3467 GLuint FsInvocations;
3468 GLuint ComputeInvocations;
3469 GLuint ClInPrimitives;
3470 GLuint ClOutPrimitives;
3471 } QueryCounterBits;
3472
3473 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3474
3475 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3476 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3477 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3478
3479 /**
3480 * GL_ARB_framebuffer_no_attachments
3481 */
3482 GLuint MaxFramebufferWidth;
3483 GLuint MaxFramebufferHeight;
3484 GLuint MaxFramebufferLayers;
3485 GLuint MaxFramebufferSamples;
3486
3487 /** Number of varying vectors between any two shader stages. */
3488 GLuint MaxVarying;
3489
3490 /** @{
3491 * GL_ARB_uniform_buffer_object
3492 */
3493 GLuint MaxCombinedUniformBlocks;
3494 GLuint MaxUniformBufferBindings;
3495 GLuint MaxUniformBlockSize;
3496 GLuint UniformBufferOffsetAlignment;
3497 /** @} */
3498
3499 /** @{
3500 * GL_ARB_shader_storage_buffer_object
3501 */
3502 GLuint MaxCombinedShaderStorageBlocks;
3503 GLuint MaxShaderStorageBufferBindings;
3504 GLuint MaxShaderStorageBlockSize;
3505 GLuint ShaderStorageBufferOffsetAlignment;
3506 /** @} */
3507
3508 /**
3509 * GL_ARB_explicit_uniform_location
3510 */
3511 GLuint MaxUserAssignableUniformLocations;
3512
3513 /** geometry shader */
3514 GLuint MaxGeometryOutputVertices;
3515 GLuint MaxGeometryTotalOutputComponents;
3516
3517 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3518
3519 /**
3520 * Changes default GLSL extension behavior from "error" to "warn". It's out
3521 * of spec, but it can make some apps work that otherwise wouldn't.
3522 */
3523 GLboolean ForceGLSLExtensionsWarn;
3524
3525 /**
3526 * If non-zero, forces GLSL shaders to behave as if they began
3527 * with "#version ForceGLSLVersion".
3528 */
3529 GLuint ForceGLSLVersion;
3530
3531 /**
3532 * Allow GLSL #extension directives in the middle of shaders.
3533 */
3534 GLboolean AllowGLSLExtensionDirectiveMidShader;
3535
3536 /**
3537 * Force uninitialized variables to default to zero.
3538 */
3539 GLboolean GLSLZeroInit;
3540
3541 /**
3542 * Does the driver support real 32-bit integers? (Otherwise, integers are
3543 * simulated via floats.)
3544 */
3545 GLboolean NativeIntegers;
3546
3547 /**
3548 * Does VertexID count from zero or from base vertex?
3549 *
3550 * \note
3551 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3552 * ignored and need not be set.
3553 */
3554 bool VertexID_is_zero_based;
3555
3556 /**
3557 * If the driver supports real 32-bit integers, what integer value should be
3558 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3559 */
3560 GLuint UniformBooleanTrue;
3561
3562 /**
3563 * Maximum amount of time, measured in nanseconds, that the server can wait.
3564 */
3565 GLuint64 MaxServerWaitTimeout;
3566
3567 /** GL_EXT_provoking_vertex */
3568 GLboolean QuadsFollowProvokingVertexConvention;
3569
3570 /** GL_ARB_viewport_array */
3571 GLenum LayerAndVPIndexProvokingVertex;
3572
3573 /** OpenGL version 3.0 */
3574 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3575
3576 /** OpenGL version 3.2 */
3577 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3578
3579 /** OpenGL version 4.4 */
3580 GLuint MaxVertexAttribStride;
3581
3582 /** GL_EXT_transform_feedback */
3583 GLuint MaxTransformFeedbackBuffers;
3584 GLuint MaxTransformFeedbackSeparateComponents;
3585 GLuint MaxTransformFeedbackInterleavedComponents;
3586 GLuint MaxVertexStreams;
3587
3588 /** GL_EXT_gpu_shader4 */
3589 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3590
3591 /** GL_ARB_texture_gather */
3592 GLuint MinProgramTextureGatherOffset;
3593 GLuint MaxProgramTextureGatherOffset;
3594 GLuint MaxProgramTextureGatherComponents;
3595
3596 /* GL_ARB_robustness */
3597 GLenum ResetStrategy;
3598
3599 /* GL_ARB_blend_func_extended */
3600 GLuint MaxDualSourceDrawBuffers;
3601
3602 /**
3603 * Whether the implementation strips out and ignores texture borders.
3604 *
3605 * Many GPU hardware implementations don't support rendering with texture
3606 * borders and mipmapped textures. (Note: not static border color, but the
3607 * old 1-pixel border around each edge). Implementations then have to do
3608 * slow fallbacks to be correct, or just ignore the border and be fast but
3609 * wrong. Setting the flag strips the border off of TexImage calls,
3610 * providing "fast but wrong" at significantly reduced driver complexity.
3611 *
3612 * Texture borders are deprecated in GL 3.0.
3613 **/
3614 GLboolean StripTextureBorder;
3615
3616 /**
3617 * For drivers which can do a better job at eliminating unused uniforms
3618 * than the GLSL compiler.
3619 *
3620 * XXX Remove these as soon as a better solution is available.
3621 */
3622 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3623
3624 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3625 bool GLSLFragCoordIsSysVal;
3626 bool GLSLFrontFacingIsSysVal;
3627
3628 /**
3629 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3630 * than passing the transform feedback object to the drawing function.
3631 */
3632 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3633
3634 /** GL_ARB_map_buffer_alignment */
3635 GLuint MinMapBufferAlignment;
3636
3637 /**
3638 * Disable varying packing. This is out of spec, but potentially useful
3639 * for older platforms that supports a limited number of texture
3640 * indirections--on these platforms, unpacking the varyings in the fragment
3641 * shader increases the number of texture indirections by 1, which might
3642 * make some shaders not executable at all.
3643 *
3644 * Drivers that support transform feedback must set this value to GL_FALSE.
3645 */
3646 GLboolean DisableVaryingPacking;
3647
3648 /**
3649 * Should meaningful names be generated for compiler temporary variables?
3650 *
3651 * Generally, it is not useful to have the compiler generate "meaningful"
3652 * names for temporary variables that it creates. This can, however, be a
3653 * useful debugging aid. In Mesa debug builds or release builds when
3654 * MESA_GLSL is set at run-time, meaningful names will be generated.
3655 * Drivers can also force names to be generated by setting this field.
3656 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3657 * vertex shader assembly) is set at run-time.
3658 */
3659 bool GenerateTemporaryNames;
3660
3661 /*
3662 * Maximum value supported for an index in DrawElements and friends.
3663 *
3664 * This must be at least (1ull<<24)-1. The default value is
3665 * (1ull<<32)-1.
3666 *
3667 * \since ES 3.0 or GL_ARB_ES3_compatibility
3668 * \sa _mesa_init_constants
3669 */
3670 GLuint64 MaxElementIndex;
3671
3672 /**
3673 * Disable interpretation of line continuations (lines ending with a
3674 * backslash character ('\') in GLSL source.
3675 */
3676 GLboolean DisableGLSLLineContinuations;
3677
3678 /** GL_ARB_texture_multisample */
3679 GLint MaxColorTextureSamples;
3680 GLint MaxDepthTextureSamples;
3681 GLint MaxIntegerSamples;
3682
3683 /**
3684 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3685 * samples are laid out in a rectangular grid roughly corresponding to
3686 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3687 * are used to map indices of rectangular grid to sample numbers within
3688 * a pixel. This mapping of indices to sample numbers must be initialized
3689 * by the driver for the target hardware. For example, if we have the 8X
3690 * MSAA sample number layout (sample positions) for XYZ hardware:
3691 *
3692 * sample indices layout sample number layout
3693 * --------- ---------
3694 * | 0 | 1 | | a | b |
3695 * --------- ---------
3696 * | 2 | 3 | | c | d |
3697 * --------- ---------
3698 * | 4 | 5 | | e | f |
3699 * --------- ---------
3700 * | 6 | 7 | | g | h |
3701 * --------- ---------
3702 *
3703 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3704 *
3705 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3706 * below:
3707 * SampleMap8x = {a, b, c, d, e, f, g, h};
3708 *
3709 * Follow the logic for sample counts 2-8.
3710 *
3711 * For 16x the sample indices layout as a 4x4 grid as follows:
3712 *
3713 * -----------------
3714 * | 0 | 1 | 2 | 3 |
3715 * -----------------
3716 * | 4 | 5 | 6 | 7 |
3717 * -----------------
3718 * | 8 | 9 |10 |11 |
3719 * -----------------
3720 * |12 |13 |14 |15 |
3721 * -----------------
3722 */
3723 uint8_t SampleMap2x[2];
3724 uint8_t SampleMap4x[4];
3725 uint8_t SampleMap8x[8];
3726 uint8_t SampleMap16x[16];
3727
3728 /** GL_ARB_shader_atomic_counters */
3729 GLuint MaxAtomicBufferBindings;
3730 GLuint MaxAtomicBufferSize;
3731 GLuint MaxCombinedAtomicBuffers;
3732 GLuint MaxCombinedAtomicCounters;
3733
3734 /** GL_ARB_vertex_attrib_binding */
3735 GLint MaxVertexAttribRelativeOffset;
3736 GLint MaxVertexAttribBindings;
3737
3738 /* GL_ARB_shader_image_load_store */
3739 GLuint MaxImageUnits;
3740 GLuint MaxCombinedShaderOutputResources;
3741 GLuint MaxImageSamples;
3742 GLuint MaxCombinedImageUniforms;
3743
3744 /** GL_ARB_compute_shader */
3745 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3746 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3747 GLuint MaxComputeWorkGroupInvocations;
3748 GLuint MaxComputeSharedMemorySize;
3749
3750 /** GL_ARB_gpu_shader5 */
3751 GLfloat MinFragmentInterpolationOffset;
3752 GLfloat MaxFragmentInterpolationOffset;
3753
3754 GLboolean FakeSWMSAA;
3755
3756 /** GL_KHR_context_flush_control */
3757 GLenum ContextReleaseBehavior;
3758
3759 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3760
3761 /** GL_ARB_tessellation_shader */
3762 GLuint MaxPatchVertices;
3763 GLuint MaxTessGenLevel;
3764 GLuint MaxTessPatchComponents;
3765 GLuint MaxTessControlTotalOutputComponents;
3766 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3767 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3768 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3769 bool PrimitiveRestartForPatches;
3770 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3771 * gl_LocalInvocationIndex based on
3772 * other builtin variables. */
3773 };
3774
3775
3776 /**
3777 * Enable flag for each OpenGL extension. Different device drivers will
3778 * enable different extensions at runtime.
3779 */
3780 struct gl_extensions
3781 {
3782 GLboolean dummy; /* don't remove this! */
3783 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3784 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3785 GLboolean ANGLE_texture_compression_dxt;
3786 GLboolean ARB_ES2_compatibility;
3787 GLboolean ARB_ES3_compatibility;
3788 GLboolean ARB_ES3_1_compatibility;
3789 GLboolean ARB_ES3_2_compatibility;
3790 GLboolean ARB_arrays_of_arrays;
3791 GLboolean ARB_base_instance;
3792 GLboolean ARB_blend_func_extended;
3793 GLboolean ARB_buffer_storage;
3794 GLboolean ARB_clear_texture;
3795 GLboolean ARB_clip_control;
3796 GLboolean ARB_color_buffer_float;
3797 GLboolean ARB_compute_shader;
3798 GLboolean ARB_conditional_render_inverted;
3799 GLboolean ARB_conservative_depth;
3800 GLboolean ARB_copy_image;
3801 GLboolean ARB_cull_distance;
3802 GLboolean ARB_depth_buffer_float;
3803 GLboolean ARB_depth_clamp;
3804 GLboolean ARB_depth_texture;
3805 GLboolean ARB_derivative_control;
3806 GLboolean ARB_draw_buffers_blend;
3807 GLboolean ARB_draw_elements_base_vertex;
3808 GLboolean ARB_draw_indirect;
3809 GLboolean ARB_draw_instanced;
3810 GLboolean ARB_fragment_coord_conventions;
3811 GLboolean ARB_fragment_layer_viewport;
3812 GLboolean ARB_fragment_program;
3813 GLboolean ARB_fragment_program_shadow;
3814 GLboolean ARB_fragment_shader;
3815 GLboolean ARB_framebuffer_no_attachments;
3816 GLboolean ARB_framebuffer_object;
3817 GLboolean ARB_enhanced_layouts;
3818 GLboolean ARB_explicit_attrib_location;
3819 GLboolean ARB_explicit_uniform_location;
3820 GLboolean ARB_gpu_shader5;
3821 GLboolean ARB_gpu_shader_fp64;
3822 GLboolean ARB_half_float_vertex;
3823 GLboolean ARB_indirect_parameters;
3824 GLboolean ARB_instanced_arrays;
3825 GLboolean ARB_internalformat_query;
3826 GLboolean ARB_internalformat_query2;
3827 GLboolean ARB_map_buffer_range;
3828 GLboolean ARB_occlusion_query;
3829 GLboolean ARB_occlusion_query2;
3830 GLboolean ARB_pipeline_statistics_query;
3831 GLboolean ARB_point_sprite;
3832 GLboolean ARB_query_buffer_object;
3833 GLboolean ARB_robust_buffer_access_behavior;
3834 GLboolean ARB_sample_shading;
3835 GLboolean ARB_seamless_cube_map;
3836 GLboolean ARB_shader_atomic_counter_ops;
3837 GLboolean ARB_shader_atomic_counters;
3838 GLboolean ARB_shader_bit_encoding;
3839 GLboolean ARB_shader_clock;
3840 GLboolean ARB_shader_draw_parameters;
3841 GLboolean ARB_shader_group_vote;
3842 GLboolean ARB_shader_image_load_store;
3843 GLboolean ARB_shader_image_size;
3844 GLboolean ARB_shader_precision;
3845 GLboolean ARB_shader_stencil_export;
3846 GLboolean ARB_shader_storage_buffer_object;
3847 GLboolean ARB_shader_subroutine;
3848 GLboolean ARB_shader_texture_image_samples;
3849 GLboolean ARB_shader_texture_lod;
3850 GLboolean ARB_shading_language_packing;
3851 GLboolean ARB_shading_language_420pack;
3852 GLboolean ARB_shadow;
3853 GLboolean ARB_stencil_texturing;
3854 GLboolean ARB_sync;
3855 GLboolean ARB_tessellation_shader;
3856 GLboolean ARB_texture_border_clamp;
3857 GLboolean ARB_texture_buffer_object;
3858 GLboolean ARB_texture_buffer_object_rgb32;
3859 GLboolean ARB_texture_buffer_range;
3860 GLboolean ARB_texture_compression_bptc;
3861 GLboolean ARB_texture_compression_rgtc;
3862 GLboolean ARB_texture_cube_map;
3863 GLboolean ARB_texture_cube_map_array;
3864 GLboolean ARB_texture_env_combine;
3865 GLboolean ARB_texture_env_crossbar;
3866 GLboolean ARB_texture_env_dot3;
3867 GLboolean ARB_texture_float;
3868 GLboolean ARB_texture_gather;
3869 GLboolean ARB_texture_mirror_clamp_to_edge;
3870 GLboolean ARB_texture_multisample;
3871 GLboolean ARB_texture_non_power_of_two;
3872 GLboolean ARB_texture_stencil8;
3873 GLboolean ARB_texture_query_levels;
3874 GLboolean ARB_texture_query_lod;
3875 GLboolean ARB_texture_rg;
3876 GLboolean ARB_texture_rgb10_a2ui;
3877 GLboolean ARB_texture_view;
3878 GLboolean ARB_timer_query;
3879 GLboolean ARB_transform_feedback2;
3880 GLboolean ARB_transform_feedback3;
3881 GLboolean ARB_transform_feedback_instanced;
3882 GLboolean ARB_uniform_buffer_object;
3883 GLboolean ARB_vertex_attrib_64bit;
3884 GLboolean ARB_vertex_program;
3885 GLboolean ARB_vertex_shader;
3886 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3887 GLboolean ARB_vertex_type_2_10_10_10_rev;
3888 GLboolean ARB_viewport_array;
3889 GLboolean EXT_blend_color;
3890 GLboolean EXT_blend_equation_separate;
3891 GLboolean EXT_blend_func_separate;
3892 GLboolean EXT_blend_minmax;
3893 GLboolean EXT_depth_bounds_test;
3894 GLboolean EXT_draw_buffers2;
3895 GLboolean EXT_framebuffer_multisample;
3896 GLboolean EXT_framebuffer_multisample_blit_scaled;
3897 GLboolean EXT_framebuffer_sRGB;
3898 GLboolean EXT_gpu_program_parameters;
3899 GLboolean EXT_gpu_shader4;
3900 GLboolean EXT_packed_float;
3901 GLboolean EXT_pixel_buffer_object;
3902 GLboolean EXT_point_parameters;
3903 GLboolean EXT_polygon_offset_clamp;
3904 GLboolean EXT_provoking_vertex;
3905 GLboolean EXT_shader_integer_mix;
3906 GLboolean EXT_shader_samples_identical;
3907 GLboolean EXT_stencil_two_side;
3908 GLboolean EXT_texture_array;
3909 GLboolean EXT_texture_compression_latc;
3910 GLboolean EXT_texture_compression_s3tc;
3911 GLboolean EXT_texture_env_dot3;
3912 GLboolean EXT_texture_filter_anisotropic;
3913 GLboolean EXT_texture_integer;
3914 GLboolean EXT_texture_mirror_clamp;
3915 GLboolean EXT_texture_shared_exponent;
3916 GLboolean EXT_texture_snorm;
3917 GLboolean EXT_texture_sRGB;
3918 GLboolean EXT_texture_sRGB_decode;
3919 GLboolean EXT_texture_swizzle;
3920 GLboolean EXT_transform_feedback;
3921 GLboolean EXT_timer_query;
3922 GLboolean EXT_vertex_array_bgra;
3923 GLboolean EXT_window_rectangles;
3924 GLboolean OES_copy_image;
3925 GLboolean OES_sample_variables;
3926 GLboolean OES_shader_io_blocks;
3927 GLboolean OES_standard_derivatives;
3928 GLboolean OES_texture_buffer;
3929 /* vendor extensions */
3930 GLboolean AMD_performance_monitor;
3931 GLboolean AMD_pinned_memory;
3932 GLboolean AMD_seamless_cubemap_per_texture;
3933 GLboolean AMD_vertex_shader_layer;
3934 GLboolean AMD_vertex_shader_viewport_index;
3935 GLboolean APPLE_object_purgeable;
3936 GLboolean ATI_meminfo;
3937 GLboolean ATI_texture_compression_3dc;
3938 GLboolean ATI_texture_mirror_once;
3939 GLboolean ATI_texture_env_combine3;
3940 GLboolean ATI_fragment_shader;
3941 GLboolean ATI_separate_stencil;
3942 GLboolean GREMEDY_string_marker;
3943 GLboolean INTEL_performance_query;
3944 GLboolean KHR_robustness;
3945 GLboolean KHR_texture_compression_astc_hdr;
3946 GLboolean KHR_texture_compression_astc_ldr;
3947 GLboolean KHR_texture_compression_astc_sliced_3d;
3948 GLboolean MESA_pack_invert;
3949 GLboolean MESA_shader_integer_functions;
3950 GLboolean MESA_ycbcr_texture;
3951 GLboolean NV_conditional_render;
3952 GLboolean NV_fog_distance;
3953 GLboolean NV_point_sprite;
3954 GLboolean NV_primitive_restart;
3955 GLboolean NV_texture_barrier;
3956 GLboolean NV_texture_env_combine4;
3957 GLboolean NV_texture_rectangle;
3958 GLboolean NV_vdpau_interop;
3959 GLboolean NVX_gpu_memory_info;
3960 GLboolean TDFX_texture_compression_FXT1;
3961 GLboolean OES_EGL_image;
3962 GLboolean OES_draw_texture;
3963 GLboolean OES_depth_texture_cube_map;
3964 GLboolean OES_EGL_image_external;
3965 GLboolean OES_texture_float;
3966 GLboolean OES_texture_float_linear;
3967 GLboolean OES_texture_half_float;
3968 GLboolean OES_texture_half_float_linear;
3969 GLboolean OES_compressed_ETC1_RGB8_texture;
3970 GLboolean OES_geometry_shader;
3971 GLboolean OES_texture_compression_astc;
3972 GLboolean extension_sentinel;
3973 /** The extension string */
3974 const GLubyte *String;
3975 /** Number of supported extensions */
3976 GLuint Count;
3977 /**
3978 * The context version which extension helper functions compare against.
3979 * By default, the value is equal to ctx->Version. This changes to ~0
3980 * while meta is in progress.
3981 */
3982 GLubyte Version;
3983 };
3984
3985
3986 /**
3987 * A stack of matrices (projection, modelview, color, texture, etc).
3988 */
3989 struct gl_matrix_stack
3990 {
3991 GLmatrix *Top; /**< points into Stack */
3992 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3993 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3994 GLuint MaxDepth; /**< size of Stack[] array */
3995 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3996 };
3997
3998
3999 /**
4000 * \name Bits for image transfer operations
4001 * \sa __struct gl_contextRec::ImageTransferState.
4002 */
4003 /*@{*/
4004 #define IMAGE_SCALE_BIAS_BIT 0x1
4005 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4006 #define IMAGE_MAP_COLOR_BIT 0x4
4007 #define IMAGE_CLAMP_BIT 0x800
4008
4009
4010 /** Pixel Transfer ops */
4011 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4012 IMAGE_SHIFT_OFFSET_BIT | \
4013 IMAGE_MAP_COLOR_BIT)
4014
4015 /**
4016 * \name Bits to indicate what state has changed.
4017 */
4018 /*@{*/
4019 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4020 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4021 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4022 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4023 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4024 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4025 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4026 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4027 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4028 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4029 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4030 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4031 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4032 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4033 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4034 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4035 #define _NEW_TEXTURE (1u << 16) /**< gl_context::Texture */
4036 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4037 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4038 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4039 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4040 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4041 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4042 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4043 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4044 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4045 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4046 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4047 #define _NEW_BUFFER_OBJECT (1u << 28)
4048 #define _NEW_FRAG_CLAMP (1u << 29)
4049 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4050 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4051 #define _NEW_ALL ~0
4052 /*@}*/
4053
4054
4055 /**
4056 * Composite state flags
4057 */
4058 /*@{*/
4059 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4060 _NEW_TEXTURE | \
4061 _NEW_POINT | \
4062 _NEW_PROGRAM | \
4063 _NEW_MODELVIEW)
4064
4065 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4066 _NEW_FOG | \
4067 _NEW_PROGRAM)
4068
4069
4070 /*@}*/
4071
4072
4073
4074
4075 /* This has to be included here. */
4076 #include "dd.h"
4077
4078
4079 /**
4080 * Display list flags.
4081 * Strictly this is a tnl-private concept, but it doesn't seem
4082 * worthwhile adding a tnl private structure just to hold this one bit
4083 * of information:
4084 */
4085 #define DLIST_DANGLING_REFS 0x1
4086
4087
4088 /** Opaque declaration of display list payload data type */
4089 union gl_dlist_node;
4090
4091
4092 /**
4093 * Provide a location where information about a display list can be
4094 * collected. Could be extended with driverPrivate structures,
4095 * etc. in the future.
4096 */
4097 struct gl_display_list
4098 {
4099 GLuint Name;
4100 GLchar *Label; /**< GL_KHR_debug */
4101 GLbitfield Flags; /**< DLIST_x flags */
4102 /** The dlist commands are in a linked list of nodes */
4103 union gl_dlist_node *Head;
4104 };
4105
4106
4107 /**
4108 * State used during display list compilation and execution.
4109 */
4110 struct gl_dlist_state
4111 {
4112 GLuint CallDepth; /**< Current recursion calling depth */
4113
4114 struct gl_display_list *CurrentList; /**< List currently being compiled */
4115 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4116 GLuint CurrentPos; /**< Index into current block of nodes */
4117
4118 GLvertexformat ListVtxfmt;
4119
4120 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4121 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4122
4123 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4124 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4125
4126 struct {
4127 /* State known to have been set by the currently-compiling display
4128 * list. Used to eliminate some redundant state changes.
4129 */
4130 GLenum ShadeModel;
4131 } Current;
4132 };
4133
4134 /** @{
4135 *
4136 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4137 * to small enums suitable for use as an array index.
4138 */
4139
4140 enum mesa_debug_source {
4141 MESA_DEBUG_SOURCE_API,
4142 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4143 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4144 MESA_DEBUG_SOURCE_THIRD_PARTY,
4145 MESA_DEBUG_SOURCE_APPLICATION,
4146 MESA_DEBUG_SOURCE_OTHER,
4147 MESA_DEBUG_SOURCE_COUNT
4148 };
4149
4150 enum mesa_debug_type {
4151 MESA_DEBUG_TYPE_ERROR,
4152 MESA_DEBUG_TYPE_DEPRECATED,
4153 MESA_DEBUG_TYPE_UNDEFINED,
4154 MESA_DEBUG_TYPE_PORTABILITY,
4155 MESA_DEBUG_TYPE_PERFORMANCE,
4156 MESA_DEBUG_TYPE_OTHER,
4157 MESA_DEBUG_TYPE_MARKER,
4158 MESA_DEBUG_TYPE_PUSH_GROUP,
4159 MESA_DEBUG_TYPE_POP_GROUP,
4160 MESA_DEBUG_TYPE_COUNT
4161 };
4162
4163 enum mesa_debug_severity {
4164 MESA_DEBUG_SEVERITY_LOW,
4165 MESA_DEBUG_SEVERITY_MEDIUM,
4166 MESA_DEBUG_SEVERITY_HIGH,
4167 MESA_DEBUG_SEVERITY_NOTIFICATION,
4168 MESA_DEBUG_SEVERITY_COUNT
4169 };
4170
4171 /** @} */
4172
4173 /**
4174 * Driver-specific state flags.
4175 *
4176 * These are or'd with gl_context::NewDriverState to notify a driver about
4177 * a state change. The driver sets the flags at context creation and
4178 * the meaning of the bits set is opaque to core Mesa.
4179 */
4180 struct gl_driver_flags
4181 {
4182 /** gl_context::Array::_DrawArrays (vertex array state) */
4183 uint64_t NewArray;
4184
4185 /** gl_context::TransformFeedback::CurrentObject */
4186 uint64_t NewTransformFeedback;
4187
4188 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4189 uint64_t NewTransformFeedbackProg;
4190
4191 /** gl_context::RasterDiscard */
4192 uint64_t NewRasterizerDiscard;
4193
4194 /**
4195 * gl_context::UniformBufferBindings
4196 * gl_shader_program::UniformBlocks
4197 */
4198 uint64_t NewUniformBuffer;
4199
4200 /**
4201 * gl_context::ShaderStorageBufferBindings
4202 * gl_shader_program::ShaderStorageBlocks
4203 */
4204 uint64_t NewShaderStorageBuffer;
4205
4206 uint64_t NewTextureBuffer;
4207
4208 /**
4209 * gl_context::AtomicBufferBindings
4210 */
4211 uint64_t NewAtomicBuffer;
4212
4213 /**
4214 * gl_context::ImageUnits
4215 */
4216 uint64_t NewImageUnits;
4217
4218 /**
4219 * gl_context::TessCtrlProgram::patch_default_*
4220 */
4221 uint64_t NewDefaultTessLevels;
4222 };
4223
4224 struct gl_uniform_buffer_binding
4225 {
4226 struct gl_buffer_object *BufferObject;
4227 /** Start of uniform block data in the buffer */
4228 GLintptr Offset;
4229 /** Size of data allowed to be referenced from the buffer (in bytes) */
4230 GLsizeiptr Size;
4231 /**
4232 * glBindBufferBase() indicates that the Size should be ignored and only
4233 * limited by the current size of the BufferObject.
4234 */
4235 GLboolean AutomaticSize;
4236 };
4237
4238 struct gl_shader_storage_buffer_binding
4239 {
4240 struct gl_buffer_object *BufferObject;
4241 /** Start of shader storage block data in the buffer */
4242 GLintptr Offset;
4243 /** Size of data allowed to be referenced from the buffer (in bytes) */
4244 GLsizeiptr Size;
4245 /**
4246 * glBindBufferBase() indicates that the Size should be ignored and only
4247 * limited by the current size of the BufferObject.
4248 */
4249 GLboolean AutomaticSize;
4250 };
4251
4252 /**
4253 * ARB_shader_image_load_store image unit.
4254 */
4255 struct gl_image_unit
4256 {
4257 /**
4258 * Texture object bound to this unit.
4259 */
4260 struct gl_texture_object *TexObj;
4261
4262 /**
4263 * Level of the texture object bound to this unit.
4264 */
4265 GLuint Level;
4266
4267 /**
4268 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4269 * GL_FALSE if only some specific layer of the texture is bound.
4270 * \sa Layer
4271 */
4272 GLboolean Layered;
4273
4274 /**
4275 * Layer of the texture object bound to this unit as specified by the
4276 * application.
4277 */
4278 GLuint Layer;
4279
4280 /**
4281 * Layer of the texture object bound to this unit, or zero if the
4282 * whole level is bound.
4283 */
4284 GLuint _Layer;
4285
4286 /**
4287 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4288 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4289 */
4290 GLenum Access;
4291
4292 /**
4293 * GL internal format that determines the interpretation of the
4294 * image memory when shader image operations are performed through
4295 * this unit.
4296 */
4297 GLenum Format;
4298
4299 /**
4300 * Mesa format corresponding to \c Format.
4301 */
4302 mesa_format _ActualFormat;
4303
4304 };
4305
4306 /**
4307 * Binding point for an atomic counter buffer object.
4308 */
4309 struct gl_atomic_buffer_binding
4310 {
4311 struct gl_buffer_object *BufferObject;
4312 GLintptr Offset;
4313 GLsizeiptr Size;
4314 };
4315
4316 /**
4317 * Mesa rendering context.
4318 *
4319 * This is the central context data structure for Mesa. Almost all
4320 * OpenGL state is contained in this structure.
4321 * Think of this as a base class from which device drivers will derive
4322 * sub classes.
4323 */
4324 struct gl_context
4325 {
4326 /** State possibly shared with other contexts in the address space */
4327 struct gl_shared_state *Shared;
4328
4329 /** \name API function pointer tables */
4330 /*@{*/
4331 gl_api API;
4332 /**
4333 * The current dispatch table for non-displaylist-saving execution, either
4334 * BeginEnd or OutsideBeginEnd
4335 */
4336 struct _glapi_table *Exec;
4337 /**
4338 * The normal dispatch table for non-displaylist-saving, non-begin/end
4339 */
4340 struct _glapi_table *OutsideBeginEnd;
4341 /** The dispatch table used between glNewList() and glEndList() */
4342 struct _glapi_table *Save;
4343 /**
4344 * The dispatch table used between glBegin() and glEnd() (outside of a
4345 * display list). Only valid functions between those two are set, which is
4346 * mostly just the set in a GLvertexformat struct.
4347 */
4348 struct _glapi_table *BeginEnd;
4349 /**
4350 * Dispatch table for when a graphics reset has happened.
4351 */
4352 struct _glapi_table *ContextLost;
4353 /**
4354 * Tracks the current dispatch table out of the 4 above, so that it can be
4355 * re-set on glXMakeCurrent().
4356 */
4357 struct _glapi_table *CurrentDispatch;
4358 /*@}*/
4359
4360 struct gl_config Visual;
4361 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4362 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4363 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4364 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4365
4366 /**
4367 * Device driver function pointer table
4368 */
4369 struct dd_function_table Driver;
4370
4371 /** Core/Driver constants */
4372 struct gl_constants Const;
4373
4374 /** \name The various 4x4 matrix stacks */
4375 /*@{*/
4376 struct gl_matrix_stack ModelviewMatrixStack;
4377 struct gl_matrix_stack ProjectionMatrixStack;
4378 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4379 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4380 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4381 /*@}*/
4382
4383 /** Combined modelview and projection matrix */
4384 GLmatrix _ModelProjectMatrix;
4385
4386 /** \name Display lists */
4387 struct gl_dlist_state ListState;
4388
4389 GLboolean ExecuteFlag; /**< Execute GL commands? */
4390 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4391
4392 /** Extension information */
4393 struct gl_extensions Extensions;
4394
4395 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4396 GLuint Version;
4397 char *VersionString;
4398
4399 /** \name State attribute stack (for glPush/PopAttrib) */
4400 /*@{*/
4401 GLuint AttribStackDepth;
4402 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4403 /*@}*/
4404
4405 /** \name Renderer attribute groups
4406 *
4407 * We define a struct for each attribute group to make pushing and popping
4408 * attributes easy. Also it's a good organization.
4409 */
4410 /*@{*/
4411 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4412 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4413 struct gl_current_attrib Current; /**< Current attributes */
4414 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4415 struct gl_eval_attrib Eval; /**< Eval attributes */
4416 struct gl_fog_attrib Fog; /**< Fog attributes */
4417 struct gl_hint_attrib Hint; /**< Hint attributes */
4418 struct gl_light_attrib Light; /**< Light attributes */
4419 struct gl_line_attrib Line; /**< Line attributes */
4420 struct gl_list_attrib List; /**< List attributes */
4421 struct gl_multisample_attrib Multisample;
4422 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4423 struct gl_point_attrib Point; /**< Point attributes */
4424 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4425 GLuint PolygonStipple[32]; /**< Polygon stipple */
4426 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4427 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4428 struct gl_texture_attrib Texture; /**< Texture attributes */
4429 struct gl_transform_attrib Transform; /**< Transformation attributes */
4430 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4431 /*@}*/
4432
4433 /** \name Client attribute stack */
4434 /*@{*/
4435 GLuint ClientAttribStackDepth;
4436 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4437 /*@}*/
4438
4439 /** \name Client attribute groups */
4440 /*@{*/
4441 struct gl_array_attrib Array; /**< Vertex arrays */
4442 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4443 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4444 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4445 /*@}*/
4446
4447 /** \name Other assorted state (not pushed/popped on attribute stack) */
4448 /*@{*/
4449 struct gl_pixelmaps PixelMaps;
4450
4451 struct gl_evaluators EvalMap; /**< All evaluators */
4452 struct gl_feedback Feedback; /**< Feedback */
4453 struct gl_selection Select; /**< Selection */
4454
4455 struct gl_program_state Program; /**< general program state */
4456 struct gl_vertex_program_state VertexProgram;
4457 struct gl_fragment_program_state FragmentProgram;
4458 struct gl_geometry_program_state GeometryProgram;
4459 struct gl_compute_program_state ComputeProgram;
4460 struct gl_tess_ctrl_program_state TessCtrlProgram;
4461 struct gl_tess_eval_program_state TessEvalProgram;
4462 struct gl_ati_fragment_shader_state ATIFragmentShader;
4463
4464 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4465 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4466
4467 /**
4468 * Current active shader pipeline state
4469 *
4470 * Almost all internal users want ::_Shader instead of ::Shader. The
4471 * exceptions are bits of legacy GLSL API that do not know about separate
4472 * shader objects.
4473 *
4474 * If a program is active via \c glUseProgram, this will point to
4475 * \c ::Shader.
4476 *
4477 * If a program pipeline is active via \c glBindProgramPipeline, this will
4478 * point to \c ::Pipeline.Current.
4479 *
4480 * If neither a program nor a program pipeline is active, this will point to
4481 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4482 * \c NULL.
4483 */
4484 struct gl_pipeline_object *_Shader;
4485
4486 struct gl_query_state Query; /**< occlusion, timer queries */
4487
4488 struct gl_transform_feedback_state TransformFeedback;
4489
4490 struct gl_perf_monitor_state PerfMonitor;
4491
4492 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4493 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4494 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4495
4496 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4497 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4498
4499 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4500
4501 /**
4502 * Current GL_ARB_uniform_buffer_object binding referenced by
4503 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4504 */
4505 struct gl_buffer_object *UniformBuffer;
4506
4507 /**
4508 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4509 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4510 */
4511 struct gl_buffer_object *ShaderStorageBuffer;
4512
4513 /**
4514 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4515 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4516 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4517 * shader program.
4518 */
4519 struct gl_uniform_buffer_binding
4520 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4521
4522 /**
4523 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4524 * and GL 4.3. This is set up using glBindBufferRange() or
4525 * glBindBufferBase(). They are associated with shader storage blocks by
4526 * glShaderStorageBlockBinding()'s state in the shader program.
4527 */
4528 struct gl_shader_storage_buffer_binding
4529 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4530
4531 /**
4532 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4533 * target.
4534 */
4535 struct gl_buffer_object *AtomicBuffer;
4536
4537 /**
4538 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4539 * target.
4540 */
4541 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4542
4543 /**
4544 * Array of atomic counter buffer binding points.
4545 */
4546 struct gl_atomic_buffer_binding
4547 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4548
4549 /**
4550 * Array of image units for ARB_shader_image_load_store.
4551 */
4552 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4553
4554 /*@}*/
4555
4556 struct gl_meta_state *Meta; /**< for "meta" operations */
4557
4558 /* GL_EXT_framebuffer_object */
4559 struct gl_renderbuffer *CurrentRenderbuffer;
4560
4561 GLenum ErrorValue; /**< Last error code */
4562
4563 /**
4564 * Recognize and silence repeated error debug messages in buggy apps.
4565 */
4566 const char *ErrorDebugFmtString;
4567 GLuint ErrorDebugCount;
4568
4569 /* GL_ARB_debug_output/GL_KHR_debug */
4570 mtx_t DebugMutex;
4571 struct gl_debug_state *Debug;
4572
4573 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4574 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4575 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4576
4577 struct gl_driver_flags DriverFlags;
4578
4579 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4580
4581 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4582
4583 /** \name Derived state */
4584 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4585 GLfloat _EyeZDir[3];
4586 GLfloat _ModelViewInvScale;
4587 GLboolean _NeedEyeCoords;
4588 GLboolean _ForceEyeCoords;
4589
4590 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4591
4592 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4593
4594 /** \name For debugging/development only */
4595 /*@{*/
4596 GLboolean FirstTimeCurrent;
4597 /*@}*/
4598
4599 /**
4600 * False if this context was created without a config. This is needed
4601 * because the initial state of glDrawBuffers depends on this
4602 */
4603 GLboolean HasConfig;
4604
4605 /** software compression/decompression supported or not */
4606 GLboolean Mesa_DXTn;
4607
4608 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4609
4610 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4611
4612 /**
4613 * \name Hooks for module contexts.
4614 *
4615 * These will eventually live in the driver or elsewhere.
4616 */
4617 /*@{*/
4618 void *swrast_context;
4619 void *swsetup_context;
4620 void *swtnl_context;
4621 struct vbo_context *vbo_context;
4622 struct st_context *st;
4623 void *aelt_context;
4624 /*@}*/
4625
4626 /**
4627 * \name NV_vdpau_interop
4628 */
4629 /*@{*/
4630 const void *vdpDevice;
4631 const void *vdpGetProcAddress;
4632 struct set *vdpSurfaces;
4633 /*@}*/
4634
4635 /**
4636 * Has this context observed a GPU reset in any context in the share group?
4637 *
4638 * Once this field becomes true, it is never reset to false.
4639 */
4640 GLboolean ShareGroupReset;
4641 };
4642
4643 /**
4644 * Information about memory usage. All sizes are in kilobytes.
4645 */
4646 struct gl_memory_info
4647 {
4648 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4649 unsigned avail_device_memory; /**< free device memory at the moment */
4650 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4651 unsigned avail_staging_memory; /**< free staging memory at the moment */
4652 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4653 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4654 };
4655
4656 #ifdef DEBUG
4657 extern int MESA_VERBOSE;
4658 extern int MESA_DEBUG_FLAGS;
4659 # define MESA_FUNCTION __func__
4660 #else
4661 # define MESA_VERBOSE 0
4662 # define MESA_DEBUG_FLAGS 0
4663 # define MESA_FUNCTION "a function"
4664 #endif
4665
4666
4667 /** The MESA_VERBOSE var is a bitmask of these flags */
4668 enum _verbose
4669 {
4670 VERBOSE_VARRAY = 0x0001,
4671 VERBOSE_TEXTURE = 0x0002,
4672 VERBOSE_MATERIAL = 0x0004,
4673 VERBOSE_PIPELINE = 0x0008,
4674 VERBOSE_DRIVER = 0x0010,
4675 VERBOSE_STATE = 0x0020,
4676 VERBOSE_API = 0x0040,
4677 VERBOSE_DISPLAY_LIST = 0x0100,
4678 VERBOSE_LIGHTING = 0x0200,
4679 VERBOSE_PRIMS = 0x0400,
4680 VERBOSE_VERTS = 0x0800,
4681 VERBOSE_DISASSEM = 0x1000,
4682 VERBOSE_DRAW = 0x2000,
4683 VERBOSE_SWAPBUFFERS = 0x4000
4684 };
4685
4686
4687 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4688 enum _debug
4689 {
4690 DEBUG_SILENT = (1 << 0),
4691 DEBUG_ALWAYS_FLUSH = (1 << 1),
4692 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4693 DEBUG_INCOMPLETE_FBO = (1 << 3)
4694 };
4695
4696 #ifdef __cplusplus
4697 }
4698 #endif
4699
4700 #endif /* MTYPES_H */