vk/image: Add an explicit DestroyImage function
[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 "glsl/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47
48
49 #ifdef __cplusplus
50 extern "C" {
51 #endif
52
53
54 /**
55 * \name 64-bit extension of GLbitfield.
56 */
57 /*@{*/
58 typedef GLuint64 GLbitfield64;
59
60 /** Set a single bit */
61 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
62 /** Set all bits up to excluding bit b */
63 #define BITFIELD64_MASK(b) \
64 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
65 /** Set count bits starting from bit b */
66 #define BITFIELD64_RANGE(b, count) \
67 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68
69
70 /**
71 * \name Some forward type declarations
72 */
73 /*@{*/
74 struct _mesa_HashTable;
75 struct gl_attrib_node;
76 struct gl_list_extensions;
77 struct gl_meta_state;
78 struct gl_program_cache;
79 struct gl_texture_object;
80 struct gl_debug_state;
81 struct gl_context;
82 struct st_context;
83 struct gl_uniform_storage;
84 struct prog_instruction;
85 struct gl_program_parameter_list;
86 struct set;
87 struct set_entry;
88 struct vbo_context;
89 /*@}*/
90
91
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
96
97
98
99 /**
100 * Determine if the given gl_varying_slot appears in the fragment shader.
101 */
102 static inline GLboolean
103 _mesa_varying_slot_in_fs(gl_varying_slot slot)
104 {
105 switch (slot) {
106 case VARYING_SLOT_PSIZ:
107 case VARYING_SLOT_BFC0:
108 case VARYING_SLOT_BFC1:
109 case VARYING_SLOT_EDGE:
110 case VARYING_SLOT_CLIP_VERTEX:
111 case VARYING_SLOT_LAYER:
112 return GL_FALSE;
113 default:
114 return GL_TRUE;
115 }
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 struct gl_light *next; /**< double linked list with sentinel */
337 struct gl_light *prev;
338
339 GLfloat Ambient[4]; /**< ambient color */
340 GLfloat Diffuse[4]; /**< diffuse color */
341 GLfloat Specular[4]; /**< specular color */
342 GLfloat EyePosition[4]; /**< position in eye coordinates */
343 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
344 GLfloat SpotExponent;
345 GLfloat SpotCutoff; /**< in degrees */
346 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
347 GLfloat ConstantAttenuation;
348 GLfloat LinearAttenuation;
349 GLfloat QuadraticAttenuation;
350 GLboolean Enabled; /**< On/off flag */
351
352 /**
353 * \name Derived fields
354 */
355 /*@{*/
356 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
357
358 GLfloat _Position[4]; /**< position in eye/obj coordinates */
359 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
360 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
361 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
362 GLfloat _VP_inf_spot_attenuation;
363
364 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
365 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
366 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
367 /*@}*/
368 };
369
370
371 /**
372 * Light model state.
373 */
374 struct gl_lightmodel
375 {
376 GLfloat Ambient[4]; /**< ambient color */
377 GLboolean LocalViewer; /**< Local (or infinite) view point? */
378 GLboolean TwoSide; /**< Two (or one) sided lighting? */
379 GLenum ColorControl; /**< either GL_SINGLE_COLOR
380 * or GL_SEPARATE_SPECULAR_COLOR */
381 };
382
383
384 /**
385 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
386 */
387 struct gl_accum_attrib
388 {
389 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
390 };
391
392
393 /**
394 * Used for storing clear color, texture border color, etc.
395 * The float values are typically unclamped.
396 */
397 union gl_color_union
398 {
399 GLfloat f[4];
400 GLint i[4];
401 GLuint ui[4];
402 };
403
404
405 /**
406 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
407 */
408 struct gl_colorbuffer_attrib
409 {
410 GLuint ClearIndex; /**< Index for glClear */
411 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
412 GLuint IndexMask; /**< Color index write mask */
413 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
414
415 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
416
417 /**
418 * \name alpha testing
419 */
420 /*@{*/
421 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
422 GLenum AlphaFunc; /**< Alpha test function */
423 GLfloat AlphaRefUnclamped;
424 GLclampf AlphaRef; /**< Alpha reference value */
425 /*@}*/
426
427 /**
428 * \name Blending
429 */
430 /*@{*/
431 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
432
433 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
434 * control, only on the fixed-pointness of the render target.
435 * The query does however depend on fragment color clamping.
436 */
437 GLfloat BlendColorUnclamped[4]; /**< Blending color */
438 GLfloat BlendColor[4]; /**< Blending color */
439
440 struct
441 {
442 GLenum SrcRGB; /**< RGB blend source term */
443 GLenum DstRGB; /**< RGB blend dest term */
444 GLenum SrcA; /**< Alpha blend source term */
445 GLenum DstA; /**< Alpha blend dest term */
446 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
447 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
448 /**
449 * Set if any blend factor uses SRC1. Computed at the time blend factors
450 * get set.
451 */
452 GLboolean _UsesDualSrc;
453 } Blend[MAX_DRAW_BUFFERS];
454 /** Are the blend func terms currently different for each buffer/target? */
455 GLboolean _BlendFuncPerBuffer;
456 /** Are the blend equations currently different for each buffer/target? */
457 GLboolean _BlendEquationPerBuffer;
458 /*@}*/
459
460 /**
461 * \name Logic op
462 */
463 /*@{*/
464 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
465 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
466 GLenum LogicOp; /**< Logic operator */
467
468 /*@}*/
469
470 GLboolean DitherFlag; /**< Dither enable flag */
471
472 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
473 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
474 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
475
476 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
477 };
478
479
480 /**
481 * Current attribute group (GL_CURRENT_BIT).
482 */
483 struct gl_current_attrib
484 {
485 /**
486 * \name Current vertex attributes.
487 * \note Values are valid only after FLUSH_VERTICES has been called.
488 * \note Index and Edgeflag current values are stored as floats in the
489 * SIX and SEVEN attribute slots.
490 */
491 /* we need double storage for this for vertex attrib 64bit */
492 GLfloat Attrib[VERT_ATTRIB_MAX][4*2]; /**< Position, color, texcoords, etc */
493
494 /**
495 * \name Current raster position attributes (always valid).
496 * \note This set of attributes is very similar to the SWvertex struct.
497 */
498 /*@{*/
499 GLfloat RasterPos[4];
500 GLfloat RasterDistance;
501 GLfloat RasterColor[4];
502 GLfloat RasterSecondaryColor[4];
503 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
504 GLboolean RasterPosValid;
505 /*@}*/
506 };
507
508
509 /**
510 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
511 */
512 struct gl_depthbuffer_attrib
513 {
514 GLenum Func; /**< Function for depth buffer compare */
515 GLclampd Clear; /**< Value to clear depth buffer to */
516 GLboolean Test; /**< Depth buffering enabled flag */
517 GLboolean Mask; /**< Depth buffer writable? */
518 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
519 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
520 };
521
522
523 /**
524 * Evaluator attribute group (GL_EVAL_BIT).
525 */
526 struct gl_eval_attrib
527 {
528 /**
529 * \name Enable bits
530 */
531 /*@{*/
532 GLboolean Map1Color4;
533 GLboolean Map1Index;
534 GLboolean Map1Normal;
535 GLboolean Map1TextureCoord1;
536 GLboolean Map1TextureCoord2;
537 GLboolean Map1TextureCoord3;
538 GLboolean Map1TextureCoord4;
539 GLboolean Map1Vertex3;
540 GLboolean Map1Vertex4;
541 GLboolean Map2Color4;
542 GLboolean Map2Index;
543 GLboolean Map2Normal;
544 GLboolean Map2TextureCoord1;
545 GLboolean Map2TextureCoord2;
546 GLboolean Map2TextureCoord3;
547 GLboolean Map2TextureCoord4;
548 GLboolean Map2Vertex3;
549 GLboolean Map2Vertex4;
550 GLboolean AutoNormal;
551 /*@}*/
552
553 /**
554 * \name Map Grid endpoints and divisions and calculated du values
555 */
556 /*@{*/
557 GLint MapGrid1un;
558 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
559 GLint MapGrid2un, MapGrid2vn;
560 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
561 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
562 /*@}*/
563 };
564
565
566 /**
567 * Fog attribute group (GL_FOG_BIT).
568 */
569 struct gl_fog_attrib
570 {
571 GLboolean Enabled; /**< Fog enabled flag */
572 GLboolean ColorSumEnabled;
573 GLfloat ColorUnclamped[4]; /**< Fog color */
574 GLfloat Color[4]; /**< Fog color */
575 GLfloat Density; /**< Density >= 0.0 */
576 GLfloat Start; /**< Start distance in eye coords */
577 GLfloat End; /**< End distance in eye coords */
578 GLfloat Index; /**< Fog index */
579 GLenum Mode; /**< Fog mode */
580 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
581 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
582 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
583 };
584
585
586 /**
587 * Hint attribute group (GL_HINT_BIT).
588 *
589 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
590 */
591 struct gl_hint_attrib
592 {
593 GLenum PerspectiveCorrection;
594 GLenum PointSmooth;
595 GLenum LineSmooth;
596 GLenum PolygonSmooth;
597 GLenum Fog;
598 GLenum TextureCompression; /**< GL_ARB_texture_compression */
599 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
600 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
601 };
602
603
604 /**
605 * Lighting attribute group (GL_LIGHT_BIT).
606 */
607 struct gl_light_attrib
608 {
609 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
610 struct gl_lightmodel Model; /**< Lighting model */
611
612 /**
613 * Front and back material values.
614 * Note: must call FLUSH_VERTICES() before using.
615 */
616 struct gl_material Material;
617
618 GLboolean Enabled; /**< Lighting enabled flag */
619 GLboolean ColorMaterialEnabled;
620
621 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
622 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
623 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
624 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
625 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
626
627
628 GLboolean _ClampVertexColor;
629 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
630
631 /**
632 * Derived state for optimizations:
633 */
634 /*@{*/
635 GLboolean _NeedEyeCoords;
636 GLboolean _NeedVertices; /**< Use fast shader? */
637 struct gl_light EnabledList; /**< List sentinel */
638
639 GLfloat _BaseColor[2][3];
640 /*@}*/
641 };
642
643
644 /**
645 * Line attribute group (GL_LINE_BIT).
646 */
647 struct gl_line_attrib
648 {
649 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
650 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
651 GLushort StipplePattern; /**< Stipple pattern */
652 GLint StippleFactor; /**< Stipple repeat factor */
653 GLfloat Width; /**< Line width */
654 };
655
656
657 /**
658 * Display list attribute group (GL_LIST_BIT).
659 */
660 struct gl_list_attrib
661 {
662 GLuint ListBase;
663 };
664
665
666 /**
667 * Multisample attribute group (GL_MULTISAMPLE_BIT).
668 */
669 struct gl_multisample_attrib
670 {
671 GLboolean Enabled;
672 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
673 GLboolean SampleAlphaToCoverage;
674 GLboolean SampleAlphaToOne;
675 GLboolean SampleCoverage;
676 GLboolean SampleCoverageInvert;
677 GLboolean SampleShading;
678
679 /* ARB_texture_multisample / GL3.2 additions */
680 GLboolean SampleMask;
681
682 GLfloat SampleCoverageValue;
683 GLfloat MinSampleShadingValue;
684
685 /** The GL spec defines this as an array but >32x MSAA is madness */
686 GLbitfield SampleMaskValue;
687 };
688
689
690 /**
691 * A pixelmap (see glPixelMap)
692 */
693 struct gl_pixelmap
694 {
695 GLint Size;
696 GLfloat Map[MAX_PIXEL_MAP_TABLE];
697 };
698
699
700 /**
701 * Collection of all pixelmaps
702 */
703 struct gl_pixelmaps
704 {
705 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
706 struct gl_pixelmap GtoG;
707 struct gl_pixelmap BtoB;
708 struct gl_pixelmap AtoA;
709 struct gl_pixelmap ItoR;
710 struct gl_pixelmap ItoG;
711 struct gl_pixelmap ItoB;
712 struct gl_pixelmap ItoA;
713 struct gl_pixelmap ItoI;
714 struct gl_pixelmap StoS;
715 };
716
717
718 /**
719 * Pixel attribute group (GL_PIXEL_MODE_BIT).
720 */
721 struct gl_pixel_attrib
722 {
723 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
724
725 /*--- Begin Pixel Transfer State ---*/
726 /* Fields are in the order in which they're applied... */
727
728 /** Scale & Bias (index shift, offset) */
729 /*@{*/
730 GLfloat RedBias, RedScale;
731 GLfloat GreenBias, GreenScale;
732 GLfloat BlueBias, BlueScale;
733 GLfloat AlphaBias, AlphaScale;
734 GLfloat DepthBias, DepthScale;
735 GLint IndexShift, IndexOffset;
736 /*@}*/
737
738 /* Pixel Maps */
739 /* Note: actual pixel maps are not part of this attrib group */
740 GLboolean MapColorFlag;
741 GLboolean MapStencilFlag;
742
743 /*--- End Pixel Transfer State ---*/
744
745 /** glPixelZoom */
746 GLfloat ZoomX, ZoomY;
747 };
748
749
750 /**
751 * Point attribute group (GL_POINT_BIT).
752 */
753 struct gl_point_attrib
754 {
755 GLfloat Size; /**< User-specified point size */
756 GLfloat Params[3]; /**< GL_EXT_point_parameters */
757 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
758 GLfloat Threshold; /**< GL_EXT_point_parameters */
759 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
760 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
761 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
762 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
763 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
764 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
765 };
766
767
768 /**
769 * Polygon attribute group (GL_POLYGON_BIT).
770 */
771 struct gl_polygon_attrib
772 {
773 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
774 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
775 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
776 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
777 GLboolean CullFlag; /**< Culling on/off flag */
778 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
779 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
780 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
781 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
782 GLfloat OffsetUnits; /**< Polygon offset units, from user */
783 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
784 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
785 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
786 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
787 };
788
789
790 /**
791 * Scissor attributes (GL_SCISSOR_BIT).
792 */
793 struct gl_scissor_rect
794 {
795 GLint X, Y; /**< Lower left corner of box */
796 GLsizei Width, Height; /**< Size of box */
797 };
798 struct gl_scissor_attrib
799 {
800 GLbitfield EnableFlags; /**< Scissor test enabled? */
801 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
802 };
803
804
805 /**
806 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
807 *
808 * Three sets of stencil data are tracked so that OpenGL 2.0,
809 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
810 * simultaneously. In each of the stencil state arrays, element 0 corresponds
811 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
812 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
813 * GL_EXT_stencil_two_side GL_BACK state.
814 *
815 * The derived value \c _BackFace is either 1 or 2 depending on whether or
816 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
817 *
818 * The derived value \c _TestTwoSide is set when the front-face and back-face
819 * stencil state are different.
820 */
821 struct gl_stencil_attrib
822 {
823 GLboolean Enabled; /**< Enabled flag */
824 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
825 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
826 GLboolean _Enabled; /**< Enabled and stencil buffer present */
827 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
828 GLboolean _TestTwoSide;
829 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
830 GLenum Function[3]; /**< Stencil function */
831 GLenum FailFunc[3]; /**< Fail function */
832 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
833 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
834 GLint Ref[3]; /**< Reference value */
835 GLuint ValueMask[3]; /**< Value mask */
836 GLuint WriteMask[3]; /**< Write mask */
837 GLuint Clear; /**< Clear value */
838 };
839
840
841 /**
842 * An index for each type of texture object. These correspond to the GL
843 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
844 * Note: the order is from highest priority to lowest priority.
845 */
846 typedef enum
847 {
848 TEXTURE_2D_MULTISAMPLE_INDEX,
849 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
850 TEXTURE_CUBE_ARRAY_INDEX,
851 TEXTURE_BUFFER_INDEX,
852 TEXTURE_2D_ARRAY_INDEX,
853 TEXTURE_1D_ARRAY_INDEX,
854 TEXTURE_EXTERNAL_INDEX,
855 TEXTURE_CUBE_INDEX,
856 TEXTURE_3D_INDEX,
857 TEXTURE_RECT_INDEX,
858 TEXTURE_2D_INDEX,
859 TEXTURE_1D_INDEX,
860 NUM_TEXTURE_TARGETS
861 } gl_texture_index;
862
863
864 /**
865 * Bit flags for each type of texture object
866 */
867 /*@{*/
868 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
869 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
870 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
871 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
872 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
873 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
874 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
875 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
876 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
877 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
878 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
879 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
880 /*@}*/
881
882
883 /**
884 * Texture image state. Drivers will typically create a subclass of this
885 * with extra fields for memory buffers, etc.
886 */
887 struct gl_texture_image
888 {
889 GLint InternalFormat; /**< Internal format as given by the user */
890 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
891 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
892 * GL_INTENSITY, GL_DEPTH_COMPONENT or
893 * GL_DEPTH_STENCIL_EXT only. Used for
894 * choosing TexEnv arithmetic.
895 */
896 mesa_format TexFormat; /**< The actual texture memory format */
897
898 GLuint Border; /**< 0 or 1 */
899 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
900 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
901 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
902 GLuint Width2; /**< = Width - 2*Border */
903 GLuint Height2; /**< = Height - 2*Border */
904 GLuint Depth2; /**< = Depth - 2*Border */
905 GLuint WidthLog2; /**< = log2(Width2) */
906 GLuint HeightLog2; /**< = log2(Height2) */
907 GLuint DepthLog2; /**< = log2(Depth2) */
908 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
909 levels, computed from the dimensions */
910
911 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
912 GLuint Level; /**< Which mipmap level am I? */
913 /** Cube map face: index into gl_texture_object::Image[] array */
914 GLuint Face;
915
916 /** GL_ARB_texture_multisample */
917 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
918 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
919 };
920
921
922 /**
923 * Indexes for cube map faces.
924 */
925 typedef enum
926 {
927 FACE_POS_X = 0,
928 FACE_NEG_X = 1,
929 FACE_POS_Y = 2,
930 FACE_NEG_Y = 3,
931 FACE_POS_Z = 4,
932 FACE_NEG_Z = 5,
933 MAX_FACES = 6
934 } gl_face_index;
935
936
937 /**
938 * Sampler object state. These objects are new with GL_ARB_sampler_objects
939 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
940 */
941 struct gl_sampler_object
942 {
943 GLuint Name;
944 GLint RefCount;
945 GLchar *Label; /**< GL_KHR_debug */
946
947 GLenum WrapS; /**< S-axis texture image wrap mode */
948 GLenum WrapT; /**< T-axis texture image wrap mode */
949 GLenum WrapR; /**< R-axis texture image wrap mode */
950 GLenum MinFilter; /**< minification filter */
951 GLenum MagFilter; /**< magnification filter */
952 union gl_color_union BorderColor; /**< Interpreted according to texture format */
953 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
954 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
955 GLfloat LodBias; /**< OpenGL 1.4 */
956 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
957 GLenum CompareMode; /**< GL_ARB_shadow */
958 GLenum CompareFunc; /**< GL_ARB_shadow */
959 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
960 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
961 };
962
963
964 /**
965 * Texture object state. Contains the array of mipmap images, border color,
966 * wrap modes, filter modes, and shadow/texcompare state.
967 */
968 struct gl_texture_object
969 {
970 mtx_t Mutex; /**< for thread safety */
971 GLint RefCount; /**< reference count */
972 GLuint Name; /**< the user-visible texture object ID */
973 GLchar *Label; /**< GL_KHR_debug */
974 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
975 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
976 Only valid when Target is valid. */
977
978 struct gl_sampler_object Sampler;
979
980 GLenum DepthMode; /**< GL_ARB_depth_texture */
981 bool StencilSampling; /**< Should we sample stencil instead of depth? */
982
983 GLfloat Priority; /**< in [0,1] */
984 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
985 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
986 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
987 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
988 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
989 GLint CropRect[4]; /**< GL_OES_draw_texture */
990 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
991 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
992 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
993 GLboolean _BaseComplete; /**< Is the base texture level valid? */
994 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
995 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
996 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
997 GLboolean Purgeable; /**< Is the buffer purgeable under memory
998 pressure? */
999 GLboolean Immutable; /**< GL_ARB_texture_storage */
1000 GLboolean _IsFloat; /**< GL_OES_float_texture */
1001 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1002
1003 GLuint MinLevel; /**< GL_ARB_texture_view */
1004 GLuint MinLayer; /**< GL_ARB_texture_view */
1005 GLuint NumLevels; /**< GL_ARB_texture_view */
1006 GLuint NumLayers; /**< GL_ARB_texture_view */
1007
1008 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1009 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1010
1011 /** GL_ARB_texture_buffer_object */
1012 struct gl_buffer_object *BufferObject;
1013 GLenum BufferObjectFormat;
1014 /** Equivalent Mesa format for BufferObjectFormat. */
1015 mesa_format _BufferObjectFormat;
1016 /** GL_ARB_texture_buffer_range */
1017 GLintptr BufferOffset;
1018 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1019
1020 /** GL_OES_EGL_image_external */
1021 GLint RequiredTextureImageUnits;
1022
1023 /** GL_ARB_shader_image_load_store */
1024 GLenum ImageFormatCompatibilityType;
1025 };
1026
1027
1028 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1029 #define MAX_COMBINER_TERMS 4
1030
1031
1032 /**
1033 * Texture combine environment state.
1034 */
1035 struct gl_tex_env_combine_state
1036 {
1037 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1038 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1039 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1040 GLenum SourceRGB[MAX_COMBINER_TERMS];
1041 GLenum SourceA[MAX_COMBINER_TERMS];
1042 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1043 GLenum OperandRGB[MAX_COMBINER_TERMS];
1044 GLenum OperandA[MAX_COMBINER_TERMS];
1045 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1046 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1047 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1048 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1049 };
1050
1051
1052 /**
1053 * TexGenEnabled flags.
1054 */
1055 /*@{*/
1056 #define S_BIT 1
1057 #define T_BIT 2
1058 #define R_BIT 4
1059 #define Q_BIT 8
1060 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1061 /*@}*/
1062
1063
1064 /**
1065 * Bit flag versions of the corresponding GL_ constants.
1066 */
1067 /*@{*/
1068 #define TEXGEN_SPHERE_MAP 0x1
1069 #define TEXGEN_OBJ_LINEAR 0x2
1070 #define TEXGEN_EYE_LINEAR 0x4
1071 #define TEXGEN_REFLECTION_MAP_NV 0x8
1072 #define TEXGEN_NORMAL_MAP_NV 0x10
1073
1074 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1075 TEXGEN_REFLECTION_MAP_NV | \
1076 TEXGEN_NORMAL_MAP_NV)
1077 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1078 TEXGEN_REFLECTION_MAP_NV | \
1079 TEXGEN_NORMAL_MAP_NV | \
1080 TEXGEN_EYE_LINEAR)
1081 /*@}*/
1082
1083
1084
1085 /** Tex-gen enabled for texture unit? */
1086 #define ENABLE_TEXGEN(unit) (1 << (unit))
1087
1088 /** Non-identity texture matrix for texture unit? */
1089 #define ENABLE_TEXMAT(unit) (1 << (unit))
1090
1091
1092 /**
1093 * Texture coord generation state.
1094 */
1095 struct gl_texgen
1096 {
1097 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1098 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1099 GLfloat ObjectPlane[4];
1100 GLfloat EyePlane[4];
1101 };
1102
1103
1104 /**
1105 * Texture unit state. Contains enable flags, texture environment/function/
1106 * combiners, texgen state, and pointers to current texture objects.
1107 */
1108 struct gl_texture_unit
1109 {
1110 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1111
1112 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1113 GLclampf EnvColor[4];
1114 GLfloat EnvColorUnclamped[4];
1115
1116 struct gl_texgen GenS;
1117 struct gl_texgen GenT;
1118 struct gl_texgen GenR;
1119 struct gl_texgen GenQ;
1120 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1121 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1122
1123 GLfloat LodBias; /**< for biasing mipmap levels */
1124
1125 /** Texture targets that have a non-default texture bound */
1126 GLbitfield _BoundTextures;
1127
1128 /** Current sampler object (GL_ARB_sampler_objects) */
1129 struct gl_sampler_object *Sampler;
1130
1131 /**
1132 * \name GL_EXT_texture_env_combine
1133 */
1134 struct gl_tex_env_combine_state Combine;
1135
1136 /**
1137 * Derived state based on \c EnvMode and the \c BaseFormat of the
1138 * currently enabled texture.
1139 */
1140 struct gl_tex_env_combine_state _EnvMode;
1141
1142 /**
1143 * Currently enabled combiner state. This will point to either
1144 * \c Combine or \c _EnvMode.
1145 */
1146 struct gl_tex_env_combine_state *_CurrentCombine;
1147
1148 /** Current texture object pointers */
1149 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1150
1151 /** Points to highest priority, complete and enabled texture object */
1152 struct gl_texture_object *_Current;
1153
1154 };
1155
1156
1157 /**
1158 * Texture attribute group (GL_TEXTURE_BIT).
1159 */
1160 struct gl_texture_attrib
1161 {
1162 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1163
1164 /** GL_ARB_seamless_cubemap */
1165 GLboolean CubeMapSeamless;
1166
1167 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1168
1169 /** GL_ARB_texture_buffer_object */
1170 struct gl_buffer_object *BufferObject;
1171
1172 /** Texture coord units/sets used for fragment texturing */
1173 GLbitfield _EnabledCoordUnits;
1174
1175 /** Texture coord units that have texgen enabled */
1176 GLbitfield _TexGenEnabled;
1177
1178 /** Texture coord units that have non-identity matrices */
1179 GLbitfield _TexMatEnabled;
1180
1181 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1182 GLbitfield _GenFlags;
1183
1184 /** Largest index of a texture unit with _Current != NULL. */
1185 GLint _MaxEnabledTexImageUnit;
1186
1187 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1188 GLint NumCurrentTexUsed;
1189
1190 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1191 };
1192
1193
1194 /**
1195 * Data structure representing a single clip plane (e.g. one of the elements
1196 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1197 */
1198 typedef GLfloat gl_clip_plane[4];
1199
1200
1201 /**
1202 * Transformation attribute group (GL_TRANSFORM_BIT).
1203 */
1204 struct gl_transform_attrib
1205 {
1206 GLenum MatrixMode; /**< Matrix mode */
1207 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1208 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1209 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1210 GLboolean Normalize; /**< Normalize all normals? */
1211 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1212 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1213 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1214 /** GL_ARB_clip_control */
1215 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1216 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1217 };
1218
1219
1220 /**
1221 * Viewport attribute group (GL_VIEWPORT_BIT).
1222 */
1223 struct gl_viewport_attrib
1224 {
1225 GLfloat X, Y; /**< position */
1226 GLfloat Width, Height; /**< size */
1227 GLdouble Near, Far; /**< Depth buffer range */
1228 };
1229
1230
1231 typedef enum {
1232 MAP_USER,
1233 MAP_INTERNAL,
1234
1235 MAP_COUNT
1236 } gl_map_buffer_index;
1237
1238
1239 /**
1240 * Fields describing a mapped buffer range.
1241 */
1242 struct gl_buffer_mapping {
1243 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1244 GLvoid *Pointer; /**< User-space address of mapping */
1245 GLintptr Offset; /**< Mapped offset */
1246 GLsizeiptr Length; /**< Mapped length */
1247 };
1248
1249
1250 /**
1251 * Usages we've seen for a buffer object.
1252 */
1253 typedef enum {
1254 USAGE_UNIFORM_BUFFER = 0x1,
1255 USAGE_TEXTURE_BUFFER = 0x2,
1256 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1257 } gl_buffer_usage;
1258
1259
1260 /**
1261 * GL_ARB_vertex/pixel_buffer_object buffer object
1262 */
1263 struct gl_buffer_object
1264 {
1265 mtx_t Mutex;
1266 GLint RefCount;
1267 GLuint Name;
1268 GLchar *Label; /**< GL_KHR_debug */
1269 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1270 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1271 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1272 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1273 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1274 GLboolean Written; /**< Ever written to? (for debugging) */
1275 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1276 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1277 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1278
1279 struct gl_buffer_mapping Mappings[MAP_COUNT];
1280 };
1281
1282
1283 /**
1284 * Client pixel packing/unpacking attributes
1285 */
1286 struct gl_pixelstore_attrib
1287 {
1288 GLint Alignment;
1289 GLint RowLength;
1290 GLint SkipPixels;
1291 GLint SkipRows;
1292 GLint ImageHeight;
1293 GLint SkipImages;
1294 GLboolean SwapBytes;
1295 GLboolean LsbFirst;
1296 GLboolean Invert; /**< GL_MESA_pack_invert */
1297 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1298 GLint CompressedBlockHeight;
1299 GLint CompressedBlockDepth;
1300 GLint CompressedBlockSize;
1301 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1302 };
1303
1304
1305 /**
1306 * Client vertex array attributes
1307 */
1308 struct gl_client_array
1309 {
1310 GLint Size; /**< components per element (1,2,3,4) */
1311 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1312 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1313 GLsizei Stride; /**< user-specified stride */
1314 GLsizei StrideB; /**< actual stride in bytes */
1315 GLuint _ElementSize; /**< size of each element in bytes */
1316 const GLubyte *Ptr; /**< Points to array data */
1317 GLboolean Enabled; /**< Enabled flag is a boolean */
1318 GLboolean Normalized; /**< GL_ARB_vertex_program */
1319 GLboolean Integer; /**< Integer-valued? */
1320 GLboolean Doubles; /**< double precision values are not converted to floats */
1321 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1322
1323 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1324 };
1325
1326
1327 /**
1328 * Vertex attribute array as seen by the client.
1329 *
1330 * Contains the size, type, format and normalization flag,
1331 * along with the index of a vertex buffer binding point.
1332 *
1333 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1334 * and is only present for backwards compatibility reasons.
1335 * Rendering always uses VERTEX_BINDING_STRIDE.
1336 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1337 * and VERTEX_BINDING_STRIDE to the same value, while
1338 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1339 */
1340 struct gl_vertex_attrib_array
1341 {
1342 GLint Size; /**< Components per element (1,2,3,4) */
1343 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1344 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1345 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1346 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1347 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1348 GLboolean Enabled; /**< Whether the array is enabled */
1349 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1350 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1351 GLboolean Doubles; /**< double precision values are not converted to floats */
1352 GLuint _ElementSize; /**< Size of each element in bytes */
1353 GLuint VertexBinding; /**< Vertex buffer binding */
1354 };
1355
1356
1357 /**
1358 * This describes the buffer object used for a vertex array (or
1359 * multiple vertex arrays). If BufferObj points to the default/null
1360 * buffer object, then the vertex array lives in user memory and not a VBO.
1361 */
1362 struct gl_vertex_buffer_binding
1363 {
1364 GLintptr Offset; /**< User-specified offset */
1365 GLsizei Stride; /**< User-specified stride */
1366 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1367 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1368 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1369 };
1370
1371
1372 /**
1373 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1374 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1375 * extension.
1376 */
1377 struct gl_vertex_array_object
1378 {
1379 /** Name of the VAO as received from glGenVertexArray. */
1380 GLuint Name;
1381
1382 GLint RefCount;
1383
1384 GLchar *Label; /**< GL_KHR_debug */
1385
1386 mtx_t Mutex;
1387
1388 /**
1389 * Does the VAO use ARB semantics or Apple semantics?
1390 *
1391 * There are several ways in which ARB_vertex_array_object and
1392 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1393 * least,
1394 *
1395 * - ARB VAOs require that all array data be sourced from vertex buffer
1396 * objects, but Apple VAOs do not.
1397 *
1398 * - ARB VAOs require that names come from GenVertexArrays.
1399 *
1400 * This flag notes which behavior governs this VAO.
1401 */
1402 GLboolean ARBsemantics;
1403
1404 /**
1405 * Has this array object been bound?
1406 */
1407 GLboolean EverBound;
1408
1409 /**
1410 * Derived vertex attribute arrays
1411 *
1412 * This is a legacy data structure created from gl_vertex_attrib_array and
1413 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1414 */
1415 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1416
1417 /** Vertex attribute arrays */
1418 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1419
1420 /** Vertex buffer bindings */
1421 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1422
1423 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1424 GLbitfield64 _Enabled;
1425
1426 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1427 GLbitfield64 NewArrays;
1428
1429 /** The index buffer (also known as the element array buffer in OpenGL). */
1430 struct gl_buffer_object *IndexBufferObj;
1431 };
1432
1433
1434 /** Used to signal when transitioning from one kind of drawing method
1435 * to another.
1436 */
1437 typedef enum {
1438 DRAW_NONE, /**< Initial value only */
1439 DRAW_BEGIN_END,
1440 DRAW_DISPLAY_LIST,
1441 DRAW_ARRAYS
1442 } gl_draw_method;
1443
1444 /**
1445 * Enum for the OpenGL APIs we know about and may support.
1446 *
1447 * NOTE: This must match the api_enum table in
1448 * src/mesa/main/get_hash_generator.py
1449 */
1450 typedef enum
1451 {
1452 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1453 API_OPENGLES,
1454 API_OPENGLES2,
1455 API_OPENGL_CORE,
1456 API_OPENGL_LAST = API_OPENGL_CORE
1457 } gl_api;
1458
1459 /**
1460 * Vertex array state
1461 */
1462 struct gl_array_attrib
1463 {
1464 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1465 struct gl_vertex_array_object *VAO;
1466
1467 /** The default vertex array object */
1468 struct gl_vertex_array_object *DefaultVAO;
1469
1470 /** The last VAO accessed by a DSA function */
1471 struct gl_vertex_array_object *LastLookedUpVAO;
1472
1473 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1474 struct _mesa_HashTable *Objects;
1475
1476 GLint ActiveTexture; /**< Client Active Texture */
1477 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1478 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1479
1480 /**
1481 * \name Primitive restart controls
1482 *
1483 * Primitive restart is enabled if either \c PrimitiveRestart or
1484 * \c PrimitiveRestartFixedIndex is set.
1485 */
1486 /*@{*/
1487 GLboolean PrimitiveRestart;
1488 GLboolean PrimitiveRestartFixedIndex;
1489 GLboolean _PrimitiveRestart;
1490 GLuint RestartIndex;
1491 /*@}*/
1492
1493 /** One of the DRAW_xxx flags, not consumed by drivers */
1494 gl_draw_method DrawMethod;
1495
1496 /* GL_ARB_vertex_buffer_object */
1497 struct gl_buffer_object *ArrayBufferObj;
1498
1499 /**
1500 * Vertex arrays as consumed by a driver.
1501 * The array pointer is set up only by the VBO module.
1502 */
1503 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1504
1505 /** Legal array datatypes and the API for which they have been computed */
1506 GLbitfield LegalTypesMask;
1507 gl_api LegalTypesMaskAPI;
1508 };
1509
1510
1511 /**
1512 * Feedback buffer state
1513 */
1514 struct gl_feedback
1515 {
1516 GLenum Type;
1517 GLbitfield _Mask; /**< FB_* bits */
1518 GLfloat *Buffer;
1519 GLuint BufferSize;
1520 GLuint Count;
1521 };
1522
1523
1524 /**
1525 * Selection buffer state
1526 */
1527 struct gl_selection
1528 {
1529 GLuint *Buffer; /**< selection buffer */
1530 GLuint BufferSize; /**< size of the selection buffer */
1531 GLuint BufferCount; /**< number of values in the selection buffer */
1532 GLuint Hits; /**< number of records in the selection buffer */
1533 GLuint NameStackDepth; /**< name stack depth */
1534 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1535 GLboolean HitFlag; /**< hit flag */
1536 GLfloat HitMinZ; /**< minimum hit depth */
1537 GLfloat HitMaxZ; /**< maximum hit depth */
1538 };
1539
1540
1541 /**
1542 * 1-D Evaluator control points
1543 */
1544 struct gl_1d_map
1545 {
1546 GLuint Order; /**< Number of control points */
1547 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1548 GLfloat *Points; /**< Points to contiguous control points */
1549 };
1550
1551
1552 /**
1553 * 2-D Evaluator control points
1554 */
1555 struct gl_2d_map
1556 {
1557 GLuint Uorder; /**< Number of control points in U dimension */
1558 GLuint Vorder; /**< Number of control points in V dimension */
1559 GLfloat u1, u2, du;
1560 GLfloat v1, v2, dv;
1561 GLfloat *Points; /**< Points to contiguous control points */
1562 };
1563
1564
1565 /**
1566 * All evaluator control point state
1567 */
1568 struct gl_evaluators
1569 {
1570 /**
1571 * \name 1-D maps
1572 */
1573 /*@{*/
1574 struct gl_1d_map Map1Vertex3;
1575 struct gl_1d_map Map1Vertex4;
1576 struct gl_1d_map Map1Index;
1577 struct gl_1d_map Map1Color4;
1578 struct gl_1d_map Map1Normal;
1579 struct gl_1d_map Map1Texture1;
1580 struct gl_1d_map Map1Texture2;
1581 struct gl_1d_map Map1Texture3;
1582 struct gl_1d_map Map1Texture4;
1583 /*@}*/
1584
1585 /**
1586 * \name 2-D maps
1587 */
1588 /*@{*/
1589 struct gl_2d_map Map2Vertex3;
1590 struct gl_2d_map Map2Vertex4;
1591 struct gl_2d_map Map2Index;
1592 struct gl_2d_map Map2Color4;
1593 struct gl_2d_map Map2Normal;
1594 struct gl_2d_map Map2Texture1;
1595 struct gl_2d_map Map2Texture2;
1596 struct gl_2d_map Map2Texture3;
1597 struct gl_2d_map Map2Texture4;
1598 /*@}*/
1599 };
1600
1601
1602 struct gl_transform_feedback_varying_info
1603 {
1604 char *Name;
1605 GLenum Type;
1606 GLint Size;
1607 };
1608
1609
1610 /**
1611 * Per-output info vertex shaders for transform feedback.
1612 */
1613 struct gl_transform_feedback_output
1614 {
1615 unsigned OutputRegister;
1616 unsigned OutputBuffer;
1617 unsigned NumComponents;
1618 unsigned StreamId;
1619
1620 /** offset (in DWORDs) of this output within the interleaved structure */
1621 unsigned DstOffset;
1622
1623 /**
1624 * Offset into the output register of the data to output. For example,
1625 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1626 * offset is in the y and z components of the output register.
1627 */
1628 unsigned ComponentOffset;
1629 };
1630
1631
1632 /** Post-link transform feedback info. */
1633 struct gl_transform_feedback_info
1634 {
1635 unsigned NumOutputs;
1636
1637 /**
1638 * Number of transform feedback buffers in use by this program.
1639 */
1640 unsigned NumBuffers;
1641
1642 struct gl_transform_feedback_output *Outputs;
1643
1644 /** Transform feedback varyings used for the linking of this shader program.
1645 *
1646 * Use for glGetTransformFeedbackVarying().
1647 */
1648 struct gl_transform_feedback_varying_info *Varyings;
1649 GLint NumVarying;
1650
1651 /**
1652 * Total number of components stored in each buffer. This may be used by
1653 * hardware back-ends to determine the correct stride when interleaving
1654 * multiple transform feedback outputs in the same buffer.
1655 */
1656 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1657 };
1658
1659
1660 /**
1661 * Transform feedback object state
1662 */
1663 struct gl_transform_feedback_object
1664 {
1665 GLuint Name; /**< AKA the object ID */
1666 GLint RefCount;
1667 GLchar *Label; /**< GL_KHR_debug */
1668 GLboolean Active; /**< Is transform feedback enabled? */
1669 GLboolean Paused; /**< Is transform feedback paused? */
1670 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1671 at least once? */
1672 GLboolean EverBound; /**< Has this object been bound? */
1673
1674 /**
1675 * GLES: if Active is true, remaining number of primitives which can be
1676 * rendered without overflow. This is necessary to track because GLES
1677 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1678 * glDrawArraysInstanced would overflow transform feedback buffers.
1679 * Undefined if Active is false.
1680 *
1681 * Not tracked for desktop GL since it's unnecessary.
1682 */
1683 unsigned GlesRemainingPrims;
1684
1685 /**
1686 * The shader program active when BeginTransformFeedback() was called.
1687 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1688 * where stage is the pipeline stage that is the source of data for
1689 * transform feedback.
1690 */
1691 struct gl_shader_program *shader_program;
1692
1693 /** The feedback buffers */
1694 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1695 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1696
1697 /** Start of feedback data in dest buffer */
1698 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1699
1700 /**
1701 * Max data to put into dest buffer (in bytes). Computed based on
1702 * RequestedSize and the actual size of the buffer.
1703 */
1704 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1705
1706 /**
1707 * Size that was specified when the buffer was bound. If the buffer was
1708 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1709 * zero.
1710 */
1711 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1712 };
1713
1714
1715 /**
1716 * Context state for transform feedback.
1717 */
1718 struct gl_transform_feedback_state
1719 {
1720 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1721
1722 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1723 struct gl_buffer_object *CurrentBuffer;
1724
1725 /** The table of all transform feedback objects */
1726 struct _mesa_HashTable *Objects;
1727
1728 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1729 struct gl_transform_feedback_object *CurrentObject;
1730
1731 /** The default xform-fb object (Name==0) */
1732 struct gl_transform_feedback_object *DefaultObject;
1733 };
1734
1735
1736 /**
1737 * A "performance monitor" as described in AMD_performance_monitor.
1738 */
1739 struct gl_perf_monitor_object
1740 {
1741 GLuint Name;
1742
1743 /** True if the monitor is currently active (Begin called but not End). */
1744 GLboolean Active;
1745
1746 /**
1747 * True if the monitor has ended.
1748 *
1749 * This is distinct from !Active because it may never have began.
1750 */
1751 GLboolean Ended;
1752
1753 /**
1754 * A list of groups with currently active counters.
1755 *
1756 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1757 */
1758 unsigned *ActiveGroups;
1759
1760 /**
1761 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1762 *
1763 * Checking whether counter 'c' in group 'g' is active can be done via:
1764 *
1765 * BITSET_TEST(ActiveCounters[g], c)
1766 */
1767 GLuint **ActiveCounters;
1768 };
1769
1770
1771 union gl_perf_monitor_counter_value
1772 {
1773 float f;
1774 uint64_t u64;
1775 uint32_t u32;
1776 };
1777
1778
1779 struct gl_perf_monitor_counter
1780 {
1781 /** Human readable name for the counter. */
1782 const char *Name;
1783
1784 /**
1785 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1786 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1787 */
1788 GLenum Type;
1789
1790 /** Minimum counter value. */
1791 union gl_perf_monitor_counter_value Minimum;
1792
1793 /** Maximum counter value. */
1794 union gl_perf_monitor_counter_value Maximum;
1795 };
1796
1797
1798 struct gl_perf_monitor_group
1799 {
1800 /** Human readable name for the group. */
1801 const char *Name;
1802
1803 /**
1804 * Maximum number of counters in this group which can be active at the
1805 * same time.
1806 */
1807 GLuint MaxActiveCounters;
1808
1809 /** Array of counters within this group. */
1810 const struct gl_perf_monitor_counter *Counters;
1811 GLuint NumCounters;
1812 };
1813
1814
1815 /**
1816 * Context state for AMD_performance_monitor.
1817 */
1818 struct gl_perf_monitor_state
1819 {
1820 /** Array of performance monitor groups (indexed by group ID) */
1821 const struct gl_perf_monitor_group *Groups;
1822 GLuint NumGroups;
1823
1824 /** The table of all performance monitors. */
1825 struct _mesa_HashTable *Monitors;
1826 };
1827
1828
1829 /**
1830 * Names of the various vertex/fragment program register files, etc.
1831 *
1832 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1833 * All values should fit in a 4-bit field.
1834 *
1835 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1836 * considered to be "uniform" variables since they can only be set outside
1837 * glBegin/End. They're also all stored in the same Parameters array.
1838 */
1839 typedef enum
1840 {
1841 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1842 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1843 PROGRAM_INPUT, /**< machine->Inputs[] */
1844 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1845 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1846 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1847 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1848 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1849 PROGRAM_ADDRESS, /**< machine->AddressReg */
1850 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1851 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1852 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1853 PROGRAM_FILE_MAX
1854 } gl_register_file;
1855
1856
1857 /**
1858 * \brief Layout qualifiers for gl_FragDepth.
1859 *
1860 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1861 * a layout qualifier.
1862 *
1863 * \see enum ir_depth_layout
1864 */
1865 enum gl_frag_depth_layout
1866 {
1867 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1868 FRAG_DEPTH_LAYOUT_ANY,
1869 FRAG_DEPTH_LAYOUT_GREATER,
1870 FRAG_DEPTH_LAYOUT_LESS,
1871 FRAG_DEPTH_LAYOUT_UNCHANGED
1872 };
1873
1874
1875 /**
1876 * Base class for any kind of program object
1877 */
1878 struct gl_program
1879 {
1880 GLuint Id;
1881 GLint RefCount;
1882 GLubyte *String; /**< Null-terminated program text */
1883
1884 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1885 GLenum Format; /**< String encoding format */
1886
1887 struct prog_instruction *Instructions;
1888
1889 struct nir_shader *nir;
1890
1891 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1892 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1893 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1894 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1895 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1896 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1897 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1898
1899 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1900
1901 /**
1902 * For vertex and geometry shaders, true if the program uses the
1903 * gl_ClipDistance output. Ignored for fragment shaders.
1904 */
1905 GLboolean UsesClipDistanceOut;
1906
1907
1908 /** Named parameters, constants, etc. from program text */
1909 struct gl_program_parameter_list *Parameters;
1910
1911 /**
1912 * Local parameters used by the program.
1913 *
1914 * It's dynamically allocated because it is rarely used (just
1915 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1916 * allocated.
1917 */
1918 GLfloat (*LocalParams)[4];
1919
1920 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1921 GLubyte SamplerUnits[MAX_SAMPLERS];
1922
1923 /** Bitmask of which register files are read/written with indirect
1924 * addressing. Mask of (1 << PROGRAM_x) bits.
1925 */
1926 GLbitfield IndirectRegisterFiles;
1927
1928 /** Logical counts */
1929 /*@{*/
1930 GLuint NumInstructions;
1931 GLuint NumTemporaries;
1932 GLuint NumParameters;
1933 GLuint NumAttributes;
1934 GLuint NumAddressRegs;
1935 GLuint NumAluInstructions;
1936 GLuint NumTexInstructions;
1937 GLuint NumTexIndirections;
1938 /*@}*/
1939 /** Native, actual h/w counts */
1940 /*@{*/
1941 GLuint NumNativeInstructions;
1942 GLuint NumNativeTemporaries;
1943 GLuint NumNativeParameters;
1944 GLuint NumNativeAttributes;
1945 GLuint NumNativeAddressRegs;
1946 GLuint NumNativeAluInstructions;
1947 GLuint NumNativeTexInstructions;
1948 GLuint NumNativeTexIndirections;
1949 /*@}*/
1950 };
1951
1952
1953 /** Vertex program object */
1954 struct gl_vertex_program
1955 {
1956 struct gl_program Base; /**< base class */
1957 GLboolean IsPositionInvariant;
1958 };
1959
1960
1961 /** Geometry program object */
1962 struct gl_geometry_program
1963 {
1964 struct gl_program Base; /**< base class */
1965
1966 GLint VerticesIn;
1967 GLint VerticesOut;
1968 GLint Invocations;
1969 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1970 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1971 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1972 bool UsesEndPrimitive;
1973 bool UsesStreams;
1974 };
1975
1976
1977 /** Fragment program object */
1978 struct gl_fragment_program
1979 {
1980 struct gl_program Base; /**< base class */
1981 GLboolean UsesKill; /**< shader uses KIL instruction */
1982 GLboolean UsesDFdy; /**< shader uses DDY instruction */
1983 GLboolean OriginUpperLeft;
1984 GLboolean PixelCenterInteger;
1985 enum gl_frag_depth_layout FragDepthLayout;
1986
1987 /**
1988 * GLSL interpolation qualifier associated with each fragment shader input.
1989 * For inputs that do not have an interpolation qualifier specified in
1990 * GLSL, the value is INTERP_QUALIFIER_NONE.
1991 */
1992 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
1993
1994 /**
1995 * Bitfield indicating, for each fragment shader input, 1 if that input
1996 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
1997 */
1998 GLbitfield64 IsCentroid;
1999
2000 /**
2001 * Bitfield indicating, for each fragment shader input, 1 if that input
2002 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2003 */
2004 GLbitfield64 IsSample;
2005 };
2006
2007
2008 /** Compute program object */
2009 struct gl_compute_program
2010 {
2011 struct gl_program Base; /**< base class */
2012
2013 /**
2014 * Size specified using local_size_{x,y,z}.
2015 */
2016 unsigned LocalSize[3];
2017 };
2018
2019
2020 /**
2021 * State common to vertex and fragment programs.
2022 */
2023 struct gl_program_state
2024 {
2025 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2026 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2027 };
2028
2029
2030 /**
2031 * Context state for vertex programs.
2032 */
2033 struct gl_vertex_program_state
2034 {
2035 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2036 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2037 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2038 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2039 /** Computed two sided lighting for fixed function/programs. */
2040 GLboolean _TwoSideEnabled;
2041 struct gl_vertex_program *Current; /**< User-bound vertex program */
2042
2043 /** Currently enabled and valid vertex program (including internal
2044 * programs, user-defined vertex programs and GLSL vertex shaders).
2045 * This is the program we must use when rendering.
2046 */
2047 struct gl_vertex_program *_Current;
2048
2049 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2050
2051 /** Should fixed-function T&L be implemented with a vertex prog? */
2052 GLboolean _MaintainTnlProgram;
2053
2054 /** Program to emulate fixed-function T&L (see above) */
2055 struct gl_vertex_program *_TnlProgram;
2056
2057 /** Cache of fixed-function programs */
2058 struct gl_program_cache *Cache;
2059
2060 GLboolean _Overriden;
2061 };
2062
2063
2064 /**
2065 * Context state for geometry programs.
2066 */
2067 struct gl_geometry_program_state
2068 {
2069 /** Currently enabled and valid program (including internal programs
2070 * and compiled shader programs).
2071 */
2072 struct gl_geometry_program *_Current;
2073 };
2074
2075 /**
2076 * Context state for fragment programs.
2077 */
2078 struct gl_fragment_program_state
2079 {
2080 GLboolean Enabled; /**< User-set fragment program enable flag */
2081 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2082 struct gl_fragment_program *Current; /**< User-bound fragment program */
2083
2084 /** Currently enabled and valid fragment program (including internal
2085 * programs, user-defined fragment programs and GLSL fragment shaders).
2086 * This is the program we must use when rendering.
2087 */
2088 struct gl_fragment_program *_Current;
2089
2090 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2091
2092 /** Should fixed-function texturing be implemented with a fragment prog? */
2093 GLboolean _MaintainTexEnvProgram;
2094
2095 /** Program to emulate fixed-function texture env/combine (see above) */
2096 struct gl_fragment_program *_TexEnvProgram;
2097
2098 /** Cache of fixed-function programs */
2099 struct gl_program_cache *Cache;
2100 };
2101
2102
2103 /**
2104 * Context state for compute programs.
2105 */
2106 struct gl_compute_program_state
2107 {
2108 /** Currently enabled and valid program (including internal programs
2109 * and compiled shader programs).
2110 */
2111 struct gl_compute_program *_Current;
2112 };
2113
2114
2115 /**
2116 * ATI_fragment_shader runtime state
2117 */
2118 #define ATI_FS_INPUT_PRIMARY 0
2119 #define ATI_FS_INPUT_SECONDARY 1
2120
2121 struct atifs_instruction;
2122 struct atifs_setupinst;
2123
2124 /**
2125 * ATI fragment shader
2126 */
2127 struct ati_fragment_shader
2128 {
2129 GLuint Id;
2130 GLint RefCount;
2131 struct atifs_instruction *Instructions[2];
2132 struct atifs_setupinst *SetupInst[2];
2133 GLfloat Constants[8][4];
2134 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2135 GLubyte numArithInstr[2];
2136 GLubyte regsAssigned[2];
2137 GLubyte NumPasses; /**< 1 or 2 */
2138 GLubyte cur_pass;
2139 GLubyte last_optype;
2140 GLboolean interpinp1;
2141 GLboolean isValid;
2142 GLuint swizzlerq;
2143 };
2144
2145 /**
2146 * Context state for GL_ATI_fragment_shader
2147 */
2148 struct gl_ati_fragment_shader_state
2149 {
2150 GLboolean Enabled;
2151 GLboolean _Enabled; /**< enabled and valid shader? */
2152 GLboolean Compiling;
2153 GLfloat GlobalConstants[8][4];
2154 struct ati_fragment_shader *Current;
2155 };
2156
2157
2158 /**
2159 * A GLSL vertex or fragment shader object.
2160 */
2161 struct gl_shader
2162 {
2163 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2164 * Must be the first field.
2165 */
2166 GLenum Type;
2167 gl_shader_stage Stage;
2168 GLuint Name; /**< AKA the handle */
2169 GLint RefCount; /**< Reference count */
2170 GLchar *Label; /**< GL_KHR_debug */
2171 GLboolean DeletePending;
2172 GLboolean CompileStatus;
2173 bool IsES; /**< True if this shader uses GLSL ES */
2174
2175 GLuint SourceChecksum; /**< for debug/logging purposes */
2176 const GLchar *Source; /**< Source code string */
2177
2178 struct gl_program *Program; /**< Post-compile assembly code */
2179 GLchar *InfoLog;
2180
2181 unsigned Version; /**< GLSL version used for linking */
2182
2183 /**
2184 * \name Sampler tracking
2185 *
2186 * \note Each of these fields is only set post-linking.
2187 */
2188 /*@{*/
2189 unsigned num_samplers; /**< Number of samplers used by this shader. */
2190 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2191 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2192 /*@}*/
2193
2194 /**
2195 * Map from sampler unit to texture unit (set by glUniform1i())
2196 *
2197 * A sampler unit is associated with each sampler uniform by the linker.
2198 * The sampler unit associated with each uniform is stored in the
2199 * \c gl_uniform_storage::sampler field.
2200 */
2201 GLubyte SamplerUnits[MAX_SAMPLERS];
2202 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2203 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2204
2205 /**
2206 * Number of default uniform block components used by this shader.
2207 *
2208 * This field is only set post-linking.
2209 */
2210 unsigned num_uniform_components;
2211
2212 /**
2213 * Number of combined uniform components used by this shader.
2214 *
2215 * This field is only set post-linking. It is the sum of the uniform block
2216 * sizes divided by sizeof(float), and num_uniform_compoennts.
2217 */
2218 unsigned num_combined_uniform_components;
2219
2220 /**
2221 * This shader's uniform block information.
2222 *
2223 * These fields are only set post-linking.
2224 */
2225 unsigned NumUniformBlocks;
2226 struct gl_uniform_block *UniformBlocks;
2227
2228 struct exec_list *ir;
2229 struct glsl_symbol_table *symbols;
2230
2231 bool uses_builtin_functions;
2232 bool uses_gl_fragcoord;
2233 bool redeclares_gl_fragcoord;
2234 bool ARB_fragment_coord_conventions_enable;
2235
2236 /**
2237 * Fragment shader state from GLSL 1.50 layout qualifiers.
2238 */
2239 bool origin_upper_left;
2240 bool pixel_center_integer;
2241
2242 /**
2243 * Geometry shader state from GLSL 1.50 layout qualifiers.
2244 */
2245 struct {
2246 GLint VerticesOut;
2247 /**
2248 * 0 - Invocations count not declared in shader, or
2249 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2250 */
2251 GLint Invocations;
2252 /**
2253 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2254 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2255 * shader.
2256 */
2257 GLenum InputType;
2258 /**
2259 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2260 * it's not set in this shader.
2261 */
2262 GLenum OutputType;
2263 } Geom;
2264
2265 /**
2266 * Map from image uniform index to image unit (set by glUniform1i())
2267 *
2268 * An image uniform index is associated with each image uniform by
2269 * the linker. The image index associated with each uniform is
2270 * stored in the \c gl_uniform_storage::image field.
2271 */
2272 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2273
2274 /**
2275 * Access qualifier specified in the shader for each image uniform
2276 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2277 * GL_READ_WRITE.
2278 *
2279 * It may be different, though only more strict than the value of
2280 * \c gl_image_unit::Access for the corresponding image unit.
2281 */
2282 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2283
2284 /**
2285 * Number of image uniforms defined in the shader. It specifies
2286 * the number of valid elements in the \c ImageUnits and \c
2287 * ImageAccess arrays above.
2288 */
2289 GLuint NumImages;
2290
2291 /**
2292 * Whether early fragment tests are enabled as defined by
2293 * ARB_shader_image_load_store.
2294 */
2295 bool EarlyFragmentTests;
2296
2297 /**
2298 * Compute shader state from ARB_compute_shader layout qualifiers.
2299 */
2300 struct {
2301 /**
2302 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2303 * it's not set in this shader.
2304 */
2305 unsigned LocalSize[3];
2306 } Comp;
2307 };
2308
2309
2310 struct gl_uniform_buffer_variable
2311 {
2312 char *Name;
2313
2314 /**
2315 * Name of the uniform as seen by glGetUniformIndices.
2316 *
2317 * glGetUniformIndices requires that the block instance index \b not be
2318 * present in the name of queried uniforms.
2319 *
2320 * \note
2321 * \c gl_uniform_buffer_variable::IndexName and
2322 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2323 */
2324 char *IndexName;
2325
2326 const struct glsl_type *Type;
2327 unsigned int Offset;
2328 GLboolean RowMajor;
2329 };
2330
2331
2332 enum gl_uniform_block_packing
2333 {
2334 ubo_packing_std140,
2335 ubo_packing_shared,
2336 ubo_packing_packed
2337 };
2338
2339
2340 struct gl_uniform_block
2341 {
2342 /** Declared name of the uniform block */
2343 char *Name;
2344
2345 /** Array of supplemental information about UBO ir_variables. */
2346 struct gl_uniform_buffer_variable *Uniforms;
2347 GLuint NumUniforms;
2348
2349 /**
2350 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2351 * with glBindBufferBase to bind a buffer object to this uniform block. When
2352 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2353 */
2354 GLuint Binding;
2355
2356 /**
2357 * Vulkan descriptor set qualifier for this block.
2358 */
2359 GLuint Set;
2360
2361 /**
2362 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2363 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2364 */
2365 GLuint UniformBufferSize;
2366
2367 /**
2368 * Layout specified in the shader
2369 *
2370 * This isn't accessible through the API, but it is used while
2371 * cross-validating uniform blocks.
2372 */
2373 enum gl_uniform_block_packing _Packing;
2374 };
2375
2376 /**
2377 * Structure that represents a reference to an atomic buffer from some
2378 * shader program.
2379 */
2380 struct gl_active_atomic_buffer
2381 {
2382 /** Uniform indices of the atomic counters declared within it. */
2383 GLuint *Uniforms;
2384 GLuint NumUniforms;
2385
2386 /** Binding point index associated with it. */
2387 GLuint Binding;
2388
2389 /** Minimum reasonable size it is expected to have. */
2390 GLuint MinimumSize;
2391
2392 /** Shader stages making use of it. */
2393 GLboolean StageReferences[MESA_SHADER_STAGES];
2394 };
2395
2396 /**
2397 * Active resource in a gl_shader_program
2398 */
2399 struct gl_program_resource
2400 {
2401 GLenum Type; /** Program interface type. */
2402 const void *Data; /** Pointer to resource associated data structure. */
2403 uint8_t StageReferences; /** Bitmask of shader stage references. */
2404 };
2405
2406 /**
2407 * A GLSL program object.
2408 * Basically a linked collection of vertex and fragment shaders.
2409 */
2410 struct gl_shader_program
2411 {
2412 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2413 GLuint Name; /**< aka handle or ID */
2414 GLchar *Label; /**< GL_KHR_debug */
2415 GLint RefCount; /**< Reference count */
2416 GLboolean DeletePending;
2417
2418 /**
2419 * Is the application intending to glGetProgramBinary this program?
2420 */
2421 GLboolean BinaryRetreivableHint;
2422
2423 /**
2424 * Indicates whether program can be bound for individual pipeline stages
2425 * using UseProgramStages after it is next linked.
2426 */
2427 GLboolean SeparateShader;
2428
2429 GLuint NumShaders; /**< number of attached shaders */
2430 struct gl_shader **Shaders; /**< List of attached the shaders */
2431
2432 /**
2433 * User-defined attribute bindings
2434 *
2435 * These are set via \c glBindAttribLocation and are used to direct the
2436 * GLSL linker. These are \b not the values used in the compiled shader,
2437 * and they are \b not the values returned by \c glGetAttribLocation.
2438 */
2439 struct string_to_uint_map *AttributeBindings;
2440
2441 /**
2442 * User-defined fragment data bindings
2443 *
2444 * These are set via \c glBindFragDataLocation and are used to direct the
2445 * GLSL linker. These are \b not the values used in the compiled shader,
2446 * and they are \b not the values returned by \c glGetFragDataLocation.
2447 */
2448 struct string_to_uint_map *FragDataBindings;
2449 struct string_to_uint_map *FragDataIndexBindings;
2450
2451 /**
2452 * Transform feedback varyings last specified by
2453 * glTransformFeedbackVaryings().
2454 *
2455 * For the current set of transform feedback varyings used for transform
2456 * feedback output, see LinkedTransformFeedback.
2457 */
2458 struct {
2459 GLenum BufferMode;
2460 GLuint NumVarying;
2461 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2462 } TransformFeedback;
2463
2464 /** Post-link transform feedback info. */
2465 struct gl_transform_feedback_info LinkedTransformFeedback;
2466
2467 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2468 enum gl_frag_depth_layout FragDepthLayout;
2469
2470 /**
2471 * Geometry shader state - copied into gl_geometry_program by
2472 * _mesa_copy_linked_program_data().
2473 */
2474 struct {
2475 GLint VerticesIn;
2476 GLint VerticesOut;
2477 /**
2478 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2479 */
2480 GLint Invocations;
2481 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2482 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2483 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2484 /**
2485 * True if gl_ClipDistance is written to. Copied into
2486 * gl_geometry_program by _mesa_copy_linked_program_data().
2487 */
2488 GLboolean UsesClipDistance;
2489 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2490 0 if not present. */
2491 bool UsesEndPrimitive;
2492 bool UsesStreams;
2493 } Geom;
2494
2495 /** Vertex shader state */
2496 struct {
2497 /**
2498 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2499 * by _mesa_copy_linked_program_data().
2500 */
2501 GLboolean UsesClipDistance;
2502 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2503 0 if not present. */
2504 } Vert;
2505
2506 /**
2507 * Compute shader state - copied into gl_compute_program by
2508 * _mesa_copy_linked_program_data().
2509 */
2510 struct {
2511 /**
2512 * If this shader contains a compute stage, size specified using
2513 * local_size_{x,y,z}. Otherwise undefined.
2514 */
2515 unsigned LocalSize[3];
2516 } Comp;
2517
2518 /* post-link info: */
2519 unsigned NumUniformStorage;
2520 unsigned NumHiddenUniforms;
2521 struct gl_uniform_storage *UniformStorage;
2522
2523 /**
2524 * Mapping from GL uniform locations returned by \c glUniformLocation to
2525 * UniformStorage entries. Arrays will have multiple contiguous slots
2526 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2527 */
2528 unsigned NumUniformRemapTable;
2529 struct gl_uniform_storage **UniformRemapTable;
2530
2531 /**
2532 * Size of the gl_ClipDistance array that is output from the last pipeline
2533 * stage before the fragment shader.
2534 */
2535 unsigned LastClipDistanceArraySize;
2536
2537 unsigned NumUniformBlocks;
2538 struct gl_uniform_block *UniformBlocks;
2539
2540 /**
2541 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2542 * they're used in, or -1.
2543 *
2544 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2545 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2546 */
2547 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2548
2549 /**
2550 * Map of active uniform names to locations
2551 *
2552 * Maps any active uniform that is not an array element to a location.
2553 * Each active uniform, including individual structure members will appear
2554 * in this map. This roughly corresponds to the set of names that would be
2555 * enumerated by \c glGetActiveUniform.
2556 */
2557 struct string_to_uint_map *UniformHash;
2558
2559 struct gl_active_atomic_buffer *AtomicBuffers;
2560 unsigned NumAtomicBuffers;
2561
2562 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2563 GLboolean Validated;
2564 GLboolean _Used; /**< Ever used for drawing? */
2565 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2566 GLchar *InfoLog;
2567
2568 unsigned Version; /**< GLSL version used for linking */
2569 bool IsES; /**< True if this program uses GLSL ES */
2570
2571 /**
2572 * Per-stage shaders resulting from the first stage of linking.
2573 *
2574 * Set of linked shaders for this program. The array is accessed using the
2575 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2576 * \c NULL.
2577 */
2578 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2579
2580 /** List of all active resources after linking. */
2581 struct gl_program_resource *ProgramResourceList;
2582 unsigned NumProgramResourceList;
2583
2584 /* True if any of the fragment shaders attached to this program use:
2585 * #extension ARB_fragment_coord_conventions: enable
2586 */
2587 GLboolean ARB_fragment_coord_conventions_enable;
2588 };
2589
2590
2591 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2592 #define GLSL_LOG 0x2 /**< Write shaders to files */
2593 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2594 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2595 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2596 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2597 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2598 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2599 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2600 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2601
2602
2603 /**
2604 * Context state for GLSL vertex/fragment shaders.
2605 * Extended to support pipeline object
2606 */
2607 struct gl_pipeline_object
2608 {
2609 /** Name of the pipeline object as received from glGenProgramPipelines.
2610 * It would be 0 for shaders without separate shader objects.
2611 */
2612 GLuint Name;
2613
2614 GLint RefCount;
2615
2616 mtx_t Mutex;
2617
2618 GLchar *Label; /**< GL_KHR_debug */
2619
2620 /**
2621 * Programs used for rendering
2622 *
2623 * There is a separate program set for each shader stage.
2624 */
2625 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2626
2627 struct gl_shader_program *_CurrentFragmentProgram;
2628
2629 /**
2630 * Program used by glUniform calls.
2631 *
2632 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2633 */
2634 struct gl_shader_program *ActiveProgram;
2635
2636 GLbitfield Flags; /**< Mask of GLSL_x flags */
2637
2638 GLboolean EverBound; /**< Has the pipeline object been created */
2639
2640 GLboolean Validated; /**< Pipeline Validation status */
2641
2642 GLchar *InfoLog;
2643 };
2644
2645 /**
2646 * Context state for GLSL pipeline shaders.
2647 */
2648 struct gl_pipeline_shader_state
2649 {
2650 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2651 struct gl_pipeline_object *Current;
2652
2653 /* Default Object to ensure that _Shader is never NULL */
2654 struct gl_pipeline_object *Default;
2655
2656 /** Pipeline objects */
2657 struct _mesa_HashTable *Objects;
2658 };
2659
2660 /**
2661 * Compiler options for a single GLSL shaders type
2662 */
2663 struct gl_shader_compiler_options
2664 {
2665 /** Driver-selectable options: */
2666 GLboolean EmitCondCodes; /**< Use condition codes? */
2667 GLboolean EmitNoLoops;
2668 GLboolean EmitNoFunctions;
2669 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2670 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2671 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2672 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2673 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2674 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2675
2676 /**
2677 * \name Forms of indirect addressing the driver cannot do.
2678 */
2679 /*@{*/
2680 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2681 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2682 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2683 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2684 /*@}*/
2685
2686 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2687 GLuint MaxUnrollIterations;
2688
2689 /**
2690 * Optimize code for array of structures backends.
2691 *
2692 * This is a proxy for:
2693 * - preferring DP4 instructions (rather than MUL/MAD) for
2694 * matrix * vector operations, such as position transformation.
2695 */
2696 GLboolean OptimizeForAOS;
2697
2698 const struct nir_shader_compiler_options *NirOptions;
2699 };
2700
2701
2702 /**
2703 * Occlusion/timer query object.
2704 */
2705 struct gl_query_object
2706 {
2707 GLenum Target; /**< The query target, when active */
2708 GLuint Id; /**< hash table ID/name */
2709 GLchar *Label; /**< GL_KHR_debug */
2710 GLuint64EXT Result; /**< the counter */
2711 GLboolean Active; /**< inside Begin/EndQuery */
2712 GLboolean Ready; /**< result is ready? */
2713 GLboolean EverBound;/**< has query object ever been bound */
2714 GLuint Stream; /**< The stream */
2715 };
2716
2717
2718 /**
2719 * Context state for query objects.
2720 */
2721 struct gl_query_state
2722 {
2723 struct _mesa_HashTable *QueryObjects;
2724 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2725 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2726
2727 /** GL_NV_conditional_render */
2728 struct gl_query_object *CondRenderQuery;
2729
2730 /** GL_EXT_transform_feedback */
2731 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2732 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2733
2734 /** GL_ARB_timer_query */
2735 struct gl_query_object *TimeElapsed;
2736
2737 /** GL_ARB_pipeline_statistics_query */
2738 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
2739
2740 GLenum CondRenderMode;
2741 };
2742
2743
2744 /** Sync object state */
2745 struct gl_sync_object
2746 {
2747 GLenum Type; /**< GL_SYNC_FENCE */
2748 GLuint Name; /**< Fence name */
2749 GLchar *Label; /**< GL_KHR_debug */
2750 GLint RefCount; /**< Reference count */
2751 GLboolean DeletePending; /**< Object was deleted while there were still
2752 * live references (e.g., sync not yet finished)
2753 */
2754 GLenum SyncCondition;
2755 GLbitfield Flags; /**< Flags passed to glFenceSync */
2756 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2757 };
2758
2759
2760 /**
2761 * State which can be shared by multiple contexts:
2762 */
2763 struct gl_shared_state
2764 {
2765 mtx_t Mutex; /**< for thread safety */
2766 GLint RefCount; /**< Reference count */
2767 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2768 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2769
2770 /** Default texture objects (shared by all texture units) */
2771 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2772
2773 /** Fallback texture used when a bound texture is incomplete */
2774 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2775
2776 /**
2777 * \name Thread safety and statechange notification for texture
2778 * objects.
2779 *
2780 * \todo Improve the granularity of locking.
2781 */
2782 /*@{*/
2783 mtx_t TexMutex; /**< texobj thread safety */
2784 GLuint TextureStateStamp; /**< state notification for shared tex */
2785 /*@}*/
2786
2787 /** Default buffer object for vertex arrays that aren't in VBOs */
2788 struct gl_buffer_object *NullBufferObj;
2789
2790 /**
2791 * \name Vertex/geometry/fragment programs
2792 */
2793 /*@{*/
2794 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2795 struct gl_vertex_program *DefaultVertexProgram;
2796 struct gl_fragment_program *DefaultFragmentProgram;
2797 /*@}*/
2798
2799 /* GL_ATI_fragment_shader */
2800 struct _mesa_HashTable *ATIShaders;
2801 struct ati_fragment_shader *DefaultFragmentShader;
2802
2803 struct _mesa_HashTable *BufferObjects;
2804
2805 /** Table of both gl_shader and gl_shader_program objects */
2806 struct _mesa_HashTable *ShaderObjects;
2807
2808 /* GL_EXT_framebuffer_object */
2809 struct _mesa_HashTable *RenderBuffers;
2810 struct _mesa_HashTable *FrameBuffers;
2811
2812 /* GL_ARB_sync */
2813 struct set *SyncObjects;
2814
2815 /** GL_ARB_sampler_objects */
2816 struct _mesa_HashTable *SamplerObjects;
2817
2818 /**
2819 * Some context in this share group was affected by a GPU reset
2820 *
2821 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2822 * been affected by a GPU reset must also return
2823 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2824 *
2825 * Once this field becomes true, it is never reset to false.
2826 */
2827 bool ShareGroupReset;
2828 };
2829
2830
2831
2832 /**
2833 * Renderbuffers represent drawing surfaces such as color, depth and/or
2834 * stencil. A framebuffer object has a set of renderbuffers.
2835 * Drivers will typically derive subclasses of this type.
2836 */
2837 struct gl_renderbuffer
2838 {
2839 mtx_t Mutex; /**< for thread safety */
2840 GLuint ClassID; /**< Useful for drivers */
2841 GLuint Name;
2842 GLchar *Label; /**< GL_KHR_debug */
2843 GLint RefCount;
2844 GLuint Width, Height;
2845 GLuint Depth;
2846 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2847 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2848 /**
2849 * True for renderbuffers that wrap textures, giving the driver a chance to
2850 * flush render caches through the FinishRenderTexture hook.
2851 *
2852 * Drivers may also set this on renderbuffers other than those generated by
2853 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2854 * called without a rb->TexImage.
2855 */
2856 GLboolean NeedsFinishRenderTexture;
2857 GLubyte NumSamples;
2858 GLenum InternalFormat; /**< The user-specified format */
2859 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2860 GL_STENCIL_INDEX. */
2861 mesa_format Format; /**< The actual renderbuffer memory format */
2862 /**
2863 * Pointer to the texture image if this renderbuffer wraps a texture,
2864 * otherwise NULL.
2865 *
2866 * Note that the reference on the gl_texture_object containing this
2867 * TexImage is held by the gl_renderbuffer_attachment.
2868 */
2869 struct gl_texture_image *TexImage;
2870
2871 /** Delete this renderbuffer */
2872 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2873
2874 /** Allocate new storage for this renderbuffer */
2875 GLboolean (*AllocStorage)(struct gl_context *ctx,
2876 struct gl_renderbuffer *rb,
2877 GLenum internalFormat,
2878 GLuint width, GLuint height);
2879 };
2880
2881
2882 /**
2883 * A renderbuffer attachment points to either a texture object (and specifies
2884 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2885 */
2886 struct gl_renderbuffer_attachment
2887 {
2888 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2889 GLboolean Complete;
2890
2891 /**
2892 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2893 * application supplied renderbuffer object.
2894 */
2895 struct gl_renderbuffer *Renderbuffer;
2896
2897 /**
2898 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2899 * supplied texture object.
2900 */
2901 struct gl_texture_object *Texture;
2902 GLuint TextureLevel; /**< Attached mipmap level. */
2903 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2904 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2905 * and 2D array textures */
2906 GLboolean Layered;
2907 };
2908
2909
2910 /**
2911 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2912 * In C++ terms, think of this as a base class from which device drivers
2913 * will make derived classes.
2914 */
2915 struct gl_framebuffer
2916 {
2917 mtx_t Mutex; /**< for thread safety */
2918 /**
2919 * If zero, this is a window system framebuffer. If non-zero, this
2920 * is a FBO framebuffer; note that for some devices (i.e. those with
2921 * a natural pixel coordinate system for FBOs that differs from the
2922 * OpenGL/Mesa coordinate system), this means that the viewport,
2923 * polygon face orientation, and polygon stipple will have to be inverted.
2924 */
2925 GLuint Name;
2926 GLint RefCount;
2927
2928 GLchar *Label; /**< GL_KHR_debug */
2929
2930 GLboolean DeletePending;
2931
2932 /**
2933 * The framebuffer's visual. Immutable if this is a window system buffer.
2934 * Computed from attachments if user-made FBO.
2935 */
2936 struct gl_config Visual;
2937
2938 /**
2939 * Size of frame buffer in pixels. If there are no attachments, then both
2940 * of these are 0.
2941 */
2942 GLuint Width, Height;
2943
2944 /**
2945 * In the case that the framebuffer has no attachment (i.e.
2946 * GL_ARB_framebuffer_no_attachments) then the geometry of
2947 * the framebuffer is specified by the default values.
2948 */
2949 struct {
2950 GLuint Width, Height, Layers, NumSamples;
2951 GLboolean FixedSampleLocations;
2952 } DefaultGeometry;
2953
2954 /** \name Drawing bounds (Intersection of buffer size and scissor box)
2955 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
2956 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
2957 */
2958 /*@{*/
2959 GLint _Xmin, _Xmax;
2960 GLint _Ymin, _Ymax;
2961 /*@}*/
2962
2963 /** \name Derived Z buffer stuff */
2964 /*@{*/
2965 GLuint _DepthMax; /**< Max depth buffer value */
2966 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2967 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2968 /*@}*/
2969
2970 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2971 GLenum _Status;
2972
2973 /** Whether one of Attachment has Type != GL_NONE
2974 * NOTE: the values for Width and Height are set to 0 in case of having
2975 * no attachments, a backend driver supporting the extension
2976 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
2977 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
2978 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
2979 * _Ymax do NOT take into account _HasAttachments being false). To get the
2980 * geometry of the framebuffer, the helper functions
2981 * _mesa_geometric_width(),
2982 * _mesa_geometric_height(),
2983 * _mesa_geometric_samples() and
2984 * _mesa_geometric_layers()
2985 * are available that check _HasAttachments.
2986 */
2987 bool _HasAttachments;
2988
2989 /** Integer color values */
2990 GLboolean _IntegerColor;
2991
2992 /* ARB_color_buffer_float */
2993 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2994 GLboolean _HasSNormOrFloatColorBuffer;
2995
2996 /**
2997 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
2998 * is not layered. For cube maps and cube map arrays, each cube face
2999 * counts as a layer. As the case for Width, Height a backend driver
3000 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3001 * in the case that _HasAttachments is false
3002 */
3003 GLuint MaxNumLayers;
3004
3005 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3006 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3007
3008 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3009 * attribute group and GL_PIXEL attribute group, respectively.
3010 */
3011 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3012 GLenum ColorReadBuffer;
3013
3014 /** Computed from ColorDraw/ReadBuffer above */
3015 GLuint _NumColorDrawBuffers;
3016 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3017 GLint _ColorReadBufferIndex; /* -1 = None */
3018 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3019 struct gl_renderbuffer *_ColorReadBuffer;
3020
3021 /** Delete this framebuffer */
3022 void (*Delete)(struct gl_framebuffer *fb);
3023 };
3024
3025
3026 /**
3027 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3028 */
3029 struct gl_precision
3030 {
3031 GLushort RangeMin; /**< min value exponent */
3032 GLushort RangeMax; /**< max value exponent */
3033 GLushort Precision; /**< number of mantissa bits */
3034 };
3035
3036
3037 /**
3038 * Limits for vertex, geometry and fragment programs/shaders.
3039 */
3040 struct gl_program_constants
3041 {
3042 /* logical limits */
3043 GLuint MaxInstructions;
3044 GLuint MaxAluInstructions;
3045 GLuint MaxTexInstructions;
3046 GLuint MaxTexIndirections;
3047 GLuint MaxAttribs;
3048 GLuint MaxTemps;
3049 GLuint MaxAddressRegs;
3050 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3051 GLuint MaxParameters;
3052 GLuint MaxLocalParams;
3053 GLuint MaxEnvParams;
3054 /* native/hardware limits */
3055 GLuint MaxNativeInstructions;
3056 GLuint MaxNativeAluInstructions;
3057 GLuint MaxNativeTexInstructions;
3058 GLuint MaxNativeTexIndirections;
3059 GLuint MaxNativeAttribs;
3060 GLuint MaxNativeTemps;
3061 GLuint MaxNativeAddressRegs;
3062 GLuint MaxNativeParameters;
3063 /* For shaders */
3064 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3065
3066 /**
3067 * \name Per-stage input / output limits
3068 *
3069 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3070 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3071 * ES). This is stored as \c gl_constants::MaxVarying.
3072 *
3073 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3074 * variables. Each stage as a certain number of outputs that it can feed
3075 * to the next stage and a certain number inputs that it can consume from
3076 * the previous stage.
3077 *
3078 * Vertex shader inputs do not participate this in this accounting.
3079 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3080 *
3081 * Fragment shader outputs do not participate this in this accounting.
3082 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3083 */
3084 /*@{*/
3085 GLuint MaxInputComponents;
3086 GLuint MaxOutputComponents;
3087 /*@}*/
3088
3089 /* ES 2.0 and GL_ARB_ES2_compatibility */
3090 struct gl_precision LowFloat, MediumFloat, HighFloat;
3091 struct gl_precision LowInt, MediumInt, HighInt;
3092 /* GL_ARB_uniform_buffer_object */
3093 GLuint MaxUniformBlocks;
3094 GLuint MaxCombinedUniformComponents;
3095 GLuint MaxTextureImageUnits;
3096
3097 /* GL_ARB_shader_atomic_counters */
3098 GLuint MaxAtomicBuffers;
3099 GLuint MaxAtomicCounters;
3100
3101 /* GL_ARB_shader_image_load_store */
3102 GLuint MaxImageUniforms;
3103 };
3104
3105
3106 /**
3107 * Constants which may be overridden by device driver during context creation
3108 * but are never changed after that.
3109 */
3110 struct gl_constants
3111 {
3112 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3113 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3114 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3115 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3116 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3117 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3118 GLuint MaxTextureCoordUnits;
3119 GLuint MaxCombinedTextureImageUnits;
3120 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3121 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3122 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3123 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3124
3125 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3126
3127 GLuint MaxArrayLockSize;
3128
3129 GLint SubPixelBits;
3130
3131 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3132 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3133 GLfloat PointSizeGranularity;
3134 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3135 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3136 GLfloat LineWidthGranularity;
3137
3138 GLuint MaxClipPlanes;
3139 GLuint MaxLights;
3140 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3141 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3142
3143 GLuint MaxViewportWidth, MaxViewportHeight;
3144 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3145 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3146 struct {
3147 GLfloat Min;
3148 GLfloat Max;
3149 } ViewportBounds; /**< GL_ARB_viewport_array */
3150
3151 struct gl_program_constants Program[MESA_SHADER_STAGES];
3152 GLuint MaxProgramMatrices;
3153 GLuint MaxProgramMatrixStackDepth;
3154
3155 struct {
3156 GLuint SamplesPassed;
3157 GLuint TimeElapsed;
3158 GLuint Timestamp;
3159 GLuint PrimitivesGenerated;
3160 GLuint PrimitivesWritten;
3161 GLuint VerticesSubmitted;
3162 GLuint PrimitivesSubmitted;
3163 GLuint VsInvocations;
3164 GLuint TessPatches;
3165 GLuint TessInvocations;
3166 GLuint GsInvocations;
3167 GLuint GsPrimitives;
3168 GLuint FsInvocations;
3169 GLuint ComputeInvocations;
3170 GLuint ClInPrimitives;
3171 GLuint ClOutPrimitives;
3172 } QueryCounterBits;
3173
3174 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3175
3176 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3177 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3178 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3179
3180 /**
3181 * GL_ARB_framebuffer_no_attachments
3182 */
3183 GLuint MaxFramebufferWidth;
3184 GLuint MaxFramebufferHeight;
3185 GLuint MaxFramebufferLayers;
3186 GLuint MaxFramebufferSamples;
3187
3188 /** Number of varying vectors between any two shader stages. */
3189 GLuint MaxVarying;
3190
3191 /** @{
3192 * GL_ARB_uniform_buffer_object
3193 */
3194 GLuint MaxCombinedUniformBlocks;
3195 GLuint MaxUniformBufferBindings;
3196 GLuint MaxUniformBlockSize;
3197 GLuint UniformBufferOffsetAlignment;
3198 /** @} */
3199
3200 /**
3201 * GL_ARB_explicit_uniform_location
3202 */
3203 GLuint MaxUserAssignableUniformLocations;
3204
3205 /** GL_ARB_geometry_shader4 */
3206 GLuint MaxGeometryOutputVertices;
3207 GLuint MaxGeometryTotalOutputComponents;
3208
3209 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3210
3211 /**
3212 * Changes default GLSL extension behavior from "error" to "warn". It's out
3213 * of spec, but it can make some apps work that otherwise wouldn't.
3214 */
3215 GLboolean ForceGLSLExtensionsWarn;
3216
3217 /**
3218 * If non-zero, forces GLSL shaders to behave as if they began
3219 * with "#version ForceGLSLVersion".
3220 */
3221 GLuint ForceGLSLVersion;
3222
3223 /**
3224 * Allow GLSL #extension directives in the middle of shaders.
3225 */
3226 GLboolean AllowGLSLExtensionDirectiveMidShader;
3227
3228 /**
3229 * Does the driver support real 32-bit integers? (Otherwise, integers are
3230 * simulated via floats.)
3231 */
3232 GLboolean NativeIntegers;
3233
3234 /**
3235 * Does VertexID count from zero or from base vertex?
3236 *
3237 * \note
3238 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3239 * ignored and need not be set.
3240 */
3241 bool VertexID_is_zero_based;
3242
3243 /**
3244 * If the driver supports real 32-bit integers, what integer value should be
3245 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3246 */
3247 GLuint UniformBooleanTrue;
3248
3249 /**
3250 * Maximum amount of time, measured in nanseconds, that the server can wait.
3251 */
3252 GLuint64 MaxServerWaitTimeout;
3253
3254 /** GL_EXT_provoking_vertex */
3255 GLboolean QuadsFollowProvokingVertexConvention;
3256
3257 /** OpenGL version 3.0 */
3258 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3259
3260 /** OpenGL version 3.2 */
3261 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3262
3263 /** OpenGL version 4.4 */
3264 GLuint MaxVertexAttribStride;
3265
3266 /** GL_EXT_transform_feedback */
3267 GLuint MaxTransformFeedbackBuffers;
3268 GLuint MaxTransformFeedbackSeparateComponents;
3269 GLuint MaxTransformFeedbackInterleavedComponents;
3270 GLuint MaxVertexStreams;
3271
3272 /** GL_EXT_gpu_shader4 */
3273 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3274
3275 /** GL_ARB_texture_gather */
3276 GLuint MinProgramTextureGatherOffset;
3277 GLuint MaxProgramTextureGatherOffset;
3278 GLuint MaxProgramTextureGatherComponents;
3279
3280 /* GL_ARB_robustness */
3281 GLenum ResetStrategy;
3282
3283 /* GL_ARB_blend_func_extended */
3284 GLuint MaxDualSourceDrawBuffers;
3285
3286 /**
3287 * Whether the implementation strips out and ignores texture borders.
3288 *
3289 * Many GPU hardware implementations don't support rendering with texture
3290 * borders and mipmapped textures. (Note: not static border color, but the
3291 * old 1-pixel border around each edge). Implementations then have to do
3292 * slow fallbacks to be correct, or just ignore the border and be fast but
3293 * wrong. Setting the flag strips the border off of TexImage calls,
3294 * providing "fast but wrong" at significantly reduced driver complexity.
3295 *
3296 * Texture borders are deprecated in GL 3.0.
3297 **/
3298 GLboolean StripTextureBorder;
3299
3300 /**
3301 * For drivers which can do a better job at eliminating unused uniforms
3302 * than the GLSL compiler.
3303 *
3304 * XXX Remove these as soon as a better solution is available.
3305 */
3306 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3307
3308 /**
3309 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3310 * than passing the transform feedback object to the drawing function.
3311 */
3312 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3313
3314 /** GL_ARB_map_buffer_alignment */
3315 GLuint MinMapBufferAlignment;
3316
3317 /**
3318 * Disable varying packing. This is out of spec, but potentially useful
3319 * for older platforms that supports a limited number of texture
3320 * indirections--on these platforms, unpacking the varyings in the fragment
3321 * shader increases the number of texture indirections by 1, which might
3322 * make some shaders not executable at all.
3323 *
3324 * Drivers that support transform feedback must set this value to GL_FALSE.
3325 */
3326 GLboolean DisableVaryingPacking;
3327
3328 /**
3329 * Should meaningful names be generated for compiler temporary variables?
3330 *
3331 * Generally, it is not useful to have the compiler generate "meaningful"
3332 * names for temporary variables that it creates. This can, however, be a
3333 * useful debugging aid. In Mesa debug builds or release builds when
3334 * MESA_GLSL is set at run-time, meaningful names will be generated.
3335 * Drivers can also force names to be generated by setting this field.
3336 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3337 * vertex shader assembly) is set at run-time.
3338 */
3339 bool GenerateTemporaryNames;
3340
3341 /*
3342 * Maximum value supported for an index in DrawElements and friends.
3343 *
3344 * This must be at least (1ull<<24)-1. The default value is
3345 * (1ull<<32)-1.
3346 *
3347 * \since ES 3.0 or GL_ARB_ES3_compatibility
3348 * \sa _mesa_init_constants
3349 */
3350 GLuint64 MaxElementIndex;
3351
3352 /**
3353 * Disable interpretation of line continuations (lines ending with a
3354 * backslash character ('\') in GLSL source.
3355 */
3356 GLboolean DisableGLSLLineContinuations;
3357
3358 /** GL_ARB_texture_multisample */
3359 GLint MaxColorTextureSamples;
3360 GLint MaxDepthTextureSamples;
3361 GLint MaxIntegerSamples;
3362
3363 /**
3364 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3365 * samples are laid out in a rectangular grid roughly corresponding to
3366 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3367 * are used to map indices of rectangular grid to sample numbers within
3368 * a pixel. This mapping of indices to sample numbers must be initialized
3369 * by the driver for the target hardware. For example, if we have the 8X
3370 * MSAA sample number layout (sample positions) for XYZ hardware:
3371 *
3372 * sample indices layout sample number layout
3373 * --------- ---------
3374 * | 0 | 1 | | a | b |
3375 * --------- ---------
3376 * | 2 | 3 | | c | d |
3377 * --------- ---------
3378 * | 4 | 5 | | e | f |
3379 * --------- ---------
3380 * | 6 | 7 | | g | h |
3381 * --------- ---------
3382 *
3383 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3384 *
3385 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3386 * below:
3387 * SampleMap8x = {a, b, c, d, e, f, g, h};
3388 *
3389 * Follow the logic for other sample counts.
3390 */
3391 uint8_t SampleMap2x[2];
3392 uint8_t SampleMap4x[4];
3393 uint8_t SampleMap8x[8];
3394
3395 /** GL_ARB_shader_atomic_counters */
3396 GLuint MaxAtomicBufferBindings;
3397 GLuint MaxAtomicBufferSize;
3398 GLuint MaxCombinedAtomicBuffers;
3399 GLuint MaxCombinedAtomicCounters;
3400
3401 /** GL_ARB_vertex_attrib_binding */
3402 GLint MaxVertexAttribRelativeOffset;
3403 GLint MaxVertexAttribBindings;
3404
3405 /* GL_ARB_shader_image_load_store */
3406 GLuint MaxImageUnits;
3407 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3408 GLuint MaxImageSamples;
3409 GLuint MaxCombinedImageUniforms;
3410
3411 /** GL_ARB_compute_shader */
3412 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3413 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3414 GLuint MaxComputeWorkGroupInvocations;
3415
3416 /** GL_ARB_gpu_shader5 */
3417 GLfloat MinFragmentInterpolationOffset;
3418 GLfloat MaxFragmentInterpolationOffset;
3419
3420 GLboolean FakeSWMSAA;
3421
3422 /** GL_KHR_context_flush_control */
3423 GLenum ContextReleaseBehavior;
3424
3425 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3426 };
3427
3428
3429 /**
3430 * Enable flag for each OpenGL extension. Different device drivers will
3431 * enable different extensions at runtime.
3432 */
3433 struct gl_extensions
3434 {
3435 GLboolean dummy; /* don't remove this! */
3436 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3437 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3438 GLboolean ANGLE_texture_compression_dxt;
3439 GLboolean ARB_ES2_compatibility;
3440 GLboolean ARB_ES3_compatibility;
3441 GLboolean ARB_arrays_of_arrays;
3442 GLboolean ARB_base_instance;
3443 GLboolean ARB_blend_func_extended;
3444 GLboolean ARB_buffer_storage;
3445 GLboolean ARB_clear_texture;
3446 GLboolean ARB_clip_control;
3447 GLboolean ARB_color_buffer_float;
3448 GLboolean ARB_compute_shader;
3449 GLboolean ARB_conditional_render_inverted;
3450 GLboolean ARB_conservative_depth;
3451 GLboolean ARB_copy_image;
3452 GLboolean ARB_depth_buffer_float;
3453 GLboolean ARB_depth_clamp;
3454 GLboolean ARB_depth_texture;
3455 GLboolean ARB_derivative_control;
3456 GLboolean ARB_draw_buffers_blend;
3457 GLboolean ARB_draw_elements_base_vertex;
3458 GLboolean ARB_draw_indirect;
3459 GLboolean ARB_draw_instanced;
3460 GLboolean ARB_fragment_coord_conventions;
3461 GLboolean ARB_fragment_layer_viewport;
3462 GLboolean ARB_fragment_program;
3463 GLboolean ARB_fragment_program_shadow;
3464 GLboolean ARB_fragment_shader;
3465 GLboolean ARB_framebuffer_no_attachments;
3466 GLboolean ARB_framebuffer_object;
3467 GLboolean ARB_explicit_attrib_location;
3468 GLboolean ARB_explicit_uniform_location;
3469 GLboolean ARB_geometry_shader4;
3470 GLboolean ARB_gpu_shader5;
3471 GLboolean ARB_gpu_shader_fp64;
3472 GLboolean ARB_half_float_vertex;
3473 GLboolean ARB_instanced_arrays;
3474 GLboolean ARB_internalformat_query;
3475 GLboolean ARB_map_buffer_range;
3476 GLboolean ARB_occlusion_query;
3477 GLboolean ARB_occlusion_query2;
3478 GLboolean ARB_pipeline_statistics_query;
3479 GLboolean ARB_point_sprite;
3480 GLboolean ARB_sample_shading;
3481 GLboolean ARB_seamless_cube_map;
3482 GLboolean ARB_shader_atomic_counters;
3483 GLboolean ARB_shader_bit_encoding;
3484 GLboolean ARB_shader_image_load_store;
3485 GLboolean ARB_shader_precision;
3486 GLboolean ARB_shader_stencil_export;
3487 GLboolean ARB_shader_texture_lod;
3488 GLboolean ARB_shading_language_packing;
3489 GLboolean ARB_shading_language_420pack;
3490 GLboolean ARB_shadow;
3491 GLboolean ARB_stencil_texturing;
3492 GLboolean ARB_sync;
3493 GLboolean ARB_tessellation_shader;
3494 GLboolean ARB_texture_border_clamp;
3495 GLboolean ARB_texture_buffer_object;
3496 GLboolean ARB_texture_buffer_object_rgb32;
3497 GLboolean ARB_texture_buffer_range;
3498 GLboolean ARB_texture_compression_bptc;
3499 GLboolean ARB_texture_compression_rgtc;
3500 GLboolean ARB_texture_cube_map;
3501 GLboolean ARB_texture_cube_map_array;
3502 GLboolean ARB_texture_env_combine;
3503 GLboolean ARB_texture_env_crossbar;
3504 GLboolean ARB_texture_env_dot3;
3505 GLboolean ARB_texture_float;
3506 GLboolean ARB_texture_gather;
3507 GLboolean ARB_texture_mirror_clamp_to_edge;
3508 GLboolean ARB_texture_multisample;
3509 GLboolean ARB_texture_non_power_of_two;
3510 GLboolean ARB_texture_stencil8;
3511 GLboolean ARB_texture_query_levels;
3512 GLboolean ARB_texture_query_lod;
3513 GLboolean ARB_texture_rg;
3514 GLboolean ARB_texture_rgb10_a2ui;
3515 GLboolean ARB_texture_view;
3516 GLboolean ARB_timer_query;
3517 GLboolean ARB_transform_feedback2;
3518 GLboolean ARB_transform_feedback3;
3519 GLboolean ARB_transform_feedback_instanced;
3520 GLboolean ARB_uniform_buffer_object;
3521 GLboolean ARB_vertex_attrib_64bit;
3522 GLboolean ARB_vertex_program;
3523 GLboolean ARB_vertex_shader;
3524 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3525 GLboolean ARB_vertex_type_2_10_10_10_rev;
3526 GLboolean ARB_viewport_array;
3527 GLboolean EXT_blend_color;
3528 GLboolean EXT_blend_equation_separate;
3529 GLboolean EXT_blend_func_separate;
3530 GLboolean EXT_blend_minmax;
3531 GLboolean EXT_depth_bounds_test;
3532 GLboolean EXT_draw_buffers2;
3533 GLboolean EXT_framebuffer_multisample;
3534 GLboolean EXT_framebuffer_multisample_blit_scaled;
3535 GLboolean EXT_framebuffer_sRGB;
3536 GLboolean EXT_gpu_program_parameters;
3537 GLboolean EXT_gpu_shader4;
3538 GLboolean EXT_packed_float;
3539 GLboolean EXT_pixel_buffer_object;
3540 GLboolean EXT_point_parameters;
3541 GLboolean EXT_polygon_offset_clamp;
3542 GLboolean EXT_provoking_vertex;
3543 GLboolean EXT_shader_integer_mix;
3544 GLboolean EXT_stencil_two_side;
3545 GLboolean EXT_texture3D;
3546 GLboolean EXT_texture_array;
3547 GLboolean EXT_texture_compression_latc;
3548 GLboolean EXT_texture_compression_s3tc;
3549 GLboolean EXT_texture_env_dot3;
3550 GLboolean EXT_texture_filter_anisotropic;
3551 GLboolean EXT_texture_integer;
3552 GLboolean EXT_texture_mirror_clamp;
3553 GLboolean EXT_texture_shared_exponent;
3554 GLboolean EXT_texture_snorm;
3555 GLboolean EXT_texture_sRGB;
3556 GLboolean EXT_texture_sRGB_decode;
3557 GLboolean EXT_texture_swizzle;
3558 GLboolean EXT_transform_feedback;
3559 GLboolean EXT_timer_query;
3560 GLboolean EXT_vertex_array_bgra;
3561 GLboolean OES_standard_derivatives;
3562 /* vendor extensions */
3563 GLboolean AMD_performance_monitor;
3564 GLboolean AMD_pinned_memory;
3565 GLboolean AMD_seamless_cubemap_per_texture;
3566 GLboolean AMD_vertex_shader_layer;
3567 GLboolean AMD_vertex_shader_viewport_index;
3568 GLboolean APPLE_object_purgeable;
3569 GLboolean ATI_texture_compression_3dc;
3570 GLboolean ATI_texture_mirror_once;
3571 GLboolean ATI_texture_env_combine3;
3572 GLboolean ATI_fragment_shader;
3573 GLboolean ATI_separate_stencil;
3574 GLboolean INTEL_performance_query;
3575 GLboolean MESA_pack_invert;
3576 GLboolean MESA_ycbcr_texture;
3577 GLboolean NV_conditional_render;
3578 GLboolean NV_fog_distance;
3579 GLboolean NV_fragment_program_option;
3580 GLboolean NV_point_sprite;
3581 GLboolean NV_primitive_restart;
3582 GLboolean NV_texture_barrier;
3583 GLboolean NV_texture_env_combine4;
3584 GLboolean NV_texture_rectangle;
3585 GLboolean NV_vdpau_interop;
3586 GLboolean TDFX_texture_compression_FXT1;
3587 GLboolean OES_EGL_image;
3588 GLboolean OES_draw_texture;
3589 GLboolean OES_depth_texture_cube_map;
3590 GLboolean OES_EGL_image_external;
3591 GLboolean OES_texture_float;
3592 GLboolean OES_texture_float_linear;
3593 GLboolean OES_texture_half_float;
3594 GLboolean OES_texture_half_float_linear;
3595 GLboolean OES_compressed_ETC1_RGB8_texture;
3596 GLboolean extension_sentinel;
3597 /** The extension string */
3598 const GLubyte *String;
3599 /** Number of supported extensions */
3600 GLuint Count;
3601 };
3602
3603
3604 /**
3605 * A stack of matrices (projection, modelview, color, texture, etc).
3606 */
3607 struct gl_matrix_stack
3608 {
3609 GLmatrix *Top; /**< points into Stack */
3610 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3611 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3612 GLuint MaxDepth; /**< size of Stack[] array */
3613 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3614 };
3615
3616
3617 /**
3618 * \name Bits for image transfer operations
3619 * \sa __struct gl_contextRec::ImageTransferState.
3620 */
3621 /*@{*/
3622 #define IMAGE_SCALE_BIAS_BIT 0x1
3623 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3624 #define IMAGE_MAP_COLOR_BIT 0x4
3625 #define IMAGE_CLAMP_BIT 0x800
3626
3627
3628 /** Pixel Transfer ops */
3629 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3630 IMAGE_SHIFT_OFFSET_BIT | \
3631 IMAGE_MAP_COLOR_BIT)
3632
3633 /**
3634 * \name Bits to indicate what state has changed.
3635 */
3636 /*@{*/
3637 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3638 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3639 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3640 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3641 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3642 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3643 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3644 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3645 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3646 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3647 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3648 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3649 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3650 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3651 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3652 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3653 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3654 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3655 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3656 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3657 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3658 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3659 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3660 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3661 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3662 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3663 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3664 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3665 #define _NEW_BUFFER_OBJECT (1 << 28)
3666 #define _NEW_FRAG_CLAMP (1 << 29)
3667 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3668 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3669 #define _NEW_ALL ~0
3670 /*@}*/
3671
3672
3673 /**
3674 * Composite state flags
3675 */
3676 /*@{*/
3677 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3678 _NEW_TEXTURE | \
3679 _NEW_POINT | \
3680 _NEW_PROGRAM | \
3681 _NEW_MODELVIEW)
3682
3683 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3684 _NEW_FOG | \
3685 _NEW_PROGRAM)
3686
3687
3688 /*@}*/
3689
3690
3691
3692
3693 /* This has to be included here. */
3694 #include "dd.h"
3695
3696
3697 /**
3698 * Display list flags.
3699 * Strictly this is a tnl-private concept, but it doesn't seem
3700 * worthwhile adding a tnl private structure just to hold this one bit
3701 * of information:
3702 */
3703 #define DLIST_DANGLING_REFS 0x1
3704
3705
3706 /** Opaque declaration of display list payload data type */
3707 union gl_dlist_node;
3708
3709
3710 /**
3711 * Provide a location where information about a display list can be
3712 * collected. Could be extended with driverPrivate structures,
3713 * etc. in the future.
3714 */
3715 struct gl_display_list
3716 {
3717 GLuint Name;
3718 GLchar *Label; /**< GL_KHR_debug */
3719 GLbitfield Flags; /**< DLIST_x flags */
3720 /** The dlist commands are in a linked list of nodes */
3721 union gl_dlist_node *Head;
3722 };
3723
3724
3725 /**
3726 * State used during display list compilation and execution.
3727 */
3728 struct gl_dlist_state
3729 {
3730 GLuint CallDepth; /**< Current recursion calling depth */
3731
3732 struct gl_display_list *CurrentList; /**< List currently being compiled */
3733 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3734 GLuint CurrentPos; /**< Index into current block of nodes */
3735
3736 GLvertexformat ListVtxfmt;
3737
3738 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3739 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3740
3741 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3742 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3743
3744 struct {
3745 /* State known to have been set by the currently-compiling display
3746 * list. Used to eliminate some redundant state changes.
3747 */
3748 GLenum ShadeModel;
3749 } Current;
3750 };
3751
3752 /** @{
3753 *
3754 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3755 * to small enums suitable for use as an array index.
3756 */
3757
3758 enum mesa_debug_source {
3759 MESA_DEBUG_SOURCE_API,
3760 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3761 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3762 MESA_DEBUG_SOURCE_THIRD_PARTY,
3763 MESA_DEBUG_SOURCE_APPLICATION,
3764 MESA_DEBUG_SOURCE_OTHER,
3765 MESA_DEBUG_SOURCE_COUNT
3766 };
3767
3768 enum mesa_debug_type {
3769 MESA_DEBUG_TYPE_ERROR,
3770 MESA_DEBUG_TYPE_DEPRECATED,
3771 MESA_DEBUG_TYPE_UNDEFINED,
3772 MESA_DEBUG_TYPE_PORTABILITY,
3773 MESA_DEBUG_TYPE_PERFORMANCE,
3774 MESA_DEBUG_TYPE_OTHER,
3775 MESA_DEBUG_TYPE_MARKER,
3776 MESA_DEBUG_TYPE_PUSH_GROUP,
3777 MESA_DEBUG_TYPE_POP_GROUP,
3778 MESA_DEBUG_TYPE_COUNT
3779 };
3780
3781 enum mesa_debug_severity {
3782 MESA_DEBUG_SEVERITY_LOW,
3783 MESA_DEBUG_SEVERITY_MEDIUM,
3784 MESA_DEBUG_SEVERITY_HIGH,
3785 MESA_DEBUG_SEVERITY_NOTIFICATION,
3786 MESA_DEBUG_SEVERITY_COUNT
3787 };
3788
3789 /** @} */
3790
3791 /**
3792 * Driver-specific state flags.
3793 *
3794 * These are or'd with gl_context::NewDriverState to notify a driver about
3795 * a state change. The driver sets the flags at context creation and
3796 * the meaning of the bits set is opaque to core Mesa.
3797 */
3798 struct gl_driver_flags
3799 {
3800 /** gl_context::Array::_DrawArrays (vertex array state) */
3801 uint64_t NewArray;
3802
3803 /** gl_context::TransformFeedback::CurrentObject */
3804 uint64_t NewTransformFeedback;
3805
3806 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3807 uint64_t NewTransformFeedbackProg;
3808
3809 /** gl_context::RasterDiscard */
3810 uint64_t NewRasterizerDiscard;
3811
3812 /**
3813 * gl_context::UniformBufferBindings
3814 * gl_shader_program::UniformBlocks
3815 */
3816 uint64_t NewUniformBuffer;
3817
3818 uint64_t NewTextureBuffer;
3819
3820 /**
3821 * gl_context::AtomicBufferBindings
3822 */
3823 uint64_t NewAtomicBuffer;
3824
3825 /**
3826 * gl_context::ImageUnits
3827 */
3828 uint64_t NewImageUnits;
3829 };
3830
3831 struct gl_uniform_buffer_binding
3832 {
3833 struct gl_buffer_object *BufferObject;
3834 /** Start of uniform block data in the buffer */
3835 GLintptr Offset;
3836 /** Size of data allowed to be referenced from the buffer (in bytes) */
3837 GLsizeiptr Size;
3838 /**
3839 * glBindBufferBase() indicates that the Size should be ignored and only
3840 * limited by the current size of the BufferObject.
3841 */
3842 GLboolean AutomaticSize;
3843 };
3844
3845 /**
3846 * ARB_shader_image_load_store image unit.
3847 */
3848 struct gl_image_unit
3849 {
3850 /**
3851 * Texture object bound to this unit.
3852 */
3853 struct gl_texture_object *TexObj;
3854
3855 /**
3856 * Level of the texture object bound to this unit.
3857 */
3858 GLuint Level;
3859
3860 /**
3861 * \c GL_TRUE if the whole level is bound as an array of layers, \c
3862 * GL_FALSE if only some specific layer of the texture is bound.
3863 * \sa Layer
3864 */
3865 GLboolean Layered;
3866
3867 /**
3868 * GL_TRUE if the state of this image unit is valid and access from
3869 * the shader is allowed. Otherwise loads from this unit should
3870 * return zero and stores should have no effect.
3871 */
3872 GLboolean _Valid;
3873
3874 /**
3875 * Layer of the texture object bound to this unit, or zero if the
3876 * whole level is bound.
3877 */
3878 GLuint Layer;
3879
3880 /**
3881 * Access allowed to this texture image. Either \c GL_READ_ONLY,
3882 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
3883 */
3884 GLenum Access;
3885
3886 /**
3887 * GL internal format that determines the interpretation of the
3888 * image memory when shader image operations are performed through
3889 * this unit.
3890 */
3891 GLenum Format;
3892
3893 /**
3894 * Mesa format corresponding to \c Format.
3895 */
3896 mesa_format _ActualFormat;
3897
3898 };
3899
3900 /**
3901 * Binding point for an atomic counter buffer object.
3902 */
3903 struct gl_atomic_buffer_binding
3904 {
3905 struct gl_buffer_object *BufferObject;
3906 GLintptr Offset;
3907 GLsizeiptr Size;
3908 };
3909
3910 /**
3911 * Mesa rendering context.
3912 *
3913 * This is the central context data structure for Mesa. Almost all
3914 * OpenGL state is contained in this structure.
3915 * Think of this as a base class from which device drivers will derive
3916 * sub classes.
3917 */
3918 struct gl_context
3919 {
3920 /** State possibly shared with other contexts in the address space */
3921 struct gl_shared_state *Shared;
3922
3923 /** \name API function pointer tables */
3924 /*@{*/
3925 gl_api API;
3926 /**
3927 * The current dispatch table for non-displaylist-saving execution, either
3928 * BeginEnd or OutsideBeginEnd
3929 */
3930 struct _glapi_table *Exec;
3931 /**
3932 * The normal dispatch table for non-displaylist-saving, non-begin/end
3933 */
3934 struct _glapi_table *OutsideBeginEnd;
3935 /** The dispatch table used between glNewList() and glEndList() */
3936 struct _glapi_table *Save;
3937 /**
3938 * The dispatch table used between glBegin() and glEnd() (outside of a
3939 * display list). Only valid functions between those two are set, which is
3940 * mostly just the set in a GLvertexformat struct.
3941 */
3942 struct _glapi_table *BeginEnd;
3943 /**
3944 * Tracks the current dispatch table out of the 3 above, so that it can be
3945 * re-set on glXMakeCurrent().
3946 */
3947 struct _glapi_table *CurrentDispatch;
3948 /*@}*/
3949
3950 struct gl_config Visual;
3951 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3952 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3953 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3954 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3955
3956 /**
3957 * Device driver function pointer table
3958 */
3959 struct dd_function_table Driver;
3960
3961 /** Core/Driver constants */
3962 struct gl_constants Const;
3963
3964 /** \name The various 4x4 matrix stacks */
3965 /*@{*/
3966 struct gl_matrix_stack ModelviewMatrixStack;
3967 struct gl_matrix_stack ProjectionMatrixStack;
3968 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3969 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3970 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3971 /*@}*/
3972
3973 /** Combined modelview and projection matrix */
3974 GLmatrix _ModelProjectMatrix;
3975
3976 /** \name Display lists */
3977 struct gl_dlist_state ListState;
3978
3979 GLboolean ExecuteFlag; /**< Execute GL commands? */
3980 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3981
3982 /** Extension information */
3983 struct gl_extensions Extensions;
3984
3985 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3986 GLuint Version;
3987 char *VersionString;
3988
3989 /** \name State attribute stack (for glPush/PopAttrib) */
3990 /*@{*/
3991 GLuint AttribStackDepth;
3992 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3993 /*@}*/
3994
3995 /** \name Renderer attribute groups
3996 *
3997 * We define a struct for each attribute group to make pushing and popping
3998 * attributes easy. Also it's a good organization.
3999 */
4000 /*@{*/
4001 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4002 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4003 struct gl_current_attrib Current; /**< Current attributes */
4004 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4005 struct gl_eval_attrib Eval; /**< Eval attributes */
4006 struct gl_fog_attrib Fog; /**< Fog attributes */
4007 struct gl_hint_attrib Hint; /**< Hint attributes */
4008 struct gl_light_attrib Light; /**< Light attributes */
4009 struct gl_line_attrib Line; /**< Line attributes */
4010 struct gl_list_attrib List; /**< List attributes */
4011 struct gl_multisample_attrib Multisample;
4012 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4013 struct gl_point_attrib Point; /**< Point attributes */
4014 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4015 GLuint PolygonStipple[32]; /**< Polygon stipple */
4016 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4017 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4018 struct gl_texture_attrib Texture; /**< Texture attributes */
4019 struct gl_transform_attrib Transform; /**< Transformation attributes */
4020 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4021 /*@}*/
4022
4023 /** \name Client attribute stack */
4024 /*@{*/
4025 GLuint ClientAttribStackDepth;
4026 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4027 /*@}*/
4028
4029 /** \name Client attribute groups */
4030 /*@{*/
4031 struct gl_array_attrib Array; /**< Vertex arrays */
4032 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4033 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4034 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4035 /*@}*/
4036
4037 /** \name Other assorted state (not pushed/popped on attribute stack) */
4038 /*@{*/
4039 struct gl_pixelmaps PixelMaps;
4040
4041 struct gl_evaluators EvalMap; /**< All evaluators */
4042 struct gl_feedback Feedback; /**< Feedback */
4043 struct gl_selection Select; /**< Selection */
4044
4045 struct gl_program_state Program; /**< general program state */
4046 struct gl_vertex_program_state VertexProgram;
4047 struct gl_fragment_program_state FragmentProgram;
4048 struct gl_geometry_program_state GeometryProgram;
4049 struct gl_compute_program_state ComputeProgram;
4050 struct gl_ati_fragment_shader_state ATIFragmentShader;
4051
4052 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4053 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4054
4055 /**
4056 * Current active shader pipeline state
4057 *
4058 * Almost all internal users want ::_Shader instead of ::Shader. The
4059 * exceptions are bits of legacy GLSL API that do not know about separate
4060 * shader objects.
4061 *
4062 * If a program is active via \c glUseProgram, this will point to
4063 * \c ::Shader.
4064 *
4065 * If a program pipeline is active via \c glBindProgramPipeline, this will
4066 * point to \c ::Pipeline.Current.
4067 *
4068 * If neither a program nor a program pipeline is active, this will point to
4069 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4070 * \c NULL.
4071 */
4072 struct gl_pipeline_object *_Shader;
4073
4074 struct gl_query_state Query; /**< occlusion, timer queries */
4075
4076 struct gl_transform_feedback_state TransformFeedback;
4077
4078 struct gl_perf_monitor_state PerfMonitor;
4079
4080 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4081
4082 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4083 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4084
4085 /**
4086 * Current GL_ARB_uniform_buffer_object binding referenced by
4087 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4088 */
4089 struct gl_buffer_object *UniformBuffer;
4090
4091 /**
4092 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4093 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4094 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4095 * shader program.
4096 */
4097 struct gl_uniform_buffer_binding
4098 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4099
4100 /**
4101 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4102 * target.
4103 */
4104 struct gl_buffer_object *AtomicBuffer;
4105
4106 /**
4107 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4108 * target.
4109 */
4110 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4111
4112 /**
4113 * Array of atomic counter buffer binding points.
4114 */
4115 struct gl_atomic_buffer_binding
4116 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4117
4118 /**
4119 * Array of image units for ARB_shader_image_load_store.
4120 */
4121 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4122
4123 /*@}*/
4124
4125 struct gl_meta_state *Meta; /**< for "meta" operations */
4126
4127 /* GL_EXT_framebuffer_object */
4128 struct gl_renderbuffer *CurrentRenderbuffer;
4129
4130 GLenum ErrorValue; /**< Last error code */
4131
4132 /**
4133 * Recognize and silence repeated error debug messages in buggy apps.
4134 */
4135 const char *ErrorDebugFmtString;
4136 GLuint ErrorDebugCount;
4137
4138 /* GL_ARB_debug_output/GL_KHR_debug */
4139 mtx_t DebugMutex;
4140 struct gl_debug_state *Debug;
4141
4142 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4143 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4144 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4145
4146 struct gl_driver_flags DriverFlags;
4147
4148 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4149
4150 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4151
4152 /** \name Derived state */
4153 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4154 GLfloat _EyeZDir[3];
4155 GLfloat _ModelViewInvScale;
4156 GLboolean _NeedEyeCoords;
4157 GLboolean _ForceEyeCoords;
4158
4159 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4160
4161 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4162
4163 /** \name For debugging/development only */
4164 /*@{*/
4165 GLboolean FirstTimeCurrent;
4166 /*@}*/
4167
4168 /**
4169 * False if this context was created without a config. This is needed
4170 * because the initial state of glDrawBuffers depends on this
4171 */
4172 GLboolean HasConfig;
4173
4174 /** software compression/decompression supported or not */
4175 GLboolean Mesa_DXTn;
4176
4177 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4178
4179 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4180
4181 /**
4182 * \name Hooks for module contexts.
4183 *
4184 * These will eventually live in the driver or elsewhere.
4185 */
4186 /*@{*/
4187 void *swrast_context;
4188 void *swsetup_context;
4189 void *swtnl_context;
4190 struct vbo_context *vbo_context;
4191 struct st_context *st;
4192 void *aelt_context;
4193 /*@}*/
4194
4195 /**
4196 * \name NV_vdpau_interop
4197 */
4198 /*@{*/
4199 const void *vdpDevice;
4200 const void *vdpGetProcAddress;
4201 struct set *vdpSurfaces;
4202 /*@}*/
4203
4204 /**
4205 * Has this context observed a GPU reset in any context in the share group?
4206 *
4207 * Once this field becomes true, it is never reset to false.
4208 */
4209 GLboolean ShareGroupReset;
4210 };
4211
4212
4213 #ifdef DEBUG
4214 extern int MESA_VERBOSE;
4215 extern int MESA_DEBUG_FLAGS;
4216 # define MESA_FUNCTION __func__
4217 #else
4218 # define MESA_VERBOSE 0
4219 # define MESA_DEBUG_FLAGS 0
4220 # define MESA_FUNCTION "a function"
4221 #endif
4222
4223
4224 /** The MESA_VERBOSE var is a bitmask of these flags */
4225 enum _verbose
4226 {
4227 VERBOSE_VARRAY = 0x0001,
4228 VERBOSE_TEXTURE = 0x0002,
4229 VERBOSE_MATERIAL = 0x0004,
4230 VERBOSE_PIPELINE = 0x0008,
4231 VERBOSE_DRIVER = 0x0010,
4232 VERBOSE_STATE = 0x0020,
4233 VERBOSE_API = 0x0040,
4234 VERBOSE_DISPLAY_LIST = 0x0100,
4235 VERBOSE_LIGHTING = 0x0200,
4236 VERBOSE_PRIMS = 0x0400,
4237 VERBOSE_VERTS = 0x0800,
4238 VERBOSE_DISASSEM = 0x1000,
4239 VERBOSE_DRAW = 0x2000,
4240 VERBOSE_SWAPBUFFERS = 0x4000
4241 };
4242
4243
4244 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4245 enum _debug
4246 {
4247 DEBUG_SILENT = (1 << 0),
4248 DEBUG_ALWAYS_FLUSH = (1 << 1),
4249 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4250 DEBUG_INCOMPLETE_FBO = (1 << 3)
4251 };
4252
4253 static inline bool
4254 _mesa_active_fragment_shader_has_atomic_ops(const struct gl_context *ctx)
4255 {
4256 return ctx->Shader._CurrentFragmentProgram != NULL &&
4257 ctx->Shader._CurrentFragmentProgram->NumAtomicBuffers > 0;
4258 }
4259
4260 #ifdef __cplusplus
4261 }
4262 #endif
4263
4264 #endif /* MTYPES_H */