mesa: implement clamping controls (ARB_color_buffer_float)
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 /**
47 * Color channel data type.
48 */
49 #if CHAN_BITS == 8
50 typedef GLubyte GLchan;
51 #define CHAN_MAX 255
52 #define CHAN_MAXF 255.0F
53 #define CHAN_TYPE GL_UNSIGNED_BYTE
54 #elif CHAN_BITS == 16
55 typedef GLushort GLchan;
56 #define CHAN_MAX 65535
57 #define CHAN_MAXF 65535.0F
58 #define CHAN_TYPE GL_UNSIGNED_SHORT
59 #elif CHAN_BITS == 32
60 typedef GLfloat GLchan;
61 #define CHAN_MAX 1.0
62 #define CHAN_MAXF 1.0F
63 #define CHAN_TYPE GL_FLOAT
64 #else
65 #error "illegal number of color channel bits"
66 #endif
67
68
69 /**
70 * Stencil buffer data type.
71 */
72 #if STENCIL_BITS==8
73 typedef GLubyte GLstencil;
74 #elif STENCIL_BITS==16
75 typedef GLushort GLstencil;
76 #else
77 # error "illegal number of stencil bits"
78 #endif
79
80
81 /**
82 * \name 64-bit extension of GLbitfield.
83 */
84 /*@{*/
85 typedef GLuint64 GLbitfield64;
86
87 /** Set a single bit */
88 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
89
90
91 /**
92 * \name Some forward type declarations
93 */
94 /*@{*/
95 struct _mesa_HashTable;
96 struct gl_attrib_node;
97 struct gl_list_extensions;
98 struct gl_meta_state;
99 struct gl_pixelstore_attrib;
100 struct gl_program_cache;
101 struct gl_texture_format;
102 struct gl_texture_image;
103 struct gl_texture_object;
104 struct gl_context;
105 struct st_context;
106 /*@}*/
107
108
109 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
110 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
111 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
112 #define PRIM_UNKNOWN (GL_POLYGON+3)
113
114
115 /**
116 * Shader stages. Note that these will become 5 with tessellation.
117 * These MUST have the same values as gallium's PIPE_SHADER_*
118 */
119 typedef enum
120 {
121 MESA_SHADER_VERTEX = 0,
122 MESA_SHADER_FRAGMENT = 1,
123 MESA_SHADER_GEOMETRY = 2,
124 MESA_SHADER_TYPES = 3
125 } gl_shader_type;
126
127
128
129 /**
130 * Indexes for vertex program attributes.
131 * GL_NV_vertex_program aliases generic attributes over the conventional
132 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
133 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
134 * generic attributes are distinct/separate).
135 */
136 typedef enum
137 {
138 VERT_ATTRIB_POS = 0,
139 VERT_ATTRIB_WEIGHT = 1,
140 VERT_ATTRIB_NORMAL = 2,
141 VERT_ATTRIB_COLOR0 = 3,
142 VERT_ATTRIB_COLOR1 = 4,
143 VERT_ATTRIB_FOG = 5,
144 VERT_ATTRIB_COLOR_INDEX = 6,
145 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
146 VERT_ATTRIB_EDGEFLAG = 7,
147 VERT_ATTRIB_TEX0 = 8,
148 VERT_ATTRIB_TEX1 = 9,
149 VERT_ATTRIB_TEX2 = 10,
150 VERT_ATTRIB_TEX3 = 11,
151 VERT_ATTRIB_TEX4 = 12,
152 VERT_ATTRIB_TEX5 = 13,
153 VERT_ATTRIB_TEX6 = 14,
154 VERT_ATTRIB_TEX7 = 15,
155 VERT_ATTRIB_GENERIC0 = 16,
156 VERT_ATTRIB_GENERIC1 = 17,
157 VERT_ATTRIB_GENERIC2 = 18,
158 VERT_ATTRIB_GENERIC3 = 19,
159 VERT_ATTRIB_GENERIC4 = 20,
160 VERT_ATTRIB_GENERIC5 = 21,
161 VERT_ATTRIB_GENERIC6 = 22,
162 VERT_ATTRIB_GENERIC7 = 23,
163 VERT_ATTRIB_GENERIC8 = 24,
164 VERT_ATTRIB_GENERIC9 = 25,
165 VERT_ATTRIB_GENERIC10 = 26,
166 VERT_ATTRIB_GENERIC11 = 27,
167 VERT_ATTRIB_GENERIC12 = 28,
168 VERT_ATTRIB_GENERIC13 = 29,
169 VERT_ATTRIB_GENERIC14 = 30,
170 VERT_ATTRIB_GENERIC15 = 31,
171 VERT_ATTRIB_MAX = 32
172 } gl_vert_attrib;
173
174 /**
175 * Bitflags for vertex attributes.
176 * These are used in bitfields in many places.
177 */
178 /*@{*/
179 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
180 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
181 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
182 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
183 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
184 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
185 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
186 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
187 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
188 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
189 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
190 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
191 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
192 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
193 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
194 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
195 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
196 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
197 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
198 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
199 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
200 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
201 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
202 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
203 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
204 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
205 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
206 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
207 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
208 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
209 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
210 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
211
212 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
213 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
214 /*@}*/
215
216
217 /**
218 * Indexes for vertex program result attributes
219 */
220 typedef enum
221 {
222 VERT_RESULT_HPOS = 0,
223 VERT_RESULT_COL0 = 1,
224 VERT_RESULT_COL1 = 2,
225 VERT_RESULT_FOGC = 3,
226 VERT_RESULT_TEX0 = 4,
227 VERT_RESULT_TEX1 = 5,
228 VERT_RESULT_TEX2 = 6,
229 VERT_RESULT_TEX3 = 7,
230 VERT_RESULT_TEX4 = 8,
231 VERT_RESULT_TEX5 = 9,
232 VERT_RESULT_TEX6 = 10,
233 VERT_RESULT_TEX7 = 11,
234 VERT_RESULT_PSIZ = 12,
235 VERT_RESULT_BFC0 = 13,
236 VERT_RESULT_BFC1 = 14,
237 VERT_RESULT_EDGE = 15,
238 VERT_RESULT_VAR0 = 16, /**< shader varying */
239 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
240 } gl_vert_result;
241
242
243 /*********************************************/
244
245 /**
246 * Indexes for geometry program attributes.
247 */
248 typedef enum
249 {
250 GEOM_ATTRIB_POSITION = 0,
251 GEOM_ATTRIB_COLOR0 = 1,
252 GEOM_ATTRIB_COLOR1 = 2,
253 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
254 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
255 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
256 GEOM_ATTRIB_POINT_SIZE = 6,
257 GEOM_ATTRIB_CLIP_VERTEX = 7,
258 GEOM_ATTRIB_PRIMITIVE_ID = 8,
259 GEOM_ATTRIB_TEX_COORD = 9,
260
261 GEOM_ATTRIB_VAR0 = 16,
262 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
263 } gl_geom_attrib;
264
265 /**
266 * Bitflags for geometry attributes.
267 * These are used in bitfields in many places.
268 */
269 /*@{*/
270 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
271 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
272 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
273 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
274 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
275 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
276 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
277 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
278 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
279 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
280 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
281
282 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
283 /*@}*/
284
285
286 /**
287 * Indexes for geometry program result attributes
288 */
289 typedef enum
290 {
291 GEOM_RESULT_POS = 0,
292 GEOM_RESULT_COL0 = 1,
293 GEOM_RESULT_COL1 = 2,
294 GEOM_RESULT_SCOL0 = 3,
295 GEOM_RESULT_SCOL1 = 4,
296 GEOM_RESULT_FOGC = 5,
297 GEOM_RESULT_TEX0 = 6,
298 GEOM_RESULT_TEX1 = 7,
299 GEOM_RESULT_TEX2 = 8,
300 GEOM_RESULT_TEX3 = 9,
301 GEOM_RESULT_TEX4 = 10,
302 GEOM_RESULT_TEX5 = 11,
303 GEOM_RESULT_TEX6 = 12,
304 GEOM_RESULT_TEX7 = 13,
305 GEOM_RESULT_PSIZ = 14,
306 GEOM_RESULT_CLPV = 15,
307 GEOM_RESULT_PRID = 16,
308 GEOM_RESULT_LAYR = 17,
309 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
310 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
311 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
312 } gl_geom_result;
313
314
315 /**
316 * Indexes for fragment program input attributes.
317 */
318 typedef enum
319 {
320 FRAG_ATTRIB_WPOS = 0,
321 FRAG_ATTRIB_COL0 = 1,
322 FRAG_ATTRIB_COL1 = 2,
323 FRAG_ATTRIB_FOGC = 3,
324 FRAG_ATTRIB_TEX0 = 4,
325 FRAG_ATTRIB_TEX1 = 5,
326 FRAG_ATTRIB_TEX2 = 6,
327 FRAG_ATTRIB_TEX3 = 7,
328 FRAG_ATTRIB_TEX4 = 8,
329 FRAG_ATTRIB_TEX5 = 9,
330 FRAG_ATTRIB_TEX6 = 10,
331 FRAG_ATTRIB_TEX7 = 11,
332 FRAG_ATTRIB_FACE = 12, /**< front/back face */
333 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
334 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
335 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
336 } gl_frag_attrib;
337
338 /**
339 * Bitflags for fragment program input attributes.
340 */
341 /*@{*/
342 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
343 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
344 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
345 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
346 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
347 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
348 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
349 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
350 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
351 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
352 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
353 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
354 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
355 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
356 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
357
358 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
359 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
360
361 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
362 FRAG_BIT_TEX1| \
363 FRAG_BIT_TEX2| \
364 FRAG_BIT_TEX3| \
365 FRAG_BIT_TEX4| \
366 FRAG_BIT_TEX5| \
367 FRAG_BIT_TEX6| \
368 FRAG_BIT_TEX7)
369 /*@}*/
370
371
372 /**
373 * Fragment program results
374 */
375 typedef enum
376 {
377 FRAG_RESULT_DEPTH = 0,
378 FRAG_RESULT_STENCIL = 1,
379 FRAG_RESULT_COLOR = 2,
380 FRAG_RESULT_DATA0 = 3,
381 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
382 } gl_frag_result;
383
384
385 /**
386 * Indexes for all renderbuffers
387 */
388 typedef enum
389 {
390 /* the four standard color buffers */
391 BUFFER_FRONT_LEFT,
392 BUFFER_BACK_LEFT,
393 BUFFER_FRONT_RIGHT,
394 BUFFER_BACK_RIGHT,
395 BUFFER_DEPTH,
396 BUFFER_STENCIL,
397 BUFFER_ACCUM,
398 /* optional aux buffer */
399 BUFFER_AUX0,
400 /* generic renderbuffers */
401 BUFFER_COLOR0,
402 BUFFER_COLOR1,
403 BUFFER_COLOR2,
404 BUFFER_COLOR3,
405 BUFFER_COLOR4,
406 BUFFER_COLOR5,
407 BUFFER_COLOR6,
408 BUFFER_COLOR7,
409 BUFFER_COUNT
410 } gl_buffer_index;
411
412 /**
413 * Bit flags for all renderbuffers
414 */
415 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
416 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
417 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
418 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
419 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
420 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
421 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
422 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
423 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
424 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
425 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
426 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
427 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
428 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
429 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
430 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
431 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
432 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
433 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
434
435 /**
436 * Mask of all the color buffer bits (but not accum).
437 */
438 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
439 BUFFER_BIT_BACK_LEFT | \
440 BUFFER_BIT_FRONT_RIGHT | \
441 BUFFER_BIT_BACK_RIGHT | \
442 BUFFER_BIT_AUX0 | \
443 BUFFER_BIT_COLOR0 | \
444 BUFFER_BIT_COLOR1 | \
445 BUFFER_BIT_COLOR2 | \
446 BUFFER_BIT_COLOR3 | \
447 BUFFER_BIT_COLOR4 | \
448 BUFFER_BIT_COLOR5 | \
449 BUFFER_BIT_COLOR6 | \
450 BUFFER_BIT_COLOR7)
451
452
453 /**
454 * Framebuffer configuration (aka visual / pixelformat)
455 * Note: some of these fields should be boolean, but it appears that
456 * code in drivers/dri/common/util.c requires int-sized fields.
457 */
458 struct gl_config
459 {
460 GLboolean rgbMode;
461 GLboolean floatMode;
462 GLboolean colorIndexMode; /* XXX is this used anywhere? */
463 GLuint doubleBufferMode;
464 GLuint stereoMode;
465
466 GLboolean haveAccumBuffer;
467 GLboolean haveDepthBuffer;
468 GLboolean haveStencilBuffer;
469
470 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
471 GLuint redMask, greenMask, blueMask, alphaMask;
472 GLint rgbBits; /* total bits for rgb */
473 GLint indexBits; /* total bits for colorindex */
474
475 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
476 GLint depthBits;
477 GLint stencilBits;
478
479 GLint numAuxBuffers;
480
481 GLint level;
482
483 /* EXT_visual_rating / GLX 1.2 */
484 GLint visualRating;
485
486 /* EXT_visual_info / GLX 1.2 */
487 GLint transparentPixel;
488 /* colors are floats scaled to ints */
489 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
490 GLint transparentIndex;
491
492 /* ARB_multisample / SGIS_multisample */
493 GLint sampleBuffers;
494 GLint samples;
495
496 /* SGIX_pbuffer / GLX 1.3 */
497 GLint maxPbufferWidth;
498 GLint maxPbufferHeight;
499 GLint maxPbufferPixels;
500 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
501 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
502
503 /* OML_swap_method */
504 GLint swapMethod;
505
506 /* EXT_texture_from_pixmap */
507 GLint bindToTextureRgb;
508 GLint bindToTextureRgba;
509 GLint bindToMipmapTexture;
510 GLint bindToTextureTargets;
511 GLint yInverted;
512
513 /* EXT_framebuffer_sRGB */
514 GLint sRGBCapable;
515 };
516
517
518 /**
519 * Data structure for color tables
520 */
521 struct gl_color_table
522 {
523 GLenum InternalFormat; /**< The user-specified format */
524 GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
525 GLuint Size; /**< number of entries in table */
526 GLfloat *TableF; /**< Color table, floating point values */
527 GLubyte *TableUB; /**< Color table, ubyte values */
528 GLubyte RedSize;
529 GLubyte GreenSize;
530 GLubyte BlueSize;
531 GLubyte AlphaSize;
532 GLubyte LuminanceSize;
533 GLubyte IntensitySize;
534 };
535
536
537 /**
538 * \name Bit flags used for updating material values.
539 */
540 /*@{*/
541 #define MAT_ATTRIB_FRONT_AMBIENT 0
542 #define MAT_ATTRIB_BACK_AMBIENT 1
543 #define MAT_ATTRIB_FRONT_DIFFUSE 2
544 #define MAT_ATTRIB_BACK_DIFFUSE 3
545 #define MAT_ATTRIB_FRONT_SPECULAR 4
546 #define MAT_ATTRIB_BACK_SPECULAR 5
547 #define MAT_ATTRIB_FRONT_EMISSION 6
548 #define MAT_ATTRIB_BACK_EMISSION 7
549 #define MAT_ATTRIB_FRONT_SHININESS 8
550 #define MAT_ATTRIB_BACK_SHININESS 9
551 #define MAT_ATTRIB_FRONT_INDEXES 10
552 #define MAT_ATTRIB_BACK_INDEXES 11
553 #define MAT_ATTRIB_MAX 12
554
555 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
556 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
557 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
558 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
559 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
560 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
561
562 #define MAT_INDEX_AMBIENT 0
563 #define MAT_INDEX_DIFFUSE 1
564 #define MAT_INDEX_SPECULAR 2
565
566 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
567 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
568 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
569 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
570 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
571 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
572 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
573 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
574 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
575 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
576 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
577 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
578
579
580 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
581 MAT_BIT_FRONT_AMBIENT | \
582 MAT_BIT_FRONT_DIFFUSE | \
583 MAT_BIT_FRONT_SPECULAR | \
584 MAT_BIT_FRONT_SHININESS | \
585 MAT_BIT_FRONT_INDEXES)
586
587 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
588 MAT_BIT_BACK_AMBIENT | \
589 MAT_BIT_BACK_DIFFUSE | \
590 MAT_BIT_BACK_SPECULAR | \
591 MAT_BIT_BACK_SHININESS | \
592 MAT_BIT_BACK_INDEXES)
593
594 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
595 /*@}*/
596
597
598 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
599 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
600
601 /**
602 * Material shininess lookup table.
603 */
604 struct gl_shine_tab
605 {
606 struct gl_shine_tab *next, *prev;
607 GLfloat tab[SHINE_TABLE_SIZE+1];
608 GLfloat shininess;
609 GLuint refcount;
610 };
611
612
613 /**
614 * Light source state.
615 */
616 struct gl_light
617 {
618 struct gl_light *next; /**< double linked list with sentinel */
619 struct gl_light *prev;
620
621 GLfloat Ambient[4]; /**< ambient color */
622 GLfloat Diffuse[4]; /**< diffuse color */
623 GLfloat Specular[4]; /**< specular color */
624 GLfloat EyePosition[4]; /**< position in eye coordinates */
625 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
626 GLfloat SpotExponent;
627 GLfloat SpotCutoff; /**< in degrees */
628 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
629 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
630 GLfloat ConstantAttenuation;
631 GLfloat LinearAttenuation;
632 GLfloat QuadraticAttenuation;
633 GLboolean Enabled; /**< On/off flag */
634
635 /**
636 * \name Derived fields
637 */
638 /*@{*/
639 GLbitfield _Flags; /**< State */
640
641 GLfloat _Position[4]; /**< position in eye/obj coordinates */
642 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
643 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
644 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
645 GLfloat _VP_inf_spot_attenuation;
646
647 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
648 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
649 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
650 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
651 GLfloat _dli; /**< CI diffuse light intensity */
652 GLfloat _sli; /**< CI specular light intensity */
653 /*@}*/
654 };
655
656
657 /**
658 * Light model state.
659 */
660 struct gl_lightmodel
661 {
662 GLfloat Ambient[4]; /**< ambient color */
663 GLboolean LocalViewer; /**< Local (or infinite) view point? */
664 GLboolean TwoSide; /**< Two (or one) sided lighting? */
665 GLenum ColorControl; /**< either GL_SINGLE_COLOR
666 * or GL_SEPARATE_SPECULAR_COLOR */
667 };
668
669
670 /**
671 * Material state.
672 */
673 struct gl_material
674 {
675 GLfloat Attrib[MAT_ATTRIB_MAX][4];
676 };
677
678
679 /**
680 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
681 */
682 struct gl_accum_attrib
683 {
684 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
685 };
686
687
688 /**
689 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
690 */
691 struct gl_colorbuffer_attrib
692 {
693 GLuint ClearIndex; /**< Index to use for glClear */
694 GLfloat ClearColorUnclamped[4]; /**< Color to use for glClear*/
695 GLclampf ClearColor[4]; /**< Color to use for glClear */
696
697 GLuint IndexMask; /**< Color index write mask */
698 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
699
700 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
701
702 /**
703 * \name alpha testing
704 */
705 /*@{*/
706 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
707 GLenum AlphaFunc; /**< Alpha test function */
708 GLfloat AlphaRefUnclamped;
709 GLclampf AlphaRef; /**< Alpha reference value */
710 /*@}*/
711
712 /**
713 * \name Blending
714 */
715 /*@{*/
716 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
717
718 /* NOTE: this does _not_ depend on fragment clamping or any other clamping control,
719 * only on the fixed-pointness of the render target.
720 * The query does however depend on fragment color clamping.
721 */
722 GLfloat BlendColorUnclamped[4]; /**< Blending color */
723 GLfloat BlendColor[4]; /**< Blending color */
724
725 struct
726 {
727 GLenum SrcRGB; /**< RGB blend source term */
728 GLenum DstRGB; /**< RGB blend dest term */
729 GLenum SrcA; /**< Alpha blend source term */
730 GLenum DstA; /**< Alpha blend dest term */
731 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
732 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
733 } Blend[MAX_DRAW_BUFFERS];
734 /** Are the blend func terms currently different for each buffer/target? */
735 GLboolean _BlendFuncPerBuffer;
736 /** Are the blend equations currently different for each buffer/target? */
737 GLboolean _BlendEquationPerBuffer;
738 /*@}*/
739
740 /**
741 * \name Logic op
742 */
743 /*@{*/
744 GLenum LogicOp; /**< Logic operator */
745 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
746 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
747 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
748 /*@}*/
749
750 GLboolean DitherFlag; /**< Dither enable flag */
751
752 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
753 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
754 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
755 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
756
757 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
758 };
759
760
761 /**
762 * Current attribute group (GL_CURRENT_BIT).
763 */
764 struct gl_current_attrib
765 {
766 /**
767 * \name Current vertex attributes.
768 * \note Values are valid only after FLUSH_VERTICES has been called.
769 * \note Index and Edgeflag current values are stored as floats in the
770 * SIX and SEVEN attribute slots.
771 */
772 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
773
774 /**
775 * \name Current raster position attributes (always valid).
776 * \note This set of attributes is very similar to the SWvertex struct.
777 */
778 /*@{*/
779 GLfloat RasterPos[4];
780 GLfloat RasterDistance;
781 GLfloat RasterColor[4];
782 GLfloat RasterSecondaryColor[4];
783 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
784 GLboolean RasterPosValid;
785 /*@}*/
786 };
787
788
789 /**
790 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
791 */
792 struct gl_depthbuffer_attrib
793 {
794 GLenum Func; /**< Function for depth buffer compare */
795 GLclampd Clear; /**< Value to clear depth buffer to */
796 GLboolean Test; /**< Depth buffering enabled flag */
797 GLboolean Mask; /**< Depth buffer writable? */
798 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
799 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
800 };
801
802
803 /**
804 * Evaluator attribute group (GL_EVAL_BIT).
805 */
806 struct gl_eval_attrib
807 {
808 /**
809 * \name Enable bits
810 */
811 /*@{*/
812 GLboolean Map1Color4;
813 GLboolean Map1Index;
814 GLboolean Map1Normal;
815 GLboolean Map1TextureCoord1;
816 GLboolean Map1TextureCoord2;
817 GLboolean Map1TextureCoord3;
818 GLboolean Map1TextureCoord4;
819 GLboolean Map1Vertex3;
820 GLboolean Map1Vertex4;
821 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
822 GLboolean Map2Color4;
823 GLboolean Map2Index;
824 GLboolean Map2Normal;
825 GLboolean Map2TextureCoord1;
826 GLboolean Map2TextureCoord2;
827 GLboolean Map2TextureCoord3;
828 GLboolean Map2TextureCoord4;
829 GLboolean Map2Vertex3;
830 GLboolean Map2Vertex4;
831 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
832 GLboolean AutoNormal;
833 /*@}*/
834
835 /**
836 * \name Map Grid endpoints and divisions and calculated du values
837 */
838 /*@{*/
839 GLint MapGrid1un;
840 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
841 GLint MapGrid2un, MapGrid2vn;
842 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
843 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
844 /*@}*/
845 };
846
847
848 /**
849 * Fog attribute group (GL_FOG_BIT).
850 */
851 struct gl_fog_attrib
852 {
853 GLboolean Enabled; /**< Fog enabled flag */
854 GLfloat ColorUnclamped[4]; /**< Fog color */
855 GLfloat Color[4]; /**< Fog color */
856 GLfloat Density; /**< Density >= 0.0 */
857 GLfloat Start; /**< Start distance in eye coords */
858 GLfloat End; /**< End distance in eye coords */
859 GLfloat Index; /**< Fog index */
860 GLenum Mode; /**< Fog mode */
861 GLboolean ColorSumEnabled;
862 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
863 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
864 };
865
866
867 /**
868 * \brief Layout qualifiers for gl_FragDepth.
869 *
870 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
871 * a layout qualifier.
872 *
873 * \see enum ir_depth_layout
874 */
875 enum gl_frag_depth_layout {
876 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
877 FRAG_DEPTH_LAYOUT_ANY,
878 FRAG_DEPTH_LAYOUT_GREATER,
879 FRAG_DEPTH_LAYOUT_LESS,
880 FRAG_DEPTH_LAYOUT_UNCHANGED
881 };
882
883
884 /**
885 * Hint attribute group (GL_HINT_BIT).
886 *
887 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
888 */
889 struct gl_hint_attrib
890 {
891 GLenum PerspectiveCorrection;
892 GLenum PointSmooth;
893 GLenum LineSmooth;
894 GLenum PolygonSmooth;
895 GLenum Fog;
896 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
897 GLenum TextureCompression; /**< GL_ARB_texture_compression */
898 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
899 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
900 };
901
902 /**
903 * Light state flags.
904 */
905 /*@{*/
906 #define LIGHT_SPOT 0x1
907 #define LIGHT_LOCAL_VIEWER 0x2
908 #define LIGHT_POSITIONAL 0x4
909 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
910 /*@}*/
911
912
913 /**
914 * Lighting attribute group (GL_LIGHT_BIT).
915 */
916 struct gl_light_attrib
917 {
918 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
919 struct gl_lightmodel Model; /**< Lighting model */
920
921 /**
922 * Must flush FLUSH_VERTICES before referencing:
923 */
924 /*@{*/
925 struct gl_material Material; /**< Includes front & back values */
926 /*@}*/
927
928 GLboolean Enabled; /**< Lighting enabled flag */
929 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
930 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
931 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
932 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
933 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
934 GLboolean ColorMaterialEnabled;
935 GLenum ClampVertexColor;
936 GLboolean _ClampVertexColor;
937
938 struct gl_light EnabledList; /**< List sentinel */
939
940 /**
941 * Derived state for optimizations:
942 */
943 /*@{*/
944 GLboolean _NeedEyeCoords;
945 GLboolean _NeedVertices; /**< Use fast shader? */
946 GLbitfield _Flags; /**< LIGHT_* flags, see above */
947 GLfloat _BaseColor[2][3];
948 /*@}*/
949 };
950
951
952 /**
953 * Line attribute group (GL_LINE_BIT).
954 */
955 struct gl_line_attrib
956 {
957 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
958 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
959 GLushort StipplePattern; /**< Stipple pattern */
960 GLint StippleFactor; /**< Stipple repeat factor */
961 GLfloat Width; /**< Line width */
962 };
963
964
965 /**
966 * Display list attribute group (GL_LIST_BIT).
967 */
968 struct gl_list_attrib
969 {
970 GLuint ListBase;
971 };
972
973
974 /**
975 * Multisample attribute group (GL_MULTISAMPLE_BIT).
976 */
977 struct gl_multisample_attrib
978 {
979 GLboolean Enabled;
980 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
981 GLboolean SampleAlphaToCoverage;
982 GLboolean SampleAlphaToOne;
983 GLboolean SampleCoverage;
984 GLfloat SampleCoverageValue;
985 GLboolean SampleCoverageInvert;
986 };
987
988
989 /**
990 * A pixelmap (see glPixelMap)
991 */
992 struct gl_pixelmap
993 {
994 GLint Size;
995 GLfloat Map[MAX_PIXEL_MAP_TABLE];
996 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
997 };
998
999
1000 /**
1001 * Collection of all pixelmaps
1002 */
1003 struct gl_pixelmaps
1004 {
1005 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1006 struct gl_pixelmap GtoG;
1007 struct gl_pixelmap BtoB;
1008 struct gl_pixelmap AtoA;
1009 struct gl_pixelmap ItoR;
1010 struct gl_pixelmap ItoG;
1011 struct gl_pixelmap ItoB;
1012 struct gl_pixelmap ItoA;
1013 struct gl_pixelmap ItoI;
1014 struct gl_pixelmap StoS;
1015 };
1016
1017
1018 /**
1019 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1020 */
1021 struct gl_pixel_attrib
1022 {
1023 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1024
1025 /*--- Begin Pixel Transfer State ---*/
1026 /* Fields are in the order in which they're applied... */
1027
1028 /** Scale & Bias (index shift, offset) */
1029 /*@{*/
1030 GLfloat RedBias, RedScale;
1031 GLfloat GreenBias, GreenScale;
1032 GLfloat BlueBias, BlueScale;
1033 GLfloat AlphaBias, AlphaScale;
1034 GLfloat DepthBias, DepthScale;
1035 GLint IndexShift, IndexOffset;
1036 /*@}*/
1037
1038 /* Pixel Maps */
1039 /* Note: actual pixel maps are not part of this attrib group */
1040 GLboolean MapColorFlag;
1041 GLboolean MapStencilFlag;
1042
1043 /*--- End Pixel Transfer State ---*/
1044
1045 /** glPixelZoom */
1046 GLfloat ZoomX, ZoomY;
1047 };
1048
1049
1050 /**
1051 * Point attribute group (GL_POINT_BIT).
1052 */
1053 struct gl_point_attrib
1054 {
1055 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1056 GLfloat Size; /**< User-specified point size */
1057 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1058 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1059 GLfloat Threshold; /**< GL_EXT_point_parameters */
1060 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1061 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1062 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1063 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1064 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1065 };
1066
1067
1068 /**
1069 * Polygon attribute group (GL_POLYGON_BIT).
1070 */
1071 struct gl_polygon_attrib
1072 {
1073 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1074 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1075 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1076 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1077 GLboolean CullFlag; /**< Culling on/off flag */
1078 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1079 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1080 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1081 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1082 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1083 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1084 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1085 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1086 };
1087
1088
1089 /**
1090 * Scissor attributes (GL_SCISSOR_BIT).
1091 */
1092 struct gl_scissor_attrib
1093 {
1094 GLboolean Enabled; /**< Scissor test enabled? */
1095 GLint X, Y; /**< Lower left corner of box */
1096 GLsizei Width, Height; /**< Size of box */
1097 };
1098
1099
1100 /**
1101 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1102 *
1103 * Three sets of stencil data are tracked so that OpenGL 2.0,
1104 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1105 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1106 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1107 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1108 * GL_EXT_stencil_two_side GL_BACK state.
1109 *
1110 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1111 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1112 *
1113 * The derived value \c _TestTwoSide is set when the front-face and back-face
1114 * stencil state are different.
1115 */
1116 struct gl_stencil_attrib
1117 {
1118 GLboolean Enabled; /**< Enabled flag */
1119 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1120 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1121 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1122 GLboolean _TestTwoSide;
1123 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1124 GLenum Function[3]; /**< Stencil function */
1125 GLenum FailFunc[3]; /**< Fail function */
1126 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1127 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1128 GLint Ref[3]; /**< Reference value */
1129 GLuint ValueMask[3]; /**< Value mask */
1130 GLuint WriteMask[3]; /**< Write mask */
1131 GLuint Clear; /**< Clear value */
1132 };
1133
1134
1135 /**
1136 * An index for each type of texture object. These correspond to the GL
1137 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1138 * Note: the order is from highest priority to lowest priority.
1139 */
1140 typedef enum
1141 {
1142 TEXTURE_2D_ARRAY_INDEX,
1143 TEXTURE_1D_ARRAY_INDEX,
1144 TEXTURE_CUBE_INDEX,
1145 TEXTURE_3D_INDEX,
1146 TEXTURE_RECT_INDEX,
1147 TEXTURE_2D_INDEX,
1148 TEXTURE_1D_INDEX,
1149 NUM_TEXTURE_TARGETS
1150 } gl_texture_index;
1151
1152
1153 /**
1154 * Bit flags for each type of texture object
1155 * Used for Texture.Unit[]._ReallyEnabled flags.
1156 */
1157 /*@{*/
1158 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1159 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1160 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1161 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1162 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1163 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1164 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1165 /*@}*/
1166
1167
1168 /**
1169 * TexGenEnabled flags.
1170 */
1171 /*@{*/
1172 #define S_BIT 1
1173 #define T_BIT 2
1174 #define R_BIT 4
1175 #define Q_BIT 8
1176 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1177 /*@}*/
1178
1179
1180 /**
1181 * Bit flag versions of the corresponding GL_ constants.
1182 */
1183 /*@{*/
1184 #define TEXGEN_SPHERE_MAP 0x1
1185 #define TEXGEN_OBJ_LINEAR 0x2
1186 #define TEXGEN_EYE_LINEAR 0x4
1187 #define TEXGEN_REFLECTION_MAP_NV 0x8
1188 #define TEXGEN_NORMAL_MAP_NV 0x10
1189
1190 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1191 TEXGEN_REFLECTION_MAP_NV | \
1192 TEXGEN_NORMAL_MAP_NV)
1193 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1194 TEXGEN_REFLECTION_MAP_NV | \
1195 TEXGEN_NORMAL_MAP_NV | \
1196 TEXGEN_EYE_LINEAR)
1197 /*@}*/
1198
1199
1200
1201 /** Tex-gen enabled for texture unit? */
1202 #define ENABLE_TEXGEN(unit) (1 << (unit))
1203
1204 /** Non-identity texture matrix for texture unit? */
1205 #define ENABLE_TEXMAT(unit) (1 << (unit))
1206
1207
1208 /**
1209 * Texel fetch function prototype. We use texel fetch functions to
1210 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1211 * texture images. These functions help to isolate us from the gritty
1212 * details of all the various texture image encodings.
1213 *
1214 * \param texImage texture image.
1215 * \param col texel column.
1216 * \param row texel row.
1217 * \param img texel image level/layer.
1218 * \param texelOut output texel (up to 4 GLchans)
1219 */
1220 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1221 GLint col, GLint row, GLint img,
1222 GLchan *texelOut );
1223
1224 /**
1225 * As above, but returns floats.
1226 * Used for depth component images and for upcoming signed/float
1227 * texture images.
1228 */
1229 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1230 GLint col, GLint row, GLint img,
1231 GLfloat *texelOut );
1232
1233
1234 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1235 GLint col, GLint row, GLint img,
1236 const void *texel);
1237
1238
1239 /**
1240 * Texture image state. Describes the dimensions of a texture image,
1241 * the texel format and pointers to Texel Fetch functions.
1242 */
1243 struct gl_texture_image
1244 {
1245 GLint InternalFormat; /**< Internal format as given by the user */
1246 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1247 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1248 * GL_INTENSITY, GL_COLOR_INDEX,
1249 * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
1250 * only. Used for choosing TexEnv arithmetic.
1251 */
1252 gl_format TexFormat; /**< The actual texture memory format */
1253
1254 GLuint Border; /**< 0 or 1 */
1255 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1256 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1257 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1258 GLuint Width2; /**< = Width - 2*Border */
1259 GLuint Height2; /**< = Height - 2*Border */
1260 GLuint Depth2; /**< = Depth - 2*Border */
1261 GLuint WidthLog2; /**< = log2(Width2) */
1262 GLuint HeightLog2; /**< = log2(Height2) */
1263 GLuint DepthLog2; /**< = log2(Depth2) */
1264 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1265 GLfloat WidthScale; /**< used for mipmap LOD computation */
1266 GLfloat HeightScale; /**< used for mipmap LOD computation */
1267 GLfloat DepthScale; /**< used for mipmap LOD computation */
1268 GLboolean IsClientData; /**< Data owned by client? */
1269 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1270
1271 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1272
1273 FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
1274 FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
1275
1276 GLuint RowStride; /**< Padded width in units of texels */
1277 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1278 each 2D slice in 'Data', in texels */
1279 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1280
1281 /**
1282 * \name For device driver:
1283 */
1284 /*@{*/
1285 void *DriverData; /**< Arbitrary device driver data */
1286 /*@}*/
1287 };
1288
1289
1290 /**
1291 * Indexes for cube map faces.
1292 */
1293 typedef enum
1294 {
1295 FACE_POS_X = 0,
1296 FACE_NEG_X = 1,
1297 FACE_POS_Y = 2,
1298 FACE_NEG_Y = 3,
1299 FACE_POS_Z = 4,
1300 FACE_NEG_Z = 5,
1301 MAX_FACES = 6
1302 } gl_face_index;
1303
1304
1305 /**
1306 * Texture object state. Contains the array of mipmap images, border color,
1307 * wrap modes, filter modes, shadow/texcompare state, and the per-texture
1308 * color palette.
1309 */
1310 struct gl_texture_object
1311 {
1312 _glthread_Mutex Mutex; /**< for thread safety */
1313 GLint RefCount; /**< reference count */
1314 GLuint Name; /**< the user-visible texture object ID */
1315 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1316 GLfloat Priority; /**< in [0,1] */
1317 union {
1318 GLfloat f[4];
1319 GLuint ui[4];
1320 GLint i[4];
1321 } BorderColor; /**< Interpreted according to texture format */
1322 GLenum WrapS; /**< S-axis texture image wrap mode */
1323 GLenum WrapT; /**< T-axis texture image wrap mode */
1324 GLenum WrapR; /**< R-axis texture image wrap mode */
1325 GLenum MinFilter; /**< minification filter */
1326 GLenum MagFilter; /**< magnification filter */
1327 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1328 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1329 GLfloat LodBias; /**< OpenGL 1.4 */
1330 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1331 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1332 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1333 GLenum CompareMode; /**< GL_ARB_shadow */
1334 GLenum CompareFunc; /**< GL_ARB_shadow */
1335 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1336 GLenum DepthMode; /**< GL_ARB_depth_texture */
1337 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1338 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1339 GLint CropRect[4]; /**< GL_OES_draw_texture */
1340 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1341 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1342 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1343 GLboolean _Complete; /**< Is texture object complete? */
1344 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1345 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1346 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1347
1348 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1349 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1350
1351 /** GL_EXT_paletted_texture */
1352 struct gl_color_table Palette;
1353
1354 /**
1355 * \name For device driver.
1356 * Note: instead of attaching driver data to this pointer, it's preferable
1357 * to instead use this struct as a base class for your own texture object
1358 * class. Driver->NewTextureObject() can be used to implement the
1359 * allocation.
1360 */
1361 void *DriverData; /**< Arbitrary device driver data */
1362 };
1363
1364
1365 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1366 #define MAX_COMBINER_TERMS 4
1367
1368
1369 /**
1370 * Texture combine environment state.
1371 */
1372 struct gl_tex_env_combine_state
1373 {
1374 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1375 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1376 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1377 GLenum SourceRGB[MAX_COMBINER_TERMS];
1378 GLenum SourceA[MAX_COMBINER_TERMS];
1379 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1380 GLenum OperandRGB[MAX_COMBINER_TERMS];
1381 GLenum OperandA[MAX_COMBINER_TERMS];
1382 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1383 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1384 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1385 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1386 };
1387
1388
1389 /**
1390 * Texture coord generation state.
1391 */
1392 struct gl_texgen
1393 {
1394 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1395 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1396 GLfloat ObjectPlane[4];
1397 GLfloat EyePlane[4];
1398 };
1399
1400
1401 /**
1402 * Texture unit state. Contains enable flags, texture environment/function/
1403 * combiners, texgen state, pointers to current texture objects and
1404 * post-filter color tables.
1405 */
1406 struct gl_texture_unit
1407 {
1408 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1409 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1410
1411 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1412 GLclampf EnvColor[4];
1413 GLfloat EnvColorUnclamped[4];
1414
1415 struct gl_texgen GenS;
1416 struct gl_texgen GenT;
1417 struct gl_texgen GenR;
1418 struct gl_texgen GenQ;
1419 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1420 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1421
1422 GLfloat LodBias; /**< for biasing mipmap levels */
1423 GLenum BumpTarget;
1424 GLfloat RotMatrix[4]; /* 2x2 matrix */
1425
1426 /**
1427 * \name GL_EXT_texture_env_combine
1428 */
1429 struct gl_tex_env_combine_state Combine;
1430
1431 /**
1432 * Derived state based on \c EnvMode and the \c BaseFormat of the
1433 * currently enabled texture.
1434 */
1435 struct gl_tex_env_combine_state _EnvMode;
1436
1437 /**
1438 * Currently enabled combiner state. This will point to either
1439 * \c Combine or \c _EnvMode.
1440 */
1441 struct gl_tex_env_combine_state *_CurrentCombine;
1442
1443 /** Current texture object pointers */
1444 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1445
1446 /** Points to highest priority, complete and enabled texture object */
1447 struct gl_texture_object *_Current;
1448 };
1449
1450
1451 /**
1452 * Texture attribute group (GL_TEXTURE_BIT).
1453 */
1454 struct gl_texture_attrib
1455 {
1456 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1457 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1458
1459 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1460
1461 /** GL_ARB_seamless_cubemap */
1462 GLboolean CubeMapSeamless;
1463
1464 /** GL_EXT_shared_texture_palette */
1465 GLboolean SharedPalette;
1466 struct gl_color_table Palette;
1467
1468 /** Texture units/samplers used by vertex or fragment texturing */
1469 GLbitfield _EnabledUnits;
1470
1471 /** Texture coord units/sets used for fragment texturing */
1472 GLbitfield _EnabledCoordUnits;
1473
1474 /** Texture coord units that have texgen enabled */
1475 GLbitfield _TexGenEnabled;
1476
1477 /** Texture coord units that have non-identity matrices */
1478 GLbitfield _TexMatEnabled;
1479
1480 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1481 GLbitfield _GenFlags;
1482 };
1483
1484
1485 /**
1486 * Transformation attribute group (GL_TRANSFORM_BIT).
1487 */
1488 struct gl_transform_attrib
1489 {
1490 GLenum MatrixMode; /**< Matrix mode */
1491 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1492 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1493 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1494 GLboolean Normalize; /**< Normalize all normals? */
1495 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1496 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1497 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1498
1499 GLfloat CullEyePos[4];
1500 GLfloat CullObjPos[4];
1501 };
1502
1503
1504 /**
1505 * Viewport attribute group (GL_VIEWPORT_BIT).
1506 */
1507 struct gl_viewport_attrib
1508 {
1509 GLint X, Y; /**< position */
1510 GLsizei Width, Height; /**< size */
1511 GLfloat Near, Far; /**< Depth buffer range */
1512 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1513 };
1514
1515
1516 /**
1517 * GL_ARB_vertex/pixel_buffer_object buffer object
1518 */
1519 struct gl_buffer_object
1520 {
1521 _glthread_Mutex Mutex;
1522 GLint RefCount;
1523 GLuint Name;
1524 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1525 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1526 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1527 /** Fields describing a mapped buffer */
1528 /*@{*/
1529 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1530 GLvoid *Pointer; /**< User-space address of mapping */
1531 GLintptr Offset; /**< Mapped offset */
1532 GLsizeiptr Length; /**< Mapped length */
1533 /*@}*/
1534 GLboolean Written; /**< Ever written to? (for debugging) */
1535 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1536 };
1537
1538
1539 /**
1540 * Client pixel packing/unpacking attributes
1541 */
1542 struct gl_pixelstore_attrib
1543 {
1544 GLint Alignment;
1545 GLint RowLength;
1546 GLint SkipPixels;
1547 GLint SkipRows;
1548 GLint ImageHeight;
1549 GLint SkipImages;
1550 GLboolean SwapBytes;
1551 GLboolean LsbFirst;
1552 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1553 GLboolean Invert; /**< GL_MESA_pack_invert */
1554 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1555 };
1556
1557
1558 /**
1559 * Client vertex array attributes
1560 */
1561 struct gl_client_array
1562 {
1563 GLint Size; /**< components per element (1,2,3,4) */
1564 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1565 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1566 GLsizei Stride; /**< user-specified stride */
1567 GLsizei StrideB; /**< actual stride in bytes */
1568 const GLubyte *Ptr; /**< Points to array data */
1569 GLboolean Enabled; /**< Enabled flag is a boolean */
1570 GLboolean Normalized; /**< GL_ARB_vertex_program */
1571 GLboolean Integer; /**< Integer-valued? */
1572 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1573 GLuint _ElementSize; /**< size of each element in bytes */
1574
1575 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1576 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1577 };
1578
1579
1580 /**
1581 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1582 * extension, but a nice encapsulation in any case.
1583 */
1584 struct gl_array_object
1585 {
1586 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1587 GLuint Name;
1588
1589 GLint RefCount;
1590 _glthread_Mutex Mutex;
1591 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1592
1593 /** Conventional vertex arrays */
1594 /*@{*/
1595 struct gl_client_array Vertex;
1596 struct gl_client_array Weight;
1597 struct gl_client_array Normal;
1598 struct gl_client_array Color;
1599 struct gl_client_array SecondaryColor;
1600 struct gl_client_array FogCoord;
1601 struct gl_client_array Index;
1602 struct gl_client_array EdgeFlag;
1603 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1604 struct gl_client_array PointSize;
1605 /*@}*/
1606
1607 /**
1608 * Generic arrays for vertex programs/shaders.
1609 * For NV vertex programs, these attributes alias and take priority
1610 * over the conventional attribs above. For ARB vertex programs and
1611 * GLSL vertex shaders, these attributes are separate.
1612 */
1613 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1614
1615 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1616 GLbitfield _Enabled;
1617
1618 /**
1619 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1620 * we can determine the max legal (in bounds) glDrawElements array index.
1621 */
1622 GLuint _MaxElement;
1623 };
1624
1625
1626 /**
1627 * Vertex array state
1628 */
1629 struct gl_array_attrib
1630 {
1631 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1632 struct gl_array_object *ArrayObj;
1633
1634 /** The default vertex array object */
1635 struct gl_array_object *DefaultArrayObj;
1636
1637 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1638 struct _mesa_HashTable *Objects;
1639
1640 GLint ActiveTexture; /**< Client Active Texture */
1641 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1642 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1643
1644 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1645 GLboolean PrimitiveRestart;
1646 GLuint RestartIndex;
1647
1648 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1649 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1650
1651 /* GL_ARB_vertex_buffer_object */
1652 struct gl_buffer_object *ArrayBufferObj;
1653 struct gl_buffer_object *ElementArrayBufferObj;
1654 };
1655
1656
1657 /**
1658 * Feedback buffer state
1659 */
1660 struct gl_feedback
1661 {
1662 GLenum Type;
1663 GLbitfield _Mask; /**< FB_* bits */
1664 GLfloat *Buffer;
1665 GLuint BufferSize;
1666 GLuint Count;
1667 };
1668
1669
1670 /**
1671 * Selection buffer state
1672 */
1673 struct gl_selection
1674 {
1675 GLuint *Buffer; /**< selection buffer */
1676 GLuint BufferSize; /**< size of the selection buffer */
1677 GLuint BufferCount; /**< number of values in the selection buffer */
1678 GLuint Hits; /**< number of records in the selection buffer */
1679 GLuint NameStackDepth; /**< name stack depth */
1680 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1681 GLboolean HitFlag; /**< hit flag */
1682 GLfloat HitMinZ; /**< minimum hit depth */
1683 GLfloat HitMaxZ; /**< maximum hit depth */
1684 };
1685
1686
1687 /**
1688 * 1-D Evaluator control points
1689 */
1690 struct gl_1d_map
1691 {
1692 GLuint Order; /**< Number of control points */
1693 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1694 GLfloat *Points; /**< Points to contiguous control points */
1695 };
1696
1697
1698 /**
1699 * 2-D Evaluator control points
1700 */
1701 struct gl_2d_map
1702 {
1703 GLuint Uorder; /**< Number of control points in U dimension */
1704 GLuint Vorder; /**< Number of control points in V dimension */
1705 GLfloat u1, u2, du;
1706 GLfloat v1, v2, dv;
1707 GLfloat *Points; /**< Points to contiguous control points */
1708 };
1709
1710
1711 /**
1712 * All evaluator control point state
1713 */
1714 struct gl_evaluators
1715 {
1716 /**
1717 * \name 1-D maps
1718 */
1719 /*@{*/
1720 struct gl_1d_map Map1Vertex3;
1721 struct gl_1d_map Map1Vertex4;
1722 struct gl_1d_map Map1Index;
1723 struct gl_1d_map Map1Color4;
1724 struct gl_1d_map Map1Normal;
1725 struct gl_1d_map Map1Texture1;
1726 struct gl_1d_map Map1Texture2;
1727 struct gl_1d_map Map1Texture3;
1728 struct gl_1d_map Map1Texture4;
1729 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1730 /*@}*/
1731
1732 /**
1733 * \name 2-D maps
1734 */
1735 /*@{*/
1736 struct gl_2d_map Map2Vertex3;
1737 struct gl_2d_map Map2Vertex4;
1738 struct gl_2d_map Map2Index;
1739 struct gl_2d_map Map2Color4;
1740 struct gl_2d_map Map2Normal;
1741 struct gl_2d_map Map2Texture1;
1742 struct gl_2d_map Map2Texture2;
1743 struct gl_2d_map Map2Texture3;
1744 struct gl_2d_map Map2Texture4;
1745 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1746 /*@}*/
1747 };
1748
1749
1750 /**
1751 * Names of the various vertex/fragment program register files, etc.
1752 *
1753 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1754 * All values should fit in a 4-bit field.
1755 *
1756 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1757 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1758 * be "uniform" variables since they can only be set outside glBegin/End.
1759 * They're also all stored in the same Parameters array.
1760 */
1761 typedef enum
1762 {
1763 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1764 PROGRAM_INPUT, /**< machine->Inputs[] */
1765 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1766 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1767 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1768 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1769 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1770 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1771 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1772 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1773 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1774 PROGRAM_ADDRESS, /**< machine->AddressReg */
1775 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1776 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1777 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1778 PROGRAM_FILE_MAX
1779 } gl_register_file;
1780
1781
1782 /**
1783 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1784 * one of these values.
1785 */
1786 typedef enum
1787 {
1788 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1789 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1790 SYSTEM_VALUE_MAX /**< Number of values */
1791 } gl_system_value;
1792
1793
1794 /** Vertex and fragment instructions */
1795 struct prog_instruction;
1796 struct gl_program_parameter_list;
1797 struct gl_uniform_list;
1798
1799
1800 /**
1801 * Base class for any kind of program object
1802 */
1803 struct gl_program
1804 {
1805 GLuint Id;
1806 GLubyte *String; /**< Null-terminated program text */
1807 GLint RefCount;
1808 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1809 GLenum Format; /**< String encoding format */
1810 GLboolean Resident;
1811
1812 struct prog_instruction *Instructions;
1813
1814 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1815 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1816 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1817 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1818 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1819 GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1820 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1821 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1822
1823
1824 /** Named parameters, constants, etc. from program text */
1825 struct gl_program_parameter_list *Parameters;
1826 /** Numbered local parameters */
1827 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1828
1829 /** Vertex/fragment shader varying vars */
1830 struct gl_program_parameter_list *Varying;
1831 /** Vertex program user-defined attributes */
1832 struct gl_program_parameter_list *Attributes;
1833
1834 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1835 GLubyte SamplerUnits[MAX_SAMPLERS];
1836 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1837 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1838
1839 /** Bitmask of which register files are read/written with indirect
1840 * addressing. Mask of (1 << PROGRAM_x) bits.
1841 */
1842 GLbitfield IndirectRegisterFiles;
1843
1844 /** Logical counts */
1845 /*@{*/
1846 GLuint NumInstructions;
1847 GLuint NumTemporaries;
1848 GLuint NumParameters;
1849 GLuint NumAttributes;
1850 GLuint NumAddressRegs;
1851 GLuint NumAluInstructions;
1852 GLuint NumTexInstructions;
1853 GLuint NumTexIndirections;
1854 /*@}*/
1855 /** Native, actual h/w counts */
1856 /*@{*/
1857 GLuint NumNativeInstructions;
1858 GLuint NumNativeTemporaries;
1859 GLuint NumNativeParameters;
1860 GLuint NumNativeAttributes;
1861 GLuint NumNativeAddressRegs;
1862 GLuint NumNativeAluInstructions;
1863 GLuint NumNativeTexInstructions;
1864 GLuint NumNativeTexIndirections;
1865 /*@}*/
1866 };
1867
1868
1869 /** Vertex program object */
1870 struct gl_vertex_program
1871 {
1872 struct gl_program Base; /**< base class */
1873 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1874 GLboolean IsPositionInvariant;
1875 };
1876
1877
1878 /** Geometry program object */
1879 struct gl_geometry_program
1880 {
1881 struct gl_program Base; /**< base class */
1882
1883 GLint VerticesOut;
1884 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1885 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1886 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1887 };
1888
1889
1890 /** Fragment program object */
1891 struct gl_fragment_program
1892 {
1893 struct gl_program Base; /**< base class */
1894 GLenum FogOption;
1895 GLboolean UsesKill; /**< shader uses KIL instruction */
1896 GLboolean OriginUpperLeft;
1897 GLboolean PixelCenterInteger;
1898 enum gl_frag_depth_layout FragDepthLayout;
1899 };
1900
1901
1902 /**
1903 * State common to vertex and fragment programs.
1904 */
1905 struct gl_program_state
1906 {
1907 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1908 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1909 };
1910
1911
1912 /**
1913 * Context state for vertex programs.
1914 */
1915 struct gl_vertex_program_state
1916 {
1917 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1918 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1919 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1920 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1921 struct gl_vertex_program *Current; /**< User-bound vertex program */
1922
1923 /** Currently enabled and valid vertex program (including internal
1924 * programs, user-defined vertex programs and GLSL vertex shaders).
1925 * This is the program we must use when rendering.
1926 */
1927 struct gl_vertex_program *_Current;
1928
1929 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1930
1931 /* For GL_NV_vertex_program only: */
1932 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1933 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1934
1935 /** Should fixed-function T&L be implemented with a vertex prog? */
1936 GLboolean _MaintainTnlProgram;
1937
1938 /** Program to emulate fixed-function T&L (see above) */
1939 struct gl_vertex_program *_TnlProgram;
1940
1941 /** Cache of fixed-function programs */
1942 struct gl_program_cache *Cache;
1943
1944 GLboolean _Overriden;
1945 };
1946
1947
1948 /**
1949 * Context state for geometry programs.
1950 */
1951 struct gl_geometry_program_state
1952 {
1953 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1954 GLboolean _Enabled; /**< Enabled and valid program? */
1955 struct gl_geometry_program *Current; /**< user-bound geometry program */
1956
1957 /** Currently enabled and valid program (including internal programs
1958 * and compiled shader programs).
1959 */
1960 struct gl_geometry_program *_Current;
1961
1962 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1963
1964 /** Cache of fixed-function programs */
1965 struct gl_program_cache *Cache;
1966 };
1967
1968 /**
1969 * Context state for fragment programs.
1970 */
1971 struct gl_fragment_program_state
1972 {
1973 GLboolean Enabled; /**< User-set fragment program enable flag */
1974 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1975 struct gl_fragment_program *Current; /**< User-bound fragment program */
1976
1977 /** Currently enabled and valid fragment program (including internal
1978 * programs, user-defined fragment programs and GLSL fragment shaders).
1979 * This is the program we must use when rendering.
1980 */
1981 struct gl_fragment_program *_Current;
1982
1983 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1984
1985 /** Should fixed-function texturing be implemented with a fragment prog? */
1986 GLboolean _MaintainTexEnvProgram;
1987
1988 /** Program to emulate fixed-function texture env/combine (see above) */
1989 struct gl_fragment_program *_TexEnvProgram;
1990
1991 /** Cache of fixed-function programs */
1992 struct gl_program_cache *Cache;
1993 };
1994
1995
1996 /**
1997 * ATI_fragment_shader runtime state
1998 */
1999 #define ATI_FS_INPUT_PRIMARY 0
2000 #define ATI_FS_INPUT_SECONDARY 1
2001
2002 struct atifs_instruction;
2003 struct atifs_setupinst;
2004
2005 /**
2006 * ATI fragment shader
2007 */
2008 struct ati_fragment_shader
2009 {
2010 GLuint Id;
2011 GLint RefCount;
2012 struct atifs_instruction *Instructions[2];
2013 struct atifs_setupinst *SetupInst[2];
2014 GLfloat Constants[8][4];
2015 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2016 GLubyte numArithInstr[2];
2017 GLubyte regsAssigned[2];
2018 GLubyte NumPasses; /**< 1 or 2 */
2019 GLubyte cur_pass;
2020 GLubyte last_optype;
2021 GLboolean interpinp1;
2022 GLboolean isValid;
2023 GLuint swizzlerq;
2024 };
2025
2026 /**
2027 * Context state for GL_ATI_fragment_shader
2028 */
2029 struct gl_ati_fragment_shader_state
2030 {
2031 GLboolean Enabled;
2032 GLboolean _Enabled; /**< enabled and valid shader? */
2033 GLboolean Compiling;
2034 GLfloat GlobalConstants[8][4];
2035 struct ati_fragment_shader *Current;
2036 };
2037
2038
2039 /**
2040 * Occlusion/timer query object.
2041 */
2042 struct gl_query_object
2043 {
2044 GLenum Target; /**< The query target, when active */
2045 GLuint Id; /**< hash table ID/name */
2046 GLuint64EXT Result; /**< the counter */
2047 GLboolean Active; /**< inside Begin/EndQuery */
2048 GLboolean Ready; /**< result is ready? */
2049 };
2050
2051
2052 /**
2053 * Context state for query objects.
2054 */
2055 struct gl_query_state
2056 {
2057 struct _mesa_HashTable *QueryObjects;
2058 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2059 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2060
2061 /** GL_NV_conditional_render */
2062 struct gl_query_object *CondRenderQuery;
2063
2064 /** GL_EXT_transform_feedback */
2065 struct gl_query_object *PrimitivesGenerated;
2066 struct gl_query_object *PrimitivesWritten;
2067
2068 /** GL_ARB_timer_query */
2069 struct gl_query_object *TimeElapsed;
2070
2071 GLenum CondRenderMode;
2072 };
2073
2074
2075 /** Sync object state */
2076 struct gl_sync_object {
2077 struct simple_node link;
2078 GLenum Type; /**< GL_SYNC_FENCE */
2079 GLuint Name; /**< Fence name */
2080 GLint RefCount; /**< Reference count */
2081 GLboolean DeletePending; /**< Object was deleted while there were still
2082 * live references (e.g., sync not yet finished)
2083 */
2084 GLenum SyncCondition;
2085 GLbitfield Flags; /**< Flags passed to glFenceSync */
2086 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2087 };
2088
2089
2090 /** Set by #pragma directives */
2091 struct gl_sl_pragmas
2092 {
2093 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2094 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2095 GLboolean Optimize; /**< defaults on */
2096 GLboolean Debug; /**< defaults off */
2097 };
2098
2099
2100 /**
2101 * A GLSL vertex or fragment shader object.
2102 */
2103 struct gl_shader
2104 {
2105 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2106 GLuint Name; /**< AKA the handle */
2107 GLint RefCount; /**< Reference count */
2108 GLboolean DeletePending;
2109 GLboolean CompileStatus;
2110 const GLchar *Source; /**< Source code string */
2111 GLuint SourceChecksum; /**< for debug/logging purposes */
2112 struct gl_program *Program; /**< Post-compile assembly code */
2113 GLchar *InfoLog;
2114 struct gl_sl_pragmas Pragmas;
2115
2116 unsigned Version; /**< GLSL version used for linking */
2117
2118 struct exec_list *ir;
2119 struct glsl_symbol_table *symbols;
2120
2121 /** Shaders containing built-in functions that are used for linking. */
2122 struct gl_shader *builtins_to_link[16];
2123 unsigned num_builtins_to_link;
2124 };
2125
2126
2127 /**
2128 * A GLSL program object.
2129 * Basically a linked collection of vertex and fragment shaders.
2130 */
2131 struct gl_shader_program
2132 {
2133 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2134 GLuint Name; /**< aka handle or ID */
2135 GLint RefCount; /**< Reference count */
2136 GLboolean DeletePending;
2137
2138 GLuint NumShaders; /**< number of attached shaders */
2139 struct gl_shader **Shaders; /**< List of attached the shaders */
2140
2141 /** User-defined attribute bindings (glBindAttribLocation) */
2142 struct gl_program_parameter_list *Attributes;
2143
2144 /** Transform feedback varyings */
2145 struct {
2146 GLenum BufferMode;
2147 GLuint NumVarying;
2148 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2149 } TransformFeedback;
2150
2151 /** Geometry shader state - copied into gl_geometry_program at link time */
2152 struct {
2153 GLint VerticesOut;
2154 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2155 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2156 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2157 } Geom;
2158
2159 /* post-link info: */
2160 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2161 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2162 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2163 struct gl_uniform_list *Uniforms;
2164 struct gl_program_parameter_list *Varying;
2165 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2166 GLboolean Validated;
2167 GLboolean _Used; /**< Ever used for drawing? */
2168 GLchar *InfoLog;
2169
2170 unsigned Version; /**< GLSL version used for linking */
2171
2172 /**
2173 * Per-stage shaders resulting from the first stage of linking.
2174 *
2175 * Set of linked shaders for this program. The array is accessed using the
2176 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2177 * \c NULL.
2178 */
2179 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2180 };
2181
2182
2183 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2184 #define GLSL_LOG 0x2 /**< Write shaders to files */
2185 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2186 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2187 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2188 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2189 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2190 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2191
2192
2193 /**
2194 * Context state for GLSL vertex/fragment shaders.
2195 */
2196 struct gl_shader_state
2197 {
2198 /**
2199 * Programs used for rendering
2200 *
2201 * There is a separate program set for each shader stage. If
2202 * GL_EXT_separate_shader_objects is not supported, each of these must point
2203 * to \c NULL or to the same program.
2204 */
2205 struct gl_shader_program *CurrentVertexProgram;
2206 struct gl_shader_program *CurrentGeometryProgram;
2207 struct gl_shader_program *CurrentFragmentProgram;
2208
2209 /**
2210 * Program used by glUniform calls.
2211 *
2212 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2213 */
2214 struct gl_shader_program *ActiveProgram;
2215
2216 void *MemPool;
2217
2218 GLbitfield Flags; /**< Mask of GLSL_x flags */
2219 };
2220
2221 /**
2222 * Compiler options for a single GLSL shaders type
2223 */
2224 struct gl_shader_compiler_options
2225 {
2226 /** Driver-selectable options: */
2227 GLboolean EmitCondCodes; /**< Use condition codes? */
2228 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2229 /**
2230 * Attempts to flatten all ir_if (OPCODE_IF) for GPUs that can't
2231 * support control flow.
2232 */
2233 GLboolean EmitNoIfs;
2234 GLboolean EmitNoLoops;
2235 GLboolean EmitNoFunctions;
2236 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2237 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2238 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2239 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2240
2241 /**
2242 * \name Forms of indirect addressing the driver cannot do.
2243 */
2244 /*@{*/
2245 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2246 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2247 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2248 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2249 /*@}*/
2250
2251 GLuint MaxUnrollIterations;
2252
2253 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2254 };
2255
2256 /**
2257 * Transform feedback object state
2258 */
2259 struct gl_transform_feedback_object
2260 {
2261 GLuint Name; /**< AKA the object ID */
2262 GLint RefCount;
2263 GLboolean Active; /**< Is transform feedback enabled? */
2264 GLboolean Paused; /**< Is transform feedback paused? */
2265
2266 /** The feedback buffers */
2267 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2268 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2269
2270 /** Start of feedback data in dest buffer */
2271 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2272 /** Max data to put into dest buffer (in bytes) */
2273 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2274 };
2275
2276
2277 /**
2278 * Context state for transform feedback.
2279 */
2280 struct gl_transform_feedback
2281 {
2282 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2283
2284 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2285
2286 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2287 struct gl_buffer_object *CurrentBuffer;
2288
2289 /** The table of all transform feedback objects */
2290 struct _mesa_HashTable *Objects;
2291
2292 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2293 struct gl_transform_feedback_object *CurrentObject;
2294
2295 /** The default xform-fb object (Name==0) */
2296 struct gl_transform_feedback_object *DefaultObject;
2297 };
2298
2299
2300
2301 /**
2302 * State which can be shared by multiple contexts:
2303 */
2304 struct gl_shared_state
2305 {
2306 _glthread_Mutex Mutex; /**< for thread safety */
2307 GLint RefCount; /**< Reference count */
2308 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2309 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2310
2311 /** Default texture objects (shared by all texture units) */
2312 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2313
2314 /** Fallback texture used when a bound texture is incomplete */
2315 struct gl_texture_object *FallbackTex;
2316
2317 /**
2318 * \name Thread safety and statechange notification for texture
2319 * objects.
2320 *
2321 * \todo Improve the granularity of locking.
2322 */
2323 /*@{*/
2324 _glthread_Mutex TexMutex; /**< texobj thread safety */
2325 GLuint TextureStateStamp; /**< state notification for shared tex */
2326 /*@}*/
2327
2328 /** Default buffer object for vertex arrays that aren't in VBOs */
2329 struct gl_buffer_object *NullBufferObj;
2330
2331 /**
2332 * \name Vertex/geometry/fragment programs
2333 */
2334 /*@{*/
2335 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2336 struct gl_vertex_program *DefaultVertexProgram;
2337 struct gl_fragment_program *DefaultFragmentProgram;
2338 struct gl_geometry_program *DefaultGeometryProgram;
2339 /*@}*/
2340
2341 /* GL_ATI_fragment_shader */
2342 struct _mesa_HashTable *ATIShaders;
2343 struct ati_fragment_shader *DefaultFragmentShader;
2344
2345 struct _mesa_HashTable *BufferObjects;
2346
2347 /** Table of both gl_shader and gl_shader_program objects */
2348 struct _mesa_HashTable *ShaderObjects;
2349
2350 /* GL_EXT_framebuffer_object */
2351 struct _mesa_HashTable *RenderBuffers;
2352 struct _mesa_HashTable *FrameBuffers;
2353
2354 /* GL_ARB_sync */
2355 struct simple_node SyncObjects;
2356
2357 void *DriverData; /**< Device driver shared state */
2358 };
2359
2360
2361
2362
2363 /**
2364 * A renderbuffer stores colors or depth values or stencil values.
2365 * A framebuffer object will have a collection of these.
2366 * Data are read/written to the buffer with a handful of Get/Put functions.
2367 *
2368 * Instances of this object are allocated with the Driver's NewRenderbuffer
2369 * hook. Drivers will likely wrap this class inside a driver-specific
2370 * class to simulate inheritance.
2371 */
2372 struct gl_renderbuffer
2373 {
2374 #define RB_MAGIC 0xaabbccdd
2375 int Magic; /** XXX TEMPORARY DEBUG INFO */
2376 _glthread_Mutex Mutex; /**< for thread safety */
2377 GLuint ClassID; /**< Useful for drivers */
2378 GLuint Name;
2379 GLint RefCount;
2380 GLuint Width, Height;
2381 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2382
2383 GLenum InternalFormat; /**< The user-specified format */
2384 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2385 GL_STENCIL_INDEX. */
2386 gl_format Format; /**< The actual renderbuffer memory format */
2387
2388 GLubyte NumSamples;
2389
2390 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2391 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2392
2393 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2394
2395 /* Used to wrap one renderbuffer around another: */
2396 struct gl_renderbuffer *Wrapped;
2397
2398 /* Delete this renderbuffer */
2399 void (*Delete)(struct gl_renderbuffer *rb);
2400
2401 /* Allocate new storage for this renderbuffer */
2402 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2403 GLenum internalFormat,
2404 GLuint width, GLuint height);
2405
2406 /* Lock/Unlock are called before/after calling the Get/Put functions.
2407 * Not sure this is the right place for these yet.
2408 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2409 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2410 */
2411
2412 /* Return a pointer to the element/pixel at (x,y).
2413 * Should return NULL if the buffer memory can't be directly addressed.
2414 */
2415 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2416 GLint x, GLint y);
2417
2418 /* Get/Read a row of values.
2419 * The values will be of format _BaseFormat and type DataType.
2420 */
2421 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2422 GLint x, GLint y, void *values);
2423
2424 /* Get/Read values at arbitrary locations.
2425 * The values will be of format _BaseFormat and type DataType.
2426 */
2427 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2428 const GLint x[], const GLint y[], void *values);
2429
2430 /* Put/Write a row of values.
2431 * The values will be of format _BaseFormat and type DataType.
2432 */
2433 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2434 GLint x, GLint y, const void *values, const GLubyte *mask);
2435
2436 /* Put/Write a row of RGB values. This is a special-case routine that's
2437 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2438 * a common case for glDrawPixels and some triangle routines.
2439 * The values will be of format GL_RGB and type DataType.
2440 */
2441 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2442 GLint x, GLint y, const void *values, const GLubyte *mask);
2443
2444
2445 /* Put/Write a row of identical values.
2446 * The values will be of format _BaseFormat and type DataType.
2447 */
2448 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2449 GLint x, GLint y, const void *value, const GLubyte *mask);
2450
2451 /* Put/Write values at arbitrary locations.
2452 * The values will be of format _BaseFormat and type DataType.
2453 */
2454 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2455 const GLint x[], const GLint y[], const void *values,
2456 const GLubyte *mask);
2457 /* Put/Write identical values at arbitrary locations.
2458 * The values will be of format _BaseFormat and type DataType.
2459 */
2460 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2461 GLuint count, const GLint x[], const GLint y[],
2462 const void *value, const GLubyte *mask);
2463 };
2464
2465
2466 /**
2467 * A renderbuffer attachment points to either a texture object (and specifies
2468 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2469 */
2470 struct gl_renderbuffer_attachment
2471 {
2472 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2473 GLboolean Complete;
2474
2475 /**
2476 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2477 * application supplied renderbuffer object.
2478 */
2479 struct gl_renderbuffer *Renderbuffer;
2480
2481 /**
2482 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2483 * supplied texture object.
2484 */
2485 struct gl_texture_object *Texture;
2486 GLuint TextureLevel; /**< Attached mipmap level. */
2487 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2488 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2489 * and 2D array textures */
2490 };
2491
2492
2493 /**
2494 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2495 * In C++ terms, think of this as a base class from which device drivers
2496 * will make derived classes.
2497 */
2498 struct gl_framebuffer
2499 {
2500 _glthread_Mutex Mutex; /**< for thread safety */
2501 /**
2502 * If zero, this is a window system framebuffer. If non-zero, this
2503 * is a FBO framebuffer; note that for some devices (i.e. those with
2504 * a natural pixel coordinate system for FBOs that differs from the
2505 * OpenGL/Mesa coordinate system), this means that the viewport,
2506 * polygon face orientation, and polygon stipple will have to be inverted.
2507 */
2508 GLuint Name;
2509
2510 GLint RefCount;
2511 GLboolean DeletePending;
2512
2513 /**
2514 * The framebuffer's visual. Immutable if this is a window system buffer.
2515 * Computed from attachments if user-made FBO.
2516 */
2517 struct gl_config Visual;
2518
2519 GLboolean Initialized;
2520
2521 GLuint Width, Height; /**< size of frame buffer in pixels */
2522
2523 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2524 /*@{*/
2525 GLint _Xmin, _Xmax; /**< inclusive */
2526 GLint _Ymin, _Ymax; /**< exclusive */
2527 /*@}*/
2528
2529 /** \name Derived Z buffer stuff */
2530 /*@{*/
2531 GLuint _DepthMax; /**< Max depth buffer value */
2532 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2533 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2534 /*@}*/
2535
2536 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2537 GLenum _Status;
2538
2539 /** Integer color values */
2540 GLboolean _IntegerColor;
2541
2542 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2543 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2544
2545 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2546 * attribute group and GL_PIXEL attribute group, respectively.
2547 */
2548 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2549 GLenum ColorReadBuffer;
2550
2551 /** Computed from ColorDraw/ReadBuffer above */
2552 GLuint _NumColorDrawBuffers;
2553 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2554 GLint _ColorReadBufferIndex; /* -1 = None */
2555 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2556 struct gl_renderbuffer *_ColorReadBuffer;
2557
2558 /** The Actual depth/stencil buffers to use. May be wrappers around the
2559 * depth/stencil buffers attached above. */
2560 struct gl_renderbuffer *_DepthBuffer;
2561 struct gl_renderbuffer *_StencilBuffer;
2562
2563 /** Delete this framebuffer */
2564 void (*Delete)(struct gl_framebuffer *fb);
2565 };
2566
2567
2568 /**
2569 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2570 */
2571 struct gl_precision
2572 {
2573 GLushort RangeMin; /**< min value exponent */
2574 GLushort RangeMax; /**< max value exponent */
2575 GLushort Precision; /**< number of mantissa bits */
2576 };
2577
2578
2579 /**
2580 * Limits for vertex, geometry and fragment programs/shaders.
2581 */
2582 struct gl_program_constants
2583 {
2584 /* logical limits */
2585 GLuint MaxInstructions;
2586 GLuint MaxAluInstructions;
2587 GLuint MaxTexInstructions;
2588 GLuint MaxTexIndirections;
2589 GLuint MaxAttribs;
2590 GLuint MaxTemps;
2591 GLuint MaxAddressRegs;
2592 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2593 GLuint MaxParameters;
2594 GLuint MaxLocalParams;
2595 GLuint MaxEnvParams;
2596 /* native/hardware limits */
2597 GLuint MaxNativeInstructions;
2598 GLuint MaxNativeAluInstructions;
2599 GLuint MaxNativeTexInstructions;
2600 GLuint MaxNativeTexIndirections;
2601 GLuint MaxNativeAttribs;
2602 GLuint MaxNativeTemps;
2603 GLuint MaxNativeAddressRegs;
2604 GLuint MaxNativeParameters;
2605 /* For shaders */
2606 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2607 /* ES 2.0 and GL_ARB_ES2_compatibility */
2608 struct gl_precision LowFloat, MediumFloat, HighFloat;
2609 struct gl_precision LowInt, MediumInt, HighInt;
2610 };
2611
2612
2613 /**
2614 * Constants which may be overridden by device driver during context creation
2615 * but are never changed after that.
2616 */
2617 struct gl_constants
2618 {
2619 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2620 GLint MaxTextureLevels; /**< Max mipmap levels. */
2621 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2622 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2623 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2624 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2625 GLuint MaxTextureCoordUnits;
2626 GLuint MaxTextureImageUnits;
2627 GLuint MaxVertexTextureImageUnits;
2628 GLuint MaxCombinedTextureImageUnits;
2629 GLuint MaxGeometryTextureImageUnits;
2630 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2631 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2632 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2633
2634 GLuint MaxArrayLockSize;
2635
2636 GLint SubPixelBits;
2637
2638 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2639 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2640 GLfloat PointSizeGranularity;
2641 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2642 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2643 GLfloat LineWidthGranularity;
2644
2645 GLuint MaxColorTableSize;
2646
2647 GLuint MaxClipPlanes;
2648 GLuint MaxLights;
2649 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2650 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2651
2652 GLuint MaxViewportWidth, MaxViewportHeight;
2653
2654 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2655 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2656 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2657 GLuint MaxProgramMatrices;
2658 GLuint MaxProgramMatrixStackDepth;
2659
2660 /** vertex array / buffer object bounds checking */
2661 GLboolean CheckArrayBounds;
2662
2663 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2664
2665 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2666 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2667 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2668
2669 /** Number of varying vectors between vertex and fragment shaders */
2670 GLuint MaxVarying;
2671 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2672 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2673
2674 /** GL_ARB_geometry_shader4 */
2675 GLuint MaxGeometryOutputVertices;
2676 GLuint MaxGeometryTotalOutputComponents;
2677
2678 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2679
2680 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2681 GLbitfield SupportedBumpUnits;
2682
2683 /**
2684 * Maximum amount of time, measured in nanseconds, that the server can wait.
2685 */
2686 GLuint64 MaxServerWaitTimeout;
2687
2688 /** GL_EXT_provoking_vertex */
2689 GLboolean QuadsFollowProvokingVertexConvention;
2690
2691 /** OpenGL version 3.0 */
2692 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2693
2694 /** OpenGL version 3.2 */
2695 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2696
2697 /** GL_EXT_transform_feedback */
2698 GLuint MaxTransformFeedbackSeparateAttribs;
2699 GLuint MaxTransformFeedbackSeparateComponents;
2700 GLuint MaxTransformFeedbackInterleavedComponents;
2701
2702 /** GL_EXT_gpu_shader4 */
2703 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2704
2705 /* GL_EXT_framebuffer_sRGB */
2706 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2707 };
2708
2709
2710 /**
2711 * Enable flag for each OpenGL extension. Different device drivers will
2712 * enable different extensions at runtime.
2713 */
2714 struct gl_extensions
2715 {
2716 GLboolean dummy; /* don't remove this! */
2717 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2718 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2719 GLboolean ARB_ES2_compatibility;
2720 GLboolean ARB_blend_func_extended;
2721 GLboolean ARB_color_buffer_float;
2722 GLboolean ARB_copy_buffer;
2723 GLboolean ARB_depth_buffer_float;
2724 GLboolean ARB_depth_clamp;
2725 GLboolean ARB_depth_texture;
2726 GLboolean ARB_draw_buffers;
2727 GLboolean ARB_draw_buffers_blend;
2728 GLboolean ARB_draw_elements_base_vertex;
2729 GLboolean ARB_draw_instanced;
2730 GLboolean ARB_fragment_coord_conventions;
2731 GLboolean ARB_fragment_program;
2732 GLboolean ARB_fragment_program_shadow;
2733 GLboolean ARB_fragment_shader;
2734 GLboolean ARB_framebuffer_object;
2735 GLboolean ARB_explicit_attrib_location;
2736 GLboolean ARB_geometry_shader4;
2737 GLboolean ARB_half_float_pixel;
2738 GLboolean ARB_half_float_vertex;
2739 GLboolean ARB_instanced_arrays;
2740 GLboolean ARB_map_buffer_range;
2741 GLboolean ARB_multisample;
2742 GLboolean ARB_multitexture;
2743 GLboolean ARB_occlusion_query;
2744 GLboolean ARB_occlusion_query2;
2745 GLboolean ARB_point_sprite;
2746 GLboolean ARB_sampler_objects;
2747 GLboolean ARB_seamless_cube_map;
2748 GLboolean ARB_shader_objects;
2749 GLboolean ARB_shader_stencil_export;
2750 GLboolean ARB_shading_language_100;
2751 GLboolean ARB_shadow;
2752 GLboolean ARB_shadow_ambient;
2753 GLboolean ARB_sync;
2754 GLboolean ARB_texture_border_clamp;
2755 GLboolean ARB_texture_buffer_object;
2756 GLboolean ARB_texture_compression;
2757 GLboolean ARB_texture_compression_rgtc;
2758 GLboolean ARB_texture_cube_map;
2759 GLboolean ARB_texture_env_combine;
2760 GLboolean ARB_texture_env_crossbar;
2761 GLboolean ARB_texture_env_dot3;
2762 GLboolean ARB_texture_float;
2763 GLboolean ARB_texture_mirrored_repeat;
2764 GLboolean ARB_texture_multisample;
2765 GLboolean ARB_texture_non_power_of_two;
2766 GLboolean ARB_texture_rg;
2767 GLboolean ARB_texture_rgb10_a2ui;
2768 GLboolean ARB_timer_query;
2769 GLboolean ARB_transform_feedback2;
2770 GLboolean ARB_transpose_matrix;
2771 GLboolean ARB_uniform_buffer_object;
2772 GLboolean ARB_vertex_array_object;
2773 GLboolean ARB_vertex_buffer_object;
2774 GLboolean ARB_vertex_program;
2775 GLboolean ARB_vertex_shader;
2776 GLboolean ARB_vertex_type_2_10_10_10_rev;
2777 GLboolean ARB_window_pos;
2778 GLboolean EXT_abgr;
2779 GLboolean EXT_bgra;
2780 GLboolean EXT_blend_color;
2781 GLboolean EXT_blend_equation_separate;
2782 GLboolean EXT_blend_func_separate;
2783 GLboolean EXT_blend_logic_op;
2784 GLboolean EXT_blend_minmax;
2785 GLboolean EXT_blend_subtract;
2786 GLboolean EXT_clip_volume_hint;
2787 GLboolean EXT_compiled_vertex_array;
2788 GLboolean EXT_copy_texture;
2789 GLboolean EXT_depth_bounds_test;
2790 GLboolean EXT_draw_buffers2;
2791 GLboolean EXT_draw_range_elements;
2792 GLboolean EXT_fog_coord;
2793 GLboolean EXT_framebuffer_blit;
2794 GLboolean EXT_framebuffer_multisample;
2795 GLboolean EXT_framebuffer_object;
2796 GLboolean EXT_framebuffer_sRGB;
2797 GLboolean EXT_gpu_program_parameters;
2798 GLboolean EXT_gpu_shader4;
2799 GLboolean EXT_multi_draw_arrays;
2800 GLboolean EXT_paletted_texture;
2801 GLboolean EXT_packed_depth_stencil;
2802 GLboolean EXT_packed_float;
2803 GLboolean EXT_packed_pixels;
2804 GLboolean EXT_pixel_buffer_object;
2805 GLboolean EXT_point_parameters;
2806 GLboolean EXT_polygon_offset;
2807 GLboolean EXT_provoking_vertex;
2808 GLboolean EXT_rescale_normal;
2809 GLboolean EXT_shadow_funcs;
2810 GLboolean EXT_secondary_color;
2811 GLboolean EXT_separate_shader_objects;
2812 GLboolean EXT_separate_specular_color;
2813 GLboolean EXT_shared_texture_palette;
2814 GLboolean EXT_stencil_wrap;
2815 GLboolean EXT_stencil_two_side;
2816 GLboolean EXT_subtexture;
2817 GLboolean EXT_texture;
2818 GLboolean EXT_texture_object;
2819 GLboolean EXT_texture3D;
2820 GLboolean EXT_texture_array;
2821 GLboolean EXT_texture_compression_latc;
2822 GLboolean EXT_texture_compression_s3tc;
2823 GLboolean EXT_texture_env_add;
2824 GLboolean EXT_texture_env_combine;
2825 GLboolean EXT_texture_env_dot3;
2826 GLboolean EXT_texture_filter_anisotropic;
2827 GLboolean EXT_texture_integer;
2828 GLboolean EXT_texture_lod_bias;
2829 GLboolean EXT_texture_mirror_clamp;
2830 GLboolean EXT_texture_shared_exponent;
2831 GLboolean EXT_texture_sRGB;
2832 GLboolean EXT_texture_sRGB_decode;
2833 GLboolean EXT_texture_swizzle;
2834 GLboolean EXT_transform_feedback;
2835 GLboolean EXT_timer_query;
2836 GLboolean EXT_vertex_array;
2837 GLboolean EXT_vertex_array_bgra;
2838 GLboolean EXT_vertex_array_set;
2839 GLboolean OES_standard_derivatives;
2840 /* vendor extensions */
2841 GLboolean AMD_conservative_depth;
2842 GLboolean APPLE_client_storage;
2843 GLboolean APPLE_packed_pixels;
2844 GLboolean APPLE_vertex_array_object;
2845 GLboolean APPLE_object_purgeable;
2846 GLboolean ATI_envmap_bumpmap;
2847 GLboolean ATI_texture_compression_3dc;
2848 GLboolean ATI_texture_mirror_once;
2849 GLboolean ATI_texture_env_combine3;
2850 GLboolean ATI_fragment_shader;
2851 GLboolean ATI_separate_stencil;
2852 GLboolean IBM_rasterpos_clip;
2853 GLboolean IBM_multimode_draw_arrays;
2854 GLboolean MESA_pack_invert;
2855 GLboolean MESA_resize_buffers;
2856 GLboolean MESA_ycbcr_texture;
2857 GLboolean MESA_texture_array;
2858 GLboolean MESA_texture_signed_rgba;
2859 GLboolean NV_blend_square;
2860 GLboolean NV_conditional_render;
2861 GLboolean NV_fragment_program;
2862 GLboolean NV_fragment_program_option;
2863 GLboolean NV_light_max_exponent;
2864 GLboolean NV_point_sprite;
2865 GLboolean NV_primitive_restart;
2866 GLboolean NV_texture_barrier;
2867 GLboolean NV_texgen_reflection;
2868 GLboolean NV_texture_env_combine4;
2869 GLboolean NV_texture_rectangle;
2870 GLboolean NV_vertex_program;
2871 GLboolean NV_vertex_program1_1;
2872 GLboolean OES_read_format;
2873 GLboolean SGIS_generate_mipmap;
2874 GLboolean SGIS_texture_edge_clamp;
2875 GLboolean SGIS_texture_lod;
2876 GLboolean TDFX_texture_compression_FXT1;
2877 GLboolean S3_s3tc;
2878 GLboolean OES_EGL_image;
2879 GLboolean OES_draw_texture;
2880 GLboolean EXT_texture_format_BGRA8888;
2881 GLboolean extension_sentinel;
2882 /** The extension string */
2883 const GLubyte *String;
2884 /** Number of supported extensions */
2885 GLuint Count;
2886 };
2887
2888
2889 /**
2890 * A stack of matrices (projection, modelview, color, texture, etc).
2891 */
2892 struct gl_matrix_stack
2893 {
2894 GLmatrix *Top; /**< points into Stack */
2895 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2896 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2897 GLuint MaxDepth; /**< size of Stack[] array */
2898 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2899 };
2900
2901
2902 /**
2903 * \name Bits for image transfer operations
2904 * \sa __struct gl_contextRec::ImageTransferState.
2905 */
2906 /*@{*/
2907 #define IMAGE_SCALE_BIAS_BIT 0x1
2908 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2909 #define IMAGE_MAP_COLOR_BIT 0x4
2910 #define IMAGE_CLAMP_BIT 0x800
2911
2912
2913 /** Pixel Transfer ops */
2914 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2915 IMAGE_SHIFT_OFFSET_BIT | \
2916 IMAGE_MAP_COLOR_BIT)
2917
2918 /**
2919 * \name Bits to indicate what state has changed.
2920 */
2921 /*@{*/
2922 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2923 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2924 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2925 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2926 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
2927 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
2928 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
2929 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
2930 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
2931 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
2932 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
2933 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
2934 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
2935 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
2936 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
2937 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
2938 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
2939 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
2940 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
2941 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
2942 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
2943 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
2944 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
2945 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
2946 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
2947 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
2948 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
2949 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
2950 #define _NEW_BUFFER_OBJECT (1 << 28)
2951 #define _NEW_FRAG_CLAMP (1 << 29)
2952 #define _NEW_ALL ~0
2953 /*@}*/
2954
2955
2956 /**
2957 * \name Bits to track array state changes
2958 *
2959 * Also used to summarize array enabled.
2960 */
2961 /*@{*/
2962 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
2963 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
2964 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
2965 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
2966 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
2967 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
2968 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
2969 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
2970 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
2971 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
2972 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
2973 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
2974 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
2975 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
2976 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
2977 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
2978 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
2979 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
2980 #define _NEW_ARRAY_ALL 0xffffffff
2981
2982
2983 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
2984 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
2985 /*@}*/
2986
2987
2988
2989 /**
2990 * \name A bunch of flags that we think might be useful to drivers.
2991 *
2992 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
2993 */
2994 /*@{*/
2995 #define DD_FLATSHADE 0x1
2996 #define DD_SEPARATE_SPECULAR 0x2
2997 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
2998 #define DD_TRI_LIGHT_TWOSIDE 0x8
2999 #define DD_TRI_UNFILLED 0x10
3000 #define DD_TRI_SMOOTH 0x20
3001 #define DD_TRI_STIPPLE 0x40
3002 #define DD_TRI_OFFSET 0x80
3003 #define DD_LINE_SMOOTH 0x100
3004 #define DD_LINE_STIPPLE 0x200
3005 #define DD_POINT_SMOOTH 0x400
3006 #define DD_POINT_ATTEN 0x800
3007 #define DD_TRI_TWOSTENCIL 0x1000
3008 /*@}*/
3009
3010
3011 /**
3012 * \name Define the state changes under which each of these bits might change
3013 */
3014 /*@{*/
3015 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3016 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3017 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3018 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3019 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3020 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3021 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3022 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3023 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3024 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3025 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3026 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3027 #define _DD_NEW_POINT_SIZE _NEW_POINT
3028 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3029 /*@}*/
3030
3031
3032 /**
3033 * Composite state flags
3034 */
3035 /*@{*/
3036 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3037 _NEW_TEXTURE | \
3038 _NEW_POINT | \
3039 _NEW_PROGRAM | \
3040 _NEW_MODELVIEW)
3041 /*@}*/
3042
3043
3044
3045
3046 /* This has to be included here. */
3047 #include "dd.h"
3048
3049
3050 /**
3051 * Display list flags.
3052 * Strictly this is a tnl-private concept, but it doesn't seem
3053 * worthwhile adding a tnl private structure just to hold this one bit
3054 * of information:
3055 */
3056 #define DLIST_DANGLING_REFS 0x1
3057
3058
3059 /** Opaque declaration of display list payload data type */
3060 union gl_dlist_node;
3061
3062
3063 /**
3064 * Provide a location where information about a display list can be
3065 * collected. Could be extended with driverPrivate structures,
3066 * etc. in the future.
3067 */
3068 struct gl_display_list
3069 {
3070 GLuint Name;
3071 GLbitfield Flags; /**< DLIST_x flags */
3072 /** The dlist commands are in a linked list of nodes */
3073 union gl_dlist_node *Head;
3074 };
3075
3076
3077 /**
3078 * State used during display list compilation and execution.
3079 */
3080 struct gl_dlist_state
3081 {
3082 GLuint CallDepth; /**< Current recursion calling depth */
3083
3084 struct gl_display_list *CurrentList; /**< List currently being compiled */
3085 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3086 GLuint CurrentPos; /**< Index into current block of nodes */
3087
3088 GLvertexformat ListVtxfmt;
3089
3090 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3091 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3092
3093 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3094 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3095
3096 GLubyte ActiveIndex;
3097 GLfloat CurrentIndex;
3098
3099 GLubyte ActiveEdgeFlag;
3100 GLboolean CurrentEdgeFlag;
3101
3102 struct {
3103 /* State known to have been set by the currently-compiling display
3104 * list. Used to eliminate some redundant state changes.
3105 */
3106 GLenum ShadeModel;
3107 } Current;
3108 };
3109
3110
3111 /**
3112 * Enum for the OpenGL APIs we know about and may support.
3113 */
3114 typedef enum
3115 {
3116 API_OPENGL,
3117 API_OPENGLES,
3118 API_OPENGLES2
3119 } gl_api;
3120
3121
3122 /**
3123 * Mesa rendering context.
3124 *
3125 * This is the central context data structure for Mesa. Almost all
3126 * OpenGL state is contained in this structure.
3127 * Think of this as a base class from which device drivers will derive
3128 * sub classes.
3129 *
3130 * The struct gl_context typedef names this structure.
3131 */
3132 struct gl_context
3133 {
3134 /** State possibly shared with other contexts in the address space */
3135 struct gl_shared_state *Shared;
3136
3137 /** \name API function pointer tables */
3138 /*@{*/
3139 gl_api API;
3140 struct _glapi_table *Save; /**< Display list save functions */
3141 struct _glapi_table *Exec; /**< Execute functions */
3142 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3143 /*@}*/
3144
3145 struct gl_config Visual;
3146 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3147 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3148 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3149 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3150
3151 /**
3152 * Device driver function pointer table
3153 */
3154 struct dd_function_table Driver;
3155
3156 void *DriverCtx; /**< Points to device driver context/state */
3157
3158 /** Core/Driver constants */
3159 struct gl_constants Const;
3160
3161 /** \name The various 4x4 matrix stacks */
3162 /*@{*/
3163 struct gl_matrix_stack ModelviewMatrixStack;
3164 struct gl_matrix_stack ProjectionMatrixStack;
3165 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3166 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3167 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3168 /*@}*/
3169
3170 /** Combined modelview and projection matrix */
3171 GLmatrix _ModelProjectMatrix;
3172
3173 /** \name Display lists */
3174 struct gl_dlist_state ListState;
3175
3176 GLboolean ExecuteFlag; /**< Execute GL commands? */
3177 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3178
3179 /** Extension information */
3180 struct gl_extensions Extensions;
3181
3182 /** Version info */
3183 GLuint VersionMajor, VersionMinor;
3184 char *VersionString;
3185
3186 /** \name State attribute stack (for glPush/PopAttrib) */
3187 /*@{*/
3188 GLuint AttribStackDepth;
3189 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3190 /*@}*/
3191
3192 /** \name Renderer attribute groups
3193 *
3194 * We define a struct for each attribute group to make pushing and popping
3195 * attributes easy. Also it's a good organization.
3196 */
3197 /*@{*/
3198 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3199 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3200 struct gl_current_attrib Current; /**< Current attributes */
3201 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3202 struct gl_eval_attrib Eval; /**< Eval attributes */
3203 struct gl_fog_attrib Fog; /**< Fog attributes */
3204 struct gl_hint_attrib Hint; /**< Hint attributes */
3205 struct gl_light_attrib Light; /**< Light attributes */
3206 struct gl_line_attrib Line; /**< Line attributes */
3207 struct gl_list_attrib List; /**< List attributes */
3208 struct gl_multisample_attrib Multisample;
3209 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3210 struct gl_point_attrib Point; /**< Point attributes */
3211 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3212 GLuint PolygonStipple[32]; /**< Polygon stipple */
3213 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3214 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3215 struct gl_texture_attrib Texture; /**< Texture attributes */
3216 struct gl_transform_attrib Transform; /**< Transformation attributes */
3217 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3218 /*@}*/
3219
3220 /** \name Client attribute stack */
3221 /*@{*/
3222 GLuint ClientAttribStackDepth;
3223 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3224 /*@}*/
3225
3226 /** \name Client attribute groups */
3227 /*@{*/
3228 struct gl_array_attrib Array; /**< Vertex arrays */
3229 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3230 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3231 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3232 /*@}*/
3233
3234 /** \name Other assorted state (not pushed/popped on attribute stack) */
3235 /*@{*/
3236 struct gl_pixelmaps PixelMaps;
3237
3238 struct gl_evaluators EvalMap; /**< All evaluators */
3239 struct gl_feedback Feedback; /**< Feedback */
3240 struct gl_selection Select; /**< Selection */
3241
3242 struct gl_program_state Program; /**< general program state */
3243 struct gl_vertex_program_state VertexProgram;
3244 struct gl_fragment_program_state FragmentProgram;
3245 struct gl_geometry_program_state GeometryProgram;
3246 struct gl_ati_fragment_shader_state ATIFragmentShader;
3247
3248 struct gl_shader_state Shader; /**< GLSL shader object state */
3249 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3250
3251 struct gl_query_state Query; /**< occlusion, timer queries */
3252
3253 struct gl_transform_feedback TransformFeedback;
3254
3255 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3256 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3257 /*@}*/
3258
3259 struct gl_meta_state *Meta; /**< for "meta" operations */
3260
3261 /* GL_EXT_framebuffer_object */
3262 struct gl_renderbuffer *CurrentRenderbuffer;
3263
3264 GLenum ErrorValue; /**< Last error code */
3265
3266 /**
3267 * Recognize and silence repeated error debug messages in buggy apps.
3268 */
3269 const char *ErrorDebugFmtString;
3270 GLuint ErrorDebugCount;
3271
3272 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3273 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3274
3275 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3276
3277 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3278
3279 /** \name Derived state */
3280 /*@{*/
3281 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3282 * state validation so they need to always be current.
3283 */
3284 GLbitfield _TriangleCaps;
3285 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3286 GLfloat _EyeZDir[3];
3287 GLfloat _ModelViewInvScale;
3288 GLboolean _NeedEyeCoords;
3289 GLboolean _ForceEyeCoords;
3290
3291 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3292
3293 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3294 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3295 /**@}*/
3296
3297 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3298
3299 /** \name For debugging/development only */
3300 /*@{*/
3301 GLboolean FirstTimeCurrent;
3302 /*@}*/
3303
3304 /** software compression/decompression supported or not */
3305 GLboolean Mesa_DXTn;
3306
3307 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3308
3309 /**
3310 * Use dp4 (rather than mul/mad) instructions for position
3311 * transformation?
3312 */
3313 GLboolean mvp_with_dp4;
3314
3315 /**
3316 * \name Hooks for module contexts.
3317 *
3318 * These will eventually live in the driver or elsewhere.
3319 */
3320 /*@{*/
3321 void *swrast_context;
3322 void *swsetup_context;
3323 void *swtnl_context;
3324 void *swtnl_im;
3325 struct st_context *st;
3326 void *aelt_context;
3327 /*@}*/
3328 };
3329
3330
3331 #ifdef DEBUG
3332 extern int MESA_VERBOSE;
3333 extern int MESA_DEBUG_FLAGS;
3334 # define MESA_FUNCTION __FUNCTION__
3335 #else
3336 # define MESA_VERBOSE 0
3337 # define MESA_DEBUG_FLAGS 0
3338 # define MESA_FUNCTION "a function"
3339 # ifndef NDEBUG
3340 # define NDEBUG
3341 # endif
3342 #endif
3343
3344
3345 /** The MESA_VERBOSE var is a bitmask of these flags */
3346 enum _verbose
3347 {
3348 VERBOSE_VARRAY = 0x0001,
3349 VERBOSE_TEXTURE = 0x0002,
3350 VERBOSE_MATERIAL = 0x0004,
3351 VERBOSE_PIPELINE = 0x0008,
3352 VERBOSE_DRIVER = 0x0010,
3353 VERBOSE_STATE = 0x0020,
3354 VERBOSE_API = 0x0040,
3355 VERBOSE_DISPLAY_LIST = 0x0100,
3356 VERBOSE_LIGHTING = 0x0200,
3357 VERBOSE_PRIMS = 0x0400,
3358 VERBOSE_VERTS = 0x0800,
3359 VERBOSE_DISASSEM = 0x1000,
3360 VERBOSE_DRAW = 0x2000,
3361 VERBOSE_SWAPBUFFERS = 0x4000
3362 };
3363
3364
3365 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3366 enum _debug
3367 {
3368 DEBUG_ALWAYS_FLUSH = 0x1
3369 };
3370
3371
3372
3373 #endif /* MTYPES_H */