2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
37 #include <stdint.h> /* uint32_t */
39 #include "c11/threads.h"
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47 #include "compiler/glsl/list.h"
56 * \name 64-bit extension of GLbitfield.
59 typedef GLuint64 GLbitfield64
;
61 /** Set a single bit */
62 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
63 /** Set all bits up to excluding bit b */
64 #define BITFIELD64_MASK(b) \
65 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
66 /** Set count bits starting from bit b */
67 #define BITFIELD64_RANGE(b, count) \
68 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
72 * \name Some forward type declarations
75 struct _mesa_HashTable
;
76 struct gl_attrib_node
;
77 struct gl_list_extensions
;
79 struct gl_program_cache
;
80 struct gl_texture_object
;
81 struct gl_debug_state
;
84 struct gl_uniform_storage
;
85 struct prog_instruction
;
86 struct gl_program_parameter_list
;
93 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
94 #define PRIM_MAX GL_PATCHES
95 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
96 #define PRIM_UNKNOWN (PRIM_MAX + 2)
99 * Determine if the given gl_varying_slot appears in the fragment shader.
101 static inline GLboolean
102 _mesa_varying_slot_in_fs(gl_varying_slot slot
)
105 case VARYING_SLOT_PSIZ
:
106 case VARYING_SLOT_BFC0
:
107 case VARYING_SLOT_BFC1
:
108 case VARYING_SLOT_EDGE
:
109 case VARYING_SLOT_CLIP_VERTEX
:
110 case VARYING_SLOT_LAYER
:
111 case VARYING_SLOT_TESS_LEVEL_OUTER
:
112 case VARYING_SLOT_TESS_LEVEL_INNER
:
120 * Indexes for all renderbuffers
124 /* the four standard color buffers */
132 /* optional aux buffer */
134 /* generic renderbuffers */
147 * Bit flags for all renderbuffers
149 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
150 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
151 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
152 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
153 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
154 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
155 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
156 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
157 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
158 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
159 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
160 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
161 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
162 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
163 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
164 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
165 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
166 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
167 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
170 * Mask of all the color buffer bits (but not accum).
172 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
173 BUFFER_BIT_BACK_LEFT | \
174 BUFFER_BIT_FRONT_RIGHT | \
175 BUFFER_BIT_BACK_RIGHT | \
177 BUFFER_BIT_COLOR0 | \
178 BUFFER_BIT_COLOR1 | \
179 BUFFER_BIT_COLOR2 | \
180 BUFFER_BIT_COLOR3 | \
181 BUFFER_BIT_COLOR4 | \
182 BUFFER_BIT_COLOR5 | \
183 BUFFER_BIT_COLOR6 | \
187 * Framebuffer configuration (aka visual / pixelformat)
188 * Note: some of these fields should be boolean, but it appears that
189 * code in drivers/dri/common/util.c requires int-sized fields.
195 GLuint doubleBufferMode
;
198 GLboolean haveAccumBuffer
;
199 GLboolean haveDepthBuffer
;
200 GLboolean haveStencilBuffer
;
202 GLint redBits
, greenBits
, blueBits
, alphaBits
; /* bits per comp */
203 GLuint redMask
, greenMask
, blueMask
, alphaMask
;
204 GLint rgbBits
; /* total bits for rgb */
205 GLint indexBits
; /* total bits for colorindex */
207 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
215 /* EXT_visual_rating / GLX 1.2 */
218 /* EXT_visual_info / GLX 1.2 */
219 GLint transparentPixel
;
220 /* colors are floats scaled to ints */
221 GLint transparentRed
, transparentGreen
, transparentBlue
, transparentAlpha
;
222 GLint transparentIndex
;
224 /* ARB_multisample / SGIS_multisample */
228 /* SGIX_pbuffer / GLX 1.3 */
229 GLint maxPbufferWidth
;
230 GLint maxPbufferHeight
;
231 GLint maxPbufferPixels
;
232 GLint optimalPbufferWidth
; /* Only for SGIX_pbuffer. */
233 GLint optimalPbufferHeight
; /* Only for SGIX_pbuffer. */
235 /* OML_swap_method */
238 /* EXT_texture_from_pixmap */
239 GLint bindToTextureRgb
;
240 GLint bindToTextureRgba
;
241 GLint bindToMipmapTexture
;
242 GLint bindToTextureTargets
;
245 /* EXT_framebuffer_sRGB */
251 * \name Bit flags used for updating material values.
254 #define MAT_ATTRIB_FRONT_AMBIENT 0
255 #define MAT_ATTRIB_BACK_AMBIENT 1
256 #define MAT_ATTRIB_FRONT_DIFFUSE 2
257 #define MAT_ATTRIB_BACK_DIFFUSE 3
258 #define MAT_ATTRIB_FRONT_SPECULAR 4
259 #define MAT_ATTRIB_BACK_SPECULAR 5
260 #define MAT_ATTRIB_FRONT_EMISSION 6
261 #define MAT_ATTRIB_BACK_EMISSION 7
262 #define MAT_ATTRIB_FRONT_SHININESS 8
263 #define MAT_ATTRIB_BACK_SHININESS 9
264 #define MAT_ATTRIB_FRONT_INDEXES 10
265 #define MAT_ATTRIB_BACK_INDEXES 11
266 #define MAT_ATTRIB_MAX 12
268 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
269 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
270 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
271 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
272 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
273 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
275 #define MAT_INDEX_AMBIENT 0
276 #define MAT_INDEX_DIFFUSE 1
277 #define MAT_INDEX_SPECULAR 2
279 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
280 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
281 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
282 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
283 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
284 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
285 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
286 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
287 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
288 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
289 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
290 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
293 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
294 MAT_BIT_FRONT_AMBIENT | \
295 MAT_BIT_FRONT_DIFFUSE | \
296 MAT_BIT_FRONT_SPECULAR | \
297 MAT_BIT_FRONT_SHININESS | \
298 MAT_BIT_FRONT_INDEXES)
300 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
301 MAT_BIT_BACK_AMBIENT | \
302 MAT_BIT_BACK_DIFFUSE | \
303 MAT_BIT_BACK_SPECULAR | \
304 MAT_BIT_BACK_SHININESS | \
305 MAT_BIT_BACK_INDEXES)
307 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
316 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
324 #define LIGHT_SPOT 0x1
325 #define LIGHT_LOCAL_VIEWER 0x2
326 #define LIGHT_POSITIONAL 0x4
327 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
332 * Light source state.
336 struct gl_light
*next
; /**< double linked list with sentinel */
337 struct gl_light
*prev
;
339 GLfloat Ambient
[4]; /**< ambient color */
340 GLfloat Diffuse
[4]; /**< diffuse color */
341 GLfloat Specular
[4]; /**< specular color */
342 GLfloat EyePosition
[4]; /**< position in eye coordinates */
343 GLfloat SpotDirection
[4]; /**< spotlight direction in eye coordinates */
344 GLfloat SpotExponent
;
345 GLfloat SpotCutoff
; /**< in degrees */
346 GLfloat _CosCutoff
; /**< = MAX(0, cos(SpotCutoff)) */
347 GLfloat ConstantAttenuation
;
348 GLfloat LinearAttenuation
;
349 GLfloat QuadraticAttenuation
;
350 GLboolean Enabled
; /**< On/off flag */
353 * \name Derived fields
356 GLbitfield _Flags
; /**< Mask of LIGHT_x bits defined above */
358 GLfloat _Position
[4]; /**< position in eye/obj coordinates */
359 GLfloat _VP_inf_norm
[3]; /**< Norm direction to infinite light */
360 GLfloat _h_inf_norm
[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
361 GLfloat _NormSpotDirection
[4]; /**< normalized spotlight direction */
362 GLfloat _VP_inf_spot_attenuation
;
364 GLfloat _MatAmbient
[2][3]; /**< material ambient * light ambient */
365 GLfloat _MatDiffuse
[2][3]; /**< material diffuse * light diffuse */
366 GLfloat _MatSpecular
[2][3]; /**< material spec * light specular */
376 GLfloat Ambient
[4]; /**< ambient color */
377 GLboolean LocalViewer
; /**< Local (or infinite) view point? */
378 GLboolean TwoSide
; /**< Two (or one) sided lighting? */
379 GLenum ColorControl
; /**< either GL_SINGLE_COLOR
380 * or GL_SEPARATE_SPECULAR_COLOR */
385 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
387 struct gl_accum_attrib
389 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
394 * Used for storing clear color, texture border color, etc.
395 * The float values are typically unclamped.
406 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
408 struct gl_colorbuffer_attrib
410 GLuint ClearIndex
; /**< Index for glClear */
411 union gl_color_union ClearColor
; /**< Color for glClear, unclamped */
412 GLuint IndexMask
; /**< Color index write mask */
413 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4]; /**< Each flag is 0xff or 0x0 */
415 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
418 * \name alpha testing
421 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
422 GLenum AlphaFunc
; /**< Alpha test function */
423 GLfloat AlphaRefUnclamped
;
424 GLclampf AlphaRef
; /**< Alpha reference value */
431 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
433 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
434 * control, only on the fixed-pointness of the render target.
435 * The query does however depend on fragment color clamping.
437 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
438 GLfloat BlendColor
[4]; /**< Blending color */
442 GLenum SrcRGB
; /**< RGB blend source term */
443 GLenum DstRGB
; /**< RGB blend dest term */
444 GLenum SrcA
; /**< Alpha blend source term */
445 GLenum DstA
; /**< Alpha blend dest term */
446 GLenum EquationRGB
; /**< GL_ADD, GL_SUBTRACT, etc. */
447 GLenum EquationA
; /**< GL_ADD, GL_SUBTRACT, etc. */
449 * Set if any blend factor uses SRC1. Computed at the time blend factors
452 GLboolean _UsesDualSrc
;
453 } Blend
[MAX_DRAW_BUFFERS
];
454 /** Are the blend func terms currently different for each buffer/target? */
455 GLboolean _BlendFuncPerBuffer
;
456 /** Are the blend equations currently different for each buffer/target? */
457 GLboolean _BlendEquationPerBuffer
;
464 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
465 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
466 GLenum LogicOp
; /**< Logic operator */
470 GLboolean DitherFlag
; /**< Dither enable flag */
472 GLboolean _ClampFragmentColor
; /** < with GL_FIXED_ONLY_ARB resolved */
473 GLenum ClampFragmentColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
474 GLenum ClampReadColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
476 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
481 * Current attribute group (GL_CURRENT_BIT).
483 struct gl_current_attrib
486 * \name Current vertex attributes (color, texcoords, etc).
487 * \note Values are valid only after FLUSH_VERTICES has been called.
488 * \note Index and Edgeflag current values are stored as floats in the
489 * SIX and SEVEN attribute slots.
490 * \note We need double storage for 64-bit vertex attributes
492 GLfloat Attrib
[VERT_ATTRIB_MAX
][4*2];
495 * \name Current raster position attributes (always up to date after a
498 GLfloat RasterPos
[4];
499 GLfloat RasterDistance
;
500 GLfloat RasterColor
[4];
501 GLfloat RasterSecondaryColor
[4];
502 GLfloat RasterTexCoords
[MAX_TEXTURE_COORD_UNITS
][4];
503 GLboolean RasterPosValid
;
508 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
510 struct gl_depthbuffer_attrib
512 GLenum Func
; /**< Function for depth buffer compare */
513 GLclampd Clear
; /**< Value to clear depth buffer to */
514 GLboolean Test
; /**< Depth buffering enabled flag */
515 GLboolean Mask
; /**< Depth buffer writable? */
516 GLboolean BoundsTest
; /**< GL_EXT_depth_bounds_test */
517 GLfloat BoundsMin
, BoundsMax
;/**< GL_EXT_depth_bounds_test */
522 * Evaluator attribute group (GL_EVAL_BIT).
524 struct gl_eval_attrib
530 GLboolean Map1Color4
;
532 GLboolean Map1Normal
;
533 GLboolean Map1TextureCoord1
;
534 GLboolean Map1TextureCoord2
;
535 GLboolean Map1TextureCoord3
;
536 GLboolean Map1TextureCoord4
;
537 GLboolean Map1Vertex3
;
538 GLboolean Map1Vertex4
;
539 GLboolean Map2Color4
;
541 GLboolean Map2Normal
;
542 GLboolean Map2TextureCoord1
;
543 GLboolean Map2TextureCoord2
;
544 GLboolean Map2TextureCoord3
;
545 GLboolean Map2TextureCoord4
;
546 GLboolean Map2Vertex3
;
547 GLboolean Map2Vertex4
;
548 GLboolean AutoNormal
;
552 * \name Map Grid endpoints and divisions and calculated du values
556 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
557 GLint MapGrid2un
, MapGrid2vn
;
558 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
559 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
565 * Fog attribute group (GL_FOG_BIT).
569 GLboolean Enabled
; /**< Fog enabled flag */
570 GLboolean ColorSumEnabled
;
571 GLfloat ColorUnclamped
[4]; /**< Fog color */
572 GLfloat Color
[4]; /**< Fog color */
573 GLfloat Density
; /**< Density >= 0.0 */
574 GLfloat Start
; /**< Start distance in eye coords */
575 GLfloat End
; /**< End distance in eye coords */
576 GLfloat Index
; /**< Fog index */
577 GLenum Mode
; /**< Fog mode */
578 GLenum FogCoordinateSource
; /**< GL_EXT_fog_coord */
579 GLfloat _Scale
; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
580 GLenum FogDistanceMode
; /**< GL_NV_fog_distance */
585 * Hint attribute group (GL_HINT_BIT).
587 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
589 struct gl_hint_attrib
591 GLenum PerspectiveCorrection
;
594 GLenum PolygonSmooth
;
596 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
597 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
598 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
603 * Lighting attribute group (GL_LIGHT_BIT).
605 struct gl_light_attrib
607 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
608 struct gl_lightmodel Model
; /**< Lighting model */
611 * Front and back material values.
612 * Note: must call FLUSH_VERTICES() before using.
614 struct gl_material Material
;
616 GLboolean Enabled
; /**< Lighting enabled flag */
617 GLboolean ColorMaterialEnabled
;
619 GLenum ShadeModel
; /**< GL_FLAT or GL_SMOOTH */
620 GLenum ProvokingVertex
; /**< GL_EXT_provoking_vertex */
621 GLenum ColorMaterialFace
; /**< GL_FRONT, BACK or FRONT_AND_BACK */
622 GLenum ColorMaterialMode
; /**< GL_AMBIENT, GL_DIFFUSE, etc */
623 GLbitfield _ColorMaterialBitmask
; /**< bitmask formed from Face and Mode */
626 GLboolean _ClampVertexColor
;
627 GLenum ClampVertexColor
; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
630 * Derived state for optimizations:
633 GLboolean _NeedEyeCoords
;
634 GLboolean _NeedVertices
; /**< Use fast shader? */
635 struct gl_light EnabledList
; /**< List sentinel */
637 GLfloat _BaseColor
[2][3];
643 * Line attribute group (GL_LINE_BIT).
645 struct gl_line_attrib
647 GLboolean SmoothFlag
; /**< GL_LINE_SMOOTH enabled? */
648 GLboolean StippleFlag
; /**< GL_LINE_STIPPLE enabled? */
649 GLushort StipplePattern
; /**< Stipple pattern */
650 GLint StippleFactor
; /**< Stipple repeat factor */
651 GLfloat Width
; /**< Line width */
656 * Display list attribute group (GL_LIST_BIT).
658 struct gl_list_attrib
665 * Multisample attribute group (GL_MULTISAMPLE_BIT).
667 struct gl_multisample_attrib
670 GLboolean SampleAlphaToCoverage
;
671 GLboolean SampleAlphaToOne
;
672 GLboolean SampleCoverage
;
673 GLboolean SampleCoverageInvert
;
674 GLboolean SampleShading
;
676 /* ARB_texture_multisample / GL3.2 additions */
677 GLboolean SampleMask
;
679 GLfloat SampleCoverageValue
;
680 GLfloat MinSampleShadingValue
;
682 /** The GL spec defines this as an array but >32x MSAA is madness */
683 GLbitfield SampleMaskValue
;
688 * A pixelmap (see glPixelMap)
693 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
698 * Collection of all pixelmaps
702 struct gl_pixelmap RtoR
; /**< i.e. GL_PIXEL_MAP_R_TO_R */
703 struct gl_pixelmap GtoG
;
704 struct gl_pixelmap BtoB
;
705 struct gl_pixelmap AtoA
;
706 struct gl_pixelmap ItoR
;
707 struct gl_pixelmap ItoG
;
708 struct gl_pixelmap ItoB
;
709 struct gl_pixelmap ItoA
;
710 struct gl_pixelmap ItoI
;
711 struct gl_pixelmap StoS
;
716 * Pixel attribute group (GL_PIXEL_MODE_BIT).
718 struct gl_pixel_attrib
720 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
722 /*--- Begin Pixel Transfer State ---*/
723 /* Fields are in the order in which they're applied... */
725 /** Scale & Bias (index shift, offset) */
727 GLfloat RedBias
, RedScale
;
728 GLfloat GreenBias
, GreenScale
;
729 GLfloat BlueBias
, BlueScale
;
730 GLfloat AlphaBias
, AlphaScale
;
731 GLfloat DepthBias
, DepthScale
;
732 GLint IndexShift
, IndexOffset
;
736 /* Note: actual pixel maps are not part of this attrib group */
737 GLboolean MapColorFlag
;
738 GLboolean MapStencilFlag
;
740 /*--- End Pixel Transfer State ---*/
743 GLfloat ZoomX
, ZoomY
;
748 * Point attribute group (GL_POINT_BIT).
750 struct gl_point_attrib
752 GLfloat Size
; /**< User-specified point size */
753 GLfloat Params
[3]; /**< GL_EXT_point_parameters */
754 GLfloat MinSize
, MaxSize
; /**< GL_EXT_point_parameters */
755 GLfloat Threshold
; /**< GL_EXT_point_parameters */
756 GLboolean SmoothFlag
; /**< True if GL_POINT_SMOOTH is enabled */
757 GLboolean _Attenuated
; /**< True if Params != [1, 0, 0] */
758 GLboolean PointSprite
; /**< GL_NV/ARB_point_sprite */
759 GLboolean CoordReplace
[MAX_TEXTURE_COORD_UNITS
]; /**< GL_ARB_point_sprite*/
760 GLenum SpriteRMode
; /**< GL_NV_point_sprite (only!) */
761 GLenum SpriteOrigin
; /**< GL_ARB_point_sprite */
766 * Polygon attribute group (GL_POLYGON_BIT).
768 struct gl_polygon_attrib
770 GLenum FrontFace
; /**< Either GL_CW or GL_CCW */
771 GLenum FrontMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
772 GLenum BackMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
773 GLboolean _FrontBit
; /**< 0=GL_CCW, 1=GL_CW */
774 GLboolean CullFlag
; /**< Culling on/off flag */
775 GLboolean SmoothFlag
; /**< True if GL_POLYGON_SMOOTH is enabled */
776 GLboolean StippleFlag
; /**< True if GL_POLYGON_STIPPLE is enabled */
777 GLenum CullFaceMode
; /**< Culling mode GL_FRONT or GL_BACK */
778 GLfloat OffsetFactor
; /**< Polygon offset factor, from user */
779 GLfloat OffsetUnits
; /**< Polygon offset units, from user */
780 GLfloat OffsetClamp
; /**< Polygon offset clamp, from user */
781 GLboolean OffsetPoint
; /**< Offset in GL_POINT mode */
782 GLboolean OffsetLine
; /**< Offset in GL_LINE mode */
783 GLboolean OffsetFill
; /**< Offset in GL_FILL mode */
788 * Scissor attributes (GL_SCISSOR_BIT).
790 struct gl_scissor_rect
792 GLint X
, Y
; /**< Lower left corner of box */
793 GLsizei Width
, Height
; /**< Size of box */
795 struct gl_scissor_attrib
797 GLbitfield EnableFlags
; /**< Scissor test enabled? */
798 struct gl_scissor_rect ScissorArray
[MAX_VIEWPORTS
];
803 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
805 * Three sets of stencil data are tracked so that OpenGL 2.0,
806 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
807 * simultaneously. In each of the stencil state arrays, element 0 corresponds
808 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
809 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
810 * GL_EXT_stencil_two_side GL_BACK state.
812 * The derived value \c _BackFace is either 1 or 2 depending on whether or
813 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
815 * The derived value \c _TestTwoSide is set when the front-face and back-face
816 * stencil state are different.
818 struct gl_stencil_attrib
820 GLboolean Enabled
; /**< Enabled flag */
821 GLboolean TestTwoSide
; /**< GL_EXT_stencil_two_side */
822 GLubyte ActiveFace
; /**< GL_EXT_stencil_two_side (0 or 2) */
823 GLboolean _Enabled
; /**< Enabled and stencil buffer present */
824 GLboolean _WriteEnabled
; /**< _Enabled and non-zero writemasks */
825 GLboolean _TestTwoSide
;
826 GLubyte _BackFace
; /**< Current back stencil state (1 or 2) */
827 GLenum Function
[3]; /**< Stencil function */
828 GLenum FailFunc
[3]; /**< Fail function */
829 GLenum ZPassFunc
[3]; /**< Depth buffer pass function */
830 GLenum ZFailFunc
[3]; /**< Depth buffer fail function */
831 GLint Ref
[3]; /**< Reference value */
832 GLuint ValueMask
[3]; /**< Value mask */
833 GLuint WriteMask
[3]; /**< Write mask */
834 GLuint Clear
; /**< Clear value */
839 * An index for each type of texture object. These correspond to the GL
840 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
841 * Note: the order is from highest priority to lowest priority.
845 TEXTURE_2D_MULTISAMPLE_INDEX
,
846 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
,
847 TEXTURE_CUBE_ARRAY_INDEX
,
848 TEXTURE_BUFFER_INDEX
,
849 TEXTURE_2D_ARRAY_INDEX
,
850 TEXTURE_1D_ARRAY_INDEX
,
851 TEXTURE_EXTERNAL_INDEX
,
862 * Bit flags for each type of texture object
865 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
866 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
867 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
868 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
869 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
870 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
871 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
872 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
873 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
874 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
875 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
876 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
881 * Texture image state. Drivers will typically create a subclass of this
882 * with extra fields for memory buffers, etc.
884 struct gl_texture_image
886 GLint InternalFormat
; /**< Internal format as given by the user */
887 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
888 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
889 * GL_INTENSITY, GL_DEPTH_COMPONENT or
890 * GL_DEPTH_STENCIL_EXT only. Used for
891 * choosing TexEnv arithmetic.
893 mesa_format TexFormat
; /**< The actual texture memory format */
895 GLuint Border
; /**< 0 or 1 */
896 GLuint Width
; /**< = 2^WidthLog2 + 2*Border */
897 GLuint Height
; /**< = 2^HeightLog2 + 2*Border */
898 GLuint Depth
; /**< = 2^DepthLog2 + 2*Border */
899 GLuint Width2
; /**< = Width - 2*Border */
900 GLuint Height2
; /**< = Height - 2*Border */
901 GLuint Depth2
; /**< = Depth - 2*Border */
902 GLuint WidthLog2
; /**< = log2(Width2) */
903 GLuint HeightLog2
; /**< = log2(Height2) */
904 GLuint DepthLog2
; /**< = log2(Depth2) */
905 GLuint MaxNumLevels
; /**< = maximum possible number of mipmap
906 levels, computed from the dimensions */
908 struct gl_texture_object
*TexObject
; /**< Pointer back to parent object */
909 GLuint Level
; /**< Which mipmap level am I? */
910 /** Cube map face: index into gl_texture_object::Image[] array */
913 /** GL_ARB_texture_multisample */
914 GLuint NumSamples
; /**< Sample count, or 0 for non-multisample */
915 GLboolean FixedSampleLocations
; /**< Same sample locations for all pixels? */
920 * Indexes for cube map faces.
935 * Sampler object state. These objects are new with GL_ARB_sampler_objects
936 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
938 struct gl_sampler_object
943 GLchar
*Label
; /**< GL_KHR_debug */
945 GLenum WrapS
; /**< S-axis texture image wrap mode */
946 GLenum WrapT
; /**< T-axis texture image wrap mode */
947 GLenum WrapR
; /**< R-axis texture image wrap mode */
948 GLenum MinFilter
; /**< minification filter */
949 GLenum MagFilter
; /**< magnification filter */
950 union gl_color_union BorderColor
; /**< Interpreted according to texture format */
951 GLfloat MinLod
; /**< min lambda, OpenGL 1.2 */
952 GLfloat MaxLod
; /**< max lambda, OpenGL 1.2 */
953 GLfloat LodBias
; /**< OpenGL 1.4 */
954 GLfloat MaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
955 GLenum CompareMode
; /**< GL_ARB_shadow */
956 GLenum CompareFunc
; /**< GL_ARB_shadow */
957 GLenum sRGBDecode
; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
958 GLboolean CubeMapSeamless
; /**< GL_AMD_seamless_cubemap_per_texture */
963 * Texture object state. Contains the array of mipmap images, border color,
964 * wrap modes, filter modes, and shadow/texcompare state.
966 struct gl_texture_object
968 mtx_t Mutex
; /**< for thread safety */
969 GLint RefCount
; /**< reference count */
970 GLuint Name
; /**< the user-visible texture object ID */
971 GLchar
*Label
; /**< GL_KHR_debug */
972 GLenum Target
; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
973 gl_texture_index TargetIndex
; /**< The gl_texture_unit::CurrentTex index.
974 Only valid when Target is valid. */
976 struct gl_sampler_object Sampler
;
978 GLenum DepthMode
; /**< GL_ARB_depth_texture */
979 bool StencilSampling
; /**< Should we sample stencil instead of depth? */
981 GLfloat Priority
; /**< in [0,1] */
982 GLint BaseLevel
; /**< min mipmap level, OpenGL 1.2 */
983 GLint MaxLevel
; /**< max mipmap level, OpenGL 1.2 */
984 GLint ImmutableLevels
; /**< ES 3.0 / ARB_texture_view */
985 GLint _MaxLevel
; /**< actual max mipmap level (q in the spec) */
986 GLfloat _MaxLambda
; /**< = _MaxLevel - BaseLevel (q - p in spec) */
987 GLint CropRect
[4]; /**< GL_OES_draw_texture */
988 GLenum Swizzle
[4]; /**< GL_EXT_texture_swizzle */
989 GLuint _Swizzle
; /**< same as Swizzle, but SWIZZLE_* format */
990 GLboolean GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
991 GLboolean _BaseComplete
; /**< Is the base texture level valid? */
992 GLboolean _MipmapComplete
; /**< Is the whole mipmap valid? */
993 GLboolean _IsIntegerFormat
; /**< Does the texture store integer values? */
994 GLboolean _RenderToTexture
; /**< Any rendering to this texture? */
995 GLboolean Purgeable
; /**< Is the buffer purgeable under memory
997 GLboolean Immutable
; /**< GL_ARB_texture_storage */
998 GLboolean _IsFloat
; /**< GL_OES_float_texture */
999 GLboolean _IsHalfFloat
; /**< GL_OES_half_float_texture */
1001 GLuint MinLevel
; /**< GL_ARB_texture_view */
1002 GLuint MinLayer
; /**< GL_ARB_texture_view */
1003 GLuint NumLevels
; /**< GL_ARB_texture_view */
1004 GLuint NumLayers
; /**< GL_ARB_texture_view */
1006 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1007 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
1009 /** GL_ARB_texture_buffer_object */
1010 struct gl_buffer_object
*BufferObject
;
1011 GLenum BufferObjectFormat
;
1012 /** Equivalent Mesa format for BufferObjectFormat. */
1013 mesa_format _BufferObjectFormat
;
1014 /** GL_ARB_texture_buffer_range */
1015 GLintptr BufferOffset
;
1016 GLsizeiptr BufferSize
; /**< if this is -1, use BufferObject->Size instead */
1018 /** GL_OES_EGL_image_external */
1019 GLint RequiredTextureImageUnits
;
1021 /** GL_ARB_shader_image_load_store */
1022 GLenum ImageFormatCompatibilityType
;
1026 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1027 #define MAX_COMBINER_TERMS 4
1031 * Texture combine environment state.
1033 struct gl_tex_env_combine_state
1035 GLenum ModeRGB
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1036 GLenum ModeA
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1038 GLenum SourceRGB
[MAX_COMBINER_TERMS
];
1039 GLenum SourceA
[MAX_COMBINER_TERMS
];
1040 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1041 GLenum OperandRGB
[MAX_COMBINER_TERMS
];
1042 GLenum OperandA
[MAX_COMBINER_TERMS
];
1043 GLuint ScaleShiftRGB
; /**< 0, 1 or 2 */
1044 GLuint ScaleShiftA
; /**< 0, 1 or 2 */
1045 GLuint _NumArgsRGB
; /**< Number of inputs used for the RGB combiner */
1046 GLuint _NumArgsA
; /**< Number of inputs used for the A combiner */
1051 * TexGenEnabled flags.
1058 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1063 * Bit flag versions of the corresponding GL_ constants.
1066 #define TEXGEN_SPHERE_MAP 0x1
1067 #define TEXGEN_OBJ_LINEAR 0x2
1068 #define TEXGEN_EYE_LINEAR 0x4
1069 #define TEXGEN_REFLECTION_MAP_NV 0x8
1070 #define TEXGEN_NORMAL_MAP_NV 0x10
1072 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1073 TEXGEN_REFLECTION_MAP_NV | \
1074 TEXGEN_NORMAL_MAP_NV)
1075 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1076 TEXGEN_REFLECTION_MAP_NV | \
1077 TEXGEN_NORMAL_MAP_NV | \
1083 /** Tex-gen enabled for texture unit? */
1084 #define ENABLE_TEXGEN(unit) (1 << (unit))
1086 /** Non-identity texture matrix for texture unit? */
1087 #define ENABLE_TEXMAT(unit) (1 << (unit))
1091 * Texture coord generation state.
1095 GLenum Mode
; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1096 GLbitfield _ModeBit
; /**< TEXGEN_x bit corresponding to Mode */
1097 GLfloat ObjectPlane
[4];
1098 GLfloat EyePlane
[4];
1103 * Texture unit state. Contains enable flags, texture environment/function/
1104 * combiners, texgen state, and pointers to current texture objects.
1106 struct gl_texture_unit
1108 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1110 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1111 GLclampf EnvColor
[4];
1112 GLfloat EnvColorUnclamped
[4];
1114 struct gl_texgen GenS
;
1115 struct gl_texgen GenT
;
1116 struct gl_texgen GenR
;
1117 struct gl_texgen GenQ
;
1118 GLbitfield TexGenEnabled
; /**< Bitwise-OR of [STRQ]_BIT values */
1119 GLbitfield _GenFlags
; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1121 GLfloat LodBias
; /**< for biasing mipmap levels */
1123 /** Texture targets that have a non-default texture bound */
1124 GLbitfield _BoundTextures
;
1126 /** Current sampler object (GL_ARB_sampler_objects) */
1127 struct gl_sampler_object
*Sampler
;
1130 * \name GL_EXT_texture_env_combine
1132 struct gl_tex_env_combine_state Combine
;
1135 * Derived state based on \c EnvMode and the \c BaseFormat of the
1136 * currently enabled texture.
1138 struct gl_tex_env_combine_state _EnvMode
;
1141 * Currently enabled combiner state. This will point to either
1142 * \c Combine or \c _EnvMode.
1144 struct gl_tex_env_combine_state
*_CurrentCombine
;
1146 /** Current texture object pointers */
1147 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1149 /** Points to highest priority, complete and enabled texture object */
1150 struct gl_texture_object
*_Current
;
1156 * Texture attribute group (GL_TEXTURE_BIT).
1158 struct gl_texture_attrib
1160 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1162 /** GL_ARB_seamless_cubemap */
1163 GLboolean CubeMapSeamless
;
1165 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1167 /** GL_ARB_texture_buffer_object */
1168 struct gl_buffer_object
*BufferObject
;
1170 /** Texture coord units/sets used for fragment texturing */
1171 GLbitfield _EnabledCoordUnits
;
1173 /** Texture coord units that have texgen enabled */
1174 GLbitfield _TexGenEnabled
;
1176 /** Texture coord units that have non-identity matrices */
1177 GLbitfield _TexMatEnabled
;
1179 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1180 GLbitfield _GenFlags
;
1182 /** Largest index of a texture unit with _Current != NULL. */
1183 GLint _MaxEnabledTexImageUnit
;
1185 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1186 GLint NumCurrentTexUsed
;
1188 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1193 * Data structure representing a single clip plane (e.g. one of the elements
1194 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1196 typedef GLfloat gl_clip_plane
[4];
1200 * Transformation attribute group (GL_TRANSFORM_BIT).
1202 struct gl_transform_attrib
1204 GLenum MatrixMode
; /**< Matrix mode */
1205 gl_clip_plane EyeUserPlane
[MAX_CLIP_PLANES
]; /**< User clip planes */
1206 gl_clip_plane _ClipUserPlane
[MAX_CLIP_PLANES
]; /**< derived */
1207 GLbitfield ClipPlanesEnabled
; /**< on/off bitmask */
1208 GLboolean Normalize
; /**< Normalize all normals? */
1209 GLboolean RescaleNormals
; /**< GL_EXT_rescale_normal */
1210 GLboolean RasterPositionUnclipped
; /**< GL_IBM_rasterpos_clip */
1211 GLboolean DepthClamp
; /**< GL_ARB_depth_clamp */
1212 /** GL_ARB_clip_control */
1213 GLenum ClipOrigin
; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1214 GLenum ClipDepthMode
; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1219 * Viewport attribute group (GL_VIEWPORT_BIT).
1221 struct gl_viewport_attrib
1223 GLfloat X
, Y
; /**< position */
1224 GLfloat Width
, Height
; /**< size */
1225 GLdouble Near
, Far
; /**< Depth buffer range */
1234 } gl_map_buffer_index
;
1238 * Fields describing a mapped buffer range.
1240 struct gl_buffer_mapping
{
1241 GLbitfield AccessFlags
; /**< Mask of GL_MAP_x_BIT flags */
1242 GLvoid
*Pointer
; /**< User-space address of mapping */
1243 GLintptr Offset
; /**< Mapped offset */
1244 GLsizeiptr Length
; /**< Mapped length */
1249 * Usages we've seen for a buffer object.
1252 USAGE_UNIFORM_BUFFER
= 0x1,
1253 USAGE_TEXTURE_BUFFER
= 0x2,
1254 USAGE_ATOMIC_COUNTER_BUFFER
= 0x4,
1255 USAGE_SHADER_STORAGE_BUFFER
= 0x8,
1256 USAGE_TRANSFORM_FEEDBACK_BUFFER
= 0x10,
1257 USAGE_PIXEL_PACK_BUFFER
= 0x20,
1258 USAGE_DISABLE_MINMAX_CACHE
= 0x40,
1263 * GL_ARB_vertex/pixel_buffer_object buffer object
1265 struct gl_buffer_object
1270 GLchar
*Label
; /**< GL_KHR_debug */
1271 GLenum Usage
; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1272 GLbitfield StorageFlags
; /**< GL_MAP_PERSISTENT_BIT, etc. */
1273 GLsizeiptrARB Size
; /**< Size of buffer storage in bytes */
1274 GLubyte
*Data
; /**< Location of storage either in RAM or VRAM. */
1275 GLboolean DeletePending
; /**< true if buffer object is removed from the hash */
1276 GLboolean Written
; /**< Ever written to? (for debugging) */
1277 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1278 GLboolean Immutable
; /**< GL_ARB_buffer_storage */
1279 gl_buffer_usage UsageHistory
; /**< How has this buffer been used so far? */
1281 /** Counters used for buffer usage warnings */
1282 GLuint NumSubDataCalls
;
1283 GLuint NumMapBufferWriteCalls
;
1285 struct gl_buffer_mapping Mappings
[MAP_COUNT
];
1287 /** Memoization of min/max index computations for static index buffers */
1288 struct hash_table
*MinMaxCache
;
1289 unsigned MinMaxCacheHitIndices
;
1290 unsigned MinMaxCacheMissIndices
;
1291 bool MinMaxCacheDirty
;
1296 * Client pixel packing/unpacking attributes
1298 struct gl_pixelstore_attrib
1306 GLboolean SwapBytes
;
1308 GLboolean Invert
; /**< GL_MESA_pack_invert */
1309 GLint CompressedBlockWidth
; /**< GL_ARB_compressed_texture_pixel_storage */
1310 GLint CompressedBlockHeight
;
1311 GLint CompressedBlockDepth
;
1312 GLint CompressedBlockSize
;
1313 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_pixel_buffer_object */
1318 * Client vertex array attributes
1320 struct gl_client_array
1322 GLint Size
; /**< components per element (1,2,3,4) */
1323 GLenum Type
; /**< datatype: GL_FLOAT, GL_INT, etc */
1324 GLenum Format
; /**< default: GL_RGBA, but may be GL_BGRA */
1325 GLsizei Stride
; /**< user-specified stride */
1326 GLsizei StrideB
; /**< actual stride in bytes */
1327 GLuint _ElementSize
; /**< size of each element in bytes */
1328 const GLubyte
*Ptr
; /**< Points to array data */
1329 GLboolean Enabled
; /**< Enabled flag is a boolean */
1330 GLboolean Normalized
; /**< GL_ARB_vertex_program */
1331 GLboolean Integer
; /**< Integer-valued? */
1332 GLboolean Doubles
; /**< double precision values are not converted to floats */
1333 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1335 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1340 * Vertex attribute array as seen by the client.
1342 * Contains the size, type, format and normalization flag,
1343 * along with the index of a vertex buffer binding point.
1345 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1346 * and is only present for backwards compatibility reasons.
1347 * Rendering always uses VERTEX_BINDING_STRIDE.
1348 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1349 * and VERTEX_BINDING_STRIDE to the same value, while
1350 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1352 struct gl_vertex_attrib_array
1354 GLint Size
; /**< Components per element (1,2,3,4) */
1355 GLenum Type
; /**< Datatype: GL_FLOAT, GL_INT, etc */
1356 GLenum Format
; /**< Default: GL_RGBA, but may be GL_BGRA */
1357 GLsizei Stride
; /**< Stride as specified with gl*Pointer() */
1358 const GLubyte
*Ptr
; /**< Points to client array data. Not used when a VBO is bound */
1359 GLintptr RelativeOffset
; /**< Offset of the first element relative to the binding offset */
1360 GLboolean Enabled
; /**< Whether the array is enabled */
1361 GLboolean Normalized
; /**< Fixed-point values are normalized when converted to floats */
1362 GLboolean Integer
; /**< Fixed-point values are not converted to floats */
1363 GLboolean Doubles
; /**< double precision values are not converted to floats */
1364 GLuint _ElementSize
; /**< Size of each element in bytes */
1365 GLuint VertexBinding
; /**< Vertex buffer binding */
1370 * This describes the buffer object used for a vertex array (or
1371 * multiple vertex arrays). If BufferObj points to the default/null
1372 * buffer object, then the vertex array lives in user memory and not a VBO.
1374 struct gl_vertex_buffer_binding
1376 GLintptr Offset
; /**< User-specified offset */
1377 GLsizei Stride
; /**< User-specified stride */
1378 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1379 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_vertex_buffer_object */
1380 GLbitfield64 _BoundArrays
; /**< Arrays bound to this binding point */
1385 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1386 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1389 struct gl_vertex_array_object
1391 /** Name of the VAO as received from glGenVertexArray. */
1396 GLchar
*Label
; /**< GL_KHR_debug */
1401 * Does the VAO use ARB semantics or Apple semantics?
1403 * There are several ways in which ARB_vertex_array_object and
1404 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1407 * - ARB VAOs require that all array data be sourced from vertex buffer
1408 * objects, but Apple VAOs do not.
1410 * - ARB VAOs require that names come from GenVertexArrays.
1412 * This flag notes which behavior governs this VAO.
1414 GLboolean ARBsemantics
;
1417 * Has this array object been bound?
1419 GLboolean EverBound
;
1422 * Derived vertex attribute arrays
1424 * This is a legacy data structure created from gl_vertex_attrib_array and
1425 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1427 struct gl_client_array _VertexAttrib
[VERT_ATTRIB_MAX
];
1429 /** Vertex attribute arrays */
1430 struct gl_vertex_attrib_array VertexAttrib
[VERT_ATTRIB_MAX
];
1432 /** Vertex buffer bindings */
1433 struct gl_vertex_buffer_binding VertexBinding
[VERT_ATTRIB_MAX
];
1435 /** Mask indicating which vertex arrays have vertex buffer associated. */
1436 GLbitfield64 VertexAttribBufferMask
;
1438 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1439 GLbitfield64 _Enabled
;
1441 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1442 GLbitfield64 NewArrays
;
1444 /** The index buffer (also known as the element array buffer in OpenGL). */
1445 struct gl_buffer_object
*IndexBufferObj
;
1449 /** Used to signal when transitioning from one kind of drawing method
1453 DRAW_NONE
, /**< Initial value only */
1460 * Enum for the OpenGL APIs we know about and may support.
1462 * NOTE: This must match the api_enum table in
1463 * src/mesa/main/get_hash_generator.py
1467 API_OPENGL_COMPAT
, /* legacy / compatibility contexts */
1471 API_OPENGL_LAST
= API_OPENGL_CORE
1475 * Vertex array state
1477 struct gl_array_attrib
1479 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1480 struct gl_vertex_array_object
*VAO
;
1482 /** The default vertex array object */
1483 struct gl_vertex_array_object
*DefaultVAO
;
1485 /** The last VAO accessed by a DSA function */
1486 struct gl_vertex_array_object
*LastLookedUpVAO
;
1488 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1489 struct _mesa_HashTable
*Objects
;
1491 GLint ActiveTexture
; /**< Client Active Texture */
1492 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1493 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1496 * \name Primitive restart controls
1498 * Primitive restart is enabled if either \c PrimitiveRestart or
1499 * \c PrimitiveRestartFixedIndex is set.
1502 GLboolean PrimitiveRestart
;
1503 GLboolean PrimitiveRestartFixedIndex
;
1504 GLboolean _PrimitiveRestart
;
1505 GLuint RestartIndex
;
1508 /** One of the DRAW_xxx flags, not consumed by drivers */
1509 gl_draw_method DrawMethod
;
1511 /* GL_ARB_vertex_buffer_object */
1512 struct gl_buffer_object
*ArrayBufferObj
;
1515 * Vertex arrays as consumed by a driver.
1516 * The array pointer is set up only by the VBO module.
1518 const struct gl_client_array
**_DrawArrays
; /**< 0..VERT_ATTRIB_MAX-1 */
1520 /** Legal array datatypes and the API for which they have been computed */
1521 GLbitfield LegalTypesMask
;
1522 gl_api LegalTypesMaskAPI
;
1527 * Feedback buffer state
1532 GLbitfield _Mask
; /**< FB_* bits */
1540 * Selection buffer state
1544 GLuint
*Buffer
; /**< selection buffer */
1545 GLuint BufferSize
; /**< size of the selection buffer */
1546 GLuint BufferCount
; /**< number of values in the selection buffer */
1547 GLuint Hits
; /**< number of records in the selection buffer */
1548 GLuint NameStackDepth
; /**< name stack depth */
1549 GLuint NameStack
[MAX_NAME_STACK_DEPTH
]; /**< name stack */
1550 GLboolean HitFlag
; /**< hit flag */
1551 GLfloat HitMinZ
; /**< minimum hit depth */
1552 GLfloat HitMaxZ
; /**< maximum hit depth */
1557 * 1-D Evaluator control points
1561 GLuint Order
; /**< Number of control points */
1562 GLfloat u1
, u2
, du
; /**< u1, u2, 1.0/(u2-u1) */
1563 GLfloat
*Points
; /**< Points to contiguous control points */
1568 * 2-D Evaluator control points
1572 GLuint Uorder
; /**< Number of control points in U dimension */
1573 GLuint Vorder
; /**< Number of control points in V dimension */
1576 GLfloat
*Points
; /**< Points to contiguous control points */
1581 * All evaluator control point state
1583 struct gl_evaluators
1589 struct gl_1d_map Map1Vertex3
;
1590 struct gl_1d_map Map1Vertex4
;
1591 struct gl_1d_map Map1Index
;
1592 struct gl_1d_map Map1Color4
;
1593 struct gl_1d_map Map1Normal
;
1594 struct gl_1d_map Map1Texture1
;
1595 struct gl_1d_map Map1Texture2
;
1596 struct gl_1d_map Map1Texture3
;
1597 struct gl_1d_map Map1Texture4
;
1604 struct gl_2d_map Map2Vertex3
;
1605 struct gl_2d_map Map2Vertex4
;
1606 struct gl_2d_map Map2Index
;
1607 struct gl_2d_map Map2Color4
;
1608 struct gl_2d_map Map2Normal
;
1609 struct gl_2d_map Map2Texture1
;
1610 struct gl_2d_map Map2Texture2
;
1611 struct gl_2d_map Map2Texture3
;
1612 struct gl_2d_map Map2Texture4
;
1617 struct gl_transform_feedback_varying_info
1628 * Per-output info vertex shaders for transform feedback.
1630 struct gl_transform_feedback_output
1632 unsigned OutputRegister
;
1633 unsigned OutputBuffer
;
1634 unsigned NumComponents
;
1637 /** offset (in DWORDs) of this output within the interleaved structure */
1641 * Offset into the output register of the data to output. For example,
1642 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1643 * offset is in the y and z components of the output register.
1645 unsigned ComponentOffset
;
1649 struct gl_transform_feedback_buffer
1654 * Total number of components stored in each buffer. This may be used by
1655 * hardware back-ends to determine the correct stride when interleaving
1656 * multiple transform feedback outputs in the same buffer.
1661 * Which transform feedback stream this buffer binding is associated with.
1667 /** Post-link transform feedback info. */
1668 struct gl_transform_feedback_info
1670 unsigned NumOutputs
;
1672 /* Bitmask of active buffer indices. */
1673 unsigned ActiveBuffers
;
1675 struct gl_transform_feedback_output
*Outputs
;
1677 /** Transform feedback varyings used for the linking of this shader program.
1679 * Use for glGetTransformFeedbackVarying().
1681 struct gl_transform_feedback_varying_info
*Varyings
;
1684 struct gl_transform_feedback_buffer Buffers
[MAX_FEEDBACK_BUFFERS
];
1689 * Transform feedback object state
1691 struct gl_transform_feedback_object
1693 GLuint Name
; /**< AKA the object ID */
1695 GLchar
*Label
; /**< GL_KHR_debug */
1696 GLboolean Active
; /**< Is transform feedback enabled? */
1697 GLboolean Paused
; /**< Is transform feedback paused? */
1698 GLboolean EndedAnytime
; /**< Has EndTransformFeedback been called
1700 GLboolean EverBound
; /**< Has this object been bound? */
1703 * GLES: if Active is true, remaining number of primitives which can be
1704 * rendered without overflow. This is necessary to track because GLES
1705 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1706 * glDrawArraysInstanced would overflow transform feedback buffers.
1707 * Undefined if Active is false.
1709 * Not tracked for desktop GL since it's unnecessary.
1711 unsigned GlesRemainingPrims
;
1714 * The shader program active when BeginTransformFeedback() was called.
1715 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1716 * where stage is the pipeline stage that is the source of data for
1717 * transform feedback.
1719 struct gl_shader_program
*shader_program
;
1721 /** The feedback buffers */
1722 GLuint BufferNames
[MAX_FEEDBACK_BUFFERS
];
1723 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_BUFFERS
];
1725 /** Start of feedback data in dest buffer */
1726 GLintptr Offset
[MAX_FEEDBACK_BUFFERS
];
1729 * Max data to put into dest buffer (in bytes). Computed based on
1730 * RequestedSize and the actual size of the buffer.
1732 GLsizeiptr Size
[MAX_FEEDBACK_BUFFERS
];
1735 * Size that was specified when the buffer was bound. If the buffer was
1736 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1739 GLsizeiptr RequestedSize
[MAX_FEEDBACK_BUFFERS
];
1744 * Context state for transform feedback.
1746 struct gl_transform_feedback_state
1748 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1750 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1751 struct gl_buffer_object
*CurrentBuffer
;
1753 /** The table of all transform feedback objects */
1754 struct _mesa_HashTable
*Objects
;
1756 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1757 struct gl_transform_feedback_object
*CurrentObject
;
1759 /** The default xform-fb object (Name==0) */
1760 struct gl_transform_feedback_object
*DefaultObject
;
1765 * A "performance monitor" as described in AMD_performance_monitor.
1767 struct gl_perf_monitor_object
1771 /** True if the monitor is currently active (Begin called but not End). */
1775 * True if the monitor has ended.
1777 * This is distinct from !Active because it may never have began.
1782 * A list of groups with currently active counters.
1784 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1786 unsigned *ActiveGroups
;
1789 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1791 * Checking whether counter 'c' in group 'g' is active can be done via:
1793 * BITSET_TEST(ActiveCounters[g], c)
1795 GLuint
**ActiveCounters
;
1799 union gl_perf_monitor_counter_value
1807 struct gl_perf_monitor_counter
1809 /** Human readable name for the counter. */
1813 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1814 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1818 /** Minimum counter value. */
1819 union gl_perf_monitor_counter_value Minimum
;
1821 /** Maximum counter value. */
1822 union gl_perf_monitor_counter_value Maximum
;
1826 struct gl_perf_monitor_group
1828 /** Human readable name for the group. */
1832 * Maximum number of counters in this group which can be active at the
1835 GLuint MaxActiveCounters
;
1837 /** Array of counters within this group. */
1838 const struct gl_perf_monitor_counter
*Counters
;
1844 * Context state for AMD_performance_monitor.
1846 struct gl_perf_monitor_state
1848 /** Array of performance monitor groups (indexed by group ID) */
1849 const struct gl_perf_monitor_group
*Groups
;
1852 /** The table of all performance monitors. */
1853 struct _mesa_HashTable
*Monitors
;
1858 * Names of the various vertex/fragment program register files, etc.
1860 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1861 * All values should fit in a 4-bit field.
1863 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1864 * considered to be "uniform" variables since they can only be set outside
1865 * glBegin/End. They're also all stored in the same Parameters array.
1869 PROGRAM_TEMPORARY
, /**< machine->Temporary[] */
1870 PROGRAM_ARRAY
, /**< Arrays & Matrixes */
1871 PROGRAM_INPUT
, /**< machine->Inputs[] */
1872 PROGRAM_OUTPUT
, /**< machine->Outputs[] */
1873 PROGRAM_STATE_VAR
, /**< gl_program->Parameters[] */
1874 PROGRAM_CONSTANT
, /**< gl_program->Parameters[] */
1875 PROGRAM_UNIFORM
, /**< gl_program->Parameters[] */
1876 PROGRAM_WRITE_ONLY
, /**< A dummy, write-only register */
1877 PROGRAM_ADDRESS
, /**< machine->AddressReg */
1878 PROGRAM_SAMPLER
, /**< for shader samplers, compile-time only */
1879 PROGRAM_SYSTEM_VALUE
,/**< InstanceId, PrimitiveID, etc. */
1880 PROGRAM_UNDEFINED
, /**< Invalid/TBD value */
1881 PROGRAM_IMMEDIATE
, /**< Immediate value, used by TGSI */
1882 PROGRAM_BUFFER
, /**< for shader buffers, compile-time only */
1883 PROGRAM_MEMORY
, /**< for shared, global and local memory */
1884 PROGRAM_IMAGE
, /**< for shader images, compile-time only */
1890 * Base class for any kind of program object
1897 GLubyte
*String
; /**< Null-terminated program text */
1899 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1900 GLenum Format
; /**< String encoding format */
1902 struct prog_instruction
*Instructions
;
1904 struct nir_shader
*nir
;
1906 GLbitfield64 InputsRead
; /**< Bitmask of which input regs are read */
1907 GLbitfield64 DoubleInputsRead
; /**< Bitmask of which input regs are read and are doubles */
1908 GLbitfield64 OutputsWritten
; /**< Bitmask of which output regs are written */
1909 GLbitfield PatchInputsRead
; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1910 GLbitfield PatchOutputsWritten
; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1911 GLbitfield SystemValuesRead
; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1912 GLbitfield TexturesUsed
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
]; /**< TEXTURE_x_BIT bitmask */
1913 GLbitfield SamplersUsed
; /**< Bitfield of which samplers are used */
1914 GLbitfield ShadowSamplers
; /**< Texture units used for shadow sampling. */
1916 GLboolean UsesGather
; /**< Does this program use gather4 at all? */
1919 * For vertex and geometry shaders, true if the program uses the
1920 * gl_ClipDistance output. Ignored for fragment shaders.
1922 unsigned ClipDistanceArraySize
;
1925 /** Named parameters, constants, etc. from program text */
1926 struct gl_program_parameter_list
*Parameters
;
1929 * Local parameters used by the program.
1931 * It's dynamically allocated because it is rarely used (just
1932 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1935 GLfloat (*LocalParams
)[4];
1937 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1938 GLubyte SamplerUnits
[MAX_SAMPLERS
];
1940 /** Bitmask of which register files are read/written with indirect
1941 * addressing. Mask of (1 << PROGRAM_x) bits.
1943 GLbitfield IndirectRegisterFiles
;
1945 /** Logical counts */
1947 GLuint NumInstructions
;
1948 GLuint NumTemporaries
;
1949 GLuint NumParameters
;
1950 GLuint NumAttributes
;
1951 GLuint NumAddressRegs
;
1952 GLuint NumAluInstructions
;
1953 GLuint NumTexInstructions
;
1954 GLuint NumTexIndirections
;
1956 /** Native, actual h/w counts */
1958 GLuint NumNativeInstructions
;
1959 GLuint NumNativeTemporaries
;
1960 GLuint NumNativeParameters
;
1961 GLuint NumNativeAttributes
;
1962 GLuint NumNativeAddressRegs
;
1963 GLuint NumNativeAluInstructions
;
1964 GLuint NumNativeTexInstructions
;
1965 GLuint NumNativeTexIndirections
;
1970 /** Vertex program object */
1971 struct gl_vertex_program
1973 struct gl_program Base
; /**< base class */
1974 GLboolean IsPositionInvariant
;
1978 /** Tessellation control program object */
1979 struct gl_tess_ctrl_program
1981 struct gl_program Base
; /**< base class */
1988 /** Tessellation evaluation program object */
1989 struct gl_tess_eval_program
1991 struct gl_program Base
; /**< base class */
1994 GLenum PrimitiveMode
; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1995 GLenum Spacing
; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1996 GLenum VertexOrder
; /* GL_CW or GL_CCW */
2001 /** Geometry program object */
2002 struct gl_geometry_program
2004 struct gl_program Base
; /**< base class */
2009 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2010 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2011 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2012 bool UsesEndPrimitive
;
2017 /** Fragment program object */
2018 struct gl_fragment_program
2020 struct gl_program Base
; /**< base class */
2021 GLboolean UsesKill
; /**< shader uses KIL instruction */
2022 GLboolean UsesDFdy
; /**< shader uses DDY instruction */
2023 GLboolean OriginUpperLeft
;
2024 GLboolean PixelCenterInteger
;
2025 enum gl_frag_depth_layout FragDepthLayout
;
2028 * GLSL interpolation qualifier associated with each fragment shader input.
2029 * For inputs that do not have an interpolation qualifier specified in
2030 * GLSL, the value is INTERP_QUALIFIER_NONE.
2032 enum glsl_interp_qualifier InterpQualifier
[VARYING_SLOT_MAX
];
2035 * Bitfield indicating, for each fragment shader input, 1 if that input
2036 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2038 GLbitfield64 IsCentroid
;
2041 * Bitfield indicating, for each fragment shader input, 1 if that input
2042 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2044 GLbitfield64 IsSample
;
2048 /** Compute program object */
2049 struct gl_compute_program
2051 struct gl_program Base
; /**< base class */
2054 * Size specified using local_size_{x,y,z}.
2056 unsigned LocalSize
[3];
2059 * Size of shared variables accessed by the compute shader.
2061 unsigned SharedSize
;
2066 * State common to vertex and fragment programs.
2068 struct gl_program_state
2070 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2071 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2076 * Context state for vertex programs.
2078 struct gl_vertex_program_state
2080 GLboolean Enabled
; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2081 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2082 GLboolean PointSizeEnabled
; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2083 GLboolean TwoSideEnabled
; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2084 /** Computed two sided lighting for fixed function/programs. */
2085 GLboolean _TwoSideEnabled
;
2086 struct gl_vertex_program
*Current
; /**< User-bound vertex program */
2088 /** Currently enabled and valid vertex program (including internal
2089 * programs, user-defined vertex programs and GLSL vertex shaders).
2090 * This is the program we must use when rendering.
2092 struct gl_vertex_program
*_Current
;
2094 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2096 /** Should fixed-function T&L be implemented with a vertex prog? */
2097 GLboolean _MaintainTnlProgram
;
2099 /** Program to emulate fixed-function T&L (see above) */
2100 struct gl_vertex_program
*_TnlProgram
;
2102 /** Cache of fixed-function programs */
2103 struct gl_program_cache
*Cache
;
2105 GLboolean _Overriden
;
2109 * Context state for tessellation control programs.
2111 struct gl_tess_ctrl_program_state
2113 /** Currently bound and valid shader. */
2114 struct gl_tess_ctrl_program
*_Current
;
2116 GLint patch_vertices
;
2117 GLfloat patch_default_outer_level
[4];
2118 GLfloat patch_default_inner_level
[2];
2122 * Context state for tessellation evaluation programs.
2124 struct gl_tess_eval_program_state
2126 /** Currently bound and valid shader. */
2127 struct gl_tess_eval_program
*_Current
;
2131 * Context state for geometry programs.
2133 struct gl_geometry_program_state
2135 /** Currently enabled and valid program (including internal programs
2136 * and compiled shader programs).
2138 struct gl_geometry_program
*_Current
;
2142 * Context state for fragment programs.
2144 struct gl_fragment_program_state
2146 GLboolean Enabled
; /**< User-set fragment program enable flag */
2147 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2148 struct gl_fragment_program
*Current
; /**< User-bound fragment program */
2150 /** Currently enabled and valid fragment program (including internal
2151 * programs, user-defined fragment programs and GLSL fragment shaders).
2152 * This is the program we must use when rendering.
2154 struct gl_fragment_program
*_Current
;
2156 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2158 /** Should fixed-function texturing be implemented with a fragment prog? */
2159 GLboolean _MaintainTexEnvProgram
;
2161 /** Program to emulate fixed-function texture env/combine (see above) */
2162 struct gl_fragment_program
*_TexEnvProgram
;
2164 /** Cache of fixed-function programs */
2165 struct gl_program_cache
*Cache
;
2170 * Context state for compute programs.
2172 struct gl_compute_program_state
2174 /** Currently enabled and valid program (including internal programs
2175 * and compiled shader programs).
2177 struct gl_compute_program
*_Current
;
2182 * ATI_fragment_shader runtime state
2185 struct atifs_instruction
;
2186 struct atifs_setupinst
;
2189 * ATI fragment shader
2191 struct ati_fragment_shader
2195 struct atifs_instruction
*Instructions
[2];
2196 struct atifs_setupinst
*SetupInst
[2];
2197 GLfloat Constants
[8][4];
2198 GLbitfield LocalConstDef
; /**< Indicates which constants have been set */
2199 GLubyte numArithInstr
[2];
2200 GLubyte regsAssigned
[2];
2201 GLubyte NumPasses
; /**< 1 or 2 */
2203 GLubyte last_optype
;
2204 GLboolean interpinp1
;
2207 struct gl_program
*Program
;
2211 * Context state for GL_ATI_fragment_shader
2213 struct gl_ati_fragment_shader_state
2216 GLboolean _Enabled
; /**< enabled and valid shader? */
2217 GLboolean Compiling
;
2218 GLfloat GlobalConstants
[8][4];
2219 struct ati_fragment_shader
*Current
;
2223 * Shader subroutine function definition
2225 struct gl_subroutine_function
2229 int num_compat_types
;
2230 const struct glsl_type
**types
;
2234 * A GLSL vertex or fragment shader object.
2238 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2239 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2240 * Must be the first field.
2243 gl_shader_stage Stage
;
2244 GLuint Name
; /**< AKA the handle */
2245 GLint RefCount
; /**< Reference count */
2246 GLchar
*Label
; /**< GL_KHR_debug */
2247 GLboolean DeletePending
;
2248 GLboolean CompileStatus
;
2249 bool IsES
; /**< True if this shader uses GLSL ES */
2251 GLuint SourceChecksum
; /**< for debug/logging purposes */
2252 const GLchar
*Source
; /**< Source code string */
2254 struct gl_program
*Program
; /**< Post-compile assembly code */
2257 unsigned Version
; /**< GLSL version used for linking */
2260 * \name Sampler tracking
2262 * \note Each of these fields is only set post-linking.
2265 unsigned num_samplers
; /**< Number of samplers used by this shader. */
2266 GLbitfield active_samplers
; /**< Bitfield of which samplers are used */
2267 GLbitfield shadow_samplers
; /**< Samplers used for shadow sampling. */
2271 * Map from sampler unit to texture unit (set by glUniform1i())
2273 * A sampler unit is associated with each sampler uniform by the linker.
2274 * The sampler unit associated with each uniform is stored in the
2275 * \c gl_uniform_storage::sampler field.
2277 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2278 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2279 gl_texture_index SamplerTargets
[MAX_SAMPLERS
];
2282 * Number of default uniform block components used by this shader.
2284 * This field is only set post-linking.
2286 unsigned num_uniform_components
;
2289 * Number of combined uniform components used by this shader.
2291 * This field is only set post-linking. It is the sum of the uniform block
2292 * sizes divided by sizeof(float), and num_uniform_compoennts.
2294 unsigned num_combined_uniform_components
;
2297 * This shader's uniform/ssbo block information.
2299 * These fields are only set post-linking.
2301 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2302 * useful during the linking process so that we don't have to handle SSBOs
2305 * UniformBlocks is a list of UBOs. This is useful for backends that need
2306 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2309 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2310 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2313 * UniformBlocks and ShaderStorageBlocks only have pointers into
2314 * BufferInterfaceBlocks so the actual resource information is not
2317 unsigned NumBufferInterfaceBlocks
;
2318 struct gl_uniform_block
**BufferInterfaceBlocks
;
2320 unsigned NumUniformBlocks
;
2321 struct gl_uniform_block
**UniformBlocks
;
2323 unsigned NumShaderStorageBlocks
;
2324 struct gl_uniform_block
**ShaderStorageBlocks
;
2326 struct exec_list
*ir
;
2327 struct exec_list
*packed_varyings
;
2328 struct exec_list
*fragdata_arrays
;
2329 struct glsl_symbol_table
*symbols
;
2331 bool uses_builtin_functions
;
2332 bool uses_gl_fragcoord
;
2333 bool redeclares_gl_fragcoord
;
2334 bool ARB_fragment_coord_conventions_enable
;
2337 * Fragment shader state from GLSL 1.50 layout qualifiers.
2339 bool origin_upper_left
;
2340 bool pixel_center_integer
;
2343 /** Global xfb_stride out qualifier if any */
2344 GLuint BufferStride
[MAX_FEEDBACK_BUFFERS
];
2345 } TransformFeedback
;
2348 * Tessellation Control shader state from layout qualifiers.
2352 * 0 - vertices not declared in shader, or
2353 * 1 .. GL_MAX_PATCH_VERTICES
2359 * Tessellation Evaluation shader state from layout qualifiers.
2363 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2366 GLenum PrimitiveMode
;
2368 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2373 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2377 * 1, 0, or -1 if it's not set in this shader.
2383 * Geometry shader state from GLSL 1.50 layout qualifiers.
2388 * 0 - Invocations count not declared in shader, or
2389 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2393 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2394 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2399 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2400 * it's not set in this shader.
2406 * Map from image uniform index to image unit (set by glUniform1i())
2408 * An image uniform index is associated with each image uniform by
2409 * the linker. The image index associated with each uniform is
2410 * stored in the \c gl_uniform_storage::image field.
2412 GLubyte ImageUnits
[MAX_IMAGE_UNIFORMS
];
2415 * Access qualifier specified in the shader for each image uniform
2416 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2419 * It may be different, though only more strict than the value of
2420 * \c gl_image_unit::Access for the corresponding image unit.
2422 GLenum ImageAccess
[MAX_IMAGE_UNIFORMS
];
2425 * Number of image uniforms defined in the shader. It specifies
2426 * the number of valid elements in the \c ImageUnits and \c
2427 * ImageAccess arrays above.
2431 struct gl_active_atomic_buffer
**AtomicBuffers
;
2432 unsigned NumAtomicBuffers
;
2435 * Whether early fragment tests are enabled as defined by
2436 * ARB_shader_image_load_store.
2438 bool EarlyFragmentTests
;
2441 * Compute shader state from ARB_compute_shader layout qualifiers.
2445 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2446 * it's not set in this shader.
2448 unsigned LocalSize
[3];
2452 * Number of types for subroutine uniforms.
2454 GLuint NumSubroutineUniformTypes
;
2457 * Subroutine uniform remap table
2458 * based on the program level uniform remap table.
2460 GLuint NumSubroutineUniformRemapTable
;
2461 struct gl_uniform_storage
**SubroutineUniformRemapTable
;
2464 * Num of subroutine functions for this stage
2465 * and storage for them.
2467 GLuint NumSubroutineFunctions
;
2468 struct gl_subroutine_function
*SubroutineFunctions
;
2472 struct gl_uniform_buffer_variable
2477 * Name of the uniform as seen by glGetUniformIndices.
2479 * glGetUniformIndices requires that the block instance index \b not be
2480 * present in the name of queried uniforms.
2483 * \c gl_uniform_buffer_variable::IndexName and
2484 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2488 const struct glsl_type
*Type
;
2489 unsigned int Offset
;
2494 enum gl_uniform_block_packing
2503 struct gl_uniform_block
2505 /** Declared name of the uniform block */
2508 /** Array of supplemental information about UBO ir_variables. */
2509 struct gl_uniform_buffer_variable
*Uniforms
;
2513 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2514 * with glBindBufferBase to bind a buffer object to this uniform block. When
2515 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2520 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2521 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2523 GLuint UniformBufferSize
;
2526 * Is this actually an interface block for a shader storage buffer?
2528 bool IsShaderStorage
;
2531 * Layout specified in the shader
2533 * This isn't accessible through the API, but it is used while
2534 * cross-validating uniform blocks.
2536 enum gl_uniform_block_packing _Packing
;
2540 * Structure that represents a reference to an atomic buffer from some
2543 struct gl_active_atomic_buffer
2545 /** Uniform indices of the atomic counters declared within it. */
2549 /** Binding point index associated with it. */
2552 /** Minimum reasonable size it is expected to have. */
2555 /** Shader stages making use of it. */
2556 GLboolean StageReferences
[MESA_SHADER_STAGES
];
2560 * Data container for shader queries. This holds only the minimal
2561 * amount of required information for resource queries to work.
2563 struct gl_shader_variable
2566 * Declared type of the variable
2568 const struct glsl_type
*type
;
2571 * Declared name of the variable
2576 * Storage location of the base of this variable
2578 * The precise meaning of this field depends on the nature of the variable.
2580 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2581 * - Vertex shader output: one of the values from \c gl_varying_slot.
2582 * - Geometry shader input: one of the values from \c gl_varying_slot.
2583 * - Geometry shader output: one of the values from \c gl_varying_slot.
2584 * - Fragment shader input: one of the values from \c gl_varying_slot.
2585 * - Fragment shader output: one of the values from \c gl_frag_result.
2586 * - Uniforms: Per-stage uniform slot number for default uniform block.
2587 * - Uniforms: Index within the uniform block definition for UBO members.
2588 * - Non-UBO Uniforms: explicit location until linking then reused to
2589 * store uniform slot number.
2590 * - Other: This field is not currently used.
2592 * If the variable is a uniform, shader input, or shader output, and the
2593 * slot has not been assigned, the value will be -1.
2598 * Output index for dual source blending.
2601 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2607 * Specifies whether a shader input/output is per-patch in tessellation
2613 * Storage class of the variable.
2615 * \sa (n)ir_variable_mode
2621 * Active resource in a gl_shader_program
2623 struct gl_program_resource
2625 GLenum Type
; /** Program interface type. */
2626 const void *Data
; /** Pointer to resource associated data structure. */
2627 uint8_t StageReferences
; /** Bitmask of shader stage references. */
2631 * A GLSL program object.
2632 * Basically a linked collection of vertex and fragment shaders.
2634 struct gl_shader_program
2636 GLenum Type
; /**< Always GL_SHADER_PROGRAM (internal token) */
2637 GLuint Name
; /**< aka handle or ID */
2638 GLchar
*Label
; /**< GL_KHR_debug */
2639 GLint RefCount
; /**< Reference count */
2640 GLboolean DeletePending
;
2643 * Is the application intending to glGetProgramBinary this program?
2645 GLboolean BinaryRetreivableHint
;
2648 * Indicates whether program can be bound for individual pipeline stages
2649 * using UseProgramStages after it is next linked.
2651 GLboolean SeparateShader
;
2653 GLuint NumShaders
; /**< number of attached shaders */
2654 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2657 * User-defined attribute bindings
2659 * These are set via \c glBindAttribLocation and are used to direct the
2660 * GLSL linker. These are \b not the values used in the compiled shader,
2661 * and they are \b not the values returned by \c glGetAttribLocation.
2663 struct string_to_uint_map
*AttributeBindings
;
2666 * User-defined fragment data bindings
2668 * These are set via \c glBindFragDataLocation and are used to direct the
2669 * GLSL linker. These are \b not the values used in the compiled shader,
2670 * and they are \b not the values returned by \c glGetFragDataLocation.
2672 struct string_to_uint_map
*FragDataBindings
;
2673 struct string_to_uint_map
*FragDataIndexBindings
;
2676 * Transform feedback varyings last specified by
2677 * glTransformFeedbackVaryings().
2679 * For the current set of transform feedback varyings used for transform
2680 * feedback output, see LinkedTransformFeedback.
2684 /** Global xfb_stride out qualifier if any */
2685 GLuint BufferStride
[MAX_FEEDBACK_BUFFERS
];
2687 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2688 } TransformFeedback
;
2690 /** Post-link transform feedback info. */
2691 struct gl_transform_feedback_info LinkedTransformFeedback
;
2693 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2694 enum gl_frag_depth_layout FragDepthLayout
;
2697 * Tessellation Control shader state from layout qualifiers.
2701 * 0 - vertices not declared in shader, or
2702 * 1 .. GL_MAX_PATCH_VERTICES
2708 * Tessellation Evaluation shader state from layout qualifiers.
2711 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2712 GLenum PrimitiveMode
;
2713 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2715 /** GL_CW or GL_CCW */
2719 * True if gl_ClipDistance is written to. Copied into
2720 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2722 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2723 0 if not present. */
2727 * Geometry shader state - copied into gl_geometry_program by
2728 * _mesa_copy_linked_program_data().
2734 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2737 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2738 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2739 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2741 * True if gl_ClipDistance is written to. Copied into
2742 * gl_geometry_program by _mesa_copy_linked_program_data().
2744 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2745 0 if not present. */
2746 bool UsesEndPrimitive
;
2750 /** Vertex shader state */
2753 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2754 * by _mesa_copy_linked_program_data().
2756 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2757 0 if not present. */
2761 * Compute shader state - copied into gl_compute_program by
2762 * _mesa_copy_linked_program_data().
2766 * If this shader contains a compute stage, size specified using
2767 * local_size_{x,y,z}. Otherwise undefined.
2769 unsigned LocalSize
[3];
2771 * Size of shared variables accessed by the compute shader.
2773 unsigned SharedSize
;
2776 /* post-link info: */
2777 unsigned NumUniformStorage
;
2778 unsigned NumHiddenUniforms
;
2779 struct gl_uniform_storage
*UniformStorage
;
2782 * Mapping from GL uniform locations returned by \c glUniformLocation to
2783 * UniformStorage entries. Arrays will have multiple contiguous slots
2784 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2786 unsigned NumUniformRemapTable
;
2787 struct gl_uniform_storage
**UniformRemapTable
;
2790 * Sometimes there are empty slots left over in UniformRemapTable after we
2791 * allocate slots to explicit locations. This list stores the blocks of
2792 * continuous empty slots inside UniformRemapTable.
2794 struct exec_list EmptyUniformLocations
;
2797 * Size of the gl_ClipDistance array that is output from the last pipeline
2798 * stage before the fragment shader.
2800 unsigned LastClipDistanceArraySize
;
2803 * This shader's uniform/ssbo block information.
2805 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2806 * useful during the linking process so that we don't have to handle SSBOs
2809 * UniformBlocks is a list of UBOs. This is useful for backends that need
2810 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2813 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2814 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2817 * UniformBlocks and ShaderStorageBlocks only have pointers into
2818 * BufferInterfaceBlocks so the actual resource information is not
2819 * duplicated and are only set after linking.
2821 unsigned NumBufferInterfaceBlocks
;
2822 struct gl_uniform_block
*BufferInterfaceBlocks
;
2824 unsigned NumUniformBlocks
;
2825 struct gl_uniform_block
**UniformBlocks
;
2827 unsigned NumShaderStorageBlocks
;
2828 struct gl_uniform_block
**ShaderStorageBlocks
;
2831 * Indices into the BufferInterfaceBlocks[] array for each stage they're
2834 * This is used to maintain the Binding values of the stage's
2835 * BufferInterfaceBlocks[] and to answer the
2836 * GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2838 int *InterfaceBlockStageIndex
[MESA_SHADER_STAGES
];
2841 * Map of active uniform names to locations
2843 * Maps any active uniform that is not an array element to a location.
2844 * Each active uniform, including individual structure members will appear
2845 * in this map. This roughly corresponds to the set of names that would be
2846 * enumerated by \c glGetActiveUniform.
2848 struct string_to_uint_map
*UniformHash
;
2850 struct gl_active_atomic_buffer
*AtomicBuffers
;
2851 unsigned NumAtomicBuffers
;
2853 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2854 GLboolean Validated
;
2855 GLboolean _Used
; /**< Ever used for drawing? */
2856 GLboolean SamplersValidated
; /**< Samplers validated against texture units? */
2859 unsigned Version
; /**< GLSL version used for linking */
2860 bool IsES
; /**< True if this program uses GLSL ES */
2863 * Per-stage shaders resulting from the first stage of linking.
2865 * Set of linked shaders for this program. The array is accessed using the
2866 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2869 struct gl_shader
*_LinkedShaders
[MESA_SHADER_STAGES
];
2871 /** List of all active resources after linking. */
2872 struct gl_program_resource
*ProgramResourceList
;
2873 unsigned NumProgramResourceList
;
2875 /* True if any of the fragment shaders attached to this program use:
2876 * #extension ARB_fragment_coord_conventions: enable
2878 GLboolean ARB_fragment_coord_conventions_enable
;
2882 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2883 #define GLSL_LOG 0x2 /**< Write shaders to files */
2884 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2885 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2886 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2887 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2888 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2889 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2890 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2891 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2895 * Context state for GLSL vertex/fragment shaders.
2896 * Extended to support pipeline object
2898 struct gl_pipeline_object
2900 /** Name of the pipeline object as received from glGenProgramPipelines.
2901 * It would be 0 for shaders without separate shader objects.
2909 GLchar
*Label
; /**< GL_KHR_debug */
2912 * Programs used for rendering
2914 * There is a separate program set for each shader stage.
2916 struct gl_shader_program
*CurrentProgram
[MESA_SHADER_STAGES
];
2918 struct gl_shader_program
*_CurrentFragmentProgram
;
2921 * Program used by glUniform calls.
2923 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2925 struct gl_shader_program
*ActiveProgram
;
2927 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2929 GLboolean EverBound
; /**< Has the pipeline object been created */
2931 GLboolean Validated
; /**< Pipeline Validation status */
2937 * Context state for GLSL pipeline shaders.
2939 struct gl_pipeline_shader_state
2941 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2942 struct gl_pipeline_object
*Current
;
2944 /* Default Object to ensure that _Shader is never NULL */
2945 struct gl_pipeline_object
*Default
;
2947 /** Pipeline objects */
2948 struct _mesa_HashTable
*Objects
;
2952 * Compiler options for a single GLSL shaders type
2954 struct gl_shader_compiler_options
2956 /** Driver-selectable options: */
2957 GLboolean EmitNoLoops
;
2958 GLboolean EmitNoFunctions
;
2959 GLboolean EmitNoCont
; /**< Emit CONT opcode? */
2960 GLboolean EmitNoMainReturn
; /**< Emit CONT/RET opcodes? */
2961 GLboolean EmitNoNoise
; /**< Emit NOISE opcodes? */
2962 GLboolean EmitNoPow
; /**< Emit POW opcodes? */
2963 GLboolean EmitNoSat
; /**< Emit SAT opcodes? */
2964 GLboolean LowerClipDistance
; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2967 * \name Forms of indirect addressing the driver cannot do.
2970 GLboolean EmitNoIndirectInput
; /**< No indirect addressing of inputs */
2971 GLboolean EmitNoIndirectOutput
; /**< No indirect addressing of outputs */
2972 GLboolean EmitNoIndirectTemp
; /**< No indirect addressing of temps */
2973 GLboolean EmitNoIndirectUniform
; /**< No indirect addressing of constants */
2974 GLboolean EmitNoIndirectSampler
; /**< No indirect addressing of samplers */
2977 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
2978 GLuint MaxUnrollIterations
;
2981 * Optimize code for array of structures backends.
2983 * This is a proxy for:
2984 * - preferring DP4 instructions (rather than MUL/MAD) for
2985 * matrix * vector operations, such as position transformation.
2987 GLboolean OptimizeForAOS
;
2989 GLboolean LowerBufferInterfaceBlocks
; /**< Lower UBO and SSBO access to intrinsics. */
2991 GLboolean LowerShaderSharedVariables
; /**< Lower compute shader shared
2992 * variable access to intrinsics. */
2994 const struct nir_shader_compiler_options
*NirOptions
;
2999 * Occlusion/timer query object.
3001 struct gl_query_object
3003 GLenum Target
; /**< The query target, when active */
3004 GLuint Id
; /**< hash table ID/name */
3005 GLchar
*Label
; /**< GL_KHR_debug */
3006 GLuint64EXT Result
; /**< the counter */
3007 GLboolean Active
; /**< inside Begin/EndQuery */
3008 GLboolean Ready
; /**< result is ready? */
3009 GLboolean EverBound
;/**< has query object ever been bound */
3010 GLuint Stream
; /**< The stream */
3015 * Context state for query objects.
3017 struct gl_query_state
3019 struct _mesa_HashTable
*QueryObjects
;
3020 struct gl_query_object
*CurrentOcclusionObject
; /* GL_ARB_occlusion_query */
3021 struct gl_query_object
*CurrentTimerObject
; /* GL_EXT_timer_query */
3023 /** GL_NV_conditional_render */
3024 struct gl_query_object
*CondRenderQuery
;
3026 /** GL_EXT_transform_feedback */
3027 struct gl_query_object
*PrimitivesGenerated
[MAX_VERTEX_STREAMS
];
3028 struct gl_query_object
*PrimitivesWritten
[MAX_VERTEX_STREAMS
];
3030 /** GL_ARB_timer_query */
3031 struct gl_query_object
*TimeElapsed
;
3033 /** GL_ARB_pipeline_statistics_query */
3034 struct gl_query_object
*pipeline_stats
[MAX_PIPELINE_STATISTICS
];
3036 GLenum CondRenderMode
;
3040 /** Sync object state */
3041 struct gl_sync_object
3043 GLenum Type
; /**< GL_SYNC_FENCE */
3044 GLuint Name
; /**< Fence name */
3045 GLchar
*Label
; /**< GL_KHR_debug */
3046 GLint RefCount
; /**< Reference count */
3047 GLboolean DeletePending
; /**< Object was deleted while there were still
3048 * live references (e.g., sync not yet finished)
3050 GLenum SyncCondition
;
3051 GLbitfield Flags
; /**< Flags passed to glFenceSync */
3052 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
3057 * State which can be shared by multiple contexts:
3059 struct gl_shared_state
3061 mtx_t Mutex
; /**< for thread safety */
3062 GLint RefCount
; /**< Reference count */
3063 struct _mesa_HashTable
*DisplayList
; /**< Display lists hash table */
3064 struct _mesa_HashTable
*BitmapAtlas
; /**< For optimized glBitmap text */
3065 struct _mesa_HashTable
*TexObjects
; /**< Texture objects hash table */
3067 /** Default texture objects (shared by all texture units) */
3068 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
3070 /** Fallback texture used when a bound texture is incomplete */
3071 struct gl_texture_object
*FallbackTex
[NUM_TEXTURE_TARGETS
];
3074 * \name Thread safety and statechange notification for texture
3077 * \todo Improve the granularity of locking.
3080 mtx_t TexMutex
; /**< texobj thread safety */
3081 GLuint TextureStateStamp
; /**< state notification for shared tex */
3084 /** Default buffer object for vertex arrays that aren't in VBOs */
3085 struct gl_buffer_object
*NullBufferObj
;
3088 * \name Vertex/geometry/fragment programs
3091 struct _mesa_HashTable
*Programs
; /**< All vertex/fragment programs */
3092 struct gl_vertex_program
*DefaultVertexProgram
;
3093 struct gl_fragment_program
*DefaultFragmentProgram
;
3096 /* GL_ATI_fragment_shader */
3097 struct _mesa_HashTable
*ATIShaders
;
3098 struct ati_fragment_shader
*DefaultFragmentShader
;
3100 struct _mesa_HashTable
*BufferObjects
;
3102 /** Table of both gl_shader and gl_shader_program objects */
3103 struct _mesa_HashTable
*ShaderObjects
;
3105 /* GL_EXT_framebuffer_object */
3106 struct _mesa_HashTable
*RenderBuffers
;
3107 struct _mesa_HashTable
*FrameBuffers
;
3110 struct set
*SyncObjects
;
3112 /** GL_ARB_sampler_objects */
3113 struct _mesa_HashTable
*SamplerObjects
;
3116 * Some context in this share group was affected by a GPU reset
3118 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3119 * been affected by a GPU reset must also return
3120 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3122 * Once this field becomes true, it is never reset to false.
3124 bool ShareGroupReset
;
3130 * Renderbuffers represent drawing surfaces such as color, depth and/or
3131 * stencil. A framebuffer object has a set of renderbuffers.
3132 * Drivers will typically derive subclasses of this type.
3134 struct gl_renderbuffer
3136 mtx_t Mutex
; /**< for thread safety */
3137 GLuint ClassID
; /**< Useful for drivers */
3139 GLchar
*Label
; /**< GL_KHR_debug */
3141 GLuint Width
, Height
;
3143 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
3144 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
3146 * True for renderbuffers that wrap textures, giving the driver a chance to
3147 * flush render caches through the FinishRenderTexture hook.
3149 * Drivers may also set this on renderbuffers other than those generated by
3150 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3151 * called without a rb->TexImage.
3153 GLboolean NeedsFinishRenderTexture
;
3155 GLenum InternalFormat
; /**< The user-specified format */
3156 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3157 GL_STENCIL_INDEX. */
3158 mesa_format Format
; /**< The actual renderbuffer memory format */
3160 * Pointer to the texture image if this renderbuffer wraps a texture,
3163 * Note that the reference on the gl_texture_object containing this
3164 * TexImage is held by the gl_renderbuffer_attachment.
3166 struct gl_texture_image
*TexImage
;
3168 /** Delete this renderbuffer */
3169 void (*Delete
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
);
3171 /** Allocate new storage for this renderbuffer */
3172 GLboolean (*AllocStorage
)(struct gl_context
*ctx
,
3173 struct gl_renderbuffer
*rb
,
3174 GLenum internalFormat
,
3175 GLuint width
, GLuint height
);
3180 * A renderbuffer attachment points to either a texture object (and specifies
3181 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3183 struct gl_renderbuffer_attachment
3185 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3189 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3190 * application supplied renderbuffer object.
3192 struct gl_renderbuffer
*Renderbuffer
;
3195 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3196 * supplied texture object.
3198 struct gl_texture_object
*Texture
;
3199 GLuint TextureLevel
; /**< Attached mipmap level. */
3200 GLuint CubeMapFace
; /**< 0 .. 5, for cube map textures. */
3201 GLuint Zoffset
; /**< Slice for 3D textures, or layer for both 1D
3202 * and 2D array textures */
3208 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3209 * In C++ terms, think of this as a base class from which device drivers
3210 * will make derived classes.
3212 struct gl_framebuffer
3214 mtx_t Mutex
; /**< for thread safety */
3216 * If zero, this is a window system framebuffer. If non-zero, this
3217 * is a FBO framebuffer; note that for some devices (i.e. those with
3218 * a natural pixel coordinate system for FBOs that differs from the
3219 * OpenGL/Mesa coordinate system), this means that the viewport,
3220 * polygon face orientation, and polygon stipple will have to be inverted.
3225 GLchar
*Label
; /**< GL_KHR_debug */
3227 GLboolean DeletePending
;
3230 * The framebuffer's visual. Immutable if this is a window system buffer.
3231 * Computed from attachments if user-made FBO.
3233 struct gl_config Visual
;
3236 * Size of frame buffer in pixels. If there are no attachments, then both
3239 GLuint Width
, Height
;
3242 * In the case that the framebuffer has no attachment (i.e.
3243 * GL_ARB_framebuffer_no_attachments) then the geometry of
3244 * the framebuffer is specified by the default values.
3247 GLuint Width
, Height
, Layers
, NumSamples
;
3248 GLboolean FixedSampleLocations
;
3249 /* Derived from NumSamples by the driver so that it can choose a valid
3250 * value for the hardware.
3255 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3256 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3257 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3264 /** \name Derived Z buffer stuff */
3266 GLuint _DepthMax
; /**< Max depth buffer value */
3267 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
3268 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
3271 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3274 /** Whether one of Attachment has Type != GL_NONE
3275 * NOTE: the values for Width and Height are set to 0 in case of having
3276 * no attachments, a backend driver supporting the extension
3277 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3278 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3279 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3280 * _Ymax do NOT take into account _HasAttachments being false). To get the
3281 * geometry of the framebuffer, the helper functions
3282 * _mesa_geometric_width(),
3283 * _mesa_geometric_height(),
3284 * _mesa_geometric_samples() and
3285 * _mesa_geometric_layers()
3286 * are available that check _HasAttachments.
3288 bool _HasAttachments
;
3290 /** Integer color values */
3291 GLboolean _IntegerColor
;
3293 /* ARB_color_buffer_float */
3294 GLboolean _AllColorBuffersFixedPoint
; /* no integer, no float */
3295 GLboolean _HasSNormOrFloatColorBuffer
;
3298 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3299 * is not layered. For cube maps and cube map arrays, each cube face
3300 * counts as a layer. As the case for Width, Height a backend driver
3301 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3302 * in the case that _HasAttachments is false
3304 GLuint MaxNumLayers
;
3306 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3307 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
3309 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3310 * attribute group and GL_PIXEL attribute group, respectively.
3312 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
3313 GLenum ColorReadBuffer
;
3315 /** Computed from ColorDraw/ReadBuffer above */
3316 GLuint _NumColorDrawBuffers
;
3317 GLint _ColorDrawBufferIndexes
[MAX_DRAW_BUFFERS
]; /**< BUFFER_x or -1 */
3318 GLint _ColorReadBufferIndex
; /* -1 = None */
3319 struct gl_renderbuffer
*_ColorDrawBuffers
[MAX_DRAW_BUFFERS
];
3320 struct gl_renderbuffer
*_ColorReadBuffer
;
3322 /** Delete this framebuffer */
3323 void (*Delete
)(struct gl_framebuffer
*fb
);
3328 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3332 GLushort RangeMin
; /**< min value exponent */
3333 GLushort RangeMax
; /**< max value exponent */
3334 GLushort Precision
; /**< number of mantissa bits */
3339 * Limits for vertex, geometry and fragment programs/shaders.
3341 struct gl_program_constants
3343 /* logical limits */
3344 GLuint MaxInstructions
;
3345 GLuint MaxAluInstructions
;
3346 GLuint MaxTexInstructions
;
3347 GLuint MaxTexIndirections
;
3350 GLuint MaxAddressRegs
;
3351 GLuint MaxAddressOffset
; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3352 GLuint MaxParameters
;
3353 GLuint MaxLocalParams
;
3354 GLuint MaxEnvParams
;
3355 /* native/hardware limits */
3356 GLuint MaxNativeInstructions
;
3357 GLuint MaxNativeAluInstructions
;
3358 GLuint MaxNativeTexInstructions
;
3359 GLuint MaxNativeTexIndirections
;
3360 GLuint MaxNativeAttribs
;
3361 GLuint MaxNativeTemps
;
3362 GLuint MaxNativeAddressRegs
;
3363 GLuint MaxNativeParameters
;
3365 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
3368 * \name Per-stage input / output limits
3370 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3371 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3372 * ES). This is stored as \c gl_constants::MaxVarying.
3374 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3375 * variables. Each stage as a certain number of outputs that it can feed
3376 * to the next stage and a certain number inputs that it can consume from
3377 * the previous stage.
3379 * Vertex shader inputs do not participate this in this accounting.
3380 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3382 * Fragment shader outputs do not participate this in this accounting.
3383 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3386 GLuint MaxInputComponents
;
3387 GLuint MaxOutputComponents
;
3390 /* ES 2.0 and GL_ARB_ES2_compatibility */
3391 struct gl_precision LowFloat
, MediumFloat
, HighFloat
;
3392 struct gl_precision LowInt
, MediumInt
, HighInt
;
3393 /* GL_ARB_uniform_buffer_object */
3394 GLuint MaxUniformBlocks
;
3395 GLuint MaxCombinedUniformComponents
;
3396 GLuint MaxTextureImageUnits
;
3398 /* GL_ARB_shader_atomic_counters */
3399 GLuint MaxAtomicBuffers
;
3400 GLuint MaxAtomicCounters
;
3402 /* GL_ARB_shader_image_load_store */
3403 GLuint MaxImageUniforms
;
3405 /* GL_ARB_shader_storage_buffer_object */
3406 GLuint MaxShaderStorageBlocks
;
3411 * Constants which may be overridden by device driver during context creation
3412 * but are never changed after that.
3416 GLuint MaxTextureMbytes
; /**< Max memory per image, in MB */
3417 GLuint MaxTextureLevels
; /**< Max mipmap levels. */
3418 GLuint Max3DTextureLevels
; /**< Max mipmap levels for 3D textures */
3419 GLuint MaxCubeTextureLevels
; /**< Max mipmap levels for cube textures */
3420 GLuint MaxArrayTextureLayers
; /**< Max layers in array textures */
3421 GLuint MaxTextureRectSize
; /**< Max rectangle texture size, in pixes */
3422 GLuint MaxTextureCoordUnits
;
3423 GLuint MaxCombinedTextureImageUnits
;
3424 GLuint MaxTextureUnits
; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3425 GLfloat MaxTextureMaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
3426 GLfloat MaxTextureLodBias
; /**< GL_EXT_texture_lod_bias */
3427 GLuint MaxTextureBufferSize
; /**< GL_ARB_texture_buffer_object */
3429 GLuint TextureBufferOffsetAlignment
; /**< GL_ARB_texture_buffer_range */
3431 GLuint MaxArrayLockSize
;
3435 GLfloat MinPointSize
, MaxPointSize
; /**< aliased */
3436 GLfloat MinPointSizeAA
, MaxPointSizeAA
; /**< antialiased */
3437 GLfloat PointSizeGranularity
;
3438 GLfloat MinLineWidth
, MaxLineWidth
; /**< aliased */
3439 GLfloat MinLineWidthAA
, MaxLineWidthAA
; /**< antialiased */
3440 GLfloat LineWidthGranularity
;
3442 GLuint MaxClipPlanes
;
3444 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
3445 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
3447 GLuint MaxViewportWidth
, MaxViewportHeight
;
3448 GLuint MaxViewports
; /**< GL_ARB_viewport_array */
3449 GLuint ViewportSubpixelBits
; /**< GL_ARB_viewport_array */
3453 } ViewportBounds
; /**< GL_ARB_viewport_array */
3455 struct gl_program_constants Program
[MESA_SHADER_STAGES
];
3456 GLuint MaxProgramMatrices
;
3457 GLuint MaxProgramMatrixStackDepth
;
3460 GLuint SamplesPassed
;
3463 GLuint PrimitivesGenerated
;
3464 GLuint PrimitivesWritten
;
3465 GLuint VerticesSubmitted
;
3466 GLuint PrimitivesSubmitted
;
3467 GLuint VsInvocations
;
3469 GLuint TessInvocations
;
3470 GLuint GsInvocations
;
3471 GLuint GsPrimitives
;
3472 GLuint FsInvocations
;
3473 GLuint ComputeInvocations
;
3474 GLuint ClInPrimitives
;
3475 GLuint ClOutPrimitives
;
3478 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
3480 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
3481 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
3482 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
3485 * GL_ARB_framebuffer_no_attachments
3487 GLuint MaxFramebufferWidth
;
3488 GLuint MaxFramebufferHeight
;
3489 GLuint MaxFramebufferLayers
;
3490 GLuint MaxFramebufferSamples
;
3492 /** Number of varying vectors between any two shader stages. */
3496 * GL_ARB_uniform_buffer_object
3498 GLuint MaxCombinedUniformBlocks
;
3499 GLuint MaxUniformBufferBindings
;
3500 GLuint MaxUniformBlockSize
;
3501 GLuint UniformBufferOffsetAlignment
;
3505 * GL_ARB_shader_storage_buffer_object
3507 GLuint MaxCombinedShaderStorageBlocks
;
3508 GLuint MaxShaderStorageBufferBindings
;
3509 GLuint MaxShaderStorageBlockSize
;
3510 GLuint ShaderStorageBufferOffsetAlignment
;
3514 * GL_ARB_explicit_uniform_location
3516 GLuint MaxUserAssignableUniformLocations
;
3518 /** geometry shader */
3519 GLuint MaxGeometryOutputVertices
;
3520 GLuint MaxGeometryTotalOutputComponents
;
3522 GLuint GLSLVersion
; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3525 * Changes default GLSL extension behavior from "error" to "warn". It's out
3526 * of spec, but it can make some apps work that otherwise wouldn't.
3528 GLboolean ForceGLSLExtensionsWarn
;
3531 * If non-zero, forces GLSL shaders to behave as if they began
3532 * with "#version ForceGLSLVersion".
3534 GLuint ForceGLSLVersion
;
3537 * Allow GLSL #extension directives in the middle of shaders.
3539 GLboolean AllowGLSLExtensionDirectiveMidShader
;
3542 * Does the driver support real 32-bit integers? (Otherwise, integers are
3543 * simulated via floats.)
3545 GLboolean NativeIntegers
;
3548 * Does VertexID count from zero or from base vertex?
3551 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3552 * ignored and need not be set.
3554 bool VertexID_is_zero_based
;
3557 * If the driver supports real 32-bit integers, what integer value should be
3558 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3560 GLuint UniformBooleanTrue
;
3563 * Maximum amount of time, measured in nanseconds, that the server can wait.
3565 GLuint64 MaxServerWaitTimeout
;
3567 /** GL_EXT_provoking_vertex */
3568 GLboolean QuadsFollowProvokingVertexConvention
;
3570 /** GL_ARB_viewport_array */
3571 GLenum LayerAndVPIndexProvokingVertex
;
3573 /** OpenGL version 3.0 */
3574 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3576 /** OpenGL version 3.2 */
3577 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
3579 /** OpenGL version 4.4 */
3580 GLuint MaxVertexAttribStride
;
3582 /** GL_EXT_transform_feedback */
3583 GLuint MaxTransformFeedbackBuffers
;
3584 GLuint MaxTransformFeedbackSeparateComponents
;
3585 GLuint MaxTransformFeedbackInterleavedComponents
;
3586 GLuint MaxVertexStreams
;
3588 /** GL_EXT_gpu_shader4 */
3589 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
3591 /** GL_ARB_texture_gather */
3592 GLuint MinProgramTextureGatherOffset
;
3593 GLuint MaxProgramTextureGatherOffset
;
3594 GLuint MaxProgramTextureGatherComponents
;
3596 /* GL_ARB_robustness */
3597 GLenum ResetStrategy
;
3599 /* GL_ARB_blend_func_extended */
3600 GLuint MaxDualSourceDrawBuffers
;
3603 * Whether the implementation strips out and ignores texture borders.
3605 * Many GPU hardware implementations don't support rendering with texture
3606 * borders and mipmapped textures. (Note: not static border color, but the
3607 * old 1-pixel border around each edge). Implementations then have to do
3608 * slow fallbacks to be correct, or just ignore the border and be fast but
3609 * wrong. Setting the flag strips the border off of TexImage calls,
3610 * providing "fast but wrong" at significantly reduced driver complexity.
3612 * Texture borders are deprecated in GL 3.0.
3614 GLboolean StripTextureBorder
;
3617 * For drivers which can do a better job at eliminating unused uniforms
3618 * than the GLSL compiler.
3620 * XXX Remove these as soon as a better solution is available.
3622 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
3624 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3625 bool GLSLFragCoordIsSysVal
;
3626 bool GLSLFrontFacingIsSysVal
;
3629 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3630 * than passing the transform feedback object to the drawing function.
3632 GLboolean AlwaysUseGetTransformFeedbackVertexCount
;
3634 /** GL_ARB_map_buffer_alignment */
3635 GLuint MinMapBufferAlignment
;
3638 * Disable varying packing. This is out of spec, but potentially useful
3639 * for older platforms that supports a limited number of texture
3640 * indirections--on these platforms, unpacking the varyings in the fragment
3641 * shader increases the number of texture indirections by 1, which might
3642 * make some shaders not executable at all.
3644 * Drivers that support transform feedback must set this value to GL_FALSE.
3646 GLboolean DisableVaryingPacking
;
3649 * Should meaningful names be generated for compiler temporary variables?
3651 * Generally, it is not useful to have the compiler generate "meaningful"
3652 * names for temporary variables that it creates. This can, however, be a
3653 * useful debugging aid. In Mesa debug builds or release builds when
3654 * MESA_GLSL is set at run-time, meaningful names will be generated.
3655 * Drivers can also force names to be generated by setting this field.
3656 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3657 * vertex shader assembly) is set at run-time.
3659 bool GenerateTemporaryNames
;
3662 * Maximum value supported for an index in DrawElements and friends.
3664 * This must be at least (1ull<<24)-1. The default value is
3667 * \since ES 3.0 or GL_ARB_ES3_compatibility
3668 * \sa _mesa_init_constants
3670 GLuint64 MaxElementIndex
;
3673 * Disable interpretation of line continuations (lines ending with a
3674 * backslash character ('\') in GLSL source.
3676 GLboolean DisableGLSLLineContinuations
;
3678 /** GL_ARB_texture_multisample */
3679 GLint MaxColorTextureSamples
;
3680 GLint MaxDepthTextureSamples
;
3681 GLint MaxIntegerSamples
;
3684 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3685 * samples are laid out in a rectangular grid roughly corresponding to
3686 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3687 * are used to map indices of rectangular grid to sample numbers within
3688 * a pixel. This mapping of indices to sample numbers must be initialized
3689 * by the driver for the target hardware. For example, if we have the 8X
3690 * MSAA sample number layout (sample positions) for XYZ hardware:
3692 * sample indices layout sample number layout
3693 * --------- ---------
3694 * | 0 | 1 | | a | b |
3695 * --------- ---------
3696 * | 2 | 3 | | c | d |
3697 * --------- ---------
3698 * | 4 | 5 | | e | f |
3699 * --------- ---------
3700 * | 6 | 7 | | g | h |
3701 * --------- ---------
3703 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3705 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3707 * SampleMap8x = {a, b, c, d, e, f, g, h};
3709 * Follow the logic for sample counts 2-8.
3711 * For 16x the sample indices layout as a 4x4 grid as follows:
3723 uint8_t SampleMap2x
[2];
3724 uint8_t SampleMap4x
[4];
3725 uint8_t SampleMap8x
[8];
3726 uint8_t SampleMap16x
[16];
3728 /** GL_ARB_shader_atomic_counters */
3729 GLuint MaxAtomicBufferBindings
;
3730 GLuint MaxAtomicBufferSize
;
3731 GLuint MaxCombinedAtomicBuffers
;
3732 GLuint MaxCombinedAtomicCounters
;
3734 /** GL_ARB_vertex_attrib_binding */
3735 GLint MaxVertexAttribRelativeOffset
;
3736 GLint MaxVertexAttribBindings
;
3738 /* GL_ARB_shader_image_load_store */
3739 GLuint MaxImageUnits
;
3740 GLuint MaxCombinedShaderOutputResources
;
3741 GLuint MaxImageSamples
;
3742 GLuint MaxCombinedImageUniforms
;
3744 /** GL_ARB_compute_shader */
3745 GLuint MaxComputeWorkGroupCount
[3]; /* Array of x, y, z dimensions */
3746 GLuint MaxComputeWorkGroupSize
[3]; /* Array of x, y, z dimensions */
3747 GLuint MaxComputeWorkGroupInvocations
;
3748 GLuint MaxComputeSharedMemorySize
;
3750 /** GL_ARB_gpu_shader5 */
3751 GLfloat MinFragmentInterpolationOffset
;
3752 GLfloat MaxFragmentInterpolationOffset
;
3754 GLboolean FakeSWMSAA
;
3756 /** GL_KHR_context_flush_control */
3757 GLenum ContextReleaseBehavior
;
3759 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_STAGES
];
3761 /** GL_ARB_tessellation_shader */
3762 GLuint MaxPatchVertices
;
3763 GLuint MaxTessGenLevel
;
3764 GLuint MaxTessPatchComponents
;
3765 GLuint MaxTessControlTotalOutputComponents
;
3766 bool LowerTessLevel
; /**< Lower gl_TessLevel* from float[n] to vecn? */
3771 * Enable flag for each OpenGL extension. Different device drivers will
3772 * enable different extensions at runtime.
3774 struct gl_extensions
3776 GLboolean dummy
; /* don't remove this! */
3777 GLboolean dummy_true
; /* Set true by _mesa_init_extensions(). */
3778 GLboolean dummy_false
; /* Set false by _mesa_init_extensions(). */
3779 GLboolean ANGLE_texture_compression_dxt
;
3780 GLboolean ARB_ES2_compatibility
;
3781 GLboolean ARB_ES3_compatibility
;
3782 GLboolean ARB_arrays_of_arrays
;
3783 GLboolean ARB_base_instance
;
3784 GLboolean ARB_blend_func_extended
;
3785 GLboolean ARB_buffer_storage
;
3786 GLboolean ARB_clear_texture
;
3787 GLboolean ARB_clip_control
;
3788 GLboolean ARB_color_buffer_float
;
3789 GLboolean ARB_compute_shader
;
3790 GLboolean ARB_conditional_render_inverted
;
3791 GLboolean ARB_conservative_depth
;
3792 GLboolean ARB_copy_image
;
3793 GLboolean ARB_depth_buffer_float
;
3794 GLboolean ARB_depth_clamp
;
3795 GLboolean ARB_depth_texture
;
3796 GLboolean ARB_derivative_control
;
3797 GLboolean ARB_draw_buffers_blend
;
3798 GLboolean ARB_draw_elements_base_vertex
;
3799 GLboolean ARB_draw_indirect
;
3800 GLboolean ARB_draw_instanced
;
3801 GLboolean ARB_fragment_coord_conventions
;
3802 GLboolean ARB_fragment_layer_viewport
;
3803 GLboolean ARB_fragment_program
;
3804 GLboolean ARB_fragment_program_shadow
;
3805 GLboolean ARB_fragment_shader
;
3806 GLboolean ARB_framebuffer_no_attachments
;
3807 GLboolean ARB_framebuffer_object
;
3808 GLboolean ARB_enhanced_layouts
;
3809 GLboolean ARB_explicit_attrib_location
;
3810 GLboolean ARB_explicit_uniform_location
;
3811 GLboolean ARB_gpu_shader5
;
3812 GLboolean ARB_gpu_shader_fp64
;
3813 GLboolean ARB_half_float_vertex
;
3814 GLboolean ARB_indirect_parameters
;
3815 GLboolean ARB_instanced_arrays
;
3816 GLboolean ARB_internalformat_query
;
3817 GLboolean ARB_internalformat_query2
;
3818 GLboolean ARB_map_buffer_range
;
3819 GLboolean ARB_occlusion_query
;
3820 GLboolean ARB_occlusion_query2
;
3821 GLboolean ARB_pipeline_statistics_query
;
3822 GLboolean ARB_point_sprite
;
3823 GLboolean ARB_query_buffer_object
;
3824 GLboolean ARB_sample_shading
;
3825 GLboolean ARB_seamless_cube_map
;
3826 GLboolean ARB_shader_atomic_counter_ops
;
3827 GLboolean ARB_shader_atomic_counters
;
3828 GLboolean ARB_shader_bit_encoding
;
3829 GLboolean ARB_shader_clock
;
3830 GLboolean ARB_shader_draw_parameters
;
3831 GLboolean ARB_shader_image_load_store
;
3832 GLboolean ARB_shader_image_size
;
3833 GLboolean ARB_shader_precision
;
3834 GLboolean ARB_shader_stencil_export
;
3835 GLboolean ARB_shader_storage_buffer_object
;
3836 GLboolean ARB_shader_subroutine
;
3837 GLboolean ARB_shader_texture_image_samples
;
3838 GLboolean ARB_shader_texture_lod
;
3839 GLboolean ARB_shading_language_packing
;
3840 GLboolean ARB_shading_language_420pack
;
3841 GLboolean ARB_shadow
;
3842 GLboolean ARB_stencil_texturing
;
3844 GLboolean ARB_tessellation_shader
;
3845 GLboolean ARB_texture_border_clamp
;
3846 GLboolean ARB_texture_buffer_object
;
3847 GLboolean ARB_texture_buffer_object_rgb32
;
3848 GLboolean ARB_texture_buffer_range
;
3849 GLboolean ARB_texture_compression_bptc
;
3850 GLboolean ARB_texture_compression_rgtc
;
3851 GLboolean ARB_texture_cube_map
;
3852 GLboolean ARB_texture_cube_map_array
;
3853 GLboolean ARB_texture_env_combine
;
3854 GLboolean ARB_texture_env_crossbar
;
3855 GLboolean ARB_texture_env_dot3
;
3856 GLboolean ARB_texture_float
;
3857 GLboolean ARB_texture_gather
;
3858 GLboolean ARB_texture_mirror_clamp_to_edge
;
3859 GLboolean ARB_texture_multisample
;
3860 GLboolean ARB_texture_non_power_of_two
;
3861 GLboolean ARB_texture_stencil8
;
3862 GLboolean ARB_texture_query_levels
;
3863 GLboolean ARB_texture_query_lod
;
3864 GLboolean ARB_texture_rg
;
3865 GLboolean ARB_texture_rgb10_a2ui
;
3866 GLboolean ARB_texture_view
;
3867 GLboolean ARB_timer_query
;
3868 GLboolean ARB_transform_feedback2
;
3869 GLboolean ARB_transform_feedback3
;
3870 GLboolean ARB_transform_feedback_instanced
;
3871 GLboolean ARB_uniform_buffer_object
;
3872 GLboolean ARB_vertex_attrib_64bit
;
3873 GLboolean ARB_vertex_program
;
3874 GLboolean ARB_vertex_shader
;
3875 GLboolean ARB_vertex_type_10f_11f_11f_rev
;
3876 GLboolean ARB_vertex_type_2_10_10_10_rev
;
3877 GLboolean ARB_viewport_array
;
3878 GLboolean EXT_blend_color
;
3879 GLboolean EXT_blend_equation_separate
;
3880 GLboolean EXT_blend_func_separate
;
3881 GLboolean EXT_blend_minmax
;
3882 GLboolean EXT_depth_bounds_test
;
3883 GLboolean EXT_draw_buffers2
;
3884 GLboolean EXT_framebuffer_multisample
;
3885 GLboolean EXT_framebuffer_multisample_blit_scaled
;
3886 GLboolean EXT_framebuffer_sRGB
;
3887 GLboolean EXT_gpu_program_parameters
;
3888 GLboolean EXT_gpu_shader4
;
3889 GLboolean EXT_packed_float
;
3890 GLboolean EXT_pixel_buffer_object
;
3891 GLboolean EXT_point_parameters
;
3892 GLboolean EXT_polygon_offset_clamp
;
3893 GLboolean EXT_provoking_vertex
;
3894 GLboolean EXT_shader_integer_mix
;
3895 GLboolean EXT_shader_samples_identical
;
3896 GLboolean EXT_stencil_two_side
;
3897 GLboolean EXT_texture_array
;
3898 GLboolean EXT_texture_compression_latc
;
3899 GLboolean EXT_texture_compression_s3tc
;
3900 GLboolean EXT_texture_env_dot3
;
3901 GLboolean EXT_texture_filter_anisotropic
;
3902 GLboolean EXT_texture_integer
;
3903 GLboolean EXT_texture_mirror_clamp
;
3904 GLboolean EXT_texture_shared_exponent
;
3905 GLboolean EXT_texture_snorm
;
3906 GLboolean EXT_texture_sRGB
;
3907 GLboolean EXT_texture_sRGB_decode
;
3908 GLboolean EXT_texture_swizzle
;
3909 GLboolean EXT_transform_feedback
;
3910 GLboolean EXT_timer_query
;
3911 GLboolean EXT_vertex_array_bgra
;
3912 GLboolean OES_standard_derivatives
;
3913 GLboolean OES_texture_buffer
;
3914 /* vendor extensions */
3915 GLboolean AMD_performance_monitor
;
3916 GLboolean AMD_pinned_memory
;
3917 GLboolean AMD_seamless_cubemap_per_texture
;
3918 GLboolean AMD_vertex_shader_layer
;
3919 GLboolean AMD_vertex_shader_viewport_index
;
3920 GLboolean APPLE_object_purgeable
;
3921 GLboolean ATI_meminfo
;
3922 GLboolean ATI_texture_compression_3dc
;
3923 GLboolean ATI_texture_mirror_once
;
3924 GLboolean ATI_texture_env_combine3
;
3925 GLboolean ATI_fragment_shader
;
3926 GLboolean ATI_separate_stencil
;
3927 GLboolean GREMEDY_string_marker
;
3928 GLboolean INTEL_performance_query
;
3929 GLboolean KHR_texture_compression_astc_hdr
;
3930 GLboolean KHR_texture_compression_astc_ldr
;
3931 GLboolean MESA_pack_invert
;
3932 GLboolean MESA_ycbcr_texture
;
3933 GLboolean NV_conditional_render
;
3934 GLboolean NV_fog_distance
;
3935 GLboolean NV_point_sprite
;
3936 GLboolean NV_primitive_restart
;
3937 GLboolean NV_texture_barrier
;
3938 GLboolean NV_texture_env_combine4
;
3939 GLboolean NV_texture_rectangle
;
3940 GLboolean NV_vdpau_interop
;
3941 GLboolean NVX_gpu_memory_info
;
3942 GLboolean TDFX_texture_compression_FXT1
;
3943 GLboolean OES_EGL_image
;
3944 GLboolean OES_draw_texture
;
3945 GLboolean OES_depth_texture_cube_map
;
3946 GLboolean OES_EGL_image_external
;
3947 GLboolean OES_texture_float
;
3948 GLboolean OES_texture_float_linear
;
3949 GLboolean OES_texture_half_float
;
3950 GLboolean OES_texture_half_float_linear
;
3951 GLboolean OES_compressed_ETC1_RGB8_texture
;
3952 GLboolean OES_geometry_shader
;
3953 GLboolean extension_sentinel
;
3954 /** The extension string */
3955 const GLubyte
*String
;
3956 /** Number of supported extensions */
3959 * The context version which extension helper functions compare against.
3960 * By default, the value is equal to ctx->Version. This changes to ~0
3961 * while meta is in progress.
3968 * A stack of matrices (projection, modelview, color, texture, etc).
3970 struct gl_matrix_stack
3972 GLmatrix
*Top
; /**< points into Stack */
3973 GLmatrix
*Stack
; /**< array [MaxDepth] of GLmatrix */
3974 GLuint Depth
; /**< 0 <= Depth < MaxDepth */
3975 GLuint MaxDepth
; /**< size of Stack[] array */
3976 GLuint DirtyFlag
; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3981 * \name Bits for image transfer operations
3982 * \sa __struct gl_contextRec::ImageTransferState.
3985 #define IMAGE_SCALE_BIAS_BIT 0x1
3986 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3987 #define IMAGE_MAP_COLOR_BIT 0x4
3988 #define IMAGE_CLAMP_BIT 0x800
3991 /** Pixel Transfer ops */
3992 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3993 IMAGE_SHIFT_OFFSET_BIT | \
3994 IMAGE_MAP_COLOR_BIT)
3997 * \name Bits to indicate what state has changed.
4000 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
4001 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
4002 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
4003 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
4004 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
4005 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
4006 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
4007 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
4008 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
4009 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
4010 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
4011 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
4012 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
4013 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
4014 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
4015 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
4016 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
4017 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
4018 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
4019 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4020 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
4021 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
4022 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
4023 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
4024 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
4025 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
4026 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
4027 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
4028 #define _NEW_BUFFER_OBJECT (1 << 28)
4029 #define _NEW_FRAG_CLAMP (1 << 29)
4030 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4031 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
4037 * Composite state flags
4040 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4046 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4056 /* This has to be included here. */
4061 * Display list flags.
4062 * Strictly this is a tnl-private concept, but it doesn't seem
4063 * worthwhile adding a tnl private structure just to hold this one bit
4066 #define DLIST_DANGLING_REFS 0x1
4069 /** Opaque declaration of display list payload data type */
4070 union gl_dlist_node
;
4074 * Provide a location where information about a display list can be
4075 * collected. Could be extended with driverPrivate structures,
4076 * etc. in the future.
4078 struct gl_display_list
4081 GLchar
*Label
; /**< GL_KHR_debug */
4082 GLbitfield Flags
; /**< DLIST_x flags */
4083 /** The dlist commands are in a linked list of nodes */
4084 union gl_dlist_node
*Head
;
4089 * State used during display list compilation and execution.
4091 struct gl_dlist_state
4093 GLuint CallDepth
; /**< Current recursion calling depth */
4095 struct gl_display_list
*CurrentList
; /**< List currently being compiled */
4096 union gl_dlist_node
*CurrentBlock
; /**< Pointer to current block of nodes */
4097 GLuint CurrentPos
; /**< Index into current block of nodes */
4099 GLvertexformat ListVtxfmt
;
4101 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
4102 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
4104 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
4105 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
4108 /* State known to have been set by the currently-compiling display
4109 * list. Used to eliminate some redundant state changes.
4117 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4118 * to small enums suitable for use as an array index.
4121 enum mesa_debug_source
{
4122 MESA_DEBUG_SOURCE_API
,
4123 MESA_DEBUG_SOURCE_WINDOW_SYSTEM
,
4124 MESA_DEBUG_SOURCE_SHADER_COMPILER
,
4125 MESA_DEBUG_SOURCE_THIRD_PARTY
,
4126 MESA_DEBUG_SOURCE_APPLICATION
,
4127 MESA_DEBUG_SOURCE_OTHER
,
4128 MESA_DEBUG_SOURCE_COUNT
4131 enum mesa_debug_type
{
4132 MESA_DEBUG_TYPE_ERROR
,
4133 MESA_DEBUG_TYPE_DEPRECATED
,
4134 MESA_DEBUG_TYPE_UNDEFINED
,
4135 MESA_DEBUG_TYPE_PORTABILITY
,
4136 MESA_DEBUG_TYPE_PERFORMANCE
,
4137 MESA_DEBUG_TYPE_OTHER
,
4138 MESA_DEBUG_TYPE_MARKER
,
4139 MESA_DEBUG_TYPE_PUSH_GROUP
,
4140 MESA_DEBUG_TYPE_POP_GROUP
,
4141 MESA_DEBUG_TYPE_COUNT
4144 enum mesa_debug_severity
{
4145 MESA_DEBUG_SEVERITY_LOW
,
4146 MESA_DEBUG_SEVERITY_MEDIUM
,
4147 MESA_DEBUG_SEVERITY_HIGH
,
4148 MESA_DEBUG_SEVERITY_NOTIFICATION
,
4149 MESA_DEBUG_SEVERITY_COUNT
4155 * Driver-specific state flags.
4157 * These are or'd with gl_context::NewDriverState to notify a driver about
4158 * a state change. The driver sets the flags at context creation and
4159 * the meaning of the bits set is opaque to core Mesa.
4161 struct gl_driver_flags
4163 /** gl_context::Array::_DrawArrays (vertex array state) */
4166 /** gl_context::TransformFeedback::CurrentObject */
4167 uint64_t NewTransformFeedback
;
4169 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4170 uint64_t NewTransformFeedbackProg
;
4172 /** gl_context::RasterDiscard */
4173 uint64_t NewRasterizerDiscard
;
4176 * gl_context::UniformBufferBindings
4177 * gl_shader_program::UniformBlocks
4179 uint64_t NewUniformBuffer
;
4182 * gl_context::ShaderStorageBufferBindings
4183 * gl_shader_program::ShaderStorageBlocks
4185 uint64_t NewShaderStorageBuffer
;
4187 uint64_t NewTextureBuffer
;
4190 * gl_context::AtomicBufferBindings
4192 uint64_t NewAtomicBuffer
;
4195 * gl_context::ImageUnits
4197 uint64_t NewImageUnits
;
4200 * gl_context::TessCtrlProgram::patch_default_*
4202 uint64_t NewDefaultTessLevels
;
4205 struct gl_uniform_buffer_binding
4207 struct gl_buffer_object
*BufferObject
;
4208 /** Start of uniform block data in the buffer */
4210 /** Size of data allowed to be referenced from the buffer (in bytes) */
4213 * glBindBufferBase() indicates that the Size should be ignored and only
4214 * limited by the current size of the BufferObject.
4216 GLboolean AutomaticSize
;
4219 struct gl_shader_storage_buffer_binding
4221 struct gl_buffer_object
*BufferObject
;
4222 /** Start of shader storage block data in the buffer */
4224 /** Size of data allowed to be referenced from the buffer (in bytes) */
4227 * glBindBufferBase() indicates that the Size should be ignored and only
4228 * limited by the current size of the BufferObject.
4230 GLboolean AutomaticSize
;
4234 * ARB_shader_image_load_store image unit.
4236 struct gl_image_unit
4239 * Texture object bound to this unit.
4241 struct gl_texture_object
*TexObj
;
4244 * Level of the texture object bound to this unit.
4249 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4250 * GL_FALSE if only some specific layer of the texture is bound.
4256 * Layer of the texture object bound to this unit as specified by the
4262 * Layer of the texture object bound to this unit, or zero if the
4263 * whole level is bound.
4268 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4269 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4274 * GL internal format that determines the interpretation of the
4275 * image memory when shader image operations are performed through
4281 * Mesa format corresponding to \c Format.
4283 mesa_format _ActualFormat
;
4288 * Binding point for an atomic counter buffer object.
4290 struct gl_atomic_buffer_binding
4292 struct gl_buffer_object
*BufferObject
;
4298 * Mesa rendering context.
4300 * This is the central context data structure for Mesa. Almost all
4301 * OpenGL state is contained in this structure.
4302 * Think of this as a base class from which device drivers will derive
4307 /** State possibly shared with other contexts in the address space */
4308 struct gl_shared_state
*Shared
;
4310 /** \name API function pointer tables */
4314 * The current dispatch table for non-displaylist-saving execution, either
4315 * BeginEnd or OutsideBeginEnd
4317 struct _glapi_table
*Exec
;
4319 * The normal dispatch table for non-displaylist-saving, non-begin/end
4321 struct _glapi_table
*OutsideBeginEnd
;
4322 /** The dispatch table used between glNewList() and glEndList() */
4323 struct _glapi_table
*Save
;
4325 * The dispatch table used between glBegin() and glEnd() (outside of a
4326 * display list). Only valid functions between those two are set, which is
4327 * mostly just the set in a GLvertexformat struct.
4329 struct _glapi_table
*BeginEnd
;
4331 * Tracks the current dispatch table out of the 3 above, so that it can be
4332 * re-set on glXMakeCurrent().
4334 struct _glapi_table
*CurrentDispatch
;
4337 struct gl_config Visual
;
4338 struct gl_framebuffer
*DrawBuffer
; /**< buffer for writing */
4339 struct gl_framebuffer
*ReadBuffer
; /**< buffer for reading */
4340 struct gl_framebuffer
*WinSysDrawBuffer
; /**< set with MakeCurrent */
4341 struct gl_framebuffer
*WinSysReadBuffer
; /**< set with MakeCurrent */
4344 * Device driver function pointer table
4346 struct dd_function_table Driver
;
4348 /** Core/Driver constants */
4349 struct gl_constants Const
;
4351 /** \name The various 4x4 matrix stacks */
4353 struct gl_matrix_stack ModelviewMatrixStack
;
4354 struct gl_matrix_stack ProjectionMatrixStack
;
4355 struct gl_matrix_stack TextureMatrixStack
[MAX_TEXTURE_UNITS
];
4356 struct gl_matrix_stack ProgramMatrixStack
[MAX_PROGRAM_MATRICES
];
4357 struct gl_matrix_stack
*CurrentStack
; /**< Points to one of the above stacks */
4360 /** Combined modelview and projection matrix */
4361 GLmatrix _ModelProjectMatrix
;
4363 /** \name Display lists */
4364 struct gl_dlist_state ListState
;
4366 GLboolean ExecuteFlag
; /**< Execute GL commands? */
4367 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
4369 /** Extension information */
4370 struct gl_extensions Extensions
;
4372 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4374 char *VersionString
;
4376 /** \name State attribute stack (for glPush/PopAttrib) */
4378 GLuint AttribStackDepth
;
4379 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
4382 /** \name Renderer attribute groups
4384 * We define a struct for each attribute group to make pushing and popping
4385 * attributes easy. Also it's a good organization.
4388 struct gl_accum_attrib Accum
; /**< Accum buffer attributes */
4389 struct gl_colorbuffer_attrib Color
; /**< Color buffer attributes */
4390 struct gl_current_attrib Current
; /**< Current attributes */
4391 struct gl_depthbuffer_attrib Depth
; /**< Depth buffer attributes */
4392 struct gl_eval_attrib Eval
; /**< Eval attributes */
4393 struct gl_fog_attrib Fog
; /**< Fog attributes */
4394 struct gl_hint_attrib Hint
; /**< Hint attributes */
4395 struct gl_light_attrib Light
; /**< Light attributes */
4396 struct gl_line_attrib Line
; /**< Line attributes */
4397 struct gl_list_attrib List
; /**< List attributes */
4398 struct gl_multisample_attrib Multisample
;
4399 struct gl_pixel_attrib Pixel
; /**< Pixel attributes */
4400 struct gl_point_attrib Point
; /**< Point attributes */
4401 struct gl_polygon_attrib Polygon
; /**< Polygon attributes */
4402 GLuint PolygonStipple
[32]; /**< Polygon stipple */
4403 struct gl_scissor_attrib Scissor
; /**< Scissor attributes */
4404 struct gl_stencil_attrib Stencil
; /**< Stencil buffer attributes */
4405 struct gl_texture_attrib Texture
; /**< Texture attributes */
4406 struct gl_transform_attrib Transform
; /**< Transformation attributes */
4407 struct gl_viewport_attrib ViewportArray
[MAX_VIEWPORTS
]; /**< Viewport attributes */
4410 /** \name Client attribute stack */
4412 GLuint ClientAttribStackDepth
;
4413 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
4416 /** \name Client attribute groups */
4418 struct gl_array_attrib Array
; /**< Vertex arrays */
4419 struct gl_pixelstore_attrib Pack
; /**< Pixel packing */
4420 struct gl_pixelstore_attrib Unpack
; /**< Pixel unpacking */
4421 struct gl_pixelstore_attrib DefaultPacking
; /**< Default params */
4424 /** \name Other assorted state (not pushed/popped on attribute stack) */
4426 struct gl_pixelmaps PixelMaps
;
4428 struct gl_evaluators EvalMap
; /**< All evaluators */
4429 struct gl_feedback Feedback
; /**< Feedback */
4430 struct gl_selection Select
; /**< Selection */
4432 struct gl_program_state Program
; /**< general program state */
4433 struct gl_vertex_program_state VertexProgram
;
4434 struct gl_fragment_program_state FragmentProgram
;
4435 struct gl_geometry_program_state GeometryProgram
;
4436 struct gl_compute_program_state ComputeProgram
;
4437 struct gl_tess_ctrl_program_state TessCtrlProgram
;
4438 struct gl_tess_eval_program_state TessEvalProgram
;
4439 struct gl_ati_fragment_shader_state ATIFragmentShader
;
4441 struct gl_pipeline_shader_state Pipeline
; /**< GLSL pipeline shader object state */
4442 struct gl_pipeline_object Shader
; /**< GLSL shader object state */
4445 * Current active shader pipeline state
4447 * Almost all internal users want ::_Shader instead of ::Shader. The
4448 * exceptions are bits of legacy GLSL API that do not know about separate
4451 * If a program is active via \c glUseProgram, this will point to
4454 * If a program pipeline is active via \c glBindProgramPipeline, this will
4455 * point to \c ::Pipeline.Current.
4457 * If neither a program nor a program pipeline is active, this will point to
4458 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4461 struct gl_pipeline_object
*_Shader
;
4463 struct gl_query_state Query
; /**< occlusion, timer queries */
4465 struct gl_transform_feedback_state TransformFeedback
;
4467 struct gl_perf_monitor_state PerfMonitor
;
4469 struct gl_buffer_object
*DrawIndirectBuffer
; /** < GL_ARB_draw_indirect */
4470 struct gl_buffer_object
*ParameterBuffer
; /** < GL_ARB_indirect_parameters */
4471 struct gl_buffer_object
*DispatchIndirectBuffer
; /** < GL_ARB_compute_shader */
4473 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
4474 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
4476 struct gl_buffer_object
*QueryBuffer
; /**< GL_ARB_query_buffer_object */
4479 * Current GL_ARB_uniform_buffer_object binding referenced by
4480 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4482 struct gl_buffer_object
*UniformBuffer
;
4485 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4486 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4488 struct gl_buffer_object
*ShaderStorageBuffer
;
4491 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4492 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4493 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4496 struct gl_uniform_buffer_binding
4497 UniformBufferBindings
[MAX_COMBINED_UNIFORM_BUFFERS
];
4500 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4501 * and GL 4.3. This is set up using glBindBufferRange() or
4502 * glBindBufferBase(). They are associated with shader storage blocks by
4503 * glShaderStorageBlockBinding()'s state in the shader program.
4505 struct gl_shader_storage_buffer_binding
4506 ShaderStorageBufferBindings
[MAX_COMBINED_SHADER_STORAGE_BUFFERS
];
4509 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4512 struct gl_buffer_object
*AtomicBuffer
;
4515 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4518 struct gl_buffer_object
*ExternalVirtualMemoryBuffer
;
4521 * Array of atomic counter buffer binding points.
4523 struct gl_atomic_buffer_binding
4524 AtomicBufferBindings
[MAX_COMBINED_ATOMIC_BUFFERS
];
4527 * Array of image units for ARB_shader_image_load_store.
4529 struct gl_image_unit ImageUnits
[MAX_IMAGE_UNITS
];
4533 struct gl_meta_state
*Meta
; /**< for "meta" operations */
4535 /* GL_EXT_framebuffer_object */
4536 struct gl_renderbuffer
*CurrentRenderbuffer
;
4538 GLenum ErrorValue
; /**< Last error code */
4541 * Recognize and silence repeated error debug messages in buggy apps.
4543 const char *ErrorDebugFmtString
;
4544 GLuint ErrorDebugCount
;
4546 /* GL_ARB_debug_output/GL_KHR_debug */
4548 struct gl_debug_state
*Debug
;
4550 GLenum RenderMode
; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4551 GLbitfield NewState
; /**< bitwise-or of _NEW_* flags */
4552 uint64_t NewDriverState
; /**< bitwise-or of flags from DriverFlags */
4554 struct gl_driver_flags DriverFlags
;
4556 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
4558 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
4560 /** \name Derived state */
4561 GLbitfield _ImageTransferState
;/**< bitwise-or of IMAGE_*_BIT flags */
4562 GLfloat _EyeZDir
[3];
4563 GLfloat _ModelViewInvScale
;
4564 GLboolean _NeedEyeCoords
;
4565 GLboolean _ForceEyeCoords
;
4567 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
4569 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
4571 /** \name For debugging/development only */
4573 GLboolean FirstTimeCurrent
;
4577 * False if this context was created without a config. This is needed
4578 * because the initial state of glDrawBuffers depends on this
4580 GLboolean HasConfig
;
4582 /** software compression/decompression supported or not */
4583 GLboolean Mesa_DXTn
;
4585 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
4587 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
4590 * \name Hooks for module contexts.
4592 * These will eventually live in the driver or elsewhere.
4595 void *swrast_context
;
4596 void *swsetup_context
;
4597 void *swtnl_context
;
4598 struct vbo_context
*vbo_context
;
4599 struct st_context
*st
;
4604 * \name NV_vdpau_interop
4607 const void *vdpDevice
;
4608 const void *vdpGetProcAddress
;
4609 struct set
*vdpSurfaces
;
4613 * Has this context observed a GPU reset in any context in the share group?
4615 * Once this field becomes true, it is never reset to false.
4617 GLboolean ShareGroupReset
;
4621 * Information about memory usage. All sizes are in kilobytes.
4623 struct gl_memory_info
4625 unsigned total_device_memory
; /**< size of device memory, e.g. VRAM */
4626 unsigned avail_device_memory
; /**< free device memory at the moment */
4627 unsigned total_staging_memory
; /**< size of staging memory, e.g. GART */
4628 unsigned avail_staging_memory
; /**< free staging memory at the moment */
4629 unsigned device_memory_evicted
; /**< size of memory evicted (monotonic counter) */
4630 unsigned nr_device_memory_evictions
; /**< # of evictions (monotonic counter) */
4634 extern int MESA_VERBOSE
;
4635 extern int MESA_DEBUG_FLAGS
;
4636 # define MESA_FUNCTION __func__
4638 # define MESA_VERBOSE 0
4639 # define MESA_DEBUG_FLAGS 0
4640 # define MESA_FUNCTION "a function"
4644 /** The MESA_VERBOSE var is a bitmask of these flags */
4647 VERBOSE_VARRAY
= 0x0001,
4648 VERBOSE_TEXTURE
= 0x0002,
4649 VERBOSE_MATERIAL
= 0x0004,
4650 VERBOSE_PIPELINE
= 0x0008,
4651 VERBOSE_DRIVER
= 0x0010,
4652 VERBOSE_STATE
= 0x0020,
4653 VERBOSE_API
= 0x0040,
4654 VERBOSE_DISPLAY_LIST
= 0x0100,
4655 VERBOSE_LIGHTING
= 0x0200,
4656 VERBOSE_PRIMS
= 0x0400,
4657 VERBOSE_VERTS
= 0x0800,
4658 VERBOSE_DISASSEM
= 0x1000,
4659 VERBOSE_DRAW
= 0x2000,
4660 VERBOSE_SWAPBUFFERS
= 0x4000
4664 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4667 DEBUG_SILENT
= (1 << 0),
4668 DEBUG_ALWAYS_FLUSH
= (1 << 1),
4669 DEBUG_INCOMPLETE_TEXTURE
= (1 << 2),
4670 DEBUG_INCOMPLETE_FBO
= (1 << 3)
4674 * Checks if the active fragment shader program can have side effects due
4675 * to use of things like atomic buffers or images
4678 _mesa_active_fragment_shader_has_side_effects(const struct gl_context
*ctx
)
4680 const struct gl_shader
*sh
;
4682 if (!ctx
->_Shader
->_CurrentFragmentProgram
)
4685 sh
= ctx
->_Shader
->_CurrentFragmentProgram
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
4686 return sh
->NumAtomicBuffers
> 0 ||
4687 sh
->NumImages
> 0 ||
4688 sh
->NumShaderStorageBlocks
> 0;
4695 #endif /* MTYPES_H */