37cc2daa5abd47895e36d786cc9f933b3ceb11b9
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 struct set;
83 struct set_entry;
84 /*@}*/
85
86
87 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
88 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
89 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
90 #define PRIM_UNKNOWN (GL_POLYGON+3)
91
92
93
94 /**
95 * Indexes for vertex program attributes.
96 * GL_NV_vertex_program aliases generic attributes over the conventional
97 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
98 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
99 * generic attributes are distinct/separate).
100 */
101 typedef enum
102 {
103 VERT_ATTRIB_POS = 0,
104 VERT_ATTRIB_WEIGHT = 1,
105 VERT_ATTRIB_NORMAL = 2,
106 VERT_ATTRIB_COLOR0 = 3,
107 VERT_ATTRIB_COLOR1 = 4,
108 VERT_ATTRIB_FOG = 5,
109 VERT_ATTRIB_COLOR_INDEX = 6,
110 VERT_ATTRIB_EDGEFLAG = 7,
111 VERT_ATTRIB_TEX0 = 8,
112 VERT_ATTRIB_TEX1 = 9,
113 VERT_ATTRIB_TEX2 = 10,
114 VERT_ATTRIB_TEX3 = 11,
115 VERT_ATTRIB_TEX4 = 12,
116 VERT_ATTRIB_TEX5 = 13,
117 VERT_ATTRIB_TEX6 = 14,
118 VERT_ATTRIB_TEX7 = 15,
119 VERT_ATTRIB_POINT_SIZE = 16,
120 VERT_ATTRIB_GENERIC0 = 17,
121 VERT_ATTRIB_GENERIC1 = 18,
122 VERT_ATTRIB_GENERIC2 = 19,
123 VERT_ATTRIB_GENERIC3 = 20,
124 VERT_ATTRIB_GENERIC4 = 21,
125 VERT_ATTRIB_GENERIC5 = 22,
126 VERT_ATTRIB_GENERIC6 = 23,
127 VERT_ATTRIB_GENERIC7 = 24,
128 VERT_ATTRIB_GENERIC8 = 25,
129 VERT_ATTRIB_GENERIC9 = 26,
130 VERT_ATTRIB_GENERIC10 = 27,
131 VERT_ATTRIB_GENERIC11 = 28,
132 VERT_ATTRIB_GENERIC12 = 29,
133 VERT_ATTRIB_GENERIC13 = 30,
134 VERT_ATTRIB_GENERIC14 = 31,
135 VERT_ATTRIB_GENERIC15 = 32,
136 VERT_ATTRIB_MAX = 33
137 } gl_vert_attrib;
138
139 /**
140 * Symbolic constats to help iterating over
141 * specific blocks of vertex attributes.
142 *
143 * VERT_ATTRIB_FF
144 * includes all fixed function attributes as well as
145 * the aliased GL_NV_vertex_program shader attributes.
146 * VERT_ATTRIB_TEX
147 * include the classic texture coordinate attributes.
148 * Is a subset of VERT_ATTRIB_FF.
149 * VERT_ATTRIB_GENERIC_NV
150 * include the NV shader attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
163 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
166 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167
168 /**
169 * Bitflags for vertex attributes.
170 * These are used in bitfields in many places.
171 */
172 /*@{*/
173 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
174 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
175 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
176 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
177 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
178 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
179 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
180 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
181 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
182 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
183 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
184 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
185 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
186 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
187 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
188 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
189 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
190 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
191
192 #define VERT_BIT(i) BITFIELD64_BIT(i)
193 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
194
195 #define VERT_BIT_FF(i) VERT_BIT(i)
196 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
197 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
198 #define VERT_BIT_TEX_ALL \
199 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
200
201 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
202 #define VERT_BIT_GENERIC_NV_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
204
205 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
206 #define VERT_BIT_GENERIC_ALL \
207 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
208 /*@}*/
209
210
211 /**
212 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
213 * fragment shader inputs.
214 *
215 * Note that some of these values are not available to all pipeline stages.
216 *
217 * When this enum is updated, the following code must be updated too:
218 * - vertResults (in prog_print.c's arb_output_attrib_string())
219 * - _mesa_vert_result_to_frag_attrib()
220 * - _mesa_frag_attrib_to_vert_result()
221 */
222 typedef enum
223 {
224 VARYING_SLOT_POS,
225 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
226 VARYING_SLOT_COL1,
227 VARYING_SLOT_FOGC,
228 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
229 VARYING_SLOT_TEX1,
230 VARYING_SLOT_TEX2,
231 VARYING_SLOT_TEX3,
232 VARYING_SLOT_TEX4,
233 VARYING_SLOT_TEX5,
234 VARYING_SLOT_TEX6,
235 VARYING_SLOT_TEX7,
236 VARYING_SLOT_PSIZ, /* Does not appear in FS */
237 VARYING_SLOT_BFC0, /* Does not appear in FS */
238 VARYING_SLOT_BFC1, /* Does not appear in FS */
239 VARYING_SLOT_EDGE, /* Does not appear in FS */
240 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
241 VARYING_SLOT_CLIP_DIST0,
242 VARYING_SLOT_CLIP_DIST1,
243 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
244 VARYING_SLOT_LAYER, /* Appears only as GS output */
245 VARYING_SLOT_FACE, /* FS only */
246 VARYING_SLOT_PNTC, /* FS only */
247 VARYING_SLOT_VAR0, /* First generic varying slot */
248 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
249 } gl_varying_slot;
250
251
252 /**
253 * Bitflags for varying slots.
254 */
255 /*@{*/
256 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
257 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
258 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
259 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
260 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
261 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
262 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
263 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
264 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
265 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
266 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
267 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
268 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
269 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
270 MAX_TEXTURE_COORD_UNITS)
271 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
272 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
273 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
274 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
275 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
276 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
277 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
278 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
279 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
280 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
281 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
282 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
283 /*@}*/
284
285
286 /**
287 * Indexes for vertex program result attributes. Note that
288 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
289 * assumptions about the layout of this enum.
290 */
291 typedef enum
292 {
293 VERT_RESULT_HPOS = VARYING_SLOT_POS,
294 VERT_RESULT_COL0 = VARYING_SLOT_COL0,
295 VERT_RESULT_COL1 = VARYING_SLOT_COL1,
296 VERT_RESULT_FOGC = VARYING_SLOT_FOGC,
297 VERT_RESULT_TEX0 = VARYING_SLOT_TEX0,
298 VERT_RESULT_TEX1 = VARYING_SLOT_TEX1,
299 VERT_RESULT_TEX2 = VARYING_SLOT_TEX2,
300 VERT_RESULT_TEX3 = VARYING_SLOT_TEX3,
301 VERT_RESULT_TEX4 = VARYING_SLOT_TEX4,
302 VERT_RESULT_TEX5 = VARYING_SLOT_TEX5,
303 VERT_RESULT_TEX6 = VARYING_SLOT_TEX6,
304 VERT_RESULT_TEX7 = VARYING_SLOT_TEX7,
305 VERT_RESULT_PSIZ = VARYING_SLOT_PSIZ,
306 VERT_RESULT_BFC0 = VARYING_SLOT_BFC0,
307 VERT_RESULT_BFC1 = VARYING_SLOT_BFC1,
308 VERT_RESULT_EDGE = VARYING_SLOT_EDGE,
309 VERT_RESULT_CLIP_VERTEX = VARYING_SLOT_CLIP_VERTEX,
310 VERT_RESULT_CLIP_DIST0 = VARYING_SLOT_CLIP_DIST0,
311 VERT_RESULT_CLIP_DIST1 = VARYING_SLOT_CLIP_DIST1,
312 VERT_RESULT_VAR0 = VARYING_SLOT_VAR0, /**< shader varying */
313 VERT_RESULT_MAX = VARYING_SLOT_MAX
314 } gl_vert_result;
315
316
317 /*********************************************/
318
319 /**
320 * Indexes for geometry program attributes.
321 */
322 typedef enum
323 {
324 GEOM_ATTRIB_POSITION = 0,
325 GEOM_ATTRIB_COLOR0 = 1,
326 GEOM_ATTRIB_COLOR1 = 2,
327 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
328 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
329 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
330 GEOM_ATTRIB_POINT_SIZE = 6,
331 GEOM_ATTRIB_CLIP_VERTEX = 7,
332 GEOM_ATTRIB_PRIMITIVE_ID = 8,
333 GEOM_ATTRIB_TEX_COORD = 9,
334
335 GEOM_ATTRIB_VAR0 = 16,
336 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
337 } gl_geom_attrib;
338
339 /**
340 * Bitflags for geometry attributes.
341 * These are used in bitfields in many places.
342 */
343 /*@{*/
344 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
345 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
346 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
347 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
348 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
349 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
350 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
351 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
352 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
353 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
354 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
355
356 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
357 /*@}*/
358
359
360 /**
361 * Indexes for geometry program result attributes
362 */
363 typedef enum
364 {
365 GEOM_RESULT_POS = 0,
366 GEOM_RESULT_COL0 = 1,
367 GEOM_RESULT_COL1 = 2,
368 GEOM_RESULT_SCOL0 = 3,
369 GEOM_RESULT_SCOL1 = 4,
370 GEOM_RESULT_FOGC = 5,
371 GEOM_RESULT_TEX0 = 6,
372 GEOM_RESULT_TEX1 = 7,
373 GEOM_RESULT_TEX2 = 8,
374 GEOM_RESULT_TEX3 = 9,
375 GEOM_RESULT_TEX4 = 10,
376 GEOM_RESULT_TEX5 = 11,
377 GEOM_RESULT_TEX6 = 12,
378 GEOM_RESULT_TEX7 = 13,
379 GEOM_RESULT_PSIZ = 14,
380 GEOM_RESULT_CLPV = 15,
381 GEOM_RESULT_PRID = 16,
382 GEOM_RESULT_LAYR = 17,
383 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
384 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
385 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
386 } gl_geom_result;
387
388
389 /**
390 * Indexes for fragment program input attributes. Note that
391 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
392 * assumptions about the layout of this enum.
393 */
394 typedef enum
395 {
396 FRAG_ATTRIB_WPOS = 0,
397 FRAG_ATTRIB_COL0 = 1,
398 FRAG_ATTRIB_COL1 = 2,
399 FRAG_ATTRIB_FOGC = 3,
400 FRAG_ATTRIB_TEX0 = 4,
401 FRAG_ATTRIB_TEX1 = 5,
402 FRAG_ATTRIB_TEX2 = 6,
403 FRAG_ATTRIB_TEX3 = 7,
404 FRAG_ATTRIB_TEX4 = 8,
405 FRAG_ATTRIB_TEX5 = 9,
406 FRAG_ATTRIB_TEX6 = 10,
407 FRAG_ATTRIB_TEX7 = 11,
408 FRAG_ATTRIB_FACE = 12, /**< front/back face */
409 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
410 FRAG_ATTRIB_CLIP_DIST0 = 14,
411 FRAG_ATTRIB_CLIP_DIST1 = 15,
412 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
413 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
414 } gl_frag_attrib;
415
416
417 /**
418 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
419 *
420 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
421 *
422 * gl_vert_result values which have no corresponding gl_frag_attrib
423 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
424 * VERT_RESULT_EDGE) are converted to a value of -1.
425 */
426 static inline int
427 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
428 {
429 if (vert_result <= VERT_RESULT_TEX7)
430 return vert_result;
431 else if (vert_result < VERT_RESULT_CLIP_DIST0)
432 return -1;
433 else if (vert_result <= VERT_RESULT_CLIP_DIST1)
434 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
435 else if (vert_result < VERT_RESULT_VAR0)
436 return -1;
437 else
438 return vert_result - VERT_RESULT_VAR0 + FRAG_ATTRIB_VAR0;
439 }
440
441
442 /**
443 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
444 *
445 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
446 *
447 * gl_frag_attrib values which have no corresponding gl_vert_result
448 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
449 */
450 static inline int
451 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
452 {
453 if (frag_attrib <= FRAG_ATTRIB_TEX7)
454 return frag_attrib;
455 else if (frag_attrib < FRAG_ATTRIB_CLIP_DIST0)
456 return -1;
457 else if (frag_attrib <= FRAG_ATTRIB_CLIP_DIST1)
458 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
459 else /* frag_attrib >= FRAG_ATTRIB_VAR0 */
460 return frag_attrib - FRAG_ATTRIB_VAR0 + VERT_RESULT_VAR0;
461 }
462
463
464 /**
465 * Bitflags for fragment program input attributes.
466 */
467 /*@{*/
468 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
469 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
470 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
471 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
472 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
473 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
474 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
475 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
476 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
477 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
478 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
479 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
480 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
481 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
482 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
483
484 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
485 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
486
487 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
488 FRAG_BIT_TEX1| \
489 FRAG_BIT_TEX2| \
490 FRAG_BIT_TEX3| \
491 FRAG_BIT_TEX4| \
492 FRAG_BIT_TEX5| \
493 FRAG_BIT_TEX6| \
494 FRAG_BIT_TEX7)
495 /*@}*/
496
497
498 /**
499 * Fragment program results
500 */
501 typedef enum
502 {
503 FRAG_RESULT_DEPTH = 0,
504 FRAG_RESULT_STENCIL = 1,
505 /* If a single color should be written to all render targets, this
506 * register is written. No FRAG_RESULT_DATAn will be written.
507 */
508 FRAG_RESULT_COLOR = 2,
509
510 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
511 * or ARB_fragment_program fragment.color[n]) color results. If
512 * any are written, FRAG_RESULT_COLOR will not be written.
513 */
514 FRAG_RESULT_DATA0 = 3,
515 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
516 } gl_frag_result;
517
518
519 /**
520 * Indexes for all renderbuffers
521 */
522 typedef enum
523 {
524 /* the four standard color buffers */
525 BUFFER_FRONT_LEFT,
526 BUFFER_BACK_LEFT,
527 BUFFER_FRONT_RIGHT,
528 BUFFER_BACK_RIGHT,
529 BUFFER_DEPTH,
530 BUFFER_STENCIL,
531 BUFFER_ACCUM,
532 /* optional aux buffer */
533 BUFFER_AUX0,
534 /* generic renderbuffers */
535 BUFFER_COLOR0,
536 BUFFER_COLOR1,
537 BUFFER_COLOR2,
538 BUFFER_COLOR3,
539 BUFFER_COLOR4,
540 BUFFER_COLOR5,
541 BUFFER_COLOR6,
542 BUFFER_COLOR7,
543 BUFFER_COUNT
544 } gl_buffer_index;
545
546 /**
547 * Bit flags for all renderbuffers
548 */
549 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
550 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
551 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
552 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
553 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
554 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
555 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
556 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
557 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
558 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
559 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
560 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
561 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
562 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
563 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
564 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
565 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
566 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
567 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
568
569 /**
570 * Mask of all the color buffer bits (but not accum).
571 */
572 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
573 BUFFER_BIT_BACK_LEFT | \
574 BUFFER_BIT_FRONT_RIGHT | \
575 BUFFER_BIT_BACK_RIGHT | \
576 BUFFER_BIT_AUX0 | \
577 BUFFER_BIT_COLOR0 | \
578 BUFFER_BIT_COLOR1 | \
579 BUFFER_BIT_COLOR2 | \
580 BUFFER_BIT_COLOR3 | \
581 BUFFER_BIT_COLOR4 | \
582 BUFFER_BIT_COLOR5 | \
583 BUFFER_BIT_COLOR6 | \
584 BUFFER_BIT_COLOR7)
585
586
587 /**
588 * Framebuffer configuration (aka visual / pixelformat)
589 * Note: some of these fields should be boolean, but it appears that
590 * code in drivers/dri/common/util.c requires int-sized fields.
591 */
592 struct gl_config
593 {
594 GLboolean rgbMode;
595 GLboolean floatMode;
596 GLboolean colorIndexMode; /* XXX is this used anywhere? */
597 GLuint doubleBufferMode;
598 GLuint stereoMode;
599
600 GLboolean haveAccumBuffer;
601 GLboolean haveDepthBuffer;
602 GLboolean haveStencilBuffer;
603
604 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
605 GLuint redMask, greenMask, blueMask, alphaMask;
606 GLint rgbBits; /* total bits for rgb */
607 GLint indexBits; /* total bits for colorindex */
608
609 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
610 GLint depthBits;
611 GLint stencilBits;
612
613 GLint numAuxBuffers;
614
615 GLint level;
616
617 /* EXT_visual_rating / GLX 1.2 */
618 GLint visualRating;
619
620 /* EXT_visual_info / GLX 1.2 */
621 GLint transparentPixel;
622 /* colors are floats scaled to ints */
623 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
624 GLint transparentIndex;
625
626 /* ARB_multisample / SGIS_multisample */
627 GLint sampleBuffers;
628 GLint samples;
629
630 /* SGIX_pbuffer / GLX 1.3 */
631 GLint maxPbufferWidth;
632 GLint maxPbufferHeight;
633 GLint maxPbufferPixels;
634 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
635 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
636
637 /* OML_swap_method */
638 GLint swapMethod;
639
640 /* EXT_texture_from_pixmap */
641 GLint bindToTextureRgb;
642 GLint bindToTextureRgba;
643 GLint bindToMipmapTexture;
644 GLint bindToTextureTargets;
645 GLint yInverted;
646
647 /* EXT_framebuffer_sRGB */
648 GLint sRGBCapable;
649 };
650
651
652 /**
653 * \name Bit flags used for updating material values.
654 */
655 /*@{*/
656 #define MAT_ATTRIB_FRONT_AMBIENT 0
657 #define MAT_ATTRIB_BACK_AMBIENT 1
658 #define MAT_ATTRIB_FRONT_DIFFUSE 2
659 #define MAT_ATTRIB_BACK_DIFFUSE 3
660 #define MAT_ATTRIB_FRONT_SPECULAR 4
661 #define MAT_ATTRIB_BACK_SPECULAR 5
662 #define MAT_ATTRIB_FRONT_EMISSION 6
663 #define MAT_ATTRIB_BACK_EMISSION 7
664 #define MAT_ATTRIB_FRONT_SHININESS 8
665 #define MAT_ATTRIB_BACK_SHININESS 9
666 #define MAT_ATTRIB_FRONT_INDEXES 10
667 #define MAT_ATTRIB_BACK_INDEXES 11
668 #define MAT_ATTRIB_MAX 12
669
670 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
671 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
672 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
673 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
674 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
675 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
676
677 #define MAT_INDEX_AMBIENT 0
678 #define MAT_INDEX_DIFFUSE 1
679 #define MAT_INDEX_SPECULAR 2
680
681 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
682 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
683 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
684 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
685 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
686 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
687 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
688 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
689 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
690 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
691 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
692 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
693
694
695 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
696 MAT_BIT_FRONT_AMBIENT | \
697 MAT_BIT_FRONT_DIFFUSE | \
698 MAT_BIT_FRONT_SPECULAR | \
699 MAT_BIT_FRONT_SHININESS | \
700 MAT_BIT_FRONT_INDEXES)
701
702 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
703 MAT_BIT_BACK_AMBIENT | \
704 MAT_BIT_BACK_DIFFUSE | \
705 MAT_BIT_BACK_SPECULAR | \
706 MAT_BIT_BACK_SHININESS | \
707 MAT_BIT_BACK_INDEXES)
708
709 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
710 /*@}*/
711
712
713 /**
714 * Material state.
715 */
716 struct gl_material
717 {
718 GLfloat Attrib[MAT_ATTRIB_MAX][4];
719 };
720
721
722 /**
723 * Light state flags.
724 */
725 /*@{*/
726 #define LIGHT_SPOT 0x1
727 #define LIGHT_LOCAL_VIEWER 0x2
728 #define LIGHT_POSITIONAL 0x4
729 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
730 /*@}*/
731
732
733 /**
734 * Light source state.
735 */
736 struct gl_light
737 {
738 struct gl_light *next; /**< double linked list with sentinel */
739 struct gl_light *prev;
740
741 GLfloat Ambient[4]; /**< ambient color */
742 GLfloat Diffuse[4]; /**< diffuse color */
743 GLfloat Specular[4]; /**< specular color */
744 GLfloat EyePosition[4]; /**< position in eye coordinates */
745 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
746 GLfloat SpotExponent;
747 GLfloat SpotCutoff; /**< in degrees */
748 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
749 GLfloat ConstantAttenuation;
750 GLfloat LinearAttenuation;
751 GLfloat QuadraticAttenuation;
752 GLboolean Enabled; /**< On/off flag */
753
754 /**
755 * \name Derived fields
756 */
757 /*@{*/
758 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
759
760 GLfloat _Position[4]; /**< position in eye/obj coordinates */
761 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
762 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
763 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
764 GLfloat _VP_inf_spot_attenuation;
765
766 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
767 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
768 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
769 /*@}*/
770 };
771
772
773 /**
774 * Light model state.
775 */
776 struct gl_lightmodel
777 {
778 GLfloat Ambient[4]; /**< ambient color */
779 GLboolean LocalViewer; /**< Local (or infinite) view point? */
780 GLboolean TwoSide; /**< Two (or one) sided lighting? */
781 GLenum ColorControl; /**< either GL_SINGLE_COLOR
782 * or GL_SEPARATE_SPECULAR_COLOR */
783 };
784
785
786 /**
787 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
788 */
789 struct gl_accum_attrib
790 {
791 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
792 };
793
794
795 /**
796 * Used for storing clear color, texture border color, etc.
797 * The float values are typically unclamped.
798 */
799 union gl_color_union
800 {
801 GLfloat f[4];
802 GLint i[4];
803 GLuint ui[4];
804 };
805
806
807 /**
808 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
809 */
810 struct gl_colorbuffer_attrib
811 {
812 GLuint ClearIndex; /**< Index for glClear */
813 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
814 GLuint IndexMask; /**< Color index write mask */
815 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
816
817 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
818
819 /**
820 * \name alpha testing
821 */
822 /*@{*/
823 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
824 GLenum AlphaFunc; /**< Alpha test function */
825 GLfloat AlphaRefUnclamped;
826 GLclampf AlphaRef; /**< Alpha reference value */
827 /*@}*/
828
829 /**
830 * \name Blending
831 */
832 /*@{*/
833 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
834
835 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
836 * control, only on the fixed-pointness of the render target.
837 * The query does however depend on fragment color clamping.
838 */
839 GLfloat BlendColorUnclamped[4]; /**< Blending color */
840 GLfloat BlendColor[4]; /**< Blending color */
841
842 struct
843 {
844 GLenum SrcRGB; /**< RGB blend source term */
845 GLenum DstRGB; /**< RGB blend dest term */
846 GLenum SrcA; /**< Alpha blend source term */
847 GLenum DstA; /**< Alpha blend dest term */
848 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
849 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
850 /**
851 * Set if any blend factor uses SRC1. Computed at the time blend factors
852 * get set.
853 */
854 GLboolean _UsesDualSrc;
855 } Blend[MAX_DRAW_BUFFERS];
856 /** Are the blend func terms currently different for each buffer/target? */
857 GLboolean _BlendFuncPerBuffer;
858 /** Are the blend equations currently different for each buffer/target? */
859 GLboolean _BlendEquationPerBuffer;
860 /*@}*/
861
862 /**
863 * \name Logic op
864 */
865 /*@{*/
866 GLenum LogicOp; /**< Logic operator */
867 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
868 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
869 /*@}*/
870
871 GLboolean DitherFlag; /**< Dither enable flag */
872
873 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
874 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
875 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
876 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
877
878 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
879 };
880
881
882 /**
883 * Current attribute group (GL_CURRENT_BIT).
884 */
885 struct gl_current_attrib
886 {
887 /**
888 * \name Current vertex attributes.
889 * \note Values are valid only after FLUSH_VERTICES has been called.
890 * \note Index and Edgeflag current values are stored as floats in the
891 * SIX and SEVEN attribute slots.
892 */
893 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
894
895 /**
896 * \name Current raster position attributes (always valid).
897 * \note This set of attributes is very similar to the SWvertex struct.
898 */
899 /*@{*/
900 GLfloat RasterPos[4];
901 GLfloat RasterDistance;
902 GLfloat RasterColor[4];
903 GLfloat RasterSecondaryColor[4];
904 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
905 GLboolean RasterPosValid;
906 /*@}*/
907 };
908
909
910 /**
911 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
912 */
913 struct gl_depthbuffer_attrib
914 {
915 GLenum Func; /**< Function for depth buffer compare */
916 GLclampd Clear; /**< Value to clear depth buffer to */
917 GLboolean Test; /**< Depth buffering enabled flag */
918 GLboolean Mask; /**< Depth buffer writable? */
919 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
920 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
921 };
922
923
924 /**
925 * Evaluator attribute group (GL_EVAL_BIT).
926 */
927 struct gl_eval_attrib
928 {
929 /**
930 * \name Enable bits
931 */
932 /*@{*/
933 GLboolean Map1Color4;
934 GLboolean Map1Index;
935 GLboolean Map1Normal;
936 GLboolean Map1TextureCoord1;
937 GLboolean Map1TextureCoord2;
938 GLboolean Map1TextureCoord3;
939 GLboolean Map1TextureCoord4;
940 GLboolean Map1Vertex3;
941 GLboolean Map1Vertex4;
942 GLboolean Map2Color4;
943 GLboolean Map2Index;
944 GLboolean Map2Normal;
945 GLboolean Map2TextureCoord1;
946 GLboolean Map2TextureCoord2;
947 GLboolean Map2TextureCoord3;
948 GLboolean Map2TextureCoord4;
949 GLboolean Map2Vertex3;
950 GLboolean Map2Vertex4;
951 GLboolean AutoNormal;
952 /*@}*/
953
954 /**
955 * \name Map Grid endpoints and divisions and calculated du values
956 */
957 /*@{*/
958 GLint MapGrid1un;
959 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
960 GLint MapGrid2un, MapGrid2vn;
961 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
962 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
963 /*@}*/
964 };
965
966
967 /**
968 * Fog attribute group (GL_FOG_BIT).
969 */
970 struct gl_fog_attrib
971 {
972 GLboolean Enabled; /**< Fog enabled flag */
973 GLfloat ColorUnclamped[4]; /**< Fog color */
974 GLfloat Color[4]; /**< Fog color */
975 GLfloat Density; /**< Density >= 0.0 */
976 GLfloat Start; /**< Start distance in eye coords */
977 GLfloat End; /**< End distance in eye coords */
978 GLfloat Index; /**< Fog index */
979 GLenum Mode; /**< Fog mode */
980 GLboolean ColorSumEnabled;
981 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
982 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
983 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
984 };
985
986
987 /**
988 * Hint attribute group (GL_HINT_BIT).
989 *
990 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
991 */
992 struct gl_hint_attrib
993 {
994 GLenum PerspectiveCorrection;
995 GLenum PointSmooth;
996 GLenum LineSmooth;
997 GLenum PolygonSmooth;
998 GLenum Fog;
999 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
1000 GLenum TextureCompression; /**< GL_ARB_texture_compression */
1001 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1002 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
1003 };
1004
1005
1006 /**
1007 * Lighting attribute group (GL_LIGHT_BIT).
1008 */
1009 struct gl_light_attrib
1010 {
1011 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
1012 struct gl_lightmodel Model; /**< Lighting model */
1013
1014 /**
1015 * Front and back material values.
1016 * Note: must call FLUSH_VERTICES() before using.
1017 */
1018 struct gl_material Material;
1019
1020 GLboolean Enabled; /**< Lighting enabled flag */
1021 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
1022 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
1023 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
1024 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
1025 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
1026 GLboolean ColorMaterialEnabled;
1027 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
1028 GLboolean _ClampVertexColor;
1029
1030 struct gl_light EnabledList; /**< List sentinel */
1031
1032 /**
1033 * Derived state for optimizations:
1034 */
1035 /*@{*/
1036 GLboolean _NeedEyeCoords;
1037 GLboolean _NeedVertices; /**< Use fast shader? */
1038 GLfloat _BaseColor[2][3];
1039 /*@}*/
1040 };
1041
1042
1043 /**
1044 * Line attribute group (GL_LINE_BIT).
1045 */
1046 struct gl_line_attrib
1047 {
1048 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
1049 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
1050 GLushort StipplePattern; /**< Stipple pattern */
1051 GLint StippleFactor; /**< Stipple repeat factor */
1052 GLfloat Width; /**< Line width */
1053 };
1054
1055
1056 /**
1057 * Display list attribute group (GL_LIST_BIT).
1058 */
1059 struct gl_list_attrib
1060 {
1061 GLuint ListBase;
1062 };
1063
1064
1065 /**
1066 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1067 */
1068 struct gl_multisample_attrib
1069 {
1070 GLboolean Enabled;
1071 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1072 GLboolean SampleAlphaToCoverage;
1073 GLboolean SampleAlphaToOne;
1074 GLboolean SampleCoverage;
1075 GLfloat SampleCoverageValue;
1076 GLboolean SampleCoverageInvert;
1077
1078 /* ARB_texture_multisample / GL3.2 additions */
1079 GLboolean SampleMask;
1080 GLbitfield SampleMaskValue; /* GL spec defines this as an array but >32x MSAA is
1081 * madness
1082 */
1083 };
1084
1085
1086 /**
1087 * A pixelmap (see glPixelMap)
1088 */
1089 struct gl_pixelmap
1090 {
1091 GLint Size;
1092 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1093 };
1094
1095
1096 /**
1097 * Collection of all pixelmaps
1098 */
1099 struct gl_pixelmaps
1100 {
1101 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1102 struct gl_pixelmap GtoG;
1103 struct gl_pixelmap BtoB;
1104 struct gl_pixelmap AtoA;
1105 struct gl_pixelmap ItoR;
1106 struct gl_pixelmap ItoG;
1107 struct gl_pixelmap ItoB;
1108 struct gl_pixelmap ItoA;
1109 struct gl_pixelmap ItoI;
1110 struct gl_pixelmap StoS;
1111 };
1112
1113
1114 /**
1115 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1116 */
1117 struct gl_pixel_attrib
1118 {
1119 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1120
1121 /*--- Begin Pixel Transfer State ---*/
1122 /* Fields are in the order in which they're applied... */
1123
1124 /** Scale & Bias (index shift, offset) */
1125 /*@{*/
1126 GLfloat RedBias, RedScale;
1127 GLfloat GreenBias, GreenScale;
1128 GLfloat BlueBias, BlueScale;
1129 GLfloat AlphaBias, AlphaScale;
1130 GLfloat DepthBias, DepthScale;
1131 GLint IndexShift, IndexOffset;
1132 /*@}*/
1133
1134 /* Pixel Maps */
1135 /* Note: actual pixel maps are not part of this attrib group */
1136 GLboolean MapColorFlag;
1137 GLboolean MapStencilFlag;
1138
1139 /*--- End Pixel Transfer State ---*/
1140
1141 /** glPixelZoom */
1142 GLfloat ZoomX, ZoomY;
1143 };
1144
1145
1146 /**
1147 * Point attribute group (GL_POINT_BIT).
1148 */
1149 struct gl_point_attrib
1150 {
1151 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1152 GLfloat Size; /**< User-specified point size */
1153 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1154 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1155 GLfloat Threshold; /**< GL_EXT_point_parameters */
1156 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1157 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1158 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1159 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1160 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1161 };
1162
1163
1164 /**
1165 * Polygon attribute group (GL_POLYGON_BIT).
1166 */
1167 struct gl_polygon_attrib
1168 {
1169 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1170 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1171 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1172 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1173 GLboolean CullFlag; /**< Culling on/off flag */
1174 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1175 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1176 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1177 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1178 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1179 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1180 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1181 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1182 };
1183
1184
1185 /**
1186 * Scissor attributes (GL_SCISSOR_BIT).
1187 */
1188 struct gl_scissor_attrib
1189 {
1190 GLboolean Enabled; /**< Scissor test enabled? */
1191 GLint X, Y; /**< Lower left corner of box */
1192 GLsizei Width, Height; /**< Size of box */
1193 };
1194
1195
1196 /**
1197 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1198 *
1199 * Three sets of stencil data are tracked so that OpenGL 2.0,
1200 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1201 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1202 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1203 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1204 * GL_EXT_stencil_two_side GL_BACK state.
1205 *
1206 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1207 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1208 *
1209 * The derived value \c _TestTwoSide is set when the front-face and back-face
1210 * stencil state are different.
1211 */
1212 struct gl_stencil_attrib
1213 {
1214 GLboolean Enabled; /**< Enabled flag */
1215 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1216 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1217 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1218 GLboolean _TestTwoSide;
1219 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1220 GLenum Function[3]; /**< Stencil function */
1221 GLenum FailFunc[3]; /**< Fail function */
1222 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1223 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1224 GLint Ref[3]; /**< Reference value */
1225 GLuint ValueMask[3]; /**< Value mask */
1226 GLuint WriteMask[3]; /**< Write mask */
1227 GLuint Clear; /**< Clear value */
1228 };
1229
1230
1231 /**
1232 * An index for each type of texture object. These correspond to the GL
1233 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1234 * Note: the order is from highest priority to lowest priority.
1235 */
1236 typedef enum
1237 {
1238 TEXTURE_2D_MULTISAMPLE_INDEX,
1239 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1240 TEXTURE_CUBE_ARRAY_INDEX,
1241 TEXTURE_BUFFER_INDEX,
1242 TEXTURE_2D_ARRAY_INDEX,
1243 TEXTURE_1D_ARRAY_INDEX,
1244 TEXTURE_EXTERNAL_INDEX,
1245 TEXTURE_CUBE_INDEX,
1246 TEXTURE_3D_INDEX,
1247 TEXTURE_RECT_INDEX,
1248 TEXTURE_2D_INDEX,
1249 TEXTURE_1D_INDEX,
1250 NUM_TEXTURE_TARGETS
1251 } gl_texture_index;
1252
1253
1254 /**
1255 * Bit flags for each type of texture object
1256 * Used for Texture.Unit[]._ReallyEnabled flags.
1257 */
1258 /*@{*/
1259 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1260 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1261 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1262 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1263 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1264 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1265 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1266 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1267 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1268 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1269 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1270 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1271 /*@}*/
1272
1273
1274 /**
1275 * Texture image state. Drivers will typically create a subclass of this
1276 * with extra fields for memory buffers, etc.
1277 */
1278 struct gl_texture_image
1279 {
1280 GLint InternalFormat; /**< Internal format as given by the user */
1281 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1282 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1283 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1284 * GL_DEPTH_STENCIL_EXT only. Used for
1285 * choosing TexEnv arithmetic.
1286 */
1287 gl_format TexFormat; /**< The actual texture memory format */
1288
1289 GLuint Border; /**< 0 or 1 */
1290 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1291 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1292 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1293 GLuint Width2; /**< = Width - 2*Border */
1294 GLuint Height2; /**< = Height - 2*Border */
1295 GLuint Depth2; /**< = Depth - 2*Border */
1296 GLuint WidthLog2; /**< = log2(Width2) */
1297 GLuint HeightLog2; /**< = log2(Height2) */
1298 GLuint DepthLog2; /**< = log2(Depth2) */
1299 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1300 levels, computed from the dimensions */
1301
1302 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1303 GLuint Level; /**< Which mipmap level am I? */
1304 /** Cube map face: index into gl_texture_object::Image[] array */
1305 GLuint Face;
1306
1307 /** GL_ARB_texture_multisample */
1308 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1309 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1310 };
1311
1312
1313 /**
1314 * Indexes for cube map faces.
1315 */
1316 typedef enum
1317 {
1318 FACE_POS_X = 0,
1319 FACE_NEG_X = 1,
1320 FACE_POS_Y = 2,
1321 FACE_NEG_Y = 3,
1322 FACE_POS_Z = 4,
1323 FACE_NEG_Z = 5,
1324 MAX_FACES = 6
1325 } gl_face_index;
1326
1327
1328 /**
1329 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1330 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1331 */
1332 struct gl_sampler_object
1333 {
1334 GLuint Name;
1335 GLint RefCount;
1336
1337 GLenum WrapS; /**< S-axis texture image wrap mode */
1338 GLenum WrapT; /**< T-axis texture image wrap mode */
1339 GLenum WrapR; /**< R-axis texture image wrap mode */
1340 GLenum MinFilter; /**< minification filter */
1341 GLenum MagFilter; /**< magnification filter */
1342 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1343 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1344 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1345 GLfloat LodBias; /**< OpenGL 1.4 */
1346 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1347 GLenum CompareMode; /**< GL_ARB_shadow */
1348 GLenum CompareFunc; /**< GL_ARB_shadow */
1349 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1350 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1351 };
1352
1353
1354 /**
1355 * Texture object state. Contains the array of mipmap images, border color,
1356 * wrap modes, filter modes, and shadow/texcompare state.
1357 */
1358 struct gl_texture_object
1359 {
1360 _glthread_Mutex Mutex; /**< for thread safety */
1361 GLint RefCount; /**< reference count */
1362 GLuint Name; /**< the user-visible texture object ID */
1363 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1364
1365 struct gl_sampler_object Sampler;
1366
1367 GLenum DepthMode; /**< GL_ARB_depth_texture */
1368
1369 GLfloat Priority; /**< in [0,1] */
1370 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1371 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1372 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1373 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1374 GLint CropRect[4]; /**< GL_OES_draw_texture */
1375 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1376 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1377 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1378 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1379 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1380 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1381 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1382 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1383 GLboolean Immutable; /**< GL_ARB_texture_storage */
1384
1385 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1386 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1387
1388 /** GL_ARB_texture_buffer_object */
1389 struct gl_buffer_object *BufferObject;
1390 GLenum BufferObjectFormat;
1391 /** Equivalent Mesa format for BufferObjectFormat. */
1392 gl_format _BufferObjectFormat;
1393 /** GL_ARB_texture_buffer_range */
1394 GLintptr BufferOffset;
1395 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1396
1397 /** GL_OES_EGL_image_external */
1398 GLint RequiredTextureImageUnits;
1399 };
1400
1401
1402 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1403 #define MAX_COMBINER_TERMS 4
1404
1405
1406 /**
1407 * Texture combine environment state.
1408 */
1409 struct gl_tex_env_combine_state
1410 {
1411 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1412 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1413 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1414 GLenum SourceRGB[MAX_COMBINER_TERMS];
1415 GLenum SourceA[MAX_COMBINER_TERMS];
1416 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1417 GLenum OperandRGB[MAX_COMBINER_TERMS];
1418 GLenum OperandA[MAX_COMBINER_TERMS];
1419 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1420 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1421 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1422 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1423 };
1424
1425
1426 /**
1427 * TexGenEnabled flags.
1428 */
1429 /*@{*/
1430 #define S_BIT 1
1431 #define T_BIT 2
1432 #define R_BIT 4
1433 #define Q_BIT 8
1434 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1435 /*@}*/
1436
1437
1438 /**
1439 * Bit flag versions of the corresponding GL_ constants.
1440 */
1441 /*@{*/
1442 #define TEXGEN_SPHERE_MAP 0x1
1443 #define TEXGEN_OBJ_LINEAR 0x2
1444 #define TEXGEN_EYE_LINEAR 0x4
1445 #define TEXGEN_REFLECTION_MAP_NV 0x8
1446 #define TEXGEN_NORMAL_MAP_NV 0x10
1447
1448 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1449 TEXGEN_REFLECTION_MAP_NV | \
1450 TEXGEN_NORMAL_MAP_NV)
1451 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1452 TEXGEN_REFLECTION_MAP_NV | \
1453 TEXGEN_NORMAL_MAP_NV | \
1454 TEXGEN_EYE_LINEAR)
1455 /*@}*/
1456
1457
1458
1459 /** Tex-gen enabled for texture unit? */
1460 #define ENABLE_TEXGEN(unit) (1 << (unit))
1461
1462 /** Non-identity texture matrix for texture unit? */
1463 #define ENABLE_TEXMAT(unit) (1 << (unit))
1464
1465
1466 /**
1467 * Texture coord generation state.
1468 */
1469 struct gl_texgen
1470 {
1471 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1472 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1473 GLfloat ObjectPlane[4];
1474 GLfloat EyePlane[4];
1475 };
1476
1477
1478 /**
1479 * Texture unit state. Contains enable flags, texture environment/function/
1480 * combiners, texgen state, and pointers to current texture objects.
1481 */
1482 struct gl_texture_unit
1483 {
1484 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1485 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1486
1487 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1488 GLclampf EnvColor[4];
1489 GLfloat EnvColorUnclamped[4];
1490
1491 struct gl_texgen GenS;
1492 struct gl_texgen GenT;
1493 struct gl_texgen GenR;
1494 struct gl_texgen GenQ;
1495 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1496 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1497
1498 GLfloat LodBias; /**< for biasing mipmap levels */
1499 GLenum BumpTarget;
1500 GLfloat RotMatrix[4]; /* 2x2 matrix */
1501
1502 /** Current sampler object (GL_ARB_sampler_objects) */
1503 struct gl_sampler_object *Sampler;
1504
1505 /**
1506 * \name GL_EXT_texture_env_combine
1507 */
1508 struct gl_tex_env_combine_state Combine;
1509
1510 /**
1511 * Derived state based on \c EnvMode and the \c BaseFormat of the
1512 * currently enabled texture.
1513 */
1514 struct gl_tex_env_combine_state _EnvMode;
1515
1516 /**
1517 * Currently enabled combiner state. This will point to either
1518 * \c Combine or \c _EnvMode.
1519 */
1520 struct gl_tex_env_combine_state *_CurrentCombine;
1521
1522 /** Current texture object pointers */
1523 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1524
1525 /** Points to highest priority, complete and enabled texture object */
1526 struct gl_texture_object *_Current;
1527 };
1528
1529
1530 /**
1531 * Texture attribute group (GL_TEXTURE_BIT).
1532 */
1533 struct gl_texture_attrib
1534 {
1535 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1536 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1537
1538 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1539
1540 /** GL_ARB_texture_buffer_object */
1541 struct gl_buffer_object *BufferObject;
1542
1543 /** GL_ARB_seamless_cubemap */
1544 GLboolean CubeMapSeamless;
1545
1546 /** Texture units/samplers used by vertex or fragment texturing */
1547 GLbitfield _EnabledUnits;
1548
1549 /** Texture coord units/sets used for fragment texturing */
1550 GLbitfield _EnabledCoordUnits;
1551
1552 /** Texture coord units that have texgen enabled */
1553 GLbitfield _TexGenEnabled;
1554
1555 /** Texture coord units that have non-identity matrices */
1556 GLbitfield _TexMatEnabled;
1557
1558 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1559 GLbitfield _GenFlags;
1560 };
1561
1562
1563 /**
1564 * Data structure representing a single clip plane (e.g. one of the elements
1565 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1566 */
1567 typedef GLfloat gl_clip_plane[4];
1568
1569
1570 /**
1571 * Transformation attribute group (GL_TRANSFORM_BIT).
1572 */
1573 struct gl_transform_attrib
1574 {
1575 GLenum MatrixMode; /**< Matrix mode */
1576 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1577 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1578 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1579 GLboolean Normalize; /**< Normalize all normals? */
1580 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1581 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1582 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1583
1584 GLfloat CullEyePos[4];
1585 GLfloat CullObjPos[4];
1586 };
1587
1588
1589 /**
1590 * Viewport attribute group (GL_VIEWPORT_BIT).
1591 */
1592 struct gl_viewport_attrib
1593 {
1594 GLint X, Y; /**< position */
1595 GLsizei Width, Height; /**< size */
1596 GLfloat Near, Far; /**< Depth buffer range */
1597 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1598 };
1599
1600
1601 /**
1602 * GL_ARB_vertex/pixel_buffer_object buffer object
1603 */
1604 struct gl_buffer_object
1605 {
1606 _glthread_Mutex Mutex;
1607 GLint RefCount;
1608 GLuint Name;
1609 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1610 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1611 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1612 /** Fields describing a mapped buffer */
1613 /*@{*/
1614 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1615 GLvoid *Pointer; /**< User-space address of mapping */
1616 GLintptr Offset; /**< Mapped offset */
1617 GLsizeiptr Length; /**< Mapped length */
1618 /*@}*/
1619 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1620 GLboolean Written; /**< Ever written to? (for debugging) */
1621 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1622 };
1623
1624
1625 /**
1626 * Client pixel packing/unpacking attributes
1627 */
1628 struct gl_pixelstore_attrib
1629 {
1630 GLint Alignment;
1631 GLint RowLength;
1632 GLint SkipPixels;
1633 GLint SkipRows;
1634 GLint ImageHeight;
1635 GLint SkipImages;
1636 GLboolean SwapBytes;
1637 GLboolean LsbFirst;
1638 GLboolean Invert; /**< GL_MESA_pack_invert */
1639 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1640 };
1641
1642
1643 /**
1644 * Client vertex array attributes
1645 */
1646 struct gl_client_array
1647 {
1648 GLint Size; /**< components per element (1,2,3,4) */
1649 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1650 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1651 GLsizei Stride; /**< user-specified stride */
1652 GLsizei StrideB; /**< actual stride in bytes */
1653 const GLubyte *Ptr; /**< Points to array data */
1654 GLboolean Enabled; /**< Enabled flag is a boolean */
1655 GLboolean Normalized; /**< GL_ARB_vertex_program */
1656 GLboolean Integer; /**< Integer-valued? */
1657 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1658 GLuint _ElementSize; /**< size of each element in bytes */
1659
1660 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1661 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1662 };
1663
1664
1665 /**
1666 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1667 * extension, but a nice encapsulation in any case.
1668 */
1669 struct gl_array_object
1670 {
1671 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1672 GLuint Name;
1673
1674 GLint RefCount;
1675 _glthread_Mutex Mutex;
1676
1677 /**
1678 * Does the VAO use ARB semantics or Apple semantics?
1679 *
1680 * There are several ways in which ARB_vertex_array_object and
1681 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1682 * least,
1683 *
1684 * - ARB VAOs require that all array data be sourced from vertex buffer
1685 * objects, but Apple VAOs do not.
1686 *
1687 * - ARB VAOs require that names come from GenVertexArrays.
1688 *
1689 * This flag notes which behavior governs this VAO.
1690 */
1691 GLboolean ARBsemantics;
1692
1693 /**
1694 * Has this array object been bound?
1695 */
1696 GLboolean EverBound;
1697
1698 /** Vertex attribute arrays */
1699 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1700
1701 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1702 GLbitfield64 _Enabled;
1703
1704 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1705 GLbitfield64 NewArrays;
1706
1707 /**
1708 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1709 * we can determine the max legal (in bounds) glDrawElements array index.
1710 */
1711 GLuint _MaxElement;
1712
1713 struct gl_buffer_object *ElementArrayBufferObj;
1714 };
1715
1716
1717 /**
1718 * Vertex array state
1719 */
1720 struct gl_array_attrib
1721 {
1722 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1723 struct gl_array_object *ArrayObj;
1724
1725 /** The default vertex array object */
1726 struct gl_array_object *DefaultArrayObj;
1727
1728 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1729 struct _mesa_HashTable *Objects;
1730
1731 GLint ActiveTexture; /**< Client Active Texture */
1732 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1733 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1734
1735 /**
1736 * \name Primitive restart controls
1737 *
1738 * Primitive restart is enabled if either \c PrimitiveRestart or
1739 * \c PrimitiveRestart is set. If \c PrimitiveRestart is set, then
1740 * \c RestartIndex is used as the cut vertex. Otherwise ~0 is used.
1741 */
1742 /*@{*/
1743 GLboolean PrimitiveRestart;
1744 GLboolean PrimitiveRestartFixedIndex;
1745 GLboolean _PrimitiveRestart;
1746 GLuint RestartIndex;
1747 GLuint _RestartIndex;
1748 /*@}*/
1749
1750 /* GL_ARB_vertex_buffer_object */
1751 struct gl_buffer_object *ArrayBufferObj;
1752
1753 /**
1754 * Vertex arrays as consumed by a driver.
1755 * The array pointer is set up only by the VBO module. */
1756 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1757 };
1758
1759
1760 /**
1761 * Feedback buffer state
1762 */
1763 struct gl_feedback
1764 {
1765 GLenum Type;
1766 GLbitfield _Mask; /**< FB_* bits */
1767 GLfloat *Buffer;
1768 GLuint BufferSize;
1769 GLuint Count;
1770 };
1771
1772
1773 /**
1774 * Selection buffer state
1775 */
1776 struct gl_selection
1777 {
1778 GLuint *Buffer; /**< selection buffer */
1779 GLuint BufferSize; /**< size of the selection buffer */
1780 GLuint BufferCount; /**< number of values in the selection buffer */
1781 GLuint Hits; /**< number of records in the selection buffer */
1782 GLuint NameStackDepth; /**< name stack depth */
1783 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1784 GLboolean HitFlag; /**< hit flag */
1785 GLfloat HitMinZ; /**< minimum hit depth */
1786 GLfloat HitMaxZ; /**< maximum hit depth */
1787 };
1788
1789
1790 /**
1791 * 1-D Evaluator control points
1792 */
1793 struct gl_1d_map
1794 {
1795 GLuint Order; /**< Number of control points */
1796 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1797 GLfloat *Points; /**< Points to contiguous control points */
1798 };
1799
1800
1801 /**
1802 * 2-D Evaluator control points
1803 */
1804 struct gl_2d_map
1805 {
1806 GLuint Uorder; /**< Number of control points in U dimension */
1807 GLuint Vorder; /**< Number of control points in V dimension */
1808 GLfloat u1, u2, du;
1809 GLfloat v1, v2, dv;
1810 GLfloat *Points; /**< Points to contiguous control points */
1811 };
1812
1813
1814 /**
1815 * All evaluator control point state
1816 */
1817 struct gl_evaluators
1818 {
1819 /**
1820 * \name 1-D maps
1821 */
1822 /*@{*/
1823 struct gl_1d_map Map1Vertex3;
1824 struct gl_1d_map Map1Vertex4;
1825 struct gl_1d_map Map1Index;
1826 struct gl_1d_map Map1Color4;
1827 struct gl_1d_map Map1Normal;
1828 struct gl_1d_map Map1Texture1;
1829 struct gl_1d_map Map1Texture2;
1830 struct gl_1d_map Map1Texture3;
1831 struct gl_1d_map Map1Texture4;
1832 /*@}*/
1833
1834 /**
1835 * \name 2-D maps
1836 */
1837 /*@{*/
1838 struct gl_2d_map Map2Vertex3;
1839 struct gl_2d_map Map2Vertex4;
1840 struct gl_2d_map Map2Index;
1841 struct gl_2d_map Map2Color4;
1842 struct gl_2d_map Map2Normal;
1843 struct gl_2d_map Map2Texture1;
1844 struct gl_2d_map Map2Texture2;
1845 struct gl_2d_map Map2Texture3;
1846 struct gl_2d_map Map2Texture4;
1847 /*@}*/
1848 };
1849
1850
1851 struct gl_transform_feedback_varying_info
1852 {
1853 char *Name;
1854 GLenum Type;
1855 GLint Size;
1856 };
1857
1858
1859 /**
1860 * Per-output info vertex shaders for transform feedback.
1861 */
1862 struct gl_transform_feedback_output
1863 {
1864 unsigned OutputRegister;
1865 unsigned OutputBuffer;
1866 unsigned NumComponents;
1867
1868 /** offset (in DWORDs) of this output within the interleaved structure */
1869 unsigned DstOffset;
1870
1871 /**
1872 * Offset into the output register of the data to output. For example,
1873 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1874 * offset is in the y and z components of the output register.
1875 */
1876 unsigned ComponentOffset;
1877 };
1878
1879
1880 /** Post-link transform feedback info. */
1881 struct gl_transform_feedback_info
1882 {
1883 unsigned NumOutputs;
1884
1885 /**
1886 * Number of transform feedback buffers in use by this program.
1887 */
1888 unsigned NumBuffers;
1889
1890 struct gl_transform_feedback_output *Outputs;
1891
1892 /** Transform feedback varyings used for the linking of this shader program.
1893 *
1894 * Use for glGetTransformFeedbackVarying().
1895 */
1896 struct gl_transform_feedback_varying_info *Varyings;
1897 GLint NumVarying;
1898
1899 /**
1900 * Total number of components stored in each buffer. This may be used by
1901 * hardware back-ends to determine the correct stride when interleaving
1902 * multiple transform feedback outputs in the same buffer.
1903 */
1904 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1905 };
1906
1907
1908 /**
1909 * Transform feedback object state
1910 */
1911 struct gl_transform_feedback_object
1912 {
1913 GLuint Name; /**< AKA the object ID */
1914 GLint RefCount;
1915 GLboolean Active; /**< Is transform feedback enabled? */
1916 GLboolean Paused; /**< Is transform feedback paused? */
1917 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1918 at least once? */
1919 GLboolean EverBound; /**< Has this object been bound? */
1920
1921 /**
1922 * GLES: if Active is true, remaining number of primitives which can be
1923 * rendered without overflow. This is necessary to track because GLES
1924 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1925 * glDrawArraysInstanced would overflow transform feedback buffers.
1926 * Undefined if Active is false.
1927 *
1928 * Not tracked for desktop GL since it's unnecessary.
1929 */
1930 unsigned GlesRemainingPrims;
1931
1932 /** The feedback buffers */
1933 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1934 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1935
1936 /** Start of feedback data in dest buffer */
1937 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1938
1939 /**
1940 * Max data to put into dest buffer (in bytes). Computed based on
1941 * RequestedSize and the actual size of the buffer.
1942 */
1943 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1944
1945 /**
1946 * Size that was specified when the buffer was bound. If the buffer was
1947 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1948 * zero.
1949 */
1950 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1951 };
1952
1953
1954 /**
1955 * Context state for transform feedback.
1956 */
1957 struct gl_transform_feedback_state
1958 {
1959 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1960
1961 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1962 struct gl_buffer_object *CurrentBuffer;
1963
1964 /** The table of all transform feedback objects */
1965 struct _mesa_HashTable *Objects;
1966
1967 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1968 struct gl_transform_feedback_object *CurrentObject;
1969
1970 /** The default xform-fb object (Name==0) */
1971 struct gl_transform_feedback_object *DefaultObject;
1972 };
1973
1974
1975 /**
1976 * Names of the various vertex/fragment program register files, etc.
1977 *
1978 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1979 * All values should fit in a 4-bit field.
1980 *
1981 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1982 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1983 * be "uniform" variables since they can only be set outside glBegin/End.
1984 * They're also all stored in the same Parameters array.
1985 */
1986 typedef enum
1987 {
1988 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1989 PROGRAM_INPUT, /**< machine->Inputs[] */
1990 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1991 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1992 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1993 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1994 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1995 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1996 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1997 PROGRAM_ADDRESS, /**< machine->AddressReg */
1998 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1999 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2000 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2001 PROGRAM_FILE_MAX
2002 } gl_register_file;
2003
2004
2005 /**
2006 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2007 * one of these values.
2008 */
2009 typedef enum
2010 {
2011 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
2012 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
2013 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
2014 SYSTEM_VALUE_MAX /**< Number of values */
2015 } gl_system_value;
2016
2017
2018 /**
2019 * The possible interpolation qualifiers that can be applied to a fragment
2020 * shader input in GLSL.
2021 *
2022 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2023 * gl_fragment_program data structure to 0 causes the default behavior.
2024 */
2025 enum glsl_interp_qualifier
2026 {
2027 INTERP_QUALIFIER_NONE = 0,
2028 INTERP_QUALIFIER_SMOOTH,
2029 INTERP_QUALIFIER_FLAT,
2030 INTERP_QUALIFIER_NOPERSPECTIVE
2031 };
2032
2033
2034 /**
2035 * \brief Layout qualifiers for gl_FragDepth.
2036 *
2037 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2038 * a layout qualifier.
2039 *
2040 * \see enum ir_depth_layout
2041 */
2042 enum gl_frag_depth_layout
2043 {
2044 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2045 FRAG_DEPTH_LAYOUT_ANY,
2046 FRAG_DEPTH_LAYOUT_GREATER,
2047 FRAG_DEPTH_LAYOUT_LESS,
2048 FRAG_DEPTH_LAYOUT_UNCHANGED
2049 };
2050
2051
2052 /**
2053 * Base class for any kind of program object
2054 */
2055 struct gl_program
2056 {
2057 GLuint Id;
2058 GLubyte *String; /**< Null-terminated program text */
2059 GLint RefCount;
2060 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
2061 GLenum Format; /**< String encoding format */
2062
2063 struct prog_instruction *Instructions;
2064
2065 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2066 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2067 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2068 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2069 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2070 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2071 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2072 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2073
2074
2075 /** Named parameters, constants, etc. from program text */
2076 struct gl_program_parameter_list *Parameters;
2077 /** Numbered local parameters */
2078 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
2079
2080 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2081 GLubyte SamplerUnits[MAX_SAMPLERS];
2082
2083 /** Bitmask of which register files are read/written with indirect
2084 * addressing. Mask of (1 << PROGRAM_x) bits.
2085 */
2086 GLbitfield IndirectRegisterFiles;
2087
2088 /** Logical counts */
2089 /*@{*/
2090 GLuint NumInstructions;
2091 GLuint NumTemporaries;
2092 GLuint NumParameters;
2093 GLuint NumAttributes;
2094 GLuint NumAddressRegs;
2095 GLuint NumAluInstructions;
2096 GLuint NumTexInstructions;
2097 GLuint NumTexIndirections;
2098 /*@}*/
2099 /** Native, actual h/w counts */
2100 /*@{*/
2101 GLuint NumNativeInstructions;
2102 GLuint NumNativeTemporaries;
2103 GLuint NumNativeParameters;
2104 GLuint NumNativeAttributes;
2105 GLuint NumNativeAddressRegs;
2106 GLuint NumNativeAluInstructions;
2107 GLuint NumNativeTexInstructions;
2108 GLuint NumNativeTexIndirections;
2109 /*@}*/
2110 };
2111
2112
2113 /** Vertex program object */
2114 struct gl_vertex_program
2115 {
2116 struct gl_program Base; /**< base class */
2117 GLboolean IsPositionInvariant;
2118 GLboolean UsesClipDistance;
2119 };
2120
2121
2122 /** Geometry program object */
2123 struct gl_geometry_program
2124 {
2125 struct gl_program Base; /**< base class */
2126
2127 GLint VerticesOut;
2128 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2129 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2130 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2131 };
2132
2133
2134 /** Fragment program object */
2135 struct gl_fragment_program
2136 {
2137 struct gl_program Base; /**< base class */
2138 GLboolean UsesKill; /**< shader uses KIL instruction */
2139 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2140 GLboolean OriginUpperLeft;
2141 GLboolean PixelCenterInteger;
2142 enum gl_frag_depth_layout FragDepthLayout;
2143
2144 /**
2145 * GLSL interpolation qualifier associated with each fragment shader input.
2146 * For inputs that do not have an interpolation qualifier specified in
2147 * GLSL, the value is INTERP_QUALIFIER_NONE.
2148 */
2149 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2150
2151 /**
2152 * Bitfield indicating, for each fragment shader input, 1 if that input
2153 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2154 */
2155 GLbitfield64 IsCentroid;
2156 };
2157
2158
2159 /**
2160 * State common to vertex and fragment programs.
2161 */
2162 struct gl_program_state
2163 {
2164 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2165 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2166 };
2167
2168
2169 /**
2170 * Context state for vertex programs.
2171 */
2172 struct gl_vertex_program_state
2173 {
2174 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2175 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2176 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2177 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2178 /** Computed two sided lighting for fixed function/programs. */
2179 GLboolean _TwoSideEnabled;
2180 struct gl_vertex_program *Current; /**< User-bound vertex program */
2181
2182 /** Currently enabled and valid vertex program (including internal
2183 * programs, user-defined vertex programs and GLSL vertex shaders).
2184 * This is the program we must use when rendering.
2185 */
2186 struct gl_vertex_program *_Current;
2187
2188 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2189
2190 /** Should fixed-function T&L be implemented with a vertex prog? */
2191 GLboolean _MaintainTnlProgram;
2192
2193 /** Program to emulate fixed-function T&L (see above) */
2194 struct gl_vertex_program *_TnlProgram;
2195
2196 /** Cache of fixed-function programs */
2197 struct gl_program_cache *Cache;
2198
2199 GLboolean _Overriden;
2200 };
2201
2202
2203 /**
2204 * Context state for geometry programs.
2205 */
2206 struct gl_geometry_program_state
2207 {
2208 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2209 GLboolean _Enabled; /**< Enabled and valid program? */
2210 struct gl_geometry_program *Current; /**< user-bound geometry program */
2211
2212 /** Currently enabled and valid program (including internal programs
2213 * and compiled shader programs).
2214 */
2215 struct gl_geometry_program *_Current;
2216
2217 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2218
2219 /** Cache of fixed-function programs */
2220 struct gl_program_cache *Cache;
2221 };
2222
2223 /**
2224 * Context state for fragment programs.
2225 */
2226 struct gl_fragment_program_state
2227 {
2228 GLboolean Enabled; /**< User-set fragment program enable flag */
2229 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2230 struct gl_fragment_program *Current; /**< User-bound fragment program */
2231
2232 /** Currently enabled and valid fragment program (including internal
2233 * programs, user-defined fragment programs and GLSL fragment shaders).
2234 * This is the program we must use when rendering.
2235 */
2236 struct gl_fragment_program *_Current;
2237
2238 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2239
2240 /** Should fixed-function texturing be implemented with a fragment prog? */
2241 GLboolean _MaintainTexEnvProgram;
2242
2243 /** Program to emulate fixed-function texture env/combine (see above) */
2244 struct gl_fragment_program *_TexEnvProgram;
2245
2246 /** Cache of fixed-function programs */
2247 struct gl_program_cache *Cache;
2248 };
2249
2250
2251 /**
2252 * ATI_fragment_shader runtime state
2253 */
2254 #define ATI_FS_INPUT_PRIMARY 0
2255 #define ATI_FS_INPUT_SECONDARY 1
2256
2257 struct atifs_instruction;
2258 struct atifs_setupinst;
2259
2260 /**
2261 * ATI fragment shader
2262 */
2263 struct ati_fragment_shader
2264 {
2265 GLuint Id;
2266 GLint RefCount;
2267 struct atifs_instruction *Instructions[2];
2268 struct atifs_setupinst *SetupInst[2];
2269 GLfloat Constants[8][4];
2270 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2271 GLubyte numArithInstr[2];
2272 GLubyte regsAssigned[2];
2273 GLubyte NumPasses; /**< 1 or 2 */
2274 GLubyte cur_pass;
2275 GLubyte last_optype;
2276 GLboolean interpinp1;
2277 GLboolean isValid;
2278 GLuint swizzlerq;
2279 };
2280
2281 /**
2282 * Context state for GL_ATI_fragment_shader
2283 */
2284 struct gl_ati_fragment_shader_state
2285 {
2286 GLboolean Enabled;
2287 GLboolean _Enabled; /**< enabled and valid shader? */
2288 GLboolean Compiling;
2289 GLfloat GlobalConstants[8][4];
2290 struct ati_fragment_shader *Current;
2291 };
2292
2293
2294 /** Set by #pragma directives */
2295 struct gl_sl_pragmas
2296 {
2297 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2298 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2299 GLboolean Optimize; /**< defaults on */
2300 GLboolean Debug; /**< defaults off */
2301 };
2302
2303
2304 /**
2305 * A GLSL vertex or fragment shader object.
2306 */
2307 struct gl_shader
2308 {
2309 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2310 GLuint Name; /**< AKA the handle */
2311 GLint RefCount; /**< Reference count */
2312 GLboolean DeletePending;
2313 GLboolean CompileStatus;
2314 const GLchar *Source; /**< Source code string */
2315 GLuint SourceChecksum; /**< for debug/logging purposes */
2316 struct gl_program *Program; /**< Post-compile assembly code */
2317 GLchar *InfoLog;
2318 struct gl_sl_pragmas Pragmas;
2319
2320 unsigned Version; /**< GLSL version used for linking */
2321 GLboolean IsES; /**< True if this shader uses GLSL ES */
2322
2323 /**
2324 * \name Sampler tracking
2325 *
2326 * \note Each of these fields is only set post-linking.
2327 */
2328 /*@{*/
2329 unsigned num_samplers; /**< Number of samplers used by this shader. */
2330 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2331 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2332 /*@}*/
2333
2334 /**
2335 * Number of uniform components used by this shader.
2336 *
2337 * This field is only set post-linking.
2338 */
2339 unsigned num_uniform_components;
2340
2341 /**
2342 * This shader's uniform block information.
2343 *
2344 * The offsets of the variables are assigned only for shaders in a program's
2345 * _LinkedShaders[].
2346 */
2347 struct gl_uniform_block *UniformBlocks;
2348 unsigned NumUniformBlocks;
2349
2350 struct exec_list *ir;
2351 struct glsl_symbol_table *symbols;
2352
2353 /** Shaders containing built-in functions that are used for linking. */
2354 struct gl_shader *builtins_to_link[16];
2355 unsigned num_builtins_to_link;
2356 };
2357
2358
2359 /**
2360 * Shader stages. Note that these will become 5 with tessellation.
2361 * These MUST have the same values as gallium's PIPE_SHADER_*
2362 */
2363 typedef enum
2364 {
2365 MESA_SHADER_VERTEX = 0,
2366 MESA_SHADER_FRAGMENT = 1,
2367 MESA_SHADER_GEOMETRY = 2,
2368 MESA_SHADER_TYPES = 3
2369 } gl_shader_type;
2370
2371 struct gl_uniform_buffer_variable
2372 {
2373 char *Name;
2374
2375 /**
2376 * Name of the uniform as seen by glGetUniformIndices.
2377 *
2378 * glGetUniformIndices requires that the block instance index \b not be
2379 * present in the name of queried uniforms.
2380 *
2381 * \note
2382 * \c gl_uniform_buffer_variable::IndexName and
2383 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2384 */
2385 char *IndexName;
2386
2387 const struct glsl_type *Type;
2388 unsigned int Offset;
2389 GLboolean RowMajor;
2390 };
2391
2392 enum gl_uniform_block_packing {
2393 ubo_packing_std140,
2394 ubo_packing_shared,
2395 ubo_packing_packed
2396 };
2397
2398 struct gl_uniform_block
2399 {
2400 /** Declared name of the uniform block */
2401 char *Name;
2402
2403 /** Array of supplemental information about UBO ir_variables. */
2404 struct gl_uniform_buffer_variable *Uniforms;
2405 GLuint NumUniforms;
2406
2407 /**
2408 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2409 * with glBindBufferBase to bind a buffer object to this uniform block. When
2410 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2411 */
2412 GLuint Binding;
2413
2414 /**
2415 * Minimum size of a buffer object to back this uniform buffer
2416 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2417 */
2418 GLuint UniformBufferSize;
2419
2420 /**
2421 * Layout specified in the shader
2422 *
2423 * This isn't accessible through the API, but it is used while
2424 * cross-validating uniform blocks.
2425 */
2426 enum gl_uniform_block_packing _Packing;
2427 };
2428
2429 /**
2430 * A GLSL program object.
2431 * Basically a linked collection of vertex and fragment shaders.
2432 */
2433 struct gl_shader_program
2434 {
2435 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2436 GLuint Name; /**< aka handle or ID */
2437 GLint RefCount; /**< Reference count */
2438 GLboolean DeletePending;
2439
2440 /**
2441 * Is the application intending to glGetProgramBinary this program?
2442 */
2443 GLboolean BinaryRetreivableHint;
2444
2445 /**
2446 * Flags that the linker should not reject the program if it lacks
2447 * a vertex or fragment shader. GLES2 doesn't allow separate
2448 * shader objects, and would reject them. However, we internally
2449 * build separate shader objects for fixed function programs, which
2450 * we use for drivers/common/meta.c and for handling
2451 * _mesa_update_state with no program bound (for example in
2452 * glClear()).
2453 */
2454 GLboolean InternalSeparateShader;
2455
2456 GLuint NumShaders; /**< number of attached shaders */
2457 struct gl_shader **Shaders; /**< List of attached the shaders */
2458
2459 /**
2460 * User-defined attribute bindings
2461 *
2462 * These are set via \c glBindAttribLocation and are used to direct the
2463 * GLSL linker. These are \b not the values used in the compiled shader,
2464 * and they are \b not the values returned by \c glGetAttribLocation.
2465 */
2466 struct string_to_uint_map *AttributeBindings;
2467
2468 /**
2469 * User-defined fragment data bindings
2470 *
2471 * These are set via \c glBindFragDataLocation and are used to direct the
2472 * GLSL linker. These are \b not the values used in the compiled shader,
2473 * and they are \b not the values returned by \c glGetFragDataLocation.
2474 */
2475 struct string_to_uint_map *FragDataBindings;
2476 struct string_to_uint_map *FragDataIndexBindings;
2477
2478 /**
2479 * Transform feedback varyings last specified by
2480 * glTransformFeedbackVaryings().
2481 *
2482 * For the current set of transform feeedback varyings used for transform
2483 * feedback output, see LinkedTransformFeedback.
2484 */
2485 struct {
2486 GLenum BufferMode;
2487 GLuint NumVarying;
2488 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2489 } TransformFeedback;
2490
2491 /** Post-link transform feedback info. */
2492 struct gl_transform_feedback_info LinkedTransformFeedback;
2493
2494 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2495 enum gl_frag_depth_layout FragDepthLayout;
2496
2497 /** Geometry shader state - copied into gl_geometry_program at link time */
2498 struct {
2499 GLint VerticesOut;
2500 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2501 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2502 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2503 } Geom;
2504
2505 /** Vertex shader state - copied into gl_vertex_program at link time */
2506 struct {
2507 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2508 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2509 0 if not present. */
2510 } Vert;
2511
2512 /* post-link info: */
2513 unsigned NumUserUniformStorage;
2514 struct gl_uniform_storage *UniformStorage;
2515
2516 struct gl_uniform_block *UniformBlocks;
2517 unsigned NumUniformBlocks;
2518
2519 /**
2520 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2521 * they're used in, or -1.
2522 *
2523 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2524 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2525 */
2526 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2527
2528 /**
2529 * Map of active uniform names to locations
2530 *
2531 * Maps any active uniform that is not an array element to a location.
2532 * Each active uniform, including individual structure members will appear
2533 * in this map. This roughly corresponds to the set of names that would be
2534 * enumerated by \c glGetActiveUniform.
2535 */
2536 struct string_to_uint_map *UniformHash;
2537
2538 /**
2539 * Map from sampler unit to texture unit (set by glUniform1i())
2540 *
2541 * A sampler unit is associated with each sampler uniform by the linker.
2542 * The sampler unit associated with each uniform is stored in the
2543 * \c gl_uniform_storage::sampler field.
2544 */
2545 GLubyte SamplerUnits[MAX_SAMPLERS];
2546 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2547 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2548
2549 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2550 GLboolean Validated;
2551 GLboolean _Used; /**< Ever used for drawing? */
2552 GLchar *InfoLog;
2553
2554 unsigned Version; /**< GLSL version used for linking */
2555 GLboolean IsES; /**< True if this program uses GLSL ES */
2556
2557 /**
2558 * Per-stage shaders resulting from the first stage of linking.
2559 *
2560 * Set of linked shaders for this program. The array is accessed using the
2561 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2562 * \c NULL.
2563 */
2564 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2565 };
2566
2567
2568 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2569 #define GLSL_LOG 0x2 /**< Write shaders to files */
2570 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2571 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2572 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2573 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2574 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2575 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2576 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2577
2578
2579 /**
2580 * Context state for GLSL vertex/fragment shaders.
2581 */
2582 struct gl_shader_state
2583 {
2584 /**
2585 * Programs used for rendering
2586 *
2587 * There is a separate program set for each shader stage. If
2588 * GL_EXT_separate_shader_objects is not supported, each of these must point
2589 * to \c NULL or to the same program.
2590 */
2591 struct gl_shader_program *CurrentVertexProgram;
2592 struct gl_shader_program *CurrentGeometryProgram;
2593 struct gl_shader_program *CurrentFragmentProgram;
2594
2595 struct gl_shader_program *_CurrentFragmentProgram;
2596
2597 /**
2598 * Program used by glUniform calls.
2599 *
2600 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2601 */
2602 struct gl_shader_program *ActiveProgram;
2603
2604 GLbitfield Flags; /**< Mask of GLSL_x flags */
2605 };
2606
2607
2608 /**
2609 * Compiler options for a single GLSL shaders type
2610 */
2611 struct gl_shader_compiler_options
2612 {
2613 /** Driver-selectable options: */
2614 GLboolean EmitCondCodes; /**< Use condition codes? */
2615 GLboolean EmitNoLoops;
2616 GLboolean EmitNoFunctions;
2617 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2618 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2619 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2620 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2621 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2622
2623 /**
2624 * \name Forms of indirect addressing the driver cannot do.
2625 */
2626 /*@{*/
2627 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2628 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2629 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2630 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2631 /*@}*/
2632
2633 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2634 GLuint MaxUnrollIterations;
2635
2636 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2637 };
2638
2639
2640 /**
2641 * Occlusion/timer query object.
2642 */
2643 struct gl_query_object
2644 {
2645 GLenum Target; /**< The query target, when active */
2646 GLuint Id; /**< hash table ID/name */
2647 GLuint64EXT Result; /**< the counter */
2648 GLboolean Active; /**< inside Begin/EndQuery */
2649 GLboolean Ready; /**< result is ready? */
2650 GLboolean EverBound;/**< has query object ever been bound */
2651 };
2652
2653
2654 /**
2655 * Context state for query objects.
2656 */
2657 struct gl_query_state
2658 {
2659 struct _mesa_HashTable *QueryObjects;
2660 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2661 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2662
2663 /** GL_NV_conditional_render */
2664 struct gl_query_object *CondRenderQuery;
2665
2666 /** GL_EXT_transform_feedback */
2667 struct gl_query_object *PrimitivesGenerated;
2668 struct gl_query_object *PrimitivesWritten;
2669
2670 /** GL_ARB_timer_query */
2671 struct gl_query_object *TimeElapsed;
2672
2673 GLenum CondRenderMode;
2674 };
2675
2676
2677 /** Sync object state */
2678 struct gl_sync_object
2679 {
2680 GLenum Type; /**< GL_SYNC_FENCE */
2681 GLuint Name; /**< Fence name */
2682 GLint RefCount; /**< Reference count */
2683 GLboolean DeletePending; /**< Object was deleted while there were still
2684 * live references (e.g., sync not yet finished)
2685 */
2686 GLenum SyncCondition;
2687 GLbitfield Flags; /**< Flags passed to glFenceSync */
2688 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2689 };
2690
2691
2692 /**
2693 * State which can be shared by multiple contexts:
2694 */
2695 struct gl_shared_state
2696 {
2697 _glthread_Mutex Mutex; /**< for thread safety */
2698 GLint RefCount; /**< Reference count */
2699 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2700 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2701
2702 /** Default texture objects (shared by all texture units) */
2703 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2704
2705 /** Fallback texture used when a bound texture is incomplete */
2706 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2707
2708 /**
2709 * \name Thread safety and statechange notification for texture
2710 * objects.
2711 *
2712 * \todo Improve the granularity of locking.
2713 */
2714 /*@{*/
2715 _glthread_Mutex TexMutex; /**< texobj thread safety */
2716 GLuint TextureStateStamp; /**< state notification for shared tex */
2717 /*@}*/
2718
2719 /** Default buffer object for vertex arrays that aren't in VBOs */
2720 struct gl_buffer_object *NullBufferObj;
2721
2722 /**
2723 * \name Vertex/geometry/fragment programs
2724 */
2725 /*@{*/
2726 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2727 struct gl_vertex_program *DefaultVertexProgram;
2728 struct gl_fragment_program *DefaultFragmentProgram;
2729 struct gl_geometry_program *DefaultGeometryProgram;
2730 /*@}*/
2731
2732 /* GL_ATI_fragment_shader */
2733 struct _mesa_HashTable *ATIShaders;
2734 struct ati_fragment_shader *DefaultFragmentShader;
2735
2736 struct _mesa_HashTable *BufferObjects;
2737
2738 /** Table of both gl_shader and gl_shader_program objects */
2739 struct _mesa_HashTable *ShaderObjects;
2740
2741 /* GL_EXT_framebuffer_object */
2742 struct _mesa_HashTable *RenderBuffers;
2743 struct _mesa_HashTable *FrameBuffers;
2744
2745 /* GL_ARB_sync */
2746 struct set *SyncObjects;
2747
2748 /** GL_ARB_sampler_objects */
2749 struct _mesa_HashTable *SamplerObjects;
2750 };
2751
2752
2753
2754 /**
2755 * Renderbuffers represent drawing surfaces such as color, depth and/or
2756 * stencil. A framebuffer object has a set of renderbuffers.
2757 * Drivers will typically derive subclasses of this type.
2758 */
2759 struct gl_renderbuffer
2760 {
2761 _glthread_Mutex Mutex; /**< for thread safety */
2762 GLuint ClassID; /**< Useful for drivers */
2763 GLuint Name;
2764 GLint RefCount;
2765 GLuint Width, Height;
2766 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2767 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2768 GLubyte NumSamples;
2769 GLenum InternalFormat; /**< The user-specified format */
2770 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2771 GL_STENCIL_INDEX. */
2772 gl_format Format; /**< The actual renderbuffer memory format */
2773
2774 /** Delete this renderbuffer */
2775 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2776
2777 /** Allocate new storage for this renderbuffer */
2778 GLboolean (*AllocStorage)(struct gl_context *ctx,
2779 struct gl_renderbuffer *rb,
2780 GLenum internalFormat,
2781 GLuint width, GLuint height);
2782 };
2783
2784
2785 /**
2786 * A renderbuffer attachment points to either a texture object (and specifies
2787 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2788 */
2789 struct gl_renderbuffer_attachment
2790 {
2791 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2792 GLboolean Complete;
2793
2794 /**
2795 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2796 * application supplied renderbuffer object.
2797 */
2798 struct gl_renderbuffer *Renderbuffer;
2799
2800 /**
2801 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2802 * supplied texture object.
2803 */
2804 struct gl_texture_object *Texture;
2805 GLuint TextureLevel; /**< Attached mipmap level. */
2806 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2807 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2808 * and 2D array textures */
2809 };
2810
2811
2812 /**
2813 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2814 * In C++ terms, think of this as a base class from which device drivers
2815 * will make derived classes.
2816 */
2817 struct gl_framebuffer
2818 {
2819 _glthread_Mutex Mutex; /**< for thread safety */
2820 /**
2821 * If zero, this is a window system framebuffer. If non-zero, this
2822 * is a FBO framebuffer; note that for some devices (i.e. those with
2823 * a natural pixel coordinate system for FBOs that differs from the
2824 * OpenGL/Mesa coordinate system), this means that the viewport,
2825 * polygon face orientation, and polygon stipple will have to be inverted.
2826 */
2827 GLuint Name;
2828
2829 GLint RefCount;
2830 GLboolean DeletePending;
2831
2832 /**
2833 * The framebuffer's visual. Immutable if this is a window system buffer.
2834 * Computed from attachments if user-made FBO.
2835 */
2836 struct gl_config Visual;
2837
2838 GLboolean Initialized;
2839
2840 GLuint Width, Height; /**< size of frame buffer in pixels */
2841
2842 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2843 /*@{*/
2844 GLint _Xmin, _Xmax; /**< inclusive */
2845 GLint _Ymin, _Ymax; /**< exclusive */
2846 /*@}*/
2847
2848 /** \name Derived Z buffer stuff */
2849 /*@{*/
2850 GLuint _DepthMax; /**< Max depth buffer value */
2851 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2852 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2853 /*@}*/
2854
2855 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2856 GLenum _Status;
2857
2858 /** Integer color values */
2859 GLboolean _IntegerColor;
2860
2861 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2862 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2863
2864 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2865 * attribute group and GL_PIXEL attribute group, respectively.
2866 */
2867 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2868 GLenum ColorReadBuffer;
2869
2870 /** Computed from ColorDraw/ReadBuffer above */
2871 GLuint _NumColorDrawBuffers;
2872 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2873 GLint _ColorReadBufferIndex; /* -1 = None */
2874 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2875 struct gl_renderbuffer *_ColorReadBuffer;
2876
2877 /** Delete this framebuffer */
2878 void (*Delete)(struct gl_framebuffer *fb);
2879 };
2880
2881
2882 /**
2883 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2884 */
2885 struct gl_precision
2886 {
2887 GLushort RangeMin; /**< min value exponent */
2888 GLushort RangeMax; /**< max value exponent */
2889 GLushort Precision; /**< number of mantissa bits */
2890 };
2891
2892
2893 /**
2894 * Limits for vertex, geometry and fragment programs/shaders.
2895 */
2896 struct gl_program_constants
2897 {
2898 /* logical limits */
2899 GLuint MaxInstructions;
2900 GLuint MaxAluInstructions;
2901 GLuint MaxTexInstructions;
2902 GLuint MaxTexIndirections;
2903 GLuint MaxAttribs;
2904 GLuint MaxTemps;
2905 GLuint MaxAddressRegs;
2906 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2907 GLuint MaxParameters;
2908 GLuint MaxLocalParams;
2909 GLuint MaxEnvParams;
2910 /* native/hardware limits */
2911 GLuint MaxNativeInstructions;
2912 GLuint MaxNativeAluInstructions;
2913 GLuint MaxNativeTexInstructions;
2914 GLuint MaxNativeTexIndirections;
2915 GLuint MaxNativeAttribs;
2916 GLuint MaxNativeTemps;
2917 GLuint MaxNativeAddressRegs;
2918 GLuint MaxNativeParameters;
2919 /* For shaders */
2920 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2921 /* ES 2.0 and GL_ARB_ES2_compatibility */
2922 struct gl_precision LowFloat, MediumFloat, HighFloat;
2923 struct gl_precision LowInt, MediumInt, HighInt;
2924 /* GL_ARB_uniform_buffer_object */
2925 GLuint MaxUniformBlocks;
2926 GLuint MaxCombinedUniformComponents;
2927 };
2928
2929
2930 /**
2931 * Constants which may be overridden by device driver during context creation
2932 * but are never changed after that.
2933 */
2934 struct gl_constants
2935 {
2936 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
2937 GLuint MaxTextureLevels; /**< Max mipmap levels. */
2938 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2939 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2940 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2941 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2942 GLuint MaxTextureCoordUnits;
2943 GLuint MaxTextureImageUnits;
2944 GLuint MaxVertexTextureImageUnits;
2945 GLuint MaxCombinedTextureImageUnits;
2946 GLuint MaxGeometryTextureImageUnits;
2947 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2948 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2949 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2950 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2951
2952 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
2953
2954 GLuint MaxArrayLockSize;
2955
2956 GLint SubPixelBits;
2957
2958 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2959 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2960 GLfloat PointSizeGranularity;
2961 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2962 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2963 GLfloat LineWidthGranularity;
2964
2965 GLuint MaxColorTableSize;
2966
2967 GLuint MaxClipPlanes;
2968 GLuint MaxLights;
2969 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2970 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2971
2972 GLuint MaxViewportWidth, MaxViewportHeight;
2973
2974 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2975 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2976 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2977 GLuint MaxProgramMatrices;
2978 GLuint MaxProgramMatrixStackDepth;
2979
2980 struct {
2981 GLuint SamplesPassed;
2982 GLuint TimeElapsed;
2983 GLuint Timestamp;
2984 GLuint PrimitivesGenerated;
2985 GLuint PrimitivesWritten;
2986 } QueryCounterBits;
2987
2988 /** vertex array / buffer object bounds checking */
2989 GLboolean CheckArrayBounds;
2990
2991 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2992
2993 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2994 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2995 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2996
2997 /** Number of varying vectors between vertex and fragment shaders */
2998 GLuint MaxVarying;
2999 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
3000 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
3001
3002 /** @{
3003 * GL_ARB_uniform_buffer_object
3004 */
3005 GLuint MaxCombinedUniformBlocks;
3006 GLuint MaxUniformBufferBindings;
3007 GLuint MaxUniformBlockSize;
3008 GLuint UniformBufferOffsetAlignment;
3009 /** @} */
3010
3011 /** GL_ARB_geometry_shader4 */
3012 GLuint MaxGeometryOutputVertices;
3013 GLuint MaxGeometryTotalOutputComponents;
3014
3015 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3016
3017 /**
3018 * Changes default GLSL extension behavior from "error" to "warn". It's out
3019 * of spec, but it can make some apps work that otherwise wouldn't.
3020 */
3021 GLboolean ForceGLSLExtensionsWarn;
3022
3023 /**
3024 * Does the driver support real 32-bit integers? (Otherwise, integers are
3025 * simulated via floats.)
3026 */
3027 GLboolean NativeIntegers;
3028
3029 /**
3030 * If the driver supports real 32-bit integers, what integer value should be
3031 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3032 */
3033 GLuint UniformBooleanTrue;
3034
3035 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3036 GLbitfield SupportedBumpUnits;
3037
3038 /**
3039 * Maximum amount of time, measured in nanseconds, that the server can wait.
3040 */
3041 GLuint64 MaxServerWaitTimeout;
3042
3043 /** GL_EXT_provoking_vertex */
3044 GLboolean QuadsFollowProvokingVertexConvention;
3045
3046 /** OpenGL version 3.0 */
3047 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3048
3049 /** OpenGL version 3.2 */
3050 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3051
3052 /** GL_EXT_transform_feedback */
3053 GLuint MaxTransformFeedbackBuffers;
3054 GLuint MaxTransformFeedbackSeparateComponents;
3055 GLuint MaxTransformFeedbackInterleavedComponents;
3056 GLuint MaxVertexStreams;
3057
3058 /** GL_EXT_gpu_shader4 */
3059 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3060
3061 /* GL_ARB_robustness */
3062 GLenum ResetStrategy;
3063
3064 /* GL_ARB_blend_func_extended */
3065 GLuint MaxDualSourceDrawBuffers;
3066
3067 /**
3068 * Whether the implementation strips out and ignores texture borders.
3069 *
3070 * Many GPU hardware implementations don't support rendering with texture
3071 * borders and mipmapped textures. (Note: not static border color, but the
3072 * old 1-pixel border around each edge). Implementations then have to do
3073 * slow fallbacks to be correct, or just ignore the border and be fast but
3074 * wrong. Setting the flag strips the border off of TexImage calls,
3075 * providing "fast but wrong" at significantly reduced driver complexity.
3076 *
3077 * Texture borders are deprecated in GL 3.0.
3078 **/
3079 GLboolean StripTextureBorder;
3080
3081 /**
3082 * For drivers which can do a better job at eliminating unused varyings
3083 * and uniforms than the GLSL compiler.
3084 *
3085 * XXX Remove these as soon as a better solution is available.
3086 */
3087 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
3088 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3089
3090 /**
3091 * Force software support for primitive restart in the VBO module.
3092 */
3093 GLboolean PrimitiveRestartInSoftware;
3094
3095 /** GL_ARB_map_buffer_alignment */
3096 GLuint MinMapBufferAlignment;
3097
3098 /**
3099 * Disable varying packing. This is out of spec, but potentially useful
3100 * for older platforms that supports a limited number of texture
3101 * indirections--on these platforms, unpacking the varyings in the fragment
3102 * shader increases the number of texture indirections by 1, which might
3103 * make some shaders not executable at all.
3104 *
3105 * Drivers that support transform feedback must set this value to GL_FALSE.
3106 */
3107 GLboolean DisableVaryingPacking;
3108
3109 /*
3110 * Maximum value supported for an index in DrawElements and friends.
3111 *
3112 * This must be at least (1ull<<24)-1. The default value is
3113 * (1ull<<32)-1.
3114 *
3115 * \since ES 3.0 or GL_ARB_ES3_compatibility
3116 * \sa _mesa_init_constants
3117 */
3118 GLuint64 MaxElementIndex;
3119
3120 /**
3121 * Disable interpretation of line continuations (lines ending with a
3122 * backslash character ('\') in GLSL source.
3123 */
3124 GLboolean DisableGLSLLineContinuations;
3125
3126 /** GL_ARB_texture_multisample */
3127 GLint MaxColorTextureSamples;
3128 GLint MaxDepthTextureSamples;
3129 GLint MaxIntegerSamples;
3130 };
3131
3132
3133 /**
3134 * Enable flag for each OpenGL extension. Different device drivers will
3135 * enable different extensions at runtime.
3136 */
3137 struct gl_extensions
3138 {
3139 GLboolean dummy; /* don't remove this! */
3140 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3141 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3142 GLboolean ANGLE_texture_compression_dxt;
3143 GLboolean ARB_ES2_compatibility;
3144 GLboolean ARB_ES3_compatibility;
3145 GLboolean ARB_base_instance;
3146 GLboolean ARB_blend_func_extended;
3147 GLboolean ARB_color_buffer_float;
3148 GLboolean ARB_conservative_depth;
3149 GLboolean ARB_depth_buffer_float;
3150 GLboolean ARB_depth_clamp;
3151 GLboolean ARB_depth_texture;
3152 GLboolean ARB_draw_buffers_blend;
3153 GLboolean ARB_draw_elements_base_vertex;
3154 GLboolean ARB_draw_instanced;
3155 GLboolean ARB_fragment_coord_conventions;
3156 GLboolean ARB_fragment_program;
3157 GLboolean ARB_fragment_program_shadow;
3158 GLboolean ARB_fragment_shader;
3159 GLboolean ARB_framebuffer_object;
3160 GLboolean ARB_explicit_attrib_location;
3161 GLboolean ARB_geometry_shader4;
3162 GLboolean ARB_half_float_pixel;
3163 GLboolean ARB_half_float_vertex;
3164 GLboolean ARB_instanced_arrays;
3165 GLboolean ARB_internalformat_query;
3166 GLboolean ARB_map_buffer_alignment;
3167 GLboolean ARB_map_buffer_range;
3168 GLboolean ARB_occlusion_query;
3169 GLboolean ARB_occlusion_query2;
3170 GLboolean ARB_point_sprite;
3171 GLboolean ARB_seamless_cube_map;
3172 GLboolean ARB_shader_bit_encoding;
3173 GLboolean ARB_shader_objects;
3174 GLboolean ARB_shader_stencil_export;
3175 GLboolean ARB_shader_texture_lod;
3176 GLboolean ARB_shading_language_100;
3177 GLboolean ARB_shading_language_packing;
3178 GLboolean ARB_shadow;
3179 GLboolean ARB_sync;
3180 GLboolean ARB_texture_border_clamp;
3181 GLboolean ARB_texture_buffer_object;
3182 GLboolean ARB_texture_buffer_object_rgb32;
3183 GLboolean ARB_texture_buffer_range;
3184 GLboolean ARB_texture_compression_rgtc;
3185 GLboolean ARB_texture_cube_map;
3186 GLboolean ARB_texture_cube_map_array;
3187 GLboolean ARB_texture_env_combine;
3188 GLboolean ARB_texture_env_crossbar;
3189 GLboolean ARB_texture_env_dot3;
3190 GLboolean ARB_texture_float;
3191 GLboolean ARB_texture_multisample;
3192 GLboolean ARB_texture_non_power_of_two;
3193 GLboolean ARB_texture_rg;
3194 GLboolean ARB_texture_rgb10_a2ui;
3195 GLboolean ARB_texture_storage;
3196 GLboolean ARB_timer_query;
3197 GLboolean ARB_transform_feedback2;
3198 GLboolean ARB_transform_feedback3;
3199 GLboolean ARB_transform_feedback_instanced;
3200 GLboolean ARB_uniform_buffer_object;
3201 GLboolean ARB_vertex_program;
3202 GLboolean ARB_vertex_shader;
3203 GLboolean ARB_vertex_type_2_10_10_10_rev;
3204 GLboolean EXT_blend_color;
3205 GLboolean EXT_blend_equation_separate;
3206 GLboolean EXT_blend_func_separate;
3207 GLboolean EXT_blend_minmax;
3208 GLboolean EXT_clip_volume_hint;
3209 GLboolean EXT_depth_bounds_test;
3210 GLboolean EXT_draw_buffers2;
3211 GLboolean EXT_fog_coord;
3212 GLboolean EXT_framebuffer_blit;
3213 GLboolean EXT_framebuffer_multisample;
3214 GLboolean EXT_framebuffer_object;
3215 GLboolean EXT_framebuffer_sRGB;
3216 GLboolean EXT_gpu_program_parameters;
3217 GLboolean EXT_gpu_shader4;
3218 GLboolean EXT_packed_depth_stencil;
3219 GLboolean EXT_packed_float;
3220 GLboolean EXT_pixel_buffer_object;
3221 GLboolean EXT_point_parameters;
3222 GLboolean EXT_provoking_vertex;
3223 GLboolean EXT_shadow_funcs;
3224 GLboolean EXT_secondary_color;
3225 GLboolean EXT_separate_shader_objects;
3226 GLboolean EXT_stencil_two_side;
3227 GLboolean EXT_texture3D;
3228 GLboolean EXT_texture_array;
3229 GLboolean EXT_texture_compression_latc;
3230 GLboolean EXT_texture_compression_s3tc;
3231 GLboolean EXT_texture_env_dot3;
3232 GLboolean EXT_texture_filter_anisotropic;
3233 GLboolean EXT_texture_integer;
3234 GLboolean EXT_texture_mirror_clamp;
3235 GLboolean EXT_texture_shared_exponent;
3236 GLboolean EXT_texture_snorm;
3237 GLboolean EXT_texture_sRGB;
3238 GLboolean EXT_texture_sRGB_decode;
3239 GLboolean EXT_texture_swizzle;
3240 GLboolean EXT_transform_feedback;
3241 GLboolean EXT_timer_query;
3242 GLboolean EXT_vertex_array_bgra;
3243 GLboolean OES_standard_derivatives;
3244 /* vendor extensions */
3245 GLboolean AMD_seamless_cubemap_per_texture;
3246 GLboolean APPLE_object_purgeable;
3247 GLboolean ATI_envmap_bumpmap;
3248 GLboolean ATI_texture_compression_3dc;
3249 GLboolean ATI_texture_mirror_once;
3250 GLboolean ATI_texture_env_combine3;
3251 GLboolean ATI_fragment_shader;
3252 GLboolean ATI_separate_stencil;
3253 GLboolean MESA_pack_invert;
3254 GLboolean MESA_resize_buffers;
3255 GLboolean MESA_ycbcr_texture;
3256 GLboolean MESA_texture_array;
3257 GLboolean NV_blend_square;
3258 GLboolean NV_conditional_render;
3259 GLboolean NV_fog_distance;
3260 GLboolean NV_fragment_program_option;
3261 GLboolean NV_point_sprite;
3262 GLboolean NV_primitive_restart;
3263 GLboolean NV_texture_barrier;
3264 GLboolean NV_texture_env_combine4;
3265 GLboolean NV_texture_rectangle;
3266 GLboolean TDFX_texture_compression_FXT1;
3267 GLboolean OES_EGL_image;
3268 GLboolean OES_draw_texture;
3269 GLboolean OES_depth_texture_cube_map;
3270 GLboolean OES_EGL_image_external;
3271 GLboolean OES_compressed_ETC1_RGB8_texture;
3272 GLboolean extension_sentinel;
3273 /** The extension string */
3274 const GLubyte *String;
3275 /** Number of supported extensions */
3276 GLuint Count;
3277 };
3278
3279
3280 /**
3281 * A stack of matrices (projection, modelview, color, texture, etc).
3282 */
3283 struct gl_matrix_stack
3284 {
3285 GLmatrix *Top; /**< points into Stack */
3286 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3287 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3288 GLuint MaxDepth; /**< size of Stack[] array */
3289 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3290 };
3291
3292
3293 /**
3294 * \name Bits for image transfer operations
3295 * \sa __struct gl_contextRec::ImageTransferState.
3296 */
3297 /*@{*/
3298 #define IMAGE_SCALE_BIAS_BIT 0x1
3299 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3300 #define IMAGE_MAP_COLOR_BIT 0x4
3301 #define IMAGE_CLAMP_BIT 0x800
3302
3303
3304 /** Pixel Transfer ops */
3305 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3306 IMAGE_SHIFT_OFFSET_BIT | \
3307 IMAGE_MAP_COLOR_BIT)
3308
3309 /**
3310 * \name Bits to indicate what state has changed.
3311 */
3312 /*@{*/
3313 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3314 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3315 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3316 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3317 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3318 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3319 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3320 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3321 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3322 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3323 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3324 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3325 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3326 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3327 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3328 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3329 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3330 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3331 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3332 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3333 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3334 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3335 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3336 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3337 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3338 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3339 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3340 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3341 #define _NEW_BUFFER_OBJECT (1 << 28)
3342 #define _NEW_FRAG_CLAMP (1 << 29)
3343 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3344 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3345 #define _NEW_ALL ~0
3346
3347 /**
3348 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3349 * clarity.
3350 */
3351 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3352 /*@}*/
3353
3354
3355 /**
3356 * \name A bunch of flags that we think might be useful to drivers.
3357 *
3358 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3359 */
3360 /*@{*/
3361 #define DD_SEPARATE_SPECULAR (1 << 0)
3362 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3363 #define DD_TRI_UNFILLED (1 << 2)
3364 #define DD_TRI_SMOOTH (1 << 3)
3365 #define DD_TRI_STIPPLE (1 << 4)
3366 #define DD_TRI_OFFSET (1 << 5)
3367 #define DD_LINE_SMOOTH (1 << 6)
3368 #define DD_LINE_STIPPLE (1 << 7)
3369 #define DD_POINT_SMOOTH (1 << 8)
3370 #define DD_POINT_ATTEN (1 << 9)
3371 /*@}*/
3372
3373
3374 /**
3375 * Composite state flags
3376 */
3377 /*@{*/
3378 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3379 _NEW_TEXTURE | \
3380 _NEW_POINT | \
3381 _NEW_PROGRAM | \
3382 _NEW_MODELVIEW)
3383
3384 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3385 _NEW_FOG | \
3386 _NEW_PROGRAM)
3387
3388
3389 /*@}*/
3390
3391
3392
3393
3394 /* This has to be included here. */
3395 #include "dd.h"
3396
3397
3398 /**
3399 * Display list flags.
3400 * Strictly this is a tnl-private concept, but it doesn't seem
3401 * worthwhile adding a tnl private structure just to hold this one bit
3402 * of information:
3403 */
3404 #define DLIST_DANGLING_REFS 0x1
3405
3406
3407 /** Opaque declaration of display list payload data type */
3408 union gl_dlist_node;
3409
3410
3411 /**
3412 * Provide a location where information about a display list can be
3413 * collected. Could be extended with driverPrivate structures,
3414 * etc. in the future.
3415 */
3416 struct gl_display_list
3417 {
3418 GLuint Name;
3419 GLbitfield Flags; /**< DLIST_x flags */
3420 /** The dlist commands are in a linked list of nodes */
3421 union gl_dlist_node *Head;
3422 };
3423
3424
3425 /**
3426 * State used during display list compilation and execution.
3427 */
3428 struct gl_dlist_state
3429 {
3430 GLuint CallDepth; /**< Current recursion calling depth */
3431
3432 struct gl_display_list *CurrentList; /**< List currently being compiled */
3433 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3434 GLuint CurrentPos; /**< Index into current block of nodes */
3435
3436 GLvertexformat ListVtxfmt;
3437
3438 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3439 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3440
3441 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3442 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3443
3444 struct {
3445 /* State known to have been set by the currently-compiling display
3446 * list. Used to eliminate some redundant state changes.
3447 */
3448 GLenum ShadeModel;
3449 } Current;
3450 };
3451
3452 /** @{
3453 *
3454 * These are a mapping of the GL_ARB_debug_output enums to small enums
3455 * suitable for use as an array index.
3456 */
3457
3458 enum mesa_debug_source {
3459 MESA_DEBUG_SOURCE_API,
3460 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3461 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3462 MESA_DEBUG_SOURCE_THIRD_PARTY,
3463 MESA_DEBUG_SOURCE_APPLICATION,
3464 MESA_DEBUG_SOURCE_OTHER,
3465 MESA_DEBUG_SOURCE_COUNT,
3466 };
3467
3468 enum mesa_debug_type {
3469 MESA_DEBUG_TYPE_ERROR,
3470 MESA_DEBUG_TYPE_DEPRECATED,
3471 MESA_DEBUG_TYPE_UNDEFINED,
3472 MESA_DEBUG_TYPE_PORTABILITY,
3473 MESA_DEBUG_TYPE_PERFORMANCE,
3474 MESA_DEBUG_TYPE_OTHER,
3475 MESA_DEBUG_TYPE_COUNT,
3476 };
3477
3478 enum mesa_debug_severity {
3479 MESA_DEBUG_SEVERITY_LOW,
3480 MESA_DEBUG_SEVERITY_MEDIUM,
3481 MESA_DEBUG_SEVERITY_HIGH,
3482 MESA_DEBUG_SEVERITY_COUNT,
3483 };
3484
3485 /** @} */
3486
3487 /**
3488 * An error, warning, or other piece of debug information for an application
3489 * to consume via GL_ARB_debug_output.
3490 */
3491 struct gl_debug_msg
3492 {
3493 enum mesa_debug_source source;
3494 enum mesa_debug_type type;
3495 GLuint id;
3496 enum mesa_debug_severity severity;
3497 GLsizei length;
3498 GLcharARB *message;
3499 };
3500
3501 struct gl_debug_namespace
3502 {
3503 struct _mesa_HashTable *IDs;
3504 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3505 /** lists of IDs in the hash table at each severity */
3506 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3507 };
3508
3509 struct gl_debug_state
3510 {
3511 GLDEBUGPROCARB Callback;
3512 GLvoid *CallbackData;
3513 GLboolean SyncOutput;
3514 GLboolean Defaults[MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3515 struct gl_debug_namespace Namespaces[MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3516 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3517 GLint NumMessages;
3518 GLint NextMsg;
3519 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3520 for the sake of the offsetof() code in get.c */
3521 };
3522
3523 /**
3524 * Enum for the OpenGL APIs we know about and may support.
3525 *
3526 * NOTE: This must match the api_enum table in
3527 * src/mesa/main/get_hash_generator.py
3528 */
3529 typedef enum
3530 {
3531 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3532 API_OPENGLES,
3533 API_OPENGLES2,
3534 API_OPENGL_CORE,
3535 API_OPENGL_LAST = API_OPENGL_CORE,
3536 } gl_api;
3537
3538 /**
3539 * Driver-specific state flags.
3540 *
3541 * These are or'd with gl_context::NewDriverState to notify a driver about
3542 * a state change. The driver sets the flags at context creation and
3543 * the meaning of the bits set is opaque to core Mesa.
3544 */
3545 struct gl_driver_flags
3546 {
3547 GLbitfield NewArray; /**< Vertex array state */
3548 };
3549
3550 struct gl_uniform_buffer_binding
3551 {
3552 struct gl_buffer_object *BufferObject;
3553 /** Start of uniform block data in the buffer */
3554 GLintptr Offset;
3555 /** Size of data allowed to be referenced from the buffer (in bytes) */
3556 GLsizeiptr Size;
3557 /**
3558 * glBindBufferBase() indicates that the Size should be ignored and only
3559 * limited by the current size of the BufferObject.
3560 */
3561 GLboolean AutomaticSize;
3562 };
3563
3564 /**
3565 * Mesa rendering context.
3566 *
3567 * This is the central context data structure for Mesa. Almost all
3568 * OpenGL state is contained in this structure.
3569 * Think of this as a base class from which device drivers will derive
3570 * sub classes.
3571 *
3572 * The struct gl_context typedef names this structure.
3573 */
3574 struct gl_context
3575 {
3576 /** State possibly shared with other contexts in the address space */
3577 struct gl_shared_state *Shared;
3578
3579 /** \name API function pointer tables */
3580 /*@{*/
3581 gl_api API;
3582 /**
3583 * The current dispatch table for non-displaylist-saving execution, either
3584 * BeginEnd or OutsideBeginEnd
3585 */
3586 struct _glapi_table *Exec;
3587 /**
3588 * The normal dispatch table for non-displaylist-saving, non-begin/end
3589 */
3590 struct _glapi_table *OutsideBeginEnd;
3591 /** The dispatch table used between glNewList() and glEndList() */
3592 struct _glapi_table *Save;
3593 /**
3594 * The dispatch table used between glBegin() and glEnd() (outside of a
3595 * display list). Only valid functions between those two are set, which is
3596 * mostly just the set in a GLvertexformat struct.
3597 */
3598 struct _glapi_table *BeginEnd;
3599 /**
3600 * Tracks the current dispatch table out of the 3 above, so that it can be
3601 * re-set on glXMakeCurrent().
3602 */
3603 struct _glapi_table *CurrentDispatch;
3604 /*@}*/
3605
3606 struct gl_config Visual;
3607 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3608 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3609 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3610 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3611
3612 /**
3613 * Device driver function pointer table
3614 */
3615 struct dd_function_table Driver;
3616
3617 /** Core/Driver constants */
3618 struct gl_constants Const;
3619
3620 /** \name The various 4x4 matrix stacks */
3621 /*@{*/
3622 struct gl_matrix_stack ModelviewMatrixStack;
3623 struct gl_matrix_stack ProjectionMatrixStack;
3624 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3625 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3626 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3627 /*@}*/
3628
3629 /** Combined modelview and projection matrix */
3630 GLmatrix _ModelProjectMatrix;
3631
3632 /** \name Display lists */
3633 struct gl_dlist_state ListState;
3634
3635 GLboolean ExecuteFlag; /**< Execute GL commands? */
3636 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3637
3638 /** Extension information */
3639 struct gl_extensions Extensions;
3640
3641 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3642 GLuint Version;
3643 char *VersionString;
3644
3645 /** \name State attribute stack (for glPush/PopAttrib) */
3646 /*@{*/
3647 GLuint AttribStackDepth;
3648 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3649 /*@}*/
3650
3651 /** \name Renderer attribute groups
3652 *
3653 * We define a struct for each attribute group to make pushing and popping
3654 * attributes easy. Also it's a good organization.
3655 */
3656 /*@{*/
3657 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3658 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3659 struct gl_current_attrib Current; /**< Current attributes */
3660 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3661 struct gl_eval_attrib Eval; /**< Eval attributes */
3662 struct gl_fog_attrib Fog; /**< Fog attributes */
3663 struct gl_hint_attrib Hint; /**< Hint attributes */
3664 struct gl_light_attrib Light; /**< Light attributes */
3665 struct gl_line_attrib Line; /**< Line attributes */
3666 struct gl_list_attrib List; /**< List attributes */
3667 struct gl_multisample_attrib Multisample;
3668 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3669 struct gl_point_attrib Point; /**< Point attributes */
3670 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3671 GLuint PolygonStipple[32]; /**< Polygon stipple */
3672 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3673 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3674 struct gl_texture_attrib Texture; /**< Texture attributes */
3675 struct gl_transform_attrib Transform; /**< Transformation attributes */
3676 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3677 /*@}*/
3678
3679 /** \name Client attribute stack */
3680 /*@{*/
3681 GLuint ClientAttribStackDepth;
3682 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3683 /*@}*/
3684
3685 /** \name Client attribute groups */
3686 /*@{*/
3687 struct gl_array_attrib Array; /**< Vertex arrays */
3688 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3689 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3690 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3691 /*@}*/
3692
3693 /** \name Other assorted state (not pushed/popped on attribute stack) */
3694 /*@{*/
3695 struct gl_pixelmaps PixelMaps;
3696
3697 struct gl_evaluators EvalMap; /**< All evaluators */
3698 struct gl_feedback Feedback; /**< Feedback */
3699 struct gl_selection Select; /**< Selection */
3700
3701 struct gl_program_state Program; /**< general program state */
3702 struct gl_vertex_program_state VertexProgram;
3703 struct gl_fragment_program_state FragmentProgram;
3704 struct gl_geometry_program_state GeometryProgram;
3705 struct gl_ati_fragment_shader_state ATIFragmentShader;
3706
3707 struct gl_shader_state Shader; /**< GLSL shader object state */
3708 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3709
3710 struct gl_query_state Query; /**< occlusion, timer queries */
3711
3712 struct gl_transform_feedback_state TransformFeedback;
3713
3714 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3715 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3716
3717 /**
3718 * Current GL_ARB_uniform_buffer_object binding referenced by
3719 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3720 */
3721 struct gl_buffer_object *UniformBuffer;
3722
3723 /**
3724 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3725 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3726 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3727 * shader program.
3728 */
3729 struct gl_uniform_buffer_binding *UniformBufferBindings;
3730
3731 /*@}*/
3732
3733 struct gl_meta_state *Meta; /**< for "meta" operations */
3734
3735 /* GL_EXT_framebuffer_object */
3736 struct gl_renderbuffer *CurrentRenderbuffer;
3737
3738 GLenum ErrorValue; /**< Last error code */
3739
3740 /* GL_ARB_robustness */
3741 GLenum ResetStatus;
3742
3743 /**
3744 * Recognize and silence repeated error debug messages in buggy apps.
3745 */
3746 const char *ErrorDebugFmtString;
3747 GLuint ErrorDebugCount;
3748
3749 /* GL_ARB_debug_output */
3750 struct gl_debug_state Debug;
3751
3752 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3753 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3754 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3755
3756 struct gl_driver_flags DriverFlags;
3757
3758 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3759
3760 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3761
3762 /** \name Derived state */
3763 /*@{*/
3764 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3765 * state validation so they need to always be current.
3766 */
3767 GLbitfield _TriangleCaps;
3768 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3769 GLfloat _EyeZDir[3];
3770 GLfloat _ModelViewInvScale;
3771 GLboolean _NeedEyeCoords;
3772 GLboolean _ForceEyeCoords;
3773
3774 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3775
3776 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3777
3778 /** \name For debugging/development only */
3779 /*@{*/
3780 GLboolean FirstTimeCurrent;
3781 /*@}*/
3782
3783 /** software compression/decompression supported or not */
3784 GLboolean Mesa_DXTn;
3785
3786 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3787
3788 /**
3789 * Use dp4 (rather than mul/mad) instructions for position
3790 * transformation?
3791 */
3792 GLboolean mvp_with_dp4;
3793
3794 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3795
3796 /**
3797 * \name Hooks for module contexts.
3798 *
3799 * These will eventually live in the driver or elsewhere.
3800 */
3801 /*@{*/
3802 void *swrast_context;
3803 void *swsetup_context;
3804 void *swtnl_context;
3805 void *swtnl_im;
3806 struct st_context *st;
3807 void *aelt_context;
3808 /*@}*/
3809 };
3810
3811
3812 #ifdef DEBUG
3813 extern int MESA_VERBOSE;
3814 extern int MESA_DEBUG_FLAGS;
3815 # define MESA_FUNCTION __FUNCTION__
3816 #else
3817 # define MESA_VERBOSE 0
3818 # define MESA_DEBUG_FLAGS 0
3819 # define MESA_FUNCTION "a function"
3820 # ifndef NDEBUG
3821 # define NDEBUG
3822 # endif
3823 #endif
3824
3825
3826 /** The MESA_VERBOSE var is a bitmask of these flags */
3827 enum _verbose
3828 {
3829 VERBOSE_VARRAY = 0x0001,
3830 VERBOSE_TEXTURE = 0x0002,
3831 VERBOSE_MATERIAL = 0x0004,
3832 VERBOSE_PIPELINE = 0x0008,
3833 VERBOSE_DRIVER = 0x0010,
3834 VERBOSE_STATE = 0x0020,
3835 VERBOSE_API = 0x0040,
3836 VERBOSE_DISPLAY_LIST = 0x0100,
3837 VERBOSE_LIGHTING = 0x0200,
3838 VERBOSE_PRIMS = 0x0400,
3839 VERBOSE_VERTS = 0x0800,
3840 VERBOSE_DISASSEM = 0x1000,
3841 VERBOSE_DRAW = 0x2000,
3842 VERBOSE_SWAPBUFFERS = 0x4000
3843 };
3844
3845
3846 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3847 enum _debug
3848 {
3849 DEBUG_SILENT = (1 << 0),
3850 DEBUG_ALWAYS_FLUSH = (1 << 1),
3851 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3852 DEBUG_INCOMPLETE_FBO = (1 << 3)
3853 };
3854
3855
3856
3857 #ifdef __cplusplus
3858 }
3859 #endif
3860
3861 #endif /* MTYPES_H */