mesa: Replace ctx->Shader.Current{Vertex,Fragment,Geometry}Program with an array.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_context;
80 struct st_context;
81 struct gl_uniform_storage;
82 struct prog_instruction;
83 struct gl_program_parameter_list;
84 struct set;
85 struct set_entry;
86 struct vbo_context;
87 /*@}*/
88
89
90 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
91 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
92 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
93 #define PRIM_UNKNOWN (PRIM_MAX + 2)
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_EDGEFLAG = 7,
114 VERT_ATTRIB_TEX0 = 8,
115 VERT_ATTRIB_TEX1 = 9,
116 VERT_ATTRIB_TEX2 = 10,
117 VERT_ATTRIB_TEX3 = 11,
118 VERT_ATTRIB_TEX4 = 12,
119 VERT_ATTRIB_TEX5 = 13,
120 VERT_ATTRIB_TEX6 = 14,
121 VERT_ATTRIB_TEX7 = 15,
122 VERT_ATTRIB_POINT_SIZE = 16,
123 VERT_ATTRIB_GENERIC0 = 17,
124 VERT_ATTRIB_GENERIC1 = 18,
125 VERT_ATTRIB_GENERIC2 = 19,
126 VERT_ATTRIB_GENERIC3 = 20,
127 VERT_ATTRIB_GENERIC4 = 21,
128 VERT_ATTRIB_GENERIC5 = 22,
129 VERT_ATTRIB_GENERIC6 = 23,
130 VERT_ATTRIB_GENERIC7 = 24,
131 VERT_ATTRIB_GENERIC8 = 25,
132 VERT_ATTRIB_GENERIC9 = 26,
133 VERT_ATTRIB_GENERIC10 = 27,
134 VERT_ATTRIB_GENERIC11 = 28,
135 VERT_ATTRIB_GENERIC12 = 29,
136 VERT_ATTRIB_GENERIC13 = 30,
137 VERT_ATTRIB_GENERIC14 = 31,
138 VERT_ATTRIB_GENERIC15 = 32,
139 VERT_ATTRIB_MAX = 33
140 } gl_vert_attrib;
141
142 /**
143 * Symbolic constats to help iterating over
144 * specific blocks of vertex attributes.
145 *
146 * VERT_ATTRIB_FF
147 * includes all fixed function attributes as well as
148 * the aliased GL_NV_vertex_program shader attributes.
149 * VERT_ATTRIB_TEX
150 * include the classic texture coordinate 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(i) (VERT_ATTRIB_GENERIC0 + (i))
163 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 /**
166 * Bitflags for vertex attributes.
167 * These are used in bitfields in many places.
168 */
169 /*@{*/
170 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
171 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
172 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
173 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
174 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
175 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
176 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
177 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
178 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
179 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
180 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
181 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
182 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
183 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
184 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
185 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
186 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
187 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
188
189 #define VERT_BIT(i) BITFIELD64_BIT(i)
190 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
191
192 #define VERT_BIT_FF(i) VERT_BIT(i)
193 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
194 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
195 #define VERT_BIT_TEX_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
197
198 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
199 #define VERT_BIT_GENERIC_ALL \
200 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
201 /*@}*/
202
203
204 /**
205 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
206 * fragment shader inputs.
207 *
208 * Note that some of these values are not available to all pipeline stages.
209 *
210 * When this enum is updated, the following code must be updated too:
211 * - vertResults (in prog_print.c's arb_output_attrib_string())
212 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
213 * - _mesa_varying_slot_in_fs()
214 */
215 typedef enum
216 {
217 VARYING_SLOT_POS,
218 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
219 VARYING_SLOT_COL1,
220 VARYING_SLOT_FOGC,
221 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
222 VARYING_SLOT_TEX1,
223 VARYING_SLOT_TEX2,
224 VARYING_SLOT_TEX3,
225 VARYING_SLOT_TEX4,
226 VARYING_SLOT_TEX5,
227 VARYING_SLOT_TEX6,
228 VARYING_SLOT_TEX7,
229 VARYING_SLOT_PSIZ, /* Does not appear in FS */
230 VARYING_SLOT_BFC0, /* Does not appear in FS */
231 VARYING_SLOT_BFC1, /* Does not appear in FS */
232 VARYING_SLOT_EDGE, /* Does not appear in FS */
233 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_DIST0,
235 VARYING_SLOT_CLIP_DIST1,
236 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
237 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
238 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
239 VARYING_SLOT_FACE, /* FS only */
240 VARYING_SLOT_PNTC, /* FS only */
241 VARYING_SLOT_VAR0, /* First generic varying slot */
242 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
243 } gl_varying_slot;
244
245
246 /**
247 * Bitflags for varying slots.
248 */
249 /*@{*/
250 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
251 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
252 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
253 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
254 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
255 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
256 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
257 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
258 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
259 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
260 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
261 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
262 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
263 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
264 MAX_TEXTURE_COORD_UNITS)
265 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
266 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
267 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
268 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
269 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
270 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
271 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
272 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
273 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
274 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
275 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
276 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
277 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
278 /*@}*/
279
280 /**
281 * Bitflags for system values.
282 */
283 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
284 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
285 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
286
287 /**
288 * Determine if the given gl_varying_slot appears in the fragment shader.
289 */
290 static inline GLboolean
291 _mesa_varying_slot_in_fs(gl_varying_slot slot)
292 {
293 switch (slot) {
294 case VARYING_SLOT_PSIZ:
295 case VARYING_SLOT_BFC0:
296 case VARYING_SLOT_BFC1:
297 case VARYING_SLOT_EDGE:
298 case VARYING_SLOT_CLIP_VERTEX:
299 case VARYING_SLOT_LAYER:
300 return GL_FALSE;
301 default:
302 return GL_TRUE;
303 }
304 }
305
306
307 /**
308 * Fragment program results
309 */
310 typedef enum
311 {
312 FRAG_RESULT_DEPTH = 0,
313 FRAG_RESULT_STENCIL = 1,
314 /* If a single color should be written to all render targets, this
315 * register is written. No FRAG_RESULT_DATAn will be written.
316 */
317 FRAG_RESULT_COLOR = 2,
318 FRAG_RESULT_SAMPLE_MASK = 3,
319
320 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
321 * or ARB_fragment_program fragment.color[n]) color results. If
322 * any are written, FRAG_RESULT_COLOR will not be written.
323 */
324 FRAG_RESULT_DATA0 = 4,
325 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
326 } gl_frag_result;
327
328
329 /**
330 * Indexes for all renderbuffers
331 */
332 typedef enum
333 {
334 /* the four standard color buffers */
335 BUFFER_FRONT_LEFT,
336 BUFFER_BACK_LEFT,
337 BUFFER_FRONT_RIGHT,
338 BUFFER_BACK_RIGHT,
339 BUFFER_DEPTH,
340 BUFFER_STENCIL,
341 BUFFER_ACCUM,
342 /* optional aux buffer */
343 BUFFER_AUX0,
344 /* generic renderbuffers */
345 BUFFER_COLOR0,
346 BUFFER_COLOR1,
347 BUFFER_COLOR2,
348 BUFFER_COLOR3,
349 BUFFER_COLOR4,
350 BUFFER_COLOR5,
351 BUFFER_COLOR6,
352 BUFFER_COLOR7,
353 BUFFER_COUNT
354 } gl_buffer_index;
355
356 /**
357 * Bit flags for all renderbuffers
358 */
359 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
360 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
361 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
362 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
363 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
364 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
365 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
366 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
367 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
368 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
369 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
370 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
371 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
372 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
373 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
374 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
375 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
376 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
377 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
378
379 /**
380 * Mask of all the color buffer bits (but not accum).
381 */
382 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
383 BUFFER_BIT_BACK_LEFT | \
384 BUFFER_BIT_FRONT_RIGHT | \
385 BUFFER_BIT_BACK_RIGHT | \
386 BUFFER_BIT_AUX0 | \
387 BUFFER_BIT_COLOR0 | \
388 BUFFER_BIT_COLOR1 | \
389 BUFFER_BIT_COLOR2 | \
390 BUFFER_BIT_COLOR3 | \
391 BUFFER_BIT_COLOR4 | \
392 BUFFER_BIT_COLOR5 | \
393 BUFFER_BIT_COLOR6 | \
394 BUFFER_BIT_COLOR7)
395
396
397 /**
398 * Shader stages. Note that these will become 5 with tessellation.
399 *
400 * The order must match how shaders are ordered in the pipeline.
401 * The GLSL linker assumes that if i<j, then the j-th shader is
402 * executed later than the i-th shader.
403 */
404 typedef enum
405 {
406 MESA_SHADER_VERTEX = 0,
407 MESA_SHADER_GEOMETRY = 1,
408 MESA_SHADER_FRAGMENT = 2,
409 } gl_shader_stage;
410
411 #define MESA_SHADER_STAGES (MESA_SHADER_FRAGMENT + 1)
412
413
414 /**
415 * Framebuffer configuration (aka visual / pixelformat)
416 * Note: some of these fields should be boolean, but it appears that
417 * code in drivers/dri/common/util.c requires int-sized fields.
418 */
419 struct gl_config
420 {
421 GLboolean rgbMode;
422 GLboolean floatMode;
423 GLboolean colorIndexMode; /* XXX is this used anywhere? */
424 GLuint doubleBufferMode;
425 GLuint stereoMode;
426
427 GLboolean haveAccumBuffer;
428 GLboolean haveDepthBuffer;
429 GLboolean haveStencilBuffer;
430
431 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
432 GLuint redMask, greenMask, blueMask, alphaMask;
433 GLint rgbBits; /* total bits for rgb */
434 GLint indexBits; /* total bits for colorindex */
435
436 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
437 GLint depthBits;
438 GLint stencilBits;
439
440 GLint numAuxBuffers;
441
442 GLint level;
443
444 /* EXT_visual_rating / GLX 1.2 */
445 GLint visualRating;
446
447 /* EXT_visual_info / GLX 1.2 */
448 GLint transparentPixel;
449 /* colors are floats scaled to ints */
450 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
451 GLint transparentIndex;
452
453 /* ARB_multisample / SGIS_multisample */
454 GLint sampleBuffers;
455 GLint samples;
456
457 /* SGIX_pbuffer / GLX 1.3 */
458 GLint maxPbufferWidth;
459 GLint maxPbufferHeight;
460 GLint maxPbufferPixels;
461 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
462 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
463
464 /* OML_swap_method */
465 GLint swapMethod;
466
467 /* EXT_texture_from_pixmap */
468 GLint bindToTextureRgb;
469 GLint bindToTextureRgba;
470 GLint bindToMipmapTexture;
471 GLint bindToTextureTargets;
472 GLint yInverted;
473
474 /* EXT_framebuffer_sRGB */
475 GLint sRGBCapable;
476 };
477
478
479 /**
480 * \name Bit flags used for updating material values.
481 */
482 /*@{*/
483 #define MAT_ATTRIB_FRONT_AMBIENT 0
484 #define MAT_ATTRIB_BACK_AMBIENT 1
485 #define MAT_ATTRIB_FRONT_DIFFUSE 2
486 #define MAT_ATTRIB_BACK_DIFFUSE 3
487 #define MAT_ATTRIB_FRONT_SPECULAR 4
488 #define MAT_ATTRIB_BACK_SPECULAR 5
489 #define MAT_ATTRIB_FRONT_EMISSION 6
490 #define MAT_ATTRIB_BACK_EMISSION 7
491 #define MAT_ATTRIB_FRONT_SHININESS 8
492 #define MAT_ATTRIB_BACK_SHININESS 9
493 #define MAT_ATTRIB_FRONT_INDEXES 10
494 #define MAT_ATTRIB_BACK_INDEXES 11
495 #define MAT_ATTRIB_MAX 12
496
497 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
498 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
499 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
500 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
501 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
502 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
503
504 #define MAT_INDEX_AMBIENT 0
505 #define MAT_INDEX_DIFFUSE 1
506 #define MAT_INDEX_SPECULAR 2
507
508 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
509 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
510 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
511 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
512 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
513 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
514 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
515 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
516 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
517 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
518 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
519 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
520
521
522 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
523 MAT_BIT_FRONT_AMBIENT | \
524 MAT_BIT_FRONT_DIFFUSE | \
525 MAT_BIT_FRONT_SPECULAR | \
526 MAT_BIT_FRONT_SHININESS | \
527 MAT_BIT_FRONT_INDEXES)
528
529 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
530 MAT_BIT_BACK_AMBIENT | \
531 MAT_BIT_BACK_DIFFUSE | \
532 MAT_BIT_BACK_SPECULAR | \
533 MAT_BIT_BACK_SHININESS | \
534 MAT_BIT_BACK_INDEXES)
535
536 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
537 /*@}*/
538
539
540 /**
541 * Material state.
542 */
543 struct gl_material
544 {
545 GLfloat Attrib[MAT_ATTRIB_MAX][4];
546 };
547
548
549 /**
550 * Light state flags.
551 */
552 /*@{*/
553 #define LIGHT_SPOT 0x1
554 #define LIGHT_LOCAL_VIEWER 0x2
555 #define LIGHT_POSITIONAL 0x4
556 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
557 /*@}*/
558
559
560 /**
561 * Light source state.
562 */
563 struct gl_light
564 {
565 struct gl_light *next; /**< double linked list with sentinel */
566 struct gl_light *prev;
567
568 GLfloat Ambient[4]; /**< ambient color */
569 GLfloat Diffuse[4]; /**< diffuse color */
570 GLfloat Specular[4]; /**< specular color */
571 GLfloat EyePosition[4]; /**< position in eye coordinates */
572 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
573 GLfloat SpotExponent;
574 GLfloat SpotCutoff; /**< in degrees */
575 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
576 GLfloat ConstantAttenuation;
577 GLfloat LinearAttenuation;
578 GLfloat QuadraticAttenuation;
579 GLboolean Enabled; /**< On/off flag */
580
581 /**
582 * \name Derived fields
583 */
584 /*@{*/
585 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
586
587 GLfloat _Position[4]; /**< position in eye/obj coordinates */
588 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
589 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
590 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
591 GLfloat _VP_inf_spot_attenuation;
592
593 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
594 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
595 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
596 /*@}*/
597 };
598
599
600 /**
601 * Light model state.
602 */
603 struct gl_lightmodel
604 {
605 GLfloat Ambient[4]; /**< ambient color */
606 GLboolean LocalViewer; /**< Local (or infinite) view point? */
607 GLboolean TwoSide; /**< Two (or one) sided lighting? */
608 GLenum ColorControl; /**< either GL_SINGLE_COLOR
609 * or GL_SEPARATE_SPECULAR_COLOR */
610 };
611
612
613 /**
614 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
615 */
616 struct gl_accum_attrib
617 {
618 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
619 };
620
621
622 /**
623 * Used for storing clear color, texture border color, etc.
624 * The float values are typically unclamped.
625 */
626 union gl_color_union
627 {
628 GLfloat f[4];
629 GLint i[4];
630 GLuint ui[4];
631 };
632
633
634 /**
635 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
636 */
637 struct gl_colorbuffer_attrib
638 {
639 GLuint ClearIndex; /**< Index for glClear */
640 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
641 GLuint IndexMask; /**< Color index write mask */
642 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
643
644 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
645
646 /**
647 * \name alpha testing
648 */
649 /*@{*/
650 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
651 GLenum AlphaFunc; /**< Alpha test function */
652 GLfloat AlphaRefUnclamped;
653 GLclampf AlphaRef; /**< Alpha reference value */
654 /*@}*/
655
656 /**
657 * \name Blending
658 */
659 /*@{*/
660 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
661
662 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
663 * control, only on the fixed-pointness of the render target.
664 * The query does however depend on fragment color clamping.
665 */
666 GLfloat BlendColorUnclamped[4]; /**< Blending color */
667 GLfloat BlendColor[4]; /**< Blending color */
668
669 struct
670 {
671 GLenum SrcRGB; /**< RGB blend source term */
672 GLenum DstRGB; /**< RGB blend dest term */
673 GLenum SrcA; /**< Alpha blend source term */
674 GLenum DstA; /**< Alpha blend dest term */
675 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
676 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
677 /**
678 * Set if any blend factor uses SRC1. Computed at the time blend factors
679 * get set.
680 */
681 GLboolean _UsesDualSrc;
682 } Blend[MAX_DRAW_BUFFERS];
683 /** Are the blend func terms currently different for each buffer/target? */
684 GLboolean _BlendFuncPerBuffer;
685 /** Are the blend equations currently different for each buffer/target? */
686 GLboolean _BlendEquationPerBuffer;
687 /*@}*/
688
689 /**
690 * \name Logic op
691 */
692 /*@{*/
693 GLenum LogicOp; /**< Logic operator */
694 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
695 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
696 /*@}*/
697
698 GLboolean DitherFlag; /**< Dither enable flag */
699
700 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
701 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
702 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
703
704 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
705 };
706
707
708 /**
709 * Current attribute group (GL_CURRENT_BIT).
710 */
711 struct gl_current_attrib
712 {
713 /**
714 * \name Current vertex attributes.
715 * \note Values are valid only after FLUSH_VERTICES has been called.
716 * \note Index and Edgeflag current values are stored as floats in the
717 * SIX and SEVEN attribute slots.
718 */
719 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
720
721 /**
722 * \name Current raster position attributes (always valid).
723 * \note This set of attributes is very similar to the SWvertex struct.
724 */
725 /*@{*/
726 GLfloat RasterPos[4];
727 GLfloat RasterDistance;
728 GLfloat RasterColor[4];
729 GLfloat RasterSecondaryColor[4];
730 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
731 GLboolean RasterPosValid;
732 /*@}*/
733 };
734
735
736 /**
737 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
738 */
739 struct gl_depthbuffer_attrib
740 {
741 GLenum Func; /**< Function for depth buffer compare */
742 GLclampd Clear; /**< Value to clear depth buffer to */
743 GLboolean Test; /**< Depth buffering enabled flag */
744 GLboolean Mask; /**< Depth buffer writable? */
745 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
746 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
747 };
748
749
750 /**
751 * Evaluator attribute group (GL_EVAL_BIT).
752 */
753 struct gl_eval_attrib
754 {
755 /**
756 * \name Enable bits
757 */
758 /*@{*/
759 GLboolean Map1Color4;
760 GLboolean Map1Index;
761 GLboolean Map1Normal;
762 GLboolean Map1TextureCoord1;
763 GLboolean Map1TextureCoord2;
764 GLboolean Map1TextureCoord3;
765 GLboolean Map1TextureCoord4;
766 GLboolean Map1Vertex3;
767 GLboolean Map1Vertex4;
768 GLboolean Map2Color4;
769 GLboolean Map2Index;
770 GLboolean Map2Normal;
771 GLboolean Map2TextureCoord1;
772 GLboolean Map2TextureCoord2;
773 GLboolean Map2TextureCoord3;
774 GLboolean Map2TextureCoord4;
775 GLboolean Map2Vertex3;
776 GLboolean Map2Vertex4;
777 GLboolean AutoNormal;
778 /*@}*/
779
780 /**
781 * \name Map Grid endpoints and divisions and calculated du values
782 */
783 /*@{*/
784 GLint MapGrid1un;
785 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
786 GLint MapGrid2un, MapGrid2vn;
787 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
788 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
789 /*@}*/
790 };
791
792
793 /**
794 * Fog attribute group (GL_FOG_BIT).
795 */
796 struct gl_fog_attrib
797 {
798 GLboolean Enabled; /**< Fog enabled flag */
799 GLfloat ColorUnclamped[4]; /**< Fog color */
800 GLfloat Color[4]; /**< Fog color */
801 GLfloat Density; /**< Density >= 0.0 */
802 GLfloat Start; /**< Start distance in eye coords */
803 GLfloat End; /**< End distance in eye coords */
804 GLfloat Index; /**< Fog index */
805 GLenum Mode; /**< Fog mode */
806 GLboolean ColorSumEnabled;
807 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
808 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
809 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
810 };
811
812
813 /**
814 * Hint attribute group (GL_HINT_BIT).
815 *
816 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
817 */
818 struct gl_hint_attrib
819 {
820 GLenum PerspectiveCorrection;
821 GLenum PointSmooth;
822 GLenum LineSmooth;
823 GLenum PolygonSmooth;
824 GLenum Fog;
825 GLenum TextureCompression; /**< GL_ARB_texture_compression */
826 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
827 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
828 };
829
830
831 /**
832 * Lighting attribute group (GL_LIGHT_BIT).
833 */
834 struct gl_light_attrib
835 {
836 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
837 struct gl_lightmodel Model; /**< Lighting model */
838
839 /**
840 * Front and back material values.
841 * Note: must call FLUSH_VERTICES() before using.
842 */
843 struct gl_material Material;
844
845 GLboolean Enabled; /**< Lighting enabled flag */
846 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
847 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
848 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
849 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
850 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
851 GLboolean ColorMaterialEnabled;
852 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
853 GLboolean _ClampVertexColor;
854
855 struct gl_light EnabledList; /**< List sentinel */
856
857 /**
858 * Derived state for optimizations:
859 */
860 /*@{*/
861 GLboolean _NeedEyeCoords;
862 GLboolean _NeedVertices; /**< Use fast shader? */
863 GLfloat _BaseColor[2][3];
864 /*@}*/
865 };
866
867
868 /**
869 * Line attribute group (GL_LINE_BIT).
870 */
871 struct gl_line_attrib
872 {
873 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
874 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
875 GLushort StipplePattern; /**< Stipple pattern */
876 GLint StippleFactor; /**< Stipple repeat factor */
877 GLfloat Width; /**< Line width */
878 };
879
880
881 /**
882 * Display list attribute group (GL_LIST_BIT).
883 */
884 struct gl_list_attrib
885 {
886 GLuint ListBase;
887 };
888
889
890 /**
891 * Multisample attribute group (GL_MULTISAMPLE_BIT).
892 */
893 struct gl_multisample_attrib
894 {
895 GLboolean Enabled;
896 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
897 GLboolean SampleAlphaToCoverage;
898 GLboolean SampleAlphaToOne;
899 GLboolean SampleCoverage;
900 GLfloat SampleCoverageValue;
901 GLboolean SampleCoverageInvert;
902 GLboolean SampleShading;
903 GLfloat MinSampleShadingValue;
904
905 /* ARB_texture_multisample / GL3.2 additions */
906 GLboolean SampleMask;
907 /** The GL spec defines this as an array but >32x MSAA is madness */
908 GLbitfield SampleMaskValue;
909 };
910
911
912 /**
913 * A pixelmap (see glPixelMap)
914 */
915 struct gl_pixelmap
916 {
917 GLint Size;
918 GLfloat Map[MAX_PIXEL_MAP_TABLE];
919 };
920
921
922 /**
923 * Collection of all pixelmaps
924 */
925 struct gl_pixelmaps
926 {
927 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
928 struct gl_pixelmap GtoG;
929 struct gl_pixelmap BtoB;
930 struct gl_pixelmap AtoA;
931 struct gl_pixelmap ItoR;
932 struct gl_pixelmap ItoG;
933 struct gl_pixelmap ItoB;
934 struct gl_pixelmap ItoA;
935 struct gl_pixelmap ItoI;
936 struct gl_pixelmap StoS;
937 };
938
939
940 /**
941 * Pixel attribute group (GL_PIXEL_MODE_BIT).
942 */
943 struct gl_pixel_attrib
944 {
945 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
946
947 /*--- Begin Pixel Transfer State ---*/
948 /* Fields are in the order in which they're applied... */
949
950 /** Scale & Bias (index shift, offset) */
951 /*@{*/
952 GLfloat RedBias, RedScale;
953 GLfloat GreenBias, GreenScale;
954 GLfloat BlueBias, BlueScale;
955 GLfloat AlphaBias, AlphaScale;
956 GLfloat DepthBias, DepthScale;
957 GLint IndexShift, IndexOffset;
958 /*@}*/
959
960 /* Pixel Maps */
961 /* Note: actual pixel maps are not part of this attrib group */
962 GLboolean MapColorFlag;
963 GLboolean MapStencilFlag;
964
965 /*--- End Pixel Transfer State ---*/
966
967 /** glPixelZoom */
968 GLfloat ZoomX, ZoomY;
969 };
970
971
972 /**
973 * Point attribute group (GL_POINT_BIT).
974 */
975 struct gl_point_attrib
976 {
977 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
978 GLfloat Size; /**< User-specified point size */
979 GLfloat Params[3]; /**< GL_EXT_point_parameters */
980 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
981 GLfloat Threshold; /**< GL_EXT_point_parameters */
982 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
983 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
984 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
985 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
986 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
987 };
988
989
990 /**
991 * Polygon attribute group (GL_POLYGON_BIT).
992 */
993 struct gl_polygon_attrib
994 {
995 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
996 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
997 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
998 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
999 GLboolean CullFlag; /**< Culling on/off flag */
1000 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1001 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1002 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1003 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1004 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1005 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1006 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1007 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1008 };
1009
1010
1011 /**
1012 * Scissor attributes (GL_SCISSOR_BIT).
1013 */
1014 struct gl_scissor_rect
1015 {
1016 GLint X, Y; /**< Lower left corner of box */
1017 GLsizei Width, Height; /**< Size of box */
1018 };
1019 struct gl_scissor_attrib
1020 {
1021 GLbitfield EnableFlags; /**< Scissor test enabled? */
1022 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1023 };
1024
1025
1026 /**
1027 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1028 *
1029 * Three sets of stencil data are tracked so that OpenGL 2.0,
1030 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1031 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1032 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1033 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1034 * GL_EXT_stencil_two_side GL_BACK state.
1035 *
1036 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1037 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1038 *
1039 * The derived value \c _TestTwoSide is set when the front-face and back-face
1040 * stencil state are different.
1041 */
1042 struct gl_stencil_attrib
1043 {
1044 GLboolean Enabled; /**< Enabled flag */
1045 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1046 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1047 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1048 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1049 GLboolean _TestTwoSide;
1050 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1051 GLenum Function[3]; /**< Stencil function */
1052 GLenum FailFunc[3]; /**< Fail function */
1053 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1054 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1055 GLint Ref[3]; /**< Reference value */
1056 GLuint ValueMask[3]; /**< Value mask */
1057 GLuint WriteMask[3]; /**< Write mask */
1058 GLuint Clear; /**< Clear value */
1059 };
1060
1061
1062 /**
1063 * An index for each type of texture object. These correspond to the GL
1064 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1065 * Note: the order is from highest priority to lowest priority.
1066 */
1067 typedef enum
1068 {
1069 TEXTURE_2D_MULTISAMPLE_INDEX,
1070 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1071 TEXTURE_CUBE_ARRAY_INDEX,
1072 TEXTURE_BUFFER_INDEX,
1073 TEXTURE_2D_ARRAY_INDEX,
1074 TEXTURE_1D_ARRAY_INDEX,
1075 TEXTURE_EXTERNAL_INDEX,
1076 TEXTURE_CUBE_INDEX,
1077 TEXTURE_3D_INDEX,
1078 TEXTURE_RECT_INDEX,
1079 TEXTURE_2D_INDEX,
1080 TEXTURE_1D_INDEX,
1081 NUM_TEXTURE_TARGETS
1082 } gl_texture_index;
1083
1084
1085 /**
1086 * Bit flags for each type of texture object
1087 * Used for Texture.Unit[]._ReallyEnabled flags.
1088 */
1089 /*@{*/
1090 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1091 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1092 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1093 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1094 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1095 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1096 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1097 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1098 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1099 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1100 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1101 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1102 /*@}*/
1103
1104
1105 /**
1106 * Texture image state. Drivers will typically create a subclass of this
1107 * with extra fields for memory buffers, etc.
1108 */
1109 struct gl_texture_image
1110 {
1111 GLint InternalFormat; /**< Internal format as given by the user */
1112 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1113 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1114 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1115 * GL_DEPTH_STENCIL_EXT only. Used for
1116 * choosing TexEnv arithmetic.
1117 */
1118 gl_format TexFormat; /**< The actual texture memory format */
1119
1120 GLuint Border; /**< 0 or 1 */
1121 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1122 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1123 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1124 GLuint Width2; /**< = Width - 2*Border */
1125 GLuint Height2; /**< = Height - 2*Border */
1126 GLuint Depth2; /**< = Depth - 2*Border */
1127 GLuint WidthLog2; /**< = log2(Width2) */
1128 GLuint HeightLog2; /**< = log2(Height2) */
1129 GLuint DepthLog2; /**< = log2(Depth2) */
1130 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1131 levels, computed from the dimensions */
1132
1133 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1134 GLuint Level; /**< Which mipmap level am I? */
1135 /** Cube map face: index into gl_texture_object::Image[] array */
1136 GLuint Face;
1137
1138 /** GL_ARB_texture_multisample */
1139 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1140 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1141 };
1142
1143
1144 /**
1145 * Indexes for cube map faces.
1146 */
1147 typedef enum
1148 {
1149 FACE_POS_X = 0,
1150 FACE_NEG_X = 1,
1151 FACE_POS_Y = 2,
1152 FACE_NEG_Y = 3,
1153 FACE_POS_Z = 4,
1154 FACE_NEG_Z = 5,
1155 MAX_FACES = 6
1156 } gl_face_index;
1157
1158
1159 /**
1160 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1161 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1162 */
1163 struct gl_sampler_object
1164 {
1165 GLuint Name;
1166 GLint RefCount;
1167 GLchar *Label; /**< GL_KHR_debug */
1168
1169 GLenum WrapS; /**< S-axis texture image wrap mode */
1170 GLenum WrapT; /**< T-axis texture image wrap mode */
1171 GLenum WrapR; /**< R-axis texture image wrap mode */
1172 GLenum MinFilter; /**< minification filter */
1173 GLenum MagFilter; /**< magnification filter */
1174 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1175 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1176 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1177 GLfloat LodBias; /**< OpenGL 1.4 */
1178 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1179 GLenum CompareMode; /**< GL_ARB_shadow */
1180 GLenum CompareFunc; /**< GL_ARB_shadow */
1181 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1182 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1183 };
1184
1185
1186 /**
1187 * Texture object state. Contains the array of mipmap images, border color,
1188 * wrap modes, filter modes, and shadow/texcompare state.
1189 */
1190 struct gl_texture_object
1191 {
1192 _glthread_Mutex Mutex; /**< for thread safety */
1193 GLint RefCount; /**< reference count */
1194 GLuint Name; /**< the user-visible texture object ID */
1195 GLchar *Label; /**< GL_KHR_debug */
1196 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1197
1198 struct gl_sampler_object Sampler;
1199
1200 GLenum DepthMode; /**< GL_ARB_depth_texture */
1201
1202 GLfloat Priority; /**< in [0,1] */
1203 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1204 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1205 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1206 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1207 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1208 GLint CropRect[4]; /**< GL_OES_draw_texture */
1209 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1210 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1211 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1212 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1213 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1214 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1215 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1216 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1217 pressure? */
1218 GLboolean Immutable; /**< GL_ARB_texture_storage */
1219
1220 GLuint MinLevel; /**< GL_ARB_texture_view */
1221 GLuint MinLayer; /**< GL_ARB_texture_view */
1222 GLuint NumLevels; /**< GL_ARB_texture_view */
1223 GLuint NumLayers; /**< GL_ARB_texture_view */
1224
1225 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1226 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1227
1228 /** GL_ARB_texture_buffer_object */
1229 struct gl_buffer_object *BufferObject;
1230 GLenum BufferObjectFormat;
1231 /** Equivalent Mesa format for BufferObjectFormat. */
1232 gl_format _BufferObjectFormat;
1233 /** GL_ARB_texture_buffer_range */
1234 GLintptr BufferOffset;
1235 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1236
1237 /** GL_OES_EGL_image_external */
1238 GLint RequiredTextureImageUnits;
1239
1240 /** GL_ARB_shader_image_load_store */
1241 GLenum ImageFormatCompatibilityType;
1242 };
1243
1244
1245 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1246 #define MAX_COMBINER_TERMS 4
1247
1248
1249 /**
1250 * Texture combine environment state.
1251 */
1252 struct gl_tex_env_combine_state
1253 {
1254 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1255 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1256 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1257 GLenum SourceRGB[MAX_COMBINER_TERMS];
1258 GLenum SourceA[MAX_COMBINER_TERMS];
1259 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1260 GLenum OperandRGB[MAX_COMBINER_TERMS];
1261 GLenum OperandA[MAX_COMBINER_TERMS];
1262 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1263 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1264 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1265 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1266 };
1267
1268
1269 /**
1270 * TexGenEnabled flags.
1271 */
1272 /*@{*/
1273 #define S_BIT 1
1274 #define T_BIT 2
1275 #define R_BIT 4
1276 #define Q_BIT 8
1277 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1278 /*@}*/
1279
1280
1281 /**
1282 * Bit flag versions of the corresponding GL_ constants.
1283 */
1284 /*@{*/
1285 #define TEXGEN_SPHERE_MAP 0x1
1286 #define TEXGEN_OBJ_LINEAR 0x2
1287 #define TEXGEN_EYE_LINEAR 0x4
1288 #define TEXGEN_REFLECTION_MAP_NV 0x8
1289 #define TEXGEN_NORMAL_MAP_NV 0x10
1290
1291 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1292 TEXGEN_REFLECTION_MAP_NV | \
1293 TEXGEN_NORMAL_MAP_NV)
1294 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1295 TEXGEN_REFLECTION_MAP_NV | \
1296 TEXGEN_NORMAL_MAP_NV | \
1297 TEXGEN_EYE_LINEAR)
1298 /*@}*/
1299
1300
1301
1302 /** Tex-gen enabled for texture unit? */
1303 #define ENABLE_TEXGEN(unit) (1 << (unit))
1304
1305 /** Non-identity texture matrix for texture unit? */
1306 #define ENABLE_TEXMAT(unit) (1 << (unit))
1307
1308
1309 /**
1310 * Texture coord generation state.
1311 */
1312 struct gl_texgen
1313 {
1314 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1315 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1316 GLfloat ObjectPlane[4];
1317 GLfloat EyePlane[4];
1318 };
1319
1320
1321 /**
1322 * Texture unit state. Contains enable flags, texture environment/function/
1323 * combiners, texgen state, and pointers to current texture objects.
1324 */
1325 struct gl_texture_unit
1326 {
1327 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1328 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1329
1330 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1331 GLclampf EnvColor[4];
1332 GLfloat EnvColorUnclamped[4];
1333
1334 struct gl_texgen GenS;
1335 struct gl_texgen GenT;
1336 struct gl_texgen GenR;
1337 struct gl_texgen GenQ;
1338 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1339 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1340
1341 GLfloat LodBias; /**< for biasing mipmap levels */
1342 GLenum BumpTarget;
1343 GLfloat RotMatrix[4]; /* 2x2 matrix */
1344
1345 /** Current sampler object (GL_ARB_sampler_objects) */
1346 struct gl_sampler_object *Sampler;
1347
1348 /**
1349 * \name GL_EXT_texture_env_combine
1350 */
1351 struct gl_tex_env_combine_state Combine;
1352
1353 /**
1354 * Derived state based on \c EnvMode and the \c BaseFormat of the
1355 * currently enabled texture.
1356 */
1357 struct gl_tex_env_combine_state _EnvMode;
1358
1359 /**
1360 * Currently enabled combiner state. This will point to either
1361 * \c Combine or \c _EnvMode.
1362 */
1363 struct gl_tex_env_combine_state *_CurrentCombine;
1364
1365 /** Current texture object pointers */
1366 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1367
1368 /** Points to highest priority, complete and enabled texture object */
1369 struct gl_texture_object *_Current;
1370 };
1371
1372
1373 /**
1374 * Texture attribute group (GL_TEXTURE_BIT).
1375 */
1376 struct gl_texture_attrib
1377 {
1378 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1379 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1380
1381 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1382
1383 /** GL_ARB_texture_buffer_object */
1384 struct gl_buffer_object *BufferObject;
1385
1386 /** GL_ARB_seamless_cubemap */
1387 GLboolean CubeMapSeamless;
1388
1389 /** Texture units/samplers used by vertex or fragment texturing */
1390 GLbitfield _EnabledUnits;
1391
1392 /** Texture coord units/sets used for fragment texturing */
1393 GLbitfield _EnabledCoordUnits;
1394
1395 /** Texture coord units that have texgen enabled */
1396 GLbitfield _TexGenEnabled;
1397
1398 /** Texture coord units that have non-identity matrices */
1399 GLbitfield _TexMatEnabled;
1400
1401 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1402 GLbitfield _GenFlags;
1403 };
1404
1405
1406 /**
1407 * Data structure representing a single clip plane (e.g. one of the elements
1408 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1409 */
1410 typedef GLfloat gl_clip_plane[4];
1411
1412
1413 /**
1414 * Transformation attribute group (GL_TRANSFORM_BIT).
1415 */
1416 struct gl_transform_attrib
1417 {
1418 GLenum MatrixMode; /**< Matrix mode */
1419 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1420 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1421 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1422 GLboolean Normalize; /**< Normalize all normals? */
1423 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1424 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1425 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1426
1427 GLfloat CullEyePos[4];
1428 GLfloat CullObjPos[4];
1429 };
1430
1431
1432 /**
1433 * Viewport attribute group (GL_VIEWPORT_BIT).
1434 */
1435 struct gl_viewport_attrib
1436 {
1437 GLfloat X, Y; /**< position */
1438 GLfloat Width, Height; /**< size */
1439 GLdouble Near, Far; /**< Depth buffer range */
1440 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1441 };
1442
1443
1444 /**
1445 * GL_ARB_vertex/pixel_buffer_object buffer object
1446 */
1447 struct gl_buffer_object
1448 {
1449 _glthread_Mutex Mutex;
1450 GLint RefCount;
1451 GLuint Name;
1452 GLchar *Label; /**< GL_KHR_debug */
1453 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1454 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1455 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1456 /** Fields describing a mapped buffer */
1457 /*@{*/
1458 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1459 GLvoid *Pointer; /**< User-space address of mapping */
1460 GLintptr Offset; /**< Mapped offset */
1461 GLsizeiptr Length; /**< Mapped length */
1462 /*@}*/
1463 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1464 GLboolean Written; /**< Ever written to? (for debugging) */
1465 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1466 };
1467
1468
1469 /**
1470 * Client pixel packing/unpacking attributes
1471 */
1472 struct gl_pixelstore_attrib
1473 {
1474 GLint Alignment;
1475 GLint RowLength;
1476 GLint SkipPixels;
1477 GLint SkipRows;
1478 GLint ImageHeight;
1479 GLint SkipImages;
1480 GLboolean SwapBytes;
1481 GLboolean LsbFirst;
1482 GLboolean Invert; /**< GL_MESA_pack_invert */
1483 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1484 };
1485
1486
1487 /**
1488 * Client vertex array attributes
1489 */
1490 struct gl_client_array
1491 {
1492 GLint Size; /**< components per element (1,2,3,4) */
1493 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1494 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1495 GLsizei Stride; /**< user-specified stride */
1496 GLsizei StrideB; /**< actual stride in bytes */
1497 const GLubyte *Ptr; /**< Points to array data */
1498 GLboolean Enabled; /**< Enabled flag is a boolean */
1499 GLboolean Normalized; /**< GL_ARB_vertex_program */
1500 GLboolean Integer; /**< Integer-valued? */
1501 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1502 GLuint _ElementSize; /**< size of each element in bytes */
1503
1504 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1505 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1506 };
1507
1508
1509 /**
1510 * Vertex attribute array as seen by the client.
1511 *
1512 * Contains the size, type, format and normalization flag,
1513 * along with the index of a vertex buffer binding point.
1514 *
1515 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1516 * and is only present for backwards compatibility reasons.
1517 * Rendering always uses VERTEX_BINDING_STRIDE.
1518 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1519 * and VERTEX_BINDING_STRIDE to the same value, while
1520 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1521 */
1522 struct gl_vertex_attrib_array
1523 {
1524 GLint Size; /**< Components per element (1,2,3,4) */
1525 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1526 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1527 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1528 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1529 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1530 GLboolean Enabled; /**< Whether the array is enabled */
1531 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1532 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1533 GLuint _ElementSize; /**< Size of each element in bytes */
1534 GLuint VertexBinding; /**< Vertex buffer binding */
1535 };
1536
1537
1538 /**
1539 * This describes the buffer object used for a vertex array (or
1540 * multiple vertex arrays). If BufferObj points to the default/null
1541 * buffer object, then the vertex array lives in user memory and not a VBO.
1542 */
1543 struct gl_vertex_buffer_binding
1544 {
1545 GLintptr Offset; /**< User-specified offset */
1546 GLsizei Stride; /**< User-specified stride */
1547 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1548 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1549 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1550 };
1551
1552
1553 /**
1554 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1555 * extension, but a nice encapsulation in any case.
1556 */
1557 struct gl_array_object
1558 {
1559 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1560 GLuint Name;
1561 GLchar *Label; /**< GL_KHR_debug */
1562
1563 GLint RefCount;
1564 _glthread_Mutex Mutex;
1565
1566 /**
1567 * Does the VAO use ARB semantics or Apple semantics?
1568 *
1569 * There are several ways in which ARB_vertex_array_object and
1570 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1571 * least,
1572 *
1573 * - ARB VAOs require that all array data be sourced from vertex buffer
1574 * objects, but Apple VAOs do not.
1575 *
1576 * - ARB VAOs require that names come from GenVertexArrays.
1577 *
1578 * This flag notes which behavior governs this VAO.
1579 */
1580 GLboolean ARBsemantics;
1581
1582 /**
1583 * Has this array object been bound?
1584 */
1585 GLboolean EverBound;
1586
1587 /** Derived vertex attribute arrays */
1588 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1589
1590 /** Vertex attribute arrays */
1591 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1592
1593 /** Vertex buffer bindings */
1594 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1595
1596 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1597 GLbitfield64 _Enabled;
1598
1599 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1600 GLbitfield64 NewArrays;
1601
1602 /**
1603 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1604 * we can determine the max legal (in bounds) glDrawElements array index.
1605 */
1606 GLuint _MaxElement;
1607
1608 struct gl_buffer_object *ElementArrayBufferObj;
1609 };
1610
1611
1612 /**
1613 * Vertex array state
1614 */
1615 struct gl_array_attrib
1616 {
1617 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1618 struct gl_array_object *ArrayObj;
1619
1620 /** The default vertex array object */
1621 struct gl_array_object *DefaultArrayObj;
1622
1623 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1624 struct _mesa_HashTable *Objects;
1625
1626 GLint ActiveTexture; /**< Client Active Texture */
1627 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1628 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1629
1630 /**
1631 * \name Primitive restart controls
1632 *
1633 * Primitive restart is enabled if either \c PrimitiveRestart or
1634 * \c PrimitiveRestartFixedIndex is set.
1635 */
1636 /*@{*/
1637 GLboolean PrimitiveRestart;
1638 GLboolean PrimitiveRestartFixedIndex;
1639 GLboolean _PrimitiveRestart;
1640 GLuint RestartIndex;
1641 /*@}*/
1642
1643 /* GL_ARB_vertex_buffer_object */
1644 struct gl_buffer_object *ArrayBufferObj;
1645
1646 /**
1647 * Vertex arrays as consumed by a driver.
1648 * The array pointer is set up only by the VBO module.
1649 */
1650 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1651 };
1652
1653
1654 /**
1655 * Feedback buffer state
1656 */
1657 struct gl_feedback
1658 {
1659 GLenum Type;
1660 GLbitfield _Mask; /**< FB_* bits */
1661 GLfloat *Buffer;
1662 GLuint BufferSize;
1663 GLuint Count;
1664 };
1665
1666
1667 /**
1668 * Selection buffer state
1669 */
1670 struct gl_selection
1671 {
1672 GLuint *Buffer; /**< selection buffer */
1673 GLuint BufferSize; /**< size of the selection buffer */
1674 GLuint BufferCount; /**< number of values in the selection buffer */
1675 GLuint Hits; /**< number of records in the selection buffer */
1676 GLuint NameStackDepth; /**< name stack depth */
1677 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1678 GLboolean HitFlag; /**< hit flag */
1679 GLfloat HitMinZ; /**< minimum hit depth */
1680 GLfloat HitMaxZ; /**< maximum hit depth */
1681 };
1682
1683
1684 /**
1685 * 1-D Evaluator control points
1686 */
1687 struct gl_1d_map
1688 {
1689 GLuint Order; /**< Number of control points */
1690 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1691 GLfloat *Points; /**< Points to contiguous control points */
1692 };
1693
1694
1695 /**
1696 * 2-D Evaluator control points
1697 */
1698 struct gl_2d_map
1699 {
1700 GLuint Uorder; /**< Number of control points in U dimension */
1701 GLuint Vorder; /**< Number of control points in V dimension */
1702 GLfloat u1, u2, du;
1703 GLfloat v1, v2, dv;
1704 GLfloat *Points; /**< Points to contiguous control points */
1705 };
1706
1707
1708 /**
1709 * All evaluator control point state
1710 */
1711 struct gl_evaluators
1712 {
1713 /**
1714 * \name 1-D maps
1715 */
1716 /*@{*/
1717 struct gl_1d_map Map1Vertex3;
1718 struct gl_1d_map Map1Vertex4;
1719 struct gl_1d_map Map1Index;
1720 struct gl_1d_map Map1Color4;
1721 struct gl_1d_map Map1Normal;
1722 struct gl_1d_map Map1Texture1;
1723 struct gl_1d_map Map1Texture2;
1724 struct gl_1d_map Map1Texture3;
1725 struct gl_1d_map Map1Texture4;
1726 /*@}*/
1727
1728 /**
1729 * \name 2-D maps
1730 */
1731 /*@{*/
1732 struct gl_2d_map Map2Vertex3;
1733 struct gl_2d_map Map2Vertex4;
1734 struct gl_2d_map Map2Index;
1735 struct gl_2d_map Map2Color4;
1736 struct gl_2d_map Map2Normal;
1737 struct gl_2d_map Map2Texture1;
1738 struct gl_2d_map Map2Texture2;
1739 struct gl_2d_map Map2Texture3;
1740 struct gl_2d_map Map2Texture4;
1741 /*@}*/
1742 };
1743
1744
1745 struct gl_transform_feedback_varying_info
1746 {
1747 char *Name;
1748 GLenum Type;
1749 GLint Size;
1750 };
1751
1752
1753 /**
1754 * Per-output info vertex shaders for transform feedback.
1755 */
1756 struct gl_transform_feedback_output
1757 {
1758 unsigned OutputRegister;
1759 unsigned OutputBuffer;
1760 unsigned NumComponents;
1761
1762 /** offset (in DWORDs) of this output within the interleaved structure */
1763 unsigned DstOffset;
1764
1765 /**
1766 * Offset into the output register of the data to output. For example,
1767 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1768 * offset is in the y and z components of the output register.
1769 */
1770 unsigned ComponentOffset;
1771 };
1772
1773
1774 /** Post-link transform feedback info. */
1775 struct gl_transform_feedback_info
1776 {
1777 unsigned NumOutputs;
1778
1779 /**
1780 * Number of transform feedback buffers in use by this program.
1781 */
1782 unsigned NumBuffers;
1783
1784 struct gl_transform_feedback_output *Outputs;
1785
1786 /** Transform feedback varyings used for the linking of this shader program.
1787 *
1788 * Use for glGetTransformFeedbackVarying().
1789 */
1790 struct gl_transform_feedback_varying_info *Varyings;
1791 GLint NumVarying;
1792
1793 /**
1794 * Total number of components stored in each buffer. This may be used by
1795 * hardware back-ends to determine the correct stride when interleaving
1796 * multiple transform feedback outputs in the same buffer.
1797 */
1798 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1799 };
1800
1801
1802 /**
1803 * Transform feedback object state
1804 */
1805 struct gl_transform_feedback_object
1806 {
1807 GLuint Name; /**< AKA the object ID */
1808 GLchar *Label; /**< GL_KHR_debug */
1809 GLint RefCount;
1810 GLboolean Active; /**< Is transform feedback enabled? */
1811 GLboolean Paused; /**< Is transform feedback paused? */
1812 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1813 at least once? */
1814 GLboolean EverBound; /**< Has this object been bound? */
1815
1816 /**
1817 * The shader program active when BeginTransformFeedback() was called.
1818 * When active and unpaused, this equals
1819 * ctx->Shader.CurrentProgram[MESA_SHADER_VERTEX].
1820 */
1821 struct gl_shader_program *shader_program;
1822
1823 /**
1824 * GLES: if Active is true, remaining number of primitives which can be
1825 * rendered without overflow. This is necessary to track because GLES
1826 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1827 * glDrawArraysInstanced would overflow transform feedback buffers.
1828 * Undefined if Active is false.
1829 *
1830 * Not tracked for desktop GL since it's unnecessary.
1831 */
1832 unsigned GlesRemainingPrims;
1833
1834 /** The feedback buffers */
1835 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1836 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1837
1838 /** Start of feedback data in dest buffer */
1839 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1840
1841 /**
1842 * Max data to put into dest buffer (in bytes). Computed based on
1843 * RequestedSize and the actual size of the buffer.
1844 */
1845 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1846
1847 /**
1848 * Size that was specified when the buffer was bound. If the buffer was
1849 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1850 * zero.
1851 */
1852 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1853 };
1854
1855
1856 /**
1857 * Context state for transform feedback.
1858 */
1859 struct gl_transform_feedback_state
1860 {
1861 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1862
1863 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1864 struct gl_buffer_object *CurrentBuffer;
1865
1866 /** The table of all transform feedback objects */
1867 struct _mesa_HashTable *Objects;
1868
1869 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1870 struct gl_transform_feedback_object *CurrentObject;
1871
1872 /** The default xform-fb object (Name==0) */
1873 struct gl_transform_feedback_object *DefaultObject;
1874 };
1875
1876
1877 /**
1878 * A "performance monitor" as described in AMD_performance_monitor.
1879 */
1880 struct gl_perf_monitor_object
1881 {
1882 GLuint Name;
1883
1884 /** True if the monitor is currently active (Begin called but not End). */
1885 GLboolean Active;
1886
1887 /**
1888 * True if the monitor has ended.
1889 *
1890 * This is distinct from !Active because it may never have began.
1891 */
1892 GLboolean Ended;
1893
1894 /**
1895 * A list of groups with currently active counters.
1896 *
1897 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1898 */
1899 unsigned *ActiveGroups;
1900
1901 /**
1902 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1903 *
1904 * Checking whether counter 'c' in group 'g' is active can be done via:
1905 *
1906 * BITSET_TEST(ActiveCounters[g], c)
1907 */
1908 GLuint **ActiveCounters;
1909 };
1910
1911
1912 union gl_perf_monitor_counter_value
1913 {
1914 float f;
1915 uint64_t u64;
1916 uint32_t u32;
1917 };
1918
1919
1920 struct gl_perf_monitor_counter
1921 {
1922 /** Human readable name for the counter. */
1923 const char *Name;
1924
1925 /**
1926 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1927 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1928 */
1929 GLenum Type;
1930
1931 /** Minimum counter value. */
1932 union gl_perf_monitor_counter_value Minimum;
1933
1934 /** Maximum counter value. */
1935 union gl_perf_monitor_counter_value Maximum;
1936 };
1937
1938
1939 struct gl_perf_monitor_group
1940 {
1941 /** Human readable name for the group. */
1942 const char *Name;
1943
1944 /**
1945 * Maximum number of counters in this group which can be active at the
1946 * same time.
1947 */
1948 GLuint MaxActiveCounters;
1949
1950 /** Array of counters within this group. */
1951 const struct gl_perf_monitor_counter *Counters;
1952 GLuint NumCounters;
1953 };
1954
1955
1956 /**
1957 * Context state for AMD_performance_monitor.
1958 */
1959 struct gl_perf_monitor_state
1960 {
1961 /** Array of performance monitor groups (indexed by group ID) */
1962 const struct gl_perf_monitor_group *Groups;
1963 GLuint NumGroups;
1964
1965 /** The table of all performance monitors. */
1966 struct _mesa_HashTable *Monitors;
1967 };
1968
1969
1970 /**
1971 * Names of the various vertex/fragment program register files, etc.
1972 *
1973 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1974 * All values should fit in a 4-bit field.
1975 *
1976 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1977 * considered to be "uniform" variables since they can only be set outside
1978 * glBegin/End. They're also all stored in the same Parameters array.
1979 */
1980 typedef enum
1981 {
1982 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1983 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1984 PROGRAM_INPUT, /**< machine->Inputs[] */
1985 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1986 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1987 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1988 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1989 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1990 PROGRAM_ADDRESS, /**< machine->AddressReg */
1991 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1992 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1993 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1994 PROGRAM_FILE_MAX
1995 } gl_register_file;
1996
1997
1998 /**
1999 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2000 * one of these values.
2001 */
2002 typedef enum
2003 {
2004 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
2005 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
2006 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
2007 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
2008 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
2009 SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
2010 SYSTEM_VALUE_MAX /**< Number of values */
2011 } gl_system_value;
2012
2013
2014 /**
2015 * The possible interpolation qualifiers that can be applied to a fragment
2016 * shader input in GLSL.
2017 *
2018 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2019 * gl_fragment_program data structure to 0 causes the default behavior.
2020 */
2021 enum glsl_interp_qualifier
2022 {
2023 INTERP_QUALIFIER_NONE = 0,
2024 INTERP_QUALIFIER_SMOOTH,
2025 INTERP_QUALIFIER_FLAT,
2026 INTERP_QUALIFIER_NOPERSPECTIVE,
2027 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2028 };
2029
2030
2031 /**
2032 * \brief Layout qualifiers for gl_FragDepth.
2033 *
2034 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2035 * a layout qualifier.
2036 *
2037 * \see enum ir_depth_layout
2038 */
2039 enum gl_frag_depth_layout
2040 {
2041 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2042 FRAG_DEPTH_LAYOUT_ANY,
2043 FRAG_DEPTH_LAYOUT_GREATER,
2044 FRAG_DEPTH_LAYOUT_LESS,
2045 FRAG_DEPTH_LAYOUT_UNCHANGED
2046 };
2047
2048
2049 /**
2050 * Base class for any kind of program object
2051 */
2052 struct gl_program
2053 {
2054 GLuint Id;
2055 GLubyte *String; /**< Null-terminated program text */
2056 GLint RefCount;
2057 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2058 GLenum Format; /**< String encoding format */
2059
2060 struct prog_instruction *Instructions;
2061
2062 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2063 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2064 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2065 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2066 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2067 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2068 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2069 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2070
2071 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2072
2073 /**
2074 * For vertex and geometry shaders, true if the program uses the
2075 * gl_ClipDistance output. Ignored for fragment shaders.
2076 */
2077 GLboolean UsesClipDistanceOut;
2078
2079
2080 /** Named parameters, constants, etc. from program text */
2081 struct gl_program_parameter_list *Parameters;
2082
2083 /**
2084 * Local parameters used by the program.
2085 *
2086 * It's dynamically allocated because it is rarely used (just
2087 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2088 * allocated.
2089 */
2090 GLfloat (*LocalParams)[4];
2091
2092 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2093 GLubyte SamplerUnits[MAX_SAMPLERS];
2094
2095 /** Bitmask of which register files are read/written with indirect
2096 * addressing. Mask of (1 << PROGRAM_x) bits.
2097 */
2098 GLbitfield IndirectRegisterFiles;
2099
2100 /** Logical counts */
2101 /*@{*/
2102 GLuint NumInstructions;
2103 GLuint NumTemporaries;
2104 GLuint NumParameters;
2105 GLuint NumAttributes;
2106 GLuint NumAddressRegs;
2107 GLuint NumAluInstructions;
2108 GLuint NumTexInstructions;
2109 GLuint NumTexIndirections;
2110 /*@}*/
2111 /** Native, actual h/w counts */
2112 /*@{*/
2113 GLuint NumNativeInstructions;
2114 GLuint NumNativeTemporaries;
2115 GLuint NumNativeParameters;
2116 GLuint NumNativeAttributes;
2117 GLuint NumNativeAddressRegs;
2118 GLuint NumNativeAluInstructions;
2119 GLuint NumNativeTexInstructions;
2120 GLuint NumNativeTexIndirections;
2121 /*@}*/
2122 };
2123
2124
2125 /** Vertex program object */
2126 struct gl_vertex_program
2127 {
2128 struct gl_program Base; /**< base class */
2129 GLboolean IsPositionInvariant;
2130 };
2131
2132
2133 /** Geometry program object */
2134 struct gl_geometry_program
2135 {
2136 struct gl_program Base; /**< base class */
2137
2138 GLint VerticesIn;
2139 GLint VerticesOut;
2140 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2141 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2142 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2143 GLboolean UsesEndPrimitive;
2144 };
2145
2146
2147 /** Fragment program object */
2148 struct gl_fragment_program
2149 {
2150 struct gl_program Base; /**< base class */
2151 GLboolean UsesKill; /**< shader uses KIL instruction */
2152 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2153 GLboolean OriginUpperLeft;
2154 GLboolean PixelCenterInteger;
2155 enum gl_frag_depth_layout FragDepthLayout;
2156
2157 /**
2158 * GLSL interpolation qualifier associated with each fragment shader input.
2159 * For inputs that do not have an interpolation qualifier specified in
2160 * GLSL, the value is INTERP_QUALIFIER_NONE.
2161 */
2162 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2163
2164 /**
2165 * Bitfield indicating, for each fragment shader input, 1 if that input
2166 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2167 */
2168 GLbitfield64 IsCentroid;
2169
2170 /**
2171 * Bitfield indicating, for each fragment shader input, 1 if that input
2172 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2173 */
2174 GLbitfield64 IsSample;
2175 };
2176
2177
2178 /**
2179 * State common to vertex and fragment programs.
2180 */
2181 struct gl_program_state
2182 {
2183 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2184 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2185 };
2186
2187
2188 /**
2189 * Context state for vertex programs.
2190 */
2191 struct gl_vertex_program_state
2192 {
2193 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2194 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2195 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2196 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2197 /** Computed two sided lighting for fixed function/programs. */
2198 GLboolean _TwoSideEnabled;
2199 struct gl_vertex_program *Current; /**< User-bound vertex program */
2200
2201 /** Currently enabled and valid vertex program (including internal
2202 * programs, user-defined vertex programs and GLSL vertex shaders).
2203 * This is the program we must use when rendering.
2204 */
2205 struct gl_vertex_program *_Current;
2206
2207 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2208
2209 /** Should fixed-function T&L be implemented with a vertex prog? */
2210 GLboolean _MaintainTnlProgram;
2211
2212 /** Program to emulate fixed-function T&L (see above) */
2213 struct gl_vertex_program *_TnlProgram;
2214
2215 /** Cache of fixed-function programs */
2216 struct gl_program_cache *Cache;
2217
2218 GLboolean _Overriden;
2219 };
2220
2221
2222 /**
2223 * Context state for geometry programs.
2224 */
2225 struct gl_geometry_program_state
2226 {
2227 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2228 GLboolean _Enabled; /**< Enabled and valid program? */
2229 struct gl_geometry_program *Current; /**< user-bound geometry program */
2230
2231 /** Currently enabled and valid program (including internal programs
2232 * and compiled shader programs).
2233 */
2234 struct gl_geometry_program *_Current;
2235
2236 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2237
2238 /** Cache of fixed-function programs */
2239 struct gl_program_cache *Cache;
2240 };
2241
2242 /**
2243 * Context state for fragment programs.
2244 */
2245 struct gl_fragment_program_state
2246 {
2247 GLboolean Enabled; /**< User-set fragment program enable flag */
2248 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2249 struct gl_fragment_program *Current; /**< User-bound fragment program */
2250
2251 /** Currently enabled and valid fragment program (including internal
2252 * programs, user-defined fragment programs and GLSL fragment shaders).
2253 * This is the program we must use when rendering.
2254 */
2255 struct gl_fragment_program *_Current;
2256
2257 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2258
2259 /** Should fixed-function texturing be implemented with a fragment prog? */
2260 GLboolean _MaintainTexEnvProgram;
2261
2262 /** Program to emulate fixed-function texture env/combine (see above) */
2263 struct gl_fragment_program *_TexEnvProgram;
2264
2265 /** Cache of fixed-function programs */
2266 struct gl_program_cache *Cache;
2267 };
2268
2269
2270 /**
2271 * ATI_fragment_shader runtime state
2272 */
2273 #define ATI_FS_INPUT_PRIMARY 0
2274 #define ATI_FS_INPUT_SECONDARY 1
2275
2276 struct atifs_instruction;
2277 struct atifs_setupinst;
2278
2279 /**
2280 * ATI fragment shader
2281 */
2282 struct ati_fragment_shader
2283 {
2284 GLuint Id;
2285 GLint RefCount;
2286 struct atifs_instruction *Instructions[2];
2287 struct atifs_setupinst *SetupInst[2];
2288 GLfloat Constants[8][4];
2289 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2290 GLubyte numArithInstr[2];
2291 GLubyte regsAssigned[2];
2292 GLubyte NumPasses; /**< 1 or 2 */
2293 GLubyte cur_pass;
2294 GLubyte last_optype;
2295 GLboolean interpinp1;
2296 GLboolean isValid;
2297 GLuint swizzlerq;
2298 };
2299
2300 /**
2301 * Context state for GL_ATI_fragment_shader
2302 */
2303 struct gl_ati_fragment_shader_state
2304 {
2305 GLboolean Enabled;
2306 GLboolean _Enabled; /**< enabled and valid shader? */
2307 GLboolean Compiling;
2308 GLfloat GlobalConstants[8][4];
2309 struct ati_fragment_shader *Current;
2310 };
2311
2312
2313 /** Set by #pragma directives */
2314 struct gl_sl_pragmas
2315 {
2316 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2317 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2318 GLboolean Optimize; /**< defaults on */
2319 GLboolean Debug; /**< defaults off */
2320 };
2321
2322
2323 /**
2324 * A GLSL vertex or fragment shader object.
2325 */
2326 struct gl_shader
2327 {
2328 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2329 * Must be the first field.
2330 */
2331 GLenum Type;
2332 gl_shader_stage Stage;
2333 GLuint Name; /**< AKA the handle */
2334 GLchar *Label; /**< GL_KHR_debug */
2335 GLint RefCount; /**< Reference count */
2336 GLboolean DeletePending;
2337 GLboolean CompileStatus;
2338 const GLchar *Source; /**< Source code string */
2339 GLuint SourceChecksum; /**< for debug/logging purposes */
2340 struct gl_program *Program; /**< Post-compile assembly code */
2341 GLchar *InfoLog;
2342 struct gl_sl_pragmas Pragmas;
2343
2344 unsigned Version; /**< GLSL version used for linking */
2345 GLboolean IsES; /**< True if this shader uses GLSL ES */
2346
2347 /**
2348 * \name Sampler tracking
2349 *
2350 * \note Each of these fields is only set post-linking.
2351 */
2352 /*@{*/
2353 unsigned num_samplers; /**< Number of samplers used by this shader. */
2354 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2355 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2356 /*@}*/
2357
2358 /**
2359 * Map from sampler unit to texture unit (set by glUniform1i())
2360 *
2361 * A sampler unit is associated with each sampler uniform by the linker.
2362 * The sampler unit associated with each uniform is stored in the
2363 * \c gl_uniform_storage::sampler field.
2364 */
2365 GLubyte SamplerUnits[MAX_SAMPLERS];
2366 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2367 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2368
2369 /**
2370 * Number of default uniform block components used by this shader.
2371 *
2372 * This field is only set post-linking.
2373 */
2374 unsigned num_uniform_components;
2375
2376 /**
2377 * Number of combined uniform components used by this shader.
2378 *
2379 * This field is only set post-linking. It is the sum of the uniform block
2380 * sizes divided by sizeof(float), and num_uniform_compoennts.
2381 */
2382 unsigned num_combined_uniform_components;
2383
2384 /**
2385 * This shader's uniform block information.
2386 *
2387 * The offsets of the variables are assigned only for shaders in a program's
2388 * _LinkedShaders[].
2389 */
2390 struct gl_uniform_block *UniformBlocks;
2391 unsigned NumUniformBlocks;
2392
2393 struct exec_list *ir;
2394 struct glsl_symbol_table *symbols;
2395
2396 bool uses_builtin_functions;
2397
2398 /**
2399 * Geometry shader state from GLSL 1.50 layout qualifiers.
2400 */
2401 struct {
2402 GLint VerticesOut;
2403 /**
2404 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2405 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2406 * shader.
2407 */
2408 GLenum InputType;
2409 /**
2410 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2411 * it's not set in this shader.
2412 */
2413 GLenum OutputType;
2414 } Geom;
2415
2416 /**
2417 * Map from image uniform index to image unit (set by glUniform1i())
2418 *
2419 * An image uniform index is associated with each image uniform by
2420 * the linker. The image index associated with each uniform is
2421 * stored in the \c gl_uniform_storage::image field.
2422 */
2423 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2424
2425 /**
2426 * Access qualifier specified in the shader for each image uniform
2427 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2428 * GL_READ_WRITE.
2429 *
2430 * It may be different, though only more strict than the value of
2431 * \c gl_image_unit::Access for the corresponding image unit.
2432 */
2433 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2434
2435 /**
2436 * Number of image uniforms defined in the shader. It specifies
2437 * the number of valid elements in the \c ImageUnits and \c
2438 * ImageAccess arrays above.
2439 */
2440 GLuint NumImages;
2441 };
2442
2443
2444 struct gl_uniform_buffer_variable
2445 {
2446 char *Name;
2447
2448 /**
2449 * Name of the uniform as seen by glGetUniformIndices.
2450 *
2451 * glGetUniformIndices requires that the block instance index \b not be
2452 * present in the name of queried uniforms.
2453 *
2454 * \note
2455 * \c gl_uniform_buffer_variable::IndexName and
2456 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2457 */
2458 char *IndexName;
2459
2460 const struct glsl_type *Type;
2461 unsigned int Offset;
2462 GLboolean RowMajor;
2463 };
2464
2465
2466 enum gl_uniform_block_packing
2467 {
2468 ubo_packing_std140,
2469 ubo_packing_shared,
2470 ubo_packing_packed
2471 };
2472
2473
2474 struct gl_uniform_block
2475 {
2476 /** Declared name of the uniform block */
2477 char *Name;
2478
2479 /** Array of supplemental information about UBO ir_variables. */
2480 struct gl_uniform_buffer_variable *Uniforms;
2481 GLuint NumUniforms;
2482
2483 /**
2484 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2485 * with glBindBufferBase to bind a buffer object to this uniform block. When
2486 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2487 */
2488 GLuint Binding;
2489
2490 /**
2491 * Minimum size of a buffer object to back this uniform buffer
2492 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2493 */
2494 GLuint UniformBufferSize;
2495
2496 /**
2497 * Layout specified in the shader
2498 *
2499 * This isn't accessible through the API, but it is used while
2500 * cross-validating uniform blocks.
2501 */
2502 enum gl_uniform_block_packing _Packing;
2503 };
2504
2505 /**
2506 * Structure that represents a reference to an atomic buffer from some
2507 * shader program.
2508 */
2509 struct gl_active_atomic_buffer
2510 {
2511 /** Uniform indices of the atomic counters declared within it. */
2512 GLuint *Uniforms;
2513 GLuint NumUniforms;
2514
2515 /** Binding point index associated with it. */
2516 GLuint Binding;
2517
2518 /** Minimum reasonable size it is expected to have. */
2519 GLuint MinimumSize;
2520
2521 /** Shader stages making use of it. */
2522 GLboolean StageReferences[MESA_SHADER_STAGES];
2523 };
2524
2525 /**
2526 * A GLSL program object.
2527 * Basically a linked collection of vertex and fragment shaders.
2528 */
2529 struct gl_shader_program
2530 {
2531 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2532 GLuint Name; /**< aka handle or ID */
2533 GLchar *Label; /**< GL_KHR_debug */
2534 GLint RefCount; /**< Reference count */
2535 GLboolean DeletePending;
2536
2537 /**
2538 * Is the application intending to glGetProgramBinary this program?
2539 */
2540 GLboolean BinaryRetreivableHint;
2541
2542 /**
2543 * Flags that the linker should not reject the program if it lacks
2544 * a vertex or fragment shader. GLES2 doesn't allow separate
2545 * shader objects, and would reject them. However, we internally
2546 * build separate shader objects for fixed function programs, which
2547 * we use for drivers/common/meta.c and for handling
2548 * _mesa_update_state with no program bound (for example in
2549 * glClear()).
2550 */
2551 GLboolean InternalSeparateShader;
2552
2553 GLuint NumShaders; /**< number of attached shaders */
2554 struct gl_shader **Shaders; /**< List of attached the shaders */
2555
2556 /**
2557 * User-defined attribute bindings
2558 *
2559 * These are set via \c glBindAttribLocation and are used to direct the
2560 * GLSL linker. These are \b not the values used in the compiled shader,
2561 * and they are \b not the values returned by \c glGetAttribLocation.
2562 */
2563 struct string_to_uint_map *AttributeBindings;
2564
2565 /**
2566 * User-defined fragment data bindings
2567 *
2568 * These are set via \c glBindFragDataLocation and are used to direct the
2569 * GLSL linker. These are \b not the values used in the compiled shader,
2570 * and they are \b not the values returned by \c glGetFragDataLocation.
2571 */
2572 struct string_to_uint_map *FragDataBindings;
2573 struct string_to_uint_map *FragDataIndexBindings;
2574
2575 /**
2576 * Transform feedback varyings last specified by
2577 * glTransformFeedbackVaryings().
2578 *
2579 * For the current set of transform feeedback varyings used for transform
2580 * feedback output, see LinkedTransformFeedback.
2581 */
2582 struct {
2583 GLenum BufferMode;
2584 GLuint NumVarying;
2585 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2586 } TransformFeedback;
2587
2588 /** Post-link transform feedback info. */
2589 struct gl_transform_feedback_info LinkedTransformFeedback;
2590
2591 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2592 enum gl_frag_depth_layout FragDepthLayout;
2593
2594 /**
2595 * Geometry shader state - copied into gl_geometry_program by
2596 * _mesa_copy_linked_program_data().
2597 */
2598 struct {
2599 GLint VerticesIn;
2600 GLint VerticesOut;
2601 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2602 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2603 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2604 /**
2605 * True if gl_ClipDistance is written to. Copied into
2606 * gl_geometry_program by _mesa_copy_linked_program_data().
2607 */
2608 GLboolean UsesClipDistance;
2609 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2610 0 if not present. */
2611 GLboolean UsesEndPrimitive;
2612 } Geom;
2613
2614 /** Vertex shader state */
2615 struct {
2616 /**
2617 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2618 * by _mesa_copy_linked_program_data().
2619 */
2620 GLboolean UsesClipDistance;
2621 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2622 0 if not present. */
2623 } Vert;
2624
2625 /* post-link info: */
2626 unsigned NumUserUniformStorage;
2627 struct gl_uniform_storage *UniformStorage;
2628
2629 /**
2630 * Size of the gl_ClipDistance array that is output from the last pipeline
2631 * stage before the fragment shader.
2632 */
2633 unsigned LastClipDistanceArraySize;
2634
2635 struct gl_uniform_block *UniformBlocks;
2636 unsigned NumUniformBlocks;
2637
2638 /**
2639 * Scale factor for the uniform base location
2640 *
2641 * This is used to generate locations (returned by \c glGetUniformLocation)
2642 * of uniforms. The base location of the uniform is multiplied by this
2643 * value, and the array index is added.
2644 *
2645 * \note
2646 * Must be >= 1.
2647 *
2648 * \sa
2649 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2650 */
2651 unsigned UniformLocationBaseScale;
2652
2653 /**
2654 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2655 * they're used in, or -1.
2656 *
2657 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2658 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2659 */
2660 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2661
2662 /**
2663 * Map of active uniform names to locations
2664 *
2665 * Maps any active uniform that is not an array element to a location.
2666 * Each active uniform, including individual structure members will appear
2667 * in this map. This roughly corresponds to the set of names that would be
2668 * enumerated by \c glGetActiveUniform.
2669 */
2670 struct string_to_uint_map *UniformHash;
2671
2672 struct gl_active_atomic_buffer *AtomicBuffers;
2673 unsigned NumAtomicBuffers;
2674
2675 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2676 GLboolean Validated;
2677 GLboolean _Used; /**< Ever used for drawing? */
2678 GLchar *InfoLog;
2679
2680 unsigned Version; /**< GLSL version used for linking */
2681 GLboolean IsES; /**< True if this program uses GLSL ES */
2682
2683 /**
2684 * Per-stage shaders resulting from the first stage of linking.
2685 *
2686 * Set of linked shaders for this program. The array is accessed using the
2687 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2688 * \c NULL.
2689 */
2690 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2691 };
2692
2693
2694 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2695 #define GLSL_LOG 0x2 /**< Write shaders to files */
2696 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2697 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2698 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2699 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2700 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2701 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2702 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2703 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2704
2705
2706 /**
2707 * Context state for GLSL vertex/fragment shaders.
2708 */
2709 struct gl_shader_state
2710 {
2711 /**
2712 * Programs used for rendering
2713 *
2714 * There is a separate program set for each shader stage. If
2715 * GL_EXT_separate_shader_objects is not supported, each of these must point
2716 * to \c NULL or to the same program.
2717 */
2718 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2719
2720 struct gl_shader_program *_CurrentFragmentProgram;
2721
2722 /**
2723 * Program used by glUniform calls.
2724 *
2725 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2726 */
2727 struct gl_shader_program *ActiveProgram;
2728
2729 GLbitfield Flags; /**< Mask of GLSL_x flags */
2730 };
2731
2732
2733 /**
2734 * Compiler options for a single GLSL shaders type
2735 */
2736 struct gl_shader_compiler_options
2737 {
2738 /** Driver-selectable options: */
2739 GLboolean EmitCondCodes; /**< Use condition codes? */
2740 GLboolean EmitNoLoops;
2741 GLboolean EmitNoFunctions;
2742 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2743 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2744 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2745 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2746 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2747
2748 /**
2749 * \name Forms of indirect addressing the driver cannot do.
2750 */
2751 /*@{*/
2752 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2753 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2754 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2755 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2756 /*@}*/
2757
2758 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2759 GLuint MaxUnrollIterations;
2760
2761 /**
2762 * Optimize code for array of structures backends.
2763 *
2764 * This is a proxy for:
2765 * - preferring DP4 instructions (rather than MUL/MAD) for
2766 * matrix * vector operations, such as position transformation.
2767 */
2768 GLboolean OptimizeForAOS;
2769
2770 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2771 };
2772
2773
2774 /**
2775 * Occlusion/timer query object.
2776 */
2777 struct gl_query_object
2778 {
2779 GLenum Target; /**< The query target, when active */
2780 GLuint Id; /**< hash table ID/name */
2781 GLchar *Label; /**< GL_KHR_debug */
2782 GLuint64EXT Result; /**< the counter */
2783 GLboolean Active; /**< inside Begin/EndQuery */
2784 GLboolean Ready; /**< result is ready? */
2785 GLboolean EverBound;/**< has query object ever been bound */
2786 };
2787
2788
2789 /**
2790 * Context state for query objects.
2791 */
2792 struct gl_query_state
2793 {
2794 struct _mesa_HashTable *QueryObjects;
2795 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2796 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2797
2798 /** GL_NV_conditional_render */
2799 struct gl_query_object *CondRenderQuery;
2800
2801 /** GL_EXT_transform_feedback */
2802 struct gl_query_object *PrimitivesGenerated;
2803 struct gl_query_object *PrimitivesWritten;
2804
2805 /** GL_ARB_timer_query */
2806 struct gl_query_object *TimeElapsed;
2807
2808 GLenum CondRenderMode;
2809 };
2810
2811
2812 /** Sync object state */
2813 struct gl_sync_object
2814 {
2815 GLenum Type; /**< GL_SYNC_FENCE */
2816 GLuint Name; /**< Fence name */
2817 GLchar *Label; /**< GL_KHR_debug */
2818 GLint RefCount; /**< Reference count */
2819 GLboolean DeletePending; /**< Object was deleted while there were still
2820 * live references (e.g., sync not yet finished)
2821 */
2822 GLenum SyncCondition;
2823 GLbitfield Flags; /**< Flags passed to glFenceSync */
2824 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2825 };
2826
2827
2828 /**
2829 * State which can be shared by multiple contexts:
2830 */
2831 struct gl_shared_state
2832 {
2833 _glthread_Mutex Mutex; /**< for thread safety */
2834 GLint RefCount; /**< Reference count */
2835 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2836 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2837
2838 /** Default texture objects (shared by all texture units) */
2839 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2840
2841 /** Fallback texture used when a bound texture is incomplete */
2842 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2843
2844 /**
2845 * \name Thread safety and statechange notification for texture
2846 * objects.
2847 *
2848 * \todo Improve the granularity of locking.
2849 */
2850 /*@{*/
2851 _glthread_Mutex TexMutex; /**< texobj thread safety */
2852 GLuint TextureStateStamp; /**< state notification for shared tex */
2853 /*@}*/
2854
2855 /** Default buffer object for vertex arrays that aren't in VBOs */
2856 struct gl_buffer_object *NullBufferObj;
2857
2858 /**
2859 * \name Vertex/geometry/fragment programs
2860 */
2861 /*@{*/
2862 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2863 struct gl_vertex_program *DefaultVertexProgram;
2864 struct gl_fragment_program *DefaultFragmentProgram;
2865 struct gl_geometry_program *DefaultGeometryProgram;
2866 /*@}*/
2867
2868 /* GL_ATI_fragment_shader */
2869 struct _mesa_HashTable *ATIShaders;
2870 struct ati_fragment_shader *DefaultFragmentShader;
2871
2872 struct _mesa_HashTable *BufferObjects;
2873
2874 /** Table of both gl_shader and gl_shader_program objects */
2875 struct _mesa_HashTable *ShaderObjects;
2876
2877 /* GL_EXT_framebuffer_object */
2878 struct _mesa_HashTable *RenderBuffers;
2879 struct _mesa_HashTable *FrameBuffers;
2880
2881 /* GL_ARB_sync */
2882 struct set *SyncObjects;
2883
2884 /** GL_ARB_sampler_objects */
2885 struct _mesa_HashTable *SamplerObjects;
2886
2887 /**
2888 * Some context in this share group was affected by a GPU reset
2889 *
2890 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2891 * been affected by a GPU reset must also return
2892 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2893 *
2894 * Once this field becomes true, it is never reset to false.
2895 */
2896 bool ShareGroupReset;
2897 };
2898
2899
2900
2901 /**
2902 * Renderbuffers represent drawing surfaces such as color, depth and/or
2903 * stencil. A framebuffer object has a set of renderbuffers.
2904 * Drivers will typically derive subclasses of this type.
2905 */
2906 struct gl_renderbuffer
2907 {
2908 _glthread_Mutex Mutex; /**< for thread safety */
2909 GLuint ClassID; /**< Useful for drivers */
2910 GLuint Name;
2911 GLchar *Label; /**< GL_KHR_debug */
2912 GLint RefCount;
2913 GLuint Width, Height;
2914 GLuint Depth;
2915 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2916 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2917 /**
2918 * True for renderbuffers that wrap textures, giving the driver a chance to
2919 * flush render caches through the FinishRenderTexture hook.
2920 *
2921 * Drivers may also set this on renderbuffers other than those generated by
2922 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2923 * called without a rb->TexImage.
2924 */
2925 GLboolean NeedsFinishRenderTexture;
2926 GLubyte NumSamples;
2927 GLenum InternalFormat; /**< The user-specified format */
2928 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2929 GL_STENCIL_INDEX. */
2930 gl_format Format; /**< The actual renderbuffer memory format */
2931 /**
2932 * Pointer to the texture image if this renderbuffer wraps a texture,
2933 * otherwise NULL.
2934 *
2935 * Note that the reference on the gl_texture_object containing this
2936 * TexImage is held by the gl_renderbuffer_attachment.
2937 */
2938 struct gl_texture_image *TexImage;
2939
2940 /** Delete this renderbuffer */
2941 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2942
2943 /** Allocate new storage for this renderbuffer */
2944 GLboolean (*AllocStorage)(struct gl_context *ctx,
2945 struct gl_renderbuffer *rb,
2946 GLenum internalFormat,
2947 GLuint width, GLuint height);
2948 };
2949
2950
2951 /**
2952 * A renderbuffer attachment points to either a texture object (and specifies
2953 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2954 */
2955 struct gl_renderbuffer_attachment
2956 {
2957 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2958 GLboolean Complete;
2959
2960 /**
2961 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2962 * application supplied renderbuffer object.
2963 */
2964 struct gl_renderbuffer *Renderbuffer;
2965
2966 /**
2967 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2968 * supplied texture object.
2969 */
2970 struct gl_texture_object *Texture;
2971 GLuint TextureLevel; /**< Attached mipmap level. */
2972 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2973 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2974 * and 2D array textures */
2975 GLboolean Layered;
2976 };
2977
2978
2979 /**
2980 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2981 * In C++ terms, think of this as a base class from which device drivers
2982 * will make derived classes.
2983 */
2984 struct gl_framebuffer
2985 {
2986 _glthread_Mutex Mutex; /**< for thread safety */
2987 /**
2988 * If zero, this is a window system framebuffer. If non-zero, this
2989 * is a FBO framebuffer; note that for some devices (i.e. those with
2990 * a natural pixel coordinate system for FBOs that differs from the
2991 * OpenGL/Mesa coordinate system), this means that the viewport,
2992 * polygon face orientation, and polygon stipple will have to be inverted.
2993 */
2994 GLuint Name;
2995 GLchar *Label; /**< GL_KHR_debug */
2996
2997 GLint RefCount;
2998 GLboolean DeletePending;
2999
3000 /**
3001 * The framebuffer's visual. Immutable if this is a window system buffer.
3002 * Computed from attachments if user-made FBO.
3003 */
3004 struct gl_config Visual;
3005
3006 GLuint Width, Height; /**< size of frame buffer in pixels */
3007
3008 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3009 /*@{*/
3010 GLint _Xmin, _Xmax; /**< inclusive */
3011 GLint _Ymin, _Ymax; /**< exclusive */
3012 /*@}*/
3013
3014 /** \name Derived Z buffer stuff */
3015 /*@{*/
3016 GLuint _DepthMax; /**< Max depth buffer value */
3017 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3018 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3019 /*@}*/
3020
3021 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3022 GLenum _Status;
3023
3024 /** Integer color values */
3025 GLboolean _IntegerColor;
3026
3027 /* ARB_color_buffer_float */
3028 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3029 GLboolean _HasSNormOrFloatColorBuffer;
3030
3031 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3032 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3033
3034 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3035 * attribute group and GL_PIXEL attribute group, respectively.
3036 */
3037 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3038 GLenum ColorReadBuffer;
3039
3040 /** Computed from ColorDraw/ReadBuffer above */
3041 GLuint _NumColorDrawBuffers;
3042 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3043 GLint _ColorReadBufferIndex; /* -1 = None */
3044 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3045 struct gl_renderbuffer *_ColorReadBuffer;
3046
3047 /**
3048 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3049 * is not layered. For cube maps and cube map arrays, each cube face
3050 * counts as a layer.
3051 */
3052 GLuint MaxNumLayers;
3053
3054 /** Delete this framebuffer */
3055 void (*Delete)(struct gl_framebuffer *fb);
3056 };
3057
3058
3059 /**
3060 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3061 */
3062 struct gl_precision
3063 {
3064 GLushort RangeMin; /**< min value exponent */
3065 GLushort RangeMax; /**< max value exponent */
3066 GLushort Precision; /**< number of mantissa bits */
3067 };
3068
3069
3070 /**
3071 * Limits for vertex, geometry and fragment programs/shaders.
3072 */
3073 struct gl_program_constants
3074 {
3075 /* logical limits */
3076 GLuint MaxInstructions;
3077 GLuint MaxAluInstructions;
3078 GLuint MaxTexInstructions;
3079 GLuint MaxTexIndirections;
3080 GLuint MaxAttribs;
3081 GLuint MaxTemps;
3082 GLuint MaxAddressRegs;
3083 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3084 GLuint MaxParameters;
3085 GLuint MaxLocalParams;
3086 GLuint MaxEnvParams;
3087 /* native/hardware limits */
3088 GLuint MaxNativeInstructions;
3089 GLuint MaxNativeAluInstructions;
3090 GLuint MaxNativeTexInstructions;
3091 GLuint MaxNativeTexIndirections;
3092 GLuint MaxNativeAttribs;
3093 GLuint MaxNativeTemps;
3094 GLuint MaxNativeAddressRegs;
3095 GLuint MaxNativeParameters;
3096 /* For shaders */
3097 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3098
3099 /**
3100 * \name Per-stage input / output limits
3101 *
3102 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3103 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3104 * ES). This is stored as \c gl_constants::MaxVarying.
3105 *
3106 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3107 * variables. Each stage as a certain number of outputs that it can feed
3108 * to the next stage and a certain number inputs that it can consume from
3109 * the previous stage.
3110 *
3111 * Vertex shader inputs do not participate this in this accounting.
3112 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3113 *
3114 * Fragment shader outputs do not participate this in this accounting.
3115 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3116 */
3117 /*@{*/
3118 GLuint MaxInputComponents;
3119 GLuint MaxOutputComponents;
3120 /*@}*/
3121
3122 /* ES 2.0 and GL_ARB_ES2_compatibility */
3123 struct gl_precision LowFloat, MediumFloat, HighFloat;
3124 struct gl_precision LowInt, MediumInt, HighInt;
3125 /* GL_ARB_uniform_buffer_object */
3126 GLuint MaxUniformBlocks;
3127 GLuint MaxCombinedUniformComponents;
3128 GLuint MaxTextureImageUnits;
3129
3130 /* GL_ARB_shader_atomic_counters */
3131 GLuint MaxAtomicBuffers;
3132 GLuint MaxAtomicCounters;
3133
3134 /* GL_ARB_shader_image_load_store */
3135 GLuint MaxImageUniforms;
3136 };
3137
3138
3139 /**
3140 * Constants which may be overridden by device driver during context creation
3141 * but are never changed after that.
3142 */
3143 struct gl_constants
3144 {
3145 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3146 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3147 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3148 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3149 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3150 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3151 GLuint MaxTextureCoordUnits;
3152 GLuint MaxCombinedTextureImageUnits;
3153 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3154 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3155 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3156 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3157
3158 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3159
3160 GLuint MaxArrayLockSize;
3161
3162 GLint SubPixelBits;
3163
3164 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3165 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3166 GLfloat PointSizeGranularity;
3167 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3168 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3169 GLfloat LineWidthGranularity;
3170
3171 GLuint MaxClipPlanes;
3172 GLuint MaxLights;
3173 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3174 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3175
3176 GLuint MaxViewportWidth, MaxViewportHeight;
3177 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3178 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3179 struct {
3180 GLfloat Min;
3181 GLfloat Max;
3182 } ViewportBounds; /**< GL_ARB_viewport_array */
3183
3184 struct gl_program_constants Program[MESA_SHADER_STAGES];
3185 GLuint MaxProgramMatrices;
3186 GLuint MaxProgramMatrixStackDepth;
3187
3188 struct {
3189 GLuint SamplesPassed;
3190 GLuint TimeElapsed;
3191 GLuint Timestamp;
3192 GLuint PrimitivesGenerated;
3193 GLuint PrimitivesWritten;
3194 } QueryCounterBits;
3195
3196 /** vertex array / buffer object bounds checking */
3197 GLboolean CheckArrayBounds;
3198
3199 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3200
3201 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3202 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3203 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3204
3205 /** Number of varying vectors between any two shader stages. */
3206 GLuint MaxVarying;
3207
3208 /** @{
3209 * GL_ARB_uniform_buffer_object
3210 */
3211 GLuint MaxCombinedUniformBlocks;
3212 GLuint MaxUniformBufferBindings;
3213 GLuint MaxUniformBlockSize;
3214 GLuint UniformBufferOffsetAlignment;
3215 /** @} */
3216
3217 /** GL_ARB_geometry_shader4 */
3218 GLuint MaxGeometryOutputVertices;
3219 GLuint MaxGeometryTotalOutputComponents;
3220
3221 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3222
3223 /**
3224 * Changes default GLSL extension behavior from "error" to "warn". It's out
3225 * of spec, but it can make some apps work that otherwise wouldn't.
3226 */
3227 GLboolean ForceGLSLExtensionsWarn;
3228
3229 /**
3230 * If non-zero, forces GLSL shaders without the #version directive to behave
3231 * as if they began with "#version ForceGLSLVersion".
3232 */
3233 GLuint ForceGLSLVersion;
3234
3235 /**
3236 * Does the driver support real 32-bit integers? (Otherwise, integers are
3237 * simulated via floats.)
3238 */
3239 GLboolean NativeIntegers;
3240
3241 /**
3242 * If the driver supports real 32-bit integers, what integer value should be
3243 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3244 */
3245 GLuint UniformBooleanTrue;
3246
3247 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3248 GLbitfield SupportedBumpUnits;
3249
3250 /**
3251 * Maximum amount of time, measured in nanseconds, that the server can wait.
3252 */
3253 GLuint64 MaxServerWaitTimeout;
3254
3255 /** GL_EXT_provoking_vertex */
3256 GLboolean QuadsFollowProvokingVertexConvention;
3257
3258 /** OpenGL version 3.0 */
3259 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3260
3261 /** OpenGL version 3.2 */
3262 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3263
3264 /** GL_EXT_transform_feedback */
3265 GLuint MaxTransformFeedbackBuffers;
3266 GLuint MaxTransformFeedbackSeparateComponents;
3267 GLuint MaxTransformFeedbackInterleavedComponents;
3268 GLuint MaxVertexStreams;
3269
3270 /** GL_EXT_gpu_shader4 */
3271 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3272
3273 /** GL_ARB_texture_gather */
3274 GLuint MinProgramTextureGatherOffset;
3275 GLuint MaxProgramTextureGatherOffset;
3276 GLuint MaxProgramTextureGatherComponents;
3277
3278 /* GL_ARB_robustness */
3279 GLenum ResetStrategy;
3280
3281 /* GL_ARB_blend_func_extended */
3282 GLuint MaxDualSourceDrawBuffers;
3283
3284 /**
3285 * Whether the implementation strips out and ignores texture borders.
3286 *
3287 * Many GPU hardware implementations don't support rendering with texture
3288 * borders and mipmapped textures. (Note: not static border color, but the
3289 * old 1-pixel border around each edge). Implementations then have to do
3290 * slow fallbacks to be correct, or just ignore the border and be fast but
3291 * wrong. Setting the flag strips the border off of TexImage calls,
3292 * providing "fast but wrong" at significantly reduced driver complexity.
3293 *
3294 * Texture borders are deprecated in GL 3.0.
3295 **/
3296 GLboolean StripTextureBorder;
3297
3298 /**
3299 * For drivers which can do a better job at eliminating unused uniforms
3300 * than the GLSL compiler.
3301 *
3302 * XXX Remove these as soon as a better solution is available.
3303 */
3304 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3305
3306 /**
3307 * Force software support for primitive restart in the VBO module.
3308 */
3309 GLboolean PrimitiveRestartInSoftware;
3310
3311 /**
3312 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3313 * than passing the transform feedback object to the drawing function.
3314 */
3315 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3316
3317 /** GL_ARB_map_buffer_alignment */
3318 GLuint MinMapBufferAlignment;
3319
3320 /**
3321 * Disable varying packing. This is out of spec, but potentially useful
3322 * for older platforms that supports a limited number of texture
3323 * indirections--on these platforms, unpacking the varyings in the fragment
3324 * shader increases the number of texture indirections by 1, which might
3325 * make some shaders not executable at all.
3326 *
3327 * Drivers that support transform feedback must set this value to GL_FALSE.
3328 */
3329 GLboolean DisableVaryingPacking;
3330
3331 /*
3332 * Maximum value supported for an index in DrawElements and friends.
3333 *
3334 * This must be at least (1ull<<24)-1. The default value is
3335 * (1ull<<32)-1.
3336 *
3337 * \since ES 3.0 or GL_ARB_ES3_compatibility
3338 * \sa _mesa_init_constants
3339 */
3340 GLuint64 MaxElementIndex;
3341
3342 /**
3343 * Disable interpretation of line continuations (lines ending with a
3344 * backslash character ('\') in GLSL source.
3345 */
3346 GLboolean DisableGLSLLineContinuations;
3347
3348 /** GL_ARB_texture_multisample */
3349 GLint MaxColorTextureSamples;
3350 GLint MaxDepthTextureSamples;
3351 GLint MaxIntegerSamples;
3352
3353 /** GL_ARB_shader_atomic_counters */
3354 GLuint MaxAtomicBufferBindings;
3355 GLuint MaxAtomicBufferSize;
3356 GLuint MaxCombinedAtomicBuffers;
3357 GLuint MaxCombinedAtomicCounters;
3358
3359 /** GL_ARB_vertex_attrib_binding */
3360 GLint MaxVertexAttribRelativeOffset;
3361 GLint MaxVertexAttribBindings;
3362
3363 /* GL_ARB_shader_image_load_store */
3364 GLuint MaxImageUnits;
3365 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3366 GLuint MaxImageSamples;
3367 GLuint MaxCombinedImageUniforms;
3368 };
3369
3370
3371 /**
3372 * Enable flag for each OpenGL extension. Different device drivers will
3373 * enable different extensions at runtime.
3374 */
3375 struct gl_extensions
3376 {
3377 GLboolean dummy; /* don't remove this! */
3378 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3379 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3380 GLboolean ANGLE_texture_compression_dxt;
3381 GLboolean ARB_ES2_compatibility;
3382 GLboolean ARB_ES3_compatibility;
3383 GLboolean ARB_base_instance;
3384 GLboolean ARB_blend_func_extended;
3385 GLboolean ARB_color_buffer_float;
3386 GLboolean ARB_conservative_depth;
3387 GLboolean ARB_depth_buffer_float;
3388 GLboolean ARB_depth_clamp;
3389 GLboolean ARB_depth_texture;
3390 GLboolean ARB_draw_buffers_blend;
3391 GLboolean ARB_draw_elements_base_vertex;
3392 GLboolean ARB_draw_indirect;
3393 GLboolean ARB_draw_instanced;
3394 GLboolean ARB_fragment_coord_conventions;
3395 GLboolean ARB_fragment_program;
3396 GLboolean ARB_fragment_program_shadow;
3397 GLboolean ARB_fragment_shader;
3398 GLboolean ARB_framebuffer_object;
3399 GLboolean ARB_explicit_attrib_location;
3400 GLboolean ARB_geometry_shader4;
3401 GLboolean ARB_gpu_shader5;
3402 GLboolean ARB_half_float_pixel;
3403 GLboolean ARB_half_float_vertex;
3404 GLboolean ARB_instanced_arrays;
3405 GLboolean ARB_internalformat_query;
3406 GLboolean ARB_map_buffer_alignment;
3407 GLboolean ARB_map_buffer_range;
3408 GLboolean ARB_occlusion_query;
3409 GLboolean ARB_occlusion_query2;
3410 GLboolean ARB_point_sprite;
3411 GLboolean ARB_sample_shading;
3412 GLboolean ARB_seamless_cube_map;
3413 GLboolean ARB_shader_atomic_counters;
3414 GLboolean ARB_shader_bit_encoding;
3415 GLboolean ARB_shader_image_load_store;
3416 GLboolean ARB_shader_stencil_export;
3417 GLboolean ARB_shader_texture_lod;
3418 GLboolean ARB_shading_language_packing;
3419 GLboolean ARB_shading_language_420pack;
3420 GLboolean ARB_shadow;
3421 GLboolean ARB_sync;
3422 GLboolean ARB_texture_border_clamp;
3423 GLboolean ARB_texture_buffer_object;
3424 GLboolean ARB_texture_buffer_object_rgb32;
3425 GLboolean ARB_texture_buffer_range;
3426 GLboolean ARB_texture_compression_rgtc;
3427 GLboolean ARB_texture_cube_map;
3428 GLboolean ARB_texture_cube_map_array;
3429 GLboolean ARB_texture_env_combine;
3430 GLboolean ARB_texture_env_crossbar;
3431 GLboolean ARB_texture_env_dot3;
3432 GLboolean ARB_texture_float;
3433 GLboolean ARB_texture_gather;
3434 GLboolean ARB_texture_mirror_clamp_to_edge;
3435 GLboolean ARB_texture_multisample;
3436 GLboolean ARB_texture_non_power_of_two;
3437 GLboolean ARB_texture_query_levels;
3438 GLboolean ARB_texture_query_lod;
3439 GLboolean ARB_texture_rg;
3440 GLboolean ARB_texture_rgb10_a2ui;
3441 GLboolean ARB_texture_view;
3442 GLboolean ARB_timer_query;
3443 GLboolean ARB_transform_feedback2;
3444 GLboolean ARB_transform_feedback3;
3445 GLboolean ARB_transform_feedback_instanced;
3446 GLboolean ARB_uniform_buffer_object;
3447 GLboolean ARB_vertex_program;
3448 GLboolean ARB_vertex_shader;
3449 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3450 GLboolean ARB_vertex_type_2_10_10_10_rev;
3451 GLboolean ARB_viewport_array;
3452 GLboolean EXT_blend_color;
3453 GLboolean EXT_blend_equation_separate;
3454 GLboolean EXT_blend_func_separate;
3455 GLboolean EXT_blend_minmax;
3456 GLboolean EXT_depth_bounds_test;
3457 GLboolean EXT_draw_buffers2;
3458 GLboolean EXT_framebuffer_blit;
3459 GLboolean EXT_framebuffer_multisample;
3460 GLboolean EXT_framebuffer_multisample_blit_scaled;
3461 GLboolean EXT_framebuffer_sRGB;
3462 GLboolean EXT_gpu_program_parameters;
3463 GLboolean EXT_gpu_shader4;
3464 GLboolean EXT_packed_float;
3465 GLboolean EXT_pixel_buffer_object;
3466 GLboolean EXT_point_parameters;
3467 GLboolean EXT_provoking_vertex;
3468 GLboolean EXT_separate_shader_objects;
3469 GLboolean EXT_shader_integer_mix;
3470 GLboolean EXT_stencil_two_side;
3471 GLboolean EXT_texture3D;
3472 GLboolean EXT_texture_array;
3473 GLboolean EXT_texture_compression_latc;
3474 GLboolean EXT_texture_compression_s3tc;
3475 GLboolean EXT_texture_env_dot3;
3476 GLboolean EXT_texture_filter_anisotropic;
3477 GLboolean EXT_texture_integer;
3478 GLboolean EXT_texture_mirror_clamp;
3479 GLboolean EXT_texture_shared_exponent;
3480 GLboolean EXT_texture_snorm;
3481 GLboolean EXT_texture_sRGB;
3482 GLboolean EXT_texture_sRGB_decode;
3483 GLboolean EXT_texture_swizzle;
3484 GLboolean EXT_transform_feedback;
3485 GLboolean EXT_timer_query;
3486 GLboolean EXT_vertex_array_bgra;
3487 GLboolean OES_standard_derivatives;
3488 /* vendor extensions */
3489 GLboolean AMD_performance_monitor;
3490 GLboolean AMD_seamless_cubemap_per_texture;
3491 GLboolean AMD_shader_trinary_minmax;
3492 GLboolean AMD_vertex_shader_layer;
3493 GLboolean APPLE_object_purgeable;
3494 GLboolean ATI_envmap_bumpmap;
3495 GLboolean ATI_texture_compression_3dc;
3496 GLboolean ATI_texture_mirror_once;
3497 GLboolean ATI_texture_env_combine3;
3498 GLboolean ATI_fragment_shader;
3499 GLboolean ATI_separate_stencil;
3500 GLboolean MESA_pack_invert;
3501 GLboolean MESA_ycbcr_texture;
3502 GLboolean NV_conditional_render;
3503 GLboolean NV_fog_distance;
3504 GLboolean NV_fragment_program_option;
3505 GLboolean NV_point_sprite;
3506 GLboolean NV_primitive_restart;
3507 GLboolean NV_texture_barrier;
3508 GLboolean NV_texture_env_combine4;
3509 GLboolean NV_texture_rectangle;
3510 GLboolean NV_vdpau_interop;
3511 GLboolean TDFX_texture_compression_FXT1;
3512 GLboolean OES_EGL_image;
3513 GLboolean OES_draw_texture;
3514 GLboolean OES_depth_texture_cube_map;
3515 GLboolean OES_EGL_image_external;
3516 GLboolean OES_compressed_ETC1_RGB8_texture;
3517 GLboolean extension_sentinel;
3518 /** The extension string */
3519 const GLubyte *String;
3520 /** Number of supported extensions */
3521 GLuint Count;
3522 };
3523
3524
3525 /**
3526 * A stack of matrices (projection, modelview, color, texture, etc).
3527 */
3528 struct gl_matrix_stack
3529 {
3530 GLmatrix *Top; /**< points into Stack */
3531 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3532 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3533 GLuint MaxDepth; /**< size of Stack[] array */
3534 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3535 };
3536
3537
3538 /**
3539 * \name Bits for image transfer operations
3540 * \sa __struct gl_contextRec::ImageTransferState.
3541 */
3542 /*@{*/
3543 #define IMAGE_SCALE_BIAS_BIT 0x1
3544 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3545 #define IMAGE_MAP_COLOR_BIT 0x4
3546 #define IMAGE_CLAMP_BIT 0x800
3547
3548
3549 /** Pixel Transfer ops */
3550 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3551 IMAGE_SHIFT_OFFSET_BIT | \
3552 IMAGE_MAP_COLOR_BIT)
3553
3554 /**
3555 * \name Bits to indicate what state has changed.
3556 */
3557 /*@{*/
3558 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3559 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3560 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3561 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3562 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3563 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3564 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3565 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3566 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3567 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3568 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3569 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3570 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3571 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3572 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3573 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3574 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3575 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3576 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3577 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3578 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3579 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3580 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3581 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3582 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3583 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3584 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3585 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3586 #define _NEW_BUFFER_OBJECT (1 << 28)
3587 #define _NEW_FRAG_CLAMP (1 << 29)
3588 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3589 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3590 #define _NEW_ALL ~0
3591 /*@}*/
3592
3593
3594 /**
3595 * Composite state flags
3596 */
3597 /*@{*/
3598 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3599 _NEW_TEXTURE | \
3600 _NEW_POINT | \
3601 _NEW_PROGRAM | \
3602 _NEW_MODELVIEW)
3603
3604 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3605 _NEW_FOG | \
3606 _NEW_PROGRAM)
3607
3608
3609 /*@}*/
3610
3611
3612
3613
3614 /* This has to be included here. */
3615 #include "dd.h"
3616
3617
3618 /**
3619 * Display list flags.
3620 * Strictly this is a tnl-private concept, but it doesn't seem
3621 * worthwhile adding a tnl private structure just to hold this one bit
3622 * of information:
3623 */
3624 #define DLIST_DANGLING_REFS 0x1
3625
3626
3627 /** Opaque declaration of display list payload data type */
3628 union gl_dlist_node;
3629
3630
3631 /**
3632 * Provide a location where information about a display list can be
3633 * collected. Could be extended with driverPrivate structures,
3634 * etc. in the future.
3635 */
3636 struct gl_display_list
3637 {
3638 GLuint Name;
3639 GLchar *Label; /**< GL_KHR_debug */
3640 GLbitfield Flags; /**< DLIST_x flags */
3641 /** The dlist commands are in a linked list of nodes */
3642 union gl_dlist_node *Head;
3643 };
3644
3645
3646 /**
3647 * State used during display list compilation and execution.
3648 */
3649 struct gl_dlist_state
3650 {
3651 GLuint CallDepth; /**< Current recursion calling depth */
3652
3653 struct gl_display_list *CurrentList; /**< List currently being compiled */
3654 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3655 GLuint CurrentPos; /**< Index into current block of nodes */
3656
3657 GLvertexformat ListVtxfmt;
3658
3659 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3660 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3661
3662 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3663 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3664
3665 struct {
3666 /* State known to have been set by the currently-compiling display
3667 * list. Used to eliminate some redundant state changes.
3668 */
3669 GLenum ShadeModel;
3670 } Current;
3671 };
3672
3673 /** @{
3674 *
3675 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3676 * to small enums suitable for use as an array index.
3677 */
3678
3679 enum mesa_debug_source {
3680 MESA_DEBUG_SOURCE_API,
3681 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3682 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3683 MESA_DEBUG_SOURCE_THIRD_PARTY,
3684 MESA_DEBUG_SOURCE_APPLICATION,
3685 MESA_DEBUG_SOURCE_OTHER,
3686 MESA_DEBUG_SOURCE_COUNT
3687 };
3688
3689 enum mesa_debug_type {
3690 MESA_DEBUG_TYPE_ERROR,
3691 MESA_DEBUG_TYPE_DEPRECATED,
3692 MESA_DEBUG_TYPE_UNDEFINED,
3693 MESA_DEBUG_TYPE_PORTABILITY,
3694 MESA_DEBUG_TYPE_PERFORMANCE,
3695 MESA_DEBUG_TYPE_OTHER,
3696 MESA_DEBUG_TYPE_MARKER,
3697 MESA_DEBUG_TYPE_PUSH_GROUP,
3698 MESA_DEBUG_TYPE_POP_GROUP,
3699 MESA_DEBUG_TYPE_COUNT
3700 };
3701
3702 enum mesa_debug_severity {
3703 MESA_DEBUG_SEVERITY_LOW,
3704 MESA_DEBUG_SEVERITY_MEDIUM,
3705 MESA_DEBUG_SEVERITY_HIGH,
3706 MESA_DEBUG_SEVERITY_NOTIFICATION,
3707 MESA_DEBUG_SEVERITY_COUNT
3708 };
3709
3710 /** @} */
3711
3712 /**
3713 * An error, warning, or other piece of debug information for an application
3714 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3715 */
3716 struct gl_debug_msg
3717 {
3718 enum mesa_debug_source source;
3719 enum mesa_debug_type type;
3720 GLuint id;
3721 enum mesa_debug_severity severity;
3722 GLsizei length;
3723 GLcharARB *message;
3724 };
3725
3726 struct gl_debug_namespace
3727 {
3728 struct _mesa_HashTable *IDs;
3729 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3730 /** lists of IDs in the hash table at each severity */
3731 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3732 };
3733
3734 struct gl_debug_state
3735 {
3736 GLDEBUGPROC Callback;
3737 const void *CallbackData;
3738 GLboolean SyncOutput;
3739 GLboolean DebugOutput;
3740 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3741 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3742 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3743 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3744 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3745 GLint GroupStackDepth;
3746 GLint NumMessages;
3747 GLint NextMsg;
3748 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3749 for the sake of the offsetof() code in get.c */
3750 };
3751
3752 /**
3753 * Enum for the OpenGL APIs we know about and may support.
3754 *
3755 * NOTE: This must match the api_enum table in
3756 * src/mesa/main/get_hash_generator.py
3757 */
3758 typedef enum
3759 {
3760 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3761 API_OPENGLES,
3762 API_OPENGLES2,
3763 API_OPENGL_CORE,
3764 API_OPENGL_LAST = API_OPENGL_CORE
3765 } gl_api;
3766
3767 /**
3768 * Driver-specific state flags.
3769 *
3770 * These are or'd with gl_context::NewDriverState to notify a driver about
3771 * a state change. The driver sets the flags at context creation and
3772 * the meaning of the bits set is opaque to core Mesa.
3773 */
3774 struct gl_driver_flags
3775 {
3776 /** gl_context::Array::_DrawArrays (vertex array state) */
3777 GLbitfield NewArray;
3778
3779 /** gl_context::TransformFeedback::CurrentObject */
3780 GLbitfield NewTransformFeedback;
3781
3782 /** gl_context::RasterDiscard */
3783 GLbitfield NewRasterizerDiscard;
3784
3785 /**
3786 * gl_context::UniformBufferBindings
3787 * gl_shader_program::UniformBlocks
3788 */
3789 GLbitfield NewUniformBuffer;
3790
3791 /**
3792 * gl_context::AtomicBufferBindings
3793 */
3794 GLbitfield NewAtomicBuffer;
3795
3796 /**
3797 * gl_context::ImageUnits
3798 */
3799 GLbitfield NewImageUnits;
3800 };
3801
3802 struct gl_uniform_buffer_binding
3803 {
3804 struct gl_buffer_object *BufferObject;
3805 /** Start of uniform block data in the buffer */
3806 GLintptr Offset;
3807 /** Size of data allowed to be referenced from the buffer (in bytes) */
3808 GLsizeiptr Size;
3809 /**
3810 * glBindBufferBase() indicates that the Size should be ignored and only
3811 * limited by the current size of the BufferObject.
3812 */
3813 GLboolean AutomaticSize;
3814 };
3815
3816 /**
3817 * ARB_shader_image_load_store image unit.
3818 */
3819 struct gl_image_unit
3820 {
3821 /**
3822 * Texture object bound to this unit.
3823 */
3824 struct gl_texture_object *TexObj;
3825
3826 /**
3827 * Level of the texture object bound to this unit.
3828 */
3829 GLuint Level;
3830
3831 /**
3832 * \c GL_TRUE if the whole level is bound as an array of layers, \c
3833 * GL_FALSE if only some specific layer of the texture is bound.
3834 * \sa Layer
3835 */
3836 GLboolean Layered;
3837
3838 /**
3839 * Layer of the texture object bound to this unit, or zero if the
3840 * whole level is bound.
3841 */
3842 GLuint Layer;
3843
3844 /**
3845 * Access allowed to this texture image. Either \c GL_READ_ONLY,
3846 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
3847 */
3848 GLenum Access;
3849
3850 /**
3851 * GL internal format that determines the interpretation of the
3852 * image memory when shader image operations are performed through
3853 * this unit.
3854 */
3855 GLenum Format;
3856
3857 /**
3858 * Mesa format corresponding to \c Format.
3859 */
3860 gl_format _ActualFormat;
3861
3862 /**
3863 * GL_TRUE if the state of this image unit is valid and access from
3864 * the shader is allowed. Otherwise loads from this unit should
3865 * return zero and stores should have no effect.
3866 */
3867 GLboolean _Valid;
3868 };
3869
3870 /**
3871 * Binding point for an atomic counter buffer object.
3872 */
3873 struct gl_atomic_buffer_binding
3874 {
3875 struct gl_buffer_object *BufferObject;
3876 GLintptr Offset;
3877 GLsizeiptr Size;
3878 };
3879
3880 /**
3881 * Mesa rendering context.
3882 *
3883 * This is the central context data structure for Mesa. Almost all
3884 * OpenGL state is contained in this structure.
3885 * Think of this as a base class from which device drivers will derive
3886 * sub classes.
3887 */
3888 struct gl_context
3889 {
3890 /** State possibly shared with other contexts in the address space */
3891 struct gl_shared_state *Shared;
3892
3893 /** \name API function pointer tables */
3894 /*@{*/
3895 gl_api API;
3896 /**
3897 * The current dispatch table for non-displaylist-saving execution, either
3898 * BeginEnd or OutsideBeginEnd
3899 */
3900 struct _glapi_table *Exec;
3901 /**
3902 * The normal dispatch table for non-displaylist-saving, non-begin/end
3903 */
3904 struct _glapi_table *OutsideBeginEnd;
3905 /** The dispatch table used between glNewList() and glEndList() */
3906 struct _glapi_table *Save;
3907 /**
3908 * The dispatch table used between glBegin() and glEnd() (outside of a
3909 * display list). Only valid functions between those two are set, which is
3910 * mostly just the set in a GLvertexformat struct.
3911 */
3912 struct _glapi_table *BeginEnd;
3913 /**
3914 * Tracks the current dispatch table out of the 3 above, so that it can be
3915 * re-set on glXMakeCurrent().
3916 */
3917 struct _glapi_table *CurrentDispatch;
3918 /*@}*/
3919
3920 struct gl_config Visual;
3921 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3922 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3923 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3924 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3925
3926 /**
3927 * Device driver function pointer table
3928 */
3929 struct dd_function_table Driver;
3930
3931 /** Core/Driver constants */
3932 struct gl_constants Const;
3933
3934 /** \name The various 4x4 matrix stacks */
3935 /*@{*/
3936 struct gl_matrix_stack ModelviewMatrixStack;
3937 struct gl_matrix_stack ProjectionMatrixStack;
3938 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3939 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3940 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3941 /*@}*/
3942
3943 /** Combined modelview and projection matrix */
3944 GLmatrix _ModelProjectMatrix;
3945
3946 /** \name Display lists */
3947 struct gl_dlist_state ListState;
3948
3949 GLboolean ExecuteFlag; /**< Execute GL commands? */
3950 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3951
3952 /** Extension information */
3953 struct gl_extensions Extensions;
3954
3955 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3956 GLuint Version;
3957 char *VersionString;
3958
3959 /** \name State attribute stack (for glPush/PopAttrib) */
3960 /*@{*/
3961 GLuint AttribStackDepth;
3962 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3963 /*@}*/
3964
3965 /** \name Renderer attribute groups
3966 *
3967 * We define a struct for each attribute group to make pushing and popping
3968 * attributes easy. Also it's a good organization.
3969 */
3970 /*@{*/
3971 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3972 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3973 struct gl_current_attrib Current; /**< Current attributes */
3974 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3975 struct gl_eval_attrib Eval; /**< Eval attributes */
3976 struct gl_fog_attrib Fog; /**< Fog attributes */
3977 struct gl_hint_attrib Hint; /**< Hint attributes */
3978 struct gl_light_attrib Light; /**< Light attributes */
3979 struct gl_line_attrib Line; /**< Line attributes */
3980 struct gl_list_attrib List; /**< List attributes */
3981 struct gl_multisample_attrib Multisample;
3982 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3983 struct gl_point_attrib Point; /**< Point attributes */
3984 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3985 GLuint PolygonStipple[32]; /**< Polygon stipple */
3986 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3987 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3988 struct gl_texture_attrib Texture; /**< Texture attributes */
3989 struct gl_transform_attrib Transform; /**< Transformation attributes */
3990 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
3991 /*@}*/
3992
3993 /** \name Client attribute stack */
3994 /*@{*/
3995 GLuint ClientAttribStackDepth;
3996 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3997 /*@}*/
3998
3999 /** \name Client attribute groups */
4000 /*@{*/
4001 struct gl_array_attrib Array; /**< Vertex arrays */
4002 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4003 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4004 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4005 /*@}*/
4006
4007 /** \name Other assorted state (not pushed/popped on attribute stack) */
4008 /*@{*/
4009 struct gl_pixelmaps PixelMaps;
4010
4011 struct gl_evaluators EvalMap; /**< All evaluators */
4012 struct gl_feedback Feedback; /**< Feedback */
4013 struct gl_selection Select; /**< Selection */
4014
4015 struct gl_program_state Program; /**< general program state */
4016 struct gl_vertex_program_state VertexProgram;
4017 struct gl_fragment_program_state FragmentProgram;
4018 struct gl_geometry_program_state GeometryProgram;
4019 struct gl_ati_fragment_shader_state ATIFragmentShader;
4020
4021 struct gl_shader_state Shader; /**< GLSL shader object state */
4022 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4023
4024 struct gl_query_state Query; /**< occlusion, timer queries */
4025
4026 struct gl_transform_feedback_state TransformFeedback;
4027
4028 struct gl_perf_monitor_state PerfMonitor;
4029
4030 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4031
4032 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4033 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4034
4035 /**
4036 * Current GL_ARB_uniform_buffer_object binding referenced by
4037 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4038 */
4039 struct gl_buffer_object *UniformBuffer;
4040
4041 /**
4042 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4043 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4044 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4045 * shader program.
4046 */
4047 struct gl_uniform_buffer_binding
4048 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4049
4050 /**
4051 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4052 * target.
4053 */
4054 struct gl_buffer_object *AtomicBuffer;
4055
4056 /**
4057 * Array of atomic counter buffer binding points.
4058 */
4059 struct gl_atomic_buffer_binding
4060 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4061
4062 /**
4063 * Array of image units for ARB_shader_image_load_store.
4064 */
4065 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4066
4067 /*@}*/
4068
4069 struct gl_meta_state *Meta; /**< for "meta" operations */
4070
4071 /* GL_EXT_framebuffer_object */
4072 struct gl_renderbuffer *CurrentRenderbuffer;
4073
4074 GLenum ErrorValue; /**< Last error code */
4075
4076 /**
4077 * Recognize and silence repeated error debug messages in buggy apps.
4078 */
4079 const char *ErrorDebugFmtString;
4080 GLuint ErrorDebugCount;
4081
4082 /* GL_ARB_debug_output/GL_KHR_debug */
4083 struct gl_debug_state Debug;
4084
4085 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4086 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4087 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
4088
4089 struct gl_driver_flags DriverFlags;
4090
4091 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4092
4093 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4094
4095 /** \name Derived state */
4096 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4097 GLfloat _EyeZDir[3];
4098 GLfloat _ModelViewInvScale;
4099 GLboolean _NeedEyeCoords;
4100 GLboolean _ForceEyeCoords;
4101
4102 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4103
4104 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4105
4106 /** \name For debugging/development only */
4107 /*@{*/
4108 GLboolean FirstTimeCurrent;
4109 /*@}*/
4110
4111 /** software compression/decompression supported or not */
4112 GLboolean Mesa_DXTn;
4113
4114 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4115
4116 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4117
4118 /**
4119 * \name Hooks for module contexts.
4120 *
4121 * These will eventually live in the driver or elsewhere.
4122 */
4123 /*@{*/
4124 void *swrast_context;
4125 void *swsetup_context;
4126 void *swtnl_context;
4127 struct vbo_context *vbo_context;
4128 struct st_context *st;
4129 void *aelt_context;
4130 /*@}*/
4131
4132 /**
4133 * \name NV_vdpau_interop
4134 */
4135 /*@{*/
4136 const void *vdpDevice;
4137 const void *vdpGetProcAddress;
4138 struct set *vdpSurfaces;
4139 /*@}*/
4140
4141 /**
4142 * Has this context observed a GPU reset in any context in the share group?
4143 *
4144 * Once this field becomes true, it is never reset to false.
4145 */
4146 GLboolean ShareGroupReset;
4147 };
4148
4149
4150 #ifdef DEBUG
4151 extern int MESA_VERBOSE;
4152 extern int MESA_DEBUG_FLAGS;
4153 # define MESA_FUNCTION __FUNCTION__
4154 #else
4155 # define MESA_VERBOSE 0
4156 # define MESA_DEBUG_FLAGS 0
4157 # define MESA_FUNCTION "a function"
4158 # ifndef NDEBUG
4159 # define NDEBUG
4160 # endif
4161 #endif
4162
4163
4164 /** The MESA_VERBOSE var is a bitmask of these flags */
4165 enum _verbose
4166 {
4167 VERBOSE_VARRAY = 0x0001,
4168 VERBOSE_TEXTURE = 0x0002,
4169 VERBOSE_MATERIAL = 0x0004,
4170 VERBOSE_PIPELINE = 0x0008,
4171 VERBOSE_DRIVER = 0x0010,
4172 VERBOSE_STATE = 0x0020,
4173 VERBOSE_API = 0x0040,
4174 VERBOSE_DISPLAY_LIST = 0x0100,
4175 VERBOSE_LIGHTING = 0x0200,
4176 VERBOSE_PRIMS = 0x0400,
4177 VERBOSE_VERTS = 0x0800,
4178 VERBOSE_DISASSEM = 0x1000,
4179 VERBOSE_DRAW = 0x2000,
4180 VERBOSE_SWAPBUFFERS = 0x4000
4181 };
4182
4183
4184 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4185 enum _debug
4186 {
4187 DEBUG_SILENT = (1 << 0),
4188 DEBUG_ALWAYS_FLUSH = (1 << 1),
4189 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4190 DEBUG_INCOMPLETE_FBO = (1 << 3)
4191 };
4192
4193
4194
4195 #ifdef __cplusplus
4196 }
4197 #endif
4198
4199 #endif /* MTYPES_H */