mesa: Add draw time validation for advanced blending modes.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47 #include "compiler/glsl/list.h"
48
49
50 #ifdef __cplusplus
51 extern "C" {
52 #endif
53
54
55 /**
56 * \name 64-bit extension of GLbitfield.
57 */
58 /*@{*/
59 typedef GLuint64 GLbitfield64;
60
61 /** Set a single bit */
62 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
63 /** Set all bits up to excluding bit b */
64 #define BITFIELD64_MASK(b) \
65 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
66 /** Set count bits starting from bit b */
67 #define BITFIELD64_RANGE(b, count) \
68 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
69
70
71 /**
72 * \name Some forward type declarations
73 */
74 /*@{*/
75 struct _mesa_HashTable;
76 struct gl_attrib_node;
77 struct gl_list_extensions;
78 struct gl_meta_state;
79 struct gl_program_cache;
80 struct gl_texture_object;
81 struct gl_debug_state;
82 struct gl_context;
83 struct st_context;
84 struct gl_uniform_storage;
85 struct prog_instruction;
86 struct gl_program_parameter_list;
87 struct set;
88 struct set_entry;
89 struct vbo_context;
90 /*@}*/
91
92
93 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
94 #define PRIM_MAX GL_PATCHES
95 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
96 #define PRIM_UNKNOWN (PRIM_MAX + 2)
97
98 /**
99 * Determine if the given gl_varying_slot appears in the fragment shader.
100 */
101 static inline GLboolean
102 _mesa_varying_slot_in_fs(gl_varying_slot slot)
103 {
104 switch (slot) {
105 case VARYING_SLOT_PSIZ:
106 case VARYING_SLOT_BFC0:
107 case VARYING_SLOT_BFC1:
108 case VARYING_SLOT_EDGE:
109 case VARYING_SLOT_CLIP_VERTEX:
110 case VARYING_SLOT_LAYER:
111 case VARYING_SLOT_TESS_LEVEL_OUTER:
112 case VARYING_SLOT_TESS_LEVEL_INNER:
113 return GL_FALSE;
114 default:
115 return GL_TRUE;
116 }
117 }
118
119 /**
120 * Indexes for all renderbuffers
121 */
122 typedef enum
123 {
124 /* the four standard color buffers */
125 BUFFER_FRONT_LEFT,
126 BUFFER_BACK_LEFT,
127 BUFFER_FRONT_RIGHT,
128 BUFFER_BACK_RIGHT,
129 BUFFER_DEPTH,
130 BUFFER_STENCIL,
131 BUFFER_ACCUM,
132 /* optional aux buffer */
133 BUFFER_AUX0,
134 /* generic renderbuffers */
135 BUFFER_COLOR0,
136 BUFFER_COLOR1,
137 BUFFER_COLOR2,
138 BUFFER_COLOR3,
139 BUFFER_COLOR4,
140 BUFFER_COLOR5,
141 BUFFER_COLOR6,
142 BUFFER_COLOR7,
143 BUFFER_COUNT
144 } gl_buffer_index;
145
146 /**
147 * Bit flags for all renderbuffers
148 */
149 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
150 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
151 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
152 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
153 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
154 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
155 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
156 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
157 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
158 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
159 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
160 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
161 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
162 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
163 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
164 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
165 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
166 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
167 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
168
169 /**
170 * Mask of all the color buffer bits (but not accum).
171 */
172 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
173 BUFFER_BIT_BACK_LEFT | \
174 BUFFER_BIT_FRONT_RIGHT | \
175 BUFFER_BIT_BACK_RIGHT | \
176 BUFFER_BIT_AUX0 | \
177 BUFFER_BIT_COLOR0 | \
178 BUFFER_BIT_COLOR1 | \
179 BUFFER_BIT_COLOR2 | \
180 BUFFER_BIT_COLOR3 | \
181 BUFFER_BIT_COLOR4 | \
182 BUFFER_BIT_COLOR5 | \
183 BUFFER_BIT_COLOR6 | \
184 BUFFER_BIT_COLOR7)
185
186 /**
187 * Framebuffer configuration (aka visual / pixelformat)
188 * Note: some of these fields should be boolean, but it appears that
189 * code in drivers/dri/common/util.c requires int-sized fields.
190 */
191 struct gl_config
192 {
193 GLboolean rgbMode;
194 GLboolean floatMode;
195 GLuint doubleBufferMode;
196 GLuint stereoMode;
197
198 GLboolean haveAccumBuffer;
199 GLboolean haveDepthBuffer;
200 GLboolean haveStencilBuffer;
201
202 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
203 GLuint redMask, greenMask, blueMask, alphaMask;
204 GLint rgbBits; /* total bits for rgb */
205 GLint indexBits; /* total bits for colorindex */
206
207 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
208 GLint depthBits;
209 GLint stencilBits;
210
211 GLint numAuxBuffers;
212
213 GLint level;
214
215 /* EXT_visual_rating / GLX 1.2 */
216 GLint visualRating;
217
218 /* EXT_visual_info / GLX 1.2 */
219 GLint transparentPixel;
220 /* colors are floats scaled to ints */
221 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
222 GLint transparentIndex;
223
224 /* ARB_multisample / SGIS_multisample */
225 GLint sampleBuffers;
226 GLint samples;
227
228 /* SGIX_pbuffer / GLX 1.3 */
229 GLint maxPbufferWidth;
230 GLint maxPbufferHeight;
231 GLint maxPbufferPixels;
232 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
233 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
234
235 /* OML_swap_method */
236 GLint swapMethod;
237
238 /* EXT_texture_from_pixmap */
239 GLint bindToTextureRgb;
240 GLint bindToTextureRgba;
241 GLint bindToMipmapTexture;
242 GLint bindToTextureTargets;
243 GLint yInverted;
244
245 /* EXT_framebuffer_sRGB */
246 GLint sRGBCapable;
247 };
248
249
250 /**
251 * \name Bit flags used for updating material values.
252 */
253 /*@{*/
254 #define MAT_ATTRIB_FRONT_AMBIENT 0
255 #define MAT_ATTRIB_BACK_AMBIENT 1
256 #define MAT_ATTRIB_FRONT_DIFFUSE 2
257 #define MAT_ATTRIB_BACK_DIFFUSE 3
258 #define MAT_ATTRIB_FRONT_SPECULAR 4
259 #define MAT_ATTRIB_BACK_SPECULAR 5
260 #define MAT_ATTRIB_FRONT_EMISSION 6
261 #define MAT_ATTRIB_BACK_EMISSION 7
262 #define MAT_ATTRIB_FRONT_SHININESS 8
263 #define MAT_ATTRIB_BACK_SHININESS 9
264 #define MAT_ATTRIB_FRONT_INDEXES 10
265 #define MAT_ATTRIB_BACK_INDEXES 11
266 #define MAT_ATTRIB_MAX 12
267
268 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
269 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
270 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
271 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
272 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
273 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
274
275 #define MAT_INDEX_AMBIENT 0
276 #define MAT_INDEX_DIFFUSE 1
277 #define MAT_INDEX_SPECULAR 2
278
279 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
280 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
281 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
282 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
283 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
284 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
285 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
286 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
287 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
288 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
289 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
290 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
291
292
293 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
294 MAT_BIT_FRONT_AMBIENT | \
295 MAT_BIT_FRONT_DIFFUSE | \
296 MAT_BIT_FRONT_SPECULAR | \
297 MAT_BIT_FRONT_SHININESS | \
298 MAT_BIT_FRONT_INDEXES)
299
300 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
301 MAT_BIT_BACK_AMBIENT | \
302 MAT_BIT_BACK_DIFFUSE | \
303 MAT_BIT_BACK_SPECULAR | \
304 MAT_BIT_BACK_SHININESS | \
305 MAT_BIT_BACK_INDEXES)
306
307 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
308 /*@}*/
309
310
311 /**
312 * Material state.
313 */
314 struct gl_material
315 {
316 GLfloat Attrib[MAT_ATTRIB_MAX][4];
317 };
318
319
320 /**
321 * Light state flags.
322 */
323 /*@{*/
324 #define LIGHT_SPOT 0x1
325 #define LIGHT_LOCAL_VIEWER 0x2
326 #define LIGHT_POSITIONAL 0x4
327 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
328 /*@}*/
329
330
331 /**
332 * Light source state.
333 */
334 struct gl_light
335 {
336 GLfloat Ambient[4]; /**< ambient color */
337 GLfloat Diffuse[4]; /**< diffuse color */
338 GLfloat Specular[4]; /**< specular color */
339 GLfloat EyePosition[4]; /**< position in eye coordinates */
340 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
341 GLfloat SpotExponent;
342 GLfloat SpotCutoff; /**< in degrees */
343 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
344 GLfloat ConstantAttenuation;
345 GLfloat LinearAttenuation;
346 GLfloat QuadraticAttenuation;
347 GLboolean Enabled; /**< On/off flag */
348
349 /**
350 * \name Derived fields
351 */
352 /*@{*/
353 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
354
355 GLfloat _Position[4]; /**< position in eye/obj coordinates */
356 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
357 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
358 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
359 GLfloat _VP_inf_spot_attenuation;
360
361 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
362 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
363 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
364 /*@}*/
365 };
366
367
368 /**
369 * Light model state.
370 */
371 struct gl_lightmodel
372 {
373 GLfloat Ambient[4]; /**< ambient color */
374 GLboolean LocalViewer; /**< Local (or infinite) view point? */
375 GLboolean TwoSide; /**< Two (or one) sided lighting? */
376 GLenum ColorControl; /**< either GL_SINGLE_COLOR
377 * or GL_SEPARATE_SPECULAR_COLOR */
378 };
379
380
381 /**
382 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
383 */
384 struct gl_accum_attrib
385 {
386 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
387 };
388
389
390 /**
391 * Used for storing clear color, texture border color, etc.
392 * The float values are typically unclamped.
393 */
394 union gl_color_union
395 {
396 GLfloat f[4];
397 GLint i[4];
398 GLuint ui[4];
399 };
400
401
402 /**
403 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
404 */
405 struct gl_colorbuffer_attrib
406 {
407 GLuint ClearIndex; /**< Index for glClear */
408 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
409 GLuint IndexMask; /**< Color index write mask */
410 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
411
412 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
413
414 /**
415 * \name alpha testing
416 */
417 /*@{*/
418 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
419 GLenum AlphaFunc; /**< Alpha test function */
420 GLfloat AlphaRefUnclamped;
421 GLclampf AlphaRef; /**< Alpha reference value */
422 /*@}*/
423
424 /**
425 * \name Blending
426 */
427 /*@{*/
428 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
429
430 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
431 * control, only on the fixed-pointness of the render target.
432 * The query does however depend on fragment color clamping.
433 */
434 GLfloat BlendColorUnclamped[4]; /**< Blending color */
435 GLfloat BlendColor[4]; /**< Blending color */
436
437 struct
438 {
439 GLenum SrcRGB; /**< RGB blend source term */
440 GLenum DstRGB; /**< RGB blend dest term */
441 GLenum SrcA; /**< Alpha blend source term */
442 GLenum DstA; /**< Alpha blend dest term */
443 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
444 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
445 /**
446 * Set if any blend factor uses SRC1. Computed at the time blend factors
447 * get set.
448 */
449 GLboolean _UsesDualSrc;
450 } Blend[MAX_DRAW_BUFFERS];
451 /** Are the blend func terms currently different for each buffer/target? */
452 GLboolean _BlendFuncPerBuffer;
453 /** Are the blend equations currently different for each buffer/target? */
454 GLboolean _BlendEquationPerBuffer;
455
456 /**
457 * Which advanced blending mode is in use (or BLEND_NONE).
458 *
459 * KHR_blend_equation_advanced only allows advanced blending with a single
460 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
461 * requires all draw buffers to match, so we only need a single value.
462 */
463 enum gl_advanced_blend_mode _AdvancedBlendMode;
464 /*@}*/
465
466 /**
467 * \name Logic op
468 */
469 /*@{*/
470 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
471 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
472 GLenum LogicOp; /**< Logic operator */
473
474 /*@}*/
475
476 GLboolean DitherFlag; /**< Dither enable flag */
477
478 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
479 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
480 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
481
482 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
483 };
484
485
486 /**
487 * Current attribute group (GL_CURRENT_BIT).
488 */
489 struct gl_current_attrib
490 {
491 /**
492 * \name Current vertex attributes (color, texcoords, etc).
493 * \note Values are valid only after FLUSH_VERTICES has been called.
494 * \note Index and Edgeflag current values are stored as floats in the
495 * SIX and SEVEN attribute slots.
496 * \note We need double storage for 64-bit vertex attributes
497 */
498 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
499
500 /**
501 * \name Current raster position attributes (always up to date after a
502 * glRasterPos call).
503 */
504 GLfloat RasterPos[4];
505 GLfloat RasterDistance;
506 GLfloat RasterColor[4];
507 GLfloat RasterSecondaryColor[4];
508 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
509 GLboolean RasterPosValid;
510 };
511
512
513 /**
514 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
515 */
516 struct gl_depthbuffer_attrib
517 {
518 GLenum Func; /**< Function for depth buffer compare */
519 GLclampd Clear; /**< Value to clear depth buffer to */
520 GLboolean Test; /**< Depth buffering enabled flag */
521 GLboolean Mask; /**< Depth buffer writable? */
522 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
523 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
524 };
525
526
527 /**
528 * Evaluator attribute group (GL_EVAL_BIT).
529 */
530 struct gl_eval_attrib
531 {
532 /**
533 * \name Enable bits
534 */
535 /*@{*/
536 GLboolean Map1Color4;
537 GLboolean Map1Index;
538 GLboolean Map1Normal;
539 GLboolean Map1TextureCoord1;
540 GLboolean Map1TextureCoord2;
541 GLboolean Map1TextureCoord3;
542 GLboolean Map1TextureCoord4;
543 GLboolean Map1Vertex3;
544 GLboolean Map1Vertex4;
545 GLboolean Map2Color4;
546 GLboolean Map2Index;
547 GLboolean Map2Normal;
548 GLboolean Map2TextureCoord1;
549 GLboolean Map2TextureCoord2;
550 GLboolean Map2TextureCoord3;
551 GLboolean Map2TextureCoord4;
552 GLboolean Map2Vertex3;
553 GLboolean Map2Vertex4;
554 GLboolean AutoNormal;
555 /*@}*/
556
557 /**
558 * \name Map Grid endpoints and divisions and calculated du values
559 */
560 /*@{*/
561 GLint MapGrid1un;
562 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
563 GLint MapGrid2un, MapGrid2vn;
564 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
565 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
566 /*@}*/
567 };
568
569
570 /**
571 * Fog attribute group (GL_FOG_BIT).
572 */
573 struct gl_fog_attrib
574 {
575 GLboolean Enabled; /**< Fog enabled flag */
576 GLboolean ColorSumEnabled;
577 GLfloat ColorUnclamped[4]; /**< Fog color */
578 GLfloat Color[4]; /**< Fog color */
579 GLfloat Density; /**< Density >= 0.0 */
580 GLfloat Start; /**< Start distance in eye coords */
581 GLfloat End; /**< End distance in eye coords */
582 GLfloat Index; /**< Fog index */
583 GLenum Mode; /**< Fog mode */
584 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
585 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
586 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
587 };
588
589
590 /**
591 * Hint attribute group (GL_HINT_BIT).
592 *
593 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
594 */
595 struct gl_hint_attrib
596 {
597 GLenum PerspectiveCorrection;
598 GLenum PointSmooth;
599 GLenum LineSmooth;
600 GLenum PolygonSmooth;
601 GLenum Fog;
602 GLenum TextureCompression; /**< GL_ARB_texture_compression */
603 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
604 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
605 };
606
607
608 /**
609 * Lighting attribute group (GL_LIGHT_BIT).
610 */
611 struct gl_light_attrib
612 {
613 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
614 struct gl_lightmodel Model; /**< Lighting model */
615
616 /**
617 * Front and back material values.
618 * Note: must call FLUSH_VERTICES() before using.
619 */
620 struct gl_material Material;
621
622 GLboolean Enabled; /**< Lighting enabled flag */
623 GLboolean ColorMaterialEnabled;
624
625 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
626 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
627 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
628 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
629 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
630
631
632 GLboolean _ClampVertexColor;
633 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
634
635 /**
636 * Derived state for optimizations:
637 */
638 /*@{*/
639 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
640
641 GLboolean _NeedEyeCoords;
642 GLboolean _NeedVertices; /**< Use fast shader? */
643
644 GLfloat _BaseColor[2][3];
645 /*@}*/
646 };
647
648
649 /**
650 * Line attribute group (GL_LINE_BIT).
651 */
652 struct gl_line_attrib
653 {
654 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
655 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
656 GLushort StipplePattern; /**< Stipple pattern */
657 GLint StippleFactor; /**< Stipple repeat factor */
658 GLfloat Width; /**< Line width */
659 };
660
661
662 /**
663 * Display list attribute group (GL_LIST_BIT).
664 */
665 struct gl_list_attrib
666 {
667 GLuint ListBase;
668 };
669
670
671 /**
672 * Multisample attribute group (GL_MULTISAMPLE_BIT).
673 */
674 struct gl_multisample_attrib
675 {
676 GLboolean Enabled;
677 GLboolean SampleAlphaToCoverage;
678 GLboolean SampleAlphaToOne;
679 GLboolean SampleCoverage;
680 GLboolean SampleCoverageInvert;
681 GLboolean SampleShading;
682
683 /* ARB_texture_multisample / GL3.2 additions */
684 GLboolean SampleMask;
685
686 GLfloat SampleCoverageValue;
687 GLfloat MinSampleShadingValue;
688
689 /** The GL spec defines this as an array but >32x MSAA is madness */
690 GLbitfield SampleMaskValue;
691 };
692
693
694 /**
695 * A pixelmap (see glPixelMap)
696 */
697 struct gl_pixelmap
698 {
699 GLint Size;
700 GLfloat Map[MAX_PIXEL_MAP_TABLE];
701 };
702
703
704 /**
705 * Collection of all pixelmaps
706 */
707 struct gl_pixelmaps
708 {
709 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
710 struct gl_pixelmap GtoG;
711 struct gl_pixelmap BtoB;
712 struct gl_pixelmap AtoA;
713 struct gl_pixelmap ItoR;
714 struct gl_pixelmap ItoG;
715 struct gl_pixelmap ItoB;
716 struct gl_pixelmap ItoA;
717 struct gl_pixelmap ItoI;
718 struct gl_pixelmap StoS;
719 };
720
721
722 /**
723 * Pixel attribute group (GL_PIXEL_MODE_BIT).
724 */
725 struct gl_pixel_attrib
726 {
727 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
728
729 /*--- Begin Pixel Transfer State ---*/
730 /* Fields are in the order in which they're applied... */
731
732 /** Scale & Bias (index shift, offset) */
733 /*@{*/
734 GLfloat RedBias, RedScale;
735 GLfloat GreenBias, GreenScale;
736 GLfloat BlueBias, BlueScale;
737 GLfloat AlphaBias, AlphaScale;
738 GLfloat DepthBias, DepthScale;
739 GLint IndexShift, IndexOffset;
740 /*@}*/
741
742 /* Pixel Maps */
743 /* Note: actual pixel maps are not part of this attrib group */
744 GLboolean MapColorFlag;
745 GLboolean MapStencilFlag;
746
747 /*--- End Pixel Transfer State ---*/
748
749 /** glPixelZoom */
750 GLfloat ZoomX, ZoomY;
751 };
752
753
754 /**
755 * Point attribute group (GL_POINT_BIT).
756 */
757 struct gl_point_attrib
758 {
759 GLfloat Size; /**< User-specified point size */
760 GLfloat Params[3]; /**< GL_EXT_point_parameters */
761 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
762 GLfloat Threshold; /**< GL_EXT_point_parameters */
763 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
764 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
765 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
766 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
767 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
768 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
769 };
770
771
772 /**
773 * Polygon attribute group (GL_POLYGON_BIT).
774 */
775 struct gl_polygon_attrib
776 {
777 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
778 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
779 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
780 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
781 GLboolean CullFlag; /**< Culling on/off flag */
782 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
783 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
784 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
785 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
786 GLfloat OffsetUnits; /**< Polygon offset units, from user */
787 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
788 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
789 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
790 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
791 };
792
793
794 /**
795 * Scissor attributes (GL_SCISSOR_BIT).
796 */
797 struct gl_scissor_rect
798 {
799 GLint X, Y; /**< Lower left corner of box */
800 GLsizei Width, Height; /**< Size of box */
801 };
802 struct gl_scissor_attrib
803 {
804 GLbitfield EnableFlags; /**< Scissor test enabled? */
805 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
806 GLint NumWindowRects; /**< Count of enabled window rectangles */
807 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
808 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
809 };
810
811
812 /**
813 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
814 *
815 * Three sets of stencil data are tracked so that OpenGL 2.0,
816 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
817 * simultaneously. In each of the stencil state arrays, element 0 corresponds
818 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
819 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
820 * GL_EXT_stencil_two_side GL_BACK state.
821 *
822 * The derived value \c _BackFace is either 1 or 2 depending on whether or
823 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
824 *
825 * The derived value \c _TestTwoSide is set when the front-face and back-face
826 * stencil state are different.
827 */
828 struct gl_stencil_attrib
829 {
830 GLboolean Enabled; /**< Enabled flag */
831 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
832 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
833 GLboolean _Enabled; /**< Enabled and stencil buffer present */
834 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
835 GLboolean _TestTwoSide;
836 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
837 GLenum Function[3]; /**< Stencil function */
838 GLenum FailFunc[3]; /**< Fail function */
839 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
840 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
841 GLint Ref[3]; /**< Reference value */
842 GLuint ValueMask[3]; /**< Value mask */
843 GLuint WriteMask[3]; /**< Write mask */
844 GLuint Clear; /**< Clear value */
845 };
846
847
848 /**
849 * An index for each type of texture object. These correspond to the GL
850 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
851 * Note: the order is from highest priority to lowest priority.
852 */
853 typedef enum
854 {
855 TEXTURE_2D_MULTISAMPLE_INDEX,
856 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
857 TEXTURE_CUBE_ARRAY_INDEX,
858 TEXTURE_BUFFER_INDEX,
859 TEXTURE_2D_ARRAY_INDEX,
860 TEXTURE_1D_ARRAY_INDEX,
861 TEXTURE_EXTERNAL_INDEX,
862 TEXTURE_CUBE_INDEX,
863 TEXTURE_3D_INDEX,
864 TEXTURE_RECT_INDEX,
865 TEXTURE_2D_INDEX,
866 TEXTURE_1D_INDEX,
867 NUM_TEXTURE_TARGETS
868 } gl_texture_index;
869
870
871 /**
872 * Bit flags for each type of texture object
873 */
874 /*@{*/
875 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
876 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
877 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
878 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
879 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
880 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
881 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
882 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
883 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
884 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
885 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
886 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
887 /*@}*/
888
889
890 /**
891 * Texture image state. Drivers will typically create a subclass of this
892 * with extra fields for memory buffers, etc.
893 */
894 struct gl_texture_image
895 {
896 GLint InternalFormat; /**< Internal format as given by the user */
897 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
898 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
899 * GL_INTENSITY, GL_DEPTH_COMPONENT or
900 * GL_DEPTH_STENCIL_EXT only. Used for
901 * choosing TexEnv arithmetic.
902 */
903 mesa_format TexFormat; /**< The actual texture memory format */
904
905 GLuint Border; /**< 0 or 1 */
906 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
907 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
908 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
909 GLuint Width2; /**< = Width - 2*Border */
910 GLuint Height2; /**< = Height - 2*Border */
911 GLuint Depth2; /**< = Depth - 2*Border */
912 GLuint WidthLog2; /**< = log2(Width2) */
913 GLuint HeightLog2; /**< = log2(Height2) */
914 GLuint DepthLog2; /**< = log2(Depth2) */
915 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
916 levels, computed from the dimensions */
917
918 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
919 GLuint Level; /**< Which mipmap level am I? */
920 /** Cube map face: index into gl_texture_object::Image[] array */
921 GLuint Face;
922
923 /** GL_ARB_texture_multisample */
924 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
925 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
926 };
927
928
929 /**
930 * Indexes for cube map faces.
931 */
932 typedef enum
933 {
934 FACE_POS_X = 0,
935 FACE_NEG_X = 1,
936 FACE_POS_Y = 2,
937 FACE_NEG_Y = 3,
938 FACE_POS_Z = 4,
939 FACE_NEG_Z = 5,
940 MAX_FACES = 6
941 } gl_face_index;
942
943
944 /**
945 * Sampler object state. These objects are new with GL_ARB_sampler_objects
946 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
947 */
948 struct gl_sampler_object
949 {
950 mtx_t Mutex;
951 GLuint Name;
952 GLint RefCount;
953 GLchar *Label; /**< GL_KHR_debug */
954
955 GLenum WrapS; /**< S-axis texture image wrap mode */
956 GLenum WrapT; /**< T-axis texture image wrap mode */
957 GLenum WrapR; /**< R-axis texture image wrap mode */
958 GLenum MinFilter; /**< minification filter */
959 GLenum MagFilter; /**< magnification filter */
960 union gl_color_union BorderColor; /**< Interpreted according to texture format */
961 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
962 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
963 GLfloat LodBias; /**< OpenGL 1.4 */
964 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
965 GLenum CompareMode; /**< GL_ARB_shadow */
966 GLenum CompareFunc; /**< GL_ARB_shadow */
967 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
968 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
969 };
970
971
972 /**
973 * Texture object state. Contains the array of mipmap images, border color,
974 * wrap modes, filter modes, and shadow/texcompare state.
975 */
976 struct gl_texture_object
977 {
978 mtx_t Mutex; /**< for thread safety */
979 GLint RefCount; /**< reference count */
980 GLuint Name; /**< the user-visible texture object ID */
981 GLchar *Label; /**< GL_KHR_debug */
982 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
983 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
984 Only valid when Target is valid. */
985
986 struct gl_sampler_object Sampler;
987
988 GLenum DepthMode; /**< GL_ARB_depth_texture */
989 bool StencilSampling; /**< Should we sample stencil instead of depth? */
990
991 GLfloat Priority; /**< in [0,1] */
992 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
993 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
994 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
995 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
996 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
997 GLint CropRect[4]; /**< GL_OES_draw_texture */
998 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
999 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1000 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1001 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1002 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1003 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1004 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1005 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1006 pressure? */
1007 GLboolean Immutable; /**< GL_ARB_texture_storage */
1008 GLboolean _IsFloat; /**< GL_OES_float_texture */
1009 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1010
1011 GLuint MinLevel; /**< GL_ARB_texture_view */
1012 GLuint MinLayer; /**< GL_ARB_texture_view */
1013 GLuint NumLevels; /**< GL_ARB_texture_view */
1014 GLuint NumLayers; /**< GL_ARB_texture_view */
1015
1016 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1017 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1018
1019 /** GL_ARB_texture_buffer_object */
1020 struct gl_buffer_object *BufferObject;
1021 GLenum BufferObjectFormat;
1022 /** Equivalent Mesa format for BufferObjectFormat. */
1023 mesa_format _BufferObjectFormat;
1024 /** GL_ARB_texture_buffer_range */
1025 GLintptr BufferOffset;
1026 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1027
1028 /** GL_OES_EGL_image_external */
1029 GLint RequiredTextureImageUnits;
1030
1031 /** GL_ARB_shader_image_load_store */
1032 GLenum ImageFormatCompatibilityType;
1033 };
1034
1035
1036 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1037 #define MAX_COMBINER_TERMS 4
1038
1039
1040 /**
1041 * Texture combine environment state.
1042 */
1043 struct gl_tex_env_combine_state
1044 {
1045 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1046 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1047 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1048 GLenum SourceRGB[MAX_COMBINER_TERMS];
1049 GLenum SourceA[MAX_COMBINER_TERMS];
1050 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1051 GLenum OperandRGB[MAX_COMBINER_TERMS];
1052 GLenum OperandA[MAX_COMBINER_TERMS];
1053 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1054 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1055 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1056 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1057 };
1058
1059
1060 /**
1061 * TexGenEnabled flags.
1062 */
1063 /*@{*/
1064 #define S_BIT 1
1065 #define T_BIT 2
1066 #define R_BIT 4
1067 #define Q_BIT 8
1068 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1069 /*@}*/
1070
1071
1072 /**
1073 * Bit flag versions of the corresponding GL_ constants.
1074 */
1075 /*@{*/
1076 #define TEXGEN_SPHERE_MAP 0x1
1077 #define TEXGEN_OBJ_LINEAR 0x2
1078 #define TEXGEN_EYE_LINEAR 0x4
1079 #define TEXGEN_REFLECTION_MAP_NV 0x8
1080 #define TEXGEN_NORMAL_MAP_NV 0x10
1081
1082 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1083 TEXGEN_REFLECTION_MAP_NV | \
1084 TEXGEN_NORMAL_MAP_NV)
1085 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1086 TEXGEN_REFLECTION_MAP_NV | \
1087 TEXGEN_NORMAL_MAP_NV | \
1088 TEXGEN_EYE_LINEAR)
1089 /*@}*/
1090
1091
1092
1093 /** Tex-gen enabled for texture unit? */
1094 #define ENABLE_TEXGEN(unit) (1 << (unit))
1095
1096 /** Non-identity texture matrix for texture unit? */
1097 #define ENABLE_TEXMAT(unit) (1 << (unit))
1098
1099
1100 /**
1101 * Texture coord generation state.
1102 */
1103 struct gl_texgen
1104 {
1105 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1106 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1107 GLfloat ObjectPlane[4];
1108 GLfloat EyePlane[4];
1109 };
1110
1111
1112 /**
1113 * Texture unit state. Contains enable flags, texture environment/function/
1114 * combiners, texgen state, and pointers to current texture objects.
1115 */
1116 struct gl_texture_unit
1117 {
1118 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1119
1120 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1121 GLclampf EnvColor[4];
1122 GLfloat EnvColorUnclamped[4];
1123
1124 struct gl_texgen GenS;
1125 struct gl_texgen GenT;
1126 struct gl_texgen GenR;
1127 struct gl_texgen GenQ;
1128 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1129 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1130
1131 GLfloat LodBias; /**< for biasing mipmap levels */
1132
1133 /** Texture targets that have a non-default texture bound */
1134 GLbitfield _BoundTextures;
1135
1136 /** Current sampler object (GL_ARB_sampler_objects) */
1137 struct gl_sampler_object *Sampler;
1138
1139 /**
1140 * \name GL_EXT_texture_env_combine
1141 */
1142 struct gl_tex_env_combine_state Combine;
1143
1144 /**
1145 * Derived state based on \c EnvMode and the \c BaseFormat of the
1146 * currently enabled texture.
1147 */
1148 struct gl_tex_env_combine_state _EnvMode;
1149
1150 /**
1151 * Currently enabled combiner state. This will point to either
1152 * \c Combine or \c _EnvMode.
1153 */
1154 struct gl_tex_env_combine_state *_CurrentCombine;
1155
1156 /** Current texture object pointers */
1157 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1158
1159 /** Points to highest priority, complete and enabled texture object */
1160 struct gl_texture_object *_Current;
1161
1162 };
1163
1164
1165 /**
1166 * Texture attribute group (GL_TEXTURE_BIT).
1167 */
1168 struct gl_texture_attrib
1169 {
1170 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1171
1172 /** GL_ARB_seamless_cubemap */
1173 GLboolean CubeMapSeamless;
1174
1175 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1176
1177 /** GL_ARB_texture_buffer_object */
1178 struct gl_buffer_object *BufferObject;
1179
1180 /** Texture coord units/sets used for fragment texturing */
1181 GLbitfield _EnabledCoordUnits;
1182
1183 /** Texture coord units that have texgen enabled */
1184 GLbitfield _TexGenEnabled;
1185
1186 /** Texture coord units that have non-identity matrices */
1187 GLbitfield _TexMatEnabled;
1188
1189 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1190 GLbitfield _GenFlags;
1191
1192 /** Largest index of a texture unit with _Current != NULL. */
1193 GLint _MaxEnabledTexImageUnit;
1194
1195 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1196 GLint NumCurrentTexUsed;
1197
1198 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1199 };
1200
1201
1202 /**
1203 * Data structure representing a single clip plane (e.g. one of the elements
1204 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1205 */
1206 typedef GLfloat gl_clip_plane[4];
1207
1208
1209 /**
1210 * Transformation attribute group (GL_TRANSFORM_BIT).
1211 */
1212 struct gl_transform_attrib
1213 {
1214 GLenum MatrixMode; /**< Matrix mode */
1215 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1216 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1217 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1218 GLboolean Normalize; /**< Normalize all normals? */
1219 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1220 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1221 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1222 /** GL_ARB_clip_control */
1223 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1224 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1225 };
1226
1227
1228 /**
1229 * Viewport attribute group (GL_VIEWPORT_BIT).
1230 */
1231 struct gl_viewport_attrib
1232 {
1233 GLfloat X, Y; /**< position */
1234 GLfloat Width, Height; /**< size */
1235 GLdouble Near, Far; /**< Depth buffer range */
1236 };
1237
1238
1239 typedef enum {
1240 MAP_USER,
1241 MAP_INTERNAL,
1242
1243 MAP_COUNT
1244 } gl_map_buffer_index;
1245
1246
1247 /**
1248 * Fields describing a mapped buffer range.
1249 */
1250 struct gl_buffer_mapping {
1251 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1252 GLvoid *Pointer; /**< User-space address of mapping */
1253 GLintptr Offset; /**< Mapped offset */
1254 GLsizeiptr Length; /**< Mapped length */
1255 };
1256
1257
1258 /**
1259 * Usages we've seen for a buffer object.
1260 */
1261 typedef enum {
1262 USAGE_UNIFORM_BUFFER = 0x1,
1263 USAGE_TEXTURE_BUFFER = 0x2,
1264 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1265 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1266 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1267 USAGE_PIXEL_PACK_BUFFER = 0x20,
1268 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1269 } gl_buffer_usage;
1270
1271
1272 /**
1273 * GL_ARB_vertex/pixel_buffer_object buffer object
1274 */
1275 struct gl_buffer_object
1276 {
1277 mtx_t Mutex;
1278 GLint RefCount;
1279 GLuint Name;
1280 GLchar *Label; /**< GL_KHR_debug */
1281 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1282 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1283 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1284 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1285 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1286 GLboolean Written; /**< Ever written to? (for debugging) */
1287 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1288 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1289 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1290
1291 /** Counters used for buffer usage warnings */
1292 GLuint NumSubDataCalls;
1293 GLuint NumMapBufferWriteCalls;
1294
1295 struct gl_buffer_mapping Mappings[MAP_COUNT];
1296
1297 /** Memoization of min/max index computations for static index buffers */
1298 struct hash_table *MinMaxCache;
1299 unsigned MinMaxCacheHitIndices;
1300 unsigned MinMaxCacheMissIndices;
1301 bool MinMaxCacheDirty;
1302 };
1303
1304
1305 /**
1306 * Client pixel packing/unpacking attributes
1307 */
1308 struct gl_pixelstore_attrib
1309 {
1310 GLint Alignment;
1311 GLint RowLength;
1312 GLint SkipPixels;
1313 GLint SkipRows;
1314 GLint ImageHeight;
1315 GLint SkipImages;
1316 GLboolean SwapBytes;
1317 GLboolean LsbFirst;
1318 GLboolean Invert; /**< GL_MESA_pack_invert */
1319 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1320 GLint CompressedBlockHeight;
1321 GLint CompressedBlockDepth;
1322 GLint CompressedBlockSize;
1323 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1324 };
1325
1326
1327 /**
1328 * Client vertex array attributes
1329 */
1330 struct gl_client_array
1331 {
1332 GLint Size; /**< components per element (1,2,3,4) */
1333 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1334 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1335 GLsizei StrideB; /**< actual stride in bytes */
1336 GLuint _ElementSize; /**< size of each element in bytes */
1337 const GLubyte *Ptr; /**< Points to array data */
1338 GLboolean Normalized; /**< GL_ARB_vertex_program */
1339 GLboolean Integer; /**< Integer-valued? */
1340 GLboolean Doubles; /**< double precision values are not converted to floats */
1341 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1342
1343 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1344 };
1345
1346
1347 /**
1348 * Vertex attribute array as seen by the client.
1349 *
1350 * Contains the size, type, format and normalization flag,
1351 * along with the index of a vertex buffer binding point.
1352 *
1353 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1354 * and is only present for backwards compatibility reasons.
1355 * Rendering always uses VERTEX_BINDING_STRIDE.
1356 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1357 * and VERTEX_BINDING_STRIDE to the same value, while
1358 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1359 */
1360 struct gl_vertex_attrib_array
1361 {
1362 GLint Size; /**< Components per element (1,2,3,4) */
1363 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1364 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1365 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1366 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1367 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1368 GLboolean Enabled; /**< Whether the array is enabled */
1369 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1370 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1371 GLboolean Doubles; /**< double precision values are not converted to floats */
1372 GLuint _ElementSize; /**< Size of each element in bytes */
1373 GLuint VertexBinding; /**< Vertex buffer binding */
1374 };
1375
1376
1377 /**
1378 * This describes the buffer object used for a vertex array (or
1379 * multiple vertex arrays). If BufferObj points to the default/null
1380 * buffer object, then the vertex array lives in user memory and not a VBO.
1381 */
1382 struct gl_vertex_buffer_binding
1383 {
1384 GLintptr Offset; /**< User-specified offset */
1385 GLsizei Stride; /**< User-specified stride */
1386 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1387 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1388 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1389 };
1390
1391
1392 /**
1393 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1394 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1395 * extension.
1396 */
1397 struct gl_vertex_array_object
1398 {
1399 /** Name of the VAO as received from glGenVertexArray. */
1400 GLuint Name;
1401
1402 GLint RefCount;
1403
1404 GLchar *Label; /**< GL_KHR_debug */
1405
1406 mtx_t Mutex;
1407
1408 /**
1409 * Does the VAO use ARB semantics or Apple semantics?
1410 *
1411 * There are several ways in which ARB_vertex_array_object and
1412 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1413 * least,
1414 *
1415 * - ARB VAOs require that all array data be sourced from vertex buffer
1416 * objects, but Apple VAOs do not.
1417 *
1418 * - ARB VAOs require that names come from GenVertexArrays.
1419 *
1420 * This flag notes which behavior governs this VAO.
1421 */
1422 GLboolean ARBsemantics;
1423
1424 /**
1425 * Has this array object been bound?
1426 */
1427 GLboolean EverBound;
1428
1429 /**
1430 * Derived vertex attribute arrays
1431 *
1432 * This is a legacy data structure created from gl_vertex_attrib_array and
1433 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1434 */
1435 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1436
1437 /** Vertex attribute arrays */
1438 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1439
1440 /** Vertex buffer bindings */
1441 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1442
1443 /** Mask indicating which vertex arrays have vertex buffer associated. */
1444 GLbitfield64 VertexAttribBufferMask;
1445
1446 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1447 GLbitfield64 _Enabled;
1448
1449 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1450 GLbitfield64 NewArrays;
1451
1452 /** The index buffer (also known as the element array buffer in OpenGL). */
1453 struct gl_buffer_object *IndexBufferObj;
1454 };
1455
1456
1457 /** Used to signal when transitioning from one kind of drawing method
1458 * to another.
1459 */
1460 typedef enum {
1461 DRAW_NONE, /**< Initial value only */
1462 DRAW_BEGIN_END,
1463 DRAW_DISPLAY_LIST,
1464 DRAW_ARRAYS
1465 } gl_draw_method;
1466
1467 /**
1468 * Enum for the OpenGL APIs we know about and may support.
1469 *
1470 * NOTE: This must match the api_enum table in
1471 * src/mesa/main/get_hash_generator.py
1472 */
1473 typedef enum
1474 {
1475 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1476 API_OPENGLES,
1477 API_OPENGLES2,
1478 API_OPENGL_CORE,
1479 API_OPENGL_LAST = API_OPENGL_CORE
1480 } gl_api;
1481
1482 /**
1483 * Vertex array state
1484 */
1485 struct gl_array_attrib
1486 {
1487 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1488 struct gl_vertex_array_object *VAO;
1489
1490 /** The default vertex array object */
1491 struct gl_vertex_array_object *DefaultVAO;
1492
1493 /** The last VAO accessed by a DSA function */
1494 struct gl_vertex_array_object *LastLookedUpVAO;
1495
1496 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1497 struct _mesa_HashTable *Objects;
1498
1499 GLint ActiveTexture; /**< Client Active Texture */
1500 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1501 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1502
1503 /**
1504 * \name Primitive restart controls
1505 *
1506 * Primitive restart is enabled if either \c PrimitiveRestart or
1507 * \c PrimitiveRestartFixedIndex is set.
1508 */
1509 /*@{*/
1510 GLboolean PrimitiveRestart;
1511 GLboolean PrimitiveRestartFixedIndex;
1512 GLboolean _PrimitiveRestart;
1513 GLuint RestartIndex;
1514 /*@}*/
1515
1516 /** One of the DRAW_xxx flags, not consumed by drivers */
1517 gl_draw_method DrawMethod;
1518
1519 /* GL_ARB_vertex_buffer_object */
1520 struct gl_buffer_object *ArrayBufferObj;
1521
1522 /**
1523 * Vertex arrays as consumed by a driver.
1524 * The array pointer is set up only by the VBO module.
1525 */
1526 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1527
1528 /** Legal array datatypes and the API for which they have been computed */
1529 GLbitfield LegalTypesMask;
1530 gl_api LegalTypesMaskAPI;
1531 };
1532
1533
1534 /**
1535 * Feedback buffer state
1536 */
1537 struct gl_feedback
1538 {
1539 GLenum Type;
1540 GLbitfield _Mask; /**< FB_* bits */
1541 GLfloat *Buffer;
1542 GLuint BufferSize;
1543 GLuint Count;
1544 };
1545
1546
1547 /**
1548 * Selection buffer state
1549 */
1550 struct gl_selection
1551 {
1552 GLuint *Buffer; /**< selection buffer */
1553 GLuint BufferSize; /**< size of the selection buffer */
1554 GLuint BufferCount; /**< number of values in the selection buffer */
1555 GLuint Hits; /**< number of records in the selection buffer */
1556 GLuint NameStackDepth; /**< name stack depth */
1557 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1558 GLboolean HitFlag; /**< hit flag */
1559 GLfloat HitMinZ; /**< minimum hit depth */
1560 GLfloat HitMaxZ; /**< maximum hit depth */
1561 };
1562
1563
1564 /**
1565 * 1-D Evaluator control points
1566 */
1567 struct gl_1d_map
1568 {
1569 GLuint Order; /**< Number of control points */
1570 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1571 GLfloat *Points; /**< Points to contiguous control points */
1572 };
1573
1574
1575 /**
1576 * 2-D Evaluator control points
1577 */
1578 struct gl_2d_map
1579 {
1580 GLuint Uorder; /**< Number of control points in U dimension */
1581 GLuint Vorder; /**< Number of control points in V dimension */
1582 GLfloat u1, u2, du;
1583 GLfloat v1, v2, dv;
1584 GLfloat *Points; /**< Points to contiguous control points */
1585 };
1586
1587
1588 /**
1589 * All evaluator control point state
1590 */
1591 struct gl_evaluators
1592 {
1593 /**
1594 * \name 1-D maps
1595 */
1596 /*@{*/
1597 struct gl_1d_map Map1Vertex3;
1598 struct gl_1d_map Map1Vertex4;
1599 struct gl_1d_map Map1Index;
1600 struct gl_1d_map Map1Color4;
1601 struct gl_1d_map Map1Normal;
1602 struct gl_1d_map Map1Texture1;
1603 struct gl_1d_map Map1Texture2;
1604 struct gl_1d_map Map1Texture3;
1605 struct gl_1d_map Map1Texture4;
1606 /*@}*/
1607
1608 /**
1609 * \name 2-D maps
1610 */
1611 /*@{*/
1612 struct gl_2d_map Map2Vertex3;
1613 struct gl_2d_map Map2Vertex4;
1614 struct gl_2d_map Map2Index;
1615 struct gl_2d_map Map2Color4;
1616 struct gl_2d_map Map2Normal;
1617 struct gl_2d_map Map2Texture1;
1618 struct gl_2d_map Map2Texture2;
1619 struct gl_2d_map Map2Texture3;
1620 struct gl_2d_map Map2Texture4;
1621 /*@}*/
1622 };
1623
1624
1625 struct gl_transform_feedback_varying_info
1626 {
1627 char *Name;
1628 GLenum Type;
1629 GLint BufferIndex;
1630 GLint Size;
1631 GLint Offset;
1632 };
1633
1634
1635 /**
1636 * Per-output info vertex shaders for transform feedback.
1637 */
1638 struct gl_transform_feedback_output
1639 {
1640 unsigned OutputRegister;
1641 unsigned OutputBuffer;
1642 unsigned NumComponents;
1643 unsigned StreamId;
1644
1645 /** offset (in DWORDs) of this output within the interleaved structure */
1646 unsigned DstOffset;
1647
1648 /**
1649 * Offset into the output register of the data to output. For example,
1650 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1651 * offset is in the y and z components of the output register.
1652 */
1653 unsigned ComponentOffset;
1654 };
1655
1656
1657 struct gl_transform_feedback_buffer
1658 {
1659 unsigned Binding;
1660
1661 unsigned NumVaryings;
1662
1663 /**
1664 * Total number of components stored in each buffer. This may be used by
1665 * hardware back-ends to determine the correct stride when interleaving
1666 * multiple transform feedback outputs in the same buffer.
1667 */
1668 unsigned Stride;
1669
1670 /**
1671 * Which transform feedback stream this buffer binding is associated with.
1672 */
1673 unsigned Stream;
1674 };
1675
1676
1677 /** Post-link transform feedback info. */
1678 struct gl_transform_feedback_info
1679 {
1680 unsigned NumOutputs;
1681
1682 /* Bitmask of active buffer indices. */
1683 unsigned ActiveBuffers;
1684
1685 struct gl_transform_feedback_output *Outputs;
1686
1687 /** Transform feedback varyings used for the linking of this shader program.
1688 *
1689 * Use for glGetTransformFeedbackVarying().
1690 */
1691 struct gl_transform_feedback_varying_info *Varyings;
1692 GLint NumVarying;
1693
1694 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1695 };
1696
1697
1698 /**
1699 * Transform feedback object state
1700 */
1701 struct gl_transform_feedback_object
1702 {
1703 GLuint Name; /**< AKA the object ID */
1704 GLint RefCount;
1705 GLchar *Label; /**< GL_KHR_debug */
1706 GLboolean Active; /**< Is transform feedback enabled? */
1707 GLboolean Paused; /**< Is transform feedback paused? */
1708 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1709 at least once? */
1710 GLboolean EverBound; /**< Has this object been bound? */
1711
1712 /**
1713 * GLES: if Active is true, remaining number of primitives which can be
1714 * rendered without overflow. This is necessary to track because GLES
1715 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1716 * glDrawArraysInstanced would overflow transform feedback buffers.
1717 * Undefined if Active is false.
1718 *
1719 * Not tracked for desktop GL since it's unnecessary.
1720 */
1721 unsigned GlesRemainingPrims;
1722
1723 /**
1724 * The shader program active when BeginTransformFeedback() was called.
1725 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1726 * where stage is the pipeline stage that is the source of data for
1727 * transform feedback.
1728 */
1729 struct gl_shader_program *shader_program;
1730
1731 /** The feedback buffers */
1732 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1733 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1734
1735 /** Start of feedback data in dest buffer */
1736 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1737
1738 /**
1739 * Max data to put into dest buffer (in bytes). Computed based on
1740 * RequestedSize and the actual size of the buffer.
1741 */
1742 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1743
1744 /**
1745 * Size that was specified when the buffer was bound. If the buffer was
1746 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1747 * zero.
1748 */
1749 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1750 };
1751
1752
1753 /**
1754 * Context state for transform feedback.
1755 */
1756 struct gl_transform_feedback_state
1757 {
1758 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1759
1760 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1761 struct gl_buffer_object *CurrentBuffer;
1762
1763 /** The table of all transform feedback objects */
1764 struct _mesa_HashTable *Objects;
1765
1766 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1767 struct gl_transform_feedback_object *CurrentObject;
1768
1769 /** The default xform-fb object (Name==0) */
1770 struct gl_transform_feedback_object *DefaultObject;
1771 };
1772
1773
1774 /**
1775 * A "performance monitor" as described in AMD_performance_monitor.
1776 */
1777 struct gl_perf_monitor_object
1778 {
1779 GLuint Name;
1780
1781 /** True if the monitor is currently active (Begin called but not End). */
1782 GLboolean Active;
1783
1784 /**
1785 * True if the monitor has ended.
1786 *
1787 * This is distinct from !Active because it may never have began.
1788 */
1789 GLboolean Ended;
1790
1791 /**
1792 * A list of groups with currently active counters.
1793 *
1794 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1795 */
1796 unsigned *ActiveGroups;
1797
1798 /**
1799 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1800 *
1801 * Checking whether counter 'c' in group 'g' is active can be done via:
1802 *
1803 * BITSET_TEST(ActiveCounters[g], c)
1804 */
1805 GLuint **ActiveCounters;
1806 };
1807
1808
1809 union gl_perf_monitor_counter_value
1810 {
1811 float f;
1812 uint64_t u64;
1813 uint32_t u32;
1814 };
1815
1816
1817 struct gl_perf_monitor_counter
1818 {
1819 /** Human readable name for the counter. */
1820 const char *Name;
1821
1822 /**
1823 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1824 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1825 */
1826 GLenum Type;
1827
1828 /** Minimum counter value. */
1829 union gl_perf_monitor_counter_value Minimum;
1830
1831 /** Maximum counter value. */
1832 union gl_perf_monitor_counter_value Maximum;
1833 };
1834
1835
1836 struct gl_perf_monitor_group
1837 {
1838 /** Human readable name for the group. */
1839 const char *Name;
1840
1841 /**
1842 * Maximum number of counters in this group which can be active at the
1843 * same time.
1844 */
1845 GLuint MaxActiveCounters;
1846
1847 /** Array of counters within this group. */
1848 const struct gl_perf_monitor_counter *Counters;
1849 GLuint NumCounters;
1850 };
1851
1852
1853 /**
1854 * Context state for AMD_performance_monitor.
1855 */
1856 struct gl_perf_monitor_state
1857 {
1858 /** Array of performance monitor groups (indexed by group ID) */
1859 const struct gl_perf_monitor_group *Groups;
1860 GLuint NumGroups;
1861
1862 /** The table of all performance monitors. */
1863 struct _mesa_HashTable *Monitors;
1864 };
1865
1866
1867 /**
1868 * Names of the various vertex/fragment program register files, etc.
1869 *
1870 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1871 * All values should fit in a 4-bit field.
1872 *
1873 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1874 * considered to be "uniform" variables since they can only be set outside
1875 * glBegin/End. They're also all stored in the same Parameters array.
1876 */
1877 typedef enum
1878 {
1879 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1880 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1881 PROGRAM_INPUT, /**< machine->Inputs[] */
1882 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1883 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1884 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1885 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1886 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1887 PROGRAM_ADDRESS, /**< machine->AddressReg */
1888 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1889 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1890 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1891 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1892 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1893 PROGRAM_MEMORY, /**< for shared, global and local memory */
1894 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1895 PROGRAM_FILE_MAX
1896 } gl_register_file;
1897
1898
1899 /**
1900 * Base class for any kind of program object
1901 */
1902 struct gl_program
1903 {
1904 mtx_t Mutex;
1905 GLuint Id;
1906 GLint RefCount;
1907 GLubyte *String; /**< Null-terminated program text */
1908
1909 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1910 GLenum Format; /**< String encoding format */
1911
1912 struct prog_instruction *Instructions;
1913
1914 struct nir_shader *nir;
1915
1916 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1917 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1918 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1919 GLbitfield64 OutputsRead; /**< Bitmask of which output regs are read */
1920 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1921 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1922 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1923 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1924 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1925 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1926
1927 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1928
1929 /**
1930 * For vertex and geometry shaders, true if the program uses the
1931 * gl_ClipDistance output. Ignored for fragment shaders.
1932 */
1933 unsigned ClipDistanceArraySize;
1934 unsigned CullDistanceArraySize;
1935
1936
1937 /** Named parameters, constants, etc. from program text */
1938 struct gl_program_parameter_list *Parameters;
1939
1940 /**
1941 * Local parameters used by the program.
1942 *
1943 * It's dynamically allocated because it is rarely used (just
1944 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1945 * allocated.
1946 */
1947 GLfloat (*LocalParams)[4];
1948
1949 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1950 GLubyte SamplerUnits[MAX_SAMPLERS];
1951
1952 /** Bitmask of which register files are read/written with indirect
1953 * addressing. Mask of (1 << PROGRAM_x) bits.
1954 */
1955 GLbitfield IndirectRegisterFiles;
1956
1957 /** Logical counts */
1958 /*@{*/
1959 GLuint NumInstructions;
1960 GLuint NumTemporaries;
1961 GLuint NumParameters;
1962 GLuint NumAttributes;
1963 GLuint NumAddressRegs;
1964 GLuint NumAluInstructions;
1965 GLuint NumTexInstructions;
1966 GLuint NumTexIndirections;
1967 /*@}*/
1968 /** Native, actual h/w counts */
1969 /*@{*/
1970 GLuint NumNativeInstructions;
1971 GLuint NumNativeTemporaries;
1972 GLuint NumNativeParameters;
1973 GLuint NumNativeAttributes;
1974 GLuint NumNativeAddressRegs;
1975 GLuint NumNativeAluInstructions;
1976 GLuint NumNativeTexInstructions;
1977 GLuint NumNativeTexIndirections;
1978 /*@}*/
1979 };
1980
1981
1982 /** Vertex program object */
1983 struct gl_vertex_program
1984 {
1985 struct gl_program Base; /**< base class */
1986 GLboolean IsPositionInvariant;
1987 };
1988
1989
1990 /** Tessellation control program object */
1991 struct gl_tess_ctrl_program
1992 {
1993 struct gl_program Base; /**< base class */
1994
1995 /* output layout */
1996 GLint VerticesOut;
1997 };
1998
1999
2000 /** Tessellation evaluation program object */
2001 struct gl_tess_eval_program
2002 {
2003 struct gl_program Base; /**< base class */
2004
2005 /* input layout */
2006 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2007 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
2008 GLenum VertexOrder; /* GL_CW or GL_CCW */
2009 bool PointMode;
2010 };
2011
2012
2013 /** Geometry program object */
2014 struct gl_geometry_program
2015 {
2016 struct gl_program Base; /**< base class */
2017
2018 GLint VerticesIn;
2019 GLint VerticesOut;
2020 GLint Invocations;
2021 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2022 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2023 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2024 bool UsesEndPrimitive;
2025 bool UsesStreams;
2026 };
2027
2028
2029 /** Fragment program object */
2030 struct gl_fragment_program
2031 {
2032 struct gl_program Base; /**< base class */
2033 GLboolean UsesKill; /**< shader uses KIL instruction */
2034 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2035 GLboolean OriginUpperLeft;
2036 GLboolean PixelCenterInteger;
2037 enum gl_frag_depth_layout FragDepthLayout;
2038
2039 /**
2040 * GLSL interpolation qualifier associated with each fragment shader input.
2041 * For inputs that do not have an interpolation qualifier specified in
2042 * GLSL, the value is INTERP_MODE_NONE.
2043 */
2044 enum glsl_interp_mode InterpQualifier[VARYING_SLOT_MAX];
2045
2046 /**
2047 * Bitfield indicating, for each fragment shader input, 1 if that input
2048 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2049 */
2050 GLbitfield64 IsCentroid;
2051
2052 /**
2053 * Bitfield indicating, for each fragment shader input, 1 if that input
2054 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2055 */
2056 GLbitfield64 IsSample;
2057 };
2058
2059
2060 /** Compute program object */
2061 struct gl_compute_program
2062 {
2063 struct gl_program Base; /**< base class */
2064
2065 /**
2066 * Size specified using local_size_{x,y,z}.
2067 */
2068 unsigned LocalSize[3];
2069
2070 /**
2071 * Size of shared variables accessed by the compute shader.
2072 */
2073 unsigned SharedSize;
2074 };
2075
2076
2077 /**
2078 * State common to vertex and fragment programs.
2079 */
2080 struct gl_program_state
2081 {
2082 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2083 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2084 };
2085
2086
2087 /**
2088 * Context state for vertex programs.
2089 */
2090 struct gl_vertex_program_state
2091 {
2092 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2093 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2094 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2095 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2096 /** Computed two sided lighting for fixed function/programs. */
2097 GLboolean _TwoSideEnabled;
2098 struct gl_vertex_program *Current; /**< User-bound vertex program */
2099
2100 /** Currently enabled and valid vertex program (including internal
2101 * programs, user-defined vertex programs and GLSL vertex shaders).
2102 * This is the program we must use when rendering.
2103 */
2104 struct gl_vertex_program *_Current;
2105
2106 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2107
2108 /** Should fixed-function T&L be implemented with a vertex prog? */
2109 GLboolean _MaintainTnlProgram;
2110
2111 /** Program to emulate fixed-function T&L (see above) */
2112 struct gl_vertex_program *_TnlProgram;
2113
2114 /** Cache of fixed-function programs */
2115 struct gl_program_cache *Cache;
2116
2117 GLboolean _Overriden;
2118 };
2119
2120 /**
2121 * Context state for tessellation control programs.
2122 */
2123 struct gl_tess_ctrl_program_state
2124 {
2125 /** Currently bound and valid shader. */
2126 struct gl_tess_ctrl_program *_Current;
2127
2128 GLint patch_vertices;
2129 GLfloat patch_default_outer_level[4];
2130 GLfloat patch_default_inner_level[2];
2131 };
2132
2133 /**
2134 * Context state for tessellation evaluation programs.
2135 */
2136 struct gl_tess_eval_program_state
2137 {
2138 /** Currently bound and valid shader. */
2139 struct gl_tess_eval_program *_Current;
2140 };
2141
2142 /**
2143 * Context state for geometry programs.
2144 */
2145 struct gl_geometry_program_state
2146 {
2147 /** Currently enabled and valid program (including internal programs
2148 * and compiled shader programs).
2149 */
2150 struct gl_geometry_program *_Current;
2151 };
2152
2153 /**
2154 * Context state for fragment programs.
2155 */
2156 struct gl_fragment_program_state
2157 {
2158 GLboolean Enabled; /**< User-set fragment program enable flag */
2159 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2160 struct gl_fragment_program *Current; /**< User-bound fragment program */
2161
2162 /** Currently enabled and valid fragment program (including internal
2163 * programs, user-defined fragment programs and GLSL fragment shaders).
2164 * This is the program we must use when rendering.
2165 */
2166 struct gl_fragment_program *_Current;
2167
2168 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2169
2170 /** Should fixed-function texturing be implemented with a fragment prog? */
2171 GLboolean _MaintainTexEnvProgram;
2172
2173 /** Program to emulate fixed-function texture env/combine (see above) */
2174 struct gl_fragment_program *_TexEnvProgram;
2175
2176 /** Cache of fixed-function programs */
2177 struct gl_program_cache *Cache;
2178 };
2179
2180
2181 /**
2182 * Context state for compute programs.
2183 */
2184 struct gl_compute_program_state
2185 {
2186 /** Currently enabled and valid program (including internal programs
2187 * and compiled shader programs).
2188 */
2189 struct gl_compute_program *_Current;
2190 };
2191
2192
2193 /**
2194 * ATI_fragment_shader runtime state
2195 */
2196
2197 struct atifs_instruction;
2198 struct atifs_setupinst;
2199
2200 /**
2201 * ATI fragment shader
2202 */
2203 struct ati_fragment_shader
2204 {
2205 GLuint Id;
2206 GLint RefCount;
2207 struct atifs_instruction *Instructions[2];
2208 struct atifs_setupinst *SetupInst[2];
2209 GLfloat Constants[8][4];
2210 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2211 GLubyte numArithInstr[2];
2212 GLubyte regsAssigned[2];
2213 GLubyte NumPasses; /**< 1 or 2 */
2214 GLubyte cur_pass;
2215 GLubyte last_optype;
2216 GLboolean interpinp1;
2217 GLboolean isValid;
2218 GLuint swizzlerq;
2219 struct gl_program *Program;
2220 };
2221
2222 /**
2223 * Context state for GL_ATI_fragment_shader
2224 */
2225 struct gl_ati_fragment_shader_state
2226 {
2227 GLboolean Enabled;
2228 GLboolean _Enabled; /**< enabled and valid shader? */
2229 GLboolean Compiling;
2230 GLfloat GlobalConstants[8][4];
2231 struct ati_fragment_shader *Current;
2232 };
2233
2234 /**
2235 * Shader subroutine function definition
2236 */
2237 struct gl_subroutine_function
2238 {
2239 char *name;
2240 int index;
2241 int num_compat_types;
2242 const struct glsl_type **types;
2243 };
2244
2245 /**
2246 * Shader information needed by both gl_shader and gl_linked shader.
2247 */
2248 struct gl_shader_info
2249 {
2250 bool uses_builtin_functions;
2251 bool uses_gl_fragcoord;
2252 bool redeclares_gl_fragcoord;
2253 bool ARB_fragment_coord_conventions_enable;
2254
2255 /**
2256 * Fragment shader state from GLSL 1.50 layout qualifiers.
2257 */
2258 bool origin_upper_left;
2259 bool pixel_center_integer;
2260
2261 struct {
2262 /** Global xfb_stride out qualifier if any */
2263 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2264 } TransformFeedback;
2265
2266 /**
2267 * Tessellation Control shader state from layout qualifiers.
2268 */
2269 struct {
2270 /**
2271 * 0 - vertices not declared in shader, or
2272 * 1 .. GL_MAX_PATCH_VERTICES
2273 */
2274 GLint VerticesOut;
2275 } TessCtrl;
2276
2277 /**
2278 * Tessellation Evaluation shader state from layout qualifiers.
2279 */
2280 struct {
2281 /**
2282 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2283 * in this shader.
2284 */
2285 GLenum PrimitiveMode;
2286 /**
2287 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2288 * in this shader.
2289 */
2290 GLenum Spacing;
2291 /**
2292 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2293 */
2294 GLenum VertexOrder;
2295 /**
2296 * 1, 0, or -1 if it's not set in this shader.
2297 */
2298 int PointMode;
2299 } TessEval;
2300
2301 /**
2302 * Geometry shader state from GLSL 1.50 layout qualifiers.
2303 */
2304 struct {
2305 GLint VerticesOut;
2306 /**
2307 * 0 - Invocations count not declared in shader, or
2308 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2309 */
2310 GLint Invocations;
2311 /**
2312 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2313 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2314 * shader.
2315 */
2316 GLenum InputType;
2317 /**
2318 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2319 * it's not set in this shader.
2320 */
2321 GLenum OutputType;
2322 } Geom;
2323
2324 /**
2325 * Whether early fragment tests are enabled as defined by
2326 * ARB_shader_image_load_store.
2327 */
2328 bool EarlyFragmentTests;
2329
2330 /**
2331 * A bitmask of gl_advanced_blend_mode values
2332 */
2333 GLbitfield BlendSupport;
2334
2335 /**
2336 * Compute shader state from ARB_compute_shader layout qualifiers.
2337 */
2338 struct {
2339 /**
2340 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2341 * it's not set in this shader.
2342 */
2343 unsigned LocalSize[3];
2344 } Comp;
2345 };
2346
2347 /**
2348 * A linked GLSL shader object.
2349 */
2350 struct gl_linked_shader
2351 {
2352 gl_shader_stage Stage;
2353
2354 struct gl_program *Program; /**< Post-compile assembly code */
2355
2356 /**
2357 * \name Sampler tracking
2358 *
2359 * \note Each of these fields is only set post-linking.
2360 */
2361 /*@{*/
2362 unsigned num_samplers; /**< Number of samplers used by this shader. */
2363 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2364 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2365 /*@}*/
2366
2367 /**
2368 * Map from sampler unit to texture unit (set by glUniform1i())
2369 *
2370 * A sampler unit is associated with each sampler uniform by the linker.
2371 * The sampler unit associated with each uniform is stored in the
2372 * \c gl_uniform_storage::sampler field.
2373 */
2374 GLubyte SamplerUnits[MAX_SAMPLERS];
2375 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2376 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2377
2378 /**
2379 * Number of default uniform block components used by this shader.
2380 *
2381 * This field is only set post-linking.
2382 */
2383 unsigned num_uniform_components;
2384
2385 /**
2386 * Number of combined uniform components used by this shader.
2387 *
2388 * This field is only set post-linking. It is the sum of the uniform block
2389 * sizes divided by sizeof(float), and num_uniform_compoennts.
2390 */
2391 unsigned num_combined_uniform_components;
2392
2393 unsigned NumUniformBlocks;
2394 struct gl_uniform_block **UniformBlocks;
2395
2396 unsigned NumShaderStorageBlocks;
2397 struct gl_uniform_block **ShaderStorageBlocks;
2398
2399 struct exec_list *ir;
2400 struct exec_list *packed_varyings;
2401 struct exec_list *fragdata_arrays;
2402 struct glsl_symbol_table *symbols;
2403
2404 /**
2405 * Map from image uniform index to image unit (set by glUniform1i())
2406 *
2407 * An image uniform index is associated with each image uniform by
2408 * the linker. The image index associated with each uniform is
2409 * stored in the \c gl_uniform_storage::image field.
2410 */
2411 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2412
2413 /**
2414 * Access qualifier specified in the shader for each image uniform
2415 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2416 * GL_READ_WRITE.
2417 *
2418 * It may be different, though only more strict than the value of
2419 * \c gl_image_unit::Access for the corresponding image unit.
2420 */
2421 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2422
2423 /**
2424 * Number of image uniforms defined in the shader. It specifies
2425 * the number of valid elements in the \c ImageUnits and \c
2426 * ImageAccess arrays above.
2427 */
2428 GLuint NumImages;
2429
2430 struct gl_active_atomic_buffer **AtomicBuffers;
2431 unsigned NumAtomicBuffers;
2432
2433 /**
2434 * Number of types for subroutine uniforms.
2435 */
2436 GLuint NumSubroutineUniformTypes;
2437
2438 /**
2439 * Subroutine uniform remap table
2440 * based on the program level uniform remap table.
2441 */
2442 GLuint NumSubroutineUniforms; /* non-sparse total */
2443 GLuint NumSubroutineUniformRemapTable;
2444 struct gl_uniform_storage **SubroutineUniformRemapTable;
2445
2446 /**
2447 * Num of subroutine functions for this stage
2448 * and storage for them.
2449 */
2450 GLuint NumSubroutineFunctions;
2451 GLuint MaxSubroutineFunctionIndex;
2452 struct gl_subroutine_function *SubroutineFunctions;
2453
2454 struct gl_shader_info info;
2455 };
2456
2457 /**
2458 * A GLSL shader object.
2459 */
2460 struct gl_shader
2461 {
2462 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2463 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2464 * Must be the first field.
2465 */
2466 GLenum Type;
2467 gl_shader_stage Stage;
2468 GLuint Name; /**< AKA the handle */
2469 GLint RefCount; /**< Reference count */
2470 GLchar *Label; /**< GL_KHR_debug */
2471 GLboolean DeletePending;
2472 GLboolean CompileStatus;
2473 bool IsES; /**< True if this shader uses GLSL ES */
2474
2475 GLuint SourceChecksum; /**< for debug/logging purposes */
2476 const GLchar *Source; /**< Source code string */
2477
2478 GLchar *InfoLog;
2479
2480 unsigned Version; /**< GLSL version used for linking */
2481
2482 struct exec_list *ir;
2483 struct glsl_symbol_table *symbols;
2484
2485 struct gl_shader_info info;
2486 };
2487
2488
2489 struct gl_uniform_buffer_variable
2490 {
2491 char *Name;
2492
2493 /**
2494 * Name of the uniform as seen by glGetUniformIndices.
2495 *
2496 * glGetUniformIndices requires that the block instance index \b not be
2497 * present in the name of queried uniforms.
2498 *
2499 * \note
2500 * \c gl_uniform_buffer_variable::IndexName and
2501 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2502 */
2503 char *IndexName;
2504
2505 const struct glsl_type *Type;
2506 unsigned int Offset;
2507 GLboolean RowMajor;
2508 };
2509
2510
2511 enum gl_uniform_block_packing
2512 {
2513 ubo_packing_std140,
2514 ubo_packing_shared,
2515 ubo_packing_packed,
2516 ubo_packing_std430
2517 };
2518
2519
2520 struct gl_uniform_block
2521 {
2522 /** Declared name of the uniform block */
2523 char *Name;
2524
2525 /** Array of supplemental information about UBO ir_variables. */
2526 struct gl_uniform_buffer_variable *Uniforms;
2527 GLuint NumUniforms;
2528
2529 /**
2530 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2531 * with glBindBufferBase to bind a buffer object to this uniform block. When
2532 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2533 */
2534 GLuint Binding;
2535
2536 /**
2537 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2538 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2539 */
2540 GLuint UniformBufferSize;
2541
2542 /** Stages that reference this block */
2543 uint8_t stageref;
2544
2545 /**
2546 * Layout specified in the shader
2547 *
2548 * This isn't accessible through the API, but it is used while
2549 * cross-validating uniform blocks.
2550 */
2551 enum gl_uniform_block_packing _Packing;
2552 };
2553
2554 /**
2555 * Structure that represents a reference to an atomic buffer from some
2556 * shader program.
2557 */
2558 struct gl_active_atomic_buffer
2559 {
2560 /** Uniform indices of the atomic counters declared within it. */
2561 GLuint *Uniforms;
2562 GLuint NumUniforms;
2563
2564 /** Binding point index associated with it. */
2565 GLuint Binding;
2566
2567 /** Minimum reasonable size it is expected to have. */
2568 GLuint MinimumSize;
2569
2570 /** Shader stages making use of it. */
2571 GLboolean StageReferences[MESA_SHADER_STAGES];
2572 };
2573
2574 /**
2575 * Data container for shader queries. This holds only the minimal
2576 * amount of required information for resource queries to work.
2577 */
2578 struct gl_shader_variable
2579 {
2580 /**
2581 * Declared type of the variable
2582 */
2583 const struct glsl_type *type;
2584
2585 /**
2586 * If the variable is in an interface block, this is the type of the block.
2587 */
2588 const struct glsl_type *interface_type;
2589
2590 /**
2591 * For variables inside structs (possibly recursively), this is the
2592 * outermost struct type.
2593 */
2594 const struct glsl_type *outermost_struct_type;
2595
2596 /**
2597 * Declared name of the variable
2598 */
2599 char *name;
2600
2601 /**
2602 * Storage location of the base of this variable
2603 *
2604 * The precise meaning of this field depends on the nature of the variable.
2605 *
2606 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2607 * - Vertex shader output: one of the values from \c gl_varying_slot.
2608 * - Geometry shader input: one of the values from \c gl_varying_slot.
2609 * - Geometry shader output: one of the values from \c gl_varying_slot.
2610 * - Fragment shader input: one of the values from \c gl_varying_slot.
2611 * - Fragment shader output: one of the values from \c gl_frag_result.
2612 * - Uniforms: Per-stage uniform slot number for default uniform block.
2613 * - Uniforms: Index within the uniform block definition for UBO members.
2614 * - Non-UBO Uniforms: explicit location until linking then reused to
2615 * store uniform slot number.
2616 * - Other: This field is not currently used.
2617 *
2618 * If the variable is a uniform, shader input, or shader output, and the
2619 * slot has not been assigned, the value will be -1.
2620 */
2621 int location;
2622
2623 /**
2624 * Specifies the first component the variable is stored in as per
2625 * ARB_enhanced_layouts.
2626 */
2627 unsigned component:2;
2628
2629 /**
2630 * Output index for dual source blending.
2631 *
2632 * \note
2633 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2634 * source blending.
2635 */
2636 unsigned index:1;
2637
2638 /**
2639 * Specifies whether a shader input/output is per-patch in tessellation
2640 * shader stages.
2641 */
2642 unsigned patch:1;
2643
2644 /**
2645 * Storage class of the variable.
2646 *
2647 * \sa (n)ir_variable_mode
2648 */
2649 unsigned mode:4;
2650
2651 /**
2652 * Interpolation mode for shader inputs / outputs
2653 *
2654 * \sa glsl_interp_mode
2655 */
2656 unsigned interpolation:2;
2657
2658 /**
2659 * Was the location explicitly set in the shader?
2660 *
2661 * If the location is explicitly set in the shader, it \b cannot be changed
2662 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2663 * no effect).
2664 */
2665 unsigned explicit_location:1;
2666
2667 /**
2668 * Precision qualifier.
2669 */
2670 unsigned precision:2;
2671 };
2672
2673 /**
2674 * Active resource in a gl_shader_program
2675 */
2676 struct gl_program_resource
2677 {
2678 GLenum Type; /** Program interface type. */
2679 const void *Data; /** Pointer to resource associated data structure. */
2680 uint8_t StageReferences; /** Bitmask of shader stage references. */
2681 };
2682
2683 /**
2684 * A GLSL program object.
2685 * Basically a linked collection of vertex and fragment shaders.
2686 */
2687 struct gl_shader_program
2688 {
2689 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2690 GLuint Name; /**< aka handle or ID */
2691 GLchar *Label; /**< GL_KHR_debug */
2692 GLint RefCount; /**< Reference count */
2693 GLboolean DeletePending;
2694
2695 /**
2696 * Is the application intending to glGetProgramBinary this program?
2697 */
2698 GLboolean BinaryRetreivableHint;
2699
2700 /**
2701 * Indicates whether program can be bound for individual pipeline stages
2702 * using UseProgramStages after it is next linked.
2703 */
2704 GLboolean SeparateShader;
2705
2706 GLuint NumShaders; /**< number of attached shaders */
2707 struct gl_shader **Shaders; /**< List of attached the shaders */
2708
2709 /**
2710 * User-defined attribute bindings
2711 *
2712 * These are set via \c glBindAttribLocation and are used to direct the
2713 * GLSL linker. These are \b not the values used in the compiled shader,
2714 * and they are \b not the values returned by \c glGetAttribLocation.
2715 */
2716 struct string_to_uint_map *AttributeBindings;
2717
2718 /**
2719 * User-defined fragment data bindings
2720 *
2721 * These are set via \c glBindFragDataLocation and are used to direct the
2722 * GLSL linker. These are \b not the values used in the compiled shader,
2723 * and they are \b not the values returned by \c glGetFragDataLocation.
2724 */
2725 struct string_to_uint_map *FragDataBindings;
2726 struct string_to_uint_map *FragDataIndexBindings;
2727
2728 /**
2729 * Transform feedback varyings last specified by
2730 * glTransformFeedbackVaryings().
2731 *
2732 * For the current set of transform feedback varyings used for transform
2733 * feedback output, see LinkedTransformFeedback.
2734 */
2735 struct {
2736 GLenum BufferMode;
2737 /** Global xfb_stride out qualifier if any */
2738 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2739 GLuint NumVarying;
2740 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2741 } TransformFeedback;
2742
2743 /** Post-link transform feedback info. */
2744 struct gl_transform_feedback_info LinkedTransformFeedback;
2745
2746 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2747 enum gl_frag_depth_layout FragDepthLayout;
2748
2749 /**
2750 * Tessellation Evaluation shader state from layout qualifiers.
2751 */
2752 struct {
2753 /**
2754 * True if gl_ClipDistance is written to. Copied into
2755 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2756 */
2757 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2758 0 if not present. */
2759 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2760 0 if not present. */
2761 } TessEval;
2762
2763 /**
2764 * Geometry shader state - copied into gl_geometry_program by
2765 * _mesa_copy_linked_program_data().
2766 */
2767 struct {
2768 GLint VerticesIn;
2769
2770 /**
2771 * True if gl_ClipDistance is written to. Copied into
2772 * gl_geometry_program by _mesa_copy_linked_program_data().
2773 */
2774 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2775 0 if not present. */
2776 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2777 0 if not present. */
2778 bool UsesEndPrimitive;
2779 bool UsesStreams;
2780 } Geom;
2781
2782 /** Vertex shader state */
2783 struct {
2784 /**
2785 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2786 * by _mesa_copy_linked_program_data().
2787 */
2788 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2789 0 if not present. */
2790 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2791 0 if not present. */
2792 } Vert;
2793
2794 /**
2795 * Compute shader state - copied into gl_compute_program by
2796 * _mesa_copy_linked_program_data().
2797 */
2798 struct {
2799 /**
2800 * If this shader contains a compute stage, size specified using
2801 * local_size_{x,y,z}. Otherwise undefined.
2802 */
2803 unsigned LocalSize[3];
2804 /**
2805 * Size of shared variables accessed by the compute shader.
2806 */
2807 unsigned SharedSize;
2808 } Comp;
2809
2810 /* post-link info: */
2811 unsigned NumUniformStorage;
2812 unsigned NumHiddenUniforms;
2813 struct gl_uniform_storage *UniformStorage;
2814
2815 /**
2816 * Mapping from GL uniform locations returned by \c glUniformLocation to
2817 * UniformStorage entries. Arrays will have multiple contiguous slots
2818 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2819 */
2820 unsigned NumUniformRemapTable;
2821 struct gl_uniform_storage **UniformRemapTable;
2822
2823 /**
2824 * Sometimes there are empty slots left over in UniformRemapTable after we
2825 * allocate slots to explicit locations. This list stores the blocks of
2826 * continuous empty slots inside UniformRemapTable.
2827 */
2828 struct exec_list EmptyUniformLocations;
2829
2830 /**
2831 * Size of the gl_ClipDistance array that is output from the last pipeline
2832 * stage before the fragment shader.
2833 */
2834 unsigned LastClipDistanceArraySize;
2835 unsigned LastCullDistanceArraySize;
2836
2837 unsigned NumUniformBlocks;
2838 struct gl_uniform_block *UniformBlocks;
2839
2840 unsigned NumShaderStorageBlocks;
2841 struct gl_uniform_block *ShaderStorageBlocks;
2842
2843 /**
2844 * Map of active uniform names to locations
2845 *
2846 * Maps any active uniform that is not an array element to a location.
2847 * Each active uniform, including individual structure members will appear
2848 * in this map. This roughly corresponds to the set of names that would be
2849 * enumerated by \c glGetActiveUniform.
2850 */
2851 struct string_to_uint_map *UniformHash;
2852
2853 struct gl_active_atomic_buffer *AtomicBuffers;
2854 unsigned NumAtomicBuffers;
2855
2856 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2857 GLboolean Validated;
2858 GLboolean _Used; /**< Ever used for drawing? */
2859 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2860 GLchar *InfoLog;
2861
2862 unsigned Version; /**< GLSL version used for linking */
2863 bool IsES; /**< True if this program uses GLSL ES */
2864
2865 /**
2866 * Per-stage shaders resulting from the first stage of linking.
2867 *
2868 * Set of linked shaders for this program. The array is accessed using the
2869 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2870 * \c NULL.
2871 */
2872 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2873
2874 /** List of all active resources after linking. */
2875 struct gl_program_resource *ProgramResourceList;
2876 unsigned NumProgramResourceList;
2877
2878 /* True if any of the fragment shaders attached to this program use:
2879 * #extension ARB_fragment_coord_conventions: enable
2880 */
2881 GLboolean ARB_fragment_coord_conventions_enable;
2882 };
2883
2884
2885 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2886 #define GLSL_LOG 0x2 /**< Write shaders to files */
2887 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2888 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2889 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2890 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2891 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2892 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2893 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2894 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2895
2896
2897 /**
2898 * Context state for GLSL vertex/fragment shaders.
2899 * Extended to support pipeline object
2900 */
2901 struct gl_pipeline_object
2902 {
2903 /** Name of the pipeline object as received from glGenProgramPipelines.
2904 * It would be 0 for shaders without separate shader objects.
2905 */
2906 GLuint Name;
2907
2908 GLint RefCount;
2909
2910 mtx_t Mutex;
2911
2912 GLchar *Label; /**< GL_KHR_debug */
2913
2914 /**
2915 * Programs used for rendering
2916 *
2917 * There is a separate program set for each shader stage.
2918 */
2919 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2920
2921 struct gl_shader_program *_CurrentFragmentProgram;
2922
2923 /**
2924 * Program used by glUniform calls.
2925 *
2926 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2927 */
2928 struct gl_shader_program *ActiveProgram;
2929
2930 GLbitfield Flags; /**< Mask of GLSL_x flags */
2931
2932 GLboolean EverBound; /**< Has the pipeline object been created */
2933
2934 GLboolean Validated; /**< Pipeline Validation status */
2935
2936 GLchar *InfoLog;
2937 };
2938
2939 /**
2940 * Context state for GLSL pipeline shaders.
2941 */
2942 struct gl_pipeline_shader_state
2943 {
2944 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2945 struct gl_pipeline_object *Current;
2946
2947 /* Default Object to ensure that _Shader is never NULL */
2948 struct gl_pipeline_object *Default;
2949
2950 /** Pipeline objects */
2951 struct _mesa_HashTable *Objects;
2952 };
2953
2954 /**
2955 * Compiler options for a single GLSL shaders type
2956 */
2957 struct gl_shader_compiler_options
2958 {
2959 /** Driver-selectable options: */
2960 GLboolean EmitNoLoops;
2961 GLboolean EmitNoFunctions;
2962 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2963 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2964 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2965 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2966 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2967 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
2968 * gl_CullDistance together from
2969 * float[8] to vec4[2]
2970 **/
2971
2972 /**
2973 * \name Forms of indirect addressing the driver cannot do.
2974 */
2975 /*@{*/
2976 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2977 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2978 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2979 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2980 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2981 /*@}*/
2982
2983 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2984 GLuint MaxUnrollIterations;
2985
2986 /**
2987 * Optimize code for array of structures backends.
2988 *
2989 * This is a proxy for:
2990 * - preferring DP4 instructions (rather than MUL/MAD) for
2991 * matrix * vector operations, such as position transformation.
2992 */
2993 GLboolean OptimizeForAOS;
2994
2995 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2996
2997 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
2998 GLboolean ClampBlockIndicesToArrayBounds;
2999
3000 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
3001 * variable access to intrinsics. */
3002
3003 const struct nir_shader_compiler_options *NirOptions;
3004 };
3005
3006
3007 /**
3008 * Occlusion/timer query object.
3009 */
3010 struct gl_query_object
3011 {
3012 GLenum Target; /**< The query target, when active */
3013 GLuint Id; /**< hash table ID/name */
3014 GLchar *Label; /**< GL_KHR_debug */
3015 GLuint64EXT Result; /**< the counter */
3016 GLboolean Active; /**< inside Begin/EndQuery */
3017 GLboolean Ready; /**< result is ready? */
3018 GLboolean EverBound;/**< has query object ever been bound */
3019 GLuint Stream; /**< The stream */
3020 };
3021
3022
3023 /**
3024 * Context state for query objects.
3025 */
3026 struct gl_query_state
3027 {
3028 struct _mesa_HashTable *QueryObjects;
3029 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3030 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3031
3032 /** GL_NV_conditional_render */
3033 struct gl_query_object *CondRenderQuery;
3034
3035 /** GL_EXT_transform_feedback */
3036 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3037 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3038
3039 /** GL_ARB_timer_query */
3040 struct gl_query_object *TimeElapsed;
3041
3042 /** GL_ARB_pipeline_statistics_query */
3043 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3044
3045 GLenum CondRenderMode;
3046 };
3047
3048
3049 /** Sync object state */
3050 struct gl_sync_object
3051 {
3052 GLenum Type; /**< GL_SYNC_FENCE */
3053 GLuint Name; /**< Fence name */
3054 GLchar *Label; /**< GL_KHR_debug */
3055 GLint RefCount; /**< Reference count */
3056 GLboolean DeletePending; /**< Object was deleted while there were still
3057 * live references (e.g., sync not yet finished)
3058 */
3059 GLenum SyncCondition;
3060 GLbitfield Flags; /**< Flags passed to glFenceSync */
3061 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3062 };
3063
3064
3065 /**
3066 * State which can be shared by multiple contexts:
3067 */
3068 struct gl_shared_state
3069 {
3070 mtx_t Mutex; /**< for thread safety */
3071 GLint RefCount; /**< Reference count */
3072 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3073 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3074 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3075
3076 /** Default texture objects (shared by all texture units) */
3077 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3078
3079 /** Fallback texture used when a bound texture is incomplete */
3080 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3081
3082 /**
3083 * \name Thread safety and statechange notification for texture
3084 * objects.
3085 *
3086 * \todo Improve the granularity of locking.
3087 */
3088 /*@{*/
3089 mtx_t TexMutex; /**< texobj thread safety */
3090 GLuint TextureStateStamp; /**< state notification for shared tex */
3091 /*@}*/
3092
3093 /** Default buffer object for vertex arrays that aren't in VBOs */
3094 struct gl_buffer_object *NullBufferObj;
3095
3096 /**
3097 * \name Vertex/geometry/fragment programs
3098 */
3099 /*@{*/
3100 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3101 struct gl_vertex_program *DefaultVertexProgram;
3102 struct gl_fragment_program *DefaultFragmentProgram;
3103 /*@}*/
3104
3105 /* GL_ATI_fragment_shader */
3106 struct _mesa_HashTable *ATIShaders;
3107 struct ati_fragment_shader *DefaultFragmentShader;
3108
3109 struct _mesa_HashTable *BufferObjects;
3110
3111 /** Table of both gl_shader and gl_shader_program objects */
3112 struct _mesa_HashTable *ShaderObjects;
3113
3114 /* GL_EXT_framebuffer_object */
3115 struct _mesa_HashTable *RenderBuffers;
3116 struct _mesa_HashTable *FrameBuffers;
3117
3118 /* GL_ARB_sync */
3119 struct set *SyncObjects;
3120
3121 /** GL_ARB_sampler_objects */
3122 struct _mesa_HashTable *SamplerObjects;
3123
3124 /**
3125 * Some context in this share group was affected by a GPU reset
3126 *
3127 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3128 * been affected by a GPU reset must also return
3129 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3130 *
3131 * Once this field becomes true, it is never reset to false.
3132 */
3133 bool ShareGroupReset;
3134 };
3135
3136
3137
3138 /**
3139 * Renderbuffers represent drawing surfaces such as color, depth and/or
3140 * stencil. A framebuffer object has a set of renderbuffers.
3141 * Drivers will typically derive subclasses of this type.
3142 */
3143 struct gl_renderbuffer
3144 {
3145 mtx_t Mutex; /**< for thread safety */
3146 GLuint ClassID; /**< Useful for drivers */
3147 GLuint Name;
3148 GLchar *Label; /**< GL_KHR_debug */
3149 GLint RefCount;
3150 GLuint Width, Height;
3151 GLuint Depth;
3152 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3153 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3154 /**
3155 * True for renderbuffers that wrap textures, giving the driver a chance to
3156 * flush render caches through the FinishRenderTexture hook.
3157 *
3158 * Drivers may also set this on renderbuffers other than those generated by
3159 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3160 * called without a rb->TexImage.
3161 */
3162 GLboolean NeedsFinishRenderTexture;
3163 GLubyte NumSamples;
3164 GLenum InternalFormat; /**< The user-specified format */
3165 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3166 GL_STENCIL_INDEX. */
3167 mesa_format Format; /**< The actual renderbuffer memory format */
3168 /**
3169 * Pointer to the texture image if this renderbuffer wraps a texture,
3170 * otherwise NULL.
3171 *
3172 * Note that the reference on the gl_texture_object containing this
3173 * TexImage is held by the gl_renderbuffer_attachment.
3174 */
3175 struct gl_texture_image *TexImage;
3176
3177 /** Delete this renderbuffer */
3178 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3179
3180 /** Allocate new storage for this renderbuffer */
3181 GLboolean (*AllocStorage)(struct gl_context *ctx,
3182 struct gl_renderbuffer *rb,
3183 GLenum internalFormat,
3184 GLuint width, GLuint height);
3185 };
3186
3187
3188 /**
3189 * A renderbuffer attachment points to either a texture object (and specifies
3190 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3191 */
3192 struct gl_renderbuffer_attachment
3193 {
3194 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3195 GLboolean Complete;
3196
3197 /**
3198 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3199 * application supplied renderbuffer object.
3200 */
3201 struct gl_renderbuffer *Renderbuffer;
3202
3203 /**
3204 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3205 * supplied texture object.
3206 */
3207 struct gl_texture_object *Texture;
3208 GLuint TextureLevel; /**< Attached mipmap level. */
3209 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3210 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3211 * and 2D array textures */
3212 GLboolean Layered;
3213 };
3214
3215
3216 /**
3217 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3218 * In C++ terms, think of this as a base class from which device drivers
3219 * will make derived classes.
3220 */
3221 struct gl_framebuffer
3222 {
3223 mtx_t Mutex; /**< for thread safety */
3224 /**
3225 * If zero, this is a window system framebuffer. If non-zero, this
3226 * is a FBO framebuffer; note that for some devices (i.e. those with
3227 * a natural pixel coordinate system for FBOs that differs from the
3228 * OpenGL/Mesa coordinate system), this means that the viewport,
3229 * polygon face orientation, and polygon stipple will have to be inverted.
3230 */
3231 GLuint Name;
3232 GLint RefCount;
3233
3234 GLchar *Label; /**< GL_KHR_debug */
3235
3236 GLboolean DeletePending;
3237
3238 /**
3239 * The framebuffer's visual. Immutable if this is a window system buffer.
3240 * Computed from attachments if user-made FBO.
3241 */
3242 struct gl_config Visual;
3243
3244 /**
3245 * Size of frame buffer in pixels. If there are no attachments, then both
3246 * of these are 0.
3247 */
3248 GLuint Width, Height;
3249
3250 /**
3251 * In the case that the framebuffer has no attachment (i.e.
3252 * GL_ARB_framebuffer_no_attachments) then the geometry of
3253 * the framebuffer is specified by the default values.
3254 */
3255 struct {
3256 GLuint Width, Height, Layers, NumSamples;
3257 GLboolean FixedSampleLocations;
3258 /* Derived from NumSamples by the driver so that it can choose a valid
3259 * value for the hardware.
3260 */
3261 GLuint _NumSamples;
3262 } DefaultGeometry;
3263
3264 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3265 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3266 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3267 */
3268 /*@{*/
3269 GLint _Xmin, _Xmax;
3270 GLint _Ymin, _Ymax;
3271 /*@}*/
3272
3273 /** \name Derived Z buffer stuff */
3274 /*@{*/
3275 GLuint _DepthMax; /**< Max depth buffer value */
3276 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3277 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3278 /*@}*/
3279
3280 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3281 GLenum _Status;
3282
3283 /** Whether one of Attachment has Type != GL_NONE
3284 * NOTE: the values for Width and Height are set to 0 in case of having
3285 * no attachments, a backend driver supporting the extension
3286 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3287 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3288 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3289 * _Ymax do NOT take into account _HasAttachments being false). To get the
3290 * geometry of the framebuffer, the helper functions
3291 * _mesa_geometric_width(),
3292 * _mesa_geometric_height(),
3293 * _mesa_geometric_samples() and
3294 * _mesa_geometric_layers()
3295 * are available that check _HasAttachments.
3296 */
3297 bool _HasAttachments;
3298
3299 /** Integer color values */
3300 GLboolean _IntegerColor;
3301
3302 /* ARB_color_buffer_float */
3303 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3304 GLboolean _HasSNormOrFloatColorBuffer;
3305
3306 /**
3307 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3308 * is not layered. For cube maps and cube map arrays, each cube face
3309 * counts as a layer. As the case for Width, Height a backend driver
3310 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3311 * in the case that _HasAttachments is false
3312 */
3313 GLuint MaxNumLayers;
3314
3315 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3316 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3317
3318 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3319 * attribute group and GL_PIXEL attribute group, respectively.
3320 */
3321 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3322 GLenum ColorReadBuffer;
3323
3324 /** Computed from ColorDraw/ReadBuffer above */
3325 GLuint _NumColorDrawBuffers;
3326 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3327 GLint _ColorReadBufferIndex; /* -1 = None */
3328 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3329 struct gl_renderbuffer *_ColorReadBuffer;
3330
3331 /** Delete this framebuffer */
3332 void (*Delete)(struct gl_framebuffer *fb);
3333 };
3334
3335
3336 /**
3337 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3338 */
3339 struct gl_precision
3340 {
3341 GLushort RangeMin; /**< min value exponent */
3342 GLushort RangeMax; /**< max value exponent */
3343 GLushort Precision; /**< number of mantissa bits */
3344 };
3345
3346
3347 /**
3348 * Limits for vertex, geometry and fragment programs/shaders.
3349 */
3350 struct gl_program_constants
3351 {
3352 /* logical limits */
3353 GLuint MaxInstructions;
3354 GLuint MaxAluInstructions;
3355 GLuint MaxTexInstructions;
3356 GLuint MaxTexIndirections;
3357 GLuint MaxAttribs;
3358 GLuint MaxTemps;
3359 GLuint MaxAddressRegs;
3360 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3361 GLuint MaxParameters;
3362 GLuint MaxLocalParams;
3363 GLuint MaxEnvParams;
3364 /* native/hardware limits */
3365 GLuint MaxNativeInstructions;
3366 GLuint MaxNativeAluInstructions;
3367 GLuint MaxNativeTexInstructions;
3368 GLuint MaxNativeTexIndirections;
3369 GLuint MaxNativeAttribs;
3370 GLuint MaxNativeTemps;
3371 GLuint MaxNativeAddressRegs;
3372 GLuint MaxNativeParameters;
3373 /* For shaders */
3374 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3375
3376 /**
3377 * \name Per-stage input / output limits
3378 *
3379 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3380 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3381 * ES). This is stored as \c gl_constants::MaxVarying.
3382 *
3383 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3384 * variables. Each stage as a certain number of outputs that it can feed
3385 * to the next stage and a certain number inputs that it can consume from
3386 * the previous stage.
3387 *
3388 * Vertex shader inputs do not participate this in this accounting.
3389 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3390 *
3391 * Fragment shader outputs do not participate this in this accounting.
3392 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3393 */
3394 /*@{*/
3395 GLuint MaxInputComponents;
3396 GLuint MaxOutputComponents;
3397 /*@}*/
3398
3399 /* ES 2.0 and GL_ARB_ES2_compatibility */
3400 struct gl_precision LowFloat, MediumFloat, HighFloat;
3401 struct gl_precision LowInt, MediumInt, HighInt;
3402 /* GL_ARB_uniform_buffer_object */
3403 GLuint MaxUniformBlocks;
3404 GLuint MaxCombinedUniformComponents;
3405 GLuint MaxTextureImageUnits;
3406
3407 /* GL_ARB_shader_atomic_counters */
3408 GLuint MaxAtomicBuffers;
3409 GLuint MaxAtomicCounters;
3410
3411 /* GL_ARB_shader_image_load_store */
3412 GLuint MaxImageUniforms;
3413
3414 /* GL_ARB_shader_storage_buffer_object */
3415 GLuint MaxShaderStorageBlocks;
3416 };
3417
3418
3419 /**
3420 * Constants which may be overridden by device driver during context creation
3421 * but are never changed after that.
3422 */
3423 struct gl_constants
3424 {
3425 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3426 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3427 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3428 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3429 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3430 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3431 GLuint MaxTextureCoordUnits;
3432 GLuint MaxCombinedTextureImageUnits;
3433 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3434 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3435 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3436 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3437
3438 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3439
3440 GLuint MaxArrayLockSize;
3441
3442 GLint SubPixelBits;
3443
3444 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3445 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3446 GLfloat PointSizeGranularity;
3447 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3448 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3449 GLfloat LineWidthGranularity;
3450
3451 GLuint MaxClipPlanes;
3452 GLuint MaxLights;
3453 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3454 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3455
3456 GLuint MaxViewportWidth, MaxViewportHeight;
3457 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3458 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3459 struct {
3460 GLfloat Min;
3461 GLfloat Max;
3462 } ViewportBounds; /**< GL_ARB_viewport_array */
3463 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3464
3465 struct gl_program_constants Program[MESA_SHADER_STAGES];
3466 GLuint MaxProgramMatrices;
3467 GLuint MaxProgramMatrixStackDepth;
3468
3469 struct {
3470 GLuint SamplesPassed;
3471 GLuint TimeElapsed;
3472 GLuint Timestamp;
3473 GLuint PrimitivesGenerated;
3474 GLuint PrimitivesWritten;
3475 GLuint VerticesSubmitted;
3476 GLuint PrimitivesSubmitted;
3477 GLuint VsInvocations;
3478 GLuint TessPatches;
3479 GLuint TessInvocations;
3480 GLuint GsInvocations;
3481 GLuint GsPrimitives;
3482 GLuint FsInvocations;
3483 GLuint ComputeInvocations;
3484 GLuint ClInPrimitives;
3485 GLuint ClOutPrimitives;
3486 } QueryCounterBits;
3487
3488 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3489
3490 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3491 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3492 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3493
3494 /**
3495 * GL_ARB_framebuffer_no_attachments
3496 */
3497 GLuint MaxFramebufferWidth;
3498 GLuint MaxFramebufferHeight;
3499 GLuint MaxFramebufferLayers;
3500 GLuint MaxFramebufferSamples;
3501
3502 /** Number of varying vectors between any two shader stages. */
3503 GLuint MaxVarying;
3504
3505 /** @{
3506 * GL_ARB_uniform_buffer_object
3507 */
3508 GLuint MaxCombinedUniformBlocks;
3509 GLuint MaxUniformBufferBindings;
3510 GLuint MaxUniformBlockSize;
3511 GLuint UniformBufferOffsetAlignment;
3512 /** @} */
3513
3514 /** @{
3515 * GL_ARB_shader_storage_buffer_object
3516 */
3517 GLuint MaxCombinedShaderStorageBlocks;
3518 GLuint MaxShaderStorageBufferBindings;
3519 GLuint MaxShaderStorageBlockSize;
3520 GLuint ShaderStorageBufferOffsetAlignment;
3521 /** @} */
3522
3523 /**
3524 * GL_ARB_explicit_uniform_location
3525 */
3526 GLuint MaxUserAssignableUniformLocations;
3527
3528 /** geometry shader */
3529 GLuint MaxGeometryOutputVertices;
3530 GLuint MaxGeometryTotalOutputComponents;
3531
3532 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3533
3534 /**
3535 * Changes default GLSL extension behavior from "error" to "warn". It's out
3536 * of spec, but it can make some apps work that otherwise wouldn't.
3537 */
3538 GLboolean ForceGLSLExtensionsWarn;
3539
3540 /**
3541 * If non-zero, forces GLSL shaders to behave as if they began
3542 * with "#version ForceGLSLVersion".
3543 */
3544 GLuint ForceGLSLVersion;
3545
3546 /**
3547 * Allow GLSL #extension directives in the middle of shaders.
3548 */
3549 GLboolean AllowGLSLExtensionDirectiveMidShader;
3550
3551 /**
3552 * Force uninitialized variables to default to zero.
3553 */
3554 GLboolean GLSLZeroInit;
3555
3556 /**
3557 * Does the driver support real 32-bit integers? (Otherwise, integers are
3558 * simulated via floats.)
3559 */
3560 GLboolean NativeIntegers;
3561
3562 /**
3563 * Does VertexID count from zero or from base vertex?
3564 *
3565 * \note
3566 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3567 * ignored and need not be set.
3568 */
3569 bool VertexID_is_zero_based;
3570
3571 /**
3572 * If the driver supports real 32-bit integers, what integer value should be
3573 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3574 */
3575 GLuint UniformBooleanTrue;
3576
3577 /**
3578 * Maximum amount of time, measured in nanseconds, that the server can wait.
3579 */
3580 GLuint64 MaxServerWaitTimeout;
3581
3582 /** GL_EXT_provoking_vertex */
3583 GLboolean QuadsFollowProvokingVertexConvention;
3584
3585 /** GL_ARB_viewport_array */
3586 GLenum LayerAndVPIndexProvokingVertex;
3587
3588 /** OpenGL version 3.0 */
3589 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3590
3591 /** OpenGL version 3.2 */
3592 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3593
3594 /** OpenGL version 4.4 */
3595 GLuint MaxVertexAttribStride;
3596
3597 /** GL_EXT_transform_feedback */
3598 GLuint MaxTransformFeedbackBuffers;
3599 GLuint MaxTransformFeedbackSeparateComponents;
3600 GLuint MaxTransformFeedbackInterleavedComponents;
3601 GLuint MaxVertexStreams;
3602
3603 /** GL_EXT_gpu_shader4 */
3604 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3605
3606 /** GL_ARB_texture_gather */
3607 GLuint MinProgramTextureGatherOffset;
3608 GLuint MaxProgramTextureGatherOffset;
3609 GLuint MaxProgramTextureGatherComponents;
3610
3611 /* GL_ARB_robustness */
3612 GLenum ResetStrategy;
3613
3614 /* GL_ARB_blend_func_extended */
3615 GLuint MaxDualSourceDrawBuffers;
3616
3617 /**
3618 * Whether the implementation strips out and ignores texture borders.
3619 *
3620 * Many GPU hardware implementations don't support rendering with texture
3621 * borders and mipmapped textures. (Note: not static border color, but the
3622 * old 1-pixel border around each edge). Implementations then have to do
3623 * slow fallbacks to be correct, or just ignore the border and be fast but
3624 * wrong. Setting the flag strips the border off of TexImage calls,
3625 * providing "fast but wrong" at significantly reduced driver complexity.
3626 *
3627 * Texture borders are deprecated in GL 3.0.
3628 **/
3629 GLboolean StripTextureBorder;
3630
3631 /**
3632 * For drivers which can do a better job at eliminating unused uniforms
3633 * than the GLSL compiler.
3634 *
3635 * XXX Remove these as soon as a better solution is available.
3636 */
3637 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3638
3639 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3640 bool GLSLFragCoordIsSysVal;
3641 bool GLSLFrontFacingIsSysVal;
3642
3643 /**
3644 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3645 * than passing the transform feedback object to the drawing function.
3646 */
3647 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3648
3649 /** GL_ARB_map_buffer_alignment */
3650 GLuint MinMapBufferAlignment;
3651
3652 /**
3653 * Disable varying packing. This is out of spec, but potentially useful
3654 * for older platforms that supports a limited number of texture
3655 * indirections--on these platforms, unpacking the varyings in the fragment
3656 * shader increases the number of texture indirections by 1, which might
3657 * make some shaders not executable at all.
3658 *
3659 * Drivers that support transform feedback must set this value to GL_FALSE.
3660 */
3661 GLboolean DisableVaryingPacking;
3662
3663 /**
3664 * Should meaningful names be generated for compiler temporary variables?
3665 *
3666 * Generally, it is not useful to have the compiler generate "meaningful"
3667 * names for temporary variables that it creates. This can, however, be a
3668 * useful debugging aid. In Mesa debug builds or release builds when
3669 * MESA_GLSL is set at run-time, meaningful names will be generated.
3670 * Drivers can also force names to be generated by setting this field.
3671 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3672 * vertex shader assembly) is set at run-time.
3673 */
3674 bool GenerateTemporaryNames;
3675
3676 /*
3677 * Maximum value supported for an index in DrawElements and friends.
3678 *
3679 * This must be at least (1ull<<24)-1. The default value is
3680 * (1ull<<32)-1.
3681 *
3682 * \since ES 3.0 or GL_ARB_ES3_compatibility
3683 * \sa _mesa_init_constants
3684 */
3685 GLuint64 MaxElementIndex;
3686
3687 /**
3688 * Disable interpretation of line continuations (lines ending with a
3689 * backslash character ('\') in GLSL source.
3690 */
3691 GLboolean DisableGLSLLineContinuations;
3692
3693 /** GL_ARB_texture_multisample */
3694 GLint MaxColorTextureSamples;
3695 GLint MaxDepthTextureSamples;
3696 GLint MaxIntegerSamples;
3697
3698 /**
3699 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3700 * samples are laid out in a rectangular grid roughly corresponding to
3701 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3702 * are used to map indices of rectangular grid to sample numbers within
3703 * a pixel. This mapping of indices to sample numbers must be initialized
3704 * by the driver for the target hardware. For example, if we have the 8X
3705 * MSAA sample number layout (sample positions) for XYZ hardware:
3706 *
3707 * sample indices layout sample number layout
3708 * --------- ---------
3709 * | 0 | 1 | | a | b |
3710 * --------- ---------
3711 * | 2 | 3 | | c | d |
3712 * --------- ---------
3713 * | 4 | 5 | | e | f |
3714 * --------- ---------
3715 * | 6 | 7 | | g | h |
3716 * --------- ---------
3717 *
3718 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3719 *
3720 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3721 * below:
3722 * SampleMap8x = {a, b, c, d, e, f, g, h};
3723 *
3724 * Follow the logic for sample counts 2-8.
3725 *
3726 * For 16x the sample indices layout as a 4x4 grid as follows:
3727 *
3728 * -----------------
3729 * | 0 | 1 | 2 | 3 |
3730 * -----------------
3731 * | 4 | 5 | 6 | 7 |
3732 * -----------------
3733 * | 8 | 9 |10 |11 |
3734 * -----------------
3735 * |12 |13 |14 |15 |
3736 * -----------------
3737 */
3738 uint8_t SampleMap2x[2];
3739 uint8_t SampleMap4x[4];
3740 uint8_t SampleMap8x[8];
3741 uint8_t SampleMap16x[16];
3742
3743 /** GL_ARB_shader_atomic_counters */
3744 GLuint MaxAtomicBufferBindings;
3745 GLuint MaxAtomicBufferSize;
3746 GLuint MaxCombinedAtomicBuffers;
3747 GLuint MaxCombinedAtomicCounters;
3748
3749 /** GL_ARB_vertex_attrib_binding */
3750 GLint MaxVertexAttribRelativeOffset;
3751 GLint MaxVertexAttribBindings;
3752
3753 /* GL_ARB_shader_image_load_store */
3754 GLuint MaxImageUnits;
3755 GLuint MaxCombinedShaderOutputResources;
3756 GLuint MaxImageSamples;
3757 GLuint MaxCombinedImageUniforms;
3758
3759 /** GL_ARB_compute_shader */
3760 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3761 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3762 GLuint MaxComputeWorkGroupInvocations;
3763 GLuint MaxComputeSharedMemorySize;
3764
3765 /** GL_ARB_gpu_shader5 */
3766 GLfloat MinFragmentInterpolationOffset;
3767 GLfloat MaxFragmentInterpolationOffset;
3768
3769 GLboolean FakeSWMSAA;
3770
3771 /** GL_KHR_context_flush_control */
3772 GLenum ContextReleaseBehavior;
3773
3774 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3775
3776 /** GL_ARB_tessellation_shader */
3777 GLuint MaxPatchVertices;
3778 GLuint MaxTessGenLevel;
3779 GLuint MaxTessPatchComponents;
3780 GLuint MaxTessControlTotalOutputComponents;
3781 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3782 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3783 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3784 bool PrimitiveRestartForPatches;
3785 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3786 * gl_LocalInvocationIndex based on
3787 * other builtin variables. */
3788 };
3789
3790
3791 /**
3792 * Enable flag for each OpenGL extension. Different device drivers will
3793 * enable different extensions at runtime.
3794 */
3795 struct gl_extensions
3796 {
3797 GLboolean dummy; /* don't remove this! */
3798 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3799 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3800 GLboolean ANGLE_texture_compression_dxt;
3801 GLboolean ARB_ES2_compatibility;
3802 GLboolean ARB_ES3_compatibility;
3803 GLboolean ARB_ES3_1_compatibility;
3804 GLboolean ARB_ES3_2_compatibility;
3805 GLboolean ARB_arrays_of_arrays;
3806 GLboolean ARB_base_instance;
3807 GLboolean ARB_blend_func_extended;
3808 GLboolean ARB_buffer_storage;
3809 GLboolean ARB_clear_texture;
3810 GLboolean ARB_clip_control;
3811 GLboolean ARB_color_buffer_float;
3812 GLboolean ARB_compute_shader;
3813 GLboolean ARB_conditional_render_inverted;
3814 GLboolean ARB_conservative_depth;
3815 GLboolean ARB_copy_image;
3816 GLboolean ARB_cull_distance;
3817 GLboolean ARB_depth_buffer_float;
3818 GLboolean ARB_depth_clamp;
3819 GLboolean ARB_depth_texture;
3820 GLboolean ARB_derivative_control;
3821 GLboolean ARB_draw_buffers_blend;
3822 GLboolean ARB_draw_elements_base_vertex;
3823 GLboolean ARB_draw_indirect;
3824 GLboolean ARB_draw_instanced;
3825 GLboolean ARB_fragment_coord_conventions;
3826 GLboolean ARB_fragment_layer_viewport;
3827 GLboolean ARB_fragment_program;
3828 GLboolean ARB_fragment_program_shadow;
3829 GLboolean ARB_fragment_shader;
3830 GLboolean ARB_framebuffer_no_attachments;
3831 GLboolean ARB_framebuffer_object;
3832 GLboolean ARB_enhanced_layouts;
3833 GLboolean ARB_explicit_attrib_location;
3834 GLboolean ARB_explicit_uniform_location;
3835 GLboolean ARB_gpu_shader5;
3836 GLboolean ARB_gpu_shader_fp64;
3837 GLboolean ARB_half_float_vertex;
3838 GLboolean ARB_indirect_parameters;
3839 GLboolean ARB_instanced_arrays;
3840 GLboolean ARB_internalformat_query;
3841 GLboolean ARB_internalformat_query2;
3842 GLboolean ARB_map_buffer_range;
3843 GLboolean ARB_occlusion_query;
3844 GLboolean ARB_occlusion_query2;
3845 GLboolean ARB_pipeline_statistics_query;
3846 GLboolean ARB_point_sprite;
3847 GLboolean ARB_query_buffer_object;
3848 GLboolean ARB_robust_buffer_access_behavior;
3849 GLboolean ARB_sample_shading;
3850 GLboolean ARB_seamless_cube_map;
3851 GLboolean ARB_shader_atomic_counter_ops;
3852 GLboolean ARB_shader_atomic_counters;
3853 GLboolean ARB_shader_bit_encoding;
3854 GLboolean ARB_shader_clock;
3855 GLboolean ARB_shader_draw_parameters;
3856 GLboolean ARB_shader_group_vote;
3857 GLboolean ARB_shader_image_load_store;
3858 GLboolean ARB_shader_image_size;
3859 GLboolean ARB_shader_precision;
3860 GLboolean ARB_shader_stencil_export;
3861 GLboolean ARB_shader_storage_buffer_object;
3862 GLboolean ARB_shader_subroutine;
3863 GLboolean ARB_shader_texture_image_samples;
3864 GLboolean ARB_shader_texture_lod;
3865 GLboolean ARB_shading_language_packing;
3866 GLboolean ARB_shading_language_420pack;
3867 GLboolean ARB_shadow;
3868 GLboolean ARB_stencil_texturing;
3869 GLboolean ARB_sync;
3870 GLboolean ARB_tessellation_shader;
3871 GLboolean ARB_texture_border_clamp;
3872 GLboolean ARB_texture_buffer_object;
3873 GLboolean ARB_texture_buffer_object_rgb32;
3874 GLboolean ARB_texture_buffer_range;
3875 GLboolean ARB_texture_compression_bptc;
3876 GLboolean ARB_texture_compression_rgtc;
3877 GLboolean ARB_texture_cube_map;
3878 GLboolean ARB_texture_cube_map_array;
3879 GLboolean ARB_texture_env_combine;
3880 GLboolean ARB_texture_env_crossbar;
3881 GLboolean ARB_texture_env_dot3;
3882 GLboolean ARB_texture_float;
3883 GLboolean ARB_texture_gather;
3884 GLboolean ARB_texture_mirror_clamp_to_edge;
3885 GLboolean ARB_texture_multisample;
3886 GLboolean ARB_texture_non_power_of_two;
3887 GLboolean ARB_texture_stencil8;
3888 GLboolean ARB_texture_query_levels;
3889 GLboolean ARB_texture_query_lod;
3890 GLboolean ARB_texture_rg;
3891 GLboolean ARB_texture_rgb10_a2ui;
3892 GLboolean ARB_texture_view;
3893 GLboolean ARB_timer_query;
3894 GLboolean ARB_transform_feedback2;
3895 GLboolean ARB_transform_feedback3;
3896 GLboolean ARB_transform_feedback_instanced;
3897 GLboolean ARB_uniform_buffer_object;
3898 GLboolean ARB_vertex_attrib_64bit;
3899 GLboolean ARB_vertex_program;
3900 GLboolean ARB_vertex_shader;
3901 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3902 GLboolean ARB_vertex_type_2_10_10_10_rev;
3903 GLboolean ARB_viewport_array;
3904 GLboolean EXT_blend_color;
3905 GLboolean EXT_blend_equation_separate;
3906 GLboolean EXT_blend_func_separate;
3907 GLboolean EXT_blend_minmax;
3908 GLboolean EXT_depth_bounds_test;
3909 GLboolean EXT_draw_buffers2;
3910 GLboolean EXT_framebuffer_multisample;
3911 GLboolean EXT_framebuffer_multisample_blit_scaled;
3912 GLboolean EXT_framebuffer_sRGB;
3913 GLboolean EXT_gpu_program_parameters;
3914 GLboolean EXT_gpu_shader4;
3915 GLboolean EXT_packed_float;
3916 GLboolean EXT_pixel_buffer_object;
3917 GLboolean EXT_point_parameters;
3918 GLboolean EXT_polygon_offset_clamp;
3919 GLboolean EXT_provoking_vertex;
3920 GLboolean EXT_shader_integer_mix;
3921 GLboolean EXT_shader_samples_identical;
3922 GLboolean EXT_stencil_two_side;
3923 GLboolean EXT_texture_array;
3924 GLboolean EXT_texture_compression_latc;
3925 GLboolean EXT_texture_compression_s3tc;
3926 GLboolean EXT_texture_env_dot3;
3927 GLboolean EXT_texture_filter_anisotropic;
3928 GLboolean EXT_texture_integer;
3929 GLboolean EXT_texture_mirror_clamp;
3930 GLboolean EXT_texture_shared_exponent;
3931 GLboolean EXT_texture_snorm;
3932 GLboolean EXT_texture_sRGB;
3933 GLboolean EXT_texture_sRGB_decode;
3934 GLboolean EXT_texture_swizzle;
3935 GLboolean EXT_transform_feedback;
3936 GLboolean EXT_timer_query;
3937 GLboolean EXT_vertex_array_bgra;
3938 GLboolean EXT_window_rectangles;
3939 GLboolean OES_copy_image;
3940 GLboolean OES_sample_variables;
3941 GLboolean OES_shader_io_blocks;
3942 GLboolean OES_standard_derivatives;
3943 GLboolean OES_texture_buffer;
3944 /* vendor extensions */
3945 GLboolean AMD_performance_monitor;
3946 GLboolean AMD_pinned_memory;
3947 GLboolean AMD_seamless_cubemap_per_texture;
3948 GLboolean AMD_vertex_shader_layer;
3949 GLboolean AMD_vertex_shader_viewport_index;
3950 GLboolean APPLE_object_purgeable;
3951 GLboolean ATI_meminfo;
3952 GLboolean ATI_texture_compression_3dc;
3953 GLboolean ATI_texture_mirror_once;
3954 GLboolean ATI_texture_env_combine3;
3955 GLboolean ATI_fragment_shader;
3956 GLboolean ATI_separate_stencil;
3957 GLboolean GREMEDY_string_marker;
3958 GLboolean INTEL_performance_query;
3959 GLboolean KHR_blend_equation_advanced;
3960 GLboolean KHR_robustness;
3961 GLboolean KHR_texture_compression_astc_hdr;
3962 GLboolean KHR_texture_compression_astc_ldr;
3963 GLboolean KHR_texture_compression_astc_sliced_3d;
3964 GLboolean MESA_pack_invert;
3965 GLboolean MESA_shader_framebuffer_fetch;
3966 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
3967 GLboolean MESA_shader_integer_functions;
3968 GLboolean MESA_ycbcr_texture;
3969 GLboolean NV_conditional_render;
3970 GLboolean NV_fog_distance;
3971 GLboolean NV_point_sprite;
3972 GLboolean NV_primitive_restart;
3973 GLboolean NV_texture_barrier;
3974 GLboolean NV_texture_env_combine4;
3975 GLboolean NV_texture_rectangle;
3976 GLboolean NV_vdpau_interop;
3977 GLboolean NVX_gpu_memory_info;
3978 GLboolean TDFX_texture_compression_FXT1;
3979 GLboolean OES_EGL_image;
3980 GLboolean OES_draw_texture;
3981 GLboolean OES_depth_texture_cube_map;
3982 GLboolean OES_EGL_image_external;
3983 GLboolean OES_texture_float;
3984 GLboolean OES_texture_float_linear;
3985 GLboolean OES_texture_half_float;
3986 GLboolean OES_texture_half_float_linear;
3987 GLboolean OES_compressed_ETC1_RGB8_texture;
3988 GLboolean OES_geometry_shader;
3989 GLboolean OES_texture_compression_astc;
3990 GLboolean extension_sentinel;
3991 /** The extension string */
3992 const GLubyte *String;
3993 /** Number of supported extensions */
3994 GLuint Count;
3995 /**
3996 * The context version which extension helper functions compare against.
3997 * By default, the value is equal to ctx->Version. This changes to ~0
3998 * while meta is in progress.
3999 */
4000 GLubyte Version;
4001 };
4002
4003
4004 /**
4005 * A stack of matrices (projection, modelview, color, texture, etc).
4006 */
4007 struct gl_matrix_stack
4008 {
4009 GLmatrix *Top; /**< points into Stack */
4010 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4011 unsigned StackSize; /**< Number of elements in Stack */
4012 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4013 GLuint MaxDepth; /**< size of Stack[] array */
4014 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4015 };
4016
4017
4018 /**
4019 * \name Bits for image transfer operations
4020 * \sa __struct gl_contextRec::ImageTransferState.
4021 */
4022 /*@{*/
4023 #define IMAGE_SCALE_BIAS_BIT 0x1
4024 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4025 #define IMAGE_MAP_COLOR_BIT 0x4
4026 #define IMAGE_CLAMP_BIT 0x800
4027
4028
4029 /** Pixel Transfer ops */
4030 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4031 IMAGE_SHIFT_OFFSET_BIT | \
4032 IMAGE_MAP_COLOR_BIT)
4033
4034 /**
4035 * \name Bits to indicate what state has changed.
4036 */
4037 /*@{*/
4038 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4039 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4040 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4041 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4042 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4043 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4044 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4045 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4046 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4047 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4048 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4049 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4050 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4051 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4052 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4053 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4054 #define _NEW_TEXTURE (1u << 16) /**< gl_context::Texture */
4055 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4056 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4057 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4058 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4059 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4060 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4061 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4062 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4063 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4064 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4065 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4066 #define _NEW_BUFFER_OBJECT (1u << 28)
4067 #define _NEW_FRAG_CLAMP (1u << 29)
4068 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4069 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4070 #define _NEW_ALL ~0
4071 /*@}*/
4072
4073
4074 /**
4075 * Composite state flags
4076 */
4077 /*@{*/
4078 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4079 _NEW_TEXTURE | \
4080 _NEW_POINT | \
4081 _NEW_PROGRAM | \
4082 _NEW_MODELVIEW)
4083
4084 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4085 _NEW_FOG | \
4086 _NEW_PROGRAM)
4087
4088
4089 /*@}*/
4090
4091
4092
4093
4094 /* This has to be included here. */
4095 #include "dd.h"
4096
4097
4098 /**
4099 * Display list flags.
4100 * Strictly this is a tnl-private concept, but it doesn't seem
4101 * worthwhile adding a tnl private structure just to hold this one bit
4102 * of information:
4103 */
4104 #define DLIST_DANGLING_REFS 0x1
4105
4106
4107 /** Opaque declaration of display list payload data type */
4108 union gl_dlist_node;
4109
4110
4111 /**
4112 * Provide a location where information about a display list can be
4113 * collected. Could be extended with driverPrivate structures,
4114 * etc. in the future.
4115 */
4116 struct gl_display_list
4117 {
4118 GLuint Name;
4119 GLchar *Label; /**< GL_KHR_debug */
4120 GLbitfield Flags; /**< DLIST_x flags */
4121 /** The dlist commands are in a linked list of nodes */
4122 union gl_dlist_node *Head;
4123 };
4124
4125
4126 /**
4127 * State used during display list compilation and execution.
4128 */
4129 struct gl_dlist_state
4130 {
4131 GLuint CallDepth; /**< Current recursion calling depth */
4132
4133 struct gl_display_list *CurrentList; /**< List currently being compiled */
4134 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4135 GLuint CurrentPos; /**< Index into current block of nodes */
4136
4137 GLvertexformat ListVtxfmt;
4138
4139 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4140 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4141
4142 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4143 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4144
4145 struct {
4146 /* State known to have been set by the currently-compiling display
4147 * list. Used to eliminate some redundant state changes.
4148 */
4149 GLenum ShadeModel;
4150 } Current;
4151 };
4152
4153 /** @{
4154 *
4155 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4156 * to small enums suitable for use as an array index.
4157 */
4158
4159 enum mesa_debug_source {
4160 MESA_DEBUG_SOURCE_API,
4161 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4162 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4163 MESA_DEBUG_SOURCE_THIRD_PARTY,
4164 MESA_DEBUG_SOURCE_APPLICATION,
4165 MESA_DEBUG_SOURCE_OTHER,
4166 MESA_DEBUG_SOURCE_COUNT
4167 };
4168
4169 enum mesa_debug_type {
4170 MESA_DEBUG_TYPE_ERROR,
4171 MESA_DEBUG_TYPE_DEPRECATED,
4172 MESA_DEBUG_TYPE_UNDEFINED,
4173 MESA_DEBUG_TYPE_PORTABILITY,
4174 MESA_DEBUG_TYPE_PERFORMANCE,
4175 MESA_DEBUG_TYPE_OTHER,
4176 MESA_DEBUG_TYPE_MARKER,
4177 MESA_DEBUG_TYPE_PUSH_GROUP,
4178 MESA_DEBUG_TYPE_POP_GROUP,
4179 MESA_DEBUG_TYPE_COUNT
4180 };
4181
4182 enum mesa_debug_severity {
4183 MESA_DEBUG_SEVERITY_LOW,
4184 MESA_DEBUG_SEVERITY_MEDIUM,
4185 MESA_DEBUG_SEVERITY_HIGH,
4186 MESA_DEBUG_SEVERITY_NOTIFICATION,
4187 MESA_DEBUG_SEVERITY_COUNT
4188 };
4189
4190 /** @} */
4191
4192 /**
4193 * Driver-specific state flags.
4194 *
4195 * These are or'd with gl_context::NewDriverState to notify a driver about
4196 * a state change. The driver sets the flags at context creation and
4197 * the meaning of the bits set is opaque to core Mesa.
4198 */
4199 struct gl_driver_flags
4200 {
4201 /** gl_context::Array::_DrawArrays (vertex array state) */
4202 uint64_t NewArray;
4203
4204 /** gl_context::TransformFeedback::CurrentObject */
4205 uint64_t NewTransformFeedback;
4206
4207 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4208 uint64_t NewTransformFeedbackProg;
4209
4210 /** gl_context::RasterDiscard */
4211 uint64_t NewRasterizerDiscard;
4212
4213 /**
4214 * gl_context::UniformBufferBindings
4215 * gl_shader_program::UniformBlocks
4216 */
4217 uint64_t NewUniformBuffer;
4218
4219 /**
4220 * gl_context::ShaderStorageBufferBindings
4221 * gl_shader_program::ShaderStorageBlocks
4222 */
4223 uint64_t NewShaderStorageBuffer;
4224
4225 uint64_t NewTextureBuffer;
4226
4227 /**
4228 * gl_context::AtomicBufferBindings
4229 */
4230 uint64_t NewAtomicBuffer;
4231
4232 /**
4233 * gl_context::ImageUnits
4234 */
4235 uint64_t NewImageUnits;
4236
4237 /**
4238 * gl_context::TessCtrlProgram::patch_default_*
4239 */
4240 uint64_t NewDefaultTessLevels;
4241 };
4242
4243 struct gl_uniform_buffer_binding
4244 {
4245 struct gl_buffer_object *BufferObject;
4246 /** Start of uniform block data in the buffer */
4247 GLintptr Offset;
4248 /** Size of data allowed to be referenced from the buffer (in bytes) */
4249 GLsizeiptr Size;
4250 /**
4251 * glBindBufferBase() indicates that the Size should be ignored and only
4252 * limited by the current size of the BufferObject.
4253 */
4254 GLboolean AutomaticSize;
4255 };
4256
4257 struct gl_shader_storage_buffer_binding
4258 {
4259 struct gl_buffer_object *BufferObject;
4260 /** Start of shader storage block data in the buffer */
4261 GLintptr Offset;
4262 /** Size of data allowed to be referenced from the buffer (in bytes) */
4263 GLsizeiptr Size;
4264 /**
4265 * glBindBufferBase() indicates that the Size should be ignored and only
4266 * limited by the current size of the BufferObject.
4267 */
4268 GLboolean AutomaticSize;
4269 };
4270
4271 /**
4272 * ARB_shader_image_load_store image unit.
4273 */
4274 struct gl_image_unit
4275 {
4276 /**
4277 * Texture object bound to this unit.
4278 */
4279 struct gl_texture_object *TexObj;
4280
4281 /**
4282 * Level of the texture object bound to this unit.
4283 */
4284 GLuint Level;
4285
4286 /**
4287 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4288 * GL_FALSE if only some specific layer of the texture is bound.
4289 * \sa Layer
4290 */
4291 GLboolean Layered;
4292
4293 /**
4294 * Layer of the texture object bound to this unit as specified by the
4295 * application.
4296 */
4297 GLuint Layer;
4298
4299 /**
4300 * Layer of the texture object bound to this unit, or zero if the
4301 * whole level is bound.
4302 */
4303 GLuint _Layer;
4304
4305 /**
4306 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4307 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4308 */
4309 GLenum Access;
4310
4311 /**
4312 * GL internal format that determines the interpretation of the
4313 * image memory when shader image operations are performed through
4314 * this unit.
4315 */
4316 GLenum Format;
4317
4318 /**
4319 * Mesa format corresponding to \c Format.
4320 */
4321 mesa_format _ActualFormat;
4322
4323 };
4324
4325 /**
4326 * Binding point for an atomic counter buffer object.
4327 */
4328 struct gl_atomic_buffer_binding
4329 {
4330 struct gl_buffer_object *BufferObject;
4331 GLintptr Offset;
4332 GLsizeiptr Size;
4333 };
4334
4335 /**
4336 * Shader subroutines storage
4337 */
4338 struct gl_subroutine_index_binding
4339 {
4340 GLuint NumIndex;
4341 GLuint *IndexPtr;
4342 };
4343
4344 /**
4345 * Mesa rendering context.
4346 *
4347 * This is the central context data structure for Mesa. Almost all
4348 * OpenGL state is contained in this structure.
4349 * Think of this as a base class from which device drivers will derive
4350 * sub classes.
4351 */
4352 struct gl_context
4353 {
4354 /** State possibly shared with other contexts in the address space */
4355 struct gl_shared_state *Shared;
4356
4357 /** \name API function pointer tables */
4358 /*@{*/
4359 gl_api API;
4360 /**
4361 * The current dispatch table for non-displaylist-saving execution, either
4362 * BeginEnd or OutsideBeginEnd
4363 */
4364 struct _glapi_table *Exec;
4365 /**
4366 * The normal dispatch table for non-displaylist-saving, non-begin/end
4367 */
4368 struct _glapi_table *OutsideBeginEnd;
4369 /** The dispatch table used between glNewList() and glEndList() */
4370 struct _glapi_table *Save;
4371 /**
4372 * The dispatch table used between glBegin() and glEnd() (outside of a
4373 * display list). Only valid functions between those two are set, which is
4374 * mostly just the set in a GLvertexformat struct.
4375 */
4376 struct _glapi_table *BeginEnd;
4377 /**
4378 * Dispatch table for when a graphics reset has happened.
4379 */
4380 struct _glapi_table *ContextLost;
4381 /**
4382 * Tracks the current dispatch table out of the 4 above, so that it can be
4383 * re-set on glXMakeCurrent().
4384 */
4385 struct _glapi_table *CurrentDispatch;
4386 /*@}*/
4387
4388 struct gl_config Visual;
4389 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4390 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4391 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4392 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4393
4394 /**
4395 * Device driver function pointer table
4396 */
4397 struct dd_function_table Driver;
4398
4399 /** Core/Driver constants */
4400 struct gl_constants Const;
4401
4402 /** \name The various 4x4 matrix stacks */
4403 /*@{*/
4404 struct gl_matrix_stack ModelviewMatrixStack;
4405 struct gl_matrix_stack ProjectionMatrixStack;
4406 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4407 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4408 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4409 /*@}*/
4410
4411 /** Combined modelview and projection matrix */
4412 GLmatrix _ModelProjectMatrix;
4413
4414 /** \name Display lists */
4415 struct gl_dlist_state ListState;
4416
4417 GLboolean ExecuteFlag; /**< Execute GL commands? */
4418 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4419
4420 /** Extension information */
4421 struct gl_extensions Extensions;
4422
4423 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4424 GLuint Version;
4425 char *VersionString;
4426
4427 /** \name State attribute stack (for glPush/PopAttrib) */
4428 /*@{*/
4429 GLuint AttribStackDepth;
4430 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4431 /*@}*/
4432
4433 /** \name Renderer attribute groups
4434 *
4435 * We define a struct for each attribute group to make pushing and popping
4436 * attributes easy. Also it's a good organization.
4437 */
4438 /*@{*/
4439 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4440 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4441 struct gl_current_attrib Current; /**< Current attributes */
4442 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4443 struct gl_eval_attrib Eval; /**< Eval attributes */
4444 struct gl_fog_attrib Fog; /**< Fog attributes */
4445 struct gl_hint_attrib Hint; /**< Hint attributes */
4446 struct gl_light_attrib Light; /**< Light attributes */
4447 struct gl_line_attrib Line; /**< Line attributes */
4448 struct gl_list_attrib List; /**< List attributes */
4449 struct gl_multisample_attrib Multisample;
4450 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4451 struct gl_point_attrib Point; /**< Point attributes */
4452 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4453 GLuint PolygonStipple[32]; /**< Polygon stipple */
4454 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4455 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4456 struct gl_texture_attrib Texture; /**< Texture attributes */
4457 struct gl_transform_attrib Transform; /**< Transformation attributes */
4458 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4459 /*@}*/
4460
4461 /** \name Client attribute stack */
4462 /*@{*/
4463 GLuint ClientAttribStackDepth;
4464 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4465 /*@}*/
4466
4467 /** \name Client attribute groups */
4468 /*@{*/
4469 struct gl_array_attrib Array; /**< Vertex arrays */
4470 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4471 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4472 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4473 /*@}*/
4474
4475 /** \name Other assorted state (not pushed/popped on attribute stack) */
4476 /*@{*/
4477 struct gl_pixelmaps PixelMaps;
4478
4479 struct gl_evaluators EvalMap; /**< All evaluators */
4480 struct gl_feedback Feedback; /**< Feedback */
4481 struct gl_selection Select; /**< Selection */
4482
4483 struct gl_program_state Program; /**< general program state */
4484 struct gl_vertex_program_state VertexProgram;
4485 struct gl_fragment_program_state FragmentProgram;
4486 struct gl_geometry_program_state GeometryProgram;
4487 struct gl_compute_program_state ComputeProgram;
4488 struct gl_tess_ctrl_program_state TessCtrlProgram;
4489 struct gl_tess_eval_program_state TessEvalProgram;
4490 struct gl_ati_fragment_shader_state ATIFragmentShader;
4491
4492 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4493 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4494
4495 /**
4496 * Current active shader pipeline state
4497 *
4498 * Almost all internal users want ::_Shader instead of ::Shader. The
4499 * exceptions are bits of legacy GLSL API that do not know about separate
4500 * shader objects.
4501 *
4502 * If a program is active via \c glUseProgram, this will point to
4503 * \c ::Shader.
4504 *
4505 * If a program pipeline is active via \c glBindProgramPipeline, this will
4506 * point to \c ::Pipeline.Current.
4507 *
4508 * If neither a program nor a program pipeline is active, this will point to
4509 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4510 * \c NULL.
4511 */
4512 struct gl_pipeline_object *_Shader;
4513
4514 struct gl_query_state Query; /**< occlusion, timer queries */
4515
4516 struct gl_transform_feedback_state TransformFeedback;
4517
4518 struct gl_perf_monitor_state PerfMonitor;
4519
4520 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4521 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4522 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4523
4524 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4525 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4526
4527 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4528
4529 /**
4530 * Current GL_ARB_uniform_buffer_object binding referenced by
4531 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4532 */
4533 struct gl_buffer_object *UniformBuffer;
4534
4535 /**
4536 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4537 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4538 */
4539 struct gl_buffer_object *ShaderStorageBuffer;
4540
4541 /**
4542 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4543 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4544 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4545 * shader program.
4546 */
4547 struct gl_uniform_buffer_binding
4548 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4549
4550 /**
4551 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4552 * and GL 4.3. This is set up using glBindBufferRange() or
4553 * glBindBufferBase(). They are associated with shader storage blocks by
4554 * glShaderStorageBlockBinding()'s state in the shader program.
4555 */
4556 struct gl_shader_storage_buffer_binding
4557 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4558
4559 /**
4560 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4561 * target.
4562 */
4563 struct gl_buffer_object *AtomicBuffer;
4564
4565 /**
4566 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4567 * target.
4568 */
4569 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4570
4571 /**
4572 * Array of atomic counter buffer binding points.
4573 */
4574 struct gl_atomic_buffer_binding
4575 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4576
4577 /**
4578 * Array of image units for ARB_shader_image_load_store.
4579 */
4580 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4581
4582 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4583 /*@}*/
4584
4585 struct gl_meta_state *Meta; /**< for "meta" operations */
4586
4587 /* GL_EXT_framebuffer_object */
4588 struct gl_renderbuffer *CurrentRenderbuffer;
4589
4590 GLenum ErrorValue; /**< Last error code */
4591
4592 /**
4593 * Recognize and silence repeated error debug messages in buggy apps.
4594 */
4595 const char *ErrorDebugFmtString;
4596 GLuint ErrorDebugCount;
4597
4598 /* GL_ARB_debug_output/GL_KHR_debug */
4599 mtx_t DebugMutex;
4600 struct gl_debug_state *Debug;
4601
4602 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4603 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4604 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4605
4606 struct gl_driver_flags DriverFlags;
4607
4608 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4609
4610 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4611
4612 /** \name Derived state */
4613 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4614 GLfloat _EyeZDir[3];
4615 GLfloat _ModelViewInvScale;
4616 GLboolean _NeedEyeCoords;
4617 GLboolean _ForceEyeCoords;
4618
4619 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4620
4621 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4622
4623 /** \name For debugging/development only */
4624 /*@{*/
4625 GLboolean FirstTimeCurrent;
4626 /*@}*/
4627
4628 /**
4629 * False if this context was created without a config. This is needed
4630 * because the initial state of glDrawBuffers depends on this
4631 */
4632 GLboolean HasConfig;
4633
4634 /** software compression/decompression supported or not */
4635 GLboolean Mesa_DXTn;
4636
4637 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4638
4639 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4640
4641 /**
4642 * \name Hooks for module contexts.
4643 *
4644 * These will eventually live in the driver or elsewhere.
4645 */
4646 /*@{*/
4647 void *swrast_context;
4648 void *swsetup_context;
4649 void *swtnl_context;
4650 struct vbo_context *vbo_context;
4651 struct st_context *st;
4652 void *aelt_context;
4653 /*@}*/
4654
4655 /**
4656 * \name NV_vdpau_interop
4657 */
4658 /*@{*/
4659 const void *vdpDevice;
4660 const void *vdpGetProcAddress;
4661 struct set *vdpSurfaces;
4662 /*@}*/
4663
4664 /**
4665 * Has this context observed a GPU reset in any context in the share group?
4666 *
4667 * Once this field becomes true, it is never reset to false.
4668 */
4669 GLboolean ShareGroupReset;
4670 };
4671
4672 /**
4673 * Information about memory usage. All sizes are in kilobytes.
4674 */
4675 struct gl_memory_info
4676 {
4677 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4678 unsigned avail_device_memory; /**< free device memory at the moment */
4679 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4680 unsigned avail_staging_memory; /**< free staging memory at the moment */
4681 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4682 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4683 };
4684
4685 #ifdef DEBUG
4686 extern int MESA_VERBOSE;
4687 extern int MESA_DEBUG_FLAGS;
4688 # define MESA_FUNCTION __func__
4689 #else
4690 # define MESA_VERBOSE 0
4691 # define MESA_DEBUG_FLAGS 0
4692 # define MESA_FUNCTION "a function"
4693 #endif
4694
4695
4696 /** The MESA_VERBOSE var is a bitmask of these flags */
4697 enum _verbose
4698 {
4699 VERBOSE_VARRAY = 0x0001,
4700 VERBOSE_TEXTURE = 0x0002,
4701 VERBOSE_MATERIAL = 0x0004,
4702 VERBOSE_PIPELINE = 0x0008,
4703 VERBOSE_DRIVER = 0x0010,
4704 VERBOSE_STATE = 0x0020,
4705 VERBOSE_API = 0x0040,
4706 VERBOSE_DISPLAY_LIST = 0x0100,
4707 VERBOSE_LIGHTING = 0x0200,
4708 VERBOSE_PRIMS = 0x0400,
4709 VERBOSE_VERTS = 0x0800,
4710 VERBOSE_DISASSEM = 0x1000,
4711 VERBOSE_DRAW = 0x2000,
4712 VERBOSE_SWAPBUFFERS = 0x4000
4713 };
4714
4715
4716 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4717 enum _debug
4718 {
4719 DEBUG_SILENT = (1 << 0),
4720 DEBUG_ALWAYS_FLUSH = (1 << 1),
4721 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4722 DEBUG_INCOMPLETE_FBO = (1 << 3)
4723 };
4724
4725 #ifdef __cplusplus
4726 }
4727 #endif
4728
4729 #endif /* MTYPES_H */