42831d773be1e0767324d7e249333d2f4067b7f2
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 /**
47 * Stencil buffer data type.
48 */
49 #if STENCIL_BITS==8
50 typedef GLubyte GLstencil;
51 #elif STENCIL_BITS==16
52 typedef GLushort GLstencil;
53 #else
54 # error "illegal number of stencil bits"
55 #endif
56
57
58 /**
59 * \name 64-bit extension of GLbitfield.
60 */
61 /*@{*/
62 typedef GLuint64 GLbitfield64;
63
64 /** Set a single bit */
65 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
66
67
68 /**
69 * \name Some forward type declarations
70 */
71 /*@{*/
72 struct _mesa_HashTable;
73 struct gl_attrib_node;
74 struct gl_list_extensions;
75 struct gl_meta_state;
76 struct gl_pixelstore_attrib;
77 struct gl_program_cache;
78 struct gl_texture_format;
79 struct gl_texture_image;
80 struct gl_texture_object;
81 struct gl_context;
82 struct st_context;
83 /*@}*/
84
85
86 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
87 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
88 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
89 #define PRIM_UNKNOWN (GL_POLYGON+3)
90
91
92 /**
93 * Shader stages. Note that these will become 5 with tessellation.
94 * These MUST have the same values as gallium's PIPE_SHADER_*
95 */
96 typedef enum
97 {
98 MESA_SHADER_VERTEX = 0,
99 MESA_SHADER_FRAGMENT = 1,
100 MESA_SHADER_GEOMETRY = 2,
101 MESA_SHADER_TYPES = 3
102 } gl_shader_type;
103
104
105
106 /**
107 * Indexes for vertex program attributes.
108 * GL_NV_vertex_program aliases generic attributes over the conventional
109 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
110 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
111 * generic attributes are distinct/separate).
112 */
113 typedef enum
114 {
115 VERT_ATTRIB_POS = 0,
116 VERT_ATTRIB_WEIGHT = 1,
117 VERT_ATTRIB_NORMAL = 2,
118 VERT_ATTRIB_COLOR0 = 3,
119 VERT_ATTRIB_COLOR1 = 4,
120 VERT_ATTRIB_FOG = 5,
121 VERT_ATTRIB_COLOR_INDEX = 6,
122 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
123 VERT_ATTRIB_EDGEFLAG = 7,
124 VERT_ATTRIB_TEX0 = 8,
125 VERT_ATTRIB_TEX1 = 9,
126 VERT_ATTRIB_TEX2 = 10,
127 VERT_ATTRIB_TEX3 = 11,
128 VERT_ATTRIB_TEX4 = 12,
129 VERT_ATTRIB_TEX5 = 13,
130 VERT_ATTRIB_TEX6 = 14,
131 VERT_ATTRIB_TEX7 = 15,
132 VERT_ATTRIB_GENERIC0 = 16,
133 VERT_ATTRIB_GENERIC1 = 17,
134 VERT_ATTRIB_GENERIC2 = 18,
135 VERT_ATTRIB_GENERIC3 = 19,
136 VERT_ATTRIB_GENERIC4 = 20,
137 VERT_ATTRIB_GENERIC5 = 21,
138 VERT_ATTRIB_GENERIC6 = 22,
139 VERT_ATTRIB_GENERIC7 = 23,
140 VERT_ATTRIB_GENERIC8 = 24,
141 VERT_ATTRIB_GENERIC9 = 25,
142 VERT_ATTRIB_GENERIC10 = 26,
143 VERT_ATTRIB_GENERIC11 = 27,
144 VERT_ATTRIB_GENERIC12 = 28,
145 VERT_ATTRIB_GENERIC13 = 29,
146 VERT_ATTRIB_GENERIC14 = 30,
147 VERT_ATTRIB_GENERIC15 = 31,
148 VERT_ATTRIB_MAX = 32
149 } gl_vert_attrib;
150
151 /**
152 * Bitflags for vertex attributes.
153 * These are used in bitfields in many places.
154 */
155 /*@{*/
156 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
157 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
158 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
159 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
160 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
161 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
162 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
163 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
164 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
165 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
166 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
167 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
168 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
169 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
170 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
171 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
172 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
173 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
174 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
175 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
176 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
177 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
178 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
179 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
180 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
181 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
182 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
183 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
184 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
185 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
186 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
187 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
188
189 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
190 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
191 /*@}*/
192
193
194 /**
195 * Indexes for vertex program result attributes. Note that
196 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
197 * assumptions about the layout of this enum.
198 */
199 typedef enum
200 {
201 VERT_RESULT_HPOS = 0,
202 VERT_RESULT_COL0 = 1,
203 VERT_RESULT_COL1 = 2,
204 VERT_RESULT_FOGC = 3,
205 VERT_RESULT_TEX0 = 4,
206 VERT_RESULT_TEX1 = 5,
207 VERT_RESULT_TEX2 = 6,
208 VERT_RESULT_TEX3 = 7,
209 VERT_RESULT_TEX4 = 8,
210 VERT_RESULT_TEX5 = 9,
211 VERT_RESULT_TEX6 = 10,
212 VERT_RESULT_TEX7 = 11,
213 VERT_RESULT_PSIZ = 12,
214 VERT_RESULT_BFC0 = 13,
215 VERT_RESULT_BFC1 = 14,
216 VERT_RESULT_EDGE = 15,
217 VERT_RESULT_VAR0 = 16, /**< shader varying */
218 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
219 } gl_vert_result;
220
221
222 /*********************************************/
223
224 /**
225 * Indexes for geometry program attributes.
226 */
227 typedef enum
228 {
229 GEOM_ATTRIB_POSITION = 0,
230 GEOM_ATTRIB_COLOR0 = 1,
231 GEOM_ATTRIB_COLOR1 = 2,
232 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
233 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
234 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
235 GEOM_ATTRIB_POINT_SIZE = 6,
236 GEOM_ATTRIB_CLIP_VERTEX = 7,
237 GEOM_ATTRIB_PRIMITIVE_ID = 8,
238 GEOM_ATTRIB_TEX_COORD = 9,
239
240 GEOM_ATTRIB_VAR0 = 16,
241 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
242 } gl_geom_attrib;
243
244 /**
245 * Bitflags for geometry attributes.
246 * These are used in bitfields in many places.
247 */
248 /*@{*/
249 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
250 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
251 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
252 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
253 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
254 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
255 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
256 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
257 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
258 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
259 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
260
261 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
262 /*@}*/
263
264
265 /**
266 * Indexes for geometry program result attributes
267 */
268 typedef enum
269 {
270 GEOM_RESULT_POS = 0,
271 GEOM_RESULT_COL0 = 1,
272 GEOM_RESULT_COL1 = 2,
273 GEOM_RESULT_SCOL0 = 3,
274 GEOM_RESULT_SCOL1 = 4,
275 GEOM_RESULT_FOGC = 5,
276 GEOM_RESULT_TEX0 = 6,
277 GEOM_RESULT_TEX1 = 7,
278 GEOM_RESULT_TEX2 = 8,
279 GEOM_RESULT_TEX3 = 9,
280 GEOM_RESULT_TEX4 = 10,
281 GEOM_RESULT_TEX5 = 11,
282 GEOM_RESULT_TEX6 = 12,
283 GEOM_RESULT_TEX7 = 13,
284 GEOM_RESULT_PSIZ = 14,
285 GEOM_RESULT_CLPV = 15,
286 GEOM_RESULT_PRID = 16,
287 GEOM_RESULT_LAYR = 17,
288 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
289 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
290 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
291 } gl_geom_result;
292
293
294 /**
295 * Indexes for fragment program input attributes. Note that
296 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
297 * assumptions about the layout of this enum.
298 */
299 typedef enum
300 {
301 FRAG_ATTRIB_WPOS = 0,
302 FRAG_ATTRIB_COL0 = 1,
303 FRAG_ATTRIB_COL1 = 2,
304 FRAG_ATTRIB_FOGC = 3,
305 FRAG_ATTRIB_TEX0 = 4,
306 FRAG_ATTRIB_TEX1 = 5,
307 FRAG_ATTRIB_TEX2 = 6,
308 FRAG_ATTRIB_TEX3 = 7,
309 FRAG_ATTRIB_TEX4 = 8,
310 FRAG_ATTRIB_TEX5 = 9,
311 FRAG_ATTRIB_TEX6 = 10,
312 FRAG_ATTRIB_TEX7 = 11,
313 FRAG_ATTRIB_FACE = 12, /**< front/back face */
314 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
315 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
316 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
317 } gl_frag_attrib;
318
319
320 /**
321 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
322 *
323 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
324 *
325 * gl_vert_result values which have no corresponding gl_frag_attrib
326 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
327 * VERT_RESULT_EDGE) are converted to a value of -1.
328 */
329 static INLINE int
330 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
331 {
332 if (vert_result >= VERT_RESULT_VAR0)
333 return vert_result - VERT_RESULT_VAR0 + FRAG_ATTRIB_VAR0;
334 else if (vert_result <= VERT_RESULT_TEX7)
335 return vert_result;
336 else
337 return -1;
338 }
339
340
341 /**
342 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
343 *
344 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
345 *
346 * gl_frag_attrib values which have no corresponding gl_vert_result
347 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
348 */
349 static INLINE int
350 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
351 {
352 if (frag_attrib <= FRAG_ATTRIB_TEX7)
353 return frag_attrib;
354 else if (frag_attrib >= FRAG_ATTRIB_VAR0)
355 return frag_attrib - FRAG_ATTRIB_VAR0 + VERT_RESULT_VAR0;
356 else
357 return -1;
358 }
359
360
361 /**
362 * Bitflags for fragment program input attributes.
363 */
364 /*@{*/
365 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
366 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
367 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
368 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
369 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
370 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
371 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
372 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
373 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
374 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
375 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
376 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
377 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
378 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
379 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
380
381 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
382 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
383
384 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
385 FRAG_BIT_TEX1| \
386 FRAG_BIT_TEX2| \
387 FRAG_BIT_TEX3| \
388 FRAG_BIT_TEX4| \
389 FRAG_BIT_TEX5| \
390 FRAG_BIT_TEX6| \
391 FRAG_BIT_TEX7)
392 /*@}*/
393
394
395 /**
396 * Fragment program results
397 */
398 typedef enum
399 {
400 FRAG_RESULT_DEPTH = 0,
401 FRAG_RESULT_STENCIL = 1,
402 /* If a single color should be written to all render targets, this
403 * register is written. No FRAG_RESULT_DATAn will be written.
404 */
405 FRAG_RESULT_COLOR = 2,
406
407 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
408 * or ARB_fragment_program fragment.color[n]) color results. If
409 * any are written, FRAG_RESULT_COLOR will not be written.
410 */
411 FRAG_RESULT_DATA0 = 3,
412 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
413 } gl_frag_result;
414
415
416 /**
417 * Indexes for all renderbuffers
418 */
419 typedef enum
420 {
421 /* the four standard color buffers */
422 BUFFER_FRONT_LEFT,
423 BUFFER_BACK_LEFT,
424 BUFFER_FRONT_RIGHT,
425 BUFFER_BACK_RIGHT,
426 BUFFER_DEPTH,
427 BUFFER_STENCIL,
428 BUFFER_ACCUM,
429 /* optional aux buffer */
430 BUFFER_AUX0,
431 /* generic renderbuffers */
432 BUFFER_COLOR0,
433 BUFFER_COLOR1,
434 BUFFER_COLOR2,
435 BUFFER_COLOR3,
436 BUFFER_COLOR4,
437 BUFFER_COLOR5,
438 BUFFER_COLOR6,
439 BUFFER_COLOR7,
440 BUFFER_COUNT
441 } gl_buffer_index;
442
443 /**
444 * Bit flags for all renderbuffers
445 */
446 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
447 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
448 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
449 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
450 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
451 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
452 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
453 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
454 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
455 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
456 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
457 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
458 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
459 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
460 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
461 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
462 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
463 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
464 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
465
466 /**
467 * Mask of all the color buffer bits (but not accum).
468 */
469 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
470 BUFFER_BIT_BACK_LEFT | \
471 BUFFER_BIT_FRONT_RIGHT | \
472 BUFFER_BIT_BACK_RIGHT | \
473 BUFFER_BIT_AUX0 | \
474 BUFFER_BIT_COLOR0 | \
475 BUFFER_BIT_COLOR1 | \
476 BUFFER_BIT_COLOR2 | \
477 BUFFER_BIT_COLOR3 | \
478 BUFFER_BIT_COLOR4 | \
479 BUFFER_BIT_COLOR5 | \
480 BUFFER_BIT_COLOR6 | \
481 BUFFER_BIT_COLOR7)
482
483
484 /**
485 * Framebuffer configuration (aka visual / pixelformat)
486 * Note: some of these fields should be boolean, but it appears that
487 * code in drivers/dri/common/util.c requires int-sized fields.
488 */
489 struct gl_config
490 {
491 GLboolean rgbMode;
492 GLboolean floatMode;
493 GLboolean colorIndexMode; /* XXX is this used anywhere? */
494 GLuint doubleBufferMode;
495 GLuint stereoMode;
496
497 GLboolean haveAccumBuffer;
498 GLboolean haveDepthBuffer;
499 GLboolean haveStencilBuffer;
500
501 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
502 GLuint redMask, greenMask, blueMask, alphaMask;
503 GLint rgbBits; /* total bits for rgb */
504 GLint indexBits; /* total bits for colorindex */
505
506 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
507 GLint depthBits;
508 GLint stencilBits;
509
510 GLint numAuxBuffers;
511
512 GLint level;
513
514 /* EXT_visual_rating / GLX 1.2 */
515 GLint visualRating;
516
517 /* EXT_visual_info / GLX 1.2 */
518 GLint transparentPixel;
519 /* colors are floats scaled to ints */
520 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
521 GLint transparentIndex;
522
523 /* ARB_multisample / SGIS_multisample */
524 GLint sampleBuffers;
525 GLint samples;
526
527 /* SGIX_pbuffer / GLX 1.3 */
528 GLint maxPbufferWidth;
529 GLint maxPbufferHeight;
530 GLint maxPbufferPixels;
531 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
532 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
533
534 /* OML_swap_method */
535 GLint swapMethod;
536
537 /* EXT_texture_from_pixmap */
538 GLint bindToTextureRgb;
539 GLint bindToTextureRgba;
540 GLint bindToMipmapTexture;
541 GLint bindToTextureTargets;
542 GLint yInverted;
543
544 /* EXT_framebuffer_sRGB */
545 GLint sRGBCapable;
546 };
547
548
549 /**
550 * \name Bit flags used for updating material values.
551 */
552 /*@{*/
553 #define MAT_ATTRIB_FRONT_AMBIENT 0
554 #define MAT_ATTRIB_BACK_AMBIENT 1
555 #define MAT_ATTRIB_FRONT_DIFFUSE 2
556 #define MAT_ATTRIB_BACK_DIFFUSE 3
557 #define MAT_ATTRIB_FRONT_SPECULAR 4
558 #define MAT_ATTRIB_BACK_SPECULAR 5
559 #define MAT_ATTRIB_FRONT_EMISSION 6
560 #define MAT_ATTRIB_BACK_EMISSION 7
561 #define MAT_ATTRIB_FRONT_SHININESS 8
562 #define MAT_ATTRIB_BACK_SHININESS 9
563 #define MAT_ATTRIB_FRONT_INDEXES 10
564 #define MAT_ATTRIB_BACK_INDEXES 11
565 #define MAT_ATTRIB_MAX 12
566
567 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
568 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
569 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
570 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
571 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
572 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
573
574 #define MAT_INDEX_AMBIENT 0
575 #define MAT_INDEX_DIFFUSE 1
576 #define MAT_INDEX_SPECULAR 2
577
578 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
579 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
580 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
581 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
582 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
583 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
584 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
585 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
586 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
587 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
588 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
589 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
590
591
592 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
593 MAT_BIT_FRONT_AMBIENT | \
594 MAT_BIT_FRONT_DIFFUSE | \
595 MAT_BIT_FRONT_SPECULAR | \
596 MAT_BIT_FRONT_SHININESS | \
597 MAT_BIT_FRONT_INDEXES)
598
599 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
600 MAT_BIT_BACK_AMBIENT | \
601 MAT_BIT_BACK_DIFFUSE | \
602 MAT_BIT_BACK_SPECULAR | \
603 MAT_BIT_BACK_SHININESS | \
604 MAT_BIT_BACK_INDEXES)
605
606 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
607 /*@}*/
608
609
610 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
611 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
612
613 /**
614 * Material shininess lookup table.
615 */
616 struct gl_shine_tab
617 {
618 struct gl_shine_tab *next, *prev;
619 GLfloat tab[SHINE_TABLE_SIZE+1];
620 GLfloat shininess;
621 GLuint refcount;
622 };
623
624
625 /**
626 * Light source state.
627 */
628 struct gl_light
629 {
630 struct gl_light *next; /**< double linked list with sentinel */
631 struct gl_light *prev;
632
633 GLfloat Ambient[4]; /**< ambient color */
634 GLfloat Diffuse[4]; /**< diffuse color */
635 GLfloat Specular[4]; /**< specular color */
636 GLfloat EyePosition[4]; /**< position in eye coordinates */
637 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
638 GLfloat SpotExponent;
639 GLfloat SpotCutoff; /**< in degrees */
640 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
641 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
642 GLfloat ConstantAttenuation;
643 GLfloat LinearAttenuation;
644 GLfloat QuadraticAttenuation;
645 GLboolean Enabled; /**< On/off flag */
646
647 /**
648 * \name Derived fields
649 */
650 /*@{*/
651 GLbitfield _Flags; /**< State */
652
653 GLfloat _Position[4]; /**< position in eye/obj coordinates */
654 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
655 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
656 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
657 GLfloat _VP_inf_spot_attenuation;
658
659 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
660 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
661 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
662 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
663 GLfloat _dli; /**< CI diffuse light intensity */
664 GLfloat _sli; /**< CI specular light intensity */
665 /*@}*/
666 };
667
668
669 /**
670 * Light model state.
671 */
672 struct gl_lightmodel
673 {
674 GLfloat Ambient[4]; /**< ambient color */
675 GLboolean LocalViewer; /**< Local (or infinite) view point? */
676 GLboolean TwoSide; /**< Two (or one) sided lighting? */
677 GLenum ColorControl; /**< either GL_SINGLE_COLOR
678 * or GL_SEPARATE_SPECULAR_COLOR */
679 };
680
681
682 /**
683 * Material state.
684 */
685 struct gl_material
686 {
687 GLfloat Attrib[MAT_ATTRIB_MAX][4];
688 };
689
690
691 /**
692 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
693 */
694 struct gl_accum_attrib
695 {
696 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
697 };
698
699
700 /**
701 * Used for storing clear color, texture border color, etc.
702 * The float values are typically unclamped.
703 */
704 union gl_color_union
705 {
706 GLfloat f[4];
707 GLint i[4];
708 GLuint ui[4];
709 };
710
711
712 /**
713 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
714 */
715 struct gl_colorbuffer_attrib
716 {
717 GLuint ClearIndex; /**< Index for glClear */
718 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
719 GLuint IndexMask; /**< Color index write mask */
720 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
721
722 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
723
724 /**
725 * \name alpha testing
726 */
727 /*@{*/
728 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
729 GLenum AlphaFunc; /**< Alpha test function */
730 GLfloat AlphaRefUnclamped;
731 GLclampf AlphaRef; /**< Alpha reference value */
732 /*@}*/
733
734 /**
735 * \name Blending
736 */
737 /*@{*/
738 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
739
740 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
741 * control, only on the fixed-pointness of the render target.
742 * The query does however depend on fragment color clamping.
743 */
744 GLfloat BlendColorUnclamped[4]; /**< Blending color */
745 GLfloat BlendColor[4]; /**< Blending color */
746
747 struct
748 {
749 GLenum SrcRGB; /**< RGB blend source term */
750 GLenum DstRGB; /**< RGB blend dest term */
751 GLenum SrcA; /**< Alpha blend source term */
752 GLenum DstA; /**< Alpha blend dest term */
753 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
754 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
755 } Blend[MAX_DRAW_BUFFERS];
756 /** Are the blend func terms currently different for each buffer/target? */
757 GLboolean _BlendFuncPerBuffer;
758 /** Are the blend equations currently different for each buffer/target? */
759 GLboolean _BlendEquationPerBuffer;
760 /*@}*/
761
762 /**
763 * \name Logic op
764 */
765 /*@{*/
766 GLenum LogicOp; /**< Logic operator */
767 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
768 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
769 /*@}*/
770
771 GLboolean DitherFlag; /**< Dither enable flag */
772
773 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
774 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
775 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
776 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
777
778 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
779 };
780
781
782 /**
783 * Current attribute group (GL_CURRENT_BIT).
784 */
785 struct gl_current_attrib
786 {
787 /**
788 * \name Current vertex attributes.
789 * \note Values are valid only after FLUSH_VERTICES has been called.
790 * \note Index and Edgeflag current values are stored as floats in the
791 * SIX and SEVEN attribute slots.
792 */
793 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
794
795 /**
796 * \name Current raster position attributes (always valid).
797 * \note This set of attributes is very similar to the SWvertex struct.
798 */
799 /*@{*/
800 GLfloat RasterPos[4];
801 GLfloat RasterDistance;
802 GLfloat RasterColor[4];
803 GLfloat RasterSecondaryColor[4];
804 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
805 GLboolean RasterPosValid;
806 /*@}*/
807 };
808
809
810 /**
811 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
812 */
813 struct gl_depthbuffer_attrib
814 {
815 GLenum Func; /**< Function for depth buffer compare */
816 GLclampd Clear; /**< Value to clear depth buffer to */
817 GLboolean Test; /**< Depth buffering enabled flag */
818 GLboolean Mask; /**< Depth buffer writable? */
819 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
820 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
821 };
822
823
824 /**
825 * Evaluator attribute group (GL_EVAL_BIT).
826 */
827 struct gl_eval_attrib
828 {
829 /**
830 * \name Enable bits
831 */
832 /*@{*/
833 GLboolean Map1Color4;
834 GLboolean Map1Index;
835 GLboolean Map1Normal;
836 GLboolean Map1TextureCoord1;
837 GLboolean Map1TextureCoord2;
838 GLboolean Map1TextureCoord3;
839 GLboolean Map1TextureCoord4;
840 GLboolean Map1Vertex3;
841 GLboolean Map1Vertex4;
842 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
843 GLboolean Map2Color4;
844 GLboolean Map2Index;
845 GLboolean Map2Normal;
846 GLboolean Map2TextureCoord1;
847 GLboolean Map2TextureCoord2;
848 GLboolean Map2TextureCoord3;
849 GLboolean Map2TextureCoord4;
850 GLboolean Map2Vertex3;
851 GLboolean Map2Vertex4;
852 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
853 GLboolean AutoNormal;
854 /*@}*/
855
856 /**
857 * \name Map Grid endpoints and divisions and calculated du values
858 */
859 /*@{*/
860 GLint MapGrid1un;
861 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
862 GLint MapGrid2un, MapGrid2vn;
863 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
864 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
865 /*@}*/
866 };
867
868
869 /**
870 * Fog attribute group (GL_FOG_BIT).
871 */
872 struct gl_fog_attrib
873 {
874 GLboolean Enabled; /**< Fog enabled flag */
875 GLfloat ColorUnclamped[4]; /**< Fog color */
876 GLfloat Color[4]; /**< Fog color */
877 GLfloat Density; /**< Density >= 0.0 */
878 GLfloat Start; /**< Start distance in eye coords */
879 GLfloat End; /**< End distance in eye coords */
880 GLfloat Index; /**< Fog index */
881 GLenum Mode; /**< Fog mode */
882 GLboolean ColorSumEnabled;
883 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
884 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
885 };
886
887
888 /**
889 * \brief Layout qualifiers for gl_FragDepth.
890 *
891 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
892 * a layout qualifier.
893 *
894 * \see enum ir_depth_layout
895 */
896 enum gl_frag_depth_layout {
897 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
898 FRAG_DEPTH_LAYOUT_ANY,
899 FRAG_DEPTH_LAYOUT_GREATER,
900 FRAG_DEPTH_LAYOUT_LESS,
901 FRAG_DEPTH_LAYOUT_UNCHANGED
902 };
903
904
905 /**
906 * Hint attribute group (GL_HINT_BIT).
907 *
908 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
909 */
910 struct gl_hint_attrib
911 {
912 GLenum PerspectiveCorrection;
913 GLenum PointSmooth;
914 GLenum LineSmooth;
915 GLenum PolygonSmooth;
916 GLenum Fog;
917 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
918 GLenum TextureCompression; /**< GL_ARB_texture_compression */
919 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
920 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
921 };
922
923 /**
924 * Light state flags.
925 */
926 /*@{*/
927 #define LIGHT_SPOT 0x1
928 #define LIGHT_LOCAL_VIEWER 0x2
929 #define LIGHT_POSITIONAL 0x4
930 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
931 /*@}*/
932
933
934 /**
935 * Lighting attribute group (GL_LIGHT_BIT).
936 */
937 struct gl_light_attrib
938 {
939 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
940 struct gl_lightmodel Model; /**< Lighting model */
941
942 /**
943 * Must flush FLUSH_VERTICES before referencing:
944 */
945 /*@{*/
946 struct gl_material Material; /**< Includes front & back values */
947 /*@}*/
948
949 GLboolean Enabled; /**< Lighting enabled flag */
950 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
951 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
952 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
953 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
954 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
955 GLboolean ColorMaterialEnabled;
956 GLenum ClampVertexColor;
957 GLboolean _ClampVertexColor;
958
959 struct gl_light EnabledList; /**< List sentinel */
960
961 /**
962 * Derived state for optimizations:
963 */
964 /*@{*/
965 GLboolean _NeedEyeCoords;
966 GLboolean _NeedVertices; /**< Use fast shader? */
967 GLbitfield _Flags; /**< LIGHT_* flags, see above */
968 GLfloat _BaseColor[2][3];
969 /*@}*/
970 };
971
972
973 /**
974 * Line attribute group (GL_LINE_BIT).
975 */
976 struct gl_line_attrib
977 {
978 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
979 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
980 GLushort StipplePattern; /**< Stipple pattern */
981 GLint StippleFactor; /**< Stipple repeat factor */
982 GLfloat Width; /**< Line width */
983 };
984
985
986 /**
987 * Display list attribute group (GL_LIST_BIT).
988 */
989 struct gl_list_attrib
990 {
991 GLuint ListBase;
992 };
993
994
995 /**
996 * Multisample attribute group (GL_MULTISAMPLE_BIT).
997 */
998 struct gl_multisample_attrib
999 {
1000 GLboolean Enabled;
1001 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1002 GLboolean SampleAlphaToCoverage;
1003 GLboolean SampleAlphaToOne;
1004 GLboolean SampleCoverage;
1005 GLfloat SampleCoverageValue;
1006 GLboolean SampleCoverageInvert;
1007 };
1008
1009
1010 /**
1011 * A pixelmap (see glPixelMap)
1012 */
1013 struct gl_pixelmap
1014 {
1015 GLint Size;
1016 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1017 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1018 };
1019
1020
1021 /**
1022 * Collection of all pixelmaps
1023 */
1024 struct gl_pixelmaps
1025 {
1026 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1027 struct gl_pixelmap GtoG;
1028 struct gl_pixelmap BtoB;
1029 struct gl_pixelmap AtoA;
1030 struct gl_pixelmap ItoR;
1031 struct gl_pixelmap ItoG;
1032 struct gl_pixelmap ItoB;
1033 struct gl_pixelmap ItoA;
1034 struct gl_pixelmap ItoI;
1035 struct gl_pixelmap StoS;
1036 };
1037
1038
1039 /**
1040 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1041 */
1042 struct gl_pixel_attrib
1043 {
1044 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1045
1046 /*--- Begin Pixel Transfer State ---*/
1047 /* Fields are in the order in which they're applied... */
1048
1049 /** Scale & Bias (index shift, offset) */
1050 /*@{*/
1051 GLfloat RedBias, RedScale;
1052 GLfloat GreenBias, GreenScale;
1053 GLfloat BlueBias, BlueScale;
1054 GLfloat AlphaBias, AlphaScale;
1055 GLfloat DepthBias, DepthScale;
1056 GLint IndexShift, IndexOffset;
1057 /*@}*/
1058
1059 /* Pixel Maps */
1060 /* Note: actual pixel maps are not part of this attrib group */
1061 GLboolean MapColorFlag;
1062 GLboolean MapStencilFlag;
1063
1064 /*--- End Pixel Transfer State ---*/
1065
1066 /** glPixelZoom */
1067 GLfloat ZoomX, ZoomY;
1068 };
1069
1070
1071 /**
1072 * Point attribute group (GL_POINT_BIT).
1073 */
1074 struct gl_point_attrib
1075 {
1076 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1077 GLfloat Size; /**< User-specified point size */
1078 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1079 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1080 GLfloat Threshold; /**< GL_EXT_point_parameters */
1081 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1082 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1083 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1084 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1085 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1086 };
1087
1088
1089 /**
1090 * Polygon attribute group (GL_POLYGON_BIT).
1091 */
1092 struct gl_polygon_attrib
1093 {
1094 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1095 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1096 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1097 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1098 GLboolean CullFlag; /**< Culling on/off flag */
1099 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1100 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1101 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1102 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1103 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1104 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1105 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1106 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1107 };
1108
1109
1110 /**
1111 * Scissor attributes (GL_SCISSOR_BIT).
1112 */
1113 struct gl_scissor_attrib
1114 {
1115 GLboolean Enabled; /**< Scissor test enabled? */
1116 GLint X, Y; /**< Lower left corner of box */
1117 GLsizei Width, Height; /**< Size of box */
1118 };
1119
1120
1121 /**
1122 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1123 *
1124 * Three sets of stencil data are tracked so that OpenGL 2.0,
1125 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1126 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1127 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1128 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1129 * GL_EXT_stencil_two_side GL_BACK state.
1130 *
1131 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1132 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1133 *
1134 * The derived value \c _TestTwoSide is set when the front-face and back-face
1135 * stencil state are different.
1136 */
1137 struct gl_stencil_attrib
1138 {
1139 GLboolean Enabled; /**< Enabled flag */
1140 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1141 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1142 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1143 GLboolean _TestTwoSide;
1144 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1145 GLenum Function[3]; /**< Stencil function */
1146 GLenum FailFunc[3]; /**< Fail function */
1147 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1148 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1149 GLint Ref[3]; /**< Reference value */
1150 GLuint ValueMask[3]; /**< Value mask */
1151 GLuint WriteMask[3]; /**< Write mask */
1152 GLuint Clear; /**< Clear value */
1153 };
1154
1155
1156 /**
1157 * An index for each type of texture object. These correspond to the GL
1158 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1159 * Note: the order is from highest priority to lowest priority.
1160 */
1161 typedef enum
1162 {
1163 TEXTURE_BUFFER_INDEX,
1164 TEXTURE_2D_ARRAY_INDEX,
1165 TEXTURE_1D_ARRAY_INDEX,
1166 TEXTURE_CUBE_INDEX,
1167 TEXTURE_3D_INDEX,
1168 TEXTURE_RECT_INDEX,
1169 TEXTURE_2D_INDEX,
1170 TEXTURE_1D_INDEX,
1171 NUM_TEXTURE_TARGETS
1172 } gl_texture_index;
1173
1174
1175 /**
1176 * Bit flags for each type of texture object
1177 * Used for Texture.Unit[]._ReallyEnabled flags.
1178 */
1179 /*@{*/
1180 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1181 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1182 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1183 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1184 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1185 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1186 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1187 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1188 /*@}*/
1189
1190
1191 /**
1192 * TexGenEnabled flags.
1193 */
1194 /*@{*/
1195 #define S_BIT 1
1196 #define T_BIT 2
1197 #define R_BIT 4
1198 #define Q_BIT 8
1199 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1200 /*@}*/
1201
1202
1203 /**
1204 * Bit flag versions of the corresponding GL_ constants.
1205 */
1206 /*@{*/
1207 #define TEXGEN_SPHERE_MAP 0x1
1208 #define TEXGEN_OBJ_LINEAR 0x2
1209 #define TEXGEN_EYE_LINEAR 0x4
1210 #define TEXGEN_REFLECTION_MAP_NV 0x8
1211 #define TEXGEN_NORMAL_MAP_NV 0x10
1212
1213 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1214 TEXGEN_REFLECTION_MAP_NV | \
1215 TEXGEN_NORMAL_MAP_NV)
1216 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1217 TEXGEN_REFLECTION_MAP_NV | \
1218 TEXGEN_NORMAL_MAP_NV | \
1219 TEXGEN_EYE_LINEAR)
1220 /*@}*/
1221
1222
1223
1224 /** Tex-gen enabled for texture unit? */
1225 #define ENABLE_TEXGEN(unit) (1 << (unit))
1226
1227 /** Non-identity texture matrix for texture unit? */
1228 #define ENABLE_TEXMAT(unit) (1 << (unit))
1229
1230
1231 /**
1232 * Texture image state. Describes the dimensions of a texture image,
1233 * the texel format and pointers to Texel Fetch functions.
1234 */
1235 struct gl_texture_image
1236 {
1237 GLint InternalFormat; /**< Internal format as given by the user */
1238 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1239 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1240 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1241 * GL_DEPTH_STENCIL_EXT only. Used for
1242 * choosing TexEnv arithmetic.
1243 */
1244 gl_format TexFormat; /**< The actual texture memory format */
1245
1246 GLuint Border; /**< 0 or 1 */
1247 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1248 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1249 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1250 GLuint Width2; /**< = Width - 2*Border */
1251 GLuint Height2; /**< = Height - 2*Border */
1252 GLuint Depth2; /**< = Depth - 2*Border */
1253 GLuint WidthLog2; /**< = log2(Width2) */
1254 GLuint HeightLog2; /**< = log2(Height2) */
1255 GLuint DepthLog2; /**< = log2(Depth2) */
1256 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1257 GLfloat WidthScale; /**< used for mipmap LOD computation */
1258 GLfloat HeightScale; /**< used for mipmap LOD computation */
1259 GLfloat DepthScale; /**< used for mipmap LOD computation */
1260 GLboolean IsClientData; /**< Data owned by client? */
1261 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1262
1263 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1264 GLuint Level; /**< Which mipmap level am I? */
1265 /** Cube map face: index into gl_texture_object::Image[] array */
1266 GLuint Face;
1267
1268 GLuint RowStride; /**< Padded width in units of texels */
1269 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1270 each 2D slice in 'Data', in texels */
1271 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1272
1273 /**
1274 * \name For device driver:
1275 */
1276 /*@{*/
1277 void *DriverData; /**< Arbitrary device driver data */
1278 /*@}*/
1279 };
1280
1281
1282 /**
1283 * Indexes for cube map faces.
1284 */
1285 typedef enum
1286 {
1287 FACE_POS_X = 0,
1288 FACE_NEG_X = 1,
1289 FACE_POS_Y = 2,
1290 FACE_NEG_Y = 3,
1291 FACE_POS_Z = 4,
1292 FACE_NEG_Z = 5,
1293 MAX_FACES = 6
1294 } gl_face_index;
1295
1296
1297 /**
1298 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1299 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1300 */
1301 struct gl_sampler_object
1302 {
1303 GLuint Name;
1304 GLint RefCount;
1305
1306 GLenum WrapS; /**< S-axis texture image wrap mode */
1307 GLenum WrapT; /**< T-axis texture image wrap mode */
1308 GLenum WrapR; /**< R-axis texture image wrap mode */
1309 GLenum MinFilter; /**< minification filter */
1310 GLenum MagFilter; /**< magnification filter */
1311 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1312 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1313 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1314 GLfloat LodBias; /**< OpenGL 1.4 */
1315 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1316 GLenum CompareMode; /**< GL_ARB_shadow */
1317 GLenum CompareFunc; /**< GL_ARB_shadow */
1318 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1319 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1320 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1321
1322 /* deprecated sampler state */
1323 GLenum DepthMode; /**< GL_ARB_depth_texture */
1324
1325 /** Is the texture object complete with respect to this sampler? */
1326 GLboolean _CompleteTexture;
1327 };
1328
1329
1330 /**
1331 * Texture object state. Contains the array of mipmap images, border color,
1332 * wrap modes, filter modes, and shadow/texcompare state.
1333 */
1334 struct gl_texture_object
1335 {
1336 _glthread_Mutex Mutex; /**< for thread safety */
1337 GLint RefCount; /**< reference count */
1338 GLuint Name; /**< the user-visible texture object ID */
1339 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1340
1341 struct gl_sampler_object Sampler;
1342
1343 GLfloat Priority; /**< in [0,1] */
1344 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1345 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1346 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1347 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1348 GLint CropRect[4]; /**< GL_OES_draw_texture */
1349 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1350 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1351 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1352 GLboolean _Complete; /**< Is texture object complete? */
1353 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1354 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1355
1356 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1357 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1358
1359 /** GL_ARB_texture_buffer_object */
1360 struct gl_buffer_object *BufferObject;
1361 GLenum BufferObjectFormat;
1362
1363 /**
1364 * \name For device driver.
1365 * Note: instead of attaching driver data to this pointer, it's preferable
1366 * to instead use this struct as a base class for your own texture object
1367 * class. Driver->NewTextureObject() can be used to implement the
1368 * allocation.
1369 */
1370 void *DriverData; /**< Arbitrary device driver data */
1371 };
1372
1373
1374 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1375 #define MAX_COMBINER_TERMS 4
1376
1377
1378 /**
1379 * Texture combine environment state.
1380 */
1381 struct gl_tex_env_combine_state
1382 {
1383 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1384 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1385 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1386 GLenum SourceRGB[MAX_COMBINER_TERMS];
1387 GLenum SourceA[MAX_COMBINER_TERMS];
1388 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1389 GLenum OperandRGB[MAX_COMBINER_TERMS];
1390 GLenum OperandA[MAX_COMBINER_TERMS];
1391 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1392 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1393 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1394 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1395 };
1396
1397
1398 /**
1399 * Texture coord generation state.
1400 */
1401 struct gl_texgen
1402 {
1403 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1404 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1405 GLfloat ObjectPlane[4];
1406 GLfloat EyePlane[4];
1407 };
1408
1409
1410 /**
1411 * Texture unit state. Contains enable flags, texture environment/function/
1412 * combiners, texgen state, and pointers to current texture objects.
1413 */
1414 struct gl_texture_unit
1415 {
1416 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1417 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1418
1419 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1420 GLclampf EnvColor[4];
1421 GLfloat EnvColorUnclamped[4];
1422
1423 struct gl_texgen GenS;
1424 struct gl_texgen GenT;
1425 struct gl_texgen GenR;
1426 struct gl_texgen GenQ;
1427 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1428 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1429
1430 GLfloat LodBias; /**< for biasing mipmap levels */
1431 GLenum BumpTarget;
1432 GLfloat RotMatrix[4]; /* 2x2 matrix */
1433
1434 /** Current sampler object (GL_ARB_sampler_objects) */
1435 struct gl_sampler_object *Sampler;
1436
1437 /**
1438 * \name GL_EXT_texture_env_combine
1439 */
1440 struct gl_tex_env_combine_state Combine;
1441
1442 /**
1443 * Derived state based on \c EnvMode and the \c BaseFormat of the
1444 * currently enabled texture.
1445 */
1446 struct gl_tex_env_combine_state _EnvMode;
1447
1448 /**
1449 * Currently enabled combiner state. This will point to either
1450 * \c Combine or \c _EnvMode.
1451 */
1452 struct gl_tex_env_combine_state *_CurrentCombine;
1453
1454 /** Current texture object pointers */
1455 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1456
1457 /** Points to highest priority, complete and enabled texture object */
1458 struct gl_texture_object *_Current;
1459 };
1460
1461
1462 /**
1463 * Texture attribute group (GL_TEXTURE_BIT).
1464 */
1465 struct gl_texture_attrib
1466 {
1467 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1468 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1469
1470 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1471
1472 /** GL_ARB_texture_buffer_object */
1473 struct gl_buffer_object *BufferObject;
1474
1475 /** GL_ARB_seamless_cubemap */
1476 GLboolean CubeMapSeamless;
1477
1478 /** Texture units/samplers used by vertex or fragment texturing */
1479 GLbitfield _EnabledUnits;
1480
1481 /** Texture coord units/sets used for fragment texturing */
1482 GLbitfield _EnabledCoordUnits;
1483
1484 /** Texture coord units that have texgen enabled */
1485 GLbitfield _TexGenEnabled;
1486
1487 /** Texture coord units that have non-identity matrices */
1488 GLbitfield _TexMatEnabled;
1489
1490 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1491 GLbitfield _GenFlags;
1492 };
1493
1494
1495 /**
1496 * Transformation attribute group (GL_TRANSFORM_BIT).
1497 */
1498 struct gl_transform_attrib
1499 {
1500 GLenum MatrixMode; /**< Matrix mode */
1501 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1502 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1503 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1504 GLboolean Normalize; /**< Normalize all normals? */
1505 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1506 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1507 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1508
1509 GLfloat CullEyePos[4];
1510 GLfloat CullObjPos[4];
1511 };
1512
1513
1514 /**
1515 * Viewport attribute group (GL_VIEWPORT_BIT).
1516 */
1517 struct gl_viewport_attrib
1518 {
1519 GLint X, Y; /**< position */
1520 GLsizei Width, Height; /**< size */
1521 GLfloat Near, Far; /**< Depth buffer range */
1522 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1523 };
1524
1525
1526 /**
1527 * GL_ARB_vertex/pixel_buffer_object buffer object
1528 */
1529 struct gl_buffer_object
1530 {
1531 _glthread_Mutex Mutex;
1532 GLint RefCount;
1533 GLuint Name;
1534 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1535 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1536 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1537 /** Fields describing a mapped buffer */
1538 /*@{*/
1539 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1540 GLvoid *Pointer; /**< User-space address of mapping */
1541 GLintptr Offset; /**< Mapped offset */
1542 GLsizeiptr Length; /**< Mapped length */
1543 /*@}*/
1544 GLboolean Written; /**< Ever written to? (for debugging) */
1545 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1546 };
1547
1548
1549 /**
1550 * Client pixel packing/unpacking attributes
1551 */
1552 struct gl_pixelstore_attrib
1553 {
1554 GLint Alignment;
1555 GLint RowLength;
1556 GLint SkipPixels;
1557 GLint SkipRows;
1558 GLint ImageHeight;
1559 GLint SkipImages;
1560 GLboolean SwapBytes;
1561 GLboolean LsbFirst;
1562 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1563 GLboolean Invert; /**< GL_MESA_pack_invert */
1564 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1565 };
1566
1567
1568 /**
1569 * Client vertex array attributes
1570 */
1571 struct gl_client_array
1572 {
1573 GLint Size; /**< components per element (1,2,3,4) */
1574 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1575 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1576 GLsizei Stride; /**< user-specified stride */
1577 GLsizei StrideB; /**< actual stride in bytes */
1578 const GLubyte *Ptr; /**< Points to array data */
1579 GLboolean Enabled; /**< Enabled flag is a boolean */
1580 GLboolean Normalized; /**< GL_ARB_vertex_program */
1581 GLboolean Integer; /**< Integer-valued? */
1582 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1583 GLuint _ElementSize; /**< size of each element in bytes */
1584
1585 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1586 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1587 };
1588
1589
1590 /**
1591 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1592 * extension, but a nice encapsulation in any case.
1593 */
1594 struct gl_array_object
1595 {
1596 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1597 GLuint Name;
1598
1599 GLint RefCount;
1600 _glthread_Mutex Mutex;
1601 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1602
1603 /** Conventional vertex arrays */
1604 /*@{*/
1605 struct gl_client_array Vertex;
1606 struct gl_client_array Weight;
1607 struct gl_client_array Normal;
1608 struct gl_client_array Color;
1609 struct gl_client_array SecondaryColor;
1610 struct gl_client_array FogCoord;
1611 struct gl_client_array Index;
1612 struct gl_client_array EdgeFlag;
1613 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1614 struct gl_client_array PointSize;
1615 /*@}*/
1616
1617 /**
1618 * Generic arrays for vertex programs/shaders.
1619 * For NV vertex programs, these attributes alias and take priority
1620 * over the conventional attribs above. For ARB vertex programs and
1621 * GLSL vertex shaders, these attributes are separate.
1622 */
1623 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1624
1625 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1626 GLbitfield _Enabled;
1627
1628 /**
1629 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1630 * we can determine the max legal (in bounds) glDrawElements array index.
1631 */
1632 GLuint _MaxElement;
1633 };
1634
1635
1636 /**
1637 * Vertex array state
1638 */
1639 struct gl_array_attrib
1640 {
1641 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1642 struct gl_array_object *ArrayObj;
1643
1644 /** The default vertex array object */
1645 struct gl_array_object *DefaultArrayObj;
1646
1647 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1648 struct _mesa_HashTable *Objects;
1649
1650 GLint ActiveTexture; /**< Client Active Texture */
1651 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1652 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1653
1654 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1655 GLboolean PrimitiveRestart;
1656 GLuint RestartIndex;
1657
1658 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1659 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1660
1661 /* GL_ARB_vertex_buffer_object */
1662 struct gl_buffer_object *ArrayBufferObj;
1663 struct gl_buffer_object *ElementArrayBufferObj;
1664 };
1665
1666
1667 /**
1668 * Feedback buffer state
1669 */
1670 struct gl_feedback
1671 {
1672 GLenum Type;
1673 GLbitfield _Mask; /**< FB_* bits */
1674 GLfloat *Buffer;
1675 GLuint BufferSize;
1676 GLuint Count;
1677 };
1678
1679
1680 /**
1681 * Selection buffer state
1682 */
1683 struct gl_selection
1684 {
1685 GLuint *Buffer; /**< selection buffer */
1686 GLuint BufferSize; /**< size of the selection buffer */
1687 GLuint BufferCount; /**< number of values in the selection buffer */
1688 GLuint Hits; /**< number of records in the selection buffer */
1689 GLuint NameStackDepth; /**< name stack depth */
1690 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1691 GLboolean HitFlag; /**< hit flag */
1692 GLfloat HitMinZ; /**< minimum hit depth */
1693 GLfloat HitMaxZ; /**< maximum hit depth */
1694 };
1695
1696
1697 /**
1698 * 1-D Evaluator control points
1699 */
1700 struct gl_1d_map
1701 {
1702 GLuint Order; /**< Number of control points */
1703 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1704 GLfloat *Points; /**< Points to contiguous control points */
1705 };
1706
1707
1708 /**
1709 * 2-D Evaluator control points
1710 */
1711 struct gl_2d_map
1712 {
1713 GLuint Uorder; /**< Number of control points in U dimension */
1714 GLuint Vorder; /**< Number of control points in V dimension */
1715 GLfloat u1, u2, du;
1716 GLfloat v1, v2, dv;
1717 GLfloat *Points; /**< Points to contiguous control points */
1718 };
1719
1720
1721 /**
1722 * All evaluator control point state
1723 */
1724 struct gl_evaluators
1725 {
1726 /**
1727 * \name 1-D maps
1728 */
1729 /*@{*/
1730 struct gl_1d_map Map1Vertex3;
1731 struct gl_1d_map Map1Vertex4;
1732 struct gl_1d_map Map1Index;
1733 struct gl_1d_map Map1Color4;
1734 struct gl_1d_map Map1Normal;
1735 struct gl_1d_map Map1Texture1;
1736 struct gl_1d_map Map1Texture2;
1737 struct gl_1d_map Map1Texture3;
1738 struct gl_1d_map Map1Texture4;
1739 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1740 /*@}*/
1741
1742 /**
1743 * \name 2-D maps
1744 */
1745 /*@{*/
1746 struct gl_2d_map Map2Vertex3;
1747 struct gl_2d_map Map2Vertex4;
1748 struct gl_2d_map Map2Index;
1749 struct gl_2d_map Map2Color4;
1750 struct gl_2d_map Map2Normal;
1751 struct gl_2d_map Map2Texture1;
1752 struct gl_2d_map Map2Texture2;
1753 struct gl_2d_map Map2Texture3;
1754 struct gl_2d_map Map2Texture4;
1755 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1756 /*@}*/
1757 };
1758
1759
1760 /**
1761 * Names of the various vertex/fragment program register files, etc.
1762 *
1763 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1764 * All values should fit in a 4-bit field.
1765 *
1766 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1767 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1768 * be "uniform" variables since they can only be set outside glBegin/End.
1769 * They're also all stored in the same Parameters array.
1770 */
1771 typedef enum
1772 {
1773 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1774 PROGRAM_INPUT, /**< machine->Inputs[] */
1775 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1776 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1777 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1778 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1779 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1780 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1781 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1782 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1783 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1784 PROGRAM_ADDRESS, /**< machine->AddressReg */
1785 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1786 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1787 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1788 PROGRAM_FILE_MAX
1789 } gl_register_file;
1790
1791
1792 /**
1793 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1794 * one of these values.
1795 */
1796 typedef enum
1797 {
1798 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1799 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1800 SYSTEM_VALUE_MAX /**< Number of values */
1801 } gl_system_value;
1802
1803
1804 /** Vertex and fragment instructions */
1805 struct prog_instruction;
1806 struct gl_program_parameter_list;
1807 struct gl_uniform_list;
1808
1809
1810 /**
1811 * Base class for any kind of program object
1812 */
1813 struct gl_program
1814 {
1815 GLuint Id;
1816 GLubyte *String; /**< Null-terminated program text */
1817 GLint RefCount;
1818 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1819 GLenum Format; /**< String encoding format */
1820 GLboolean Resident;
1821
1822 struct prog_instruction *Instructions;
1823
1824 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1825 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1826 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1827 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1828 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1829 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1830 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1831 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1832
1833
1834 /** Named parameters, constants, etc. from program text */
1835 struct gl_program_parameter_list *Parameters;
1836 /** Numbered local parameters */
1837 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1838
1839 /** Vertex/fragment shader varying vars */
1840 struct gl_program_parameter_list *Varying;
1841 /** Vertex program user-defined attributes */
1842 struct gl_program_parameter_list *Attributes;
1843
1844 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1845 GLubyte SamplerUnits[MAX_SAMPLERS];
1846 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1847 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1848
1849 /** Bitmask of which register files are read/written with indirect
1850 * addressing. Mask of (1 << PROGRAM_x) bits.
1851 */
1852 GLbitfield IndirectRegisterFiles;
1853
1854 /** Logical counts */
1855 /*@{*/
1856 GLuint NumInstructions;
1857 GLuint NumTemporaries;
1858 GLuint NumParameters;
1859 GLuint NumAttributes;
1860 GLuint NumAddressRegs;
1861 GLuint NumAluInstructions;
1862 GLuint NumTexInstructions;
1863 GLuint NumTexIndirections;
1864 /*@}*/
1865 /** Native, actual h/w counts */
1866 /*@{*/
1867 GLuint NumNativeInstructions;
1868 GLuint NumNativeTemporaries;
1869 GLuint NumNativeParameters;
1870 GLuint NumNativeAttributes;
1871 GLuint NumNativeAddressRegs;
1872 GLuint NumNativeAluInstructions;
1873 GLuint NumNativeTexInstructions;
1874 GLuint NumNativeTexIndirections;
1875 /*@}*/
1876 };
1877
1878
1879 /** Vertex program object */
1880 struct gl_vertex_program
1881 {
1882 struct gl_program Base; /**< base class */
1883 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1884 GLboolean IsPositionInvariant;
1885 };
1886
1887
1888 /** Geometry program object */
1889 struct gl_geometry_program
1890 {
1891 struct gl_program Base; /**< base class */
1892
1893 GLint VerticesOut;
1894 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1895 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1896 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1897 };
1898
1899
1900 /** Fragment program object */
1901 struct gl_fragment_program
1902 {
1903 struct gl_program Base; /**< base class */
1904 GLboolean UsesKill; /**< shader uses KIL instruction */
1905 GLboolean OriginUpperLeft;
1906 GLboolean PixelCenterInteger;
1907 enum gl_frag_depth_layout FragDepthLayout;
1908 };
1909
1910
1911 /**
1912 * State common to vertex and fragment programs.
1913 */
1914 struct gl_program_state
1915 {
1916 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1917 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1918 };
1919
1920
1921 /**
1922 * Context state for vertex programs.
1923 */
1924 struct gl_vertex_program_state
1925 {
1926 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1927 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1928 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1929 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1930 /** Computed two sided lighting for fixed function/programs. */
1931 GLboolean _TwoSideEnabled;
1932 struct gl_vertex_program *Current; /**< User-bound vertex program */
1933
1934 /** Currently enabled and valid vertex program (including internal
1935 * programs, user-defined vertex programs and GLSL vertex shaders).
1936 * This is the program we must use when rendering.
1937 */
1938 struct gl_vertex_program *_Current;
1939
1940 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1941
1942 /* For GL_NV_vertex_program only: */
1943 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1944 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1945
1946 /** Should fixed-function T&L be implemented with a vertex prog? */
1947 GLboolean _MaintainTnlProgram;
1948
1949 /** Program to emulate fixed-function T&L (see above) */
1950 struct gl_vertex_program *_TnlProgram;
1951
1952 /** Cache of fixed-function programs */
1953 struct gl_program_cache *Cache;
1954
1955 GLboolean _Overriden;
1956 };
1957
1958
1959 /**
1960 * Context state for geometry programs.
1961 */
1962 struct gl_geometry_program_state
1963 {
1964 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1965 GLboolean _Enabled; /**< Enabled and valid program? */
1966 struct gl_geometry_program *Current; /**< user-bound geometry program */
1967
1968 /** Currently enabled and valid program (including internal programs
1969 * and compiled shader programs).
1970 */
1971 struct gl_geometry_program *_Current;
1972
1973 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1974
1975 /** Cache of fixed-function programs */
1976 struct gl_program_cache *Cache;
1977 };
1978
1979 /**
1980 * Context state for fragment programs.
1981 */
1982 struct gl_fragment_program_state
1983 {
1984 GLboolean Enabled; /**< User-set fragment program enable flag */
1985 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1986 struct gl_fragment_program *Current; /**< User-bound fragment program */
1987
1988 /** Currently enabled and valid fragment program (including internal
1989 * programs, user-defined fragment programs and GLSL fragment shaders).
1990 * This is the program we must use when rendering.
1991 */
1992 struct gl_fragment_program *_Current;
1993
1994 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1995
1996 /** Should fixed-function texturing be implemented with a fragment prog? */
1997 GLboolean _MaintainTexEnvProgram;
1998
1999 /** Program to emulate fixed-function texture env/combine (see above) */
2000 struct gl_fragment_program *_TexEnvProgram;
2001
2002 /** Cache of fixed-function programs */
2003 struct gl_program_cache *Cache;
2004 };
2005
2006
2007 /**
2008 * ATI_fragment_shader runtime state
2009 */
2010 #define ATI_FS_INPUT_PRIMARY 0
2011 #define ATI_FS_INPUT_SECONDARY 1
2012
2013 struct atifs_instruction;
2014 struct atifs_setupinst;
2015
2016 /**
2017 * ATI fragment shader
2018 */
2019 struct ati_fragment_shader
2020 {
2021 GLuint Id;
2022 GLint RefCount;
2023 struct atifs_instruction *Instructions[2];
2024 struct atifs_setupinst *SetupInst[2];
2025 GLfloat Constants[8][4];
2026 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2027 GLubyte numArithInstr[2];
2028 GLubyte regsAssigned[2];
2029 GLubyte NumPasses; /**< 1 or 2 */
2030 GLubyte cur_pass;
2031 GLubyte last_optype;
2032 GLboolean interpinp1;
2033 GLboolean isValid;
2034 GLuint swizzlerq;
2035 };
2036
2037 /**
2038 * Context state for GL_ATI_fragment_shader
2039 */
2040 struct gl_ati_fragment_shader_state
2041 {
2042 GLboolean Enabled;
2043 GLboolean _Enabled; /**< enabled and valid shader? */
2044 GLboolean Compiling;
2045 GLfloat GlobalConstants[8][4];
2046 struct ati_fragment_shader *Current;
2047 };
2048
2049
2050 /**
2051 * Occlusion/timer query object.
2052 */
2053 struct gl_query_object
2054 {
2055 GLenum Target; /**< The query target, when active */
2056 GLuint Id; /**< hash table ID/name */
2057 GLuint64EXT Result; /**< the counter */
2058 GLboolean Active; /**< inside Begin/EndQuery */
2059 GLboolean Ready; /**< result is ready? */
2060 };
2061
2062
2063 /**
2064 * Context state for query objects.
2065 */
2066 struct gl_query_state
2067 {
2068 struct _mesa_HashTable *QueryObjects;
2069 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2070 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2071
2072 /** GL_NV_conditional_render */
2073 struct gl_query_object *CondRenderQuery;
2074
2075 /** GL_EXT_transform_feedback */
2076 struct gl_query_object *PrimitivesGenerated;
2077 struct gl_query_object *PrimitivesWritten;
2078
2079 /** GL_ARB_timer_query */
2080 struct gl_query_object *TimeElapsed;
2081
2082 GLenum CondRenderMode;
2083 };
2084
2085
2086 /** Sync object state */
2087 struct gl_sync_object {
2088 struct simple_node link;
2089 GLenum Type; /**< GL_SYNC_FENCE */
2090 GLuint Name; /**< Fence name */
2091 GLint RefCount; /**< Reference count */
2092 GLboolean DeletePending; /**< Object was deleted while there were still
2093 * live references (e.g., sync not yet finished)
2094 */
2095 GLenum SyncCondition;
2096 GLbitfield Flags; /**< Flags passed to glFenceSync */
2097 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2098 };
2099
2100
2101 /** Set by #pragma directives */
2102 struct gl_sl_pragmas
2103 {
2104 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2105 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2106 GLboolean Optimize; /**< defaults on */
2107 GLboolean Debug; /**< defaults off */
2108 };
2109
2110
2111 /**
2112 * A GLSL vertex or fragment shader object.
2113 */
2114 struct gl_shader
2115 {
2116 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2117 GLuint Name; /**< AKA the handle */
2118 GLint RefCount; /**< Reference count */
2119 GLboolean DeletePending;
2120 GLboolean CompileStatus;
2121 const GLchar *Source; /**< Source code string */
2122 GLuint SourceChecksum; /**< for debug/logging purposes */
2123 struct gl_program *Program; /**< Post-compile assembly code */
2124 GLchar *InfoLog;
2125 struct gl_sl_pragmas Pragmas;
2126
2127 unsigned Version; /**< GLSL version used for linking */
2128
2129 struct exec_list *ir;
2130 struct glsl_symbol_table *symbols;
2131
2132 /** Shaders containing built-in functions that are used for linking. */
2133 struct gl_shader *builtins_to_link[16];
2134 unsigned num_builtins_to_link;
2135 };
2136
2137
2138 /**
2139 * A GLSL program object.
2140 * Basically a linked collection of vertex and fragment shaders.
2141 */
2142 struct gl_shader_program
2143 {
2144 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2145 GLuint Name; /**< aka handle or ID */
2146 GLint RefCount; /**< Reference count */
2147 GLboolean DeletePending;
2148
2149 GLuint NumShaders; /**< number of attached shaders */
2150 struct gl_shader **Shaders; /**< List of attached the shaders */
2151
2152 /** User-defined attribute bindings (glBindAttribLocation) */
2153 struct gl_program_parameter_list *Attributes;
2154
2155 /** Transform feedback varyings */
2156 struct {
2157 GLenum BufferMode;
2158 GLuint NumVarying;
2159 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2160 } TransformFeedback;
2161
2162 /** Geometry shader state - copied into gl_geometry_program at link time */
2163 struct {
2164 GLint VerticesOut;
2165 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2166 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2167 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2168 } Geom;
2169
2170 /* post-link info: */
2171 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2172 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2173 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2174 struct gl_uniform_list *Uniforms;
2175 struct gl_program_parameter_list *Varying;
2176 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2177 GLboolean Validated;
2178 GLboolean _Used; /**< Ever used for drawing? */
2179 GLchar *InfoLog;
2180
2181 unsigned Version; /**< GLSL version used for linking */
2182
2183 /**
2184 * Per-stage shaders resulting from the first stage of linking.
2185 *
2186 * Set of linked shaders for this program. The array is accessed using the
2187 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2188 * \c NULL.
2189 */
2190 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2191 };
2192
2193
2194 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2195 #define GLSL_LOG 0x2 /**< Write shaders to files */
2196 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2197 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2198 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2199 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2200 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2201 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2202
2203
2204 /**
2205 * Context state for GLSL vertex/fragment shaders.
2206 */
2207 struct gl_shader_state
2208 {
2209 /**
2210 * Programs used for rendering
2211 *
2212 * There is a separate program set for each shader stage. If
2213 * GL_EXT_separate_shader_objects is not supported, each of these must point
2214 * to \c NULL or to the same program.
2215 */
2216 struct gl_shader_program *CurrentVertexProgram;
2217 struct gl_shader_program *CurrentGeometryProgram;
2218 struct gl_shader_program *CurrentFragmentProgram;
2219
2220 /**
2221 * Program used by glUniform calls.
2222 *
2223 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2224 */
2225 struct gl_shader_program *ActiveProgram;
2226
2227 GLbitfield Flags; /**< Mask of GLSL_x flags */
2228 };
2229
2230 /**
2231 * Compiler options for a single GLSL shaders type
2232 */
2233 struct gl_shader_compiler_options
2234 {
2235 /** Driver-selectable options: */
2236 GLboolean EmitCondCodes; /**< Use condition codes? */
2237 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2238 GLboolean EmitNoLoops;
2239 GLboolean EmitNoFunctions;
2240 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2241 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2242 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2243 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2244
2245 /**
2246 * \name Forms of indirect addressing the driver cannot do.
2247 */
2248 /*@{*/
2249 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2250 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2251 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2252 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2253 /*@}*/
2254
2255 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2256 GLuint MaxUnrollIterations;
2257
2258 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2259 };
2260
2261 /**
2262 * Transform feedback object state
2263 */
2264 struct gl_transform_feedback_object
2265 {
2266 GLuint Name; /**< AKA the object ID */
2267 GLint RefCount;
2268 GLboolean Active; /**< Is transform feedback enabled? */
2269 GLboolean Paused; /**< Is transform feedback paused? */
2270
2271 /** The feedback buffers */
2272 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2273 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2274
2275 /** Start of feedback data in dest buffer */
2276 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2277 /** Max data to put into dest buffer (in bytes) */
2278 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2279 };
2280
2281
2282 /**
2283 * Context state for transform feedback.
2284 */
2285 struct gl_transform_feedback
2286 {
2287 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2288
2289 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2290
2291 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2292 struct gl_buffer_object *CurrentBuffer;
2293
2294 /** The table of all transform feedback objects */
2295 struct _mesa_HashTable *Objects;
2296
2297 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2298 struct gl_transform_feedback_object *CurrentObject;
2299
2300 /** The default xform-fb object (Name==0) */
2301 struct gl_transform_feedback_object *DefaultObject;
2302 };
2303
2304
2305
2306 /**
2307 * State which can be shared by multiple contexts:
2308 */
2309 struct gl_shared_state
2310 {
2311 _glthread_Mutex Mutex; /**< for thread safety */
2312 GLint RefCount; /**< Reference count */
2313 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2314 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2315
2316 /** Default texture objects (shared by all texture units) */
2317 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2318
2319 /** Fallback texture used when a bound texture is incomplete */
2320 struct gl_texture_object *FallbackTex;
2321
2322 /**
2323 * \name Thread safety and statechange notification for texture
2324 * objects.
2325 *
2326 * \todo Improve the granularity of locking.
2327 */
2328 /*@{*/
2329 _glthread_Mutex TexMutex; /**< texobj thread safety */
2330 GLuint TextureStateStamp; /**< state notification for shared tex */
2331 /*@}*/
2332
2333 /** Default buffer object for vertex arrays that aren't in VBOs */
2334 struct gl_buffer_object *NullBufferObj;
2335
2336 /**
2337 * \name Vertex/geometry/fragment programs
2338 */
2339 /*@{*/
2340 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2341 struct gl_vertex_program *DefaultVertexProgram;
2342 struct gl_fragment_program *DefaultFragmentProgram;
2343 struct gl_geometry_program *DefaultGeometryProgram;
2344 /*@}*/
2345
2346 /* GL_ATI_fragment_shader */
2347 struct _mesa_HashTable *ATIShaders;
2348 struct ati_fragment_shader *DefaultFragmentShader;
2349
2350 struct _mesa_HashTable *BufferObjects;
2351
2352 /** Table of both gl_shader and gl_shader_program objects */
2353 struct _mesa_HashTable *ShaderObjects;
2354
2355 /* GL_EXT_framebuffer_object */
2356 struct _mesa_HashTable *RenderBuffers;
2357 struct _mesa_HashTable *FrameBuffers;
2358
2359 /* GL_ARB_sync */
2360 struct simple_node SyncObjects;
2361
2362 /** GL_ARB_sampler_objects */
2363 struct _mesa_HashTable *SamplerObjects;
2364
2365 void *DriverData; /**< Device driver shared state */
2366 };
2367
2368
2369
2370
2371 /**
2372 * A renderbuffer stores colors or depth values or stencil values.
2373 * A framebuffer object will have a collection of these.
2374 * Data are read/written to the buffer with a handful of Get/Put functions.
2375 *
2376 * Instances of this object are allocated with the Driver's NewRenderbuffer
2377 * hook. Drivers will likely wrap this class inside a driver-specific
2378 * class to simulate inheritance.
2379 */
2380 struct gl_renderbuffer
2381 {
2382 _glthread_Mutex Mutex; /**< for thread safety */
2383 GLuint ClassID; /**< Useful for drivers */
2384 GLuint Name;
2385 GLint RefCount;
2386 GLuint Width, Height;
2387 GLint RowStride; /**< Padded width in units of pixels */
2388 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2389
2390 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2391
2392 GLubyte NumSamples;
2393
2394 GLenum InternalFormat; /**< The user-specified format */
2395 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2396 GL_STENCIL_INDEX. */
2397 gl_format Format; /**< The actual renderbuffer memory format */
2398
2399 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2400 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2401
2402 /* Used to wrap one renderbuffer around another: */
2403 struct gl_renderbuffer *Wrapped;
2404
2405 /* Delete this renderbuffer */
2406 void (*Delete)(struct gl_renderbuffer *rb);
2407
2408 /* Allocate new storage for this renderbuffer */
2409 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2410 GLenum internalFormat,
2411 GLuint width, GLuint height);
2412
2413 /* Lock/Unlock are called before/after calling the Get/Put functions.
2414 * Not sure this is the right place for these yet.
2415 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2416 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2417 */
2418
2419 /* Return a pointer to the element/pixel at (x,y).
2420 * Should return NULL if the buffer memory can't be directly addressed.
2421 */
2422 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2423 GLint x, GLint y);
2424
2425 /* Get/Read a row of values.
2426 * The values will be of format _BaseFormat and type DataType.
2427 */
2428 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2429 GLint x, GLint y, void *values);
2430
2431 /* Get/Read values at arbitrary locations.
2432 * The values will be of format _BaseFormat and type DataType.
2433 */
2434 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2435 const GLint x[], const GLint y[], void *values);
2436
2437 /* Put/Write a row of values.
2438 * The values will be of format _BaseFormat and type DataType.
2439 */
2440 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2441 GLint x, GLint y, const void *values, const GLubyte *mask);
2442
2443 /* Put/Write a row of RGB values. This is a special-case routine that's
2444 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2445 * a common case for glDrawPixels and some triangle routines.
2446 * The values will be of format GL_RGB and type DataType.
2447 */
2448 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2449 GLint x, GLint y, const void *values, const GLubyte *mask);
2450
2451
2452 /* Put/Write a row of identical values.
2453 * The values will be of format _BaseFormat and type DataType.
2454 */
2455 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2456 GLint x, GLint y, const void *value, const GLubyte *mask);
2457
2458 /* Put/Write values at arbitrary locations.
2459 * The values will be of format _BaseFormat and type DataType.
2460 */
2461 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2462 const GLint x[], const GLint y[], const void *values,
2463 const GLubyte *mask);
2464 /* Put/Write identical values at arbitrary locations.
2465 * The values will be of format _BaseFormat and type DataType.
2466 */
2467 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2468 GLuint count, const GLint x[], const GLint y[],
2469 const void *value, const GLubyte *mask);
2470 };
2471
2472
2473 /**
2474 * A renderbuffer attachment points to either a texture object (and specifies
2475 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2476 */
2477 struct gl_renderbuffer_attachment
2478 {
2479 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2480 GLboolean Complete;
2481
2482 /**
2483 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2484 * application supplied renderbuffer object.
2485 */
2486 struct gl_renderbuffer *Renderbuffer;
2487
2488 /**
2489 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2490 * supplied texture object.
2491 */
2492 struct gl_texture_object *Texture;
2493 GLuint TextureLevel; /**< Attached mipmap level. */
2494 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2495 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2496 * and 2D array textures */
2497 };
2498
2499
2500 /**
2501 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2502 * In C++ terms, think of this as a base class from which device drivers
2503 * will make derived classes.
2504 */
2505 struct gl_framebuffer
2506 {
2507 _glthread_Mutex Mutex; /**< for thread safety */
2508 /**
2509 * If zero, this is a window system framebuffer. If non-zero, this
2510 * is a FBO framebuffer; note that for some devices (i.e. those with
2511 * a natural pixel coordinate system for FBOs that differs from the
2512 * OpenGL/Mesa coordinate system), this means that the viewport,
2513 * polygon face orientation, and polygon stipple will have to be inverted.
2514 */
2515 GLuint Name;
2516
2517 GLint RefCount;
2518 GLboolean DeletePending;
2519
2520 /**
2521 * The framebuffer's visual. Immutable if this is a window system buffer.
2522 * Computed from attachments if user-made FBO.
2523 */
2524 struct gl_config Visual;
2525
2526 GLboolean Initialized;
2527
2528 GLuint Width, Height; /**< size of frame buffer in pixels */
2529
2530 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2531 /*@{*/
2532 GLint _Xmin, _Xmax; /**< inclusive */
2533 GLint _Ymin, _Ymax; /**< exclusive */
2534 /*@}*/
2535
2536 /** \name Derived Z buffer stuff */
2537 /*@{*/
2538 GLuint _DepthMax; /**< Max depth buffer value */
2539 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2540 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2541 /*@}*/
2542
2543 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2544 GLenum _Status;
2545
2546 /** Integer color values */
2547 GLboolean _IntegerColor;
2548
2549 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2550 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2551
2552 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2553 * attribute group and GL_PIXEL attribute group, respectively.
2554 */
2555 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2556 GLenum ColorReadBuffer;
2557
2558 /** Computed from ColorDraw/ReadBuffer above */
2559 GLuint _NumColorDrawBuffers;
2560 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2561 GLint _ColorReadBufferIndex; /* -1 = None */
2562 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2563 struct gl_renderbuffer *_ColorReadBuffer;
2564
2565 /** The Actual depth/stencil buffers to use. May be wrappers around the
2566 * depth/stencil buffers attached above. */
2567 struct gl_renderbuffer *_DepthBuffer;
2568 struct gl_renderbuffer *_StencilBuffer;
2569
2570 /** Delete this framebuffer */
2571 void (*Delete)(struct gl_framebuffer *fb);
2572 };
2573
2574
2575 /**
2576 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2577 */
2578 struct gl_precision
2579 {
2580 GLushort RangeMin; /**< min value exponent */
2581 GLushort RangeMax; /**< max value exponent */
2582 GLushort Precision; /**< number of mantissa bits */
2583 };
2584
2585
2586 /**
2587 * Limits for vertex, geometry and fragment programs/shaders.
2588 */
2589 struct gl_program_constants
2590 {
2591 /* logical limits */
2592 GLuint MaxInstructions;
2593 GLuint MaxAluInstructions;
2594 GLuint MaxTexInstructions;
2595 GLuint MaxTexIndirections;
2596 GLuint MaxAttribs;
2597 GLuint MaxTemps;
2598 GLuint MaxAddressRegs;
2599 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2600 GLuint MaxParameters;
2601 GLuint MaxLocalParams;
2602 GLuint MaxEnvParams;
2603 /* native/hardware limits */
2604 GLuint MaxNativeInstructions;
2605 GLuint MaxNativeAluInstructions;
2606 GLuint MaxNativeTexInstructions;
2607 GLuint MaxNativeTexIndirections;
2608 GLuint MaxNativeAttribs;
2609 GLuint MaxNativeTemps;
2610 GLuint MaxNativeAddressRegs;
2611 GLuint MaxNativeParameters;
2612 /* For shaders */
2613 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2614 /* ES 2.0 and GL_ARB_ES2_compatibility */
2615 struct gl_precision LowFloat, MediumFloat, HighFloat;
2616 struct gl_precision LowInt, MediumInt, HighInt;
2617 };
2618
2619
2620 /**
2621 * Constants which may be overridden by device driver during context creation
2622 * but are never changed after that.
2623 */
2624 struct gl_constants
2625 {
2626 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2627 GLint MaxTextureLevels; /**< Max mipmap levels. */
2628 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2629 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2630 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2631 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2632 GLuint MaxTextureCoordUnits;
2633 GLuint MaxTextureImageUnits;
2634 GLuint MaxVertexTextureImageUnits;
2635 GLuint MaxCombinedTextureImageUnits;
2636 GLuint MaxGeometryTextureImageUnits;
2637 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2638 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2639 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2640 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2641
2642 GLuint MaxArrayLockSize;
2643
2644 GLint SubPixelBits;
2645
2646 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2647 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2648 GLfloat PointSizeGranularity;
2649 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2650 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2651 GLfloat LineWidthGranularity;
2652
2653 GLuint MaxColorTableSize;
2654
2655 GLuint MaxClipPlanes;
2656 GLuint MaxLights;
2657 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2658 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2659
2660 GLuint MaxViewportWidth, MaxViewportHeight;
2661
2662 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2663 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2664 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2665 GLuint MaxProgramMatrices;
2666 GLuint MaxProgramMatrixStackDepth;
2667
2668 /** vertex array / buffer object bounds checking */
2669 GLboolean CheckArrayBounds;
2670
2671 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2672
2673 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2674 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2675 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2676
2677 /** Number of varying vectors between vertex and fragment shaders */
2678 GLuint MaxVarying;
2679 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2680 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2681
2682 /** GL_ARB_geometry_shader4 */
2683 GLuint MaxGeometryOutputVertices;
2684 GLuint MaxGeometryTotalOutputComponents;
2685
2686 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2687
2688 /**
2689 * Does the driver support real 32-bit integers? (Otherwise, integers are
2690 * simulated via floats.)
2691 */
2692 GLboolean NativeIntegers;
2693
2694 /**
2695 * If the driver supports real 32-bit integers, what integer value should be
2696 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2697 */
2698 GLuint UniformBooleanTrue;
2699
2700 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2701 GLbitfield SupportedBumpUnits;
2702
2703 /**
2704 * Maximum amount of time, measured in nanseconds, that the server can wait.
2705 */
2706 GLuint64 MaxServerWaitTimeout;
2707
2708 /** GL_EXT_provoking_vertex */
2709 GLboolean QuadsFollowProvokingVertexConvention;
2710
2711 /** OpenGL version 3.0 */
2712 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2713
2714 /** OpenGL version 3.2 */
2715 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2716
2717 /** GL_EXT_transform_feedback */
2718 GLuint MaxTransformFeedbackSeparateAttribs;
2719 GLuint MaxTransformFeedbackSeparateComponents;
2720 GLuint MaxTransformFeedbackInterleavedComponents;
2721
2722 /** GL_EXT_gpu_shader4 */
2723 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2724
2725 /* GL_EXT_framebuffer_sRGB */
2726 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2727
2728 /* GL_ARB_robustness */
2729 GLenum ResetStrategy;
2730 };
2731
2732
2733 /**
2734 * Enable flag for each OpenGL extension. Different device drivers will
2735 * enable different extensions at runtime.
2736 */
2737 struct gl_extensions
2738 {
2739 GLboolean dummy; /* don't remove this! */
2740 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2741 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2742 GLboolean ARB_ES2_compatibility;
2743 GLboolean ARB_blend_func_extended;
2744 GLboolean ARB_color_buffer_float;
2745 GLboolean ARB_copy_buffer;
2746 GLboolean ARB_depth_buffer_float;
2747 GLboolean ARB_depth_clamp;
2748 GLboolean ARB_depth_texture;
2749 GLboolean ARB_draw_buffers;
2750 GLboolean ARB_draw_buffers_blend;
2751 GLboolean ARB_draw_elements_base_vertex;
2752 GLboolean ARB_draw_instanced;
2753 GLboolean ARB_fragment_coord_conventions;
2754 GLboolean ARB_fragment_program;
2755 GLboolean ARB_fragment_program_shadow;
2756 GLboolean ARB_fragment_shader;
2757 GLboolean ARB_framebuffer_object;
2758 GLboolean ARB_explicit_attrib_location;
2759 GLboolean ARB_geometry_shader4;
2760 GLboolean ARB_half_float_pixel;
2761 GLboolean ARB_half_float_vertex;
2762 GLboolean ARB_instanced_arrays;
2763 GLboolean ARB_map_buffer_range;
2764 GLboolean ARB_multisample;
2765 GLboolean ARB_multitexture;
2766 GLboolean ARB_occlusion_query;
2767 GLboolean ARB_occlusion_query2;
2768 GLboolean ARB_point_sprite;
2769 GLboolean ARB_sampler_objects;
2770 GLboolean ARB_seamless_cube_map;
2771 GLboolean ARB_shader_objects;
2772 GLboolean ARB_shader_stencil_export;
2773 GLboolean ARB_shader_texture_lod;
2774 GLboolean ARB_shading_language_100;
2775 GLboolean ARB_shadow;
2776 GLboolean ARB_shadow_ambient;
2777 GLboolean ARB_sync;
2778 GLboolean ARB_texture_border_clamp;
2779 GLboolean ARB_texture_buffer_object;
2780 GLboolean ARB_texture_compression;
2781 GLboolean ARB_texture_compression_rgtc;
2782 GLboolean ARB_texture_cube_map;
2783 GLboolean ARB_texture_env_combine;
2784 GLboolean ARB_texture_env_crossbar;
2785 GLboolean ARB_texture_env_dot3;
2786 GLboolean ARB_texture_float;
2787 GLboolean ARB_texture_mirrored_repeat;
2788 GLboolean ARB_texture_multisample;
2789 GLboolean ARB_texture_non_power_of_two;
2790 GLboolean ARB_texture_rg;
2791 GLboolean ARB_texture_rgb10_a2ui;
2792 GLboolean ARB_timer_query;
2793 GLboolean ARB_transform_feedback2;
2794 GLboolean ARB_transpose_matrix;
2795 GLboolean ARB_uniform_buffer_object;
2796 GLboolean ARB_vertex_array_object;
2797 GLboolean ARB_vertex_buffer_object;
2798 GLboolean ARB_vertex_program;
2799 GLboolean ARB_vertex_shader;
2800 GLboolean ARB_vertex_type_2_10_10_10_rev;
2801 GLboolean ARB_window_pos;
2802 GLboolean EXT_abgr;
2803 GLboolean EXT_bgra;
2804 GLboolean EXT_blend_color;
2805 GLboolean EXT_blend_equation_separate;
2806 GLboolean EXT_blend_func_separate;
2807 GLboolean EXT_blend_minmax;
2808 GLboolean EXT_blend_subtract;
2809 GLboolean EXT_clip_volume_hint;
2810 GLboolean EXT_compiled_vertex_array;
2811 GLboolean EXT_copy_texture;
2812 GLboolean EXT_depth_bounds_test;
2813 GLboolean EXT_draw_buffers2;
2814 GLboolean EXT_draw_range_elements;
2815 GLboolean EXT_fog_coord;
2816 GLboolean EXT_framebuffer_blit;
2817 GLboolean EXT_framebuffer_multisample;
2818 GLboolean EXT_framebuffer_object;
2819 GLboolean EXT_framebuffer_sRGB;
2820 GLboolean EXT_gpu_program_parameters;
2821 GLboolean EXT_gpu_shader4;
2822 GLboolean EXT_multi_draw_arrays;
2823 GLboolean EXT_packed_depth_stencil;
2824 GLboolean EXT_packed_float;
2825 GLboolean EXT_packed_pixels;
2826 GLboolean EXT_pixel_buffer_object;
2827 GLboolean EXT_point_parameters;
2828 GLboolean EXT_polygon_offset;
2829 GLboolean EXT_provoking_vertex;
2830 GLboolean EXT_rescale_normal;
2831 GLboolean EXT_shadow_funcs;
2832 GLboolean EXT_secondary_color;
2833 GLboolean EXT_separate_shader_objects;
2834 GLboolean EXT_separate_specular_color;
2835 GLboolean EXT_stencil_wrap;
2836 GLboolean EXT_stencil_two_side;
2837 GLboolean EXT_subtexture;
2838 GLboolean EXT_texture;
2839 GLboolean EXT_texture_object;
2840 GLboolean EXT_texture3D;
2841 GLboolean EXT_texture_array;
2842 GLboolean EXT_texture_compression_latc;
2843 GLboolean EXT_texture_compression_s3tc;
2844 GLboolean EXT_texture_env_add;
2845 GLboolean EXT_texture_env_combine;
2846 GLboolean EXT_texture_env_dot3;
2847 GLboolean EXT_texture_filter_anisotropic;
2848 GLboolean EXT_texture_integer;
2849 GLboolean EXT_texture_lod_bias;
2850 GLboolean EXT_texture_mirror_clamp;
2851 GLboolean EXT_texture_shared_exponent;
2852 GLboolean EXT_texture_snorm;
2853 GLboolean EXT_texture_sRGB;
2854 GLboolean EXT_texture_sRGB_decode;
2855 GLboolean EXT_texture_swizzle;
2856 GLboolean EXT_transform_feedback;
2857 GLboolean EXT_timer_query;
2858 GLboolean EXT_vertex_array;
2859 GLboolean EXT_vertex_array_bgra;
2860 GLboolean EXT_vertex_array_set;
2861 GLboolean OES_standard_derivatives;
2862 /* vendor extensions */
2863 GLboolean AMD_conservative_depth;
2864 GLboolean AMD_seamless_cubemap_per_texture;
2865 GLboolean APPLE_client_storage;
2866 GLboolean APPLE_packed_pixels;
2867 GLboolean APPLE_vertex_array_object;
2868 GLboolean APPLE_object_purgeable;
2869 GLboolean ATI_envmap_bumpmap;
2870 GLboolean ATI_texture_compression_3dc;
2871 GLboolean ATI_texture_mirror_once;
2872 GLboolean ATI_texture_env_combine3;
2873 GLboolean ATI_fragment_shader;
2874 GLboolean ATI_separate_stencil;
2875 GLboolean IBM_rasterpos_clip;
2876 GLboolean IBM_multimode_draw_arrays;
2877 GLboolean MESA_pack_invert;
2878 GLboolean MESA_resize_buffers;
2879 GLboolean MESA_ycbcr_texture;
2880 GLboolean MESA_texture_array;
2881 GLboolean NV_blend_square;
2882 GLboolean NV_conditional_render;
2883 GLboolean NV_fragment_program;
2884 GLboolean NV_fragment_program_option;
2885 GLboolean NV_light_max_exponent;
2886 GLboolean NV_point_sprite;
2887 GLboolean NV_primitive_restart;
2888 GLboolean NV_texture_barrier;
2889 GLboolean NV_texgen_reflection;
2890 GLboolean NV_texture_env_combine4;
2891 GLboolean NV_texture_rectangle;
2892 GLboolean NV_vertex_program;
2893 GLboolean NV_vertex_program1_1;
2894 GLboolean OES_read_format;
2895 GLboolean SGIS_generate_mipmap;
2896 GLboolean SGIS_texture_edge_clamp;
2897 GLboolean SGIS_texture_lod;
2898 GLboolean TDFX_texture_compression_FXT1;
2899 GLboolean S3_s3tc;
2900 GLboolean OES_EGL_image;
2901 GLboolean OES_draw_texture;
2902 GLboolean EXT_texture_format_BGRA8888;
2903 GLboolean extension_sentinel;
2904 /** The extension string */
2905 const GLubyte *String;
2906 /** Number of supported extensions */
2907 GLuint Count;
2908 };
2909
2910
2911 /**
2912 * A stack of matrices (projection, modelview, color, texture, etc).
2913 */
2914 struct gl_matrix_stack
2915 {
2916 GLmatrix *Top; /**< points into Stack */
2917 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2918 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2919 GLuint MaxDepth; /**< size of Stack[] array */
2920 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2921 };
2922
2923
2924 /**
2925 * \name Bits for image transfer operations
2926 * \sa __struct gl_contextRec::ImageTransferState.
2927 */
2928 /*@{*/
2929 #define IMAGE_SCALE_BIAS_BIT 0x1
2930 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2931 #define IMAGE_MAP_COLOR_BIT 0x4
2932 #define IMAGE_CLAMP_BIT 0x800
2933
2934
2935 /** Pixel Transfer ops */
2936 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2937 IMAGE_SHIFT_OFFSET_BIT | \
2938 IMAGE_MAP_COLOR_BIT)
2939
2940 /**
2941 * \name Bits to indicate what state has changed.
2942 */
2943 /*@{*/
2944 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2945 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2946 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2947 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2948 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
2949 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
2950 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
2951 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
2952 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
2953 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
2954 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
2955 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
2956 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
2957 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
2958 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
2959 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
2960 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
2961 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
2962 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
2963 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
2964 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
2965 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
2966 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
2967 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
2968 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
2969 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
2970 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
2971 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
2972 #define _NEW_BUFFER_OBJECT (1 << 28)
2973 #define _NEW_FRAG_CLAMP (1 << 29)
2974 #define _NEW_ALL ~0
2975 /*@}*/
2976
2977
2978 /**
2979 * \name Bits to track array state changes
2980 *
2981 * Also used to summarize array enabled.
2982 */
2983 /*@{*/
2984 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
2985 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
2986 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
2987 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
2988 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
2989 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
2990 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
2991 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
2992 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
2993 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
2994 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
2995 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
2996 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
2997 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
2998 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
2999 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
3000 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
3001 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
3002 #define _NEW_ARRAY_ALL 0xffffffff
3003
3004
3005 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
3006 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
3007 /*@}*/
3008
3009
3010
3011 /**
3012 * \name A bunch of flags that we think might be useful to drivers.
3013 *
3014 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3015 */
3016 /*@{*/
3017 #define DD_FLATSHADE 0x1
3018 #define DD_SEPARATE_SPECULAR 0x2
3019 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3020 #define DD_TRI_LIGHT_TWOSIDE 0x8
3021 #define DD_TRI_UNFILLED 0x10
3022 #define DD_TRI_SMOOTH 0x20
3023 #define DD_TRI_STIPPLE 0x40
3024 #define DD_TRI_OFFSET 0x80
3025 #define DD_LINE_SMOOTH 0x100
3026 #define DD_LINE_STIPPLE 0x200
3027 #define DD_POINT_SMOOTH 0x400
3028 #define DD_POINT_ATTEN 0x800
3029 #define DD_TRI_TWOSTENCIL 0x1000
3030 /*@}*/
3031
3032
3033 /**
3034 * \name Define the state changes under which each of these bits might change
3035 */
3036 /*@{*/
3037 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3038 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3039 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3040 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3041 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3042 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3043 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3044 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3045 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3046 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3047 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3048 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3049 #define _DD_NEW_POINT_SIZE _NEW_POINT
3050 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3051 /*@}*/
3052
3053
3054 /**
3055 * Composite state flags
3056 */
3057 /*@{*/
3058 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3059 _NEW_TEXTURE | \
3060 _NEW_POINT | \
3061 _NEW_PROGRAM | \
3062 _NEW_MODELVIEW)
3063 /*@}*/
3064
3065
3066
3067
3068 /* This has to be included here. */
3069 #include "dd.h"
3070
3071
3072 /**
3073 * Display list flags.
3074 * Strictly this is a tnl-private concept, but it doesn't seem
3075 * worthwhile adding a tnl private structure just to hold this one bit
3076 * of information:
3077 */
3078 #define DLIST_DANGLING_REFS 0x1
3079
3080
3081 /** Opaque declaration of display list payload data type */
3082 union gl_dlist_node;
3083
3084
3085 /**
3086 * Provide a location where information about a display list can be
3087 * collected. Could be extended with driverPrivate structures,
3088 * etc. in the future.
3089 */
3090 struct gl_display_list
3091 {
3092 GLuint Name;
3093 GLbitfield Flags; /**< DLIST_x flags */
3094 /** The dlist commands are in a linked list of nodes */
3095 union gl_dlist_node *Head;
3096 };
3097
3098
3099 /**
3100 * State used during display list compilation and execution.
3101 */
3102 struct gl_dlist_state
3103 {
3104 GLuint CallDepth; /**< Current recursion calling depth */
3105
3106 struct gl_display_list *CurrentList; /**< List currently being compiled */
3107 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3108 GLuint CurrentPos; /**< Index into current block of nodes */
3109
3110 GLvertexformat ListVtxfmt;
3111
3112 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3113 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3114
3115 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3116 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3117
3118 GLubyte ActiveIndex;
3119 GLfloat CurrentIndex;
3120
3121 GLubyte ActiveEdgeFlag;
3122 GLboolean CurrentEdgeFlag;
3123
3124 struct {
3125 /* State known to have been set by the currently-compiling display
3126 * list. Used to eliminate some redundant state changes.
3127 */
3128 GLenum ShadeModel;
3129 } Current;
3130 };
3131
3132
3133 /**
3134 * Enum for the OpenGL APIs we know about and may support.
3135 */
3136 typedef enum
3137 {
3138 API_OPENGL,
3139 API_OPENGLES,
3140 API_OPENGLES2
3141 } gl_api;
3142
3143
3144 /**
3145 * Mesa rendering context.
3146 *
3147 * This is the central context data structure for Mesa. Almost all
3148 * OpenGL state is contained in this structure.
3149 * Think of this as a base class from which device drivers will derive
3150 * sub classes.
3151 *
3152 * The struct gl_context typedef names this structure.
3153 */
3154 struct gl_context
3155 {
3156 /** State possibly shared with other contexts in the address space */
3157 struct gl_shared_state *Shared;
3158
3159 /** \name API function pointer tables */
3160 /*@{*/
3161 gl_api API;
3162 struct _glapi_table *Save; /**< Display list save functions */
3163 struct _glapi_table *Exec; /**< Execute functions */
3164 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3165 /*@}*/
3166
3167 struct gl_config Visual;
3168 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3169 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3170 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3171 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3172
3173 /**
3174 * Device driver function pointer table
3175 */
3176 struct dd_function_table Driver;
3177
3178 void *DriverCtx; /**< Points to device driver context/state */
3179
3180 /** Core/Driver constants */
3181 struct gl_constants Const;
3182
3183 /** \name The various 4x4 matrix stacks */
3184 /*@{*/
3185 struct gl_matrix_stack ModelviewMatrixStack;
3186 struct gl_matrix_stack ProjectionMatrixStack;
3187 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3188 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3189 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3190 /*@}*/
3191
3192 /** Combined modelview and projection matrix */
3193 GLmatrix _ModelProjectMatrix;
3194
3195 /** \name Display lists */
3196 struct gl_dlist_state ListState;
3197
3198 GLboolean ExecuteFlag; /**< Execute GL commands? */
3199 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3200
3201 /** Extension information */
3202 struct gl_extensions Extensions;
3203
3204 /** Version info */
3205 GLuint VersionMajor, VersionMinor;
3206 char *VersionString;
3207
3208 /** \name State attribute stack (for glPush/PopAttrib) */
3209 /*@{*/
3210 GLuint AttribStackDepth;
3211 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3212 /*@}*/
3213
3214 /** \name Renderer attribute groups
3215 *
3216 * We define a struct for each attribute group to make pushing and popping
3217 * attributes easy. Also it's a good organization.
3218 */
3219 /*@{*/
3220 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3221 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3222 struct gl_current_attrib Current; /**< Current attributes */
3223 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3224 struct gl_eval_attrib Eval; /**< Eval attributes */
3225 struct gl_fog_attrib Fog; /**< Fog attributes */
3226 struct gl_hint_attrib Hint; /**< Hint attributes */
3227 struct gl_light_attrib Light; /**< Light attributes */
3228 struct gl_line_attrib Line; /**< Line attributes */
3229 struct gl_list_attrib List; /**< List attributes */
3230 struct gl_multisample_attrib Multisample;
3231 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3232 struct gl_point_attrib Point; /**< Point attributes */
3233 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3234 GLuint PolygonStipple[32]; /**< Polygon stipple */
3235 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3236 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3237 struct gl_texture_attrib Texture; /**< Texture attributes */
3238 struct gl_transform_attrib Transform; /**< Transformation attributes */
3239 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3240 /*@}*/
3241
3242 /** \name Client attribute stack */
3243 /*@{*/
3244 GLuint ClientAttribStackDepth;
3245 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3246 /*@}*/
3247
3248 /** \name Client attribute groups */
3249 /*@{*/
3250 struct gl_array_attrib Array; /**< Vertex arrays */
3251 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3252 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3253 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3254 /*@}*/
3255
3256 /** \name Other assorted state (not pushed/popped on attribute stack) */
3257 /*@{*/
3258 struct gl_pixelmaps PixelMaps;
3259
3260 struct gl_evaluators EvalMap; /**< All evaluators */
3261 struct gl_feedback Feedback; /**< Feedback */
3262 struct gl_selection Select; /**< Selection */
3263
3264 struct gl_program_state Program; /**< general program state */
3265 struct gl_vertex_program_state VertexProgram;
3266 struct gl_fragment_program_state FragmentProgram;
3267 struct gl_geometry_program_state GeometryProgram;
3268 struct gl_ati_fragment_shader_state ATIFragmentShader;
3269
3270 struct gl_shader_state Shader; /**< GLSL shader object state */
3271 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3272
3273 struct gl_query_state Query; /**< occlusion, timer queries */
3274
3275 struct gl_transform_feedback TransformFeedback;
3276
3277 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3278 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3279 /*@}*/
3280
3281 struct gl_meta_state *Meta; /**< for "meta" operations */
3282
3283 /* GL_EXT_framebuffer_object */
3284 struct gl_renderbuffer *CurrentRenderbuffer;
3285
3286 GLenum ErrorValue; /**< Last error code */
3287
3288 /* GL_ARB_robustness */
3289 GLenum ResetStatus;
3290
3291 /**
3292 * Recognize and silence repeated error debug messages in buggy apps.
3293 */
3294 const char *ErrorDebugFmtString;
3295 GLuint ErrorDebugCount;
3296
3297 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3298 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3299
3300 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3301
3302 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3303
3304 /** \name Derived state */
3305 /*@{*/
3306 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3307 * state validation so they need to always be current.
3308 */
3309 GLbitfield _TriangleCaps;
3310 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3311 GLfloat _EyeZDir[3];
3312 GLfloat _ModelViewInvScale;
3313 GLboolean _NeedEyeCoords;
3314 GLboolean _ForceEyeCoords;
3315
3316 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3317
3318 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3319 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3320 /**@}*/
3321
3322 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3323
3324 /** \name For debugging/development only */
3325 /*@{*/
3326 GLboolean FirstTimeCurrent;
3327 /*@}*/
3328
3329 /** software compression/decompression supported or not */
3330 GLboolean Mesa_DXTn;
3331
3332 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3333
3334 /**
3335 * Use dp4 (rather than mul/mad) instructions for position
3336 * transformation?
3337 */
3338 GLboolean mvp_with_dp4;
3339
3340 /**
3341 * \name Hooks for module contexts.
3342 *
3343 * These will eventually live in the driver or elsewhere.
3344 */
3345 /*@{*/
3346 void *swrast_context;
3347 void *swsetup_context;
3348 void *swtnl_context;
3349 void *swtnl_im;
3350 struct st_context *st;
3351 void *aelt_context;
3352 /*@}*/
3353 };
3354
3355
3356 #ifdef DEBUG
3357 extern int MESA_VERBOSE;
3358 extern int MESA_DEBUG_FLAGS;
3359 # define MESA_FUNCTION __FUNCTION__
3360 #else
3361 # define MESA_VERBOSE 0
3362 # define MESA_DEBUG_FLAGS 0
3363 # define MESA_FUNCTION "a function"
3364 # ifndef NDEBUG
3365 # define NDEBUG
3366 # endif
3367 #endif
3368
3369
3370 /** The MESA_VERBOSE var is a bitmask of these flags */
3371 enum _verbose
3372 {
3373 VERBOSE_VARRAY = 0x0001,
3374 VERBOSE_TEXTURE = 0x0002,
3375 VERBOSE_MATERIAL = 0x0004,
3376 VERBOSE_PIPELINE = 0x0008,
3377 VERBOSE_DRIVER = 0x0010,
3378 VERBOSE_STATE = 0x0020,
3379 VERBOSE_API = 0x0040,
3380 VERBOSE_DISPLAY_LIST = 0x0100,
3381 VERBOSE_LIGHTING = 0x0200,
3382 VERBOSE_PRIMS = 0x0400,
3383 VERBOSE_VERTS = 0x0800,
3384 VERBOSE_DISASSEM = 0x1000,
3385 VERBOSE_DRAW = 0x2000,
3386 VERBOSE_SWAPBUFFERS = 0x4000
3387 };
3388
3389
3390 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3391 enum _debug
3392 {
3393 DEBUG_ALWAYS_FLUSH = 0x1
3394 };
3395
3396
3397
3398 #endif /* MTYPES_H */