mesa/i965/i915/r200: eliminate gl_vertex_program
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50
51
52 #ifdef __cplusplus
53 extern "C" {
54 #endif
55
56
57 /**
58 * \name 64-bit extension of GLbitfield.
59 */
60 /*@{*/
61 typedef GLuint64 GLbitfield64;
62
63 /** Set a single bit */
64 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
65 /** Set all bits up to excluding bit b */
66 #define BITFIELD64_MASK(b) \
67 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
68 /** Set count bits starting from bit b */
69 #define BITFIELD64_RANGE(b, count) \
70 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
71
72
73 /**
74 * \name Some forward type declarations
75 */
76 /*@{*/
77 struct _mesa_HashTable;
78 struct gl_attrib_node;
79 struct gl_list_extensions;
80 struct gl_meta_state;
81 struct gl_program_cache;
82 struct gl_texture_object;
83 struct gl_debug_state;
84 struct gl_context;
85 struct st_context;
86 struct gl_uniform_storage;
87 struct prog_instruction;
88 struct gl_program_parameter_list;
89 struct set;
90 struct set_entry;
91 struct vbo_context;
92 /*@}*/
93
94
95 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
96 #define PRIM_MAX GL_PATCHES
97 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
98 #define PRIM_UNKNOWN (PRIM_MAX + 2)
99
100 /**
101 * Determine if the given gl_varying_slot appears in the fragment shader.
102 */
103 static inline GLboolean
104 _mesa_varying_slot_in_fs(gl_varying_slot slot)
105 {
106 switch (slot) {
107 case VARYING_SLOT_PSIZ:
108 case VARYING_SLOT_BFC0:
109 case VARYING_SLOT_BFC1:
110 case VARYING_SLOT_EDGE:
111 case VARYING_SLOT_CLIP_VERTEX:
112 case VARYING_SLOT_LAYER:
113 case VARYING_SLOT_TESS_LEVEL_OUTER:
114 case VARYING_SLOT_TESS_LEVEL_INNER:
115 case VARYING_SLOT_BOUNDING_BOX0:
116 case VARYING_SLOT_BOUNDING_BOX1:
117 return GL_FALSE;
118 default:
119 return GL_TRUE;
120 }
121 }
122
123 /**
124 * Indexes for all renderbuffers
125 */
126 typedef enum
127 {
128 /* the four standard color buffers */
129 BUFFER_FRONT_LEFT,
130 BUFFER_BACK_LEFT,
131 BUFFER_FRONT_RIGHT,
132 BUFFER_BACK_RIGHT,
133 BUFFER_DEPTH,
134 BUFFER_STENCIL,
135 BUFFER_ACCUM,
136 /* optional aux buffer */
137 BUFFER_AUX0,
138 /* generic renderbuffers */
139 BUFFER_COLOR0,
140 BUFFER_COLOR1,
141 BUFFER_COLOR2,
142 BUFFER_COLOR3,
143 BUFFER_COLOR4,
144 BUFFER_COLOR5,
145 BUFFER_COLOR6,
146 BUFFER_COLOR7,
147 BUFFER_COUNT
148 } gl_buffer_index;
149
150 /**
151 * Bit flags for all renderbuffers
152 */
153 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
154 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
155 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
156 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
157 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
158 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
159 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
160 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
161 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
162 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
163 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
164 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
165 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
166 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
167 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
168 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
169 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
170 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
171 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
172
173 /**
174 * Mask of all the color buffer bits (but not accum).
175 */
176 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
177 BUFFER_BIT_BACK_LEFT | \
178 BUFFER_BIT_FRONT_RIGHT | \
179 BUFFER_BIT_BACK_RIGHT | \
180 BUFFER_BIT_AUX0 | \
181 BUFFER_BIT_COLOR0 | \
182 BUFFER_BIT_COLOR1 | \
183 BUFFER_BIT_COLOR2 | \
184 BUFFER_BIT_COLOR3 | \
185 BUFFER_BIT_COLOR4 | \
186 BUFFER_BIT_COLOR5 | \
187 BUFFER_BIT_COLOR6 | \
188 BUFFER_BIT_COLOR7)
189
190 /**
191 * Framebuffer configuration (aka visual / pixelformat)
192 * Note: some of these fields should be boolean, but it appears that
193 * code in drivers/dri/common/util.c requires int-sized fields.
194 */
195 struct gl_config
196 {
197 GLboolean rgbMode;
198 GLboolean floatMode;
199 GLuint doubleBufferMode;
200 GLuint stereoMode;
201
202 GLboolean haveAccumBuffer;
203 GLboolean haveDepthBuffer;
204 GLboolean haveStencilBuffer;
205
206 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
207 GLuint redMask, greenMask, blueMask, alphaMask;
208 GLint rgbBits; /* total bits for rgb */
209 GLint indexBits; /* total bits for colorindex */
210
211 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
212 GLint depthBits;
213 GLint stencilBits;
214
215 GLint numAuxBuffers;
216
217 GLint level;
218
219 /* EXT_visual_rating / GLX 1.2 */
220 GLint visualRating;
221
222 /* EXT_visual_info / GLX 1.2 */
223 GLint transparentPixel;
224 /* colors are floats scaled to ints */
225 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
226 GLint transparentIndex;
227
228 /* ARB_multisample / SGIS_multisample */
229 GLint sampleBuffers;
230 GLint samples;
231
232 /* SGIX_pbuffer / GLX 1.3 */
233 GLint maxPbufferWidth;
234 GLint maxPbufferHeight;
235 GLint maxPbufferPixels;
236 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
237 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
238
239 /* OML_swap_method */
240 GLint swapMethod;
241
242 /* EXT_texture_from_pixmap */
243 GLint bindToTextureRgb;
244 GLint bindToTextureRgba;
245 GLint bindToMipmapTexture;
246 GLint bindToTextureTargets;
247 GLint yInverted;
248
249 /* EXT_framebuffer_sRGB */
250 GLint sRGBCapable;
251 };
252
253
254 /**
255 * \name Bit flags used for updating material values.
256 */
257 /*@{*/
258 #define MAT_ATTRIB_FRONT_AMBIENT 0
259 #define MAT_ATTRIB_BACK_AMBIENT 1
260 #define MAT_ATTRIB_FRONT_DIFFUSE 2
261 #define MAT_ATTRIB_BACK_DIFFUSE 3
262 #define MAT_ATTRIB_FRONT_SPECULAR 4
263 #define MAT_ATTRIB_BACK_SPECULAR 5
264 #define MAT_ATTRIB_FRONT_EMISSION 6
265 #define MAT_ATTRIB_BACK_EMISSION 7
266 #define MAT_ATTRIB_FRONT_SHININESS 8
267 #define MAT_ATTRIB_BACK_SHININESS 9
268 #define MAT_ATTRIB_FRONT_INDEXES 10
269 #define MAT_ATTRIB_BACK_INDEXES 11
270 #define MAT_ATTRIB_MAX 12
271
272 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
273 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
274 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
275 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
276 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
277 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
278
279 #define MAT_INDEX_AMBIENT 0
280 #define MAT_INDEX_DIFFUSE 1
281 #define MAT_INDEX_SPECULAR 2
282
283 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
284 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
285 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
286 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
287 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
288 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
289 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
290 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
291 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
292 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
293 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
294 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
295
296
297 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
298 MAT_BIT_FRONT_AMBIENT | \
299 MAT_BIT_FRONT_DIFFUSE | \
300 MAT_BIT_FRONT_SPECULAR | \
301 MAT_BIT_FRONT_SHININESS | \
302 MAT_BIT_FRONT_INDEXES)
303
304 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
305 MAT_BIT_BACK_AMBIENT | \
306 MAT_BIT_BACK_DIFFUSE | \
307 MAT_BIT_BACK_SPECULAR | \
308 MAT_BIT_BACK_SHININESS | \
309 MAT_BIT_BACK_INDEXES)
310
311 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
312 /*@}*/
313
314
315 /**
316 * Material state.
317 */
318 struct gl_material
319 {
320 GLfloat Attrib[MAT_ATTRIB_MAX][4];
321 };
322
323
324 /**
325 * Light state flags.
326 */
327 /*@{*/
328 #define LIGHT_SPOT 0x1
329 #define LIGHT_LOCAL_VIEWER 0x2
330 #define LIGHT_POSITIONAL 0x4
331 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
332 /*@}*/
333
334
335 /**
336 * Light source state.
337 */
338 struct gl_light
339 {
340 GLfloat Ambient[4]; /**< ambient color */
341 GLfloat Diffuse[4]; /**< diffuse color */
342 GLfloat Specular[4]; /**< specular color */
343 GLfloat EyePosition[4]; /**< position in eye coordinates */
344 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
345 GLfloat SpotExponent;
346 GLfloat SpotCutoff; /**< in degrees */
347 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
348 GLfloat ConstantAttenuation;
349 GLfloat LinearAttenuation;
350 GLfloat QuadraticAttenuation;
351 GLboolean Enabled; /**< On/off flag */
352
353 /**
354 * \name Derived fields
355 */
356 /*@{*/
357 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
358
359 GLfloat _Position[4]; /**< position in eye/obj coordinates */
360 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
361 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
362 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
363 GLfloat _VP_inf_spot_attenuation;
364
365 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
366 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
367 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
368 /*@}*/
369 };
370
371
372 /**
373 * Light model state.
374 */
375 struct gl_lightmodel
376 {
377 GLfloat Ambient[4]; /**< ambient color */
378 GLboolean LocalViewer; /**< Local (or infinite) view point? */
379 GLboolean TwoSide; /**< Two (or one) sided lighting? */
380 GLenum ColorControl; /**< either GL_SINGLE_COLOR
381 * or GL_SEPARATE_SPECULAR_COLOR */
382 };
383
384
385 /**
386 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
387 */
388 struct gl_accum_attrib
389 {
390 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
391 };
392
393
394 /**
395 * Used for storing clear color, texture border color, etc.
396 * The float values are typically unclamped.
397 */
398 union gl_color_union
399 {
400 GLfloat f[4];
401 GLint i[4];
402 GLuint ui[4];
403 };
404
405
406 /**
407 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
408 */
409 struct gl_colorbuffer_attrib
410 {
411 GLuint ClearIndex; /**< Index for glClear */
412 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
413 GLuint IndexMask; /**< Color index write mask */
414 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
415
416 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
417
418 /**
419 * \name alpha testing
420 */
421 /*@{*/
422 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
423 GLenum AlphaFunc; /**< Alpha test function */
424 GLfloat AlphaRefUnclamped;
425 GLclampf AlphaRef; /**< Alpha reference value */
426 /*@}*/
427
428 /**
429 * \name Blending
430 */
431 /*@{*/
432 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
433
434 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
435 * control, only on the fixed-pointness of the render target.
436 * The query does however depend on fragment color clamping.
437 */
438 GLfloat BlendColorUnclamped[4]; /**< Blending color */
439 GLfloat BlendColor[4]; /**< Blending color */
440
441 struct
442 {
443 GLenum SrcRGB; /**< RGB blend source term */
444 GLenum DstRGB; /**< RGB blend dest term */
445 GLenum SrcA; /**< Alpha blend source term */
446 GLenum DstA; /**< Alpha blend dest term */
447 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
448 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
449 /**
450 * Set if any blend factor uses SRC1. Computed at the time blend factors
451 * get set.
452 */
453 GLboolean _UsesDualSrc;
454 } Blend[MAX_DRAW_BUFFERS];
455 /** Are the blend func terms currently different for each buffer/target? */
456 GLboolean _BlendFuncPerBuffer;
457 /** Are the blend equations currently different for each buffer/target? */
458 GLboolean _BlendEquationPerBuffer;
459
460 /**
461 * Which advanced blending mode is in use (or BLEND_NONE).
462 *
463 * KHR_blend_equation_advanced only allows advanced blending with a single
464 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
465 * requires all draw buffers to match, so we only need a single value.
466 */
467 enum gl_advanced_blend_mode _AdvancedBlendMode;
468
469 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
470 bool BlendCoherent;
471 /*@}*/
472
473 /**
474 * \name Logic op
475 */
476 /*@{*/
477 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
478 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
479 GLenum LogicOp; /**< Logic operator */
480
481 /*@}*/
482
483 GLboolean DitherFlag; /**< Dither enable flag */
484
485 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
486 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
487 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
488
489 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
490 };
491
492
493 /**
494 * Current attribute group (GL_CURRENT_BIT).
495 */
496 struct gl_current_attrib
497 {
498 /**
499 * \name Current vertex attributes (color, texcoords, etc).
500 * \note Values are valid only after FLUSH_VERTICES has been called.
501 * \note Index and Edgeflag current values are stored as floats in the
502 * SIX and SEVEN attribute slots.
503 * \note We need double storage for 64-bit vertex attributes
504 */
505 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
506
507 /**
508 * \name Current raster position attributes (always up to date after a
509 * glRasterPos call).
510 */
511 GLfloat RasterPos[4];
512 GLfloat RasterDistance;
513 GLfloat RasterColor[4];
514 GLfloat RasterSecondaryColor[4];
515 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
516 GLboolean RasterPosValid;
517 };
518
519
520 /**
521 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
522 */
523 struct gl_depthbuffer_attrib
524 {
525 GLenum Func; /**< Function for depth buffer compare */
526 GLclampd Clear; /**< Value to clear depth buffer to */
527 GLboolean Test; /**< Depth buffering enabled flag */
528 GLboolean Mask; /**< Depth buffer writable? */
529 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
530 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
531 };
532
533
534 /**
535 * Evaluator attribute group (GL_EVAL_BIT).
536 */
537 struct gl_eval_attrib
538 {
539 /**
540 * \name Enable bits
541 */
542 /*@{*/
543 GLboolean Map1Color4;
544 GLboolean Map1Index;
545 GLboolean Map1Normal;
546 GLboolean Map1TextureCoord1;
547 GLboolean Map1TextureCoord2;
548 GLboolean Map1TextureCoord3;
549 GLboolean Map1TextureCoord4;
550 GLboolean Map1Vertex3;
551 GLboolean Map1Vertex4;
552 GLboolean Map2Color4;
553 GLboolean Map2Index;
554 GLboolean Map2Normal;
555 GLboolean Map2TextureCoord1;
556 GLboolean Map2TextureCoord2;
557 GLboolean Map2TextureCoord3;
558 GLboolean Map2TextureCoord4;
559 GLboolean Map2Vertex3;
560 GLboolean Map2Vertex4;
561 GLboolean AutoNormal;
562 /*@}*/
563
564 /**
565 * \name Map Grid endpoints and divisions and calculated du values
566 */
567 /*@{*/
568 GLint MapGrid1un;
569 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
570 GLint MapGrid2un, MapGrid2vn;
571 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
572 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
573 /*@}*/
574 };
575
576
577 /**
578 * Fog attribute group (GL_FOG_BIT).
579 */
580 struct gl_fog_attrib
581 {
582 GLboolean Enabled; /**< Fog enabled flag */
583 GLboolean ColorSumEnabled;
584 GLfloat ColorUnclamped[4]; /**< Fog color */
585 GLfloat Color[4]; /**< Fog color */
586 GLfloat Density; /**< Density >= 0.0 */
587 GLfloat Start; /**< Start distance in eye coords */
588 GLfloat End; /**< End distance in eye coords */
589 GLfloat Index; /**< Fog index */
590 GLenum Mode; /**< Fog mode */
591 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
592 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
593 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
594 };
595
596
597 /**
598 * Hint attribute group (GL_HINT_BIT).
599 *
600 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
601 */
602 struct gl_hint_attrib
603 {
604 GLenum PerspectiveCorrection;
605 GLenum PointSmooth;
606 GLenum LineSmooth;
607 GLenum PolygonSmooth;
608 GLenum Fog;
609 GLenum TextureCompression; /**< GL_ARB_texture_compression */
610 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
611 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
612 };
613
614
615 /**
616 * Lighting attribute group (GL_LIGHT_BIT).
617 */
618 struct gl_light_attrib
619 {
620 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
621 struct gl_lightmodel Model; /**< Lighting model */
622
623 /**
624 * Front and back material values.
625 * Note: must call FLUSH_VERTICES() before using.
626 */
627 struct gl_material Material;
628
629 GLboolean Enabled; /**< Lighting enabled flag */
630 GLboolean ColorMaterialEnabled;
631
632 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
633 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
634 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
635 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
636 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
637
638
639 GLboolean _ClampVertexColor;
640 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
641
642 /**
643 * Derived state for optimizations:
644 */
645 /*@{*/
646 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
647
648 GLboolean _NeedEyeCoords;
649 GLboolean _NeedVertices; /**< Use fast shader? */
650
651 GLfloat _BaseColor[2][3];
652 /*@}*/
653 };
654
655
656 /**
657 * Line attribute group (GL_LINE_BIT).
658 */
659 struct gl_line_attrib
660 {
661 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
662 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
663 GLushort StipplePattern; /**< Stipple pattern */
664 GLint StippleFactor; /**< Stipple repeat factor */
665 GLfloat Width; /**< Line width */
666 };
667
668
669 /**
670 * Display list attribute group (GL_LIST_BIT).
671 */
672 struct gl_list_attrib
673 {
674 GLuint ListBase;
675 };
676
677
678 /**
679 * Multisample attribute group (GL_MULTISAMPLE_BIT).
680 */
681 struct gl_multisample_attrib
682 {
683 GLboolean Enabled;
684 GLboolean SampleAlphaToCoverage;
685 GLboolean SampleAlphaToOne;
686 GLboolean SampleCoverage;
687 GLboolean SampleCoverageInvert;
688 GLboolean SampleShading;
689
690 /* ARB_texture_multisample / GL3.2 additions */
691 GLboolean SampleMask;
692
693 GLfloat SampleCoverageValue;
694 GLfloat MinSampleShadingValue;
695
696 /** The GL spec defines this as an array but >32x MSAA is madness */
697 GLbitfield SampleMaskValue;
698 };
699
700
701 /**
702 * A pixelmap (see glPixelMap)
703 */
704 struct gl_pixelmap
705 {
706 GLint Size;
707 GLfloat Map[MAX_PIXEL_MAP_TABLE];
708 };
709
710
711 /**
712 * Collection of all pixelmaps
713 */
714 struct gl_pixelmaps
715 {
716 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
717 struct gl_pixelmap GtoG;
718 struct gl_pixelmap BtoB;
719 struct gl_pixelmap AtoA;
720 struct gl_pixelmap ItoR;
721 struct gl_pixelmap ItoG;
722 struct gl_pixelmap ItoB;
723 struct gl_pixelmap ItoA;
724 struct gl_pixelmap ItoI;
725 struct gl_pixelmap StoS;
726 };
727
728
729 /**
730 * Pixel attribute group (GL_PIXEL_MODE_BIT).
731 */
732 struct gl_pixel_attrib
733 {
734 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
735
736 /*--- Begin Pixel Transfer State ---*/
737 /* Fields are in the order in which they're applied... */
738
739 /** Scale & Bias (index shift, offset) */
740 /*@{*/
741 GLfloat RedBias, RedScale;
742 GLfloat GreenBias, GreenScale;
743 GLfloat BlueBias, BlueScale;
744 GLfloat AlphaBias, AlphaScale;
745 GLfloat DepthBias, DepthScale;
746 GLint IndexShift, IndexOffset;
747 /*@}*/
748
749 /* Pixel Maps */
750 /* Note: actual pixel maps are not part of this attrib group */
751 GLboolean MapColorFlag;
752 GLboolean MapStencilFlag;
753
754 /*--- End Pixel Transfer State ---*/
755
756 /** glPixelZoom */
757 GLfloat ZoomX, ZoomY;
758 };
759
760
761 /**
762 * Point attribute group (GL_POINT_BIT).
763 */
764 struct gl_point_attrib
765 {
766 GLfloat Size; /**< User-specified point size */
767 GLfloat Params[3]; /**< GL_EXT_point_parameters */
768 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
769 GLfloat Threshold; /**< GL_EXT_point_parameters */
770 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
771 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
772 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
773 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
774 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
775 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
776 };
777
778
779 /**
780 * Polygon attribute group (GL_POLYGON_BIT).
781 */
782 struct gl_polygon_attrib
783 {
784 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
785 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
786 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
787 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
788 GLboolean CullFlag; /**< Culling on/off flag */
789 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
790 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
791 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
792 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
793 GLfloat OffsetUnits; /**< Polygon offset units, from user */
794 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
795 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
796 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
797 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
798 };
799
800
801 /**
802 * Scissor attributes (GL_SCISSOR_BIT).
803 */
804 struct gl_scissor_rect
805 {
806 GLint X, Y; /**< Lower left corner of box */
807 GLsizei Width, Height; /**< Size of box */
808 };
809 struct gl_scissor_attrib
810 {
811 GLbitfield EnableFlags; /**< Scissor test enabled? */
812 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
813 GLint NumWindowRects; /**< Count of enabled window rectangles */
814 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
815 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
816 };
817
818
819 /**
820 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
821 *
822 * Three sets of stencil data are tracked so that OpenGL 2.0,
823 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
824 * simultaneously. In each of the stencil state arrays, element 0 corresponds
825 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
826 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
827 * GL_EXT_stencil_two_side GL_BACK state.
828 *
829 * The derived value \c _BackFace is either 1 or 2 depending on whether or
830 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
831 *
832 * The derived value \c _TestTwoSide is set when the front-face and back-face
833 * stencil state are different.
834 */
835 struct gl_stencil_attrib
836 {
837 GLboolean Enabled; /**< Enabled flag */
838 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
839 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
840 GLboolean _Enabled; /**< Enabled and stencil buffer present */
841 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
842 GLboolean _TestTwoSide;
843 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
844 GLenum Function[3]; /**< Stencil function */
845 GLenum FailFunc[3]; /**< Fail function */
846 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
847 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
848 GLint Ref[3]; /**< Reference value */
849 GLuint ValueMask[3]; /**< Value mask */
850 GLuint WriteMask[3]; /**< Write mask */
851 GLuint Clear; /**< Clear value */
852 };
853
854
855 /**
856 * An index for each type of texture object. These correspond to the GL
857 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
858 * Note: the order is from highest priority to lowest priority.
859 */
860 typedef enum
861 {
862 TEXTURE_2D_MULTISAMPLE_INDEX,
863 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
864 TEXTURE_CUBE_ARRAY_INDEX,
865 TEXTURE_BUFFER_INDEX,
866 TEXTURE_2D_ARRAY_INDEX,
867 TEXTURE_1D_ARRAY_INDEX,
868 TEXTURE_EXTERNAL_INDEX,
869 TEXTURE_CUBE_INDEX,
870 TEXTURE_3D_INDEX,
871 TEXTURE_RECT_INDEX,
872 TEXTURE_2D_INDEX,
873 TEXTURE_1D_INDEX,
874 NUM_TEXTURE_TARGETS
875 } gl_texture_index;
876
877
878 /**
879 * Bit flags for each type of texture object
880 */
881 /*@{*/
882 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
883 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
884 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
885 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
886 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
887 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
888 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
889 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
890 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
891 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
892 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
893 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
894 /*@}*/
895
896
897 /**
898 * Texture image state. Drivers will typically create a subclass of this
899 * with extra fields for memory buffers, etc.
900 */
901 struct gl_texture_image
902 {
903 GLint InternalFormat; /**< Internal format as given by the user */
904 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
905 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
906 * GL_INTENSITY, GL_DEPTH_COMPONENT or
907 * GL_DEPTH_STENCIL_EXT only. Used for
908 * choosing TexEnv arithmetic.
909 */
910 mesa_format TexFormat; /**< The actual texture memory format */
911
912 GLuint Border; /**< 0 or 1 */
913 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
914 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
915 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
916 GLuint Width2; /**< = Width - 2*Border */
917 GLuint Height2; /**< = Height - 2*Border */
918 GLuint Depth2; /**< = Depth - 2*Border */
919 GLuint WidthLog2; /**< = log2(Width2) */
920 GLuint HeightLog2; /**< = log2(Height2) */
921 GLuint DepthLog2; /**< = log2(Depth2) */
922 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
923 levels, computed from the dimensions */
924
925 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
926 GLuint Level; /**< Which mipmap level am I? */
927 /** Cube map face: index into gl_texture_object::Image[] array */
928 GLuint Face;
929
930 /** GL_ARB_texture_multisample */
931 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
932 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
933 };
934
935
936 /**
937 * Indexes for cube map faces.
938 */
939 typedef enum
940 {
941 FACE_POS_X = 0,
942 FACE_NEG_X = 1,
943 FACE_POS_Y = 2,
944 FACE_NEG_Y = 3,
945 FACE_POS_Z = 4,
946 FACE_NEG_Z = 5,
947 MAX_FACES = 6
948 } gl_face_index;
949
950
951 /**
952 * Sampler object state. These objects are new with GL_ARB_sampler_objects
953 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
954 */
955 struct gl_sampler_object
956 {
957 mtx_t Mutex;
958 GLuint Name;
959 GLint RefCount;
960 GLchar *Label; /**< GL_KHR_debug */
961
962 GLenum WrapS; /**< S-axis texture image wrap mode */
963 GLenum WrapT; /**< T-axis texture image wrap mode */
964 GLenum WrapR; /**< R-axis texture image wrap mode */
965 GLenum MinFilter; /**< minification filter */
966 GLenum MagFilter; /**< magnification filter */
967 union gl_color_union BorderColor; /**< Interpreted according to texture format */
968 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
969 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
970 GLfloat LodBias; /**< OpenGL 1.4 */
971 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
972 GLenum CompareMode; /**< GL_ARB_shadow */
973 GLenum CompareFunc; /**< GL_ARB_shadow */
974 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
975 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
976 };
977
978
979 /**
980 * Texture object state. Contains the array of mipmap images, border color,
981 * wrap modes, filter modes, and shadow/texcompare state.
982 */
983 struct gl_texture_object
984 {
985 mtx_t Mutex; /**< for thread safety */
986 GLint RefCount; /**< reference count */
987 GLuint Name; /**< the user-visible texture object ID */
988 GLchar *Label; /**< GL_KHR_debug */
989 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
990 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
991 Only valid when Target is valid. */
992
993 struct gl_sampler_object Sampler;
994
995 GLenum DepthMode; /**< GL_ARB_depth_texture */
996 bool StencilSampling; /**< Should we sample stencil instead of depth? */
997
998 GLfloat Priority; /**< in [0,1] */
999 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1000 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1001 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1002 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1003 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1004 GLint CropRect[4]; /**< GL_OES_draw_texture */
1005 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1006 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1007 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1008 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1009 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1010 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1011 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1012 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1013 pressure? */
1014 GLboolean Immutable; /**< GL_ARB_texture_storage */
1015 GLboolean _IsFloat; /**< GL_OES_float_texture */
1016 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1017
1018 GLuint MinLevel; /**< GL_ARB_texture_view */
1019 GLuint MinLayer; /**< GL_ARB_texture_view */
1020 GLuint NumLevels; /**< GL_ARB_texture_view */
1021 GLuint NumLayers; /**< GL_ARB_texture_view */
1022
1023 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1024 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1025
1026 /** GL_ARB_texture_buffer_object */
1027 struct gl_buffer_object *BufferObject;
1028 GLenum BufferObjectFormat;
1029 /** Equivalent Mesa format for BufferObjectFormat. */
1030 mesa_format _BufferObjectFormat;
1031 /** GL_ARB_texture_buffer_range */
1032 GLintptr BufferOffset;
1033 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1034
1035 /** GL_OES_EGL_image_external */
1036 GLint RequiredTextureImageUnits;
1037
1038 /** GL_ARB_shader_image_load_store */
1039 GLenum ImageFormatCompatibilityType;
1040 };
1041
1042
1043 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1044 #define MAX_COMBINER_TERMS 4
1045
1046
1047 /**
1048 * Texture combine environment state.
1049 */
1050 struct gl_tex_env_combine_state
1051 {
1052 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1053 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1054 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1055 GLenum SourceRGB[MAX_COMBINER_TERMS];
1056 GLenum SourceA[MAX_COMBINER_TERMS];
1057 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1058 GLenum OperandRGB[MAX_COMBINER_TERMS];
1059 GLenum OperandA[MAX_COMBINER_TERMS];
1060 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1061 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1062 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1063 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1064 };
1065
1066
1067 /**
1068 * TexGenEnabled flags.
1069 */
1070 /*@{*/
1071 #define S_BIT 1
1072 #define T_BIT 2
1073 #define R_BIT 4
1074 #define Q_BIT 8
1075 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1076 /*@}*/
1077
1078
1079 /**
1080 * Bit flag versions of the corresponding GL_ constants.
1081 */
1082 /*@{*/
1083 #define TEXGEN_SPHERE_MAP 0x1
1084 #define TEXGEN_OBJ_LINEAR 0x2
1085 #define TEXGEN_EYE_LINEAR 0x4
1086 #define TEXGEN_REFLECTION_MAP_NV 0x8
1087 #define TEXGEN_NORMAL_MAP_NV 0x10
1088
1089 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1090 TEXGEN_REFLECTION_MAP_NV | \
1091 TEXGEN_NORMAL_MAP_NV)
1092 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1093 TEXGEN_REFLECTION_MAP_NV | \
1094 TEXGEN_NORMAL_MAP_NV | \
1095 TEXGEN_EYE_LINEAR)
1096 /*@}*/
1097
1098
1099
1100 /** Tex-gen enabled for texture unit? */
1101 #define ENABLE_TEXGEN(unit) (1 << (unit))
1102
1103 /** Non-identity texture matrix for texture unit? */
1104 #define ENABLE_TEXMAT(unit) (1 << (unit))
1105
1106
1107 /**
1108 * Texture coord generation state.
1109 */
1110 struct gl_texgen
1111 {
1112 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1113 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1114 GLfloat ObjectPlane[4];
1115 GLfloat EyePlane[4];
1116 };
1117
1118
1119 /**
1120 * Texture unit state. Contains enable flags, texture environment/function/
1121 * combiners, texgen state, and pointers to current texture objects.
1122 */
1123 struct gl_texture_unit
1124 {
1125 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1126
1127 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1128 GLclampf EnvColor[4];
1129 GLfloat EnvColorUnclamped[4];
1130
1131 struct gl_texgen GenS;
1132 struct gl_texgen GenT;
1133 struct gl_texgen GenR;
1134 struct gl_texgen GenQ;
1135 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1136 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1137
1138 GLfloat LodBias; /**< for biasing mipmap levels */
1139
1140 /** Texture targets that have a non-default texture bound */
1141 GLbitfield _BoundTextures;
1142
1143 /** Current sampler object (GL_ARB_sampler_objects) */
1144 struct gl_sampler_object *Sampler;
1145
1146 /**
1147 * \name GL_EXT_texture_env_combine
1148 */
1149 struct gl_tex_env_combine_state Combine;
1150
1151 /**
1152 * Derived state based on \c EnvMode and the \c BaseFormat of the
1153 * currently enabled texture.
1154 */
1155 struct gl_tex_env_combine_state _EnvMode;
1156
1157 /**
1158 * Currently enabled combiner state. This will point to either
1159 * \c Combine or \c _EnvMode.
1160 */
1161 struct gl_tex_env_combine_state *_CurrentCombine;
1162
1163 /** Current texture object pointers */
1164 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1165
1166 /** Points to highest priority, complete and enabled texture object */
1167 struct gl_texture_object *_Current;
1168
1169 };
1170
1171
1172 /**
1173 * Texture attribute group (GL_TEXTURE_BIT).
1174 */
1175 struct gl_texture_attrib
1176 {
1177 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1178
1179 /** GL_ARB_seamless_cubemap */
1180 GLboolean CubeMapSeamless;
1181
1182 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1183
1184 /** GL_ARB_texture_buffer_object */
1185 struct gl_buffer_object *BufferObject;
1186
1187 /** Texture coord units/sets used for fragment texturing */
1188 GLbitfield _EnabledCoordUnits;
1189
1190 /** Texture coord units that have texgen enabled */
1191 GLbitfield _TexGenEnabled;
1192
1193 /** Texture coord units that have non-identity matrices */
1194 GLbitfield _TexMatEnabled;
1195
1196 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1197 GLbitfield _GenFlags;
1198
1199 /** Largest index of a texture unit with _Current != NULL. */
1200 GLint _MaxEnabledTexImageUnit;
1201
1202 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1203 GLint NumCurrentTexUsed;
1204
1205 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1206 };
1207
1208
1209 /**
1210 * Data structure representing a single clip plane (e.g. one of the elements
1211 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1212 */
1213 typedef GLfloat gl_clip_plane[4];
1214
1215
1216 /**
1217 * Transformation attribute group (GL_TRANSFORM_BIT).
1218 */
1219 struct gl_transform_attrib
1220 {
1221 GLenum MatrixMode; /**< Matrix mode */
1222 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1223 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1224 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1225 GLboolean Normalize; /**< Normalize all normals? */
1226 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1227 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1228 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1229 /** GL_ARB_clip_control */
1230 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1231 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1232 };
1233
1234
1235 /**
1236 * Viewport attribute group (GL_VIEWPORT_BIT).
1237 */
1238 struct gl_viewport_attrib
1239 {
1240 GLfloat X, Y; /**< position */
1241 GLfloat Width, Height; /**< size */
1242 GLdouble Near, Far; /**< Depth buffer range */
1243 };
1244
1245
1246 typedef enum {
1247 MAP_USER,
1248 MAP_INTERNAL,
1249
1250 MAP_COUNT
1251 } gl_map_buffer_index;
1252
1253
1254 /**
1255 * Fields describing a mapped buffer range.
1256 */
1257 struct gl_buffer_mapping {
1258 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1259 GLvoid *Pointer; /**< User-space address of mapping */
1260 GLintptr Offset; /**< Mapped offset */
1261 GLsizeiptr Length; /**< Mapped length */
1262 };
1263
1264
1265 /**
1266 * Usages we've seen for a buffer object.
1267 */
1268 typedef enum {
1269 USAGE_UNIFORM_BUFFER = 0x1,
1270 USAGE_TEXTURE_BUFFER = 0x2,
1271 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1272 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1273 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1274 USAGE_PIXEL_PACK_BUFFER = 0x20,
1275 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1276 } gl_buffer_usage;
1277
1278
1279 /**
1280 * GL_ARB_vertex/pixel_buffer_object buffer object
1281 */
1282 struct gl_buffer_object
1283 {
1284 mtx_t Mutex;
1285 GLint RefCount;
1286 GLuint Name;
1287 GLchar *Label; /**< GL_KHR_debug */
1288 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1289 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1290 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1291 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1292 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1293 GLboolean Written; /**< Ever written to? (for debugging) */
1294 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1295 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1296 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1297
1298 /** Counters used for buffer usage warnings */
1299 GLuint NumSubDataCalls;
1300 GLuint NumMapBufferWriteCalls;
1301
1302 struct gl_buffer_mapping Mappings[MAP_COUNT];
1303
1304 /** Memoization of min/max index computations for static index buffers */
1305 struct hash_table *MinMaxCache;
1306 unsigned MinMaxCacheHitIndices;
1307 unsigned MinMaxCacheMissIndices;
1308 bool MinMaxCacheDirty;
1309 };
1310
1311
1312 /**
1313 * Client pixel packing/unpacking attributes
1314 */
1315 struct gl_pixelstore_attrib
1316 {
1317 GLint Alignment;
1318 GLint RowLength;
1319 GLint SkipPixels;
1320 GLint SkipRows;
1321 GLint ImageHeight;
1322 GLint SkipImages;
1323 GLboolean SwapBytes;
1324 GLboolean LsbFirst;
1325 GLboolean Invert; /**< GL_MESA_pack_invert */
1326 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1327 GLint CompressedBlockHeight;
1328 GLint CompressedBlockDepth;
1329 GLint CompressedBlockSize;
1330 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1331 };
1332
1333
1334 /**
1335 * Client vertex array attributes
1336 */
1337 struct gl_client_array
1338 {
1339 GLint Size; /**< components per element (1,2,3,4) */
1340 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1341 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1342 GLsizei StrideB; /**< actual stride in bytes */
1343 GLuint _ElementSize; /**< size of each element in bytes */
1344 const GLubyte *Ptr; /**< Points to array data */
1345 GLboolean Normalized; /**< GL_ARB_vertex_program */
1346 GLboolean Integer; /**< Integer-valued? */
1347 GLboolean Doubles; /**< double precision values are not converted to floats */
1348 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1349
1350 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1351 };
1352
1353
1354 /**
1355 * Attributes to describe a vertex array.
1356 *
1357 * Contains the size, type, format and normalization flag,
1358 * along with the index of a vertex buffer binding point.
1359 *
1360 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1361 * and is only present for backwards compatibility reasons.
1362 * Rendering always uses VERTEX_BINDING_STRIDE.
1363 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1364 * and VERTEX_BINDING_STRIDE to the same value, while
1365 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1366 */
1367 struct gl_array_attributes
1368 {
1369 GLint Size; /**< Components per element (1,2,3,4) */
1370 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1371 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1372 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1373 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1374 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1375 GLboolean Enabled; /**< Whether the array is enabled */
1376 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1377 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1378 GLboolean Doubles; /**< double precision values are not converted to floats */
1379 GLuint _ElementSize; /**< Size of each element in bytes */
1380 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1381 };
1382
1383
1384 /**
1385 * This describes the buffer object used for a vertex array (or
1386 * multiple vertex arrays). If BufferObj points to the default/null
1387 * buffer object, then the vertex array lives in user memory and not a VBO.
1388 */
1389 struct gl_vertex_buffer_binding
1390 {
1391 GLintptr Offset; /**< User-specified offset */
1392 GLsizei Stride; /**< User-specified stride */
1393 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1394 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1395 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1396 };
1397
1398
1399 /**
1400 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1401 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1402 * extension.
1403 */
1404 struct gl_vertex_array_object
1405 {
1406 /** Name of the VAO as received from glGenVertexArray. */
1407 GLuint Name;
1408
1409 GLint RefCount;
1410
1411 GLchar *Label; /**< GL_KHR_debug */
1412
1413 mtx_t Mutex;
1414
1415 /**
1416 * Does the VAO use ARB semantics or Apple semantics?
1417 *
1418 * There are several ways in which ARB_vertex_array_object and
1419 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1420 * least,
1421 *
1422 * - ARB VAOs require that all array data be sourced from vertex buffer
1423 * objects, but Apple VAOs do not.
1424 *
1425 * - ARB VAOs require that names come from GenVertexArrays.
1426 *
1427 * This flag notes which behavior governs this VAO.
1428 */
1429 GLboolean ARBsemantics;
1430
1431 /**
1432 * Has this array object been bound?
1433 */
1434 GLboolean EverBound;
1435
1436 /**
1437 * Derived vertex attribute arrays
1438 *
1439 * This is a legacy data structure created from gl_vertex_attrib_array and
1440 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1441 */
1442 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1443
1444 /** Vertex attribute arrays */
1445 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1446
1447 /** Vertex buffer bindings */
1448 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1449
1450 /** Mask indicating which vertex arrays have vertex buffer associated. */
1451 GLbitfield64 VertexAttribBufferMask;
1452
1453 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1454 GLbitfield64 _Enabled;
1455
1456 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1457 GLbitfield64 NewArrays;
1458
1459 /** The index buffer (also known as the element array buffer in OpenGL). */
1460 struct gl_buffer_object *IndexBufferObj;
1461 };
1462
1463
1464 /** Used to signal when transitioning from one kind of drawing method
1465 * to another.
1466 */
1467 typedef enum {
1468 DRAW_NONE, /**< Initial value only */
1469 DRAW_BEGIN_END,
1470 DRAW_DISPLAY_LIST,
1471 DRAW_ARRAYS
1472 } gl_draw_method;
1473
1474 /**
1475 * Enum for the OpenGL APIs we know about and may support.
1476 *
1477 * NOTE: This must match the api_enum table in
1478 * src/mesa/main/get_hash_generator.py
1479 */
1480 typedef enum
1481 {
1482 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1483 API_OPENGLES,
1484 API_OPENGLES2,
1485 API_OPENGL_CORE,
1486 API_OPENGL_LAST = API_OPENGL_CORE
1487 } gl_api;
1488
1489 /**
1490 * Vertex array state
1491 */
1492 struct gl_array_attrib
1493 {
1494 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1495 struct gl_vertex_array_object *VAO;
1496
1497 /** The default vertex array object */
1498 struct gl_vertex_array_object *DefaultVAO;
1499
1500 /** The last VAO accessed by a DSA function */
1501 struct gl_vertex_array_object *LastLookedUpVAO;
1502
1503 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1504 struct _mesa_HashTable *Objects;
1505
1506 GLint ActiveTexture; /**< Client Active Texture */
1507 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1508 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1509
1510 /**
1511 * \name Primitive restart controls
1512 *
1513 * Primitive restart is enabled if either \c PrimitiveRestart or
1514 * \c PrimitiveRestartFixedIndex is set.
1515 */
1516 /*@{*/
1517 GLboolean PrimitiveRestart;
1518 GLboolean PrimitiveRestartFixedIndex;
1519 GLboolean _PrimitiveRestart;
1520 GLuint RestartIndex;
1521 /*@}*/
1522
1523 /** One of the DRAW_xxx flags, not consumed by drivers */
1524 gl_draw_method DrawMethod;
1525
1526 /* GL_ARB_vertex_buffer_object */
1527 struct gl_buffer_object *ArrayBufferObj;
1528
1529 /**
1530 * Vertex arrays as consumed by a driver.
1531 * The array pointer is set up only by the VBO module.
1532 */
1533 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1534
1535 /** Legal array datatypes and the API for which they have been computed */
1536 GLbitfield LegalTypesMask;
1537 gl_api LegalTypesMaskAPI;
1538 };
1539
1540
1541 /**
1542 * Feedback buffer state
1543 */
1544 struct gl_feedback
1545 {
1546 GLenum Type;
1547 GLbitfield _Mask; /**< FB_* bits */
1548 GLfloat *Buffer;
1549 GLuint BufferSize;
1550 GLuint Count;
1551 };
1552
1553
1554 /**
1555 * Selection buffer state
1556 */
1557 struct gl_selection
1558 {
1559 GLuint *Buffer; /**< selection buffer */
1560 GLuint BufferSize; /**< size of the selection buffer */
1561 GLuint BufferCount; /**< number of values in the selection buffer */
1562 GLuint Hits; /**< number of records in the selection buffer */
1563 GLuint NameStackDepth; /**< name stack depth */
1564 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1565 GLboolean HitFlag; /**< hit flag */
1566 GLfloat HitMinZ; /**< minimum hit depth */
1567 GLfloat HitMaxZ; /**< maximum hit depth */
1568 };
1569
1570
1571 /**
1572 * 1-D Evaluator control points
1573 */
1574 struct gl_1d_map
1575 {
1576 GLuint Order; /**< Number of control points */
1577 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1578 GLfloat *Points; /**< Points to contiguous control points */
1579 };
1580
1581
1582 /**
1583 * 2-D Evaluator control points
1584 */
1585 struct gl_2d_map
1586 {
1587 GLuint Uorder; /**< Number of control points in U dimension */
1588 GLuint Vorder; /**< Number of control points in V dimension */
1589 GLfloat u1, u2, du;
1590 GLfloat v1, v2, dv;
1591 GLfloat *Points; /**< Points to contiguous control points */
1592 };
1593
1594
1595 /**
1596 * All evaluator control point state
1597 */
1598 struct gl_evaluators
1599 {
1600 /**
1601 * \name 1-D maps
1602 */
1603 /*@{*/
1604 struct gl_1d_map Map1Vertex3;
1605 struct gl_1d_map Map1Vertex4;
1606 struct gl_1d_map Map1Index;
1607 struct gl_1d_map Map1Color4;
1608 struct gl_1d_map Map1Normal;
1609 struct gl_1d_map Map1Texture1;
1610 struct gl_1d_map Map1Texture2;
1611 struct gl_1d_map Map1Texture3;
1612 struct gl_1d_map Map1Texture4;
1613 /*@}*/
1614
1615 /**
1616 * \name 2-D maps
1617 */
1618 /*@{*/
1619 struct gl_2d_map Map2Vertex3;
1620 struct gl_2d_map Map2Vertex4;
1621 struct gl_2d_map Map2Index;
1622 struct gl_2d_map Map2Color4;
1623 struct gl_2d_map Map2Normal;
1624 struct gl_2d_map Map2Texture1;
1625 struct gl_2d_map Map2Texture2;
1626 struct gl_2d_map Map2Texture3;
1627 struct gl_2d_map Map2Texture4;
1628 /*@}*/
1629 };
1630
1631
1632 struct gl_transform_feedback_varying_info
1633 {
1634 char *Name;
1635 GLenum Type;
1636 GLint BufferIndex;
1637 GLint Size;
1638 GLint Offset;
1639 };
1640
1641
1642 /**
1643 * Per-output info vertex shaders for transform feedback.
1644 */
1645 struct gl_transform_feedback_output
1646 {
1647 uint32_t OutputRegister;
1648 uint32_t OutputBuffer;
1649 uint32_t NumComponents;
1650 uint32_t StreamId;
1651
1652 /** offset (in DWORDs) of this output within the interleaved structure */
1653 uint32_t DstOffset;
1654
1655 /**
1656 * Offset into the output register of the data to output. For example,
1657 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1658 * offset is in the y and z components of the output register.
1659 */
1660 uint32_t ComponentOffset;
1661 };
1662
1663
1664 struct gl_transform_feedback_buffer
1665 {
1666 uint32_t Binding;
1667
1668 uint32_t NumVaryings;
1669
1670 /**
1671 * Total number of components stored in each buffer. This may be used by
1672 * hardware back-ends to determine the correct stride when interleaving
1673 * multiple transform feedback outputs in the same buffer.
1674 */
1675 uint32_t Stride;
1676
1677 /**
1678 * Which transform feedback stream this buffer binding is associated with.
1679 */
1680 uint32_t Stream;
1681 };
1682
1683
1684 /** Post-link transform feedback info. */
1685 struct gl_transform_feedback_info
1686 {
1687 unsigned NumOutputs;
1688
1689 /* Bitmask of active buffer indices. */
1690 unsigned ActiveBuffers;
1691
1692 struct gl_transform_feedback_output *Outputs;
1693
1694 /** Transform feedback varyings used for the linking of this shader program.
1695 *
1696 * Use for glGetTransformFeedbackVarying().
1697 */
1698 struct gl_transform_feedback_varying_info *Varyings;
1699 GLint NumVarying;
1700
1701 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1702 };
1703
1704
1705 /**
1706 * Transform feedback object state
1707 */
1708 struct gl_transform_feedback_object
1709 {
1710 GLuint Name; /**< AKA the object ID */
1711 GLint RefCount;
1712 GLchar *Label; /**< GL_KHR_debug */
1713 GLboolean Active; /**< Is transform feedback enabled? */
1714 GLboolean Paused; /**< Is transform feedback paused? */
1715 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1716 at least once? */
1717 GLboolean EverBound; /**< Has this object been bound? */
1718
1719 /**
1720 * GLES: if Active is true, remaining number of primitives which can be
1721 * rendered without overflow. This is necessary to track because GLES
1722 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1723 * glDrawArraysInstanced would overflow transform feedback buffers.
1724 * Undefined if Active is false.
1725 *
1726 * Not tracked for desktop GL since it's unnecessary.
1727 */
1728 unsigned GlesRemainingPrims;
1729
1730 /**
1731 * The shader program active when BeginTransformFeedback() was called.
1732 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1733 * where stage is the pipeline stage that is the source of data for
1734 * transform feedback.
1735 */
1736 struct gl_shader_program *shader_program;
1737
1738 /** The feedback buffers */
1739 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1740 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1741
1742 /** Start of feedback data in dest buffer */
1743 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1744
1745 /**
1746 * Max data to put into dest buffer (in bytes). Computed based on
1747 * RequestedSize and the actual size of the buffer.
1748 */
1749 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1750
1751 /**
1752 * Size that was specified when the buffer was bound. If the buffer was
1753 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1754 * zero.
1755 */
1756 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1757 };
1758
1759
1760 /**
1761 * Context state for transform feedback.
1762 */
1763 struct gl_transform_feedback_state
1764 {
1765 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1766
1767 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1768 struct gl_buffer_object *CurrentBuffer;
1769
1770 /** The table of all transform feedback objects */
1771 struct _mesa_HashTable *Objects;
1772
1773 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1774 struct gl_transform_feedback_object *CurrentObject;
1775
1776 /** The default xform-fb object (Name==0) */
1777 struct gl_transform_feedback_object *DefaultObject;
1778 };
1779
1780
1781 /**
1782 * A "performance monitor" as described in AMD_performance_monitor.
1783 */
1784 struct gl_perf_monitor_object
1785 {
1786 GLuint Name;
1787
1788 /** True if the monitor is currently active (Begin called but not End). */
1789 GLboolean Active;
1790
1791 /**
1792 * True if the monitor has ended.
1793 *
1794 * This is distinct from !Active because it may never have began.
1795 */
1796 GLboolean Ended;
1797
1798 /**
1799 * A list of groups with currently active counters.
1800 *
1801 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1802 */
1803 unsigned *ActiveGroups;
1804
1805 /**
1806 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1807 *
1808 * Checking whether counter 'c' in group 'g' is active can be done via:
1809 *
1810 * BITSET_TEST(ActiveCounters[g], c)
1811 */
1812 GLuint **ActiveCounters;
1813 };
1814
1815
1816 union gl_perf_monitor_counter_value
1817 {
1818 float f;
1819 uint64_t u64;
1820 uint32_t u32;
1821 };
1822
1823
1824 struct gl_perf_monitor_counter
1825 {
1826 /** Human readable name for the counter. */
1827 const char *Name;
1828
1829 /**
1830 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1831 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1832 */
1833 GLenum Type;
1834
1835 /** Minimum counter value. */
1836 union gl_perf_monitor_counter_value Minimum;
1837
1838 /** Maximum counter value. */
1839 union gl_perf_monitor_counter_value Maximum;
1840 };
1841
1842
1843 struct gl_perf_monitor_group
1844 {
1845 /** Human readable name for the group. */
1846 const char *Name;
1847
1848 /**
1849 * Maximum number of counters in this group which can be active at the
1850 * same time.
1851 */
1852 GLuint MaxActiveCounters;
1853
1854 /** Array of counters within this group. */
1855 const struct gl_perf_monitor_counter *Counters;
1856 GLuint NumCounters;
1857 };
1858
1859
1860 /**
1861 * Context state for AMD_performance_monitor.
1862 */
1863 struct gl_perf_monitor_state
1864 {
1865 /** Array of performance monitor groups (indexed by group ID) */
1866 const struct gl_perf_monitor_group *Groups;
1867 GLuint NumGroups;
1868
1869 /** The table of all performance monitors. */
1870 struct _mesa_HashTable *Monitors;
1871 };
1872
1873
1874 /**
1875 * Names of the various vertex/fragment program register files, etc.
1876 *
1877 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1878 * All values should fit in a 4-bit field.
1879 *
1880 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1881 * considered to be "uniform" variables since they can only be set outside
1882 * glBegin/End. They're also all stored in the same Parameters array.
1883 */
1884 typedef enum
1885 {
1886 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1887 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1888 PROGRAM_INPUT, /**< machine->Inputs[] */
1889 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1890 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1891 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1892 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1893 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1894 PROGRAM_ADDRESS, /**< machine->AddressReg */
1895 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1896 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1897 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1898 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1899 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1900 PROGRAM_MEMORY, /**< for shared, global and local memory */
1901 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1902 PROGRAM_FILE_MAX
1903 } gl_register_file;
1904
1905
1906 /**
1907 * Base class for any kind of program object
1908 */
1909 struct gl_program
1910 {
1911 mtx_t Mutex;
1912 GLuint Id;
1913 GLint RefCount;
1914 GLubyte *String; /**< Null-terminated program text */
1915
1916 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1917 GLenum Format; /**< String encoding format */
1918
1919 struct prog_instruction *Instructions;
1920
1921 struct nir_shader *nir;
1922
1923 struct shader_info info;
1924
1925 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1926 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1927 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1928 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
1929 GLbitfield64 OutputsRead; /**< Bitmask of which output regs are read */
1930 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1931 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1932 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1933 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1934 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1935 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1936 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
1937
1938 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1939
1940 /**
1941 * For vertex and geometry shaders, true if the program uses the
1942 * gl_ClipDistance output. Ignored for fragment shaders.
1943 */
1944 unsigned ClipDistanceArraySize;
1945 unsigned CullDistanceArraySize;
1946
1947
1948 /** Named parameters, constants, etc. from program text */
1949 struct gl_program_parameter_list *Parameters;
1950
1951 /**
1952 * Local parameters used by the program.
1953 *
1954 * It's dynamically allocated because it is rarely used (just
1955 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1956 * allocated.
1957 */
1958 GLfloat (*LocalParams)[4];
1959
1960 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1961 GLubyte SamplerUnits[MAX_SAMPLERS];
1962
1963 /** Bitmask of which register files are read/written with indirect
1964 * addressing. Mask of (1 << PROGRAM_x) bits.
1965 */
1966 GLbitfield IndirectRegisterFiles;
1967
1968 /** Logical counts */
1969 /*@{*/
1970 GLuint NumInstructions;
1971 GLuint NumTemporaries;
1972 GLuint NumParameters;
1973 GLuint NumAttributes;
1974 GLuint NumAddressRegs;
1975 GLuint NumAluInstructions;
1976 GLuint NumTexInstructions;
1977 GLuint NumTexIndirections;
1978 /*@}*/
1979 /** Native, actual h/w counts */
1980 /*@{*/
1981 GLuint NumNativeInstructions;
1982 GLuint NumNativeTemporaries;
1983 GLuint NumNativeParameters;
1984 GLuint NumNativeAttributes;
1985 GLuint NumNativeAddressRegs;
1986 GLuint NumNativeAluInstructions;
1987 GLuint NumNativeTexInstructions;
1988 GLuint NumNativeTexIndirections;
1989 /*@}*/
1990
1991 /** Used by ARB assembly-style programs. Can only be true for vertex
1992 * programs.
1993 */
1994 GLboolean IsPositionInvariant;
1995 };
1996
1997
1998 /** Fragment program object */
1999 struct gl_fragment_program
2000 {
2001 struct gl_program Base; /**< base class */
2002 GLboolean UsesKill; /**< shader uses KIL instruction */
2003 GLboolean OriginUpperLeft;
2004 GLboolean PixelCenterInteger;
2005 enum gl_frag_depth_layout FragDepthLayout;
2006
2007 /**
2008 * GLSL interpolation qualifier associated with each fragment shader input.
2009 * For inputs that do not have an interpolation qualifier specified in
2010 * GLSL, the value is INTERP_MODE_NONE.
2011 */
2012 enum glsl_interp_mode InterpQualifier[VARYING_SLOT_MAX];
2013
2014 /**
2015 * Bitfield indicating, for each fragment shader input, 1 if that input
2016 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2017 */
2018 GLbitfield64 IsCentroid;
2019
2020 /**
2021 * Bitfield indicating, for each fragment shader input, 1 if that input
2022 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2023 */
2024 GLbitfield64 IsSample;
2025 };
2026
2027
2028 /** Compute program object */
2029 struct gl_compute_program
2030 {
2031 struct gl_program Base; /**< base class */
2032
2033 /**
2034 * Size specified using local_size_{x,y,z}.
2035 */
2036 unsigned LocalSize[3];
2037
2038 /**
2039 * Size of shared variables accessed by the compute shader.
2040 */
2041 unsigned SharedSize;
2042 };
2043
2044
2045 /**
2046 * State common to vertex and fragment programs.
2047 */
2048 struct gl_program_state
2049 {
2050 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2051 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2052 };
2053
2054
2055 /**
2056 * Context state for vertex programs.
2057 */
2058 struct gl_vertex_program_state
2059 {
2060 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2061 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2062 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2063 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2064 /** Computed two sided lighting for fixed function/programs. */
2065 GLboolean _TwoSideEnabled;
2066 struct gl_program *Current; /**< User-bound vertex program */
2067
2068 /** Currently enabled and valid vertex program (including internal
2069 * programs, user-defined vertex programs and GLSL vertex shaders).
2070 * This is the program we must use when rendering.
2071 */
2072 struct gl_program *_Current;
2073
2074 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2075
2076 /** Should fixed-function T&L be implemented with a vertex prog? */
2077 GLboolean _MaintainTnlProgram;
2078
2079 /** Program to emulate fixed-function T&L (see above) */
2080 struct gl_program *_TnlProgram;
2081
2082 /** Cache of fixed-function programs */
2083 struct gl_program_cache *Cache;
2084
2085 GLboolean _Overriden;
2086 };
2087
2088 /**
2089 * Context state for tessellation control programs.
2090 */
2091 struct gl_tess_ctrl_program_state
2092 {
2093 /** Currently bound and valid shader. */
2094 struct gl_program *_Current;
2095
2096 GLint patch_vertices;
2097 GLfloat patch_default_outer_level[4];
2098 GLfloat patch_default_inner_level[2];
2099 };
2100
2101 /**
2102 * Context state for tessellation evaluation programs.
2103 */
2104 struct gl_tess_eval_program_state
2105 {
2106 /** Currently bound and valid shader. */
2107 struct gl_program *_Current;
2108 };
2109
2110 /**
2111 * Context state for geometry programs.
2112 */
2113 struct gl_geometry_program_state
2114 {
2115 /** Currently enabled and valid program (including internal programs
2116 * and compiled shader programs).
2117 */
2118 struct gl_program *_Current;
2119 };
2120
2121 /**
2122 * Context state for fragment programs.
2123 */
2124 struct gl_fragment_program_state
2125 {
2126 GLboolean Enabled; /**< User-set fragment program enable flag */
2127 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2128 struct gl_fragment_program *Current; /**< User-bound fragment program */
2129
2130 /** Currently enabled and valid fragment program (including internal
2131 * programs, user-defined fragment programs and GLSL fragment shaders).
2132 * This is the program we must use when rendering.
2133 */
2134 struct gl_fragment_program *_Current;
2135
2136 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2137
2138 /** Should fixed-function texturing be implemented with a fragment prog? */
2139 GLboolean _MaintainTexEnvProgram;
2140
2141 /** Program to emulate fixed-function texture env/combine (see above) */
2142 struct gl_fragment_program *_TexEnvProgram;
2143
2144 /** Cache of fixed-function programs */
2145 struct gl_program_cache *Cache;
2146 };
2147
2148
2149 /**
2150 * Context state for compute programs.
2151 */
2152 struct gl_compute_program_state
2153 {
2154 /** Currently enabled and valid program (including internal programs
2155 * and compiled shader programs).
2156 */
2157 struct gl_compute_program *_Current;
2158 };
2159
2160
2161 /**
2162 * ATI_fragment_shader runtime state
2163 */
2164
2165 struct atifs_instruction;
2166 struct atifs_setupinst;
2167
2168 /**
2169 * ATI fragment shader
2170 */
2171 struct ati_fragment_shader
2172 {
2173 GLuint Id;
2174 GLint RefCount;
2175 struct atifs_instruction *Instructions[2];
2176 struct atifs_setupinst *SetupInst[2];
2177 GLfloat Constants[8][4];
2178 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2179 GLubyte numArithInstr[2];
2180 GLubyte regsAssigned[2];
2181 GLubyte NumPasses; /**< 1 or 2 */
2182 GLubyte cur_pass;
2183 GLubyte last_optype;
2184 GLboolean interpinp1;
2185 GLboolean isValid;
2186 GLuint swizzlerq;
2187 struct gl_program *Program;
2188 };
2189
2190 /**
2191 * Context state for GL_ATI_fragment_shader
2192 */
2193 struct gl_ati_fragment_shader_state
2194 {
2195 GLboolean Enabled;
2196 GLboolean _Enabled; /**< enabled and valid shader? */
2197 GLboolean Compiling;
2198 GLfloat GlobalConstants[8][4];
2199 struct ati_fragment_shader *Current;
2200 };
2201
2202 /**
2203 * Shader subroutine function definition
2204 */
2205 struct gl_subroutine_function
2206 {
2207 char *name;
2208 int index;
2209 int num_compat_types;
2210 const struct glsl_type **types;
2211 };
2212
2213 /**
2214 * Shader information needed by both gl_shader and gl_linked shader.
2215 */
2216 struct gl_shader_info
2217 {
2218 bool uses_builtin_functions;
2219 bool uses_gl_fragcoord;
2220 bool redeclares_gl_fragcoord;
2221 bool ARB_fragment_coord_conventions_enable;
2222
2223 /**
2224 * Fragment shader state from GLSL 1.50 layout qualifiers.
2225 */
2226 bool origin_upper_left;
2227 bool pixel_center_integer;
2228
2229 struct {
2230 /** Global xfb_stride out qualifier if any */
2231 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2232 } TransformFeedback;
2233
2234 /**
2235 * Tessellation Control shader state from layout qualifiers.
2236 */
2237 struct {
2238 /**
2239 * 0 - vertices not declared in shader, or
2240 * 1 .. GL_MAX_PATCH_VERTICES
2241 */
2242 GLint VerticesOut;
2243 } TessCtrl;
2244
2245 /**
2246 * Tessellation Evaluation shader state from layout qualifiers.
2247 */
2248 struct {
2249 /**
2250 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2251 * in this shader.
2252 */
2253 GLenum PrimitiveMode;
2254 /**
2255 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2256 * in this shader.
2257 */
2258 GLenum Spacing;
2259 /**
2260 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2261 */
2262 GLenum VertexOrder;
2263 /**
2264 * 1, 0, or -1 if it's not set in this shader.
2265 */
2266 int PointMode;
2267 } TessEval;
2268
2269 /**
2270 * Geometry shader state from GLSL 1.50 layout qualifiers.
2271 */
2272 struct {
2273 GLint VerticesOut;
2274 /**
2275 * 0 - Invocations count not declared in shader, or
2276 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2277 */
2278 GLint Invocations;
2279 /**
2280 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2281 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2282 * shader.
2283 */
2284 GLenum InputType;
2285 /**
2286 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2287 * it's not set in this shader.
2288 */
2289 GLenum OutputType;
2290 } Geom;
2291
2292 /**
2293 * Whether early fragment tests are enabled as defined by
2294 * ARB_shader_image_load_store.
2295 */
2296 bool EarlyFragmentTests;
2297
2298 /**
2299 * A bitmask of gl_advanced_blend_mode values
2300 */
2301 GLbitfield BlendSupport;
2302
2303 /**
2304 * Compute shader state from ARB_compute_shader and
2305 * ARB_compute_variable_group_size layout qualifiers.
2306 */
2307 struct {
2308 /**
2309 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2310 * it's not set in this shader.
2311 */
2312 unsigned LocalSize[3];
2313
2314 /**
2315 * Whether a variable work group size has been specified as defined by
2316 * ARB_compute_variable_group_size.
2317 */
2318 bool LocalSizeVariable;
2319 } Comp;
2320 };
2321
2322 /**
2323 * A linked GLSL shader object.
2324 */
2325 struct gl_linked_shader
2326 {
2327 gl_shader_stage Stage;
2328
2329 struct gl_program *Program; /**< Post-compile assembly code */
2330
2331 /**
2332 * \name Sampler tracking
2333 *
2334 * \note Each of these fields is only set post-linking.
2335 */
2336 /*@{*/
2337 unsigned num_samplers; /**< Number of samplers used by this shader. */
2338 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2339 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2340 /*@}*/
2341
2342 /**
2343 * Map from sampler unit to texture unit (set by glUniform1i())
2344 *
2345 * A sampler unit is associated with each sampler uniform by the linker.
2346 * The sampler unit associated with each uniform is stored in the
2347 * \c gl_uniform_storage::sampler field.
2348 */
2349 GLubyte SamplerUnits[MAX_SAMPLERS];
2350 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2351 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2352
2353 /**
2354 * Number of default uniform block components used by this shader.
2355 *
2356 * This field is only set post-linking.
2357 */
2358 unsigned num_uniform_components;
2359
2360 /**
2361 * Number of combined uniform components used by this shader.
2362 *
2363 * This field is only set post-linking. It is the sum of the uniform block
2364 * sizes divided by sizeof(float), and num_uniform_compoennts.
2365 */
2366 unsigned num_combined_uniform_components;
2367
2368 unsigned NumUniformBlocks;
2369 struct gl_uniform_block **UniformBlocks;
2370
2371 unsigned NumShaderStorageBlocks;
2372 struct gl_uniform_block **ShaderStorageBlocks;
2373
2374 struct exec_list *ir;
2375 struct exec_list *packed_varyings;
2376 struct exec_list *fragdata_arrays;
2377 struct glsl_symbol_table *symbols;
2378
2379 /**
2380 * Map from image uniform index to image unit (set by glUniform1i())
2381 *
2382 * An image uniform index is associated with each image uniform by
2383 * the linker. The image index associated with each uniform is
2384 * stored in the \c gl_uniform_storage::image field.
2385 */
2386 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2387
2388 /**
2389 * Access qualifier specified in the shader for each image uniform
2390 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2391 * GL_READ_WRITE.
2392 *
2393 * It may be different, though only more strict than the value of
2394 * \c gl_image_unit::Access for the corresponding image unit.
2395 */
2396 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2397
2398 /**
2399 * Number of image uniforms defined in the shader. It specifies
2400 * the number of valid elements in the \c ImageUnits and \c
2401 * ImageAccess arrays above.
2402 */
2403 GLuint NumImages;
2404
2405 struct gl_active_atomic_buffer **AtomicBuffers;
2406 unsigned NumAtomicBuffers;
2407
2408 /**
2409 * Number of types for subroutine uniforms.
2410 */
2411 GLuint NumSubroutineUniformTypes;
2412
2413 /**
2414 * Subroutine uniform remap table
2415 * based on the program level uniform remap table.
2416 */
2417 GLuint NumSubroutineUniforms; /* non-sparse total */
2418 GLuint NumSubroutineUniformRemapTable;
2419 struct gl_uniform_storage **SubroutineUniformRemapTable;
2420
2421 /**
2422 * Num of subroutine functions for this stage
2423 * and storage for them.
2424 */
2425 GLuint NumSubroutineFunctions;
2426 GLuint MaxSubroutineFunctionIndex;
2427 struct gl_subroutine_function *SubroutineFunctions;
2428
2429 struct gl_shader_info info;
2430 };
2431
2432 static inline GLbitfield gl_external_samplers(struct gl_linked_shader *shader)
2433 {
2434 GLbitfield external_samplers = 0;
2435 GLbitfield mask = shader->active_samplers;
2436
2437 while (mask) {
2438 int idx = u_bit_scan(&mask);
2439 if (shader->SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2440 external_samplers |= (1 << idx);
2441 }
2442
2443 return external_samplers;
2444 }
2445
2446 /**
2447 * A GLSL shader object.
2448 */
2449 struct gl_shader
2450 {
2451 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2452 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2453 * Must be the first field.
2454 */
2455 GLenum Type;
2456 gl_shader_stage Stage;
2457 GLuint Name; /**< AKA the handle */
2458 GLint RefCount; /**< Reference count */
2459 GLchar *Label; /**< GL_KHR_debug */
2460 GLboolean DeletePending;
2461 GLboolean CompileStatus;
2462 bool IsES; /**< True if this shader uses GLSL ES */
2463
2464 GLuint SourceChecksum; /**< for debug/logging purposes */
2465 const GLchar *Source; /**< Source code string */
2466
2467 GLchar *InfoLog;
2468
2469 unsigned Version; /**< GLSL version used for linking */
2470
2471 struct exec_list *ir;
2472 struct glsl_symbol_table *symbols;
2473
2474 struct gl_shader_info info;
2475 };
2476
2477
2478 struct gl_uniform_buffer_variable
2479 {
2480 char *Name;
2481
2482 /**
2483 * Name of the uniform as seen by glGetUniformIndices.
2484 *
2485 * glGetUniformIndices requires that the block instance index \b not be
2486 * present in the name of queried uniforms.
2487 *
2488 * \note
2489 * \c gl_uniform_buffer_variable::IndexName and
2490 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2491 */
2492 char *IndexName;
2493
2494 const struct glsl_type *Type;
2495 unsigned int Offset;
2496 GLboolean RowMajor;
2497 };
2498
2499
2500 enum gl_uniform_block_packing
2501 {
2502 ubo_packing_std140,
2503 ubo_packing_shared,
2504 ubo_packing_packed,
2505 ubo_packing_std430
2506 };
2507
2508
2509 struct gl_uniform_block
2510 {
2511 /** Declared name of the uniform block */
2512 char *Name;
2513
2514 /** Array of supplemental information about UBO ir_variables. */
2515 struct gl_uniform_buffer_variable *Uniforms;
2516 GLuint NumUniforms;
2517
2518 /**
2519 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2520 * with glBindBufferBase to bind a buffer object to this uniform block. When
2521 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2522 */
2523 GLuint Binding;
2524
2525 /**
2526 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2527 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2528 */
2529 GLuint UniformBufferSize;
2530
2531 /** Stages that reference this block */
2532 uint8_t stageref;
2533
2534 /**
2535 * Layout specified in the shader
2536 *
2537 * This isn't accessible through the API, but it is used while
2538 * cross-validating uniform blocks.
2539 */
2540 enum gl_uniform_block_packing _Packing;
2541 GLboolean _RowMajor;
2542 };
2543
2544 /**
2545 * Structure that represents a reference to an atomic buffer from some
2546 * shader program.
2547 */
2548 struct gl_active_atomic_buffer
2549 {
2550 /** Uniform indices of the atomic counters declared within it. */
2551 GLuint *Uniforms;
2552 GLuint NumUniforms;
2553
2554 /** Binding point index associated with it. */
2555 GLuint Binding;
2556
2557 /** Minimum reasonable size it is expected to have. */
2558 GLuint MinimumSize;
2559
2560 /** Shader stages making use of it. */
2561 GLboolean StageReferences[MESA_SHADER_STAGES];
2562 };
2563
2564 /**
2565 * Data container for shader queries. This holds only the minimal
2566 * amount of required information for resource queries to work.
2567 */
2568 struct gl_shader_variable
2569 {
2570 /**
2571 * Declared type of the variable
2572 */
2573 const struct glsl_type *type;
2574
2575 /**
2576 * If the variable is in an interface block, this is the type of the block.
2577 */
2578 const struct glsl_type *interface_type;
2579
2580 /**
2581 * For variables inside structs (possibly recursively), this is the
2582 * outermost struct type.
2583 */
2584 const struct glsl_type *outermost_struct_type;
2585
2586 /**
2587 * Declared name of the variable
2588 */
2589 char *name;
2590
2591 /**
2592 * Storage location of the base of this variable
2593 *
2594 * The precise meaning of this field depends on the nature of the variable.
2595 *
2596 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2597 * - Vertex shader output: one of the values from \c gl_varying_slot.
2598 * - Geometry shader input: one of the values from \c gl_varying_slot.
2599 * - Geometry shader output: one of the values from \c gl_varying_slot.
2600 * - Fragment shader input: one of the values from \c gl_varying_slot.
2601 * - Fragment shader output: one of the values from \c gl_frag_result.
2602 * - Uniforms: Per-stage uniform slot number for default uniform block.
2603 * - Uniforms: Index within the uniform block definition for UBO members.
2604 * - Non-UBO Uniforms: explicit location until linking then reused to
2605 * store uniform slot number.
2606 * - Other: This field is not currently used.
2607 *
2608 * If the variable is a uniform, shader input, or shader output, and the
2609 * slot has not been assigned, the value will be -1.
2610 */
2611 int location;
2612
2613 /**
2614 * Specifies the first component the variable is stored in as per
2615 * ARB_enhanced_layouts.
2616 */
2617 unsigned component:2;
2618
2619 /**
2620 * Output index for dual source blending.
2621 *
2622 * \note
2623 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2624 * source blending.
2625 */
2626 unsigned index:1;
2627
2628 /**
2629 * Specifies whether a shader input/output is per-patch in tessellation
2630 * shader stages.
2631 */
2632 unsigned patch:1;
2633
2634 /**
2635 * Storage class of the variable.
2636 *
2637 * \sa (n)ir_variable_mode
2638 */
2639 unsigned mode:4;
2640
2641 /**
2642 * Interpolation mode for shader inputs / outputs
2643 *
2644 * \sa glsl_interp_mode
2645 */
2646 unsigned interpolation:2;
2647
2648 /**
2649 * Was the location explicitly set in the shader?
2650 *
2651 * If the location is explicitly set in the shader, it \b cannot be changed
2652 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2653 * no effect).
2654 */
2655 unsigned explicit_location:1;
2656
2657 /**
2658 * Precision qualifier.
2659 */
2660 unsigned precision:2;
2661 };
2662
2663 /**
2664 * Active resource in a gl_shader_program
2665 */
2666 struct gl_program_resource
2667 {
2668 GLenum Type; /** Program interface type. */
2669 const void *Data; /** Pointer to resource associated data structure. */
2670 uint8_t StageReferences; /** Bitmask of shader stage references. */
2671 };
2672
2673 /**
2674 * A GLSL program object.
2675 * Basically a linked collection of vertex and fragment shaders.
2676 */
2677 struct gl_shader_program
2678 {
2679 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2680 GLuint Name; /**< aka handle or ID */
2681 GLchar *Label; /**< GL_KHR_debug */
2682 GLint RefCount; /**< Reference count */
2683 GLboolean DeletePending;
2684
2685 /**
2686 * Is the application intending to glGetProgramBinary this program?
2687 */
2688 GLboolean BinaryRetreivableHint;
2689
2690 /**
2691 * Indicates whether program can be bound for individual pipeline stages
2692 * using UseProgramStages after it is next linked.
2693 */
2694 GLboolean SeparateShader;
2695
2696 GLuint NumShaders; /**< number of attached shaders */
2697 struct gl_shader **Shaders; /**< List of attached the shaders */
2698
2699 /**
2700 * User-defined attribute bindings
2701 *
2702 * These are set via \c glBindAttribLocation and are used to direct the
2703 * GLSL linker. These are \b not the values used in the compiled shader,
2704 * and they are \b not the values returned by \c glGetAttribLocation.
2705 */
2706 struct string_to_uint_map *AttributeBindings;
2707
2708 /**
2709 * User-defined fragment data bindings
2710 *
2711 * These are set via \c glBindFragDataLocation and are used to direct the
2712 * GLSL linker. These are \b not the values used in the compiled shader,
2713 * and they are \b not the values returned by \c glGetFragDataLocation.
2714 */
2715 struct string_to_uint_map *FragDataBindings;
2716 struct string_to_uint_map *FragDataIndexBindings;
2717
2718 /**
2719 * Transform feedback varyings last specified by
2720 * glTransformFeedbackVaryings().
2721 *
2722 * For the current set of transform feedback varyings used for transform
2723 * feedback output, see LinkedTransformFeedback.
2724 */
2725 struct {
2726 GLenum BufferMode;
2727 /** Global xfb_stride out qualifier if any */
2728 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2729 GLuint NumVarying;
2730 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2731 } TransformFeedback;
2732
2733 /** Post-link transform feedback info. */
2734 struct gl_transform_feedback_info LinkedTransformFeedback;
2735
2736 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2737 enum gl_frag_depth_layout FragDepthLayout;
2738
2739 /**
2740 * Tessellation Evaluation shader state from layout qualifiers.
2741 */
2742 struct {
2743 /**
2744 * True if gl_ClipDistance is written to. Copied into
2745 * gl_program by _mesa_copy_linked_program_data().
2746 */
2747 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2748 0 if not present. */
2749 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2750 0 if not present. */
2751 } TessEval;
2752
2753 /**
2754 * Geometry shader state - copied into gl_program by
2755 * _mesa_copy_linked_program_data().
2756 */
2757 struct {
2758 GLint VerticesIn;
2759
2760 /**
2761 * True if gl_ClipDistance is written to. Copied into
2762 * gl_program by _mesa_copy_linked_program_data().
2763 */
2764 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2765 0 if not present. */
2766 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2767 0 if not present. */
2768 bool UsesEndPrimitive;
2769 bool UsesStreams;
2770 } Geom;
2771
2772 /** Vertex shader state */
2773 struct {
2774 /**
2775 * True if gl_ClipDistance is written to. Copied into gl_program
2776 * by _mesa_copy_linked_program_data().
2777 */
2778 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2779 0 if not present. */
2780 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2781 0 if not present. */
2782 } Vert;
2783
2784 /**
2785 * Compute shader state - copied into gl_compute_program by
2786 * _mesa_copy_linked_program_data().
2787 */
2788 struct {
2789 /**
2790 * If this shader contains a compute stage, size specified using
2791 * local_size_{x,y,z}. Otherwise undefined.
2792 */
2793 unsigned LocalSize[3];
2794 /**
2795 * Size of shared variables accessed by the compute shader.
2796 */
2797 unsigned SharedSize;
2798
2799 /**
2800 * Whether a variable work group size has been specified.
2801 */
2802 bool LocalSizeVariable;
2803 } Comp;
2804
2805 /* post-link info: */
2806 unsigned NumUniformStorage;
2807 unsigned NumHiddenUniforms;
2808 struct gl_uniform_storage *UniformStorage;
2809
2810 /**
2811 * Mapping from GL uniform locations returned by \c glUniformLocation to
2812 * UniformStorage entries. Arrays will have multiple contiguous slots
2813 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2814 */
2815 unsigned NumUniformRemapTable;
2816 struct gl_uniform_storage **UniformRemapTable;
2817
2818 /**
2819 * Sometimes there are empty slots left over in UniformRemapTable after we
2820 * allocate slots to explicit locations. This list stores the blocks of
2821 * continuous empty slots inside UniformRemapTable.
2822 */
2823 struct exec_list EmptyUniformLocations;
2824
2825 /**
2826 * Size of the gl_ClipDistance array that is output from the last pipeline
2827 * stage before the fragment shader.
2828 */
2829 unsigned LastClipDistanceArraySize;
2830 unsigned LastCullDistanceArraySize;
2831
2832 unsigned NumUniformBlocks;
2833 struct gl_uniform_block *UniformBlocks;
2834
2835 unsigned NumShaderStorageBlocks;
2836 struct gl_uniform_block *ShaderStorageBlocks;
2837
2838 /**
2839 * Map of active uniform names to locations
2840 *
2841 * Maps any active uniform that is not an array element to a location.
2842 * Each active uniform, including individual structure members will appear
2843 * in this map. This roughly corresponds to the set of names that would be
2844 * enumerated by \c glGetActiveUniform.
2845 */
2846 struct string_to_uint_map *UniformHash;
2847
2848 struct gl_active_atomic_buffer *AtomicBuffers;
2849 unsigned NumAtomicBuffers;
2850
2851 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2852 GLboolean Validated;
2853 GLboolean _Used; /**< Ever used for drawing? */
2854 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2855 GLchar *InfoLog;
2856
2857 unsigned Version; /**< GLSL version used for linking */
2858 bool IsES; /**< True if this program uses GLSL ES */
2859
2860 /**
2861 * Per-stage shaders resulting from the first stage of linking.
2862 *
2863 * Set of linked shaders for this program. The array is accessed using the
2864 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2865 * \c NULL.
2866 */
2867 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2868
2869 /** List of all active resources after linking. */
2870 struct gl_program_resource *ProgramResourceList;
2871 unsigned NumProgramResourceList;
2872
2873 /* True if any of the fragment shaders attached to this program use:
2874 * #extension ARB_fragment_coord_conventions: enable
2875 */
2876 GLboolean ARB_fragment_coord_conventions_enable;
2877 };
2878
2879
2880 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2881 #define GLSL_LOG 0x2 /**< Write shaders to files */
2882 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2883 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2884 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2885 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2886 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2887 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2888 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2889 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2890
2891
2892 /**
2893 * Context state for GLSL vertex/fragment shaders.
2894 * Extended to support pipeline object
2895 */
2896 struct gl_pipeline_object
2897 {
2898 /** Name of the pipeline object as received from glGenProgramPipelines.
2899 * It would be 0 for shaders without separate shader objects.
2900 */
2901 GLuint Name;
2902
2903 GLint RefCount;
2904
2905 mtx_t Mutex;
2906
2907 GLchar *Label; /**< GL_KHR_debug */
2908
2909 /**
2910 * Programs used for rendering
2911 *
2912 * There is a separate program set for each shader stage.
2913 */
2914 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2915
2916 struct gl_shader_program *_CurrentFragmentProgram;
2917
2918 /**
2919 * Program used by glUniform calls.
2920 *
2921 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2922 */
2923 struct gl_shader_program *ActiveProgram;
2924
2925 GLbitfield Flags; /**< Mask of GLSL_x flags */
2926
2927 GLboolean EverBound; /**< Has the pipeline object been created */
2928
2929 GLboolean Validated; /**< Pipeline Validation status */
2930
2931 GLchar *InfoLog;
2932 };
2933
2934 /**
2935 * Context state for GLSL pipeline shaders.
2936 */
2937 struct gl_pipeline_shader_state
2938 {
2939 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2940 struct gl_pipeline_object *Current;
2941
2942 /* Default Object to ensure that _Shader is never NULL */
2943 struct gl_pipeline_object *Default;
2944
2945 /** Pipeline objects */
2946 struct _mesa_HashTable *Objects;
2947 };
2948
2949 /**
2950 * Compiler options for a single GLSL shaders type
2951 */
2952 struct gl_shader_compiler_options
2953 {
2954 /** Driver-selectable options: */
2955 GLboolean EmitNoLoops;
2956 GLboolean EmitNoFunctions;
2957 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2958 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2959 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2960 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2961 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
2962 * gl_CullDistance together from
2963 * float[8] to vec4[2]
2964 **/
2965
2966 /**
2967 * \name Forms of indirect addressing the driver cannot do.
2968 */
2969 /*@{*/
2970 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2971 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2972 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2973 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2974 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2975 /*@}*/
2976
2977 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2978 GLuint MaxUnrollIterations;
2979
2980 /**
2981 * Optimize code for array of structures backends.
2982 *
2983 * This is a proxy for:
2984 * - preferring DP4 instructions (rather than MUL/MAD) for
2985 * matrix * vector operations, such as position transformation.
2986 */
2987 GLboolean OptimizeForAOS;
2988
2989 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2990
2991 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
2992 GLboolean ClampBlockIndicesToArrayBounds;
2993
2994 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
2995 * variable access to intrinsics. */
2996
2997 const struct nir_shader_compiler_options *NirOptions;
2998 };
2999
3000
3001 /**
3002 * Occlusion/timer query object.
3003 */
3004 struct gl_query_object
3005 {
3006 GLenum Target; /**< The query target, when active */
3007 GLuint Id; /**< hash table ID/name */
3008 GLchar *Label; /**< GL_KHR_debug */
3009 GLuint64EXT Result; /**< the counter */
3010 GLboolean Active; /**< inside Begin/EndQuery */
3011 GLboolean Ready; /**< result is ready? */
3012 GLboolean EverBound;/**< has query object ever been bound */
3013 GLuint Stream; /**< The stream */
3014 };
3015
3016
3017 /**
3018 * Context state for query objects.
3019 */
3020 struct gl_query_state
3021 {
3022 struct _mesa_HashTable *QueryObjects;
3023 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3024 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3025
3026 /** GL_NV_conditional_render */
3027 struct gl_query_object *CondRenderQuery;
3028
3029 /** GL_EXT_transform_feedback */
3030 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3031 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3032
3033 /** GL_ARB_timer_query */
3034 struct gl_query_object *TimeElapsed;
3035
3036 /** GL_ARB_pipeline_statistics_query */
3037 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3038
3039 GLenum CondRenderMode;
3040 };
3041
3042
3043 /** Sync object state */
3044 struct gl_sync_object
3045 {
3046 GLenum Type; /**< GL_SYNC_FENCE */
3047 GLuint Name; /**< Fence name */
3048 GLchar *Label; /**< GL_KHR_debug */
3049 GLint RefCount; /**< Reference count */
3050 GLboolean DeletePending; /**< Object was deleted while there were still
3051 * live references (e.g., sync not yet finished)
3052 */
3053 GLenum SyncCondition;
3054 GLbitfield Flags; /**< Flags passed to glFenceSync */
3055 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3056 };
3057
3058
3059 /**
3060 * State which can be shared by multiple contexts:
3061 */
3062 struct gl_shared_state
3063 {
3064 mtx_t Mutex; /**< for thread safety */
3065 GLint RefCount; /**< Reference count */
3066 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3067 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3068 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3069
3070 /** Default texture objects (shared by all texture units) */
3071 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3072
3073 /** Fallback texture used when a bound texture is incomplete */
3074 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3075
3076 /**
3077 * \name Thread safety and statechange notification for texture
3078 * objects.
3079 *
3080 * \todo Improve the granularity of locking.
3081 */
3082 /*@{*/
3083 mtx_t TexMutex; /**< texobj thread safety */
3084 GLuint TextureStateStamp; /**< state notification for shared tex */
3085 /*@}*/
3086
3087 /** Default buffer object for vertex arrays that aren't in VBOs */
3088 struct gl_buffer_object *NullBufferObj;
3089
3090 /**
3091 * \name Vertex/geometry/fragment programs
3092 */
3093 /*@{*/
3094 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3095 struct gl_program *DefaultVertexProgram;
3096 struct gl_fragment_program *DefaultFragmentProgram;
3097 /*@}*/
3098
3099 /* GL_ATI_fragment_shader */
3100 struct _mesa_HashTable *ATIShaders;
3101 struct ati_fragment_shader *DefaultFragmentShader;
3102
3103 struct _mesa_HashTable *BufferObjects;
3104
3105 /** Table of both gl_shader and gl_shader_program objects */
3106 struct _mesa_HashTable *ShaderObjects;
3107
3108 /* GL_EXT_framebuffer_object */
3109 struct _mesa_HashTable *RenderBuffers;
3110 struct _mesa_HashTable *FrameBuffers;
3111
3112 /* GL_ARB_sync */
3113 struct set *SyncObjects;
3114
3115 /** GL_ARB_sampler_objects */
3116 struct _mesa_HashTable *SamplerObjects;
3117
3118 /**
3119 * Some context in this share group was affected by a GPU reset
3120 *
3121 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3122 * been affected by a GPU reset must also return
3123 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3124 *
3125 * Once this field becomes true, it is never reset to false.
3126 */
3127 bool ShareGroupReset;
3128 };
3129
3130
3131
3132 /**
3133 * Renderbuffers represent drawing surfaces such as color, depth and/or
3134 * stencil. A framebuffer object has a set of renderbuffers.
3135 * Drivers will typically derive subclasses of this type.
3136 */
3137 struct gl_renderbuffer
3138 {
3139 mtx_t Mutex; /**< for thread safety */
3140 GLuint ClassID; /**< Useful for drivers */
3141 GLuint Name;
3142 GLchar *Label; /**< GL_KHR_debug */
3143 GLint RefCount;
3144 GLuint Width, Height;
3145 GLuint Depth;
3146 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3147 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3148 /**
3149 * True for renderbuffers that wrap textures, giving the driver a chance to
3150 * flush render caches through the FinishRenderTexture hook.
3151 *
3152 * Drivers may also set this on renderbuffers other than those generated by
3153 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3154 * called without a rb->TexImage.
3155 */
3156 GLboolean NeedsFinishRenderTexture;
3157 GLubyte NumSamples;
3158 GLenum InternalFormat; /**< The user-specified format */
3159 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3160 GL_STENCIL_INDEX. */
3161 mesa_format Format; /**< The actual renderbuffer memory format */
3162 /**
3163 * Pointer to the texture image if this renderbuffer wraps a texture,
3164 * otherwise NULL.
3165 *
3166 * Note that the reference on the gl_texture_object containing this
3167 * TexImage is held by the gl_renderbuffer_attachment.
3168 */
3169 struct gl_texture_image *TexImage;
3170
3171 /** Delete this renderbuffer */
3172 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3173
3174 /** Allocate new storage for this renderbuffer */
3175 GLboolean (*AllocStorage)(struct gl_context *ctx,
3176 struct gl_renderbuffer *rb,
3177 GLenum internalFormat,
3178 GLuint width, GLuint height);
3179 };
3180
3181
3182 /**
3183 * A renderbuffer attachment points to either a texture object (and specifies
3184 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3185 */
3186 struct gl_renderbuffer_attachment
3187 {
3188 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3189 GLboolean Complete;
3190
3191 /**
3192 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3193 * application supplied renderbuffer object.
3194 */
3195 struct gl_renderbuffer *Renderbuffer;
3196
3197 /**
3198 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3199 * supplied texture object.
3200 */
3201 struct gl_texture_object *Texture;
3202 GLuint TextureLevel; /**< Attached mipmap level. */
3203 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3204 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3205 * and 2D array textures */
3206 GLboolean Layered;
3207 };
3208
3209
3210 /**
3211 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3212 * In C++ terms, think of this as a base class from which device drivers
3213 * will make derived classes.
3214 */
3215 struct gl_framebuffer
3216 {
3217 mtx_t Mutex; /**< for thread safety */
3218 /**
3219 * If zero, this is a window system framebuffer. If non-zero, this
3220 * is a FBO framebuffer; note that for some devices (i.e. those with
3221 * a natural pixel coordinate system for FBOs that differs from the
3222 * OpenGL/Mesa coordinate system), this means that the viewport,
3223 * polygon face orientation, and polygon stipple will have to be inverted.
3224 */
3225 GLuint Name;
3226 GLint RefCount;
3227
3228 GLchar *Label; /**< GL_KHR_debug */
3229
3230 GLboolean DeletePending;
3231
3232 /**
3233 * The framebuffer's visual. Immutable if this is a window system buffer.
3234 * Computed from attachments if user-made FBO.
3235 */
3236 struct gl_config Visual;
3237
3238 /**
3239 * Size of frame buffer in pixels. If there are no attachments, then both
3240 * of these are 0.
3241 */
3242 GLuint Width, Height;
3243
3244 /**
3245 * In the case that the framebuffer has no attachment (i.e.
3246 * GL_ARB_framebuffer_no_attachments) then the geometry of
3247 * the framebuffer is specified by the default values.
3248 */
3249 struct {
3250 GLuint Width, Height, Layers, NumSamples;
3251 GLboolean FixedSampleLocations;
3252 /* Derived from NumSamples by the driver so that it can choose a valid
3253 * value for the hardware.
3254 */
3255 GLuint _NumSamples;
3256 } DefaultGeometry;
3257
3258 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3259 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3260 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3261 */
3262 /*@{*/
3263 GLint _Xmin, _Xmax;
3264 GLint _Ymin, _Ymax;
3265 /*@}*/
3266
3267 /** \name Derived Z buffer stuff */
3268 /*@{*/
3269 GLuint _DepthMax; /**< Max depth buffer value */
3270 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3271 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3272 /*@}*/
3273
3274 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3275 GLenum _Status;
3276
3277 /** Whether one of Attachment has Type != GL_NONE
3278 * NOTE: the values for Width and Height are set to 0 in case of having
3279 * no attachments, a backend driver supporting the extension
3280 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3281 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3282 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3283 * _Ymax do NOT take into account _HasAttachments being false). To get the
3284 * geometry of the framebuffer, the helper functions
3285 * _mesa_geometric_width(),
3286 * _mesa_geometric_height(),
3287 * _mesa_geometric_samples() and
3288 * _mesa_geometric_layers()
3289 * are available that check _HasAttachments.
3290 */
3291 bool _HasAttachments;
3292
3293 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3294
3295 /* ARB_color_buffer_float */
3296 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3297 GLboolean _HasSNormOrFloatColorBuffer;
3298
3299 /**
3300 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3301 * is not layered. For cube maps and cube map arrays, each cube face
3302 * counts as a layer. As the case for Width, Height a backend driver
3303 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3304 * in the case that _HasAttachments is false
3305 */
3306 GLuint MaxNumLayers;
3307
3308 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3309 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3310
3311 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3312 * attribute group and GL_PIXEL attribute group, respectively.
3313 */
3314 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3315 GLenum ColorReadBuffer;
3316
3317 /** Computed from ColorDraw/ReadBuffer above */
3318 GLuint _NumColorDrawBuffers;
3319 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3320 GLint _ColorReadBufferIndex; /* -1 = None */
3321 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3322 struct gl_renderbuffer *_ColorReadBuffer;
3323
3324 /** Delete this framebuffer */
3325 void (*Delete)(struct gl_framebuffer *fb);
3326 };
3327
3328
3329 /**
3330 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3331 */
3332 struct gl_precision
3333 {
3334 GLushort RangeMin; /**< min value exponent */
3335 GLushort RangeMax; /**< max value exponent */
3336 GLushort Precision; /**< number of mantissa bits */
3337 };
3338
3339
3340 /**
3341 * Limits for vertex, geometry and fragment programs/shaders.
3342 */
3343 struct gl_program_constants
3344 {
3345 /* logical limits */
3346 GLuint MaxInstructions;
3347 GLuint MaxAluInstructions;
3348 GLuint MaxTexInstructions;
3349 GLuint MaxTexIndirections;
3350 GLuint MaxAttribs;
3351 GLuint MaxTemps;
3352 GLuint MaxAddressRegs;
3353 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3354 GLuint MaxParameters;
3355 GLuint MaxLocalParams;
3356 GLuint MaxEnvParams;
3357 /* native/hardware limits */
3358 GLuint MaxNativeInstructions;
3359 GLuint MaxNativeAluInstructions;
3360 GLuint MaxNativeTexInstructions;
3361 GLuint MaxNativeTexIndirections;
3362 GLuint MaxNativeAttribs;
3363 GLuint MaxNativeTemps;
3364 GLuint MaxNativeAddressRegs;
3365 GLuint MaxNativeParameters;
3366 /* For shaders */
3367 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3368
3369 /**
3370 * \name Per-stage input / output limits
3371 *
3372 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3373 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3374 * ES). This is stored as \c gl_constants::MaxVarying.
3375 *
3376 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3377 * variables. Each stage as a certain number of outputs that it can feed
3378 * to the next stage and a certain number inputs that it can consume from
3379 * the previous stage.
3380 *
3381 * Vertex shader inputs do not participate this in this accounting.
3382 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3383 *
3384 * Fragment shader outputs do not participate this in this accounting.
3385 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3386 */
3387 /*@{*/
3388 GLuint MaxInputComponents;
3389 GLuint MaxOutputComponents;
3390 /*@}*/
3391
3392 /* ES 2.0 and GL_ARB_ES2_compatibility */
3393 struct gl_precision LowFloat, MediumFloat, HighFloat;
3394 struct gl_precision LowInt, MediumInt, HighInt;
3395 /* GL_ARB_uniform_buffer_object */
3396 GLuint MaxUniformBlocks;
3397 GLuint MaxCombinedUniformComponents;
3398 GLuint MaxTextureImageUnits;
3399
3400 /* GL_ARB_shader_atomic_counters */
3401 GLuint MaxAtomicBuffers;
3402 GLuint MaxAtomicCounters;
3403
3404 /* GL_ARB_shader_image_load_store */
3405 GLuint MaxImageUniforms;
3406
3407 /* GL_ARB_shader_storage_buffer_object */
3408 GLuint MaxShaderStorageBlocks;
3409 };
3410
3411
3412 /**
3413 * Constants which may be overridden by device driver during context creation
3414 * but are never changed after that.
3415 */
3416 struct gl_constants
3417 {
3418 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3419 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3420 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3421 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3422 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3423 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3424 GLuint MaxTextureCoordUnits;
3425 GLuint MaxCombinedTextureImageUnits;
3426 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3427 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3428 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3429 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3430
3431 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3432
3433 GLuint MaxArrayLockSize;
3434
3435 GLint SubPixelBits;
3436
3437 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3438 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3439 GLfloat PointSizeGranularity;
3440 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3441 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3442 GLfloat LineWidthGranularity;
3443
3444 GLuint MaxClipPlanes;
3445 GLuint MaxLights;
3446 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3447 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3448
3449 GLuint MaxViewportWidth, MaxViewportHeight;
3450 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3451 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3452 struct {
3453 GLfloat Min;
3454 GLfloat Max;
3455 } ViewportBounds; /**< GL_ARB_viewport_array */
3456 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3457
3458 struct gl_program_constants Program[MESA_SHADER_STAGES];
3459 GLuint MaxProgramMatrices;
3460 GLuint MaxProgramMatrixStackDepth;
3461
3462 struct {
3463 GLuint SamplesPassed;
3464 GLuint TimeElapsed;
3465 GLuint Timestamp;
3466 GLuint PrimitivesGenerated;
3467 GLuint PrimitivesWritten;
3468 GLuint VerticesSubmitted;
3469 GLuint PrimitivesSubmitted;
3470 GLuint VsInvocations;
3471 GLuint TessPatches;
3472 GLuint TessInvocations;
3473 GLuint GsInvocations;
3474 GLuint GsPrimitives;
3475 GLuint FsInvocations;
3476 GLuint ComputeInvocations;
3477 GLuint ClInPrimitives;
3478 GLuint ClOutPrimitives;
3479 } QueryCounterBits;
3480
3481 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3482
3483 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3484 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3485 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3486
3487 /**
3488 * GL_ARB_framebuffer_no_attachments
3489 */
3490 GLuint MaxFramebufferWidth;
3491 GLuint MaxFramebufferHeight;
3492 GLuint MaxFramebufferLayers;
3493 GLuint MaxFramebufferSamples;
3494
3495 /** Number of varying vectors between any two shader stages. */
3496 GLuint MaxVarying;
3497
3498 /** @{
3499 * GL_ARB_uniform_buffer_object
3500 */
3501 GLuint MaxCombinedUniformBlocks;
3502 GLuint MaxUniformBufferBindings;
3503 GLuint MaxUniformBlockSize;
3504 GLuint UniformBufferOffsetAlignment;
3505 /** @} */
3506
3507 /** @{
3508 * GL_ARB_shader_storage_buffer_object
3509 */
3510 GLuint MaxCombinedShaderStorageBlocks;
3511 GLuint MaxShaderStorageBufferBindings;
3512 GLuint MaxShaderStorageBlockSize;
3513 GLuint ShaderStorageBufferOffsetAlignment;
3514 /** @} */
3515
3516 /**
3517 * GL_ARB_explicit_uniform_location
3518 */
3519 GLuint MaxUserAssignableUniformLocations;
3520
3521 /** geometry shader */
3522 GLuint MaxGeometryOutputVertices;
3523 GLuint MaxGeometryTotalOutputComponents;
3524
3525 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3526
3527 /**
3528 * Changes default GLSL extension behavior from "error" to "warn". It's out
3529 * of spec, but it can make some apps work that otherwise wouldn't.
3530 */
3531 GLboolean ForceGLSLExtensionsWarn;
3532
3533 /**
3534 * If non-zero, forces GLSL shaders to behave as if they began
3535 * with "#version ForceGLSLVersion".
3536 */
3537 GLuint ForceGLSLVersion;
3538
3539 /**
3540 * Allow GLSL #extension directives in the middle of shaders.
3541 */
3542 GLboolean AllowGLSLExtensionDirectiveMidShader;
3543
3544 /**
3545 * Force uninitialized variables to default to zero.
3546 */
3547 GLboolean GLSLZeroInit;
3548
3549 /**
3550 * Does the driver support real 32-bit integers? (Otherwise, integers are
3551 * simulated via floats.)
3552 */
3553 GLboolean NativeIntegers;
3554
3555 /**
3556 * Does VertexID count from zero or from base vertex?
3557 *
3558 * \note
3559 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3560 * ignored and need not be set.
3561 */
3562 bool VertexID_is_zero_based;
3563
3564 /**
3565 * If the driver supports real 32-bit integers, what integer value should be
3566 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3567 */
3568 GLuint UniformBooleanTrue;
3569
3570 /**
3571 * Maximum amount of time, measured in nanseconds, that the server can wait.
3572 */
3573 GLuint64 MaxServerWaitTimeout;
3574
3575 /** GL_EXT_provoking_vertex */
3576 GLboolean QuadsFollowProvokingVertexConvention;
3577
3578 /** GL_ARB_viewport_array */
3579 GLenum LayerAndVPIndexProvokingVertex;
3580
3581 /** OpenGL version 3.0 */
3582 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3583
3584 /** OpenGL version 3.2 */
3585 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3586
3587 /** OpenGL version 4.4 */
3588 GLuint MaxVertexAttribStride;
3589
3590 /** GL_EXT_transform_feedback */
3591 GLuint MaxTransformFeedbackBuffers;
3592 GLuint MaxTransformFeedbackSeparateComponents;
3593 GLuint MaxTransformFeedbackInterleavedComponents;
3594 GLuint MaxVertexStreams;
3595
3596 /** GL_EXT_gpu_shader4 */
3597 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3598
3599 /** GL_ARB_texture_gather */
3600 GLuint MinProgramTextureGatherOffset;
3601 GLuint MaxProgramTextureGatherOffset;
3602 GLuint MaxProgramTextureGatherComponents;
3603
3604 /* GL_ARB_robustness */
3605 GLenum ResetStrategy;
3606
3607 /* GL_ARB_blend_func_extended */
3608 GLuint MaxDualSourceDrawBuffers;
3609
3610 /**
3611 * Whether the implementation strips out and ignores texture borders.
3612 *
3613 * Many GPU hardware implementations don't support rendering with texture
3614 * borders and mipmapped textures. (Note: not static border color, but the
3615 * old 1-pixel border around each edge). Implementations then have to do
3616 * slow fallbacks to be correct, or just ignore the border and be fast but
3617 * wrong. Setting the flag strips the border off of TexImage calls,
3618 * providing "fast but wrong" at significantly reduced driver complexity.
3619 *
3620 * Texture borders are deprecated in GL 3.0.
3621 **/
3622 GLboolean StripTextureBorder;
3623
3624 /**
3625 * For drivers which can do a better job at eliminating unused uniforms
3626 * than the GLSL compiler.
3627 *
3628 * XXX Remove these as soon as a better solution is available.
3629 */
3630 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3631
3632 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3633 bool GLSLFragCoordIsSysVal;
3634 bool GLSLFrontFacingIsSysVal;
3635
3636 /**
3637 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3638 * than passing the transform feedback object to the drawing function.
3639 */
3640 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3641
3642 /** GL_ARB_map_buffer_alignment */
3643 GLuint MinMapBufferAlignment;
3644
3645 /**
3646 * Disable varying packing. This is out of spec, but potentially useful
3647 * for older platforms that supports a limited number of texture
3648 * indirections--on these platforms, unpacking the varyings in the fragment
3649 * shader increases the number of texture indirections by 1, which might
3650 * make some shaders not executable at all.
3651 *
3652 * Drivers that support transform feedback must set this value to GL_FALSE.
3653 */
3654 GLboolean DisableVaryingPacking;
3655
3656 /**
3657 * Should meaningful names be generated for compiler temporary variables?
3658 *
3659 * Generally, it is not useful to have the compiler generate "meaningful"
3660 * names for temporary variables that it creates. This can, however, be a
3661 * useful debugging aid. In Mesa debug builds or release builds when
3662 * MESA_GLSL is set at run-time, meaningful names will be generated.
3663 * Drivers can also force names to be generated by setting this field.
3664 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3665 * vertex shader assembly) is set at run-time.
3666 */
3667 bool GenerateTemporaryNames;
3668
3669 /*
3670 * Maximum value supported for an index in DrawElements and friends.
3671 *
3672 * This must be at least (1ull<<24)-1. The default value is
3673 * (1ull<<32)-1.
3674 *
3675 * \since ES 3.0 or GL_ARB_ES3_compatibility
3676 * \sa _mesa_init_constants
3677 */
3678 GLuint64 MaxElementIndex;
3679
3680 /**
3681 * Disable interpretation of line continuations (lines ending with a
3682 * backslash character ('\') in GLSL source.
3683 */
3684 GLboolean DisableGLSLLineContinuations;
3685
3686 /** GL_ARB_texture_multisample */
3687 GLint MaxColorTextureSamples;
3688 GLint MaxDepthTextureSamples;
3689 GLint MaxIntegerSamples;
3690
3691 /**
3692 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3693 * samples are laid out in a rectangular grid roughly corresponding to
3694 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3695 * are used to map indices of rectangular grid to sample numbers within
3696 * a pixel. This mapping of indices to sample numbers must be initialized
3697 * by the driver for the target hardware. For example, if we have the 8X
3698 * MSAA sample number layout (sample positions) for XYZ hardware:
3699 *
3700 * sample indices layout sample number layout
3701 * --------- ---------
3702 * | 0 | 1 | | a | b |
3703 * --------- ---------
3704 * | 2 | 3 | | c | d |
3705 * --------- ---------
3706 * | 4 | 5 | | e | f |
3707 * --------- ---------
3708 * | 6 | 7 | | g | h |
3709 * --------- ---------
3710 *
3711 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3712 *
3713 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3714 * below:
3715 * SampleMap8x = {a, b, c, d, e, f, g, h};
3716 *
3717 * Follow the logic for sample counts 2-8.
3718 *
3719 * For 16x the sample indices layout as a 4x4 grid as follows:
3720 *
3721 * -----------------
3722 * | 0 | 1 | 2 | 3 |
3723 * -----------------
3724 * | 4 | 5 | 6 | 7 |
3725 * -----------------
3726 * | 8 | 9 |10 |11 |
3727 * -----------------
3728 * |12 |13 |14 |15 |
3729 * -----------------
3730 */
3731 uint8_t SampleMap2x[2];
3732 uint8_t SampleMap4x[4];
3733 uint8_t SampleMap8x[8];
3734 uint8_t SampleMap16x[16];
3735
3736 /** GL_ARB_shader_atomic_counters */
3737 GLuint MaxAtomicBufferBindings;
3738 GLuint MaxAtomicBufferSize;
3739 GLuint MaxCombinedAtomicBuffers;
3740 GLuint MaxCombinedAtomicCounters;
3741
3742 /** GL_ARB_vertex_attrib_binding */
3743 GLint MaxVertexAttribRelativeOffset;
3744 GLint MaxVertexAttribBindings;
3745
3746 /* GL_ARB_shader_image_load_store */
3747 GLuint MaxImageUnits;
3748 GLuint MaxCombinedShaderOutputResources;
3749 GLuint MaxImageSamples;
3750 GLuint MaxCombinedImageUniforms;
3751
3752 /** GL_ARB_compute_shader */
3753 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3754 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3755 GLuint MaxComputeWorkGroupInvocations;
3756 GLuint MaxComputeSharedMemorySize;
3757
3758 /** GL_ARB_compute_variable_group_size */
3759 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3760 GLuint MaxComputeVariableGroupInvocations;
3761
3762 /** GL_ARB_gpu_shader5 */
3763 GLfloat MinFragmentInterpolationOffset;
3764 GLfloat MaxFragmentInterpolationOffset;
3765
3766 GLboolean FakeSWMSAA;
3767
3768 /** GL_KHR_context_flush_control */
3769 GLenum ContextReleaseBehavior;
3770
3771 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3772
3773 /** GL_ARB_tessellation_shader */
3774 GLuint MaxPatchVertices;
3775 GLuint MaxTessGenLevel;
3776 GLuint MaxTessPatchComponents;
3777 GLuint MaxTessControlTotalOutputComponents;
3778 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3779 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3780 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3781 bool PrimitiveRestartForPatches;
3782 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3783 * gl_LocalInvocationIndex based on
3784 * other builtin variables. */
3785
3786 /** GL_OES_primitive_bounding_box */
3787 bool NoPrimitiveBoundingBoxOutput;
3788 };
3789
3790
3791 /**
3792 * Enable flag for each OpenGL extension. Different device drivers will
3793 * enable different extensions at runtime.
3794 */
3795 struct gl_extensions
3796 {
3797 GLboolean dummy; /* don't remove this! */
3798 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3799 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3800 GLboolean ANGLE_texture_compression_dxt;
3801 GLboolean ARB_ES2_compatibility;
3802 GLboolean ARB_ES3_compatibility;
3803 GLboolean ARB_ES3_1_compatibility;
3804 GLboolean ARB_ES3_2_compatibility;
3805 GLboolean ARB_arrays_of_arrays;
3806 GLboolean ARB_base_instance;
3807 GLboolean ARB_blend_func_extended;
3808 GLboolean ARB_buffer_storage;
3809 GLboolean ARB_clear_texture;
3810 GLboolean ARB_clip_control;
3811 GLboolean ARB_color_buffer_float;
3812 GLboolean ARB_compute_shader;
3813 GLboolean ARB_compute_variable_group_size;
3814 GLboolean ARB_conditional_render_inverted;
3815 GLboolean ARB_conservative_depth;
3816 GLboolean ARB_copy_image;
3817 GLboolean ARB_cull_distance;
3818 GLboolean ARB_depth_buffer_float;
3819 GLboolean ARB_depth_clamp;
3820 GLboolean ARB_depth_texture;
3821 GLboolean ARB_derivative_control;
3822 GLboolean ARB_draw_buffers_blend;
3823 GLboolean ARB_draw_elements_base_vertex;
3824 GLboolean ARB_draw_indirect;
3825 GLboolean ARB_draw_instanced;
3826 GLboolean ARB_fragment_coord_conventions;
3827 GLboolean ARB_fragment_layer_viewport;
3828 GLboolean ARB_fragment_program;
3829 GLboolean ARB_fragment_program_shadow;
3830 GLboolean ARB_fragment_shader;
3831 GLboolean ARB_framebuffer_no_attachments;
3832 GLboolean ARB_framebuffer_object;
3833 GLboolean ARB_enhanced_layouts;
3834 GLboolean ARB_explicit_attrib_location;
3835 GLboolean ARB_explicit_uniform_location;
3836 GLboolean ARB_gpu_shader5;
3837 GLboolean ARB_gpu_shader_fp64;
3838 GLboolean ARB_half_float_vertex;
3839 GLboolean ARB_indirect_parameters;
3840 GLboolean ARB_instanced_arrays;
3841 GLboolean ARB_internalformat_query;
3842 GLboolean ARB_internalformat_query2;
3843 GLboolean ARB_map_buffer_range;
3844 GLboolean ARB_occlusion_query;
3845 GLboolean ARB_occlusion_query2;
3846 GLboolean ARB_pipeline_statistics_query;
3847 GLboolean ARB_point_sprite;
3848 GLboolean ARB_query_buffer_object;
3849 GLboolean ARB_robust_buffer_access_behavior;
3850 GLboolean ARB_sample_shading;
3851 GLboolean ARB_seamless_cube_map;
3852 GLboolean ARB_shader_atomic_counter_ops;
3853 GLboolean ARB_shader_atomic_counters;
3854 GLboolean ARB_shader_bit_encoding;
3855 GLboolean ARB_shader_clock;
3856 GLboolean ARB_shader_draw_parameters;
3857 GLboolean ARB_shader_group_vote;
3858 GLboolean ARB_shader_image_load_store;
3859 GLboolean ARB_shader_image_size;
3860 GLboolean ARB_shader_precision;
3861 GLboolean ARB_shader_stencil_export;
3862 GLboolean ARB_shader_storage_buffer_object;
3863 GLboolean ARB_shader_subroutine;
3864 GLboolean ARB_shader_texture_image_samples;
3865 GLboolean ARB_shader_texture_lod;
3866 GLboolean ARB_shader_viewport_layer_array;
3867 GLboolean ARB_shading_language_packing;
3868 GLboolean ARB_shading_language_420pack;
3869 GLboolean ARB_shadow;
3870 GLboolean ARB_stencil_texturing;
3871 GLboolean ARB_sync;
3872 GLboolean ARB_tessellation_shader;
3873 GLboolean ARB_texture_border_clamp;
3874 GLboolean ARB_texture_buffer_object;
3875 GLboolean ARB_texture_buffer_object_rgb32;
3876 GLboolean ARB_texture_buffer_range;
3877 GLboolean ARB_texture_compression_bptc;
3878 GLboolean ARB_texture_compression_rgtc;
3879 GLboolean ARB_texture_cube_map;
3880 GLboolean ARB_texture_cube_map_array;
3881 GLboolean ARB_texture_env_combine;
3882 GLboolean ARB_texture_env_crossbar;
3883 GLboolean ARB_texture_env_dot3;
3884 GLboolean ARB_texture_float;
3885 GLboolean ARB_texture_gather;
3886 GLboolean ARB_texture_mirror_clamp_to_edge;
3887 GLboolean ARB_texture_multisample;
3888 GLboolean ARB_texture_non_power_of_two;
3889 GLboolean ARB_texture_stencil8;
3890 GLboolean ARB_texture_query_levels;
3891 GLboolean ARB_texture_query_lod;
3892 GLboolean ARB_texture_rg;
3893 GLboolean ARB_texture_rgb10_a2ui;
3894 GLboolean ARB_texture_view;
3895 GLboolean ARB_timer_query;
3896 GLboolean ARB_transform_feedback2;
3897 GLboolean ARB_transform_feedback3;
3898 GLboolean ARB_transform_feedback_instanced;
3899 GLboolean ARB_uniform_buffer_object;
3900 GLboolean ARB_vertex_attrib_64bit;
3901 GLboolean ARB_vertex_program;
3902 GLboolean ARB_vertex_shader;
3903 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3904 GLboolean ARB_vertex_type_2_10_10_10_rev;
3905 GLboolean ARB_viewport_array;
3906 GLboolean EXT_blend_color;
3907 GLboolean EXT_blend_equation_separate;
3908 GLboolean EXT_blend_func_separate;
3909 GLboolean EXT_blend_minmax;
3910 GLboolean EXT_depth_bounds_test;
3911 GLboolean EXT_draw_buffers2;
3912 GLboolean EXT_framebuffer_multisample;
3913 GLboolean EXT_framebuffer_multisample_blit_scaled;
3914 GLboolean EXT_framebuffer_sRGB;
3915 GLboolean EXT_gpu_program_parameters;
3916 GLboolean EXT_gpu_shader4;
3917 GLboolean EXT_packed_float;
3918 GLboolean EXT_pixel_buffer_object;
3919 GLboolean EXT_point_parameters;
3920 GLboolean EXT_polygon_offset_clamp;
3921 GLboolean EXT_provoking_vertex;
3922 GLboolean EXT_shader_integer_mix;
3923 GLboolean EXT_shader_samples_identical;
3924 GLboolean EXT_stencil_two_side;
3925 GLboolean EXT_texture_array;
3926 GLboolean EXT_texture_compression_latc;
3927 GLboolean EXT_texture_compression_s3tc;
3928 GLboolean EXT_texture_env_dot3;
3929 GLboolean EXT_texture_filter_anisotropic;
3930 GLboolean EXT_texture_integer;
3931 GLboolean EXT_texture_mirror_clamp;
3932 GLboolean EXT_texture_shared_exponent;
3933 GLboolean EXT_texture_snorm;
3934 GLboolean EXT_texture_sRGB;
3935 GLboolean EXT_texture_sRGB_decode;
3936 GLboolean EXT_texture_swizzle;
3937 GLboolean EXT_transform_feedback;
3938 GLboolean EXT_timer_query;
3939 GLboolean EXT_vertex_array_bgra;
3940 GLboolean EXT_window_rectangles;
3941 GLboolean OES_copy_image;
3942 GLboolean OES_primitive_bounding_box;
3943 GLboolean OES_sample_variables;
3944 GLboolean OES_standard_derivatives;
3945 GLboolean OES_texture_buffer;
3946 GLboolean OES_texture_cube_map_array;
3947 GLboolean OES_viewport_array;
3948 /* vendor extensions */
3949 GLboolean AMD_performance_monitor;
3950 GLboolean AMD_pinned_memory;
3951 GLboolean AMD_seamless_cubemap_per_texture;
3952 GLboolean AMD_vertex_shader_layer;
3953 GLboolean AMD_vertex_shader_viewport_index;
3954 GLboolean ANDROID_extension_pack_es31a;
3955 GLboolean APPLE_object_purgeable;
3956 GLboolean ATI_meminfo;
3957 GLboolean ATI_texture_compression_3dc;
3958 GLboolean ATI_texture_mirror_once;
3959 GLboolean ATI_texture_env_combine3;
3960 GLboolean ATI_fragment_shader;
3961 GLboolean ATI_separate_stencil;
3962 GLboolean GREMEDY_string_marker;
3963 GLboolean INTEL_performance_query;
3964 GLboolean KHR_blend_equation_advanced;
3965 GLboolean KHR_blend_equation_advanced_coherent;
3966 GLboolean KHR_robustness;
3967 GLboolean KHR_texture_compression_astc_hdr;
3968 GLboolean KHR_texture_compression_astc_ldr;
3969 GLboolean KHR_texture_compression_astc_sliced_3d;
3970 GLboolean MESA_pack_invert;
3971 GLboolean MESA_shader_framebuffer_fetch;
3972 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
3973 GLboolean MESA_shader_integer_functions;
3974 GLboolean MESA_ycbcr_texture;
3975 GLboolean NV_conditional_render;
3976 GLboolean NV_fog_distance;
3977 GLboolean NV_point_sprite;
3978 GLboolean NV_primitive_restart;
3979 GLboolean NV_texture_barrier;
3980 GLboolean NV_texture_env_combine4;
3981 GLboolean NV_texture_rectangle;
3982 GLboolean NV_vdpau_interop;
3983 GLboolean NVX_gpu_memory_info;
3984 GLboolean TDFX_texture_compression_FXT1;
3985 GLboolean OES_EGL_image;
3986 GLboolean OES_draw_texture;
3987 GLboolean OES_depth_texture_cube_map;
3988 GLboolean OES_EGL_image_external;
3989 GLboolean OES_texture_float;
3990 GLboolean OES_texture_float_linear;
3991 GLboolean OES_texture_half_float;
3992 GLboolean OES_texture_half_float_linear;
3993 GLboolean OES_compressed_ETC1_RGB8_texture;
3994 GLboolean OES_geometry_shader;
3995 GLboolean OES_texture_compression_astc;
3996 GLboolean extension_sentinel;
3997 /** The extension string */
3998 const GLubyte *String;
3999 /** Number of supported extensions */
4000 GLuint Count;
4001 /**
4002 * The context version which extension helper functions compare against.
4003 * By default, the value is equal to ctx->Version. This changes to ~0
4004 * while meta is in progress.
4005 */
4006 GLubyte Version;
4007 };
4008
4009
4010 /**
4011 * A stack of matrices (projection, modelview, color, texture, etc).
4012 */
4013 struct gl_matrix_stack
4014 {
4015 GLmatrix *Top; /**< points into Stack */
4016 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4017 unsigned StackSize; /**< Number of elements in Stack */
4018 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4019 GLuint MaxDepth; /**< size of Stack[] array */
4020 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4021 };
4022
4023
4024 /**
4025 * \name Bits for image transfer operations
4026 * \sa __struct gl_contextRec::ImageTransferState.
4027 */
4028 /*@{*/
4029 #define IMAGE_SCALE_BIAS_BIT 0x1
4030 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4031 #define IMAGE_MAP_COLOR_BIT 0x4
4032 #define IMAGE_CLAMP_BIT 0x800
4033
4034
4035 /** Pixel Transfer ops */
4036 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4037 IMAGE_SHIFT_OFFSET_BIT | \
4038 IMAGE_MAP_COLOR_BIT)
4039
4040 /**
4041 * \name Bits to indicate what state has changed.
4042 */
4043 /*@{*/
4044 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4045 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4046 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4047 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4048 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4049 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4050 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4051 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4052 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4053 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4054 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4055 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4056 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4057 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4058 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4059 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4060 #define _NEW_TEXTURE (1u << 16) /**< gl_context::Texture */
4061 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4062 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4063 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4064 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4065 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4066 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4067 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4068 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4069 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4070 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4071 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4072 #define _NEW_BUFFER_OBJECT (1u << 28)
4073 #define _NEW_FRAG_CLAMP (1u << 29)
4074 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4075 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4076 #define _NEW_ALL ~0
4077 /*@}*/
4078
4079
4080 /**
4081 * Composite state flags
4082 */
4083 /*@{*/
4084 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4085 _NEW_TEXTURE | \
4086 _NEW_POINT | \
4087 _NEW_PROGRAM | \
4088 _NEW_MODELVIEW)
4089
4090 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4091 _NEW_FOG | \
4092 _NEW_PROGRAM)
4093
4094
4095 /*@}*/
4096
4097
4098
4099
4100 /* This has to be included here. */
4101 #include "dd.h"
4102
4103
4104 /**
4105 * Display list flags.
4106 * Strictly this is a tnl-private concept, but it doesn't seem
4107 * worthwhile adding a tnl private structure just to hold this one bit
4108 * of information:
4109 */
4110 #define DLIST_DANGLING_REFS 0x1
4111
4112
4113 /** Opaque declaration of display list payload data type */
4114 union gl_dlist_node;
4115
4116
4117 /**
4118 * Provide a location where information about a display list can be
4119 * collected. Could be extended with driverPrivate structures,
4120 * etc. in the future.
4121 */
4122 struct gl_display_list
4123 {
4124 GLuint Name;
4125 GLchar *Label; /**< GL_KHR_debug */
4126 GLbitfield Flags; /**< DLIST_x flags */
4127 /** The dlist commands are in a linked list of nodes */
4128 union gl_dlist_node *Head;
4129 };
4130
4131
4132 /**
4133 * State used during display list compilation and execution.
4134 */
4135 struct gl_dlist_state
4136 {
4137 GLuint CallDepth; /**< Current recursion calling depth */
4138
4139 struct gl_display_list *CurrentList; /**< List currently being compiled */
4140 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4141 GLuint CurrentPos; /**< Index into current block of nodes */
4142
4143 GLvertexformat ListVtxfmt;
4144
4145 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4146 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4147
4148 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4149 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4150
4151 struct {
4152 /* State known to have been set by the currently-compiling display
4153 * list. Used to eliminate some redundant state changes.
4154 */
4155 GLenum ShadeModel;
4156 } Current;
4157 };
4158
4159 /** @{
4160 *
4161 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4162 * to small enums suitable for use as an array index.
4163 */
4164
4165 enum mesa_debug_source {
4166 MESA_DEBUG_SOURCE_API,
4167 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4168 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4169 MESA_DEBUG_SOURCE_THIRD_PARTY,
4170 MESA_DEBUG_SOURCE_APPLICATION,
4171 MESA_DEBUG_SOURCE_OTHER,
4172 MESA_DEBUG_SOURCE_COUNT
4173 };
4174
4175 enum mesa_debug_type {
4176 MESA_DEBUG_TYPE_ERROR,
4177 MESA_DEBUG_TYPE_DEPRECATED,
4178 MESA_DEBUG_TYPE_UNDEFINED,
4179 MESA_DEBUG_TYPE_PORTABILITY,
4180 MESA_DEBUG_TYPE_PERFORMANCE,
4181 MESA_DEBUG_TYPE_OTHER,
4182 MESA_DEBUG_TYPE_MARKER,
4183 MESA_DEBUG_TYPE_PUSH_GROUP,
4184 MESA_DEBUG_TYPE_POP_GROUP,
4185 MESA_DEBUG_TYPE_COUNT
4186 };
4187
4188 enum mesa_debug_severity {
4189 MESA_DEBUG_SEVERITY_LOW,
4190 MESA_DEBUG_SEVERITY_MEDIUM,
4191 MESA_DEBUG_SEVERITY_HIGH,
4192 MESA_DEBUG_SEVERITY_NOTIFICATION,
4193 MESA_DEBUG_SEVERITY_COUNT
4194 };
4195
4196 /** @} */
4197
4198 /**
4199 * Driver-specific state flags.
4200 *
4201 * These are or'd with gl_context::NewDriverState to notify a driver about
4202 * a state change. The driver sets the flags at context creation and
4203 * the meaning of the bits set is opaque to core Mesa.
4204 */
4205 struct gl_driver_flags
4206 {
4207 /** gl_context::Array::_DrawArrays (vertex array state) */
4208 uint64_t NewArray;
4209
4210 /** gl_context::TransformFeedback::CurrentObject */
4211 uint64_t NewTransformFeedback;
4212
4213 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4214 uint64_t NewTransformFeedbackProg;
4215
4216 /** gl_context::RasterDiscard */
4217 uint64_t NewRasterizerDiscard;
4218
4219 /**
4220 * gl_context::UniformBufferBindings
4221 * gl_shader_program::UniformBlocks
4222 */
4223 uint64_t NewUniformBuffer;
4224
4225 /**
4226 * gl_context::ShaderStorageBufferBindings
4227 * gl_shader_program::ShaderStorageBlocks
4228 */
4229 uint64_t NewShaderStorageBuffer;
4230
4231 uint64_t NewTextureBuffer;
4232
4233 /**
4234 * gl_context::AtomicBufferBindings
4235 */
4236 uint64_t NewAtomicBuffer;
4237
4238 /**
4239 * gl_context::ImageUnits
4240 */
4241 uint64_t NewImageUnits;
4242
4243 /**
4244 * gl_context::TessCtrlProgram::patch_default_*
4245 */
4246 uint64_t NewDefaultTessLevels;
4247 };
4248
4249 struct gl_uniform_buffer_binding
4250 {
4251 struct gl_buffer_object *BufferObject;
4252 /** Start of uniform block data in the buffer */
4253 GLintptr Offset;
4254 /** Size of data allowed to be referenced from the buffer (in bytes) */
4255 GLsizeiptr Size;
4256 /**
4257 * glBindBufferBase() indicates that the Size should be ignored and only
4258 * limited by the current size of the BufferObject.
4259 */
4260 GLboolean AutomaticSize;
4261 };
4262
4263 struct gl_shader_storage_buffer_binding
4264 {
4265 struct gl_buffer_object *BufferObject;
4266 /** Start of shader storage block data in the buffer */
4267 GLintptr Offset;
4268 /** Size of data allowed to be referenced from the buffer (in bytes) */
4269 GLsizeiptr Size;
4270 /**
4271 * glBindBufferBase() indicates that the Size should be ignored and only
4272 * limited by the current size of the BufferObject.
4273 */
4274 GLboolean AutomaticSize;
4275 };
4276
4277 /**
4278 * ARB_shader_image_load_store image unit.
4279 */
4280 struct gl_image_unit
4281 {
4282 /**
4283 * Texture object bound to this unit.
4284 */
4285 struct gl_texture_object *TexObj;
4286
4287 /**
4288 * Level of the texture object bound to this unit.
4289 */
4290 GLuint Level;
4291
4292 /**
4293 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4294 * GL_FALSE if only some specific layer of the texture is bound.
4295 * \sa Layer
4296 */
4297 GLboolean Layered;
4298
4299 /**
4300 * Layer of the texture object bound to this unit as specified by the
4301 * application.
4302 */
4303 GLuint Layer;
4304
4305 /**
4306 * Layer of the texture object bound to this unit, or zero if the
4307 * whole level is bound.
4308 */
4309 GLuint _Layer;
4310
4311 /**
4312 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4313 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4314 */
4315 GLenum Access;
4316
4317 /**
4318 * GL internal format that determines the interpretation of the
4319 * image memory when shader image operations are performed through
4320 * this unit.
4321 */
4322 GLenum Format;
4323
4324 /**
4325 * Mesa format corresponding to \c Format.
4326 */
4327 mesa_format _ActualFormat;
4328
4329 };
4330
4331 /**
4332 * Binding point for an atomic counter buffer object.
4333 */
4334 struct gl_atomic_buffer_binding
4335 {
4336 struct gl_buffer_object *BufferObject;
4337 GLintptr Offset;
4338 GLsizeiptr Size;
4339 };
4340
4341 /**
4342 * Shader subroutines storage
4343 */
4344 struct gl_subroutine_index_binding
4345 {
4346 GLuint NumIndex;
4347 GLuint *IndexPtr;
4348 };
4349
4350 /**
4351 * Mesa rendering context.
4352 *
4353 * This is the central context data structure for Mesa. Almost all
4354 * OpenGL state is contained in this structure.
4355 * Think of this as a base class from which device drivers will derive
4356 * sub classes.
4357 */
4358 struct gl_context
4359 {
4360 /** State possibly shared with other contexts in the address space */
4361 struct gl_shared_state *Shared;
4362
4363 /** \name API function pointer tables */
4364 /*@{*/
4365 gl_api API;
4366 /**
4367 * The current dispatch table for non-displaylist-saving execution, either
4368 * BeginEnd or OutsideBeginEnd
4369 */
4370 struct _glapi_table *Exec;
4371 /**
4372 * The normal dispatch table for non-displaylist-saving, non-begin/end
4373 */
4374 struct _glapi_table *OutsideBeginEnd;
4375 /** The dispatch table used between glNewList() and glEndList() */
4376 struct _glapi_table *Save;
4377 /**
4378 * The dispatch table used between glBegin() and glEnd() (outside of a
4379 * display list). Only valid functions between those two are set, which is
4380 * mostly just the set in a GLvertexformat struct.
4381 */
4382 struct _glapi_table *BeginEnd;
4383 /**
4384 * Dispatch table for when a graphics reset has happened.
4385 */
4386 struct _glapi_table *ContextLost;
4387 /**
4388 * Tracks the current dispatch table out of the 4 above, so that it can be
4389 * re-set on glXMakeCurrent().
4390 */
4391 struct _glapi_table *CurrentDispatch;
4392 /*@}*/
4393
4394 struct gl_config Visual;
4395 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4396 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4397 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4398 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4399
4400 /**
4401 * Device driver function pointer table
4402 */
4403 struct dd_function_table Driver;
4404
4405 /** Core/Driver constants */
4406 struct gl_constants Const;
4407
4408 /** \name The various 4x4 matrix stacks */
4409 /*@{*/
4410 struct gl_matrix_stack ModelviewMatrixStack;
4411 struct gl_matrix_stack ProjectionMatrixStack;
4412 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4413 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4414 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4415 /*@}*/
4416
4417 /** Combined modelview and projection matrix */
4418 GLmatrix _ModelProjectMatrix;
4419
4420 /** \name Display lists */
4421 struct gl_dlist_state ListState;
4422
4423 GLboolean ExecuteFlag; /**< Execute GL commands? */
4424 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4425
4426 /** Extension information */
4427 struct gl_extensions Extensions;
4428
4429 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4430 GLuint Version;
4431 char *VersionString;
4432
4433 /** \name State attribute stack (for glPush/PopAttrib) */
4434 /*@{*/
4435 GLuint AttribStackDepth;
4436 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4437 /*@}*/
4438
4439 /** \name Renderer attribute groups
4440 *
4441 * We define a struct for each attribute group to make pushing and popping
4442 * attributes easy. Also it's a good organization.
4443 */
4444 /*@{*/
4445 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4446 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4447 struct gl_current_attrib Current; /**< Current attributes */
4448 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4449 struct gl_eval_attrib Eval; /**< Eval attributes */
4450 struct gl_fog_attrib Fog; /**< Fog attributes */
4451 struct gl_hint_attrib Hint; /**< Hint attributes */
4452 struct gl_light_attrib Light; /**< Light attributes */
4453 struct gl_line_attrib Line; /**< Line attributes */
4454 struct gl_list_attrib List; /**< List attributes */
4455 struct gl_multisample_attrib Multisample;
4456 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4457 struct gl_point_attrib Point; /**< Point attributes */
4458 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4459 GLuint PolygonStipple[32]; /**< Polygon stipple */
4460 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4461 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4462 struct gl_texture_attrib Texture; /**< Texture attributes */
4463 struct gl_transform_attrib Transform; /**< Transformation attributes */
4464 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4465 /*@}*/
4466
4467 /** \name Client attribute stack */
4468 /*@{*/
4469 GLuint ClientAttribStackDepth;
4470 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4471 /*@}*/
4472
4473 /** \name Client attribute groups */
4474 /*@{*/
4475 struct gl_array_attrib Array; /**< Vertex arrays */
4476 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4477 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4478 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4479 /*@}*/
4480
4481 /** \name Other assorted state (not pushed/popped on attribute stack) */
4482 /*@{*/
4483 struct gl_pixelmaps PixelMaps;
4484
4485 struct gl_evaluators EvalMap; /**< All evaluators */
4486 struct gl_feedback Feedback; /**< Feedback */
4487 struct gl_selection Select; /**< Selection */
4488
4489 struct gl_program_state Program; /**< general program state */
4490 struct gl_vertex_program_state VertexProgram;
4491 struct gl_fragment_program_state FragmentProgram;
4492 struct gl_geometry_program_state GeometryProgram;
4493 struct gl_compute_program_state ComputeProgram;
4494 struct gl_tess_ctrl_program_state TessCtrlProgram;
4495 struct gl_tess_eval_program_state TessEvalProgram;
4496 struct gl_ati_fragment_shader_state ATIFragmentShader;
4497
4498 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4499 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4500
4501 /**
4502 * Current active shader pipeline state
4503 *
4504 * Almost all internal users want ::_Shader instead of ::Shader. The
4505 * exceptions are bits of legacy GLSL API that do not know about separate
4506 * shader objects.
4507 *
4508 * If a program is active via \c glUseProgram, this will point to
4509 * \c ::Shader.
4510 *
4511 * If a program pipeline is active via \c glBindProgramPipeline, this will
4512 * point to \c ::Pipeline.Current.
4513 *
4514 * If neither a program nor a program pipeline is active, this will point to
4515 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4516 * \c NULL.
4517 */
4518 struct gl_pipeline_object *_Shader;
4519
4520 struct gl_query_state Query; /**< occlusion, timer queries */
4521
4522 struct gl_transform_feedback_state TransformFeedback;
4523
4524 struct gl_perf_monitor_state PerfMonitor;
4525
4526 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4527 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4528 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4529
4530 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4531 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4532
4533 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4534
4535 /**
4536 * Current GL_ARB_uniform_buffer_object binding referenced by
4537 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4538 */
4539 struct gl_buffer_object *UniformBuffer;
4540
4541 /**
4542 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4543 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4544 */
4545 struct gl_buffer_object *ShaderStorageBuffer;
4546
4547 /**
4548 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4549 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4550 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4551 * shader program.
4552 */
4553 struct gl_uniform_buffer_binding
4554 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4555
4556 /**
4557 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4558 * and GL 4.3. This is set up using glBindBufferRange() or
4559 * glBindBufferBase(). They are associated with shader storage blocks by
4560 * glShaderStorageBlockBinding()'s state in the shader program.
4561 */
4562 struct gl_shader_storage_buffer_binding
4563 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4564
4565 /**
4566 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4567 * target.
4568 */
4569 struct gl_buffer_object *AtomicBuffer;
4570
4571 /**
4572 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4573 * target.
4574 */
4575 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4576
4577 /**
4578 * Array of atomic counter buffer binding points.
4579 */
4580 struct gl_atomic_buffer_binding
4581 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4582
4583 /**
4584 * Array of image units for ARB_shader_image_load_store.
4585 */
4586 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4587
4588 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4589 /*@}*/
4590
4591 struct gl_meta_state *Meta; /**< for "meta" operations */
4592
4593 /* GL_EXT_framebuffer_object */
4594 struct gl_renderbuffer *CurrentRenderbuffer;
4595
4596 GLenum ErrorValue; /**< Last error code */
4597
4598 /**
4599 * Recognize and silence repeated error debug messages in buggy apps.
4600 */
4601 const char *ErrorDebugFmtString;
4602 GLuint ErrorDebugCount;
4603
4604 /* GL_ARB_debug_output/GL_KHR_debug */
4605 mtx_t DebugMutex;
4606 struct gl_debug_state *Debug;
4607
4608 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4609 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4610 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4611
4612 struct gl_driver_flags DriverFlags;
4613
4614 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4615
4616 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4617
4618 /** \name Derived state */
4619 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4620 GLfloat _EyeZDir[3];
4621 GLfloat _ModelViewInvScale;
4622 GLboolean _NeedEyeCoords;
4623 GLboolean _ForceEyeCoords;
4624
4625 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4626
4627 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4628
4629 /** \name For debugging/development only */
4630 /*@{*/
4631 GLboolean FirstTimeCurrent;
4632 /*@}*/
4633
4634 /**
4635 * False if this context was created without a config. This is needed
4636 * because the initial state of glDrawBuffers depends on this
4637 */
4638 GLboolean HasConfig;
4639
4640 /** software compression/decompression supported or not */
4641 GLboolean Mesa_DXTn;
4642
4643 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4644
4645 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4646
4647 /**
4648 * \name Hooks for module contexts.
4649 *
4650 * These will eventually live in the driver or elsewhere.
4651 */
4652 /*@{*/
4653 void *swrast_context;
4654 void *swsetup_context;
4655 void *swtnl_context;
4656 struct vbo_context *vbo_context;
4657 struct st_context *st;
4658 void *aelt_context;
4659 /*@}*/
4660
4661 /**
4662 * \name NV_vdpau_interop
4663 */
4664 /*@{*/
4665 const void *vdpDevice;
4666 const void *vdpGetProcAddress;
4667 struct set *vdpSurfaces;
4668 /*@}*/
4669
4670 /**
4671 * Has this context observed a GPU reset in any context in the share group?
4672 *
4673 * Once this field becomes true, it is never reset to false.
4674 */
4675 GLboolean ShareGroupReset;
4676
4677 /**
4678 * \name OES_primitive_bounding_box
4679 *
4680 * Stores the arguments to glPrimitiveBoundingBox
4681 */
4682 GLfloat PrimitiveBoundingBox[8];
4683 };
4684
4685 /**
4686 * Information about memory usage. All sizes are in kilobytes.
4687 */
4688 struct gl_memory_info
4689 {
4690 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4691 unsigned avail_device_memory; /**< free device memory at the moment */
4692 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4693 unsigned avail_staging_memory; /**< free staging memory at the moment */
4694 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4695 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4696 };
4697
4698 #ifdef DEBUG
4699 extern int MESA_VERBOSE;
4700 extern int MESA_DEBUG_FLAGS;
4701 # define MESA_FUNCTION __func__
4702 #else
4703 # define MESA_VERBOSE 0
4704 # define MESA_DEBUG_FLAGS 0
4705 # define MESA_FUNCTION "a function"
4706 #endif
4707
4708
4709 /** The MESA_VERBOSE var is a bitmask of these flags */
4710 enum _verbose
4711 {
4712 VERBOSE_VARRAY = 0x0001,
4713 VERBOSE_TEXTURE = 0x0002,
4714 VERBOSE_MATERIAL = 0x0004,
4715 VERBOSE_PIPELINE = 0x0008,
4716 VERBOSE_DRIVER = 0x0010,
4717 VERBOSE_STATE = 0x0020,
4718 VERBOSE_API = 0x0040,
4719 VERBOSE_DISPLAY_LIST = 0x0100,
4720 VERBOSE_LIGHTING = 0x0200,
4721 VERBOSE_PRIMS = 0x0400,
4722 VERBOSE_VERTS = 0x0800,
4723 VERBOSE_DISASSEM = 0x1000,
4724 VERBOSE_DRAW = 0x2000,
4725 VERBOSE_SWAPBUFFERS = 0x4000
4726 };
4727
4728
4729 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4730 enum _debug
4731 {
4732 DEBUG_SILENT = (1 << 0),
4733 DEBUG_ALWAYS_FLUSH = (1 << 1),
4734 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4735 DEBUG_INCOMPLETE_FBO = (1 << 3)
4736 };
4737
4738 #ifdef __cplusplus
4739 }
4740 #endif
4741
4742 #endif /* MTYPES_H */