mesa: remove _mesa_create_context_for_api()
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 /**
47 * Color channel data type.
48 */
49 #if CHAN_BITS == 8
50 typedef GLubyte GLchan;
51 #define CHAN_MAX 255
52 #define CHAN_MAXF 255.0F
53 #define CHAN_TYPE GL_UNSIGNED_BYTE
54 #elif CHAN_BITS == 16
55 typedef GLushort GLchan;
56 #define CHAN_MAX 65535
57 #define CHAN_MAXF 65535.0F
58 #define CHAN_TYPE GL_UNSIGNED_SHORT
59 #elif CHAN_BITS == 32
60 typedef GLfloat GLchan;
61 #define CHAN_MAX 1.0
62 #define CHAN_MAXF 1.0F
63 #define CHAN_TYPE GL_FLOAT
64 #else
65 #error "illegal number of color channel bits"
66 #endif
67
68
69 /**
70 * Stencil buffer data type.
71 */
72 #if STENCIL_BITS==8
73 typedef GLubyte GLstencil;
74 #elif STENCIL_BITS==16
75 typedef GLushort GLstencil;
76 #else
77 # error "illegal number of stencil bits"
78 #endif
79
80
81 /**
82 * \name 64-bit extension of GLbitfield.
83 */
84 /*@{*/
85 typedef GLuint64 GLbitfield64;
86
87 #define BITFIELD64_ONE 1ULL
88 #define BITFIELD64_ALLONES ~0ULL
89
90 /** Set a single bit */
91 #define BITFIELD64_BIT(b) (BITFIELD64_ONE << (b))
92
93 /** Set a mask of the least significant \c b bits */
94 #define BITFIELD64_MASK(b) (((b) >= 64) ? BITFIELD64_ALLONES : \
95 (BITFIELD64_BIT(b) - 1))
96
97 /**
98 * Set all bits from l (low bit) to h (high bit), inclusive.
99 *
100 * \note \C BITFIELD_64_RANGE(0, 63) return 64 set bits.
101 */
102 #define BITFIELD64_RANGE(l, h) (BITFIELD64_MASK((h) + 1) & ~BITFIELD64_MASK(l))
103 /*@}*/
104
105
106 /**
107 * \name Some forward type declarations
108 */
109 /*@{*/
110 struct _mesa_HashTable;
111 struct gl_attrib_node;
112 struct gl_list_extensions;
113 struct gl_meta_state;
114 struct gl_pixelstore_attrib;
115 struct gl_program_cache;
116 struct gl_texture_format;
117 struct gl_texture_image;
118 struct gl_texture_object;
119 struct gl_context;
120 struct st_context;
121 /*@}*/
122
123
124 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
125 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
126 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
127 #define PRIM_UNKNOWN (GL_POLYGON+3)
128
129
130 /**
131 * Shader stages. Note that these will become 5 with tessellation.
132 * These MUST have the same values as gallium's PIPE_SHADER_*
133 */
134 typedef enum
135 {
136 MESA_SHADER_VERTEX = 0,
137 MESA_SHADER_FRAGMENT = 1,
138 MESA_SHADER_GEOMETRY = 2,
139 MESA_SHADER_TYPES = 3
140 } gl_shader_type;
141
142
143
144 /**
145 * Indexes for vertex program attributes.
146 * GL_NV_vertex_program aliases generic attributes over the conventional
147 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
148 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
149 * generic attributes are distinct/separate).
150 */
151 typedef enum
152 {
153 VERT_ATTRIB_POS = 0,
154 VERT_ATTRIB_WEIGHT = 1,
155 VERT_ATTRIB_NORMAL = 2,
156 VERT_ATTRIB_COLOR0 = 3,
157 VERT_ATTRIB_COLOR1 = 4,
158 VERT_ATTRIB_FOG = 5,
159 VERT_ATTRIB_COLOR_INDEX = 6,
160 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
161 VERT_ATTRIB_EDGEFLAG = 7,
162 VERT_ATTRIB_TEX0 = 8,
163 VERT_ATTRIB_TEX1 = 9,
164 VERT_ATTRIB_TEX2 = 10,
165 VERT_ATTRIB_TEX3 = 11,
166 VERT_ATTRIB_TEX4 = 12,
167 VERT_ATTRIB_TEX5 = 13,
168 VERT_ATTRIB_TEX6 = 14,
169 VERT_ATTRIB_TEX7 = 15,
170 VERT_ATTRIB_GENERIC0 = 16,
171 VERT_ATTRIB_GENERIC1 = 17,
172 VERT_ATTRIB_GENERIC2 = 18,
173 VERT_ATTRIB_GENERIC3 = 19,
174 VERT_ATTRIB_GENERIC4 = 20,
175 VERT_ATTRIB_GENERIC5 = 21,
176 VERT_ATTRIB_GENERIC6 = 22,
177 VERT_ATTRIB_GENERIC7 = 23,
178 VERT_ATTRIB_GENERIC8 = 24,
179 VERT_ATTRIB_GENERIC9 = 25,
180 VERT_ATTRIB_GENERIC10 = 26,
181 VERT_ATTRIB_GENERIC11 = 27,
182 VERT_ATTRIB_GENERIC12 = 28,
183 VERT_ATTRIB_GENERIC13 = 29,
184 VERT_ATTRIB_GENERIC14 = 30,
185 VERT_ATTRIB_GENERIC15 = 31,
186 VERT_ATTRIB_MAX = 32
187 } gl_vert_attrib;
188
189 /**
190 * Bitflags for vertex attributes.
191 * These are used in bitfields in many places.
192 */
193 /*@{*/
194 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
195 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
196 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
197 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
198 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
199 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
200 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
201 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
202 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
203 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
204 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
205 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
206 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
207 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
208 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
209 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
210 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
211 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
212 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
213 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
214 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
215 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
216 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
217 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
218 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
219 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
220 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
221 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
222 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
223 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
224 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
225 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
226
227 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
228 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
229 /*@}*/
230
231
232 /**
233 * Indexes for vertex program result attributes
234 */
235 typedef enum
236 {
237 VERT_RESULT_HPOS = 0,
238 VERT_RESULT_COL0 = 1,
239 VERT_RESULT_COL1 = 2,
240 VERT_RESULT_FOGC = 3,
241 VERT_RESULT_TEX0 = 4,
242 VERT_RESULT_TEX1 = 5,
243 VERT_RESULT_TEX2 = 6,
244 VERT_RESULT_TEX3 = 7,
245 VERT_RESULT_TEX4 = 8,
246 VERT_RESULT_TEX5 = 9,
247 VERT_RESULT_TEX6 = 10,
248 VERT_RESULT_TEX7 = 11,
249 VERT_RESULT_PSIZ = 12,
250 VERT_RESULT_BFC0 = 13,
251 VERT_RESULT_BFC1 = 14,
252 VERT_RESULT_EDGE = 15,
253 VERT_RESULT_VAR0 = 16, /**< shader varying */
254 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
255 } gl_vert_result;
256
257
258 /*********************************************/
259
260 /**
261 * Indexes for geometry program attributes.
262 */
263 typedef enum
264 {
265 GEOM_ATTRIB_POSITION = 0,
266 GEOM_ATTRIB_COLOR0 = 1,
267 GEOM_ATTRIB_COLOR1 = 2,
268 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
269 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
270 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
271 GEOM_ATTRIB_POINT_SIZE = 6,
272 GEOM_ATTRIB_CLIP_VERTEX = 7,
273 GEOM_ATTRIB_PRIMITIVE_ID = 8,
274 GEOM_ATTRIB_TEX_COORD = 9,
275
276 GEOM_ATTRIB_VAR0 = 16,
277 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
278 } gl_geom_attrib;
279
280 /**
281 * Bitflags for geometry attributes.
282 * These are used in bitfields in many places.
283 */
284 /*@{*/
285 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
286 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
287 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
288 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
289 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
290 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
291 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
292 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
293 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
294 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
295 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
296
297 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
298 /*@}*/
299
300
301 /**
302 * Indexes for geometry program result attributes
303 */
304 typedef enum
305 {
306 GEOM_RESULT_POS = 0,
307 GEOM_RESULT_COL0 = 1,
308 GEOM_RESULT_COL1 = 2,
309 GEOM_RESULT_SCOL0 = 3,
310 GEOM_RESULT_SCOL1 = 4,
311 GEOM_RESULT_FOGC = 5,
312 GEOM_RESULT_TEX0 = 6,
313 GEOM_RESULT_TEX1 = 7,
314 GEOM_RESULT_TEX2 = 8,
315 GEOM_RESULT_TEX3 = 9,
316 GEOM_RESULT_TEX4 = 10,
317 GEOM_RESULT_TEX5 = 11,
318 GEOM_RESULT_TEX6 = 12,
319 GEOM_RESULT_TEX7 = 13,
320 GEOM_RESULT_PSIZ = 14,
321 GEOM_RESULT_CLPV = 15,
322 GEOM_RESULT_PRID = 16,
323 GEOM_RESULT_LAYR = 17,
324 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
325 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
326 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
327 } gl_geom_result;
328
329
330 /**
331 * Indexes for fragment program input attributes.
332 */
333 typedef enum
334 {
335 FRAG_ATTRIB_WPOS = 0,
336 FRAG_ATTRIB_COL0 = 1,
337 FRAG_ATTRIB_COL1 = 2,
338 FRAG_ATTRIB_FOGC = 3,
339 FRAG_ATTRIB_TEX0 = 4,
340 FRAG_ATTRIB_TEX1 = 5,
341 FRAG_ATTRIB_TEX2 = 6,
342 FRAG_ATTRIB_TEX3 = 7,
343 FRAG_ATTRIB_TEX4 = 8,
344 FRAG_ATTRIB_TEX5 = 9,
345 FRAG_ATTRIB_TEX6 = 10,
346 FRAG_ATTRIB_TEX7 = 11,
347 FRAG_ATTRIB_FACE = 12, /**< front/back face */
348 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
349 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
350 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
351 } gl_frag_attrib;
352
353 /**
354 * Bitflags for fragment program input attributes.
355 */
356 /*@{*/
357 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
358 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
359 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
360 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
361 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
362 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
363 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
364 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
365 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
366 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
367 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
368 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
369 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
370 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
371 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
372
373 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
374 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
375
376 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
377 FRAG_BIT_TEX1| \
378 FRAG_BIT_TEX2| \
379 FRAG_BIT_TEX3| \
380 FRAG_BIT_TEX4| \
381 FRAG_BIT_TEX5| \
382 FRAG_BIT_TEX6| \
383 FRAG_BIT_TEX7)
384 /*@}*/
385
386
387 /**
388 * Fragment program results
389 */
390 typedef enum
391 {
392 FRAG_RESULT_DEPTH = 0,
393 FRAG_RESULT_STENCIL = 1,
394 FRAG_RESULT_COLOR = 2,
395 FRAG_RESULT_DATA0 = 3,
396 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
397 } gl_frag_result;
398
399
400 /**
401 * Indexes for all renderbuffers
402 */
403 typedef enum
404 {
405 /* the four standard color buffers */
406 BUFFER_FRONT_LEFT,
407 BUFFER_BACK_LEFT,
408 BUFFER_FRONT_RIGHT,
409 BUFFER_BACK_RIGHT,
410 BUFFER_DEPTH,
411 BUFFER_STENCIL,
412 BUFFER_ACCUM,
413 /* optional aux buffer */
414 BUFFER_AUX0,
415 /* generic renderbuffers */
416 BUFFER_COLOR0,
417 BUFFER_COLOR1,
418 BUFFER_COLOR2,
419 BUFFER_COLOR3,
420 BUFFER_COLOR4,
421 BUFFER_COLOR5,
422 BUFFER_COLOR6,
423 BUFFER_COLOR7,
424 BUFFER_COUNT
425 } gl_buffer_index;
426
427 /**
428 * Bit flags for all renderbuffers
429 */
430 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
431 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
432 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
433 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
434 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
435 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
436 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
437 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
438 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
439 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
440 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
441 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
442 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
443 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
444 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
445 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
446 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
447 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
448 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
449
450 /**
451 * Mask of all the color buffer bits (but not accum).
452 */
453 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
454 BUFFER_BIT_BACK_LEFT | \
455 BUFFER_BIT_FRONT_RIGHT | \
456 BUFFER_BIT_BACK_RIGHT | \
457 BUFFER_BIT_AUX0 | \
458 BUFFER_BIT_COLOR0 | \
459 BUFFER_BIT_COLOR1 | \
460 BUFFER_BIT_COLOR2 | \
461 BUFFER_BIT_COLOR3 | \
462 BUFFER_BIT_COLOR4 | \
463 BUFFER_BIT_COLOR5 | \
464 BUFFER_BIT_COLOR6 | \
465 BUFFER_BIT_COLOR7)
466
467
468 /**
469 * Framebuffer configuration (aka visual / pixelformat)
470 * Note: some of these fields should be boolean, but it appears that
471 * code in drivers/dri/common/util.c requires int-sized fields.
472 */
473 struct gl_config
474 {
475 GLboolean rgbMode;
476 GLboolean floatMode;
477 GLboolean colorIndexMode; /* XXX is this used anywhere? */
478 GLuint doubleBufferMode;
479 GLuint stereoMode;
480
481 GLboolean haveAccumBuffer;
482 GLboolean haveDepthBuffer;
483 GLboolean haveStencilBuffer;
484
485 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
486 GLuint redMask, greenMask, blueMask, alphaMask;
487 GLint rgbBits; /* total bits for rgb */
488 GLint indexBits; /* total bits for colorindex */
489
490 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
491 GLint depthBits;
492 GLint stencilBits;
493
494 GLint numAuxBuffers;
495
496 GLint level;
497
498 /* EXT_visual_rating / GLX 1.2 */
499 GLint visualRating;
500
501 /* EXT_visual_info / GLX 1.2 */
502 GLint transparentPixel;
503 /* colors are floats scaled to ints */
504 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
505 GLint transparentIndex;
506
507 /* ARB_multisample / SGIS_multisample */
508 GLint sampleBuffers;
509 GLint samples;
510
511 /* SGIX_pbuffer / GLX 1.3 */
512 GLint maxPbufferWidth;
513 GLint maxPbufferHeight;
514 GLint maxPbufferPixels;
515 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
516 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
517
518 /* OML_swap_method */
519 GLint swapMethod;
520
521 /* EXT_texture_from_pixmap */
522 GLint bindToTextureRgb;
523 GLint bindToTextureRgba;
524 GLint bindToMipmapTexture;
525 GLint bindToTextureTargets;
526 GLint yInverted;
527
528 /* EXT_framebuffer_sRGB */
529 GLint sRGBCapable;
530 };
531
532
533 /**
534 * Data structure for color tables
535 */
536 struct gl_color_table
537 {
538 GLenum InternalFormat; /**< The user-specified format */
539 GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
540 GLuint Size; /**< number of entries in table */
541 GLfloat *TableF; /**< Color table, floating point values */
542 GLubyte *TableUB; /**< Color table, ubyte values */
543 GLubyte RedSize;
544 GLubyte GreenSize;
545 GLubyte BlueSize;
546 GLubyte AlphaSize;
547 GLubyte LuminanceSize;
548 GLubyte IntensitySize;
549 };
550
551
552 /**
553 * \name Bit flags used for updating material values.
554 */
555 /*@{*/
556 #define MAT_ATTRIB_FRONT_AMBIENT 0
557 #define MAT_ATTRIB_BACK_AMBIENT 1
558 #define MAT_ATTRIB_FRONT_DIFFUSE 2
559 #define MAT_ATTRIB_BACK_DIFFUSE 3
560 #define MAT_ATTRIB_FRONT_SPECULAR 4
561 #define MAT_ATTRIB_BACK_SPECULAR 5
562 #define MAT_ATTRIB_FRONT_EMISSION 6
563 #define MAT_ATTRIB_BACK_EMISSION 7
564 #define MAT_ATTRIB_FRONT_SHININESS 8
565 #define MAT_ATTRIB_BACK_SHININESS 9
566 #define MAT_ATTRIB_FRONT_INDEXES 10
567 #define MAT_ATTRIB_BACK_INDEXES 11
568 #define MAT_ATTRIB_MAX 12
569
570 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
571 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
572 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
573 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
574 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
575 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
576
577 #define MAT_INDEX_AMBIENT 0
578 #define MAT_INDEX_DIFFUSE 1
579 #define MAT_INDEX_SPECULAR 2
580
581 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
582 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
583 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
584 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
585 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
586 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
587 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
588 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
589 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
590 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
591 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
592 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
593
594
595 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
596 MAT_BIT_FRONT_AMBIENT | \
597 MAT_BIT_FRONT_DIFFUSE | \
598 MAT_BIT_FRONT_SPECULAR | \
599 MAT_BIT_FRONT_SHININESS | \
600 MAT_BIT_FRONT_INDEXES)
601
602 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
603 MAT_BIT_BACK_AMBIENT | \
604 MAT_BIT_BACK_DIFFUSE | \
605 MAT_BIT_BACK_SPECULAR | \
606 MAT_BIT_BACK_SHININESS | \
607 MAT_BIT_BACK_INDEXES)
608
609 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
610 /*@}*/
611
612
613 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
614 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
615
616 /**
617 * Material shininess lookup table.
618 */
619 struct gl_shine_tab
620 {
621 struct gl_shine_tab *next, *prev;
622 GLfloat tab[SHINE_TABLE_SIZE+1];
623 GLfloat shininess;
624 GLuint refcount;
625 };
626
627
628 /**
629 * Light source state.
630 */
631 struct gl_light
632 {
633 struct gl_light *next; /**< double linked list with sentinel */
634 struct gl_light *prev;
635
636 GLfloat Ambient[4]; /**< ambient color */
637 GLfloat Diffuse[4]; /**< diffuse color */
638 GLfloat Specular[4]; /**< specular color */
639 GLfloat EyePosition[4]; /**< position in eye coordinates */
640 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
641 GLfloat SpotExponent;
642 GLfloat SpotCutoff; /**< in degrees */
643 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
644 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
645 GLfloat ConstantAttenuation;
646 GLfloat LinearAttenuation;
647 GLfloat QuadraticAttenuation;
648 GLboolean Enabled; /**< On/off flag */
649
650 /**
651 * \name Derived fields
652 */
653 /*@{*/
654 GLbitfield _Flags; /**< State */
655
656 GLfloat _Position[4]; /**< position in eye/obj coordinates */
657 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
658 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
659 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
660 GLfloat _VP_inf_spot_attenuation;
661
662 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
663 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
664 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
665 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
666 GLfloat _dli; /**< CI diffuse light intensity */
667 GLfloat _sli; /**< CI specular light intensity */
668 /*@}*/
669 };
670
671
672 /**
673 * Light model state.
674 */
675 struct gl_lightmodel
676 {
677 GLfloat Ambient[4]; /**< ambient color */
678 GLboolean LocalViewer; /**< Local (or infinite) view point? */
679 GLboolean TwoSide; /**< Two (or one) sided lighting? */
680 GLenum ColorControl; /**< either GL_SINGLE_COLOR
681 * or GL_SEPARATE_SPECULAR_COLOR */
682 };
683
684
685 /**
686 * Material state.
687 */
688 struct gl_material
689 {
690 GLfloat Attrib[MAT_ATTRIB_MAX][4];
691 };
692
693
694 /**
695 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
696 */
697 struct gl_accum_attrib
698 {
699 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
700 };
701
702
703 /**
704 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
705 */
706 struct gl_colorbuffer_attrib
707 {
708 GLuint ClearIndex; /**< Index to use for glClear */
709 GLclampf ClearColor[4]; /**< Color to use for glClear */
710
711 GLuint IndexMask; /**< Color index write mask */
712 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
713
714 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
715
716 /**
717 * \name alpha testing
718 */
719 /*@{*/
720 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
721 GLenum AlphaFunc; /**< Alpha test function */
722 GLclampf AlphaRef; /**< Alpha reference value */
723 /*@}*/
724
725 /**
726 * \name Blending
727 */
728 /*@{*/
729 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
730 GLfloat BlendColor[4]; /**< Blending color */
731 struct
732 {
733 GLenum SrcRGB; /**< RGB blend source term */
734 GLenum DstRGB; /**< RGB blend dest term */
735 GLenum SrcA; /**< Alpha blend source term */
736 GLenum DstA; /**< Alpha blend dest term */
737 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
738 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
739 } Blend[MAX_DRAW_BUFFERS];
740 /** Are the blend func terms currently different for each buffer/target? */
741 GLboolean _BlendFuncPerBuffer;
742 /** Are the blend equations currently different for each buffer/target? */
743 GLboolean _BlendEquationPerBuffer;
744 /*@}*/
745
746 /**
747 * \name Logic op
748 */
749 /*@{*/
750 GLenum LogicOp; /**< Logic operator */
751 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
752 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
753 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
754 /*@}*/
755
756 GLboolean DitherFlag; /**< Dither enable flag */
757
758 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
759 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
760
761 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
762 };
763
764
765 /**
766 * Current attribute group (GL_CURRENT_BIT).
767 */
768 struct gl_current_attrib
769 {
770 /**
771 * \name Current vertex attributes.
772 * \note Values are valid only after FLUSH_VERTICES has been called.
773 * \note Index and Edgeflag current values are stored as floats in the
774 * SIX and SEVEN attribute slots.
775 */
776 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
777
778 /**
779 * \name Current raster position attributes (always valid).
780 * \note This set of attributes is very similar to the SWvertex struct.
781 */
782 /*@{*/
783 GLfloat RasterPos[4];
784 GLfloat RasterDistance;
785 GLfloat RasterColor[4];
786 GLfloat RasterSecondaryColor[4];
787 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
788 GLboolean RasterPosValid;
789 /*@}*/
790 };
791
792
793 /**
794 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
795 */
796 struct gl_depthbuffer_attrib
797 {
798 GLenum Func; /**< Function for depth buffer compare */
799 GLclampd Clear; /**< Value to clear depth buffer to */
800 GLboolean Test; /**< Depth buffering enabled flag */
801 GLboolean Mask; /**< Depth buffer writable? */
802 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
803 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
804 };
805
806
807 /**
808 * Evaluator attribute group (GL_EVAL_BIT).
809 */
810 struct gl_eval_attrib
811 {
812 /**
813 * \name Enable bits
814 */
815 /*@{*/
816 GLboolean Map1Color4;
817 GLboolean Map1Index;
818 GLboolean Map1Normal;
819 GLboolean Map1TextureCoord1;
820 GLboolean Map1TextureCoord2;
821 GLboolean Map1TextureCoord3;
822 GLboolean Map1TextureCoord4;
823 GLboolean Map1Vertex3;
824 GLboolean Map1Vertex4;
825 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
826 GLboolean Map2Color4;
827 GLboolean Map2Index;
828 GLboolean Map2Normal;
829 GLboolean Map2TextureCoord1;
830 GLboolean Map2TextureCoord2;
831 GLboolean Map2TextureCoord3;
832 GLboolean Map2TextureCoord4;
833 GLboolean Map2Vertex3;
834 GLboolean Map2Vertex4;
835 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
836 GLboolean AutoNormal;
837 /*@}*/
838
839 /**
840 * \name Map Grid endpoints and divisions and calculated du values
841 */
842 /*@{*/
843 GLint MapGrid1un;
844 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
845 GLint MapGrid2un, MapGrid2vn;
846 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
847 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
848 /*@}*/
849 };
850
851
852 /**
853 * Fog attribute group (GL_FOG_BIT).
854 */
855 struct gl_fog_attrib
856 {
857 GLboolean Enabled; /**< Fog enabled flag */
858 GLfloat Color[4]; /**< Fog color */
859 GLfloat Density; /**< Density >= 0.0 */
860 GLfloat Start; /**< Start distance in eye coords */
861 GLfloat End; /**< End distance in eye coords */
862 GLfloat Index; /**< Fog index */
863 GLenum Mode; /**< Fog mode */
864 GLboolean ColorSumEnabled;
865 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
866 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
867 };
868
869
870 /**
871 * \brief Layout qualifiers for gl_FragDepth.
872 *
873 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
874 * a layout qualifier.
875 *
876 * \see enum ir_depth_layout
877 */
878 enum gl_frag_depth_layout {
879 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
880 FRAG_DEPTH_LAYOUT_ANY,
881 FRAG_DEPTH_LAYOUT_GREATER,
882 FRAG_DEPTH_LAYOUT_LESS,
883 FRAG_DEPTH_LAYOUT_UNCHANGED
884 };
885
886
887 /**
888 * Hint attribute group (GL_HINT_BIT).
889 *
890 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
891 */
892 struct gl_hint_attrib
893 {
894 GLenum PerspectiveCorrection;
895 GLenum PointSmooth;
896 GLenum LineSmooth;
897 GLenum PolygonSmooth;
898 GLenum Fog;
899 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
900 GLenum TextureCompression; /**< GL_ARB_texture_compression */
901 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
902 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
903 };
904
905 /**
906 * Light state flags.
907 */
908 /*@{*/
909 #define LIGHT_SPOT 0x1
910 #define LIGHT_LOCAL_VIEWER 0x2
911 #define LIGHT_POSITIONAL 0x4
912 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
913 /*@}*/
914
915
916 /**
917 * Lighting attribute group (GL_LIGHT_BIT).
918 */
919 struct gl_light_attrib
920 {
921 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
922 struct gl_lightmodel Model; /**< Lighting model */
923
924 /**
925 * Must flush FLUSH_VERTICES before referencing:
926 */
927 /*@{*/
928 struct gl_material Material; /**< Includes front & back values */
929 /*@}*/
930
931 GLboolean Enabled; /**< Lighting enabled flag */
932 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
933 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
934 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
935 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
936 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
937 GLboolean ColorMaterialEnabled;
938 GLenum ClampVertexColor;
939
940 struct gl_light EnabledList; /**< List sentinel */
941
942 /**
943 * Derived state for optimizations:
944 */
945 /*@{*/
946 GLboolean _NeedEyeCoords;
947 GLboolean _NeedVertices; /**< Use fast shader? */
948 GLbitfield _Flags; /**< LIGHT_* flags, see above */
949 GLfloat _BaseColor[2][3];
950 /*@}*/
951 };
952
953
954 /**
955 * Line attribute group (GL_LINE_BIT).
956 */
957 struct gl_line_attrib
958 {
959 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
960 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
961 GLushort StipplePattern; /**< Stipple pattern */
962 GLint StippleFactor; /**< Stipple repeat factor */
963 GLfloat Width; /**< Line width */
964 };
965
966
967 /**
968 * Display list attribute group (GL_LIST_BIT).
969 */
970 struct gl_list_attrib
971 {
972 GLuint ListBase;
973 };
974
975
976 /**
977 * Multisample attribute group (GL_MULTISAMPLE_BIT).
978 */
979 struct gl_multisample_attrib
980 {
981 GLboolean Enabled;
982 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
983 GLboolean SampleAlphaToCoverage;
984 GLboolean SampleAlphaToOne;
985 GLboolean SampleCoverage;
986 GLfloat SampleCoverageValue;
987 GLboolean SampleCoverageInvert;
988 };
989
990
991 /**
992 * A pixelmap (see glPixelMap)
993 */
994 struct gl_pixelmap
995 {
996 GLint Size;
997 GLfloat Map[MAX_PIXEL_MAP_TABLE];
998 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
999 };
1000
1001
1002 /**
1003 * Collection of all pixelmaps
1004 */
1005 struct gl_pixelmaps
1006 {
1007 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1008 struct gl_pixelmap GtoG;
1009 struct gl_pixelmap BtoB;
1010 struct gl_pixelmap AtoA;
1011 struct gl_pixelmap ItoR;
1012 struct gl_pixelmap ItoG;
1013 struct gl_pixelmap ItoB;
1014 struct gl_pixelmap ItoA;
1015 struct gl_pixelmap ItoI;
1016 struct gl_pixelmap StoS;
1017 };
1018
1019
1020 /**
1021 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1022 */
1023 struct gl_pixel_attrib
1024 {
1025 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1026
1027 /*--- Begin Pixel Transfer State ---*/
1028 /* Fields are in the order in which they're applied... */
1029
1030 /** Scale & Bias (index shift, offset) */
1031 /*@{*/
1032 GLfloat RedBias, RedScale;
1033 GLfloat GreenBias, GreenScale;
1034 GLfloat BlueBias, BlueScale;
1035 GLfloat AlphaBias, AlphaScale;
1036 GLfloat DepthBias, DepthScale;
1037 GLint IndexShift, IndexOffset;
1038 /*@}*/
1039
1040 /* Pixel Maps */
1041 /* Note: actual pixel maps are not part of this attrib group */
1042 GLboolean MapColorFlag;
1043 GLboolean MapStencilFlag;
1044
1045 /*--- End Pixel Transfer State ---*/
1046
1047 /** glPixelZoom */
1048 GLfloat ZoomX, ZoomY;
1049
1050 /** GL_SGI_texture_color_table */
1051 GLfloat TextureColorTableScale[4]; /**< RGBA */
1052 GLfloat TextureColorTableBias[4]; /**< RGBA */
1053 };
1054
1055
1056 /**
1057 * Point attribute group (GL_POINT_BIT).
1058 */
1059 struct gl_point_attrib
1060 {
1061 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1062 GLfloat Size; /**< User-specified point size */
1063 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1064 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1065 GLfloat Threshold; /**< GL_EXT_point_parameters */
1066 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1067 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1068 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1069 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1070 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1071 };
1072
1073
1074 /**
1075 * Polygon attribute group (GL_POLYGON_BIT).
1076 */
1077 struct gl_polygon_attrib
1078 {
1079 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1080 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1081 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1082 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1083 GLboolean CullFlag; /**< Culling on/off flag */
1084 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1085 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1086 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1087 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1088 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1089 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1090 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1091 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1092 };
1093
1094
1095 /**
1096 * Scissor attributes (GL_SCISSOR_BIT).
1097 */
1098 struct gl_scissor_attrib
1099 {
1100 GLboolean Enabled; /**< Scissor test enabled? */
1101 GLint X, Y; /**< Lower left corner of box */
1102 GLsizei Width, Height; /**< Size of box */
1103 };
1104
1105
1106 /**
1107 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1108 *
1109 * Three sets of stencil data are tracked so that OpenGL 2.0,
1110 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1111 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1112 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1113 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1114 * GL_EXT_stencil_two_side GL_BACK state.
1115 *
1116 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1117 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1118 *
1119 * The derived value \c _TestTwoSide is set when the front-face and back-face
1120 * stencil state are different.
1121 */
1122 struct gl_stencil_attrib
1123 {
1124 GLboolean Enabled; /**< Enabled flag */
1125 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1126 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1127 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1128 GLboolean _TestTwoSide;
1129 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1130 GLenum Function[3]; /**< Stencil function */
1131 GLenum FailFunc[3]; /**< Fail function */
1132 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1133 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1134 GLint Ref[3]; /**< Reference value */
1135 GLuint ValueMask[3]; /**< Value mask */
1136 GLuint WriteMask[3]; /**< Write mask */
1137 GLuint Clear; /**< Clear value */
1138 };
1139
1140
1141 /**
1142 * An index for each type of texture object. These correspond to the GL
1143 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1144 * Note: the order is from highest priority to lowest priority.
1145 */
1146 typedef enum
1147 {
1148 TEXTURE_2D_ARRAY_INDEX,
1149 TEXTURE_1D_ARRAY_INDEX,
1150 TEXTURE_CUBE_INDEX,
1151 TEXTURE_3D_INDEX,
1152 TEXTURE_RECT_INDEX,
1153 TEXTURE_2D_INDEX,
1154 TEXTURE_1D_INDEX,
1155 NUM_TEXTURE_TARGETS
1156 } gl_texture_index;
1157
1158
1159 /**
1160 * Bit flags for each type of texture object
1161 * Used for Texture.Unit[]._ReallyEnabled flags.
1162 */
1163 /*@{*/
1164 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1165 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1166 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1167 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1168 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1169 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1170 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1171 /*@}*/
1172
1173
1174 /**
1175 * TexGenEnabled flags.
1176 */
1177 /*@{*/
1178 #define S_BIT 1
1179 #define T_BIT 2
1180 #define R_BIT 4
1181 #define Q_BIT 8
1182 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1183 /*@}*/
1184
1185
1186 /**
1187 * Bit flag versions of the corresponding GL_ constants.
1188 */
1189 /*@{*/
1190 #define TEXGEN_SPHERE_MAP 0x1
1191 #define TEXGEN_OBJ_LINEAR 0x2
1192 #define TEXGEN_EYE_LINEAR 0x4
1193 #define TEXGEN_REFLECTION_MAP_NV 0x8
1194 #define TEXGEN_NORMAL_MAP_NV 0x10
1195
1196 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1197 TEXGEN_REFLECTION_MAP_NV | \
1198 TEXGEN_NORMAL_MAP_NV)
1199 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1200 TEXGEN_REFLECTION_MAP_NV | \
1201 TEXGEN_NORMAL_MAP_NV | \
1202 TEXGEN_EYE_LINEAR)
1203 /*@}*/
1204
1205
1206
1207 /** Tex-gen enabled for texture unit? */
1208 #define ENABLE_TEXGEN(unit) (1 << (unit))
1209
1210 /** Non-identity texture matrix for texture unit? */
1211 #define ENABLE_TEXMAT(unit) (1 << (unit))
1212
1213
1214 /**
1215 * Texel fetch function prototype. We use texel fetch functions to
1216 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1217 * texture images. These functions help to isolate us from the gritty
1218 * details of all the various texture image encodings.
1219 *
1220 * \param texImage texture image.
1221 * \param col texel column.
1222 * \param row texel row.
1223 * \param img texel image level/layer.
1224 * \param texelOut output texel (up to 4 GLchans)
1225 */
1226 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1227 GLint col, GLint row, GLint img,
1228 GLchan *texelOut );
1229
1230 /**
1231 * As above, but returns floats.
1232 * Used for depth component images and for upcoming signed/float
1233 * texture images.
1234 */
1235 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1236 GLint col, GLint row, GLint img,
1237 GLfloat *texelOut );
1238
1239
1240 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1241 GLint col, GLint row, GLint img,
1242 const void *texel);
1243
1244
1245 /**
1246 * Texture image state. Describes the dimensions of a texture image,
1247 * the texel format and pointers to Texel Fetch functions.
1248 */
1249 struct gl_texture_image
1250 {
1251 GLint InternalFormat; /**< Internal format as given by the user */
1252 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1253 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1254 * GL_INTENSITY, GL_COLOR_INDEX,
1255 * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
1256 * only. Used for choosing TexEnv arithmetic.
1257 */
1258 GLuint TexFormat; /**< The actual format: MESA_FORMAT_x */
1259
1260 GLuint Border; /**< 0 or 1 */
1261 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1262 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1263 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1264 GLuint Width2; /**< = Width - 2*Border */
1265 GLuint Height2; /**< = Height - 2*Border */
1266 GLuint Depth2; /**< = Depth - 2*Border */
1267 GLuint WidthLog2; /**< = log2(Width2) */
1268 GLuint HeightLog2; /**< = log2(Height2) */
1269 GLuint DepthLog2; /**< = log2(Depth2) */
1270 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1271 GLfloat WidthScale; /**< used for mipmap LOD computation */
1272 GLfloat HeightScale; /**< used for mipmap LOD computation */
1273 GLfloat DepthScale; /**< used for mipmap LOD computation */
1274 GLboolean IsClientData; /**< Data owned by client? */
1275 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1276
1277 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1278
1279 FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
1280 FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
1281
1282 GLuint RowStride; /**< Padded width in units of texels */
1283 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1284 each 2D slice in 'Data', in texels */
1285 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1286
1287 /**
1288 * \name For device driver:
1289 */
1290 /*@{*/
1291 void *DriverData; /**< Arbitrary device driver data */
1292 /*@}*/
1293 };
1294
1295
1296 /**
1297 * Indexes for cube map faces.
1298 */
1299 typedef enum
1300 {
1301 FACE_POS_X = 0,
1302 FACE_NEG_X = 1,
1303 FACE_POS_Y = 2,
1304 FACE_NEG_Y = 3,
1305 FACE_POS_Z = 4,
1306 FACE_NEG_Z = 5,
1307 MAX_FACES = 6
1308 } gl_face_index;
1309
1310
1311 /**
1312 * Texture object state. Contains the array of mipmap images, border color,
1313 * wrap modes, filter modes, shadow/texcompare state, and the per-texture
1314 * color palette.
1315 */
1316 struct gl_texture_object
1317 {
1318 _glthread_Mutex Mutex; /**< for thread safety */
1319 GLint RefCount; /**< reference count */
1320 GLuint Name; /**< the user-visible texture object ID */
1321 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1322 GLfloat Priority; /**< in [0,1] */
1323 union {
1324 GLfloat f[4];
1325 GLuint ui[4];
1326 GLint i[4];
1327 } BorderColor; /**< Interpreted according to texture format */
1328 GLenum WrapS; /**< S-axis texture image wrap mode */
1329 GLenum WrapT; /**< T-axis texture image wrap mode */
1330 GLenum WrapR; /**< R-axis texture image wrap mode */
1331 GLenum MinFilter; /**< minification filter */
1332 GLenum MagFilter; /**< magnification filter */
1333 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1334 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1335 GLfloat LodBias; /**< OpenGL 1.4 */
1336 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1337 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1338 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1339 GLenum CompareMode; /**< GL_ARB_shadow */
1340 GLenum CompareFunc; /**< GL_ARB_shadow */
1341 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1342 GLenum DepthMode; /**< GL_ARB_depth_texture */
1343 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1344 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1345 GLint CropRect[4]; /**< GL_OES_draw_texture */
1346 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1347 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1348 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1349 GLboolean _Complete; /**< Is texture object complete? */
1350 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1351 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1352 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1353
1354 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1355 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1356
1357 /** GL_EXT_paletted_texture */
1358 struct gl_color_table Palette;
1359
1360 /**
1361 * \name For device driver.
1362 * Note: instead of attaching driver data to this pointer, it's preferable
1363 * to instead use this struct as a base class for your own texture object
1364 * class. Driver->NewTextureObject() can be used to implement the
1365 * allocation.
1366 */
1367 void *DriverData; /**< Arbitrary device driver data */
1368 };
1369
1370
1371 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1372 #define MAX_COMBINER_TERMS 4
1373
1374
1375 /**
1376 * Texture combine environment state.
1377 */
1378 struct gl_tex_env_combine_state
1379 {
1380 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1381 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1382 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1383 GLenum SourceRGB[MAX_COMBINER_TERMS];
1384 GLenum SourceA[MAX_COMBINER_TERMS];
1385 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1386 GLenum OperandRGB[MAX_COMBINER_TERMS];
1387 GLenum OperandA[MAX_COMBINER_TERMS];
1388 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1389 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1390 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1391 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1392 };
1393
1394
1395 /**
1396 * Texture coord generation state.
1397 */
1398 struct gl_texgen
1399 {
1400 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1401 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1402 GLfloat ObjectPlane[4];
1403 GLfloat EyePlane[4];
1404 };
1405
1406
1407 /**
1408 * Texture unit state. Contains enable flags, texture environment/function/
1409 * combiners, texgen state, pointers to current texture objects and
1410 * post-filter color tables.
1411 */
1412 struct gl_texture_unit
1413 {
1414 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1415 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1416
1417 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1418 GLfloat EnvColor[4];
1419
1420 struct gl_texgen GenS;
1421 struct gl_texgen GenT;
1422 struct gl_texgen GenR;
1423 struct gl_texgen GenQ;
1424 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1425 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1426
1427 GLfloat LodBias; /**< for biasing mipmap levels */
1428 GLenum BumpTarget;
1429 GLfloat RotMatrix[4]; /* 2x2 matrix */
1430
1431 /**
1432 * \name GL_EXT_texture_env_combine
1433 */
1434 struct gl_tex_env_combine_state Combine;
1435
1436 /**
1437 * Derived state based on \c EnvMode and the \c BaseFormat of the
1438 * currently enabled texture.
1439 */
1440 struct gl_tex_env_combine_state _EnvMode;
1441
1442 /**
1443 * Currently enabled combiner state. This will point to either
1444 * \c Combine or \c _EnvMode.
1445 */
1446 struct gl_tex_env_combine_state *_CurrentCombine;
1447
1448 /** Current texture object pointers */
1449 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1450
1451 /** Points to highest priority, complete and enabled texture object */
1452 struct gl_texture_object *_Current;
1453
1454 /** GL_SGI_texture_color_table */
1455 /*@{*/
1456 struct gl_color_table ColorTable;
1457 struct gl_color_table ProxyColorTable;
1458 GLboolean ColorTableEnabled;
1459 /*@}*/
1460 };
1461
1462
1463 /**
1464 * Texture attribute group (GL_TEXTURE_BIT).
1465 */
1466 struct gl_texture_attrib
1467 {
1468 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1469 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1470
1471 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1472
1473 /** GL_ARB_seamless_cubemap */
1474 GLboolean CubeMapSeamless;
1475
1476 /** GL_EXT_shared_texture_palette */
1477 GLboolean SharedPalette;
1478 struct gl_color_table Palette;
1479
1480 /** Texture units/samplers used by vertex or fragment texturing */
1481 GLbitfield _EnabledUnits;
1482
1483 /** Texture coord units/sets used for fragment texturing */
1484 GLbitfield _EnabledCoordUnits;
1485
1486 /** Texture coord units that have texgen enabled */
1487 GLbitfield _TexGenEnabled;
1488
1489 /** Texture coord units that have non-identity matrices */
1490 GLbitfield _TexMatEnabled;
1491
1492 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1493 GLbitfield _GenFlags;
1494 };
1495
1496
1497 /**
1498 * Transformation attribute group (GL_TRANSFORM_BIT).
1499 */
1500 struct gl_transform_attrib
1501 {
1502 GLenum MatrixMode; /**< Matrix mode */
1503 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1504 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1505 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1506 GLboolean Normalize; /**< Normalize all normals? */
1507 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1508 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1509 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1510
1511 GLfloat CullEyePos[4];
1512 GLfloat CullObjPos[4];
1513 };
1514
1515
1516 /**
1517 * Viewport attribute group (GL_VIEWPORT_BIT).
1518 */
1519 struct gl_viewport_attrib
1520 {
1521 GLint X, Y; /**< position */
1522 GLsizei Width, Height; /**< size */
1523 GLfloat Near, Far; /**< Depth buffer range */
1524 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1525 };
1526
1527
1528 /**
1529 * GL_ARB_vertex/pixel_buffer_object buffer object
1530 */
1531 struct gl_buffer_object
1532 {
1533 _glthread_Mutex Mutex;
1534 GLint RefCount;
1535 GLuint Name;
1536 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1537 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1538 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1539 /** Fields describing a mapped buffer */
1540 /*@{*/
1541 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1542 GLvoid *Pointer; /**< User-space address of mapping */
1543 GLintptr Offset; /**< Mapped offset */
1544 GLsizeiptr Length; /**< Mapped length */
1545 /*@}*/
1546 GLboolean Written; /**< Ever written to? (for debugging) */
1547 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1548 };
1549
1550
1551 /**
1552 * Client pixel packing/unpacking attributes
1553 */
1554 struct gl_pixelstore_attrib
1555 {
1556 GLint Alignment;
1557 GLint RowLength;
1558 GLint SkipPixels;
1559 GLint SkipRows;
1560 GLint ImageHeight;
1561 GLint SkipImages;
1562 GLboolean SwapBytes;
1563 GLboolean LsbFirst;
1564 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1565 GLboolean Invert; /**< GL_MESA_pack_invert */
1566 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1567 };
1568
1569
1570 /**
1571 * Client vertex array attributes
1572 */
1573 struct gl_client_array
1574 {
1575 GLint Size; /**< components per element (1,2,3,4) */
1576 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1577 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1578 GLsizei Stride; /**< user-specified stride */
1579 GLsizei StrideB; /**< actual stride in bytes */
1580 const GLubyte *Ptr; /**< Points to array data */
1581 GLboolean Enabled; /**< Enabled flag is a boolean */
1582 GLboolean Normalized; /**< GL_ARB_vertex_program */
1583 GLboolean Integer; /**< Integer-valued? */
1584 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1585 GLuint _ElementSize; /**< size of each element in bytes */
1586
1587 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1588 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1589 };
1590
1591
1592 /**
1593 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1594 * extension, but a nice encapsulation in any case.
1595 */
1596 struct gl_array_object
1597 {
1598 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1599 GLuint Name;
1600
1601 GLint RefCount;
1602 _glthread_Mutex Mutex;
1603 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1604
1605 /** Conventional vertex arrays */
1606 /*@{*/
1607 struct gl_client_array Vertex;
1608 struct gl_client_array Weight;
1609 struct gl_client_array Normal;
1610 struct gl_client_array Color;
1611 struct gl_client_array SecondaryColor;
1612 struct gl_client_array FogCoord;
1613 struct gl_client_array Index;
1614 struct gl_client_array EdgeFlag;
1615 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1616 struct gl_client_array PointSize;
1617 /*@}*/
1618
1619 /**
1620 * Generic arrays for vertex programs/shaders.
1621 * For NV vertex programs, these attributes alias and take priority
1622 * over the conventional attribs above. For ARB vertex programs and
1623 * GLSL vertex shaders, these attributes are separate.
1624 */
1625 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1626
1627 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1628 GLbitfield _Enabled;
1629
1630 /**
1631 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1632 * we can determine the max legal (in bounds) glDrawElements array index.
1633 */
1634 GLuint _MaxElement;
1635 };
1636
1637
1638 /**
1639 * Vertex array state
1640 */
1641 struct gl_array_attrib
1642 {
1643 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1644 struct gl_array_object *ArrayObj;
1645
1646 /** The default vertex array object */
1647 struct gl_array_object *DefaultArrayObj;
1648
1649 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1650 struct _mesa_HashTable *Objects;
1651
1652 GLint ActiveTexture; /**< Client Active Texture */
1653 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1654 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1655
1656 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1657 GLboolean PrimitiveRestart;
1658 GLuint RestartIndex;
1659
1660 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1661
1662 /* GL_ARB_vertex_buffer_object */
1663 struct gl_buffer_object *ArrayBufferObj;
1664 struct gl_buffer_object *ElementArrayBufferObj;
1665 };
1666
1667
1668 /**
1669 * Feedback buffer state
1670 */
1671 struct gl_feedback
1672 {
1673 GLenum Type;
1674 GLbitfield _Mask; /**< FB_* bits */
1675 GLfloat *Buffer;
1676 GLuint BufferSize;
1677 GLuint Count;
1678 };
1679
1680
1681 /**
1682 * Selection buffer state
1683 */
1684 struct gl_selection
1685 {
1686 GLuint *Buffer; /**< selection buffer */
1687 GLuint BufferSize; /**< size of the selection buffer */
1688 GLuint BufferCount; /**< number of values in the selection buffer */
1689 GLuint Hits; /**< number of records in the selection buffer */
1690 GLuint NameStackDepth; /**< name stack depth */
1691 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1692 GLboolean HitFlag; /**< hit flag */
1693 GLfloat HitMinZ; /**< minimum hit depth */
1694 GLfloat HitMaxZ; /**< maximum hit depth */
1695 };
1696
1697
1698 /**
1699 * 1-D Evaluator control points
1700 */
1701 struct gl_1d_map
1702 {
1703 GLuint Order; /**< Number of control points */
1704 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1705 GLfloat *Points; /**< Points to contiguous control points */
1706 };
1707
1708
1709 /**
1710 * 2-D Evaluator control points
1711 */
1712 struct gl_2d_map
1713 {
1714 GLuint Uorder; /**< Number of control points in U dimension */
1715 GLuint Vorder; /**< Number of control points in V dimension */
1716 GLfloat u1, u2, du;
1717 GLfloat v1, v2, dv;
1718 GLfloat *Points; /**< Points to contiguous control points */
1719 };
1720
1721
1722 /**
1723 * All evaluator control point state
1724 */
1725 struct gl_evaluators
1726 {
1727 /**
1728 * \name 1-D maps
1729 */
1730 /*@{*/
1731 struct gl_1d_map Map1Vertex3;
1732 struct gl_1d_map Map1Vertex4;
1733 struct gl_1d_map Map1Index;
1734 struct gl_1d_map Map1Color4;
1735 struct gl_1d_map Map1Normal;
1736 struct gl_1d_map Map1Texture1;
1737 struct gl_1d_map Map1Texture2;
1738 struct gl_1d_map Map1Texture3;
1739 struct gl_1d_map Map1Texture4;
1740 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1741 /*@}*/
1742
1743 /**
1744 * \name 2-D maps
1745 */
1746 /*@{*/
1747 struct gl_2d_map Map2Vertex3;
1748 struct gl_2d_map Map2Vertex4;
1749 struct gl_2d_map Map2Index;
1750 struct gl_2d_map Map2Color4;
1751 struct gl_2d_map Map2Normal;
1752 struct gl_2d_map Map2Texture1;
1753 struct gl_2d_map Map2Texture2;
1754 struct gl_2d_map Map2Texture3;
1755 struct gl_2d_map Map2Texture4;
1756 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1757 /*@}*/
1758 };
1759
1760
1761 /**
1762 * Names of the various vertex/fragment program register files, etc.
1763 *
1764 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1765 * All values should fit in a 4-bit field.
1766 *
1767 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1768 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1769 * be "uniform" variables since they can only be set outside glBegin/End.
1770 * They're also all stored in the same Parameters array.
1771 */
1772 typedef enum
1773 {
1774 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1775 PROGRAM_INPUT, /**< machine->Inputs[] */
1776 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1777 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1778 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1779 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1780 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1781 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1782 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1783 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1784 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1785 PROGRAM_ADDRESS, /**< machine->AddressReg */
1786 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1787 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1788 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1789 PROGRAM_FILE_MAX
1790 } gl_register_file;
1791
1792
1793 /**
1794 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1795 * one of these values.
1796 */
1797 typedef enum
1798 {
1799 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1800 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1801 SYSTEM_VALUE_MAX /**< Number of values */
1802 } gl_system_value;
1803
1804
1805 /** Vertex and fragment instructions */
1806 struct prog_instruction;
1807 struct gl_program_parameter_list;
1808 struct gl_uniform_list;
1809
1810
1811 /**
1812 * Base class for any kind of program object
1813 */
1814 struct gl_program
1815 {
1816 GLuint Id;
1817 GLubyte *String; /**< Null-terminated program text */
1818 GLint RefCount;
1819 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1820 GLenum Format; /**< String encoding format */
1821 GLboolean Resident;
1822
1823 struct prog_instruction *Instructions;
1824
1825 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1826 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1827 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1828 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1829 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1830 GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1831 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1832 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1833
1834
1835 /** Named parameters, constants, etc. from program text */
1836 struct gl_program_parameter_list *Parameters;
1837 /** Numbered local parameters */
1838 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1839
1840 /** Vertex/fragment shader varying vars */
1841 struct gl_program_parameter_list *Varying;
1842 /** Vertex program user-defined attributes */
1843 struct gl_program_parameter_list *Attributes;
1844
1845 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1846 GLubyte SamplerUnits[MAX_SAMPLERS];
1847 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1848 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1849
1850 /** Bitmask of which register files are read/written with indirect
1851 * addressing. Mask of (1 << PROGRAM_x) bits.
1852 */
1853 GLbitfield IndirectRegisterFiles;
1854
1855 /** Logical counts */
1856 /*@{*/
1857 GLuint NumInstructions;
1858 GLuint NumTemporaries;
1859 GLuint NumParameters;
1860 GLuint NumAttributes;
1861 GLuint NumAddressRegs;
1862 GLuint NumAluInstructions;
1863 GLuint NumTexInstructions;
1864 GLuint NumTexIndirections;
1865 /*@}*/
1866 /** Native, actual h/w counts */
1867 /*@{*/
1868 GLuint NumNativeInstructions;
1869 GLuint NumNativeTemporaries;
1870 GLuint NumNativeParameters;
1871 GLuint NumNativeAttributes;
1872 GLuint NumNativeAddressRegs;
1873 GLuint NumNativeAluInstructions;
1874 GLuint NumNativeTexInstructions;
1875 GLuint NumNativeTexIndirections;
1876 /*@}*/
1877 };
1878
1879
1880 /** Vertex program object */
1881 struct gl_vertex_program
1882 {
1883 struct gl_program Base; /**< base class */
1884 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1885 GLboolean IsPositionInvariant;
1886 };
1887
1888
1889 /** Geometry program object */
1890 struct gl_geometry_program
1891 {
1892 struct gl_program Base; /**< base class */
1893
1894 GLint VerticesOut;
1895 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1896 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1897 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1898 };
1899
1900
1901 /** Fragment program object */
1902 struct gl_fragment_program
1903 {
1904 struct gl_program Base; /**< base class */
1905 GLenum FogOption;
1906 GLboolean UsesKill; /**< shader uses KIL instruction */
1907 GLboolean OriginUpperLeft;
1908 GLboolean PixelCenterInteger;
1909 enum gl_frag_depth_layout FragDepthLayout;
1910 };
1911
1912
1913 /**
1914 * State common to vertex and fragment programs.
1915 */
1916 struct gl_program_state
1917 {
1918 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1919 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1920 };
1921
1922
1923 /**
1924 * Context state for vertex programs.
1925 */
1926 struct gl_vertex_program_state
1927 {
1928 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1929 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1930 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1931 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1932 struct gl_vertex_program *Current; /**< User-bound vertex program */
1933
1934 /** Currently enabled and valid vertex program (including internal
1935 * programs, user-defined vertex programs and GLSL vertex shaders).
1936 * This is the program we must use when rendering.
1937 */
1938 struct gl_vertex_program *_Current;
1939
1940 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1941
1942 /* For GL_NV_vertex_program only: */
1943 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1944 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1945
1946 /** Should fixed-function T&L be implemented with a vertex prog? */
1947 GLboolean _MaintainTnlProgram;
1948
1949 /** Program to emulate fixed-function T&L (see above) */
1950 struct gl_vertex_program *_TnlProgram;
1951
1952 /** Cache of fixed-function programs */
1953 struct gl_program_cache *Cache;
1954
1955 GLboolean _Overriden;
1956 };
1957
1958
1959 /**
1960 * Context state for geometry programs.
1961 */
1962 struct gl_geometry_program_state
1963 {
1964 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1965 GLboolean _Enabled; /**< Enabled and valid program? */
1966 struct gl_geometry_program *Current; /**< user-bound geometry program */
1967
1968 /** Currently enabled and valid program (including internal programs
1969 * and compiled shader programs).
1970 */
1971 struct gl_geometry_program *_Current;
1972
1973 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1974
1975 /** Cache of fixed-function programs */
1976 struct gl_program_cache *Cache;
1977 };
1978
1979 /**
1980 * Context state for fragment programs.
1981 */
1982 struct gl_fragment_program_state
1983 {
1984 GLboolean Enabled; /**< User-set fragment program enable flag */
1985 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1986 struct gl_fragment_program *Current; /**< User-bound fragment program */
1987
1988 /** Currently enabled and valid fragment program (including internal
1989 * programs, user-defined fragment programs and GLSL fragment shaders).
1990 * This is the program we must use when rendering.
1991 */
1992 struct gl_fragment_program *_Current;
1993
1994 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1995
1996 /** Should fixed-function texturing be implemented with a fragment prog? */
1997 GLboolean _MaintainTexEnvProgram;
1998
1999 /** Program to emulate fixed-function texture env/combine (see above) */
2000 struct gl_fragment_program *_TexEnvProgram;
2001
2002 /** Cache of fixed-function programs */
2003 struct gl_program_cache *Cache;
2004 };
2005
2006
2007 /**
2008 * ATI_fragment_shader runtime state
2009 */
2010 #define ATI_FS_INPUT_PRIMARY 0
2011 #define ATI_FS_INPUT_SECONDARY 1
2012
2013 struct atifs_instruction;
2014 struct atifs_setupinst;
2015
2016 /**
2017 * ATI fragment shader
2018 */
2019 struct ati_fragment_shader
2020 {
2021 GLuint Id;
2022 GLint RefCount;
2023 struct atifs_instruction *Instructions[2];
2024 struct atifs_setupinst *SetupInst[2];
2025 GLfloat Constants[8][4];
2026 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2027 GLubyte numArithInstr[2];
2028 GLubyte regsAssigned[2];
2029 GLubyte NumPasses; /**< 1 or 2 */
2030 GLubyte cur_pass;
2031 GLubyte last_optype;
2032 GLboolean interpinp1;
2033 GLboolean isValid;
2034 GLuint swizzlerq;
2035 };
2036
2037 /**
2038 * Context state for GL_ATI_fragment_shader
2039 */
2040 struct gl_ati_fragment_shader_state
2041 {
2042 GLboolean Enabled;
2043 GLboolean _Enabled; /**< enabled and valid shader? */
2044 GLboolean Compiling;
2045 GLfloat GlobalConstants[8][4];
2046 struct ati_fragment_shader *Current;
2047 };
2048
2049
2050 /**
2051 * Occlusion/timer query object.
2052 */
2053 struct gl_query_object
2054 {
2055 GLenum Target; /**< The query target, when active */
2056 GLuint Id; /**< hash table ID/name */
2057 GLuint64EXT Result; /**< the counter */
2058 GLboolean Active; /**< inside Begin/EndQuery */
2059 GLboolean Ready; /**< result is ready? */
2060 };
2061
2062
2063 /**
2064 * Context state for query objects.
2065 */
2066 struct gl_query_state
2067 {
2068 struct _mesa_HashTable *QueryObjects;
2069 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2070 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2071
2072 /** GL_NV_conditional_render */
2073 struct gl_query_object *CondRenderQuery;
2074
2075 /** GL_EXT_transform_feedback */
2076 struct gl_query_object *PrimitivesGenerated;
2077 struct gl_query_object *PrimitivesWritten;
2078
2079 /** GL_ARB_timer_query */
2080 struct gl_query_object *TimeElapsed;
2081
2082 GLenum CondRenderMode;
2083 };
2084
2085
2086 /** Sync object state */
2087 struct gl_sync_object {
2088 struct simple_node link;
2089 GLenum Type; /**< GL_SYNC_FENCE */
2090 GLuint Name; /**< Fence name */
2091 GLint RefCount; /**< Reference count */
2092 GLboolean DeletePending; /**< Object was deleted while there were still
2093 * live references (e.g., sync not yet finished)
2094 */
2095 GLenum SyncCondition;
2096 GLbitfield Flags; /**< Flags passed to glFenceSync */
2097 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2098 };
2099
2100
2101 /** Set by #pragma directives */
2102 struct gl_sl_pragmas
2103 {
2104 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2105 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2106 GLboolean Optimize; /**< defaults on */
2107 GLboolean Debug; /**< defaults off */
2108 };
2109
2110
2111 /**
2112 * A GLSL vertex or fragment shader object.
2113 */
2114 struct gl_shader
2115 {
2116 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2117 GLuint Name; /**< AKA the handle */
2118 GLint RefCount; /**< Reference count */
2119 GLboolean DeletePending;
2120 GLboolean CompileStatus;
2121 GLboolean Main; /**< shader defines main() */
2122 GLboolean UnresolvedRefs;
2123 const GLchar *Source; /**< Source code string */
2124 GLuint SourceChecksum; /**< for debug/logging purposes */
2125 struct gl_program *Program; /**< Post-compile assembly code */
2126 GLchar *InfoLog;
2127 struct gl_sl_pragmas Pragmas;
2128
2129 unsigned Version; /**< GLSL version used for linking */
2130
2131 struct exec_list *ir;
2132 struct glsl_symbol_table *symbols;
2133
2134 /** Shaders containing built-in functions that are used for linking. */
2135 struct gl_shader *builtins_to_link[16];
2136 unsigned num_builtins_to_link;
2137 };
2138
2139
2140 /**
2141 * A GLSL program object.
2142 * Basically a linked collection of vertex and fragment shaders.
2143 */
2144 struct gl_shader_program
2145 {
2146 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2147 GLuint Name; /**< aka handle or ID */
2148 GLint RefCount; /**< Reference count */
2149 GLboolean DeletePending;
2150
2151 GLuint NumShaders; /**< number of attached shaders */
2152 struct gl_shader **Shaders; /**< List of attached the shaders */
2153
2154 /** User-defined attribute bindings (glBindAttribLocation) */
2155 struct gl_program_parameter_list *Attributes;
2156
2157 /** Transform feedback varyings */
2158 struct {
2159 GLenum BufferMode;
2160 GLuint NumVarying;
2161 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2162 } TransformFeedback;
2163
2164 /** Geometry shader state - copied into gl_geometry_program at link time */
2165 struct {
2166 GLint VerticesOut;
2167 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2168 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2169 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2170 } Geom;
2171
2172 /* post-link info: */
2173 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2174 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2175 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2176 struct gl_uniform_list *Uniforms;
2177 struct gl_program_parameter_list *Varying;
2178 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2179 GLboolean Validated;
2180 GLboolean _Used; /**< Ever used for drawing? */
2181 GLchar *InfoLog;
2182
2183 unsigned Version; /**< GLSL version used for linking */
2184
2185 /**
2186 * Per-stage shaders resulting from the first stage of linking.
2187 *
2188 * Set of linked shaders for this program. The array is accessed using the
2189 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2190 * \c NULL.
2191 */
2192 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2193 };
2194
2195
2196 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2197 #define GLSL_LOG 0x2 /**< Write shaders to files */
2198 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2199 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2200 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2201 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2202 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2203 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2204
2205
2206 /**
2207 * Context state for GLSL vertex/fragment shaders.
2208 */
2209 struct gl_shader_state
2210 {
2211 /**
2212 * Programs used for rendering
2213 *
2214 * There is a separate program set for each shader stage. If
2215 * GL_EXT_separate_shader_objects is not supported, each of these must point
2216 * to \c NULL or to the same program.
2217 */
2218 struct gl_shader_program *CurrentVertexProgram;
2219 struct gl_shader_program *CurrentGeometryProgram;
2220 struct gl_shader_program *CurrentFragmentProgram;
2221
2222 /**
2223 * Program used by glUniform calls.
2224 *
2225 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2226 */
2227 struct gl_shader_program *ActiveProgram;
2228
2229 void *MemPool;
2230
2231 GLbitfield Flags; /**< Mask of GLSL_x flags */
2232 };
2233
2234 /**
2235 * Compiler options for a single GLSL shaders type
2236 */
2237 struct gl_shader_compiler_options
2238 {
2239 /** Driver-selectable options: */
2240 GLboolean EmitCondCodes; /**< Use condition codes? */
2241 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2242 /**
2243 * Attempts to flatten all ir_if (OPCODE_IF) for GPUs that can't
2244 * support control flow.
2245 */
2246 GLboolean EmitNoIfs;
2247 GLboolean EmitNoLoops;
2248 GLboolean EmitNoFunctions;
2249 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2250 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2251 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2252 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2253
2254 /**
2255 * \name Forms of indirect addressing the driver cannot do.
2256 */
2257 /*@{*/
2258 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2259 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2260 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2261 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2262 /*@}*/
2263
2264 GLuint MaxUnrollIterations;
2265
2266 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2267 };
2268
2269 /**
2270 * Transform feedback object state
2271 */
2272 struct gl_transform_feedback_object
2273 {
2274 GLuint Name; /**< AKA the object ID */
2275 GLint RefCount;
2276 GLboolean Active; /**< Is transform feedback enabled? */
2277 GLboolean Paused; /**< Is transform feedback paused? */
2278
2279 /** The feedback buffers */
2280 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2281 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2282
2283 /** Start of feedback data in dest buffer */
2284 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2285 /** Max data to put into dest buffer (in bytes) */
2286 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2287 };
2288
2289
2290 /**
2291 * Context state for transform feedback.
2292 */
2293 struct gl_transform_feedback
2294 {
2295 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2296
2297 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2298
2299 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2300 struct gl_buffer_object *CurrentBuffer;
2301
2302 /** The table of all transform feedback objects */
2303 struct _mesa_HashTable *Objects;
2304
2305 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2306 struct gl_transform_feedback_object *CurrentObject;
2307
2308 /** The default xform-fb object (Name==0) */
2309 struct gl_transform_feedback_object *DefaultObject;
2310 };
2311
2312
2313
2314 /**
2315 * State which can be shared by multiple contexts:
2316 */
2317 struct gl_shared_state
2318 {
2319 _glthread_Mutex Mutex; /**< for thread safety */
2320 GLint RefCount; /**< Reference count */
2321 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2322 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2323
2324 /** Default texture objects (shared by all texture units) */
2325 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2326
2327 /** Fallback texture used when a bound texture is incomplete */
2328 struct gl_texture_object *FallbackTex;
2329
2330 /**
2331 * \name Thread safety and statechange notification for texture
2332 * objects.
2333 *
2334 * \todo Improve the granularity of locking.
2335 */
2336 /*@{*/
2337 _glthread_Mutex TexMutex; /**< texobj thread safety */
2338 GLuint TextureStateStamp; /**< state notification for shared tex */
2339 /*@}*/
2340
2341 /** Default buffer object for vertex arrays that aren't in VBOs */
2342 struct gl_buffer_object *NullBufferObj;
2343
2344 /**
2345 * \name Vertex/geometry/fragment programs
2346 */
2347 /*@{*/
2348 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2349 struct gl_vertex_program *DefaultVertexProgram;
2350 struct gl_fragment_program *DefaultFragmentProgram;
2351 struct gl_geometry_program *DefaultGeometryProgram;
2352 /*@}*/
2353
2354 /* GL_ATI_fragment_shader */
2355 struct _mesa_HashTable *ATIShaders;
2356 struct ati_fragment_shader *DefaultFragmentShader;
2357
2358 struct _mesa_HashTable *BufferObjects;
2359
2360 /** Table of both gl_shader and gl_shader_program objects */
2361 struct _mesa_HashTable *ShaderObjects;
2362
2363 /* GL_EXT_framebuffer_object */
2364 struct _mesa_HashTable *RenderBuffers;
2365 struct _mesa_HashTable *FrameBuffers;
2366
2367 /* GL_ARB_sync */
2368 struct simple_node SyncObjects;
2369
2370 void *DriverData; /**< Device driver shared state */
2371 };
2372
2373
2374
2375
2376 /**
2377 * A renderbuffer stores colors or depth values or stencil values.
2378 * A framebuffer object will have a collection of these.
2379 * Data are read/written to the buffer with a handful of Get/Put functions.
2380 *
2381 * Instances of this object are allocated with the Driver's NewRenderbuffer
2382 * hook. Drivers will likely wrap this class inside a driver-specific
2383 * class to simulate inheritance.
2384 */
2385 struct gl_renderbuffer
2386 {
2387 #define RB_MAGIC 0xaabbccdd
2388 int Magic; /** XXX TEMPORARY DEBUG INFO */
2389 _glthread_Mutex Mutex; /**< for thread safety */
2390 GLuint ClassID; /**< Useful for drivers */
2391 GLuint Name;
2392 GLint RefCount;
2393 GLuint Width, Height;
2394 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2395
2396 GLenum InternalFormat; /**< The user-specified format */
2397 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2398 GL_STENCIL_INDEX. */
2399 GLuint Format; /**< The actual format: MESA_FORMAT_x */
2400
2401 GLubyte NumSamples;
2402
2403 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2404 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2405
2406 /* Used to wrap one renderbuffer around another: */
2407 struct gl_renderbuffer *Wrapped;
2408
2409 /* Delete this renderbuffer */
2410 void (*Delete)(struct gl_renderbuffer *rb);
2411
2412 /* Allocate new storage for this renderbuffer */
2413 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2414 GLenum internalFormat,
2415 GLuint width, GLuint height);
2416
2417 /* Lock/Unlock are called before/after calling the Get/Put functions.
2418 * Not sure this is the right place for these yet.
2419 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2420 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2421 */
2422
2423 /* Return a pointer to the element/pixel at (x,y).
2424 * Should return NULL if the buffer memory can't be directly addressed.
2425 */
2426 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2427 GLint x, GLint y);
2428
2429 /* Get/Read a row of values.
2430 * The values will be of format _BaseFormat and type DataType.
2431 */
2432 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2433 GLint x, GLint y, void *values);
2434
2435 /* Get/Read values at arbitrary locations.
2436 * The values will be of format _BaseFormat and type DataType.
2437 */
2438 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2439 const GLint x[], const GLint y[], void *values);
2440
2441 /* Put/Write a row of values.
2442 * The values will be of format _BaseFormat and type DataType.
2443 */
2444 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2445 GLint x, GLint y, const void *values, const GLubyte *mask);
2446
2447 /* Put/Write a row of RGB values. This is a special-case routine that's
2448 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2449 * a common case for glDrawPixels and some triangle routines.
2450 * The values will be of format GL_RGB and type DataType.
2451 */
2452 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2453 GLint x, GLint y, const void *values, const GLubyte *mask);
2454
2455
2456 /* Put/Write a row of identical values.
2457 * The values will be of format _BaseFormat and type DataType.
2458 */
2459 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2460 GLint x, GLint y, const void *value, const GLubyte *mask);
2461
2462 /* Put/Write values at arbitrary locations.
2463 * The values will be of format _BaseFormat and type DataType.
2464 */
2465 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2466 const GLint x[], const GLint y[], const void *values,
2467 const GLubyte *mask);
2468 /* Put/Write identical values at arbitrary locations.
2469 * The values will be of format _BaseFormat and type DataType.
2470 */
2471 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2472 GLuint count, const GLint x[], const GLint y[],
2473 const void *value, const GLubyte *mask);
2474 };
2475
2476
2477 /**
2478 * A renderbuffer attachment points to either a texture object (and specifies
2479 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2480 */
2481 struct gl_renderbuffer_attachment
2482 {
2483 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2484 GLboolean Complete;
2485
2486 /**
2487 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2488 * application supplied renderbuffer object.
2489 */
2490 struct gl_renderbuffer *Renderbuffer;
2491
2492 /**
2493 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2494 * supplied texture object.
2495 */
2496 struct gl_texture_object *Texture;
2497 GLuint TextureLevel; /**< Attached mipmap level. */
2498 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2499 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2500 * and 2D array textures */
2501 };
2502
2503
2504 /**
2505 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2506 * In C++ terms, think of this as a base class from which device drivers
2507 * will make derived classes.
2508 */
2509 struct gl_framebuffer
2510 {
2511 _glthread_Mutex Mutex; /**< for thread safety */
2512 /**
2513 * If zero, this is a window system framebuffer. If non-zero, this
2514 * is a FBO framebuffer; note that for some devices (i.e. those with
2515 * a natural pixel coordinate system for FBOs that differs from the
2516 * OpenGL/Mesa coordinate system), this means that the viewport,
2517 * polygon face orientation, and polygon stipple will have to be inverted.
2518 */
2519 GLuint Name;
2520
2521 GLint RefCount;
2522 GLboolean DeletePending;
2523
2524 /**
2525 * The framebuffer's visual. Immutable if this is a window system buffer.
2526 * Computed from attachments if user-made FBO.
2527 */
2528 struct gl_config Visual;
2529
2530 GLboolean Initialized;
2531
2532 GLuint Width, Height; /**< size of frame buffer in pixels */
2533
2534 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2535 /*@{*/
2536 GLint _Xmin, _Xmax; /**< inclusive */
2537 GLint _Ymin, _Ymax; /**< exclusive */
2538 /*@}*/
2539
2540 /** \name Derived Z buffer stuff */
2541 /*@{*/
2542 GLuint _DepthMax; /**< Max depth buffer value */
2543 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2544 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2545 /*@}*/
2546
2547 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2548 GLenum _Status;
2549
2550 /** Integer color values */
2551 GLboolean _IntegerColor;
2552
2553 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2554 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2555
2556 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2557 * attribute group and GL_PIXEL attribute group, respectively.
2558 */
2559 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2560 GLenum ColorReadBuffer;
2561
2562 /** Computed from ColorDraw/ReadBuffer above */
2563 GLuint _NumColorDrawBuffers;
2564 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2565 GLint _ColorReadBufferIndex; /* -1 = None */
2566 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2567 struct gl_renderbuffer *_ColorReadBuffer;
2568
2569 /** The Actual depth/stencil buffers to use. May be wrappers around the
2570 * depth/stencil buffers attached above. */
2571 struct gl_renderbuffer *_DepthBuffer;
2572 struct gl_renderbuffer *_StencilBuffer;
2573
2574 /** Delete this framebuffer */
2575 void (*Delete)(struct gl_framebuffer *fb);
2576 };
2577
2578
2579 /**
2580 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2581 */
2582 struct gl_precision
2583 {
2584 GLushort RangeMin; /**< min value exponent */
2585 GLushort RangeMax; /**< max value exponent */
2586 GLushort Precision; /**< number of mantissa bits */
2587 };
2588
2589
2590 /**
2591 * Limits for vertex and fragment programs/shaders.
2592 */
2593 struct gl_program_constants
2594 {
2595 /* logical limits */
2596 GLuint MaxInstructions;
2597 GLuint MaxAluInstructions;
2598 GLuint MaxTexInstructions;
2599 GLuint MaxTexIndirections;
2600 GLuint MaxAttribs;
2601 GLuint MaxTemps;
2602 GLuint MaxAddressRegs;
2603 GLuint MaxParameters;
2604 GLuint MaxLocalParams;
2605 GLuint MaxEnvParams;
2606 /* native/hardware limits */
2607 GLuint MaxNativeInstructions;
2608 GLuint MaxNativeAluInstructions;
2609 GLuint MaxNativeTexInstructions;
2610 GLuint MaxNativeTexIndirections;
2611 GLuint MaxNativeAttribs;
2612 GLuint MaxNativeTemps;
2613 GLuint MaxNativeAddressRegs;
2614 GLuint MaxNativeParameters;
2615 /* For shaders */
2616 GLuint MaxUniformComponents;
2617 /* GL_ARB_geometry_shader4 */
2618 GLuint MaxGeometryTextureImageUnits;
2619 GLuint MaxGeometryVaryingComponents;
2620 GLuint MaxVertexVaryingComponents;
2621 GLuint MaxGeometryUniformComponents;
2622 GLuint MaxGeometryOutputVertices;
2623 GLuint MaxGeometryTotalOutputComponents;
2624 /* ES 2.0 and GL_ARB_ES2_compatibility */
2625 struct gl_precision LowFloat, MediumFloat, HighFloat;
2626 struct gl_precision LowInt, MediumInt, HighInt;
2627 };
2628
2629
2630 /**
2631 * Constants which may be overridden by device driver during context creation
2632 * but are never changed after that.
2633 */
2634 struct gl_constants
2635 {
2636 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2637 GLint MaxTextureLevels; /**< Max mipmap levels. */
2638 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2639 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2640 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2641 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2642 GLuint MaxTextureCoordUnits;
2643 GLuint MaxTextureImageUnits;
2644 GLuint MaxVertexTextureImageUnits;
2645 GLuint MaxCombinedTextureImageUnits;
2646 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2647 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2648 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2649
2650 GLuint MaxArrayLockSize;
2651
2652 GLint SubPixelBits;
2653
2654 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2655 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2656 GLfloat PointSizeGranularity;
2657 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2658 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2659 GLfloat LineWidthGranularity;
2660
2661 GLuint MaxColorTableSize;
2662
2663 GLuint MaxClipPlanes;
2664 GLuint MaxLights;
2665 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2666 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2667
2668 GLuint MaxViewportWidth, MaxViewportHeight;
2669
2670 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2671 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2672 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2673 GLuint MaxProgramMatrices;
2674 GLuint MaxProgramMatrixStackDepth;
2675
2676 /** vertex array / buffer object bounds checking */
2677 GLboolean CheckArrayBounds;
2678
2679 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2680
2681 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2682 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2683 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2684
2685 GLuint MaxVarying; /**< Number of float[4] varying parameters */
2686
2687 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2688
2689 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2690 GLbitfield SupportedBumpUnits;
2691
2692 /**
2693 * Maximum amount of time, measured in nanseconds, that the server can wait.
2694 */
2695 GLuint64 MaxServerWaitTimeout;
2696
2697 /** GL_EXT_provoking_vertex */
2698 GLboolean QuadsFollowProvokingVertexConvention;
2699
2700 /** OpenGL version 3.0 */
2701 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2702
2703 /** OpenGL version 3.2 */
2704 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2705
2706 /** GL_EXT_transform_feedback */
2707 GLuint MaxTransformFeedbackSeparateAttribs;
2708 GLuint MaxTransformFeedbackSeparateComponents;
2709 GLuint MaxTransformFeedbackInterleavedComponents;
2710
2711 /** GL_EXT_gpu_shader4 */
2712 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2713
2714 /* GL_EXT_framebuffer_sRGB */
2715 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2716 };
2717
2718
2719 /**
2720 * Enable flag for each OpenGL extension. Different device drivers will
2721 * enable different extensions at runtime.
2722 */
2723 struct gl_extensions
2724 {
2725 GLboolean dummy; /* don't remove this! */
2726 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2727 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2728 GLboolean ARB_ES2_compatibility;
2729 GLboolean ARB_blend_func_extended;
2730 GLboolean ARB_copy_buffer;
2731 GLboolean ARB_depth_buffer_float;
2732 GLboolean ARB_depth_clamp;
2733 GLboolean ARB_depth_texture;
2734 GLboolean ARB_draw_buffers;
2735 GLboolean ARB_draw_buffers_blend;
2736 GLboolean ARB_draw_elements_base_vertex;
2737 GLboolean ARB_draw_instanced;
2738 GLboolean ARB_fragment_coord_conventions;
2739 GLboolean ARB_fragment_program;
2740 GLboolean ARB_fragment_program_shadow;
2741 GLboolean ARB_fragment_shader;
2742 GLboolean ARB_framebuffer_object;
2743 GLboolean ARB_explicit_attrib_location;
2744 GLboolean ARB_geometry_shader4;
2745 GLboolean ARB_half_float_pixel;
2746 GLboolean ARB_half_float_vertex;
2747 GLboolean ARB_instanced_arrays;
2748 GLboolean ARB_map_buffer_range;
2749 GLboolean ARB_multisample;
2750 GLboolean ARB_multitexture;
2751 GLboolean ARB_occlusion_query;
2752 GLboolean ARB_occlusion_query2;
2753 GLboolean ARB_point_sprite;
2754 GLboolean ARB_sampler_objects;
2755 GLboolean ARB_seamless_cube_map;
2756 GLboolean ARB_shader_objects;
2757 GLboolean ARB_shader_stencil_export;
2758 GLboolean ARB_shading_language_100;
2759 GLboolean ARB_shadow;
2760 GLboolean ARB_shadow_ambient;
2761 GLboolean ARB_sync;
2762 GLboolean ARB_texture_border_clamp;
2763 GLboolean ARB_texture_buffer_object;
2764 GLboolean ARB_texture_compression;
2765 GLboolean ARB_texture_compression_rgtc;
2766 GLboolean ARB_texture_cube_map;
2767 GLboolean ARB_texture_env_combine;
2768 GLboolean ARB_texture_env_crossbar;
2769 GLboolean ARB_texture_env_dot3;
2770 GLboolean ARB_texture_float;
2771 GLboolean ARB_texture_mirrored_repeat;
2772 GLboolean ARB_texture_multisample;
2773 GLboolean ARB_texture_non_power_of_two;
2774 GLboolean ARB_texture_rg;
2775 GLboolean ARB_texture_rgb10_a2ui;
2776 GLboolean ARB_timer_query;
2777 GLboolean ARB_transform_feedback2;
2778 GLboolean ARB_transpose_matrix;
2779 GLboolean ARB_uniform_buffer_object;
2780 GLboolean ARB_vertex_array_object;
2781 GLboolean ARB_vertex_buffer_object;
2782 GLboolean ARB_vertex_program;
2783 GLboolean ARB_vertex_shader;
2784 GLboolean ARB_vertex_type_2_10_10_10_rev;
2785 GLboolean ARB_window_pos;
2786 GLboolean EXT_abgr;
2787 GLboolean EXT_bgra;
2788 GLboolean EXT_blend_color;
2789 GLboolean EXT_blend_equation_separate;
2790 GLboolean EXT_blend_func_separate;
2791 GLboolean EXT_blend_logic_op;
2792 GLboolean EXT_blend_minmax;
2793 GLboolean EXT_blend_subtract;
2794 GLboolean EXT_clip_volume_hint;
2795 GLboolean EXT_compiled_vertex_array;
2796 GLboolean EXT_copy_texture;
2797 GLboolean EXT_depth_bounds_test;
2798 GLboolean EXT_draw_buffers2;
2799 GLboolean EXT_draw_range_elements;
2800 GLboolean EXT_fog_coord;
2801 GLboolean EXT_framebuffer_blit;
2802 GLboolean EXT_framebuffer_multisample;
2803 GLboolean EXT_framebuffer_object;
2804 GLboolean EXT_framebuffer_sRGB;
2805 GLboolean EXT_gpu_program_parameters;
2806 GLboolean EXT_gpu_shader4;
2807 GLboolean EXT_multi_draw_arrays;
2808 GLboolean EXT_paletted_texture;
2809 GLboolean EXT_packed_depth_stencil;
2810 GLboolean EXT_packed_float;
2811 GLboolean EXT_packed_pixels;
2812 GLboolean EXT_pixel_buffer_object;
2813 GLboolean EXT_point_parameters;
2814 GLboolean EXT_polygon_offset;
2815 GLboolean EXT_provoking_vertex;
2816 GLboolean EXT_rescale_normal;
2817 GLboolean EXT_shadow_funcs;
2818 GLboolean EXT_secondary_color;
2819 GLboolean EXT_separate_shader_objects;
2820 GLboolean EXT_separate_specular_color;
2821 GLboolean EXT_shared_texture_palette;
2822 GLboolean EXT_stencil_wrap;
2823 GLboolean EXT_stencil_two_side;
2824 GLboolean EXT_subtexture;
2825 GLboolean EXT_texture;
2826 GLboolean EXT_texture_object;
2827 GLboolean EXT_texture3D;
2828 GLboolean EXT_texture_array;
2829 GLboolean EXT_texture_compression_s3tc;
2830 GLboolean EXT_texture_env_add;
2831 GLboolean EXT_texture_env_combine;
2832 GLboolean EXT_texture_env_dot3;
2833 GLboolean EXT_texture_filter_anisotropic;
2834 GLboolean EXT_texture_integer;
2835 GLboolean EXT_texture_lod_bias;
2836 GLboolean EXT_texture_mirror_clamp;
2837 GLboolean EXT_texture_shared_exponent;
2838 GLboolean EXT_texture_sRGB;
2839 GLboolean EXT_texture_sRGB_decode;
2840 GLboolean EXT_texture_swizzle;
2841 GLboolean EXT_transform_feedback;
2842 GLboolean EXT_timer_query;
2843 GLboolean EXT_vertex_array;
2844 GLboolean EXT_vertex_array_bgra;
2845 GLboolean EXT_vertex_array_set;
2846 GLboolean OES_standard_derivatives;
2847 /* vendor extensions */
2848 GLboolean AMD_conservative_depth;
2849 GLboolean APPLE_client_storage;
2850 GLboolean APPLE_packed_pixels;
2851 GLboolean APPLE_vertex_array_object;
2852 GLboolean APPLE_object_purgeable;
2853 GLboolean ATI_envmap_bumpmap;
2854 GLboolean ATI_texture_mirror_once;
2855 GLboolean ATI_texture_env_combine3;
2856 GLboolean ATI_fragment_shader;
2857 GLboolean ATI_separate_stencil;
2858 GLboolean IBM_rasterpos_clip;
2859 GLboolean IBM_multimode_draw_arrays;
2860 GLboolean MESA_pack_invert;
2861 GLboolean MESA_resize_buffers;
2862 GLboolean MESA_ycbcr_texture;
2863 GLboolean MESA_texture_array;
2864 GLboolean MESA_texture_signed_rgba;
2865 GLboolean NV_blend_square;
2866 GLboolean NV_conditional_render;
2867 GLboolean NV_fragment_program;
2868 GLboolean NV_fragment_program_option;
2869 GLboolean NV_light_max_exponent;
2870 GLboolean NV_point_sprite;
2871 GLboolean NV_primitive_restart;
2872 GLboolean NV_texgen_reflection;
2873 GLboolean NV_texture_env_combine4;
2874 GLboolean NV_texture_rectangle;
2875 GLboolean NV_vertex_program;
2876 GLboolean NV_vertex_program1_1;
2877 GLboolean OES_read_format;
2878 GLboolean SGI_texture_color_table;
2879 GLboolean SGIS_generate_mipmap;
2880 GLboolean SGIS_texture_edge_clamp;
2881 GLboolean SGIS_texture_lod;
2882 GLboolean TDFX_texture_compression_FXT1;
2883 GLboolean S3_s3tc;
2884 GLboolean OES_EGL_image;
2885 GLboolean OES_draw_texture;
2886 GLboolean EXT_texture_format_BGRA8888;
2887 GLboolean extension_sentinel;
2888 /** The extension string */
2889 const GLubyte *String;
2890 /** Number of supported extensions */
2891 GLuint Count;
2892 };
2893
2894
2895 /**
2896 * A stack of matrices (projection, modelview, color, texture, etc).
2897 */
2898 struct gl_matrix_stack
2899 {
2900 GLmatrix *Top; /**< points into Stack */
2901 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2902 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2903 GLuint MaxDepth; /**< size of Stack[] array */
2904 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2905 };
2906
2907
2908 /**
2909 * \name Bits for image transfer operations
2910 * \sa __struct gl_contextRec::ImageTransferState.
2911 */
2912 /*@{*/
2913 #define IMAGE_SCALE_BIAS_BIT 0x1
2914 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2915 #define IMAGE_MAP_COLOR_BIT 0x4
2916 #define IMAGE_CLAMP_BIT 0x800
2917
2918
2919 /** Pixel Transfer ops */
2920 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2921 IMAGE_SHIFT_OFFSET_BIT | \
2922 IMAGE_MAP_COLOR_BIT)
2923
2924 /**
2925 * \name Bits to indicate what state has changed.
2926 */
2927 /*@{*/
2928 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2929 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2930 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2931 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2932 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
2933 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
2934 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
2935 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
2936 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
2937 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
2938 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
2939 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
2940 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
2941 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
2942 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
2943 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
2944 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
2945 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
2946 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
2947 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
2948 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
2949 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
2950 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
2951 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
2952 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
2953 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
2954 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
2955 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
2956 #define _NEW_BUFFER_OBJECT (1 << 28)
2957 #define _NEW_ALL ~0
2958 /*@}*/
2959
2960
2961 /**
2962 * \name Bits to track array state changes
2963 *
2964 * Also used to summarize array enabled.
2965 */
2966 /*@{*/
2967 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
2968 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
2969 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
2970 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
2971 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
2972 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
2973 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
2974 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
2975 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
2976 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
2977 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
2978 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
2979 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
2980 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
2981 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
2982 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
2983 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
2984 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
2985 #define _NEW_ARRAY_ALL 0xffffffff
2986
2987
2988 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
2989 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
2990 /*@}*/
2991
2992
2993
2994 /**
2995 * \name A bunch of flags that we think might be useful to drivers.
2996 *
2997 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
2998 */
2999 /*@{*/
3000 #define DD_FLATSHADE 0x1
3001 #define DD_SEPARATE_SPECULAR 0x2
3002 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3003 #define DD_TRI_LIGHT_TWOSIDE 0x8
3004 #define DD_TRI_UNFILLED 0x10
3005 #define DD_TRI_SMOOTH 0x20
3006 #define DD_TRI_STIPPLE 0x40
3007 #define DD_TRI_OFFSET 0x80
3008 #define DD_LINE_SMOOTH 0x100
3009 #define DD_LINE_STIPPLE 0x200
3010 #define DD_POINT_SMOOTH 0x400
3011 #define DD_POINT_ATTEN 0x800
3012 #define DD_TRI_TWOSTENCIL 0x1000
3013 /*@}*/
3014
3015
3016 /**
3017 * \name Define the state changes under which each of these bits might change
3018 */
3019 /*@{*/
3020 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3021 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3022 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3023 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3024 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3025 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3026 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3027 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3028 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3029 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3030 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3031 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3032 #define _DD_NEW_POINT_SIZE _NEW_POINT
3033 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3034 /*@}*/
3035
3036
3037 /**
3038 * Composite state flags
3039 */
3040 /*@{*/
3041 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3042 _NEW_TEXTURE | \
3043 _NEW_POINT | \
3044 _NEW_PROGRAM | \
3045 _NEW_MODELVIEW)
3046
3047 #define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \
3048 _NEW_TEXTURE)
3049
3050 #define _MESA_NEW_TRANSFER_STATE (_NEW_PIXEL)
3051 /*@}*/
3052
3053
3054
3055
3056 /* This has to be included here. */
3057 #include "dd.h"
3058
3059
3060 /**
3061 * Display list flags.
3062 * Strictly this is a tnl-private concept, but it doesn't seem
3063 * worthwhile adding a tnl private structure just to hold this one bit
3064 * of information:
3065 */
3066 #define DLIST_DANGLING_REFS 0x1
3067
3068
3069 /** Opaque declaration of display list payload data type */
3070 union gl_dlist_node;
3071
3072
3073 /**
3074 * Provide a location where information about a display list can be
3075 * collected. Could be extended with driverPrivate structures,
3076 * etc. in the future.
3077 */
3078 struct gl_display_list
3079 {
3080 GLuint Name;
3081 GLbitfield Flags; /**< DLIST_x flags */
3082 /** The dlist commands are in a linked list of nodes */
3083 union gl_dlist_node *Head;
3084 };
3085
3086
3087 /**
3088 * State used during display list compilation and execution.
3089 */
3090 struct gl_dlist_state
3091 {
3092 GLuint CallDepth; /**< Current recursion calling depth */
3093
3094 struct gl_display_list *CurrentList; /**< List currently being compiled */
3095 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3096 GLuint CurrentPos; /**< Index into current block of nodes */
3097
3098 GLvertexformat ListVtxfmt;
3099
3100 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3101 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3102
3103 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3104 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3105
3106 GLubyte ActiveIndex;
3107 GLfloat CurrentIndex;
3108
3109 GLubyte ActiveEdgeFlag;
3110 GLboolean CurrentEdgeFlag;
3111
3112 struct {
3113 /* State known to have been set by the currently-compiling display
3114 * list. Used to eliminate some redundant state changes.
3115 */
3116 GLenum ShadeModel;
3117 } Current;
3118 };
3119
3120
3121 /**
3122 * Enum for the OpenGL APIs we know about and may support.
3123 */
3124 typedef enum
3125 {
3126 API_OPENGL,
3127 API_OPENGLES,
3128 API_OPENGLES2
3129 } gl_api;
3130
3131
3132 /**
3133 * Mesa rendering context.
3134 *
3135 * This is the central context data structure for Mesa. Almost all
3136 * OpenGL state is contained in this structure.
3137 * Think of this as a base class from which device drivers will derive
3138 * sub classes.
3139 *
3140 * The struct gl_context typedef names this structure.
3141 */
3142 struct gl_context
3143 {
3144 /** State possibly shared with other contexts in the address space */
3145 struct gl_shared_state *Shared;
3146
3147 /** \name API function pointer tables */
3148 /*@{*/
3149 gl_api API;
3150 struct _glapi_table *Save; /**< Display list save functions */
3151 struct _glapi_table *Exec; /**< Execute functions */
3152 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3153 /*@}*/
3154
3155 struct gl_config Visual;
3156 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3157 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3158 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3159 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3160
3161 /**
3162 * Device driver function pointer table
3163 */
3164 struct dd_function_table Driver;
3165
3166 void *DriverCtx; /**< Points to device driver context/state */
3167
3168 /** Core/Driver constants */
3169 struct gl_constants Const;
3170
3171 /** \name The various 4x4 matrix stacks */
3172 /*@{*/
3173 struct gl_matrix_stack ModelviewMatrixStack;
3174 struct gl_matrix_stack ProjectionMatrixStack;
3175 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3176 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3177 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3178 /*@}*/
3179
3180 /** Combined modelview and projection matrix */
3181 GLmatrix _ModelProjectMatrix;
3182
3183 /** \name Display lists */
3184 struct gl_dlist_state ListState;
3185
3186 GLboolean ExecuteFlag; /**< Execute GL commands? */
3187 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3188
3189 /** Extension information */
3190 struct gl_extensions Extensions;
3191
3192 /** Version info */
3193 GLuint VersionMajor, VersionMinor;
3194 char *VersionString;
3195
3196 /** \name State attribute stack (for glPush/PopAttrib) */
3197 /*@{*/
3198 GLuint AttribStackDepth;
3199 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3200 /*@}*/
3201
3202 /** \name Renderer attribute groups
3203 *
3204 * We define a struct for each attribute group to make pushing and popping
3205 * attributes easy. Also it's a good organization.
3206 */
3207 /*@{*/
3208 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3209 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3210 struct gl_current_attrib Current; /**< Current attributes */
3211 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3212 struct gl_eval_attrib Eval; /**< Eval attributes */
3213 struct gl_fog_attrib Fog; /**< Fog attributes */
3214 struct gl_hint_attrib Hint; /**< Hint attributes */
3215 struct gl_light_attrib Light; /**< Light attributes */
3216 struct gl_line_attrib Line; /**< Line attributes */
3217 struct gl_list_attrib List; /**< List attributes */
3218 struct gl_multisample_attrib Multisample;
3219 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3220 struct gl_point_attrib Point; /**< Point attributes */
3221 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3222 GLuint PolygonStipple[32]; /**< Polygon stipple */
3223 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3224 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3225 struct gl_texture_attrib Texture; /**< Texture attributes */
3226 struct gl_transform_attrib Transform; /**< Transformation attributes */
3227 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3228 /*@}*/
3229
3230 /** \name Client attribute stack */
3231 /*@{*/
3232 GLuint ClientAttribStackDepth;
3233 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3234 /*@}*/
3235
3236 /** \name Client attribute groups */
3237 /*@{*/
3238 struct gl_array_attrib Array; /**< Vertex arrays */
3239 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3240 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3241 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3242 /*@}*/
3243
3244 /** \name Other assorted state (not pushed/popped on attribute stack) */
3245 /*@{*/
3246 struct gl_pixelmaps PixelMaps;
3247
3248 struct gl_evaluators EvalMap; /**< All evaluators */
3249 struct gl_feedback Feedback; /**< Feedback */
3250 struct gl_selection Select; /**< Selection */
3251
3252 struct gl_program_state Program; /**< general program state */
3253 struct gl_vertex_program_state VertexProgram;
3254 struct gl_fragment_program_state FragmentProgram;
3255 struct gl_geometry_program_state GeometryProgram;
3256 struct gl_ati_fragment_shader_state ATIFragmentShader;
3257
3258 struct gl_shader_state Shader; /**< GLSL shader object state */
3259 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3260
3261 struct gl_query_state Query; /**< occlusion, timer queries */
3262
3263 struct gl_transform_feedback TransformFeedback;
3264
3265 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3266 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3267 /*@}*/
3268
3269 struct gl_meta_state *Meta; /**< for "meta" operations */
3270
3271 /* GL_EXT_framebuffer_object */
3272 struct gl_renderbuffer *CurrentRenderbuffer;
3273
3274 GLenum ErrorValue; /**< Last error code */
3275
3276 /**
3277 * Recognize and silence repeated error debug messages in buggy apps.
3278 */
3279 const char *ErrorDebugFmtString;
3280 GLuint ErrorDebugCount;
3281
3282 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3283 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3284
3285 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3286
3287 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3288
3289 /** \name Derived state */
3290 /*@{*/
3291 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3292 * state validation so they need to always be current.
3293 */
3294 GLbitfield _TriangleCaps;
3295 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3296 GLfloat _EyeZDir[3];
3297 GLfloat _ModelViewInvScale;
3298 GLboolean _NeedEyeCoords;
3299 GLboolean _ForceEyeCoords;
3300
3301 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3302
3303 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3304 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3305 /**@}*/
3306
3307 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3308
3309 /** \name For debugging/development only */
3310 /*@{*/
3311 GLboolean FirstTimeCurrent;
3312 /*@}*/
3313
3314 /** Dither disable via MESA_NO_DITHER env var */
3315 GLboolean NoDither;
3316
3317 /** software compression/decompression supported or not */
3318 GLboolean Mesa_DXTn;
3319
3320 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3321
3322 /**
3323 * Use dp4 (rather than mul/mad) instructions for position
3324 * transformation?
3325 */
3326 GLboolean mvp_with_dp4;
3327
3328 /**
3329 * \name Hooks for module contexts.
3330 *
3331 * These will eventually live in the driver or elsewhere.
3332 */
3333 /*@{*/
3334 void *swrast_context;
3335 void *swsetup_context;
3336 void *swtnl_context;
3337 void *swtnl_im;
3338 struct st_context *st;
3339 void *aelt_context;
3340 /*@}*/
3341 };
3342
3343
3344 #ifdef DEBUG
3345 extern int MESA_VERBOSE;
3346 extern int MESA_DEBUG_FLAGS;
3347 # define MESA_FUNCTION __FUNCTION__
3348 #else
3349 # define MESA_VERBOSE 0
3350 # define MESA_DEBUG_FLAGS 0
3351 # define MESA_FUNCTION "a function"
3352 # ifndef NDEBUG
3353 # define NDEBUG
3354 # endif
3355 #endif
3356
3357
3358 /** The MESA_VERBOSE var is a bitmask of these flags */
3359 enum _verbose
3360 {
3361 VERBOSE_VARRAY = 0x0001,
3362 VERBOSE_TEXTURE = 0x0002,
3363 VERBOSE_MATERIAL = 0x0004,
3364 VERBOSE_PIPELINE = 0x0008,
3365 VERBOSE_DRIVER = 0x0010,
3366 VERBOSE_STATE = 0x0020,
3367 VERBOSE_API = 0x0040,
3368 VERBOSE_DISPLAY_LIST = 0x0100,
3369 VERBOSE_LIGHTING = 0x0200,
3370 VERBOSE_PRIMS = 0x0400,
3371 VERBOSE_VERTS = 0x0800,
3372 VERBOSE_DISASSEM = 0x1000,
3373 VERBOSE_DRAW = 0x2000,
3374 VERBOSE_SWAPBUFFERS = 0x4000
3375 };
3376
3377
3378 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3379 enum _debug
3380 {
3381 DEBUG_ALWAYS_FLUSH = 0x1
3382 };
3383
3384
3385
3386 #endif /* MTYPES_H */