2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
37 #include <stdint.h> /* uint32_t */
39 #include "c11/threads.h"
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "glsl/nir/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
55 * \name 64-bit extension of GLbitfield.
58 typedef GLuint64 GLbitfield64
;
60 /** Set a single bit */
61 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
62 /** Set all bits up to excluding bit b */
63 #define BITFIELD64_MASK(b) \
64 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
65 /** Set count bits starting from bit b */
66 #define BITFIELD64_RANGE(b, count) \
67 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
71 * \name Some forward type declarations
74 struct _mesa_HashTable
;
75 struct gl_attrib_node
;
76 struct gl_list_extensions
;
78 struct gl_program_cache
;
79 struct gl_texture_object
;
80 struct gl_debug_state
;
83 struct gl_uniform_storage
;
84 struct prog_instruction
;
85 struct gl_program_parameter_list
;
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_PATCHES
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
98 * Determine if the given gl_varying_slot appears in the fragment shader.
100 static inline GLboolean
101 _mesa_varying_slot_in_fs(gl_varying_slot slot
)
104 case VARYING_SLOT_PSIZ
:
105 case VARYING_SLOT_BFC0
:
106 case VARYING_SLOT_BFC1
:
107 case VARYING_SLOT_EDGE
:
108 case VARYING_SLOT_CLIP_VERTEX
:
109 case VARYING_SLOT_LAYER
:
110 case VARYING_SLOT_TESS_LEVEL_OUTER
:
111 case VARYING_SLOT_TESS_LEVEL_INNER
:
119 * Indexes for all renderbuffers
123 /* the four standard color buffers */
131 /* optional aux buffer */
133 /* generic renderbuffers */
146 * Bit flags for all renderbuffers
148 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
149 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
150 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
151 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
152 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
153 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
154 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
155 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
156 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
157 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
158 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
159 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
160 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
161 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
162 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
163 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
164 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
165 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
166 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
169 * Mask of all the color buffer bits (but not accum).
171 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
172 BUFFER_BIT_BACK_LEFT | \
173 BUFFER_BIT_FRONT_RIGHT | \
174 BUFFER_BIT_BACK_RIGHT | \
176 BUFFER_BIT_COLOR0 | \
177 BUFFER_BIT_COLOR1 | \
178 BUFFER_BIT_COLOR2 | \
179 BUFFER_BIT_COLOR3 | \
180 BUFFER_BIT_COLOR4 | \
181 BUFFER_BIT_COLOR5 | \
182 BUFFER_BIT_COLOR6 | \
186 * Framebuffer configuration (aka visual / pixelformat)
187 * Note: some of these fields should be boolean, but it appears that
188 * code in drivers/dri/common/util.c requires int-sized fields.
194 GLuint doubleBufferMode
;
197 GLboolean haveAccumBuffer
;
198 GLboolean haveDepthBuffer
;
199 GLboolean haveStencilBuffer
;
201 GLint redBits
, greenBits
, blueBits
, alphaBits
; /* bits per comp */
202 GLuint redMask
, greenMask
, blueMask
, alphaMask
;
203 GLint rgbBits
; /* total bits for rgb */
204 GLint indexBits
; /* total bits for colorindex */
206 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
214 /* EXT_visual_rating / GLX 1.2 */
217 /* EXT_visual_info / GLX 1.2 */
218 GLint transparentPixel
;
219 /* colors are floats scaled to ints */
220 GLint transparentRed
, transparentGreen
, transparentBlue
, transparentAlpha
;
221 GLint transparentIndex
;
223 /* ARB_multisample / SGIS_multisample */
227 /* SGIX_pbuffer / GLX 1.3 */
228 GLint maxPbufferWidth
;
229 GLint maxPbufferHeight
;
230 GLint maxPbufferPixels
;
231 GLint optimalPbufferWidth
; /* Only for SGIX_pbuffer. */
232 GLint optimalPbufferHeight
; /* Only for SGIX_pbuffer. */
234 /* OML_swap_method */
237 /* EXT_texture_from_pixmap */
238 GLint bindToTextureRgb
;
239 GLint bindToTextureRgba
;
240 GLint bindToMipmapTexture
;
241 GLint bindToTextureTargets
;
244 /* EXT_framebuffer_sRGB */
250 * \name Bit flags used for updating material values.
253 #define MAT_ATTRIB_FRONT_AMBIENT 0
254 #define MAT_ATTRIB_BACK_AMBIENT 1
255 #define MAT_ATTRIB_FRONT_DIFFUSE 2
256 #define MAT_ATTRIB_BACK_DIFFUSE 3
257 #define MAT_ATTRIB_FRONT_SPECULAR 4
258 #define MAT_ATTRIB_BACK_SPECULAR 5
259 #define MAT_ATTRIB_FRONT_EMISSION 6
260 #define MAT_ATTRIB_BACK_EMISSION 7
261 #define MAT_ATTRIB_FRONT_SHININESS 8
262 #define MAT_ATTRIB_BACK_SHININESS 9
263 #define MAT_ATTRIB_FRONT_INDEXES 10
264 #define MAT_ATTRIB_BACK_INDEXES 11
265 #define MAT_ATTRIB_MAX 12
267 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
268 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
269 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
270 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
271 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
272 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
274 #define MAT_INDEX_AMBIENT 0
275 #define MAT_INDEX_DIFFUSE 1
276 #define MAT_INDEX_SPECULAR 2
278 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
279 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
280 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
281 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
282 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
283 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
284 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
285 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
286 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
287 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
288 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
289 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
292 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
293 MAT_BIT_FRONT_AMBIENT | \
294 MAT_BIT_FRONT_DIFFUSE | \
295 MAT_BIT_FRONT_SPECULAR | \
296 MAT_BIT_FRONT_SHININESS | \
297 MAT_BIT_FRONT_INDEXES)
299 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
300 MAT_BIT_BACK_AMBIENT | \
301 MAT_BIT_BACK_DIFFUSE | \
302 MAT_BIT_BACK_SPECULAR | \
303 MAT_BIT_BACK_SHININESS | \
304 MAT_BIT_BACK_INDEXES)
306 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
315 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
323 #define LIGHT_SPOT 0x1
324 #define LIGHT_LOCAL_VIEWER 0x2
325 #define LIGHT_POSITIONAL 0x4
326 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
331 * Light source state.
335 struct gl_light
*next
; /**< double linked list with sentinel */
336 struct gl_light
*prev
;
338 GLfloat Ambient
[4]; /**< ambient color */
339 GLfloat Diffuse
[4]; /**< diffuse color */
340 GLfloat Specular
[4]; /**< specular color */
341 GLfloat EyePosition
[4]; /**< position in eye coordinates */
342 GLfloat SpotDirection
[4]; /**< spotlight direction in eye coordinates */
343 GLfloat SpotExponent
;
344 GLfloat SpotCutoff
; /**< in degrees */
345 GLfloat _CosCutoff
; /**< = MAX(0, cos(SpotCutoff)) */
346 GLfloat ConstantAttenuation
;
347 GLfloat LinearAttenuation
;
348 GLfloat QuadraticAttenuation
;
349 GLboolean Enabled
; /**< On/off flag */
352 * \name Derived fields
355 GLbitfield _Flags
; /**< Mask of LIGHT_x bits defined above */
357 GLfloat _Position
[4]; /**< position in eye/obj coordinates */
358 GLfloat _VP_inf_norm
[3]; /**< Norm direction to infinite light */
359 GLfloat _h_inf_norm
[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
360 GLfloat _NormSpotDirection
[4]; /**< normalized spotlight direction */
361 GLfloat _VP_inf_spot_attenuation
;
363 GLfloat _MatAmbient
[2][3]; /**< material ambient * light ambient */
364 GLfloat _MatDiffuse
[2][3]; /**< material diffuse * light diffuse */
365 GLfloat _MatSpecular
[2][3]; /**< material spec * light specular */
375 GLfloat Ambient
[4]; /**< ambient color */
376 GLboolean LocalViewer
; /**< Local (or infinite) view point? */
377 GLboolean TwoSide
; /**< Two (or one) sided lighting? */
378 GLenum ColorControl
; /**< either GL_SINGLE_COLOR
379 * or GL_SEPARATE_SPECULAR_COLOR */
384 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
386 struct gl_accum_attrib
388 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
393 * Used for storing clear color, texture border color, etc.
394 * The float values are typically unclamped.
405 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
407 struct gl_colorbuffer_attrib
409 GLuint ClearIndex
; /**< Index for glClear */
410 union gl_color_union ClearColor
; /**< Color for glClear, unclamped */
411 GLuint IndexMask
; /**< Color index write mask */
412 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4]; /**< Each flag is 0xff or 0x0 */
414 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
417 * \name alpha testing
420 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
421 GLenum AlphaFunc
; /**< Alpha test function */
422 GLfloat AlphaRefUnclamped
;
423 GLclampf AlphaRef
; /**< Alpha reference value */
430 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
432 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
433 * control, only on the fixed-pointness of the render target.
434 * The query does however depend on fragment color clamping.
436 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
437 GLfloat BlendColor
[4]; /**< Blending color */
441 GLenum SrcRGB
; /**< RGB blend source term */
442 GLenum DstRGB
; /**< RGB blend dest term */
443 GLenum SrcA
; /**< Alpha blend source term */
444 GLenum DstA
; /**< Alpha blend dest term */
445 GLenum EquationRGB
; /**< GL_ADD, GL_SUBTRACT, etc. */
446 GLenum EquationA
; /**< GL_ADD, GL_SUBTRACT, etc. */
448 * Set if any blend factor uses SRC1. Computed at the time blend factors
451 GLboolean _UsesDualSrc
;
452 } Blend
[MAX_DRAW_BUFFERS
];
453 /** Are the blend func terms currently different for each buffer/target? */
454 GLboolean _BlendFuncPerBuffer
;
455 /** Are the blend equations currently different for each buffer/target? */
456 GLboolean _BlendEquationPerBuffer
;
463 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
464 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
465 GLenum LogicOp
; /**< Logic operator */
469 GLboolean DitherFlag
; /**< Dither enable flag */
471 GLboolean _ClampFragmentColor
; /** < with GL_FIXED_ONLY_ARB resolved */
472 GLenum ClampFragmentColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
473 GLenum ClampReadColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
475 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
480 * Current attribute group (GL_CURRENT_BIT).
482 struct gl_current_attrib
485 * \name Current vertex attributes (color, texcoords, etc).
486 * \note Values are valid only after FLUSH_VERTICES has been called.
487 * \note Index and Edgeflag current values are stored as floats in the
488 * SIX and SEVEN attribute slots.
489 * \note We need double storage for 64-bit vertex attributes
491 GLfloat Attrib
[VERT_ATTRIB_MAX
][4*2];
494 * \name Current raster position attributes (always up to date after a
497 GLfloat RasterPos
[4];
498 GLfloat RasterDistance
;
499 GLfloat RasterColor
[4];
500 GLfloat RasterSecondaryColor
[4];
501 GLfloat RasterTexCoords
[MAX_TEXTURE_COORD_UNITS
][4];
502 GLboolean RasterPosValid
;
507 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
509 struct gl_depthbuffer_attrib
511 GLenum Func
; /**< Function for depth buffer compare */
512 GLclampd Clear
; /**< Value to clear depth buffer to */
513 GLboolean Test
; /**< Depth buffering enabled flag */
514 GLboolean Mask
; /**< Depth buffer writable? */
515 GLboolean BoundsTest
; /**< GL_EXT_depth_bounds_test */
516 GLfloat BoundsMin
, BoundsMax
;/**< GL_EXT_depth_bounds_test */
521 * Evaluator attribute group (GL_EVAL_BIT).
523 struct gl_eval_attrib
529 GLboolean Map1Color4
;
531 GLboolean Map1Normal
;
532 GLboolean Map1TextureCoord1
;
533 GLboolean Map1TextureCoord2
;
534 GLboolean Map1TextureCoord3
;
535 GLboolean Map1TextureCoord4
;
536 GLboolean Map1Vertex3
;
537 GLboolean Map1Vertex4
;
538 GLboolean Map2Color4
;
540 GLboolean Map2Normal
;
541 GLboolean Map2TextureCoord1
;
542 GLboolean Map2TextureCoord2
;
543 GLboolean Map2TextureCoord3
;
544 GLboolean Map2TextureCoord4
;
545 GLboolean Map2Vertex3
;
546 GLboolean Map2Vertex4
;
547 GLboolean AutoNormal
;
551 * \name Map Grid endpoints and divisions and calculated du values
555 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
556 GLint MapGrid2un
, MapGrid2vn
;
557 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
558 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
564 * Fog attribute group (GL_FOG_BIT).
568 GLboolean Enabled
; /**< Fog enabled flag */
569 GLboolean ColorSumEnabled
;
570 GLfloat ColorUnclamped
[4]; /**< Fog color */
571 GLfloat Color
[4]; /**< Fog color */
572 GLfloat Density
; /**< Density >= 0.0 */
573 GLfloat Start
; /**< Start distance in eye coords */
574 GLfloat End
; /**< End distance in eye coords */
575 GLfloat Index
; /**< Fog index */
576 GLenum Mode
; /**< Fog mode */
577 GLenum FogCoordinateSource
; /**< GL_EXT_fog_coord */
578 GLfloat _Scale
; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
579 GLenum FogDistanceMode
; /**< GL_NV_fog_distance */
584 * Hint attribute group (GL_HINT_BIT).
586 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
588 struct gl_hint_attrib
590 GLenum PerspectiveCorrection
;
593 GLenum PolygonSmooth
;
595 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
596 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
597 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
602 * Lighting attribute group (GL_LIGHT_BIT).
604 struct gl_light_attrib
606 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
607 struct gl_lightmodel Model
; /**< Lighting model */
610 * Front and back material values.
611 * Note: must call FLUSH_VERTICES() before using.
613 struct gl_material Material
;
615 GLboolean Enabled
; /**< Lighting enabled flag */
616 GLboolean ColorMaterialEnabled
;
618 GLenum ShadeModel
; /**< GL_FLAT or GL_SMOOTH */
619 GLenum ProvokingVertex
; /**< GL_EXT_provoking_vertex */
620 GLenum ColorMaterialFace
; /**< GL_FRONT, BACK or FRONT_AND_BACK */
621 GLenum ColorMaterialMode
; /**< GL_AMBIENT, GL_DIFFUSE, etc */
622 GLbitfield _ColorMaterialBitmask
; /**< bitmask formed from Face and Mode */
625 GLboolean _ClampVertexColor
;
626 GLenum ClampVertexColor
; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
629 * Derived state for optimizations:
632 GLboolean _NeedEyeCoords
;
633 GLboolean _NeedVertices
; /**< Use fast shader? */
634 struct gl_light EnabledList
; /**< List sentinel */
636 GLfloat _BaseColor
[2][3];
642 * Line attribute group (GL_LINE_BIT).
644 struct gl_line_attrib
646 GLboolean SmoothFlag
; /**< GL_LINE_SMOOTH enabled? */
647 GLboolean StippleFlag
; /**< GL_LINE_STIPPLE enabled? */
648 GLushort StipplePattern
; /**< Stipple pattern */
649 GLint StippleFactor
; /**< Stipple repeat factor */
650 GLfloat Width
; /**< Line width */
655 * Display list attribute group (GL_LIST_BIT).
657 struct gl_list_attrib
664 * Multisample attribute group (GL_MULTISAMPLE_BIT).
666 struct gl_multisample_attrib
669 GLboolean _Enabled
; /**< true if Enabled and multisample buffer */
670 GLboolean SampleAlphaToCoverage
;
671 GLboolean SampleAlphaToOne
;
672 GLboolean SampleCoverage
;
673 GLboolean SampleCoverageInvert
;
674 GLboolean SampleShading
;
676 /* ARB_texture_multisample / GL3.2 additions */
677 GLboolean SampleMask
;
679 GLfloat SampleCoverageValue
;
680 GLfloat MinSampleShadingValue
;
682 /** The GL spec defines this as an array but >32x MSAA is madness */
683 GLbitfield SampleMaskValue
;
688 * A pixelmap (see glPixelMap)
693 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
698 * Collection of all pixelmaps
702 struct gl_pixelmap RtoR
; /**< i.e. GL_PIXEL_MAP_R_TO_R */
703 struct gl_pixelmap GtoG
;
704 struct gl_pixelmap BtoB
;
705 struct gl_pixelmap AtoA
;
706 struct gl_pixelmap ItoR
;
707 struct gl_pixelmap ItoG
;
708 struct gl_pixelmap ItoB
;
709 struct gl_pixelmap ItoA
;
710 struct gl_pixelmap ItoI
;
711 struct gl_pixelmap StoS
;
716 * Pixel attribute group (GL_PIXEL_MODE_BIT).
718 struct gl_pixel_attrib
720 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
722 /*--- Begin Pixel Transfer State ---*/
723 /* Fields are in the order in which they're applied... */
725 /** Scale & Bias (index shift, offset) */
727 GLfloat RedBias
, RedScale
;
728 GLfloat GreenBias
, GreenScale
;
729 GLfloat BlueBias
, BlueScale
;
730 GLfloat AlphaBias
, AlphaScale
;
731 GLfloat DepthBias
, DepthScale
;
732 GLint IndexShift
, IndexOffset
;
736 /* Note: actual pixel maps are not part of this attrib group */
737 GLboolean MapColorFlag
;
738 GLboolean MapStencilFlag
;
740 /*--- End Pixel Transfer State ---*/
743 GLfloat ZoomX
, ZoomY
;
748 * Point attribute group (GL_POINT_BIT).
750 struct gl_point_attrib
752 GLfloat Size
; /**< User-specified point size */
753 GLfloat Params
[3]; /**< GL_EXT_point_parameters */
754 GLfloat MinSize
, MaxSize
; /**< GL_EXT_point_parameters */
755 GLfloat Threshold
; /**< GL_EXT_point_parameters */
756 GLboolean SmoothFlag
; /**< True if GL_POINT_SMOOTH is enabled */
757 GLboolean _Attenuated
; /**< True if Params != [1, 0, 0] */
758 GLboolean PointSprite
; /**< GL_NV/ARB_point_sprite */
759 GLboolean CoordReplace
[MAX_TEXTURE_COORD_UNITS
]; /**< GL_ARB_point_sprite*/
760 GLenum SpriteRMode
; /**< GL_NV_point_sprite (only!) */
761 GLenum SpriteOrigin
; /**< GL_ARB_point_sprite */
766 * Polygon attribute group (GL_POLYGON_BIT).
768 struct gl_polygon_attrib
770 GLenum FrontFace
; /**< Either GL_CW or GL_CCW */
771 GLenum FrontMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
772 GLenum BackMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
773 GLboolean _FrontBit
; /**< 0=GL_CCW, 1=GL_CW */
774 GLboolean CullFlag
; /**< Culling on/off flag */
775 GLboolean SmoothFlag
; /**< True if GL_POLYGON_SMOOTH is enabled */
776 GLboolean StippleFlag
; /**< True if GL_POLYGON_STIPPLE is enabled */
777 GLenum CullFaceMode
; /**< Culling mode GL_FRONT or GL_BACK */
778 GLfloat OffsetFactor
; /**< Polygon offset factor, from user */
779 GLfloat OffsetUnits
; /**< Polygon offset units, from user */
780 GLfloat OffsetClamp
; /**< Polygon offset clamp, from user */
781 GLboolean OffsetPoint
; /**< Offset in GL_POINT mode */
782 GLboolean OffsetLine
; /**< Offset in GL_LINE mode */
783 GLboolean OffsetFill
; /**< Offset in GL_FILL mode */
788 * Scissor attributes (GL_SCISSOR_BIT).
790 struct gl_scissor_rect
792 GLint X
, Y
; /**< Lower left corner of box */
793 GLsizei Width
, Height
; /**< Size of box */
795 struct gl_scissor_attrib
797 GLbitfield EnableFlags
; /**< Scissor test enabled? */
798 struct gl_scissor_rect ScissorArray
[MAX_VIEWPORTS
];
803 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
805 * Three sets of stencil data are tracked so that OpenGL 2.0,
806 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
807 * simultaneously. In each of the stencil state arrays, element 0 corresponds
808 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
809 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
810 * GL_EXT_stencil_two_side GL_BACK state.
812 * The derived value \c _BackFace is either 1 or 2 depending on whether or
813 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
815 * The derived value \c _TestTwoSide is set when the front-face and back-face
816 * stencil state are different.
818 struct gl_stencil_attrib
820 GLboolean Enabled
; /**< Enabled flag */
821 GLboolean TestTwoSide
; /**< GL_EXT_stencil_two_side */
822 GLubyte ActiveFace
; /**< GL_EXT_stencil_two_side (0 or 2) */
823 GLboolean _Enabled
; /**< Enabled and stencil buffer present */
824 GLboolean _WriteEnabled
; /**< _Enabled and non-zero writemasks */
825 GLboolean _TestTwoSide
;
826 GLubyte _BackFace
; /**< Current back stencil state (1 or 2) */
827 GLenum Function
[3]; /**< Stencil function */
828 GLenum FailFunc
[3]; /**< Fail function */
829 GLenum ZPassFunc
[3]; /**< Depth buffer pass function */
830 GLenum ZFailFunc
[3]; /**< Depth buffer fail function */
831 GLint Ref
[3]; /**< Reference value */
832 GLuint ValueMask
[3]; /**< Value mask */
833 GLuint WriteMask
[3]; /**< Write mask */
834 GLuint Clear
; /**< Clear value */
839 * An index for each type of texture object. These correspond to the GL
840 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
841 * Note: the order is from highest priority to lowest priority.
845 TEXTURE_2D_MULTISAMPLE_INDEX
,
846 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
,
847 TEXTURE_CUBE_ARRAY_INDEX
,
848 TEXTURE_BUFFER_INDEX
,
849 TEXTURE_2D_ARRAY_INDEX
,
850 TEXTURE_1D_ARRAY_INDEX
,
851 TEXTURE_EXTERNAL_INDEX
,
862 * Bit flags for each type of texture object
865 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
866 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
867 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
868 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
869 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
870 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
871 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
872 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
873 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
874 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
875 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
876 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
881 * Texture image state. Drivers will typically create a subclass of this
882 * with extra fields for memory buffers, etc.
884 struct gl_texture_image
886 GLint InternalFormat
; /**< Internal format as given by the user */
887 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
888 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
889 * GL_INTENSITY, GL_DEPTH_COMPONENT or
890 * GL_DEPTH_STENCIL_EXT only. Used for
891 * choosing TexEnv arithmetic.
893 mesa_format TexFormat
; /**< The actual texture memory format */
895 GLuint Border
; /**< 0 or 1 */
896 GLuint Width
; /**< = 2^WidthLog2 + 2*Border */
897 GLuint Height
; /**< = 2^HeightLog2 + 2*Border */
898 GLuint Depth
; /**< = 2^DepthLog2 + 2*Border */
899 GLuint Width2
; /**< = Width - 2*Border */
900 GLuint Height2
; /**< = Height - 2*Border */
901 GLuint Depth2
; /**< = Depth - 2*Border */
902 GLuint WidthLog2
; /**< = log2(Width2) */
903 GLuint HeightLog2
; /**< = log2(Height2) */
904 GLuint DepthLog2
; /**< = log2(Depth2) */
905 GLuint MaxNumLevels
; /**< = maximum possible number of mipmap
906 levels, computed from the dimensions */
908 struct gl_texture_object
*TexObject
; /**< Pointer back to parent object */
909 GLuint Level
; /**< Which mipmap level am I? */
910 /** Cube map face: index into gl_texture_object::Image[] array */
913 /** GL_ARB_texture_multisample */
914 GLuint NumSamples
; /**< Sample count, or 0 for non-multisample */
915 GLboolean FixedSampleLocations
; /**< Same sample locations for all pixels? */
920 * Indexes for cube map faces.
935 * Sampler object state. These objects are new with GL_ARB_sampler_objects
936 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
938 struct gl_sampler_object
943 GLchar
*Label
; /**< GL_KHR_debug */
945 GLenum WrapS
; /**< S-axis texture image wrap mode */
946 GLenum WrapT
; /**< T-axis texture image wrap mode */
947 GLenum WrapR
; /**< R-axis texture image wrap mode */
948 GLenum MinFilter
; /**< minification filter */
949 GLenum MagFilter
; /**< magnification filter */
950 union gl_color_union BorderColor
; /**< Interpreted according to texture format */
951 GLfloat MinLod
; /**< min lambda, OpenGL 1.2 */
952 GLfloat MaxLod
; /**< max lambda, OpenGL 1.2 */
953 GLfloat LodBias
; /**< OpenGL 1.4 */
954 GLfloat MaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
955 GLenum CompareMode
; /**< GL_ARB_shadow */
956 GLenum CompareFunc
; /**< GL_ARB_shadow */
957 GLenum sRGBDecode
; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
958 GLboolean CubeMapSeamless
; /**< GL_AMD_seamless_cubemap_per_texture */
963 * Texture object state. Contains the array of mipmap images, border color,
964 * wrap modes, filter modes, and shadow/texcompare state.
966 struct gl_texture_object
968 mtx_t Mutex
; /**< for thread safety */
969 GLint RefCount
; /**< reference count */
970 GLuint Name
; /**< the user-visible texture object ID */
971 GLchar
*Label
; /**< GL_KHR_debug */
972 GLenum Target
; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
973 gl_texture_index TargetIndex
; /**< The gl_texture_unit::CurrentTex index.
974 Only valid when Target is valid. */
976 struct gl_sampler_object Sampler
;
978 GLenum DepthMode
; /**< GL_ARB_depth_texture */
979 bool StencilSampling
; /**< Should we sample stencil instead of depth? */
981 GLfloat Priority
; /**< in [0,1] */
982 GLint BaseLevel
; /**< min mipmap level, OpenGL 1.2 */
983 GLint MaxLevel
; /**< max mipmap level, OpenGL 1.2 */
984 GLint ImmutableLevels
; /**< ES 3.0 / ARB_texture_view */
985 GLint _MaxLevel
; /**< actual max mipmap level (q in the spec) */
986 GLfloat _MaxLambda
; /**< = _MaxLevel - BaseLevel (q - p in spec) */
987 GLint CropRect
[4]; /**< GL_OES_draw_texture */
988 GLenum Swizzle
[4]; /**< GL_EXT_texture_swizzle */
989 GLuint _Swizzle
; /**< same as Swizzle, but SWIZZLE_* format */
990 GLboolean GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
991 GLboolean _BaseComplete
; /**< Is the base texture level valid? */
992 GLboolean _MipmapComplete
; /**< Is the whole mipmap valid? */
993 GLboolean _IsIntegerFormat
; /**< Does the texture store integer values? */
994 GLboolean _RenderToTexture
; /**< Any rendering to this texture? */
995 GLboolean Purgeable
; /**< Is the buffer purgeable under memory
997 GLboolean Immutable
; /**< GL_ARB_texture_storage */
998 GLboolean _IsFloat
; /**< GL_OES_float_texture */
999 GLboolean _IsHalfFloat
; /**< GL_OES_half_float_texture */
1001 GLuint MinLevel
; /**< GL_ARB_texture_view */
1002 GLuint MinLayer
; /**< GL_ARB_texture_view */
1003 GLuint NumLevels
; /**< GL_ARB_texture_view */
1004 GLuint NumLayers
; /**< GL_ARB_texture_view */
1006 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1007 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
1009 /** GL_ARB_texture_buffer_object */
1010 struct gl_buffer_object
*BufferObject
;
1011 GLenum BufferObjectFormat
;
1012 /** Equivalent Mesa format for BufferObjectFormat. */
1013 mesa_format _BufferObjectFormat
;
1014 /** GL_ARB_texture_buffer_range */
1015 GLintptr BufferOffset
;
1016 GLsizeiptr BufferSize
; /**< if this is -1, use BufferObject->Size instead */
1018 /** GL_OES_EGL_image_external */
1019 GLint RequiredTextureImageUnits
;
1021 /** GL_ARB_shader_image_load_store */
1022 GLenum ImageFormatCompatibilityType
;
1026 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1027 #define MAX_COMBINER_TERMS 4
1031 * Texture combine environment state.
1033 struct gl_tex_env_combine_state
1035 GLenum ModeRGB
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1036 GLenum ModeA
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1038 GLenum SourceRGB
[MAX_COMBINER_TERMS
];
1039 GLenum SourceA
[MAX_COMBINER_TERMS
];
1040 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1041 GLenum OperandRGB
[MAX_COMBINER_TERMS
];
1042 GLenum OperandA
[MAX_COMBINER_TERMS
];
1043 GLuint ScaleShiftRGB
; /**< 0, 1 or 2 */
1044 GLuint ScaleShiftA
; /**< 0, 1 or 2 */
1045 GLuint _NumArgsRGB
; /**< Number of inputs used for the RGB combiner */
1046 GLuint _NumArgsA
; /**< Number of inputs used for the A combiner */
1051 * TexGenEnabled flags.
1058 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1063 * Bit flag versions of the corresponding GL_ constants.
1066 #define TEXGEN_SPHERE_MAP 0x1
1067 #define TEXGEN_OBJ_LINEAR 0x2
1068 #define TEXGEN_EYE_LINEAR 0x4
1069 #define TEXGEN_REFLECTION_MAP_NV 0x8
1070 #define TEXGEN_NORMAL_MAP_NV 0x10
1072 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1073 TEXGEN_REFLECTION_MAP_NV | \
1074 TEXGEN_NORMAL_MAP_NV)
1075 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1076 TEXGEN_REFLECTION_MAP_NV | \
1077 TEXGEN_NORMAL_MAP_NV | \
1083 /** Tex-gen enabled for texture unit? */
1084 #define ENABLE_TEXGEN(unit) (1 << (unit))
1086 /** Non-identity texture matrix for texture unit? */
1087 #define ENABLE_TEXMAT(unit) (1 << (unit))
1091 * Texture coord generation state.
1095 GLenum Mode
; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1096 GLbitfield _ModeBit
; /**< TEXGEN_x bit corresponding to Mode */
1097 GLfloat ObjectPlane
[4];
1098 GLfloat EyePlane
[4];
1103 * Texture unit state. Contains enable flags, texture environment/function/
1104 * combiners, texgen state, and pointers to current texture objects.
1106 struct gl_texture_unit
1108 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1110 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1111 GLclampf EnvColor
[4];
1112 GLfloat EnvColorUnclamped
[4];
1114 struct gl_texgen GenS
;
1115 struct gl_texgen GenT
;
1116 struct gl_texgen GenR
;
1117 struct gl_texgen GenQ
;
1118 GLbitfield TexGenEnabled
; /**< Bitwise-OR of [STRQ]_BIT values */
1119 GLbitfield _GenFlags
; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1121 GLfloat LodBias
; /**< for biasing mipmap levels */
1123 /** Texture targets that have a non-default texture bound */
1124 GLbitfield _BoundTextures
;
1126 /** Current sampler object (GL_ARB_sampler_objects) */
1127 struct gl_sampler_object
*Sampler
;
1130 * \name GL_EXT_texture_env_combine
1132 struct gl_tex_env_combine_state Combine
;
1135 * Derived state based on \c EnvMode and the \c BaseFormat of the
1136 * currently enabled texture.
1138 struct gl_tex_env_combine_state _EnvMode
;
1141 * Currently enabled combiner state. This will point to either
1142 * \c Combine or \c _EnvMode.
1144 struct gl_tex_env_combine_state
*_CurrentCombine
;
1146 /** Current texture object pointers */
1147 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1149 /** Points to highest priority, complete and enabled texture object */
1150 struct gl_texture_object
*_Current
;
1156 * Texture attribute group (GL_TEXTURE_BIT).
1158 struct gl_texture_attrib
1160 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1162 /** GL_ARB_seamless_cubemap */
1163 GLboolean CubeMapSeamless
;
1165 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1167 /** GL_ARB_texture_buffer_object */
1168 struct gl_buffer_object
*BufferObject
;
1170 /** Texture coord units/sets used for fragment texturing */
1171 GLbitfield _EnabledCoordUnits
;
1173 /** Texture coord units that have texgen enabled */
1174 GLbitfield _TexGenEnabled
;
1176 /** Texture coord units that have non-identity matrices */
1177 GLbitfield _TexMatEnabled
;
1179 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1180 GLbitfield _GenFlags
;
1182 /** Largest index of a texture unit with _Current != NULL. */
1183 GLint _MaxEnabledTexImageUnit
;
1185 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1186 GLint NumCurrentTexUsed
;
1188 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1193 * Data structure representing a single clip plane (e.g. one of the elements
1194 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1196 typedef GLfloat gl_clip_plane
[4];
1200 * Transformation attribute group (GL_TRANSFORM_BIT).
1202 struct gl_transform_attrib
1204 GLenum MatrixMode
; /**< Matrix mode */
1205 gl_clip_plane EyeUserPlane
[MAX_CLIP_PLANES
]; /**< User clip planes */
1206 gl_clip_plane _ClipUserPlane
[MAX_CLIP_PLANES
]; /**< derived */
1207 GLbitfield ClipPlanesEnabled
; /**< on/off bitmask */
1208 GLboolean Normalize
; /**< Normalize all normals? */
1209 GLboolean RescaleNormals
; /**< GL_EXT_rescale_normal */
1210 GLboolean RasterPositionUnclipped
; /**< GL_IBM_rasterpos_clip */
1211 GLboolean DepthClamp
; /**< GL_ARB_depth_clamp */
1212 /** GL_ARB_clip_control */
1213 GLenum ClipOrigin
; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1214 GLenum ClipDepthMode
; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1219 * Viewport attribute group (GL_VIEWPORT_BIT).
1221 struct gl_viewport_attrib
1223 GLfloat X
, Y
; /**< position */
1224 GLfloat Width
, Height
; /**< size */
1225 GLdouble Near
, Far
; /**< Depth buffer range */
1234 } gl_map_buffer_index
;
1238 * Fields describing a mapped buffer range.
1240 struct gl_buffer_mapping
{
1241 GLbitfield AccessFlags
; /**< Mask of GL_MAP_x_BIT flags */
1242 GLvoid
*Pointer
; /**< User-space address of mapping */
1243 GLintptr Offset
; /**< Mapped offset */
1244 GLsizeiptr Length
; /**< Mapped length */
1249 * Usages we've seen for a buffer object.
1252 USAGE_UNIFORM_BUFFER
= 0x1,
1253 USAGE_TEXTURE_BUFFER
= 0x2,
1254 USAGE_ATOMIC_COUNTER_BUFFER
= 0x4,
1255 USAGE_SHADER_STORAGE_BUFFER
= 0x8,
1260 * GL_ARB_vertex/pixel_buffer_object buffer object
1262 struct gl_buffer_object
1267 GLchar
*Label
; /**< GL_KHR_debug */
1268 GLenum Usage
; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1269 GLbitfield StorageFlags
; /**< GL_MAP_PERSISTENT_BIT, etc. */
1270 GLsizeiptrARB Size
; /**< Size of buffer storage in bytes */
1271 GLubyte
*Data
; /**< Location of storage either in RAM or VRAM. */
1272 GLboolean DeletePending
; /**< true if buffer object is removed from the hash */
1273 GLboolean Written
; /**< Ever written to? (for debugging) */
1274 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1275 GLboolean Immutable
; /**< GL_ARB_buffer_storage */
1276 gl_buffer_usage UsageHistory
; /**< How has this buffer been used so far? */
1278 /** Counters used for buffer usage warnings */
1279 GLuint NumSubDataCalls
;
1280 GLuint NumMapBufferWriteCalls
;
1282 struct gl_buffer_mapping Mappings
[MAP_COUNT
];
1287 * Client pixel packing/unpacking attributes
1289 struct gl_pixelstore_attrib
1297 GLboolean SwapBytes
;
1299 GLboolean Invert
; /**< GL_MESA_pack_invert */
1300 GLint CompressedBlockWidth
; /**< GL_ARB_compressed_texture_pixel_storage */
1301 GLint CompressedBlockHeight
;
1302 GLint CompressedBlockDepth
;
1303 GLint CompressedBlockSize
;
1304 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_pixel_buffer_object */
1309 * Client vertex array attributes
1311 struct gl_client_array
1313 GLint Size
; /**< components per element (1,2,3,4) */
1314 GLenum Type
; /**< datatype: GL_FLOAT, GL_INT, etc */
1315 GLenum Format
; /**< default: GL_RGBA, but may be GL_BGRA */
1316 GLsizei Stride
; /**< user-specified stride */
1317 GLsizei StrideB
; /**< actual stride in bytes */
1318 GLuint _ElementSize
; /**< size of each element in bytes */
1319 const GLubyte
*Ptr
; /**< Points to array data */
1320 GLboolean Enabled
; /**< Enabled flag is a boolean */
1321 GLboolean Normalized
; /**< GL_ARB_vertex_program */
1322 GLboolean Integer
; /**< Integer-valued? */
1323 GLboolean Doubles
; /**< double precision values are not converted to floats */
1324 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1326 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1331 * Vertex attribute array as seen by the client.
1333 * Contains the size, type, format and normalization flag,
1334 * along with the index of a vertex buffer binding point.
1336 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1337 * and is only present for backwards compatibility reasons.
1338 * Rendering always uses VERTEX_BINDING_STRIDE.
1339 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1340 * and VERTEX_BINDING_STRIDE to the same value, while
1341 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1343 struct gl_vertex_attrib_array
1345 GLint Size
; /**< Components per element (1,2,3,4) */
1346 GLenum Type
; /**< Datatype: GL_FLOAT, GL_INT, etc */
1347 GLenum Format
; /**< Default: GL_RGBA, but may be GL_BGRA */
1348 GLsizei Stride
; /**< Stride as specified with gl*Pointer() */
1349 const GLubyte
*Ptr
; /**< Points to client array data. Not used when a VBO is bound */
1350 GLintptr RelativeOffset
; /**< Offset of the first element relative to the binding offset */
1351 GLboolean Enabled
; /**< Whether the array is enabled */
1352 GLboolean Normalized
; /**< Fixed-point values are normalized when converted to floats */
1353 GLboolean Integer
; /**< Fixed-point values are not converted to floats */
1354 GLboolean Doubles
; /**< double precision values are not converted to floats */
1355 GLuint _ElementSize
; /**< Size of each element in bytes */
1356 GLuint VertexBinding
; /**< Vertex buffer binding */
1361 * This describes the buffer object used for a vertex array (or
1362 * multiple vertex arrays). If BufferObj points to the default/null
1363 * buffer object, then the vertex array lives in user memory and not a VBO.
1365 struct gl_vertex_buffer_binding
1367 GLintptr Offset
; /**< User-specified offset */
1368 GLsizei Stride
; /**< User-specified stride */
1369 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1370 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_vertex_buffer_object */
1371 GLbitfield64 _BoundArrays
; /**< Arrays bound to this binding point */
1376 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1377 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1380 struct gl_vertex_array_object
1382 /** Name of the VAO as received from glGenVertexArray. */
1387 GLchar
*Label
; /**< GL_KHR_debug */
1392 * Does the VAO use ARB semantics or Apple semantics?
1394 * There are several ways in which ARB_vertex_array_object and
1395 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1398 * - ARB VAOs require that all array data be sourced from vertex buffer
1399 * objects, but Apple VAOs do not.
1401 * - ARB VAOs require that names come from GenVertexArrays.
1403 * This flag notes which behavior governs this VAO.
1405 GLboolean ARBsemantics
;
1408 * Has this array object been bound?
1410 GLboolean EverBound
;
1413 * Derived vertex attribute arrays
1415 * This is a legacy data structure created from gl_vertex_attrib_array and
1416 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1418 struct gl_client_array _VertexAttrib
[VERT_ATTRIB_MAX
];
1420 /** Vertex attribute arrays */
1421 struct gl_vertex_attrib_array VertexAttrib
[VERT_ATTRIB_MAX
];
1423 /** Vertex buffer bindings */
1424 struct gl_vertex_buffer_binding VertexBinding
[VERT_ATTRIB_MAX
];
1426 /** Mask indicating which vertex arrays have vertex buffer associated. */
1427 GLbitfield64 VertexAttribBufferMask
;
1429 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1430 GLbitfield64 _Enabled
;
1432 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1433 GLbitfield64 NewArrays
;
1435 /** The index buffer (also known as the element array buffer in OpenGL). */
1436 struct gl_buffer_object
*IndexBufferObj
;
1440 /** Used to signal when transitioning from one kind of drawing method
1444 DRAW_NONE
, /**< Initial value only */
1451 * Enum for the OpenGL APIs we know about and may support.
1453 * NOTE: This must match the api_enum table in
1454 * src/mesa/main/get_hash_generator.py
1458 API_OPENGL_COMPAT
, /* legacy / compatibility contexts */
1462 API_OPENGL_LAST
= API_OPENGL_CORE
1466 * Vertex array state
1468 struct gl_array_attrib
1470 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1471 struct gl_vertex_array_object
*VAO
;
1473 /** The default vertex array object */
1474 struct gl_vertex_array_object
*DefaultVAO
;
1476 /** The last VAO accessed by a DSA function */
1477 struct gl_vertex_array_object
*LastLookedUpVAO
;
1479 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1480 struct _mesa_HashTable
*Objects
;
1482 GLint ActiveTexture
; /**< Client Active Texture */
1483 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1484 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1487 * \name Primitive restart controls
1489 * Primitive restart is enabled if either \c PrimitiveRestart or
1490 * \c PrimitiveRestartFixedIndex is set.
1493 GLboolean PrimitiveRestart
;
1494 GLboolean PrimitiveRestartFixedIndex
;
1495 GLboolean _PrimitiveRestart
;
1496 GLuint RestartIndex
;
1499 /** One of the DRAW_xxx flags, not consumed by drivers */
1500 gl_draw_method DrawMethod
;
1502 /* GL_ARB_vertex_buffer_object */
1503 struct gl_buffer_object
*ArrayBufferObj
;
1506 * Vertex arrays as consumed by a driver.
1507 * The array pointer is set up only by the VBO module.
1509 const struct gl_client_array
**_DrawArrays
; /**< 0..VERT_ATTRIB_MAX-1 */
1511 /** Legal array datatypes and the API for which they have been computed */
1512 GLbitfield LegalTypesMask
;
1513 gl_api LegalTypesMaskAPI
;
1518 * Feedback buffer state
1523 GLbitfield _Mask
; /**< FB_* bits */
1531 * Selection buffer state
1535 GLuint
*Buffer
; /**< selection buffer */
1536 GLuint BufferSize
; /**< size of the selection buffer */
1537 GLuint BufferCount
; /**< number of values in the selection buffer */
1538 GLuint Hits
; /**< number of records in the selection buffer */
1539 GLuint NameStackDepth
; /**< name stack depth */
1540 GLuint NameStack
[MAX_NAME_STACK_DEPTH
]; /**< name stack */
1541 GLboolean HitFlag
; /**< hit flag */
1542 GLfloat HitMinZ
; /**< minimum hit depth */
1543 GLfloat HitMaxZ
; /**< maximum hit depth */
1548 * 1-D Evaluator control points
1552 GLuint Order
; /**< Number of control points */
1553 GLfloat u1
, u2
, du
; /**< u1, u2, 1.0/(u2-u1) */
1554 GLfloat
*Points
; /**< Points to contiguous control points */
1559 * 2-D Evaluator control points
1563 GLuint Uorder
; /**< Number of control points in U dimension */
1564 GLuint Vorder
; /**< Number of control points in V dimension */
1567 GLfloat
*Points
; /**< Points to contiguous control points */
1572 * All evaluator control point state
1574 struct gl_evaluators
1580 struct gl_1d_map Map1Vertex3
;
1581 struct gl_1d_map Map1Vertex4
;
1582 struct gl_1d_map Map1Index
;
1583 struct gl_1d_map Map1Color4
;
1584 struct gl_1d_map Map1Normal
;
1585 struct gl_1d_map Map1Texture1
;
1586 struct gl_1d_map Map1Texture2
;
1587 struct gl_1d_map Map1Texture3
;
1588 struct gl_1d_map Map1Texture4
;
1595 struct gl_2d_map Map2Vertex3
;
1596 struct gl_2d_map Map2Vertex4
;
1597 struct gl_2d_map Map2Index
;
1598 struct gl_2d_map Map2Color4
;
1599 struct gl_2d_map Map2Normal
;
1600 struct gl_2d_map Map2Texture1
;
1601 struct gl_2d_map Map2Texture2
;
1602 struct gl_2d_map Map2Texture3
;
1603 struct gl_2d_map Map2Texture4
;
1608 struct gl_transform_feedback_varying_info
1617 * Per-output info vertex shaders for transform feedback.
1619 struct gl_transform_feedback_output
1621 unsigned OutputRegister
;
1622 unsigned OutputBuffer
;
1623 unsigned NumComponents
;
1626 /** offset (in DWORDs) of this output within the interleaved structure */
1630 * Offset into the output register of the data to output. For example,
1631 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1632 * offset is in the y and z components of the output register.
1634 unsigned ComponentOffset
;
1638 /** Post-link transform feedback info. */
1639 struct gl_transform_feedback_info
1641 unsigned NumOutputs
;
1644 * Number of transform feedback buffers in use by this program.
1646 unsigned NumBuffers
;
1648 struct gl_transform_feedback_output
*Outputs
;
1650 /** Transform feedback varyings used for the linking of this shader program.
1652 * Use for glGetTransformFeedbackVarying().
1654 struct gl_transform_feedback_varying_info
*Varyings
;
1658 * Total number of components stored in each buffer. This may be used by
1659 * hardware back-ends to determine the correct stride when interleaving
1660 * multiple transform feedback outputs in the same buffer.
1662 unsigned BufferStride
[MAX_FEEDBACK_BUFFERS
];
1665 * Which transform feedback stream this buffer binding is associated with.
1667 unsigned BufferStream
[MAX_FEEDBACK_BUFFERS
];
1672 * Transform feedback object state
1674 struct gl_transform_feedback_object
1676 GLuint Name
; /**< AKA the object ID */
1678 GLchar
*Label
; /**< GL_KHR_debug */
1679 GLboolean Active
; /**< Is transform feedback enabled? */
1680 GLboolean Paused
; /**< Is transform feedback paused? */
1681 GLboolean EndedAnytime
; /**< Has EndTransformFeedback been called
1683 GLboolean EverBound
; /**< Has this object been bound? */
1686 * GLES: if Active is true, remaining number of primitives which can be
1687 * rendered without overflow. This is necessary to track because GLES
1688 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1689 * glDrawArraysInstanced would overflow transform feedback buffers.
1690 * Undefined if Active is false.
1692 * Not tracked for desktop GL since it's unnecessary.
1694 unsigned GlesRemainingPrims
;
1697 * The shader program active when BeginTransformFeedback() was called.
1698 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1699 * where stage is the pipeline stage that is the source of data for
1700 * transform feedback.
1702 struct gl_shader_program
*shader_program
;
1704 /** The feedback buffers */
1705 GLuint BufferNames
[MAX_FEEDBACK_BUFFERS
];
1706 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_BUFFERS
];
1708 /** Start of feedback data in dest buffer */
1709 GLintptr Offset
[MAX_FEEDBACK_BUFFERS
];
1712 * Max data to put into dest buffer (in bytes). Computed based on
1713 * RequestedSize and the actual size of the buffer.
1715 GLsizeiptr Size
[MAX_FEEDBACK_BUFFERS
];
1718 * Size that was specified when the buffer was bound. If the buffer was
1719 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1722 GLsizeiptr RequestedSize
[MAX_FEEDBACK_BUFFERS
];
1727 * Context state for transform feedback.
1729 struct gl_transform_feedback_state
1731 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1733 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1734 struct gl_buffer_object
*CurrentBuffer
;
1736 /** The table of all transform feedback objects */
1737 struct _mesa_HashTable
*Objects
;
1739 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1740 struct gl_transform_feedback_object
*CurrentObject
;
1742 /** The default xform-fb object (Name==0) */
1743 struct gl_transform_feedback_object
*DefaultObject
;
1748 * A "performance monitor" as described in AMD_performance_monitor.
1750 struct gl_perf_monitor_object
1754 /** True if the monitor is currently active (Begin called but not End). */
1758 * True if the monitor has ended.
1760 * This is distinct from !Active because it may never have began.
1765 * A list of groups with currently active counters.
1767 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1769 unsigned *ActiveGroups
;
1772 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1774 * Checking whether counter 'c' in group 'g' is active can be done via:
1776 * BITSET_TEST(ActiveCounters[g], c)
1778 GLuint
**ActiveCounters
;
1782 union gl_perf_monitor_counter_value
1790 struct gl_perf_monitor_counter
1792 /** Human readable name for the counter. */
1796 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1797 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1801 /** Minimum counter value. */
1802 union gl_perf_monitor_counter_value Minimum
;
1804 /** Maximum counter value. */
1805 union gl_perf_monitor_counter_value Maximum
;
1809 struct gl_perf_monitor_group
1811 /** Human readable name for the group. */
1815 * Maximum number of counters in this group which can be active at the
1818 GLuint MaxActiveCounters
;
1820 /** Array of counters within this group. */
1821 const struct gl_perf_monitor_counter
*Counters
;
1827 * Context state for AMD_performance_monitor.
1829 struct gl_perf_monitor_state
1831 /** Array of performance monitor groups (indexed by group ID) */
1832 const struct gl_perf_monitor_group
*Groups
;
1835 /** The table of all performance monitors. */
1836 struct _mesa_HashTable
*Monitors
;
1841 * Names of the various vertex/fragment program register files, etc.
1843 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1844 * All values should fit in a 4-bit field.
1846 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1847 * considered to be "uniform" variables since they can only be set outside
1848 * glBegin/End. They're also all stored in the same Parameters array.
1852 PROGRAM_TEMPORARY
, /**< machine->Temporary[] */
1853 PROGRAM_ARRAY
, /**< Arrays & Matrixes */
1854 PROGRAM_INPUT
, /**< machine->Inputs[] */
1855 PROGRAM_OUTPUT
, /**< machine->Outputs[] */
1856 PROGRAM_STATE_VAR
, /**< gl_program->Parameters[] */
1857 PROGRAM_CONSTANT
, /**< gl_program->Parameters[] */
1858 PROGRAM_UNIFORM
, /**< gl_program->Parameters[] */
1859 PROGRAM_WRITE_ONLY
, /**< A dummy, write-only register */
1860 PROGRAM_ADDRESS
, /**< machine->AddressReg */
1861 PROGRAM_SAMPLER
, /**< for shader samplers, compile-time only */
1862 PROGRAM_SYSTEM_VALUE
,/**< InstanceId, PrimitiveID, etc. */
1863 PROGRAM_UNDEFINED
, /**< Invalid/TBD value */
1869 * Base class for any kind of program object
1876 GLubyte
*String
; /**< Null-terminated program text */
1878 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1879 GLenum Format
; /**< String encoding format */
1881 struct prog_instruction
*Instructions
;
1883 struct nir_shader
*nir
;
1885 GLbitfield64 InputsRead
; /**< Bitmask of which input regs are read */
1886 GLbitfield64 DoubleInputsRead
; /**< Bitmask of which input regs are read and are doubles */
1887 GLbitfield64 OutputsWritten
; /**< Bitmask of which output regs are written */
1888 GLbitfield PatchInputsRead
; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1889 GLbitfield PatchOutputsWritten
; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1890 GLbitfield SystemValuesRead
; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1891 GLbitfield TexturesUsed
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
]; /**< TEXTURE_x_BIT bitmask */
1892 GLbitfield SamplersUsed
; /**< Bitfield of which samplers are used */
1893 GLbitfield ShadowSamplers
; /**< Texture units used for shadow sampling. */
1895 GLboolean UsesGather
; /**< Does this program use gather4 at all? */
1898 * For vertex and geometry shaders, true if the program uses the
1899 * gl_ClipDistance output. Ignored for fragment shaders.
1901 unsigned ClipDistanceArraySize
;
1904 /** Named parameters, constants, etc. from program text */
1905 struct gl_program_parameter_list
*Parameters
;
1908 * Local parameters used by the program.
1910 * It's dynamically allocated because it is rarely used (just
1911 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1914 GLfloat (*LocalParams
)[4];
1916 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1917 GLubyte SamplerUnits
[MAX_SAMPLERS
];
1919 /** Bitmask of which register files are read/written with indirect
1920 * addressing. Mask of (1 << PROGRAM_x) bits.
1922 GLbitfield IndirectRegisterFiles
;
1924 /** Logical counts */
1926 GLuint NumInstructions
;
1927 GLuint NumTemporaries
;
1928 GLuint NumParameters
;
1929 GLuint NumAttributes
;
1930 GLuint NumAddressRegs
;
1931 GLuint NumAluInstructions
;
1932 GLuint NumTexInstructions
;
1933 GLuint NumTexIndirections
;
1935 /** Native, actual h/w counts */
1937 GLuint NumNativeInstructions
;
1938 GLuint NumNativeTemporaries
;
1939 GLuint NumNativeParameters
;
1940 GLuint NumNativeAttributes
;
1941 GLuint NumNativeAddressRegs
;
1942 GLuint NumNativeAluInstructions
;
1943 GLuint NumNativeTexInstructions
;
1944 GLuint NumNativeTexIndirections
;
1949 /** Vertex program object */
1950 struct gl_vertex_program
1952 struct gl_program Base
; /**< base class */
1953 GLboolean IsPositionInvariant
;
1957 /** Tessellation control program object */
1958 struct gl_tess_ctrl_program
1960 struct gl_program Base
; /**< base class */
1967 /** Tessellation evaluation program object */
1968 struct gl_tess_eval_program
1970 struct gl_program Base
; /**< base class */
1973 GLenum PrimitiveMode
; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1974 GLenum Spacing
; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1975 GLenum VertexOrder
; /* GL_CW or GL_CCW */
1980 /** Geometry program object */
1981 struct gl_geometry_program
1983 struct gl_program Base
; /**< base class */
1988 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1989 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1990 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1991 bool UsesEndPrimitive
;
1996 /** Fragment program object */
1997 struct gl_fragment_program
1999 struct gl_program Base
; /**< base class */
2000 GLboolean UsesKill
; /**< shader uses KIL instruction */
2001 GLboolean UsesDFdy
; /**< shader uses DDY instruction */
2002 GLboolean OriginUpperLeft
;
2003 GLboolean PixelCenterInteger
;
2004 enum gl_frag_depth_layout FragDepthLayout
;
2007 * GLSL interpolation qualifier associated with each fragment shader input.
2008 * For inputs that do not have an interpolation qualifier specified in
2009 * GLSL, the value is INTERP_QUALIFIER_NONE.
2011 enum glsl_interp_qualifier InterpQualifier
[VARYING_SLOT_MAX
];
2014 * Bitfield indicating, for each fragment shader input, 1 if that input
2015 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2017 GLbitfield64 IsCentroid
;
2020 * Bitfield indicating, for each fragment shader input, 1 if that input
2021 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2023 GLbitfield64 IsSample
;
2027 /** Compute program object */
2028 struct gl_compute_program
2030 struct gl_program Base
; /**< base class */
2033 * Size specified using local_size_{x,y,z}.
2035 unsigned LocalSize
[3];
2040 * State common to vertex and fragment programs.
2042 struct gl_program_state
2044 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2045 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2050 * Context state for vertex programs.
2052 struct gl_vertex_program_state
2054 GLboolean Enabled
; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2055 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2056 GLboolean PointSizeEnabled
; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2057 GLboolean TwoSideEnabled
; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2058 /** Computed two sided lighting for fixed function/programs. */
2059 GLboolean _TwoSideEnabled
;
2060 struct gl_vertex_program
*Current
; /**< User-bound vertex program */
2062 /** Currently enabled and valid vertex program (including internal
2063 * programs, user-defined vertex programs and GLSL vertex shaders).
2064 * This is the program we must use when rendering.
2066 struct gl_vertex_program
*_Current
;
2068 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2070 /** Should fixed-function T&L be implemented with a vertex prog? */
2071 GLboolean _MaintainTnlProgram
;
2073 /** Program to emulate fixed-function T&L (see above) */
2074 struct gl_vertex_program
*_TnlProgram
;
2076 /** Cache of fixed-function programs */
2077 struct gl_program_cache
*Cache
;
2079 GLboolean _Overriden
;
2083 * Context state for tessellation control programs.
2085 struct gl_tess_ctrl_program_state
2087 /** Currently bound and valid shader. */
2088 struct gl_tess_ctrl_program
*_Current
;
2090 GLint patch_vertices
;
2091 GLfloat patch_default_outer_level
[4];
2092 GLfloat patch_default_inner_level
[2];
2096 * Context state for tessellation evaluation programs.
2098 struct gl_tess_eval_program_state
2100 /** Currently bound and valid shader. */
2101 struct gl_tess_eval_program
*_Current
;
2105 * Context state for geometry programs.
2107 struct gl_geometry_program_state
2109 /** Currently enabled and valid program (including internal programs
2110 * and compiled shader programs).
2112 struct gl_geometry_program
*_Current
;
2116 * Context state for fragment programs.
2118 struct gl_fragment_program_state
2120 GLboolean Enabled
; /**< User-set fragment program enable flag */
2121 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2122 struct gl_fragment_program
*Current
; /**< User-bound fragment program */
2124 /** Currently enabled and valid fragment program (including internal
2125 * programs, user-defined fragment programs and GLSL fragment shaders).
2126 * This is the program we must use when rendering.
2128 struct gl_fragment_program
*_Current
;
2130 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2132 /** Should fixed-function texturing be implemented with a fragment prog? */
2133 GLboolean _MaintainTexEnvProgram
;
2135 /** Program to emulate fixed-function texture env/combine (see above) */
2136 struct gl_fragment_program
*_TexEnvProgram
;
2138 /** Cache of fixed-function programs */
2139 struct gl_program_cache
*Cache
;
2144 * Context state for compute programs.
2146 struct gl_compute_program_state
2148 /** Currently enabled and valid program (including internal programs
2149 * and compiled shader programs).
2151 struct gl_compute_program
*_Current
;
2156 * ATI_fragment_shader runtime state
2159 struct atifs_instruction
;
2160 struct atifs_setupinst
;
2163 * ATI fragment shader
2165 struct ati_fragment_shader
2169 struct atifs_instruction
*Instructions
[2];
2170 struct atifs_setupinst
*SetupInst
[2];
2171 GLfloat Constants
[8][4];
2172 GLbitfield LocalConstDef
; /**< Indicates which constants have been set */
2173 GLubyte numArithInstr
[2];
2174 GLubyte regsAssigned
[2];
2175 GLubyte NumPasses
; /**< 1 or 2 */
2177 GLubyte last_optype
;
2178 GLboolean interpinp1
;
2184 * Context state for GL_ATI_fragment_shader
2186 struct gl_ati_fragment_shader_state
2189 GLboolean _Enabled
; /**< enabled and valid shader? */
2190 GLboolean Compiling
;
2191 GLfloat GlobalConstants
[8][4];
2192 struct ati_fragment_shader
*Current
;
2196 * Shader subroutine function definition
2198 struct gl_subroutine_function
2202 int num_compat_types
;
2203 const struct glsl_type
**types
;
2207 * A GLSL vertex or fragment shader object.
2211 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2212 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2213 * Must be the first field.
2216 gl_shader_stage Stage
;
2217 GLuint Name
; /**< AKA the handle */
2218 GLint RefCount
; /**< Reference count */
2219 GLchar
*Label
; /**< GL_KHR_debug */
2220 GLboolean DeletePending
;
2221 GLboolean CompileStatus
;
2222 bool IsES
; /**< True if this shader uses GLSL ES */
2224 GLuint SourceChecksum
; /**< for debug/logging purposes */
2225 const GLchar
*Source
; /**< Source code string */
2227 struct gl_program
*Program
; /**< Post-compile assembly code */
2230 unsigned Version
; /**< GLSL version used for linking */
2233 * \name Sampler tracking
2235 * \note Each of these fields is only set post-linking.
2238 unsigned num_samplers
; /**< Number of samplers used by this shader. */
2239 GLbitfield active_samplers
; /**< Bitfield of which samplers are used */
2240 GLbitfield shadow_samplers
; /**< Samplers used for shadow sampling. */
2244 * Map from sampler unit to texture unit (set by glUniform1i())
2246 * A sampler unit is associated with each sampler uniform by the linker.
2247 * The sampler unit associated with each uniform is stored in the
2248 * \c gl_uniform_storage::sampler field.
2250 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2251 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2252 gl_texture_index SamplerTargets
[MAX_SAMPLERS
];
2255 * Number of default uniform block components used by this shader.
2257 * This field is only set post-linking.
2259 unsigned num_uniform_components
;
2262 * Number of combined uniform components used by this shader.
2264 * This field is only set post-linking. It is the sum of the uniform block
2265 * sizes divided by sizeof(float), and num_uniform_compoennts.
2267 unsigned num_combined_uniform_components
;
2270 * This shader's uniform/ssbo block information.
2272 * These fields are only set post-linking.
2274 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2275 * useful during the linking process so that we don't have to handle SSBOs
2278 * UniformBlocks is a list of UBOs. This is useful for backends that need
2279 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2282 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2283 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2286 * UniformBlocks and ShaderStorageBlocks only have pointers into
2287 * BufferInterfaceBlocks so the actual resource information is not
2290 unsigned NumBufferInterfaceBlocks
;
2291 struct gl_uniform_block
*BufferInterfaceBlocks
;
2293 unsigned NumUniformBlocks
;
2294 struct gl_uniform_block
**UniformBlocks
;
2296 unsigned NumShaderStorageBlocks
;
2297 struct gl_uniform_block
**ShaderStorageBlocks
;
2299 struct exec_list
*ir
;
2300 struct exec_list
*packed_varyings
;
2301 struct exec_list
*fragdata_arrays
;
2302 struct glsl_symbol_table
*symbols
;
2304 bool uses_builtin_functions
;
2305 bool uses_gl_fragcoord
;
2306 bool redeclares_gl_fragcoord
;
2307 bool ARB_fragment_coord_conventions_enable
;
2310 * Fragment shader state from GLSL 1.50 layout qualifiers.
2312 bool origin_upper_left
;
2313 bool pixel_center_integer
;
2316 * Tessellation Control shader state from layout qualifiers.
2320 * 0 - vertices not declared in shader, or
2321 * 1 .. GL_MAX_PATCH_VERTICES
2327 * Tessellation Evaluation shader state from layout qualifiers.
2331 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2334 GLenum PrimitiveMode
;
2336 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2341 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2345 * 1, 0, or -1 if it's not set in this shader.
2351 * Geometry shader state from GLSL 1.50 layout qualifiers.
2356 * 0 - Invocations count not declared in shader, or
2357 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2361 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2362 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2367 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2368 * it's not set in this shader.
2374 * Map from image uniform index to image unit (set by glUniform1i())
2376 * An image uniform index is associated with each image uniform by
2377 * the linker. The image index associated with each uniform is
2378 * stored in the \c gl_uniform_storage::image field.
2380 GLubyte ImageUnits
[MAX_IMAGE_UNIFORMS
];
2383 * Access qualifier specified in the shader for each image uniform
2384 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2387 * It may be different, though only more strict than the value of
2388 * \c gl_image_unit::Access for the corresponding image unit.
2390 GLenum ImageAccess
[MAX_IMAGE_UNIFORMS
];
2393 * Number of image uniforms defined in the shader. It specifies
2394 * the number of valid elements in the \c ImageUnits and \c
2395 * ImageAccess arrays above.
2399 struct gl_active_atomic_buffer
**AtomicBuffers
;
2400 unsigned NumAtomicBuffers
;
2403 * Whether early fragment tests are enabled as defined by
2404 * ARB_shader_image_load_store.
2406 bool EarlyFragmentTests
;
2409 * Compute shader state from ARB_compute_shader layout qualifiers.
2413 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2414 * it's not set in this shader.
2416 unsigned LocalSize
[3];
2420 * Number of types for subroutine uniforms.
2422 GLuint NumSubroutineUniformTypes
;
2425 * Subroutine uniform remap table
2426 * based on the program level uniform remap table.
2428 GLuint NumSubroutineUniformRemapTable
;
2429 struct gl_uniform_storage
**SubroutineUniformRemapTable
;
2432 * Num of subroutine functions for this stage
2433 * and storage for them.
2435 GLuint NumSubroutineFunctions
;
2436 struct gl_subroutine_function
*SubroutineFunctions
;
2440 struct gl_uniform_buffer_variable
2445 * Name of the uniform as seen by glGetUniformIndices.
2447 * glGetUniformIndices requires that the block instance index \b not be
2448 * present in the name of queried uniforms.
2451 * \c gl_uniform_buffer_variable::IndexName and
2452 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2456 const struct glsl_type
*Type
;
2457 unsigned int Offset
;
2462 enum gl_uniform_block_packing
2471 struct gl_uniform_block
2473 /** Declared name of the uniform block */
2476 /** Array of supplemental information about UBO ir_variables. */
2477 struct gl_uniform_buffer_variable
*Uniforms
;
2481 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2482 * with glBindBufferBase to bind a buffer object to this uniform block. When
2483 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2488 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2489 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2491 GLuint UniformBufferSize
;
2494 * Is this actually an interface block for a shader storage buffer?
2496 bool IsShaderStorage
;
2499 * Layout specified in the shader
2501 * This isn't accessible through the API, but it is used while
2502 * cross-validating uniform blocks.
2504 enum gl_uniform_block_packing _Packing
;
2508 * Structure that represents a reference to an atomic buffer from some
2511 struct gl_active_atomic_buffer
2513 /** Uniform indices of the atomic counters declared within it. */
2517 /** Binding point index associated with it. */
2520 /** Minimum reasonable size it is expected to have. */
2523 /** Shader stages making use of it. */
2524 GLboolean StageReferences
[MESA_SHADER_STAGES
];
2528 * Active resource in a gl_shader_program
2530 struct gl_program_resource
2532 GLenum Type
; /** Program interface type. */
2533 const void *Data
; /** Pointer to resource associated data structure. */
2534 uint8_t StageReferences
; /** Bitmask of shader stage references. */
2538 * A GLSL program object.
2539 * Basically a linked collection of vertex and fragment shaders.
2541 struct gl_shader_program
2543 GLenum Type
; /**< Always GL_SHADER_PROGRAM (internal token) */
2544 GLuint Name
; /**< aka handle or ID */
2545 GLchar
*Label
; /**< GL_KHR_debug */
2546 GLint RefCount
; /**< Reference count */
2547 GLboolean DeletePending
;
2550 * Is the application intending to glGetProgramBinary this program?
2552 GLboolean BinaryRetreivableHint
;
2555 * Indicates whether program can be bound for individual pipeline stages
2556 * using UseProgramStages after it is next linked.
2558 GLboolean SeparateShader
;
2560 GLuint NumShaders
; /**< number of attached shaders */
2561 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2564 * User-defined attribute bindings
2566 * These are set via \c glBindAttribLocation and are used to direct the
2567 * GLSL linker. These are \b not the values used in the compiled shader,
2568 * and they are \b not the values returned by \c glGetAttribLocation.
2570 struct string_to_uint_map
*AttributeBindings
;
2573 * User-defined fragment data bindings
2575 * These are set via \c glBindFragDataLocation and are used to direct the
2576 * GLSL linker. These are \b not the values used in the compiled shader,
2577 * and they are \b not the values returned by \c glGetFragDataLocation.
2579 struct string_to_uint_map
*FragDataBindings
;
2580 struct string_to_uint_map
*FragDataIndexBindings
;
2583 * Transform feedback varyings last specified by
2584 * glTransformFeedbackVaryings().
2586 * For the current set of transform feedback varyings used for transform
2587 * feedback output, see LinkedTransformFeedback.
2592 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2593 } TransformFeedback
;
2595 /** Post-link transform feedback info. */
2596 struct gl_transform_feedback_info LinkedTransformFeedback
;
2598 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2599 enum gl_frag_depth_layout FragDepthLayout
;
2602 * Tessellation Control shader state from layout qualifiers.
2606 * 0 - vertices not declared in shader, or
2607 * 1 .. GL_MAX_PATCH_VERTICES
2613 * Tessellation Evaluation shader state from layout qualifiers.
2616 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2617 GLenum PrimitiveMode
;
2618 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2620 /** GL_CW or GL_CCW */
2624 * True if gl_ClipDistance is written to. Copied into
2625 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2627 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2628 0 if not present. */
2632 * Geometry shader state - copied into gl_geometry_program by
2633 * _mesa_copy_linked_program_data().
2639 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2642 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2643 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2644 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2646 * True if gl_ClipDistance is written to. Copied into
2647 * gl_geometry_program by _mesa_copy_linked_program_data().
2649 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2650 0 if not present. */
2651 bool UsesEndPrimitive
;
2655 /** Vertex shader state */
2658 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2659 * by _mesa_copy_linked_program_data().
2661 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2662 0 if not present. */
2666 * Compute shader state - copied into gl_compute_program by
2667 * _mesa_copy_linked_program_data().
2671 * If this shader contains a compute stage, size specified using
2672 * local_size_{x,y,z}. Otherwise undefined.
2674 unsigned LocalSize
[3];
2676 * Size of shared variables accessed by the compute shader.
2678 unsigned SharedSize
;
2681 /* post-link info: */
2682 unsigned NumUniformStorage
;
2683 unsigned NumHiddenUniforms
;
2684 struct gl_uniform_storage
*UniformStorage
;
2687 * Mapping from GL uniform locations returned by \c glUniformLocation to
2688 * UniformStorage entries. Arrays will have multiple contiguous slots
2689 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2691 unsigned NumUniformRemapTable
;
2692 struct gl_uniform_storage
**UniformRemapTable
;
2695 * Size of the gl_ClipDistance array that is output from the last pipeline
2696 * stage before the fragment shader.
2698 unsigned LastClipDistanceArraySize
;
2701 * This shader's uniform/ssbo block information.
2703 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2704 * useful during the linking process so that we don't have to handle SSBOs
2707 * UniformBlocks is a list of UBOs. This is useful for backends that need
2708 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2711 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2712 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2715 * UniformBlocks and ShaderStorageBlocks only have pointers into
2716 * BufferInterfaceBlocks so the actual resource information is not
2717 * duplicated and are only set after linking.
2719 unsigned NumBufferInterfaceBlocks
;
2720 struct gl_uniform_block
*BufferInterfaceBlocks
;
2722 unsigned NumUniformBlocks
;
2723 struct gl_uniform_block
**UniformBlocks
;
2725 unsigned NumShaderStorageBlocks
;
2726 struct gl_uniform_block
**ShaderStorageBlocks
;
2729 * Indices into the BufferInterfaceBlocks[] array for each stage they're
2732 * This is used to maintain the Binding values of the stage's
2733 * BufferInterfaceBlocks[] and to answer the
2734 * GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2736 int *InterfaceBlockStageIndex
[MESA_SHADER_STAGES
];
2739 * Map of active uniform names to locations
2741 * Maps any active uniform that is not an array element to a location.
2742 * Each active uniform, including individual structure members will appear
2743 * in this map. This roughly corresponds to the set of names that would be
2744 * enumerated by \c glGetActiveUniform.
2746 struct string_to_uint_map
*UniformHash
;
2748 struct gl_active_atomic_buffer
*AtomicBuffers
;
2749 unsigned NumAtomicBuffers
;
2751 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2752 GLboolean Validated
;
2753 GLboolean _Used
; /**< Ever used for drawing? */
2754 GLboolean SamplersValidated
; /**< Samplers validated against texture units? */
2757 unsigned Version
; /**< GLSL version used for linking */
2758 bool IsES
; /**< True if this program uses GLSL ES */
2761 * Per-stage shaders resulting from the first stage of linking.
2763 * Set of linked shaders for this program. The array is accessed using the
2764 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2767 struct gl_shader
*_LinkedShaders
[MESA_SHADER_STAGES
];
2769 /** List of all active resources after linking. */
2770 struct gl_program_resource
*ProgramResourceList
;
2771 unsigned NumProgramResourceList
;
2773 /* True if any of the fragment shaders attached to this program use:
2774 * #extension ARB_fragment_coord_conventions: enable
2776 GLboolean ARB_fragment_coord_conventions_enable
;
2780 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2781 #define GLSL_LOG 0x2 /**< Write shaders to files */
2782 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2783 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2784 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2785 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2786 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2787 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2788 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2789 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2793 * Context state for GLSL vertex/fragment shaders.
2794 * Extended to support pipeline object
2796 struct gl_pipeline_object
2798 /** Name of the pipeline object as received from glGenProgramPipelines.
2799 * It would be 0 for shaders without separate shader objects.
2807 GLchar
*Label
; /**< GL_KHR_debug */
2810 * Programs used for rendering
2812 * There is a separate program set for each shader stage.
2814 struct gl_shader_program
*CurrentProgram
[MESA_SHADER_STAGES
];
2816 struct gl_shader_program
*_CurrentFragmentProgram
;
2819 * Program used by glUniform calls.
2821 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2823 struct gl_shader_program
*ActiveProgram
;
2825 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2827 GLboolean EverBound
; /**< Has the pipeline object been created */
2829 GLboolean Validated
; /**< Pipeline Validation status */
2835 * Context state for GLSL pipeline shaders.
2837 struct gl_pipeline_shader_state
2839 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2840 struct gl_pipeline_object
*Current
;
2842 /* Default Object to ensure that _Shader is never NULL */
2843 struct gl_pipeline_object
*Default
;
2845 /** Pipeline objects */
2846 struct _mesa_HashTable
*Objects
;
2850 * Compiler options for a single GLSL shaders type
2852 struct gl_shader_compiler_options
2854 /** Driver-selectable options: */
2855 GLboolean EmitCondCodes
; /**< Use condition codes? */
2856 GLboolean EmitNoLoops
;
2857 GLboolean EmitNoFunctions
;
2858 GLboolean EmitNoCont
; /**< Emit CONT opcode? */
2859 GLboolean EmitNoMainReturn
; /**< Emit CONT/RET opcodes? */
2860 GLboolean EmitNoNoise
; /**< Emit NOISE opcodes? */
2861 GLboolean EmitNoPow
; /**< Emit POW opcodes? */
2862 GLboolean EmitNoSat
; /**< Emit SAT opcodes? */
2863 GLboolean LowerClipDistance
; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2866 * \name Forms of indirect addressing the driver cannot do.
2869 GLboolean EmitNoIndirectInput
; /**< No indirect addressing of inputs */
2870 GLboolean EmitNoIndirectOutput
; /**< No indirect addressing of outputs */
2871 GLboolean EmitNoIndirectTemp
; /**< No indirect addressing of temps */
2872 GLboolean EmitNoIndirectUniform
; /**< No indirect addressing of constants */
2873 GLboolean EmitNoIndirectSampler
; /**< No indirect addressing of samplers */
2876 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
2877 GLuint MaxUnrollIterations
;
2880 * Optimize code for array of structures backends.
2882 * This is a proxy for:
2883 * - preferring DP4 instructions (rather than MUL/MAD) for
2884 * matrix * vector operations, such as position transformation.
2886 GLboolean OptimizeForAOS
;
2888 GLboolean LowerBufferInterfaceBlocks
; /**< Lower UBO and SSBO access to intrinsics. */
2890 GLboolean LowerShaderSharedVariables
; /**< Lower compute shader shared
2891 * variable access to intrinsics. */
2893 const struct nir_shader_compiler_options
*NirOptions
;
2898 * Occlusion/timer query object.
2900 struct gl_query_object
2902 GLenum Target
; /**< The query target, when active */
2903 GLuint Id
; /**< hash table ID/name */
2904 GLchar
*Label
; /**< GL_KHR_debug */
2905 GLuint64EXT Result
; /**< the counter */
2906 GLboolean Active
; /**< inside Begin/EndQuery */
2907 GLboolean Ready
; /**< result is ready? */
2908 GLboolean EverBound
;/**< has query object ever been bound */
2909 GLuint Stream
; /**< The stream */
2914 * Context state for query objects.
2916 struct gl_query_state
2918 struct _mesa_HashTable
*QueryObjects
;
2919 struct gl_query_object
*CurrentOcclusionObject
; /* GL_ARB_occlusion_query */
2920 struct gl_query_object
*CurrentTimerObject
; /* GL_EXT_timer_query */
2922 /** GL_NV_conditional_render */
2923 struct gl_query_object
*CondRenderQuery
;
2925 /** GL_EXT_transform_feedback */
2926 struct gl_query_object
*PrimitivesGenerated
[MAX_VERTEX_STREAMS
];
2927 struct gl_query_object
*PrimitivesWritten
[MAX_VERTEX_STREAMS
];
2929 /** GL_ARB_timer_query */
2930 struct gl_query_object
*TimeElapsed
;
2932 /** GL_ARB_pipeline_statistics_query */
2933 struct gl_query_object
*pipeline_stats
[MAX_PIPELINE_STATISTICS
];
2935 GLenum CondRenderMode
;
2939 /** Sync object state */
2940 struct gl_sync_object
2942 GLenum Type
; /**< GL_SYNC_FENCE */
2943 GLuint Name
; /**< Fence name */
2944 GLchar
*Label
; /**< GL_KHR_debug */
2945 GLint RefCount
; /**< Reference count */
2946 GLboolean DeletePending
; /**< Object was deleted while there were still
2947 * live references (e.g., sync not yet finished)
2949 GLenum SyncCondition
;
2950 GLbitfield Flags
; /**< Flags passed to glFenceSync */
2951 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
2956 * State which can be shared by multiple contexts:
2958 struct gl_shared_state
2960 mtx_t Mutex
; /**< for thread safety */
2961 GLint RefCount
; /**< Reference count */
2962 struct _mesa_HashTable
*DisplayList
; /**< Display lists hash table */
2963 struct _mesa_HashTable
*TexObjects
; /**< Texture objects hash table */
2965 /** Default texture objects (shared by all texture units) */
2966 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
2968 /** Fallback texture used when a bound texture is incomplete */
2969 struct gl_texture_object
*FallbackTex
[NUM_TEXTURE_TARGETS
];
2972 * \name Thread safety and statechange notification for texture
2975 * \todo Improve the granularity of locking.
2978 mtx_t TexMutex
; /**< texobj thread safety */
2979 GLuint TextureStateStamp
; /**< state notification for shared tex */
2982 /** Default buffer object for vertex arrays that aren't in VBOs */
2983 struct gl_buffer_object
*NullBufferObj
;
2986 * \name Vertex/geometry/fragment programs
2989 struct _mesa_HashTable
*Programs
; /**< All vertex/fragment programs */
2990 struct gl_vertex_program
*DefaultVertexProgram
;
2991 struct gl_fragment_program
*DefaultFragmentProgram
;
2994 /* GL_ATI_fragment_shader */
2995 struct _mesa_HashTable
*ATIShaders
;
2996 struct ati_fragment_shader
*DefaultFragmentShader
;
2998 struct _mesa_HashTable
*BufferObjects
;
3000 /** Table of both gl_shader and gl_shader_program objects */
3001 struct _mesa_HashTable
*ShaderObjects
;
3003 /* GL_EXT_framebuffer_object */
3004 struct _mesa_HashTable
*RenderBuffers
;
3005 struct _mesa_HashTable
*FrameBuffers
;
3008 struct set
*SyncObjects
;
3010 /** GL_ARB_sampler_objects */
3011 struct _mesa_HashTable
*SamplerObjects
;
3014 * Some context in this share group was affected by a GPU reset
3016 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3017 * been affected by a GPU reset must also return
3018 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3020 * Once this field becomes true, it is never reset to false.
3022 bool ShareGroupReset
;
3028 * Renderbuffers represent drawing surfaces such as color, depth and/or
3029 * stencil. A framebuffer object has a set of renderbuffers.
3030 * Drivers will typically derive subclasses of this type.
3032 struct gl_renderbuffer
3034 mtx_t Mutex
; /**< for thread safety */
3035 GLuint ClassID
; /**< Useful for drivers */
3037 GLchar
*Label
; /**< GL_KHR_debug */
3039 GLuint Width
, Height
;
3041 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
3042 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
3044 * True for renderbuffers that wrap textures, giving the driver a chance to
3045 * flush render caches through the FinishRenderTexture hook.
3047 * Drivers may also set this on renderbuffers other than those generated by
3048 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3049 * called without a rb->TexImage.
3051 GLboolean NeedsFinishRenderTexture
;
3053 GLenum InternalFormat
; /**< The user-specified format */
3054 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3055 GL_STENCIL_INDEX. */
3056 mesa_format Format
; /**< The actual renderbuffer memory format */
3058 * Pointer to the texture image if this renderbuffer wraps a texture,
3061 * Note that the reference on the gl_texture_object containing this
3062 * TexImage is held by the gl_renderbuffer_attachment.
3064 struct gl_texture_image
*TexImage
;
3066 /** Delete this renderbuffer */
3067 void (*Delete
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
);
3069 /** Allocate new storage for this renderbuffer */
3070 GLboolean (*AllocStorage
)(struct gl_context
*ctx
,
3071 struct gl_renderbuffer
*rb
,
3072 GLenum internalFormat
,
3073 GLuint width
, GLuint height
);
3078 * A renderbuffer attachment points to either a texture object (and specifies
3079 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3081 struct gl_renderbuffer_attachment
3083 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3087 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3088 * application supplied renderbuffer object.
3090 struct gl_renderbuffer
*Renderbuffer
;
3093 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3094 * supplied texture object.
3096 struct gl_texture_object
*Texture
;
3097 GLuint TextureLevel
; /**< Attached mipmap level. */
3098 GLuint CubeMapFace
; /**< 0 .. 5, for cube map textures. */
3099 GLuint Zoffset
; /**< Slice for 3D textures, or layer for both 1D
3100 * and 2D array textures */
3106 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3107 * In C++ terms, think of this as a base class from which device drivers
3108 * will make derived classes.
3110 struct gl_framebuffer
3112 mtx_t Mutex
; /**< for thread safety */
3114 * If zero, this is a window system framebuffer. If non-zero, this
3115 * is a FBO framebuffer; note that for some devices (i.e. those with
3116 * a natural pixel coordinate system for FBOs that differs from the
3117 * OpenGL/Mesa coordinate system), this means that the viewport,
3118 * polygon face orientation, and polygon stipple will have to be inverted.
3123 GLchar
*Label
; /**< GL_KHR_debug */
3125 GLboolean DeletePending
;
3128 * The framebuffer's visual. Immutable if this is a window system buffer.
3129 * Computed from attachments if user-made FBO.
3131 struct gl_config Visual
;
3134 * Size of frame buffer in pixels. If there are no attachments, then both
3137 GLuint Width
, Height
;
3140 * In the case that the framebuffer has no attachment (i.e.
3141 * GL_ARB_framebuffer_no_attachments) then the geometry of
3142 * the framebuffer is specified by the default values.
3145 GLuint Width
, Height
, Layers
, NumSamples
;
3146 GLboolean FixedSampleLocations
;
3149 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3150 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3151 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3158 /** \name Derived Z buffer stuff */
3160 GLuint _DepthMax
; /**< Max depth buffer value */
3161 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
3162 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
3165 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3168 /** Whether one of Attachment has Type != GL_NONE
3169 * NOTE: the values for Width and Height are set to 0 in case of having
3170 * no attachments, a backend driver supporting the extension
3171 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3172 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3173 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3174 * _Ymax do NOT take into account _HasAttachments being false). To get the
3175 * geometry of the framebuffer, the helper functions
3176 * _mesa_geometric_width(),
3177 * _mesa_geometric_height(),
3178 * _mesa_geometric_samples() and
3179 * _mesa_geometric_layers()
3180 * are available that check _HasAttachments.
3182 bool _HasAttachments
;
3184 /** Integer color values */
3185 GLboolean _IntegerColor
;
3187 /* ARB_color_buffer_float */
3188 GLboolean _AllColorBuffersFixedPoint
; /* no integer, no float */
3189 GLboolean _HasSNormOrFloatColorBuffer
;
3192 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3193 * is not layered. For cube maps and cube map arrays, each cube face
3194 * counts as a layer. As the case for Width, Height a backend driver
3195 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3196 * in the case that _HasAttachments is false
3198 GLuint MaxNumLayers
;
3200 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3201 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
3203 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3204 * attribute group and GL_PIXEL attribute group, respectively.
3206 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
3207 GLenum ColorReadBuffer
;
3209 /** Computed from ColorDraw/ReadBuffer above */
3210 GLuint _NumColorDrawBuffers
;
3211 GLint _ColorDrawBufferIndexes
[MAX_DRAW_BUFFERS
]; /**< BUFFER_x or -1 */
3212 GLint _ColorReadBufferIndex
; /* -1 = None */
3213 struct gl_renderbuffer
*_ColorDrawBuffers
[MAX_DRAW_BUFFERS
];
3214 struct gl_renderbuffer
*_ColorReadBuffer
;
3216 /** Delete this framebuffer */
3217 void (*Delete
)(struct gl_framebuffer
*fb
);
3222 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3226 GLushort RangeMin
; /**< min value exponent */
3227 GLushort RangeMax
; /**< max value exponent */
3228 GLushort Precision
; /**< number of mantissa bits */
3233 * Limits for vertex, geometry and fragment programs/shaders.
3235 struct gl_program_constants
3237 /* logical limits */
3238 GLuint MaxInstructions
;
3239 GLuint MaxAluInstructions
;
3240 GLuint MaxTexInstructions
;
3241 GLuint MaxTexIndirections
;
3244 GLuint MaxAddressRegs
;
3245 GLuint MaxAddressOffset
; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3246 GLuint MaxParameters
;
3247 GLuint MaxLocalParams
;
3248 GLuint MaxEnvParams
;
3249 /* native/hardware limits */
3250 GLuint MaxNativeInstructions
;
3251 GLuint MaxNativeAluInstructions
;
3252 GLuint MaxNativeTexInstructions
;
3253 GLuint MaxNativeTexIndirections
;
3254 GLuint MaxNativeAttribs
;
3255 GLuint MaxNativeTemps
;
3256 GLuint MaxNativeAddressRegs
;
3257 GLuint MaxNativeParameters
;
3259 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
3262 * \name Per-stage input / output limits
3264 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3265 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3266 * ES). This is stored as \c gl_constants::MaxVarying.
3268 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3269 * variables. Each stage as a certain number of outputs that it can feed
3270 * to the next stage and a certain number inputs that it can consume from
3271 * the previous stage.
3273 * Vertex shader inputs do not participate this in this accounting.
3274 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3276 * Fragment shader outputs do not participate this in this accounting.
3277 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3280 GLuint MaxInputComponents
;
3281 GLuint MaxOutputComponents
;
3284 /* ES 2.0 and GL_ARB_ES2_compatibility */
3285 struct gl_precision LowFloat
, MediumFloat
, HighFloat
;
3286 struct gl_precision LowInt
, MediumInt
, HighInt
;
3287 /* GL_ARB_uniform_buffer_object */
3288 GLuint MaxUniformBlocks
;
3289 GLuint MaxCombinedUniformComponents
;
3290 GLuint MaxTextureImageUnits
;
3292 /* GL_ARB_shader_atomic_counters */
3293 GLuint MaxAtomicBuffers
;
3294 GLuint MaxAtomicCounters
;
3296 /* GL_ARB_shader_image_load_store */
3297 GLuint MaxImageUniforms
;
3299 /* GL_ARB_shader_storage_buffer_object */
3300 GLuint MaxShaderStorageBlocks
;
3305 * Constants which may be overridden by device driver during context creation
3306 * but are never changed after that.
3310 GLuint MaxTextureMbytes
; /**< Max memory per image, in MB */
3311 GLuint MaxTextureLevels
; /**< Max mipmap levels. */
3312 GLuint Max3DTextureLevels
; /**< Max mipmap levels for 3D textures */
3313 GLuint MaxCubeTextureLevels
; /**< Max mipmap levels for cube textures */
3314 GLuint MaxArrayTextureLayers
; /**< Max layers in array textures */
3315 GLuint MaxTextureRectSize
; /**< Max rectangle texture size, in pixes */
3316 GLuint MaxTextureCoordUnits
;
3317 GLuint MaxCombinedTextureImageUnits
;
3318 GLuint MaxTextureUnits
; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3319 GLfloat MaxTextureMaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
3320 GLfloat MaxTextureLodBias
; /**< GL_EXT_texture_lod_bias */
3321 GLuint MaxTextureBufferSize
; /**< GL_ARB_texture_buffer_object */
3323 GLuint TextureBufferOffsetAlignment
; /**< GL_ARB_texture_buffer_range */
3325 GLuint MaxArrayLockSize
;
3329 GLfloat MinPointSize
, MaxPointSize
; /**< aliased */
3330 GLfloat MinPointSizeAA
, MaxPointSizeAA
; /**< antialiased */
3331 GLfloat PointSizeGranularity
;
3332 GLfloat MinLineWidth
, MaxLineWidth
; /**< aliased */
3333 GLfloat MinLineWidthAA
, MaxLineWidthAA
; /**< antialiased */
3334 GLfloat LineWidthGranularity
;
3336 GLuint MaxClipPlanes
;
3338 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
3339 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
3341 GLuint MaxViewportWidth
, MaxViewportHeight
;
3342 GLuint MaxViewports
; /**< GL_ARB_viewport_array */
3343 GLuint ViewportSubpixelBits
; /**< GL_ARB_viewport_array */
3347 } ViewportBounds
; /**< GL_ARB_viewport_array */
3349 struct gl_program_constants Program
[MESA_SHADER_STAGES
];
3350 GLuint MaxProgramMatrices
;
3351 GLuint MaxProgramMatrixStackDepth
;
3354 GLuint SamplesPassed
;
3357 GLuint PrimitivesGenerated
;
3358 GLuint PrimitivesWritten
;
3359 GLuint VerticesSubmitted
;
3360 GLuint PrimitivesSubmitted
;
3361 GLuint VsInvocations
;
3363 GLuint TessInvocations
;
3364 GLuint GsInvocations
;
3365 GLuint GsPrimitives
;
3366 GLuint FsInvocations
;
3367 GLuint ComputeInvocations
;
3368 GLuint ClInPrimitives
;
3369 GLuint ClOutPrimitives
;
3372 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
3374 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
3375 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
3376 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
3379 * GL_ARB_framebuffer_no_attachments
3381 GLuint MaxFramebufferWidth
;
3382 GLuint MaxFramebufferHeight
;
3383 GLuint MaxFramebufferLayers
;
3384 GLuint MaxFramebufferSamples
;
3386 /** Number of varying vectors between any two shader stages. */
3390 * GL_ARB_uniform_buffer_object
3392 GLuint MaxCombinedUniformBlocks
;
3393 GLuint MaxUniformBufferBindings
;
3394 GLuint MaxUniformBlockSize
;
3395 GLuint UniformBufferOffsetAlignment
;
3399 * GL_ARB_shader_storage_buffer_object
3401 GLuint MaxCombinedShaderStorageBlocks
;
3402 GLuint MaxShaderStorageBufferBindings
;
3403 GLuint MaxShaderStorageBlockSize
;
3404 GLuint ShaderStorageBufferOffsetAlignment
;
3408 * GL_ARB_explicit_uniform_location
3410 GLuint MaxUserAssignableUniformLocations
;
3412 /** geometry shader */
3413 GLuint MaxGeometryOutputVertices
;
3414 GLuint MaxGeometryTotalOutputComponents
;
3416 GLuint GLSLVersion
; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3419 * Changes default GLSL extension behavior from "error" to "warn". It's out
3420 * of spec, but it can make some apps work that otherwise wouldn't.
3422 GLboolean ForceGLSLExtensionsWarn
;
3425 * If non-zero, forces GLSL shaders to behave as if they began
3426 * with "#version ForceGLSLVersion".
3428 GLuint ForceGLSLVersion
;
3431 * Allow GLSL #extension directives in the middle of shaders.
3433 GLboolean AllowGLSLExtensionDirectiveMidShader
;
3436 * Does the driver support real 32-bit integers? (Otherwise, integers are
3437 * simulated via floats.)
3439 GLboolean NativeIntegers
;
3442 * Does VertexID count from zero or from base vertex?
3445 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3446 * ignored and need not be set.
3448 bool VertexID_is_zero_based
;
3451 * If the driver supports real 32-bit integers, what integer value should be
3452 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3454 GLuint UniformBooleanTrue
;
3457 * Maximum amount of time, measured in nanseconds, that the server can wait.
3459 GLuint64 MaxServerWaitTimeout
;
3461 /** GL_EXT_provoking_vertex */
3462 GLboolean QuadsFollowProvokingVertexConvention
;
3464 /** GL_ARB_viewport_array */
3465 GLenum LayerAndVPIndexProvokingVertex
;
3467 /** OpenGL version 3.0 */
3468 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3470 /** OpenGL version 3.2 */
3471 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
3473 /** OpenGL version 4.4 */
3474 GLuint MaxVertexAttribStride
;
3476 /** GL_EXT_transform_feedback */
3477 GLuint MaxTransformFeedbackBuffers
;
3478 GLuint MaxTransformFeedbackSeparateComponents
;
3479 GLuint MaxTransformFeedbackInterleavedComponents
;
3480 GLuint MaxVertexStreams
;
3482 /** GL_EXT_gpu_shader4 */
3483 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
3485 /** GL_ARB_texture_gather */
3486 GLuint MinProgramTextureGatherOffset
;
3487 GLuint MaxProgramTextureGatherOffset
;
3488 GLuint MaxProgramTextureGatherComponents
;
3490 /* GL_ARB_robustness */
3491 GLenum ResetStrategy
;
3493 /* GL_ARB_blend_func_extended */
3494 GLuint MaxDualSourceDrawBuffers
;
3497 * Whether the implementation strips out and ignores texture borders.
3499 * Many GPU hardware implementations don't support rendering with texture
3500 * borders and mipmapped textures. (Note: not static border color, but the
3501 * old 1-pixel border around each edge). Implementations then have to do
3502 * slow fallbacks to be correct, or just ignore the border and be fast but
3503 * wrong. Setting the flag strips the border off of TexImage calls,
3504 * providing "fast but wrong" at significantly reduced driver complexity.
3506 * Texture borders are deprecated in GL 3.0.
3508 GLboolean StripTextureBorder
;
3511 * For drivers which can do a better job at eliminating unused uniforms
3512 * than the GLSL compiler.
3514 * XXX Remove these as soon as a better solution is available.
3516 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
3519 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3520 * than passing the transform feedback object to the drawing function.
3522 GLboolean AlwaysUseGetTransformFeedbackVertexCount
;
3524 /** GL_ARB_map_buffer_alignment */
3525 GLuint MinMapBufferAlignment
;
3528 * Disable varying packing. This is out of spec, but potentially useful
3529 * for older platforms that supports a limited number of texture
3530 * indirections--on these platforms, unpacking the varyings in the fragment
3531 * shader increases the number of texture indirections by 1, which might
3532 * make some shaders not executable at all.
3534 * Drivers that support transform feedback must set this value to GL_FALSE.
3536 GLboolean DisableVaryingPacking
;
3539 * Should meaningful names be generated for compiler temporary variables?
3541 * Generally, it is not useful to have the compiler generate "meaningful"
3542 * names for temporary variables that it creates. This can, however, be a
3543 * useful debugging aid. In Mesa debug builds or release builds when
3544 * MESA_GLSL is set at run-time, meaningful names will be generated.
3545 * Drivers can also force names to be generated by setting this field.
3546 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3547 * vertex shader assembly) is set at run-time.
3549 bool GenerateTemporaryNames
;
3552 * Maximum value supported for an index in DrawElements and friends.
3554 * This must be at least (1ull<<24)-1. The default value is
3557 * \since ES 3.0 or GL_ARB_ES3_compatibility
3558 * \sa _mesa_init_constants
3560 GLuint64 MaxElementIndex
;
3563 * Disable interpretation of line continuations (lines ending with a
3564 * backslash character ('\') in GLSL source.
3566 GLboolean DisableGLSLLineContinuations
;
3568 /** GL_ARB_texture_multisample */
3569 GLint MaxColorTextureSamples
;
3570 GLint MaxDepthTextureSamples
;
3571 GLint MaxIntegerSamples
;
3574 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3575 * samples are laid out in a rectangular grid roughly corresponding to
3576 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3577 * are used to map indices of rectangular grid to sample numbers within
3578 * a pixel. This mapping of indices to sample numbers must be initialized
3579 * by the driver for the target hardware. For example, if we have the 8X
3580 * MSAA sample number layout (sample positions) for XYZ hardware:
3582 * sample indices layout sample number layout
3583 * --------- ---------
3584 * | 0 | 1 | | a | b |
3585 * --------- ---------
3586 * | 2 | 3 | | c | d |
3587 * --------- ---------
3588 * | 4 | 5 | | e | f |
3589 * --------- ---------
3590 * | 6 | 7 | | g | h |
3591 * --------- ---------
3593 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3595 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3597 * SampleMap8x = {a, b, c, d, e, f, g, h};
3599 * Follow the logic for sample counts 2-8.
3601 * For 16x the sample indices layout as a 4x4 grid as follows:
3613 uint8_t SampleMap2x
[2];
3614 uint8_t SampleMap4x
[4];
3615 uint8_t SampleMap8x
[8];
3616 uint8_t SampleMap16x
[16];
3618 /** GL_ARB_shader_atomic_counters */
3619 GLuint MaxAtomicBufferBindings
;
3620 GLuint MaxAtomicBufferSize
;
3621 GLuint MaxCombinedAtomicBuffers
;
3622 GLuint MaxCombinedAtomicCounters
;
3624 /** GL_ARB_vertex_attrib_binding */
3625 GLint MaxVertexAttribRelativeOffset
;
3626 GLint MaxVertexAttribBindings
;
3628 /* GL_ARB_shader_image_load_store */
3629 GLuint MaxImageUnits
;
3630 GLuint MaxCombinedShaderOutputResources
;
3631 GLuint MaxImageSamples
;
3632 GLuint MaxCombinedImageUniforms
;
3634 /** GL_ARB_compute_shader */
3635 GLuint MaxComputeWorkGroupCount
[3]; /* Array of x, y, z dimensions */
3636 GLuint MaxComputeWorkGroupSize
[3]; /* Array of x, y, z dimensions */
3637 GLuint MaxComputeWorkGroupInvocations
;
3639 /** GL_ARB_gpu_shader5 */
3640 GLfloat MinFragmentInterpolationOffset
;
3641 GLfloat MaxFragmentInterpolationOffset
;
3643 GLboolean FakeSWMSAA
;
3645 /** GL_KHR_context_flush_control */
3646 GLenum ContextReleaseBehavior
;
3648 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_STAGES
];
3650 /** GL_ARB_tessellation_shader */
3651 GLuint MaxPatchVertices
;
3652 GLuint MaxTessGenLevel
;
3653 GLuint MaxTessPatchComponents
;
3654 GLuint MaxTessControlTotalOutputComponents
;
3655 bool LowerTessLevel
; /**< Lower gl_TessLevel* from float[n] to vecn? */
3660 * Enable flag for each OpenGL extension. Different device drivers will
3661 * enable different extensions at runtime.
3663 struct gl_extensions
3665 GLboolean dummy
; /* don't remove this! */
3666 GLboolean dummy_true
; /* Set true by _mesa_init_extensions(). */
3667 GLboolean dummy_false
; /* Set false by _mesa_init_extensions(). */
3668 GLboolean ANGLE_texture_compression_dxt
;
3669 GLboolean ARB_ES2_compatibility
;
3670 GLboolean ARB_ES3_compatibility
;
3671 GLboolean ARB_arrays_of_arrays
;
3672 GLboolean ARB_base_instance
;
3673 GLboolean ARB_blend_func_extended
;
3674 GLboolean ARB_buffer_storage
;
3675 GLboolean ARB_clear_texture
;
3676 GLboolean ARB_clip_control
;
3677 GLboolean ARB_color_buffer_float
;
3678 GLboolean ARB_compute_shader
;
3679 GLboolean ARB_conditional_render_inverted
;
3680 GLboolean ARB_conservative_depth
;
3681 GLboolean ARB_copy_image
;
3682 GLboolean ARB_depth_buffer_float
;
3683 GLboolean ARB_depth_clamp
;
3684 GLboolean ARB_depth_texture
;
3685 GLboolean ARB_derivative_control
;
3686 GLboolean ARB_draw_buffers_blend
;
3687 GLboolean ARB_draw_elements_base_vertex
;
3688 GLboolean ARB_draw_indirect
;
3689 GLboolean ARB_draw_instanced
;
3690 GLboolean ARB_fragment_coord_conventions
;
3691 GLboolean ARB_fragment_layer_viewport
;
3692 GLboolean ARB_fragment_program
;
3693 GLboolean ARB_fragment_program_shadow
;
3694 GLboolean ARB_fragment_shader
;
3695 GLboolean ARB_framebuffer_no_attachments
;
3696 GLboolean ARB_framebuffer_object
;
3697 GLboolean ARB_enhanced_layouts
;
3698 GLboolean ARB_explicit_attrib_location
;
3699 GLboolean ARB_explicit_uniform_location
;
3700 GLboolean ARB_gpu_shader5
;
3701 GLboolean ARB_gpu_shader_fp64
;
3702 GLboolean ARB_half_float_vertex
;
3703 GLboolean ARB_indirect_parameters
;
3704 GLboolean ARB_instanced_arrays
;
3705 GLboolean ARB_internalformat_query
;
3706 GLboolean ARB_map_buffer_range
;
3707 GLboolean ARB_occlusion_query
;
3708 GLboolean ARB_occlusion_query2
;
3709 GLboolean ARB_pipeline_statistics_query
;
3710 GLboolean ARB_point_sprite
;
3711 GLboolean ARB_sample_shading
;
3712 GLboolean ARB_seamless_cube_map
;
3713 GLboolean ARB_shader_atomic_counters
;
3714 GLboolean ARB_shader_bit_encoding
;
3715 GLboolean ARB_shader_clock
;
3716 GLboolean ARB_shader_draw_parameters
;
3717 GLboolean ARB_shader_image_load_store
;
3718 GLboolean ARB_shader_image_size
;
3719 GLboolean ARB_shader_precision
;
3720 GLboolean ARB_shader_stencil_export
;
3721 GLboolean ARB_shader_storage_buffer_object
;
3722 GLboolean ARB_shader_subroutine
;
3723 GLboolean ARB_shader_texture_image_samples
;
3724 GLboolean ARB_shader_texture_lod
;
3725 GLboolean ARB_shading_language_packing
;
3726 GLboolean ARB_shading_language_420pack
;
3727 GLboolean ARB_shadow
;
3728 GLboolean ARB_stencil_texturing
;
3730 GLboolean ARB_tessellation_shader
;
3731 GLboolean ARB_texture_border_clamp
;
3732 GLboolean ARB_texture_buffer_object
;
3733 GLboolean ARB_texture_buffer_object_rgb32
;
3734 GLboolean ARB_texture_buffer_range
;
3735 GLboolean ARB_texture_compression_bptc
;
3736 GLboolean ARB_texture_compression_rgtc
;
3737 GLboolean ARB_texture_cube_map
;
3738 GLboolean ARB_texture_cube_map_array
;
3739 GLboolean ARB_texture_env_combine
;
3740 GLboolean ARB_texture_env_crossbar
;
3741 GLboolean ARB_texture_env_dot3
;
3742 GLboolean ARB_texture_float
;
3743 GLboolean ARB_texture_gather
;
3744 GLboolean ARB_texture_mirror_clamp_to_edge
;
3745 GLboolean ARB_texture_multisample
;
3746 GLboolean ARB_texture_non_power_of_two
;
3747 GLboolean ARB_texture_stencil8
;
3748 GLboolean ARB_texture_query_levels
;
3749 GLboolean ARB_texture_query_lod
;
3750 GLboolean ARB_texture_rg
;
3751 GLboolean ARB_texture_rgb10_a2ui
;
3752 GLboolean ARB_texture_view
;
3753 GLboolean ARB_timer_query
;
3754 GLboolean ARB_transform_feedback2
;
3755 GLboolean ARB_transform_feedback3
;
3756 GLboolean ARB_transform_feedback_instanced
;
3757 GLboolean ARB_uniform_buffer_object
;
3758 GLboolean ARB_vertex_attrib_64bit
;
3759 GLboolean ARB_vertex_program
;
3760 GLboolean ARB_vertex_shader
;
3761 GLboolean ARB_vertex_type_10f_11f_11f_rev
;
3762 GLboolean ARB_vertex_type_2_10_10_10_rev
;
3763 GLboolean ARB_viewport_array
;
3764 GLboolean EXT_blend_color
;
3765 GLboolean EXT_blend_equation_separate
;
3766 GLboolean EXT_blend_func_separate
;
3767 GLboolean EXT_blend_minmax
;
3768 GLboolean EXT_depth_bounds_test
;
3769 GLboolean EXT_draw_buffers2
;
3770 GLboolean EXT_framebuffer_multisample
;
3771 GLboolean EXT_framebuffer_multisample_blit_scaled
;
3772 GLboolean EXT_framebuffer_sRGB
;
3773 GLboolean EXT_gpu_program_parameters
;
3774 GLboolean EXT_gpu_shader4
;
3775 GLboolean EXT_packed_float
;
3776 GLboolean EXT_pixel_buffer_object
;
3777 GLboolean EXT_point_parameters
;
3778 GLboolean EXT_polygon_offset_clamp
;
3779 GLboolean EXT_provoking_vertex
;
3780 GLboolean EXT_shader_integer_mix
;
3781 GLboolean EXT_shader_samples_identical
;
3782 GLboolean EXT_stencil_two_side
;
3783 GLboolean EXT_texture_array
;
3784 GLboolean EXT_texture_compression_latc
;
3785 GLboolean EXT_texture_compression_s3tc
;
3786 GLboolean EXT_texture_env_dot3
;
3787 GLboolean EXT_texture_filter_anisotropic
;
3788 GLboolean EXT_texture_integer
;
3789 GLboolean EXT_texture_mirror_clamp
;
3790 GLboolean EXT_texture_shared_exponent
;
3791 GLboolean EXT_texture_snorm
;
3792 GLboolean EXT_texture_sRGB
;
3793 GLboolean EXT_texture_sRGB_decode
;
3794 GLboolean EXT_texture_swizzle
;
3795 GLboolean EXT_transform_feedback
;
3796 GLboolean EXT_timer_query
;
3797 GLboolean EXT_vertex_array_bgra
;
3798 GLboolean OES_standard_derivatives
;
3799 /* vendor extensions */
3800 GLboolean AMD_performance_monitor
;
3801 GLboolean AMD_pinned_memory
;
3802 GLboolean AMD_seamless_cubemap_per_texture
;
3803 GLboolean AMD_vertex_shader_layer
;
3804 GLboolean AMD_vertex_shader_viewport_index
;
3805 GLboolean APPLE_object_purgeable
;
3806 GLboolean ATI_texture_compression_3dc
;
3807 GLboolean ATI_texture_mirror_once
;
3808 GLboolean ATI_texture_env_combine3
;
3809 GLboolean ATI_fragment_shader
;
3810 GLboolean ATI_separate_stencil
;
3811 GLboolean INTEL_performance_query
;
3812 GLboolean KHR_texture_compression_astc_hdr
;
3813 GLboolean KHR_texture_compression_astc_ldr
;
3814 GLboolean MESA_pack_invert
;
3815 GLboolean MESA_ycbcr_texture
;
3816 GLboolean NV_conditional_render
;
3817 GLboolean NV_fog_distance
;
3818 GLboolean NV_fragment_program_option
;
3819 GLboolean NV_point_sprite
;
3820 GLboolean NV_primitive_restart
;
3821 GLboolean NV_texture_barrier
;
3822 GLboolean NV_texture_env_combine4
;
3823 GLboolean NV_texture_rectangle
;
3824 GLboolean NV_vdpau_interop
;
3825 GLboolean TDFX_texture_compression_FXT1
;
3826 GLboolean OES_EGL_image
;
3827 GLboolean OES_draw_texture
;
3828 GLboolean OES_depth_texture_cube_map
;
3829 GLboolean OES_EGL_image_external
;
3830 GLboolean OES_texture_float
;
3831 GLboolean OES_texture_float_linear
;
3832 GLboolean OES_texture_half_float
;
3833 GLboolean OES_texture_half_float_linear
;
3834 GLboolean OES_compressed_ETC1_RGB8_texture
;
3835 GLboolean extension_sentinel
;
3836 /** The extension string */
3837 const GLubyte
*String
;
3838 /** Number of supported extensions */
3841 * The context version which extension helper functions compare against.
3842 * By default, the value is equal to ctx->Version. This changes to ~0
3843 * while meta is in progress.
3850 * A stack of matrices (projection, modelview, color, texture, etc).
3852 struct gl_matrix_stack
3854 GLmatrix
*Top
; /**< points into Stack */
3855 GLmatrix
*Stack
; /**< array [MaxDepth] of GLmatrix */
3856 GLuint Depth
; /**< 0 <= Depth < MaxDepth */
3857 GLuint MaxDepth
; /**< size of Stack[] array */
3858 GLuint DirtyFlag
; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3863 * \name Bits for image transfer operations
3864 * \sa __struct gl_contextRec::ImageTransferState.
3867 #define IMAGE_SCALE_BIAS_BIT 0x1
3868 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3869 #define IMAGE_MAP_COLOR_BIT 0x4
3870 #define IMAGE_CLAMP_BIT 0x800
3873 /** Pixel Transfer ops */
3874 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3875 IMAGE_SHIFT_OFFSET_BIT | \
3876 IMAGE_MAP_COLOR_BIT)
3879 * \name Bits to indicate what state has changed.
3882 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3883 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3884 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3885 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3886 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3887 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3888 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3889 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3890 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3891 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3892 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3893 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3894 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3895 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3896 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3897 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3898 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3899 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3900 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3901 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3902 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3903 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3904 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3905 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3906 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3907 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3908 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3909 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3910 #define _NEW_BUFFER_OBJECT (1 << 28)
3911 #define _NEW_FRAG_CLAMP (1 << 29)
3912 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3913 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3919 * Composite state flags
3922 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3928 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3938 /* This has to be included here. */
3943 * Display list flags.
3944 * Strictly this is a tnl-private concept, but it doesn't seem
3945 * worthwhile adding a tnl private structure just to hold this one bit
3948 #define DLIST_DANGLING_REFS 0x1
3951 /** Opaque declaration of display list payload data type */
3952 union gl_dlist_node
;
3956 * Provide a location where information about a display list can be
3957 * collected. Could be extended with driverPrivate structures,
3958 * etc. in the future.
3960 struct gl_display_list
3963 GLchar
*Label
; /**< GL_KHR_debug */
3964 GLbitfield Flags
; /**< DLIST_x flags */
3965 /** The dlist commands are in a linked list of nodes */
3966 union gl_dlist_node
*Head
;
3971 * State used during display list compilation and execution.
3973 struct gl_dlist_state
3975 GLuint CallDepth
; /**< Current recursion calling depth */
3977 struct gl_display_list
*CurrentList
; /**< List currently being compiled */
3978 union gl_dlist_node
*CurrentBlock
; /**< Pointer to current block of nodes */
3979 GLuint CurrentPos
; /**< Index into current block of nodes */
3981 GLvertexformat ListVtxfmt
;
3983 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
3984 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
3986 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
3987 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
3990 /* State known to have been set by the currently-compiling display
3991 * list. Used to eliminate some redundant state changes.
3999 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4000 * to small enums suitable for use as an array index.
4003 enum mesa_debug_source
{
4004 MESA_DEBUG_SOURCE_API
,
4005 MESA_DEBUG_SOURCE_WINDOW_SYSTEM
,
4006 MESA_DEBUG_SOURCE_SHADER_COMPILER
,
4007 MESA_DEBUG_SOURCE_THIRD_PARTY
,
4008 MESA_DEBUG_SOURCE_APPLICATION
,
4009 MESA_DEBUG_SOURCE_OTHER
,
4010 MESA_DEBUG_SOURCE_COUNT
4013 enum mesa_debug_type
{
4014 MESA_DEBUG_TYPE_ERROR
,
4015 MESA_DEBUG_TYPE_DEPRECATED
,
4016 MESA_DEBUG_TYPE_UNDEFINED
,
4017 MESA_DEBUG_TYPE_PORTABILITY
,
4018 MESA_DEBUG_TYPE_PERFORMANCE
,
4019 MESA_DEBUG_TYPE_OTHER
,
4020 MESA_DEBUG_TYPE_MARKER
,
4021 MESA_DEBUG_TYPE_PUSH_GROUP
,
4022 MESA_DEBUG_TYPE_POP_GROUP
,
4023 MESA_DEBUG_TYPE_COUNT
4026 enum mesa_debug_severity
{
4027 MESA_DEBUG_SEVERITY_LOW
,
4028 MESA_DEBUG_SEVERITY_MEDIUM
,
4029 MESA_DEBUG_SEVERITY_HIGH
,
4030 MESA_DEBUG_SEVERITY_NOTIFICATION
,
4031 MESA_DEBUG_SEVERITY_COUNT
4037 * Driver-specific state flags.
4039 * These are or'd with gl_context::NewDriverState to notify a driver about
4040 * a state change. The driver sets the flags at context creation and
4041 * the meaning of the bits set is opaque to core Mesa.
4043 struct gl_driver_flags
4045 /** gl_context::Array::_DrawArrays (vertex array state) */
4048 /** gl_context::TransformFeedback::CurrentObject */
4049 uint64_t NewTransformFeedback
;
4051 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4052 uint64_t NewTransformFeedbackProg
;
4054 /** gl_context::RasterDiscard */
4055 uint64_t NewRasterizerDiscard
;
4058 * gl_context::UniformBufferBindings
4059 * gl_shader_program::UniformBlocks
4061 uint64_t NewUniformBuffer
;
4064 * gl_context::ShaderStorageBufferBindings
4065 * gl_shader_program::ShaderStorageBlocks
4067 uint64_t NewShaderStorageBuffer
;
4069 uint64_t NewTextureBuffer
;
4072 * gl_context::AtomicBufferBindings
4074 uint64_t NewAtomicBuffer
;
4077 * gl_context::ImageUnits
4079 uint64_t NewImageUnits
;
4082 * gl_context::TessCtrlProgram::patch_default_*
4084 uint64_t NewDefaultTessLevels
;
4087 struct gl_uniform_buffer_binding
4089 struct gl_buffer_object
*BufferObject
;
4090 /** Start of uniform block data in the buffer */
4092 /** Size of data allowed to be referenced from the buffer (in bytes) */
4095 * glBindBufferBase() indicates that the Size should be ignored and only
4096 * limited by the current size of the BufferObject.
4098 GLboolean AutomaticSize
;
4101 struct gl_shader_storage_buffer_binding
4103 struct gl_buffer_object
*BufferObject
;
4104 /** Start of shader storage block data in the buffer */
4106 /** Size of data allowed to be referenced from the buffer (in bytes) */
4109 * glBindBufferBase() indicates that the Size should be ignored and only
4110 * limited by the current size of the BufferObject.
4112 GLboolean AutomaticSize
;
4116 * ARB_shader_image_load_store image unit.
4118 struct gl_image_unit
4121 * Texture object bound to this unit.
4123 struct gl_texture_object
*TexObj
;
4126 * Level of the texture object bound to this unit.
4131 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4132 * GL_FALSE if only some specific layer of the texture is bound.
4138 * Layer of the texture object bound to this unit as specified by the
4144 * Layer of the texture object bound to this unit, or zero if the
4145 * whole level is bound.
4150 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4151 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4156 * GL internal format that determines the interpretation of the
4157 * image memory when shader image operations are performed through
4163 * Mesa format corresponding to \c Format.
4165 mesa_format _ActualFormat
;
4170 * Binding point for an atomic counter buffer object.
4172 struct gl_atomic_buffer_binding
4174 struct gl_buffer_object
*BufferObject
;
4180 * Mesa rendering context.
4182 * This is the central context data structure for Mesa. Almost all
4183 * OpenGL state is contained in this structure.
4184 * Think of this as a base class from which device drivers will derive
4189 /** State possibly shared with other contexts in the address space */
4190 struct gl_shared_state
*Shared
;
4192 /** \name API function pointer tables */
4196 * The current dispatch table for non-displaylist-saving execution, either
4197 * BeginEnd or OutsideBeginEnd
4199 struct _glapi_table
*Exec
;
4201 * The normal dispatch table for non-displaylist-saving, non-begin/end
4203 struct _glapi_table
*OutsideBeginEnd
;
4204 /** The dispatch table used between glNewList() and glEndList() */
4205 struct _glapi_table
*Save
;
4207 * The dispatch table used between glBegin() and glEnd() (outside of a
4208 * display list). Only valid functions between those two are set, which is
4209 * mostly just the set in a GLvertexformat struct.
4211 struct _glapi_table
*BeginEnd
;
4213 * Tracks the current dispatch table out of the 3 above, so that it can be
4214 * re-set on glXMakeCurrent().
4216 struct _glapi_table
*CurrentDispatch
;
4219 struct gl_config Visual
;
4220 struct gl_framebuffer
*DrawBuffer
; /**< buffer for writing */
4221 struct gl_framebuffer
*ReadBuffer
; /**< buffer for reading */
4222 struct gl_framebuffer
*WinSysDrawBuffer
; /**< set with MakeCurrent */
4223 struct gl_framebuffer
*WinSysReadBuffer
; /**< set with MakeCurrent */
4226 * Device driver function pointer table
4228 struct dd_function_table Driver
;
4230 /** Core/Driver constants */
4231 struct gl_constants Const
;
4233 /** \name The various 4x4 matrix stacks */
4235 struct gl_matrix_stack ModelviewMatrixStack
;
4236 struct gl_matrix_stack ProjectionMatrixStack
;
4237 struct gl_matrix_stack TextureMatrixStack
[MAX_TEXTURE_UNITS
];
4238 struct gl_matrix_stack ProgramMatrixStack
[MAX_PROGRAM_MATRICES
];
4239 struct gl_matrix_stack
*CurrentStack
; /**< Points to one of the above stacks */
4242 /** Combined modelview and projection matrix */
4243 GLmatrix _ModelProjectMatrix
;
4245 /** \name Display lists */
4246 struct gl_dlist_state ListState
;
4248 GLboolean ExecuteFlag
; /**< Execute GL commands? */
4249 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
4251 /** Extension information */
4252 struct gl_extensions Extensions
;
4254 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4256 char *VersionString
;
4258 /** \name State attribute stack (for glPush/PopAttrib) */
4260 GLuint AttribStackDepth
;
4261 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
4264 /** \name Renderer attribute groups
4266 * We define a struct for each attribute group to make pushing and popping
4267 * attributes easy. Also it's a good organization.
4270 struct gl_accum_attrib Accum
; /**< Accum buffer attributes */
4271 struct gl_colorbuffer_attrib Color
; /**< Color buffer attributes */
4272 struct gl_current_attrib Current
; /**< Current attributes */
4273 struct gl_depthbuffer_attrib Depth
; /**< Depth buffer attributes */
4274 struct gl_eval_attrib Eval
; /**< Eval attributes */
4275 struct gl_fog_attrib Fog
; /**< Fog attributes */
4276 struct gl_hint_attrib Hint
; /**< Hint attributes */
4277 struct gl_light_attrib Light
; /**< Light attributes */
4278 struct gl_line_attrib Line
; /**< Line attributes */
4279 struct gl_list_attrib List
; /**< List attributes */
4280 struct gl_multisample_attrib Multisample
;
4281 struct gl_pixel_attrib Pixel
; /**< Pixel attributes */
4282 struct gl_point_attrib Point
; /**< Point attributes */
4283 struct gl_polygon_attrib Polygon
; /**< Polygon attributes */
4284 GLuint PolygonStipple
[32]; /**< Polygon stipple */
4285 struct gl_scissor_attrib Scissor
; /**< Scissor attributes */
4286 struct gl_stencil_attrib Stencil
; /**< Stencil buffer attributes */
4287 struct gl_texture_attrib Texture
; /**< Texture attributes */
4288 struct gl_transform_attrib Transform
; /**< Transformation attributes */
4289 struct gl_viewport_attrib ViewportArray
[MAX_VIEWPORTS
]; /**< Viewport attributes */
4292 /** \name Client attribute stack */
4294 GLuint ClientAttribStackDepth
;
4295 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
4298 /** \name Client attribute groups */
4300 struct gl_array_attrib Array
; /**< Vertex arrays */
4301 struct gl_pixelstore_attrib Pack
; /**< Pixel packing */
4302 struct gl_pixelstore_attrib Unpack
; /**< Pixel unpacking */
4303 struct gl_pixelstore_attrib DefaultPacking
; /**< Default params */
4306 /** \name Other assorted state (not pushed/popped on attribute stack) */
4308 struct gl_pixelmaps PixelMaps
;
4310 struct gl_evaluators EvalMap
; /**< All evaluators */
4311 struct gl_feedback Feedback
; /**< Feedback */
4312 struct gl_selection Select
; /**< Selection */
4314 struct gl_program_state Program
; /**< general program state */
4315 struct gl_vertex_program_state VertexProgram
;
4316 struct gl_fragment_program_state FragmentProgram
;
4317 struct gl_geometry_program_state GeometryProgram
;
4318 struct gl_compute_program_state ComputeProgram
;
4319 struct gl_tess_ctrl_program_state TessCtrlProgram
;
4320 struct gl_tess_eval_program_state TessEvalProgram
;
4321 struct gl_ati_fragment_shader_state ATIFragmentShader
;
4323 struct gl_pipeline_shader_state Pipeline
; /**< GLSL pipeline shader object state */
4324 struct gl_pipeline_object Shader
; /**< GLSL shader object state */
4327 * Current active shader pipeline state
4329 * Almost all internal users want ::_Shader instead of ::Shader. The
4330 * exceptions are bits of legacy GLSL API that do not know about separate
4333 * If a program is active via \c glUseProgram, this will point to
4336 * If a program pipeline is active via \c glBindProgramPipeline, this will
4337 * point to \c ::Pipeline.Current.
4339 * If neither a program nor a program pipeline is active, this will point to
4340 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4343 struct gl_pipeline_object
*_Shader
;
4345 struct gl_query_state Query
; /**< occlusion, timer queries */
4347 struct gl_transform_feedback_state TransformFeedback
;
4349 struct gl_perf_monitor_state PerfMonitor
;
4351 struct gl_buffer_object
*DrawIndirectBuffer
; /** < GL_ARB_draw_indirect */
4352 struct gl_buffer_object
*DispatchIndirectBuffer
; /** < GL_ARB_compute_shader */
4354 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
4355 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
4358 * Current GL_ARB_uniform_buffer_object binding referenced by
4359 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4361 struct gl_buffer_object
*UniformBuffer
;
4364 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4365 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4367 struct gl_buffer_object
*ShaderStorageBuffer
;
4370 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4371 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4372 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4375 struct gl_uniform_buffer_binding
4376 UniformBufferBindings
[MAX_COMBINED_UNIFORM_BUFFERS
];
4379 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4380 * and GL 4.3. This is set up using glBindBufferRange() or
4381 * glBindBufferBase(). They are associated with shader storage blocks by
4382 * glShaderStorageBlockBinding()'s state in the shader program.
4384 struct gl_shader_storage_buffer_binding
4385 ShaderStorageBufferBindings
[MAX_COMBINED_SHADER_STORAGE_BUFFERS
];
4388 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4391 struct gl_buffer_object
*AtomicBuffer
;
4394 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4397 struct gl_buffer_object
*ExternalVirtualMemoryBuffer
;
4400 * Array of atomic counter buffer binding points.
4402 struct gl_atomic_buffer_binding
4403 AtomicBufferBindings
[MAX_COMBINED_ATOMIC_BUFFERS
];
4406 * Array of image units for ARB_shader_image_load_store.
4408 struct gl_image_unit ImageUnits
[MAX_IMAGE_UNITS
];
4412 struct gl_meta_state
*Meta
; /**< for "meta" operations */
4414 /* GL_EXT_framebuffer_object */
4415 struct gl_renderbuffer
*CurrentRenderbuffer
;
4417 GLenum ErrorValue
; /**< Last error code */
4420 * Recognize and silence repeated error debug messages in buggy apps.
4422 const char *ErrorDebugFmtString
;
4423 GLuint ErrorDebugCount
;
4425 /* GL_ARB_debug_output/GL_KHR_debug */
4427 struct gl_debug_state
*Debug
;
4429 GLenum RenderMode
; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4430 GLbitfield NewState
; /**< bitwise-or of _NEW_* flags */
4431 uint64_t NewDriverState
; /**< bitwise-or of flags from DriverFlags */
4433 struct gl_driver_flags DriverFlags
;
4435 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
4437 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
4439 /** \name Derived state */
4440 GLbitfield _ImageTransferState
;/**< bitwise-or of IMAGE_*_BIT flags */
4441 GLfloat _EyeZDir
[3];
4442 GLfloat _ModelViewInvScale
;
4443 GLboolean _NeedEyeCoords
;
4444 GLboolean _ForceEyeCoords
;
4446 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
4448 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
4450 /** \name For debugging/development only */
4452 GLboolean FirstTimeCurrent
;
4456 * False if this context was created without a config. This is needed
4457 * because the initial state of glDrawBuffers depends on this
4459 GLboolean HasConfig
;
4461 /** software compression/decompression supported or not */
4462 GLboolean Mesa_DXTn
;
4464 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
4466 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
4469 * \name Hooks for module contexts.
4471 * These will eventually live in the driver or elsewhere.
4474 void *swrast_context
;
4475 void *swsetup_context
;
4476 void *swtnl_context
;
4477 struct vbo_context
*vbo_context
;
4478 struct st_context
*st
;
4483 * \name NV_vdpau_interop
4486 const void *vdpDevice
;
4487 const void *vdpGetProcAddress
;
4488 struct set
*vdpSurfaces
;
4492 * Has this context observed a GPU reset in any context in the share group?
4494 * Once this field becomes true, it is never reset to false.
4496 GLboolean ShareGroupReset
;
4501 extern int MESA_VERBOSE
;
4502 extern int MESA_DEBUG_FLAGS
;
4503 # define MESA_FUNCTION __func__
4505 # define MESA_VERBOSE 0
4506 # define MESA_DEBUG_FLAGS 0
4507 # define MESA_FUNCTION "a function"
4511 /** The MESA_VERBOSE var is a bitmask of these flags */
4514 VERBOSE_VARRAY
= 0x0001,
4515 VERBOSE_TEXTURE
= 0x0002,
4516 VERBOSE_MATERIAL
= 0x0004,
4517 VERBOSE_PIPELINE
= 0x0008,
4518 VERBOSE_DRIVER
= 0x0010,
4519 VERBOSE_STATE
= 0x0020,
4520 VERBOSE_API
= 0x0040,
4521 VERBOSE_DISPLAY_LIST
= 0x0100,
4522 VERBOSE_LIGHTING
= 0x0200,
4523 VERBOSE_PRIMS
= 0x0400,
4524 VERBOSE_VERTS
= 0x0800,
4525 VERBOSE_DISASSEM
= 0x1000,
4526 VERBOSE_DRAW
= 0x2000,
4527 VERBOSE_SWAPBUFFERS
= 0x4000
4531 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4534 DEBUG_SILENT
= (1 << 0),
4535 DEBUG_ALWAYS_FLUSH
= (1 << 1),
4536 DEBUG_INCOMPLETE_TEXTURE
= (1 << 2),
4537 DEBUG_INCOMPLETE_FBO
= (1 << 3)
4541 * Checks if the active fragment shader program can have side effects due
4542 * to use of things like atomic buffers or images
4545 _mesa_active_fragment_shader_has_side_effects(const struct gl_context
*ctx
)
4547 const struct gl_shader
*sh
;
4549 if (!ctx
->_Shader
->_CurrentFragmentProgram
)
4552 sh
= ctx
->_Shader
->_CurrentFragmentProgram
->_LinkedShaders
[MESA_SHADER_FRAGMENT
];
4553 return sh
->NumAtomicBuffers
> 0 ||
4554 sh
->NumImages
> 0 ||
4555 sh
->NumShaderStorageBlocks
> 0;
4562 #endif /* MTYPES_H */