mesa: Remove the Initialized field from framebuffers.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "glapi/glapi.h"
40 #include "math/m_matrix.h" /* GLmatrix */
41 #include "main/simple_list.h" /* struct simple_node */
42 #include "main/formats.h" /* MESA_FORMAT_COUNT */
43
44
45 #ifdef __cplusplus
46 extern "C" {
47 #endif
48
49
50 /**
51 * \name 64-bit extension of GLbitfield.
52 */
53 /*@{*/
54 typedef GLuint64 GLbitfield64;
55
56 /** Set a single bit */
57 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
58 /** Set all bits up to excluding bit b */
59 #define BITFIELD64_MASK(b) \
60 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
61 /** Set count bits starting from bit b */
62 #define BITFIELD64_RANGE(b, count) \
63 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
64
65
66 /**
67 * \name Some forward type declarations
68 */
69 /*@{*/
70 struct _mesa_HashTable;
71 struct gl_attrib_node;
72 struct gl_list_extensions;
73 struct gl_meta_state;
74 struct gl_program_cache;
75 struct gl_texture_object;
76 struct gl_context;
77 struct st_context;
78 struct gl_uniform_storage;
79 struct prog_instruction;
80 struct gl_program_parameter_list;
81 struct set;
82 struct set_entry;
83 /*@}*/
84
85
86 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
87 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
88 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
89 #define PRIM_UNKNOWN (PRIM_MAX + 2)
90
91
92
93 /**
94 * Indexes for vertex program attributes.
95 * GL_NV_vertex_program aliases generic attributes over the conventional
96 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
97 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
98 * generic attributes are distinct/separate).
99 */
100 typedef enum
101 {
102 VERT_ATTRIB_POS = 0,
103 VERT_ATTRIB_WEIGHT = 1,
104 VERT_ATTRIB_NORMAL = 2,
105 VERT_ATTRIB_COLOR0 = 3,
106 VERT_ATTRIB_COLOR1 = 4,
107 VERT_ATTRIB_FOG = 5,
108 VERT_ATTRIB_COLOR_INDEX = 6,
109 VERT_ATTRIB_EDGEFLAG = 7,
110 VERT_ATTRIB_TEX0 = 8,
111 VERT_ATTRIB_TEX1 = 9,
112 VERT_ATTRIB_TEX2 = 10,
113 VERT_ATTRIB_TEX3 = 11,
114 VERT_ATTRIB_TEX4 = 12,
115 VERT_ATTRIB_TEX5 = 13,
116 VERT_ATTRIB_TEX6 = 14,
117 VERT_ATTRIB_TEX7 = 15,
118 VERT_ATTRIB_POINT_SIZE = 16,
119 VERT_ATTRIB_GENERIC0 = 17,
120 VERT_ATTRIB_GENERIC1 = 18,
121 VERT_ATTRIB_GENERIC2 = 19,
122 VERT_ATTRIB_GENERIC3 = 20,
123 VERT_ATTRIB_GENERIC4 = 21,
124 VERT_ATTRIB_GENERIC5 = 22,
125 VERT_ATTRIB_GENERIC6 = 23,
126 VERT_ATTRIB_GENERIC7 = 24,
127 VERT_ATTRIB_GENERIC8 = 25,
128 VERT_ATTRIB_GENERIC9 = 26,
129 VERT_ATTRIB_GENERIC10 = 27,
130 VERT_ATTRIB_GENERIC11 = 28,
131 VERT_ATTRIB_GENERIC12 = 29,
132 VERT_ATTRIB_GENERIC13 = 30,
133 VERT_ATTRIB_GENERIC14 = 31,
134 VERT_ATTRIB_GENERIC15 = 32,
135 VERT_ATTRIB_MAX = 33
136 } gl_vert_attrib;
137
138 /**
139 * Symbolic constats to help iterating over
140 * specific blocks of vertex attributes.
141 *
142 * VERT_ATTRIB_FF
143 * includes all fixed function attributes as well as
144 * the aliased GL_NV_vertex_program shader attributes.
145 * VERT_ATTRIB_TEX
146 * include the classic texture coordinate attributes.
147 * Is a subset of VERT_ATTRIB_FF.
148 * VERT_ATTRIB_GENERIC
149 * include the OpenGL 2.0+ GLSL generic shader attributes.
150 * These alias the generic GL_ARB_vertex_shader attributes.
151 */
152 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
153 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
154
155 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
156 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
157
158 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
159 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
160
161 /**
162 * Bitflags for vertex attributes.
163 * These are used in bitfields in many places.
164 */
165 /*@{*/
166 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
167 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
168 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
169 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
170 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
171 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
172 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
173 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
174 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
175 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
176 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
177 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
178 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
179 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
180 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
181 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
182 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
183 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
184
185 #define VERT_BIT(i) BITFIELD64_BIT(i)
186 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
187
188 #define VERT_BIT_FF(i) VERT_BIT(i)
189 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
190 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
191 #define VERT_BIT_TEX_ALL \
192 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
193
194 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
195 #define VERT_BIT_GENERIC_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
197 /*@}*/
198
199
200 /**
201 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
202 * fragment shader inputs.
203 *
204 * Note that some of these values are not available to all pipeline stages.
205 *
206 * When this enum is updated, the following code must be updated too:
207 * - vertResults (in prog_print.c's arb_output_attrib_string())
208 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
209 * - _mesa_varying_slot_in_fs()
210 */
211 typedef enum
212 {
213 VARYING_SLOT_POS,
214 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
215 VARYING_SLOT_COL1,
216 VARYING_SLOT_FOGC,
217 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
218 VARYING_SLOT_TEX1,
219 VARYING_SLOT_TEX2,
220 VARYING_SLOT_TEX3,
221 VARYING_SLOT_TEX4,
222 VARYING_SLOT_TEX5,
223 VARYING_SLOT_TEX6,
224 VARYING_SLOT_TEX7,
225 VARYING_SLOT_PSIZ, /* Does not appear in FS */
226 VARYING_SLOT_BFC0, /* Does not appear in FS */
227 VARYING_SLOT_BFC1, /* Does not appear in FS */
228 VARYING_SLOT_EDGE, /* Does not appear in FS */
229 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
230 VARYING_SLOT_CLIP_DIST0,
231 VARYING_SLOT_CLIP_DIST1,
232 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
233 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
234 VARYING_SLOT_FACE, /* FS only */
235 VARYING_SLOT_PNTC, /* FS only */
236 VARYING_SLOT_VAR0, /* First generic varying slot */
237 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
238 } gl_varying_slot;
239
240
241 /**
242 * Bitflags for varying slots.
243 */
244 /*@{*/
245 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
246 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
247 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
248 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
249 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
250 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
251 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
252 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
253 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
254 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
255 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
256 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
257 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
258 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
259 MAX_TEXTURE_COORD_UNITS)
260 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
261 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
262 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
263 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
264 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
265 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
266 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
267 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
268 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
269 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
270 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
271 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
272 /*@}*/
273
274
275 /*********************************************/
276
277 /**
278 * Determine if the given gl_varying_slot appears in the fragment shader.
279 */
280 static inline GLboolean
281 _mesa_varying_slot_in_fs(gl_varying_slot slot)
282 {
283 switch (slot) {
284 case VARYING_SLOT_PSIZ:
285 case VARYING_SLOT_BFC0:
286 case VARYING_SLOT_BFC1:
287 case VARYING_SLOT_EDGE:
288 case VARYING_SLOT_CLIP_VERTEX:
289 case VARYING_SLOT_LAYER:
290 return GL_FALSE;
291 default:
292 return GL_TRUE;
293 }
294 }
295
296
297 /**
298 * Fragment program results
299 */
300 typedef enum
301 {
302 FRAG_RESULT_DEPTH = 0,
303 FRAG_RESULT_STENCIL = 1,
304 /* If a single color should be written to all render targets, this
305 * register is written. No FRAG_RESULT_DATAn will be written.
306 */
307 FRAG_RESULT_COLOR = 2,
308
309 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
310 * or ARB_fragment_program fragment.color[n]) color results. If
311 * any are written, FRAG_RESULT_COLOR will not be written.
312 */
313 FRAG_RESULT_DATA0 = 3,
314 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
315 } gl_frag_result;
316
317
318 /**
319 * Indexes for all renderbuffers
320 */
321 typedef enum
322 {
323 /* the four standard color buffers */
324 BUFFER_FRONT_LEFT,
325 BUFFER_BACK_LEFT,
326 BUFFER_FRONT_RIGHT,
327 BUFFER_BACK_RIGHT,
328 BUFFER_DEPTH,
329 BUFFER_STENCIL,
330 BUFFER_ACCUM,
331 /* optional aux buffer */
332 BUFFER_AUX0,
333 /* generic renderbuffers */
334 BUFFER_COLOR0,
335 BUFFER_COLOR1,
336 BUFFER_COLOR2,
337 BUFFER_COLOR3,
338 BUFFER_COLOR4,
339 BUFFER_COLOR5,
340 BUFFER_COLOR6,
341 BUFFER_COLOR7,
342 BUFFER_COUNT
343 } gl_buffer_index;
344
345 /**
346 * Bit flags for all renderbuffers
347 */
348 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
349 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
350 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
351 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
352 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
353 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
354 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
355 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
356 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
357 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
358 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
359 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
360 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
361 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
362 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
363 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
364 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
365 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
366 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
367
368 /**
369 * Mask of all the color buffer bits (but not accum).
370 */
371 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
372 BUFFER_BIT_BACK_LEFT | \
373 BUFFER_BIT_FRONT_RIGHT | \
374 BUFFER_BIT_BACK_RIGHT | \
375 BUFFER_BIT_AUX0 | \
376 BUFFER_BIT_COLOR0 | \
377 BUFFER_BIT_COLOR1 | \
378 BUFFER_BIT_COLOR2 | \
379 BUFFER_BIT_COLOR3 | \
380 BUFFER_BIT_COLOR4 | \
381 BUFFER_BIT_COLOR5 | \
382 BUFFER_BIT_COLOR6 | \
383 BUFFER_BIT_COLOR7)
384
385
386 /**
387 * Framebuffer configuration (aka visual / pixelformat)
388 * Note: some of these fields should be boolean, but it appears that
389 * code in drivers/dri/common/util.c requires int-sized fields.
390 */
391 struct gl_config
392 {
393 GLboolean rgbMode;
394 GLboolean floatMode;
395 GLboolean colorIndexMode; /* XXX is this used anywhere? */
396 GLuint doubleBufferMode;
397 GLuint stereoMode;
398
399 GLboolean haveAccumBuffer;
400 GLboolean haveDepthBuffer;
401 GLboolean haveStencilBuffer;
402
403 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
404 GLuint redMask, greenMask, blueMask, alphaMask;
405 GLint rgbBits; /* total bits for rgb */
406 GLint indexBits; /* total bits for colorindex */
407
408 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
409 GLint depthBits;
410 GLint stencilBits;
411
412 GLint numAuxBuffers;
413
414 GLint level;
415
416 /* EXT_visual_rating / GLX 1.2 */
417 GLint visualRating;
418
419 /* EXT_visual_info / GLX 1.2 */
420 GLint transparentPixel;
421 /* colors are floats scaled to ints */
422 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
423 GLint transparentIndex;
424
425 /* ARB_multisample / SGIS_multisample */
426 GLint sampleBuffers;
427 GLint samples;
428
429 /* SGIX_pbuffer / GLX 1.3 */
430 GLint maxPbufferWidth;
431 GLint maxPbufferHeight;
432 GLint maxPbufferPixels;
433 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
434 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
435
436 /* OML_swap_method */
437 GLint swapMethod;
438
439 /* EXT_texture_from_pixmap */
440 GLint bindToTextureRgb;
441 GLint bindToTextureRgba;
442 GLint bindToMipmapTexture;
443 GLint bindToTextureTargets;
444 GLint yInverted;
445
446 /* EXT_framebuffer_sRGB */
447 GLint sRGBCapable;
448 };
449
450
451 /**
452 * \name Bit flags used for updating material values.
453 */
454 /*@{*/
455 #define MAT_ATTRIB_FRONT_AMBIENT 0
456 #define MAT_ATTRIB_BACK_AMBIENT 1
457 #define MAT_ATTRIB_FRONT_DIFFUSE 2
458 #define MAT_ATTRIB_BACK_DIFFUSE 3
459 #define MAT_ATTRIB_FRONT_SPECULAR 4
460 #define MAT_ATTRIB_BACK_SPECULAR 5
461 #define MAT_ATTRIB_FRONT_EMISSION 6
462 #define MAT_ATTRIB_BACK_EMISSION 7
463 #define MAT_ATTRIB_FRONT_SHININESS 8
464 #define MAT_ATTRIB_BACK_SHININESS 9
465 #define MAT_ATTRIB_FRONT_INDEXES 10
466 #define MAT_ATTRIB_BACK_INDEXES 11
467 #define MAT_ATTRIB_MAX 12
468
469 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
470 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
471 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
472 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
473 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
474 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
475
476 #define MAT_INDEX_AMBIENT 0
477 #define MAT_INDEX_DIFFUSE 1
478 #define MAT_INDEX_SPECULAR 2
479
480 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
481 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
482 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
483 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
484 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
485 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
486 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
487 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
488 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
489 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
490 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
491 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
492
493
494 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
495 MAT_BIT_FRONT_AMBIENT | \
496 MAT_BIT_FRONT_DIFFUSE | \
497 MAT_BIT_FRONT_SPECULAR | \
498 MAT_BIT_FRONT_SHININESS | \
499 MAT_BIT_FRONT_INDEXES)
500
501 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
502 MAT_BIT_BACK_AMBIENT | \
503 MAT_BIT_BACK_DIFFUSE | \
504 MAT_BIT_BACK_SPECULAR | \
505 MAT_BIT_BACK_SHININESS | \
506 MAT_BIT_BACK_INDEXES)
507
508 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
509 /*@}*/
510
511
512 /**
513 * Material state.
514 */
515 struct gl_material
516 {
517 GLfloat Attrib[MAT_ATTRIB_MAX][4];
518 };
519
520
521 /**
522 * Light state flags.
523 */
524 /*@{*/
525 #define LIGHT_SPOT 0x1
526 #define LIGHT_LOCAL_VIEWER 0x2
527 #define LIGHT_POSITIONAL 0x4
528 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
529 /*@}*/
530
531
532 /**
533 * Light source state.
534 */
535 struct gl_light
536 {
537 struct gl_light *next; /**< double linked list with sentinel */
538 struct gl_light *prev;
539
540 GLfloat Ambient[4]; /**< ambient color */
541 GLfloat Diffuse[4]; /**< diffuse color */
542 GLfloat Specular[4]; /**< specular color */
543 GLfloat EyePosition[4]; /**< position in eye coordinates */
544 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
545 GLfloat SpotExponent;
546 GLfloat SpotCutoff; /**< in degrees */
547 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
548 GLfloat ConstantAttenuation;
549 GLfloat LinearAttenuation;
550 GLfloat QuadraticAttenuation;
551 GLboolean Enabled; /**< On/off flag */
552
553 /**
554 * \name Derived fields
555 */
556 /*@{*/
557 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
558
559 GLfloat _Position[4]; /**< position in eye/obj coordinates */
560 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
561 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
562 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
563 GLfloat _VP_inf_spot_attenuation;
564
565 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
566 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
567 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
568 /*@}*/
569 };
570
571
572 /**
573 * Light model state.
574 */
575 struct gl_lightmodel
576 {
577 GLfloat Ambient[4]; /**< ambient color */
578 GLboolean LocalViewer; /**< Local (or infinite) view point? */
579 GLboolean TwoSide; /**< Two (or one) sided lighting? */
580 GLenum ColorControl; /**< either GL_SINGLE_COLOR
581 * or GL_SEPARATE_SPECULAR_COLOR */
582 };
583
584
585 /**
586 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
587 */
588 struct gl_accum_attrib
589 {
590 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
591 };
592
593
594 /**
595 * Used for storing clear color, texture border color, etc.
596 * The float values are typically unclamped.
597 */
598 union gl_color_union
599 {
600 GLfloat f[4];
601 GLint i[4];
602 GLuint ui[4];
603 };
604
605
606 /**
607 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
608 */
609 struct gl_colorbuffer_attrib
610 {
611 GLuint ClearIndex; /**< Index for glClear */
612 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
613 GLuint IndexMask; /**< Color index write mask */
614 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
615
616 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
617
618 /**
619 * \name alpha testing
620 */
621 /*@{*/
622 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
623 GLenum AlphaFunc; /**< Alpha test function */
624 GLfloat AlphaRefUnclamped;
625 GLclampf AlphaRef; /**< Alpha reference value */
626 /*@}*/
627
628 /**
629 * \name Blending
630 */
631 /*@{*/
632 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
633
634 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
635 * control, only on the fixed-pointness of the render target.
636 * The query does however depend on fragment color clamping.
637 */
638 GLfloat BlendColorUnclamped[4]; /**< Blending color */
639 GLfloat BlendColor[4]; /**< Blending color */
640
641 struct
642 {
643 GLenum SrcRGB; /**< RGB blend source term */
644 GLenum DstRGB; /**< RGB blend dest term */
645 GLenum SrcA; /**< Alpha blend source term */
646 GLenum DstA; /**< Alpha blend dest term */
647 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
648 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
649 /**
650 * Set if any blend factor uses SRC1. Computed at the time blend factors
651 * get set.
652 */
653 GLboolean _UsesDualSrc;
654 } Blend[MAX_DRAW_BUFFERS];
655 /** Are the blend func terms currently different for each buffer/target? */
656 GLboolean _BlendFuncPerBuffer;
657 /** Are the blend equations currently different for each buffer/target? */
658 GLboolean _BlendEquationPerBuffer;
659 /*@}*/
660
661 /**
662 * \name Logic op
663 */
664 /*@{*/
665 GLenum LogicOp; /**< Logic operator */
666 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
667 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
668 /*@}*/
669
670 GLboolean DitherFlag; /**< Dither enable flag */
671
672 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
673 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
674 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
675
676 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
677 };
678
679
680 /**
681 * Current attribute group (GL_CURRENT_BIT).
682 */
683 struct gl_current_attrib
684 {
685 /**
686 * \name Current vertex attributes.
687 * \note Values are valid only after FLUSH_VERTICES has been called.
688 * \note Index and Edgeflag current values are stored as floats in the
689 * SIX and SEVEN attribute slots.
690 */
691 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
692
693 /**
694 * \name Current raster position attributes (always valid).
695 * \note This set of attributes is very similar to the SWvertex struct.
696 */
697 /*@{*/
698 GLfloat RasterPos[4];
699 GLfloat RasterDistance;
700 GLfloat RasterColor[4];
701 GLfloat RasterSecondaryColor[4];
702 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
703 GLboolean RasterPosValid;
704 /*@}*/
705 };
706
707
708 /**
709 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
710 */
711 struct gl_depthbuffer_attrib
712 {
713 GLenum Func; /**< Function for depth buffer compare */
714 GLclampd Clear; /**< Value to clear depth buffer to */
715 GLboolean Test; /**< Depth buffering enabled flag */
716 GLboolean Mask; /**< Depth buffer writable? */
717 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
718 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
719 };
720
721
722 /**
723 * Evaluator attribute group (GL_EVAL_BIT).
724 */
725 struct gl_eval_attrib
726 {
727 /**
728 * \name Enable bits
729 */
730 /*@{*/
731 GLboolean Map1Color4;
732 GLboolean Map1Index;
733 GLboolean Map1Normal;
734 GLboolean Map1TextureCoord1;
735 GLboolean Map1TextureCoord2;
736 GLboolean Map1TextureCoord3;
737 GLboolean Map1TextureCoord4;
738 GLboolean Map1Vertex3;
739 GLboolean Map1Vertex4;
740 GLboolean Map2Color4;
741 GLboolean Map2Index;
742 GLboolean Map2Normal;
743 GLboolean Map2TextureCoord1;
744 GLboolean Map2TextureCoord2;
745 GLboolean Map2TextureCoord3;
746 GLboolean Map2TextureCoord4;
747 GLboolean Map2Vertex3;
748 GLboolean Map2Vertex4;
749 GLboolean AutoNormal;
750 /*@}*/
751
752 /**
753 * \name Map Grid endpoints and divisions and calculated du values
754 */
755 /*@{*/
756 GLint MapGrid1un;
757 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
758 GLint MapGrid2un, MapGrid2vn;
759 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
760 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
761 /*@}*/
762 };
763
764
765 /**
766 * Fog attribute group (GL_FOG_BIT).
767 */
768 struct gl_fog_attrib
769 {
770 GLboolean Enabled; /**< Fog enabled flag */
771 GLfloat ColorUnclamped[4]; /**< Fog color */
772 GLfloat Color[4]; /**< Fog color */
773 GLfloat Density; /**< Density >= 0.0 */
774 GLfloat Start; /**< Start distance in eye coords */
775 GLfloat End; /**< End distance in eye coords */
776 GLfloat Index; /**< Fog index */
777 GLenum Mode; /**< Fog mode */
778 GLboolean ColorSumEnabled;
779 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
780 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
781 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
782 };
783
784
785 /**
786 * Hint attribute group (GL_HINT_BIT).
787 *
788 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
789 */
790 struct gl_hint_attrib
791 {
792 GLenum PerspectiveCorrection;
793 GLenum PointSmooth;
794 GLenum LineSmooth;
795 GLenum PolygonSmooth;
796 GLenum Fog;
797 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
798 GLenum TextureCompression; /**< GL_ARB_texture_compression */
799 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
800 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
801 };
802
803
804 /**
805 * Lighting attribute group (GL_LIGHT_BIT).
806 */
807 struct gl_light_attrib
808 {
809 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
810 struct gl_lightmodel Model; /**< Lighting model */
811
812 /**
813 * Front and back material values.
814 * Note: must call FLUSH_VERTICES() before using.
815 */
816 struct gl_material Material;
817
818 GLboolean Enabled; /**< Lighting enabled flag */
819 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
820 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
821 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
822 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
823 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
824 GLboolean ColorMaterialEnabled;
825 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
826 GLboolean _ClampVertexColor;
827
828 struct gl_light EnabledList; /**< List sentinel */
829
830 /**
831 * Derived state for optimizations:
832 */
833 /*@{*/
834 GLboolean _NeedEyeCoords;
835 GLboolean _NeedVertices; /**< Use fast shader? */
836 GLfloat _BaseColor[2][3];
837 /*@}*/
838 };
839
840
841 /**
842 * Line attribute group (GL_LINE_BIT).
843 */
844 struct gl_line_attrib
845 {
846 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
847 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
848 GLushort StipplePattern; /**< Stipple pattern */
849 GLint StippleFactor; /**< Stipple repeat factor */
850 GLfloat Width; /**< Line width */
851 };
852
853
854 /**
855 * Display list attribute group (GL_LIST_BIT).
856 */
857 struct gl_list_attrib
858 {
859 GLuint ListBase;
860 };
861
862
863 /**
864 * Multisample attribute group (GL_MULTISAMPLE_BIT).
865 */
866 struct gl_multisample_attrib
867 {
868 GLboolean Enabled;
869 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
870 GLboolean SampleAlphaToCoverage;
871 GLboolean SampleAlphaToOne;
872 GLboolean SampleCoverage;
873 GLfloat SampleCoverageValue;
874 GLboolean SampleCoverageInvert;
875
876 /* ARB_texture_multisample / GL3.2 additions */
877 GLboolean SampleMask;
878 GLbitfield SampleMaskValue; /* GL spec defines this as an array but >32x MSAA is
879 * madness
880 */
881 };
882
883
884 /**
885 * A pixelmap (see glPixelMap)
886 */
887 struct gl_pixelmap
888 {
889 GLint Size;
890 GLfloat Map[MAX_PIXEL_MAP_TABLE];
891 };
892
893
894 /**
895 * Collection of all pixelmaps
896 */
897 struct gl_pixelmaps
898 {
899 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
900 struct gl_pixelmap GtoG;
901 struct gl_pixelmap BtoB;
902 struct gl_pixelmap AtoA;
903 struct gl_pixelmap ItoR;
904 struct gl_pixelmap ItoG;
905 struct gl_pixelmap ItoB;
906 struct gl_pixelmap ItoA;
907 struct gl_pixelmap ItoI;
908 struct gl_pixelmap StoS;
909 };
910
911
912 /**
913 * Pixel attribute group (GL_PIXEL_MODE_BIT).
914 */
915 struct gl_pixel_attrib
916 {
917 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
918
919 /*--- Begin Pixel Transfer State ---*/
920 /* Fields are in the order in which they're applied... */
921
922 /** Scale & Bias (index shift, offset) */
923 /*@{*/
924 GLfloat RedBias, RedScale;
925 GLfloat GreenBias, GreenScale;
926 GLfloat BlueBias, BlueScale;
927 GLfloat AlphaBias, AlphaScale;
928 GLfloat DepthBias, DepthScale;
929 GLint IndexShift, IndexOffset;
930 /*@}*/
931
932 /* Pixel Maps */
933 /* Note: actual pixel maps are not part of this attrib group */
934 GLboolean MapColorFlag;
935 GLboolean MapStencilFlag;
936
937 /*--- End Pixel Transfer State ---*/
938
939 /** glPixelZoom */
940 GLfloat ZoomX, ZoomY;
941 };
942
943
944 /**
945 * Point attribute group (GL_POINT_BIT).
946 */
947 struct gl_point_attrib
948 {
949 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
950 GLfloat Size; /**< User-specified point size */
951 GLfloat Params[3]; /**< GL_EXT_point_parameters */
952 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
953 GLfloat Threshold; /**< GL_EXT_point_parameters */
954 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
955 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
956 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
957 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
958 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
959 };
960
961
962 /**
963 * Polygon attribute group (GL_POLYGON_BIT).
964 */
965 struct gl_polygon_attrib
966 {
967 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
968 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
969 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
970 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
971 GLboolean CullFlag; /**< Culling on/off flag */
972 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
973 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
974 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
975 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
976 GLfloat OffsetUnits; /**< Polygon offset units, from user */
977 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
978 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
979 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
980 };
981
982
983 /**
984 * Scissor attributes (GL_SCISSOR_BIT).
985 */
986 struct gl_scissor_attrib
987 {
988 GLboolean Enabled; /**< Scissor test enabled? */
989 GLint X, Y; /**< Lower left corner of box */
990 GLsizei Width, Height; /**< Size of box */
991 };
992
993
994 /**
995 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
996 *
997 * Three sets of stencil data are tracked so that OpenGL 2.0,
998 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
999 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1000 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1001 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1002 * GL_EXT_stencil_two_side GL_BACK state.
1003 *
1004 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1005 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1006 *
1007 * The derived value \c _TestTwoSide is set when the front-face and back-face
1008 * stencil state are different.
1009 */
1010 struct gl_stencil_attrib
1011 {
1012 GLboolean Enabled; /**< Enabled flag */
1013 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1014 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1015 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1016 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1017 GLboolean _TestTwoSide;
1018 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1019 GLenum Function[3]; /**< Stencil function */
1020 GLenum FailFunc[3]; /**< Fail function */
1021 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1022 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1023 GLint Ref[3]; /**< Reference value */
1024 GLuint ValueMask[3]; /**< Value mask */
1025 GLuint WriteMask[3]; /**< Write mask */
1026 GLuint Clear; /**< Clear value */
1027 };
1028
1029
1030 /**
1031 * An index for each type of texture object. These correspond to the GL
1032 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1033 * Note: the order is from highest priority to lowest priority.
1034 */
1035 typedef enum
1036 {
1037 TEXTURE_2D_MULTISAMPLE_INDEX,
1038 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1039 TEXTURE_CUBE_ARRAY_INDEX,
1040 TEXTURE_BUFFER_INDEX,
1041 TEXTURE_2D_ARRAY_INDEX,
1042 TEXTURE_1D_ARRAY_INDEX,
1043 TEXTURE_EXTERNAL_INDEX,
1044 TEXTURE_CUBE_INDEX,
1045 TEXTURE_3D_INDEX,
1046 TEXTURE_RECT_INDEX,
1047 TEXTURE_2D_INDEX,
1048 TEXTURE_1D_INDEX,
1049 NUM_TEXTURE_TARGETS
1050 } gl_texture_index;
1051
1052
1053 /**
1054 * Bit flags for each type of texture object
1055 * Used for Texture.Unit[]._ReallyEnabled flags.
1056 */
1057 /*@{*/
1058 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1059 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1060 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1061 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1062 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1063 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1064 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1065 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1066 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1067 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1068 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1069 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1070 /*@}*/
1071
1072
1073 /**
1074 * Texture image state. Drivers will typically create a subclass of this
1075 * with extra fields for memory buffers, etc.
1076 */
1077 struct gl_texture_image
1078 {
1079 GLint InternalFormat; /**< Internal format as given by the user */
1080 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1081 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1082 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1083 * GL_DEPTH_STENCIL_EXT only. Used for
1084 * choosing TexEnv arithmetic.
1085 */
1086 gl_format TexFormat; /**< The actual texture memory format */
1087
1088 GLuint Border; /**< 0 or 1 */
1089 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1090 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1091 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1092 GLuint Width2; /**< = Width - 2*Border */
1093 GLuint Height2; /**< = Height - 2*Border */
1094 GLuint Depth2; /**< = Depth - 2*Border */
1095 GLuint WidthLog2; /**< = log2(Width2) */
1096 GLuint HeightLog2; /**< = log2(Height2) */
1097 GLuint DepthLog2; /**< = log2(Depth2) */
1098 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1099 levels, computed from the dimensions */
1100
1101 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1102 GLuint Level; /**< Which mipmap level am I? */
1103 /** Cube map face: index into gl_texture_object::Image[] array */
1104 GLuint Face;
1105
1106 /** GL_ARB_texture_multisample */
1107 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1108 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1109 };
1110
1111
1112 /**
1113 * Indexes for cube map faces.
1114 */
1115 typedef enum
1116 {
1117 FACE_POS_X = 0,
1118 FACE_NEG_X = 1,
1119 FACE_POS_Y = 2,
1120 FACE_NEG_Y = 3,
1121 FACE_POS_Z = 4,
1122 FACE_NEG_Z = 5,
1123 MAX_FACES = 6
1124 } gl_face_index;
1125
1126
1127 /**
1128 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1129 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1130 */
1131 struct gl_sampler_object
1132 {
1133 GLuint Name;
1134 GLint RefCount;
1135
1136 GLenum WrapS; /**< S-axis texture image wrap mode */
1137 GLenum WrapT; /**< T-axis texture image wrap mode */
1138 GLenum WrapR; /**< R-axis texture image wrap mode */
1139 GLenum MinFilter; /**< minification filter */
1140 GLenum MagFilter; /**< magnification filter */
1141 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1142 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1143 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1144 GLfloat LodBias; /**< OpenGL 1.4 */
1145 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1146 GLenum CompareMode; /**< GL_ARB_shadow */
1147 GLenum CompareFunc; /**< GL_ARB_shadow */
1148 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1149 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1150 };
1151
1152
1153 /**
1154 * Texture object state. Contains the array of mipmap images, border color,
1155 * wrap modes, filter modes, and shadow/texcompare state.
1156 */
1157 struct gl_texture_object
1158 {
1159 _glthread_Mutex Mutex; /**< for thread safety */
1160 GLint RefCount; /**< reference count */
1161 GLuint Name; /**< the user-visible texture object ID */
1162 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1163
1164 struct gl_sampler_object Sampler;
1165
1166 GLenum DepthMode; /**< GL_ARB_depth_texture */
1167
1168 GLfloat Priority; /**< in [0,1] */
1169 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1170 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1171 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1172 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1173 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1174 GLint CropRect[4]; /**< GL_OES_draw_texture */
1175 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1176 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1177 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1178 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1179 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1180 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1181 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1182 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1183 GLboolean Immutable; /**< GL_ARB_texture_storage */
1184
1185 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1186 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1187
1188 /** GL_ARB_texture_buffer_object */
1189 struct gl_buffer_object *BufferObject;
1190 GLenum BufferObjectFormat;
1191 /** Equivalent Mesa format for BufferObjectFormat. */
1192 gl_format _BufferObjectFormat;
1193 /** GL_ARB_texture_buffer_range */
1194 GLintptr BufferOffset;
1195 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1196
1197 /** GL_OES_EGL_image_external */
1198 GLint RequiredTextureImageUnits;
1199 };
1200
1201
1202 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1203 #define MAX_COMBINER_TERMS 4
1204
1205
1206 /**
1207 * Texture combine environment state.
1208 */
1209 struct gl_tex_env_combine_state
1210 {
1211 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1212 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1213 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1214 GLenum SourceRGB[MAX_COMBINER_TERMS];
1215 GLenum SourceA[MAX_COMBINER_TERMS];
1216 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1217 GLenum OperandRGB[MAX_COMBINER_TERMS];
1218 GLenum OperandA[MAX_COMBINER_TERMS];
1219 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1220 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1221 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1222 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1223 };
1224
1225
1226 /**
1227 * TexGenEnabled flags.
1228 */
1229 /*@{*/
1230 #define S_BIT 1
1231 #define T_BIT 2
1232 #define R_BIT 4
1233 #define Q_BIT 8
1234 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1235 /*@}*/
1236
1237
1238 /**
1239 * Bit flag versions of the corresponding GL_ constants.
1240 */
1241 /*@{*/
1242 #define TEXGEN_SPHERE_MAP 0x1
1243 #define TEXGEN_OBJ_LINEAR 0x2
1244 #define TEXGEN_EYE_LINEAR 0x4
1245 #define TEXGEN_REFLECTION_MAP_NV 0x8
1246 #define TEXGEN_NORMAL_MAP_NV 0x10
1247
1248 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1249 TEXGEN_REFLECTION_MAP_NV | \
1250 TEXGEN_NORMAL_MAP_NV)
1251 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1252 TEXGEN_REFLECTION_MAP_NV | \
1253 TEXGEN_NORMAL_MAP_NV | \
1254 TEXGEN_EYE_LINEAR)
1255 /*@}*/
1256
1257
1258
1259 /** Tex-gen enabled for texture unit? */
1260 #define ENABLE_TEXGEN(unit) (1 << (unit))
1261
1262 /** Non-identity texture matrix for texture unit? */
1263 #define ENABLE_TEXMAT(unit) (1 << (unit))
1264
1265
1266 /**
1267 * Texture coord generation state.
1268 */
1269 struct gl_texgen
1270 {
1271 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1272 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1273 GLfloat ObjectPlane[4];
1274 GLfloat EyePlane[4];
1275 };
1276
1277
1278 /**
1279 * Texture unit state. Contains enable flags, texture environment/function/
1280 * combiners, texgen state, and pointers to current texture objects.
1281 */
1282 struct gl_texture_unit
1283 {
1284 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1285 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1286
1287 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1288 GLclampf EnvColor[4];
1289 GLfloat EnvColorUnclamped[4];
1290
1291 struct gl_texgen GenS;
1292 struct gl_texgen GenT;
1293 struct gl_texgen GenR;
1294 struct gl_texgen GenQ;
1295 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1296 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1297
1298 GLfloat LodBias; /**< for biasing mipmap levels */
1299 GLenum BumpTarget;
1300 GLfloat RotMatrix[4]; /* 2x2 matrix */
1301
1302 /** Current sampler object (GL_ARB_sampler_objects) */
1303 struct gl_sampler_object *Sampler;
1304
1305 /**
1306 * \name GL_EXT_texture_env_combine
1307 */
1308 struct gl_tex_env_combine_state Combine;
1309
1310 /**
1311 * Derived state based on \c EnvMode and the \c BaseFormat of the
1312 * currently enabled texture.
1313 */
1314 struct gl_tex_env_combine_state _EnvMode;
1315
1316 /**
1317 * Currently enabled combiner state. This will point to either
1318 * \c Combine or \c _EnvMode.
1319 */
1320 struct gl_tex_env_combine_state *_CurrentCombine;
1321
1322 /** Current texture object pointers */
1323 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1324
1325 /** Points to highest priority, complete and enabled texture object */
1326 struct gl_texture_object *_Current;
1327 };
1328
1329
1330 /**
1331 * Texture attribute group (GL_TEXTURE_BIT).
1332 */
1333 struct gl_texture_attrib
1334 {
1335 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1336 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1337
1338 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1339
1340 /** GL_ARB_texture_buffer_object */
1341 struct gl_buffer_object *BufferObject;
1342
1343 /** GL_ARB_seamless_cubemap */
1344 GLboolean CubeMapSeamless;
1345
1346 /** Texture units/samplers used by vertex or fragment texturing */
1347 GLbitfield _EnabledUnits;
1348
1349 /** Texture coord units/sets used for fragment texturing */
1350 GLbitfield _EnabledCoordUnits;
1351
1352 /** Texture coord units that have texgen enabled */
1353 GLbitfield _TexGenEnabled;
1354
1355 /** Texture coord units that have non-identity matrices */
1356 GLbitfield _TexMatEnabled;
1357
1358 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1359 GLbitfield _GenFlags;
1360 };
1361
1362
1363 /**
1364 * Data structure representing a single clip plane (e.g. one of the elements
1365 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1366 */
1367 typedef GLfloat gl_clip_plane[4];
1368
1369
1370 /**
1371 * Transformation attribute group (GL_TRANSFORM_BIT).
1372 */
1373 struct gl_transform_attrib
1374 {
1375 GLenum MatrixMode; /**< Matrix mode */
1376 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1377 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1378 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1379 GLboolean Normalize; /**< Normalize all normals? */
1380 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1381 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1382 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1383
1384 GLfloat CullEyePos[4];
1385 GLfloat CullObjPos[4];
1386 };
1387
1388
1389 /**
1390 * Viewport attribute group (GL_VIEWPORT_BIT).
1391 */
1392 struct gl_viewport_attrib
1393 {
1394 GLint X, Y; /**< position */
1395 GLsizei Width, Height; /**< size */
1396 GLfloat Near, Far; /**< Depth buffer range */
1397 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1398 };
1399
1400
1401 /**
1402 * GL_ARB_vertex/pixel_buffer_object buffer object
1403 */
1404 struct gl_buffer_object
1405 {
1406 _glthread_Mutex Mutex;
1407 GLint RefCount;
1408 GLuint Name;
1409 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1410 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1411 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1412 /** Fields describing a mapped buffer */
1413 /*@{*/
1414 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1415 GLvoid *Pointer; /**< User-space address of mapping */
1416 GLintptr Offset; /**< Mapped offset */
1417 GLsizeiptr Length; /**< Mapped length */
1418 /*@}*/
1419 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1420 GLboolean Written; /**< Ever written to? (for debugging) */
1421 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1422 };
1423
1424
1425 /**
1426 * Client pixel packing/unpacking attributes
1427 */
1428 struct gl_pixelstore_attrib
1429 {
1430 GLint Alignment;
1431 GLint RowLength;
1432 GLint SkipPixels;
1433 GLint SkipRows;
1434 GLint ImageHeight;
1435 GLint SkipImages;
1436 GLboolean SwapBytes;
1437 GLboolean LsbFirst;
1438 GLboolean Invert; /**< GL_MESA_pack_invert */
1439 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1440 };
1441
1442
1443 /**
1444 * Client vertex array attributes
1445 */
1446 struct gl_client_array
1447 {
1448 GLint Size; /**< components per element (1,2,3,4) */
1449 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1450 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1451 GLsizei Stride; /**< user-specified stride */
1452 GLsizei StrideB; /**< actual stride in bytes */
1453 const GLubyte *Ptr; /**< Points to array data */
1454 GLboolean Enabled; /**< Enabled flag is a boolean */
1455 GLboolean Normalized; /**< GL_ARB_vertex_program */
1456 GLboolean Integer; /**< Integer-valued? */
1457 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1458 GLuint _ElementSize; /**< size of each element in bytes */
1459
1460 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1461 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1462 };
1463
1464
1465 /**
1466 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1467 * extension, but a nice encapsulation in any case.
1468 */
1469 struct gl_array_object
1470 {
1471 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1472 GLuint Name;
1473
1474 GLint RefCount;
1475 _glthread_Mutex Mutex;
1476
1477 /**
1478 * Does the VAO use ARB semantics or Apple semantics?
1479 *
1480 * There are several ways in which ARB_vertex_array_object and
1481 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1482 * least,
1483 *
1484 * - ARB VAOs require that all array data be sourced from vertex buffer
1485 * objects, but Apple VAOs do not.
1486 *
1487 * - ARB VAOs require that names come from GenVertexArrays.
1488 *
1489 * This flag notes which behavior governs this VAO.
1490 */
1491 GLboolean ARBsemantics;
1492
1493 /**
1494 * Has this array object been bound?
1495 */
1496 GLboolean EverBound;
1497
1498 /** Vertex attribute arrays */
1499 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1500
1501 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1502 GLbitfield64 _Enabled;
1503
1504 /**
1505 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1506 * we can determine the max legal (in bounds) glDrawElements array index.
1507 */
1508 GLuint _MaxElement;
1509
1510 struct gl_buffer_object *ElementArrayBufferObj;
1511 };
1512
1513
1514 /**
1515 * Vertex array state
1516 */
1517 struct gl_array_attrib
1518 {
1519 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1520 struct gl_array_object *ArrayObj;
1521
1522 /** The default vertex array object */
1523 struct gl_array_object *DefaultArrayObj;
1524
1525 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1526 struct _mesa_HashTable *Objects;
1527
1528 GLint ActiveTexture; /**< Client Active Texture */
1529 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1530 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1531
1532 /**
1533 * \name Primitive restart controls
1534 *
1535 * Primitive restart is enabled if either \c PrimitiveRestart or
1536 * \c PrimitiveRestartFixedIndex is set.
1537 */
1538 /*@{*/
1539 GLboolean PrimitiveRestart;
1540 GLboolean PrimitiveRestartFixedIndex;
1541 GLboolean _PrimitiveRestart;
1542 GLuint RestartIndex;
1543 /*@}*/
1544
1545 /* GL_ARB_vertex_buffer_object */
1546 struct gl_buffer_object *ArrayBufferObj;
1547
1548 /**
1549 * Vertex arrays as consumed by a driver.
1550 * The array pointer is set up only by the VBO module. */
1551 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1552 };
1553
1554
1555 /**
1556 * Feedback buffer state
1557 */
1558 struct gl_feedback
1559 {
1560 GLenum Type;
1561 GLbitfield _Mask; /**< FB_* bits */
1562 GLfloat *Buffer;
1563 GLuint BufferSize;
1564 GLuint Count;
1565 };
1566
1567
1568 /**
1569 * Selection buffer state
1570 */
1571 struct gl_selection
1572 {
1573 GLuint *Buffer; /**< selection buffer */
1574 GLuint BufferSize; /**< size of the selection buffer */
1575 GLuint BufferCount; /**< number of values in the selection buffer */
1576 GLuint Hits; /**< number of records in the selection buffer */
1577 GLuint NameStackDepth; /**< name stack depth */
1578 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1579 GLboolean HitFlag; /**< hit flag */
1580 GLfloat HitMinZ; /**< minimum hit depth */
1581 GLfloat HitMaxZ; /**< maximum hit depth */
1582 };
1583
1584
1585 /**
1586 * 1-D Evaluator control points
1587 */
1588 struct gl_1d_map
1589 {
1590 GLuint Order; /**< Number of control points */
1591 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1592 GLfloat *Points; /**< Points to contiguous control points */
1593 };
1594
1595
1596 /**
1597 * 2-D Evaluator control points
1598 */
1599 struct gl_2d_map
1600 {
1601 GLuint Uorder; /**< Number of control points in U dimension */
1602 GLuint Vorder; /**< Number of control points in V dimension */
1603 GLfloat u1, u2, du;
1604 GLfloat v1, v2, dv;
1605 GLfloat *Points; /**< Points to contiguous control points */
1606 };
1607
1608
1609 /**
1610 * All evaluator control point state
1611 */
1612 struct gl_evaluators
1613 {
1614 /**
1615 * \name 1-D maps
1616 */
1617 /*@{*/
1618 struct gl_1d_map Map1Vertex3;
1619 struct gl_1d_map Map1Vertex4;
1620 struct gl_1d_map Map1Index;
1621 struct gl_1d_map Map1Color4;
1622 struct gl_1d_map Map1Normal;
1623 struct gl_1d_map Map1Texture1;
1624 struct gl_1d_map Map1Texture2;
1625 struct gl_1d_map Map1Texture3;
1626 struct gl_1d_map Map1Texture4;
1627 /*@}*/
1628
1629 /**
1630 * \name 2-D maps
1631 */
1632 /*@{*/
1633 struct gl_2d_map Map2Vertex3;
1634 struct gl_2d_map Map2Vertex4;
1635 struct gl_2d_map Map2Index;
1636 struct gl_2d_map Map2Color4;
1637 struct gl_2d_map Map2Normal;
1638 struct gl_2d_map Map2Texture1;
1639 struct gl_2d_map Map2Texture2;
1640 struct gl_2d_map Map2Texture3;
1641 struct gl_2d_map Map2Texture4;
1642 /*@}*/
1643 };
1644
1645
1646 struct gl_transform_feedback_varying_info
1647 {
1648 char *Name;
1649 GLenum Type;
1650 GLint Size;
1651 };
1652
1653
1654 /**
1655 * Per-output info vertex shaders for transform feedback.
1656 */
1657 struct gl_transform_feedback_output
1658 {
1659 unsigned OutputRegister;
1660 unsigned OutputBuffer;
1661 unsigned NumComponents;
1662
1663 /** offset (in DWORDs) of this output within the interleaved structure */
1664 unsigned DstOffset;
1665
1666 /**
1667 * Offset into the output register of the data to output. For example,
1668 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1669 * offset is in the y and z components of the output register.
1670 */
1671 unsigned ComponentOffset;
1672 };
1673
1674
1675 /** Post-link transform feedback info. */
1676 struct gl_transform_feedback_info
1677 {
1678 unsigned NumOutputs;
1679
1680 /**
1681 * Number of transform feedback buffers in use by this program.
1682 */
1683 unsigned NumBuffers;
1684
1685 struct gl_transform_feedback_output *Outputs;
1686
1687 /** Transform feedback varyings used for the linking of this shader program.
1688 *
1689 * Use for glGetTransformFeedbackVarying().
1690 */
1691 struct gl_transform_feedback_varying_info *Varyings;
1692 GLint NumVarying;
1693
1694 /**
1695 * Total number of components stored in each buffer. This may be used by
1696 * hardware back-ends to determine the correct stride when interleaving
1697 * multiple transform feedback outputs in the same buffer.
1698 */
1699 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1700 };
1701
1702
1703 /**
1704 * Transform feedback object state
1705 */
1706 struct gl_transform_feedback_object
1707 {
1708 GLuint Name; /**< AKA the object ID */
1709 GLint RefCount;
1710 GLboolean Active; /**< Is transform feedback enabled? */
1711 GLboolean Paused; /**< Is transform feedback paused? */
1712 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1713 at least once? */
1714 GLboolean EverBound; /**< Has this object been bound? */
1715
1716 /**
1717 * GLES: if Active is true, remaining number of primitives which can be
1718 * rendered without overflow. This is necessary to track because GLES
1719 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1720 * glDrawArraysInstanced would overflow transform feedback buffers.
1721 * Undefined if Active is false.
1722 *
1723 * Not tracked for desktop GL since it's unnecessary.
1724 */
1725 unsigned GlesRemainingPrims;
1726
1727 /** The feedback buffers */
1728 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1729 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1730
1731 /** Start of feedback data in dest buffer */
1732 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1733
1734 /**
1735 * Max data to put into dest buffer (in bytes). Computed based on
1736 * RequestedSize and the actual size of the buffer.
1737 */
1738 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1739
1740 /**
1741 * Size that was specified when the buffer was bound. If the buffer was
1742 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1743 * zero.
1744 */
1745 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1746 };
1747
1748
1749 /**
1750 * Context state for transform feedback.
1751 */
1752 struct gl_transform_feedback_state
1753 {
1754 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1755
1756 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1757 struct gl_buffer_object *CurrentBuffer;
1758
1759 /** The table of all transform feedback objects */
1760 struct _mesa_HashTable *Objects;
1761
1762 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1763 struct gl_transform_feedback_object *CurrentObject;
1764
1765 /** The default xform-fb object (Name==0) */
1766 struct gl_transform_feedback_object *DefaultObject;
1767 };
1768
1769
1770 /**
1771 * Names of the various vertex/fragment program register files, etc.
1772 *
1773 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1774 * All values should fit in a 4-bit field.
1775 *
1776 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1777 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1778 * be "uniform" variables since they can only be set outside glBegin/End.
1779 * They're also all stored in the same Parameters array.
1780 */
1781 typedef enum
1782 {
1783 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1784 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1785 PROGRAM_INPUT, /**< machine->Inputs[] */
1786 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1787 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1788 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1789 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1790 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1791 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1792 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1793 PROGRAM_ADDRESS, /**< machine->AddressReg */
1794 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1795 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1796 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1797 PROGRAM_FILE_MAX
1798 } gl_register_file;
1799
1800
1801 /**
1802 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1803 * one of these values.
1804 */
1805 typedef enum
1806 {
1807 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1808 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1809 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1810 SYSTEM_VALUE_MAX /**< Number of values */
1811 } gl_system_value;
1812
1813
1814 /**
1815 * The possible interpolation qualifiers that can be applied to a fragment
1816 * shader input in GLSL.
1817 *
1818 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1819 * gl_fragment_program data structure to 0 causes the default behavior.
1820 */
1821 enum glsl_interp_qualifier
1822 {
1823 INTERP_QUALIFIER_NONE = 0,
1824 INTERP_QUALIFIER_SMOOTH,
1825 INTERP_QUALIFIER_FLAT,
1826 INTERP_QUALIFIER_NOPERSPECTIVE,
1827 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
1828 };
1829
1830
1831 /**
1832 * \brief Layout qualifiers for gl_FragDepth.
1833 *
1834 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1835 * a layout qualifier.
1836 *
1837 * \see enum ir_depth_layout
1838 */
1839 enum gl_frag_depth_layout
1840 {
1841 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1842 FRAG_DEPTH_LAYOUT_ANY,
1843 FRAG_DEPTH_LAYOUT_GREATER,
1844 FRAG_DEPTH_LAYOUT_LESS,
1845 FRAG_DEPTH_LAYOUT_UNCHANGED
1846 };
1847
1848
1849 /**
1850 * Base class for any kind of program object
1851 */
1852 struct gl_program
1853 {
1854 GLuint Id;
1855 GLubyte *String; /**< Null-terminated program text */
1856 GLint RefCount;
1857 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
1858 GLenum Format; /**< String encoding format */
1859
1860 struct prog_instruction *Instructions;
1861
1862 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1863 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1864 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1865 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1866 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1867 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1868 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1869 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1870
1871
1872 /** Named parameters, constants, etc. from program text */
1873 struct gl_program_parameter_list *Parameters;
1874 /** Numbered local parameters */
1875 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1876
1877 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1878 GLubyte SamplerUnits[MAX_SAMPLERS];
1879
1880 /** Bitmask of which register files are read/written with indirect
1881 * addressing. Mask of (1 << PROGRAM_x) bits.
1882 */
1883 GLbitfield IndirectRegisterFiles;
1884
1885 /** Logical counts */
1886 /*@{*/
1887 GLuint NumInstructions;
1888 GLuint NumTemporaries;
1889 GLuint NumParameters;
1890 GLuint NumAttributes;
1891 GLuint NumAddressRegs;
1892 GLuint NumAluInstructions;
1893 GLuint NumTexInstructions;
1894 GLuint NumTexIndirections;
1895 /*@}*/
1896 /** Native, actual h/w counts */
1897 /*@{*/
1898 GLuint NumNativeInstructions;
1899 GLuint NumNativeTemporaries;
1900 GLuint NumNativeParameters;
1901 GLuint NumNativeAttributes;
1902 GLuint NumNativeAddressRegs;
1903 GLuint NumNativeAluInstructions;
1904 GLuint NumNativeTexInstructions;
1905 GLuint NumNativeTexIndirections;
1906 /*@}*/
1907 };
1908
1909
1910 /** Vertex program object */
1911 struct gl_vertex_program
1912 {
1913 struct gl_program Base; /**< base class */
1914 GLboolean IsPositionInvariant;
1915 GLboolean UsesClipDistance;
1916 };
1917
1918
1919 /** Geometry program object */
1920 struct gl_geometry_program
1921 {
1922 struct gl_program Base; /**< base class */
1923
1924 GLint VerticesOut;
1925 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1926 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1927 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1928 };
1929
1930
1931 /** Fragment program object */
1932 struct gl_fragment_program
1933 {
1934 struct gl_program Base; /**< base class */
1935 GLboolean UsesKill; /**< shader uses KIL instruction */
1936 GLboolean UsesDFdy; /**< shader uses DDY instruction */
1937 GLboolean OriginUpperLeft;
1938 GLboolean PixelCenterInteger;
1939 enum gl_frag_depth_layout FragDepthLayout;
1940
1941 /**
1942 * GLSL interpolation qualifier associated with each fragment shader input.
1943 * For inputs that do not have an interpolation qualifier specified in
1944 * GLSL, the value is INTERP_QUALIFIER_NONE.
1945 */
1946 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
1947
1948 /**
1949 * Bitfield indicating, for each fragment shader input, 1 if that input
1950 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
1951 */
1952 GLbitfield64 IsCentroid;
1953 };
1954
1955
1956 /**
1957 * State common to vertex and fragment programs.
1958 */
1959 struct gl_program_state
1960 {
1961 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1962 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1963 };
1964
1965
1966 /**
1967 * Context state for vertex programs.
1968 */
1969 struct gl_vertex_program_state
1970 {
1971 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1972 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1973 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1974 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1975 /** Computed two sided lighting for fixed function/programs. */
1976 GLboolean _TwoSideEnabled;
1977 struct gl_vertex_program *Current; /**< User-bound vertex program */
1978
1979 /** Currently enabled and valid vertex program (including internal
1980 * programs, user-defined vertex programs and GLSL vertex shaders).
1981 * This is the program we must use when rendering.
1982 */
1983 struct gl_vertex_program *_Current;
1984
1985 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1986
1987 /** Should fixed-function T&L be implemented with a vertex prog? */
1988 GLboolean _MaintainTnlProgram;
1989
1990 /** Program to emulate fixed-function T&L (see above) */
1991 struct gl_vertex_program *_TnlProgram;
1992
1993 /** Cache of fixed-function programs */
1994 struct gl_program_cache *Cache;
1995
1996 GLboolean _Overriden;
1997 };
1998
1999
2000 /**
2001 * Context state for geometry programs.
2002 */
2003 struct gl_geometry_program_state
2004 {
2005 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2006 GLboolean _Enabled; /**< Enabled and valid program? */
2007 struct gl_geometry_program *Current; /**< user-bound geometry program */
2008
2009 /** Currently enabled and valid program (including internal programs
2010 * and compiled shader programs).
2011 */
2012 struct gl_geometry_program *_Current;
2013
2014 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2015
2016 /** Cache of fixed-function programs */
2017 struct gl_program_cache *Cache;
2018 };
2019
2020 /**
2021 * Context state for fragment programs.
2022 */
2023 struct gl_fragment_program_state
2024 {
2025 GLboolean Enabled; /**< User-set fragment program enable flag */
2026 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2027 struct gl_fragment_program *Current; /**< User-bound fragment program */
2028
2029 /** Currently enabled and valid fragment program (including internal
2030 * programs, user-defined fragment programs and GLSL fragment shaders).
2031 * This is the program we must use when rendering.
2032 */
2033 struct gl_fragment_program *_Current;
2034
2035 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2036
2037 /** Should fixed-function texturing be implemented with a fragment prog? */
2038 GLboolean _MaintainTexEnvProgram;
2039
2040 /** Program to emulate fixed-function texture env/combine (see above) */
2041 struct gl_fragment_program *_TexEnvProgram;
2042
2043 /** Cache of fixed-function programs */
2044 struct gl_program_cache *Cache;
2045 };
2046
2047
2048 /**
2049 * ATI_fragment_shader runtime state
2050 */
2051 #define ATI_FS_INPUT_PRIMARY 0
2052 #define ATI_FS_INPUT_SECONDARY 1
2053
2054 struct atifs_instruction;
2055 struct atifs_setupinst;
2056
2057 /**
2058 * ATI fragment shader
2059 */
2060 struct ati_fragment_shader
2061 {
2062 GLuint Id;
2063 GLint RefCount;
2064 struct atifs_instruction *Instructions[2];
2065 struct atifs_setupinst *SetupInst[2];
2066 GLfloat Constants[8][4];
2067 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2068 GLubyte numArithInstr[2];
2069 GLubyte regsAssigned[2];
2070 GLubyte NumPasses; /**< 1 or 2 */
2071 GLubyte cur_pass;
2072 GLubyte last_optype;
2073 GLboolean interpinp1;
2074 GLboolean isValid;
2075 GLuint swizzlerq;
2076 };
2077
2078 /**
2079 * Context state for GL_ATI_fragment_shader
2080 */
2081 struct gl_ati_fragment_shader_state
2082 {
2083 GLboolean Enabled;
2084 GLboolean _Enabled; /**< enabled and valid shader? */
2085 GLboolean Compiling;
2086 GLfloat GlobalConstants[8][4];
2087 struct ati_fragment_shader *Current;
2088 };
2089
2090
2091 /** Set by #pragma directives */
2092 struct gl_sl_pragmas
2093 {
2094 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2095 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2096 GLboolean Optimize; /**< defaults on */
2097 GLboolean Debug; /**< defaults off */
2098 };
2099
2100
2101 /**
2102 * A GLSL vertex or fragment shader object.
2103 */
2104 struct gl_shader
2105 {
2106 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2107 GLuint Name; /**< AKA the handle */
2108 GLint RefCount; /**< Reference count */
2109 GLboolean DeletePending;
2110 GLboolean CompileStatus;
2111 const GLchar *Source; /**< Source code string */
2112 GLuint SourceChecksum; /**< for debug/logging purposes */
2113 struct gl_program *Program; /**< Post-compile assembly code */
2114 GLchar *InfoLog;
2115 struct gl_sl_pragmas Pragmas;
2116
2117 unsigned Version; /**< GLSL version used for linking */
2118 GLboolean IsES; /**< True if this shader uses GLSL ES */
2119
2120 /**
2121 * \name Sampler tracking
2122 *
2123 * \note Each of these fields is only set post-linking.
2124 */
2125 /*@{*/
2126 unsigned num_samplers; /**< Number of samplers used by this shader. */
2127 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2128 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2129 /*@}*/
2130
2131 /**
2132 * Map from sampler unit to texture unit (set by glUniform1i())
2133 *
2134 * A sampler unit is associated with each sampler uniform by the linker.
2135 * The sampler unit associated with each uniform is stored in the
2136 * \c gl_uniform_storage::sampler field.
2137 */
2138 GLubyte SamplerUnits[MAX_SAMPLERS];
2139 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2140 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2141
2142 /**
2143 * Number of default uniform block components used by this shader.
2144 *
2145 * This field is only set post-linking.
2146 */
2147 unsigned num_uniform_components;
2148
2149 /**
2150 * Number of combined uniform components used by this shader.
2151 *
2152 * This field is only set post-linking. It is the sum of the uniform block
2153 * sizes divided by sizeof(float), and num_uniform_compoennts.
2154 */
2155 unsigned num_combined_uniform_components;
2156
2157 /**
2158 * This shader's uniform block information.
2159 *
2160 * The offsets of the variables are assigned only for shaders in a program's
2161 * _LinkedShaders[].
2162 */
2163 struct gl_uniform_block *UniformBlocks;
2164 unsigned NumUniformBlocks;
2165
2166 struct exec_list *ir;
2167 struct glsl_symbol_table *symbols;
2168
2169 /** Shaders containing built-in functions that are used for linking. */
2170 struct gl_shader *builtins_to_link[16];
2171 unsigned num_builtins_to_link;
2172 };
2173
2174
2175 /**
2176 * Shader stages. Note that these will become 5 with tessellation.
2177 * These MUST have the same values as gallium's PIPE_SHADER_*
2178 */
2179 typedef enum
2180 {
2181 MESA_SHADER_VERTEX = 0,
2182 MESA_SHADER_FRAGMENT = 1,
2183 MESA_SHADER_GEOMETRY = 2,
2184 MESA_SHADER_TYPES = 3
2185 } gl_shader_type;
2186
2187 struct gl_uniform_buffer_variable
2188 {
2189 char *Name;
2190
2191 /**
2192 * Name of the uniform as seen by glGetUniformIndices.
2193 *
2194 * glGetUniformIndices requires that the block instance index \b not be
2195 * present in the name of queried uniforms.
2196 *
2197 * \note
2198 * \c gl_uniform_buffer_variable::IndexName and
2199 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2200 */
2201 char *IndexName;
2202
2203 const struct glsl_type *Type;
2204 unsigned int Offset;
2205 GLboolean RowMajor;
2206 };
2207
2208 enum gl_uniform_block_packing {
2209 ubo_packing_std140,
2210 ubo_packing_shared,
2211 ubo_packing_packed
2212 };
2213
2214 struct gl_uniform_block
2215 {
2216 /** Declared name of the uniform block */
2217 char *Name;
2218
2219 /** Array of supplemental information about UBO ir_variables. */
2220 struct gl_uniform_buffer_variable *Uniforms;
2221 GLuint NumUniforms;
2222
2223 /**
2224 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2225 * with glBindBufferBase to bind a buffer object to this uniform block. When
2226 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2227 */
2228 GLuint Binding;
2229
2230 /**
2231 * Minimum size of a buffer object to back this uniform buffer
2232 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2233 */
2234 GLuint UniformBufferSize;
2235
2236 /**
2237 * Layout specified in the shader
2238 *
2239 * This isn't accessible through the API, but it is used while
2240 * cross-validating uniform blocks.
2241 */
2242 enum gl_uniform_block_packing _Packing;
2243 };
2244
2245 /**
2246 * A GLSL program object.
2247 * Basically a linked collection of vertex and fragment shaders.
2248 */
2249 struct gl_shader_program
2250 {
2251 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2252 GLuint Name; /**< aka handle or ID */
2253 GLint RefCount; /**< Reference count */
2254 GLboolean DeletePending;
2255
2256 /**
2257 * Is the application intending to glGetProgramBinary this program?
2258 */
2259 GLboolean BinaryRetreivableHint;
2260
2261 /**
2262 * Flags that the linker should not reject the program if it lacks
2263 * a vertex or fragment shader. GLES2 doesn't allow separate
2264 * shader objects, and would reject them. However, we internally
2265 * build separate shader objects for fixed function programs, which
2266 * we use for drivers/common/meta.c and for handling
2267 * _mesa_update_state with no program bound (for example in
2268 * glClear()).
2269 */
2270 GLboolean InternalSeparateShader;
2271
2272 GLuint NumShaders; /**< number of attached shaders */
2273 struct gl_shader **Shaders; /**< List of attached the shaders */
2274
2275 /**
2276 * User-defined attribute bindings
2277 *
2278 * These are set via \c glBindAttribLocation and are used to direct the
2279 * GLSL linker. These are \b not the values used in the compiled shader,
2280 * and they are \b not the values returned by \c glGetAttribLocation.
2281 */
2282 struct string_to_uint_map *AttributeBindings;
2283
2284 /**
2285 * User-defined fragment data bindings
2286 *
2287 * These are set via \c glBindFragDataLocation and are used to direct the
2288 * GLSL linker. These are \b not the values used in the compiled shader,
2289 * and they are \b not the values returned by \c glGetFragDataLocation.
2290 */
2291 struct string_to_uint_map *FragDataBindings;
2292 struct string_to_uint_map *FragDataIndexBindings;
2293
2294 /**
2295 * Transform feedback varyings last specified by
2296 * glTransformFeedbackVaryings().
2297 *
2298 * For the current set of transform feeedback varyings used for transform
2299 * feedback output, see LinkedTransformFeedback.
2300 */
2301 struct {
2302 GLenum BufferMode;
2303 GLuint NumVarying;
2304 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2305 } TransformFeedback;
2306
2307 /** Post-link transform feedback info. */
2308 struct gl_transform_feedback_info LinkedTransformFeedback;
2309
2310 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2311 enum gl_frag_depth_layout FragDepthLayout;
2312
2313 /** Geometry shader state - copied into gl_geometry_program at link time */
2314 struct {
2315 GLint VerticesOut;
2316 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2317 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2318 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2319 } Geom;
2320
2321 /** Vertex shader state - copied into gl_vertex_program at link time */
2322 struct {
2323 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2324 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2325 0 if not present. */
2326 } Vert;
2327
2328 /* post-link info: */
2329 unsigned NumUserUniformStorage;
2330 struct gl_uniform_storage *UniformStorage;
2331
2332 struct gl_uniform_block *UniformBlocks;
2333 unsigned NumUniformBlocks;
2334
2335 /**
2336 * Scale factor for the uniform base location
2337 *
2338 * This is used to generate locations (returned by \c glGetUniformLocation)
2339 * of uniforms. The base location of the uniform is multiplied by this
2340 * value, and the array index is added.
2341 *
2342 * \note
2343 * Must be >= 1.
2344 *
2345 * \sa
2346 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2347 */
2348 unsigned UniformLocationBaseScale;
2349
2350 /**
2351 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2352 * they're used in, or -1.
2353 *
2354 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2355 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2356 */
2357 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2358
2359 /**
2360 * Map of active uniform names to locations
2361 *
2362 * Maps any active uniform that is not an array element to a location.
2363 * Each active uniform, including individual structure members will appear
2364 * in this map. This roughly corresponds to the set of names that would be
2365 * enumerated by \c glGetActiveUniform.
2366 */
2367 struct string_to_uint_map *UniformHash;
2368
2369 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2370 GLboolean Validated;
2371 GLboolean _Used; /**< Ever used for drawing? */
2372 GLchar *InfoLog;
2373
2374 unsigned Version; /**< GLSL version used for linking */
2375 GLboolean IsES; /**< True if this program uses GLSL ES */
2376
2377 /**
2378 * Per-stage shaders resulting from the first stage of linking.
2379 *
2380 * Set of linked shaders for this program. The array is accessed using the
2381 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2382 * \c NULL.
2383 */
2384 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2385 };
2386
2387
2388 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2389 #define GLSL_LOG 0x2 /**< Write shaders to files */
2390 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2391 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2392 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2393 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2394 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2395 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2396 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2397
2398
2399 /**
2400 * Context state for GLSL vertex/fragment shaders.
2401 */
2402 struct gl_shader_state
2403 {
2404 /**
2405 * Programs used for rendering
2406 *
2407 * There is a separate program set for each shader stage. If
2408 * GL_EXT_separate_shader_objects is not supported, each of these must point
2409 * to \c NULL or to the same program.
2410 */
2411 struct gl_shader_program *CurrentVertexProgram;
2412 struct gl_shader_program *CurrentGeometryProgram;
2413 struct gl_shader_program *CurrentFragmentProgram;
2414
2415 struct gl_shader_program *_CurrentFragmentProgram;
2416
2417 /**
2418 * Program used by glUniform calls.
2419 *
2420 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2421 */
2422 struct gl_shader_program *ActiveProgram;
2423
2424 GLbitfield Flags; /**< Mask of GLSL_x flags */
2425 };
2426
2427
2428 /**
2429 * Compiler options for a single GLSL shaders type
2430 */
2431 struct gl_shader_compiler_options
2432 {
2433 /** Driver-selectable options: */
2434 GLboolean EmitCondCodes; /**< Use condition codes? */
2435 GLboolean EmitNoLoops;
2436 GLboolean EmitNoFunctions;
2437 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2438 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2439 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2440 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2441 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2442
2443 /**
2444 * \name Forms of indirect addressing the driver cannot do.
2445 */
2446 /*@{*/
2447 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2448 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2449 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2450 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2451 /*@}*/
2452
2453 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2454 GLuint MaxUnrollIterations;
2455
2456 /**
2457 * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2458 * operations, such as position transformation.
2459 */
2460 GLboolean PreferDP4;
2461
2462 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2463 };
2464
2465
2466 /**
2467 * Occlusion/timer query object.
2468 */
2469 struct gl_query_object
2470 {
2471 GLenum Target; /**< The query target, when active */
2472 GLuint Id; /**< hash table ID/name */
2473 GLuint64EXT Result; /**< the counter */
2474 GLboolean Active; /**< inside Begin/EndQuery */
2475 GLboolean Ready; /**< result is ready? */
2476 GLboolean EverBound;/**< has query object ever been bound */
2477 };
2478
2479
2480 /**
2481 * Context state for query objects.
2482 */
2483 struct gl_query_state
2484 {
2485 struct _mesa_HashTable *QueryObjects;
2486 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2487 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2488
2489 /** GL_NV_conditional_render */
2490 struct gl_query_object *CondRenderQuery;
2491
2492 /** GL_EXT_transform_feedback */
2493 struct gl_query_object *PrimitivesGenerated;
2494 struct gl_query_object *PrimitivesWritten;
2495
2496 /** GL_ARB_timer_query */
2497 struct gl_query_object *TimeElapsed;
2498
2499 GLenum CondRenderMode;
2500 };
2501
2502
2503 /** Sync object state */
2504 struct gl_sync_object
2505 {
2506 GLenum Type; /**< GL_SYNC_FENCE */
2507 GLuint Name; /**< Fence name */
2508 GLint RefCount; /**< Reference count */
2509 GLboolean DeletePending; /**< Object was deleted while there were still
2510 * live references (e.g., sync not yet finished)
2511 */
2512 GLenum SyncCondition;
2513 GLbitfield Flags; /**< Flags passed to glFenceSync */
2514 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2515 };
2516
2517
2518 /**
2519 * State which can be shared by multiple contexts:
2520 */
2521 struct gl_shared_state
2522 {
2523 _glthread_Mutex Mutex; /**< for thread safety */
2524 GLint RefCount; /**< Reference count */
2525 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2526 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2527
2528 /** Default texture objects (shared by all texture units) */
2529 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2530
2531 /** Fallback texture used when a bound texture is incomplete */
2532 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2533
2534 /**
2535 * \name Thread safety and statechange notification for texture
2536 * objects.
2537 *
2538 * \todo Improve the granularity of locking.
2539 */
2540 /*@{*/
2541 _glthread_Mutex TexMutex; /**< texobj thread safety */
2542 GLuint TextureStateStamp; /**< state notification for shared tex */
2543 /*@}*/
2544
2545 /** Default buffer object for vertex arrays that aren't in VBOs */
2546 struct gl_buffer_object *NullBufferObj;
2547
2548 /**
2549 * \name Vertex/geometry/fragment programs
2550 */
2551 /*@{*/
2552 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2553 struct gl_vertex_program *DefaultVertexProgram;
2554 struct gl_fragment_program *DefaultFragmentProgram;
2555 struct gl_geometry_program *DefaultGeometryProgram;
2556 /*@}*/
2557
2558 /* GL_ATI_fragment_shader */
2559 struct _mesa_HashTable *ATIShaders;
2560 struct ati_fragment_shader *DefaultFragmentShader;
2561
2562 struct _mesa_HashTable *BufferObjects;
2563
2564 /** Table of both gl_shader and gl_shader_program objects */
2565 struct _mesa_HashTable *ShaderObjects;
2566
2567 /* GL_EXT_framebuffer_object */
2568 struct _mesa_HashTable *RenderBuffers;
2569 struct _mesa_HashTable *FrameBuffers;
2570
2571 /* GL_ARB_sync */
2572 struct set *SyncObjects;
2573
2574 /** GL_ARB_sampler_objects */
2575 struct _mesa_HashTable *SamplerObjects;
2576 };
2577
2578
2579
2580 /**
2581 * Renderbuffers represent drawing surfaces such as color, depth and/or
2582 * stencil. A framebuffer object has a set of renderbuffers.
2583 * Drivers will typically derive subclasses of this type.
2584 */
2585 struct gl_renderbuffer
2586 {
2587 _glthread_Mutex Mutex; /**< for thread safety */
2588 GLuint ClassID; /**< Useful for drivers */
2589 GLuint Name;
2590 GLint RefCount;
2591 GLuint Width, Height;
2592 GLuint Depth;
2593 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2594 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2595 /**
2596 * True for renderbuffers that wrap textures, giving the driver a chance to
2597 * flush render caches through the FinishRenderTexture hook.
2598 *
2599 * Drivers may also set this on renderbuffers other than those generated by
2600 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2601 * called without a rb->TexImage.
2602 */
2603 GLboolean NeedsFinishRenderTexture;
2604 GLubyte NumSamples;
2605 GLenum InternalFormat; /**< The user-specified format */
2606 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2607 GL_STENCIL_INDEX. */
2608 gl_format Format; /**< The actual renderbuffer memory format */
2609 /**
2610 * Pointer to the texture image if this renderbuffer wraps a texture,
2611 * otherwise NULL.
2612 *
2613 * Note that the reference on the gl_texture_object containing this
2614 * TexImage is held by the gl_renderbuffer_attachment.
2615 */
2616 struct gl_texture_image *TexImage;
2617
2618 /** Delete this renderbuffer */
2619 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2620
2621 /** Allocate new storage for this renderbuffer */
2622 GLboolean (*AllocStorage)(struct gl_context *ctx,
2623 struct gl_renderbuffer *rb,
2624 GLenum internalFormat,
2625 GLuint width, GLuint height);
2626 };
2627
2628
2629 /**
2630 * A renderbuffer attachment points to either a texture object (and specifies
2631 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2632 */
2633 struct gl_renderbuffer_attachment
2634 {
2635 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2636 GLboolean Complete;
2637
2638 /**
2639 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2640 * application supplied renderbuffer object.
2641 */
2642 struct gl_renderbuffer *Renderbuffer;
2643
2644 /**
2645 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2646 * supplied texture object.
2647 */
2648 struct gl_texture_object *Texture;
2649 GLuint TextureLevel; /**< Attached mipmap level. */
2650 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2651 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2652 * and 2D array textures */
2653 GLboolean Layered;
2654 };
2655
2656
2657 /**
2658 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2659 * In C++ terms, think of this as a base class from which device drivers
2660 * will make derived classes.
2661 */
2662 struct gl_framebuffer
2663 {
2664 _glthread_Mutex Mutex; /**< for thread safety */
2665 /**
2666 * If zero, this is a window system framebuffer. If non-zero, this
2667 * is a FBO framebuffer; note that for some devices (i.e. those with
2668 * a natural pixel coordinate system for FBOs that differs from the
2669 * OpenGL/Mesa coordinate system), this means that the viewport,
2670 * polygon face orientation, and polygon stipple will have to be inverted.
2671 */
2672 GLuint Name;
2673
2674 GLint RefCount;
2675 GLboolean DeletePending;
2676
2677 /**
2678 * The framebuffer's visual. Immutable if this is a window system buffer.
2679 * Computed from attachments if user-made FBO.
2680 */
2681 struct gl_config Visual;
2682
2683 GLuint Width, Height; /**< size of frame buffer in pixels */
2684
2685 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2686 /*@{*/
2687 GLint _Xmin, _Xmax; /**< inclusive */
2688 GLint _Ymin, _Ymax; /**< exclusive */
2689 /*@}*/
2690
2691 /** \name Derived Z buffer stuff */
2692 /*@{*/
2693 GLuint _DepthMax; /**< Max depth buffer value */
2694 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2695 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2696 /*@}*/
2697
2698 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2699 GLenum _Status;
2700
2701 /** Integer color values */
2702 GLboolean _IntegerColor;
2703
2704 /* ARB_color_buffer_float */
2705 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2706 GLboolean _HasSNormOrFloatColorBuffer;
2707
2708 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2709 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2710
2711 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2712 * attribute group and GL_PIXEL attribute group, respectively.
2713 */
2714 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2715 GLenum ColorReadBuffer;
2716
2717 /** Computed from ColorDraw/ReadBuffer above */
2718 GLuint _NumColorDrawBuffers;
2719 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2720 GLint _ColorReadBufferIndex; /* -1 = None */
2721 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2722 struct gl_renderbuffer *_ColorReadBuffer;
2723
2724 GLboolean Layered;
2725
2726 /** Delete this framebuffer */
2727 void (*Delete)(struct gl_framebuffer *fb);
2728 };
2729
2730
2731 /**
2732 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2733 */
2734 struct gl_precision
2735 {
2736 GLushort RangeMin; /**< min value exponent */
2737 GLushort RangeMax; /**< max value exponent */
2738 GLushort Precision; /**< number of mantissa bits */
2739 };
2740
2741
2742 /**
2743 * Limits for vertex, geometry and fragment programs/shaders.
2744 */
2745 struct gl_program_constants
2746 {
2747 /* logical limits */
2748 GLuint MaxInstructions;
2749 GLuint MaxAluInstructions;
2750 GLuint MaxTexInstructions;
2751 GLuint MaxTexIndirections;
2752 GLuint MaxAttribs;
2753 GLuint MaxTemps;
2754 GLuint MaxAddressRegs;
2755 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2756 GLuint MaxParameters;
2757 GLuint MaxLocalParams;
2758 GLuint MaxEnvParams;
2759 /* native/hardware limits */
2760 GLuint MaxNativeInstructions;
2761 GLuint MaxNativeAluInstructions;
2762 GLuint MaxNativeTexInstructions;
2763 GLuint MaxNativeTexIndirections;
2764 GLuint MaxNativeAttribs;
2765 GLuint MaxNativeTemps;
2766 GLuint MaxNativeAddressRegs;
2767 GLuint MaxNativeParameters;
2768 /* For shaders */
2769 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2770 /* ES 2.0 and GL_ARB_ES2_compatibility */
2771 struct gl_precision LowFloat, MediumFloat, HighFloat;
2772 struct gl_precision LowInt, MediumInt, HighInt;
2773 /* GL_ARB_uniform_buffer_object */
2774 GLuint MaxUniformBlocks;
2775 GLuint MaxCombinedUniformComponents;
2776 GLuint MaxTextureImageUnits;
2777 };
2778
2779
2780 /**
2781 * Constants which may be overridden by device driver during context creation
2782 * but are never changed after that.
2783 */
2784 struct gl_constants
2785 {
2786 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
2787 GLuint MaxTextureLevels; /**< Max mipmap levels. */
2788 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2789 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2790 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2791 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2792 GLuint MaxTextureCoordUnits;
2793 GLuint MaxCombinedTextureImageUnits;
2794 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
2795 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2796 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2797 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2798
2799 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
2800
2801 GLuint MaxArrayLockSize;
2802
2803 GLint SubPixelBits;
2804
2805 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2806 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2807 GLfloat PointSizeGranularity;
2808 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2809 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2810 GLfloat LineWidthGranularity;
2811
2812 GLuint MaxClipPlanes;
2813 GLuint MaxLights;
2814 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2815 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2816
2817 GLuint MaxViewportWidth, MaxViewportHeight;
2818
2819 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2820 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2821 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2822 GLuint MaxProgramMatrices;
2823 GLuint MaxProgramMatrixStackDepth;
2824
2825 struct {
2826 GLuint SamplesPassed;
2827 GLuint TimeElapsed;
2828 GLuint Timestamp;
2829 GLuint PrimitivesGenerated;
2830 GLuint PrimitivesWritten;
2831 } QueryCounterBits;
2832
2833 /** vertex array / buffer object bounds checking */
2834 GLboolean CheckArrayBounds;
2835
2836 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2837
2838 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2839 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2840 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2841
2842 /** Number of varying vectors between any two shader stages. */
2843 GLuint MaxVarying;
2844 GLuint MaxVaryingComponents;
2845
2846 /** @{
2847 * GL_ARB_uniform_buffer_object
2848 */
2849 GLuint MaxCombinedUniformBlocks;
2850 GLuint MaxUniformBufferBindings;
2851 GLuint MaxUniformBlockSize;
2852 GLuint UniformBufferOffsetAlignment;
2853 /** @} */
2854
2855 /** GL_ARB_geometry_shader4 */
2856 GLuint MaxGeometryOutputVertices;
2857 GLuint MaxGeometryTotalOutputComponents;
2858
2859 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2860
2861 /**
2862 * Changes default GLSL extension behavior from "error" to "warn". It's out
2863 * of spec, but it can make some apps work that otherwise wouldn't.
2864 */
2865 GLboolean ForceGLSLExtensionsWarn;
2866
2867 /**
2868 * Does the driver support real 32-bit integers? (Otherwise, integers are
2869 * simulated via floats.)
2870 */
2871 GLboolean NativeIntegers;
2872
2873 /**
2874 * If the driver supports real 32-bit integers, what integer value should be
2875 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2876 */
2877 GLuint UniformBooleanTrue;
2878
2879 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2880 GLbitfield SupportedBumpUnits;
2881
2882 /**
2883 * Maximum amount of time, measured in nanseconds, that the server can wait.
2884 */
2885 GLuint64 MaxServerWaitTimeout;
2886
2887 /** GL_EXT_provoking_vertex */
2888 GLboolean QuadsFollowProvokingVertexConvention;
2889
2890 /** OpenGL version 3.0 */
2891 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2892
2893 /** OpenGL version 3.2 */
2894 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2895
2896 /** GL_EXT_transform_feedback */
2897 GLuint MaxTransformFeedbackBuffers;
2898 GLuint MaxTransformFeedbackSeparateComponents;
2899 GLuint MaxTransformFeedbackInterleavedComponents;
2900 GLuint MaxVertexStreams;
2901
2902 /** GL_EXT_gpu_shader4 */
2903 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2904
2905 /* GL_ARB_robustness */
2906 GLenum ResetStrategy;
2907
2908 /* GL_ARB_blend_func_extended */
2909 GLuint MaxDualSourceDrawBuffers;
2910
2911 /**
2912 * Whether the implementation strips out and ignores texture borders.
2913 *
2914 * Many GPU hardware implementations don't support rendering with texture
2915 * borders and mipmapped textures. (Note: not static border color, but the
2916 * old 1-pixel border around each edge). Implementations then have to do
2917 * slow fallbacks to be correct, or just ignore the border and be fast but
2918 * wrong. Setting the flag strips the border off of TexImage calls,
2919 * providing "fast but wrong" at significantly reduced driver complexity.
2920 *
2921 * Texture borders are deprecated in GL 3.0.
2922 **/
2923 GLboolean StripTextureBorder;
2924
2925 /**
2926 * For drivers which can do a better job at eliminating unused varyings
2927 * and uniforms than the GLSL compiler.
2928 *
2929 * XXX Remove these as soon as a better solution is available.
2930 */
2931 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2932 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2933
2934 /**
2935 * Force software support for primitive restart in the VBO module.
2936 */
2937 GLboolean PrimitiveRestartInSoftware;
2938
2939 /** GL_ARB_map_buffer_alignment */
2940 GLuint MinMapBufferAlignment;
2941
2942 /**
2943 * Disable varying packing. This is out of spec, but potentially useful
2944 * for older platforms that supports a limited number of texture
2945 * indirections--on these platforms, unpacking the varyings in the fragment
2946 * shader increases the number of texture indirections by 1, which might
2947 * make some shaders not executable at all.
2948 *
2949 * Drivers that support transform feedback must set this value to GL_FALSE.
2950 */
2951 GLboolean DisableVaryingPacking;
2952
2953 /*
2954 * Maximum value supported for an index in DrawElements and friends.
2955 *
2956 * This must be at least (1ull<<24)-1. The default value is
2957 * (1ull<<32)-1.
2958 *
2959 * \since ES 3.0 or GL_ARB_ES3_compatibility
2960 * \sa _mesa_init_constants
2961 */
2962 GLuint64 MaxElementIndex;
2963
2964 /**
2965 * Disable interpretation of line continuations (lines ending with a
2966 * backslash character ('\') in GLSL source.
2967 */
2968 GLboolean DisableGLSLLineContinuations;
2969
2970 /** GL_ARB_texture_multisample */
2971 GLint MaxColorTextureSamples;
2972 GLint MaxDepthTextureSamples;
2973 GLint MaxIntegerSamples;
2974 };
2975
2976
2977 /**
2978 * Enable flag for each OpenGL extension. Different device drivers will
2979 * enable different extensions at runtime.
2980 */
2981 struct gl_extensions
2982 {
2983 GLboolean dummy; /* don't remove this! */
2984 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2985 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2986 GLboolean ANGLE_texture_compression_dxt;
2987 GLboolean ARB_ES2_compatibility;
2988 GLboolean ARB_ES3_compatibility;
2989 GLboolean ARB_base_instance;
2990 GLboolean ARB_blend_func_extended;
2991 GLboolean ARB_color_buffer_float;
2992 GLboolean ARB_conservative_depth;
2993 GLboolean ARB_depth_buffer_float;
2994 GLboolean ARB_depth_clamp;
2995 GLboolean ARB_depth_texture;
2996 GLboolean ARB_draw_buffers_blend;
2997 GLboolean ARB_draw_elements_base_vertex;
2998 GLboolean ARB_draw_instanced;
2999 GLboolean ARB_fragment_coord_conventions;
3000 GLboolean ARB_fragment_program;
3001 GLboolean ARB_fragment_program_shadow;
3002 GLboolean ARB_fragment_shader;
3003 GLboolean ARB_framebuffer_object;
3004 GLboolean ARB_explicit_attrib_location;
3005 GLboolean ARB_geometry_shader4;
3006 GLboolean ARB_gpu_shader5;
3007 GLboolean ARB_half_float_pixel;
3008 GLboolean ARB_half_float_vertex;
3009 GLboolean ARB_instanced_arrays;
3010 GLboolean ARB_internalformat_query;
3011 GLboolean ARB_map_buffer_alignment;
3012 GLboolean ARB_map_buffer_range;
3013 GLboolean ARB_occlusion_query;
3014 GLboolean ARB_occlusion_query2;
3015 GLboolean ARB_point_sprite;
3016 GLboolean ARB_seamless_cube_map;
3017 GLboolean ARB_shader_bit_encoding;
3018 GLboolean ARB_shader_objects;
3019 GLboolean ARB_shader_stencil_export;
3020 GLboolean ARB_shader_texture_lod;
3021 GLboolean ARB_shading_language_100;
3022 GLboolean ARB_shading_language_packing;
3023 GLboolean ARB_shading_language_420pack;
3024 GLboolean ARB_shadow;
3025 GLboolean ARB_sync;
3026 GLboolean ARB_texture_border_clamp;
3027 GLboolean ARB_texture_buffer_object;
3028 GLboolean ARB_texture_buffer_object_rgb32;
3029 GLboolean ARB_texture_buffer_range;
3030 GLboolean ARB_texture_compression_rgtc;
3031 GLboolean ARB_texture_cube_map;
3032 GLboolean ARB_texture_cube_map_array;
3033 GLboolean ARB_texture_env_combine;
3034 GLboolean ARB_texture_env_crossbar;
3035 GLboolean ARB_texture_env_dot3;
3036 GLboolean ARB_texture_float;
3037 GLboolean ARB_texture_multisample;
3038 GLboolean ARB_texture_non_power_of_two;
3039 GLboolean ARB_texture_query_lod;
3040 GLboolean ARB_texture_rg;
3041 GLboolean ARB_texture_rgb10_a2ui;
3042 GLboolean ARB_texture_storage;
3043 GLboolean ARB_texture_storage_multisample;
3044 GLboolean ARB_timer_query;
3045 GLboolean ARB_transform_feedback2;
3046 GLboolean ARB_transform_feedback3;
3047 GLboolean ARB_transform_feedback_instanced;
3048 GLboolean ARB_uniform_buffer_object;
3049 GLboolean ARB_vertex_program;
3050 GLboolean ARB_vertex_shader;
3051 GLboolean ARB_vertex_type_2_10_10_10_rev;
3052 GLboolean EXT_blend_color;
3053 GLboolean EXT_blend_equation_separate;
3054 GLboolean EXT_blend_func_separate;
3055 GLboolean EXT_blend_minmax;
3056 GLboolean EXT_clip_volume_hint;
3057 GLboolean EXT_depth_bounds_test;
3058 GLboolean EXT_draw_buffers2;
3059 GLboolean EXT_fog_coord;
3060 GLboolean EXT_framebuffer_blit;
3061 GLboolean EXT_framebuffer_multisample;
3062 GLboolean EXT_framebuffer_multisample_blit_scaled;
3063 GLboolean EXT_framebuffer_object;
3064 GLboolean EXT_framebuffer_sRGB;
3065 GLboolean EXT_gpu_program_parameters;
3066 GLboolean EXT_gpu_shader4;
3067 GLboolean EXT_packed_depth_stencil;
3068 GLboolean EXT_packed_float;
3069 GLboolean EXT_pixel_buffer_object;
3070 GLboolean EXT_point_parameters;
3071 GLboolean EXT_provoking_vertex;
3072 GLboolean EXT_shadow_funcs;
3073 GLboolean EXT_secondary_color;
3074 GLboolean EXT_separate_shader_objects;
3075 GLboolean EXT_stencil_two_side;
3076 GLboolean EXT_texture3D;
3077 GLboolean EXT_texture_array;
3078 GLboolean EXT_texture_compression_latc;
3079 GLboolean EXT_texture_compression_s3tc;
3080 GLboolean EXT_texture_env_dot3;
3081 GLboolean EXT_texture_filter_anisotropic;
3082 GLboolean EXT_texture_integer;
3083 GLboolean EXT_texture_mirror_clamp;
3084 GLboolean EXT_texture_shared_exponent;
3085 GLboolean EXT_texture_snorm;
3086 GLboolean EXT_texture_sRGB;
3087 GLboolean EXT_texture_sRGB_decode;
3088 GLboolean EXT_texture_swizzle;
3089 GLboolean EXT_transform_feedback;
3090 GLboolean EXT_timer_query;
3091 GLboolean EXT_vertex_array_bgra;
3092 GLboolean OES_standard_derivatives;
3093 /* vendor extensions */
3094 GLboolean AMD_seamless_cubemap_per_texture;
3095 GLboolean AMD_vertex_shader_layer;
3096 GLboolean APPLE_object_purgeable;
3097 GLboolean ATI_envmap_bumpmap;
3098 GLboolean ATI_texture_compression_3dc;
3099 GLboolean ATI_texture_mirror_once;
3100 GLboolean ATI_texture_env_combine3;
3101 GLboolean ATI_fragment_shader;
3102 GLboolean ATI_separate_stencil;
3103 GLboolean MESA_pack_invert;
3104 GLboolean MESA_resize_buffers;
3105 GLboolean MESA_ycbcr_texture;
3106 GLboolean MESA_texture_array;
3107 GLboolean NV_blend_square;
3108 GLboolean NV_conditional_render;
3109 GLboolean NV_fog_distance;
3110 GLboolean NV_fragment_program_option;
3111 GLboolean NV_point_sprite;
3112 GLboolean NV_primitive_restart;
3113 GLboolean NV_texture_barrier;
3114 GLboolean NV_texture_env_combine4;
3115 GLboolean NV_texture_rectangle;
3116 GLboolean TDFX_texture_compression_FXT1;
3117 GLboolean OES_EGL_image;
3118 GLboolean OES_draw_texture;
3119 GLboolean OES_depth_texture_cube_map;
3120 GLboolean OES_EGL_image_external;
3121 GLboolean OES_compressed_ETC1_RGB8_texture;
3122 GLboolean extension_sentinel;
3123 /** The extension string */
3124 const GLubyte *String;
3125 /** Number of supported extensions */
3126 GLuint Count;
3127 };
3128
3129
3130 /**
3131 * A stack of matrices (projection, modelview, color, texture, etc).
3132 */
3133 struct gl_matrix_stack
3134 {
3135 GLmatrix *Top; /**< points into Stack */
3136 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3137 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3138 GLuint MaxDepth; /**< size of Stack[] array */
3139 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3140 };
3141
3142
3143 /**
3144 * \name Bits for image transfer operations
3145 * \sa __struct gl_contextRec::ImageTransferState.
3146 */
3147 /*@{*/
3148 #define IMAGE_SCALE_BIAS_BIT 0x1
3149 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3150 #define IMAGE_MAP_COLOR_BIT 0x4
3151 #define IMAGE_CLAMP_BIT 0x800
3152
3153
3154 /** Pixel Transfer ops */
3155 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3156 IMAGE_SHIFT_OFFSET_BIT | \
3157 IMAGE_MAP_COLOR_BIT)
3158
3159 /**
3160 * \name Bits to indicate what state has changed.
3161 */
3162 /*@{*/
3163 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3164 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3165 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3166 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3167 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3168 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3169 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3170 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3171 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3172 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3173 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3174 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3175 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3176 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3177 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3178 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3179 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3180 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3181 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3182 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3183 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3184 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3185 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3186 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3187 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3188 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3189 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3190 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3191 #define _NEW_BUFFER_OBJECT (1 << 28)
3192 #define _NEW_FRAG_CLAMP (1 << 29)
3193 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3194 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3195 #define _NEW_ALL ~0
3196 /*@}*/
3197
3198
3199 /**
3200 * Composite state flags
3201 */
3202 /*@{*/
3203 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3204 _NEW_TEXTURE | \
3205 _NEW_POINT | \
3206 _NEW_PROGRAM | \
3207 _NEW_MODELVIEW)
3208
3209 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3210 _NEW_FOG | \
3211 _NEW_PROGRAM)
3212
3213
3214 /*@}*/
3215
3216
3217
3218
3219 /* This has to be included here. */
3220 #include "dd.h"
3221
3222
3223 /**
3224 * Display list flags.
3225 * Strictly this is a tnl-private concept, but it doesn't seem
3226 * worthwhile adding a tnl private structure just to hold this one bit
3227 * of information:
3228 */
3229 #define DLIST_DANGLING_REFS 0x1
3230
3231
3232 /** Opaque declaration of display list payload data type */
3233 union gl_dlist_node;
3234
3235
3236 /**
3237 * Provide a location where information about a display list can be
3238 * collected. Could be extended with driverPrivate structures,
3239 * etc. in the future.
3240 */
3241 struct gl_display_list
3242 {
3243 GLuint Name;
3244 GLbitfield Flags; /**< DLIST_x flags */
3245 /** The dlist commands are in a linked list of nodes */
3246 union gl_dlist_node *Head;
3247 };
3248
3249
3250 /**
3251 * State used during display list compilation and execution.
3252 */
3253 struct gl_dlist_state
3254 {
3255 GLuint CallDepth; /**< Current recursion calling depth */
3256
3257 struct gl_display_list *CurrentList; /**< List currently being compiled */
3258 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3259 GLuint CurrentPos; /**< Index into current block of nodes */
3260
3261 GLvertexformat ListVtxfmt;
3262
3263 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3264 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3265
3266 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3267 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3268
3269 struct {
3270 /* State known to have been set by the currently-compiling display
3271 * list. Used to eliminate some redundant state changes.
3272 */
3273 GLenum ShadeModel;
3274 } Current;
3275 };
3276
3277 /** @{
3278 *
3279 * These are a mapping of the GL_ARB_debug_output enums to small enums
3280 * suitable for use as an array index.
3281 */
3282
3283 enum mesa_debug_source {
3284 MESA_DEBUG_SOURCE_API,
3285 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3286 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3287 MESA_DEBUG_SOURCE_THIRD_PARTY,
3288 MESA_DEBUG_SOURCE_APPLICATION,
3289 MESA_DEBUG_SOURCE_OTHER,
3290 MESA_DEBUG_SOURCE_COUNT,
3291 };
3292
3293 enum mesa_debug_type {
3294 MESA_DEBUG_TYPE_ERROR,
3295 MESA_DEBUG_TYPE_DEPRECATED,
3296 MESA_DEBUG_TYPE_UNDEFINED,
3297 MESA_DEBUG_TYPE_PORTABILITY,
3298 MESA_DEBUG_TYPE_PERFORMANCE,
3299 MESA_DEBUG_TYPE_OTHER,
3300 MESA_DEBUG_TYPE_COUNT,
3301 };
3302
3303 enum mesa_debug_severity {
3304 MESA_DEBUG_SEVERITY_LOW,
3305 MESA_DEBUG_SEVERITY_MEDIUM,
3306 MESA_DEBUG_SEVERITY_HIGH,
3307 MESA_DEBUG_SEVERITY_COUNT,
3308 };
3309
3310 /** @} */
3311
3312 /**
3313 * An error, warning, or other piece of debug information for an application
3314 * to consume via GL_ARB_debug_output.
3315 */
3316 struct gl_debug_msg
3317 {
3318 enum mesa_debug_source source;
3319 enum mesa_debug_type type;
3320 GLuint id;
3321 enum mesa_debug_severity severity;
3322 GLsizei length;
3323 GLcharARB *message;
3324 };
3325
3326 struct gl_debug_namespace
3327 {
3328 struct _mesa_HashTable *IDs;
3329 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3330 /** lists of IDs in the hash table at each severity */
3331 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3332 };
3333
3334 struct gl_debug_state
3335 {
3336 GLDEBUGPROCARB Callback;
3337 GLvoid *CallbackData;
3338 GLboolean SyncOutput;
3339 GLboolean Defaults[MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3340 struct gl_debug_namespace Namespaces[MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3341 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3342 GLint NumMessages;
3343 GLint NextMsg;
3344 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3345 for the sake of the offsetof() code in get.c */
3346 };
3347
3348 /**
3349 * Enum for the OpenGL APIs we know about and may support.
3350 *
3351 * NOTE: This must match the api_enum table in
3352 * src/mesa/main/get_hash_generator.py
3353 */
3354 typedef enum
3355 {
3356 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3357 API_OPENGLES,
3358 API_OPENGLES2,
3359 API_OPENGL_CORE,
3360 API_OPENGL_LAST = API_OPENGL_CORE,
3361 } gl_api;
3362
3363 /**
3364 * Driver-specific state flags.
3365 *
3366 * These are or'd with gl_context::NewDriverState to notify a driver about
3367 * a state change. The driver sets the flags at context creation and
3368 * the meaning of the bits set is opaque to core Mesa.
3369 */
3370 struct gl_driver_flags
3371 {
3372 /** gl_context::Array::_DrawArrays (vertex array state) */
3373 GLbitfield NewArray;
3374
3375 /** gl_context::TransformFeedback::CurrentObject */
3376 GLbitfield NewTransformFeedback;
3377
3378 /** gl_context::RasterDiscard */
3379 GLbitfield NewRasterizerDiscard;
3380
3381 /**
3382 * gl_context::UniformBufferBindings
3383 * gl_shader_program::UniformBlocks
3384 */
3385 GLbitfield NewUniformBuffer;
3386 };
3387
3388 struct gl_uniform_buffer_binding
3389 {
3390 struct gl_buffer_object *BufferObject;
3391 /** Start of uniform block data in the buffer */
3392 GLintptr Offset;
3393 /** Size of data allowed to be referenced from the buffer (in bytes) */
3394 GLsizeiptr Size;
3395 /**
3396 * glBindBufferBase() indicates that the Size should be ignored and only
3397 * limited by the current size of the BufferObject.
3398 */
3399 GLboolean AutomaticSize;
3400 };
3401
3402 /**
3403 * Mesa rendering context.
3404 *
3405 * This is the central context data structure for Mesa. Almost all
3406 * OpenGL state is contained in this structure.
3407 * Think of this as a base class from which device drivers will derive
3408 * sub classes.
3409 *
3410 * The struct gl_context typedef names this structure.
3411 */
3412 struct gl_context
3413 {
3414 /** State possibly shared with other contexts in the address space */
3415 struct gl_shared_state *Shared;
3416
3417 /** \name API function pointer tables */
3418 /*@{*/
3419 gl_api API;
3420 /**
3421 * The current dispatch table for non-displaylist-saving execution, either
3422 * BeginEnd or OutsideBeginEnd
3423 */
3424 struct _glapi_table *Exec;
3425 /**
3426 * The normal dispatch table for non-displaylist-saving, non-begin/end
3427 */
3428 struct _glapi_table *OutsideBeginEnd;
3429 /** The dispatch table used between glNewList() and glEndList() */
3430 struct _glapi_table *Save;
3431 /**
3432 * The dispatch table used between glBegin() and glEnd() (outside of a
3433 * display list). Only valid functions between those two are set, which is
3434 * mostly just the set in a GLvertexformat struct.
3435 */
3436 struct _glapi_table *BeginEnd;
3437 /**
3438 * Tracks the current dispatch table out of the 3 above, so that it can be
3439 * re-set on glXMakeCurrent().
3440 */
3441 struct _glapi_table *CurrentDispatch;
3442 /*@}*/
3443
3444 struct gl_config Visual;
3445 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3446 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3447 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3448 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3449
3450 /**
3451 * Device driver function pointer table
3452 */
3453 struct dd_function_table Driver;
3454
3455 /** Core/Driver constants */
3456 struct gl_constants Const;
3457
3458 /** \name The various 4x4 matrix stacks */
3459 /*@{*/
3460 struct gl_matrix_stack ModelviewMatrixStack;
3461 struct gl_matrix_stack ProjectionMatrixStack;
3462 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3463 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3464 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3465 /*@}*/
3466
3467 /** Combined modelview and projection matrix */
3468 GLmatrix _ModelProjectMatrix;
3469
3470 /** \name Display lists */
3471 struct gl_dlist_state ListState;
3472
3473 GLboolean ExecuteFlag; /**< Execute GL commands? */
3474 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3475
3476 /** Extension information */
3477 struct gl_extensions Extensions;
3478
3479 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3480 GLuint Version;
3481 char *VersionString;
3482
3483 /** \name State attribute stack (for glPush/PopAttrib) */
3484 /*@{*/
3485 GLuint AttribStackDepth;
3486 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3487 /*@}*/
3488
3489 /** \name Renderer attribute groups
3490 *
3491 * We define a struct for each attribute group to make pushing and popping
3492 * attributes easy. Also it's a good organization.
3493 */
3494 /*@{*/
3495 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3496 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3497 struct gl_current_attrib Current; /**< Current attributes */
3498 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3499 struct gl_eval_attrib Eval; /**< Eval attributes */
3500 struct gl_fog_attrib Fog; /**< Fog attributes */
3501 struct gl_hint_attrib Hint; /**< Hint attributes */
3502 struct gl_light_attrib Light; /**< Light attributes */
3503 struct gl_line_attrib Line; /**< Line attributes */
3504 struct gl_list_attrib List; /**< List attributes */
3505 struct gl_multisample_attrib Multisample;
3506 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3507 struct gl_point_attrib Point; /**< Point attributes */
3508 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3509 GLuint PolygonStipple[32]; /**< Polygon stipple */
3510 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3511 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3512 struct gl_texture_attrib Texture; /**< Texture attributes */
3513 struct gl_transform_attrib Transform; /**< Transformation attributes */
3514 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3515 /*@}*/
3516
3517 /** \name Client attribute stack */
3518 /*@{*/
3519 GLuint ClientAttribStackDepth;
3520 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3521 /*@}*/
3522
3523 /** \name Client attribute groups */
3524 /*@{*/
3525 struct gl_array_attrib Array; /**< Vertex arrays */
3526 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3527 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3528 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3529 /*@}*/
3530
3531 /** \name Other assorted state (not pushed/popped on attribute stack) */
3532 /*@{*/
3533 struct gl_pixelmaps PixelMaps;
3534
3535 struct gl_evaluators EvalMap; /**< All evaluators */
3536 struct gl_feedback Feedback; /**< Feedback */
3537 struct gl_selection Select; /**< Selection */
3538
3539 struct gl_program_state Program; /**< general program state */
3540 struct gl_vertex_program_state VertexProgram;
3541 struct gl_fragment_program_state FragmentProgram;
3542 struct gl_geometry_program_state GeometryProgram;
3543 struct gl_ati_fragment_shader_state ATIFragmentShader;
3544
3545 struct gl_shader_state Shader; /**< GLSL shader object state */
3546 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3547
3548 struct gl_query_state Query; /**< occlusion, timer queries */
3549
3550 struct gl_transform_feedback_state TransformFeedback;
3551
3552 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3553 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3554
3555 /**
3556 * Current GL_ARB_uniform_buffer_object binding referenced by
3557 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3558 */
3559 struct gl_buffer_object *UniformBuffer;
3560
3561 /**
3562 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3563 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3564 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3565 * shader program.
3566 */
3567 struct gl_uniform_buffer_binding
3568 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
3569
3570 /*@}*/
3571
3572 struct gl_meta_state *Meta; /**< for "meta" operations */
3573
3574 /* GL_EXT_framebuffer_object */
3575 struct gl_renderbuffer *CurrentRenderbuffer;
3576
3577 GLenum ErrorValue; /**< Last error code */
3578
3579 /* GL_ARB_robustness */
3580 GLenum ResetStatus;
3581
3582 /**
3583 * Recognize and silence repeated error debug messages in buggy apps.
3584 */
3585 const char *ErrorDebugFmtString;
3586 GLuint ErrorDebugCount;
3587
3588 /* GL_ARB_debug_output */
3589 struct gl_debug_state Debug;
3590
3591 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3592 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3593 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3594
3595 struct gl_driver_flags DriverFlags;
3596
3597 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3598
3599 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3600
3601 /** \name Derived state */
3602 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3603 GLfloat _EyeZDir[3];
3604 GLfloat _ModelViewInvScale;
3605 GLboolean _NeedEyeCoords;
3606 GLboolean _ForceEyeCoords;
3607
3608 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3609
3610 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3611
3612 /** \name For debugging/development only */
3613 /*@{*/
3614 GLboolean FirstTimeCurrent;
3615 /*@}*/
3616
3617 /** software compression/decompression supported or not */
3618 GLboolean Mesa_DXTn;
3619
3620 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3621
3622 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3623
3624 /**
3625 * \name Hooks for module contexts.
3626 *
3627 * These will eventually live in the driver or elsewhere.
3628 */
3629 /*@{*/
3630 void *swrast_context;
3631 void *swsetup_context;
3632 void *swtnl_context;
3633 void *swtnl_im;
3634 struct st_context *st;
3635 void *aelt_context;
3636 /*@}*/
3637 };
3638
3639
3640 #ifdef DEBUG
3641 extern int MESA_VERBOSE;
3642 extern int MESA_DEBUG_FLAGS;
3643 # define MESA_FUNCTION __FUNCTION__
3644 #else
3645 # define MESA_VERBOSE 0
3646 # define MESA_DEBUG_FLAGS 0
3647 # define MESA_FUNCTION "a function"
3648 # ifndef NDEBUG
3649 # define NDEBUG
3650 # endif
3651 #endif
3652
3653
3654 /** The MESA_VERBOSE var is a bitmask of these flags */
3655 enum _verbose
3656 {
3657 VERBOSE_VARRAY = 0x0001,
3658 VERBOSE_TEXTURE = 0x0002,
3659 VERBOSE_MATERIAL = 0x0004,
3660 VERBOSE_PIPELINE = 0x0008,
3661 VERBOSE_DRIVER = 0x0010,
3662 VERBOSE_STATE = 0x0020,
3663 VERBOSE_API = 0x0040,
3664 VERBOSE_DISPLAY_LIST = 0x0100,
3665 VERBOSE_LIGHTING = 0x0200,
3666 VERBOSE_PRIMS = 0x0400,
3667 VERBOSE_VERTS = 0x0800,
3668 VERBOSE_DISASSEM = 0x1000,
3669 VERBOSE_DRAW = 0x2000,
3670 VERBOSE_SWAPBUFFERS = 0x4000
3671 };
3672
3673
3674 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3675 enum _debug
3676 {
3677 DEBUG_SILENT = (1 << 0),
3678 DEBUG_ALWAYS_FLUSH = (1 << 1),
3679 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3680 DEBUG_INCOMPLETE_FBO = (1 << 3)
3681 };
3682
3683
3684
3685 #ifdef __cplusplus
3686 }
3687 #endif
3688
3689 #endif /* MTYPES_H */