mesa: Make gl_renderbuffers backed by EGL images use FinishRenderTexture.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
22 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
23 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
24 * OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27 /**
28 * \file mtypes.h
29 * Main Mesa data structures.
30 *
31 * Please try to mark derived values with a leading underscore ('_').
32 */
33
34 #ifndef MTYPES_H
35 #define MTYPES_H
36
37
38 #include "main/glheader.h"
39 #include "main/config.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 struct set;
83 struct set_entry;
84 /*@}*/
85
86
87 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
88 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
89 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
90 #define PRIM_UNKNOWN (PRIM_MAX + 2)
91
92
93
94 /**
95 * Indexes for vertex program attributes.
96 * GL_NV_vertex_program aliases generic attributes over the conventional
97 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
98 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
99 * generic attributes are distinct/separate).
100 */
101 typedef enum
102 {
103 VERT_ATTRIB_POS = 0,
104 VERT_ATTRIB_WEIGHT = 1,
105 VERT_ATTRIB_NORMAL = 2,
106 VERT_ATTRIB_COLOR0 = 3,
107 VERT_ATTRIB_COLOR1 = 4,
108 VERT_ATTRIB_FOG = 5,
109 VERT_ATTRIB_COLOR_INDEX = 6,
110 VERT_ATTRIB_EDGEFLAG = 7,
111 VERT_ATTRIB_TEX0 = 8,
112 VERT_ATTRIB_TEX1 = 9,
113 VERT_ATTRIB_TEX2 = 10,
114 VERT_ATTRIB_TEX3 = 11,
115 VERT_ATTRIB_TEX4 = 12,
116 VERT_ATTRIB_TEX5 = 13,
117 VERT_ATTRIB_TEX6 = 14,
118 VERT_ATTRIB_TEX7 = 15,
119 VERT_ATTRIB_POINT_SIZE = 16,
120 VERT_ATTRIB_GENERIC0 = 17,
121 VERT_ATTRIB_GENERIC1 = 18,
122 VERT_ATTRIB_GENERIC2 = 19,
123 VERT_ATTRIB_GENERIC3 = 20,
124 VERT_ATTRIB_GENERIC4 = 21,
125 VERT_ATTRIB_GENERIC5 = 22,
126 VERT_ATTRIB_GENERIC6 = 23,
127 VERT_ATTRIB_GENERIC7 = 24,
128 VERT_ATTRIB_GENERIC8 = 25,
129 VERT_ATTRIB_GENERIC9 = 26,
130 VERT_ATTRIB_GENERIC10 = 27,
131 VERT_ATTRIB_GENERIC11 = 28,
132 VERT_ATTRIB_GENERIC12 = 29,
133 VERT_ATTRIB_GENERIC13 = 30,
134 VERT_ATTRIB_GENERIC14 = 31,
135 VERT_ATTRIB_GENERIC15 = 32,
136 VERT_ATTRIB_MAX = 33
137 } gl_vert_attrib;
138
139 /**
140 * Symbolic constats to help iterating over
141 * specific blocks of vertex attributes.
142 *
143 * VERT_ATTRIB_FF
144 * includes all fixed function attributes as well as
145 * the aliased GL_NV_vertex_program shader attributes.
146 * VERT_ATTRIB_TEX
147 * include the classic texture coordinate attributes.
148 * Is a subset of VERT_ATTRIB_FF.
149 * VERT_ATTRIB_GENERIC
150 * include the OpenGL 2.0+ GLSL generic shader attributes.
151 * These alias the generic GL_ARB_vertex_shader attributes.
152 */
153 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
154 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
155
156 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
157 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
158
159 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
160 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
161
162 /**
163 * Bitflags for vertex attributes.
164 * These are used in bitfields in many places.
165 */
166 /*@{*/
167 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
168 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
169 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
170 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
171 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
172 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
173 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
174 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
175 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
176 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
177 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
178 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
179 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
180 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
181 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
182 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
183 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
184 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
185
186 #define VERT_BIT(i) BITFIELD64_BIT(i)
187 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
188
189 #define VERT_BIT_FF(i) VERT_BIT(i)
190 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
191 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
192 #define VERT_BIT_TEX_ALL \
193 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
194
195 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
196 #define VERT_BIT_GENERIC_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
198 /*@}*/
199
200
201 /**
202 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
203 * fragment shader inputs.
204 *
205 * Note that some of these values are not available to all pipeline stages.
206 *
207 * When this enum is updated, the following code must be updated too:
208 * - vertResults (in prog_print.c's arb_output_attrib_string())
209 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
210 * - _mesa_varying_slot_in_fs()
211 */
212 typedef enum
213 {
214 VARYING_SLOT_POS,
215 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
216 VARYING_SLOT_COL1,
217 VARYING_SLOT_FOGC,
218 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
219 VARYING_SLOT_TEX1,
220 VARYING_SLOT_TEX2,
221 VARYING_SLOT_TEX3,
222 VARYING_SLOT_TEX4,
223 VARYING_SLOT_TEX5,
224 VARYING_SLOT_TEX6,
225 VARYING_SLOT_TEX7,
226 VARYING_SLOT_PSIZ, /* Does not appear in FS */
227 VARYING_SLOT_BFC0, /* Does not appear in FS */
228 VARYING_SLOT_BFC1, /* Does not appear in FS */
229 VARYING_SLOT_EDGE, /* Does not appear in FS */
230 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
231 VARYING_SLOT_CLIP_DIST0,
232 VARYING_SLOT_CLIP_DIST1,
233 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
234 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
235 VARYING_SLOT_FACE, /* FS only */
236 VARYING_SLOT_PNTC, /* FS only */
237 VARYING_SLOT_VAR0, /* First generic varying slot */
238 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
239 } gl_varying_slot;
240
241
242 /**
243 * Bitflags for varying slots.
244 */
245 /*@{*/
246 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
247 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
248 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
249 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
250 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
251 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
252 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
253 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
254 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
255 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
256 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
257 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
258 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
259 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
260 MAX_TEXTURE_COORD_UNITS)
261 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
262 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
263 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
264 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
265 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
266 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
267 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
268 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
269 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
270 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
271 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
272 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
273 /*@}*/
274
275
276 /*********************************************/
277
278 /**
279 * Determine if the given gl_varying_slot appears in the fragment shader.
280 */
281 static inline GLboolean
282 _mesa_varying_slot_in_fs(gl_varying_slot slot)
283 {
284 switch (slot) {
285 case VARYING_SLOT_PSIZ:
286 case VARYING_SLOT_BFC0:
287 case VARYING_SLOT_BFC1:
288 case VARYING_SLOT_EDGE:
289 case VARYING_SLOT_CLIP_VERTEX:
290 case VARYING_SLOT_LAYER:
291 return GL_FALSE;
292 default:
293 return GL_TRUE;
294 }
295 }
296
297
298 /**
299 * Fragment program results
300 */
301 typedef enum
302 {
303 FRAG_RESULT_DEPTH = 0,
304 FRAG_RESULT_STENCIL = 1,
305 /* If a single color should be written to all render targets, this
306 * register is written. No FRAG_RESULT_DATAn will be written.
307 */
308 FRAG_RESULT_COLOR = 2,
309
310 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
311 * or ARB_fragment_program fragment.color[n]) color results. If
312 * any are written, FRAG_RESULT_COLOR will not be written.
313 */
314 FRAG_RESULT_DATA0 = 3,
315 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
316 } gl_frag_result;
317
318
319 /**
320 * Indexes for all renderbuffers
321 */
322 typedef enum
323 {
324 /* the four standard color buffers */
325 BUFFER_FRONT_LEFT,
326 BUFFER_BACK_LEFT,
327 BUFFER_FRONT_RIGHT,
328 BUFFER_BACK_RIGHT,
329 BUFFER_DEPTH,
330 BUFFER_STENCIL,
331 BUFFER_ACCUM,
332 /* optional aux buffer */
333 BUFFER_AUX0,
334 /* generic renderbuffers */
335 BUFFER_COLOR0,
336 BUFFER_COLOR1,
337 BUFFER_COLOR2,
338 BUFFER_COLOR3,
339 BUFFER_COLOR4,
340 BUFFER_COLOR5,
341 BUFFER_COLOR6,
342 BUFFER_COLOR7,
343 BUFFER_COUNT
344 } gl_buffer_index;
345
346 /**
347 * Bit flags for all renderbuffers
348 */
349 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
350 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
351 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
352 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
353 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
354 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
355 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
356 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
357 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
358 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
359 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
360 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
361 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
362 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
363 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
364 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
365 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
366 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
367 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
368
369 /**
370 * Mask of all the color buffer bits (but not accum).
371 */
372 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
373 BUFFER_BIT_BACK_LEFT | \
374 BUFFER_BIT_FRONT_RIGHT | \
375 BUFFER_BIT_BACK_RIGHT | \
376 BUFFER_BIT_AUX0 | \
377 BUFFER_BIT_COLOR0 | \
378 BUFFER_BIT_COLOR1 | \
379 BUFFER_BIT_COLOR2 | \
380 BUFFER_BIT_COLOR3 | \
381 BUFFER_BIT_COLOR4 | \
382 BUFFER_BIT_COLOR5 | \
383 BUFFER_BIT_COLOR6 | \
384 BUFFER_BIT_COLOR7)
385
386
387 /**
388 * Framebuffer configuration (aka visual / pixelformat)
389 * Note: some of these fields should be boolean, but it appears that
390 * code in drivers/dri/common/util.c requires int-sized fields.
391 */
392 struct gl_config
393 {
394 GLboolean rgbMode;
395 GLboolean floatMode;
396 GLboolean colorIndexMode; /* XXX is this used anywhere? */
397 GLuint doubleBufferMode;
398 GLuint stereoMode;
399
400 GLboolean haveAccumBuffer;
401 GLboolean haveDepthBuffer;
402 GLboolean haveStencilBuffer;
403
404 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
405 GLuint redMask, greenMask, blueMask, alphaMask;
406 GLint rgbBits; /* total bits for rgb */
407 GLint indexBits; /* total bits for colorindex */
408
409 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
410 GLint depthBits;
411 GLint stencilBits;
412
413 GLint numAuxBuffers;
414
415 GLint level;
416
417 /* EXT_visual_rating / GLX 1.2 */
418 GLint visualRating;
419
420 /* EXT_visual_info / GLX 1.2 */
421 GLint transparentPixel;
422 /* colors are floats scaled to ints */
423 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
424 GLint transparentIndex;
425
426 /* ARB_multisample / SGIS_multisample */
427 GLint sampleBuffers;
428 GLint samples;
429
430 /* SGIX_pbuffer / GLX 1.3 */
431 GLint maxPbufferWidth;
432 GLint maxPbufferHeight;
433 GLint maxPbufferPixels;
434 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
435 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
436
437 /* OML_swap_method */
438 GLint swapMethod;
439
440 /* EXT_texture_from_pixmap */
441 GLint bindToTextureRgb;
442 GLint bindToTextureRgba;
443 GLint bindToMipmapTexture;
444 GLint bindToTextureTargets;
445 GLint yInverted;
446
447 /* EXT_framebuffer_sRGB */
448 GLint sRGBCapable;
449 };
450
451
452 /**
453 * \name Bit flags used for updating material values.
454 */
455 /*@{*/
456 #define MAT_ATTRIB_FRONT_AMBIENT 0
457 #define MAT_ATTRIB_BACK_AMBIENT 1
458 #define MAT_ATTRIB_FRONT_DIFFUSE 2
459 #define MAT_ATTRIB_BACK_DIFFUSE 3
460 #define MAT_ATTRIB_FRONT_SPECULAR 4
461 #define MAT_ATTRIB_BACK_SPECULAR 5
462 #define MAT_ATTRIB_FRONT_EMISSION 6
463 #define MAT_ATTRIB_BACK_EMISSION 7
464 #define MAT_ATTRIB_FRONT_SHININESS 8
465 #define MAT_ATTRIB_BACK_SHININESS 9
466 #define MAT_ATTRIB_FRONT_INDEXES 10
467 #define MAT_ATTRIB_BACK_INDEXES 11
468 #define MAT_ATTRIB_MAX 12
469
470 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
471 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
472 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
473 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
474 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
475 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
476
477 #define MAT_INDEX_AMBIENT 0
478 #define MAT_INDEX_DIFFUSE 1
479 #define MAT_INDEX_SPECULAR 2
480
481 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
482 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
483 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
484 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
485 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
486 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
487 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
488 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
489 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
490 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
491 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
492 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
493
494
495 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
496 MAT_BIT_FRONT_AMBIENT | \
497 MAT_BIT_FRONT_DIFFUSE | \
498 MAT_BIT_FRONT_SPECULAR | \
499 MAT_BIT_FRONT_SHININESS | \
500 MAT_BIT_FRONT_INDEXES)
501
502 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
503 MAT_BIT_BACK_AMBIENT | \
504 MAT_BIT_BACK_DIFFUSE | \
505 MAT_BIT_BACK_SPECULAR | \
506 MAT_BIT_BACK_SHININESS | \
507 MAT_BIT_BACK_INDEXES)
508
509 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
510 /*@}*/
511
512
513 /**
514 * Material state.
515 */
516 struct gl_material
517 {
518 GLfloat Attrib[MAT_ATTRIB_MAX][4];
519 };
520
521
522 /**
523 * Light state flags.
524 */
525 /*@{*/
526 #define LIGHT_SPOT 0x1
527 #define LIGHT_LOCAL_VIEWER 0x2
528 #define LIGHT_POSITIONAL 0x4
529 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
530 /*@}*/
531
532
533 /**
534 * Light source state.
535 */
536 struct gl_light
537 {
538 struct gl_light *next; /**< double linked list with sentinel */
539 struct gl_light *prev;
540
541 GLfloat Ambient[4]; /**< ambient color */
542 GLfloat Diffuse[4]; /**< diffuse color */
543 GLfloat Specular[4]; /**< specular color */
544 GLfloat EyePosition[4]; /**< position in eye coordinates */
545 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
546 GLfloat SpotExponent;
547 GLfloat SpotCutoff; /**< in degrees */
548 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
549 GLfloat ConstantAttenuation;
550 GLfloat LinearAttenuation;
551 GLfloat QuadraticAttenuation;
552 GLboolean Enabled; /**< On/off flag */
553
554 /**
555 * \name Derived fields
556 */
557 /*@{*/
558 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
559
560 GLfloat _Position[4]; /**< position in eye/obj coordinates */
561 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
562 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
563 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
564 GLfloat _VP_inf_spot_attenuation;
565
566 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
567 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
568 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
569 /*@}*/
570 };
571
572
573 /**
574 * Light model state.
575 */
576 struct gl_lightmodel
577 {
578 GLfloat Ambient[4]; /**< ambient color */
579 GLboolean LocalViewer; /**< Local (or infinite) view point? */
580 GLboolean TwoSide; /**< Two (or one) sided lighting? */
581 GLenum ColorControl; /**< either GL_SINGLE_COLOR
582 * or GL_SEPARATE_SPECULAR_COLOR */
583 };
584
585
586 /**
587 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
588 */
589 struct gl_accum_attrib
590 {
591 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
592 };
593
594
595 /**
596 * Used for storing clear color, texture border color, etc.
597 * The float values are typically unclamped.
598 */
599 union gl_color_union
600 {
601 GLfloat f[4];
602 GLint i[4];
603 GLuint ui[4];
604 };
605
606
607 /**
608 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
609 */
610 struct gl_colorbuffer_attrib
611 {
612 GLuint ClearIndex; /**< Index for glClear */
613 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
614 GLuint IndexMask; /**< Color index write mask */
615 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
616
617 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
618
619 /**
620 * \name alpha testing
621 */
622 /*@{*/
623 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
624 GLenum AlphaFunc; /**< Alpha test function */
625 GLfloat AlphaRefUnclamped;
626 GLclampf AlphaRef; /**< Alpha reference value */
627 /*@}*/
628
629 /**
630 * \name Blending
631 */
632 /*@{*/
633 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
634
635 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
636 * control, only on the fixed-pointness of the render target.
637 * The query does however depend on fragment color clamping.
638 */
639 GLfloat BlendColorUnclamped[4]; /**< Blending color */
640 GLfloat BlendColor[4]; /**< Blending color */
641
642 struct
643 {
644 GLenum SrcRGB; /**< RGB blend source term */
645 GLenum DstRGB; /**< RGB blend dest term */
646 GLenum SrcA; /**< Alpha blend source term */
647 GLenum DstA; /**< Alpha blend dest term */
648 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
649 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
650 /**
651 * Set if any blend factor uses SRC1. Computed at the time blend factors
652 * get set.
653 */
654 GLboolean _UsesDualSrc;
655 } Blend[MAX_DRAW_BUFFERS];
656 /** Are the blend func terms currently different for each buffer/target? */
657 GLboolean _BlendFuncPerBuffer;
658 /** Are the blend equations currently different for each buffer/target? */
659 GLboolean _BlendEquationPerBuffer;
660 /*@}*/
661
662 /**
663 * \name Logic op
664 */
665 /*@{*/
666 GLenum LogicOp; /**< Logic operator */
667 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
668 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
669 /*@}*/
670
671 GLboolean DitherFlag; /**< Dither enable flag */
672
673 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
674 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
675 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
676
677 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
678 };
679
680
681 /**
682 * Current attribute group (GL_CURRENT_BIT).
683 */
684 struct gl_current_attrib
685 {
686 /**
687 * \name Current vertex attributes.
688 * \note Values are valid only after FLUSH_VERTICES has been called.
689 * \note Index and Edgeflag current values are stored as floats in the
690 * SIX and SEVEN attribute slots.
691 */
692 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
693
694 /**
695 * \name Current raster position attributes (always valid).
696 * \note This set of attributes is very similar to the SWvertex struct.
697 */
698 /*@{*/
699 GLfloat RasterPos[4];
700 GLfloat RasterDistance;
701 GLfloat RasterColor[4];
702 GLfloat RasterSecondaryColor[4];
703 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
704 GLboolean RasterPosValid;
705 /*@}*/
706 };
707
708
709 /**
710 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
711 */
712 struct gl_depthbuffer_attrib
713 {
714 GLenum Func; /**< Function for depth buffer compare */
715 GLclampd Clear; /**< Value to clear depth buffer to */
716 GLboolean Test; /**< Depth buffering enabled flag */
717 GLboolean Mask; /**< Depth buffer writable? */
718 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
719 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
720 };
721
722
723 /**
724 * Evaluator attribute group (GL_EVAL_BIT).
725 */
726 struct gl_eval_attrib
727 {
728 /**
729 * \name Enable bits
730 */
731 /*@{*/
732 GLboolean Map1Color4;
733 GLboolean Map1Index;
734 GLboolean Map1Normal;
735 GLboolean Map1TextureCoord1;
736 GLboolean Map1TextureCoord2;
737 GLboolean Map1TextureCoord3;
738 GLboolean Map1TextureCoord4;
739 GLboolean Map1Vertex3;
740 GLboolean Map1Vertex4;
741 GLboolean Map2Color4;
742 GLboolean Map2Index;
743 GLboolean Map2Normal;
744 GLboolean Map2TextureCoord1;
745 GLboolean Map2TextureCoord2;
746 GLboolean Map2TextureCoord3;
747 GLboolean Map2TextureCoord4;
748 GLboolean Map2Vertex3;
749 GLboolean Map2Vertex4;
750 GLboolean AutoNormal;
751 /*@}*/
752
753 /**
754 * \name Map Grid endpoints and divisions and calculated du values
755 */
756 /*@{*/
757 GLint MapGrid1un;
758 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
759 GLint MapGrid2un, MapGrid2vn;
760 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
761 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
762 /*@}*/
763 };
764
765
766 /**
767 * Fog attribute group (GL_FOG_BIT).
768 */
769 struct gl_fog_attrib
770 {
771 GLboolean Enabled; /**< Fog enabled flag */
772 GLfloat ColorUnclamped[4]; /**< Fog color */
773 GLfloat Color[4]; /**< Fog color */
774 GLfloat Density; /**< Density >= 0.0 */
775 GLfloat Start; /**< Start distance in eye coords */
776 GLfloat End; /**< End distance in eye coords */
777 GLfloat Index; /**< Fog index */
778 GLenum Mode; /**< Fog mode */
779 GLboolean ColorSumEnabled;
780 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
781 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
782 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
783 };
784
785
786 /**
787 * Hint attribute group (GL_HINT_BIT).
788 *
789 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
790 */
791 struct gl_hint_attrib
792 {
793 GLenum PerspectiveCorrection;
794 GLenum PointSmooth;
795 GLenum LineSmooth;
796 GLenum PolygonSmooth;
797 GLenum Fog;
798 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
799 GLenum TextureCompression; /**< GL_ARB_texture_compression */
800 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
801 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
802 };
803
804
805 /**
806 * Lighting attribute group (GL_LIGHT_BIT).
807 */
808 struct gl_light_attrib
809 {
810 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
811 struct gl_lightmodel Model; /**< Lighting model */
812
813 /**
814 * Front and back material values.
815 * Note: must call FLUSH_VERTICES() before using.
816 */
817 struct gl_material Material;
818
819 GLboolean Enabled; /**< Lighting enabled flag */
820 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
821 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
822 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
823 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
824 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
825 GLboolean ColorMaterialEnabled;
826 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
827 GLboolean _ClampVertexColor;
828
829 struct gl_light EnabledList; /**< List sentinel */
830
831 /**
832 * Derived state for optimizations:
833 */
834 /*@{*/
835 GLboolean _NeedEyeCoords;
836 GLboolean _NeedVertices; /**< Use fast shader? */
837 GLfloat _BaseColor[2][3];
838 /*@}*/
839 };
840
841
842 /**
843 * Line attribute group (GL_LINE_BIT).
844 */
845 struct gl_line_attrib
846 {
847 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
848 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
849 GLushort StipplePattern; /**< Stipple pattern */
850 GLint StippleFactor; /**< Stipple repeat factor */
851 GLfloat Width; /**< Line width */
852 };
853
854
855 /**
856 * Display list attribute group (GL_LIST_BIT).
857 */
858 struct gl_list_attrib
859 {
860 GLuint ListBase;
861 };
862
863
864 /**
865 * Multisample attribute group (GL_MULTISAMPLE_BIT).
866 */
867 struct gl_multisample_attrib
868 {
869 GLboolean Enabled;
870 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
871 GLboolean SampleAlphaToCoverage;
872 GLboolean SampleAlphaToOne;
873 GLboolean SampleCoverage;
874 GLfloat SampleCoverageValue;
875 GLboolean SampleCoverageInvert;
876
877 /* ARB_texture_multisample / GL3.2 additions */
878 GLboolean SampleMask;
879 GLbitfield SampleMaskValue; /* GL spec defines this as an array but >32x MSAA is
880 * madness
881 */
882 };
883
884
885 /**
886 * A pixelmap (see glPixelMap)
887 */
888 struct gl_pixelmap
889 {
890 GLint Size;
891 GLfloat Map[MAX_PIXEL_MAP_TABLE];
892 };
893
894
895 /**
896 * Collection of all pixelmaps
897 */
898 struct gl_pixelmaps
899 {
900 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
901 struct gl_pixelmap GtoG;
902 struct gl_pixelmap BtoB;
903 struct gl_pixelmap AtoA;
904 struct gl_pixelmap ItoR;
905 struct gl_pixelmap ItoG;
906 struct gl_pixelmap ItoB;
907 struct gl_pixelmap ItoA;
908 struct gl_pixelmap ItoI;
909 struct gl_pixelmap StoS;
910 };
911
912
913 /**
914 * Pixel attribute group (GL_PIXEL_MODE_BIT).
915 */
916 struct gl_pixel_attrib
917 {
918 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
919
920 /*--- Begin Pixel Transfer State ---*/
921 /* Fields are in the order in which they're applied... */
922
923 /** Scale & Bias (index shift, offset) */
924 /*@{*/
925 GLfloat RedBias, RedScale;
926 GLfloat GreenBias, GreenScale;
927 GLfloat BlueBias, BlueScale;
928 GLfloat AlphaBias, AlphaScale;
929 GLfloat DepthBias, DepthScale;
930 GLint IndexShift, IndexOffset;
931 /*@}*/
932
933 /* Pixel Maps */
934 /* Note: actual pixel maps are not part of this attrib group */
935 GLboolean MapColorFlag;
936 GLboolean MapStencilFlag;
937
938 /*--- End Pixel Transfer State ---*/
939
940 /** glPixelZoom */
941 GLfloat ZoomX, ZoomY;
942 };
943
944
945 /**
946 * Point attribute group (GL_POINT_BIT).
947 */
948 struct gl_point_attrib
949 {
950 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
951 GLfloat Size; /**< User-specified point size */
952 GLfloat Params[3]; /**< GL_EXT_point_parameters */
953 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
954 GLfloat Threshold; /**< GL_EXT_point_parameters */
955 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
956 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
957 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
958 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
959 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
960 };
961
962
963 /**
964 * Polygon attribute group (GL_POLYGON_BIT).
965 */
966 struct gl_polygon_attrib
967 {
968 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
969 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
970 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
971 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
972 GLboolean CullFlag; /**< Culling on/off flag */
973 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
974 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
975 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
976 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
977 GLfloat OffsetUnits; /**< Polygon offset units, from user */
978 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
979 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
980 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
981 };
982
983
984 /**
985 * Scissor attributes (GL_SCISSOR_BIT).
986 */
987 struct gl_scissor_attrib
988 {
989 GLboolean Enabled; /**< Scissor test enabled? */
990 GLint X, Y; /**< Lower left corner of box */
991 GLsizei Width, Height; /**< Size of box */
992 };
993
994
995 /**
996 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
997 *
998 * Three sets of stencil data are tracked so that OpenGL 2.0,
999 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1000 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1001 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1002 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1003 * GL_EXT_stencil_two_side GL_BACK state.
1004 *
1005 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1006 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1007 *
1008 * The derived value \c _TestTwoSide is set when the front-face and back-face
1009 * stencil state are different.
1010 */
1011 struct gl_stencil_attrib
1012 {
1013 GLboolean Enabled; /**< Enabled flag */
1014 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1015 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1016 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1017 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1018 GLboolean _TestTwoSide;
1019 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1020 GLenum Function[3]; /**< Stencil function */
1021 GLenum FailFunc[3]; /**< Fail function */
1022 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1023 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1024 GLint Ref[3]; /**< Reference value */
1025 GLuint ValueMask[3]; /**< Value mask */
1026 GLuint WriteMask[3]; /**< Write mask */
1027 GLuint Clear; /**< Clear value */
1028 };
1029
1030
1031 /**
1032 * An index for each type of texture object. These correspond to the GL
1033 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1034 * Note: the order is from highest priority to lowest priority.
1035 */
1036 typedef enum
1037 {
1038 TEXTURE_2D_MULTISAMPLE_INDEX,
1039 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1040 TEXTURE_CUBE_ARRAY_INDEX,
1041 TEXTURE_BUFFER_INDEX,
1042 TEXTURE_2D_ARRAY_INDEX,
1043 TEXTURE_1D_ARRAY_INDEX,
1044 TEXTURE_EXTERNAL_INDEX,
1045 TEXTURE_CUBE_INDEX,
1046 TEXTURE_3D_INDEX,
1047 TEXTURE_RECT_INDEX,
1048 TEXTURE_2D_INDEX,
1049 TEXTURE_1D_INDEX,
1050 NUM_TEXTURE_TARGETS
1051 } gl_texture_index;
1052
1053
1054 /**
1055 * Bit flags for each type of texture object
1056 * Used for Texture.Unit[]._ReallyEnabled flags.
1057 */
1058 /*@{*/
1059 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1060 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1061 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1062 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1063 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1064 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1065 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1066 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1067 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1068 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1069 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1070 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1071 /*@}*/
1072
1073
1074 /**
1075 * Texture image state. Drivers will typically create a subclass of this
1076 * with extra fields for memory buffers, etc.
1077 */
1078 struct gl_texture_image
1079 {
1080 GLint InternalFormat; /**< Internal format as given by the user */
1081 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1082 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1083 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1084 * GL_DEPTH_STENCIL_EXT only. Used for
1085 * choosing TexEnv arithmetic.
1086 */
1087 gl_format TexFormat; /**< The actual texture memory format */
1088
1089 GLuint Border; /**< 0 or 1 */
1090 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1091 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1092 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1093 GLuint Width2; /**< = Width - 2*Border */
1094 GLuint Height2; /**< = Height - 2*Border */
1095 GLuint Depth2; /**< = Depth - 2*Border */
1096 GLuint WidthLog2; /**< = log2(Width2) */
1097 GLuint HeightLog2; /**< = log2(Height2) */
1098 GLuint DepthLog2; /**< = log2(Depth2) */
1099 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1100 levels, computed from the dimensions */
1101
1102 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1103 GLuint Level; /**< Which mipmap level am I? */
1104 /** Cube map face: index into gl_texture_object::Image[] array */
1105 GLuint Face;
1106
1107 /** GL_ARB_texture_multisample */
1108 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1109 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1110 };
1111
1112
1113 /**
1114 * Indexes for cube map faces.
1115 */
1116 typedef enum
1117 {
1118 FACE_POS_X = 0,
1119 FACE_NEG_X = 1,
1120 FACE_POS_Y = 2,
1121 FACE_NEG_Y = 3,
1122 FACE_POS_Z = 4,
1123 FACE_NEG_Z = 5,
1124 MAX_FACES = 6
1125 } gl_face_index;
1126
1127
1128 /**
1129 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1130 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1131 */
1132 struct gl_sampler_object
1133 {
1134 GLuint Name;
1135 GLint RefCount;
1136
1137 GLenum WrapS; /**< S-axis texture image wrap mode */
1138 GLenum WrapT; /**< T-axis texture image wrap mode */
1139 GLenum WrapR; /**< R-axis texture image wrap mode */
1140 GLenum MinFilter; /**< minification filter */
1141 GLenum MagFilter; /**< magnification filter */
1142 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1143 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1144 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1145 GLfloat LodBias; /**< OpenGL 1.4 */
1146 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1147 GLenum CompareMode; /**< GL_ARB_shadow */
1148 GLenum CompareFunc; /**< GL_ARB_shadow */
1149 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1150 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1151 };
1152
1153
1154 /**
1155 * Texture object state. Contains the array of mipmap images, border color,
1156 * wrap modes, filter modes, and shadow/texcompare state.
1157 */
1158 struct gl_texture_object
1159 {
1160 _glthread_Mutex Mutex; /**< for thread safety */
1161 GLint RefCount; /**< reference count */
1162 GLuint Name; /**< the user-visible texture object ID */
1163 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1164
1165 struct gl_sampler_object Sampler;
1166
1167 GLenum DepthMode; /**< GL_ARB_depth_texture */
1168
1169 GLfloat Priority; /**< in [0,1] */
1170 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1171 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1172 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1173 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1174 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1175 GLint CropRect[4]; /**< GL_OES_draw_texture */
1176 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1177 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1178 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1179 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1180 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1181 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1182 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1183 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1184 GLboolean Immutable; /**< GL_ARB_texture_storage */
1185
1186 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1187 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1188
1189 /** GL_ARB_texture_buffer_object */
1190 struct gl_buffer_object *BufferObject;
1191 GLenum BufferObjectFormat;
1192 /** Equivalent Mesa format for BufferObjectFormat. */
1193 gl_format _BufferObjectFormat;
1194 /** GL_ARB_texture_buffer_range */
1195 GLintptr BufferOffset;
1196 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1197
1198 /** GL_OES_EGL_image_external */
1199 GLint RequiredTextureImageUnits;
1200 };
1201
1202
1203 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1204 #define MAX_COMBINER_TERMS 4
1205
1206
1207 /**
1208 * Texture combine environment state.
1209 */
1210 struct gl_tex_env_combine_state
1211 {
1212 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1213 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1214 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1215 GLenum SourceRGB[MAX_COMBINER_TERMS];
1216 GLenum SourceA[MAX_COMBINER_TERMS];
1217 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1218 GLenum OperandRGB[MAX_COMBINER_TERMS];
1219 GLenum OperandA[MAX_COMBINER_TERMS];
1220 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1221 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1222 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1223 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1224 };
1225
1226
1227 /**
1228 * TexGenEnabled flags.
1229 */
1230 /*@{*/
1231 #define S_BIT 1
1232 #define T_BIT 2
1233 #define R_BIT 4
1234 #define Q_BIT 8
1235 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1236 /*@}*/
1237
1238
1239 /**
1240 * Bit flag versions of the corresponding GL_ constants.
1241 */
1242 /*@{*/
1243 #define TEXGEN_SPHERE_MAP 0x1
1244 #define TEXGEN_OBJ_LINEAR 0x2
1245 #define TEXGEN_EYE_LINEAR 0x4
1246 #define TEXGEN_REFLECTION_MAP_NV 0x8
1247 #define TEXGEN_NORMAL_MAP_NV 0x10
1248
1249 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1250 TEXGEN_REFLECTION_MAP_NV | \
1251 TEXGEN_NORMAL_MAP_NV)
1252 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1253 TEXGEN_REFLECTION_MAP_NV | \
1254 TEXGEN_NORMAL_MAP_NV | \
1255 TEXGEN_EYE_LINEAR)
1256 /*@}*/
1257
1258
1259
1260 /** Tex-gen enabled for texture unit? */
1261 #define ENABLE_TEXGEN(unit) (1 << (unit))
1262
1263 /** Non-identity texture matrix for texture unit? */
1264 #define ENABLE_TEXMAT(unit) (1 << (unit))
1265
1266
1267 /**
1268 * Texture coord generation state.
1269 */
1270 struct gl_texgen
1271 {
1272 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1273 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1274 GLfloat ObjectPlane[4];
1275 GLfloat EyePlane[4];
1276 };
1277
1278
1279 /**
1280 * Texture unit state. Contains enable flags, texture environment/function/
1281 * combiners, texgen state, and pointers to current texture objects.
1282 */
1283 struct gl_texture_unit
1284 {
1285 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1286 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1287
1288 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1289 GLclampf EnvColor[4];
1290 GLfloat EnvColorUnclamped[4];
1291
1292 struct gl_texgen GenS;
1293 struct gl_texgen GenT;
1294 struct gl_texgen GenR;
1295 struct gl_texgen GenQ;
1296 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1297 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1298
1299 GLfloat LodBias; /**< for biasing mipmap levels */
1300 GLenum BumpTarget;
1301 GLfloat RotMatrix[4]; /* 2x2 matrix */
1302
1303 /** Current sampler object (GL_ARB_sampler_objects) */
1304 struct gl_sampler_object *Sampler;
1305
1306 /**
1307 * \name GL_EXT_texture_env_combine
1308 */
1309 struct gl_tex_env_combine_state Combine;
1310
1311 /**
1312 * Derived state based on \c EnvMode and the \c BaseFormat of the
1313 * currently enabled texture.
1314 */
1315 struct gl_tex_env_combine_state _EnvMode;
1316
1317 /**
1318 * Currently enabled combiner state. This will point to either
1319 * \c Combine or \c _EnvMode.
1320 */
1321 struct gl_tex_env_combine_state *_CurrentCombine;
1322
1323 /** Current texture object pointers */
1324 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1325
1326 /** Points to highest priority, complete and enabled texture object */
1327 struct gl_texture_object *_Current;
1328 };
1329
1330
1331 /**
1332 * Texture attribute group (GL_TEXTURE_BIT).
1333 */
1334 struct gl_texture_attrib
1335 {
1336 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1337 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1338
1339 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1340
1341 /** GL_ARB_texture_buffer_object */
1342 struct gl_buffer_object *BufferObject;
1343
1344 /** GL_ARB_seamless_cubemap */
1345 GLboolean CubeMapSeamless;
1346
1347 /** Texture units/samplers used by vertex or fragment texturing */
1348 GLbitfield _EnabledUnits;
1349
1350 /** Texture coord units/sets used for fragment texturing */
1351 GLbitfield _EnabledCoordUnits;
1352
1353 /** Texture coord units that have texgen enabled */
1354 GLbitfield _TexGenEnabled;
1355
1356 /** Texture coord units that have non-identity matrices */
1357 GLbitfield _TexMatEnabled;
1358
1359 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1360 GLbitfield _GenFlags;
1361 };
1362
1363
1364 /**
1365 * Data structure representing a single clip plane (e.g. one of the elements
1366 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1367 */
1368 typedef GLfloat gl_clip_plane[4];
1369
1370
1371 /**
1372 * Transformation attribute group (GL_TRANSFORM_BIT).
1373 */
1374 struct gl_transform_attrib
1375 {
1376 GLenum MatrixMode; /**< Matrix mode */
1377 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1378 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1379 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1380 GLboolean Normalize; /**< Normalize all normals? */
1381 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1382 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1383 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1384
1385 GLfloat CullEyePos[4];
1386 GLfloat CullObjPos[4];
1387 };
1388
1389
1390 /**
1391 * Viewport attribute group (GL_VIEWPORT_BIT).
1392 */
1393 struct gl_viewport_attrib
1394 {
1395 GLint X, Y; /**< position */
1396 GLsizei Width, Height; /**< size */
1397 GLfloat Near, Far; /**< Depth buffer range */
1398 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1399 };
1400
1401
1402 /**
1403 * GL_ARB_vertex/pixel_buffer_object buffer object
1404 */
1405 struct gl_buffer_object
1406 {
1407 _glthread_Mutex Mutex;
1408 GLint RefCount;
1409 GLuint Name;
1410 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1411 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1412 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1413 /** Fields describing a mapped buffer */
1414 /*@{*/
1415 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1416 GLvoid *Pointer; /**< User-space address of mapping */
1417 GLintptr Offset; /**< Mapped offset */
1418 GLsizeiptr Length; /**< Mapped length */
1419 /*@}*/
1420 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1421 GLboolean Written; /**< Ever written to? (for debugging) */
1422 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1423 };
1424
1425
1426 /**
1427 * Client pixel packing/unpacking attributes
1428 */
1429 struct gl_pixelstore_attrib
1430 {
1431 GLint Alignment;
1432 GLint RowLength;
1433 GLint SkipPixels;
1434 GLint SkipRows;
1435 GLint ImageHeight;
1436 GLint SkipImages;
1437 GLboolean SwapBytes;
1438 GLboolean LsbFirst;
1439 GLboolean Invert; /**< GL_MESA_pack_invert */
1440 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1441 };
1442
1443
1444 /**
1445 * Client vertex array attributes
1446 */
1447 struct gl_client_array
1448 {
1449 GLint Size; /**< components per element (1,2,3,4) */
1450 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1451 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1452 GLsizei Stride; /**< user-specified stride */
1453 GLsizei StrideB; /**< actual stride in bytes */
1454 const GLubyte *Ptr; /**< Points to array data */
1455 GLboolean Enabled; /**< Enabled flag is a boolean */
1456 GLboolean Normalized; /**< GL_ARB_vertex_program */
1457 GLboolean Integer; /**< Integer-valued? */
1458 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1459 GLuint _ElementSize; /**< size of each element in bytes */
1460
1461 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1462 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1463 };
1464
1465
1466 /**
1467 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1468 * extension, but a nice encapsulation in any case.
1469 */
1470 struct gl_array_object
1471 {
1472 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1473 GLuint Name;
1474
1475 GLint RefCount;
1476 _glthread_Mutex Mutex;
1477
1478 /**
1479 * Does the VAO use ARB semantics or Apple semantics?
1480 *
1481 * There are several ways in which ARB_vertex_array_object and
1482 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1483 * least,
1484 *
1485 * - ARB VAOs require that all array data be sourced from vertex buffer
1486 * objects, but Apple VAOs do not.
1487 *
1488 * - ARB VAOs require that names come from GenVertexArrays.
1489 *
1490 * This flag notes which behavior governs this VAO.
1491 */
1492 GLboolean ARBsemantics;
1493
1494 /**
1495 * Has this array object been bound?
1496 */
1497 GLboolean EverBound;
1498
1499 /** Vertex attribute arrays */
1500 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1501
1502 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1503 GLbitfield64 _Enabled;
1504
1505 /**
1506 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1507 * we can determine the max legal (in bounds) glDrawElements array index.
1508 */
1509 GLuint _MaxElement;
1510
1511 struct gl_buffer_object *ElementArrayBufferObj;
1512 };
1513
1514
1515 /**
1516 * Vertex array state
1517 */
1518 struct gl_array_attrib
1519 {
1520 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1521 struct gl_array_object *ArrayObj;
1522
1523 /** The default vertex array object */
1524 struct gl_array_object *DefaultArrayObj;
1525
1526 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1527 struct _mesa_HashTable *Objects;
1528
1529 GLint ActiveTexture; /**< Client Active Texture */
1530 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1531 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1532
1533 /**
1534 * \name Primitive restart controls
1535 *
1536 * Primitive restart is enabled if either \c PrimitiveRestart or
1537 * \c PrimitiveRestartFixedIndex is set. If \c PrimitiveRestart is set,
1538 * then \c RestartIndex is used as the cut vertex. Otherwise ~0 is used.
1539 */
1540 /*@{*/
1541 GLboolean PrimitiveRestart;
1542 GLboolean PrimitiveRestartFixedIndex;
1543 GLboolean _PrimitiveRestart;
1544 GLuint RestartIndex;
1545 GLuint _RestartIndex;
1546 /*@}*/
1547
1548 /* GL_ARB_vertex_buffer_object */
1549 struct gl_buffer_object *ArrayBufferObj;
1550
1551 /**
1552 * Vertex arrays as consumed by a driver.
1553 * The array pointer is set up only by the VBO module. */
1554 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1555 };
1556
1557
1558 /**
1559 * Feedback buffer state
1560 */
1561 struct gl_feedback
1562 {
1563 GLenum Type;
1564 GLbitfield _Mask; /**< FB_* bits */
1565 GLfloat *Buffer;
1566 GLuint BufferSize;
1567 GLuint Count;
1568 };
1569
1570
1571 /**
1572 * Selection buffer state
1573 */
1574 struct gl_selection
1575 {
1576 GLuint *Buffer; /**< selection buffer */
1577 GLuint BufferSize; /**< size of the selection buffer */
1578 GLuint BufferCount; /**< number of values in the selection buffer */
1579 GLuint Hits; /**< number of records in the selection buffer */
1580 GLuint NameStackDepth; /**< name stack depth */
1581 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1582 GLboolean HitFlag; /**< hit flag */
1583 GLfloat HitMinZ; /**< minimum hit depth */
1584 GLfloat HitMaxZ; /**< maximum hit depth */
1585 };
1586
1587
1588 /**
1589 * 1-D Evaluator control points
1590 */
1591 struct gl_1d_map
1592 {
1593 GLuint Order; /**< Number of control points */
1594 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1595 GLfloat *Points; /**< Points to contiguous control points */
1596 };
1597
1598
1599 /**
1600 * 2-D Evaluator control points
1601 */
1602 struct gl_2d_map
1603 {
1604 GLuint Uorder; /**< Number of control points in U dimension */
1605 GLuint Vorder; /**< Number of control points in V dimension */
1606 GLfloat u1, u2, du;
1607 GLfloat v1, v2, dv;
1608 GLfloat *Points; /**< Points to contiguous control points */
1609 };
1610
1611
1612 /**
1613 * All evaluator control point state
1614 */
1615 struct gl_evaluators
1616 {
1617 /**
1618 * \name 1-D maps
1619 */
1620 /*@{*/
1621 struct gl_1d_map Map1Vertex3;
1622 struct gl_1d_map Map1Vertex4;
1623 struct gl_1d_map Map1Index;
1624 struct gl_1d_map Map1Color4;
1625 struct gl_1d_map Map1Normal;
1626 struct gl_1d_map Map1Texture1;
1627 struct gl_1d_map Map1Texture2;
1628 struct gl_1d_map Map1Texture3;
1629 struct gl_1d_map Map1Texture4;
1630 /*@}*/
1631
1632 /**
1633 * \name 2-D maps
1634 */
1635 /*@{*/
1636 struct gl_2d_map Map2Vertex3;
1637 struct gl_2d_map Map2Vertex4;
1638 struct gl_2d_map Map2Index;
1639 struct gl_2d_map Map2Color4;
1640 struct gl_2d_map Map2Normal;
1641 struct gl_2d_map Map2Texture1;
1642 struct gl_2d_map Map2Texture2;
1643 struct gl_2d_map Map2Texture3;
1644 struct gl_2d_map Map2Texture4;
1645 /*@}*/
1646 };
1647
1648
1649 struct gl_transform_feedback_varying_info
1650 {
1651 char *Name;
1652 GLenum Type;
1653 GLint Size;
1654 };
1655
1656
1657 /**
1658 * Per-output info vertex shaders for transform feedback.
1659 */
1660 struct gl_transform_feedback_output
1661 {
1662 unsigned OutputRegister;
1663 unsigned OutputBuffer;
1664 unsigned NumComponents;
1665
1666 /** offset (in DWORDs) of this output within the interleaved structure */
1667 unsigned DstOffset;
1668
1669 /**
1670 * Offset into the output register of the data to output. For example,
1671 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1672 * offset is in the y and z components of the output register.
1673 */
1674 unsigned ComponentOffset;
1675 };
1676
1677
1678 /** Post-link transform feedback info. */
1679 struct gl_transform_feedback_info
1680 {
1681 unsigned NumOutputs;
1682
1683 /**
1684 * Number of transform feedback buffers in use by this program.
1685 */
1686 unsigned NumBuffers;
1687
1688 struct gl_transform_feedback_output *Outputs;
1689
1690 /** Transform feedback varyings used for the linking of this shader program.
1691 *
1692 * Use for glGetTransformFeedbackVarying().
1693 */
1694 struct gl_transform_feedback_varying_info *Varyings;
1695 GLint NumVarying;
1696
1697 /**
1698 * Total number of components stored in each buffer. This may be used by
1699 * hardware back-ends to determine the correct stride when interleaving
1700 * multiple transform feedback outputs in the same buffer.
1701 */
1702 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1703 };
1704
1705
1706 /**
1707 * Transform feedback object state
1708 */
1709 struct gl_transform_feedback_object
1710 {
1711 GLuint Name; /**< AKA the object ID */
1712 GLint RefCount;
1713 GLboolean Active; /**< Is transform feedback enabled? */
1714 GLboolean Paused; /**< Is transform feedback paused? */
1715 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1716 at least once? */
1717 GLboolean EverBound; /**< Has this object been bound? */
1718
1719 /**
1720 * GLES: if Active is true, remaining number of primitives which can be
1721 * rendered without overflow. This is necessary to track because GLES
1722 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1723 * glDrawArraysInstanced would overflow transform feedback buffers.
1724 * Undefined if Active is false.
1725 *
1726 * Not tracked for desktop GL since it's unnecessary.
1727 */
1728 unsigned GlesRemainingPrims;
1729
1730 /** The feedback buffers */
1731 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1732 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1733
1734 /** Start of feedback data in dest buffer */
1735 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1736
1737 /**
1738 * Max data to put into dest buffer (in bytes). Computed based on
1739 * RequestedSize and the actual size of the buffer.
1740 */
1741 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1742
1743 /**
1744 * Size that was specified when the buffer was bound. If the buffer was
1745 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1746 * zero.
1747 */
1748 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1749 };
1750
1751
1752 /**
1753 * Context state for transform feedback.
1754 */
1755 struct gl_transform_feedback_state
1756 {
1757 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1758
1759 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1760 struct gl_buffer_object *CurrentBuffer;
1761
1762 /** The table of all transform feedback objects */
1763 struct _mesa_HashTable *Objects;
1764
1765 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1766 struct gl_transform_feedback_object *CurrentObject;
1767
1768 /** The default xform-fb object (Name==0) */
1769 struct gl_transform_feedback_object *DefaultObject;
1770 };
1771
1772
1773 /**
1774 * Names of the various vertex/fragment program register files, etc.
1775 *
1776 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1777 * All values should fit in a 4-bit field.
1778 *
1779 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1780 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1781 * be "uniform" variables since they can only be set outside glBegin/End.
1782 * They're also all stored in the same Parameters array.
1783 */
1784 typedef enum
1785 {
1786 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1787 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1788 PROGRAM_INPUT, /**< machine->Inputs[] */
1789 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1790 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1791 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1792 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1793 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1794 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1795 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1796 PROGRAM_ADDRESS, /**< machine->AddressReg */
1797 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1798 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1799 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1800 PROGRAM_FILE_MAX
1801 } gl_register_file;
1802
1803
1804 /**
1805 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1806 * one of these values.
1807 */
1808 typedef enum
1809 {
1810 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1811 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1812 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1813 SYSTEM_VALUE_MAX /**< Number of values */
1814 } gl_system_value;
1815
1816
1817 /**
1818 * The possible interpolation qualifiers that can be applied to a fragment
1819 * shader input in GLSL.
1820 *
1821 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1822 * gl_fragment_program data structure to 0 causes the default behavior.
1823 */
1824 enum glsl_interp_qualifier
1825 {
1826 INTERP_QUALIFIER_NONE = 0,
1827 INTERP_QUALIFIER_SMOOTH,
1828 INTERP_QUALIFIER_FLAT,
1829 INTERP_QUALIFIER_NOPERSPECTIVE,
1830 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
1831 };
1832
1833
1834 /**
1835 * \brief Layout qualifiers for gl_FragDepth.
1836 *
1837 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1838 * a layout qualifier.
1839 *
1840 * \see enum ir_depth_layout
1841 */
1842 enum gl_frag_depth_layout
1843 {
1844 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1845 FRAG_DEPTH_LAYOUT_ANY,
1846 FRAG_DEPTH_LAYOUT_GREATER,
1847 FRAG_DEPTH_LAYOUT_LESS,
1848 FRAG_DEPTH_LAYOUT_UNCHANGED
1849 };
1850
1851
1852 /**
1853 * Base class for any kind of program object
1854 */
1855 struct gl_program
1856 {
1857 GLuint Id;
1858 GLubyte *String; /**< Null-terminated program text */
1859 GLint RefCount;
1860 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
1861 GLenum Format; /**< String encoding format */
1862
1863 struct prog_instruction *Instructions;
1864
1865 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1866 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1867 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1868 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1869 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1870 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1871 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1872 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1873
1874
1875 /** Named parameters, constants, etc. from program text */
1876 struct gl_program_parameter_list *Parameters;
1877 /** Numbered local parameters */
1878 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1879
1880 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1881 GLubyte SamplerUnits[MAX_SAMPLERS];
1882
1883 /** Bitmask of which register files are read/written with indirect
1884 * addressing. Mask of (1 << PROGRAM_x) bits.
1885 */
1886 GLbitfield IndirectRegisterFiles;
1887
1888 /** Logical counts */
1889 /*@{*/
1890 GLuint NumInstructions;
1891 GLuint NumTemporaries;
1892 GLuint NumParameters;
1893 GLuint NumAttributes;
1894 GLuint NumAddressRegs;
1895 GLuint NumAluInstructions;
1896 GLuint NumTexInstructions;
1897 GLuint NumTexIndirections;
1898 /*@}*/
1899 /** Native, actual h/w counts */
1900 /*@{*/
1901 GLuint NumNativeInstructions;
1902 GLuint NumNativeTemporaries;
1903 GLuint NumNativeParameters;
1904 GLuint NumNativeAttributes;
1905 GLuint NumNativeAddressRegs;
1906 GLuint NumNativeAluInstructions;
1907 GLuint NumNativeTexInstructions;
1908 GLuint NumNativeTexIndirections;
1909 /*@}*/
1910 };
1911
1912
1913 /** Vertex program object */
1914 struct gl_vertex_program
1915 {
1916 struct gl_program Base; /**< base class */
1917 GLboolean IsPositionInvariant;
1918 GLboolean UsesClipDistance;
1919 };
1920
1921
1922 /** Geometry program object */
1923 struct gl_geometry_program
1924 {
1925 struct gl_program Base; /**< base class */
1926
1927 GLint VerticesOut;
1928 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1929 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1930 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1931 };
1932
1933
1934 /** Fragment program object */
1935 struct gl_fragment_program
1936 {
1937 struct gl_program Base; /**< base class */
1938 GLboolean UsesKill; /**< shader uses KIL instruction */
1939 GLboolean UsesDFdy; /**< shader uses DDY instruction */
1940 GLboolean OriginUpperLeft;
1941 GLboolean PixelCenterInteger;
1942 enum gl_frag_depth_layout FragDepthLayout;
1943
1944 /**
1945 * GLSL interpolation qualifier associated with each fragment shader input.
1946 * For inputs that do not have an interpolation qualifier specified in
1947 * GLSL, the value is INTERP_QUALIFIER_NONE.
1948 */
1949 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
1950
1951 /**
1952 * Bitfield indicating, for each fragment shader input, 1 if that input
1953 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
1954 */
1955 GLbitfield64 IsCentroid;
1956 };
1957
1958
1959 /**
1960 * State common to vertex and fragment programs.
1961 */
1962 struct gl_program_state
1963 {
1964 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1965 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1966 };
1967
1968
1969 /**
1970 * Context state for vertex programs.
1971 */
1972 struct gl_vertex_program_state
1973 {
1974 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1975 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1976 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1977 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1978 /** Computed two sided lighting for fixed function/programs. */
1979 GLboolean _TwoSideEnabled;
1980 struct gl_vertex_program *Current; /**< User-bound vertex program */
1981
1982 /** Currently enabled and valid vertex program (including internal
1983 * programs, user-defined vertex programs and GLSL vertex shaders).
1984 * This is the program we must use when rendering.
1985 */
1986 struct gl_vertex_program *_Current;
1987
1988 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1989
1990 /** Should fixed-function T&L be implemented with a vertex prog? */
1991 GLboolean _MaintainTnlProgram;
1992
1993 /** Program to emulate fixed-function T&L (see above) */
1994 struct gl_vertex_program *_TnlProgram;
1995
1996 /** Cache of fixed-function programs */
1997 struct gl_program_cache *Cache;
1998
1999 GLboolean _Overriden;
2000 };
2001
2002
2003 /**
2004 * Context state for geometry programs.
2005 */
2006 struct gl_geometry_program_state
2007 {
2008 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2009 GLboolean _Enabled; /**< Enabled and valid program? */
2010 struct gl_geometry_program *Current; /**< user-bound geometry program */
2011
2012 /** Currently enabled and valid program (including internal programs
2013 * and compiled shader programs).
2014 */
2015 struct gl_geometry_program *_Current;
2016
2017 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2018
2019 /** Cache of fixed-function programs */
2020 struct gl_program_cache *Cache;
2021 };
2022
2023 /**
2024 * Context state for fragment programs.
2025 */
2026 struct gl_fragment_program_state
2027 {
2028 GLboolean Enabled; /**< User-set fragment program enable flag */
2029 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2030 struct gl_fragment_program *Current; /**< User-bound fragment program */
2031
2032 /** Currently enabled and valid fragment program (including internal
2033 * programs, user-defined fragment programs and GLSL fragment shaders).
2034 * This is the program we must use when rendering.
2035 */
2036 struct gl_fragment_program *_Current;
2037
2038 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2039
2040 /** Should fixed-function texturing be implemented with a fragment prog? */
2041 GLboolean _MaintainTexEnvProgram;
2042
2043 /** Program to emulate fixed-function texture env/combine (see above) */
2044 struct gl_fragment_program *_TexEnvProgram;
2045
2046 /** Cache of fixed-function programs */
2047 struct gl_program_cache *Cache;
2048 };
2049
2050
2051 /**
2052 * ATI_fragment_shader runtime state
2053 */
2054 #define ATI_FS_INPUT_PRIMARY 0
2055 #define ATI_FS_INPUT_SECONDARY 1
2056
2057 struct atifs_instruction;
2058 struct atifs_setupinst;
2059
2060 /**
2061 * ATI fragment shader
2062 */
2063 struct ati_fragment_shader
2064 {
2065 GLuint Id;
2066 GLint RefCount;
2067 struct atifs_instruction *Instructions[2];
2068 struct atifs_setupinst *SetupInst[2];
2069 GLfloat Constants[8][4];
2070 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2071 GLubyte numArithInstr[2];
2072 GLubyte regsAssigned[2];
2073 GLubyte NumPasses; /**< 1 or 2 */
2074 GLubyte cur_pass;
2075 GLubyte last_optype;
2076 GLboolean interpinp1;
2077 GLboolean isValid;
2078 GLuint swizzlerq;
2079 };
2080
2081 /**
2082 * Context state for GL_ATI_fragment_shader
2083 */
2084 struct gl_ati_fragment_shader_state
2085 {
2086 GLboolean Enabled;
2087 GLboolean _Enabled; /**< enabled and valid shader? */
2088 GLboolean Compiling;
2089 GLfloat GlobalConstants[8][4];
2090 struct ati_fragment_shader *Current;
2091 };
2092
2093
2094 /** Set by #pragma directives */
2095 struct gl_sl_pragmas
2096 {
2097 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2098 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2099 GLboolean Optimize; /**< defaults on */
2100 GLboolean Debug; /**< defaults off */
2101 };
2102
2103
2104 /**
2105 * A GLSL vertex or fragment shader object.
2106 */
2107 struct gl_shader
2108 {
2109 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2110 GLuint Name; /**< AKA the handle */
2111 GLint RefCount; /**< Reference count */
2112 GLboolean DeletePending;
2113 GLboolean CompileStatus;
2114 const GLchar *Source; /**< Source code string */
2115 GLuint SourceChecksum; /**< for debug/logging purposes */
2116 struct gl_program *Program; /**< Post-compile assembly code */
2117 GLchar *InfoLog;
2118 struct gl_sl_pragmas Pragmas;
2119
2120 unsigned Version; /**< GLSL version used for linking */
2121 GLboolean IsES; /**< True if this shader uses GLSL ES */
2122
2123 /**
2124 * \name Sampler tracking
2125 *
2126 * \note Each of these fields is only set post-linking.
2127 */
2128 /*@{*/
2129 unsigned num_samplers; /**< Number of samplers used by this shader. */
2130 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2131 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2132 /*@}*/
2133
2134 /**
2135 * Number of uniform components used by this shader.
2136 *
2137 * This field is only set post-linking.
2138 */
2139 unsigned num_uniform_components;
2140
2141 /**
2142 * This shader's uniform block information.
2143 *
2144 * The offsets of the variables are assigned only for shaders in a program's
2145 * _LinkedShaders[].
2146 */
2147 struct gl_uniform_block *UniformBlocks;
2148 unsigned NumUniformBlocks;
2149
2150 struct exec_list *ir;
2151 struct glsl_symbol_table *symbols;
2152
2153 /** Shaders containing built-in functions that are used for linking. */
2154 struct gl_shader *builtins_to_link[16];
2155 unsigned num_builtins_to_link;
2156 };
2157
2158
2159 /**
2160 * Shader stages. Note that these will become 5 with tessellation.
2161 * These MUST have the same values as gallium's PIPE_SHADER_*
2162 */
2163 typedef enum
2164 {
2165 MESA_SHADER_VERTEX = 0,
2166 MESA_SHADER_FRAGMENT = 1,
2167 MESA_SHADER_GEOMETRY = 2,
2168 MESA_SHADER_TYPES = 3
2169 } gl_shader_type;
2170
2171 struct gl_uniform_buffer_variable
2172 {
2173 char *Name;
2174
2175 /**
2176 * Name of the uniform as seen by glGetUniformIndices.
2177 *
2178 * glGetUniformIndices requires that the block instance index \b not be
2179 * present in the name of queried uniforms.
2180 *
2181 * \note
2182 * \c gl_uniform_buffer_variable::IndexName and
2183 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2184 */
2185 char *IndexName;
2186
2187 const struct glsl_type *Type;
2188 unsigned int Offset;
2189 GLboolean RowMajor;
2190 };
2191
2192 enum gl_uniform_block_packing {
2193 ubo_packing_std140,
2194 ubo_packing_shared,
2195 ubo_packing_packed
2196 };
2197
2198 struct gl_uniform_block
2199 {
2200 /** Declared name of the uniform block */
2201 char *Name;
2202
2203 /** Array of supplemental information about UBO ir_variables. */
2204 struct gl_uniform_buffer_variable *Uniforms;
2205 GLuint NumUniforms;
2206
2207 /**
2208 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2209 * with glBindBufferBase to bind a buffer object to this uniform block. When
2210 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2211 */
2212 GLuint Binding;
2213
2214 /**
2215 * Minimum size of a buffer object to back this uniform buffer
2216 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2217 */
2218 GLuint UniformBufferSize;
2219
2220 /**
2221 * Layout specified in the shader
2222 *
2223 * This isn't accessible through the API, but it is used while
2224 * cross-validating uniform blocks.
2225 */
2226 enum gl_uniform_block_packing _Packing;
2227 };
2228
2229 /**
2230 * A GLSL program object.
2231 * Basically a linked collection of vertex and fragment shaders.
2232 */
2233 struct gl_shader_program
2234 {
2235 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2236 GLuint Name; /**< aka handle or ID */
2237 GLint RefCount; /**< Reference count */
2238 GLboolean DeletePending;
2239
2240 /**
2241 * Is the application intending to glGetProgramBinary this program?
2242 */
2243 GLboolean BinaryRetreivableHint;
2244
2245 /**
2246 * Flags that the linker should not reject the program if it lacks
2247 * a vertex or fragment shader. GLES2 doesn't allow separate
2248 * shader objects, and would reject them. However, we internally
2249 * build separate shader objects for fixed function programs, which
2250 * we use for drivers/common/meta.c and for handling
2251 * _mesa_update_state with no program bound (for example in
2252 * glClear()).
2253 */
2254 GLboolean InternalSeparateShader;
2255
2256 GLuint NumShaders; /**< number of attached shaders */
2257 struct gl_shader **Shaders; /**< List of attached the shaders */
2258
2259 /**
2260 * User-defined attribute bindings
2261 *
2262 * These are set via \c glBindAttribLocation and are used to direct the
2263 * GLSL linker. These are \b not the values used in the compiled shader,
2264 * and they are \b not the values returned by \c glGetAttribLocation.
2265 */
2266 struct string_to_uint_map *AttributeBindings;
2267
2268 /**
2269 * User-defined fragment data bindings
2270 *
2271 * These are set via \c glBindFragDataLocation and are used to direct the
2272 * GLSL linker. These are \b not the values used in the compiled shader,
2273 * and they are \b not the values returned by \c glGetFragDataLocation.
2274 */
2275 struct string_to_uint_map *FragDataBindings;
2276 struct string_to_uint_map *FragDataIndexBindings;
2277
2278 /**
2279 * Transform feedback varyings last specified by
2280 * glTransformFeedbackVaryings().
2281 *
2282 * For the current set of transform feeedback varyings used for transform
2283 * feedback output, see LinkedTransformFeedback.
2284 */
2285 struct {
2286 GLenum BufferMode;
2287 GLuint NumVarying;
2288 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2289 } TransformFeedback;
2290
2291 /** Post-link transform feedback info. */
2292 struct gl_transform_feedback_info LinkedTransformFeedback;
2293
2294 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2295 enum gl_frag_depth_layout FragDepthLayout;
2296
2297 /** Geometry shader state - copied into gl_geometry_program at link time */
2298 struct {
2299 GLint VerticesOut;
2300 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2301 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2302 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2303 } Geom;
2304
2305 /** Vertex shader state - copied into gl_vertex_program at link time */
2306 struct {
2307 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2308 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2309 0 if not present. */
2310 } Vert;
2311
2312 /* post-link info: */
2313 unsigned NumUserUniformStorage;
2314 struct gl_uniform_storage *UniformStorage;
2315
2316 struct gl_uniform_block *UniformBlocks;
2317 unsigned NumUniformBlocks;
2318
2319 /**
2320 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2321 * they're used in, or -1.
2322 *
2323 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2324 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2325 */
2326 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2327
2328 /**
2329 * Map of active uniform names to locations
2330 *
2331 * Maps any active uniform that is not an array element to a location.
2332 * Each active uniform, including individual structure members will appear
2333 * in this map. This roughly corresponds to the set of names that would be
2334 * enumerated by \c glGetActiveUniform.
2335 */
2336 struct string_to_uint_map *UniformHash;
2337
2338 /**
2339 * Map from sampler unit to texture unit (set by glUniform1i())
2340 *
2341 * A sampler unit is associated with each sampler uniform by the linker.
2342 * The sampler unit associated with each uniform is stored in the
2343 * \c gl_uniform_storage::sampler field.
2344 */
2345 GLubyte SamplerUnits[MAX_SAMPLERS];
2346 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2347 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2348
2349 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2350 GLboolean Validated;
2351 GLboolean _Used; /**< Ever used for drawing? */
2352 GLchar *InfoLog;
2353
2354 unsigned Version; /**< GLSL version used for linking */
2355 GLboolean IsES; /**< True if this program uses GLSL ES */
2356
2357 /**
2358 * Per-stage shaders resulting from the first stage of linking.
2359 *
2360 * Set of linked shaders for this program. The array is accessed using the
2361 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2362 * \c NULL.
2363 */
2364 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2365 };
2366
2367
2368 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2369 #define GLSL_LOG 0x2 /**< Write shaders to files */
2370 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2371 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2372 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2373 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2374 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2375 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2376 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2377
2378
2379 /**
2380 * Context state for GLSL vertex/fragment shaders.
2381 */
2382 struct gl_shader_state
2383 {
2384 /**
2385 * Programs used for rendering
2386 *
2387 * There is a separate program set for each shader stage. If
2388 * GL_EXT_separate_shader_objects is not supported, each of these must point
2389 * to \c NULL or to the same program.
2390 */
2391 struct gl_shader_program *CurrentVertexProgram;
2392 struct gl_shader_program *CurrentGeometryProgram;
2393 struct gl_shader_program *CurrentFragmentProgram;
2394
2395 struct gl_shader_program *_CurrentFragmentProgram;
2396
2397 /**
2398 * Program used by glUniform calls.
2399 *
2400 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2401 */
2402 struct gl_shader_program *ActiveProgram;
2403
2404 GLbitfield Flags; /**< Mask of GLSL_x flags */
2405 };
2406
2407
2408 /**
2409 * Compiler options for a single GLSL shaders type
2410 */
2411 struct gl_shader_compiler_options
2412 {
2413 /** Driver-selectable options: */
2414 GLboolean EmitCondCodes; /**< Use condition codes? */
2415 GLboolean EmitNoLoops;
2416 GLboolean EmitNoFunctions;
2417 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2418 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2419 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2420 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2421 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2422
2423 /**
2424 * \name Forms of indirect addressing the driver cannot do.
2425 */
2426 /*@{*/
2427 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2428 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2429 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2430 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2431 /*@}*/
2432
2433 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2434 GLuint MaxUnrollIterations;
2435
2436 /**
2437 * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2438 * operations, such as position transformation.
2439 */
2440 GLboolean PreferDP4;
2441
2442 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2443 };
2444
2445
2446 /**
2447 * Occlusion/timer query object.
2448 */
2449 struct gl_query_object
2450 {
2451 GLenum Target; /**< The query target, when active */
2452 GLuint Id; /**< hash table ID/name */
2453 GLuint64EXT Result; /**< the counter */
2454 GLboolean Active; /**< inside Begin/EndQuery */
2455 GLboolean Ready; /**< result is ready? */
2456 GLboolean EverBound;/**< has query object ever been bound */
2457 };
2458
2459
2460 /**
2461 * Context state for query objects.
2462 */
2463 struct gl_query_state
2464 {
2465 struct _mesa_HashTable *QueryObjects;
2466 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2467 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2468
2469 /** GL_NV_conditional_render */
2470 struct gl_query_object *CondRenderQuery;
2471
2472 /** GL_EXT_transform_feedback */
2473 struct gl_query_object *PrimitivesGenerated;
2474 struct gl_query_object *PrimitivesWritten;
2475
2476 /** GL_ARB_timer_query */
2477 struct gl_query_object *TimeElapsed;
2478
2479 GLenum CondRenderMode;
2480 };
2481
2482
2483 /** Sync object state */
2484 struct gl_sync_object
2485 {
2486 GLenum Type; /**< GL_SYNC_FENCE */
2487 GLuint Name; /**< Fence name */
2488 GLint RefCount; /**< Reference count */
2489 GLboolean DeletePending; /**< Object was deleted while there were still
2490 * live references (e.g., sync not yet finished)
2491 */
2492 GLenum SyncCondition;
2493 GLbitfield Flags; /**< Flags passed to glFenceSync */
2494 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2495 };
2496
2497
2498 /**
2499 * State which can be shared by multiple contexts:
2500 */
2501 struct gl_shared_state
2502 {
2503 _glthread_Mutex Mutex; /**< for thread safety */
2504 GLint RefCount; /**< Reference count */
2505 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2506 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2507
2508 /** Default texture objects (shared by all texture units) */
2509 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2510
2511 /** Fallback texture used when a bound texture is incomplete */
2512 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2513
2514 /**
2515 * \name Thread safety and statechange notification for texture
2516 * objects.
2517 *
2518 * \todo Improve the granularity of locking.
2519 */
2520 /*@{*/
2521 _glthread_Mutex TexMutex; /**< texobj thread safety */
2522 GLuint TextureStateStamp; /**< state notification for shared tex */
2523 /*@}*/
2524
2525 /** Default buffer object for vertex arrays that aren't in VBOs */
2526 struct gl_buffer_object *NullBufferObj;
2527
2528 /**
2529 * \name Vertex/geometry/fragment programs
2530 */
2531 /*@{*/
2532 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2533 struct gl_vertex_program *DefaultVertexProgram;
2534 struct gl_fragment_program *DefaultFragmentProgram;
2535 struct gl_geometry_program *DefaultGeometryProgram;
2536 /*@}*/
2537
2538 /* GL_ATI_fragment_shader */
2539 struct _mesa_HashTable *ATIShaders;
2540 struct ati_fragment_shader *DefaultFragmentShader;
2541
2542 struct _mesa_HashTable *BufferObjects;
2543
2544 /** Table of both gl_shader and gl_shader_program objects */
2545 struct _mesa_HashTable *ShaderObjects;
2546
2547 /* GL_EXT_framebuffer_object */
2548 struct _mesa_HashTable *RenderBuffers;
2549 struct _mesa_HashTable *FrameBuffers;
2550
2551 /* GL_ARB_sync */
2552 struct set *SyncObjects;
2553
2554 /** GL_ARB_sampler_objects */
2555 struct _mesa_HashTable *SamplerObjects;
2556 };
2557
2558
2559
2560 /**
2561 * Renderbuffers represent drawing surfaces such as color, depth and/or
2562 * stencil. A framebuffer object has a set of renderbuffers.
2563 * Drivers will typically derive subclasses of this type.
2564 */
2565 struct gl_renderbuffer
2566 {
2567 _glthread_Mutex Mutex; /**< for thread safety */
2568 GLuint ClassID; /**< Useful for drivers */
2569 GLuint Name;
2570 GLint RefCount;
2571 GLuint Width, Height;
2572 GLuint Depth;
2573 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2574 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2575 /**
2576 * True for renderbuffers that wrap textures, giving the driver a chance to
2577 * flush render caches through the FinishRenderTexture hook.
2578 *
2579 * Drivers may also set this on renderbuffers other than those generated by
2580 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2581 * called without a rb->TexImage.
2582 */
2583 GLboolean NeedsFinishRenderTexture;
2584 GLubyte NumSamples;
2585 GLenum InternalFormat; /**< The user-specified format */
2586 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2587 GL_STENCIL_INDEX. */
2588 gl_format Format; /**< The actual renderbuffer memory format */
2589
2590 /** Delete this renderbuffer */
2591 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2592
2593 /** Allocate new storage for this renderbuffer */
2594 GLboolean (*AllocStorage)(struct gl_context *ctx,
2595 struct gl_renderbuffer *rb,
2596 GLenum internalFormat,
2597 GLuint width, GLuint height);
2598 };
2599
2600
2601 /**
2602 * A renderbuffer attachment points to either a texture object (and specifies
2603 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2604 */
2605 struct gl_renderbuffer_attachment
2606 {
2607 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2608 GLboolean Complete;
2609
2610 /**
2611 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2612 * application supplied renderbuffer object.
2613 */
2614 struct gl_renderbuffer *Renderbuffer;
2615
2616 /**
2617 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2618 * supplied texture object.
2619 */
2620 struct gl_texture_object *Texture;
2621 GLuint TextureLevel; /**< Attached mipmap level. */
2622 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2623 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2624 * and 2D array textures */
2625 GLboolean Layered;
2626 };
2627
2628
2629 /**
2630 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2631 * In C++ terms, think of this as a base class from which device drivers
2632 * will make derived classes.
2633 */
2634 struct gl_framebuffer
2635 {
2636 _glthread_Mutex Mutex; /**< for thread safety */
2637 /**
2638 * If zero, this is a window system framebuffer. If non-zero, this
2639 * is a FBO framebuffer; note that for some devices (i.e. those with
2640 * a natural pixel coordinate system for FBOs that differs from the
2641 * OpenGL/Mesa coordinate system), this means that the viewport,
2642 * polygon face orientation, and polygon stipple will have to be inverted.
2643 */
2644 GLuint Name;
2645
2646 GLint RefCount;
2647 GLboolean DeletePending;
2648
2649 /**
2650 * The framebuffer's visual. Immutable if this is a window system buffer.
2651 * Computed from attachments if user-made FBO.
2652 */
2653 struct gl_config Visual;
2654
2655 GLboolean Initialized;
2656
2657 GLuint Width, Height; /**< size of frame buffer in pixels */
2658
2659 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2660 /*@{*/
2661 GLint _Xmin, _Xmax; /**< inclusive */
2662 GLint _Ymin, _Ymax; /**< exclusive */
2663 /*@}*/
2664
2665 /** \name Derived Z buffer stuff */
2666 /*@{*/
2667 GLuint _DepthMax; /**< Max depth buffer value */
2668 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2669 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2670 /*@}*/
2671
2672 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2673 GLenum _Status;
2674
2675 /** Integer color values */
2676 GLboolean _IntegerColor;
2677
2678 /* ARB_color_buffer_float */
2679 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2680 GLboolean _HasSNormOrFloatColorBuffer;
2681
2682 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2683 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2684
2685 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2686 * attribute group and GL_PIXEL attribute group, respectively.
2687 */
2688 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2689 GLenum ColorReadBuffer;
2690
2691 /** Computed from ColorDraw/ReadBuffer above */
2692 GLuint _NumColorDrawBuffers;
2693 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2694 GLint _ColorReadBufferIndex; /* -1 = None */
2695 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2696 struct gl_renderbuffer *_ColorReadBuffer;
2697
2698 GLboolean Layered;
2699
2700 /** Delete this framebuffer */
2701 void (*Delete)(struct gl_framebuffer *fb);
2702 };
2703
2704
2705 /**
2706 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2707 */
2708 struct gl_precision
2709 {
2710 GLushort RangeMin; /**< min value exponent */
2711 GLushort RangeMax; /**< max value exponent */
2712 GLushort Precision; /**< number of mantissa bits */
2713 };
2714
2715
2716 /**
2717 * Limits for vertex, geometry and fragment programs/shaders.
2718 */
2719 struct gl_program_constants
2720 {
2721 /* logical limits */
2722 GLuint MaxInstructions;
2723 GLuint MaxAluInstructions;
2724 GLuint MaxTexInstructions;
2725 GLuint MaxTexIndirections;
2726 GLuint MaxAttribs;
2727 GLuint MaxTemps;
2728 GLuint MaxAddressRegs;
2729 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2730 GLuint MaxParameters;
2731 GLuint MaxLocalParams;
2732 GLuint MaxEnvParams;
2733 /* native/hardware limits */
2734 GLuint MaxNativeInstructions;
2735 GLuint MaxNativeAluInstructions;
2736 GLuint MaxNativeTexInstructions;
2737 GLuint MaxNativeTexIndirections;
2738 GLuint MaxNativeAttribs;
2739 GLuint MaxNativeTemps;
2740 GLuint MaxNativeAddressRegs;
2741 GLuint MaxNativeParameters;
2742 /* For shaders */
2743 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2744 /* ES 2.0 and GL_ARB_ES2_compatibility */
2745 struct gl_precision LowFloat, MediumFloat, HighFloat;
2746 struct gl_precision LowInt, MediumInt, HighInt;
2747 /* GL_ARB_uniform_buffer_object */
2748 GLuint MaxUniformBlocks;
2749 GLuint MaxCombinedUniformComponents;
2750 GLuint MaxTextureImageUnits;
2751 };
2752
2753
2754 /**
2755 * Constants which may be overridden by device driver during context creation
2756 * but are never changed after that.
2757 */
2758 struct gl_constants
2759 {
2760 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
2761 GLuint MaxTextureLevels; /**< Max mipmap levels. */
2762 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2763 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2764 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2765 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2766 GLuint MaxTextureCoordUnits;
2767 GLuint MaxCombinedTextureImageUnits;
2768 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
2769 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2770 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2771 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2772
2773 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
2774
2775 GLuint MaxArrayLockSize;
2776
2777 GLint SubPixelBits;
2778
2779 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2780 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2781 GLfloat PointSizeGranularity;
2782 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2783 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2784 GLfloat LineWidthGranularity;
2785
2786 GLuint MaxClipPlanes;
2787 GLuint MaxLights;
2788 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2789 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2790
2791 GLuint MaxViewportWidth, MaxViewportHeight;
2792
2793 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2794 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2795 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2796 GLuint MaxProgramMatrices;
2797 GLuint MaxProgramMatrixStackDepth;
2798
2799 struct {
2800 GLuint SamplesPassed;
2801 GLuint TimeElapsed;
2802 GLuint Timestamp;
2803 GLuint PrimitivesGenerated;
2804 GLuint PrimitivesWritten;
2805 } QueryCounterBits;
2806
2807 /** vertex array / buffer object bounds checking */
2808 GLboolean CheckArrayBounds;
2809
2810 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2811
2812 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2813 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2814 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2815
2816 /** Number of varying vectors between any two shader stages. */
2817 GLuint MaxVarying;
2818 GLuint MaxVaryingComponents;
2819
2820 /** @{
2821 * GL_ARB_uniform_buffer_object
2822 */
2823 GLuint MaxCombinedUniformBlocks;
2824 GLuint MaxUniformBufferBindings;
2825 GLuint MaxUniformBlockSize;
2826 GLuint UniformBufferOffsetAlignment;
2827 /** @} */
2828
2829 /** GL_ARB_geometry_shader4 */
2830 GLuint MaxGeometryOutputVertices;
2831 GLuint MaxGeometryTotalOutputComponents;
2832
2833 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2834
2835 /**
2836 * Changes default GLSL extension behavior from "error" to "warn". It's out
2837 * of spec, but it can make some apps work that otherwise wouldn't.
2838 */
2839 GLboolean ForceGLSLExtensionsWarn;
2840
2841 /**
2842 * Does the driver support real 32-bit integers? (Otherwise, integers are
2843 * simulated via floats.)
2844 */
2845 GLboolean NativeIntegers;
2846
2847 /**
2848 * If the driver supports real 32-bit integers, what integer value should be
2849 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2850 */
2851 GLuint UniformBooleanTrue;
2852
2853 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2854 GLbitfield SupportedBumpUnits;
2855
2856 /**
2857 * Maximum amount of time, measured in nanseconds, that the server can wait.
2858 */
2859 GLuint64 MaxServerWaitTimeout;
2860
2861 /** GL_EXT_provoking_vertex */
2862 GLboolean QuadsFollowProvokingVertexConvention;
2863
2864 /** OpenGL version 3.0 */
2865 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2866
2867 /** OpenGL version 3.2 */
2868 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2869
2870 /** GL_EXT_transform_feedback */
2871 GLuint MaxTransformFeedbackBuffers;
2872 GLuint MaxTransformFeedbackSeparateComponents;
2873 GLuint MaxTransformFeedbackInterleavedComponents;
2874 GLuint MaxVertexStreams;
2875
2876 /** GL_EXT_gpu_shader4 */
2877 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2878
2879 /* GL_ARB_robustness */
2880 GLenum ResetStrategy;
2881
2882 /* GL_ARB_blend_func_extended */
2883 GLuint MaxDualSourceDrawBuffers;
2884
2885 /**
2886 * Whether the implementation strips out and ignores texture borders.
2887 *
2888 * Many GPU hardware implementations don't support rendering with texture
2889 * borders and mipmapped textures. (Note: not static border color, but the
2890 * old 1-pixel border around each edge). Implementations then have to do
2891 * slow fallbacks to be correct, or just ignore the border and be fast but
2892 * wrong. Setting the flag strips the border off of TexImage calls,
2893 * providing "fast but wrong" at significantly reduced driver complexity.
2894 *
2895 * Texture borders are deprecated in GL 3.0.
2896 **/
2897 GLboolean StripTextureBorder;
2898
2899 /**
2900 * For drivers which can do a better job at eliminating unused varyings
2901 * and uniforms than the GLSL compiler.
2902 *
2903 * XXX Remove these as soon as a better solution is available.
2904 */
2905 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2906 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2907
2908 /**
2909 * Force software support for primitive restart in the VBO module.
2910 */
2911 GLboolean PrimitiveRestartInSoftware;
2912
2913 /** GL_ARB_map_buffer_alignment */
2914 GLuint MinMapBufferAlignment;
2915
2916 /**
2917 * Disable varying packing. This is out of spec, but potentially useful
2918 * for older platforms that supports a limited number of texture
2919 * indirections--on these platforms, unpacking the varyings in the fragment
2920 * shader increases the number of texture indirections by 1, which might
2921 * make some shaders not executable at all.
2922 *
2923 * Drivers that support transform feedback must set this value to GL_FALSE.
2924 */
2925 GLboolean DisableVaryingPacking;
2926
2927 /*
2928 * Maximum value supported for an index in DrawElements and friends.
2929 *
2930 * This must be at least (1ull<<24)-1. The default value is
2931 * (1ull<<32)-1.
2932 *
2933 * \since ES 3.0 or GL_ARB_ES3_compatibility
2934 * \sa _mesa_init_constants
2935 */
2936 GLuint64 MaxElementIndex;
2937
2938 /**
2939 * Disable interpretation of line continuations (lines ending with a
2940 * backslash character ('\') in GLSL source.
2941 */
2942 GLboolean DisableGLSLLineContinuations;
2943
2944 /** GL_ARB_texture_multisample */
2945 GLint MaxColorTextureSamples;
2946 GLint MaxDepthTextureSamples;
2947 GLint MaxIntegerSamples;
2948 };
2949
2950
2951 /**
2952 * Enable flag for each OpenGL extension. Different device drivers will
2953 * enable different extensions at runtime.
2954 */
2955 struct gl_extensions
2956 {
2957 GLboolean dummy; /* don't remove this! */
2958 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2959 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2960 GLboolean ANGLE_texture_compression_dxt;
2961 GLboolean ARB_ES2_compatibility;
2962 GLboolean ARB_ES3_compatibility;
2963 GLboolean ARB_base_instance;
2964 GLboolean ARB_blend_func_extended;
2965 GLboolean ARB_color_buffer_float;
2966 GLboolean ARB_conservative_depth;
2967 GLboolean ARB_depth_buffer_float;
2968 GLboolean ARB_depth_clamp;
2969 GLboolean ARB_depth_texture;
2970 GLboolean ARB_draw_buffers_blend;
2971 GLboolean ARB_draw_elements_base_vertex;
2972 GLboolean ARB_draw_instanced;
2973 GLboolean ARB_fragment_coord_conventions;
2974 GLboolean ARB_fragment_program;
2975 GLboolean ARB_fragment_program_shadow;
2976 GLboolean ARB_fragment_shader;
2977 GLboolean ARB_framebuffer_object;
2978 GLboolean ARB_explicit_attrib_location;
2979 GLboolean ARB_geometry_shader4;
2980 GLboolean ARB_gpu_shader5;
2981 GLboolean ARB_half_float_pixel;
2982 GLboolean ARB_half_float_vertex;
2983 GLboolean ARB_instanced_arrays;
2984 GLboolean ARB_internalformat_query;
2985 GLboolean ARB_map_buffer_alignment;
2986 GLboolean ARB_map_buffer_range;
2987 GLboolean ARB_occlusion_query;
2988 GLboolean ARB_occlusion_query2;
2989 GLboolean ARB_point_sprite;
2990 GLboolean ARB_seamless_cube_map;
2991 GLboolean ARB_shader_bit_encoding;
2992 GLboolean ARB_shader_objects;
2993 GLboolean ARB_shader_stencil_export;
2994 GLboolean ARB_shader_texture_lod;
2995 GLboolean ARB_shading_language_100;
2996 GLboolean ARB_shading_language_packing;
2997 GLboolean ARB_shadow;
2998 GLboolean ARB_sync;
2999 GLboolean ARB_texture_border_clamp;
3000 GLboolean ARB_texture_buffer_object;
3001 GLboolean ARB_texture_buffer_object_rgb32;
3002 GLboolean ARB_texture_buffer_range;
3003 GLboolean ARB_texture_compression_rgtc;
3004 GLboolean ARB_texture_cube_map;
3005 GLboolean ARB_texture_cube_map_array;
3006 GLboolean ARB_texture_env_combine;
3007 GLboolean ARB_texture_env_crossbar;
3008 GLboolean ARB_texture_env_dot3;
3009 GLboolean ARB_texture_float;
3010 GLboolean ARB_texture_multisample;
3011 GLboolean ARB_texture_non_power_of_two;
3012 GLboolean ARB_texture_query_lod;
3013 GLboolean ARB_texture_rg;
3014 GLboolean ARB_texture_rgb10_a2ui;
3015 GLboolean ARB_texture_storage;
3016 GLboolean ARB_texture_storage_multisample;
3017 GLboolean ARB_timer_query;
3018 GLboolean ARB_transform_feedback2;
3019 GLboolean ARB_transform_feedback3;
3020 GLboolean ARB_transform_feedback_instanced;
3021 GLboolean ARB_uniform_buffer_object;
3022 GLboolean ARB_vertex_program;
3023 GLboolean ARB_vertex_shader;
3024 GLboolean ARB_vertex_type_2_10_10_10_rev;
3025 GLboolean EXT_blend_color;
3026 GLboolean EXT_blend_equation_separate;
3027 GLboolean EXT_blend_func_separate;
3028 GLboolean EXT_blend_minmax;
3029 GLboolean EXT_clip_volume_hint;
3030 GLboolean EXT_depth_bounds_test;
3031 GLboolean EXT_draw_buffers2;
3032 GLboolean EXT_fog_coord;
3033 GLboolean EXT_framebuffer_blit;
3034 GLboolean EXT_framebuffer_multisample;
3035 GLboolean EXT_framebuffer_object;
3036 GLboolean EXT_framebuffer_sRGB;
3037 GLboolean EXT_gpu_program_parameters;
3038 GLboolean EXT_gpu_shader4;
3039 GLboolean EXT_packed_depth_stencil;
3040 GLboolean EXT_packed_float;
3041 GLboolean EXT_pixel_buffer_object;
3042 GLboolean EXT_point_parameters;
3043 GLboolean EXT_provoking_vertex;
3044 GLboolean EXT_shadow_funcs;
3045 GLboolean EXT_secondary_color;
3046 GLboolean EXT_separate_shader_objects;
3047 GLboolean EXT_stencil_two_side;
3048 GLboolean EXT_texture3D;
3049 GLboolean EXT_texture_array;
3050 GLboolean EXT_texture_compression_latc;
3051 GLboolean EXT_texture_compression_s3tc;
3052 GLboolean EXT_texture_env_dot3;
3053 GLboolean EXT_texture_filter_anisotropic;
3054 GLboolean EXT_texture_integer;
3055 GLboolean EXT_texture_mirror_clamp;
3056 GLboolean EXT_texture_shared_exponent;
3057 GLboolean EXT_texture_snorm;
3058 GLboolean EXT_texture_sRGB;
3059 GLboolean EXT_texture_sRGB_decode;
3060 GLboolean EXT_texture_swizzle;
3061 GLboolean EXT_transform_feedback;
3062 GLboolean EXT_timer_query;
3063 GLboolean EXT_vertex_array_bgra;
3064 GLboolean OES_standard_derivatives;
3065 /* vendor extensions */
3066 GLboolean AMD_seamless_cubemap_per_texture;
3067 GLboolean AMD_vertex_shader_layer;
3068 GLboolean APPLE_object_purgeable;
3069 GLboolean ATI_envmap_bumpmap;
3070 GLboolean ATI_texture_compression_3dc;
3071 GLboolean ATI_texture_mirror_once;
3072 GLboolean ATI_texture_env_combine3;
3073 GLboolean ATI_fragment_shader;
3074 GLboolean ATI_separate_stencil;
3075 GLboolean MESA_pack_invert;
3076 GLboolean MESA_resize_buffers;
3077 GLboolean MESA_ycbcr_texture;
3078 GLboolean MESA_texture_array;
3079 GLboolean NV_blend_square;
3080 GLboolean NV_conditional_render;
3081 GLboolean NV_fog_distance;
3082 GLboolean NV_fragment_program_option;
3083 GLboolean NV_point_sprite;
3084 GLboolean NV_primitive_restart;
3085 GLboolean NV_texture_barrier;
3086 GLboolean NV_texture_env_combine4;
3087 GLboolean NV_texture_rectangle;
3088 GLboolean TDFX_texture_compression_FXT1;
3089 GLboolean OES_EGL_image;
3090 GLboolean OES_draw_texture;
3091 GLboolean OES_depth_texture_cube_map;
3092 GLboolean OES_EGL_image_external;
3093 GLboolean OES_compressed_ETC1_RGB8_texture;
3094 GLboolean extension_sentinel;
3095 /** The extension string */
3096 const GLubyte *String;
3097 /** Number of supported extensions */
3098 GLuint Count;
3099 };
3100
3101
3102 /**
3103 * A stack of matrices (projection, modelview, color, texture, etc).
3104 */
3105 struct gl_matrix_stack
3106 {
3107 GLmatrix *Top; /**< points into Stack */
3108 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3109 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3110 GLuint MaxDepth; /**< size of Stack[] array */
3111 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3112 };
3113
3114
3115 /**
3116 * \name Bits for image transfer operations
3117 * \sa __struct gl_contextRec::ImageTransferState.
3118 */
3119 /*@{*/
3120 #define IMAGE_SCALE_BIAS_BIT 0x1
3121 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3122 #define IMAGE_MAP_COLOR_BIT 0x4
3123 #define IMAGE_CLAMP_BIT 0x800
3124
3125
3126 /** Pixel Transfer ops */
3127 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3128 IMAGE_SHIFT_OFFSET_BIT | \
3129 IMAGE_MAP_COLOR_BIT)
3130
3131 /**
3132 * \name Bits to indicate what state has changed.
3133 */
3134 /*@{*/
3135 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3136 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3137 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3138 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3139 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3140 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3141 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3142 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3143 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3144 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3145 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3146 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3147 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3148 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3149 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3150 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3151 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3152 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3153 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3154 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3155 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3156 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3157 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3158 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3159 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3160 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3161 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3162 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3163 #define _NEW_BUFFER_OBJECT (1 << 28)
3164 #define _NEW_FRAG_CLAMP (1 << 29)
3165 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3166 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3167 #define _NEW_ALL ~0
3168 /*@}*/
3169
3170
3171 /**
3172 * Composite state flags
3173 */
3174 /*@{*/
3175 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3176 _NEW_TEXTURE | \
3177 _NEW_POINT | \
3178 _NEW_PROGRAM | \
3179 _NEW_MODELVIEW)
3180
3181 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3182 _NEW_FOG | \
3183 _NEW_PROGRAM)
3184
3185
3186 /*@}*/
3187
3188
3189
3190
3191 /* This has to be included here. */
3192 #include "dd.h"
3193
3194
3195 /**
3196 * Display list flags.
3197 * Strictly this is a tnl-private concept, but it doesn't seem
3198 * worthwhile adding a tnl private structure just to hold this one bit
3199 * of information:
3200 */
3201 #define DLIST_DANGLING_REFS 0x1
3202
3203
3204 /** Opaque declaration of display list payload data type */
3205 union gl_dlist_node;
3206
3207
3208 /**
3209 * Provide a location where information about a display list can be
3210 * collected. Could be extended with driverPrivate structures,
3211 * etc. in the future.
3212 */
3213 struct gl_display_list
3214 {
3215 GLuint Name;
3216 GLbitfield Flags; /**< DLIST_x flags */
3217 /** The dlist commands are in a linked list of nodes */
3218 union gl_dlist_node *Head;
3219 };
3220
3221
3222 /**
3223 * State used during display list compilation and execution.
3224 */
3225 struct gl_dlist_state
3226 {
3227 GLuint CallDepth; /**< Current recursion calling depth */
3228
3229 struct gl_display_list *CurrentList; /**< List currently being compiled */
3230 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3231 GLuint CurrentPos; /**< Index into current block of nodes */
3232
3233 GLvertexformat ListVtxfmt;
3234
3235 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3236 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3237
3238 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3239 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3240
3241 struct {
3242 /* State known to have been set by the currently-compiling display
3243 * list. Used to eliminate some redundant state changes.
3244 */
3245 GLenum ShadeModel;
3246 } Current;
3247 };
3248
3249 /** @{
3250 *
3251 * These are a mapping of the GL_ARB_debug_output enums to small enums
3252 * suitable for use as an array index.
3253 */
3254
3255 enum mesa_debug_source {
3256 MESA_DEBUG_SOURCE_API,
3257 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3258 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3259 MESA_DEBUG_SOURCE_THIRD_PARTY,
3260 MESA_DEBUG_SOURCE_APPLICATION,
3261 MESA_DEBUG_SOURCE_OTHER,
3262 MESA_DEBUG_SOURCE_COUNT,
3263 };
3264
3265 enum mesa_debug_type {
3266 MESA_DEBUG_TYPE_ERROR,
3267 MESA_DEBUG_TYPE_DEPRECATED,
3268 MESA_DEBUG_TYPE_UNDEFINED,
3269 MESA_DEBUG_TYPE_PORTABILITY,
3270 MESA_DEBUG_TYPE_PERFORMANCE,
3271 MESA_DEBUG_TYPE_OTHER,
3272 MESA_DEBUG_TYPE_COUNT,
3273 };
3274
3275 enum mesa_debug_severity {
3276 MESA_DEBUG_SEVERITY_LOW,
3277 MESA_DEBUG_SEVERITY_MEDIUM,
3278 MESA_DEBUG_SEVERITY_HIGH,
3279 MESA_DEBUG_SEVERITY_COUNT,
3280 };
3281
3282 /** @} */
3283
3284 /**
3285 * An error, warning, or other piece of debug information for an application
3286 * to consume via GL_ARB_debug_output.
3287 */
3288 struct gl_debug_msg
3289 {
3290 enum mesa_debug_source source;
3291 enum mesa_debug_type type;
3292 GLuint id;
3293 enum mesa_debug_severity severity;
3294 GLsizei length;
3295 GLcharARB *message;
3296 };
3297
3298 struct gl_debug_namespace
3299 {
3300 struct _mesa_HashTable *IDs;
3301 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3302 /** lists of IDs in the hash table at each severity */
3303 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3304 };
3305
3306 struct gl_debug_state
3307 {
3308 GLDEBUGPROCARB Callback;
3309 GLvoid *CallbackData;
3310 GLboolean SyncOutput;
3311 GLboolean Defaults[MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3312 struct gl_debug_namespace Namespaces[MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3313 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3314 GLint NumMessages;
3315 GLint NextMsg;
3316 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3317 for the sake of the offsetof() code in get.c */
3318 };
3319
3320 /**
3321 * Enum for the OpenGL APIs we know about and may support.
3322 *
3323 * NOTE: This must match the api_enum table in
3324 * src/mesa/main/get_hash_generator.py
3325 */
3326 typedef enum
3327 {
3328 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3329 API_OPENGLES,
3330 API_OPENGLES2,
3331 API_OPENGL_CORE,
3332 API_OPENGL_LAST = API_OPENGL_CORE,
3333 } gl_api;
3334
3335 /**
3336 * Driver-specific state flags.
3337 *
3338 * These are or'd with gl_context::NewDriverState to notify a driver about
3339 * a state change. The driver sets the flags at context creation and
3340 * the meaning of the bits set is opaque to core Mesa.
3341 */
3342 struct gl_driver_flags
3343 {
3344 /** gl_context::Array::_DrawArrays (vertex array state) */
3345 GLbitfield NewArray;
3346
3347 /** gl_context::TransformFeedback::CurrentObject */
3348 GLbitfield NewTransformFeedback;
3349
3350 /** gl_context::RasterDiscard */
3351 GLbitfield NewRasterizerDiscard;
3352
3353 /**
3354 * gl_context::UniformBufferBindings
3355 * gl_shader_program::UniformBlocks
3356 */
3357 GLbitfield NewUniformBuffer;
3358 };
3359
3360 struct gl_uniform_buffer_binding
3361 {
3362 struct gl_buffer_object *BufferObject;
3363 /** Start of uniform block data in the buffer */
3364 GLintptr Offset;
3365 /** Size of data allowed to be referenced from the buffer (in bytes) */
3366 GLsizeiptr Size;
3367 /**
3368 * glBindBufferBase() indicates that the Size should be ignored and only
3369 * limited by the current size of the BufferObject.
3370 */
3371 GLboolean AutomaticSize;
3372 };
3373
3374 /**
3375 * Mesa rendering context.
3376 *
3377 * This is the central context data structure for Mesa. Almost all
3378 * OpenGL state is contained in this structure.
3379 * Think of this as a base class from which device drivers will derive
3380 * sub classes.
3381 *
3382 * The struct gl_context typedef names this structure.
3383 */
3384 struct gl_context
3385 {
3386 /** State possibly shared with other contexts in the address space */
3387 struct gl_shared_state *Shared;
3388
3389 /** \name API function pointer tables */
3390 /*@{*/
3391 gl_api API;
3392 /**
3393 * The current dispatch table for non-displaylist-saving execution, either
3394 * BeginEnd or OutsideBeginEnd
3395 */
3396 struct _glapi_table *Exec;
3397 /**
3398 * The normal dispatch table for non-displaylist-saving, non-begin/end
3399 */
3400 struct _glapi_table *OutsideBeginEnd;
3401 /** The dispatch table used between glNewList() and glEndList() */
3402 struct _glapi_table *Save;
3403 /**
3404 * The dispatch table used between glBegin() and glEnd() (outside of a
3405 * display list). Only valid functions between those two are set, which is
3406 * mostly just the set in a GLvertexformat struct.
3407 */
3408 struct _glapi_table *BeginEnd;
3409 /**
3410 * Tracks the current dispatch table out of the 3 above, so that it can be
3411 * re-set on glXMakeCurrent().
3412 */
3413 struct _glapi_table *CurrentDispatch;
3414 /*@}*/
3415
3416 struct gl_config Visual;
3417 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3418 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3419 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3420 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3421
3422 /**
3423 * Device driver function pointer table
3424 */
3425 struct dd_function_table Driver;
3426
3427 /** Core/Driver constants */
3428 struct gl_constants Const;
3429
3430 /** \name The various 4x4 matrix stacks */
3431 /*@{*/
3432 struct gl_matrix_stack ModelviewMatrixStack;
3433 struct gl_matrix_stack ProjectionMatrixStack;
3434 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3435 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3436 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3437 /*@}*/
3438
3439 /** Combined modelview and projection matrix */
3440 GLmatrix _ModelProjectMatrix;
3441
3442 /** \name Display lists */
3443 struct gl_dlist_state ListState;
3444
3445 GLboolean ExecuteFlag; /**< Execute GL commands? */
3446 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3447
3448 /** Extension information */
3449 struct gl_extensions Extensions;
3450
3451 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3452 GLuint Version;
3453 char *VersionString;
3454
3455 /** \name State attribute stack (for glPush/PopAttrib) */
3456 /*@{*/
3457 GLuint AttribStackDepth;
3458 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3459 /*@}*/
3460
3461 /** \name Renderer attribute groups
3462 *
3463 * We define a struct for each attribute group to make pushing and popping
3464 * attributes easy. Also it's a good organization.
3465 */
3466 /*@{*/
3467 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3468 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3469 struct gl_current_attrib Current; /**< Current attributes */
3470 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3471 struct gl_eval_attrib Eval; /**< Eval attributes */
3472 struct gl_fog_attrib Fog; /**< Fog attributes */
3473 struct gl_hint_attrib Hint; /**< Hint attributes */
3474 struct gl_light_attrib Light; /**< Light attributes */
3475 struct gl_line_attrib Line; /**< Line attributes */
3476 struct gl_list_attrib List; /**< List attributes */
3477 struct gl_multisample_attrib Multisample;
3478 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3479 struct gl_point_attrib Point; /**< Point attributes */
3480 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3481 GLuint PolygonStipple[32]; /**< Polygon stipple */
3482 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3483 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3484 struct gl_texture_attrib Texture; /**< Texture attributes */
3485 struct gl_transform_attrib Transform; /**< Transformation attributes */
3486 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3487 /*@}*/
3488
3489 /** \name Client attribute stack */
3490 /*@{*/
3491 GLuint ClientAttribStackDepth;
3492 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3493 /*@}*/
3494
3495 /** \name Client attribute groups */
3496 /*@{*/
3497 struct gl_array_attrib Array; /**< Vertex arrays */
3498 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3499 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3500 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3501 /*@}*/
3502
3503 /** \name Other assorted state (not pushed/popped on attribute stack) */
3504 /*@{*/
3505 struct gl_pixelmaps PixelMaps;
3506
3507 struct gl_evaluators EvalMap; /**< All evaluators */
3508 struct gl_feedback Feedback; /**< Feedback */
3509 struct gl_selection Select; /**< Selection */
3510
3511 struct gl_program_state Program; /**< general program state */
3512 struct gl_vertex_program_state VertexProgram;
3513 struct gl_fragment_program_state FragmentProgram;
3514 struct gl_geometry_program_state GeometryProgram;
3515 struct gl_ati_fragment_shader_state ATIFragmentShader;
3516
3517 struct gl_shader_state Shader; /**< GLSL shader object state */
3518 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3519
3520 struct gl_query_state Query; /**< occlusion, timer queries */
3521
3522 struct gl_transform_feedback_state TransformFeedback;
3523
3524 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3525 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3526
3527 /**
3528 * Current GL_ARB_uniform_buffer_object binding referenced by
3529 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3530 */
3531 struct gl_buffer_object *UniformBuffer;
3532
3533 /**
3534 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3535 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3536 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3537 * shader program.
3538 */
3539 struct gl_uniform_buffer_binding *UniformBufferBindings;
3540
3541 /*@}*/
3542
3543 struct gl_meta_state *Meta; /**< for "meta" operations */
3544
3545 /* GL_EXT_framebuffer_object */
3546 struct gl_renderbuffer *CurrentRenderbuffer;
3547
3548 GLenum ErrorValue; /**< Last error code */
3549
3550 /* GL_ARB_robustness */
3551 GLenum ResetStatus;
3552
3553 /**
3554 * Recognize and silence repeated error debug messages in buggy apps.
3555 */
3556 const char *ErrorDebugFmtString;
3557 GLuint ErrorDebugCount;
3558
3559 /* GL_ARB_debug_output */
3560 struct gl_debug_state Debug;
3561
3562 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3563 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3564 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3565
3566 struct gl_driver_flags DriverFlags;
3567
3568 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3569
3570 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3571
3572 /** \name Derived state */
3573 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3574 GLfloat _EyeZDir[3];
3575 GLfloat _ModelViewInvScale;
3576 GLboolean _NeedEyeCoords;
3577 GLboolean _ForceEyeCoords;
3578
3579 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3580
3581 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3582
3583 /** \name For debugging/development only */
3584 /*@{*/
3585 GLboolean FirstTimeCurrent;
3586 /*@}*/
3587
3588 /** software compression/decompression supported or not */
3589 GLboolean Mesa_DXTn;
3590
3591 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3592
3593 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3594
3595 /**
3596 * \name Hooks for module contexts.
3597 *
3598 * These will eventually live in the driver or elsewhere.
3599 */
3600 /*@{*/
3601 void *swrast_context;
3602 void *swsetup_context;
3603 void *swtnl_context;
3604 void *swtnl_im;
3605 struct st_context *st;
3606 void *aelt_context;
3607 /*@}*/
3608 };
3609
3610
3611 #ifdef DEBUG
3612 extern int MESA_VERBOSE;
3613 extern int MESA_DEBUG_FLAGS;
3614 # define MESA_FUNCTION __FUNCTION__
3615 #else
3616 # define MESA_VERBOSE 0
3617 # define MESA_DEBUG_FLAGS 0
3618 # define MESA_FUNCTION "a function"
3619 # ifndef NDEBUG
3620 # define NDEBUG
3621 # endif
3622 #endif
3623
3624
3625 /** The MESA_VERBOSE var is a bitmask of these flags */
3626 enum _verbose
3627 {
3628 VERBOSE_VARRAY = 0x0001,
3629 VERBOSE_TEXTURE = 0x0002,
3630 VERBOSE_MATERIAL = 0x0004,
3631 VERBOSE_PIPELINE = 0x0008,
3632 VERBOSE_DRIVER = 0x0010,
3633 VERBOSE_STATE = 0x0020,
3634 VERBOSE_API = 0x0040,
3635 VERBOSE_DISPLAY_LIST = 0x0100,
3636 VERBOSE_LIGHTING = 0x0200,
3637 VERBOSE_PRIMS = 0x0400,
3638 VERBOSE_VERTS = 0x0800,
3639 VERBOSE_DISASSEM = 0x1000,
3640 VERBOSE_DRAW = 0x2000,
3641 VERBOSE_SWAPBUFFERS = 0x4000
3642 };
3643
3644
3645 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3646 enum _debug
3647 {
3648 DEBUG_SILENT = (1 << 0),
3649 DEBUG_ALWAYS_FLUSH = (1 << 1),
3650 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3651 DEBUG_INCOMPLETE_FBO = (1 << 3)
3652 };
3653
3654
3655
3656 #ifdef __cplusplus
3657 }
3658 #endif
3659
3660 #endif /* MTYPES_H */