mapi: add ARB_tessellation_shader
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "glsl/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47
48
49 #ifdef __cplusplus
50 extern "C" {
51 #endif
52
53
54 /**
55 * \name 64-bit extension of GLbitfield.
56 */
57 /*@{*/
58 typedef GLuint64 GLbitfield64;
59
60 /** Set a single bit */
61 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
62 /** Set all bits up to excluding bit b */
63 #define BITFIELD64_MASK(b) \
64 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
65 /** Set count bits starting from bit b */
66 #define BITFIELD64_RANGE(b, count) \
67 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68
69
70 /**
71 * \name Some forward type declarations
72 */
73 /*@{*/
74 struct _mesa_HashTable;
75 struct gl_attrib_node;
76 struct gl_list_extensions;
77 struct gl_meta_state;
78 struct gl_program_cache;
79 struct gl_texture_object;
80 struct gl_debug_state;
81 struct gl_context;
82 struct st_context;
83 struct gl_uniform_storage;
84 struct prog_instruction;
85 struct gl_program_parameter_list;
86 struct set;
87 struct set_entry;
88 struct vbo_context;
89 /*@}*/
90
91
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_PATCHES
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
96
97
98
99 /**
100 * Indexes for vertex program attributes.
101 * GL_NV_vertex_program aliases generic attributes over the conventional
102 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
103 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
104 * generic attributes are distinct/separate).
105 */
106 typedef enum
107 {
108 VERT_ATTRIB_POS = 0,
109 VERT_ATTRIB_WEIGHT = 1,
110 VERT_ATTRIB_NORMAL = 2,
111 VERT_ATTRIB_COLOR0 = 3,
112 VERT_ATTRIB_COLOR1 = 4,
113 VERT_ATTRIB_FOG = 5,
114 VERT_ATTRIB_COLOR_INDEX = 6,
115 VERT_ATTRIB_EDGEFLAG = 7,
116 VERT_ATTRIB_TEX0 = 8,
117 VERT_ATTRIB_TEX1 = 9,
118 VERT_ATTRIB_TEX2 = 10,
119 VERT_ATTRIB_TEX3 = 11,
120 VERT_ATTRIB_TEX4 = 12,
121 VERT_ATTRIB_TEX5 = 13,
122 VERT_ATTRIB_TEX6 = 14,
123 VERT_ATTRIB_TEX7 = 15,
124 VERT_ATTRIB_POINT_SIZE = 16,
125 VERT_ATTRIB_GENERIC0 = 17,
126 VERT_ATTRIB_GENERIC1 = 18,
127 VERT_ATTRIB_GENERIC2 = 19,
128 VERT_ATTRIB_GENERIC3 = 20,
129 VERT_ATTRIB_GENERIC4 = 21,
130 VERT_ATTRIB_GENERIC5 = 22,
131 VERT_ATTRIB_GENERIC6 = 23,
132 VERT_ATTRIB_GENERIC7 = 24,
133 VERT_ATTRIB_GENERIC8 = 25,
134 VERT_ATTRIB_GENERIC9 = 26,
135 VERT_ATTRIB_GENERIC10 = 27,
136 VERT_ATTRIB_GENERIC11 = 28,
137 VERT_ATTRIB_GENERIC12 = 29,
138 VERT_ATTRIB_GENERIC13 = 30,
139 VERT_ATTRIB_GENERIC14 = 31,
140 VERT_ATTRIB_GENERIC15 = 32,
141 VERT_ATTRIB_MAX = 33
142 } gl_vert_attrib;
143
144 /**
145 * Symbolic constats to help iterating over
146 * specific blocks of vertex attributes.
147 *
148 * VERT_ATTRIB_FF
149 * includes all fixed function attributes as well as
150 * the aliased GL_NV_vertex_program shader attributes.
151 * VERT_ATTRIB_TEX
152 * include the classic texture coordinate attributes.
153 * Is a subset of VERT_ATTRIB_FF.
154 * VERT_ATTRIB_GENERIC
155 * include the OpenGL 2.0+ GLSL generic shader attributes.
156 * These alias the generic GL_ARB_vertex_shader attributes.
157 */
158 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
159 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
160
161 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
162 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
163
164 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
165 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
166
167 /**
168 * Bitflags for vertex attributes.
169 * These are used in bitfields in many places.
170 */
171 /*@{*/
172 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
173 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
174 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
175 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
176 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
177 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
178 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
179 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
180 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
181 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
182 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
183 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
184 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
185 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
186 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
187 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
188 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
189 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
190
191 #define VERT_BIT(i) BITFIELD64_BIT(i)
192 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
193
194 #define VERT_BIT_FF(i) VERT_BIT(i)
195 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
196 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
197 #define VERT_BIT_TEX_ALL \
198 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
199
200 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
201 #define VERT_BIT_GENERIC_ALL \
202 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
203 /*@}*/
204
205
206 /**
207 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
208 * fragment shader inputs.
209 *
210 * Note that some of these values are not available to all pipeline stages.
211 *
212 * When this enum is updated, the following code must be updated too:
213 * - vertResults (in prog_print.c's arb_output_attrib_string())
214 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
215 * - _mesa_varying_slot_in_fs()
216 */
217 typedef enum
218 {
219 VARYING_SLOT_POS,
220 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
221 VARYING_SLOT_COL1,
222 VARYING_SLOT_FOGC,
223 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
224 VARYING_SLOT_TEX1,
225 VARYING_SLOT_TEX2,
226 VARYING_SLOT_TEX3,
227 VARYING_SLOT_TEX4,
228 VARYING_SLOT_TEX5,
229 VARYING_SLOT_TEX6,
230 VARYING_SLOT_TEX7,
231 VARYING_SLOT_PSIZ, /* Does not appear in FS */
232 VARYING_SLOT_BFC0, /* Does not appear in FS */
233 VARYING_SLOT_BFC1, /* Does not appear in FS */
234 VARYING_SLOT_EDGE, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
236 VARYING_SLOT_CLIP_DIST0,
237 VARYING_SLOT_CLIP_DIST1,
238 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
239 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
240 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
241 VARYING_SLOT_FACE, /* FS only */
242 VARYING_SLOT_PNTC, /* FS only */
243 VARYING_SLOT_VAR0, /* First generic varying slot */
244 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
245 } gl_varying_slot;
246
247
248 /**
249 * Bitflags for varying slots.
250 */
251 /*@{*/
252 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
253 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
254 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
255 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
256 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
257 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
258 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
259 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
260 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
261 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
262 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
263 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
264 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
265 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
266 MAX_TEXTURE_COORD_UNITS)
267 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
268 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
269 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
270 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
271 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
272 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
273 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
274 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
275 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
276 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
277 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
278 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
279 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
280 /*@}*/
281
282 /**
283 * Determine if the given gl_varying_slot appears in the fragment shader.
284 */
285 static inline GLboolean
286 _mesa_varying_slot_in_fs(gl_varying_slot slot)
287 {
288 switch (slot) {
289 case VARYING_SLOT_PSIZ:
290 case VARYING_SLOT_BFC0:
291 case VARYING_SLOT_BFC1:
292 case VARYING_SLOT_EDGE:
293 case VARYING_SLOT_CLIP_VERTEX:
294 case VARYING_SLOT_LAYER:
295 return GL_FALSE;
296 default:
297 return GL_TRUE;
298 }
299 }
300
301
302 /**
303 * Fragment program results
304 */
305 typedef enum
306 {
307 FRAG_RESULT_DEPTH = 0,
308 FRAG_RESULT_STENCIL = 1,
309 /* If a single color should be written to all render targets, this
310 * register is written. No FRAG_RESULT_DATAn will be written.
311 */
312 FRAG_RESULT_COLOR = 2,
313 FRAG_RESULT_SAMPLE_MASK = 3,
314
315 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
316 * or ARB_fragment_program fragment.color[n]) color results. If
317 * any are written, FRAG_RESULT_COLOR will not be written.
318 */
319 FRAG_RESULT_DATA0 = 4,
320 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
321 } gl_frag_result;
322
323
324 /**
325 * Indexes for all renderbuffers
326 */
327 typedef enum
328 {
329 /* the four standard color buffers */
330 BUFFER_FRONT_LEFT,
331 BUFFER_BACK_LEFT,
332 BUFFER_FRONT_RIGHT,
333 BUFFER_BACK_RIGHT,
334 BUFFER_DEPTH,
335 BUFFER_STENCIL,
336 BUFFER_ACCUM,
337 /* optional aux buffer */
338 BUFFER_AUX0,
339 /* generic renderbuffers */
340 BUFFER_COLOR0,
341 BUFFER_COLOR1,
342 BUFFER_COLOR2,
343 BUFFER_COLOR3,
344 BUFFER_COLOR4,
345 BUFFER_COLOR5,
346 BUFFER_COLOR6,
347 BUFFER_COLOR7,
348 BUFFER_COUNT
349 } gl_buffer_index;
350
351 /**
352 * Bit flags for all renderbuffers
353 */
354 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
355 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
356 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
357 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
358 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
359 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
360 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
361 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
362 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
363 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
364 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
365 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
366 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
367 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
368 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
369 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
370 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
371 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
372 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
373
374 /**
375 * Mask of all the color buffer bits (but not accum).
376 */
377 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
378 BUFFER_BIT_BACK_LEFT | \
379 BUFFER_BIT_FRONT_RIGHT | \
380 BUFFER_BIT_BACK_RIGHT | \
381 BUFFER_BIT_AUX0 | \
382 BUFFER_BIT_COLOR0 | \
383 BUFFER_BIT_COLOR1 | \
384 BUFFER_BIT_COLOR2 | \
385 BUFFER_BIT_COLOR3 | \
386 BUFFER_BIT_COLOR4 | \
387 BUFFER_BIT_COLOR5 | \
388 BUFFER_BIT_COLOR6 | \
389 BUFFER_BIT_COLOR7)
390
391 /**
392 * Framebuffer configuration (aka visual / pixelformat)
393 * Note: some of these fields should be boolean, but it appears that
394 * code in drivers/dri/common/util.c requires int-sized fields.
395 */
396 struct gl_config
397 {
398 GLboolean rgbMode;
399 GLboolean floatMode;
400 GLuint doubleBufferMode;
401 GLuint stereoMode;
402
403 GLboolean haveAccumBuffer;
404 GLboolean haveDepthBuffer;
405 GLboolean haveStencilBuffer;
406
407 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
408 GLuint redMask, greenMask, blueMask, alphaMask;
409 GLint rgbBits; /* total bits for rgb */
410 GLint indexBits; /* total bits for colorindex */
411
412 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
413 GLint depthBits;
414 GLint stencilBits;
415
416 GLint numAuxBuffers;
417
418 GLint level;
419
420 /* EXT_visual_rating / GLX 1.2 */
421 GLint visualRating;
422
423 /* EXT_visual_info / GLX 1.2 */
424 GLint transparentPixel;
425 /* colors are floats scaled to ints */
426 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
427 GLint transparentIndex;
428
429 /* ARB_multisample / SGIS_multisample */
430 GLint sampleBuffers;
431 GLint samples;
432
433 /* SGIX_pbuffer / GLX 1.3 */
434 GLint maxPbufferWidth;
435 GLint maxPbufferHeight;
436 GLint maxPbufferPixels;
437 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
438 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
439
440 /* OML_swap_method */
441 GLint swapMethod;
442
443 /* EXT_texture_from_pixmap */
444 GLint bindToTextureRgb;
445 GLint bindToTextureRgba;
446 GLint bindToMipmapTexture;
447 GLint bindToTextureTargets;
448 GLint yInverted;
449
450 /* EXT_framebuffer_sRGB */
451 GLint sRGBCapable;
452 };
453
454
455 /**
456 * \name Bit flags used for updating material values.
457 */
458 /*@{*/
459 #define MAT_ATTRIB_FRONT_AMBIENT 0
460 #define MAT_ATTRIB_BACK_AMBIENT 1
461 #define MAT_ATTRIB_FRONT_DIFFUSE 2
462 #define MAT_ATTRIB_BACK_DIFFUSE 3
463 #define MAT_ATTRIB_FRONT_SPECULAR 4
464 #define MAT_ATTRIB_BACK_SPECULAR 5
465 #define MAT_ATTRIB_FRONT_EMISSION 6
466 #define MAT_ATTRIB_BACK_EMISSION 7
467 #define MAT_ATTRIB_FRONT_SHININESS 8
468 #define MAT_ATTRIB_BACK_SHININESS 9
469 #define MAT_ATTRIB_FRONT_INDEXES 10
470 #define MAT_ATTRIB_BACK_INDEXES 11
471 #define MAT_ATTRIB_MAX 12
472
473 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
474 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
475 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
476 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
477 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
478 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
479
480 #define MAT_INDEX_AMBIENT 0
481 #define MAT_INDEX_DIFFUSE 1
482 #define MAT_INDEX_SPECULAR 2
483
484 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
485 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
486 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
487 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
488 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
489 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
490 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
491 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
492 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
493 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
494 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
495 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
496
497
498 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
499 MAT_BIT_FRONT_AMBIENT | \
500 MAT_BIT_FRONT_DIFFUSE | \
501 MAT_BIT_FRONT_SPECULAR | \
502 MAT_BIT_FRONT_SHININESS | \
503 MAT_BIT_FRONT_INDEXES)
504
505 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
506 MAT_BIT_BACK_AMBIENT | \
507 MAT_BIT_BACK_DIFFUSE | \
508 MAT_BIT_BACK_SPECULAR | \
509 MAT_BIT_BACK_SHININESS | \
510 MAT_BIT_BACK_INDEXES)
511
512 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
513 /*@}*/
514
515
516 /**
517 * Material state.
518 */
519 struct gl_material
520 {
521 GLfloat Attrib[MAT_ATTRIB_MAX][4];
522 };
523
524
525 /**
526 * Light state flags.
527 */
528 /*@{*/
529 #define LIGHT_SPOT 0x1
530 #define LIGHT_LOCAL_VIEWER 0x2
531 #define LIGHT_POSITIONAL 0x4
532 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
533 /*@}*/
534
535
536 /**
537 * Light source state.
538 */
539 struct gl_light
540 {
541 struct gl_light *next; /**< double linked list with sentinel */
542 struct gl_light *prev;
543
544 GLfloat Ambient[4]; /**< ambient color */
545 GLfloat Diffuse[4]; /**< diffuse color */
546 GLfloat Specular[4]; /**< specular color */
547 GLfloat EyePosition[4]; /**< position in eye coordinates */
548 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
549 GLfloat SpotExponent;
550 GLfloat SpotCutoff; /**< in degrees */
551 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
552 GLfloat ConstantAttenuation;
553 GLfloat LinearAttenuation;
554 GLfloat QuadraticAttenuation;
555 GLboolean Enabled; /**< On/off flag */
556
557 /**
558 * \name Derived fields
559 */
560 /*@{*/
561 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
562
563 GLfloat _Position[4]; /**< position in eye/obj coordinates */
564 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
565 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
566 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
567 GLfloat _VP_inf_spot_attenuation;
568
569 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
570 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
571 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
572 /*@}*/
573 };
574
575
576 /**
577 * Light model state.
578 */
579 struct gl_lightmodel
580 {
581 GLfloat Ambient[4]; /**< ambient color */
582 GLboolean LocalViewer; /**< Local (or infinite) view point? */
583 GLboolean TwoSide; /**< Two (or one) sided lighting? */
584 GLenum ColorControl; /**< either GL_SINGLE_COLOR
585 * or GL_SEPARATE_SPECULAR_COLOR */
586 };
587
588
589 /**
590 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
591 */
592 struct gl_accum_attrib
593 {
594 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
595 };
596
597
598 /**
599 * Used for storing clear color, texture border color, etc.
600 * The float values are typically unclamped.
601 */
602 union gl_color_union
603 {
604 GLfloat f[4];
605 GLint i[4];
606 GLuint ui[4];
607 };
608
609
610 /**
611 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
612 */
613 struct gl_colorbuffer_attrib
614 {
615 GLuint ClearIndex; /**< Index for glClear */
616 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
617 GLuint IndexMask; /**< Color index write mask */
618 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
619
620 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
621
622 /**
623 * \name alpha testing
624 */
625 /*@{*/
626 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
627 GLenum AlphaFunc; /**< Alpha test function */
628 GLfloat AlphaRefUnclamped;
629 GLclampf AlphaRef; /**< Alpha reference value */
630 /*@}*/
631
632 /**
633 * \name Blending
634 */
635 /*@{*/
636 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
637
638 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
639 * control, only on the fixed-pointness of the render target.
640 * The query does however depend on fragment color clamping.
641 */
642 GLfloat BlendColorUnclamped[4]; /**< Blending color */
643 GLfloat BlendColor[4]; /**< Blending color */
644
645 struct
646 {
647 GLenum SrcRGB; /**< RGB blend source term */
648 GLenum DstRGB; /**< RGB blend dest term */
649 GLenum SrcA; /**< Alpha blend source term */
650 GLenum DstA; /**< Alpha blend dest term */
651 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
652 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
653 /**
654 * Set if any blend factor uses SRC1. Computed at the time blend factors
655 * get set.
656 */
657 GLboolean _UsesDualSrc;
658 } Blend[MAX_DRAW_BUFFERS];
659 /** Are the blend func terms currently different for each buffer/target? */
660 GLboolean _BlendFuncPerBuffer;
661 /** Are the blend equations currently different for each buffer/target? */
662 GLboolean _BlendEquationPerBuffer;
663 /*@}*/
664
665 /**
666 * \name Logic op
667 */
668 /*@{*/
669 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
670 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
671 GLenum LogicOp; /**< Logic operator */
672
673 /*@}*/
674
675 GLboolean DitherFlag; /**< Dither enable flag */
676
677 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
678 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
679 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
680
681 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
682 };
683
684
685 /**
686 * Current attribute group (GL_CURRENT_BIT).
687 */
688 struct gl_current_attrib
689 {
690 /**
691 * \name Current vertex attributes.
692 * \note Values are valid only after FLUSH_VERTICES has been called.
693 * \note Index and Edgeflag current values are stored as floats in the
694 * SIX and SEVEN attribute slots.
695 */
696 /* we need double storage for this for vertex attrib 64bit */
697 GLfloat Attrib[VERT_ATTRIB_MAX][4*2]; /**< Position, color, texcoords, etc */
698
699 /**
700 * \name Current raster position attributes (always valid).
701 * \note This set of attributes is very similar to the SWvertex struct.
702 */
703 /*@{*/
704 GLfloat RasterPos[4];
705 GLfloat RasterDistance;
706 GLfloat RasterColor[4];
707 GLfloat RasterSecondaryColor[4];
708 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
709 GLboolean RasterPosValid;
710 /*@}*/
711 };
712
713
714 /**
715 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
716 */
717 struct gl_depthbuffer_attrib
718 {
719 GLenum Func; /**< Function for depth buffer compare */
720 GLclampd Clear; /**< Value to clear depth buffer to */
721 GLboolean Test; /**< Depth buffering enabled flag */
722 GLboolean Mask; /**< Depth buffer writable? */
723 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
724 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
725 };
726
727
728 /**
729 * Evaluator attribute group (GL_EVAL_BIT).
730 */
731 struct gl_eval_attrib
732 {
733 /**
734 * \name Enable bits
735 */
736 /*@{*/
737 GLboolean Map1Color4;
738 GLboolean Map1Index;
739 GLboolean Map1Normal;
740 GLboolean Map1TextureCoord1;
741 GLboolean Map1TextureCoord2;
742 GLboolean Map1TextureCoord3;
743 GLboolean Map1TextureCoord4;
744 GLboolean Map1Vertex3;
745 GLboolean Map1Vertex4;
746 GLboolean Map2Color4;
747 GLboolean Map2Index;
748 GLboolean Map2Normal;
749 GLboolean Map2TextureCoord1;
750 GLboolean Map2TextureCoord2;
751 GLboolean Map2TextureCoord3;
752 GLboolean Map2TextureCoord4;
753 GLboolean Map2Vertex3;
754 GLboolean Map2Vertex4;
755 GLboolean AutoNormal;
756 /*@}*/
757
758 /**
759 * \name Map Grid endpoints and divisions and calculated du values
760 */
761 /*@{*/
762 GLint MapGrid1un;
763 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
764 GLint MapGrid2un, MapGrid2vn;
765 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
766 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
767 /*@}*/
768 };
769
770
771 /**
772 * Fog attribute group (GL_FOG_BIT).
773 */
774 struct gl_fog_attrib
775 {
776 GLboolean Enabled; /**< Fog enabled flag */
777 GLboolean ColorSumEnabled;
778 GLfloat ColorUnclamped[4]; /**< Fog color */
779 GLfloat Color[4]; /**< Fog color */
780 GLfloat Density; /**< Density >= 0.0 */
781 GLfloat Start; /**< Start distance in eye coords */
782 GLfloat End; /**< End distance in eye coords */
783 GLfloat Index; /**< Fog index */
784 GLenum Mode; /**< Fog mode */
785 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
786 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
787 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
788 };
789
790
791 /**
792 * Hint attribute group (GL_HINT_BIT).
793 *
794 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
795 */
796 struct gl_hint_attrib
797 {
798 GLenum PerspectiveCorrection;
799 GLenum PointSmooth;
800 GLenum LineSmooth;
801 GLenum PolygonSmooth;
802 GLenum Fog;
803 GLenum TextureCompression; /**< GL_ARB_texture_compression */
804 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
805 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
806 };
807
808
809 /**
810 * Lighting attribute group (GL_LIGHT_BIT).
811 */
812 struct gl_light_attrib
813 {
814 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
815 struct gl_lightmodel Model; /**< Lighting model */
816
817 /**
818 * Front and back material values.
819 * Note: must call FLUSH_VERTICES() before using.
820 */
821 struct gl_material Material;
822
823 GLboolean Enabled; /**< Lighting enabled flag */
824 GLboolean ColorMaterialEnabled;
825
826 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
827 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
828 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
829 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
830 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
831
832
833 GLboolean _ClampVertexColor;
834 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
835
836 /**
837 * Derived state for optimizations:
838 */
839 /*@{*/
840 GLboolean _NeedEyeCoords;
841 GLboolean _NeedVertices; /**< Use fast shader? */
842 struct gl_light EnabledList; /**< List sentinel */
843
844 GLfloat _BaseColor[2][3];
845 /*@}*/
846 };
847
848
849 /**
850 * Line attribute group (GL_LINE_BIT).
851 */
852 struct gl_line_attrib
853 {
854 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
855 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
856 GLushort StipplePattern; /**< Stipple pattern */
857 GLint StippleFactor; /**< Stipple repeat factor */
858 GLfloat Width; /**< Line width */
859 };
860
861
862 /**
863 * Display list attribute group (GL_LIST_BIT).
864 */
865 struct gl_list_attrib
866 {
867 GLuint ListBase;
868 };
869
870
871 /**
872 * Multisample attribute group (GL_MULTISAMPLE_BIT).
873 */
874 struct gl_multisample_attrib
875 {
876 GLboolean Enabled;
877 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
878 GLboolean SampleAlphaToCoverage;
879 GLboolean SampleAlphaToOne;
880 GLboolean SampleCoverage;
881 GLboolean SampleCoverageInvert;
882 GLboolean SampleShading;
883
884 /* ARB_texture_multisample / GL3.2 additions */
885 GLboolean SampleMask;
886
887 GLfloat SampleCoverageValue;
888 GLfloat MinSampleShadingValue;
889
890 /** The GL spec defines this as an array but >32x MSAA is madness */
891 GLbitfield SampleMaskValue;
892 };
893
894
895 /**
896 * A pixelmap (see glPixelMap)
897 */
898 struct gl_pixelmap
899 {
900 GLint Size;
901 GLfloat Map[MAX_PIXEL_MAP_TABLE];
902 };
903
904
905 /**
906 * Collection of all pixelmaps
907 */
908 struct gl_pixelmaps
909 {
910 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
911 struct gl_pixelmap GtoG;
912 struct gl_pixelmap BtoB;
913 struct gl_pixelmap AtoA;
914 struct gl_pixelmap ItoR;
915 struct gl_pixelmap ItoG;
916 struct gl_pixelmap ItoB;
917 struct gl_pixelmap ItoA;
918 struct gl_pixelmap ItoI;
919 struct gl_pixelmap StoS;
920 };
921
922
923 /**
924 * Pixel attribute group (GL_PIXEL_MODE_BIT).
925 */
926 struct gl_pixel_attrib
927 {
928 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
929
930 /*--- Begin Pixel Transfer State ---*/
931 /* Fields are in the order in which they're applied... */
932
933 /** Scale & Bias (index shift, offset) */
934 /*@{*/
935 GLfloat RedBias, RedScale;
936 GLfloat GreenBias, GreenScale;
937 GLfloat BlueBias, BlueScale;
938 GLfloat AlphaBias, AlphaScale;
939 GLfloat DepthBias, DepthScale;
940 GLint IndexShift, IndexOffset;
941 /*@}*/
942
943 /* Pixel Maps */
944 /* Note: actual pixel maps are not part of this attrib group */
945 GLboolean MapColorFlag;
946 GLboolean MapStencilFlag;
947
948 /*--- End Pixel Transfer State ---*/
949
950 /** glPixelZoom */
951 GLfloat ZoomX, ZoomY;
952 };
953
954
955 /**
956 * Point attribute group (GL_POINT_BIT).
957 */
958 struct gl_point_attrib
959 {
960 GLfloat Size; /**< User-specified point size */
961 GLfloat Params[3]; /**< GL_EXT_point_parameters */
962 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
963 GLfloat Threshold; /**< GL_EXT_point_parameters */
964 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
965 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
966 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
967 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
968 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
969 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
970 };
971
972
973 /**
974 * Polygon attribute group (GL_POLYGON_BIT).
975 */
976 struct gl_polygon_attrib
977 {
978 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
979 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
980 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
981 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
982 GLboolean CullFlag; /**< Culling on/off flag */
983 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
984 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
985 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
986 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
987 GLfloat OffsetUnits; /**< Polygon offset units, from user */
988 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
989 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
990 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
991 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
992 };
993
994
995 /**
996 * Scissor attributes (GL_SCISSOR_BIT).
997 */
998 struct gl_scissor_rect
999 {
1000 GLint X, Y; /**< Lower left corner of box */
1001 GLsizei Width, Height; /**< Size of box */
1002 };
1003 struct gl_scissor_attrib
1004 {
1005 GLbitfield EnableFlags; /**< Scissor test enabled? */
1006 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1007 };
1008
1009
1010 /**
1011 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1012 *
1013 * Three sets of stencil data are tracked so that OpenGL 2.0,
1014 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1015 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1016 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1017 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1018 * GL_EXT_stencil_two_side GL_BACK state.
1019 *
1020 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1021 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1022 *
1023 * The derived value \c _TestTwoSide is set when the front-face and back-face
1024 * stencil state are different.
1025 */
1026 struct gl_stencil_attrib
1027 {
1028 GLboolean Enabled; /**< Enabled flag */
1029 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1030 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1031 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1032 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1033 GLboolean _TestTwoSide;
1034 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1035 GLenum Function[3]; /**< Stencil function */
1036 GLenum FailFunc[3]; /**< Fail function */
1037 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1038 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1039 GLint Ref[3]; /**< Reference value */
1040 GLuint ValueMask[3]; /**< Value mask */
1041 GLuint WriteMask[3]; /**< Write mask */
1042 GLuint Clear; /**< Clear value */
1043 };
1044
1045
1046 /**
1047 * An index for each type of texture object. These correspond to the GL
1048 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1049 * Note: the order is from highest priority to lowest priority.
1050 */
1051 typedef enum
1052 {
1053 TEXTURE_2D_MULTISAMPLE_INDEX,
1054 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1055 TEXTURE_CUBE_ARRAY_INDEX,
1056 TEXTURE_BUFFER_INDEX,
1057 TEXTURE_2D_ARRAY_INDEX,
1058 TEXTURE_1D_ARRAY_INDEX,
1059 TEXTURE_EXTERNAL_INDEX,
1060 TEXTURE_CUBE_INDEX,
1061 TEXTURE_3D_INDEX,
1062 TEXTURE_RECT_INDEX,
1063 TEXTURE_2D_INDEX,
1064 TEXTURE_1D_INDEX,
1065 NUM_TEXTURE_TARGETS
1066 } gl_texture_index;
1067
1068
1069 /**
1070 * Bit flags for each type of texture object
1071 */
1072 /*@{*/
1073 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1074 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1075 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1076 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1077 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1078 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1079 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1080 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1081 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1082 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1083 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1084 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1085 /*@}*/
1086
1087
1088 /**
1089 * Texture image state. Drivers will typically create a subclass of this
1090 * with extra fields for memory buffers, etc.
1091 */
1092 struct gl_texture_image
1093 {
1094 GLint InternalFormat; /**< Internal format as given by the user */
1095 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1096 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1097 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1098 * GL_DEPTH_STENCIL_EXT only. Used for
1099 * choosing TexEnv arithmetic.
1100 */
1101 mesa_format TexFormat; /**< The actual texture memory format */
1102
1103 GLuint Border; /**< 0 or 1 */
1104 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1105 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1106 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1107 GLuint Width2; /**< = Width - 2*Border */
1108 GLuint Height2; /**< = Height - 2*Border */
1109 GLuint Depth2; /**< = Depth - 2*Border */
1110 GLuint WidthLog2; /**< = log2(Width2) */
1111 GLuint HeightLog2; /**< = log2(Height2) */
1112 GLuint DepthLog2; /**< = log2(Depth2) */
1113 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1114 levels, computed from the dimensions */
1115
1116 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1117 GLuint Level; /**< Which mipmap level am I? */
1118 /** Cube map face: index into gl_texture_object::Image[] array */
1119 GLuint Face;
1120
1121 /** GL_ARB_texture_multisample */
1122 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1123 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1124 };
1125
1126
1127 /**
1128 * Indexes for cube map faces.
1129 */
1130 typedef enum
1131 {
1132 FACE_POS_X = 0,
1133 FACE_NEG_X = 1,
1134 FACE_POS_Y = 2,
1135 FACE_NEG_Y = 3,
1136 FACE_POS_Z = 4,
1137 FACE_NEG_Z = 5,
1138 MAX_FACES = 6
1139 } gl_face_index;
1140
1141
1142 /**
1143 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1144 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1145 */
1146 struct gl_sampler_object
1147 {
1148 GLuint Name;
1149 GLint RefCount;
1150 GLchar *Label; /**< GL_KHR_debug */
1151
1152 GLenum WrapS; /**< S-axis texture image wrap mode */
1153 GLenum WrapT; /**< T-axis texture image wrap mode */
1154 GLenum WrapR; /**< R-axis texture image wrap mode */
1155 GLenum MinFilter; /**< minification filter */
1156 GLenum MagFilter; /**< magnification filter */
1157 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1158 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1159 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1160 GLfloat LodBias; /**< OpenGL 1.4 */
1161 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1162 GLenum CompareMode; /**< GL_ARB_shadow */
1163 GLenum CompareFunc; /**< GL_ARB_shadow */
1164 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1165 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1166 };
1167
1168
1169 /**
1170 * Texture object state. Contains the array of mipmap images, border color,
1171 * wrap modes, filter modes, and shadow/texcompare state.
1172 */
1173 struct gl_texture_object
1174 {
1175 mtx_t Mutex; /**< for thread safety */
1176 GLint RefCount; /**< reference count */
1177 GLuint Name; /**< the user-visible texture object ID */
1178 GLchar *Label; /**< GL_KHR_debug */
1179 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1180 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1181 Only valid when Target is valid. */
1182
1183 struct gl_sampler_object Sampler;
1184
1185 GLenum DepthMode; /**< GL_ARB_depth_texture */
1186 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1187
1188 GLfloat Priority; /**< in [0,1] */
1189 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1190 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1191 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1192 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1193 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1194 GLint CropRect[4]; /**< GL_OES_draw_texture */
1195 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1196 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1197 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1198 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1199 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1200 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1201 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1202 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1203 pressure? */
1204 GLboolean Immutable; /**< GL_ARB_texture_storage */
1205 GLboolean _IsFloat; /**< GL_OES_float_texture */
1206 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1207
1208 GLuint MinLevel; /**< GL_ARB_texture_view */
1209 GLuint MinLayer; /**< GL_ARB_texture_view */
1210 GLuint NumLevels; /**< GL_ARB_texture_view */
1211 GLuint NumLayers; /**< GL_ARB_texture_view */
1212
1213 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1214 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1215
1216 /** GL_ARB_texture_buffer_object */
1217 struct gl_buffer_object *BufferObject;
1218 GLenum BufferObjectFormat;
1219 /** Equivalent Mesa format for BufferObjectFormat. */
1220 mesa_format _BufferObjectFormat;
1221 /** GL_ARB_texture_buffer_range */
1222 GLintptr BufferOffset;
1223 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1224
1225 /** GL_OES_EGL_image_external */
1226 GLint RequiredTextureImageUnits;
1227
1228 /** GL_ARB_shader_image_load_store */
1229 GLenum ImageFormatCompatibilityType;
1230 };
1231
1232
1233 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1234 #define MAX_COMBINER_TERMS 4
1235
1236
1237 /**
1238 * Texture combine environment state.
1239 */
1240 struct gl_tex_env_combine_state
1241 {
1242 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1243 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1244 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1245 GLenum SourceRGB[MAX_COMBINER_TERMS];
1246 GLenum SourceA[MAX_COMBINER_TERMS];
1247 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1248 GLenum OperandRGB[MAX_COMBINER_TERMS];
1249 GLenum OperandA[MAX_COMBINER_TERMS];
1250 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1251 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1252 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1253 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1254 };
1255
1256
1257 /**
1258 * TexGenEnabled flags.
1259 */
1260 /*@{*/
1261 #define S_BIT 1
1262 #define T_BIT 2
1263 #define R_BIT 4
1264 #define Q_BIT 8
1265 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1266 /*@}*/
1267
1268
1269 /**
1270 * Bit flag versions of the corresponding GL_ constants.
1271 */
1272 /*@{*/
1273 #define TEXGEN_SPHERE_MAP 0x1
1274 #define TEXGEN_OBJ_LINEAR 0x2
1275 #define TEXGEN_EYE_LINEAR 0x4
1276 #define TEXGEN_REFLECTION_MAP_NV 0x8
1277 #define TEXGEN_NORMAL_MAP_NV 0x10
1278
1279 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1280 TEXGEN_REFLECTION_MAP_NV | \
1281 TEXGEN_NORMAL_MAP_NV)
1282 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1283 TEXGEN_REFLECTION_MAP_NV | \
1284 TEXGEN_NORMAL_MAP_NV | \
1285 TEXGEN_EYE_LINEAR)
1286 /*@}*/
1287
1288
1289
1290 /** Tex-gen enabled for texture unit? */
1291 #define ENABLE_TEXGEN(unit) (1 << (unit))
1292
1293 /** Non-identity texture matrix for texture unit? */
1294 #define ENABLE_TEXMAT(unit) (1 << (unit))
1295
1296
1297 /**
1298 * Texture coord generation state.
1299 */
1300 struct gl_texgen
1301 {
1302 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1303 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1304 GLfloat ObjectPlane[4];
1305 GLfloat EyePlane[4];
1306 };
1307
1308
1309 /**
1310 * Texture unit state. Contains enable flags, texture environment/function/
1311 * combiners, texgen state, and pointers to current texture objects.
1312 */
1313 struct gl_texture_unit
1314 {
1315 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1316
1317 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1318 GLclampf EnvColor[4];
1319 GLfloat EnvColorUnclamped[4];
1320
1321 struct gl_texgen GenS;
1322 struct gl_texgen GenT;
1323 struct gl_texgen GenR;
1324 struct gl_texgen GenQ;
1325 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1326 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1327
1328 GLfloat LodBias; /**< for biasing mipmap levels */
1329
1330 /** Texture targets that have a non-default texture bound */
1331 GLbitfield _BoundTextures;
1332
1333 /** Current sampler object (GL_ARB_sampler_objects) */
1334 struct gl_sampler_object *Sampler;
1335
1336 /**
1337 * \name GL_EXT_texture_env_combine
1338 */
1339 struct gl_tex_env_combine_state Combine;
1340
1341 /**
1342 * Derived state based on \c EnvMode and the \c BaseFormat of the
1343 * currently enabled texture.
1344 */
1345 struct gl_tex_env_combine_state _EnvMode;
1346
1347 /**
1348 * Currently enabled combiner state. This will point to either
1349 * \c Combine or \c _EnvMode.
1350 */
1351 struct gl_tex_env_combine_state *_CurrentCombine;
1352
1353 /** Current texture object pointers */
1354 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1355
1356 /** Points to highest priority, complete and enabled texture object */
1357 struct gl_texture_object *_Current;
1358
1359 };
1360
1361
1362 /**
1363 * Texture attribute group (GL_TEXTURE_BIT).
1364 */
1365 struct gl_texture_attrib
1366 {
1367 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1368
1369 /** GL_ARB_seamless_cubemap */
1370 GLboolean CubeMapSeamless;
1371
1372 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1373
1374 /** GL_ARB_texture_buffer_object */
1375 struct gl_buffer_object *BufferObject;
1376
1377 /** Texture coord units/sets used for fragment texturing */
1378 GLbitfield _EnabledCoordUnits;
1379
1380 /** Texture coord units that have texgen enabled */
1381 GLbitfield _TexGenEnabled;
1382
1383 /** Texture coord units that have non-identity matrices */
1384 GLbitfield _TexMatEnabled;
1385
1386 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1387 GLbitfield _GenFlags;
1388
1389 /** Largest index of a texture unit with _Current != NULL. */
1390 GLint _MaxEnabledTexImageUnit;
1391
1392 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1393 GLint NumCurrentTexUsed;
1394
1395 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1396 };
1397
1398
1399 /**
1400 * Data structure representing a single clip plane (e.g. one of the elements
1401 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1402 */
1403 typedef GLfloat gl_clip_plane[4];
1404
1405
1406 /**
1407 * Transformation attribute group (GL_TRANSFORM_BIT).
1408 */
1409 struct gl_transform_attrib
1410 {
1411 GLenum MatrixMode; /**< Matrix mode */
1412 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1413 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1414 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1415 GLboolean Normalize; /**< Normalize all normals? */
1416 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1417 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1418 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1419 /** GL_ARB_clip_control */
1420 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1421 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1422 };
1423
1424
1425 /**
1426 * Viewport attribute group (GL_VIEWPORT_BIT).
1427 */
1428 struct gl_viewport_attrib
1429 {
1430 GLfloat X, Y; /**< position */
1431 GLfloat Width, Height; /**< size */
1432 GLdouble Near, Far; /**< Depth buffer range */
1433 };
1434
1435
1436 typedef enum {
1437 MAP_USER,
1438 MAP_INTERNAL,
1439
1440 MAP_COUNT
1441 } gl_map_buffer_index;
1442
1443
1444 /**
1445 * Fields describing a mapped buffer range.
1446 */
1447 struct gl_buffer_mapping {
1448 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1449 GLvoid *Pointer; /**< User-space address of mapping */
1450 GLintptr Offset; /**< Mapped offset */
1451 GLsizeiptr Length; /**< Mapped length */
1452 };
1453
1454
1455 /**
1456 * Usages we've seen for a buffer object.
1457 */
1458 typedef enum {
1459 USAGE_UNIFORM_BUFFER = 0x1,
1460 USAGE_TEXTURE_BUFFER = 0x2,
1461 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1462 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1463 } gl_buffer_usage;
1464
1465
1466 /**
1467 * GL_ARB_vertex/pixel_buffer_object buffer object
1468 */
1469 struct gl_buffer_object
1470 {
1471 mtx_t Mutex;
1472 GLint RefCount;
1473 GLuint Name;
1474 GLchar *Label; /**< GL_KHR_debug */
1475 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1476 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1477 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1478 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1479 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1480 GLboolean Written; /**< Ever written to? (for debugging) */
1481 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1482 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1483 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1484
1485 struct gl_buffer_mapping Mappings[MAP_COUNT];
1486 };
1487
1488
1489 /**
1490 * Client pixel packing/unpacking attributes
1491 */
1492 struct gl_pixelstore_attrib
1493 {
1494 GLint Alignment;
1495 GLint RowLength;
1496 GLint SkipPixels;
1497 GLint SkipRows;
1498 GLint ImageHeight;
1499 GLint SkipImages;
1500 GLboolean SwapBytes;
1501 GLboolean LsbFirst;
1502 GLboolean Invert; /**< GL_MESA_pack_invert */
1503 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1504 GLint CompressedBlockHeight;
1505 GLint CompressedBlockDepth;
1506 GLint CompressedBlockSize;
1507 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1508 };
1509
1510
1511 /**
1512 * Client vertex array attributes
1513 */
1514 struct gl_client_array
1515 {
1516 GLint Size; /**< components per element (1,2,3,4) */
1517 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1518 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1519 GLsizei Stride; /**< user-specified stride */
1520 GLsizei StrideB; /**< actual stride in bytes */
1521 GLuint _ElementSize; /**< size of each element in bytes */
1522 const GLubyte *Ptr; /**< Points to array data */
1523 GLboolean Enabled; /**< Enabled flag is a boolean */
1524 GLboolean Normalized; /**< GL_ARB_vertex_program */
1525 GLboolean Integer; /**< Integer-valued? */
1526 GLboolean Doubles; /**< double precision values are not converted to floats */
1527 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1528
1529 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1530 };
1531
1532
1533 /**
1534 * Vertex attribute array as seen by the client.
1535 *
1536 * Contains the size, type, format and normalization flag,
1537 * along with the index of a vertex buffer binding point.
1538 *
1539 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1540 * and is only present for backwards compatibility reasons.
1541 * Rendering always uses VERTEX_BINDING_STRIDE.
1542 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1543 * and VERTEX_BINDING_STRIDE to the same value, while
1544 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1545 */
1546 struct gl_vertex_attrib_array
1547 {
1548 GLint Size; /**< Components per element (1,2,3,4) */
1549 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1550 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1551 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1552 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1553 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1554 GLboolean Enabled; /**< Whether the array is enabled */
1555 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1556 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1557 GLboolean Doubles; /**< double precision values are not converted to floats */
1558 GLuint _ElementSize; /**< Size of each element in bytes */
1559 GLuint VertexBinding; /**< Vertex buffer binding */
1560 };
1561
1562
1563 /**
1564 * This describes the buffer object used for a vertex array (or
1565 * multiple vertex arrays). If BufferObj points to the default/null
1566 * buffer object, then the vertex array lives in user memory and not a VBO.
1567 */
1568 struct gl_vertex_buffer_binding
1569 {
1570 GLintptr Offset; /**< User-specified offset */
1571 GLsizei Stride; /**< User-specified stride */
1572 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1573 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1574 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1575 };
1576
1577
1578 /**
1579 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1580 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1581 * extension.
1582 */
1583 struct gl_vertex_array_object
1584 {
1585 /** Name of the VAO as received from glGenVertexArray. */
1586 GLuint Name;
1587
1588 GLint RefCount;
1589
1590 GLchar *Label; /**< GL_KHR_debug */
1591
1592 mtx_t Mutex;
1593
1594 /**
1595 * Does the VAO use ARB semantics or Apple semantics?
1596 *
1597 * There are several ways in which ARB_vertex_array_object and
1598 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1599 * least,
1600 *
1601 * - ARB VAOs require that all array data be sourced from vertex buffer
1602 * objects, but Apple VAOs do not.
1603 *
1604 * - ARB VAOs require that names come from GenVertexArrays.
1605 *
1606 * This flag notes which behavior governs this VAO.
1607 */
1608 GLboolean ARBsemantics;
1609
1610 /**
1611 * Has this array object been bound?
1612 */
1613 GLboolean EverBound;
1614
1615 /**
1616 * Derived vertex attribute arrays
1617 *
1618 * This is a legacy data structure created from gl_vertex_attrib_array and
1619 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1620 */
1621 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1622
1623 /** Vertex attribute arrays */
1624 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1625
1626 /** Vertex buffer bindings */
1627 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1628
1629 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1630 GLbitfield64 _Enabled;
1631
1632 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1633 GLbitfield64 NewArrays;
1634
1635 /** The index buffer (also known as the element array buffer in OpenGL). */
1636 struct gl_buffer_object *IndexBufferObj;
1637 };
1638
1639
1640 /** Used to signal when transitioning from one kind of drawing method
1641 * to another.
1642 */
1643 typedef enum {
1644 DRAW_NONE, /**< Initial value only */
1645 DRAW_BEGIN_END,
1646 DRAW_DISPLAY_LIST,
1647 DRAW_ARRAYS
1648 } gl_draw_method;
1649
1650 /**
1651 * Enum for the OpenGL APIs we know about and may support.
1652 *
1653 * NOTE: This must match the api_enum table in
1654 * src/mesa/main/get_hash_generator.py
1655 */
1656 typedef enum
1657 {
1658 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1659 API_OPENGLES,
1660 API_OPENGLES2,
1661 API_OPENGL_CORE,
1662 API_OPENGL_LAST = API_OPENGL_CORE
1663 } gl_api;
1664
1665 /**
1666 * Vertex array state
1667 */
1668 struct gl_array_attrib
1669 {
1670 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1671 struct gl_vertex_array_object *VAO;
1672
1673 /** The default vertex array object */
1674 struct gl_vertex_array_object *DefaultVAO;
1675
1676 /** The last VAO accessed by a DSA function */
1677 struct gl_vertex_array_object *LastLookedUpVAO;
1678
1679 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1680 struct _mesa_HashTable *Objects;
1681
1682 GLint ActiveTexture; /**< Client Active Texture */
1683 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1684 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1685
1686 /**
1687 * \name Primitive restart controls
1688 *
1689 * Primitive restart is enabled if either \c PrimitiveRestart or
1690 * \c PrimitiveRestartFixedIndex is set.
1691 */
1692 /*@{*/
1693 GLboolean PrimitiveRestart;
1694 GLboolean PrimitiveRestartFixedIndex;
1695 GLboolean _PrimitiveRestart;
1696 GLuint RestartIndex;
1697 /*@}*/
1698
1699 /** One of the DRAW_xxx flags, not consumed by drivers */
1700 gl_draw_method DrawMethod;
1701
1702 /* GL_ARB_vertex_buffer_object */
1703 struct gl_buffer_object *ArrayBufferObj;
1704
1705 /**
1706 * Vertex arrays as consumed by a driver.
1707 * The array pointer is set up only by the VBO module.
1708 */
1709 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1710
1711 /** Legal array datatypes and the API for which they have been computed */
1712 GLbitfield LegalTypesMask;
1713 gl_api LegalTypesMaskAPI;
1714 };
1715
1716
1717 /**
1718 * Feedback buffer state
1719 */
1720 struct gl_feedback
1721 {
1722 GLenum Type;
1723 GLbitfield _Mask; /**< FB_* bits */
1724 GLfloat *Buffer;
1725 GLuint BufferSize;
1726 GLuint Count;
1727 };
1728
1729
1730 /**
1731 * Selection buffer state
1732 */
1733 struct gl_selection
1734 {
1735 GLuint *Buffer; /**< selection buffer */
1736 GLuint BufferSize; /**< size of the selection buffer */
1737 GLuint BufferCount; /**< number of values in the selection buffer */
1738 GLuint Hits; /**< number of records in the selection buffer */
1739 GLuint NameStackDepth; /**< name stack depth */
1740 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1741 GLboolean HitFlag; /**< hit flag */
1742 GLfloat HitMinZ; /**< minimum hit depth */
1743 GLfloat HitMaxZ; /**< maximum hit depth */
1744 };
1745
1746
1747 /**
1748 * 1-D Evaluator control points
1749 */
1750 struct gl_1d_map
1751 {
1752 GLuint Order; /**< Number of control points */
1753 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1754 GLfloat *Points; /**< Points to contiguous control points */
1755 };
1756
1757
1758 /**
1759 * 2-D Evaluator control points
1760 */
1761 struct gl_2d_map
1762 {
1763 GLuint Uorder; /**< Number of control points in U dimension */
1764 GLuint Vorder; /**< Number of control points in V dimension */
1765 GLfloat u1, u2, du;
1766 GLfloat v1, v2, dv;
1767 GLfloat *Points; /**< Points to contiguous control points */
1768 };
1769
1770
1771 /**
1772 * All evaluator control point state
1773 */
1774 struct gl_evaluators
1775 {
1776 /**
1777 * \name 1-D maps
1778 */
1779 /*@{*/
1780 struct gl_1d_map Map1Vertex3;
1781 struct gl_1d_map Map1Vertex4;
1782 struct gl_1d_map Map1Index;
1783 struct gl_1d_map Map1Color4;
1784 struct gl_1d_map Map1Normal;
1785 struct gl_1d_map Map1Texture1;
1786 struct gl_1d_map Map1Texture2;
1787 struct gl_1d_map Map1Texture3;
1788 struct gl_1d_map Map1Texture4;
1789 /*@}*/
1790
1791 /**
1792 * \name 2-D maps
1793 */
1794 /*@{*/
1795 struct gl_2d_map Map2Vertex3;
1796 struct gl_2d_map Map2Vertex4;
1797 struct gl_2d_map Map2Index;
1798 struct gl_2d_map Map2Color4;
1799 struct gl_2d_map Map2Normal;
1800 struct gl_2d_map Map2Texture1;
1801 struct gl_2d_map Map2Texture2;
1802 struct gl_2d_map Map2Texture3;
1803 struct gl_2d_map Map2Texture4;
1804 /*@}*/
1805 };
1806
1807
1808 struct gl_transform_feedback_varying_info
1809 {
1810 char *Name;
1811 GLenum Type;
1812 GLint Size;
1813 };
1814
1815
1816 /**
1817 * Per-output info vertex shaders for transform feedback.
1818 */
1819 struct gl_transform_feedback_output
1820 {
1821 unsigned OutputRegister;
1822 unsigned OutputBuffer;
1823 unsigned NumComponents;
1824 unsigned StreamId;
1825
1826 /** offset (in DWORDs) of this output within the interleaved structure */
1827 unsigned DstOffset;
1828
1829 /**
1830 * Offset into the output register of the data to output. For example,
1831 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1832 * offset is in the y and z components of the output register.
1833 */
1834 unsigned ComponentOffset;
1835 };
1836
1837
1838 /** Post-link transform feedback info. */
1839 struct gl_transform_feedback_info
1840 {
1841 unsigned NumOutputs;
1842
1843 /**
1844 * Number of transform feedback buffers in use by this program.
1845 */
1846 unsigned NumBuffers;
1847
1848 struct gl_transform_feedback_output *Outputs;
1849
1850 /** Transform feedback varyings used for the linking of this shader program.
1851 *
1852 * Use for glGetTransformFeedbackVarying().
1853 */
1854 struct gl_transform_feedback_varying_info *Varyings;
1855 GLint NumVarying;
1856
1857 /**
1858 * Total number of components stored in each buffer. This may be used by
1859 * hardware back-ends to determine the correct stride when interleaving
1860 * multiple transform feedback outputs in the same buffer.
1861 */
1862 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1863 };
1864
1865
1866 /**
1867 * Transform feedback object state
1868 */
1869 struct gl_transform_feedback_object
1870 {
1871 GLuint Name; /**< AKA the object ID */
1872 GLint RefCount;
1873 GLchar *Label; /**< GL_KHR_debug */
1874 GLboolean Active; /**< Is transform feedback enabled? */
1875 GLboolean Paused; /**< Is transform feedback paused? */
1876 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1877 at least once? */
1878 GLboolean EverBound; /**< Has this object been bound? */
1879
1880 /**
1881 * GLES: if Active is true, remaining number of primitives which can be
1882 * rendered without overflow. This is necessary to track because GLES
1883 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1884 * glDrawArraysInstanced would overflow transform feedback buffers.
1885 * Undefined if Active is false.
1886 *
1887 * Not tracked for desktop GL since it's unnecessary.
1888 */
1889 unsigned GlesRemainingPrims;
1890
1891 /**
1892 * The shader program active when BeginTransformFeedback() was called.
1893 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1894 * where stage is the pipeline stage that is the source of data for
1895 * transform feedback.
1896 */
1897 struct gl_shader_program *shader_program;
1898
1899 /** The feedback buffers */
1900 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1901 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1902
1903 /** Start of feedback data in dest buffer */
1904 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1905
1906 /**
1907 * Max data to put into dest buffer (in bytes). Computed based on
1908 * RequestedSize and the actual size of the buffer.
1909 */
1910 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1911
1912 /**
1913 * Size that was specified when the buffer was bound. If the buffer was
1914 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1915 * zero.
1916 */
1917 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1918 };
1919
1920
1921 /**
1922 * Context state for transform feedback.
1923 */
1924 struct gl_transform_feedback_state
1925 {
1926 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1927
1928 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1929 struct gl_buffer_object *CurrentBuffer;
1930
1931 /** The table of all transform feedback objects */
1932 struct _mesa_HashTable *Objects;
1933
1934 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1935 struct gl_transform_feedback_object *CurrentObject;
1936
1937 /** The default xform-fb object (Name==0) */
1938 struct gl_transform_feedback_object *DefaultObject;
1939 };
1940
1941
1942 /**
1943 * A "performance monitor" as described in AMD_performance_monitor.
1944 */
1945 struct gl_perf_monitor_object
1946 {
1947 GLuint Name;
1948
1949 /** True if the monitor is currently active (Begin called but not End). */
1950 GLboolean Active;
1951
1952 /**
1953 * True if the monitor has ended.
1954 *
1955 * This is distinct from !Active because it may never have began.
1956 */
1957 GLboolean Ended;
1958
1959 /**
1960 * A list of groups with currently active counters.
1961 *
1962 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1963 */
1964 unsigned *ActiveGroups;
1965
1966 /**
1967 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1968 *
1969 * Checking whether counter 'c' in group 'g' is active can be done via:
1970 *
1971 * BITSET_TEST(ActiveCounters[g], c)
1972 */
1973 GLuint **ActiveCounters;
1974 };
1975
1976
1977 union gl_perf_monitor_counter_value
1978 {
1979 float f;
1980 uint64_t u64;
1981 uint32_t u32;
1982 };
1983
1984
1985 struct gl_perf_monitor_counter
1986 {
1987 /** Human readable name for the counter. */
1988 const char *Name;
1989
1990 /**
1991 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1992 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1993 */
1994 GLenum Type;
1995
1996 /** Minimum counter value. */
1997 union gl_perf_monitor_counter_value Minimum;
1998
1999 /** Maximum counter value. */
2000 union gl_perf_monitor_counter_value Maximum;
2001 };
2002
2003
2004 struct gl_perf_monitor_group
2005 {
2006 /** Human readable name for the group. */
2007 const char *Name;
2008
2009 /**
2010 * Maximum number of counters in this group which can be active at the
2011 * same time.
2012 */
2013 GLuint MaxActiveCounters;
2014
2015 /** Array of counters within this group. */
2016 const struct gl_perf_monitor_counter *Counters;
2017 GLuint NumCounters;
2018 };
2019
2020
2021 /**
2022 * Context state for AMD_performance_monitor.
2023 */
2024 struct gl_perf_monitor_state
2025 {
2026 /** Array of performance monitor groups (indexed by group ID) */
2027 const struct gl_perf_monitor_group *Groups;
2028 GLuint NumGroups;
2029
2030 /** The table of all performance monitors. */
2031 struct _mesa_HashTable *Monitors;
2032 };
2033
2034
2035 /**
2036 * Names of the various vertex/fragment program register files, etc.
2037 *
2038 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2039 * All values should fit in a 4-bit field.
2040 *
2041 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2042 * considered to be "uniform" variables since they can only be set outside
2043 * glBegin/End. They're also all stored in the same Parameters array.
2044 */
2045 typedef enum
2046 {
2047 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2048 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2049 PROGRAM_INPUT, /**< machine->Inputs[] */
2050 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2051 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2052 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2053 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2054 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2055 PROGRAM_ADDRESS, /**< machine->AddressReg */
2056 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2057 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2058 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2059 PROGRAM_FILE_MAX
2060 } gl_register_file;
2061
2062
2063 /**
2064 * \brief Layout qualifiers for gl_FragDepth.
2065 *
2066 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2067 * a layout qualifier.
2068 *
2069 * \see enum ir_depth_layout
2070 */
2071 enum gl_frag_depth_layout
2072 {
2073 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2074 FRAG_DEPTH_LAYOUT_ANY,
2075 FRAG_DEPTH_LAYOUT_GREATER,
2076 FRAG_DEPTH_LAYOUT_LESS,
2077 FRAG_DEPTH_LAYOUT_UNCHANGED
2078 };
2079
2080
2081 /**
2082 * Base class for any kind of program object
2083 */
2084 struct gl_program
2085 {
2086 GLuint Id;
2087 GLint RefCount;
2088 GLubyte *String; /**< Null-terminated program text */
2089
2090 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2091 GLenum Format; /**< String encoding format */
2092
2093 struct prog_instruction *Instructions;
2094
2095 struct nir_shader *nir;
2096
2097 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2098 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
2099 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2100 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2101 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2102 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2103 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2104
2105 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2106
2107 /**
2108 * For vertex and geometry shaders, true if the program uses the
2109 * gl_ClipDistance output. Ignored for fragment shaders.
2110 */
2111 GLboolean UsesClipDistanceOut;
2112
2113
2114 /** Named parameters, constants, etc. from program text */
2115 struct gl_program_parameter_list *Parameters;
2116
2117 /**
2118 * Local parameters used by the program.
2119 *
2120 * It's dynamically allocated because it is rarely used (just
2121 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2122 * allocated.
2123 */
2124 GLfloat (*LocalParams)[4];
2125
2126 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2127 GLubyte SamplerUnits[MAX_SAMPLERS];
2128
2129 /** Bitmask of which register files are read/written with indirect
2130 * addressing. Mask of (1 << PROGRAM_x) bits.
2131 */
2132 GLbitfield IndirectRegisterFiles;
2133
2134 /** Logical counts */
2135 /*@{*/
2136 GLuint NumInstructions;
2137 GLuint NumTemporaries;
2138 GLuint NumParameters;
2139 GLuint NumAttributes;
2140 GLuint NumAddressRegs;
2141 GLuint NumAluInstructions;
2142 GLuint NumTexInstructions;
2143 GLuint NumTexIndirections;
2144 /*@}*/
2145 /** Native, actual h/w counts */
2146 /*@{*/
2147 GLuint NumNativeInstructions;
2148 GLuint NumNativeTemporaries;
2149 GLuint NumNativeParameters;
2150 GLuint NumNativeAttributes;
2151 GLuint NumNativeAddressRegs;
2152 GLuint NumNativeAluInstructions;
2153 GLuint NumNativeTexInstructions;
2154 GLuint NumNativeTexIndirections;
2155 /*@}*/
2156 };
2157
2158
2159 /** Vertex program object */
2160 struct gl_vertex_program
2161 {
2162 struct gl_program Base; /**< base class */
2163 GLboolean IsPositionInvariant;
2164 };
2165
2166
2167 /** Geometry program object */
2168 struct gl_geometry_program
2169 {
2170 struct gl_program Base; /**< base class */
2171
2172 GLint VerticesIn;
2173 GLint VerticesOut;
2174 GLint Invocations;
2175 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2176 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2177 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2178 bool UsesEndPrimitive;
2179 bool UsesStreams;
2180 };
2181
2182
2183 /** Fragment program object */
2184 struct gl_fragment_program
2185 {
2186 struct gl_program Base; /**< base class */
2187 GLboolean UsesKill; /**< shader uses KIL instruction */
2188 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2189 GLboolean OriginUpperLeft;
2190 GLboolean PixelCenterInteger;
2191 enum gl_frag_depth_layout FragDepthLayout;
2192
2193 /**
2194 * GLSL interpolation qualifier associated with each fragment shader input.
2195 * For inputs that do not have an interpolation qualifier specified in
2196 * GLSL, the value is INTERP_QUALIFIER_NONE.
2197 */
2198 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2199
2200 /**
2201 * Bitfield indicating, for each fragment shader input, 1 if that input
2202 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2203 */
2204 GLbitfield64 IsCentroid;
2205
2206 /**
2207 * Bitfield indicating, for each fragment shader input, 1 if that input
2208 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2209 */
2210 GLbitfield64 IsSample;
2211 };
2212
2213
2214 /** Compute program object */
2215 struct gl_compute_program
2216 {
2217 struct gl_program Base; /**< base class */
2218
2219 /**
2220 * Size specified using local_size_{x,y,z}.
2221 */
2222 unsigned LocalSize[3];
2223 };
2224
2225
2226 /**
2227 * State common to vertex and fragment programs.
2228 */
2229 struct gl_program_state
2230 {
2231 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2232 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2233 };
2234
2235
2236 /**
2237 * Context state for vertex programs.
2238 */
2239 struct gl_vertex_program_state
2240 {
2241 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2242 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2243 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2244 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2245 /** Computed two sided lighting for fixed function/programs. */
2246 GLboolean _TwoSideEnabled;
2247 struct gl_vertex_program *Current; /**< User-bound vertex program */
2248
2249 /** Currently enabled and valid vertex program (including internal
2250 * programs, user-defined vertex programs and GLSL vertex shaders).
2251 * This is the program we must use when rendering.
2252 */
2253 struct gl_vertex_program *_Current;
2254
2255 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2256
2257 /** Should fixed-function T&L be implemented with a vertex prog? */
2258 GLboolean _MaintainTnlProgram;
2259
2260 /** Program to emulate fixed-function T&L (see above) */
2261 struct gl_vertex_program *_TnlProgram;
2262
2263 /** Cache of fixed-function programs */
2264 struct gl_program_cache *Cache;
2265
2266 GLboolean _Overriden;
2267 };
2268
2269
2270 /**
2271 * Context state for geometry programs.
2272 */
2273 struct gl_geometry_program_state
2274 {
2275 /** Currently enabled and valid program (including internal programs
2276 * and compiled shader programs).
2277 */
2278 struct gl_geometry_program *_Current;
2279 };
2280
2281 /**
2282 * Context state for fragment programs.
2283 */
2284 struct gl_fragment_program_state
2285 {
2286 GLboolean Enabled; /**< User-set fragment program enable flag */
2287 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2288 struct gl_fragment_program *Current; /**< User-bound fragment program */
2289
2290 /** Currently enabled and valid fragment program (including internal
2291 * programs, user-defined fragment programs and GLSL fragment shaders).
2292 * This is the program we must use when rendering.
2293 */
2294 struct gl_fragment_program *_Current;
2295
2296 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2297
2298 /** Should fixed-function texturing be implemented with a fragment prog? */
2299 GLboolean _MaintainTexEnvProgram;
2300
2301 /** Program to emulate fixed-function texture env/combine (see above) */
2302 struct gl_fragment_program *_TexEnvProgram;
2303
2304 /** Cache of fixed-function programs */
2305 struct gl_program_cache *Cache;
2306 };
2307
2308
2309 /**
2310 * Context state for compute programs.
2311 */
2312 struct gl_compute_program_state
2313 {
2314 /** Currently enabled and valid program (including internal programs
2315 * and compiled shader programs).
2316 */
2317 struct gl_compute_program *_Current;
2318 };
2319
2320
2321 /**
2322 * ATI_fragment_shader runtime state
2323 */
2324 #define ATI_FS_INPUT_PRIMARY 0
2325 #define ATI_FS_INPUT_SECONDARY 1
2326
2327 struct atifs_instruction;
2328 struct atifs_setupinst;
2329
2330 /**
2331 * ATI fragment shader
2332 */
2333 struct ati_fragment_shader
2334 {
2335 GLuint Id;
2336 GLint RefCount;
2337 struct atifs_instruction *Instructions[2];
2338 struct atifs_setupinst *SetupInst[2];
2339 GLfloat Constants[8][4];
2340 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2341 GLubyte numArithInstr[2];
2342 GLubyte regsAssigned[2];
2343 GLubyte NumPasses; /**< 1 or 2 */
2344 GLubyte cur_pass;
2345 GLubyte last_optype;
2346 GLboolean interpinp1;
2347 GLboolean isValid;
2348 GLuint swizzlerq;
2349 };
2350
2351 /**
2352 * Context state for GL_ATI_fragment_shader
2353 */
2354 struct gl_ati_fragment_shader_state
2355 {
2356 GLboolean Enabled;
2357 GLboolean _Enabled; /**< enabled and valid shader? */
2358 GLboolean Compiling;
2359 GLfloat GlobalConstants[8][4];
2360 struct ati_fragment_shader *Current;
2361 };
2362
2363
2364 /**
2365 * A GLSL vertex or fragment shader object.
2366 */
2367 struct gl_shader
2368 {
2369 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2370 * Must be the first field.
2371 */
2372 GLenum Type;
2373 gl_shader_stage Stage;
2374 GLuint Name; /**< AKA the handle */
2375 GLint RefCount; /**< Reference count */
2376 GLchar *Label; /**< GL_KHR_debug */
2377 GLboolean DeletePending;
2378 GLboolean CompileStatus;
2379 bool IsES; /**< True if this shader uses GLSL ES */
2380
2381 GLuint SourceChecksum; /**< for debug/logging purposes */
2382 const GLchar *Source; /**< Source code string */
2383
2384 struct gl_program *Program; /**< Post-compile assembly code */
2385 GLchar *InfoLog;
2386
2387 unsigned Version; /**< GLSL version used for linking */
2388
2389 /**
2390 * \name Sampler tracking
2391 *
2392 * \note Each of these fields is only set post-linking.
2393 */
2394 /*@{*/
2395 unsigned num_samplers; /**< Number of samplers used by this shader. */
2396 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2397 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2398 /*@}*/
2399
2400 /**
2401 * Map from sampler unit to texture unit (set by glUniform1i())
2402 *
2403 * A sampler unit is associated with each sampler uniform by the linker.
2404 * The sampler unit associated with each uniform is stored in the
2405 * \c gl_uniform_storage::sampler field.
2406 */
2407 GLubyte SamplerUnits[MAX_SAMPLERS];
2408 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2409 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2410
2411 /**
2412 * Number of default uniform block components used by this shader.
2413 *
2414 * This field is only set post-linking.
2415 */
2416 unsigned num_uniform_components;
2417
2418 /**
2419 * Number of combined uniform components used by this shader.
2420 *
2421 * This field is only set post-linking. It is the sum of the uniform block
2422 * sizes divided by sizeof(float), and num_uniform_compoennts.
2423 */
2424 unsigned num_combined_uniform_components;
2425
2426 /**
2427 * This shader's uniform block information.
2428 *
2429 * These fields are only set post-linking.
2430 */
2431 unsigned NumUniformBlocks;
2432 struct gl_uniform_block *UniformBlocks;
2433
2434 struct exec_list *ir;
2435 struct glsl_symbol_table *symbols;
2436
2437 bool uses_builtin_functions;
2438 bool uses_gl_fragcoord;
2439 bool redeclares_gl_fragcoord;
2440 bool ARB_fragment_coord_conventions_enable;
2441
2442 /**
2443 * Fragment shader state from GLSL 1.50 layout qualifiers.
2444 */
2445 bool origin_upper_left;
2446 bool pixel_center_integer;
2447
2448 /**
2449 * Geometry shader state from GLSL 1.50 layout qualifiers.
2450 */
2451 struct {
2452 GLint VerticesOut;
2453 /**
2454 * 0 - Invocations count not declared in shader, or
2455 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2456 */
2457 GLint Invocations;
2458 /**
2459 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2460 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2461 * shader.
2462 */
2463 GLenum InputType;
2464 /**
2465 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2466 * it's not set in this shader.
2467 */
2468 GLenum OutputType;
2469 } Geom;
2470
2471 /**
2472 * Map from image uniform index to image unit (set by glUniform1i())
2473 *
2474 * An image uniform index is associated with each image uniform by
2475 * the linker. The image index associated with each uniform is
2476 * stored in the \c gl_uniform_storage::image field.
2477 */
2478 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2479
2480 /**
2481 * Access qualifier specified in the shader for each image uniform
2482 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2483 * GL_READ_WRITE.
2484 *
2485 * It may be different, though only more strict than the value of
2486 * \c gl_image_unit::Access for the corresponding image unit.
2487 */
2488 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2489
2490 /**
2491 * Number of image uniforms defined in the shader. It specifies
2492 * the number of valid elements in the \c ImageUnits and \c
2493 * ImageAccess arrays above.
2494 */
2495 GLuint NumImages;
2496
2497 /**
2498 * Whether early fragment tests are enabled as defined by
2499 * ARB_shader_image_load_store.
2500 */
2501 bool EarlyFragmentTests;
2502
2503 /**
2504 * Compute shader state from ARB_compute_shader layout qualifiers.
2505 */
2506 struct {
2507 /**
2508 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2509 * it's not set in this shader.
2510 */
2511 unsigned LocalSize[3];
2512 } Comp;
2513 };
2514
2515
2516 struct gl_uniform_buffer_variable
2517 {
2518 char *Name;
2519
2520 /**
2521 * Name of the uniform as seen by glGetUniformIndices.
2522 *
2523 * glGetUniformIndices requires that the block instance index \b not be
2524 * present in the name of queried uniforms.
2525 *
2526 * \note
2527 * \c gl_uniform_buffer_variable::IndexName and
2528 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2529 */
2530 char *IndexName;
2531
2532 const struct glsl_type *Type;
2533 unsigned int Offset;
2534 GLboolean RowMajor;
2535 };
2536
2537
2538 enum gl_uniform_block_packing
2539 {
2540 ubo_packing_std140,
2541 ubo_packing_shared,
2542 ubo_packing_packed
2543 };
2544
2545
2546 struct gl_uniform_block
2547 {
2548 /** Declared name of the uniform block */
2549 char *Name;
2550
2551 /** Array of supplemental information about UBO ir_variables. */
2552 struct gl_uniform_buffer_variable *Uniforms;
2553 GLuint NumUniforms;
2554
2555 /**
2556 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2557 * with glBindBufferBase to bind a buffer object to this uniform block. When
2558 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2559 */
2560 GLuint Binding;
2561
2562 /**
2563 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2564 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2565 */
2566 GLuint UniformBufferSize;
2567
2568 /**
2569 * Is this actually an interface block for a shader storage buffer?
2570 */
2571 bool IsShaderStorage;
2572
2573 /**
2574 * Layout specified in the shader
2575 *
2576 * This isn't accessible through the API, but it is used while
2577 * cross-validating uniform blocks.
2578 */
2579 enum gl_uniform_block_packing _Packing;
2580 };
2581
2582 /**
2583 * Structure that represents a reference to an atomic buffer from some
2584 * shader program.
2585 */
2586 struct gl_active_atomic_buffer
2587 {
2588 /** Uniform indices of the atomic counters declared within it. */
2589 GLuint *Uniforms;
2590 GLuint NumUniforms;
2591
2592 /** Binding point index associated with it. */
2593 GLuint Binding;
2594
2595 /** Minimum reasonable size it is expected to have. */
2596 GLuint MinimumSize;
2597
2598 /** Shader stages making use of it. */
2599 GLboolean StageReferences[MESA_SHADER_STAGES];
2600 };
2601
2602 /**
2603 * Active resource in a gl_shader_program
2604 */
2605 struct gl_program_resource
2606 {
2607 GLenum Type; /** Program interface type. */
2608 const void *Data; /** Pointer to resource associated data structure. */
2609 uint8_t StageReferences; /** Bitmask of shader stage references. */
2610 };
2611
2612 /**
2613 * A GLSL program object.
2614 * Basically a linked collection of vertex and fragment shaders.
2615 */
2616 struct gl_shader_program
2617 {
2618 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2619 GLuint Name; /**< aka handle or ID */
2620 GLchar *Label; /**< GL_KHR_debug */
2621 GLint RefCount; /**< Reference count */
2622 GLboolean DeletePending;
2623
2624 /**
2625 * Is the application intending to glGetProgramBinary this program?
2626 */
2627 GLboolean BinaryRetreivableHint;
2628
2629 /**
2630 * Indicates whether program can be bound for individual pipeline stages
2631 * using UseProgramStages after it is next linked.
2632 */
2633 GLboolean SeparateShader;
2634
2635 GLuint NumShaders; /**< number of attached shaders */
2636 struct gl_shader **Shaders; /**< List of attached the shaders */
2637
2638 /**
2639 * User-defined attribute bindings
2640 *
2641 * These are set via \c glBindAttribLocation and are used to direct the
2642 * GLSL linker. These are \b not the values used in the compiled shader,
2643 * and they are \b not the values returned by \c glGetAttribLocation.
2644 */
2645 struct string_to_uint_map *AttributeBindings;
2646
2647 /**
2648 * User-defined fragment data bindings
2649 *
2650 * These are set via \c glBindFragDataLocation and are used to direct the
2651 * GLSL linker. These are \b not the values used in the compiled shader,
2652 * and they are \b not the values returned by \c glGetFragDataLocation.
2653 */
2654 struct string_to_uint_map *FragDataBindings;
2655 struct string_to_uint_map *FragDataIndexBindings;
2656
2657 /**
2658 * Transform feedback varyings last specified by
2659 * glTransformFeedbackVaryings().
2660 *
2661 * For the current set of transform feedback varyings used for transform
2662 * feedback output, see LinkedTransformFeedback.
2663 */
2664 struct {
2665 GLenum BufferMode;
2666 GLuint NumVarying;
2667 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2668 } TransformFeedback;
2669
2670 /** Post-link transform feedback info. */
2671 struct gl_transform_feedback_info LinkedTransformFeedback;
2672
2673 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2674 enum gl_frag_depth_layout FragDepthLayout;
2675
2676 /**
2677 * Geometry shader state - copied into gl_geometry_program by
2678 * _mesa_copy_linked_program_data().
2679 */
2680 struct {
2681 GLint VerticesIn;
2682 GLint VerticesOut;
2683 /**
2684 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2685 */
2686 GLint Invocations;
2687 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2688 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2689 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2690 /**
2691 * True if gl_ClipDistance is written to. Copied into
2692 * gl_geometry_program by _mesa_copy_linked_program_data().
2693 */
2694 GLboolean UsesClipDistance;
2695 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2696 0 if not present. */
2697 bool UsesEndPrimitive;
2698 bool UsesStreams;
2699 } Geom;
2700
2701 /** Vertex shader state */
2702 struct {
2703 /**
2704 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2705 * by _mesa_copy_linked_program_data().
2706 */
2707 GLboolean UsesClipDistance;
2708 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2709 0 if not present. */
2710 } Vert;
2711
2712 /**
2713 * Compute shader state - copied into gl_compute_program by
2714 * _mesa_copy_linked_program_data().
2715 */
2716 struct {
2717 /**
2718 * If this shader contains a compute stage, size specified using
2719 * local_size_{x,y,z}. Otherwise undefined.
2720 */
2721 unsigned LocalSize[3];
2722 } Comp;
2723
2724 /* post-link info: */
2725 unsigned NumUniformStorage;
2726 unsigned NumHiddenUniforms;
2727 struct gl_uniform_storage *UniformStorage;
2728
2729 /**
2730 * Mapping from GL uniform locations returned by \c glUniformLocation to
2731 * UniformStorage entries. Arrays will have multiple contiguous slots
2732 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2733 */
2734 unsigned NumUniformRemapTable;
2735 struct gl_uniform_storage **UniformRemapTable;
2736
2737 /**
2738 * Size of the gl_ClipDistance array that is output from the last pipeline
2739 * stage before the fragment shader.
2740 */
2741 unsigned LastClipDistanceArraySize;
2742
2743 unsigned NumUniformBlocks;
2744 struct gl_uniform_block *UniformBlocks;
2745
2746 /**
2747 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2748 * they're used in, or -1.
2749 *
2750 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2751 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2752 */
2753 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2754
2755 /**
2756 * Map of active uniform names to locations
2757 *
2758 * Maps any active uniform that is not an array element to a location.
2759 * Each active uniform, including individual structure members will appear
2760 * in this map. This roughly corresponds to the set of names that would be
2761 * enumerated by \c glGetActiveUniform.
2762 */
2763 struct string_to_uint_map *UniformHash;
2764
2765 struct gl_active_atomic_buffer *AtomicBuffers;
2766 unsigned NumAtomicBuffers;
2767
2768 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2769 GLboolean Validated;
2770 GLboolean _Used; /**< Ever used for drawing? */
2771 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2772 GLchar *InfoLog;
2773
2774 unsigned Version; /**< GLSL version used for linking */
2775 bool IsES; /**< True if this program uses GLSL ES */
2776
2777 /**
2778 * Per-stage shaders resulting from the first stage of linking.
2779 *
2780 * Set of linked shaders for this program. The array is accessed using the
2781 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2782 * \c NULL.
2783 */
2784 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2785
2786 /** List of all active resources after linking. */
2787 struct gl_program_resource *ProgramResourceList;
2788 unsigned NumProgramResourceList;
2789
2790 /* True if any of the fragment shaders attached to this program use:
2791 * #extension ARB_fragment_coord_conventions: enable
2792 */
2793 GLboolean ARB_fragment_coord_conventions_enable;
2794 };
2795
2796
2797 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2798 #define GLSL_LOG 0x2 /**< Write shaders to files */
2799 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2800 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2801 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2802 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2803 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2804 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2805 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2806 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2807
2808
2809 /**
2810 * Context state for GLSL vertex/fragment shaders.
2811 * Extended to support pipeline object
2812 */
2813 struct gl_pipeline_object
2814 {
2815 /** Name of the pipeline object as received from glGenProgramPipelines.
2816 * It would be 0 for shaders without separate shader objects.
2817 */
2818 GLuint Name;
2819
2820 GLint RefCount;
2821
2822 mtx_t Mutex;
2823
2824 GLchar *Label; /**< GL_KHR_debug */
2825
2826 /**
2827 * Programs used for rendering
2828 *
2829 * There is a separate program set for each shader stage.
2830 */
2831 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2832
2833 struct gl_shader_program *_CurrentFragmentProgram;
2834
2835 /**
2836 * Program used by glUniform calls.
2837 *
2838 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2839 */
2840 struct gl_shader_program *ActiveProgram;
2841
2842 GLbitfield Flags; /**< Mask of GLSL_x flags */
2843
2844 GLboolean EverBound; /**< Has the pipeline object been created */
2845
2846 GLboolean Validated; /**< Pipeline Validation status */
2847
2848 GLchar *InfoLog;
2849 };
2850
2851 /**
2852 * Context state for GLSL pipeline shaders.
2853 */
2854 struct gl_pipeline_shader_state
2855 {
2856 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2857 struct gl_pipeline_object *Current;
2858
2859 /* Default Object to ensure that _Shader is never NULL */
2860 struct gl_pipeline_object *Default;
2861
2862 /** Pipeline objects */
2863 struct _mesa_HashTable *Objects;
2864 };
2865
2866 /**
2867 * Compiler options for a single GLSL shaders type
2868 */
2869 struct gl_shader_compiler_options
2870 {
2871 /** Driver-selectable options: */
2872 GLboolean EmitCondCodes; /**< Use condition codes? */
2873 GLboolean EmitNoLoops;
2874 GLboolean EmitNoFunctions;
2875 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2876 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2877 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2878 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2879 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2880 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2881
2882 /**
2883 * \name Forms of indirect addressing the driver cannot do.
2884 */
2885 /*@{*/
2886 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2887 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2888 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2889 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2890 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2891 /*@}*/
2892
2893 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2894 GLuint MaxUnrollIterations;
2895
2896 /**
2897 * Optimize code for array of structures backends.
2898 *
2899 * This is a proxy for:
2900 * - preferring DP4 instructions (rather than MUL/MAD) for
2901 * matrix * vector operations, such as position transformation.
2902 */
2903 GLboolean OptimizeForAOS;
2904
2905 const struct nir_shader_compiler_options *NirOptions;
2906 };
2907
2908
2909 /**
2910 * Occlusion/timer query object.
2911 */
2912 struct gl_query_object
2913 {
2914 GLenum Target; /**< The query target, when active */
2915 GLuint Id; /**< hash table ID/name */
2916 GLchar *Label; /**< GL_KHR_debug */
2917 GLuint64EXT Result; /**< the counter */
2918 GLboolean Active; /**< inside Begin/EndQuery */
2919 GLboolean Ready; /**< result is ready? */
2920 GLboolean EverBound;/**< has query object ever been bound */
2921 GLuint Stream; /**< The stream */
2922 };
2923
2924
2925 /**
2926 * Context state for query objects.
2927 */
2928 struct gl_query_state
2929 {
2930 struct _mesa_HashTable *QueryObjects;
2931 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2932 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2933
2934 /** GL_NV_conditional_render */
2935 struct gl_query_object *CondRenderQuery;
2936
2937 /** GL_EXT_transform_feedback */
2938 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2939 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2940
2941 /** GL_ARB_timer_query */
2942 struct gl_query_object *TimeElapsed;
2943
2944 /** GL_ARB_pipeline_statistics_query */
2945 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
2946
2947 GLenum CondRenderMode;
2948 };
2949
2950
2951 /** Sync object state */
2952 struct gl_sync_object
2953 {
2954 GLenum Type; /**< GL_SYNC_FENCE */
2955 GLuint Name; /**< Fence name */
2956 GLchar *Label; /**< GL_KHR_debug */
2957 GLint RefCount; /**< Reference count */
2958 GLboolean DeletePending; /**< Object was deleted while there were still
2959 * live references (e.g., sync not yet finished)
2960 */
2961 GLenum SyncCondition;
2962 GLbitfield Flags; /**< Flags passed to glFenceSync */
2963 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2964 };
2965
2966
2967 /**
2968 * State which can be shared by multiple contexts:
2969 */
2970 struct gl_shared_state
2971 {
2972 mtx_t Mutex; /**< for thread safety */
2973 GLint RefCount; /**< Reference count */
2974 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2975 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2976
2977 /** Default texture objects (shared by all texture units) */
2978 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2979
2980 /** Fallback texture used when a bound texture is incomplete */
2981 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2982
2983 /**
2984 * \name Thread safety and statechange notification for texture
2985 * objects.
2986 *
2987 * \todo Improve the granularity of locking.
2988 */
2989 /*@{*/
2990 mtx_t TexMutex; /**< texobj thread safety */
2991 GLuint TextureStateStamp; /**< state notification for shared tex */
2992 /*@}*/
2993
2994 /** Default buffer object for vertex arrays that aren't in VBOs */
2995 struct gl_buffer_object *NullBufferObj;
2996
2997 /**
2998 * \name Vertex/geometry/fragment programs
2999 */
3000 /*@{*/
3001 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3002 struct gl_vertex_program *DefaultVertexProgram;
3003 struct gl_fragment_program *DefaultFragmentProgram;
3004 /*@}*/
3005
3006 /* GL_ATI_fragment_shader */
3007 struct _mesa_HashTable *ATIShaders;
3008 struct ati_fragment_shader *DefaultFragmentShader;
3009
3010 struct _mesa_HashTable *BufferObjects;
3011
3012 /** Table of both gl_shader and gl_shader_program objects */
3013 struct _mesa_HashTable *ShaderObjects;
3014
3015 /* GL_EXT_framebuffer_object */
3016 struct _mesa_HashTable *RenderBuffers;
3017 struct _mesa_HashTable *FrameBuffers;
3018
3019 /* GL_ARB_sync */
3020 struct set *SyncObjects;
3021
3022 /** GL_ARB_sampler_objects */
3023 struct _mesa_HashTable *SamplerObjects;
3024
3025 /**
3026 * Some context in this share group was affected by a GPU reset
3027 *
3028 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3029 * been affected by a GPU reset must also return
3030 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3031 *
3032 * Once this field becomes true, it is never reset to false.
3033 */
3034 bool ShareGroupReset;
3035 };
3036
3037
3038
3039 /**
3040 * Renderbuffers represent drawing surfaces such as color, depth and/or
3041 * stencil. A framebuffer object has a set of renderbuffers.
3042 * Drivers will typically derive subclasses of this type.
3043 */
3044 struct gl_renderbuffer
3045 {
3046 mtx_t Mutex; /**< for thread safety */
3047 GLuint ClassID; /**< Useful for drivers */
3048 GLuint Name;
3049 GLchar *Label; /**< GL_KHR_debug */
3050 GLint RefCount;
3051 GLuint Width, Height;
3052 GLuint Depth;
3053 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3054 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3055 /**
3056 * True for renderbuffers that wrap textures, giving the driver a chance to
3057 * flush render caches through the FinishRenderTexture hook.
3058 *
3059 * Drivers may also set this on renderbuffers other than those generated by
3060 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3061 * called without a rb->TexImage.
3062 */
3063 GLboolean NeedsFinishRenderTexture;
3064 GLubyte NumSamples;
3065 GLenum InternalFormat; /**< The user-specified format */
3066 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3067 GL_STENCIL_INDEX. */
3068 mesa_format Format; /**< The actual renderbuffer memory format */
3069 /**
3070 * Pointer to the texture image if this renderbuffer wraps a texture,
3071 * otherwise NULL.
3072 *
3073 * Note that the reference on the gl_texture_object containing this
3074 * TexImage is held by the gl_renderbuffer_attachment.
3075 */
3076 struct gl_texture_image *TexImage;
3077
3078 /** Delete this renderbuffer */
3079 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3080
3081 /** Allocate new storage for this renderbuffer */
3082 GLboolean (*AllocStorage)(struct gl_context *ctx,
3083 struct gl_renderbuffer *rb,
3084 GLenum internalFormat,
3085 GLuint width, GLuint height);
3086 };
3087
3088
3089 /**
3090 * A renderbuffer attachment points to either a texture object (and specifies
3091 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3092 */
3093 struct gl_renderbuffer_attachment
3094 {
3095 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3096 GLboolean Complete;
3097
3098 /**
3099 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3100 * application supplied renderbuffer object.
3101 */
3102 struct gl_renderbuffer *Renderbuffer;
3103
3104 /**
3105 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3106 * supplied texture object.
3107 */
3108 struct gl_texture_object *Texture;
3109 GLuint TextureLevel; /**< Attached mipmap level. */
3110 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3111 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3112 * and 2D array textures */
3113 GLboolean Layered;
3114 };
3115
3116
3117 /**
3118 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3119 * In C++ terms, think of this as a base class from which device drivers
3120 * will make derived classes.
3121 */
3122 struct gl_framebuffer
3123 {
3124 mtx_t Mutex; /**< for thread safety */
3125 /**
3126 * If zero, this is a window system framebuffer. If non-zero, this
3127 * is a FBO framebuffer; note that for some devices (i.e. those with
3128 * a natural pixel coordinate system for FBOs that differs from the
3129 * OpenGL/Mesa coordinate system), this means that the viewport,
3130 * polygon face orientation, and polygon stipple will have to be inverted.
3131 */
3132 GLuint Name;
3133 GLint RefCount;
3134
3135 GLchar *Label; /**< GL_KHR_debug */
3136
3137 GLboolean DeletePending;
3138
3139 /**
3140 * The framebuffer's visual. Immutable if this is a window system buffer.
3141 * Computed from attachments if user-made FBO.
3142 */
3143 struct gl_config Visual;
3144
3145 /**
3146 * Size of frame buffer in pixels. If there are no attachments, then both
3147 * of these are 0.
3148 */
3149 GLuint Width, Height;
3150
3151 /**
3152 * In the case that the framebuffer has no attachment (i.e.
3153 * GL_ARB_framebuffer_no_attachments) then the geometry of
3154 * the framebuffer is specified by the default values.
3155 */
3156 struct {
3157 GLuint Width, Height, Layers, NumSamples;
3158 GLboolean FixedSampleLocations;
3159 } DefaultGeometry;
3160
3161 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3162 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3163 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3164 */
3165 /*@{*/
3166 GLint _Xmin, _Xmax;
3167 GLint _Ymin, _Ymax;
3168 /*@}*/
3169
3170 /** \name Derived Z buffer stuff */
3171 /*@{*/
3172 GLuint _DepthMax; /**< Max depth buffer value */
3173 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3174 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3175 /*@}*/
3176
3177 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3178 GLenum _Status;
3179
3180 /** Whether one of Attachment has Type != GL_NONE
3181 * NOTE: the values for Width and Height are set to 0 in case of having
3182 * no attachments, a backend driver supporting the extension
3183 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3184 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3185 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3186 * _Ymax do NOT take into account _HasAttachments being false). To get the
3187 * geometry of the framebuffer, the helper functions
3188 * _mesa_geometric_width(),
3189 * _mesa_geometric_height(),
3190 * _mesa_geometric_samples() and
3191 * _mesa_geometric_layers()
3192 * are available that check _HasAttachments.
3193 */
3194 bool _HasAttachments;
3195
3196 /** Integer color values */
3197 GLboolean _IntegerColor;
3198
3199 /* ARB_color_buffer_float */
3200 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3201 GLboolean _HasSNormOrFloatColorBuffer;
3202
3203 /**
3204 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3205 * is not layered. For cube maps and cube map arrays, each cube face
3206 * counts as a layer. As the case for Width, Height a backend driver
3207 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3208 * in the case that _HasAttachments is false
3209 */
3210 GLuint MaxNumLayers;
3211
3212 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3213 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3214
3215 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3216 * attribute group and GL_PIXEL attribute group, respectively.
3217 */
3218 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3219 GLenum ColorReadBuffer;
3220
3221 /** Computed from ColorDraw/ReadBuffer above */
3222 GLuint _NumColorDrawBuffers;
3223 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3224 GLint _ColorReadBufferIndex; /* -1 = None */
3225 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3226 struct gl_renderbuffer *_ColorReadBuffer;
3227
3228 /** Delete this framebuffer */
3229 void (*Delete)(struct gl_framebuffer *fb);
3230 };
3231
3232
3233 /**
3234 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3235 */
3236 struct gl_precision
3237 {
3238 GLushort RangeMin; /**< min value exponent */
3239 GLushort RangeMax; /**< max value exponent */
3240 GLushort Precision; /**< number of mantissa bits */
3241 };
3242
3243
3244 /**
3245 * Limits for vertex, geometry and fragment programs/shaders.
3246 */
3247 struct gl_program_constants
3248 {
3249 /* logical limits */
3250 GLuint MaxInstructions;
3251 GLuint MaxAluInstructions;
3252 GLuint MaxTexInstructions;
3253 GLuint MaxTexIndirections;
3254 GLuint MaxAttribs;
3255 GLuint MaxTemps;
3256 GLuint MaxAddressRegs;
3257 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3258 GLuint MaxParameters;
3259 GLuint MaxLocalParams;
3260 GLuint MaxEnvParams;
3261 /* native/hardware limits */
3262 GLuint MaxNativeInstructions;
3263 GLuint MaxNativeAluInstructions;
3264 GLuint MaxNativeTexInstructions;
3265 GLuint MaxNativeTexIndirections;
3266 GLuint MaxNativeAttribs;
3267 GLuint MaxNativeTemps;
3268 GLuint MaxNativeAddressRegs;
3269 GLuint MaxNativeParameters;
3270 /* For shaders */
3271 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3272
3273 /**
3274 * \name Per-stage input / output limits
3275 *
3276 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3277 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3278 * ES). This is stored as \c gl_constants::MaxVarying.
3279 *
3280 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3281 * variables. Each stage as a certain number of outputs that it can feed
3282 * to the next stage and a certain number inputs that it can consume from
3283 * the previous stage.
3284 *
3285 * Vertex shader inputs do not participate this in this accounting.
3286 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3287 *
3288 * Fragment shader outputs do not participate this in this accounting.
3289 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3290 */
3291 /*@{*/
3292 GLuint MaxInputComponents;
3293 GLuint MaxOutputComponents;
3294 /*@}*/
3295
3296 /* ES 2.0 and GL_ARB_ES2_compatibility */
3297 struct gl_precision LowFloat, MediumFloat, HighFloat;
3298 struct gl_precision LowInt, MediumInt, HighInt;
3299 /* GL_ARB_uniform_buffer_object */
3300 GLuint MaxUniformBlocks;
3301 GLuint MaxCombinedUniformComponents;
3302 GLuint MaxTextureImageUnits;
3303
3304 /* GL_ARB_shader_atomic_counters */
3305 GLuint MaxAtomicBuffers;
3306 GLuint MaxAtomicCounters;
3307
3308 /* GL_ARB_shader_image_load_store */
3309 GLuint MaxImageUniforms;
3310
3311 /* GL_ARB_shader_storage_buffer_object */
3312 GLuint MaxShaderStorageBlocks;
3313 };
3314
3315
3316 /**
3317 * Constants which may be overridden by device driver during context creation
3318 * but are never changed after that.
3319 */
3320 struct gl_constants
3321 {
3322 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3323 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3324 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3325 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3326 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3327 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3328 GLuint MaxTextureCoordUnits;
3329 GLuint MaxCombinedTextureImageUnits;
3330 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3331 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3332 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3333 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3334
3335 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3336
3337 GLuint MaxArrayLockSize;
3338
3339 GLint SubPixelBits;
3340
3341 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3342 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3343 GLfloat PointSizeGranularity;
3344 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3345 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3346 GLfloat LineWidthGranularity;
3347
3348 GLuint MaxClipPlanes;
3349 GLuint MaxLights;
3350 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3351 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3352
3353 GLuint MaxViewportWidth, MaxViewportHeight;
3354 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3355 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3356 struct {
3357 GLfloat Min;
3358 GLfloat Max;
3359 } ViewportBounds; /**< GL_ARB_viewport_array */
3360
3361 struct gl_program_constants Program[MESA_SHADER_STAGES];
3362 GLuint MaxProgramMatrices;
3363 GLuint MaxProgramMatrixStackDepth;
3364
3365 struct {
3366 GLuint SamplesPassed;
3367 GLuint TimeElapsed;
3368 GLuint Timestamp;
3369 GLuint PrimitivesGenerated;
3370 GLuint PrimitivesWritten;
3371 GLuint VerticesSubmitted;
3372 GLuint PrimitivesSubmitted;
3373 GLuint VsInvocations;
3374 GLuint TessPatches;
3375 GLuint TessInvocations;
3376 GLuint GsInvocations;
3377 GLuint GsPrimitives;
3378 GLuint FsInvocations;
3379 GLuint ComputeInvocations;
3380 GLuint ClInPrimitives;
3381 GLuint ClOutPrimitives;
3382 } QueryCounterBits;
3383
3384 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3385
3386 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3387 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3388 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3389
3390 /**
3391 * GL_ARB_framebuffer_no_attachments
3392 */
3393 GLuint MaxFramebufferWidth;
3394 GLuint MaxFramebufferHeight;
3395 GLuint MaxFramebufferLayers;
3396 GLuint MaxFramebufferSamples;
3397
3398 /** Number of varying vectors between any two shader stages. */
3399 GLuint MaxVarying;
3400
3401 /** @{
3402 * GL_ARB_uniform_buffer_object
3403 */
3404 GLuint MaxCombinedUniformBlocks;
3405 GLuint MaxUniformBufferBindings;
3406 GLuint MaxUniformBlockSize;
3407 GLuint UniformBufferOffsetAlignment;
3408 /** @} */
3409
3410 /** @{
3411 * GL_ARB_shader_storage_buffer_object
3412 */
3413 GLuint MaxCombinedShaderStorageBlocks;
3414 GLuint MaxShaderStorageBufferBindings;
3415 GLuint MaxShaderStorageBlockSize;
3416 GLuint ShaderStorageBufferOffsetAlignment;
3417 /** @} */
3418
3419 /**
3420 * GL_ARB_explicit_uniform_location
3421 */
3422 GLuint MaxUserAssignableUniformLocations;
3423
3424 /** GL_ARB_geometry_shader4 */
3425 GLuint MaxGeometryOutputVertices;
3426 GLuint MaxGeometryTotalOutputComponents;
3427
3428 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3429
3430 /**
3431 * Changes default GLSL extension behavior from "error" to "warn". It's out
3432 * of spec, but it can make some apps work that otherwise wouldn't.
3433 */
3434 GLboolean ForceGLSLExtensionsWarn;
3435
3436 /**
3437 * If non-zero, forces GLSL shaders to behave as if they began
3438 * with "#version ForceGLSLVersion".
3439 */
3440 GLuint ForceGLSLVersion;
3441
3442 /**
3443 * Allow GLSL #extension directives in the middle of shaders.
3444 */
3445 GLboolean AllowGLSLExtensionDirectiveMidShader;
3446
3447 /**
3448 * Does the driver support real 32-bit integers? (Otherwise, integers are
3449 * simulated via floats.)
3450 */
3451 GLboolean NativeIntegers;
3452
3453 /**
3454 * Does VertexID count from zero or from base vertex?
3455 *
3456 * \note
3457 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3458 * ignored and need not be set.
3459 */
3460 bool VertexID_is_zero_based;
3461
3462 /**
3463 * If the driver supports real 32-bit integers, what integer value should be
3464 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3465 */
3466 GLuint UniformBooleanTrue;
3467
3468 /**
3469 * Maximum amount of time, measured in nanseconds, that the server can wait.
3470 */
3471 GLuint64 MaxServerWaitTimeout;
3472
3473 /** GL_EXT_provoking_vertex */
3474 GLboolean QuadsFollowProvokingVertexConvention;
3475
3476 /** OpenGL version 3.0 */
3477 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3478
3479 /** OpenGL version 3.2 */
3480 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3481
3482 /** OpenGL version 4.4 */
3483 GLuint MaxVertexAttribStride;
3484
3485 /** GL_EXT_transform_feedback */
3486 GLuint MaxTransformFeedbackBuffers;
3487 GLuint MaxTransformFeedbackSeparateComponents;
3488 GLuint MaxTransformFeedbackInterleavedComponents;
3489 GLuint MaxVertexStreams;
3490
3491 /** GL_EXT_gpu_shader4 */
3492 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3493
3494 /** GL_ARB_texture_gather */
3495 GLuint MinProgramTextureGatherOffset;
3496 GLuint MaxProgramTextureGatherOffset;
3497 GLuint MaxProgramTextureGatherComponents;
3498
3499 /* GL_ARB_robustness */
3500 GLenum ResetStrategy;
3501
3502 /* GL_ARB_blend_func_extended */
3503 GLuint MaxDualSourceDrawBuffers;
3504
3505 /**
3506 * Whether the implementation strips out and ignores texture borders.
3507 *
3508 * Many GPU hardware implementations don't support rendering with texture
3509 * borders and mipmapped textures. (Note: not static border color, but the
3510 * old 1-pixel border around each edge). Implementations then have to do
3511 * slow fallbacks to be correct, or just ignore the border and be fast but
3512 * wrong. Setting the flag strips the border off of TexImage calls,
3513 * providing "fast but wrong" at significantly reduced driver complexity.
3514 *
3515 * Texture borders are deprecated in GL 3.0.
3516 **/
3517 GLboolean StripTextureBorder;
3518
3519 /**
3520 * For drivers which can do a better job at eliminating unused uniforms
3521 * than the GLSL compiler.
3522 *
3523 * XXX Remove these as soon as a better solution is available.
3524 */
3525 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3526
3527 /**
3528 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3529 * than passing the transform feedback object to the drawing function.
3530 */
3531 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3532
3533 /** GL_ARB_map_buffer_alignment */
3534 GLuint MinMapBufferAlignment;
3535
3536 /**
3537 * Disable varying packing. This is out of spec, but potentially useful
3538 * for older platforms that supports a limited number of texture
3539 * indirections--on these platforms, unpacking the varyings in the fragment
3540 * shader increases the number of texture indirections by 1, which might
3541 * make some shaders not executable at all.
3542 *
3543 * Drivers that support transform feedback must set this value to GL_FALSE.
3544 */
3545 GLboolean DisableVaryingPacking;
3546
3547 /**
3548 * Should meaningful names be generated for compiler temporary variables?
3549 *
3550 * Generally, it is not useful to have the compiler generate "meaningful"
3551 * names for temporary variables that it creates. This can, however, be a
3552 * useful debugging aid. In Mesa debug builds or release builds when
3553 * MESA_GLSL is set at run-time, meaningful names will be generated.
3554 * Drivers can also force names to be generated by setting this field.
3555 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3556 * vertex shader assembly) is set at run-time.
3557 */
3558 bool GenerateTemporaryNames;
3559
3560 /*
3561 * Maximum value supported for an index in DrawElements and friends.
3562 *
3563 * This must be at least (1ull<<24)-1. The default value is
3564 * (1ull<<32)-1.
3565 *
3566 * \since ES 3.0 or GL_ARB_ES3_compatibility
3567 * \sa _mesa_init_constants
3568 */
3569 GLuint64 MaxElementIndex;
3570
3571 /**
3572 * Disable interpretation of line continuations (lines ending with a
3573 * backslash character ('\') in GLSL source.
3574 */
3575 GLboolean DisableGLSLLineContinuations;
3576
3577 /** GL_ARB_texture_multisample */
3578 GLint MaxColorTextureSamples;
3579 GLint MaxDepthTextureSamples;
3580 GLint MaxIntegerSamples;
3581
3582 /**
3583 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3584 * samples are laid out in a rectangular grid roughly corresponding to
3585 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3586 * are used to map indices of rectangular grid to sample numbers within
3587 * a pixel. This mapping of indices to sample numbers must be initialized
3588 * by the driver for the target hardware. For example, if we have the 8X
3589 * MSAA sample number layout (sample positions) for XYZ hardware:
3590 *
3591 * sample indices layout sample number layout
3592 * --------- ---------
3593 * | 0 | 1 | | a | b |
3594 * --------- ---------
3595 * | 2 | 3 | | c | d |
3596 * --------- ---------
3597 * | 4 | 5 | | e | f |
3598 * --------- ---------
3599 * | 6 | 7 | | g | h |
3600 * --------- ---------
3601 *
3602 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3603 *
3604 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3605 * below:
3606 * SampleMap8x = {a, b, c, d, e, f, g, h};
3607 *
3608 * Follow the logic for other sample counts.
3609 */
3610 uint8_t SampleMap2x[2];
3611 uint8_t SampleMap4x[4];
3612 uint8_t SampleMap8x[8];
3613
3614 /** GL_ARB_shader_atomic_counters */
3615 GLuint MaxAtomicBufferBindings;
3616 GLuint MaxAtomicBufferSize;
3617 GLuint MaxCombinedAtomicBuffers;
3618 GLuint MaxCombinedAtomicCounters;
3619
3620 /** GL_ARB_vertex_attrib_binding */
3621 GLint MaxVertexAttribRelativeOffset;
3622 GLint MaxVertexAttribBindings;
3623
3624 /* GL_ARB_shader_image_load_store */
3625 GLuint MaxImageUnits;
3626 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3627 GLuint MaxImageSamples;
3628 GLuint MaxCombinedImageUniforms;
3629
3630 /** GL_ARB_compute_shader */
3631 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3632 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3633 GLuint MaxComputeWorkGroupInvocations;
3634
3635 /** GL_ARB_gpu_shader5 */
3636 GLfloat MinFragmentInterpolationOffset;
3637 GLfloat MaxFragmentInterpolationOffset;
3638
3639 GLboolean FakeSWMSAA;
3640
3641 /** GL_KHR_context_flush_control */
3642 GLenum ContextReleaseBehavior;
3643
3644 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3645 };
3646
3647
3648 /**
3649 * Enable flag for each OpenGL extension. Different device drivers will
3650 * enable different extensions at runtime.
3651 */
3652 struct gl_extensions
3653 {
3654 GLboolean dummy; /* don't remove this! */
3655 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3656 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3657 GLboolean ANGLE_texture_compression_dxt;
3658 GLboolean ARB_ES2_compatibility;
3659 GLboolean ARB_ES3_compatibility;
3660 GLboolean ARB_arrays_of_arrays;
3661 GLboolean ARB_base_instance;
3662 GLboolean ARB_blend_func_extended;
3663 GLboolean ARB_buffer_storage;
3664 GLboolean ARB_clear_texture;
3665 GLboolean ARB_clip_control;
3666 GLboolean ARB_color_buffer_float;
3667 GLboolean ARB_compute_shader;
3668 GLboolean ARB_conditional_render_inverted;
3669 GLboolean ARB_conservative_depth;
3670 GLboolean ARB_copy_image;
3671 GLboolean ARB_depth_buffer_float;
3672 GLboolean ARB_depth_clamp;
3673 GLboolean ARB_depth_texture;
3674 GLboolean ARB_derivative_control;
3675 GLboolean ARB_draw_buffers_blend;
3676 GLboolean ARB_draw_elements_base_vertex;
3677 GLboolean ARB_draw_indirect;
3678 GLboolean ARB_draw_instanced;
3679 GLboolean ARB_fragment_coord_conventions;
3680 GLboolean ARB_fragment_layer_viewport;
3681 GLboolean ARB_fragment_program;
3682 GLboolean ARB_fragment_program_shadow;
3683 GLboolean ARB_fragment_shader;
3684 GLboolean ARB_framebuffer_no_attachments;
3685 GLboolean ARB_framebuffer_object;
3686 GLboolean ARB_explicit_attrib_location;
3687 GLboolean ARB_explicit_uniform_location;
3688 GLboolean ARB_geometry_shader4;
3689 GLboolean ARB_gpu_shader5;
3690 GLboolean ARB_gpu_shader_fp64;
3691 GLboolean ARB_half_float_vertex;
3692 GLboolean ARB_instanced_arrays;
3693 GLboolean ARB_internalformat_query;
3694 GLboolean ARB_map_buffer_range;
3695 GLboolean ARB_occlusion_query;
3696 GLboolean ARB_occlusion_query2;
3697 GLboolean ARB_pipeline_statistics_query;
3698 GLboolean ARB_point_sprite;
3699 GLboolean ARB_sample_shading;
3700 GLboolean ARB_seamless_cube_map;
3701 GLboolean ARB_shader_atomic_counters;
3702 GLboolean ARB_shader_bit_encoding;
3703 GLboolean ARB_shader_image_load_store;
3704 GLboolean ARB_shader_precision;
3705 GLboolean ARB_shader_stencil_export;
3706 GLboolean ARB_shader_storage_buffer_object;
3707 GLboolean ARB_shader_texture_lod;
3708 GLboolean ARB_shading_language_packing;
3709 GLboolean ARB_shading_language_420pack;
3710 GLboolean ARB_shadow;
3711 GLboolean ARB_stencil_texturing;
3712 GLboolean ARB_sync;
3713 GLboolean ARB_tessellation_shader;
3714 GLboolean ARB_texture_border_clamp;
3715 GLboolean ARB_texture_buffer_object;
3716 GLboolean ARB_texture_buffer_object_rgb32;
3717 GLboolean ARB_texture_buffer_range;
3718 GLboolean ARB_texture_compression_bptc;
3719 GLboolean ARB_texture_compression_rgtc;
3720 GLboolean ARB_texture_cube_map;
3721 GLboolean ARB_texture_cube_map_array;
3722 GLboolean ARB_texture_env_combine;
3723 GLboolean ARB_texture_env_crossbar;
3724 GLboolean ARB_texture_env_dot3;
3725 GLboolean ARB_texture_float;
3726 GLboolean ARB_texture_gather;
3727 GLboolean ARB_texture_mirror_clamp_to_edge;
3728 GLboolean ARB_texture_multisample;
3729 GLboolean ARB_texture_non_power_of_two;
3730 GLboolean ARB_texture_stencil8;
3731 GLboolean ARB_texture_query_levels;
3732 GLboolean ARB_texture_query_lod;
3733 GLboolean ARB_texture_rg;
3734 GLboolean ARB_texture_rgb10_a2ui;
3735 GLboolean ARB_texture_view;
3736 GLboolean ARB_timer_query;
3737 GLboolean ARB_transform_feedback2;
3738 GLboolean ARB_transform_feedback3;
3739 GLboolean ARB_transform_feedback_instanced;
3740 GLboolean ARB_uniform_buffer_object;
3741 GLboolean ARB_vertex_attrib_64bit;
3742 GLboolean ARB_vertex_program;
3743 GLboolean ARB_vertex_shader;
3744 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3745 GLboolean ARB_vertex_type_2_10_10_10_rev;
3746 GLboolean ARB_viewport_array;
3747 GLboolean EXT_blend_color;
3748 GLboolean EXT_blend_equation_separate;
3749 GLboolean EXT_blend_func_separate;
3750 GLboolean EXT_blend_minmax;
3751 GLboolean EXT_depth_bounds_test;
3752 GLboolean EXT_draw_buffers2;
3753 GLboolean EXT_framebuffer_multisample;
3754 GLboolean EXT_framebuffer_multisample_blit_scaled;
3755 GLboolean EXT_framebuffer_sRGB;
3756 GLboolean EXT_gpu_program_parameters;
3757 GLboolean EXT_gpu_shader4;
3758 GLboolean EXT_packed_float;
3759 GLboolean EXT_pixel_buffer_object;
3760 GLboolean EXT_point_parameters;
3761 GLboolean EXT_polygon_offset_clamp;
3762 GLboolean EXT_provoking_vertex;
3763 GLboolean EXT_shader_integer_mix;
3764 GLboolean EXT_stencil_two_side;
3765 GLboolean EXT_texture3D;
3766 GLboolean EXT_texture_array;
3767 GLboolean EXT_texture_compression_latc;
3768 GLboolean EXT_texture_compression_s3tc;
3769 GLboolean EXT_texture_env_dot3;
3770 GLboolean EXT_texture_filter_anisotropic;
3771 GLboolean EXT_texture_integer;
3772 GLboolean EXT_texture_mirror_clamp;
3773 GLboolean EXT_texture_shared_exponent;
3774 GLboolean EXT_texture_snorm;
3775 GLboolean EXT_texture_sRGB;
3776 GLboolean EXT_texture_sRGB_decode;
3777 GLboolean EXT_texture_swizzle;
3778 GLboolean EXT_transform_feedback;
3779 GLboolean EXT_timer_query;
3780 GLboolean EXT_vertex_array_bgra;
3781 GLboolean OES_standard_derivatives;
3782 /* vendor extensions */
3783 GLboolean AMD_performance_monitor;
3784 GLboolean AMD_pinned_memory;
3785 GLboolean AMD_seamless_cubemap_per_texture;
3786 GLboolean AMD_vertex_shader_layer;
3787 GLboolean AMD_vertex_shader_viewport_index;
3788 GLboolean APPLE_object_purgeable;
3789 GLboolean ATI_texture_compression_3dc;
3790 GLboolean ATI_texture_mirror_once;
3791 GLboolean ATI_texture_env_combine3;
3792 GLboolean ATI_fragment_shader;
3793 GLboolean ATI_separate_stencil;
3794 GLboolean INTEL_performance_query;
3795 GLboolean MESA_pack_invert;
3796 GLboolean MESA_ycbcr_texture;
3797 GLboolean NV_conditional_render;
3798 GLboolean NV_fog_distance;
3799 GLboolean NV_fragment_program_option;
3800 GLboolean NV_point_sprite;
3801 GLboolean NV_primitive_restart;
3802 GLboolean NV_texture_barrier;
3803 GLboolean NV_texture_env_combine4;
3804 GLboolean NV_texture_rectangle;
3805 GLboolean NV_vdpau_interop;
3806 GLboolean TDFX_texture_compression_FXT1;
3807 GLboolean OES_EGL_image;
3808 GLboolean OES_draw_texture;
3809 GLboolean OES_depth_texture_cube_map;
3810 GLboolean OES_EGL_image_external;
3811 GLboolean OES_texture_float;
3812 GLboolean OES_texture_float_linear;
3813 GLboolean OES_texture_half_float;
3814 GLboolean OES_texture_half_float_linear;
3815 GLboolean OES_compressed_ETC1_RGB8_texture;
3816 GLboolean extension_sentinel;
3817 /** The extension string */
3818 const GLubyte *String;
3819 /** Number of supported extensions */
3820 GLuint Count;
3821 };
3822
3823
3824 /**
3825 * A stack of matrices (projection, modelview, color, texture, etc).
3826 */
3827 struct gl_matrix_stack
3828 {
3829 GLmatrix *Top; /**< points into Stack */
3830 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3831 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3832 GLuint MaxDepth; /**< size of Stack[] array */
3833 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3834 };
3835
3836
3837 /**
3838 * \name Bits for image transfer operations
3839 * \sa __struct gl_contextRec::ImageTransferState.
3840 */
3841 /*@{*/
3842 #define IMAGE_SCALE_BIAS_BIT 0x1
3843 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3844 #define IMAGE_MAP_COLOR_BIT 0x4
3845 #define IMAGE_CLAMP_BIT 0x800
3846
3847
3848 /** Pixel Transfer ops */
3849 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3850 IMAGE_SHIFT_OFFSET_BIT | \
3851 IMAGE_MAP_COLOR_BIT)
3852
3853 /**
3854 * \name Bits to indicate what state has changed.
3855 */
3856 /*@{*/
3857 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3858 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3859 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3860 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3861 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3862 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3863 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3864 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3865 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3866 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3867 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3868 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3869 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3870 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3871 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3872 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3873 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3874 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3875 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3876 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3877 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3878 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3879 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3880 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3881 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3882 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3883 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3884 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3885 #define _NEW_BUFFER_OBJECT (1 << 28)
3886 #define _NEW_FRAG_CLAMP (1 << 29)
3887 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3888 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3889 #define _NEW_ALL ~0
3890 /*@}*/
3891
3892
3893 /**
3894 * Composite state flags
3895 */
3896 /*@{*/
3897 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3898 _NEW_TEXTURE | \
3899 _NEW_POINT | \
3900 _NEW_PROGRAM | \
3901 _NEW_MODELVIEW)
3902
3903 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3904 _NEW_FOG | \
3905 _NEW_PROGRAM)
3906
3907
3908 /*@}*/
3909
3910
3911
3912
3913 /* This has to be included here. */
3914 #include "dd.h"
3915
3916
3917 /**
3918 * Display list flags.
3919 * Strictly this is a tnl-private concept, but it doesn't seem
3920 * worthwhile adding a tnl private structure just to hold this one bit
3921 * of information:
3922 */
3923 #define DLIST_DANGLING_REFS 0x1
3924
3925
3926 /** Opaque declaration of display list payload data type */
3927 union gl_dlist_node;
3928
3929
3930 /**
3931 * Provide a location where information about a display list can be
3932 * collected. Could be extended with driverPrivate structures,
3933 * etc. in the future.
3934 */
3935 struct gl_display_list
3936 {
3937 GLuint Name;
3938 GLchar *Label; /**< GL_KHR_debug */
3939 GLbitfield Flags; /**< DLIST_x flags */
3940 /** The dlist commands are in a linked list of nodes */
3941 union gl_dlist_node *Head;
3942 };
3943
3944
3945 /**
3946 * State used during display list compilation and execution.
3947 */
3948 struct gl_dlist_state
3949 {
3950 GLuint CallDepth; /**< Current recursion calling depth */
3951
3952 struct gl_display_list *CurrentList; /**< List currently being compiled */
3953 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3954 GLuint CurrentPos; /**< Index into current block of nodes */
3955
3956 GLvertexformat ListVtxfmt;
3957
3958 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3959 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3960
3961 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3962 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3963
3964 struct {
3965 /* State known to have been set by the currently-compiling display
3966 * list. Used to eliminate some redundant state changes.
3967 */
3968 GLenum ShadeModel;
3969 } Current;
3970 };
3971
3972 /** @{
3973 *
3974 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3975 * to small enums suitable for use as an array index.
3976 */
3977
3978 enum mesa_debug_source {
3979 MESA_DEBUG_SOURCE_API,
3980 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3981 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3982 MESA_DEBUG_SOURCE_THIRD_PARTY,
3983 MESA_DEBUG_SOURCE_APPLICATION,
3984 MESA_DEBUG_SOURCE_OTHER,
3985 MESA_DEBUG_SOURCE_COUNT
3986 };
3987
3988 enum mesa_debug_type {
3989 MESA_DEBUG_TYPE_ERROR,
3990 MESA_DEBUG_TYPE_DEPRECATED,
3991 MESA_DEBUG_TYPE_UNDEFINED,
3992 MESA_DEBUG_TYPE_PORTABILITY,
3993 MESA_DEBUG_TYPE_PERFORMANCE,
3994 MESA_DEBUG_TYPE_OTHER,
3995 MESA_DEBUG_TYPE_MARKER,
3996 MESA_DEBUG_TYPE_PUSH_GROUP,
3997 MESA_DEBUG_TYPE_POP_GROUP,
3998 MESA_DEBUG_TYPE_COUNT
3999 };
4000
4001 enum mesa_debug_severity {
4002 MESA_DEBUG_SEVERITY_LOW,
4003 MESA_DEBUG_SEVERITY_MEDIUM,
4004 MESA_DEBUG_SEVERITY_HIGH,
4005 MESA_DEBUG_SEVERITY_NOTIFICATION,
4006 MESA_DEBUG_SEVERITY_COUNT
4007 };
4008
4009 /** @} */
4010
4011 /**
4012 * Driver-specific state flags.
4013 *
4014 * These are or'd with gl_context::NewDriverState to notify a driver about
4015 * a state change. The driver sets the flags at context creation and
4016 * the meaning of the bits set is opaque to core Mesa.
4017 */
4018 struct gl_driver_flags
4019 {
4020 /** gl_context::Array::_DrawArrays (vertex array state) */
4021 uint64_t NewArray;
4022
4023 /** gl_context::TransformFeedback::CurrentObject */
4024 uint64_t NewTransformFeedback;
4025
4026 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4027 uint64_t NewTransformFeedbackProg;
4028
4029 /** gl_context::RasterDiscard */
4030 uint64_t NewRasterizerDiscard;
4031
4032 /**
4033 * gl_context::UniformBufferBindings
4034 * gl_shader_program::UniformBlocks
4035 */
4036 uint64_t NewUniformBuffer;
4037
4038 /**
4039 * gl_context::ShaderStorageBufferBindings
4040 * gl_shader_program::ShaderStorageBlocks
4041 */
4042 uint64_t NewShaderStorageBuffer;
4043
4044 uint64_t NewTextureBuffer;
4045
4046 /**
4047 * gl_context::AtomicBufferBindings
4048 */
4049 uint64_t NewAtomicBuffer;
4050
4051 /**
4052 * gl_context::ImageUnits
4053 */
4054 uint64_t NewImageUnits;
4055 };
4056
4057 struct gl_uniform_buffer_binding
4058 {
4059 struct gl_buffer_object *BufferObject;
4060 /** Start of uniform block data in the buffer */
4061 GLintptr Offset;
4062 /** Size of data allowed to be referenced from the buffer (in bytes) */
4063 GLsizeiptr Size;
4064 /**
4065 * glBindBufferBase() indicates that the Size should be ignored and only
4066 * limited by the current size of the BufferObject.
4067 */
4068 GLboolean AutomaticSize;
4069 };
4070
4071 struct gl_shader_storage_buffer_binding
4072 {
4073 struct gl_buffer_object *BufferObject;
4074 /** Start of shader storage block data in the buffer */
4075 GLintptr Offset;
4076 /** Size of data allowed to be referenced from the buffer (in bytes) */
4077 GLsizeiptr Size;
4078 /**
4079 * glBindBufferBase() indicates that the Size should be ignored and only
4080 * limited by the current size of the BufferObject.
4081 */
4082 GLboolean AutomaticSize;
4083 };
4084
4085 /**
4086 * ARB_shader_image_load_store image unit.
4087 */
4088 struct gl_image_unit
4089 {
4090 /**
4091 * Texture object bound to this unit.
4092 */
4093 struct gl_texture_object *TexObj;
4094
4095 /**
4096 * Level of the texture object bound to this unit.
4097 */
4098 GLuint Level;
4099
4100 /**
4101 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4102 * GL_FALSE if only some specific layer of the texture is bound.
4103 * \sa Layer
4104 */
4105 GLboolean Layered;
4106
4107 /**
4108 * GL_TRUE if the state of this image unit is valid and access from
4109 * the shader is allowed. Otherwise loads from this unit should
4110 * return zero and stores should have no effect.
4111 */
4112 GLboolean _Valid;
4113
4114 /**
4115 * Layer of the texture object bound to this unit, or zero if the
4116 * whole level is bound.
4117 */
4118 GLuint Layer;
4119
4120 /**
4121 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4122 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4123 */
4124 GLenum Access;
4125
4126 /**
4127 * GL internal format that determines the interpretation of the
4128 * image memory when shader image operations are performed through
4129 * this unit.
4130 */
4131 GLenum Format;
4132
4133 /**
4134 * Mesa format corresponding to \c Format.
4135 */
4136 mesa_format _ActualFormat;
4137
4138 };
4139
4140 /**
4141 * Binding point for an atomic counter buffer object.
4142 */
4143 struct gl_atomic_buffer_binding
4144 {
4145 struct gl_buffer_object *BufferObject;
4146 GLintptr Offset;
4147 GLsizeiptr Size;
4148 };
4149
4150 /**
4151 * Mesa rendering context.
4152 *
4153 * This is the central context data structure for Mesa. Almost all
4154 * OpenGL state is contained in this structure.
4155 * Think of this as a base class from which device drivers will derive
4156 * sub classes.
4157 */
4158 struct gl_context
4159 {
4160 /** State possibly shared with other contexts in the address space */
4161 struct gl_shared_state *Shared;
4162
4163 /** \name API function pointer tables */
4164 /*@{*/
4165 gl_api API;
4166 /**
4167 * The current dispatch table for non-displaylist-saving execution, either
4168 * BeginEnd or OutsideBeginEnd
4169 */
4170 struct _glapi_table *Exec;
4171 /**
4172 * The normal dispatch table for non-displaylist-saving, non-begin/end
4173 */
4174 struct _glapi_table *OutsideBeginEnd;
4175 /** The dispatch table used between glNewList() and glEndList() */
4176 struct _glapi_table *Save;
4177 /**
4178 * The dispatch table used between glBegin() and glEnd() (outside of a
4179 * display list). Only valid functions between those two are set, which is
4180 * mostly just the set in a GLvertexformat struct.
4181 */
4182 struct _glapi_table *BeginEnd;
4183 /**
4184 * Tracks the current dispatch table out of the 3 above, so that it can be
4185 * re-set on glXMakeCurrent().
4186 */
4187 struct _glapi_table *CurrentDispatch;
4188 /*@}*/
4189
4190 struct gl_config Visual;
4191 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4192 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4193 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4194 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4195
4196 /**
4197 * Device driver function pointer table
4198 */
4199 struct dd_function_table Driver;
4200
4201 /** Core/Driver constants */
4202 struct gl_constants Const;
4203
4204 /** \name The various 4x4 matrix stacks */
4205 /*@{*/
4206 struct gl_matrix_stack ModelviewMatrixStack;
4207 struct gl_matrix_stack ProjectionMatrixStack;
4208 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4209 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4210 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4211 /*@}*/
4212
4213 /** Combined modelview and projection matrix */
4214 GLmatrix _ModelProjectMatrix;
4215
4216 /** \name Display lists */
4217 struct gl_dlist_state ListState;
4218
4219 GLboolean ExecuteFlag; /**< Execute GL commands? */
4220 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4221
4222 /** Extension information */
4223 struct gl_extensions Extensions;
4224
4225 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4226 GLuint Version;
4227 char *VersionString;
4228
4229 /** \name State attribute stack (for glPush/PopAttrib) */
4230 /*@{*/
4231 GLuint AttribStackDepth;
4232 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4233 /*@}*/
4234
4235 /** \name Renderer attribute groups
4236 *
4237 * We define a struct for each attribute group to make pushing and popping
4238 * attributes easy. Also it's a good organization.
4239 */
4240 /*@{*/
4241 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4242 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4243 struct gl_current_attrib Current; /**< Current attributes */
4244 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4245 struct gl_eval_attrib Eval; /**< Eval attributes */
4246 struct gl_fog_attrib Fog; /**< Fog attributes */
4247 struct gl_hint_attrib Hint; /**< Hint attributes */
4248 struct gl_light_attrib Light; /**< Light attributes */
4249 struct gl_line_attrib Line; /**< Line attributes */
4250 struct gl_list_attrib List; /**< List attributes */
4251 struct gl_multisample_attrib Multisample;
4252 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4253 struct gl_point_attrib Point; /**< Point attributes */
4254 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4255 GLuint PolygonStipple[32]; /**< Polygon stipple */
4256 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4257 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4258 struct gl_texture_attrib Texture; /**< Texture attributes */
4259 struct gl_transform_attrib Transform; /**< Transformation attributes */
4260 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4261 /*@}*/
4262
4263 /** \name Client attribute stack */
4264 /*@{*/
4265 GLuint ClientAttribStackDepth;
4266 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4267 /*@}*/
4268
4269 /** \name Client attribute groups */
4270 /*@{*/
4271 struct gl_array_attrib Array; /**< Vertex arrays */
4272 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4273 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4274 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4275 /*@}*/
4276
4277 /** \name Other assorted state (not pushed/popped on attribute stack) */
4278 /*@{*/
4279 struct gl_pixelmaps PixelMaps;
4280
4281 struct gl_evaluators EvalMap; /**< All evaluators */
4282 struct gl_feedback Feedback; /**< Feedback */
4283 struct gl_selection Select; /**< Selection */
4284
4285 struct gl_program_state Program; /**< general program state */
4286 struct gl_vertex_program_state VertexProgram;
4287 struct gl_fragment_program_state FragmentProgram;
4288 struct gl_geometry_program_state GeometryProgram;
4289 struct gl_compute_program_state ComputeProgram;
4290 struct gl_ati_fragment_shader_state ATIFragmentShader;
4291
4292 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4293 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4294
4295 /**
4296 * Current active shader pipeline state
4297 *
4298 * Almost all internal users want ::_Shader instead of ::Shader. The
4299 * exceptions are bits of legacy GLSL API that do not know about separate
4300 * shader objects.
4301 *
4302 * If a program is active via \c glUseProgram, this will point to
4303 * \c ::Shader.
4304 *
4305 * If a program pipeline is active via \c glBindProgramPipeline, this will
4306 * point to \c ::Pipeline.Current.
4307 *
4308 * If neither a program nor a program pipeline is active, this will point to
4309 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4310 * \c NULL.
4311 */
4312 struct gl_pipeline_object *_Shader;
4313
4314 struct gl_query_state Query; /**< occlusion, timer queries */
4315
4316 struct gl_transform_feedback_state TransformFeedback;
4317
4318 struct gl_perf_monitor_state PerfMonitor;
4319
4320 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4321
4322 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4323 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4324
4325 /**
4326 * Current GL_ARB_uniform_buffer_object binding referenced by
4327 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4328 */
4329 struct gl_buffer_object *UniformBuffer;
4330
4331 /**
4332 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4333 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4334 */
4335 struct gl_buffer_object *ShaderStorageBuffer;
4336
4337 /**
4338 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4339 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4340 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4341 * shader program.
4342 */
4343 struct gl_uniform_buffer_binding
4344 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4345
4346 /**
4347 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4348 * and GL 4.3. This is set up using glBindBufferRange() or
4349 * glBindBufferBase(). They are associated with shader storage blocks by
4350 * glShaderStorageBlockBinding()'s state in the shader program.
4351 */
4352 struct gl_shader_storage_buffer_binding
4353 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4354
4355 /**
4356 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4357 * target.
4358 */
4359 struct gl_buffer_object *AtomicBuffer;
4360
4361 /**
4362 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4363 * target.
4364 */
4365 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4366
4367 /**
4368 * Array of atomic counter buffer binding points.
4369 */
4370 struct gl_atomic_buffer_binding
4371 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4372
4373 /**
4374 * Array of image units for ARB_shader_image_load_store.
4375 */
4376 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4377
4378 /*@}*/
4379
4380 struct gl_meta_state *Meta; /**< for "meta" operations */
4381
4382 /* GL_EXT_framebuffer_object */
4383 struct gl_renderbuffer *CurrentRenderbuffer;
4384
4385 GLenum ErrorValue; /**< Last error code */
4386
4387 /**
4388 * Recognize and silence repeated error debug messages in buggy apps.
4389 */
4390 const char *ErrorDebugFmtString;
4391 GLuint ErrorDebugCount;
4392
4393 /* GL_ARB_debug_output/GL_KHR_debug */
4394 mtx_t DebugMutex;
4395 struct gl_debug_state *Debug;
4396
4397 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4398 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4399 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4400
4401 struct gl_driver_flags DriverFlags;
4402
4403 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4404
4405 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4406
4407 /** \name Derived state */
4408 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4409 GLfloat _EyeZDir[3];
4410 GLfloat _ModelViewInvScale;
4411 GLboolean _NeedEyeCoords;
4412 GLboolean _ForceEyeCoords;
4413
4414 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4415
4416 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4417
4418 /** \name For debugging/development only */
4419 /*@{*/
4420 GLboolean FirstTimeCurrent;
4421 /*@}*/
4422
4423 /**
4424 * False if this context was created without a config. This is needed
4425 * because the initial state of glDrawBuffers depends on this
4426 */
4427 GLboolean HasConfig;
4428
4429 /** software compression/decompression supported or not */
4430 GLboolean Mesa_DXTn;
4431
4432 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4433
4434 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4435
4436 /**
4437 * \name Hooks for module contexts.
4438 *
4439 * These will eventually live in the driver or elsewhere.
4440 */
4441 /*@{*/
4442 void *swrast_context;
4443 void *swsetup_context;
4444 void *swtnl_context;
4445 struct vbo_context *vbo_context;
4446 struct st_context *st;
4447 void *aelt_context;
4448 /*@}*/
4449
4450 /**
4451 * \name NV_vdpau_interop
4452 */
4453 /*@{*/
4454 const void *vdpDevice;
4455 const void *vdpGetProcAddress;
4456 struct set *vdpSurfaces;
4457 /*@}*/
4458
4459 /**
4460 * Has this context observed a GPU reset in any context in the share group?
4461 *
4462 * Once this field becomes true, it is never reset to false.
4463 */
4464 GLboolean ShareGroupReset;
4465 };
4466
4467
4468 #ifdef DEBUG
4469 extern int MESA_VERBOSE;
4470 extern int MESA_DEBUG_FLAGS;
4471 # define MESA_FUNCTION __func__
4472 #else
4473 # define MESA_VERBOSE 0
4474 # define MESA_DEBUG_FLAGS 0
4475 # define MESA_FUNCTION "a function"
4476 #endif
4477
4478
4479 /** The MESA_VERBOSE var is a bitmask of these flags */
4480 enum _verbose
4481 {
4482 VERBOSE_VARRAY = 0x0001,
4483 VERBOSE_TEXTURE = 0x0002,
4484 VERBOSE_MATERIAL = 0x0004,
4485 VERBOSE_PIPELINE = 0x0008,
4486 VERBOSE_DRIVER = 0x0010,
4487 VERBOSE_STATE = 0x0020,
4488 VERBOSE_API = 0x0040,
4489 VERBOSE_DISPLAY_LIST = 0x0100,
4490 VERBOSE_LIGHTING = 0x0200,
4491 VERBOSE_PRIMS = 0x0400,
4492 VERBOSE_VERTS = 0x0800,
4493 VERBOSE_DISASSEM = 0x1000,
4494 VERBOSE_DRAW = 0x2000,
4495 VERBOSE_SWAPBUFFERS = 0x4000
4496 };
4497
4498
4499 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4500 enum _debug
4501 {
4502 DEBUG_SILENT = (1 << 0),
4503 DEBUG_ALWAYS_FLUSH = (1 << 1),
4504 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4505 DEBUG_INCOMPLETE_FBO = (1 << 3)
4506 };
4507
4508 static inline bool
4509 _mesa_active_fragment_shader_has_atomic_ops(const struct gl_context *ctx)
4510 {
4511 return ctx->Shader._CurrentFragmentProgram != NULL &&
4512 ctx->Shader._CurrentFragmentProgram->NumAtomicBuffers > 0;
4513 }
4514
4515 #ifdef __cplusplus
4516 }
4517 #endif
4518
4519 #endif /* MTYPES_H */