2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
37 #include <stdint.h> /* uint32_t */
39 #include "c11/threads.h"
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "glsl/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
55 * \name 64-bit extension of GLbitfield.
58 typedef GLuint64 GLbitfield64
;
60 /** Set a single bit */
61 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
62 /** Set all bits up to excluding bit b */
63 #define BITFIELD64_MASK(b) \
64 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
65 /** Set count bits starting from bit b */
66 #define BITFIELD64_RANGE(b, count) \
67 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
71 * \name Some forward type declarations
74 struct _mesa_HashTable
;
75 struct gl_attrib_node
;
76 struct gl_list_extensions
;
78 struct gl_program_cache
;
79 struct gl_texture_object
;
80 struct gl_debug_state
;
83 struct gl_uniform_storage
;
84 struct prog_instruction
;
85 struct gl_program_parameter_list
;
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_PATCHES
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
100 * Determine if the given gl_varying_slot appears in the fragment shader.
102 static inline GLboolean
103 _mesa_varying_slot_in_fs(gl_varying_slot slot
)
106 case VARYING_SLOT_PSIZ
:
107 case VARYING_SLOT_BFC0
:
108 case VARYING_SLOT_BFC1
:
109 case VARYING_SLOT_EDGE
:
110 case VARYING_SLOT_CLIP_VERTEX
:
111 case VARYING_SLOT_LAYER
:
112 case VARYING_SLOT_TESS_LEVEL_OUTER
:
113 case VARYING_SLOT_TESS_LEVEL_INNER
:
122 * Indexes for all renderbuffers
126 /* the four standard color buffers */
134 /* optional aux buffer */
136 /* generic renderbuffers */
149 * Bit flags for all renderbuffers
151 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
152 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
153 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
154 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
155 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
156 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
157 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
158 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
159 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
160 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
161 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
162 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
163 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
164 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
165 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
166 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
167 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
168 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
169 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
172 * Mask of all the color buffer bits (but not accum).
174 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
175 BUFFER_BIT_BACK_LEFT | \
176 BUFFER_BIT_FRONT_RIGHT | \
177 BUFFER_BIT_BACK_RIGHT | \
179 BUFFER_BIT_COLOR0 | \
180 BUFFER_BIT_COLOR1 | \
181 BUFFER_BIT_COLOR2 | \
182 BUFFER_BIT_COLOR3 | \
183 BUFFER_BIT_COLOR4 | \
184 BUFFER_BIT_COLOR5 | \
185 BUFFER_BIT_COLOR6 | \
189 * Framebuffer configuration (aka visual / pixelformat)
190 * Note: some of these fields should be boolean, but it appears that
191 * code in drivers/dri/common/util.c requires int-sized fields.
197 GLuint doubleBufferMode
;
200 GLboolean haveAccumBuffer
;
201 GLboolean haveDepthBuffer
;
202 GLboolean haveStencilBuffer
;
204 GLint redBits
, greenBits
, blueBits
, alphaBits
; /* bits per comp */
205 GLuint redMask
, greenMask
, blueMask
, alphaMask
;
206 GLint rgbBits
; /* total bits for rgb */
207 GLint indexBits
; /* total bits for colorindex */
209 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
217 /* EXT_visual_rating / GLX 1.2 */
220 /* EXT_visual_info / GLX 1.2 */
221 GLint transparentPixel
;
222 /* colors are floats scaled to ints */
223 GLint transparentRed
, transparentGreen
, transparentBlue
, transparentAlpha
;
224 GLint transparentIndex
;
226 /* ARB_multisample / SGIS_multisample */
230 /* SGIX_pbuffer / GLX 1.3 */
231 GLint maxPbufferWidth
;
232 GLint maxPbufferHeight
;
233 GLint maxPbufferPixels
;
234 GLint optimalPbufferWidth
; /* Only for SGIX_pbuffer. */
235 GLint optimalPbufferHeight
; /* Only for SGIX_pbuffer. */
237 /* OML_swap_method */
240 /* EXT_texture_from_pixmap */
241 GLint bindToTextureRgb
;
242 GLint bindToTextureRgba
;
243 GLint bindToMipmapTexture
;
244 GLint bindToTextureTargets
;
247 /* EXT_framebuffer_sRGB */
253 * \name Bit flags used for updating material values.
256 #define MAT_ATTRIB_FRONT_AMBIENT 0
257 #define MAT_ATTRIB_BACK_AMBIENT 1
258 #define MAT_ATTRIB_FRONT_DIFFUSE 2
259 #define MAT_ATTRIB_BACK_DIFFUSE 3
260 #define MAT_ATTRIB_FRONT_SPECULAR 4
261 #define MAT_ATTRIB_BACK_SPECULAR 5
262 #define MAT_ATTRIB_FRONT_EMISSION 6
263 #define MAT_ATTRIB_BACK_EMISSION 7
264 #define MAT_ATTRIB_FRONT_SHININESS 8
265 #define MAT_ATTRIB_BACK_SHININESS 9
266 #define MAT_ATTRIB_FRONT_INDEXES 10
267 #define MAT_ATTRIB_BACK_INDEXES 11
268 #define MAT_ATTRIB_MAX 12
270 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
271 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
272 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
273 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
274 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
275 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
277 #define MAT_INDEX_AMBIENT 0
278 #define MAT_INDEX_DIFFUSE 1
279 #define MAT_INDEX_SPECULAR 2
281 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
282 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
283 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
284 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
285 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
286 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
287 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
288 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
289 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
290 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
291 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
292 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
295 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
296 MAT_BIT_FRONT_AMBIENT | \
297 MAT_BIT_FRONT_DIFFUSE | \
298 MAT_BIT_FRONT_SPECULAR | \
299 MAT_BIT_FRONT_SHININESS | \
300 MAT_BIT_FRONT_INDEXES)
302 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
303 MAT_BIT_BACK_AMBIENT | \
304 MAT_BIT_BACK_DIFFUSE | \
305 MAT_BIT_BACK_SPECULAR | \
306 MAT_BIT_BACK_SHININESS | \
307 MAT_BIT_BACK_INDEXES)
309 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
318 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
326 #define LIGHT_SPOT 0x1
327 #define LIGHT_LOCAL_VIEWER 0x2
328 #define LIGHT_POSITIONAL 0x4
329 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
334 * Light source state.
338 struct gl_light
*next
; /**< double linked list with sentinel */
339 struct gl_light
*prev
;
341 GLfloat Ambient
[4]; /**< ambient color */
342 GLfloat Diffuse
[4]; /**< diffuse color */
343 GLfloat Specular
[4]; /**< specular color */
344 GLfloat EyePosition
[4]; /**< position in eye coordinates */
345 GLfloat SpotDirection
[4]; /**< spotlight direction in eye coordinates */
346 GLfloat SpotExponent
;
347 GLfloat SpotCutoff
; /**< in degrees */
348 GLfloat _CosCutoff
; /**< = MAX(0, cos(SpotCutoff)) */
349 GLfloat ConstantAttenuation
;
350 GLfloat LinearAttenuation
;
351 GLfloat QuadraticAttenuation
;
352 GLboolean Enabled
; /**< On/off flag */
355 * \name Derived fields
358 GLbitfield _Flags
; /**< Mask of LIGHT_x bits defined above */
360 GLfloat _Position
[4]; /**< position in eye/obj coordinates */
361 GLfloat _VP_inf_norm
[3]; /**< Norm direction to infinite light */
362 GLfloat _h_inf_norm
[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
363 GLfloat _NormSpotDirection
[4]; /**< normalized spotlight direction */
364 GLfloat _VP_inf_spot_attenuation
;
366 GLfloat _MatAmbient
[2][3]; /**< material ambient * light ambient */
367 GLfloat _MatDiffuse
[2][3]; /**< material diffuse * light diffuse */
368 GLfloat _MatSpecular
[2][3]; /**< material spec * light specular */
378 GLfloat Ambient
[4]; /**< ambient color */
379 GLboolean LocalViewer
; /**< Local (or infinite) view point? */
380 GLboolean TwoSide
; /**< Two (or one) sided lighting? */
381 GLenum ColorControl
; /**< either GL_SINGLE_COLOR
382 * or GL_SEPARATE_SPECULAR_COLOR */
387 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
389 struct gl_accum_attrib
391 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
396 * Used for storing clear color, texture border color, etc.
397 * The float values are typically unclamped.
408 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
410 struct gl_colorbuffer_attrib
412 GLuint ClearIndex
; /**< Index for glClear */
413 union gl_color_union ClearColor
; /**< Color for glClear, unclamped */
414 GLuint IndexMask
; /**< Color index write mask */
415 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4]; /**< Each flag is 0xff or 0x0 */
417 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
420 * \name alpha testing
423 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
424 GLenum AlphaFunc
; /**< Alpha test function */
425 GLfloat AlphaRefUnclamped
;
426 GLclampf AlphaRef
; /**< Alpha reference value */
433 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
435 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
436 * control, only on the fixed-pointness of the render target.
437 * The query does however depend on fragment color clamping.
439 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
440 GLfloat BlendColor
[4]; /**< Blending color */
444 GLenum SrcRGB
; /**< RGB blend source term */
445 GLenum DstRGB
; /**< RGB blend dest term */
446 GLenum SrcA
; /**< Alpha blend source term */
447 GLenum DstA
; /**< Alpha blend dest term */
448 GLenum EquationRGB
; /**< GL_ADD, GL_SUBTRACT, etc. */
449 GLenum EquationA
; /**< GL_ADD, GL_SUBTRACT, etc. */
451 * Set if any blend factor uses SRC1. Computed at the time blend factors
454 GLboolean _UsesDualSrc
;
455 } Blend
[MAX_DRAW_BUFFERS
];
456 /** Are the blend func terms currently different for each buffer/target? */
457 GLboolean _BlendFuncPerBuffer
;
458 /** Are the blend equations currently different for each buffer/target? */
459 GLboolean _BlendEquationPerBuffer
;
466 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
467 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
468 GLenum LogicOp
; /**< Logic operator */
472 GLboolean DitherFlag
; /**< Dither enable flag */
474 GLboolean _ClampFragmentColor
; /** < with GL_FIXED_ONLY_ARB resolved */
475 GLenum ClampFragmentColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
476 GLenum ClampReadColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
478 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
483 * Current attribute group (GL_CURRENT_BIT).
485 struct gl_current_attrib
488 * \name Current vertex attributes.
489 * \note Values are valid only after FLUSH_VERTICES has been called.
490 * \note Index and Edgeflag current values are stored as floats in the
491 * SIX and SEVEN attribute slots.
493 /* we need double storage for this for vertex attrib 64bit */
494 GLfloat Attrib
[VERT_ATTRIB_MAX
][4*2]; /**< Position, color, texcoords, etc */
497 * \name Current raster position attributes (always valid).
498 * \note This set of attributes is very similar to the SWvertex struct.
501 GLfloat RasterPos
[4];
502 GLfloat RasterDistance
;
503 GLfloat RasterColor
[4];
504 GLfloat RasterSecondaryColor
[4];
505 GLfloat RasterTexCoords
[MAX_TEXTURE_COORD_UNITS
][4];
506 GLboolean RasterPosValid
;
512 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
514 struct gl_depthbuffer_attrib
516 GLenum Func
; /**< Function for depth buffer compare */
517 GLclampd Clear
; /**< Value to clear depth buffer to */
518 GLboolean Test
; /**< Depth buffering enabled flag */
519 GLboolean Mask
; /**< Depth buffer writable? */
520 GLboolean BoundsTest
; /**< GL_EXT_depth_bounds_test */
521 GLfloat BoundsMin
, BoundsMax
;/**< GL_EXT_depth_bounds_test */
526 * Evaluator attribute group (GL_EVAL_BIT).
528 struct gl_eval_attrib
534 GLboolean Map1Color4
;
536 GLboolean Map1Normal
;
537 GLboolean Map1TextureCoord1
;
538 GLboolean Map1TextureCoord2
;
539 GLboolean Map1TextureCoord3
;
540 GLboolean Map1TextureCoord4
;
541 GLboolean Map1Vertex3
;
542 GLboolean Map1Vertex4
;
543 GLboolean Map2Color4
;
545 GLboolean Map2Normal
;
546 GLboolean Map2TextureCoord1
;
547 GLboolean Map2TextureCoord2
;
548 GLboolean Map2TextureCoord3
;
549 GLboolean Map2TextureCoord4
;
550 GLboolean Map2Vertex3
;
551 GLboolean Map2Vertex4
;
552 GLboolean AutoNormal
;
556 * \name Map Grid endpoints and divisions and calculated du values
560 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
561 GLint MapGrid2un
, MapGrid2vn
;
562 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
563 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
569 * Fog attribute group (GL_FOG_BIT).
573 GLboolean Enabled
; /**< Fog enabled flag */
574 GLboolean ColorSumEnabled
;
575 GLfloat ColorUnclamped
[4]; /**< Fog color */
576 GLfloat Color
[4]; /**< Fog color */
577 GLfloat Density
; /**< Density >= 0.0 */
578 GLfloat Start
; /**< Start distance in eye coords */
579 GLfloat End
; /**< End distance in eye coords */
580 GLfloat Index
; /**< Fog index */
581 GLenum Mode
; /**< Fog mode */
582 GLenum FogCoordinateSource
; /**< GL_EXT_fog_coord */
583 GLfloat _Scale
; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
584 GLenum FogDistanceMode
; /**< GL_NV_fog_distance */
589 * Hint attribute group (GL_HINT_BIT).
591 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
593 struct gl_hint_attrib
595 GLenum PerspectiveCorrection
;
598 GLenum PolygonSmooth
;
600 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
601 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
602 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
607 * Lighting attribute group (GL_LIGHT_BIT).
609 struct gl_light_attrib
611 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
612 struct gl_lightmodel Model
; /**< Lighting model */
615 * Front and back material values.
616 * Note: must call FLUSH_VERTICES() before using.
618 struct gl_material Material
;
620 GLboolean Enabled
; /**< Lighting enabled flag */
621 GLboolean ColorMaterialEnabled
;
623 GLenum ShadeModel
; /**< GL_FLAT or GL_SMOOTH */
624 GLenum ProvokingVertex
; /**< GL_EXT_provoking_vertex */
625 GLenum ColorMaterialFace
; /**< GL_FRONT, BACK or FRONT_AND_BACK */
626 GLenum ColorMaterialMode
; /**< GL_AMBIENT, GL_DIFFUSE, etc */
627 GLbitfield _ColorMaterialBitmask
; /**< bitmask formed from Face and Mode */
630 GLboolean _ClampVertexColor
;
631 GLenum ClampVertexColor
; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
634 * Derived state for optimizations:
637 GLboolean _NeedEyeCoords
;
638 GLboolean _NeedVertices
; /**< Use fast shader? */
639 struct gl_light EnabledList
; /**< List sentinel */
641 GLfloat _BaseColor
[2][3];
647 * Line attribute group (GL_LINE_BIT).
649 struct gl_line_attrib
651 GLboolean SmoothFlag
; /**< GL_LINE_SMOOTH enabled? */
652 GLboolean StippleFlag
; /**< GL_LINE_STIPPLE enabled? */
653 GLushort StipplePattern
; /**< Stipple pattern */
654 GLint StippleFactor
; /**< Stipple repeat factor */
655 GLfloat Width
; /**< Line width */
660 * Display list attribute group (GL_LIST_BIT).
662 struct gl_list_attrib
669 * Multisample attribute group (GL_MULTISAMPLE_BIT).
671 struct gl_multisample_attrib
674 GLboolean _Enabled
; /**< true if Enabled and multisample buffer */
675 GLboolean SampleAlphaToCoverage
;
676 GLboolean SampleAlphaToOne
;
677 GLboolean SampleCoverage
;
678 GLboolean SampleCoverageInvert
;
679 GLboolean SampleShading
;
681 /* ARB_texture_multisample / GL3.2 additions */
682 GLboolean SampleMask
;
684 GLfloat SampleCoverageValue
;
685 GLfloat MinSampleShadingValue
;
687 /** The GL spec defines this as an array but >32x MSAA is madness */
688 GLbitfield SampleMaskValue
;
693 * A pixelmap (see glPixelMap)
698 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
703 * Collection of all pixelmaps
707 struct gl_pixelmap RtoR
; /**< i.e. GL_PIXEL_MAP_R_TO_R */
708 struct gl_pixelmap GtoG
;
709 struct gl_pixelmap BtoB
;
710 struct gl_pixelmap AtoA
;
711 struct gl_pixelmap ItoR
;
712 struct gl_pixelmap ItoG
;
713 struct gl_pixelmap ItoB
;
714 struct gl_pixelmap ItoA
;
715 struct gl_pixelmap ItoI
;
716 struct gl_pixelmap StoS
;
721 * Pixel attribute group (GL_PIXEL_MODE_BIT).
723 struct gl_pixel_attrib
725 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
727 /*--- Begin Pixel Transfer State ---*/
728 /* Fields are in the order in which they're applied... */
730 /** Scale & Bias (index shift, offset) */
732 GLfloat RedBias
, RedScale
;
733 GLfloat GreenBias
, GreenScale
;
734 GLfloat BlueBias
, BlueScale
;
735 GLfloat AlphaBias
, AlphaScale
;
736 GLfloat DepthBias
, DepthScale
;
737 GLint IndexShift
, IndexOffset
;
741 /* Note: actual pixel maps are not part of this attrib group */
742 GLboolean MapColorFlag
;
743 GLboolean MapStencilFlag
;
745 /*--- End Pixel Transfer State ---*/
748 GLfloat ZoomX
, ZoomY
;
753 * Point attribute group (GL_POINT_BIT).
755 struct gl_point_attrib
757 GLfloat Size
; /**< User-specified point size */
758 GLfloat Params
[3]; /**< GL_EXT_point_parameters */
759 GLfloat MinSize
, MaxSize
; /**< GL_EXT_point_parameters */
760 GLfloat Threshold
; /**< GL_EXT_point_parameters */
761 GLboolean SmoothFlag
; /**< True if GL_POINT_SMOOTH is enabled */
762 GLboolean _Attenuated
; /**< True if Params != [1, 0, 0] */
763 GLboolean PointSprite
; /**< GL_NV/ARB_point_sprite */
764 GLboolean CoordReplace
[MAX_TEXTURE_COORD_UNITS
]; /**< GL_ARB_point_sprite*/
765 GLenum SpriteRMode
; /**< GL_NV_point_sprite (only!) */
766 GLenum SpriteOrigin
; /**< GL_ARB_point_sprite */
771 * Polygon attribute group (GL_POLYGON_BIT).
773 struct gl_polygon_attrib
775 GLenum FrontFace
; /**< Either GL_CW or GL_CCW */
776 GLenum FrontMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
777 GLenum BackMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
778 GLboolean _FrontBit
; /**< 0=GL_CCW, 1=GL_CW */
779 GLboolean CullFlag
; /**< Culling on/off flag */
780 GLboolean SmoothFlag
; /**< True if GL_POLYGON_SMOOTH is enabled */
781 GLboolean StippleFlag
; /**< True if GL_POLYGON_STIPPLE is enabled */
782 GLenum CullFaceMode
; /**< Culling mode GL_FRONT or GL_BACK */
783 GLfloat OffsetFactor
; /**< Polygon offset factor, from user */
784 GLfloat OffsetUnits
; /**< Polygon offset units, from user */
785 GLfloat OffsetClamp
; /**< Polygon offset clamp, from user */
786 GLboolean OffsetPoint
; /**< Offset in GL_POINT mode */
787 GLboolean OffsetLine
; /**< Offset in GL_LINE mode */
788 GLboolean OffsetFill
; /**< Offset in GL_FILL mode */
793 * Scissor attributes (GL_SCISSOR_BIT).
795 struct gl_scissor_rect
797 GLint X
, Y
; /**< Lower left corner of box */
798 GLsizei Width
, Height
; /**< Size of box */
800 struct gl_scissor_attrib
802 GLbitfield EnableFlags
; /**< Scissor test enabled? */
803 struct gl_scissor_rect ScissorArray
[MAX_VIEWPORTS
];
808 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
810 * Three sets of stencil data are tracked so that OpenGL 2.0,
811 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
812 * simultaneously. In each of the stencil state arrays, element 0 corresponds
813 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
814 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
815 * GL_EXT_stencil_two_side GL_BACK state.
817 * The derived value \c _BackFace is either 1 or 2 depending on whether or
818 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
820 * The derived value \c _TestTwoSide is set when the front-face and back-face
821 * stencil state are different.
823 struct gl_stencil_attrib
825 GLboolean Enabled
; /**< Enabled flag */
826 GLboolean TestTwoSide
; /**< GL_EXT_stencil_two_side */
827 GLubyte ActiveFace
; /**< GL_EXT_stencil_two_side (0 or 2) */
828 GLboolean _Enabled
; /**< Enabled and stencil buffer present */
829 GLboolean _WriteEnabled
; /**< _Enabled and non-zero writemasks */
830 GLboolean _TestTwoSide
;
831 GLubyte _BackFace
; /**< Current back stencil state (1 or 2) */
832 GLenum Function
[3]; /**< Stencil function */
833 GLenum FailFunc
[3]; /**< Fail function */
834 GLenum ZPassFunc
[3]; /**< Depth buffer pass function */
835 GLenum ZFailFunc
[3]; /**< Depth buffer fail function */
836 GLint Ref
[3]; /**< Reference value */
837 GLuint ValueMask
[3]; /**< Value mask */
838 GLuint WriteMask
[3]; /**< Write mask */
839 GLuint Clear
; /**< Clear value */
844 * An index for each type of texture object. These correspond to the GL
845 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
846 * Note: the order is from highest priority to lowest priority.
850 TEXTURE_2D_MULTISAMPLE_INDEX
,
851 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
,
852 TEXTURE_CUBE_ARRAY_INDEX
,
853 TEXTURE_BUFFER_INDEX
,
854 TEXTURE_2D_ARRAY_INDEX
,
855 TEXTURE_1D_ARRAY_INDEX
,
856 TEXTURE_EXTERNAL_INDEX
,
867 * Bit flags for each type of texture object
870 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
871 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
872 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
873 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
874 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
875 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
876 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
877 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
878 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
879 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
880 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
881 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
886 * Texture image state. Drivers will typically create a subclass of this
887 * with extra fields for memory buffers, etc.
889 struct gl_texture_image
891 GLint InternalFormat
; /**< Internal format as given by the user */
892 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
893 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
894 * GL_INTENSITY, GL_DEPTH_COMPONENT or
895 * GL_DEPTH_STENCIL_EXT only. Used for
896 * choosing TexEnv arithmetic.
898 mesa_format TexFormat
; /**< The actual texture memory format */
900 GLuint Border
; /**< 0 or 1 */
901 GLuint Width
; /**< = 2^WidthLog2 + 2*Border */
902 GLuint Height
; /**< = 2^HeightLog2 + 2*Border */
903 GLuint Depth
; /**< = 2^DepthLog2 + 2*Border */
904 GLuint Width2
; /**< = Width - 2*Border */
905 GLuint Height2
; /**< = Height - 2*Border */
906 GLuint Depth2
; /**< = Depth - 2*Border */
907 GLuint WidthLog2
; /**< = log2(Width2) */
908 GLuint HeightLog2
; /**< = log2(Height2) */
909 GLuint DepthLog2
; /**< = log2(Depth2) */
910 GLuint MaxNumLevels
; /**< = maximum possible number of mipmap
911 levels, computed from the dimensions */
913 struct gl_texture_object
*TexObject
; /**< Pointer back to parent object */
914 GLuint Level
; /**< Which mipmap level am I? */
915 /** Cube map face: index into gl_texture_object::Image[] array */
918 /** GL_ARB_texture_multisample */
919 GLuint NumSamples
; /**< Sample count, or 0 for non-multisample */
920 GLboolean FixedSampleLocations
; /**< Same sample locations for all pixels? */
925 * Indexes for cube map faces.
940 * Sampler object state. These objects are new with GL_ARB_sampler_objects
941 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
943 struct gl_sampler_object
947 GLchar
*Label
; /**< GL_KHR_debug */
949 GLenum WrapS
; /**< S-axis texture image wrap mode */
950 GLenum WrapT
; /**< T-axis texture image wrap mode */
951 GLenum WrapR
; /**< R-axis texture image wrap mode */
952 GLenum MinFilter
; /**< minification filter */
953 GLenum MagFilter
; /**< magnification filter */
954 union gl_color_union BorderColor
; /**< Interpreted according to texture format */
955 GLfloat MinLod
; /**< min lambda, OpenGL 1.2 */
956 GLfloat MaxLod
; /**< max lambda, OpenGL 1.2 */
957 GLfloat LodBias
; /**< OpenGL 1.4 */
958 GLfloat MaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
959 GLenum CompareMode
; /**< GL_ARB_shadow */
960 GLenum CompareFunc
; /**< GL_ARB_shadow */
961 GLenum sRGBDecode
; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
962 GLboolean CubeMapSeamless
; /**< GL_AMD_seamless_cubemap_per_texture */
967 * Texture object state. Contains the array of mipmap images, border color,
968 * wrap modes, filter modes, and shadow/texcompare state.
970 struct gl_texture_object
972 mtx_t Mutex
; /**< for thread safety */
973 GLint RefCount
; /**< reference count */
974 GLuint Name
; /**< the user-visible texture object ID */
975 GLchar
*Label
; /**< GL_KHR_debug */
976 GLenum Target
; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
977 gl_texture_index TargetIndex
; /**< The gl_texture_unit::CurrentTex index.
978 Only valid when Target is valid. */
980 struct gl_sampler_object Sampler
;
982 GLenum DepthMode
; /**< GL_ARB_depth_texture */
983 bool StencilSampling
; /**< Should we sample stencil instead of depth? */
985 GLfloat Priority
; /**< in [0,1] */
986 GLint BaseLevel
; /**< min mipmap level, OpenGL 1.2 */
987 GLint MaxLevel
; /**< max mipmap level, OpenGL 1.2 */
988 GLint ImmutableLevels
; /**< ES 3.0 / ARB_texture_view */
989 GLint _MaxLevel
; /**< actual max mipmap level (q in the spec) */
990 GLfloat _MaxLambda
; /**< = _MaxLevel - BaseLevel (q - p in spec) */
991 GLint CropRect
[4]; /**< GL_OES_draw_texture */
992 GLenum Swizzle
[4]; /**< GL_EXT_texture_swizzle */
993 GLuint _Swizzle
; /**< same as Swizzle, but SWIZZLE_* format */
994 GLboolean GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
995 GLboolean _BaseComplete
; /**< Is the base texture level valid? */
996 GLboolean _MipmapComplete
; /**< Is the whole mipmap valid? */
997 GLboolean _IsIntegerFormat
; /**< Does the texture store integer values? */
998 GLboolean _RenderToTexture
; /**< Any rendering to this texture? */
999 GLboolean Purgeable
; /**< Is the buffer purgeable under memory
1001 GLboolean Immutable
; /**< GL_ARB_texture_storage */
1002 GLboolean _IsFloat
; /**< GL_OES_float_texture */
1003 GLboolean _IsHalfFloat
; /**< GL_OES_half_float_texture */
1005 GLuint MinLevel
; /**< GL_ARB_texture_view */
1006 GLuint MinLayer
; /**< GL_ARB_texture_view */
1007 GLuint NumLevels
; /**< GL_ARB_texture_view */
1008 GLuint NumLayers
; /**< GL_ARB_texture_view */
1010 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1011 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
1013 /** GL_ARB_texture_buffer_object */
1014 struct gl_buffer_object
*BufferObject
;
1015 GLenum BufferObjectFormat
;
1016 /** Equivalent Mesa format for BufferObjectFormat. */
1017 mesa_format _BufferObjectFormat
;
1018 /** GL_ARB_texture_buffer_range */
1019 GLintptr BufferOffset
;
1020 GLsizeiptr BufferSize
; /**< if this is -1, use BufferObject->Size instead */
1022 /** GL_OES_EGL_image_external */
1023 GLint RequiredTextureImageUnits
;
1025 /** GL_ARB_shader_image_load_store */
1026 GLenum ImageFormatCompatibilityType
;
1030 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1031 #define MAX_COMBINER_TERMS 4
1035 * Texture combine environment state.
1037 struct gl_tex_env_combine_state
1039 GLenum ModeRGB
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1040 GLenum ModeA
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1041 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1042 GLenum SourceRGB
[MAX_COMBINER_TERMS
];
1043 GLenum SourceA
[MAX_COMBINER_TERMS
];
1044 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1045 GLenum OperandRGB
[MAX_COMBINER_TERMS
];
1046 GLenum OperandA
[MAX_COMBINER_TERMS
];
1047 GLuint ScaleShiftRGB
; /**< 0, 1 or 2 */
1048 GLuint ScaleShiftA
; /**< 0, 1 or 2 */
1049 GLuint _NumArgsRGB
; /**< Number of inputs used for the RGB combiner */
1050 GLuint _NumArgsA
; /**< Number of inputs used for the A combiner */
1055 * TexGenEnabled flags.
1062 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1067 * Bit flag versions of the corresponding GL_ constants.
1070 #define TEXGEN_SPHERE_MAP 0x1
1071 #define TEXGEN_OBJ_LINEAR 0x2
1072 #define TEXGEN_EYE_LINEAR 0x4
1073 #define TEXGEN_REFLECTION_MAP_NV 0x8
1074 #define TEXGEN_NORMAL_MAP_NV 0x10
1076 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1077 TEXGEN_REFLECTION_MAP_NV | \
1078 TEXGEN_NORMAL_MAP_NV)
1079 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1080 TEXGEN_REFLECTION_MAP_NV | \
1081 TEXGEN_NORMAL_MAP_NV | \
1087 /** Tex-gen enabled for texture unit? */
1088 #define ENABLE_TEXGEN(unit) (1 << (unit))
1090 /** Non-identity texture matrix for texture unit? */
1091 #define ENABLE_TEXMAT(unit) (1 << (unit))
1095 * Texture coord generation state.
1099 GLenum Mode
; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1100 GLbitfield _ModeBit
; /**< TEXGEN_x bit corresponding to Mode */
1101 GLfloat ObjectPlane
[4];
1102 GLfloat EyePlane
[4];
1107 * Texture unit state. Contains enable flags, texture environment/function/
1108 * combiners, texgen state, and pointers to current texture objects.
1110 struct gl_texture_unit
1112 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1114 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1115 GLclampf EnvColor
[4];
1116 GLfloat EnvColorUnclamped
[4];
1118 struct gl_texgen GenS
;
1119 struct gl_texgen GenT
;
1120 struct gl_texgen GenR
;
1121 struct gl_texgen GenQ
;
1122 GLbitfield TexGenEnabled
; /**< Bitwise-OR of [STRQ]_BIT values */
1123 GLbitfield _GenFlags
; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1125 GLfloat LodBias
; /**< for biasing mipmap levels */
1127 /** Texture targets that have a non-default texture bound */
1128 GLbitfield _BoundTextures
;
1130 /** Current sampler object (GL_ARB_sampler_objects) */
1131 struct gl_sampler_object
*Sampler
;
1134 * \name GL_EXT_texture_env_combine
1136 struct gl_tex_env_combine_state Combine
;
1139 * Derived state based on \c EnvMode and the \c BaseFormat of the
1140 * currently enabled texture.
1142 struct gl_tex_env_combine_state _EnvMode
;
1145 * Currently enabled combiner state. This will point to either
1146 * \c Combine or \c _EnvMode.
1148 struct gl_tex_env_combine_state
*_CurrentCombine
;
1150 /** Current texture object pointers */
1151 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1153 /** Points to highest priority, complete and enabled texture object */
1154 struct gl_texture_object
*_Current
;
1160 * Texture attribute group (GL_TEXTURE_BIT).
1162 struct gl_texture_attrib
1164 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1166 /** GL_ARB_seamless_cubemap */
1167 GLboolean CubeMapSeamless
;
1169 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1171 /** GL_ARB_texture_buffer_object */
1172 struct gl_buffer_object
*BufferObject
;
1174 /** Texture coord units/sets used for fragment texturing */
1175 GLbitfield _EnabledCoordUnits
;
1177 /** Texture coord units that have texgen enabled */
1178 GLbitfield _TexGenEnabled
;
1180 /** Texture coord units that have non-identity matrices */
1181 GLbitfield _TexMatEnabled
;
1183 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1184 GLbitfield _GenFlags
;
1186 /** Largest index of a texture unit with _Current != NULL. */
1187 GLint _MaxEnabledTexImageUnit
;
1189 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1190 GLint NumCurrentTexUsed
;
1192 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1197 * Data structure representing a single clip plane (e.g. one of the elements
1198 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1200 typedef GLfloat gl_clip_plane
[4];
1204 * Transformation attribute group (GL_TRANSFORM_BIT).
1206 struct gl_transform_attrib
1208 GLenum MatrixMode
; /**< Matrix mode */
1209 gl_clip_plane EyeUserPlane
[MAX_CLIP_PLANES
]; /**< User clip planes */
1210 gl_clip_plane _ClipUserPlane
[MAX_CLIP_PLANES
]; /**< derived */
1211 GLbitfield ClipPlanesEnabled
; /**< on/off bitmask */
1212 GLboolean Normalize
; /**< Normalize all normals? */
1213 GLboolean RescaleNormals
; /**< GL_EXT_rescale_normal */
1214 GLboolean RasterPositionUnclipped
; /**< GL_IBM_rasterpos_clip */
1215 GLboolean DepthClamp
; /**< GL_ARB_depth_clamp */
1216 /** GL_ARB_clip_control */
1217 GLenum ClipOrigin
; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1218 GLenum ClipDepthMode
; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1223 * Viewport attribute group (GL_VIEWPORT_BIT).
1225 struct gl_viewport_attrib
1227 GLfloat X
, Y
; /**< position */
1228 GLfloat Width
, Height
; /**< size */
1229 GLdouble Near
, Far
; /**< Depth buffer range */
1238 } gl_map_buffer_index
;
1242 * Fields describing a mapped buffer range.
1244 struct gl_buffer_mapping
{
1245 GLbitfield AccessFlags
; /**< Mask of GL_MAP_x_BIT flags */
1246 GLvoid
*Pointer
; /**< User-space address of mapping */
1247 GLintptr Offset
; /**< Mapped offset */
1248 GLsizeiptr Length
; /**< Mapped length */
1253 * Usages we've seen for a buffer object.
1256 USAGE_UNIFORM_BUFFER
= 0x1,
1257 USAGE_TEXTURE_BUFFER
= 0x2,
1258 USAGE_ATOMIC_COUNTER_BUFFER
= 0x4,
1259 USAGE_SHADER_STORAGE_BUFFER
= 0x8,
1264 * GL_ARB_vertex/pixel_buffer_object buffer object
1266 struct gl_buffer_object
1271 GLchar
*Label
; /**< GL_KHR_debug */
1272 GLenum Usage
; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1273 GLbitfield StorageFlags
; /**< GL_MAP_PERSISTENT_BIT, etc. */
1274 GLsizeiptrARB Size
; /**< Size of buffer storage in bytes */
1275 GLubyte
*Data
; /**< Location of storage either in RAM or VRAM. */
1276 GLboolean DeletePending
; /**< true if buffer object is removed from the hash */
1277 GLboolean Written
; /**< Ever written to? (for debugging) */
1278 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1279 GLboolean Immutable
; /**< GL_ARB_buffer_storage */
1280 gl_buffer_usage UsageHistory
; /**< How has this buffer been used so far? */
1282 struct gl_buffer_mapping Mappings
[MAP_COUNT
];
1287 * Client pixel packing/unpacking attributes
1289 struct gl_pixelstore_attrib
1297 GLboolean SwapBytes
;
1299 GLboolean Invert
; /**< GL_MESA_pack_invert */
1300 GLint CompressedBlockWidth
; /**< GL_ARB_compressed_texture_pixel_storage */
1301 GLint CompressedBlockHeight
;
1302 GLint CompressedBlockDepth
;
1303 GLint CompressedBlockSize
;
1304 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_pixel_buffer_object */
1309 * Client vertex array attributes
1311 struct gl_client_array
1313 GLint Size
; /**< components per element (1,2,3,4) */
1314 GLenum Type
; /**< datatype: GL_FLOAT, GL_INT, etc */
1315 GLenum Format
; /**< default: GL_RGBA, but may be GL_BGRA */
1316 GLsizei Stride
; /**< user-specified stride */
1317 GLsizei StrideB
; /**< actual stride in bytes */
1318 GLuint _ElementSize
; /**< size of each element in bytes */
1319 const GLubyte
*Ptr
; /**< Points to array data */
1320 GLboolean Enabled
; /**< Enabled flag is a boolean */
1321 GLboolean Normalized
; /**< GL_ARB_vertex_program */
1322 GLboolean Integer
; /**< Integer-valued? */
1323 GLboolean Doubles
; /**< double precision values are not converted to floats */
1324 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1326 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1331 * Vertex attribute array as seen by the client.
1333 * Contains the size, type, format and normalization flag,
1334 * along with the index of a vertex buffer binding point.
1336 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1337 * and is only present for backwards compatibility reasons.
1338 * Rendering always uses VERTEX_BINDING_STRIDE.
1339 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1340 * and VERTEX_BINDING_STRIDE to the same value, while
1341 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1343 struct gl_vertex_attrib_array
1345 GLint Size
; /**< Components per element (1,2,3,4) */
1346 GLenum Type
; /**< Datatype: GL_FLOAT, GL_INT, etc */
1347 GLenum Format
; /**< Default: GL_RGBA, but may be GL_BGRA */
1348 GLsizei Stride
; /**< Stride as specified with gl*Pointer() */
1349 const GLubyte
*Ptr
; /**< Points to client array data. Not used when a VBO is bound */
1350 GLintptr RelativeOffset
; /**< Offset of the first element relative to the binding offset */
1351 GLboolean Enabled
; /**< Whether the array is enabled */
1352 GLboolean Normalized
; /**< Fixed-point values are normalized when converted to floats */
1353 GLboolean Integer
; /**< Fixed-point values are not converted to floats */
1354 GLboolean Doubles
; /**< double precision values are not converted to floats */
1355 GLuint _ElementSize
; /**< Size of each element in bytes */
1356 GLuint VertexBinding
; /**< Vertex buffer binding */
1361 * This describes the buffer object used for a vertex array (or
1362 * multiple vertex arrays). If BufferObj points to the default/null
1363 * buffer object, then the vertex array lives in user memory and not a VBO.
1365 struct gl_vertex_buffer_binding
1367 GLintptr Offset
; /**< User-specified offset */
1368 GLsizei Stride
; /**< User-specified stride */
1369 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1370 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_vertex_buffer_object */
1371 GLbitfield64 _BoundArrays
; /**< Arrays bound to this binding point */
1376 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1377 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1380 struct gl_vertex_array_object
1382 /** Name of the VAO as received from glGenVertexArray. */
1387 GLchar
*Label
; /**< GL_KHR_debug */
1392 * Does the VAO use ARB semantics or Apple semantics?
1394 * There are several ways in which ARB_vertex_array_object and
1395 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1398 * - ARB VAOs require that all array data be sourced from vertex buffer
1399 * objects, but Apple VAOs do not.
1401 * - ARB VAOs require that names come from GenVertexArrays.
1403 * This flag notes which behavior governs this VAO.
1405 GLboolean ARBsemantics
;
1408 * Has this array object been bound?
1410 GLboolean EverBound
;
1413 * Derived vertex attribute arrays
1415 * This is a legacy data structure created from gl_vertex_attrib_array and
1416 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1418 struct gl_client_array _VertexAttrib
[VERT_ATTRIB_MAX
];
1420 /** Vertex attribute arrays */
1421 struct gl_vertex_attrib_array VertexAttrib
[VERT_ATTRIB_MAX
];
1423 /** Vertex buffer bindings */
1424 struct gl_vertex_buffer_binding VertexBinding
[VERT_ATTRIB_MAX
];
1426 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1427 GLbitfield64 _Enabled
;
1429 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1430 GLbitfield64 NewArrays
;
1432 /** The index buffer (also known as the element array buffer in OpenGL). */
1433 struct gl_buffer_object
*IndexBufferObj
;
1437 /** Used to signal when transitioning from one kind of drawing method
1441 DRAW_NONE
, /**< Initial value only */
1448 * Enum for the OpenGL APIs we know about and may support.
1450 * NOTE: This must match the api_enum table in
1451 * src/mesa/main/get_hash_generator.py
1455 API_OPENGL_COMPAT
, /* legacy / compatibility contexts */
1459 API_OPENGL_LAST
= API_OPENGL_CORE
1463 * Vertex array state
1465 struct gl_array_attrib
1467 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1468 struct gl_vertex_array_object
*VAO
;
1470 /** The default vertex array object */
1471 struct gl_vertex_array_object
*DefaultVAO
;
1473 /** The last VAO accessed by a DSA function */
1474 struct gl_vertex_array_object
*LastLookedUpVAO
;
1476 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1477 struct _mesa_HashTable
*Objects
;
1479 GLint ActiveTexture
; /**< Client Active Texture */
1480 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1481 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1484 * \name Primitive restart controls
1486 * Primitive restart is enabled if either \c PrimitiveRestart or
1487 * \c PrimitiveRestartFixedIndex is set.
1490 GLboolean PrimitiveRestart
;
1491 GLboolean PrimitiveRestartFixedIndex
;
1492 GLboolean _PrimitiveRestart
;
1493 GLuint RestartIndex
;
1496 /** One of the DRAW_xxx flags, not consumed by drivers */
1497 gl_draw_method DrawMethod
;
1499 /* GL_ARB_vertex_buffer_object */
1500 struct gl_buffer_object
*ArrayBufferObj
;
1503 * Vertex arrays as consumed by a driver.
1504 * The array pointer is set up only by the VBO module.
1506 const struct gl_client_array
**_DrawArrays
; /**< 0..VERT_ATTRIB_MAX-1 */
1508 /** Legal array datatypes and the API for which they have been computed */
1509 GLbitfield LegalTypesMask
;
1510 gl_api LegalTypesMaskAPI
;
1515 * Feedback buffer state
1520 GLbitfield _Mask
; /**< FB_* bits */
1528 * Selection buffer state
1532 GLuint
*Buffer
; /**< selection buffer */
1533 GLuint BufferSize
; /**< size of the selection buffer */
1534 GLuint BufferCount
; /**< number of values in the selection buffer */
1535 GLuint Hits
; /**< number of records in the selection buffer */
1536 GLuint NameStackDepth
; /**< name stack depth */
1537 GLuint NameStack
[MAX_NAME_STACK_DEPTH
]; /**< name stack */
1538 GLboolean HitFlag
; /**< hit flag */
1539 GLfloat HitMinZ
; /**< minimum hit depth */
1540 GLfloat HitMaxZ
; /**< maximum hit depth */
1545 * 1-D Evaluator control points
1549 GLuint Order
; /**< Number of control points */
1550 GLfloat u1
, u2
, du
; /**< u1, u2, 1.0/(u2-u1) */
1551 GLfloat
*Points
; /**< Points to contiguous control points */
1556 * 2-D Evaluator control points
1560 GLuint Uorder
; /**< Number of control points in U dimension */
1561 GLuint Vorder
; /**< Number of control points in V dimension */
1564 GLfloat
*Points
; /**< Points to contiguous control points */
1569 * All evaluator control point state
1571 struct gl_evaluators
1577 struct gl_1d_map Map1Vertex3
;
1578 struct gl_1d_map Map1Vertex4
;
1579 struct gl_1d_map Map1Index
;
1580 struct gl_1d_map Map1Color4
;
1581 struct gl_1d_map Map1Normal
;
1582 struct gl_1d_map Map1Texture1
;
1583 struct gl_1d_map Map1Texture2
;
1584 struct gl_1d_map Map1Texture3
;
1585 struct gl_1d_map Map1Texture4
;
1592 struct gl_2d_map Map2Vertex3
;
1593 struct gl_2d_map Map2Vertex4
;
1594 struct gl_2d_map Map2Index
;
1595 struct gl_2d_map Map2Color4
;
1596 struct gl_2d_map Map2Normal
;
1597 struct gl_2d_map Map2Texture1
;
1598 struct gl_2d_map Map2Texture2
;
1599 struct gl_2d_map Map2Texture3
;
1600 struct gl_2d_map Map2Texture4
;
1605 struct gl_transform_feedback_varying_info
1614 * Per-output info vertex shaders for transform feedback.
1616 struct gl_transform_feedback_output
1618 unsigned OutputRegister
;
1619 unsigned OutputBuffer
;
1620 unsigned NumComponents
;
1623 /** offset (in DWORDs) of this output within the interleaved structure */
1627 * Offset into the output register of the data to output. For example,
1628 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1629 * offset is in the y and z components of the output register.
1631 unsigned ComponentOffset
;
1635 /** Post-link transform feedback info. */
1636 struct gl_transform_feedback_info
1638 unsigned NumOutputs
;
1641 * Number of transform feedback buffers in use by this program.
1643 unsigned NumBuffers
;
1645 struct gl_transform_feedback_output
*Outputs
;
1647 /** Transform feedback varyings used for the linking of this shader program.
1649 * Use for glGetTransformFeedbackVarying().
1651 struct gl_transform_feedback_varying_info
*Varyings
;
1655 * Total number of components stored in each buffer. This may be used by
1656 * hardware back-ends to determine the correct stride when interleaving
1657 * multiple transform feedback outputs in the same buffer.
1659 unsigned BufferStride
[MAX_FEEDBACK_BUFFERS
];
1662 * Which transform feedback stream this buffer binding is associated with.
1664 unsigned BufferStream
[MAX_FEEDBACK_BUFFERS
];
1669 * Transform feedback object state
1671 struct gl_transform_feedback_object
1673 GLuint Name
; /**< AKA the object ID */
1675 GLchar
*Label
; /**< GL_KHR_debug */
1676 GLboolean Active
; /**< Is transform feedback enabled? */
1677 GLboolean Paused
; /**< Is transform feedback paused? */
1678 GLboolean EndedAnytime
; /**< Has EndTransformFeedback been called
1680 GLboolean EverBound
; /**< Has this object been bound? */
1683 * GLES: if Active is true, remaining number of primitives which can be
1684 * rendered without overflow. This is necessary to track because GLES
1685 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1686 * glDrawArraysInstanced would overflow transform feedback buffers.
1687 * Undefined if Active is false.
1689 * Not tracked for desktop GL since it's unnecessary.
1691 unsigned GlesRemainingPrims
;
1694 * The shader program active when BeginTransformFeedback() was called.
1695 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1696 * where stage is the pipeline stage that is the source of data for
1697 * transform feedback.
1699 struct gl_shader_program
*shader_program
;
1701 /** The feedback buffers */
1702 GLuint BufferNames
[MAX_FEEDBACK_BUFFERS
];
1703 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_BUFFERS
];
1705 /** Start of feedback data in dest buffer */
1706 GLintptr Offset
[MAX_FEEDBACK_BUFFERS
];
1709 * Max data to put into dest buffer (in bytes). Computed based on
1710 * RequestedSize and the actual size of the buffer.
1712 GLsizeiptr Size
[MAX_FEEDBACK_BUFFERS
];
1715 * Size that was specified when the buffer was bound. If the buffer was
1716 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1719 GLsizeiptr RequestedSize
[MAX_FEEDBACK_BUFFERS
];
1724 * Context state for transform feedback.
1726 struct gl_transform_feedback_state
1728 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1730 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1731 struct gl_buffer_object
*CurrentBuffer
;
1733 /** The table of all transform feedback objects */
1734 struct _mesa_HashTable
*Objects
;
1736 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1737 struct gl_transform_feedback_object
*CurrentObject
;
1739 /** The default xform-fb object (Name==0) */
1740 struct gl_transform_feedback_object
*DefaultObject
;
1745 * A "performance monitor" as described in AMD_performance_monitor.
1747 struct gl_perf_monitor_object
1751 /** True if the monitor is currently active (Begin called but not End). */
1755 * True if the monitor has ended.
1757 * This is distinct from !Active because it may never have began.
1762 * A list of groups with currently active counters.
1764 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1766 unsigned *ActiveGroups
;
1769 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1771 * Checking whether counter 'c' in group 'g' is active can be done via:
1773 * BITSET_TEST(ActiveCounters[g], c)
1775 GLuint
**ActiveCounters
;
1779 union gl_perf_monitor_counter_value
1787 struct gl_perf_monitor_counter
1789 /** Human readable name for the counter. */
1793 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1794 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1798 /** Minimum counter value. */
1799 union gl_perf_monitor_counter_value Minimum
;
1801 /** Maximum counter value. */
1802 union gl_perf_monitor_counter_value Maximum
;
1806 struct gl_perf_monitor_group
1808 /** Human readable name for the group. */
1812 * Maximum number of counters in this group which can be active at the
1815 GLuint MaxActiveCounters
;
1817 /** Array of counters within this group. */
1818 const struct gl_perf_monitor_counter
*Counters
;
1824 * Context state for AMD_performance_monitor.
1826 struct gl_perf_monitor_state
1828 /** Array of performance monitor groups (indexed by group ID) */
1829 const struct gl_perf_monitor_group
*Groups
;
1832 /** The table of all performance monitors. */
1833 struct _mesa_HashTable
*Monitors
;
1838 * Names of the various vertex/fragment program register files, etc.
1840 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1841 * All values should fit in a 4-bit field.
1843 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1844 * considered to be "uniform" variables since they can only be set outside
1845 * glBegin/End. They're also all stored in the same Parameters array.
1849 PROGRAM_TEMPORARY
, /**< machine->Temporary[] */
1850 PROGRAM_ARRAY
, /**< Arrays & Matrixes */
1851 PROGRAM_INPUT
, /**< machine->Inputs[] */
1852 PROGRAM_OUTPUT
, /**< machine->Outputs[] */
1853 PROGRAM_STATE_VAR
, /**< gl_program->Parameters[] */
1854 PROGRAM_CONSTANT
, /**< gl_program->Parameters[] */
1855 PROGRAM_UNIFORM
, /**< gl_program->Parameters[] */
1856 PROGRAM_WRITE_ONLY
, /**< A dummy, write-only register */
1857 PROGRAM_ADDRESS
, /**< machine->AddressReg */
1858 PROGRAM_SAMPLER
, /**< for shader samplers, compile-time only */
1859 PROGRAM_SYSTEM_VALUE
,/**< InstanceId, PrimitiveID, etc. */
1860 PROGRAM_UNDEFINED
, /**< Invalid/TBD value */
1866 * \brief Layout qualifiers for gl_FragDepth.
1868 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1869 * a layout qualifier.
1871 * \see enum ir_depth_layout
1873 enum gl_frag_depth_layout
1875 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
1876 FRAG_DEPTH_LAYOUT_ANY
,
1877 FRAG_DEPTH_LAYOUT_GREATER
,
1878 FRAG_DEPTH_LAYOUT_LESS
,
1879 FRAG_DEPTH_LAYOUT_UNCHANGED
1884 * Base class for any kind of program object
1890 GLubyte
*String
; /**< Null-terminated program text */
1892 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1893 GLenum Format
; /**< String encoding format */
1895 struct prog_instruction
*Instructions
;
1897 struct nir_shader
*nir
;
1899 GLbitfield64 InputsRead
; /**< Bitmask of which input regs are read */
1900 GLbitfield64 DoubleInputsRead
; /**< Bitmask of which input regs are read and are doubles */
1901 GLbitfield64 OutputsWritten
; /**< Bitmask of which output regs are written */
1902 GLbitfield PatchInputsRead
; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1903 GLbitfield PatchOutputsWritten
; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1904 GLbitfield SystemValuesRead
; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1905 GLbitfield TexturesUsed
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
]; /**< TEXTURE_x_BIT bitmask */
1906 GLbitfield SamplersUsed
; /**< Bitfield of which samplers are used */
1907 GLbitfield ShadowSamplers
; /**< Texture units used for shadow sampling. */
1909 GLboolean UsesGather
; /**< Does this program use gather4 at all? */
1912 * For vertex and geometry shaders, true if the program uses the
1913 * gl_ClipDistance output. Ignored for fragment shaders.
1915 GLboolean UsesClipDistanceOut
;
1918 /** Named parameters, constants, etc. from program text */
1919 struct gl_program_parameter_list
*Parameters
;
1922 * Local parameters used by the program.
1924 * It's dynamically allocated because it is rarely used (just
1925 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1928 GLfloat (*LocalParams
)[4];
1930 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1931 GLubyte SamplerUnits
[MAX_SAMPLERS
];
1933 /** Bitmask of which register files are read/written with indirect
1934 * addressing. Mask of (1 << PROGRAM_x) bits.
1936 GLbitfield IndirectRegisterFiles
;
1938 /** Logical counts */
1940 GLuint NumInstructions
;
1941 GLuint NumTemporaries
;
1942 GLuint NumParameters
;
1943 GLuint NumAttributes
;
1944 GLuint NumAddressRegs
;
1945 GLuint NumAluInstructions
;
1946 GLuint NumTexInstructions
;
1947 GLuint NumTexIndirections
;
1949 /** Native, actual h/w counts */
1951 GLuint NumNativeInstructions
;
1952 GLuint NumNativeTemporaries
;
1953 GLuint NumNativeParameters
;
1954 GLuint NumNativeAttributes
;
1955 GLuint NumNativeAddressRegs
;
1956 GLuint NumNativeAluInstructions
;
1957 GLuint NumNativeTexInstructions
;
1958 GLuint NumNativeTexIndirections
;
1963 /** Vertex program object */
1964 struct gl_vertex_program
1966 struct gl_program Base
; /**< base class */
1967 GLboolean IsPositionInvariant
;
1971 /** Tessellation control program object */
1972 struct gl_tess_ctrl_program
1974 struct gl_program Base
; /**< base class */
1981 /** Tessellation evaluation program object */
1982 struct gl_tess_eval_program
1984 struct gl_program Base
; /**< base class */
1987 GLenum PrimitiveMode
; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1988 GLenum Spacing
; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1989 GLenum VertexOrder
; /* GL_CW or GL_CCW */
1994 /** Geometry program object */
1995 struct gl_geometry_program
1997 struct gl_program Base
; /**< base class */
2002 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2003 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2004 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2005 bool UsesEndPrimitive
;
2010 /** Fragment program object */
2011 struct gl_fragment_program
2013 struct gl_program Base
; /**< base class */
2014 GLboolean UsesKill
; /**< shader uses KIL instruction */
2015 GLboolean UsesDFdy
; /**< shader uses DDY instruction */
2016 GLboolean OriginUpperLeft
;
2017 GLboolean PixelCenterInteger
;
2018 enum gl_frag_depth_layout FragDepthLayout
;
2021 * GLSL interpolation qualifier associated with each fragment shader input.
2022 * For inputs that do not have an interpolation qualifier specified in
2023 * GLSL, the value is INTERP_QUALIFIER_NONE.
2025 enum glsl_interp_qualifier InterpQualifier
[VARYING_SLOT_MAX
];
2028 * Bitfield indicating, for each fragment shader input, 1 if that input
2029 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2031 GLbitfield64 IsCentroid
;
2034 * Bitfield indicating, for each fragment shader input, 1 if that input
2035 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2037 GLbitfield64 IsSample
;
2041 /** Compute program object */
2042 struct gl_compute_program
2044 struct gl_program Base
; /**< base class */
2047 * Size specified using local_size_{x,y,z}.
2049 unsigned LocalSize
[3];
2054 * State common to vertex and fragment programs.
2056 struct gl_program_state
2058 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2059 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2064 * Context state for vertex programs.
2066 struct gl_vertex_program_state
2068 GLboolean Enabled
; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2069 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2070 GLboolean PointSizeEnabled
; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2071 GLboolean TwoSideEnabled
; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2072 /** Computed two sided lighting for fixed function/programs. */
2073 GLboolean _TwoSideEnabled
;
2074 struct gl_vertex_program
*Current
; /**< User-bound vertex program */
2076 /** Currently enabled and valid vertex program (including internal
2077 * programs, user-defined vertex programs and GLSL vertex shaders).
2078 * This is the program we must use when rendering.
2080 struct gl_vertex_program
*_Current
;
2082 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2084 /** Should fixed-function T&L be implemented with a vertex prog? */
2085 GLboolean _MaintainTnlProgram
;
2087 /** Program to emulate fixed-function T&L (see above) */
2088 struct gl_vertex_program
*_TnlProgram
;
2090 /** Cache of fixed-function programs */
2091 struct gl_program_cache
*Cache
;
2093 GLboolean _Overriden
;
2097 * Context state for tessellation control programs.
2099 struct gl_tess_ctrl_program_state
2101 /** Currently bound and valid shader. */
2102 struct gl_tess_ctrl_program
*_Current
;
2104 GLint patch_vertices
;
2105 GLfloat patch_default_outer_level
[4];
2106 GLfloat patch_default_inner_level
[2];
2110 * Context state for tessellation evaluation programs.
2112 struct gl_tess_eval_program_state
2114 /** Currently bound and valid shader. */
2115 struct gl_tess_eval_program
*_Current
;
2119 * Context state for geometry programs.
2121 struct gl_geometry_program_state
2123 /** Currently enabled and valid program (including internal programs
2124 * and compiled shader programs).
2126 struct gl_geometry_program
*_Current
;
2130 * Context state for fragment programs.
2132 struct gl_fragment_program_state
2134 GLboolean Enabled
; /**< User-set fragment program enable flag */
2135 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2136 struct gl_fragment_program
*Current
; /**< User-bound fragment program */
2138 /** Currently enabled and valid fragment program (including internal
2139 * programs, user-defined fragment programs and GLSL fragment shaders).
2140 * This is the program we must use when rendering.
2142 struct gl_fragment_program
*_Current
;
2144 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2146 /** Should fixed-function texturing be implemented with a fragment prog? */
2147 GLboolean _MaintainTexEnvProgram
;
2149 /** Program to emulate fixed-function texture env/combine (see above) */
2150 struct gl_fragment_program
*_TexEnvProgram
;
2152 /** Cache of fixed-function programs */
2153 struct gl_program_cache
*Cache
;
2158 * Context state for compute programs.
2160 struct gl_compute_program_state
2162 /** Currently enabled and valid program (including internal programs
2163 * and compiled shader programs).
2165 struct gl_compute_program
*_Current
;
2170 * ATI_fragment_shader runtime state
2172 #define ATI_FS_INPUT_PRIMARY 0
2173 #define ATI_FS_INPUT_SECONDARY 1
2175 struct atifs_instruction
;
2176 struct atifs_setupinst
;
2179 * ATI fragment shader
2181 struct ati_fragment_shader
2185 struct atifs_instruction
*Instructions
[2];
2186 struct atifs_setupinst
*SetupInst
[2];
2187 GLfloat Constants
[8][4];
2188 GLbitfield LocalConstDef
; /**< Indicates which constants have been set */
2189 GLubyte numArithInstr
[2];
2190 GLubyte regsAssigned
[2];
2191 GLubyte NumPasses
; /**< 1 or 2 */
2193 GLubyte last_optype
;
2194 GLboolean interpinp1
;
2200 * Context state for GL_ATI_fragment_shader
2202 struct gl_ati_fragment_shader_state
2205 GLboolean _Enabled
; /**< enabled and valid shader? */
2206 GLboolean Compiling
;
2207 GLfloat GlobalConstants
[8][4];
2208 struct ati_fragment_shader
*Current
;
2212 * Shader subroutine function definition
2214 struct gl_subroutine_function
2217 int num_compat_types
;
2218 const struct glsl_type
**types
;
2222 * A GLSL vertex or fragment shader object.
2226 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2227 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2228 * Must be the first field.
2231 gl_shader_stage Stage
;
2232 GLuint Name
; /**< AKA the handle */
2233 GLint RefCount
; /**< Reference count */
2234 GLchar
*Label
; /**< GL_KHR_debug */
2235 GLboolean DeletePending
;
2236 GLboolean CompileStatus
;
2237 bool IsES
; /**< True if this shader uses GLSL ES */
2239 GLuint SourceChecksum
; /**< for debug/logging purposes */
2240 const GLchar
*Source
; /**< Source code string */
2242 struct gl_program
*Program
; /**< Post-compile assembly code */
2245 unsigned Version
; /**< GLSL version used for linking */
2248 * \name Sampler tracking
2250 * \note Each of these fields is only set post-linking.
2253 unsigned num_samplers
; /**< Number of samplers used by this shader. */
2254 GLbitfield active_samplers
; /**< Bitfield of which samplers are used */
2255 GLbitfield shadow_samplers
; /**< Samplers used for shadow sampling. */
2259 * Map from sampler unit to texture unit (set by glUniform1i())
2261 * A sampler unit is associated with each sampler uniform by the linker.
2262 * The sampler unit associated with each uniform is stored in the
2263 * \c gl_uniform_storage::sampler field.
2265 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2266 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2267 gl_texture_index SamplerTargets
[MAX_SAMPLERS
];
2270 * Number of default uniform block components used by this shader.
2272 * This field is only set post-linking.
2274 unsigned num_uniform_components
;
2277 * Number of combined uniform components used by this shader.
2279 * This field is only set post-linking. It is the sum of the uniform block
2280 * sizes divided by sizeof(float), and num_uniform_compoennts.
2282 unsigned num_combined_uniform_components
;
2285 * This shader's uniform block information.
2287 * These fields are only set post-linking.
2289 unsigned NumUniformBlocks
;
2290 struct gl_uniform_block
*UniformBlocks
;
2292 struct exec_list
*ir
;
2293 struct glsl_symbol_table
*symbols
;
2295 bool uses_builtin_functions
;
2296 bool uses_gl_fragcoord
;
2297 bool redeclares_gl_fragcoord
;
2298 bool ARB_fragment_coord_conventions_enable
;
2301 * Fragment shader state from GLSL 1.50 layout qualifiers.
2303 bool origin_upper_left
;
2304 bool pixel_center_integer
;
2307 * Tessellation Control shader state from layout qualifiers.
2311 * 0 - vertices not declared in shader, or
2312 * 1 .. GL_MAX_PATCH_VERTICES
2318 * Tessellation Evaluation shader state from layout qualifiers.
2322 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2325 GLenum PrimitiveMode
;
2327 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2332 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2336 * 1, 0, or -1 if it's not set in this shader.
2342 * Geometry shader state from GLSL 1.50 layout qualifiers.
2347 * 0 - Invocations count not declared in shader, or
2348 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2352 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2353 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2358 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2359 * it's not set in this shader.
2365 * Map from image uniform index to image unit (set by glUniform1i())
2367 * An image uniform index is associated with each image uniform by
2368 * the linker. The image index associated with each uniform is
2369 * stored in the \c gl_uniform_storage::image field.
2371 GLubyte ImageUnits
[MAX_IMAGE_UNIFORMS
];
2374 * Access qualifier specified in the shader for each image uniform
2375 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2378 * It may be different, though only more strict than the value of
2379 * \c gl_image_unit::Access for the corresponding image unit.
2381 GLenum ImageAccess
[MAX_IMAGE_UNIFORMS
];
2384 * Number of image uniforms defined in the shader. It specifies
2385 * the number of valid elements in the \c ImageUnits and \c
2386 * ImageAccess arrays above.
2391 * Whether early fragment tests are enabled as defined by
2392 * ARB_shader_image_load_store.
2394 bool EarlyFragmentTests
;
2397 * Compute shader state from ARB_compute_shader layout qualifiers.
2401 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2402 * it's not set in this shader.
2404 unsigned LocalSize
[3];
2408 * Number of types for subroutine uniforms.
2410 GLuint NumSubroutineUniformTypes
;
2413 * Subroutine uniform remap table
2414 * based on the program level uniform remap table.
2416 GLuint NumSubroutineUniformRemapTable
;
2417 struct gl_uniform_storage
**SubroutineUniformRemapTable
;
2420 * Num of subroutine functions for this stage
2421 * and storage for them.
2423 GLuint NumSubroutineFunctions
;
2424 struct gl_subroutine_function
*SubroutineFunctions
;
2428 struct gl_uniform_buffer_variable
2433 * Name of the uniform as seen by glGetUniformIndices.
2435 * glGetUniformIndices requires that the block instance index \b not be
2436 * present in the name of queried uniforms.
2439 * \c gl_uniform_buffer_variable::IndexName and
2440 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2444 const struct glsl_type
*Type
;
2445 unsigned int Offset
;
2450 enum gl_uniform_block_packing
2458 struct gl_uniform_block
2460 /** Declared name of the uniform block */
2463 /** Array of supplemental information about UBO ir_variables. */
2464 struct gl_uniform_buffer_variable
*Uniforms
;
2468 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2469 * with glBindBufferBase to bind a buffer object to this uniform block. When
2470 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2475 * Vulkan descriptor set qualifier for this block.
2480 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2481 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2483 GLuint UniformBufferSize
;
2486 * Is this actually an interface block for a shader storage buffer?
2488 bool IsShaderStorage
;
2491 * Layout specified in the shader
2493 * This isn't accessible through the API, but it is used while
2494 * cross-validating uniform blocks.
2496 enum gl_uniform_block_packing _Packing
;
2500 * Structure that represents a reference to an atomic buffer from some
2503 struct gl_active_atomic_buffer
2505 /** Uniform indices of the atomic counters declared within it. */
2509 /** Binding point index associated with it. */
2512 /** Minimum reasonable size it is expected to have. */
2515 /** Shader stages making use of it. */
2516 GLboolean StageReferences
[MESA_SHADER_STAGES
];
2520 * Active resource in a gl_shader_program
2522 struct gl_program_resource
2524 GLenum Type
; /** Program interface type. */
2525 const void *Data
; /** Pointer to resource associated data structure. */
2526 uint8_t StageReferences
; /** Bitmask of shader stage references. */
2530 * A GLSL program object.
2531 * Basically a linked collection of vertex and fragment shaders.
2533 struct gl_shader_program
2535 GLenum Type
; /**< Always GL_SHADER_PROGRAM (internal token) */
2536 GLuint Name
; /**< aka handle or ID */
2537 GLchar
*Label
; /**< GL_KHR_debug */
2538 GLint RefCount
; /**< Reference count */
2539 GLboolean DeletePending
;
2542 * Is the application intending to glGetProgramBinary this program?
2544 GLboolean BinaryRetreivableHint
;
2547 * Indicates whether program can be bound for individual pipeline stages
2548 * using UseProgramStages after it is next linked.
2550 GLboolean SeparateShader
;
2552 GLuint NumShaders
; /**< number of attached shaders */
2553 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2556 * User-defined attribute bindings
2558 * These are set via \c glBindAttribLocation and are used to direct the
2559 * GLSL linker. These are \b not the values used in the compiled shader,
2560 * and they are \b not the values returned by \c glGetAttribLocation.
2562 struct string_to_uint_map
*AttributeBindings
;
2565 * User-defined fragment data bindings
2567 * These are set via \c glBindFragDataLocation and are used to direct the
2568 * GLSL linker. These are \b not the values used in the compiled shader,
2569 * and they are \b not the values returned by \c glGetFragDataLocation.
2571 struct string_to_uint_map
*FragDataBindings
;
2572 struct string_to_uint_map
*FragDataIndexBindings
;
2575 * Transform feedback varyings last specified by
2576 * glTransformFeedbackVaryings().
2578 * For the current set of transform feedback varyings used for transform
2579 * feedback output, see LinkedTransformFeedback.
2584 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2585 } TransformFeedback
;
2587 /** Post-link transform feedback info. */
2588 struct gl_transform_feedback_info LinkedTransformFeedback
;
2590 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2591 enum gl_frag_depth_layout FragDepthLayout
;
2594 * Tessellation Control shader state from layout qualifiers.
2598 * 0 - vertices not declared in shader, or
2599 * 1 .. GL_MAX_PATCH_VERTICES
2605 * Tessellation Evaluation shader state from layout qualifiers.
2608 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2609 GLenum PrimitiveMode
;
2610 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2612 /** GL_CW or GL_CCW */
2616 * True if gl_ClipDistance is written to. Copied into
2617 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2619 GLboolean UsesClipDistance
;
2620 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2621 0 if not present. */
2625 * Geometry shader state - copied into gl_geometry_program by
2626 * _mesa_copy_linked_program_data().
2632 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2635 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2636 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2637 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2639 * True if gl_ClipDistance is written to. Copied into
2640 * gl_geometry_program by _mesa_copy_linked_program_data().
2642 GLboolean UsesClipDistance
;
2643 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2644 0 if not present. */
2645 bool UsesEndPrimitive
;
2649 /** Vertex shader state */
2652 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2653 * by _mesa_copy_linked_program_data().
2655 GLboolean UsesClipDistance
;
2656 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2657 0 if not present. */
2661 * Compute shader state - copied into gl_compute_program by
2662 * _mesa_copy_linked_program_data().
2666 * If this shader contains a compute stage, size specified using
2667 * local_size_{x,y,z}. Otherwise undefined.
2669 unsigned LocalSize
[3];
2672 /* post-link info: */
2673 unsigned NumUniformStorage
;
2674 unsigned NumHiddenUniforms
;
2675 struct gl_uniform_storage
*UniformStorage
;
2678 * Mapping from GL uniform locations returned by \c glUniformLocation to
2679 * UniformStorage entries. Arrays will have multiple contiguous slots
2680 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2682 unsigned NumUniformRemapTable
;
2683 struct gl_uniform_storage
**UniformRemapTable
;
2686 * Size of the gl_ClipDistance array that is output from the last pipeline
2687 * stage before the fragment shader.
2689 unsigned LastClipDistanceArraySize
;
2691 unsigned NumUniformBlocks
;
2692 struct gl_uniform_block
*UniformBlocks
;
2695 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2696 * they're used in, or -1.
2698 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2699 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2701 int *UniformBlockStageIndex
[MESA_SHADER_STAGES
];
2704 * Map of active uniform names to locations
2706 * Maps any active uniform that is not an array element to a location.
2707 * Each active uniform, including individual structure members will appear
2708 * in this map. This roughly corresponds to the set of names that would be
2709 * enumerated by \c glGetActiveUniform.
2711 struct string_to_uint_map
*UniformHash
;
2713 struct gl_active_atomic_buffer
*AtomicBuffers
;
2714 unsigned NumAtomicBuffers
;
2716 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2717 GLboolean Validated
;
2718 GLboolean _Used
; /**< Ever used for drawing? */
2719 GLboolean SamplersValidated
; /**< Samplers validated against texture units? */
2722 unsigned Version
; /**< GLSL version used for linking */
2723 bool IsES
; /**< True if this program uses GLSL ES */
2726 * Per-stage shaders resulting from the first stage of linking.
2728 * Set of linked shaders for this program. The array is accessed using the
2729 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2732 struct gl_shader
*_LinkedShaders
[MESA_SHADER_STAGES
];
2734 /** List of all active resources after linking. */
2735 struct gl_program_resource
*ProgramResourceList
;
2736 unsigned NumProgramResourceList
;
2738 /* True if any of the fragment shaders attached to this program use:
2739 * #extension ARB_fragment_coord_conventions: enable
2741 GLboolean ARB_fragment_coord_conventions_enable
;
2745 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2746 #define GLSL_LOG 0x2 /**< Write shaders to files */
2747 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2748 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2749 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2750 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2751 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2752 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2753 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2754 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2758 * Context state for GLSL vertex/fragment shaders.
2759 * Extended to support pipeline object
2761 struct gl_pipeline_object
2763 /** Name of the pipeline object as received from glGenProgramPipelines.
2764 * It would be 0 for shaders without separate shader objects.
2772 GLchar
*Label
; /**< GL_KHR_debug */
2775 * Programs used for rendering
2777 * There is a separate program set for each shader stage.
2779 struct gl_shader_program
*CurrentProgram
[MESA_SHADER_STAGES
];
2781 struct gl_shader_program
*_CurrentFragmentProgram
;
2784 * Program used by glUniform calls.
2786 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2788 struct gl_shader_program
*ActiveProgram
;
2790 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2792 GLboolean EverBound
; /**< Has the pipeline object been created */
2794 GLboolean Validated
; /**< Pipeline Validation status */
2800 * Context state for GLSL pipeline shaders.
2802 struct gl_pipeline_shader_state
2804 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2805 struct gl_pipeline_object
*Current
;
2807 /* Default Object to ensure that _Shader is never NULL */
2808 struct gl_pipeline_object
*Default
;
2810 /** Pipeline objects */
2811 struct _mesa_HashTable
*Objects
;
2815 * Compiler options for a single GLSL shaders type
2817 struct gl_shader_compiler_options
2819 /** Driver-selectable options: */
2820 GLboolean EmitCondCodes
; /**< Use condition codes? */
2821 GLboolean EmitNoLoops
;
2822 GLboolean EmitNoFunctions
;
2823 GLboolean EmitNoCont
; /**< Emit CONT opcode? */
2824 GLboolean EmitNoMainReturn
; /**< Emit CONT/RET opcodes? */
2825 GLboolean EmitNoNoise
; /**< Emit NOISE opcodes? */
2826 GLboolean EmitNoPow
; /**< Emit POW opcodes? */
2827 GLboolean EmitNoSat
; /**< Emit SAT opcodes? */
2828 GLboolean LowerClipDistance
; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2831 * \name Forms of indirect addressing the driver cannot do.
2834 GLboolean EmitNoIndirectInput
; /**< No indirect addressing of inputs */
2835 GLboolean EmitNoIndirectOutput
; /**< No indirect addressing of outputs */
2836 GLboolean EmitNoIndirectTemp
; /**< No indirect addressing of temps */
2837 GLboolean EmitNoIndirectUniform
; /**< No indirect addressing of constants */
2838 GLboolean EmitNoIndirectSampler
; /**< No indirect addressing of samplers */
2841 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
2842 GLuint MaxUnrollIterations
;
2845 * Optimize code for array of structures backends.
2847 * This is a proxy for:
2848 * - preferring DP4 instructions (rather than MUL/MAD) for
2849 * matrix * vector operations, such as position transformation.
2851 GLboolean OptimizeForAOS
;
2853 const struct nir_shader_compiler_options
*NirOptions
;
2858 * Occlusion/timer query object.
2860 struct gl_query_object
2862 GLenum Target
; /**< The query target, when active */
2863 GLuint Id
; /**< hash table ID/name */
2864 GLchar
*Label
; /**< GL_KHR_debug */
2865 GLuint64EXT Result
; /**< the counter */
2866 GLboolean Active
; /**< inside Begin/EndQuery */
2867 GLboolean Ready
; /**< result is ready? */
2868 GLboolean EverBound
;/**< has query object ever been bound */
2869 GLuint Stream
; /**< The stream */
2874 * Context state for query objects.
2876 struct gl_query_state
2878 struct _mesa_HashTable
*QueryObjects
;
2879 struct gl_query_object
*CurrentOcclusionObject
; /* GL_ARB_occlusion_query */
2880 struct gl_query_object
*CurrentTimerObject
; /* GL_EXT_timer_query */
2882 /** GL_NV_conditional_render */
2883 struct gl_query_object
*CondRenderQuery
;
2885 /** GL_EXT_transform_feedback */
2886 struct gl_query_object
*PrimitivesGenerated
[MAX_VERTEX_STREAMS
];
2887 struct gl_query_object
*PrimitivesWritten
[MAX_VERTEX_STREAMS
];
2889 /** GL_ARB_timer_query */
2890 struct gl_query_object
*TimeElapsed
;
2892 /** GL_ARB_pipeline_statistics_query */
2893 struct gl_query_object
*pipeline_stats
[MAX_PIPELINE_STATISTICS
];
2895 GLenum CondRenderMode
;
2899 /** Sync object state */
2900 struct gl_sync_object
2902 GLenum Type
; /**< GL_SYNC_FENCE */
2903 GLuint Name
; /**< Fence name */
2904 GLchar
*Label
; /**< GL_KHR_debug */
2905 GLint RefCount
; /**< Reference count */
2906 GLboolean DeletePending
; /**< Object was deleted while there were still
2907 * live references (e.g., sync not yet finished)
2909 GLenum SyncCondition
;
2910 GLbitfield Flags
; /**< Flags passed to glFenceSync */
2911 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
2916 * State which can be shared by multiple contexts:
2918 struct gl_shared_state
2920 mtx_t Mutex
; /**< for thread safety */
2921 GLint RefCount
; /**< Reference count */
2922 struct _mesa_HashTable
*DisplayList
; /**< Display lists hash table */
2923 struct _mesa_HashTable
*TexObjects
; /**< Texture objects hash table */
2925 /** Default texture objects (shared by all texture units) */
2926 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
2928 /** Fallback texture used when a bound texture is incomplete */
2929 struct gl_texture_object
*FallbackTex
[NUM_TEXTURE_TARGETS
];
2932 * \name Thread safety and statechange notification for texture
2935 * \todo Improve the granularity of locking.
2938 mtx_t TexMutex
; /**< texobj thread safety */
2939 GLuint TextureStateStamp
; /**< state notification for shared tex */
2942 /** Default buffer object for vertex arrays that aren't in VBOs */
2943 struct gl_buffer_object
*NullBufferObj
;
2946 * \name Vertex/geometry/fragment programs
2949 struct _mesa_HashTable
*Programs
; /**< All vertex/fragment programs */
2950 struct gl_vertex_program
*DefaultVertexProgram
;
2951 struct gl_fragment_program
*DefaultFragmentProgram
;
2954 /* GL_ATI_fragment_shader */
2955 struct _mesa_HashTable
*ATIShaders
;
2956 struct ati_fragment_shader
*DefaultFragmentShader
;
2958 struct _mesa_HashTable
*BufferObjects
;
2960 /** Table of both gl_shader and gl_shader_program objects */
2961 struct _mesa_HashTable
*ShaderObjects
;
2963 /* GL_EXT_framebuffer_object */
2964 struct _mesa_HashTable
*RenderBuffers
;
2965 struct _mesa_HashTable
*FrameBuffers
;
2968 struct set
*SyncObjects
;
2970 /** GL_ARB_sampler_objects */
2971 struct _mesa_HashTable
*SamplerObjects
;
2974 * Some context in this share group was affected by a GPU reset
2976 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2977 * been affected by a GPU reset must also return
2978 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2980 * Once this field becomes true, it is never reset to false.
2982 bool ShareGroupReset
;
2988 * Renderbuffers represent drawing surfaces such as color, depth and/or
2989 * stencil. A framebuffer object has a set of renderbuffers.
2990 * Drivers will typically derive subclasses of this type.
2992 struct gl_renderbuffer
2994 mtx_t Mutex
; /**< for thread safety */
2995 GLuint ClassID
; /**< Useful for drivers */
2997 GLchar
*Label
; /**< GL_KHR_debug */
2999 GLuint Width
, Height
;
3001 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
3002 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
3004 * True for renderbuffers that wrap textures, giving the driver a chance to
3005 * flush render caches through the FinishRenderTexture hook.
3007 * Drivers may also set this on renderbuffers other than those generated by
3008 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3009 * called without a rb->TexImage.
3011 GLboolean NeedsFinishRenderTexture
;
3013 GLenum InternalFormat
; /**< The user-specified format */
3014 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3015 GL_STENCIL_INDEX. */
3016 mesa_format Format
; /**< The actual renderbuffer memory format */
3018 * Pointer to the texture image if this renderbuffer wraps a texture,
3021 * Note that the reference on the gl_texture_object containing this
3022 * TexImage is held by the gl_renderbuffer_attachment.
3024 struct gl_texture_image
*TexImage
;
3026 /** Delete this renderbuffer */
3027 void (*Delete
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
);
3029 /** Allocate new storage for this renderbuffer */
3030 GLboolean (*AllocStorage
)(struct gl_context
*ctx
,
3031 struct gl_renderbuffer
*rb
,
3032 GLenum internalFormat
,
3033 GLuint width
, GLuint height
);
3038 * A renderbuffer attachment points to either a texture object (and specifies
3039 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3041 struct gl_renderbuffer_attachment
3043 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3047 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3048 * application supplied renderbuffer object.
3050 struct gl_renderbuffer
*Renderbuffer
;
3053 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3054 * supplied texture object.
3056 struct gl_texture_object
*Texture
;
3057 GLuint TextureLevel
; /**< Attached mipmap level. */
3058 GLuint CubeMapFace
; /**< 0 .. 5, for cube map textures. */
3059 GLuint Zoffset
; /**< Slice for 3D textures, or layer for both 1D
3060 * and 2D array textures */
3066 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3067 * In C++ terms, think of this as a base class from which device drivers
3068 * will make derived classes.
3070 struct gl_framebuffer
3072 mtx_t Mutex
; /**< for thread safety */
3074 * If zero, this is a window system framebuffer. If non-zero, this
3075 * is a FBO framebuffer; note that for some devices (i.e. those with
3076 * a natural pixel coordinate system for FBOs that differs from the
3077 * OpenGL/Mesa coordinate system), this means that the viewport,
3078 * polygon face orientation, and polygon stipple will have to be inverted.
3083 GLchar
*Label
; /**< GL_KHR_debug */
3085 GLboolean DeletePending
;
3088 * The framebuffer's visual. Immutable if this is a window system buffer.
3089 * Computed from attachments if user-made FBO.
3091 struct gl_config Visual
;
3094 * Size of frame buffer in pixels. If there are no attachments, then both
3097 GLuint Width
, Height
;
3100 * In the case that the framebuffer has no attachment (i.e.
3101 * GL_ARB_framebuffer_no_attachments) then the geometry of
3102 * the framebuffer is specified by the default values.
3105 GLuint Width
, Height
, Layers
, NumSamples
;
3106 GLboolean FixedSampleLocations
;
3109 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3110 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3111 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3118 /** \name Derived Z buffer stuff */
3120 GLuint _DepthMax
; /**< Max depth buffer value */
3121 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
3122 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
3125 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3128 /** Whether one of Attachment has Type != GL_NONE
3129 * NOTE: the values for Width and Height are set to 0 in case of having
3130 * no attachments, a backend driver supporting the extension
3131 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3132 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3133 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3134 * _Ymax do NOT take into account _HasAttachments being false). To get the
3135 * geometry of the framebuffer, the helper functions
3136 * _mesa_geometric_width(),
3137 * _mesa_geometric_height(),
3138 * _mesa_geometric_samples() and
3139 * _mesa_geometric_layers()
3140 * are available that check _HasAttachments.
3142 bool _HasAttachments
;
3144 /** Integer color values */
3145 GLboolean _IntegerColor
;
3147 /* ARB_color_buffer_float */
3148 GLboolean _AllColorBuffersFixedPoint
; /* no integer, no float */
3149 GLboolean _HasSNormOrFloatColorBuffer
;
3152 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3153 * is not layered. For cube maps and cube map arrays, each cube face
3154 * counts as a layer. As the case for Width, Height a backend driver
3155 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3156 * in the case that _HasAttachments is false
3158 GLuint MaxNumLayers
;
3160 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3161 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
3163 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3164 * attribute group and GL_PIXEL attribute group, respectively.
3166 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
3167 GLenum ColorReadBuffer
;
3169 /** Computed from ColorDraw/ReadBuffer above */
3170 GLuint _NumColorDrawBuffers
;
3171 GLint _ColorDrawBufferIndexes
[MAX_DRAW_BUFFERS
]; /**< BUFFER_x or -1 */
3172 GLint _ColorReadBufferIndex
; /* -1 = None */
3173 struct gl_renderbuffer
*_ColorDrawBuffers
[MAX_DRAW_BUFFERS
];
3174 struct gl_renderbuffer
*_ColorReadBuffer
;
3176 /** Delete this framebuffer */
3177 void (*Delete
)(struct gl_framebuffer
*fb
);
3182 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3186 GLushort RangeMin
; /**< min value exponent */
3187 GLushort RangeMax
; /**< max value exponent */
3188 GLushort Precision
; /**< number of mantissa bits */
3193 * Limits for vertex, geometry and fragment programs/shaders.
3195 struct gl_program_constants
3197 /* logical limits */
3198 GLuint MaxInstructions
;
3199 GLuint MaxAluInstructions
;
3200 GLuint MaxTexInstructions
;
3201 GLuint MaxTexIndirections
;
3204 GLuint MaxAddressRegs
;
3205 GLuint MaxAddressOffset
; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3206 GLuint MaxParameters
;
3207 GLuint MaxLocalParams
;
3208 GLuint MaxEnvParams
;
3209 /* native/hardware limits */
3210 GLuint MaxNativeInstructions
;
3211 GLuint MaxNativeAluInstructions
;
3212 GLuint MaxNativeTexInstructions
;
3213 GLuint MaxNativeTexIndirections
;
3214 GLuint MaxNativeAttribs
;
3215 GLuint MaxNativeTemps
;
3216 GLuint MaxNativeAddressRegs
;
3217 GLuint MaxNativeParameters
;
3219 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
3222 * \name Per-stage input / output limits
3224 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3225 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3226 * ES). This is stored as \c gl_constants::MaxVarying.
3228 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3229 * variables. Each stage as a certain number of outputs that it can feed
3230 * to the next stage and a certain number inputs that it can consume from
3231 * the previous stage.
3233 * Vertex shader inputs do not participate this in this accounting.
3234 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3236 * Fragment shader outputs do not participate this in this accounting.
3237 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3240 GLuint MaxInputComponents
;
3241 GLuint MaxOutputComponents
;
3244 /* ES 2.0 and GL_ARB_ES2_compatibility */
3245 struct gl_precision LowFloat
, MediumFloat
, HighFloat
;
3246 struct gl_precision LowInt
, MediumInt
, HighInt
;
3247 /* GL_ARB_uniform_buffer_object */
3248 GLuint MaxUniformBlocks
;
3249 GLuint MaxCombinedUniformComponents
;
3250 GLuint MaxTextureImageUnits
;
3252 /* GL_ARB_shader_atomic_counters */
3253 GLuint MaxAtomicBuffers
;
3254 GLuint MaxAtomicCounters
;
3256 /* GL_ARB_shader_image_load_store */
3257 GLuint MaxImageUniforms
;
3259 /* GL_ARB_shader_storage_buffer_object */
3260 GLuint MaxShaderStorageBlocks
;
3265 * Constants which may be overridden by device driver during context creation
3266 * but are never changed after that.
3270 GLuint MaxTextureMbytes
; /**< Max memory per image, in MB */
3271 GLuint MaxTextureLevels
; /**< Max mipmap levels. */
3272 GLuint Max3DTextureLevels
; /**< Max mipmap levels for 3D textures */
3273 GLuint MaxCubeTextureLevels
; /**< Max mipmap levels for cube textures */
3274 GLuint MaxArrayTextureLayers
; /**< Max layers in array textures */
3275 GLuint MaxTextureRectSize
; /**< Max rectangle texture size, in pixes */
3276 GLuint MaxTextureCoordUnits
;
3277 GLuint MaxCombinedTextureImageUnits
;
3278 GLuint MaxTextureUnits
; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3279 GLfloat MaxTextureMaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
3280 GLfloat MaxTextureLodBias
; /**< GL_EXT_texture_lod_bias */
3281 GLuint MaxTextureBufferSize
; /**< GL_ARB_texture_buffer_object */
3283 GLuint TextureBufferOffsetAlignment
; /**< GL_ARB_texture_buffer_range */
3285 GLuint MaxArrayLockSize
;
3289 GLfloat MinPointSize
, MaxPointSize
; /**< aliased */
3290 GLfloat MinPointSizeAA
, MaxPointSizeAA
; /**< antialiased */
3291 GLfloat PointSizeGranularity
;
3292 GLfloat MinLineWidth
, MaxLineWidth
; /**< aliased */
3293 GLfloat MinLineWidthAA
, MaxLineWidthAA
; /**< antialiased */
3294 GLfloat LineWidthGranularity
;
3296 GLuint MaxClipPlanes
;
3298 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
3299 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
3301 GLuint MaxViewportWidth
, MaxViewportHeight
;
3302 GLuint MaxViewports
; /**< GL_ARB_viewport_array */
3303 GLuint ViewportSubpixelBits
; /**< GL_ARB_viewport_array */
3307 } ViewportBounds
; /**< GL_ARB_viewport_array */
3309 struct gl_program_constants Program
[MESA_SHADER_STAGES
];
3310 GLuint MaxProgramMatrices
;
3311 GLuint MaxProgramMatrixStackDepth
;
3314 GLuint SamplesPassed
;
3317 GLuint PrimitivesGenerated
;
3318 GLuint PrimitivesWritten
;
3319 GLuint VerticesSubmitted
;
3320 GLuint PrimitivesSubmitted
;
3321 GLuint VsInvocations
;
3323 GLuint TessInvocations
;
3324 GLuint GsInvocations
;
3325 GLuint GsPrimitives
;
3326 GLuint FsInvocations
;
3327 GLuint ComputeInvocations
;
3328 GLuint ClInPrimitives
;
3329 GLuint ClOutPrimitives
;
3332 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
3334 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
3335 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
3336 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
3339 * GL_ARB_framebuffer_no_attachments
3341 GLuint MaxFramebufferWidth
;
3342 GLuint MaxFramebufferHeight
;
3343 GLuint MaxFramebufferLayers
;
3344 GLuint MaxFramebufferSamples
;
3346 /** Number of varying vectors between any two shader stages. */
3350 * GL_ARB_uniform_buffer_object
3352 GLuint MaxCombinedUniformBlocks
;
3353 GLuint MaxUniformBufferBindings
;
3354 GLuint MaxUniformBlockSize
;
3355 GLuint UniformBufferOffsetAlignment
;
3359 * GL_ARB_shader_storage_buffer_object
3361 GLuint MaxCombinedShaderStorageBlocks
;
3362 GLuint MaxShaderStorageBufferBindings
;
3363 GLuint MaxShaderStorageBlockSize
;
3364 GLuint ShaderStorageBufferOffsetAlignment
;
3368 * GL_ARB_explicit_uniform_location
3370 GLuint MaxUserAssignableUniformLocations
;
3372 /** GL_ARB_geometry_shader4 */
3373 GLuint MaxGeometryOutputVertices
;
3374 GLuint MaxGeometryTotalOutputComponents
;
3376 GLuint GLSLVersion
; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3379 * Changes default GLSL extension behavior from "error" to "warn". It's out
3380 * of spec, but it can make some apps work that otherwise wouldn't.
3382 GLboolean ForceGLSLExtensionsWarn
;
3385 * If non-zero, forces GLSL shaders to behave as if they began
3386 * with "#version ForceGLSLVersion".
3388 GLuint ForceGLSLVersion
;
3391 * Allow GLSL #extension directives in the middle of shaders.
3393 GLboolean AllowGLSLExtensionDirectiveMidShader
;
3396 * Does the driver support real 32-bit integers? (Otherwise, integers are
3397 * simulated via floats.)
3399 GLboolean NativeIntegers
;
3402 * Does VertexID count from zero or from base vertex?
3405 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3406 * ignored and need not be set.
3408 bool VertexID_is_zero_based
;
3411 * If the driver supports real 32-bit integers, what integer value should be
3412 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3414 GLuint UniformBooleanTrue
;
3417 * Maximum amount of time, measured in nanseconds, that the server can wait.
3419 GLuint64 MaxServerWaitTimeout
;
3421 /** GL_EXT_provoking_vertex */
3422 GLboolean QuadsFollowProvokingVertexConvention
;
3424 /** OpenGL version 3.0 */
3425 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3427 /** OpenGL version 3.2 */
3428 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
3430 /** OpenGL version 4.4 */
3431 GLuint MaxVertexAttribStride
;
3433 /** GL_EXT_transform_feedback */
3434 GLuint MaxTransformFeedbackBuffers
;
3435 GLuint MaxTransformFeedbackSeparateComponents
;
3436 GLuint MaxTransformFeedbackInterleavedComponents
;
3437 GLuint MaxVertexStreams
;
3439 /** GL_EXT_gpu_shader4 */
3440 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
3442 /** GL_ARB_texture_gather */
3443 GLuint MinProgramTextureGatherOffset
;
3444 GLuint MaxProgramTextureGatherOffset
;
3445 GLuint MaxProgramTextureGatherComponents
;
3447 /* GL_ARB_robustness */
3448 GLenum ResetStrategy
;
3450 /* GL_ARB_blend_func_extended */
3451 GLuint MaxDualSourceDrawBuffers
;
3454 * Whether the implementation strips out and ignores texture borders.
3456 * Many GPU hardware implementations don't support rendering with texture
3457 * borders and mipmapped textures. (Note: not static border color, but the
3458 * old 1-pixel border around each edge). Implementations then have to do
3459 * slow fallbacks to be correct, or just ignore the border and be fast but
3460 * wrong. Setting the flag strips the border off of TexImage calls,
3461 * providing "fast but wrong" at significantly reduced driver complexity.
3463 * Texture borders are deprecated in GL 3.0.
3465 GLboolean StripTextureBorder
;
3468 * For drivers which can do a better job at eliminating unused uniforms
3469 * than the GLSL compiler.
3471 * XXX Remove these as soon as a better solution is available.
3473 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
3476 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3477 * than passing the transform feedback object to the drawing function.
3479 GLboolean AlwaysUseGetTransformFeedbackVertexCount
;
3481 /** GL_ARB_map_buffer_alignment */
3482 GLuint MinMapBufferAlignment
;
3485 * Disable varying packing. This is out of spec, but potentially useful
3486 * for older platforms that supports a limited number of texture
3487 * indirections--on these platforms, unpacking the varyings in the fragment
3488 * shader increases the number of texture indirections by 1, which might
3489 * make some shaders not executable at all.
3491 * Drivers that support transform feedback must set this value to GL_FALSE.
3493 GLboolean DisableVaryingPacking
;
3496 * Should meaningful names be generated for compiler temporary variables?
3498 * Generally, it is not useful to have the compiler generate "meaningful"
3499 * names for temporary variables that it creates. This can, however, be a
3500 * useful debugging aid. In Mesa debug builds or release builds when
3501 * MESA_GLSL is set at run-time, meaningful names will be generated.
3502 * Drivers can also force names to be generated by setting this field.
3503 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3504 * vertex shader assembly) is set at run-time.
3506 bool GenerateTemporaryNames
;
3509 * Maximum value supported for an index in DrawElements and friends.
3511 * This must be at least (1ull<<24)-1. The default value is
3514 * \since ES 3.0 or GL_ARB_ES3_compatibility
3515 * \sa _mesa_init_constants
3517 GLuint64 MaxElementIndex
;
3520 * Disable interpretation of line continuations (lines ending with a
3521 * backslash character ('\') in GLSL source.
3523 GLboolean DisableGLSLLineContinuations
;
3525 /** GL_ARB_texture_multisample */
3526 GLint MaxColorTextureSamples
;
3527 GLint MaxDepthTextureSamples
;
3528 GLint MaxIntegerSamples
;
3531 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3532 * samples are laid out in a rectangular grid roughly corresponding to
3533 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3534 * are used to map indices of rectangular grid to sample numbers within
3535 * a pixel. This mapping of indices to sample numbers must be initialized
3536 * by the driver for the target hardware. For example, if we have the 8X
3537 * MSAA sample number layout (sample positions) for XYZ hardware:
3539 * sample indices layout sample number layout
3540 * --------- ---------
3541 * | 0 | 1 | | a | b |
3542 * --------- ---------
3543 * | 2 | 3 | | c | d |
3544 * --------- ---------
3545 * | 4 | 5 | | e | f |
3546 * --------- ---------
3547 * | 6 | 7 | | g | h |
3548 * --------- ---------
3550 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3552 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3554 * SampleMap8x = {a, b, c, d, e, f, g, h};
3556 * Follow the logic for other sample counts.
3558 uint8_t SampleMap2x
[2];
3559 uint8_t SampleMap4x
[4];
3560 uint8_t SampleMap8x
[8];
3562 /** GL_ARB_shader_atomic_counters */
3563 GLuint MaxAtomicBufferBindings
;
3564 GLuint MaxAtomicBufferSize
;
3565 GLuint MaxCombinedAtomicBuffers
;
3566 GLuint MaxCombinedAtomicCounters
;
3568 /** GL_ARB_vertex_attrib_binding */
3569 GLint MaxVertexAttribRelativeOffset
;
3570 GLint MaxVertexAttribBindings
;
3572 /* GL_ARB_shader_image_load_store */
3573 GLuint MaxImageUnits
;
3574 GLuint MaxCombinedImageUnitsAndFragmentOutputs
;
3575 GLuint MaxImageSamples
;
3576 GLuint MaxCombinedImageUniforms
;
3578 /** GL_ARB_compute_shader */
3579 GLuint MaxComputeWorkGroupCount
[3]; /* Array of x, y, z dimensions */
3580 GLuint MaxComputeWorkGroupSize
[3]; /* Array of x, y, z dimensions */
3581 GLuint MaxComputeWorkGroupInvocations
;
3583 /** GL_ARB_gpu_shader5 */
3584 GLfloat MinFragmentInterpolationOffset
;
3585 GLfloat MaxFragmentInterpolationOffset
;
3587 GLboolean FakeSWMSAA
;
3589 /** GL_KHR_context_flush_control */
3590 GLenum ContextReleaseBehavior
;
3592 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_STAGES
];
3594 /** GL_ARB_tessellation_shader */
3595 GLuint MaxPatchVertices
;
3596 GLuint MaxTessGenLevel
;
3597 GLuint MaxTessPatchComponents
;
3598 GLuint MaxTessControlTotalOutputComponents
;
3599 bool LowerTessLevel
; /**< Lower gl_TessLevel* from float[n] to vecn? */
3604 * Enable flag for each OpenGL extension. Different device drivers will
3605 * enable different extensions at runtime.
3607 struct gl_extensions
3609 GLboolean dummy
; /* don't remove this! */
3610 GLboolean dummy_true
; /* Set true by _mesa_init_extensions(). */
3611 GLboolean dummy_false
; /* Set false by _mesa_init_extensions(). */
3612 GLboolean ANGLE_texture_compression_dxt
;
3613 GLboolean ARB_ES2_compatibility
;
3614 GLboolean ARB_ES3_compatibility
;
3615 GLboolean ARB_arrays_of_arrays
;
3616 GLboolean ARB_base_instance
;
3617 GLboolean ARB_blend_func_extended
;
3618 GLboolean ARB_buffer_storage
;
3619 GLboolean ARB_clear_texture
;
3620 GLboolean ARB_clip_control
;
3621 GLboolean ARB_color_buffer_float
;
3622 GLboolean ARB_compute_shader
;
3623 GLboolean ARB_conditional_render_inverted
;
3624 GLboolean ARB_conservative_depth
;
3625 GLboolean ARB_copy_image
;
3626 GLboolean ARB_depth_buffer_float
;
3627 GLboolean ARB_depth_clamp
;
3628 GLboolean ARB_depth_texture
;
3629 GLboolean ARB_derivative_control
;
3630 GLboolean ARB_draw_buffers_blend
;
3631 GLboolean ARB_draw_elements_base_vertex
;
3632 GLboolean ARB_draw_indirect
;
3633 GLboolean ARB_draw_instanced
;
3634 GLboolean ARB_fragment_coord_conventions
;
3635 GLboolean ARB_fragment_layer_viewport
;
3636 GLboolean ARB_fragment_program
;
3637 GLboolean ARB_fragment_program_shadow
;
3638 GLboolean ARB_fragment_shader
;
3639 GLboolean ARB_framebuffer_no_attachments
;
3640 GLboolean ARB_framebuffer_object
;
3641 GLboolean ARB_explicit_attrib_location
;
3642 GLboolean ARB_explicit_uniform_location
;
3643 GLboolean ARB_geometry_shader4
;
3644 GLboolean ARB_gpu_shader5
;
3645 GLboolean ARB_gpu_shader_fp64
;
3646 GLboolean ARB_half_float_vertex
;
3647 GLboolean ARB_instanced_arrays
;
3648 GLboolean ARB_internalformat_query
;
3649 GLboolean ARB_map_buffer_range
;
3650 GLboolean ARB_occlusion_query
;
3651 GLboolean ARB_occlusion_query2
;
3652 GLboolean ARB_pipeline_statistics_query
;
3653 GLboolean ARB_point_sprite
;
3654 GLboolean ARB_sample_shading
;
3655 GLboolean ARB_seamless_cube_map
;
3656 GLboolean ARB_shader_atomic_counters
;
3657 GLboolean ARB_shader_bit_encoding
;
3658 GLboolean ARB_shader_image_load_store
;
3659 GLboolean ARB_shader_precision
;
3660 GLboolean ARB_shader_stencil_export
;
3661 GLboolean ARB_shader_storage_buffer_object
;
3662 GLboolean ARB_shader_subroutine
;
3663 GLboolean ARB_shader_texture_lod
;
3664 GLboolean ARB_shading_language_packing
;
3665 GLboolean ARB_shading_language_420pack
;
3666 GLboolean ARB_shadow
;
3667 GLboolean ARB_stencil_texturing
;
3669 GLboolean ARB_tessellation_shader
;
3670 GLboolean ARB_texture_border_clamp
;
3671 GLboolean ARB_texture_buffer_object
;
3672 GLboolean ARB_texture_buffer_object_rgb32
;
3673 GLboolean ARB_texture_buffer_range
;
3674 GLboolean ARB_texture_compression_bptc
;
3675 GLboolean ARB_texture_compression_rgtc
;
3676 GLboolean ARB_texture_cube_map
;
3677 GLboolean ARB_texture_cube_map_array
;
3678 GLboolean ARB_texture_env_combine
;
3679 GLboolean ARB_texture_env_crossbar
;
3680 GLboolean ARB_texture_env_dot3
;
3681 GLboolean ARB_texture_float
;
3682 GLboolean ARB_texture_gather
;
3683 GLboolean ARB_texture_mirror_clamp_to_edge
;
3684 GLboolean ARB_texture_multisample
;
3685 GLboolean ARB_texture_non_power_of_two
;
3686 GLboolean ARB_texture_stencil8
;
3687 GLboolean ARB_texture_query_levels
;
3688 GLboolean ARB_texture_query_lod
;
3689 GLboolean ARB_texture_rg
;
3690 GLboolean ARB_texture_rgb10_a2ui
;
3691 GLboolean ARB_texture_view
;
3692 GLboolean ARB_timer_query
;
3693 GLboolean ARB_transform_feedback2
;
3694 GLboolean ARB_transform_feedback3
;
3695 GLboolean ARB_transform_feedback_instanced
;
3696 GLboolean ARB_uniform_buffer_object
;
3697 GLboolean ARB_vertex_attrib_64bit
;
3698 GLboolean ARB_vertex_program
;
3699 GLboolean ARB_vertex_shader
;
3700 GLboolean ARB_vertex_type_10f_11f_11f_rev
;
3701 GLboolean ARB_vertex_type_2_10_10_10_rev
;
3702 GLboolean ARB_viewport_array
;
3703 GLboolean EXT_blend_color
;
3704 GLboolean EXT_blend_equation_separate
;
3705 GLboolean EXT_blend_func_separate
;
3706 GLboolean EXT_blend_minmax
;
3707 GLboolean EXT_depth_bounds_test
;
3708 GLboolean EXT_draw_buffers2
;
3709 GLboolean EXT_framebuffer_multisample
;
3710 GLboolean EXT_framebuffer_multisample_blit_scaled
;
3711 GLboolean EXT_framebuffer_sRGB
;
3712 GLboolean EXT_gpu_program_parameters
;
3713 GLboolean EXT_gpu_shader4
;
3714 GLboolean EXT_packed_float
;
3715 GLboolean EXT_pixel_buffer_object
;
3716 GLboolean EXT_point_parameters
;
3717 GLboolean EXT_polygon_offset_clamp
;
3718 GLboolean EXT_provoking_vertex
;
3719 GLboolean EXT_shader_integer_mix
;
3720 GLboolean EXT_stencil_two_side
;
3721 GLboolean EXT_texture3D
;
3722 GLboolean EXT_texture_array
;
3723 GLboolean EXT_texture_compression_latc
;
3724 GLboolean EXT_texture_compression_s3tc
;
3725 GLboolean EXT_texture_env_dot3
;
3726 GLboolean EXT_texture_filter_anisotropic
;
3727 GLboolean EXT_texture_integer
;
3728 GLboolean EXT_texture_mirror_clamp
;
3729 GLboolean EXT_texture_shared_exponent
;
3730 GLboolean EXT_texture_snorm
;
3731 GLboolean EXT_texture_sRGB
;
3732 GLboolean EXT_texture_sRGB_decode
;
3733 GLboolean EXT_texture_swizzle
;
3734 GLboolean EXT_transform_feedback
;
3735 GLboolean EXT_timer_query
;
3736 GLboolean EXT_vertex_array_bgra
;
3737 GLboolean OES_standard_derivatives
;
3738 /* vendor extensions */
3739 GLboolean AMD_performance_monitor
;
3740 GLboolean AMD_pinned_memory
;
3741 GLboolean AMD_seamless_cubemap_per_texture
;
3742 GLboolean AMD_vertex_shader_layer
;
3743 GLboolean AMD_vertex_shader_viewport_index
;
3744 GLboolean APPLE_object_purgeable
;
3745 GLboolean ATI_texture_compression_3dc
;
3746 GLboolean ATI_texture_mirror_once
;
3747 GLboolean ATI_texture_env_combine3
;
3748 GLboolean ATI_fragment_shader
;
3749 GLboolean ATI_separate_stencil
;
3750 GLboolean INTEL_performance_query
;
3751 GLboolean MESA_pack_invert
;
3752 GLboolean MESA_ycbcr_texture
;
3753 GLboolean NV_conditional_render
;
3754 GLboolean NV_fog_distance
;
3755 GLboolean NV_fragment_program_option
;
3756 GLboolean NV_point_sprite
;
3757 GLboolean NV_primitive_restart
;
3758 GLboolean NV_texture_barrier
;
3759 GLboolean NV_texture_env_combine4
;
3760 GLboolean NV_texture_rectangle
;
3761 GLboolean NV_vdpau_interop
;
3762 GLboolean TDFX_texture_compression_FXT1
;
3763 GLboolean OES_EGL_image
;
3764 GLboolean OES_draw_texture
;
3765 GLboolean OES_depth_texture_cube_map
;
3766 GLboolean OES_EGL_image_external
;
3767 GLboolean OES_texture_float
;
3768 GLboolean OES_texture_float_linear
;
3769 GLboolean OES_texture_half_float
;
3770 GLboolean OES_texture_half_float_linear
;
3771 GLboolean OES_compressed_ETC1_RGB8_texture
;
3772 GLboolean extension_sentinel
;
3773 /** The extension string */
3774 const GLubyte
*String
;
3775 /** Number of supported extensions */
3781 * A stack of matrices (projection, modelview, color, texture, etc).
3783 struct gl_matrix_stack
3785 GLmatrix
*Top
; /**< points into Stack */
3786 GLmatrix
*Stack
; /**< array [MaxDepth] of GLmatrix */
3787 GLuint Depth
; /**< 0 <= Depth < MaxDepth */
3788 GLuint MaxDepth
; /**< size of Stack[] array */
3789 GLuint DirtyFlag
; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3794 * \name Bits for image transfer operations
3795 * \sa __struct gl_contextRec::ImageTransferState.
3798 #define IMAGE_SCALE_BIAS_BIT 0x1
3799 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3800 #define IMAGE_MAP_COLOR_BIT 0x4
3801 #define IMAGE_CLAMP_BIT 0x800
3804 /** Pixel Transfer ops */
3805 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3806 IMAGE_SHIFT_OFFSET_BIT | \
3807 IMAGE_MAP_COLOR_BIT)
3810 * \name Bits to indicate what state has changed.
3813 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3814 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3815 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3816 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3817 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3818 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3819 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3820 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3821 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3822 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3823 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3824 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3825 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3826 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3827 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3828 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3829 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3830 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3831 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3832 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3833 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3834 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3835 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3836 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3837 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3838 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3839 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3840 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3841 #define _NEW_BUFFER_OBJECT (1 << 28)
3842 #define _NEW_FRAG_CLAMP (1 << 29)
3843 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3844 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3850 * Composite state flags
3853 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3859 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3869 /* This has to be included here. */
3874 * Display list flags.
3875 * Strictly this is a tnl-private concept, but it doesn't seem
3876 * worthwhile adding a tnl private structure just to hold this one bit
3879 #define DLIST_DANGLING_REFS 0x1
3882 /** Opaque declaration of display list payload data type */
3883 union gl_dlist_node
;
3887 * Provide a location where information about a display list can be
3888 * collected. Could be extended with driverPrivate structures,
3889 * etc. in the future.
3891 struct gl_display_list
3894 GLchar
*Label
; /**< GL_KHR_debug */
3895 GLbitfield Flags
; /**< DLIST_x flags */
3896 /** The dlist commands are in a linked list of nodes */
3897 union gl_dlist_node
*Head
;
3902 * State used during display list compilation and execution.
3904 struct gl_dlist_state
3906 GLuint CallDepth
; /**< Current recursion calling depth */
3908 struct gl_display_list
*CurrentList
; /**< List currently being compiled */
3909 union gl_dlist_node
*CurrentBlock
; /**< Pointer to current block of nodes */
3910 GLuint CurrentPos
; /**< Index into current block of nodes */
3912 GLvertexformat ListVtxfmt
;
3914 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
3915 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
3917 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
3918 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
3921 /* State known to have been set by the currently-compiling display
3922 * list. Used to eliminate some redundant state changes.
3930 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3931 * to small enums suitable for use as an array index.
3934 enum mesa_debug_source
{
3935 MESA_DEBUG_SOURCE_API
,
3936 MESA_DEBUG_SOURCE_WINDOW_SYSTEM
,
3937 MESA_DEBUG_SOURCE_SHADER_COMPILER
,
3938 MESA_DEBUG_SOURCE_THIRD_PARTY
,
3939 MESA_DEBUG_SOURCE_APPLICATION
,
3940 MESA_DEBUG_SOURCE_OTHER
,
3941 MESA_DEBUG_SOURCE_COUNT
3944 enum mesa_debug_type
{
3945 MESA_DEBUG_TYPE_ERROR
,
3946 MESA_DEBUG_TYPE_DEPRECATED
,
3947 MESA_DEBUG_TYPE_UNDEFINED
,
3948 MESA_DEBUG_TYPE_PORTABILITY
,
3949 MESA_DEBUG_TYPE_PERFORMANCE
,
3950 MESA_DEBUG_TYPE_OTHER
,
3951 MESA_DEBUG_TYPE_MARKER
,
3952 MESA_DEBUG_TYPE_PUSH_GROUP
,
3953 MESA_DEBUG_TYPE_POP_GROUP
,
3954 MESA_DEBUG_TYPE_COUNT
3957 enum mesa_debug_severity
{
3958 MESA_DEBUG_SEVERITY_LOW
,
3959 MESA_DEBUG_SEVERITY_MEDIUM
,
3960 MESA_DEBUG_SEVERITY_HIGH
,
3961 MESA_DEBUG_SEVERITY_NOTIFICATION
,
3962 MESA_DEBUG_SEVERITY_COUNT
3968 * Driver-specific state flags.
3970 * These are or'd with gl_context::NewDriverState to notify a driver about
3971 * a state change. The driver sets the flags at context creation and
3972 * the meaning of the bits set is opaque to core Mesa.
3974 struct gl_driver_flags
3976 /** gl_context::Array::_DrawArrays (vertex array state) */
3979 /** gl_context::TransformFeedback::CurrentObject */
3980 uint64_t NewTransformFeedback
;
3982 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3983 uint64_t NewTransformFeedbackProg
;
3985 /** gl_context::RasterDiscard */
3986 uint64_t NewRasterizerDiscard
;
3989 * gl_context::UniformBufferBindings
3990 * gl_shader_program::UniformBlocks
3992 uint64_t NewUniformBuffer
;
3995 * gl_context::ShaderStorageBufferBindings
3996 * gl_shader_program::ShaderStorageBlocks
3998 uint64_t NewShaderStorageBuffer
;
4000 uint64_t NewTextureBuffer
;
4003 * gl_context::AtomicBufferBindings
4005 uint64_t NewAtomicBuffer
;
4008 * gl_context::ImageUnits
4010 uint64_t NewImageUnits
;
4013 * gl_context::TessCtrlProgram::patch_default_*
4015 uint64_t NewDefaultTessLevels
;
4018 struct gl_uniform_buffer_binding
4020 struct gl_buffer_object
*BufferObject
;
4021 /** Start of uniform block data in the buffer */
4023 /** Size of data allowed to be referenced from the buffer (in bytes) */
4026 * glBindBufferBase() indicates that the Size should be ignored and only
4027 * limited by the current size of the BufferObject.
4029 GLboolean AutomaticSize
;
4032 struct gl_shader_storage_buffer_binding
4034 struct gl_buffer_object
*BufferObject
;
4035 /** Start of shader storage block data in the buffer */
4037 /** Size of data allowed to be referenced from the buffer (in bytes) */
4040 * glBindBufferBase() indicates that the Size should be ignored and only
4041 * limited by the current size of the BufferObject.
4043 GLboolean AutomaticSize
;
4047 * ARB_shader_image_load_store image unit.
4049 struct gl_image_unit
4052 * Texture object bound to this unit.
4054 struct gl_texture_object
*TexObj
;
4057 * Level of the texture object bound to this unit.
4062 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4063 * GL_FALSE if only some specific layer of the texture is bound.
4069 * GL_TRUE if the state of this image unit is valid and access from
4070 * the shader is allowed. Otherwise loads from this unit should
4071 * return zero and stores should have no effect.
4076 * Layer of the texture object bound to this unit, or zero if the
4077 * whole level is bound.
4082 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4083 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4088 * GL internal format that determines the interpretation of the
4089 * image memory when shader image operations are performed through
4095 * Mesa format corresponding to \c Format.
4097 mesa_format _ActualFormat
;
4102 * Binding point for an atomic counter buffer object.
4104 struct gl_atomic_buffer_binding
4106 struct gl_buffer_object
*BufferObject
;
4112 * Mesa rendering context.
4114 * This is the central context data structure for Mesa. Almost all
4115 * OpenGL state is contained in this structure.
4116 * Think of this as a base class from which device drivers will derive
4121 /** State possibly shared with other contexts in the address space */
4122 struct gl_shared_state
*Shared
;
4124 /** \name API function pointer tables */
4128 * The current dispatch table for non-displaylist-saving execution, either
4129 * BeginEnd or OutsideBeginEnd
4131 struct _glapi_table
*Exec
;
4133 * The normal dispatch table for non-displaylist-saving, non-begin/end
4135 struct _glapi_table
*OutsideBeginEnd
;
4136 /** The dispatch table used between glNewList() and glEndList() */
4137 struct _glapi_table
*Save
;
4139 * The dispatch table used between glBegin() and glEnd() (outside of a
4140 * display list). Only valid functions between those two are set, which is
4141 * mostly just the set in a GLvertexformat struct.
4143 struct _glapi_table
*BeginEnd
;
4145 * Tracks the current dispatch table out of the 3 above, so that it can be
4146 * re-set on glXMakeCurrent().
4148 struct _glapi_table
*CurrentDispatch
;
4151 struct gl_config Visual
;
4152 struct gl_framebuffer
*DrawBuffer
; /**< buffer for writing */
4153 struct gl_framebuffer
*ReadBuffer
; /**< buffer for reading */
4154 struct gl_framebuffer
*WinSysDrawBuffer
; /**< set with MakeCurrent */
4155 struct gl_framebuffer
*WinSysReadBuffer
; /**< set with MakeCurrent */
4158 * Device driver function pointer table
4160 struct dd_function_table Driver
;
4162 /** Core/Driver constants */
4163 struct gl_constants Const
;
4165 /** \name The various 4x4 matrix stacks */
4167 struct gl_matrix_stack ModelviewMatrixStack
;
4168 struct gl_matrix_stack ProjectionMatrixStack
;
4169 struct gl_matrix_stack TextureMatrixStack
[MAX_TEXTURE_UNITS
];
4170 struct gl_matrix_stack ProgramMatrixStack
[MAX_PROGRAM_MATRICES
];
4171 struct gl_matrix_stack
*CurrentStack
; /**< Points to one of the above stacks */
4174 /** Combined modelview and projection matrix */
4175 GLmatrix _ModelProjectMatrix
;
4177 /** \name Display lists */
4178 struct gl_dlist_state ListState
;
4180 GLboolean ExecuteFlag
; /**< Execute GL commands? */
4181 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
4183 /** Extension information */
4184 struct gl_extensions Extensions
;
4186 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4188 char *VersionString
;
4190 /** \name State attribute stack (for glPush/PopAttrib) */
4192 GLuint AttribStackDepth
;
4193 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
4196 /** \name Renderer attribute groups
4198 * We define a struct for each attribute group to make pushing and popping
4199 * attributes easy. Also it's a good organization.
4202 struct gl_accum_attrib Accum
; /**< Accum buffer attributes */
4203 struct gl_colorbuffer_attrib Color
; /**< Color buffer attributes */
4204 struct gl_current_attrib Current
; /**< Current attributes */
4205 struct gl_depthbuffer_attrib Depth
; /**< Depth buffer attributes */
4206 struct gl_eval_attrib Eval
; /**< Eval attributes */
4207 struct gl_fog_attrib Fog
; /**< Fog attributes */
4208 struct gl_hint_attrib Hint
; /**< Hint attributes */
4209 struct gl_light_attrib Light
; /**< Light attributes */
4210 struct gl_line_attrib Line
; /**< Line attributes */
4211 struct gl_list_attrib List
; /**< List attributes */
4212 struct gl_multisample_attrib Multisample
;
4213 struct gl_pixel_attrib Pixel
; /**< Pixel attributes */
4214 struct gl_point_attrib Point
; /**< Point attributes */
4215 struct gl_polygon_attrib Polygon
; /**< Polygon attributes */
4216 GLuint PolygonStipple
[32]; /**< Polygon stipple */
4217 struct gl_scissor_attrib Scissor
; /**< Scissor attributes */
4218 struct gl_stencil_attrib Stencil
; /**< Stencil buffer attributes */
4219 struct gl_texture_attrib Texture
; /**< Texture attributes */
4220 struct gl_transform_attrib Transform
; /**< Transformation attributes */
4221 struct gl_viewport_attrib ViewportArray
[MAX_VIEWPORTS
]; /**< Viewport attributes */
4224 /** \name Client attribute stack */
4226 GLuint ClientAttribStackDepth
;
4227 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
4230 /** \name Client attribute groups */
4232 struct gl_array_attrib Array
; /**< Vertex arrays */
4233 struct gl_pixelstore_attrib Pack
; /**< Pixel packing */
4234 struct gl_pixelstore_attrib Unpack
; /**< Pixel unpacking */
4235 struct gl_pixelstore_attrib DefaultPacking
; /**< Default params */
4238 /** \name Other assorted state (not pushed/popped on attribute stack) */
4240 struct gl_pixelmaps PixelMaps
;
4242 struct gl_evaluators EvalMap
; /**< All evaluators */
4243 struct gl_feedback Feedback
; /**< Feedback */
4244 struct gl_selection Select
; /**< Selection */
4246 struct gl_program_state Program
; /**< general program state */
4247 struct gl_vertex_program_state VertexProgram
;
4248 struct gl_fragment_program_state FragmentProgram
;
4249 struct gl_geometry_program_state GeometryProgram
;
4250 struct gl_compute_program_state ComputeProgram
;
4251 struct gl_tess_ctrl_program_state TessCtrlProgram
;
4252 struct gl_tess_eval_program_state TessEvalProgram
;
4253 struct gl_ati_fragment_shader_state ATIFragmentShader
;
4255 struct gl_pipeline_shader_state Pipeline
; /**< GLSL pipeline shader object state */
4256 struct gl_pipeline_object Shader
; /**< GLSL shader object state */
4259 * Current active shader pipeline state
4261 * Almost all internal users want ::_Shader instead of ::Shader. The
4262 * exceptions are bits of legacy GLSL API that do not know about separate
4265 * If a program is active via \c glUseProgram, this will point to
4268 * If a program pipeline is active via \c glBindProgramPipeline, this will
4269 * point to \c ::Pipeline.Current.
4271 * If neither a program nor a program pipeline is active, this will point to
4272 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4275 struct gl_pipeline_object
*_Shader
;
4277 struct gl_query_state Query
; /**< occlusion, timer queries */
4279 struct gl_transform_feedback_state TransformFeedback
;
4281 struct gl_perf_monitor_state PerfMonitor
;
4283 struct gl_buffer_object
*DrawIndirectBuffer
; /** < GL_ARB_draw_indirect */
4285 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
4286 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
4289 * Current GL_ARB_uniform_buffer_object binding referenced by
4290 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4292 struct gl_buffer_object
*UniformBuffer
;
4295 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4296 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4298 struct gl_buffer_object
*ShaderStorageBuffer
;
4301 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4302 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4303 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4306 struct gl_uniform_buffer_binding
4307 UniformBufferBindings
[MAX_COMBINED_UNIFORM_BUFFERS
];
4310 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4311 * and GL 4.3. This is set up using glBindBufferRange() or
4312 * glBindBufferBase(). They are associated with shader storage blocks by
4313 * glShaderStorageBlockBinding()'s state in the shader program.
4315 struct gl_shader_storage_buffer_binding
4316 ShaderStorageBufferBindings
[MAX_COMBINED_SHADER_STORAGE_BUFFERS
];
4319 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4322 struct gl_buffer_object
*AtomicBuffer
;
4325 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4328 struct gl_buffer_object
*ExternalVirtualMemoryBuffer
;
4331 * Array of atomic counter buffer binding points.
4333 struct gl_atomic_buffer_binding
4334 AtomicBufferBindings
[MAX_COMBINED_ATOMIC_BUFFERS
];
4337 * Array of image units for ARB_shader_image_load_store.
4339 struct gl_image_unit ImageUnits
[MAX_IMAGE_UNITS
];
4343 struct gl_meta_state
*Meta
; /**< for "meta" operations */
4345 /* GL_EXT_framebuffer_object */
4346 struct gl_renderbuffer
*CurrentRenderbuffer
;
4348 GLenum ErrorValue
; /**< Last error code */
4351 * Recognize and silence repeated error debug messages in buggy apps.
4353 const char *ErrorDebugFmtString
;
4354 GLuint ErrorDebugCount
;
4356 /* GL_ARB_debug_output/GL_KHR_debug */
4358 struct gl_debug_state
*Debug
;
4360 GLenum RenderMode
; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4361 GLbitfield NewState
; /**< bitwise-or of _NEW_* flags */
4362 uint64_t NewDriverState
; /**< bitwise-or of flags from DriverFlags */
4364 struct gl_driver_flags DriverFlags
;
4366 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
4368 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
4370 /** \name Derived state */
4371 GLbitfield _ImageTransferState
;/**< bitwise-or of IMAGE_*_BIT flags */
4372 GLfloat _EyeZDir
[3];
4373 GLfloat _ModelViewInvScale
;
4374 GLboolean _NeedEyeCoords
;
4375 GLboolean _ForceEyeCoords
;
4377 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
4379 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
4381 /** \name For debugging/development only */
4383 GLboolean FirstTimeCurrent
;
4387 * False if this context was created without a config. This is needed
4388 * because the initial state of glDrawBuffers depends on this
4390 GLboolean HasConfig
;
4392 /** software compression/decompression supported or not */
4393 GLboolean Mesa_DXTn
;
4395 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
4397 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
4400 * \name Hooks for module contexts.
4402 * These will eventually live in the driver or elsewhere.
4405 void *swrast_context
;
4406 void *swsetup_context
;
4407 void *swtnl_context
;
4408 struct vbo_context
*vbo_context
;
4409 struct st_context
*st
;
4414 * \name NV_vdpau_interop
4417 const void *vdpDevice
;
4418 const void *vdpGetProcAddress
;
4419 struct set
*vdpSurfaces
;
4423 * Has this context observed a GPU reset in any context in the share group?
4425 * Once this field becomes true, it is never reset to false.
4427 GLboolean ShareGroupReset
;
4432 extern int MESA_VERBOSE
;
4433 extern int MESA_DEBUG_FLAGS
;
4434 # define MESA_FUNCTION __func__
4436 # define MESA_VERBOSE 0
4437 # define MESA_DEBUG_FLAGS 0
4438 # define MESA_FUNCTION "a function"
4442 /** The MESA_VERBOSE var is a bitmask of these flags */
4445 VERBOSE_VARRAY
= 0x0001,
4446 VERBOSE_TEXTURE
= 0x0002,
4447 VERBOSE_MATERIAL
= 0x0004,
4448 VERBOSE_PIPELINE
= 0x0008,
4449 VERBOSE_DRIVER
= 0x0010,
4450 VERBOSE_STATE
= 0x0020,
4451 VERBOSE_API
= 0x0040,
4452 VERBOSE_DISPLAY_LIST
= 0x0100,
4453 VERBOSE_LIGHTING
= 0x0200,
4454 VERBOSE_PRIMS
= 0x0400,
4455 VERBOSE_VERTS
= 0x0800,
4456 VERBOSE_DISASSEM
= 0x1000,
4457 VERBOSE_DRAW
= 0x2000,
4458 VERBOSE_SWAPBUFFERS
= 0x4000
4462 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4465 DEBUG_SILENT
= (1 << 0),
4466 DEBUG_ALWAYS_FLUSH
= (1 << 1),
4467 DEBUG_INCOMPLETE_TEXTURE
= (1 << 2),
4468 DEBUG_INCOMPLETE_FBO
= (1 << 3)
4472 _mesa_active_fragment_shader_has_atomic_ops(const struct gl_context
*ctx
)
4474 return ctx
->Shader
._CurrentFragmentProgram
!= NULL
&&
4475 ctx
->Shader
._CurrentFragmentProgram
->NumAtomicBuffers
> 0;
4482 #endif /* MTYPES_H */