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 */
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "util/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
54 * \name 64-bit extension of GLbitfield.
57 typedef GLuint64 GLbitfield64
;
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
70 * \name Some forward type declarations
73 struct _mesa_HashTable
;
74 struct gl_attrib_node
;
75 struct gl_list_extensions
;
77 struct gl_program_cache
;
78 struct gl_texture_object
;
79 struct gl_debug_state
;
82 struct gl_uniform_storage
;
83 struct prog_instruction
;
84 struct gl_program_parameter_list
;
91 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
92 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
93 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
94 #define PRIM_UNKNOWN (PRIM_MAX + 2)
99 * Indexes for vertex program attributes.
100 * GL_NV_vertex_program aliases generic attributes over the conventional
101 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
102 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
103 * generic attributes are distinct/separate).
108 VERT_ATTRIB_WEIGHT
= 1,
109 VERT_ATTRIB_NORMAL
= 2,
110 VERT_ATTRIB_COLOR0
= 3,
111 VERT_ATTRIB_COLOR1
= 4,
113 VERT_ATTRIB_COLOR_INDEX
= 6,
114 VERT_ATTRIB_EDGEFLAG
= 7,
115 VERT_ATTRIB_TEX0
= 8,
116 VERT_ATTRIB_TEX1
= 9,
117 VERT_ATTRIB_TEX2
= 10,
118 VERT_ATTRIB_TEX3
= 11,
119 VERT_ATTRIB_TEX4
= 12,
120 VERT_ATTRIB_TEX5
= 13,
121 VERT_ATTRIB_TEX6
= 14,
122 VERT_ATTRIB_TEX7
= 15,
123 VERT_ATTRIB_POINT_SIZE
= 16,
124 VERT_ATTRIB_GENERIC0
= 17,
125 VERT_ATTRIB_GENERIC1
= 18,
126 VERT_ATTRIB_GENERIC2
= 19,
127 VERT_ATTRIB_GENERIC3
= 20,
128 VERT_ATTRIB_GENERIC4
= 21,
129 VERT_ATTRIB_GENERIC5
= 22,
130 VERT_ATTRIB_GENERIC6
= 23,
131 VERT_ATTRIB_GENERIC7
= 24,
132 VERT_ATTRIB_GENERIC8
= 25,
133 VERT_ATTRIB_GENERIC9
= 26,
134 VERT_ATTRIB_GENERIC10
= 27,
135 VERT_ATTRIB_GENERIC11
= 28,
136 VERT_ATTRIB_GENERIC12
= 29,
137 VERT_ATTRIB_GENERIC13
= 30,
138 VERT_ATTRIB_GENERIC14
= 31,
139 VERT_ATTRIB_GENERIC15
= 32,
144 * Symbolic constats to help iterating over
145 * specific blocks of vertex attributes.
148 * includes all fixed function attributes as well as
149 * the aliased GL_NV_vertex_program shader attributes.
151 * include the classic texture coordinate attributes.
152 * Is a subset of VERT_ATTRIB_FF.
153 * VERT_ATTRIB_GENERIC
154 * include the OpenGL 2.0+ GLSL generic shader attributes.
155 * These alias the generic GL_ARB_vertex_shader attributes.
157 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
158 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
160 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
161 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
199 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
200 #define VERT_BIT_GENERIC_ALL \
201 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
206 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
207 * fragment shader inputs.
209 * Note that some of these values are not available to all pipeline stages.
211 * When this enum is updated, the following code must be updated too:
212 * - vertResults (in prog_print.c's arb_output_attrib_string())
213 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
214 * - _mesa_varying_slot_in_fs()
219 VARYING_SLOT_COL0
, /* COL0 and COL1 must be contiguous */
222 VARYING_SLOT_TEX0
, /* TEX0-TEX7 must be contiguous */
230 VARYING_SLOT_PSIZ
, /* Does not appear in FS */
231 VARYING_SLOT_BFC0
, /* Does not appear in FS */
232 VARYING_SLOT_BFC1
, /* Does not appear in FS */
233 VARYING_SLOT_EDGE
, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_VERTEX
, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_DIST0
,
236 VARYING_SLOT_CLIP_DIST1
,
237 VARYING_SLOT_PRIMITIVE_ID
, /* Does not appear in VS */
238 VARYING_SLOT_LAYER
, /* Appears as VS or GS output */
239 VARYING_SLOT_VIEWPORT
, /* Appears as VS or GS output */
240 VARYING_SLOT_FACE
, /* FS only */
241 VARYING_SLOT_PNTC
, /* FS only */
242 VARYING_SLOT_VAR0
, /* First generic varying slot */
243 VARYING_SLOT_MAX
= VARYING_SLOT_VAR0
+ MAX_VARYING
248 * Bitflags for varying slots.
251 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
252 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
253 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
254 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
255 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
256 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
257 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
258 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
259 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
260 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
261 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
262 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
263 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
264 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
265 MAX_TEXTURE_COORD_UNITS)
266 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
267 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
268 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
269 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
270 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
271 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
272 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
273 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
274 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
275 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
276 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
277 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
278 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
282 * Bitflags for system values.
284 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
285 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
286 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
289 * Determine if the given gl_varying_slot appears in the fragment shader.
291 static inline GLboolean
292 _mesa_varying_slot_in_fs(gl_varying_slot slot
)
295 case VARYING_SLOT_PSIZ
:
296 case VARYING_SLOT_BFC0
:
297 case VARYING_SLOT_BFC1
:
298 case VARYING_SLOT_EDGE
:
299 case VARYING_SLOT_CLIP_VERTEX
:
300 case VARYING_SLOT_LAYER
:
309 * Fragment program results
313 FRAG_RESULT_DEPTH
= 0,
314 FRAG_RESULT_STENCIL
= 1,
315 /* If a single color should be written to all render targets, this
316 * register is written. No FRAG_RESULT_DATAn will be written.
318 FRAG_RESULT_COLOR
= 2,
319 FRAG_RESULT_SAMPLE_MASK
= 3,
321 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
322 * or ARB_fragment_program fragment.color[n]) color results. If
323 * any are written, FRAG_RESULT_COLOR will not be written.
325 FRAG_RESULT_DATA0
= 4,
326 FRAG_RESULT_MAX
= (FRAG_RESULT_DATA0
+ MAX_DRAW_BUFFERS
)
331 * Indexes for all renderbuffers
335 /* the four standard color buffers */
343 /* optional aux buffer */
345 /* generic renderbuffers */
358 * Bit flags for all renderbuffers
360 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
361 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
362 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
363 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
364 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
365 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
366 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
367 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
368 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
369 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
370 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
371 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
372 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
373 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
374 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
375 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
376 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
377 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
378 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
381 * Mask of all the color buffer bits (but not accum).
383 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
384 BUFFER_BIT_BACK_LEFT | \
385 BUFFER_BIT_FRONT_RIGHT | \
386 BUFFER_BIT_BACK_RIGHT | \
388 BUFFER_BIT_COLOR0 | \
389 BUFFER_BIT_COLOR1 | \
390 BUFFER_BIT_COLOR2 | \
391 BUFFER_BIT_COLOR3 | \
392 BUFFER_BIT_COLOR4 | \
393 BUFFER_BIT_COLOR5 | \
394 BUFFER_BIT_COLOR6 | \
399 * Shader stages. Note that these will become 5 with tessellation.
401 * The order must match how shaders are ordered in the pipeline.
402 * The GLSL linker assumes that if i<j, then the j-th shader is
403 * executed later than the i-th shader.
407 MESA_SHADER_VERTEX
= 0,
408 MESA_SHADER_GEOMETRY
= 1,
409 MESA_SHADER_FRAGMENT
= 2,
410 MESA_SHADER_COMPUTE
= 3,
413 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
417 * Framebuffer configuration (aka visual / pixelformat)
418 * Note: some of these fields should be boolean, but it appears that
419 * code in drivers/dri/common/util.c requires int-sized fields.
425 GLboolean colorIndexMode
; /* XXX is this used anywhere? */
426 GLuint doubleBufferMode
;
429 GLboolean haveAccumBuffer
;
430 GLboolean haveDepthBuffer
;
431 GLboolean haveStencilBuffer
;
433 GLint redBits
, greenBits
, blueBits
, alphaBits
; /* bits per comp */
434 GLuint redMask
, greenMask
, blueMask
, alphaMask
;
435 GLint rgbBits
; /* total bits for rgb */
436 GLint indexBits
; /* total bits for colorindex */
438 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
446 /* EXT_visual_rating / GLX 1.2 */
449 /* EXT_visual_info / GLX 1.2 */
450 GLint transparentPixel
;
451 /* colors are floats scaled to ints */
452 GLint transparentRed
, transparentGreen
, transparentBlue
, transparentAlpha
;
453 GLint transparentIndex
;
455 /* ARB_multisample / SGIS_multisample */
459 /* SGIX_pbuffer / GLX 1.3 */
460 GLint maxPbufferWidth
;
461 GLint maxPbufferHeight
;
462 GLint maxPbufferPixels
;
463 GLint optimalPbufferWidth
; /* Only for SGIX_pbuffer. */
464 GLint optimalPbufferHeight
; /* Only for SGIX_pbuffer. */
466 /* OML_swap_method */
469 /* EXT_texture_from_pixmap */
470 GLint bindToTextureRgb
;
471 GLint bindToTextureRgba
;
472 GLint bindToMipmapTexture
;
473 GLint bindToTextureTargets
;
476 /* EXT_framebuffer_sRGB */
482 * \name Bit flags used for updating material values.
485 #define MAT_ATTRIB_FRONT_AMBIENT 0
486 #define MAT_ATTRIB_BACK_AMBIENT 1
487 #define MAT_ATTRIB_FRONT_DIFFUSE 2
488 #define MAT_ATTRIB_BACK_DIFFUSE 3
489 #define MAT_ATTRIB_FRONT_SPECULAR 4
490 #define MAT_ATTRIB_BACK_SPECULAR 5
491 #define MAT_ATTRIB_FRONT_EMISSION 6
492 #define MAT_ATTRIB_BACK_EMISSION 7
493 #define MAT_ATTRIB_FRONT_SHININESS 8
494 #define MAT_ATTRIB_BACK_SHININESS 9
495 #define MAT_ATTRIB_FRONT_INDEXES 10
496 #define MAT_ATTRIB_BACK_INDEXES 11
497 #define MAT_ATTRIB_MAX 12
499 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
500 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
501 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
502 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
503 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
504 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
506 #define MAT_INDEX_AMBIENT 0
507 #define MAT_INDEX_DIFFUSE 1
508 #define MAT_INDEX_SPECULAR 2
510 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
511 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
512 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
513 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
514 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
515 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
516 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
517 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
518 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
519 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
520 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
521 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
524 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
525 MAT_BIT_FRONT_AMBIENT | \
526 MAT_BIT_FRONT_DIFFUSE | \
527 MAT_BIT_FRONT_SPECULAR | \
528 MAT_BIT_FRONT_SHININESS | \
529 MAT_BIT_FRONT_INDEXES)
531 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
532 MAT_BIT_BACK_AMBIENT | \
533 MAT_BIT_BACK_DIFFUSE | \
534 MAT_BIT_BACK_SPECULAR | \
535 MAT_BIT_BACK_SHININESS | \
536 MAT_BIT_BACK_INDEXES)
538 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
547 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
555 #define LIGHT_SPOT 0x1
556 #define LIGHT_LOCAL_VIEWER 0x2
557 #define LIGHT_POSITIONAL 0x4
558 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
563 * Light source state.
567 struct gl_light
*next
; /**< double linked list with sentinel */
568 struct gl_light
*prev
;
570 GLfloat Ambient
[4]; /**< ambient color */
571 GLfloat Diffuse
[4]; /**< diffuse color */
572 GLfloat Specular
[4]; /**< specular color */
573 GLfloat EyePosition
[4]; /**< position in eye coordinates */
574 GLfloat SpotDirection
[4]; /**< spotlight direction in eye coordinates */
575 GLfloat SpotExponent
;
576 GLfloat SpotCutoff
; /**< in degrees */
577 GLfloat _CosCutoff
; /**< = MAX(0, cos(SpotCutoff)) */
578 GLfloat ConstantAttenuation
;
579 GLfloat LinearAttenuation
;
580 GLfloat QuadraticAttenuation
;
581 GLboolean Enabled
; /**< On/off flag */
584 * \name Derived fields
587 GLbitfield _Flags
; /**< Mask of LIGHT_x bits defined above */
589 GLfloat _Position
[4]; /**< position in eye/obj coordinates */
590 GLfloat _VP_inf_norm
[3]; /**< Norm direction to infinite light */
591 GLfloat _h_inf_norm
[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
592 GLfloat _NormSpotDirection
[4]; /**< normalized spotlight direction */
593 GLfloat _VP_inf_spot_attenuation
;
595 GLfloat _MatAmbient
[2][3]; /**< material ambient * light ambient */
596 GLfloat _MatDiffuse
[2][3]; /**< material diffuse * light diffuse */
597 GLfloat _MatSpecular
[2][3]; /**< material spec * light specular */
607 GLfloat Ambient
[4]; /**< ambient color */
608 GLboolean LocalViewer
; /**< Local (or infinite) view point? */
609 GLboolean TwoSide
; /**< Two (or one) sided lighting? */
610 GLenum ColorControl
; /**< either GL_SINGLE_COLOR
611 * or GL_SEPARATE_SPECULAR_COLOR */
616 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
618 struct gl_accum_attrib
620 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
625 * Used for storing clear color, texture border color, etc.
626 * The float values are typically unclamped.
637 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
639 struct gl_colorbuffer_attrib
641 GLuint ClearIndex
; /**< Index for glClear */
642 union gl_color_union ClearColor
; /**< Color for glClear, unclamped */
643 GLuint IndexMask
; /**< Color index write mask */
644 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4]; /**< Each flag is 0xff or 0x0 */
646 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
649 * \name alpha testing
652 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
653 GLenum AlphaFunc
; /**< Alpha test function */
654 GLfloat AlphaRefUnclamped
;
655 GLclampf AlphaRef
; /**< Alpha reference value */
662 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
664 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
665 * control, only on the fixed-pointness of the render target.
666 * The query does however depend on fragment color clamping.
668 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
669 GLfloat BlendColor
[4]; /**< Blending color */
673 GLenum SrcRGB
; /**< RGB blend source term */
674 GLenum DstRGB
; /**< RGB blend dest term */
675 GLenum SrcA
; /**< Alpha blend source term */
676 GLenum DstA
; /**< Alpha blend dest term */
677 GLenum EquationRGB
; /**< GL_ADD, GL_SUBTRACT, etc. */
678 GLenum EquationA
; /**< GL_ADD, GL_SUBTRACT, etc. */
680 * Set if any blend factor uses SRC1. Computed at the time blend factors
683 GLboolean _UsesDualSrc
;
684 } Blend
[MAX_DRAW_BUFFERS
];
685 /** Are the blend func terms currently different for each buffer/target? */
686 GLboolean _BlendFuncPerBuffer
;
687 /** Are the blend equations currently different for each buffer/target? */
688 GLboolean _BlendEquationPerBuffer
;
695 GLenum LogicOp
; /**< Logic operator */
696 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
697 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
700 GLboolean DitherFlag
; /**< Dither enable flag */
702 GLenum ClampFragmentColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
703 GLboolean _ClampFragmentColor
; /** < with GL_FIXED_ONLY_ARB resolved */
704 GLenum ClampReadColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
706 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
711 * Current attribute group (GL_CURRENT_BIT).
713 struct gl_current_attrib
716 * \name Current vertex attributes.
717 * \note Values are valid only after FLUSH_VERTICES has been called.
718 * \note Index and Edgeflag current values are stored as floats in the
719 * SIX and SEVEN attribute slots.
721 GLfloat Attrib
[VERT_ATTRIB_MAX
][4]; /**< Position, color, texcoords, etc */
724 * \name Current raster position attributes (always valid).
725 * \note This set of attributes is very similar to the SWvertex struct.
728 GLfloat RasterPos
[4];
729 GLfloat RasterDistance
;
730 GLfloat RasterColor
[4];
731 GLfloat RasterSecondaryColor
[4];
732 GLfloat RasterTexCoords
[MAX_TEXTURE_COORD_UNITS
][4];
733 GLboolean RasterPosValid
;
739 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
741 struct gl_depthbuffer_attrib
743 GLenum Func
; /**< Function for depth buffer compare */
744 GLclampd Clear
; /**< Value to clear depth buffer to */
745 GLboolean Test
; /**< Depth buffering enabled flag */
746 GLboolean Mask
; /**< Depth buffer writable? */
747 GLboolean BoundsTest
; /**< GL_EXT_depth_bounds_test */
748 GLfloat BoundsMin
, BoundsMax
;/**< GL_EXT_depth_bounds_test */
753 * Evaluator attribute group (GL_EVAL_BIT).
755 struct gl_eval_attrib
761 GLboolean Map1Color4
;
763 GLboolean Map1Normal
;
764 GLboolean Map1TextureCoord1
;
765 GLboolean Map1TextureCoord2
;
766 GLboolean Map1TextureCoord3
;
767 GLboolean Map1TextureCoord4
;
768 GLboolean Map1Vertex3
;
769 GLboolean Map1Vertex4
;
770 GLboolean Map2Color4
;
772 GLboolean Map2Normal
;
773 GLboolean Map2TextureCoord1
;
774 GLboolean Map2TextureCoord2
;
775 GLboolean Map2TextureCoord3
;
776 GLboolean Map2TextureCoord4
;
777 GLboolean Map2Vertex3
;
778 GLboolean Map2Vertex4
;
779 GLboolean AutoNormal
;
783 * \name Map Grid endpoints and divisions and calculated du values
787 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
788 GLint MapGrid2un
, MapGrid2vn
;
789 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
790 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
796 * Fog attribute group (GL_FOG_BIT).
800 GLboolean Enabled
; /**< Fog enabled flag */
801 GLfloat ColorUnclamped
[4]; /**< Fog color */
802 GLfloat Color
[4]; /**< Fog color */
803 GLfloat Density
; /**< Density >= 0.0 */
804 GLfloat Start
; /**< Start distance in eye coords */
805 GLfloat End
; /**< End distance in eye coords */
806 GLfloat Index
; /**< Fog index */
807 GLenum Mode
; /**< Fog mode */
808 GLboolean ColorSumEnabled
;
809 GLenum FogCoordinateSource
; /**< GL_EXT_fog_coord */
810 GLfloat _Scale
; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
811 GLenum FogDistanceMode
; /**< GL_NV_fog_distance */
816 * Hint attribute group (GL_HINT_BIT).
818 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
820 struct gl_hint_attrib
822 GLenum PerspectiveCorrection
;
825 GLenum PolygonSmooth
;
827 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
828 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
829 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
834 * Lighting attribute group (GL_LIGHT_BIT).
836 struct gl_light_attrib
838 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
839 struct gl_lightmodel Model
; /**< Lighting model */
842 * Front and back material values.
843 * Note: must call FLUSH_VERTICES() before using.
845 struct gl_material Material
;
847 GLboolean Enabled
; /**< Lighting enabled flag */
848 GLenum ShadeModel
; /**< GL_FLAT or GL_SMOOTH */
849 GLenum ProvokingVertex
; /**< GL_EXT_provoking_vertex */
850 GLenum ColorMaterialFace
; /**< GL_FRONT, BACK or FRONT_AND_BACK */
851 GLenum ColorMaterialMode
; /**< GL_AMBIENT, GL_DIFFUSE, etc */
852 GLbitfield _ColorMaterialBitmask
; /**< bitmask formed from Face and Mode */
853 GLboolean ColorMaterialEnabled
;
854 GLenum ClampVertexColor
; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
855 GLboolean _ClampVertexColor
;
857 struct gl_light EnabledList
; /**< List sentinel */
860 * Derived state for optimizations:
863 GLboolean _NeedEyeCoords
;
864 GLboolean _NeedVertices
; /**< Use fast shader? */
865 GLfloat _BaseColor
[2][3];
871 * Line attribute group (GL_LINE_BIT).
873 struct gl_line_attrib
875 GLboolean SmoothFlag
; /**< GL_LINE_SMOOTH enabled? */
876 GLboolean StippleFlag
; /**< GL_LINE_STIPPLE enabled? */
877 GLushort StipplePattern
; /**< Stipple pattern */
878 GLint StippleFactor
; /**< Stipple repeat factor */
879 GLfloat Width
; /**< Line width */
884 * Display list attribute group (GL_LIST_BIT).
886 struct gl_list_attrib
893 * Multisample attribute group (GL_MULTISAMPLE_BIT).
895 struct gl_multisample_attrib
898 GLboolean _Enabled
; /**< true if Enabled and multisample buffer */
899 GLboolean SampleAlphaToCoverage
;
900 GLboolean SampleAlphaToOne
;
901 GLboolean SampleCoverage
;
902 GLfloat SampleCoverageValue
;
903 GLboolean SampleCoverageInvert
;
904 GLboolean SampleShading
;
905 GLfloat MinSampleShadingValue
;
907 /* ARB_texture_multisample / GL3.2 additions */
908 GLboolean SampleMask
;
909 /** The GL spec defines this as an array but >32x MSAA is madness */
910 GLbitfield SampleMaskValue
;
915 * A pixelmap (see glPixelMap)
920 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
925 * Collection of all pixelmaps
929 struct gl_pixelmap RtoR
; /**< i.e. GL_PIXEL_MAP_R_TO_R */
930 struct gl_pixelmap GtoG
;
931 struct gl_pixelmap BtoB
;
932 struct gl_pixelmap AtoA
;
933 struct gl_pixelmap ItoR
;
934 struct gl_pixelmap ItoG
;
935 struct gl_pixelmap ItoB
;
936 struct gl_pixelmap ItoA
;
937 struct gl_pixelmap ItoI
;
938 struct gl_pixelmap StoS
;
943 * Pixel attribute group (GL_PIXEL_MODE_BIT).
945 struct gl_pixel_attrib
947 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
949 /*--- Begin Pixel Transfer State ---*/
950 /* Fields are in the order in which they're applied... */
952 /** Scale & Bias (index shift, offset) */
954 GLfloat RedBias
, RedScale
;
955 GLfloat GreenBias
, GreenScale
;
956 GLfloat BlueBias
, BlueScale
;
957 GLfloat AlphaBias
, AlphaScale
;
958 GLfloat DepthBias
, DepthScale
;
959 GLint IndexShift
, IndexOffset
;
963 /* Note: actual pixel maps are not part of this attrib group */
964 GLboolean MapColorFlag
;
965 GLboolean MapStencilFlag
;
967 /*--- End Pixel Transfer State ---*/
970 GLfloat ZoomX
, ZoomY
;
975 * Point attribute group (GL_POINT_BIT).
977 struct gl_point_attrib
979 GLboolean SmoothFlag
; /**< True if GL_POINT_SMOOTH is enabled */
980 GLfloat Size
; /**< User-specified point size */
981 GLfloat Params
[3]; /**< GL_EXT_point_parameters */
982 GLfloat MinSize
, MaxSize
; /**< GL_EXT_point_parameters */
983 GLfloat Threshold
; /**< GL_EXT_point_parameters */
984 GLboolean _Attenuated
; /**< True if Params != [1, 0, 0] */
985 GLboolean PointSprite
; /**< GL_NV/ARB_point_sprite */
986 GLboolean CoordReplace
[MAX_TEXTURE_COORD_UNITS
]; /**< GL_ARB_point_sprite*/
987 GLenum SpriteRMode
; /**< GL_NV_point_sprite (only!) */
988 GLenum SpriteOrigin
; /**< GL_ARB_point_sprite */
993 * Polygon attribute group (GL_POLYGON_BIT).
995 struct gl_polygon_attrib
997 GLenum FrontFace
; /**< Either GL_CW or GL_CCW */
998 GLenum FrontMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
999 GLenum BackMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
1000 GLboolean _FrontBit
; /**< 0=GL_CCW, 1=GL_CW */
1001 GLboolean CullFlag
; /**< Culling on/off flag */
1002 GLboolean SmoothFlag
; /**< True if GL_POLYGON_SMOOTH is enabled */
1003 GLboolean StippleFlag
; /**< True if GL_POLYGON_STIPPLE is enabled */
1004 GLenum CullFaceMode
; /**< Culling mode GL_FRONT or GL_BACK */
1005 GLfloat OffsetFactor
; /**< Polygon offset factor, from user */
1006 GLfloat OffsetUnits
; /**< Polygon offset units, from user */
1007 GLfloat OffsetClamp
; /**< Polygon offset clamp, from user */
1008 GLboolean OffsetPoint
; /**< Offset in GL_POINT mode */
1009 GLboolean OffsetLine
; /**< Offset in GL_LINE mode */
1010 GLboolean OffsetFill
; /**< Offset in GL_FILL mode */
1015 * Scissor attributes (GL_SCISSOR_BIT).
1017 struct gl_scissor_rect
1019 GLint X
, Y
; /**< Lower left corner of box */
1020 GLsizei Width
, Height
; /**< Size of box */
1022 struct gl_scissor_attrib
1024 GLbitfield EnableFlags
; /**< Scissor test enabled? */
1025 struct gl_scissor_rect ScissorArray
[MAX_VIEWPORTS
];
1030 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1032 * Three sets of stencil data are tracked so that OpenGL 2.0,
1033 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1034 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1035 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1036 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1037 * GL_EXT_stencil_two_side GL_BACK state.
1039 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1040 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1042 * The derived value \c _TestTwoSide is set when the front-face and back-face
1043 * stencil state are different.
1045 struct gl_stencil_attrib
1047 GLboolean Enabled
; /**< Enabled flag */
1048 GLboolean TestTwoSide
; /**< GL_EXT_stencil_two_side */
1049 GLubyte ActiveFace
; /**< GL_EXT_stencil_two_side (0 or 2) */
1050 GLboolean _Enabled
; /**< Enabled and stencil buffer present */
1051 GLboolean _WriteEnabled
; /**< _Enabled and non-zero writemasks */
1052 GLboolean _TestTwoSide
;
1053 GLubyte _BackFace
; /**< Current back stencil state (1 or 2) */
1054 GLenum Function
[3]; /**< Stencil function */
1055 GLenum FailFunc
[3]; /**< Fail function */
1056 GLenum ZPassFunc
[3]; /**< Depth buffer pass function */
1057 GLenum ZFailFunc
[3]; /**< Depth buffer fail function */
1058 GLint Ref
[3]; /**< Reference value */
1059 GLuint ValueMask
[3]; /**< Value mask */
1060 GLuint WriteMask
[3]; /**< Write mask */
1061 GLuint Clear
; /**< Clear value */
1066 * An index for each type of texture object. These correspond to the GL
1067 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1068 * Note: the order is from highest priority to lowest priority.
1072 TEXTURE_2D_MULTISAMPLE_INDEX
,
1073 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
,
1074 TEXTURE_CUBE_ARRAY_INDEX
,
1075 TEXTURE_BUFFER_INDEX
,
1076 TEXTURE_2D_ARRAY_INDEX
,
1077 TEXTURE_1D_ARRAY_INDEX
,
1078 TEXTURE_EXTERNAL_INDEX
,
1089 * Bit flags for each type of texture object
1092 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1093 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1094 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1095 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1096 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1097 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1098 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1099 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1100 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1101 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1102 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1103 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1108 * Texture image state. Drivers will typically create a subclass of this
1109 * with extra fields for memory buffers, etc.
1111 struct gl_texture_image
1113 GLint InternalFormat
; /**< Internal format as given by the user */
1114 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1115 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1116 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1117 * GL_DEPTH_STENCIL_EXT only. Used for
1118 * choosing TexEnv arithmetic.
1120 mesa_format TexFormat
; /**< The actual texture memory format */
1122 GLuint Border
; /**< 0 or 1 */
1123 GLuint Width
; /**< = 2^WidthLog2 + 2*Border */
1124 GLuint Height
; /**< = 2^HeightLog2 + 2*Border */
1125 GLuint Depth
; /**< = 2^DepthLog2 + 2*Border */
1126 GLuint Width2
; /**< = Width - 2*Border */
1127 GLuint Height2
; /**< = Height - 2*Border */
1128 GLuint Depth2
; /**< = Depth - 2*Border */
1129 GLuint WidthLog2
; /**< = log2(Width2) */
1130 GLuint HeightLog2
; /**< = log2(Height2) */
1131 GLuint DepthLog2
; /**< = log2(Depth2) */
1132 GLuint MaxNumLevels
; /**< = maximum possible number of mipmap
1133 levels, computed from the dimensions */
1135 struct gl_texture_object
*TexObject
; /**< Pointer back to parent object */
1136 GLuint Level
; /**< Which mipmap level am I? */
1137 /** Cube map face: index into gl_texture_object::Image[] array */
1140 /** GL_ARB_texture_multisample */
1141 GLuint NumSamples
; /**< Sample count, or 0 for non-multisample */
1142 GLboolean FixedSampleLocations
; /**< Same sample locations for all pixels? */
1147 * Indexes for cube map faces.
1162 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1163 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1165 struct gl_sampler_object
1169 GLchar
*Label
; /**< GL_KHR_debug */
1171 GLenum WrapS
; /**< S-axis texture image wrap mode */
1172 GLenum WrapT
; /**< T-axis texture image wrap mode */
1173 GLenum WrapR
; /**< R-axis texture image wrap mode */
1174 GLenum MinFilter
; /**< minification filter */
1175 GLenum MagFilter
; /**< magnification filter */
1176 union gl_color_union BorderColor
; /**< Interpreted according to texture format */
1177 GLfloat MinLod
; /**< min lambda, OpenGL 1.2 */
1178 GLfloat MaxLod
; /**< max lambda, OpenGL 1.2 */
1179 GLfloat LodBias
; /**< OpenGL 1.4 */
1180 GLfloat MaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
1181 GLenum CompareMode
; /**< GL_ARB_shadow */
1182 GLenum CompareFunc
; /**< GL_ARB_shadow */
1183 GLenum sRGBDecode
; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1184 GLboolean CubeMapSeamless
; /**< GL_AMD_seamless_cubemap_per_texture */
1189 * Texture object state. Contains the array of mipmap images, border color,
1190 * wrap modes, filter modes, and shadow/texcompare state.
1192 struct gl_texture_object
1194 mtx_t Mutex
; /**< for thread safety */
1195 GLint RefCount
; /**< reference count */
1196 GLuint Name
; /**< the user-visible texture object ID */
1197 GLchar
*Label
; /**< GL_KHR_debug */
1198 GLenum Target
; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1199 gl_texture_index TargetIndex
; /**< The gl_texture_unit::CurrentTex index.
1200 Only valid when Target is valid. */
1202 struct gl_sampler_object Sampler
;
1204 GLenum DepthMode
; /**< GL_ARB_depth_texture */
1205 bool StencilSampling
; /**< Should we sample stencil instead of depth? */
1207 GLfloat Priority
; /**< in [0,1] */
1208 GLint BaseLevel
; /**< min mipmap level, OpenGL 1.2 */
1209 GLint MaxLevel
; /**< max mipmap level, OpenGL 1.2 */
1210 GLint ImmutableLevels
; /**< ES 3.0 / ARB_texture_view */
1211 GLint _MaxLevel
; /**< actual max mipmap level (q in the spec) */
1212 GLfloat _MaxLambda
; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1213 GLint CropRect
[4]; /**< GL_OES_draw_texture */
1214 GLenum Swizzle
[4]; /**< GL_EXT_texture_swizzle */
1215 GLuint _Swizzle
; /**< same as Swizzle, but SWIZZLE_* format */
1216 GLboolean GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
1217 GLboolean _BaseComplete
; /**< Is the base texture level valid? */
1218 GLboolean _MipmapComplete
; /**< Is the whole mipmap valid? */
1219 GLboolean _IsIntegerFormat
; /**< Does the texture store integer values? */
1220 GLboolean _RenderToTexture
; /**< Any rendering to this texture? */
1221 GLboolean Purgeable
; /**< Is the buffer purgeable under memory
1223 GLboolean Immutable
; /**< GL_ARB_texture_storage */
1224 GLboolean _IsFloat
; /**< GL_OES_float_texture */
1225 GLboolean _IsHalfFloat
; /**< GL_OES_half_float_texture */
1227 GLuint MinLevel
; /**< GL_ARB_texture_view */
1228 GLuint MinLayer
; /**< GL_ARB_texture_view */
1229 GLuint NumLevels
; /**< GL_ARB_texture_view */
1230 GLuint NumLayers
; /**< GL_ARB_texture_view */
1232 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1233 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
1235 /** GL_ARB_texture_buffer_object */
1236 struct gl_buffer_object
*BufferObject
;
1237 GLenum BufferObjectFormat
;
1238 /** Equivalent Mesa format for BufferObjectFormat. */
1239 mesa_format _BufferObjectFormat
;
1240 /** GL_ARB_texture_buffer_range */
1241 GLintptr BufferOffset
;
1242 GLsizeiptr BufferSize
; /**< if this is -1, use BufferObject->Size instead */
1244 /** GL_OES_EGL_image_external */
1245 GLint RequiredTextureImageUnits
;
1247 /** GL_ARB_shader_image_load_store */
1248 GLenum ImageFormatCompatibilityType
;
1252 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1253 #define MAX_COMBINER_TERMS 4
1257 * Texture combine environment state.
1259 struct gl_tex_env_combine_state
1261 GLenum ModeRGB
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1262 GLenum ModeA
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1263 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1264 GLenum SourceRGB
[MAX_COMBINER_TERMS
];
1265 GLenum SourceA
[MAX_COMBINER_TERMS
];
1266 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1267 GLenum OperandRGB
[MAX_COMBINER_TERMS
];
1268 GLenum OperandA
[MAX_COMBINER_TERMS
];
1269 GLuint ScaleShiftRGB
; /**< 0, 1 or 2 */
1270 GLuint ScaleShiftA
; /**< 0, 1 or 2 */
1271 GLuint _NumArgsRGB
; /**< Number of inputs used for the RGB combiner */
1272 GLuint _NumArgsA
; /**< Number of inputs used for the A combiner */
1277 * TexGenEnabled flags.
1284 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1289 * Bit flag versions of the corresponding GL_ constants.
1292 #define TEXGEN_SPHERE_MAP 0x1
1293 #define TEXGEN_OBJ_LINEAR 0x2
1294 #define TEXGEN_EYE_LINEAR 0x4
1295 #define TEXGEN_REFLECTION_MAP_NV 0x8
1296 #define TEXGEN_NORMAL_MAP_NV 0x10
1298 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1299 TEXGEN_REFLECTION_MAP_NV | \
1300 TEXGEN_NORMAL_MAP_NV)
1301 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1302 TEXGEN_REFLECTION_MAP_NV | \
1303 TEXGEN_NORMAL_MAP_NV | \
1309 /** Tex-gen enabled for texture unit? */
1310 #define ENABLE_TEXGEN(unit) (1 << (unit))
1312 /** Non-identity texture matrix for texture unit? */
1313 #define ENABLE_TEXMAT(unit) (1 << (unit))
1317 * Texture coord generation state.
1321 GLenum Mode
; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1322 GLbitfield _ModeBit
; /**< TEXGEN_x bit corresponding to Mode */
1323 GLfloat ObjectPlane
[4];
1324 GLfloat EyePlane
[4];
1329 * Texture unit state. Contains enable flags, texture environment/function/
1330 * combiners, texgen state, and pointers to current texture objects.
1332 struct gl_texture_unit
1334 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1336 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1337 GLclampf EnvColor
[4];
1338 GLfloat EnvColorUnclamped
[4];
1340 struct gl_texgen GenS
;
1341 struct gl_texgen GenT
;
1342 struct gl_texgen GenR
;
1343 struct gl_texgen GenQ
;
1344 GLbitfield TexGenEnabled
; /**< Bitwise-OR of [STRQ]_BIT values */
1345 GLbitfield _GenFlags
; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1347 GLfloat LodBias
; /**< for biasing mipmap levels */
1349 /** Current sampler object (GL_ARB_sampler_objects) */
1350 struct gl_sampler_object
*Sampler
;
1353 * \name GL_EXT_texture_env_combine
1355 struct gl_tex_env_combine_state Combine
;
1358 * Derived state based on \c EnvMode and the \c BaseFormat of the
1359 * currently enabled texture.
1361 struct gl_tex_env_combine_state _EnvMode
;
1364 * Currently enabled combiner state. This will point to either
1365 * \c Combine or \c _EnvMode.
1367 struct gl_tex_env_combine_state
*_CurrentCombine
;
1369 /** Current texture object pointers */
1370 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1372 /** Points to highest priority, complete and enabled texture object */
1373 struct gl_texture_object
*_Current
;
1375 /** Texture targets that have a non-default texture bound */
1376 GLbitfield _BoundTextures
;
1381 * Texture attribute group (GL_TEXTURE_BIT).
1383 struct gl_texture_attrib
1385 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1386 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1388 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1390 /** GL_ARB_texture_buffer_object */
1391 struct gl_buffer_object
*BufferObject
;
1393 /** GL_ARB_seamless_cubemap */
1394 GLboolean CubeMapSeamless
;
1396 /** Texture coord units/sets used for fragment texturing */
1397 GLbitfield _EnabledCoordUnits
;
1399 /** Texture coord units that have texgen enabled */
1400 GLbitfield _TexGenEnabled
;
1402 /** Texture coord units that have non-identity matrices */
1403 GLbitfield _TexMatEnabled
;
1405 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1406 GLbitfield _GenFlags
;
1408 /** Largest index of a texture unit with _Current != NULL. */
1409 GLint _MaxEnabledTexImageUnit
;
1411 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1412 GLint NumCurrentTexUsed
;
1417 * Data structure representing a single clip plane (e.g. one of the elements
1418 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1420 typedef GLfloat gl_clip_plane
[4];
1424 * Transformation attribute group (GL_TRANSFORM_BIT).
1426 struct gl_transform_attrib
1428 GLenum MatrixMode
; /**< Matrix mode */
1429 gl_clip_plane EyeUserPlane
[MAX_CLIP_PLANES
]; /**< User clip planes */
1430 gl_clip_plane _ClipUserPlane
[MAX_CLIP_PLANES
]; /**< derived */
1431 GLbitfield ClipPlanesEnabled
; /**< on/off bitmask */
1432 GLboolean Normalize
; /**< Normalize all normals? */
1433 GLboolean RescaleNormals
; /**< GL_EXT_rescale_normal */
1434 GLboolean RasterPositionUnclipped
; /**< GL_IBM_rasterpos_clip */
1435 GLboolean DepthClamp
; /**< GL_ARB_depth_clamp */
1436 /** GL_ARB_clip_control */
1437 GLenum ClipOrigin
; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1438 GLenum ClipDepthMode
; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1443 * Viewport attribute group (GL_VIEWPORT_BIT).
1445 struct gl_viewport_attrib
1447 GLfloat X
, Y
; /**< position */
1448 GLfloat Width
, Height
; /**< size */
1449 GLdouble Near
, Far
; /**< Depth buffer range */
1450 GLmatrix _WindowMap
; /**< Mapping transformation as a matrix. */
1459 } gl_map_buffer_index
;
1463 * Fields describing a mapped buffer range.
1465 struct gl_buffer_mapping
{
1466 GLbitfield AccessFlags
; /**< Mask of GL_MAP_x_BIT flags */
1467 GLvoid
*Pointer
; /**< User-space address of mapping */
1468 GLintptr Offset
; /**< Mapped offset */
1469 GLsizeiptr Length
; /**< Mapped length */
1474 * Usages we've seen for a buffer object.
1477 USAGE_UNIFORM_BUFFER
= 0x1,
1478 USAGE_TEXTURE_BUFFER
= 0x2,
1479 USAGE_ATOMIC_COUNTER_BUFFER
= 0x4,
1484 * GL_ARB_vertex/pixel_buffer_object buffer object
1486 struct gl_buffer_object
1491 GLchar
*Label
; /**< GL_KHR_debug */
1492 GLenum Usage
; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1493 GLbitfield StorageFlags
; /**< GL_MAP_PERSISTENT_BIT, etc. */
1494 GLsizeiptrARB Size
; /**< Size of buffer storage in bytes */
1495 GLubyte
*Data
; /**< Location of storage either in RAM or VRAM. */
1496 GLboolean DeletePending
; /**< true if buffer object is removed from the hash */
1497 GLboolean Written
; /**< Ever written to? (for debugging) */
1498 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1499 GLboolean Immutable
; /**< GL_ARB_buffer_storage */
1500 gl_buffer_usage UsageHistory
; /**< How has this buffer been used so far? */
1502 struct gl_buffer_mapping Mappings
[MAP_COUNT
];
1507 * Client pixel packing/unpacking attributes
1509 struct gl_pixelstore_attrib
1517 GLboolean SwapBytes
;
1519 GLboolean Invert
; /**< GL_MESA_pack_invert */
1520 GLint CompressedBlockWidth
; /**< GL_ARB_compressed_texture_pixel_storage */
1521 GLint CompressedBlockHeight
;
1522 GLint CompressedBlockDepth
;
1523 GLint CompressedBlockSize
;
1524 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_pixel_buffer_object */
1529 * Client vertex array attributes
1531 struct gl_client_array
1533 GLint Size
; /**< components per element (1,2,3,4) */
1534 GLenum Type
; /**< datatype: GL_FLOAT, GL_INT, etc */
1535 GLenum Format
; /**< default: GL_RGBA, but may be GL_BGRA */
1536 GLsizei Stride
; /**< user-specified stride */
1537 GLsizei StrideB
; /**< actual stride in bytes */
1538 const GLubyte
*Ptr
; /**< Points to array data */
1539 GLboolean Enabled
; /**< Enabled flag is a boolean */
1540 GLboolean Normalized
; /**< GL_ARB_vertex_program */
1541 GLboolean Integer
; /**< Integer-valued? */
1542 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1543 GLuint _ElementSize
; /**< size of each element in bytes */
1545 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1550 * Vertex attribute array as seen by the client.
1552 * Contains the size, type, format and normalization flag,
1553 * along with the index of a vertex buffer binding point.
1555 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1556 * and is only present for backwards compatibility reasons.
1557 * Rendering always uses VERTEX_BINDING_STRIDE.
1558 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1559 * and VERTEX_BINDING_STRIDE to the same value, while
1560 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1562 struct gl_vertex_attrib_array
1564 GLint Size
; /**< Components per element (1,2,3,4) */
1565 GLenum Type
; /**< Datatype: GL_FLOAT, GL_INT, etc */
1566 GLenum Format
; /**< Default: GL_RGBA, but may be GL_BGRA */
1567 GLsizei Stride
; /**< Stride as specified with gl*Pointer() */
1568 const GLubyte
*Ptr
; /**< Points to client array data. Not used when a VBO is bound */
1569 GLintptr RelativeOffset
; /**< Offset of the first element relative to the binding offset */
1570 GLboolean Enabled
; /**< Whether the array is enabled */
1571 GLboolean Normalized
; /**< Fixed-point values are normalized when converted to floats */
1572 GLboolean Integer
; /**< Fixed-point values are not converted to floats */
1573 GLuint _ElementSize
; /**< Size of each element in bytes */
1574 GLuint VertexBinding
; /**< Vertex buffer binding */
1579 * This describes the buffer object used for a vertex array (or
1580 * multiple vertex arrays). If BufferObj points to the default/null
1581 * buffer object, then the vertex array lives in user memory and not a VBO.
1583 struct gl_vertex_buffer_binding
1585 GLintptr Offset
; /**< User-specified offset */
1586 GLsizei Stride
; /**< User-specified stride */
1587 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1588 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_vertex_buffer_object */
1589 GLbitfield64 _BoundArrays
; /**< Arrays bound to this binding point */
1594 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1595 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1598 struct gl_vertex_array_object
1600 /** Name of the VAO as received from glGenVertexArray. */
1602 GLchar
*Label
; /**< GL_KHR_debug */
1608 * Does the VAO use ARB semantics or Apple semantics?
1610 * There are several ways in which ARB_vertex_array_object and
1611 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1614 * - ARB VAOs require that all array data be sourced from vertex buffer
1615 * objects, but Apple VAOs do not.
1617 * - ARB VAOs require that names come from GenVertexArrays.
1619 * This flag notes which behavior governs this VAO.
1621 GLboolean ARBsemantics
;
1624 * Has this array object been bound?
1626 GLboolean EverBound
;
1629 * Derived vertex attribute arrays
1631 * This is a legacy data structure created from gl_vertex_attrib_array and
1632 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1634 struct gl_client_array _VertexAttrib
[VERT_ATTRIB_MAX
];
1636 /** Vertex attribute arrays */
1637 struct gl_vertex_attrib_array VertexAttrib
[VERT_ATTRIB_MAX
];
1639 /** Vertex buffer bindings */
1640 struct gl_vertex_buffer_binding VertexBinding
[VERT_ATTRIB_MAX
];
1642 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1643 GLbitfield64 _Enabled
;
1645 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1646 GLbitfield64 NewArrays
;
1648 /** The index buffer (also known as the element array buffer in OpenGL). */
1649 struct gl_buffer_object
*IndexBufferObj
;
1653 /** Used to signal when transitioning from one kind of drawing method
1657 DRAW_NONE
, /**< Initial value only */
1664 * Enum for the OpenGL APIs we know about and may support.
1666 * NOTE: This must match the api_enum table in
1667 * src/mesa/main/get_hash_generator.py
1671 API_OPENGL_COMPAT
, /* legacy / compatibility contexts */
1675 API_OPENGL_LAST
= API_OPENGL_CORE
1679 * Vertex array state
1681 struct gl_array_attrib
1683 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1684 struct gl_vertex_array_object
*VAO
;
1686 /** The default vertex array object */
1687 struct gl_vertex_array_object
*DefaultVAO
;
1689 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1690 struct _mesa_HashTable
*Objects
;
1692 GLint ActiveTexture
; /**< Client Active Texture */
1693 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1694 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1697 * \name Primitive restart controls
1699 * Primitive restart is enabled if either \c PrimitiveRestart or
1700 * \c PrimitiveRestartFixedIndex is set.
1703 GLboolean PrimitiveRestart
;
1704 GLboolean PrimitiveRestartFixedIndex
;
1705 GLboolean _PrimitiveRestart
;
1706 GLuint RestartIndex
;
1709 /* GL_ARB_vertex_buffer_object */
1710 struct gl_buffer_object
*ArrayBufferObj
;
1713 * Vertex arrays as consumed by a driver.
1714 * The array pointer is set up only by the VBO module.
1716 const struct gl_client_array
**_DrawArrays
; /**< 0..VERT_ATTRIB_MAX-1 */
1718 /** One of the DRAW_xxx flags, not consumed by drivers */
1719 gl_draw_method DrawMethod
;
1721 /** Legal array datatypes and the API for which they have been computed */
1722 GLbitfield LegalTypesMask
;
1723 gl_api LegalTypesMaskAPI
;
1728 * Feedback buffer state
1733 GLbitfield _Mask
; /**< FB_* bits */
1741 * Selection buffer state
1745 GLuint
*Buffer
; /**< selection buffer */
1746 GLuint BufferSize
; /**< size of the selection buffer */
1747 GLuint BufferCount
; /**< number of values in the selection buffer */
1748 GLuint Hits
; /**< number of records in the selection buffer */
1749 GLuint NameStackDepth
; /**< name stack depth */
1750 GLuint NameStack
[MAX_NAME_STACK_DEPTH
]; /**< name stack */
1751 GLboolean HitFlag
; /**< hit flag */
1752 GLfloat HitMinZ
; /**< minimum hit depth */
1753 GLfloat HitMaxZ
; /**< maximum hit depth */
1758 * 1-D Evaluator control points
1762 GLuint Order
; /**< Number of control points */
1763 GLfloat u1
, u2
, du
; /**< u1, u2, 1.0/(u2-u1) */
1764 GLfloat
*Points
; /**< Points to contiguous control points */
1769 * 2-D Evaluator control points
1773 GLuint Uorder
; /**< Number of control points in U dimension */
1774 GLuint Vorder
; /**< Number of control points in V dimension */
1777 GLfloat
*Points
; /**< Points to contiguous control points */
1782 * All evaluator control point state
1784 struct gl_evaluators
1790 struct gl_1d_map Map1Vertex3
;
1791 struct gl_1d_map Map1Vertex4
;
1792 struct gl_1d_map Map1Index
;
1793 struct gl_1d_map Map1Color4
;
1794 struct gl_1d_map Map1Normal
;
1795 struct gl_1d_map Map1Texture1
;
1796 struct gl_1d_map Map1Texture2
;
1797 struct gl_1d_map Map1Texture3
;
1798 struct gl_1d_map Map1Texture4
;
1805 struct gl_2d_map Map2Vertex3
;
1806 struct gl_2d_map Map2Vertex4
;
1807 struct gl_2d_map Map2Index
;
1808 struct gl_2d_map Map2Color4
;
1809 struct gl_2d_map Map2Normal
;
1810 struct gl_2d_map Map2Texture1
;
1811 struct gl_2d_map Map2Texture2
;
1812 struct gl_2d_map Map2Texture3
;
1813 struct gl_2d_map Map2Texture4
;
1818 struct gl_transform_feedback_varying_info
1827 * Per-output info vertex shaders for transform feedback.
1829 struct gl_transform_feedback_output
1831 unsigned OutputRegister
;
1832 unsigned OutputBuffer
;
1833 unsigned NumComponents
;
1836 /** offset (in DWORDs) of this output within the interleaved structure */
1840 * Offset into the output register of the data to output. For example,
1841 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1842 * offset is in the y and z components of the output register.
1844 unsigned ComponentOffset
;
1848 /** Post-link transform feedback info. */
1849 struct gl_transform_feedback_info
1851 unsigned NumOutputs
;
1854 * Number of transform feedback buffers in use by this program.
1856 unsigned NumBuffers
;
1858 struct gl_transform_feedback_output
*Outputs
;
1860 /** Transform feedback varyings used for the linking of this shader program.
1862 * Use for glGetTransformFeedbackVarying().
1864 struct gl_transform_feedback_varying_info
*Varyings
;
1868 * Total number of components stored in each buffer. This may be used by
1869 * hardware back-ends to determine the correct stride when interleaving
1870 * multiple transform feedback outputs in the same buffer.
1872 unsigned BufferStride
[MAX_FEEDBACK_BUFFERS
];
1877 * Transform feedback object state
1879 struct gl_transform_feedback_object
1881 GLuint Name
; /**< AKA the object ID */
1882 GLchar
*Label
; /**< GL_KHR_debug */
1884 GLboolean Active
; /**< Is transform feedback enabled? */
1885 GLboolean Paused
; /**< Is transform feedback paused? */
1886 GLboolean EndedAnytime
; /**< Has EndTransformFeedback been called
1888 GLboolean EverBound
; /**< Has this object been bound? */
1891 * The shader program active when BeginTransformFeedback() was called.
1892 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1893 * where stage is the pipeline stage that is the source of data for
1894 * transform feedback.
1896 struct gl_shader_program
*shader_program
;
1899 * GLES: if Active is true, remaining number of primitives which can be
1900 * rendered without overflow. This is necessary to track because GLES
1901 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1902 * glDrawArraysInstanced would overflow transform feedback buffers.
1903 * Undefined if Active is false.
1905 * Not tracked for desktop GL since it's unnecessary.
1907 unsigned GlesRemainingPrims
;
1909 /** The feedback buffers */
1910 GLuint BufferNames
[MAX_FEEDBACK_BUFFERS
];
1911 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_BUFFERS
];
1913 /** Start of feedback data in dest buffer */
1914 GLintptr Offset
[MAX_FEEDBACK_BUFFERS
];
1917 * Max data to put into dest buffer (in bytes). Computed based on
1918 * RequestedSize and the actual size of the buffer.
1920 GLsizeiptr Size
[MAX_FEEDBACK_BUFFERS
];
1923 * Size that was specified when the buffer was bound. If the buffer was
1924 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1927 GLsizeiptr RequestedSize
[MAX_FEEDBACK_BUFFERS
];
1932 * Context state for transform feedback.
1934 struct gl_transform_feedback_state
1936 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1938 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1939 struct gl_buffer_object
*CurrentBuffer
;
1941 /** The table of all transform feedback objects */
1942 struct _mesa_HashTable
*Objects
;
1944 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1945 struct gl_transform_feedback_object
*CurrentObject
;
1947 /** The default xform-fb object (Name==0) */
1948 struct gl_transform_feedback_object
*DefaultObject
;
1953 * A "performance monitor" as described in AMD_performance_monitor.
1955 struct gl_perf_monitor_object
1959 /** True if the monitor is currently active (Begin called but not End). */
1963 * True if the monitor has ended.
1965 * This is distinct from !Active because it may never have began.
1970 * A list of groups with currently active counters.
1972 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1974 unsigned *ActiveGroups
;
1977 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1979 * Checking whether counter 'c' in group 'g' is active can be done via:
1981 * BITSET_TEST(ActiveCounters[g], c)
1983 GLuint
**ActiveCounters
;
1987 union gl_perf_monitor_counter_value
1995 struct gl_perf_monitor_counter
1997 /** Human readable name for the counter. */
2001 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
2002 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
2006 /** Minimum counter value. */
2007 union gl_perf_monitor_counter_value Minimum
;
2009 /** Maximum counter value. */
2010 union gl_perf_monitor_counter_value Maximum
;
2014 struct gl_perf_monitor_group
2016 /** Human readable name for the group. */
2020 * Maximum number of counters in this group which can be active at the
2023 GLuint MaxActiveCounters
;
2025 /** Array of counters within this group. */
2026 const struct gl_perf_monitor_counter
*Counters
;
2032 * Context state for AMD_performance_monitor.
2034 struct gl_perf_monitor_state
2036 /** Array of performance monitor groups (indexed by group ID) */
2037 const struct gl_perf_monitor_group
*Groups
;
2040 /** The table of all performance monitors. */
2041 struct _mesa_HashTable
*Monitors
;
2046 * Names of the various vertex/fragment program register files, etc.
2048 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2049 * All values should fit in a 4-bit field.
2051 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2052 * considered to be "uniform" variables since they can only be set outside
2053 * glBegin/End. They're also all stored in the same Parameters array.
2057 PROGRAM_TEMPORARY
, /**< machine->Temporary[] */
2058 PROGRAM_ARRAY
, /**< Arrays & Matrixes */
2059 PROGRAM_INPUT
, /**< machine->Inputs[] */
2060 PROGRAM_OUTPUT
, /**< machine->Outputs[] */
2061 PROGRAM_STATE_VAR
, /**< gl_program->Parameters[] */
2062 PROGRAM_CONSTANT
, /**< gl_program->Parameters[] */
2063 PROGRAM_UNIFORM
, /**< gl_program->Parameters[] */
2064 PROGRAM_WRITE_ONLY
, /**< A dummy, write-only register */
2065 PROGRAM_ADDRESS
, /**< machine->AddressReg */
2066 PROGRAM_SAMPLER
, /**< for shader samplers, compile-time only */
2067 PROGRAM_SYSTEM_VALUE
,/**< InstanceId, PrimitiveID, etc. */
2068 PROGRAM_UNDEFINED
, /**< Invalid/TBD value */
2074 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2075 * one of these values.
2080 * \name Vertex shader system values
2084 * OpenGL-style vertex ID.
2086 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
2087 * OpenGL 3.3 core profile spec says:
2089 * "gl_VertexID holds the integer index i implicitly passed by
2090 * DrawArrays or one of the other drawing commands defined in section
2093 * Section 2.8.3 (Drawing Commands) of the same spec says:
2095 * "The commands....are equivalent to the commands with the same base
2096 * name (without the BaseVertex suffix), except that the ith element
2097 * transferred by the corresponding draw call will be taken from
2098 * element indices[i] + basevertex of each enabled array."
2100 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
2103 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
2104 * gl_InstanceID, which contain, respectively the index of the vertex
2105 * and instance. The value of gl_VertexID is the implicitly passed
2106 * index of the vertex being processed, which includes the value of
2107 * baseVertex, for those commands that accept it."
2109 * gl_VertexID gets basevertex added in. This differs from DirectX where
2110 * SV_VertexID does \b not get basevertex added in.
2113 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
2114 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
2115 * \c SYSTEM_VALUE_BASE_VERTEX.
2117 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
2119 SYSTEM_VALUE_VERTEX_ID
,
2122 * Instanced ID as supplied to gl_InstanceID
2124 * Values assigned to gl_InstanceID always begin with zero, regardless of
2125 * the value of baseinstance.
2127 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
2130 * "gl_InstanceID holds the integer instance number of the current
2131 * primitive in an instanced draw call (see section 10.5)."
2133 * Through a big chain of pseudocode, section 10.5 describes that
2134 * baseinstance is not counted by gl_InstanceID. In that section, notice
2136 * "If an enabled vertex attribute array is instanced (it has a
2137 * non-zero divisor as specified by VertexAttribDivisor), the element
2138 * index that is transferred to the GL, for all vertices, is given by
2140 * floor(instance/divisor) + baseinstance
2142 * If an array corresponding to an attribute required by a vertex
2143 * shader is not enabled, then the corresponding element is taken from
2144 * the current attribute state (see section 10.2)."
2146 * Note that baseinstance is \b not included in the value of instance.
2148 SYSTEM_VALUE_INSTANCE_ID
,
2151 * DirectX-style vertex ID.
2153 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
2154 * the value of basevertex.
2156 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
2158 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
,
2161 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
2164 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
2166 SYSTEM_VALUE_BASE_VERTEX
,
2170 * \name Geometry shader system values
2173 SYSTEM_VALUE_INVOCATION_ID
,
2177 * \name Fragment shader system values
2180 SYSTEM_VALUE_FRONT_FACE
, /**< (not done yet) */
2181 SYSTEM_VALUE_SAMPLE_ID
,
2182 SYSTEM_VALUE_SAMPLE_POS
,
2183 SYSTEM_VALUE_SAMPLE_MASK_IN
,
2186 SYSTEM_VALUE_MAX
/**< Number of values */
2191 * The possible interpolation qualifiers that can be applied to a fragment
2192 * shader input in GLSL.
2194 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2195 * gl_fragment_program data structure to 0 causes the default behavior.
2197 enum glsl_interp_qualifier
2199 INTERP_QUALIFIER_NONE
= 0,
2200 INTERP_QUALIFIER_SMOOTH
,
2201 INTERP_QUALIFIER_FLAT
,
2202 INTERP_QUALIFIER_NOPERSPECTIVE
,
2203 INTERP_QUALIFIER_COUNT
/**< Number of interpolation qualifiers */
2208 * \brief Layout qualifiers for gl_FragDepth.
2210 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2211 * a layout qualifier.
2213 * \see enum ir_depth_layout
2215 enum gl_frag_depth_layout
2217 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
2218 FRAG_DEPTH_LAYOUT_ANY
,
2219 FRAG_DEPTH_LAYOUT_GREATER
,
2220 FRAG_DEPTH_LAYOUT_LESS
,
2221 FRAG_DEPTH_LAYOUT_UNCHANGED
2226 * Base class for any kind of program object
2231 GLubyte
*String
; /**< Null-terminated program text */
2233 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2234 GLenum Format
; /**< String encoding format */
2236 struct prog_instruction
*Instructions
;
2238 GLbitfield64 InputsRead
; /**< Bitmask of which input regs are read */
2239 GLbitfield64 OutputsWritten
; /**< Bitmask of which output regs are written */
2240 GLbitfield SystemValuesRead
; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2241 GLbitfield InputFlags
[MAX_PROGRAM_INPUTS
]; /**< PROG_PARAM_BIT_x flags */
2242 GLbitfield OutputFlags
[MAX_PROGRAM_OUTPUTS
]; /**< PROG_PARAM_BIT_x flags */
2243 GLbitfield TexturesUsed
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
]; /**< TEXTURE_x_BIT bitmask */
2244 GLbitfield SamplersUsed
; /**< Bitfield of which samplers are used */
2245 GLbitfield ShadowSamplers
; /**< Texture units used for shadow sampling. */
2247 GLboolean UsesGather
; /**< Does this program use gather4 at all? */
2250 * For vertex and geometry shaders, true if the program uses the
2251 * gl_ClipDistance output. Ignored for fragment shaders.
2253 GLboolean UsesClipDistanceOut
;
2256 /** Named parameters, constants, etc. from program text */
2257 struct gl_program_parameter_list
*Parameters
;
2260 * Local parameters used by the program.
2262 * It's dynamically allocated because it is rarely used (just
2263 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2266 GLfloat (*LocalParams
)[4];
2268 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2269 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2271 /** Bitmask of which register files are read/written with indirect
2272 * addressing. Mask of (1 << PROGRAM_x) bits.
2274 GLbitfield IndirectRegisterFiles
;
2276 /** Logical counts */
2278 GLuint NumInstructions
;
2279 GLuint NumTemporaries
;
2280 GLuint NumParameters
;
2281 GLuint NumAttributes
;
2282 GLuint NumAddressRegs
;
2283 GLuint NumAluInstructions
;
2284 GLuint NumTexInstructions
;
2285 GLuint NumTexIndirections
;
2287 /** Native, actual h/w counts */
2289 GLuint NumNativeInstructions
;
2290 GLuint NumNativeTemporaries
;
2291 GLuint NumNativeParameters
;
2292 GLuint NumNativeAttributes
;
2293 GLuint NumNativeAddressRegs
;
2294 GLuint NumNativeAluInstructions
;
2295 GLuint NumNativeTexInstructions
;
2296 GLuint NumNativeTexIndirections
;
2301 /** Vertex program object */
2302 struct gl_vertex_program
2304 struct gl_program Base
; /**< base class */
2305 GLboolean IsPositionInvariant
;
2309 /** Geometry program object */
2310 struct gl_geometry_program
2312 struct gl_program Base
; /**< base class */
2317 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2318 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2319 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2320 bool UsesEndPrimitive
;
2325 /** Fragment program object */
2326 struct gl_fragment_program
2328 struct gl_program Base
; /**< base class */
2329 GLboolean UsesKill
; /**< shader uses KIL instruction */
2330 GLboolean UsesDFdy
; /**< shader uses DDY instruction */
2331 GLboolean OriginUpperLeft
;
2332 GLboolean PixelCenterInteger
;
2333 enum gl_frag_depth_layout FragDepthLayout
;
2336 * GLSL interpolation qualifier associated with each fragment shader input.
2337 * For inputs that do not have an interpolation qualifier specified in
2338 * GLSL, the value is INTERP_QUALIFIER_NONE.
2340 enum glsl_interp_qualifier InterpQualifier
[VARYING_SLOT_MAX
];
2343 * Bitfield indicating, for each fragment shader input, 1 if that input
2344 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2346 GLbitfield64 IsCentroid
;
2349 * Bitfield indicating, for each fragment shader input, 1 if that input
2350 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2352 GLbitfield64 IsSample
;
2356 /** Compute program object */
2357 struct gl_compute_program
2359 struct gl_program Base
; /**< base class */
2362 * Size specified using local_size_{x,y,z}.
2364 unsigned LocalSize
[3];
2369 * State common to vertex and fragment programs.
2371 struct gl_program_state
2373 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2374 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2379 * Context state for vertex programs.
2381 struct gl_vertex_program_state
2383 GLboolean Enabled
; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2384 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2385 GLboolean PointSizeEnabled
; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2386 GLboolean TwoSideEnabled
; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2387 /** Computed two sided lighting for fixed function/programs. */
2388 GLboolean _TwoSideEnabled
;
2389 struct gl_vertex_program
*Current
; /**< User-bound vertex program */
2391 /** Currently enabled and valid vertex program (including internal
2392 * programs, user-defined vertex programs and GLSL vertex shaders).
2393 * This is the program we must use when rendering.
2395 struct gl_vertex_program
*_Current
;
2397 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2399 /** Should fixed-function T&L be implemented with a vertex prog? */
2400 GLboolean _MaintainTnlProgram
;
2402 /** Program to emulate fixed-function T&L (see above) */
2403 struct gl_vertex_program
*_TnlProgram
;
2405 /** Cache of fixed-function programs */
2406 struct gl_program_cache
*Cache
;
2408 GLboolean _Overriden
;
2413 * Context state for geometry programs.
2415 struct gl_geometry_program_state
2417 GLboolean Enabled
; /**< GL_ARB_GEOMETRY_SHADER4 */
2418 GLboolean _Enabled
; /**< Enabled and valid program? */
2419 struct gl_geometry_program
*Current
; /**< user-bound geometry program */
2421 /** Currently enabled and valid program (including internal programs
2422 * and compiled shader programs).
2424 struct gl_geometry_program
*_Current
;
2426 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2430 * Context state for fragment programs.
2432 struct gl_fragment_program_state
2434 GLboolean Enabled
; /**< User-set fragment program enable flag */
2435 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2436 struct gl_fragment_program
*Current
; /**< User-bound fragment program */
2438 /** Currently enabled and valid fragment program (including internal
2439 * programs, user-defined fragment programs and GLSL fragment shaders).
2440 * This is the program we must use when rendering.
2442 struct gl_fragment_program
*_Current
;
2444 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2446 /** Should fixed-function texturing be implemented with a fragment prog? */
2447 GLboolean _MaintainTexEnvProgram
;
2449 /** Program to emulate fixed-function texture env/combine (see above) */
2450 struct gl_fragment_program
*_TexEnvProgram
;
2452 /** Cache of fixed-function programs */
2453 struct gl_program_cache
*Cache
;
2458 * Context state for compute programs.
2460 struct gl_compute_program_state
2462 struct gl_compute_program
*Current
; /**< user-bound compute program */
2464 /** Currently enabled and valid program (including internal programs
2465 * and compiled shader programs).
2467 struct gl_compute_program
*_Current
;
2472 * ATI_fragment_shader runtime state
2474 #define ATI_FS_INPUT_PRIMARY 0
2475 #define ATI_FS_INPUT_SECONDARY 1
2477 struct atifs_instruction
;
2478 struct atifs_setupinst
;
2481 * ATI fragment shader
2483 struct ati_fragment_shader
2487 struct atifs_instruction
*Instructions
[2];
2488 struct atifs_setupinst
*SetupInst
[2];
2489 GLfloat Constants
[8][4];
2490 GLbitfield LocalConstDef
; /**< Indicates which constants have been set */
2491 GLubyte numArithInstr
[2];
2492 GLubyte regsAssigned
[2];
2493 GLubyte NumPasses
; /**< 1 or 2 */
2495 GLubyte last_optype
;
2496 GLboolean interpinp1
;
2502 * Context state for GL_ATI_fragment_shader
2504 struct gl_ati_fragment_shader_state
2507 GLboolean _Enabled
; /**< enabled and valid shader? */
2508 GLboolean Compiling
;
2509 GLfloat GlobalConstants
[8][4];
2510 struct ati_fragment_shader
*Current
;
2514 /** Set by #pragma directives */
2515 struct gl_sl_pragmas
2517 GLboolean IgnoreOptimize
; /**< ignore #pragma optimize(on/off) ? */
2518 GLboolean IgnoreDebug
; /**< ignore #pragma debug(on/off) ? */
2519 GLboolean Optimize
; /**< defaults on */
2520 GLboolean Debug
; /**< defaults off */
2525 * A GLSL vertex or fragment shader object.
2529 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2530 * Must be the first field.
2533 gl_shader_stage Stage
;
2534 GLuint Name
; /**< AKA the handle */
2535 GLchar
*Label
; /**< GL_KHR_debug */
2536 GLint RefCount
; /**< Reference count */
2537 GLboolean DeletePending
;
2538 GLboolean CompileStatus
;
2539 const GLchar
*Source
; /**< Source code string */
2540 GLuint SourceChecksum
; /**< for debug/logging purposes */
2541 struct gl_program
*Program
; /**< Post-compile assembly code */
2543 struct gl_sl_pragmas Pragmas
;
2545 unsigned Version
; /**< GLSL version used for linking */
2546 GLboolean IsES
; /**< True if this shader uses GLSL ES */
2549 * \name Sampler tracking
2551 * \note Each of these fields is only set post-linking.
2554 unsigned num_samplers
; /**< Number of samplers used by this shader. */
2555 GLbitfield active_samplers
; /**< Bitfield of which samplers are used */
2556 GLbitfield shadow_samplers
; /**< Samplers used for shadow sampling. */
2560 * Map from sampler unit to texture unit (set by glUniform1i())
2562 * A sampler unit is associated with each sampler uniform by the linker.
2563 * The sampler unit associated with each uniform is stored in the
2564 * \c gl_uniform_storage::sampler field.
2566 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2567 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2568 gl_texture_index SamplerTargets
[MAX_SAMPLERS
];
2571 * Number of default uniform block components used by this shader.
2573 * This field is only set post-linking.
2575 unsigned num_uniform_components
;
2578 * Number of combined uniform components used by this shader.
2580 * This field is only set post-linking. It is the sum of the uniform block
2581 * sizes divided by sizeof(float), and num_uniform_compoennts.
2583 unsigned num_combined_uniform_components
;
2586 * This shader's uniform block information.
2588 * These fields are only set post-linking.
2590 struct gl_uniform_block
*UniformBlocks
;
2591 unsigned NumUniformBlocks
;
2593 struct exec_list
*ir
;
2594 struct glsl_symbol_table
*symbols
;
2596 bool uses_builtin_functions
;
2597 bool uses_gl_fragcoord
;
2598 bool redeclares_gl_fragcoord
;
2599 bool ARB_fragment_coord_conventions_enable
;
2602 * Fragment shader state from GLSL 1.50 layout qualifiers.
2604 bool origin_upper_left
;
2605 bool pixel_center_integer
;
2608 * Geometry shader state from GLSL 1.50 layout qualifiers.
2613 * 0 - Invocations count not declared in shader, or
2614 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2618 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2619 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2624 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2625 * it's not set in this shader.
2631 * Map from image uniform index to image unit (set by glUniform1i())
2633 * An image uniform index is associated with each image uniform by
2634 * the linker. The image index associated with each uniform is
2635 * stored in the \c gl_uniform_storage::image field.
2637 GLubyte ImageUnits
[MAX_IMAGE_UNIFORMS
];
2640 * Access qualifier specified in the shader for each image uniform
2641 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2644 * It may be different, though only more strict than the value of
2645 * \c gl_image_unit::Access for the corresponding image unit.
2647 GLenum ImageAccess
[MAX_IMAGE_UNIFORMS
];
2650 * Number of image uniforms defined in the shader. It specifies
2651 * the number of valid elements in the \c ImageUnits and \c
2652 * ImageAccess arrays above.
2657 * Compute shader state from ARB_compute_shader layout qualifiers.
2661 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2662 * it's not set in this shader.
2664 unsigned LocalSize
[3];
2669 struct gl_uniform_buffer_variable
2674 * Name of the uniform as seen by glGetUniformIndices.
2676 * glGetUniformIndices requires that the block instance index \b not be
2677 * present in the name of queried uniforms.
2680 * \c gl_uniform_buffer_variable::IndexName and
2681 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2685 const struct glsl_type
*Type
;
2686 unsigned int Offset
;
2691 enum gl_uniform_block_packing
2699 struct gl_uniform_block
2701 /** Declared name of the uniform block */
2704 /** Array of supplemental information about UBO ir_variables. */
2705 struct gl_uniform_buffer_variable
*Uniforms
;
2709 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2710 * with glBindBufferBase to bind a buffer object to this uniform block. When
2711 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2716 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2717 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2719 GLuint UniformBufferSize
;
2722 * Layout specified in the shader
2724 * This isn't accessible through the API, but it is used while
2725 * cross-validating uniform blocks.
2727 enum gl_uniform_block_packing _Packing
;
2731 * Structure that represents a reference to an atomic buffer from some
2734 struct gl_active_atomic_buffer
2736 /** Uniform indices of the atomic counters declared within it. */
2740 /** Binding point index associated with it. */
2743 /** Minimum reasonable size it is expected to have. */
2746 /** Shader stages making use of it. */
2747 GLboolean StageReferences
[MESA_SHADER_STAGES
];
2751 * A GLSL program object.
2752 * Basically a linked collection of vertex and fragment shaders.
2754 struct gl_shader_program
2756 GLenum Type
; /**< Always GL_SHADER_PROGRAM (internal token) */
2757 GLuint Name
; /**< aka handle or ID */
2758 GLchar
*Label
; /**< GL_KHR_debug */
2759 GLint RefCount
; /**< Reference count */
2760 GLboolean DeletePending
;
2763 * Is the application intending to glGetProgramBinary this program?
2765 GLboolean BinaryRetreivableHint
;
2768 * Indicates whether program can be bound for individual pipeline stages
2769 * using UseProgramStages after it is next linked.
2771 GLboolean SeparateShader
;
2773 GLuint NumShaders
; /**< number of attached shaders */
2774 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2777 * User-defined attribute bindings
2779 * These are set via \c glBindAttribLocation and are used to direct the
2780 * GLSL linker. These are \b not the values used in the compiled shader,
2781 * and they are \b not the values returned by \c glGetAttribLocation.
2783 struct string_to_uint_map
*AttributeBindings
;
2786 * User-defined fragment data bindings
2788 * These are set via \c glBindFragDataLocation and are used to direct the
2789 * GLSL linker. These are \b not the values used in the compiled shader,
2790 * and they are \b not the values returned by \c glGetFragDataLocation.
2792 struct string_to_uint_map
*FragDataBindings
;
2793 struct string_to_uint_map
*FragDataIndexBindings
;
2796 * Transform feedback varyings last specified by
2797 * glTransformFeedbackVaryings().
2799 * For the current set of transform feedback varyings used for transform
2800 * feedback output, see LinkedTransformFeedback.
2805 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2806 } TransformFeedback
;
2808 /** Post-link transform feedback info. */
2809 struct gl_transform_feedback_info LinkedTransformFeedback
;
2811 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2812 enum gl_frag_depth_layout FragDepthLayout
;
2815 * Geometry shader state - copied into gl_geometry_program by
2816 * _mesa_copy_linked_program_data().
2822 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2825 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2826 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2827 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2829 * True if gl_ClipDistance is written to. Copied into
2830 * gl_geometry_program by _mesa_copy_linked_program_data().
2832 GLboolean UsesClipDistance
;
2833 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2834 0 if not present. */
2835 bool UsesEndPrimitive
;
2839 /** Vertex shader state */
2842 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2843 * by _mesa_copy_linked_program_data().
2845 GLboolean UsesClipDistance
;
2846 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2847 0 if not present. */
2851 * Compute shader state - copied into gl_compute_program by
2852 * _mesa_copy_linked_program_data().
2856 * If this shader contains a compute stage, size specified using
2857 * local_size_{x,y,z}. Otherwise undefined.
2859 unsigned LocalSize
[3];
2862 /* post-link info: */
2863 unsigned NumUserUniformStorage
;
2864 unsigned NumHiddenUniforms
;
2865 struct gl_uniform_storage
*UniformStorage
;
2868 * Mapping from GL uniform locations returned by \c glUniformLocation to
2869 * UniformStorage entries. Arrays will have multiple contiguous slots
2870 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2872 unsigned NumUniformRemapTable
;
2873 struct gl_uniform_storage
**UniformRemapTable
;
2876 * Size of the gl_ClipDistance array that is output from the last pipeline
2877 * stage before the fragment shader.
2879 unsigned LastClipDistanceArraySize
;
2881 struct gl_uniform_block
*UniformBlocks
;
2882 unsigned NumUniformBlocks
;
2885 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2886 * they're used in, or -1.
2888 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2889 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2891 int *UniformBlockStageIndex
[MESA_SHADER_STAGES
];
2894 * Map of active uniform names to locations
2896 * Maps any active uniform that is not an array element to a location.
2897 * Each active uniform, including individual structure members will appear
2898 * in this map. This roughly corresponds to the set of names that would be
2899 * enumerated by \c glGetActiveUniform.
2901 struct string_to_uint_map
*UniformHash
;
2903 struct gl_active_atomic_buffer
*AtomicBuffers
;
2904 unsigned NumAtomicBuffers
;
2906 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2907 GLboolean Validated
;
2908 GLboolean _Used
; /**< Ever used for drawing? */
2909 GLboolean SamplersValidated
; /**< Samplers validated against texture units? */
2912 unsigned Version
; /**< GLSL version used for linking */
2913 GLboolean IsES
; /**< True if this program uses GLSL ES */
2916 * Per-stage shaders resulting from the first stage of linking.
2918 * Set of linked shaders for this program. The array is accessed using the
2919 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2922 struct gl_shader
*_LinkedShaders
[MESA_SHADER_STAGES
];
2924 /* True if any of the fragment shaders attached to this program use:
2925 * #extension ARB_fragment_coord_conventions: enable
2927 GLboolean ARB_fragment_coord_conventions_enable
;
2931 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2932 #define GLSL_LOG 0x2 /**< Write shaders to files */
2933 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2934 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2935 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2936 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2937 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2938 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2939 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2940 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2944 * Context state for GLSL vertex/fragment shaders.
2945 * Extended to support pipeline object
2947 struct gl_pipeline_object
2949 /** Name of the pipeline object as received from glGenProgramPipelines.
2950 * It would be 0 for shaders without separate shader objects.
2959 * Programs used for rendering
2961 * There is a separate program set for each shader stage.
2963 struct gl_shader_program
*CurrentProgram
[MESA_SHADER_STAGES
];
2965 struct gl_shader_program
*_CurrentFragmentProgram
;
2968 * Program used by glUniform calls.
2970 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2972 struct gl_shader_program
*ActiveProgram
;
2974 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2976 GLboolean EverBound
; /**< Has the pipeline object been created */
2978 GLboolean Validated
; /**< Pipeline Validation status */
2984 * Context state for GLSL pipeline shaders.
2986 struct gl_pipeline_shader_state
2988 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2989 struct gl_pipeline_object
*Current
;
2991 /* Default Object to ensure that _Shader is never NULL */
2992 struct gl_pipeline_object
*Default
;
2994 /** Pipeline objects */
2995 struct _mesa_HashTable
*Objects
;
2999 * Compiler options for a single GLSL shaders type
3001 struct gl_shader_compiler_options
3003 /** Driver-selectable options: */
3004 GLboolean EmitCondCodes
; /**< Use condition codes? */
3005 GLboolean EmitNoLoops
;
3006 GLboolean EmitNoFunctions
;
3007 GLboolean EmitNoCont
; /**< Emit CONT opcode? */
3008 GLboolean EmitNoMainReturn
; /**< Emit CONT/RET opcodes? */
3009 GLboolean EmitNoNoise
; /**< Emit NOISE opcodes? */
3010 GLboolean EmitNoPow
; /**< Emit POW opcodes? */
3011 GLboolean EmitNoSat
; /**< Emit SAT opcodes? */
3012 GLboolean LowerClipDistance
; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
3015 * \name Forms of indirect addressing the driver cannot do.
3018 GLboolean EmitNoIndirectInput
; /**< No indirect addressing of inputs */
3019 GLboolean EmitNoIndirectOutput
; /**< No indirect addressing of outputs */
3020 GLboolean EmitNoIndirectTemp
; /**< No indirect addressing of temps */
3021 GLboolean EmitNoIndirectUniform
; /**< No indirect addressing of constants */
3024 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
3025 GLuint MaxUnrollIterations
;
3028 * Optimize code for array of structures backends.
3030 * This is a proxy for:
3031 * - preferring DP4 instructions (rather than MUL/MAD) for
3032 * matrix * vector operations, such as position transformation.
3034 GLboolean OptimizeForAOS
;
3036 struct gl_sl_pragmas DefaultPragmas
; /**< Default #pragma settings */
3041 * Occlusion/timer query object.
3043 struct gl_query_object
3045 GLenum Target
; /**< The query target, when active */
3046 GLuint Id
; /**< hash table ID/name */
3047 GLchar
*Label
; /**< GL_KHR_debug */
3048 GLuint64EXT Result
; /**< the counter */
3049 GLboolean Active
; /**< inside Begin/EndQuery */
3050 GLboolean Ready
; /**< result is ready? */
3051 GLboolean EverBound
;/**< has query object ever been bound */
3052 GLuint Stream
; /**< The stream */
3057 * Context state for query objects.
3059 struct gl_query_state
3061 struct _mesa_HashTable
*QueryObjects
;
3062 struct gl_query_object
*CurrentOcclusionObject
; /* GL_ARB_occlusion_query */
3063 struct gl_query_object
*CurrentTimerObject
; /* GL_EXT_timer_query */
3065 /** GL_NV_conditional_render */
3066 struct gl_query_object
*CondRenderQuery
;
3068 /** GL_EXT_transform_feedback */
3069 struct gl_query_object
*PrimitivesGenerated
[MAX_VERTEX_STREAMS
];
3070 struct gl_query_object
*PrimitivesWritten
[MAX_VERTEX_STREAMS
];
3072 /** GL_ARB_timer_query */
3073 struct gl_query_object
*TimeElapsed
;
3075 GLenum CondRenderMode
;
3079 /** Sync object state */
3080 struct gl_sync_object
3082 GLenum Type
; /**< GL_SYNC_FENCE */
3083 GLuint Name
; /**< Fence name */
3084 GLchar
*Label
; /**< GL_KHR_debug */
3085 GLint RefCount
; /**< Reference count */
3086 GLboolean DeletePending
; /**< Object was deleted while there were still
3087 * live references (e.g., sync not yet finished)
3089 GLenum SyncCondition
;
3090 GLbitfield Flags
; /**< Flags passed to glFenceSync */
3091 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
3096 * State which can be shared by multiple contexts:
3098 struct gl_shared_state
3100 mtx_t Mutex
; /**< for thread safety */
3101 GLint RefCount
; /**< Reference count */
3102 struct _mesa_HashTable
*DisplayList
; /**< Display lists hash table */
3103 struct _mesa_HashTable
*TexObjects
; /**< Texture objects hash table */
3105 /** Default texture objects (shared by all texture units) */
3106 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
3108 /** Fallback texture used when a bound texture is incomplete */
3109 struct gl_texture_object
*FallbackTex
[NUM_TEXTURE_TARGETS
];
3112 * \name Thread safety and statechange notification for texture
3115 * \todo Improve the granularity of locking.
3118 mtx_t TexMutex
; /**< texobj thread safety */
3119 GLuint TextureStateStamp
; /**< state notification for shared tex */
3122 /** Default buffer object for vertex arrays that aren't in VBOs */
3123 struct gl_buffer_object
*NullBufferObj
;
3126 * \name Vertex/geometry/fragment programs
3129 struct _mesa_HashTable
*Programs
; /**< All vertex/fragment programs */
3130 struct gl_vertex_program
*DefaultVertexProgram
;
3131 struct gl_fragment_program
*DefaultFragmentProgram
;
3132 struct gl_geometry_program
*DefaultGeometryProgram
;
3135 /* GL_ATI_fragment_shader */
3136 struct _mesa_HashTable
*ATIShaders
;
3137 struct ati_fragment_shader
*DefaultFragmentShader
;
3139 struct _mesa_HashTable
*BufferObjects
;
3141 /** Table of both gl_shader and gl_shader_program objects */
3142 struct _mesa_HashTable
*ShaderObjects
;
3144 /* GL_EXT_framebuffer_object */
3145 struct _mesa_HashTable
*RenderBuffers
;
3146 struct _mesa_HashTable
*FrameBuffers
;
3149 struct set
*SyncObjects
;
3151 /** GL_ARB_sampler_objects */
3152 struct _mesa_HashTable
*SamplerObjects
;
3155 * Some context in this share group was affected by a GPU reset
3157 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3158 * been affected by a GPU reset must also return
3159 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3161 * Once this field becomes true, it is never reset to false.
3163 bool ShareGroupReset
;
3169 * Renderbuffers represent drawing surfaces such as color, depth and/or
3170 * stencil. A framebuffer object has a set of renderbuffers.
3171 * Drivers will typically derive subclasses of this type.
3173 struct gl_renderbuffer
3175 mtx_t Mutex
; /**< for thread safety */
3176 GLuint ClassID
; /**< Useful for drivers */
3178 GLchar
*Label
; /**< GL_KHR_debug */
3180 GLuint Width
, Height
;
3182 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
3183 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
3185 * True for renderbuffers that wrap textures, giving the driver a chance to
3186 * flush render caches through the FinishRenderTexture hook.
3188 * Drivers may also set this on renderbuffers other than those generated by
3189 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3190 * called without a rb->TexImage.
3192 GLboolean NeedsFinishRenderTexture
;
3194 GLenum InternalFormat
; /**< The user-specified format */
3195 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3196 GL_STENCIL_INDEX. */
3197 mesa_format Format
; /**< The actual renderbuffer memory format */
3199 * Pointer to the texture image if this renderbuffer wraps a texture,
3202 * Note that the reference on the gl_texture_object containing this
3203 * TexImage is held by the gl_renderbuffer_attachment.
3205 struct gl_texture_image
*TexImage
;
3207 /** Delete this renderbuffer */
3208 void (*Delete
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
);
3210 /** Allocate new storage for this renderbuffer */
3211 GLboolean (*AllocStorage
)(struct gl_context
*ctx
,
3212 struct gl_renderbuffer
*rb
,
3213 GLenum internalFormat
,
3214 GLuint width
, GLuint height
);
3219 * A renderbuffer attachment points to either a texture object (and specifies
3220 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3222 struct gl_renderbuffer_attachment
3224 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3228 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3229 * application supplied renderbuffer object.
3231 struct gl_renderbuffer
*Renderbuffer
;
3234 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3235 * supplied texture object.
3237 struct gl_texture_object
*Texture
;
3238 GLuint TextureLevel
; /**< Attached mipmap level. */
3239 GLuint CubeMapFace
; /**< 0 .. 5, for cube map textures. */
3240 GLuint Zoffset
; /**< Slice for 3D textures, or layer for both 1D
3241 * and 2D array textures */
3247 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3248 * In C++ terms, think of this as a base class from which device drivers
3249 * will make derived classes.
3251 struct gl_framebuffer
3253 mtx_t Mutex
; /**< for thread safety */
3255 * If zero, this is a window system framebuffer. If non-zero, this
3256 * is a FBO framebuffer; note that for some devices (i.e. those with
3257 * a natural pixel coordinate system for FBOs that differs from the
3258 * OpenGL/Mesa coordinate system), this means that the viewport,
3259 * polygon face orientation, and polygon stipple will have to be inverted.
3262 GLchar
*Label
; /**< GL_KHR_debug */
3265 GLboolean DeletePending
;
3268 * The framebuffer's visual. Immutable if this is a window system buffer.
3269 * Computed from attachments if user-made FBO.
3271 struct gl_config Visual
;
3273 GLuint Width
, Height
; /**< size of frame buffer in pixels */
3275 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3277 GLint _Xmin
, _Xmax
; /**< inclusive */
3278 GLint _Ymin
, _Ymax
; /**< exclusive */
3281 /** \name Derived Z buffer stuff */
3283 GLuint _DepthMax
; /**< Max depth buffer value */
3284 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
3285 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
3288 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3291 /** Integer color values */
3292 GLboolean _IntegerColor
;
3294 /* ARB_color_buffer_float */
3295 GLboolean _AllColorBuffersFixedPoint
; /* no integer, no float */
3296 GLboolean _HasSNormOrFloatColorBuffer
;
3298 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3299 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
3301 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3302 * attribute group and GL_PIXEL attribute group, respectively.
3304 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
3305 GLenum ColorReadBuffer
;
3307 /** Computed from ColorDraw/ReadBuffer above */
3308 GLuint _NumColorDrawBuffers
;
3309 GLint _ColorDrawBufferIndexes
[MAX_DRAW_BUFFERS
]; /**< BUFFER_x or -1 */
3310 GLint _ColorReadBufferIndex
; /* -1 = None */
3311 struct gl_renderbuffer
*_ColorDrawBuffers
[MAX_DRAW_BUFFERS
];
3312 struct gl_renderbuffer
*_ColorReadBuffer
;
3315 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3316 * is not layered. For cube maps and cube map arrays, each cube face
3317 * counts as a layer.
3319 GLuint MaxNumLayers
;
3321 /** Delete this framebuffer */
3322 void (*Delete
)(struct gl_framebuffer
*fb
);
3327 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3331 GLushort RangeMin
; /**< min value exponent */
3332 GLushort RangeMax
; /**< max value exponent */
3333 GLushort Precision
; /**< number of mantissa bits */
3338 * Limits for vertex, geometry and fragment programs/shaders.
3340 struct gl_program_constants
3342 /* logical limits */
3343 GLuint MaxInstructions
;
3344 GLuint MaxAluInstructions
;
3345 GLuint MaxTexInstructions
;
3346 GLuint MaxTexIndirections
;
3349 GLuint MaxAddressRegs
;
3350 GLuint MaxAddressOffset
; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3351 GLuint MaxParameters
;
3352 GLuint MaxLocalParams
;
3353 GLuint MaxEnvParams
;
3354 /* native/hardware limits */
3355 GLuint MaxNativeInstructions
;
3356 GLuint MaxNativeAluInstructions
;
3357 GLuint MaxNativeTexInstructions
;
3358 GLuint MaxNativeTexIndirections
;
3359 GLuint MaxNativeAttribs
;
3360 GLuint MaxNativeTemps
;
3361 GLuint MaxNativeAddressRegs
;
3362 GLuint MaxNativeParameters
;
3364 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
3367 * \name Per-stage input / output limits
3369 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3370 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3371 * ES). This is stored as \c gl_constants::MaxVarying.
3373 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3374 * variables. Each stage as a certain number of outputs that it can feed
3375 * to the next stage and a certain number inputs that it can consume from
3376 * the previous stage.
3378 * Vertex shader inputs do not participate this in this accounting.
3379 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3381 * Fragment shader outputs do not participate this in this accounting.
3382 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3385 GLuint MaxInputComponents
;
3386 GLuint MaxOutputComponents
;
3389 /* ES 2.0 and GL_ARB_ES2_compatibility */
3390 struct gl_precision LowFloat
, MediumFloat
, HighFloat
;
3391 struct gl_precision LowInt
, MediumInt
, HighInt
;
3392 /* GL_ARB_uniform_buffer_object */
3393 GLuint MaxUniformBlocks
;
3394 GLuint MaxCombinedUniformComponents
;
3395 GLuint MaxTextureImageUnits
;
3397 /* GL_ARB_shader_atomic_counters */
3398 GLuint MaxAtomicBuffers
;
3399 GLuint MaxAtomicCounters
;
3401 /* GL_ARB_shader_image_load_store */
3402 GLuint MaxImageUniforms
;
3407 * Constants which may be overridden by device driver during context creation
3408 * but are never changed after that.
3412 GLuint MaxTextureMbytes
; /**< Max memory per image, in MB */
3413 GLuint MaxTextureLevels
; /**< Max mipmap levels. */
3414 GLuint Max3DTextureLevels
; /**< Max mipmap levels for 3D textures */
3415 GLuint MaxCubeTextureLevels
; /**< Max mipmap levels for cube textures */
3416 GLuint MaxArrayTextureLayers
; /**< Max layers in array textures */
3417 GLuint MaxTextureRectSize
; /**< Max rectangle texture size, in pixes */
3418 GLuint MaxTextureCoordUnits
;
3419 GLuint MaxCombinedTextureImageUnits
;
3420 GLuint MaxTextureUnits
; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3421 GLfloat MaxTextureMaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
3422 GLfloat MaxTextureLodBias
; /**< GL_EXT_texture_lod_bias */
3423 GLuint MaxTextureBufferSize
; /**< GL_ARB_texture_buffer_object */
3425 GLuint TextureBufferOffsetAlignment
; /**< GL_ARB_texture_buffer_range */
3427 GLuint MaxArrayLockSize
;
3431 GLfloat MinPointSize
, MaxPointSize
; /**< aliased */
3432 GLfloat MinPointSizeAA
, MaxPointSizeAA
; /**< antialiased */
3433 GLfloat PointSizeGranularity
;
3434 GLfloat MinLineWidth
, MaxLineWidth
; /**< aliased */
3435 GLfloat MinLineWidthAA
, MaxLineWidthAA
; /**< antialiased */
3436 GLfloat LineWidthGranularity
;
3438 GLuint MaxClipPlanes
;
3440 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
3441 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
3443 GLuint MaxViewportWidth
, MaxViewportHeight
;
3444 GLuint MaxViewports
; /**< GL_ARB_viewport_array */
3445 GLuint ViewportSubpixelBits
; /**< GL_ARB_viewport_array */
3449 } ViewportBounds
; /**< GL_ARB_viewport_array */
3451 struct gl_program_constants Program
[MESA_SHADER_STAGES
];
3452 GLuint MaxProgramMatrices
;
3453 GLuint MaxProgramMatrixStackDepth
;
3456 GLuint SamplesPassed
;
3459 GLuint PrimitivesGenerated
;
3460 GLuint PrimitivesWritten
;
3463 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
3465 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
3466 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
3467 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
3469 /** Number of varying vectors between any two shader stages. */
3473 * GL_ARB_uniform_buffer_object
3475 GLuint MaxCombinedUniformBlocks
;
3476 GLuint MaxUniformBufferBindings
;
3477 GLuint MaxUniformBlockSize
;
3478 GLuint UniformBufferOffsetAlignment
;
3482 * GL_ARB_explicit_uniform_location
3484 GLuint MaxUserAssignableUniformLocations
;
3486 /** GL_ARB_geometry_shader4 */
3487 GLuint MaxGeometryOutputVertices
;
3488 GLuint MaxGeometryTotalOutputComponents
;
3490 GLuint GLSLVersion
; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3493 * Changes default GLSL extension behavior from "error" to "warn". It's out
3494 * of spec, but it can make some apps work that otherwise wouldn't.
3496 GLboolean ForceGLSLExtensionsWarn
;
3499 * If non-zero, forces GLSL shaders without the #version directive to behave
3500 * as if they began with "#version ForceGLSLVersion".
3502 GLuint ForceGLSLVersion
;
3505 * Allow GLSL #extension directives in the middle of shaders.
3507 GLboolean AllowGLSLExtensionDirectiveMidShader
;
3510 * Does the driver support real 32-bit integers? (Otherwise, integers are
3511 * simulated via floats.)
3513 GLboolean NativeIntegers
;
3516 * Does VertexID count from zero or from base vertex?
3519 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3520 * ignored and need not be set.
3522 bool VertexID_is_zero_based
;
3525 * If the driver supports real 32-bit integers, what integer value should be
3526 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3528 GLuint UniformBooleanTrue
;
3531 * Maximum amount of time, measured in nanseconds, that the server can wait.
3533 GLuint64 MaxServerWaitTimeout
;
3535 /** GL_EXT_provoking_vertex */
3536 GLboolean QuadsFollowProvokingVertexConvention
;
3538 /** OpenGL version 3.0 */
3539 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3541 /** OpenGL version 3.2 */
3542 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
3544 /** OpenGL version 4.4 */
3545 GLuint MaxVertexAttribStride
;
3547 /** GL_EXT_transform_feedback */
3548 GLuint MaxTransformFeedbackBuffers
;
3549 GLuint MaxTransformFeedbackSeparateComponents
;
3550 GLuint MaxTransformFeedbackInterleavedComponents
;
3551 GLuint MaxVertexStreams
;
3553 /** GL_EXT_gpu_shader4 */
3554 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
3556 /** GL_ARB_texture_gather */
3557 GLuint MinProgramTextureGatherOffset
;
3558 GLuint MaxProgramTextureGatherOffset
;
3559 GLuint MaxProgramTextureGatherComponents
;
3561 /* GL_ARB_robustness */
3562 GLenum ResetStrategy
;
3564 /* GL_ARB_blend_func_extended */
3565 GLuint MaxDualSourceDrawBuffers
;
3568 * Whether the implementation strips out and ignores texture borders.
3570 * Many GPU hardware implementations don't support rendering with texture
3571 * borders and mipmapped textures. (Note: not static border color, but the
3572 * old 1-pixel border around each edge). Implementations then have to do
3573 * slow fallbacks to be correct, or just ignore the border and be fast but
3574 * wrong. Setting the flag strips the border off of TexImage calls,
3575 * providing "fast but wrong" at significantly reduced driver complexity.
3577 * Texture borders are deprecated in GL 3.0.
3579 GLboolean StripTextureBorder
;
3582 * For drivers which can do a better job at eliminating unused uniforms
3583 * than the GLSL compiler.
3585 * XXX Remove these as soon as a better solution is available.
3587 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
3590 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3591 * than passing the transform feedback object to the drawing function.
3593 GLboolean AlwaysUseGetTransformFeedbackVertexCount
;
3595 /** GL_ARB_map_buffer_alignment */
3596 GLuint MinMapBufferAlignment
;
3599 * Disable varying packing. This is out of spec, but potentially useful
3600 * for older platforms that supports a limited number of texture
3601 * indirections--on these platforms, unpacking the varyings in the fragment
3602 * shader increases the number of texture indirections by 1, which might
3603 * make some shaders not executable at all.
3605 * Drivers that support transform feedback must set this value to GL_FALSE.
3607 GLboolean DisableVaryingPacking
;
3610 * Should meaningful names be generated for compiler temporary variables?
3612 * Generally, it is not useful to have the compiler generate "meaningful"
3613 * names for temporary variables that it creates. This can, however, be a
3614 * useful debugging aid. In Mesa debug builds or release builds when
3615 * MESA_GLSL is set at run-time, meaningful names will be generated.
3616 * Drivers can also force names to be generated by setting this field.
3617 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3618 * vertex shader assembly) is set at run-time.
3620 bool GenerateTemporaryNames
;
3623 * Maximum value supported for an index in DrawElements and friends.
3625 * This must be at least (1ull<<24)-1. The default value is
3628 * \since ES 3.0 or GL_ARB_ES3_compatibility
3629 * \sa _mesa_init_constants
3631 GLuint64 MaxElementIndex
;
3634 * Disable interpretation of line continuations (lines ending with a
3635 * backslash character ('\') in GLSL source.
3637 GLboolean DisableGLSLLineContinuations
;
3639 /** GL_ARB_texture_multisample */
3640 GLint MaxColorTextureSamples
;
3641 GLint MaxDepthTextureSamples
;
3642 GLint MaxIntegerSamples
;
3645 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3646 * samples are laid out in a rectangular grid roughly corresponding to
3647 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3648 * are used to map indices of rectangular grid to sample numbers within
3649 * a pixel. This mapping of indices to sample numbers must be initialized
3650 * by the driver for the target hardware. For example, if we have the 8X
3651 * MSAA sample number layout (sample positions) for XYZ hardware:
3653 * sample indices layout sample number layout
3654 * --------- ---------
3655 * | 0 | 1 | | a | b |
3656 * --------- ---------
3657 * | 2 | 3 | | c | d |
3658 * --------- ---------
3659 * | 4 | 5 | | e | f |
3660 * --------- ---------
3661 * | 6 | 7 | | g | h |
3662 * --------- ---------
3664 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3666 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3668 * SampleMap8x = {a, b, c, d, e, f, g, h};
3670 * Follow the logic for other sample counts.
3672 uint8_t SampleMap2x
[2];
3673 uint8_t SampleMap4x
[4];
3674 uint8_t SampleMap8x
[8];
3676 /** GL_ARB_shader_atomic_counters */
3677 GLuint MaxAtomicBufferBindings
;
3678 GLuint MaxAtomicBufferSize
;
3679 GLuint MaxCombinedAtomicBuffers
;
3680 GLuint MaxCombinedAtomicCounters
;
3682 /** GL_ARB_vertex_attrib_binding */
3683 GLint MaxVertexAttribRelativeOffset
;
3684 GLint MaxVertexAttribBindings
;
3686 /* GL_ARB_shader_image_load_store */
3687 GLuint MaxImageUnits
;
3688 GLuint MaxCombinedImageUnitsAndFragmentOutputs
;
3689 GLuint MaxImageSamples
;
3690 GLuint MaxCombinedImageUniforms
;
3692 /** GL_ARB_compute_shader */
3693 GLuint MaxComputeWorkGroupCount
[3]; /* Array of x, y, z dimensions */
3694 GLuint MaxComputeWorkGroupSize
[3]; /* Array of x, y, z dimensions */
3695 GLuint MaxComputeWorkGroupInvocations
;
3697 /** GL_ARB_gpu_shader5 */
3698 GLfloat MinFragmentInterpolationOffset
;
3699 GLfloat MaxFragmentInterpolationOffset
;
3701 GLboolean FakeSWMSAA
;
3703 /** GL_KHR_context_flush_control */
3704 GLenum ContextReleaseBehavior
;
3706 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_STAGES
];
3711 * Enable flag for each OpenGL extension. Different device drivers will
3712 * enable different extensions at runtime.
3714 struct gl_extensions
3716 GLboolean dummy
; /* don't remove this! */
3717 GLboolean dummy_true
; /* Set true by _mesa_init_extensions(). */
3718 GLboolean dummy_false
; /* Set false by _mesa_init_extensions(). */
3719 GLboolean ANGLE_texture_compression_dxt
;
3720 GLboolean ARB_ES2_compatibility
;
3721 GLboolean ARB_ES3_compatibility
;
3722 GLboolean ARB_arrays_of_arrays
;
3723 GLboolean ARB_base_instance
;
3724 GLboolean ARB_blend_func_extended
;
3725 GLboolean ARB_buffer_storage
;
3726 GLboolean ARB_clear_texture
;
3727 GLboolean ARB_clip_control
;
3728 GLboolean ARB_color_buffer_float
;
3729 GLboolean ARB_compute_shader
;
3730 GLboolean ARB_conditional_render_inverted
;
3731 GLboolean ARB_conservative_depth
;
3732 GLboolean ARB_copy_image
;
3733 GLboolean ARB_depth_buffer_float
;
3734 GLboolean ARB_depth_clamp
;
3735 GLboolean ARB_depth_texture
;
3736 GLboolean ARB_derivative_control
;
3737 GLboolean ARB_draw_buffers_blend
;
3738 GLboolean ARB_draw_elements_base_vertex
;
3739 GLboolean ARB_draw_indirect
;
3740 GLboolean ARB_draw_instanced
;
3741 GLboolean ARB_fragment_coord_conventions
;
3742 GLboolean ARB_fragment_layer_viewport
;
3743 GLboolean ARB_fragment_program
;
3744 GLboolean ARB_fragment_program_shadow
;
3745 GLboolean ARB_fragment_shader
;
3746 GLboolean ARB_framebuffer_object
;
3747 GLboolean ARB_explicit_attrib_location
;
3748 GLboolean ARB_explicit_uniform_location
;
3749 GLboolean ARB_geometry_shader4
;
3750 GLboolean ARB_gpu_shader5
;
3751 GLboolean ARB_half_float_vertex
;
3752 GLboolean ARB_instanced_arrays
;
3753 GLboolean ARB_internalformat_query
;
3754 GLboolean ARB_map_buffer_range
;
3755 GLboolean ARB_occlusion_query
;
3756 GLboolean ARB_occlusion_query2
;
3757 GLboolean ARB_point_sprite
;
3758 GLboolean ARB_sample_shading
;
3759 GLboolean ARB_seamless_cube_map
;
3760 GLboolean ARB_shader_atomic_counters
;
3761 GLboolean ARB_shader_bit_encoding
;
3762 GLboolean ARB_shader_image_load_store
;
3763 GLboolean ARB_shader_precision
;
3764 GLboolean ARB_shader_stencil_export
;
3765 GLboolean ARB_shader_texture_lod
;
3766 GLboolean ARB_shading_language_packing
;
3767 GLboolean ARB_shading_language_420pack
;
3768 GLboolean ARB_shadow
;
3769 GLboolean ARB_stencil_texturing
;
3771 GLboolean ARB_tessellation_shader
;
3772 GLboolean ARB_texture_border_clamp
;
3773 GLboolean ARB_texture_buffer_object
;
3774 GLboolean ARB_texture_buffer_object_rgb32
;
3775 GLboolean ARB_texture_buffer_range
;
3776 GLboolean ARB_texture_compression_bptc
;
3777 GLboolean ARB_texture_compression_rgtc
;
3778 GLboolean ARB_texture_cube_map
;
3779 GLboolean ARB_texture_cube_map_array
;
3780 GLboolean ARB_texture_env_combine
;
3781 GLboolean ARB_texture_env_crossbar
;
3782 GLboolean ARB_texture_env_dot3
;
3783 GLboolean ARB_texture_float
;
3784 GLboolean ARB_texture_gather
;
3785 GLboolean ARB_texture_mirror_clamp_to_edge
;
3786 GLboolean ARB_texture_multisample
;
3787 GLboolean ARB_texture_non_power_of_two
;
3788 GLboolean ARB_texture_stencil8
;
3789 GLboolean ARB_texture_query_levels
;
3790 GLboolean ARB_texture_query_lod
;
3791 GLboolean ARB_texture_rg
;
3792 GLboolean ARB_texture_rgb10_a2ui
;
3793 GLboolean ARB_texture_view
;
3794 GLboolean ARB_timer_query
;
3795 GLboolean ARB_transform_feedback2
;
3796 GLboolean ARB_transform_feedback3
;
3797 GLboolean ARB_transform_feedback_instanced
;
3798 GLboolean ARB_uniform_buffer_object
;
3799 GLboolean ARB_vertex_program
;
3800 GLboolean ARB_vertex_shader
;
3801 GLboolean ARB_vertex_type_10f_11f_11f_rev
;
3802 GLboolean ARB_vertex_type_2_10_10_10_rev
;
3803 GLboolean ARB_viewport_array
;
3804 GLboolean EXT_blend_color
;
3805 GLboolean EXT_blend_equation_separate
;
3806 GLboolean EXT_blend_func_separate
;
3807 GLboolean EXT_blend_minmax
;
3808 GLboolean EXT_depth_bounds_test
;
3809 GLboolean EXT_draw_buffers2
;
3810 GLboolean EXT_framebuffer_multisample
;
3811 GLboolean EXT_framebuffer_multisample_blit_scaled
;
3812 GLboolean EXT_framebuffer_sRGB
;
3813 GLboolean EXT_gpu_program_parameters
;
3814 GLboolean EXT_gpu_shader4
;
3815 GLboolean EXT_packed_float
;
3816 GLboolean EXT_pixel_buffer_object
;
3817 GLboolean EXT_point_parameters
;
3818 GLboolean EXT_polygon_offset_clamp
;
3819 GLboolean EXT_provoking_vertex
;
3820 GLboolean EXT_shader_integer_mix
;
3821 GLboolean EXT_stencil_two_side
;
3822 GLboolean EXT_texture3D
;
3823 GLboolean EXT_texture_array
;
3824 GLboolean EXT_texture_compression_latc
;
3825 GLboolean EXT_texture_compression_s3tc
;
3826 GLboolean EXT_texture_env_dot3
;
3827 GLboolean EXT_texture_filter_anisotropic
;
3828 GLboolean EXT_texture_integer
;
3829 GLboolean EXT_texture_mirror_clamp
;
3830 GLboolean EXT_texture_shared_exponent
;
3831 GLboolean EXT_texture_snorm
;
3832 GLboolean EXT_texture_sRGB
;
3833 GLboolean EXT_texture_sRGB_decode
;
3834 GLboolean EXT_texture_swizzle
;
3835 GLboolean EXT_transform_feedback
;
3836 GLboolean EXT_timer_query
;
3837 GLboolean EXT_vertex_array_bgra
;
3838 GLboolean OES_standard_derivatives
;
3839 /* vendor extensions */
3840 GLboolean AMD_performance_monitor
;
3841 GLboolean AMD_pinned_memory
;
3842 GLboolean AMD_seamless_cubemap_per_texture
;
3843 GLboolean AMD_vertex_shader_layer
;
3844 GLboolean AMD_vertex_shader_viewport_index
;
3845 GLboolean APPLE_object_purgeable
;
3846 GLboolean ATI_texture_compression_3dc
;
3847 GLboolean ATI_texture_mirror_once
;
3848 GLboolean ATI_texture_env_combine3
;
3849 GLboolean ATI_fragment_shader
;
3850 GLboolean ATI_separate_stencil
;
3851 GLboolean INTEL_performance_query
;
3852 GLboolean MESA_pack_invert
;
3853 GLboolean MESA_ycbcr_texture
;
3854 GLboolean NV_conditional_render
;
3855 GLboolean NV_fog_distance
;
3856 GLboolean NV_fragment_program_option
;
3857 GLboolean NV_point_sprite
;
3858 GLboolean NV_primitive_restart
;
3859 GLboolean NV_texture_barrier
;
3860 GLboolean NV_texture_env_combine4
;
3861 GLboolean NV_texture_rectangle
;
3862 GLboolean NV_vdpau_interop
;
3863 GLboolean TDFX_texture_compression_FXT1
;
3864 GLboolean OES_EGL_image
;
3865 GLboolean OES_draw_texture
;
3866 GLboolean OES_depth_texture_cube_map
;
3867 GLboolean OES_EGL_image_external
;
3868 GLboolean OES_texture_float
;
3869 GLboolean OES_texture_float_linear
;
3870 GLboolean OES_texture_half_float
;
3871 GLboolean OES_texture_half_float_linear
;
3872 GLboolean OES_compressed_ETC1_RGB8_texture
;
3873 GLboolean extension_sentinel
;
3874 /** The extension string */
3875 const GLubyte
*String
;
3876 /** Number of supported extensions */
3882 * A stack of matrices (projection, modelview, color, texture, etc).
3884 struct gl_matrix_stack
3886 GLmatrix
*Top
; /**< points into Stack */
3887 GLmatrix
*Stack
; /**< array [MaxDepth] of GLmatrix */
3888 GLuint Depth
; /**< 0 <= Depth < MaxDepth */
3889 GLuint MaxDepth
; /**< size of Stack[] array */
3890 GLuint DirtyFlag
; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3895 * \name Bits for image transfer operations
3896 * \sa __struct gl_contextRec::ImageTransferState.
3899 #define IMAGE_SCALE_BIAS_BIT 0x1
3900 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3901 #define IMAGE_MAP_COLOR_BIT 0x4
3902 #define IMAGE_CLAMP_BIT 0x800
3905 /** Pixel Transfer ops */
3906 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3907 IMAGE_SHIFT_OFFSET_BIT | \
3908 IMAGE_MAP_COLOR_BIT)
3911 * \name Bits to indicate what state has changed.
3914 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3915 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3916 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3917 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3918 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3919 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3920 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3921 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3922 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3923 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3924 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3925 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3926 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3927 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3928 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3929 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3930 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3931 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3932 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3933 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3934 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3935 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3936 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3937 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3938 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3939 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3940 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3941 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3942 #define _NEW_BUFFER_OBJECT (1 << 28)
3943 #define _NEW_FRAG_CLAMP (1 << 29)
3944 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3945 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3951 * Composite state flags
3954 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3960 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3970 /* This has to be included here. */
3975 * Display list flags.
3976 * Strictly this is a tnl-private concept, but it doesn't seem
3977 * worthwhile adding a tnl private structure just to hold this one bit
3980 #define DLIST_DANGLING_REFS 0x1
3983 /** Opaque declaration of display list payload data type */
3984 union gl_dlist_node
;
3988 * Provide a location where information about a display list can be
3989 * collected. Could be extended with driverPrivate structures,
3990 * etc. in the future.
3992 struct gl_display_list
3995 GLchar
*Label
; /**< GL_KHR_debug */
3996 GLbitfield Flags
; /**< DLIST_x flags */
3997 /** The dlist commands are in a linked list of nodes */
3998 union gl_dlist_node
*Head
;
4003 * State used during display list compilation and execution.
4005 struct gl_dlist_state
4007 GLuint CallDepth
; /**< Current recursion calling depth */
4009 struct gl_display_list
*CurrentList
; /**< List currently being compiled */
4010 union gl_dlist_node
*CurrentBlock
; /**< Pointer to current block of nodes */
4011 GLuint CurrentPos
; /**< Index into current block of nodes */
4013 GLvertexformat ListVtxfmt
;
4015 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
4016 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
4018 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
4019 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
4022 /* State known to have been set by the currently-compiling display
4023 * list. Used to eliminate some redundant state changes.
4031 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4032 * to small enums suitable for use as an array index.
4035 enum mesa_debug_source
{
4036 MESA_DEBUG_SOURCE_API
,
4037 MESA_DEBUG_SOURCE_WINDOW_SYSTEM
,
4038 MESA_DEBUG_SOURCE_SHADER_COMPILER
,
4039 MESA_DEBUG_SOURCE_THIRD_PARTY
,
4040 MESA_DEBUG_SOURCE_APPLICATION
,
4041 MESA_DEBUG_SOURCE_OTHER
,
4042 MESA_DEBUG_SOURCE_COUNT
4045 enum mesa_debug_type
{
4046 MESA_DEBUG_TYPE_ERROR
,
4047 MESA_DEBUG_TYPE_DEPRECATED
,
4048 MESA_DEBUG_TYPE_UNDEFINED
,
4049 MESA_DEBUG_TYPE_PORTABILITY
,
4050 MESA_DEBUG_TYPE_PERFORMANCE
,
4051 MESA_DEBUG_TYPE_OTHER
,
4052 MESA_DEBUG_TYPE_MARKER
,
4053 MESA_DEBUG_TYPE_PUSH_GROUP
,
4054 MESA_DEBUG_TYPE_POP_GROUP
,
4055 MESA_DEBUG_TYPE_COUNT
4058 enum mesa_debug_severity
{
4059 MESA_DEBUG_SEVERITY_LOW
,
4060 MESA_DEBUG_SEVERITY_MEDIUM
,
4061 MESA_DEBUG_SEVERITY_HIGH
,
4062 MESA_DEBUG_SEVERITY_NOTIFICATION
,
4063 MESA_DEBUG_SEVERITY_COUNT
4069 * Driver-specific state flags.
4071 * These are or'd with gl_context::NewDriverState to notify a driver about
4072 * a state change. The driver sets the flags at context creation and
4073 * the meaning of the bits set is opaque to core Mesa.
4075 struct gl_driver_flags
4077 /** gl_context::Array::_DrawArrays (vertex array state) */
4080 /** gl_context::TransformFeedback::CurrentObject */
4081 uint64_t NewTransformFeedback
;
4083 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4084 uint64_t NewTransformFeedbackProg
;
4086 /** gl_context::RasterDiscard */
4087 uint64_t NewRasterizerDiscard
;
4090 * gl_context::UniformBufferBindings
4091 * gl_shader_program::UniformBlocks
4093 uint64_t NewUniformBuffer
;
4095 uint64_t NewTextureBuffer
;
4098 * gl_context::AtomicBufferBindings
4100 uint64_t NewAtomicBuffer
;
4103 * gl_context::ImageUnits
4105 uint64_t NewImageUnits
;
4108 struct gl_uniform_buffer_binding
4110 struct gl_buffer_object
*BufferObject
;
4111 /** Start of uniform block data in the buffer */
4113 /** Size of data allowed to be referenced from the buffer (in bytes) */
4116 * glBindBufferBase() indicates that the Size should be ignored and only
4117 * limited by the current size of the BufferObject.
4119 GLboolean AutomaticSize
;
4123 * ARB_shader_image_load_store image unit.
4125 struct gl_image_unit
4128 * Texture object bound to this unit.
4130 struct gl_texture_object
*TexObj
;
4133 * Level of the texture object bound to this unit.
4138 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4139 * GL_FALSE if only some specific layer of the texture is bound.
4145 * Layer of the texture object bound to this unit, or zero if the
4146 * whole level is bound.
4151 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4152 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4157 * GL internal format that determines the interpretation of the
4158 * image memory when shader image operations are performed through
4164 * Mesa format corresponding to \c Format.
4166 mesa_format _ActualFormat
;
4169 * GL_TRUE if the state of this image unit is valid and access from
4170 * the shader is allowed. Otherwise loads from this unit should
4171 * return zero and stores should have no effect.
4177 * Binding point for an atomic counter buffer object.
4179 struct gl_atomic_buffer_binding
4181 struct gl_buffer_object
*BufferObject
;
4187 * Mesa rendering context.
4189 * This is the central context data structure for Mesa. Almost all
4190 * OpenGL state is contained in this structure.
4191 * Think of this as a base class from which device drivers will derive
4196 /** State possibly shared with other contexts in the address space */
4197 struct gl_shared_state
*Shared
;
4199 /** \name API function pointer tables */
4203 * The current dispatch table for non-displaylist-saving execution, either
4204 * BeginEnd or OutsideBeginEnd
4206 struct _glapi_table
*Exec
;
4208 * The normal dispatch table for non-displaylist-saving, non-begin/end
4210 struct _glapi_table
*OutsideBeginEnd
;
4211 /** The dispatch table used between glNewList() and glEndList() */
4212 struct _glapi_table
*Save
;
4214 * The dispatch table used between glBegin() and glEnd() (outside of a
4215 * display list). Only valid functions between those two are set, which is
4216 * mostly just the set in a GLvertexformat struct.
4218 struct _glapi_table
*BeginEnd
;
4220 * Tracks the current dispatch table out of the 3 above, so that it can be
4221 * re-set on glXMakeCurrent().
4223 struct _glapi_table
*CurrentDispatch
;
4226 struct gl_config Visual
;
4227 struct gl_framebuffer
*DrawBuffer
; /**< buffer for writing */
4228 struct gl_framebuffer
*ReadBuffer
; /**< buffer for reading */
4229 struct gl_framebuffer
*WinSysDrawBuffer
; /**< set with MakeCurrent */
4230 struct gl_framebuffer
*WinSysReadBuffer
; /**< set with MakeCurrent */
4233 * Device driver function pointer table
4235 struct dd_function_table Driver
;
4237 /** Core/Driver constants */
4238 struct gl_constants Const
;
4240 /** \name The various 4x4 matrix stacks */
4242 struct gl_matrix_stack ModelviewMatrixStack
;
4243 struct gl_matrix_stack ProjectionMatrixStack
;
4244 struct gl_matrix_stack TextureMatrixStack
[MAX_TEXTURE_UNITS
];
4245 struct gl_matrix_stack ProgramMatrixStack
[MAX_PROGRAM_MATRICES
];
4246 struct gl_matrix_stack
*CurrentStack
; /**< Points to one of the above stacks */
4249 /** Combined modelview and projection matrix */
4250 GLmatrix _ModelProjectMatrix
;
4252 /** \name Display lists */
4253 struct gl_dlist_state ListState
;
4255 GLboolean ExecuteFlag
; /**< Execute GL commands? */
4256 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
4258 /** Extension information */
4259 struct gl_extensions Extensions
;
4261 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4263 char *VersionString
;
4265 /** \name State attribute stack (for glPush/PopAttrib) */
4267 GLuint AttribStackDepth
;
4268 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
4271 /** \name Renderer attribute groups
4273 * We define a struct for each attribute group to make pushing and popping
4274 * attributes easy. Also it's a good organization.
4277 struct gl_accum_attrib Accum
; /**< Accum buffer attributes */
4278 struct gl_colorbuffer_attrib Color
; /**< Color buffer attributes */
4279 struct gl_current_attrib Current
; /**< Current attributes */
4280 struct gl_depthbuffer_attrib Depth
; /**< Depth buffer attributes */
4281 struct gl_eval_attrib Eval
; /**< Eval attributes */
4282 struct gl_fog_attrib Fog
; /**< Fog attributes */
4283 struct gl_hint_attrib Hint
; /**< Hint attributes */
4284 struct gl_light_attrib Light
; /**< Light attributes */
4285 struct gl_line_attrib Line
; /**< Line attributes */
4286 struct gl_list_attrib List
; /**< List attributes */
4287 struct gl_multisample_attrib Multisample
;
4288 struct gl_pixel_attrib Pixel
; /**< Pixel attributes */
4289 struct gl_point_attrib Point
; /**< Point attributes */
4290 struct gl_polygon_attrib Polygon
; /**< Polygon attributes */
4291 GLuint PolygonStipple
[32]; /**< Polygon stipple */
4292 struct gl_scissor_attrib Scissor
; /**< Scissor attributes */
4293 struct gl_stencil_attrib Stencil
; /**< Stencil buffer attributes */
4294 struct gl_texture_attrib Texture
; /**< Texture attributes */
4295 struct gl_transform_attrib Transform
; /**< Transformation attributes */
4296 struct gl_viewport_attrib ViewportArray
[MAX_VIEWPORTS
]; /**< Viewport attributes */
4299 /** \name Client attribute stack */
4301 GLuint ClientAttribStackDepth
;
4302 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
4305 /** \name Client attribute groups */
4307 struct gl_array_attrib Array
; /**< Vertex arrays */
4308 struct gl_pixelstore_attrib Pack
; /**< Pixel packing */
4309 struct gl_pixelstore_attrib Unpack
; /**< Pixel unpacking */
4310 struct gl_pixelstore_attrib DefaultPacking
; /**< Default params */
4313 /** \name Other assorted state (not pushed/popped on attribute stack) */
4315 struct gl_pixelmaps PixelMaps
;
4317 struct gl_evaluators EvalMap
; /**< All evaluators */
4318 struct gl_feedback Feedback
; /**< Feedback */
4319 struct gl_selection Select
; /**< Selection */
4321 struct gl_program_state Program
; /**< general program state */
4322 struct gl_vertex_program_state VertexProgram
;
4323 struct gl_fragment_program_state FragmentProgram
;
4324 struct gl_geometry_program_state GeometryProgram
;
4325 struct gl_compute_program_state ComputeProgram
;
4326 struct gl_ati_fragment_shader_state ATIFragmentShader
;
4328 struct gl_pipeline_shader_state Pipeline
; /**< GLSL pipeline shader object state */
4329 struct gl_pipeline_object Shader
; /**< GLSL shader object state */
4332 * Current active shader pipeline state
4334 * Almost all internal users want ::_Shader instead of ::Shader. The
4335 * exceptions are bits of legacy GLSL API that do not know about separate
4338 * If a program is active via \c glUseProgram, this will point to
4341 * If a program pipeline is active via \c glBindProgramPipeline, this will
4342 * point to \c ::Pipeline.Current.
4344 * If neither a program nor a program pipeline is active, this will point to
4345 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4348 struct gl_pipeline_object
*_Shader
;
4350 struct gl_query_state Query
; /**< occlusion, timer queries */
4352 struct gl_transform_feedback_state TransformFeedback
;
4354 struct gl_perf_monitor_state PerfMonitor
;
4356 struct gl_buffer_object
*DrawIndirectBuffer
; /** < GL_ARB_draw_indirect */
4358 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
4359 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
4362 * Current GL_ARB_uniform_buffer_object binding referenced by
4363 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4365 struct gl_buffer_object
*UniformBuffer
;
4368 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4369 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4370 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4373 struct gl_uniform_buffer_binding
4374 UniformBufferBindings
[MAX_COMBINED_UNIFORM_BUFFERS
];
4377 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4380 struct gl_buffer_object
*AtomicBuffer
;
4383 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4386 struct gl_buffer_object
*ExternalVirtualMemoryBuffer
;
4389 * Array of atomic counter buffer binding points.
4391 struct gl_atomic_buffer_binding
4392 AtomicBufferBindings
[MAX_COMBINED_ATOMIC_BUFFERS
];
4395 * Array of image units for ARB_shader_image_load_store.
4397 struct gl_image_unit ImageUnits
[MAX_IMAGE_UNITS
];
4401 struct gl_meta_state
*Meta
; /**< for "meta" operations */
4403 /* GL_EXT_framebuffer_object */
4404 struct gl_renderbuffer
*CurrentRenderbuffer
;
4406 GLenum ErrorValue
; /**< Last error code */
4409 * Recognize and silence repeated error debug messages in buggy apps.
4411 const char *ErrorDebugFmtString
;
4412 GLuint ErrorDebugCount
;
4414 /* GL_ARB_debug_output/GL_KHR_debug */
4416 struct gl_debug_state
*Debug
;
4418 GLenum RenderMode
; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4419 GLbitfield NewState
; /**< bitwise-or of _NEW_* flags */
4420 uint64_t NewDriverState
; /**< bitwise-or of flags from DriverFlags */
4422 struct gl_driver_flags DriverFlags
;
4424 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
4426 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
4428 /** \name Derived state */
4429 GLbitfield _ImageTransferState
;/**< bitwise-or of IMAGE_*_BIT flags */
4430 GLfloat _EyeZDir
[3];
4431 GLfloat _ModelViewInvScale
;
4432 GLboolean _NeedEyeCoords
;
4433 GLboolean _ForceEyeCoords
;
4435 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
4437 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
4439 /** \name For debugging/development only */
4441 GLboolean FirstTimeCurrent
;
4445 * False if this context was created without a config. This is needed
4446 * because the initial state of glDrawBuffers depends on this
4448 GLboolean HasConfig
;
4450 /** software compression/decompression supported or not */
4451 GLboolean Mesa_DXTn
;
4453 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
4455 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
4458 * \name Hooks for module contexts.
4460 * These will eventually live in the driver or elsewhere.
4463 void *swrast_context
;
4464 void *swsetup_context
;
4465 void *swtnl_context
;
4466 struct vbo_context
*vbo_context
;
4467 struct st_context
*st
;
4472 * \name NV_vdpau_interop
4475 const void *vdpDevice
;
4476 const void *vdpGetProcAddress
;
4477 struct set
*vdpSurfaces
;
4481 * Has this context observed a GPU reset in any context in the share group?
4483 * Once this field becomes true, it is never reset to false.
4485 GLboolean ShareGroupReset
;
4490 extern int MESA_VERBOSE
;
4491 extern int MESA_DEBUG_FLAGS
;
4492 # define MESA_FUNCTION __FUNCTION__
4494 # define MESA_VERBOSE 0
4495 # define MESA_DEBUG_FLAGS 0
4496 # define MESA_FUNCTION "a function"
4503 /** The MESA_VERBOSE var is a bitmask of these flags */
4506 VERBOSE_VARRAY
= 0x0001,
4507 VERBOSE_TEXTURE
= 0x0002,
4508 VERBOSE_MATERIAL
= 0x0004,
4509 VERBOSE_PIPELINE
= 0x0008,
4510 VERBOSE_DRIVER
= 0x0010,
4511 VERBOSE_STATE
= 0x0020,
4512 VERBOSE_API
= 0x0040,
4513 VERBOSE_DISPLAY_LIST
= 0x0100,
4514 VERBOSE_LIGHTING
= 0x0200,
4515 VERBOSE_PRIMS
= 0x0400,
4516 VERBOSE_VERTS
= 0x0800,
4517 VERBOSE_DISASSEM
= 0x1000,
4518 VERBOSE_DRAW
= 0x2000,
4519 VERBOSE_SWAPBUFFERS
= 0x4000
4523 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4526 DEBUG_SILENT
= (1 << 0),
4527 DEBUG_ALWAYS_FLUSH
= (1 << 1),
4528 DEBUG_INCOMPLETE_TEXTURE
= (1 << 2),
4529 DEBUG_INCOMPLETE_FBO
= (1 << 3)
4538 #endif /* MTYPES_H */