mesa: Remove support for named parameters.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 /*@}*/
83
84
85 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
86 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
87 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
88 #define PRIM_UNKNOWN (GL_POLYGON+3)
89
90
91
92 /**
93 * Indexes for vertex program attributes.
94 * GL_NV_vertex_program aliases generic attributes over the conventional
95 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
96 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
97 * generic attributes are distinct/separate).
98 */
99 typedef enum
100 {
101 VERT_ATTRIB_POS = 0,
102 VERT_ATTRIB_WEIGHT = 1,
103 VERT_ATTRIB_NORMAL = 2,
104 VERT_ATTRIB_COLOR0 = 3,
105 VERT_ATTRIB_COLOR1 = 4,
106 VERT_ATTRIB_FOG = 5,
107 VERT_ATTRIB_COLOR_INDEX = 6,
108 VERT_ATTRIB_EDGEFLAG = 7,
109 VERT_ATTRIB_TEX0 = 8,
110 VERT_ATTRIB_TEX1 = 9,
111 VERT_ATTRIB_TEX2 = 10,
112 VERT_ATTRIB_TEX3 = 11,
113 VERT_ATTRIB_TEX4 = 12,
114 VERT_ATTRIB_TEX5 = 13,
115 VERT_ATTRIB_TEX6 = 14,
116 VERT_ATTRIB_TEX7 = 15,
117 VERT_ATTRIB_POINT_SIZE = 16,
118 VERT_ATTRIB_GENERIC0 = 17,
119 VERT_ATTRIB_GENERIC1 = 18,
120 VERT_ATTRIB_GENERIC2 = 19,
121 VERT_ATTRIB_GENERIC3 = 20,
122 VERT_ATTRIB_GENERIC4 = 21,
123 VERT_ATTRIB_GENERIC5 = 22,
124 VERT_ATTRIB_GENERIC6 = 23,
125 VERT_ATTRIB_GENERIC7 = 24,
126 VERT_ATTRIB_GENERIC8 = 25,
127 VERT_ATTRIB_GENERIC9 = 26,
128 VERT_ATTRIB_GENERIC10 = 27,
129 VERT_ATTRIB_GENERIC11 = 28,
130 VERT_ATTRIB_GENERIC12 = 29,
131 VERT_ATTRIB_GENERIC13 = 30,
132 VERT_ATTRIB_GENERIC14 = 31,
133 VERT_ATTRIB_GENERIC15 = 32,
134 VERT_ATTRIB_MAX = 33
135 } gl_vert_attrib;
136
137 /**
138 * Symbolic constats to help iterating over
139 * specific blocks of vertex attributes.
140 *
141 * VERT_ATTRIB_FF
142 * includes all fixed function attributes as well as
143 * the aliased GL_NV_vertex_program shader attributes.
144 * VERT_ATTRIB_TEX
145 * include the classic texture coordinate attributes.
146 * Is a subset of VERT_ATTRIB_FF.
147 * VERT_ATTRIB_GENERIC_NV
148 * include the NV shader attributes.
149 * Is a subset of VERT_ATTRIB_FF.
150 * VERT_ATTRIB_GENERIC
151 * include the OpenGL 2.0+ GLSL generic shader attributes.
152 * These alias the generic GL_ARB_vertex_shader attributes.
153 */
154 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
155 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
156
157 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
158 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
159
160 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
161 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
162
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
165
166 /**
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
169 */
170 /*@{*/
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)
189
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192
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)
198
199 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
200 #define VERT_BIT_GENERIC_NV_ALL \
201 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
202
203 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
204 #define VERT_BIT_GENERIC_ALL \
205 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
206 /*@}*/
207
208
209 /**
210 * Indexes for vertex program result attributes. Note that
211 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
212 * assumptions about the layout of this enum.
213 */
214 typedef enum
215 {
216 VERT_RESULT_HPOS = 0,
217 VERT_RESULT_COL0 = 1,
218 VERT_RESULT_COL1 = 2,
219 VERT_RESULT_FOGC = 3,
220 VERT_RESULT_TEX0 = 4,
221 VERT_RESULT_TEX1 = 5,
222 VERT_RESULT_TEX2 = 6,
223 VERT_RESULT_TEX3 = 7,
224 VERT_RESULT_TEX4 = 8,
225 VERT_RESULT_TEX5 = 9,
226 VERT_RESULT_TEX6 = 10,
227 VERT_RESULT_TEX7 = 11,
228 VERT_RESULT_PSIZ = 12,
229 VERT_RESULT_BFC0 = 13,
230 VERT_RESULT_BFC1 = 14,
231 VERT_RESULT_EDGE = 15,
232 VERT_RESULT_CLIP_VERTEX = 16,
233 VERT_RESULT_CLIP_DIST0 = 17,
234 VERT_RESULT_CLIP_DIST1 = 18,
235 VERT_RESULT_VAR0 = 19, /**< shader varying */
236 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
237 } gl_vert_result;
238
239
240 /*********************************************/
241
242 /**
243 * Indexes for geometry program attributes.
244 */
245 typedef enum
246 {
247 GEOM_ATTRIB_POSITION = 0,
248 GEOM_ATTRIB_COLOR0 = 1,
249 GEOM_ATTRIB_COLOR1 = 2,
250 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
251 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
252 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
253 GEOM_ATTRIB_POINT_SIZE = 6,
254 GEOM_ATTRIB_CLIP_VERTEX = 7,
255 GEOM_ATTRIB_PRIMITIVE_ID = 8,
256 GEOM_ATTRIB_TEX_COORD = 9,
257
258 GEOM_ATTRIB_VAR0 = 16,
259 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
260 } gl_geom_attrib;
261
262 /**
263 * Bitflags for geometry attributes.
264 * These are used in bitfields in many places.
265 */
266 /*@{*/
267 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
268 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
269 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
270 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
271 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
272 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
273 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
274 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
275 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
276 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
277 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
278
279 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
280 /*@}*/
281
282
283 /**
284 * Indexes for geometry program result attributes
285 */
286 typedef enum
287 {
288 GEOM_RESULT_POS = 0,
289 GEOM_RESULT_COL0 = 1,
290 GEOM_RESULT_COL1 = 2,
291 GEOM_RESULT_SCOL0 = 3,
292 GEOM_RESULT_SCOL1 = 4,
293 GEOM_RESULT_FOGC = 5,
294 GEOM_RESULT_TEX0 = 6,
295 GEOM_RESULT_TEX1 = 7,
296 GEOM_RESULT_TEX2 = 8,
297 GEOM_RESULT_TEX3 = 9,
298 GEOM_RESULT_TEX4 = 10,
299 GEOM_RESULT_TEX5 = 11,
300 GEOM_RESULT_TEX6 = 12,
301 GEOM_RESULT_TEX7 = 13,
302 GEOM_RESULT_PSIZ = 14,
303 GEOM_RESULT_CLPV = 15,
304 GEOM_RESULT_PRID = 16,
305 GEOM_RESULT_LAYR = 17,
306 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
307 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
308 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
309 } gl_geom_result;
310
311
312 /**
313 * Indexes for fragment program input attributes. Note that
314 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
315 * assumptions about the layout of this enum.
316 */
317 typedef enum
318 {
319 FRAG_ATTRIB_WPOS = 0,
320 FRAG_ATTRIB_COL0 = 1,
321 FRAG_ATTRIB_COL1 = 2,
322 FRAG_ATTRIB_FOGC = 3,
323 FRAG_ATTRIB_TEX0 = 4,
324 FRAG_ATTRIB_TEX1 = 5,
325 FRAG_ATTRIB_TEX2 = 6,
326 FRAG_ATTRIB_TEX3 = 7,
327 FRAG_ATTRIB_TEX4 = 8,
328 FRAG_ATTRIB_TEX5 = 9,
329 FRAG_ATTRIB_TEX6 = 10,
330 FRAG_ATTRIB_TEX7 = 11,
331 FRAG_ATTRIB_FACE = 12, /**< front/back face */
332 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
333 FRAG_ATTRIB_CLIP_DIST0 = 14,
334 FRAG_ATTRIB_CLIP_DIST1 = 15,
335 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
336 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
337 } gl_frag_attrib;
338
339
340 /**
341 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
342 *
343 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
344 *
345 * gl_vert_result values which have no corresponding gl_frag_attrib
346 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
347 * VERT_RESULT_EDGE) are converted to a value of -1.
348 */
349 static inline int
350 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
351 {
352 if (vert_result >= VERT_RESULT_CLIP_DIST0)
353 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
354 else if (vert_result <= VERT_RESULT_TEX7)
355 return vert_result;
356 else
357 return -1;
358 }
359
360
361 /**
362 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
363 *
364 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
365 *
366 * gl_frag_attrib values which have no corresponding gl_vert_result
367 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
368 */
369 static inline int
370 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
371 {
372 if (frag_attrib <= FRAG_ATTRIB_TEX7)
373 return frag_attrib;
374 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
375 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
376 else
377 return -1;
378 }
379
380
381 /**
382 * Bitflags for fragment program input attributes.
383 */
384 /*@{*/
385 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
386 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
387 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
388 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
389 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
390 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
391 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
392 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
393 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
394 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
395 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
396 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
397 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
398 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
399 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
400
401 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
402 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
403
404 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
405 FRAG_BIT_TEX1| \
406 FRAG_BIT_TEX2| \
407 FRAG_BIT_TEX3| \
408 FRAG_BIT_TEX4| \
409 FRAG_BIT_TEX5| \
410 FRAG_BIT_TEX6| \
411 FRAG_BIT_TEX7)
412 /*@}*/
413
414
415 /**
416 * Fragment program results
417 */
418 typedef enum
419 {
420 FRAG_RESULT_DEPTH = 0,
421 FRAG_RESULT_STENCIL = 1,
422 /* If a single color should be written to all render targets, this
423 * register is written. No FRAG_RESULT_DATAn will be written.
424 */
425 FRAG_RESULT_COLOR = 2,
426
427 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
428 * or ARB_fragment_program fragment.color[n]) color results. If
429 * any are written, FRAG_RESULT_COLOR will not be written.
430 */
431 FRAG_RESULT_DATA0 = 3,
432 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
433 } gl_frag_result;
434
435
436 /**
437 * Indexes for all renderbuffers
438 */
439 typedef enum
440 {
441 /* the four standard color buffers */
442 BUFFER_FRONT_LEFT,
443 BUFFER_BACK_LEFT,
444 BUFFER_FRONT_RIGHT,
445 BUFFER_BACK_RIGHT,
446 BUFFER_DEPTH,
447 BUFFER_STENCIL,
448 BUFFER_ACCUM,
449 /* optional aux buffer */
450 BUFFER_AUX0,
451 /* generic renderbuffers */
452 BUFFER_COLOR0,
453 BUFFER_COLOR1,
454 BUFFER_COLOR2,
455 BUFFER_COLOR3,
456 BUFFER_COLOR4,
457 BUFFER_COLOR5,
458 BUFFER_COLOR6,
459 BUFFER_COLOR7,
460 BUFFER_COUNT
461 } gl_buffer_index;
462
463 /**
464 * Bit flags for all renderbuffers
465 */
466 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
467 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
468 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
469 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
470 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
471 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
472 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
473 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
474 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
475 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
476 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
477 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
478 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
479 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
480 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
481 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
482 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
483 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
484 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
485
486 /**
487 * Mask of all the color buffer bits (but not accum).
488 */
489 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
490 BUFFER_BIT_BACK_LEFT | \
491 BUFFER_BIT_FRONT_RIGHT | \
492 BUFFER_BIT_BACK_RIGHT | \
493 BUFFER_BIT_AUX0 | \
494 BUFFER_BIT_COLOR0 | \
495 BUFFER_BIT_COLOR1 | \
496 BUFFER_BIT_COLOR2 | \
497 BUFFER_BIT_COLOR3 | \
498 BUFFER_BIT_COLOR4 | \
499 BUFFER_BIT_COLOR5 | \
500 BUFFER_BIT_COLOR6 | \
501 BUFFER_BIT_COLOR7)
502
503
504 /**
505 * Framebuffer configuration (aka visual / pixelformat)
506 * Note: some of these fields should be boolean, but it appears that
507 * code in drivers/dri/common/util.c requires int-sized fields.
508 */
509 struct gl_config
510 {
511 GLboolean rgbMode;
512 GLboolean floatMode;
513 GLboolean colorIndexMode; /* XXX is this used anywhere? */
514 GLuint doubleBufferMode;
515 GLuint stereoMode;
516
517 GLboolean haveAccumBuffer;
518 GLboolean haveDepthBuffer;
519 GLboolean haveStencilBuffer;
520
521 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
522 GLuint redMask, greenMask, blueMask, alphaMask;
523 GLint rgbBits; /* total bits for rgb */
524 GLint indexBits; /* total bits for colorindex */
525
526 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
527 GLint depthBits;
528 GLint stencilBits;
529
530 GLint numAuxBuffers;
531
532 GLint level;
533
534 /* EXT_visual_rating / GLX 1.2 */
535 GLint visualRating;
536
537 /* EXT_visual_info / GLX 1.2 */
538 GLint transparentPixel;
539 /* colors are floats scaled to ints */
540 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
541 GLint transparentIndex;
542
543 /* ARB_multisample / SGIS_multisample */
544 GLint sampleBuffers;
545 GLint samples;
546
547 /* SGIX_pbuffer / GLX 1.3 */
548 GLint maxPbufferWidth;
549 GLint maxPbufferHeight;
550 GLint maxPbufferPixels;
551 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
552 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
553
554 /* OML_swap_method */
555 GLint swapMethod;
556
557 /* EXT_texture_from_pixmap */
558 GLint bindToTextureRgb;
559 GLint bindToTextureRgba;
560 GLint bindToMipmapTexture;
561 GLint bindToTextureTargets;
562 GLint yInverted;
563
564 /* EXT_framebuffer_sRGB */
565 GLint sRGBCapable;
566 };
567
568
569 /**
570 * \name Bit flags used for updating material values.
571 */
572 /*@{*/
573 #define MAT_ATTRIB_FRONT_AMBIENT 0
574 #define MAT_ATTRIB_BACK_AMBIENT 1
575 #define MAT_ATTRIB_FRONT_DIFFUSE 2
576 #define MAT_ATTRIB_BACK_DIFFUSE 3
577 #define MAT_ATTRIB_FRONT_SPECULAR 4
578 #define MAT_ATTRIB_BACK_SPECULAR 5
579 #define MAT_ATTRIB_FRONT_EMISSION 6
580 #define MAT_ATTRIB_BACK_EMISSION 7
581 #define MAT_ATTRIB_FRONT_SHININESS 8
582 #define MAT_ATTRIB_BACK_SHININESS 9
583 #define MAT_ATTRIB_FRONT_INDEXES 10
584 #define MAT_ATTRIB_BACK_INDEXES 11
585 #define MAT_ATTRIB_MAX 12
586
587 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
588 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
589 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
590 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
591 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
592 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
593
594 #define MAT_INDEX_AMBIENT 0
595 #define MAT_INDEX_DIFFUSE 1
596 #define MAT_INDEX_SPECULAR 2
597
598 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
599 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
600 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
601 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
602 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
603 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
604 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
605 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
606 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
607 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
608 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
609 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
610
611
612 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
613 MAT_BIT_FRONT_AMBIENT | \
614 MAT_BIT_FRONT_DIFFUSE | \
615 MAT_BIT_FRONT_SPECULAR | \
616 MAT_BIT_FRONT_SHININESS | \
617 MAT_BIT_FRONT_INDEXES)
618
619 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
620 MAT_BIT_BACK_AMBIENT | \
621 MAT_BIT_BACK_DIFFUSE | \
622 MAT_BIT_BACK_SPECULAR | \
623 MAT_BIT_BACK_SHININESS | \
624 MAT_BIT_BACK_INDEXES)
625
626 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
627 /*@}*/
628
629
630 /**
631 * Material state.
632 */
633 struct gl_material
634 {
635 GLfloat Attrib[MAT_ATTRIB_MAX][4];
636 };
637
638
639 /**
640 * Light state flags.
641 */
642 /*@{*/
643 #define LIGHT_SPOT 0x1
644 #define LIGHT_LOCAL_VIEWER 0x2
645 #define LIGHT_POSITIONAL 0x4
646 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
647 /*@}*/
648
649
650 /**
651 * Light source state.
652 */
653 struct gl_light
654 {
655 struct gl_light *next; /**< double linked list with sentinel */
656 struct gl_light *prev;
657
658 GLfloat Ambient[4]; /**< ambient color */
659 GLfloat Diffuse[4]; /**< diffuse color */
660 GLfloat Specular[4]; /**< specular color */
661 GLfloat EyePosition[4]; /**< position in eye coordinates */
662 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
663 GLfloat SpotExponent;
664 GLfloat SpotCutoff; /**< in degrees */
665 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
666 GLfloat ConstantAttenuation;
667 GLfloat LinearAttenuation;
668 GLfloat QuadraticAttenuation;
669 GLboolean Enabled; /**< On/off flag */
670
671 /**
672 * \name Derived fields
673 */
674 /*@{*/
675 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
676
677 GLfloat _Position[4]; /**< position in eye/obj coordinates */
678 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
679 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
680 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
681 GLfloat _VP_inf_spot_attenuation;
682
683 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
684 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
685 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
686 /*@}*/
687 };
688
689
690 /**
691 * Light model state.
692 */
693 struct gl_lightmodel
694 {
695 GLfloat Ambient[4]; /**< ambient color */
696 GLboolean LocalViewer; /**< Local (or infinite) view point? */
697 GLboolean TwoSide; /**< Two (or one) sided lighting? */
698 GLenum ColorControl; /**< either GL_SINGLE_COLOR
699 * or GL_SEPARATE_SPECULAR_COLOR */
700 };
701
702
703 /**
704 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
705 */
706 struct gl_accum_attrib
707 {
708 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
709 };
710
711
712 /**
713 * Used for storing clear color, texture border color, etc.
714 * The float values are typically unclamped.
715 */
716 union gl_color_union
717 {
718 GLfloat f[4];
719 GLint i[4];
720 GLuint ui[4];
721 };
722
723
724 /**
725 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
726 */
727 struct gl_colorbuffer_attrib
728 {
729 GLuint ClearIndex; /**< Index for glClear */
730 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
731 GLuint IndexMask; /**< Color index write mask */
732 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
733
734 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
735
736 /**
737 * \name alpha testing
738 */
739 /*@{*/
740 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
741 GLenum AlphaFunc; /**< Alpha test function */
742 GLfloat AlphaRefUnclamped;
743 GLclampf AlphaRef; /**< Alpha reference value */
744 /*@}*/
745
746 /**
747 * \name Blending
748 */
749 /*@{*/
750 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
751
752 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
753 * control, only on the fixed-pointness of the render target.
754 * The query does however depend on fragment color clamping.
755 */
756 GLfloat BlendColorUnclamped[4]; /**< Blending color */
757 GLfloat BlendColor[4]; /**< Blending color */
758
759 struct
760 {
761 GLenum SrcRGB; /**< RGB blend source term */
762 GLenum DstRGB; /**< RGB blend dest term */
763 GLenum SrcA; /**< Alpha blend source term */
764 GLenum DstA; /**< Alpha blend dest term */
765 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
766 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
767 /**
768 * Set if any blend factor uses SRC1. Computed at the time blend factors
769 * get set.
770 */
771 GLboolean _UsesDualSrc;
772 } Blend[MAX_DRAW_BUFFERS];
773 /** Are the blend func terms currently different for each buffer/target? */
774 GLboolean _BlendFuncPerBuffer;
775 /** Are the blend equations currently different for each buffer/target? */
776 GLboolean _BlendEquationPerBuffer;
777 /*@}*/
778
779 /**
780 * \name Logic op
781 */
782 /*@{*/
783 GLenum LogicOp; /**< Logic operator */
784 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
785 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
786 /*@}*/
787
788 GLboolean DitherFlag; /**< Dither enable flag */
789
790 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
791 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
792 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
793 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
794
795 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
796 };
797
798
799 /**
800 * Current attribute group (GL_CURRENT_BIT).
801 */
802 struct gl_current_attrib
803 {
804 /**
805 * \name Current vertex attributes.
806 * \note Values are valid only after FLUSH_VERTICES has been called.
807 * \note Index and Edgeflag current values are stored as floats in the
808 * SIX and SEVEN attribute slots.
809 */
810 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
811
812 /**
813 * \name Current raster position attributes (always valid).
814 * \note This set of attributes is very similar to the SWvertex struct.
815 */
816 /*@{*/
817 GLfloat RasterPos[4];
818 GLfloat RasterDistance;
819 GLfloat RasterColor[4];
820 GLfloat RasterSecondaryColor[4];
821 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
822 GLboolean RasterPosValid;
823 /*@}*/
824 };
825
826
827 /**
828 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
829 */
830 struct gl_depthbuffer_attrib
831 {
832 GLenum Func; /**< Function for depth buffer compare */
833 GLclampd Clear; /**< Value to clear depth buffer to */
834 GLboolean Test; /**< Depth buffering enabled flag */
835 GLboolean Mask; /**< Depth buffer writable? */
836 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
837 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
838 };
839
840
841 /**
842 * Evaluator attribute group (GL_EVAL_BIT).
843 */
844 struct gl_eval_attrib
845 {
846 /**
847 * \name Enable bits
848 */
849 /*@{*/
850 GLboolean Map1Color4;
851 GLboolean Map1Index;
852 GLboolean Map1Normal;
853 GLboolean Map1TextureCoord1;
854 GLboolean Map1TextureCoord2;
855 GLboolean Map1TextureCoord3;
856 GLboolean Map1TextureCoord4;
857 GLboolean Map1Vertex3;
858 GLboolean Map1Vertex4;
859 GLboolean Map2Color4;
860 GLboolean Map2Index;
861 GLboolean Map2Normal;
862 GLboolean Map2TextureCoord1;
863 GLboolean Map2TextureCoord2;
864 GLboolean Map2TextureCoord3;
865 GLboolean Map2TextureCoord4;
866 GLboolean Map2Vertex3;
867 GLboolean Map2Vertex4;
868 GLboolean AutoNormal;
869 /*@}*/
870
871 /**
872 * \name Map Grid endpoints and divisions and calculated du values
873 */
874 /*@{*/
875 GLint MapGrid1un;
876 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
877 GLint MapGrid2un, MapGrid2vn;
878 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
879 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
880 /*@}*/
881 };
882
883
884 /**
885 * Fog attribute group (GL_FOG_BIT).
886 */
887 struct gl_fog_attrib
888 {
889 GLboolean Enabled; /**< Fog enabled flag */
890 GLfloat ColorUnclamped[4]; /**< Fog color */
891 GLfloat Color[4]; /**< Fog color */
892 GLfloat Density; /**< Density >= 0.0 */
893 GLfloat Start; /**< Start distance in eye coords */
894 GLfloat End; /**< End distance in eye coords */
895 GLfloat Index; /**< Fog index */
896 GLenum Mode; /**< Fog mode */
897 GLboolean ColorSumEnabled;
898 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
899 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
900 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
901 };
902
903
904 /**
905 * Hint attribute group (GL_HINT_BIT).
906 *
907 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
908 */
909 struct gl_hint_attrib
910 {
911 GLenum PerspectiveCorrection;
912 GLenum PointSmooth;
913 GLenum LineSmooth;
914 GLenum PolygonSmooth;
915 GLenum Fog;
916 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
917 GLenum TextureCompression; /**< GL_ARB_texture_compression */
918 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
919 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
920 };
921
922
923 /**
924 * Lighting attribute group (GL_LIGHT_BIT).
925 */
926 struct gl_light_attrib
927 {
928 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
929 struct gl_lightmodel Model; /**< Lighting model */
930
931 /**
932 * Front and back material values.
933 * Note: must call FLUSH_VERTICES() before using.
934 */
935 struct gl_material Material;
936
937 GLboolean Enabled; /**< Lighting enabled flag */
938 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
939 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
940 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
941 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
942 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
943 GLboolean ColorMaterialEnabled;
944 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
945 GLboolean _ClampVertexColor;
946
947 struct gl_light EnabledList; /**< List sentinel */
948
949 /**
950 * Derived state for optimizations:
951 */
952 /*@{*/
953 GLboolean _NeedEyeCoords;
954 GLboolean _NeedVertices; /**< Use fast shader? */
955 GLfloat _BaseColor[2][3];
956 /*@}*/
957 };
958
959
960 /**
961 * Line attribute group (GL_LINE_BIT).
962 */
963 struct gl_line_attrib
964 {
965 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
966 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
967 GLushort StipplePattern; /**< Stipple pattern */
968 GLint StippleFactor; /**< Stipple repeat factor */
969 GLfloat Width; /**< Line width */
970 };
971
972
973 /**
974 * Display list attribute group (GL_LIST_BIT).
975 */
976 struct gl_list_attrib
977 {
978 GLuint ListBase;
979 };
980
981
982 /**
983 * Multisample attribute group (GL_MULTISAMPLE_BIT).
984 */
985 struct gl_multisample_attrib
986 {
987 GLboolean Enabled;
988 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
989 GLboolean SampleAlphaToCoverage;
990 GLboolean SampleAlphaToOne;
991 GLboolean SampleCoverage;
992 GLfloat SampleCoverageValue;
993 GLboolean SampleCoverageInvert;
994 };
995
996
997 /**
998 * A pixelmap (see glPixelMap)
999 */
1000 struct gl_pixelmap
1001 {
1002 GLint Size;
1003 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1004 };
1005
1006
1007 /**
1008 * Collection of all pixelmaps
1009 */
1010 struct gl_pixelmaps
1011 {
1012 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1013 struct gl_pixelmap GtoG;
1014 struct gl_pixelmap BtoB;
1015 struct gl_pixelmap AtoA;
1016 struct gl_pixelmap ItoR;
1017 struct gl_pixelmap ItoG;
1018 struct gl_pixelmap ItoB;
1019 struct gl_pixelmap ItoA;
1020 struct gl_pixelmap ItoI;
1021 struct gl_pixelmap StoS;
1022 };
1023
1024
1025 /**
1026 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1027 */
1028 struct gl_pixel_attrib
1029 {
1030 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1031
1032 /*--- Begin Pixel Transfer State ---*/
1033 /* Fields are in the order in which they're applied... */
1034
1035 /** Scale & Bias (index shift, offset) */
1036 /*@{*/
1037 GLfloat RedBias, RedScale;
1038 GLfloat GreenBias, GreenScale;
1039 GLfloat BlueBias, BlueScale;
1040 GLfloat AlphaBias, AlphaScale;
1041 GLfloat DepthBias, DepthScale;
1042 GLint IndexShift, IndexOffset;
1043 /*@}*/
1044
1045 /* Pixel Maps */
1046 /* Note: actual pixel maps are not part of this attrib group */
1047 GLboolean MapColorFlag;
1048 GLboolean MapStencilFlag;
1049
1050 /*--- End Pixel Transfer State ---*/
1051
1052 /** glPixelZoom */
1053 GLfloat ZoomX, ZoomY;
1054 };
1055
1056
1057 /**
1058 * Point attribute group (GL_POINT_BIT).
1059 */
1060 struct gl_point_attrib
1061 {
1062 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1063 GLfloat Size; /**< User-specified point size */
1064 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1065 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1066 GLfloat Threshold; /**< GL_EXT_point_parameters */
1067 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1068 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1069 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1070 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1071 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1072 };
1073
1074
1075 /**
1076 * Polygon attribute group (GL_POLYGON_BIT).
1077 */
1078 struct gl_polygon_attrib
1079 {
1080 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1081 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1082 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1083 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1084 GLboolean CullFlag; /**< Culling on/off flag */
1085 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1086 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1087 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1088 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1089 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1090 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1091 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1092 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1093 };
1094
1095
1096 /**
1097 * Scissor attributes (GL_SCISSOR_BIT).
1098 */
1099 struct gl_scissor_attrib
1100 {
1101 GLboolean Enabled; /**< Scissor test enabled? */
1102 GLint X, Y; /**< Lower left corner of box */
1103 GLsizei Width, Height; /**< Size of box */
1104 };
1105
1106
1107 /**
1108 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1109 *
1110 * Three sets of stencil data are tracked so that OpenGL 2.0,
1111 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1112 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1113 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1114 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1115 * GL_EXT_stencil_two_side GL_BACK state.
1116 *
1117 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1118 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1119 *
1120 * The derived value \c _TestTwoSide is set when the front-face and back-face
1121 * stencil state are different.
1122 */
1123 struct gl_stencil_attrib
1124 {
1125 GLboolean Enabled; /**< Enabled flag */
1126 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1127 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1128 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1129 GLboolean _TestTwoSide;
1130 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1131 GLenum Function[3]; /**< Stencil function */
1132 GLenum FailFunc[3]; /**< Fail function */
1133 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1134 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1135 GLint Ref[3]; /**< Reference value */
1136 GLuint ValueMask[3]; /**< Value mask */
1137 GLuint WriteMask[3]; /**< Write mask */
1138 GLuint Clear; /**< Clear value */
1139 };
1140
1141
1142 /**
1143 * An index for each type of texture object. These correspond to the GL
1144 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1145 * Note: the order is from highest priority to lowest priority.
1146 */
1147 typedef enum
1148 {
1149 TEXTURE_BUFFER_INDEX,
1150 TEXTURE_2D_ARRAY_INDEX,
1151 TEXTURE_1D_ARRAY_INDEX,
1152 TEXTURE_EXTERNAL_INDEX,
1153 TEXTURE_CUBE_INDEX,
1154 TEXTURE_3D_INDEX,
1155 TEXTURE_RECT_INDEX,
1156 TEXTURE_2D_INDEX,
1157 TEXTURE_1D_INDEX,
1158 NUM_TEXTURE_TARGETS
1159 } gl_texture_index;
1160
1161
1162 /**
1163 * Bit flags for each type of texture object
1164 * Used for Texture.Unit[]._ReallyEnabled flags.
1165 */
1166 /*@{*/
1167 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1168 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1169 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1170 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1171 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1172 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1173 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1174 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1175 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1176 /*@}*/
1177
1178
1179 /**
1180 * Texture image state. Drivers will typically create a subclass of this
1181 * with extra fields for memory buffers, etc.
1182 */
1183 struct gl_texture_image
1184 {
1185 GLint InternalFormat; /**< Internal format as given by the user */
1186 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1187 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1188 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1189 * GL_DEPTH_STENCIL_EXT only. Used for
1190 * choosing TexEnv arithmetic.
1191 */
1192 gl_format TexFormat; /**< The actual texture memory format */
1193
1194 GLuint Border; /**< 0 or 1 */
1195 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1196 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1197 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1198 GLuint Width2; /**< = Width - 2*Border */
1199 GLuint Height2; /**< = Height - 2*Border */
1200 GLuint Depth2; /**< = Depth - 2*Border */
1201 GLuint WidthLog2; /**< = log2(Width2) */
1202 GLuint HeightLog2; /**< = log2(Height2) */
1203 GLuint DepthLog2; /**< = log2(Depth2) */
1204 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1205
1206 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1207 GLuint Level; /**< Which mipmap level am I? */
1208 /** Cube map face: index into gl_texture_object::Image[] array */
1209 GLuint Face;
1210 };
1211
1212
1213 /**
1214 * Indexes for cube map faces.
1215 */
1216 typedef enum
1217 {
1218 FACE_POS_X = 0,
1219 FACE_NEG_X = 1,
1220 FACE_POS_Y = 2,
1221 FACE_NEG_Y = 3,
1222 FACE_POS_Z = 4,
1223 FACE_NEG_Z = 5,
1224 MAX_FACES = 6
1225 } gl_face_index;
1226
1227
1228 /**
1229 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1230 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1231 */
1232 struct gl_sampler_object
1233 {
1234 GLuint Name;
1235 GLint RefCount;
1236
1237 GLenum WrapS; /**< S-axis texture image wrap mode */
1238 GLenum WrapT; /**< T-axis texture image wrap mode */
1239 GLenum WrapR; /**< R-axis texture image wrap mode */
1240 GLenum MinFilter; /**< minification filter */
1241 GLenum MagFilter; /**< magnification filter */
1242 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1243 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1244 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1245 GLfloat LodBias; /**< OpenGL 1.4 */
1246 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1247 GLenum CompareMode; /**< GL_ARB_shadow */
1248 GLenum CompareFunc; /**< GL_ARB_shadow */
1249 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1250 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1251 };
1252
1253
1254 /**
1255 * Texture object state. Contains the array of mipmap images, border color,
1256 * wrap modes, filter modes, and shadow/texcompare state.
1257 */
1258 struct gl_texture_object
1259 {
1260 _glthread_Mutex Mutex; /**< for thread safety */
1261 GLint RefCount; /**< reference count */
1262 GLuint Name; /**< the user-visible texture object ID */
1263 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1264
1265 struct gl_sampler_object Sampler;
1266
1267 GLenum DepthMode; /**< GL_ARB_depth_texture */
1268
1269 GLfloat Priority; /**< in [0,1] */
1270 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1271 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1272 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1273 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1274 GLint CropRect[4]; /**< GL_OES_draw_texture */
1275 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1276 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1277 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1278 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1279 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1280 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1281 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1282 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1283 GLboolean Immutable; /**< GL_ARB_texture_storage */
1284
1285 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1286 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1287
1288 /** GL_ARB_texture_buffer_object */
1289 struct gl_buffer_object *BufferObject;
1290 GLenum BufferObjectFormat;
1291 /** Equivalent Mesa format for BufferObjectFormat. */
1292 gl_format _BufferObjectFormat;
1293
1294 /** GL_OES_EGL_image_external */
1295 GLint RequiredTextureImageUnits;
1296 };
1297
1298
1299 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1300 #define MAX_COMBINER_TERMS 4
1301
1302
1303 /**
1304 * Texture combine environment state.
1305 */
1306 struct gl_tex_env_combine_state
1307 {
1308 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1309 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1310 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1311 GLenum SourceRGB[MAX_COMBINER_TERMS];
1312 GLenum SourceA[MAX_COMBINER_TERMS];
1313 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1314 GLenum OperandRGB[MAX_COMBINER_TERMS];
1315 GLenum OperandA[MAX_COMBINER_TERMS];
1316 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1317 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1318 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1319 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1320 };
1321
1322
1323 /**
1324 * TexGenEnabled flags.
1325 */
1326 /*@{*/
1327 #define S_BIT 1
1328 #define T_BIT 2
1329 #define R_BIT 4
1330 #define Q_BIT 8
1331 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1332 /*@}*/
1333
1334
1335 /**
1336 * Bit flag versions of the corresponding GL_ constants.
1337 */
1338 /*@{*/
1339 #define TEXGEN_SPHERE_MAP 0x1
1340 #define TEXGEN_OBJ_LINEAR 0x2
1341 #define TEXGEN_EYE_LINEAR 0x4
1342 #define TEXGEN_REFLECTION_MAP_NV 0x8
1343 #define TEXGEN_NORMAL_MAP_NV 0x10
1344
1345 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1346 TEXGEN_REFLECTION_MAP_NV | \
1347 TEXGEN_NORMAL_MAP_NV)
1348 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1349 TEXGEN_REFLECTION_MAP_NV | \
1350 TEXGEN_NORMAL_MAP_NV | \
1351 TEXGEN_EYE_LINEAR)
1352 /*@}*/
1353
1354
1355
1356 /** Tex-gen enabled for texture unit? */
1357 #define ENABLE_TEXGEN(unit) (1 << (unit))
1358
1359 /** Non-identity texture matrix for texture unit? */
1360 #define ENABLE_TEXMAT(unit) (1 << (unit))
1361
1362
1363 /**
1364 * Texture coord generation state.
1365 */
1366 struct gl_texgen
1367 {
1368 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1369 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1370 GLfloat ObjectPlane[4];
1371 GLfloat EyePlane[4];
1372 };
1373
1374
1375 /**
1376 * Texture unit state. Contains enable flags, texture environment/function/
1377 * combiners, texgen state, and pointers to current texture objects.
1378 */
1379 struct gl_texture_unit
1380 {
1381 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1382 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1383
1384 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1385 GLclampf EnvColor[4];
1386 GLfloat EnvColorUnclamped[4];
1387
1388 struct gl_texgen GenS;
1389 struct gl_texgen GenT;
1390 struct gl_texgen GenR;
1391 struct gl_texgen GenQ;
1392 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1393 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1394
1395 GLfloat LodBias; /**< for biasing mipmap levels */
1396 GLenum BumpTarget;
1397 GLfloat RotMatrix[4]; /* 2x2 matrix */
1398
1399 /** Current sampler object (GL_ARB_sampler_objects) */
1400 struct gl_sampler_object *Sampler;
1401
1402 /**
1403 * \name GL_EXT_texture_env_combine
1404 */
1405 struct gl_tex_env_combine_state Combine;
1406
1407 /**
1408 * Derived state based on \c EnvMode and the \c BaseFormat of the
1409 * currently enabled texture.
1410 */
1411 struct gl_tex_env_combine_state _EnvMode;
1412
1413 /**
1414 * Currently enabled combiner state. This will point to either
1415 * \c Combine or \c _EnvMode.
1416 */
1417 struct gl_tex_env_combine_state *_CurrentCombine;
1418
1419 /** Current texture object pointers */
1420 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1421
1422 /** Points to highest priority, complete and enabled texture object */
1423 struct gl_texture_object *_Current;
1424 };
1425
1426
1427 /**
1428 * Texture attribute group (GL_TEXTURE_BIT).
1429 */
1430 struct gl_texture_attrib
1431 {
1432 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1433 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1434
1435 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1436
1437 /** GL_ARB_texture_buffer_object */
1438 struct gl_buffer_object *BufferObject;
1439
1440 /** GL_ARB_seamless_cubemap */
1441 GLboolean CubeMapSeamless;
1442
1443 /** Texture units/samplers used by vertex or fragment texturing */
1444 GLbitfield _EnabledUnits;
1445
1446 /** Texture coord units/sets used for fragment texturing */
1447 GLbitfield _EnabledCoordUnits;
1448
1449 /** Texture coord units that have texgen enabled */
1450 GLbitfield _TexGenEnabled;
1451
1452 /** Texture coord units that have non-identity matrices */
1453 GLbitfield _TexMatEnabled;
1454
1455 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1456 GLbitfield _GenFlags;
1457 };
1458
1459
1460 /**
1461 * Data structure representing a single clip plane (e.g. one of the elements
1462 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1463 */
1464 typedef GLfloat gl_clip_plane[4];
1465
1466
1467 /**
1468 * Transformation attribute group (GL_TRANSFORM_BIT).
1469 */
1470 struct gl_transform_attrib
1471 {
1472 GLenum MatrixMode; /**< Matrix mode */
1473 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1474 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1475 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1476 GLboolean Normalize; /**< Normalize all normals? */
1477 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1478 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1479 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1480
1481 GLfloat CullEyePos[4];
1482 GLfloat CullObjPos[4];
1483 };
1484
1485
1486 /**
1487 * Viewport attribute group (GL_VIEWPORT_BIT).
1488 */
1489 struct gl_viewport_attrib
1490 {
1491 GLint X, Y; /**< position */
1492 GLsizei Width, Height; /**< size */
1493 GLfloat Near, Far; /**< Depth buffer range */
1494 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1495 };
1496
1497
1498 /**
1499 * GL_ARB_vertex/pixel_buffer_object buffer object
1500 */
1501 struct gl_buffer_object
1502 {
1503 _glthread_Mutex Mutex;
1504 GLint RefCount;
1505 GLuint Name;
1506 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1507 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1508 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1509 /** Fields describing a mapped buffer */
1510 /*@{*/
1511 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1512 GLvoid *Pointer; /**< User-space address of mapping */
1513 GLintptr Offset; /**< Mapped offset */
1514 GLsizeiptr Length; /**< Mapped length */
1515 /*@}*/
1516 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1517 GLboolean Written; /**< Ever written to? (for debugging) */
1518 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1519 };
1520
1521
1522 /**
1523 * Client pixel packing/unpacking attributes
1524 */
1525 struct gl_pixelstore_attrib
1526 {
1527 GLint Alignment;
1528 GLint RowLength;
1529 GLint SkipPixels;
1530 GLint SkipRows;
1531 GLint ImageHeight;
1532 GLint SkipImages;
1533 GLboolean SwapBytes;
1534 GLboolean LsbFirst;
1535 GLboolean Invert; /**< GL_MESA_pack_invert */
1536 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1537 };
1538
1539
1540 /**
1541 * Client vertex array attributes
1542 */
1543 struct gl_client_array
1544 {
1545 GLint Size; /**< components per element (1,2,3,4) */
1546 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1547 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1548 GLsizei Stride; /**< user-specified stride */
1549 GLsizei StrideB; /**< actual stride in bytes */
1550 const GLubyte *Ptr; /**< Points to array data */
1551 GLboolean Enabled; /**< Enabled flag is a boolean */
1552 GLboolean Normalized; /**< GL_ARB_vertex_program */
1553 GLboolean Integer; /**< Integer-valued? */
1554 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1555 GLuint _ElementSize; /**< size of each element in bytes */
1556
1557 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1558 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1559 };
1560
1561
1562 /**
1563 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1564 * extension, but a nice encapsulation in any case.
1565 */
1566 struct gl_array_object
1567 {
1568 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1569 GLuint Name;
1570
1571 GLint RefCount;
1572 _glthread_Mutex Mutex;
1573
1574 /**
1575 * Does the VAO use ARB semantics or Apple semantics?
1576 *
1577 * There are several ways in which ARB_vertex_array_object and
1578 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1579 * least,
1580 *
1581 * - ARB VAOs require that all array data be sourced from vertex buffer
1582 * objects, but Apple VAOs do not.
1583 *
1584 * - ARB VAOs require that names come from GenVertexArrays.
1585 *
1586 * This flag notes which behavior governs this VAO.
1587 */
1588 GLboolean ARBsemantics;
1589
1590 /**
1591 * Has this array object been bound?
1592 */
1593 GLboolean _Used;
1594
1595 /** Vertex attribute arrays */
1596 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1597
1598 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1599 GLbitfield64 _Enabled;
1600
1601 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1602 GLbitfield64 NewArrays;
1603
1604 /**
1605 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1606 * we can determine the max legal (in bounds) glDrawElements array index.
1607 */
1608 GLuint _MaxElement;
1609
1610 struct gl_buffer_object *ElementArrayBufferObj;
1611 };
1612
1613
1614 /**
1615 * Vertex array state
1616 */
1617 struct gl_array_attrib
1618 {
1619 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1620 struct gl_array_object *ArrayObj;
1621
1622 /** The default vertex array object */
1623 struct gl_array_object *DefaultArrayObj;
1624
1625 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1626 struct _mesa_HashTable *Objects;
1627
1628 GLint ActiveTexture; /**< Client Active Texture */
1629 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1630 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1631
1632 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1633 GLboolean PrimitiveRestart;
1634 GLuint RestartIndex;
1635
1636 /* GL_ARB_vertex_buffer_object */
1637 struct gl_buffer_object *ArrayBufferObj;
1638
1639 /**
1640 * Vertex arrays as consumed by a driver.
1641 * The array pointer is set up only by the VBO module. */
1642 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1643 };
1644
1645
1646 /**
1647 * Feedback buffer state
1648 */
1649 struct gl_feedback
1650 {
1651 GLenum Type;
1652 GLbitfield _Mask; /**< FB_* bits */
1653 GLfloat *Buffer;
1654 GLuint BufferSize;
1655 GLuint Count;
1656 };
1657
1658
1659 /**
1660 * Selection buffer state
1661 */
1662 struct gl_selection
1663 {
1664 GLuint *Buffer; /**< selection buffer */
1665 GLuint BufferSize; /**< size of the selection buffer */
1666 GLuint BufferCount; /**< number of values in the selection buffer */
1667 GLuint Hits; /**< number of records in the selection buffer */
1668 GLuint NameStackDepth; /**< name stack depth */
1669 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1670 GLboolean HitFlag; /**< hit flag */
1671 GLfloat HitMinZ; /**< minimum hit depth */
1672 GLfloat HitMaxZ; /**< maximum hit depth */
1673 };
1674
1675
1676 /**
1677 * 1-D Evaluator control points
1678 */
1679 struct gl_1d_map
1680 {
1681 GLuint Order; /**< Number of control points */
1682 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1683 GLfloat *Points; /**< Points to contiguous control points */
1684 };
1685
1686
1687 /**
1688 * 2-D Evaluator control points
1689 */
1690 struct gl_2d_map
1691 {
1692 GLuint Uorder; /**< Number of control points in U dimension */
1693 GLuint Vorder; /**< Number of control points in V dimension */
1694 GLfloat u1, u2, du;
1695 GLfloat v1, v2, dv;
1696 GLfloat *Points; /**< Points to contiguous control points */
1697 };
1698
1699
1700 /**
1701 * All evaluator control point state
1702 */
1703 struct gl_evaluators
1704 {
1705 /**
1706 * \name 1-D maps
1707 */
1708 /*@{*/
1709 struct gl_1d_map Map1Vertex3;
1710 struct gl_1d_map Map1Vertex4;
1711 struct gl_1d_map Map1Index;
1712 struct gl_1d_map Map1Color4;
1713 struct gl_1d_map Map1Normal;
1714 struct gl_1d_map Map1Texture1;
1715 struct gl_1d_map Map1Texture2;
1716 struct gl_1d_map Map1Texture3;
1717 struct gl_1d_map Map1Texture4;
1718 /*@}*/
1719
1720 /**
1721 * \name 2-D maps
1722 */
1723 /*@{*/
1724 struct gl_2d_map Map2Vertex3;
1725 struct gl_2d_map Map2Vertex4;
1726 struct gl_2d_map Map2Index;
1727 struct gl_2d_map Map2Color4;
1728 struct gl_2d_map Map2Normal;
1729 struct gl_2d_map Map2Texture1;
1730 struct gl_2d_map Map2Texture2;
1731 struct gl_2d_map Map2Texture3;
1732 struct gl_2d_map Map2Texture4;
1733 /*@}*/
1734 };
1735
1736
1737 struct gl_transform_feedback_varying_info
1738 {
1739 char *Name;
1740 GLenum Type;
1741 GLint Size;
1742 };
1743
1744
1745 /**
1746 * Per-output info vertex shaders for transform feedback.
1747 */
1748 struct gl_transform_feedback_output
1749 {
1750 unsigned OutputRegister;
1751 unsigned OutputBuffer;
1752 unsigned NumComponents;
1753
1754 /** offset (in DWORDs) of this output within the interleaved structure */
1755 unsigned DstOffset;
1756
1757 /**
1758 * Offset into the output register of the data to output. For example,
1759 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1760 * offset is in the y and z components of the output register.
1761 */
1762 unsigned ComponentOffset;
1763 };
1764
1765
1766 /** Post-link transform feedback info. */
1767 struct gl_transform_feedback_info
1768 {
1769 unsigned NumOutputs;
1770
1771 /**
1772 * Number of transform feedback buffers in use by this program.
1773 */
1774 unsigned NumBuffers;
1775
1776 struct gl_transform_feedback_output *Outputs;
1777
1778 /** Transform feedback varyings used for the linking of this shader program.
1779 *
1780 * Use for glGetTransformFeedbackVarying().
1781 */
1782 struct gl_transform_feedback_varying_info *Varyings;
1783 GLint NumVarying;
1784
1785 /**
1786 * Total number of components stored in each buffer. This may be used by
1787 * hardware back-ends to determine the correct stride when interleaving
1788 * multiple transform feedback outputs in the same buffer.
1789 */
1790 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1791 };
1792
1793
1794 /**
1795 * Transform feedback object state
1796 */
1797 struct gl_transform_feedback_object
1798 {
1799 GLuint Name; /**< AKA the object ID */
1800 GLint RefCount;
1801 GLboolean Active; /**< Is transform feedback enabled? */
1802 GLboolean Paused; /**< Is transform feedback paused? */
1803 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1804 at least once? */
1805
1806 /** The feedback buffers */
1807 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1808 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1809
1810 /** Start of feedback data in dest buffer */
1811 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1812 /** Max data to put into dest buffer (in bytes) */
1813 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1814 };
1815
1816
1817 /**
1818 * Context state for transform feedback.
1819 */
1820 struct gl_transform_feedback_state
1821 {
1822 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1823
1824 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1825 struct gl_buffer_object *CurrentBuffer;
1826
1827 /** The table of all transform feedback objects */
1828 struct _mesa_HashTable *Objects;
1829
1830 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1831 struct gl_transform_feedback_object *CurrentObject;
1832
1833 /** The default xform-fb object (Name==0) */
1834 struct gl_transform_feedback_object *DefaultObject;
1835 };
1836
1837
1838 /**
1839 * Names of the various vertex/fragment program register files, etc.
1840 *
1841 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1842 * All values should fit in a 4-bit field.
1843 *
1844 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1845 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1846 * be "uniform" variables since they can only be set outside glBegin/End.
1847 * They're also all stored in the same Parameters array.
1848 */
1849 typedef enum
1850 {
1851 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1852 PROGRAM_INPUT, /**< machine->Inputs[] */
1853 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1854 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1855 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1856 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1857 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1858 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1859 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1860 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1861 PROGRAM_ADDRESS, /**< machine->AddressReg */
1862 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1863 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1864 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1865 PROGRAM_FILE_MAX
1866 } gl_register_file;
1867
1868
1869 /**
1870 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1871 * one of these values.
1872 */
1873 typedef enum
1874 {
1875 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1876 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1877 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1878 SYSTEM_VALUE_MAX /**< Number of values */
1879 } gl_system_value;
1880
1881
1882 /**
1883 * The possible interpolation qualifiers that can be applied to a fragment
1884 * shader input in GLSL.
1885 *
1886 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1887 * gl_fragment_program data structure to 0 causes the default behavior.
1888 */
1889 enum glsl_interp_qualifier
1890 {
1891 INTERP_QUALIFIER_NONE = 0,
1892 INTERP_QUALIFIER_SMOOTH,
1893 INTERP_QUALIFIER_FLAT,
1894 INTERP_QUALIFIER_NOPERSPECTIVE
1895 };
1896
1897
1898 /**
1899 * \brief Layout qualifiers for gl_FragDepth.
1900 *
1901 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1902 * a layout qualifier.
1903 *
1904 * \see enum ir_depth_layout
1905 */
1906 enum gl_frag_depth_layout
1907 {
1908 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1909 FRAG_DEPTH_LAYOUT_ANY,
1910 FRAG_DEPTH_LAYOUT_GREATER,
1911 FRAG_DEPTH_LAYOUT_LESS,
1912 FRAG_DEPTH_LAYOUT_UNCHANGED
1913 };
1914
1915
1916 /**
1917 * Base class for any kind of program object
1918 */
1919 struct gl_program
1920 {
1921 GLuint Id;
1922 GLubyte *String; /**< Null-terminated program text */
1923 GLint RefCount;
1924 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
1925 GLenum Format; /**< String encoding format */
1926
1927 struct prog_instruction *Instructions;
1928
1929 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1930 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1931 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1932 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1933 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1934 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1935 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1936 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1937
1938
1939 /** Named parameters, constants, etc. from program text */
1940 struct gl_program_parameter_list *Parameters;
1941 /** Numbered local parameters */
1942 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1943
1944 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1945 GLubyte SamplerUnits[MAX_SAMPLERS];
1946
1947 /** Bitmask of which register files are read/written with indirect
1948 * addressing. Mask of (1 << PROGRAM_x) bits.
1949 */
1950 GLbitfield IndirectRegisterFiles;
1951
1952 /** Logical counts */
1953 /*@{*/
1954 GLuint NumInstructions;
1955 GLuint NumTemporaries;
1956 GLuint NumParameters;
1957 GLuint NumAttributes;
1958 GLuint NumAddressRegs;
1959 GLuint NumAluInstructions;
1960 GLuint NumTexInstructions;
1961 GLuint NumTexIndirections;
1962 /*@}*/
1963 /** Native, actual h/w counts */
1964 /*@{*/
1965 GLuint NumNativeInstructions;
1966 GLuint NumNativeTemporaries;
1967 GLuint NumNativeParameters;
1968 GLuint NumNativeAttributes;
1969 GLuint NumNativeAddressRegs;
1970 GLuint NumNativeAluInstructions;
1971 GLuint NumNativeTexInstructions;
1972 GLuint NumNativeTexIndirections;
1973 /*@}*/
1974 };
1975
1976
1977 /** Vertex program object */
1978 struct gl_vertex_program
1979 {
1980 struct gl_program Base; /**< base class */
1981 GLboolean IsPositionInvariant;
1982 GLboolean UsesClipDistance;
1983 };
1984
1985
1986 /** Geometry program object */
1987 struct gl_geometry_program
1988 {
1989 struct gl_program Base; /**< base class */
1990
1991 GLint VerticesOut;
1992 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1993 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1994 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1995 };
1996
1997
1998 /** Fragment program object */
1999 struct gl_fragment_program
2000 {
2001 struct gl_program Base; /**< base class */
2002 GLboolean UsesKill; /**< shader uses KIL instruction */
2003 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2004 GLboolean OriginUpperLeft;
2005 GLboolean PixelCenterInteger;
2006 enum gl_frag_depth_layout FragDepthLayout;
2007
2008 /**
2009 * GLSL interpolation qualifier associated with each fragment shader input.
2010 * For inputs that do not have an interpolation qualifier specified in
2011 * GLSL, the value is INTERP_QUALIFIER_NONE.
2012 */
2013 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2014
2015 /**
2016 * Bitfield indicating, for each fragment shader input, 1 if that input
2017 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2018 */
2019 GLbitfield64 IsCentroid;
2020 };
2021
2022
2023 /**
2024 * State common to vertex and fragment programs.
2025 */
2026 struct gl_program_state
2027 {
2028 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2029 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2030 };
2031
2032
2033 /**
2034 * Context state for vertex programs.
2035 */
2036 struct gl_vertex_program_state
2037 {
2038 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2039 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2040 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2041 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2042 /** Computed two sided lighting for fixed function/programs. */
2043 GLboolean _TwoSideEnabled;
2044 struct gl_vertex_program *Current; /**< User-bound vertex program */
2045
2046 /** Currently enabled and valid vertex program (including internal
2047 * programs, user-defined vertex programs and GLSL vertex shaders).
2048 * This is the program we must use when rendering.
2049 */
2050 struct gl_vertex_program *_Current;
2051
2052 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2053
2054 /** Should fixed-function T&L be implemented with a vertex prog? */
2055 GLboolean _MaintainTnlProgram;
2056
2057 /** Program to emulate fixed-function T&L (see above) */
2058 struct gl_vertex_program *_TnlProgram;
2059
2060 /** Cache of fixed-function programs */
2061 struct gl_program_cache *Cache;
2062
2063 GLboolean _Overriden;
2064 };
2065
2066
2067 /**
2068 * Context state for geometry programs.
2069 */
2070 struct gl_geometry_program_state
2071 {
2072 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2073 GLboolean _Enabled; /**< Enabled and valid program? */
2074 struct gl_geometry_program *Current; /**< user-bound geometry program */
2075
2076 /** Currently enabled and valid program (including internal programs
2077 * and compiled shader programs).
2078 */
2079 struct gl_geometry_program *_Current;
2080
2081 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2082
2083 /** Cache of fixed-function programs */
2084 struct gl_program_cache *Cache;
2085 };
2086
2087 /**
2088 * Context state for fragment programs.
2089 */
2090 struct gl_fragment_program_state
2091 {
2092 GLboolean Enabled; /**< User-set fragment program enable flag */
2093 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2094 struct gl_fragment_program *Current; /**< User-bound fragment program */
2095
2096 /** Currently enabled and valid fragment program (including internal
2097 * programs, user-defined fragment programs and GLSL fragment shaders).
2098 * This is the program we must use when rendering.
2099 */
2100 struct gl_fragment_program *_Current;
2101
2102 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2103
2104 /** Should fixed-function texturing be implemented with a fragment prog? */
2105 GLboolean _MaintainTexEnvProgram;
2106
2107 /** Program to emulate fixed-function texture env/combine (see above) */
2108 struct gl_fragment_program *_TexEnvProgram;
2109
2110 /** Cache of fixed-function programs */
2111 struct gl_program_cache *Cache;
2112 };
2113
2114
2115 /**
2116 * ATI_fragment_shader runtime state
2117 */
2118 #define ATI_FS_INPUT_PRIMARY 0
2119 #define ATI_FS_INPUT_SECONDARY 1
2120
2121 struct atifs_instruction;
2122 struct atifs_setupinst;
2123
2124 /**
2125 * ATI fragment shader
2126 */
2127 struct ati_fragment_shader
2128 {
2129 GLuint Id;
2130 GLint RefCount;
2131 struct atifs_instruction *Instructions[2];
2132 struct atifs_setupinst *SetupInst[2];
2133 GLfloat Constants[8][4];
2134 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2135 GLubyte numArithInstr[2];
2136 GLubyte regsAssigned[2];
2137 GLubyte NumPasses; /**< 1 or 2 */
2138 GLubyte cur_pass;
2139 GLubyte last_optype;
2140 GLboolean interpinp1;
2141 GLboolean isValid;
2142 GLuint swizzlerq;
2143 };
2144
2145 /**
2146 * Context state for GL_ATI_fragment_shader
2147 */
2148 struct gl_ati_fragment_shader_state
2149 {
2150 GLboolean Enabled;
2151 GLboolean _Enabled; /**< enabled and valid shader? */
2152 GLboolean Compiling;
2153 GLfloat GlobalConstants[8][4];
2154 struct ati_fragment_shader *Current;
2155 };
2156
2157
2158 /** Set by #pragma directives */
2159 struct gl_sl_pragmas
2160 {
2161 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2162 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2163 GLboolean Optimize; /**< defaults on */
2164 GLboolean Debug; /**< defaults off */
2165 };
2166
2167
2168 /**
2169 * A GLSL vertex or fragment shader object.
2170 */
2171 struct gl_shader
2172 {
2173 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2174 GLuint Name; /**< AKA the handle */
2175 GLint RefCount; /**< Reference count */
2176 GLboolean DeletePending;
2177 GLboolean CompileStatus;
2178 const GLchar *Source; /**< Source code string */
2179 GLuint SourceChecksum; /**< for debug/logging purposes */
2180 struct gl_program *Program; /**< Post-compile assembly code */
2181 GLchar *InfoLog;
2182 struct gl_sl_pragmas Pragmas;
2183
2184 unsigned Version; /**< GLSL version used for linking */
2185
2186 /**
2187 * \name Sampler tracking
2188 *
2189 * \note Each of these fields is only set post-linking.
2190 */
2191 /*@{*/
2192 unsigned num_samplers; /**< Number of samplers used by this shader. */
2193 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2194 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2195 /*@}*/
2196
2197 /**
2198 * Number of uniform components used by this shader.
2199 *
2200 * This field is only set post-linking.
2201 */
2202 unsigned num_uniform_components;
2203
2204 /**
2205 * This shader's uniform block information.
2206 *
2207 * The offsets of the variables are assigned only for shaders in a program's
2208 * _LinkedShaders[].
2209 */
2210 struct gl_uniform_block *UniformBlocks;
2211 unsigned NumUniformBlocks;
2212
2213 struct exec_list *ir;
2214 struct glsl_symbol_table *symbols;
2215
2216 /** Shaders containing built-in functions that are used for linking. */
2217 struct gl_shader *builtins_to_link[16];
2218 unsigned num_builtins_to_link;
2219 };
2220
2221
2222 /**
2223 * Shader stages. Note that these will become 5 with tessellation.
2224 * These MUST have the same values as gallium's PIPE_SHADER_*
2225 */
2226 typedef enum
2227 {
2228 MESA_SHADER_VERTEX = 0,
2229 MESA_SHADER_FRAGMENT = 1,
2230 MESA_SHADER_GEOMETRY = 2,
2231 MESA_SHADER_TYPES = 3
2232 } gl_shader_type;
2233
2234 struct gl_uniform_buffer_variable
2235 {
2236 char *Name;
2237 const struct glsl_type *Type;
2238 unsigned int Buffer;
2239 unsigned int Offset;
2240 GLboolean RowMajor;
2241 };
2242
2243 struct gl_uniform_block
2244 {
2245 /** Declared name of the uniform block */
2246 char *Name;
2247
2248 /** Array of supplemental information about UBO ir_variables. */
2249 struct gl_uniform_buffer_variable *Uniforms;
2250 GLuint NumUniforms;
2251
2252 /**
2253 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2254 * with glBindBufferBase to bind a buffer object to this uniform block. When
2255 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2256 */
2257 GLuint Binding;
2258
2259 /**
2260 * Minimum size of a buffer object to back this uniform buffer
2261 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2262 */
2263 GLuint UniformBufferSize;
2264 };
2265
2266 /**
2267 * A GLSL program object.
2268 * Basically a linked collection of vertex and fragment shaders.
2269 */
2270 struct gl_shader_program
2271 {
2272 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2273 GLuint Name; /**< aka handle or ID */
2274 GLint RefCount; /**< Reference count */
2275 GLboolean DeletePending;
2276
2277 /**
2278 * Flags that the linker should not reject the program if it lacks
2279 * a vertex or fragment shader. GLES2 doesn't allow separate
2280 * shader objects, and would reject them. However, we internally
2281 * build separate shader objects for fixed function programs, which
2282 * we use for drivers/common/meta.c and for handling
2283 * _mesa_update_state with no program bound (for example in
2284 * glClear()).
2285 */
2286 GLboolean InternalSeparateShader;
2287
2288 GLuint NumShaders; /**< number of attached shaders */
2289 struct gl_shader **Shaders; /**< List of attached the shaders */
2290
2291 /**
2292 * User-defined attribute bindings
2293 *
2294 * These are set via \c glBindAttribLocation and are used to direct the
2295 * GLSL linker. These are \b not the values used in the compiled shader,
2296 * and they are \b not the values returned by \c glGetAttribLocation.
2297 */
2298 struct string_to_uint_map *AttributeBindings;
2299
2300 /**
2301 * User-defined fragment data bindings
2302 *
2303 * These are set via \c glBindFragDataLocation and are used to direct the
2304 * GLSL linker. These are \b not the values used in the compiled shader,
2305 * and they are \b not the values returned by \c glGetFragDataLocation.
2306 */
2307 struct string_to_uint_map *FragDataBindings;
2308 struct string_to_uint_map *FragDataIndexBindings;
2309
2310 /**
2311 * Transform feedback varyings last specified by
2312 * glTransformFeedbackVaryings().
2313 *
2314 * For the current set of transform feeedback varyings used for transform
2315 * feedback output, see LinkedTransformFeedback.
2316 */
2317 struct {
2318 GLenum BufferMode;
2319 GLuint NumVarying;
2320 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2321 } TransformFeedback;
2322
2323 /** Post-link transform feedback info. */
2324 struct gl_transform_feedback_info LinkedTransformFeedback;
2325
2326 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2327 enum gl_frag_depth_layout FragDepthLayout;
2328
2329 /** Geometry shader state - copied into gl_geometry_program at link time */
2330 struct {
2331 GLint VerticesOut;
2332 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2333 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2334 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2335 } Geom;
2336
2337 /** Vertex shader state - copied into gl_vertex_program at link time */
2338 struct {
2339 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2340 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2341 0 if not present. */
2342 } Vert;
2343
2344 /* post-link info: */
2345 unsigned NumUserUniformStorage;
2346 struct gl_uniform_storage *UniformStorage;
2347
2348 struct gl_uniform_block *UniformBlocks;
2349 unsigned NumUniformBlocks;
2350
2351 /**
2352 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2353 * they're used in, or -1.
2354 *
2355 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2356 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2357 */
2358 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2359
2360 /**
2361 * Map of active uniform names to locations
2362 *
2363 * Maps any active uniform that is not an array element to a location.
2364 * Each active uniform, including individual structure members will appear
2365 * in this map. This roughly corresponds to the set of names that would be
2366 * enumerated by \c glGetActiveUniform.
2367 */
2368 struct string_to_uint_map *UniformHash;
2369
2370 /**
2371 * Map from sampler unit to texture unit (set by glUniform1i())
2372 *
2373 * A sampler unit is associated with each sampler uniform by the linker.
2374 * The sampler unit associated with each uniform is stored in the
2375 * \c gl_uniform_storage::sampler field.
2376 */
2377 GLubyte SamplerUnits[MAX_SAMPLERS];
2378 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2379 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2380
2381 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2382 GLboolean Validated;
2383 GLboolean _Used; /**< Ever used for drawing? */
2384 GLchar *InfoLog;
2385
2386 unsigned Version; /**< GLSL version used for linking */
2387
2388 /**
2389 * Per-stage shaders resulting from the first stage of linking.
2390 *
2391 * Set of linked shaders for this program. The array is accessed using the
2392 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2393 * \c NULL.
2394 */
2395 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2396 };
2397
2398
2399 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2400 #define GLSL_LOG 0x2 /**< Write shaders to files */
2401 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2402 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2403 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2404 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2405 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2406 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2407 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2408
2409
2410 /**
2411 * Context state for GLSL vertex/fragment shaders.
2412 */
2413 struct gl_shader_state
2414 {
2415 /**
2416 * Programs used for rendering
2417 *
2418 * There is a separate program set for each shader stage. If
2419 * GL_EXT_separate_shader_objects is not supported, each of these must point
2420 * to \c NULL or to the same program.
2421 */
2422 struct gl_shader_program *CurrentVertexProgram;
2423 struct gl_shader_program *CurrentGeometryProgram;
2424 struct gl_shader_program *CurrentFragmentProgram;
2425
2426 struct gl_shader_program *_CurrentFragmentProgram;
2427
2428 /**
2429 * Program used by glUniform calls.
2430 *
2431 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2432 */
2433 struct gl_shader_program *ActiveProgram;
2434
2435 GLbitfield Flags; /**< Mask of GLSL_x flags */
2436 };
2437
2438
2439 /**
2440 * Compiler options for a single GLSL shaders type
2441 */
2442 struct gl_shader_compiler_options
2443 {
2444 /** Driver-selectable options: */
2445 GLboolean EmitCondCodes; /**< Use condition codes? */
2446 GLboolean EmitNoLoops;
2447 GLboolean EmitNoFunctions;
2448 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2449 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2450 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2451 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2452 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2453
2454 /**
2455 * \name Forms of indirect addressing the driver cannot do.
2456 */
2457 /*@{*/
2458 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2459 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2460 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2461 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2462 /*@}*/
2463
2464 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2465 GLuint MaxUnrollIterations;
2466
2467 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2468 };
2469
2470
2471 /**
2472 * Occlusion/timer query object.
2473 */
2474 struct gl_query_object
2475 {
2476 GLenum Target; /**< The query target, when active */
2477 GLuint Id; /**< hash table ID/name */
2478 GLuint64EXT Result; /**< the counter */
2479 GLboolean Active; /**< inside Begin/EndQuery */
2480 GLboolean Ready; /**< result is ready? */
2481 };
2482
2483
2484 /**
2485 * Context state for query objects.
2486 */
2487 struct gl_query_state
2488 {
2489 struct _mesa_HashTable *QueryObjects;
2490 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2491 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2492
2493 /** GL_NV_conditional_render */
2494 struct gl_query_object *CondRenderQuery;
2495
2496 /** GL_EXT_transform_feedback */
2497 struct gl_query_object *PrimitivesGenerated;
2498 struct gl_query_object *PrimitivesWritten;
2499
2500 /** GL_ARB_timer_query */
2501 struct gl_query_object *TimeElapsed;
2502
2503 GLenum CondRenderMode;
2504 };
2505
2506
2507 /** Sync object state */
2508 struct gl_sync_object
2509 {
2510 struct simple_node link;
2511 GLenum Type; /**< GL_SYNC_FENCE */
2512 GLuint Name; /**< Fence name */
2513 GLint RefCount; /**< Reference count */
2514 GLboolean DeletePending; /**< Object was deleted while there were still
2515 * live references (e.g., sync not yet finished)
2516 */
2517 GLenum SyncCondition;
2518 GLbitfield Flags; /**< Flags passed to glFenceSync */
2519 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2520 };
2521
2522
2523 /**
2524 * State which can be shared by multiple contexts:
2525 */
2526 struct gl_shared_state
2527 {
2528 _glthread_Mutex Mutex; /**< for thread safety */
2529 GLint RefCount; /**< Reference count */
2530 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2531 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2532
2533 /** Default texture objects (shared by all texture units) */
2534 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2535
2536 /** Fallback texture used when a bound texture is incomplete */
2537 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2538
2539 /**
2540 * \name Thread safety and statechange notification for texture
2541 * objects.
2542 *
2543 * \todo Improve the granularity of locking.
2544 */
2545 /*@{*/
2546 _glthread_Mutex TexMutex; /**< texobj thread safety */
2547 GLuint TextureStateStamp; /**< state notification for shared tex */
2548 /*@}*/
2549
2550 /** Default buffer object for vertex arrays that aren't in VBOs */
2551 struct gl_buffer_object *NullBufferObj;
2552
2553 /**
2554 * \name Vertex/geometry/fragment programs
2555 */
2556 /*@{*/
2557 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2558 struct gl_vertex_program *DefaultVertexProgram;
2559 struct gl_fragment_program *DefaultFragmentProgram;
2560 struct gl_geometry_program *DefaultGeometryProgram;
2561 /*@}*/
2562
2563 /* GL_ATI_fragment_shader */
2564 struct _mesa_HashTable *ATIShaders;
2565 struct ati_fragment_shader *DefaultFragmentShader;
2566
2567 struct _mesa_HashTable *BufferObjects;
2568
2569 /** Table of both gl_shader and gl_shader_program objects */
2570 struct _mesa_HashTable *ShaderObjects;
2571
2572 /* GL_EXT_framebuffer_object */
2573 struct _mesa_HashTable *RenderBuffers;
2574 struct _mesa_HashTable *FrameBuffers;
2575
2576 /* GL_ARB_sync */
2577 struct simple_node SyncObjects;
2578
2579 /** GL_ARB_sampler_objects */
2580 struct _mesa_HashTable *SamplerObjects;
2581 };
2582
2583
2584
2585 /**
2586 * Renderbuffers represent drawing surfaces such as color, depth and/or
2587 * stencil. A framebuffer object has a set of renderbuffers.
2588 * Drivers will typically derive subclasses of this type.
2589 */
2590 struct gl_renderbuffer
2591 {
2592 _glthread_Mutex Mutex; /**< for thread safety */
2593 GLuint ClassID; /**< Useful for drivers */
2594 GLuint Name;
2595 GLint RefCount;
2596 GLuint Width, Height;
2597 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2598 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2599 GLubyte NumSamples;
2600 GLenum InternalFormat; /**< The user-specified format */
2601 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2602 GL_STENCIL_INDEX. */
2603 gl_format Format; /**< The actual renderbuffer memory format */
2604
2605 /** Delete this renderbuffer */
2606 void (*Delete)(struct gl_renderbuffer *rb);
2607
2608 /** Allocate new storage for this renderbuffer */
2609 GLboolean (*AllocStorage)(struct gl_context *ctx,
2610 struct gl_renderbuffer *rb,
2611 GLenum internalFormat,
2612 GLuint width, GLuint height);
2613 };
2614
2615
2616 /**
2617 * A renderbuffer attachment points to either a texture object (and specifies
2618 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2619 */
2620 struct gl_renderbuffer_attachment
2621 {
2622 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2623 GLboolean Complete;
2624
2625 /**
2626 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2627 * application supplied renderbuffer object.
2628 */
2629 struct gl_renderbuffer *Renderbuffer;
2630
2631 /**
2632 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2633 * supplied texture object.
2634 */
2635 struct gl_texture_object *Texture;
2636 GLuint TextureLevel; /**< Attached mipmap level. */
2637 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2638 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2639 * and 2D array textures */
2640 };
2641
2642
2643 /**
2644 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2645 * In C++ terms, think of this as a base class from which device drivers
2646 * will make derived classes.
2647 */
2648 struct gl_framebuffer
2649 {
2650 _glthread_Mutex Mutex; /**< for thread safety */
2651 /**
2652 * If zero, this is a window system framebuffer. If non-zero, this
2653 * is a FBO framebuffer; note that for some devices (i.e. those with
2654 * a natural pixel coordinate system for FBOs that differs from the
2655 * OpenGL/Mesa coordinate system), this means that the viewport,
2656 * polygon face orientation, and polygon stipple will have to be inverted.
2657 */
2658 GLuint Name;
2659
2660 GLint RefCount;
2661 GLboolean DeletePending;
2662
2663 /**
2664 * The framebuffer's visual. Immutable if this is a window system buffer.
2665 * Computed from attachments if user-made FBO.
2666 */
2667 struct gl_config Visual;
2668
2669 GLboolean Initialized;
2670
2671 GLuint Width, Height; /**< size of frame buffer in pixels */
2672
2673 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2674 /*@{*/
2675 GLint _Xmin, _Xmax; /**< inclusive */
2676 GLint _Ymin, _Ymax; /**< exclusive */
2677 /*@}*/
2678
2679 /** \name Derived Z buffer stuff */
2680 /*@{*/
2681 GLuint _DepthMax; /**< Max depth buffer value */
2682 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2683 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2684 /*@}*/
2685
2686 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2687 GLenum _Status;
2688
2689 /** Integer color values */
2690 GLboolean _IntegerColor;
2691
2692 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2693 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2694
2695 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2696 * attribute group and GL_PIXEL attribute group, respectively.
2697 */
2698 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2699 GLenum ColorReadBuffer;
2700
2701 /** Computed from ColorDraw/ReadBuffer above */
2702 GLuint _NumColorDrawBuffers;
2703 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2704 GLint _ColorReadBufferIndex; /* -1 = None */
2705 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2706 struct gl_renderbuffer *_ColorReadBuffer;
2707
2708 /** Delete this framebuffer */
2709 void (*Delete)(struct gl_framebuffer *fb);
2710 };
2711
2712
2713 /**
2714 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2715 */
2716 struct gl_precision
2717 {
2718 GLushort RangeMin; /**< min value exponent */
2719 GLushort RangeMax; /**< max value exponent */
2720 GLushort Precision; /**< number of mantissa bits */
2721 };
2722
2723
2724 /**
2725 * Limits for vertex, geometry and fragment programs/shaders.
2726 */
2727 struct gl_program_constants
2728 {
2729 /* logical limits */
2730 GLuint MaxInstructions;
2731 GLuint MaxAluInstructions;
2732 GLuint MaxTexInstructions;
2733 GLuint MaxTexIndirections;
2734 GLuint MaxAttribs;
2735 GLuint MaxTemps;
2736 GLuint MaxAddressRegs;
2737 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2738 GLuint MaxParameters;
2739 GLuint MaxLocalParams;
2740 GLuint MaxEnvParams;
2741 /* native/hardware limits */
2742 GLuint MaxNativeInstructions;
2743 GLuint MaxNativeAluInstructions;
2744 GLuint MaxNativeTexInstructions;
2745 GLuint MaxNativeTexIndirections;
2746 GLuint MaxNativeAttribs;
2747 GLuint MaxNativeTemps;
2748 GLuint MaxNativeAddressRegs;
2749 GLuint MaxNativeParameters;
2750 /* For shaders */
2751 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2752 /* ES 2.0 and GL_ARB_ES2_compatibility */
2753 struct gl_precision LowFloat, MediumFloat, HighFloat;
2754 struct gl_precision LowInt, MediumInt, HighInt;
2755 /* GL_ARB_uniform_buffer_object */
2756 GLuint MaxUniformBlocks;
2757 GLuint MaxCombinedUniformComponents;
2758 };
2759
2760
2761 /**
2762 * Constants which may be overridden by device driver during context creation
2763 * but are never changed after that.
2764 */
2765 struct gl_constants
2766 {
2767 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2768 GLint MaxTextureLevels; /**< Max mipmap levels. */
2769 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2770 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2771 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2772 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2773 GLuint MaxTextureCoordUnits;
2774 GLuint MaxTextureImageUnits;
2775 GLuint MaxVertexTextureImageUnits;
2776 GLuint MaxCombinedTextureImageUnits;
2777 GLuint MaxGeometryTextureImageUnits;
2778 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2779 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2780 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2781 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2782
2783 GLuint MaxArrayLockSize;
2784
2785 GLint SubPixelBits;
2786
2787 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2788 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2789 GLfloat PointSizeGranularity;
2790 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2791 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2792 GLfloat LineWidthGranularity;
2793
2794 GLuint MaxColorTableSize;
2795
2796 GLuint MaxClipPlanes;
2797 GLuint MaxLights;
2798 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2799 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2800
2801 GLuint MaxViewportWidth, MaxViewportHeight;
2802
2803 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2804 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2805 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2806 GLuint MaxProgramMatrices;
2807 GLuint MaxProgramMatrixStackDepth;
2808
2809 struct {
2810 GLuint SamplesPassed;
2811 GLuint TimeElapsed;
2812 GLuint Timestamp;
2813 GLuint PrimitivesGenerated;
2814 GLuint PrimitivesWritten;
2815 } QueryCounterBits;
2816
2817 /** vertex array / buffer object bounds checking */
2818 GLboolean CheckArrayBounds;
2819
2820 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2821
2822 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2823 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2824 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2825
2826 /** Number of varying vectors between vertex and fragment shaders */
2827 GLuint MaxVarying;
2828 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2829 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2830
2831 /** @{
2832 * GL_ARB_uniform_buffer_object
2833 */
2834 GLuint MaxCombinedUniformBlocks;
2835 GLuint MaxUniformBufferBindings;
2836 GLuint MaxUniformBlockSize;
2837 GLuint UniformBufferOffsetAlignment;
2838 /** @} */
2839
2840 /** GL_ARB_geometry_shader4 */
2841 GLuint MaxGeometryOutputVertices;
2842 GLuint MaxGeometryTotalOutputComponents;
2843
2844 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2845
2846 /**
2847 * Changes default GLSL extension behavior from "error" to "warn". It's out
2848 * of spec, but it can make some apps work that otherwise wouldn't.
2849 */
2850 GLboolean ForceGLSLExtensionsWarn;
2851
2852 /**
2853 * Does the driver support real 32-bit integers? (Otherwise, integers are
2854 * simulated via floats.)
2855 */
2856 GLboolean NativeIntegers;
2857
2858 /**
2859 * If the driver supports real 32-bit integers, what integer value should be
2860 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2861 */
2862 GLuint UniformBooleanTrue;
2863
2864 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2865 GLbitfield SupportedBumpUnits;
2866
2867 /**
2868 * Maximum amount of time, measured in nanseconds, that the server can wait.
2869 */
2870 GLuint64 MaxServerWaitTimeout;
2871
2872 /** GL_EXT_provoking_vertex */
2873 GLboolean QuadsFollowProvokingVertexConvention;
2874
2875 /** OpenGL version 3.0 */
2876 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2877
2878 /** OpenGL version 3.2 */
2879 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2880
2881 /** GL_EXT_transform_feedback */
2882 GLuint MaxTransformFeedbackBuffers;
2883 GLuint MaxTransformFeedbackSeparateComponents;
2884 GLuint MaxTransformFeedbackInterleavedComponents;
2885 GLuint MaxVertexStreams;
2886
2887 /** GL_EXT_gpu_shader4 */
2888 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2889
2890 /* GL_ARB_robustness */
2891 GLenum ResetStrategy;
2892
2893 /* GL_ARB_blend_func_extended */
2894 GLuint MaxDualSourceDrawBuffers;
2895
2896 /**
2897 * Whether the implementation strips out and ignores texture borders.
2898 *
2899 * Many GPU hardware implementations don't support rendering with texture
2900 * borders and mipmapped textures. (Note: not static border color, but the
2901 * old 1-pixel border around each edge). Implementations then have to do
2902 * slow fallbacks to be correct, or just ignore the border and be fast but
2903 * wrong. Setting the flag strips the border off of TexImage calls,
2904 * providing "fast but wrong" at significantly reduced driver complexity.
2905 *
2906 * Texture borders are deprecated in GL 3.0.
2907 **/
2908 GLboolean StripTextureBorder;
2909
2910 /**
2911 * For drivers which can do a better job at eliminating unused varyings
2912 * and uniforms than the GLSL compiler.
2913 *
2914 * XXX Remove these as soon as a better solution is available.
2915 */
2916 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2917 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2918
2919 /**
2920 * Force software support for primitive restart in the VBO module.
2921 */
2922 GLboolean PrimitiveRestartInSoftware;
2923 };
2924
2925
2926 /**
2927 * Enable flag for each OpenGL extension. Different device drivers will
2928 * enable different extensions at runtime.
2929 */
2930 struct gl_extensions
2931 {
2932 GLboolean dummy; /* don't remove this! */
2933 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2934 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2935 GLboolean ANGLE_texture_compression_dxt;
2936 GLboolean ARB_ES2_compatibility;
2937 GLboolean ARB_base_instance;
2938 GLboolean ARB_blend_func_extended;
2939 GLboolean ARB_color_buffer_float;
2940 GLboolean ARB_conservative_depth;
2941 GLboolean ARB_copy_buffer;
2942 GLboolean ARB_depth_buffer_float;
2943 GLboolean ARB_depth_clamp;
2944 GLboolean ARB_depth_texture;
2945 GLboolean ARB_draw_buffers_blend;
2946 GLboolean ARB_draw_elements_base_vertex;
2947 GLboolean ARB_draw_instanced;
2948 GLboolean ARB_fragment_coord_conventions;
2949 GLboolean ARB_fragment_program;
2950 GLboolean ARB_fragment_program_shadow;
2951 GLboolean ARB_fragment_shader;
2952 GLboolean ARB_framebuffer_object;
2953 GLboolean ARB_explicit_attrib_location;
2954 GLboolean ARB_geometry_shader4;
2955 GLboolean ARB_half_float_pixel;
2956 GLboolean ARB_half_float_vertex;
2957 GLboolean ARB_instanced_arrays;
2958 GLboolean ARB_map_buffer_range;
2959 GLboolean ARB_occlusion_query;
2960 GLboolean ARB_occlusion_query2;
2961 GLboolean ARB_point_sprite;
2962 GLboolean ARB_seamless_cube_map;
2963 GLboolean ARB_shader_bit_encoding;
2964 GLboolean ARB_shader_objects;
2965 GLboolean ARB_shader_stencil_export;
2966 GLboolean ARB_shader_texture_lod;
2967 GLboolean ARB_shading_language_100;
2968 GLboolean ARB_shadow;
2969 GLboolean ARB_sync;
2970 GLboolean ARB_texture_border_clamp;
2971 GLboolean ARB_texture_buffer_object;
2972 GLboolean ARB_texture_compression_rgtc;
2973 GLboolean ARB_texture_cube_map;
2974 GLboolean ARB_texture_env_combine;
2975 GLboolean ARB_texture_env_crossbar;
2976 GLboolean ARB_texture_env_dot3;
2977 GLboolean ARB_texture_float;
2978 GLboolean ARB_texture_multisample;
2979 GLboolean ARB_texture_non_power_of_two;
2980 GLboolean ARB_texture_rg;
2981 GLboolean ARB_texture_rgb10_a2ui;
2982 GLboolean ARB_texture_storage;
2983 GLboolean ARB_timer_query;
2984 GLboolean ARB_transform_feedback2;
2985 GLboolean ARB_transform_feedback3;
2986 GLboolean ARB_transform_feedback_instanced;
2987 GLboolean ARB_transpose_matrix;
2988 GLboolean ARB_uniform_buffer_object;
2989 GLboolean ARB_vertex_program;
2990 GLboolean ARB_vertex_shader;
2991 GLboolean ARB_vertex_type_2_10_10_10_rev;
2992 GLboolean ARB_window_pos;
2993 GLboolean EXT_blend_color;
2994 GLboolean EXT_blend_equation_separate;
2995 GLboolean EXT_blend_func_separate;
2996 GLboolean EXT_blend_minmax;
2997 GLboolean EXT_clip_volume_hint;
2998 GLboolean EXT_compiled_vertex_array;
2999 GLboolean EXT_depth_bounds_test;
3000 GLboolean EXT_draw_buffers2;
3001 GLboolean EXT_draw_range_elements;
3002 GLboolean EXT_fog_coord;
3003 GLboolean EXT_framebuffer_blit;
3004 GLboolean EXT_framebuffer_multisample;
3005 GLboolean EXT_framebuffer_object;
3006 GLboolean EXT_framebuffer_sRGB;
3007 GLboolean EXT_gpu_program_parameters;
3008 GLboolean EXT_gpu_shader4;
3009 GLboolean EXT_packed_depth_stencil;
3010 GLboolean EXT_packed_float;
3011 GLboolean EXT_packed_pixels;
3012 GLboolean EXT_pixel_buffer_object;
3013 GLboolean EXT_point_parameters;
3014 GLboolean EXT_provoking_vertex;
3015 GLboolean EXT_rescale_normal;
3016 GLboolean EXT_shadow_funcs;
3017 GLboolean EXT_secondary_color;
3018 GLboolean EXT_separate_shader_objects;
3019 GLboolean EXT_separate_specular_color;
3020 GLboolean EXT_stencil_two_side;
3021 GLboolean EXT_texture3D;
3022 GLboolean EXT_texture_array;
3023 GLboolean EXT_texture_compression_latc;
3024 GLboolean EXT_texture_compression_s3tc;
3025 GLboolean EXT_texture_env_dot3;
3026 GLboolean EXT_texture_filter_anisotropic;
3027 GLboolean EXT_texture_integer;
3028 GLboolean EXT_texture_mirror_clamp;
3029 GLboolean EXT_texture_shared_exponent;
3030 GLboolean EXT_texture_snorm;
3031 GLboolean EXT_texture_sRGB;
3032 GLboolean EXT_texture_sRGB_decode;
3033 GLboolean EXT_texture_swizzle;
3034 GLboolean EXT_transform_feedback;
3035 GLboolean EXT_timer_query;
3036 GLboolean EXT_vertex_array_bgra;
3037 GLboolean OES_standard_derivatives;
3038 /* vendor extensions */
3039 GLboolean AMD_seamless_cubemap_per_texture;
3040 GLboolean APPLE_packed_pixels;
3041 GLboolean APPLE_object_purgeable;
3042 GLboolean ATI_envmap_bumpmap;
3043 GLboolean ATI_texture_compression_3dc;
3044 GLboolean ATI_texture_mirror_once;
3045 GLboolean ATI_texture_env_combine3;
3046 GLboolean ATI_fragment_shader;
3047 GLboolean ATI_separate_stencil;
3048 GLboolean IBM_rasterpos_clip;
3049 GLboolean IBM_multimode_draw_arrays;
3050 GLboolean MESA_pack_invert;
3051 GLboolean MESA_resize_buffers;
3052 GLboolean MESA_ycbcr_texture;
3053 GLboolean MESA_texture_array;
3054 GLboolean NV_blend_square;
3055 GLboolean NV_conditional_render;
3056 GLboolean NV_fog_distance;
3057 GLboolean NV_fragment_program_option;
3058 GLboolean NV_light_max_exponent;
3059 GLboolean NV_point_sprite;
3060 GLboolean NV_primitive_restart;
3061 GLboolean NV_read_buffer;
3062 GLboolean NV_texture_barrier;
3063 GLboolean NV_texgen_reflection;
3064 GLboolean NV_texture_env_combine4;
3065 GLboolean NV_texture_rectangle;
3066 GLboolean SGIS_texture_lod;
3067 GLboolean TDFX_texture_compression_FXT1;
3068 GLboolean S3_s3tc;
3069 GLboolean OES_EGL_image;
3070 GLboolean OES_draw_texture;
3071 GLboolean OES_EGL_image_external;
3072 GLboolean OES_compressed_ETC1_RGB8_texture;
3073 GLboolean extension_sentinel;
3074 /** The extension string */
3075 const GLubyte *String;
3076 /** Number of supported extensions */
3077 GLuint Count;
3078 };
3079
3080
3081 /**
3082 * A stack of matrices (projection, modelview, color, texture, etc).
3083 */
3084 struct gl_matrix_stack
3085 {
3086 GLmatrix *Top; /**< points into Stack */
3087 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3088 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3089 GLuint MaxDepth; /**< size of Stack[] array */
3090 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3091 };
3092
3093
3094 /**
3095 * \name Bits for image transfer operations
3096 * \sa __struct gl_contextRec::ImageTransferState.
3097 */
3098 /*@{*/
3099 #define IMAGE_SCALE_BIAS_BIT 0x1
3100 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3101 #define IMAGE_MAP_COLOR_BIT 0x4
3102 #define IMAGE_CLAMP_BIT 0x800
3103
3104
3105 /** Pixel Transfer ops */
3106 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3107 IMAGE_SHIFT_OFFSET_BIT | \
3108 IMAGE_MAP_COLOR_BIT)
3109
3110 /**
3111 * \name Bits to indicate what state has changed.
3112 */
3113 /*@{*/
3114 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3115 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3116 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3117 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3118 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3119 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3120 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3121 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3122 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3123 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3124 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3125 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3126 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3127 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3128 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3129 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3130 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3131 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3132 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3133 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3134 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3135 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3136 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3137 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3138 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3139 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3140 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3141 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3142 #define _NEW_BUFFER_OBJECT (1 << 28)
3143 #define _NEW_FRAG_CLAMP (1 << 29)
3144 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3145 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3146 #define _NEW_ALL ~0
3147
3148 /**
3149 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3150 * clarity.
3151 */
3152 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3153 /*@}*/
3154
3155
3156 /**
3157 * \name A bunch of flags that we think might be useful to drivers.
3158 *
3159 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3160 */
3161 /*@{*/
3162 #define DD_SEPARATE_SPECULAR (1 << 0)
3163 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3164 #define DD_TRI_UNFILLED (1 << 2)
3165 #define DD_TRI_SMOOTH (1 << 3)
3166 #define DD_TRI_STIPPLE (1 << 4)
3167 #define DD_TRI_OFFSET (1 << 5)
3168 #define DD_LINE_SMOOTH (1 << 6)
3169 #define DD_LINE_STIPPLE (1 << 7)
3170 #define DD_POINT_SMOOTH (1 << 8)
3171 #define DD_POINT_ATTEN (1 << 9)
3172 /*@}*/
3173
3174
3175 /**
3176 * Composite state flags
3177 */
3178 /*@{*/
3179 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3180 _NEW_TEXTURE | \
3181 _NEW_POINT | \
3182 _NEW_PROGRAM | \
3183 _NEW_MODELVIEW)
3184
3185 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3186 _NEW_FOG | \
3187 _NEW_PROGRAM)
3188
3189
3190 /*@}*/
3191
3192
3193
3194
3195 /* This has to be included here. */
3196 #include "dd.h"
3197
3198
3199 /**
3200 * Display list flags.
3201 * Strictly this is a tnl-private concept, but it doesn't seem
3202 * worthwhile adding a tnl private structure just to hold this one bit
3203 * of information:
3204 */
3205 #define DLIST_DANGLING_REFS 0x1
3206
3207
3208 /** Opaque declaration of display list payload data type */
3209 union gl_dlist_node;
3210
3211
3212 /**
3213 * Provide a location where information about a display list can be
3214 * collected. Could be extended with driverPrivate structures,
3215 * etc. in the future.
3216 */
3217 struct gl_display_list
3218 {
3219 GLuint Name;
3220 GLbitfield Flags; /**< DLIST_x flags */
3221 /** The dlist commands are in a linked list of nodes */
3222 union gl_dlist_node *Head;
3223 };
3224
3225
3226 /**
3227 * State used during display list compilation and execution.
3228 */
3229 struct gl_dlist_state
3230 {
3231 GLuint CallDepth; /**< Current recursion calling depth */
3232
3233 struct gl_display_list *CurrentList; /**< List currently being compiled */
3234 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3235 GLuint CurrentPos; /**< Index into current block of nodes */
3236
3237 GLvertexformat ListVtxfmt;
3238
3239 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3240 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3241
3242 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3243 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3244
3245 struct {
3246 /* State known to have been set by the currently-compiling display
3247 * list. Used to eliminate some redundant state changes.
3248 */
3249 GLenum ShadeModel;
3250 } Current;
3251 };
3252
3253 /**
3254 * An error, warning, or other piece of debug information for an application
3255 * to consume via GL_ARB_debug_output.
3256 */
3257 struct gl_debug_msg
3258 {
3259 GLenum source;
3260 GLenum type;
3261 GLuint id;
3262 GLenum severity;
3263 GLsizei length;
3264 GLcharARB *message;
3265 };
3266
3267 typedef enum {
3268 API_ERROR_UNKNOWN,
3269 API_ERROR_COUNT
3270 } gl_api_error;
3271
3272 typedef enum {
3273 WINSYS_ERROR_UNKNOWN,
3274 WINSYS_ERROR_COUNT
3275 } gl_winsys_error;
3276
3277 typedef enum {
3278 SHADER_ERROR_UNKNOWN,
3279 SHADER_ERROR_COUNT
3280 } gl_shader_error;
3281
3282 typedef enum {
3283 OTHER_ERROR_UNKNOWN,
3284 OTHER_ERROR_OUT_OF_MEMORY,
3285 OTHER_ERROR_COUNT
3286 } gl_other_error;
3287
3288 struct gl_client_namespace
3289 {
3290 struct _mesa_HashTable *IDs;
3291 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3292 struct simple_node Severity[3]; /* lists of IDs in the hash table */
3293 };
3294
3295 struct gl_client_debug
3296 {
3297 GLboolean Defaults[3][2][6]; /* severity, source, type */
3298 struct gl_client_namespace Namespaces[2][6]; /* source, type */
3299 };
3300
3301 struct gl_debug_state
3302 {
3303 GLDEBUGPROCARB Callback;
3304 GLvoid *CallbackData;
3305 GLboolean SyncOutput;
3306 GLboolean ApiErrors[API_ERROR_COUNT];
3307 GLboolean WinsysErrors[WINSYS_ERROR_COUNT];
3308 GLboolean ShaderErrors[SHADER_ERROR_COUNT];
3309 GLboolean OtherErrors[OTHER_ERROR_COUNT];
3310 struct gl_client_debug ClientIDs;
3311 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3312 GLint NumMessages;
3313 GLint NextMsg;
3314 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3315 for the sake of the offsetof() code in get.c */
3316 };
3317
3318 /**
3319 * Enum for the OpenGL APIs we know about and may support.
3320 *
3321 * NOTE: This must match the api_enum table in
3322 * src/mesa/main/get_hash_generator.py
3323 */
3324 typedef enum
3325 {
3326 API_OPENGL, /* legacy / compatibility contexts */
3327 API_OPENGLES,
3328 API_OPENGLES2,
3329 API_OPENGL_CORE,
3330 } gl_api;
3331
3332 /**
3333 * Driver-specific state flags.
3334 *
3335 * These are or'd with gl_context::NewDriverState to notify a driver about
3336 * a state change. The driver sets the flags at context creation and
3337 * the meaning of the bits set is opaque to core Mesa.
3338 */
3339 struct gl_driver_flags
3340 {
3341 GLbitfield NewArray; /**< Vertex array state */
3342 };
3343
3344 struct gl_uniform_buffer_binding
3345 {
3346 struct gl_buffer_object *BufferObject;
3347 /** Start of uniform block data in the buffer */
3348 GLintptr Offset;
3349 /** Size of data allowed to be referenced from the buffer (in bytes) */
3350 GLsizeiptr Size;
3351 /**
3352 * glBindBufferBase() indicates that the Size should be ignored and only
3353 * limited by the current size of the BufferObject.
3354 */
3355 GLboolean AutomaticSize;
3356 };
3357
3358 /**
3359 * Mesa rendering context.
3360 *
3361 * This is the central context data structure for Mesa. Almost all
3362 * OpenGL state is contained in this structure.
3363 * Think of this as a base class from which device drivers will derive
3364 * sub classes.
3365 *
3366 * The struct gl_context typedef names this structure.
3367 */
3368 struct gl_context
3369 {
3370 /** State possibly shared with other contexts in the address space */
3371 struct gl_shared_state *Shared;
3372
3373 /** \name API function pointer tables */
3374 /*@{*/
3375 gl_api API;
3376 struct _glapi_table *Save; /**< Display list save functions */
3377 struct _glapi_table *Exec; /**< Execute functions */
3378 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3379 /*@}*/
3380
3381 struct gl_config Visual;
3382 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3383 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3384 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3385 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3386
3387 /**
3388 * Device driver function pointer table
3389 */
3390 struct dd_function_table Driver;
3391
3392 /** Core/Driver constants */
3393 struct gl_constants Const;
3394
3395 /** \name The various 4x4 matrix stacks */
3396 /*@{*/
3397 struct gl_matrix_stack ModelviewMatrixStack;
3398 struct gl_matrix_stack ProjectionMatrixStack;
3399 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3400 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3401 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3402 /*@}*/
3403
3404 /** Combined modelview and projection matrix */
3405 GLmatrix _ModelProjectMatrix;
3406
3407 /** \name Display lists */
3408 struct gl_dlist_state ListState;
3409
3410 GLboolean ExecuteFlag; /**< Execute GL commands? */
3411 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3412
3413 /** Extension information */
3414 struct gl_extensions Extensions;
3415
3416 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3417 GLuint Version;
3418 char *VersionString;
3419
3420 /** \name State attribute stack (for glPush/PopAttrib) */
3421 /*@{*/
3422 GLuint AttribStackDepth;
3423 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3424 /*@}*/
3425
3426 /** \name Renderer attribute groups
3427 *
3428 * We define a struct for each attribute group to make pushing and popping
3429 * attributes easy. Also it's a good organization.
3430 */
3431 /*@{*/
3432 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3433 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3434 struct gl_current_attrib Current; /**< Current attributes */
3435 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3436 struct gl_eval_attrib Eval; /**< Eval attributes */
3437 struct gl_fog_attrib Fog; /**< Fog attributes */
3438 struct gl_hint_attrib Hint; /**< Hint attributes */
3439 struct gl_light_attrib Light; /**< Light attributes */
3440 struct gl_line_attrib Line; /**< Line attributes */
3441 struct gl_list_attrib List; /**< List attributes */
3442 struct gl_multisample_attrib Multisample;
3443 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3444 struct gl_point_attrib Point; /**< Point attributes */
3445 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3446 GLuint PolygonStipple[32]; /**< Polygon stipple */
3447 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3448 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3449 struct gl_texture_attrib Texture; /**< Texture attributes */
3450 struct gl_transform_attrib Transform; /**< Transformation attributes */
3451 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3452 /*@}*/
3453
3454 /** \name Client attribute stack */
3455 /*@{*/
3456 GLuint ClientAttribStackDepth;
3457 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3458 /*@}*/
3459
3460 /** \name Client attribute groups */
3461 /*@{*/
3462 struct gl_array_attrib Array; /**< Vertex arrays */
3463 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3464 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3465 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3466 /*@}*/
3467
3468 /** \name Other assorted state (not pushed/popped on attribute stack) */
3469 /*@{*/
3470 struct gl_pixelmaps PixelMaps;
3471
3472 struct gl_evaluators EvalMap; /**< All evaluators */
3473 struct gl_feedback Feedback; /**< Feedback */
3474 struct gl_selection Select; /**< Selection */
3475
3476 struct gl_program_state Program; /**< general program state */
3477 struct gl_vertex_program_state VertexProgram;
3478 struct gl_fragment_program_state FragmentProgram;
3479 struct gl_geometry_program_state GeometryProgram;
3480 struct gl_ati_fragment_shader_state ATIFragmentShader;
3481
3482 struct gl_shader_state Shader; /**< GLSL shader object state */
3483 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3484
3485 struct gl_query_state Query; /**< occlusion, timer queries */
3486
3487 struct gl_transform_feedback_state TransformFeedback;
3488
3489 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3490 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3491
3492 /**
3493 * Current GL_ARB_uniform_buffer_object binding referenced by
3494 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3495 */
3496 struct gl_buffer_object *UniformBuffer;
3497
3498 /**
3499 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3500 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3501 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3502 * shader program.
3503 */
3504 struct gl_uniform_buffer_binding *UniformBufferBindings;
3505
3506 /*@}*/
3507
3508 struct gl_meta_state *Meta; /**< for "meta" operations */
3509
3510 /* GL_EXT_framebuffer_object */
3511 struct gl_renderbuffer *CurrentRenderbuffer;
3512
3513 GLenum ErrorValue; /**< Last error code */
3514
3515 /* GL_ARB_robustness */
3516 GLenum ResetStatus;
3517
3518 /**
3519 * Recognize and silence repeated error debug messages in buggy apps.
3520 */
3521 const char *ErrorDebugFmtString;
3522 GLuint ErrorDebugCount;
3523
3524 /* GL_ARB_debug_output */
3525 struct gl_debug_state Debug;
3526
3527 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3528 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3529 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3530
3531 struct gl_driver_flags DriverFlags;
3532
3533 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3534
3535 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3536
3537 /** \name Derived state */
3538 /*@{*/
3539 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3540 * state validation so they need to always be current.
3541 */
3542 GLbitfield _TriangleCaps;
3543 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3544 GLfloat _EyeZDir[3];
3545 GLfloat _ModelViewInvScale;
3546 GLboolean _NeedEyeCoords;
3547 GLboolean _ForceEyeCoords;
3548
3549 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3550
3551 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3552
3553 /** \name For debugging/development only */
3554 /*@{*/
3555 GLboolean FirstTimeCurrent;
3556 /*@}*/
3557
3558 /** software compression/decompression supported or not */
3559 GLboolean Mesa_DXTn;
3560
3561 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3562
3563 /**
3564 * Use dp4 (rather than mul/mad) instructions for position
3565 * transformation?
3566 */
3567 GLboolean mvp_with_dp4;
3568
3569 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3570
3571 /**
3572 * \name Hooks for module contexts.
3573 *
3574 * These will eventually live in the driver or elsewhere.
3575 */
3576 /*@{*/
3577 void *swrast_context;
3578 void *swsetup_context;
3579 void *swtnl_context;
3580 void *swtnl_im;
3581 struct st_context *st;
3582 void *aelt_context;
3583 /*@}*/
3584 };
3585
3586
3587 #ifdef DEBUG
3588 extern int MESA_VERBOSE;
3589 extern int MESA_DEBUG_FLAGS;
3590 # define MESA_FUNCTION __FUNCTION__
3591 #else
3592 # define MESA_VERBOSE 0
3593 # define MESA_DEBUG_FLAGS 0
3594 # define MESA_FUNCTION "a function"
3595 # ifndef NDEBUG
3596 # define NDEBUG
3597 # endif
3598 #endif
3599
3600
3601 /** The MESA_VERBOSE var is a bitmask of these flags */
3602 enum _verbose
3603 {
3604 VERBOSE_VARRAY = 0x0001,
3605 VERBOSE_TEXTURE = 0x0002,
3606 VERBOSE_MATERIAL = 0x0004,
3607 VERBOSE_PIPELINE = 0x0008,
3608 VERBOSE_DRIVER = 0x0010,
3609 VERBOSE_STATE = 0x0020,
3610 VERBOSE_API = 0x0040,
3611 VERBOSE_DISPLAY_LIST = 0x0100,
3612 VERBOSE_LIGHTING = 0x0200,
3613 VERBOSE_PRIMS = 0x0400,
3614 VERBOSE_VERTS = 0x0800,
3615 VERBOSE_DISASSEM = 0x1000,
3616 VERBOSE_DRAW = 0x2000,
3617 VERBOSE_SWAPBUFFERS = 0x4000
3618 };
3619
3620
3621 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3622 enum _debug
3623 {
3624 DEBUG_SILENT = (1 << 0),
3625 DEBUG_ALWAYS_FLUSH = (1 << 1),
3626 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3627 DEBUG_INCOMPLETE_FBO = (1 << 3)
3628 };
3629
3630
3631
3632 #ifdef __cplusplus
3633 }
3634 #endif
3635
3636 #endif /* MTYPES_H */