8d2bd74b440418d4cc9fa51e2183bbd1d9c2d3fd
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "util/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_debug_state;
80 struct gl_context;
81 struct st_context;
82 struct gl_uniform_storage;
83 struct prog_instruction;
84 struct gl_program_parameter_list;
85 struct set;
86 struct set_entry;
87 struct vbo_context;
88 /*@}*/
89
90
91 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
92 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
93 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
94 #define PRIM_UNKNOWN (PRIM_MAX + 2)
95
96
97
98 /**
99 * Indexes for vertex program attributes.
100 * GL_NV_vertex_program aliases generic attributes over the conventional
101 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
102 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
103 * generic attributes are distinct/separate).
104 */
105 typedef enum
106 {
107 VERT_ATTRIB_POS = 0,
108 VERT_ATTRIB_WEIGHT = 1,
109 VERT_ATTRIB_NORMAL = 2,
110 VERT_ATTRIB_COLOR0 = 3,
111 VERT_ATTRIB_COLOR1 = 4,
112 VERT_ATTRIB_FOG = 5,
113 VERT_ATTRIB_COLOR_INDEX = 6,
114 VERT_ATTRIB_EDGEFLAG = 7,
115 VERT_ATTRIB_TEX0 = 8,
116 VERT_ATTRIB_TEX1 = 9,
117 VERT_ATTRIB_TEX2 = 10,
118 VERT_ATTRIB_TEX3 = 11,
119 VERT_ATTRIB_TEX4 = 12,
120 VERT_ATTRIB_TEX5 = 13,
121 VERT_ATTRIB_TEX6 = 14,
122 VERT_ATTRIB_TEX7 = 15,
123 VERT_ATTRIB_POINT_SIZE = 16,
124 VERT_ATTRIB_GENERIC0 = 17,
125 VERT_ATTRIB_GENERIC1 = 18,
126 VERT_ATTRIB_GENERIC2 = 19,
127 VERT_ATTRIB_GENERIC3 = 20,
128 VERT_ATTRIB_GENERIC4 = 21,
129 VERT_ATTRIB_GENERIC5 = 22,
130 VERT_ATTRIB_GENERIC6 = 23,
131 VERT_ATTRIB_GENERIC7 = 24,
132 VERT_ATTRIB_GENERIC8 = 25,
133 VERT_ATTRIB_GENERIC9 = 26,
134 VERT_ATTRIB_GENERIC10 = 27,
135 VERT_ATTRIB_GENERIC11 = 28,
136 VERT_ATTRIB_GENERIC12 = 29,
137 VERT_ATTRIB_GENERIC13 = 30,
138 VERT_ATTRIB_GENERIC14 = 31,
139 VERT_ATTRIB_GENERIC15 = 32,
140 VERT_ATTRIB_MAX = 33
141 } gl_vert_attrib;
142
143 /**
144 * Symbolic constats to help iterating over
145 * specific blocks of vertex attributes.
146 *
147 * VERT_ATTRIB_FF
148 * includes all fixed function attributes as well as
149 * the aliased GL_NV_vertex_program shader attributes.
150 * VERT_ATTRIB_TEX
151 * include the classic texture coordinate attributes.
152 * Is a subset of VERT_ATTRIB_FF.
153 * VERT_ATTRIB_GENERIC
154 * include the OpenGL 2.0+ GLSL generic shader attributes.
155 * These alias the generic GL_ARB_vertex_shader attributes.
156 */
157 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
158 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
159
160 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
161 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
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(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
200 #define VERT_BIT_GENERIC_ALL \
201 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
202 /*@}*/
203
204
205 /**
206 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
207 * fragment shader inputs.
208 *
209 * Note that some of these values are not available to all pipeline stages.
210 *
211 * When this enum is updated, the following code must be updated too:
212 * - vertResults (in prog_print.c's arb_output_attrib_string())
213 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
214 * - _mesa_varying_slot_in_fs()
215 */
216 typedef enum
217 {
218 VARYING_SLOT_POS,
219 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
220 VARYING_SLOT_COL1,
221 VARYING_SLOT_FOGC,
222 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
223 VARYING_SLOT_TEX1,
224 VARYING_SLOT_TEX2,
225 VARYING_SLOT_TEX3,
226 VARYING_SLOT_TEX4,
227 VARYING_SLOT_TEX5,
228 VARYING_SLOT_TEX6,
229 VARYING_SLOT_TEX7,
230 VARYING_SLOT_PSIZ, /* Does not appear in FS */
231 VARYING_SLOT_BFC0, /* Does not appear in FS */
232 VARYING_SLOT_BFC1, /* Does not appear in FS */
233 VARYING_SLOT_EDGE, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_DIST0,
236 VARYING_SLOT_CLIP_DIST1,
237 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
238 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
239 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
240 VARYING_SLOT_FACE, /* FS only */
241 VARYING_SLOT_PNTC, /* FS only */
242 VARYING_SLOT_VAR0, /* First generic varying slot */
243 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
244 } gl_varying_slot;
245
246
247 /**
248 * Bitflags for varying slots.
249 */
250 /*@{*/
251 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
252 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
253 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
254 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
255 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
256 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
257 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
258 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
259 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
260 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
261 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
262 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
263 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
264 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
265 MAX_TEXTURE_COORD_UNITS)
266 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
267 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
268 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
269 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
270 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
271 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
272 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
273 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
274 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
275 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
276 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
277 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
278 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
279 /*@}*/
280
281 /**
282 * Bitflags for system values.
283 */
284 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
285 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
286 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
287
288 /**
289 * Determine if the given gl_varying_slot appears in the fragment shader.
290 */
291 static inline GLboolean
292 _mesa_varying_slot_in_fs(gl_varying_slot slot)
293 {
294 switch (slot) {
295 case VARYING_SLOT_PSIZ:
296 case VARYING_SLOT_BFC0:
297 case VARYING_SLOT_BFC1:
298 case VARYING_SLOT_EDGE:
299 case VARYING_SLOT_CLIP_VERTEX:
300 case VARYING_SLOT_LAYER:
301 return GL_FALSE;
302 default:
303 return GL_TRUE;
304 }
305 }
306
307
308 /**
309 * Fragment program results
310 */
311 typedef enum
312 {
313 FRAG_RESULT_DEPTH = 0,
314 FRAG_RESULT_STENCIL = 1,
315 /* If a single color should be written to all render targets, this
316 * register is written. No FRAG_RESULT_DATAn will be written.
317 */
318 FRAG_RESULT_COLOR = 2,
319 FRAG_RESULT_SAMPLE_MASK = 3,
320
321 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
322 * or ARB_fragment_program fragment.color[n]) color results. If
323 * any are written, FRAG_RESULT_COLOR will not be written.
324 */
325 FRAG_RESULT_DATA0 = 4,
326 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
327 } gl_frag_result;
328
329
330 /**
331 * Indexes for all renderbuffers
332 */
333 typedef enum
334 {
335 /* the four standard color buffers */
336 BUFFER_FRONT_LEFT,
337 BUFFER_BACK_LEFT,
338 BUFFER_FRONT_RIGHT,
339 BUFFER_BACK_RIGHT,
340 BUFFER_DEPTH,
341 BUFFER_STENCIL,
342 BUFFER_ACCUM,
343 /* optional aux buffer */
344 BUFFER_AUX0,
345 /* generic renderbuffers */
346 BUFFER_COLOR0,
347 BUFFER_COLOR1,
348 BUFFER_COLOR2,
349 BUFFER_COLOR3,
350 BUFFER_COLOR4,
351 BUFFER_COLOR5,
352 BUFFER_COLOR6,
353 BUFFER_COLOR7,
354 BUFFER_COUNT
355 } gl_buffer_index;
356
357 /**
358 * Bit flags for all renderbuffers
359 */
360 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
361 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
362 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
363 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
364 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
365 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
366 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
367 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
368 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
369 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
370 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
371 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
372 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
373 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
374 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
375 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
376 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
377 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
378 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
379
380 /**
381 * Mask of all the color buffer bits (but not accum).
382 */
383 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
384 BUFFER_BIT_BACK_LEFT | \
385 BUFFER_BIT_FRONT_RIGHT | \
386 BUFFER_BIT_BACK_RIGHT | \
387 BUFFER_BIT_AUX0 | \
388 BUFFER_BIT_COLOR0 | \
389 BUFFER_BIT_COLOR1 | \
390 BUFFER_BIT_COLOR2 | \
391 BUFFER_BIT_COLOR3 | \
392 BUFFER_BIT_COLOR4 | \
393 BUFFER_BIT_COLOR5 | \
394 BUFFER_BIT_COLOR6 | \
395 BUFFER_BIT_COLOR7)
396
397
398 /**
399 * Shader stages. Note that these will become 5 with tessellation.
400 *
401 * The order must match how shaders are ordered in the pipeline.
402 * The GLSL linker assumes that if i<j, then the j-th shader is
403 * executed later than the i-th shader.
404 */
405 typedef enum
406 {
407 MESA_SHADER_VERTEX = 0,
408 MESA_SHADER_GEOMETRY = 1,
409 MESA_SHADER_FRAGMENT = 2,
410 MESA_SHADER_COMPUTE = 3,
411 } gl_shader_stage;
412
413 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
414
415
416 /**
417 * Framebuffer configuration (aka visual / pixelformat)
418 * Note: some of these fields should be boolean, but it appears that
419 * code in drivers/dri/common/util.c requires int-sized fields.
420 */
421 struct gl_config
422 {
423 GLboolean rgbMode;
424 GLboolean floatMode;
425 GLboolean colorIndexMode; /* XXX is this used anywhere? */
426 GLuint doubleBufferMode;
427 GLuint stereoMode;
428
429 GLboolean haveAccumBuffer;
430 GLboolean haveDepthBuffer;
431 GLboolean haveStencilBuffer;
432
433 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
434 GLuint redMask, greenMask, blueMask, alphaMask;
435 GLint rgbBits; /* total bits for rgb */
436 GLint indexBits; /* total bits for colorindex */
437
438 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
439 GLint depthBits;
440 GLint stencilBits;
441
442 GLint numAuxBuffers;
443
444 GLint level;
445
446 /* EXT_visual_rating / GLX 1.2 */
447 GLint visualRating;
448
449 /* EXT_visual_info / GLX 1.2 */
450 GLint transparentPixel;
451 /* colors are floats scaled to ints */
452 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
453 GLint transparentIndex;
454
455 /* ARB_multisample / SGIS_multisample */
456 GLint sampleBuffers;
457 GLint samples;
458
459 /* SGIX_pbuffer / GLX 1.3 */
460 GLint maxPbufferWidth;
461 GLint maxPbufferHeight;
462 GLint maxPbufferPixels;
463 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
464 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
465
466 /* OML_swap_method */
467 GLint swapMethod;
468
469 /* EXT_texture_from_pixmap */
470 GLint bindToTextureRgb;
471 GLint bindToTextureRgba;
472 GLint bindToMipmapTexture;
473 GLint bindToTextureTargets;
474 GLint yInverted;
475
476 /* EXT_framebuffer_sRGB */
477 GLint sRGBCapable;
478 };
479
480
481 /**
482 * \name Bit flags used for updating material values.
483 */
484 /*@{*/
485 #define MAT_ATTRIB_FRONT_AMBIENT 0
486 #define MAT_ATTRIB_BACK_AMBIENT 1
487 #define MAT_ATTRIB_FRONT_DIFFUSE 2
488 #define MAT_ATTRIB_BACK_DIFFUSE 3
489 #define MAT_ATTRIB_FRONT_SPECULAR 4
490 #define MAT_ATTRIB_BACK_SPECULAR 5
491 #define MAT_ATTRIB_FRONT_EMISSION 6
492 #define MAT_ATTRIB_BACK_EMISSION 7
493 #define MAT_ATTRIB_FRONT_SHININESS 8
494 #define MAT_ATTRIB_BACK_SHININESS 9
495 #define MAT_ATTRIB_FRONT_INDEXES 10
496 #define MAT_ATTRIB_BACK_INDEXES 11
497 #define MAT_ATTRIB_MAX 12
498
499 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
500 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
501 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
502 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
503 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
504 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
505
506 #define MAT_INDEX_AMBIENT 0
507 #define MAT_INDEX_DIFFUSE 1
508 #define MAT_INDEX_SPECULAR 2
509
510 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
511 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
512 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
513 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
514 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
515 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
516 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
517 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
518 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
519 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
520 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
521 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
522
523
524 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
525 MAT_BIT_FRONT_AMBIENT | \
526 MAT_BIT_FRONT_DIFFUSE | \
527 MAT_BIT_FRONT_SPECULAR | \
528 MAT_BIT_FRONT_SHININESS | \
529 MAT_BIT_FRONT_INDEXES)
530
531 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
532 MAT_BIT_BACK_AMBIENT | \
533 MAT_BIT_BACK_DIFFUSE | \
534 MAT_BIT_BACK_SPECULAR | \
535 MAT_BIT_BACK_SHININESS | \
536 MAT_BIT_BACK_INDEXES)
537
538 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
539 /*@}*/
540
541
542 /**
543 * Material state.
544 */
545 struct gl_material
546 {
547 GLfloat Attrib[MAT_ATTRIB_MAX][4];
548 };
549
550
551 /**
552 * Light state flags.
553 */
554 /*@{*/
555 #define LIGHT_SPOT 0x1
556 #define LIGHT_LOCAL_VIEWER 0x2
557 #define LIGHT_POSITIONAL 0x4
558 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
559 /*@}*/
560
561
562 /**
563 * Light source state.
564 */
565 struct gl_light
566 {
567 struct gl_light *next; /**< double linked list with sentinel */
568 struct gl_light *prev;
569
570 GLfloat Ambient[4]; /**< ambient color */
571 GLfloat Diffuse[4]; /**< diffuse color */
572 GLfloat Specular[4]; /**< specular color */
573 GLfloat EyePosition[4]; /**< position in eye coordinates */
574 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
575 GLfloat SpotExponent;
576 GLfloat SpotCutoff; /**< in degrees */
577 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
578 GLfloat ConstantAttenuation;
579 GLfloat LinearAttenuation;
580 GLfloat QuadraticAttenuation;
581 GLboolean Enabled; /**< On/off flag */
582
583 /**
584 * \name Derived fields
585 */
586 /*@{*/
587 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
588
589 GLfloat _Position[4]; /**< position in eye/obj coordinates */
590 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
591 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
592 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
593 GLfloat _VP_inf_spot_attenuation;
594
595 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
596 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
597 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
598 /*@}*/
599 };
600
601
602 /**
603 * Light model state.
604 */
605 struct gl_lightmodel
606 {
607 GLfloat Ambient[4]; /**< ambient color */
608 GLboolean LocalViewer; /**< Local (or infinite) view point? */
609 GLboolean TwoSide; /**< Two (or one) sided lighting? */
610 GLenum ColorControl; /**< either GL_SINGLE_COLOR
611 * or GL_SEPARATE_SPECULAR_COLOR */
612 };
613
614
615 /**
616 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
617 */
618 struct gl_accum_attrib
619 {
620 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
621 };
622
623
624 /**
625 * Used for storing clear color, texture border color, etc.
626 * The float values are typically unclamped.
627 */
628 union gl_color_union
629 {
630 GLfloat f[4];
631 GLint i[4];
632 GLuint ui[4];
633 };
634
635
636 /**
637 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
638 */
639 struct gl_colorbuffer_attrib
640 {
641 GLuint ClearIndex; /**< Index for glClear */
642 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
643 GLuint IndexMask; /**< Color index write mask */
644 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
645
646 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
647
648 /**
649 * \name alpha testing
650 */
651 /*@{*/
652 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
653 GLenum AlphaFunc; /**< Alpha test function */
654 GLfloat AlphaRefUnclamped;
655 GLclampf AlphaRef; /**< Alpha reference value */
656 /*@}*/
657
658 /**
659 * \name Blending
660 */
661 /*@{*/
662 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
663
664 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
665 * control, only on the fixed-pointness of the render target.
666 * The query does however depend on fragment color clamping.
667 */
668 GLfloat BlendColorUnclamped[4]; /**< Blending color */
669 GLfloat BlendColor[4]; /**< Blending color */
670
671 struct
672 {
673 GLenum SrcRGB; /**< RGB blend source term */
674 GLenum DstRGB; /**< RGB blend dest term */
675 GLenum SrcA; /**< Alpha blend source term */
676 GLenum DstA; /**< Alpha blend dest term */
677 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
678 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
679 /**
680 * Set if any blend factor uses SRC1. Computed at the time blend factors
681 * get set.
682 */
683 GLboolean _UsesDualSrc;
684 } Blend[MAX_DRAW_BUFFERS];
685 /** Are the blend func terms currently different for each buffer/target? */
686 GLboolean _BlendFuncPerBuffer;
687 /** Are the blend equations currently different for each buffer/target? */
688 GLboolean _BlendEquationPerBuffer;
689 /*@}*/
690
691 /**
692 * \name Logic op
693 */
694 /*@{*/
695 GLenum LogicOp; /**< Logic operator */
696 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
697 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
698 /*@}*/
699
700 GLboolean DitherFlag; /**< Dither enable flag */
701
702 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
703 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
704 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
705
706 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
707 };
708
709
710 /**
711 * Current attribute group (GL_CURRENT_BIT).
712 */
713 struct gl_current_attrib
714 {
715 /**
716 * \name Current vertex attributes.
717 * \note Values are valid only after FLUSH_VERTICES has been called.
718 * \note Index and Edgeflag current values are stored as floats in the
719 * SIX and SEVEN attribute slots.
720 */
721 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
722
723 /**
724 * \name Current raster position attributes (always valid).
725 * \note This set of attributes is very similar to the SWvertex struct.
726 */
727 /*@{*/
728 GLfloat RasterPos[4];
729 GLfloat RasterDistance;
730 GLfloat RasterColor[4];
731 GLfloat RasterSecondaryColor[4];
732 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
733 GLboolean RasterPosValid;
734 /*@}*/
735 };
736
737
738 /**
739 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
740 */
741 struct gl_depthbuffer_attrib
742 {
743 GLenum Func; /**< Function for depth buffer compare */
744 GLclampd Clear; /**< Value to clear depth buffer to */
745 GLboolean Test; /**< Depth buffering enabled flag */
746 GLboolean Mask; /**< Depth buffer writable? */
747 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
748 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
749 };
750
751
752 /**
753 * Evaluator attribute group (GL_EVAL_BIT).
754 */
755 struct gl_eval_attrib
756 {
757 /**
758 * \name Enable bits
759 */
760 /*@{*/
761 GLboolean Map1Color4;
762 GLboolean Map1Index;
763 GLboolean Map1Normal;
764 GLboolean Map1TextureCoord1;
765 GLboolean Map1TextureCoord2;
766 GLboolean Map1TextureCoord3;
767 GLboolean Map1TextureCoord4;
768 GLboolean Map1Vertex3;
769 GLboolean Map1Vertex4;
770 GLboolean Map2Color4;
771 GLboolean Map2Index;
772 GLboolean Map2Normal;
773 GLboolean Map2TextureCoord1;
774 GLboolean Map2TextureCoord2;
775 GLboolean Map2TextureCoord3;
776 GLboolean Map2TextureCoord4;
777 GLboolean Map2Vertex3;
778 GLboolean Map2Vertex4;
779 GLboolean AutoNormal;
780 /*@}*/
781
782 /**
783 * \name Map Grid endpoints and divisions and calculated du values
784 */
785 /*@{*/
786 GLint MapGrid1un;
787 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
788 GLint MapGrid2un, MapGrid2vn;
789 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
790 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
791 /*@}*/
792 };
793
794
795 /**
796 * Fog attribute group (GL_FOG_BIT).
797 */
798 struct gl_fog_attrib
799 {
800 GLboolean Enabled; /**< Fog enabled flag */
801 GLfloat ColorUnclamped[4]; /**< Fog color */
802 GLfloat Color[4]; /**< Fog color */
803 GLfloat Density; /**< Density >= 0.0 */
804 GLfloat Start; /**< Start distance in eye coords */
805 GLfloat End; /**< End distance in eye coords */
806 GLfloat Index; /**< Fog index */
807 GLenum Mode; /**< Fog mode */
808 GLboolean ColorSumEnabled;
809 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
810 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
811 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
812 };
813
814
815 /**
816 * Hint attribute group (GL_HINT_BIT).
817 *
818 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
819 */
820 struct gl_hint_attrib
821 {
822 GLenum PerspectiveCorrection;
823 GLenum PointSmooth;
824 GLenum LineSmooth;
825 GLenum PolygonSmooth;
826 GLenum Fog;
827 GLenum TextureCompression; /**< GL_ARB_texture_compression */
828 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
829 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
830 };
831
832
833 /**
834 * Lighting attribute group (GL_LIGHT_BIT).
835 */
836 struct gl_light_attrib
837 {
838 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
839 struct gl_lightmodel Model; /**< Lighting model */
840
841 /**
842 * Front and back material values.
843 * Note: must call FLUSH_VERTICES() before using.
844 */
845 struct gl_material Material;
846
847 GLboolean Enabled; /**< Lighting enabled flag */
848 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
849 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
850 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
851 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
852 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
853 GLboolean ColorMaterialEnabled;
854 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
855 GLboolean _ClampVertexColor;
856
857 struct gl_light EnabledList; /**< List sentinel */
858
859 /**
860 * Derived state for optimizations:
861 */
862 /*@{*/
863 GLboolean _NeedEyeCoords;
864 GLboolean _NeedVertices; /**< Use fast shader? */
865 GLfloat _BaseColor[2][3];
866 /*@}*/
867 };
868
869
870 /**
871 * Line attribute group (GL_LINE_BIT).
872 */
873 struct gl_line_attrib
874 {
875 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
876 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
877 GLushort StipplePattern; /**< Stipple pattern */
878 GLint StippleFactor; /**< Stipple repeat factor */
879 GLfloat Width; /**< Line width */
880 };
881
882
883 /**
884 * Display list attribute group (GL_LIST_BIT).
885 */
886 struct gl_list_attrib
887 {
888 GLuint ListBase;
889 };
890
891
892 /**
893 * Multisample attribute group (GL_MULTISAMPLE_BIT).
894 */
895 struct gl_multisample_attrib
896 {
897 GLboolean Enabled;
898 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
899 GLboolean SampleAlphaToCoverage;
900 GLboolean SampleAlphaToOne;
901 GLboolean SampleCoverage;
902 GLfloat SampleCoverageValue;
903 GLboolean SampleCoverageInvert;
904 GLboolean SampleShading;
905 GLfloat MinSampleShadingValue;
906
907 /* ARB_texture_multisample / GL3.2 additions */
908 GLboolean SampleMask;
909 /** The GL spec defines this as an array but >32x MSAA is madness */
910 GLbitfield SampleMaskValue;
911 };
912
913
914 /**
915 * A pixelmap (see glPixelMap)
916 */
917 struct gl_pixelmap
918 {
919 GLint Size;
920 GLfloat Map[MAX_PIXEL_MAP_TABLE];
921 };
922
923
924 /**
925 * Collection of all pixelmaps
926 */
927 struct gl_pixelmaps
928 {
929 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
930 struct gl_pixelmap GtoG;
931 struct gl_pixelmap BtoB;
932 struct gl_pixelmap AtoA;
933 struct gl_pixelmap ItoR;
934 struct gl_pixelmap ItoG;
935 struct gl_pixelmap ItoB;
936 struct gl_pixelmap ItoA;
937 struct gl_pixelmap ItoI;
938 struct gl_pixelmap StoS;
939 };
940
941
942 /**
943 * Pixel attribute group (GL_PIXEL_MODE_BIT).
944 */
945 struct gl_pixel_attrib
946 {
947 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
948
949 /*--- Begin Pixel Transfer State ---*/
950 /* Fields are in the order in which they're applied... */
951
952 /** Scale & Bias (index shift, offset) */
953 /*@{*/
954 GLfloat RedBias, RedScale;
955 GLfloat GreenBias, GreenScale;
956 GLfloat BlueBias, BlueScale;
957 GLfloat AlphaBias, AlphaScale;
958 GLfloat DepthBias, DepthScale;
959 GLint IndexShift, IndexOffset;
960 /*@}*/
961
962 /* Pixel Maps */
963 /* Note: actual pixel maps are not part of this attrib group */
964 GLboolean MapColorFlag;
965 GLboolean MapStencilFlag;
966
967 /*--- End Pixel Transfer State ---*/
968
969 /** glPixelZoom */
970 GLfloat ZoomX, ZoomY;
971 };
972
973
974 /**
975 * Point attribute group (GL_POINT_BIT).
976 */
977 struct gl_point_attrib
978 {
979 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
980 GLfloat Size; /**< User-specified point size */
981 GLfloat Params[3]; /**< GL_EXT_point_parameters */
982 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
983 GLfloat Threshold; /**< GL_EXT_point_parameters */
984 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
985 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
986 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
987 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
988 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
989 };
990
991
992 /**
993 * Polygon attribute group (GL_POLYGON_BIT).
994 */
995 struct gl_polygon_attrib
996 {
997 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
998 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
999 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1000 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1001 GLboolean CullFlag; /**< Culling on/off flag */
1002 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1003 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1004 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1005 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1006 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1007 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
1008 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1009 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1010 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1011 };
1012
1013
1014 /**
1015 * Scissor attributes (GL_SCISSOR_BIT).
1016 */
1017 struct gl_scissor_rect
1018 {
1019 GLint X, Y; /**< Lower left corner of box */
1020 GLsizei Width, Height; /**< Size of box */
1021 };
1022 struct gl_scissor_attrib
1023 {
1024 GLbitfield EnableFlags; /**< Scissor test enabled? */
1025 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1026 };
1027
1028
1029 /**
1030 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1031 *
1032 * Three sets of stencil data are tracked so that OpenGL 2.0,
1033 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1034 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1035 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1036 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1037 * GL_EXT_stencil_two_side GL_BACK state.
1038 *
1039 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1040 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1041 *
1042 * The derived value \c _TestTwoSide is set when the front-face and back-face
1043 * stencil state are different.
1044 */
1045 struct gl_stencil_attrib
1046 {
1047 GLboolean Enabled; /**< Enabled flag */
1048 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1049 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1050 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1051 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1052 GLboolean _TestTwoSide;
1053 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1054 GLenum Function[3]; /**< Stencil function */
1055 GLenum FailFunc[3]; /**< Fail function */
1056 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1057 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1058 GLint Ref[3]; /**< Reference value */
1059 GLuint ValueMask[3]; /**< Value mask */
1060 GLuint WriteMask[3]; /**< Write mask */
1061 GLuint Clear; /**< Clear value */
1062 };
1063
1064
1065 /**
1066 * An index for each type of texture object. These correspond to the GL
1067 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1068 * Note: the order is from highest priority to lowest priority.
1069 */
1070 typedef enum
1071 {
1072 TEXTURE_2D_MULTISAMPLE_INDEX,
1073 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1074 TEXTURE_CUBE_ARRAY_INDEX,
1075 TEXTURE_BUFFER_INDEX,
1076 TEXTURE_2D_ARRAY_INDEX,
1077 TEXTURE_1D_ARRAY_INDEX,
1078 TEXTURE_EXTERNAL_INDEX,
1079 TEXTURE_CUBE_INDEX,
1080 TEXTURE_3D_INDEX,
1081 TEXTURE_RECT_INDEX,
1082 TEXTURE_2D_INDEX,
1083 TEXTURE_1D_INDEX,
1084 NUM_TEXTURE_TARGETS
1085 } gl_texture_index;
1086
1087
1088 /**
1089 * Bit flags for each type of texture object
1090 */
1091 /*@{*/
1092 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1093 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1094 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1095 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1096 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1097 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1098 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1099 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1100 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1101 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1102 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1103 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1104 /*@}*/
1105
1106
1107 /**
1108 * Texture image state. Drivers will typically create a subclass of this
1109 * with extra fields for memory buffers, etc.
1110 */
1111 struct gl_texture_image
1112 {
1113 GLint InternalFormat; /**< Internal format as given by the user */
1114 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1115 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1116 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1117 * GL_DEPTH_STENCIL_EXT only. Used for
1118 * choosing TexEnv arithmetic.
1119 */
1120 mesa_format TexFormat; /**< The actual texture memory format */
1121
1122 GLuint Border; /**< 0 or 1 */
1123 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1124 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1125 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1126 GLuint Width2; /**< = Width - 2*Border */
1127 GLuint Height2; /**< = Height - 2*Border */
1128 GLuint Depth2; /**< = Depth - 2*Border */
1129 GLuint WidthLog2; /**< = log2(Width2) */
1130 GLuint HeightLog2; /**< = log2(Height2) */
1131 GLuint DepthLog2; /**< = log2(Depth2) */
1132 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1133 levels, computed from the dimensions */
1134
1135 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1136 GLuint Level; /**< Which mipmap level am I? */
1137 /** Cube map face: index into gl_texture_object::Image[] array */
1138 GLuint Face;
1139
1140 /** GL_ARB_texture_multisample */
1141 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1142 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1143 };
1144
1145
1146 /**
1147 * Indexes for cube map faces.
1148 */
1149 typedef enum
1150 {
1151 FACE_POS_X = 0,
1152 FACE_NEG_X = 1,
1153 FACE_POS_Y = 2,
1154 FACE_NEG_Y = 3,
1155 FACE_POS_Z = 4,
1156 FACE_NEG_Z = 5,
1157 MAX_FACES = 6
1158 } gl_face_index;
1159
1160
1161 /**
1162 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1163 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1164 */
1165 struct gl_sampler_object
1166 {
1167 GLuint Name;
1168 GLint RefCount;
1169 GLchar *Label; /**< GL_KHR_debug */
1170
1171 GLenum WrapS; /**< S-axis texture image wrap mode */
1172 GLenum WrapT; /**< T-axis texture image wrap mode */
1173 GLenum WrapR; /**< R-axis texture image wrap mode */
1174 GLenum MinFilter; /**< minification filter */
1175 GLenum MagFilter; /**< magnification filter */
1176 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1177 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1178 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1179 GLfloat LodBias; /**< OpenGL 1.4 */
1180 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1181 GLenum CompareMode; /**< GL_ARB_shadow */
1182 GLenum CompareFunc; /**< GL_ARB_shadow */
1183 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1184 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1185 };
1186
1187
1188 /**
1189 * Texture object state. Contains the array of mipmap images, border color,
1190 * wrap modes, filter modes, and shadow/texcompare state.
1191 */
1192 struct gl_texture_object
1193 {
1194 mtx_t Mutex; /**< for thread safety */
1195 GLint RefCount; /**< reference count */
1196 GLuint Name; /**< the user-visible texture object ID */
1197 GLchar *Label; /**< GL_KHR_debug */
1198 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1199 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1200 Only valid when Target is valid. */
1201
1202 struct gl_sampler_object Sampler;
1203
1204 GLenum DepthMode; /**< GL_ARB_depth_texture */
1205 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1206
1207 GLfloat Priority; /**< in [0,1] */
1208 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1209 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1210 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1211 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1212 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1213 GLint CropRect[4]; /**< GL_OES_draw_texture */
1214 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1215 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1216 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1217 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1218 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1219 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1220 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1221 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1222 pressure? */
1223 GLboolean Immutable; /**< GL_ARB_texture_storage */
1224 GLboolean _IsFloat; /**< GL_OES_float_texture */
1225 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1226
1227 GLuint MinLevel; /**< GL_ARB_texture_view */
1228 GLuint MinLayer; /**< GL_ARB_texture_view */
1229 GLuint NumLevels; /**< GL_ARB_texture_view */
1230 GLuint NumLayers; /**< GL_ARB_texture_view */
1231
1232 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1233 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1234
1235 /** GL_ARB_texture_buffer_object */
1236 struct gl_buffer_object *BufferObject;
1237 GLenum BufferObjectFormat;
1238 /** Equivalent Mesa format for BufferObjectFormat. */
1239 mesa_format _BufferObjectFormat;
1240 /** GL_ARB_texture_buffer_range */
1241 GLintptr BufferOffset;
1242 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1243
1244 /** GL_OES_EGL_image_external */
1245 GLint RequiredTextureImageUnits;
1246
1247 /** GL_ARB_shader_image_load_store */
1248 GLenum ImageFormatCompatibilityType;
1249 };
1250
1251
1252 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1253 #define MAX_COMBINER_TERMS 4
1254
1255
1256 /**
1257 * Texture combine environment state.
1258 */
1259 struct gl_tex_env_combine_state
1260 {
1261 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1262 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1263 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1264 GLenum SourceRGB[MAX_COMBINER_TERMS];
1265 GLenum SourceA[MAX_COMBINER_TERMS];
1266 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1267 GLenum OperandRGB[MAX_COMBINER_TERMS];
1268 GLenum OperandA[MAX_COMBINER_TERMS];
1269 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1270 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1271 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1272 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1273 };
1274
1275
1276 /**
1277 * TexGenEnabled flags.
1278 */
1279 /*@{*/
1280 #define S_BIT 1
1281 #define T_BIT 2
1282 #define R_BIT 4
1283 #define Q_BIT 8
1284 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1285 /*@}*/
1286
1287
1288 /**
1289 * Bit flag versions of the corresponding GL_ constants.
1290 */
1291 /*@{*/
1292 #define TEXGEN_SPHERE_MAP 0x1
1293 #define TEXGEN_OBJ_LINEAR 0x2
1294 #define TEXGEN_EYE_LINEAR 0x4
1295 #define TEXGEN_REFLECTION_MAP_NV 0x8
1296 #define TEXGEN_NORMAL_MAP_NV 0x10
1297
1298 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1299 TEXGEN_REFLECTION_MAP_NV | \
1300 TEXGEN_NORMAL_MAP_NV)
1301 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1302 TEXGEN_REFLECTION_MAP_NV | \
1303 TEXGEN_NORMAL_MAP_NV | \
1304 TEXGEN_EYE_LINEAR)
1305 /*@}*/
1306
1307
1308
1309 /** Tex-gen enabled for texture unit? */
1310 #define ENABLE_TEXGEN(unit) (1 << (unit))
1311
1312 /** Non-identity texture matrix for texture unit? */
1313 #define ENABLE_TEXMAT(unit) (1 << (unit))
1314
1315
1316 /**
1317 * Texture coord generation state.
1318 */
1319 struct gl_texgen
1320 {
1321 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1322 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1323 GLfloat ObjectPlane[4];
1324 GLfloat EyePlane[4];
1325 };
1326
1327
1328 /**
1329 * Texture unit state. Contains enable flags, texture environment/function/
1330 * combiners, texgen state, and pointers to current texture objects.
1331 */
1332 struct gl_texture_unit
1333 {
1334 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1335
1336 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1337 GLclampf EnvColor[4];
1338 GLfloat EnvColorUnclamped[4];
1339
1340 struct gl_texgen GenS;
1341 struct gl_texgen GenT;
1342 struct gl_texgen GenR;
1343 struct gl_texgen GenQ;
1344 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1345 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1346
1347 GLfloat LodBias; /**< for biasing mipmap levels */
1348
1349 /** Current sampler object (GL_ARB_sampler_objects) */
1350 struct gl_sampler_object *Sampler;
1351
1352 /**
1353 * \name GL_EXT_texture_env_combine
1354 */
1355 struct gl_tex_env_combine_state Combine;
1356
1357 /**
1358 * Derived state based on \c EnvMode and the \c BaseFormat of the
1359 * currently enabled texture.
1360 */
1361 struct gl_tex_env_combine_state _EnvMode;
1362
1363 /**
1364 * Currently enabled combiner state. This will point to either
1365 * \c Combine or \c _EnvMode.
1366 */
1367 struct gl_tex_env_combine_state *_CurrentCombine;
1368
1369 /** Current texture object pointers */
1370 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1371
1372 /** Points to highest priority, complete and enabled texture object */
1373 struct gl_texture_object *_Current;
1374
1375 /** Texture targets that have a non-default texture bound */
1376 GLbitfield _BoundTextures;
1377 };
1378
1379
1380 /**
1381 * Texture attribute group (GL_TEXTURE_BIT).
1382 */
1383 struct gl_texture_attrib
1384 {
1385 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1386 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1387
1388 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1389
1390 /** GL_ARB_texture_buffer_object */
1391 struct gl_buffer_object *BufferObject;
1392
1393 /** GL_ARB_seamless_cubemap */
1394 GLboolean CubeMapSeamless;
1395
1396 /** Texture coord units/sets used for fragment texturing */
1397 GLbitfield _EnabledCoordUnits;
1398
1399 /** Texture coord units that have texgen enabled */
1400 GLbitfield _TexGenEnabled;
1401
1402 /** Texture coord units that have non-identity matrices */
1403 GLbitfield _TexMatEnabled;
1404
1405 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1406 GLbitfield _GenFlags;
1407
1408 /** Largest index of a texture unit with _Current != NULL. */
1409 GLint _MaxEnabledTexImageUnit;
1410
1411 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1412 GLint NumCurrentTexUsed;
1413 };
1414
1415
1416 /**
1417 * Data structure representing a single clip plane (e.g. one of the elements
1418 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1419 */
1420 typedef GLfloat gl_clip_plane[4];
1421
1422
1423 /**
1424 * Transformation attribute group (GL_TRANSFORM_BIT).
1425 */
1426 struct gl_transform_attrib
1427 {
1428 GLenum MatrixMode; /**< Matrix mode */
1429 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1430 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1431 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1432 GLboolean Normalize; /**< Normalize all normals? */
1433 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1434 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1435 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1436 /** GL_ARB_clip_control */
1437 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1438 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1439 };
1440
1441
1442 /**
1443 * Viewport attribute group (GL_VIEWPORT_BIT).
1444 */
1445 struct gl_viewport_attrib
1446 {
1447 GLfloat X, Y; /**< position */
1448 GLfloat Width, Height; /**< size */
1449 GLdouble Near, Far; /**< Depth buffer range */
1450 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1451 };
1452
1453
1454 typedef enum {
1455 MAP_USER,
1456 MAP_INTERNAL,
1457
1458 MAP_COUNT
1459 } gl_map_buffer_index;
1460
1461
1462 /**
1463 * Fields describing a mapped buffer range.
1464 */
1465 struct gl_buffer_mapping {
1466 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1467 GLvoid *Pointer; /**< User-space address of mapping */
1468 GLintptr Offset; /**< Mapped offset */
1469 GLsizeiptr Length; /**< Mapped length */
1470 };
1471
1472
1473 /**
1474 * Usages we've seen for a buffer object.
1475 */
1476 typedef enum {
1477 USAGE_UNIFORM_BUFFER = 0x1,
1478 USAGE_TEXTURE_BUFFER = 0x2,
1479 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1480 } gl_buffer_usage;
1481
1482
1483 /**
1484 * GL_ARB_vertex/pixel_buffer_object buffer object
1485 */
1486 struct gl_buffer_object
1487 {
1488 mtx_t Mutex;
1489 GLint RefCount;
1490 GLuint Name;
1491 GLchar *Label; /**< GL_KHR_debug */
1492 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1493 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1494 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1495 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1496 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1497 GLboolean Written; /**< Ever written to? (for debugging) */
1498 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1499 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1500 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1501
1502 struct gl_buffer_mapping Mappings[MAP_COUNT];
1503 };
1504
1505
1506 /**
1507 * Client pixel packing/unpacking attributes
1508 */
1509 struct gl_pixelstore_attrib
1510 {
1511 GLint Alignment;
1512 GLint RowLength;
1513 GLint SkipPixels;
1514 GLint SkipRows;
1515 GLint ImageHeight;
1516 GLint SkipImages;
1517 GLboolean SwapBytes;
1518 GLboolean LsbFirst;
1519 GLboolean Invert; /**< GL_MESA_pack_invert */
1520 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1521 GLint CompressedBlockHeight;
1522 GLint CompressedBlockDepth;
1523 GLint CompressedBlockSize;
1524 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1525 };
1526
1527
1528 /**
1529 * Client vertex array attributes
1530 */
1531 struct gl_client_array
1532 {
1533 GLint Size; /**< components per element (1,2,3,4) */
1534 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1535 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1536 GLsizei Stride; /**< user-specified stride */
1537 GLsizei StrideB; /**< actual stride in bytes */
1538 const GLubyte *Ptr; /**< Points to array data */
1539 GLboolean Enabled; /**< Enabled flag is a boolean */
1540 GLboolean Normalized; /**< GL_ARB_vertex_program */
1541 GLboolean Integer; /**< Integer-valued? */
1542 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1543 GLuint _ElementSize; /**< size of each element in bytes */
1544
1545 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1546 };
1547
1548
1549 /**
1550 * Vertex attribute array as seen by the client.
1551 *
1552 * Contains the size, type, format and normalization flag,
1553 * along with the index of a vertex buffer binding point.
1554 *
1555 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1556 * and is only present for backwards compatibility reasons.
1557 * Rendering always uses VERTEX_BINDING_STRIDE.
1558 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1559 * and VERTEX_BINDING_STRIDE to the same value, while
1560 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1561 */
1562 struct gl_vertex_attrib_array
1563 {
1564 GLint Size; /**< Components per element (1,2,3,4) */
1565 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1566 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1567 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1568 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1569 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1570 GLboolean Enabled; /**< Whether the array is enabled */
1571 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1572 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1573 GLuint _ElementSize; /**< Size of each element in bytes */
1574 GLuint VertexBinding; /**< Vertex buffer binding */
1575 };
1576
1577
1578 /**
1579 * This describes the buffer object used for a vertex array (or
1580 * multiple vertex arrays). If BufferObj points to the default/null
1581 * buffer object, then the vertex array lives in user memory and not a VBO.
1582 */
1583 struct gl_vertex_buffer_binding
1584 {
1585 GLintptr Offset; /**< User-specified offset */
1586 GLsizei Stride; /**< User-specified stride */
1587 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1588 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1589 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1590 };
1591
1592
1593 /**
1594 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1595 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1596 * extension.
1597 */
1598 struct gl_vertex_array_object
1599 {
1600 /** Name of the VAO as received from glGenVertexArray. */
1601 GLuint Name;
1602 GLchar *Label; /**< GL_KHR_debug */
1603
1604 GLint RefCount;
1605 mtx_t Mutex;
1606
1607 /**
1608 * Does the VAO use ARB semantics or Apple semantics?
1609 *
1610 * There are several ways in which ARB_vertex_array_object and
1611 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1612 * least,
1613 *
1614 * - ARB VAOs require that all array data be sourced from vertex buffer
1615 * objects, but Apple VAOs do not.
1616 *
1617 * - ARB VAOs require that names come from GenVertexArrays.
1618 *
1619 * This flag notes which behavior governs this VAO.
1620 */
1621 GLboolean ARBsemantics;
1622
1623 /**
1624 * Has this array object been bound?
1625 */
1626 GLboolean EverBound;
1627
1628 /**
1629 * Derived vertex attribute arrays
1630 *
1631 * This is a legacy data structure created from gl_vertex_attrib_array and
1632 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1633 */
1634 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1635
1636 /** Vertex attribute arrays */
1637 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1638
1639 /** Vertex buffer bindings */
1640 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1641
1642 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1643 GLbitfield64 _Enabled;
1644
1645 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1646 GLbitfield64 NewArrays;
1647
1648 /** The index buffer (also known as the element array buffer in OpenGL). */
1649 struct gl_buffer_object *IndexBufferObj;
1650 };
1651
1652
1653 /** Used to signal when transitioning from one kind of drawing method
1654 * to another.
1655 */
1656 typedef enum {
1657 DRAW_NONE, /**< Initial value only */
1658 DRAW_BEGIN_END,
1659 DRAW_DISPLAY_LIST,
1660 DRAW_ARRAYS
1661 } gl_draw_method;
1662
1663 /**
1664 * Enum for the OpenGL APIs we know about and may support.
1665 *
1666 * NOTE: This must match the api_enum table in
1667 * src/mesa/main/get_hash_generator.py
1668 */
1669 typedef enum
1670 {
1671 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1672 API_OPENGLES,
1673 API_OPENGLES2,
1674 API_OPENGL_CORE,
1675 API_OPENGL_LAST = API_OPENGL_CORE
1676 } gl_api;
1677
1678 /**
1679 * Vertex array state
1680 */
1681 struct gl_array_attrib
1682 {
1683 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1684 struct gl_vertex_array_object *VAO;
1685
1686 /** The default vertex array object */
1687 struct gl_vertex_array_object *DefaultVAO;
1688
1689 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1690 struct _mesa_HashTable *Objects;
1691
1692 GLint ActiveTexture; /**< Client Active Texture */
1693 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1694 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1695
1696 /**
1697 * \name Primitive restart controls
1698 *
1699 * Primitive restart is enabled if either \c PrimitiveRestart or
1700 * \c PrimitiveRestartFixedIndex is set.
1701 */
1702 /*@{*/
1703 GLboolean PrimitiveRestart;
1704 GLboolean PrimitiveRestartFixedIndex;
1705 GLboolean _PrimitiveRestart;
1706 GLuint RestartIndex;
1707 /*@}*/
1708
1709 /* GL_ARB_vertex_buffer_object */
1710 struct gl_buffer_object *ArrayBufferObj;
1711
1712 /**
1713 * Vertex arrays as consumed by a driver.
1714 * The array pointer is set up only by the VBO module.
1715 */
1716 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1717
1718 /** One of the DRAW_xxx flags, not consumed by drivers */
1719 gl_draw_method DrawMethod;
1720
1721 /** Legal array datatypes and the API for which they have been computed */
1722 GLbitfield LegalTypesMask;
1723 gl_api LegalTypesMaskAPI;
1724 };
1725
1726
1727 /**
1728 * Feedback buffer state
1729 */
1730 struct gl_feedback
1731 {
1732 GLenum Type;
1733 GLbitfield _Mask; /**< FB_* bits */
1734 GLfloat *Buffer;
1735 GLuint BufferSize;
1736 GLuint Count;
1737 };
1738
1739
1740 /**
1741 * Selection buffer state
1742 */
1743 struct gl_selection
1744 {
1745 GLuint *Buffer; /**< selection buffer */
1746 GLuint BufferSize; /**< size of the selection buffer */
1747 GLuint BufferCount; /**< number of values in the selection buffer */
1748 GLuint Hits; /**< number of records in the selection buffer */
1749 GLuint NameStackDepth; /**< name stack depth */
1750 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1751 GLboolean HitFlag; /**< hit flag */
1752 GLfloat HitMinZ; /**< minimum hit depth */
1753 GLfloat HitMaxZ; /**< maximum hit depth */
1754 };
1755
1756
1757 /**
1758 * 1-D Evaluator control points
1759 */
1760 struct gl_1d_map
1761 {
1762 GLuint Order; /**< Number of control points */
1763 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1764 GLfloat *Points; /**< Points to contiguous control points */
1765 };
1766
1767
1768 /**
1769 * 2-D Evaluator control points
1770 */
1771 struct gl_2d_map
1772 {
1773 GLuint Uorder; /**< Number of control points in U dimension */
1774 GLuint Vorder; /**< Number of control points in V dimension */
1775 GLfloat u1, u2, du;
1776 GLfloat v1, v2, dv;
1777 GLfloat *Points; /**< Points to contiguous control points */
1778 };
1779
1780
1781 /**
1782 * All evaluator control point state
1783 */
1784 struct gl_evaluators
1785 {
1786 /**
1787 * \name 1-D maps
1788 */
1789 /*@{*/
1790 struct gl_1d_map Map1Vertex3;
1791 struct gl_1d_map Map1Vertex4;
1792 struct gl_1d_map Map1Index;
1793 struct gl_1d_map Map1Color4;
1794 struct gl_1d_map Map1Normal;
1795 struct gl_1d_map Map1Texture1;
1796 struct gl_1d_map Map1Texture2;
1797 struct gl_1d_map Map1Texture3;
1798 struct gl_1d_map Map1Texture4;
1799 /*@}*/
1800
1801 /**
1802 * \name 2-D maps
1803 */
1804 /*@{*/
1805 struct gl_2d_map Map2Vertex3;
1806 struct gl_2d_map Map2Vertex4;
1807 struct gl_2d_map Map2Index;
1808 struct gl_2d_map Map2Color4;
1809 struct gl_2d_map Map2Normal;
1810 struct gl_2d_map Map2Texture1;
1811 struct gl_2d_map Map2Texture2;
1812 struct gl_2d_map Map2Texture3;
1813 struct gl_2d_map Map2Texture4;
1814 /*@}*/
1815 };
1816
1817
1818 struct gl_transform_feedback_varying_info
1819 {
1820 char *Name;
1821 GLenum Type;
1822 GLint Size;
1823 };
1824
1825
1826 /**
1827 * Per-output info vertex shaders for transform feedback.
1828 */
1829 struct gl_transform_feedback_output
1830 {
1831 unsigned OutputRegister;
1832 unsigned OutputBuffer;
1833 unsigned NumComponents;
1834 unsigned StreamId;
1835
1836 /** offset (in DWORDs) of this output within the interleaved structure */
1837 unsigned DstOffset;
1838
1839 /**
1840 * Offset into the output register of the data to output. For example,
1841 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1842 * offset is in the y and z components of the output register.
1843 */
1844 unsigned ComponentOffset;
1845 };
1846
1847
1848 /** Post-link transform feedback info. */
1849 struct gl_transform_feedback_info
1850 {
1851 unsigned NumOutputs;
1852
1853 /**
1854 * Number of transform feedback buffers in use by this program.
1855 */
1856 unsigned NumBuffers;
1857
1858 struct gl_transform_feedback_output *Outputs;
1859
1860 /** Transform feedback varyings used for the linking of this shader program.
1861 *
1862 * Use for glGetTransformFeedbackVarying().
1863 */
1864 struct gl_transform_feedback_varying_info *Varyings;
1865 GLint NumVarying;
1866
1867 /**
1868 * Total number of components stored in each buffer. This may be used by
1869 * hardware back-ends to determine the correct stride when interleaving
1870 * multiple transform feedback outputs in the same buffer.
1871 */
1872 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1873 };
1874
1875
1876 /**
1877 * Transform feedback object state
1878 */
1879 struct gl_transform_feedback_object
1880 {
1881 GLuint Name; /**< AKA the object ID */
1882 GLchar *Label; /**< GL_KHR_debug */
1883 GLint RefCount;
1884 GLboolean Active; /**< Is transform feedback enabled? */
1885 GLboolean Paused; /**< Is transform feedback paused? */
1886 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1887 at least once? */
1888 GLboolean EverBound; /**< Has this object been bound? */
1889
1890 /**
1891 * The shader program active when BeginTransformFeedback() was called.
1892 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1893 * where stage is the pipeline stage that is the source of data for
1894 * transform feedback.
1895 */
1896 struct gl_shader_program *shader_program;
1897
1898 /**
1899 * GLES: if Active is true, remaining number of primitives which can be
1900 * rendered without overflow. This is necessary to track because GLES
1901 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1902 * glDrawArraysInstanced would overflow transform feedback buffers.
1903 * Undefined if Active is false.
1904 *
1905 * Not tracked for desktop GL since it's unnecessary.
1906 */
1907 unsigned GlesRemainingPrims;
1908
1909 /** The feedback buffers */
1910 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1911 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1912
1913 /** Start of feedback data in dest buffer */
1914 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1915
1916 /**
1917 * Max data to put into dest buffer (in bytes). Computed based on
1918 * RequestedSize and the actual size of the buffer.
1919 */
1920 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1921
1922 /**
1923 * Size that was specified when the buffer was bound. If the buffer was
1924 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1925 * zero.
1926 */
1927 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1928 };
1929
1930
1931 /**
1932 * Context state for transform feedback.
1933 */
1934 struct gl_transform_feedback_state
1935 {
1936 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1937
1938 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1939 struct gl_buffer_object *CurrentBuffer;
1940
1941 /** The table of all transform feedback objects */
1942 struct _mesa_HashTable *Objects;
1943
1944 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1945 struct gl_transform_feedback_object *CurrentObject;
1946
1947 /** The default xform-fb object (Name==0) */
1948 struct gl_transform_feedback_object *DefaultObject;
1949 };
1950
1951
1952 /**
1953 * A "performance monitor" as described in AMD_performance_monitor.
1954 */
1955 struct gl_perf_monitor_object
1956 {
1957 GLuint Name;
1958
1959 /** True if the monitor is currently active (Begin called but not End). */
1960 GLboolean Active;
1961
1962 /**
1963 * True if the monitor has ended.
1964 *
1965 * This is distinct from !Active because it may never have began.
1966 */
1967 GLboolean Ended;
1968
1969 /**
1970 * A list of groups with currently active counters.
1971 *
1972 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1973 */
1974 unsigned *ActiveGroups;
1975
1976 /**
1977 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1978 *
1979 * Checking whether counter 'c' in group 'g' is active can be done via:
1980 *
1981 * BITSET_TEST(ActiveCounters[g], c)
1982 */
1983 GLuint **ActiveCounters;
1984 };
1985
1986
1987 union gl_perf_monitor_counter_value
1988 {
1989 float f;
1990 uint64_t u64;
1991 uint32_t u32;
1992 };
1993
1994
1995 struct gl_perf_monitor_counter
1996 {
1997 /** Human readable name for the counter. */
1998 const char *Name;
1999
2000 /**
2001 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
2002 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
2003 */
2004 GLenum Type;
2005
2006 /** Minimum counter value. */
2007 union gl_perf_monitor_counter_value Minimum;
2008
2009 /** Maximum counter value. */
2010 union gl_perf_monitor_counter_value Maximum;
2011 };
2012
2013
2014 struct gl_perf_monitor_group
2015 {
2016 /** Human readable name for the group. */
2017 const char *Name;
2018
2019 /**
2020 * Maximum number of counters in this group which can be active at the
2021 * same time.
2022 */
2023 GLuint MaxActiveCounters;
2024
2025 /** Array of counters within this group. */
2026 const struct gl_perf_monitor_counter *Counters;
2027 GLuint NumCounters;
2028 };
2029
2030
2031 /**
2032 * Context state for AMD_performance_monitor.
2033 */
2034 struct gl_perf_monitor_state
2035 {
2036 /** Array of performance monitor groups (indexed by group ID) */
2037 const struct gl_perf_monitor_group *Groups;
2038 GLuint NumGroups;
2039
2040 /** The table of all performance monitors. */
2041 struct _mesa_HashTable *Monitors;
2042 };
2043
2044
2045 /**
2046 * Names of the various vertex/fragment program register files, etc.
2047 *
2048 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2049 * All values should fit in a 4-bit field.
2050 *
2051 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2052 * considered to be "uniform" variables since they can only be set outside
2053 * glBegin/End. They're also all stored in the same Parameters array.
2054 */
2055 typedef enum
2056 {
2057 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2058 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2059 PROGRAM_INPUT, /**< machine->Inputs[] */
2060 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2061 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2062 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2063 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2064 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2065 PROGRAM_ADDRESS, /**< machine->AddressReg */
2066 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2067 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2068 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2069 PROGRAM_FILE_MAX
2070 } gl_register_file;
2071
2072
2073 /**
2074 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2075 * one of these values.
2076 */
2077 typedef enum
2078 {
2079 /**
2080 * \name Vertex shader system values
2081 */
2082 /*@{*/
2083 /**
2084 * OpenGL-style vertex ID.
2085 *
2086 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
2087 * OpenGL 3.3 core profile spec says:
2088 *
2089 * "gl_VertexID holds the integer index i implicitly passed by
2090 * DrawArrays or one of the other drawing commands defined in section
2091 * 2.8.3."
2092 *
2093 * Section 2.8.3 (Drawing Commands) of the same spec says:
2094 *
2095 * "The commands....are equivalent to the commands with the same base
2096 * name (without the BaseVertex suffix), except that the ith element
2097 * transferred by the corresponding draw call will be taken from
2098 * element indices[i] + basevertex of each enabled array."
2099 *
2100 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
2101 * says:
2102 *
2103 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
2104 * gl_InstanceID, which contain, respectively the index of the vertex
2105 * and instance. The value of gl_VertexID is the implicitly passed
2106 * index of the vertex being processed, which includes the value of
2107 * baseVertex, for those commands that accept it."
2108 *
2109 * gl_VertexID gets basevertex added in. This differs from DirectX where
2110 * SV_VertexID does \b not get basevertex added in.
2111 *
2112 * \note
2113 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
2114 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
2115 * \c SYSTEM_VALUE_BASE_VERTEX.
2116 *
2117 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
2118 */
2119 SYSTEM_VALUE_VERTEX_ID,
2120
2121 /**
2122 * Instanced ID as supplied to gl_InstanceID
2123 *
2124 * Values assigned to gl_InstanceID always begin with zero, regardless of
2125 * the value of baseinstance.
2126 *
2127 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
2128 * says:
2129 *
2130 * "gl_InstanceID holds the integer instance number of the current
2131 * primitive in an instanced draw call (see section 10.5)."
2132 *
2133 * Through a big chain of pseudocode, section 10.5 describes that
2134 * baseinstance is not counted by gl_InstanceID. In that section, notice
2135 *
2136 * "If an enabled vertex attribute array is instanced (it has a
2137 * non-zero divisor as specified by VertexAttribDivisor), the element
2138 * index that is transferred to the GL, for all vertices, is given by
2139 *
2140 * floor(instance/divisor) + baseinstance
2141 *
2142 * If an array corresponding to an attribute required by a vertex
2143 * shader is not enabled, then the corresponding element is taken from
2144 * the current attribute state (see section 10.2)."
2145 *
2146 * Note that baseinstance is \b not included in the value of instance.
2147 */
2148 SYSTEM_VALUE_INSTANCE_ID,
2149
2150 /**
2151 * DirectX-style vertex ID.
2152 *
2153 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
2154 * the value of basevertex.
2155 *
2156 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
2157 */
2158 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
2159
2160 /**
2161 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
2162 * functions.
2163 *
2164 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
2165 */
2166 SYSTEM_VALUE_BASE_VERTEX,
2167 /*@}*/
2168
2169 /**
2170 * \name Geometry shader system values
2171 */
2172 /*@{*/
2173 SYSTEM_VALUE_INVOCATION_ID,
2174 /*@}*/
2175
2176 /**
2177 * \name Fragment shader system values
2178 */
2179 /*@{*/
2180 SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */
2181 SYSTEM_VALUE_SAMPLE_ID,
2182 SYSTEM_VALUE_SAMPLE_POS,
2183 SYSTEM_VALUE_SAMPLE_MASK_IN,
2184 /*@}*/
2185
2186 SYSTEM_VALUE_MAX /**< Number of values */
2187 } gl_system_value;
2188
2189
2190 /**
2191 * The possible interpolation qualifiers that can be applied to a fragment
2192 * shader input in GLSL.
2193 *
2194 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2195 * gl_fragment_program data structure to 0 causes the default behavior.
2196 */
2197 enum glsl_interp_qualifier
2198 {
2199 INTERP_QUALIFIER_NONE = 0,
2200 INTERP_QUALIFIER_SMOOTH,
2201 INTERP_QUALIFIER_FLAT,
2202 INTERP_QUALIFIER_NOPERSPECTIVE,
2203 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2204 };
2205
2206
2207 /**
2208 * \brief Layout qualifiers for gl_FragDepth.
2209 *
2210 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2211 * a layout qualifier.
2212 *
2213 * \see enum ir_depth_layout
2214 */
2215 enum gl_frag_depth_layout
2216 {
2217 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2218 FRAG_DEPTH_LAYOUT_ANY,
2219 FRAG_DEPTH_LAYOUT_GREATER,
2220 FRAG_DEPTH_LAYOUT_LESS,
2221 FRAG_DEPTH_LAYOUT_UNCHANGED
2222 };
2223
2224
2225 /**
2226 * Base class for any kind of program object
2227 */
2228 struct gl_program
2229 {
2230 GLuint Id;
2231 GLubyte *String; /**< Null-terminated program text */
2232 GLint RefCount;
2233 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2234 GLenum Format; /**< String encoding format */
2235
2236 struct prog_instruction *Instructions;
2237
2238 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2239 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2240 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2241 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2242 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2243 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2244 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2245 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2246
2247 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2248
2249 /**
2250 * For vertex and geometry shaders, true if the program uses the
2251 * gl_ClipDistance output. Ignored for fragment shaders.
2252 */
2253 GLboolean UsesClipDistanceOut;
2254
2255
2256 /** Named parameters, constants, etc. from program text */
2257 struct gl_program_parameter_list *Parameters;
2258
2259 /**
2260 * Local parameters used by the program.
2261 *
2262 * It's dynamically allocated because it is rarely used (just
2263 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2264 * allocated.
2265 */
2266 GLfloat (*LocalParams)[4];
2267
2268 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2269 GLubyte SamplerUnits[MAX_SAMPLERS];
2270
2271 /** Bitmask of which register files are read/written with indirect
2272 * addressing. Mask of (1 << PROGRAM_x) bits.
2273 */
2274 GLbitfield IndirectRegisterFiles;
2275
2276 /** Logical counts */
2277 /*@{*/
2278 GLuint NumInstructions;
2279 GLuint NumTemporaries;
2280 GLuint NumParameters;
2281 GLuint NumAttributes;
2282 GLuint NumAddressRegs;
2283 GLuint NumAluInstructions;
2284 GLuint NumTexInstructions;
2285 GLuint NumTexIndirections;
2286 /*@}*/
2287 /** Native, actual h/w counts */
2288 /*@{*/
2289 GLuint NumNativeInstructions;
2290 GLuint NumNativeTemporaries;
2291 GLuint NumNativeParameters;
2292 GLuint NumNativeAttributes;
2293 GLuint NumNativeAddressRegs;
2294 GLuint NumNativeAluInstructions;
2295 GLuint NumNativeTexInstructions;
2296 GLuint NumNativeTexIndirections;
2297 /*@}*/
2298 };
2299
2300
2301 /** Vertex program object */
2302 struct gl_vertex_program
2303 {
2304 struct gl_program Base; /**< base class */
2305 GLboolean IsPositionInvariant;
2306 };
2307
2308
2309 /** Geometry program object */
2310 struct gl_geometry_program
2311 {
2312 struct gl_program Base; /**< base class */
2313
2314 GLint VerticesIn;
2315 GLint VerticesOut;
2316 GLint Invocations;
2317 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2318 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2319 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2320 bool UsesEndPrimitive;
2321 bool UsesStreams;
2322 };
2323
2324
2325 /** Fragment program object */
2326 struct gl_fragment_program
2327 {
2328 struct gl_program Base; /**< base class */
2329 GLboolean UsesKill; /**< shader uses KIL instruction */
2330 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2331 GLboolean OriginUpperLeft;
2332 GLboolean PixelCenterInteger;
2333 enum gl_frag_depth_layout FragDepthLayout;
2334
2335 /**
2336 * GLSL interpolation qualifier associated with each fragment shader input.
2337 * For inputs that do not have an interpolation qualifier specified in
2338 * GLSL, the value is INTERP_QUALIFIER_NONE.
2339 */
2340 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2341
2342 /**
2343 * Bitfield indicating, for each fragment shader input, 1 if that input
2344 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2345 */
2346 GLbitfield64 IsCentroid;
2347
2348 /**
2349 * Bitfield indicating, for each fragment shader input, 1 if that input
2350 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2351 */
2352 GLbitfield64 IsSample;
2353 };
2354
2355
2356 /** Compute program object */
2357 struct gl_compute_program
2358 {
2359 struct gl_program Base; /**< base class */
2360
2361 /**
2362 * Size specified using local_size_{x,y,z}.
2363 */
2364 unsigned LocalSize[3];
2365 };
2366
2367
2368 /**
2369 * State common to vertex and fragment programs.
2370 */
2371 struct gl_program_state
2372 {
2373 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2374 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2375 };
2376
2377
2378 /**
2379 * Context state for vertex programs.
2380 */
2381 struct gl_vertex_program_state
2382 {
2383 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2384 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2385 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2386 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2387 /** Computed two sided lighting for fixed function/programs. */
2388 GLboolean _TwoSideEnabled;
2389 struct gl_vertex_program *Current; /**< User-bound vertex program */
2390
2391 /** Currently enabled and valid vertex program (including internal
2392 * programs, user-defined vertex programs and GLSL vertex shaders).
2393 * This is the program we must use when rendering.
2394 */
2395 struct gl_vertex_program *_Current;
2396
2397 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2398
2399 /** Should fixed-function T&L be implemented with a vertex prog? */
2400 GLboolean _MaintainTnlProgram;
2401
2402 /** Program to emulate fixed-function T&L (see above) */
2403 struct gl_vertex_program *_TnlProgram;
2404
2405 /** Cache of fixed-function programs */
2406 struct gl_program_cache *Cache;
2407
2408 GLboolean _Overriden;
2409 };
2410
2411
2412 /**
2413 * Context state for geometry programs.
2414 */
2415 struct gl_geometry_program_state
2416 {
2417 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2418 GLboolean _Enabled; /**< Enabled and valid program? */
2419 struct gl_geometry_program *Current; /**< user-bound geometry program */
2420
2421 /** Currently enabled and valid program (including internal programs
2422 * and compiled shader programs).
2423 */
2424 struct gl_geometry_program *_Current;
2425
2426 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2427 };
2428
2429 /**
2430 * Context state for fragment programs.
2431 */
2432 struct gl_fragment_program_state
2433 {
2434 GLboolean Enabled; /**< User-set fragment program enable flag */
2435 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2436 struct gl_fragment_program *Current; /**< User-bound fragment program */
2437
2438 /** Currently enabled and valid fragment program (including internal
2439 * programs, user-defined fragment programs and GLSL fragment shaders).
2440 * This is the program we must use when rendering.
2441 */
2442 struct gl_fragment_program *_Current;
2443
2444 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2445
2446 /** Should fixed-function texturing be implemented with a fragment prog? */
2447 GLboolean _MaintainTexEnvProgram;
2448
2449 /** Program to emulate fixed-function texture env/combine (see above) */
2450 struct gl_fragment_program *_TexEnvProgram;
2451
2452 /** Cache of fixed-function programs */
2453 struct gl_program_cache *Cache;
2454 };
2455
2456
2457 /**
2458 * Context state for compute programs.
2459 */
2460 struct gl_compute_program_state
2461 {
2462 struct gl_compute_program *Current; /**< user-bound compute program */
2463
2464 /** Currently enabled and valid program (including internal programs
2465 * and compiled shader programs).
2466 */
2467 struct gl_compute_program *_Current;
2468 };
2469
2470
2471 /**
2472 * ATI_fragment_shader runtime state
2473 */
2474 #define ATI_FS_INPUT_PRIMARY 0
2475 #define ATI_FS_INPUT_SECONDARY 1
2476
2477 struct atifs_instruction;
2478 struct atifs_setupinst;
2479
2480 /**
2481 * ATI fragment shader
2482 */
2483 struct ati_fragment_shader
2484 {
2485 GLuint Id;
2486 GLint RefCount;
2487 struct atifs_instruction *Instructions[2];
2488 struct atifs_setupinst *SetupInst[2];
2489 GLfloat Constants[8][4];
2490 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2491 GLubyte numArithInstr[2];
2492 GLubyte regsAssigned[2];
2493 GLubyte NumPasses; /**< 1 or 2 */
2494 GLubyte cur_pass;
2495 GLubyte last_optype;
2496 GLboolean interpinp1;
2497 GLboolean isValid;
2498 GLuint swizzlerq;
2499 };
2500
2501 /**
2502 * Context state for GL_ATI_fragment_shader
2503 */
2504 struct gl_ati_fragment_shader_state
2505 {
2506 GLboolean Enabled;
2507 GLboolean _Enabled; /**< enabled and valid shader? */
2508 GLboolean Compiling;
2509 GLfloat GlobalConstants[8][4];
2510 struct ati_fragment_shader *Current;
2511 };
2512
2513
2514 /** Set by #pragma directives */
2515 struct gl_sl_pragmas
2516 {
2517 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2518 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2519 GLboolean Optimize; /**< defaults on */
2520 GLboolean Debug; /**< defaults off */
2521 };
2522
2523
2524 /**
2525 * A GLSL vertex or fragment shader object.
2526 */
2527 struct gl_shader
2528 {
2529 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2530 * Must be the first field.
2531 */
2532 GLenum Type;
2533 gl_shader_stage Stage;
2534 GLuint Name; /**< AKA the handle */
2535 GLchar *Label; /**< GL_KHR_debug */
2536 GLint RefCount; /**< Reference count */
2537 GLboolean DeletePending;
2538 GLboolean CompileStatus;
2539 const GLchar *Source; /**< Source code string */
2540 GLuint SourceChecksum; /**< for debug/logging purposes */
2541 struct gl_program *Program; /**< Post-compile assembly code */
2542 GLchar *InfoLog;
2543 struct gl_sl_pragmas Pragmas;
2544
2545 unsigned Version; /**< GLSL version used for linking */
2546 GLboolean IsES; /**< True if this shader uses GLSL ES */
2547
2548 /**
2549 * \name Sampler tracking
2550 *
2551 * \note Each of these fields is only set post-linking.
2552 */
2553 /*@{*/
2554 unsigned num_samplers; /**< Number of samplers used by this shader. */
2555 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2556 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2557 /*@}*/
2558
2559 /**
2560 * Map from sampler unit to texture unit (set by glUniform1i())
2561 *
2562 * A sampler unit is associated with each sampler uniform by the linker.
2563 * The sampler unit associated with each uniform is stored in the
2564 * \c gl_uniform_storage::sampler field.
2565 */
2566 GLubyte SamplerUnits[MAX_SAMPLERS];
2567 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2568 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2569
2570 /**
2571 * Number of default uniform block components used by this shader.
2572 *
2573 * This field is only set post-linking.
2574 */
2575 unsigned num_uniform_components;
2576
2577 /**
2578 * Number of combined uniform components used by this shader.
2579 *
2580 * This field is only set post-linking. It is the sum of the uniform block
2581 * sizes divided by sizeof(float), and num_uniform_compoennts.
2582 */
2583 unsigned num_combined_uniform_components;
2584
2585 /**
2586 * This shader's uniform block information.
2587 *
2588 * These fields are only set post-linking.
2589 */
2590 struct gl_uniform_block *UniformBlocks;
2591 unsigned NumUniformBlocks;
2592
2593 struct exec_list *ir;
2594 struct glsl_symbol_table *symbols;
2595
2596 bool uses_builtin_functions;
2597 bool uses_gl_fragcoord;
2598 bool redeclares_gl_fragcoord;
2599 bool ARB_fragment_coord_conventions_enable;
2600
2601 /**
2602 * Fragment shader state from GLSL 1.50 layout qualifiers.
2603 */
2604 bool origin_upper_left;
2605 bool pixel_center_integer;
2606
2607 /**
2608 * Geometry shader state from GLSL 1.50 layout qualifiers.
2609 */
2610 struct {
2611 GLint VerticesOut;
2612 /**
2613 * 0 - Invocations count not declared in shader, or
2614 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2615 */
2616 GLint Invocations;
2617 /**
2618 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2619 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2620 * shader.
2621 */
2622 GLenum InputType;
2623 /**
2624 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2625 * it's not set in this shader.
2626 */
2627 GLenum OutputType;
2628 } Geom;
2629
2630 /**
2631 * Map from image uniform index to image unit (set by glUniform1i())
2632 *
2633 * An image uniform index is associated with each image uniform by
2634 * the linker. The image index associated with each uniform is
2635 * stored in the \c gl_uniform_storage::image field.
2636 */
2637 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2638
2639 /**
2640 * Access qualifier specified in the shader for each image uniform
2641 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2642 * GL_READ_WRITE.
2643 *
2644 * It may be different, though only more strict than the value of
2645 * \c gl_image_unit::Access for the corresponding image unit.
2646 */
2647 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2648
2649 /**
2650 * Number of image uniforms defined in the shader. It specifies
2651 * the number of valid elements in the \c ImageUnits and \c
2652 * ImageAccess arrays above.
2653 */
2654 GLuint NumImages;
2655
2656 /**
2657 * Compute shader state from ARB_compute_shader layout qualifiers.
2658 */
2659 struct {
2660 /**
2661 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2662 * it's not set in this shader.
2663 */
2664 unsigned LocalSize[3];
2665 } Comp;
2666 };
2667
2668
2669 struct gl_uniform_buffer_variable
2670 {
2671 char *Name;
2672
2673 /**
2674 * Name of the uniform as seen by glGetUniformIndices.
2675 *
2676 * glGetUniformIndices requires that the block instance index \b not be
2677 * present in the name of queried uniforms.
2678 *
2679 * \note
2680 * \c gl_uniform_buffer_variable::IndexName and
2681 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2682 */
2683 char *IndexName;
2684
2685 const struct glsl_type *Type;
2686 unsigned int Offset;
2687 GLboolean RowMajor;
2688 };
2689
2690
2691 enum gl_uniform_block_packing
2692 {
2693 ubo_packing_std140,
2694 ubo_packing_shared,
2695 ubo_packing_packed
2696 };
2697
2698
2699 struct gl_uniform_block
2700 {
2701 /** Declared name of the uniform block */
2702 char *Name;
2703
2704 /** Array of supplemental information about UBO ir_variables. */
2705 struct gl_uniform_buffer_variable *Uniforms;
2706 GLuint NumUniforms;
2707
2708 /**
2709 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2710 * with glBindBufferBase to bind a buffer object to this uniform block. When
2711 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2712 */
2713 GLuint Binding;
2714
2715 /**
2716 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2717 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2718 */
2719 GLuint UniformBufferSize;
2720
2721 /**
2722 * Layout specified in the shader
2723 *
2724 * This isn't accessible through the API, but it is used while
2725 * cross-validating uniform blocks.
2726 */
2727 enum gl_uniform_block_packing _Packing;
2728 };
2729
2730 /**
2731 * Structure that represents a reference to an atomic buffer from some
2732 * shader program.
2733 */
2734 struct gl_active_atomic_buffer
2735 {
2736 /** Uniform indices of the atomic counters declared within it. */
2737 GLuint *Uniforms;
2738 GLuint NumUniforms;
2739
2740 /** Binding point index associated with it. */
2741 GLuint Binding;
2742
2743 /** Minimum reasonable size it is expected to have. */
2744 GLuint MinimumSize;
2745
2746 /** Shader stages making use of it. */
2747 GLboolean StageReferences[MESA_SHADER_STAGES];
2748 };
2749
2750 /**
2751 * A GLSL program object.
2752 * Basically a linked collection of vertex and fragment shaders.
2753 */
2754 struct gl_shader_program
2755 {
2756 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2757 GLuint Name; /**< aka handle or ID */
2758 GLchar *Label; /**< GL_KHR_debug */
2759 GLint RefCount; /**< Reference count */
2760 GLboolean DeletePending;
2761
2762 /**
2763 * Is the application intending to glGetProgramBinary this program?
2764 */
2765 GLboolean BinaryRetreivableHint;
2766
2767 /**
2768 * Indicates whether program can be bound for individual pipeline stages
2769 * using UseProgramStages after it is next linked.
2770 */
2771 GLboolean SeparateShader;
2772
2773 GLuint NumShaders; /**< number of attached shaders */
2774 struct gl_shader **Shaders; /**< List of attached the shaders */
2775
2776 /**
2777 * User-defined attribute bindings
2778 *
2779 * These are set via \c glBindAttribLocation and are used to direct the
2780 * GLSL linker. These are \b not the values used in the compiled shader,
2781 * and they are \b not the values returned by \c glGetAttribLocation.
2782 */
2783 struct string_to_uint_map *AttributeBindings;
2784
2785 /**
2786 * User-defined fragment data bindings
2787 *
2788 * These are set via \c glBindFragDataLocation and are used to direct the
2789 * GLSL linker. These are \b not the values used in the compiled shader,
2790 * and they are \b not the values returned by \c glGetFragDataLocation.
2791 */
2792 struct string_to_uint_map *FragDataBindings;
2793 struct string_to_uint_map *FragDataIndexBindings;
2794
2795 /**
2796 * Transform feedback varyings last specified by
2797 * glTransformFeedbackVaryings().
2798 *
2799 * For the current set of transform feedback varyings used for transform
2800 * feedback output, see LinkedTransformFeedback.
2801 */
2802 struct {
2803 GLenum BufferMode;
2804 GLuint NumVarying;
2805 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2806 } TransformFeedback;
2807
2808 /** Post-link transform feedback info. */
2809 struct gl_transform_feedback_info LinkedTransformFeedback;
2810
2811 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2812 enum gl_frag_depth_layout FragDepthLayout;
2813
2814 /**
2815 * Geometry shader state - copied into gl_geometry_program by
2816 * _mesa_copy_linked_program_data().
2817 */
2818 struct {
2819 GLint VerticesIn;
2820 GLint VerticesOut;
2821 /**
2822 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2823 */
2824 GLint Invocations;
2825 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2826 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2827 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2828 /**
2829 * True if gl_ClipDistance is written to. Copied into
2830 * gl_geometry_program by _mesa_copy_linked_program_data().
2831 */
2832 GLboolean UsesClipDistance;
2833 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2834 0 if not present. */
2835 bool UsesEndPrimitive;
2836 bool UsesStreams;
2837 } Geom;
2838
2839 /** Vertex shader state */
2840 struct {
2841 /**
2842 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2843 * by _mesa_copy_linked_program_data().
2844 */
2845 GLboolean UsesClipDistance;
2846 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2847 0 if not present. */
2848 } Vert;
2849
2850 /**
2851 * Compute shader state - copied into gl_compute_program by
2852 * _mesa_copy_linked_program_data().
2853 */
2854 struct {
2855 /**
2856 * If this shader contains a compute stage, size specified using
2857 * local_size_{x,y,z}. Otherwise undefined.
2858 */
2859 unsigned LocalSize[3];
2860 } Comp;
2861
2862 /* post-link info: */
2863 unsigned NumUserUniformStorage;
2864 unsigned NumHiddenUniforms;
2865 struct gl_uniform_storage *UniformStorage;
2866
2867 /**
2868 * Mapping from GL uniform locations returned by \c glUniformLocation to
2869 * UniformStorage entries. Arrays will have multiple contiguous slots
2870 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2871 */
2872 unsigned NumUniformRemapTable;
2873 struct gl_uniform_storage **UniformRemapTable;
2874
2875 /**
2876 * Size of the gl_ClipDistance array that is output from the last pipeline
2877 * stage before the fragment shader.
2878 */
2879 unsigned LastClipDistanceArraySize;
2880
2881 struct gl_uniform_block *UniformBlocks;
2882 unsigned NumUniformBlocks;
2883
2884 /**
2885 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2886 * they're used in, or -1.
2887 *
2888 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2889 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2890 */
2891 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2892
2893 /**
2894 * Map of active uniform names to locations
2895 *
2896 * Maps any active uniform that is not an array element to a location.
2897 * Each active uniform, including individual structure members will appear
2898 * in this map. This roughly corresponds to the set of names that would be
2899 * enumerated by \c glGetActiveUniform.
2900 */
2901 struct string_to_uint_map *UniformHash;
2902
2903 struct gl_active_atomic_buffer *AtomicBuffers;
2904 unsigned NumAtomicBuffers;
2905
2906 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2907 GLboolean Validated;
2908 GLboolean _Used; /**< Ever used for drawing? */
2909 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2910 GLchar *InfoLog;
2911
2912 unsigned Version; /**< GLSL version used for linking */
2913 GLboolean IsES; /**< True if this program uses GLSL ES */
2914
2915 /**
2916 * Per-stage shaders resulting from the first stage of linking.
2917 *
2918 * Set of linked shaders for this program. The array is accessed using the
2919 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2920 * \c NULL.
2921 */
2922 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2923
2924 /* True if any of the fragment shaders attached to this program use:
2925 * #extension ARB_fragment_coord_conventions: enable
2926 */
2927 GLboolean ARB_fragment_coord_conventions_enable;
2928 };
2929
2930
2931 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2932 #define GLSL_LOG 0x2 /**< Write shaders to files */
2933 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2934 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2935 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2936 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2937 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2938 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2939 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2940 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2941
2942
2943 /**
2944 * Context state for GLSL vertex/fragment shaders.
2945 * Extended to support pipeline object
2946 */
2947 struct gl_pipeline_object
2948 {
2949 /** Name of the pipeline object as received from glGenProgramPipelines.
2950 * It would be 0 for shaders without separate shader objects.
2951 */
2952 GLuint Name;
2953
2954 GLint RefCount;
2955
2956 mtx_t Mutex;
2957
2958 /**
2959 * Programs used for rendering
2960 *
2961 * There is a separate program set for each shader stage.
2962 */
2963 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2964
2965 struct gl_shader_program *_CurrentFragmentProgram;
2966
2967 /**
2968 * Program used by glUniform calls.
2969 *
2970 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2971 */
2972 struct gl_shader_program *ActiveProgram;
2973
2974 GLbitfield Flags; /**< Mask of GLSL_x flags */
2975
2976 GLboolean EverBound; /**< Has the pipeline object been created */
2977
2978 GLboolean Validated; /**< Pipeline Validation status */
2979
2980 GLchar *InfoLog;
2981 };
2982
2983 /**
2984 * Context state for GLSL pipeline shaders.
2985 */
2986 struct gl_pipeline_shader_state
2987 {
2988 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2989 struct gl_pipeline_object *Current;
2990
2991 /* Default Object to ensure that _Shader is never NULL */
2992 struct gl_pipeline_object *Default;
2993
2994 /** Pipeline objects */
2995 struct _mesa_HashTable *Objects;
2996 };
2997
2998 /**
2999 * Compiler options for a single GLSL shaders type
3000 */
3001 struct gl_shader_compiler_options
3002 {
3003 /** Driver-selectable options: */
3004 GLboolean EmitCondCodes; /**< Use condition codes? */
3005 GLboolean EmitNoLoops;
3006 GLboolean EmitNoFunctions;
3007 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3008 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3009 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
3010 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3011 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3012 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
3013
3014 /**
3015 * \name Forms of indirect addressing the driver cannot do.
3016 */
3017 /*@{*/
3018 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3019 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3020 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3021 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3022 /*@}*/
3023
3024 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3025 GLuint MaxUnrollIterations;
3026
3027 /**
3028 * Optimize code for array of structures backends.
3029 *
3030 * This is a proxy for:
3031 * - preferring DP4 instructions (rather than MUL/MAD) for
3032 * matrix * vector operations, such as position transformation.
3033 */
3034 GLboolean OptimizeForAOS;
3035
3036 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
3037
3038 struct nir_shader_compiler_options *NirOptions;
3039 };
3040
3041
3042 /**
3043 * Occlusion/timer query object.
3044 */
3045 struct gl_query_object
3046 {
3047 GLenum Target; /**< The query target, when active */
3048 GLuint Id; /**< hash table ID/name */
3049 GLchar *Label; /**< GL_KHR_debug */
3050 GLuint64EXT Result; /**< the counter */
3051 GLboolean Active; /**< inside Begin/EndQuery */
3052 GLboolean Ready; /**< result is ready? */
3053 GLboolean EverBound;/**< has query object ever been bound */
3054 GLuint Stream; /**< The stream */
3055 };
3056
3057
3058 /**
3059 * Context state for query objects.
3060 */
3061 struct gl_query_state
3062 {
3063 struct _mesa_HashTable *QueryObjects;
3064 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3065 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3066
3067 /** GL_NV_conditional_render */
3068 struct gl_query_object *CondRenderQuery;
3069
3070 /** GL_EXT_transform_feedback */
3071 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3072 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3073
3074 /** GL_ARB_timer_query */
3075 struct gl_query_object *TimeElapsed;
3076
3077 /** GL_ARB_pipeline_statistics_query */
3078 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3079
3080 GLenum CondRenderMode;
3081 };
3082
3083
3084 /** Sync object state */
3085 struct gl_sync_object
3086 {
3087 GLenum Type; /**< GL_SYNC_FENCE */
3088 GLuint Name; /**< Fence name */
3089 GLchar *Label; /**< GL_KHR_debug */
3090 GLint RefCount; /**< Reference count */
3091 GLboolean DeletePending; /**< Object was deleted while there were still
3092 * live references (e.g., sync not yet finished)
3093 */
3094 GLenum SyncCondition;
3095 GLbitfield Flags; /**< Flags passed to glFenceSync */
3096 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3097 };
3098
3099
3100 /**
3101 * State which can be shared by multiple contexts:
3102 */
3103 struct gl_shared_state
3104 {
3105 mtx_t Mutex; /**< for thread safety */
3106 GLint RefCount; /**< Reference count */
3107 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3108 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3109
3110 /** Default texture objects (shared by all texture units) */
3111 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3112
3113 /** Fallback texture used when a bound texture is incomplete */
3114 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3115
3116 /**
3117 * \name Thread safety and statechange notification for texture
3118 * objects.
3119 *
3120 * \todo Improve the granularity of locking.
3121 */
3122 /*@{*/
3123 mtx_t TexMutex; /**< texobj thread safety */
3124 GLuint TextureStateStamp; /**< state notification for shared tex */
3125 /*@}*/
3126
3127 /** Default buffer object for vertex arrays that aren't in VBOs */
3128 struct gl_buffer_object *NullBufferObj;
3129
3130 /**
3131 * \name Vertex/geometry/fragment programs
3132 */
3133 /*@{*/
3134 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3135 struct gl_vertex_program *DefaultVertexProgram;
3136 struct gl_fragment_program *DefaultFragmentProgram;
3137 struct gl_geometry_program *DefaultGeometryProgram;
3138 /*@}*/
3139
3140 /* GL_ATI_fragment_shader */
3141 struct _mesa_HashTable *ATIShaders;
3142 struct ati_fragment_shader *DefaultFragmentShader;
3143
3144 struct _mesa_HashTable *BufferObjects;
3145
3146 /** Table of both gl_shader and gl_shader_program objects */
3147 struct _mesa_HashTable *ShaderObjects;
3148
3149 /* GL_EXT_framebuffer_object */
3150 struct _mesa_HashTable *RenderBuffers;
3151 struct _mesa_HashTable *FrameBuffers;
3152
3153 /* GL_ARB_sync */
3154 struct set *SyncObjects;
3155
3156 /** GL_ARB_sampler_objects */
3157 struct _mesa_HashTable *SamplerObjects;
3158
3159 /**
3160 * Some context in this share group was affected by a GPU reset
3161 *
3162 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3163 * been affected by a GPU reset must also return
3164 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3165 *
3166 * Once this field becomes true, it is never reset to false.
3167 */
3168 bool ShareGroupReset;
3169 };
3170
3171
3172
3173 /**
3174 * Renderbuffers represent drawing surfaces such as color, depth and/or
3175 * stencil. A framebuffer object has a set of renderbuffers.
3176 * Drivers will typically derive subclasses of this type.
3177 */
3178 struct gl_renderbuffer
3179 {
3180 mtx_t Mutex; /**< for thread safety */
3181 GLuint ClassID; /**< Useful for drivers */
3182 GLuint Name;
3183 GLchar *Label; /**< GL_KHR_debug */
3184 GLint RefCount;
3185 GLuint Width, Height;
3186 GLuint Depth;
3187 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3188 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3189 /**
3190 * True for renderbuffers that wrap textures, giving the driver a chance to
3191 * flush render caches through the FinishRenderTexture hook.
3192 *
3193 * Drivers may also set this on renderbuffers other than those generated by
3194 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3195 * called without a rb->TexImage.
3196 */
3197 GLboolean NeedsFinishRenderTexture;
3198 GLubyte NumSamples;
3199 GLenum InternalFormat; /**< The user-specified format */
3200 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3201 GL_STENCIL_INDEX. */
3202 mesa_format Format; /**< The actual renderbuffer memory format */
3203 /**
3204 * Pointer to the texture image if this renderbuffer wraps a texture,
3205 * otherwise NULL.
3206 *
3207 * Note that the reference on the gl_texture_object containing this
3208 * TexImage is held by the gl_renderbuffer_attachment.
3209 */
3210 struct gl_texture_image *TexImage;
3211
3212 /** Delete this renderbuffer */
3213 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3214
3215 /** Allocate new storage for this renderbuffer */
3216 GLboolean (*AllocStorage)(struct gl_context *ctx,
3217 struct gl_renderbuffer *rb,
3218 GLenum internalFormat,
3219 GLuint width, GLuint height);
3220 };
3221
3222
3223 /**
3224 * A renderbuffer attachment points to either a texture object (and specifies
3225 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3226 */
3227 struct gl_renderbuffer_attachment
3228 {
3229 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3230 GLboolean Complete;
3231
3232 /**
3233 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3234 * application supplied renderbuffer object.
3235 */
3236 struct gl_renderbuffer *Renderbuffer;
3237
3238 /**
3239 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3240 * supplied texture object.
3241 */
3242 struct gl_texture_object *Texture;
3243 GLuint TextureLevel; /**< Attached mipmap level. */
3244 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3245 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3246 * and 2D array textures */
3247 GLboolean Layered;
3248 };
3249
3250
3251 /**
3252 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3253 * In C++ terms, think of this as a base class from which device drivers
3254 * will make derived classes.
3255 */
3256 struct gl_framebuffer
3257 {
3258 mtx_t Mutex; /**< for thread safety */
3259 /**
3260 * If zero, this is a window system framebuffer. If non-zero, this
3261 * is a FBO framebuffer; note that for some devices (i.e. those with
3262 * a natural pixel coordinate system for FBOs that differs from the
3263 * OpenGL/Mesa coordinate system), this means that the viewport,
3264 * polygon face orientation, and polygon stipple will have to be inverted.
3265 */
3266 GLuint Name;
3267 GLchar *Label; /**< GL_KHR_debug */
3268
3269 GLint RefCount;
3270 GLboolean DeletePending;
3271
3272 /**
3273 * The framebuffer's visual. Immutable if this is a window system buffer.
3274 * Computed from attachments if user-made FBO.
3275 */
3276 struct gl_config Visual;
3277
3278 GLuint Width, Height; /**< size of frame buffer in pixels */
3279
3280 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3281 /*@{*/
3282 GLint _Xmin, _Xmax; /**< inclusive */
3283 GLint _Ymin, _Ymax; /**< exclusive */
3284 /*@}*/
3285
3286 /** \name Derived Z buffer stuff */
3287 /*@{*/
3288 GLuint _DepthMax; /**< Max depth buffer value */
3289 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3290 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3291 /*@}*/
3292
3293 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3294 GLenum _Status;
3295
3296 /** Integer color values */
3297 GLboolean _IntegerColor;
3298
3299 /* ARB_color_buffer_float */
3300 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3301 GLboolean _HasSNormOrFloatColorBuffer;
3302
3303 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3304 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3305
3306 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3307 * attribute group and GL_PIXEL attribute group, respectively.
3308 */
3309 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3310 GLenum ColorReadBuffer;
3311
3312 /** Computed from ColorDraw/ReadBuffer above */
3313 GLuint _NumColorDrawBuffers;
3314 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3315 GLint _ColorReadBufferIndex; /* -1 = None */
3316 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3317 struct gl_renderbuffer *_ColorReadBuffer;
3318
3319 /**
3320 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3321 * is not layered. For cube maps and cube map arrays, each cube face
3322 * counts as a layer.
3323 */
3324 GLuint MaxNumLayers;
3325
3326 /** Delete this framebuffer */
3327 void (*Delete)(struct gl_framebuffer *fb);
3328 };
3329
3330
3331 /**
3332 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3333 */
3334 struct gl_precision
3335 {
3336 GLushort RangeMin; /**< min value exponent */
3337 GLushort RangeMax; /**< max value exponent */
3338 GLushort Precision; /**< number of mantissa bits */
3339 };
3340
3341
3342 /**
3343 * Limits for vertex, geometry and fragment programs/shaders.
3344 */
3345 struct gl_program_constants
3346 {
3347 /* logical limits */
3348 GLuint MaxInstructions;
3349 GLuint MaxAluInstructions;
3350 GLuint MaxTexInstructions;
3351 GLuint MaxTexIndirections;
3352 GLuint MaxAttribs;
3353 GLuint MaxTemps;
3354 GLuint MaxAddressRegs;
3355 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3356 GLuint MaxParameters;
3357 GLuint MaxLocalParams;
3358 GLuint MaxEnvParams;
3359 /* native/hardware limits */
3360 GLuint MaxNativeInstructions;
3361 GLuint MaxNativeAluInstructions;
3362 GLuint MaxNativeTexInstructions;
3363 GLuint MaxNativeTexIndirections;
3364 GLuint MaxNativeAttribs;
3365 GLuint MaxNativeTemps;
3366 GLuint MaxNativeAddressRegs;
3367 GLuint MaxNativeParameters;
3368 /* For shaders */
3369 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3370
3371 /**
3372 * \name Per-stage input / output limits
3373 *
3374 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3375 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3376 * ES). This is stored as \c gl_constants::MaxVarying.
3377 *
3378 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3379 * variables. Each stage as a certain number of outputs that it can feed
3380 * to the next stage and a certain number inputs that it can consume from
3381 * the previous stage.
3382 *
3383 * Vertex shader inputs do not participate this in this accounting.
3384 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3385 *
3386 * Fragment shader outputs do not participate this in this accounting.
3387 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3388 */
3389 /*@{*/
3390 GLuint MaxInputComponents;
3391 GLuint MaxOutputComponents;
3392 /*@}*/
3393
3394 /* ES 2.0 and GL_ARB_ES2_compatibility */
3395 struct gl_precision LowFloat, MediumFloat, HighFloat;
3396 struct gl_precision LowInt, MediumInt, HighInt;
3397 /* GL_ARB_uniform_buffer_object */
3398 GLuint MaxUniformBlocks;
3399 GLuint MaxCombinedUniformComponents;
3400 GLuint MaxTextureImageUnits;
3401
3402 /* GL_ARB_shader_atomic_counters */
3403 GLuint MaxAtomicBuffers;
3404 GLuint MaxAtomicCounters;
3405
3406 /* GL_ARB_shader_image_load_store */
3407 GLuint MaxImageUniforms;
3408 };
3409
3410
3411 /**
3412 * Constants which may be overridden by device driver during context creation
3413 * but are never changed after that.
3414 */
3415 struct gl_constants
3416 {
3417 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3418 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3419 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3420 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3421 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3422 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3423 GLuint MaxTextureCoordUnits;
3424 GLuint MaxCombinedTextureImageUnits;
3425 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3426 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3427 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3428 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3429
3430 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3431
3432 GLuint MaxArrayLockSize;
3433
3434 GLint SubPixelBits;
3435
3436 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3437 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3438 GLfloat PointSizeGranularity;
3439 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3440 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3441 GLfloat LineWidthGranularity;
3442
3443 GLuint MaxClipPlanes;
3444 GLuint MaxLights;
3445 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3446 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3447
3448 GLuint MaxViewportWidth, MaxViewportHeight;
3449 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3450 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3451 struct {
3452 GLfloat Min;
3453 GLfloat Max;
3454 } ViewportBounds; /**< GL_ARB_viewport_array */
3455
3456 struct gl_program_constants Program[MESA_SHADER_STAGES];
3457 GLuint MaxProgramMatrices;
3458 GLuint MaxProgramMatrixStackDepth;
3459
3460 struct {
3461 GLuint SamplesPassed;
3462 GLuint TimeElapsed;
3463 GLuint Timestamp;
3464 GLuint PrimitivesGenerated;
3465 GLuint PrimitivesWritten;
3466 GLuint VerticesSubmitted;
3467 GLuint PrimitivesSubmitted;
3468 GLuint VsInvocations;
3469 GLuint TessPatches;
3470 GLuint TessInvocations;
3471 GLuint GsInvocations;
3472 GLuint GsPrimitives;
3473 GLuint FsInvocations;
3474 GLuint ComputeInvocations;
3475 GLuint ClInPrimitives;
3476 GLuint ClOutPrimitives;
3477 } QueryCounterBits;
3478
3479 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3480
3481 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3482 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3483 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3484
3485 /** Number of varying vectors between any two shader stages. */
3486 GLuint MaxVarying;
3487
3488 /** @{
3489 * GL_ARB_uniform_buffer_object
3490 */
3491 GLuint MaxCombinedUniformBlocks;
3492 GLuint MaxUniformBufferBindings;
3493 GLuint MaxUniformBlockSize;
3494 GLuint UniformBufferOffsetAlignment;
3495 /** @} */
3496
3497 /**
3498 * GL_ARB_explicit_uniform_location
3499 */
3500 GLuint MaxUserAssignableUniformLocations;
3501
3502 /** GL_ARB_geometry_shader4 */
3503 GLuint MaxGeometryOutputVertices;
3504 GLuint MaxGeometryTotalOutputComponents;
3505
3506 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3507
3508 /**
3509 * Changes default GLSL extension behavior from "error" to "warn". It's out
3510 * of spec, but it can make some apps work that otherwise wouldn't.
3511 */
3512 GLboolean ForceGLSLExtensionsWarn;
3513
3514 /**
3515 * If non-zero, forces GLSL shaders without the #version directive to behave
3516 * as if they began with "#version ForceGLSLVersion".
3517 */
3518 GLuint ForceGLSLVersion;
3519
3520 /**
3521 * Allow GLSL #extension directives in the middle of shaders.
3522 */
3523 GLboolean AllowGLSLExtensionDirectiveMidShader;
3524
3525 /**
3526 * Does the driver support real 32-bit integers? (Otherwise, integers are
3527 * simulated via floats.)
3528 */
3529 GLboolean NativeIntegers;
3530
3531 /**
3532 * Does VertexID count from zero or from base vertex?
3533 *
3534 * \note
3535 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3536 * ignored and need not be set.
3537 */
3538 bool VertexID_is_zero_based;
3539
3540 /**
3541 * If the driver supports real 32-bit integers, what integer value should be
3542 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3543 */
3544 GLuint UniformBooleanTrue;
3545
3546 /**
3547 * Maximum amount of time, measured in nanseconds, that the server can wait.
3548 */
3549 GLuint64 MaxServerWaitTimeout;
3550
3551 /** GL_EXT_provoking_vertex */
3552 GLboolean QuadsFollowProvokingVertexConvention;
3553
3554 /** OpenGL version 3.0 */
3555 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3556
3557 /** OpenGL version 3.2 */
3558 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3559
3560 /** OpenGL version 4.4 */
3561 GLuint MaxVertexAttribStride;
3562
3563 /** GL_EXT_transform_feedback */
3564 GLuint MaxTransformFeedbackBuffers;
3565 GLuint MaxTransformFeedbackSeparateComponents;
3566 GLuint MaxTransformFeedbackInterleavedComponents;
3567 GLuint MaxVertexStreams;
3568
3569 /** GL_EXT_gpu_shader4 */
3570 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3571
3572 /** GL_ARB_texture_gather */
3573 GLuint MinProgramTextureGatherOffset;
3574 GLuint MaxProgramTextureGatherOffset;
3575 GLuint MaxProgramTextureGatherComponents;
3576
3577 /* GL_ARB_robustness */
3578 GLenum ResetStrategy;
3579
3580 /* GL_ARB_blend_func_extended */
3581 GLuint MaxDualSourceDrawBuffers;
3582
3583 /**
3584 * Whether the implementation strips out and ignores texture borders.
3585 *
3586 * Many GPU hardware implementations don't support rendering with texture
3587 * borders and mipmapped textures. (Note: not static border color, but the
3588 * old 1-pixel border around each edge). Implementations then have to do
3589 * slow fallbacks to be correct, or just ignore the border and be fast but
3590 * wrong. Setting the flag strips the border off of TexImage calls,
3591 * providing "fast but wrong" at significantly reduced driver complexity.
3592 *
3593 * Texture borders are deprecated in GL 3.0.
3594 **/
3595 GLboolean StripTextureBorder;
3596
3597 /**
3598 * For drivers which can do a better job at eliminating unused uniforms
3599 * than the GLSL compiler.
3600 *
3601 * XXX Remove these as soon as a better solution is available.
3602 */
3603 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3604
3605 /**
3606 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3607 * than passing the transform feedback object to the drawing function.
3608 */
3609 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3610
3611 /** GL_ARB_map_buffer_alignment */
3612 GLuint MinMapBufferAlignment;
3613
3614 /**
3615 * Disable varying packing. This is out of spec, but potentially useful
3616 * for older platforms that supports a limited number of texture
3617 * indirections--on these platforms, unpacking the varyings in the fragment
3618 * shader increases the number of texture indirections by 1, which might
3619 * make some shaders not executable at all.
3620 *
3621 * Drivers that support transform feedback must set this value to GL_FALSE.
3622 */
3623 GLboolean DisableVaryingPacking;
3624
3625 /**
3626 * Should meaningful names be generated for compiler temporary variables?
3627 *
3628 * Generally, it is not useful to have the compiler generate "meaningful"
3629 * names for temporary variables that it creates. This can, however, be a
3630 * useful debugging aid. In Mesa debug builds or release builds when
3631 * MESA_GLSL is set at run-time, meaningful names will be generated.
3632 * Drivers can also force names to be generated by setting this field.
3633 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3634 * vertex shader assembly) is set at run-time.
3635 */
3636 bool GenerateTemporaryNames;
3637
3638 /*
3639 * Maximum value supported for an index in DrawElements and friends.
3640 *
3641 * This must be at least (1ull<<24)-1. The default value is
3642 * (1ull<<32)-1.
3643 *
3644 * \since ES 3.0 or GL_ARB_ES3_compatibility
3645 * \sa _mesa_init_constants
3646 */
3647 GLuint64 MaxElementIndex;
3648
3649 /**
3650 * Disable interpretation of line continuations (lines ending with a
3651 * backslash character ('\') in GLSL source.
3652 */
3653 GLboolean DisableGLSLLineContinuations;
3654
3655 /** GL_ARB_texture_multisample */
3656 GLint MaxColorTextureSamples;
3657 GLint MaxDepthTextureSamples;
3658 GLint MaxIntegerSamples;
3659
3660 /**
3661 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3662 * samples are laid out in a rectangular grid roughly corresponding to
3663 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3664 * are used to map indices of rectangular grid to sample numbers within
3665 * a pixel. This mapping of indices to sample numbers must be initialized
3666 * by the driver for the target hardware. For example, if we have the 8X
3667 * MSAA sample number layout (sample positions) for XYZ hardware:
3668 *
3669 * sample indices layout sample number layout
3670 * --------- ---------
3671 * | 0 | 1 | | a | b |
3672 * --------- ---------
3673 * | 2 | 3 | | c | d |
3674 * --------- ---------
3675 * | 4 | 5 | | e | f |
3676 * --------- ---------
3677 * | 6 | 7 | | g | h |
3678 * --------- ---------
3679 *
3680 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3681 *
3682 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3683 * below:
3684 * SampleMap8x = {a, b, c, d, e, f, g, h};
3685 *
3686 * Follow the logic for other sample counts.
3687 */
3688 uint8_t SampleMap2x[2];
3689 uint8_t SampleMap4x[4];
3690 uint8_t SampleMap8x[8];
3691
3692 /** GL_ARB_shader_atomic_counters */
3693 GLuint MaxAtomicBufferBindings;
3694 GLuint MaxAtomicBufferSize;
3695 GLuint MaxCombinedAtomicBuffers;
3696 GLuint MaxCombinedAtomicCounters;
3697
3698 /** GL_ARB_vertex_attrib_binding */
3699 GLint MaxVertexAttribRelativeOffset;
3700 GLint MaxVertexAttribBindings;
3701
3702 /* GL_ARB_shader_image_load_store */
3703 GLuint MaxImageUnits;
3704 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3705 GLuint MaxImageSamples;
3706 GLuint MaxCombinedImageUniforms;
3707
3708 /** GL_ARB_compute_shader */
3709 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3710 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3711 GLuint MaxComputeWorkGroupInvocations;
3712
3713 /** GL_ARB_gpu_shader5 */
3714 GLfloat MinFragmentInterpolationOffset;
3715 GLfloat MaxFragmentInterpolationOffset;
3716
3717 GLboolean FakeSWMSAA;
3718
3719 /** GL_KHR_context_flush_control */
3720 GLenum ContextReleaseBehavior;
3721
3722 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3723 };
3724
3725
3726 /**
3727 * Enable flag for each OpenGL extension. Different device drivers will
3728 * enable different extensions at runtime.
3729 */
3730 struct gl_extensions
3731 {
3732 GLboolean dummy; /* don't remove this! */
3733 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3734 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3735 GLboolean ANGLE_texture_compression_dxt;
3736 GLboolean ARB_ES2_compatibility;
3737 GLboolean ARB_ES3_compatibility;
3738 GLboolean ARB_arrays_of_arrays;
3739 GLboolean ARB_base_instance;
3740 GLboolean ARB_blend_func_extended;
3741 GLboolean ARB_buffer_storage;
3742 GLboolean ARB_clear_texture;
3743 GLboolean ARB_clip_control;
3744 GLboolean ARB_color_buffer_float;
3745 GLboolean ARB_compute_shader;
3746 GLboolean ARB_conditional_render_inverted;
3747 GLboolean ARB_conservative_depth;
3748 GLboolean ARB_copy_image;
3749 GLboolean ARB_depth_buffer_float;
3750 GLboolean ARB_depth_clamp;
3751 GLboolean ARB_depth_texture;
3752 GLboolean ARB_derivative_control;
3753 GLboolean ARB_draw_buffers_blend;
3754 GLboolean ARB_draw_elements_base_vertex;
3755 GLboolean ARB_draw_indirect;
3756 GLboolean ARB_draw_instanced;
3757 GLboolean ARB_fragment_coord_conventions;
3758 GLboolean ARB_fragment_layer_viewport;
3759 GLboolean ARB_fragment_program;
3760 GLboolean ARB_fragment_program_shadow;
3761 GLboolean ARB_fragment_shader;
3762 GLboolean ARB_framebuffer_object;
3763 GLboolean ARB_explicit_attrib_location;
3764 GLboolean ARB_explicit_uniform_location;
3765 GLboolean ARB_geometry_shader4;
3766 GLboolean ARB_gpu_shader5;
3767 GLboolean ARB_half_float_vertex;
3768 GLboolean ARB_instanced_arrays;
3769 GLboolean ARB_internalformat_query;
3770 GLboolean ARB_map_buffer_range;
3771 GLboolean ARB_occlusion_query;
3772 GLboolean ARB_occlusion_query2;
3773 GLboolean ARB_pipeline_statistics_query;
3774 GLboolean ARB_point_sprite;
3775 GLboolean ARB_sample_shading;
3776 GLboolean ARB_seamless_cube_map;
3777 GLboolean ARB_shader_atomic_counters;
3778 GLboolean ARB_shader_bit_encoding;
3779 GLboolean ARB_shader_image_load_store;
3780 GLboolean ARB_shader_precision;
3781 GLboolean ARB_shader_stencil_export;
3782 GLboolean ARB_shader_texture_lod;
3783 GLboolean ARB_shading_language_packing;
3784 GLboolean ARB_shading_language_420pack;
3785 GLboolean ARB_shadow;
3786 GLboolean ARB_stencil_texturing;
3787 GLboolean ARB_sync;
3788 GLboolean ARB_tessellation_shader;
3789 GLboolean ARB_texture_border_clamp;
3790 GLboolean ARB_texture_buffer_object;
3791 GLboolean ARB_texture_buffer_object_rgb32;
3792 GLboolean ARB_texture_buffer_range;
3793 GLboolean ARB_texture_compression_bptc;
3794 GLboolean ARB_texture_compression_rgtc;
3795 GLboolean ARB_texture_cube_map;
3796 GLboolean ARB_texture_cube_map_array;
3797 GLboolean ARB_texture_env_combine;
3798 GLboolean ARB_texture_env_crossbar;
3799 GLboolean ARB_texture_env_dot3;
3800 GLboolean ARB_texture_float;
3801 GLboolean ARB_texture_gather;
3802 GLboolean ARB_texture_mirror_clamp_to_edge;
3803 GLboolean ARB_texture_multisample;
3804 GLboolean ARB_texture_non_power_of_two;
3805 GLboolean ARB_texture_stencil8;
3806 GLboolean ARB_texture_query_levels;
3807 GLboolean ARB_texture_query_lod;
3808 GLboolean ARB_texture_rg;
3809 GLboolean ARB_texture_rgb10_a2ui;
3810 GLboolean ARB_texture_view;
3811 GLboolean ARB_timer_query;
3812 GLboolean ARB_transform_feedback2;
3813 GLboolean ARB_transform_feedback3;
3814 GLboolean ARB_transform_feedback_instanced;
3815 GLboolean ARB_uniform_buffer_object;
3816 GLboolean ARB_vertex_program;
3817 GLboolean ARB_vertex_shader;
3818 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3819 GLboolean ARB_vertex_type_2_10_10_10_rev;
3820 GLboolean ARB_viewport_array;
3821 GLboolean EXT_blend_color;
3822 GLboolean EXT_blend_equation_separate;
3823 GLboolean EXT_blend_func_separate;
3824 GLboolean EXT_blend_minmax;
3825 GLboolean EXT_depth_bounds_test;
3826 GLboolean EXT_draw_buffers2;
3827 GLboolean EXT_framebuffer_multisample;
3828 GLboolean EXT_framebuffer_multisample_blit_scaled;
3829 GLboolean EXT_framebuffer_sRGB;
3830 GLboolean EXT_gpu_program_parameters;
3831 GLboolean EXT_gpu_shader4;
3832 GLboolean EXT_packed_float;
3833 GLboolean EXT_pixel_buffer_object;
3834 GLboolean EXT_point_parameters;
3835 GLboolean EXT_polygon_offset_clamp;
3836 GLboolean EXT_provoking_vertex;
3837 GLboolean EXT_shader_integer_mix;
3838 GLboolean EXT_stencil_two_side;
3839 GLboolean EXT_texture3D;
3840 GLboolean EXT_texture_array;
3841 GLboolean EXT_texture_compression_latc;
3842 GLboolean EXT_texture_compression_s3tc;
3843 GLboolean EXT_texture_env_dot3;
3844 GLboolean EXT_texture_filter_anisotropic;
3845 GLboolean EXT_texture_integer;
3846 GLboolean EXT_texture_mirror_clamp;
3847 GLboolean EXT_texture_shared_exponent;
3848 GLboolean EXT_texture_snorm;
3849 GLboolean EXT_texture_sRGB;
3850 GLboolean EXT_texture_sRGB_decode;
3851 GLboolean EXT_texture_swizzle;
3852 GLboolean EXT_transform_feedback;
3853 GLboolean EXT_timer_query;
3854 GLboolean EXT_vertex_array_bgra;
3855 GLboolean OES_standard_derivatives;
3856 /* vendor extensions */
3857 GLboolean AMD_performance_monitor;
3858 GLboolean AMD_pinned_memory;
3859 GLboolean AMD_seamless_cubemap_per_texture;
3860 GLboolean AMD_vertex_shader_layer;
3861 GLboolean AMD_vertex_shader_viewport_index;
3862 GLboolean APPLE_object_purgeable;
3863 GLboolean ATI_texture_compression_3dc;
3864 GLboolean ATI_texture_mirror_once;
3865 GLboolean ATI_texture_env_combine3;
3866 GLboolean ATI_fragment_shader;
3867 GLboolean ATI_separate_stencil;
3868 GLboolean INTEL_performance_query;
3869 GLboolean MESA_pack_invert;
3870 GLboolean MESA_ycbcr_texture;
3871 GLboolean NV_conditional_render;
3872 GLboolean NV_fog_distance;
3873 GLboolean NV_fragment_program_option;
3874 GLboolean NV_point_sprite;
3875 GLboolean NV_primitive_restart;
3876 GLboolean NV_texture_barrier;
3877 GLboolean NV_texture_env_combine4;
3878 GLboolean NV_texture_rectangle;
3879 GLboolean NV_vdpau_interop;
3880 GLboolean TDFX_texture_compression_FXT1;
3881 GLboolean OES_EGL_image;
3882 GLboolean OES_draw_texture;
3883 GLboolean OES_depth_texture_cube_map;
3884 GLboolean OES_EGL_image_external;
3885 GLboolean OES_texture_float;
3886 GLboolean OES_texture_float_linear;
3887 GLboolean OES_texture_half_float;
3888 GLboolean OES_texture_half_float_linear;
3889 GLboolean OES_compressed_ETC1_RGB8_texture;
3890 GLboolean extension_sentinel;
3891 /** The extension string */
3892 const GLubyte *String;
3893 /** Number of supported extensions */
3894 GLuint Count;
3895 };
3896
3897
3898 /**
3899 * A stack of matrices (projection, modelview, color, texture, etc).
3900 */
3901 struct gl_matrix_stack
3902 {
3903 GLmatrix *Top; /**< points into Stack */
3904 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3905 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3906 GLuint MaxDepth; /**< size of Stack[] array */
3907 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3908 };
3909
3910
3911 /**
3912 * \name Bits for image transfer operations
3913 * \sa __struct gl_contextRec::ImageTransferState.
3914 */
3915 /*@{*/
3916 #define IMAGE_SCALE_BIAS_BIT 0x1
3917 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3918 #define IMAGE_MAP_COLOR_BIT 0x4
3919 #define IMAGE_CLAMP_BIT 0x800
3920
3921
3922 /** Pixel Transfer ops */
3923 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3924 IMAGE_SHIFT_OFFSET_BIT | \
3925 IMAGE_MAP_COLOR_BIT)
3926
3927 /**
3928 * \name Bits to indicate what state has changed.
3929 */
3930 /*@{*/
3931 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3932 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3933 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3934 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3935 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3936 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3937 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3938 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3939 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3940 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3941 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3942 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3943 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3944 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3945 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3946 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3947 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3948 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3949 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3950 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3951 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3952 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3953 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3954 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3955 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3956 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3957 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3958 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3959 #define _NEW_BUFFER_OBJECT (1 << 28)
3960 #define _NEW_FRAG_CLAMP (1 << 29)
3961 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3962 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3963 #define _NEW_ALL ~0
3964 /*@}*/
3965
3966
3967 /**
3968 * Composite state flags
3969 */
3970 /*@{*/
3971 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3972 _NEW_TEXTURE | \
3973 _NEW_POINT | \
3974 _NEW_PROGRAM | \
3975 _NEW_MODELVIEW)
3976
3977 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3978 _NEW_FOG | \
3979 _NEW_PROGRAM)
3980
3981
3982 /*@}*/
3983
3984
3985
3986
3987 /* This has to be included here. */
3988 #include "dd.h"
3989
3990
3991 /**
3992 * Display list flags.
3993 * Strictly this is a tnl-private concept, but it doesn't seem
3994 * worthwhile adding a tnl private structure just to hold this one bit
3995 * of information:
3996 */
3997 #define DLIST_DANGLING_REFS 0x1
3998
3999
4000 /** Opaque declaration of display list payload data type */
4001 union gl_dlist_node;
4002
4003
4004 /**
4005 * Provide a location where information about a display list can be
4006 * collected. Could be extended with driverPrivate structures,
4007 * etc. in the future.
4008 */
4009 struct gl_display_list
4010 {
4011 GLuint Name;
4012 GLchar *Label; /**< GL_KHR_debug */
4013 GLbitfield Flags; /**< DLIST_x flags */
4014 /** The dlist commands are in a linked list of nodes */
4015 union gl_dlist_node *Head;
4016 };
4017
4018
4019 /**
4020 * State used during display list compilation and execution.
4021 */
4022 struct gl_dlist_state
4023 {
4024 GLuint CallDepth; /**< Current recursion calling depth */
4025
4026 struct gl_display_list *CurrentList; /**< List currently being compiled */
4027 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4028 GLuint CurrentPos; /**< Index into current block of nodes */
4029
4030 GLvertexformat ListVtxfmt;
4031
4032 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4033 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4034
4035 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4036 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4037
4038 struct {
4039 /* State known to have been set by the currently-compiling display
4040 * list. Used to eliminate some redundant state changes.
4041 */
4042 GLenum ShadeModel;
4043 } Current;
4044 };
4045
4046 /** @{
4047 *
4048 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4049 * to small enums suitable for use as an array index.
4050 */
4051
4052 enum mesa_debug_source {
4053 MESA_DEBUG_SOURCE_API,
4054 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4055 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4056 MESA_DEBUG_SOURCE_THIRD_PARTY,
4057 MESA_DEBUG_SOURCE_APPLICATION,
4058 MESA_DEBUG_SOURCE_OTHER,
4059 MESA_DEBUG_SOURCE_COUNT
4060 };
4061
4062 enum mesa_debug_type {
4063 MESA_DEBUG_TYPE_ERROR,
4064 MESA_DEBUG_TYPE_DEPRECATED,
4065 MESA_DEBUG_TYPE_UNDEFINED,
4066 MESA_DEBUG_TYPE_PORTABILITY,
4067 MESA_DEBUG_TYPE_PERFORMANCE,
4068 MESA_DEBUG_TYPE_OTHER,
4069 MESA_DEBUG_TYPE_MARKER,
4070 MESA_DEBUG_TYPE_PUSH_GROUP,
4071 MESA_DEBUG_TYPE_POP_GROUP,
4072 MESA_DEBUG_TYPE_COUNT
4073 };
4074
4075 enum mesa_debug_severity {
4076 MESA_DEBUG_SEVERITY_LOW,
4077 MESA_DEBUG_SEVERITY_MEDIUM,
4078 MESA_DEBUG_SEVERITY_HIGH,
4079 MESA_DEBUG_SEVERITY_NOTIFICATION,
4080 MESA_DEBUG_SEVERITY_COUNT
4081 };
4082
4083 /** @} */
4084
4085 /**
4086 * Driver-specific state flags.
4087 *
4088 * These are or'd with gl_context::NewDriverState to notify a driver about
4089 * a state change. The driver sets the flags at context creation and
4090 * the meaning of the bits set is opaque to core Mesa.
4091 */
4092 struct gl_driver_flags
4093 {
4094 /** gl_context::Array::_DrawArrays (vertex array state) */
4095 uint64_t NewArray;
4096
4097 /** gl_context::TransformFeedback::CurrentObject */
4098 uint64_t NewTransformFeedback;
4099
4100 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4101 uint64_t NewTransformFeedbackProg;
4102
4103 /** gl_context::RasterDiscard */
4104 uint64_t NewRasterizerDiscard;
4105
4106 /**
4107 * gl_context::UniformBufferBindings
4108 * gl_shader_program::UniformBlocks
4109 */
4110 uint64_t NewUniformBuffer;
4111
4112 uint64_t NewTextureBuffer;
4113
4114 /**
4115 * gl_context::AtomicBufferBindings
4116 */
4117 uint64_t NewAtomicBuffer;
4118
4119 /**
4120 * gl_context::ImageUnits
4121 */
4122 uint64_t NewImageUnits;
4123 };
4124
4125 struct gl_uniform_buffer_binding
4126 {
4127 struct gl_buffer_object *BufferObject;
4128 /** Start of uniform block data in the buffer */
4129 GLintptr Offset;
4130 /** Size of data allowed to be referenced from the buffer (in bytes) */
4131 GLsizeiptr Size;
4132 /**
4133 * glBindBufferBase() indicates that the Size should be ignored and only
4134 * limited by the current size of the BufferObject.
4135 */
4136 GLboolean AutomaticSize;
4137 };
4138
4139 /**
4140 * ARB_shader_image_load_store image unit.
4141 */
4142 struct gl_image_unit
4143 {
4144 /**
4145 * Texture object bound to this unit.
4146 */
4147 struct gl_texture_object *TexObj;
4148
4149 /**
4150 * Level of the texture object bound to this unit.
4151 */
4152 GLuint Level;
4153
4154 /**
4155 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4156 * GL_FALSE if only some specific layer of the texture is bound.
4157 * \sa Layer
4158 */
4159 GLboolean Layered;
4160
4161 /**
4162 * Layer of the texture object bound to this unit, or zero if the
4163 * whole level is bound.
4164 */
4165 GLuint Layer;
4166
4167 /**
4168 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4169 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4170 */
4171 GLenum Access;
4172
4173 /**
4174 * GL internal format that determines the interpretation of the
4175 * image memory when shader image operations are performed through
4176 * this unit.
4177 */
4178 GLenum Format;
4179
4180 /**
4181 * Mesa format corresponding to \c Format.
4182 */
4183 mesa_format _ActualFormat;
4184
4185 /**
4186 * GL_TRUE if the state of this image unit is valid and access from
4187 * the shader is allowed. Otherwise loads from this unit should
4188 * return zero and stores should have no effect.
4189 */
4190 GLboolean _Valid;
4191 };
4192
4193 /**
4194 * Binding point for an atomic counter buffer object.
4195 */
4196 struct gl_atomic_buffer_binding
4197 {
4198 struct gl_buffer_object *BufferObject;
4199 GLintptr Offset;
4200 GLsizeiptr Size;
4201 };
4202
4203 /**
4204 * Mesa rendering context.
4205 *
4206 * This is the central context data structure for Mesa. Almost all
4207 * OpenGL state is contained in this structure.
4208 * Think of this as a base class from which device drivers will derive
4209 * sub classes.
4210 */
4211 struct gl_context
4212 {
4213 /** State possibly shared with other contexts in the address space */
4214 struct gl_shared_state *Shared;
4215
4216 /** \name API function pointer tables */
4217 /*@{*/
4218 gl_api API;
4219 /**
4220 * The current dispatch table for non-displaylist-saving execution, either
4221 * BeginEnd or OutsideBeginEnd
4222 */
4223 struct _glapi_table *Exec;
4224 /**
4225 * The normal dispatch table for non-displaylist-saving, non-begin/end
4226 */
4227 struct _glapi_table *OutsideBeginEnd;
4228 /** The dispatch table used between glNewList() and glEndList() */
4229 struct _glapi_table *Save;
4230 /**
4231 * The dispatch table used between glBegin() and glEnd() (outside of a
4232 * display list). Only valid functions between those two are set, which is
4233 * mostly just the set in a GLvertexformat struct.
4234 */
4235 struct _glapi_table *BeginEnd;
4236 /**
4237 * Tracks the current dispatch table out of the 3 above, so that it can be
4238 * re-set on glXMakeCurrent().
4239 */
4240 struct _glapi_table *CurrentDispatch;
4241 /*@}*/
4242
4243 struct gl_config Visual;
4244 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4245 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4246 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4247 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4248
4249 /**
4250 * Device driver function pointer table
4251 */
4252 struct dd_function_table Driver;
4253
4254 /** Core/Driver constants */
4255 struct gl_constants Const;
4256
4257 /** \name The various 4x4 matrix stacks */
4258 /*@{*/
4259 struct gl_matrix_stack ModelviewMatrixStack;
4260 struct gl_matrix_stack ProjectionMatrixStack;
4261 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4262 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4263 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4264 /*@}*/
4265
4266 /** Combined modelview and projection matrix */
4267 GLmatrix _ModelProjectMatrix;
4268
4269 /** \name Display lists */
4270 struct gl_dlist_state ListState;
4271
4272 GLboolean ExecuteFlag; /**< Execute GL commands? */
4273 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4274
4275 /** Extension information */
4276 struct gl_extensions Extensions;
4277
4278 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4279 GLuint Version;
4280 char *VersionString;
4281
4282 /** \name State attribute stack (for glPush/PopAttrib) */
4283 /*@{*/
4284 GLuint AttribStackDepth;
4285 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4286 /*@}*/
4287
4288 /** \name Renderer attribute groups
4289 *
4290 * We define a struct for each attribute group to make pushing and popping
4291 * attributes easy. Also it's a good organization.
4292 */
4293 /*@{*/
4294 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4295 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4296 struct gl_current_attrib Current; /**< Current attributes */
4297 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4298 struct gl_eval_attrib Eval; /**< Eval attributes */
4299 struct gl_fog_attrib Fog; /**< Fog attributes */
4300 struct gl_hint_attrib Hint; /**< Hint attributes */
4301 struct gl_light_attrib Light; /**< Light attributes */
4302 struct gl_line_attrib Line; /**< Line attributes */
4303 struct gl_list_attrib List; /**< List attributes */
4304 struct gl_multisample_attrib Multisample;
4305 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4306 struct gl_point_attrib Point; /**< Point attributes */
4307 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4308 GLuint PolygonStipple[32]; /**< Polygon stipple */
4309 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4310 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4311 struct gl_texture_attrib Texture; /**< Texture attributes */
4312 struct gl_transform_attrib Transform; /**< Transformation attributes */
4313 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4314 /*@}*/
4315
4316 /** \name Client attribute stack */
4317 /*@{*/
4318 GLuint ClientAttribStackDepth;
4319 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4320 /*@}*/
4321
4322 /** \name Client attribute groups */
4323 /*@{*/
4324 struct gl_array_attrib Array; /**< Vertex arrays */
4325 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4326 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4327 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4328 /*@}*/
4329
4330 /** \name Other assorted state (not pushed/popped on attribute stack) */
4331 /*@{*/
4332 struct gl_pixelmaps PixelMaps;
4333
4334 struct gl_evaluators EvalMap; /**< All evaluators */
4335 struct gl_feedback Feedback; /**< Feedback */
4336 struct gl_selection Select; /**< Selection */
4337
4338 struct gl_program_state Program; /**< general program state */
4339 struct gl_vertex_program_state VertexProgram;
4340 struct gl_fragment_program_state FragmentProgram;
4341 struct gl_geometry_program_state GeometryProgram;
4342 struct gl_compute_program_state ComputeProgram;
4343 struct gl_ati_fragment_shader_state ATIFragmentShader;
4344
4345 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4346 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4347
4348 /**
4349 * Current active shader pipeline state
4350 *
4351 * Almost all internal users want ::_Shader instead of ::Shader. The
4352 * exceptions are bits of legacy GLSL API that do not know about separate
4353 * shader objects.
4354 *
4355 * If a program is active via \c glUseProgram, this will point to
4356 * \c ::Shader.
4357 *
4358 * If a program pipeline is active via \c glBindProgramPipeline, this will
4359 * point to \c ::Pipeline.Current.
4360 *
4361 * If neither a program nor a program pipeline is active, this will point to
4362 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4363 * \c NULL.
4364 */
4365 struct gl_pipeline_object *_Shader;
4366
4367 struct gl_query_state Query; /**< occlusion, timer queries */
4368
4369 struct gl_transform_feedback_state TransformFeedback;
4370
4371 struct gl_perf_monitor_state PerfMonitor;
4372
4373 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4374
4375 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4376 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4377
4378 /**
4379 * Current GL_ARB_uniform_buffer_object binding referenced by
4380 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4381 */
4382 struct gl_buffer_object *UniformBuffer;
4383
4384 /**
4385 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4386 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4387 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4388 * shader program.
4389 */
4390 struct gl_uniform_buffer_binding
4391 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4392
4393 /**
4394 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4395 * target.
4396 */
4397 struct gl_buffer_object *AtomicBuffer;
4398
4399 /**
4400 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4401 * target.
4402 */
4403 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4404
4405 /**
4406 * Array of atomic counter buffer binding points.
4407 */
4408 struct gl_atomic_buffer_binding
4409 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4410
4411 /**
4412 * Array of image units for ARB_shader_image_load_store.
4413 */
4414 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4415
4416 /*@}*/
4417
4418 struct gl_meta_state *Meta; /**< for "meta" operations */
4419
4420 /* GL_EXT_framebuffer_object */
4421 struct gl_renderbuffer *CurrentRenderbuffer;
4422
4423 GLenum ErrorValue; /**< Last error code */
4424
4425 /**
4426 * Recognize and silence repeated error debug messages in buggy apps.
4427 */
4428 const char *ErrorDebugFmtString;
4429 GLuint ErrorDebugCount;
4430
4431 /* GL_ARB_debug_output/GL_KHR_debug */
4432 mtx_t DebugMutex;
4433 struct gl_debug_state *Debug;
4434
4435 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4436 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4437 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4438
4439 struct gl_driver_flags DriverFlags;
4440
4441 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4442
4443 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4444
4445 /** \name Derived state */
4446 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4447 GLfloat _EyeZDir[3];
4448 GLfloat _ModelViewInvScale;
4449 GLboolean _NeedEyeCoords;
4450 GLboolean _ForceEyeCoords;
4451
4452 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4453
4454 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4455
4456 /** \name For debugging/development only */
4457 /*@{*/
4458 GLboolean FirstTimeCurrent;
4459 /*@}*/
4460
4461 /**
4462 * False if this context was created without a config. This is needed
4463 * because the initial state of glDrawBuffers depends on this
4464 */
4465 GLboolean HasConfig;
4466
4467 /** software compression/decompression supported or not */
4468 GLboolean Mesa_DXTn;
4469
4470 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4471
4472 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4473
4474 /**
4475 * \name Hooks for module contexts.
4476 *
4477 * These will eventually live in the driver or elsewhere.
4478 */
4479 /*@{*/
4480 void *swrast_context;
4481 void *swsetup_context;
4482 void *swtnl_context;
4483 struct vbo_context *vbo_context;
4484 struct st_context *st;
4485 void *aelt_context;
4486 /*@}*/
4487
4488 /**
4489 * \name NV_vdpau_interop
4490 */
4491 /*@{*/
4492 const void *vdpDevice;
4493 const void *vdpGetProcAddress;
4494 struct set *vdpSurfaces;
4495 /*@}*/
4496
4497 /**
4498 * Has this context observed a GPU reset in any context in the share group?
4499 *
4500 * Once this field becomes true, it is never reset to false.
4501 */
4502 GLboolean ShareGroupReset;
4503 };
4504
4505
4506 #ifdef DEBUG
4507 extern int MESA_VERBOSE;
4508 extern int MESA_DEBUG_FLAGS;
4509 # define MESA_FUNCTION __FUNCTION__
4510 #else
4511 # define MESA_VERBOSE 0
4512 # define MESA_DEBUG_FLAGS 0
4513 # define MESA_FUNCTION "a function"
4514 # ifndef NDEBUG
4515 # define NDEBUG
4516 # endif
4517 #endif
4518
4519
4520 /** The MESA_VERBOSE var is a bitmask of these flags */
4521 enum _verbose
4522 {
4523 VERBOSE_VARRAY = 0x0001,
4524 VERBOSE_TEXTURE = 0x0002,
4525 VERBOSE_MATERIAL = 0x0004,
4526 VERBOSE_PIPELINE = 0x0008,
4527 VERBOSE_DRIVER = 0x0010,
4528 VERBOSE_STATE = 0x0020,
4529 VERBOSE_API = 0x0040,
4530 VERBOSE_DISPLAY_LIST = 0x0100,
4531 VERBOSE_LIGHTING = 0x0200,
4532 VERBOSE_PRIMS = 0x0400,
4533 VERBOSE_VERTS = 0x0800,
4534 VERBOSE_DISASSEM = 0x1000,
4535 VERBOSE_DRAW = 0x2000,
4536 VERBOSE_SWAPBUFFERS = 0x4000
4537 };
4538
4539
4540 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4541 enum _debug
4542 {
4543 DEBUG_SILENT = (1 << 0),
4544 DEBUG_ALWAYS_FLUSH = (1 << 1),
4545 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4546 DEBUG_INCOMPLETE_FBO = (1 << 3)
4547 };
4548
4549
4550
4551 #ifdef __cplusplus
4552 }
4553 #endif
4554
4555 #endif /* MTYPES_H */