Merge remote-tracking branch 'mesa-public/master' into vulkan
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "glsl/nir/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47
48
49 #ifdef __cplusplus
50 extern "C" {
51 #endif
52
53
54 /**
55 * \name 64-bit extension of GLbitfield.
56 */
57 /*@{*/
58 typedef GLuint64 GLbitfield64;
59
60 /** Set a single bit */
61 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
62 /** Set all bits up to excluding bit b */
63 #define BITFIELD64_MASK(b) \
64 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
65 /** Set count bits starting from bit b */
66 #define BITFIELD64_RANGE(b, count) \
67 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68
69
70 /**
71 * \name Some forward type declarations
72 */
73 /*@{*/
74 struct _mesa_HashTable;
75 struct gl_attrib_node;
76 struct gl_list_extensions;
77 struct gl_meta_state;
78 struct gl_program_cache;
79 struct gl_texture_object;
80 struct gl_debug_state;
81 struct gl_context;
82 struct st_context;
83 struct gl_uniform_storage;
84 struct prog_instruction;
85 struct gl_program_parameter_list;
86 struct set;
87 struct set_entry;
88 struct vbo_context;
89 /*@}*/
90
91
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_PATCHES
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
96
97 /**
98 * Determine if the given gl_varying_slot appears in the fragment shader.
99 */
100 static inline GLboolean
101 _mesa_varying_slot_in_fs(gl_varying_slot slot)
102 {
103 switch (slot) {
104 case VARYING_SLOT_PSIZ:
105 case VARYING_SLOT_BFC0:
106 case VARYING_SLOT_BFC1:
107 case VARYING_SLOT_EDGE:
108 case VARYING_SLOT_CLIP_VERTEX:
109 case VARYING_SLOT_LAYER:
110 case VARYING_SLOT_TESS_LEVEL_OUTER:
111 case VARYING_SLOT_TESS_LEVEL_INNER:
112 return GL_FALSE;
113 default:
114 return GL_TRUE;
115 }
116 }
117
118 /**
119 * Indexes for all renderbuffers
120 */
121 typedef enum
122 {
123 /* the four standard color buffers */
124 BUFFER_FRONT_LEFT,
125 BUFFER_BACK_LEFT,
126 BUFFER_FRONT_RIGHT,
127 BUFFER_BACK_RIGHT,
128 BUFFER_DEPTH,
129 BUFFER_STENCIL,
130 BUFFER_ACCUM,
131 /* optional aux buffer */
132 BUFFER_AUX0,
133 /* generic renderbuffers */
134 BUFFER_COLOR0,
135 BUFFER_COLOR1,
136 BUFFER_COLOR2,
137 BUFFER_COLOR3,
138 BUFFER_COLOR4,
139 BUFFER_COLOR5,
140 BUFFER_COLOR6,
141 BUFFER_COLOR7,
142 BUFFER_COUNT
143 } gl_buffer_index;
144
145 /**
146 * Bit flags for all renderbuffers
147 */
148 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
149 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
150 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
151 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
152 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
153 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
154 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
155 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
156 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
157 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
158 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
159 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
160 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
161 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
162 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
163 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
164 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
165 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
166 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
167
168 /**
169 * Mask of all the color buffer bits (but not accum).
170 */
171 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
172 BUFFER_BIT_BACK_LEFT | \
173 BUFFER_BIT_FRONT_RIGHT | \
174 BUFFER_BIT_BACK_RIGHT | \
175 BUFFER_BIT_AUX0 | \
176 BUFFER_BIT_COLOR0 | \
177 BUFFER_BIT_COLOR1 | \
178 BUFFER_BIT_COLOR2 | \
179 BUFFER_BIT_COLOR3 | \
180 BUFFER_BIT_COLOR4 | \
181 BUFFER_BIT_COLOR5 | \
182 BUFFER_BIT_COLOR6 | \
183 BUFFER_BIT_COLOR7)
184
185 /**
186 * Framebuffer configuration (aka visual / pixelformat)
187 * Note: some of these fields should be boolean, but it appears that
188 * code in drivers/dri/common/util.c requires int-sized fields.
189 */
190 struct gl_config
191 {
192 GLboolean rgbMode;
193 GLboolean floatMode;
194 GLuint doubleBufferMode;
195 GLuint stereoMode;
196
197 GLboolean haveAccumBuffer;
198 GLboolean haveDepthBuffer;
199 GLboolean haveStencilBuffer;
200
201 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
202 GLuint redMask, greenMask, blueMask, alphaMask;
203 GLint rgbBits; /* total bits for rgb */
204 GLint indexBits; /* total bits for colorindex */
205
206 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
207 GLint depthBits;
208 GLint stencilBits;
209
210 GLint numAuxBuffers;
211
212 GLint level;
213
214 /* EXT_visual_rating / GLX 1.2 */
215 GLint visualRating;
216
217 /* EXT_visual_info / GLX 1.2 */
218 GLint transparentPixel;
219 /* colors are floats scaled to ints */
220 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
221 GLint transparentIndex;
222
223 /* ARB_multisample / SGIS_multisample */
224 GLint sampleBuffers;
225 GLint samples;
226
227 /* SGIX_pbuffer / GLX 1.3 */
228 GLint maxPbufferWidth;
229 GLint maxPbufferHeight;
230 GLint maxPbufferPixels;
231 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
232 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
233
234 /* OML_swap_method */
235 GLint swapMethod;
236
237 /* EXT_texture_from_pixmap */
238 GLint bindToTextureRgb;
239 GLint bindToTextureRgba;
240 GLint bindToMipmapTexture;
241 GLint bindToTextureTargets;
242 GLint yInverted;
243
244 /* EXT_framebuffer_sRGB */
245 GLint sRGBCapable;
246 };
247
248
249 /**
250 * \name Bit flags used for updating material values.
251 */
252 /*@{*/
253 #define MAT_ATTRIB_FRONT_AMBIENT 0
254 #define MAT_ATTRIB_BACK_AMBIENT 1
255 #define MAT_ATTRIB_FRONT_DIFFUSE 2
256 #define MAT_ATTRIB_BACK_DIFFUSE 3
257 #define MAT_ATTRIB_FRONT_SPECULAR 4
258 #define MAT_ATTRIB_BACK_SPECULAR 5
259 #define MAT_ATTRIB_FRONT_EMISSION 6
260 #define MAT_ATTRIB_BACK_EMISSION 7
261 #define MAT_ATTRIB_FRONT_SHININESS 8
262 #define MAT_ATTRIB_BACK_SHININESS 9
263 #define MAT_ATTRIB_FRONT_INDEXES 10
264 #define MAT_ATTRIB_BACK_INDEXES 11
265 #define MAT_ATTRIB_MAX 12
266
267 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
268 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
269 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
270 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
271 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
272 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
273
274 #define MAT_INDEX_AMBIENT 0
275 #define MAT_INDEX_DIFFUSE 1
276 #define MAT_INDEX_SPECULAR 2
277
278 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
279 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
280 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
281 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
282 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
283 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
284 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
285 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
286 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
287 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
288 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
289 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
290
291
292 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
293 MAT_BIT_FRONT_AMBIENT | \
294 MAT_BIT_FRONT_DIFFUSE | \
295 MAT_BIT_FRONT_SPECULAR | \
296 MAT_BIT_FRONT_SHININESS | \
297 MAT_BIT_FRONT_INDEXES)
298
299 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
300 MAT_BIT_BACK_AMBIENT | \
301 MAT_BIT_BACK_DIFFUSE | \
302 MAT_BIT_BACK_SPECULAR | \
303 MAT_BIT_BACK_SHININESS | \
304 MAT_BIT_BACK_INDEXES)
305
306 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
307 /*@}*/
308
309
310 /**
311 * Material state.
312 */
313 struct gl_material
314 {
315 GLfloat Attrib[MAT_ATTRIB_MAX][4];
316 };
317
318
319 /**
320 * Light state flags.
321 */
322 /*@{*/
323 #define LIGHT_SPOT 0x1
324 #define LIGHT_LOCAL_VIEWER 0x2
325 #define LIGHT_POSITIONAL 0x4
326 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
327 /*@}*/
328
329
330 /**
331 * Light source state.
332 */
333 struct gl_light
334 {
335 struct gl_light *next; /**< double linked list with sentinel */
336 struct gl_light *prev;
337
338 GLfloat Ambient[4]; /**< ambient color */
339 GLfloat Diffuse[4]; /**< diffuse color */
340 GLfloat Specular[4]; /**< specular color */
341 GLfloat EyePosition[4]; /**< position in eye coordinates */
342 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
343 GLfloat SpotExponent;
344 GLfloat SpotCutoff; /**< in degrees */
345 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
346 GLfloat ConstantAttenuation;
347 GLfloat LinearAttenuation;
348 GLfloat QuadraticAttenuation;
349 GLboolean Enabled; /**< On/off flag */
350
351 /**
352 * \name Derived fields
353 */
354 /*@{*/
355 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
356
357 GLfloat _Position[4]; /**< position in eye/obj coordinates */
358 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
359 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
360 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
361 GLfloat _VP_inf_spot_attenuation;
362
363 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
364 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
365 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
366 /*@}*/
367 };
368
369
370 /**
371 * Light model state.
372 */
373 struct gl_lightmodel
374 {
375 GLfloat Ambient[4]; /**< ambient color */
376 GLboolean LocalViewer; /**< Local (or infinite) view point? */
377 GLboolean TwoSide; /**< Two (or one) sided lighting? */
378 GLenum ColorControl; /**< either GL_SINGLE_COLOR
379 * or GL_SEPARATE_SPECULAR_COLOR */
380 };
381
382
383 /**
384 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
385 */
386 struct gl_accum_attrib
387 {
388 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
389 };
390
391
392 /**
393 * Used for storing clear color, texture border color, etc.
394 * The float values are typically unclamped.
395 */
396 union gl_color_union
397 {
398 GLfloat f[4];
399 GLint i[4];
400 GLuint ui[4];
401 };
402
403
404 /**
405 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
406 */
407 struct gl_colorbuffer_attrib
408 {
409 GLuint ClearIndex; /**< Index for glClear */
410 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
411 GLuint IndexMask; /**< Color index write mask */
412 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
413
414 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
415
416 /**
417 * \name alpha testing
418 */
419 /*@{*/
420 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
421 GLenum AlphaFunc; /**< Alpha test function */
422 GLfloat AlphaRefUnclamped;
423 GLclampf AlphaRef; /**< Alpha reference value */
424 /*@}*/
425
426 /**
427 * \name Blending
428 */
429 /*@{*/
430 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
431
432 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
433 * control, only on the fixed-pointness of the render target.
434 * The query does however depend on fragment color clamping.
435 */
436 GLfloat BlendColorUnclamped[4]; /**< Blending color */
437 GLfloat BlendColor[4]; /**< Blending color */
438
439 struct
440 {
441 GLenum SrcRGB; /**< RGB blend source term */
442 GLenum DstRGB; /**< RGB blend dest term */
443 GLenum SrcA; /**< Alpha blend source term */
444 GLenum DstA; /**< Alpha blend dest term */
445 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
446 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
447 /**
448 * Set if any blend factor uses SRC1. Computed at the time blend factors
449 * get set.
450 */
451 GLboolean _UsesDualSrc;
452 } Blend[MAX_DRAW_BUFFERS];
453 /** Are the blend func terms currently different for each buffer/target? */
454 GLboolean _BlendFuncPerBuffer;
455 /** Are the blend equations currently different for each buffer/target? */
456 GLboolean _BlendEquationPerBuffer;
457 /*@}*/
458
459 /**
460 * \name Logic op
461 */
462 /*@{*/
463 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
464 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
465 GLenum LogicOp; /**< Logic operator */
466
467 /*@}*/
468
469 GLboolean DitherFlag; /**< Dither enable flag */
470
471 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
472 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
473 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
474
475 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
476 };
477
478
479 /**
480 * Current attribute group (GL_CURRENT_BIT).
481 */
482 struct gl_current_attrib
483 {
484 /**
485 * \name Current vertex attributes (color, texcoords, etc).
486 * \note Values are valid only after FLUSH_VERTICES has been called.
487 * \note Index and Edgeflag current values are stored as floats in the
488 * SIX and SEVEN attribute slots.
489 * \note We need double storage for 64-bit vertex attributes
490 */
491 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
492
493 /**
494 * \name Current raster position attributes (always up to date after a
495 * glRasterPos call).
496 */
497 GLfloat RasterPos[4];
498 GLfloat RasterDistance;
499 GLfloat RasterColor[4];
500 GLfloat RasterSecondaryColor[4];
501 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
502 GLboolean RasterPosValid;
503 };
504
505
506 /**
507 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
508 */
509 struct gl_depthbuffer_attrib
510 {
511 GLenum Func; /**< Function for depth buffer compare */
512 GLclampd Clear; /**< Value to clear depth buffer to */
513 GLboolean Test; /**< Depth buffering enabled flag */
514 GLboolean Mask; /**< Depth buffer writable? */
515 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
516 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
517 };
518
519
520 /**
521 * Evaluator attribute group (GL_EVAL_BIT).
522 */
523 struct gl_eval_attrib
524 {
525 /**
526 * \name Enable bits
527 */
528 /*@{*/
529 GLboolean Map1Color4;
530 GLboolean Map1Index;
531 GLboolean Map1Normal;
532 GLboolean Map1TextureCoord1;
533 GLboolean Map1TextureCoord2;
534 GLboolean Map1TextureCoord3;
535 GLboolean Map1TextureCoord4;
536 GLboolean Map1Vertex3;
537 GLboolean Map1Vertex4;
538 GLboolean Map2Color4;
539 GLboolean Map2Index;
540 GLboolean Map2Normal;
541 GLboolean Map2TextureCoord1;
542 GLboolean Map2TextureCoord2;
543 GLboolean Map2TextureCoord3;
544 GLboolean Map2TextureCoord4;
545 GLboolean Map2Vertex3;
546 GLboolean Map2Vertex4;
547 GLboolean AutoNormal;
548 /*@}*/
549
550 /**
551 * \name Map Grid endpoints and divisions and calculated du values
552 */
553 /*@{*/
554 GLint MapGrid1un;
555 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
556 GLint MapGrid2un, MapGrid2vn;
557 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
558 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
559 /*@}*/
560 };
561
562
563 /**
564 * Fog attribute group (GL_FOG_BIT).
565 */
566 struct gl_fog_attrib
567 {
568 GLboolean Enabled; /**< Fog enabled flag */
569 GLboolean ColorSumEnabled;
570 GLfloat ColorUnclamped[4]; /**< Fog color */
571 GLfloat Color[4]; /**< Fog color */
572 GLfloat Density; /**< Density >= 0.0 */
573 GLfloat Start; /**< Start distance in eye coords */
574 GLfloat End; /**< End distance in eye coords */
575 GLfloat Index; /**< Fog index */
576 GLenum Mode; /**< Fog mode */
577 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
578 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
579 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
580 };
581
582
583 /**
584 * Hint attribute group (GL_HINT_BIT).
585 *
586 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
587 */
588 struct gl_hint_attrib
589 {
590 GLenum PerspectiveCorrection;
591 GLenum PointSmooth;
592 GLenum LineSmooth;
593 GLenum PolygonSmooth;
594 GLenum Fog;
595 GLenum TextureCompression; /**< GL_ARB_texture_compression */
596 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
597 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
598 };
599
600
601 /**
602 * Lighting attribute group (GL_LIGHT_BIT).
603 */
604 struct gl_light_attrib
605 {
606 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
607 struct gl_lightmodel Model; /**< Lighting model */
608
609 /**
610 * Front and back material values.
611 * Note: must call FLUSH_VERTICES() before using.
612 */
613 struct gl_material Material;
614
615 GLboolean Enabled; /**< Lighting enabled flag */
616 GLboolean ColorMaterialEnabled;
617
618 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
619 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
620 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
621 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
622 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
623
624
625 GLboolean _ClampVertexColor;
626 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
627
628 /**
629 * Derived state for optimizations:
630 */
631 /*@{*/
632 GLboolean _NeedEyeCoords;
633 GLboolean _NeedVertices; /**< Use fast shader? */
634 struct gl_light EnabledList; /**< List sentinel */
635
636 GLfloat _BaseColor[2][3];
637 /*@}*/
638 };
639
640
641 /**
642 * Line attribute group (GL_LINE_BIT).
643 */
644 struct gl_line_attrib
645 {
646 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
647 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
648 GLushort StipplePattern; /**< Stipple pattern */
649 GLint StippleFactor; /**< Stipple repeat factor */
650 GLfloat Width; /**< Line width */
651 };
652
653
654 /**
655 * Display list attribute group (GL_LIST_BIT).
656 */
657 struct gl_list_attrib
658 {
659 GLuint ListBase;
660 };
661
662
663 /**
664 * Multisample attribute group (GL_MULTISAMPLE_BIT).
665 */
666 struct gl_multisample_attrib
667 {
668 GLboolean Enabled;
669 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
670 GLboolean SampleAlphaToCoverage;
671 GLboolean SampleAlphaToOne;
672 GLboolean SampleCoverage;
673 GLboolean SampleCoverageInvert;
674 GLboolean SampleShading;
675
676 /* ARB_texture_multisample / GL3.2 additions */
677 GLboolean SampleMask;
678
679 GLfloat SampleCoverageValue;
680 GLfloat MinSampleShadingValue;
681
682 /** The GL spec defines this as an array but >32x MSAA is madness */
683 GLbitfield SampleMaskValue;
684 };
685
686
687 /**
688 * A pixelmap (see glPixelMap)
689 */
690 struct gl_pixelmap
691 {
692 GLint Size;
693 GLfloat Map[MAX_PIXEL_MAP_TABLE];
694 };
695
696
697 /**
698 * Collection of all pixelmaps
699 */
700 struct gl_pixelmaps
701 {
702 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
703 struct gl_pixelmap GtoG;
704 struct gl_pixelmap BtoB;
705 struct gl_pixelmap AtoA;
706 struct gl_pixelmap ItoR;
707 struct gl_pixelmap ItoG;
708 struct gl_pixelmap ItoB;
709 struct gl_pixelmap ItoA;
710 struct gl_pixelmap ItoI;
711 struct gl_pixelmap StoS;
712 };
713
714
715 /**
716 * Pixel attribute group (GL_PIXEL_MODE_BIT).
717 */
718 struct gl_pixel_attrib
719 {
720 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
721
722 /*--- Begin Pixel Transfer State ---*/
723 /* Fields are in the order in which they're applied... */
724
725 /** Scale & Bias (index shift, offset) */
726 /*@{*/
727 GLfloat RedBias, RedScale;
728 GLfloat GreenBias, GreenScale;
729 GLfloat BlueBias, BlueScale;
730 GLfloat AlphaBias, AlphaScale;
731 GLfloat DepthBias, DepthScale;
732 GLint IndexShift, IndexOffset;
733 /*@}*/
734
735 /* Pixel Maps */
736 /* Note: actual pixel maps are not part of this attrib group */
737 GLboolean MapColorFlag;
738 GLboolean MapStencilFlag;
739
740 /*--- End Pixel Transfer State ---*/
741
742 /** glPixelZoom */
743 GLfloat ZoomX, ZoomY;
744 };
745
746
747 /**
748 * Point attribute group (GL_POINT_BIT).
749 */
750 struct gl_point_attrib
751 {
752 GLfloat Size; /**< User-specified point size */
753 GLfloat Params[3]; /**< GL_EXT_point_parameters */
754 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
755 GLfloat Threshold; /**< GL_EXT_point_parameters */
756 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
757 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
758 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
759 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
760 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
761 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
762 };
763
764
765 /**
766 * Polygon attribute group (GL_POLYGON_BIT).
767 */
768 struct gl_polygon_attrib
769 {
770 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
771 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
772 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
773 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
774 GLboolean CullFlag; /**< Culling on/off flag */
775 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
776 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
777 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
778 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
779 GLfloat OffsetUnits; /**< Polygon offset units, from user */
780 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
781 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
782 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
783 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
784 };
785
786
787 /**
788 * Scissor attributes (GL_SCISSOR_BIT).
789 */
790 struct gl_scissor_rect
791 {
792 GLint X, Y; /**< Lower left corner of box */
793 GLsizei Width, Height; /**< Size of box */
794 };
795 struct gl_scissor_attrib
796 {
797 GLbitfield EnableFlags; /**< Scissor test enabled? */
798 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
799 };
800
801
802 /**
803 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
804 *
805 * Three sets of stencil data are tracked so that OpenGL 2.0,
806 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
807 * simultaneously. In each of the stencil state arrays, element 0 corresponds
808 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
809 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
810 * GL_EXT_stencil_two_side GL_BACK state.
811 *
812 * The derived value \c _BackFace is either 1 or 2 depending on whether or
813 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
814 *
815 * The derived value \c _TestTwoSide is set when the front-face and back-face
816 * stencil state are different.
817 */
818 struct gl_stencil_attrib
819 {
820 GLboolean Enabled; /**< Enabled flag */
821 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
822 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
823 GLboolean _Enabled; /**< Enabled and stencil buffer present */
824 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
825 GLboolean _TestTwoSide;
826 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
827 GLenum Function[3]; /**< Stencil function */
828 GLenum FailFunc[3]; /**< Fail function */
829 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
830 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
831 GLint Ref[3]; /**< Reference value */
832 GLuint ValueMask[3]; /**< Value mask */
833 GLuint WriteMask[3]; /**< Write mask */
834 GLuint Clear; /**< Clear value */
835 };
836
837
838 /**
839 * An index for each type of texture object. These correspond to the GL
840 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
841 * Note: the order is from highest priority to lowest priority.
842 */
843 typedef enum
844 {
845 TEXTURE_2D_MULTISAMPLE_INDEX,
846 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
847 TEXTURE_CUBE_ARRAY_INDEX,
848 TEXTURE_BUFFER_INDEX,
849 TEXTURE_2D_ARRAY_INDEX,
850 TEXTURE_1D_ARRAY_INDEX,
851 TEXTURE_EXTERNAL_INDEX,
852 TEXTURE_CUBE_INDEX,
853 TEXTURE_3D_INDEX,
854 TEXTURE_RECT_INDEX,
855 TEXTURE_2D_INDEX,
856 TEXTURE_1D_INDEX,
857 NUM_TEXTURE_TARGETS
858 } gl_texture_index;
859
860
861 /**
862 * Bit flags for each type of texture object
863 */
864 /*@{*/
865 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
866 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
867 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
868 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
869 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
870 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
871 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
872 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
873 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
874 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
875 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
876 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
877 /*@}*/
878
879
880 /**
881 * Texture image state. Drivers will typically create a subclass of this
882 * with extra fields for memory buffers, etc.
883 */
884 struct gl_texture_image
885 {
886 GLint InternalFormat; /**< Internal format as given by the user */
887 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
888 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
889 * GL_INTENSITY, GL_DEPTH_COMPONENT or
890 * GL_DEPTH_STENCIL_EXT only. Used for
891 * choosing TexEnv arithmetic.
892 */
893 mesa_format TexFormat; /**< The actual texture memory format */
894
895 GLuint Border; /**< 0 or 1 */
896 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
897 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
898 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
899 GLuint Width2; /**< = Width - 2*Border */
900 GLuint Height2; /**< = Height - 2*Border */
901 GLuint Depth2; /**< = Depth - 2*Border */
902 GLuint WidthLog2; /**< = log2(Width2) */
903 GLuint HeightLog2; /**< = log2(Height2) */
904 GLuint DepthLog2; /**< = log2(Depth2) */
905 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
906 levels, computed from the dimensions */
907
908 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
909 GLuint Level; /**< Which mipmap level am I? */
910 /** Cube map face: index into gl_texture_object::Image[] array */
911 GLuint Face;
912
913 /** GL_ARB_texture_multisample */
914 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
915 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
916 };
917
918
919 /**
920 * Indexes for cube map faces.
921 */
922 typedef enum
923 {
924 FACE_POS_X = 0,
925 FACE_NEG_X = 1,
926 FACE_POS_Y = 2,
927 FACE_NEG_Y = 3,
928 FACE_POS_Z = 4,
929 FACE_NEG_Z = 5,
930 MAX_FACES = 6
931 } gl_face_index;
932
933
934 /**
935 * Sampler object state. These objects are new with GL_ARB_sampler_objects
936 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
937 */
938 struct gl_sampler_object
939 {
940 mtx_t Mutex;
941 GLuint Name;
942 GLint RefCount;
943 GLchar *Label; /**< GL_KHR_debug */
944
945 GLenum WrapS; /**< S-axis texture image wrap mode */
946 GLenum WrapT; /**< T-axis texture image wrap mode */
947 GLenum WrapR; /**< R-axis texture image wrap mode */
948 GLenum MinFilter; /**< minification filter */
949 GLenum MagFilter; /**< magnification filter */
950 union gl_color_union BorderColor; /**< Interpreted according to texture format */
951 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
952 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
953 GLfloat LodBias; /**< OpenGL 1.4 */
954 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
955 GLenum CompareMode; /**< GL_ARB_shadow */
956 GLenum CompareFunc; /**< GL_ARB_shadow */
957 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
958 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
959 };
960
961
962 /**
963 * Texture object state. Contains the array of mipmap images, border color,
964 * wrap modes, filter modes, and shadow/texcompare state.
965 */
966 struct gl_texture_object
967 {
968 mtx_t Mutex; /**< for thread safety */
969 GLint RefCount; /**< reference count */
970 GLuint Name; /**< the user-visible texture object ID */
971 GLchar *Label; /**< GL_KHR_debug */
972 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
973 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
974 Only valid when Target is valid. */
975
976 struct gl_sampler_object Sampler;
977
978 GLenum DepthMode; /**< GL_ARB_depth_texture */
979 bool StencilSampling; /**< Should we sample stencil instead of depth? */
980
981 GLfloat Priority; /**< in [0,1] */
982 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
983 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
984 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
985 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
986 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
987 GLint CropRect[4]; /**< GL_OES_draw_texture */
988 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
989 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
990 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
991 GLboolean _BaseComplete; /**< Is the base texture level valid? */
992 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
993 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
994 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
995 GLboolean Purgeable; /**< Is the buffer purgeable under memory
996 pressure? */
997 GLboolean Immutable; /**< GL_ARB_texture_storage */
998 GLboolean _IsFloat; /**< GL_OES_float_texture */
999 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1000
1001 GLuint MinLevel; /**< GL_ARB_texture_view */
1002 GLuint MinLayer; /**< GL_ARB_texture_view */
1003 GLuint NumLevels; /**< GL_ARB_texture_view */
1004 GLuint NumLayers; /**< GL_ARB_texture_view */
1005
1006 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1007 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1008
1009 /** GL_ARB_texture_buffer_object */
1010 struct gl_buffer_object *BufferObject;
1011 GLenum BufferObjectFormat;
1012 /** Equivalent Mesa format for BufferObjectFormat. */
1013 mesa_format _BufferObjectFormat;
1014 /** GL_ARB_texture_buffer_range */
1015 GLintptr BufferOffset;
1016 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1017
1018 /** GL_OES_EGL_image_external */
1019 GLint RequiredTextureImageUnits;
1020
1021 /** GL_ARB_shader_image_load_store */
1022 GLenum ImageFormatCompatibilityType;
1023 };
1024
1025
1026 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1027 #define MAX_COMBINER_TERMS 4
1028
1029
1030 /**
1031 * Texture combine environment state.
1032 */
1033 struct gl_tex_env_combine_state
1034 {
1035 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1036 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1038 GLenum SourceRGB[MAX_COMBINER_TERMS];
1039 GLenum SourceA[MAX_COMBINER_TERMS];
1040 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1041 GLenum OperandRGB[MAX_COMBINER_TERMS];
1042 GLenum OperandA[MAX_COMBINER_TERMS];
1043 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1044 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1045 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1046 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1047 };
1048
1049
1050 /**
1051 * TexGenEnabled flags.
1052 */
1053 /*@{*/
1054 #define S_BIT 1
1055 #define T_BIT 2
1056 #define R_BIT 4
1057 #define Q_BIT 8
1058 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1059 /*@}*/
1060
1061
1062 /**
1063 * Bit flag versions of the corresponding GL_ constants.
1064 */
1065 /*@{*/
1066 #define TEXGEN_SPHERE_MAP 0x1
1067 #define TEXGEN_OBJ_LINEAR 0x2
1068 #define TEXGEN_EYE_LINEAR 0x4
1069 #define TEXGEN_REFLECTION_MAP_NV 0x8
1070 #define TEXGEN_NORMAL_MAP_NV 0x10
1071
1072 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1073 TEXGEN_REFLECTION_MAP_NV | \
1074 TEXGEN_NORMAL_MAP_NV)
1075 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1076 TEXGEN_REFLECTION_MAP_NV | \
1077 TEXGEN_NORMAL_MAP_NV | \
1078 TEXGEN_EYE_LINEAR)
1079 /*@}*/
1080
1081
1082
1083 /** Tex-gen enabled for texture unit? */
1084 #define ENABLE_TEXGEN(unit) (1 << (unit))
1085
1086 /** Non-identity texture matrix for texture unit? */
1087 #define ENABLE_TEXMAT(unit) (1 << (unit))
1088
1089
1090 /**
1091 * Texture coord generation state.
1092 */
1093 struct gl_texgen
1094 {
1095 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1096 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1097 GLfloat ObjectPlane[4];
1098 GLfloat EyePlane[4];
1099 };
1100
1101
1102 /**
1103 * Texture unit state. Contains enable flags, texture environment/function/
1104 * combiners, texgen state, and pointers to current texture objects.
1105 */
1106 struct gl_texture_unit
1107 {
1108 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1109
1110 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1111 GLclampf EnvColor[4];
1112 GLfloat EnvColorUnclamped[4];
1113
1114 struct gl_texgen GenS;
1115 struct gl_texgen GenT;
1116 struct gl_texgen GenR;
1117 struct gl_texgen GenQ;
1118 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1119 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1120
1121 GLfloat LodBias; /**< for biasing mipmap levels */
1122
1123 /** Texture targets that have a non-default texture bound */
1124 GLbitfield _BoundTextures;
1125
1126 /** Current sampler object (GL_ARB_sampler_objects) */
1127 struct gl_sampler_object *Sampler;
1128
1129 /**
1130 * \name GL_EXT_texture_env_combine
1131 */
1132 struct gl_tex_env_combine_state Combine;
1133
1134 /**
1135 * Derived state based on \c EnvMode and the \c BaseFormat of the
1136 * currently enabled texture.
1137 */
1138 struct gl_tex_env_combine_state _EnvMode;
1139
1140 /**
1141 * Currently enabled combiner state. This will point to either
1142 * \c Combine or \c _EnvMode.
1143 */
1144 struct gl_tex_env_combine_state *_CurrentCombine;
1145
1146 /** Current texture object pointers */
1147 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1148
1149 /** Points to highest priority, complete and enabled texture object */
1150 struct gl_texture_object *_Current;
1151
1152 };
1153
1154
1155 /**
1156 * Texture attribute group (GL_TEXTURE_BIT).
1157 */
1158 struct gl_texture_attrib
1159 {
1160 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1161
1162 /** GL_ARB_seamless_cubemap */
1163 GLboolean CubeMapSeamless;
1164
1165 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1166
1167 /** GL_ARB_texture_buffer_object */
1168 struct gl_buffer_object *BufferObject;
1169
1170 /** Texture coord units/sets used for fragment texturing */
1171 GLbitfield _EnabledCoordUnits;
1172
1173 /** Texture coord units that have texgen enabled */
1174 GLbitfield _TexGenEnabled;
1175
1176 /** Texture coord units that have non-identity matrices */
1177 GLbitfield _TexMatEnabled;
1178
1179 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1180 GLbitfield _GenFlags;
1181
1182 /** Largest index of a texture unit with _Current != NULL. */
1183 GLint _MaxEnabledTexImageUnit;
1184
1185 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1186 GLint NumCurrentTexUsed;
1187
1188 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1189 };
1190
1191
1192 /**
1193 * Data structure representing a single clip plane (e.g. one of the elements
1194 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1195 */
1196 typedef GLfloat gl_clip_plane[4];
1197
1198
1199 /**
1200 * Transformation attribute group (GL_TRANSFORM_BIT).
1201 */
1202 struct gl_transform_attrib
1203 {
1204 GLenum MatrixMode; /**< Matrix mode */
1205 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1206 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1207 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1208 GLboolean Normalize; /**< Normalize all normals? */
1209 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1210 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1211 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1212 /** GL_ARB_clip_control */
1213 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1214 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1215 };
1216
1217
1218 /**
1219 * Viewport attribute group (GL_VIEWPORT_BIT).
1220 */
1221 struct gl_viewport_attrib
1222 {
1223 GLfloat X, Y; /**< position */
1224 GLfloat Width, Height; /**< size */
1225 GLdouble Near, Far; /**< Depth buffer range */
1226 };
1227
1228
1229 typedef enum {
1230 MAP_USER,
1231 MAP_INTERNAL,
1232
1233 MAP_COUNT
1234 } gl_map_buffer_index;
1235
1236
1237 /**
1238 * Fields describing a mapped buffer range.
1239 */
1240 struct gl_buffer_mapping {
1241 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1242 GLvoid *Pointer; /**< User-space address of mapping */
1243 GLintptr Offset; /**< Mapped offset */
1244 GLsizeiptr Length; /**< Mapped length */
1245 };
1246
1247
1248 /**
1249 * Usages we've seen for a buffer object.
1250 */
1251 typedef enum {
1252 USAGE_UNIFORM_BUFFER = 0x1,
1253 USAGE_TEXTURE_BUFFER = 0x2,
1254 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1255 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1256 } gl_buffer_usage;
1257
1258
1259 /**
1260 * GL_ARB_vertex/pixel_buffer_object buffer object
1261 */
1262 struct gl_buffer_object
1263 {
1264 mtx_t Mutex;
1265 GLint RefCount;
1266 GLuint Name;
1267 GLchar *Label; /**< GL_KHR_debug */
1268 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1269 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1270 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1271 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1272 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1273 GLboolean Written; /**< Ever written to? (for debugging) */
1274 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1275 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1276 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1277
1278 struct gl_buffer_mapping Mappings[MAP_COUNT];
1279 };
1280
1281
1282 /**
1283 * Client pixel packing/unpacking attributes
1284 */
1285 struct gl_pixelstore_attrib
1286 {
1287 GLint Alignment;
1288 GLint RowLength;
1289 GLint SkipPixels;
1290 GLint SkipRows;
1291 GLint ImageHeight;
1292 GLint SkipImages;
1293 GLboolean SwapBytes;
1294 GLboolean LsbFirst;
1295 GLboolean Invert; /**< GL_MESA_pack_invert */
1296 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1297 GLint CompressedBlockHeight;
1298 GLint CompressedBlockDepth;
1299 GLint CompressedBlockSize;
1300 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1301 };
1302
1303
1304 /**
1305 * Client vertex array attributes
1306 */
1307 struct gl_client_array
1308 {
1309 GLint Size; /**< components per element (1,2,3,4) */
1310 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1311 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1312 GLsizei Stride; /**< user-specified stride */
1313 GLsizei StrideB; /**< actual stride in bytes */
1314 GLuint _ElementSize; /**< size of each element in bytes */
1315 const GLubyte *Ptr; /**< Points to array data */
1316 GLboolean Enabled; /**< Enabled flag is a boolean */
1317 GLboolean Normalized; /**< GL_ARB_vertex_program */
1318 GLboolean Integer; /**< Integer-valued? */
1319 GLboolean Doubles; /**< double precision values are not converted to floats */
1320 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1321
1322 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1323 };
1324
1325
1326 /**
1327 * Vertex attribute array as seen by the client.
1328 *
1329 * Contains the size, type, format and normalization flag,
1330 * along with the index of a vertex buffer binding point.
1331 *
1332 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1333 * and is only present for backwards compatibility reasons.
1334 * Rendering always uses VERTEX_BINDING_STRIDE.
1335 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1336 * and VERTEX_BINDING_STRIDE to the same value, while
1337 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1338 */
1339 struct gl_vertex_attrib_array
1340 {
1341 GLint Size; /**< Components per element (1,2,3,4) */
1342 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1343 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1344 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1345 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1346 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1347 GLboolean Enabled; /**< Whether the array is enabled */
1348 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1349 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1350 GLboolean Doubles; /**< double precision values are not converted to floats */
1351 GLuint _ElementSize; /**< Size of each element in bytes */
1352 GLuint VertexBinding; /**< Vertex buffer binding */
1353 };
1354
1355
1356 /**
1357 * This describes the buffer object used for a vertex array (or
1358 * multiple vertex arrays). If BufferObj points to the default/null
1359 * buffer object, then the vertex array lives in user memory and not a VBO.
1360 */
1361 struct gl_vertex_buffer_binding
1362 {
1363 GLintptr Offset; /**< User-specified offset */
1364 GLsizei Stride; /**< User-specified stride */
1365 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1366 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1367 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1368 };
1369
1370
1371 /**
1372 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1373 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1374 * extension.
1375 */
1376 struct gl_vertex_array_object
1377 {
1378 /** Name of the VAO as received from glGenVertexArray. */
1379 GLuint Name;
1380
1381 GLint RefCount;
1382
1383 GLchar *Label; /**< GL_KHR_debug */
1384
1385 mtx_t Mutex;
1386
1387 /**
1388 * Does the VAO use ARB semantics or Apple semantics?
1389 *
1390 * There are several ways in which ARB_vertex_array_object and
1391 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1392 * least,
1393 *
1394 * - ARB VAOs require that all array data be sourced from vertex buffer
1395 * objects, but Apple VAOs do not.
1396 *
1397 * - ARB VAOs require that names come from GenVertexArrays.
1398 *
1399 * This flag notes which behavior governs this VAO.
1400 */
1401 GLboolean ARBsemantics;
1402
1403 /**
1404 * Has this array object been bound?
1405 */
1406 GLboolean EverBound;
1407
1408 /**
1409 * Derived vertex attribute arrays
1410 *
1411 * This is a legacy data structure created from gl_vertex_attrib_array and
1412 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1413 */
1414 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1415
1416 /** Vertex attribute arrays */
1417 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1418
1419 /** Vertex buffer bindings */
1420 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1421
1422 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1423 GLbitfield64 _Enabled;
1424
1425 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1426 GLbitfield64 NewArrays;
1427
1428 /** The index buffer (also known as the element array buffer in OpenGL). */
1429 struct gl_buffer_object *IndexBufferObj;
1430 };
1431
1432
1433 /** Used to signal when transitioning from one kind of drawing method
1434 * to another.
1435 */
1436 typedef enum {
1437 DRAW_NONE, /**< Initial value only */
1438 DRAW_BEGIN_END,
1439 DRAW_DISPLAY_LIST,
1440 DRAW_ARRAYS
1441 } gl_draw_method;
1442
1443 /**
1444 * Enum for the OpenGL APIs we know about and may support.
1445 *
1446 * NOTE: This must match the api_enum table in
1447 * src/mesa/main/get_hash_generator.py
1448 */
1449 typedef enum
1450 {
1451 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1452 API_OPENGLES,
1453 API_OPENGLES2,
1454 API_OPENGL_CORE,
1455 API_OPENGL_LAST = API_OPENGL_CORE
1456 } gl_api;
1457
1458 /**
1459 * Vertex array state
1460 */
1461 struct gl_array_attrib
1462 {
1463 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1464 struct gl_vertex_array_object *VAO;
1465
1466 /** The default vertex array object */
1467 struct gl_vertex_array_object *DefaultVAO;
1468
1469 /** The last VAO accessed by a DSA function */
1470 struct gl_vertex_array_object *LastLookedUpVAO;
1471
1472 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1473 struct _mesa_HashTable *Objects;
1474
1475 GLint ActiveTexture; /**< Client Active Texture */
1476 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1477 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1478
1479 /**
1480 * \name Primitive restart controls
1481 *
1482 * Primitive restart is enabled if either \c PrimitiveRestart or
1483 * \c PrimitiveRestartFixedIndex is set.
1484 */
1485 /*@{*/
1486 GLboolean PrimitiveRestart;
1487 GLboolean PrimitiveRestartFixedIndex;
1488 GLboolean _PrimitiveRestart;
1489 GLuint RestartIndex;
1490 /*@}*/
1491
1492 /** One of the DRAW_xxx flags, not consumed by drivers */
1493 gl_draw_method DrawMethod;
1494
1495 /* GL_ARB_vertex_buffer_object */
1496 struct gl_buffer_object *ArrayBufferObj;
1497
1498 /**
1499 * Vertex arrays as consumed by a driver.
1500 * The array pointer is set up only by the VBO module.
1501 */
1502 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1503
1504 /** Legal array datatypes and the API for which they have been computed */
1505 GLbitfield LegalTypesMask;
1506 gl_api LegalTypesMaskAPI;
1507 };
1508
1509
1510 /**
1511 * Feedback buffer state
1512 */
1513 struct gl_feedback
1514 {
1515 GLenum Type;
1516 GLbitfield _Mask; /**< FB_* bits */
1517 GLfloat *Buffer;
1518 GLuint BufferSize;
1519 GLuint Count;
1520 };
1521
1522
1523 /**
1524 * Selection buffer state
1525 */
1526 struct gl_selection
1527 {
1528 GLuint *Buffer; /**< selection buffer */
1529 GLuint BufferSize; /**< size of the selection buffer */
1530 GLuint BufferCount; /**< number of values in the selection buffer */
1531 GLuint Hits; /**< number of records in the selection buffer */
1532 GLuint NameStackDepth; /**< name stack depth */
1533 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1534 GLboolean HitFlag; /**< hit flag */
1535 GLfloat HitMinZ; /**< minimum hit depth */
1536 GLfloat HitMaxZ; /**< maximum hit depth */
1537 };
1538
1539
1540 /**
1541 * 1-D Evaluator control points
1542 */
1543 struct gl_1d_map
1544 {
1545 GLuint Order; /**< Number of control points */
1546 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1547 GLfloat *Points; /**< Points to contiguous control points */
1548 };
1549
1550
1551 /**
1552 * 2-D Evaluator control points
1553 */
1554 struct gl_2d_map
1555 {
1556 GLuint Uorder; /**< Number of control points in U dimension */
1557 GLuint Vorder; /**< Number of control points in V dimension */
1558 GLfloat u1, u2, du;
1559 GLfloat v1, v2, dv;
1560 GLfloat *Points; /**< Points to contiguous control points */
1561 };
1562
1563
1564 /**
1565 * All evaluator control point state
1566 */
1567 struct gl_evaluators
1568 {
1569 /**
1570 * \name 1-D maps
1571 */
1572 /*@{*/
1573 struct gl_1d_map Map1Vertex3;
1574 struct gl_1d_map Map1Vertex4;
1575 struct gl_1d_map Map1Index;
1576 struct gl_1d_map Map1Color4;
1577 struct gl_1d_map Map1Normal;
1578 struct gl_1d_map Map1Texture1;
1579 struct gl_1d_map Map1Texture2;
1580 struct gl_1d_map Map1Texture3;
1581 struct gl_1d_map Map1Texture4;
1582 /*@}*/
1583
1584 /**
1585 * \name 2-D maps
1586 */
1587 /*@{*/
1588 struct gl_2d_map Map2Vertex3;
1589 struct gl_2d_map Map2Vertex4;
1590 struct gl_2d_map Map2Index;
1591 struct gl_2d_map Map2Color4;
1592 struct gl_2d_map Map2Normal;
1593 struct gl_2d_map Map2Texture1;
1594 struct gl_2d_map Map2Texture2;
1595 struct gl_2d_map Map2Texture3;
1596 struct gl_2d_map Map2Texture4;
1597 /*@}*/
1598 };
1599
1600
1601 struct gl_transform_feedback_varying_info
1602 {
1603 char *Name;
1604 GLenum Type;
1605 GLint Size;
1606 };
1607
1608
1609 /**
1610 * Per-output info vertex shaders for transform feedback.
1611 */
1612 struct gl_transform_feedback_output
1613 {
1614 unsigned OutputRegister;
1615 unsigned OutputBuffer;
1616 unsigned NumComponents;
1617 unsigned StreamId;
1618
1619 /** offset (in DWORDs) of this output within the interleaved structure */
1620 unsigned DstOffset;
1621
1622 /**
1623 * Offset into the output register of the data to output. For example,
1624 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1625 * offset is in the y and z components of the output register.
1626 */
1627 unsigned ComponentOffset;
1628 };
1629
1630
1631 /** Post-link transform feedback info. */
1632 struct gl_transform_feedback_info
1633 {
1634 unsigned NumOutputs;
1635
1636 /**
1637 * Number of transform feedback buffers in use by this program.
1638 */
1639 unsigned NumBuffers;
1640
1641 struct gl_transform_feedback_output *Outputs;
1642
1643 /** Transform feedback varyings used for the linking of this shader program.
1644 *
1645 * Use for glGetTransformFeedbackVarying().
1646 */
1647 struct gl_transform_feedback_varying_info *Varyings;
1648 GLint NumVarying;
1649
1650 /**
1651 * Total number of components stored in each buffer. This may be used by
1652 * hardware back-ends to determine the correct stride when interleaving
1653 * multiple transform feedback outputs in the same buffer.
1654 */
1655 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1656
1657 /**
1658 * Which transform feedback stream this buffer binding is associated with.
1659 */
1660 unsigned BufferStream[MAX_FEEDBACK_BUFFERS];
1661 };
1662
1663
1664 /**
1665 * Transform feedback object state
1666 */
1667 struct gl_transform_feedback_object
1668 {
1669 GLuint Name; /**< AKA the object ID */
1670 GLint RefCount;
1671 GLchar *Label; /**< GL_KHR_debug */
1672 GLboolean Active; /**< Is transform feedback enabled? */
1673 GLboolean Paused; /**< Is transform feedback paused? */
1674 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1675 at least once? */
1676 GLboolean EverBound; /**< Has this object been bound? */
1677
1678 /**
1679 * GLES: if Active is true, remaining number of primitives which can be
1680 * rendered without overflow. This is necessary to track because GLES
1681 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1682 * glDrawArraysInstanced would overflow transform feedback buffers.
1683 * Undefined if Active is false.
1684 *
1685 * Not tracked for desktop GL since it's unnecessary.
1686 */
1687 unsigned GlesRemainingPrims;
1688
1689 /**
1690 * The shader program active when BeginTransformFeedback() was called.
1691 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1692 * where stage is the pipeline stage that is the source of data for
1693 * transform feedback.
1694 */
1695 struct gl_shader_program *shader_program;
1696
1697 /** The feedback buffers */
1698 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1699 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1700
1701 /** Start of feedback data in dest buffer */
1702 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1703
1704 /**
1705 * Max data to put into dest buffer (in bytes). Computed based on
1706 * RequestedSize and the actual size of the buffer.
1707 */
1708 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1709
1710 /**
1711 * Size that was specified when the buffer was bound. If the buffer was
1712 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1713 * zero.
1714 */
1715 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1716 };
1717
1718
1719 /**
1720 * Context state for transform feedback.
1721 */
1722 struct gl_transform_feedback_state
1723 {
1724 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1725
1726 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1727 struct gl_buffer_object *CurrentBuffer;
1728
1729 /** The table of all transform feedback objects */
1730 struct _mesa_HashTable *Objects;
1731
1732 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1733 struct gl_transform_feedback_object *CurrentObject;
1734
1735 /** The default xform-fb object (Name==0) */
1736 struct gl_transform_feedback_object *DefaultObject;
1737 };
1738
1739
1740 /**
1741 * A "performance monitor" as described in AMD_performance_monitor.
1742 */
1743 struct gl_perf_monitor_object
1744 {
1745 GLuint Name;
1746
1747 /** True if the monitor is currently active (Begin called but not End). */
1748 GLboolean Active;
1749
1750 /**
1751 * True if the monitor has ended.
1752 *
1753 * This is distinct from !Active because it may never have began.
1754 */
1755 GLboolean Ended;
1756
1757 /**
1758 * A list of groups with currently active counters.
1759 *
1760 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1761 */
1762 unsigned *ActiveGroups;
1763
1764 /**
1765 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1766 *
1767 * Checking whether counter 'c' in group 'g' is active can be done via:
1768 *
1769 * BITSET_TEST(ActiveCounters[g], c)
1770 */
1771 GLuint **ActiveCounters;
1772 };
1773
1774
1775 union gl_perf_monitor_counter_value
1776 {
1777 float f;
1778 uint64_t u64;
1779 uint32_t u32;
1780 };
1781
1782
1783 struct gl_perf_monitor_counter
1784 {
1785 /** Human readable name for the counter. */
1786 const char *Name;
1787
1788 /**
1789 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1790 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1791 */
1792 GLenum Type;
1793
1794 /** Minimum counter value. */
1795 union gl_perf_monitor_counter_value Minimum;
1796
1797 /** Maximum counter value. */
1798 union gl_perf_monitor_counter_value Maximum;
1799 };
1800
1801
1802 struct gl_perf_monitor_group
1803 {
1804 /** Human readable name for the group. */
1805 const char *Name;
1806
1807 /**
1808 * Maximum number of counters in this group which can be active at the
1809 * same time.
1810 */
1811 GLuint MaxActiveCounters;
1812
1813 /** Array of counters within this group. */
1814 const struct gl_perf_monitor_counter *Counters;
1815 GLuint NumCounters;
1816 };
1817
1818
1819 /**
1820 * Context state for AMD_performance_monitor.
1821 */
1822 struct gl_perf_monitor_state
1823 {
1824 /** Array of performance monitor groups (indexed by group ID) */
1825 const struct gl_perf_monitor_group *Groups;
1826 GLuint NumGroups;
1827
1828 /** The table of all performance monitors. */
1829 struct _mesa_HashTable *Monitors;
1830 };
1831
1832
1833 /**
1834 * Names of the various vertex/fragment program register files, etc.
1835 *
1836 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1837 * All values should fit in a 4-bit field.
1838 *
1839 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1840 * considered to be "uniform" variables since they can only be set outside
1841 * glBegin/End. They're also all stored in the same Parameters array.
1842 */
1843 typedef enum
1844 {
1845 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1846 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1847 PROGRAM_INPUT, /**< machine->Inputs[] */
1848 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1849 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1850 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1851 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1852 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1853 PROGRAM_ADDRESS, /**< machine->AddressReg */
1854 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1855 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1856 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1857 PROGRAM_FILE_MAX
1858 } gl_register_file;
1859
1860
1861 /**
1862 * Base class for any kind of program object
1863 */
1864 struct gl_program
1865 {
1866 mtx_t Mutex;
1867 GLuint Id;
1868 GLint RefCount;
1869 GLubyte *String; /**< Null-terminated program text */
1870
1871 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1872 GLenum Format; /**< String encoding format */
1873
1874 struct prog_instruction *Instructions;
1875
1876 struct nir_shader *nir;
1877
1878 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1879 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1880 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1881 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1882 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1883 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1884 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1885 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1886 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1887
1888 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1889
1890 /**
1891 * For vertex and geometry shaders, true if the program uses the
1892 * gl_ClipDistance output. Ignored for fragment shaders.
1893 */
1894 unsigned ClipDistanceArraySize;
1895
1896
1897 /** Named parameters, constants, etc. from program text */
1898 struct gl_program_parameter_list *Parameters;
1899
1900 /**
1901 * Local parameters used by the program.
1902 *
1903 * It's dynamically allocated because it is rarely used (just
1904 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1905 * allocated.
1906 */
1907 GLfloat (*LocalParams)[4];
1908
1909 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1910 GLubyte SamplerUnits[MAX_SAMPLERS];
1911
1912 /** Bitmask of which register files are read/written with indirect
1913 * addressing. Mask of (1 << PROGRAM_x) bits.
1914 */
1915 GLbitfield IndirectRegisterFiles;
1916
1917 /** Logical counts */
1918 /*@{*/
1919 GLuint NumInstructions;
1920 GLuint NumTemporaries;
1921 GLuint NumParameters;
1922 GLuint NumAttributes;
1923 GLuint NumAddressRegs;
1924 GLuint NumAluInstructions;
1925 GLuint NumTexInstructions;
1926 GLuint NumTexIndirections;
1927 /*@}*/
1928 /** Native, actual h/w counts */
1929 /*@{*/
1930 GLuint NumNativeInstructions;
1931 GLuint NumNativeTemporaries;
1932 GLuint NumNativeParameters;
1933 GLuint NumNativeAttributes;
1934 GLuint NumNativeAddressRegs;
1935 GLuint NumNativeAluInstructions;
1936 GLuint NumNativeTexInstructions;
1937 GLuint NumNativeTexIndirections;
1938 /*@}*/
1939 };
1940
1941
1942 /** Vertex program object */
1943 struct gl_vertex_program
1944 {
1945 struct gl_program Base; /**< base class */
1946 GLboolean IsPositionInvariant;
1947 };
1948
1949
1950 /** Tessellation control program object */
1951 struct gl_tess_ctrl_program
1952 {
1953 struct gl_program Base; /**< base class */
1954
1955 /* output layout */
1956 GLint VerticesOut;
1957 };
1958
1959
1960 /** Tessellation evaluation program object */
1961 struct gl_tess_eval_program
1962 {
1963 struct gl_program Base; /**< base class */
1964
1965 /* input layout */
1966 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1967 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1968 GLenum VertexOrder; /* GL_CW or GL_CCW */
1969 bool PointMode;
1970 };
1971
1972
1973 /** Geometry program object */
1974 struct gl_geometry_program
1975 {
1976 struct gl_program Base; /**< base class */
1977
1978 GLint VerticesIn;
1979 GLint VerticesOut;
1980 GLint Invocations;
1981 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1982 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1983 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1984 bool UsesEndPrimitive;
1985 bool UsesStreams;
1986 };
1987
1988
1989 /** Fragment program object */
1990 struct gl_fragment_program
1991 {
1992 struct gl_program Base; /**< base class */
1993 GLboolean UsesKill; /**< shader uses KIL instruction */
1994 GLboolean UsesDFdy; /**< shader uses DDY instruction */
1995 GLboolean OriginUpperLeft;
1996 GLboolean PixelCenterInteger;
1997 enum gl_frag_depth_layout FragDepthLayout;
1998
1999 /**
2000 * GLSL interpolation qualifier associated with each fragment shader input.
2001 * For inputs that do not have an interpolation qualifier specified in
2002 * GLSL, the value is INTERP_QUALIFIER_NONE.
2003 */
2004 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2005
2006 /**
2007 * Bitfield indicating, for each fragment shader input, 1 if that input
2008 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2009 */
2010 GLbitfield64 IsCentroid;
2011
2012 /**
2013 * Bitfield indicating, for each fragment shader input, 1 if that input
2014 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2015 */
2016 GLbitfield64 IsSample;
2017 };
2018
2019
2020 /** Compute program object */
2021 struct gl_compute_program
2022 {
2023 struct gl_program Base; /**< base class */
2024
2025 /**
2026 * Size specified using local_size_{x,y,z}.
2027 */
2028 unsigned LocalSize[3];
2029 };
2030
2031
2032 /**
2033 * State common to vertex and fragment programs.
2034 */
2035 struct gl_program_state
2036 {
2037 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2038 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2039 };
2040
2041
2042 /**
2043 * Context state for vertex programs.
2044 */
2045 struct gl_vertex_program_state
2046 {
2047 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2048 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2049 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2050 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2051 /** Computed two sided lighting for fixed function/programs. */
2052 GLboolean _TwoSideEnabled;
2053 struct gl_vertex_program *Current; /**< User-bound vertex program */
2054
2055 /** Currently enabled and valid vertex program (including internal
2056 * programs, user-defined vertex programs and GLSL vertex shaders).
2057 * This is the program we must use when rendering.
2058 */
2059 struct gl_vertex_program *_Current;
2060
2061 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2062
2063 /** Should fixed-function T&L be implemented with a vertex prog? */
2064 GLboolean _MaintainTnlProgram;
2065
2066 /** Program to emulate fixed-function T&L (see above) */
2067 struct gl_vertex_program *_TnlProgram;
2068
2069 /** Cache of fixed-function programs */
2070 struct gl_program_cache *Cache;
2071
2072 GLboolean _Overriden;
2073 };
2074
2075 /**
2076 * Context state for tessellation control programs.
2077 */
2078 struct gl_tess_ctrl_program_state
2079 {
2080 /** Currently bound and valid shader. */
2081 struct gl_tess_ctrl_program *_Current;
2082
2083 GLint patch_vertices;
2084 GLfloat patch_default_outer_level[4];
2085 GLfloat patch_default_inner_level[2];
2086 };
2087
2088 /**
2089 * Context state for tessellation evaluation programs.
2090 */
2091 struct gl_tess_eval_program_state
2092 {
2093 /** Currently bound and valid shader. */
2094 struct gl_tess_eval_program *_Current;
2095 };
2096
2097 /**
2098 * Context state for geometry programs.
2099 */
2100 struct gl_geometry_program_state
2101 {
2102 /** Currently enabled and valid program (including internal programs
2103 * and compiled shader programs).
2104 */
2105 struct gl_geometry_program *_Current;
2106 };
2107
2108 /**
2109 * Context state for fragment programs.
2110 */
2111 struct gl_fragment_program_state
2112 {
2113 GLboolean Enabled; /**< User-set fragment program enable flag */
2114 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2115 struct gl_fragment_program *Current; /**< User-bound fragment program */
2116
2117 /** Currently enabled and valid fragment program (including internal
2118 * programs, user-defined fragment programs and GLSL fragment shaders).
2119 * This is the program we must use when rendering.
2120 */
2121 struct gl_fragment_program *_Current;
2122
2123 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2124
2125 /** Should fixed-function texturing be implemented with a fragment prog? */
2126 GLboolean _MaintainTexEnvProgram;
2127
2128 /** Program to emulate fixed-function texture env/combine (see above) */
2129 struct gl_fragment_program *_TexEnvProgram;
2130
2131 /** Cache of fixed-function programs */
2132 struct gl_program_cache *Cache;
2133 };
2134
2135
2136 /**
2137 * Context state for compute programs.
2138 */
2139 struct gl_compute_program_state
2140 {
2141 /** Currently enabled and valid program (including internal programs
2142 * and compiled shader programs).
2143 */
2144 struct gl_compute_program *_Current;
2145 };
2146
2147
2148 /**
2149 * ATI_fragment_shader runtime state
2150 */
2151 #define ATI_FS_INPUT_PRIMARY 0
2152 #define ATI_FS_INPUT_SECONDARY 1
2153
2154 struct atifs_instruction;
2155 struct atifs_setupinst;
2156
2157 /**
2158 * ATI fragment shader
2159 */
2160 struct ati_fragment_shader
2161 {
2162 GLuint Id;
2163 GLint RefCount;
2164 struct atifs_instruction *Instructions[2];
2165 struct atifs_setupinst *SetupInst[2];
2166 GLfloat Constants[8][4];
2167 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2168 GLubyte numArithInstr[2];
2169 GLubyte regsAssigned[2];
2170 GLubyte NumPasses; /**< 1 or 2 */
2171 GLubyte cur_pass;
2172 GLubyte last_optype;
2173 GLboolean interpinp1;
2174 GLboolean isValid;
2175 GLuint swizzlerq;
2176 };
2177
2178 /**
2179 * Context state for GL_ATI_fragment_shader
2180 */
2181 struct gl_ati_fragment_shader_state
2182 {
2183 GLboolean Enabled;
2184 GLboolean _Enabled; /**< enabled and valid shader? */
2185 GLboolean Compiling;
2186 GLfloat GlobalConstants[8][4];
2187 struct ati_fragment_shader *Current;
2188 };
2189
2190 /**
2191 * Shader subroutine function definition
2192 */
2193 struct gl_subroutine_function
2194 {
2195 char *name;
2196 int num_compat_types;
2197 const struct glsl_type **types;
2198 };
2199
2200 /**
2201 * A GLSL vertex or fragment shader object.
2202 */
2203 struct gl_shader
2204 {
2205 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2206 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2207 * Must be the first field.
2208 */
2209 GLenum Type;
2210 gl_shader_stage Stage;
2211 GLuint Name; /**< AKA the handle */
2212 GLint RefCount; /**< Reference count */
2213 GLchar *Label; /**< GL_KHR_debug */
2214 GLboolean DeletePending;
2215 GLboolean CompileStatus;
2216 bool IsES; /**< True if this shader uses GLSL ES */
2217
2218 GLuint SourceChecksum; /**< for debug/logging purposes */
2219 const GLchar *Source; /**< Source code string */
2220
2221 struct gl_program *Program; /**< Post-compile assembly code */
2222 GLchar *InfoLog;
2223
2224 unsigned Version; /**< GLSL version used for linking */
2225
2226 /**
2227 * \name Sampler tracking
2228 *
2229 * \note Each of these fields is only set post-linking.
2230 */
2231 /*@{*/
2232 unsigned num_samplers; /**< Number of samplers used by this shader. */
2233 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2234 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2235 /*@}*/
2236
2237 /**
2238 * Map from sampler unit to texture unit (set by glUniform1i())
2239 *
2240 * A sampler unit is associated with each sampler uniform by the linker.
2241 * The sampler unit associated with each uniform is stored in the
2242 * \c gl_uniform_storage::sampler field.
2243 */
2244 GLubyte SamplerUnits[MAX_SAMPLERS];
2245 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2246 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2247
2248 /**
2249 * Number of default uniform block components used by this shader.
2250 *
2251 * This field is only set post-linking.
2252 */
2253 unsigned num_uniform_components;
2254
2255 /**
2256 * Number of combined uniform components used by this shader.
2257 *
2258 * This field is only set post-linking. It is the sum of the uniform block
2259 * sizes divided by sizeof(float), and num_uniform_compoennts.
2260 */
2261 unsigned num_combined_uniform_components;
2262
2263 /**
2264 * This shader's uniform/ssbo block information.
2265 *
2266 * These fields are only set post-linking.
2267 *
2268 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2269 * useful during the linking process so that we don't have to handle SSBOs
2270 * specifically.
2271 *
2272 * UniformBlocks is a list of UBOs. This is useful for backends that need
2273 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2274 * API specifies.
2275 *
2276 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2277 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2278 * GL API specifies.
2279 *
2280 * UniformBlocks and ShaderStorageBlocks only have pointers into
2281 * BufferInterfaceBlocks so the actual resource information is not
2282 * duplicated.
2283 */
2284 unsigned NumBufferInterfaceBlocks;
2285 struct gl_uniform_block *BufferInterfaceBlocks;
2286
2287 unsigned NumUniformBlocks;
2288 struct gl_uniform_block **UniformBlocks;
2289
2290 unsigned NumShaderStorageBlocks;
2291 struct gl_uniform_block **ShaderStorageBlocks;
2292
2293 struct exec_list *ir;
2294 struct exec_list *packed_varyings;
2295 struct exec_list *fragdata_arrays;
2296 struct glsl_symbol_table *symbols;
2297
2298 bool uses_builtin_functions;
2299 bool uses_gl_fragcoord;
2300 bool redeclares_gl_fragcoord;
2301 bool ARB_fragment_coord_conventions_enable;
2302
2303 /**
2304 * Fragment shader state from GLSL 1.50 layout qualifiers.
2305 */
2306 bool origin_upper_left;
2307 bool pixel_center_integer;
2308
2309 /**
2310 * Tessellation Control shader state from layout qualifiers.
2311 */
2312 struct {
2313 /**
2314 * 0 - vertices not declared in shader, or
2315 * 1 .. GL_MAX_PATCH_VERTICES
2316 */
2317 GLint VerticesOut;
2318 } TessCtrl;
2319
2320 /**
2321 * Tessellation Evaluation shader state from layout qualifiers.
2322 */
2323 struct {
2324 /**
2325 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2326 * in this shader.
2327 */
2328 GLenum PrimitiveMode;
2329 /**
2330 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2331 * in this shader.
2332 */
2333 GLenum Spacing;
2334 /**
2335 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2336 */
2337 GLenum VertexOrder;
2338 /**
2339 * 1, 0, or -1 if it's not set in this shader.
2340 */
2341 int PointMode;
2342 } TessEval;
2343
2344 /**
2345 * Geometry shader state from GLSL 1.50 layout qualifiers.
2346 */
2347 struct {
2348 GLint VerticesOut;
2349 /**
2350 * 0 - Invocations count not declared in shader, or
2351 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2352 */
2353 GLint Invocations;
2354 /**
2355 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2356 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2357 * shader.
2358 */
2359 GLenum InputType;
2360 /**
2361 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2362 * it's not set in this shader.
2363 */
2364 GLenum OutputType;
2365 } Geom;
2366
2367 /**
2368 * Map from image uniform index to image unit (set by glUniform1i())
2369 *
2370 * An image uniform index is associated with each image uniform by
2371 * the linker. The image index associated with each uniform is
2372 * stored in the \c gl_uniform_storage::image field.
2373 */
2374 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2375
2376 /**
2377 * Access qualifier specified in the shader for each image uniform
2378 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2379 * GL_READ_WRITE.
2380 *
2381 * It may be different, though only more strict than the value of
2382 * \c gl_image_unit::Access for the corresponding image unit.
2383 */
2384 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2385
2386 /**
2387 * Number of image uniforms defined in the shader. It specifies
2388 * the number of valid elements in the \c ImageUnits and \c
2389 * ImageAccess arrays above.
2390 */
2391 GLuint NumImages;
2392
2393 struct gl_active_atomic_buffer **AtomicBuffers;
2394 unsigned NumAtomicBuffers;
2395
2396 /**
2397 * Whether early fragment tests are enabled as defined by
2398 * ARB_shader_image_load_store.
2399 */
2400 bool EarlyFragmentTests;
2401
2402 /**
2403 * Compute shader state from ARB_compute_shader layout qualifiers.
2404 */
2405 struct {
2406 /**
2407 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2408 * it's not set in this shader.
2409 */
2410 unsigned LocalSize[3];
2411 } Comp;
2412
2413 /**
2414 * Number of types for subroutine uniforms.
2415 */
2416 GLuint NumSubroutineUniformTypes;
2417
2418 /**
2419 * Subroutine uniform remap table
2420 * based on the program level uniform remap table.
2421 */
2422 GLuint NumSubroutineUniformRemapTable;
2423 struct gl_uniform_storage **SubroutineUniformRemapTable;
2424
2425 /**
2426 * Num of subroutine functions for this stage
2427 * and storage for them.
2428 */
2429 GLuint NumSubroutineFunctions;
2430 struct gl_subroutine_function *SubroutineFunctions;
2431 };
2432
2433
2434 struct gl_uniform_buffer_variable
2435 {
2436 char *Name;
2437
2438 /**
2439 * Name of the uniform as seen by glGetUniformIndices.
2440 *
2441 * glGetUniformIndices requires that the block instance index \b not be
2442 * present in the name of queried uniforms.
2443 *
2444 * \note
2445 * \c gl_uniform_buffer_variable::IndexName and
2446 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2447 */
2448 char *IndexName;
2449
2450 const struct glsl_type *Type;
2451 unsigned int Offset;
2452 GLboolean RowMajor;
2453 };
2454
2455
2456 enum gl_uniform_block_packing
2457 {
2458 ubo_packing_std140,
2459 ubo_packing_shared,
2460 ubo_packing_packed,
2461 ubo_packing_std430
2462 };
2463
2464
2465 struct gl_uniform_block
2466 {
2467 /** Declared name of the uniform block */
2468 char *Name;
2469
2470 /** Array of supplemental information about UBO ir_variables. */
2471 struct gl_uniform_buffer_variable *Uniforms;
2472 GLuint NumUniforms;
2473
2474 /**
2475 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2476 * with glBindBufferBase to bind a buffer object to this uniform block. When
2477 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2478 */
2479 GLuint Binding;
2480
2481 /**
2482 * Vulkan descriptor set qualifier for this block.
2483 */
2484 GLuint Set;
2485
2486 /**
2487 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2488 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2489 */
2490 GLuint UniformBufferSize;
2491
2492 /**
2493 * Is this actually an interface block for a shader storage buffer?
2494 */
2495 bool IsShaderStorage;
2496
2497 /**
2498 * Layout specified in the shader
2499 *
2500 * This isn't accessible through the API, but it is used while
2501 * cross-validating uniform blocks.
2502 */
2503 enum gl_uniform_block_packing _Packing;
2504 };
2505
2506 /**
2507 * Structure that represents a reference to an atomic buffer from some
2508 * shader program.
2509 */
2510 struct gl_active_atomic_buffer
2511 {
2512 /** Uniform indices of the atomic counters declared within it. */
2513 GLuint *Uniforms;
2514 GLuint NumUniforms;
2515
2516 /** Binding point index associated with it. */
2517 GLuint Binding;
2518
2519 /** Minimum reasonable size it is expected to have. */
2520 GLuint MinimumSize;
2521
2522 /** Shader stages making use of it. */
2523 GLboolean StageReferences[MESA_SHADER_STAGES];
2524 };
2525
2526 /**
2527 * Active resource in a gl_shader_program
2528 */
2529 struct gl_program_resource
2530 {
2531 GLenum Type; /** Program interface type. */
2532 const void *Data; /** Pointer to resource associated data structure. */
2533 uint8_t StageReferences; /** Bitmask of shader stage references. */
2534 };
2535
2536 /**
2537 * A GLSL program object.
2538 * Basically a linked collection of vertex and fragment shaders.
2539 */
2540 struct gl_shader_program
2541 {
2542 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2543 GLuint Name; /**< aka handle or ID */
2544 GLchar *Label; /**< GL_KHR_debug */
2545 GLint RefCount; /**< Reference count */
2546 GLboolean DeletePending;
2547
2548 /**
2549 * Is the application intending to glGetProgramBinary this program?
2550 */
2551 GLboolean BinaryRetreivableHint;
2552
2553 /**
2554 * Indicates whether program can be bound for individual pipeline stages
2555 * using UseProgramStages after it is next linked.
2556 */
2557 GLboolean SeparateShader;
2558
2559 GLuint NumShaders; /**< number of attached shaders */
2560 struct gl_shader **Shaders; /**< List of attached the shaders */
2561
2562 /**
2563 * User-defined attribute bindings
2564 *
2565 * These are set via \c glBindAttribLocation and are used to direct the
2566 * GLSL linker. These are \b not the values used in the compiled shader,
2567 * and they are \b not the values returned by \c glGetAttribLocation.
2568 */
2569 struct string_to_uint_map *AttributeBindings;
2570
2571 /**
2572 * User-defined fragment data bindings
2573 *
2574 * These are set via \c glBindFragDataLocation and are used to direct the
2575 * GLSL linker. These are \b not the values used in the compiled shader,
2576 * and they are \b not the values returned by \c glGetFragDataLocation.
2577 */
2578 struct string_to_uint_map *FragDataBindings;
2579 struct string_to_uint_map *FragDataIndexBindings;
2580
2581 /**
2582 * Transform feedback varyings last specified by
2583 * glTransformFeedbackVaryings().
2584 *
2585 * For the current set of transform feedback varyings used for transform
2586 * feedback output, see LinkedTransformFeedback.
2587 */
2588 struct {
2589 GLenum BufferMode;
2590 GLuint NumVarying;
2591 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2592 } TransformFeedback;
2593
2594 /** Post-link transform feedback info. */
2595 struct gl_transform_feedback_info LinkedTransformFeedback;
2596
2597 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2598 enum gl_frag_depth_layout FragDepthLayout;
2599
2600 /**
2601 * Tessellation Control shader state from layout qualifiers.
2602 */
2603 struct {
2604 /**
2605 * 0 - vertices not declared in shader, or
2606 * 1 .. GL_MAX_PATCH_VERTICES
2607 */
2608 GLint VerticesOut;
2609 } TessCtrl;
2610
2611 /**
2612 * Tessellation Evaluation shader state from layout qualifiers.
2613 */
2614 struct {
2615 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2616 GLenum PrimitiveMode;
2617 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2618 GLenum Spacing;
2619 /** GL_CW or GL_CCW */
2620 GLenum VertexOrder;
2621 bool PointMode;
2622 /**
2623 * True if gl_ClipDistance is written to. Copied into
2624 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2625 */
2626 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2627 0 if not present. */
2628 } TessEval;
2629
2630 /**
2631 * Geometry shader state - copied into gl_geometry_program by
2632 * _mesa_copy_linked_program_data().
2633 */
2634 struct {
2635 GLint VerticesIn;
2636 GLint VerticesOut;
2637 /**
2638 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2639 */
2640 GLint Invocations;
2641 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2642 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2643 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2644 /**
2645 * True if gl_ClipDistance is written to. Copied into
2646 * gl_geometry_program by _mesa_copy_linked_program_data().
2647 */
2648 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2649 0 if not present. */
2650 bool UsesEndPrimitive;
2651 bool UsesStreams;
2652 } Geom;
2653
2654 /** Vertex shader state */
2655 struct {
2656 /**
2657 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2658 * by _mesa_copy_linked_program_data().
2659 */
2660 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2661 0 if not present. */
2662 } Vert;
2663
2664 /**
2665 * Compute shader state - copied into gl_compute_program by
2666 * _mesa_copy_linked_program_data().
2667 */
2668 struct {
2669 /**
2670 * If this shader contains a compute stage, size specified using
2671 * local_size_{x,y,z}. Otherwise undefined.
2672 */
2673 unsigned LocalSize[3];
2674 } Comp;
2675
2676 /* post-link info: */
2677 unsigned NumUniformStorage;
2678 unsigned NumHiddenUniforms;
2679 struct gl_uniform_storage *UniformStorage;
2680
2681 /**
2682 * Mapping from GL uniform locations returned by \c glUniformLocation to
2683 * UniformStorage entries. Arrays will have multiple contiguous slots
2684 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2685 */
2686 unsigned NumUniformRemapTable;
2687 struct gl_uniform_storage **UniformRemapTable;
2688
2689 /**
2690 * Size of the gl_ClipDistance array that is output from the last pipeline
2691 * stage before the fragment shader.
2692 */
2693 unsigned LastClipDistanceArraySize;
2694
2695 /**
2696 * This shader's uniform/ssbo block information.
2697 *
2698 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2699 * useful during the linking process so that we don't have to handle SSBOs
2700 * specifically.
2701 *
2702 * UniformBlocks is a list of UBOs. This is useful for backends that need
2703 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2704 * API specifies.
2705 *
2706 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2707 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2708 * GL API specifies.
2709 *
2710 * UniformBlocks and ShaderStorageBlocks only have pointers into
2711 * BufferInterfaceBlocks so the actual resource information is not
2712 * duplicated and are only set after linking.
2713 */
2714 unsigned NumBufferInterfaceBlocks;
2715 struct gl_uniform_block *BufferInterfaceBlocks;
2716
2717 unsigned NumUniformBlocks;
2718 struct gl_uniform_block **UniformBlocks;
2719
2720 unsigned NumShaderStorageBlocks;
2721 struct gl_uniform_block **ShaderStorageBlocks;
2722
2723 /**
2724 * Indices into the BufferInterfaceBlocks[] array for each stage they're
2725 * used in, or -1.
2726 *
2727 * This is used to maintain the Binding values of the stage's
2728 * BufferInterfaceBlocks[] and to answer the
2729 * GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2730 */
2731 int *InterfaceBlockStageIndex[MESA_SHADER_STAGES];
2732
2733 /**
2734 * Map of active uniform names to locations
2735 *
2736 * Maps any active uniform that is not an array element to a location.
2737 * Each active uniform, including individual structure members will appear
2738 * in this map. This roughly corresponds to the set of names that would be
2739 * enumerated by \c glGetActiveUniform.
2740 */
2741 struct string_to_uint_map *UniformHash;
2742
2743 struct gl_active_atomic_buffer *AtomicBuffers;
2744 unsigned NumAtomicBuffers;
2745
2746 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2747 GLboolean Validated;
2748 GLboolean _Used; /**< Ever used for drawing? */
2749 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2750 GLchar *InfoLog;
2751
2752 unsigned Version; /**< GLSL version used for linking */
2753 bool IsES; /**< True if this program uses GLSL ES */
2754
2755 /**
2756 * Per-stage shaders resulting from the first stage of linking.
2757 *
2758 * Set of linked shaders for this program. The array is accessed using the
2759 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2760 * \c NULL.
2761 */
2762 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2763
2764 /** List of all active resources after linking. */
2765 struct gl_program_resource *ProgramResourceList;
2766 unsigned NumProgramResourceList;
2767
2768 /* True if any of the fragment shaders attached to this program use:
2769 * #extension ARB_fragment_coord_conventions: enable
2770 */
2771 GLboolean ARB_fragment_coord_conventions_enable;
2772 };
2773
2774
2775 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2776 #define GLSL_LOG 0x2 /**< Write shaders to files */
2777 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2778 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2779 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2780 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2781 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2782 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2783 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2784 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2785
2786
2787 /**
2788 * Context state for GLSL vertex/fragment shaders.
2789 * Extended to support pipeline object
2790 */
2791 struct gl_pipeline_object
2792 {
2793 /** Name of the pipeline object as received from glGenProgramPipelines.
2794 * It would be 0 for shaders without separate shader objects.
2795 */
2796 GLuint Name;
2797
2798 GLint RefCount;
2799
2800 mtx_t Mutex;
2801
2802 GLchar *Label; /**< GL_KHR_debug */
2803
2804 /**
2805 * Programs used for rendering
2806 *
2807 * There is a separate program set for each shader stage.
2808 */
2809 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2810
2811 struct gl_shader_program *_CurrentFragmentProgram;
2812
2813 /**
2814 * Program used by glUniform calls.
2815 *
2816 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2817 */
2818 struct gl_shader_program *ActiveProgram;
2819
2820 GLbitfield Flags; /**< Mask of GLSL_x flags */
2821
2822 GLboolean EverBound; /**< Has the pipeline object been created */
2823
2824 GLboolean Validated; /**< Pipeline Validation status */
2825
2826 GLchar *InfoLog;
2827 };
2828
2829 /**
2830 * Context state for GLSL pipeline shaders.
2831 */
2832 struct gl_pipeline_shader_state
2833 {
2834 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2835 struct gl_pipeline_object *Current;
2836
2837 /* Default Object to ensure that _Shader is never NULL */
2838 struct gl_pipeline_object *Default;
2839
2840 /** Pipeline objects */
2841 struct _mesa_HashTable *Objects;
2842 };
2843
2844 /**
2845 * Compiler options for a single GLSL shaders type
2846 */
2847 struct gl_shader_compiler_options
2848 {
2849 /** Driver-selectable options: */
2850 GLboolean EmitCondCodes; /**< Use condition codes? */
2851 GLboolean EmitNoLoops;
2852 GLboolean EmitNoFunctions;
2853 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2854 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2855 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2856 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2857 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2858 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2859
2860 /**
2861 * \name Forms of indirect addressing the driver cannot do.
2862 */
2863 /*@{*/
2864 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2865 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2866 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2867 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2868 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2869 /*@}*/
2870
2871 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2872 GLuint MaxUnrollIterations;
2873
2874 /**
2875 * Optimize code for array of structures backends.
2876 *
2877 * This is a proxy for:
2878 * - preferring DP4 instructions (rather than MUL/MAD) for
2879 * matrix * vector operations, such as position transformation.
2880 */
2881 GLboolean OptimizeForAOS;
2882
2883 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2884
2885 const struct nir_shader_compiler_options *NirOptions;
2886 };
2887
2888
2889 /**
2890 * Occlusion/timer query object.
2891 */
2892 struct gl_query_object
2893 {
2894 GLenum Target; /**< The query target, when active */
2895 GLuint Id; /**< hash table ID/name */
2896 GLchar *Label; /**< GL_KHR_debug */
2897 GLuint64EXT Result; /**< the counter */
2898 GLboolean Active; /**< inside Begin/EndQuery */
2899 GLboolean Ready; /**< result is ready? */
2900 GLboolean EverBound;/**< has query object ever been bound */
2901 GLuint Stream; /**< The stream */
2902 };
2903
2904
2905 /**
2906 * Context state for query objects.
2907 */
2908 struct gl_query_state
2909 {
2910 struct _mesa_HashTable *QueryObjects;
2911 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2912 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2913
2914 /** GL_NV_conditional_render */
2915 struct gl_query_object *CondRenderQuery;
2916
2917 /** GL_EXT_transform_feedback */
2918 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2919 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2920
2921 /** GL_ARB_timer_query */
2922 struct gl_query_object *TimeElapsed;
2923
2924 /** GL_ARB_pipeline_statistics_query */
2925 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
2926
2927 GLenum CondRenderMode;
2928 };
2929
2930
2931 /** Sync object state */
2932 struct gl_sync_object
2933 {
2934 GLenum Type; /**< GL_SYNC_FENCE */
2935 GLuint Name; /**< Fence name */
2936 GLchar *Label; /**< GL_KHR_debug */
2937 GLint RefCount; /**< Reference count */
2938 GLboolean DeletePending; /**< Object was deleted while there were still
2939 * live references (e.g., sync not yet finished)
2940 */
2941 GLenum SyncCondition;
2942 GLbitfield Flags; /**< Flags passed to glFenceSync */
2943 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2944 };
2945
2946
2947 /**
2948 * State which can be shared by multiple contexts:
2949 */
2950 struct gl_shared_state
2951 {
2952 mtx_t Mutex; /**< for thread safety */
2953 GLint RefCount; /**< Reference count */
2954 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2955 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2956
2957 /** Default texture objects (shared by all texture units) */
2958 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2959
2960 /** Fallback texture used when a bound texture is incomplete */
2961 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2962
2963 /**
2964 * \name Thread safety and statechange notification for texture
2965 * objects.
2966 *
2967 * \todo Improve the granularity of locking.
2968 */
2969 /*@{*/
2970 mtx_t TexMutex; /**< texobj thread safety */
2971 GLuint TextureStateStamp; /**< state notification for shared tex */
2972 /*@}*/
2973
2974 /** Default buffer object for vertex arrays that aren't in VBOs */
2975 struct gl_buffer_object *NullBufferObj;
2976
2977 /**
2978 * \name Vertex/geometry/fragment programs
2979 */
2980 /*@{*/
2981 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2982 struct gl_vertex_program *DefaultVertexProgram;
2983 struct gl_fragment_program *DefaultFragmentProgram;
2984 /*@}*/
2985
2986 /* GL_ATI_fragment_shader */
2987 struct _mesa_HashTable *ATIShaders;
2988 struct ati_fragment_shader *DefaultFragmentShader;
2989
2990 struct _mesa_HashTable *BufferObjects;
2991
2992 /** Table of both gl_shader and gl_shader_program objects */
2993 struct _mesa_HashTable *ShaderObjects;
2994
2995 /* GL_EXT_framebuffer_object */
2996 struct _mesa_HashTable *RenderBuffers;
2997 struct _mesa_HashTable *FrameBuffers;
2998
2999 /* GL_ARB_sync */
3000 struct set *SyncObjects;
3001
3002 /** GL_ARB_sampler_objects */
3003 struct _mesa_HashTable *SamplerObjects;
3004
3005 /**
3006 * Some context in this share group was affected by a GPU reset
3007 *
3008 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3009 * been affected by a GPU reset must also return
3010 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3011 *
3012 * Once this field becomes true, it is never reset to false.
3013 */
3014 bool ShareGroupReset;
3015 };
3016
3017
3018
3019 /**
3020 * Renderbuffers represent drawing surfaces such as color, depth and/or
3021 * stencil. A framebuffer object has a set of renderbuffers.
3022 * Drivers will typically derive subclasses of this type.
3023 */
3024 struct gl_renderbuffer
3025 {
3026 mtx_t Mutex; /**< for thread safety */
3027 GLuint ClassID; /**< Useful for drivers */
3028 GLuint Name;
3029 GLchar *Label; /**< GL_KHR_debug */
3030 GLint RefCount;
3031 GLuint Width, Height;
3032 GLuint Depth;
3033 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3034 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3035 /**
3036 * True for renderbuffers that wrap textures, giving the driver a chance to
3037 * flush render caches through the FinishRenderTexture hook.
3038 *
3039 * Drivers may also set this on renderbuffers other than those generated by
3040 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3041 * called without a rb->TexImage.
3042 */
3043 GLboolean NeedsFinishRenderTexture;
3044 GLubyte NumSamples;
3045 GLenum InternalFormat; /**< The user-specified format */
3046 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3047 GL_STENCIL_INDEX. */
3048 mesa_format Format; /**< The actual renderbuffer memory format */
3049 /**
3050 * Pointer to the texture image if this renderbuffer wraps a texture,
3051 * otherwise NULL.
3052 *
3053 * Note that the reference on the gl_texture_object containing this
3054 * TexImage is held by the gl_renderbuffer_attachment.
3055 */
3056 struct gl_texture_image *TexImage;
3057
3058 /** Delete this renderbuffer */
3059 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3060
3061 /** Allocate new storage for this renderbuffer */
3062 GLboolean (*AllocStorage)(struct gl_context *ctx,
3063 struct gl_renderbuffer *rb,
3064 GLenum internalFormat,
3065 GLuint width, GLuint height);
3066 };
3067
3068
3069 /**
3070 * A renderbuffer attachment points to either a texture object (and specifies
3071 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3072 */
3073 struct gl_renderbuffer_attachment
3074 {
3075 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3076 GLboolean Complete;
3077
3078 /**
3079 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3080 * application supplied renderbuffer object.
3081 */
3082 struct gl_renderbuffer *Renderbuffer;
3083
3084 /**
3085 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3086 * supplied texture object.
3087 */
3088 struct gl_texture_object *Texture;
3089 GLuint TextureLevel; /**< Attached mipmap level. */
3090 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3091 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3092 * and 2D array textures */
3093 GLboolean Layered;
3094 };
3095
3096
3097 /**
3098 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3099 * In C++ terms, think of this as a base class from which device drivers
3100 * will make derived classes.
3101 */
3102 struct gl_framebuffer
3103 {
3104 mtx_t Mutex; /**< for thread safety */
3105 /**
3106 * If zero, this is a window system framebuffer. If non-zero, this
3107 * is a FBO framebuffer; note that for some devices (i.e. those with
3108 * a natural pixel coordinate system for FBOs that differs from the
3109 * OpenGL/Mesa coordinate system), this means that the viewport,
3110 * polygon face orientation, and polygon stipple will have to be inverted.
3111 */
3112 GLuint Name;
3113 GLint RefCount;
3114
3115 GLchar *Label; /**< GL_KHR_debug */
3116
3117 GLboolean DeletePending;
3118
3119 /**
3120 * The framebuffer's visual. Immutable if this is a window system buffer.
3121 * Computed from attachments if user-made FBO.
3122 */
3123 struct gl_config Visual;
3124
3125 /**
3126 * Size of frame buffer in pixels. If there are no attachments, then both
3127 * of these are 0.
3128 */
3129 GLuint Width, Height;
3130
3131 /**
3132 * In the case that the framebuffer has no attachment (i.e.
3133 * GL_ARB_framebuffer_no_attachments) then the geometry of
3134 * the framebuffer is specified by the default values.
3135 */
3136 struct {
3137 GLuint Width, Height, Layers, NumSamples;
3138 GLboolean FixedSampleLocations;
3139 } DefaultGeometry;
3140
3141 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3142 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3143 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3144 */
3145 /*@{*/
3146 GLint _Xmin, _Xmax;
3147 GLint _Ymin, _Ymax;
3148 /*@}*/
3149
3150 /** \name Derived Z buffer stuff */
3151 /*@{*/
3152 GLuint _DepthMax; /**< Max depth buffer value */
3153 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3154 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3155 /*@}*/
3156
3157 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3158 GLenum _Status;
3159
3160 /** Whether one of Attachment has Type != GL_NONE
3161 * NOTE: the values for Width and Height are set to 0 in case of having
3162 * no attachments, a backend driver supporting the extension
3163 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3164 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3165 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3166 * _Ymax do NOT take into account _HasAttachments being false). To get the
3167 * geometry of the framebuffer, the helper functions
3168 * _mesa_geometric_width(),
3169 * _mesa_geometric_height(),
3170 * _mesa_geometric_samples() and
3171 * _mesa_geometric_layers()
3172 * are available that check _HasAttachments.
3173 */
3174 bool _HasAttachments;
3175
3176 /** Integer color values */
3177 GLboolean _IntegerColor;
3178
3179 /* ARB_color_buffer_float */
3180 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3181 GLboolean _HasSNormOrFloatColorBuffer;
3182
3183 /**
3184 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3185 * is not layered. For cube maps and cube map arrays, each cube face
3186 * counts as a layer. As the case for Width, Height a backend driver
3187 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3188 * in the case that _HasAttachments is false
3189 */
3190 GLuint MaxNumLayers;
3191
3192 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3193 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3194
3195 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3196 * attribute group and GL_PIXEL attribute group, respectively.
3197 */
3198 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3199 GLenum ColorReadBuffer;
3200
3201 /** Computed from ColorDraw/ReadBuffer above */
3202 GLuint _NumColorDrawBuffers;
3203 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3204 GLint _ColorReadBufferIndex; /* -1 = None */
3205 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3206 struct gl_renderbuffer *_ColorReadBuffer;
3207
3208 /** Delete this framebuffer */
3209 void (*Delete)(struct gl_framebuffer *fb);
3210 };
3211
3212
3213 /**
3214 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3215 */
3216 struct gl_precision
3217 {
3218 GLushort RangeMin; /**< min value exponent */
3219 GLushort RangeMax; /**< max value exponent */
3220 GLushort Precision; /**< number of mantissa bits */
3221 };
3222
3223
3224 /**
3225 * Limits for vertex, geometry and fragment programs/shaders.
3226 */
3227 struct gl_program_constants
3228 {
3229 /* logical limits */
3230 GLuint MaxInstructions;
3231 GLuint MaxAluInstructions;
3232 GLuint MaxTexInstructions;
3233 GLuint MaxTexIndirections;
3234 GLuint MaxAttribs;
3235 GLuint MaxTemps;
3236 GLuint MaxAddressRegs;
3237 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3238 GLuint MaxParameters;
3239 GLuint MaxLocalParams;
3240 GLuint MaxEnvParams;
3241 /* native/hardware limits */
3242 GLuint MaxNativeInstructions;
3243 GLuint MaxNativeAluInstructions;
3244 GLuint MaxNativeTexInstructions;
3245 GLuint MaxNativeTexIndirections;
3246 GLuint MaxNativeAttribs;
3247 GLuint MaxNativeTemps;
3248 GLuint MaxNativeAddressRegs;
3249 GLuint MaxNativeParameters;
3250 /* For shaders */
3251 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3252
3253 /**
3254 * \name Per-stage input / output limits
3255 *
3256 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3257 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3258 * ES). This is stored as \c gl_constants::MaxVarying.
3259 *
3260 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3261 * variables. Each stage as a certain number of outputs that it can feed
3262 * to the next stage and a certain number inputs that it can consume from
3263 * the previous stage.
3264 *
3265 * Vertex shader inputs do not participate this in this accounting.
3266 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3267 *
3268 * Fragment shader outputs do not participate this in this accounting.
3269 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3270 */
3271 /*@{*/
3272 GLuint MaxInputComponents;
3273 GLuint MaxOutputComponents;
3274 /*@}*/
3275
3276 /* ES 2.0 and GL_ARB_ES2_compatibility */
3277 struct gl_precision LowFloat, MediumFloat, HighFloat;
3278 struct gl_precision LowInt, MediumInt, HighInt;
3279 /* GL_ARB_uniform_buffer_object */
3280 GLuint MaxUniformBlocks;
3281 GLuint MaxCombinedUniformComponents;
3282 GLuint MaxTextureImageUnits;
3283
3284 /* GL_ARB_shader_atomic_counters */
3285 GLuint MaxAtomicBuffers;
3286 GLuint MaxAtomicCounters;
3287
3288 /* GL_ARB_shader_image_load_store */
3289 GLuint MaxImageUniforms;
3290
3291 /* GL_ARB_shader_storage_buffer_object */
3292 GLuint MaxShaderStorageBlocks;
3293 };
3294
3295
3296 /**
3297 * Constants which may be overridden by device driver during context creation
3298 * but are never changed after that.
3299 */
3300 struct gl_constants
3301 {
3302 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3303 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3304 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3305 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3306 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3307 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3308 GLuint MaxTextureCoordUnits;
3309 GLuint MaxCombinedTextureImageUnits;
3310 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3311 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3312 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3313 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3314
3315 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3316
3317 GLuint MaxArrayLockSize;
3318
3319 GLint SubPixelBits;
3320
3321 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3322 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3323 GLfloat PointSizeGranularity;
3324 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3325 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3326 GLfloat LineWidthGranularity;
3327
3328 GLuint MaxClipPlanes;
3329 GLuint MaxLights;
3330 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3331 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3332
3333 GLuint MaxViewportWidth, MaxViewportHeight;
3334 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3335 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3336 struct {
3337 GLfloat Min;
3338 GLfloat Max;
3339 } ViewportBounds; /**< GL_ARB_viewport_array */
3340
3341 struct gl_program_constants Program[MESA_SHADER_STAGES];
3342 GLuint MaxProgramMatrices;
3343 GLuint MaxProgramMatrixStackDepth;
3344
3345 struct {
3346 GLuint SamplesPassed;
3347 GLuint TimeElapsed;
3348 GLuint Timestamp;
3349 GLuint PrimitivesGenerated;
3350 GLuint PrimitivesWritten;
3351 GLuint VerticesSubmitted;
3352 GLuint PrimitivesSubmitted;
3353 GLuint VsInvocations;
3354 GLuint TessPatches;
3355 GLuint TessInvocations;
3356 GLuint GsInvocations;
3357 GLuint GsPrimitives;
3358 GLuint FsInvocations;
3359 GLuint ComputeInvocations;
3360 GLuint ClInPrimitives;
3361 GLuint ClOutPrimitives;
3362 } QueryCounterBits;
3363
3364 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3365
3366 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3367 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3368 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3369
3370 /**
3371 * GL_ARB_framebuffer_no_attachments
3372 */
3373 GLuint MaxFramebufferWidth;
3374 GLuint MaxFramebufferHeight;
3375 GLuint MaxFramebufferLayers;
3376 GLuint MaxFramebufferSamples;
3377
3378 /** Number of varying vectors between any two shader stages. */
3379 GLuint MaxVarying;
3380
3381 /** @{
3382 * GL_ARB_uniform_buffer_object
3383 */
3384 GLuint MaxCombinedUniformBlocks;
3385 GLuint MaxUniformBufferBindings;
3386 GLuint MaxUniformBlockSize;
3387 GLuint UniformBufferOffsetAlignment;
3388 /** @} */
3389
3390 /** @{
3391 * GL_ARB_shader_storage_buffer_object
3392 */
3393 GLuint MaxCombinedShaderStorageBlocks;
3394 GLuint MaxShaderStorageBufferBindings;
3395 GLuint MaxShaderStorageBlockSize;
3396 GLuint ShaderStorageBufferOffsetAlignment;
3397 /** @} */
3398
3399 /**
3400 * GL_ARB_explicit_uniform_location
3401 */
3402 GLuint MaxUserAssignableUniformLocations;
3403
3404 /** GL_ARB_geometry_shader4 */
3405 GLuint MaxGeometryOutputVertices;
3406 GLuint MaxGeometryTotalOutputComponents;
3407
3408 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3409
3410 /**
3411 * Changes default GLSL extension behavior from "error" to "warn". It's out
3412 * of spec, but it can make some apps work that otherwise wouldn't.
3413 */
3414 GLboolean ForceGLSLExtensionsWarn;
3415
3416 /**
3417 * If non-zero, forces GLSL shaders to behave as if they began
3418 * with "#version ForceGLSLVersion".
3419 */
3420 GLuint ForceGLSLVersion;
3421
3422 /**
3423 * Allow GLSL #extension directives in the middle of shaders.
3424 */
3425 GLboolean AllowGLSLExtensionDirectiveMidShader;
3426
3427 /**
3428 * Does the driver support real 32-bit integers? (Otherwise, integers are
3429 * simulated via floats.)
3430 */
3431 GLboolean NativeIntegers;
3432
3433 /**
3434 * Does VertexID count from zero or from base vertex?
3435 *
3436 * \note
3437 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3438 * ignored and need not be set.
3439 */
3440 bool VertexID_is_zero_based;
3441
3442 /**
3443 * If the driver supports real 32-bit integers, what integer value should be
3444 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3445 */
3446 GLuint UniformBooleanTrue;
3447
3448 /**
3449 * Maximum amount of time, measured in nanseconds, that the server can wait.
3450 */
3451 GLuint64 MaxServerWaitTimeout;
3452
3453 /** GL_EXT_provoking_vertex */
3454 GLboolean QuadsFollowProvokingVertexConvention;
3455
3456 /** OpenGL version 3.0 */
3457 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3458
3459 /** OpenGL version 3.2 */
3460 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3461
3462 /** OpenGL version 4.4 */
3463 GLuint MaxVertexAttribStride;
3464
3465 /** GL_EXT_transform_feedback */
3466 GLuint MaxTransformFeedbackBuffers;
3467 GLuint MaxTransformFeedbackSeparateComponents;
3468 GLuint MaxTransformFeedbackInterleavedComponents;
3469 GLuint MaxVertexStreams;
3470
3471 /** GL_EXT_gpu_shader4 */
3472 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3473
3474 /** GL_ARB_texture_gather */
3475 GLuint MinProgramTextureGatherOffset;
3476 GLuint MaxProgramTextureGatherOffset;
3477 GLuint MaxProgramTextureGatherComponents;
3478
3479 /* GL_ARB_robustness */
3480 GLenum ResetStrategy;
3481
3482 /* GL_ARB_blend_func_extended */
3483 GLuint MaxDualSourceDrawBuffers;
3484
3485 /**
3486 * Whether the implementation strips out and ignores texture borders.
3487 *
3488 * Many GPU hardware implementations don't support rendering with texture
3489 * borders and mipmapped textures. (Note: not static border color, but the
3490 * old 1-pixel border around each edge). Implementations then have to do
3491 * slow fallbacks to be correct, or just ignore the border and be fast but
3492 * wrong. Setting the flag strips the border off of TexImage calls,
3493 * providing "fast but wrong" at significantly reduced driver complexity.
3494 *
3495 * Texture borders are deprecated in GL 3.0.
3496 **/
3497 GLboolean StripTextureBorder;
3498
3499 /**
3500 * For drivers which can do a better job at eliminating unused uniforms
3501 * than the GLSL compiler.
3502 *
3503 * XXX Remove these as soon as a better solution is available.
3504 */
3505 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3506
3507 /**
3508 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3509 * than passing the transform feedback object to the drawing function.
3510 */
3511 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3512
3513 /** GL_ARB_map_buffer_alignment */
3514 GLuint MinMapBufferAlignment;
3515
3516 /**
3517 * Disable varying packing. This is out of spec, but potentially useful
3518 * for older platforms that supports a limited number of texture
3519 * indirections--on these platforms, unpacking the varyings in the fragment
3520 * shader increases the number of texture indirections by 1, which might
3521 * make some shaders not executable at all.
3522 *
3523 * Drivers that support transform feedback must set this value to GL_FALSE.
3524 */
3525 GLboolean DisableVaryingPacking;
3526
3527 /**
3528 * Should meaningful names be generated for compiler temporary variables?
3529 *
3530 * Generally, it is not useful to have the compiler generate "meaningful"
3531 * names for temporary variables that it creates. This can, however, be a
3532 * useful debugging aid. In Mesa debug builds or release builds when
3533 * MESA_GLSL is set at run-time, meaningful names will be generated.
3534 * Drivers can also force names to be generated by setting this field.
3535 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3536 * vertex shader assembly) is set at run-time.
3537 */
3538 bool GenerateTemporaryNames;
3539
3540 /*
3541 * Maximum value supported for an index in DrawElements and friends.
3542 *
3543 * This must be at least (1ull<<24)-1. The default value is
3544 * (1ull<<32)-1.
3545 *
3546 * \since ES 3.0 or GL_ARB_ES3_compatibility
3547 * \sa _mesa_init_constants
3548 */
3549 GLuint64 MaxElementIndex;
3550
3551 /**
3552 * Disable interpretation of line continuations (lines ending with a
3553 * backslash character ('\') in GLSL source.
3554 */
3555 GLboolean DisableGLSLLineContinuations;
3556
3557 /** GL_ARB_texture_multisample */
3558 GLint MaxColorTextureSamples;
3559 GLint MaxDepthTextureSamples;
3560 GLint MaxIntegerSamples;
3561
3562 /**
3563 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3564 * samples are laid out in a rectangular grid roughly corresponding to
3565 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3566 * are used to map indices of rectangular grid to sample numbers within
3567 * a pixel. This mapping of indices to sample numbers must be initialized
3568 * by the driver for the target hardware. For example, if we have the 8X
3569 * MSAA sample number layout (sample positions) for XYZ hardware:
3570 *
3571 * sample indices layout sample number layout
3572 * --------- ---------
3573 * | 0 | 1 | | a | b |
3574 * --------- ---------
3575 * | 2 | 3 | | c | d |
3576 * --------- ---------
3577 * | 4 | 5 | | e | f |
3578 * --------- ---------
3579 * | 6 | 7 | | g | h |
3580 * --------- ---------
3581 *
3582 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3583 *
3584 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3585 * below:
3586 * SampleMap8x = {a, b, c, d, e, f, g, h};
3587 *
3588 * Follow the logic for sample counts 2-8.
3589 *
3590 * For 16x the sample indices layout as a 4x4 grid as follows:
3591 *
3592 * -----------------
3593 * | 0 | 1 | 2 | 3 |
3594 * -----------------
3595 * | 4 | 5 | 6 | 7 |
3596 * -----------------
3597 * | 8 | 9 |10 |11 |
3598 * -----------------
3599 * |12 |13 |14 |15 |
3600 * -----------------
3601 */
3602 uint8_t SampleMap2x[2];
3603 uint8_t SampleMap4x[4];
3604 uint8_t SampleMap8x[8];
3605 uint8_t SampleMap16x[16];
3606
3607 /** GL_ARB_shader_atomic_counters */
3608 GLuint MaxAtomicBufferBindings;
3609 GLuint MaxAtomicBufferSize;
3610 GLuint MaxCombinedAtomicBuffers;
3611 GLuint MaxCombinedAtomicCounters;
3612
3613 /** GL_ARB_vertex_attrib_binding */
3614 GLint MaxVertexAttribRelativeOffset;
3615 GLint MaxVertexAttribBindings;
3616
3617 /* GL_ARB_shader_image_load_store */
3618 GLuint MaxImageUnits;
3619 GLuint MaxCombinedShaderOutputResources;
3620 GLuint MaxImageSamples;
3621 GLuint MaxCombinedImageUniforms;
3622
3623 /** GL_ARB_compute_shader */
3624 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3625 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3626 GLuint MaxComputeWorkGroupInvocations;
3627
3628 /** GL_ARB_gpu_shader5 */
3629 GLfloat MinFragmentInterpolationOffset;
3630 GLfloat MaxFragmentInterpolationOffset;
3631
3632 GLboolean FakeSWMSAA;
3633
3634 /** GL_KHR_context_flush_control */
3635 GLenum ContextReleaseBehavior;
3636
3637 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3638
3639 /** GL_ARB_tessellation_shader */
3640 GLuint MaxPatchVertices;
3641 GLuint MaxTessGenLevel;
3642 GLuint MaxTessPatchComponents;
3643 GLuint MaxTessControlTotalOutputComponents;
3644 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3645 };
3646
3647
3648 /**
3649 * Enable flag for each OpenGL extension. Different device drivers will
3650 * enable different extensions at runtime.
3651 */
3652 struct gl_extensions
3653 {
3654 GLboolean dummy; /* don't remove this! */
3655 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3656 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3657 GLboolean ANGLE_texture_compression_dxt;
3658 GLboolean ARB_ES2_compatibility;
3659 GLboolean ARB_ES3_compatibility;
3660 GLboolean ARB_arrays_of_arrays;
3661 GLboolean ARB_base_instance;
3662 GLboolean ARB_blend_func_extended;
3663 GLboolean ARB_buffer_storage;
3664 GLboolean ARB_clear_texture;
3665 GLboolean ARB_clip_control;
3666 GLboolean ARB_color_buffer_float;
3667 GLboolean ARB_compute_shader;
3668 GLboolean ARB_conditional_render_inverted;
3669 GLboolean ARB_conservative_depth;
3670 GLboolean ARB_copy_image;
3671 GLboolean ARB_depth_buffer_float;
3672 GLboolean ARB_depth_clamp;
3673 GLboolean ARB_depth_texture;
3674 GLboolean ARB_derivative_control;
3675 GLboolean ARB_draw_buffers_blend;
3676 GLboolean ARB_draw_elements_base_vertex;
3677 GLboolean ARB_draw_indirect;
3678 GLboolean ARB_draw_instanced;
3679 GLboolean ARB_fragment_coord_conventions;
3680 GLboolean ARB_fragment_layer_viewport;
3681 GLboolean ARB_fragment_program;
3682 GLboolean ARB_fragment_program_shadow;
3683 GLboolean ARB_fragment_shader;
3684 GLboolean ARB_framebuffer_no_attachments;
3685 GLboolean ARB_framebuffer_object;
3686 GLboolean ARB_enhanced_layouts;
3687 GLboolean ARB_explicit_attrib_location;
3688 GLboolean ARB_explicit_uniform_location;
3689 GLboolean ARB_geometry_shader4;
3690 GLboolean ARB_gpu_shader5;
3691 GLboolean ARB_gpu_shader_fp64;
3692 GLboolean ARB_half_float_vertex;
3693 GLboolean ARB_instanced_arrays;
3694 GLboolean ARB_internalformat_query;
3695 GLboolean ARB_map_buffer_range;
3696 GLboolean ARB_occlusion_query;
3697 GLboolean ARB_occlusion_query2;
3698 GLboolean ARB_pipeline_statistics_query;
3699 GLboolean ARB_point_sprite;
3700 GLboolean ARB_sample_shading;
3701 GLboolean ARB_seamless_cube_map;
3702 GLboolean ARB_shader_atomic_counters;
3703 GLboolean ARB_shader_bit_encoding;
3704 GLboolean ARB_shader_clock;
3705 GLboolean ARB_shader_image_load_store;
3706 GLboolean ARB_shader_image_size;
3707 GLboolean ARB_shader_precision;
3708 GLboolean ARB_shader_stencil_export;
3709 GLboolean ARB_shader_storage_buffer_object;
3710 GLboolean ARB_shader_subroutine;
3711 GLboolean ARB_shader_texture_image_samples;
3712 GLboolean ARB_shader_texture_lod;
3713 GLboolean ARB_shading_language_packing;
3714 GLboolean ARB_shading_language_420pack;
3715 GLboolean ARB_shadow;
3716 GLboolean ARB_stencil_texturing;
3717 GLboolean ARB_sync;
3718 GLboolean ARB_tessellation_shader;
3719 GLboolean ARB_texture_border_clamp;
3720 GLboolean ARB_texture_buffer_object;
3721 GLboolean ARB_texture_buffer_object_rgb32;
3722 GLboolean ARB_texture_buffer_range;
3723 GLboolean ARB_texture_compression_bptc;
3724 GLboolean ARB_texture_compression_rgtc;
3725 GLboolean ARB_texture_cube_map;
3726 GLboolean ARB_texture_cube_map_array;
3727 GLboolean ARB_texture_env_combine;
3728 GLboolean ARB_texture_env_crossbar;
3729 GLboolean ARB_texture_env_dot3;
3730 GLboolean ARB_texture_float;
3731 GLboolean ARB_texture_gather;
3732 GLboolean ARB_texture_mirror_clamp_to_edge;
3733 GLboolean ARB_texture_multisample;
3734 GLboolean ARB_texture_non_power_of_two;
3735 GLboolean ARB_texture_stencil8;
3736 GLboolean ARB_texture_query_levels;
3737 GLboolean ARB_texture_query_lod;
3738 GLboolean ARB_texture_rg;
3739 GLboolean ARB_texture_rgb10_a2ui;
3740 GLboolean ARB_texture_view;
3741 GLboolean ARB_timer_query;
3742 GLboolean ARB_transform_feedback2;
3743 GLboolean ARB_transform_feedback3;
3744 GLboolean ARB_transform_feedback_instanced;
3745 GLboolean ARB_uniform_buffer_object;
3746 GLboolean ARB_vertex_attrib_64bit;
3747 GLboolean ARB_vertex_program;
3748 GLboolean ARB_vertex_shader;
3749 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3750 GLboolean ARB_vertex_type_2_10_10_10_rev;
3751 GLboolean ARB_viewport_array;
3752 GLboolean EXT_blend_color;
3753 GLboolean EXT_blend_equation_separate;
3754 GLboolean EXT_blend_func_separate;
3755 GLboolean EXT_blend_minmax;
3756 GLboolean EXT_depth_bounds_test;
3757 GLboolean EXT_draw_buffers2;
3758 GLboolean EXT_framebuffer_multisample;
3759 GLboolean EXT_framebuffer_multisample_blit_scaled;
3760 GLboolean EXT_framebuffer_sRGB;
3761 GLboolean EXT_gpu_program_parameters;
3762 GLboolean EXT_gpu_shader4;
3763 GLboolean EXT_packed_float;
3764 GLboolean EXT_pixel_buffer_object;
3765 GLboolean EXT_point_parameters;
3766 GLboolean EXT_polygon_offset_clamp;
3767 GLboolean EXT_provoking_vertex;
3768 GLboolean EXT_shader_integer_mix;
3769 GLboolean EXT_stencil_two_side;
3770 GLboolean EXT_texture_array;
3771 GLboolean EXT_texture_compression_latc;
3772 GLboolean EXT_texture_compression_s3tc;
3773 GLboolean EXT_texture_env_dot3;
3774 GLboolean EXT_texture_filter_anisotropic;
3775 GLboolean EXT_texture_integer;
3776 GLboolean EXT_texture_mirror_clamp;
3777 GLboolean EXT_texture_shared_exponent;
3778 GLboolean EXT_texture_snorm;
3779 GLboolean EXT_texture_sRGB;
3780 GLboolean EXT_texture_sRGB_decode;
3781 GLboolean EXT_texture_swizzle;
3782 GLboolean EXT_transform_feedback;
3783 GLboolean EXT_timer_query;
3784 GLboolean EXT_vertex_array_bgra;
3785 GLboolean OES_standard_derivatives;
3786 /* vendor extensions */
3787 GLboolean AMD_performance_monitor;
3788 GLboolean AMD_pinned_memory;
3789 GLboolean AMD_seamless_cubemap_per_texture;
3790 GLboolean AMD_vertex_shader_layer;
3791 GLboolean AMD_vertex_shader_viewport_index;
3792 GLboolean APPLE_object_purgeable;
3793 GLboolean ATI_texture_compression_3dc;
3794 GLboolean ATI_texture_mirror_once;
3795 GLboolean ATI_texture_env_combine3;
3796 GLboolean ATI_fragment_shader;
3797 GLboolean ATI_separate_stencil;
3798 GLboolean INTEL_performance_query;
3799 GLboolean KHR_texture_compression_astc_hdr;
3800 GLboolean KHR_texture_compression_astc_ldr;
3801 GLboolean MESA_pack_invert;
3802 GLboolean MESA_ycbcr_texture;
3803 GLboolean NV_conditional_render;
3804 GLboolean NV_fog_distance;
3805 GLboolean NV_fragment_program_option;
3806 GLboolean NV_point_sprite;
3807 GLboolean NV_primitive_restart;
3808 GLboolean NV_texture_barrier;
3809 GLboolean NV_texture_env_combine4;
3810 GLboolean NV_texture_rectangle;
3811 GLboolean NV_vdpau_interop;
3812 GLboolean TDFX_texture_compression_FXT1;
3813 GLboolean OES_EGL_image;
3814 GLboolean OES_draw_texture;
3815 GLboolean OES_depth_texture_cube_map;
3816 GLboolean OES_EGL_image_external;
3817 GLboolean OES_texture_float;
3818 GLboolean OES_texture_float_linear;
3819 GLboolean OES_texture_half_float;
3820 GLboolean OES_texture_half_float_linear;
3821 GLboolean OES_compressed_ETC1_RGB8_texture;
3822 GLboolean extension_sentinel;
3823 /** The extension string */
3824 const GLubyte *String;
3825 /** Number of supported extensions */
3826 GLuint Count;
3827 /**
3828 * The context version which extension helper functions compare against.
3829 * By default, the value is equal to ctx->Version. This changes to ~0
3830 * while meta is in progress.
3831 */
3832 GLubyte Version;
3833 };
3834
3835
3836 /**
3837 * A stack of matrices (projection, modelview, color, texture, etc).
3838 */
3839 struct gl_matrix_stack
3840 {
3841 GLmatrix *Top; /**< points into Stack */
3842 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3843 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3844 GLuint MaxDepth; /**< size of Stack[] array */
3845 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3846 };
3847
3848
3849 /**
3850 * \name Bits for image transfer operations
3851 * \sa __struct gl_contextRec::ImageTransferState.
3852 */
3853 /*@{*/
3854 #define IMAGE_SCALE_BIAS_BIT 0x1
3855 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3856 #define IMAGE_MAP_COLOR_BIT 0x4
3857 #define IMAGE_CLAMP_BIT 0x800
3858
3859
3860 /** Pixel Transfer ops */
3861 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3862 IMAGE_SHIFT_OFFSET_BIT | \
3863 IMAGE_MAP_COLOR_BIT)
3864
3865 /**
3866 * \name Bits to indicate what state has changed.
3867 */
3868 /*@{*/
3869 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3870 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3871 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3872 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3873 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3874 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3875 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3876 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3877 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3878 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3879 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3880 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3881 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3882 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3883 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3884 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3885 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3886 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3887 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3888 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3889 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3890 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3891 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3892 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3893 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3894 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3895 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3896 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3897 #define _NEW_BUFFER_OBJECT (1 << 28)
3898 #define _NEW_FRAG_CLAMP (1 << 29)
3899 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3900 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3901 #define _NEW_ALL ~0
3902 /*@}*/
3903
3904
3905 /**
3906 * Composite state flags
3907 */
3908 /*@{*/
3909 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3910 _NEW_TEXTURE | \
3911 _NEW_POINT | \
3912 _NEW_PROGRAM | \
3913 _NEW_MODELVIEW)
3914
3915 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3916 _NEW_FOG | \
3917 _NEW_PROGRAM)
3918
3919
3920 /*@}*/
3921
3922
3923
3924
3925 /* This has to be included here. */
3926 #include "dd.h"
3927
3928
3929 /**
3930 * Display list flags.
3931 * Strictly this is a tnl-private concept, but it doesn't seem
3932 * worthwhile adding a tnl private structure just to hold this one bit
3933 * of information:
3934 */
3935 #define DLIST_DANGLING_REFS 0x1
3936
3937
3938 /** Opaque declaration of display list payload data type */
3939 union gl_dlist_node;
3940
3941
3942 /**
3943 * Provide a location where information about a display list can be
3944 * collected. Could be extended with driverPrivate structures,
3945 * etc. in the future.
3946 */
3947 struct gl_display_list
3948 {
3949 GLuint Name;
3950 GLchar *Label; /**< GL_KHR_debug */
3951 GLbitfield Flags; /**< DLIST_x flags */
3952 /** The dlist commands are in a linked list of nodes */
3953 union gl_dlist_node *Head;
3954 };
3955
3956
3957 /**
3958 * State used during display list compilation and execution.
3959 */
3960 struct gl_dlist_state
3961 {
3962 GLuint CallDepth; /**< Current recursion calling depth */
3963
3964 struct gl_display_list *CurrentList; /**< List currently being compiled */
3965 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3966 GLuint CurrentPos; /**< Index into current block of nodes */
3967
3968 GLvertexformat ListVtxfmt;
3969
3970 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3971 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3972
3973 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3974 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3975
3976 struct {
3977 /* State known to have been set by the currently-compiling display
3978 * list. Used to eliminate some redundant state changes.
3979 */
3980 GLenum ShadeModel;
3981 } Current;
3982 };
3983
3984 /** @{
3985 *
3986 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3987 * to small enums suitable for use as an array index.
3988 */
3989
3990 enum mesa_debug_source {
3991 MESA_DEBUG_SOURCE_API,
3992 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3993 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3994 MESA_DEBUG_SOURCE_THIRD_PARTY,
3995 MESA_DEBUG_SOURCE_APPLICATION,
3996 MESA_DEBUG_SOURCE_OTHER,
3997 MESA_DEBUG_SOURCE_COUNT
3998 };
3999
4000 enum mesa_debug_type {
4001 MESA_DEBUG_TYPE_ERROR,
4002 MESA_DEBUG_TYPE_DEPRECATED,
4003 MESA_DEBUG_TYPE_UNDEFINED,
4004 MESA_DEBUG_TYPE_PORTABILITY,
4005 MESA_DEBUG_TYPE_PERFORMANCE,
4006 MESA_DEBUG_TYPE_OTHER,
4007 MESA_DEBUG_TYPE_MARKER,
4008 MESA_DEBUG_TYPE_PUSH_GROUP,
4009 MESA_DEBUG_TYPE_POP_GROUP,
4010 MESA_DEBUG_TYPE_COUNT
4011 };
4012
4013 enum mesa_debug_severity {
4014 MESA_DEBUG_SEVERITY_LOW,
4015 MESA_DEBUG_SEVERITY_MEDIUM,
4016 MESA_DEBUG_SEVERITY_HIGH,
4017 MESA_DEBUG_SEVERITY_NOTIFICATION,
4018 MESA_DEBUG_SEVERITY_COUNT
4019 };
4020
4021 /** @} */
4022
4023 /**
4024 * Driver-specific state flags.
4025 *
4026 * These are or'd with gl_context::NewDriverState to notify a driver about
4027 * a state change. The driver sets the flags at context creation and
4028 * the meaning of the bits set is opaque to core Mesa.
4029 */
4030 struct gl_driver_flags
4031 {
4032 /** gl_context::Array::_DrawArrays (vertex array state) */
4033 uint64_t NewArray;
4034
4035 /** gl_context::TransformFeedback::CurrentObject */
4036 uint64_t NewTransformFeedback;
4037
4038 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4039 uint64_t NewTransformFeedbackProg;
4040
4041 /** gl_context::RasterDiscard */
4042 uint64_t NewRasterizerDiscard;
4043
4044 /**
4045 * gl_context::UniformBufferBindings
4046 * gl_shader_program::UniformBlocks
4047 */
4048 uint64_t NewUniformBuffer;
4049
4050 /**
4051 * gl_context::ShaderStorageBufferBindings
4052 * gl_shader_program::ShaderStorageBlocks
4053 */
4054 uint64_t NewShaderStorageBuffer;
4055
4056 uint64_t NewTextureBuffer;
4057
4058 /**
4059 * gl_context::AtomicBufferBindings
4060 */
4061 uint64_t NewAtomicBuffer;
4062
4063 /**
4064 * gl_context::ImageUnits
4065 */
4066 uint64_t NewImageUnits;
4067
4068 /**
4069 * gl_context::TessCtrlProgram::patch_default_*
4070 */
4071 uint64_t NewDefaultTessLevels;
4072 };
4073
4074 struct gl_uniform_buffer_binding
4075 {
4076 struct gl_buffer_object *BufferObject;
4077 /** Start of uniform block data in the buffer */
4078 GLintptr Offset;
4079 /** Size of data allowed to be referenced from the buffer (in bytes) */
4080 GLsizeiptr Size;
4081 /**
4082 * glBindBufferBase() indicates that the Size should be ignored and only
4083 * limited by the current size of the BufferObject.
4084 */
4085 GLboolean AutomaticSize;
4086 };
4087
4088 struct gl_shader_storage_buffer_binding
4089 {
4090 struct gl_buffer_object *BufferObject;
4091 /** Start of shader storage block data in the buffer */
4092 GLintptr Offset;
4093 /** Size of data allowed to be referenced from the buffer (in bytes) */
4094 GLsizeiptr Size;
4095 /**
4096 * glBindBufferBase() indicates that the Size should be ignored and only
4097 * limited by the current size of the BufferObject.
4098 */
4099 GLboolean AutomaticSize;
4100 };
4101
4102 /**
4103 * ARB_shader_image_load_store image unit.
4104 */
4105 struct gl_image_unit
4106 {
4107 /**
4108 * Texture object bound to this unit.
4109 */
4110 struct gl_texture_object *TexObj;
4111
4112 /**
4113 * Level of the texture object bound to this unit.
4114 */
4115 GLuint Level;
4116
4117 /**
4118 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4119 * GL_FALSE if only some specific layer of the texture is bound.
4120 * \sa Layer
4121 */
4122 GLboolean Layered;
4123
4124 /**
4125 * Layer of the texture object bound to this unit as specified by the
4126 * application.
4127 */
4128 GLuint Layer;
4129
4130 /**
4131 * Layer of the texture object bound to this unit, or zero if the
4132 * whole level is bound.
4133 */
4134 GLuint _Layer;
4135
4136 /**
4137 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4138 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4139 */
4140 GLenum Access;
4141
4142 /**
4143 * GL internal format that determines the interpretation of the
4144 * image memory when shader image operations are performed through
4145 * this unit.
4146 */
4147 GLenum Format;
4148
4149 /**
4150 * Mesa format corresponding to \c Format.
4151 */
4152 mesa_format _ActualFormat;
4153
4154 };
4155
4156 /**
4157 * Binding point for an atomic counter buffer object.
4158 */
4159 struct gl_atomic_buffer_binding
4160 {
4161 struct gl_buffer_object *BufferObject;
4162 GLintptr Offset;
4163 GLsizeiptr Size;
4164 };
4165
4166 /**
4167 * Mesa rendering context.
4168 *
4169 * This is the central context data structure for Mesa. Almost all
4170 * OpenGL state is contained in this structure.
4171 * Think of this as a base class from which device drivers will derive
4172 * sub classes.
4173 */
4174 struct gl_context
4175 {
4176 /** State possibly shared with other contexts in the address space */
4177 struct gl_shared_state *Shared;
4178
4179 /** \name API function pointer tables */
4180 /*@{*/
4181 gl_api API;
4182 /**
4183 * The current dispatch table for non-displaylist-saving execution, either
4184 * BeginEnd or OutsideBeginEnd
4185 */
4186 struct _glapi_table *Exec;
4187 /**
4188 * The normal dispatch table for non-displaylist-saving, non-begin/end
4189 */
4190 struct _glapi_table *OutsideBeginEnd;
4191 /** The dispatch table used between glNewList() and glEndList() */
4192 struct _glapi_table *Save;
4193 /**
4194 * The dispatch table used between glBegin() and glEnd() (outside of a
4195 * display list). Only valid functions between those two are set, which is
4196 * mostly just the set in a GLvertexformat struct.
4197 */
4198 struct _glapi_table *BeginEnd;
4199 /**
4200 * Tracks the current dispatch table out of the 3 above, so that it can be
4201 * re-set on glXMakeCurrent().
4202 */
4203 struct _glapi_table *CurrentDispatch;
4204 /*@}*/
4205
4206 struct gl_config Visual;
4207 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4208 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4209 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4210 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4211
4212 /**
4213 * Device driver function pointer table
4214 */
4215 struct dd_function_table Driver;
4216
4217 /** Core/Driver constants */
4218 struct gl_constants Const;
4219
4220 /** \name The various 4x4 matrix stacks */
4221 /*@{*/
4222 struct gl_matrix_stack ModelviewMatrixStack;
4223 struct gl_matrix_stack ProjectionMatrixStack;
4224 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4225 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4226 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4227 /*@}*/
4228
4229 /** Combined modelview and projection matrix */
4230 GLmatrix _ModelProjectMatrix;
4231
4232 /** \name Display lists */
4233 struct gl_dlist_state ListState;
4234
4235 GLboolean ExecuteFlag; /**< Execute GL commands? */
4236 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4237
4238 /** Extension information */
4239 struct gl_extensions Extensions;
4240
4241 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4242 GLuint Version;
4243 char *VersionString;
4244
4245 /** \name State attribute stack (for glPush/PopAttrib) */
4246 /*@{*/
4247 GLuint AttribStackDepth;
4248 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4249 /*@}*/
4250
4251 /** \name Renderer attribute groups
4252 *
4253 * We define a struct for each attribute group to make pushing and popping
4254 * attributes easy. Also it's a good organization.
4255 */
4256 /*@{*/
4257 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4258 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4259 struct gl_current_attrib Current; /**< Current attributes */
4260 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4261 struct gl_eval_attrib Eval; /**< Eval attributes */
4262 struct gl_fog_attrib Fog; /**< Fog attributes */
4263 struct gl_hint_attrib Hint; /**< Hint attributes */
4264 struct gl_light_attrib Light; /**< Light attributes */
4265 struct gl_line_attrib Line; /**< Line attributes */
4266 struct gl_list_attrib List; /**< List attributes */
4267 struct gl_multisample_attrib Multisample;
4268 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4269 struct gl_point_attrib Point; /**< Point attributes */
4270 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4271 GLuint PolygonStipple[32]; /**< Polygon stipple */
4272 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4273 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4274 struct gl_texture_attrib Texture; /**< Texture attributes */
4275 struct gl_transform_attrib Transform; /**< Transformation attributes */
4276 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4277 /*@}*/
4278
4279 /** \name Client attribute stack */
4280 /*@{*/
4281 GLuint ClientAttribStackDepth;
4282 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4283 /*@}*/
4284
4285 /** \name Client attribute groups */
4286 /*@{*/
4287 struct gl_array_attrib Array; /**< Vertex arrays */
4288 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4289 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4290 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4291 /*@}*/
4292
4293 /** \name Other assorted state (not pushed/popped on attribute stack) */
4294 /*@{*/
4295 struct gl_pixelmaps PixelMaps;
4296
4297 struct gl_evaluators EvalMap; /**< All evaluators */
4298 struct gl_feedback Feedback; /**< Feedback */
4299 struct gl_selection Select; /**< Selection */
4300
4301 struct gl_program_state Program; /**< general program state */
4302 struct gl_vertex_program_state VertexProgram;
4303 struct gl_fragment_program_state FragmentProgram;
4304 struct gl_geometry_program_state GeometryProgram;
4305 struct gl_compute_program_state ComputeProgram;
4306 struct gl_tess_ctrl_program_state TessCtrlProgram;
4307 struct gl_tess_eval_program_state TessEvalProgram;
4308 struct gl_ati_fragment_shader_state ATIFragmentShader;
4309
4310 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4311 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4312
4313 /**
4314 * Current active shader pipeline state
4315 *
4316 * Almost all internal users want ::_Shader instead of ::Shader. The
4317 * exceptions are bits of legacy GLSL API that do not know about separate
4318 * shader objects.
4319 *
4320 * If a program is active via \c glUseProgram, this will point to
4321 * \c ::Shader.
4322 *
4323 * If a program pipeline is active via \c glBindProgramPipeline, this will
4324 * point to \c ::Pipeline.Current.
4325 *
4326 * If neither a program nor a program pipeline is active, this will point to
4327 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4328 * \c NULL.
4329 */
4330 struct gl_pipeline_object *_Shader;
4331
4332 struct gl_query_state Query; /**< occlusion, timer queries */
4333
4334 struct gl_transform_feedback_state TransformFeedback;
4335
4336 struct gl_perf_monitor_state PerfMonitor;
4337
4338 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4339 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4340
4341 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4342 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4343
4344 /**
4345 * Current GL_ARB_uniform_buffer_object binding referenced by
4346 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4347 */
4348 struct gl_buffer_object *UniformBuffer;
4349
4350 /**
4351 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4352 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4353 */
4354 struct gl_buffer_object *ShaderStorageBuffer;
4355
4356 /**
4357 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4358 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4359 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4360 * shader program.
4361 */
4362 struct gl_uniform_buffer_binding
4363 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4364
4365 /**
4366 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4367 * and GL 4.3. This is set up using glBindBufferRange() or
4368 * glBindBufferBase(). They are associated with shader storage blocks by
4369 * glShaderStorageBlockBinding()'s state in the shader program.
4370 */
4371 struct gl_shader_storage_buffer_binding
4372 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4373
4374 /**
4375 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4376 * target.
4377 */
4378 struct gl_buffer_object *AtomicBuffer;
4379
4380 /**
4381 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4382 * target.
4383 */
4384 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4385
4386 /**
4387 * Array of atomic counter buffer binding points.
4388 */
4389 struct gl_atomic_buffer_binding
4390 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4391
4392 /**
4393 * Array of image units for ARB_shader_image_load_store.
4394 */
4395 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4396
4397 /*@}*/
4398
4399 struct gl_meta_state *Meta; /**< for "meta" operations */
4400
4401 /* GL_EXT_framebuffer_object */
4402 struct gl_renderbuffer *CurrentRenderbuffer;
4403
4404 GLenum ErrorValue; /**< Last error code */
4405
4406 /**
4407 * Recognize and silence repeated error debug messages in buggy apps.
4408 */
4409 const char *ErrorDebugFmtString;
4410 GLuint ErrorDebugCount;
4411
4412 /* GL_ARB_debug_output/GL_KHR_debug */
4413 mtx_t DebugMutex;
4414 struct gl_debug_state *Debug;
4415
4416 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4417 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4418 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4419
4420 struct gl_driver_flags DriverFlags;
4421
4422 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4423
4424 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4425
4426 /** \name Derived state */
4427 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4428 GLfloat _EyeZDir[3];
4429 GLfloat _ModelViewInvScale;
4430 GLboolean _NeedEyeCoords;
4431 GLboolean _ForceEyeCoords;
4432
4433 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4434
4435 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4436
4437 /** \name For debugging/development only */
4438 /*@{*/
4439 GLboolean FirstTimeCurrent;
4440 /*@}*/
4441
4442 /**
4443 * False if this context was created without a config. This is needed
4444 * because the initial state of glDrawBuffers depends on this
4445 */
4446 GLboolean HasConfig;
4447
4448 /** software compression/decompression supported or not */
4449 GLboolean Mesa_DXTn;
4450
4451 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4452
4453 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4454
4455 /**
4456 * \name Hooks for module contexts.
4457 *
4458 * These will eventually live in the driver or elsewhere.
4459 */
4460 /*@{*/
4461 void *swrast_context;
4462 void *swsetup_context;
4463 void *swtnl_context;
4464 struct vbo_context *vbo_context;
4465 struct st_context *st;
4466 void *aelt_context;
4467 /*@}*/
4468
4469 /**
4470 * \name NV_vdpau_interop
4471 */
4472 /*@{*/
4473 const void *vdpDevice;
4474 const void *vdpGetProcAddress;
4475 struct set *vdpSurfaces;
4476 /*@}*/
4477
4478 /**
4479 * Has this context observed a GPU reset in any context in the share group?
4480 *
4481 * Once this field becomes true, it is never reset to false.
4482 */
4483 GLboolean ShareGroupReset;
4484 };
4485
4486
4487 #ifdef DEBUG
4488 extern int MESA_VERBOSE;
4489 extern int MESA_DEBUG_FLAGS;
4490 # define MESA_FUNCTION __func__
4491 #else
4492 # define MESA_VERBOSE 0
4493 # define MESA_DEBUG_FLAGS 0
4494 # define MESA_FUNCTION "a function"
4495 #endif
4496
4497
4498 /** The MESA_VERBOSE var is a bitmask of these flags */
4499 enum _verbose
4500 {
4501 VERBOSE_VARRAY = 0x0001,
4502 VERBOSE_TEXTURE = 0x0002,
4503 VERBOSE_MATERIAL = 0x0004,
4504 VERBOSE_PIPELINE = 0x0008,
4505 VERBOSE_DRIVER = 0x0010,
4506 VERBOSE_STATE = 0x0020,
4507 VERBOSE_API = 0x0040,
4508 VERBOSE_DISPLAY_LIST = 0x0100,
4509 VERBOSE_LIGHTING = 0x0200,
4510 VERBOSE_PRIMS = 0x0400,
4511 VERBOSE_VERTS = 0x0800,
4512 VERBOSE_DISASSEM = 0x1000,
4513 VERBOSE_DRAW = 0x2000,
4514 VERBOSE_SWAPBUFFERS = 0x4000
4515 };
4516
4517
4518 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4519 enum _debug
4520 {
4521 DEBUG_SILENT = (1 << 0),
4522 DEBUG_ALWAYS_FLUSH = (1 << 1),
4523 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4524 DEBUG_INCOMPLETE_FBO = (1 << 3)
4525 };
4526
4527 static inline bool
4528 _mesa_active_fragment_shader_has_atomic_ops(const struct gl_context *ctx)
4529 {
4530 return ctx->Shader._CurrentFragmentProgram != NULL &&
4531 ctx->Shader._CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->NumAtomicBuffers > 0;
4532 }
4533
4534 #ifdef __cplusplus
4535 }
4536 #endif
4537
4538 #endif /* MTYPES_H */