mtypes.h: Add new gl_varying_slot enum, and bitfield defines.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 struct set;
83 struct set_entry;
84 /*@}*/
85
86
87 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
88 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
89 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
90 #define PRIM_UNKNOWN (GL_POLYGON+3)
91
92
93
94 /**
95 * Indexes for vertex program attributes.
96 * GL_NV_vertex_program aliases generic attributes over the conventional
97 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
98 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
99 * generic attributes are distinct/separate).
100 */
101 typedef enum
102 {
103 VERT_ATTRIB_POS = 0,
104 VERT_ATTRIB_WEIGHT = 1,
105 VERT_ATTRIB_NORMAL = 2,
106 VERT_ATTRIB_COLOR0 = 3,
107 VERT_ATTRIB_COLOR1 = 4,
108 VERT_ATTRIB_FOG = 5,
109 VERT_ATTRIB_COLOR_INDEX = 6,
110 VERT_ATTRIB_EDGEFLAG = 7,
111 VERT_ATTRIB_TEX0 = 8,
112 VERT_ATTRIB_TEX1 = 9,
113 VERT_ATTRIB_TEX2 = 10,
114 VERT_ATTRIB_TEX3 = 11,
115 VERT_ATTRIB_TEX4 = 12,
116 VERT_ATTRIB_TEX5 = 13,
117 VERT_ATTRIB_TEX6 = 14,
118 VERT_ATTRIB_TEX7 = 15,
119 VERT_ATTRIB_POINT_SIZE = 16,
120 VERT_ATTRIB_GENERIC0 = 17,
121 VERT_ATTRIB_GENERIC1 = 18,
122 VERT_ATTRIB_GENERIC2 = 19,
123 VERT_ATTRIB_GENERIC3 = 20,
124 VERT_ATTRIB_GENERIC4 = 21,
125 VERT_ATTRIB_GENERIC5 = 22,
126 VERT_ATTRIB_GENERIC6 = 23,
127 VERT_ATTRIB_GENERIC7 = 24,
128 VERT_ATTRIB_GENERIC8 = 25,
129 VERT_ATTRIB_GENERIC9 = 26,
130 VERT_ATTRIB_GENERIC10 = 27,
131 VERT_ATTRIB_GENERIC11 = 28,
132 VERT_ATTRIB_GENERIC12 = 29,
133 VERT_ATTRIB_GENERIC13 = 30,
134 VERT_ATTRIB_GENERIC14 = 31,
135 VERT_ATTRIB_GENERIC15 = 32,
136 VERT_ATTRIB_MAX = 33
137 } gl_vert_attrib;
138
139 /**
140 * Symbolic constats to help iterating over
141 * specific blocks of vertex attributes.
142 *
143 * VERT_ATTRIB_FF
144 * includes all fixed function attributes as well as
145 * the aliased GL_NV_vertex_program shader attributes.
146 * VERT_ATTRIB_TEX
147 * include the classic texture coordinate attributes.
148 * Is a subset of VERT_ATTRIB_FF.
149 * VERT_ATTRIB_GENERIC_NV
150 * include the NV shader attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
163 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
166 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167
168 /**
169 * Bitflags for vertex attributes.
170 * These are used in bitfields in many places.
171 */
172 /*@{*/
173 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
174 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
175 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
176 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
177 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
178 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
179 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
180 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
181 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
182 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
183 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
184 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
185 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
186 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
187 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
188 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
189 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
190 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
191
192 #define VERT_BIT(i) BITFIELD64_BIT(i)
193 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
194
195 #define VERT_BIT_FF(i) VERT_BIT(i)
196 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
197 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
198 #define VERT_BIT_TEX_ALL \
199 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
200
201 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
202 #define VERT_BIT_GENERIC_NV_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
204
205 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
206 #define VERT_BIT_GENERIC_ALL \
207 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
208 /*@}*/
209
210
211 /**
212 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
213 * fragment shader inputs.
214 *
215 * Note that some of these values are not available to all pipeline stages.
216 */
217 typedef enum
218 {
219 VARYING_SLOT_POS,
220 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
221 VARYING_SLOT_COL1,
222 VARYING_SLOT_FOGC,
223 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
224 VARYING_SLOT_TEX1,
225 VARYING_SLOT_TEX2,
226 VARYING_SLOT_TEX3,
227 VARYING_SLOT_TEX4,
228 VARYING_SLOT_TEX5,
229 VARYING_SLOT_TEX6,
230 VARYING_SLOT_TEX7,
231 VARYING_SLOT_PSIZ, /* Does not appear in FS */
232 VARYING_SLOT_BFC0, /* Does not appear in FS */
233 VARYING_SLOT_BFC1, /* Does not appear in FS */
234 VARYING_SLOT_EDGE, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
236 VARYING_SLOT_CLIP_DIST0,
237 VARYING_SLOT_CLIP_DIST1,
238 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
239 VARYING_SLOT_LAYER, /* Appears only as GS output */
240 VARYING_SLOT_FACE, /* FS only */
241 VARYING_SLOT_PNTC, /* FS only */
242 VARYING_SLOT_VAR0, /* First generic varying slot */
243 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
244 } gl_varying_slot;
245
246
247 /**
248 * Bitflags for varying slots.
249 */
250 /*@{*/
251 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
252 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
253 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
254 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
255 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
256 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
257 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
258 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
259 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
260 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
261 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
262 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
263 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
264 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
265 MAX_TEXTURE_COORD_UNITS)
266 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
267 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
268 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
269 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
270 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
271 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
272 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
273 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
274 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
275 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
276 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
277 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
278 /*@}*/
279
280
281 /**
282 * Indexes for vertex program result attributes. Note that
283 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
284 * assumptions about the layout of this enum.
285 */
286 typedef enum
287 {
288 VERT_RESULT_HPOS = 0,
289 VERT_RESULT_COL0 = 1,
290 VERT_RESULT_COL1 = 2,
291 VERT_RESULT_FOGC = 3,
292 VERT_RESULT_TEX0 = 4,
293 VERT_RESULT_TEX1 = 5,
294 VERT_RESULT_TEX2 = 6,
295 VERT_RESULT_TEX3 = 7,
296 VERT_RESULT_TEX4 = 8,
297 VERT_RESULT_TEX5 = 9,
298 VERT_RESULT_TEX6 = 10,
299 VERT_RESULT_TEX7 = 11,
300 VERT_RESULT_PSIZ = 12,
301 VERT_RESULT_BFC0 = 13,
302 VERT_RESULT_BFC1 = 14,
303 VERT_RESULT_EDGE = 15,
304 VERT_RESULT_CLIP_VERTEX = 16,
305 VERT_RESULT_CLIP_DIST0 = 17,
306 VERT_RESULT_CLIP_DIST1 = 18,
307 VERT_RESULT_VAR0 = 19, /**< shader varying */
308 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
309 } gl_vert_result;
310
311
312 /*********************************************/
313
314 /**
315 * Indexes for geometry program attributes.
316 */
317 typedef enum
318 {
319 GEOM_ATTRIB_POSITION = 0,
320 GEOM_ATTRIB_COLOR0 = 1,
321 GEOM_ATTRIB_COLOR1 = 2,
322 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
323 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
324 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
325 GEOM_ATTRIB_POINT_SIZE = 6,
326 GEOM_ATTRIB_CLIP_VERTEX = 7,
327 GEOM_ATTRIB_PRIMITIVE_ID = 8,
328 GEOM_ATTRIB_TEX_COORD = 9,
329
330 GEOM_ATTRIB_VAR0 = 16,
331 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
332 } gl_geom_attrib;
333
334 /**
335 * Bitflags for geometry attributes.
336 * These are used in bitfields in many places.
337 */
338 /*@{*/
339 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
340 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
341 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
342 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
343 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
344 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
345 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
346 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
347 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
348 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
349 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
350
351 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
352 /*@}*/
353
354
355 /**
356 * Indexes for geometry program result attributes
357 */
358 typedef enum
359 {
360 GEOM_RESULT_POS = 0,
361 GEOM_RESULT_COL0 = 1,
362 GEOM_RESULT_COL1 = 2,
363 GEOM_RESULT_SCOL0 = 3,
364 GEOM_RESULT_SCOL1 = 4,
365 GEOM_RESULT_FOGC = 5,
366 GEOM_RESULT_TEX0 = 6,
367 GEOM_RESULT_TEX1 = 7,
368 GEOM_RESULT_TEX2 = 8,
369 GEOM_RESULT_TEX3 = 9,
370 GEOM_RESULT_TEX4 = 10,
371 GEOM_RESULT_TEX5 = 11,
372 GEOM_RESULT_TEX6 = 12,
373 GEOM_RESULT_TEX7 = 13,
374 GEOM_RESULT_PSIZ = 14,
375 GEOM_RESULT_CLPV = 15,
376 GEOM_RESULT_PRID = 16,
377 GEOM_RESULT_LAYR = 17,
378 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
379 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
380 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
381 } gl_geom_result;
382
383
384 /**
385 * Indexes for fragment program input attributes. Note that
386 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
387 * assumptions about the layout of this enum.
388 */
389 typedef enum
390 {
391 FRAG_ATTRIB_WPOS = 0,
392 FRAG_ATTRIB_COL0 = 1,
393 FRAG_ATTRIB_COL1 = 2,
394 FRAG_ATTRIB_FOGC = 3,
395 FRAG_ATTRIB_TEX0 = 4,
396 FRAG_ATTRIB_TEX1 = 5,
397 FRAG_ATTRIB_TEX2 = 6,
398 FRAG_ATTRIB_TEX3 = 7,
399 FRAG_ATTRIB_TEX4 = 8,
400 FRAG_ATTRIB_TEX5 = 9,
401 FRAG_ATTRIB_TEX6 = 10,
402 FRAG_ATTRIB_TEX7 = 11,
403 FRAG_ATTRIB_FACE = 12, /**< front/back face */
404 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
405 FRAG_ATTRIB_CLIP_DIST0 = 14,
406 FRAG_ATTRIB_CLIP_DIST1 = 15,
407 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
408 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
409 } gl_frag_attrib;
410
411
412 /**
413 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
414 *
415 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
416 *
417 * gl_vert_result values which have no corresponding gl_frag_attrib
418 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
419 * VERT_RESULT_EDGE) are converted to a value of -1.
420 */
421 static inline int
422 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
423 {
424 if (vert_result >= VERT_RESULT_CLIP_DIST0)
425 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
426 else if (vert_result <= VERT_RESULT_TEX7)
427 return vert_result;
428 else
429 return -1;
430 }
431
432
433 /**
434 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
435 *
436 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
437 *
438 * gl_frag_attrib values which have no corresponding gl_vert_result
439 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
440 */
441 static inline int
442 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
443 {
444 if (frag_attrib <= FRAG_ATTRIB_TEX7)
445 return frag_attrib;
446 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
447 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
448 else
449 return -1;
450 }
451
452
453 /**
454 * Bitflags for fragment program input attributes.
455 */
456 /*@{*/
457 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
458 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
459 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
460 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
461 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
462 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
463 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
464 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
465 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
466 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
467 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
468 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
469 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
470 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
471 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
472
473 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
474 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
475
476 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
477 FRAG_BIT_TEX1| \
478 FRAG_BIT_TEX2| \
479 FRAG_BIT_TEX3| \
480 FRAG_BIT_TEX4| \
481 FRAG_BIT_TEX5| \
482 FRAG_BIT_TEX6| \
483 FRAG_BIT_TEX7)
484 /*@}*/
485
486
487 /**
488 * Fragment program results
489 */
490 typedef enum
491 {
492 FRAG_RESULT_DEPTH = 0,
493 FRAG_RESULT_STENCIL = 1,
494 /* If a single color should be written to all render targets, this
495 * register is written. No FRAG_RESULT_DATAn will be written.
496 */
497 FRAG_RESULT_COLOR = 2,
498
499 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
500 * or ARB_fragment_program fragment.color[n]) color results. If
501 * any are written, FRAG_RESULT_COLOR will not be written.
502 */
503 FRAG_RESULT_DATA0 = 3,
504 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
505 } gl_frag_result;
506
507
508 /**
509 * Indexes for all renderbuffers
510 */
511 typedef enum
512 {
513 /* the four standard color buffers */
514 BUFFER_FRONT_LEFT,
515 BUFFER_BACK_LEFT,
516 BUFFER_FRONT_RIGHT,
517 BUFFER_BACK_RIGHT,
518 BUFFER_DEPTH,
519 BUFFER_STENCIL,
520 BUFFER_ACCUM,
521 /* optional aux buffer */
522 BUFFER_AUX0,
523 /* generic renderbuffers */
524 BUFFER_COLOR0,
525 BUFFER_COLOR1,
526 BUFFER_COLOR2,
527 BUFFER_COLOR3,
528 BUFFER_COLOR4,
529 BUFFER_COLOR5,
530 BUFFER_COLOR6,
531 BUFFER_COLOR7,
532 BUFFER_COUNT
533 } gl_buffer_index;
534
535 /**
536 * Bit flags for all renderbuffers
537 */
538 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
539 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
540 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
541 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
542 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
543 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
544 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
545 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
546 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
547 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
548 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
549 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
550 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
551 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
552 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
553 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
554 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
555 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
556 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
557
558 /**
559 * Mask of all the color buffer bits (but not accum).
560 */
561 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
562 BUFFER_BIT_BACK_LEFT | \
563 BUFFER_BIT_FRONT_RIGHT | \
564 BUFFER_BIT_BACK_RIGHT | \
565 BUFFER_BIT_AUX0 | \
566 BUFFER_BIT_COLOR0 | \
567 BUFFER_BIT_COLOR1 | \
568 BUFFER_BIT_COLOR2 | \
569 BUFFER_BIT_COLOR3 | \
570 BUFFER_BIT_COLOR4 | \
571 BUFFER_BIT_COLOR5 | \
572 BUFFER_BIT_COLOR6 | \
573 BUFFER_BIT_COLOR7)
574
575
576 /**
577 * Framebuffer configuration (aka visual / pixelformat)
578 * Note: some of these fields should be boolean, but it appears that
579 * code in drivers/dri/common/util.c requires int-sized fields.
580 */
581 struct gl_config
582 {
583 GLboolean rgbMode;
584 GLboolean floatMode;
585 GLboolean colorIndexMode; /* XXX is this used anywhere? */
586 GLuint doubleBufferMode;
587 GLuint stereoMode;
588
589 GLboolean haveAccumBuffer;
590 GLboolean haveDepthBuffer;
591 GLboolean haveStencilBuffer;
592
593 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
594 GLuint redMask, greenMask, blueMask, alphaMask;
595 GLint rgbBits; /* total bits for rgb */
596 GLint indexBits; /* total bits for colorindex */
597
598 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
599 GLint depthBits;
600 GLint stencilBits;
601
602 GLint numAuxBuffers;
603
604 GLint level;
605
606 /* EXT_visual_rating / GLX 1.2 */
607 GLint visualRating;
608
609 /* EXT_visual_info / GLX 1.2 */
610 GLint transparentPixel;
611 /* colors are floats scaled to ints */
612 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
613 GLint transparentIndex;
614
615 /* ARB_multisample / SGIS_multisample */
616 GLint sampleBuffers;
617 GLint samples;
618
619 /* SGIX_pbuffer / GLX 1.3 */
620 GLint maxPbufferWidth;
621 GLint maxPbufferHeight;
622 GLint maxPbufferPixels;
623 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
624 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
625
626 /* OML_swap_method */
627 GLint swapMethod;
628
629 /* EXT_texture_from_pixmap */
630 GLint bindToTextureRgb;
631 GLint bindToTextureRgba;
632 GLint bindToMipmapTexture;
633 GLint bindToTextureTargets;
634 GLint yInverted;
635
636 /* EXT_framebuffer_sRGB */
637 GLint sRGBCapable;
638 };
639
640
641 /**
642 * \name Bit flags used for updating material values.
643 */
644 /*@{*/
645 #define MAT_ATTRIB_FRONT_AMBIENT 0
646 #define MAT_ATTRIB_BACK_AMBIENT 1
647 #define MAT_ATTRIB_FRONT_DIFFUSE 2
648 #define MAT_ATTRIB_BACK_DIFFUSE 3
649 #define MAT_ATTRIB_FRONT_SPECULAR 4
650 #define MAT_ATTRIB_BACK_SPECULAR 5
651 #define MAT_ATTRIB_FRONT_EMISSION 6
652 #define MAT_ATTRIB_BACK_EMISSION 7
653 #define MAT_ATTRIB_FRONT_SHININESS 8
654 #define MAT_ATTRIB_BACK_SHININESS 9
655 #define MAT_ATTRIB_FRONT_INDEXES 10
656 #define MAT_ATTRIB_BACK_INDEXES 11
657 #define MAT_ATTRIB_MAX 12
658
659 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
660 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
661 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
662 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
663 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
664 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
665
666 #define MAT_INDEX_AMBIENT 0
667 #define MAT_INDEX_DIFFUSE 1
668 #define MAT_INDEX_SPECULAR 2
669
670 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
671 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
672 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
673 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
674 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
675 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
676 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
677 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
678 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
679 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
680 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
681 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
682
683
684 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
685 MAT_BIT_FRONT_AMBIENT | \
686 MAT_BIT_FRONT_DIFFUSE | \
687 MAT_BIT_FRONT_SPECULAR | \
688 MAT_BIT_FRONT_SHININESS | \
689 MAT_BIT_FRONT_INDEXES)
690
691 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
692 MAT_BIT_BACK_AMBIENT | \
693 MAT_BIT_BACK_DIFFUSE | \
694 MAT_BIT_BACK_SPECULAR | \
695 MAT_BIT_BACK_SHININESS | \
696 MAT_BIT_BACK_INDEXES)
697
698 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
699 /*@}*/
700
701
702 /**
703 * Material state.
704 */
705 struct gl_material
706 {
707 GLfloat Attrib[MAT_ATTRIB_MAX][4];
708 };
709
710
711 /**
712 * Light state flags.
713 */
714 /*@{*/
715 #define LIGHT_SPOT 0x1
716 #define LIGHT_LOCAL_VIEWER 0x2
717 #define LIGHT_POSITIONAL 0x4
718 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
719 /*@}*/
720
721
722 /**
723 * Light source state.
724 */
725 struct gl_light
726 {
727 struct gl_light *next; /**< double linked list with sentinel */
728 struct gl_light *prev;
729
730 GLfloat Ambient[4]; /**< ambient color */
731 GLfloat Diffuse[4]; /**< diffuse color */
732 GLfloat Specular[4]; /**< specular color */
733 GLfloat EyePosition[4]; /**< position in eye coordinates */
734 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
735 GLfloat SpotExponent;
736 GLfloat SpotCutoff; /**< in degrees */
737 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
738 GLfloat ConstantAttenuation;
739 GLfloat LinearAttenuation;
740 GLfloat QuadraticAttenuation;
741 GLboolean Enabled; /**< On/off flag */
742
743 /**
744 * \name Derived fields
745 */
746 /*@{*/
747 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
748
749 GLfloat _Position[4]; /**< position in eye/obj coordinates */
750 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
751 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
752 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
753 GLfloat _VP_inf_spot_attenuation;
754
755 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
756 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
757 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
758 /*@}*/
759 };
760
761
762 /**
763 * Light model state.
764 */
765 struct gl_lightmodel
766 {
767 GLfloat Ambient[4]; /**< ambient color */
768 GLboolean LocalViewer; /**< Local (or infinite) view point? */
769 GLboolean TwoSide; /**< Two (or one) sided lighting? */
770 GLenum ColorControl; /**< either GL_SINGLE_COLOR
771 * or GL_SEPARATE_SPECULAR_COLOR */
772 };
773
774
775 /**
776 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
777 */
778 struct gl_accum_attrib
779 {
780 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
781 };
782
783
784 /**
785 * Used for storing clear color, texture border color, etc.
786 * The float values are typically unclamped.
787 */
788 union gl_color_union
789 {
790 GLfloat f[4];
791 GLint i[4];
792 GLuint ui[4];
793 };
794
795
796 /**
797 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
798 */
799 struct gl_colorbuffer_attrib
800 {
801 GLuint ClearIndex; /**< Index for glClear */
802 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
803 GLuint IndexMask; /**< Color index write mask */
804 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
805
806 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
807
808 /**
809 * \name alpha testing
810 */
811 /*@{*/
812 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
813 GLenum AlphaFunc; /**< Alpha test function */
814 GLfloat AlphaRefUnclamped;
815 GLclampf AlphaRef; /**< Alpha reference value */
816 /*@}*/
817
818 /**
819 * \name Blending
820 */
821 /*@{*/
822 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
823
824 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
825 * control, only on the fixed-pointness of the render target.
826 * The query does however depend on fragment color clamping.
827 */
828 GLfloat BlendColorUnclamped[4]; /**< Blending color */
829 GLfloat BlendColor[4]; /**< Blending color */
830
831 struct
832 {
833 GLenum SrcRGB; /**< RGB blend source term */
834 GLenum DstRGB; /**< RGB blend dest term */
835 GLenum SrcA; /**< Alpha blend source term */
836 GLenum DstA; /**< Alpha blend dest term */
837 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
838 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
839 /**
840 * Set if any blend factor uses SRC1. Computed at the time blend factors
841 * get set.
842 */
843 GLboolean _UsesDualSrc;
844 } Blend[MAX_DRAW_BUFFERS];
845 /** Are the blend func terms currently different for each buffer/target? */
846 GLboolean _BlendFuncPerBuffer;
847 /** Are the blend equations currently different for each buffer/target? */
848 GLboolean _BlendEquationPerBuffer;
849 /*@}*/
850
851 /**
852 * \name Logic op
853 */
854 /*@{*/
855 GLenum LogicOp; /**< Logic operator */
856 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
857 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
858 /*@}*/
859
860 GLboolean DitherFlag; /**< Dither enable flag */
861
862 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
863 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
864 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
865 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
866
867 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
868 };
869
870
871 /**
872 * Current attribute group (GL_CURRENT_BIT).
873 */
874 struct gl_current_attrib
875 {
876 /**
877 * \name Current vertex attributes.
878 * \note Values are valid only after FLUSH_VERTICES has been called.
879 * \note Index and Edgeflag current values are stored as floats in the
880 * SIX and SEVEN attribute slots.
881 */
882 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
883
884 /**
885 * \name Current raster position attributes (always valid).
886 * \note This set of attributes is very similar to the SWvertex struct.
887 */
888 /*@{*/
889 GLfloat RasterPos[4];
890 GLfloat RasterDistance;
891 GLfloat RasterColor[4];
892 GLfloat RasterSecondaryColor[4];
893 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
894 GLboolean RasterPosValid;
895 /*@}*/
896 };
897
898
899 /**
900 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
901 */
902 struct gl_depthbuffer_attrib
903 {
904 GLenum Func; /**< Function for depth buffer compare */
905 GLclampd Clear; /**< Value to clear depth buffer to */
906 GLboolean Test; /**< Depth buffering enabled flag */
907 GLboolean Mask; /**< Depth buffer writable? */
908 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
909 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
910 };
911
912
913 /**
914 * Evaluator attribute group (GL_EVAL_BIT).
915 */
916 struct gl_eval_attrib
917 {
918 /**
919 * \name Enable bits
920 */
921 /*@{*/
922 GLboolean Map1Color4;
923 GLboolean Map1Index;
924 GLboolean Map1Normal;
925 GLboolean Map1TextureCoord1;
926 GLboolean Map1TextureCoord2;
927 GLboolean Map1TextureCoord3;
928 GLboolean Map1TextureCoord4;
929 GLboolean Map1Vertex3;
930 GLboolean Map1Vertex4;
931 GLboolean Map2Color4;
932 GLboolean Map2Index;
933 GLboolean Map2Normal;
934 GLboolean Map2TextureCoord1;
935 GLboolean Map2TextureCoord2;
936 GLboolean Map2TextureCoord3;
937 GLboolean Map2TextureCoord4;
938 GLboolean Map2Vertex3;
939 GLboolean Map2Vertex4;
940 GLboolean AutoNormal;
941 /*@}*/
942
943 /**
944 * \name Map Grid endpoints and divisions and calculated du values
945 */
946 /*@{*/
947 GLint MapGrid1un;
948 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
949 GLint MapGrid2un, MapGrid2vn;
950 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
951 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
952 /*@}*/
953 };
954
955
956 /**
957 * Fog attribute group (GL_FOG_BIT).
958 */
959 struct gl_fog_attrib
960 {
961 GLboolean Enabled; /**< Fog enabled flag */
962 GLfloat ColorUnclamped[4]; /**< Fog color */
963 GLfloat Color[4]; /**< Fog color */
964 GLfloat Density; /**< Density >= 0.0 */
965 GLfloat Start; /**< Start distance in eye coords */
966 GLfloat End; /**< End distance in eye coords */
967 GLfloat Index; /**< Fog index */
968 GLenum Mode; /**< Fog mode */
969 GLboolean ColorSumEnabled;
970 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
971 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
972 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
973 };
974
975
976 /**
977 * Hint attribute group (GL_HINT_BIT).
978 *
979 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
980 */
981 struct gl_hint_attrib
982 {
983 GLenum PerspectiveCorrection;
984 GLenum PointSmooth;
985 GLenum LineSmooth;
986 GLenum PolygonSmooth;
987 GLenum Fog;
988 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
989 GLenum TextureCompression; /**< GL_ARB_texture_compression */
990 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
991 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
992 };
993
994
995 /**
996 * Lighting attribute group (GL_LIGHT_BIT).
997 */
998 struct gl_light_attrib
999 {
1000 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
1001 struct gl_lightmodel Model; /**< Lighting model */
1002
1003 /**
1004 * Front and back material values.
1005 * Note: must call FLUSH_VERTICES() before using.
1006 */
1007 struct gl_material Material;
1008
1009 GLboolean Enabled; /**< Lighting enabled flag */
1010 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
1011 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
1012 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
1013 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
1014 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
1015 GLboolean ColorMaterialEnabled;
1016 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
1017 GLboolean _ClampVertexColor;
1018
1019 struct gl_light EnabledList; /**< List sentinel */
1020
1021 /**
1022 * Derived state for optimizations:
1023 */
1024 /*@{*/
1025 GLboolean _NeedEyeCoords;
1026 GLboolean _NeedVertices; /**< Use fast shader? */
1027 GLfloat _BaseColor[2][3];
1028 /*@}*/
1029 };
1030
1031
1032 /**
1033 * Line attribute group (GL_LINE_BIT).
1034 */
1035 struct gl_line_attrib
1036 {
1037 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
1038 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
1039 GLushort StipplePattern; /**< Stipple pattern */
1040 GLint StippleFactor; /**< Stipple repeat factor */
1041 GLfloat Width; /**< Line width */
1042 };
1043
1044
1045 /**
1046 * Display list attribute group (GL_LIST_BIT).
1047 */
1048 struct gl_list_attrib
1049 {
1050 GLuint ListBase;
1051 };
1052
1053
1054 /**
1055 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1056 */
1057 struct gl_multisample_attrib
1058 {
1059 GLboolean Enabled;
1060 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1061 GLboolean SampleAlphaToCoverage;
1062 GLboolean SampleAlphaToOne;
1063 GLboolean SampleCoverage;
1064 GLfloat SampleCoverageValue;
1065 GLboolean SampleCoverageInvert;
1066
1067 /* ARB_texture_multisample / GL3.2 additions */
1068 GLboolean SampleMask;
1069 GLbitfield SampleMaskValue; /* GL spec defines this as an array but >32x MSAA is
1070 * madness
1071 */
1072 };
1073
1074
1075 /**
1076 * A pixelmap (see glPixelMap)
1077 */
1078 struct gl_pixelmap
1079 {
1080 GLint Size;
1081 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1082 };
1083
1084
1085 /**
1086 * Collection of all pixelmaps
1087 */
1088 struct gl_pixelmaps
1089 {
1090 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1091 struct gl_pixelmap GtoG;
1092 struct gl_pixelmap BtoB;
1093 struct gl_pixelmap AtoA;
1094 struct gl_pixelmap ItoR;
1095 struct gl_pixelmap ItoG;
1096 struct gl_pixelmap ItoB;
1097 struct gl_pixelmap ItoA;
1098 struct gl_pixelmap ItoI;
1099 struct gl_pixelmap StoS;
1100 };
1101
1102
1103 /**
1104 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1105 */
1106 struct gl_pixel_attrib
1107 {
1108 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1109
1110 /*--- Begin Pixel Transfer State ---*/
1111 /* Fields are in the order in which they're applied... */
1112
1113 /** Scale & Bias (index shift, offset) */
1114 /*@{*/
1115 GLfloat RedBias, RedScale;
1116 GLfloat GreenBias, GreenScale;
1117 GLfloat BlueBias, BlueScale;
1118 GLfloat AlphaBias, AlphaScale;
1119 GLfloat DepthBias, DepthScale;
1120 GLint IndexShift, IndexOffset;
1121 /*@}*/
1122
1123 /* Pixel Maps */
1124 /* Note: actual pixel maps are not part of this attrib group */
1125 GLboolean MapColorFlag;
1126 GLboolean MapStencilFlag;
1127
1128 /*--- End Pixel Transfer State ---*/
1129
1130 /** glPixelZoom */
1131 GLfloat ZoomX, ZoomY;
1132 };
1133
1134
1135 /**
1136 * Point attribute group (GL_POINT_BIT).
1137 */
1138 struct gl_point_attrib
1139 {
1140 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1141 GLfloat Size; /**< User-specified point size */
1142 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1143 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1144 GLfloat Threshold; /**< GL_EXT_point_parameters */
1145 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1146 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1147 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1148 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1149 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1150 };
1151
1152
1153 /**
1154 * Polygon attribute group (GL_POLYGON_BIT).
1155 */
1156 struct gl_polygon_attrib
1157 {
1158 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1159 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1160 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1161 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1162 GLboolean CullFlag; /**< Culling on/off flag */
1163 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1164 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1165 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1166 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1167 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1168 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1169 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1170 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1171 };
1172
1173
1174 /**
1175 * Scissor attributes (GL_SCISSOR_BIT).
1176 */
1177 struct gl_scissor_attrib
1178 {
1179 GLboolean Enabled; /**< Scissor test enabled? */
1180 GLint X, Y; /**< Lower left corner of box */
1181 GLsizei Width, Height; /**< Size of box */
1182 };
1183
1184
1185 /**
1186 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1187 *
1188 * Three sets of stencil data are tracked so that OpenGL 2.0,
1189 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1190 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1191 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1192 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1193 * GL_EXT_stencil_two_side GL_BACK state.
1194 *
1195 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1196 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1197 *
1198 * The derived value \c _TestTwoSide is set when the front-face and back-face
1199 * stencil state are different.
1200 */
1201 struct gl_stencil_attrib
1202 {
1203 GLboolean Enabled; /**< Enabled flag */
1204 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1205 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1206 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1207 GLboolean _TestTwoSide;
1208 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1209 GLenum Function[3]; /**< Stencil function */
1210 GLenum FailFunc[3]; /**< Fail function */
1211 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1212 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1213 GLint Ref[3]; /**< Reference value */
1214 GLuint ValueMask[3]; /**< Value mask */
1215 GLuint WriteMask[3]; /**< Write mask */
1216 GLuint Clear; /**< Clear value */
1217 };
1218
1219
1220 /**
1221 * An index for each type of texture object. These correspond to the GL
1222 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1223 * Note: the order is from highest priority to lowest priority.
1224 */
1225 typedef enum
1226 {
1227 TEXTURE_2D_MULTISAMPLE_INDEX,
1228 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1229 TEXTURE_CUBE_ARRAY_INDEX,
1230 TEXTURE_BUFFER_INDEX,
1231 TEXTURE_2D_ARRAY_INDEX,
1232 TEXTURE_1D_ARRAY_INDEX,
1233 TEXTURE_EXTERNAL_INDEX,
1234 TEXTURE_CUBE_INDEX,
1235 TEXTURE_3D_INDEX,
1236 TEXTURE_RECT_INDEX,
1237 TEXTURE_2D_INDEX,
1238 TEXTURE_1D_INDEX,
1239 NUM_TEXTURE_TARGETS
1240 } gl_texture_index;
1241
1242
1243 /**
1244 * Bit flags for each type of texture object
1245 * Used for Texture.Unit[]._ReallyEnabled flags.
1246 */
1247 /*@{*/
1248 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1249 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1250 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1251 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1252 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1253 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1254 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1255 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1256 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1257 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1258 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1259 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1260 /*@}*/
1261
1262
1263 /**
1264 * Texture image state. Drivers will typically create a subclass of this
1265 * with extra fields for memory buffers, etc.
1266 */
1267 struct gl_texture_image
1268 {
1269 GLint InternalFormat; /**< Internal format as given by the user */
1270 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1271 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1272 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1273 * GL_DEPTH_STENCIL_EXT only. Used for
1274 * choosing TexEnv arithmetic.
1275 */
1276 gl_format TexFormat; /**< The actual texture memory format */
1277
1278 GLuint Border; /**< 0 or 1 */
1279 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1280 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1281 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1282 GLuint Width2; /**< = Width - 2*Border */
1283 GLuint Height2; /**< = Height - 2*Border */
1284 GLuint Depth2; /**< = Depth - 2*Border */
1285 GLuint WidthLog2; /**< = log2(Width2) */
1286 GLuint HeightLog2; /**< = log2(Height2) */
1287 GLuint DepthLog2; /**< = log2(Depth2) */
1288 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1289 levels, computed from the dimensions */
1290
1291 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1292 GLuint Level; /**< Which mipmap level am I? */
1293 /** Cube map face: index into gl_texture_object::Image[] array */
1294 GLuint Face;
1295
1296 /** GL_ARB_texture_multisample */
1297 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1298 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1299 };
1300
1301
1302 /**
1303 * Indexes for cube map faces.
1304 */
1305 typedef enum
1306 {
1307 FACE_POS_X = 0,
1308 FACE_NEG_X = 1,
1309 FACE_POS_Y = 2,
1310 FACE_NEG_Y = 3,
1311 FACE_POS_Z = 4,
1312 FACE_NEG_Z = 5,
1313 MAX_FACES = 6
1314 } gl_face_index;
1315
1316
1317 /**
1318 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1319 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1320 */
1321 struct gl_sampler_object
1322 {
1323 GLuint Name;
1324 GLint RefCount;
1325
1326 GLenum WrapS; /**< S-axis texture image wrap mode */
1327 GLenum WrapT; /**< T-axis texture image wrap mode */
1328 GLenum WrapR; /**< R-axis texture image wrap mode */
1329 GLenum MinFilter; /**< minification filter */
1330 GLenum MagFilter; /**< magnification filter */
1331 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1332 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1333 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1334 GLfloat LodBias; /**< OpenGL 1.4 */
1335 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1336 GLenum CompareMode; /**< GL_ARB_shadow */
1337 GLenum CompareFunc; /**< GL_ARB_shadow */
1338 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1339 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1340 };
1341
1342
1343 /**
1344 * Texture object state. Contains the array of mipmap images, border color,
1345 * wrap modes, filter modes, and shadow/texcompare state.
1346 */
1347 struct gl_texture_object
1348 {
1349 _glthread_Mutex Mutex; /**< for thread safety */
1350 GLint RefCount; /**< reference count */
1351 GLuint Name; /**< the user-visible texture object ID */
1352 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1353
1354 struct gl_sampler_object Sampler;
1355
1356 GLenum DepthMode; /**< GL_ARB_depth_texture */
1357
1358 GLfloat Priority; /**< in [0,1] */
1359 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1360 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1361 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1362 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1363 GLint CropRect[4]; /**< GL_OES_draw_texture */
1364 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1365 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1366 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1367 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1368 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1369 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1370 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1371 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1372 GLboolean Immutable; /**< GL_ARB_texture_storage */
1373
1374 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1375 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1376
1377 /** GL_ARB_texture_buffer_object */
1378 struct gl_buffer_object *BufferObject;
1379 GLenum BufferObjectFormat;
1380 /** Equivalent Mesa format for BufferObjectFormat. */
1381 gl_format _BufferObjectFormat;
1382 /** GL_ARB_texture_buffer_range */
1383 GLintptr BufferOffset;
1384 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1385
1386 /** GL_OES_EGL_image_external */
1387 GLint RequiredTextureImageUnits;
1388 };
1389
1390
1391 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1392 #define MAX_COMBINER_TERMS 4
1393
1394
1395 /**
1396 * Texture combine environment state.
1397 */
1398 struct gl_tex_env_combine_state
1399 {
1400 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1401 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1402 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1403 GLenum SourceRGB[MAX_COMBINER_TERMS];
1404 GLenum SourceA[MAX_COMBINER_TERMS];
1405 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1406 GLenum OperandRGB[MAX_COMBINER_TERMS];
1407 GLenum OperandA[MAX_COMBINER_TERMS];
1408 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1409 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1410 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1411 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1412 };
1413
1414
1415 /**
1416 * TexGenEnabled flags.
1417 */
1418 /*@{*/
1419 #define S_BIT 1
1420 #define T_BIT 2
1421 #define R_BIT 4
1422 #define Q_BIT 8
1423 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1424 /*@}*/
1425
1426
1427 /**
1428 * Bit flag versions of the corresponding GL_ constants.
1429 */
1430 /*@{*/
1431 #define TEXGEN_SPHERE_MAP 0x1
1432 #define TEXGEN_OBJ_LINEAR 0x2
1433 #define TEXGEN_EYE_LINEAR 0x4
1434 #define TEXGEN_REFLECTION_MAP_NV 0x8
1435 #define TEXGEN_NORMAL_MAP_NV 0x10
1436
1437 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1438 TEXGEN_REFLECTION_MAP_NV | \
1439 TEXGEN_NORMAL_MAP_NV)
1440 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1441 TEXGEN_REFLECTION_MAP_NV | \
1442 TEXGEN_NORMAL_MAP_NV | \
1443 TEXGEN_EYE_LINEAR)
1444 /*@}*/
1445
1446
1447
1448 /** Tex-gen enabled for texture unit? */
1449 #define ENABLE_TEXGEN(unit) (1 << (unit))
1450
1451 /** Non-identity texture matrix for texture unit? */
1452 #define ENABLE_TEXMAT(unit) (1 << (unit))
1453
1454
1455 /**
1456 * Texture coord generation state.
1457 */
1458 struct gl_texgen
1459 {
1460 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1461 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1462 GLfloat ObjectPlane[4];
1463 GLfloat EyePlane[4];
1464 };
1465
1466
1467 /**
1468 * Texture unit state. Contains enable flags, texture environment/function/
1469 * combiners, texgen state, and pointers to current texture objects.
1470 */
1471 struct gl_texture_unit
1472 {
1473 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1474 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1475
1476 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1477 GLclampf EnvColor[4];
1478 GLfloat EnvColorUnclamped[4];
1479
1480 struct gl_texgen GenS;
1481 struct gl_texgen GenT;
1482 struct gl_texgen GenR;
1483 struct gl_texgen GenQ;
1484 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1485 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1486
1487 GLfloat LodBias; /**< for biasing mipmap levels */
1488 GLenum BumpTarget;
1489 GLfloat RotMatrix[4]; /* 2x2 matrix */
1490
1491 /** Current sampler object (GL_ARB_sampler_objects) */
1492 struct gl_sampler_object *Sampler;
1493
1494 /**
1495 * \name GL_EXT_texture_env_combine
1496 */
1497 struct gl_tex_env_combine_state Combine;
1498
1499 /**
1500 * Derived state based on \c EnvMode and the \c BaseFormat of the
1501 * currently enabled texture.
1502 */
1503 struct gl_tex_env_combine_state _EnvMode;
1504
1505 /**
1506 * Currently enabled combiner state. This will point to either
1507 * \c Combine or \c _EnvMode.
1508 */
1509 struct gl_tex_env_combine_state *_CurrentCombine;
1510
1511 /** Current texture object pointers */
1512 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1513
1514 /** Points to highest priority, complete and enabled texture object */
1515 struct gl_texture_object *_Current;
1516 };
1517
1518
1519 /**
1520 * Texture attribute group (GL_TEXTURE_BIT).
1521 */
1522 struct gl_texture_attrib
1523 {
1524 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1525 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1526
1527 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1528
1529 /** GL_ARB_texture_buffer_object */
1530 struct gl_buffer_object *BufferObject;
1531
1532 /** GL_ARB_seamless_cubemap */
1533 GLboolean CubeMapSeamless;
1534
1535 /** Texture units/samplers used by vertex or fragment texturing */
1536 GLbitfield _EnabledUnits;
1537
1538 /** Texture coord units/sets used for fragment texturing */
1539 GLbitfield _EnabledCoordUnits;
1540
1541 /** Texture coord units that have texgen enabled */
1542 GLbitfield _TexGenEnabled;
1543
1544 /** Texture coord units that have non-identity matrices */
1545 GLbitfield _TexMatEnabled;
1546
1547 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1548 GLbitfield _GenFlags;
1549 };
1550
1551
1552 /**
1553 * Data structure representing a single clip plane (e.g. one of the elements
1554 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1555 */
1556 typedef GLfloat gl_clip_plane[4];
1557
1558
1559 /**
1560 * Transformation attribute group (GL_TRANSFORM_BIT).
1561 */
1562 struct gl_transform_attrib
1563 {
1564 GLenum MatrixMode; /**< Matrix mode */
1565 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1566 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1567 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1568 GLboolean Normalize; /**< Normalize all normals? */
1569 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1570 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1571 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1572
1573 GLfloat CullEyePos[4];
1574 GLfloat CullObjPos[4];
1575 };
1576
1577
1578 /**
1579 * Viewport attribute group (GL_VIEWPORT_BIT).
1580 */
1581 struct gl_viewport_attrib
1582 {
1583 GLint X, Y; /**< position */
1584 GLsizei Width, Height; /**< size */
1585 GLfloat Near, Far; /**< Depth buffer range */
1586 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1587 };
1588
1589
1590 /**
1591 * GL_ARB_vertex/pixel_buffer_object buffer object
1592 */
1593 struct gl_buffer_object
1594 {
1595 _glthread_Mutex Mutex;
1596 GLint RefCount;
1597 GLuint Name;
1598 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1599 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1600 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1601 /** Fields describing a mapped buffer */
1602 /*@{*/
1603 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1604 GLvoid *Pointer; /**< User-space address of mapping */
1605 GLintptr Offset; /**< Mapped offset */
1606 GLsizeiptr Length; /**< Mapped length */
1607 /*@}*/
1608 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1609 GLboolean Written; /**< Ever written to? (for debugging) */
1610 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1611 };
1612
1613
1614 /**
1615 * Client pixel packing/unpacking attributes
1616 */
1617 struct gl_pixelstore_attrib
1618 {
1619 GLint Alignment;
1620 GLint RowLength;
1621 GLint SkipPixels;
1622 GLint SkipRows;
1623 GLint ImageHeight;
1624 GLint SkipImages;
1625 GLboolean SwapBytes;
1626 GLboolean LsbFirst;
1627 GLboolean Invert; /**< GL_MESA_pack_invert */
1628 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1629 };
1630
1631
1632 /**
1633 * Client vertex array attributes
1634 */
1635 struct gl_client_array
1636 {
1637 GLint Size; /**< components per element (1,2,3,4) */
1638 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1639 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1640 GLsizei Stride; /**< user-specified stride */
1641 GLsizei StrideB; /**< actual stride in bytes */
1642 const GLubyte *Ptr; /**< Points to array data */
1643 GLboolean Enabled; /**< Enabled flag is a boolean */
1644 GLboolean Normalized; /**< GL_ARB_vertex_program */
1645 GLboolean Integer; /**< Integer-valued? */
1646 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1647 GLuint _ElementSize; /**< size of each element in bytes */
1648
1649 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1650 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1651 };
1652
1653
1654 /**
1655 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1656 * extension, but a nice encapsulation in any case.
1657 */
1658 struct gl_array_object
1659 {
1660 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1661 GLuint Name;
1662
1663 GLint RefCount;
1664 _glthread_Mutex Mutex;
1665
1666 /**
1667 * Does the VAO use ARB semantics or Apple semantics?
1668 *
1669 * There are several ways in which ARB_vertex_array_object and
1670 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1671 * least,
1672 *
1673 * - ARB VAOs require that all array data be sourced from vertex buffer
1674 * objects, but Apple VAOs do not.
1675 *
1676 * - ARB VAOs require that names come from GenVertexArrays.
1677 *
1678 * This flag notes which behavior governs this VAO.
1679 */
1680 GLboolean ARBsemantics;
1681
1682 /**
1683 * Has this array object been bound?
1684 */
1685 GLboolean EverBound;
1686
1687 /** Vertex attribute arrays */
1688 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1689
1690 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1691 GLbitfield64 _Enabled;
1692
1693 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1694 GLbitfield64 NewArrays;
1695
1696 /**
1697 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1698 * we can determine the max legal (in bounds) glDrawElements array index.
1699 */
1700 GLuint _MaxElement;
1701
1702 struct gl_buffer_object *ElementArrayBufferObj;
1703 };
1704
1705
1706 /**
1707 * Vertex array state
1708 */
1709 struct gl_array_attrib
1710 {
1711 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1712 struct gl_array_object *ArrayObj;
1713
1714 /** The default vertex array object */
1715 struct gl_array_object *DefaultArrayObj;
1716
1717 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1718 struct _mesa_HashTable *Objects;
1719
1720 GLint ActiveTexture; /**< Client Active Texture */
1721 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1722 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1723
1724 /**
1725 * \name Primitive restart controls
1726 *
1727 * Primitive restart is enabled if either \c PrimitiveRestart or
1728 * \c PrimitiveRestart is set. If \c PrimitiveRestart is set, then
1729 * \c RestartIndex is used as the cut vertex. Otherwise ~0 is used.
1730 */
1731 /*@{*/
1732 GLboolean PrimitiveRestart;
1733 GLboolean PrimitiveRestartFixedIndex;
1734 GLboolean _PrimitiveRestart;
1735 GLuint RestartIndex;
1736 GLuint _RestartIndex;
1737 /*@}*/
1738
1739 /* GL_ARB_vertex_buffer_object */
1740 struct gl_buffer_object *ArrayBufferObj;
1741
1742 /**
1743 * Vertex arrays as consumed by a driver.
1744 * The array pointer is set up only by the VBO module. */
1745 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1746 };
1747
1748
1749 /**
1750 * Feedback buffer state
1751 */
1752 struct gl_feedback
1753 {
1754 GLenum Type;
1755 GLbitfield _Mask; /**< FB_* bits */
1756 GLfloat *Buffer;
1757 GLuint BufferSize;
1758 GLuint Count;
1759 };
1760
1761
1762 /**
1763 * Selection buffer state
1764 */
1765 struct gl_selection
1766 {
1767 GLuint *Buffer; /**< selection buffer */
1768 GLuint BufferSize; /**< size of the selection buffer */
1769 GLuint BufferCount; /**< number of values in the selection buffer */
1770 GLuint Hits; /**< number of records in the selection buffer */
1771 GLuint NameStackDepth; /**< name stack depth */
1772 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1773 GLboolean HitFlag; /**< hit flag */
1774 GLfloat HitMinZ; /**< minimum hit depth */
1775 GLfloat HitMaxZ; /**< maximum hit depth */
1776 };
1777
1778
1779 /**
1780 * 1-D Evaluator control points
1781 */
1782 struct gl_1d_map
1783 {
1784 GLuint Order; /**< Number of control points */
1785 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1786 GLfloat *Points; /**< Points to contiguous control points */
1787 };
1788
1789
1790 /**
1791 * 2-D Evaluator control points
1792 */
1793 struct gl_2d_map
1794 {
1795 GLuint Uorder; /**< Number of control points in U dimension */
1796 GLuint Vorder; /**< Number of control points in V dimension */
1797 GLfloat u1, u2, du;
1798 GLfloat v1, v2, dv;
1799 GLfloat *Points; /**< Points to contiguous control points */
1800 };
1801
1802
1803 /**
1804 * All evaluator control point state
1805 */
1806 struct gl_evaluators
1807 {
1808 /**
1809 * \name 1-D maps
1810 */
1811 /*@{*/
1812 struct gl_1d_map Map1Vertex3;
1813 struct gl_1d_map Map1Vertex4;
1814 struct gl_1d_map Map1Index;
1815 struct gl_1d_map Map1Color4;
1816 struct gl_1d_map Map1Normal;
1817 struct gl_1d_map Map1Texture1;
1818 struct gl_1d_map Map1Texture2;
1819 struct gl_1d_map Map1Texture3;
1820 struct gl_1d_map Map1Texture4;
1821 /*@}*/
1822
1823 /**
1824 * \name 2-D maps
1825 */
1826 /*@{*/
1827 struct gl_2d_map Map2Vertex3;
1828 struct gl_2d_map Map2Vertex4;
1829 struct gl_2d_map Map2Index;
1830 struct gl_2d_map Map2Color4;
1831 struct gl_2d_map Map2Normal;
1832 struct gl_2d_map Map2Texture1;
1833 struct gl_2d_map Map2Texture2;
1834 struct gl_2d_map Map2Texture3;
1835 struct gl_2d_map Map2Texture4;
1836 /*@}*/
1837 };
1838
1839
1840 struct gl_transform_feedback_varying_info
1841 {
1842 char *Name;
1843 GLenum Type;
1844 GLint Size;
1845 };
1846
1847
1848 /**
1849 * Per-output info vertex shaders for transform feedback.
1850 */
1851 struct gl_transform_feedback_output
1852 {
1853 unsigned OutputRegister;
1854 unsigned OutputBuffer;
1855 unsigned NumComponents;
1856
1857 /** offset (in DWORDs) of this output within the interleaved structure */
1858 unsigned DstOffset;
1859
1860 /**
1861 * Offset into the output register of the data to output. For example,
1862 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1863 * offset is in the y and z components of the output register.
1864 */
1865 unsigned ComponentOffset;
1866 };
1867
1868
1869 /** Post-link transform feedback info. */
1870 struct gl_transform_feedback_info
1871 {
1872 unsigned NumOutputs;
1873
1874 /**
1875 * Number of transform feedback buffers in use by this program.
1876 */
1877 unsigned NumBuffers;
1878
1879 struct gl_transform_feedback_output *Outputs;
1880
1881 /** Transform feedback varyings used for the linking of this shader program.
1882 *
1883 * Use for glGetTransformFeedbackVarying().
1884 */
1885 struct gl_transform_feedback_varying_info *Varyings;
1886 GLint NumVarying;
1887
1888 /**
1889 * Total number of components stored in each buffer. This may be used by
1890 * hardware back-ends to determine the correct stride when interleaving
1891 * multiple transform feedback outputs in the same buffer.
1892 */
1893 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1894 };
1895
1896
1897 /**
1898 * Transform feedback object state
1899 */
1900 struct gl_transform_feedback_object
1901 {
1902 GLuint Name; /**< AKA the object ID */
1903 GLint RefCount;
1904 GLboolean Active; /**< Is transform feedback enabled? */
1905 GLboolean Paused; /**< Is transform feedback paused? */
1906 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1907 at least once? */
1908 GLboolean EverBound; /**< Has this object been bound? */
1909
1910 /**
1911 * GLES: if Active is true, remaining number of primitives which can be
1912 * rendered without overflow. This is necessary to track because GLES
1913 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1914 * glDrawArraysInstanced would overflow transform feedback buffers.
1915 * Undefined if Active is false.
1916 *
1917 * Not tracked for desktop GL since it's unnecessary.
1918 */
1919 unsigned GlesRemainingPrims;
1920
1921 /** The feedback buffers */
1922 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1923 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1924
1925 /** Start of feedback data in dest buffer */
1926 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1927
1928 /**
1929 * Max data to put into dest buffer (in bytes). Computed based on
1930 * RequestedSize and the actual size of the buffer.
1931 */
1932 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1933
1934 /**
1935 * Size that was specified when the buffer was bound. If the buffer was
1936 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1937 * zero.
1938 */
1939 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1940 };
1941
1942
1943 /**
1944 * Context state for transform feedback.
1945 */
1946 struct gl_transform_feedback_state
1947 {
1948 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1949
1950 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1951 struct gl_buffer_object *CurrentBuffer;
1952
1953 /** The table of all transform feedback objects */
1954 struct _mesa_HashTable *Objects;
1955
1956 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1957 struct gl_transform_feedback_object *CurrentObject;
1958
1959 /** The default xform-fb object (Name==0) */
1960 struct gl_transform_feedback_object *DefaultObject;
1961 };
1962
1963
1964 /**
1965 * Names of the various vertex/fragment program register files, etc.
1966 *
1967 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1968 * All values should fit in a 4-bit field.
1969 *
1970 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1971 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1972 * be "uniform" variables since they can only be set outside glBegin/End.
1973 * They're also all stored in the same Parameters array.
1974 */
1975 typedef enum
1976 {
1977 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1978 PROGRAM_INPUT, /**< machine->Inputs[] */
1979 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1980 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1981 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1982 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1983 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1984 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1985 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1986 PROGRAM_ADDRESS, /**< machine->AddressReg */
1987 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1988 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1989 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1990 PROGRAM_FILE_MAX
1991 } gl_register_file;
1992
1993
1994 /**
1995 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1996 * one of these values.
1997 */
1998 typedef enum
1999 {
2000 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
2001 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
2002 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
2003 SYSTEM_VALUE_MAX /**< Number of values */
2004 } gl_system_value;
2005
2006
2007 /**
2008 * The possible interpolation qualifiers that can be applied to a fragment
2009 * shader input in GLSL.
2010 *
2011 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2012 * gl_fragment_program data structure to 0 causes the default behavior.
2013 */
2014 enum glsl_interp_qualifier
2015 {
2016 INTERP_QUALIFIER_NONE = 0,
2017 INTERP_QUALIFIER_SMOOTH,
2018 INTERP_QUALIFIER_FLAT,
2019 INTERP_QUALIFIER_NOPERSPECTIVE
2020 };
2021
2022
2023 /**
2024 * \brief Layout qualifiers for gl_FragDepth.
2025 *
2026 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2027 * a layout qualifier.
2028 *
2029 * \see enum ir_depth_layout
2030 */
2031 enum gl_frag_depth_layout
2032 {
2033 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2034 FRAG_DEPTH_LAYOUT_ANY,
2035 FRAG_DEPTH_LAYOUT_GREATER,
2036 FRAG_DEPTH_LAYOUT_LESS,
2037 FRAG_DEPTH_LAYOUT_UNCHANGED
2038 };
2039
2040
2041 /**
2042 * Base class for any kind of program object
2043 */
2044 struct gl_program
2045 {
2046 GLuint Id;
2047 GLubyte *String; /**< Null-terminated program text */
2048 GLint RefCount;
2049 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
2050 GLenum Format; /**< String encoding format */
2051
2052 struct prog_instruction *Instructions;
2053
2054 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2055 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2056 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2057 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2058 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2059 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2060 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2061 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2062
2063
2064 /** Named parameters, constants, etc. from program text */
2065 struct gl_program_parameter_list *Parameters;
2066 /** Numbered local parameters */
2067 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
2068
2069 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2070 GLubyte SamplerUnits[MAX_SAMPLERS];
2071
2072 /** Bitmask of which register files are read/written with indirect
2073 * addressing. Mask of (1 << PROGRAM_x) bits.
2074 */
2075 GLbitfield IndirectRegisterFiles;
2076
2077 /** Logical counts */
2078 /*@{*/
2079 GLuint NumInstructions;
2080 GLuint NumTemporaries;
2081 GLuint NumParameters;
2082 GLuint NumAttributes;
2083 GLuint NumAddressRegs;
2084 GLuint NumAluInstructions;
2085 GLuint NumTexInstructions;
2086 GLuint NumTexIndirections;
2087 /*@}*/
2088 /** Native, actual h/w counts */
2089 /*@{*/
2090 GLuint NumNativeInstructions;
2091 GLuint NumNativeTemporaries;
2092 GLuint NumNativeParameters;
2093 GLuint NumNativeAttributes;
2094 GLuint NumNativeAddressRegs;
2095 GLuint NumNativeAluInstructions;
2096 GLuint NumNativeTexInstructions;
2097 GLuint NumNativeTexIndirections;
2098 /*@}*/
2099 };
2100
2101
2102 /** Vertex program object */
2103 struct gl_vertex_program
2104 {
2105 struct gl_program Base; /**< base class */
2106 GLboolean IsPositionInvariant;
2107 GLboolean UsesClipDistance;
2108 };
2109
2110
2111 /** Geometry program object */
2112 struct gl_geometry_program
2113 {
2114 struct gl_program Base; /**< base class */
2115
2116 GLint VerticesOut;
2117 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2118 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2119 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2120 };
2121
2122
2123 /** Fragment program object */
2124 struct gl_fragment_program
2125 {
2126 struct gl_program Base; /**< base class */
2127 GLboolean UsesKill; /**< shader uses KIL instruction */
2128 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2129 GLboolean OriginUpperLeft;
2130 GLboolean PixelCenterInteger;
2131 enum gl_frag_depth_layout FragDepthLayout;
2132
2133 /**
2134 * GLSL interpolation qualifier associated with each fragment shader input.
2135 * For inputs that do not have an interpolation qualifier specified in
2136 * GLSL, the value is INTERP_QUALIFIER_NONE.
2137 */
2138 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2139
2140 /**
2141 * Bitfield indicating, for each fragment shader input, 1 if that input
2142 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2143 */
2144 GLbitfield64 IsCentroid;
2145 };
2146
2147
2148 /**
2149 * State common to vertex and fragment programs.
2150 */
2151 struct gl_program_state
2152 {
2153 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2154 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2155 };
2156
2157
2158 /**
2159 * Context state for vertex programs.
2160 */
2161 struct gl_vertex_program_state
2162 {
2163 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2164 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2165 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2166 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2167 /** Computed two sided lighting for fixed function/programs. */
2168 GLboolean _TwoSideEnabled;
2169 struct gl_vertex_program *Current; /**< User-bound vertex program */
2170
2171 /** Currently enabled and valid vertex program (including internal
2172 * programs, user-defined vertex programs and GLSL vertex shaders).
2173 * This is the program we must use when rendering.
2174 */
2175 struct gl_vertex_program *_Current;
2176
2177 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2178
2179 /** Should fixed-function T&L be implemented with a vertex prog? */
2180 GLboolean _MaintainTnlProgram;
2181
2182 /** Program to emulate fixed-function T&L (see above) */
2183 struct gl_vertex_program *_TnlProgram;
2184
2185 /** Cache of fixed-function programs */
2186 struct gl_program_cache *Cache;
2187
2188 GLboolean _Overriden;
2189 };
2190
2191
2192 /**
2193 * Context state for geometry programs.
2194 */
2195 struct gl_geometry_program_state
2196 {
2197 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2198 GLboolean _Enabled; /**< Enabled and valid program? */
2199 struct gl_geometry_program *Current; /**< user-bound geometry program */
2200
2201 /** Currently enabled and valid program (including internal programs
2202 * and compiled shader programs).
2203 */
2204 struct gl_geometry_program *_Current;
2205
2206 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2207
2208 /** Cache of fixed-function programs */
2209 struct gl_program_cache *Cache;
2210 };
2211
2212 /**
2213 * Context state for fragment programs.
2214 */
2215 struct gl_fragment_program_state
2216 {
2217 GLboolean Enabled; /**< User-set fragment program enable flag */
2218 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2219 struct gl_fragment_program *Current; /**< User-bound fragment program */
2220
2221 /** Currently enabled and valid fragment program (including internal
2222 * programs, user-defined fragment programs and GLSL fragment shaders).
2223 * This is the program we must use when rendering.
2224 */
2225 struct gl_fragment_program *_Current;
2226
2227 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2228
2229 /** Should fixed-function texturing be implemented with a fragment prog? */
2230 GLboolean _MaintainTexEnvProgram;
2231
2232 /** Program to emulate fixed-function texture env/combine (see above) */
2233 struct gl_fragment_program *_TexEnvProgram;
2234
2235 /** Cache of fixed-function programs */
2236 struct gl_program_cache *Cache;
2237 };
2238
2239
2240 /**
2241 * ATI_fragment_shader runtime state
2242 */
2243 #define ATI_FS_INPUT_PRIMARY 0
2244 #define ATI_FS_INPUT_SECONDARY 1
2245
2246 struct atifs_instruction;
2247 struct atifs_setupinst;
2248
2249 /**
2250 * ATI fragment shader
2251 */
2252 struct ati_fragment_shader
2253 {
2254 GLuint Id;
2255 GLint RefCount;
2256 struct atifs_instruction *Instructions[2];
2257 struct atifs_setupinst *SetupInst[2];
2258 GLfloat Constants[8][4];
2259 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2260 GLubyte numArithInstr[2];
2261 GLubyte regsAssigned[2];
2262 GLubyte NumPasses; /**< 1 or 2 */
2263 GLubyte cur_pass;
2264 GLubyte last_optype;
2265 GLboolean interpinp1;
2266 GLboolean isValid;
2267 GLuint swizzlerq;
2268 };
2269
2270 /**
2271 * Context state for GL_ATI_fragment_shader
2272 */
2273 struct gl_ati_fragment_shader_state
2274 {
2275 GLboolean Enabled;
2276 GLboolean _Enabled; /**< enabled and valid shader? */
2277 GLboolean Compiling;
2278 GLfloat GlobalConstants[8][4];
2279 struct ati_fragment_shader *Current;
2280 };
2281
2282
2283 /** Set by #pragma directives */
2284 struct gl_sl_pragmas
2285 {
2286 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2287 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2288 GLboolean Optimize; /**< defaults on */
2289 GLboolean Debug; /**< defaults off */
2290 };
2291
2292
2293 /**
2294 * A GLSL vertex or fragment shader object.
2295 */
2296 struct gl_shader
2297 {
2298 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2299 GLuint Name; /**< AKA the handle */
2300 GLint RefCount; /**< Reference count */
2301 GLboolean DeletePending;
2302 GLboolean CompileStatus;
2303 const GLchar *Source; /**< Source code string */
2304 GLuint SourceChecksum; /**< for debug/logging purposes */
2305 struct gl_program *Program; /**< Post-compile assembly code */
2306 GLchar *InfoLog;
2307 struct gl_sl_pragmas Pragmas;
2308
2309 unsigned Version; /**< GLSL version used for linking */
2310 GLboolean IsES; /**< True if this shader uses GLSL ES */
2311
2312 /**
2313 * \name Sampler tracking
2314 *
2315 * \note Each of these fields is only set post-linking.
2316 */
2317 /*@{*/
2318 unsigned num_samplers; /**< Number of samplers used by this shader. */
2319 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2320 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2321 /*@}*/
2322
2323 /**
2324 * Number of uniform components used by this shader.
2325 *
2326 * This field is only set post-linking.
2327 */
2328 unsigned num_uniform_components;
2329
2330 /**
2331 * This shader's uniform block information.
2332 *
2333 * The offsets of the variables are assigned only for shaders in a program's
2334 * _LinkedShaders[].
2335 */
2336 struct gl_uniform_block *UniformBlocks;
2337 unsigned NumUniformBlocks;
2338
2339 struct exec_list *ir;
2340 struct glsl_symbol_table *symbols;
2341
2342 /** Shaders containing built-in functions that are used for linking. */
2343 struct gl_shader *builtins_to_link[16];
2344 unsigned num_builtins_to_link;
2345 };
2346
2347
2348 /**
2349 * Shader stages. Note that these will become 5 with tessellation.
2350 * These MUST have the same values as gallium's PIPE_SHADER_*
2351 */
2352 typedef enum
2353 {
2354 MESA_SHADER_VERTEX = 0,
2355 MESA_SHADER_FRAGMENT = 1,
2356 MESA_SHADER_GEOMETRY = 2,
2357 MESA_SHADER_TYPES = 3
2358 } gl_shader_type;
2359
2360 struct gl_uniform_buffer_variable
2361 {
2362 char *Name;
2363
2364 /**
2365 * Name of the uniform as seen by glGetUniformIndices.
2366 *
2367 * glGetUniformIndices requires that the block instance index \b not be
2368 * present in the name of queried uniforms.
2369 *
2370 * \note
2371 * \c gl_uniform_buffer_variable::IndexName and
2372 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2373 */
2374 char *IndexName;
2375
2376 const struct glsl_type *Type;
2377 unsigned int Offset;
2378 GLboolean RowMajor;
2379 };
2380
2381 enum gl_uniform_block_packing {
2382 ubo_packing_std140,
2383 ubo_packing_shared,
2384 ubo_packing_packed
2385 };
2386
2387 struct gl_uniform_block
2388 {
2389 /** Declared name of the uniform block */
2390 char *Name;
2391
2392 /** Array of supplemental information about UBO ir_variables. */
2393 struct gl_uniform_buffer_variable *Uniforms;
2394 GLuint NumUniforms;
2395
2396 /**
2397 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2398 * with glBindBufferBase to bind a buffer object to this uniform block. When
2399 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2400 */
2401 GLuint Binding;
2402
2403 /**
2404 * Minimum size of a buffer object to back this uniform buffer
2405 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2406 */
2407 GLuint UniformBufferSize;
2408
2409 /**
2410 * Layout specified in the shader
2411 *
2412 * This isn't accessible through the API, but it is used while
2413 * cross-validating uniform blocks.
2414 */
2415 enum gl_uniform_block_packing _Packing;
2416 };
2417
2418 /**
2419 * A GLSL program object.
2420 * Basically a linked collection of vertex and fragment shaders.
2421 */
2422 struct gl_shader_program
2423 {
2424 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2425 GLuint Name; /**< aka handle or ID */
2426 GLint RefCount; /**< Reference count */
2427 GLboolean DeletePending;
2428
2429 /**
2430 * Is the application intending to glGetProgramBinary this program?
2431 */
2432 GLboolean BinaryRetreivableHint;
2433
2434 /**
2435 * Flags that the linker should not reject the program if it lacks
2436 * a vertex or fragment shader. GLES2 doesn't allow separate
2437 * shader objects, and would reject them. However, we internally
2438 * build separate shader objects for fixed function programs, which
2439 * we use for drivers/common/meta.c and for handling
2440 * _mesa_update_state with no program bound (for example in
2441 * glClear()).
2442 */
2443 GLboolean InternalSeparateShader;
2444
2445 GLuint NumShaders; /**< number of attached shaders */
2446 struct gl_shader **Shaders; /**< List of attached the shaders */
2447
2448 /**
2449 * User-defined attribute bindings
2450 *
2451 * These are set via \c glBindAttribLocation and are used to direct the
2452 * GLSL linker. These are \b not the values used in the compiled shader,
2453 * and they are \b not the values returned by \c glGetAttribLocation.
2454 */
2455 struct string_to_uint_map *AttributeBindings;
2456
2457 /**
2458 * User-defined fragment data bindings
2459 *
2460 * These are set via \c glBindFragDataLocation and are used to direct the
2461 * GLSL linker. These are \b not the values used in the compiled shader,
2462 * and they are \b not the values returned by \c glGetFragDataLocation.
2463 */
2464 struct string_to_uint_map *FragDataBindings;
2465 struct string_to_uint_map *FragDataIndexBindings;
2466
2467 /**
2468 * Transform feedback varyings last specified by
2469 * glTransformFeedbackVaryings().
2470 *
2471 * For the current set of transform feeedback varyings used for transform
2472 * feedback output, see LinkedTransformFeedback.
2473 */
2474 struct {
2475 GLenum BufferMode;
2476 GLuint NumVarying;
2477 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2478 } TransformFeedback;
2479
2480 /** Post-link transform feedback info. */
2481 struct gl_transform_feedback_info LinkedTransformFeedback;
2482
2483 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2484 enum gl_frag_depth_layout FragDepthLayout;
2485
2486 /** Geometry shader state - copied into gl_geometry_program at link time */
2487 struct {
2488 GLint VerticesOut;
2489 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2490 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2491 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2492 } Geom;
2493
2494 /** Vertex shader state - copied into gl_vertex_program at link time */
2495 struct {
2496 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2497 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2498 0 if not present. */
2499 } Vert;
2500
2501 /* post-link info: */
2502 unsigned NumUserUniformStorage;
2503 struct gl_uniform_storage *UniformStorage;
2504
2505 struct gl_uniform_block *UniformBlocks;
2506 unsigned NumUniformBlocks;
2507
2508 /**
2509 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2510 * they're used in, or -1.
2511 *
2512 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2513 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2514 */
2515 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2516
2517 /**
2518 * Map of active uniform names to locations
2519 *
2520 * Maps any active uniform that is not an array element to a location.
2521 * Each active uniform, including individual structure members will appear
2522 * in this map. This roughly corresponds to the set of names that would be
2523 * enumerated by \c glGetActiveUniform.
2524 */
2525 struct string_to_uint_map *UniformHash;
2526
2527 /**
2528 * Map from sampler unit to texture unit (set by glUniform1i())
2529 *
2530 * A sampler unit is associated with each sampler uniform by the linker.
2531 * The sampler unit associated with each uniform is stored in the
2532 * \c gl_uniform_storage::sampler field.
2533 */
2534 GLubyte SamplerUnits[MAX_SAMPLERS];
2535 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2536 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2537
2538 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2539 GLboolean Validated;
2540 GLboolean _Used; /**< Ever used for drawing? */
2541 GLchar *InfoLog;
2542
2543 unsigned Version; /**< GLSL version used for linking */
2544 GLboolean IsES; /**< True if this program uses GLSL ES */
2545
2546 /**
2547 * Per-stage shaders resulting from the first stage of linking.
2548 *
2549 * Set of linked shaders for this program. The array is accessed using the
2550 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2551 * \c NULL.
2552 */
2553 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2554 };
2555
2556
2557 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2558 #define GLSL_LOG 0x2 /**< Write shaders to files */
2559 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2560 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2561 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2562 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2563 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2564 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2565 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2566
2567
2568 /**
2569 * Context state for GLSL vertex/fragment shaders.
2570 */
2571 struct gl_shader_state
2572 {
2573 /**
2574 * Programs used for rendering
2575 *
2576 * There is a separate program set for each shader stage. If
2577 * GL_EXT_separate_shader_objects is not supported, each of these must point
2578 * to \c NULL or to the same program.
2579 */
2580 struct gl_shader_program *CurrentVertexProgram;
2581 struct gl_shader_program *CurrentGeometryProgram;
2582 struct gl_shader_program *CurrentFragmentProgram;
2583
2584 struct gl_shader_program *_CurrentFragmentProgram;
2585
2586 /**
2587 * Program used by glUniform calls.
2588 *
2589 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2590 */
2591 struct gl_shader_program *ActiveProgram;
2592
2593 GLbitfield Flags; /**< Mask of GLSL_x flags */
2594 };
2595
2596
2597 /**
2598 * Compiler options for a single GLSL shaders type
2599 */
2600 struct gl_shader_compiler_options
2601 {
2602 /** Driver-selectable options: */
2603 GLboolean EmitCondCodes; /**< Use condition codes? */
2604 GLboolean EmitNoLoops;
2605 GLboolean EmitNoFunctions;
2606 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2607 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2608 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2609 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2610 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2611
2612 /**
2613 * \name Forms of indirect addressing the driver cannot do.
2614 */
2615 /*@{*/
2616 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2617 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2618 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2619 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2620 /*@}*/
2621
2622 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2623 GLuint MaxUnrollIterations;
2624
2625 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2626 };
2627
2628
2629 /**
2630 * Occlusion/timer query object.
2631 */
2632 struct gl_query_object
2633 {
2634 GLenum Target; /**< The query target, when active */
2635 GLuint Id; /**< hash table ID/name */
2636 GLuint64EXT Result; /**< the counter */
2637 GLboolean Active; /**< inside Begin/EndQuery */
2638 GLboolean Ready; /**< result is ready? */
2639 GLboolean EverBound;/**< has query object ever been bound */
2640 };
2641
2642
2643 /**
2644 * Context state for query objects.
2645 */
2646 struct gl_query_state
2647 {
2648 struct _mesa_HashTable *QueryObjects;
2649 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2650 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2651
2652 /** GL_NV_conditional_render */
2653 struct gl_query_object *CondRenderQuery;
2654
2655 /** GL_EXT_transform_feedback */
2656 struct gl_query_object *PrimitivesGenerated;
2657 struct gl_query_object *PrimitivesWritten;
2658
2659 /** GL_ARB_timer_query */
2660 struct gl_query_object *TimeElapsed;
2661
2662 GLenum CondRenderMode;
2663 };
2664
2665
2666 /** Sync object state */
2667 struct gl_sync_object
2668 {
2669 GLenum Type; /**< GL_SYNC_FENCE */
2670 GLuint Name; /**< Fence name */
2671 GLint RefCount; /**< Reference count */
2672 GLboolean DeletePending; /**< Object was deleted while there were still
2673 * live references (e.g., sync not yet finished)
2674 */
2675 GLenum SyncCondition;
2676 GLbitfield Flags; /**< Flags passed to glFenceSync */
2677 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2678 };
2679
2680
2681 /**
2682 * State which can be shared by multiple contexts:
2683 */
2684 struct gl_shared_state
2685 {
2686 _glthread_Mutex Mutex; /**< for thread safety */
2687 GLint RefCount; /**< Reference count */
2688 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2689 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2690
2691 /** Default texture objects (shared by all texture units) */
2692 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2693
2694 /** Fallback texture used when a bound texture is incomplete */
2695 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2696
2697 /**
2698 * \name Thread safety and statechange notification for texture
2699 * objects.
2700 *
2701 * \todo Improve the granularity of locking.
2702 */
2703 /*@{*/
2704 _glthread_Mutex TexMutex; /**< texobj thread safety */
2705 GLuint TextureStateStamp; /**< state notification for shared tex */
2706 /*@}*/
2707
2708 /** Default buffer object for vertex arrays that aren't in VBOs */
2709 struct gl_buffer_object *NullBufferObj;
2710
2711 /**
2712 * \name Vertex/geometry/fragment programs
2713 */
2714 /*@{*/
2715 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2716 struct gl_vertex_program *DefaultVertexProgram;
2717 struct gl_fragment_program *DefaultFragmentProgram;
2718 struct gl_geometry_program *DefaultGeometryProgram;
2719 /*@}*/
2720
2721 /* GL_ATI_fragment_shader */
2722 struct _mesa_HashTable *ATIShaders;
2723 struct ati_fragment_shader *DefaultFragmentShader;
2724
2725 struct _mesa_HashTable *BufferObjects;
2726
2727 /** Table of both gl_shader and gl_shader_program objects */
2728 struct _mesa_HashTable *ShaderObjects;
2729
2730 /* GL_EXT_framebuffer_object */
2731 struct _mesa_HashTable *RenderBuffers;
2732 struct _mesa_HashTable *FrameBuffers;
2733
2734 /* GL_ARB_sync */
2735 struct set *SyncObjects;
2736
2737 /** GL_ARB_sampler_objects */
2738 struct _mesa_HashTable *SamplerObjects;
2739 };
2740
2741
2742
2743 /**
2744 * Renderbuffers represent drawing surfaces such as color, depth and/or
2745 * stencil. A framebuffer object has a set of renderbuffers.
2746 * Drivers will typically derive subclasses of this type.
2747 */
2748 struct gl_renderbuffer
2749 {
2750 _glthread_Mutex Mutex; /**< for thread safety */
2751 GLuint ClassID; /**< Useful for drivers */
2752 GLuint Name;
2753 GLint RefCount;
2754 GLuint Width, Height;
2755 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2756 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2757 GLubyte NumSamples;
2758 GLenum InternalFormat; /**< The user-specified format */
2759 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2760 GL_STENCIL_INDEX. */
2761 gl_format Format; /**< The actual renderbuffer memory format */
2762
2763 /** Delete this renderbuffer */
2764 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2765
2766 /** Allocate new storage for this renderbuffer */
2767 GLboolean (*AllocStorage)(struct gl_context *ctx,
2768 struct gl_renderbuffer *rb,
2769 GLenum internalFormat,
2770 GLuint width, GLuint height);
2771 };
2772
2773
2774 /**
2775 * A renderbuffer attachment points to either a texture object (and specifies
2776 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2777 */
2778 struct gl_renderbuffer_attachment
2779 {
2780 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2781 GLboolean Complete;
2782
2783 /**
2784 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2785 * application supplied renderbuffer object.
2786 */
2787 struct gl_renderbuffer *Renderbuffer;
2788
2789 /**
2790 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2791 * supplied texture object.
2792 */
2793 struct gl_texture_object *Texture;
2794 GLuint TextureLevel; /**< Attached mipmap level. */
2795 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2796 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2797 * and 2D array textures */
2798 };
2799
2800
2801 /**
2802 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2803 * In C++ terms, think of this as a base class from which device drivers
2804 * will make derived classes.
2805 */
2806 struct gl_framebuffer
2807 {
2808 _glthread_Mutex Mutex; /**< for thread safety */
2809 /**
2810 * If zero, this is a window system framebuffer. If non-zero, this
2811 * is a FBO framebuffer; note that for some devices (i.e. those with
2812 * a natural pixel coordinate system for FBOs that differs from the
2813 * OpenGL/Mesa coordinate system), this means that the viewport,
2814 * polygon face orientation, and polygon stipple will have to be inverted.
2815 */
2816 GLuint Name;
2817
2818 GLint RefCount;
2819 GLboolean DeletePending;
2820
2821 /**
2822 * The framebuffer's visual. Immutable if this is a window system buffer.
2823 * Computed from attachments if user-made FBO.
2824 */
2825 struct gl_config Visual;
2826
2827 GLboolean Initialized;
2828
2829 GLuint Width, Height; /**< size of frame buffer in pixels */
2830
2831 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2832 /*@{*/
2833 GLint _Xmin, _Xmax; /**< inclusive */
2834 GLint _Ymin, _Ymax; /**< exclusive */
2835 /*@}*/
2836
2837 /** \name Derived Z buffer stuff */
2838 /*@{*/
2839 GLuint _DepthMax; /**< Max depth buffer value */
2840 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2841 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2842 /*@}*/
2843
2844 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2845 GLenum _Status;
2846
2847 /** Integer color values */
2848 GLboolean _IntegerColor;
2849
2850 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2851 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2852
2853 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2854 * attribute group and GL_PIXEL attribute group, respectively.
2855 */
2856 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2857 GLenum ColorReadBuffer;
2858
2859 /** Computed from ColorDraw/ReadBuffer above */
2860 GLuint _NumColorDrawBuffers;
2861 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2862 GLint _ColorReadBufferIndex; /* -1 = None */
2863 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2864 struct gl_renderbuffer *_ColorReadBuffer;
2865
2866 /** Delete this framebuffer */
2867 void (*Delete)(struct gl_framebuffer *fb);
2868 };
2869
2870
2871 /**
2872 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2873 */
2874 struct gl_precision
2875 {
2876 GLushort RangeMin; /**< min value exponent */
2877 GLushort RangeMax; /**< max value exponent */
2878 GLushort Precision; /**< number of mantissa bits */
2879 };
2880
2881
2882 /**
2883 * Limits for vertex, geometry and fragment programs/shaders.
2884 */
2885 struct gl_program_constants
2886 {
2887 /* logical limits */
2888 GLuint MaxInstructions;
2889 GLuint MaxAluInstructions;
2890 GLuint MaxTexInstructions;
2891 GLuint MaxTexIndirections;
2892 GLuint MaxAttribs;
2893 GLuint MaxTemps;
2894 GLuint MaxAddressRegs;
2895 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2896 GLuint MaxParameters;
2897 GLuint MaxLocalParams;
2898 GLuint MaxEnvParams;
2899 /* native/hardware limits */
2900 GLuint MaxNativeInstructions;
2901 GLuint MaxNativeAluInstructions;
2902 GLuint MaxNativeTexInstructions;
2903 GLuint MaxNativeTexIndirections;
2904 GLuint MaxNativeAttribs;
2905 GLuint MaxNativeTemps;
2906 GLuint MaxNativeAddressRegs;
2907 GLuint MaxNativeParameters;
2908 /* For shaders */
2909 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2910 /* ES 2.0 and GL_ARB_ES2_compatibility */
2911 struct gl_precision LowFloat, MediumFloat, HighFloat;
2912 struct gl_precision LowInt, MediumInt, HighInt;
2913 /* GL_ARB_uniform_buffer_object */
2914 GLuint MaxUniformBlocks;
2915 GLuint MaxCombinedUniformComponents;
2916 };
2917
2918
2919 /**
2920 * Constants which may be overridden by device driver during context creation
2921 * but are never changed after that.
2922 */
2923 struct gl_constants
2924 {
2925 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
2926 GLuint MaxTextureLevels; /**< Max mipmap levels. */
2927 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2928 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2929 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2930 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2931 GLuint MaxTextureCoordUnits;
2932 GLuint MaxTextureImageUnits;
2933 GLuint MaxVertexTextureImageUnits;
2934 GLuint MaxCombinedTextureImageUnits;
2935 GLuint MaxGeometryTextureImageUnits;
2936 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2937 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2938 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2939 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2940
2941 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
2942
2943 GLuint MaxArrayLockSize;
2944
2945 GLint SubPixelBits;
2946
2947 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2948 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2949 GLfloat PointSizeGranularity;
2950 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2951 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2952 GLfloat LineWidthGranularity;
2953
2954 GLuint MaxColorTableSize;
2955
2956 GLuint MaxClipPlanes;
2957 GLuint MaxLights;
2958 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2959 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2960
2961 GLuint MaxViewportWidth, MaxViewportHeight;
2962
2963 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2964 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2965 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2966 GLuint MaxProgramMatrices;
2967 GLuint MaxProgramMatrixStackDepth;
2968
2969 struct {
2970 GLuint SamplesPassed;
2971 GLuint TimeElapsed;
2972 GLuint Timestamp;
2973 GLuint PrimitivesGenerated;
2974 GLuint PrimitivesWritten;
2975 } QueryCounterBits;
2976
2977 /** vertex array / buffer object bounds checking */
2978 GLboolean CheckArrayBounds;
2979
2980 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2981
2982 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2983 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2984 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2985
2986 /** Number of varying vectors between vertex and fragment shaders */
2987 GLuint MaxVarying;
2988 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2989 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2990
2991 /** @{
2992 * GL_ARB_uniform_buffer_object
2993 */
2994 GLuint MaxCombinedUniformBlocks;
2995 GLuint MaxUniformBufferBindings;
2996 GLuint MaxUniformBlockSize;
2997 GLuint UniformBufferOffsetAlignment;
2998 /** @} */
2999
3000 /** GL_ARB_geometry_shader4 */
3001 GLuint MaxGeometryOutputVertices;
3002 GLuint MaxGeometryTotalOutputComponents;
3003
3004 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3005
3006 /**
3007 * Changes default GLSL extension behavior from "error" to "warn". It's out
3008 * of spec, but it can make some apps work that otherwise wouldn't.
3009 */
3010 GLboolean ForceGLSLExtensionsWarn;
3011
3012 /**
3013 * Does the driver support real 32-bit integers? (Otherwise, integers are
3014 * simulated via floats.)
3015 */
3016 GLboolean NativeIntegers;
3017
3018 /**
3019 * If the driver supports real 32-bit integers, what integer value should be
3020 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3021 */
3022 GLuint UniformBooleanTrue;
3023
3024 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3025 GLbitfield SupportedBumpUnits;
3026
3027 /**
3028 * Maximum amount of time, measured in nanseconds, that the server can wait.
3029 */
3030 GLuint64 MaxServerWaitTimeout;
3031
3032 /** GL_EXT_provoking_vertex */
3033 GLboolean QuadsFollowProvokingVertexConvention;
3034
3035 /** OpenGL version 3.0 */
3036 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3037
3038 /** OpenGL version 3.2 */
3039 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3040
3041 /** GL_EXT_transform_feedback */
3042 GLuint MaxTransformFeedbackBuffers;
3043 GLuint MaxTransformFeedbackSeparateComponents;
3044 GLuint MaxTransformFeedbackInterleavedComponents;
3045 GLuint MaxVertexStreams;
3046
3047 /** GL_EXT_gpu_shader4 */
3048 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3049
3050 /* GL_ARB_robustness */
3051 GLenum ResetStrategy;
3052
3053 /* GL_ARB_blend_func_extended */
3054 GLuint MaxDualSourceDrawBuffers;
3055
3056 /**
3057 * Whether the implementation strips out and ignores texture borders.
3058 *
3059 * Many GPU hardware implementations don't support rendering with texture
3060 * borders and mipmapped textures. (Note: not static border color, but the
3061 * old 1-pixel border around each edge). Implementations then have to do
3062 * slow fallbacks to be correct, or just ignore the border and be fast but
3063 * wrong. Setting the flag strips the border off of TexImage calls,
3064 * providing "fast but wrong" at significantly reduced driver complexity.
3065 *
3066 * Texture borders are deprecated in GL 3.0.
3067 **/
3068 GLboolean StripTextureBorder;
3069
3070 /**
3071 * For drivers which can do a better job at eliminating unused varyings
3072 * and uniforms than the GLSL compiler.
3073 *
3074 * XXX Remove these as soon as a better solution is available.
3075 */
3076 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
3077 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3078
3079 /**
3080 * Force software support for primitive restart in the VBO module.
3081 */
3082 GLboolean PrimitiveRestartInSoftware;
3083
3084 /** GL_ARB_map_buffer_alignment */
3085 GLuint MinMapBufferAlignment;
3086
3087 /**
3088 * Disable varying packing. This is out of spec, but potentially useful
3089 * for older platforms that supports a limited number of texture
3090 * indirections--on these platforms, unpacking the varyings in the fragment
3091 * shader increases the number of texture indirections by 1, which might
3092 * make some shaders not executable at all.
3093 *
3094 * Drivers that support transform feedback must set this value to GL_FALSE.
3095 */
3096 GLboolean DisableVaryingPacking;
3097
3098 /*
3099 * Maximum value supported for an index in DrawElements and friends.
3100 *
3101 * This must be at least (1ull<<24)-1. The default value is
3102 * (1ull<<32)-1.
3103 *
3104 * \since ES 3.0 or GL_ARB_ES3_compatibility
3105 * \sa _mesa_init_constants
3106 */
3107 GLuint64 MaxElementIndex;
3108
3109 /**
3110 * Disable interpretation of line continuations (lines ending with a
3111 * backslash character ('\') in GLSL source.
3112 */
3113 GLboolean DisableGLSLLineContinuations;
3114
3115 /** GL_ARB_texture_multisample */
3116 GLint MaxColorTextureSamples;
3117 GLint MaxDepthTextureSamples;
3118 GLint MaxIntegerSamples;
3119 };
3120
3121
3122 /**
3123 * Enable flag for each OpenGL extension. Different device drivers will
3124 * enable different extensions at runtime.
3125 */
3126 struct gl_extensions
3127 {
3128 GLboolean dummy; /* don't remove this! */
3129 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3130 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3131 GLboolean ANGLE_texture_compression_dxt;
3132 GLboolean ARB_ES2_compatibility;
3133 GLboolean ARB_ES3_compatibility;
3134 GLboolean ARB_base_instance;
3135 GLboolean ARB_blend_func_extended;
3136 GLboolean ARB_color_buffer_float;
3137 GLboolean ARB_conservative_depth;
3138 GLboolean ARB_depth_buffer_float;
3139 GLboolean ARB_depth_clamp;
3140 GLboolean ARB_depth_texture;
3141 GLboolean ARB_draw_buffers_blend;
3142 GLboolean ARB_draw_elements_base_vertex;
3143 GLboolean ARB_draw_instanced;
3144 GLboolean ARB_fragment_coord_conventions;
3145 GLboolean ARB_fragment_program;
3146 GLboolean ARB_fragment_program_shadow;
3147 GLboolean ARB_fragment_shader;
3148 GLboolean ARB_framebuffer_object;
3149 GLboolean ARB_explicit_attrib_location;
3150 GLboolean ARB_geometry_shader4;
3151 GLboolean ARB_half_float_pixel;
3152 GLboolean ARB_half_float_vertex;
3153 GLboolean ARB_instanced_arrays;
3154 GLboolean ARB_internalformat_query;
3155 GLboolean ARB_map_buffer_alignment;
3156 GLboolean ARB_map_buffer_range;
3157 GLboolean ARB_occlusion_query;
3158 GLboolean ARB_occlusion_query2;
3159 GLboolean ARB_point_sprite;
3160 GLboolean ARB_seamless_cube_map;
3161 GLboolean ARB_shader_bit_encoding;
3162 GLboolean ARB_shader_objects;
3163 GLboolean ARB_shader_stencil_export;
3164 GLboolean ARB_shader_texture_lod;
3165 GLboolean ARB_shading_language_100;
3166 GLboolean ARB_shading_language_packing;
3167 GLboolean ARB_shadow;
3168 GLboolean ARB_sync;
3169 GLboolean ARB_texture_border_clamp;
3170 GLboolean ARB_texture_buffer_object;
3171 GLboolean ARB_texture_buffer_object_rgb32;
3172 GLboolean ARB_texture_buffer_range;
3173 GLboolean ARB_texture_compression_rgtc;
3174 GLboolean ARB_texture_cube_map;
3175 GLboolean ARB_texture_cube_map_array;
3176 GLboolean ARB_texture_env_combine;
3177 GLboolean ARB_texture_env_crossbar;
3178 GLboolean ARB_texture_env_dot3;
3179 GLboolean ARB_texture_float;
3180 GLboolean ARB_texture_multisample;
3181 GLboolean ARB_texture_non_power_of_two;
3182 GLboolean ARB_texture_rg;
3183 GLboolean ARB_texture_rgb10_a2ui;
3184 GLboolean ARB_texture_storage;
3185 GLboolean ARB_timer_query;
3186 GLboolean ARB_transform_feedback2;
3187 GLboolean ARB_transform_feedback3;
3188 GLboolean ARB_transform_feedback_instanced;
3189 GLboolean ARB_uniform_buffer_object;
3190 GLboolean ARB_vertex_program;
3191 GLboolean ARB_vertex_shader;
3192 GLboolean ARB_vertex_type_2_10_10_10_rev;
3193 GLboolean EXT_blend_color;
3194 GLboolean EXT_blend_equation_separate;
3195 GLboolean EXT_blend_func_separate;
3196 GLboolean EXT_blend_minmax;
3197 GLboolean EXT_clip_volume_hint;
3198 GLboolean EXT_depth_bounds_test;
3199 GLboolean EXT_draw_buffers2;
3200 GLboolean EXT_fog_coord;
3201 GLboolean EXT_framebuffer_blit;
3202 GLboolean EXT_framebuffer_multisample;
3203 GLboolean EXT_framebuffer_object;
3204 GLboolean EXT_framebuffer_sRGB;
3205 GLboolean EXT_gpu_program_parameters;
3206 GLboolean EXT_gpu_shader4;
3207 GLboolean EXT_packed_depth_stencil;
3208 GLboolean EXT_packed_float;
3209 GLboolean EXT_pixel_buffer_object;
3210 GLboolean EXT_point_parameters;
3211 GLboolean EXT_provoking_vertex;
3212 GLboolean EXT_shadow_funcs;
3213 GLboolean EXT_secondary_color;
3214 GLboolean EXT_separate_shader_objects;
3215 GLboolean EXT_stencil_two_side;
3216 GLboolean EXT_texture3D;
3217 GLboolean EXT_texture_array;
3218 GLboolean EXT_texture_compression_latc;
3219 GLboolean EXT_texture_compression_s3tc;
3220 GLboolean EXT_texture_env_dot3;
3221 GLboolean EXT_texture_filter_anisotropic;
3222 GLboolean EXT_texture_integer;
3223 GLboolean EXT_texture_mirror_clamp;
3224 GLboolean EXT_texture_shared_exponent;
3225 GLboolean EXT_texture_snorm;
3226 GLboolean EXT_texture_sRGB;
3227 GLboolean EXT_texture_sRGB_decode;
3228 GLboolean EXT_texture_swizzle;
3229 GLboolean EXT_transform_feedback;
3230 GLboolean EXT_timer_query;
3231 GLboolean EXT_vertex_array_bgra;
3232 GLboolean OES_standard_derivatives;
3233 /* vendor extensions */
3234 GLboolean AMD_seamless_cubemap_per_texture;
3235 GLboolean APPLE_object_purgeable;
3236 GLboolean ATI_envmap_bumpmap;
3237 GLboolean ATI_texture_compression_3dc;
3238 GLboolean ATI_texture_mirror_once;
3239 GLboolean ATI_texture_env_combine3;
3240 GLboolean ATI_fragment_shader;
3241 GLboolean ATI_separate_stencil;
3242 GLboolean MESA_pack_invert;
3243 GLboolean MESA_resize_buffers;
3244 GLboolean MESA_ycbcr_texture;
3245 GLboolean MESA_texture_array;
3246 GLboolean NV_blend_square;
3247 GLboolean NV_conditional_render;
3248 GLboolean NV_fog_distance;
3249 GLboolean NV_fragment_program_option;
3250 GLboolean NV_point_sprite;
3251 GLboolean NV_primitive_restart;
3252 GLboolean NV_texture_barrier;
3253 GLboolean NV_texture_env_combine4;
3254 GLboolean NV_texture_rectangle;
3255 GLboolean TDFX_texture_compression_FXT1;
3256 GLboolean OES_EGL_image;
3257 GLboolean OES_draw_texture;
3258 GLboolean OES_depth_texture_cube_map;
3259 GLboolean OES_EGL_image_external;
3260 GLboolean OES_compressed_ETC1_RGB8_texture;
3261 GLboolean extension_sentinel;
3262 /** The extension string */
3263 const GLubyte *String;
3264 /** Number of supported extensions */
3265 GLuint Count;
3266 };
3267
3268
3269 /**
3270 * A stack of matrices (projection, modelview, color, texture, etc).
3271 */
3272 struct gl_matrix_stack
3273 {
3274 GLmatrix *Top; /**< points into Stack */
3275 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3276 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3277 GLuint MaxDepth; /**< size of Stack[] array */
3278 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3279 };
3280
3281
3282 /**
3283 * \name Bits for image transfer operations
3284 * \sa __struct gl_contextRec::ImageTransferState.
3285 */
3286 /*@{*/
3287 #define IMAGE_SCALE_BIAS_BIT 0x1
3288 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3289 #define IMAGE_MAP_COLOR_BIT 0x4
3290 #define IMAGE_CLAMP_BIT 0x800
3291
3292
3293 /** Pixel Transfer ops */
3294 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3295 IMAGE_SHIFT_OFFSET_BIT | \
3296 IMAGE_MAP_COLOR_BIT)
3297
3298 /**
3299 * \name Bits to indicate what state has changed.
3300 */
3301 /*@{*/
3302 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3303 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3304 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3305 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3306 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3307 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3308 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3309 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3310 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3311 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3312 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3313 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3314 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3315 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3316 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3317 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3318 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3319 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3320 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3321 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3322 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3323 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3324 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3325 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3326 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3327 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3328 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3329 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3330 #define _NEW_BUFFER_OBJECT (1 << 28)
3331 #define _NEW_FRAG_CLAMP (1 << 29)
3332 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3333 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3334 #define _NEW_ALL ~0
3335
3336 /**
3337 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3338 * clarity.
3339 */
3340 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3341 /*@}*/
3342
3343
3344 /**
3345 * \name A bunch of flags that we think might be useful to drivers.
3346 *
3347 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3348 */
3349 /*@{*/
3350 #define DD_SEPARATE_SPECULAR (1 << 0)
3351 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3352 #define DD_TRI_UNFILLED (1 << 2)
3353 #define DD_TRI_SMOOTH (1 << 3)
3354 #define DD_TRI_STIPPLE (1 << 4)
3355 #define DD_TRI_OFFSET (1 << 5)
3356 #define DD_LINE_SMOOTH (1 << 6)
3357 #define DD_LINE_STIPPLE (1 << 7)
3358 #define DD_POINT_SMOOTH (1 << 8)
3359 #define DD_POINT_ATTEN (1 << 9)
3360 /*@}*/
3361
3362
3363 /**
3364 * Composite state flags
3365 */
3366 /*@{*/
3367 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3368 _NEW_TEXTURE | \
3369 _NEW_POINT | \
3370 _NEW_PROGRAM | \
3371 _NEW_MODELVIEW)
3372
3373 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3374 _NEW_FOG | \
3375 _NEW_PROGRAM)
3376
3377
3378 /*@}*/
3379
3380
3381
3382
3383 /* This has to be included here. */
3384 #include "dd.h"
3385
3386
3387 /**
3388 * Display list flags.
3389 * Strictly this is a tnl-private concept, but it doesn't seem
3390 * worthwhile adding a tnl private structure just to hold this one bit
3391 * of information:
3392 */
3393 #define DLIST_DANGLING_REFS 0x1
3394
3395
3396 /** Opaque declaration of display list payload data type */
3397 union gl_dlist_node;
3398
3399
3400 /**
3401 * Provide a location where information about a display list can be
3402 * collected. Could be extended with driverPrivate structures,
3403 * etc. in the future.
3404 */
3405 struct gl_display_list
3406 {
3407 GLuint Name;
3408 GLbitfield Flags; /**< DLIST_x flags */
3409 /** The dlist commands are in a linked list of nodes */
3410 union gl_dlist_node *Head;
3411 };
3412
3413
3414 /**
3415 * State used during display list compilation and execution.
3416 */
3417 struct gl_dlist_state
3418 {
3419 GLuint CallDepth; /**< Current recursion calling depth */
3420
3421 struct gl_display_list *CurrentList; /**< List currently being compiled */
3422 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3423 GLuint CurrentPos; /**< Index into current block of nodes */
3424
3425 GLvertexformat ListVtxfmt;
3426
3427 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3428 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3429
3430 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3431 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3432
3433 struct {
3434 /* State known to have been set by the currently-compiling display
3435 * list. Used to eliminate some redundant state changes.
3436 */
3437 GLenum ShadeModel;
3438 } Current;
3439 };
3440
3441 /** @{
3442 *
3443 * These are a mapping of the GL_ARB_debug_output enums to small enums
3444 * suitable for use as an array index.
3445 */
3446
3447 enum mesa_debug_source {
3448 MESA_DEBUG_SOURCE_API,
3449 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3450 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3451 MESA_DEBUG_SOURCE_THIRD_PARTY,
3452 MESA_DEBUG_SOURCE_APPLICATION,
3453 MESA_DEBUG_SOURCE_OTHER,
3454 MESA_DEBUG_SOURCE_COUNT,
3455 };
3456
3457 enum mesa_debug_type {
3458 MESA_DEBUG_TYPE_ERROR,
3459 MESA_DEBUG_TYPE_DEPRECATED,
3460 MESA_DEBUG_TYPE_UNDEFINED,
3461 MESA_DEBUG_TYPE_PORTABILITY,
3462 MESA_DEBUG_TYPE_PERFORMANCE,
3463 MESA_DEBUG_TYPE_OTHER,
3464 MESA_DEBUG_TYPE_COUNT,
3465 };
3466
3467 enum mesa_debug_severity {
3468 MESA_DEBUG_SEVERITY_LOW,
3469 MESA_DEBUG_SEVERITY_MEDIUM,
3470 MESA_DEBUG_SEVERITY_HIGH,
3471 MESA_DEBUG_SEVERITY_COUNT,
3472 };
3473
3474 /** @} */
3475
3476 /**
3477 * An error, warning, or other piece of debug information for an application
3478 * to consume via GL_ARB_debug_output.
3479 */
3480 struct gl_debug_msg
3481 {
3482 enum mesa_debug_source source;
3483 enum mesa_debug_type type;
3484 GLuint id;
3485 enum mesa_debug_severity severity;
3486 GLsizei length;
3487 GLcharARB *message;
3488 };
3489
3490 struct gl_debug_namespace
3491 {
3492 struct _mesa_HashTable *IDs;
3493 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3494 /** lists of IDs in the hash table at each severity */
3495 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3496 };
3497
3498 struct gl_debug_state
3499 {
3500 GLDEBUGPROCARB Callback;
3501 GLvoid *CallbackData;
3502 GLboolean SyncOutput;
3503 GLboolean Defaults[MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3504 struct gl_debug_namespace Namespaces[MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3505 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3506 GLint NumMessages;
3507 GLint NextMsg;
3508 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3509 for the sake of the offsetof() code in get.c */
3510 };
3511
3512 /**
3513 * Enum for the OpenGL APIs we know about and may support.
3514 *
3515 * NOTE: This must match the api_enum table in
3516 * src/mesa/main/get_hash_generator.py
3517 */
3518 typedef enum
3519 {
3520 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3521 API_OPENGLES,
3522 API_OPENGLES2,
3523 API_OPENGL_CORE,
3524 API_OPENGL_LAST = API_OPENGL_CORE,
3525 } gl_api;
3526
3527 /**
3528 * Driver-specific state flags.
3529 *
3530 * These are or'd with gl_context::NewDriverState to notify a driver about
3531 * a state change. The driver sets the flags at context creation and
3532 * the meaning of the bits set is opaque to core Mesa.
3533 */
3534 struct gl_driver_flags
3535 {
3536 GLbitfield NewArray; /**< Vertex array state */
3537 };
3538
3539 struct gl_uniform_buffer_binding
3540 {
3541 struct gl_buffer_object *BufferObject;
3542 /** Start of uniform block data in the buffer */
3543 GLintptr Offset;
3544 /** Size of data allowed to be referenced from the buffer (in bytes) */
3545 GLsizeiptr Size;
3546 /**
3547 * glBindBufferBase() indicates that the Size should be ignored and only
3548 * limited by the current size of the BufferObject.
3549 */
3550 GLboolean AutomaticSize;
3551 };
3552
3553 /**
3554 * Mesa rendering context.
3555 *
3556 * This is the central context data structure for Mesa. Almost all
3557 * OpenGL state is contained in this structure.
3558 * Think of this as a base class from which device drivers will derive
3559 * sub classes.
3560 *
3561 * The struct gl_context typedef names this structure.
3562 */
3563 struct gl_context
3564 {
3565 /** State possibly shared with other contexts in the address space */
3566 struct gl_shared_state *Shared;
3567
3568 /** \name API function pointer tables */
3569 /*@{*/
3570 gl_api API;
3571 /**
3572 * The current dispatch table for non-displaylist-saving execution, either
3573 * BeginEnd or OutsideBeginEnd
3574 */
3575 struct _glapi_table *Exec;
3576 /**
3577 * The normal dispatch table for non-displaylist-saving, non-begin/end
3578 */
3579 struct _glapi_table *OutsideBeginEnd;
3580 /** The dispatch table used between glNewList() and glEndList() */
3581 struct _glapi_table *Save;
3582 /**
3583 * The dispatch table used between glBegin() and glEnd() (outside of a
3584 * display list). Only valid functions between those two are set, which is
3585 * mostly just the set in a GLvertexformat struct.
3586 */
3587 struct _glapi_table *BeginEnd;
3588 /**
3589 * Tracks the current dispatch table out of the 3 above, so that it can be
3590 * re-set on glXMakeCurrent().
3591 */
3592 struct _glapi_table *CurrentDispatch;
3593 /*@}*/
3594
3595 struct gl_config Visual;
3596 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3597 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3598 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3599 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3600
3601 /**
3602 * Device driver function pointer table
3603 */
3604 struct dd_function_table Driver;
3605
3606 /** Core/Driver constants */
3607 struct gl_constants Const;
3608
3609 /** \name The various 4x4 matrix stacks */
3610 /*@{*/
3611 struct gl_matrix_stack ModelviewMatrixStack;
3612 struct gl_matrix_stack ProjectionMatrixStack;
3613 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3614 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3615 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3616 /*@}*/
3617
3618 /** Combined modelview and projection matrix */
3619 GLmatrix _ModelProjectMatrix;
3620
3621 /** \name Display lists */
3622 struct gl_dlist_state ListState;
3623
3624 GLboolean ExecuteFlag; /**< Execute GL commands? */
3625 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3626
3627 /** Extension information */
3628 struct gl_extensions Extensions;
3629
3630 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3631 GLuint Version;
3632 char *VersionString;
3633
3634 /** \name State attribute stack (for glPush/PopAttrib) */
3635 /*@{*/
3636 GLuint AttribStackDepth;
3637 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3638 /*@}*/
3639
3640 /** \name Renderer attribute groups
3641 *
3642 * We define a struct for each attribute group to make pushing and popping
3643 * attributes easy. Also it's a good organization.
3644 */
3645 /*@{*/
3646 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3647 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3648 struct gl_current_attrib Current; /**< Current attributes */
3649 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3650 struct gl_eval_attrib Eval; /**< Eval attributes */
3651 struct gl_fog_attrib Fog; /**< Fog attributes */
3652 struct gl_hint_attrib Hint; /**< Hint attributes */
3653 struct gl_light_attrib Light; /**< Light attributes */
3654 struct gl_line_attrib Line; /**< Line attributes */
3655 struct gl_list_attrib List; /**< List attributes */
3656 struct gl_multisample_attrib Multisample;
3657 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3658 struct gl_point_attrib Point; /**< Point attributes */
3659 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3660 GLuint PolygonStipple[32]; /**< Polygon stipple */
3661 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3662 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3663 struct gl_texture_attrib Texture; /**< Texture attributes */
3664 struct gl_transform_attrib Transform; /**< Transformation attributes */
3665 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3666 /*@}*/
3667
3668 /** \name Client attribute stack */
3669 /*@{*/
3670 GLuint ClientAttribStackDepth;
3671 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3672 /*@}*/
3673
3674 /** \name Client attribute groups */
3675 /*@{*/
3676 struct gl_array_attrib Array; /**< Vertex arrays */
3677 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3678 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3679 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3680 /*@}*/
3681
3682 /** \name Other assorted state (not pushed/popped on attribute stack) */
3683 /*@{*/
3684 struct gl_pixelmaps PixelMaps;
3685
3686 struct gl_evaluators EvalMap; /**< All evaluators */
3687 struct gl_feedback Feedback; /**< Feedback */
3688 struct gl_selection Select; /**< Selection */
3689
3690 struct gl_program_state Program; /**< general program state */
3691 struct gl_vertex_program_state VertexProgram;
3692 struct gl_fragment_program_state FragmentProgram;
3693 struct gl_geometry_program_state GeometryProgram;
3694 struct gl_ati_fragment_shader_state ATIFragmentShader;
3695
3696 struct gl_shader_state Shader; /**< GLSL shader object state */
3697 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3698
3699 struct gl_query_state Query; /**< occlusion, timer queries */
3700
3701 struct gl_transform_feedback_state TransformFeedback;
3702
3703 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3704 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3705
3706 /**
3707 * Current GL_ARB_uniform_buffer_object binding referenced by
3708 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3709 */
3710 struct gl_buffer_object *UniformBuffer;
3711
3712 /**
3713 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3714 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3715 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3716 * shader program.
3717 */
3718 struct gl_uniform_buffer_binding *UniformBufferBindings;
3719
3720 /*@}*/
3721
3722 struct gl_meta_state *Meta; /**< for "meta" operations */
3723
3724 /* GL_EXT_framebuffer_object */
3725 struct gl_renderbuffer *CurrentRenderbuffer;
3726
3727 GLenum ErrorValue; /**< Last error code */
3728
3729 /* GL_ARB_robustness */
3730 GLenum ResetStatus;
3731
3732 /**
3733 * Recognize and silence repeated error debug messages in buggy apps.
3734 */
3735 const char *ErrorDebugFmtString;
3736 GLuint ErrorDebugCount;
3737
3738 /* GL_ARB_debug_output */
3739 struct gl_debug_state Debug;
3740
3741 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3742 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3743 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3744
3745 struct gl_driver_flags DriverFlags;
3746
3747 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3748
3749 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3750
3751 /** \name Derived state */
3752 /*@{*/
3753 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3754 * state validation so they need to always be current.
3755 */
3756 GLbitfield _TriangleCaps;
3757 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3758 GLfloat _EyeZDir[3];
3759 GLfloat _ModelViewInvScale;
3760 GLboolean _NeedEyeCoords;
3761 GLboolean _ForceEyeCoords;
3762
3763 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3764
3765 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3766
3767 /** \name For debugging/development only */
3768 /*@{*/
3769 GLboolean FirstTimeCurrent;
3770 /*@}*/
3771
3772 /** software compression/decompression supported or not */
3773 GLboolean Mesa_DXTn;
3774
3775 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3776
3777 /**
3778 * Use dp4 (rather than mul/mad) instructions for position
3779 * transformation?
3780 */
3781 GLboolean mvp_with_dp4;
3782
3783 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3784
3785 /**
3786 * \name Hooks for module contexts.
3787 *
3788 * These will eventually live in the driver or elsewhere.
3789 */
3790 /*@{*/
3791 void *swrast_context;
3792 void *swsetup_context;
3793 void *swtnl_context;
3794 void *swtnl_im;
3795 struct st_context *st;
3796 void *aelt_context;
3797 /*@}*/
3798 };
3799
3800
3801 #ifdef DEBUG
3802 extern int MESA_VERBOSE;
3803 extern int MESA_DEBUG_FLAGS;
3804 # define MESA_FUNCTION __FUNCTION__
3805 #else
3806 # define MESA_VERBOSE 0
3807 # define MESA_DEBUG_FLAGS 0
3808 # define MESA_FUNCTION "a function"
3809 # ifndef NDEBUG
3810 # define NDEBUG
3811 # endif
3812 #endif
3813
3814
3815 /** The MESA_VERBOSE var is a bitmask of these flags */
3816 enum _verbose
3817 {
3818 VERBOSE_VARRAY = 0x0001,
3819 VERBOSE_TEXTURE = 0x0002,
3820 VERBOSE_MATERIAL = 0x0004,
3821 VERBOSE_PIPELINE = 0x0008,
3822 VERBOSE_DRIVER = 0x0010,
3823 VERBOSE_STATE = 0x0020,
3824 VERBOSE_API = 0x0040,
3825 VERBOSE_DISPLAY_LIST = 0x0100,
3826 VERBOSE_LIGHTING = 0x0200,
3827 VERBOSE_PRIMS = 0x0400,
3828 VERBOSE_VERTS = 0x0800,
3829 VERBOSE_DISASSEM = 0x1000,
3830 VERBOSE_DRAW = 0x2000,
3831 VERBOSE_SWAPBUFFERS = 0x4000
3832 };
3833
3834
3835 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3836 enum _debug
3837 {
3838 DEBUG_SILENT = (1 << 0),
3839 DEBUG_ALWAYS_FLUSH = (1 << 1),
3840 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3841 DEBUG_INCOMPLETE_FBO = (1 << 3)
3842 };
3843
3844
3845
3846 #ifdef __cplusplus
3847 }
3848 #endif
3849
3850 #endif /* MTYPES_H */