i965: Change mipmap array_spacing_lod0 to array_layout (enum)
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_debug_state;
80 struct gl_context;
81 struct st_context;
82 struct gl_uniform_storage;
83 struct prog_instruction;
84 struct gl_program_parameter_list;
85 struct set;
86 struct set_entry;
87 struct vbo_context;
88 /*@}*/
89
90
91 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
92 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
93 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
94 #define PRIM_UNKNOWN (PRIM_MAX + 2)
95
96
97
98 /**
99 * Indexes for vertex program attributes.
100 * GL_NV_vertex_program aliases generic attributes over the conventional
101 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
102 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
103 * generic attributes are distinct/separate).
104 */
105 typedef enum
106 {
107 VERT_ATTRIB_POS = 0,
108 VERT_ATTRIB_WEIGHT = 1,
109 VERT_ATTRIB_NORMAL = 2,
110 VERT_ATTRIB_COLOR0 = 3,
111 VERT_ATTRIB_COLOR1 = 4,
112 VERT_ATTRIB_FOG = 5,
113 VERT_ATTRIB_COLOR_INDEX = 6,
114 VERT_ATTRIB_EDGEFLAG = 7,
115 VERT_ATTRIB_TEX0 = 8,
116 VERT_ATTRIB_TEX1 = 9,
117 VERT_ATTRIB_TEX2 = 10,
118 VERT_ATTRIB_TEX3 = 11,
119 VERT_ATTRIB_TEX4 = 12,
120 VERT_ATTRIB_TEX5 = 13,
121 VERT_ATTRIB_TEX6 = 14,
122 VERT_ATTRIB_TEX7 = 15,
123 VERT_ATTRIB_POINT_SIZE = 16,
124 VERT_ATTRIB_GENERIC0 = 17,
125 VERT_ATTRIB_GENERIC1 = 18,
126 VERT_ATTRIB_GENERIC2 = 19,
127 VERT_ATTRIB_GENERIC3 = 20,
128 VERT_ATTRIB_GENERIC4 = 21,
129 VERT_ATTRIB_GENERIC5 = 22,
130 VERT_ATTRIB_GENERIC6 = 23,
131 VERT_ATTRIB_GENERIC7 = 24,
132 VERT_ATTRIB_GENERIC8 = 25,
133 VERT_ATTRIB_GENERIC9 = 26,
134 VERT_ATTRIB_GENERIC10 = 27,
135 VERT_ATTRIB_GENERIC11 = 28,
136 VERT_ATTRIB_GENERIC12 = 29,
137 VERT_ATTRIB_GENERIC13 = 30,
138 VERT_ATTRIB_GENERIC14 = 31,
139 VERT_ATTRIB_GENERIC15 = 32,
140 VERT_ATTRIB_MAX = 33
141 } gl_vert_attrib;
142
143 /**
144 * Symbolic constats to help iterating over
145 * specific blocks of vertex attributes.
146 *
147 * VERT_ATTRIB_FF
148 * includes all fixed function attributes as well as
149 * the aliased GL_NV_vertex_program shader attributes.
150 * VERT_ATTRIB_TEX
151 * include the classic texture coordinate attributes.
152 * Is a subset of VERT_ATTRIB_FF.
153 * VERT_ATTRIB_GENERIC
154 * include the OpenGL 2.0+ GLSL generic shader attributes.
155 * These alias the generic GL_ARB_vertex_shader attributes.
156 */
157 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
158 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
159
160 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
161 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
162
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
165
166 /**
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
169 */
170 /*@{*/
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
189
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
198
199 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
200 #define VERT_BIT_GENERIC_ALL \
201 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
202 /*@}*/
203
204
205 /**
206 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
207 * fragment shader inputs.
208 *
209 * Note that some of these values are not available to all pipeline stages.
210 *
211 * When this enum is updated, the following code must be updated too:
212 * - vertResults (in prog_print.c's arb_output_attrib_string())
213 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
214 * - _mesa_varying_slot_in_fs()
215 */
216 typedef enum
217 {
218 VARYING_SLOT_POS,
219 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
220 VARYING_SLOT_COL1,
221 VARYING_SLOT_FOGC,
222 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
223 VARYING_SLOT_TEX1,
224 VARYING_SLOT_TEX2,
225 VARYING_SLOT_TEX3,
226 VARYING_SLOT_TEX4,
227 VARYING_SLOT_TEX5,
228 VARYING_SLOT_TEX6,
229 VARYING_SLOT_TEX7,
230 VARYING_SLOT_PSIZ, /* Does not appear in FS */
231 VARYING_SLOT_BFC0, /* Does not appear in FS */
232 VARYING_SLOT_BFC1, /* Does not appear in FS */
233 VARYING_SLOT_EDGE, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_DIST0,
236 VARYING_SLOT_CLIP_DIST1,
237 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
238 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
239 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
240 VARYING_SLOT_FACE, /* FS only */
241 VARYING_SLOT_PNTC, /* FS only */
242 VARYING_SLOT_VAR0, /* First generic varying slot */
243 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
244 } gl_varying_slot;
245
246
247 /**
248 * Bitflags for varying slots.
249 */
250 /*@{*/
251 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
252 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
253 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
254 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
255 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
256 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
257 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
258 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
259 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
260 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
261 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
262 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
263 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
264 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
265 MAX_TEXTURE_COORD_UNITS)
266 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
267 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
268 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
269 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
270 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
271 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
272 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
273 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
274 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
275 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
276 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
277 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
278 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
279 /*@}*/
280
281 /**
282 * Bitflags for system values.
283 */
284 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
285 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
286 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
287
288 /**
289 * Determine if the given gl_varying_slot appears in the fragment shader.
290 */
291 static inline GLboolean
292 _mesa_varying_slot_in_fs(gl_varying_slot slot)
293 {
294 switch (slot) {
295 case VARYING_SLOT_PSIZ:
296 case VARYING_SLOT_BFC0:
297 case VARYING_SLOT_BFC1:
298 case VARYING_SLOT_EDGE:
299 case VARYING_SLOT_CLIP_VERTEX:
300 case VARYING_SLOT_LAYER:
301 return GL_FALSE;
302 default:
303 return GL_TRUE;
304 }
305 }
306
307
308 /**
309 * Fragment program results
310 */
311 typedef enum
312 {
313 FRAG_RESULT_DEPTH = 0,
314 FRAG_RESULT_STENCIL = 1,
315 /* If a single color should be written to all render targets, this
316 * register is written. No FRAG_RESULT_DATAn will be written.
317 */
318 FRAG_RESULT_COLOR = 2,
319 FRAG_RESULT_SAMPLE_MASK = 3,
320
321 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
322 * or ARB_fragment_program fragment.color[n]) color results. If
323 * any are written, FRAG_RESULT_COLOR will not be written.
324 */
325 FRAG_RESULT_DATA0 = 4,
326 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
327 } gl_frag_result;
328
329
330 /**
331 * Indexes for all renderbuffers
332 */
333 typedef enum
334 {
335 /* the four standard color buffers */
336 BUFFER_FRONT_LEFT,
337 BUFFER_BACK_LEFT,
338 BUFFER_FRONT_RIGHT,
339 BUFFER_BACK_RIGHT,
340 BUFFER_DEPTH,
341 BUFFER_STENCIL,
342 BUFFER_ACCUM,
343 /* optional aux buffer */
344 BUFFER_AUX0,
345 /* generic renderbuffers */
346 BUFFER_COLOR0,
347 BUFFER_COLOR1,
348 BUFFER_COLOR2,
349 BUFFER_COLOR3,
350 BUFFER_COLOR4,
351 BUFFER_COLOR5,
352 BUFFER_COLOR6,
353 BUFFER_COLOR7,
354 BUFFER_COUNT
355 } gl_buffer_index;
356
357 /**
358 * Bit flags for all renderbuffers
359 */
360 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
361 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
362 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
363 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
364 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
365 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
366 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
367 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
368 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
369 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
370 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
371 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
372 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
373 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
374 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
375 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
376 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
377 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
378 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
379
380 /**
381 * Mask of all the color buffer bits (but not accum).
382 */
383 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
384 BUFFER_BIT_BACK_LEFT | \
385 BUFFER_BIT_FRONT_RIGHT | \
386 BUFFER_BIT_BACK_RIGHT | \
387 BUFFER_BIT_AUX0 | \
388 BUFFER_BIT_COLOR0 | \
389 BUFFER_BIT_COLOR1 | \
390 BUFFER_BIT_COLOR2 | \
391 BUFFER_BIT_COLOR3 | \
392 BUFFER_BIT_COLOR4 | \
393 BUFFER_BIT_COLOR5 | \
394 BUFFER_BIT_COLOR6 | \
395 BUFFER_BIT_COLOR7)
396
397
398 /**
399 * Shader stages. Note that these will become 5 with tessellation.
400 *
401 * The order must match how shaders are ordered in the pipeline.
402 * The GLSL linker assumes that if i<j, then the j-th shader is
403 * executed later than the i-th shader.
404 */
405 typedef enum
406 {
407 MESA_SHADER_VERTEX = 0,
408 MESA_SHADER_GEOMETRY = 1,
409 MESA_SHADER_FRAGMENT = 2,
410 MESA_SHADER_COMPUTE = 3,
411 } gl_shader_stage;
412
413 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
414
415
416 /**
417 * Framebuffer configuration (aka visual / pixelformat)
418 * Note: some of these fields should be boolean, but it appears that
419 * code in drivers/dri/common/util.c requires int-sized fields.
420 */
421 struct gl_config
422 {
423 GLboolean rgbMode;
424 GLboolean floatMode;
425 GLboolean colorIndexMode; /* XXX is this used anywhere? */
426 GLuint doubleBufferMode;
427 GLuint stereoMode;
428
429 GLboolean haveAccumBuffer;
430 GLboolean haveDepthBuffer;
431 GLboolean haveStencilBuffer;
432
433 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
434 GLuint redMask, greenMask, blueMask, alphaMask;
435 GLint rgbBits; /* total bits for rgb */
436 GLint indexBits; /* total bits for colorindex */
437
438 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
439 GLint depthBits;
440 GLint stencilBits;
441
442 GLint numAuxBuffers;
443
444 GLint level;
445
446 /* EXT_visual_rating / GLX 1.2 */
447 GLint visualRating;
448
449 /* EXT_visual_info / GLX 1.2 */
450 GLint transparentPixel;
451 /* colors are floats scaled to ints */
452 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
453 GLint transparentIndex;
454
455 /* ARB_multisample / SGIS_multisample */
456 GLint sampleBuffers;
457 GLint samples;
458
459 /* SGIX_pbuffer / GLX 1.3 */
460 GLint maxPbufferWidth;
461 GLint maxPbufferHeight;
462 GLint maxPbufferPixels;
463 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
464 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
465
466 /* OML_swap_method */
467 GLint swapMethod;
468
469 /* EXT_texture_from_pixmap */
470 GLint bindToTextureRgb;
471 GLint bindToTextureRgba;
472 GLint bindToMipmapTexture;
473 GLint bindToTextureTargets;
474 GLint yInverted;
475
476 /* EXT_framebuffer_sRGB */
477 GLint sRGBCapable;
478 };
479
480
481 /**
482 * \name Bit flags used for updating material values.
483 */
484 /*@{*/
485 #define MAT_ATTRIB_FRONT_AMBIENT 0
486 #define MAT_ATTRIB_BACK_AMBIENT 1
487 #define MAT_ATTRIB_FRONT_DIFFUSE 2
488 #define MAT_ATTRIB_BACK_DIFFUSE 3
489 #define MAT_ATTRIB_FRONT_SPECULAR 4
490 #define MAT_ATTRIB_BACK_SPECULAR 5
491 #define MAT_ATTRIB_FRONT_EMISSION 6
492 #define MAT_ATTRIB_BACK_EMISSION 7
493 #define MAT_ATTRIB_FRONT_SHININESS 8
494 #define MAT_ATTRIB_BACK_SHININESS 9
495 #define MAT_ATTRIB_FRONT_INDEXES 10
496 #define MAT_ATTRIB_BACK_INDEXES 11
497 #define MAT_ATTRIB_MAX 12
498
499 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
500 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
501 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
502 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
503 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
504 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
505
506 #define MAT_INDEX_AMBIENT 0
507 #define MAT_INDEX_DIFFUSE 1
508 #define MAT_INDEX_SPECULAR 2
509
510 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
511 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
512 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
513 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
514 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
515 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
516 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
517 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
518 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
519 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
520 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
521 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
522
523
524 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
525 MAT_BIT_FRONT_AMBIENT | \
526 MAT_BIT_FRONT_DIFFUSE | \
527 MAT_BIT_FRONT_SPECULAR | \
528 MAT_BIT_FRONT_SHININESS | \
529 MAT_BIT_FRONT_INDEXES)
530
531 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
532 MAT_BIT_BACK_AMBIENT | \
533 MAT_BIT_BACK_DIFFUSE | \
534 MAT_BIT_BACK_SPECULAR | \
535 MAT_BIT_BACK_SHININESS | \
536 MAT_BIT_BACK_INDEXES)
537
538 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
539 /*@}*/
540
541
542 /**
543 * Material state.
544 */
545 struct gl_material
546 {
547 GLfloat Attrib[MAT_ATTRIB_MAX][4];
548 };
549
550
551 /**
552 * Light state flags.
553 */
554 /*@{*/
555 #define LIGHT_SPOT 0x1
556 #define LIGHT_LOCAL_VIEWER 0x2
557 #define LIGHT_POSITIONAL 0x4
558 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
559 /*@}*/
560
561
562 /**
563 * Light source state.
564 */
565 struct gl_light
566 {
567 struct gl_light *next; /**< double linked list with sentinel */
568 struct gl_light *prev;
569
570 GLfloat Ambient[4]; /**< ambient color */
571 GLfloat Diffuse[4]; /**< diffuse color */
572 GLfloat Specular[4]; /**< specular color */
573 GLfloat EyePosition[4]; /**< position in eye coordinates */
574 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
575 GLfloat SpotExponent;
576 GLfloat SpotCutoff; /**< in degrees */
577 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
578 GLfloat ConstantAttenuation;
579 GLfloat LinearAttenuation;
580 GLfloat QuadraticAttenuation;
581 GLboolean Enabled; /**< On/off flag */
582
583 /**
584 * \name Derived fields
585 */
586 /*@{*/
587 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
588
589 GLfloat _Position[4]; /**< position in eye/obj coordinates */
590 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
591 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
592 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
593 GLfloat _VP_inf_spot_attenuation;
594
595 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
596 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
597 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
598 /*@}*/
599 };
600
601
602 /**
603 * Light model state.
604 */
605 struct gl_lightmodel
606 {
607 GLfloat Ambient[4]; /**< ambient color */
608 GLboolean LocalViewer; /**< Local (or infinite) view point? */
609 GLboolean TwoSide; /**< Two (or one) sided lighting? */
610 GLenum ColorControl; /**< either GL_SINGLE_COLOR
611 * or GL_SEPARATE_SPECULAR_COLOR */
612 };
613
614
615 /**
616 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
617 */
618 struct gl_accum_attrib
619 {
620 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
621 };
622
623
624 /**
625 * Used for storing clear color, texture border color, etc.
626 * The float values are typically unclamped.
627 */
628 union gl_color_union
629 {
630 GLfloat f[4];
631 GLint i[4];
632 GLuint ui[4];
633 };
634
635
636 /**
637 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
638 */
639 struct gl_colorbuffer_attrib
640 {
641 GLuint ClearIndex; /**< Index for glClear */
642 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
643 GLuint IndexMask; /**< Color index write mask */
644 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
645
646 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
647
648 /**
649 * \name alpha testing
650 */
651 /*@{*/
652 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
653 GLenum AlphaFunc; /**< Alpha test function */
654 GLfloat AlphaRefUnclamped;
655 GLclampf AlphaRef; /**< Alpha reference value */
656 /*@}*/
657
658 /**
659 * \name Blending
660 */
661 /*@{*/
662 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
663
664 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
665 * control, only on the fixed-pointness of the render target.
666 * The query does however depend on fragment color clamping.
667 */
668 GLfloat BlendColorUnclamped[4]; /**< Blending color */
669 GLfloat BlendColor[4]; /**< Blending color */
670
671 struct
672 {
673 GLenum SrcRGB; /**< RGB blend source term */
674 GLenum DstRGB; /**< RGB blend dest term */
675 GLenum SrcA; /**< Alpha blend source term */
676 GLenum DstA; /**< Alpha blend dest term */
677 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
678 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
679 /**
680 * Set if any blend factor uses SRC1. Computed at the time blend factors
681 * get set.
682 */
683 GLboolean _UsesDualSrc;
684 } Blend[MAX_DRAW_BUFFERS];
685 /** Are the blend func terms currently different for each buffer/target? */
686 GLboolean _BlendFuncPerBuffer;
687 /** Are the blend equations currently different for each buffer/target? */
688 GLboolean _BlendEquationPerBuffer;
689 /*@}*/
690
691 /**
692 * \name Logic op
693 */
694 /*@{*/
695 GLenum LogicOp; /**< Logic operator */
696 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
697 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
698 /*@}*/
699
700 GLboolean DitherFlag; /**< Dither enable flag */
701
702 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
703 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
704 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
705
706 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
707 };
708
709
710 /**
711 * Current attribute group (GL_CURRENT_BIT).
712 */
713 struct gl_current_attrib
714 {
715 /**
716 * \name Current vertex attributes.
717 * \note Values are valid only after FLUSH_VERTICES has been called.
718 * \note Index and Edgeflag current values are stored as floats in the
719 * SIX and SEVEN attribute slots.
720 */
721 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
722
723 /**
724 * \name Current raster position attributes (always valid).
725 * \note This set of attributes is very similar to the SWvertex struct.
726 */
727 /*@{*/
728 GLfloat RasterPos[4];
729 GLfloat RasterDistance;
730 GLfloat RasterColor[4];
731 GLfloat RasterSecondaryColor[4];
732 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
733 GLboolean RasterPosValid;
734 /*@}*/
735 };
736
737
738 /**
739 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
740 */
741 struct gl_depthbuffer_attrib
742 {
743 GLenum Func; /**< Function for depth buffer compare */
744 GLclampd Clear; /**< Value to clear depth buffer to */
745 GLboolean Test; /**< Depth buffering enabled flag */
746 GLboolean Mask; /**< Depth buffer writable? */
747 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
748 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
749 };
750
751
752 /**
753 * Evaluator attribute group (GL_EVAL_BIT).
754 */
755 struct gl_eval_attrib
756 {
757 /**
758 * \name Enable bits
759 */
760 /*@{*/
761 GLboolean Map1Color4;
762 GLboolean Map1Index;
763 GLboolean Map1Normal;
764 GLboolean Map1TextureCoord1;
765 GLboolean Map1TextureCoord2;
766 GLboolean Map1TextureCoord3;
767 GLboolean Map1TextureCoord4;
768 GLboolean Map1Vertex3;
769 GLboolean Map1Vertex4;
770 GLboolean Map2Color4;
771 GLboolean Map2Index;
772 GLboolean Map2Normal;
773 GLboolean Map2TextureCoord1;
774 GLboolean Map2TextureCoord2;
775 GLboolean Map2TextureCoord3;
776 GLboolean Map2TextureCoord4;
777 GLboolean Map2Vertex3;
778 GLboolean Map2Vertex4;
779 GLboolean AutoNormal;
780 /*@}*/
781
782 /**
783 * \name Map Grid endpoints and divisions and calculated du values
784 */
785 /*@{*/
786 GLint MapGrid1un;
787 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
788 GLint MapGrid2un, MapGrid2vn;
789 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
790 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
791 /*@}*/
792 };
793
794
795 /**
796 * Fog attribute group (GL_FOG_BIT).
797 */
798 struct gl_fog_attrib
799 {
800 GLboolean Enabled; /**< Fog enabled flag */
801 GLfloat ColorUnclamped[4]; /**< Fog color */
802 GLfloat Color[4]; /**< Fog color */
803 GLfloat Density; /**< Density >= 0.0 */
804 GLfloat Start; /**< Start distance in eye coords */
805 GLfloat End; /**< End distance in eye coords */
806 GLfloat Index; /**< Fog index */
807 GLenum Mode; /**< Fog mode */
808 GLboolean ColorSumEnabled;
809 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
810 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
811 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
812 };
813
814
815 /**
816 * Hint attribute group (GL_HINT_BIT).
817 *
818 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
819 */
820 struct gl_hint_attrib
821 {
822 GLenum PerspectiveCorrection;
823 GLenum PointSmooth;
824 GLenum LineSmooth;
825 GLenum PolygonSmooth;
826 GLenum Fog;
827 GLenum TextureCompression; /**< GL_ARB_texture_compression */
828 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
829 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
830 };
831
832
833 /**
834 * Lighting attribute group (GL_LIGHT_BIT).
835 */
836 struct gl_light_attrib
837 {
838 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
839 struct gl_lightmodel Model; /**< Lighting model */
840
841 /**
842 * Front and back material values.
843 * Note: must call FLUSH_VERTICES() before using.
844 */
845 struct gl_material Material;
846
847 GLboolean Enabled; /**< Lighting enabled flag */
848 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
849 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
850 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
851 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
852 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
853 GLboolean ColorMaterialEnabled;
854 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
855 GLboolean _ClampVertexColor;
856
857 struct gl_light EnabledList; /**< List sentinel */
858
859 /**
860 * Derived state for optimizations:
861 */
862 /*@{*/
863 GLboolean _NeedEyeCoords;
864 GLboolean _NeedVertices; /**< Use fast shader? */
865 GLfloat _BaseColor[2][3];
866 /*@}*/
867 };
868
869
870 /**
871 * Line attribute group (GL_LINE_BIT).
872 */
873 struct gl_line_attrib
874 {
875 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
876 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
877 GLushort StipplePattern; /**< Stipple pattern */
878 GLint StippleFactor; /**< Stipple repeat factor */
879 GLfloat Width; /**< Line width */
880 };
881
882
883 /**
884 * Display list attribute group (GL_LIST_BIT).
885 */
886 struct gl_list_attrib
887 {
888 GLuint ListBase;
889 };
890
891
892 /**
893 * Multisample attribute group (GL_MULTISAMPLE_BIT).
894 */
895 struct gl_multisample_attrib
896 {
897 GLboolean Enabled;
898 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
899 GLboolean SampleAlphaToCoverage;
900 GLboolean SampleAlphaToOne;
901 GLboolean SampleCoverage;
902 GLfloat SampleCoverageValue;
903 GLboolean SampleCoverageInvert;
904 GLboolean SampleShading;
905 GLfloat MinSampleShadingValue;
906
907 /* ARB_texture_multisample / GL3.2 additions */
908 GLboolean SampleMask;
909 /** The GL spec defines this as an array but >32x MSAA is madness */
910 GLbitfield SampleMaskValue;
911 };
912
913
914 /**
915 * A pixelmap (see glPixelMap)
916 */
917 struct gl_pixelmap
918 {
919 GLint Size;
920 GLfloat Map[MAX_PIXEL_MAP_TABLE];
921 };
922
923
924 /**
925 * Collection of all pixelmaps
926 */
927 struct gl_pixelmaps
928 {
929 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
930 struct gl_pixelmap GtoG;
931 struct gl_pixelmap BtoB;
932 struct gl_pixelmap AtoA;
933 struct gl_pixelmap ItoR;
934 struct gl_pixelmap ItoG;
935 struct gl_pixelmap ItoB;
936 struct gl_pixelmap ItoA;
937 struct gl_pixelmap ItoI;
938 struct gl_pixelmap StoS;
939 };
940
941
942 /**
943 * Pixel attribute group (GL_PIXEL_MODE_BIT).
944 */
945 struct gl_pixel_attrib
946 {
947 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
948
949 /*--- Begin Pixel Transfer State ---*/
950 /* Fields are in the order in which they're applied... */
951
952 /** Scale & Bias (index shift, offset) */
953 /*@{*/
954 GLfloat RedBias, RedScale;
955 GLfloat GreenBias, GreenScale;
956 GLfloat BlueBias, BlueScale;
957 GLfloat AlphaBias, AlphaScale;
958 GLfloat DepthBias, DepthScale;
959 GLint IndexShift, IndexOffset;
960 /*@}*/
961
962 /* Pixel Maps */
963 /* Note: actual pixel maps are not part of this attrib group */
964 GLboolean MapColorFlag;
965 GLboolean MapStencilFlag;
966
967 /*--- End Pixel Transfer State ---*/
968
969 /** glPixelZoom */
970 GLfloat ZoomX, ZoomY;
971 };
972
973
974 /**
975 * Point attribute group (GL_POINT_BIT).
976 */
977 struct gl_point_attrib
978 {
979 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
980 GLfloat Size; /**< User-specified point size */
981 GLfloat Params[3]; /**< GL_EXT_point_parameters */
982 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
983 GLfloat Threshold; /**< GL_EXT_point_parameters */
984 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
985 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
986 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
987 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
988 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
989 };
990
991
992 /**
993 * Polygon attribute group (GL_POLYGON_BIT).
994 */
995 struct gl_polygon_attrib
996 {
997 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
998 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
999 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1000 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1001 GLboolean CullFlag; /**< Culling on/off flag */
1002 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1003 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1004 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1005 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1006 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1007 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1008 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1009 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1010 };
1011
1012
1013 /**
1014 * Scissor attributes (GL_SCISSOR_BIT).
1015 */
1016 struct gl_scissor_rect
1017 {
1018 GLint X, Y; /**< Lower left corner of box */
1019 GLsizei Width, Height; /**< Size of box */
1020 };
1021 struct gl_scissor_attrib
1022 {
1023 GLbitfield EnableFlags; /**< Scissor test enabled? */
1024 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1025 };
1026
1027
1028 /**
1029 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1030 *
1031 * Three sets of stencil data are tracked so that OpenGL 2.0,
1032 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1033 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1034 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1035 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1036 * GL_EXT_stencil_two_side GL_BACK state.
1037 *
1038 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1039 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1040 *
1041 * The derived value \c _TestTwoSide is set when the front-face and back-face
1042 * stencil state are different.
1043 */
1044 struct gl_stencil_attrib
1045 {
1046 GLboolean Enabled; /**< Enabled flag */
1047 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1048 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1049 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1050 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1051 GLboolean _TestTwoSide;
1052 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1053 GLenum Function[3]; /**< Stencil function */
1054 GLenum FailFunc[3]; /**< Fail function */
1055 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1056 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1057 GLint Ref[3]; /**< Reference value */
1058 GLuint ValueMask[3]; /**< Value mask */
1059 GLuint WriteMask[3]; /**< Write mask */
1060 GLuint Clear; /**< Clear value */
1061 };
1062
1063
1064 /**
1065 * An index for each type of texture object. These correspond to the GL
1066 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1067 * Note: the order is from highest priority to lowest priority.
1068 */
1069 typedef enum
1070 {
1071 TEXTURE_2D_MULTISAMPLE_INDEX,
1072 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1073 TEXTURE_CUBE_ARRAY_INDEX,
1074 TEXTURE_BUFFER_INDEX,
1075 TEXTURE_2D_ARRAY_INDEX,
1076 TEXTURE_1D_ARRAY_INDEX,
1077 TEXTURE_EXTERNAL_INDEX,
1078 TEXTURE_CUBE_INDEX,
1079 TEXTURE_3D_INDEX,
1080 TEXTURE_RECT_INDEX,
1081 TEXTURE_2D_INDEX,
1082 TEXTURE_1D_INDEX,
1083 NUM_TEXTURE_TARGETS
1084 } gl_texture_index;
1085
1086
1087 /**
1088 * Bit flags for each type of texture object
1089 */
1090 /*@{*/
1091 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1092 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1093 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1094 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1095 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1096 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1097 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1098 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1099 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1100 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1101 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1102 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1103 /*@}*/
1104
1105
1106 /**
1107 * Texture image state. Drivers will typically create a subclass of this
1108 * with extra fields for memory buffers, etc.
1109 */
1110 struct gl_texture_image
1111 {
1112 GLint InternalFormat; /**< Internal format as given by the user */
1113 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1114 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1115 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1116 * GL_DEPTH_STENCIL_EXT only. Used for
1117 * choosing TexEnv arithmetic.
1118 */
1119 mesa_format TexFormat; /**< The actual texture memory format */
1120
1121 GLuint Border; /**< 0 or 1 */
1122 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1123 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1124 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1125 GLuint Width2; /**< = Width - 2*Border */
1126 GLuint Height2; /**< = Height - 2*Border */
1127 GLuint Depth2; /**< = Depth - 2*Border */
1128 GLuint WidthLog2; /**< = log2(Width2) */
1129 GLuint HeightLog2; /**< = log2(Height2) */
1130 GLuint DepthLog2; /**< = log2(Depth2) */
1131 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1132 levels, computed from the dimensions */
1133
1134 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1135 GLuint Level; /**< Which mipmap level am I? */
1136 /** Cube map face: index into gl_texture_object::Image[] array */
1137 GLuint Face;
1138
1139 /** GL_ARB_texture_multisample */
1140 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1141 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1142 };
1143
1144
1145 /**
1146 * Indexes for cube map faces.
1147 */
1148 typedef enum
1149 {
1150 FACE_POS_X = 0,
1151 FACE_NEG_X = 1,
1152 FACE_POS_Y = 2,
1153 FACE_NEG_Y = 3,
1154 FACE_POS_Z = 4,
1155 FACE_NEG_Z = 5,
1156 MAX_FACES = 6
1157 } gl_face_index;
1158
1159
1160 /**
1161 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1162 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1163 */
1164 struct gl_sampler_object
1165 {
1166 GLuint Name;
1167 GLint RefCount;
1168 GLchar *Label; /**< GL_KHR_debug */
1169
1170 GLenum WrapS; /**< S-axis texture image wrap mode */
1171 GLenum WrapT; /**< T-axis texture image wrap mode */
1172 GLenum WrapR; /**< R-axis texture image wrap mode */
1173 GLenum MinFilter; /**< minification filter */
1174 GLenum MagFilter; /**< magnification filter */
1175 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1176 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1177 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1178 GLfloat LodBias; /**< OpenGL 1.4 */
1179 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1180 GLenum CompareMode; /**< GL_ARB_shadow */
1181 GLenum CompareFunc; /**< GL_ARB_shadow */
1182 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1183 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1184 };
1185
1186
1187 /**
1188 * Texture object state. Contains the array of mipmap images, border color,
1189 * wrap modes, filter modes, and shadow/texcompare state.
1190 */
1191 struct gl_texture_object
1192 {
1193 mtx_t Mutex; /**< for thread safety */
1194 GLint RefCount; /**< reference count */
1195 GLuint Name; /**< the user-visible texture object ID */
1196 GLchar *Label; /**< GL_KHR_debug */
1197 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1198 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1199 Only valid when Target is valid. */
1200
1201 struct gl_sampler_object Sampler;
1202
1203 GLenum DepthMode; /**< GL_ARB_depth_texture */
1204 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1205
1206 GLfloat Priority; /**< in [0,1] */
1207 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1208 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1209 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1210 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1211 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1212 GLint CropRect[4]; /**< GL_OES_draw_texture */
1213 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1214 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1215 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1216 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1217 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1218 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1219 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1220 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1221 pressure? */
1222 GLboolean Immutable; /**< GL_ARB_texture_storage */
1223
1224 GLuint MinLevel; /**< GL_ARB_texture_view */
1225 GLuint MinLayer; /**< GL_ARB_texture_view */
1226 GLuint NumLevels; /**< GL_ARB_texture_view */
1227 GLuint NumLayers; /**< GL_ARB_texture_view */
1228
1229 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1230 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1231
1232 /** GL_ARB_texture_buffer_object */
1233 struct gl_buffer_object *BufferObject;
1234 GLenum BufferObjectFormat;
1235 /** Equivalent Mesa format for BufferObjectFormat. */
1236 mesa_format _BufferObjectFormat;
1237 /** GL_ARB_texture_buffer_range */
1238 GLintptr BufferOffset;
1239 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1240
1241 /** GL_OES_EGL_image_external */
1242 GLint RequiredTextureImageUnits;
1243
1244 /** GL_ARB_shader_image_load_store */
1245 GLenum ImageFormatCompatibilityType;
1246 };
1247
1248
1249 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1250 #define MAX_COMBINER_TERMS 4
1251
1252
1253 /**
1254 * Texture combine environment state.
1255 */
1256 struct gl_tex_env_combine_state
1257 {
1258 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1259 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1260 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1261 GLenum SourceRGB[MAX_COMBINER_TERMS];
1262 GLenum SourceA[MAX_COMBINER_TERMS];
1263 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1264 GLenum OperandRGB[MAX_COMBINER_TERMS];
1265 GLenum OperandA[MAX_COMBINER_TERMS];
1266 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1267 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1268 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1269 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1270 };
1271
1272
1273 /**
1274 * TexGenEnabled flags.
1275 */
1276 /*@{*/
1277 #define S_BIT 1
1278 #define T_BIT 2
1279 #define R_BIT 4
1280 #define Q_BIT 8
1281 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1282 /*@}*/
1283
1284
1285 /**
1286 * Bit flag versions of the corresponding GL_ constants.
1287 */
1288 /*@{*/
1289 #define TEXGEN_SPHERE_MAP 0x1
1290 #define TEXGEN_OBJ_LINEAR 0x2
1291 #define TEXGEN_EYE_LINEAR 0x4
1292 #define TEXGEN_REFLECTION_MAP_NV 0x8
1293 #define TEXGEN_NORMAL_MAP_NV 0x10
1294
1295 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1296 TEXGEN_REFLECTION_MAP_NV | \
1297 TEXGEN_NORMAL_MAP_NV)
1298 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1299 TEXGEN_REFLECTION_MAP_NV | \
1300 TEXGEN_NORMAL_MAP_NV | \
1301 TEXGEN_EYE_LINEAR)
1302 /*@}*/
1303
1304
1305
1306 /** Tex-gen enabled for texture unit? */
1307 #define ENABLE_TEXGEN(unit) (1 << (unit))
1308
1309 /** Non-identity texture matrix for texture unit? */
1310 #define ENABLE_TEXMAT(unit) (1 << (unit))
1311
1312
1313 /**
1314 * Texture coord generation state.
1315 */
1316 struct gl_texgen
1317 {
1318 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1319 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1320 GLfloat ObjectPlane[4];
1321 GLfloat EyePlane[4];
1322 };
1323
1324
1325 /**
1326 * Texture unit state. Contains enable flags, texture environment/function/
1327 * combiners, texgen state, and pointers to current texture objects.
1328 */
1329 struct gl_texture_unit
1330 {
1331 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1332
1333 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1334 GLclampf EnvColor[4];
1335 GLfloat EnvColorUnclamped[4];
1336
1337 struct gl_texgen GenS;
1338 struct gl_texgen GenT;
1339 struct gl_texgen GenR;
1340 struct gl_texgen GenQ;
1341 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1342 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1343
1344 GLfloat LodBias; /**< for biasing mipmap levels */
1345
1346 /** Current sampler object (GL_ARB_sampler_objects) */
1347 struct gl_sampler_object *Sampler;
1348
1349 /**
1350 * \name GL_EXT_texture_env_combine
1351 */
1352 struct gl_tex_env_combine_state Combine;
1353
1354 /**
1355 * Derived state based on \c EnvMode and the \c BaseFormat of the
1356 * currently enabled texture.
1357 */
1358 struct gl_tex_env_combine_state _EnvMode;
1359
1360 /**
1361 * Currently enabled combiner state. This will point to either
1362 * \c Combine or \c _EnvMode.
1363 */
1364 struct gl_tex_env_combine_state *_CurrentCombine;
1365
1366 /** Current texture object pointers */
1367 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1368
1369 /** Points to highest priority, complete and enabled texture object */
1370 struct gl_texture_object *_Current;
1371
1372 /** Texture targets that have a non-default texture bound */
1373 GLbitfield _BoundTextures;
1374 };
1375
1376
1377 /**
1378 * Texture attribute group (GL_TEXTURE_BIT).
1379 */
1380 struct gl_texture_attrib
1381 {
1382 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1383 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1384
1385 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1386
1387 /** GL_ARB_texture_buffer_object */
1388 struct gl_buffer_object *BufferObject;
1389
1390 /** GL_ARB_seamless_cubemap */
1391 GLboolean CubeMapSeamless;
1392
1393 /** Texture coord units/sets used for fragment texturing */
1394 GLbitfield _EnabledCoordUnits;
1395
1396 /** Texture coord units that have texgen enabled */
1397 GLbitfield _TexGenEnabled;
1398
1399 /** Texture coord units that have non-identity matrices */
1400 GLbitfield _TexMatEnabled;
1401
1402 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1403 GLbitfield _GenFlags;
1404
1405 /** Largest index of a texture unit with _Current != NULL. */
1406 GLint _MaxEnabledTexImageUnit;
1407
1408 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1409 GLint NumCurrentTexUsed;
1410 };
1411
1412
1413 /**
1414 * Data structure representing a single clip plane (e.g. one of the elements
1415 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1416 */
1417 typedef GLfloat gl_clip_plane[4];
1418
1419
1420 /**
1421 * Transformation attribute group (GL_TRANSFORM_BIT).
1422 */
1423 struct gl_transform_attrib
1424 {
1425 GLenum MatrixMode; /**< Matrix mode */
1426 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1427 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1428 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1429 GLboolean Normalize; /**< Normalize all normals? */
1430 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1431 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1432 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1433 };
1434
1435
1436 /**
1437 * Viewport attribute group (GL_VIEWPORT_BIT).
1438 */
1439 struct gl_viewport_attrib
1440 {
1441 GLfloat X, Y; /**< position */
1442 GLfloat Width, Height; /**< size */
1443 GLdouble Near, Far; /**< Depth buffer range */
1444 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1445 };
1446
1447
1448 typedef enum {
1449 MAP_USER,
1450 MAP_INTERNAL,
1451
1452 MAP_COUNT
1453 } gl_map_buffer_index;
1454
1455
1456 /**
1457 * Fields describing a mapped buffer range.
1458 */
1459 struct gl_buffer_mapping {
1460 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1461 GLvoid *Pointer; /**< User-space address of mapping */
1462 GLintptr Offset; /**< Mapped offset */
1463 GLsizeiptr Length; /**< Mapped length */
1464 };
1465
1466
1467 /**
1468 * GL_ARB_vertex/pixel_buffer_object buffer object
1469 */
1470 struct gl_buffer_object
1471 {
1472 mtx_t Mutex;
1473 GLint RefCount;
1474 GLuint Name;
1475 GLchar *Label; /**< GL_KHR_debug */
1476 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1477 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1478 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1479 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1480 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1481 GLboolean Written; /**< Ever written to? (for debugging) */
1482 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1483 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1484
1485 struct gl_buffer_mapping Mappings[MAP_COUNT];
1486 };
1487
1488
1489 /**
1490 * Client pixel packing/unpacking attributes
1491 */
1492 struct gl_pixelstore_attrib
1493 {
1494 GLint Alignment;
1495 GLint RowLength;
1496 GLint SkipPixels;
1497 GLint SkipRows;
1498 GLint ImageHeight;
1499 GLint SkipImages;
1500 GLboolean SwapBytes;
1501 GLboolean LsbFirst;
1502 GLboolean Invert; /**< GL_MESA_pack_invert */
1503 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1504 GLint CompressedBlockHeight;
1505 GLint CompressedBlockDepth;
1506 GLint CompressedBlockSize;
1507 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1508 };
1509
1510
1511 /**
1512 * Client vertex array attributes
1513 */
1514 struct gl_client_array
1515 {
1516 GLint Size; /**< components per element (1,2,3,4) */
1517 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1518 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1519 GLsizei Stride; /**< user-specified stride */
1520 GLsizei StrideB; /**< actual stride in bytes */
1521 const GLubyte *Ptr; /**< Points to array data */
1522 GLboolean Enabled; /**< Enabled flag is a boolean */
1523 GLboolean Normalized; /**< GL_ARB_vertex_program */
1524 GLboolean Integer; /**< Integer-valued? */
1525 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1526 GLuint _ElementSize; /**< size of each element in bytes */
1527
1528 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1529 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1530 };
1531
1532
1533 /**
1534 * Vertex attribute array as seen by the client.
1535 *
1536 * Contains the size, type, format and normalization flag,
1537 * along with the index of a vertex buffer binding point.
1538 *
1539 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1540 * and is only present for backwards compatibility reasons.
1541 * Rendering always uses VERTEX_BINDING_STRIDE.
1542 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1543 * and VERTEX_BINDING_STRIDE to the same value, while
1544 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1545 */
1546 struct gl_vertex_attrib_array
1547 {
1548 GLint Size; /**< Components per element (1,2,3,4) */
1549 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1550 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1551 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1552 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1553 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1554 GLboolean Enabled; /**< Whether the array is enabled */
1555 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1556 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1557 GLuint _ElementSize; /**< Size of each element in bytes */
1558 GLuint VertexBinding; /**< Vertex buffer binding */
1559 };
1560
1561
1562 /**
1563 * This describes the buffer object used for a vertex array (or
1564 * multiple vertex arrays). If BufferObj points to the default/null
1565 * buffer object, then the vertex array lives in user memory and not a VBO.
1566 */
1567 struct gl_vertex_buffer_binding
1568 {
1569 GLintptr Offset; /**< User-specified offset */
1570 GLsizei Stride; /**< User-specified stride */
1571 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1572 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1573 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1574 };
1575
1576
1577 /**
1578 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1579 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1580 * extension.
1581 */
1582 struct gl_vertex_array_object
1583 {
1584 /** Name of the VAO as received from glGenVertexArray. */
1585 GLuint Name;
1586 GLchar *Label; /**< GL_KHR_debug */
1587
1588 GLint RefCount;
1589 mtx_t Mutex;
1590
1591 /**
1592 * Does the VAO use ARB semantics or Apple semantics?
1593 *
1594 * There are several ways in which ARB_vertex_array_object and
1595 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1596 * least,
1597 *
1598 * - ARB VAOs require that all array data be sourced from vertex buffer
1599 * objects, but Apple VAOs do not.
1600 *
1601 * - ARB VAOs require that names come from GenVertexArrays.
1602 *
1603 * This flag notes which behavior governs this VAO.
1604 */
1605 GLboolean ARBsemantics;
1606
1607 /**
1608 * Has this array object been bound?
1609 */
1610 GLboolean EverBound;
1611
1612 /**
1613 * Derived vertex attribute arrays
1614 *
1615 * This is a legacy data structure created from gl_vertex_attrib_array and
1616 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1617 */
1618 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1619
1620 /** Vertex attribute arrays */
1621 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1622
1623 /** Vertex buffer bindings */
1624 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1625
1626 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1627 GLbitfield64 _Enabled;
1628
1629 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1630 GLbitfield64 NewArrays;
1631
1632 /**
1633 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1634 * we can determine the max legal (in bounds) glDrawElements array index.
1635 */
1636 GLuint _MaxElement;
1637
1638 /** The index buffer (also known as the element array buffer in OpenGL). */
1639 struct gl_buffer_object *IndexBufferObj;
1640 };
1641
1642
1643 /** Used to signal when transitioning from one kind of drawing method
1644 * to another.
1645 */
1646 typedef enum {
1647 DRAW_NONE, /**< Initial value only */
1648 DRAW_BEGIN_END,
1649 DRAW_DISPLAY_LIST,
1650 DRAW_ARRAYS
1651 } gl_draw_method;
1652
1653
1654 /**
1655 * Vertex array state
1656 */
1657 struct gl_array_attrib
1658 {
1659 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1660 struct gl_vertex_array_object *VAO;
1661
1662 /** The default vertex array object */
1663 struct gl_vertex_array_object *DefaultVAO;
1664
1665 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1666 struct _mesa_HashTable *Objects;
1667
1668 GLint ActiveTexture; /**< Client Active Texture */
1669 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1670 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1671
1672 /**
1673 * \name Primitive restart controls
1674 *
1675 * Primitive restart is enabled if either \c PrimitiveRestart or
1676 * \c PrimitiveRestartFixedIndex is set.
1677 */
1678 /*@{*/
1679 GLboolean PrimitiveRestart;
1680 GLboolean PrimitiveRestartFixedIndex;
1681 GLboolean _PrimitiveRestart;
1682 GLuint RestartIndex;
1683 /*@}*/
1684
1685 /* GL_ARB_vertex_buffer_object */
1686 struct gl_buffer_object *ArrayBufferObj;
1687
1688 /**
1689 * Vertex arrays as consumed by a driver.
1690 * The array pointer is set up only by the VBO module.
1691 */
1692 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1693
1694 /** One of the DRAW_xxx flags, not consumed by drivers */
1695 gl_draw_method DrawMethod;
1696
1697 /** Legal array datatypes */
1698 GLbitfield LegalTypesMask;
1699 };
1700
1701
1702 /**
1703 * Feedback buffer state
1704 */
1705 struct gl_feedback
1706 {
1707 GLenum Type;
1708 GLbitfield _Mask; /**< FB_* bits */
1709 GLfloat *Buffer;
1710 GLuint BufferSize;
1711 GLuint Count;
1712 };
1713
1714
1715 /**
1716 * Selection buffer state
1717 */
1718 struct gl_selection
1719 {
1720 GLuint *Buffer; /**< selection buffer */
1721 GLuint BufferSize; /**< size of the selection buffer */
1722 GLuint BufferCount; /**< number of values in the selection buffer */
1723 GLuint Hits; /**< number of records in the selection buffer */
1724 GLuint NameStackDepth; /**< name stack depth */
1725 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1726 GLboolean HitFlag; /**< hit flag */
1727 GLfloat HitMinZ; /**< minimum hit depth */
1728 GLfloat HitMaxZ; /**< maximum hit depth */
1729 };
1730
1731
1732 /**
1733 * 1-D Evaluator control points
1734 */
1735 struct gl_1d_map
1736 {
1737 GLuint Order; /**< Number of control points */
1738 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1739 GLfloat *Points; /**< Points to contiguous control points */
1740 };
1741
1742
1743 /**
1744 * 2-D Evaluator control points
1745 */
1746 struct gl_2d_map
1747 {
1748 GLuint Uorder; /**< Number of control points in U dimension */
1749 GLuint Vorder; /**< Number of control points in V dimension */
1750 GLfloat u1, u2, du;
1751 GLfloat v1, v2, dv;
1752 GLfloat *Points; /**< Points to contiguous control points */
1753 };
1754
1755
1756 /**
1757 * All evaluator control point state
1758 */
1759 struct gl_evaluators
1760 {
1761 /**
1762 * \name 1-D maps
1763 */
1764 /*@{*/
1765 struct gl_1d_map Map1Vertex3;
1766 struct gl_1d_map Map1Vertex4;
1767 struct gl_1d_map Map1Index;
1768 struct gl_1d_map Map1Color4;
1769 struct gl_1d_map Map1Normal;
1770 struct gl_1d_map Map1Texture1;
1771 struct gl_1d_map Map1Texture2;
1772 struct gl_1d_map Map1Texture3;
1773 struct gl_1d_map Map1Texture4;
1774 /*@}*/
1775
1776 /**
1777 * \name 2-D maps
1778 */
1779 /*@{*/
1780 struct gl_2d_map Map2Vertex3;
1781 struct gl_2d_map Map2Vertex4;
1782 struct gl_2d_map Map2Index;
1783 struct gl_2d_map Map2Color4;
1784 struct gl_2d_map Map2Normal;
1785 struct gl_2d_map Map2Texture1;
1786 struct gl_2d_map Map2Texture2;
1787 struct gl_2d_map Map2Texture3;
1788 struct gl_2d_map Map2Texture4;
1789 /*@}*/
1790 };
1791
1792
1793 struct gl_transform_feedback_varying_info
1794 {
1795 char *Name;
1796 GLenum Type;
1797 GLint Size;
1798 };
1799
1800
1801 /**
1802 * Per-output info vertex shaders for transform feedback.
1803 */
1804 struct gl_transform_feedback_output
1805 {
1806 unsigned OutputRegister;
1807 unsigned OutputBuffer;
1808 unsigned NumComponents;
1809 unsigned StreamId;
1810
1811 /** offset (in DWORDs) of this output within the interleaved structure */
1812 unsigned DstOffset;
1813
1814 /**
1815 * Offset into the output register of the data to output. For example,
1816 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1817 * offset is in the y and z components of the output register.
1818 */
1819 unsigned ComponentOffset;
1820 };
1821
1822
1823 /** Post-link transform feedback info. */
1824 struct gl_transform_feedback_info
1825 {
1826 unsigned NumOutputs;
1827
1828 /**
1829 * Number of transform feedback buffers in use by this program.
1830 */
1831 unsigned NumBuffers;
1832
1833 struct gl_transform_feedback_output *Outputs;
1834
1835 /** Transform feedback varyings used for the linking of this shader program.
1836 *
1837 * Use for glGetTransformFeedbackVarying().
1838 */
1839 struct gl_transform_feedback_varying_info *Varyings;
1840 GLint NumVarying;
1841
1842 /**
1843 * Total number of components stored in each buffer. This may be used by
1844 * hardware back-ends to determine the correct stride when interleaving
1845 * multiple transform feedback outputs in the same buffer.
1846 */
1847 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1848 };
1849
1850
1851 /**
1852 * Transform feedback object state
1853 */
1854 struct gl_transform_feedback_object
1855 {
1856 GLuint Name; /**< AKA the object ID */
1857 GLchar *Label; /**< GL_KHR_debug */
1858 GLint RefCount;
1859 GLboolean Active; /**< Is transform feedback enabled? */
1860 GLboolean Paused; /**< Is transform feedback paused? */
1861 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1862 at least once? */
1863 GLboolean EverBound; /**< Has this object been bound? */
1864
1865 /**
1866 * The shader program active when BeginTransformFeedback() was called.
1867 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1868 * where stage is the pipeline stage that is the source of data for
1869 * transform feedback.
1870 */
1871 struct gl_shader_program *shader_program;
1872
1873 /**
1874 * GLES: if Active is true, remaining number of primitives which can be
1875 * rendered without overflow. This is necessary to track because GLES
1876 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1877 * glDrawArraysInstanced would overflow transform feedback buffers.
1878 * Undefined if Active is false.
1879 *
1880 * Not tracked for desktop GL since it's unnecessary.
1881 */
1882 unsigned GlesRemainingPrims;
1883
1884 /** The feedback buffers */
1885 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1886 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1887
1888 /** Start of feedback data in dest buffer */
1889 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1890
1891 /**
1892 * Max data to put into dest buffer (in bytes). Computed based on
1893 * RequestedSize and the actual size of the buffer.
1894 */
1895 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1896
1897 /**
1898 * Size that was specified when the buffer was bound. If the buffer was
1899 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1900 * zero.
1901 */
1902 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1903 };
1904
1905
1906 /**
1907 * Context state for transform feedback.
1908 */
1909 struct gl_transform_feedback_state
1910 {
1911 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1912
1913 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1914 struct gl_buffer_object *CurrentBuffer;
1915
1916 /** The table of all transform feedback objects */
1917 struct _mesa_HashTable *Objects;
1918
1919 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1920 struct gl_transform_feedback_object *CurrentObject;
1921
1922 /** The default xform-fb object (Name==0) */
1923 struct gl_transform_feedback_object *DefaultObject;
1924 };
1925
1926
1927 /**
1928 * A "performance monitor" as described in AMD_performance_monitor.
1929 */
1930 struct gl_perf_monitor_object
1931 {
1932 GLuint Name;
1933
1934 /** True if the monitor is currently active (Begin called but not End). */
1935 GLboolean Active;
1936
1937 /**
1938 * True if the monitor has ended.
1939 *
1940 * This is distinct from !Active because it may never have began.
1941 */
1942 GLboolean Ended;
1943
1944 /**
1945 * A list of groups with currently active counters.
1946 *
1947 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1948 */
1949 unsigned *ActiveGroups;
1950
1951 /**
1952 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1953 *
1954 * Checking whether counter 'c' in group 'g' is active can be done via:
1955 *
1956 * BITSET_TEST(ActiveCounters[g], c)
1957 */
1958 GLuint **ActiveCounters;
1959 };
1960
1961
1962 union gl_perf_monitor_counter_value
1963 {
1964 float f;
1965 uint64_t u64;
1966 uint32_t u32;
1967 };
1968
1969
1970 struct gl_perf_monitor_counter
1971 {
1972 /** Human readable name for the counter. */
1973 const char *Name;
1974
1975 /**
1976 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1977 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1978 */
1979 GLenum Type;
1980
1981 /** Minimum counter value. */
1982 union gl_perf_monitor_counter_value Minimum;
1983
1984 /** Maximum counter value. */
1985 union gl_perf_monitor_counter_value Maximum;
1986 };
1987
1988
1989 struct gl_perf_monitor_group
1990 {
1991 /** Human readable name for the group. */
1992 const char *Name;
1993
1994 /**
1995 * Maximum number of counters in this group which can be active at the
1996 * same time.
1997 */
1998 GLuint MaxActiveCounters;
1999
2000 /** Array of counters within this group. */
2001 const struct gl_perf_monitor_counter *Counters;
2002 GLuint NumCounters;
2003 };
2004
2005
2006 /**
2007 * Context state for AMD_performance_monitor.
2008 */
2009 struct gl_perf_monitor_state
2010 {
2011 /** Array of performance monitor groups (indexed by group ID) */
2012 const struct gl_perf_monitor_group *Groups;
2013 GLuint NumGroups;
2014
2015 /** The table of all performance monitors. */
2016 struct _mesa_HashTable *Monitors;
2017 };
2018
2019
2020 /**
2021 * Names of the various vertex/fragment program register files, etc.
2022 *
2023 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2024 * All values should fit in a 4-bit field.
2025 *
2026 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2027 * considered to be "uniform" variables since they can only be set outside
2028 * glBegin/End. They're also all stored in the same Parameters array.
2029 */
2030 typedef enum
2031 {
2032 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2033 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2034 PROGRAM_INPUT, /**< machine->Inputs[] */
2035 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2036 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2037 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2038 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2039 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2040 PROGRAM_ADDRESS, /**< machine->AddressReg */
2041 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2042 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2043 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2044 PROGRAM_FILE_MAX
2045 } gl_register_file;
2046
2047
2048 /**
2049 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2050 * one of these values.
2051 */
2052 typedef enum
2053 {
2054 /**
2055 * \name Vertex shader system values
2056 */
2057 /*@{*/
2058 SYSTEM_VALUE_VERTEX_ID,
2059 SYSTEM_VALUE_INSTANCE_ID,
2060 /*@}*/
2061
2062 /**
2063 * \name Geometry shader system values
2064 */
2065 /*@{*/
2066 SYSTEM_VALUE_INVOCATION_ID,
2067 /*@}*/
2068
2069 /**
2070 * \name Fragment shader system values
2071 */
2072 /*@{*/
2073 SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */
2074 SYSTEM_VALUE_SAMPLE_ID,
2075 SYSTEM_VALUE_SAMPLE_POS,
2076 SYSTEM_VALUE_SAMPLE_MASK_IN,
2077 /*@}*/
2078
2079 SYSTEM_VALUE_MAX /**< Number of values */
2080 } gl_system_value;
2081
2082
2083 /**
2084 * The possible interpolation qualifiers that can be applied to a fragment
2085 * shader input in GLSL.
2086 *
2087 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2088 * gl_fragment_program data structure to 0 causes the default behavior.
2089 */
2090 enum glsl_interp_qualifier
2091 {
2092 INTERP_QUALIFIER_NONE = 0,
2093 INTERP_QUALIFIER_SMOOTH,
2094 INTERP_QUALIFIER_FLAT,
2095 INTERP_QUALIFIER_NOPERSPECTIVE,
2096 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2097 };
2098
2099
2100 /**
2101 * \brief Layout qualifiers for gl_FragDepth.
2102 *
2103 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2104 * a layout qualifier.
2105 *
2106 * \see enum ir_depth_layout
2107 */
2108 enum gl_frag_depth_layout
2109 {
2110 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2111 FRAG_DEPTH_LAYOUT_ANY,
2112 FRAG_DEPTH_LAYOUT_GREATER,
2113 FRAG_DEPTH_LAYOUT_LESS,
2114 FRAG_DEPTH_LAYOUT_UNCHANGED
2115 };
2116
2117
2118 /**
2119 * Base class for any kind of program object
2120 */
2121 struct gl_program
2122 {
2123 GLuint Id;
2124 GLubyte *String; /**< Null-terminated program text */
2125 GLint RefCount;
2126 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2127 GLenum Format; /**< String encoding format */
2128
2129 struct prog_instruction *Instructions;
2130
2131 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2132 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2133 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2134 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2135 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2136 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2137 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2138 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2139
2140 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2141
2142 /**
2143 * For vertex and geometry shaders, true if the program uses the
2144 * gl_ClipDistance output. Ignored for fragment shaders.
2145 */
2146 GLboolean UsesClipDistanceOut;
2147
2148
2149 /** Named parameters, constants, etc. from program text */
2150 struct gl_program_parameter_list *Parameters;
2151
2152 /**
2153 * Local parameters used by the program.
2154 *
2155 * It's dynamically allocated because it is rarely used (just
2156 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2157 * allocated.
2158 */
2159 GLfloat (*LocalParams)[4];
2160
2161 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2162 GLubyte SamplerUnits[MAX_SAMPLERS];
2163
2164 /** Bitmask of which register files are read/written with indirect
2165 * addressing. Mask of (1 << PROGRAM_x) bits.
2166 */
2167 GLbitfield IndirectRegisterFiles;
2168
2169 /** Logical counts */
2170 /*@{*/
2171 GLuint NumInstructions;
2172 GLuint NumTemporaries;
2173 GLuint NumParameters;
2174 GLuint NumAttributes;
2175 GLuint NumAddressRegs;
2176 GLuint NumAluInstructions;
2177 GLuint NumTexInstructions;
2178 GLuint NumTexIndirections;
2179 /*@}*/
2180 /** Native, actual h/w counts */
2181 /*@{*/
2182 GLuint NumNativeInstructions;
2183 GLuint NumNativeTemporaries;
2184 GLuint NumNativeParameters;
2185 GLuint NumNativeAttributes;
2186 GLuint NumNativeAddressRegs;
2187 GLuint NumNativeAluInstructions;
2188 GLuint NumNativeTexInstructions;
2189 GLuint NumNativeTexIndirections;
2190 /*@}*/
2191 };
2192
2193
2194 /** Vertex program object */
2195 struct gl_vertex_program
2196 {
2197 struct gl_program Base; /**< base class */
2198 GLboolean IsPositionInvariant;
2199 };
2200
2201
2202 /** Geometry program object */
2203 struct gl_geometry_program
2204 {
2205 struct gl_program Base; /**< base class */
2206
2207 GLint VerticesIn;
2208 GLint VerticesOut;
2209 GLint Invocations;
2210 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2211 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2212 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2213 bool UsesEndPrimitive;
2214 bool UsesStreams;
2215 };
2216
2217
2218 /** Fragment program object */
2219 struct gl_fragment_program
2220 {
2221 struct gl_program Base; /**< base class */
2222 GLboolean UsesKill; /**< shader uses KIL instruction */
2223 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2224 GLboolean OriginUpperLeft;
2225 GLboolean PixelCenterInteger;
2226 enum gl_frag_depth_layout FragDepthLayout;
2227
2228 /**
2229 * GLSL interpolation qualifier associated with each fragment shader input.
2230 * For inputs that do not have an interpolation qualifier specified in
2231 * GLSL, the value is INTERP_QUALIFIER_NONE.
2232 */
2233 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2234
2235 /**
2236 * Bitfield indicating, for each fragment shader input, 1 if that input
2237 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2238 */
2239 GLbitfield64 IsCentroid;
2240
2241 /**
2242 * Bitfield indicating, for each fragment shader input, 1 if that input
2243 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2244 */
2245 GLbitfield64 IsSample;
2246 };
2247
2248
2249 /** Compute program object */
2250 struct gl_compute_program
2251 {
2252 struct gl_program Base; /**< base class */
2253
2254 /**
2255 * Size specified using local_size_{x,y,z}.
2256 */
2257 unsigned LocalSize[3];
2258 };
2259
2260
2261 /**
2262 * State common to vertex and fragment programs.
2263 */
2264 struct gl_program_state
2265 {
2266 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2267 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2268 };
2269
2270
2271 /**
2272 * Context state for vertex programs.
2273 */
2274 struct gl_vertex_program_state
2275 {
2276 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2277 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2278 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2279 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2280 /** Computed two sided lighting for fixed function/programs. */
2281 GLboolean _TwoSideEnabled;
2282 struct gl_vertex_program *Current; /**< User-bound vertex program */
2283
2284 /** Currently enabled and valid vertex program (including internal
2285 * programs, user-defined vertex programs and GLSL vertex shaders).
2286 * This is the program we must use when rendering.
2287 */
2288 struct gl_vertex_program *_Current;
2289
2290 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2291
2292 /** Should fixed-function T&L be implemented with a vertex prog? */
2293 GLboolean _MaintainTnlProgram;
2294
2295 /** Program to emulate fixed-function T&L (see above) */
2296 struct gl_vertex_program *_TnlProgram;
2297
2298 /** Cache of fixed-function programs */
2299 struct gl_program_cache *Cache;
2300
2301 GLboolean _Overriden;
2302 };
2303
2304
2305 /**
2306 * Context state for geometry programs.
2307 */
2308 struct gl_geometry_program_state
2309 {
2310 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2311 GLboolean _Enabled; /**< Enabled and valid program? */
2312 struct gl_geometry_program *Current; /**< user-bound geometry program */
2313
2314 /** Currently enabled and valid program (including internal programs
2315 * and compiled shader programs).
2316 */
2317 struct gl_geometry_program *_Current;
2318
2319 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2320
2321 /** Cache of fixed-function programs */
2322 struct gl_program_cache *Cache;
2323 };
2324
2325 /**
2326 * Context state for fragment programs.
2327 */
2328 struct gl_fragment_program_state
2329 {
2330 GLboolean Enabled; /**< User-set fragment program enable flag */
2331 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2332 struct gl_fragment_program *Current; /**< User-bound fragment program */
2333
2334 /** Currently enabled and valid fragment program (including internal
2335 * programs, user-defined fragment programs and GLSL fragment shaders).
2336 * This is the program we must use when rendering.
2337 */
2338 struct gl_fragment_program *_Current;
2339
2340 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2341
2342 /** Should fixed-function texturing be implemented with a fragment prog? */
2343 GLboolean _MaintainTexEnvProgram;
2344
2345 /** Program to emulate fixed-function texture env/combine (see above) */
2346 struct gl_fragment_program *_TexEnvProgram;
2347
2348 /** Cache of fixed-function programs */
2349 struct gl_program_cache *Cache;
2350 };
2351
2352
2353 /**
2354 * ATI_fragment_shader runtime state
2355 */
2356 #define ATI_FS_INPUT_PRIMARY 0
2357 #define ATI_FS_INPUT_SECONDARY 1
2358
2359 struct atifs_instruction;
2360 struct atifs_setupinst;
2361
2362 /**
2363 * ATI fragment shader
2364 */
2365 struct ati_fragment_shader
2366 {
2367 GLuint Id;
2368 GLint RefCount;
2369 struct atifs_instruction *Instructions[2];
2370 struct atifs_setupinst *SetupInst[2];
2371 GLfloat Constants[8][4];
2372 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2373 GLubyte numArithInstr[2];
2374 GLubyte regsAssigned[2];
2375 GLubyte NumPasses; /**< 1 or 2 */
2376 GLubyte cur_pass;
2377 GLubyte last_optype;
2378 GLboolean interpinp1;
2379 GLboolean isValid;
2380 GLuint swizzlerq;
2381 };
2382
2383 /**
2384 * Context state for GL_ATI_fragment_shader
2385 */
2386 struct gl_ati_fragment_shader_state
2387 {
2388 GLboolean Enabled;
2389 GLboolean _Enabled; /**< enabled and valid shader? */
2390 GLboolean Compiling;
2391 GLfloat GlobalConstants[8][4];
2392 struct ati_fragment_shader *Current;
2393 };
2394
2395
2396 /** Set by #pragma directives */
2397 struct gl_sl_pragmas
2398 {
2399 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2400 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2401 GLboolean Optimize; /**< defaults on */
2402 GLboolean Debug; /**< defaults off */
2403 };
2404
2405
2406 /**
2407 * A GLSL vertex or fragment shader object.
2408 */
2409 struct gl_shader
2410 {
2411 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2412 * Must be the first field.
2413 */
2414 GLenum Type;
2415 gl_shader_stage Stage;
2416 GLuint Name; /**< AKA the handle */
2417 GLchar *Label; /**< GL_KHR_debug */
2418 GLint RefCount; /**< Reference count */
2419 GLboolean DeletePending;
2420 GLboolean CompileStatus;
2421 const GLchar *Source; /**< Source code string */
2422 GLuint SourceChecksum; /**< for debug/logging purposes */
2423 struct gl_program *Program; /**< Post-compile assembly code */
2424 GLchar *InfoLog;
2425 struct gl_sl_pragmas Pragmas;
2426
2427 unsigned Version; /**< GLSL version used for linking */
2428 GLboolean IsES; /**< True if this shader uses GLSL ES */
2429
2430 /**
2431 * \name Sampler tracking
2432 *
2433 * \note Each of these fields is only set post-linking.
2434 */
2435 /*@{*/
2436 unsigned num_samplers; /**< Number of samplers used by this shader. */
2437 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2438 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2439 /*@}*/
2440
2441 /**
2442 * Map from sampler unit to texture unit (set by glUniform1i())
2443 *
2444 * A sampler unit is associated with each sampler uniform by the linker.
2445 * The sampler unit associated with each uniform is stored in the
2446 * \c gl_uniform_storage::sampler field.
2447 */
2448 GLubyte SamplerUnits[MAX_SAMPLERS];
2449 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2450 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2451
2452 /**
2453 * Number of default uniform block components used by this shader.
2454 *
2455 * This field is only set post-linking.
2456 */
2457 unsigned num_uniform_components;
2458
2459 /**
2460 * Number of combined uniform components used by this shader.
2461 *
2462 * This field is only set post-linking. It is the sum of the uniform block
2463 * sizes divided by sizeof(float), and num_uniform_compoennts.
2464 */
2465 unsigned num_combined_uniform_components;
2466
2467 /**
2468 * This shader's uniform block information.
2469 *
2470 * These fields are only set post-linking.
2471 */
2472 struct gl_uniform_block *UniformBlocks;
2473 unsigned NumUniformBlocks;
2474
2475 struct exec_list *ir;
2476 struct glsl_symbol_table *symbols;
2477
2478 bool uses_builtin_functions;
2479 bool uses_gl_fragcoord;
2480 bool redeclares_gl_fragcoord;
2481 bool ARB_fragment_coord_conventions_enable;
2482
2483 /**
2484 * Fragment shader state from GLSL 1.50 layout qualifiers.
2485 */
2486 bool origin_upper_left;
2487 bool pixel_center_integer;
2488
2489 /**
2490 * Geometry shader state from GLSL 1.50 layout qualifiers.
2491 */
2492 struct {
2493 GLint VerticesOut;
2494 /**
2495 * 0 - Invocations count not declared in shader, or
2496 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2497 */
2498 GLint Invocations;
2499 /**
2500 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2501 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2502 * shader.
2503 */
2504 GLenum InputType;
2505 /**
2506 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2507 * it's not set in this shader.
2508 */
2509 GLenum OutputType;
2510 } Geom;
2511
2512 /**
2513 * Map from image uniform index to image unit (set by glUniform1i())
2514 *
2515 * An image uniform index is associated with each image uniform by
2516 * the linker. The image index associated with each uniform is
2517 * stored in the \c gl_uniform_storage::image field.
2518 */
2519 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2520
2521 /**
2522 * Access qualifier specified in the shader for each image uniform
2523 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2524 * GL_READ_WRITE.
2525 *
2526 * It may be different, though only more strict than the value of
2527 * \c gl_image_unit::Access for the corresponding image unit.
2528 */
2529 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2530
2531 /**
2532 * Number of image uniforms defined in the shader. It specifies
2533 * the number of valid elements in the \c ImageUnits and \c
2534 * ImageAccess arrays above.
2535 */
2536 GLuint NumImages;
2537
2538 /**
2539 * Compute shader state from ARB_compute_shader layout qualifiers.
2540 */
2541 struct {
2542 /**
2543 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2544 * it's not set in this shader.
2545 */
2546 unsigned LocalSize[3];
2547 } Comp;
2548 };
2549
2550
2551 struct gl_uniform_buffer_variable
2552 {
2553 char *Name;
2554
2555 /**
2556 * Name of the uniform as seen by glGetUniformIndices.
2557 *
2558 * glGetUniformIndices requires that the block instance index \b not be
2559 * present in the name of queried uniforms.
2560 *
2561 * \note
2562 * \c gl_uniform_buffer_variable::IndexName and
2563 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2564 */
2565 char *IndexName;
2566
2567 const struct glsl_type *Type;
2568 unsigned int Offset;
2569 GLboolean RowMajor;
2570 };
2571
2572
2573 enum gl_uniform_block_packing
2574 {
2575 ubo_packing_std140,
2576 ubo_packing_shared,
2577 ubo_packing_packed
2578 };
2579
2580
2581 struct gl_uniform_block
2582 {
2583 /** Declared name of the uniform block */
2584 char *Name;
2585
2586 /** Array of supplemental information about UBO ir_variables. */
2587 struct gl_uniform_buffer_variable *Uniforms;
2588 GLuint NumUniforms;
2589
2590 /**
2591 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2592 * with glBindBufferBase to bind a buffer object to this uniform block. When
2593 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2594 */
2595 GLuint Binding;
2596
2597 /**
2598 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2599 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2600 */
2601 GLuint UniformBufferSize;
2602
2603 /**
2604 * Layout specified in the shader
2605 *
2606 * This isn't accessible through the API, but it is used while
2607 * cross-validating uniform blocks.
2608 */
2609 enum gl_uniform_block_packing _Packing;
2610 };
2611
2612 /**
2613 * Structure that represents a reference to an atomic buffer from some
2614 * shader program.
2615 */
2616 struct gl_active_atomic_buffer
2617 {
2618 /** Uniform indices of the atomic counters declared within it. */
2619 GLuint *Uniforms;
2620 GLuint NumUniforms;
2621
2622 /** Binding point index associated with it. */
2623 GLuint Binding;
2624
2625 /** Minimum reasonable size it is expected to have. */
2626 GLuint MinimumSize;
2627
2628 /** Shader stages making use of it. */
2629 GLboolean StageReferences[MESA_SHADER_STAGES];
2630 };
2631
2632 /**
2633 * A GLSL program object.
2634 * Basically a linked collection of vertex and fragment shaders.
2635 */
2636 struct gl_shader_program
2637 {
2638 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2639 GLuint Name; /**< aka handle or ID */
2640 GLchar *Label; /**< GL_KHR_debug */
2641 GLint RefCount; /**< Reference count */
2642 GLboolean DeletePending;
2643
2644 /**
2645 * Is the application intending to glGetProgramBinary this program?
2646 */
2647 GLboolean BinaryRetreivableHint;
2648
2649 /**
2650 * Indicates whether program can be bound for individual pipeline stages
2651 * using UseProgramStages after it is next linked.
2652 */
2653 GLboolean SeparateShader;
2654
2655 GLuint NumShaders; /**< number of attached shaders */
2656 struct gl_shader **Shaders; /**< List of attached the shaders */
2657
2658 /**
2659 * User-defined attribute bindings
2660 *
2661 * These are set via \c glBindAttribLocation and are used to direct the
2662 * GLSL linker. These are \b not the values used in the compiled shader,
2663 * and they are \b not the values returned by \c glGetAttribLocation.
2664 */
2665 struct string_to_uint_map *AttributeBindings;
2666
2667 /**
2668 * User-defined fragment data bindings
2669 *
2670 * These are set via \c glBindFragDataLocation and are used to direct the
2671 * GLSL linker. These are \b not the values used in the compiled shader,
2672 * and they are \b not the values returned by \c glGetFragDataLocation.
2673 */
2674 struct string_to_uint_map *FragDataBindings;
2675 struct string_to_uint_map *FragDataIndexBindings;
2676
2677 /**
2678 * Transform feedback varyings last specified by
2679 * glTransformFeedbackVaryings().
2680 *
2681 * For the current set of transform feeedback varyings used for transform
2682 * feedback output, see LinkedTransformFeedback.
2683 */
2684 struct {
2685 GLenum BufferMode;
2686 GLuint NumVarying;
2687 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2688 } TransformFeedback;
2689
2690 /** Post-link transform feedback info. */
2691 struct gl_transform_feedback_info LinkedTransformFeedback;
2692
2693 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2694 enum gl_frag_depth_layout FragDepthLayout;
2695
2696 /**
2697 * Geometry shader state - copied into gl_geometry_program by
2698 * _mesa_copy_linked_program_data().
2699 */
2700 struct {
2701 GLint VerticesIn;
2702 GLint VerticesOut;
2703 /**
2704 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2705 */
2706 GLint Invocations;
2707 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2708 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2709 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2710 /**
2711 * True if gl_ClipDistance is written to. Copied into
2712 * gl_geometry_program by _mesa_copy_linked_program_data().
2713 */
2714 GLboolean UsesClipDistance;
2715 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2716 0 if not present. */
2717 bool UsesEndPrimitive;
2718 bool UsesStreams;
2719 } Geom;
2720
2721 /** Vertex shader state */
2722 struct {
2723 /**
2724 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2725 * by _mesa_copy_linked_program_data().
2726 */
2727 GLboolean UsesClipDistance;
2728 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2729 0 if not present. */
2730 } Vert;
2731
2732 /**
2733 * Compute shader state - copied into gl_compute_program by
2734 * _mesa_copy_linked_program_data().
2735 */
2736 struct {
2737 /**
2738 * If this shader contains a compute stage, size specified using
2739 * local_size_{x,y,z}. Otherwise undefined.
2740 */
2741 unsigned LocalSize[3];
2742 } Comp;
2743
2744 /* post-link info: */
2745 unsigned NumUserUniformStorage;
2746 struct gl_uniform_storage *UniformStorage;
2747
2748 /**
2749 * Mapping from GL uniform locations returned by \c glUniformLocation to
2750 * UniformStorage entries. Arrays will have multiple contiguous slots
2751 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2752 */
2753 unsigned NumUniformRemapTable;
2754 struct gl_uniform_storage **UniformRemapTable;
2755
2756 /**
2757 * Size of the gl_ClipDistance array that is output from the last pipeline
2758 * stage before the fragment shader.
2759 */
2760 unsigned LastClipDistanceArraySize;
2761
2762 struct gl_uniform_block *UniformBlocks;
2763 unsigned NumUniformBlocks;
2764
2765 /**
2766 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2767 * they're used in, or -1.
2768 *
2769 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2770 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2771 */
2772 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2773
2774 /**
2775 * Map of active uniform names to locations
2776 *
2777 * Maps any active uniform that is not an array element to a location.
2778 * Each active uniform, including individual structure members will appear
2779 * in this map. This roughly corresponds to the set of names that would be
2780 * enumerated by \c glGetActiveUniform.
2781 */
2782 struct string_to_uint_map *UniformHash;
2783
2784 struct gl_active_atomic_buffer *AtomicBuffers;
2785 unsigned NumAtomicBuffers;
2786
2787 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2788 GLboolean Validated;
2789 GLboolean _Used; /**< Ever used for drawing? */
2790 GLchar *InfoLog;
2791
2792 unsigned Version; /**< GLSL version used for linking */
2793 GLboolean IsES; /**< True if this program uses GLSL ES */
2794
2795 /**
2796 * Per-stage shaders resulting from the first stage of linking.
2797 *
2798 * Set of linked shaders for this program. The array is accessed using the
2799 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2800 * \c NULL.
2801 */
2802 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2803
2804 /* True if any of the fragment shaders attached to this program use:
2805 * #extension ARB_fragment_coord_conventions: enable
2806 */
2807 GLboolean ARB_fragment_coord_conventions_enable;
2808 };
2809
2810
2811 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2812 #define GLSL_LOG 0x2 /**< Write shaders to files */
2813 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2814 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2815 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2816 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2817 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2818 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2819 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2820 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2821
2822
2823 /**
2824 * Context state for GLSL vertex/fragment shaders.
2825 * Extended to support pipeline object
2826 */
2827 struct gl_pipeline_object
2828 {
2829 /** Name of the pipeline object as received from glGenProgramPipelines.
2830 * It would be 0 for shaders without separate shader objects.
2831 */
2832 GLuint Name;
2833
2834 GLint RefCount;
2835
2836 mtx_t Mutex;
2837
2838 /**
2839 * Programs used for rendering
2840 *
2841 * There is a separate program set for each shader stage.
2842 */
2843 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2844
2845 struct gl_shader_program *_CurrentFragmentProgram;
2846
2847 /**
2848 * Program used by glUniform calls.
2849 *
2850 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2851 */
2852 struct gl_shader_program *ActiveProgram;
2853
2854 GLbitfield Flags; /**< Mask of GLSL_x flags */
2855
2856 GLboolean EverBound; /**< Has the pipeline object been created */
2857
2858 GLboolean Validated; /**< Pipeline Validation status */
2859
2860 GLchar *InfoLog;
2861 };
2862
2863 /**
2864 * Context state for GLSL pipeline shaders.
2865 */
2866 struct gl_pipeline_shader_state
2867 {
2868 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2869 struct gl_pipeline_object *Current;
2870
2871 /* Default Object to ensure that _Shader is never NULL */
2872 struct gl_pipeline_object *Default;
2873
2874 /** Pipeline objects */
2875 struct _mesa_HashTable *Objects;
2876 };
2877
2878 /**
2879 * Compiler options for a single GLSL shaders type
2880 */
2881 struct gl_shader_compiler_options
2882 {
2883 /** Driver-selectable options: */
2884 GLboolean EmitCondCodes; /**< Use condition codes? */
2885 GLboolean EmitNoLoops;
2886 GLboolean EmitNoFunctions;
2887 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2888 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2889 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2890 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2891 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2892
2893 /**
2894 * \name Forms of indirect addressing the driver cannot do.
2895 */
2896 /*@{*/
2897 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2898 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2899 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2900 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2901 /*@}*/
2902
2903 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2904 GLuint MaxUnrollIterations;
2905
2906 /**
2907 * Optimize code for array of structures backends.
2908 *
2909 * This is a proxy for:
2910 * - preferring DP4 instructions (rather than MUL/MAD) for
2911 * matrix * vector operations, such as position transformation.
2912 */
2913 GLboolean OptimizeForAOS;
2914
2915 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2916 };
2917
2918
2919 /**
2920 * Occlusion/timer query object.
2921 */
2922 struct gl_query_object
2923 {
2924 GLenum Target; /**< The query target, when active */
2925 GLuint Id; /**< hash table ID/name */
2926 GLchar *Label; /**< GL_KHR_debug */
2927 GLuint64EXT Result; /**< the counter */
2928 GLboolean Active; /**< inside Begin/EndQuery */
2929 GLboolean Ready; /**< result is ready? */
2930 GLboolean EverBound;/**< has query object ever been bound */
2931 GLuint Stream; /**< The stream */
2932 };
2933
2934
2935 /**
2936 * Context state for query objects.
2937 */
2938 struct gl_query_state
2939 {
2940 struct _mesa_HashTable *QueryObjects;
2941 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2942 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2943
2944 /** GL_NV_conditional_render */
2945 struct gl_query_object *CondRenderQuery;
2946
2947 /** GL_EXT_transform_feedback */
2948 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2949 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2950
2951 /** GL_ARB_timer_query */
2952 struct gl_query_object *TimeElapsed;
2953
2954 GLenum CondRenderMode;
2955 };
2956
2957
2958 /** Sync object state */
2959 struct gl_sync_object
2960 {
2961 GLenum Type; /**< GL_SYNC_FENCE */
2962 GLuint Name; /**< Fence name */
2963 GLchar *Label; /**< GL_KHR_debug */
2964 GLint RefCount; /**< Reference count */
2965 GLboolean DeletePending; /**< Object was deleted while there were still
2966 * live references (e.g., sync not yet finished)
2967 */
2968 GLenum SyncCondition;
2969 GLbitfield Flags; /**< Flags passed to glFenceSync */
2970 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2971 };
2972
2973
2974 /**
2975 * State which can be shared by multiple contexts:
2976 */
2977 struct gl_shared_state
2978 {
2979 mtx_t Mutex; /**< for thread safety */
2980 GLint RefCount; /**< Reference count */
2981 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2982 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2983
2984 /** Default texture objects (shared by all texture units) */
2985 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2986
2987 /** Fallback texture used when a bound texture is incomplete */
2988 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2989
2990 /**
2991 * \name Thread safety and statechange notification for texture
2992 * objects.
2993 *
2994 * \todo Improve the granularity of locking.
2995 */
2996 /*@{*/
2997 mtx_t TexMutex; /**< texobj thread safety */
2998 GLuint TextureStateStamp; /**< state notification for shared tex */
2999 /*@}*/
3000
3001 /** Default buffer object for vertex arrays that aren't in VBOs */
3002 struct gl_buffer_object *NullBufferObj;
3003
3004 /**
3005 * \name Vertex/geometry/fragment programs
3006 */
3007 /*@{*/
3008 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3009 struct gl_vertex_program *DefaultVertexProgram;
3010 struct gl_fragment_program *DefaultFragmentProgram;
3011 struct gl_geometry_program *DefaultGeometryProgram;
3012 /*@}*/
3013
3014 /* GL_ATI_fragment_shader */
3015 struct _mesa_HashTable *ATIShaders;
3016 struct ati_fragment_shader *DefaultFragmentShader;
3017
3018 struct _mesa_HashTable *BufferObjects;
3019
3020 /** Table of both gl_shader and gl_shader_program objects */
3021 struct _mesa_HashTable *ShaderObjects;
3022
3023 /* GL_EXT_framebuffer_object */
3024 struct _mesa_HashTable *RenderBuffers;
3025 struct _mesa_HashTable *FrameBuffers;
3026
3027 /* GL_ARB_sync */
3028 struct set *SyncObjects;
3029
3030 /** GL_ARB_sampler_objects */
3031 struct _mesa_HashTable *SamplerObjects;
3032
3033 /**
3034 * Some context in this share group was affected by a GPU reset
3035 *
3036 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3037 * been affected by a GPU reset must also return
3038 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3039 *
3040 * Once this field becomes true, it is never reset to false.
3041 */
3042 bool ShareGroupReset;
3043 };
3044
3045
3046
3047 /**
3048 * Renderbuffers represent drawing surfaces such as color, depth and/or
3049 * stencil. A framebuffer object has a set of renderbuffers.
3050 * Drivers will typically derive subclasses of this type.
3051 */
3052 struct gl_renderbuffer
3053 {
3054 mtx_t Mutex; /**< for thread safety */
3055 GLuint ClassID; /**< Useful for drivers */
3056 GLuint Name;
3057 GLchar *Label; /**< GL_KHR_debug */
3058 GLint RefCount;
3059 GLuint Width, Height;
3060 GLuint Depth;
3061 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3062 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3063 /**
3064 * True for renderbuffers that wrap textures, giving the driver a chance to
3065 * flush render caches through the FinishRenderTexture hook.
3066 *
3067 * Drivers may also set this on renderbuffers other than those generated by
3068 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3069 * called without a rb->TexImage.
3070 */
3071 GLboolean NeedsFinishRenderTexture;
3072 GLubyte NumSamples;
3073 GLenum InternalFormat; /**< The user-specified format */
3074 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3075 GL_STENCIL_INDEX. */
3076 mesa_format Format; /**< The actual renderbuffer memory format */
3077 /**
3078 * Pointer to the texture image if this renderbuffer wraps a texture,
3079 * otherwise NULL.
3080 *
3081 * Note that the reference on the gl_texture_object containing this
3082 * TexImage is held by the gl_renderbuffer_attachment.
3083 */
3084 struct gl_texture_image *TexImage;
3085
3086 /** Delete this renderbuffer */
3087 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3088
3089 /** Allocate new storage for this renderbuffer */
3090 GLboolean (*AllocStorage)(struct gl_context *ctx,
3091 struct gl_renderbuffer *rb,
3092 GLenum internalFormat,
3093 GLuint width, GLuint height);
3094 };
3095
3096
3097 /**
3098 * A renderbuffer attachment points to either a texture object (and specifies
3099 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3100 */
3101 struct gl_renderbuffer_attachment
3102 {
3103 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3104 GLboolean Complete;
3105
3106 /**
3107 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3108 * application supplied renderbuffer object.
3109 */
3110 struct gl_renderbuffer *Renderbuffer;
3111
3112 /**
3113 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3114 * supplied texture object.
3115 */
3116 struct gl_texture_object *Texture;
3117 GLuint TextureLevel; /**< Attached mipmap level. */
3118 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3119 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3120 * and 2D array textures */
3121 GLboolean Layered;
3122 };
3123
3124
3125 /**
3126 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3127 * In C++ terms, think of this as a base class from which device drivers
3128 * will make derived classes.
3129 */
3130 struct gl_framebuffer
3131 {
3132 mtx_t Mutex; /**< for thread safety */
3133 /**
3134 * If zero, this is a window system framebuffer. If non-zero, this
3135 * is a FBO framebuffer; note that for some devices (i.e. those with
3136 * a natural pixel coordinate system for FBOs that differs from the
3137 * OpenGL/Mesa coordinate system), this means that the viewport,
3138 * polygon face orientation, and polygon stipple will have to be inverted.
3139 */
3140 GLuint Name;
3141 GLchar *Label; /**< GL_KHR_debug */
3142
3143 GLint RefCount;
3144 GLboolean DeletePending;
3145
3146 /**
3147 * The framebuffer's visual. Immutable if this is a window system buffer.
3148 * Computed from attachments if user-made FBO.
3149 */
3150 struct gl_config Visual;
3151
3152 GLuint Width, Height; /**< size of frame buffer in pixels */
3153
3154 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3155 /*@{*/
3156 GLint _Xmin, _Xmax; /**< inclusive */
3157 GLint _Ymin, _Ymax; /**< exclusive */
3158 /*@}*/
3159
3160 /** \name Derived Z buffer stuff */
3161 /*@{*/
3162 GLuint _DepthMax; /**< Max depth buffer value */
3163 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3164 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3165 /*@}*/
3166
3167 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3168 GLenum _Status;
3169
3170 /** Integer color values */
3171 GLboolean _IntegerColor;
3172
3173 /* ARB_color_buffer_float */
3174 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3175 GLboolean _HasSNormOrFloatColorBuffer;
3176
3177 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3178 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3179
3180 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3181 * attribute group and GL_PIXEL attribute group, respectively.
3182 */
3183 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3184 GLenum ColorReadBuffer;
3185
3186 /** Computed from ColorDraw/ReadBuffer above */
3187 GLuint _NumColorDrawBuffers;
3188 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3189 GLint _ColorReadBufferIndex; /* -1 = None */
3190 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3191 struct gl_renderbuffer *_ColorReadBuffer;
3192
3193 /**
3194 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3195 * is not layered. For cube maps and cube map arrays, each cube face
3196 * counts as a layer.
3197 */
3198 GLuint MaxNumLayers;
3199
3200 /** Delete this framebuffer */
3201 void (*Delete)(struct gl_framebuffer *fb);
3202 };
3203
3204
3205 /**
3206 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3207 */
3208 struct gl_precision
3209 {
3210 GLushort RangeMin; /**< min value exponent */
3211 GLushort RangeMax; /**< max value exponent */
3212 GLushort Precision; /**< number of mantissa bits */
3213 };
3214
3215
3216 /**
3217 * Limits for vertex, geometry and fragment programs/shaders.
3218 */
3219 struct gl_program_constants
3220 {
3221 /* logical limits */
3222 GLuint MaxInstructions;
3223 GLuint MaxAluInstructions;
3224 GLuint MaxTexInstructions;
3225 GLuint MaxTexIndirections;
3226 GLuint MaxAttribs;
3227 GLuint MaxTemps;
3228 GLuint MaxAddressRegs;
3229 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3230 GLuint MaxParameters;
3231 GLuint MaxLocalParams;
3232 GLuint MaxEnvParams;
3233 /* native/hardware limits */
3234 GLuint MaxNativeInstructions;
3235 GLuint MaxNativeAluInstructions;
3236 GLuint MaxNativeTexInstructions;
3237 GLuint MaxNativeTexIndirections;
3238 GLuint MaxNativeAttribs;
3239 GLuint MaxNativeTemps;
3240 GLuint MaxNativeAddressRegs;
3241 GLuint MaxNativeParameters;
3242 /* For shaders */
3243 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3244
3245 /**
3246 * \name Per-stage input / output limits
3247 *
3248 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3249 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3250 * ES). This is stored as \c gl_constants::MaxVarying.
3251 *
3252 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3253 * variables. Each stage as a certain number of outputs that it can feed
3254 * to the next stage and a certain number inputs that it can consume from
3255 * the previous stage.
3256 *
3257 * Vertex shader inputs do not participate this in this accounting.
3258 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3259 *
3260 * Fragment shader outputs do not participate this in this accounting.
3261 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3262 */
3263 /*@{*/
3264 GLuint MaxInputComponents;
3265 GLuint MaxOutputComponents;
3266 /*@}*/
3267
3268 /* ES 2.0 and GL_ARB_ES2_compatibility */
3269 struct gl_precision LowFloat, MediumFloat, HighFloat;
3270 struct gl_precision LowInt, MediumInt, HighInt;
3271 /* GL_ARB_uniform_buffer_object */
3272 GLuint MaxUniformBlocks;
3273 GLuint MaxCombinedUniformComponents;
3274 GLuint MaxTextureImageUnits;
3275
3276 /* GL_ARB_shader_atomic_counters */
3277 GLuint MaxAtomicBuffers;
3278 GLuint MaxAtomicCounters;
3279
3280 /* GL_ARB_shader_image_load_store */
3281 GLuint MaxImageUniforms;
3282 };
3283
3284
3285 /**
3286 * Constants which may be overridden by device driver during context creation
3287 * but are never changed after that.
3288 */
3289 struct gl_constants
3290 {
3291 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3292 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3293 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3294 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3295 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3296 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3297 GLuint MaxTextureCoordUnits;
3298 GLuint MaxCombinedTextureImageUnits;
3299 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3300 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3301 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3302 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3303
3304 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3305
3306 GLuint MaxArrayLockSize;
3307
3308 GLint SubPixelBits;
3309
3310 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3311 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3312 GLfloat PointSizeGranularity;
3313 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3314 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3315 GLfloat LineWidthGranularity;
3316
3317 GLuint MaxClipPlanes;
3318 GLuint MaxLights;
3319 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3320 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3321
3322 GLuint MaxViewportWidth, MaxViewportHeight;
3323 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3324 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3325 struct {
3326 GLfloat Min;
3327 GLfloat Max;
3328 } ViewportBounds; /**< GL_ARB_viewport_array */
3329
3330 struct gl_program_constants Program[MESA_SHADER_STAGES];
3331 GLuint MaxProgramMatrices;
3332 GLuint MaxProgramMatrixStackDepth;
3333
3334 struct {
3335 GLuint SamplesPassed;
3336 GLuint TimeElapsed;
3337 GLuint Timestamp;
3338 GLuint PrimitivesGenerated;
3339 GLuint PrimitivesWritten;
3340 } QueryCounterBits;
3341
3342 /** vertex array / buffer object bounds checking */
3343 GLboolean CheckArrayBounds;
3344
3345 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3346
3347 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3348 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3349 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3350
3351 /** Number of varying vectors between any two shader stages. */
3352 GLuint MaxVarying;
3353
3354 /** @{
3355 * GL_ARB_uniform_buffer_object
3356 */
3357 GLuint MaxCombinedUniformBlocks;
3358 GLuint MaxUniformBufferBindings;
3359 GLuint MaxUniformBlockSize;
3360 GLuint UniformBufferOffsetAlignment;
3361 /** @} */
3362
3363 /**
3364 * GL_ARB_explicit_uniform_location
3365 */
3366 GLuint MaxUserAssignableUniformLocations;
3367
3368 /** GL_ARB_geometry_shader4 */
3369 GLuint MaxGeometryOutputVertices;
3370 GLuint MaxGeometryTotalOutputComponents;
3371
3372 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3373
3374 /**
3375 * Changes default GLSL extension behavior from "error" to "warn". It's out
3376 * of spec, but it can make some apps work that otherwise wouldn't.
3377 */
3378 GLboolean ForceGLSLExtensionsWarn;
3379
3380 /**
3381 * If non-zero, forces GLSL shaders without the #version directive to behave
3382 * as if they began with "#version ForceGLSLVersion".
3383 */
3384 GLuint ForceGLSLVersion;
3385
3386 /**
3387 * Allow GLSL #extension directives in the middle of shaders.
3388 */
3389 GLboolean AllowGLSLExtensionDirectiveMidShader;
3390
3391 /**
3392 * Does the driver support real 32-bit integers? (Otherwise, integers are
3393 * simulated via floats.)
3394 */
3395 GLboolean NativeIntegers;
3396
3397 /**
3398 * If the driver supports real 32-bit integers, what integer value should be
3399 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3400 */
3401 GLuint UniformBooleanTrue;
3402
3403 /**
3404 * Maximum amount of time, measured in nanseconds, that the server can wait.
3405 */
3406 GLuint64 MaxServerWaitTimeout;
3407
3408 /** GL_EXT_provoking_vertex */
3409 GLboolean QuadsFollowProvokingVertexConvention;
3410
3411 /** OpenGL version 3.0 */
3412 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3413
3414 /** OpenGL version 3.2 */
3415 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3416
3417 /** GL_EXT_transform_feedback */
3418 GLuint MaxTransformFeedbackBuffers;
3419 GLuint MaxTransformFeedbackSeparateComponents;
3420 GLuint MaxTransformFeedbackInterleavedComponents;
3421 GLuint MaxVertexStreams;
3422
3423 /** GL_EXT_gpu_shader4 */
3424 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3425
3426 /** GL_ARB_texture_gather */
3427 GLuint MinProgramTextureGatherOffset;
3428 GLuint MaxProgramTextureGatherOffset;
3429 GLuint MaxProgramTextureGatherComponents;
3430
3431 /* GL_ARB_robustness */
3432 GLenum ResetStrategy;
3433
3434 /* GL_ARB_blend_func_extended */
3435 GLuint MaxDualSourceDrawBuffers;
3436
3437 /**
3438 * Whether the implementation strips out and ignores texture borders.
3439 *
3440 * Many GPU hardware implementations don't support rendering with texture
3441 * borders and mipmapped textures. (Note: not static border color, but the
3442 * old 1-pixel border around each edge). Implementations then have to do
3443 * slow fallbacks to be correct, or just ignore the border and be fast but
3444 * wrong. Setting the flag strips the border off of TexImage calls,
3445 * providing "fast but wrong" at significantly reduced driver complexity.
3446 *
3447 * Texture borders are deprecated in GL 3.0.
3448 **/
3449 GLboolean StripTextureBorder;
3450
3451 /**
3452 * For drivers which can do a better job at eliminating unused uniforms
3453 * than the GLSL compiler.
3454 *
3455 * XXX Remove these as soon as a better solution is available.
3456 */
3457 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3458
3459 /**
3460 * Force software support for primitive restart in the VBO module.
3461 */
3462 GLboolean PrimitiveRestartInSoftware;
3463
3464 /**
3465 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3466 * than passing the transform feedback object to the drawing function.
3467 */
3468 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3469
3470 /** GL_ARB_map_buffer_alignment */
3471 GLuint MinMapBufferAlignment;
3472
3473 /**
3474 * Disable varying packing. This is out of spec, but potentially useful
3475 * for older platforms that supports a limited number of texture
3476 * indirections--on these platforms, unpacking the varyings in the fragment
3477 * shader increases the number of texture indirections by 1, which might
3478 * make some shaders not executable at all.
3479 *
3480 * Drivers that support transform feedback must set this value to GL_FALSE.
3481 */
3482 GLboolean DisableVaryingPacking;
3483
3484 /*
3485 * Maximum value supported for an index in DrawElements and friends.
3486 *
3487 * This must be at least (1ull<<24)-1. The default value is
3488 * (1ull<<32)-1.
3489 *
3490 * \since ES 3.0 or GL_ARB_ES3_compatibility
3491 * \sa _mesa_init_constants
3492 */
3493 GLuint64 MaxElementIndex;
3494
3495 /**
3496 * Disable interpretation of line continuations (lines ending with a
3497 * backslash character ('\') in GLSL source.
3498 */
3499 GLboolean DisableGLSLLineContinuations;
3500
3501 /** GL_ARB_texture_multisample */
3502 GLint MaxColorTextureSamples;
3503 GLint MaxDepthTextureSamples;
3504 GLint MaxIntegerSamples;
3505
3506 /** GL_ARB_shader_atomic_counters */
3507 GLuint MaxAtomicBufferBindings;
3508 GLuint MaxAtomicBufferSize;
3509 GLuint MaxCombinedAtomicBuffers;
3510 GLuint MaxCombinedAtomicCounters;
3511
3512 /** GL_ARB_vertex_attrib_binding */
3513 GLint MaxVertexAttribRelativeOffset;
3514 GLint MaxVertexAttribBindings;
3515
3516 /* GL_ARB_shader_image_load_store */
3517 GLuint MaxImageUnits;
3518 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3519 GLuint MaxImageSamples;
3520 GLuint MaxCombinedImageUniforms;
3521
3522 /** GL_ARB_compute_shader */
3523 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3524 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3525 GLuint MaxComputeWorkGroupInvocations;
3526
3527 /** GL_ARB_gpu_shader5 */
3528 GLfloat MinFragmentInterpolationOffset;
3529 GLfloat MaxFragmentInterpolationOffset;
3530
3531 GLboolean FakeSWMSAA;
3532
3533 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3534 };
3535
3536
3537 /**
3538 * Enable flag for each OpenGL extension. Different device drivers will
3539 * enable different extensions at runtime.
3540 */
3541 struct gl_extensions
3542 {
3543 GLboolean dummy; /* don't remove this! */
3544 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3545 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3546 GLboolean ANGLE_texture_compression_dxt;
3547 GLboolean ARB_ES2_compatibility;
3548 GLboolean ARB_ES3_compatibility;
3549 GLboolean ARB_arrays_of_arrays;
3550 GLboolean ARB_base_instance;
3551 GLboolean ARB_blend_func_extended;
3552 GLboolean ARB_buffer_storage;
3553 GLboolean ARB_clear_texture;
3554 GLboolean ARB_color_buffer_float;
3555 GLboolean ARB_compute_shader;
3556 GLboolean ARB_conservative_depth;
3557 GLboolean ARB_copy_image;
3558 GLboolean ARB_depth_buffer_float;
3559 GLboolean ARB_depth_clamp;
3560 GLboolean ARB_depth_texture;
3561 GLboolean ARB_derivative_control;
3562 GLboolean ARB_draw_buffers_blend;
3563 GLboolean ARB_draw_elements_base_vertex;
3564 GLboolean ARB_draw_indirect;
3565 GLboolean ARB_draw_instanced;
3566 GLboolean ARB_fragment_coord_conventions;
3567 GLboolean ARB_fragment_layer_viewport;
3568 GLboolean ARB_fragment_program;
3569 GLboolean ARB_fragment_program_shadow;
3570 GLboolean ARB_fragment_shader;
3571 GLboolean ARB_framebuffer_object;
3572 GLboolean ARB_explicit_attrib_location;
3573 GLboolean ARB_explicit_uniform_location;
3574 GLboolean ARB_geometry_shader4;
3575 GLboolean ARB_gpu_shader5;
3576 GLboolean ARB_half_float_vertex;
3577 GLboolean ARB_instanced_arrays;
3578 GLboolean ARB_internalformat_query;
3579 GLboolean ARB_map_buffer_range;
3580 GLboolean ARB_occlusion_query;
3581 GLboolean ARB_occlusion_query2;
3582 GLboolean ARB_point_sprite;
3583 GLboolean ARB_sample_shading;
3584 GLboolean ARB_seamless_cube_map;
3585 GLboolean ARB_shader_atomic_counters;
3586 GLboolean ARB_shader_bit_encoding;
3587 GLboolean ARB_shader_image_load_store;
3588 GLboolean ARB_shader_stencil_export;
3589 GLboolean ARB_shader_texture_lod;
3590 GLboolean ARB_shading_language_packing;
3591 GLboolean ARB_shading_language_420pack;
3592 GLboolean ARB_shadow;
3593 GLboolean ARB_stencil_texturing;
3594 GLboolean ARB_sync;
3595 GLboolean ARB_texture_border_clamp;
3596 GLboolean ARB_texture_buffer_object;
3597 GLboolean ARB_texture_buffer_object_rgb32;
3598 GLboolean ARB_texture_buffer_range;
3599 GLboolean ARB_texture_compression_bptc;
3600 GLboolean ARB_texture_compression_rgtc;
3601 GLboolean ARB_texture_cube_map;
3602 GLboolean ARB_texture_cube_map_array;
3603 GLboolean ARB_texture_env_combine;
3604 GLboolean ARB_texture_env_crossbar;
3605 GLboolean ARB_texture_env_dot3;
3606 GLboolean ARB_texture_float;
3607 GLboolean ARB_texture_gather;
3608 GLboolean ARB_texture_mirror_clamp_to_edge;
3609 GLboolean ARB_texture_multisample;
3610 GLboolean ARB_texture_non_power_of_two;
3611 GLboolean ARB_texture_stencil8;
3612 GLboolean ARB_texture_query_levels;
3613 GLboolean ARB_texture_query_lod;
3614 GLboolean ARB_texture_rg;
3615 GLboolean ARB_texture_rgb10_a2ui;
3616 GLboolean ARB_texture_view;
3617 GLboolean ARB_timer_query;
3618 GLboolean ARB_transform_feedback2;
3619 GLboolean ARB_transform_feedback3;
3620 GLboolean ARB_transform_feedback_instanced;
3621 GLboolean ARB_uniform_buffer_object;
3622 GLboolean ARB_vertex_program;
3623 GLboolean ARB_vertex_shader;
3624 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3625 GLboolean ARB_vertex_type_2_10_10_10_rev;
3626 GLboolean ARB_viewport_array;
3627 GLboolean EXT_blend_color;
3628 GLboolean EXT_blend_equation_separate;
3629 GLboolean EXT_blend_func_separate;
3630 GLboolean EXT_blend_minmax;
3631 GLboolean EXT_depth_bounds_test;
3632 GLboolean EXT_draw_buffers2;
3633 GLboolean EXT_framebuffer_multisample;
3634 GLboolean EXT_framebuffer_multisample_blit_scaled;
3635 GLboolean EXT_framebuffer_sRGB;
3636 GLboolean EXT_gpu_program_parameters;
3637 GLboolean EXT_gpu_shader4;
3638 GLboolean EXT_packed_float;
3639 GLboolean EXT_pixel_buffer_object;
3640 GLboolean EXT_point_parameters;
3641 GLboolean EXT_provoking_vertex;
3642 GLboolean EXT_shader_integer_mix;
3643 GLboolean EXT_stencil_two_side;
3644 GLboolean EXT_texture3D;
3645 GLboolean EXT_texture_array;
3646 GLboolean EXT_texture_compression_latc;
3647 GLboolean EXT_texture_compression_s3tc;
3648 GLboolean EXT_texture_env_dot3;
3649 GLboolean EXT_texture_filter_anisotropic;
3650 GLboolean EXT_texture_integer;
3651 GLboolean EXT_texture_mirror_clamp;
3652 GLboolean EXT_texture_shared_exponent;
3653 GLboolean EXT_texture_snorm;
3654 GLboolean EXT_texture_sRGB;
3655 GLboolean EXT_texture_sRGB_decode;
3656 GLboolean EXT_texture_swizzle;
3657 GLboolean EXT_transform_feedback;
3658 GLboolean EXT_timer_query;
3659 GLboolean EXT_vertex_array_bgra;
3660 GLboolean OES_standard_derivatives;
3661 /* vendor extensions */
3662 GLboolean AMD_performance_monitor;
3663 GLboolean AMD_seamless_cubemap_per_texture;
3664 GLboolean AMD_vertex_shader_layer;
3665 GLboolean AMD_vertex_shader_viewport_index;
3666 GLboolean APPLE_object_purgeable;
3667 GLboolean ATI_texture_compression_3dc;
3668 GLboolean ATI_texture_mirror_once;
3669 GLboolean ATI_texture_env_combine3;
3670 GLboolean ATI_fragment_shader;
3671 GLboolean ATI_separate_stencil;
3672 GLboolean INTEL_performance_query;
3673 GLboolean MESA_pack_invert;
3674 GLboolean MESA_ycbcr_texture;
3675 GLboolean NV_conditional_render;
3676 GLboolean NV_fog_distance;
3677 GLboolean NV_fragment_program_option;
3678 GLboolean NV_point_sprite;
3679 GLboolean NV_primitive_restart;
3680 GLboolean NV_texture_barrier;
3681 GLboolean NV_texture_env_combine4;
3682 GLboolean NV_texture_rectangle;
3683 GLboolean NV_vdpau_interop;
3684 GLboolean TDFX_texture_compression_FXT1;
3685 GLboolean OES_EGL_image;
3686 GLboolean OES_draw_texture;
3687 GLboolean OES_depth_texture_cube_map;
3688 GLboolean OES_EGL_image_external;
3689 GLboolean OES_compressed_ETC1_RGB8_texture;
3690 GLboolean extension_sentinel;
3691 /** The extension string */
3692 const GLubyte *String;
3693 /** Number of supported extensions */
3694 GLuint Count;
3695 };
3696
3697
3698 /**
3699 * A stack of matrices (projection, modelview, color, texture, etc).
3700 */
3701 struct gl_matrix_stack
3702 {
3703 GLmatrix *Top; /**< points into Stack */
3704 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3705 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3706 GLuint MaxDepth; /**< size of Stack[] array */
3707 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3708 };
3709
3710
3711 /**
3712 * \name Bits for image transfer operations
3713 * \sa __struct gl_contextRec::ImageTransferState.
3714 */
3715 /*@{*/
3716 #define IMAGE_SCALE_BIAS_BIT 0x1
3717 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3718 #define IMAGE_MAP_COLOR_BIT 0x4
3719 #define IMAGE_CLAMP_BIT 0x800
3720
3721
3722 /** Pixel Transfer ops */
3723 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3724 IMAGE_SHIFT_OFFSET_BIT | \
3725 IMAGE_MAP_COLOR_BIT)
3726
3727 /**
3728 * \name Bits to indicate what state has changed.
3729 */
3730 /*@{*/
3731 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3732 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3733 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3734 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3735 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3736 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3737 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3738 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3739 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3740 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3741 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3742 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3743 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3744 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3745 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3746 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3747 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3748 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3749 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3750 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3751 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3752 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3753 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3754 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3755 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3756 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3757 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3758 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3759 #define _NEW_BUFFER_OBJECT (1 << 28)
3760 #define _NEW_FRAG_CLAMP (1 << 29)
3761 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3762 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3763 #define _NEW_ALL ~0
3764 /*@}*/
3765
3766
3767 /**
3768 * Composite state flags
3769 */
3770 /*@{*/
3771 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3772 _NEW_TEXTURE | \
3773 _NEW_POINT | \
3774 _NEW_PROGRAM | \
3775 _NEW_MODELVIEW)
3776
3777 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3778 _NEW_FOG | \
3779 _NEW_PROGRAM)
3780
3781
3782 /*@}*/
3783
3784
3785
3786
3787 /* This has to be included here. */
3788 #include "dd.h"
3789
3790
3791 /**
3792 * Display list flags.
3793 * Strictly this is a tnl-private concept, but it doesn't seem
3794 * worthwhile adding a tnl private structure just to hold this one bit
3795 * of information:
3796 */
3797 #define DLIST_DANGLING_REFS 0x1
3798
3799
3800 /** Opaque declaration of display list payload data type */
3801 union gl_dlist_node;
3802
3803
3804 /**
3805 * Provide a location where information about a display list can be
3806 * collected. Could be extended with driverPrivate structures,
3807 * etc. in the future.
3808 */
3809 struct gl_display_list
3810 {
3811 GLuint Name;
3812 GLchar *Label; /**< GL_KHR_debug */
3813 GLbitfield Flags; /**< DLIST_x flags */
3814 /** The dlist commands are in a linked list of nodes */
3815 union gl_dlist_node *Head;
3816 };
3817
3818
3819 /**
3820 * State used during display list compilation and execution.
3821 */
3822 struct gl_dlist_state
3823 {
3824 GLuint CallDepth; /**< Current recursion calling depth */
3825
3826 struct gl_display_list *CurrentList; /**< List currently being compiled */
3827 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3828 GLuint CurrentPos; /**< Index into current block of nodes */
3829
3830 GLvertexformat ListVtxfmt;
3831
3832 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3833 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3834
3835 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3836 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3837
3838 struct {
3839 /* State known to have been set by the currently-compiling display
3840 * list. Used to eliminate some redundant state changes.
3841 */
3842 GLenum ShadeModel;
3843 } Current;
3844 };
3845
3846 /** @{
3847 *
3848 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3849 * to small enums suitable for use as an array index.
3850 */
3851
3852 enum mesa_debug_source {
3853 MESA_DEBUG_SOURCE_API,
3854 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3855 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3856 MESA_DEBUG_SOURCE_THIRD_PARTY,
3857 MESA_DEBUG_SOURCE_APPLICATION,
3858 MESA_DEBUG_SOURCE_OTHER,
3859 MESA_DEBUG_SOURCE_COUNT
3860 };
3861
3862 enum mesa_debug_type {
3863 MESA_DEBUG_TYPE_ERROR,
3864 MESA_DEBUG_TYPE_DEPRECATED,
3865 MESA_DEBUG_TYPE_UNDEFINED,
3866 MESA_DEBUG_TYPE_PORTABILITY,
3867 MESA_DEBUG_TYPE_PERFORMANCE,
3868 MESA_DEBUG_TYPE_OTHER,
3869 MESA_DEBUG_TYPE_MARKER,
3870 MESA_DEBUG_TYPE_PUSH_GROUP,
3871 MESA_DEBUG_TYPE_POP_GROUP,
3872 MESA_DEBUG_TYPE_COUNT
3873 };
3874
3875 enum mesa_debug_severity {
3876 MESA_DEBUG_SEVERITY_LOW,
3877 MESA_DEBUG_SEVERITY_MEDIUM,
3878 MESA_DEBUG_SEVERITY_HIGH,
3879 MESA_DEBUG_SEVERITY_NOTIFICATION,
3880 MESA_DEBUG_SEVERITY_COUNT
3881 };
3882
3883 /** @} */
3884
3885 /**
3886 * Enum for the OpenGL APIs we know about and may support.
3887 *
3888 * NOTE: This must match the api_enum table in
3889 * src/mesa/main/get_hash_generator.py
3890 */
3891 typedef enum
3892 {
3893 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3894 API_OPENGLES,
3895 API_OPENGLES2,
3896 API_OPENGL_CORE,
3897 API_OPENGL_LAST = API_OPENGL_CORE
3898 } gl_api;
3899
3900 /**
3901 * Driver-specific state flags.
3902 *
3903 * These are or'd with gl_context::NewDriverState to notify a driver about
3904 * a state change. The driver sets the flags at context creation and
3905 * the meaning of the bits set is opaque to core Mesa.
3906 */
3907 struct gl_driver_flags
3908 {
3909 /** gl_context::Array::_DrawArrays (vertex array state) */
3910 GLbitfield NewArray;
3911
3912 /** gl_context::TransformFeedback::CurrentObject */
3913 GLbitfield NewTransformFeedback;
3914
3915 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3916 GLbitfield NewTransformFeedbackProg;
3917
3918 /** gl_context::RasterDiscard */
3919 GLbitfield NewRasterizerDiscard;
3920
3921 /**
3922 * gl_context::UniformBufferBindings
3923 * gl_shader_program::UniformBlocks
3924 */
3925 GLbitfield NewUniformBuffer;
3926
3927 /**
3928 * gl_context::AtomicBufferBindings
3929 */
3930 GLbitfield NewAtomicBuffer;
3931
3932 /**
3933 * gl_context::ImageUnits
3934 */
3935 GLbitfield NewImageUnits;
3936 };
3937
3938 struct gl_uniform_buffer_binding
3939 {
3940 struct gl_buffer_object *BufferObject;
3941 /** Start of uniform block data in the buffer */
3942 GLintptr Offset;
3943 /** Size of data allowed to be referenced from the buffer (in bytes) */
3944 GLsizeiptr Size;
3945 /**
3946 * glBindBufferBase() indicates that the Size should be ignored and only
3947 * limited by the current size of the BufferObject.
3948 */
3949 GLboolean AutomaticSize;
3950 };
3951
3952 /**
3953 * ARB_shader_image_load_store image unit.
3954 */
3955 struct gl_image_unit
3956 {
3957 /**
3958 * Texture object bound to this unit.
3959 */
3960 struct gl_texture_object *TexObj;
3961
3962 /**
3963 * Level of the texture object bound to this unit.
3964 */
3965 GLuint Level;
3966
3967 /**
3968 * \c GL_TRUE if the whole level is bound as an array of layers, \c
3969 * GL_FALSE if only some specific layer of the texture is bound.
3970 * \sa Layer
3971 */
3972 GLboolean Layered;
3973
3974 /**
3975 * Layer of the texture object bound to this unit, or zero if the
3976 * whole level is bound.
3977 */
3978 GLuint Layer;
3979
3980 /**
3981 * Access allowed to this texture image. Either \c GL_READ_ONLY,
3982 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
3983 */
3984 GLenum Access;
3985
3986 /**
3987 * GL internal format that determines the interpretation of the
3988 * image memory when shader image operations are performed through
3989 * this unit.
3990 */
3991 GLenum Format;
3992
3993 /**
3994 * Mesa format corresponding to \c Format.
3995 */
3996 mesa_format _ActualFormat;
3997
3998 /**
3999 * GL_TRUE if the state of this image unit is valid and access from
4000 * the shader is allowed. Otherwise loads from this unit should
4001 * return zero and stores should have no effect.
4002 */
4003 GLboolean _Valid;
4004 };
4005
4006 /**
4007 * Binding point for an atomic counter buffer object.
4008 */
4009 struct gl_atomic_buffer_binding
4010 {
4011 struct gl_buffer_object *BufferObject;
4012 GLintptr Offset;
4013 GLsizeiptr Size;
4014 };
4015
4016 /**
4017 * Mesa rendering context.
4018 *
4019 * This is the central context data structure for Mesa. Almost all
4020 * OpenGL state is contained in this structure.
4021 * Think of this as a base class from which device drivers will derive
4022 * sub classes.
4023 */
4024 struct gl_context
4025 {
4026 /** State possibly shared with other contexts in the address space */
4027 struct gl_shared_state *Shared;
4028
4029 /** \name API function pointer tables */
4030 /*@{*/
4031 gl_api API;
4032 /**
4033 * The current dispatch table for non-displaylist-saving execution, either
4034 * BeginEnd or OutsideBeginEnd
4035 */
4036 struct _glapi_table *Exec;
4037 /**
4038 * The normal dispatch table for non-displaylist-saving, non-begin/end
4039 */
4040 struct _glapi_table *OutsideBeginEnd;
4041 /** The dispatch table used between glNewList() and glEndList() */
4042 struct _glapi_table *Save;
4043 /**
4044 * The dispatch table used between glBegin() and glEnd() (outside of a
4045 * display list). Only valid functions between those two are set, which is
4046 * mostly just the set in a GLvertexformat struct.
4047 */
4048 struct _glapi_table *BeginEnd;
4049 /**
4050 * Tracks the current dispatch table out of the 3 above, so that it can be
4051 * re-set on glXMakeCurrent().
4052 */
4053 struct _glapi_table *CurrentDispatch;
4054 /*@}*/
4055
4056 struct gl_config Visual;
4057 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4058 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4059 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4060 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4061
4062 /**
4063 * Device driver function pointer table
4064 */
4065 struct dd_function_table Driver;
4066
4067 /** Core/Driver constants */
4068 struct gl_constants Const;
4069
4070 /** \name The various 4x4 matrix stacks */
4071 /*@{*/
4072 struct gl_matrix_stack ModelviewMatrixStack;
4073 struct gl_matrix_stack ProjectionMatrixStack;
4074 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4075 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4076 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4077 /*@}*/
4078
4079 /** Combined modelview and projection matrix */
4080 GLmatrix _ModelProjectMatrix;
4081
4082 /** \name Display lists */
4083 struct gl_dlist_state ListState;
4084
4085 GLboolean ExecuteFlag; /**< Execute GL commands? */
4086 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4087
4088 /** Extension information */
4089 struct gl_extensions Extensions;
4090
4091 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4092 GLuint Version;
4093 char *VersionString;
4094
4095 /** \name State attribute stack (for glPush/PopAttrib) */
4096 /*@{*/
4097 GLuint AttribStackDepth;
4098 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4099 /*@}*/
4100
4101 /** \name Renderer attribute groups
4102 *
4103 * We define a struct for each attribute group to make pushing and popping
4104 * attributes easy. Also it's a good organization.
4105 */
4106 /*@{*/
4107 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4108 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4109 struct gl_current_attrib Current; /**< Current attributes */
4110 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4111 struct gl_eval_attrib Eval; /**< Eval attributes */
4112 struct gl_fog_attrib Fog; /**< Fog attributes */
4113 struct gl_hint_attrib Hint; /**< Hint attributes */
4114 struct gl_light_attrib Light; /**< Light attributes */
4115 struct gl_line_attrib Line; /**< Line attributes */
4116 struct gl_list_attrib List; /**< List attributes */
4117 struct gl_multisample_attrib Multisample;
4118 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4119 struct gl_point_attrib Point; /**< Point attributes */
4120 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4121 GLuint PolygonStipple[32]; /**< Polygon stipple */
4122 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4123 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4124 struct gl_texture_attrib Texture; /**< Texture attributes */
4125 struct gl_transform_attrib Transform; /**< Transformation attributes */
4126 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4127 /*@}*/
4128
4129 /** \name Client attribute stack */
4130 /*@{*/
4131 GLuint ClientAttribStackDepth;
4132 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4133 /*@}*/
4134
4135 /** \name Client attribute groups */
4136 /*@{*/
4137 struct gl_array_attrib Array; /**< Vertex arrays */
4138 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4139 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4140 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4141 /*@}*/
4142
4143 /** \name Other assorted state (not pushed/popped on attribute stack) */
4144 /*@{*/
4145 struct gl_pixelmaps PixelMaps;
4146
4147 struct gl_evaluators EvalMap; /**< All evaluators */
4148 struct gl_feedback Feedback; /**< Feedback */
4149 struct gl_selection Select; /**< Selection */
4150
4151 struct gl_program_state Program; /**< general program state */
4152 struct gl_vertex_program_state VertexProgram;
4153 struct gl_fragment_program_state FragmentProgram;
4154 struct gl_geometry_program_state GeometryProgram;
4155 struct gl_ati_fragment_shader_state ATIFragmentShader;
4156
4157 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4158 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4159
4160 /**
4161 * Current active shader pipeline state
4162 *
4163 * Almost all internal users want ::_Shader instead of ::Shader. The
4164 * exceptions are bits of legacy GLSL API that do not know about separate
4165 * shader objects.
4166 *
4167 * If a program is active via \c glUseProgram, this will point to
4168 * \c ::Shader.
4169 *
4170 * If a program pipeline is active via \c glBindProgramPipeline, this will
4171 * point to \c ::Pipeline.Current.
4172 *
4173 * If neither a program nor a program pipeline is active, this will point to
4174 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4175 * \c NULL.
4176 */
4177 struct gl_pipeline_object *_Shader;
4178
4179 struct gl_query_state Query; /**< occlusion, timer queries */
4180
4181 struct gl_transform_feedback_state TransformFeedback;
4182
4183 struct gl_perf_monitor_state PerfMonitor;
4184
4185 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4186
4187 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4188 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4189
4190 /**
4191 * Current GL_ARB_uniform_buffer_object binding referenced by
4192 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4193 */
4194 struct gl_buffer_object *UniformBuffer;
4195
4196 /**
4197 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4198 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4199 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4200 * shader program.
4201 */
4202 struct gl_uniform_buffer_binding
4203 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4204
4205 /**
4206 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4207 * target.
4208 */
4209 struct gl_buffer_object *AtomicBuffer;
4210
4211 /**
4212 * Array of atomic counter buffer binding points.
4213 */
4214 struct gl_atomic_buffer_binding
4215 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4216
4217 /**
4218 * Array of image units for ARB_shader_image_load_store.
4219 */
4220 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4221
4222 /*@}*/
4223
4224 struct gl_meta_state *Meta; /**< for "meta" operations */
4225
4226 /* GL_EXT_framebuffer_object */
4227 struct gl_renderbuffer *CurrentRenderbuffer;
4228
4229 GLenum ErrorValue; /**< Last error code */
4230
4231 /**
4232 * Recognize and silence repeated error debug messages in buggy apps.
4233 */
4234 const char *ErrorDebugFmtString;
4235 GLuint ErrorDebugCount;
4236
4237 /* GL_ARB_debug_output/GL_KHR_debug */
4238 struct gl_debug_state *Debug;
4239
4240 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4241 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4242 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
4243
4244 struct gl_driver_flags DriverFlags;
4245
4246 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4247
4248 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4249
4250 /** \name Derived state */
4251 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4252 GLfloat _EyeZDir[3];
4253 GLfloat _ModelViewInvScale;
4254 GLboolean _NeedEyeCoords;
4255 GLboolean _ForceEyeCoords;
4256
4257 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4258
4259 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4260
4261 /** \name For debugging/development only */
4262 /*@{*/
4263 GLboolean FirstTimeCurrent;
4264 /*@}*/
4265
4266 /**
4267 * False if this context was created without a config. This is needed
4268 * because the initial state of glDrawBuffers depends on this
4269 */
4270 GLboolean HasConfig;
4271
4272 /** software compression/decompression supported or not */
4273 GLboolean Mesa_DXTn;
4274
4275 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4276
4277 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4278
4279 /**
4280 * \name Hooks for module contexts.
4281 *
4282 * These will eventually live in the driver or elsewhere.
4283 */
4284 /*@{*/
4285 void *swrast_context;
4286 void *swsetup_context;
4287 void *swtnl_context;
4288 struct vbo_context *vbo_context;
4289 struct st_context *st;
4290 void *aelt_context;
4291 /*@}*/
4292
4293 /**
4294 * \name NV_vdpau_interop
4295 */
4296 /*@{*/
4297 const void *vdpDevice;
4298 const void *vdpGetProcAddress;
4299 struct set *vdpSurfaces;
4300 /*@}*/
4301
4302 /**
4303 * Has this context observed a GPU reset in any context in the share group?
4304 *
4305 * Once this field becomes true, it is never reset to false.
4306 */
4307 GLboolean ShareGroupReset;
4308 };
4309
4310
4311 #ifdef DEBUG
4312 extern int MESA_VERBOSE;
4313 extern int MESA_DEBUG_FLAGS;
4314 # define MESA_FUNCTION __FUNCTION__
4315 #else
4316 # define MESA_VERBOSE 0
4317 # define MESA_DEBUG_FLAGS 0
4318 # define MESA_FUNCTION "a function"
4319 # ifndef NDEBUG
4320 # define NDEBUG
4321 # endif
4322 #endif
4323
4324
4325 /** The MESA_VERBOSE var is a bitmask of these flags */
4326 enum _verbose
4327 {
4328 VERBOSE_VARRAY = 0x0001,
4329 VERBOSE_TEXTURE = 0x0002,
4330 VERBOSE_MATERIAL = 0x0004,
4331 VERBOSE_PIPELINE = 0x0008,
4332 VERBOSE_DRIVER = 0x0010,
4333 VERBOSE_STATE = 0x0020,
4334 VERBOSE_API = 0x0040,
4335 VERBOSE_DISPLAY_LIST = 0x0100,
4336 VERBOSE_LIGHTING = 0x0200,
4337 VERBOSE_PRIMS = 0x0400,
4338 VERBOSE_VERTS = 0x0800,
4339 VERBOSE_DISASSEM = 0x1000,
4340 VERBOSE_DRAW = 0x2000,
4341 VERBOSE_SWAPBUFFERS = 0x4000
4342 };
4343
4344
4345 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4346 enum _debug
4347 {
4348 DEBUG_SILENT = (1 << 0),
4349 DEBUG_ALWAYS_FLUSH = (1 << 1),
4350 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4351 DEBUG_INCOMPLETE_FBO = (1 << 3)
4352 };
4353
4354
4355
4356 #ifdef __cplusplus
4357 }
4358 #endif
4359
4360 #endif /* MTYPES_H */