i965: Clean up brw_prepare_vertices()
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 /**
47 * Color channel data type.
48 */
49 #if CHAN_BITS == 8
50 typedef GLubyte GLchan;
51 #define CHAN_MAX 255
52 #define CHAN_MAXF 255.0F
53 #define CHAN_TYPE GL_UNSIGNED_BYTE
54 #elif CHAN_BITS == 16
55 typedef GLushort GLchan;
56 #define CHAN_MAX 65535
57 #define CHAN_MAXF 65535.0F
58 #define CHAN_TYPE GL_UNSIGNED_SHORT
59 #elif CHAN_BITS == 32
60 typedef GLfloat GLchan;
61 #define CHAN_MAX 1.0
62 #define CHAN_MAXF 1.0F
63 #define CHAN_TYPE GL_FLOAT
64 #else
65 #error "illegal number of color channel bits"
66 #endif
67
68
69 /**
70 * Stencil buffer data type.
71 */
72 #if STENCIL_BITS==8
73 typedef GLubyte GLstencil;
74 #elif STENCIL_BITS==16
75 typedef GLushort GLstencil;
76 #else
77 # error "illegal number of stencil bits"
78 #endif
79
80
81 /**
82 * \name 64-bit extension of GLbitfield.
83 */
84 /*@{*/
85 typedef GLuint64 GLbitfield64;
86
87 /** Set a single bit */
88 #define BITFIELD64_BIT(b) (1ULL << (b))
89
90
91 /**
92 * \name Some forward type declarations
93 */
94 /*@{*/
95 struct _mesa_HashTable;
96 struct gl_attrib_node;
97 struct gl_list_extensions;
98 struct gl_meta_state;
99 struct gl_pixelstore_attrib;
100 struct gl_program_cache;
101 struct gl_texture_format;
102 struct gl_texture_image;
103 struct gl_texture_object;
104 struct gl_context;
105 struct st_context;
106 /*@}*/
107
108
109 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
110 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
111 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
112 #define PRIM_UNKNOWN (GL_POLYGON+3)
113
114
115 /**
116 * Shader stages. Note that these will become 5 with tessellation.
117 * These MUST have the same values as gallium's PIPE_SHADER_*
118 */
119 typedef enum
120 {
121 MESA_SHADER_VERTEX = 0,
122 MESA_SHADER_FRAGMENT = 1,
123 MESA_SHADER_GEOMETRY = 2,
124 MESA_SHADER_TYPES = 3
125 } gl_shader_type;
126
127
128
129 /**
130 * Indexes for vertex program attributes.
131 * GL_NV_vertex_program aliases generic attributes over the conventional
132 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
133 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
134 * generic attributes are distinct/separate).
135 */
136 typedef enum
137 {
138 VERT_ATTRIB_POS = 0,
139 VERT_ATTRIB_WEIGHT = 1,
140 VERT_ATTRIB_NORMAL = 2,
141 VERT_ATTRIB_COLOR0 = 3,
142 VERT_ATTRIB_COLOR1 = 4,
143 VERT_ATTRIB_FOG = 5,
144 VERT_ATTRIB_COLOR_INDEX = 6,
145 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
146 VERT_ATTRIB_EDGEFLAG = 7,
147 VERT_ATTRIB_TEX0 = 8,
148 VERT_ATTRIB_TEX1 = 9,
149 VERT_ATTRIB_TEX2 = 10,
150 VERT_ATTRIB_TEX3 = 11,
151 VERT_ATTRIB_TEX4 = 12,
152 VERT_ATTRIB_TEX5 = 13,
153 VERT_ATTRIB_TEX6 = 14,
154 VERT_ATTRIB_TEX7 = 15,
155 VERT_ATTRIB_GENERIC0 = 16,
156 VERT_ATTRIB_GENERIC1 = 17,
157 VERT_ATTRIB_GENERIC2 = 18,
158 VERT_ATTRIB_GENERIC3 = 19,
159 VERT_ATTRIB_GENERIC4 = 20,
160 VERT_ATTRIB_GENERIC5 = 21,
161 VERT_ATTRIB_GENERIC6 = 22,
162 VERT_ATTRIB_GENERIC7 = 23,
163 VERT_ATTRIB_GENERIC8 = 24,
164 VERT_ATTRIB_GENERIC9 = 25,
165 VERT_ATTRIB_GENERIC10 = 26,
166 VERT_ATTRIB_GENERIC11 = 27,
167 VERT_ATTRIB_GENERIC12 = 28,
168 VERT_ATTRIB_GENERIC13 = 29,
169 VERT_ATTRIB_GENERIC14 = 30,
170 VERT_ATTRIB_GENERIC15 = 31,
171 VERT_ATTRIB_MAX = 32
172 } gl_vert_attrib;
173
174 /**
175 * Bitflags for vertex attributes.
176 * These are used in bitfields in many places.
177 */
178 /*@{*/
179 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
180 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
181 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
182 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
183 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
184 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
185 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
186 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
187 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
188 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
189 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
190 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
191 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
192 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
193 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
194 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
195 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
196 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
197 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
198 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
199 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
200 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
201 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
202 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
203 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
204 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
205 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
206 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
207 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
208 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
209 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
210 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
211
212 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
213 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
214 /*@}*/
215
216
217 /**
218 * Indexes for vertex program result attributes
219 */
220 typedef enum
221 {
222 VERT_RESULT_HPOS = 0,
223 VERT_RESULT_COL0 = 1,
224 VERT_RESULT_COL1 = 2,
225 VERT_RESULT_FOGC = 3,
226 VERT_RESULT_TEX0 = 4,
227 VERT_RESULT_TEX1 = 5,
228 VERT_RESULT_TEX2 = 6,
229 VERT_RESULT_TEX3 = 7,
230 VERT_RESULT_TEX4 = 8,
231 VERT_RESULT_TEX5 = 9,
232 VERT_RESULT_TEX6 = 10,
233 VERT_RESULT_TEX7 = 11,
234 VERT_RESULT_PSIZ = 12,
235 VERT_RESULT_BFC0 = 13,
236 VERT_RESULT_BFC1 = 14,
237 VERT_RESULT_EDGE = 15,
238 VERT_RESULT_VAR0 = 16, /**< shader varying */
239 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
240 } gl_vert_result;
241
242
243 /*********************************************/
244
245 /**
246 * Indexes for geometry program attributes.
247 */
248 typedef enum
249 {
250 GEOM_ATTRIB_POSITION = 0,
251 GEOM_ATTRIB_COLOR0 = 1,
252 GEOM_ATTRIB_COLOR1 = 2,
253 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
254 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
255 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
256 GEOM_ATTRIB_POINT_SIZE = 6,
257 GEOM_ATTRIB_CLIP_VERTEX = 7,
258 GEOM_ATTRIB_PRIMITIVE_ID = 8,
259 GEOM_ATTRIB_TEX_COORD = 9,
260
261 GEOM_ATTRIB_VAR0 = 16,
262 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
263 } gl_geom_attrib;
264
265 /**
266 * Bitflags for geometry attributes.
267 * These are used in bitfields in many places.
268 */
269 /*@{*/
270 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
271 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
272 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
273 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
274 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
275 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
276 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
277 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
278 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
279 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
280 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
281
282 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
283 /*@}*/
284
285
286 /**
287 * Indexes for geometry program result attributes
288 */
289 typedef enum
290 {
291 GEOM_RESULT_POS = 0,
292 GEOM_RESULT_COL0 = 1,
293 GEOM_RESULT_COL1 = 2,
294 GEOM_RESULT_SCOL0 = 3,
295 GEOM_RESULT_SCOL1 = 4,
296 GEOM_RESULT_FOGC = 5,
297 GEOM_RESULT_TEX0 = 6,
298 GEOM_RESULT_TEX1 = 7,
299 GEOM_RESULT_TEX2 = 8,
300 GEOM_RESULT_TEX3 = 9,
301 GEOM_RESULT_TEX4 = 10,
302 GEOM_RESULT_TEX5 = 11,
303 GEOM_RESULT_TEX6 = 12,
304 GEOM_RESULT_TEX7 = 13,
305 GEOM_RESULT_PSIZ = 14,
306 GEOM_RESULT_CLPV = 15,
307 GEOM_RESULT_PRID = 16,
308 GEOM_RESULT_LAYR = 17,
309 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
310 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
311 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
312 } gl_geom_result;
313
314
315 /**
316 * Indexes for fragment program input attributes.
317 */
318 typedef enum
319 {
320 FRAG_ATTRIB_WPOS = 0,
321 FRAG_ATTRIB_COL0 = 1,
322 FRAG_ATTRIB_COL1 = 2,
323 FRAG_ATTRIB_FOGC = 3,
324 FRAG_ATTRIB_TEX0 = 4,
325 FRAG_ATTRIB_TEX1 = 5,
326 FRAG_ATTRIB_TEX2 = 6,
327 FRAG_ATTRIB_TEX3 = 7,
328 FRAG_ATTRIB_TEX4 = 8,
329 FRAG_ATTRIB_TEX5 = 9,
330 FRAG_ATTRIB_TEX6 = 10,
331 FRAG_ATTRIB_TEX7 = 11,
332 FRAG_ATTRIB_FACE = 12, /**< front/back face */
333 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
334 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
335 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
336 } gl_frag_attrib;
337
338 /**
339 * Bitflags for fragment program input attributes.
340 */
341 /*@{*/
342 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
343 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
344 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
345 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
346 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
347 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
348 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
349 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
350 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
351 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
352 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
353 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
354 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
355 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
356 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
357
358 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
359 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
360
361 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
362 FRAG_BIT_TEX1| \
363 FRAG_BIT_TEX2| \
364 FRAG_BIT_TEX3| \
365 FRAG_BIT_TEX4| \
366 FRAG_BIT_TEX5| \
367 FRAG_BIT_TEX6| \
368 FRAG_BIT_TEX7)
369 /*@}*/
370
371
372 /**
373 * Fragment program results
374 */
375 typedef enum
376 {
377 FRAG_RESULT_DEPTH = 0,
378 FRAG_RESULT_STENCIL = 1,
379 FRAG_RESULT_COLOR = 2,
380 FRAG_RESULT_DATA0 = 3,
381 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
382 } gl_frag_result;
383
384
385 /**
386 * Indexes for all renderbuffers
387 */
388 typedef enum
389 {
390 /* the four standard color buffers */
391 BUFFER_FRONT_LEFT,
392 BUFFER_BACK_LEFT,
393 BUFFER_FRONT_RIGHT,
394 BUFFER_BACK_RIGHT,
395 BUFFER_DEPTH,
396 BUFFER_STENCIL,
397 BUFFER_ACCUM,
398 /* optional aux buffer */
399 BUFFER_AUX0,
400 /* generic renderbuffers */
401 BUFFER_COLOR0,
402 BUFFER_COLOR1,
403 BUFFER_COLOR2,
404 BUFFER_COLOR3,
405 BUFFER_COLOR4,
406 BUFFER_COLOR5,
407 BUFFER_COLOR6,
408 BUFFER_COLOR7,
409 BUFFER_COUNT
410 } gl_buffer_index;
411
412 /**
413 * Bit flags for all renderbuffers
414 */
415 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
416 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
417 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
418 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
419 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
420 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
421 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
422 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
423 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
424 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
425 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
426 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
427 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
428 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
429 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
430 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
431 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
432 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
433 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
434
435 /**
436 * Mask of all the color buffer bits (but not accum).
437 */
438 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
439 BUFFER_BIT_BACK_LEFT | \
440 BUFFER_BIT_FRONT_RIGHT | \
441 BUFFER_BIT_BACK_RIGHT | \
442 BUFFER_BIT_AUX0 | \
443 BUFFER_BIT_COLOR0 | \
444 BUFFER_BIT_COLOR1 | \
445 BUFFER_BIT_COLOR2 | \
446 BUFFER_BIT_COLOR3 | \
447 BUFFER_BIT_COLOR4 | \
448 BUFFER_BIT_COLOR5 | \
449 BUFFER_BIT_COLOR6 | \
450 BUFFER_BIT_COLOR7)
451
452
453 /**
454 * Framebuffer configuration (aka visual / pixelformat)
455 * Note: some of these fields should be boolean, but it appears that
456 * code in drivers/dri/common/util.c requires int-sized fields.
457 */
458 struct gl_config
459 {
460 GLboolean rgbMode;
461 GLboolean floatMode;
462 GLboolean colorIndexMode; /* XXX is this used anywhere? */
463 GLuint doubleBufferMode;
464 GLuint stereoMode;
465
466 GLboolean haveAccumBuffer;
467 GLboolean haveDepthBuffer;
468 GLboolean haveStencilBuffer;
469
470 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
471 GLuint redMask, greenMask, blueMask, alphaMask;
472 GLint rgbBits; /* total bits for rgb */
473 GLint indexBits; /* total bits for colorindex */
474
475 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
476 GLint depthBits;
477 GLint stencilBits;
478
479 GLint numAuxBuffers;
480
481 GLint level;
482
483 /* EXT_visual_rating / GLX 1.2 */
484 GLint visualRating;
485
486 /* EXT_visual_info / GLX 1.2 */
487 GLint transparentPixel;
488 /* colors are floats scaled to ints */
489 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
490 GLint transparentIndex;
491
492 /* ARB_multisample / SGIS_multisample */
493 GLint sampleBuffers;
494 GLint samples;
495
496 /* SGIX_pbuffer / GLX 1.3 */
497 GLint maxPbufferWidth;
498 GLint maxPbufferHeight;
499 GLint maxPbufferPixels;
500 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
501 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
502
503 /* OML_swap_method */
504 GLint swapMethod;
505
506 /* EXT_texture_from_pixmap */
507 GLint bindToTextureRgb;
508 GLint bindToTextureRgba;
509 GLint bindToMipmapTexture;
510 GLint bindToTextureTargets;
511 GLint yInverted;
512
513 /* EXT_framebuffer_sRGB */
514 GLint sRGBCapable;
515 };
516
517
518 /**
519 * Data structure for color tables
520 */
521 struct gl_color_table
522 {
523 GLenum InternalFormat; /**< The user-specified format */
524 GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
525 GLuint Size; /**< number of entries in table */
526 GLfloat *TableF; /**< Color table, floating point values */
527 GLubyte *TableUB; /**< Color table, ubyte values */
528 GLubyte RedSize;
529 GLubyte GreenSize;
530 GLubyte BlueSize;
531 GLubyte AlphaSize;
532 GLubyte LuminanceSize;
533 GLubyte IntensitySize;
534 };
535
536
537 /**
538 * \name Bit flags used for updating material values.
539 */
540 /*@{*/
541 #define MAT_ATTRIB_FRONT_AMBIENT 0
542 #define MAT_ATTRIB_BACK_AMBIENT 1
543 #define MAT_ATTRIB_FRONT_DIFFUSE 2
544 #define MAT_ATTRIB_BACK_DIFFUSE 3
545 #define MAT_ATTRIB_FRONT_SPECULAR 4
546 #define MAT_ATTRIB_BACK_SPECULAR 5
547 #define MAT_ATTRIB_FRONT_EMISSION 6
548 #define MAT_ATTRIB_BACK_EMISSION 7
549 #define MAT_ATTRIB_FRONT_SHININESS 8
550 #define MAT_ATTRIB_BACK_SHININESS 9
551 #define MAT_ATTRIB_FRONT_INDEXES 10
552 #define MAT_ATTRIB_BACK_INDEXES 11
553 #define MAT_ATTRIB_MAX 12
554
555 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
556 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
557 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
558 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
559 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
560 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
561
562 #define MAT_INDEX_AMBIENT 0
563 #define MAT_INDEX_DIFFUSE 1
564 #define MAT_INDEX_SPECULAR 2
565
566 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
567 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
568 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
569 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
570 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
571 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
572 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
573 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
574 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
575 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
576 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
577 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
578
579
580 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
581 MAT_BIT_FRONT_AMBIENT | \
582 MAT_BIT_FRONT_DIFFUSE | \
583 MAT_BIT_FRONT_SPECULAR | \
584 MAT_BIT_FRONT_SHININESS | \
585 MAT_BIT_FRONT_INDEXES)
586
587 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
588 MAT_BIT_BACK_AMBIENT | \
589 MAT_BIT_BACK_DIFFUSE | \
590 MAT_BIT_BACK_SPECULAR | \
591 MAT_BIT_BACK_SHININESS | \
592 MAT_BIT_BACK_INDEXES)
593
594 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
595 /*@}*/
596
597
598 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
599 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
600
601 /**
602 * Material shininess lookup table.
603 */
604 struct gl_shine_tab
605 {
606 struct gl_shine_tab *next, *prev;
607 GLfloat tab[SHINE_TABLE_SIZE+1];
608 GLfloat shininess;
609 GLuint refcount;
610 };
611
612
613 /**
614 * Light source state.
615 */
616 struct gl_light
617 {
618 struct gl_light *next; /**< double linked list with sentinel */
619 struct gl_light *prev;
620
621 GLfloat Ambient[4]; /**< ambient color */
622 GLfloat Diffuse[4]; /**< diffuse color */
623 GLfloat Specular[4]; /**< specular color */
624 GLfloat EyePosition[4]; /**< position in eye coordinates */
625 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
626 GLfloat SpotExponent;
627 GLfloat SpotCutoff; /**< in degrees */
628 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
629 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
630 GLfloat ConstantAttenuation;
631 GLfloat LinearAttenuation;
632 GLfloat QuadraticAttenuation;
633 GLboolean Enabled; /**< On/off flag */
634
635 /**
636 * \name Derived fields
637 */
638 /*@{*/
639 GLbitfield _Flags; /**< State */
640
641 GLfloat _Position[4]; /**< position in eye/obj coordinates */
642 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
643 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
644 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
645 GLfloat _VP_inf_spot_attenuation;
646
647 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
648 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
649 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
650 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
651 GLfloat _dli; /**< CI diffuse light intensity */
652 GLfloat _sli; /**< CI specular light intensity */
653 /*@}*/
654 };
655
656
657 /**
658 * Light model state.
659 */
660 struct gl_lightmodel
661 {
662 GLfloat Ambient[4]; /**< ambient color */
663 GLboolean LocalViewer; /**< Local (or infinite) view point? */
664 GLboolean TwoSide; /**< Two (or one) sided lighting? */
665 GLenum ColorControl; /**< either GL_SINGLE_COLOR
666 * or GL_SEPARATE_SPECULAR_COLOR */
667 };
668
669
670 /**
671 * Material state.
672 */
673 struct gl_material
674 {
675 GLfloat Attrib[MAT_ATTRIB_MAX][4];
676 };
677
678
679 /**
680 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
681 */
682 struct gl_accum_attrib
683 {
684 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
685 };
686
687
688 /**
689 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
690 */
691 struct gl_colorbuffer_attrib
692 {
693 GLuint ClearIndex; /**< Index to use for glClear */
694 GLclampf ClearColor[4]; /**< Color to use for glClear */
695
696 GLuint IndexMask; /**< Color index write mask */
697 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
698
699 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
700
701 /**
702 * \name alpha testing
703 */
704 /*@{*/
705 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
706 GLenum AlphaFunc; /**< Alpha test function */
707 GLclampf AlphaRef; /**< Alpha reference value */
708 /*@}*/
709
710 /**
711 * \name Blending
712 */
713 /*@{*/
714 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
715 GLfloat BlendColor[4]; /**< Blending color */
716 struct
717 {
718 GLenum SrcRGB; /**< RGB blend source term */
719 GLenum DstRGB; /**< RGB blend dest term */
720 GLenum SrcA; /**< Alpha blend source term */
721 GLenum DstA; /**< Alpha blend dest term */
722 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
723 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
724 } Blend[MAX_DRAW_BUFFERS];
725 /** Are the blend func terms currently different for each buffer/target? */
726 GLboolean _BlendFuncPerBuffer;
727 /** Are the blend equations currently different for each buffer/target? */
728 GLboolean _BlendEquationPerBuffer;
729 /*@}*/
730
731 /**
732 * \name Logic op
733 */
734 /*@{*/
735 GLenum LogicOp; /**< Logic operator */
736 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
737 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
738 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
739 /*@}*/
740
741 GLboolean DitherFlag; /**< Dither enable flag */
742
743 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
744 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
745
746 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
747 };
748
749
750 /**
751 * Current attribute group (GL_CURRENT_BIT).
752 */
753 struct gl_current_attrib
754 {
755 /**
756 * \name Current vertex attributes.
757 * \note Values are valid only after FLUSH_VERTICES has been called.
758 * \note Index and Edgeflag current values are stored as floats in the
759 * SIX and SEVEN attribute slots.
760 */
761 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
762
763 /**
764 * \name Current raster position attributes (always valid).
765 * \note This set of attributes is very similar to the SWvertex struct.
766 */
767 /*@{*/
768 GLfloat RasterPos[4];
769 GLfloat RasterDistance;
770 GLfloat RasterColor[4];
771 GLfloat RasterSecondaryColor[4];
772 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
773 GLboolean RasterPosValid;
774 /*@}*/
775 };
776
777
778 /**
779 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
780 */
781 struct gl_depthbuffer_attrib
782 {
783 GLenum Func; /**< Function for depth buffer compare */
784 GLclampd Clear; /**< Value to clear depth buffer to */
785 GLboolean Test; /**< Depth buffering enabled flag */
786 GLboolean Mask; /**< Depth buffer writable? */
787 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
788 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
789 };
790
791
792 /**
793 * Evaluator attribute group (GL_EVAL_BIT).
794 */
795 struct gl_eval_attrib
796 {
797 /**
798 * \name Enable bits
799 */
800 /*@{*/
801 GLboolean Map1Color4;
802 GLboolean Map1Index;
803 GLboolean Map1Normal;
804 GLboolean Map1TextureCoord1;
805 GLboolean Map1TextureCoord2;
806 GLboolean Map1TextureCoord3;
807 GLboolean Map1TextureCoord4;
808 GLboolean Map1Vertex3;
809 GLboolean Map1Vertex4;
810 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
811 GLboolean Map2Color4;
812 GLboolean Map2Index;
813 GLboolean Map2Normal;
814 GLboolean Map2TextureCoord1;
815 GLboolean Map2TextureCoord2;
816 GLboolean Map2TextureCoord3;
817 GLboolean Map2TextureCoord4;
818 GLboolean Map2Vertex3;
819 GLboolean Map2Vertex4;
820 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
821 GLboolean AutoNormal;
822 /*@}*/
823
824 /**
825 * \name Map Grid endpoints and divisions and calculated du values
826 */
827 /*@{*/
828 GLint MapGrid1un;
829 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
830 GLint MapGrid2un, MapGrid2vn;
831 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
832 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
833 /*@}*/
834 };
835
836
837 /**
838 * Fog attribute group (GL_FOG_BIT).
839 */
840 struct gl_fog_attrib
841 {
842 GLboolean Enabled; /**< Fog enabled flag */
843 GLfloat Color[4]; /**< Fog color */
844 GLfloat Density; /**< Density >= 0.0 */
845 GLfloat Start; /**< Start distance in eye coords */
846 GLfloat End; /**< End distance in eye coords */
847 GLfloat Index; /**< Fog index */
848 GLenum Mode; /**< Fog mode */
849 GLboolean ColorSumEnabled;
850 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
851 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
852 };
853
854
855 /**
856 * \brief Layout qualifiers for gl_FragDepth.
857 *
858 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
859 * a layout qualifier.
860 *
861 * \see enum ir_depth_layout
862 */
863 enum gl_frag_depth_layout {
864 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
865 FRAG_DEPTH_LAYOUT_ANY,
866 FRAG_DEPTH_LAYOUT_GREATER,
867 FRAG_DEPTH_LAYOUT_LESS,
868 FRAG_DEPTH_LAYOUT_UNCHANGED
869 };
870
871
872 /**
873 * Hint attribute group (GL_HINT_BIT).
874 *
875 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
876 */
877 struct gl_hint_attrib
878 {
879 GLenum PerspectiveCorrection;
880 GLenum PointSmooth;
881 GLenum LineSmooth;
882 GLenum PolygonSmooth;
883 GLenum Fog;
884 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
885 GLenum TextureCompression; /**< GL_ARB_texture_compression */
886 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
887 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
888 };
889
890 /**
891 * Light state flags.
892 */
893 /*@{*/
894 #define LIGHT_SPOT 0x1
895 #define LIGHT_LOCAL_VIEWER 0x2
896 #define LIGHT_POSITIONAL 0x4
897 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
898 /*@}*/
899
900
901 /**
902 * Lighting attribute group (GL_LIGHT_BIT).
903 */
904 struct gl_light_attrib
905 {
906 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
907 struct gl_lightmodel Model; /**< Lighting model */
908
909 /**
910 * Must flush FLUSH_VERTICES before referencing:
911 */
912 /*@{*/
913 struct gl_material Material; /**< Includes front & back values */
914 /*@}*/
915
916 GLboolean Enabled; /**< Lighting enabled flag */
917 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
918 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
919 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
920 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
921 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
922 GLboolean ColorMaterialEnabled;
923 GLenum ClampVertexColor;
924
925 struct gl_light EnabledList; /**< List sentinel */
926
927 /**
928 * Derived state for optimizations:
929 */
930 /*@{*/
931 GLboolean _NeedEyeCoords;
932 GLboolean _NeedVertices; /**< Use fast shader? */
933 GLbitfield _Flags; /**< LIGHT_* flags, see above */
934 GLfloat _BaseColor[2][3];
935 /*@}*/
936 };
937
938
939 /**
940 * Line attribute group (GL_LINE_BIT).
941 */
942 struct gl_line_attrib
943 {
944 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
945 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
946 GLushort StipplePattern; /**< Stipple pattern */
947 GLint StippleFactor; /**< Stipple repeat factor */
948 GLfloat Width; /**< Line width */
949 };
950
951
952 /**
953 * Display list attribute group (GL_LIST_BIT).
954 */
955 struct gl_list_attrib
956 {
957 GLuint ListBase;
958 };
959
960
961 /**
962 * Multisample attribute group (GL_MULTISAMPLE_BIT).
963 */
964 struct gl_multisample_attrib
965 {
966 GLboolean Enabled;
967 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
968 GLboolean SampleAlphaToCoverage;
969 GLboolean SampleAlphaToOne;
970 GLboolean SampleCoverage;
971 GLfloat SampleCoverageValue;
972 GLboolean SampleCoverageInvert;
973 };
974
975
976 /**
977 * A pixelmap (see glPixelMap)
978 */
979 struct gl_pixelmap
980 {
981 GLint Size;
982 GLfloat Map[MAX_PIXEL_MAP_TABLE];
983 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
984 };
985
986
987 /**
988 * Collection of all pixelmaps
989 */
990 struct gl_pixelmaps
991 {
992 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
993 struct gl_pixelmap GtoG;
994 struct gl_pixelmap BtoB;
995 struct gl_pixelmap AtoA;
996 struct gl_pixelmap ItoR;
997 struct gl_pixelmap ItoG;
998 struct gl_pixelmap ItoB;
999 struct gl_pixelmap ItoA;
1000 struct gl_pixelmap ItoI;
1001 struct gl_pixelmap StoS;
1002 };
1003
1004
1005 /**
1006 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1007 */
1008 struct gl_pixel_attrib
1009 {
1010 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1011
1012 /*--- Begin Pixel Transfer State ---*/
1013 /* Fields are in the order in which they're applied... */
1014
1015 /** Scale & Bias (index shift, offset) */
1016 /*@{*/
1017 GLfloat RedBias, RedScale;
1018 GLfloat GreenBias, GreenScale;
1019 GLfloat BlueBias, BlueScale;
1020 GLfloat AlphaBias, AlphaScale;
1021 GLfloat DepthBias, DepthScale;
1022 GLint IndexShift, IndexOffset;
1023 /*@}*/
1024
1025 /* Pixel Maps */
1026 /* Note: actual pixel maps are not part of this attrib group */
1027 GLboolean MapColorFlag;
1028 GLboolean MapStencilFlag;
1029
1030 /*--- End Pixel Transfer State ---*/
1031
1032 /** glPixelZoom */
1033 GLfloat ZoomX, ZoomY;
1034
1035 /** GL_SGI_texture_color_table */
1036 GLfloat TextureColorTableScale[4]; /**< RGBA */
1037 GLfloat TextureColorTableBias[4]; /**< RGBA */
1038 };
1039
1040
1041 /**
1042 * Point attribute group (GL_POINT_BIT).
1043 */
1044 struct gl_point_attrib
1045 {
1046 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1047 GLfloat Size; /**< User-specified point size */
1048 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1049 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1050 GLfloat Threshold; /**< GL_EXT_point_parameters */
1051 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1052 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1053 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1054 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1055 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1056 };
1057
1058
1059 /**
1060 * Polygon attribute group (GL_POLYGON_BIT).
1061 */
1062 struct gl_polygon_attrib
1063 {
1064 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1065 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1066 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1067 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1068 GLboolean CullFlag; /**< Culling on/off flag */
1069 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1070 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1071 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1072 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1073 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1074 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1075 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1076 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1077 };
1078
1079
1080 /**
1081 * Scissor attributes (GL_SCISSOR_BIT).
1082 */
1083 struct gl_scissor_attrib
1084 {
1085 GLboolean Enabled; /**< Scissor test enabled? */
1086 GLint X, Y; /**< Lower left corner of box */
1087 GLsizei Width, Height; /**< Size of box */
1088 };
1089
1090
1091 /**
1092 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1093 *
1094 * Three sets of stencil data are tracked so that OpenGL 2.0,
1095 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1096 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1097 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1098 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1099 * GL_EXT_stencil_two_side GL_BACK state.
1100 *
1101 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1102 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1103 *
1104 * The derived value \c _TestTwoSide is set when the front-face and back-face
1105 * stencil state are different.
1106 */
1107 struct gl_stencil_attrib
1108 {
1109 GLboolean Enabled; /**< Enabled flag */
1110 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1111 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1112 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1113 GLboolean _TestTwoSide;
1114 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1115 GLenum Function[3]; /**< Stencil function */
1116 GLenum FailFunc[3]; /**< Fail function */
1117 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1118 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1119 GLint Ref[3]; /**< Reference value */
1120 GLuint ValueMask[3]; /**< Value mask */
1121 GLuint WriteMask[3]; /**< Write mask */
1122 GLuint Clear; /**< Clear value */
1123 };
1124
1125
1126 /**
1127 * An index for each type of texture object. These correspond to the GL
1128 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1129 * Note: the order is from highest priority to lowest priority.
1130 */
1131 typedef enum
1132 {
1133 TEXTURE_2D_ARRAY_INDEX,
1134 TEXTURE_1D_ARRAY_INDEX,
1135 TEXTURE_CUBE_INDEX,
1136 TEXTURE_3D_INDEX,
1137 TEXTURE_RECT_INDEX,
1138 TEXTURE_2D_INDEX,
1139 TEXTURE_1D_INDEX,
1140 NUM_TEXTURE_TARGETS
1141 } gl_texture_index;
1142
1143
1144 /**
1145 * Bit flags for each type of texture object
1146 * Used for Texture.Unit[]._ReallyEnabled flags.
1147 */
1148 /*@{*/
1149 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1150 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1151 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1152 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1153 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1154 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1155 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1156 /*@}*/
1157
1158
1159 /**
1160 * TexGenEnabled flags.
1161 */
1162 /*@{*/
1163 #define S_BIT 1
1164 #define T_BIT 2
1165 #define R_BIT 4
1166 #define Q_BIT 8
1167 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1168 /*@}*/
1169
1170
1171 /**
1172 * Bit flag versions of the corresponding GL_ constants.
1173 */
1174 /*@{*/
1175 #define TEXGEN_SPHERE_MAP 0x1
1176 #define TEXGEN_OBJ_LINEAR 0x2
1177 #define TEXGEN_EYE_LINEAR 0x4
1178 #define TEXGEN_REFLECTION_MAP_NV 0x8
1179 #define TEXGEN_NORMAL_MAP_NV 0x10
1180
1181 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1182 TEXGEN_REFLECTION_MAP_NV | \
1183 TEXGEN_NORMAL_MAP_NV)
1184 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1185 TEXGEN_REFLECTION_MAP_NV | \
1186 TEXGEN_NORMAL_MAP_NV | \
1187 TEXGEN_EYE_LINEAR)
1188 /*@}*/
1189
1190
1191
1192 /** Tex-gen enabled for texture unit? */
1193 #define ENABLE_TEXGEN(unit) (1 << (unit))
1194
1195 /** Non-identity texture matrix for texture unit? */
1196 #define ENABLE_TEXMAT(unit) (1 << (unit))
1197
1198
1199 /**
1200 * Texel fetch function prototype. We use texel fetch functions to
1201 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1202 * texture images. These functions help to isolate us from the gritty
1203 * details of all the various texture image encodings.
1204 *
1205 * \param texImage texture image.
1206 * \param col texel column.
1207 * \param row texel row.
1208 * \param img texel image level/layer.
1209 * \param texelOut output texel (up to 4 GLchans)
1210 */
1211 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1212 GLint col, GLint row, GLint img,
1213 GLchan *texelOut );
1214
1215 /**
1216 * As above, but returns floats.
1217 * Used for depth component images and for upcoming signed/float
1218 * texture images.
1219 */
1220 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1221 GLint col, GLint row, GLint img,
1222 GLfloat *texelOut );
1223
1224
1225 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1226 GLint col, GLint row, GLint img,
1227 const void *texel);
1228
1229
1230 /**
1231 * Texture image state. Describes the dimensions of a texture image,
1232 * the texel format and pointers to Texel Fetch functions.
1233 */
1234 struct gl_texture_image
1235 {
1236 GLint InternalFormat; /**< Internal format as given by the user */
1237 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1238 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1239 * GL_INTENSITY, GL_COLOR_INDEX,
1240 * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
1241 * only. Used for choosing TexEnv arithmetic.
1242 */
1243 gl_format TexFormat; /**< The actual texture memory format */
1244
1245 GLuint Border; /**< 0 or 1 */
1246 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1247 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1248 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1249 GLuint Width2; /**< = Width - 2*Border */
1250 GLuint Height2; /**< = Height - 2*Border */
1251 GLuint Depth2; /**< = Depth - 2*Border */
1252 GLuint WidthLog2; /**< = log2(Width2) */
1253 GLuint HeightLog2; /**< = log2(Height2) */
1254 GLuint DepthLog2; /**< = log2(Depth2) */
1255 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1256 GLfloat WidthScale; /**< used for mipmap LOD computation */
1257 GLfloat HeightScale; /**< used for mipmap LOD computation */
1258 GLfloat DepthScale; /**< used for mipmap LOD computation */
1259 GLboolean IsClientData; /**< Data owned by client? */
1260 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1261
1262 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1263
1264 FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
1265 FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
1266
1267 GLuint RowStride; /**< Padded width in units of texels */
1268 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1269 each 2D slice in 'Data', in texels */
1270 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1271
1272 /**
1273 * \name For device driver:
1274 */
1275 /*@{*/
1276 void *DriverData; /**< Arbitrary device driver data */
1277 /*@}*/
1278 };
1279
1280
1281 /**
1282 * Indexes for cube map faces.
1283 */
1284 typedef enum
1285 {
1286 FACE_POS_X = 0,
1287 FACE_NEG_X = 1,
1288 FACE_POS_Y = 2,
1289 FACE_NEG_Y = 3,
1290 FACE_POS_Z = 4,
1291 FACE_NEG_Z = 5,
1292 MAX_FACES = 6
1293 } gl_face_index;
1294
1295
1296 /**
1297 * Texture object state. Contains the array of mipmap images, border color,
1298 * wrap modes, filter modes, shadow/texcompare state, and the per-texture
1299 * color palette.
1300 */
1301 struct gl_texture_object
1302 {
1303 _glthread_Mutex Mutex; /**< for thread safety */
1304 GLint RefCount; /**< reference count */
1305 GLuint Name; /**< the user-visible texture object ID */
1306 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1307 GLfloat Priority; /**< in [0,1] */
1308 union {
1309 GLfloat f[4];
1310 GLuint ui[4];
1311 GLint i[4];
1312 } BorderColor; /**< Interpreted according to texture format */
1313 GLenum WrapS; /**< S-axis texture image wrap mode */
1314 GLenum WrapT; /**< T-axis texture image wrap mode */
1315 GLenum WrapR; /**< R-axis texture image wrap mode */
1316 GLenum MinFilter; /**< minification filter */
1317 GLenum MagFilter; /**< magnification filter */
1318 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1319 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1320 GLfloat LodBias; /**< OpenGL 1.4 */
1321 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1322 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1323 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1324 GLenum CompareMode; /**< GL_ARB_shadow */
1325 GLenum CompareFunc; /**< GL_ARB_shadow */
1326 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1327 GLenum DepthMode; /**< GL_ARB_depth_texture */
1328 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1329 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1330 GLint CropRect[4]; /**< GL_OES_draw_texture */
1331 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1332 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1333 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1334 GLboolean _Complete; /**< Is texture object complete? */
1335 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1336 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1337 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1338
1339 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1340 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1341
1342 /** GL_EXT_paletted_texture */
1343 struct gl_color_table Palette;
1344
1345 /**
1346 * \name For device driver.
1347 * Note: instead of attaching driver data to this pointer, it's preferable
1348 * to instead use this struct as a base class for your own texture object
1349 * class. Driver->NewTextureObject() can be used to implement the
1350 * allocation.
1351 */
1352 void *DriverData; /**< Arbitrary device driver data */
1353 };
1354
1355
1356 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1357 #define MAX_COMBINER_TERMS 4
1358
1359
1360 /**
1361 * Texture combine environment state.
1362 */
1363 struct gl_tex_env_combine_state
1364 {
1365 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1366 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1367 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1368 GLenum SourceRGB[MAX_COMBINER_TERMS];
1369 GLenum SourceA[MAX_COMBINER_TERMS];
1370 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1371 GLenum OperandRGB[MAX_COMBINER_TERMS];
1372 GLenum OperandA[MAX_COMBINER_TERMS];
1373 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1374 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1375 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1376 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1377 };
1378
1379
1380 /**
1381 * Texture coord generation state.
1382 */
1383 struct gl_texgen
1384 {
1385 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1386 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1387 GLfloat ObjectPlane[4];
1388 GLfloat EyePlane[4];
1389 };
1390
1391
1392 /**
1393 * Texture unit state. Contains enable flags, texture environment/function/
1394 * combiners, texgen state, pointers to current texture objects and
1395 * post-filter color tables.
1396 */
1397 struct gl_texture_unit
1398 {
1399 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1400 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1401
1402 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1403 GLfloat EnvColor[4];
1404
1405 struct gl_texgen GenS;
1406 struct gl_texgen GenT;
1407 struct gl_texgen GenR;
1408 struct gl_texgen GenQ;
1409 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1410 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1411
1412 GLfloat LodBias; /**< for biasing mipmap levels */
1413 GLenum BumpTarget;
1414 GLfloat RotMatrix[4]; /* 2x2 matrix */
1415
1416 /**
1417 * \name GL_EXT_texture_env_combine
1418 */
1419 struct gl_tex_env_combine_state Combine;
1420
1421 /**
1422 * Derived state based on \c EnvMode and the \c BaseFormat of the
1423 * currently enabled texture.
1424 */
1425 struct gl_tex_env_combine_state _EnvMode;
1426
1427 /**
1428 * Currently enabled combiner state. This will point to either
1429 * \c Combine or \c _EnvMode.
1430 */
1431 struct gl_tex_env_combine_state *_CurrentCombine;
1432
1433 /** Current texture object pointers */
1434 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1435
1436 /** Points to highest priority, complete and enabled texture object */
1437 struct gl_texture_object *_Current;
1438
1439 /** GL_SGI_texture_color_table */
1440 /*@{*/
1441 struct gl_color_table ColorTable;
1442 struct gl_color_table ProxyColorTable;
1443 GLboolean ColorTableEnabled;
1444 /*@}*/
1445 };
1446
1447
1448 /**
1449 * Texture attribute group (GL_TEXTURE_BIT).
1450 */
1451 struct gl_texture_attrib
1452 {
1453 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1454 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1455
1456 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1457
1458 /** GL_ARB_seamless_cubemap */
1459 GLboolean CubeMapSeamless;
1460
1461 /** GL_EXT_shared_texture_palette */
1462 GLboolean SharedPalette;
1463 struct gl_color_table Palette;
1464
1465 /** Texture units/samplers used by vertex or fragment texturing */
1466 GLbitfield _EnabledUnits;
1467
1468 /** Texture coord units/sets used for fragment texturing */
1469 GLbitfield _EnabledCoordUnits;
1470
1471 /** Texture coord units that have texgen enabled */
1472 GLbitfield _TexGenEnabled;
1473
1474 /** Texture coord units that have non-identity matrices */
1475 GLbitfield _TexMatEnabled;
1476
1477 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1478 GLbitfield _GenFlags;
1479 };
1480
1481
1482 /**
1483 * Transformation attribute group (GL_TRANSFORM_BIT).
1484 */
1485 struct gl_transform_attrib
1486 {
1487 GLenum MatrixMode; /**< Matrix mode */
1488 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1489 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1490 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1491 GLboolean Normalize; /**< Normalize all normals? */
1492 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1493 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1494 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1495
1496 GLfloat CullEyePos[4];
1497 GLfloat CullObjPos[4];
1498 };
1499
1500
1501 /**
1502 * Viewport attribute group (GL_VIEWPORT_BIT).
1503 */
1504 struct gl_viewport_attrib
1505 {
1506 GLint X, Y; /**< position */
1507 GLsizei Width, Height; /**< size */
1508 GLfloat Near, Far; /**< Depth buffer range */
1509 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1510 };
1511
1512
1513 /**
1514 * GL_ARB_vertex/pixel_buffer_object buffer object
1515 */
1516 struct gl_buffer_object
1517 {
1518 _glthread_Mutex Mutex;
1519 GLint RefCount;
1520 GLuint Name;
1521 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1522 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1523 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1524 /** Fields describing a mapped buffer */
1525 /*@{*/
1526 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1527 GLvoid *Pointer; /**< User-space address of mapping */
1528 GLintptr Offset; /**< Mapped offset */
1529 GLsizeiptr Length; /**< Mapped length */
1530 /*@}*/
1531 GLboolean Written; /**< Ever written to? (for debugging) */
1532 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1533 };
1534
1535
1536 /**
1537 * Client pixel packing/unpacking attributes
1538 */
1539 struct gl_pixelstore_attrib
1540 {
1541 GLint Alignment;
1542 GLint RowLength;
1543 GLint SkipPixels;
1544 GLint SkipRows;
1545 GLint ImageHeight;
1546 GLint SkipImages;
1547 GLboolean SwapBytes;
1548 GLboolean LsbFirst;
1549 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1550 GLboolean Invert; /**< GL_MESA_pack_invert */
1551 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1552 };
1553
1554
1555 /**
1556 * Client vertex array attributes
1557 */
1558 struct gl_client_array
1559 {
1560 GLint Size; /**< components per element (1,2,3,4) */
1561 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1562 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1563 GLsizei Stride; /**< user-specified stride */
1564 GLsizei StrideB; /**< actual stride in bytes */
1565 const GLubyte *Ptr; /**< Points to array data */
1566 GLboolean Enabled; /**< Enabled flag is a boolean */
1567 GLboolean Normalized; /**< GL_ARB_vertex_program */
1568 GLboolean Integer; /**< Integer-valued? */
1569 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1570 GLuint _ElementSize; /**< size of each element in bytes */
1571
1572 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1573 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1574 };
1575
1576
1577 /**
1578 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1579 * extension, but a nice encapsulation in any case.
1580 */
1581 struct gl_array_object
1582 {
1583 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1584 GLuint Name;
1585
1586 GLint RefCount;
1587 _glthread_Mutex Mutex;
1588 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1589
1590 /** Conventional vertex arrays */
1591 /*@{*/
1592 struct gl_client_array Vertex;
1593 struct gl_client_array Weight;
1594 struct gl_client_array Normal;
1595 struct gl_client_array Color;
1596 struct gl_client_array SecondaryColor;
1597 struct gl_client_array FogCoord;
1598 struct gl_client_array Index;
1599 struct gl_client_array EdgeFlag;
1600 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1601 struct gl_client_array PointSize;
1602 /*@}*/
1603
1604 /**
1605 * Generic arrays for vertex programs/shaders.
1606 * For NV vertex programs, these attributes alias and take priority
1607 * over the conventional attribs above. For ARB vertex programs and
1608 * GLSL vertex shaders, these attributes are separate.
1609 */
1610 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1611
1612 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1613 GLbitfield _Enabled;
1614
1615 /**
1616 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1617 * we can determine the max legal (in bounds) glDrawElements array index.
1618 */
1619 GLuint _MaxElement;
1620 };
1621
1622
1623 /**
1624 * Vertex array state
1625 */
1626 struct gl_array_attrib
1627 {
1628 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1629 struct gl_array_object *ArrayObj;
1630
1631 /** The default vertex array object */
1632 struct gl_array_object *DefaultArrayObj;
1633
1634 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1635 struct _mesa_HashTable *Objects;
1636
1637 GLint ActiveTexture; /**< Client Active Texture */
1638 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1639 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1640
1641 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1642 GLboolean PrimitiveRestart;
1643 GLuint RestartIndex;
1644
1645 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1646 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1647
1648 /* GL_ARB_vertex_buffer_object */
1649 struct gl_buffer_object *ArrayBufferObj;
1650 struct gl_buffer_object *ElementArrayBufferObj;
1651 };
1652
1653
1654 /**
1655 * Feedback buffer state
1656 */
1657 struct gl_feedback
1658 {
1659 GLenum Type;
1660 GLbitfield _Mask; /**< FB_* bits */
1661 GLfloat *Buffer;
1662 GLuint BufferSize;
1663 GLuint Count;
1664 };
1665
1666
1667 /**
1668 * Selection buffer state
1669 */
1670 struct gl_selection
1671 {
1672 GLuint *Buffer; /**< selection buffer */
1673 GLuint BufferSize; /**< size of the selection buffer */
1674 GLuint BufferCount; /**< number of values in the selection buffer */
1675 GLuint Hits; /**< number of records in the selection buffer */
1676 GLuint NameStackDepth; /**< name stack depth */
1677 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1678 GLboolean HitFlag; /**< hit flag */
1679 GLfloat HitMinZ; /**< minimum hit depth */
1680 GLfloat HitMaxZ; /**< maximum hit depth */
1681 };
1682
1683
1684 /**
1685 * 1-D Evaluator control points
1686 */
1687 struct gl_1d_map
1688 {
1689 GLuint Order; /**< Number of control points */
1690 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1691 GLfloat *Points; /**< Points to contiguous control points */
1692 };
1693
1694
1695 /**
1696 * 2-D Evaluator control points
1697 */
1698 struct gl_2d_map
1699 {
1700 GLuint Uorder; /**< Number of control points in U dimension */
1701 GLuint Vorder; /**< Number of control points in V dimension */
1702 GLfloat u1, u2, du;
1703 GLfloat v1, v2, dv;
1704 GLfloat *Points; /**< Points to contiguous control points */
1705 };
1706
1707
1708 /**
1709 * All evaluator control point state
1710 */
1711 struct gl_evaluators
1712 {
1713 /**
1714 * \name 1-D maps
1715 */
1716 /*@{*/
1717 struct gl_1d_map Map1Vertex3;
1718 struct gl_1d_map Map1Vertex4;
1719 struct gl_1d_map Map1Index;
1720 struct gl_1d_map Map1Color4;
1721 struct gl_1d_map Map1Normal;
1722 struct gl_1d_map Map1Texture1;
1723 struct gl_1d_map Map1Texture2;
1724 struct gl_1d_map Map1Texture3;
1725 struct gl_1d_map Map1Texture4;
1726 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1727 /*@}*/
1728
1729 /**
1730 * \name 2-D maps
1731 */
1732 /*@{*/
1733 struct gl_2d_map Map2Vertex3;
1734 struct gl_2d_map Map2Vertex4;
1735 struct gl_2d_map Map2Index;
1736 struct gl_2d_map Map2Color4;
1737 struct gl_2d_map Map2Normal;
1738 struct gl_2d_map Map2Texture1;
1739 struct gl_2d_map Map2Texture2;
1740 struct gl_2d_map Map2Texture3;
1741 struct gl_2d_map Map2Texture4;
1742 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1743 /*@}*/
1744 };
1745
1746
1747 /**
1748 * Names of the various vertex/fragment program register files, etc.
1749 *
1750 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1751 * All values should fit in a 4-bit field.
1752 *
1753 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1754 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1755 * be "uniform" variables since they can only be set outside glBegin/End.
1756 * They're also all stored in the same Parameters array.
1757 */
1758 typedef enum
1759 {
1760 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1761 PROGRAM_INPUT, /**< machine->Inputs[] */
1762 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1763 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1764 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1765 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1766 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1767 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1768 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1769 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1770 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1771 PROGRAM_ADDRESS, /**< machine->AddressReg */
1772 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1773 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1774 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1775 PROGRAM_FILE_MAX
1776 } gl_register_file;
1777
1778
1779 /**
1780 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1781 * one of these values.
1782 */
1783 typedef enum
1784 {
1785 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1786 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1787 SYSTEM_VALUE_MAX /**< Number of values */
1788 } gl_system_value;
1789
1790
1791 /** Vertex and fragment instructions */
1792 struct prog_instruction;
1793 struct gl_program_parameter_list;
1794 struct gl_uniform_list;
1795
1796
1797 /**
1798 * Base class for any kind of program object
1799 */
1800 struct gl_program
1801 {
1802 GLuint Id;
1803 GLubyte *String; /**< Null-terminated program text */
1804 GLint RefCount;
1805 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1806 GLenum Format; /**< String encoding format */
1807 GLboolean Resident;
1808
1809 struct prog_instruction *Instructions;
1810
1811 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1812 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1813 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1814 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1815 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1816 GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1817 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1818 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1819
1820
1821 /** Named parameters, constants, etc. from program text */
1822 struct gl_program_parameter_list *Parameters;
1823 /** Numbered local parameters */
1824 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1825
1826 /** Vertex/fragment shader varying vars */
1827 struct gl_program_parameter_list *Varying;
1828 /** Vertex program user-defined attributes */
1829 struct gl_program_parameter_list *Attributes;
1830
1831 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1832 GLubyte SamplerUnits[MAX_SAMPLERS];
1833 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1834 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1835
1836 /** Bitmask of which register files are read/written with indirect
1837 * addressing. Mask of (1 << PROGRAM_x) bits.
1838 */
1839 GLbitfield IndirectRegisterFiles;
1840
1841 /** Logical counts */
1842 /*@{*/
1843 GLuint NumInstructions;
1844 GLuint NumTemporaries;
1845 GLuint NumParameters;
1846 GLuint NumAttributes;
1847 GLuint NumAddressRegs;
1848 GLuint NumAluInstructions;
1849 GLuint NumTexInstructions;
1850 GLuint NumTexIndirections;
1851 /*@}*/
1852 /** Native, actual h/w counts */
1853 /*@{*/
1854 GLuint NumNativeInstructions;
1855 GLuint NumNativeTemporaries;
1856 GLuint NumNativeParameters;
1857 GLuint NumNativeAttributes;
1858 GLuint NumNativeAddressRegs;
1859 GLuint NumNativeAluInstructions;
1860 GLuint NumNativeTexInstructions;
1861 GLuint NumNativeTexIndirections;
1862 /*@}*/
1863 };
1864
1865
1866 /** Vertex program object */
1867 struct gl_vertex_program
1868 {
1869 struct gl_program Base; /**< base class */
1870 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1871 GLboolean IsPositionInvariant;
1872 };
1873
1874
1875 /** Geometry program object */
1876 struct gl_geometry_program
1877 {
1878 struct gl_program Base; /**< base class */
1879
1880 GLint VerticesOut;
1881 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1882 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1883 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1884 };
1885
1886
1887 /** Fragment program object */
1888 struct gl_fragment_program
1889 {
1890 struct gl_program Base; /**< base class */
1891 GLenum FogOption;
1892 GLboolean UsesKill; /**< shader uses KIL instruction */
1893 GLboolean OriginUpperLeft;
1894 GLboolean PixelCenterInteger;
1895 enum gl_frag_depth_layout FragDepthLayout;
1896 };
1897
1898
1899 /**
1900 * State common to vertex and fragment programs.
1901 */
1902 struct gl_program_state
1903 {
1904 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1905 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1906 };
1907
1908
1909 /**
1910 * Context state for vertex programs.
1911 */
1912 struct gl_vertex_program_state
1913 {
1914 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1915 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1916 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1917 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1918 struct gl_vertex_program *Current; /**< User-bound vertex program */
1919
1920 /** Currently enabled and valid vertex program (including internal
1921 * programs, user-defined vertex programs and GLSL vertex shaders).
1922 * This is the program we must use when rendering.
1923 */
1924 struct gl_vertex_program *_Current;
1925
1926 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1927
1928 /* For GL_NV_vertex_program only: */
1929 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1930 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1931
1932 /** Should fixed-function T&L be implemented with a vertex prog? */
1933 GLboolean _MaintainTnlProgram;
1934
1935 /** Program to emulate fixed-function T&L (see above) */
1936 struct gl_vertex_program *_TnlProgram;
1937
1938 /** Cache of fixed-function programs */
1939 struct gl_program_cache *Cache;
1940
1941 GLboolean _Overriden;
1942 };
1943
1944
1945 /**
1946 * Context state for geometry programs.
1947 */
1948 struct gl_geometry_program_state
1949 {
1950 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1951 GLboolean _Enabled; /**< Enabled and valid program? */
1952 struct gl_geometry_program *Current; /**< user-bound geometry program */
1953
1954 /** Currently enabled and valid program (including internal programs
1955 * and compiled shader programs).
1956 */
1957 struct gl_geometry_program *_Current;
1958
1959 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1960
1961 /** Cache of fixed-function programs */
1962 struct gl_program_cache *Cache;
1963 };
1964
1965 /**
1966 * Context state for fragment programs.
1967 */
1968 struct gl_fragment_program_state
1969 {
1970 GLboolean Enabled; /**< User-set fragment program enable flag */
1971 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1972 struct gl_fragment_program *Current; /**< User-bound fragment program */
1973
1974 /** Currently enabled and valid fragment program (including internal
1975 * programs, user-defined fragment programs and GLSL fragment shaders).
1976 * This is the program we must use when rendering.
1977 */
1978 struct gl_fragment_program *_Current;
1979
1980 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1981
1982 /** Should fixed-function texturing be implemented with a fragment prog? */
1983 GLboolean _MaintainTexEnvProgram;
1984
1985 /** Program to emulate fixed-function texture env/combine (see above) */
1986 struct gl_fragment_program *_TexEnvProgram;
1987
1988 /** Cache of fixed-function programs */
1989 struct gl_program_cache *Cache;
1990 };
1991
1992
1993 /**
1994 * ATI_fragment_shader runtime state
1995 */
1996 #define ATI_FS_INPUT_PRIMARY 0
1997 #define ATI_FS_INPUT_SECONDARY 1
1998
1999 struct atifs_instruction;
2000 struct atifs_setupinst;
2001
2002 /**
2003 * ATI fragment shader
2004 */
2005 struct ati_fragment_shader
2006 {
2007 GLuint Id;
2008 GLint RefCount;
2009 struct atifs_instruction *Instructions[2];
2010 struct atifs_setupinst *SetupInst[2];
2011 GLfloat Constants[8][4];
2012 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2013 GLubyte numArithInstr[2];
2014 GLubyte regsAssigned[2];
2015 GLubyte NumPasses; /**< 1 or 2 */
2016 GLubyte cur_pass;
2017 GLubyte last_optype;
2018 GLboolean interpinp1;
2019 GLboolean isValid;
2020 GLuint swizzlerq;
2021 };
2022
2023 /**
2024 * Context state for GL_ATI_fragment_shader
2025 */
2026 struct gl_ati_fragment_shader_state
2027 {
2028 GLboolean Enabled;
2029 GLboolean _Enabled; /**< enabled and valid shader? */
2030 GLboolean Compiling;
2031 GLfloat GlobalConstants[8][4];
2032 struct ati_fragment_shader *Current;
2033 };
2034
2035
2036 /**
2037 * Occlusion/timer query object.
2038 */
2039 struct gl_query_object
2040 {
2041 GLenum Target; /**< The query target, when active */
2042 GLuint Id; /**< hash table ID/name */
2043 GLuint64EXT Result; /**< the counter */
2044 GLboolean Active; /**< inside Begin/EndQuery */
2045 GLboolean Ready; /**< result is ready? */
2046 };
2047
2048
2049 /**
2050 * Context state for query objects.
2051 */
2052 struct gl_query_state
2053 {
2054 struct _mesa_HashTable *QueryObjects;
2055 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2056 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2057
2058 /** GL_NV_conditional_render */
2059 struct gl_query_object *CondRenderQuery;
2060
2061 /** GL_EXT_transform_feedback */
2062 struct gl_query_object *PrimitivesGenerated;
2063 struct gl_query_object *PrimitivesWritten;
2064
2065 /** GL_ARB_timer_query */
2066 struct gl_query_object *TimeElapsed;
2067
2068 GLenum CondRenderMode;
2069 };
2070
2071
2072 /** Sync object state */
2073 struct gl_sync_object {
2074 struct simple_node link;
2075 GLenum Type; /**< GL_SYNC_FENCE */
2076 GLuint Name; /**< Fence name */
2077 GLint RefCount; /**< Reference count */
2078 GLboolean DeletePending; /**< Object was deleted while there were still
2079 * live references (e.g., sync not yet finished)
2080 */
2081 GLenum SyncCondition;
2082 GLbitfield Flags; /**< Flags passed to glFenceSync */
2083 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2084 };
2085
2086
2087 /** Set by #pragma directives */
2088 struct gl_sl_pragmas
2089 {
2090 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2091 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2092 GLboolean Optimize; /**< defaults on */
2093 GLboolean Debug; /**< defaults off */
2094 };
2095
2096
2097 /**
2098 * A GLSL vertex or fragment shader object.
2099 */
2100 struct gl_shader
2101 {
2102 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2103 GLuint Name; /**< AKA the handle */
2104 GLint RefCount; /**< Reference count */
2105 GLboolean DeletePending;
2106 GLboolean CompileStatus;
2107 const GLchar *Source; /**< Source code string */
2108 GLuint SourceChecksum; /**< for debug/logging purposes */
2109 struct gl_program *Program; /**< Post-compile assembly code */
2110 GLchar *InfoLog;
2111 struct gl_sl_pragmas Pragmas;
2112
2113 unsigned Version; /**< GLSL version used for linking */
2114
2115 struct exec_list *ir;
2116 struct glsl_symbol_table *symbols;
2117
2118 /** Shaders containing built-in functions that are used for linking. */
2119 struct gl_shader *builtins_to_link[16];
2120 unsigned num_builtins_to_link;
2121 };
2122
2123
2124 /**
2125 * A GLSL program object.
2126 * Basically a linked collection of vertex and fragment shaders.
2127 */
2128 struct gl_shader_program
2129 {
2130 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2131 GLuint Name; /**< aka handle or ID */
2132 GLint RefCount; /**< Reference count */
2133 GLboolean DeletePending;
2134
2135 GLuint NumShaders; /**< number of attached shaders */
2136 struct gl_shader **Shaders; /**< List of attached the shaders */
2137
2138 /** User-defined attribute bindings (glBindAttribLocation) */
2139 struct gl_program_parameter_list *Attributes;
2140
2141 /** Transform feedback varyings */
2142 struct {
2143 GLenum BufferMode;
2144 GLuint NumVarying;
2145 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2146 } TransformFeedback;
2147
2148 /** Geometry shader state - copied into gl_geometry_program at link time */
2149 struct {
2150 GLint VerticesOut;
2151 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2152 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2153 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2154 } Geom;
2155
2156 /* post-link info: */
2157 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2158 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2159 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2160 struct gl_uniform_list *Uniforms;
2161 struct gl_program_parameter_list *Varying;
2162 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2163 GLboolean Validated;
2164 GLboolean _Used; /**< Ever used for drawing? */
2165 GLchar *InfoLog;
2166
2167 unsigned Version; /**< GLSL version used for linking */
2168
2169 /**
2170 * Per-stage shaders resulting from the first stage of linking.
2171 *
2172 * Set of linked shaders for this program. The array is accessed using the
2173 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2174 * \c NULL.
2175 */
2176 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2177 };
2178
2179
2180 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2181 #define GLSL_LOG 0x2 /**< Write shaders to files */
2182 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2183 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2184 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2185 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2186 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2187 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2188
2189
2190 /**
2191 * Context state for GLSL vertex/fragment shaders.
2192 */
2193 struct gl_shader_state
2194 {
2195 /**
2196 * Programs used for rendering
2197 *
2198 * There is a separate program set for each shader stage. If
2199 * GL_EXT_separate_shader_objects is not supported, each of these must point
2200 * to \c NULL or to the same program.
2201 */
2202 struct gl_shader_program *CurrentVertexProgram;
2203 struct gl_shader_program *CurrentGeometryProgram;
2204 struct gl_shader_program *CurrentFragmentProgram;
2205
2206 /**
2207 * Program used by glUniform calls.
2208 *
2209 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2210 */
2211 struct gl_shader_program *ActiveProgram;
2212
2213 void *MemPool;
2214
2215 GLbitfield Flags; /**< Mask of GLSL_x flags */
2216 };
2217
2218 /**
2219 * Compiler options for a single GLSL shaders type
2220 */
2221 struct gl_shader_compiler_options
2222 {
2223 /** Driver-selectable options: */
2224 GLboolean EmitCondCodes; /**< Use condition codes? */
2225 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2226 /**
2227 * Attempts to flatten all ir_if (OPCODE_IF) for GPUs that can't
2228 * support control flow.
2229 */
2230 GLboolean EmitNoIfs;
2231 GLboolean EmitNoLoops;
2232 GLboolean EmitNoFunctions;
2233 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2234 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2235 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2236 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2237
2238 /**
2239 * \name Forms of indirect addressing the driver cannot do.
2240 */
2241 /*@{*/
2242 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2243 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2244 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2245 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2246 /*@}*/
2247
2248 GLuint MaxUnrollIterations;
2249
2250 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2251 };
2252
2253 /**
2254 * Transform feedback object state
2255 */
2256 struct gl_transform_feedback_object
2257 {
2258 GLuint Name; /**< AKA the object ID */
2259 GLint RefCount;
2260 GLboolean Active; /**< Is transform feedback enabled? */
2261 GLboolean Paused; /**< Is transform feedback paused? */
2262
2263 /** The feedback buffers */
2264 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2265 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2266
2267 /** Start of feedback data in dest buffer */
2268 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2269 /** Max data to put into dest buffer (in bytes) */
2270 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2271 };
2272
2273
2274 /**
2275 * Context state for transform feedback.
2276 */
2277 struct gl_transform_feedback
2278 {
2279 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2280
2281 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2282
2283 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2284 struct gl_buffer_object *CurrentBuffer;
2285
2286 /** The table of all transform feedback objects */
2287 struct _mesa_HashTable *Objects;
2288
2289 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2290 struct gl_transform_feedback_object *CurrentObject;
2291
2292 /** The default xform-fb object (Name==0) */
2293 struct gl_transform_feedback_object *DefaultObject;
2294 };
2295
2296
2297
2298 /**
2299 * State which can be shared by multiple contexts:
2300 */
2301 struct gl_shared_state
2302 {
2303 _glthread_Mutex Mutex; /**< for thread safety */
2304 GLint RefCount; /**< Reference count */
2305 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2306 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2307
2308 /** Default texture objects (shared by all texture units) */
2309 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2310
2311 /** Fallback texture used when a bound texture is incomplete */
2312 struct gl_texture_object *FallbackTex;
2313
2314 /**
2315 * \name Thread safety and statechange notification for texture
2316 * objects.
2317 *
2318 * \todo Improve the granularity of locking.
2319 */
2320 /*@{*/
2321 _glthread_Mutex TexMutex; /**< texobj thread safety */
2322 GLuint TextureStateStamp; /**< state notification for shared tex */
2323 /*@}*/
2324
2325 /** Default buffer object for vertex arrays that aren't in VBOs */
2326 struct gl_buffer_object *NullBufferObj;
2327
2328 /**
2329 * \name Vertex/geometry/fragment programs
2330 */
2331 /*@{*/
2332 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2333 struct gl_vertex_program *DefaultVertexProgram;
2334 struct gl_fragment_program *DefaultFragmentProgram;
2335 struct gl_geometry_program *DefaultGeometryProgram;
2336 /*@}*/
2337
2338 /* GL_ATI_fragment_shader */
2339 struct _mesa_HashTable *ATIShaders;
2340 struct ati_fragment_shader *DefaultFragmentShader;
2341
2342 struct _mesa_HashTable *BufferObjects;
2343
2344 /** Table of both gl_shader and gl_shader_program objects */
2345 struct _mesa_HashTable *ShaderObjects;
2346
2347 /* GL_EXT_framebuffer_object */
2348 struct _mesa_HashTable *RenderBuffers;
2349 struct _mesa_HashTable *FrameBuffers;
2350
2351 /* GL_ARB_sync */
2352 struct simple_node SyncObjects;
2353
2354 void *DriverData; /**< Device driver shared state */
2355 };
2356
2357
2358
2359
2360 /**
2361 * A renderbuffer stores colors or depth values or stencil values.
2362 * A framebuffer object will have a collection of these.
2363 * Data are read/written to the buffer with a handful of Get/Put functions.
2364 *
2365 * Instances of this object are allocated with the Driver's NewRenderbuffer
2366 * hook. Drivers will likely wrap this class inside a driver-specific
2367 * class to simulate inheritance.
2368 */
2369 struct gl_renderbuffer
2370 {
2371 #define RB_MAGIC 0xaabbccdd
2372 int Magic; /** XXX TEMPORARY DEBUG INFO */
2373 _glthread_Mutex Mutex; /**< for thread safety */
2374 GLuint ClassID; /**< Useful for drivers */
2375 GLuint Name;
2376 GLint RefCount;
2377 GLuint Width, Height;
2378 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2379
2380 GLenum InternalFormat; /**< The user-specified format */
2381 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2382 GL_STENCIL_INDEX. */
2383 gl_format Format; /**< The actual renderbuffer memory format */
2384
2385 GLubyte NumSamples;
2386
2387 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2388 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2389
2390 /* Used to wrap one renderbuffer around another: */
2391 struct gl_renderbuffer *Wrapped;
2392
2393 /* Delete this renderbuffer */
2394 void (*Delete)(struct gl_renderbuffer *rb);
2395
2396 /* Allocate new storage for this renderbuffer */
2397 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2398 GLenum internalFormat,
2399 GLuint width, GLuint height);
2400
2401 /* Lock/Unlock are called before/after calling the Get/Put functions.
2402 * Not sure this is the right place for these yet.
2403 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2404 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2405 */
2406
2407 /* Return a pointer to the element/pixel at (x,y).
2408 * Should return NULL if the buffer memory can't be directly addressed.
2409 */
2410 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2411 GLint x, GLint y);
2412
2413 /* Get/Read a row of values.
2414 * The values will be of format _BaseFormat and type DataType.
2415 */
2416 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2417 GLint x, GLint y, void *values);
2418
2419 /* Get/Read values at arbitrary locations.
2420 * The values will be of format _BaseFormat and type DataType.
2421 */
2422 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2423 const GLint x[], const GLint y[], void *values);
2424
2425 /* Put/Write a row of values.
2426 * The values will be of format _BaseFormat and type DataType.
2427 */
2428 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2429 GLint x, GLint y, const void *values, const GLubyte *mask);
2430
2431 /* Put/Write a row of RGB values. This is a special-case routine that's
2432 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2433 * a common case for glDrawPixels and some triangle routines.
2434 * The values will be of format GL_RGB and type DataType.
2435 */
2436 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2437 GLint x, GLint y, const void *values, const GLubyte *mask);
2438
2439
2440 /* Put/Write a row of identical values.
2441 * The values will be of format _BaseFormat and type DataType.
2442 */
2443 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2444 GLint x, GLint y, const void *value, const GLubyte *mask);
2445
2446 /* Put/Write values at arbitrary locations.
2447 * The values will be of format _BaseFormat and type DataType.
2448 */
2449 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2450 const GLint x[], const GLint y[], const void *values,
2451 const GLubyte *mask);
2452 /* Put/Write identical values at arbitrary locations.
2453 * The values will be of format _BaseFormat and type DataType.
2454 */
2455 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2456 GLuint count, const GLint x[], const GLint y[],
2457 const void *value, const GLubyte *mask);
2458 };
2459
2460
2461 /**
2462 * A renderbuffer attachment points to either a texture object (and specifies
2463 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2464 */
2465 struct gl_renderbuffer_attachment
2466 {
2467 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2468 GLboolean Complete;
2469
2470 /**
2471 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2472 * application supplied renderbuffer object.
2473 */
2474 struct gl_renderbuffer *Renderbuffer;
2475
2476 /**
2477 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2478 * supplied texture object.
2479 */
2480 struct gl_texture_object *Texture;
2481 GLuint TextureLevel; /**< Attached mipmap level. */
2482 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2483 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2484 * and 2D array textures */
2485 };
2486
2487
2488 /**
2489 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2490 * In C++ terms, think of this as a base class from which device drivers
2491 * will make derived classes.
2492 */
2493 struct gl_framebuffer
2494 {
2495 _glthread_Mutex Mutex; /**< for thread safety */
2496 /**
2497 * If zero, this is a window system framebuffer. If non-zero, this
2498 * is a FBO framebuffer; note that for some devices (i.e. those with
2499 * a natural pixel coordinate system for FBOs that differs from the
2500 * OpenGL/Mesa coordinate system), this means that the viewport,
2501 * polygon face orientation, and polygon stipple will have to be inverted.
2502 */
2503 GLuint Name;
2504
2505 GLint RefCount;
2506 GLboolean DeletePending;
2507
2508 /**
2509 * The framebuffer's visual. Immutable if this is a window system buffer.
2510 * Computed from attachments if user-made FBO.
2511 */
2512 struct gl_config Visual;
2513
2514 GLboolean Initialized;
2515
2516 GLuint Width, Height; /**< size of frame buffer in pixels */
2517
2518 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2519 /*@{*/
2520 GLint _Xmin, _Xmax; /**< inclusive */
2521 GLint _Ymin, _Ymax; /**< exclusive */
2522 /*@}*/
2523
2524 /** \name Derived Z buffer stuff */
2525 /*@{*/
2526 GLuint _DepthMax; /**< Max depth buffer value */
2527 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2528 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2529 /*@}*/
2530
2531 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2532 GLenum _Status;
2533
2534 /** Integer color values */
2535 GLboolean _IntegerColor;
2536
2537 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2538 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2539
2540 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2541 * attribute group and GL_PIXEL attribute group, respectively.
2542 */
2543 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2544 GLenum ColorReadBuffer;
2545
2546 /** Computed from ColorDraw/ReadBuffer above */
2547 GLuint _NumColorDrawBuffers;
2548 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2549 GLint _ColorReadBufferIndex; /* -1 = None */
2550 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2551 struct gl_renderbuffer *_ColorReadBuffer;
2552
2553 /** The Actual depth/stencil buffers to use. May be wrappers around the
2554 * depth/stencil buffers attached above. */
2555 struct gl_renderbuffer *_DepthBuffer;
2556 struct gl_renderbuffer *_StencilBuffer;
2557
2558 /** Delete this framebuffer */
2559 void (*Delete)(struct gl_framebuffer *fb);
2560 };
2561
2562
2563 /**
2564 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2565 */
2566 struct gl_precision
2567 {
2568 GLushort RangeMin; /**< min value exponent */
2569 GLushort RangeMax; /**< max value exponent */
2570 GLushort Precision; /**< number of mantissa bits */
2571 };
2572
2573
2574 /**
2575 * Limits for vertex and fragment programs/shaders.
2576 */
2577 struct gl_program_constants
2578 {
2579 /* logical limits */
2580 GLuint MaxInstructions;
2581 GLuint MaxAluInstructions;
2582 GLuint MaxTexInstructions;
2583 GLuint MaxTexIndirections;
2584 GLuint MaxAttribs;
2585 GLuint MaxTemps;
2586 GLuint MaxAddressRegs;
2587 GLuint MaxParameters;
2588 GLuint MaxLocalParams;
2589 GLuint MaxEnvParams;
2590 /* native/hardware limits */
2591 GLuint MaxNativeInstructions;
2592 GLuint MaxNativeAluInstructions;
2593 GLuint MaxNativeTexInstructions;
2594 GLuint MaxNativeTexIndirections;
2595 GLuint MaxNativeAttribs;
2596 GLuint MaxNativeTemps;
2597 GLuint MaxNativeAddressRegs;
2598 GLuint MaxNativeParameters;
2599 /* For shaders */
2600 GLuint MaxUniformComponents;
2601 /* GL_ARB_geometry_shader4 */
2602 GLuint MaxGeometryTextureImageUnits;
2603 GLuint MaxGeometryVaryingComponents;
2604 GLuint MaxVertexVaryingComponents;
2605 GLuint MaxGeometryUniformComponents;
2606 GLuint MaxGeometryOutputVertices;
2607 GLuint MaxGeometryTotalOutputComponents;
2608 /* ES 2.0 and GL_ARB_ES2_compatibility */
2609 struct gl_precision LowFloat, MediumFloat, HighFloat;
2610 struct gl_precision LowInt, MediumInt, HighInt;
2611 };
2612
2613
2614 /**
2615 * Constants which may be overridden by device driver during context creation
2616 * but are never changed after that.
2617 */
2618 struct gl_constants
2619 {
2620 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2621 GLint MaxTextureLevels; /**< Max mipmap levels. */
2622 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2623 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2624 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2625 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2626 GLuint MaxTextureCoordUnits;
2627 GLuint MaxTextureImageUnits;
2628 GLuint MaxVertexTextureImageUnits;
2629 GLuint MaxCombinedTextureImageUnits;
2630 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2631 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2632 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2633
2634 GLuint MaxArrayLockSize;
2635
2636 GLint SubPixelBits;
2637
2638 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2639 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2640 GLfloat PointSizeGranularity;
2641 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2642 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2643 GLfloat LineWidthGranularity;
2644
2645 GLuint MaxColorTableSize;
2646
2647 GLuint MaxClipPlanes;
2648 GLuint MaxLights;
2649 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2650 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2651
2652 GLuint MaxViewportWidth, MaxViewportHeight;
2653
2654 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2655 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2656 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2657 GLuint MaxProgramMatrices;
2658 GLuint MaxProgramMatrixStackDepth;
2659
2660 /** vertex array / buffer object bounds checking */
2661 GLboolean CheckArrayBounds;
2662
2663 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2664
2665 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2666 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2667 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2668
2669 GLuint MaxVarying; /**< Number of float[4] varying parameters */
2670
2671 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2672
2673 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2674 GLbitfield SupportedBumpUnits;
2675
2676 /**
2677 * Maximum amount of time, measured in nanseconds, that the server can wait.
2678 */
2679 GLuint64 MaxServerWaitTimeout;
2680
2681 /** GL_EXT_provoking_vertex */
2682 GLboolean QuadsFollowProvokingVertexConvention;
2683
2684 /** OpenGL version 3.0 */
2685 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2686
2687 /** OpenGL version 3.2 */
2688 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2689
2690 /** GL_EXT_transform_feedback */
2691 GLuint MaxTransformFeedbackSeparateAttribs;
2692 GLuint MaxTransformFeedbackSeparateComponents;
2693 GLuint MaxTransformFeedbackInterleavedComponents;
2694
2695 /** GL_EXT_gpu_shader4 */
2696 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2697
2698 /* GL_EXT_framebuffer_sRGB */
2699 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2700 };
2701
2702
2703 /**
2704 * Enable flag for each OpenGL extension. Different device drivers will
2705 * enable different extensions at runtime.
2706 */
2707 struct gl_extensions
2708 {
2709 GLboolean dummy; /* don't remove this! */
2710 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2711 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2712 GLboolean ARB_ES2_compatibility;
2713 GLboolean ARB_blend_func_extended;
2714 GLboolean ARB_copy_buffer;
2715 GLboolean ARB_depth_buffer_float;
2716 GLboolean ARB_depth_clamp;
2717 GLboolean ARB_depth_texture;
2718 GLboolean ARB_draw_buffers;
2719 GLboolean ARB_draw_buffers_blend;
2720 GLboolean ARB_draw_elements_base_vertex;
2721 GLboolean ARB_draw_instanced;
2722 GLboolean ARB_fragment_coord_conventions;
2723 GLboolean ARB_fragment_program;
2724 GLboolean ARB_fragment_program_shadow;
2725 GLboolean ARB_fragment_shader;
2726 GLboolean ARB_framebuffer_object;
2727 GLboolean ARB_explicit_attrib_location;
2728 GLboolean ARB_geometry_shader4;
2729 GLboolean ARB_half_float_pixel;
2730 GLboolean ARB_half_float_vertex;
2731 GLboolean ARB_instanced_arrays;
2732 GLboolean ARB_map_buffer_range;
2733 GLboolean ARB_multisample;
2734 GLboolean ARB_multitexture;
2735 GLboolean ARB_occlusion_query;
2736 GLboolean ARB_occlusion_query2;
2737 GLboolean ARB_point_sprite;
2738 GLboolean ARB_sampler_objects;
2739 GLboolean ARB_seamless_cube_map;
2740 GLboolean ARB_shader_objects;
2741 GLboolean ARB_shader_stencil_export;
2742 GLboolean ARB_shading_language_100;
2743 GLboolean ARB_shadow;
2744 GLboolean ARB_shadow_ambient;
2745 GLboolean ARB_sync;
2746 GLboolean ARB_texture_border_clamp;
2747 GLboolean ARB_texture_buffer_object;
2748 GLboolean ARB_texture_compression;
2749 GLboolean ARB_texture_compression_rgtc;
2750 GLboolean ARB_texture_cube_map;
2751 GLboolean ARB_texture_env_combine;
2752 GLboolean ARB_texture_env_crossbar;
2753 GLboolean ARB_texture_env_dot3;
2754 GLboolean ARB_texture_float;
2755 GLboolean ARB_texture_mirrored_repeat;
2756 GLboolean ARB_texture_multisample;
2757 GLboolean ARB_texture_non_power_of_two;
2758 GLboolean ARB_texture_rg;
2759 GLboolean ARB_texture_rgb10_a2ui;
2760 GLboolean ARB_timer_query;
2761 GLboolean ARB_transform_feedback2;
2762 GLboolean ARB_transpose_matrix;
2763 GLboolean ARB_uniform_buffer_object;
2764 GLboolean ARB_vertex_array_object;
2765 GLboolean ARB_vertex_buffer_object;
2766 GLboolean ARB_vertex_program;
2767 GLboolean ARB_vertex_shader;
2768 GLboolean ARB_vertex_type_2_10_10_10_rev;
2769 GLboolean ARB_window_pos;
2770 GLboolean EXT_abgr;
2771 GLboolean EXT_bgra;
2772 GLboolean EXT_blend_color;
2773 GLboolean EXT_blend_equation_separate;
2774 GLboolean EXT_blend_func_separate;
2775 GLboolean EXT_blend_logic_op;
2776 GLboolean EXT_blend_minmax;
2777 GLboolean EXT_blend_subtract;
2778 GLboolean EXT_clip_volume_hint;
2779 GLboolean EXT_compiled_vertex_array;
2780 GLboolean EXT_copy_texture;
2781 GLboolean EXT_depth_bounds_test;
2782 GLboolean EXT_draw_buffers2;
2783 GLboolean EXT_draw_range_elements;
2784 GLboolean EXT_fog_coord;
2785 GLboolean EXT_framebuffer_blit;
2786 GLboolean EXT_framebuffer_multisample;
2787 GLboolean EXT_framebuffer_object;
2788 GLboolean EXT_framebuffer_sRGB;
2789 GLboolean EXT_gpu_program_parameters;
2790 GLboolean EXT_gpu_shader4;
2791 GLboolean EXT_multi_draw_arrays;
2792 GLboolean EXT_paletted_texture;
2793 GLboolean EXT_packed_depth_stencil;
2794 GLboolean EXT_packed_float;
2795 GLboolean EXT_packed_pixels;
2796 GLboolean EXT_pixel_buffer_object;
2797 GLboolean EXT_point_parameters;
2798 GLboolean EXT_polygon_offset;
2799 GLboolean EXT_provoking_vertex;
2800 GLboolean EXT_rescale_normal;
2801 GLboolean EXT_shadow_funcs;
2802 GLboolean EXT_secondary_color;
2803 GLboolean EXT_separate_shader_objects;
2804 GLboolean EXT_separate_specular_color;
2805 GLboolean EXT_shared_texture_palette;
2806 GLboolean EXT_stencil_wrap;
2807 GLboolean EXT_stencil_two_side;
2808 GLboolean EXT_subtexture;
2809 GLboolean EXT_texture;
2810 GLboolean EXT_texture_object;
2811 GLboolean EXT_texture3D;
2812 GLboolean EXT_texture_array;
2813 GLboolean EXT_texture_compression_s3tc;
2814 GLboolean EXT_texture_env_add;
2815 GLboolean EXT_texture_env_combine;
2816 GLboolean EXT_texture_env_dot3;
2817 GLboolean EXT_texture_filter_anisotropic;
2818 GLboolean EXT_texture_integer;
2819 GLboolean EXT_texture_lod_bias;
2820 GLboolean EXT_texture_mirror_clamp;
2821 GLboolean EXT_texture_shared_exponent;
2822 GLboolean EXT_texture_sRGB;
2823 GLboolean EXT_texture_sRGB_decode;
2824 GLboolean EXT_texture_swizzle;
2825 GLboolean EXT_transform_feedback;
2826 GLboolean EXT_timer_query;
2827 GLboolean EXT_vertex_array;
2828 GLboolean EXT_vertex_array_bgra;
2829 GLboolean EXT_vertex_array_set;
2830 GLboolean OES_standard_derivatives;
2831 /* vendor extensions */
2832 GLboolean AMD_conservative_depth;
2833 GLboolean APPLE_client_storage;
2834 GLboolean APPLE_packed_pixels;
2835 GLboolean APPLE_vertex_array_object;
2836 GLboolean APPLE_object_purgeable;
2837 GLboolean ATI_envmap_bumpmap;
2838 GLboolean ATI_texture_mirror_once;
2839 GLboolean ATI_texture_env_combine3;
2840 GLboolean ATI_fragment_shader;
2841 GLboolean ATI_separate_stencil;
2842 GLboolean IBM_rasterpos_clip;
2843 GLboolean IBM_multimode_draw_arrays;
2844 GLboolean MESA_pack_invert;
2845 GLboolean MESA_resize_buffers;
2846 GLboolean MESA_ycbcr_texture;
2847 GLboolean MESA_texture_array;
2848 GLboolean MESA_texture_signed_rgba;
2849 GLboolean NV_blend_square;
2850 GLboolean NV_conditional_render;
2851 GLboolean NV_fragment_program;
2852 GLboolean NV_fragment_program_option;
2853 GLboolean NV_light_max_exponent;
2854 GLboolean NV_point_sprite;
2855 GLboolean NV_primitive_restart;
2856 GLboolean NV_texgen_reflection;
2857 GLboolean NV_texture_env_combine4;
2858 GLboolean NV_texture_rectangle;
2859 GLboolean NV_vertex_program;
2860 GLboolean NV_vertex_program1_1;
2861 GLboolean OES_read_format;
2862 GLboolean SGI_texture_color_table;
2863 GLboolean SGIS_generate_mipmap;
2864 GLboolean SGIS_texture_edge_clamp;
2865 GLboolean SGIS_texture_lod;
2866 GLboolean TDFX_texture_compression_FXT1;
2867 GLboolean S3_s3tc;
2868 GLboolean OES_EGL_image;
2869 GLboolean OES_draw_texture;
2870 GLboolean EXT_texture_format_BGRA8888;
2871 GLboolean extension_sentinel;
2872 /** The extension string */
2873 const GLubyte *String;
2874 /** Number of supported extensions */
2875 GLuint Count;
2876 };
2877
2878
2879 /**
2880 * A stack of matrices (projection, modelview, color, texture, etc).
2881 */
2882 struct gl_matrix_stack
2883 {
2884 GLmatrix *Top; /**< points into Stack */
2885 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2886 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2887 GLuint MaxDepth; /**< size of Stack[] array */
2888 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2889 };
2890
2891
2892 /**
2893 * \name Bits for image transfer operations
2894 * \sa __struct gl_contextRec::ImageTransferState.
2895 */
2896 /*@{*/
2897 #define IMAGE_SCALE_BIAS_BIT 0x1
2898 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2899 #define IMAGE_MAP_COLOR_BIT 0x4
2900 #define IMAGE_CLAMP_BIT 0x800
2901
2902
2903 /** Pixel Transfer ops */
2904 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2905 IMAGE_SHIFT_OFFSET_BIT | \
2906 IMAGE_MAP_COLOR_BIT)
2907
2908 /**
2909 * \name Bits to indicate what state has changed.
2910 */
2911 /*@{*/
2912 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2913 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2914 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2915 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2916 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
2917 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
2918 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
2919 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
2920 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
2921 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
2922 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
2923 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
2924 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
2925 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
2926 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
2927 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
2928 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
2929 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
2930 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
2931 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
2932 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
2933 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
2934 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
2935 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
2936 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
2937 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
2938 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
2939 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
2940 #define _NEW_BUFFER_OBJECT (1 << 28)
2941 #define _NEW_ALL ~0
2942 /*@}*/
2943
2944
2945 /**
2946 * \name Bits to track array state changes
2947 *
2948 * Also used to summarize array enabled.
2949 */
2950 /*@{*/
2951 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
2952 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
2953 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
2954 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
2955 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
2956 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
2957 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
2958 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
2959 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
2960 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
2961 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
2962 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
2963 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
2964 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
2965 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
2966 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
2967 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
2968 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
2969 #define _NEW_ARRAY_ALL 0xffffffff
2970
2971
2972 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
2973 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
2974 /*@}*/
2975
2976
2977
2978 /**
2979 * \name A bunch of flags that we think might be useful to drivers.
2980 *
2981 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
2982 */
2983 /*@{*/
2984 #define DD_FLATSHADE 0x1
2985 #define DD_SEPARATE_SPECULAR 0x2
2986 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
2987 #define DD_TRI_LIGHT_TWOSIDE 0x8
2988 #define DD_TRI_UNFILLED 0x10
2989 #define DD_TRI_SMOOTH 0x20
2990 #define DD_TRI_STIPPLE 0x40
2991 #define DD_TRI_OFFSET 0x80
2992 #define DD_LINE_SMOOTH 0x100
2993 #define DD_LINE_STIPPLE 0x200
2994 #define DD_POINT_SMOOTH 0x400
2995 #define DD_POINT_ATTEN 0x800
2996 #define DD_TRI_TWOSTENCIL 0x1000
2997 /*@}*/
2998
2999
3000 /**
3001 * \name Define the state changes under which each of these bits might change
3002 */
3003 /*@{*/
3004 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3005 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3006 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3007 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3008 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3009 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3010 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3011 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3012 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3013 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3014 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3015 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3016 #define _DD_NEW_POINT_SIZE _NEW_POINT
3017 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3018 /*@}*/
3019
3020
3021 /**
3022 * Composite state flags
3023 */
3024 /*@{*/
3025 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3026 _NEW_TEXTURE | \
3027 _NEW_POINT | \
3028 _NEW_PROGRAM | \
3029 _NEW_MODELVIEW)
3030
3031 #define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \
3032 _NEW_TEXTURE)
3033
3034 #define _MESA_NEW_TRANSFER_STATE (_NEW_PIXEL)
3035 /*@}*/
3036
3037
3038
3039
3040 /* This has to be included here. */
3041 #include "dd.h"
3042
3043
3044 /**
3045 * Display list flags.
3046 * Strictly this is a tnl-private concept, but it doesn't seem
3047 * worthwhile adding a tnl private structure just to hold this one bit
3048 * of information:
3049 */
3050 #define DLIST_DANGLING_REFS 0x1
3051
3052
3053 /** Opaque declaration of display list payload data type */
3054 union gl_dlist_node;
3055
3056
3057 /**
3058 * Provide a location where information about a display list can be
3059 * collected. Could be extended with driverPrivate structures,
3060 * etc. in the future.
3061 */
3062 struct gl_display_list
3063 {
3064 GLuint Name;
3065 GLbitfield Flags; /**< DLIST_x flags */
3066 /** The dlist commands are in a linked list of nodes */
3067 union gl_dlist_node *Head;
3068 };
3069
3070
3071 /**
3072 * State used during display list compilation and execution.
3073 */
3074 struct gl_dlist_state
3075 {
3076 GLuint CallDepth; /**< Current recursion calling depth */
3077
3078 struct gl_display_list *CurrentList; /**< List currently being compiled */
3079 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3080 GLuint CurrentPos; /**< Index into current block of nodes */
3081
3082 GLvertexformat ListVtxfmt;
3083
3084 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3085 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3086
3087 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3088 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3089
3090 GLubyte ActiveIndex;
3091 GLfloat CurrentIndex;
3092
3093 GLubyte ActiveEdgeFlag;
3094 GLboolean CurrentEdgeFlag;
3095
3096 struct {
3097 /* State known to have been set by the currently-compiling display
3098 * list. Used to eliminate some redundant state changes.
3099 */
3100 GLenum ShadeModel;
3101 } Current;
3102 };
3103
3104
3105 /**
3106 * Enum for the OpenGL APIs we know about and may support.
3107 */
3108 typedef enum
3109 {
3110 API_OPENGL,
3111 API_OPENGLES,
3112 API_OPENGLES2
3113 } gl_api;
3114
3115
3116 /**
3117 * Mesa rendering context.
3118 *
3119 * This is the central context data structure for Mesa. Almost all
3120 * OpenGL state is contained in this structure.
3121 * Think of this as a base class from which device drivers will derive
3122 * sub classes.
3123 *
3124 * The struct gl_context typedef names this structure.
3125 */
3126 struct gl_context
3127 {
3128 /** State possibly shared with other contexts in the address space */
3129 struct gl_shared_state *Shared;
3130
3131 /** \name API function pointer tables */
3132 /*@{*/
3133 gl_api API;
3134 struct _glapi_table *Save; /**< Display list save functions */
3135 struct _glapi_table *Exec; /**< Execute functions */
3136 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3137 /*@}*/
3138
3139 struct gl_config Visual;
3140 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3141 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3142 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3143 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3144
3145 /**
3146 * Device driver function pointer table
3147 */
3148 struct dd_function_table Driver;
3149
3150 void *DriverCtx; /**< Points to device driver context/state */
3151
3152 /** Core/Driver constants */
3153 struct gl_constants Const;
3154
3155 /** \name The various 4x4 matrix stacks */
3156 /*@{*/
3157 struct gl_matrix_stack ModelviewMatrixStack;
3158 struct gl_matrix_stack ProjectionMatrixStack;
3159 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3160 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3161 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3162 /*@}*/
3163
3164 /** Combined modelview and projection matrix */
3165 GLmatrix _ModelProjectMatrix;
3166
3167 /** \name Display lists */
3168 struct gl_dlist_state ListState;
3169
3170 GLboolean ExecuteFlag; /**< Execute GL commands? */
3171 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3172
3173 /** Extension information */
3174 struct gl_extensions Extensions;
3175
3176 /** Version info */
3177 GLuint VersionMajor, VersionMinor;
3178 char *VersionString;
3179
3180 /** \name State attribute stack (for glPush/PopAttrib) */
3181 /*@{*/
3182 GLuint AttribStackDepth;
3183 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3184 /*@}*/
3185
3186 /** \name Renderer attribute groups
3187 *
3188 * We define a struct for each attribute group to make pushing and popping
3189 * attributes easy. Also it's a good organization.
3190 */
3191 /*@{*/
3192 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3193 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3194 struct gl_current_attrib Current; /**< Current attributes */
3195 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3196 struct gl_eval_attrib Eval; /**< Eval attributes */
3197 struct gl_fog_attrib Fog; /**< Fog attributes */
3198 struct gl_hint_attrib Hint; /**< Hint attributes */
3199 struct gl_light_attrib Light; /**< Light attributes */
3200 struct gl_line_attrib Line; /**< Line attributes */
3201 struct gl_list_attrib List; /**< List attributes */
3202 struct gl_multisample_attrib Multisample;
3203 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3204 struct gl_point_attrib Point; /**< Point attributes */
3205 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3206 GLuint PolygonStipple[32]; /**< Polygon stipple */
3207 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3208 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3209 struct gl_texture_attrib Texture; /**< Texture attributes */
3210 struct gl_transform_attrib Transform; /**< Transformation attributes */
3211 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3212 /*@}*/
3213
3214 /** \name Client attribute stack */
3215 /*@{*/
3216 GLuint ClientAttribStackDepth;
3217 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3218 /*@}*/
3219
3220 /** \name Client attribute groups */
3221 /*@{*/
3222 struct gl_array_attrib Array; /**< Vertex arrays */
3223 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3224 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3225 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3226 /*@}*/
3227
3228 /** \name Other assorted state (not pushed/popped on attribute stack) */
3229 /*@{*/
3230 struct gl_pixelmaps PixelMaps;
3231
3232 struct gl_evaluators EvalMap; /**< All evaluators */
3233 struct gl_feedback Feedback; /**< Feedback */
3234 struct gl_selection Select; /**< Selection */
3235
3236 struct gl_program_state Program; /**< general program state */
3237 struct gl_vertex_program_state VertexProgram;
3238 struct gl_fragment_program_state FragmentProgram;
3239 struct gl_geometry_program_state GeometryProgram;
3240 struct gl_ati_fragment_shader_state ATIFragmentShader;
3241
3242 struct gl_shader_state Shader; /**< GLSL shader object state */
3243 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3244
3245 struct gl_query_state Query; /**< occlusion, timer queries */
3246
3247 struct gl_transform_feedback TransformFeedback;
3248
3249 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3250 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3251 /*@}*/
3252
3253 struct gl_meta_state *Meta; /**< for "meta" operations */
3254
3255 /* GL_EXT_framebuffer_object */
3256 struct gl_renderbuffer *CurrentRenderbuffer;
3257
3258 GLenum ErrorValue; /**< Last error code */
3259
3260 /**
3261 * Recognize and silence repeated error debug messages in buggy apps.
3262 */
3263 const char *ErrorDebugFmtString;
3264 GLuint ErrorDebugCount;
3265
3266 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3267 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3268
3269 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3270
3271 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3272
3273 /** \name Derived state */
3274 /*@{*/
3275 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3276 * state validation so they need to always be current.
3277 */
3278 GLbitfield _TriangleCaps;
3279 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3280 GLfloat _EyeZDir[3];
3281 GLfloat _ModelViewInvScale;
3282 GLboolean _NeedEyeCoords;
3283 GLboolean _ForceEyeCoords;
3284
3285 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3286
3287 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3288 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3289 /**@}*/
3290
3291 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3292
3293 /** \name For debugging/development only */
3294 /*@{*/
3295 GLboolean FirstTimeCurrent;
3296 /*@}*/
3297
3298 /** software compression/decompression supported or not */
3299 GLboolean Mesa_DXTn;
3300
3301 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3302
3303 /**
3304 * Use dp4 (rather than mul/mad) instructions for position
3305 * transformation?
3306 */
3307 GLboolean mvp_with_dp4;
3308
3309 /**
3310 * \name Hooks for module contexts.
3311 *
3312 * These will eventually live in the driver or elsewhere.
3313 */
3314 /*@{*/
3315 void *swrast_context;
3316 void *swsetup_context;
3317 void *swtnl_context;
3318 void *swtnl_im;
3319 struct st_context *st;
3320 void *aelt_context;
3321 /*@}*/
3322 };
3323
3324
3325 #ifdef DEBUG
3326 extern int MESA_VERBOSE;
3327 extern int MESA_DEBUG_FLAGS;
3328 # define MESA_FUNCTION __FUNCTION__
3329 #else
3330 # define MESA_VERBOSE 0
3331 # define MESA_DEBUG_FLAGS 0
3332 # define MESA_FUNCTION "a function"
3333 # ifndef NDEBUG
3334 # define NDEBUG
3335 # endif
3336 #endif
3337
3338
3339 /** The MESA_VERBOSE var is a bitmask of these flags */
3340 enum _verbose
3341 {
3342 VERBOSE_VARRAY = 0x0001,
3343 VERBOSE_TEXTURE = 0x0002,
3344 VERBOSE_MATERIAL = 0x0004,
3345 VERBOSE_PIPELINE = 0x0008,
3346 VERBOSE_DRIVER = 0x0010,
3347 VERBOSE_STATE = 0x0020,
3348 VERBOSE_API = 0x0040,
3349 VERBOSE_DISPLAY_LIST = 0x0100,
3350 VERBOSE_LIGHTING = 0x0200,
3351 VERBOSE_PRIMS = 0x0400,
3352 VERBOSE_VERTS = 0x0800,
3353 VERBOSE_DISASSEM = 0x1000,
3354 VERBOSE_DRAW = 0x2000,
3355 VERBOSE_SWAPBUFFERS = 0x4000
3356 };
3357
3358
3359 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3360 enum _debug
3361 {
3362 DEBUG_ALWAYS_FLUSH = 0x1
3363 };
3364
3365
3366
3367 #endif /* MTYPES_H */