mesa: remove stray bits of GL_EXT_cull_vertex
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_context;
80 struct st_context;
81 struct gl_uniform_storage;
82 struct prog_instruction;
83 struct gl_program_parameter_list;
84 struct set;
85 struct set_entry;
86 struct vbo_context;
87 /*@}*/
88
89
90 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
91 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
92 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
93 #define PRIM_UNKNOWN (PRIM_MAX + 2)
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_EDGEFLAG = 7,
114 VERT_ATTRIB_TEX0 = 8,
115 VERT_ATTRIB_TEX1 = 9,
116 VERT_ATTRIB_TEX2 = 10,
117 VERT_ATTRIB_TEX3 = 11,
118 VERT_ATTRIB_TEX4 = 12,
119 VERT_ATTRIB_TEX5 = 13,
120 VERT_ATTRIB_TEX6 = 14,
121 VERT_ATTRIB_TEX7 = 15,
122 VERT_ATTRIB_POINT_SIZE = 16,
123 VERT_ATTRIB_GENERIC0 = 17,
124 VERT_ATTRIB_GENERIC1 = 18,
125 VERT_ATTRIB_GENERIC2 = 19,
126 VERT_ATTRIB_GENERIC3 = 20,
127 VERT_ATTRIB_GENERIC4 = 21,
128 VERT_ATTRIB_GENERIC5 = 22,
129 VERT_ATTRIB_GENERIC6 = 23,
130 VERT_ATTRIB_GENERIC7 = 24,
131 VERT_ATTRIB_GENERIC8 = 25,
132 VERT_ATTRIB_GENERIC9 = 26,
133 VERT_ATTRIB_GENERIC10 = 27,
134 VERT_ATTRIB_GENERIC11 = 28,
135 VERT_ATTRIB_GENERIC12 = 29,
136 VERT_ATTRIB_GENERIC13 = 30,
137 VERT_ATTRIB_GENERIC14 = 31,
138 VERT_ATTRIB_GENERIC15 = 32,
139 VERT_ATTRIB_MAX = 33
140 } gl_vert_attrib;
141
142 /**
143 * Symbolic constats to help iterating over
144 * specific blocks of vertex attributes.
145 *
146 * VERT_ATTRIB_FF
147 * includes all fixed function attributes as well as
148 * the aliased GL_NV_vertex_program shader attributes.
149 * VERT_ATTRIB_TEX
150 * include the classic texture coordinate attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
163 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 /**
166 * Bitflags for vertex attributes.
167 * These are used in bitfields in many places.
168 */
169 /*@{*/
170 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
171 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
172 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
173 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
174 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
175 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
176 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
177 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
178 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
179 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
180 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
181 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
182 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
183 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
184 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
185 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
186 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
187 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
188
189 #define VERT_BIT(i) BITFIELD64_BIT(i)
190 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
191
192 #define VERT_BIT_FF(i) VERT_BIT(i)
193 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
194 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
195 #define VERT_BIT_TEX_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
197
198 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
199 #define VERT_BIT_GENERIC_ALL \
200 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
201 /*@}*/
202
203
204 /**
205 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
206 * fragment shader inputs.
207 *
208 * Note that some of these values are not available to all pipeline stages.
209 *
210 * When this enum is updated, the following code must be updated too:
211 * - vertResults (in prog_print.c's arb_output_attrib_string())
212 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
213 * - _mesa_varying_slot_in_fs()
214 */
215 typedef enum
216 {
217 VARYING_SLOT_POS,
218 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
219 VARYING_SLOT_COL1,
220 VARYING_SLOT_FOGC,
221 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
222 VARYING_SLOT_TEX1,
223 VARYING_SLOT_TEX2,
224 VARYING_SLOT_TEX3,
225 VARYING_SLOT_TEX4,
226 VARYING_SLOT_TEX5,
227 VARYING_SLOT_TEX6,
228 VARYING_SLOT_TEX7,
229 VARYING_SLOT_PSIZ, /* Does not appear in FS */
230 VARYING_SLOT_BFC0, /* Does not appear in FS */
231 VARYING_SLOT_BFC1, /* Does not appear in FS */
232 VARYING_SLOT_EDGE, /* Does not appear in FS */
233 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_DIST0,
235 VARYING_SLOT_CLIP_DIST1,
236 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
237 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
238 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
239 VARYING_SLOT_FACE, /* FS only */
240 VARYING_SLOT_PNTC, /* FS only */
241 VARYING_SLOT_VAR0, /* First generic varying slot */
242 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
243 } gl_varying_slot;
244
245
246 /**
247 * Bitflags for varying slots.
248 */
249 /*@{*/
250 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
251 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
252 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
253 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
254 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
255 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
256 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
257 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
258 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
259 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
260 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
261 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
262 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
263 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
264 MAX_TEXTURE_COORD_UNITS)
265 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
266 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
267 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
268 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
269 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
270 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
271 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
272 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
273 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
274 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
275 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
276 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
277 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
278 /*@}*/
279
280 /**
281 * Bitflags for system values.
282 */
283 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
284 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
285 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
286
287 /**
288 * Determine if the given gl_varying_slot appears in the fragment shader.
289 */
290 static inline GLboolean
291 _mesa_varying_slot_in_fs(gl_varying_slot slot)
292 {
293 switch (slot) {
294 case VARYING_SLOT_PSIZ:
295 case VARYING_SLOT_BFC0:
296 case VARYING_SLOT_BFC1:
297 case VARYING_SLOT_EDGE:
298 case VARYING_SLOT_CLIP_VERTEX:
299 case VARYING_SLOT_LAYER:
300 return GL_FALSE;
301 default:
302 return GL_TRUE;
303 }
304 }
305
306
307 /**
308 * Fragment program results
309 */
310 typedef enum
311 {
312 FRAG_RESULT_DEPTH = 0,
313 FRAG_RESULT_STENCIL = 1,
314 /* If a single color should be written to all render targets, this
315 * register is written. No FRAG_RESULT_DATAn will be written.
316 */
317 FRAG_RESULT_COLOR = 2,
318 FRAG_RESULT_SAMPLE_MASK = 3,
319
320 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
321 * or ARB_fragment_program fragment.color[n]) color results. If
322 * any are written, FRAG_RESULT_COLOR will not be written.
323 */
324 FRAG_RESULT_DATA0 = 4,
325 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
326 } gl_frag_result;
327
328
329 /**
330 * Indexes for all renderbuffers
331 */
332 typedef enum
333 {
334 /* the four standard color buffers */
335 BUFFER_FRONT_LEFT,
336 BUFFER_BACK_LEFT,
337 BUFFER_FRONT_RIGHT,
338 BUFFER_BACK_RIGHT,
339 BUFFER_DEPTH,
340 BUFFER_STENCIL,
341 BUFFER_ACCUM,
342 /* optional aux buffer */
343 BUFFER_AUX0,
344 /* generic renderbuffers */
345 BUFFER_COLOR0,
346 BUFFER_COLOR1,
347 BUFFER_COLOR2,
348 BUFFER_COLOR3,
349 BUFFER_COLOR4,
350 BUFFER_COLOR5,
351 BUFFER_COLOR6,
352 BUFFER_COLOR7,
353 BUFFER_COUNT
354 } gl_buffer_index;
355
356 /**
357 * Bit flags for all renderbuffers
358 */
359 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
360 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
361 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
362 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
363 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
364 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
365 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
366 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
367 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
368 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
369 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
370 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
371 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
372 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
373 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
374 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
375 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
376 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
377 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
378
379 /**
380 * Mask of all the color buffer bits (but not accum).
381 */
382 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
383 BUFFER_BIT_BACK_LEFT | \
384 BUFFER_BIT_FRONT_RIGHT | \
385 BUFFER_BIT_BACK_RIGHT | \
386 BUFFER_BIT_AUX0 | \
387 BUFFER_BIT_COLOR0 | \
388 BUFFER_BIT_COLOR1 | \
389 BUFFER_BIT_COLOR2 | \
390 BUFFER_BIT_COLOR3 | \
391 BUFFER_BIT_COLOR4 | \
392 BUFFER_BIT_COLOR5 | \
393 BUFFER_BIT_COLOR6 | \
394 BUFFER_BIT_COLOR7)
395
396
397 /**
398 * Shader stages. Note that these will become 5 with tessellation.
399 *
400 * The order must match how shaders are ordered in the pipeline.
401 * The GLSL linker assumes that if i<j, then the j-th shader is
402 * executed later than the i-th shader.
403 */
404 typedef enum
405 {
406 MESA_SHADER_VERTEX = 0,
407 MESA_SHADER_GEOMETRY = 1,
408 MESA_SHADER_FRAGMENT = 2,
409 } gl_shader_stage;
410
411 #define MESA_SHADER_STAGES (MESA_SHADER_FRAGMENT + 1)
412
413
414 /**
415 * Framebuffer configuration (aka visual / pixelformat)
416 * Note: some of these fields should be boolean, but it appears that
417 * code in drivers/dri/common/util.c requires int-sized fields.
418 */
419 struct gl_config
420 {
421 GLboolean rgbMode;
422 GLboolean floatMode;
423 GLboolean colorIndexMode; /* XXX is this used anywhere? */
424 GLuint doubleBufferMode;
425 GLuint stereoMode;
426
427 GLboolean haveAccumBuffer;
428 GLboolean haveDepthBuffer;
429 GLboolean haveStencilBuffer;
430
431 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
432 GLuint redMask, greenMask, blueMask, alphaMask;
433 GLint rgbBits; /* total bits for rgb */
434 GLint indexBits; /* total bits for colorindex */
435
436 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
437 GLint depthBits;
438 GLint stencilBits;
439
440 GLint numAuxBuffers;
441
442 GLint level;
443
444 /* EXT_visual_rating / GLX 1.2 */
445 GLint visualRating;
446
447 /* EXT_visual_info / GLX 1.2 */
448 GLint transparentPixel;
449 /* colors are floats scaled to ints */
450 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
451 GLint transparentIndex;
452
453 /* ARB_multisample / SGIS_multisample */
454 GLint sampleBuffers;
455 GLint samples;
456
457 /* SGIX_pbuffer / GLX 1.3 */
458 GLint maxPbufferWidth;
459 GLint maxPbufferHeight;
460 GLint maxPbufferPixels;
461 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
462 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
463
464 /* OML_swap_method */
465 GLint swapMethod;
466
467 /* EXT_texture_from_pixmap */
468 GLint bindToTextureRgb;
469 GLint bindToTextureRgba;
470 GLint bindToMipmapTexture;
471 GLint bindToTextureTargets;
472 GLint yInverted;
473
474 /* EXT_framebuffer_sRGB */
475 GLint sRGBCapable;
476 };
477
478
479 /**
480 * \name Bit flags used for updating material values.
481 */
482 /*@{*/
483 #define MAT_ATTRIB_FRONT_AMBIENT 0
484 #define MAT_ATTRIB_BACK_AMBIENT 1
485 #define MAT_ATTRIB_FRONT_DIFFUSE 2
486 #define MAT_ATTRIB_BACK_DIFFUSE 3
487 #define MAT_ATTRIB_FRONT_SPECULAR 4
488 #define MAT_ATTRIB_BACK_SPECULAR 5
489 #define MAT_ATTRIB_FRONT_EMISSION 6
490 #define MAT_ATTRIB_BACK_EMISSION 7
491 #define MAT_ATTRIB_FRONT_SHININESS 8
492 #define MAT_ATTRIB_BACK_SHININESS 9
493 #define MAT_ATTRIB_FRONT_INDEXES 10
494 #define MAT_ATTRIB_BACK_INDEXES 11
495 #define MAT_ATTRIB_MAX 12
496
497 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
498 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
499 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
500 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
501 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
502 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
503
504 #define MAT_INDEX_AMBIENT 0
505 #define MAT_INDEX_DIFFUSE 1
506 #define MAT_INDEX_SPECULAR 2
507
508 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
509 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
510 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
511 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
512 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
513 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
514 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
515 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
516 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
517 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
518 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
519 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
520
521
522 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
523 MAT_BIT_FRONT_AMBIENT | \
524 MAT_BIT_FRONT_DIFFUSE | \
525 MAT_BIT_FRONT_SPECULAR | \
526 MAT_BIT_FRONT_SHININESS | \
527 MAT_BIT_FRONT_INDEXES)
528
529 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
530 MAT_BIT_BACK_AMBIENT | \
531 MAT_BIT_BACK_DIFFUSE | \
532 MAT_BIT_BACK_SPECULAR | \
533 MAT_BIT_BACK_SHININESS | \
534 MAT_BIT_BACK_INDEXES)
535
536 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
537 /*@}*/
538
539
540 /**
541 * Material state.
542 */
543 struct gl_material
544 {
545 GLfloat Attrib[MAT_ATTRIB_MAX][4];
546 };
547
548
549 /**
550 * Light state flags.
551 */
552 /*@{*/
553 #define LIGHT_SPOT 0x1
554 #define LIGHT_LOCAL_VIEWER 0x2
555 #define LIGHT_POSITIONAL 0x4
556 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
557 /*@}*/
558
559
560 /**
561 * Light source state.
562 */
563 struct gl_light
564 {
565 struct gl_light *next; /**< double linked list with sentinel */
566 struct gl_light *prev;
567
568 GLfloat Ambient[4]; /**< ambient color */
569 GLfloat Diffuse[4]; /**< diffuse color */
570 GLfloat Specular[4]; /**< specular color */
571 GLfloat EyePosition[4]; /**< position in eye coordinates */
572 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
573 GLfloat SpotExponent;
574 GLfloat SpotCutoff; /**< in degrees */
575 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
576 GLfloat ConstantAttenuation;
577 GLfloat LinearAttenuation;
578 GLfloat QuadraticAttenuation;
579 GLboolean Enabled; /**< On/off flag */
580
581 /**
582 * \name Derived fields
583 */
584 /*@{*/
585 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
586
587 GLfloat _Position[4]; /**< position in eye/obj coordinates */
588 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
589 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
590 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
591 GLfloat _VP_inf_spot_attenuation;
592
593 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
594 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
595 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
596 /*@}*/
597 };
598
599
600 /**
601 * Light model state.
602 */
603 struct gl_lightmodel
604 {
605 GLfloat Ambient[4]; /**< ambient color */
606 GLboolean LocalViewer; /**< Local (or infinite) view point? */
607 GLboolean TwoSide; /**< Two (or one) sided lighting? */
608 GLenum ColorControl; /**< either GL_SINGLE_COLOR
609 * or GL_SEPARATE_SPECULAR_COLOR */
610 };
611
612
613 /**
614 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
615 */
616 struct gl_accum_attrib
617 {
618 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
619 };
620
621
622 /**
623 * Used for storing clear color, texture border color, etc.
624 * The float values are typically unclamped.
625 */
626 union gl_color_union
627 {
628 GLfloat f[4];
629 GLint i[4];
630 GLuint ui[4];
631 };
632
633
634 /**
635 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
636 */
637 struct gl_colorbuffer_attrib
638 {
639 GLuint ClearIndex; /**< Index for glClear */
640 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
641 GLuint IndexMask; /**< Color index write mask */
642 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
643
644 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
645
646 /**
647 * \name alpha testing
648 */
649 /*@{*/
650 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
651 GLenum AlphaFunc; /**< Alpha test function */
652 GLfloat AlphaRefUnclamped;
653 GLclampf AlphaRef; /**< Alpha reference value */
654 /*@}*/
655
656 /**
657 * \name Blending
658 */
659 /*@{*/
660 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
661
662 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
663 * control, only on the fixed-pointness of the render target.
664 * The query does however depend on fragment color clamping.
665 */
666 GLfloat BlendColorUnclamped[4]; /**< Blending color */
667 GLfloat BlendColor[4]; /**< Blending color */
668
669 struct
670 {
671 GLenum SrcRGB; /**< RGB blend source term */
672 GLenum DstRGB; /**< RGB blend dest term */
673 GLenum SrcA; /**< Alpha blend source term */
674 GLenum DstA; /**< Alpha blend dest term */
675 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
676 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
677 /**
678 * Set if any blend factor uses SRC1. Computed at the time blend factors
679 * get set.
680 */
681 GLboolean _UsesDualSrc;
682 } Blend[MAX_DRAW_BUFFERS];
683 /** Are the blend func terms currently different for each buffer/target? */
684 GLboolean _BlendFuncPerBuffer;
685 /** Are the blend equations currently different for each buffer/target? */
686 GLboolean _BlendEquationPerBuffer;
687 /*@}*/
688
689 /**
690 * \name Logic op
691 */
692 /*@{*/
693 GLenum LogicOp; /**< Logic operator */
694 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
695 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
696 /*@}*/
697
698 GLboolean DitherFlag; /**< Dither enable flag */
699
700 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
701 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
702 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
703
704 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
705 };
706
707
708 /**
709 * Current attribute group (GL_CURRENT_BIT).
710 */
711 struct gl_current_attrib
712 {
713 /**
714 * \name Current vertex attributes.
715 * \note Values are valid only after FLUSH_VERTICES has been called.
716 * \note Index and Edgeflag current values are stored as floats in the
717 * SIX and SEVEN attribute slots.
718 */
719 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
720
721 /**
722 * \name Current raster position attributes (always valid).
723 * \note This set of attributes is very similar to the SWvertex struct.
724 */
725 /*@{*/
726 GLfloat RasterPos[4];
727 GLfloat RasterDistance;
728 GLfloat RasterColor[4];
729 GLfloat RasterSecondaryColor[4];
730 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
731 GLboolean RasterPosValid;
732 /*@}*/
733 };
734
735
736 /**
737 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
738 */
739 struct gl_depthbuffer_attrib
740 {
741 GLenum Func; /**< Function for depth buffer compare */
742 GLclampd Clear; /**< Value to clear depth buffer to */
743 GLboolean Test; /**< Depth buffering enabled flag */
744 GLboolean Mask; /**< Depth buffer writable? */
745 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
746 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
747 };
748
749
750 /**
751 * Evaluator attribute group (GL_EVAL_BIT).
752 */
753 struct gl_eval_attrib
754 {
755 /**
756 * \name Enable bits
757 */
758 /*@{*/
759 GLboolean Map1Color4;
760 GLboolean Map1Index;
761 GLboolean Map1Normal;
762 GLboolean Map1TextureCoord1;
763 GLboolean Map1TextureCoord2;
764 GLboolean Map1TextureCoord3;
765 GLboolean Map1TextureCoord4;
766 GLboolean Map1Vertex3;
767 GLboolean Map1Vertex4;
768 GLboolean Map2Color4;
769 GLboolean Map2Index;
770 GLboolean Map2Normal;
771 GLboolean Map2TextureCoord1;
772 GLboolean Map2TextureCoord2;
773 GLboolean Map2TextureCoord3;
774 GLboolean Map2TextureCoord4;
775 GLboolean Map2Vertex3;
776 GLboolean Map2Vertex4;
777 GLboolean AutoNormal;
778 /*@}*/
779
780 /**
781 * \name Map Grid endpoints and divisions and calculated du values
782 */
783 /*@{*/
784 GLint MapGrid1un;
785 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
786 GLint MapGrid2un, MapGrid2vn;
787 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
788 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
789 /*@}*/
790 };
791
792
793 /**
794 * Fog attribute group (GL_FOG_BIT).
795 */
796 struct gl_fog_attrib
797 {
798 GLboolean Enabled; /**< Fog enabled flag */
799 GLfloat ColorUnclamped[4]; /**< Fog color */
800 GLfloat Color[4]; /**< Fog color */
801 GLfloat Density; /**< Density >= 0.0 */
802 GLfloat Start; /**< Start distance in eye coords */
803 GLfloat End; /**< End distance in eye coords */
804 GLfloat Index; /**< Fog index */
805 GLenum Mode; /**< Fog mode */
806 GLboolean ColorSumEnabled;
807 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
808 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
809 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
810 };
811
812
813 /**
814 * Hint attribute group (GL_HINT_BIT).
815 *
816 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
817 */
818 struct gl_hint_attrib
819 {
820 GLenum PerspectiveCorrection;
821 GLenum PointSmooth;
822 GLenum LineSmooth;
823 GLenum PolygonSmooth;
824 GLenum Fog;
825 GLenum TextureCompression; /**< GL_ARB_texture_compression */
826 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
827 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
828 };
829
830
831 /**
832 * Lighting attribute group (GL_LIGHT_BIT).
833 */
834 struct gl_light_attrib
835 {
836 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
837 struct gl_lightmodel Model; /**< Lighting model */
838
839 /**
840 * Front and back material values.
841 * Note: must call FLUSH_VERTICES() before using.
842 */
843 struct gl_material Material;
844
845 GLboolean Enabled; /**< Lighting enabled flag */
846 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
847 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
848 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
849 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
850 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
851 GLboolean ColorMaterialEnabled;
852 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
853 GLboolean _ClampVertexColor;
854
855 struct gl_light EnabledList; /**< List sentinel */
856
857 /**
858 * Derived state for optimizations:
859 */
860 /*@{*/
861 GLboolean _NeedEyeCoords;
862 GLboolean _NeedVertices; /**< Use fast shader? */
863 GLfloat _BaseColor[2][3];
864 /*@}*/
865 };
866
867
868 /**
869 * Line attribute group (GL_LINE_BIT).
870 */
871 struct gl_line_attrib
872 {
873 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
874 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
875 GLushort StipplePattern; /**< Stipple pattern */
876 GLint StippleFactor; /**< Stipple repeat factor */
877 GLfloat Width; /**< Line width */
878 };
879
880
881 /**
882 * Display list attribute group (GL_LIST_BIT).
883 */
884 struct gl_list_attrib
885 {
886 GLuint ListBase;
887 };
888
889
890 /**
891 * Multisample attribute group (GL_MULTISAMPLE_BIT).
892 */
893 struct gl_multisample_attrib
894 {
895 GLboolean Enabled;
896 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
897 GLboolean SampleAlphaToCoverage;
898 GLboolean SampleAlphaToOne;
899 GLboolean SampleCoverage;
900 GLfloat SampleCoverageValue;
901 GLboolean SampleCoverageInvert;
902 GLboolean SampleShading;
903 GLfloat MinSampleShadingValue;
904
905 /* ARB_texture_multisample / GL3.2 additions */
906 GLboolean SampleMask;
907 /** The GL spec defines this as an array but >32x MSAA is madness */
908 GLbitfield SampleMaskValue;
909 };
910
911
912 /**
913 * A pixelmap (see glPixelMap)
914 */
915 struct gl_pixelmap
916 {
917 GLint Size;
918 GLfloat Map[MAX_PIXEL_MAP_TABLE];
919 };
920
921
922 /**
923 * Collection of all pixelmaps
924 */
925 struct gl_pixelmaps
926 {
927 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
928 struct gl_pixelmap GtoG;
929 struct gl_pixelmap BtoB;
930 struct gl_pixelmap AtoA;
931 struct gl_pixelmap ItoR;
932 struct gl_pixelmap ItoG;
933 struct gl_pixelmap ItoB;
934 struct gl_pixelmap ItoA;
935 struct gl_pixelmap ItoI;
936 struct gl_pixelmap StoS;
937 };
938
939
940 /**
941 * Pixel attribute group (GL_PIXEL_MODE_BIT).
942 */
943 struct gl_pixel_attrib
944 {
945 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
946
947 /*--- Begin Pixel Transfer State ---*/
948 /* Fields are in the order in which they're applied... */
949
950 /** Scale & Bias (index shift, offset) */
951 /*@{*/
952 GLfloat RedBias, RedScale;
953 GLfloat GreenBias, GreenScale;
954 GLfloat BlueBias, BlueScale;
955 GLfloat AlphaBias, AlphaScale;
956 GLfloat DepthBias, DepthScale;
957 GLint IndexShift, IndexOffset;
958 /*@}*/
959
960 /* Pixel Maps */
961 /* Note: actual pixel maps are not part of this attrib group */
962 GLboolean MapColorFlag;
963 GLboolean MapStencilFlag;
964
965 /*--- End Pixel Transfer State ---*/
966
967 /** glPixelZoom */
968 GLfloat ZoomX, ZoomY;
969 };
970
971
972 /**
973 * Point attribute group (GL_POINT_BIT).
974 */
975 struct gl_point_attrib
976 {
977 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
978 GLfloat Size; /**< User-specified point size */
979 GLfloat Params[3]; /**< GL_EXT_point_parameters */
980 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
981 GLfloat Threshold; /**< GL_EXT_point_parameters */
982 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
983 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
984 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
985 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
986 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
987 };
988
989
990 /**
991 * Polygon attribute group (GL_POLYGON_BIT).
992 */
993 struct gl_polygon_attrib
994 {
995 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
996 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
997 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
998 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
999 GLboolean CullFlag; /**< Culling on/off flag */
1000 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1001 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1002 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1003 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1004 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1005 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1006 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1007 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1008 };
1009
1010
1011 /**
1012 * Scissor attributes (GL_SCISSOR_BIT).
1013 */
1014 struct gl_scissor_rect
1015 {
1016 GLint X, Y; /**< Lower left corner of box */
1017 GLsizei Width, Height; /**< Size of box */
1018 };
1019 struct gl_scissor_attrib
1020 {
1021 GLbitfield EnableFlags; /**< Scissor test enabled? */
1022 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1023 };
1024
1025
1026 /**
1027 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1028 *
1029 * Three sets of stencil data are tracked so that OpenGL 2.0,
1030 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1031 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1032 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1033 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1034 * GL_EXT_stencil_two_side GL_BACK state.
1035 *
1036 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1037 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1038 *
1039 * The derived value \c _TestTwoSide is set when the front-face and back-face
1040 * stencil state are different.
1041 */
1042 struct gl_stencil_attrib
1043 {
1044 GLboolean Enabled; /**< Enabled flag */
1045 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1046 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1047 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1048 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1049 GLboolean _TestTwoSide;
1050 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1051 GLenum Function[3]; /**< Stencil function */
1052 GLenum FailFunc[3]; /**< Fail function */
1053 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1054 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1055 GLint Ref[3]; /**< Reference value */
1056 GLuint ValueMask[3]; /**< Value mask */
1057 GLuint WriteMask[3]; /**< Write mask */
1058 GLuint Clear; /**< Clear value */
1059 };
1060
1061
1062 /**
1063 * An index for each type of texture object. These correspond to the GL
1064 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1065 * Note: the order is from highest priority to lowest priority.
1066 */
1067 typedef enum
1068 {
1069 TEXTURE_2D_MULTISAMPLE_INDEX,
1070 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1071 TEXTURE_CUBE_ARRAY_INDEX,
1072 TEXTURE_BUFFER_INDEX,
1073 TEXTURE_2D_ARRAY_INDEX,
1074 TEXTURE_1D_ARRAY_INDEX,
1075 TEXTURE_EXTERNAL_INDEX,
1076 TEXTURE_CUBE_INDEX,
1077 TEXTURE_3D_INDEX,
1078 TEXTURE_RECT_INDEX,
1079 TEXTURE_2D_INDEX,
1080 TEXTURE_1D_INDEX,
1081 NUM_TEXTURE_TARGETS
1082 } gl_texture_index;
1083
1084
1085 /**
1086 * Bit flags for each type of texture object
1087 * Used for Texture.Unit[]._ReallyEnabled flags.
1088 */
1089 /*@{*/
1090 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1091 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1092 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1093 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1094 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1095 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1096 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1097 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1098 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1099 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1100 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1101 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1102 /*@}*/
1103
1104
1105 /**
1106 * Texture image state. Drivers will typically create a subclass of this
1107 * with extra fields for memory buffers, etc.
1108 */
1109 struct gl_texture_image
1110 {
1111 GLint InternalFormat; /**< Internal format as given by the user */
1112 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1113 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1114 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1115 * GL_DEPTH_STENCIL_EXT only. Used for
1116 * choosing TexEnv arithmetic.
1117 */
1118 mesa_format TexFormat; /**< The actual texture memory format */
1119
1120 GLuint Border; /**< 0 or 1 */
1121 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1122 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1123 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1124 GLuint Width2; /**< = Width - 2*Border */
1125 GLuint Height2; /**< = Height - 2*Border */
1126 GLuint Depth2; /**< = Depth - 2*Border */
1127 GLuint WidthLog2; /**< = log2(Width2) */
1128 GLuint HeightLog2; /**< = log2(Height2) */
1129 GLuint DepthLog2; /**< = log2(Depth2) */
1130 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1131 levels, computed from the dimensions */
1132
1133 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1134 GLuint Level; /**< Which mipmap level am I? */
1135 /** Cube map face: index into gl_texture_object::Image[] array */
1136 GLuint Face;
1137
1138 /** GL_ARB_texture_multisample */
1139 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1140 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1141 };
1142
1143
1144 /**
1145 * Indexes for cube map faces.
1146 */
1147 typedef enum
1148 {
1149 FACE_POS_X = 0,
1150 FACE_NEG_X = 1,
1151 FACE_POS_Y = 2,
1152 FACE_NEG_Y = 3,
1153 FACE_POS_Z = 4,
1154 FACE_NEG_Z = 5,
1155 MAX_FACES = 6
1156 } gl_face_index;
1157
1158
1159 /**
1160 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1161 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1162 */
1163 struct gl_sampler_object
1164 {
1165 GLuint Name;
1166 GLint RefCount;
1167 GLchar *Label; /**< GL_KHR_debug */
1168
1169 GLenum WrapS; /**< S-axis texture image wrap mode */
1170 GLenum WrapT; /**< T-axis texture image wrap mode */
1171 GLenum WrapR; /**< R-axis texture image wrap mode */
1172 GLenum MinFilter; /**< minification filter */
1173 GLenum MagFilter; /**< magnification filter */
1174 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1175 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1176 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1177 GLfloat LodBias; /**< OpenGL 1.4 */
1178 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1179 GLenum CompareMode; /**< GL_ARB_shadow */
1180 GLenum CompareFunc; /**< GL_ARB_shadow */
1181 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1182 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1183 };
1184
1185
1186 /**
1187 * Texture object state. Contains the array of mipmap images, border color,
1188 * wrap modes, filter modes, and shadow/texcompare state.
1189 */
1190 struct gl_texture_object
1191 {
1192 _glthread_Mutex Mutex; /**< for thread safety */
1193 GLint RefCount; /**< reference count */
1194 GLuint Name; /**< the user-visible texture object ID */
1195 GLchar *Label; /**< GL_KHR_debug */
1196 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1197
1198 struct gl_sampler_object Sampler;
1199
1200 GLenum DepthMode; /**< GL_ARB_depth_texture */
1201
1202 GLfloat Priority; /**< in [0,1] */
1203 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1204 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1205 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1206 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1207 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1208 GLint CropRect[4]; /**< GL_OES_draw_texture */
1209 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1210 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1211 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1212 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1213 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1214 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1215 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1216 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1217 pressure? */
1218 GLboolean Immutable; /**< GL_ARB_texture_storage */
1219
1220 GLuint MinLevel; /**< GL_ARB_texture_view */
1221 GLuint MinLayer; /**< GL_ARB_texture_view */
1222 GLuint NumLevels; /**< GL_ARB_texture_view */
1223 GLuint NumLayers; /**< GL_ARB_texture_view */
1224
1225 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1226 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1227
1228 /** GL_ARB_texture_buffer_object */
1229 struct gl_buffer_object *BufferObject;
1230 GLenum BufferObjectFormat;
1231 /** Equivalent Mesa format for BufferObjectFormat. */
1232 mesa_format _BufferObjectFormat;
1233 /** GL_ARB_texture_buffer_range */
1234 GLintptr BufferOffset;
1235 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1236
1237 /** GL_OES_EGL_image_external */
1238 GLint RequiredTextureImageUnits;
1239
1240 /** GL_ARB_shader_image_load_store */
1241 GLenum ImageFormatCompatibilityType;
1242 };
1243
1244
1245 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1246 #define MAX_COMBINER_TERMS 4
1247
1248
1249 /**
1250 * Texture combine environment state.
1251 */
1252 struct gl_tex_env_combine_state
1253 {
1254 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1255 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1256 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1257 GLenum SourceRGB[MAX_COMBINER_TERMS];
1258 GLenum SourceA[MAX_COMBINER_TERMS];
1259 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1260 GLenum OperandRGB[MAX_COMBINER_TERMS];
1261 GLenum OperandA[MAX_COMBINER_TERMS];
1262 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1263 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1264 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1265 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1266 };
1267
1268
1269 /**
1270 * TexGenEnabled flags.
1271 */
1272 /*@{*/
1273 #define S_BIT 1
1274 #define T_BIT 2
1275 #define R_BIT 4
1276 #define Q_BIT 8
1277 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1278 /*@}*/
1279
1280
1281 /**
1282 * Bit flag versions of the corresponding GL_ constants.
1283 */
1284 /*@{*/
1285 #define TEXGEN_SPHERE_MAP 0x1
1286 #define TEXGEN_OBJ_LINEAR 0x2
1287 #define TEXGEN_EYE_LINEAR 0x4
1288 #define TEXGEN_REFLECTION_MAP_NV 0x8
1289 #define TEXGEN_NORMAL_MAP_NV 0x10
1290
1291 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1292 TEXGEN_REFLECTION_MAP_NV | \
1293 TEXGEN_NORMAL_MAP_NV)
1294 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1295 TEXGEN_REFLECTION_MAP_NV | \
1296 TEXGEN_NORMAL_MAP_NV | \
1297 TEXGEN_EYE_LINEAR)
1298 /*@}*/
1299
1300
1301
1302 /** Tex-gen enabled for texture unit? */
1303 #define ENABLE_TEXGEN(unit) (1 << (unit))
1304
1305 /** Non-identity texture matrix for texture unit? */
1306 #define ENABLE_TEXMAT(unit) (1 << (unit))
1307
1308
1309 /**
1310 * Texture coord generation state.
1311 */
1312 struct gl_texgen
1313 {
1314 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1315 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1316 GLfloat ObjectPlane[4];
1317 GLfloat EyePlane[4];
1318 };
1319
1320
1321 /**
1322 * Texture unit state. Contains enable flags, texture environment/function/
1323 * combiners, texgen state, and pointers to current texture objects.
1324 */
1325 struct gl_texture_unit
1326 {
1327 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1328 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1329
1330 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1331 GLclampf EnvColor[4];
1332 GLfloat EnvColorUnclamped[4];
1333
1334 struct gl_texgen GenS;
1335 struct gl_texgen GenT;
1336 struct gl_texgen GenR;
1337 struct gl_texgen GenQ;
1338 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1339 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1340
1341 GLfloat LodBias; /**< for biasing mipmap levels */
1342 GLenum BumpTarget;
1343 GLfloat RotMatrix[4]; /* 2x2 matrix */
1344
1345 /** Current sampler object (GL_ARB_sampler_objects) */
1346 struct gl_sampler_object *Sampler;
1347
1348 /**
1349 * \name GL_EXT_texture_env_combine
1350 */
1351 struct gl_tex_env_combine_state Combine;
1352
1353 /**
1354 * Derived state based on \c EnvMode and the \c BaseFormat of the
1355 * currently enabled texture.
1356 */
1357 struct gl_tex_env_combine_state _EnvMode;
1358
1359 /**
1360 * Currently enabled combiner state. This will point to either
1361 * \c Combine or \c _EnvMode.
1362 */
1363 struct gl_tex_env_combine_state *_CurrentCombine;
1364
1365 /** Current texture object pointers */
1366 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1367
1368 /** Points to highest priority, complete and enabled texture object */
1369 struct gl_texture_object *_Current;
1370 };
1371
1372
1373 /**
1374 * Texture attribute group (GL_TEXTURE_BIT).
1375 */
1376 struct gl_texture_attrib
1377 {
1378 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1379 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1380
1381 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1382
1383 /** GL_ARB_texture_buffer_object */
1384 struct gl_buffer_object *BufferObject;
1385
1386 /** GL_ARB_seamless_cubemap */
1387 GLboolean CubeMapSeamless;
1388
1389 /** Texture units/samplers used by vertex or fragment texturing */
1390 GLbitfield _EnabledUnits;
1391
1392 /** Texture coord units/sets used for fragment texturing */
1393 GLbitfield _EnabledCoordUnits;
1394
1395 /** Texture coord units that have texgen enabled */
1396 GLbitfield _TexGenEnabled;
1397
1398 /** Texture coord units that have non-identity matrices */
1399 GLbitfield _TexMatEnabled;
1400
1401 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1402 GLbitfield _GenFlags;
1403 };
1404
1405
1406 /**
1407 * Data structure representing a single clip plane (e.g. one of the elements
1408 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1409 */
1410 typedef GLfloat gl_clip_plane[4];
1411
1412
1413 /**
1414 * Transformation attribute group (GL_TRANSFORM_BIT).
1415 */
1416 struct gl_transform_attrib
1417 {
1418 GLenum MatrixMode; /**< Matrix mode */
1419 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1420 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1421 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1422 GLboolean Normalize; /**< Normalize all normals? */
1423 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1424 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1425 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1426 };
1427
1428
1429 /**
1430 * Viewport attribute group (GL_VIEWPORT_BIT).
1431 */
1432 struct gl_viewport_attrib
1433 {
1434 GLfloat X, Y; /**< position */
1435 GLfloat Width, Height; /**< size */
1436 GLdouble Near, Far; /**< Depth buffer range */
1437 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1438 };
1439
1440
1441 /**
1442 * GL_ARB_vertex/pixel_buffer_object buffer object
1443 */
1444 struct gl_buffer_object
1445 {
1446 _glthread_Mutex Mutex;
1447 GLint RefCount;
1448 GLuint Name;
1449 GLchar *Label; /**< GL_KHR_debug */
1450 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1451 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1452 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1453 /** Fields describing a mapped buffer */
1454 /*@{*/
1455 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1456 GLvoid *Pointer; /**< User-space address of mapping */
1457 GLintptr Offset; /**< Mapped offset */
1458 GLsizeiptr Length; /**< Mapped length */
1459 /*@}*/
1460 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1461 GLboolean Written; /**< Ever written to? (for debugging) */
1462 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1463 };
1464
1465
1466 /**
1467 * Client pixel packing/unpacking attributes
1468 */
1469 struct gl_pixelstore_attrib
1470 {
1471 GLint Alignment;
1472 GLint RowLength;
1473 GLint SkipPixels;
1474 GLint SkipRows;
1475 GLint ImageHeight;
1476 GLint SkipImages;
1477 GLboolean SwapBytes;
1478 GLboolean LsbFirst;
1479 GLboolean Invert; /**< GL_MESA_pack_invert */
1480 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1481 };
1482
1483
1484 /**
1485 * Client vertex array attributes
1486 */
1487 struct gl_client_array
1488 {
1489 GLint Size; /**< components per element (1,2,3,4) */
1490 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1491 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1492 GLsizei Stride; /**< user-specified stride */
1493 GLsizei StrideB; /**< actual stride in bytes */
1494 const GLubyte *Ptr; /**< Points to array data */
1495 GLboolean Enabled; /**< Enabled flag is a boolean */
1496 GLboolean Normalized; /**< GL_ARB_vertex_program */
1497 GLboolean Integer; /**< Integer-valued? */
1498 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1499 GLuint _ElementSize; /**< size of each element in bytes */
1500
1501 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1502 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1503 };
1504
1505
1506 /**
1507 * Vertex attribute array as seen by the client.
1508 *
1509 * Contains the size, type, format and normalization flag,
1510 * along with the index of a vertex buffer binding point.
1511 *
1512 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1513 * and is only present for backwards compatibility reasons.
1514 * Rendering always uses VERTEX_BINDING_STRIDE.
1515 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1516 * and VERTEX_BINDING_STRIDE to the same value, while
1517 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1518 */
1519 struct gl_vertex_attrib_array
1520 {
1521 GLint Size; /**< Components per element (1,2,3,4) */
1522 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1523 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1524 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1525 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1526 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1527 GLboolean Enabled; /**< Whether the array is enabled */
1528 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1529 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1530 GLuint _ElementSize; /**< Size of each element in bytes */
1531 GLuint VertexBinding; /**< Vertex buffer binding */
1532 };
1533
1534
1535 /**
1536 * This describes the buffer object used for a vertex array (or
1537 * multiple vertex arrays). If BufferObj points to the default/null
1538 * buffer object, then the vertex array lives in user memory and not a VBO.
1539 */
1540 struct gl_vertex_buffer_binding
1541 {
1542 GLintptr Offset; /**< User-specified offset */
1543 GLsizei Stride; /**< User-specified stride */
1544 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1545 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1546 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1547 };
1548
1549
1550 /**
1551 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1552 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1553 * extension.
1554 */
1555 struct gl_vertex_array_object
1556 {
1557 /** Name of the VAO as received from glGenVertexArray. */
1558 GLuint Name;
1559 GLchar *Label; /**< GL_KHR_debug */
1560
1561 GLint RefCount;
1562 _glthread_Mutex Mutex;
1563
1564 /**
1565 * Does the VAO use ARB semantics or Apple semantics?
1566 *
1567 * There are several ways in which ARB_vertex_array_object and
1568 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1569 * least,
1570 *
1571 * - ARB VAOs require that all array data be sourced from vertex buffer
1572 * objects, but Apple VAOs do not.
1573 *
1574 * - ARB VAOs require that names come from GenVertexArrays.
1575 *
1576 * This flag notes which behavior governs this VAO.
1577 */
1578 GLboolean ARBsemantics;
1579
1580 /**
1581 * Has this array object been bound?
1582 */
1583 GLboolean EverBound;
1584
1585 /**
1586 * Derived vertex attribute arrays
1587 *
1588 * This is a legacy data structure created from gl_vertex_attrib_array and
1589 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1590 */
1591 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1592
1593 /** Vertex attribute arrays */
1594 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1595
1596 /** Vertex buffer bindings */
1597 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1598
1599 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1600 GLbitfield64 _Enabled;
1601
1602 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1603 GLbitfield64 NewArrays;
1604
1605 /**
1606 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1607 * we can determine the max legal (in bounds) glDrawElements array index.
1608 */
1609 GLuint _MaxElement;
1610
1611 /** The index buffer (also known as the element array buffer in OpenGL). */
1612 struct gl_buffer_object *IndexBufferObj;
1613 };
1614
1615
1616 /**
1617 * Vertex array state
1618 */
1619 struct gl_array_attrib
1620 {
1621 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1622 struct gl_vertex_array_object *VAO;
1623
1624 /** The default vertex array object */
1625 struct gl_vertex_array_object *DefaultVAO;
1626
1627 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1628 struct _mesa_HashTable *Objects;
1629
1630 GLint ActiveTexture; /**< Client Active Texture */
1631 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1632 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1633
1634 /**
1635 * \name Primitive restart controls
1636 *
1637 * Primitive restart is enabled if either \c PrimitiveRestart or
1638 * \c PrimitiveRestartFixedIndex is set.
1639 */
1640 /*@{*/
1641 GLboolean PrimitiveRestart;
1642 GLboolean PrimitiveRestartFixedIndex;
1643 GLboolean _PrimitiveRestart;
1644 GLuint RestartIndex;
1645 /*@}*/
1646
1647 /* GL_ARB_vertex_buffer_object */
1648 struct gl_buffer_object *ArrayBufferObj;
1649
1650 /**
1651 * Vertex arrays as consumed by a driver.
1652 * The array pointer is set up only by the VBO module.
1653 */
1654 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1655 };
1656
1657
1658 /**
1659 * Feedback buffer state
1660 */
1661 struct gl_feedback
1662 {
1663 GLenum Type;
1664 GLbitfield _Mask; /**< FB_* bits */
1665 GLfloat *Buffer;
1666 GLuint BufferSize;
1667 GLuint Count;
1668 };
1669
1670
1671 /**
1672 * Selection buffer state
1673 */
1674 struct gl_selection
1675 {
1676 GLuint *Buffer; /**< selection buffer */
1677 GLuint BufferSize; /**< size of the selection buffer */
1678 GLuint BufferCount; /**< number of values in the selection buffer */
1679 GLuint Hits; /**< number of records in the selection buffer */
1680 GLuint NameStackDepth; /**< name stack depth */
1681 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1682 GLboolean HitFlag; /**< hit flag */
1683 GLfloat HitMinZ; /**< minimum hit depth */
1684 GLfloat HitMaxZ; /**< maximum hit depth */
1685 };
1686
1687
1688 /**
1689 * 1-D Evaluator control points
1690 */
1691 struct gl_1d_map
1692 {
1693 GLuint Order; /**< Number of control points */
1694 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1695 GLfloat *Points; /**< Points to contiguous control points */
1696 };
1697
1698
1699 /**
1700 * 2-D Evaluator control points
1701 */
1702 struct gl_2d_map
1703 {
1704 GLuint Uorder; /**< Number of control points in U dimension */
1705 GLuint Vorder; /**< Number of control points in V dimension */
1706 GLfloat u1, u2, du;
1707 GLfloat v1, v2, dv;
1708 GLfloat *Points; /**< Points to contiguous control points */
1709 };
1710
1711
1712 /**
1713 * All evaluator control point state
1714 */
1715 struct gl_evaluators
1716 {
1717 /**
1718 * \name 1-D maps
1719 */
1720 /*@{*/
1721 struct gl_1d_map Map1Vertex3;
1722 struct gl_1d_map Map1Vertex4;
1723 struct gl_1d_map Map1Index;
1724 struct gl_1d_map Map1Color4;
1725 struct gl_1d_map Map1Normal;
1726 struct gl_1d_map Map1Texture1;
1727 struct gl_1d_map Map1Texture2;
1728 struct gl_1d_map Map1Texture3;
1729 struct gl_1d_map Map1Texture4;
1730 /*@}*/
1731
1732 /**
1733 * \name 2-D maps
1734 */
1735 /*@{*/
1736 struct gl_2d_map Map2Vertex3;
1737 struct gl_2d_map Map2Vertex4;
1738 struct gl_2d_map Map2Index;
1739 struct gl_2d_map Map2Color4;
1740 struct gl_2d_map Map2Normal;
1741 struct gl_2d_map Map2Texture1;
1742 struct gl_2d_map Map2Texture2;
1743 struct gl_2d_map Map2Texture3;
1744 struct gl_2d_map Map2Texture4;
1745 /*@}*/
1746 };
1747
1748
1749 struct gl_transform_feedback_varying_info
1750 {
1751 char *Name;
1752 GLenum Type;
1753 GLint Size;
1754 };
1755
1756
1757 /**
1758 * Per-output info vertex shaders for transform feedback.
1759 */
1760 struct gl_transform_feedback_output
1761 {
1762 unsigned OutputRegister;
1763 unsigned OutputBuffer;
1764 unsigned NumComponents;
1765
1766 /** offset (in DWORDs) of this output within the interleaved structure */
1767 unsigned DstOffset;
1768
1769 /**
1770 * Offset into the output register of the data to output. For example,
1771 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1772 * offset is in the y and z components of the output register.
1773 */
1774 unsigned ComponentOffset;
1775 };
1776
1777
1778 /** Post-link transform feedback info. */
1779 struct gl_transform_feedback_info
1780 {
1781 unsigned NumOutputs;
1782
1783 /**
1784 * Number of transform feedback buffers in use by this program.
1785 */
1786 unsigned NumBuffers;
1787
1788 struct gl_transform_feedback_output *Outputs;
1789
1790 /** Transform feedback varyings used for the linking of this shader program.
1791 *
1792 * Use for glGetTransformFeedbackVarying().
1793 */
1794 struct gl_transform_feedback_varying_info *Varyings;
1795 GLint NumVarying;
1796
1797 /**
1798 * Total number of components stored in each buffer. This may be used by
1799 * hardware back-ends to determine the correct stride when interleaving
1800 * multiple transform feedback outputs in the same buffer.
1801 */
1802 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1803 };
1804
1805
1806 /**
1807 * Transform feedback object state
1808 */
1809 struct gl_transform_feedback_object
1810 {
1811 GLuint Name; /**< AKA the object ID */
1812 GLchar *Label; /**< GL_KHR_debug */
1813 GLint RefCount;
1814 GLboolean Active; /**< Is transform feedback enabled? */
1815 GLboolean Paused; /**< Is transform feedback paused? */
1816 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1817 at least once? */
1818 GLboolean EverBound; /**< Has this object been bound? */
1819
1820 /**
1821 * The shader program active when BeginTransformFeedback() was called.
1822 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1823 * where stage is the pipeline stage that is the source of data for
1824 * transform feedback.
1825 */
1826 struct gl_shader_program *shader_program;
1827
1828 /**
1829 * GLES: if Active is true, remaining number of primitives which can be
1830 * rendered without overflow. This is necessary to track because GLES
1831 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1832 * glDrawArraysInstanced would overflow transform feedback buffers.
1833 * Undefined if Active is false.
1834 *
1835 * Not tracked for desktop GL since it's unnecessary.
1836 */
1837 unsigned GlesRemainingPrims;
1838
1839 /** The feedback buffers */
1840 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1841 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1842
1843 /** Start of feedback data in dest buffer */
1844 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1845
1846 /**
1847 * Max data to put into dest buffer (in bytes). Computed based on
1848 * RequestedSize and the actual size of the buffer.
1849 */
1850 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1851
1852 /**
1853 * Size that was specified when the buffer was bound. If the buffer was
1854 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1855 * zero.
1856 */
1857 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1858 };
1859
1860
1861 /**
1862 * Context state for transform feedback.
1863 */
1864 struct gl_transform_feedback_state
1865 {
1866 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1867
1868 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1869 struct gl_buffer_object *CurrentBuffer;
1870
1871 /** The table of all transform feedback objects */
1872 struct _mesa_HashTable *Objects;
1873
1874 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1875 struct gl_transform_feedback_object *CurrentObject;
1876
1877 /** The default xform-fb object (Name==0) */
1878 struct gl_transform_feedback_object *DefaultObject;
1879 };
1880
1881
1882 /**
1883 * A "performance monitor" as described in AMD_performance_monitor.
1884 */
1885 struct gl_perf_monitor_object
1886 {
1887 GLuint Name;
1888
1889 /** True if the monitor is currently active (Begin called but not End). */
1890 GLboolean Active;
1891
1892 /**
1893 * True if the monitor has ended.
1894 *
1895 * This is distinct from !Active because it may never have began.
1896 */
1897 GLboolean Ended;
1898
1899 /**
1900 * A list of groups with currently active counters.
1901 *
1902 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1903 */
1904 unsigned *ActiveGroups;
1905
1906 /**
1907 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1908 *
1909 * Checking whether counter 'c' in group 'g' is active can be done via:
1910 *
1911 * BITSET_TEST(ActiveCounters[g], c)
1912 */
1913 GLuint **ActiveCounters;
1914 };
1915
1916
1917 union gl_perf_monitor_counter_value
1918 {
1919 float f;
1920 uint64_t u64;
1921 uint32_t u32;
1922 };
1923
1924
1925 struct gl_perf_monitor_counter
1926 {
1927 /** Human readable name for the counter. */
1928 const char *Name;
1929
1930 /**
1931 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1932 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1933 */
1934 GLenum Type;
1935
1936 /** Minimum counter value. */
1937 union gl_perf_monitor_counter_value Minimum;
1938
1939 /** Maximum counter value. */
1940 union gl_perf_monitor_counter_value Maximum;
1941 };
1942
1943
1944 struct gl_perf_monitor_group
1945 {
1946 /** Human readable name for the group. */
1947 const char *Name;
1948
1949 /**
1950 * Maximum number of counters in this group which can be active at the
1951 * same time.
1952 */
1953 GLuint MaxActiveCounters;
1954
1955 /** Array of counters within this group. */
1956 const struct gl_perf_monitor_counter *Counters;
1957 GLuint NumCounters;
1958 };
1959
1960
1961 /**
1962 * Context state for AMD_performance_monitor.
1963 */
1964 struct gl_perf_monitor_state
1965 {
1966 /** Array of performance monitor groups (indexed by group ID) */
1967 const struct gl_perf_monitor_group *Groups;
1968 GLuint NumGroups;
1969
1970 /** The table of all performance monitors. */
1971 struct _mesa_HashTable *Monitors;
1972 };
1973
1974
1975 /**
1976 * Names of the various vertex/fragment program register files, etc.
1977 *
1978 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1979 * All values should fit in a 4-bit field.
1980 *
1981 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1982 * considered to be "uniform" variables since they can only be set outside
1983 * glBegin/End. They're also all stored in the same Parameters array.
1984 */
1985 typedef enum
1986 {
1987 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1988 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1989 PROGRAM_INPUT, /**< machine->Inputs[] */
1990 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1991 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1992 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1993 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1994 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1995 PROGRAM_ADDRESS, /**< machine->AddressReg */
1996 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1997 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1998 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1999 PROGRAM_FILE_MAX
2000 } gl_register_file;
2001
2002
2003 /**
2004 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2005 * one of these values.
2006 */
2007 typedef enum
2008 {
2009 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
2010 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
2011 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
2012 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
2013 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
2014 SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
2015 SYSTEM_VALUE_MAX /**< Number of values */
2016 } gl_system_value;
2017
2018
2019 /**
2020 * The possible interpolation qualifiers that can be applied to a fragment
2021 * shader input in GLSL.
2022 *
2023 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2024 * gl_fragment_program data structure to 0 causes the default behavior.
2025 */
2026 enum glsl_interp_qualifier
2027 {
2028 INTERP_QUALIFIER_NONE = 0,
2029 INTERP_QUALIFIER_SMOOTH,
2030 INTERP_QUALIFIER_FLAT,
2031 INTERP_QUALIFIER_NOPERSPECTIVE,
2032 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2033 };
2034
2035
2036 /**
2037 * \brief Layout qualifiers for gl_FragDepth.
2038 *
2039 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2040 * a layout qualifier.
2041 *
2042 * \see enum ir_depth_layout
2043 */
2044 enum gl_frag_depth_layout
2045 {
2046 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2047 FRAG_DEPTH_LAYOUT_ANY,
2048 FRAG_DEPTH_LAYOUT_GREATER,
2049 FRAG_DEPTH_LAYOUT_LESS,
2050 FRAG_DEPTH_LAYOUT_UNCHANGED
2051 };
2052
2053
2054 /**
2055 * Base class for any kind of program object
2056 */
2057 struct gl_program
2058 {
2059 GLuint Id;
2060 GLubyte *String; /**< Null-terminated program text */
2061 GLint RefCount;
2062 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2063 GLenum Format; /**< String encoding format */
2064
2065 struct prog_instruction *Instructions;
2066
2067 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2068 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2069 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2070 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2071 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2072 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2073 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2074 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2075
2076 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2077
2078 /**
2079 * For vertex and geometry shaders, true if the program uses the
2080 * gl_ClipDistance output. Ignored for fragment shaders.
2081 */
2082 GLboolean UsesClipDistanceOut;
2083
2084
2085 /** Named parameters, constants, etc. from program text */
2086 struct gl_program_parameter_list *Parameters;
2087
2088 /**
2089 * Local parameters used by the program.
2090 *
2091 * It's dynamically allocated because it is rarely used (just
2092 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2093 * allocated.
2094 */
2095 GLfloat (*LocalParams)[4];
2096
2097 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2098 GLubyte SamplerUnits[MAX_SAMPLERS];
2099
2100 /** Bitmask of which register files are read/written with indirect
2101 * addressing. Mask of (1 << PROGRAM_x) bits.
2102 */
2103 GLbitfield IndirectRegisterFiles;
2104
2105 /** Logical counts */
2106 /*@{*/
2107 GLuint NumInstructions;
2108 GLuint NumTemporaries;
2109 GLuint NumParameters;
2110 GLuint NumAttributes;
2111 GLuint NumAddressRegs;
2112 GLuint NumAluInstructions;
2113 GLuint NumTexInstructions;
2114 GLuint NumTexIndirections;
2115 /*@}*/
2116 /** Native, actual h/w counts */
2117 /*@{*/
2118 GLuint NumNativeInstructions;
2119 GLuint NumNativeTemporaries;
2120 GLuint NumNativeParameters;
2121 GLuint NumNativeAttributes;
2122 GLuint NumNativeAddressRegs;
2123 GLuint NumNativeAluInstructions;
2124 GLuint NumNativeTexInstructions;
2125 GLuint NumNativeTexIndirections;
2126 /*@}*/
2127 };
2128
2129
2130 /** Vertex program object */
2131 struct gl_vertex_program
2132 {
2133 struct gl_program Base; /**< base class */
2134 GLboolean IsPositionInvariant;
2135 };
2136
2137
2138 /** Geometry program object */
2139 struct gl_geometry_program
2140 {
2141 struct gl_program Base; /**< base class */
2142
2143 GLint VerticesIn;
2144 GLint VerticesOut;
2145 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2146 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2147 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2148 GLboolean UsesEndPrimitive;
2149 };
2150
2151
2152 /** Fragment program object */
2153 struct gl_fragment_program
2154 {
2155 struct gl_program Base; /**< base class */
2156 GLboolean UsesKill; /**< shader uses KIL instruction */
2157 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2158 GLboolean OriginUpperLeft;
2159 GLboolean PixelCenterInteger;
2160 enum gl_frag_depth_layout FragDepthLayout;
2161
2162 /**
2163 * GLSL interpolation qualifier associated with each fragment shader input.
2164 * For inputs that do not have an interpolation qualifier specified in
2165 * GLSL, the value is INTERP_QUALIFIER_NONE.
2166 */
2167 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2168
2169 /**
2170 * Bitfield indicating, for each fragment shader input, 1 if that input
2171 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2172 */
2173 GLbitfield64 IsCentroid;
2174
2175 /**
2176 * Bitfield indicating, for each fragment shader input, 1 if that input
2177 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2178 */
2179 GLbitfield64 IsSample;
2180 };
2181
2182
2183 /**
2184 * State common to vertex and fragment programs.
2185 */
2186 struct gl_program_state
2187 {
2188 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2189 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2190 };
2191
2192
2193 /**
2194 * Context state for vertex programs.
2195 */
2196 struct gl_vertex_program_state
2197 {
2198 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2199 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2200 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2201 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2202 /** Computed two sided lighting for fixed function/programs. */
2203 GLboolean _TwoSideEnabled;
2204 struct gl_vertex_program *Current; /**< User-bound vertex program */
2205
2206 /** Currently enabled and valid vertex program (including internal
2207 * programs, user-defined vertex programs and GLSL vertex shaders).
2208 * This is the program we must use when rendering.
2209 */
2210 struct gl_vertex_program *_Current;
2211
2212 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2213
2214 /** Should fixed-function T&L be implemented with a vertex prog? */
2215 GLboolean _MaintainTnlProgram;
2216
2217 /** Program to emulate fixed-function T&L (see above) */
2218 struct gl_vertex_program *_TnlProgram;
2219
2220 /** Cache of fixed-function programs */
2221 struct gl_program_cache *Cache;
2222
2223 GLboolean _Overriden;
2224 };
2225
2226
2227 /**
2228 * Context state for geometry programs.
2229 */
2230 struct gl_geometry_program_state
2231 {
2232 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2233 GLboolean _Enabled; /**< Enabled and valid program? */
2234 struct gl_geometry_program *Current; /**< user-bound geometry program */
2235
2236 /** Currently enabled and valid program (including internal programs
2237 * and compiled shader programs).
2238 */
2239 struct gl_geometry_program *_Current;
2240
2241 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2242
2243 /** Cache of fixed-function programs */
2244 struct gl_program_cache *Cache;
2245 };
2246
2247 /**
2248 * Context state for fragment programs.
2249 */
2250 struct gl_fragment_program_state
2251 {
2252 GLboolean Enabled; /**< User-set fragment program enable flag */
2253 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2254 struct gl_fragment_program *Current; /**< User-bound fragment program */
2255
2256 /** Currently enabled and valid fragment program (including internal
2257 * programs, user-defined fragment programs and GLSL fragment shaders).
2258 * This is the program we must use when rendering.
2259 */
2260 struct gl_fragment_program *_Current;
2261
2262 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2263
2264 /** Should fixed-function texturing be implemented with a fragment prog? */
2265 GLboolean _MaintainTexEnvProgram;
2266
2267 /** Program to emulate fixed-function texture env/combine (see above) */
2268 struct gl_fragment_program *_TexEnvProgram;
2269
2270 /** Cache of fixed-function programs */
2271 struct gl_program_cache *Cache;
2272 };
2273
2274
2275 /**
2276 * ATI_fragment_shader runtime state
2277 */
2278 #define ATI_FS_INPUT_PRIMARY 0
2279 #define ATI_FS_INPUT_SECONDARY 1
2280
2281 struct atifs_instruction;
2282 struct atifs_setupinst;
2283
2284 /**
2285 * ATI fragment shader
2286 */
2287 struct ati_fragment_shader
2288 {
2289 GLuint Id;
2290 GLint RefCount;
2291 struct atifs_instruction *Instructions[2];
2292 struct atifs_setupinst *SetupInst[2];
2293 GLfloat Constants[8][4];
2294 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2295 GLubyte numArithInstr[2];
2296 GLubyte regsAssigned[2];
2297 GLubyte NumPasses; /**< 1 or 2 */
2298 GLubyte cur_pass;
2299 GLubyte last_optype;
2300 GLboolean interpinp1;
2301 GLboolean isValid;
2302 GLuint swizzlerq;
2303 };
2304
2305 /**
2306 * Context state for GL_ATI_fragment_shader
2307 */
2308 struct gl_ati_fragment_shader_state
2309 {
2310 GLboolean Enabled;
2311 GLboolean _Enabled; /**< enabled and valid shader? */
2312 GLboolean Compiling;
2313 GLfloat GlobalConstants[8][4];
2314 struct ati_fragment_shader *Current;
2315 };
2316
2317
2318 /** Set by #pragma directives */
2319 struct gl_sl_pragmas
2320 {
2321 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2322 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2323 GLboolean Optimize; /**< defaults on */
2324 GLboolean Debug; /**< defaults off */
2325 };
2326
2327
2328 /**
2329 * A GLSL vertex or fragment shader object.
2330 */
2331 struct gl_shader
2332 {
2333 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2334 * Must be the first field.
2335 */
2336 GLenum Type;
2337 gl_shader_stage Stage;
2338 GLuint Name; /**< AKA the handle */
2339 GLchar *Label; /**< GL_KHR_debug */
2340 GLint RefCount; /**< Reference count */
2341 GLboolean DeletePending;
2342 GLboolean CompileStatus;
2343 const GLchar *Source; /**< Source code string */
2344 GLuint SourceChecksum; /**< for debug/logging purposes */
2345 struct gl_program *Program; /**< Post-compile assembly code */
2346 GLchar *InfoLog;
2347 struct gl_sl_pragmas Pragmas;
2348
2349 unsigned Version; /**< GLSL version used for linking */
2350 GLboolean IsES; /**< True if this shader uses GLSL ES */
2351
2352 /**
2353 * \name Sampler tracking
2354 *
2355 * \note Each of these fields is only set post-linking.
2356 */
2357 /*@{*/
2358 unsigned num_samplers; /**< Number of samplers used by this shader. */
2359 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2360 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2361 /*@}*/
2362
2363 /**
2364 * Map from sampler unit to texture unit (set by glUniform1i())
2365 *
2366 * A sampler unit is associated with each sampler uniform by the linker.
2367 * The sampler unit associated with each uniform is stored in the
2368 * \c gl_uniform_storage::sampler field.
2369 */
2370 GLubyte SamplerUnits[MAX_SAMPLERS];
2371 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2372 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2373
2374 /**
2375 * Number of default uniform block components used by this shader.
2376 *
2377 * This field is only set post-linking.
2378 */
2379 unsigned num_uniform_components;
2380
2381 /**
2382 * Number of combined uniform components used by this shader.
2383 *
2384 * This field is only set post-linking. It is the sum of the uniform block
2385 * sizes divided by sizeof(float), and num_uniform_compoennts.
2386 */
2387 unsigned num_combined_uniform_components;
2388
2389 /**
2390 * This shader's uniform block information.
2391 *
2392 * The offsets of the variables are assigned only for shaders in a program's
2393 * _LinkedShaders[].
2394 */
2395 struct gl_uniform_block *UniformBlocks;
2396 unsigned NumUniformBlocks;
2397
2398 struct exec_list *ir;
2399 struct glsl_symbol_table *symbols;
2400
2401 bool uses_builtin_functions;
2402
2403 /**
2404 * Geometry shader state from GLSL 1.50 layout qualifiers.
2405 */
2406 struct {
2407 GLint VerticesOut;
2408 /**
2409 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2410 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2411 * shader.
2412 */
2413 GLenum InputType;
2414 /**
2415 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2416 * it's not set in this shader.
2417 */
2418 GLenum OutputType;
2419 } Geom;
2420
2421 /**
2422 * Map from image uniform index to image unit (set by glUniform1i())
2423 *
2424 * An image uniform index is associated with each image uniform by
2425 * the linker. The image index associated with each uniform is
2426 * stored in the \c gl_uniform_storage::image field.
2427 */
2428 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2429
2430 /**
2431 * Access qualifier specified in the shader for each image uniform
2432 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2433 * GL_READ_WRITE.
2434 *
2435 * It may be different, though only more strict than the value of
2436 * \c gl_image_unit::Access for the corresponding image unit.
2437 */
2438 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2439
2440 /**
2441 * Number of image uniforms defined in the shader. It specifies
2442 * the number of valid elements in the \c ImageUnits and \c
2443 * ImageAccess arrays above.
2444 */
2445 GLuint NumImages;
2446 };
2447
2448
2449 struct gl_uniform_buffer_variable
2450 {
2451 char *Name;
2452
2453 /**
2454 * Name of the uniform as seen by glGetUniformIndices.
2455 *
2456 * glGetUniformIndices requires that the block instance index \b not be
2457 * present in the name of queried uniforms.
2458 *
2459 * \note
2460 * \c gl_uniform_buffer_variable::IndexName and
2461 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2462 */
2463 char *IndexName;
2464
2465 const struct glsl_type *Type;
2466 unsigned int Offset;
2467 GLboolean RowMajor;
2468 };
2469
2470
2471 enum gl_uniform_block_packing
2472 {
2473 ubo_packing_std140,
2474 ubo_packing_shared,
2475 ubo_packing_packed
2476 };
2477
2478
2479 struct gl_uniform_block
2480 {
2481 /** Declared name of the uniform block */
2482 char *Name;
2483
2484 /** Array of supplemental information about UBO ir_variables. */
2485 struct gl_uniform_buffer_variable *Uniforms;
2486 GLuint NumUniforms;
2487
2488 /**
2489 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2490 * with glBindBufferBase to bind a buffer object to this uniform block. When
2491 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2492 */
2493 GLuint Binding;
2494
2495 /**
2496 * Minimum size of a buffer object to back this uniform buffer
2497 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2498 */
2499 GLuint UniformBufferSize;
2500
2501 /**
2502 * Layout specified in the shader
2503 *
2504 * This isn't accessible through the API, but it is used while
2505 * cross-validating uniform blocks.
2506 */
2507 enum gl_uniform_block_packing _Packing;
2508 };
2509
2510 /**
2511 * Structure that represents a reference to an atomic buffer from some
2512 * shader program.
2513 */
2514 struct gl_active_atomic_buffer
2515 {
2516 /** Uniform indices of the atomic counters declared within it. */
2517 GLuint *Uniforms;
2518 GLuint NumUniforms;
2519
2520 /** Binding point index associated with it. */
2521 GLuint Binding;
2522
2523 /** Minimum reasonable size it is expected to have. */
2524 GLuint MinimumSize;
2525
2526 /** Shader stages making use of it. */
2527 GLboolean StageReferences[MESA_SHADER_STAGES];
2528 };
2529
2530 /**
2531 * A GLSL program object.
2532 * Basically a linked collection of vertex and fragment shaders.
2533 */
2534 struct gl_shader_program
2535 {
2536 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2537 GLuint Name; /**< aka handle or ID */
2538 GLchar *Label; /**< GL_KHR_debug */
2539 GLint RefCount; /**< Reference count */
2540 GLboolean DeletePending;
2541
2542 /**
2543 * Is the application intending to glGetProgramBinary this program?
2544 */
2545 GLboolean BinaryRetreivableHint;
2546
2547 /**
2548 * Flags that the linker should not reject the program if it lacks
2549 * a vertex or fragment shader. GLES2 doesn't allow separate
2550 * shader objects, and would reject them. However, we internally
2551 * build separate shader objects for fixed function programs, which
2552 * we use for drivers/common/meta.c and for handling
2553 * _mesa_update_state with no program bound (for example in
2554 * glClear()).
2555 */
2556 GLboolean InternalSeparateShader;
2557
2558 GLuint NumShaders; /**< number of attached shaders */
2559 struct gl_shader **Shaders; /**< List of attached the shaders */
2560
2561 /**
2562 * User-defined attribute bindings
2563 *
2564 * These are set via \c glBindAttribLocation and are used to direct the
2565 * GLSL linker. These are \b not the values used in the compiled shader,
2566 * and they are \b not the values returned by \c glGetAttribLocation.
2567 */
2568 struct string_to_uint_map *AttributeBindings;
2569
2570 /**
2571 * User-defined fragment data bindings
2572 *
2573 * These are set via \c glBindFragDataLocation and are used to direct the
2574 * GLSL linker. These are \b not the values used in the compiled shader,
2575 * and they are \b not the values returned by \c glGetFragDataLocation.
2576 */
2577 struct string_to_uint_map *FragDataBindings;
2578 struct string_to_uint_map *FragDataIndexBindings;
2579
2580 /**
2581 * Transform feedback varyings last specified by
2582 * glTransformFeedbackVaryings().
2583 *
2584 * For the current set of transform feeedback varyings used for transform
2585 * feedback output, see LinkedTransformFeedback.
2586 */
2587 struct {
2588 GLenum BufferMode;
2589 GLuint NumVarying;
2590 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2591 } TransformFeedback;
2592
2593 /** Post-link transform feedback info. */
2594 struct gl_transform_feedback_info LinkedTransformFeedback;
2595
2596 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2597 enum gl_frag_depth_layout FragDepthLayout;
2598
2599 /**
2600 * Geometry shader state - copied into gl_geometry_program by
2601 * _mesa_copy_linked_program_data().
2602 */
2603 struct {
2604 GLint VerticesIn;
2605 GLint VerticesOut;
2606 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2607 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2608 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2609 /**
2610 * True if gl_ClipDistance is written to. Copied into
2611 * gl_geometry_program by _mesa_copy_linked_program_data().
2612 */
2613 GLboolean UsesClipDistance;
2614 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2615 0 if not present. */
2616 GLboolean UsesEndPrimitive;
2617 } Geom;
2618
2619 /** Vertex shader state */
2620 struct {
2621 /**
2622 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2623 * by _mesa_copy_linked_program_data().
2624 */
2625 GLboolean UsesClipDistance;
2626 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2627 0 if not present. */
2628 } Vert;
2629
2630 /* post-link info: */
2631 unsigned NumUserUniformStorage;
2632 struct gl_uniform_storage *UniformStorage;
2633
2634 /**
2635 * Size of the gl_ClipDistance array that is output from the last pipeline
2636 * stage before the fragment shader.
2637 */
2638 unsigned LastClipDistanceArraySize;
2639
2640 struct gl_uniform_block *UniformBlocks;
2641 unsigned NumUniformBlocks;
2642
2643 /**
2644 * Scale factor for the uniform base location
2645 *
2646 * This is used to generate locations (returned by \c glGetUniformLocation)
2647 * of uniforms. The base location of the uniform is multiplied by this
2648 * value, and the array index is added.
2649 *
2650 * \note
2651 * Must be >= 1.
2652 *
2653 * \sa
2654 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2655 */
2656 unsigned UniformLocationBaseScale;
2657
2658 /**
2659 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2660 * they're used in, or -1.
2661 *
2662 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2663 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2664 */
2665 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2666
2667 /**
2668 * Map of active uniform names to locations
2669 *
2670 * Maps any active uniform that is not an array element to a location.
2671 * Each active uniform, including individual structure members will appear
2672 * in this map. This roughly corresponds to the set of names that would be
2673 * enumerated by \c glGetActiveUniform.
2674 */
2675 struct string_to_uint_map *UniformHash;
2676
2677 struct gl_active_atomic_buffer *AtomicBuffers;
2678 unsigned NumAtomicBuffers;
2679
2680 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2681 GLboolean Validated;
2682 GLboolean _Used; /**< Ever used for drawing? */
2683 GLchar *InfoLog;
2684
2685 unsigned Version; /**< GLSL version used for linking */
2686 GLboolean IsES; /**< True if this program uses GLSL ES */
2687
2688 /**
2689 * Per-stage shaders resulting from the first stage of linking.
2690 *
2691 * Set of linked shaders for this program. The array is accessed using the
2692 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2693 * \c NULL.
2694 */
2695 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2696 };
2697
2698
2699 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2700 #define GLSL_LOG 0x2 /**< Write shaders to files */
2701 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2702 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2703 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2704 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2705 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2706 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2707 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2708 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2709
2710
2711 /**
2712 * Context state for GLSL vertex/fragment shaders.
2713 */
2714 struct gl_shader_state
2715 {
2716 /**
2717 * Programs used for rendering
2718 *
2719 * There is a separate program set for each shader stage. If
2720 * GL_EXT_separate_shader_objects is not supported, each of these must point
2721 * to \c NULL or to the same program.
2722 */
2723 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2724
2725 struct gl_shader_program *_CurrentFragmentProgram;
2726
2727 /**
2728 * Program used by glUniform calls.
2729 *
2730 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2731 */
2732 struct gl_shader_program *ActiveProgram;
2733
2734 GLbitfield Flags; /**< Mask of GLSL_x flags */
2735 };
2736
2737
2738 /**
2739 * Compiler options for a single GLSL shaders type
2740 */
2741 struct gl_shader_compiler_options
2742 {
2743 /** Driver-selectable options: */
2744 GLboolean EmitCondCodes; /**< Use condition codes? */
2745 GLboolean EmitNoLoops;
2746 GLboolean EmitNoFunctions;
2747 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2748 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2749 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2750 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2751 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2752
2753 /**
2754 * \name Forms of indirect addressing the driver cannot do.
2755 */
2756 /*@{*/
2757 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2758 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2759 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2760 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2761 /*@}*/
2762
2763 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2764 GLuint MaxUnrollIterations;
2765
2766 /**
2767 * Optimize code for array of structures backends.
2768 *
2769 * This is a proxy for:
2770 * - preferring DP4 instructions (rather than MUL/MAD) for
2771 * matrix * vector operations, such as position transformation.
2772 */
2773 GLboolean OptimizeForAOS;
2774
2775 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2776 };
2777
2778
2779 /**
2780 * Occlusion/timer query object.
2781 */
2782 struct gl_query_object
2783 {
2784 GLenum Target; /**< The query target, when active */
2785 GLuint Id; /**< hash table ID/name */
2786 GLchar *Label; /**< GL_KHR_debug */
2787 GLuint64EXT Result; /**< the counter */
2788 GLboolean Active; /**< inside Begin/EndQuery */
2789 GLboolean Ready; /**< result is ready? */
2790 GLboolean EverBound;/**< has query object ever been bound */
2791 };
2792
2793
2794 /**
2795 * Context state for query objects.
2796 */
2797 struct gl_query_state
2798 {
2799 struct _mesa_HashTable *QueryObjects;
2800 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2801 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2802
2803 /** GL_NV_conditional_render */
2804 struct gl_query_object *CondRenderQuery;
2805
2806 /** GL_EXT_transform_feedback */
2807 struct gl_query_object *PrimitivesGenerated;
2808 struct gl_query_object *PrimitivesWritten;
2809
2810 /** GL_ARB_timer_query */
2811 struct gl_query_object *TimeElapsed;
2812
2813 GLenum CondRenderMode;
2814 };
2815
2816
2817 /** Sync object state */
2818 struct gl_sync_object
2819 {
2820 GLenum Type; /**< GL_SYNC_FENCE */
2821 GLuint Name; /**< Fence name */
2822 GLchar *Label; /**< GL_KHR_debug */
2823 GLint RefCount; /**< Reference count */
2824 GLboolean DeletePending; /**< Object was deleted while there were still
2825 * live references (e.g., sync not yet finished)
2826 */
2827 GLenum SyncCondition;
2828 GLbitfield Flags; /**< Flags passed to glFenceSync */
2829 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2830 };
2831
2832
2833 /**
2834 * State which can be shared by multiple contexts:
2835 */
2836 struct gl_shared_state
2837 {
2838 _glthread_Mutex Mutex; /**< for thread safety */
2839 GLint RefCount; /**< Reference count */
2840 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2841 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2842
2843 /** Default texture objects (shared by all texture units) */
2844 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2845
2846 /** Fallback texture used when a bound texture is incomplete */
2847 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2848
2849 /**
2850 * \name Thread safety and statechange notification for texture
2851 * objects.
2852 *
2853 * \todo Improve the granularity of locking.
2854 */
2855 /*@{*/
2856 _glthread_Mutex TexMutex; /**< texobj thread safety */
2857 GLuint TextureStateStamp; /**< state notification for shared tex */
2858 /*@}*/
2859
2860 /** Default buffer object for vertex arrays that aren't in VBOs */
2861 struct gl_buffer_object *NullBufferObj;
2862
2863 /**
2864 * \name Vertex/geometry/fragment programs
2865 */
2866 /*@{*/
2867 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2868 struct gl_vertex_program *DefaultVertexProgram;
2869 struct gl_fragment_program *DefaultFragmentProgram;
2870 struct gl_geometry_program *DefaultGeometryProgram;
2871 /*@}*/
2872
2873 /* GL_ATI_fragment_shader */
2874 struct _mesa_HashTable *ATIShaders;
2875 struct ati_fragment_shader *DefaultFragmentShader;
2876
2877 struct _mesa_HashTable *BufferObjects;
2878
2879 /** Table of both gl_shader and gl_shader_program objects */
2880 struct _mesa_HashTable *ShaderObjects;
2881
2882 /* GL_EXT_framebuffer_object */
2883 struct _mesa_HashTable *RenderBuffers;
2884 struct _mesa_HashTable *FrameBuffers;
2885
2886 /* GL_ARB_sync */
2887 struct set *SyncObjects;
2888
2889 /** GL_ARB_sampler_objects */
2890 struct _mesa_HashTable *SamplerObjects;
2891
2892 /**
2893 * Some context in this share group was affected by a GPU reset
2894 *
2895 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2896 * been affected by a GPU reset must also return
2897 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2898 *
2899 * Once this field becomes true, it is never reset to false.
2900 */
2901 bool ShareGroupReset;
2902 };
2903
2904
2905
2906 /**
2907 * Renderbuffers represent drawing surfaces such as color, depth and/or
2908 * stencil. A framebuffer object has a set of renderbuffers.
2909 * Drivers will typically derive subclasses of this type.
2910 */
2911 struct gl_renderbuffer
2912 {
2913 _glthread_Mutex Mutex; /**< for thread safety */
2914 GLuint ClassID; /**< Useful for drivers */
2915 GLuint Name;
2916 GLchar *Label; /**< GL_KHR_debug */
2917 GLint RefCount;
2918 GLuint Width, Height;
2919 GLuint Depth;
2920 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2921 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2922 /**
2923 * True for renderbuffers that wrap textures, giving the driver a chance to
2924 * flush render caches through the FinishRenderTexture hook.
2925 *
2926 * Drivers may also set this on renderbuffers other than those generated by
2927 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2928 * called without a rb->TexImage.
2929 */
2930 GLboolean NeedsFinishRenderTexture;
2931 GLubyte NumSamples;
2932 GLenum InternalFormat; /**< The user-specified format */
2933 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2934 GL_STENCIL_INDEX. */
2935 mesa_format Format; /**< The actual renderbuffer memory format */
2936 /**
2937 * Pointer to the texture image if this renderbuffer wraps a texture,
2938 * otherwise NULL.
2939 *
2940 * Note that the reference on the gl_texture_object containing this
2941 * TexImage is held by the gl_renderbuffer_attachment.
2942 */
2943 struct gl_texture_image *TexImage;
2944
2945 /** Delete this renderbuffer */
2946 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2947
2948 /** Allocate new storage for this renderbuffer */
2949 GLboolean (*AllocStorage)(struct gl_context *ctx,
2950 struct gl_renderbuffer *rb,
2951 GLenum internalFormat,
2952 GLuint width, GLuint height);
2953 };
2954
2955
2956 /**
2957 * A renderbuffer attachment points to either a texture object (and specifies
2958 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2959 */
2960 struct gl_renderbuffer_attachment
2961 {
2962 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2963 GLboolean Complete;
2964
2965 /**
2966 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2967 * application supplied renderbuffer object.
2968 */
2969 struct gl_renderbuffer *Renderbuffer;
2970
2971 /**
2972 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2973 * supplied texture object.
2974 */
2975 struct gl_texture_object *Texture;
2976 GLuint TextureLevel; /**< Attached mipmap level. */
2977 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2978 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2979 * and 2D array textures */
2980 GLboolean Layered;
2981 };
2982
2983
2984 /**
2985 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2986 * In C++ terms, think of this as a base class from which device drivers
2987 * will make derived classes.
2988 */
2989 struct gl_framebuffer
2990 {
2991 _glthread_Mutex Mutex; /**< for thread safety */
2992 /**
2993 * If zero, this is a window system framebuffer. If non-zero, this
2994 * is a FBO framebuffer; note that for some devices (i.e. those with
2995 * a natural pixel coordinate system for FBOs that differs from the
2996 * OpenGL/Mesa coordinate system), this means that the viewport,
2997 * polygon face orientation, and polygon stipple will have to be inverted.
2998 */
2999 GLuint Name;
3000 GLchar *Label; /**< GL_KHR_debug */
3001
3002 GLint RefCount;
3003 GLboolean DeletePending;
3004
3005 /**
3006 * The framebuffer's visual. Immutable if this is a window system buffer.
3007 * Computed from attachments if user-made FBO.
3008 */
3009 struct gl_config Visual;
3010
3011 GLuint Width, Height; /**< size of frame buffer in pixels */
3012
3013 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3014 /*@{*/
3015 GLint _Xmin, _Xmax; /**< inclusive */
3016 GLint _Ymin, _Ymax; /**< exclusive */
3017 /*@}*/
3018
3019 /** \name Derived Z buffer stuff */
3020 /*@{*/
3021 GLuint _DepthMax; /**< Max depth buffer value */
3022 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3023 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3024 /*@}*/
3025
3026 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3027 GLenum _Status;
3028
3029 /** Integer color values */
3030 GLboolean _IntegerColor;
3031
3032 /* ARB_color_buffer_float */
3033 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3034 GLboolean _HasSNormOrFloatColorBuffer;
3035
3036 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3037 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3038
3039 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3040 * attribute group and GL_PIXEL attribute group, respectively.
3041 */
3042 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3043 GLenum ColorReadBuffer;
3044
3045 /** Computed from ColorDraw/ReadBuffer above */
3046 GLuint _NumColorDrawBuffers;
3047 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3048 GLint _ColorReadBufferIndex; /* -1 = None */
3049 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3050 struct gl_renderbuffer *_ColorReadBuffer;
3051
3052 /**
3053 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3054 * is not layered. For cube maps and cube map arrays, each cube face
3055 * counts as a layer.
3056 */
3057 GLuint MaxNumLayers;
3058
3059 /** Delete this framebuffer */
3060 void (*Delete)(struct gl_framebuffer *fb);
3061 };
3062
3063
3064 /**
3065 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3066 */
3067 struct gl_precision
3068 {
3069 GLushort RangeMin; /**< min value exponent */
3070 GLushort RangeMax; /**< max value exponent */
3071 GLushort Precision; /**< number of mantissa bits */
3072 };
3073
3074
3075 /**
3076 * Limits for vertex, geometry and fragment programs/shaders.
3077 */
3078 struct gl_program_constants
3079 {
3080 /* logical limits */
3081 GLuint MaxInstructions;
3082 GLuint MaxAluInstructions;
3083 GLuint MaxTexInstructions;
3084 GLuint MaxTexIndirections;
3085 GLuint MaxAttribs;
3086 GLuint MaxTemps;
3087 GLuint MaxAddressRegs;
3088 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3089 GLuint MaxParameters;
3090 GLuint MaxLocalParams;
3091 GLuint MaxEnvParams;
3092 /* native/hardware limits */
3093 GLuint MaxNativeInstructions;
3094 GLuint MaxNativeAluInstructions;
3095 GLuint MaxNativeTexInstructions;
3096 GLuint MaxNativeTexIndirections;
3097 GLuint MaxNativeAttribs;
3098 GLuint MaxNativeTemps;
3099 GLuint MaxNativeAddressRegs;
3100 GLuint MaxNativeParameters;
3101 /* For shaders */
3102 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3103
3104 /**
3105 * \name Per-stage input / output limits
3106 *
3107 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3108 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3109 * ES). This is stored as \c gl_constants::MaxVarying.
3110 *
3111 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3112 * variables. Each stage as a certain number of outputs that it can feed
3113 * to the next stage and a certain number inputs that it can consume from
3114 * the previous stage.
3115 *
3116 * Vertex shader inputs do not participate this in this accounting.
3117 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3118 *
3119 * Fragment shader outputs do not participate this in this accounting.
3120 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3121 */
3122 /*@{*/
3123 GLuint MaxInputComponents;
3124 GLuint MaxOutputComponents;
3125 /*@}*/
3126
3127 /* ES 2.0 and GL_ARB_ES2_compatibility */
3128 struct gl_precision LowFloat, MediumFloat, HighFloat;
3129 struct gl_precision LowInt, MediumInt, HighInt;
3130 /* GL_ARB_uniform_buffer_object */
3131 GLuint MaxUniformBlocks;
3132 GLuint MaxCombinedUniformComponents;
3133 GLuint MaxTextureImageUnits;
3134
3135 /* GL_ARB_shader_atomic_counters */
3136 GLuint MaxAtomicBuffers;
3137 GLuint MaxAtomicCounters;
3138
3139 /* GL_ARB_shader_image_load_store */
3140 GLuint MaxImageUniforms;
3141 };
3142
3143
3144 /**
3145 * Constants which may be overridden by device driver during context creation
3146 * but are never changed after that.
3147 */
3148 struct gl_constants
3149 {
3150 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3151 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3152 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3153 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3154 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3155 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3156 GLuint MaxTextureCoordUnits;
3157 GLuint MaxCombinedTextureImageUnits;
3158 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3159 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3160 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3161 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3162
3163 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3164
3165 GLuint MaxArrayLockSize;
3166
3167 GLint SubPixelBits;
3168
3169 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3170 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3171 GLfloat PointSizeGranularity;
3172 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3173 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3174 GLfloat LineWidthGranularity;
3175
3176 GLuint MaxClipPlanes;
3177 GLuint MaxLights;
3178 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3179 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3180
3181 GLuint MaxViewportWidth, MaxViewportHeight;
3182 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3183 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3184 struct {
3185 GLfloat Min;
3186 GLfloat Max;
3187 } ViewportBounds; /**< GL_ARB_viewport_array */
3188
3189 struct gl_program_constants Program[MESA_SHADER_STAGES];
3190 GLuint MaxProgramMatrices;
3191 GLuint MaxProgramMatrixStackDepth;
3192
3193 struct {
3194 GLuint SamplesPassed;
3195 GLuint TimeElapsed;
3196 GLuint Timestamp;
3197 GLuint PrimitivesGenerated;
3198 GLuint PrimitivesWritten;
3199 } QueryCounterBits;
3200
3201 /** vertex array / buffer object bounds checking */
3202 GLboolean CheckArrayBounds;
3203
3204 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3205
3206 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3207 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3208 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3209
3210 /** Number of varying vectors between any two shader stages. */
3211 GLuint MaxVarying;
3212
3213 /** @{
3214 * GL_ARB_uniform_buffer_object
3215 */
3216 GLuint MaxCombinedUniformBlocks;
3217 GLuint MaxUniformBufferBindings;
3218 GLuint MaxUniformBlockSize;
3219 GLuint UniformBufferOffsetAlignment;
3220 /** @} */
3221
3222 /** GL_ARB_geometry_shader4 */
3223 GLuint MaxGeometryOutputVertices;
3224 GLuint MaxGeometryTotalOutputComponents;
3225
3226 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3227
3228 /**
3229 * Changes default GLSL extension behavior from "error" to "warn". It's out
3230 * of spec, but it can make some apps work that otherwise wouldn't.
3231 */
3232 GLboolean ForceGLSLExtensionsWarn;
3233
3234 /**
3235 * If non-zero, forces GLSL shaders without the #version directive to behave
3236 * as if they began with "#version ForceGLSLVersion".
3237 */
3238 GLuint ForceGLSLVersion;
3239
3240 /**
3241 * Does the driver support real 32-bit integers? (Otherwise, integers are
3242 * simulated via floats.)
3243 */
3244 GLboolean NativeIntegers;
3245
3246 /**
3247 * If the driver supports real 32-bit integers, what integer value should be
3248 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3249 */
3250 GLuint UniformBooleanTrue;
3251
3252 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3253 GLbitfield SupportedBumpUnits;
3254
3255 /**
3256 * Maximum amount of time, measured in nanseconds, that the server can wait.
3257 */
3258 GLuint64 MaxServerWaitTimeout;
3259
3260 /** GL_EXT_provoking_vertex */
3261 GLboolean QuadsFollowProvokingVertexConvention;
3262
3263 /** OpenGL version 3.0 */
3264 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3265
3266 /** OpenGL version 3.2 */
3267 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3268
3269 /** GL_EXT_transform_feedback */
3270 GLuint MaxTransformFeedbackBuffers;
3271 GLuint MaxTransformFeedbackSeparateComponents;
3272 GLuint MaxTransformFeedbackInterleavedComponents;
3273 GLuint MaxVertexStreams;
3274
3275 /** GL_EXT_gpu_shader4 */
3276 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3277
3278 /** GL_ARB_texture_gather */
3279 GLuint MinProgramTextureGatherOffset;
3280 GLuint MaxProgramTextureGatherOffset;
3281 GLuint MaxProgramTextureGatherComponents;
3282
3283 /* GL_ARB_robustness */
3284 GLenum ResetStrategy;
3285
3286 /* GL_ARB_blend_func_extended */
3287 GLuint MaxDualSourceDrawBuffers;
3288
3289 /**
3290 * Whether the implementation strips out and ignores texture borders.
3291 *
3292 * Many GPU hardware implementations don't support rendering with texture
3293 * borders and mipmapped textures. (Note: not static border color, but the
3294 * old 1-pixel border around each edge). Implementations then have to do
3295 * slow fallbacks to be correct, or just ignore the border and be fast but
3296 * wrong. Setting the flag strips the border off of TexImage calls,
3297 * providing "fast but wrong" at significantly reduced driver complexity.
3298 *
3299 * Texture borders are deprecated in GL 3.0.
3300 **/
3301 GLboolean StripTextureBorder;
3302
3303 /**
3304 * For drivers which can do a better job at eliminating unused uniforms
3305 * than the GLSL compiler.
3306 *
3307 * XXX Remove these as soon as a better solution is available.
3308 */
3309 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3310
3311 /**
3312 * Force software support for primitive restart in the VBO module.
3313 */
3314 GLboolean PrimitiveRestartInSoftware;
3315
3316 /**
3317 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3318 * than passing the transform feedback object to the drawing function.
3319 */
3320 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3321
3322 /** GL_ARB_map_buffer_alignment */
3323 GLuint MinMapBufferAlignment;
3324
3325 /**
3326 * Disable varying packing. This is out of spec, but potentially useful
3327 * for older platforms that supports a limited number of texture
3328 * indirections--on these platforms, unpacking the varyings in the fragment
3329 * shader increases the number of texture indirections by 1, which might
3330 * make some shaders not executable at all.
3331 *
3332 * Drivers that support transform feedback must set this value to GL_FALSE.
3333 */
3334 GLboolean DisableVaryingPacking;
3335
3336 /*
3337 * Maximum value supported for an index in DrawElements and friends.
3338 *
3339 * This must be at least (1ull<<24)-1. The default value is
3340 * (1ull<<32)-1.
3341 *
3342 * \since ES 3.0 or GL_ARB_ES3_compatibility
3343 * \sa _mesa_init_constants
3344 */
3345 GLuint64 MaxElementIndex;
3346
3347 /**
3348 * Disable interpretation of line continuations (lines ending with a
3349 * backslash character ('\') in GLSL source.
3350 */
3351 GLboolean DisableGLSLLineContinuations;
3352
3353 /** GL_ARB_texture_multisample */
3354 GLint MaxColorTextureSamples;
3355 GLint MaxDepthTextureSamples;
3356 GLint MaxIntegerSamples;
3357
3358 /** GL_ARB_shader_atomic_counters */
3359 GLuint MaxAtomicBufferBindings;
3360 GLuint MaxAtomicBufferSize;
3361 GLuint MaxCombinedAtomicBuffers;
3362 GLuint MaxCombinedAtomicCounters;
3363
3364 /** GL_ARB_vertex_attrib_binding */
3365 GLint MaxVertexAttribRelativeOffset;
3366 GLint MaxVertexAttribBindings;
3367
3368 /* GL_ARB_shader_image_load_store */
3369 GLuint MaxImageUnits;
3370 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3371 GLuint MaxImageSamples;
3372 GLuint MaxCombinedImageUniforms;
3373 };
3374
3375
3376 /**
3377 * Enable flag for each OpenGL extension. Different device drivers will
3378 * enable different extensions at runtime.
3379 */
3380 struct gl_extensions
3381 {
3382 GLboolean dummy; /* don't remove this! */
3383 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3384 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3385 GLboolean ANGLE_texture_compression_dxt;
3386 GLboolean ARB_ES2_compatibility;
3387 GLboolean ARB_ES3_compatibility;
3388 GLboolean ARB_arrays_of_arrays;
3389 GLboolean ARB_base_instance;
3390 GLboolean ARB_blend_func_extended;
3391 GLboolean ARB_color_buffer_float;
3392 GLboolean ARB_conservative_depth;
3393 GLboolean ARB_depth_buffer_float;
3394 GLboolean ARB_depth_clamp;
3395 GLboolean ARB_depth_texture;
3396 GLboolean ARB_draw_buffers_blend;
3397 GLboolean ARB_draw_elements_base_vertex;
3398 GLboolean ARB_draw_indirect;
3399 GLboolean ARB_draw_instanced;
3400 GLboolean ARB_fragment_coord_conventions;
3401 GLboolean ARB_fragment_program;
3402 GLboolean ARB_fragment_program_shadow;
3403 GLboolean ARB_fragment_shader;
3404 GLboolean ARB_framebuffer_object;
3405 GLboolean ARB_explicit_attrib_location;
3406 GLboolean ARB_geometry_shader4;
3407 GLboolean ARB_gpu_shader5;
3408 GLboolean ARB_half_float_pixel;
3409 GLboolean ARB_half_float_vertex;
3410 GLboolean ARB_instanced_arrays;
3411 GLboolean ARB_internalformat_query;
3412 GLboolean ARB_map_buffer_range;
3413 GLboolean ARB_occlusion_query;
3414 GLboolean ARB_occlusion_query2;
3415 GLboolean ARB_point_sprite;
3416 GLboolean ARB_sample_shading;
3417 GLboolean ARB_seamless_cube_map;
3418 GLboolean ARB_shader_atomic_counters;
3419 GLboolean ARB_shader_bit_encoding;
3420 GLboolean ARB_shader_image_load_store;
3421 GLboolean ARB_shader_stencil_export;
3422 GLboolean ARB_shader_texture_lod;
3423 GLboolean ARB_shading_language_packing;
3424 GLboolean ARB_shading_language_420pack;
3425 GLboolean ARB_shadow;
3426 GLboolean ARB_sync;
3427 GLboolean ARB_texture_border_clamp;
3428 GLboolean ARB_texture_buffer_object;
3429 GLboolean ARB_texture_buffer_object_rgb32;
3430 GLboolean ARB_texture_buffer_range;
3431 GLboolean ARB_texture_compression_rgtc;
3432 GLboolean ARB_texture_cube_map;
3433 GLboolean ARB_texture_cube_map_array;
3434 GLboolean ARB_texture_env_combine;
3435 GLboolean ARB_texture_env_crossbar;
3436 GLboolean ARB_texture_env_dot3;
3437 GLboolean ARB_texture_float;
3438 GLboolean ARB_texture_gather;
3439 GLboolean ARB_texture_mirror_clamp_to_edge;
3440 GLboolean ARB_texture_multisample;
3441 GLboolean ARB_texture_non_power_of_two;
3442 GLboolean ARB_texture_query_levels;
3443 GLboolean ARB_texture_query_lod;
3444 GLboolean ARB_texture_rg;
3445 GLboolean ARB_texture_rgb10_a2ui;
3446 GLboolean ARB_texture_view;
3447 GLboolean ARB_timer_query;
3448 GLboolean ARB_transform_feedback2;
3449 GLboolean ARB_transform_feedback3;
3450 GLboolean ARB_transform_feedback_instanced;
3451 GLboolean ARB_uniform_buffer_object;
3452 GLboolean ARB_vertex_program;
3453 GLboolean ARB_vertex_shader;
3454 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3455 GLboolean ARB_vertex_type_2_10_10_10_rev;
3456 GLboolean ARB_viewport_array;
3457 GLboolean EXT_blend_color;
3458 GLboolean EXT_blend_equation_separate;
3459 GLboolean EXT_blend_func_separate;
3460 GLboolean EXT_blend_minmax;
3461 GLboolean EXT_depth_bounds_test;
3462 GLboolean EXT_draw_buffers2;
3463 GLboolean EXT_framebuffer_multisample;
3464 GLboolean EXT_framebuffer_multisample_blit_scaled;
3465 GLboolean EXT_framebuffer_sRGB;
3466 GLboolean EXT_gpu_program_parameters;
3467 GLboolean EXT_gpu_shader4;
3468 GLboolean EXT_packed_float;
3469 GLboolean EXT_pixel_buffer_object;
3470 GLboolean EXT_point_parameters;
3471 GLboolean EXT_provoking_vertex;
3472 GLboolean EXT_separate_shader_objects;
3473 GLboolean EXT_shader_integer_mix;
3474 GLboolean EXT_stencil_two_side;
3475 GLboolean EXT_texture3D;
3476 GLboolean EXT_texture_array;
3477 GLboolean EXT_texture_compression_latc;
3478 GLboolean EXT_texture_compression_s3tc;
3479 GLboolean EXT_texture_env_dot3;
3480 GLboolean EXT_texture_filter_anisotropic;
3481 GLboolean EXT_texture_integer;
3482 GLboolean EXT_texture_mirror_clamp;
3483 GLboolean EXT_texture_shared_exponent;
3484 GLboolean EXT_texture_snorm;
3485 GLboolean EXT_texture_sRGB;
3486 GLboolean EXT_texture_sRGB_decode;
3487 GLboolean EXT_texture_swizzle;
3488 GLboolean EXT_transform_feedback;
3489 GLboolean EXT_timer_query;
3490 GLboolean EXT_vertex_array_bgra;
3491 GLboolean OES_standard_derivatives;
3492 /* vendor extensions */
3493 GLboolean AMD_performance_monitor;
3494 GLboolean AMD_seamless_cubemap_per_texture;
3495 GLboolean AMD_vertex_shader_layer;
3496 GLboolean APPLE_object_purgeable;
3497 GLboolean ATI_envmap_bumpmap;
3498 GLboolean ATI_texture_compression_3dc;
3499 GLboolean ATI_texture_mirror_once;
3500 GLboolean ATI_texture_env_combine3;
3501 GLboolean ATI_fragment_shader;
3502 GLboolean ATI_separate_stencil;
3503 GLboolean MESA_pack_invert;
3504 GLboolean MESA_ycbcr_texture;
3505 GLboolean NV_conditional_render;
3506 GLboolean NV_fog_distance;
3507 GLboolean NV_fragment_program_option;
3508 GLboolean NV_point_sprite;
3509 GLboolean NV_primitive_restart;
3510 GLboolean NV_texture_barrier;
3511 GLboolean NV_texture_env_combine4;
3512 GLboolean NV_texture_rectangle;
3513 GLboolean NV_vdpau_interop;
3514 GLboolean TDFX_texture_compression_FXT1;
3515 GLboolean OES_EGL_image;
3516 GLboolean OES_draw_texture;
3517 GLboolean OES_depth_texture_cube_map;
3518 GLboolean OES_EGL_image_external;
3519 GLboolean OES_compressed_ETC1_RGB8_texture;
3520 GLboolean extension_sentinel;
3521 /** The extension string */
3522 const GLubyte *String;
3523 /** Number of supported extensions */
3524 GLuint Count;
3525 };
3526
3527
3528 /**
3529 * A stack of matrices (projection, modelview, color, texture, etc).
3530 */
3531 struct gl_matrix_stack
3532 {
3533 GLmatrix *Top; /**< points into Stack */
3534 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3535 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3536 GLuint MaxDepth; /**< size of Stack[] array */
3537 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3538 };
3539
3540
3541 /**
3542 * \name Bits for image transfer operations
3543 * \sa __struct gl_contextRec::ImageTransferState.
3544 */
3545 /*@{*/
3546 #define IMAGE_SCALE_BIAS_BIT 0x1
3547 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3548 #define IMAGE_MAP_COLOR_BIT 0x4
3549 #define IMAGE_CLAMP_BIT 0x800
3550
3551
3552 /** Pixel Transfer ops */
3553 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3554 IMAGE_SHIFT_OFFSET_BIT | \
3555 IMAGE_MAP_COLOR_BIT)
3556
3557 /**
3558 * \name Bits to indicate what state has changed.
3559 */
3560 /*@{*/
3561 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3562 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3563 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3564 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3565 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3566 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3567 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3568 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3569 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3570 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3571 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3572 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3573 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3574 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3575 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3576 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3577 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3578 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3579 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3580 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3581 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3582 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3583 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3584 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3585 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3586 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3587 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3588 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3589 #define _NEW_BUFFER_OBJECT (1 << 28)
3590 #define _NEW_FRAG_CLAMP (1 << 29)
3591 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3592 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3593 #define _NEW_ALL ~0
3594 /*@}*/
3595
3596
3597 /**
3598 * Composite state flags
3599 */
3600 /*@{*/
3601 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3602 _NEW_TEXTURE | \
3603 _NEW_POINT | \
3604 _NEW_PROGRAM | \
3605 _NEW_MODELVIEW)
3606
3607 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3608 _NEW_FOG | \
3609 _NEW_PROGRAM)
3610
3611
3612 /*@}*/
3613
3614
3615
3616
3617 /* This has to be included here. */
3618 #include "dd.h"
3619
3620
3621 /**
3622 * Display list flags.
3623 * Strictly this is a tnl-private concept, but it doesn't seem
3624 * worthwhile adding a tnl private structure just to hold this one bit
3625 * of information:
3626 */
3627 #define DLIST_DANGLING_REFS 0x1
3628
3629
3630 /** Opaque declaration of display list payload data type */
3631 union gl_dlist_node;
3632
3633
3634 /**
3635 * Provide a location where information about a display list can be
3636 * collected. Could be extended with driverPrivate structures,
3637 * etc. in the future.
3638 */
3639 struct gl_display_list
3640 {
3641 GLuint Name;
3642 GLchar *Label; /**< GL_KHR_debug */
3643 GLbitfield Flags; /**< DLIST_x flags */
3644 /** The dlist commands are in a linked list of nodes */
3645 union gl_dlist_node *Head;
3646 };
3647
3648
3649 /**
3650 * State used during display list compilation and execution.
3651 */
3652 struct gl_dlist_state
3653 {
3654 GLuint CallDepth; /**< Current recursion calling depth */
3655
3656 struct gl_display_list *CurrentList; /**< List currently being compiled */
3657 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3658 GLuint CurrentPos; /**< Index into current block of nodes */
3659
3660 GLvertexformat ListVtxfmt;
3661
3662 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3663 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3664
3665 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3666 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3667
3668 struct {
3669 /* State known to have been set by the currently-compiling display
3670 * list. Used to eliminate some redundant state changes.
3671 */
3672 GLenum ShadeModel;
3673 } Current;
3674 };
3675
3676 /** @{
3677 *
3678 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3679 * to small enums suitable for use as an array index.
3680 */
3681
3682 enum mesa_debug_source {
3683 MESA_DEBUG_SOURCE_API,
3684 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3685 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3686 MESA_DEBUG_SOURCE_THIRD_PARTY,
3687 MESA_DEBUG_SOURCE_APPLICATION,
3688 MESA_DEBUG_SOURCE_OTHER,
3689 MESA_DEBUG_SOURCE_COUNT
3690 };
3691
3692 enum mesa_debug_type {
3693 MESA_DEBUG_TYPE_ERROR,
3694 MESA_DEBUG_TYPE_DEPRECATED,
3695 MESA_DEBUG_TYPE_UNDEFINED,
3696 MESA_DEBUG_TYPE_PORTABILITY,
3697 MESA_DEBUG_TYPE_PERFORMANCE,
3698 MESA_DEBUG_TYPE_OTHER,
3699 MESA_DEBUG_TYPE_MARKER,
3700 MESA_DEBUG_TYPE_PUSH_GROUP,
3701 MESA_DEBUG_TYPE_POP_GROUP,
3702 MESA_DEBUG_TYPE_COUNT
3703 };
3704
3705 enum mesa_debug_severity {
3706 MESA_DEBUG_SEVERITY_LOW,
3707 MESA_DEBUG_SEVERITY_MEDIUM,
3708 MESA_DEBUG_SEVERITY_HIGH,
3709 MESA_DEBUG_SEVERITY_NOTIFICATION,
3710 MESA_DEBUG_SEVERITY_COUNT
3711 };
3712
3713 /** @} */
3714
3715 /**
3716 * An error, warning, or other piece of debug information for an application
3717 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3718 */
3719 struct gl_debug_msg
3720 {
3721 enum mesa_debug_source source;
3722 enum mesa_debug_type type;
3723 GLuint id;
3724 enum mesa_debug_severity severity;
3725 GLsizei length;
3726 GLcharARB *message;
3727 };
3728
3729 struct gl_debug_namespace
3730 {
3731 struct _mesa_HashTable *IDs;
3732 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3733 /** lists of IDs in the hash table at each severity */
3734 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3735 };
3736
3737 struct gl_debug_state
3738 {
3739 GLDEBUGPROC Callback;
3740 const void *CallbackData;
3741 GLboolean SyncOutput;
3742 GLboolean DebugOutput;
3743 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3744 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3745 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3746 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3747 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3748 GLint GroupStackDepth;
3749 GLint NumMessages;
3750 GLint NextMsg;
3751 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3752 for the sake of the offsetof() code in get.c */
3753 };
3754
3755 /**
3756 * Enum for the OpenGL APIs we know about and may support.
3757 *
3758 * NOTE: This must match the api_enum table in
3759 * src/mesa/main/get_hash_generator.py
3760 */
3761 typedef enum
3762 {
3763 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3764 API_OPENGLES,
3765 API_OPENGLES2,
3766 API_OPENGL_CORE,
3767 API_OPENGL_LAST = API_OPENGL_CORE
3768 } gl_api;
3769
3770 /**
3771 * Driver-specific state flags.
3772 *
3773 * These are or'd with gl_context::NewDriverState to notify a driver about
3774 * a state change. The driver sets the flags at context creation and
3775 * the meaning of the bits set is opaque to core Mesa.
3776 */
3777 struct gl_driver_flags
3778 {
3779 /** gl_context::Array::_DrawArrays (vertex array state) */
3780 GLbitfield NewArray;
3781
3782 /** gl_context::TransformFeedback::CurrentObject */
3783 GLbitfield NewTransformFeedback;
3784
3785 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3786 GLbitfield NewTransformFeedbackProg;
3787
3788 /** gl_context::RasterDiscard */
3789 GLbitfield NewRasterizerDiscard;
3790
3791 /**
3792 * gl_context::UniformBufferBindings
3793 * gl_shader_program::UniformBlocks
3794 */
3795 GLbitfield NewUniformBuffer;
3796
3797 /**
3798 * gl_context::AtomicBufferBindings
3799 */
3800 GLbitfield NewAtomicBuffer;
3801
3802 /**
3803 * gl_context::ImageUnits
3804 */
3805 GLbitfield NewImageUnits;
3806 };
3807
3808 struct gl_uniform_buffer_binding
3809 {
3810 struct gl_buffer_object *BufferObject;
3811 /** Start of uniform block data in the buffer */
3812 GLintptr Offset;
3813 /** Size of data allowed to be referenced from the buffer (in bytes) */
3814 GLsizeiptr Size;
3815 /**
3816 * glBindBufferBase() indicates that the Size should be ignored and only
3817 * limited by the current size of the BufferObject.
3818 */
3819 GLboolean AutomaticSize;
3820 };
3821
3822 /**
3823 * ARB_shader_image_load_store image unit.
3824 */
3825 struct gl_image_unit
3826 {
3827 /**
3828 * Texture object bound to this unit.
3829 */
3830 struct gl_texture_object *TexObj;
3831
3832 /**
3833 * Level of the texture object bound to this unit.
3834 */
3835 GLuint Level;
3836
3837 /**
3838 * \c GL_TRUE if the whole level is bound as an array of layers, \c
3839 * GL_FALSE if only some specific layer of the texture is bound.
3840 * \sa Layer
3841 */
3842 GLboolean Layered;
3843
3844 /**
3845 * Layer of the texture object bound to this unit, or zero if the
3846 * whole level is bound.
3847 */
3848 GLuint Layer;
3849
3850 /**
3851 * Access allowed to this texture image. Either \c GL_READ_ONLY,
3852 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
3853 */
3854 GLenum Access;
3855
3856 /**
3857 * GL internal format that determines the interpretation of the
3858 * image memory when shader image operations are performed through
3859 * this unit.
3860 */
3861 GLenum Format;
3862
3863 /**
3864 * Mesa format corresponding to \c Format.
3865 */
3866 mesa_format _ActualFormat;
3867
3868 /**
3869 * GL_TRUE if the state of this image unit is valid and access from
3870 * the shader is allowed. Otherwise loads from this unit should
3871 * return zero and stores should have no effect.
3872 */
3873 GLboolean _Valid;
3874 };
3875
3876 /**
3877 * Binding point for an atomic counter buffer object.
3878 */
3879 struct gl_atomic_buffer_binding
3880 {
3881 struct gl_buffer_object *BufferObject;
3882 GLintptr Offset;
3883 GLsizeiptr Size;
3884 };
3885
3886 /**
3887 * Mesa rendering context.
3888 *
3889 * This is the central context data structure for Mesa. Almost all
3890 * OpenGL state is contained in this structure.
3891 * Think of this as a base class from which device drivers will derive
3892 * sub classes.
3893 */
3894 struct gl_context
3895 {
3896 /** State possibly shared with other contexts in the address space */
3897 struct gl_shared_state *Shared;
3898
3899 /** \name API function pointer tables */
3900 /*@{*/
3901 gl_api API;
3902 /**
3903 * The current dispatch table for non-displaylist-saving execution, either
3904 * BeginEnd or OutsideBeginEnd
3905 */
3906 struct _glapi_table *Exec;
3907 /**
3908 * The normal dispatch table for non-displaylist-saving, non-begin/end
3909 */
3910 struct _glapi_table *OutsideBeginEnd;
3911 /** The dispatch table used between glNewList() and glEndList() */
3912 struct _glapi_table *Save;
3913 /**
3914 * The dispatch table used between glBegin() and glEnd() (outside of a
3915 * display list). Only valid functions between those two are set, which is
3916 * mostly just the set in a GLvertexformat struct.
3917 */
3918 struct _glapi_table *BeginEnd;
3919 /**
3920 * Tracks the current dispatch table out of the 3 above, so that it can be
3921 * re-set on glXMakeCurrent().
3922 */
3923 struct _glapi_table *CurrentDispatch;
3924 /*@}*/
3925
3926 struct gl_config Visual;
3927 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3928 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3929 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3930 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3931
3932 /**
3933 * Device driver function pointer table
3934 */
3935 struct dd_function_table Driver;
3936
3937 /** Core/Driver constants */
3938 struct gl_constants Const;
3939
3940 /** \name The various 4x4 matrix stacks */
3941 /*@{*/
3942 struct gl_matrix_stack ModelviewMatrixStack;
3943 struct gl_matrix_stack ProjectionMatrixStack;
3944 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3945 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3946 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3947 /*@}*/
3948
3949 /** Combined modelview and projection matrix */
3950 GLmatrix _ModelProjectMatrix;
3951
3952 /** \name Display lists */
3953 struct gl_dlist_state ListState;
3954
3955 GLboolean ExecuteFlag; /**< Execute GL commands? */
3956 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3957
3958 /** Extension information */
3959 struct gl_extensions Extensions;
3960
3961 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3962 GLuint Version;
3963 char *VersionString;
3964
3965 /** \name State attribute stack (for glPush/PopAttrib) */
3966 /*@{*/
3967 GLuint AttribStackDepth;
3968 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3969 /*@}*/
3970
3971 /** \name Renderer attribute groups
3972 *
3973 * We define a struct for each attribute group to make pushing and popping
3974 * attributes easy. Also it's a good organization.
3975 */
3976 /*@{*/
3977 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3978 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3979 struct gl_current_attrib Current; /**< Current attributes */
3980 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3981 struct gl_eval_attrib Eval; /**< Eval attributes */
3982 struct gl_fog_attrib Fog; /**< Fog attributes */
3983 struct gl_hint_attrib Hint; /**< Hint attributes */
3984 struct gl_light_attrib Light; /**< Light attributes */
3985 struct gl_line_attrib Line; /**< Line attributes */
3986 struct gl_list_attrib List; /**< List attributes */
3987 struct gl_multisample_attrib Multisample;
3988 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3989 struct gl_point_attrib Point; /**< Point attributes */
3990 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3991 GLuint PolygonStipple[32]; /**< Polygon stipple */
3992 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3993 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3994 struct gl_texture_attrib Texture; /**< Texture attributes */
3995 struct gl_transform_attrib Transform; /**< Transformation attributes */
3996 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
3997 /*@}*/
3998
3999 /** \name Client attribute stack */
4000 /*@{*/
4001 GLuint ClientAttribStackDepth;
4002 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4003 /*@}*/
4004
4005 /** \name Client attribute groups */
4006 /*@{*/
4007 struct gl_array_attrib Array; /**< Vertex arrays */
4008 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4009 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4010 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4011 /*@}*/
4012
4013 /** \name Other assorted state (not pushed/popped on attribute stack) */
4014 /*@{*/
4015 struct gl_pixelmaps PixelMaps;
4016
4017 struct gl_evaluators EvalMap; /**< All evaluators */
4018 struct gl_feedback Feedback; /**< Feedback */
4019 struct gl_selection Select; /**< Selection */
4020
4021 struct gl_program_state Program; /**< general program state */
4022 struct gl_vertex_program_state VertexProgram;
4023 struct gl_fragment_program_state FragmentProgram;
4024 struct gl_geometry_program_state GeometryProgram;
4025 struct gl_ati_fragment_shader_state ATIFragmentShader;
4026
4027 struct gl_shader_state Shader; /**< GLSL shader object state */
4028 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4029
4030 struct gl_query_state Query; /**< occlusion, timer queries */
4031
4032 struct gl_transform_feedback_state TransformFeedback;
4033
4034 struct gl_perf_monitor_state PerfMonitor;
4035
4036 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4037
4038 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4039 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4040
4041 /**
4042 * Current GL_ARB_uniform_buffer_object binding referenced by
4043 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4044 */
4045 struct gl_buffer_object *UniformBuffer;
4046
4047 /**
4048 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4049 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4050 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4051 * shader program.
4052 */
4053 struct gl_uniform_buffer_binding
4054 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4055
4056 /**
4057 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4058 * target.
4059 */
4060 struct gl_buffer_object *AtomicBuffer;
4061
4062 /**
4063 * Array of atomic counter buffer binding points.
4064 */
4065 struct gl_atomic_buffer_binding
4066 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4067
4068 /**
4069 * Array of image units for ARB_shader_image_load_store.
4070 */
4071 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4072
4073 /*@}*/
4074
4075 struct gl_meta_state *Meta; /**< for "meta" operations */
4076
4077 /* GL_EXT_framebuffer_object */
4078 struct gl_renderbuffer *CurrentRenderbuffer;
4079
4080 GLenum ErrorValue; /**< Last error code */
4081
4082 /**
4083 * Recognize and silence repeated error debug messages in buggy apps.
4084 */
4085 const char *ErrorDebugFmtString;
4086 GLuint ErrorDebugCount;
4087
4088 /* GL_ARB_debug_output/GL_KHR_debug */
4089 struct gl_debug_state Debug;
4090
4091 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4092 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4093 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
4094
4095 struct gl_driver_flags DriverFlags;
4096
4097 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4098
4099 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4100
4101 /** \name Derived state */
4102 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4103 GLfloat _EyeZDir[3];
4104 GLfloat _ModelViewInvScale;
4105 GLboolean _NeedEyeCoords;
4106 GLboolean _ForceEyeCoords;
4107
4108 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4109
4110 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4111
4112 /** \name For debugging/development only */
4113 /*@{*/
4114 GLboolean FirstTimeCurrent;
4115 /*@}*/
4116
4117 /** software compression/decompression supported or not */
4118 GLboolean Mesa_DXTn;
4119
4120 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4121
4122 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4123
4124 /**
4125 * \name Hooks for module contexts.
4126 *
4127 * These will eventually live in the driver or elsewhere.
4128 */
4129 /*@{*/
4130 void *swrast_context;
4131 void *swsetup_context;
4132 void *swtnl_context;
4133 struct vbo_context *vbo_context;
4134 struct st_context *st;
4135 void *aelt_context;
4136 /*@}*/
4137
4138 /**
4139 * \name NV_vdpau_interop
4140 */
4141 /*@{*/
4142 const void *vdpDevice;
4143 const void *vdpGetProcAddress;
4144 struct set *vdpSurfaces;
4145 /*@}*/
4146
4147 /**
4148 * Has this context observed a GPU reset in any context in the share group?
4149 *
4150 * Once this field becomes true, it is never reset to false.
4151 */
4152 GLboolean ShareGroupReset;
4153 };
4154
4155
4156 #ifdef DEBUG
4157 extern int MESA_VERBOSE;
4158 extern int MESA_DEBUG_FLAGS;
4159 # define MESA_FUNCTION __FUNCTION__
4160 #else
4161 # define MESA_VERBOSE 0
4162 # define MESA_DEBUG_FLAGS 0
4163 # define MESA_FUNCTION "a function"
4164 # ifndef NDEBUG
4165 # define NDEBUG
4166 # endif
4167 #endif
4168
4169
4170 /** The MESA_VERBOSE var is a bitmask of these flags */
4171 enum _verbose
4172 {
4173 VERBOSE_VARRAY = 0x0001,
4174 VERBOSE_TEXTURE = 0x0002,
4175 VERBOSE_MATERIAL = 0x0004,
4176 VERBOSE_PIPELINE = 0x0008,
4177 VERBOSE_DRIVER = 0x0010,
4178 VERBOSE_STATE = 0x0020,
4179 VERBOSE_API = 0x0040,
4180 VERBOSE_DISPLAY_LIST = 0x0100,
4181 VERBOSE_LIGHTING = 0x0200,
4182 VERBOSE_PRIMS = 0x0400,
4183 VERBOSE_VERTS = 0x0800,
4184 VERBOSE_DISASSEM = 0x1000,
4185 VERBOSE_DRAW = 0x2000,
4186 VERBOSE_SWAPBUFFERS = 0x4000
4187 };
4188
4189
4190 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4191 enum _debug
4192 {
4193 DEBUG_SILENT = (1 << 0),
4194 DEBUG_ALWAYS_FLUSH = (1 << 1),
4195 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4196 DEBUG_INCOMPLETE_FBO = (1 << 3)
4197 };
4198
4199
4200
4201 #ifdef __cplusplus
4202 }
4203 #endif
4204
4205 #endif /* MTYPES_H */