2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
37 #include <stdint.h> /* uint32_t */
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 */
54 * \name 64-bit extension of GLbitfield.
57 typedef GLuint64 GLbitfield64
;
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))
70 * \name Some forward type declarations
73 struct _mesa_HashTable
;
74 struct gl_attrib_node
;
75 struct gl_list_extensions
;
77 struct gl_program_cache
;
78 struct gl_texture_object
;
81 struct gl_uniform_storage
;
82 struct prog_instruction
;
83 struct gl_program_parameter_list
;
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)
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).
107 VERT_ATTRIB_WEIGHT
= 1,
108 VERT_ATTRIB_NORMAL
= 2,
109 VERT_ATTRIB_COLOR0
= 3,
110 VERT_ATTRIB_COLOR1
= 4,
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,
143 * Symbolic constats to help iterating over
144 * specific blocks of vertex attributes.
147 * includes all fixed function attributes as well as
148 * the aliased GL_NV_vertex_program shader attributes.
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.
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
162 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
163 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
166 * Bitflags for vertex attributes.
167 * These are used in bitfields in many places.
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)
189 #define VERT_BIT(i) BITFIELD64_BIT(i)
190 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
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)
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)
205 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
206 * fragment shader inputs.
208 * Note that some of these values are not available to all pipeline stages.
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()
218 VARYING_SLOT_COL0
, /* COL0 and COL1 must be contiguous */
221 VARYING_SLOT_TEX0
, /* TEX0-TEX7 must be contiguous */
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
247 * Bitflags for varying slots.
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))
281 * Bitflags for system values.
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)
288 * Determine if the given gl_varying_slot appears in the fragment shader.
290 static inline GLboolean
291 _mesa_varying_slot_in_fs(gl_varying_slot 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
:
308 * Fragment program results
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.
317 FRAG_RESULT_COLOR
= 2,
318 FRAG_RESULT_SAMPLE_MASK
= 3,
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.
324 FRAG_RESULT_DATA0
= 4,
325 FRAG_RESULT_MAX
= (FRAG_RESULT_DATA0
+ MAX_DRAW_BUFFERS
)
330 * Indexes for all renderbuffers
334 /* the four standard color buffers */
342 /* optional aux buffer */
344 /* generic renderbuffers */
357 * Bit flags for all renderbuffers
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)
380 * Mask of all the color buffer bits (but not accum).
382 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
383 BUFFER_BIT_BACK_LEFT | \
384 BUFFER_BIT_FRONT_RIGHT | \
385 BUFFER_BIT_BACK_RIGHT | \
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 | \
398 * Shader stages. Note that these will become 5 with tessellation.
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.
406 MESA_SHADER_VERTEX
= 0,
407 MESA_SHADER_GEOMETRY
= 1,
408 MESA_SHADER_FRAGMENT
= 2,
411 #define MESA_SHADER_STAGES (MESA_SHADER_FRAGMENT + 1)
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.
423 GLboolean colorIndexMode
; /* XXX is this used anywhere? */
424 GLuint doubleBufferMode
;
427 GLboolean haveAccumBuffer
;
428 GLboolean haveDepthBuffer
;
429 GLboolean haveStencilBuffer
;
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 */
436 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
444 /* EXT_visual_rating / GLX 1.2 */
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
;
453 /* ARB_multisample / SGIS_multisample */
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. */
464 /* OML_swap_method */
467 /* EXT_texture_from_pixmap */
468 GLint bindToTextureRgb
;
469 GLint bindToTextureRgba
;
470 GLint bindToMipmapTexture
;
471 GLint bindToTextureTargets
;
474 /* EXT_framebuffer_sRGB */
480 * \name Bit flags used for updating material values.
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
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))
504 #define MAT_INDEX_AMBIENT 0
505 #define MAT_INDEX_DIFFUSE 1
506 #define MAT_INDEX_SPECULAR 2
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)
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)
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)
536 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
545 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
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)
561 * Light source state.
565 struct gl_light
*next
; /**< double linked list with sentinel */
566 struct gl_light
*prev
;
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 */
582 * \name Derived fields
585 GLbitfield _Flags
; /**< Mask of LIGHT_x bits defined above */
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
;
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 */
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 */
614 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
616 struct gl_accum_attrib
618 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
623 * Used for storing clear color, texture border color, etc.
624 * The float values are typically unclamped.
635 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
637 struct gl_colorbuffer_attrib
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 */
644 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
647 * \name alpha testing
650 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
651 GLenum AlphaFunc
; /**< Alpha test function */
652 GLfloat AlphaRefUnclamped
;
653 GLclampf AlphaRef
; /**< Alpha reference value */
660 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
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.
666 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
667 GLfloat BlendColor
[4]; /**< Blending color */
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. */
678 * Set if any blend factor uses SRC1. Computed at the time blend factors
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
;
693 GLenum LogicOp
; /**< Logic operator */
694 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
695 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
698 GLboolean DitherFlag
; /**< Dither enable flag */
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 */
704 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
709 * Current attribute group (GL_CURRENT_BIT).
711 struct gl_current_attrib
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.
719 GLfloat Attrib
[VERT_ATTRIB_MAX
][4]; /**< Position, color, texcoords, etc */
722 * \name Current raster position attributes (always valid).
723 * \note This set of attributes is very similar to the SWvertex struct.
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
;
737 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
739 struct gl_depthbuffer_attrib
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 */
751 * Evaluator attribute group (GL_EVAL_BIT).
753 struct gl_eval_attrib
759 GLboolean Map1Color4
;
761 GLboolean Map1Normal
;
762 GLboolean Map1TextureCoord1
;
763 GLboolean Map1TextureCoord2
;
764 GLboolean Map1TextureCoord3
;
765 GLboolean Map1TextureCoord4
;
766 GLboolean Map1Vertex3
;
767 GLboolean Map1Vertex4
;
768 GLboolean Map2Color4
;
770 GLboolean Map2Normal
;
771 GLboolean Map2TextureCoord1
;
772 GLboolean Map2TextureCoord2
;
773 GLboolean Map2TextureCoord3
;
774 GLboolean Map2TextureCoord4
;
775 GLboolean Map2Vertex3
;
776 GLboolean Map2Vertex4
;
777 GLboolean AutoNormal
;
781 * \name Map Grid endpoints and divisions and calculated du values
785 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
786 GLint MapGrid2un
, MapGrid2vn
;
787 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
788 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
794 * Fog attribute group (GL_FOG_BIT).
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 */
814 * Hint attribute group (GL_HINT_BIT).
816 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
818 struct gl_hint_attrib
820 GLenum PerspectiveCorrection
;
823 GLenum PolygonSmooth
;
825 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
826 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
827 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
832 * Lighting attribute group (GL_LIGHT_BIT).
834 struct gl_light_attrib
836 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
837 struct gl_lightmodel Model
; /**< Lighting model */
840 * Front and back material values.
841 * Note: must call FLUSH_VERTICES() before using.
843 struct gl_material Material
;
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
;
855 struct gl_light EnabledList
; /**< List sentinel */
858 * Derived state for optimizations:
861 GLboolean _NeedEyeCoords
;
862 GLboolean _NeedVertices
; /**< Use fast shader? */
863 GLfloat _BaseColor
[2][3];
869 * Line attribute group (GL_LINE_BIT).
871 struct gl_line_attrib
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 */
882 * Display list attribute group (GL_LIST_BIT).
884 struct gl_list_attrib
891 * Multisample attribute group (GL_MULTISAMPLE_BIT).
893 struct gl_multisample_attrib
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
;
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
;
913 * A pixelmap (see glPixelMap)
918 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
923 * Collection of all pixelmaps
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
;
941 * Pixel attribute group (GL_PIXEL_MODE_BIT).
943 struct gl_pixel_attrib
945 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
947 /*--- Begin Pixel Transfer State ---*/
948 /* Fields are in the order in which they're applied... */
950 /** Scale & Bias (index shift, offset) */
952 GLfloat RedBias
, RedScale
;
953 GLfloat GreenBias
, GreenScale
;
954 GLfloat BlueBias
, BlueScale
;
955 GLfloat AlphaBias
, AlphaScale
;
956 GLfloat DepthBias
, DepthScale
;
957 GLint IndexShift
, IndexOffset
;
961 /* Note: actual pixel maps are not part of this attrib group */
962 GLboolean MapColorFlag
;
963 GLboolean MapStencilFlag
;
965 /*--- End Pixel Transfer State ---*/
968 GLfloat ZoomX
, ZoomY
;
973 * Point attribute group (GL_POINT_BIT).
975 struct gl_point_attrib
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 */
991 * Polygon attribute group (GL_POLYGON_BIT).
993 struct gl_polygon_attrib
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 */
1012 * Scissor attributes (GL_SCISSOR_BIT).
1014 struct gl_scissor_rect
1016 GLint X
, Y
; /**< Lower left corner of box */
1017 GLsizei Width
, Height
; /**< Size of box */
1019 struct gl_scissor_attrib
1021 GLbitfield EnableFlags
; /**< Scissor test enabled? */
1022 struct gl_scissor_rect ScissorArray
[MAX_VIEWPORTS
];
1027 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
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.
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.
1039 * The derived value \c _TestTwoSide is set when the front-face and back-face
1040 * stencil state are different.
1042 struct gl_stencil_attrib
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 */
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.
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
,
1086 * Bit flags for each type of texture object
1087 * Used for Texture.Unit[]._ReallyEnabled flags.
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)
1106 * Texture image state. Drivers will typically create a subclass of this
1107 * with extra fields for memory buffers, etc.
1109 struct gl_texture_image
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.
1118 mesa_format TexFormat
; /**< The actual texture memory format */
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 */
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 */
1138 /** GL_ARB_texture_multisample */
1139 GLuint NumSamples
; /**< Sample count, or 0 for non-multisample */
1140 GLboolean FixedSampleLocations
; /**< Same sample locations for all pixels? */
1145 * Indexes for cube map faces.
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.
1163 struct gl_sampler_object
1167 GLchar
*Label
; /**< GL_KHR_debug */
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 */
1187 * Texture object state. Contains the array of mipmap images, border color,
1188 * wrap modes, filter modes, and shadow/texcompare state.
1190 struct gl_texture_object
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. */
1198 struct gl_sampler_object Sampler
;
1200 GLenum DepthMode
; /**< GL_ARB_depth_texture */
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
1218 GLboolean Immutable
; /**< GL_ARB_texture_storage */
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 */
1225 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1226 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
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 */
1237 /** GL_OES_EGL_image_external */
1238 GLint RequiredTextureImageUnits
;
1240 /** GL_ARB_shader_image_load_store */
1241 GLenum ImageFormatCompatibilityType
;
1245 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1246 #define MAX_COMBINER_TERMS 4
1250 * Texture combine environment state.
1252 struct gl_tex_env_combine_state
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 */
1270 * TexGenEnabled flags.
1277 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1282 * Bit flag versions of the corresponding GL_ constants.
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
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 | \
1302 /** Tex-gen enabled for texture unit? */
1303 #define ENABLE_TEXGEN(unit) (1 << (unit))
1305 /** Non-identity texture matrix for texture unit? */
1306 #define ENABLE_TEXMAT(unit) (1 << (unit))
1310 * Texture coord generation state.
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];
1322 * Texture unit state. Contains enable flags, texture environment/function/
1323 * combiners, texgen state, and pointers to current texture objects.
1325 struct gl_texture_unit
1327 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1328 GLbitfield _ReallyEnabled
; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1330 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1331 GLclampf EnvColor
[4];
1332 GLfloat EnvColorUnclamped
[4];
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 */
1341 GLfloat LodBias
; /**< for biasing mipmap levels */
1343 GLfloat RotMatrix
[4]; /* 2x2 matrix */
1345 /** Current sampler object (GL_ARB_sampler_objects) */
1346 struct gl_sampler_object
*Sampler
;
1349 * \name GL_EXT_texture_env_combine
1351 struct gl_tex_env_combine_state Combine
;
1354 * Derived state based on \c EnvMode and the \c BaseFormat of the
1355 * currently enabled texture.
1357 struct gl_tex_env_combine_state _EnvMode
;
1360 * Currently enabled combiner state. This will point to either
1361 * \c Combine or \c _EnvMode.
1363 struct gl_tex_env_combine_state
*_CurrentCombine
;
1365 /** Current texture object pointers */
1366 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1368 /** Points to highest priority, complete and enabled texture object */
1369 struct gl_texture_object
*_Current
;
1374 * Texture attribute group (GL_TEXTURE_BIT).
1376 struct gl_texture_attrib
1378 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1379 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1381 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1383 /** GL_ARB_texture_buffer_object */
1384 struct gl_buffer_object
*BufferObject
;
1386 /** GL_ARB_seamless_cubemap */
1387 GLboolean CubeMapSeamless
;
1389 /** Texture units/samplers used by vertex or fragment texturing */
1390 GLbitfield _EnabledUnits
;
1392 /** Texture coord units/sets used for fragment texturing */
1393 GLbitfield _EnabledCoordUnits
;
1395 /** Texture coord units that have texgen enabled */
1396 GLbitfield _TexGenEnabled
;
1398 /** Texture coord units that have non-identity matrices */
1399 GLbitfield _TexMatEnabled
;
1401 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1402 GLbitfield _GenFlags
;
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).
1410 typedef GLfloat gl_clip_plane
[4];
1414 * Transformation attribute group (GL_TRANSFORM_BIT).
1416 struct gl_transform_attrib
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 */
1430 * Viewport attribute group (GL_VIEWPORT_BIT).
1432 struct gl_viewport_attrib
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. */
1442 * GL_ARB_vertex/pixel_buffer_object buffer object
1444 struct gl_buffer_object
1446 _glthread_Mutex Mutex
;
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 */
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 */
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? */
1467 * Client pixel packing/unpacking attributes
1469 struct gl_pixelstore_attrib
1477 GLboolean SwapBytes
;
1479 GLboolean Invert
; /**< GL_MESA_pack_invert */
1480 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_pixel_buffer_object */
1485 * Client vertex array attributes
1487 struct gl_client_array
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 */
1501 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1502 GLuint _MaxElement
; /**< max element index into array buffer + 1 */
1507 * Vertex attribute array as seen by the client.
1509 * Contains the size, type, format and normalization flag,
1510 * along with the index of a vertex buffer binding point.
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.
1519 struct gl_vertex_attrib_array
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 */
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.
1540 struct gl_vertex_buffer_binding
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 */
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
1555 struct gl_vertex_array_object
1557 /** Name of the VAO as received from glGenVertexArray. */
1559 GLchar
*Label
; /**< GL_KHR_debug */
1562 _glthread_Mutex Mutex
;
1565 * Does the VAO use ARB semantics or Apple semantics?
1567 * There are several ways in which ARB_vertex_array_object and
1568 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1571 * - ARB VAOs require that all array data be sourced from vertex buffer
1572 * objects, but Apple VAOs do not.
1574 * - ARB VAOs require that names come from GenVertexArrays.
1576 * This flag notes which behavior governs this VAO.
1578 GLboolean ARBsemantics
;
1581 * Has this array object been bound?
1583 GLboolean EverBound
;
1586 * Derived vertex attribute arrays
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.
1591 struct gl_client_array _VertexAttrib
[VERT_ATTRIB_MAX
];
1593 /** Vertex attribute arrays */
1594 struct gl_vertex_attrib_array VertexAttrib
[VERT_ATTRIB_MAX
];
1596 /** Vertex buffer bindings */
1597 struct gl_vertex_buffer_binding VertexBinding
[VERT_ATTRIB_MAX
];
1599 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1600 GLbitfield64 _Enabled
;
1602 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1603 GLbitfield64 NewArrays
;
1606 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1607 * we can determine the max legal (in bounds) glDrawElements array index.
1611 /** The index buffer (also known as the element array buffer in OpenGL). */
1612 struct gl_buffer_object
*IndexBufferObj
;
1617 * Vertex array state
1619 struct gl_array_attrib
1621 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1622 struct gl_vertex_array_object
*VAO
;
1624 /** The default vertex array object */
1625 struct gl_vertex_array_object
*DefaultVAO
;
1627 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1628 struct _mesa_HashTable
*Objects
;
1630 GLint ActiveTexture
; /**< Client Active Texture */
1631 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1632 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1635 * \name Primitive restart controls
1637 * Primitive restart is enabled if either \c PrimitiveRestart or
1638 * \c PrimitiveRestartFixedIndex is set.
1641 GLboolean PrimitiveRestart
;
1642 GLboolean PrimitiveRestartFixedIndex
;
1643 GLboolean _PrimitiveRestart
;
1644 GLuint RestartIndex
;
1647 /* GL_ARB_vertex_buffer_object */
1648 struct gl_buffer_object
*ArrayBufferObj
;
1651 * Vertex arrays as consumed by a driver.
1652 * The array pointer is set up only by the VBO module.
1654 const struct gl_client_array
**_DrawArrays
; /**< 0..VERT_ATTRIB_MAX-1 */
1659 * Feedback buffer state
1664 GLbitfield _Mask
; /**< FB_* bits */
1672 * Selection buffer state
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 */
1689 * 1-D Evaluator control points
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 */
1700 * 2-D Evaluator control points
1704 GLuint Uorder
; /**< Number of control points in U dimension */
1705 GLuint Vorder
; /**< Number of control points in V dimension */
1708 GLfloat
*Points
; /**< Points to contiguous control points */
1713 * All evaluator control point state
1715 struct gl_evaluators
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
;
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
;
1749 struct gl_transform_feedback_varying_info
1758 * Per-output info vertex shaders for transform feedback.
1760 struct gl_transform_feedback_output
1762 unsigned OutputRegister
;
1763 unsigned OutputBuffer
;
1764 unsigned NumComponents
;
1766 /** offset (in DWORDs) of this output within the interleaved structure */
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.
1774 unsigned ComponentOffset
;
1778 /** Post-link transform feedback info. */
1779 struct gl_transform_feedback_info
1781 unsigned NumOutputs
;
1784 * Number of transform feedback buffers in use by this program.
1786 unsigned NumBuffers
;
1788 struct gl_transform_feedback_output
*Outputs
;
1790 /** Transform feedback varyings used for the linking of this shader program.
1792 * Use for glGetTransformFeedbackVarying().
1794 struct gl_transform_feedback_varying_info
*Varyings
;
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.
1802 unsigned BufferStride
[MAX_FEEDBACK_BUFFERS
];
1807 * Transform feedback object state
1809 struct gl_transform_feedback_object
1811 GLuint Name
; /**< AKA the object ID */
1812 GLchar
*Label
; /**< GL_KHR_debug */
1814 GLboolean Active
; /**< Is transform feedback enabled? */
1815 GLboolean Paused
; /**< Is transform feedback paused? */
1816 GLboolean EndedAnytime
; /**< Has EndTransformFeedback been called
1818 GLboolean EverBound
; /**< Has this object been bound? */
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.
1826 struct gl_shader_program
*shader_program
;
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.
1835 * Not tracked for desktop GL since it's unnecessary.
1837 unsigned GlesRemainingPrims
;
1839 /** The feedback buffers */
1840 GLuint BufferNames
[MAX_FEEDBACK_BUFFERS
];
1841 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_BUFFERS
];
1843 /** Start of feedback data in dest buffer */
1844 GLintptr Offset
[MAX_FEEDBACK_BUFFERS
];
1847 * Max data to put into dest buffer (in bytes). Computed based on
1848 * RequestedSize and the actual size of the buffer.
1850 GLsizeiptr Size
[MAX_FEEDBACK_BUFFERS
];
1853 * Size that was specified when the buffer was bound. If the buffer was
1854 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1857 GLsizeiptr RequestedSize
[MAX_FEEDBACK_BUFFERS
];
1862 * Context state for transform feedback.
1864 struct gl_transform_feedback_state
1866 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1868 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1869 struct gl_buffer_object
*CurrentBuffer
;
1871 /** The table of all transform feedback objects */
1872 struct _mesa_HashTable
*Objects
;
1874 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1875 struct gl_transform_feedback_object
*CurrentObject
;
1877 /** The default xform-fb object (Name==0) */
1878 struct gl_transform_feedback_object
*DefaultObject
;
1883 * A "performance monitor" as described in AMD_performance_monitor.
1885 struct gl_perf_monitor_object
1889 /** True if the monitor is currently active (Begin called but not End). */
1893 * True if the monitor has ended.
1895 * This is distinct from !Active because it may never have began.
1900 * A list of groups with currently active counters.
1902 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1904 unsigned *ActiveGroups
;
1907 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1909 * Checking whether counter 'c' in group 'g' is active can be done via:
1911 * BITSET_TEST(ActiveCounters[g], c)
1913 GLuint
**ActiveCounters
;
1917 union gl_perf_monitor_counter_value
1925 struct gl_perf_monitor_counter
1927 /** Human readable name for the counter. */
1931 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1932 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1936 /** Minimum counter value. */
1937 union gl_perf_monitor_counter_value Minimum
;
1939 /** Maximum counter value. */
1940 union gl_perf_monitor_counter_value Maximum
;
1944 struct gl_perf_monitor_group
1946 /** Human readable name for the group. */
1950 * Maximum number of counters in this group which can be active at the
1953 GLuint MaxActiveCounters
;
1955 /** Array of counters within this group. */
1956 const struct gl_perf_monitor_counter
*Counters
;
1962 * Context state for AMD_performance_monitor.
1964 struct gl_perf_monitor_state
1966 /** Array of performance monitor groups (indexed by group ID) */
1967 const struct gl_perf_monitor_group
*Groups
;
1970 /** The table of all performance monitors. */
1971 struct _mesa_HashTable
*Monitors
;
1976 * Names of the various vertex/fragment program register files, etc.
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.
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.
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 */
2004 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2005 * one of these values.
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 */
2020 * The possible interpolation qualifiers that can be applied to a fragment
2021 * shader input in GLSL.
2023 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2024 * gl_fragment_program data structure to 0 causes the default behavior.
2026 enum glsl_interp_qualifier
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 */
2037 * \brief Layout qualifiers for gl_FragDepth.
2039 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2040 * a layout qualifier.
2042 * \see enum ir_depth_layout
2044 enum gl_frag_depth_layout
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
2055 * Base class for any kind of program object
2060 GLubyte
*String
; /**< Null-terminated program text */
2062 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2063 GLenum Format
; /**< String encoding format */
2065 struct prog_instruction
*Instructions
;
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. */
2076 GLboolean UsesGather
; /**< Does this program use gather4 at all? */
2079 * For vertex and geometry shaders, true if the program uses the
2080 * gl_ClipDistance output. Ignored for fragment shaders.
2082 GLboolean UsesClipDistanceOut
;
2085 /** Named parameters, constants, etc. from program text */
2086 struct gl_program_parameter_list
*Parameters
;
2089 * Local parameters used by the program.
2091 * It's dynamically allocated because it is rarely used (just
2092 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2095 GLfloat (*LocalParams
)[4];
2097 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2098 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2100 /** Bitmask of which register files are read/written with indirect
2101 * addressing. Mask of (1 << PROGRAM_x) bits.
2103 GLbitfield IndirectRegisterFiles
;
2105 /** Logical counts */
2107 GLuint NumInstructions
;
2108 GLuint NumTemporaries
;
2109 GLuint NumParameters
;
2110 GLuint NumAttributes
;
2111 GLuint NumAddressRegs
;
2112 GLuint NumAluInstructions
;
2113 GLuint NumTexInstructions
;
2114 GLuint NumTexIndirections
;
2116 /** Native, actual h/w counts */
2118 GLuint NumNativeInstructions
;
2119 GLuint NumNativeTemporaries
;
2120 GLuint NumNativeParameters
;
2121 GLuint NumNativeAttributes
;
2122 GLuint NumNativeAddressRegs
;
2123 GLuint NumNativeAluInstructions
;
2124 GLuint NumNativeTexInstructions
;
2125 GLuint NumNativeTexIndirections
;
2130 /** Vertex program object */
2131 struct gl_vertex_program
2133 struct gl_program Base
; /**< base class */
2134 GLboolean IsPositionInvariant
;
2138 /** Geometry program object */
2139 struct gl_geometry_program
2141 struct gl_program Base
; /**< base class */
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
;
2152 /** Fragment program object */
2153 struct gl_fragment_program
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
;
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.
2167 enum glsl_interp_qualifier InterpQualifier
[VARYING_SLOT_MAX
];
2170 * Bitfield indicating, for each fragment shader input, 1 if that input
2171 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2173 GLbitfield64 IsCentroid
;
2176 * Bitfield indicating, for each fragment shader input, 1 if that input
2177 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2179 GLbitfield64 IsSample
;
2184 * State common to vertex and fragment programs.
2186 struct gl_program_state
2188 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2189 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2194 * Context state for vertex programs.
2196 struct gl_vertex_program_state
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 */
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.
2210 struct gl_vertex_program
*_Current
;
2212 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2214 /** Should fixed-function T&L be implemented with a vertex prog? */
2215 GLboolean _MaintainTnlProgram
;
2217 /** Program to emulate fixed-function T&L (see above) */
2218 struct gl_vertex_program
*_TnlProgram
;
2220 /** Cache of fixed-function programs */
2221 struct gl_program_cache
*Cache
;
2223 GLboolean _Overriden
;
2228 * Context state for geometry programs.
2230 struct gl_geometry_program_state
2232 GLboolean Enabled
; /**< GL_ARB_GEOMETRY_SHADER4 */
2233 GLboolean _Enabled
; /**< Enabled and valid program? */
2234 struct gl_geometry_program
*Current
; /**< user-bound geometry program */
2236 /** Currently enabled and valid program (including internal programs
2237 * and compiled shader programs).
2239 struct gl_geometry_program
*_Current
;
2241 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2243 /** Cache of fixed-function programs */
2244 struct gl_program_cache
*Cache
;
2248 * Context state for fragment programs.
2250 struct gl_fragment_program_state
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 */
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.
2260 struct gl_fragment_program
*_Current
;
2262 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2264 /** Should fixed-function texturing be implemented with a fragment prog? */
2265 GLboolean _MaintainTexEnvProgram
;
2267 /** Program to emulate fixed-function texture env/combine (see above) */
2268 struct gl_fragment_program
*_TexEnvProgram
;
2270 /** Cache of fixed-function programs */
2271 struct gl_program_cache
*Cache
;
2276 * ATI_fragment_shader runtime state
2278 #define ATI_FS_INPUT_PRIMARY 0
2279 #define ATI_FS_INPUT_SECONDARY 1
2281 struct atifs_instruction
;
2282 struct atifs_setupinst
;
2285 * ATI fragment shader
2287 struct ati_fragment_shader
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 */
2299 GLubyte last_optype
;
2300 GLboolean interpinp1
;
2306 * Context state for GL_ATI_fragment_shader
2308 struct gl_ati_fragment_shader_state
2311 GLboolean _Enabled
; /**< enabled and valid shader? */
2312 GLboolean Compiling
;
2313 GLfloat GlobalConstants
[8][4];
2314 struct ati_fragment_shader
*Current
;
2318 /** Set by #pragma directives */
2319 struct gl_sl_pragmas
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 */
2329 * A GLSL vertex or fragment shader object.
2333 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2334 * Must be the first field.
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 */
2347 struct gl_sl_pragmas Pragmas
;
2349 unsigned Version
; /**< GLSL version used for linking */
2350 GLboolean IsES
; /**< True if this shader uses GLSL ES */
2353 * \name Sampler tracking
2355 * \note Each of these fields is only set post-linking.
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. */
2364 * Map from sampler unit to texture unit (set by glUniform1i())
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.
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
];
2375 * Number of default uniform block components used by this shader.
2377 * This field is only set post-linking.
2379 unsigned num_uniform_components
;
2382 * Number of combined uniform components used by this shader.
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.
2387 unsigned num_combined_uniform_components
;
2390 * This shader's uniform block information.
2392 * The offsets of the variables are assigned only for shaders in a program's
2395 struct gl_uniform_block
*UniformBlocks
;
2396 unsigned NumUniformBlocks
;
2398 struct exec_list
*ir
;
2399 struct glsl_symbol_table
*symbols
;
2401 bool uses_builtin_functions
;
2404 * Geometry shader state from GLSL 1.50 layout qualifiers.
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
2415 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2416 * it's not set in this shader.
2422 * Map from image uniform index to image unit (set by glUniform1i())
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.
2428 GLubyte ImageUnits
[MAX_IMAGE_UNIFORMS
];
2431 * Access qualifier specified in the shader for each image uniform
2432 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2435 * It may be different, though only more strict than the value of
2436 * \c gl_image_unit::Access for the corresponding image unit.
2438 GLenum ImageAccess
[MAX_IMAGE_UNIFORMS
];
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.
2449 struct gl_uniform_buffer_variable
2454 * Name of the uniform as seen by glGetUniformIndices.
2456 * glGetUniformIndices requires that the block instance index \b not be
2457 * present in the name of queried uniforms.
2460 * \c gl_uniform_buffer_variable::IndexName and
2461 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2465 const struct glsl_type
*Type
;
2466 unsigned int Offset
;
2471 enum gl_uniform_block_packing
2479 struct gl_uniform_block
2481 /** Declared name of the uniform block */
2484 /** Array of supplemental information about UBO ir_variables. */
2485 struct gl_uniform_buffer_variable
*Uniforms
;
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.
2496 * Minimum size of a buffer object to back this uniform buffer
2497 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2499 GLuint UniformBufferSize
;
2502 * Layout specified in the shader
2504 * This isn't accessible through the API, but it is used while
2505 * cross-validating uniform blocks.
2507 enum gl_uniform_block_packing _Packing
;
2511 * Structure that represents a reference to an atomic buffer from some
2514 struct gl_active_atomic_buffer
2516 /** Uniform indices of the atomic counters declared within it. */
2520 /** Binding point index associated with it. */
2523 /** Minimum reasonable size it is expected to have. */
2526 /** Shader stages making use of it. */
2527 GLboolean StageReferences
[MESA_SHADER_STAGES
];
2531 * A GLSL program object.
2532 * Basically a linked collection of vertex and fragment shaders.
2534 struct gl_shader_program
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
;
2543 * Is the application intending to glGetProgramBinary this program?
2545 GLboolean BinaryRetreivableHint
;
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
2556 GLboolean InternalSeparateShader
;
2558 GLuint NumShaders
; /**< number of attached shaders */
2559 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2562 * User-defined attribute bindings
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.
2568 struct string_to_uint_map
*AttributeBindings
;
2571 * User-defined fragment data bindings
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.
2577 struct string_to_uint_map
*FragDataBindings
;
2578 struct string_to_uint_map
*FragDataIndexBindings
;
2581 * Transform feedback varyings last specified by
2582 * glTransformFeedbackVaryings().
2584 * For the current set of transform feeedback varyings used for transform
2585 * feedback output, see LinkedTransformFeedback.
2590 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2591 } TransformFeedback
;
2593 /** Post-link transform feedback info. */
2594 struct gl_transform_feedback_info LinkedTransformFeedback
;
2596 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2597 enum gl_frag_depth_layout FragDepthLayout
;
2600 * Geometry shader state - copied into gl_geometry_program by
2601 * _mesa_copy_linked_program_data().
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 */
2610 * True if gl_ClipDistance is written to. Copied into
2611 * gl_geometry_program by _mesa_copy_linked_program_data().
2613 GLboolean UsesClipDistance
;
2614 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2615 0 if not present. */
2616 GLboolean UsesEndPrimitive
;
2619 /** Vertex shader state */
2622 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2623 * by _mesa_copy_linked_program_data().
2625 GLboolean UsesClipDistance
;
2626 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2627 0 if not present. */
2630 /* post-link info: */
2631 unsigned NumUserUniformStorage
;
2632 struct gl_uniform_storage
*UniformStorage
;
2635 * Size of the gl_ClipDistance array that is output from the last pipeline
2636 * stage before the fragment shader.
2638 unsigned LastClipDistanceArraySize
;
2640 struct gl_uniform_block
*UniformBlocks
;
2641 unsigned NumUniformBlocks
;
2644 * Scale factor for the uniform base location
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.
2654 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2656 unsigned UniformLocationBaseScale
;
2659 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2660 * they're used in, or -1.
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.
2665 int *UniformBlockStageIndex
[MESA_SHADER_STAGES
];
2668 * Map of active uniform names to locations
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.
2675 struct string_to_uint_map
*UniformHash
;
2677 struct gl_active_atomic_buffer
*AtomicBuffers
;
2678 unsigned NumAtomicBuffers
;
2680 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2681 GLboolean Validated
;
2682 GLboolean _Used
; /**< Ever used for drawing? */
2685 unsigned Version
; /**< GLSL version used for linking */
2686 GLboolean IsES
; /**< True if this program uses GLSL ES */
2689 * Per-stage shaders resulting from the first stage of linking.
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
2695 struct gl_shader
*_LinkedShaders
[MESA_SHADER_STAGES
];
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 */
2712 * Context state for GLSL vertex/fragment shaders.
2714 struct gl_shader_state
2717 * Programs used for rendering
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.
2723 struct gl_shader_program
*CurrentProgram
[MESA_SHADER_STAGES
];
2725 struct gl_shader_program
*_CurrentFragmentProgram
;
2728 * Program used by glUniform calls.
2730 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2732 struct gl_shader_program
*ActiveProgram
;
2734 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2739 * Compiler options for a single GLSL shaders type
2741 struct gl_shader_compiler_options
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]? */
2754 * \name Forms of indirect addressing the driver cannot do.
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 */
2763 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
2764 GLuint MaxUnrollIterations
;
2767 * Optimize code for array of structures backends.
2769 * This is a proxy for:
2770 * - preferring DP4 instructions (rather than MUL/MAD) for
2771 * matrix * vector operations, such as position transformation.
2773 GLboolean OptimizeForAOS
;
2775 struct gl_sl_pragmas DefaultPragmas
; /**< Default #pragma settings */
2780 * Occlusion/timer query object.
2782 struct gl_query_object
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 */
2795 * Context state for query objects.
2797 struct gl_query_state
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 */
2803 /** GL_NV_conditional_render */
2804 struct gl_query_object
*CondRenderQuery
;
2806 /** GL_EXT_transform_feedback */
2807 struct gl_query_object
*PrimitivesGenerated
;
2808 struct gl_query_object
*PrimitivesWritten
;
2810 /** GL_ARB_timer_query */
2811 struct gl_query_object
*TimeElapsed
;
2813 GLenum CondRenderMode
;
2817 /** Sync object state */
2818 struct gl_sync_object
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)
2827 GLenum SyncCondition
;
2828 GLbitfield Flags
; /**< Flags passed to glFenceSync */
2829 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
2834 * State which can be shared by multiple contexts:
2836 struct gl_shared_state
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 */
2843 /** Default texture objects (shared by all texture units) */
2844 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
2846 /** Fallback texture used when a bound texture is incomplete */
2847 struct gl_texture_object
*FallbackTex
[NUM_TEXTURE_TARGETS
];
2850 * \name Thread safety and statechange notification for texture
2853 * \todo Improve the granularity of locking.
2856 _glthread_Mutex TexMutex
; /**< texobj thread safety */
2857 GLuint TextureStateStamp
; /**< state notification for shared tex */
2860 /** Default buffer object for vertex arrays that aren't in VBOs */
2861 struct gl_buffer_object
*NullBufferObj
;
2864 * \name Vertex/geometry/fragment programs
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
;
2873 /* GL_ATI_fragment_shader */
2874 struct _mesa_HashTable
*ATIShaders
;
2875 struct ati_fragment_shader
*DefaultFragmentShader
;
2877 struct _mesa_HashTable
*BufferObjects
;
2879 /** Table of both gl_shader and gl_shader_program objects */
2880 struct _mesa_HashTable
*ShaderObjects
;
2882 /* GL_EXT_framebuffer_object */
2883 struct _mesa_HashTable
*RenderBuffers
;
2884 struct _mesa_HashTable
*FrameBuffers
;
2887 struct set
*SyncObjects
;
2889 /** GL_ARB_sampler_objects */
2890 struct _mesa_HashTable
*SamplerObjects
;
2893 * Some context in this share group was affected by a GPU reset
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.
2899 * Once this field becomes true, it is never reset to false.
2901 bool ShareGroupReset
;
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.
2911 struct gl_renderbuffer
2913 _glthread_Mutex Mutex
; /**< for thread safety */
2914 GLuint ClassID
; /**< Useful for drivers */
2916 GLchar
*Label
; /**< GL_KHR_debug */
2918 GLuint Width
, Height
;
2920 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
2921 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
2923 * True for renderbuffers that wrap textures, giving the driver a chance to
2924 * flush render caches through the FinishRenderTexture hook.
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.
2930 GLboolean NeedsFinishRenderTexture
;
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 */
2937 * Pointer to the texture image if this renderbuffer wraps a texture,
2940 * Note that the reference on the gl_texture_object containing this
2941 * TexImage is held by the gl_renderbuffer_attachment.
2943 struct gl_texture_image
*TexImage
;
2945 /** Delete this renderbuffer */
2946 void (*Delete
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
);
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
);
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.
2960 struct gl_renderbuffer_attachment
2962 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2966 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2967 * application supplied renderbuffer object.
2969 struct gl_renderbuffer
*Renderbuffer
;
2972 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2973 * supplied texture object.
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 */
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.
2989 struct gl_framebuffer
2991 _glthread_Mutex Mutex
; /**< for thread safety */
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.
3000 GLchar
*Label
; /**< GL_KHR_debug */
3003 GLboolean DeletePending
;
3006 * The framebuffer's visual. Immutable if this is a window system buffer.
3007 * Computed from attachments if user-made FBO.
3009 struct gl_config Visual
;
3011 GLuint Width
, Height
; /**< size of frame buffer in pixels */
3013 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3015 GLint _Xmin
, _Xmax
; /**< inclusive */
3016 GLint _Ymin
, _Ymax
; /**< exclusive */
3019 /** \name Derived Z buffer stuff */
3021 GLuint _DepthMax
; /**< Max depth buffer value */
3022 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
3023 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
3026 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3029 /** Integer color values */
3030 GLboolean _IntegerColor
;
3032 /* ARB_color_buffer_float */
3033 GLboolean _AllColorBuffersFixedPoint
; /* no integer, no float */
3034 GLboolean _HasSNormOrFloatColorBuffer
;
3036 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3037 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
3039 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3040 * attribute group and GL_PIXEL attribute group, respectively.
3042 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
3043 GLenum ColorReadBuffer
;
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
;
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.
3057 GLuint MaxNumLayers
;
3059 /** Delete this framebuffer */
3060 void (*Delete
)(struct gl_framebuffer
*fb
);
3065 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3069 GLushort RangeMin
; /**< min value exponent */
3070 GLushort RangeMax
; /**< max value exponent */
3071 GLushort Precision
; /**< number of mantissa bits */
3076 * Limits for vertex, geometry and fragment programs/shaders.
3078 struct gl_program_constants
3080 /* logical limits */
3081 GLuint MaxInstructions
;
3082 GLuint MaxAluInstructions
;
3083 GLuint MaxTexInstructions
;
3084 GLuint MaxTexIndirections
;
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
;
3102 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
3105 * \name Per-stage input / output limits
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.
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.
3116 * Vertex shader inputs do not participate this in this accounting.
3117 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3119 * Fragment shader outputs do not participate this in this accounting.
3120 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3123 GLuint MaxInputComponents
;
3124 GLuint MaxOutputComponents
;
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
;
3135 /* GL_ARB_shader_atomic_counters */
3136 GLuint MaxAtomicBuffers
;
3137 GLuint MaxAtomicCounters
;
3139 /* GL_ARB_shader_image_load_store */
3140 GLuint MaxImageUniforms
;
3145 * Constants which may be overridden by device driver during context creation
3146 * but are never changed after that.
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 */
3163 GLuint TextureBufferOffsetAlignment
; /**< GL_ARB_texture_buffer_range */
3165 GLuint MaxArrayLockSize
;
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
;
3176 GLuint MaxClipPlanes
;
3178 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
3179 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
3181 GLuint MaxViewportWidth
, MaxViewportHeight
;
3182 GLuint MaxViewports
; /**< GL_ARB_viewport_array */
3183 GLuint ViewportSubpixelBits
; /**< GL_ARB_viewport_array */
3187 } ViewportBounds
; /**< GL_ARB_viewport_array */
3189 struct gl_program_constants Program
[MESA_SHADER_STAGES
];
3190 GLuint MaxProgramMatrices
;
3191 GLuint MaxProgramMatrixStackDepth
;
3194 GLuint SamplesPassed
;
3197 GLuint PrimitivesGenerated
;
3198 GLuint PrimitivesWritten
;
3201 /** vertex array / buffer object bounds checking */
3202 GLboolean CheckArrayBounds
;
3204 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
3206 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
3207 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
3208 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
3210 /** Number of varying vectors between any two shader stages. */
3214 * GL_ARB_uniform_buffer_object
3216 GLuint MaxCombinedUniformBlocks
;
3217 GLuint MaxUniformBufferBindings
;
3218 GLuint MaxUniformBlockSize
;
3219 GLuint UniformBufferOffsetAlignment
;
3222 /** GL_ARB_geometry_shader4 */
3223 GLuint MaxGeometryOutputVertices
;
3224 GLuint MaxGeometryTotalOutputComponents
;
3226 GLuint GLSLVersion
; /**< GLSL version supported (ex: 120 = 1.20) */
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.
3232 GLboolean ForceGLSLExtensionsWarn
;
3235 * If non-zero, forces GLSL shaders without the #version directive to behave
3236 * as if they began with "#version ForceGLSLVersion".
3238 GLuint ForceGLSLVersion
;
3241 * Does the driver support real 32-bit integers? (Otherwise, integers are
3242 * simulated via floats.)
3244 GLboolean NativeIntegers
;
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.)
3250 GLuint UniformBooleanTrue
;
3252 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3253 GLbitfield SupportedBumpUnits
;
3256 * Maximum amount of time, measured in nanseconds, that the server can wait.
3258 GLuint64 MaxServerWaitTimeout
;
3260 /** GL_EXT_provoking_vertex */
3261 GLboolean QuadsFollowProvokingVertexConvention
;
3263 /** OpenGL version 3.0 */
3264 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3266 /** OpenGL version 3.2 */
3267 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
3269 /** GL_EXT_transform_feedback */
3270 GLuint MaxTransformFeedbackBuffers
;
3271 GLuint MaxTransformFeedbackSeparateComponents
;
3272 GLuint MaxTransformFeedbackInterleavedComponents
;
3273 GLuint MaxVertexStreams
;
3275 /** GL_EXT_gpu_shader4 */
3276 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
3278 /** GL_ARB_texture_gather */
3279 GLuint MinProgramTextureGatherOffset
;
3280 GLuint MaxProgramTextureGatherOffset
;
3281 GLuint MaxProgramTextureGatherComponents
;
3283 /* GL_ARB_robustness */
3284 GLenum ResetStrategy
;
3286 /* GL_ARB_blend_func_extended */
3287 GLuint MaxDualSourceDrawBuffers
;
3290 * Whether the implementation strips out and ignores texture borders.
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.
3299 * Texture borders are deprecated in GL 3.0.
3301 GLboolean StripTextureBorder
;
3304 * For drivers which can do a better job at eliminating unused uniforms
3305 * than the GLSL compiler.
3307 * XXX Remove these as soon as a better solution is available.
3309 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
3312 * Force software support for primitive restart in the VBO module.
3314 GLboolean PrimitiveRestartInSoftware
;
3317 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3318 * than passing the transform feedback object to the drawing function.
3320 GLboolean AlwaysUseGetTransformFeedbackVertexCount
;
3322 /** GL_ARB_map_buffer_alignment */
3323 GLuint MinMapBufferAlignment
;
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.
3332 * Drivers that support transform feedback must set this value to GL_FALSE.
3334 GLboolean DisableVaryingPacking
;
3337 * Maximum value supported for an index in DrawElements and friends.
3339 * This must be at least (1ull<<24)-1. The default value is
3342 * \since ES 3.0 or GL_ARB_ES3_compatibility
3343 * \sa _mesa_init_constants
3345 GLuint64 MaxElementIndex
;
3348 * Disable interpretation of line continuations (lines ending with a
3349 * backslash character ('\') in GLSL source.
3351 GLboolean DisableGLSLLineContinuations
;
3353 /** GL_ARB_texture_multisample */
3354 GLint MaxColorTextureSamples
;
3355 GLint MaxDepthTextureSamples
;
3356 GLint MaxIntegerSamples
;
3358 /** GL_ARB_shader_atomic_counters */
3359 GLuint MaxAtomicBufferBindings
;
3360 GLuint MaxAtomicBufferSize
;
3361 GLuint MaxCombinedAtomicBuffers
;
3362 GLuint MaxCombinedAtomicCounters
;
3364 /** GL_ARB_vertex_attrib_binding */
3365 GLint MaxVertexAttribRelativeOffset
;
3366 GLint MaxVertexAttribBindings
;
3368 /* GL_ARB_shader_image_load_store */
3369 GLuint MaxImageUnits
;
3370 GLuint MaxCombinedImageUnitsAndFragmentOutputs
;
3371 GLuint MaxImageSamples
;
3372 GLuint MaxCombinedImageUniforms
;
3377 * Enable flag for each OpenGL extension. Different device drivers will
3378 * enable different extensions at runtime.
3380 struct gl_extensions
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
;
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 */
3529 * A stack of matrices (projection, modelview, color, texture, etc).
3531 struct gl_matrix_stack
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 */
3542 * \name Bits for image transfer operations
3543 * \sa __struct gl_contextRec::ImageTransferState.
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
3552 /** Pixel Transfer ops */
3553 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3554 IMAGE_SHIFT_OFFSET_BIT | \
3555 IMAGE_MAP_COLOR_BIT)
3558 * \name Bits to indicate what state has changed.
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 */
3598 * Composite state flags
3601 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3607 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3617 /* This has to be included here. */
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
3627 #define DLIST_DANGLING_REFS 0x1
3630 /** Opaque declaration of display list payload data type */
3631 union gl_dlist_node
;
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.
3639 struct gl_display_list
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
;
3650 * State used during display list compilation and execution.
3652 struct gl_dlist_state
3654 GLuint CallDepth
; /**< Current recursion calling depth */
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 */
3660 GLvertexformat ListVtxfmt
;
3662 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
3663 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
3665 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
3666 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
3669 /* State known to have been set by the currently-compiling display
3670 * list. Used to eliminate some redundant state changes.
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.
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
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
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
3716 * An error, warning, or other piece of debug information for an application
3717 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3721 enum mesa_debug_source source
;
3722 enum mesa_debug_type type
;
3724 enum mesa_debug_severity severity
;
3729 struct gl_debug_namespace
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
];
3737 struct gl_debug_state
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
;
3751 GLint NextMsgLength
; /* redundant, but copied here from Log[NextMsg].length
3752 for the sake of the offsetof() code in get.c */
3756 * Enum for the OpenGL APIs we know about and may support.
3758 * NOTE: This must match the api_enum table in
3759 * src/mesa/main/get_hash_generator.py
3763 API_OPENGL_COMPAT
, /* legacy / compatibility contexts */
3767 API_OPENGL_LAST
= API_OPENGL_CORE
3771 * Driver-specific state flags.
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.
3777 struct gl_driver_flags
3779 /** gl_context::Array::_DrawArrays (vertex array state) */
3780 GLbitfield NewArray
;
3782 /** gl_context::TransformFeedback::CurrentObject */
3783 GLbitfield NewTransformFeedback
;
3785 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3786 GLbitfield NewTransformFeedbackProg
;
3788 /** gl_context::RasterDiscard */
3789 GLbitfield NewRasterizerDiscard
;
3792 * gl_context::UniformBufferBindings
3793 * gl_shader_program::UniformBlocks
3795 GLbitfield NewUniformBuffer
;
3798 * gl_context::AtomicBufferBindings
3800 GLbitfield NewAtomicBuffer
;
3803 * gl_context::ImageUnits
3805 GLbitfield NewImageUnits
;
3808 struct gl_uniform_buffer_binding
3810 struct gl_buffer_object
*BufferObject
;
3811 /** Start of uniform block data in the buffer */
3813 /** Size of data allowed to be referenced from the buffer (in bytes) */
3816 * glBindBufferBase() indicates that the Size should be ignored and only
3817 * limited by the current size of the BufferObject.
3819 GLboolean AutomaticSize
;
3823 * ARB_shader_image_load_store image unit.
3825 struct gl_image_unit
3828 * Texture object bound to this unit.
3830 struct gl_texture_object
*TexObj
;
3833 * Level of the texture object bound to this unit.
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.
3845 * Layer of the texture object bound to this unit, or zero if the
3846 * whole level is bound.
3851 * Access allowed to this texture image. Either \c GL_READ_ONLY,
3852 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
3857 * GL internal format that determines the interpretation of the
3858 * image memory when shader image operations are performed through
3864 * Mesa format corresponding to \c Format.
3866 mesa_format _ActualFormat
;
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.
3877 * Binding point for an atomic counter buffer object.
3879 struct gl_atomic_buffer_binding
3881 struct gl_buffer_object
*BufferObject
;
3887 * Mesa rendering context.
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
3896 /** State possibly shared with other contexts in the address space */
3897 struct gl_shared_state
*Shared
;
3899 /** \name API function pointer tables */
3903 * The current dispatch table for non-displaylist-saving execution, either
3904 * BeginEnd or OutsideBeginEnd
3906 struct _glapi_table
*Exec
;
3908 * The normal dispatch table for non-displaylist-saving, non-begin/end
3910 struct _glapi_table
*OutsideBeginEnd
;
3911 /** The dispatch table used between glNewList() and glEndList() */
3912 struct _glapi_table
*Save
;
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.
3918 struct _glapi_table
*BeginEnd
;
3920 * Tracks the current dispatch table out of the 3 above, so that it can be
3921 * re-set on glXMakeCurrent().
3923 struct _glapi_table
*CurrentDispatch
;
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 */
3933 * Device driver function pointer table
3935 struct dd_function_table Driver
;
3937 /** Core/Driver constants */
3938 struct gl_constants Const
;
3940 /** \name The various 4x4 matrix stacks */
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 */
3949 /** Combined modelview and projection matrix */
3950 GLmatrix _ModelProjectMatrix
;
3952 /** \name Display lists */
3953 struct gl_dlist_state ListState
;
3955 GLboolean ExecuteFlag
; /**< Execute GL commands? */
3956 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
3958 /** Extension information */
3959 struct gl_extensions Extensions
;
3961 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3963 char *VersionString
;
3965 /** \name State attribute stack (for glPush/PopAttrib) */
3967 GLuint AttribStackDepth
;
3968 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
3971 /** \name Renderer attribute groups
3973 * We define a struct for each attribute group to make pushing and popping
3974 * attributes easy. Also it's a good organization.
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 */
3999 /** \name Client attribute stack */
4001 GLuint ClientAttribStackDepth
;
4002 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
4005 /** \name Client attribute groups */
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 */
4013 /** \name Other assorted state (not pushed/popped on attribute stack) */
4015 struct gl_pixelmaps PixelMaps
;
4017 struct gl_evaluators EvalMap
; /**< All evaluators */
4018 struct gl_feedback Feedback
; /**< Feedback */
4019 struct gl_selection Select
; /**< Selection */
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
;
4027 struct gl_shader_state Shader
; /**< GLSL shader object state */
4028 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_STAGES
];
4030 struct gl_query_state Query
; /**< occlusion, timer queries */
4032 struct gl_transform_feedback_state TransformFeedback
;
4034 struct gl_perf_monitor_state PerfMonitor
;
4036 struct gl_buffer_object
*DrawIndirectBuffer
; /** < GL_ARB_draw_indirect */
4038 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
4039 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
4042 * Current GL_ARB_uniform_buffer_object binding referenced by
4043 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4045 struct gl_buffer_object
*UniformBuffer
;
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
4053 struct gl_uniform_buffer_binding
4054 UniformBufferBindings
[MAX_COMBINED_UNIFORM_BUFFERS
];
4057 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4060 struct gl_buffer_object
*AtomicBuffer
;
4063 * Array of atomic counter buffer binding points.
4065 struct gl_atomic_buffer_binding
4066 AtomicBufferBindings
[MAX_COMBINED_ATOMIC_BUFFERS
];
4069 * Array of image units for ARB_shader_image_load_store.
4071 struct gl_image_unit ImageUnits
[MAX_IMAGE_UNITS
];
4075 struct gl_meta_state
*Meta
; /**< for "meta" operations */
4077 /* GL_EXT_framebuffer_object */
4078 struct gl_renderbuffer
*CurrentRenderbuffer
;
4080 GLenum ErrorValue
; /**< Last error code */
4083 * Recognize and silence repeated error debug messages in buggy apps.
4085 const char *ErrorDebugFmtString
;
4086 GLuint ErrorDebugCount
;
4088 /* GL_ARB_debug_output/GL_KHR_debug */
4089 struct gl_debug_state Debug
;
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 */
4095 struct gl_driver_flags DriverFlags
;
4097 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
4099 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
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
;
4108 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
4110 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
4112 /** \name For debugging/development only */
4114 GLboolean FirstTimeCurrent
;
4117 /** software compression/decompression supported or not */
4118 GLboolean Mesa_DXTn
;
4120 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
4122 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
4125 * \name Hooks for module contexts.
4127 * These will eventually live in the driver or elsewhere.
4130 void *swrast_context
;
4131 void *swsetup_context
;
4132 void *swtnl_context
;
4133 struct vbo_context
*vbo_context
;
4134 struct st_context
*st
;
4139 * \name NV_vdpau_interop
4142 const void *vdpDevice
;
4143 const void *vdpGetProcAddress
;
4144 struct set
*vdpSurfaces
;
4148 * Has this context observed a GPU reset in any context in the share group?
4150 * Once this field becomes true, it is never reset to false.
4152 GLboolean ShareGroupReset
;
4157 extern int MESA_VERBOSE
;
4158 extern int MESA_DEBUG_FLAGS
;
4159 # define MESA_FUNCTION __FUNCTION__
4161 # define MESA_VERBOSE 0
4162 # define MESA_DEBUG_FLAGS 0
4163 # define MESA_FUNCTION "a function"
4170 /** The MESA_VERBOSE var is a bitmask of these flags */
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
4190 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4193 DEBUG_SILENT
= (1 << 0),
4194 DEBUG_ALWAYS_FLUSH
= (1 << 1),
4195 DEBUG_INCOMPLETE_TEXTURE
= (1 << 2),
4196 DEBUG_INCOMPLETE_FBO
= (1 << 3)
4205 #endif /* MTYPES_H */