mesa: add function to check if shader subroutines are enabled.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "glsl/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47
48
49 #ifdef __cplusplus
50 extern "C" {
51 #endif
52
53
54 /**
55 * \name 64-bit extension of GLbitfield.
56 */
57 /*@{*/
58 typedef GLuint64 GLbitfield64;
59
60 /** Set a single bit */
61 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
62 /** Set all bits up to excluding bit b */
63 #define BITFIELD64_MASK(b) \
64 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
65 /** Set count bits starting from bit b */
66 #define BITFIELD64_RANGE(b, count) \
67 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
68
69
70 /**
71 * \name Some forward type declarations
72 */
73 /*@{*/
74 struct _mesa_HashTable;
75 struct gl_attrib_node;
76 struct gl_list_extensions;
77 struct gl_meta_state;
78 struct gl_program_cache;
79 struct gl_texture_object;
80 struct gl_debug_state;
81 struct gl_context;
82 struct st_context;
83 struct gl_uniform_storage;
84 struct prog_instruction;
85 struct gl_program_parameter_list;
86 struct set;
87 struct set_entry;
88 struct vbo_context;
89 /*@}*/
90
91
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_PATCHES
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
96
97
98
99 /**
100 * Indexes for vertex program attributes.
101 * GL_NV_vertex_program aliases generic attributes over the conventional
102 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
103 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
104 * generic attributes are distinct/separate).
105 */
106 typedef enum
107 {
108 VERT_ATTRIB_POS = 0,
109 VERT_ATTRIB_WEIGHT = 1,
110 VERT_ATTRIB_NORMAL = 2,
111 VERT_ATTRIB_COLOR0 = 3,
112 VERT_ATTRIB_COLOR1 = 4,
113 VERT_ATTRIB_FOG = 5,
114 VERT_ATTRIB_COLOR_INDEX = 6,
115 VERT_ATTRIB_EDGEFLAG = 7,
116 VERT_ATTRIB_TEX0 = 8,
117 VERT_ATTRIB_TEX1 = 9,
118 VERT_ATTRIB_TEX2 = 10,
119 VERT_ATTRIB_TEX3 = 11,
120 VERT_ATTRIB_TEX4 = 12,
121 VERT_ATTRIB_TEX5 = 13,
122 VERT_ATTRIB_TEX6 = 14,
123 VERT_ATTRIB_TEX7 = 15,
124 VERT_ATTRIB_POINT_SIZE = 16,
125 VERT_ATTRIB_GENERIC0 = 17,
126 VERT_ATTRIB_GENERIC1 = 18,
127 VERT_ATTRIB_GENERIC2 = 19,
128 VERT_ATTRIB_GENERIC3 = 20,
129 VERT_ATTRIB_GENERIC4 = 21,
130 VERT_ATTRIB_GENERIC5 = 22,
131 VERT_ATTRIB_GENERIC6 = 23,
132 VERT_ATTRIB_GENERIC7 = 24,
133 VERT_ATTRIB_GENERIC8 = 25,
134 VERT_ATTRIB_GENERIC9 = 26,
135 VERT_ATTRIB_GENERIC10 = 27,
136 VERT_ATTRIB_GENERIC11 = 28,
137 VERT_ATTRIB_GENERIC12 = 29,
138 VERT_ATTRIB_GENERIC13 = 30,
139 VERT_ATTRIB_GENERIC14 = 31,
140 VERT_ATTRIB_GENERIC15 = 32,
141 VERT_ATTRIB_MAX = 33
142 } gl_vert_attrib;
143
144 /**
145 * Symbolic constats to help iterating over
146 * specific blocks of vertex attributes.
147 *
148 * VERT_ATTRIB_FF
149 * includes all fixed function attributes as well as
150 * the aliased GL_NV_vertex_program shader attributes.
151 * VERT_ATTRIB_TEX
152 * include the classic texture coordinate attributes.
153 * Is a subset of VERT_ATTRIB_FF.
154 * VERT_ATTRIB_GENERIC
155 * include the OpenGL 2.0+ GLSL generic shader attributes.
156 * These alias the generic GL_ARB_vertex_shader attributes.
157 */
158 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
159 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
160
161 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
162 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
163
164 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
165 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
166
167 /**
168 * Bitflags for vertex attributes.
169 * These are used in bitfields in many places.
170 */
171 /*@{*/
172 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
173 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
174 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
175 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
176 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
177 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
178 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
179 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
180 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
181 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
182 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
183 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
184 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
185 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
186 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
187 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
188 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
189 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
190
191 #define VERT_BIT(i) BITFIELD64_BIT(i)
192 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
193
194 #define VERT_BIT_FF(i) VERT_BIT(i)
195 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
196 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
197 #define VERT_BIT_TEX_ALL \
198 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
199
200 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
201 #define VERT_BIT_GENERIC_ALL \
202 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
203 /*@}*/
204
205
206 /**
207 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
208 * fragment shader inputs.
209 *
210 * Note that some of these values are not available to all pipeline stages.
211 *
212 * When this enum is updated, the following code must be updated too:
213 * - vertResults (in prog_print.c's arb_output_attrib_string())
214 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
215 * - _mesa_varying_slot_in_fs()
216 */
217 typedef enum
218 {
219 VARYING_SLOT_POS,
220 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
221 VARYING_SLOT_COL1,
222 VARYING_SLOT_FOGC,
223 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
224 VARYING_SLOT_TEX1,
225 VARYING_SLOT_TEX2,
226 VARYING_SLOT_TEX3,
227 VARYING_SLOT_TEX4,
228 VARYING_SLOT_TEX5,
229 VARYING_SLOT_TEX6,
230 VARYING_SLOT_TEX7,
231 VARYING_SLOT_PSIZ, /* Does not appear in FS */
232 VARYING_SLOT_BFC0, /* Does not appear in FS */
233 VARYING_SLOT_BFC1, /* Does not appear in FS */
234 VARYING_SLOT_EDGE, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
236 VARYING_SLOT_CLIP_DIST0,
237 VARYING_SLOT_CLIP_DIST1,
238 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
239 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
240 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
241 VARYING_SLOT_FACE, /* FS only */
242 VARYING_SLOT_PNTC, /* FS only */
243 VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
244 VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
245 VARYING_SLOT_VAR0, /* First generic varying slot */
246 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING,
247 VARYING_SLOT_PATCH0 = VARYING_SLOT_MAX,
248 VARYING_SLOT_TESS_MAX = VARYING_SLOT_PATCH0 + MAX_VARYING
249 } gl_varying_slot;
250
251
252 /**
253 * Bitflags for varying slots.
254 */
255 /*@{*/
256 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
257 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
258 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
259 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
260 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
261 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
262 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
263 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
264 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
265 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
266 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
267 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
268 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
269 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
270 MAX_TEXTURE_COORD_UNITS)
271 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
272 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
273 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
274 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
275 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
276 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
277 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
278 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
279 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
280 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
281 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
282 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
283 #define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
284 #define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
285 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
286 /*@}*/
287
288 /**
289 * Determine if the given gl_varying_slot appears in the fragment shader.
290 */
291 static inline GLboolean
292 _mesa_varying_slot_in_fs(gl_varying_slot slot)
293 {
294 switch (slot) {
295 case VARYING_SLOT_PSIZ:
296 case VARYING_SLOT_BFC0:
297 case VARYING_SLOT_BFC1:
298 case VARYING_SLOT_EDGE:
299 case VARYING_SLOT_CLIP_VERTEX:
300 case VARYING_SLOT_LAYER:
301 case VARYING_SLOT_TESS_LEVEL_OUTER:
302 case VARYING_SLOT_TESS_LEVEL_INNER:
303 return GL_FALSE;
304 default:
305 return GL_TRUE;
306 }
307 }
308
309
310 /**
311 * Fragment program results
312 */
313 typedef enum
314 {
315 FRAG_RESULT_DEPTH = 0,
316 FRAG_RESULT_STENCIL = 1,
317 /* If a single color should be written to all render targets, this
318 * register is written. No FRAG_RESULT_DATAn will be written.
319 */
320 FRAG_RESULT_COLOR = 2,
321 FRAG_RESULT_SAMPLE_MASK = 3,
322
323 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
324 * or ARB_fragment_program fragment.color[n]) color results. If
325 * any are written, FRAG_RESULT_COLOR will not be written.
326 */
327 FRAG_RESULT_DATA0 = 4,
328 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
329 } gl_frag_result;
330
331
332 /**
333 * Indexes for all renderbuffers
334 */
335 typedef enum
336 {
337 /* the four standard color buffers */
338 BUFFER_FRONT_LEFT,
339 BUFFER_BACK_LEFT,
340 BUFFER_FRONT_RIGHT,
341 BUFFER_BACK_RIGHT,
342 BUFFER_DEPTH,
343 BUFFER_STENCIL,
344 BUFFER_ACCUM,
345 /* optional aux buffer */
346 BUFFER_AUX0,
347 /* generic renderbuffers */
348 BUFFER_COLOR0,
349 BUFFER_COLOR1,
350 BUFFER_COLOR2,
351 BUFFER_COLOR3,
352 BUFFER_COLOR4,
353 BUFFER_COLOR5,
354 BUFFER_COLOR6,
355 BUFFER_COLOR7,
356 BUFFER_COUNT
357 } gl_buffer_index;
358
359 /**
360 * Bit flags for all renderbuffers
361 */
362 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
363 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
364 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
365 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
366 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
367 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
368 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
369 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
370 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
371 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
372 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
373 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
374 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
375 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
376 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
377 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
378 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
379 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
380 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
381
382 /**
383 * Mask of all the color buffer bits (but not accum).
384 */
385 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
386 BUFFER_BIT_BACK_LEFT | \
387 BUFFER_BIT_FRONT_RIGHT | \
388 BUFFER_BIT_BACK_RIGHT | \
389 BUFFER_BIT_AUX0 | \
390 BUFFER_BIT_COLOR0 | \
391 BUFFER_BIT_COLOR1 | \
392 BUFFER_BIT_COLOR2 | \
393 BUFFER_BIT_COLOR3 | \
394 BUFFER_BIT_COLOR4 | \
395 BUFFER_BIT_COLOR5 | \
396 BUFFER_BIT_COLOR6 | \
397 BUFFER_BIT_COLOR7)
398
399 /**
400 * Framebuffer configuration (aka visual / pixelformat)
401 * Note: some of these fields should be boolean, but it appears that
402 * code in drivers/dri/common/util.c requires int-sized fields.
403 */
404 struct gl_config
405 {
406 GLboolean rgbMode;
407 GLboolean floatMode;
408 GLuint doubleBufferMode;
409 GLuint stereoMode;
410
411 GLboolean haveAccumBuffer;
412 GLboolean haveDepthBuffer;
413 GLboolean haveStencilBuffer;
414
415 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
416 GLuint redMask, greenMask, blueMask, alphaMask;
417 GLint rgbBits; /* total bits for rgb */
418 GLint indexBits; /* total bits for colorindex */
419
420 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
421 GLint depthBits;
422 GLint stencilBits;
423
424 GLint numAuxBuffers;
425
426 GLint level;
427
428 /* EXT_visual_rating / GLX 1.2 */
429 GLint visualRating;
430
431 /* EXT_visual_info / GLX 1.2 */
432 GLint transparentPixel;
433 /* colors are floats scaled to ints */
434 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
435 GLint transparentIndex;
436
437 /* ARB_multisample / SGIS_multisample */
438 GLint sampleBuffers;
439 GLint samples;
440
441 /* SGIX_pbuffer / GLX 1.3 */
442 GLint maxPbufferWidth;
443 GLint maxPbufferHeight;
444 GLint maxPbufferPixels;
445 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
446 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
447
448 /* OML_swap_method */
449 GLint swapMethod;
450
451 /* EXT_texture_from_pixmap */
452 GLint bindToTextureRgb;
453 GLint bindToTextureRgba;
454 GLint bindToMipmapTexture;
455 GLint bindToTextureTargets;
456 GLint yInverted;
457
458 /* EXT_framebuffer_sRGB */
459 GLint sRGBCapable;
460 };
461
462
463 /**
464 * \name Bit flags used for updating material values.
465 */
466 /*@{*/
467 #define MAT_ATTRIB_FRONT_AMBIENT 0
468 #define MAT_ATTRIB_BACK_AMBIENT 1
469 #define MAT_ATTRIB_FRONT_DIFFUSE 2
470 #define MAT_ATTRIB_BACK_DIFFUSE 3
471 #define MAT_ATTRIB_FRONT_SPECULAR 4
472 #define MAT_ATTRIB_BACK_SPECULAR 5
473 #define MAT_ATTRIB_FRONT_EMISSION 6
474 #define MAT_ATTRIB_BACK_EMISSION 7
475 #define MAT_ATTRIB_FRONT_SHININESS 8
476 #define MAT_ATTRIB_BACK_SHININESS 9
477 #define MAT_ATTRIB_FRONT_INDEXES 10
478 #define MAT_ATTRIB_BACK_INDEXES 11
479 #define MAT_ATTRIB_MAX 12
480
481 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
482 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
483 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
484 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
485 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
486 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
487
488 #define MAT_INDEX_AMBIENT 0
489 #define MAT_INDEX_DIFFUSE 1
490 #define MAT_INDEX_SPECULAR 2
491
492 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
493 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
494 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
495 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
496 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
497 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
498 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
499 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
500 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
501 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
502 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
503 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
504
505
506 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
507 MAT_BIT_FRONT_AMBIENT | \
508 MAT_BIT_FRONT_DIFFUSE | \
509 MAT_BIT_FRONT_SPECULAR | \
510 MAT_BIT_FRONT_SHININESS | \
511 MAT_BIT_FRONT_INDEXES)
512
513 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
514 MAT_BIT_BACK_AMBIENT | \
515 MAT_BIT_BACK_DIFFUSE | \
516 MAT_BIT_BACK_SPECULAR | \
517 MAT_BIT_BACK_SHININESS | \
518 MAT_BIT_BACK_INDEXES)
519
520 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
521 /*@}*/
522
523
524 /**
525 * Material state.
526 */
527 struct gl_material
528 {
529 GLfloat Attrib[MAT_ATTRIB_MAX][4];
530 };
531
532
533 /**
534 * Light state flags.
535 */
536 /*@{*/
537 #define LIGHT_SPOT 0x1
538 #define LIGHT_LOCAL_VIEWER 0x2
539 #define LIGHT_POSITIONAL 0x4
540 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
541 /*@}*/
542
543
544 /**
545 * Light source state.
546 */
547 struct gl_light
548 {
549 struct gl_light *next; /**< double linked list with sentinel */
550 struct gl_light *prev;
551
552 GLfloat Ambient[4]; /**< ambient color */
553 GLfloat Diffuse[4]; /**< diffuse color */
554 GLfloat Specular[4]; /**< specular color */
555 GLfloat EyePosition[4]; /**< position in eye coordinates */
556 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
557 GLfloat SpotExponent;
558 GLfloat SpotCutoff; /**< in degrees */
559 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
560 GLfloat ConstantAttenuation;
561 GLfloat LinearAttenuation;
562 GLfloat QuadraticAttenuation;
563 GLboolean Enabled; /**< On/off flag */
564
565 /**
566 * \name Derived fields
567 */
568 /*@{*/
569 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
570
571 GLfloat _Position[4]; /**< position in eye/obj coordinates */
572 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
573 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
574 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
575 GLfloat _VP_inf_spot_attenuation;
576
577 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
578 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
579 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
580 /*@}*/
581 };
582
583
584 /**
585 * Light model state.
586 */
587 struct gl_lightmodel
588 {
589 GLfloat Ambient[4]; /**< ambient color */
590 GLboolean LocalViewer; /**< Local (or infinite) view point? */
591 GLboolean TwoSide; /**< Two (or one) sided lighting? */
592 GLenum ColorControl; /**< either GL_SINGLE_COLOR
593 * or GL_SEPARATE_SPECULAR_COLOR */
594 };
595
596
597 /**
598 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
599 */
600 struct gl_accum_attrib
601 {
602 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
603 };
604
605
606 /**
607 * Used for storing clear color, texture border color, etc.
608 * The float values are typically unclamped.
609 */
610 union gl_color_union
611 {
612 GLfloat f[4];
613 GLint i[4];
614 GLuint ui[4];
615 };
616
617
618 /**
619 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
620 */
621 struct gl_colorbuffer_attrib
622 {
623 GLuint ClearIndex; /**< Index for glClear */
624 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
625 GLuint IndexMask; /**< Color index write mask */
626 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
627
628 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
629
630 /**
631 * \name alpha testing
632 */
633 /*@{*/
634 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
635 GLenum AlphaFunc; /**< Alpha test function */
636 GLfloat AlphaRefUnclamped;
637 GLclampf AlphaRef; /**< Alpha reference value */
638 /*@}*/
639
640 /**
641 * \name Blending
642 */
643 /*@{*/
644 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
645
646 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
647 * control, only on the fixed-pointness of the render target.
648 * The query does however depend on fragment color clamping.
649 */
650 GLfloat BlendColorUnclamped[4]; /**< Blending color */
651 GLfloat BlendColor[4]; /**< Blending color */
652
653 struct
654 {
655 GLenum SrcRGB; /**< RGB blend source term */
656 GLenum DstRGB; /**< RGB blend dest term */
657 GLenum SrcA; /**< Alpha blend source term */
658 GLenum DstA; /**< Alpha blend dest term */
659 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
660 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
661 /**
662 * Set if any blend factor uses SRC1. Computed at the time blend factors
663 * get set.
664 */
665 GLboolean _UsesDualSrc;
666 } Blend[MAX_DRAW_BUFFERS];
667 /** Are the blend func terms currently different for each buffer/target? */
668 GLboolean _BlendFuncPerBuffer;
669 /** Are the blend equations currently different for each buffer/target? */
670 GLboolean _BlendEquationPerBuffer;
671 /*@}*/
672
673 /**
674 * \name Logic op
675 */
676 /*@{*/
677 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
678 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
679 GLenum LogicOp; /**< Logic operator */
680
681 /*@}*/
682
683 GLboolean DitherFlag; /**< Dither enable flag */
684
685 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
686 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
687 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
688
689 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
690 };
691
692
693 /**
694 * Current attribute group (GL_CURRENT_BIT).
695 */
696 struct gl_current_attrib
697 {
698 /**
699 * \name Current vertex attributes.
700 * \note Values are valid only after FLUSH_VERTICES has been called.
701 * \note Index and Edgeflag current values are stored as floats in the
702 * SIX and SEVEN attribute slots.
703 */
704 /* we need double storage for this for vertex attrib 64bit */
705 GLfloat Attrib[VERT_ATTRIB_MAX][4*2]; /**< Position, color, texcoords, etc */
706
707 /**
708 * \name Current raster position attributes (always valid).
709 * \note This set of attributes is very similar to the SWvertex struct.
710 */
711 /*@{*/
712 GLfloat RasterPos[4];
713 GLfloat RasterDistance;
714 GLfloat RasterColor[4];
715 GLfloat RasterSecondaryColor[4];
716 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
717 GLboolean RasterPosValid;
718 /*@}*/
719 };
720
721
722 /**
723 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
724 */
725 struct gl_depthbuffer_attrib
726 {
727 GLenum Func; /**< Function for depth buffer compare */
728 GLclampd Clear; /**< Value to clear depth buffer to */
729 GLboolean Test; /**< Depth buffering enabled flag */
730 GLboolean Mask; /**< Depth buffer writable? */
731 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
732 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
733 };
734
735
736 /**
737 * Evaluator attribute group (GL_EVAL_BIT).
738 */
739 struct gl_eval_attrib
740 {
741 /**
742 * \name Enable bits
743 */
744 /*@{*/
745 GLboolean Map1Color4;
746 GLboolean Map1Index;
747 GLboolean Map1Normal;
748 GLboolean Map1TextureCoord1;
749 GLboolean Map1TextureCoord2;
750 GLboolean Map1TextureCoord3;
751 GLboolean Map1TextureCoord4;
752 GLboolean Map1Vertex3;
753 GLboolean Map1Vertex4;
754 GLboolean Map2Color4;
755 GLboolean Map2Index;
756 GLboolean Map2Normal;
757 GLboolean Map2TextureCoord1;
758 GLboolean Map2TextureCoord2;
759 GLboolean Map2TextureCoord3;
760 GLboolean Map2TextureCoord4;
761 GLboolean Map2Vertex3;
762 GLboolean Map2Vertex4;
763 GLboolean AutoNormal;
764 /*@}*/
765
766 /**
767 * \name Map Grid endpoints and divisions and calculated du values
768 */
769 /*@{*/
770 GLint MapGrid1un;
771 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
772 GLint MapGrid2un, MapGrid2vn;
773 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
774 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
775 /*@}*/
776 };
777
778
779 /**
780 * Fog attribute group (GL_FOG_BIT).
781 */
782 struct gl_fog_attrib
783 {
784 GLboolean Enabled; /**< Fog enabled flag */
785 GLboolean ColorSumEnabled;
786 GLfloat ColorUnclamped[4]; /**< Fog color */
787 GLfloat Color[4]; /**< Fog color */
788 GLfloat Density; /**< Density >= 0.0 */
789 GLfloat Start; /**< Start distance in eye coords */
790 GLfloat End; /**< End distance in eye coords */
791 GLfloat Index; /**< Fog index */
792 GLenum Mode; /**< Fog mode */
793 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
794 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
795 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
796 };
797
798
799 /**
800 * Hint attribute group (GL_HINT_BIT).
801 *
802 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
803 */
804 struct gl_hint_attrib
805 {
806 GLenum PerspectiveCorrection;
807 GLenum PointSmooth;
808 GLenum LineSmooth;
809 GLenum PolygonSmooth;
810 GLenum Fog;
811 GLenum TextureCompression; /**< GL_ARB_texture_compression */
812 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
813 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
814 };
815
816
817 /**
818 * Lighting attribute group (GL_LIGHT_BIT).
819 */
820 struct gl_light_attrib
821 {
822 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
823 struct gl_lightmodel Model; /**< Lighting model */
824
825 /**
826 * Front and back material values.
827 * Note: must call FLUSH_VERTICES() before using.
828 */
829 struct gl_material Material;
830
831 GLboolean Enabled; /**< Lighting enabled flag */
832 GLboolean ColorMaterialEnabled;
833
834 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
835 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
836 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
837 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
838 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
839
840
841 GLboolean _ClampVertexColor;
842 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
843
844 /**
845 * Derived state for optimizations:
846 */
847 /*@{*/
848 GLboolean _NeedEyeCoords;
849 GLboolean _NeedVertices; /**< Use fast shader? */
850 struct gl_light EnabledList; /**< List sentinel */
851
852 GLfloat _BaseColor[2][3];
853 /*@}*/
854 };
855
856
857 /**
858 * Line attribute group (GL_LINE_BIT).
859 */
860 struct gl_line_attrib
861 {
862 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
863 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
864 GLushort StipplePattern; /**< Stipple pattern */
865 GLint StippleFactor; /**< Stipple repeat factor */
866 GLfloat Width; /**< Line width */
867 };
868
869
870 /**
871 * Display list attribute group (GL_LIST_BIT).
872 */
873 struct gl_list_attrib
874 {
875 GLuint ListBase;
876 };
877
878
879 /**
880 * Multisample attribute group (GL_MULTISAMPLE_BIT).
881 */
882 struct gl_multisample_attrib
883 {
884 GLboolean Enabled;
885 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
886 GLboolean SampleAlphaToCoverage;
887 GLboolean SampleAlphaToOne;
888 GLboolean SampleCoverage;
889 GLboolean SampleCoverageInvert;
890 GLboolean SampleShading;
891
892 /* ARB_texture_multisample / GL3.2 additions */
893 GLboolean SampleMask;
894
895 GLfloat SampleCoverageValue;
896 GLfloat MinSampleShadingValue;
897
898 /** The GL spec defines this as an array but >32x MSAA is madness */
899 GLbitfield SampleMaskValue;
900 };
901
902
903 /**
904 * A pixelmap (see glPixelMap)
905 */
906 struct gl_pixelmap
907 {
908 GLint Size;
909 GLfloat Map[MAX_PIXEL_MAP_TABLE];
910 };
911
912
913 /**
914 * Collection of all pixelmaps
915 */
916 struct gl_pixelmaps
917 {
918 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
919 struct gl_pixelmap GtoG;
920 struct gl_pixelmap BtoB;
921 struct gl_pixelmap AtoA;
922 struct gl_pixelmap ItoR;
923 struct gl_pixelmap ItoG;
924 struct gl_pixelmap ItoB;
925 struct gl_pixelmap ItoA;
926 struct gl_pixelmap ItoI;
927 struct gl_pixelmap StoS;
928 };
929
930
931 /**
932 * Pixel attribute group (GL_PIXEL_MODE_BIT).
933 */
934 struct gl_pixel_attrib
935 {
936 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
937
938 /*--- Begin Pixel Transfer State ---*/
939 /* Fields are in the order in which they're applied... */
940
941 /** Scale & Bias (index shift, offset) */
942 /*@{*/
943 GLfloat RedBias, RedScale;
944 GLfloat GreenBias, GreenScale;
945 GLfloat BlueBias, BlueScale;
946 GLfloat AlphaBias, AlphaScale;
947 GLfloat DepthBias, DepthScale;
948 GLint IndexShift, IndexOffset;
949 /*@}*/
950
951 /* Pixel Maps */
952 /* Note: actual pixel maps are not part of this attrib group */
953 GLboolean MapColorFlag;
954 GLboolean MapStencilFlag;
955
956 /*--- End Pixel Transfer State ---*/
957
958 /** glPixelZoom */
959 GLfloat ZoomX, ZoomY;
960 };
961
962
963 /**
964 * Point attribute group (GL_POINT_BIT).
965 */
966 struct gl_point_attrib
967 {
968 GLfloat Size; /**< User-specified point size */
969 GLfloat Params[3]; /**< GL_EXT_point_parameters */
970 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
971 GLfloat Threshold; /**< GL_EXT_point_parameters */
972 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
973 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
974 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
975 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
976 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
977 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
978 };
979
980
981 /**
982 * Polygon attribute group (GL_POLYGON_BIT).
983 */
984 struct gl_polygon_attrib
985 {
986 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
987 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
988 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
989 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
990 GLboolean CullFlag; /**< Culling on/off flag */
991 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
992 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
993 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
994 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
995 GLfloat OffsetUnits; /**< Polygon offset units, from user */
996 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
997 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
998 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
999 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1000 };
1001
1002
1003 /**
1004 * Scissor attributes (GL_SCISSOR_BIT).
1005 */
1006 struct gl_scissor_rect
1007 {
1008 GLint X, Y; /**< Lower left corner of box */
1009 GLsizei Width, Height; /**< Size of box */
1010 };
1011 struct gl_scissor_attrib
1012 {
1013 GLbitfield EnableFlags; /**< Scissor test enabled? */
1014 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1015 };
1016
1017
1018 /**
1019 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1020 *
1021 * Three sets of stencil data are tracked so that OpenGL 2.0,
1022 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1023 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1024 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1025 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1026 * GL_EXT_stencil_two_side GL_BACK state.
1027 *
1028 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1029 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1030 *
1031 * The derived value \c _TestTwoSide is set when the front-face and back-face
1032 * stencil state are different.
1033 */
1034 struct gl_stencil_attrib
1035 {
1036 GLboolean Enabled; /**< Enabled flag */
1037 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1038 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1039 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1040 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1041 GLboolean _TestTwoSide;
1042 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1043 GLenum Function[3]; /**< Stencil function */
1044 GLenum FailFunc[3]; /**< Fail function */
1045 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1046 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1047 GLint Ref[3]; /**< Reference value */
1048 GLuint ValueMask[3]; /**< Value mask */
1049 GLuint WriteMask[3]; /**< Write mask */
1050 GLuint Clear; /**< Clear value */
1051 };
1052
1053
1054 /**
1055 * An index for each type of texture object. These correspond to the GL
1056 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1057 * Note: the order is from highest priority to lowest priority.
1058 */
1059 typedef enum
1060 {
1061 TEXTURE_2D_MULTISAMPLE_INDEX,
1062 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1063 TEXTURE_CUBE_ARRAY_INDEX,
1064 TEXTURE_BUFFER_INDEX,
1065 TEXTURE_2D_ARRAY_INDEX,
1066 TEXTURE_1D_ARRAY_INDEX,
1067 TEXTURE_EXTERNAL_INDEX,
1068 TEXTURE_CUBE_INDEX,
1069 TEXTURE_3D_INDEX,
1070 TEXTURE_RECT_INDEX,
1071 TEXTURE_2D_INDEX,
1072 TEXTURE_1D_INDEX,
1073 NUM_TEXTURE_TARGETS
1074 } gl_texture_index;
1075
1076
1077 /**
1078 * Bit flags for each type of texture object
1079 */
1080 /*@{*/
1081 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1082 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1083 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1084 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1085 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1086 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1087 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1088 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1089 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1090 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1091 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1092 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1093 /*@}*/
1094
1095
1096 /**
1097 * Texture image state. Drivers will typically create a subclass of this
1098 * with extra fields for memory buffers, etc.
1099 */
1100 struct gl_texture_image
1101 {
1102 GLint InternalFormat; /**< Internal format as given by the user */
1103 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1104 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1105 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1106 * GL_DEPTH_STENCIL_EXT only. Used for
1107 * choosing TexEnv arithmetic.
1108 */
1109 mesa_format TexFormat; /**< The actual texture memory format */
1110
1111 GLuint Border; /**< 0 or 1 */
1112 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1113 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1114 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1115 GLuint Width2; /**< = Width - 2*Border */
1116 GLuint Height2; /**< = Height - 2*Border */
1117 GLuint Depth2; /**< = Depth - 2*Border */
1118 GLuint WidthLog2; /**< = log2(Width2) */
1119 GLuint HeightLog2; /**< = log2(Height2) */
1120 GLuint DepthLog2; /**< = log2(Depth2) */
1121 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1122 levels, computed from the dimensions */
1123
1124 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1125 GLuint Level; /**< Which mipmap level am I? */
1126 /** Cube map face: index into gl_texture_object::Image[] array */
1127 GLuint Face;
1128
1129 /** GL_ARB_texture_multisample */
1130 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1131 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1132 };
1133
1134
1135 /**
1136 * Indexes for cube map faces.
1137 */
1138 typedef enum
1139 {
1140 FACE_POS_X = 0,
1141 FACE_NEG_X = 1,
1142 FACE_POS_Y = 2,
1143 FACE_NEG_Y = 3,
1144 FACE_POS_Z = 4,
1145 FACE_NEG_Z = 5,
1146 MAX_FACES = 6
1147 } gl_face_index;
1148
1149
1150 /**
1151 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1152 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1153 */
1154 struct gl_sampler_object
1155 {
1156 GLuint Name;
1157 GLint RefCount;
1158 GLchar *Label; /**< GL_KHR_debug */
1159
1160 GLenum WrapS; /**< S-axis texture image wrap mode */
1161 GLenum WrapT; /**< T-axis texture image wrap mode */
1162 GLenum WrapR; /**< R-axis texture image wrap mode */
1163 GLenum MinFilter; /**< minification filter */
1164 GLenum MagFilter; /**< magnification filter */
1165 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1166 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1167 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1168 GLfloat LodBias; /**< OpenGL 1.4 */
1169 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1170 GLenum CompareMode; /**< GL_ARB_shadow */
1171 GLenum CompareFunc; /**< GL_ARB_shadow */
1172 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1173 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1174 };
1175
1176
1177 /**
1178 * Texture object state. Contains the array of mipmap images, border color,
1179 * wrap modes, filter modes, and shadow/texcompare state.
1180 */
1181 struct gl_texture_object
1182 {
1183 mtx_t Mutex; /**< for thread safety */
1184 GLint RefCount; /**< reference count */
1185 GLuint Name; /**< the user-visible texture object ID */
1186 GLchar *Label; /**< GL_KHR_debug */
1187 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1188 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1189 Only valid when Target is valid. */
1190
1191 struct gl_sampler_object Sampler;
1192
1193 GLenum DepthMode; /**< GL_ARB_depth_texture */
1194 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1195
1196 GLfloat Priority; /**< in [0,1] */
1197 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1198 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1199 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1200 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1201 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1202 GLint CropRect[4]; /**< GL_OES_draw_texture */
1203 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1204 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1205 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1206 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1207 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1208 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1209 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1210 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1211 pressure? */
1212 GLboolean Immutable; /**< GL_ARB_texture_storage */
1213 GLboolean _IsFloat; /**< GL_OES_float_texture */
1214 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1215
1216 GLuint MinLevel; /**< GL_ARB_texture_view */
1217 GLuint MinLayer; /**< GL_ARB_texture_view */
1218 GLuint NumLevels; /**< GL_ARB_texture_view */
1219 GLuint NumLayers; /**< GL_ARB_texture_view */
1220
1221 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1222 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1223
1224 /** GL_ARB_texture_buffer_object */
1225 struct gl_buffer_object *BufferObject;
1226 GLenum BufferObjectFormat;
1227 /** Equivalent Mesa format for BufferObjectFormat. */
1228 mesa_format _BufferObjectFormat;
1229 /** GL_ARB_texture_buffer_range */
1230 GLintptr BufferOffset;
1231 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1232
1233 /** GL_OES_EGL_image_external */
1234 GLint RequiredTextureImageUnits;
1235
1236 /** GL_ARB_shader_image_load_store */
1237 GLenum ImageFormatCompatibilityType;
1238 };
1239
1240
1241 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1242 #define MAX_COMBINER_TERMS 4
1243
1244
1245 /**
1246 * Texture combine environment state.
1247 */
1248 struct gl_tex_env_combine_state
1249 {
1250 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1251 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1252 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1253 GLenum SourceRGB[MAX_COMBINER_TERMS];
1254 GLenum SourceA[MAX_COMBINER_TERMS];
1255 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1256 GLenum OperandRGB[MAX_COMBINER_TERMS];
1257 GLenum OperandA[MAX_COMBINER_TERMS];
1258 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1259 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1260 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1261 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1262 };
1263
1264
1265 /**
1266 * TexGenEnabled flags.
1267 */
1268 /*@{*/
1269 #define S_BIT 1
1270 #define T_BIT 2
1271 #define R_BIT 4
1272 #define Q_BIT 8
1273 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1274 /*@}*/
1275
1276
1277 /**
1278 * Bit flag versions of the corresponding GL_ constants.
1279 */
1280 /*@{*/
1281 #define TEXGEN_SPHERE_MAP 0x1
1282 #define TEXGEN_OBJ_LINEAR 0x2
1283 #define TEXGEN_EYE_LINEAR 0x4
1284 #define TEXGEN_REFLECTION_MAP_NV 0x8
1285 #define TEXGEN_NORMAL_MAP_NV 0x10
1286
1287 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1288 TEXGEN_REFLECTION_MAP_NV | \
1289 TEXGEN_NORMAL_MAP_NV)
1290 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1291 TEXGEN_REFLECTION_MAP_NV | \
1292 TEXGEN_NORMAL_MAP_NV | \
1293 TEXGEN_EYE_LINEAR)
1294 /*@}*/
1295
1296
1297
1298 /** Tex-gen enabled for texture unit? */
1299 #define ENABLE_TEXGEN(unit) (1 << (unit))
1300
1301 /** Non-identity texture matrix for texture unit? */
1302 #define ENABLE_TEXMAT(unit) (1 << (unit))
1303
1304
1305 /**
1306 * Texture coord generation state.
1307 */
1308 struct gl_texgen
1309 {
1310 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1311 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1312 GLfloat ObjectPlane[4];
1313 GLfloat EyePlane[4];
1314 };
1315
1316
1317 /**
1318 * Texture unit state. Contains enable flags, texture environment/function/
1319 * combiners, texgen state, and pointers to current texture objects.
1320 */
1321 struct gl_texture_unit
1322 {
1323 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1324
1325 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1326 GLclampf EnvColor[4];
1327 GLfloat EnvColorUnclamped[4];
1328
1329 struct gl_texgen GenS;
1330 struct gl_texgen GenT;
1331 struct gl_texgen GenR;
1332 struct gl_texgen GenQ;
1333 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1334 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1335
1336 GLfloat LodBias; /**< for biasing mipmap levels */
1337
1338 /** Texture targets that have a non-default texture bound */
1339 GLbitfield _BoundTextures;
1340
1341 /** Current sampler object (GL_ARB_sampler_objects) */
1342 struct gl_sampler_object *Sampler;
1343
1344 /**
1345 * \name GL_EXT_texture_env_combine
1346 */
1347 struct gl_tex_env_combine_state Combine;
1348
1349 /**
1350 * Derived state based on \c EnvMode and the \c BaseFormat of the
1351 * currently enabled texture.
1352 */
1353 struct gl_tex_env_combine_state _EnvMode;
1354
1355 /**
1356 * Currently enabled combiner state. This will point to either
1357 * \c Combine or \c _EnvMode.
1358 */
1359 struct gl_tex_env_combine_state *_CurrentCombine;
1360
1361 /** Current texture object pointers */
1362 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1363
1364 /** Points to highest priority, complete and enabled texture object */
1365 struct gl_texture_object *_Current;
1366
1367 };
1368
1369
1370 /**
1371 * Texture attribute group (GL_TEXTURE_BIT).
1372 */
1373 struct gl_texture_attrib
1374 {
1375 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1376
1377 /** GL_ARB_seamless_cubemap */
1378 GLboolean CubeMapSeamless;
1379
1380 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1381
1382 /** GL_ARB_texture_buffer_object */
1383 struct gl_buffer_object *BufferObject;
1384
1385 /** Texture coord units/sets used for fragment texturing */
1386 GLbitfield _EnabledCoordUnits;
1387
1388 /** Texture coord units that have texgen enabled */
1389 GLbitfield _TexGenEnabled;
1390
1391 /** Texture coord units that have non-identity matrices */
1392 GLbitfield _TexMatEnabled;
1393
1394 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1395 GLbitfield _GenFlags;
1396
1397 /** Largest index of a texture unit with _Current != NULL. */
1398 GLint _MaxEnabledTexImageUnit;
1399
1400 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1401 GLint NumCurrentTexUsed;
1402
1403 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1404 };
1405
1406
1407 /**
1408 * Data structure representing a single clip plane (e.g. one of the elements
1409 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1410 */
1411 typedef GLfloat gl_clip_plane[4];
1412
1413
1414 /**
1415 * Transformation attribute group (GL_TRANSFORM_BIT).
1416 */
1417 struct gl_transform_attrib
1418 {
1419 GLenum MatrixMode; /**< Matrix mode */
1420 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1421 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1422 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1423 GLboolean Normalize; /**< Normalize all normals? */
1424 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1425 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1426 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1427 /** GL_ARB_clip_control */
1428 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1429 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1430 };
1431
1432
1433 /**
1434 * Viewport attribute group (GL_VIEWPORT_BIT).
1435 */
1436 struct gl_viewport_attrib
1437 {
1438 GLfloat X, Y; /**< position */
1439 GLfloat Width, Height; /**< size */
1440 GLdouble Near, Far; /**< Depth buffer range */
1441 };
1442
1443
1444 typedef enum {
1445 MAP_USER,
1446 MAP_INTERNAL,
1447
1448 MAP_COUNT
1449 } gl_map_buffer_index;
1450
1451
1452 /**
1453 * Fields describing a mapped buffer range.
1454 */
1455 struct gl_buffer_mapping {
1456 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1457 GLvoid *Pointer; /**< User-space address of mapping */
1458 GLintptr Offset; /**< Mapped offset */
1459 GLsizeiptr Length; /**< Mapped length */
1460 };
1461
1462
1463 /**
1464 * Usages we've seen for a buffer object.
1465 */
1466 typedef enum {
1467 USAGE_UNIFORM_BUFFER = 0x1,
1468 USAGE_TEXTURE_BUFFER = 0x2,
1469 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1470 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1471 } gl_buffer_usage;
1472
1473
1474 /**
1475 * GL_ARB_vertex/pixel_buffer_object buffer object
1476 */
1477 struct gl_buffer_object
1478 {
1479 mtx_t Mutex;
1480 GLint RefCount;
1481 GLuint Name;
1482 GLchar *Label; /**< GL_KHR_debug */
1483 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1484 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1485 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1486 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1487 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1488 GLboolean Written; /**< Ever written to? (for debugging) */
1489 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1490 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1491 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1492
1493 struct gl_buffer_mapping Mappings[MAP_COUNT];
1494 };
1495
1496
1497 /**
1498 * Client pixel packing/unpacking attributes
1499 */
1500 struct gl_pixelstore_attrib
1501 {
1502 GLint Alignment;
1503 GLint RowLength;
1504 GLint SkipPixels;
1505 GLint SkipRows;
1506 GLint ImageHeight;
1507 GLint SkipImages;
1508 GLboolean SwapBytes;
1509 GLboolean LsbFirst;
1510 GLboolean Invert; /**< GL_MESA_pack_invert */
1511 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1512 GLint CompressedBlockHeight;
1513 GLint CompressedBlockDepth;
1514 GLint CompressedBlockSize;
1515 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1516 };
1517
1518
1519 /**
1520 * Client vertex array attributes
1521 */
1522 struct gl_client_array
1523 {
1524 GLint Size; /**< components per element (1,2,3,4) */
1525 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1526 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1527 GLsizei Stride; /**< user-specified stride */
1528 GLsizei StrideB; /**< actual stride in bytes */
1529 GLuint _ElementSize; /**< size of each element in bytes */
1530 const GLubyte *Ptr; /**< Points to array data */
1531 GLboolean Enabled; /**< Enabled flag is a boolean */
1532 GLboolean Normalized; /**< GL_ARB_vertex_program */
1533 GLboolean Integer; /**< Integer-valued? */
1534 GLboolean Doubles; /**< double precision values are not converted to floats */
1535 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1536
1537 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1538 };
1539
1540
1541 /**
1542 * Vertex attribute array as seen by the client.
1543 *
1544 * Contains the size, type, format and normalization flag,
1545 * along with the index of a vertex buffer binding point.
1546 *
1547 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1548 * and is only present for backwards compatibility reasons.
1549 * Rendering always uses VERTEX_BINDING_STRIDE.
1550 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1551 * and VERTEX_BINDING_STRIDE to the same value, while
1552 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1553 */
1554 struct gl_vertex_attrib_array
1555 {
1556 GLint Size; /**< Components per element (1,2,3,4) */
1557 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1558 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1559 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1560 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1561 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1562 GLboolean Enabled; /**< Whether the array is enabled */
1563 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1564 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1565 GLboolean Doubles; /**< double precision values are not converted to floats */
1566 GLuint _ElementSize; /**< Size of each element in bytes */
1567 GLuint VertexBinding; /**< Vertex buffer binding */
1568 };
1569
1570
1571 /**
1572 * This describes the buffer object used for a vertex array (or
1573 * multiple vertex arrays). If BufferObj points to the default/null
1574 * buffer object, then the vertex array lives in user memory and not a VBO.
1575 */
1576 struct gl_vertex_buffer_binding
1577 {
1578 GLintptr Offset; /**< User-specified offset */
1579 GLsizei Stride; /**< User-specified stride */
1580 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1581 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1582 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1583 };
1584
1585
1586 /**
1587 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1588 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1589 * extension.
1590 */
1591 struct gl_vertex_array_object
1592 {
1593 /** Name of the VAO as received from glGenVertexArray. */
1594 GLuint Name;
1595
1596 GLint RefCount;
1597
1598 GLchar *Label; /**< GL_KHR_debug */
1599
1600 mtx_t Mutex;
1601
1602 /**
1603 * Does the VAO use ARB semantics or Apple semantics?
1604 *
1605 * There are several ways in which ARB_vertex_array_object and
1606 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1607 * least,
1608 *
1609 * - ARB VAOs require that all array data be sourced from vertex buffer
1610 * objects, but Apple VAOs do not.
1611 *
1612 * - ARB VAOs require that names come from GenVertexArrays.
1613 *
1614 * This flag notes which behavior governs this VAO.
1615 */
1616 GLboolean ARBsemantics;
1617
1618 /**
1619 * Has this array object been bound?
1620 */
1621 GLboolean EverBound;
1622
1623 /**
1624 * Derived vertex attribute arrays
1625 *
1626 * This is a legacy data structure created from gl_vertex_attrib_array and
1627 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1628 */
1629 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1630
1631 /** Vertex attribute arrays */
1632 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1633
1634 /** Vertex buffer bindings */
1635 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1636
1637 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1638 GLbitfield64 _Enabled;
1639
1640 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1641 GLbitfield64 NewArrays;
1642
1643 /** The index buffer (also known as the element array buffer in OpenGL). */
1644 struct gl_buffer_object *IndexBufferObj;
1645 };
1646
1647
1648 /** Used to signal when transitioning from one kind of drawing method
1649 * to another.
1650 */
1651 typedef enum {
1652 DRAW_NONE, /**< Initial value only */
1653 DRAW_BEGIN_END,
1654 DRAW_DISPLAY_LIST,
1655 DRAW_ARRAYS
1656 } gl_draw_method;
1657
1658 /**
1659 * Enum for the OpenGL APIs we know about and may support.
1660 *
1661 * NOTE: This must match the api_enum table in
1662 * src/mesa/main/get_hash_generator.py
1663 */
1664 typedef enum
1665 {
1666 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1667 API_OPENGLES,
1668 API_OPENGLES2,
1669 API_OPENGL_CORE,
1670 API_OPENGL_LAST = API_OPENGL_CORE
1671 } gl_api;
1672
1673 /**
1674 * Vertex array state
1675 */
1676 struct gl_array_attrib
1677 {
1678 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1679 struct gl_vertex_array_object *VAO;
1680
1681 /** The default vertex array object */
1682 struct gl_vertex_array_object *DefaultVAO;
1683
1684 /** The last VAO accessed by a DSA function */
1685 struct gl_vertex_array_object *LastLookedUpVAO;
1686
1687 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1688 struct _mesa_HashTable *Objects;
1689
1690 GLint ActiveTexture; /**< Client Active Texture */
1691 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1692 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1693
1694 /**
1695 * \name Primitive restart controls
1696 *
1697 * Primitive restart is enabled if either \c PrimitiveRestart or
1698 * \c PrimitiveRestartFixedIndex is set.
1699 */
1700 /*@{*/
1701 GLboolean PrimitiveRestart;
1702 GLboolean PrimitiveRestartFixedIndex;
1703 GLboolean _PrimitiveRestart;
1704 GLuint RestartIndex;
1705 /*@}*/
1706
1707 /** One of the DRAW_xxx flags, not consumed by drivers */
1708 gl_draw_method DrawMethod;
1709
1710 /* GL_ARB_vertex_buffer_object */
1711 struct gl_buffer_object *ArrayBufferObj;
1712
1713 /**
1714 * Vertex arrays as consumed by a driver.
1715 * The array pointer is set up only by the VBO module.
1716 */
1717 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1718
1719 /** Legal array datatypes and the API for which they have been computed */
1720 GLbitfield LegalTypesMask;
1721 gl_api LegalTypesMaskAPI;
1722 };
1723
1724
1725 /**
1726 * Feedback buffer state
1727 */
1728 struct gl_feedback
1729 {
1730 GLenum Type;
1731 GLbitfield _Mask; /**< FB_* bits */
1732 GLfloat *Buffer;
1733 GLuint BufferSize;
1734 GLuint Count;
1735 };
1736
1737
1738 /**
1739 * Selection buffer state
1740 */
1741 struct gl_selection
1742 {
1743 GLuint *Buffer; /**< selection buffer */
1744 GLuint BufferSize; /**< size of the selection buffer */
1745 GLuint BufferCount; /**< number of values in the selection buffer */
1746 GLuint Hits; /**< number of records in the selection buffer */
1747 GLuint NameStackDepth; /**< name stack depth */
1748 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1749 GLboolean HitFlag; /**< hit flag */
1750 GLfloat HitMinZ; /**< minimum hit depth */
1751 GLfloat HitMaxZ; /**< maximum hit depth */
1752 };
1753
1754
1755 /**
1756 * 1-D Evaluator control points
1757 */
1758 struct gl_1d_map
1759 {
1760 GLuint Order; /**< Number of control points */
1761 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1762 GLfloat *Points; /**< Points to contiguous control points */
1763 };
1764
1765
1766 /**
1767 * 2-D Evaluator control points
1768 */
1769 struct gl_2d_map
1770 {
1771 GLuint Uorder; /**< Number of control points in U dimension */
1772 GLuint Vorder; /**< Number of control points in V dimension */
1773 GLfloat u1, u2, du;
1774 GLfloat v1, v2, dv;
1775 GLfloat *Points; /**< Points to contiguous control points */
1776 };
1777
1778
1779 /**
1780 * All evaluator control point state
1781 */
1782 struct gl_evaluators
1783 {
1784 /**
1785 * \name 1-D maps
1786 */
1787 /*@{*/
1788 struct gl_1d_map Map1Vertex3;
1789 struct gl_1d_map Map1Vertex4;
1790 struct gl_1d_map Map1Index;
1791 struct gl_1d_map Map1Color4;
1792 struct gl_1d_map Map1Normal;
1793 struct gl_1d_map Map1Texture1;
1794 struct gl_1d_map Map1Texture2;
1795 struct gl_1d_map Map1Texture3;
1796 struct gl_1d_map Map1Texture4;
1797 /*@}*/
1798
1799 /**
1800 * \name 2-D maps
1801 */
1802 /*@{*/
1803 struct gl_2d_map Map2Vertex3;
1804 struct gl_2d_map Map2Vertex4;
1805 struct gl_2d_map Map2Index;
1806 struct gl_2d_map Map2Color4;
1807 struct gl_2d_map Map2Normal;
1808 struct gl_2d_map Map2Texture1;
1809 struct gl_2d_map Map2Texture2;
1810 struct gl_2d_map Map2Texture3;
1811 struct gl_2d_map Map2Texture4;
1812 /*@}*/
1813 };
1814
1815
1816 struct gl_transform_feedback_varying_info
1817 {
1818 char *Name;
1819 GLenum Type;
1820 GLint Size;
1821 };
1822
1823
1824 /**
1825 * Per-output info vertex shaders for transform feedback.
1826 */
1827 struct gl_transform_feedback_output
1828 {
1829 unsigned OutputRegister;
1830 unsigned OutputBuffer;
1831 unsigned NumComponents;
1832 unsigned StreamId;
1833
1834 /** offset (in DWORDs) of this output within the interleaved structure */
1835 unsigned DstOffset;
1836
1837 /**
1838 * Offset into the output register of the data to output. For example,
1839 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1840 * offset is in the y and z components of the output register.
1841 */
1842 unsigned ComponentOffset;
1843 };
1844
1845
1846 /** Post-link transform feedback info. */
1847 struct gl_transform_feedback_info
1848 {
1849 unsigned NumOutputs;
1850
1851 /**
1852 * Number of transform feedback buffers in use by this program.
1853 */
1854 unsigned NumBuffers;
1855
1856 struct gl_transform_feedback_output *Outputs;
1857
1858 /** Transform feedback varyings used for the linking of this shader program.
1859 *
1860 * Use for glGetTransformFeedbackVarying().
1861 */
1862 struct gl_transform_feedback_varying_info *Varyings;
1863 GLint NumVarying;
1864
1865 /**
1866 * Total number of components stored in each buffer. This may be used by
1867 * hardware back-ends to determine the correct stride when interleaving
1868 * multiple transform feedback outputs in the same buffer.
1869 */
1870 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1871 };
1872
1873
1874 /**
1875 * Transform feedback object state
1876 */
1877 struct gl_transform_feedback_object
1878 {
1879 GLuint Name; /**< AKA the object ID */
1880 GLint RefCount;
1881 GLchar *Label; /**< GL_KHR_debug */
1882 GLboolean Active; /**< Is transform feedback enabled? */
1883 GLboolean Paused; /**< Is transform feedback paused? */
1884 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1885 at least once? */
1886 GLboolean EverBound; /**< Has this object been bound? */
1887
1888 /**
1889 * GLES: if Active is true, remaining number of primitives which can be
1890 * rendered without overflow. This is necessary to track because GLES
1891 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1892 * glDrawArraysInstanced would overflow transform feedback buffers.
1893 * Undefined if Active is false.
1894 *
1895 * Not tracked for desktop GL since it's unnecessary.
1896 */
1897 unsigned GlesRemainingPrims;
1898
1899 /**
1900 * The shader program active when BeginTransformFeedback() was called.
1901 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1902 * where stage is the pipeline stage that is the source of data for
1903 * transform feedback.
1904 */
1905 struct gl_shader_program *shader_program;
1906
1907 /** The feedback buffers */
1908 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1909 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1910
1911 /** Start of feedback data in dest buffer */
1912 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1913
1914 /**
1915 * Max data to put into dest buffer (in bytes). Computed based on
1916 * RequestedSize and the actual size of the buffer.
1917 */
1918 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1919
1920 /**
1921 * Size that was specified when the buffer was bound. If the buffer was
1922 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1923 * zero.
1924 */
1925 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1926 };
1927
1928
1929 /**
1930 * Context state for transform feedback.
1931 */
1932 struct gl_transform_feedback_state
1933 {
1934 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1935
1936 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1937 struct gl_buffer_object *CurrentBuffer;
1938
1939 /** The table of all transform feedback objects */
1940 struct _mesa_HashTable *Objects;
1941
1942 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1943 struct gl_transform_feedback_object *CurrentObject;
1944
1945 /** The default xform-fb object (Name==0) */
1946 struct gl_transform_feedback_object *DefaultObject;
1947 };
1948
1949
1950 /**
1951 * A "performance monitor" as described in AMD_performance_monitor.
1952 */
1953 struct gl_perf_monitor_object
1954 {
1955 GLuint Name;
1956
1957 /** True if the monitor is currently active (Begin called but not End). */
1958 GLboolean Active;
1959
1960 /**
1961 * True if the monitor has ended.
1962 *
1963 * This is distinct from !Active because it may never have began.
1964 */
1965 GLboolean Ended;
1966
1967 /**
1968 * A list of groups with currently active counters.
1969 *
1970 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1971 */
1972 unsigned *ActiveGroups;
1973
1974 /**
1975 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1976 *
1977 * Checking whether counter 'c' in group 'g' is active can be done via:
1978 *
1979 * BITSET_TEST(ActiveCounters[g], c)
1980 */
1981 GLuint **ActiveCounters;
1982 };
1983
1984
1985 union gl_perf_monitor_counter_value
1986 {
1987 float f;
1988 uint64_t u64;
1989 uint32_t u32;
1990 };
1991
1992
1993 struct gl_perf_monitor_counter
1994 {
1995 /** Human readable name for the counter. */
1996 const char *Name;
1997
1998 /**
1999 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
2000 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
2001 */
2002 GLenum Type;
2003
2004 /** Minimum counter value. */
2005 union gl_perf_monitor_counter_value Minimum;
2006
2007 /** Maximum counter value. */
2008 union gl_perf_monitor_counter_value Maximum;
2009 };
2010
2011
2012 struct gl_perf_monitor_group
2013 {
2014 /** Human readable name for the group. */
2015 const char *Name;
2016
2017 /**
2018 * Maximum number of counters in this group which can be active at the
2019 * same time.
2020 */
2021 GLuint MaxActiveCounters;
2022
2023 /** Array of counters within this group. */
2024 const struct gl_perf_monitor_counter *Counters;
2025 GLuint NumCounters;
2026 };
2027
2028
2029 /**
2030 * Context state for AMD_performance_monitor.
2031 */
2032 struct gl_perf_monitor_state
2033 {
2034 /** Array of performance monitor groups (indexed by group ID) */
2035 const struct gl_perf_monitor_group *Groups;
2036 GLuint NumGroups;
2037
2038 /** The table of all performance monitors. */
2039 struct _mesa_HashTable *Monitors;
2040 };
2041
2042
2043 /**
2044 * Names of the various vertex/fragment program register files, etc.
2045 *
2046 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2047 * All values should fit in a 4-bit field.
2048 *
2049 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2050 * considered to be "uniform" variables since they can only be set outside
2051 * glBegin/End. They're also all stored in the same Parameters array.
2052 */
2053 typedef enum
2054 {
2055 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2056 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2057 PROGRAM_INPUT, /**< machine->Inputs[] */
2058 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2059 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2060 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2061 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2062 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2063 PROGRAM_ADDRESS, /**< machine->AddressReg */
2064 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2065 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2066 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2067 PROGRAM_FILE_MAX
2068 } gl_register_file;
2069
2070
2071 /**
2072 * \brief Layout qualifiers for gl_FragDepth.
2073 *
2074 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2075 * a layout qualifier.
2076 *
2077 * \see enum ir_depth_layout
2078 */
2079 enum gl_frag_depth_layout
2080 {
2081 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2082 FRAG_DEPTH_LAYOUT_ANY,
2083 FRAG_DEPTH_LAYOUT_GREATER,
2084 FRAG_DEPTH_LAYOUT_LESS,
2085 FRAG_DEPTH_LAYOUT_UNCHANGED
2086 };
2087
2088
2089 /**
2090 * Base class for any kind of program object
2091 */
2092 struct gl_program
2093 {
2094 GLuint Id;
2095 GLint RefCount;
2096 GLubyte *String; /**< Null-terminated program text */
2097
2098 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2099 GLenum Format; /**< String encoding format */
2100
2101 struct prog_instruction *Instructions;
2102
2103 struct nir_shader *nir;
2104
2105 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2106 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
2107 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2108 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
2109 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
2110 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2111 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2112 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2113 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2114
2115 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2116
2117 /**
2118 * For vertex and geometry shaders, true if the program uses the
2119 * gl_ClipDistance output. Ignored for fragment shaders.
2120 */
2121 GLboolean UsesClipDistanceOut;
2122
2123
2124 /** Named parameters, constants, etc. from program text */
2125 struct gl_program_parameter_list *Parameters;
2126
2127 /**
2128 * Local parameters used by the program.
2129 *
2130 * It's dynamically allocated because it is rarely used (just
2131 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2132 * allocated.
2133 */
2134 GLfloat (*LocalParams)[4];
2135
2136 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2137 GLubyte SamplerUnits[MAX_SAMPLERS];
2138
2139 /** Bitmask of which register files are read/written with indirect
2140 * addressing. Mask of (1 << PROGRAM_x) bits.
2141 */
2142 GLbitfield IndirectRegisterFiles;
2143
2144 /** Logical counts */
2145 /*@{*/
2146 GLuint NumInstructions;
2147 GLuint NumTemporaries;
2148 GLuint NumParameters;
2149 GLuint NumAttributes;
2150 GLuint NumAddressRegs;
2151 GLuint NumAluInstructions;
2152 GLuint NumTexInstructions;
2153 GLuint NumTexIndirections;
2154 /*@}*/
2155 /** Native, actual h/w counts */
2156 /*@{*/
2157 GLuint NumNativeInstructions;
2158 GLuint NumNativeTemporaries;
2159 GLuint NumNativeParameters;
2160 GLuint NumNativeAttributes;
2161 GLuint NumNativeAddressRegs;
2162 GLuint NumNativeAluInstructions;
2163 GLuint NumNativeTexInstructions;
2164 GLuint NumNativeTexIndirections;
2165 /*@}*/
2166 };
2167
2168
2169 /** Vertex program object */
2170 struct gl_vertex_program
2171 {
2172 struct gl_program Base; /**< base class */
2173 GLboolean IsPositionInvariant;
2174 };
2175
2176
2177 /** Tessellation control program object */
2178 struct gl_tess_ctrl_program
2179 {
2180 struct gl_program Base; /**< base class */
2181
2182 /* output layout */
2183 GLint VerticesOut;
2184 };
2185
2186
2187 /** Tessellation evaluation program object */
2188 struct gl_tess_eval_program
2189 {
2190 struct gl_program Base; /**< base class */
2191
2192 /* input layout */
2193 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2194 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
2195 GLenum VertexOrder; /* GL_CW or GL_CCW */
2196 bool PointMode;
2197 };
2198
2199
2200 /** Geometry program object */
2201 struct gl_geometry_program
2202 {
2203 struct gl_program Base; /**< base class */
2204
2205 GLint VerticesIn;
2206 GLint VerticesOut;
2207 GLint Invocations;
2208 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2209 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2210 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2211 bool UsesEndPrimitive;
2212 bool UsesStreams;
2213 };
2214
2215
2216 /** Fragment program object */
2217 struct gl_fragment_program
2218 {
2219 struct gl_program Base; /**< base class */
2220 GLboolean UsesKill; /**< shader uses KIL instruction */
2221 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2222 GLboolean OriginUpperLeft;
2223 GLboolean PixelCenterInteger;
2224 enum gl_frag_depth_layout FragDepthLayout;
2225
2226 /**
2227 * GLSL interpolation qualifier associated with each fragment shader input.
2228 * For inputs that do not have an interpolation qualifier specified in
2229 * GLSL, the value is INTERP_QUALIFIER_NONE.
2230 */
2231 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2232
2233 /**
2234 * Bitfield indicating, for each fragment shader input, 1 if that input
2235 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2236 */
2237 GLbitfield64 IsCentroid;
2238
2239 /**
2240 * Bitfield indicating, for each fragment shader input, 1 if that input
2241 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2242 */
2243 GLbitfield64 IsSample;
2244 };
2245
2246
2247 /** Compute program object */
2248 struct gl_compute_program
2249 {
2250 struct gl_program Base; /**< base class */
2251
2252 /**
2253 * Size specified using local_size_{x,y,z}.
2254 */
2255 unsigned LocalSize[3];
2256 };
2257
2258
2259 /**
2260 * State common to vertex and fragment programs.
2261 */
2262 struct gl_program_state
2263 {
2264 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2265 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2266 };
2267
2268
2269 /**
2270 * Context state for vertex programs.
2271 */
2272 struct gl_vertex_program_state
2273 {
2274 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2275 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2276 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2277 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2278 /** Computed two sided lighting for fixed function/programs. */
2279 GLboolean _TwoSideEnabled;
2280 struct gl_vertex_program *Current; /**< User-bound vertex program */
2281
2282 /** Currently enabled and valid vertex program (including internal
2283 * programs, user-defined vertex programs and GLSL vertex shaders).
2284 * This is the program we must use when rendering.
2285 */
2286 struct gl_vertex_program *_Current;
2287
2288 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2289
2290 /** Should fixed-function T&L be implemented with a vertex prog? */
2291 GLboolean _MaintainTnlProgram;
2292
2293 /** Program to emulate fixed-function T&L (see above) */
2294 struct gl_vertex_program *_TnlProgram;
2295
2296 /** Cache of fixed-function programs */
2297 struct gl_program_cache *Cache;
2298
2299 GLboolean _Overriden;
2300 };
2301
2302 /**
2303 * Context state for tessellation control programs.
2304 */
2305 struct gl_tess_ctrl_program_state
2306 {
2307 /** Currently bound and valid shader. */
2308 struct gl_tess_ctrl_program *_Current;
2309
2310 GLint patch_vertices;
2311 GLfloat patch_default_outer_level[4];
2312 GLfloat patch_default_inner_level[2];
2313 };
2314
2315 /**
2316 * Context state for tessellation evaluation programs.
2317 */
2318 struct gl_tess_eval_program_state
2319 {
2320 /** Currently bound and valid shader. */
2321 struct gl_tess_eval_program *_Current;
2322 };
2323
2324 /**
2325 * Context state for geometry programs.
2326 */
2327 struct gl_geometry_program_state
2328 {
2329 /** Currently enabled and valid program (including internal programs
2330 * and compiled shader programs).
2331 */
2332 struct gl_geometry_program *_Current;
2333 };
2334
2335 /**
2336 * Context state for fragment programs.
2337 */
2338 struct gl_fragment_program_state
2339 {
2340 GLboolean Enabled; /**< User-set fragment program enable flag */
2341 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2342 struct gl_fragment_program *Current; /**< User-bound fragment program */
2343
2344 /** Currently enabled and valid fragment program (including internal
2345 * programs, user-defined fragment programs and GLSL fragment shaders).
2346 * This is the program we must use when rendering.
2347 */
2348 struct gl_fragment_program *_Current;
2349
2350 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2351
2352 /** Should fixed-function texturing be implemented with a fragment prog? */
2353 GLboolean _MaintainTexEnvProgram;
2354
2355 /** Program to emulate fixed-function texture env/combine (see above) */
2356 struct gl_fragment_program *_TexEnvProgram;
2357
2358 /** Cache of fixed-function programs */
2359 struct gl_program_cache *Cache;
2360 };
2361
2362
2363 /**
2364 * Context state for compute programs.
2365 */
2366 struct gl_compute_program_state
2367 {
2368 /** Currently enabled and valid program (including internal programs
2369 * and compiled shader programs).
2370 */
2371 struct gl_compute_program *_Current;
2372 };
2373
2374
2375 /**
2376 * ATI_fragment_shader runtime state
2377 */
2378 #define ATI_FS_INPUT_PRIMARY 0
2379 #define ATI_FS_INPUT_SECONDARY 1
2380
2381 struct atifs_instruction;
2382 struct atifs_setupinst;
2383
2384 /**
2385 * ATI fragment shader
2386 */
2387 struct ati_fragment_shader
2388 {
2389 GLuint Id;
2390 GLint RefCount;
2391 struct atifs_instruction *Instructions[2];
2392 struct atifs_setupinst *SetupInst[2];
2393 GLfloat Constants[8][4];
2394 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2395 GLubyte numArithInstr[2];
2396 GLubyte regsAssigned[2];
2397 GLubyte NumPasses; /**< 1 or 2 */
2398 GLubyte cur_pass;
2399 GLubyte last_optype;
2400 GLboolean interpinp1;
2401 GLboolean isValid;
2402 GLuint swizzlerq;
2403 };
2404
2405 /**
2406 * Context state for GL_ATI_fragment_shader
2407 */
2408 struct gl_ati_fragment_shader_state
2409 {
2410 GLboolean Enabled;
2411 GLboolean _Enabled; /**< enabled and valid shader? */
2412 GLboolean Compiling;
2413 GLfloat GlobalConstants[8][4];
2414 struct ati_fragment_shader *Current;
2415 };
2416
2417
2418 /**
2419 * A GLSL vertex or fragment shader object.
2420 */
2421 struct gl_shader
2422 {
2423 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2424 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2425 * Must be the first field.
2426 */
2427 GLenum Type;
2428 gl_shader_stage Stage;
2429 GLuint Name; /**< AKA the handle */
2430 GLint RefCount; /**< Reference count */
2431 GLchar *Label; /**< GL_KHR_debug */
2432 GLboolean DeletePending;
2433 GLboolean CompileStatus;
2434 bool IsES; /**< True if this shader uses GLSL ES */
2435
2436 GLuint SourceChecksum; /**< for debug/logging purposes */
2437 const GLchar *Source; /**< Source code string */
2438
2439 struct gl_program *Program; /**< Post-compile assembly code */
2440 GLchar *InfoLog;
2441
2442 unsigned Version; /**< GLSL version used for linking */
2443
2444 /**
2445 * \name Sampler tracking
2446 *
2447 * \note Each of these fields is only set post-linking.
2448 */
2449 /*@{*/
2450 unsigned num_samplers; /**< Number of samplers used by this shader. */
2451 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2452 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2453 /*@}*/
2454
2455 /**
2456 * Map from sampler unit to texture unit (set by glUniform1i())
2457 *
2458 * A sampler unit is associated with each sampler uniform by the linker.
2459 * The sampler unit associated with each uniform is stored in the
2460 * \c gl_uniform_storage::sampler field.
2461 */
2462 GLubyte SamplerUnits[MAX_SAMPLERS];
2463 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2464 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2465
2466 /**
2467 * Number of default uniform block components used by this shader.
2468 *
2469 * This field is only set post-linking.
2470 */
2471 unsigned num_uniform_components;
2472
2473 /**
2474 * Number of combined uniform components used by this shader.
2475 *
2476 * This field is only set post-linking. It is the sum of the uniform block
2477 * sizes divided by sizeof(float), and num_uniform_compoennts.
2478 */
2479 unsigned num_combined_uniform_components;
2480
2481 /**
2482 * This shader's uniform block information.
2483 *
2484 * These fields are only set post-linking.
2485 */
2486 unsigned NumUniformBlocks;
2487 struct gl_uniform_block *UniformBlocks;
2488
2489 struct exec_list *ir;
2490 struct glsl_symbol_table *symbols;
2491
2492 bool uses_builtin_functions;
2493 bool uses_gl_fragcoord;
2494 bool redeclares_gl_fragcoord;
2495 bool ARB_fragment_coord_conventions_enable;
2496
2497 /**
2498 * Fragment shader state from GLSL 1.50 layout qualifiers.
2499 */
2500 bool origin_upper_left;
2501 bool pixel_center_integer;
2502
2503 /**
2504 * Tessellation Control shader state from layout qualifiers.
2505 */
2506 struct {
2507 /**
2508 * 0 - vertices not declared in shader, or
2509 * 1 .. GL_MAX_PATCH_VERTICES
2510 */
2511 GLint VerticesOut;
2512 } TessCtrl;
2513
2514 /**
2515 * Tessellation Evaluation shader state from layout qualifiers.
2516 */
2517 struct {
2518 /**
2519 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2520 * in this shader.
2521 */
2522 GLenum PrimitiveMode;
2523 /**
2524 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2525 * in this shader.
2526 */
2527 GLenum Spacing;
2528 /**
2529 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2530 */
2531 GLenum VertexOrder;
2532 /**
2533 * 1, 0, or -1 if it's not set in this shader.
2534 */
2535 int PointMode;
2536 } TessEval;
2537
2538 /**
2539 * Geometry shader state from GLSL 1.50 layout qualifiers.
2540 */
2541 struct {
2542 GLint VerticesOut;
2543 /**
2544 * 0 - Invocations count not declared in shader, or
2545 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2546 */
2547 GLint Invocations;
2548 /**
2549 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2550 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2551 * shader.
2552 */
2553 GLenum InputType;
2554 /**
2555 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2556 * it's not set in this shader.
2557 */
2558 GLenum OutputType;
2559 } Geom;
2560
2561 /**
2562 * Map from image uniform index to image unit (set by glUniform1i())
2563 *
2564 * An image uniform index is associated with each image uniform by
2565 * the linker. The image index associated with each uniform is
2566 * stored in the \c gl_uniform_storage::image field.
2567 */
2568 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2569
2570 /**
2571 * Access qualifier specified in the shader for each image uniform
2572 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2573 * GL_READ_WRITE.
2574 *
2575 * It may be different, though only more strict than the value of
2576 * \c gl_image_unit::Access for the corresponding image unit.
2577 */
2578 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2579
2580 /**
2581 * Number of image uniforms defined in the shader. It specifies
2582 * the number of valid elements in the \c ImageUnits and \c
2583 * ImageAccess arrays above.
2584 */
2585 GLuint NumImages;
2586
2587 /**
2588 * Whether early fragment tests are enabled as defined by
2589 * ARB_shader_image_load_store.
2590 */
2591 bool EarlyFragmentTests;
2592
2593 /**
2594 * Compute shader state from ARB_compute_shader layout qualifiers.
2595 */
2596 struct {
2597 /**
2598 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2599 * it's not set in this shader.
2600 */
2601 unsigned LocalSize[3];
2602 } Comp;
2603 };
2604
2605
2606 struct gl_uniform_buffer_variable
2607 {
2608 char *Name;
2609
2610 /**
2611 * Name of the uniform as seen by glGetUniformIndices.
2612 *
2613 * glGetUniformIndices requires that the block instance index \b not be
2614 * present in the name of queried uniforms.
2615 *
2616 * \note
2617 * \c gl_uniform_buffer_variable::IndexName and
2618 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2619 */
2620 char *IndexName;
2621
2622 const struct glsl_type *Type;
2623 unsigned int Offset;
2624 GLboolean RowMajor;
2625 };
2626
2627
2628 enum gl_uniform_block_packing
2629 {
2630 ubo_packing_std140,
2631 ubo_packing_shared,
2632 ubo_packing_packed
2633 };
2634
2635
2636 struct gl_uniform_block
2637 {
2638 /** Declared name of the uniform block */
2639 char *Name;
2640
2641 /** Array of supplemental information about UBO ir_variables. */
2642 struct gl_uniform_buffer_variable *Uniforms;
2643 GLuint NumUniforms;
2644
2645 /**
2646 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2647 * with glBindBufferBase to bind a buffer object to this uniform block. When
2648 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2649 */
2650 GLuint Binding;
2651
2652 /**
2653 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2654 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2655 */
2656 GLuint UniformBufferSize;
2657
2658 /**
2659 * Is this actually an interface block for a shader storage buffer?
2660 */
2661 bool IsShaderStorage;
2662
2663 /**
2664 * Layout specified in the shader
2665 *
2666 * This isn't accessible through the API, but it is used while
2667 * cross-validating uniform blocks.
2668 */
2669 enum gl_uniform_block_packing _Packing;
2670 };
2671
2672 /**
2673 * Structure that represents a reference to an atomic buffer from some
2674 * shader program.
2675 */
2676 struct gl_active_atomic_buffer
2677 {
2678 /** Uniform indices of the atomic counters declared within it. */
2679 GLuint *Uniforms;
2680 GLuint NumUniforms;
2681
2682 /** Binding point index associated with it. */
2683 GLuint Binding;
2684
2685 /** Minimum reasonable size it is expected to have. */
2686 GLuint MinimumSize;
2687
2688 /** Shader stages making use of it. */
2689 GLboolean StageReferences[MESA_SHADER_STAGES];
2690 };
2691
2692 /**
2693 * Active resource in a gl_shader_program
2694 */
2695 struct gl_program_resource
2696 {
2697 GLenum Type; /** Program interface type. */
2698 const void *Data; /** Pointer to resource associated data structure. */
2699 uint8_t StageReferences; /** Bitmask of shader stage references. */
2700 };
2701
2702 /**
2703 * A GLSL program object.
2704 * Basically a linked collection of vertex and fragment shaders.
2705 */
2706 struct gl_shader_program
2707 {
2708 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2709 GLuint Name; /**< aka handle or ID */
2710 GLchar *Label; /**< GL_KHR_debug */
2711 GLint RefCount; /**< Reference count */
2712 GLboolean DeletePending;
2713
2714 /**
2715 * Is the application intending to glGetProgramBinary this program?
2716 */
2717 GLboolean BinaryRetreivableHint;
2718
2719 /**
2720 * Indicates whether program can be bound for individual pipeline stages
2721 * using UseProgramStages after it is next linked.
2722 */
2723 GLboolean SeparateShader;
2724
2725 GLuint NumShaders; /**< number of attached shaders */
2726 struct gl_shader **Shaders; /**< List of attached the shaders */
2727
2728 /**
2729 * User-defined attribute bindings
2730 *
2731 * These are set via \c glBindAttribLocation and are used to direct the
2732 * GLSL linker. These are \b not the values used in the compiled shader,
2733 * and they are \b not the values returned by \c glGetAttribLocation.
2734 */
2735 struct string_to_uint_map *AttributeBindings;
2736
2737 /**
2738 * User-defined fragment data bindings
2739 *
2740 * These are set via \c glBindFragDataLocation and are used to direct the
2741 * GLSL linker. These are \b not the values used in the compiled shader,
2742 * and they are \b not the values returned by \c glGetFragDataLocation.
2743 */
2744 struct string_to_uint_map *FragDataBindings;
2745 struct string_to_uint_map *FragDataIndexBindings;
2746
2747 /**
2748 * Transform feedback varyings last specified by
2749 * glTransformFeedbackVaryings().
2750 *
2751 * For the current set of transform feedback varyings used for transform
2752 * feedback output, see LinkedTransformFeedback.
2753 */
2754 struct {
2755 GLenum BufferMode;
2756 GLuint NumVarying;
2757 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2758 } TransformFeedback;
2759
2760 /** Post-link transform feedback info. */
2761 struct gl_transform_feedback_info LinkedTransformFeedback;
2762
2763 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2764 enum gl_frag_depth_layout FragDepthLayout;
2765
2766 /**
2767 * Tessellation Control shader state from layout qualifiers.
2768 */
2769 struct {
2770 /**
2771 * 0 - vertices not declared in shader, or
2772 * 1 .. GL_MAX_PATCH_VERTICES
2773 */
2774 GLint VerticesOut;
2775 } TessCtrl;
2776
2777 /**
2778 * Tessellation Evaluation shader state from layout qualifiers.
2779 */
2780 struct {
2781 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2782 GLenum PrimitiveMode;
2783 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2784 GLenum Spacing;
2785 /** GL_CW or GL_CCW */
2786 GLenum VertexOrder;
2787 bool PointMode;
2788 /**
2789 * True if gl_ClipDistance is written to. Copied into
2790 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2791 */
2792 GLboolean UsesClipDistance;
2793 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2794 0 if not present. */
2795 } TessEval;
2796
2797 /**
2798 * Geometry shader state - copied into gl_geometry_program by
2799 * _mesa_copy_linked_program_data().
2800 */
2801 struct {
2802 GLint VerticesIn;
2803 GLint VerticesOut;
2804 /**
2805 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2806 */
2807 GLint Invocations;
2808 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2809 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2810 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2811 /**
2812 * True if gl_ClipDistance is written to. Copied into
2813 * gl_geometry_program by _mesa_copy_linked_program_data().
2814 */
2815 GLboolean UsesClipDistance;
2816 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2817 0 if not present. */
2818 bool UsesEndPrimitive;
2819 bool UsesStreams;
2820 } Geom;
2821
2822 /** Vertex shader state */
2823 struct {
2824 /**
2825 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2826 * by _mesa_copy_linked_program_data().
2827 */
2828 GLboolean UsesClipDistance;
2829 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2830 0 if not present. */
2831 } Vert;
2832
2833 /**
2834 * Compute shader state - copied into gl_compute_program by
2835 * _mesa_copy_linked_program_data().
2836 */
2837 struct {
2838 /**
2839 * If this shader contains a compute stage, size specified using
2840 * local_size_{x,y,z}. Otherwise undefined.
2841 */
2842 unsigned LocalSize[3];
2843 } Comp;
2844
2845 /* post-link info: */
2846 unsigned NumUniformStorage;
2847 unsigned NumHiddenUniforms;
2848 struct gl_uniform_storage *UniformStorage;
2849
2850 /**
2851 * Mapping from GL uniform locations returned by \c glUniformLocation to
2852 * UniformStorage entries. Arrays will have multiple contiguous slots
2853 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2854 */
2855 unsigned NumUniformRemapTable;
2856 struct gl_uniform_storage **UniformRemapTable;
2857
2858 /**
2859 * Size of the gl_ClipDistance array that is output from the last pipeline
2860 * stage before the fragment shader.
2861 */
2862 unsigned LastClipDistanceArraySize;
2863
2864 unsigned NumUniformBlocks;
2865 struct gl_uniform_block *UniformBlocks;
2866
2867 /**
2868 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2869 * they're used in, or -1.
2870 *
2871 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2872 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2873 */
2874 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2875
2876 /**
2877 * Map of active uniform names to locations
2878 *
2879 * Maps any active uniform that is not an array element to a location.
2880 * Each active uniform, including individual structure members will appear
2881 * in this map. This roughly corresponds to the set of names that would be
2882 * enumerated by \c glGetActiveUniform.
2883 */
2884 struct string_to_uint_map *UniformHash;
2885
2886 struct gl_active_atomic_buffer *AtomicBuffers;
2887 unsigned NumAtomicBuffers;
2888
2889 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2890 GLboolean Validated;
2891 GLboolean _Used; /**< Ever used for drawing? */
2892 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2893 GLchar *InfoLog;
2894
2895 unsigned Version; /**< GLSL version used for linking */
2896 bool IsES; /**< True if this program uses GLSL ES */
2897
2898 /**
2899 * Per-stage shaders resulting from the first stage of linking.
2900 *
2901 * Set of linked shaders for this program. The array is accessed using the
2902 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2903 * \c NULL.
2904 */
2905 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2906
2907 /** List of all active resources after linking. */
2908 struct gl_program_resource *ProgramResourceList;
2909 unsigned NumProgramResourceList;
2910
2911 /* True if any of the fragment shaders attached to this program use:
2912 * #extension ARB_fragment_coord_conventions: enable
2913 */
2914 GLboolean ARB_fragment_coord_conventions_enable;
2915 };
2916
2917
2918 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2919 #define GLSL_LOG 0x2 /**< Write shaders to files */
2920 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2921 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2922 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2923 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2924 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2925 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2926 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2927 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2928
2929
2930 /**
2931 * Context state for GLSL vertex/fragment shaders.
2932 * Extended to support pipeline object
2933 */
2934 struct gl_pipeline_object
2935 {
2936 /** Name of the pipeline object as received from glGenProgramPipelines.
2937 * It would be 0 for shaders without separate shader objects.
2938 */
2939 GLuint Name;
2940
2941 GLint RefCount;
2942
2943 mtx_t Mutex;
2944
2945 GLchar *Label; /**< GL_KHR_debug */
2946
2947 /**
2948 * Programs used for rendering
2949 *
2950 * There is a separate program set for each shader stage.
2951 */
2952 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2953
2954 struct gl_shader_program *_CurrentFragmentProgram;
2955
2956 /**
2957 * Program used by glUniform calls.
2958 *
2959 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2960 */
2961 struct gl_shader_program *ActiveProgram;
2962
2963 GLbitfield Flags; /**< Mask of GLSL_x flags */
2964
2965 GLboolean EverBound; /**< Has the pipeline object been created */
2966
2967 GLboolean Validated; /**< Pipeline Validation status */
2968
2969 GLchar *InfoLog;
2970 };
2971
2972 /**
2973 * Context state for GLSL pipeline shaders.
2974 */
2975 struct gl_pipeline_shader_state
2976 {
2977 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2978 struct gl_pipeline_object *Current;
2979
2980 /* Default Object to ensure that _Shader is never NULL */
2981 struct gl_pipeline_object *Default;
2982
2983 /** Pipeline objects */
2984 struct _mesa_HashTable *Objects;
2985 };
2986
2987 /**
2988 * Compiler options for a single GLSL shaders type
2989 */
2990 struct gl_shader_compiler_options
2991 {
2992 /** Driver-selectable options: */
2993 GLboolean EmitCondCodes; /**< Use condition codes? */
2994 GLboolean EmitNoLoops;
2995 GLboolean EmitNoFunctions;
2996 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2997 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2998 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2999 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3000 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3001 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
3002
3003 /**
3004 * \name Forms of indirect addressing the driver cannot do.
3005 */
3006 /*@{*/
3007 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3008 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3009 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3010 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3011 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3012 /*@}*/
3013
3014 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3015 GLuint MaxUnrollIterations;
3016
3017 /**
3018 * Optimize code for array of structures backends.
3019 *
3020 * This is a proxy for:
3021 * - preferring DP4 instructions (rather than MUL/MAD) for
3022 * matrix * vector operations, such as position transformation.
3023 */
3024 GLboolean OptimizeForAOS;
3025
3026 const struct nir_shader_compiler_options *NirOptions;
3027 };
3028
3029
3030 /**
3031 * Occlusion/timer query object.
3032 */
3033 struct gl_query_object
3034 {
3035 GLenum Target; /**< The query target, when active */
3036 GLuint Id; /**< hash table ID/name */
3037 GLchar *Label; /**< GL_KHR_debug */
3038 GLuint64EXT Result; /**< the counter */
3039 GLboolean Active; /**< inside Begin/EndQuery */
3040 GLboolean Ready; /**< result is ready? */
3041 GLboolean EverBound;/**< has query object ever been bound */
3042 GLuint Stream; /**< The stream */
3043 };
3044
3045
3046 /**
3047 * Context state for query objects.
3048 */
3049 struct gl_query_state
3050 {
3051 struct _mesa_HashTable *QueryObjects;
3052 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3053 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3054
3055 /** GL_NV_conditional_render */
3056 struct gl_query_object *CondRenderQuery;
3057
3058 /** GL_EXT_transform_feedback */
3059 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3060 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3061
3062 /** GL_ARB_timer_query */
3063 struct gl_query_object *TimeElapsed;
3064
3065 /** GL_ARB_pipeline_statistics_query */
3066 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3067
3068 GLenum CondRenderMode;
3069 };
3070
3071
3072 /** Sync object state */
3073 struct gl_sync_object
3074 {
3075 GLenum Type; /**< GL_SYNC_FENCE */
3076 GLuint Name; /**< Fence name */
3077 GLchar *Label; /**< GL_KHR_debug */
3078 GLint RefCount; /**< Reference count */
3079 GLboolean DeletePending; /**< Object was deleted while there were still
3080 * live references (e.g., sync not yet finished)
3081 */
3082 GLenum SyncCondition;
3083 GLbitfield Flags; /**< Flags passed to glFenceSync */
3084 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3085 };
3086
3087
3088 /**
3089 * State which can be shared by multiple contexts:
3090 */
3091 struct gl_shared_state
3092 {
3093 mtx_t Mutex; /**< for thread safety */
3094 GLint RefCount; /**< Reference count */
3095 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3096 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3097
3098 /** Default texture objects (shared by all texture units) */
3099 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3100
3101 /** Fallback texture used when a bound texture is incomplete */
3102 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3103
3104 /**
3105 * \name Thread safety and statechange notification for texture
3106 * objects.
3107 *
3108 * \todo Improve the granularity of locking.
3109 */
3110 /*@{*/
3111 mtx_t TexMutex; /**< texobj thread safety */
3112 GLuint TextureStateStamp; /**< state notification for shared tex */
3113 /*@}*/
3114
3115 /** Default buffer object for vertex arrays that aren't in VBOs */
3116 struct gl_buffer_object *NullBufferObj;
3117
3118 /**
3119 * \name Vertex/geometry/fragment programs
3120 */
3121 /*@{*/
3122 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3123 struct gl_vertex_program *DefaultVertexProgram;
3124 struct gl_fragment_program *DefaultFragmentProgram;
3125 /*@}*/
3126
3127 /* GL_ATI_fragment_shader */
3128 struct _mesa_HashTable *ATIShaders;
3129 struct ati_fragment_shader *DefaultFragmentShader;
3130
3131 struct _mesa_HashTable *BufferObjects;
3132
3133 /** Table of both gl_shader and gl_shader_program objects */
3134 struct _mesa_HashTable *ShaderObjects;
3135
3136 /* GL_EXT_framebuffer_object */
3137 struct _mesa_HashTable *RenderBuffers;
3138 struct _mesa_HashTable *FrameBuffers;
3139
3140 /* GL_ARB_sync */
3141 struct set *SyncObjects;
3142
3143 /** GL_ARB_sampler_objects */
3144 struct _mesa_HashTable *SamplerObjects;
3145
3146 /**
3147 * Some context in this share group was affected by a GPU reset
3148 *
3149 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3150 * been affected by a GPU reset must also return
3151 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3152 *
3153 * Once this field becomes true, it is never reset to false.
3154 */
3155 bool ShareGroupReset;
3156 };
3157
3158
3159
3160 /**
3161 * Renderbuffers represent drawing surfaces such as color, depth and/or
3162 * stencil. A framebuffer object has a set of renderbuffers.
3163 * Drivers will typically derive subclasses of this type.
3164 */
3165 struct gl_renderbuffer
3166 {
3167 mtx_t Mutex; /**< for thread safety */
3168 GLuint ClassID; /**< Useful for drivers */
3169 GLuint Name;
3170 GLchar *Label; /**< GL_KHR_debug */
3171 GLint RefCount;
3172 GLuint Width, Height;
3173 GLuint Depth;
3174 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3175 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3176 /**
3177 * True for renderbuffers that wrap textures, giving the driver a chance to
3178 * flush render caches through the FinishRenderTexture hook.
3179 *
3180 * Drivers may also set this on renderbuffers other than those generated by
3181 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3182 * called without a rb->TexImage.
3183 */
3184 GLboolean NeedsFinishRenderTexture;
3185 GLubyte NumSamples;
3186 GLenum InternalFormat; /**< The user-specified format */
3187 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3188 GL_STENCIL_INDEX. */
3189 mesa_format Format; /**< The actual renderbuffer memory format */
3190 /**
3191 * Pointer to the texture image if this renderbuffer wraps a texture,
3192 * otherwise NULL.
3193 *
3194 * Note that the reference on the gl_texture_object containing this
3195 * TexImage is held by the gl_renderbuffer_attachment.
3196 */
3197 struct gl_texture_image *TexImage;
3198
3199 /** Delete this renderbuffer */
3200 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3201
3202 /** Allocate new storage for this renderbuffer */
3203 GLboolean (*AllocStorage)(struct gl_context *ctx,
3204 struct gl_renderbuffer *rb,
3205 GLenum internalFormat,
3206 GLuint width, GLuint height);
3207 };
3208
3209
3210 /**
3211 * A renderbuffer attachment points to either a texture object (and specifies
3212 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3213 */
3214 struct gl_renderbuffer_attachment
3215 {
3216 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3217 GLboolean Complete;
3218
3219 /**
3220 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3221 * application supplied renderbuffer object.
3222 */
3223 struct gl_renderbuffer *Renderbuffer;
3224
3225 /**
3226 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3227 * supplied texture object.
3228 */
3229 struct gl_texture_object *Texture;
3230 GLuint TextureLevel; /**< Attached mipmap level. */
3231 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3232 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3233 * and 2D array textures */
3234 GLboolean Layered;
3235 };
3236
3237
3238 /**
3239 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3240 * In C++ terms, think of this as a base class from which device drivers
3241 * will make derived classes.
3242 */
3243 struct gl_framebuffer
3244 {
3245 mtx_t Mutex; /**< for thread safety */
3246 /**
3247 * If zero, this is a window system framebuffer. If non-zero, this
3248 * is a FBO framebuffer; note that for some devices (i.e. those with
3249 * a natural pixel coordinate system for FBOs that differs from the
3250 * OpenGL/Mesa coordinate system), this means that the viewport,
3251 * polygon face orientation, and polygon stipple will have to be inverted.
3252 */
3253 GLuint Name;
3254 GLint RefCount;
3255
3256 GLchar *Label; /**< GL_KHR_debug */
3257
3258 GLboolean DeletePending;
3259
3260 /**
3261 * The framebuffer's visual. Immutable if this is a window system buffer.
3262 * Computed from attachments if user-made FBO.
3263 */
3264 struct gl_config Visual;
3265
3266 /**
3267 * Size of frame buffer in pixels. If there are no attachments, then both
3268 * of these are 0.
3269 */
3270 GLuint Width, Height;
3271
3272 /**
3273 * In the case that the framebuffer has no attachment (i.e.
3274 * GL_ARB_framebuffer_no_attachments) then the geometry of
3275 * the framebuffer is specified by the default values.
3276 */
3277 struct {
3278 GLuint Width, Height, Layers, NumSamples;
3279 GLboolean FixedSampleLocations;
3280 } DefaultGeometry;
3281
3282 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3283 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3284 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3285 */
3286 /*@{*/
3287 GLint _Xmin, _Xmax;
3288 GLint _Ymin, _Ymax;
3289 /*@}*/
3290
3291 /** \name Derived Z buffer stuff */
3292 /*@{*/
3293 GLuint _DepthMax; /**< Max depth buffer value */
3294 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3295 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3296 /*@}*/
3297
3298 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3299 GLenum _Status;
3300
3301 /** Whether one of Attachment has Type != GL_NONE
3302 * NOTE: the values for Width and Height are set to 0 in case of having
3303 * no attachments, a backend driver supporting the extension
3304 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3305 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3306 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3307 * _Ymax do NOT take into account _HasAttachments being false). To get the
3308 * geometry of the framebuffer, the helper functions
3309 * _mesa_geometric_width(),
3310 * _mesa_geometric_height(),
3311 * _mesa_geometric_samples() and
3312 * _mesa_geometric_layers()
3313 * are available that check _HasAttachments.
3314 */
3315 bool _HasAttachments;
3316
3317 /** Integer color values */
3318 GLboolean _IntegerColor;
3319
3320 /* ARB_color_buffer_float */
3321 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3322 GLboolean _HasSNormOrFloatColorBuffer;
3323
3324 /**
3325 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3326 * is not layered. For cube maps and cube map arrays, each cube face
3327 * counts as a layer. As the case for Width, Height a backend driver
3328 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3329 * in the case that _HasAttachments is false
3330 */
3331 GLuint MaxNumLayers;
3332
3333 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3334 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3335
3336 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3337 * attribute group and GL_PIXEL attribute group, respectively.
3338 */
3339 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3340 GLenum ColorReadBuffer;
3341
3342 /** Computed from ColorDraw/ReadBuffer above */
3343 GLuint _NumColorDrawBuffers;
3344 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3345 GLint _ColorReadBufferIndex; /* -1 = None */
3346 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3347 struct gl_renderbuffer *_ColorReadBuffer;
3348
3349 /** Delete this framebuffer */
3350 void (*Delete)(struct gl_framebuffer *fb);
3351 };
3352
3353
3354 /**
3355 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3356 */
3357 struct gl_precision
3358 {
3359 GLushort RangeMin; /**< min value exponent */
3360 GLushort RangeMax; /**< max value exponent */
3361 GLushort Precision; /**< number of mantissa bits */
3362 };
3363
3364
3365 /**
3366 * Limits for vertex, geometry and fragment programs/shaders.
3367 */
3368 struct gl_program_constants
3369 {
3370 /* logical limits */
3371 GLuint MaxInstructions;
3372 GLuint MaxAluInstructions;
3373 GLuint MaxTexInstructions;
3374 GLuint MaxTexIndirections;
3375 GLuint MaxAttribs;
3376 GLuint MaxTemps;
3377 GLuint MaxAddressRegs;
3378 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3379 GLuint MaxParameters;
3380 GLuint MaxLocalParams;
3381 GLuint MaxEnvParams;
3382 /* native/hardware limits */
3383 GLuint MaxNativeInstructions;
3384 GLuint MaxNativeAluInstructions;
3385 GLuint MaxNativeTexInstructions;
3386 GLuint MaxNativeTexIndirections;
3387 GLuint MaxNativeAttribs;
3388 GLuint MaxNativeTemps;
3389 GLuint MaxNativeAddressRegs;
3390 GLuint MaxNativeParameters;
3391 /* For shaders */
3392 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3393
3394 /**
3395 * \name Per-stage input / output limits
3396 *
3397 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3398 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3399 * ES). This is stored as \c gl_constants::MaxVarying.
3400 *
3401 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3402 * variables. Each stage as a certain number of outputs that it can feed
3403 * to the next stage and a certain number inputs that it can consume from
3404 * the previous stage.
3405 *
3406 * Vertex shader inputs do not participate this in this accounting.
3407 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3408 *
3409 * Fragment shader outputs do not participate this in this accounting.
3410 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3411 */
3412 /*@{*/
3413 GLuint MaxInputComponents;
3414 GLuint MaxOutputComponents;
3415 /*@}*/
3416
3417 /* ES 2.0 and GL_ARB_ES2_compatibility */
3418 struct gl_precision LowFloat, MediumFloat, HighFloat;
3419 struct gl_precision LowInt, MediumInt, HighInt;
3420 /* GL_ARB_uniform_buffer_object */
3421 GLuint MaxUniformBlocks;
3422 GLuint MaxCombinedUniformComponents;
3423 GLuint MaxTextureImageUnits;
3424
3425 /* GL_ARB_shader_atomic_counters */
3426 GLuint MaxAtomicBuffers;
3427 GLuint MaxAtomicCounters;
3428
3429 /* GL_ARB_shader_image_load_store */
3430 GLuint MaxImageUniforms;
3431
3432 /* GL_ARB_shader_storage_buffer_object */
3433 GLuint MaxShaderStorageBlocks;
3434 };
3435
3436
3437 /**
3438 * Constants which may be overridden by device driver during context creation
3439 * but are never changed after that.
3440 */
3441 struct gl_constants
3442 {
3443 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3444 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3445 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3446 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3447 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3448 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3449 GLuint MaxTextureCoordUnits;
3450 GLuint MaxCombinedTextureImageUnits;
3451 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3452 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3453 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3454 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3455
3456 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3457
3458 GLuint MaxArrayLockSize;
3459
3460 GLint SubPixelBits;
3461
3462 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3463 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3464 GLfloat PointSizeGranularity;
3465 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3466 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3467 GLfloat LineWidthGranularity;
3468
3469 GLuint MaxClipPlanes;
3470 GLuint MaxLights;
3471 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3472 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3473
3474 GLuint MaxViewportWidth, MaxViewportHeight;
3475 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3476 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3477 struct {
3478 GLfloat Min;
3479 GLfloat Max;
3480 } ViewportBounds; /**< GL_ARB_viewport_array */
3481
3482 struct gl_program_constants Program[MESA_SHADER_STAGES];
3483 GLuint MaxProgramMatrices;
3484 GLuint MaxProgramMatrixStackDepth;
3485
3486 struct {
3487 GLuint SamplesPassed;
3488 GLuint TimeElapsed;
3489 GLuint Timestamp;
3490 GLuint PrimitivesGenerated;
3491 GLuint PrimitivesWritten;
3492 GLuint VerticesSubmitted;
3493 GLuint PrimitivesSubmitted;
3494 GLuint VsInvocations;
3495 GLuint TessPatches;
3496 GLuint TessInvocations;
3497 GLuint GsInvocations;
3498 GLuint GsPrimitives;
3499 GLuint FsInvocations;
3500 GLuint ComputeInvocations;
3501 GLuint ClInPrimitives;
3502 GLuint ClOutPrimitives;
3503 } QueryCounterBits;
3504
3505 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3506
3507 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3508 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3509 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3510
3511 /**
3512 * GL_ARB_framebuffer_no_attachments
3513 */
3514 GLuint MaxFramebufferWidth;
3515 GLuint MaxFramebufferHeight;
3516 GLuint MaxFramebufferLayers;
3517 GLuint MaxFramebufferSamples;
3518
3519 /** Number of varying vectors between any two shader stages. */
3520 GLuint MaxVarying;
3521
3522 /** @{
3523 * GL_ARB_uniform_buffer_object
3524 */
3525 GLuint MaxCombinedUniformBlocks;
3526 GLuint MaxUniformBufferBindings;
3527 GLuint MaxUniformBlockSize;
3528 GLuint UniformBufferOffsetAlignment;
3529 /** @} */
3530
3531 /** @{
3532 * GL_ARB_shader_storage_buffer_object
3533 */
3534 GLuint MaxCombinedShaderStorageBlocks;
3535 GLuint MaxShaderStorageBufferBindings;
3536 GLuint MaxShaderStorageBlockSize;
3537 GLuint ShaderStorageBufferOffsetAlignment;
3538 /** @} */
3539
3540 /**
3541 * GL_ARB_explicit_uniform_location
3542 */
3543 GLuint MaxUserAssignableUniformLocations;
3544
3545 /** GL_ARB_geometry_shader4 */
3546 GLuint MaxGeometryOutputVertices;
3547 GLuint MaxGeometryTotalOutputComponents;
3548
3549 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3550
3551 /**
3552 * Changes default GLSL extension behavior from "error" to "warn". It's out
3553 * of spec, but it can make some apps work that otherwise wouldn't.
3554 */
3555 GLboolean ForceGLSLExtensionsWarn;
3556
3557 /**
3558 * If non-zero, forces GLSL shaders to behave as if they began
3559 * with "#version ForceGLSLVersion".
3560 */
3561 GLuint ForceGLSLVersion;
3562
3563 /**
3564 * Allow GLSL #extension directives in the middle of shaders.
3565 */
3566 GLboolean AllowGLSLExtensionDirectiveMidShader;
3567
3568 /**
3569 * Does the driver support real 32-bit integers? (Otherwise, integers are
3570 * simulated via floats.)
3571 */
3572 GLboolean NativeIntegers;
3573
3574 /**
3575 * Does VertexID count from zero or from base vertex?
3576 *
3577 * \note
3578 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3579 * ignored and need not be set.
3580 */
3581 bool VertexID_is_zero_based;
3582
3583 /**
3584 * If the driver supports real 32-bit integers, what integer value should be
3585 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3586 */
3587 GLuint UniformBooleanTrue;
3588
3589 /**
3590 * Maximum amount of time, measured in nanseconds, that the server can wait.
3591 */
3592 GLuint64 MaxServerWaitTimeout;
3593
3594 /** GL_EXT_provoking_vertex */
3595 GLboolean QuadsFollowProvokingVertexConvention;
3596
3597 /** OpenGL version 3.0 */
3598 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3599
3600 /** OpenGL version 3.2 */
3601 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3602
3603 /** OpenGL version 4.4 */
3604 GLuint MaxVertexAttribStride;
3605
3606 /** GL_EXT_transform_feedback */
3607 GLuint MaxTransformFeedbackBuffers;
3608 GLuint MaxTransformFeedbackSeparateComponents;
3609 GLuint MaxTransformFeedbackInterleavedComponents;
3610 GLuint MaxVertexStreams;
3611
3612 /** GL_EXT_gpu_shader4 */
3613 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3614
3615 /** GL_ARB_texture_gather */
3616 GLuint MinProgramTextureGatherOffset;
3617 GLuint MaxProgramTextureGatherOffset;
3618 GLuint MaxProgramTextureGatherComponents;
3619
3620 /* GL_ARB_robustness */
3621 GLenum ResetStrategy;
3622
3623 /* GL_ARB_blend_func_extended */
3624 GLuint MaxDualSourceDrawBuffers;
3625
3626 /**
3627 * Whether the implementation strips out and ignores texture borders.
3628 *
3629 * Many GPU hardware implementations don't support rendering with texture
3630 * borders and mipmapped textures. (Note: not static border color, but the
3631 * old 1-pixel border around each edge). Implementations then have to do
3632 * slow fallbacks to be correct, or just ignore the border and be fast but
3633 * wrong. Setting the flag strips the border off of TexImage calls,
3634 * providing "fast but wrong" at significantly reduced driver complexity.
3635 *
3636 * Texture borders are deprecated in GL 3.0.
3637 **/
3638 GLboolean StripTextureBorder;
3639
3640 /**
3641 * For drivers which can do a better job at eliminating unused uniforms
3642 * than the GLSL compiler.
3643 *
3644 * XXX Remove these as soon as a better solution is available.
3645 */
3646 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3647
3648 /**
3649 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3650 * than passing the transform feedback object to the drawing function.
3651 */
3652 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3653
3654 /** GL_ARB_map_buffer_alignment */
3655 GLuint MinMapBufferAlignment;
3656
3657 /**
3658 * Disable varying packing. This is out of spec, but potentially useful
3659 * for older platforms that supports a limited number of texture
3660 * indirections--on these platforms, unpacking the varyings in the fragment
3661 * shader increases the number of texture indirections by 1, which might
3662 * make some shaders not executable at all.
3663 *
3664 * Drivers that support transform feedback must set this value to GL_FALSE.
3665 */
3666 GLboolean DisableVaryingPacking;
3667
3668 /**
3669 * Should meaningful names be generated for compiler temporary variables?
3670 *
3671 * Generally, it is not useful to have the compiler generate "meaningful"
3672 * names for temporary variables that it creates. This can, however, be a
3673 * useful debugging aid. In Mesa debug builds or release builds when
3674 * MESA_GLSL is set at run-time, meaningful names will be generated.
3675 * Drivers can also force names to be generated by setting this field.
3676 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3677 * vertex shader assembly) is set at run-time.
3678 */
3679 bool GenerateTemporaryNames;
3680
3681 /*
3682 * Maximum value supported for an index in DrawElements and friends.
3683 *
3684 * This must be at least (1ull<<24)-1. The default value is
3685 * (1ull<<32)-1.
3686 *
3687 * \since ES 3.0 or GL_ARB_ES3_compatibility
3688 * \sa _mesa_init_constants
3689 */
3690 GLuint64 MaxElementIndex;
3691
3692 /**
3693 * Disable interpretation of line continuations (lines ending with a
3694 * backslash character ('\') in GLSL source.
3695 */
3696 GLboolean DisableGLSLLineContinuations;
3697
3698 /** GL_ARB_texture_multisample */
3699 GLint MaxColorTextureSamples;
3700 GLint MaxDepthTextureSamples;
3701 GLint MaxIntegerSamples;
3702
3703 /**
3704 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3705 * samples are laid out in a rectangular grid roughly corresponding to
3706 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3707 * are used to map indices of rectangular grid to sample numbers within
3708 * a pixel. This mapping of indices to sample numbers must be initialized
3709 * by the driver for the target hardware. For example, if we have the 8X
3710 * MSAA sample number layout (sample positions) for XYZ hardware:
3711 *
3712 * sample indices layout sample number layout
3713 * --------- ---------
3714 * | 0 | 1 | | a | b |
3715 * --------- ---------
3716 * | 2 | 3 | | c | d |
3717 * --------- ---------
3718 * | 4 | 5 | | e | f |
3719 * --------- ---------
3720 * | 6 | 7 | | g | h |
3721 * --------- ---------
3722 *
3723 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3724 *
3725 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3726 * below:
3727 * SampleMap8x = {a, b, c, d, e, f, g, h};
3728 *
3729 * Follow the logic for other sample counts.
3730 */
3731 uint8_t SampleMap2x[2];
3732 uint8_t SampleMap4x[4];
3733 uint8_t SampleMap8x[8];
3734
3735 /** GL_ARB_shader_atomic_counters */
3736 GLuint MaxAtomicBufferBindings;
3737 GLuint MaxAtomicBufferSize;
3738 GLuint MaxCombinedAtomicBuffers;
3739 GLuint MaxCombinedAtomicCounters;
3740
3741 /** GL_ARB_vertex_attrib_binding */
3742 GLint MaxVertexAttribRelativeOffset;
3743 GLint MaxVertexAttribBindings;
3744
3745 /* GL_ARB_shader_image_load_store */
3746 GLuint MaxImageUnits;
3747 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3748 GLuint MaxImageSamples;
3749 GLuint MaxCombinedImageUniforms;
3750
3751 /** GL_ARB_compute_shader */
3752 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3753 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3754 GLuint MaxComputeWorkGroupInvocations;
3755
3756 /** GL_ARB_gpu_shader5 */
3757 GLfloat MinFragmentInterpolationOffset;
3758 GLfloat MaxFragmentInterpolationOffset;
3759
3760 GLboolean FakeSWMSAA;
3761
3762 /** GL_KHR_context_flush_control */
3763 GLenum ContextReleaseBehavior;
3764
3765 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3766
3767 /** GL_ARB_tessellation_shader */
3768 GLuint MaxPatchVertices;
3769 GLuint MaxTessGenLevel;
3770 GLuint MaxTessPatchComponents;
3771 GLuint MaxTessControlTotalOutputComponents;
3772 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3773 };
3774
3775
3776 /**
3777 * Enable flag for each OpenGL extension. Different device drivers will
3778 * enable different extensions at runtime.
3779 */
3780 struct gl_extensions
3781 {
3782 GLboolean dummy; /* don't remove this! */
3783 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3784 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3785 GLboolean ANGLE_texture_compression_dxt;
3786 GLboolean ARB_ES2_compatibility;
3787 GLboolean ARB_ES3_compatibility;
3788 GLboolean ARB_arrays_of_arrays;
3789 GLboolean ARB_base_instance;
3790 GLboolean ARB_blend_func_extended;
3791 GLboolean ARB_buffer_storage;
3792 GLboolean ARB_clear_texture;
3793 GLboolean ARB_clip_control;
3794 GLboolean ARB_color_buffer_float;
3795 GLboolean ARB_compute_shader;
3796 GLboolean ARB_conditional_render_inverted;
3797 GLboolean ARB_conservative_depth;
3798 GLboolean ARB_copy_image;
3799 GLboolean ARB_depth_buffer_float;
3800 GLboolean ARB_depth_clamp;
3801 GLboolean ARB_depth_texture;
3802 GLboolean ARB_derivative_control;
3803 GLboolean ARB_draw_buffers_blend;
3804 GLboolean ARB_draw_elements_base_vertex;
3805 GLboolean ARB_draw_indirect;
3806 GLboolean ARB_draw_instanced;
3807 GLboolean ARB_fragment_coord_conventions;
3808 GLboolean ARB_fragment_layer_viewport;
3809 GLboolean ARB_fragment_program;
3810 GLboolean ARB_fragment_program_shadow;
3811 GLboolean ARB_fragment_shader;
3812 GLboolean ARB_framebuffer_no_attachments;
3813 GLboolean ARB_framebuffer_object;
3814 GLboolean ARB_explicit_attrib_location;
3815 GLboolean ARB_explicit_uniform_location;
3816 GLboolean ARB_geometry_shader4;
3817 GLboolean ARB_gpu_shader5;
3818 GLboolean ARB_gpu_shader_fp64;
3819 GLboolean ARB_half_float_vertex;
3820 GLboolean ARB_instanced_arrays;
3821 GLboolean ARB_internalformat_query;
3822 GLboolean ARB_map_buffer_range;
3823 GLboolean ARB_occlusion_query;
3824 GLboolean ARB_occlusion_query2;
3825 GLboolean ARB_pipeline_statistics_query;
3826 GLboolean ARB_point_sprite;
3827 GLboolean ARB_sample_shading;
3828 GLboolean ARB_seamless_cube_map;
3829 GLboolean ARB_shader_atomic_counters;
3830 GLboolean ARB_shader_bit_encoding;
3831 GLboolean ARB_shader_image_load_store;
3832 GLboolean ARB_shader_precision;
3833 GLboolean ARB_shader_stencil_export;
3834 GLboolean ARB_shader_storage_buffer_object;
3835 GLboolean ARB_shader_subroutine;
3836 GLboolean ARB_shader_texture_lod;
3837 GLboolean ARB_shading_language_packing;
3838 GLboolean ARB_shading_language_420pack;
3839 GLboolean ARB_shadow;
3840 GLboolean ARB_stencil_texturing;
3841 GLboolean ARB_sync;
3842 GLboolean ARB_tessellation_shader;
3843 GLboolean ARB_texture_border_clamp;
3844 GLboolean ARB_texture_buffer_object;
3845 GLboolean ARB_texture_buffer_object_rgb32;
3846 GLboolean ARB_texture_buffer_range;
3847 GLboolean ARB_texture_compression_bptc;
3848 GLboolean ARB_texture_compression_rgtc;
3849 GLboolean ARB_texture_cube_map;
3850 GLboolean ARB_texture_cube_map_array;
3851 GLboolean ARB_texture_env_combine;
3852 GLboolean ARB_texture_env_crossbar;
3853 GLboolean ARB_texture_env_dot3;
3854 GLboolean ARB_texture_float;
3855 GLboolean ARB_texture_gather;
3856 GLboolean ARB_texture_mirror_clamp_to_edge;
3857 GLboolean ARB_texture_multisample;
3858 GLboolean ARB_texture_non_power_of_two;
3859 GLboolean ARB_texture_stencil8;
3860 GLboolean ARB_texture_query_levels;
3861 GLboolean ARB_texture_query_lod;
3862 GLboolean ARB_texture_rg;
3863 GLboolean ARB_texture_rgb10_a2ui;
3864 GLboolean ARB_texture_view;
3865 GLboolean ARB_timer_query;
3866 GLboolean ARB_transform_feedback2;
3867 GLboolean ARB_transform_feedback3;
3868 GLboolean ARB_transform_feedback_instanced;
3869 GLboolean ARB_uniform_buffer_object;
3870 GLboolean ARB_vertex_attrib_64bit;
3871 GLboolean ARB_vertex_program;
3872 GLboolean ARB_vertex_shader;
3873 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3874 GLboolean ARB_vertex_type_2_10_10_10_rev;
3875 GLboolean ARB_viewport_array;
3876 GLboolean EXT_blend_color;
3877 GLboolean EXT_blend_equation_separate;
3878 GLboolean EXT_blend_func_separate;
3879 GLboolean EXT_blend_minmax;
3880 GLboolean EXT_depth_bounds_test;
3881 GLboolean EXT_draw_buffers2;
3882 GLboolean EXT_framebuffer_multisample;
3883 GLboolean EXT_framebuffer_multisample_blit_scaled;
3884 GLboolean EXT_framebuffer_sRGB;
3885 GLboolean EXT_gpu_program_parameters;
3886 GLboolean EXT_gpu_shader4;
3887 GLboolean EXT_packed_float;
3888 GLboolean EXT_pixel_buffer_object;
3889 GLboolean EXT_point_parameters;
3890 GLboolean EXT_polygon_offset_clamp;
3891 GLboolean EXT_provoking_vertex;
3892 GLboolean EXT_shader_integer_mix;
3893 GLboolean EXT_stencil_two_side;
3894 GLboolean EXT_texture3D;
3895 GLboolean EXT_texture_array;
3896 GLboolean EXT_texture_compression_latc;
3897 GLboolean EXT_texture_compression_s3tc;
3898 GLboolean EXT_texture_env_dot3;
3899 GLboolean EXT_texture_filter_anisotropic;
3900 GLboolean EXT_texture_integer;
3901 GLboolean EXT_texture_mirror_clamp;
3902 GLboolean EXT_texture_shared_exponent;
3903 GLboolean EXT_texture_snorm;
3904 GLboolean EXT_texture_sRGB;
3905 GLboolean EXT_texture_sRGB_decode;
3906 GLboolean EXT_texture_swizzle;
3907 GLboolean EXT_transform_feedback;
3908 GLboolean EXT_timer_query;
3909 GLboolean EXT_vertex_array_bgra;
3910 GLboolean OES_standard_derivatives;
3911 /* vendor extensions */
3912 GLboolean AMD_performance_monitor;
3913 GLboolean AMD_pinned_memory;
3914 GLboolean AMD_seamless_cubemap_per_texture;
3915 GLboolean AMD_vertex_shader_layer;
3916 GLboolean AMD_vertex_shader_viewport_index;
3917 GLboolean APPLE_object_purgeable;
3918 GLboolean ATI_texture_compression_3dc;
3919 GLboolean ATI_texture_mirror_once;
3920 GLboolean ATI_texture_env_combine3;
3921 GLboolean ATI_fragment_shader;
3922 GLboolean ATI_separate_stencil;
3923 GLboolean INTEL_performance_query;
3924 GLboolean MESA_pack_invert;
3925 GLboolean MESA_ycbcr_texture;
3926 GLboolean NV_conditional_render;
3927 GLboolean NV_fog_distance;
3928 GLboolean NV_fragment_program_option;
3929 GLboolean NV_point_sprite;
3930 GLboolean NV_primitive_restart;
3931 GLboolean NV_texture_barrier;
3932 GLboolean NV_texture_env_combine4;
3933 GLboolean NV_texture_rectangle;
3934 GLboolean NV_vdpau_interop;
3935 GLboolean TDFX_texture_compression_FXT1;
3936 GLboolean OES_EGL_image;
3937 GLboolean OES_draw_texture;
3938 GLboolean OES_depth_texture_cube_map;
3939 GLboolean OES_EGL_image_external;
3940 GLboolean OES_texture_float;
3941 GLboolean OES_texture_float_linear;
3942 GLboolean OES_texture_half_float;
3943 GLboolean OES_texture_half_float_linear;
3944 GLboolean OES_compressed_ETC1_RGB8_texture;
3945 GLboolean extension_sentinel;
3946 /** The extension string */
3947 const GLubyte *String;
3948 /** Number of supported extensions */
3949 GLuint Count;
3950 };
3951
3952
3953 /**
3954 * A stack of matrices (projection, modelview, color, texture, etc).
3955 */
3956 struct gl_matrix_stack
3957 {
3958 GLmatrix *Top; /**< points into Stack */
3959 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3960 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3961 GLuint MaxDepth; /**< size of Stack[] array */
3962 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3963 };
3964
3965
3966 /**
3967 * \name Bits for image transfer operations
3968 * \sa __struct gl_contextRec::ImageTransferState.
3969 */
3970 /*@{*/
3971 #define IMAGE_SCALE_BIAS_BIT 0x1
3972 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3973 #define IMAGE_MAP_COLOR_BIT 0x4
3974 #define IMAGE_CLAMP_BIT 0x800
3975
3976
3977 /** Pixel Transfer ops */
3978 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3979 IMAGE_SHIFT_OFFSET_BIT | \
3980 IMAGE_MAP_COLOR_BIT)
3981
3982 /**
3983 * \name Bits to indicate what state has changed.
3984 */
3985 /*@{*/
3986 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3987 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3988 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3989 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3990 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3991 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3992 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3993 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3994 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3995 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3996 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3997 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3998 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3999 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
4000 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
4001 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
4002 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
4003 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
4004 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
4005 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4006 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
4007 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
4008 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
4009 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
4010 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
4011 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
4012 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
4013 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
4014 #define _NEW_BUFFER_OBJECT (1 << 28)
4015 #define _NEW_FRAG_CLAMP (1 << 29)
4016 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4017 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
4018 #define _NEW_ALL ~0
4019 /*@}*/
4020
4021
4022 /**
4023 * Composite state flags
4024 */
4025 /*@{*/
4026 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4027 _NEW_TEXTURE | \
4028 _NEW_POINT | \
4029 _NEW_PROGRAM | \
4030 _NEW_MODELVIEW)
4031
4032 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4033 _NEW_FOG | \
4034 _NEW_PROGRAM)
4035
4036
4037 /*@}*/
4038
4039
4040
4041
4042 /* This has to be included here. */
4043 #include "dd.h"
4044
4045
4046 /**
4047 * Display list flags.
4048 * Strictly this is a tnl-private concept, but it doesn't seem
4049 * worthwhile adding a tnl private structure just to hold this one bit
4050 * of information:
4051 */
4052 #define DLIST_DANGLING_REFS 0x1
4053
4054
4055 /** Opaque declaration of display list payload data type */
4056 union gl_dlist_node;
4057
4058
4059 /**
4060 * Provide a location where information about a display list can be
4061 * collected. Could be extended with driverPrivate structures,
4062 * etc. in the future.
4063 */
4064 struct gl_display_list
4065 {
4066 GLuint Name;
4067 GLchar *Label; /**< GL_KHR_debug */
4068 GLbitfield Flags; /**< DLIST_x flags */
4069 /** The dlist commands are in a linked list of nodes */
4070 union gl_dlist_node *Head;
4071 };
4072
4073
4074 /**
4075 * State used during display list compilation and execution.
4076 */
4077 struct gl_dlist_state
4078 {
4079 GLuint CallDepth; /**< Current recursion calling depth */
4080
4081 struct gl_display_list *CurrentList; /**< List currently being compiled */
4082 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4083 GLuint CurrentPos; /**< Index into current block of nodes */
4084
4085 GLvertexformat ListVtxfmt;
4086
4087 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4088 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4089
4090 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4091 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4092
4093 struct {
4094 /* State known to have been set by the currently-compiling display
4095 * list. Used to eliminate some redundant state changes.
4096 */
4097 GLenum ShadeModel;
4098 } Current;
4099 };
4100
4101 /** @{
4102 *
4103 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4104 * to small enums suitable for use as an array index.
4105 */
4106
4107 enum mesa_debug_source {
4108 MESA_DEBUG_SOURCE_API,
4109 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4110 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4111 MESA_DEBUG_SOURCE_THIRD_PARTY,
4112 MESA_DEBUG_SOURCE_APPLICATION,
4113 MESA_DEBUG_SOURCE_OTHER,
4114 MESA_DEBUG_SOURCE_COUNT
4115 };
4116
4117 enum mesa_debug_type {
4118 MESA_DEBUG_TYPE_ERROR,
4119 MESA_DEBUG_TYPE_DEPRECATED,
4120 MESA_DEBUG_TYPE_UNDEFINED,
4121 MESA_DEBUG_TYPE_PORTABILITY,
4122 MESA_DEBUG_TYPE_PERFORMANCE,
4123 MESA_DEBUG_TYPE_OTHER,
4124 MESA_DEBUG_TYPE_MARKER,
4125 MESA_DEBUG_TYPE_PUSH_GROUP,
4126 MESA_DEBUG_TYPE_POP_GROUP,
4127 MESA_DEBUG_TYPE_COUNT
4128 };
4129
4130 enum mesa_debug_severity {
4131 MESA_DEBUG_SEVERITY_LOW,
4132 MESA_DEBUG_SEVERITY_MEDIUM,
4133 MESA_DEBUG_SEVERITY_HIGH,
4134 MESA_DEBUG_SEVERITY_NOTIFICATION,
4135 MESA_DEBUG_SEVERITY_COUNT
4136 };
4137
4138 /** @} */
4139
4140 /**
4141 * Driver-specific state flags.
4142 *
4143 * These are or'd with gl_context::NewDriverState to notify a driver about
4144 * a state change. The driver sets the flags at context creation and
4145 * the meaning of the bits set is opaque to core Mesa.
4146 */
4147 struct gl_driver_flags
4148 {
4149 /** gl_context::Array::_DrawArrays (vertex array state) */
4150 uint64_t NewArray;
4151
4152 /** gl_context::TransformFeedback::CurrentObject */
4153 uint64_t NewTransformFeedback;
4154
4155 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4156 uint64_t NewTransformFeedbackProg;
4157
4158 /** gl_context::RasterDiscard */
4159 uint64_t NewRasterizerDiscard;
4160
4161 /**
4162 * gl_context::UniformBufferBindings
4163 * gl_shader_program::UniformBlocks
4164 */
4165 uint64_t NewUniformBuffer;
4166
4167 /**
4168 * gl_context::ShaderStorageBufferBindings
4169 * gl_shader_program::ShaderStorageBlocks
4170 */
4171 uint64_t NewShaderStorageBuffer;
4172
4173 uint64_t NewTextureBuffer;
4174
4175 /**
4176 * gl_context::AtomicBufferBindings
4177 */
4178 uint64_t NewAtomicBuffer;
4179
4180 /**
4181 * gl_context::ImageUnits
4182 */
4183 uint64_t NewImageUnits;
4184
4185 /**
4186 * gl_context::TessCtrlProgram::patch_default_*
4187 */
4188 uint64_t NewDefaultTessLevels;
4189 };
4190
4191 struct gl_uniform_buffer_binding
4192 {
4193 struct gl_buffer_object *BufferObject;
4194 /** Start of uniform block data in the buffer */
4195 GLintptr Offset;
4196 /** Size of data allowed to be referenced from the buffer (in bytes) */
4197 GLsizeiptr Size;
4198 /**
4199 * glBindBufferBase() indicates that the Size should be ignored and only
4200 * limited by the current size of the BufferObject.
4201 */
4202 GLboolean AutomaticSize;
4203 };
4204
4205 struct gl_shader_storage_buffer_binding
4206 {
4207 struct gl_buffer_object *BufferObject;
4208 /** Start of shader storage block data in the buffer */
4209 GLintptr Offset;
4210 /** Size of data allowed to be referenced from the buffer (in bytes) */
4211 GLsizeiptr Size;
4212 /**
4213 * glBindBufferBase() indicates that the Size should be ignored and only
4214 * limited by the current size of the BufferObject.
4215 */
4216 GLboolean AutomaticSize;
4217 };
4218
4219 /**
4220 * ARB_shader_image_load_store image unit.
4221 */
4222 struct gl_image_unit
4223 {
4224 /**
4225 * Texture object bound to this unit.
4226 */
4227 struct gl_texture_object *TexObj;
4228
4229 /**
4230 * Level of the texture object bound to this unit.
4231 */
4232 GLuint Level;
4233
4234 /**
4235 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4236 * GL_FALSE if only some specific layer of the texture is bound.
4237 * \sa Layer
4238 */
4239 GLboolean Layered;
4240
4241 /**
4242 * GL_TRUE if the state of this image unit is valid and access from
4243 * the shader is allowed. Otherwise loads from this unit should
4244 * return zero and stores should have no effect.
4245 */
4246 GLboolean _Valid;
4247
4248 /**
4249 * Layer of the texture object bound to this unit, or zero if the
4250 * whole level is bound.
4251 */
4252 GLuint Layer;
4253
4254 /**
4255 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4256 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4257 */
4258 GLenum Access;
4259
4260 /**
4261 * GL internal format that determines the interpretation of the
4262 * image memory when shader image operations are performed through
4263 * this unit.
4264 */
4265 GLenum Format;
4266
4267 /**
4268 * Mesa format corresponding to \c Format.
4269 */
4270 mesa_format _ActualFormat;
4271
4272 };
4273
4274 /**
4275 * Binding point for an atomic counter buffer object.
4276 */
4277 struct gl_atomic_buffer_binding
4278 {
4279 struct gl_buffer_object *BufferObject;
4280 GLintptr Offset;
4281 GLsizeiptr Size;
4282 };
4283
4284 /**
4285 * Mesa rendering context.
4286 *
4287 * This is the central context data structure for Mesa. Almost all
4288 * OpenGL state is contained in this structure.
4289 * Think of this as a base class from which device drivers will derive
4290 * sub classes.
4291 */
4292 struct gl_context
4293 {
4294 /** State possibly shared with other contexts in the address space */
4295 struct gl_shared_state *Shared;
4296
4297 /** \name API function pointer tables */
4298 /*@{*/
4299 gl_api API;
4300 /**
4301 * The current dispatch table for non-displaylist-saving execution, either
4302 * BeginEnd or OutsideBeginEnd
4303 */
4304 struct _glapi_table *Exec;
4305 /**
4306 * The normal dispatch table for non-displaylist-saving, non-begin/end
4307 */
4308 struct _glapi_table *OutsideBeginEnd;
4309 /** The dispatch table used between glNewList() and glEndList() */
4310 struct _glapi_table *Save;
4311 /**
4312 * The dispatch table used between glBegin() and glEnd() (outside of a
4313 * display list). Only valid functions between those two are set, which is
4314 * mostly just the set in a GLvertexformat struct.
4315 */
4316 struct _glapi_table *BeginEnd;
4317 /**
4318 * Tracks the current dispatch table out of the 3 above, so that it can be
4319 * re-set on glXMakeCurrent().
4320 */
4321 struct _glapi_table *CurrentDispatch;
4322 /*@}*/
4323
4324 struct gl_config Visual;
4325 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4326 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4327 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4328 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4329
4330 /**
4331 * Device driver function pointer table
4332 */
4333 struct dd_function_table Driver;
4334
4335 /** Core/Driver constants */
4336 struct gl_constants Const;
4337
4338 /** \name The various 4x4 matrix stacks */
4339 /*@{*/
4340 struct gl_matrix_stack ModelviewMatrixStack;
4341 struct gl_matrix_stack ProjectionMatrixStack;
4342 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4343 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4344 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4345 /*@}*/
4346
4347 /** Combined modelview and projection matrix */
4348 GLmatrix _ModelProjectMatrix;
4349
4350 /** \name Display lists */
4351 struct gl_dlist_state ListState;
4352
4353 GLboolean ExecuteFlag; /**< Execute GL commands? */
4354 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4355
4356 /** Extension information */
4357 struct gl_extensions Extensions;
4358
4359 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4360 GLuint Version;
4361 char *VersionString;
4362
4363 /** \name State attribute stack (for glPush/PopAttrib) */
4364 /*@{*/
4365 GLuint AttribStackDepth;
4366 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4367 /*@}*/
4368
4369 /** \name Renderer attribute groups
4370 *
4371 * We define a struct for each attribute group to make pushing and popping
4372 * attributes easy. Also it's a good organization.
4373 */
4374 /*@{*/
4375 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4376 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4377 struct gl_current_attrib Current; /**< Current attributes */
4378 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4379 struct gl_eval_attrib Eval; /**< Eval attributes */
4380 struct gl_fog_attrib Fog; /**< Fog attributes */
4381 struct gl_hint_attrib Hint; /**< Hint attributes */
4382 struct gl_light_attrib Light; /**< Light attributes */
4383 struct gl_line_attrib Line; /**< Line attributes */
4384 struct gl_list_attrib List; /**< List attributes */
4385 struct gl_multisample_attrib Multisample;
4386 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4387 struct gl_point_attrib Point; /**< Point attributes */
4388 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4389 GLuint PolygonStipple[32]; /**< Polygon stipple */
4390 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4391 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4392 struct gl_texture_attrib Texture; /**< Texture attributes */
4393 struct gl_transform_attrib Transform; /**< Transformation attributes */
4394 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4395 /*@}*/
4396
4397 /** \name Client attribute stack */
4398 /*@{*/
4399 GLuint ClientAttribStackDepth;
4400 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4401 /*@}*/
4402
4403 /** \name Client attribute groups */
4404 /*@{*/
4405 struct gl_array_attrib Array; /**< Vertex arrays */
4406 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4407 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4408 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4409 /*@}*/
4410
4411 /** \name Other assorted state (not pushed/popped on attribute stack) */
4412 /*@{*/
4413 struct gl_pixelmaps PixelMaps;
4414
4415 struct gl_evaluators EvalMap; /**< All evaluators */
4416 struct gl_feedback Feedback; /**< Feedback */
4417 struct gl_selection Select; /**< Selection */
4418
4419 struct gl_program_state Program; /**< general program state */
4420 struct gl_vertex_program_state VertexProgram;
4421 struct gl_fragment_program_state FragmentProgram;
4422 struct gl_geometry_program_state GeometryProgram;
4423 struct gl_compute_program_state ComputeProgram;
4424 struct gl_tess_ctrl_program_state TessCtrlProgram;
4425 struct gl_tess_eval_program_state TessEvalProgram;
4426 struct gl_ati_fragment_shader_state ATIFragmentShader;
4427
4428 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4429 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4430
4431 /**
4432 * Current active shader pipeline state
4433 *
4434 * Almost all internal users want ::_Shader instead of ::Shader. The
4435 * exceptions are bits of legacy GLSL API that do not know about separate
4436 * shader objects.
4437 *
4438 * If a program is active via \c glUseProgram, this will point to
4439 * \c ::Shader.
4440 *
4441 * If a program pipeline is active via \c glBindProgramPipeline, this will
4442 * point to \c ::Pipeline.Current.
4443 *
4444 * If neither a program nor a program pipeline is active, this will point to
4445 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4446 * \c NULL.
4447 */
4448 struct gl_pipeline_object *_Shader;
4449
4450 struct gl_query_state Query; /**< occlusion, timer queries */
4451
4452 struct gl_transform_feedback_state TransformFeedback;
4453
4454 struct gl_perf_monitor_state PerfMonitor;
4455
4456 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4457
4458 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4459 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4460
4461 /**
4462 * Current GL_ARB_uniform_buffer_object binding referenced by
4463 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4464 */
4465 struct gl_buffer_object *UniformBuffer;
4466
4467 /**
4468 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4469 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4470 */
4471 struct gl_buffer_object *ShaderStorageBuffer;
4472
4473 /**
4474 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4475 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4476 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4477 * shader program.
4478 */
4479 struct gl_uniform_buffer_binding
4480 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4481
4482 /**
4483 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4484 * and GL 4.3. This is set up using glBindBufferRange() or
4485 * glBindBufferBase(). They are associated with shader storage blocks by
4486 * glShaderStorageBlockBinding()'s state in the shader program.
4487 */
4488 struct gl_shader_storage_buffer_binding
4489 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4490
4491 /**
4492 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4493 * target.
4494 */
4495 struct gl_buffer_object *AtomicBuffer;
4496
4497 /**
4498 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4499 * target.
4500 */
4501 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4502
4503 /**
4504 * Array of atomic counter buffer binding points.
4505 */
4506 struct gl_atomic_buffer_binding
4507 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4508
4509 /**
4510 * Array of image units for ARB_shader_image_load_store.
4511 */
4512 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4513
4514 /*@}*/
4515
4516 struct gl_meta_state *Meta; /**< for "meta" operations */
4517
4518 /* GL_EXT_framebuffer_object */
4519 struct gl_renderbuffer *CurrentRenderbuffer;
4520
4521 GLenum ErrorValue; /**< Last error code */
4522
4523 /**
4524 * Recognize and silence repeated error debug messages in buggy apps.
4525 */
4526 const char *ErrorDebugFmtString;
4527 GLuint ErrorDebugCount;
4528
4529 /* GL_ARB_debug_output/GL_KHR_debug */
4530 mtx_t DebugMutex;
4531 struct gl_debug_state *Debug;
4532
4533 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4534 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4535 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4536
4537 struct gl_driver_flags DriverFlags;
4538
4539 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4540
4541 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4542
4543 /** \name Derived state */
4544 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4545 GLfloat _EyeZDir[3];
4546 GLfloat _ModelViewInvScale;
4547 GLboolean _NeedEyeCoords;
4548 GLboolean _ForceEyeCoords;
4549
4550 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4551
4552 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4553
4554 /** \name For debugging/development only */
4555 /*@{*/
4556 GLboolean FirstTimeCurrent;
4557 /*@}*/
4558
4559 /**
4560 * False if this context was created without a config. This is needed
4561 * because the initial state of glDrawBuffers depends on this
4562 */
4563 GLboolean HasConfig;
4564
4565 /** software compression/decompression supported or not */
4566 GLboolean Mesa_DXTn;
4567
4568 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4569
4570 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4571
4572 /**
4573 * \name Hooks for module contexts.
4574 *
4575 * These will eventually live in the driver or elsewhere.
4576 */
4577 /*@{*/
4578 void *swrast_context;
4579 void *swsetup_context;
4580 void *swtnl_context;
4581 struct vbo_context *vbo_context;
4582 struct st_context *st;
4583 void *aelt_context;
4584 /*@}*/
4585
4586 /**
4587 * \name NV_vdpau_interop
4588 */
4589 /*@{*/
4590 const void *vdpDevice;
4591 const void *vdpGetProcAddress;
4592 struct set *vdpSurfaces;
4593 /*@}*/
4594
4595 /**
4596 * Has this context observed a GPU reset in any context in the share group?
4597 *
4598 * Once this field becomes true, it is never reset to false.
4599 */
4600 GLboolean ShareGroupReset;
4601 };
4602
4603
4604 #ifdef DEBUG
4605 extern int MESA_VERBOSE;
4606 extern int MESA_DEBUG_FLAGS;
4607 # define MESA_FUNCTION __func__
4608 #else
4609 # define MESA_VERBOSE 0
4610 # define MESA_DEBUG_FLAGS 0
4611 # define MESA_FUNCTION "a function"
4612 #endif
4613
4614
4615 /** The MESA_VERBOSE var is a bitmask of these flags */
4616 enum _verbose
4617 {
4618 VERBOSE_VARRAY = 0x0001,
4619 VERBOSE_TEXTURE = 0x0002,
4620 VERBOSE_MATERIAL = 0x0004,
4621 VERBOSE_PIPELINE = 0x0008,
4622 VERBOSE_DRIVER = 0x0010,
4623 VERBOSE_STATE = 0x0020,
4624 VERBOSE_API = 0x0040,
4625 VERBOSE_DISPLAY_LIST = 0x0100,
4626 VERBOSE_LIGHTING = 0x0200,
4627 VERBOSE_PRIMS = 0x0400,
4628 VERBOSE_VERTS = 0x0800,
4629 VERBOSE_DISASSEM = 0x1000,
4630 VERBOSE_DRAW = 0x2000,
4631 VERBOSE_SWAPBUFFERS = 0x4000
4632 };
4633
4634
4635 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4636 enum _debug
4637 {
4638 DEBUG_SILENT = (1 << 0),
4639 DEBUG_ALWAYS_FLUSH = (1 << 1),
4640 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4641 DEBUG_INCOMPLETE_FBO = (1 << 3)
4642 };
4643
4644 static inline bool
4645 _mesa_active_fragment_shader_has_atomic_ops(const struct gl_context *ctx)
4646 {
4647 return ctx->Shader._CurrentFragmentProgram != NULL &&
4648 ctx->Shader._CurrentFragmentProgram->NumAtomicBuffers > 0;
4649 }
4650
4651 #ifdef __cplusplus
4652 }
4653 #endif
4654
4655 #endif /* MTYPES_H */