d53d99ad84376998aaef9f821599a531037af411
[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 #define VARYING_SLOT_MAX (VARYING_SLOT_VAR0 + MAX_VARYING)
98 #define VARYING_SLOT_PATCH0 (VARYING_SLOT_MAX)
99 #define VARYING_SLOT_TESS_MAX (VARYING_SLOT_PATCH0 + MAX_VARYING)
100 #define FRAG_RESULT_MAX (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
101
102 /**
103 * Determine if the given gl_varying_slot appears in the fragment shader.
104 */
105 static inline GLboolean
106 _mesa_varying_slot_in_fs(gl_varying_slot slot)
107 {
108 switch (slot) {
109 case VARYING_SLOT_PSIZ:
110 case VARYING_SLOT_BFC0:
111 case VARYING_SLOT_BFC1:
112 case VARYING_SLOT_EDGE:
113 case VARYING_SLOT_CLIP_VERTEX:
114 case VARYING_SLOT_LAYER:
115 case VARYING_SLOT_TESS_LEVEL_OUTER:
116 case VARYING_SLOT_TESS_LEVEL_INNER:
117 return GL_FALSE;
118 default:
119 return GL_TRUE;
120 }
121 }
122
123 /**
124 * Indexes for all renderbuffers
125 */
126 typedef enum
127 {
128 /* the four standard color buffers */
129 BUFFER_FRONT_LEFT,
130 BUFFER_BACK_LEFT,
131 BUFFER_FRONT_RIGHT,
132 BUFFER_BACK_RIGHT,
133 BUFFER_DEPTH,
134 BUFFER_STENCIL,
135 BUFFER_ACCUM,
136 /* optional aux buffer */
137 BUFFER_AUX0,
138 /* generic renderbuffers */
139 BUFFER_COLOR0,
140 BUFFER_COLOR1,
141 BUFFER_COLOR2,
142 BUFFER_COLOR3,
143 BUFFER_COLOR4,
144 BUFFER_COLOR5,
145 BUFFER_COLOR6,
146 BUFFER_COLOR7,
147 BUFFER_COUNT
148 } gl_buffer_index;
149
150 /**
151 * Bit flags for all renderbuffers
152 */
153 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
154 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
155 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
156 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
157 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
158 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
159 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
160 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
161 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
162 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
163 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
164 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
165 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
166 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
167 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
168 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
169 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
170 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
171 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
172
173 /**
174 * Mask of all the color buffer bits (but not accum).
175 */
176 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
177 BUFFER_BIT_BACK_LEFT | \
178 BUFFER_BIT_FRONT_RIGHT | \
179 BUFFER_BIT_BACK_RIGHT | \
180 BUFFER_BIT_AUX0 | \
181 BUFFER_BIT_COLOR0 | \
182 BUFFER_BIT_COLOR1 | \
183 BUFFER_BIT_COLOR2 | \
184 BUFFER_BIT_COLOR3 | \
185 BUFFER_BIT_COLOR4 | \
186 BUFFER_BIT_COLOR5 | \
187 BUFFER_BIT_COLOR6 | \
188 BUFFER_BIT_COLOR7)
189
190 /**
191 * Framebuffer configuration (aka visual / pixelformat)
192 * Note: some of these fields should be boolean, but it appears that
193 * code in drivers/dri/common/util.c requires int-sized fields.
194 */
195 struct gl_config
196 {
197 GLboolean rgbMode;
198 GLboolean floatMode;
199 GLuint doubleBufferMode;
200 GLuint stereoMode;
201
202 GLboolean haveAccumBuffer;
203 GLboolean haveDepthBuffer;
204 GLboolean haveStencilBuffer;
205
206 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
207 GLuint redMask, greenMask, blueMask, alphaMask;
208 GLint rgbBits; /* total bits for rgb */
209 GLint indexBits; /* total bits for colorindex */
210
211 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
212 GLint depthBits;
213 GLint stencilBits;
214
215 GLint numAuxBuffers;
216
217 GLint level;
218
219 /* EXT_visual_rating / GLX 1.2 */
220 GLint visualRating;
221
222 /* EXT_visual_info / GLX 1.2 */
223 GLint transparentPixel;
224 /* colors are floats scaled to ints */
225 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
226 GLint transparentIndex;
227
228 /* ARB_multisample / SGIS_multisample */
229 GLint sampleBuffers;
230 GLint samples;
231
232 /* SGIX_pbuffer / GLX 1.3 */
233 GLint maxPbufferWidth;
234 GLint maxPbufferHeight;
235 GLint maxPbufferPixels;
236 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
237 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
238
239 /* OML_swap_method */
240 GLint swapMethod;
241
242 /* EXT_texture_from_pixmap */
243 GLint bindToTextureRgb;
244 GLint bindToTextureRgba;
245 GLint bindToMipmapTexture;
246 GLint bindToTextureTargets;
247 GLint yInverted;
248
249 /* EXT_framebuffer_sRGB */
250 GLint sRGBCapable;
251 };
252
253
254 /**
255 * \name Bit flags used for updating material values.
256 */
257 /*@{*/
258 #define MAT_ATTRIB_FRONT_AMBIENT 0
259 #define MAT_ATTRIB_BACK_AMBIENT 1
260 #define MAT_ATTRIB_FRONT_DIFFUSE 2
261 #define MAT_ATTRIB_BACK_DIFFUSE 3
262 #define MAT_ATTRIB_FRONT_SPECULAR 4
263 #define MAT_ATTRIB_BACK_SPECULAR 5
264 #define MAT_ATTRIB_FRONT_EMISSION 6
265 #define MAT_ATTRIB_BACK_EMISSION 7
266 #define MAT_ATTRIB_FRONT_SHININESS 8
267 #define MAT_ATTRIB_BACK_SHININESS 9
268 #define MAT_ATTRIB_FRONT_INDEXES 10
269 #define MAT_ATTRIB_BACK_INDEXES 11
270 #define MAT_ATTRIB_MAX 12
271
272 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
273 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
274 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
275 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
276 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
277 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
278
279 #define MAT_INDEX_AMBIENT 0
280 #define MAT_INDEX_DIFFUSE 1
281 #define MAT_INDEX_SPECULAR 2
282
283 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
284 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
285 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
286 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
287 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
288 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
289 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
290 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
291 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
292 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
293 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
294 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
295
296
297 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
298 MAT_BIT_FRONT_AMBIENT | \
299 MAT_BIT_FRONT_DIFFUSE | \
300 MAT_BIT_FRONT_SPECULAR | \
301 MAT_BIT_FRONT_SHININESS | \
302 MAT_BIT_FRONT_INDEXES)
303
304 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
305 MAT_BIT_BACK_AMBIENT | \
306 MAT_BIT_BACK_DIFFUSE | \
307 MAT_BIT_BACK_SPECULAR | \
308 MAT_BIT_BACK_SHININESS | \
309 MAT_BIT_BACK_INDEXES)
310
311 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
312 /*@}*/
313
314
315 /**
316 * Material state.
317 */
318 struct gl_material
319 {
320 GLfloat Attrib[MAT_ATTRIB_MAX][4];
321 };
322
323
324 /**
325 * Light state flags.
326 */
327 /*@{*/
328 #define LIGHT_SPOT 0x1
329 #define LIGHT_LOCAL_VIEWER 0x2
330 #define LIGHT_POSITIONAL 0x4
331 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
332 /*@}*/
333
334
335 /**
336 * Light source state.
337 */
338 struct gl_light
339 {
340 struct gl_light *next; /**< double linked list with sentinel */
341 struct gl_light *prev;
342
343 GLfloat Ambient[4]; /**< ambient color */
344 GLfloat Diffuse[4]; /**< diffuse color */
345 GLfloat Specular[4]; /**< specular color */
346 GLfloat EyePosition[4]; /**< position in eye coordinates */
347 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
348 GLfloat SpotExponent;
349 GLfloat SpotCutoff; /**< in degrees */
350 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
351 GLfloat ConstantAttenuation;
352 GLfloat LinearAttenuation;
353 GLfloat QuadraticAttenuation;
354 GLboolean Enabled; /**< On/off flag */
355
356 /**
357 * \name Derived fields
358 */
359 /*@{*/
360 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
361
362 GLfloat _Position[4]; /**< position in eye/obj coordinates */
363 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
364 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
365 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
366 GLfloat _VP_inf_spot_attenuation;
367
368 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
369 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
370 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
371 /*@}*/
372 };
373
374
375 /**
376 * Light model state.
377 */
378 struct gl_lightmodel
379 {
380 GLfloat Ambient[4]; /**< ambient color */
381 GLboolean LocalViewer; /**< Local (or infinite) view point? */
382 GLboolean TwoSide; /**< Two (or one) sided lighting? */
383 GLenum ColorControl; /**< either GL_SINGLE_COLOR
384 * or GL_SEPARATE_SPECULAR_COLOR */
385 };
386
387
388 /**
389 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
390 */
391 struct gl_accum_attrib
392 {
393 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
394 };
395
396
397 /**
398 * Used for storing clear color, texture border color, etc.
399 * The float values are typically unclamped.
400 */
401 union gl_color_union
402 {
403 GLfloat f[4];
404 GLint i[4];
405 GLuint ui[4];
406 };
407
408
409 /**
410 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
411 */
412 struct gl_colorbuffer_attrib
413 {
414 GLuint ClearIndex; /**< Index for glClear */
415 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
416 GLuint IndexMask; /**< Color index write mask */
417 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
418
419 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
420
421 /**
422 * \name alpha testing
423 */
424 /*@{*/
425 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
426 GLenum AlphaFunc; /**< Alpha test function */
427 GLfloat AlphaRefUnclamped;
428 GLclampf AlphaRef; /**< Alpha reference value */
429 /*@}*/
430
431 /**
432 * \name Blending
433 */
434 /*@{*/
435 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
436
437 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
438 * control, only on the fixed-pointness of the render target.
439 * The query does however depend on fragment color clamping.
440 */
441 GLfloat BlendColorUnclamped[4]; /**< Blending color */
442 GLfloat BlendColor[4]; /**< Blending color */
443
444 struct
445 {
446 GLenum SrcRGB; /**< RGB blend source term */
447 GLenum DstRGB; /**< RGB blend dest term */
448 GLenum SrcA; /**< Alpha blend source term */
449 GLenum DstA; /**< Alpha blend dest term */
450 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
451 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
452 /**
453 * Set if any blend factor uses SRC1. Computed at the time blend factors
454 * get set.
455 */
456 GLboolean _UsesDualSrc;
457 } Blend[MAX_DRAW_BUFFERS];
458 /** Are the blend func terms currently different for each buffer/target? */
459 GLboolean _BlendFuncPerBuffer;
460 /** Are the blend equations currently different for each buffer/target? */
461 GLboolean _BlendEquationPerBuffer;
462 /*@}*/
463
464 /**
465 * \name Logic op
466 */
467 /*@{*/
468 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
469 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
470 GLenum LogicOp; /**< Logic operator */
471
472 /*@}*/
473
474 GLboolean DitherFlag; /**< Dither enable flag */
475
476 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
477 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
478 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
479
480 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
481 };
482
483
484 /**
485 * Current attribute group (GL_CURRENT_BIT).
486 */
487 struct gl_current_attrib
488 {
489 /**
490 * \name Current vertex attributes.
491 * \note Values are valid only after FLUSH_VERTICES has been called.
492 * \note Index and Edgeflag current values are stored as floats in the
493 * SIX and SEVEN attribute slots.
494 */
495 /* we need double storage for this for vertex attrib 64bit */
496 GLfloat Attrib[VERT_ATTRIB_MAX][4*2]; /**< Position, color, texcoords, etc */
497
498 /**
499 * \name Current raster position attributes (always valid).
500 * \note This set of attributes is very similar to the SWvertex struct.
501 */
502 /*@{*/
503 GLfloat RasterPos[4];
504 GLfloat RasterDistance;
505 GLfloat RasterColor[4];
506 GLfloat RasterSecondaryColor[4];
507 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
508 GLboolean RasterPosValid;
509 /*@}*/
510 };
511
512
513 /**
514 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
515 */
516 struct gl_depthbuffer_attrib
517 {
518 GLenum Func; /**< Function for depth buffer compare */
519 GLclampd Clear; /**< Value to clear depth buffer to */
520 GLboolean Test; /**< Depth buffering enabled flag */
521 GLboolean Mask; /**< Depth buffer writable? */
522 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
523 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
524 };
525
526
527 /**
528 * Evaluator attribute group (GL_EVAL_BIT).
529 */
530 struct gl_eval_attrib
531 {
532 /**
533 * \name Enable bits
534 */
535 /*@{*/
536 GLboolean Map1Color4;
537 GLboolean Map1Index;
538 GLboolean Map1Normal;
539 GLboolean Map1TextureCoord1;
540 GLboolean Map1TextureCoord2;
541 GLboolean Map1TextureCoord3;
542 GLboolean Map1TextureCoord4;
543 GLboolean Map1Vertex3;
544 GLboolean Map1Vertex4;
545 GLboolean Map2Color4;
546 GLboolean Map2Index;
547 GLboolean Map2Normal;
548 GLboolean Map2TextureCoord1;
549 GLboolean Map2TextureCoord2;
550 GLboolean Map2TextureCoord3;
551 GLboolean Map2TextureCoord4;
552 GLboolean Map2Vertex3;
553 GLboolean Map2Vertex4;
554 GLboolean AutoNormal;
555 /*@}*/
556
557 /**
558 * \name Map Grid endpoints and divisions and calculated du values
559 */
560 /*@{*/
561 GLint MapGrid1un;
562 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
563 GLint MapGrid2un, MapGrid2vn;
564 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
565 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
566 /*@}*/
567 };
568
569
570 /**
571 * Fog attribute group (GL_FOG_BIT).
572 */
573 struct gl_fog_attrib
574 {
575 GLboolean Enabled; /**< Fog enabled flag */
576 GLboolean ColorSumEnabled;
577 GLfloat ColorUnclamped[4]; /**< Fog color */
578 GLfloat Color[4]; /**< Fog color */
579 GLfloat Density; /**< Density >= 0.0 */
580 GLfloat Start; /**< Start distance in eye coords */
581 GLfloat End; /**< End distance in eye coords */
582 GLfloat Index; /**< Fog index */
583 GLenum Mode; /**< Fog mode */
584 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
585 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
586 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
587 };
588
589
590 /**
591 * Hint attribute group (GL_HINT_BIT).
592 *
593 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
594 */
595 struct gl_hint_attrib
596 {
597 GLenum PerspectiveCorrection;
598 GLenum PointSmooth;
599 GLenum LineSmooth;
600 GLenum PolygonSmooth;
601 GLenum Fog;
602 GLenum TextureCompression; /**< GL_ARB_texture_compression */
603 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
604 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
605 };
606
607
608 /**
609 * Lighting attribute group (GL_LIGHT_BIT).
610 */
611 struct gl_light_attrib
612 {
613 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
614 struct gl_lightmodel Model; /**< Lighting model */
615
616 /**
617 * Front and back material values.
618 * Note: must call FLUSH_VERTICES() before using.
619 */
620 struct gl_material Material;
621
622 GLboolean Enabled; /**< Lighting enabled flag */
623 GLboolean ColorMaterialEnabled;
624
625 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
626 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
627 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
628 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
629 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
630
631
632 GLboolean _ClampVertexColor;
633 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
634
635 /**
636 * Derived state for optimizations:
637 */
638 /*@{*/
639 GLboolean _NeedEyeCoords;
640 GLboolean _NeedVertices; /**< Use fast shader? */
641 struct gl_light EnabledList; /**< List sentinel */
642
643 GLfloat _BaseColor[2][3];
644 /*@}*/
645 };
646
647
648 /**
649 * Line attribute group (GL_LINE_BIT).
650 */
651 struct gl_line_attrib
652 {
653 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
654 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
655 GLushort StipplePattern; /**< Stipple pattern */
656 GLint StippleFactor; /**< Stipple repeat factor */
657 GLfloat Width; /**< Line width */
658 };
659
660
661 /**
662 * Display list attribute group (GL_LIST_BIT).
663 */
664 struct gl_list_attrib
665 {
666 GLuint ListBase;
667 };
668
669
670 /**
671 * Multisample attribute group (GL_MULTISAMPLE_BIT).
672 */
673 struct gl_multisample_attrib
674 {
675 GLboolean Enabled;
676 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
677 GLboolean SampleAlphaToCoverage;
678 GLboolean SampleAlphaToOne;
679 GLboolean SampleCoverage;
680 GLboolean SampleCoverageInvert;
681 GLboolean SampleShading;
682
683 /* ARB_texture_multisample / GL3.2 additions */
684 GLboolean SampleMask;
685
686 GLfloat SampleCoverageValue;
687 GLfloat MinSampleShadingValue;
688
689 /** The GL spec defines this as an array but >32x MSAA is madness */
690 GLbitfield SampleMaskValue;
691 };
692
693
694 /**
695 * A pixelmap (see glPixelMap)
696 */
697 struct gl_pixelmap
698 {
699 GLint Size;
700 GLfloat Map[MAX_PIXEL_MAP_TABLE];
701 };
702
703
704 /**
705 * Collection of all pixelmaps
706 */
707 struct gl_pixelmaps
708 {
709 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
710 struct gl_pixelmap GtoG;
711 struct gl_pixelmap BtoB;
712 struct gl_pixelmap AtoA;
713 struct gl_pixelmap ItoR;
714 struct gl_pixelmap ItoG;
715 struct gl_pixelmap ItoB;
716 struct gl_pixelmap ItoA;
717 struct gl_pixelmap ItoI;
718 struct gl_pixelmap StoS;
719 };
720
721
722 /**
723 * Pixel attribute group (GL_PIXEL_MODE_BIT).
724 */
725 struct gl_pixel_attrib
726 {
727 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
728
729 /*--- Begin Pixel Transfer State ---*/
730 /* Fields are in the order in which they're applied... */
731
732 /** Scale & Bias (index shift, offset) */
733 /*@{*/
734 GLfloat RedBias, RedScale;
735 GLfloat GreenBias, GreenScale;
736 GLfloat BlueBias, BlueScale;
737 GLfloat AlphaBias, AlphaScale;
738 GLfloat DepthBias, DepthScale;
739 GLint IndexShift, IndexOffset;
740 /*@}*/
741
742 /* Pixel Maps */
743 /* Note: actual pixel maps are not part of this attrib group */
744 GLboolean MapColorFlag;
745 GLboolean MapStencilFlag;
746
747 /*--- End Pixel Transfer State ---*/
748
749 /** glPixelZoom */
750 GLfloat ZoomX, ZoomY;
751 };
752
753
754 /**
755 * Point attribute group (GL_POINT_BIT).
756 */
757 struct gl_point_attrib
758 {
759 GLfloat Size; /**< User-specified point size */
760 GLfloat Params[3]; /**< GL_EXT_point_parameters */
761 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
762 GLfloat Threshold; /**< GL_EXT_point_parameters */
763 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
764 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
765 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
766 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
767 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
768 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
769 };
770
771
772 /**
773 * Polygon attribute group (GL_POLYGON_BIT).
774 */
775 struct gl_polygon_attrib
776 {
777 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
778 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
779 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
780 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
781 GLboolean CullFlag; /**< Culling on/off flag */
782 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
783 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
784 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
785 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
786 GLfloat OffsetUnits; /**< Polygon offset units, from user */
787 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
788 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
789 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
790 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
791 };
792
793
794 /**
795 * Scissor attributes (GL_SCISSOR_BIT).
796 */
797 struct gl_scissor_rect
798 {
799 GLint X, Y; /**< Lower left corner of box */
800 GLsizei Width, Height; /**< Size of box */
801 };
802 struct gl_scissor_attrib
803 {
804 GLbitfield EnableFlags; /**< Scissor test enabled? */
805 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
806 };
807
808
809 /**
810 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
811 *
812 * Three sets of stencil data are tracked so that OpenGL 2.0,
813 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
814 * simultaneously. In each of the stencil state arrays, element 0 corresponds
815 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
816 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
817 * GL_EXT_stencil_two_side GL_BACK state.
818 *
819 * The derived value \c _BackFace is either 1 or 2 depending on whether or
820 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
821 *
822 * The derived value \c _TestTwoSide is set when the front-face and back-face
823 * stencil state are different.
824 */
825 struct gl_stencil_attrib
826 {
827 GLboolean Enabled; /**< Enabled flag */
828 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
829 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
830 GLboolean _Enabled; /**< Enabled and stencil buffer present */
831 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
832 GLboolean _TestTwoSide;
833 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
834 GLenum Function[3]; /**< Stencil function */
835 GLenum FailFunc[3]; /**< Fail function */
836 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
837 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
838 GLint Ref[3]; /**< Reference value */
839 GLuint ValueMask[3]; /**< Value mask */
840 GLuint WriteMask[3]; /**< Write mask */
841 GLuint Clear; /**< Clear value */
842 };
843
844
845 /**
846 * An index for each type of texture object. These correspond to the GL
847 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
848 * Note: the order is from highest priority to lowest priority.
849 */
850 typedef enum
851 {
852 TEXTURE_2D_MULTISAMPLE_INDEX,
853 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
854 TEXTURE_CUBE_ARRAY_INDEX,
855 TEXTURE_BUFFER_INDEX,
856 TEXTURE_2D_ARRAY_INDEX,
857 TEXTURE_1D_ARRAY_INDEX,
858 TEXTURE_EXTERNAL_INDEX,
859 TEXTURE_CUBE_INDEX,
860 TEXTURE_3D_INDEX,
861 TEXTURE_RECT_INDEX,
862 TEXTURE_2D_INDEX,
863 TEXTURE_1D_INDEX,
864 NUM_TEXTURE_TARGETS
865 } gl_texture_index;
866
867
868 /**
869 * Bit flags for each type of texture object
870 */
871 /*@{*/
872 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
873 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
874 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
875 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
876 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
877 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
878 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
879 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
880 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
881 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
882 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
883 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
884 /*@}*/
885
886
887 /**
888 * Texture image state. Drivers will typically create a subclass of this
889 * with extra fields for memory buffers, etc.
890 */
891 struct gl_texture_image
892 {
893 GLint InternalFormat; /**< Internal format as given by the user */
894 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
895 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
896 * GL_INTENSITY, GL_DEPTH_COMPONENT or
897 * GL_DEPTH_STENCIL_EXT only. Used for
898 * choosing TexEnv arithmetic.
899 */
900 mesa_format TexFormat; /**< The actual texture memory format */
901
902 GLuint Border; /**< 0 or 1 */
903 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
904 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
905 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
906 GLuint Width2; /**< = Width - 2*Border */
907 GLuint Height2; /**< = Height - 2*Border */
908 GLuint Depth2; /**< = Depth - 2*Border */
909 GLuint WidthLog2; /**< = log2(Width2) */
910 GLuint HeightLog2; /**< = log2(Height2) */
911 GLuint DepthLog2; /**< = log2(Depth2) */
912 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
913 levels, computed from the dimensions */
914
915 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
916 GLuint Level; /**< Which mipmap level am I? */
917 /** Cube map face: index into gl_texture_object::Image[] array */
918 GLuint Face;
919
920 /** GL_ARB_texture_multisample */
921 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
922 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
923 };
924
925
926 /**
927 * Indexes for cube map faces.
928 */
929 typedef enum
930 {
931 FACE_POS_X = 0,
932 FACE_NEG_X = 1,
933 FACE_POS_Y = 2,
934 FACE_NEG_Y = 3,
935 FACE_POS_Z = 4,
936 FACE_NEG_Z = 5,
937 MAX_FACES = 6
938 } gl_face_index;
939
940
941 /**
942 * Sampler object state. These objects are new with GL_ARB_sampler_objects
943 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
944 */
945 struct gl_sampler_object
946 {
947 GLuint Name;
948 GLint RefCount;
949 GLchar *Label; /**< GL_KHR_debug */
950
951 GLenum WrapS; /**< S-axis texture image wrap mode */
952 GLenum WrapT; /**< T-axis texture image wrap mode */
953 GLenum WrapR; /**< R-axis texture image wrap mode */
954 GLenum MinFilter; /**< minification filter */
955 GLenum MagFilter; /**< magnification filter */
956 union gl_color_union BorderColor; /**< Interpreted according to texture format */
957 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
958 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
959 GLfloat LodBias; /**< OpenGL 1.4 */
960 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
961 GLenum CompareMode; /**< GL_ARB_shadow */
962 GLenum CompareFunc; /**< GL_ARB_shadow */
963 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
964 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
965 };
966
967
968 /**
969 * Texture object state. Contains the array of mipmap images, border color,
970 * wrap modes, filter modes, and shadow/texcompare state.
971 */
972 struct gl_texture_object
973 {
974 mtx_t Mutex; /**< for thread safety */
975 GLint RefCount; /**< reference count */
976 GLuint Name; /**< the user-visible texture object ID */
977 GLchar *Label; /**< GL_KHR_debug */
978 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
979 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
980 Only valid when Target is valid. */
981
982 struct gl_sampler_object Sampler;
983
984 GLenum DepthMode; /**< GL_ARB_depth_texture */
985 bool StencilSampling; /**< Should we sample stencil instead of depth? */
986
987 GLfloat Priority; /**< in [0,1] */
988 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
989 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
990 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
991 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
992 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
993 GLint CropRect[4]; /**< GL_OES_draw_texture */
994 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
995 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
996 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
997 GLboolean _BaseComplete; /**< Is the base texture level valid? */
998 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
999 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1000 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1001 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1002 pressure? */
1003 GLboolean Immutable; /**< GL_ARB_texture_storage */
1004 GLboolean _IsFloat; /**< GL_OES_float_texture */
1005 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1006
1007 GLuint MinLevel; /**< GL_ARB_texture_view */
1008 GLuint MinLayer; /**< GL_ARB_texture_view */
1009 GLuint NumLevels; /**< GL_ARB_texture_view */
1010 GLuint NumLayers; /**< GL_ARB_texture_view */
1011
1012 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1013 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1014
1015 /** GL_ARB_texture_buffer_object */
1016 struct gl_buffer_object *BufferObject;
1017 GLenum BufferObjectFormat;
1018 /** Equivalent Mesa format for BufferObjectFormat. */
1019 mesa_format _BufferObjectFormat;
1020 /** GL_ARB_texture_buffer_range */
1021 GLintptr BufferOffset;
1022 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1023
1024 /** GL_OES_EGL_image_external */
1025 GLint RequiredTextureImageUnits;
1026
1027 /** GL_ARB_shader_image_load_store */
1028 GLenum ImageFormatCompatibilityType;
1029 };
1030
1031
1032 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1033 #define MAX_COMBINER_TERMS 4
1034
1035
1036 /**
1037 * Texture combine environment state.
1038 */
1039 struct gl_tex_env_combine_state
1040 {
1041 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1042 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1043 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1044 GLenum SourceRGB[MAX_COMBINER_TERMS];
1045 GLenum SourceA[MAX_COMBINER_TERMS];
1046 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1047 GLenum OperandRGB[MAX_COMBINER_TERMS];
1048 GLenum OperandA[MAX_COMBINER_TERMS];
1049 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1050 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1051 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1052 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1053 };
1054
1055
1056 /**
1057 * TexGenEnabled flags.
1058 */
1059 /*@{*/
1060 #define S_BIT 1
1061 #define T_BIT 2
1062 #define R_BIT 4
1063 #define Q_BIT 8
1064 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1065 /*@}*/
1066
1067
1068 /**
1069 * Bit flag versions of the corresponding GL_ constants.
1070 */
1071 /*@{*/
1072 #define TEXGEN_SPHERE_MAP 0x1
1073 #define TEXGEN_OBJ_LINEAR 0x2
1074 #define TEXGEN_EYE_LINEAR 0x4
1075 #define TEXGEN_REFLECTION_MAP_NV 0x8
1076 #define TEXGEN_NORMAL_MAP_NV 0x10
1077
1078 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1079 TEXGEN_REFLECTION_MAP_NV | \
1080 TEXGEN_NORMAL_MAP_NV)
1081 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1082 TEXGEN_REFLECTION_MAP_NV | \
1083 TEXGEN_NORMAL_MAP_NV | \
1084 TEXGEN_EYE_LINEAR)
1085 /*@}*/
1086
1087
1088
1089 /** Tex-gen enabled for texture unit? */
1090 #define ENABLE_TEXGEN(unit) (1 << (unit))
1091
1092 /** Non-identity texture matrix for texture unit? */
1093 #define ENABLE_TEXMAT(unit) (1 << (unit))
1094
1095
1096 /**
1097 * Texture coord generation state.
1098 */
1099 struct gl_texgen
1100 {
1101 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1102 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1103 GLfloat ObjectPlane[4];
1104 GLfloat EyePlane[4];
1105 };
1106
1107
1108 /**
1109 * Texture unit state. Contains enable flags, texture environment/function/
1110 * combiners, texgen state, and pointers to current texture objects.
1111 */
1112 struct gl_texture_unit
1113 {
1114 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1115
1116 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1117 GLclampf EnvColor[4];
1118 GLfloat EnvColorUnclamped[4];
1119
1120 struct gl_texgen GenS;
1121 struct gl_texgen GenT;
1122 struct gl_texgen GenR;
1123 struct gl_texgen GenQ;
1124 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1125 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1126
1127 GLfloat LodBias; /**< for biasing mipmap levels */
1128
1129 /** Texture targets that have a non-default texture bound */
1130 GLbitfield _BoundTextures;
1131
1132 /** Current sampler object (GL_ARB_sampler_objects) */
1133 struct gl_sampler_object *Sampler;
1134
1135 /**
1136 * \name GL_EXT_texture_env_combine
1137 */
1138 struct gl_tex_env_combine_state Combine;
1139
1140 /**
1141 * Derived state based on \c EnvMode and the \c BaseFormat of the
1142 * currently enabled texture.
1143 */
1144 struct gl_tex_env_combine_state _EnvMode;
1145
1146 /**
1147 * Currently enabled combiner state. This will point to either
1148 * \c Combine or \c _EnvMode.
1149 */
1150 struct gl_tex_env_combine_state *_CurrentCombine;
1151
1152 /** Current texture object pointers */
1153 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1154
1155 /** Points to highest priority, complete and enabled texture object */
1156 struct gl_texture_object *_Current;
1157
1158 };
1159
1160
1161 /**
1162 * Texture attribute group (GL_TEXTURE_BIT).
1163 */
1164 struct gl_texture_attrib
1165 {
1166 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1167
1168 /** GL_ARB_seamless_cubemap */
1169 GLboolean CubeMapSeamless;
1170
1171 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1172
1173 /** GL_ARB_texture_buffer_object */
1174 struct gl_buffer_object *BufferObject;
1175
1176 /** Texture coord units/sets used for fragment texturing */
1177 GLbitfield _EnabledCoordUnits;
1178
1179 /** Texture coord units that have texgen enabled */
1180 GLbitfield _TexGenEnabled;
1181
1182 /** Texture coord units that have non-identity matrices */
1183 GLbitfield _TexMatEnabled;
1184
1185 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1186 GLbitfield _GenFlags;
1187
1188 /** Largest index of a texture unit with _Current != NULL. */
1189 GLint _MaxEnabledTexImageUnit;
1190
1191 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1192 GLint NumCurrentTexUsed;
1193
1194 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1195 };
1196
1197
1198 /**
1199 * Data structure representing a single clip plane (e.g. one of the elements
1200 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1201 */
1202 typedef GLfloat gl_clip_plane[4];
1203
1204
1205 /**
1206 * Transformation attribute group (GL_TRANSFORM_BIT).
1207 */
1208 struct gl_transform_attrib
1209 {
1210 GLenum MatrixMode; /**< Matrix mode */
1211 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1212 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1213 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1214 GLboolean Normalize; /**< Normalize all normals? */
1215 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1216 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1217 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1218 /** GL_ARB_clip_control */
1219 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1220 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1221 };
1222
1223
1224 /**
1225 * Viewport attribute group (GL_VIEWPORT_BIT).
1226 */
1227 struct gl_viewport_attrib
1228 {
1229 GLfloat X, Y; /**< position */
1230 GLfloat Width, Height; /**< size */
1231 GLdouble Near, Far; /**< Depth buffer range */
1232 };
1233
1234
1235 typedef enum {
1236 MAP_USER,
1237 MAP_INTERNAL,
1238
1239 MAP_COUNT
1240 } gl_map_buffer_index;
1241
1242
1243 /**
1244 * Fields describing a mapped buffer range.
1245 */
1246 struct gl_buffer_mapping {
1247 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1248 GLvoid *Pointer; /**< User-space address of mapping */
1249 GLintptr Offset; /**< Mapped offset */
1250 GLsizeiptr Length; /**< Mapped length */
1251 };
1252
1253
1254 /**
1255 * Usages we've seen for a buffer object.
1256 */
1257 typedef enum {
1258 USAGE_UNIFORM_BUFFER = 0x1,
1259 USAGE_TEXTURE_BUFFER = 0x2,
1260 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1261 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1262 } gl_buffer_usage;
1263
1264
1265 /**
1266 * GL_ARB_vertex/pixel_buffer_object buffer object
1267 */
1268 struct gl_buffer_object
1269 {
1270 mtx_t Mutex;
1271 GLint RefCount;
1272 GLuint Name;
1273 GLchar *Label; /**< GL_KHR_debug */
1274 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1275 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1276 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1277 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1278 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1279 GLboolean Written; /**< Ever written to? (for debugging) */
1280 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1281 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1282 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1283
1284 struct gl_buffer_mapping Mappings[MAP_COUNT];
1285 };
1286
1287
1288 /**
1289 * Client pixel packing/unpacking attributes
1290 */
1291 struct gl_pixelstore_attrib
1292 {
1293 GLint Alignment;
1294 GLint RowLength;
1295 GLint SkipPixels;
1296 GLint SkipRows;
1297 GLint ImageHeight;
1298 GLint SkipImages;
1299 GLboolean SwapBytes;
1300 GLboolean LsbFirst;
1301 GLboolean Invert; /**< GL_MESA_pack_invert */
1302 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1303 GLint CompressedBlockHeight;
1304 GLint CompressedBlockDepth;
1305 GLint CompressedBlockSize;
1306 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1307 };
1308
1309
1310 /**
1311 * Client vertex array attributes
1312 */
1313 struct gl_client_array
1314 {
1315 GLint Size; /**< components per element (1,2,3,4) */
1316 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1317 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1318 GLsizei Stride; /**< user-specified stride */
1319 GLsizei StrideB; /**< actual stride in bytes */
1320 GLuint _ElementSize; /**< size of each element in bytes */
1321 const GLubyte *Ptr; /**< Points to array data */
1322 GLboolean Enabled; /**< Enabled flag is a boolean */
1323 GLboolean Normalized; /**< GL_ARB_vertex_program */
1324 GLboolean Integer; /**< Integer-valued? */
1325 GLboolean Doubles; /**< double precision values are not converted to floats */
1326 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1327
1328 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1329 };
1330
1331
1332 /**
1333 * Vertex attribute array as seen by the client.
1334 *
1335 * Contains the size, type, format and normalization flag,
1336 * along with the index of a vertex buffer binding point.
1337 *
1338 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1339 * and is only present for backwards compatibility reasons.
1340 * Rendering always uses VERTEX_BINDING_STRIDE.
1341 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1342 * and VERTEX_BINDING_STRIDE to the same value, while
1343 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1344 */
1345 struct gl_vertex_attrib_array
1346 {
1347 GLint Size; /**< Components per element (1,2,3,4) */
1348 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1349 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1350 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1351 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1352 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1353 GLboolean Enabled; /**< Whether the array is enabled */
1354 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1355 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1356 GLboolean Doubles; /**< double precision values are not converted to floats */
1357 GLuint _ElementSize; /**< Size of each element in bytes */
1358 GLuint VertexBinding; /**< Vertex buffer binding */
1359 };
1360
1361
1362 /**
1363 * This describes the buffer object used for a vertex array (or
1364 * multiple vertex arrays). If BufferObj points to the default/null
1365 * buffer object, then the vertex array lives in user memory and not a VBO.
1366 */
1367 struct gl_vertex_buffer_binding
1368 {
1369 GLintptr Offset; /**< User-specified offset */
1370 GLsizei Stride; /**< User-specified stride */
1371 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1372 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1373 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1374 };
1375
1376
1377 /**
1378 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1379 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1380 * extension.
1381 */
1382 struct gl_vertex_array_object
1383 {
1384 /** Name of the VAO as received from glGenVertexArray. */
1385 GLuint Name;
1386
1387 GLint RefCount;
1388
1389 GLchar *Label; /**< GL_KHR_debug */
1390
1391 mtx_t Mutex;
1392
1393 /**
1394 * Does the VAO use ARB semantics or Apple semantics?
1395 *
1396 * There are several ways in which ARB_vertex_array_object and
1397 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1398 * least,
1399 *
1400 * - ARB VAOs require that all array data be sourced from vertex buffer
1401 * objects, but Apple VAOs do not.
1402 *
1403 * - ARB VAOs require that names come from GenVertexArrays.
1404 *
1405 * This flag notes which behavior governs this VAO.
1406 */
1407 GLboolean ARBsemantics;
1408
1409 /**
1410 * Has this array object been bound?
1411 */
1412 GLboolean EverBound;
1413
1414 /**
1415 * Derived vertex attribute arrays
1416 *
1417 * This is a legacy data structure created from gl_vertex_attrib_array and
1418 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1419 */
1420 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1421
1422 /** Vertex attribute arrays */
1423 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1424
1425 /** Vertex buffer bindings */
1426 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1427
1428 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1429 GLbitfield64 _Enabled;
1430
1431 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1432 GLbitfield64 NewArrays;
1433
1434 /** The index buffer (also known as the element array buffer in OpenGL). */
1435 struct gl_buffer_object *IndexBufferObj;
1436 };
1437
1438
1439 /** Used to signal when transitioning from one kind of drawing method
1440 * to another.
1441 */
1442 typedef enum {
1443 DRAW_NONE, /**< Initial value only */
1444 DRAW_BEGIN_END,
1445 DRAW_DISPLAY_LIST,
1446 DRAW_ARRAYS
1447 } gl_draw_method;
1448
1449 /**
1450 * Enum for the OpenGL APIs we know about and may support.
1451 *
1452 * NOTE: This must match the api_enum table in
1453 * src/mesa/main/get_hash_generator.py
1454 */
1455 typedef enum
1456 {
1457 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1458 API_OPENGLES,
1459 API_OPENGLES2,
1460 API_OPENGL_CORE,
1461 API_OPENGL_LAST = API_OPENGL_CORE
1462 } gl_api;
1463
1464 /**
1465 * Vertex array state
1466 */
1467 struct gl_array_attrib
1468 {
1469 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1470 struct gl_vertex_array_object *VAO;
1471
1472 /** The default vertex array object */
1473 struct gl_vertex_array_object *DefaultVAO;
1474
1475 /** The last VAO accessed by a DSA function */
1476 struct gl_vertex_array_object *LastLookedUpVAO;
1477
1478 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1479 struct _mesa_HashTable *Objects;
1480
1481 GLint ActiveTexture; /**< Client Active Texture */
1482 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1483 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1484
1485 /**
1486 * \name Primitive restart controls
1487 *
1488 * Primitive restart is enabled if either \c PrimitiveRestart or
1489 * \c PrimitiveRestartFixedIndex is set.
1490 */
1491 /*@{*/
1492 GLboolean PrimitiveRestart;
1493 GLboolean PrimitiveRestartFixedIndex;
1494 GLboolean _PrimitiveRestart;
1495 GLuint RestartIndex;
1496 /*@}*/
1497
1498 /** One of the DRAW_xxx flags, not consumed by drivers */
1499 gl_draw_method DrawMethod;
1500
1501 /* GL_ARB_vertex_buffer_object */
1502 struct gl_buffer_object *ArrayBufferObj;
1503
1504 /**
1505 * Vertex arrays as consumed by a driver.
1506 * The array pointer is set up only by the VBO module.
1507 */
1508 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1509
1510 /** Legal array datatypes and the API for which they have been computed */
1511 GLbitfield LegalTypesMask;
1512 gl_api LegalTypesMaskAPI;
1513 };
1514
1515
1516 /**
1517 * Feedback buffer state
1518 */
1519 struct gl_feedback
1520 {
1521 GLenum Type;
1522 GLbitfield _Mask; /**< FB_* bits */
1523 GLfloat *Buffer;
1524 GLuint BufferSize;
1525 GLuint Count;
1526 };
1527
1528
1529 /**
1530 * Selection buffer state
1531 */
1532 struct gl_selection
1533 {
1534 GLuint *Buffer; /**< selection buffer */
1535 GLuint BufferSize; /**< size of the selection buffer */
1536 GLuint BufferCount; /**< number of values in the selection buffer */
1537 GLuint Hits; /**< number of records in the selection buffer */
1538 GLuint NameStackDepth; /**< name stack depth */
1539 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1540 GLboolean HitFlag; /**< hit flag */
1541 GLfloat HitMinZ; /**< minimum hit depth */
1542 GLfloat HitMaxZ; /**< maximum hit depth */
1543 };
1544
1545
1546 /**
1547 * 1-D Evaluator control points
1548 */
1549 struct gl_1d_map
1550 {
1551 GLuint Order; /**< Number of control points */
1552 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1553 GLfloat *Points; /**< Points to contiguous control points */
1554 };
1555
1556
1557 /**
1558 * 2-D Evaluator control points
1559 */
1560 struct gl_2d_map
1561 {
1562 GLuint Uorder; /**< Number of control points in U dimension */
1563 GLuint Vorder; /**< Number of control points in V dimension */
1564 GLfloat u1, u2, du;
1565 GLfloat v1, v2, dv;
1566 GLfloat *Points; /**< Points to contiguous control points */
1567 };
1568
1569
1570 /**
1571 * All evaluator control point state
1572 */
1573 struct gl_evaluators
1574 {
1575 /**
1576 * \name 1-D maps
1577 */
1578 /*@{*/
1579 struct gl_1d_map Map1Vertex3;
1580 struct gl_1d_map Map1Vertex4;
1581 struct gl_1d_map Map1Index;
1582 struct gl_1d_map Map1Color4;
1583 struct gl_1d_map Map1Normal;
1584 struct gl_1d_map Map1Texture1;
1585 struct gl_1d_map Map1Texture2;
1586 struct gl_1d_map Map1Texture3;
1587 struct gl_1d_map Map1Texture4;
1588 /*@}*/
1589
1590 /**
1591 * \name 2-D maps
1592 */
1593 /*@{*/
1594 struct gl_2d_map Map2Vertex3;
1595 struct gl_2d_map Map2Vertex4;
1596 struct gl_2d_map Map2Index;
1597 struct gl_2d_map Map2Color4;
1598 struct gl_2d_map Map2Normal;
1599 struct gl_2d_map Map2Texture1;
1600 struct gl_2d_map Map2Texture2;
1601 struct gl_2d_map Map2Texture3;
1602 struct gl_2d_map Map2Texture4;
1603 /*@}*/
1604 };
1605
1606
1607 struct gl_transform_feedback_varying_info
1608 {
1609 char *Name;
1610 GLenum Type;
1611 GLint Size;
1612 };
1613
1614
1615 /**
1616 * Per-output info vertex shaders for transform feedback.
1617 */
1618 struct gl_transform_feedback_output
1619 {
1620 unsigned OutputRegister;
1621 unsigned OutputBuffer;
1622 unsigned NumComponents;
1623 unsigned StreamId;
1624
1625 /** offset (in DWORDs) of this output within the interleaved structure */
1626 unsigned DstOffset;
1627
1628 /**
1629 * Offset into the output register of the data to output. For example,
1630 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1631 * offset is in the y and z components of the output register.
1632 */
1633 unsigned ComponentOffset;
1634 };
1635
1636
1637 /** Post-link transform feedback info. */
1638 struct gl_transform_feedback_info
1639 {
1640 unsigned NumOutputs;
1641
1642 /**
1643 * Number of transform feedback buffers in use by this program.
1644 */
1645 unsigned NumBuffers;
1646
1647 struct gl_transform_feedback_output *Outputs;
1648
1649 /** Transform feedback varyings used for the linking of this shader program.
1650 *
1651 * Use for glGetTransformFeedbackVarying().
1652 */
1653 struct gl_transform_feedback_varying_info *Varyings;
1654 GLint NumVarying;
1655
1656 /**
1657 * Total number of components stored in each buffer. This may be used by
1658 * hardware back-ends to determine the correct stride when interleaving
1659 * multiple transform feedback outputs in the same buffer.
1660 */
1661 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1662
1663 /**
1664 * Which transform feedback stream this buffer binding is associated with.
1665 */
1666 unsigned BufferStream[MAX_FEEDBACK_BUFFERS];
1667 };
1668
1669
1670 /**
1671 * Transform feedback object state
1672 */
1673 struct gl_transform_feedback_object
1674 {
1675 GLuint Name; /**< AKA the object ID */
1676 GLint RefCount;
1677 GLchar *Label; /**< GL_KHR_debug */
1678 GLboolean Active; /**< Is transform feedback enabled? */
1679 GLboolean Paused; /**< Is transform feedback paused? */
1680 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1681 at least once? */
1682 GLboolean EverBound; /**< Has this object been bound? */
1683
1684 /**
1685 * GLES: if Active is true, remaining number of primitives which can be
1686 * rendered without overflow. This is necessary to track because GLES
1687 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1688 * glDrawArraysInstanced would overflow transform feedback buffers.
1689 * Undefined if Active is false.
1690 *
1691 * Not tracked for desktop GL since it's unnecessary.
1692 */
1693 unsigned GlesRemainingPrims;
1694
1695 /**
1696 * The shader program active when BeginTransformFeedback() was called.
1697 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1698 * where stage is the pipeline stage that is the source of data for
1699 * transform feedback.
1700 */
1701 struct gl_shader_program *shader_program;
1702
1703 /** The feedback buffers */
1704 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1705 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1706
1707 /** Start of feedback data in dest buffer */
1708 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1709
1710 /**
1711 * Max data to put into dest buffer (in bytes). Computed based on
1712 * RequestedSize and the actual size of the buffer.
1713 */
1714 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1715
1716 /**
1717 * Size that was specified when the buffer was bound. If the buffer was
1718 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1719 * zero.
1720 */
1721 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1722 };
1723
1724
1725 /**
1726 * Context state for transform feedback.
1727 */
1728 struct gl_transform_feedback_state
1729 {
1730 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1731
1732 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1733 struct gl_buffer_object *CurrentBuffer;
1734
1735 /** The table of all transform feedback objects */
1736 struct _mesa_HashTable *Objects;
1737
1738 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1739 struct gl_transform_feedback_object *CurrentObject;
1740
1741 /** The default xform-fb object (Name==0) */
1742 struct gl_transform_feedback_object *DefaultObject;
1743 };
1744
1745
1746 /**
1747 * A "performance monitor" as described in AMD_performance_monitor.
1748 */
1749 struct gl_perf_monitor_object
1750 {
1751 GLuint Name;
1752
1753 /** True if the monitor is currently active (Begin called but not End). */
1754 GLboolean Active;
1755
1756 /**
1757 * True if the monitor has ended.
1758 *
1759 * This is distinct from !Active because it may never have began.
1760 */
1761 GLboolean Ended;
1762
1763 /**
1764 * A list of groups with currently active counters.
1765 *
1766 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1767 */
1768 unsigned *ActiveGroups;
1769
1770 /**
1771 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1772 *
1773 * Checking whether counter 'c' in group 'g' is active can be done via:
1774 *
1775 * BITSET_TEST(ActiveCounters[g], c)
1776 */
1777 GLuint **ActiveCounters;
1778 };
1779
1780
1781 union gl_perf_monitor_counter_value
1782 {
1783 float f;
1784 uint64_t u64;
1785 uint32_t u32;
1786 };
1787
1788
1789 struct gl_perf_monitor_counter
1790 {
1791 /** Human readable name for the counter. */
1792 const char *Name;
1793
1794 /**
1795 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1796 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1797 */
1798 GLenum Type;
1799
1800 /** Minimum counter value. */
1801 union gl_perf_monitor_counter_value Minimum;
1802
1803 /** Maximum counter value. */
1804 union gl_perf_monitor_counter_value Maximum;
1805 };
1806
1807
1808 struct gl_perf_monitor_group
1809 {
1810 /** Human readable name for the group. */
1811 const char *Name;
1812
1813 /**
1814 * Maximum number of counters in this group which can be active at the
1815 * same time.
1816 */
1817 GLuint MaxActiveCounters;
1818
1819 /** Array of counters within this group. */
1820 const struct gl_perf_monitor_counter *Counters;
1821 GLuint NumCounters;
1822 };
1823
1824
1825 /**
1826 * Context state for AMD_performance_monitor.
1827 */
1828 struct gl_perf_monitor_state
1829 {
1830 /** Array of performance monitor groups (indexed by group ID) */
1831 const struct gl_perf_monitor_group *Groups;
1832 GLuint NumGroups;
1833
1834 /** The table of all performance monitors. */
1835 struct _mesa_HashTable *Monitors;
1836 };
1837
1838
1839 /**
1840 * Names of the various vertex/fragment program register files, etc.
1841 *
1842 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1843 * All values should fit in a 4-bit field.
1844 *
1845 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1846 * considered to be "uniform" variables since they can only be set outside
1847 * glBegin/End. They're also all stored in the same Parameters array.
1848 */
1849 typedef enum
1850 {
1851 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1852 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1853 PROGRAM_INPUT, /**< machine->Inputs[] */
1854 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1855 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1856 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1857 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1858 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1859 PROGRAM_ADDRESS, /**< machine->AddressReg */
1860 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1861 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1862 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1863 PROGRAM_FILE_MAX
1864 } gl_register_file;
1865
1866
1867 /**
1868 * \brief Layout qualifiers for gl_FragDepth.
1869 *
1870 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1871 * a layout qualifier.
1872 *
1873 * \see enum ir_depth_layout
1874 */
1875 enum gl_frag_depth_layout
1876 {
1877 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1878 FRAG_DEPTH_LAYOUT_ANY,
1879 FRAG_DEPTH_LAYOUT_GREATER,
1880 FRAG_DEPTH_LAYOUT_LESS,
1881 FRAG_DEPTH_LAYOUT_UNCHANGED
1882 };
1883
1884
1885 /**
1886 * Base class for any kind of program object
1887 */
1888 struct gl_program
1889 {
1890 GLuint Id;
1891 GLint RefCount;
1892 GLubyte *String; /**< Null-terminated program text */
1893
1894 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1895 GLenum Format; /**< String encoding format */
1896
1897 struct prog_instruction *Instructions;
1898
1899 struct nir_shader *nir;
1900
1901 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1902 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1903 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1904 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1905 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1906 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1907 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1908 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1909 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1910
1911 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1912
1913 /**
1914 * For vertex and geometry shaders, true if the program uses the
1915 * gl_ClipDistance output. Ignored for fragment shaders.
1916 */
1917 GLboolean UsesClipDistanceOut;
1918
1919
1920 /** Named parameters, constants, etc. from program text */
1921 struct gl_program_parameter_list *Parameters;
1922
1923 /**
1924 * Local parameters used by the program.
1925 *
1926 * It's dynamically allocated because it is rarely used (just
1927 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1928 * allocated.
1929 */
1930 GLfloat (*LocalParams)[4];
1931
1932 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1933 GLubyte SamplerUnits[MAX_SAMPLERS];
1934
1935 /** Bitmask of which register files are read/written with indirect
1936 * addressing. Mask of (1 << PROGRAM_x) bits.
1937 */
1938 GLbitfield IndirectRegisterFiles;
1939
1940 /** Logical counts */
1941 /*@{*/
1942 GLuint NumInstructions;
1943 GLuint NumTemporaries;
1944 GLuint NumParameters;
1945 GLuint NumAttributes;
1946 GLuint NumAddressRegs;
1947 GLuint NumAluInstructions;
1948 GLuint NumTexInstructions;
1949 GLuint NumTexIndirections;
1950 /*@}*/
1951 /** Native, actual h/w counts */
1952 /*@{*/
1953 GLuint NumNativeInstructions;
1954 GLuint NumNativeTemporaries;
1955 GLuint NumNativeParameters;
1956 GLuint NumNativeAttributes;
1957 GLuint NumNativeAddressRegs;
1958 GLuint NumNativeAluInstructions;
1959 GLuint NumNativeTexInstructions;
1960 GLuint NumNativeTexIndirections;
1961 /*@}*/
1962 };
1963
1964
1965 /** Vertex program object */
1966 struct gl_vertex_program
1967 {
1968 struct gl_program Base; /**< base class */
1969 GLboolean IsPositionInvariant;
1970 };
1971
1972
1973 /** Tessellation control program object */
1974 struct gl_tess_ctrl_program
1975 {
1976 struct gl_program Base; /**< base class */
1977
1978 /* output layout */
1979 GLint VerticesOut;
1980 };
1981
1982
1983 /** Tessellation evaluation program object */
1984 struct gl_tess_eval_program
1985 {
1986 struct gl_program Base; /**< base class */
1987
1988 /* input layout */
1989 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1990 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1991 GLenum VertexOrder; /* GL_CW or GL_CCW */
1992 bool PointMode;
1993 };
1994
1995
1996 /** Geometry program object */
1997 struct gl_geometry_program
1998 {
1999 struct gl_program Base; /**< base class */
2000
2001 GLint VerticesIn;
2002 GLint VerticesOut;
2003 GLint Invocations;
2004 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2005 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2006 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2007 bool UsesEndPrimitive;
2008 bool UsesStreams;
2009 };
2010
2011
2012 /** Fragment program object */
2013 struct gl_fragment_program
2014 {
2015 struct gl_program Base; /**< base class */
2016 GLboolean UsesKill; /**< shader uses KIL instruction */
2017 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2018 GLboolean OriginUpperLeft;
2019 GLboolean PixelCenterInteger;
2020 enum gl_frag_depth_layout FragDepthLayout;
2021
2022 /**
2023 * GLSL interpolation qualifier associated with each fragment shader input.
2024 * For inputs that do not have an interpolation qualifier specified in
2025 * GLSL, the value is INTERP_QUALIFIER_NONE.
2026 */
2027 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2028
2029 /**
2030 * Bitfield indicating, for each fragment shader input, 1 if that input
2031 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2032 */
2033 GLbitfield64 IsCentroid;
2034
2035 /**
2036 * Bitfield indicating, for each fragment shader input, 1 if that input
2037 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2038 */
2039 GLbitfield64 IsSample;
2040 };
2041
2042
2043 /** Compute program object */
2044 struct gl_compute_program
2045 {
2046 struct gl_program Base; /**< base class */
2047
2048 /**
2049 * Size specified using local_size_{x,y,z}.
2050 */
2051 unsigned LocalSize[3];
2052 };
2053
2054
2055 /**
2056 * State common to vertex and fragment programs.
2057 */
2058 struct gl_program_state
2059 {
2060 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2061 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2062 };
2063
2064
2065 /**
2066 * Context state for vertex programs.
2067 */
2068 struct gl_vertex_program_state
2069 {
2070 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2071 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2072 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2073 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2074 /** Computed two sided lighting for fixed function/programs. */
2075 GLboolean _TwoSideEnabled;
2076 struct gl_vertex_program *Current; /**< User-bound vertex program */
2077
2078 /** Currently enabled and valid vertex program (including internal
2079 * programs, user-defined vertex programs and GLSL vertex shaders).
2080 * This is the program we must use when rendering.
2081 */
2082 struct gl_vertex_program *_Current;
2083
2084 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2085
2086 /** Should fixed-function T&L be implemented with a vertex prog? */
2087 GLboolean _MaintainTnlProgram;
2088
2089 /** Program to emulate fixed-function T&L (see above) */
2090 struct gl_vertex_program *_TnlProgram;
2091
2092 /** Cache of fixed-function programs */
2093 struct gl_program_cache *Cache;
2094
2095 GLboolean _Overriden;
2096 };
2097
2098 /**
2099 * Context state for tessellation control programs.
2100 */
2101 struct gl_tess_ctrl_program_state
2102 {
2103 /** Currently bound and valid shader. */
2104 struct gl_tess_ctrl_program *_Current;
2105
2106 GLint patch_vertices;
2107 GLfloat patch_default_outer_level[4];
2108 GLfloat patch_default_inner_level[2];
2109 };
2110
2111 /**
2112 * Context state for tessellation evaluation programs.
2113 */
2114 struct gl_tess_eval_program_state
2115 {
2116 /** Currently bound and valid shader. */
2117 struct gl_tess_eval_program *_Current;
2118 };
2119
2120 /**
2121 * Context state for geometry programs.
2122 */
2123 struct gl_geometry_program_state
2124 {
2125 /** Currently enabled and valid program (including internal programs
2126 * and compiled shader programs).
2127 */
2128 struct gl_geometry_program *_Current;
2129 };
2130
2131 /**
2132 * Context state for fragment programs.
2133 */
2134 struct gl_fragment_program_state
2135 {
2136 GLboolean Enabled; /**< User-set fragment program enable flag */
2137 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2138 struct gl_fragment_program *Current; /**< User-bound fragment program */
2139
2140 /** Currently enabled and valid fragment program (including internal
2141 * programs, user-defined fragment programs and GLSL fragment shaders).
2142 * This is the program we must use when rendering.
2143 */
2144 struct gl_fragment_program *_Current;
2145
2146 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2147
2148 /** Should fixed-function texturing be implemented with a fragment prog? */
2149 GLboolean _MaintainTexEnvProgram;
2150
2151 /** Program to emulate fixed-function texture env/combine (see above) */
2152 struct gl_fragment_program *_TexEnvProgram;
2153
2154 /** Cache of fixed-function programs */
2155 struct gl_program_cache *Cache;
2156 };
2157
2158
2159 /**
2160 * Context state for compute programs.
2161 */
2162 struct gl_compute_program_state
2163 {
2164 /** Currently enabled and valid program (including internal programs
2165 * and compiled shader programs).
2166 */
2167 struct gl_compute_program *_Current;
2168 };
2169
2170
2171 /**
2172 * ATI_fragment_shader runtime state
2173 */
2174 #define ATI_FS_INPUT_PRIMARY 0
2175 #define ATI_FS_INPUT_SECONDARY 1
2176
2177 struct atifs_instruction;
2178 struct atifs_setupinst;
2179
2180 /**
2181 * ATI fragment shader
2182 */
2183 struct ati_fragment_shader
2184 {
2185 GLuint Id;
2186 GLint RefCount;
2187 struct atifs_instruction *Instructions[2];
2188 struct atifs_setupinst *SetupInst[2];
2189 GLfloat Constants[8][4];
2190 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2191 GLubyte numArithInstr[2];
2192 GLubyte regsAssigned[2];
2193 GLubyte NumPasses; /**< 1 or 2 */
2194 GLubyte cur_pass;
2195 GLubyte last_optype;
2196 GLboolean interpinp1;
2197 GLboolean isValid;
2198 GLuint swizzlerq;
2199 };
2200
2201 /**
2202 * Context state for GL_ATI_fragment_shader
2203 */
2204 struct gl_ati_fragment_shader_state
2205 {
2206 GLboolean Enabled;
2207 GLboolean _Enabled; /**< enabled and valid shader? */
2208 GLboolean Compiling;
2209 GLfloat GlobalConstants[8][4];
2210 struct ati_fragment_shader *Current;
2211 };
2212
2213 /**
2214 * Shader subroutine function definition
2215 */
2216 struct gl_subroutine_function
2217 {
2218 char *name;
2219 int num_compat_types;
2220 const struct glsl_type **types;
2221 };
2222
2223 /**
2224 * A GLSL vertex or fragment shader object.
2225 */
2226 struct gl_shader
2227 {
2228 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2229 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2230 * Must be the first field.
2231 */
2232 GLenum Type;
2233 gl_shader_stage Stage;
2234 GLuint Name; /**< AKA the handle */
2235 GLint RefCount; /**< Reference count */
2236 GLchar *Label; /**< GL_KHR_debug */
2237 GLboolean DeletePending;
2238 GLboolean CompileStatus;
2239 bool IsES; /**< True if this shader uses GLSL ES */
2240
2241 GLuint SourceChecksum; /**< for debug/logging purposes */
2242 const GLchar *Source; /**< Source code string */
2243
2244 struct gl_program *Program; /**< Post-compile assembly code */
2245 GLchar *InfoLog;
2246
2247 unsigned Version; /**< GLSL version used for linking */
2248
2249 /**
2250 * \name Sampler tracking
2251 *
2252 * \note Each of these fields is only set post-linking.
2253 */
2254 /*@{*/
2255 unsigned num_samplers; /**< Number of samplers used by this shader. */
2256 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2257 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2258 /*@}*/
2259
2260 /**
2261 * Map from sampler unit to texture unit (set by glUniform1i())
2262 *
2263 * A sampler unit is associated with each sampler uniform by the linker.
2264 * The sampler unit associated with each uniform is stored in the
2265 * \c gl_uniform_storage::sampler field.
2266 */
2267 GLubyte SamplerUnits[MAX_SAMPLERS];
2268 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2269 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2270
2271 /**
2272 * Number of default uniform block components used by this shader.
2273 *
2274 * This field is only set post-linking.
2275 */
2276 unsigned num_uniform_components;
2277
2278 /**
2279 * Number of combined uniform components used by this shader.
2280 *
2281 * This field is only set post-linking. It is the sum of the uniform block
2282 * sizes divided by sizeof(float), and num_uniform_compoennts.
2283 */
2284 unsigned num_combined_uniform_components;
2285
2286 /**
2287 * This shader's uniform block information.
2288 *
2289 * These fields are only set post-linking.
2290 */
2291 unsigned NumUniformBlocks;
2292 struct gl_uniform_block *UniformBlocks;
2293
2294 struct exec_list *ir;
2295 struct exec_list *packed_varyings;
2296 struct glsl_symbol_table *symbols;
2297
2298 bool uses_builtin_functions;
2299 bool uses_gl_fragcoord;
2300 bool redeclares_gl_fragcoord;
2301 bool ARB_fragment_coord_conventions_enable;
2302
2303 /**
2304 * Fragment shader state from GLSL 1.50 layout qualifiers.
2305 */
2306 bool origin_upper_left;
2307 bool pixel_center_integer;
2308
2309 /**
2310 * Tessellation Control shader state from layout qualifiers.
2311 */
2312 struct {
2313 /**
2314 * 0 - vertices not declared in shader, or
2315 * 1 .. GL_MAX_PATCH_VERTICES
2316 */
2317 GLint VerticesOut;
2318 } TessCtrl;
2319
2320 /**
2321 * Tessellation Evaluation shader state from layout qualifiers.
2322 */
2323 struct {
2324 /**
2325 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2326 * in this shader.
2327 */
2328 GLenum PrimitiveMode;
2329 /**
2330 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2331 * in this shader.
2332 */
2333 GLenum Spacing;
2334 /**
2335 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2336 */
2337 GLenum VertexOrder;
2338 /**
2339 * 1, 0, or -1 if it's not set in this shader.
2340 */
2341 int PointMode;
2342 } TessEval;
2343
2344 /**
2345 * Geometry shader state from GLSL 1.50 layout qualifiers.
2346 */
2347 struct {
2348 GLint VerticesOut;
2349 /**
2350 * 0 - Invocations count not declared in shader, or
2351 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2352 */
2353 GLint Invocations;
2354 /**
2355 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2356 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2357 * shader.
2358 */
2359 GLenum InputType;
2360 /**
2361 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2362 * it's not set in this shader.
2363 */
2364 GLenum OutputType;
2365 } Geom;
2366
2367 /**
2368 * Map from image uniform index to image unit (set by glUniform1i())
2369 *
2370 * An image uniform index is associated with each image uniform by
2371 * the linker. The image index associated with each uniform is
2372 * stored in the \c gl_uniform_storage::image field.
2373 */
2374 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2375
2376 /**
2377 * Access qualifier specified in the shader for each image uniform
2378 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2379 * GL_READ_WRITE.
2380 *
2381 * It may be different, though only more strict than the value of
2382 * \c gl_image_unit::Access for the corresponding image unit.
2383 */
2384 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2385
2386 /**
2387 * Number of image uniforms defined in the shader. It specifies
2388 * the number of valid elements in the \c ImageUnits and \c
2389 * ImageAccess arrays above.
2390 */
2391 GLuint NumImages;
2392
2393 /**
2394 * Whether early fragment tests are enabled as defined by
2395 * ARB_shader_image_load_store.
2396 */
2397 bool EarlyFragmentTests;
2398
2399 /**
2400 * Compute shader state from ARB_compute_shader layout qualifiers.
2401 */
2402 struct {
2403 /**
2404 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2405 * it's not set in this shader.
2406 */
2407 unsigned LocalSize[3];
2408 } Comp;
2409
2410 /**
2411 * Number of types for subroutine uniforms.
2412 */
2413 GLuint NumSubroutineUniformTypes;
2414
2415 /**
2416 * Subroutine uniform remap table
2417 * based on the program level uniform remap table.
2418 */
2419 GLuint NumSubroutineUniformRemapTable;
2420 struct gl_uniform_storage **SubroutineUniformRemapTable;
2421
2422 /**
2423 * Num of subroutine functions for this stage
2424 * and storage for them.
2425 */
2426 GLuint NumSubroutineFunctions;
2427 struct gl_subroutine_function *SubroutineFunctions;
2428 };
2429
2430
2431 struct gl_uniform_buffer_variable
2432 {
2433 char *Name;
2434
2435 /**
2436 * Name of the uniform as seen by glGetUniformIndices.
2437 *
2438 * glGetUniformIndices requires that the block instance index \b not be
2439 * present in the name of queried uniforms.
2440 *
2441 * \note
2442 * \c gl_uniform_buffer_variable::IndexName and
2443 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2444 */
2445 char *IndexName;
2446
2447 const struct glsl_type *Type;
2448 unsigned int Offset;
2449 GLboolean RowMajor;
2450 };
2451
2452
2453 enum gl_uniform_block_packing
2454 {
2455 ubo_packing_std140,
2456 ubo_packing_shared,
2457 ubo_packing_packed,
2458 ubo_packing_std430
2459 };
2460
2461
2462 struct gl_uniform_block
2463 {
2464 /** Declared name of the uniform block */
2465 char *Name;
2466
2467 /** Array of supplemental information about UBO ir_variables. */
2468 struct gl_uniform_buffer_variable *Uniforms;
2469 GLuint NumUniforms;
2470
2471 /**
2472 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2473 * with glBindBufferBase to bind a buffer object to this uniform block. When
2474 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2475 */
2476 GLuint Binding;
2477
2478 /**
2479 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2480 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2481 */
2482 GLuint UniformBufferSize;
2483
2484 /**
2485 * Is this actually an interface block for a shader storage buffer?
2486 */
2487 bool IsShaderStorage;
2488
2489 /**
2490 * Layout specified in the shader
2491 *
2492 * This isn't accessible through the API, but it is used while
2493 * cross-validating uniform blocks.
2494 */
2495 enum gl_uniform_block_packing _Packing;
2496 };
2497
2498 /**
2499 * Structure that represents a reference to an atomic buffer from some
2500 * shader program.
2501 */
2502 struct gl_active_atomic_buffer
2503 {
2504 /** Uniform indices of the atomic counters declared within it. */
2505 GLuint *Uniforms;
2506 GLuint NumUniforms;
2507
2508 /** Binding point index associated with it. */
2509 GLuint Binding;
2510
2511 /** Minimum reasonable size it is expected to have. */
2512 GLuint MinimumSize;
2513
2514 /** Shader stages making use of it. */
2515 GLboolean StageReferences[MESA_SHADER_STAGES];
2516 };
2517
2518 /**
2519 * Active resource in a gl_shader_program
2520 */
2521 struct gl_program_resource
2522 {
2523 GLenum Type; /** Program interface type. */
2524 const void *Data; /** Pointer to resource associated data structure. */
2525 uint8_t StageReferences; /** Bitmask of shader stage references. */
2526 };
2527
2528 /**
2529 * A GLSL program object.
2530 * Basically a linked collection of vertex and fragment shaders.
2531 */
2532 struct gl_shader_program
2533 {
2534 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2535 GLuint Name; /**< aka handle or ID */
2536 GLchar *Label; /**< GL_KHR_debug */
2537 GLint RefCount; /**< Reference count */
2538 GLboolean DeletePending;
2539
2540 /**
2541 * Is the application intending to glGetProgramBinary this program?
2542 */
2543 GLboolean BinaryRetreivableHint;
2544
2545 /**
2546 * Indicates whether program can be bound for individual pipeline stages
2547 * using UseProgramStages after it is next linked.
2548 */
2549 GLboolean SeparateShader;
2550
2551 GLuint NumShaders; /**< number of attached shaders */
2552 struct gl_shader **Shaders; /**< List of attached the shaders */
2553
2554 /**
2555 * User-defined attribute bindings
2556 *
2557 * These are set via \c glBindAttribLocation and are used to direct the
2558 * GLSL linker. These are \b not the values used in the compiled shader,
2559 * and they are \b not the values returned by \c glGetAttribLocation.
2560 */
2561 struct string_to_uint_map *AttributeBindings;
2562
2563 /**
2564 * User-defined fragment data bindings
2565 *
2566 * These are set via \c glBindFragDataLocation and are used to direct the
2567 * GLSL linker. These are \b not the values used in the compiled shader,
2568 * and they are \b not the values returned by \c glGetFragDataLocation.
2569 */
2570 struct string_to_uint_map *FragDataBindings;
2571 struct string_to_uint_map *FragDataIndexBindings;
2572
2573 /**
2574 * Transform feedback varyings last specified by
2575 * glTransformFeedbackVaryings().
2576 *
2577 * For the current set of transform feedback varyings used for transform
2578 * feedback output, see LinkedTransformFeedback.
2579 */
2580 struct {
2581 GLenum BufferMode;
2582 GLuint NumVarying;
2583 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2584 } TransformFeedback;
2585
2586 /** Post-link transform feedback info. */
2587 struct gl_transform_feedback_info LinkedTransformFeedback;
2588
2589 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2590 enum gl_frag_depth_layout FragDepthLayout;
2591
2592 /**
2593 * Tessellation Control shader state from layout qualifiers.
2594 */
2595 struct {
2596 /**
2597 * 0 - vertices not declared in shader, or
2598 * 1 .. GL_MAX_PATCH_VERTICES
2599 */
2600 GLint VerticesOut;
2601 } TessCtrl;
2602
2603 /**
2604 * Tessellation Evaluation shader state from layout qualifiers.
2605 */
2606 struct {
2607 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2608 GLenum PrimitiveMode;
2609 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2610 GLenum Spacing;
2611 /** GL_CW or GL_CCW */
2612 GLenum VertexOrder;
2613 bool PointMode;
2614 /**
2615 * True if gl_ClipDistance is written to. Copied into
2616 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2617 */
2618 GLboolean UsesClipDistance;
2619 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2620 0 if not present. */
2621 } TessEval;
2622
2623 /**
2624 * Geometry shader state - copied into gl_geometry_program by
2625 * _mesa_copy_linked_program_data().
2626 */
2627 struct {
2628 GLint VerticesIn;
2629 GLint VerticesOut;
2630 /**
2631 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2632 */
2633 GLint Invocations;
2634 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2635 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2636 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2637 /**
2638 * True if gl_ClipDistance is written to. Copied into
2639 * gl_geometry_program by _mesa_copy_linked_program_data().
2640 */
2641 GLboolean UsesClipDistance;
2642 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2643 0 if not present. */
2644 bool UsesEndPrimitive;
2645 bool UsesStreams;
2646 } Geom;
2647
2648 /** Vertex shader state */
2649 struct {
2650 /**
2651 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2652 * by _mesa_copy_linked_program_data().
2653 */
2654 GLboolean UsesClipDistance;
2655 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2656 0 if not present. */
2657 } Vert;
2658
2659 /**
2660 * Compute shader state - copied into gl_compute_program by
2661 * _mesa_copy_linked_program_data().
2662 */
2663 struct {
2664 /**
2665 * If this shader contains a compute stage, size specified using
2666 * local_size_{x,y,z}. Otherwise undefined.
2667 */
2668 unsigned LocalSize[3];
2669 } Comp;
2670
2671 /* post-link info: */
2672 unsigned NumUniformStorage;
2673 unsigned NumHiddenUniforms;
2674 struct gl_uniform_storage *UniformStorage;
2675
2676 /**
2677 * Mapping from GL uniform locations returned by \c glUniformLocation to
2678 * UniformStorage entries. Arrays will have multiple contiguous slots
2679 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2680 */
2681 unsigned NumUniformRemapTable;
2682 struct gl_uniform_storage **UniformRemapTable;
2683
2684 /**
2685 * Size of the gl_ClipDistance array that is output from the last pipeline
2686 * stage before the fragment shader.
2687 */
2688 unsigned LastClipDistanceArraySize;
2689
2690 unsigned NumUniformBlocks;
2691 struct gl_uniform_block *UniformBlocks;
2692
2693 /**
2694 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2695 * they're used in, or -1.
2696 *
2697 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2698 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2699 */
2700 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2701
2702 /**
2703 * Map of active uniform names to locations
2704 *
2705 * Maps any active uniform that is not an array element to a location.
2706 * Each active uniform, including individual structure members will appear
2707 * in this map. This roughly corresponds to the set of names that would be
2708 * enumerated by \c glGetActiveUniform.
2709 */
2710 struct string_to_uint_map *UniformHash;
2711
2712 struct gl_active_atomic_buffer *AtomicBuffers;
2713 unsigned NumAtomicBuffers;
2714
2715 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2716 GLboolean Validated;
2717 GLboolean _Used; /**< Ever used for drawing? */
2718 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2719 GLchar *InfoLog;
2720
2721 unsigned Version; /**< GLSL version used for linking */
2722 bool IsES; /**< True if this program uses GLSL ES */
2723
2724 /**
2725 * Per-stage shaders resulting from the first stage of linking.
2726 *
2727 * Set of linked shaders for this program. The array is accessed using the
2728 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2729 * \c NULL.
2730 */
2731 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2732
2733 /** List of all active resources after linking. */
2734 struct gl_program_resource *ProgramResourceList;
2735 unsigned NumProgramResourceList;
2736
2737 /* True if any of the fragment shaders attached to this program use:
2738 * #extension ARB_fragment_coord_conventions: enable
2739 */
2740 GLboolean ARB_fragment_coord_conventions_enable;
2741 };
2742
2743
2744 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2745 #define GLSL_LOG 0x2 /**< Write shaders to files */
2746 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2747 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2748 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2749 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2750 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2751 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2752 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2753 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2754
2755
2756 /**
2757 * Context state for GLSL vertex/fragment shaders.
2758 * Extended to support pipeline object
2759 */
2760 struct gl_pipeline_object
2761 {
2762 /** Name of the pipeline object as received from glGenProgramPipelines.
2763 * It would be 0 for shaders without separate shader objects.
2764 */
2765 GLuint Name;
2766
2767 GLint RefCount;
2768
2769 mtx_t Mutex;
2770
2771 GLchar *Label; /**< GL_KHR_debug */
2772
2773 /**
2774 * Programs used for rendering
2775 *
2776 * There is a separate program set for each shader stage.
2777 */
2778 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2779
2780 struct gl_shader_program *_CurrentFragmentProgram;
2781
2782 /**
2783 * Program used by glUniform calls.
2784 *
2785 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2786 */
2787 struct gl_shader_program *ActiveProgram;
2788
2789 GLbitfield Flags; /**< Mask of GLSL_x flags */
2790
2791 GLboolean EverBound; /**< Has the pipeline object been created */
2792
2793 GLboolean Validated; /**< Pipeline Validation status */
2794
2795 GLchar *InfoLog;
2796 };
2797
2798 /**
2799 * Context state for GLSL pipeline shaders.
2800 */
2801 struct gl_pipeline_shader_state
2802 {
2803 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2804 struct gl_pipeline_object *Current;
2805
2806 /* Default Object to ensure that _Shader is never NULL */
2807 struct gl_pipeline_object *Default;
2808
2809 /** Pipeline objects */
2810 struct _mesa_HashTable *Objects;
2811 };
2812
2813 /**
2814 * Compiler options for a single GLSL shaders type
2815 */
2816 struct gl_shader_compiler_options
2817 {
2818 /** Driver-selectable options: */
2819 GLboolean EmitCondCodes; /**< Use condition codes? */
2820 GLboolean EmitNoLoops;
2821 GLboolean EmitNoFunctions;
2822 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2823 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2824 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2825 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2826 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2827 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2828
2829 /**
2830 * \name Forms of indirect addressing the driver cannot do.
2831 */
2832 /*@{*/
2833 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2834 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2835 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2836 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2837 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2838 /*@}*/
2839
2840 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2841 GLuint MaxUnrollIterations;
2842
2843 /**
2844 * Optimize code for array of structures backends.
2845 *
2846 * This is a proxy for:
2847 * - preferring DP4 instructions (rather than MUL/MAD) for
2848 * matrix * vector operations, such as position transformation.
2849 */
2850 GLboolean OptimizeForAOS;
2851
2852 const struct nir_shader_compiler_options *NirOptions;
2853 };
2854
2855
2856 /**
2857 * Occlusion/timer query object.
2858 */
2859 struct gl_query_object
2860 {
2861 GLenum Target; /**< The query target, when active */
2862 GLuint Id; /**< hash table ID/name */
2863 GLchar *Label; /**< GL_KHR_debug */
2864 GLuint64EXT Result; /**< the counter */
2865 GLboolean Active; /**< inside Begin/EndQuery */
2866 GLboolean Ready; /**< result is ready? */
2867 GLboolean EverBound;/**< has query object ever been bound */
2868 GLuint Stream; /**< The stream */
2869 };
2870
2871
2872 /**
2873 * Context state for query objects.
2874 */
2875 struct gl_query_state
2876 {
2877 struct _mesa_HashTable *QueryObjects;
2878 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2879 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2880
2881 /** GL_NV_conditional_render */
2882 struct gl_query_object *CondRenderQuery;
2883
2884 /** GL_EXT_transform_feedback */
2885 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2886 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2887
2888 /** GL_ARB_timer_query */
2889 struct gl_query_object *TimeElapsed;
2890
2891 /** GL_ARB_pipeline_statistics_query */
2892 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
2893
2894 GLenum CondRenderMode;
2895 };
2896
2897
2898 /** Sync object state */
2899 struct gl_sync_object
2900 {
2901 GLenum Type; /**< GL_SYNC_FENCE */
2902 GLuint Name; /**< Fence name */
2903 GLchar *Label; /**< GL_KHR_debug */
2904 GLint RefCount; /**< Reference count */
2905 GLboolean DeletePending; /**< Object was deleted while there were still
2906 * live references (e.g., sync not yet finished)
2907 */
2908 GLenum SyncCondition;
2909 GLbitfield Flags; /**< Flags passed to glFenceSync */
2910 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2911 };
2912
2913
2914 /**
2915 * State which can be shared by multiple contexts:
2916 */
2917 struct gl_shared_state
2918 {
2919 mtx_t Mutex; /**< for thread safety */
2920 GLint RefCount; /**< Reference count */
2921 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2922 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2923
2924 /** Default texture objects (shared by all texture units) */
2925 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2926
2927 /** Fallback texture used when a bound texture is incomplete */
2928 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2929
2930 /**
2931 * \name Thread safety and statechange notification for texture
2932 * objects.
2933 *
2934 * \todo Improve the granularity of locking.
2935 */
2936 /*@{*/
2937 mtx_t TexMutex; /**< texobj thread safety */
2938 GLuint TextureStateStamp; /**< state notification for shared tex */
2939 /*@}*/
2940
2941 /** Default buffer object for vertex arrays that aren't in VBOs */
2942 struct gl_buffer_object *NullBufferObj;
2943
2944 /**
2945 * \name Vertex/geometry/fragment programs
2946 */
2947 /*@{*/
2948 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2949 struct gl_vertex_program *DefaultVertexProgram;
2950 struct gl_fragment_program *DefaultFragmentProgram;
2951 /*@}*/
2952
2953 /* GL_ATI_fragment_shader */
2954 struct _mesa_HashTable *ATIShaders;
2955 struct ati_fragment_shader *DefaultFragmentShader;
2956
2957 struct _mesa_HashTable *BufferObjects;
2958
2959 /** Table of both gl_shader and gl_shader_program objects */
2960 struct _mesa_HashTable *ShaderObjects;
2961
2962 /* GL_EXT_framebuffer_object */
2963 struct _mesa_HashTable *RenderBuffers;
2964 struct _mesa_HashTable *FrameBuffers;
2965
2966 /* GL_ARB_sync */
2967 struct set *SyncObjects;
2968
2969 /** GL_ARB_sampler_objects */
2970 struct _mesa_HashTable *SamplerObjects;
2971
2972 /**
2973 * Some context in this share group was affected by a GPU reset
2974 *
2975 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2976 * been affected by a GPU reset must also return
2977 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2978 *
2979 * Once this field becomes true, it is never reset to false.
2980 */
2981 bool ShareGroupReset;
2982 };
2983
2984
2985
2986 /**
2987 * Renderbuffers represent drawing surfaces such as color, depth and/or
2988 * stencil. A framebuffer object has a set of renderbuffers.
2989 * Drivers will typically derive subclasses of this type.
2990 */
2991 struct gl_renderbuffer
2992 {
2993 mtx_t Mutex; /**< for thread safety */
2994 GLuint ClassID; /**< Useful for drivers */
2995 GLuint Name;
2996 GLchar *Label; /**< GL_KHR_debug */
2997 GLint RefCount;
2998 GLuint Width, Height;
2999 GLuint Depth;
3000 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3001 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3002 /**
3003 * True for renderbuffers that wrap textures, giving the driver a chance to
3004 * flush render caches through the FinishRenderTexture hook.
3005 *
3006 * Drivers may also set this on renderbuffers other than those generated by
3007 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3008 * called without a rb->TexImage.
3009 */
3010 GLboolean NeedsFinishRenderTexture;
3011 GLubyte NumSamples;
3012 GLenum InternalFormat; /**< The user-specified format */
3013 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3014 GL_STENCIL_INDEX. */
3015 mesa_format Format; /**< The actual renderbuffer memory format */
3016 /**
3017 * Pointer to the texture image if this renderbuffer wraps a texture,
3018 * otherwise NULL.
3019 *
3020 * Note that the reference on the gl_texture_object containing this
3021 * TexImage is held by the gl_renderbuffer_attachment.
3022 */
3023 struct gl_texture_image *TexImage;
3024
3025 /** Delete this renderbuffer */
3026 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3027
3028 /** Allocate new storage for this renderbuffer */
3029 GLboolean (*AllocStorage)(struct gl_context *ctx,
3030 struct gl_renderbuffer *rb,
3031 GLenum internalFormat,
3032 GLuint width, GLuint height);
3033 };
3034
3035
3036 /**
3037 * A renderbuffer attachment points to either a texture object (and specifies
3038 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3039 */
3040 struct gl_renderbuffer_attachment
3041 {
3042 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3043 GLboolean Complete;
3044
3045 /**
3046 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3047 * application supplied renderbuffer object.
3048 */
3049 struct gl_renderbuffer *Renderbuffer;
3050
3051 /**
3052 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3053 * supplied texture object.
3054 */
3055 struct gl_texture_object *Texture;
3056 GLuint TextureLevel; /**< Attached mipmap level. */
3057 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3058 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3059 * and 2D array textures */
3060 GLboolean Layered;
3061 };
3062
3063
3064 /**
3065 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3066 * In C++ terms, think of this as a base class from which device drivers
3067 * will make derived classes.
3068 */
3069 struct gl_framebuffer
3070 {
3071 mtx_t Mutex; /**< for thread safety */
3072 /**
3073 * If zero, this is a window system framebuffer. If non-zero, this
3074 * is a FBO framebuffer; note that for some devices (i.e. those with
3075 * a natural pixel coordinate system for FBOs that differs from the
3076 * OpenGL/Mesa coordinate system), this means that the viewport,
3077 * polygon face orientation, and polygon stipple will have to be inverted.
3078 */
3079 GLuint Name;
3080 GLint RefCount;
3081
3082 GLchar *Label; /**< GL_KHR_debug */
3083
3084 GLboolean DeletePending;
3085
3086 /**
3087 * The framebuffer's visual. Immutable if this is a window system buffer.
3088 * Computed from attachments if user-made FBO.
3089 */
3090 struct gl_config Visual;
3091
3092 /**
3093 * Size of frame buffer in pixels. If there are no attachments, then both
3094 * of these are 0.
3095 */
3096 GLuint Width, Height;
3097
3098 /**
3099 * In the case that the framebuffer has no attachment (i.e.
3100 * GL_ARB_framebuffer_no_attachments) then the geometry of
3101 * the framebuffer is specified by the default values.
3102 */
3103 struct {
3104 GLuint Width, Height, Layers, NumSamples;
3105 GLboolean FixedSampleLocations;
3106 } DefaultGeometry;
3107
3108 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3109 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3110 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3111 */
3112 /*@{*/
3113 GLint _Xmin, _Xmax;
3114 GLint _Ymin, _Ymax;
3115 /*@}*/
3116
3117 /** \name Derived Z buffer stuff */
3118 /*@{*/
3119 GLuint _DepthMax; /**< Max depth buffer value */
3120 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3121 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3122 /*@}*/
3123
3124 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3125 GLenum _Status;
3126
3127 /** Whether one of Attachment has Type != GL_NONE
3128 * NOTE: the values for Width and Height are set to 0 in case of having
3129 * no attachments, a backend driver supporting the extension
3130 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3131 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3132 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3133 * _Ymax do NOT take into account _HasAttachments being false). To get the
3134 * geometry of the framebuffer, the helper functions
3135 * _mesa_geometric_width(),
3136 * _mesa_geometric_height(),
3137 * _mesa_geometric_samples() and
3138 * _mesa_geometric_layers()
3139 * are available that check _HasAttachments.
3140 */
3141 bool _HasAttachments;
3142
3143 /** Integer color values */
3144 GLboolean _IntegerColor;
3145
3146 /* ARB_color_buffer_float */
3147 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3148 GLboolean _HasSNormOrFloatColorBuffer;
3149
3150 /**
3151 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3152 * is not layered. For cube maps and cube map arrays, each cube face
3153 * counts as a layer. As the case for Width, Height a backend driver
3154 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3155 * in the case that _HasAttachments is false
3156 */
3157 GLuint MaxNumLayers;
3158
3159 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3160 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3161
3162 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3163 * attribute group and GL_PIXEL attribute group, respectively.
3164 */
3165 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3166 GLenum ColorReadBuffer;
3167
3168 /** Computed from ColorDraw/ReadBuffer above */
3169 GLuint _NumColorDrawBuffers;
3170 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3171 GLint _ColorReadBufferIndex; /* -1 = None */
3172 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3173 struct gl_renderbuffer *_ColorReadBuffer;
3174
3175 /** Delete this framebuffer */
3176 void (*Delete)(struct gl_framebuffer *fb);
3177 };
3178
3179
3180 /**
3181 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3182 */
3183 struct gl_precision
3184 {
3185 GLushort RangeMin; /**< min value exponent */
3186 GLushort RangeMax; /**< max value exponent */
3187 GLushort Precision; /**< number of mantissa bits */
3188 };
3189
3190
3191 /**
3192 * Limits for vertex, geometry and fragment programs/shaders.
3193 */
3194 struct gl_program_constants
3195 {
3196 /* logical limits */
3197 GLuint MaxInstructions;
3198 GLuint MaxAluInstructions;
3199 GLuint MaxTexInstructions;
3200 GLuint MaxTexIndirections;
3201 GLuint MaxAttribs;
3202 GLuint MaxTemps;
3203 GLuint MaxAddressRegs;
3204 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3205 GLuint MaxParameters;
3206 GLuint MaxLocalParams;
3207 GLuint MaxEnvParams;
3208 /* native/hardware limits */
3209 GLuint MaxNativeInstructions;
3210 GLuint MaxNativeAluInstructions;
3211 GLuint MaxNativeTexInstructions;
3212 GLuint MaxNativeTexIndirections;
3213 GLuint MaxNativeAttribs;
3214 GLuint MaxNativeTemps;
3215 GLuint MaxNativeAddressRegs;
3216 GLuint MaxNativeParameters;
3217 /* For shaders */
3218 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3219
3220 /**
3221 * \name Per-stage input / output limits
3222 *
3223 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3224 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3225 * ES). This is stored as \c gl_constants::MaxVarying.
3226 *
3227 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3228 * variables. Each stage as a certain number of outputs that it can feed
3229 * to the next stage and a certain number inputs that it can consume from
3230 * the previous stage.
3231 *
3232 * Vertex shader inputs do not participate this in this accounting.
3233 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3234 *
3235 * Fragment shader outputs do not participate this in this accounting.
3236 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3237 */
3238 /*@{*/
3239 GLuint MaxInputComponents;
3240 GLuint MaxOutputComponents;
3241 /*@}*/
3242
3243 /* ES 2.0 and GL_ARB_ES2_compatibility */
3244 struct gl_precision LowFloat, MediumFloat, HighFloat;
3245 struct gl_precision LowInt, MediumInt, HighInt;
3246 /* GL_ARB_uniform_buffer_object */
3247 GLuint MaxUniformBlocks;
3248 GLuint MaxCombinedUniformComponents;
3249 GLuint MaxTextureImageUnits;
3250
3251 /* GL_ARB_shader_atomic_counters */
3252 GLuint MaxAtomicBuffers;
3253 GLuint MaxAtomicCounters;
3254
3255 /* GL_ARB_shader_image_load_store */
3256 GLuint MaxImageUniforms;
3257
3258 /* GL_ARB_shader_storage_buffer_object */
3259 GLuint MaxShaderStorageBlocks;
3260 };
3261
3262
3263 /**
3264 * Constants which may be overridden by device driver during context creation
3265 * but are never changed after that.
3266 */
3267 struct gl_constants
3268 {
3269 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3270 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3271 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3272 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3273 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3274 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3275 GLuint MaxTextureCoordUnits;
3276 GLuint MaxCombinedTextureImageUnits;
3277 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3278 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3279 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3280 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3281
3282 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3283
3284 GLuint MaxArrayLockSize;
3285
3286 GLint SubPixelBits;
3287
3288 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3289 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3290 GLfloat PointSizeGranularity;
3291 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3292 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3293 GLfloat LineWidthGranularity;
3294
3295 GLuint MaxClipPlanes;
3296 GLuint MaxLights;
3297 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3298 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3299
3300 GLuint MaxViewportWidth, MaxViewportHeight;
3301 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3302 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3303 struct {
3304 GLfloat Min;
3305 GLfloat Max;
3306 } ViewportBounds; /**< GL_ARB_viewport_array */
3307
3308 struct gl_program_constants Program[MESA_SHADER_STAGES];
3309 GLuint MaxProgramMatrices;
3310 GLuint MaxProgramMatrixStackDepth;
3311
3312 struct {
3313 GLuint SamplesPassed;
3314 GLuint TimeElapsed;
3315 GLuint Timestamp;
3316 GLuint PrimitivesGenerated;
3317 GLuint PrimitivesWritten;
3318 GLuint VerticesSubmitted;
3319 GLuint PrimitivesSubmitted;
3320 GLuint VsInvocations;
3321 GLuint TessPatches;
3322 GLuint TessInvocations;
3323 GLuint GsInvocations;
3324 GLuint GsPrimitives;
3325 GLuint FsInvocations;
3326 GLuint ComputeInvocations;
3327 GLuint ClInPrimitives;
3328 GLuint ClOutPrimitives;
3329 } QueryCounterBits;
3330
3331 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3332
3333 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3334 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3335 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3336
3337 /**
3338 * GL_ARB_framebuffer_no_attachments
3339 */
3340 GLuint MaxFramebufferWidth;
3341 GLuint MaxFramebufferHeight;
3342 GLuint MaxFramebufferLayers;
3343 GLuint MaxFramebufferSamples;
3344
3345 /** Number of varying vectors between any two shader stages. */
3346 GLuint MaxVarying;
3347
3348 /** @{
3349 * GL_ARB_uniform_buffer_object
3350 */
3351 GLuint MaxCombinedUniformBlocks;
3352 GLuint MaxUniformBufferBindings;
3353 GLuint MaxUniformBlockSize;
3354 GLuint UniformBufferOffsetAlignment;
3355 /** @} */
3356
3357 /** @{
3358 * GL_ARB_shader_storage_buffer_object
3359 */
3360 GLuint MaxCombinedShaderStorageBlocks;
3361 GLuint MaxShaderStorageBufferBindings;
3362 GLuint MaxShaderStorageBlockSize;
3363 GLuint ShaderStorageBufferOffsetAlignment;
3364 /** @} */
3365
3366 /**
3367 * GL_ARB_explicit_uniform_location
3368 */
3369 GLuint MaxUserAssignableUniformLocations;
3370
3371 /** GL_ARB_geometry_shader4 */
3372 GLuint MaxGeometryOutputVertices;
3373 GLuint MaxGeometryTotalOutputComponents;
3374
3375 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3376
3377 /**
3378 * Changes default GLSL extension behavior from "error" to "warn". It's out
3379 * of spec, but it can make some apps work that otherwise wouldn't.
3380 */
3381 GLboolean ForceGLSLExtensionsWarn;
3382
3383 /**
3384 * If non-zero, forces GLSL shaders to behave as if they began
3385 * with "#version ForceGLSLVersion".
3386 */
3387 GLuint ForceGLSLVersion;
3388
3389 /**
3390 * Allow GLSL #extension directives in the middle of shaders.
3391 */
3392 GLboolean AllowGLSLExtensionDirectiveMidShader;
3393
3394 /**
3395 * Does the driver support real 32-bit integers? (Otherwise, integers are
3396 * simulated via floats.)
3397 */
3398 GLboolean NativeIntegers;
3399
3400 /**
3401 * Does VertexID count from zero or from base vertex?
3402 *
3403 * \note
3404 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3405 * ignored and need not be set.
3406 */
3407 bool VertexID_is_zero_based;
3408
3409 /**
3410 * If the driver supports real 32-bit integers, what integer value should be
3411 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3412 */
3413 GLuint UniformBooleanTrue;
3414
3415 /**
3416 * Maximum amount of time, measured in nanseconds, that the server can wait.
3417 */
3418 GLuint64 MaxServerWaitTimeout;
3419
3420 /** GL_EXT_provoking_vertex */
3421 GLboolean QuadsFollowProvokingVertexConvention;
3422
3423 /** OpenGL version 3.0 */
3424 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3425
3426 /** OpenGL version 3.2 */
3427 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3428
3429 /** OpenGL version 4.4 */
3430 GLuint MaxVertexAttribStride;
3431
3432 /** GL_EXT_transform_feedback */
3433 GLuint MaxTransformFeedbackBuffers;
3434 GLuint MaxTransformFeedbackSeparateComponents;
3435 GLuint MaxTransformFeedbackInterleavedComponents;
3436 GLuint MaxVertexStreams;
3437
3438 /** GL_EXT_gpu_shader4 */
3439 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3440
3441 /** GL_ARB_texture_gather */
3442 GLuint MinProgramTextureGatherOffset;
3443 GLuint MaxProgramTextureGatherOffset;
3444 GLuint MaxProgramTextureGatherComponents;
3445
3446 /* GL_ARB_robustness */
3447 GLenum ResetStrategy;
3448
3449 /* GL_ARB_blend_func_extended */
3450 GLuint MaxDualSourceDrawBuffers;
3451
3452 /**
3453 * Whether the implementation strips out and ignores texture borders.
3454 *
3455 * Many GPU hardware implementations don't support rendering with texture
3456 * borders and mipmapped textures. (Note: not static border color, but the
3457 * old 1-pixel border around each edge). Implementations then have to do
3458 * slow fallbacks to be correct, or just ignore the border and be fast but
3459 * wrong. Setting the flag strips the border off of TexImage calls,
3460 * providing "fast but wrong" at significantly reduced driver complexity.
3461 *
3462 * Texture borders are deprecated in GL 3.0.
3463 **/
3464 GLboolean StripTextureBorder;
3465
3466 /**
3467 * For drivers which can do a better job at eliminating unused uniforms
3468 * than the GLSL compiler.
3469 *
3470 * XXX Remove these as soon as a better solution is available.
3471 */
3472 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3473
3474 /**
3475 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3476 * than passing the transform feedback object to the drawing function.
3477 */
3478 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3479
3480 /** GL_ARB_map_buffer_alignment */
3481 GLuint MinMapBufferAlignment;
3482
3483 /**
3484 * Disable varying packing. This is out of spec, but potentially useful
3485 * for older platforms that supports a limited number of texture
3486 * indirections--on these platforms, unpacking the varyings in the fragment
3487 * shader increases the number of texture indirections by 1, which might
3488 * make some shaders not executable at all.
3489 *
3490 * Drivers that support transform feedback must set this value to GL_FALSE.
3491 */
3492 GLboolean DisableVaryingPacking;
3493
3494 /**
3495 * Should meaningful names be generated for compiler temporary variables?
3496 *
3497 * Generally, it is not useful to have the compiler generate "meaningful"
3498 * names for temporary variables that it creates. This can, however, be a
3499 * useful debugging aid. In Mesa debug builds or release builds when
3500 * MESA_GLSL is set at run-time, meaningful names will be generated.
3501 * Drivers can also force names to be generated by setting this field.
3502 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3503 * vertex shader assembly) is set at run-time.
3504 */
3505 bool GenerateTemporaryNames;
3506
3507 /*
3508 * Maximum value supported for an index in DrawElements and friends.
3509 *
3510 * This must be at least (1ull<<24)-1. The default value is
3511 * (1ull<<32)-1.
3512 *
3513 * \since ES 3.0 or GL_ARB_ES3_compatibility
3514 * \sa _mesa_init_constants
3515 */
3516 GLuint64 MaxElementIndex;
3517
3518 /**
3519 * Disable interpretation of line continuations (lines ending with a
3520 * backslash character ('\') in GLSL source.
3521 */
3522 GLboolean DisableGLSLLineContinuations;
3523
3524 /** GL_ARB_texture_multisample */
3525 GLint MaxColorTextureSamples;
3526 GLint MaxDepthTextureSamples;
3527 GLint MaxIntegerSamples;
3528
3529 /**
3530 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3531 * samples are laid out in a rectangular grid roughly corresponding to
3532 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3533 * are used to map indices of rectangular grid to sample numbers within
3534 * a pixel. This mapping of indices to sample numbers must be initialized
3535 * by the driver for the target hardware. For example, if we have the 8X
3536 * MSAA sample number layout (sample positions) for XYZ hardware:
3537 *
3538 * sample indices layout sample number layout
3539 * --------- ---------
3540 * | 0 | 1 | | a | b |
3541 * --------- ---------
3542 * | 2 | 3 | | c | d |
3543 * --------- ---------
3544 * | 4 | 5 | | e | f |
3545 * --------- ---------
3546 * | 6 | 7 | | g | h |
3547 * --------- ---------
3548 *
3549 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3550 *
3551 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3552 * below:
3553 * SampleMap8x = {a, b, c, d, e, f, g, h};
3554 *
3555 * Follow the logic for other sample counts.
3556 */
3557 uint8_t SampleMap2x[2];
3558 uint8_t SampleMap4x[4];
3559 uint8_t SampleMap8x[8];
3560
3561 /** GL_ARB_shader_atomic_counters */
3562 GLuint MaxAtomicBufferBindings;
3563 GLuint MaxAtomicBufferSize;
3564 GLuint MaxCombinedAtomicBuffers;
3565 GLuint MaxCombinedAtomicCounters;
3566
3567 /** GL_ARB_vertex_attrib_binding */
3568 GLint MaxVertexAttribRelativeOffset;
3569 GLint MaxVertexAttribBindings;
3570
3571 /* GL_ARB_shader_image_load_store */
3572 GLuint MaxImageUnits;
3573 GLuint MaxCombinedShaderOutputResources;
3574 GLuint MaxImageSamples;
3575 GLuint MaxCombinedImageUniforms;
3576
3577 /** GL_ARB_compute_shader */
3578 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3579 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3580 GLuint MaxComputeWorkGroupInvocations;
3581
3582 /** GL_ARB_gpu_shader5 */
3583 GLfloat MinFragmentInterpolationOffset;
3584 GLfloat MaxFragmentInterpolationOffset;
3585
3586 GLboolean FakeSWMSAA;
3587
3588 /** GL_KHR_context_flush_control */
3589 GLenum ContextReleaseBehavior;
3590
3591 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3592
3593 /** GL_ARB_tessellation_shader */
3594 GLuint MaxPatchVertices;
3595 GLuint MaxTessGenLevel;
3596 GLuint MaxTessPatchComponents;
3597 GLuint MaxTessControlTotalOutputComponents;
3598 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3599 };
3600
3601
3602 /**
3603 * Enable flag for each OpenGL extension. Different device drivers will
3604 * enable different extensions at runtime.
3605 */
3606 struct gl_extensions
3607 {
3608 GLboolean dummy; /* don't remove this! */
3609 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3610 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3611 GLboolean ANGLE_texture_compression_dxt;
3612 GLboolean ARB_ES2_compatibility;
3613 GLboolean ARB_ES3_compatibility;
3614 GLboolean ARB_arrays_of_arrays;
3615 GLboolean ARB_base_instance;
3616 GLboolean ARB_blend_func_extended;
3617 GLboolean ARB_buffer_storage;
3618 GLboolean ARB_clear_texture;
3619 GLboolean ARB_clip_control;
3620 GLboolean ARB_color_buffer_float;
3621 GLboolean ARB_compute_shader;
3622 GLboolean ARB_conditional_render_inverted;
3623 GLboolean ARB_conservative_depth;
3624 GLboolean ARB_copy_image;
3625 GLboolean ARB_depth_buffer_float;
3626 GLboolean ARB_depth_clamp;
3627 GLboolean ARB_depth_texture;
3628 GLboolean ARB_derivative_control;
3629 GLboolean ARB_draw_buffers_blend;
3630 GLboolean ARB_draw_elements_base_vertex;
3631 GLboolean ARB_draw_indirect;
3632 GLboolean ARB_draw_instanced;
3633 GLboolean ARB_fragment_coord_conventions;
3634 GLboolean ARB_fragment_layer_viewport;
3635 GLboolean ARB_fragment_program;
3636 GLboolean ARB_fragment_program_shadow;
3637 GLboolean ARB_fragment_shader;
3638 GLboolean ARB_framebuffer_no_attachments;
3639 GLboolean ARB_framebuffer_object;
3640 GLboolean ARB_explicit_attrib_location;
3641 GLboolean ARB_explicit_uniform_location;
3642 GLboolean ARB_geometry_shader4;
3643 GLboolean ARB_gpu_shader5;
3644 GLboolean ARB_gpu_shader_fp64;
3645 GLboolean ARB_half_float_vertex;
3646 GLboolean ARB_instanced_arrays;
3647 GLboolean ARB_internalformat_query;
3648 GLboolean ARB_map_buffer_range;
3649 GLboolean ARB_occlusion_query;
3650 GLboolean ARB_occlusion_query2;
3651 GLboolean ARB_pipeline_statistics_query;
3652 GLboolean ARB_point_sprite;
3653 GLboolean ARB_sample_shading;
3654 GLboolean ARB_seamless_cube_map;
3655 GLboolean ARB_shader_atomic_counters;
3656 GLboolean ARB_shader_bit_encoding;
3657 GLboolean ARB_shader_image_load_store;
3658 GLboolean ARB_shader_image_size;
3659 GLboolean ARB_shader_precision;
3660 GLboolean ARB_shader_stencil_export;
3661 GLboolean ARB_shader_storage_buffer_object;
3662 GLboolean ARB_shader_subroutine;
3663 GLboolean ARB_shader_texture_image_samples;
3664 GLboolean ARB_shader_texture_lod;
3665 GLboolean ARB_shading_language_packing;
3666 GLboolean ARB_shading_language_420pack;
3667 GLboolean ARB_shadow;
3668 GLboolean ARB_stencil_texturing;
3669 GLboolean ARB_sync;
3670 GLboolean ARB_tessellation_shader;
3671 GLboolean ARB_texture_border_clamp;
3672 GLboolean ARB_texture_buffer_object;
3673 GLboolean ARB_texture_buffer_object_rgb32;
3674 GLboolean ARB_texture_buffer_range;
3675 GLboolean ARB_texture_compression_bptc;
3676 GLboolean ARB_texture_compression_rgtc;
3677 GLboolean ARB_texture_cube_map;
3678 GLboolean ARB_texture_cube_map_array;
3679 GLboolean ARB_texture_env_combine;
3680 GLboolean ARB_texture_env_crossbar;
3681 GLboolean ARB_texture_env_dot3;
3682 GLboolean ARB_texture_float;
3683 GLboolean ARB_texture_gather;
3684 GLboolean ARB_texture_mirror_clamp_to_edge;
3685 GLboolean ARB_texture_multisample;
3686 GLboolean ARB_texture_non_power_of_two;
3687 GLboolean ARB_texture_stencil8;
3688 GLboolean ARB_texture_query_levels;
3689 GLboolean ARB_texture_query_lod;
3690 GLboolean ARB_texture_rg;
3691 GLboolean ARB_texture_rgb10_a2ui;
3692 GLboolean ARB_texture_view;
3693 GLboolean ARB_timer_query;
3694 GLboolean ARB_transform_feedback2;
3695 GLboolean ARB_transform_feedback3;
3696 GLboolean ARB_transform_feedback_instanced;
3697 GLboolean ARB_uniform_buffer_object;
3698 GLboolean ARB_vertex_attrib_64bit;
3699 GLboolean ARB_vertex_program;
3700 GLboolean ARB_vertex_shader;
3701 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3702 GLboolean ARB_vertex_type_2_10_10_10_rev;
3703 GLboolean ARB_viewport_array;
3704 GLboolean EXT_blend_color;
3705 GLboolean EXT_blend_equation_separate;
3706 GLboolean EXT_blend_func_separate;
3707 GLboolean EXT_blend_minmax;
3708 GLboolean EXT_depth_bounds_test;
3709 GLboolean EXT_draw_buffers2;
3710 GLboolean EXT_framebuffer_multisample;
3711 GLboolean EXT_framebuffer_multisample_blit_scaled;
3712 GLboolean EXT_framebuffer_sRGB;
3713 GLboolean EXT_gpu_program_parameters;
3714 GLboolean EXT_gpu_shader4;
3715 GLboolean EXT_packed_float;
3716 GLboolean EXT_pixel_buffer_object;
3717 GLboolean EXT_point_parameters;
3718 GLboolean EXT_polygon_offset_clamp;
3719 GLboolean EXT_provoking_vertex;
3720 GLboolean EXT_shader_integer_mix;
3721 GLboolean EXT_stencil_two_side;
3722 GLboolean EXT_texture3D;
3723 GLboolean EXT_texture_array;
3724 GLboolean EXT_texture_compression_latc;
3725 GLboolean EXT_texture_compression_s3tc;
3726 GLboolean EXT_texture_env_dot3;
3727 GLboolean EXT_texture_filter_anisotropic;
3728 GLboolean EXT_texture_integer;
3729 GLboolean EXT_texture_mirror_clamp;
3730 GLboolean EXT_texture_shared_exponent;
3731 GLboolean EXT_texture_snorm;
3732 GLboolean EXT_texture_sRGB;
3733 GLboolean EXT_texture_sRGB_decode;
3734 GLboolean EXT_texture_swizzle;
3735 GLboolean EXT_transform_feedback;
3736 GLboolean EXT_timer_query;
3737 GLboolean EXT_vertex_array_bgra;
3738 GLboolean OES_standard_derivatives;
3739 /* vendor extensions */
3740 GLboolean AMD_performance_monitor;
3741 GLboolean AMD_pinned_memory;
3742 GLboolean AMD_seamless_cubemap_per_texture;
3743 GLboolean AMD_vertex_shader_layer;
3744 GLboolean AMD_vertex_shader_viewport_index;
3745 GLboolean APPLE_object_purgeable;
3746 GLboolean ATI_texture_compression_3dc;
3747 GLboolean ATI_texture_mirror_once;
3748 GLboolean ATI_texture_env_combine3;
3749 GLboolean ATI_fragment_shader;
3750 GLboolean ATI_separate_stencil;
3751 GLboolean INTEL_performance_query;
3752 GLboolean KHR_texture_compression_astc_hdr;
3753 GLboolean KHR_texture_compression_astc_ldr;
3754 GLboolean MESA_pack_invert;
3755 GLboolean MESA_ycbcr_texture;
3756 GLboolean NV_conditional_render;
3757 GLboolean NV_fog_distance;
3758 GLboolean NV_fragment_program_option;
3759 GLboolean NV_point_sprite;
3760 GLboolean NV_primitive_restart;
3761 GLboolean NV_texture_barrier;
3762 GLboolean NV_texture_env_combine4;
3763 GLboolean NV_texture_rectangle;
3764 GLboolean NV_vdpau_interop;
3765 GLboolean TDFX_texture_compression_FXT1;
3766 GLboolean OES_EGL_image;
3767 GLboolean OES_draw_texture;
3768 GLboolean OES_depth_texture_cube_map;
3769 GLboolean OES_EGL_image_external;
3770 GLboolean OES_texture_float;
3771 GLboolean OES_texture_float_linear;
3772 GLboolean OES_texture_half_float;
3773 GLboolean OES_texture_half_float_linear;
3774 GLboolean OES_compressed_ETC1_RGB8_texture;
3775 GLboolean extension_sentinel;
3776 /** The extension string */
3777 const GLubyte *String;
3778 /** Number of supported extensions */
3779 GLuint Count;
3780 };
3781
3782
3783 /**
3784 * A stack of matrices (projection, modelview, color, texture, etc).
3785 */
3786 struct gl_matrix_stack
3787 {
3788 GLmatrix *Top; /**< points into Stack */
3789 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3790 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3791 GLuint MaxDepth; /**< size of Stack[] array */
3792 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3793 };
3794
3795
3796 /**
3797 * \name Bits for image transfer operations
3798 * \sa __struct gl_contextRec::ImageTransferState.
3799 */
3800 /*@{*/
3801 #define IMAGE_SCALE_BIAS_BIT 0x1
3802 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3803 #define IMAGE_MAP_COLOR_BIT 0x4
3804 #define IMAGE_CLAMP_BIT 0x800
3805
3806
3807 /** Pixel Transfer ops */
3808 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3809 IMAGE_SHIFT_OFFSET_BIT | \
3810 IMAGE_MAP_COLOR_BIT)
3811
3812 /**
3813 * \name Bits to indicate what state has changed.
3814 */
3815 /*@{*/
3816 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3817 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3818 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3819 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3820 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3821 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3822 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3823 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3824 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3825 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3826 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3827 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3828 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3829 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3830 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3831 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3832 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3833 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3834 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3835 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3836 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3837 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3838 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3839 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3840 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3841 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3842 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3843 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3844 #define _NEW_BUFFER_OBJECT (1 << 28)
3845 #define _NEW_FRAG_CLAMP (1 << 29)
3846 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3847 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3848 #define _NEW_ALL ~0
3849 /*@}*/
3850
3851
3852 /**
3853 * Composite state flags
3854 */
3855 /*@{*/
3856 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3857 _NEW_TEXTURE | \
3858 _NEW_POINT | \
3859 _NEW_PROGRAM | \
3860 _NEW_MODELVIEW)
3861
3862 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3863 _NEW_FOG | \
3864 _NEW_PROGRAM)
3865
3866
3867 /*@}*/
3868
3869
3870
3871
3872 /* This has to be included here. */
3873 #include "dd.h"
3874
3875
3876 /**
3877 * Display list flags.
3878 * Strictly this is a tnl-private concept, but it doesn't seem
3879 * worthwhile adding a tnl private structure just to hold this one bit
3880 * of information:
3881 */
3882 #define DLIST_DANGLING_REFS 0x1
3883
3884
3885 /** Opaque declaration of display list payload data type */
3886 union gl_dlist_node;
3887
3888
3889 /**
3890 * Provide a location where information about a display list can be
3891 * collected. Could be extended with driverPrivate structures,
3892 * etc. in the future.
3893 */
3894 struct gl_display_list
3895 {
3896 GLuint Name;
3897 GLchar *Label; /**< GL_KHR_debug */
3898 GLbitfield Flags; /**< DLIST_x flags */
3899 /** The dlist commands are in a linked list of nodes */
3900 union gl_dlist_node *Head;
3901 };
3902
3903
3904 /**
3905 * State used during display list compilation and execution.
3906 */
3907 struct gl_dlist_state
3908 {
3909 GLuint CallDepth; /**< Current recursion calling depth */
3910
3911 struct gl_display_list *CurrentList; /**< List currently being compiled */
3912 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3913 GLuint CurrentPos; /**< Index into current block of nodes */
3914
3915 GLvertexformat ListVtxfmt;
3916
3917 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3918 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3919
3920 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3921 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3922
3923 struct {
3924 /* State known to have been set by the currently-compiling display
3925 * list. Used to eliminate some redundant state changes.
3926 */
3927 GLenum ShadeModel;
3928 } Current;
3929 };
3930
3931 /** @{
3932 *
3933 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3934 * to small enums suitable for use as an array index.
3935 */
3936
3937 enum mesa_debug_source {
3938 MESA_DEBUG_SOURCE_API,
3939 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3940 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3941 MESA_DEBUG_SOURCE_THIRD_PARTY,
3942 MESA_DEBUG_SOURCE_APPLICATION,
3943 MESA_DEBUG_SOURCE_OTHER,
3944 MESA_DEBUG_SOURCE_COUNT
3945 };
3946
3947 enum mesa_debug_type {
3948 MESA_DEBUG_TYPE_ERROR,
3949 MESA_DEBUG_TYPE_DEPRECATED,
3950 MESA_DEBUG_TYPE_UNDEFINED,
3951 MESA_DEBUG_TYPE_PORTABILITY,
3952 MESA_DEBUG_TYPE_PERFORMANCE,
3953 MESA_DEBUG_TYPE_OTHER,
3954 MESA_DEBUG_TYPE_MARKER,
3955 MESA_DEBUG_TYPE_PUSH_GROUP,
3956 MESA_DEBUG_TYPE_POP_GROUP,
3957 MESA_DEBUG_TYPE_COUNT
3958 };
3959
3960 enum mesa_debug_severity {
3961 MESA_DEBUG_SEVERITY_LOW,
3962 MESA_DEBUG_SEVERITY_MEDIUM,
3963 MESA_DEBUG_SEVERITY_HIGH,
3964 MESA_DEBUG_SEVERITY_NOTIFICATION,
3965 MESA_DEBUG_SEVERITY_COUNT
3966 };
3967
3968 /** @} */
3969
3970 /**
3971 * Driver-specific state flags.
3972 *
3973 * These are or'd with gl_context::NewDriverState to notify a driver about
3974 * a state change. The driver sets the flags at context creation and
3975 * the meaning of the bits set is opaque to core Mesa.
3976 */
3977 struct gl_driver_flags
3978 {
3979 /** gl_context::Array::_DrawArrays (vertex array state) */
3980 uint64_t NewArray;
3981
3982 /** gl_context::TransformFeedback::CurrentObject */
3983 uint64_t NewTransformFeedback;
3984
3985 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3986 uint64_t NewTransformFeedbackProg;
3987
3988 /** gl_context::RasterDiscard */
3989 uint64_t NewRasterizerDiscard;
3990
3991 /**
3992 * gl_context::UniformBufferBindings
3993 * gl_shader_program::UniformBlocks
3994 */
3995 uint64_t NewUniformBuffer;
3996
3997 /**
3998 * gl_context::ShaderStorageBufferBindings
3999 * gl_shader_program::ShaderStorageBlocks
4000 */
4001 uint64_t NewShaderStorageBuffer;
4002
4003 uint64_t NewTextureBuffer;
4004
4005 /**
4006 * gl_context::AtomicBufferBindings
4007 */
4008 uint64_t NewAtomicBuffer;
4009
4010 /**
4011 * gl_context::ImageUnits
4012 */
4013 uint64_t NewImageUnits;
4014
4015 /**
4016 * gl_context::TessCtrlProgram::patch_default_*
4017 */
4018 uint64_t NewDefaultTessLevels;
4019 };
4020
4021 struct gl_uniform_buffer_binding
4022 {
4023 struct gl_buffer_object *BufferObject;
4024 /** Start of uniform block data in the buffer */
4025 GLintptr Offset;
4026 /** Size of data allowed to be referenced from the buffer (in bytes) */
4027 GLsizeiptr Size;
4028 /**
4029 * glBindBufferBase() indicates that the Size should be ignored and only
4030 * limited by the current size of the BufferObject.
4031 */
4032 GLboolean AutomaticSize;
4033 };
4034
4035 struct gl_shader_storage_buffer_binding
4036 {
4037 struct gl_buffer_object *BufferObject;
4038 /** Start of shader storage block data in the buffer */
4039 GLintptr Offset;
4040 /** Size of data allowed to be referenced from the buffer (in bytes) */
4041 GLsizeiptr Size;
4042 /**
4043 * glBindBufferBase() indicates that the Size should be ignored and only
4044 * limited by the current size of the BufferObject.
4045 */
4046 GLboolean AutomaticSize;
4047 };
4048
4049 /**
4050 * ARB_shader_image_load_store image unit.
4051 */
4052 struct gl_image_unit
4053 {
4054 /**
4055 * Texture object bound to this unit.
4056 */
4057 struct gl_texture_object *TexObj;
4058
4059 /**
4060 * Level of the texture object bound to this unit.
4061 */
4062 GLuint Level;
4063
4064 /**
4065 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4066 * GL_FALSE if only some specific layer of the texture is bound.
4067 * \sa Layer
4068 */
4069 GLboolean Layered;
4070
4071 /**
4072 * GL_TRUE if the state of this image unit is valid and access from
4073 * the shader is allowed. Otherwise loads from this unit should
4074 * return zero and stores should have no effect.
4075 */
4076 GLboolean _Valid;
4077
4078 /**
4079 * Layer of the texture object bound to this unit as specified by the
4080 * application.
4081 */
4082 GLuint Layer;
4083
4084 /**
4085 * Layer of the texture object bound to this unit, or zero if the
4086 * whole level is bound.
4087 */
4088 GLuint _Layer;
4089
4090 /**
4091 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4092 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4093 */
4094 GLenum Access;
4095
4096 /**
4097 * GL internal format that determines the interpretation of the
4098 * image memory when shader image operations are performed through
4099 * this unit.
4100 */
4101 GLenum Format;
4102
4103 /**
4104 * Mesa format corresponding to \c Format.
4105 */
4106 mesa_format _ActualFormat;
4107
4108 };
4109
4110 /**
4111 * Binding point for an atomic counter buffer object.
4112 */
4113 struct gl_atomic_buffer_binding
4114 {
4115 struct gl_buffer_object *BufferObject;
4116 GLintptr Offset;
4117 GLsizeiptr Size;
4118 };
4119
4120 /**
4121 * Mesa rendering context.
4122 *
4123 * This is the central context data structure for Mesa. Almost all
4124 * OpenGL state is contained in this structure.
4125 * Think of this as a base class from which device drivers will derive
4126 * sub classes.
4127 */
4128 struct gl_context
4129 {
4130 /** State possibly shared with other contexts in the address space */
4131 struct gl_shared_state *Shared;
4132
4133 /** \name API function pointer tables */
4134 /*@{*/
4135 gl_api API;
4136 /**
4137 * The current dispatch table for non-displaylist-saving execution, either
4138 * BeginEnd or OutsideBeginEnd
4139 */
4140 struct _glapi_table *Exec;
4141 /**
4142 * The normal dispatch table for non-displaylist-saving, non-begin/end
4143 */
4144 struct _glapi_table *OutsideBeginEnd;
4145 /** The dispatch table used between glNewList() and glEndList() */
4146 struct _glapi_table *Save;
4147 /**
4148 * The dispatch table used between glBegin() and glEnd() (outside of a
4149 * display list). Only valid functions between those two are set, which is
4150 * mostly just the set in a GLvertexformat struct.
4151 */
4152 struct _glapi_table *BeginEnd;
4153 /**
4154 * Tracks the current dispatch table out of the 3 above, so that it can be
4155 * re-set on glXMakeCurrent().
4156 */
4157 struct _glapi_table *CurrentDispatch;
4158 /*@}*/
4159
4160 struct gl_config Visual;
4161 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4162 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4163 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4164 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4165
4166 /**
4167 * Device driver function pointer table
4168 */
4169 struct dd_function_table Driver;
4170
4171 /** Core/Driver constants */
4172 struct gl_constants Const;
4173
4174 /** \name The various 4x4 matrix stacks */
4175 /*@{*/
4176 struct gl_matrix_stack ModelviewMatrixStack;
4177 struct gl_matrix_stack ProjectionMatrixStack;
4178 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4179 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4180 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4181 /*@}*/
4182
4183 /** Combined modelview and projection matrix */
4184 GLmatrix _ModelProjectMatrix;
4185
4186 /** \name Display lists */
4187 struct gl_dlist_state ListState;
4188
4189 GLboolean ExecuteFlag; /**< Execute GL commands? */
4190 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4191
4192 /** Extension information */
4193 struct gl_extensions Extensions;
4194
4195 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4196 GLuint Version;
4197 char *VersionString;
4198
4199 /** \name State attribute stack (for glPush/PopAttrib) */
4200 /*@{*/
4201 GLuint AttribStackDepth;
4202 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4203 /*@}*/
4204
4205 /** \name Renderer attribute groups
4206 *
4207 * We define a struct for each attribute group to make pushing and popping
4208 * attributes easy. Also it's a good organization.
4209 */
4210 /*@{*/
4211 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4212 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4213 struct gl_current_attrib Current; /**< Current attributes */
4214 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4215 struct gl_eval_attrib Eval; /**< Eval attributes */
4216 struct gl_fog_attrib Fog; /**< Fog attributes */
4217 struct gl_hint_attrib Hint; /**< Hint attributes */
4218 struct gl_light_attrib Light; /**< Light attributes */
4219 struct gl_line_attrib Line; /**< Line attributes */
4220 struct gl_list_attrib List; /**< List attributes */
4221 struct gl_multisample_attrib Multisample;
4222 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4223 struct gl_point_attrib Point; /**< Point attributes */
4224 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4225 GLuint PolygonStipple[32]; /**< Polygon stipple */
4226 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4227 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4228 struct gl_texture_attrib Texture; /**< Texture attributes */
4229 struct gl_transform_attrib Transform; /**< Transformation attributes */
4230 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4231 /*@}*/
4232
4233 /** \name Client attribute stack */
4234 /*@{*/
4235 GLuint ClientAttribStackDepth;
4236 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4237 /*@}*/
4238
4239 /** \name Client attribute groups */
4240 /*@{*/
4241 struct gl_array_attrib Array; /**< Vertex arrays */
4242 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4243 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4244 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4245 /*@}*/
4246
4247 /** \name Other assorted state (not pushed/popped on attribute stack) */
4248 /*@{*/
4249 struct gl_pixelmaps PixelMaps;
4250
4251 struct gl_evaluators EvalMap; /**< All evaluators */
4252 struct gl_feedback Feedback; /**< Feedback */
4253 struct gl_selection Select; /**< Selection */
4254
4255 struct gl_program_state Program; /**< general program state */
4256 struct gl_vertex_program_state VertexProgram;
4257 struct gl_fragment_program_state FragmentProgram;
4258 struct gl_geometry_program_state GeometryProgram;
4259 struct gl_compute_program_state ComputeProgram;
4260 struct gl_tess_ctrl_program_state TessCtrlProgram;
4261 struct gl_tess_eval_program_state TessEvalProgram;
4262 struct gl_ati_fragment_shader_state ATIFragmentShader;
4263
4264 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4265 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4266
4267 /**
4268 * Current active shader pipeline state
4269 *
4270 * Almost all internal users want ::_Shader instead of ::Shader. The
4271 * exceptions are bits of legacy GLSL API that do not know about separate
4272 * shader objects.
4273 *
4274 * If a program is active via \c glUseProgram, this will point to
4275 * \c ::Shader.
4276 *
4277 * If a program pipeline is active via \c glBindProgramPipeline, this will
4278 * point to \c ::Pipeline.Current.
4279 *
4280 * If neither a program nor a program pipeline is active, this will point to
4281 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4282 * \c NULL.
4283 */
4284 struct gl_pipeline_object *_Shader;
4285
4286 struct gl_query_state Query; /**< occlusion, timer queries */
4287
4288 struct gl_transform_feedback_state TransformFeedback;
4289
4290 struct gl_perf_monitor_state PerfMonitor;
4291
4292 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4293 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4294
4295 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4296 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4297
4298 /**
4299 * Current GL_ARB_uniform_buffer_object binding referenced by
4300 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4301 */
4302 struct gl_buffer_object *UniformBuffer;
4303
4304 /**
4305 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4306 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4307 */
4308 struct gl_buffer_object *ShaderStorageBuffer;
4309
4310 /**
4311 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4312 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4313 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4314 * shader program.
4315 */
4316 struct gl_uniform_buffer_binding
4317 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4318
4319 /**
4320 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4321 * and GL 4.3. This is set up using glBindBufferRange() or
4322 * glBindBufferBase(). They are associated with shader storage blocks by
4323 * glShaderStorageBlockBinding()'s state in the shader program.
4324 */
4325 struct gl_shader_storage_buffer_binding
4326 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4327
4328 /**
4329 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4330 * target.
4331 */
4332 struct gl_buffer_object *AtomicBuffer;
4333
4334 /**
4335 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4336 * target.
4337 */
4338 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4339
4340 /**
4341 * Array of atomic counter buffer binding points.
4342 */
4343 struct gl_atomic_buffer_binding
4344 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4345
4346 /**
4347 * Array of image units for ARB_shader_image_load_store.
4348 */
4349 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4350
4351 /*@}*/
4352
4353 struct gl_meta_state *Meta; /**< for "meta" operations */
4354
4355 /* GL_EXT_framebuffer_object */
4356 struct gl_renderbuffer *CurrentRenderbuffer;
4357
4358 GLenum ErrorValue; /**< Last error code */
4359
4360 /**
4361 * Recognize and silence repeated error debug messages in buggy apps.
4362 */
4363 const char *ErrorDebugFmtString;
4364 GLuint ErrorDebugCount;
4365
4366 /* GL_ARB_debug_output/GL_KHR_debug */
4367 mtx_t DebugMutex;
4368 struct gl_debug_state *Debug;
4369
4370 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4371 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4372 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4373
4374 struct gl_driver_flags DriverFlags;
4375
4376 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4377
4378 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4379
4380 /** \name Derived state */
4381 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4382 GLfloat _EyeZDir[3];
4383 GLfloat _ModelViewInvScale;
4384 GLboolean _NeedEyeCoords;
4385 GLboolean _ForceEyeCoords;
4386
4387 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4388
4389 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4390
4391 /** \name For debugging/development only */
4392 /*@{*/
4393 GLboolean FirstTimeCurrent;
4394 /*@}*/
4395
4396 /**
4397 * False if this context was created without a config. This is needed
4398 * because the initial state of glDrawBuffers depends on this
4399 */
4400 GLboolean HasConfig;
4401
4402 /** software compression/decompression supported or not */
4403 GLboolean Mesa_DXTn;
4404
4405 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4406
4407 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4408
4409 /**
4410 * \name Hooks for module contexts.
4411 *
4412 * These will eventually live in the driver or elsewhere.
4413 */
4414 /*@{*/
4415 void *swrast_context;
4416 void *swsetup_context;
4417 void *swtnl_context;
4418 struct vbo_context *vbo_context;
4419 struct st_context *st;
4420 void *aelt_context;
4421 /*@}*/
4422
4423 /**
4424 * \name NV_vdpau_interop
4425 */
4426 /*@{*/
4427 const void *vdpDevice;
4428 const void *vdpGetProcAddress;
4429 struct set *vdpSurfaces;
4430 /*@}*/
4431
4432 /**
4433 * Has this context observed a GPU reset in any context in the share group?
4434 *
4435 * Once this field becomes true, it is never reset to false.
4436 */
4437 GLboolean ShareGroupReset;
4438 };
4439
4440
4441 #ifdef DEBUG
4442 extern int MESA_VERBOSE;
4443 extern int MESA_DEBUG_FLAGS;
4444 # define MESA_FUNCTION __func__
4445 #else
4446 # define MESA_VERBOSE 0
4447 # define MESA_DEBUG_FLAGS 0
4448 # define MESA_FUNCTION "a function"
4449 #endif
4450
4451
4452 /** The MESA_VERBOSE var is a bitmask of these flags */
4453 enum _verbose
4454 {
4455 VERBOSE_VARRAY = 0x0001,
4456 VERBOSE_TEXTURE = 0x0002,
4457 VERBOSE_MATERIAL = 0x0004,
4458 VERBOSE_PIPELINE = 0x0008,
4459 VERBOSE_DRIVER = 0x0010,
4460 VERBOSE_STATE = 0x0020,
4461 VERBOSE_API = 0x0040,
4462 VERBOSE_DISPLAY_LIST = 0x0100,
4463 VERBOSE_LIGHTING = 0x0200,
4464 VERBOSE_PRIMS = 0x0400,
4465 VERBOSE_VERTS = 0x0800,
4466 VERBOSE_DISASSEM = 0x1000,
4467 VERBOSE_DRAW = 0x2000,
4468 VERBOSE_SWAPBUFFERS = 0x4000
4469 };
4470
4471
4472 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4473 enum _debug
4474 {
4475 DEBUG_SILENT = (1 << 0),
4476 DEBUG_ALWAYS_FLUSH = (1 << 1),
4477 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4478 DEBUG_INCOMPLETE_FBO = (1 << 3)
4479 };
4480
4481 static inline bool
4482 _mesa_active_fragment_shader_has_atomic_ops(const struct gl_context *ctx)
4483 {
4484 return ctx->Shader._CurrentFragmentProgram != NULL &&
4485 ctx->Shader._CurrentFragmentProgram->NumAtomicBuffers > 0;
4486 }
4487
4488 #ifdef __cplusplus
4489 }
4490 #endif
4491
4492 #endif /* MTYPES_H */