st/mesa: use the wrapped renderbuffer in CopyPixels()
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43
44 /* Shader stages. Note that these will become 5 with tessellation.
45 * These MUST have the same values as PIPE_SHADER_*
46 */
47 #define MESA_SHADER_VERTEX 0
48 #define MESA_SHADER_FRAGMENT 1
49 #define MESA_SHADER_GEOMETRY 2
50 #define MESA_SHADER_TYPES 3
51
52
53 /**
54 * Color channel data type.
55 */
56 #if CHAN_BITS == 8
57 typedef GLubyte GLchan;
58 #define CHAN_MAX 255
59 #define CHAN_MAXF 255.0F
60 #define CHAN_TYPE GL_UNSIGNED_BYTE
61 #elif CHAN_BITS == 16
62 typedef GLushort GLchan;
63 #define CHAN_MAX 65535
64 #define CHAN_MAXF 65535.0F
65 #define CHAN_TYPE GL_UNSIGNED_SHORT
66 #elif CHAN_BITS == 32
67 typedef GLfloat GLchan;
68 #define CHAN_MAX 1.0
69 #define CHAN_MAXF 1.0F
70 #define CHAN_TYPE GL_FLOAT
71 #else
72 #error "illegal number of color channel bits"
73 #endif
74
75
76 /**
77 * Stencil buffer data type.
78 */
79 #if STENCIL_BITS==8
80 typedef GLubyte GLstencil;
81 #elif STENCIL_BITS==16
82 typedef GLushort GLstencil;
83 #else
84 # error "illegal number of stencil bits"
85 #endif
86
87
88 /**
89 * \name 64-bit extension of GLbitfield.
90 */
91 /*@{*/
92 typedef GLuint64 GLbitfield64;
93
94 #define BITFIELD64_ONE 1ULL
95 #define BITFIELD64_ALLONES ~0ULL
96
97 /** Set a single bit */
98 #define BITFIELD64_BIT(b) (BITFIELD64_ONE << (b))
99
100 /** Set a mask of the least significant \c b bits */
101 #define BITFIELD64_MASK(b) (((b) >= 64) ? BITFIELD64_ALLONES : \
102 (BITFIELD64_BIT(b) - 1))
103
104 /**
105 * Set all bits from l (low bit) to h (high bit), inclusive.
106 *
107 * \note \C BITFIELD_64_RANGE(0, 63) return 64 set bits.
108 */
109 #define BITFIELD64_RANGE(l, h) (BITFIELD64_MASK((h) + 1) & ~BITFIELD64_MASK(l))
110 /*@}*/
111
112
113 /**
114 * \name Some forward type declarations
115 */
116 /*@{*/
117 struct _mesa_HashTable;
118 struct gl_attrib_node;
119 struct gl_list_extensions;
120 struct gl_meta_state;
121 struct gl_pixelstore_attrib;
122 struct gl_program_cache;
123 struct gl_texture_format;
124 struct gl_texture_image;
125 struct gl_texture_object;
126 struct st_context;
127 typedef struct __GLcontextRec GLcontext;
128 typedef struct __GLcontextModesRec GLvisual;
129 typedef struct gl_framebuffer GLframebuffer;
130 /*@}*/
131
132
133
134 /**
135 * Indexes for vertex program attributes.
136 * GL_NV_vertex_program aliases generic attributes over the conventional
137 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
138 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
139 * generic attributes are distinct/separate).
140 */
141 typedef enum
142 {
143 VERT_ATTRIB_POS = 0,
144 VERT_ATTRIB_WEIGHT = 1,
145 VERT_ATTRIB_NORMAL = 2,
146 VERT_ATTRIB_COLOR0 = 3,
147 VERT_ATTRIB_COLOR1 = 4,
148 VERT_ATTRIB_FOG = 5,
149 VERT_ATTRIB_COLOR_INDEX = 6,
150 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
151 VERT_ATTRIB_EDGEFLAG = 7,
152 VERT_ATTRIB_TEX0 = 8,
153 VERT_ATTRIB_TEX1 = 9,
154 VERT_ATTRIB_TEX2 = 10,
155 VERT_ATTRIB_TEX3 = 11,
156 VERT_ATTRIB_TEX4 = 12,
157 VERT_ATTRIB_TEX5 = 13,
158 VERT_ATTRIB_TEX6 = 14,
159 VERT_ATTRIB_TEX7 = 15,
160 VERT_ATTRIB_GENERIC0 = 16,
161 VERT_ATTRIB_GENERIC1 = 17,
162 VERT_ATTRIB_GENERIC2 = 18,
163 VERT_ATTRIB_GENERIC3 = 19,
164 VERT_ATTRIB_GENERIC4 = 20,
165 VERT_ATTRIB_GENERIC5 = 21,
166 VERT_ATTRIB_GENERIC6 = 22,
167 VERT_ATTRIB_GENERIC7 = 23,
168 VERT_ATTRIB_GENERIC8 = 24,
169 VERT_ATTRIB_GENERIC9 = 25,
170 VERT_ATTRIB_GENERIC10 = 26,
171 VERT_ATTRIB_GENERIC11 = 27,
172 VERT_ATTRIB_GENERIC12 = 28,
173 VERT_ATTRIB_GENERIC13 = 29,
174 VERT_ATTRIB_GENERIC14 = 30,
175 VERT_ATTRIB_GENERIC15 = 31,
176 VERT_ATTRIB_MAX = 32
177 } gl_vert_attrib;
178
179 /**
180 * Bitflags for vertex attributes.
181 * These are used in bitfields in many places.
182 */
183 /*@{*/
184 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
185 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
186 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
187 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
188 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
189 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
190 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
191 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
192 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
193 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
194 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
195 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
196 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
197 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
198 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
199 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
200 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
201 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
202 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
203 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
204 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
205 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
206 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
207 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
208 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
209 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
210 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
211 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
212 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
213 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
214 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
215 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
216
217 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
218 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
219 /*@}*/
220
221
222 /**
223 * Indexes for vertex program result attributes
224 */
225 typedef enum
226 {
227 VERT_RESULT_HPOS = 0,
228 VERT_RESULT_COL0 = 1,
229 VERT_RESULT_COL1 = 2,
230 VERT_RESULT_FOGC = 3,
231 VERT_RESULT_TEX0 = 4,
232 VERT_RESULT_TEX1 = 5,
233 VERT_RESULT_TEX2 = 6,
234 VERT_RESULT_TEX3 = 7,
235 VERT_RESULT_TEX4 = 8,
236 VERT_RESULT_TEX5 = 9,
237 VERT_RESULT_TEX6 = 10,
238 VERT_RESULT_TEX7 = 11,
239 VERT_RESULT_PSIZ = 12,
240 VERT_RESULT_BFC0 = 13,
241 VERT_RESULT_BFC1 = 14,
242 VERT_RESULT_EDGE = 15,
243 VERT_RESULT_VAR0 = 16, /**< shader varying */
244 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
245 } gl_vert_result;
246
247
248 /*********************************************/
249
250 /**
251 * Indexes for geometry program attributes.
252 */
253 typedef enum
254 {
255 GEOM_ATTRIB_POSITION = 0,
256 GEOM_ATTRIB_COLOR0 = 1,
257 GEOM_ATTRIB_COLOR1 = 2,
258 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
259 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
260 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
261 GEOM_ATTRIB_POINT_SIZE = 6,
262 GEOM_ATTRIB_CLIP_VERTEX = 7,
263 GEOM_ATTRIB_PRIMITIVE_ID = 8,
264 GEOM_ATTRIB_TEX_COORD = 9,
265
266 GEOM_ATTRIB_VAR0 = 16,
267 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
268 } gl_geom_attrib;
269
270 /**
271 * Bitflags for geometry attributes.
272 * These are used in bitfields in many places.
273 */
274 /*@{*/
275 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
276 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
277 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
278 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
279 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
280 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
281 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
282 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
283 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
284 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
285 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
286
287 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
288 /*@}*/
289
290
291 /**
292 * Indexes for geometry program result attributes
293 */
294 /*@{*/
295 typedef enum {
296 GEOM_RESULT_POS = 0,
297 GEOM_RESULT_COL0 = 1,
298 GEOM_RESULT_COL1 = 2,
299 GEOM_RESULT_SCOL0 = 3,
300 GEOM_RESULT_SCOL1 = 4,
301 GEOM_RESULT_FOGC = 5,
302 GEOM_RESULT_TEX0 = 6,
303 GEOM_RESULT_TEX1 = 7,
304 GEOM_RESULT_TEX2 = 8,
305 GEOM_RESULT_TEX3 = 9,
306 GEOM_RESULT_TEX4 = 10,
307 GEOM_RESULT_TEX5 = 11,
308 GEOM_RESULT_TEX6 = 12,
309 GEOM_RESULT_TEX7 = 13,
310 GEOM_RESULT_PSIZ = 14,
311 GEOM_RESULT_CLPV = 15,
312 GEOM_RESULT_PRID = 16,
313 GEOM_RESULT_LAYR = 17,
314 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
315 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
316 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
317 } gl_geom_result;
318 /*@}*/
319
320 /**
321 * Indexes for fragment program input attributes.
322 */
323 typedef enum
324 {
325 FRAG_ATTRIB_WPOS = 0,
326 FRAG_ATTRIB_COL0 = 1,
327 FRAG_ATTRIB_COL1 = 2,
328 FRAG_ATTRIB_FOGC = 3,
329 FRAG_ATTRIB_TEX0 = 4,
330 FRAG_ATTRIB_TEX1 = 5,
331 FRAG_ATTRIB_TEX2 = 6,
332 FRAG_ATTRIB_TEX3 = 7,
333 FRAG_ATTRIB_TEX4 = 8,
334 FRAG_ATTRIB_TEX5 = 9,
335 FRAG_ATTRIB_TEX6 = 10,
336 FRAG_ATTRIB_TEX7 = 11,
337 FRAG_ATTRIB_FACE = 12, /**< front/back face */
338 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
339 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
340 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
341 } gl_frag_attrib;
342
343 /**
344 * Bitflags for fragment program input attributes.
345 */
346 /*@{*/
347 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
348 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
349 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
350 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
351 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
352 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
353 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
354 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
355 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
356 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
357 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
358 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
359 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
360 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
361 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
362
363 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
364 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
365
366 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
367 FRAG_BIT_TEX1| \
368 FRAG_BIT_TEX2| \
369 FRAG_BIT_TEX3| \
370 FRAG_BIT_TEX4| \
371 FRAG_BIT_TEX5| \
372 FRAG_BIT_TEX6| \
373 FRAG_BIT_TEX7)
374 /*@}*/
375
376
377 /**
378 * Fragment program results
379 */
380 typedef enum
381 {
382 FRAG_RESULT_DEPTH = 0,
383 FRAG_RESULT_COLOR = 1,
384 FRAG_RESULT_DATA0 = 2,
385 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
386 } gl_frag_result;
387
388
389 /**
390 * Indexes for all renderbuffers
391 */
392 typedef enum
393 {
394 /* the four standard color buffers */
395 BUFFER_FRONT_LEFT,
396 BUFFER_BACK_LEFT,
397 BUFFER_FRONT_RIGHT,
398 BUFFER_BACK_RIGHT,
399 BUFFER_DEPTH,
400 BUFFER_STENCIL,
401 BUFFER_ACCUM,
402 /* optional aux buffer */
403 BUFFER_AUX0,
404 /* generic renderbuffers */
405 BUFFER_COLOR0,
406 BUFFER_COLOR1,
407 BUFFER_COLOR2,
408 BUFFER_COLOR3,
409 BUFFER_COLOR4,
410 BUFFER_COLOR5,
411 BUFFER_COLOR6,
412 BUFFER_COLOR7,
413 BUFFER_COUNT
414 } gl_buffer_index;
415
416 /**
417 * Bit flags for all renderbuffers
418 */
419 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
420 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
421 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
422 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
423 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
424 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
425 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
426 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
427 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
428 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
429 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
430 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
431 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
432 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
433 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
434 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
435 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
436 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
437 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
438
439 /**
440 * Mask of all the color buffer bits (but not accum).
441 */
442 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
443 BUFFER_BIT_BACK_LEFT | \
444 BUFFER_BIT_FRONT_RIGHT | \
445 BUFFER_BIT_BACK_RIGHT | \
446 BUFFER_BIT_AUX0 | \
447 BUFFER_BIT_COLOR0 | \
448 BUFFER_BIT_COLOR1 | \
449 BUFFER_BIT_COLOR2 | \
450 BUFFER_BIT_COLOR3 | \
451 BUFFER_BIT_COLOR4 | \
452 BUFFER_BIT_COLOR5 | \
453 BUFFER_BIT_COLOR6 | \
454 BUFFER_BIT_COLOR7)
455
456
457 /**
458 * Data structure for color tables
459 */
460 struct gl_color_table
461 {
462 GLenum InternalFormat; /**< The user-specified format */
463 GLenum _BaseFormat; /**< GL_ALPHA, GL_RGBA, GL_RGB, etc */
464 GLuint Size; /**< number of entries in table */
465 GLfloat *TableF; /**< Color table, floating point values */
466 GLubyte *TableUB; /**< Color table, ubyte values */
467 GLubyte RedSize;
468 GLubyte GreenSize;
469 GLubyte BlueSize;
470 GLubyte AlphaSize;
471 GLubyte LuminanceSize;
472 GLubyte IntensitySize;
473 };
474
475
476 /**
477 * \name Bit flags used for updating material values.
478 */
479 /*@{*/
480 #define MAT_ATTRIB_FRONT_AMBIENT 0
481 #define MAT_ATTRIB_BACK_AMBIENT 1
482 #define MAT_ATTRIB_FRONT_DIFFUSE 2
483 #define MAT_ATTRIB_BACK_DIFFUSE 3
484 #define MAT_ATTRIB_FRONT_SPECULAR 4
485 #define MAT_ATTRIB_BACK_SPECULAR 5
486 #define MAT_ATTRIB_FRONT_EMISSION 6
487 #define MAT_ATTRIB_BACK_EMISSION 7
488 #define MAT_ATTRIB_FRONT_SHININESS 8
489 #define MAT_ATTRIB_BACK_SHININESS 9
490 #define MAT_ATTRIB_FRONT_INDEXES 10
491 #define MAT_ATTRIB_BACK_INDEXES 11
492 #define MAT_ATTRIB_MAX 12
493
494 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
495 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
496 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
497 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
498 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
499 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
500
501 #define MAT_INDEX_AMBIENT 0
502 #define MAT_INDEX_DIFFUSE 1
503 #define MAT_INDEX_SPECULAR 2
504
505 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
506 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
507 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
508 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
509 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
510 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
511 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
512 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
513 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
514 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
515 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
516 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
517
518
519 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
520 MAT_BIT_FRONT_AMBIENT | \
521 MAT_BIT_FRONT_DIFFUSE | \
522 MAT_BIT_FRONT_SPECULAR | \
523 MAT_BIT_FRONT_SHININESS | \
524 MAT_BIT_FRONT_INDEXES)
525
526 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
527 MAT_BIT_BACK_AMBIENT | \
528 MAT_BIT_BACK_DIFFUSE | \
529 MAT_BIT_BACK_SPECULAR | \
530 MAT_BIT_BACK_SHININESS | \
531 MAT_BIT_BACK_INDEXES)
532
533 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
534 /*@}*/
535
536
537 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
538 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
539
540 /**
541 * Material shininess lookup table.
542 */
543 struct gl_shine_tab
544 {
545 struct gl_shine_tab *next, *prev;
546 GLfloat tab[SHINE_TABLE_SIZE+1];
547 GLfloat shininess;
548 GLuint refcount;
549 };
550
551
552 /**
553 * Light source state.
554 */
555 struct gl_light
556 {
557 struct gl_light *next; /**< double linked list with sentinel */
558 struct gl_light *prev;
559
560 GLfloat Ambient[4]; /**< ambient color */
561 GLfloat Diffuse[4]; /**< diffuse color */
562 GLfloat Specular[4]; /**< specular color */
563 GLfloat EyePosition[4]; /**< position in eye coordinates */
564 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
565 GLfloat SpotExponent;
566 GLfloat SpotCutoff; /**< in degrees */
567 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
568 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
569 GLfloat ConstantAttenuation;
570 GLfloat LinearAttenuation;
571 GLfloat QuadraticAttenuation;
572 GLboolean Enabled; /**< On/off flag */
573
574 /**
575 * \name Derived fields
576 */
577 /*@{*/
578 GLbitfield _Flags; /**< State */
579
580 GLfloat _Position[4]; /**< position in eye/obj coordinates */
581 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
582 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
583 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
584 GLfloat _VP_inf_spot_attenuation;
585
586 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
587 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
588 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
589 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
590 GLfloat _dli; /**< CI diffuse light intensity */
591 GLfloat _sli; /**< CI specular light intensity */
592 /*@}*/
593 };
594
595
596 /**
597 * Light model state.
598 */
599 struct gl_lightmodel
600 {
601 GLfloat Ambient[4]; /**< ambient color */
602 GLboolean LocalViewer; /**< Local (or infinite) view point? */
603 GLboolean TwoSide; /**< Two (or one) sided lighting? */
604 GLenum ColorControl; /**< either GL_SINGLE_COLOR
605 * or GL_SEPARATE_SPECULAR_COLOR */
606 };
607
608
609 /**
610 * Material state.
611 */
612 struct gl_material
613 {
614 GLfloat Attrib[MAT_ATTRIB_MAX][4];
615 };
616
617
618 /**
619 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
620 */
621 struct gl_accum_attrib
622 {
623 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
624 };
625
626
627 /**
628 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
629 */
630 struct gl_colorbuffer_attrib
631 {
632 GLuint ClearIndex; /**< Index to use for glClear */
633 GLclampf ClearColor[4]; /**< Color to use for glClear */
634
635 GLuint IndexMask; /**< Color index write mask */
636 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
637
638 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
639
640 /**
641 * \name alpha testing
642 */
643 /*@{*/
644 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
645 GLenum AlphaFunc; /**< Alpha test function */
646 GLclampf AlphaRef; /**< Alpha reference value */
647 /*@}*/
648
649 /**
650 * \name Blending
651 */
652 /*@{*/
653 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
654 GLenum BlendSrcRGB; /**< Blending source operator */
655 GLenum BlendDstRGB; /**< Blending destination operator */
656 GLenum BlendSrcA; /**< GL_INGR_blend_func_separate */
657 GLenum BlendDstA; /**< GL_INGR_blend_func_separate */
658 GLenum BlendEquationRGB; /**< Blending equation */
659 GLenum BlendEquationA; /**< GL_EXT_blend_equation_separate */
660 GLfloat BlendColor[4]; /**< Blending color */
661 /*@}*/
662
663 /**
664 * \name Logic op
665 */
666 /*@{*/
667 GLenum LogicOp; /**< Logic operator */
668 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
669 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
670 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
671 /*@}*/
672
673 GLboolean DitherFlag; /**< Dither enable flag */
674
675 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
676 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
677 };
678
679
680 /**
681 * Current attribute group (GL_CURRENT_BIT).
682 */
683 struct gl_current_attrib
684 {
685 /**
686 * \name Current vertex attributes.
687 * \note Values are valid only after FLUSH_VERTICES has been called.
688 * \note Index and Edgeflag current values are stored as floats in the
689 * SIX and SEVEN attribute slots.
690 */
691 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
692
693 /**
694 * \name Current raster position attributes (always valid).
695 * \note This set of attributes is very similar to the SWvertex struct.
696 */
697 /*@{*/
698 GLfloat RasterPos[4];
699 GLfloat RasterDistance;
700 GLfloat RasterColor[4];
701 GLfloat RasterSecondaryColor[4];
702 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
703 GLboolean RasterPosValid;
704 /*@}*/
705 };
706
707
708 /**
709 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
710 */
711 struct gl_depthbuffer_attrib
712 {
713 GLenum Func; /**< Function for depth buffer compare */
714 GLclampd Clear; /**< Value to clear depth buffer to */
715 GLboolean Test; /**< Depth buffering enabled flag */
716 GLboolean Mask; /**< Depth buffer writable? */
717 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
718 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
719 };
720
721
722 /**
723 * Evaluator attribute group (GL_EVAL_BIT).
724 */
725 struct gl_eval_attrib
726 {
727 /**
728 * \name Enable bits
729 */
730 /*@{*/
731 GLboolean Map1Color4;
732 GLboolean Map1Index;
733 GLboolean Map1Normal;
734 GLboolean Map1TextureCoord1;
735 GLboolean Map1TextureCoord2;
736 GLboolean Map1TextureCoord3;
737 GLboolean Map1TextureCoord4;
738 GLboolean Map1Vertex3;
739 GLboolean Map1Vertex4;
740 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
741 GLboolean Map2Color4;
742 GLboolean Map2Index;
743 GLboolean Map2Normal;
744 GLboolean Map2TextureCoord1;
745 GLboolean Map2TextureCoord2;
746 GLboolean Map2TextureCoord3;
747 GLboolean Map2TextureCoord4;
748 GLboolean Map2Vertex3;
749 GLboolean Map2Vertex4;
750 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
751 GLboolean AutoNormal;
752 /*@}*/
753
754 /**
755 * \name Map Grid endpoints and divisions and calculated du values
756 */
757 /*@{*/
758 GLint MapGrid1un;
759 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
760 GLint MapGrid2un, MapGrid2vn;
761 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
762 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
763 /*@}*/
764 };
765
766
767 /**
768 * Fog attribute group (GL_FOG_BIT).
769 */
770 struct gl_fog_attrib
771 {
772 GLboolean Enabled; /**< Fog enabled flag */
773 GLfloat Color[4]; /**< Fog color */
774 GLfloat Density; /**< Density >= 0.0 */
775 GLfloat Start; /**< Start distance in eye coords */
776 GLfloat End; /**< End distance in eye coords */
777 GLfloat Index; /**< Fog index */
778 GLenum Mode; /**< Fog mode */
779 GLboolean ColorSumEnabled;
780 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
781 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
782 };
783
784
785 /**
786 * Hint attribute group (GL_HINT_BIT).
787 *
788 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
789 */
790 struct gl_hint_attrib
791 {
792 GLenum PerspectiveCorrection;
793 GLenum PointSmooth;
794 GLenum LineSmooth;
795 GLenum PolygonSmooth;
796 GLenum Fog;
797 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
798 GLenum TextureCompression; /**< GL_ARB_texture_compression */
799 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
800 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
801 };
802
803 /**
804 * Light state flags.
805 */
806 /*@{*/
807 #define LIGHT_SPOT 0x1
808 #define LIGHT_LOCAL_VIEWER 0x2
809 #define LIGHT_POSITIONAL 0x4
810 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
811 /*@}*/
812
813
814 /**
815 * Lighting attribute group (GL_LIGHT_BIT).
816 */
817 struct gl_light_attrib
818 {
819 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
820 struct gl_lightmodel Model; /**< Lighting model */
821
822 /**
823 * Must flush FLUSH_VERTICES before referencing:
824 */
825 /*@{*/
826 struct gl_material Material; /**< Includes front & back values */
827 /*@}*/
828
829 GLboolean Enabled; /**< Lighting enabled flag */
830 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
831 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
832 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
833 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
834 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
835 GLboolean ColorMaterialEnabled;
836 GLenum ClampVertexColor;
837
838 struct gl_light EnabledList; /**< List sentinel */
839
840 /**
841 * Derived state for optimizations:
842 */
843 /*@{*/
844 GLboolean _NeedEyeCoords;
845 GLboolean _NeedVertices; /**< Use fast shader? */
846 GLbitfield _Flags; /**< LIGHT_* flags, see above */
847 GLfloat _BaseColor[2][3];
848 /*@}*/
849 };
850
851
852 /**
853 * Line attribute group (GL_LINE_BIT).
854 */
855 struct gl_line_attrib
856 {
857 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
858 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
859 GLushort StipplePattern; /**< Stipple pattern */
860 GLint StippleFactor; /**< Stipple repeat factor */
861 GLfloat Width; /**< Line width */
862 };
863
864
865 /**
866 * Display list attribute group (GL_LIST_BIT).
867 */
868 struct gl_list_attrib
869 {
870 GLuint ListBase;
871 };
872
873
874 /**
875 * Multisample attribute group (GL_MULTISAMPLE_BIT).
876 */
877 struct gl_multisample_attrib
878 {
879 GLboolean Enabled;
880 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
881 GLboolean SampleAlphaToCoverage;
882 GLboolean SampleAlphaToOne;
883 GLboolean SampleCoverage;
884 GLfloat SampleCoverageValue;
885 GLboolean SampleCoverageInvert;
886 };
887
888
889 /**
890 * A pixelmap (see glPixelMap)
891 */
892 struct gl_pixelmap
893 {
894 GLint Size;
895 GLfloat Map[MAX_PIXEL_MAP_TABLE];
896 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
897 };
898
899
900 /**
901 * Collection of all pixelmaps
902 */
903 struct gl_pixelmaps
904 {
905 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
906 struct gl_pixelmap GtoG;
907 struct gl_pixelmap BtoB;
908 struct gl_pixelmap AtoA;
909 struct gl_pixelmap ItoR;
910 struct gl_pixelmap ItoG;
911 struct gl_pixelmap ItoB;
912 struct gl_pixelmap ItoA;
913 struct gl_pixelmap ItoI;
914 struct gl_pixelmap StoS;
915 };
916
917
918 /**
919 * Pixel attribute group (GL_PIXEL_MODE_BIT).
920 */
921 struct gl_pixel_attrib
922 {
923 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
924
925 /*--- Begin Pixel Transfer State ---*/
926 /* Fields are in the order in which they're applied... */
927
928 /** Scale & Bias (index shift, offset) */
929 /*@{*/
930 GLfloat RedBias, RedScale;
931 GLfloat GreenBias, GreenScale;
932 GLfloat BlueBias, BlueScale;
933 GLfloat AlphaBias, AlphaScale;
934 GLfloat DepthBias, DepthScale;
935 GLint IndexShift, IndexOffset;
936 /*@}*/
937
938 /* Pixel Maps */
939 /* Note: actual pixel maps are not part of this attrib group */
940 GLboolean MapColorFlag;
941 GLboolean MapStencilFlag;
942
943 /*--- End Pixel Transfer State ---*/
944
945 /** glPixelZoom */
946 GLfloat ZoomX, ZoomY;
947
948 /** GL_SGI_texture_color_table */
949 GLfloat TextureColorTableScale[4]; /**< RGBA */
950 GLfloat TextureColorTableBias[4]; /**< RGBA */
951 };
952
953
954 /**
955 * Point attribute group (GL_POINT_BIT).
956 */
957 struct gl_point_attrib
958 {
959 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
960 GLfloat Size; /**< User-specified point size */
961 GLfloat Params[3]; /**< GL_EXT_point_parameters */
962 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
963 GLfloat Threshold; /**< GL_EXT_point_parameters */
964 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
965 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
966 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
967 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
968 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
969 };
970
971
972 /**
973 * Polygon attribute group (GL_POLYGON_BIT).
974 */
975 struct gl_polygon_attrib
976 {
977 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
978 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
979 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
980 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
981 GLboolean CullFlag; /**< Culling on/off flag */
982 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
983 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
984 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
985 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
986 GLfloat OffsetUnits; /**< Polygon offset units, from user */
987 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
988 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
989 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
990 };
991
992
993 /**
994 * Scissor attributes (GL_SCISSOR_BIT).
995 */
996 struct gl_scissor_attrib
997 {
998 GLboolean Enabled; /**< Scissor test enabled? */
999 GLint X, Y; /**< Lower left corner of box */
1000 GLsizei Width, Height; /**< Size of box */
1001 };
1002
1003
1004 /**
1005 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1006 *
1007 * Three sets of stencil data are tracked so that OpenGL 2.0,
1008 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1009 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1010 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1011 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1012 * GL_EXT_stencil_two_side GL_BACK state.
1013 *
1014 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1015 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1016 *
1017 * The derived value \c _TestTwoSide is set when the front-face and back-face
1018 * stencil state are different.
1019 */
1020 struct gl_stencil_attrib
1021 {
1022 GLboolean Enabled; /**< Enabled flag */
1023 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1024 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1025 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1026 GLboolean _TestTwoSide;
1027 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1028 GLenum Function[3]; /**< Stencil function */
1029 GLenum FailFunc[3]; /**< Fail function */
1030 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1031 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1032 GLint Ref[3]; /**< Reference value */
1033 GLuint ValueMask[3]; /**< Value mask */
1034 GLuint WriteMask[3]; /**< Write mask */
1035 GLuint Clear; /**< Clear value */
1036 };
1037
1038
1039 /**
1040 * An index for each type of texture object. These correspond to the GL
1041 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1042 * Note: the order is from highest priority to lowest priority.
1043 */
1044 typedef enum
1045 {
1046 TEXTURE_2D_ARRAY_INDEX,
1047 TEXTURE_1D_ARRAY_INDEX,
1048 TEXTURE_CUBE_INDEX,
1049 TEXTURE_3D_INDEX,
1050 TEXTURE_RECT_INDEX,
1051 TEXTURE_2D_INDEX,
1052 TEXTURE_1D_INDEX,
1053 NUM_TEXTURE_TARGETS
1054 } gl_texture_index;
1055
1056
1057 /**
1058 * Bit flags for each type of texture object
1059 * Used for Texture.Unit[]._ReallyEnabled flags.
1060 */
1061 /*@{*/
1062 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1063 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1064 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1065 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1066 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1067 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1068 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1069 /*@}*/
1070
1071
1072 /**
1073 * TexGenEnabled flags.
1074 */
1075 /*@{*/
1076 #define S_BIT 1
1077 #define T_BIT 2
1078 #define R_BIT 4
1079 #define Q_BIT 8
1080 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1081 /*@}*/
1082
1083
1084 /**
1085 * Bit flag versions of the corresponding GL_ constants.
1086 */
1087 /*@{*/
1088 #define TEXGEN_SPHERE_MAP 0x1
1089 #define TEXGEN_OBJ_LINEAR 0x2
1090 #define TEXGEN_EYE_LINEAR 0x4
1091 #define TEXGEN_REFLECTION_MAP_NV 0x8
1092 #define TEXGEN_NORMAL_MAP_NV 0x10
1093
1094 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1095 TEXGEN_REFLECTION_MAP_NV | \
1096 TEXGEN_NORMAL_MAP_NV)
1097 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1098 TEXGEN_REFLECTION_MAP_NV | \
1099 TEXGEN_NORMAL_MAP_NV | \
1100 TEXGEN_EYE_LINEAR)
1101 /*@}*/
1102
1103
1104
1105 /** Tex-gen enabled for texture unit? */
1106 #define ENABLE_TEXGEN(unit) (1 << (unit))
1107
1108 /** Non-identity texture matrix for texture unit? */
1109 #define ENABLE_TEXMAT(unit) (1 << (unit))
1110
1111
1112 /**
1113 * Texel fetch function prototype. We use texel fetch functions to
1114 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1115 * texture images. These functions help to isolate us from the gritty
1116 * details of all the various texture image encodings.
1117 *
1118 * \param texImage texture image.
1119 * \param col texel column.
1120 * \param row texel row.
1121 * \param img texel image level/layer.
1122 * \param texelOut output texel (up to 4 GLchans)
1123 */
1124 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1125 GLint col, GLint row, GLint img,
1126 GLchan *texelOut );
1127
1128 /**
1129 * As above, but returns floats.
1130 * Used for depth component images and for upcoming signed/float
1131 * texture images.
1132 */
1133 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1134 GLint col, GLint row, GLint img,
1135 GLfloat *texelOut );
1136
1137
1138 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1139 GLint col, GLint row, GLint img,
1140 const void *texel);
1141
1142
1143 /**
1144 * Texture image state. Describes the dimensions of a texture image,
1145 * the texel format and pointers to Texel Fetch functions.
1146 */
1147 struct gl_texture_image
1148 {
1149 GLint InternalFormat; /**< Internal format as given by the user */
1150 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1151 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1152 * GL_INTENSITY, GL_COLOR_INDEX,
1153 * GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT
1154 * only. Used for choosing TexEnv arithmetic.
1155 */
1156 GLuint TexFormat; /**< The actual format: MESA_FORMAT_x */
1157
1158 GLuint Border; /**< 0 or 1 */
1159 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1160 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1161 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1162 GLuint Width2; /**< = Width - 2*Border */
1163 GLuint Height2; /**< = Height - 2*Border */
1164 GLuint Depth2; /**< = Depth - 2*Border */
1165 GLuint WidthLog2; /**< = log2(Width2) */
1166 GLuint HeightLog2; /**< = log2(Height2) */
1167 GLuint DepthLog2; /**< = log2(Depth2) */
1168 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1169 GLfloat WidthScale; /**< used for mipmap LOD computation */
1170 GLfloat HeightScale; /**< used for mipmap LOD computation */
1171 GLfloat DepthScale; /**< used for mipmap LOD computation */
1172 GLboolean IsClientData; /**< Data owned by client? */
1173 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1174
1175 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1176
1177 FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
1178 FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
1179
1180 GLuint RowStride; /**< Padded width in units of texels */
1181 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1182 each 2D slice in 'Data', in texels */
1183 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1184
1185 /**
1186 * \name For device driver:
1187 */
1188 /*@{*/
1189 void *DriverData; /**< Arbitrary device driver data */
1190 /*@}*/
1191 };
1192
1193
1194 /**
1195 * Indexes for cube map faces.
1196 */
1197 typedef enum
1198 {
1199 FACE_POS_X = 0,
1200 FACE_NEG_X = 1,
1201 FACE_POS_Y = 2,
1202 FACE_NEG_Y = 3,
1203 FACE_POS_Z = 4,
1204 FACE_NEG_Z = 5,
1205 MAX_FACES = 6
1206 } gl_face_index;
1207
1208
1209 /**
1210 * Texture object state. Contains the array of mipmap images, border color,
1211 * wrap modes, filter modes, shadow/texcompare state, and the per-texture
1212 * color palette.
1213 */
1214 struct gl_texture_object
1215 {
1216 _glthread_Mutex Mutex; /**< for thread safety */
1217 GLint RefCount; /**< reference count */
1218 GLuint Name; /**< the user-visible texture object ID */
1219 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1220 GLfloat Priority; /**< in [0,1] */
1221 union {
1222 GLfloat f[4];
1223 GLuint ui[4];
1224 GLint i[4];
1225 } BorderColor; /**< Interpreted according to texture format */
1226 GLenum WrapS; /**< S-axis texture image wrap mode */
1227 GLenum WrapT; /**< T-axis texture image wrap mode */
1228 GLenum WrapR; /**< R-axis texture image wrap mode */
1229 GLenum MinFilter; /**< minification filter */
1230 GLenum MagFilter; /**< magnification filter */
1231 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1232 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1233 GLfloat LodBias; /**< OpenGL 1.4 */
1234 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1235 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1236 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1237 GLenum CompareMode; /**< GL_ARB_shadow */
1238 GLenum CompareFunc; /**< GL_ARB_shadow */
1239 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1240 GLenum DepthMode; /**< GL_ARB_depth_texture */
1241 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1242 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1243 GLint CropRect[4]; /**< GL_OES_draw_texture */
1244 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1245 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1246 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1247 GLboolean _Complete; /**< Is texture object complete? */
1248 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1249 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1250
1251 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1252 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1253
1254 /** GL_EXT_paletted_texture */
1255 struct gl_color_table Palette;
1256
1257 /**
1258 * \name For device driver.
1259 * Note: instead of attaching driver data to this pointer, it's preferable
1260 * to instead use this struct as a base class for your own texture object
1261 * class. Driver->NewTextureObject() can be used to implement the
1262 * allocation.
1263 */
1264 void *DriverData; /**< Arbitrary device driver data */
1265 };
1266
1267
1268 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1269 #define MAX_COMBINER_TERMS 4
1270
1271
1272 /**
1273 * Texture combine environment state.
1274 */
1275 struct gl_tex_env_combine_state
1276 {
1277 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1278 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1279 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1280 GLenum SourceRGB[MAX_COMBINER_TERMS];
1281 GLenum SourceA[MAX_COMBINER_TERMS];
1282 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1283 GLenum OperandRGB[MAX_COMBINER_TERMS];
1284 GLenum OperandA[MAX_COMBINER_TERMS];
1285 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1286 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1287 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1288 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1289 };
1290
1291
1292 /**
1293 * Texture coord generation state.
1294 */
1295 struct gl_texgen
1296 {
1297 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1298 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1299 GLfloat ObjectPlane[4];
1300 GLfloat EyePlane[4];
1301 };
1302
1303
1304 /**
1305 * Texture unit state. Contains enable flags, texture environment/function/
1306 * combiners, texgen state, pointers to current texture objects and
1307 * post-filter color tables.
1308 */
1309 struct gl_texture_unit
1310 {
1311 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1312 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1313
1314 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1315 GLfloat EnvColor[4];
1316
1317 struct gl_texgen GenS;
1318 struct gl_texgen GenT;
1319 struct gl_texgen GenR;
1320 struct gl_texgen GenQ;
1321 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1322 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1323
1324 GLfloat LodBias; /**< for biasing mipmap levels */
1325 GLenum BumpTarget;
1326 GLfloat RotMatrix[4]; /* 2x2 matrix */
1327
1328 /**
1329 * \name GL_EXT_texture_env_combine
1330 */
1331 struct gl_tex_env_combine_state Combine;
1332
1333 /**
1334 * Derived state based on \c EnvMode and the \c BaseFormat of the
1335 * currently enabled texture.
1336 */
1337 struct gl_tex_env_combine_state _EnvMode;
1338
1339 /**
1340 * Currently enabled combiner state. This will point to either
1341 * \c Combine or \c _EnvMode.
1342 */
1343 struct gl_tex_env_combine_state *_CurrentCombine;
1344
1345 /** Current texture object pointers */
1346 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1347
1348 /** Points to highest priority, complete and enabled texture object */
1349 struct gl_texture_object *_Current;
1350
1351 /** GL_SGI_texture_color_table */
1352 /*@{*/
1353 struct gl_color_table ColorTable;
1354 struct gl_color_table ProxyColorTable;
1355 GLboolean ColorTableEnabled;
1356 /*@}*/
1357 };
1358
1359
1360 /**
1361 * Texture attribute group (GL_TEXTURE_BIT).
1362 */
1363 struct gl_texture_attrib
1364 {
1365 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1366 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1367
1368 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1369
1370 /** GL_ARB_seamless_cubemap */
1371 GLboolean CubeMapSeamless;
1372
1373 /** GL_EXT_shared_texture_palette */
1374 GLboolean SharedPalette;
1375 struct gl_color_table Palette;
1376
1377 /** Texture units/samplers used by vertex or fragment texturing */
1378 GLbitfield _EnabledUnits;
1379
1380 /** Texture coord units/sets used for fragment texturing */
1381 GLbitfield _EnabledCoordUnits;
1382
1383 /** Texture coord units that have texgen enabled */
1384 GLbitfield _TexGenEnabled;
1385
1386 /** Texture coord units that have non-identity matrices */
1387 GLbitfield _TexMatEnabled;
1388
1389 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1390 GLbitfield _GenFlags;
1391 };
1392
1393
1394 /**
1395 * Transformation attribute group (GL_TRANSFORM_BIT).
1396 */
1397 struct gl_transform_attrib
1398 {
1399 GLenum MatrixMode; /**< Matrix mode */
1400 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1401 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1402 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1403 GLboolean Normalize; /**< Normalize all normals? */
1404 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1405 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1406 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1407
1408 GLboolean CullVertexFlag; /**< True if GL_CULL_VERTEX_EXT is enabled */
1409 GLfloat CullEyePos[4];
1410 GLfloat CullObjPos[4];
1411 };
1412
1413
1414 /**
1415 * Viewport attribute group (GL_VIEWPORT_BIT).
1416 */
1417 struct gl_viewport_attrib
1418 {
1419 GLint X, Y; /**< position */
1420 GLsizei Width, Height; /**< size */
1421 GLfloat Near, Far; /**< Depth buffer range */
1422 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1423 };
1424
1425
1426 /**
1427 * GL_ARB_vertex/pixel_buffer_object buffer object
1428 */
1429 struct gl_buffer_object
1430 {
1431 _glthread_Mutex Mutex;
1432 GLint RefCount;
1433 GLuint Name;
1434 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1435 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1436 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1437 /** Fields describing a mapped buffer */
1438 /*@{*/
1439 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1440 GLvoid *Pointer; /**< User-space address of mapping */
1441 GLintptr Offset; /**< Mapped offset */
1442 GLsizeiptr Length; /**< Mapped length */
1443 /*@}*/
1444 GLboolean Written; /**< Ever written to? (for debugging) */
1445 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1446 };
1447
1448
1449 /**
1450 * Client pixel packing/unpacking attributes
1451 */
1452 struct gl_pixelstore_attrib
1453 {
1454 GLint Alignment;
1455 GLint RowLength;
1456 GLint SkipPixels;
1457 GLint SkipRows;
1458 GLint ImageHeight;
1459 GLint SkipImages;
1460 GLboolean SwapBytes;
1461 GLboolean LsbFirst;
1462 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1463 GLboolean Invert; /**< GL_MESA_pack_invert */
1464 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1465 };
1466
1467
1468 /**
1469 * Client vertex array attributes
1470 */
1471 struct gl_client_array
1472 {
1473 GLint Size; /**< components per element (1,2,3,4) */
1474 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1475 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1476 GLsizei Stride; /**< user-specified stride */
1477 GLsizei StrideB; /**< actual stride in bytes */
1478 const GLubyte *Ptr; /**< Points to array data */
1479 GLboolean Enabled; /**< Enabled flag is a boolean */
1480 GLboolean Normalized; /**< GL_ARB_vertex_program */
1481 GLuint _ElementSize; /**< size of each element in bytes */
1482
1483 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1484 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1485 };
1486
1487
1488 /**
1489 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1490 * extension, but a nice encapsulation in any case.
1491 */
1492 struct gl_array_object
1493 {
1494 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1495 GLuint Name;
1496
1497 GLint RefCount;
1498 _glthread_Mutex Mutex;
1499 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1500
1501 /** Conventional vertex arrays */
1502 /*@{*/
1503 struct gl_client_array Vertex;
1504 struct gl_client_array Weight;
1505 struct gl_client_array Normal;
1506 struct gl_client_array Color;
1507 struct gl_client_array SecondaryColor;
1508 struct gl_client_array FogCoord;
1509 struct gl_client_array Index;
1510 struct gl_client_array EdgeFlag;
1511 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1512 struct gl_client_array PointSize;
1513 /*@}*/
1514
1515 /**
1516 * Generic arrays for vertex programs/shaders.
1517 * For NV vertex programs, these attributes alias and take priority
1518 * over the conventional attribs above. For ARB vertex programs and
1519 * GLSL vertex shaders, these attributes are separate.
1520 */
1521 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1522
1523 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1524 GLbitfield _Enabled;
1525
1526 /**
1527 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1528 * we can determine the max legal (in bounds) glDrawElements array index.
1529 */
1530 GLuint _MaxElement;
1531 };
1532
1533
1534 /**
1535 * Vertex array state
1536 */
1537 struct gl_array_attrib
1538 {
1539 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1540 struct gl_array_object *ArrayObj;
1541
1542 /** The default vertex array object */
1543 struct gl_array_object *DefaultArrayObj;
1544
1545 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1546 struct _mesa_HashTable *Objects;
1547
1548 GLint ActiveTexture; /**< Client Active Texture */
1549 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1550 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1551
1552 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1553 GLboolean PrimitiveRestart;
1554 GLuint RestartIndex;
1555
1556 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1557
1558 /* GL_ARB_vertex_buffer_object */
1559 struct gl_buffer_object *ArrayBufferObj;
1560 struct gl_buffer_object *ElementArrayBufferObj;
1561 };
1562
1563
1564 /**
1565 * Feedback buffer state
1566 */
1567 struct gl_feedback
1568 {
1569 GLenum Type;
1570 GLbitfield _Mask; /**< FB_* bits */
1571 GLfloat *Buffer;
1572 GLuint BufferSize;
1573 GLuint Count;
1574 };
1575
1576
1577 /**
1578 * Selection buffer state
1579 */
1580 struct gl_selection
1581 {
1582 GLuint *Buffer; /**< selection buffer */
1583 GLuint BufferSize; /**< size of the selection buffer */
1584 GLuint BufferCount; /**< number of values in the selection buffer */
1585 GLuint Hits; /**< number of records in the selection buffer */
1586 GLuint NameStackDepth; /**< name stack depth */
1587 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1588 GLboolean HitFlag; /**< hit flag */
1589 GLfloat HitMinZ; /**< minimum hit depth */
1590 GLfloat HitMaxZ; /**< maximum hit depth */
1591 };
1592
1593
1594 /**
1595 * 1-D Evaluator control points
1596 */
1597 struct gl_1d_map
1598 {
1599 GLuint Order; /**< Number of control points */
1600 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1601 GLfloat *Points; /**< Points to contiguous control points */
1602 };
1603
1604
1605 /**
1606 * 2-D Evaluator control points
1607 */
1608 struct gl_2d_map
1609 {
1610 GLuint Uorder; /**< Number of control points in U dimension */
1611 GLuint Vorder; /**< Number of control points in V dimension */
1612 GLfloat u1, u2, du;
1613 GLfloat v1, v2, dv;
1614 GLfloat *Points; /**< Points to contiguous control points */
1615 };
1616
1617
1618 /**
1619 * All evaluator control point state
1620 */
1621 struct gl_evaluators
1622 {
1623 /**
1624 * \name 1-D maps
1625 */
1626 /*@{*/
1627 struct gl_1d_map Map1Vertex3;
1628 struct gl_1d_map Map1Vertex4;
1629 struct gl_1d_map Map1Index;
1630 struct gl_1d_map Map1Color4;
1631 struct gl_1d_map Map1Normal;
1632 struct gl_1d_map Map1Texture1;
1633 struct gl_1d_map Map1Texture2;
1634 struct gl_1d_map Map1Texture3;
1635 struct gl_1d_map Map1Texture4;
1636 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1637 /*@}*/
1638
1639 /**
1640 * \name 2-D maps
1641 */
1642 /*@{*/
1643 struct gl_2d_map Map2Vertex3;
1644 struct gl_2d_map Map2Vertex4;
1645 struct gl_2d_map Map2Index;
1646 struct gl_2d_map Map2Color4;
1647 struct gl_2d_map Map2Normal;
1648 struct gl_2d_map Map2Texture1;
1649 struct gl_2d_map Map2Texture2;
1650 struct gl_2d_map Map2Texture3;
1651 struct gl_2d_map Map2Texture4;
1652 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1653 /*@}*/
1654 };
1655
1656
1657 /**
1658 * Names of the various vertex/fragment program register files, etc.
1659 *
1660 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1661 * All values should fit in a 4-bit field.
1662 *
1663 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1664 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1665 * be "uniform" variables since they can only be set outside glBegin/End.
1666 * They're also all stored in the same Parameters array.
1667 */
1668 typedef enum
1669 {
1670 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1671 PROGRAM_INPUT, /**< machine->Inputs[] */
1672 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1673 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1674 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1675 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1676 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1677 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1678 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1679 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1680 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1681 PROGRAM_ADDRESS, /**< machine->AddressReg */
1682 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1683 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1684 PROGRAM_FILE_MAX
1685 } gl_register_file;
1686
1687
1688 /** Vertex and fragment instructions */
1689 struct prog_instruction;
1690 struct gl_program_parameter_list;
1691 struct gl_uniform_list;
1692
1693
1694 /**
1695 * Base class for any kind of program object
1696 */
1697 struct gl_program
1698 {
1699 GLuint Id;
1700 GLubyte *String; /**< Null-terminated program text */
1701 GLint RefCount;
1702 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1703 GLenum Format; /**< String encoding format */
1704 GLboolean Resident;
1705
1706 struct prog_instruction *Instructions;
1707
1708 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1709 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1710 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1711 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1712 GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1713 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1714 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1715
1716
1717 /** Named parameters, constants, etc. from program text */
1718 struct gl_program_parameter_list *Parameters;
1719 /** Numbered local parameters */
1720 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1721
1722 /** Vertex/fragment shader varying vars */
1723 struct gl_program_parameter_list *Varying;
1724 /** Vertex program user-defined attributes */
1725 struct gl_program_parameter_list *Attributes;
1726
1727 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1728 GLubyte SamplerUnits[MAX_SAMPLERS];
1729 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1730 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1731
1732 /** Bitmask of which register files are read/written with indirect
1733 * addressing. Mask of (1 << PROGRAM_x) bits.
1734 */
1735 GLbitfield IndirectRegisterFiles;
1736
1737 /** Logical counts */
1738 /*@{*/
1739 GLuint NumInstructions;
1740 GLuint NumTemporaries;
1741 GLuint NumParameters;
1742 GLuint NumAttributes;
1743 GLuint NumAddressRegs;
1744 GLuint NumAluInstructions;
1745 GLuint NumTexInstructions;
1746 GLuint NumTexIndirections;
1747 /*@}*/
1748 /** Native, actual h/w counts */
1749 /*@{*/
1750 GLuint NumNativeInstructions;
1751 GLuint NumNativeTemporaries;
1752 GLuint NumNativeParameters;
1753 GLuint NumNativeAttributes;
1754 GLuint NumNativeAddressRegs;
1755 GLuint NumNativeAluInstructions;
1756 GLuint NumNativeTexInstructions;
1757 GLuint NumNativeTexIndirections;
1758 /*@}*/
1759 };
1760
1761
1762 /** Vertex program object */
1763 struct gl_vertex_program
1764 {
1765 struct gl_program Base; /**< base class */
1766 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1767 GLboolean IsPositionInvariant;
1768 };
1769
1770
1771 /** Geometry program object */
1772 struct gl_geometry_program
1773 {
1774 struct gl_program Base; /**< base class */
1775
1776 GLint VerticesOut;
1777 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1778 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1779 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1780 };
1781
1782
1783 /** Fragment program object */
1784 struct gl_fragment_program
1785 {
1786 struct gl_program Base; /**< base class */
1787 GLenum FogOption;
1788 GLboolean UsesKill; /**< shader uses KIL instruction */
1789 GLboolean OriginUpperLeft;
1790 GLboolean PixelCenterInteger;
1791 };
1792
1793
1794 /**
1795 * State common to vertex and fragment programs.
1796 */
1797 struct gl_program_state
1798 {
1799 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1800 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1801 };
1802
1803
1804 /**
1805 * Context state for vertex programs.
1806 */
1807 struct gl_vertex_program_state
1808 {
1809 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1810 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1811 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1812 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1813 struct gl_vertex_program *Current; /**< User-bound vertex program */
1814
1815 /** Currently enabled and valid vertex program (including internal
1816 * programs, user-defined vertex programs and GLSL vertex shaders).
1817 * This is the program we must use when rendering.
1818 */
1819 struct gl_vertex_program *_Current;
1820
1821 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1822
1823 /* For GL_NV_vertex_program only: */
1824 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1825 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1826
1827 /** Should fixed-function T&L be implemented with a vertex prog? */
1828 GLboolean _MaintainTnlProgram;
1829
1830 /** Program to emulate fixed-function T&L (see above) */
1831 struct gl_vertex_program *_TnlProgram;
1832
1833 /** Cache of fixed-function programs */
1834 struct gl_program_cache *Cache;
1835
1836 GLboolean _Overriden;
1837 };
1838
1839
1840 /**
1841 * Context state for geometry programs.
1842 */
1843 struct gl_geometry_program_state
1844 {
1845 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1846 GLboolean _Enabled; /**< Enabled and valid program? */
1847 struct gl_geometry_program *Current; /**< user-bound geometry program */
1848
1849 /** Currently enabled and valid program (including internal programs
1850 * and compiled shader programs).
1851 */
1852 struct gl_geometry_program *_Current;
1853
1854 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1855
1856 /** Cache of fixed-function programs */
1857 struct gl_program_cache *Cache;
1858 };
1859
1860 /**
1861 * Context state for fragment programs.
1862 */
1863 struct gl_fragment_program_state
1864 {
1865 GLboolean Enabled; /**< User-set fragment program enable flag */
1866 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1867 struct gl_fragment_program *Current; /**< User-bound fragment program */
1868
1869 /** Currently enabled and valid fragment program (including internal
1870 * programs, user-defined fragment programs and GLSL fragment shaders).
1871 * This is the program we must use when rendering.
1872 */
1873 struct gl_fragment_program *_Current;
1874
1875 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1876
1877 /** Should fixed-function texturing be implemented with a fragment prog? */
1878 GLboolean _MaintainTexEnvProgram;
1879
1880 /** Program to emulate fixed-function texture env/combine (see above) */
1881 struct gl_fragment_program *_TexEnvProgram;
1882
1883 /** Cache of fixed-function programs */
1884 struct gl_program_cache *Cache;
1885 };
1886
1887
1888 /**
1889 * ATI_fragment_shader runtime state
1890 */
1891 #define ATI_FS_INPUT_PRIMARY 0
1892 #define ATI_FS_INPUT_SECONDARY 1
1893
1894 struct atifs_instruction;
1895 struct atifs_setupinst;
1896
1897 /**
1898 * ATI fragment shader
1899 */
1900 struct ati_fragment_shader
1901 {
1902 GLuint Id;
1903 GLint RefCount;
1904 struct atifs_instruction *Instructions[2];
1905 struct atifs_setupinst *SetupInst[2];
1906 GLfloat Constants[8][4];
1907 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
1908 GLubyte numArithInstr[2];
1909 GLubyte regsAssigned[2];
1910 GLubyte NumPasses; /**< 1 or 2 */
1911 GLubyte cur_pass;
1912 GLubyte last_optype;
1913 GLboolean interpinp1;
1914 GLboolean isValid;
1915 GLuint swizzlerq;
1916 };
1917
1918 /**
1919 * Context state for GL_ATI_fragment_shader
1920 */
1921 struct gl_ati_fragment_shader_state
1922 {
1923 GLboolean Enabled;
1924 GLboolean _Enabled; /**< enabled and valid shader? */
1925 GLboolean Compiling;
1926 GLfloat GlobalConstants[8][4];
1927 struct ati_fragment_shader *Current;
1928 };
1929
1930
1931 /**
1932 * Occlusion/timer query object.
1933 */
1934 struct gl_query_object
1935 {
1936 GLenum Target; /**< The query target, when active */
1937 GLuint Id; /**< hash table ID/name */
1938 GLuint64EXT Result; /**< the counter */
1939 GLboolean Active; /**< inside Begin/EndQuery */
1940 GLboolean Ready; /**< result is ready? */
1941 };
1942
1943
1944 /**
1945 * Context state for query objects.
1946 */
1947 struct gl_query_state
1948 {
1949 struct _mesa_HashTable *QueryObjects;
1950 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
1951 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
1952
1953 /** GL_NV_conditional_render */
1954 struct gl_query_object *CondRenderQuery;
1955
1956 /** GL_EXT_transform_feedback */
1957 struct gl_query_object *PrimitivesGenerated;
1958 struct gl_query_object *PrimitivesWritten;
1959
1960 /** GL_ARB_timer_query */
1961 struct gl_query_object *TimeElapsed;
1962
1963 GLenum CondRenderMode;
1964 };
1965
1966
1967 /** Sync object state */
1968 struct gl_sync_object {
1969 struct simple_node link;
1970 GLenum Type; /**< GL_SYNC_FENCE */
1971 GLuint Name; /**< Fence name */
1972 GLint RefCount; /**< Reference count */
1973 GLboolean DeletePending; /**< Object was deleted while there were still
1974 * live references (e.g., sync not yet finished)
1975 */
1976 GLenum SyncCondition;
1977 GLbitfield Flags; /**< Flags passed to glFenceSync */
1978 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
1979 };
1980
1981
1982 /** Set by #pragma directives */
1983 struct gl_sl_pragmas
1984 {
1985 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
1986 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
1987 GLboolean Optimize; /**< defaults on */
1988 GLboolean Debug; /**< defaults off */
1989 };
1990
1991
1992 /**
1993 * A GLSL vertex or fragment shader object.
1994 */
1995 struct gl_shader
1996 {
1997 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
1998 GLuint Name; /**< AKA the handle */
1999 GLint RefCount; /**< Reference count */
2000 GLboolean DeletePending;
2001 GLboolean CompileStatus;
2002 GLboolean Main; /**< shader defines main() */
2003 GLboolean UnresolvedRefs;
2004 const GLchar *Source; /**< Source code string */
2005 GLuint SourceChecksum; /**< for debug/logging purposes */
2006 struct gl_program *Program; /**< Post-compile assembly code */
2007 GLchar *InfoLog;
2008 struct gl_sl_pragmas Pragmas;
2009
2010 unsigned Version; /**< GLSL version used for linking */
2011
2012 struct exec_list *ir;
2013 struct glsl_symbol_table *symbols;
2014
2015 /** Shaders containing built-in functions that are used for linking. */
2016 struct gl_shader *builtins_to_link[16];
2017 unsigned num_builtins_to_link;
2018 };
2019
2020
2021 /**
2022 * A GLSL program object.
2023 * Basically a linked collection of vertex and fragment shaders.
2024 */
2025 struct gl_shader_program
2026 {
2027 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2028 GLuint Name; /**< aka handle or ID */
2029 GLint RefCount; /**< Reference count */
2030 GLboolean DeletePending;
2031
2032 GLuint NumShaders; /**< number of attached shaders */
2033 struct gl_shader **Shaders; /**< List of attached the shaders */
2034
2035 /** User-defined attribute bindings (glBindAttribLocation) */
2036 struct gl_program_parameter_list *Attributes;
2037
2038 /** Transform feedback varyings */
2039 struct {
2040 GLenum BufferMode;
2041 GLuint NumVarying;
2042 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2043 } TransformFeedback;
2044
2045 /** Geometry shader state - copied into gl_geometry_program at link time */
2046 struct {
2047 GLint VerticesOut;
2048 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2049 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2050 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2051 } Geom;
2052
2053 /* post-link info: */
2054 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2055 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2056 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2057 struct gl_uniform_list *Uniforms;
2058 struct gl_program_parameter_list *Varying;
2059 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2060 GLboolean Validated;
2061 GLboolean _Used; /**< Ever used for drawing? */
2062 GLchar *InfoLog;
2063
2064 unsigned Version; /**< GLSL version used for linking */
2065
2066 /**
2067 * Per-stage shaders resulting from the first stage of linking.
2068 */
2069 /*@{*/
2070 GLuint _NumLinkedShaders;
2071 struct gl_shader *_LinkedShaders[2];
2072 /*@}*/
2073 };
2074
2075
2076 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2077 #define GLSL_LOG 0x2 /**< Write shaders to files */
2078 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2079 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2080 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2081 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2082 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2083 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2084
2085
2086 /**
2087 * Context state for GLSL vertex/fragment shaders.
2088 */
2089 struct gl_shader_state
2090 {
2091 struct gl_shader_program *CurrentProgram; /**< The user-bound program */
2092 void *MemPool;
2093
2094 GLbitfield Flags; /**< Mask of GLSL_x flags */
2095 };
2096
2097 /**
2098 * Compiler options for a single GLSL shaders type
2099 */
2100 struct gl_shader_compiler_options
2101 {
2102 /** Driver-selectable options: */
2103 GLboolean EmitCondCodes; /**< Use condition codes? */
2104 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2105 /**
2106 * Attempts to flatten all ir_if (OPCODE_IF) for GPUs that can't
2107 * support control flow.
2108 */
2109 GLboolean EmitNoIfs;
2110 GLboolean EmitNoLoops;
2111 GLboolean EmitNoFunctions;
2112 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2113 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2114 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2115
2116 /**
2117 * \name Forms of indirect addressing the driver cannot do.
2118 */
2119 /*@{*/
2120 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2121 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2122 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2123 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2124 /*@}*/
2125
2126 GLuint MaxUnrollIterations;
2127
2128 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2129 };
2130
2131 /**
2132 * Transform feedback object state
2133 */
2134 struct gl_transform_feedback_object
2135 {
2136 GLuint Name; /**< AKA the object ID */
2137 GLint RefCount;
2138 GLboolean Active; /**< Is transform feedback enabled? */
2139 GLboolean Paused; /**< Is transform feedback paused? */
2140
2141 /** The feedback buffers */
2142 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2143 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2144
2145 /** Start of feedback data in dest buffer */
2146 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2147 /** Max data to put into dest buffer (in bytes) */
2148 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2149 };
2150
2151
2152 /**
2153 * Context state for transform feedback.
2154 */
2155 struct gl_transform_feedback
2156 {
2157 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2158
2159 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2160
2161 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2162 struct gl_buffer_object *CurrentBuffer;
2163
2164 /** The table of all transform feedback objects */
2165 struct _mesa_HashTable *Objects;
2166
2167 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2168 struct gl_transform_feedback_object *CurrentObject;
2169
2170 /** The default xform-fb object (Name==0) */
2171 struct gl_transform_feedback_object *DefaultObject;
2172 };
2173
2174
2175
2176 /**
2177 * State which can be shared by multiple contexts:
2178 */
2179 struct gl_shared_state
2180 {
2181 _glthread_Mutex Mutex; /**< for thread safety */
2182 GLint RefCount; /**< Reference count */
2183 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2184 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2185
2186 /** Default texture objects (shared by all texture units) */
2187 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2188
2189 /** Fallback texture used when a bound texture is incomplete */
2190 struct gl_texture_object *FallbackTex;
2191
2192 /**
2193 * \name Thread safety and statechange notification for texture
2194 * objects.
2195 *
2196 * \todo Improve the granularity of locking.
2197 */
2198 /*@{*/
2199 _glthread_Mutex TexMutex; /**< texobj thread safety */
2200 GLuint TextureStateStamp; /**< state notification for shared tex */
2201 /*@}*/
2202
2203 /** Default buffer object for vertex arrays that aren't in VBOs */
2204 struct gl_buffer_object *NullBufferObj;
2205
2206 /**
2207 * \name Vertex/geometry/fragment programs
2208 */
2209 /*@{*/
2210 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2211 struct gl_vertex_program *DefaultVertexProgram;
2212 struct gl_fragment_program *DefaultFragmentProgram;
2213 struct gl_geometry_program *DefaultGeometryProgram;
2214 /*@}*/
2215
2216 /* GL_ATI_fragment_shader */
2217 struct _mesa_HashTable *ATIShaders;
2218 struct ati_fragment_shader *DefaultFragmentShader;
2219
2220 struct _mesa_HashTable *BufferObjects;
2221
2222 /** Table of both gl_shader and gl_shader_program objects */
2223 struct _mesa_HashTable *ShaderObjects;
2224
2225 /* GL_EXT_framebuffer_object */
2226 struct _mesa_HashTable *RenderBuffers;
2227 struct _mesa_HashTable *FrameBuffers;
2228
2229 /* GL_ARB_sync */
2230 struct simple_node SyncObjects;
2231
2232 void *DriverData; /**< Device driver shared state */
2233 };
2234
2235
2236
2237
2238 /**
2239 * A renderbuffer stores colors or depth values or stencil values.
2240 * A framebuffer object will have a collection of these.
2241 * Data are read/written to the buffer with a handful of Get/Put functions.
2242 *
2243 * Instances of this object are allocated with the Driver's NewRenderbuffer
2244 * hook. Drivers will likely wrap this class inside a driver-specific
2245 * class to simulate inheritance.
2246 */
2247 struct gl_renderbuffer
2248 {
2249 #define RB_MAGIC 0xaabbccdd
2250 int Magic; /** XXX TEMPORARY DEBUG INFO */
2251 _glthread_Mutex Mutex; /**< for thread safety */
2252 GLuint ClassID; /**< Useful for drivers */
2253 GLuint Name;
2254 GLint RefCount;
2255 GLuint Width, Height;
2256 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2257
2258 GLenum InternalFormat; /**< The user-specified format */
2259 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2260 GL_STENCIL_INDEX. */
2261 GLuint Format; /**< The actual format: MESA_FORMAT_x */
2262
2263 GLubyte NumSamples;
2264
2265 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2266 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2267
2268 /* Used to wrap one renderbuffer around another: */
2269 struct gl_renderbuffer *Wrapped;
2270
2271 /* Delete this renderbuffer */
2272 void (*Delete)(struct gl_renderbuffer *rb);
2273
2274 /* Allocate new storage for this renderbuffer */
2275 GLboolean (*AllocStorage)(GLcontext *ctx, struct gl_renderbuffer *rb,
2276 GLenum internalFormat,
2277 GLuint width, GLuint height);
2278
2279 /* Lock/Unlock are called before/after calling the Get/Put functions.
2280 * Not sure this is the right place for these yet.
2281 void (*Lock)(GLcontext *ctx, struct gl_renderbuffer *rb);
2282 void (*Unlock)(GLcontext *ctx, struct gl_renderbuffer *rb);
2283 */
2284
2285 /* Return a pointer to the element/pixel at (x,y).
2286 * Should return NULL if the buffer memory can't be directly addressed.
2287 */
2288 void *(*GetPointer)(GLcontext *ctx, struct gl_renderbuffer *rb,
2289 GLint x, GLint y);
2290
2291 /* Get/Read a row of values.
2292 * The values will be of format _BaseFormat and type DataType.
2293 */
2294 void (*GetRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2295 GLint x, GLint y, void *values);
2296
2297 /* Get/Read values at arbitrary locations.
2298 * The values will be of format _BaseFormat and type DataType.
2299 */
2300 void (*GetValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2301 const GLint x[], const GLint y[], void *values);
2302
2303 /* Put/Write a row of values.
2304 * The values will be of format _BaseFormat and type DataType.
2305 */
2306 void (*PutRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2307 GLint x, GLint y, const void *values, const GLubyte *mask);
2308
2309 /* Put/Write a row of RGB values. This is a special-case routine that's
2310 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2311 * a common case for glDrawPixels and some triangle routines.
2312 * The values will be of format GL_RGB and type DataType.
2313 */
2314 void (*PutRowRGB)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2315 GLint x, GLint y, const void *values, const GLubyte *mask);
2316
2317
2318 /* Put/Write a row of identical values.
2319 * The values will be of format _BaseFormat and type DataType.
2320 */
2321 void (*PutMonoRow)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2322 GLint x, GLint y, const void *value, const GLubyte *mask);
2323
2324 /* Put/Write values at arbitrary locations.
2325 * The values will be of format _BaseFormat and type DataType.
2326 */
2327 void (*PutValues)(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
2328 const GLint x[], const GLint y[], const void *values,
2329 const GLubyte *mask);
2330 /* Put/Write identical values at arbitrary locations.
2331 * The values will be of format _BaseFormat and type DataType.
2332 */
2333 void (*PutMonoValues)(GLcontext *ctx, struct gl_renderbuffer *rb,
2334 GLuint count, const GLint x[], const GLint y[],
2335 const void *value, const GLubyte *mask);
2336 };
2337
2338
2339 /**
2340 * A renderbuffer attachment points to either a texture object (and specifies
2341 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2342 */
2343 struct gl_renderbuffer_attachment
2344 {
2345 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2346 GLboolean Complete;
2347
2348 /**
2349 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2350 * application supplied renderbuffer object.
2351 */
2352 struct gl_renderbuffer *Renderbuffer;
2353
2354 /**
2355 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2356 * supplied texture object.
2357 */
2358 struct gl_texture_object *Texture;
2359 GLuint TextureLevel; /**< Attached mipmap level. */
2360 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2361 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2362 * and 2D array textures */
2363 };
2364
2365
2366 /**
2367 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2368 * In C++ terms, think of this as a base class from which device drivers
2369 * will make derived classes.
2370 */
2371 struct gl_framebuffer
2372 {
2373 _glthread_Mutex Mutex; /**< for thread safety */
2374 /**
2375 * If zero, this is a window system framebuffer. If non-zero, this
2376 * is a FBO framebuffer; note that for some devices (i.e. those with
2377 * a natural pixel coordinate system for FBOs that differs from the
2378 * OpenGL/Mesa coordinate system), this means that the viewport,
2379 * polygon face orientation, and polygon stipple will have to be inverted.
2380 */
2381 GLuint Name;
2382
2383 GLint RefCount;
2384 GLboolean DeletePending;
2385
2386 /**
2387 * The framebuffer's visual. Immutable if this is a window system buffer.
2388 * Computed from attachments if user-made FBO.
2389 */
2390 GLvisual Visual;
2391
2392 GLboolean Initialized;
2393
2394 GLuint Width, Height; /**< size of frame buffer in pixels */
2395
2396 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2397 /*@{*/
2398 GLint _Xmin, _Xmax; /**< inclusive */
2399 GLint _Ymin, _Ymax; /**< exclusive */
2400 /*@}*/
2401
2402 /** \name Derived Z buffer stuff */
2403 /*@{*/
2404 GLuint _DepthMax; /**< Max depth buffer value */
2405 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2406 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2407 /*@}*/
2408
2409 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2410 GLenum _Status;
2411
2412 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2413 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2414
2415 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2416 * attribute group and GL_PIXEL attribute group, respectively.
2417 */
2418 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2419 GLenum ColorReadBuffer;
2420
2421 /** Computed from ColorDraw/ReadBuffer above */
2422 GLuint _NumColorDrawBuffers;
2423 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2424 GLint _ColorReadBufferIndex; /* -1 = None */
2425 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2426 struct gl_renderbuffer *_ColorReadBuffer;
2427
2428 /** The Actual depth/stencil buffers to use. May be wrappers around the
2429 * depth/stencil buffers attached above. */
2430 struct gl_renderbuffer *_DepthBuffer;
2431 struct gl_renderbuffer *_StencilBuffer;
2432
2433 /** Delete this framebuffer */
2434 void (*Delete)(struct gl_framebuffer *fb);
2435 };
2436
2437
2438 /**
2439 * Limits for vertex and fragment programs/shaders.
2440 */
2441 struct gl_program_constants
2442 {
2443 /* logical limits */
2444 GLuint MaxInstructions;
2445 GLuint MaxAluInstructions;
2446 GLuint MaxTexInstructions;
2447 GLuint MaxTexIndirections;
2448 GLuint MaxAttribs;
2449 GLuint MaxTemps;
2450 GLuint MaxAddressRegs;
2451 GLuint MaxParameters;
2452 GLuint MaxLocalParams;
2453 GLuint MaxEnvParams;
2454 /* native/hardware limits */
2455 GLuint MaxNativeInstructions;
2456 GLuint MaxNativeAluInstructions;
2457 GLuint MaxNativeTexInstructions;
2458 GLuint MaxNativeTexIndirections;
2459 GLuint MaxNativeAttribs;
2460 GLuint MaxNativeTemps;
2461 GLuint MaxNativeAddressRegs;
2462 GLuint MaxNativeParameters;
2463 /* For shaders */
2464 GLuint MaxUniformComponents;
2465 /* GL_ARB_geometry_shader4 */
2466 GLuint MaxGeometryTextureImageUnits;
2467 GLuint MaxGeometryVaryingComponents;
2468 GLuint MaxVertexVaryingComponents;
2469 GLuint MaxGeometryUniformComponents;
2470 GLuint MaxGeometryOutputVertices;
2471 GLuint MaxGeometryTotalOutputComponents;
2472 };
2473
2474
2475 /**
2476 * Constants which may be overridden by device driver during context creation
2477 * but are never changed after that.
2478 */
2479 struct gl_constants
2480 {
2481 GLint MaxTextureLevels; /**< Max mipmap levels. */
2482 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2483 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2484 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2485 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2486 GLuint MaxTextureCoordUnits;
2487 GLuint MaxTextureImageUnits;
2488 GLuint MaxVertexTextureImageUnits;
2489 GLuint MaxCombinedTextureImageUnits;
2490 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2491 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2492 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2493
2494 GLuint MaxArrayLockSize;
2495
2496 GLint SubPixelBits;
2497
2498 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2499 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2500 GLfloat PointSizeGranularity;
2501 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2502 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2503 GLfloat LineWidthGranularity;
2504
2505 GLuint MaxColorTableSize;
2506
2507 GLuint MaxClipPlanes;
2508 GLuint MaxLights;
2509 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2510 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2511
2512 GLuint MaxViewportWidth, MaxViewportHeight;
2513
2514 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2515 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2516 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2517 GLuint MaxProgramMatrices;
2518 GLuint MaxProgramMatrixStackDepth;
2519
2520 /** vertex array / buffer object bounds checking */
2521 GLboolean CheckArrayBounds;
2522
2523 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2524
2525 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2526 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2527 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2528
2529 GLuint MaxVarying; /**< Number of float[4] varying parameters */
2530
2531 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2532
2533 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2534 GLbitfield SupportedBumpUnits;
2535
2536 /**
2537 * Maximum amount of time, measured in nanseconds, that the server can wait.
2538 */
2539 GLuint64 MaxServerWaitTimeout;
2540
2541 /** GL_EXT_provoking_vertex */
2542 GLboolean QuadsFollowProvokingVertexConvention;
2543
2544 /** OpenGL version 3.0 */
2545 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2546
2547 /** OpenGL version 3.2 */
2548 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2549
2550 /** GL_EXT_transform_feedback */
2551 GLuint MaxTransformFeedbackSeparateAttribs;
2552 GLuint MaxTransformFeedbackSeparateComponents;
2553 GLuint MaxTransformFeedbackInterleavedComponents;
2554 };
2555
2556
2557 /**
2558 * Enable flag for each OpenGL extension. Different device drivers will
2559 * enable different extensions at runtime.
2560 */
2561 struct gl_extensions
2562 {
2563 GLboolean dummy; /* don't remove this! */
2564 GLboolean ARB_blend_func_extended;
2565 GLboolean ARB_copy_buffer;
2566 GLboolean ARB_depth_buffer_float;
2567 GLboolean ARB_depth_clamp;
2568 GLboolean ARB_depth_texture;
2569 GLboolean ARB_draw_buffers;
2570 GLboolean ARB_draw_elements_base_vertex;
2571 GLboolean ARB_draw_instanced;
2572 GLboolean ARB_fragment_coord_conventions;
2573 GLboolean ARB_fragment_program;
2574 GLboolean ARB_fragment_program_shadow;
2575 GLboolean ARB_fragment_shader;
2576 GLboolean ARB_framebuffer_object;
2577 GLboolean ARB_explicit_attrib_location;
2578 GLboolean ARB_geometry_shader4;
2579 GLboolean ARB_half_float_pixel;
2580 GLboolean ARB_half_float_vertex;
2581 GLboolean ARB_instanced_arrays;
2582 GLboolean ARB_map_buffer_range;
2583 GLboolean ARB_multisample;
2584 GLboolean ARB_multitexture;
2585 GLboolean ARB_occlusion_query;
2586 GLboolean ARB_occlusion_query2;
2587 GLboolean ARB_point_sprite;
2588 GLboolean ARB_sampler_objects;
2589 GLboolean ARB_seamless_cube_map;
2590 GLboolean ARB_shader_objects;
2591 GLboolean ARB_shading_language_100;
2592 GLboolean ARB_shadow;
2593 GLboolean ARB_shadow_ambient;
2594 GLboolean ARB_sync;
2595 GLboolean ARB_texture_border_clamp;
2596 GLboolean ARB_texture_buffer_object;
2597 GLboolean ARB_texture_compression;
2598 GLboolean ARB_texture_cube_map;
2599 GLboolean ARB_texture_env_combine;
2600 GLboolean ARB_texture_env_crossbar;
2601 GLboolean ARB_texture_env_dot3;
2602 GLboolean ARB_texture_float;
2603 GLboolean ARB_texture_mirrored_repeat;
2604 GLboolean ARB_texture_multisample;
2605 GLboolean ARB_texture_non_power_of_two;
2606 GLboolean ARB_texture_rg;
2607 GLboolean ARB_texture_rgb10_a2ui;
2608 GLboolean ARB_timer_query;
2609 GLboolean ARB_transform_feedback2;
2610 GLboolean ARB_transpose_matrix;
2611 GLboolean ARB_uniform_buffer_object;
2612 GLboolean ARB_vertex_array_object;
2613 GLboolean ARB_vertex_buffer_object;
2614 GLboolean ARB_vertex_program;
2615 GLboolean ARB_vertex_shader;
2616 GLboolean ARB_vertex_type_2_10_10_10_rev;
2617 GLboolean ARB_window_pos;
2618 GLboolean EXT_abgr;
2619 GLboolean EXT_bgra;
2620 GLboolean EXT_blend_color;
2621 GLboolean EXT_blend_equation_separate;
2622 GLboolean EXT_blend_func_separate;
2623 GLboolean EXT_blend_logic_op;
2624 GLboolean EXT_blend_minmax;
2625 GLboolean EXT_blend_subtract;
2626 GLboolean EXT_clip_volume_hint;
2627 GLboolean EXT_cull_vertex;
2628 GLboolean EXT_compiled_vertex_array;
2629 GLboolean EXT_copy_texture;
2630 GLboolean EXT_depth_bounds_test;
2631 GLboolean EXT_draw_buffers2;
2632 GLboolean EXT_draw_range_elements;
2633 GLboolean EXT_fog_coord;
2634 GLboolean EXT_framebuffer_blit;
2635 GLboolean EXT_framebuffer_multisample;
2636 GLboolean EXT_framebuffer_object;
2637 GLboolean EXT_framebuffer_sRGB;
2638 GLboolean EXT_gpu_program_parameters;
2639 GLboolean EXT_multi_draw_arrays;
2640 GLboolean EXT_paletted_texture;
2641 GLboolean EXT_packed_depth_stencil;
2642 GLboolean EXT_packed_float;
2643 GLboolean EXT_packed_pixels;
2644 GLboolean EXT_pixel_buffer_object;
2645 GLboolean EXT_point_parameters;
2646 GLboolean EXT_polygon_offset;
2647 GLboolean EXT_provoking_vertex;
2648 GLboolean EXT_rescale_normal;
2649 GLboolean EXT_shadow_funcs;
2650 GLboolean EXT_secondary_color;
2651 GLboolean EXT_separate_specular_color;
2652 GLboolean EXT_shared_texture_palette;
2653 GLboolean EXT_stencil_wrap;
2654 GLboolean EXT_stencil_two_side;
2655 GLboolean EXT_subtexture;
2656 GLboolean EXT_texture;
2657 GLboolean EXT_texture_object;
2658 GLboolean EXT_texture3D;
2659 GLboolean EXT_texture_array;
2660 GLboolean EXT_texture_compression_s3tc;
2661 GLboolean EXT_texture_compression_rgtc;
2662 GLboolean EXT_texture_env_add;
2663 GLboolean EXT_texture_env_combine;
2664 GLboolean EXT_texture_env_dot3;
2665 GLboolean EXT_texture_filter_anisotropic;
2666 GLboolean EXT_texture_integer;
2667 GLboolean EXT_texture_lod_bias;
2668 GLboolean EXT_texture_mirror_clamp;
2669 GLboolean EXT_texture_shared_exponent;
2670 GLboolean EXT_texture_sRGB;
2671 GLboolean EXT_texture_swizzle;
2672 GLboolean EXT_transform_feedback;
2673 GLboolean EXT_timer_query;
2674 GLboolean EXT_vertex_array;
2675 GLboolean EXT_vertex_array_bgra;
2676 GLboolean EXT_vertex_array_set;
2677 /* vendor extensions */
2678 GLboolean APPLE_client_storage;
2679 GLboolean APPLE_packed_pixels;
2680 GLboolean APPLE_vertex_array_object;
2681 GLboolean APPLE_object_purgeable;
2682 GLboolean ATI_envmap_bumpmap;
2683 GLboolean ATI_texture_mirror_once;
2684 GLboolean ATI_texture_env_combine3;
2685 GLboolean ATI_fragment_shader;
2686 GLboolean ATI_separate_stencil;
2687 GLboolean IBM_rasterpos_clip;
2688 GLboolean IBM_multimode_draw_arrays;
2689 GLboolean MESA_pack_invert;
2690 GLboolean MESA_packed_depth_stencil;
2691 GLboolean MESA_resize_buffers;
2692 GLboolean MESA_ycbcr_texture;
2693 GLboolean MESA_texture_array;
2694 GLboolean MESA_texture_signed_rgba;
2695 GLboolean NV_blend_square;
2696 GLboolean NV_conditional_render;
2697 GLboolean NV_fragment_program;
2698 GLboolean NV_fragment_program_option;
2699 GLboolean NV_light_max_exponent;
2700 GLboolean NV_point_sprite;
2701 GLboolean NV_primitive_restart;
2702 GLboolean NV_texgen_reflection;
2703 GLboolean NV_texture_env_combine4;
2704 GLboolean NV_texture_rectangle;
2705 GLboolean NV_vertex_program;
2706 GLboolean NV_vertex_program1_1;
2707 GLboolean OES_read_format;
2708 GLboolean SGI_texture_color_table;
2709 GLboolean SGIS_generate_mipmap;
2710 GLboolean SGIS_texture_edge_clamp;
2711 GLboolean SGIS_texture_lod;
2712 GLboolean TDFX_texture_compression_FXT1;
2713 GLboolean S3_s3tc;
2714 GLboolean OES_EGL_image;
2715 GLboolean OES_draw_texture;
2716 /** The extension string */
2717 const GLubyte *String;
2718 /** Number of supported extensions */
2719 GLuint Count;
2720 };
2721
2722
2723 /**
2724 * A stack of matrices (projection, modelview, color, texture, etc).
2725 */
2726 struct gl_matrix_stack
2727 {
2728 GLmatrix *Top; /**< points into Stack */
2729 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2730 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2731 GLuint MaxDepth; /**< size of Stack[] array */
2732 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2733 };
2734
2735
2736 /**
2737 * \name Bits for image transfer operations
2738 * \sa __GLcontextRec::ImageTransferState.
2739 */
2740 /*@{*/
2741 #define IMAGE_SCALE_BIAS_BIT 0x1
2742 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2743 #define IMAGE_MAP_COLOR_BIT 0x4
2744 #define IMAGE_CLAMP_BIT 0x800
2745
2746
2747 /** Pixel Transfer ops */
2748 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2749 IMAGE_SHIFT_OFFSET_BIT | \
2750 IMAGE_MAP_COLOR_BIT)
2751
2752 /**
2753 * \name Bits to indicate what state has changed.
2754 *
2755 * 4 unused flags.
2756 */
2757 /*@{*/
2758 #define _NEW_MODELVIEW 0x1 /**< __GLcontextRec::ModelView */
2759 #define _NEW_PROJECTION 0x2 /**< __GLcontextRec::Projection */
2760 #define _NEW_TEXTURE_MATRIX 0x4 /**< __GLcontextRec::TextureMatrix */
2761 #define _NEW_ACCUM 0x10 /**< __GLcontextRec::Accum */
2762 #define _NEW_COLOR 0x20 /**< __GLcontextRec::Color */
2763 #define _NEW_DEPTH 0x40 /**< __GLcontextRec::Depth */
2764 #define _NEW_EVAL 0x80 /**< __GLcontextRec::Eval, __GLcontextRec::EvalMap */
2765 #define _NEW_FOG 0x100 /**< __GLcontextRec::Fog */
2766 #define _NEW_HINT 0x200 /**< __GLcontextRec::Hint */
2767 #define _NEW_LIGHT 0x400 /**< __GLcontextRec::Light */
2768 #define _NEW_LINE 0x800 /**< __GLcontextRec::Line */
2769 #define _NEW_PIXEL 0x1000 /**< __GLcontextRec::Pixel */
2770 #define _NEW_POINT 0x2000 /**< __GLcontextRec::Point */
2771 #define _NEW_POLYGON 0x4000 /**< __GLcontextRec::Polygon */
2772 #define _NEW_POLYGONSTIPPLE 0x8000 /**< __GLcontextRec::PolygonStipple */
2773 #define _NEW_SCISSOR 0x10000 /**< __GLcontextRec::Scissor */
2774 #define _NEW_STENCIL 0x20000 /**< __GLcontextRec::Stencil */
2775 #define _NEW_TEXTURE 0x40000 /**< __GLcontextRec::Texture */
2776 #define _NEW_TRANSFORM 0x80000 /**< __GLcontextRec::Transform */
2777 #define _NEW_VIEWPORT 0x100000 /**< __GLcontextRec::Viewport */
2778 #define _NEW_PACKUNPACK 0x200000 /**< __GLcontextRec::Pack, __GLcontextRec::Unpack */
2779 #define _NEW_ARRAY 0x400000 /**< __GLcontextRec::Array */
2780 #define _NEW_RENDERMODE 0x800000 /**< __GLcontextRec::RenderMode, __GLcontextRec::Feedback, __GLcontextRec::Select */
2781 #define _NEW_BUFFERS 0x1000000 /**< __GLcontextRec::Visual, __GLcontextRec::DrawBuffer, */
2782 #define _NEW_MULTISAMPLE 0x2000000 /**< __GLcontextRec::Multisample */
2783 #define _NEW_TRACK_MATRIX 0x4000000 /**< __GLcontextRec::VertexProgram */
2784 #define _NEW_PROGRAM 0x8000000 /**< __GLcontextRec::VertexProgram */
2785 #define _NEW_CURRENT_ATTRIB 0x10000000 /**< __GLcontextRec::Current */
2786 #define _NEW_PROGRAM_CONSTANTS 0x20000000
2787 #define _NEW_BUFFER_OBJECT 0x40000000
2788 #define _NEW_ALL ~0
2789 /*@}*/
2790
2791
2792 /**
2793 * \name Bits to track array state changes
2794 *
2795 * Also used to summarize array enabled.
2796 */
2797 /*@{*/
2798 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
2799 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
2800 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
2801 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
2802 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
2803 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
2804 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
2805 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
2806 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
2807 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
2808 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
2809 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
2810 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
2811 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
2812 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
2813 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
2814 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
2815 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
2816 #define _NEW_ARRAY_ALL 0xffffffff
2817
2818
2819 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
2820 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
2821 /*@}*/
2822
2823
2824
2825 /**
2826 * \name A bunch of flags that we think might be useful to drivers.
2827 *
2828 * Set in the __GLcontextRec::_TriangleCaps bitfield.
2829 */
2830 /*@{*/
2831 #define DD_FLATSHADE 0x1
2832 #define DD_SEPARATE_SPECULAR 0x2
2833 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
2834 #define DD_TRI_LIGHT_TWOSIDE 0x8
2835 #define DD_TRI_UNFILLED 0x10
2836 #define DD_TRI_SMOOTH 0x20
2837 #define DD_TRI_STIPPLE 0x40
2838 #define DD_TRI_OFFSET 0x80
2839 #define DD_LINE_SMOOTH 0x100
2840 #define DD_LINE_STIPPLE 0x200
2841 #define DD_LINE_WIDTH 0x400
2842 #define DD_POINT_SMOOTH 0x800
2843 #define DD_POINT_SIZE 0x1000
2844 #define DD_POINT_ATTEN 0x2000
2845 #define DD_TRI_TWOSTENCIL 0x4000
2846 /*@}*/
2847
2848
2849 /**
2850 * \name Define the state changes under which each of these bits might change
2851 */
2852 /*@{*/
2853 #define _DD_NEW_FLATSHADE _NEW_LIGHT
2854 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
2855 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
2856 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
2857 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
2858 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
2859 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
2860 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
2861 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
2862 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
2863 #define _DD_NEW_LINE_WIDTH _NEW_LINE
2864 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
2865 #define _DD_NEW_POINT_SIZE _NEW_POINT
2866 #define _DD_NEW_POINT_ATTEN _NEW_POINT
2867 /*@}*/
2868
2869
2870 /**
2871 * Composite state flags
2872 */
2873 /*@{*/
2874 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
2875 _NEW_TEXTURE | \
2876 _NEW_POINT | \
2877 _NEW_PROGRAM | \
2878 _NEW_MODELVIEW)
2879
2880 #define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \
2881 _NEW_TEXTURE)
2882
2883 #define _MESA_NEW_TRANSFER_STATE (_NEW_PIXEL)
2884 /*@}*/
2885
2886
2887
2888
2889 /* This has to be included here. */
2890 #include "dd.h"
2891
2892
2893 #define NUM_VERTEX_FORMAT_ENTRIES (sizeof(GLvertexformat) / sizeof(void *))
2894
2895 /**
2896 * Core Mesa's support for tnl modules:
2897 */
2898 struct gl_tnl_module
2899 {
2900 /**
2901 * Vertex format to be lazily swapped into current dispatch.
2902 */
2903 const GLvertexformat *Current;
2904
2905 /**
2906 * \name Record of functions swapped out.
2907 * On restore, only need to swap these functions back in.
2908 */
2909 /*@{*/
2910 struct {
2911 _glapi_proc * location;
2912 _glapi_proc function;
2913 } Swapped[NUM_VERTEX_FORMAT_ENTRIES];
2914 GLuint SwapCount;
2915 /*@}*/
2916 };
2917
2918
2919 /**
2920 * Display list flags.
2921 * Strictly this is a tnl-private concept, but it doesn't seem
2922 * worthwhile adding a tnl private structure just to hold this one bit
2923 * of information:
2924 */
2925 #define DLIST_DANGLING_REFS 0x1
2926
2927
2928 /** Opaque declaration of display list payload data type */
2929 union gl_dlist_node;
2930
2931
2932 /**
2933 * Provide a location where information about a display list can be
2934 * collected. Could be extended with driverPrivate structures,
2935 * etc. in the future.
2936 */
2937 struct gl_display_list
2938 {
2939 GLuint Name;
2940 GLbitfield Flags; /**< DLIST_x flags */
2941 /** The dlist commands are in a linked list of nodes */
2942 union gl_dlist_node *Head;
2943 };
2944
2945
2946 /**
2947 * State used during display list compilation and execution.
2948 */
2949 struct gl_dlist_state
2950 {
2951 GLuint CallDepth; /**< Current recursion calling depth */
2952
2953 struct gl_display_list *CurrentList; /**< List currently being compiled */
2954 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
2955 GLuint CurrentPos; /**< Index into current block of nodes */
2956
2957 GLvertexformat ListVtxfmt;
2958
2959 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
2960 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
2961
2962 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
2963 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
2964
2965 GLubyte ActiveIndex;
2966 GLfloat CurrentIndex;
2967
2968 GLubyte ActiveEdgeFlag;
2969 GLboolean CurrentEdgeFlag;
2970
2971 struct {
2972 /* State known to have been set by the currently-compiling display
2973 * list. Used to eliminate some redundant state changes.
2974 */
2975 GLenum ShadeModel;
2976 } Current;
2977 };
2978
2979 /**
2980 * Enum for the OpenGL APIs we know about and may support.
2981 */
2982 typedef enum {
2983 API_OPENGL,
2984 API_OPENGLES,
2985 API_OPENGLES2
2986 } gl_api;
2987
2988 /**
2989 * Mesa rendering context.
2990 *
2991 * This is the central context data structure for Mesa. Almost all
2992 * OpenGL state is contained in this structure.
2993 * Think of this as a base class from which device drivers will derive
2994 * sub classes.
2995 *
2996 * The GLcontext typedef names this structure.
2997 */
2998 struct __GLcontextRec
2999 {
3000 /** State possibly shared with other contexts in the address space */
3001 struct gl_shared_state *Shared;
3002
3003 /** \name API function pointer tables */
3004 /*@{*/
3005 gl_api API;
3006 struct _glapi_table *Save; /**< Display list save functions */
3007 struct _glapi_table *Exec; /**< Execute functions */
3008 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3009 /*@}*/
3010
3011 GLvisual Visual;
3012 GLframebuffer *DrawBuffer; /**< buffer for writing */
3013 GLframebuffer *ReadBuffer; /**< buffer for reading */
3014 GLframebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3015 GLframebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3016
3017 /**
3018 * Device driver function pointer table
3019 */
3020 struct dd_function_table Driver;
3021
3022 void *DriverCtx; /**< Points to device driver context/state */
3023
3024 /** Core/Driver constants */
3025 struct gl_constants Const;
3026
3027 /** \name The various 4x4 matrix stacks */
3028 /*@{*/
3029 struct gl_matrix_stack ModelviewMatrixStack;
3030 struct gl_matrix_stack ProjectionMatrixStack;
3031 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3032 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3033 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3034 /*@}*/
3035
3036 /** Combined modelview and projection matrix */
3037 GLmatrix _ModelProjectMatrix;
3038
3039 /** \name Display lists */
3040 struct gl_dlist_state ListState;
3041
3042 GLboolean ExecuteFlag; /**< Execute GL commands? */
3043 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3044
3045 /** Extension information */
3046 struct gl_extensions Extensions;
3047
3048 /** Version info */
3049 GLuint VersionMajor, VersionMinor;
3050 char *VersionString;
3051
3052 /** \name State attribute stack (for glPush/PopAttrib) */
3053 /*@{*/
3054 GLuint AttribStackDepth;
3055 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3056 /*@}*/
3057
3058 /** \name Renderer attribute groups
3059 *
3060 * We define a struct for each attribute group to make pushing and popping
3061 * attributes easy. Also it's a good organization.
3062 */
3063 /*@{*/
3064 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3065 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3066 struct gl_current_attrib Current; /**< Current attributes */
3067 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3068 struct gl_eval_attrib Eval; /**< Eval attributes */
3069 struct gl_fog_attrib Fog; /**< Fog attributes */
3070 struct gl_hint_attrib Hint; /**< Hint attributes */
3071 struct gl_light_attrib Light; /**< Light attributes */
3072 struct gl_line_attrib Line; /**< Line attributes */
3073 struct gl_list_attrib List; /**< List attributes */
3074 struct gl_multisample_attrib Multisample;
3075 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3076 struct gl_point_attrib Point; /**< Point attributes */
3077 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3078 GLuint PolygonStipple[32]; /**< Polygon stipple */
3079 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3080 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3081 struct gl_texture_attrib Texture; /**< Texture attributes */
3082 struct gl_transform_attrib Transform; /**< Transformation attributes */
3083 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3084 /*@}*/
3085
3086 /** \name Client attribute stack */
3087 /*@{*/
3088 GLuint ClientAttribStackDepth;
3089 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3090 /*@}*/
3091
3092 /** \name Client attribute groups */
3093 /*@{*/
3094 struct gl_array_attrib Array; /**< Vertex arrays */
3095 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3096 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3097 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3098 /*@}*/
3099
3100 /** \name Other assorted state (not pushed/popped on attribute stack) */
3101 /*@{*/
3102 struct gl_pixelmaps PixelMaps;
3103
3104 struct gl_evaluators EvalMap; /**< All evaluators */
3105 struct gl_feedback Feedback; /**< Feedback */
3106 struct gl_selection Select; /**< Selection */
3107
3108 struct gl_program_state Program; /**< general program state */
3109 struct gl_vertex_program_state VertexProgram;
3110 struct gl_fragment_program_state FragmentProgram;
3111 struct gl_geometry_program_state GeometryProgram;
3112 struct gl_ati_fragment_shader_state ATIFragmentShader;
3113
3114 struct gl_shader_state Shader; /**< GLSL shader object state */
3115 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3116
3117 struct gl_query_state Query; /**< occlusion, timer queries */
3118
3119 struct gl_transform_feedback TransformFeedback;
3120
3121 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3122 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3123 /*@}*/
3124
3125 struct gl_meta_state *Meta; /**< for "meta" operations */
3126
3127 /* GL_EXT_framebuffer_object */
3128 struct gl_renderbuffer *CurrentRenderbuffer;
3129
3130 GLenum ErrorValue; /**< Last error code */
3131
3132 /**
3133 * Recognize and silence repeated error debug messages in buggy apps.
3134 */
3135 const char *ErrorDebugFmtString;
3136 GLuint ErrorDebugCount;
3137
3138 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3139 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3140
3141 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3142
3143 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3144
3145 /** \name Derived state */
3146 /*@{*/
3147 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3148 * state validation so they need to always be current.
3149 */
3150 GLbitfield _TriangleCaps;
3151 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3152 GLfloat _EyeZDir[3];
3153 GLfloat _ModelViewInvScale;
3154 GLboolean _NeedEyeCoords;
3155 GLboolean _ForceEyeCoords;
3156
3157 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3158
3159 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3160 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3161 /**@}*/
3162
3163 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3164
3165 /** \name For debugging/development only */
3166 /*@{*/
3167 GLboolean FirstTimeCurrent;
3168 /*@}*/
3169
3170 /** Dither disable via MESA_NO_DITHER env var */
3171 GLboolean NoDither;
3172
3173 /** software compression/decompression supported or not */
3174 GLboolean Mesa_DXTn;
3175
3176 /**
3177 * Use dp4 (rather than mul/mad) instructions for position
3178 * transformation?
3179 */
3180 GLboolean mvp_with_dp4;
3181
3182 /** Core tnl module support */
3183 struct gl_tnl_module TnlModule;
3184
3185 /**
3186 * \name Hooks for module contexts.
3187 *
3188 * These will eventually live in the driver or elsewhere.
3189 */
3190 /*@{*/
3191 void *swrast_context;
3192 void *swsetup_context;
3193 void *swtnl_context;
3194 void *swtnl_im;
3195 struct st_context *st;
3196 void *aelt_context;
3197 /*@}*/
3198 };
3199
3200
3201 /** The string names for GL_POINT, GL_LINE_LOOP, etc */
3202 extern const char *_mesa_prim_name[GL_POLYGON+4];
3203
3204
3205 #ifdef DEBUG
3206 extern int MESA_VERBOSE;
3207 extern int MESA_DEBUG_FLAGS;
3208 # define MESA_FUNCTION __FUNCTION__
3209 #else
3210 # define MESA_VERBOSE 0
3211 # define MESA_DEBUG_FLAGS 0
3212 # define MESA_FUNCTION "a function"
3213 # ifndef NDEBUG
3214 # define NDEBUG
3215 # endif
3216 #endif
3217
3218
3219 /** The MESA_VERBOSE var is a bitmask of these flags */
3220 enum _verbose
3221 {
3222 VERBOSE_VARRAY = 0x0001,
3223 VERBOSE_TEXTURE = 0x0002,
3224 VERBOSE_MATERIAL = 0x0004,
3225 VERBOSE_PIPELINE = 0x0008,
3226 VERBOSE_DRIVER = 0x0010,
3227 VERBOSE_STATE = 0x0020,
3228 VERBOSE_API = 0x0040,
3229 VERBOSE_DISPLAY_LIST = 0x0100,
3230 VERBOSE_LIGHTING = 0x0200,
3231 VERBOSE_PRIMS = 0x0400,
3232 VERBOSE_VERTS = 0x0800,
3233 VERBOSE_DISASSEM = 0x1000,
3234 VERBOSE_DRAW = 0x2000,
3235 VERBOSE_SWAPBUFFERS = 0x4000
3236 };
3237
3238
3239 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3240 enum _debug
3241 {
3242 DEBUG_ALWAYS_FLUSH = 0x1
3243 };
3244
3245
3246
3247 #endif /* MTYPES_H */