dddbba5a44dcfba3e3ac94511d1c361b365b7cc1
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "glsl/shader_enums.h"
46 #include "util/simple_list.h" /* struct simple_node */
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48
49
50 #ifdef __cplusplus
51 extern "C" {
52 #endif
53
54
55 /**
56 * \name 64-bit extension of GLbitfield.
57 */
58 /*@{*/
59 typedef GLuint64 GLbitfield64;
60
61 /** Set a single bit */
62 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
63 /** Set all bits up to excluding bit b */
64 #define BITFIELD64_MASK(b) \
65 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
66 /** Set count bits starting from bit b */
67 #define BITFIELD64_RANGE(b, count) \
68 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
69
70
71 /**
72 * \name Some forward type declarations
73 */
74 /*@{*/
75 struct _mesa_HashTable;
76 struct gl_attrib_node;
77 struct gl_list_extensions;
78 struct gl_meta_state;
79 struct gl_program_cache;
80 struct gl_texture_object;
81 struct gl_debug_state;
82 struct gl_context;
83 struct st_context;
84 struct gl_uniform_storage;
85 struct prog_instruction;
86 struct gl_program_parameter_list;
87 struct set;
88 struct set_entry;
89 struct vbo_context;
90 /*@}*/
91
92
93 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
94 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
95 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
96 #define PRIM_UNKNOWN (PRIM_MAX + 2)
97
98
99
100 /**
101 * Indexes for vertex program attributes.
102 * GL_NV_vertex_program aliases generic attributes over the conventional
103 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
104 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
105 * generic attributes are distinct/separate).
106 */
107 typedef enum
108 {
109 VERT_ATTRIB_POS = 0,
110 VERT_ATTRIB_WEIGHT = 1,
111 VERT_ATTRIB_NORMAL = 2,
112 VERT_ATTRIB_COLOR0 = 3,
113 VERT_ATTRIB_COLOR1 = 4,
114 VERT_ATTRIB_FOG = 5,
115 VERT_ATTRIB_COLOR_INDEX = 6,
116 VERT_ATTRIB_EDGEFLAG = 7,
117 VERT_ATTRIB_TEX0 = 8,
118 VERT_ATTRIB_TEX1 = 9,
119 VERT_ATTRIB_TEX2 = 10,
120 VERT_ATTRIB_TEX3 = 11,
121 VERT_ATTRIB_TEX4 = 12,
122 VERT_ATTRIB_TEX5 = 13,
123 VERT_ATTRIB_TEX6 = 14,
124 VERT_ATTRIB_TEX7 = 15,
125 VERT_ATTRIB_POINT_SIZE = 16,
126 VERT_ATTRIB_GENERIC0 = 17,
127 VERT_ATTRIB_GENERIC1 = 18,
128 VERT_ATTRIB_GENERIC2 = 19,
129 VERT_ATTRIB_GENERIC3 = 20,
130 VERT_ATTRIB_GENERIC4 = 21,
131 VERT_ATTRIB_GENERIC5 = 22,
132 VERT_ATTRIB_GENERIC6 = 23,
133 VERT_ATTRIB_GENERIC7 = 24,
134 VERT_ATTRIB_GENERIC8 = 25,
135 VERT_ATTRIB_GENERIC9 = 26,
136 VERT_ATTRIB_GENERIC10 = 27,
137 VERT_ATTRIB_GENERIC11 = 28,
138 VERT_ATTRIB_GENERIC12 = 29,
139 VERT_ATTRIB_GENERIC13 = 30,
140 VERT_ATTRIB_GENERIC14 = 31,
141 VERT_ATTRIB_GENERIC15 = 32,
142 VERT_ATTRIB_MAX = 33
143 } gl_vert_attrib;
144
145 /**
146 * Symbolic constats to help iterating over
147 * specific blocks of vertex attributes.
148 *
149 * VERT_ATTRIB_FF
150 * includes all fixed function attributes as well as
151 * the aliased GL_NV_vertex_program shader attributes.
152 * VERT_ATTRIB_TEX
153 * include the classic texture coordinate attributes.
154 * Is a subset of VERT_ATTRIB_FF.
155 * VERT_ATTRIB_GENERIC
156 * include the OpenGL 2.0+ GLSL generic shader attributes.
157 * These alias the generic GL_ARB_vertex_shader attributes.
158 */
159 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
160 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
161
162 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
163 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
164
165 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
166 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167
168 /**
169 * Bitflags for vertex attributes.
170 * These are used in bitfields in many places.
171 */
172 /*@{*/
173 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
174 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
175 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
176 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
177 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
178 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
179 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
180 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
181 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
182 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
183 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
184 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
185 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
186 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
187 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
188 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
189 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
190 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
191
192 #define VERT_BIT(i) BITFIELD64_BIT(i)
193 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
194
195 #define VERT_BIT_FF(i) VERT_BIT(i)
196 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
197 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
198 #define VERT_BIT_TEX_ALL \
199 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
200
201 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
202 #define VERT_BIT_GENERIC_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
204 /*@}*/
205
206
207 /**
208 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
209 * fragment shader inputs.
210 *
211 * Note that some of these values are not available to all pipeline stages.
212 *
213 * When this enum is updated, the following code must be updated too:
214 * - vertResults (in prog_print.c's arb_output_attrib_string())
215 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
216 * - _mesa_varying_slot_in_fs()
217 */
218 typedef enum
219 {
220 VARYING_SLOT_POS,
221 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
222 VARYING_SLOT_COL1,
223 VARYING_SLOT_FOGC,
224 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
225 VARYING_SLOT_TEX1,
226 VARYING_SLOT_TEX2,
227 VARYING_SLOT_TEX3,
228 VARYING_SLOT_TEX4,
229 VARYING_SLOT_TEX5,
230 VARYING_SLOT_TEX6,
231 VARYING_SLOT_TEX7,
232 VARYING_SLOT_PSIZ, /* Does not appear in FS */
233 VARYING_SLOT_BFC0, /* Does not appear in FS */
234 VARYING_SLOT_BFC1, /* Does not appear in FS */
235 VARYING_SLOT_EDGE, /* Does not appear in FS */
236 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
237 VARYING_SLOT_CLIP_DIST0,
238 VARYING_SLOT_CLIP_DIST1,
239 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
240 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
241 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
242 VARYING_SLOT_FACE, /* FS only */
243 VARYING_SLOT_PNTC, /* FS only */
244 VARYING_SLOT_VAR0, /* First generic varying slot */
245 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
246 } gl_varying_slot;
247
248
249 /**
250 * Bitflags for varying slots.
251 */
252 /*@{*/
253 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
254 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
255 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
256 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
257 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
258 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
259 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
260 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
261 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
262 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
263 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
264 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
265 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
266 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
267 MAX_TEXTURE_COORD_UNITS)
268 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
269 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
270 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
271 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
272 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
273 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
274 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
275 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
276 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
277 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
278 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
279 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
280 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
281 /*@}*/
282
283 /**
284 * Determine if the given gl_varying_slot appears in the fragment shader.
285 */
286 static inline GLboolean
287 _mesa_varying_slot_in_fs(gl_varying_slot slot)
288 {
289 switch (slot) {
290 case VARYING_SLOT_PSIZ:
291 case VARYING_SLOT_BFC0:
292 case VARYING_SLOT_BFC1:
293 case VARYING_SLOT_EDGE:
294 case VARYING_SLOT_CLIP_VERTEX:
295 case VARYING_SLOT_LAYER:
296 return GL_FALSE;
297 default:
298 return GL_TRUE;
299 }
300 }
301
302
303 /**
304 * Fragment program results
305 */
306 typedef enum
307 {
308 FRAG_RESULT_DEPTH = 0,
309 FRAG_RESULT_STENCIL = 1,
310 /* If a single color should be written to all render targets, this
311 * register is written. No FRAG_RESULT_DATAn will be written.
312 */
313 FRAG_RESULT_COLOR = 2,
314 FRAG_RESULT_SAMPLE_MASK = 3,
315
316 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
317 * or ARB_fragment_program fragment.color[n]) color results. If
318 * any are written, FRAG_RESULT_COLOR will not be written.
319 */
320 FRAG_RESULT_DATA0 = 4,
321 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
322 } gl_frag_result;
323
324
325 /**
326 * Indexes for all renderbuffers
327 */
328 typedef enum
329 {
330 /* the four standard color buffers */
331 BUFFER_FRONT_LEFT,
332 BUFFER_BACK_LEFT,
333 BUFFER_FRONT_RIGHT,
334 BUFFER_BACK_RIGHT,
335 BUFFER_DEPTH,
336 BUFFER_STENCIL,
337 BUFFER_ACCUM,
338 /* optional aux buffer */
339 BUFFER_AUX0,
340 /* generic renderbuffers */
341 BUFFER_COLOR0,
342 BUFFER_COLOR1,
343 BUFFER_COLOR2,
344 BUFFER_COLOR3,
345 BUFFER_COLOR4,
346 BUFFER_COLOR5,
347 BUFFER_COLOR6,
348 BUFFER_COLOR7,
349 BUFFER_COUNT
350 } gl_buffer_index;
351
352 /**
353 * Bit flags for all renderbuffers
354 */
355 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
356 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
357 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
358 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
359 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
360 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
361 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
362 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
363 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
364 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
365 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
366 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
367 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
368 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
369 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
370 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
371 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
372 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
373 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
374
375 /**
376 * Mask of all the color buffer bits (but not accum).
377 */
378 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
379 BUFFER_BIT_BACK_LEFT | \
380 BUFFER_BIT_FRONT_RIGHT | \
381 BUFFER_BIT_BACK_RIGHT | \
382 BUFFER_BIT_AUX0 | \
383 BUFFER_BIT_COLOR0 | \
384 BUFFER_BIT_COLOR1 | \
385 BUFFER_BIT_COLOR2 | \
386 BUFFER_BIT_COLOR3 | \
387 BUFFER_BIT_COLOR4 | \
388 BUFFER_BIT_COLOR5 | \
389 BUFFER_BIT_COLOR6 | \
390 BUFFER_BIT_COLOR7)
391
392 /**
393 * Framebuffer configuration (aka visual / pixelformat)
394 * Note: some of these fields should be boolean, but it appears that
395 * code in drivers/dri/common/util.c requires int-sized fields.
396 */
397 struct gl_config
398 {
399 GLboolean rgbMode;
400 GLboolean floatMode;
401 GLboolean colorIndexMode; /* XXX is this used anywhere? */
402 GLuint doubleBufferMode;
403 GLuint stereoMode;
404
405 GLboolean haveAccumBuffer;
406 GLboolean haveDepthBuffer;
407 GLboolean haveStencilBuffer;
408
409 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
410 GLuint redMask, greenMask, blueMask, alphaMask;
411 GLint rgbBits; /* total bits for rgb */
412 GLint indexBits; /* total bits for colorindex */
413
414 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
415 GLint depthBits;
416 GLint stencilBits;
417
418 GLint numAuxBuffers;
419
420 GLint level;
421
422 /* EXT_visual_rating / GLX 1.2 */
423 GLint visualRating;
424
425 /* EXT_visual_info / GLX 1.2 */
426 GLint transparentPixel;
427 /* colors are floats scaled to ints */
428 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
429 GLint transparentIndex;
430
431 /* ARB_multisample / SGIS_multisample */
432 GLint sampleBuffers;
433 GLint samples;
434
435 /* SGIX_pbuffer / GLX 1.3 */
436 GLint maxPbufferWidth;
437 GLint maxPbufferHeight;
438 GLint maxPbufferPixels;
439 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
440 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
441
442 /* OML_swap_method */
443 GLint swapMethod;
444
445 /* EXT_texture_from_pixmap */
446 GLint bindToTextureRgb;
447 GLint bindToTextureRgba;
448 GLint bindToMipmapTexture;
449 GLint bindToTextureTargets;
450 GLint yInverted;
451
452 /* EXT_framebuffer_sRGB */
453 GLint sRGBCapable;
454 };
455
456
457 /**
458 * \name Bit flags used for updating material values.
459 */
460 /*@{*/
461 #define MAT_ATTRIB_FRONT_AMBIENT 0
462 #define MAT_ATTRIB_BACK_AMBIENT 1
463 #define MAT_ATTRIB_FRONT_DIFFUSE 2
464 #define MAT_ATTRIB_BACK_DIFFUSE 3
465 #define MAT_ATTRIB_FRONT_SPECULAR 4
466 #define MAT_ATTRIB_BACK_SPECULAR 5
467 #define MAT_ATTRIB_FRONT_EMISSION 6
468 #define MAT_ATTRIB_BACK_EMISSION 7
469 #define MAT_ATTRIB_FRONT_SHININESS 8
470 #define MAT_ATTRIB_BACK_SHININESS 9
471 #define MAT_ATTRIB_FRONT_INDEXES 10
472 #define MAT_ATTRIB_BACK_INDEXES 11
473 #define MAT_ATTRIB_MAX 12
474
475 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
476 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
477 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
478 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
479 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
480 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
481
482 #define MAT_INDEX_AMBIENT 0
483 #define MAT_INDEX_DIFFUSE 1
484 #define MAT_INDEX_SPECULAR 2
485
486 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
487 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
488 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
489 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
490 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
491 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
492 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
493 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
494 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
495 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
496 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
497 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
498
499
500 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
501 MAT_BIT_FRONT_AMBIENT | \
502 MAT_BIT_FRONT_DIFFUSE | \
503 MAT_BIT_FRONT_SPECULAR | \
504 MAT_BIT_FRONT_SHININESS | \
505 MAT_BIT_FRONT_INDEXES)
506
507 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
508 MAT_BIT_BACK_AMBIENT | \
509 MAT_BIT_BACK_DIFFUSE | \
510 MAT_BIT_BACK_SPECULAR | \
511 MAT_BIT_BACK_SHININESS | \
512 MAT_BIT_BACK_INDEXES)
513
514 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
515 /*@}*/
516
517
518 /**
519 * Material state.
520 */
521 struct gl_material
522 {
523 GLfloat Attrib[MAT_ATTRIB_MAX][4];
524 };
525
526
527 /**
528 * Light state flags.
529 */
530 /*@{*/
531 #define LIGHT_SPOT 0x1
532 #define LIGHT_LOCAL_VIEWER 0x2
533 #define LIGHT_POSITIONAL 0x4
534 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
535 /*@}*/
536
537
538 /**
539 * Light source state.
540 */
541 struct gl_light
542 {
543 struct gl_light *next; /**< double linked list with sentinel */
544 struct gl_light *prev;
545
546 GLfloat Ambient[4]; /**< ambient color */
547 GLfloat Diffuse[4]; /**< diffuse color */
548 GLfloat Specular[4]; /**< specular color */
549 GLfloat EyePosition[4]; /**< position in eye coordinates */
550 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
551 GLfloat SpotExponent;
552 GLfloat SpotCutoff; /**< in degrees */
553 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
554 GLfloat ConstantAttenuation;
555 GLfloat LinearAttenuation;
556 GLfloat QuadraticAttenuation;
557 GLboolean Enabled; /**< On/off flag */
558
559 /**
560 * \name Derived fields
561 */
562 /*@{*/
563 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
564
565 GLfloat _Position[4]; /**< position in eye/obj coordinates */
566 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
567 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
568 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
569 GLfloat _VP_inf_spot_attenuation;
570
571 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
572 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
573 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
574 /*@}*/
575 };
576
577
578 /**
579 * Light model state.
580 */
581 struct gl_lightmodel
582 {
583 GLfloat Ambient[4]; /**< ambient color */
584 GLboolean LocalViewer; /**< Local (or infinite) view point? */
585 GLboolean TwoSide; /**< Two (or one) sided lighting? */
586 GLenum ColorControl; /**< either GL_SINGLE_COLOR
587 * or GL_SEPARATE_SPECULAR_COLOR */
588 };
589
590
591 /**
592 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
593 */
594 struct gl_accum_attrib
595 {
596 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
597 };
598
599
600 /**
601 * Used for storing clear color, texture border color, etc.
602 * The float values are typically unclamped.
603 */
604 union gl_color_union
605 {
606 GLfloat f[4];
607 GLint i[4];
608 GLuint ui[4];
609 };
610
611
612 /**
613 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
614 */
615 struct gl_colorbuffer_attrib
616 {
617 GLuint ClearIndex; /**< Index for glClear */
618 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
619 GLuint IndexMask; /**< Color index write mask */
620 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
621
622 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
623
624 /**
625 * \name alpha testing
626 */
627 /*@{*/
628 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
629 GLenum AlphaFunc; /**< Alpha test function */
630 GLfloat AlphaRefUnclamped;
631 GLclampf AlphaRef; /**< Alpha reference value */
632 /*@}*/
633
634 /**
635 * \name Blending
636 */
637 /*@{*/
638 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
639
640 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
641 * control, only on the fixed-pointness of the render target.
642 * The query does however depend on fragment color clamping.
643 */
644 GLfloat BlendColorUnclamped[4]; /**< Blending color */
645 GLfloat BlendColor[4]; /**< Blending color */
646
647 struct
648 {
649 GLenum SrcRGB; /**< RGB blend source term */
650 GLenum DstRGB; /**< RGB blend dest term */
651 GLenum SrcA; /**< Alpha blend source term */
652 GLenum DstA; /**< Alpha blend dest term */
653 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
654 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
655 /**
656 * Set if any blend factor uses SRC1. Computed at the time blend factors
657 * get set.
658 */
659 GLboolean _UsesDualSrc;
660 } Blend[MAX_DRAW_BUFFERS];
661 /** Are the blend func terms currently different for each buffer/target? */
662 GLboolean _BlendFuncPerBuffer;
663 /** Are the blend equations currently different for each buffer/target? */
664 GLboolean _BlendEquationPerBuffer;
665 /*@}*/
666
667 /**
668 * \name Logic op
669 */
670 /*@{*/
671 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
672 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
673 GLenum LogicOp; /**< Logic operator */
674
675 /*@}*/
676
677 GLboolean DitherFlag; /**< Dither enable flag */
678
679 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
680 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
681 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
682
683 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
684 };
685
686
687 /**
688 * Current attribute group (GL_CURRENT_BIT).
689 */
690 struct gl_current_attrib
691 {
692 /**
693 * \name Current vertex attributes.
694 * \note Values are valid only after FLUSH_VERTICES has been called.
695 * \note Index and Edgeflag current values are stored as floats in the
696 * SIX and SEVEN attribute slots.
697 */
698 /* we need double storage for this for vertex attrib 64bit */
699 GLfloat Attrib[VERT_ATTRIB_MAX][4*2]; /**< Position, color, texcoords, etc */
700
701 /**
702 * \name Current raster position attributes (always valid).
703 * \note This set of attributes is very similar to the SWvertex struct.
704 */
705 /*@{*/
706 GLfloat RasterPos[4];
707 GLfloat RasterDistance;
708 GLfloat RasterColor[4];
709 GLfloat RasterSecondaryColor[4];
710 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
711 GLboolean RasterPosValid;
712 /*@}*/
713 };
714
715
716 /**
717 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
718 */
719 struct gl_depthbuffer_attrib
720 {
721 GLenum Func; /**< Function for depth buffer compare */
722 GLclampd Clear; /**< Value to clear depth buffer to */
723 GLboolean Test; /**< Depth buffering enabled flag */
724 GLboolean Mask; /**< Depth buffer writable? */
725 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
726 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
727 };
728
729
730 /**
731 * Evaluator attribute group (GL_EVAL_BIT).
732 */
733 struct gl_eval_attrib
734 {
735 /**
736 * \name Enable bits
737 */
738 /*@{*/
739 GLboolean Map1Color4;
740 GLboolean Map1Index;
741 GLboolean Map1Normal;
742 GLboolean Map1TextureCoord1;
743 GLboolean Map1TextureCoord2;
744 GLboolean Map1TextureCoord3;
745 GLboolean Map1TextureCoord4;
746 GLboolean Map1Vertex3;
747 GLboolean Map1Vertex4;
748 GLboolean Map2Color4;
749 GLboolean Map2Index;
750 GLboolean Map2Normal;
751 GLboolean Map2TextureCoord1;
752 GLboolean Map2TextureCoord2;
753 GLboolean Map2TextureCoord3;
754 GLboolean Map2TextureCoord4;
755 GLboolean Map2Vertex3;
756 GLboolean Map2Vertex4;
757 GLboolean AutoNormal;
758 /*@}*/
759
760 /**
761 * \name Map Grid endpoints and divisions and calculated du values
762 */
763 /*@{*/
764 GLint MapGrid1un;
765 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
766 GLint MapGrid2un, MapGrid2vn;
767 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
768 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
769 /*@}*/
770 };
771
772
773 /**
774 * Fog attribute group (GL_FOG_BIT).
775 */
776 struct gl_fog_attrib
777 {
778 GLboolean Enabled; /**< Fog enabled flag */
779 GLboolean ColorSumEnabled;
780 GLfloat ColorUnclamped[4]; /**< Fog color */
781 GLfloat Color[4]; /**< Fog color */
782 GLfloat Density; /**< Density >= 0.0 */
783 GLfloat Start; /**< Start distance in eye coords */
784 GLfloat End; /**< End distance in eye coords */
785 GLfloat Index; /**< Fog index */
786 GLenum Mode; /**< Fog mode */
787 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
788 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
789 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
790 };
791
792
793 /**
794 * Hint attribute group (GL_HINT_BIT).
795 *
796 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
797 */
798 struct gl_hint_attrib
799 {
800 GLenum PerspectiveCorrection;
801 GLenum PointSmooth;
802 GLenum LineSmooth;
803 GLenum PolygonSmooth;
804 GLenum Fog;
805 GLenum TextureCompression; /**< GL_ARB_texture_compression */
806 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
807 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
808 };
809
810
811 /**
812 * Lighting attribute group (GL_LIGHT_BIT).
813 */
814 struct gl_light_attrib
815 {
816 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
817 struct gl_lightmodel Model; /**< Lighting model */
818
819 /**
820 * Front and back material values.
821 * Note: must call FLUSH_VERTICES() before using.
822 */
823 struct gl_material Material;
824
825 GLboolean Enabled; /**< Lighting enabled flag */
826 GLboolean ColorMaterialEnabled;
827
828 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
829 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
830 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
831 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
832 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
833
834
835 GLboolean _ClampVertexColor;
836 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
837
838 /**
839 * Derived state for optimizations:
840 */
841 /*@{*/
842 GLboolean _NeedEyeCoords;
843 GLboolean _NeedVertices; /**< Use fast shader? */
844 struct gl_light EnabledList; /**< List sentinel */
845
846 GLfloat _BaseColor[2][3];
847 /*@}*/
848 };
849
850
851 /**
852 * Line attribute group (GL_LINE_BIT).
853 */
854 struct gl_line_attrib
855 {
856 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
857 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
858 GLushort StipplePattern; /**< Stipple pattern */
859 GLint StippleFactor; /**< Stipple repeat factor */
860 GLfloat Width; /**< Line width */
861 };
862
863
864 /**
865 * Display list attribute group (GL_LIST_BIT).
866 */
867 struct gl_list_attrib
868 {
869 GLuint ListBase;
870 };
871
872
873 /**
874 * Multisample attribute group (GL_MULTISAMPLE_BIT).
875 */
876 struct gl_multisample_attrib
877 {
878 GLboolean Enabled;
879 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
880 GLboolean SampleAlphaToCoverage;
881 GLboolean SampleAlphaToOne;
882 GLboolean SampleCoverage;
883 GLboolean SampleCoverageInvert;
884 GLboolean SampleShading;
885
886 /* ARB_texture_multisample / GL3.2 additions */
887 GLboolean SampleMask;
888
889 GLfloat SampleCoverageValue;
890 GLfloat MinSampleShadingValue;
891
892 /** The GL spec defines this as an array but >32x MSAA is madness */
893 GLbitfield SampleMaskValue;
894 };
895
896
897 /**
898 * A pixelmap (see glPixelMap)
899 */
900 struct gl_pixelmap
901 {
902 GLint Size;
903 GLfloat Map[MAX_PIXEL_MAP_TABLE];
904 };
905
906
907 /**
908 * Collection of all pixelmaps
909 */
910 struct gl_pixelmaps
911 {
912 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
913 struct gl_pixelmap GtoG;
914 struct gl_pixelmap BtoB;
915 struct gl_pixelmap AtoA;
916 struct gl_pixelmap ItoR;
917 struct gl_pixelmap ItoG;
918 struct gl_pixelmap ItoB;
919 struct gl_pixelmap ItoA;
920 struct gl_pixelmap ItoI;
921 struct gl_pixelmap StoS;
922 };
923
924
925 /**
926 * Pixel attribute group (GL_PIXEL_MODE_BIT).
927 */
928 struct gl_pixel_attrib
929 {
930 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
931
932 /*--- Begin Pixel Transfer State ---*/
933 /* Fields are in the order in which they're applied... */
934
935 /** Scale & Bias (index shift, offset) */
936 /*@{*/
937 GLfloat RedBias, RedScale;
938 GLfloat GreenBias, GreenScale;
939 GLfloat BlueBias, BlueScale;
940 GLfloat AlphaBias, AlphaScale;
941 GLfloat DepthBias, DepthScale;
942 GLint IndexShift, IndexOffset;
943 /*@}*/
944
945 /* Pixel Maps */
946 /* Note: actual pixel maps are not part of this attrib group */
947 GLboolean MapColorFlag;
948 GLboolean MapStencilFlag;
949
950 /*--- End Pixel Transfer State ---*/
951
952 /** glPixelZoom */
953 GLfloat ZoomX, ZoomY;
954 };
955
956
957 /**
958 * Point attribute group (GL_POINT_BIT).
959 */
960 struct gl_point_attrib
961 {
962 GLfloat Size; /**< User-specified point size */
963 GLfloat Params[3]; /**< GL_EXT_point_parameters */
964 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
965 GLfloat Threshold; /**< GL_EXT_point_parameters */
966 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
967 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
968 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
969 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
970 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
971 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
972 };
973
974
975 /**
976 * Polygon attribute group (GL_POLYGON_BIT).
977 */
978 struct gl_polygon_attrib
979 {
980 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
981 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
982 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
983 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
984 GLboolean CullFlag; /**< Culling on/off flag */
985 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
986 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
987 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
988 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
989 GLfloat OffsetUnits; /**< Polygon offset units, from user */
990 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
991 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
992 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
993 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
994 };
995
996
997 /**
998 * Scissor attributes (GL_SCISSOR_BIT).
999 */
1000 struct gl_scissor_rect
1001 {
1002 GLint X, Y; /**< Lower left corner of box */
1003 GLsizei Width, Height; /**< Size of box */
1004 };
1005 struct gl_scissor_attrib
1006 {
1007 GLbitfield EnableFlags; /**< Scissor test enabled? */
1008 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1009 };
1010
1011
1012 /**
1013 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1014 *
1015 * Three sets of stencil data are tracked so that OpenGL 2.0,
1016 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1017 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1018 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1019 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1020 * GL_EXT_stencil_two_side GL_BACK state.
1021 *
1022 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1023 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1024 *
1025 * The derived value \c _TestTwoSide is set when the front-face and back-face
1026 * stencil state are different.
1027 */
1028 struct gl_stencil_attrib
1029 {
1030 GLboolean Enabled; /**< Enabled flag */
1031 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1032 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1033 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1034 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1035 GLboolean _TestTwoSide;
1036 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1037 GLenum Function[3]; /**< Stencil function */
1038 GLenum FailFunc[3]; /**< Fail function */
1039 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1040 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1041 GLint Ref[3]; /**< Reference value */
1042 GLuint ValueMask[3]; /**< Value mask */
1043 GLuint WriteMask[3]; /**< Write mask */
1044 GLuint Clear; /**< Clear value */
1045 };
1046
1047
1048 /**
1049 * An index for each type of texture object. These correspond to the GL
1050 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1051 * Note: the order is from highest priority to lowest priority.
1052 */
1053 typedef enum
1054 {
1055 TEXTURE_2D_MULTISAMPLE_INDEX,
1056 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1057 TEXTURE_CUBE_ARRAY_INDEX,
1058 TEXTURE_BUFFER_INDEX,
1059 TEXTURE_2D_ARRAY_INDEX,
1060 TEXTURE_1D_ARRAY_INDEX,
1061 TEXTURE_EXTERNAL_INDEX,
1062 TEXTURE_CUBE_INDEX,
1063 TEXTURE_3D_INDEX,
1064 TEXTURE_RECT_INDEX,
1065 TEXTURE_2D_INDEX,
1066 TEXTURE_1D_INDEX,
1067 NUM_TEXTURE_TARGETS
1068 } gl_texture_index;
1069
1070
1071 /**
1072 * Bit flags for each type of texture object
1073 */
1074 /*@{*/
1075 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1076 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1077 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1078 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1079 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1080 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1081 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1082 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1083 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1084 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1085 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1086 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1087 /*@}*/
1088
1089
1090 /**
1091 * Texture image state. Drivers will typically create a subclass of this
1092 * with extra fields for memory buffers, etc.
1093 */
1094 struct gl_texture_image
1095 {
1096 GLint InternalFormat; /**< Internal format as given by the user */
1097 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1098 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1099 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1100 * GL_DEPTH_STENCIL_EXT only. Used for
1101 * choosing TexEnv arithmetic.
1102 */
1103 mesa_format TexFormat; /**< The actual texture memory format */
1104
1105 GLuint Border; /**< 0 or 1 */
1106 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1107 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1108 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1109 GLuint Width2; /**< = Width - 2*Border */
1110 GLuint Height2; /**< = Height - 2*Border */
1111 GLuint Depth2; /**< = Depth - 2*Border */
1112 GLuint WidthLog2; /**< = log2(Width2) */
1113 GLuint HeightLog2; /**< = log2(Height2) */
1114 GLuint DepthLog2; /**< = log2(Depth2) */
1115 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1116 levels, computed from the dimensions */
1117
1118 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1119 GLuint Level; /**< Which mipmap level am I? */
1120 /** Cube map face: index into gl_texture_object::Image[] array */
1121 GLuint Face;
1122
1123 /** GL_ARB_texture_multisample */
1124 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1125 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1126 };
1127
1128
1129 /**
1130 * Indexes for cube map faces.
1131 */
1132 typedef enum
1133 {
1134 FACE_POS_X = 0,
1135 FACE_NEG_X = 1,
1136 FACE_POS_Y = 2,
1137 FACE_NEG_Y = 3,
1138 FACE_POS_Z = 4,
1139 FACE_NEG_Z = 5,
1140 MAX_FACES = 6
1141 } gl_face_index;
1142
1143
1144 /**
1145 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1146 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1147 */
1148 struct gl_sampler_object
1149 {
1150 GLuint Name;
1151 GLint RefCount;
1152 GLchar *Label; /**< GL_KHR_debug */
1153
1154 GLenum WrapS; /**< S-axis texture image wrap mode */
1155 GLenum WrapT; /**< T-axis texture image wrap mode */
1156 GLenum WrapR; /**< R-axis texture image wrap mode */
1157 GLenum MinFilter; /**< minification filter */
1158 GLenum MagFilter; /**< magnification filter */
1159 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1160 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1161 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1162 GLfloat LodBias; /**< OpenGL 1.4 */
1163 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1164 GLenum CompareMode; /**< GL_ARB_shadow */
1165 GLenum CompareFunc; /**< GL_ARB_shadow */
1166 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1167 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1168 };
1169
1170
1171 /**
1172 * Texture object state. Contains the array of mipmap images, border color,
1173 * wrap modes, filter modes, and shadow/texcompare state.
1174 */
1175 struct gl_texture_object
1176 {
1177 mtx_t Mutex; /**< for thread safety */
1178 GLint RefCount; /**< reference count */
1179 GLuint Name; /**< the user-visible texture object ID */
1180 GLchar *Label; /**< GL_KHR_debug */
1181 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1182 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1183 Only valid when Target is valid. */
1184
1185 struct gl_sampler_object Sampler;
1186
1187 GLenum DepthMode; /**< GL_ARB_depth_texture */
1188 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1189
1190 GLfloat Priority; /**< in [0,1] */
1191 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1192 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1193 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1194 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1195 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1196 GLint CropRect[4]; /**< GL_OES_draw_texture */
1197 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1198 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1199 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1200 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1201 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1202 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1203 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1204 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1205 pressure? */
1206 GLboolean Immutable; /**< GL_ARB_texture_storage */
1207 GLboolean _IsFloat; /**< GL_OES_float_texture */
1208 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1209
1210 GLuint MinLevel; /**< GL_ARB_texture_view */
1211 GLuint MinLayer; /**< GL_ARB_texture_view */
1212 GLuint NumLevels; /**< GL_ARB_texture_view */
1213 GLuint NumLayers; /**< GL_ARB_texture_view */
1214
1215 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1216 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1217
1218 /** GL_ARB_texture_buffer_object */
1219 struct gl_buffer_object *BufferObject;
1220 GLenum BufferObjectFormat;
1221 /** Equivalent Mesa format for BufferObjectFormat. */
1222 mesa_format _BufferObjectFormat;
1223 /** GL_ARB_texture_buffer_range */
1224 GLintptr BufferOffset;
1225 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1226
1227 /** GL_OES_EGL_image_external */
1228 GLint RequiredTextureImageUnits;
1229
1230 /** GL_ARB_shader_image_load_store */
1231 GLenum ImageFormatCompatibilityType;
1232 };
1233
1234
1235 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1236 #define MAX_COMBINER_TERMS 4
1237
1238
1239 /**
1240 * Texture combine environment state.
1241 */
1242 struct gl_tex_env_combine_state
1243 {
1244 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1245 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1246 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1247 GLenum SourceRGB[MAX_COMBINER_TERMS];
1248 GLenum SourceA[MAX_COMBINER_TERMS];
1249 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1250 GLenum OperandRGB[MAX_COMBINER_TERMS];
1251 GLenum OperandA[MAX_COMBINER_TERMS];
1252 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1253 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1254 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1255 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1256 };
1257
1258
1259 /**
1260 * TexGenEnabled flags.
1261 */
1262 /*@{*/
1263 #define S_BIT 1
1264 #define T_BIT 2
1265 #define R_BIT 4
1266 #define Q_BIT 8
1267 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1268 /*@}*/
1269
1270
1271 /**
1272 * Bit flag versions of the corresponding GL_ constants.
1273 */
1274 /*@{*/
1275 #define TEXGEN_SPHERE_MAP 0x1
1276 #define TEXGEN_OBJ_LINEAR 0x2
1277 #define TEXGEN_EYE_LINEAR 0x4
1278 #define TEXGEN_REFLECTION_MAP_NV 0x8
1279 #define TEXGEN_NORMAL_MAP_NV 0x10
1280
1281 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1282 TEXGEN_REFLECTION_MAP_NV | \
1283 TEXGEN_NORMAL_MAP_NV)
1284 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1285 TEXGEN_REFLECTION_MAP_NV | \
1286 TEXGEN_NORMAL_MAP_NV | \
1287 TEXGEN_EYE_LINEAR)
1288 /*@}*/
1289
1290
1291
1292 /** Tex-gen enabled for texture unit? */
1293 #define ENABLE_TEXGEN(unit) (1 << (unit))
1294
1295 /** Non-identity texture matrix for texture unit? */
1296 #define ENABLE_TEXMAT(unit) (1 << (unit))
1297
1298
1299 /**
1300 * Texture coord generation state.
1301 */
1302 struct gl_texgen
1303 {
1304 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1305 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1306 GLfloat ObjectPlane[4];
1307 GLfloat EyePlane[4];
1308 };
1309
1310
1311 /**
1312 * Texture unit state. Contains enable flags, texture environment/function/
1313 * combiners, texgen state, and pointers to current texture objects.
1314 */
1315 struct gl_texture_unit
1316 {
1317 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1318
1319 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1320 GLclampf EnvColor[4];
1321 GLfloat EnvColorUnclamped[4];
1322
1323 struct gl_texgen GenS;
1324 struct gl_texgen GenT;
1325 struct gl_texgen GenR;
1326 struct gl_texgen GenQ;
1327 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1328 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1329
1330 GLfloat LodBias; /**< for biasing mipmap levels */
1331
1332 /** Texture targets that have a non-default texture bound */
1333 GLbitfield _BoundTextures;
1334
1335 /** Current sampler object (GL_ARB_sampler_objects) */
1336 struct gl_sampler_object *Sampler;
1337
1338 /**
1339 * \name GL_EXT_texture_env_combine
1340 */
1341 struct gl_tex_env_combine_state Combine;
1342
1343 /**
1344 * Derived state based on \c EnvMode and the \c BaseFormat of the
1345 * currently enabled texture.
1346 */
1347 struct gl_tex_env_combine_state _EnvMode;
1348
1349 /**
1350 * Currently enabled combiner state. This will point to either
1351 * \c Combine or \c _EnvMode.
1352 */
1353 struct gl_tex_env_combine_state *_CurrentCombine;
1354
1355 /** Current texture object pointers */
1356 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1357
1358 /** Points to highest priority, complete and enabled texture object */
1359 struct gl_texture_object *_Current;
1360
1361 };
1362
1363
1364 /**
1365 * Texture attribute group (GL_TEXTURE_BIT).
1366 */
1367 struct gl_texture_attrib
1368 {
1369 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1370
1371 /** GL_ARB_seamless_cubemap */
1372 GLboolean CubeMapSeamless;
1373
1374 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1375
1376 /** GL_ARB_texture_buffer_object */
1377 struct gl_buffer_object *BufferObject;
1378
1379 /** Texture coord units/sets used for fragment texturing */
1380 GLbitfield _EnabledCoordUnits;
1381
1382 /** Texture coord units that have texgen enabled */
1383 GLbitfield _TexGenEnabled;
1384
1385 /** Texture coord units that have non-identity matrices */
1386 GLbitfield _TexMatEnabled;
1387
1388 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1389 GLbitfield _GenFlags;
1390
1391 /** Largest index of a texture unit with _Current != NULL. */
1392 GLint _MaxEnabledTexImageUnit;
1393
1394 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1395 GLint NumCurrentTexUsed;
1396
1397 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1398 };
1399
1400
1401 /**
1402 * Data structure representing a single clip plane (e.g. one of the elements
1403 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1404 */
1405 typedef GLfloat gl_clip_plane[4];
1406
1407
1408 /**
1409 * Transformation attribute group (GL_TRANSFORM_BIT).
1410 */
1411 struct gl_transform_attrib
1412 {
1413 GLenum MatrixMode; /**< Matrix mode */
1414 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1415 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1416 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1417 GLboolean Normalize; /**< Normalize all normals? */
1418 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1419 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1420 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1421 /** GL_ARB_clip_control */
1422 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1423 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1424 };
1425
1426
1427 /**
1428 * Viewport attribute group (GL_VIEWPORT_BIT).
1429 */
1430 struct gl_viewport_attrib
1431 {
1432 GLfloat X, Y; /**< position */
1433 GLfloat Width, Height; /**< size */
1434 GLdouble Near, Far; /**< Depth buffer range */
1435 };
1436
1437
1438 typedef enum {
1439 MAP_USER,
1440 MAP_INTERNAL,
1441
1442 MAP_COUNT
1443 } gl_map_buffer_index;
1444
1445
1446 /**
1447 * Fields describing a mapped buffer range.
1448 */
1449 struct gl_buffer_mapping {
1450 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1451 GLvoid *Pointer; /**< User-space address of mapping */
1452 GLintptr Offset; /**< Mapped offset */
1453 GLsizeiptr Length; /**< Mapped length */
1454 };
1455
1456
1457 /**
1458 * Usages we've seen for a buffer object.
1459 */
1460 typedef enum {
1461 USAGE_UNIFORM_BUFFER = 0x1,
1462 USAGE_TEXTURE_BUFFER = 0x2,
1463 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1464 } gl_buffer_usage;
1465
1466
1467 /**
1468 * GL_ARB_vertex/pixel_buffer_object buffer object
1469 */
1470 struct gl_buffer_object
1471 {
1472 mtx_t Mutex;
1473 GLint RefCount;
1474 GLuint Name;
1475 GLchar *Label; /**< GL_KHR_debug */
1476 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1477 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1478 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1479 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1480 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1481 GLboolean Written; /**< Ever written to? (for debugging) */
1482 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1483 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1484 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1485
1486 struct gl_buffer_mapping Mappings[MAP_COUNT];
1487 };
1488
1489
1490 /**
1491 * Client pixel packing/unpacking attributes
1492 */
1493 struct gl_pixelstore_attrib
1494 {
1495 GLint Alignment;
1496 GLint RowLength;
1497 GLint SkipPixels;
1498 GLint SkipRows;
1499 GLint ImageHeight;
1500 GLint SkipImages;
1501 GLboolean SwapBytes;
1502 GLboolean LsbFirst;
1503 GLboolean Invert; /**< GL_MESA_pack_invert */
1504 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1505 GLint CompressedBlockHeight;
1506 GLint CompressedBlockDepth;
1507 GLint CompressedBlockSize;
1508 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1509 };
1510
1511
1512 /**
1513 * Client vertex array attributes
1514 */
1515 struct gl_client_array
1516 {
1517 GLint Size; /**< components per element (1,2,3,4) */
1518 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1519 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1520 GLsizei Stride; /**< user-specified stride */
1521 GLsizei StrideB; /**< actual stride in bytes */
1522 GLuint _ElementSize; /**< size of each element in bytes */
1523 const GLubyte *Ptr; /**< Points to array data */
1524 GLboolean Enabled; /**< Enabled flag is a boolean */
1525 GLboolean Normalized; /**< GL_ARB_vertex_program */
1526 GLboolean Integer; /**< Integer-valued? */
1527 GLboolean Doubles; /**< double precision values are not converted to floats */
1528 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1529
1530 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1531 };
1532
1533
1534 /**
1535 * Vertex attribute array as seen by the client.
1536 *
1537 * Contains the size, type, format and normalization flag,
1538 * along with the index of a vertex buffer binding point.
1539 *
1540 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1541 * and is only present for backwards compatibility reasons.
1542 * Rendering always uses VERTEX_BINDING_STRIDE.
1543 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1544 * and VERTEX_BINDING_STRIDE to the same value, while
1545 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1546 */
1547 struct gl_vertex_attrib_array
1548 {
1549 GLint Size; /**< Components per element (1,2,3,4) */
1550 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1551 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1552 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1553 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1554 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1555 GLboolean Enabled; /**< Whether the array is enabled */
1556 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1557 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1558 GLboolean Doubles; /**< double precision values are not converted to floats */
1559 GLuint _ElementSize; /**< Size of each element in bytes */
1560 GLuint VertexBinding; /**< Vertex buffer binding */
1561 };
1562
1563
1564 /**
1565 * This describes the buffer object used for a vertex array (or
1566 * multiple vertex arrays). If BufferObj points to the default/null
1567 * buffer object, then the vertex array lives in user memory and not a VBO.
1568 */
1569 struct gl_vertex_buffer_binding
1570 {
1571 GLintptr Offset; /**< User-specified offset */
1572 GLsizei Stride; /**< User-specified stride */
1573 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1574 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1575 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1576 };
1577
1578
1579 /**
1580 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1581 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1582 * extension.
1583 */
1584 struct gl_vertex_array_object
1585 {
1586 /** Name of the VAO as received from glGenVertexArray. */
1587 GLuint Name;
1588
1589 GLint RefCount;
1590
1591 GLchar *Label; /**< GL_KHR_debug */
1592
1593 mtx_t Mutex;
1594
1595 /**
1596 * Does the VAO use ARB semantics or Apple semantics?
1597 *
1598 * There are several ways in which ARB_vertex_array_object and
1599 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1600 * least,
1601 *
1602 * - ARB VAOs require that all array data be sourced from vertex buffer
1603 * objects, but Apple VAOs do not.
1604 *
1605 * - ARB VAOs require that names come from GenVertexArrays.
1606 *
1607 * This flag notes which behavior governs this VAO.
1608 */
1609 GLboolean ARBsemantics;
1610
1611 /**
1612 * Has this array object been bound?
1613 */
1614 GLboolean EverBound;
1615
1616 /**
1617 * Derived vertex attribute arrays
1618 *
1619 * This is a legacy data structure created from gl_vertex_attrib_array and
1620 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1621 */
1622 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1623
1624 /** Vertex attribute arrays */
1625 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1626
1627 /** Vertex buffer bindings */
1628 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1629
1630 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1631 GLbitfield64 _Enabled;
1632
1633 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1634 GLbitfield64 NewArrays;
1635
1636 /** The index buffer (also known as the element array buffer in OpenGL). */
1637 struct gl_buffer_object *IndexBufferObj;
1638 };
1639
1640
1641 /** Used to signal when transitioning from one kind of drawing method
1642 * to another.
1643 */
1644 typedef enum {
1645 DRAW_NONE, /**< Initial value only */
1646 DRAW_BEGIN_END,
1647 DRAW_DISPLAY_LIST,
1648 DRAW_ARRAYS
1649 } gl_draw_method;
1650
1651 /**
1652 * Enum for the OpenGL APIs we know about and may support.
1653 *
1654 * NOTE: This must match the api_enum table in
1655 * src/mesa/main/get_hash_generator.py
1656 */
1657 typedef enum
1658 {
1659 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1660 API_OPENGLES,
1661 API_OPENGLES2,
1662 API_OPENGL_CORE,
1663 API_OPENGL_LAST = API_OPENGL_CORE
1664 } gl_api;
1665
1666 /**
1667 * Vertex array state
1668 */
1669 struct gl_array_attrib
1670 {
1671 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1672 struct gl_vertex_array_object *VAO;
1673
1674 /** The default vertex array object */
1675 struct gl_vertex_array_object *DefaultVAO;
1676
1677 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1678 struct _mesa_HashTable *Objects;
1679
1680 GLint ActiveTexture; /**< Client Active Texture */
1681 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1682 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1683
1684 /**
1685 * \name Primitive restart controls
1686 *
1687 * Primitive restart is enabled if either \c PrimitiveRestart or
1688 * \c PrimitiveRestartFixedIndex is set.
1689 */
1690 /*@{*/
1691 GLboolean PrimitiveRestart;
1692 GLboolean PrimitiveRestartFixedIndex;
1693 GLboolean _PrimitiveRestart;
1694 GLuint RestartIndex;
1695 /*@}*/
1696
1697 /** One of the DRAW_xxx flags, not consumed by drivers */
1698 gl_draw_method DrawMethod;
1699
1700 /* GL_ARB_vertex_buffer_object */
1701 struct gl_buffer_object *ArrayBufferObj;
1702
1703 /**
1704 * Vertex arrays as consumed by a driver.
1705 * The array pointer is set up only by the VBO module.
1706 */
1707 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1708
1709 /** Legal array datatypes and the API for which they have been computed */
1710 GLbitfield LegalTypesMask;
1711 gl_api LegalTypesMaskAPI;
1712 };
1713
1714
1715 /**
1716 * Feedback buffer state
1717 */
1718 struct gl_feedback
1719 {
1720 GLenum Type;
1721 GLbitfield _Mask; /**< FB_* bits */
1722 GLfloat *Buffer;
1723 GLuint BufferSize;
1724 GLuint Count;
1725 };
1726
1727
1728 /**
1729 * Selection buffer state
1730 */
1731 struct gl_selection
1732 {
1733 GLuint *Buffer; /**< selection buffer */
1734 GLuint BufferSize; /**< size of the selection buffer */
1735 GLuint BufferCount; /**< number of values in the selection buffer */
1736 GLuint Hits; /**< number of records in the selection buffer */
1737 GLuint NameStackDepth; /**< name stack depth */
1738 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1739 GLboolean HitFlag; /**< hit flag */
1740 GLfloat HitMinZ; /**< minimum hit depth */
1741 GLfloat HitMaxZ; /**< maximum hit depth */
1742 };
1743
1744
1745 /**
1746 * 1-D Evaluator control points
1747 */
1748 struct gl_1d_map
1749 {
1750 GLuint Order; /**< Number of control points */
1751 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1752 GLfloat *Points; /**< Points to contiguous control points */
1753 };
1754
1755
1756 /**
1757 * 2-D Evaluator control points
1758 */
1759 struct gl_2d_map
1760 {
1761 GLuint Uorder; /**< Number of control points in U dimension */
1762 GLuint Vorder; /**< Number of control points in V dimension */
1763 GLfloat u1, u2, du;
1764 GLfloat v1, v2, dv;
1765 GLfloat *Points; /**< Points to contiguous control points */
1766 };
1767
1768
1769 /**
1770 * All evaluator control point state
1771 */
1772 struct gl_evaluators
1773 {
1774 /**
1775 * \name 1-D maps
1776 */
1777 /*@{*/
1778 struct gl_1d_map Map1Vertex3;
1779 struct gl_1d_map Map1Vertex4;
1780 struct gl_1d_map Map1Index;
1781 struct gl_1d_map Map1Color4;
1782 struct gl_1d_map Map1Normal;
1783 struct gl_1d_map Map1Texture1;
1784 struct gl_1d_map Map1Texture2;
1785 struct gl_1d_map Map1Texture3;
1786 struct gl_1d_map Map1Texture4;
1787 /*@}*/
1788
1789 /**
1790 * \name 2-D maps
1791 */
1792 /*@{*/
1793 struct gl_2d_map Map2Vertex3;
1794 struct gl_2d_map Map2Vertex4;
1795 struct gl_2d_map Map2Index;
1796 struct gl_2d_map Map2Color4;
1797 struct gl_2d_map Map2Normal;
1798 struct gl_2d_map Map2Texture1;
1799 struct gl_2d_map Map2Texture2;
1800 struct gl_2d_map Map2Texture3;
1801 struct gl_2d_map Map2Texture4;
1802 /*@}*/
1803 };
1804
1805
1806 struct gl_transform_feedback_varying_info
1807 {
1808 char *Name;
1809 GLenum Type;
1810 GLint Size;
1811 };
1812
1813
1814 /**
1815 * Per-output info vertex shaders for transform feedback.
1816 */
1817 struct gl_transform_feedback_output
1818 {
1819 unsigned OutputRegister;
1820 unsigned OutputBuffer;
1821 unsigned NumComponents;
1822 unsigned StreamId;
1823
1824 /** offset (in DWORDs) of this output within the interleaved structure */
1825 unsigned DstOffset;
1826
1827 /**
1828 * Offset into the output register of the data to output. For example,
1829 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1830 * offset is in the y and z components of the output register.
1831 */
1832 unsigned ComponentOffset;
1833 };
1834
1835
1836 /** Post-link transform feedback info. */
1837 struct gl_transform_feedback_info
1838 {
1839 unsigned NumOutputs;
1840
1841 /**
1842 * Number of transform feedback buffers in use by this program.
1843 */
1844 unsigned NumBuffers;
1845
1846 struct gl_transform_feedback_output *Outputs;
1847
1848 /** Transform feedback varyings used for the linking of this shader program.
1849 *
1850 * Use for glGetTransformFeedbackVarying().
1851 */
1852 struct gl_transform_feedback_varying_info *Varyings;
1853 GLint NumVarying;
1854
1855 /**
1856 * Total number of components stored in each buffer. This may be used by
1857 * hardware back-ends to determine the correct stride when interleaving
1858 * multiple transform feedback outputs in the same buffer.
1859 */
1860 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1861 };
1862
1863
1864 /**
1865 * Transform feedback object state
1866 */
1867 struct gl_transform_feedback_object
1868 {
1869 GLuint Name; /**< AKA the object ID */
1870 GLint RefCount;
1871 GLchar *Label; /**< GL_KHR_debug */
1872 GLboolean Active; /**< Is transform feedback enabled? */
1873 GLboolean Paused; /**< Is transform feedback paused? */
1874 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1875 at least once? */
1876 GLboolean EverBound; /**< Has this object been bound? */
1877
1878 /**
1879 * GLES: if Active is true, remaining number of primitives which can be
1880 * rendered without overflow. This is necessary to track because GLES
1881 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1882 * glDrawArraysInstanced would overflow transform feedback buffers.
1883 * Undefined if Active is false.
1884 *
1885 * Not tracked for desktop GL since it's unnecessary.
1886 */
1887 unsigned GlesRemainingPrims;
1888
1889 /**
1890 * The shader program active when BeginTransformFeedback() was called.
1891 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1892 * where stage is the pipeline stage that is the source of data for
1893 * transform feedback.
1894 */
1895 struct gl_shader_program *shader_program;
1896
1897 /** The feedback buffers */
1898 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1899 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1900
1901 /** Start of feedback data in dest buffer */
1902 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1903
1904 /**
1905 * Max data to put into dest buffer (in bytes). Computed based on
1906 * RequestedSize and the actual size of the buffer.
1907 */
1908 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1909
1910 /**
1911 * Size that was specified when the buffer was bound. If the buffer was
1912 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1913 * zero.
1914 */
1915 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1916 };
1917
1918
1919 /**
1920 * Context state for transform feedback.
1921 */
1922 struct gl_transform_feedback_state
1923 {
1924 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1925
1926 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1927 struct gl_buffer_object *CurrentBuffer;
1928
1929 /** The table of all transform feedback objects */
1930 struct _mesa_HashTable *Objects;
1931
1932 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1933 struct gl_transform_feedback_object *CurrentObject;
1934
1935 /** The default xform-fb object (Name==0) */
1936 struct gl_transform_feedback_object *DefaultObject;
1937 };
1938
1939
1940 /**
1941 * A "performance monitor" as described in AMD_performance_monitor.
1942 */
1943 struct gl_perf_monitor_object
1944 {
1945 GLuint Name;
1946
1947 /** True if the monitor is currently active (Begin called but not End). */
1948 GLboolean Active;
1949
1950 /**
1951 * True if the monitor has ended.
1952 *
1953 * This is distinct from !Active because it may never have began.
1954 */
1955 GLboolean Ended;
1956
1957 /**
1958 * A list of groups with currently active counters.
1959 *
1960 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1961 */
1962 unsigned *ActiveGroups;
1963
1964 /**
1965 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1966 *
1967 * Checking whether counter 'c' in group 'g' is active can be done via:
1968 *
1969 * BITSET_TEST(ActiveCounters[g], c)
1970 */
1971 GLuint **ActiveCounters;
1972 };
1973
1974
1975 union gl_perf_monitor_counter_value
1976 {
1977 float f;
1978 uint64_t u64;
1979 uint32_t u32;
1980 };
1981
1982
1983 struct gl_perf_monitor_counter
1984 {
1985 /** Human readable name for the counter. */
1986 const char *Name;
1987
1988 /**
1989 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1990 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1991 */
1992 GLenum Type;
1993
1994 /** Minimum counter value. */
1995 union gl_perf_monitor_counter_value Minimum;
1996
1997 /** Maximum counter value. */
1998 union gl_perf_monitor_counter_value Maximum;
1999 };
2000
2001
2002 struct gl_perf_monitor_group
2003 {
2004 /** Human readable name for the group. */
2005 const char *Name;
2006
2007 /**
2008 * Maximum number of counters in this group which can be active at the
2009 * same time.
2010 */
2011 GLuint MaxActiveCounters;
2012
2013 /** Array of counters within this group. */
2014 const struct gl_perf_monitor_counter *Counters;
2015 GLuint NumCounters;
2016 };
2017
2018
2019 /**
2020 * Context state for AMD_performance_monitor.
2021 */
2022 struct gl_perf_monitor_state
2023 {
2024 /** Array of performance monitor groups (indexed by group ID) */
2025 const struct gl_perf_monitor_group *Groups;
2026 GLuint NumGroups;
2027
2028 /** The table of all performance monitors. */
2029 struct _mesa_HashTable *Monitors;
2030 };
2031
2032
2033 /**
2034 * Names of the various vertex/fragment program register files, etc.
2035 *
2036 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2037 * All values should fit in a 4-bit field.
2038 *
2039 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2040 * considered to be "uniform" variables since they can only be set outside
2041 * glBegin/End. They're also all stored in the same Parameters array.
2042 */
2043 typedef enum
2044 {
2045 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2046 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2047 PROGRAM_INPUT, /**< machine->Inputs[] */
2048 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2049 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2050 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2051 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2052 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2053 PROGRAM_ADDRESS, /**< machine->AddressReg */
2054 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2055 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2056 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2057 PROGRAM_FILE_MAX
2058 } gl_register_file;
2059
2060
2061 /**
2062 * \brief Layout qualifiers for gl_FragDepth.
2063 *
2064 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2065 * a layout qualifier.
2066 *
2067 * \see enum ir_depth_layout
2068 */
2069 enum gl_frag_depth_layout
2070 {
2071 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2072 FRAG_DEPTH_LAYOUT_ANY,
2073 FRAG_DEPTH_LAYOUT_GREATER,
2074 FRAG_DEPTH_LAYOUT_LESS,
2075 FRAG_DEPTH_LAYOUT_UNCHANGED
2076 };
2077
2078
2079 /**
2080 * Base class for any kind of program object
2081 */
2082 struct gl_program
2083 {
2084 GLuint Id;
2085 GLint RefCount;
2086 GLubyte *String; /**< Null-terminated program text */
2087
2088 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2089 GLenum Format; /**< String encoding format */
2090
2091 struct prog_instruction *Instructions;
2092
2093 struct nir_shader *nir;
2094
2095 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2096 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
2097 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2098 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2099 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2100 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2101 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2102 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2103 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2104
2105 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2106
2107 /**
2108 * For vertex and geometry shaders, true if the program uses the
2109 * gl_ClipDistance output. Ignored for fragment shaders.
2110 */
2111 GLboolean UsesClipDistanceOut;
2112
2113
2114 /** Named parameters, constants, etc. from program text */
2115 struct gl_program_parameter_list *Parameters;
2116
2117 /**
2118 * Local parameters used by the program.
2119 *
2120 * It's dynamically allocated because it is rarely used (just
2121 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2122 * allocated.
2123 */
2124 GLfloat (*LocalParams)[4];
2125
2126 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2127 GLubyte SamplerUnits[MAX_SAMPLERS];
2128
2129 /** Bitmask of which register files are read/written with indirect
2130 * addressing. Mask of (1 << PROGRAM_x) bits.
2131 */
2132 GLbitfield IndirectRegisterFiles;
2133
2134 /** Logical counts */
2135 /*@{*/
2136 GLuint NumInstructions;
2137 GLuint NumTemporaries;
2138 GLuint NumParameters;
2139 GLuint NumAttributes;
2140 GLuint NumAddressRegs;
2141 GLuint NumAluInstructions;
2142 GLuint NumTexInstructions;
2143 GLuint NumTexIndirections;
2144 /*@}*/
2145 /** Native, actual h/w counts */
2146 /*@{*/
2147 GLuint NumNativeInstructions;
2148 GLuint NumNativeTemporaries;
2149 GLuint NumNativeParameters;
2150 GLuint NumNativeAttributes;
2151 GLuint NumNativeAddressRegs;
2152 GLuint NumNativeAluInstructions;
2153 GLuint NumNativeTexInstructions;
2154 GLuint NumNativeTexIndirections;
2155 /*@}*/
2156 };
2157
2158
2159 /** Vertex program object */
2160 struct gl_vertex_program
2161 {
2162 struct gl_program Base; /**< base class */
2163 GLboolean IsPositionInvariant;
2164 };
2165
2166
2167 /** Geometry program object */
2168 struct gl_geometry_program
2169 {
2170 struct gl_program Base; /**< base class */
2171
2172 GLint VerticesIn;
2173 GLint VerticesOut;
2174 GLint Invocations;
2175 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2176 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2177 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2178 bool UsesEndPrimitive;
2179 bool UsesStreams;
2180 };
2181
2182
2183 /** Fragment program object */
2184 struct gl_fragment_program
2185 {
2186 struct gl_program Base; /**< base class */
2187 GLboolean UsesKill; /**< shader uses KIL instruction */
2188 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2189 GLboolean OriginUpperLeft;
2190 GLboolean PixelCenterInteger;
2191 enum gl_frag_depth_layout FragDepthLayout;
2192
2193 /**
2194 * GLSL interpolation qualifier associated with each fragment shader input.
2195 * For inputs that do not have an interpolation qualifier specified in
2196 * GLSL, the value is INTERP_QUALIFIER_NONE.
2197 */
2198 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2199
2200 /**
2201 * Bitfield indicating, for each fragment shader input, 1 if that input
2202 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2203 */
2204 GLbitfield64 IsCentroid;
2205
2206 /**
2207 * Bitfield indicating, for each fragment shader input, 1 if that input
2208 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2209 */
2210 GLbitfield64 IsSample;
2211 };
2212
2213
2214 /** Compute program object */
2215 struct gl_compute_program
2216 {
2217 struct gl_program Base; /**< base class */
2218
2219 /**
2220 * Size specified using local_size_{x,y,z}.
2221 */
2222 unsigned LocalSize[3];
2223 };
2224
2225
2226 /**
2227 * State common to vertex and fragment programs.
2228 */
2229 struct gl_program_state
2230 {
2231 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2232 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2233 };
2234
2235
2236 /**
2237 * Context state for vertex programs.
2238 */
2239 struct gl_vertex_program_state
2240 {
2241 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2242 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2243 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2244 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2245 /** Computed two sided lighting for fixed function/programs. */
2246 GLboolean _TwoSideEnabled;
2247 struct gl_vertex_program *Current; /**< User-bound vertex program */
2248
2249 /** Currently enabled and valid vertex program (including internal
2250 * programs, user-defined vertex programs and GLSL vertex shaders).
2251 * This is the program we must use when rendering.
2252 */
2253 struct gl_vertex_program *_Current;
2254
2255 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2256
2257 /** Should fixed-function T&L be implemented with a vertex prog? */
2258 GLboolean _MaintainTnlProgram;
2259
2260 /** Program to emulate fixed-function T&L (see above) */
2261 struct gl_vertex_program *_TnlProgram;
2262
2263 /** Cache of fixed-function programs */
2264 struct gl_program_cache *Cache;
2265
2266 GLboolean _Overriden;
2267 };
2268
2269
2270 /**
2271 * Context state for geometry programs.
2272 */
2273 struct gl_geometry_program_state
2274 {
2275 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2276 GLboolean _Enabled; /**< Enabled and valid program? */
2277 struct gl_geometry_program *Current; /**< user-bound geometry program */
2278
2279 /** Currently enabled and valid program (including internal programs
2280 * and compiled shader programs).
2281 */
2282 struct gl_geometry_program *_Current;
2283
2284 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2285 };
2286
2287 /**
2288 * Context state for fragment programs.
2289 */
2290 struct gl_fragment_program_state
2291 {
2292 GLboolean Enabled; /**< User-set fragment program enable flag */
2293 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2294 struct gl_fragment_program *Current; /**< User-bound fragment program */
2295
2296 /** Currently enabled and valid fragment program (including internal
2297 * programs, user-defined fragment programs and GLSL fragment shaders).
2298 * This is the program we must use when rendering.
2299 */
2300 struct gl_fragment_program *_Current;
2301
2302 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2303
2304 /** Should fixed-function texturing be implemented with a fragment prog? */
2305 GLboolean _MaintainTexEnvProgram;
2306
2307 /** Program to emulate fixed-function texture env/combine (see above) */
2308 struct gl_fragment_program *_TexEnvProgram;
2309
2310 /** Cache of fixed-function programs */
2311 struct gl_program_cache *Cache;
2312 };
2313
2314
2315 /**
2316 * Context state for compute programs.
2317 */
2318 struct gl_compute_program_state
2319 {
2320 struct gl_compute_program *Current; /**< user-bound compute program */
2321
2322 /** Currently enabled and valid program (including internal programs
2323 * and compiled shader programs).
2324 */
2325 struct gl_compute_program *_Current;
2326 };
2327
2328
2329 /**
2330 * ATI_fragment_shader runtime state
2331 */
2332 #define ATI_FS_INPUT_PRIMARY 0
2333 #define ATI_FS_INPUT_SECONDARY 1
2334
2335 struct atifs_instruction;
2336 struct atifs_setupinst;
2337
2338 /**
2339 * ATI fragment shader
2340 */
2341 struct ati_fragment_shader
2342 {
2343 GLuint Id;
2344 GLint RefCount;
2345 struct atifs_instruction *Instructions[2];
2346 struct atifs_setupinst *SetupInst[2];
2347 GLfloat Constants[8][4];
2348 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2349 GLubyte numArithInstr[2];
2350 GLubyte regsAssigned[2];
2351 GLubyte NumPasses; /**< 1 or 2 */
2352 GLubyte cur_pass;
2353 GLubyte last_optype;
2354 GLboolean interpinp1;
2355 GLboolean isValid;
2356 GLuint swizzlerq;
2357 };
2358
2359 /**
2360 * Context state for GL_ATI_fragment_shader
2361 */
2362 struct gl_ati_fragment_shader_state
2363 {
2364 GLboolean Enabled;
2365 GLboolean _Enabled; /**< enabled and valid shader? */
2366 GLboolean Compiling;
2367 GLfloat GlobalConstants[8][4];
2368 struct ati_fragment_shader *Current;
2369 };
2370
2371
2372 /**
2373 * A GLSL vertex or fragment shader object.
2374 */
2375 struct gl_shader
2376 {
2377 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2378 * Must be the first field.
2379 */
2380 GLenum Type;
2381 gl_shader_stage Stage;
2382 GLuint Name; /**< AKA the handle */
2383 GLint RefCount; /**< Reference count */
2384 GLchar *Label; /**< GL_KHR_debug */
2385 GLboolean DeletePending;
2386 GLboolean CompileStatus;
2387 bool IsES; /**< True if this shader uses GLSL ES */
2388
2389 GLuint SourceChecksum; /**< for debug/logging purposes */
2390 const GLchar *Source; /**< Source code string */
2391
2392 struct gl_program *Program; /**< Post-compile assembly code */
2393 GLchar *InfoLog;
2394
2395 unsigned Version; /**< GLSL version used for linking */
2396
2397 /**
2398 * \name Sampler tracking
2399 *
2400 * \note Each of these fields is only set post-linking.
2401 */
2402 /*@{*/
2403 unsigned num_samplers; /**< Number of samplers used by this shader. */
2404 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2405 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2406 /*@}*/
2407
2408 /**
2409 * Map from sampler unit to texture unit (set by glUniform1i())
2410 *
2411 * A sampler unit is associated with each sampler uniform by the linker.
2412 * The sampler unit associated with each uniform is stored in the
2413 * \c gl_uniform_storage::sampler field.
2414 */
2415 GLubyte SamplerUnits[MAX_SAMPLERS];
2416 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2417 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2418
2419 /**
2420 * Number of default uniform block components used by this shader.
2421 *
2422 * This field is only set post-linking.
2423 */
2424 unsigned num_uniform_components;
2425
2426 /**
2427 * Number of combined uniform components used by this shader.
2428 *
2429 * This field is only set post-linking. It is the sum of the uniform block
2430 * sizes divided by sizeof(float), and num_uniform_compoennts.
2431 */
2432 unsigned num_combined_uniform_components;
2433
2434 /**
2435 * This shader's uniform block information.
2436 *
2437 * These fields are only set post-linking.
2438 */
2439 unsigned NumUniformBlocks;
2440 struct gl_uniform_block *UniformBlocks;
2441
2442 struct exec_list *ir;
2443 struct glsl_symbol_table *symbols;
2444
2445 bool uses_builtin_functions;
2446 bool uses_gl_fragcoord;
2447 bool redeclares_gl_fragcoord;
2448 bool ARB_fragment_coord_conventions_enable;
2449
2450 /**
2451 * Fragment shader state from GLSL 1.50 layout qualifiers.
2452 */
2453 bool origin_upper_left;
2454 bool pixel_center_integer;
2455
2456 /**
2457 * Geometry shader state from GLSL 1.50 layout qualifiers.
2458 */
2459 struct {
2460 GLint VerticesOut;
2461 /**
2462 * 0 - Invocations count not declared in shader, or
2463 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2464 */
2465 GLint Invocations;
2466 /**
2467 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2468 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2469 * shader.
2470 */
2471 GLenum InputType;
2472 /**
2473 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2474 * it's not set in this shader.
2475 */
2476 GLenum OutputType;
2477 } Geom;
2478
2479 /**
2480 * Map from image uniform index to image unit (set by glUniform1i())
2481 *
2482 * An image uniform index is associated with each image uniform by
2483 * the linker. The image index associated with each uniform is
2484 * stored in the \c gl_uniform_storage::image field.
2485 */
2486 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2487
2488 /**
2489 * Access qualifier specified in the shader for each image uniform
2490 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2491 * GL_READ_WRITE.
2492 *
2493 * It may be different, though only more strict than the value of
2494 * \c gl_image_unit::Access for the corresponding image unit.
2495 */
2496 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2497
2498 /**
2499 * Number of image uniforms defined in the shader. It specifies
2500 * the number of valid elements in the \c ImageUnits and \c
2501 * ImageAccess arrays above.
2502 */
2503 GLuint NumImages;
2504
2505 /**
2506 * Whether early fragment tests are enabled as defined by
2507 * ARB_shader_image_load_store.
2508 */
2509 bool EarlyFragmentTests;
2510
2511 /**
2512 * Compute shader state from ARB_compute_shader layout qualifiers.
2513 */
2514 struct {
2515 /**
2516 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2517 * it's not set in this shader.
2518 */
2519 unsigned LocalSize[3];
2520 } Comp;
2521 };
2522
2523
2524 struct gl_uniform_buffer_variable
2525 {
2526 char *Name;
2527
2528 /**
2529 * Name of the uniform as seen by glGetUniformIndices.
2530 *
2531 * glGetUniformIndices requires that the block instance index \b not be
2532 * present in the name of queried uniforms.
2533 *
2534 * \note
2535 * \c gl_uniform_buffer_variable::IndexName and
2536 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2537 */
2538 char *IndexName;
2539
2540 const struct glsl_type *Type;
2541 unsigned int Offset;
2542 GLboolean RowMajor;
2543 };
2544
2545
2546 enum gl_uniform_block_packing
2547 {
2548 ubo_packing_std140,
2549 ubo_packing_shared,
2550 ubo_packing_packed
2551 };
2552
2553
2554 struct gl_uniform_block
2555 {
2556 /** Declared name of the uniform block */
2557 char *Name;
2558
2559 /** Array of supplemental information about UBO ir_variables. */
2560 struct gl_uniform_buffer_variable *Uniforms;
2561 GLuint NumUniforms;
2562
2563 /**
2564 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2565 * with glBindBufferBase to bind a buffer object to this uniform block. When
2566 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2567 */
2568 GLuint Binding;
2569
2570 /**
2571 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2572 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2573 */
2574 GLuint UniformBufferSize;
2575
2576 /**
2577 * Layout specified in the shader
2578 *
2579 * This isn't accessible through the API, but it is used while
2580 * cross-validating uniform blocks.
2581 */
2582 enum gl_uniform_block_packing _Packing;
2583 };
2584
2585 /**
2586 * Structure that represents a reference to an atomic buffer from some
2587 * shader program.
2588 */
2589 struct gl_active_atomic_buffer
2590 {
2591 /** Uniform indices of the atomic counters declared within it. */
2592 GLuint *Uniforms;
2593 GLuint NumUniforms;
2594
2595 /** Binding point index associated with it. */
2596 GLuint Binding;
2597
2598 /** Minimum reasonable size it is expected to have. */
2599 GLuint MinimumSize;
2600
2601 /** Shader stages making use of it. */
2602 GLboolean StageReferences[MESA_SHADER_STAGES];
2603 };
2604
2605 /**
2606 * Active resource in a gl_shader_program
2607 */
2608 struct gl_program_resource
2609 {
2610 GLenum Type; /** Program interface type. */
2611 const void *Data; /** Pointer to resource associated data structure. */
2612 uint8_t StageReferences; /** Bitmask of shader stage references. */
2613 };
2614
2615 /**
2616 * A GLSL program object.
2617 * Basically a linked collection of vertex and fragment shaders.
2618 */
2619 struct gl_shader_program
2620 {
2621 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2622 GLuint Name; /**< aka handle or ID */
2623 GLchar *Label; /**< GL_KHR_debug */
2624 GLint RefCount; /**< Reference count */
2625 GLboolean DeletePending;
2626
2627 /**
2628 * Is the application intending to glGetProgramBinary this program?
2629 */
2630 GLboolean BinaryRetreivableHint;
2631
2632 /**
2633 * Indicates whether program can be bound for individual pipeline stages
2634 * using UseProgramStages after it is next linked.
2635 */
2636 GLboolean SeparateShader;
2637
2638 GLuint NumShaders; /**< number of attached shaders */
2639 struct gl_shader **Shaders; /**< List of attached the shaders */
2640
2641 /**
2642 * User-defined attribute bindings
2643 *
2644 * These are set via \c glBindAttribLocation and are used to direct the
2645 * GLSL linker. These are \b not the values used in the compiled shader,
2646 * and they are \b not the values returned by \c glGetAttribLocation.
2647 */
2648 struct string_to_uint_map *AttributeBindings;
2649
2650 /**
2651 * User-defined fragment data bindings
2652 *
2653 * These are set via \c glBindFragDataLocation and are used to direct the
2654 * GLSL linker. These are \b not the values used in the compiled shader,
2655 * and they are \b not the values returned by \c glGetFragDataLocation.
2656 */
2657 struct string_to_uint_map *FragDataBindings;
2658 struct string_to_uint_map *FragDataIndexBindings;
2659
2660 /**
2661 * Transform feedback varyings last specified by
2662 * glTransformFeedbackVaryings().
2663 *
2664 * For the current set of transform feedback varyings used for transform
2665 * feedback output, see LinkedTransformFeedback.
2666 */
2667 struct {
2668 GLenum BufferMode;
2669 GLuint NumVarying;
2670 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2671 } TransformFeedback;
2672
2673 /** Post-link transform feedback info. */
2674 struct gl_transform_feedback_info LinkedTransformFeedback;
2675
2676 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2677 enum gl_frag_depth_layout FragDepthLayout;
2678
2679 /**
2680 * Geometry shader state - copied into gl_geometry_program by
2681 * _mesa_copy_linked_program_data().
2682 */
2683 struct {
2684 GLint VerticesIn;
2685 GLint VerticesOut;
2686 /**
2687 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2688 */
2689 GLint Invocations;
2690 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2691 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2692 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2693 /**
2694 * True if gl_ClipDistance is written to. Copied into
2695 * gl_geometry_program by _mesa_copy_linked_program_data().
2696 */
2697 GLboolean UsesClipDistance;
2698 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2699 0 if not present. */
2700 bool UsesEndPrimitive;
2701 bool UsesStreams;
2702 } Geom;
2703
2704 /** Vertex shader state */
2705 struct {
2706 /**
2707 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2708 * by _mesa_copy_linked_program_data().
2709 */
2710 GLboolean UsesClipDistance;
2711 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2712 0 if not present. */
2713 } Vert;
2714
2715 /**
2716 * Compute shader state - copied into gl_compute_program by
2717 * _mesa_copy_linked_program_data().
2718 */
2719 struct {
2720 /**
2721 * If this shader contains a compute stage, size specified using
2722 * local_size_{x,y,z}. Otherwise undefined.
2723 */
2724 unsigned LocalSize[3];
2725 } Comp;
2726
2727 /* post-link info: */
2728 unsigned NumUserUniformStorage;
2729 unsigned NumHiddenUniforms;
2730 struct gl_uniform_storage *UniformStorage;
2731
2732 /**
2733 * Mapping from GL uniform locations returned by \c glUniformLocation to
2734 * UniformStorage entries. Arrays will have multiple contiguous slots
2735 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2736 */
2737 unsigned NumUniformRemapTable;
2738 struct gl_uniform_storage **UniformRemapTable;
2739
2740 /**
2741 * Size of the gl_ClipDistance array that is output from the last pipeline
2742 * stage before the fragment shader.
2743 */
2744 unsigned LastClipDistanceArraySize;
2745
2746 unsigned NumUniformBlocks;
2747 struct gl_uniform_block *UniformBlocks;
2748
2749 /**
2750 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2751 * they're used in, or -1.
2752 *
2753 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2754 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2755 */
2756 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2757
2758 /**
2759 * Map of active uniform names to locations
2760 *
2761 * Maps any active uniform that is not an array element to a location.
2762 * Each active uniform, including individual structure members will appear
2763 * in this map. This roughly corresponds to the set of names that would be
2764 * enumerated by \c glGetActiveUniform.
2765 */
2766 struct string_to_uint_map *UniformHash;
2767
2768 struct gl_active_atomic_buffer *AtomicBuffers;
2769 unsigned NumAtomicBuffers;
2770
2771 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2772 GLboolean Validated;
2773 GLboolean _Used; /**< Ever used for drawing? */
2774 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2775 GLchar *InfoLog;
2776
2777 unsigned Version; /**< GLSL version used for linking */
2778 bool IsES; /**< True if this program uses GLSL ES */
2779
2780 /**
2781 * Per-stage shaders resulting from the first stage of linking.
2782 *
2783 * Set of linked shaders for this program. The array is accessed using the
2784 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2785 * \c NULL.
2786 */
2787 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2788
2789 /** List of all active resources after linking. */
2790 struct gl_program_resource *ProgramResourceList;
2791 unsigned NumProgramResourceList;
2792
2793 /* True if any of the fragment shaders attached to this program use:
2794 * #extension ARB_fragment_coord_conventions: enable
2795 */
2796 GLboolean ARB_fragment_coord_conventions_enable;
2797 };
2798
2799
2800 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2801 #define GLSL_LOG 0x2 /**< Write shaders to files */
2802 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2803 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2804 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2805 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2806 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2807 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2808 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2809 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2810
2811
2812 /**
2813 * Context state for GLSL vertex/fragment shaders.
2814 * Extended to support pipeline object
2815 */
2816 struct gl_pipeline_object
2817 {
2818 /** Name of the pipeline object as received from glGenProgramPipelines.
2819 * It would be 0 for shaders without separate shader objects.
2820 */
2821 GLuint Name;
2822
2823 GLint RefCount;
2824
2825 mtx_t Mutex;
2826
2827 /**
2828 * Programs used for rendering
2829 *
2830 * There is a separate program set for each shader stage.
2831 */
2832 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2833
2834 struct gl_shader_program *_CurrentFragmentProgram;
2835
2836 /**
2837 * Program used by glUniform calls.
2838 *
2839 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2840 */
2841 struct gl_shader_program *ActiveProgram;
2842
2843 GLbitfield Flags; /**< Mask of GLSL_x flags */
2844
2845 GLboolean EverBound; /**< Has the pipeline object been created */
2846
2847 GLboolean Validated; /**< Pipeline Validation status */
2848
2849 GLchar *InfoLog;
2850 };
2851
2852 /**
2853 * Context state for GLSL pipeline shaders.
2854 */
2855 struct gl_pipeline_shader_state
2856 {
2857 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2858 struct gl_pipeline_object *Current;
2859
2860 /* Default Object to ensure that _Shader is never NULL */
2861 struct gl_pipeline_object *Default;
2862
2863 /** Pipeline objects */
2864 struct _mesa_HashTable *Objects;
2865 };
2866
2867 /**
2868 * Compiler options for a single GLSL shaders type
2869 */
2870 struct gl_shader_compiler_options
2871 {
2872 /** Driver-selectable options: */
2873 GLboolean EmitCondCodes; /**< Use condition codes? */
2874 GLboolean EmitNoLoops;
2875 GLboolean EmitNoFunctions;
2876 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2877 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2878 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2879 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2880 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2881 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2882
2883 /**
2884 * \name Forms of indirect addressing the driver cannot do.
2885 */
2886 /*@{*/
2887 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2888 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2889 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2890 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2891 /*@}*/
2892
2893 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2894 GLuint MaxUnrollIterations;
2895
2896 /**
2897 * Optimize code for array of structures backends.
2898 *
2899 * This is a proxy for:
2900 * - preferring DP4 instructions (rather than MUL/MAD) for
2901 * matrix * vector operations, such as position transformation.
2902 */
2903 GLboolean OptimizeForAOS;
2904
2905 const struct nir_shader_compiler_options *NirOptions;
2906 };
2907
2908
2909 /**
2910 * Occlusion/timer query object.
2911 */
2912 struct gl_query_object
2913 {
2914 GLenum Target; /**< The query target, when active */
2915 GLuint Id; /**< hash table ID/name */
2916 GLchar *Label; /**< GL_KHR_debug */
2917 GLuint64EXT Result; /**< the counter */
2918 GLboolean Active; /**< inside Begin/EndQuery */
2919 GLboolean Ready; /**< result is ready? */
2920 GLboolean EverBound;/**< has query object ever been bound */
2921 GLuint Stream; /**< The stream */
2922 };
2923
2924
2925 /**
2926 * Context state for query objects.
2927 */
2928 struct gl_query_state
2929 {
2930 struct _mesa_HashTable *QueryObjects;
2931 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2932 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2933
2934 /** GL_NV_conditional_render */
2935 struct gl_query_object *CondRenderQuery;
2936
2937 /** GL_EXT_transform_feedback */
2938 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
2939 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
2940
2941 /** GL_ARB_timer_query */
2942 struct gl_query_object *TimeElapsed;
2943
2944 /** GL_ARB_pipeline_statistics_query */
2945 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
2946
2947 GLenum CondRenderMode;
2948 };
2949
2950
2951 /** Sync object state */
2952 struct gl_sync_object
2953 {
2954 GLenum Type; /**< GL_SYNC_FENCE */
2955 GLuint Name; /**< Fence name */
2956 GLchar *Label; /**< GL_KHR_debug */
2957 GLint RefCount; /**< Reference count */
2958 GLboolean DeletePending; /**< Object was deleted while there were still
2959 * live references (e.g., sync not yet finished)
2960 */
2961 GLenum SyncCondition;
2962 GLbitfield Flags; /**< Flags passed to glFenceSync */
2963 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2964 };
2965
2966
2967 /**
2968 * State which can be shared by multiple contexts:
2969 */
2970 struct gl_shared_state
2971 {
2972 mtx_t Mutex; /**< for thread safety */
2973 GLint RefCount; /**< Reference count */
2974 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2975 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2976
2977 /** Default texture objects (shared by all texture units) */
2978 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2979
2980 /** Fallback texture used when a bound texture is incomplete */
2981 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2982
2983 /**
2984 * \name Thread safety and statechange notification for texture
2985 * objects.
2986 *
2987 * \todo Improve the granularity of locking.
2988 */
2989 /*@{*/
2990 mtx_t TexMutex; /**< texobj thread safety */
2991 GLuint TextureStateStamp; /**< state notification for shared tex */
2992 /*@}*/
2993
2994 /** Default buffer object for vertex arrays that aren't in VBOs */
2995 struct gl_buffer_object *NullBufferObj;
2996
2997 /**
2998 * \name Vertex/geometry/fragment programs
2999 */
3000 /*@{*/
3001 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3002 struct gl_vertex_program *DefaultVertexProgram;
3003 struct gl_fragment_program *DefaultFragmentProgram;
3004 struct gl_geometry_program *DefaultGeometryProgram;
3005 /*@}*/
3006
3007 /* GL_ATI_fragment_shader */
3008 struct _mesa_HashTable *ATIShaders;
3009 struct ati_fragment_shader *DefaultFragmentShader;
3010
3011 struct _mesa_HashTable *BufferObjects;
3012
3013 /** Table of both gl_shader and gl_shader_program objects */
3014 struct _mesa_HashTable *ShaderObjects;
3015
3016 /* GL_EXT_framebuffer_object */
3017 struct _mesa_HashTable *RenderBuffers;
3018 struct _mesa_HashTable *FrameBuffers;
3019
3020 /* GL_ARB_sync */
3021 struct set *SyncObjects;
3022
3023 /** GL_ARB_sampler_objects */
3024 struct _mesa_HashTable *SamplerObjects;
3025
3026 /**
3027 * Some context in this share group was affected by a GPU reset
3028 *
3029 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3030 * been affected by a GPU reset must also return
3031 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3032 *
3033 * Once this field becomes true, it is never reset to false.
3034 */
3035 bool ShareGroupReset;
3036 };
3037
3038
3039
3040 /**
3041 * Renderbuffers represent drawing surfaces such as color, depth and/or
3042 * stencil. A framebuffer object has a set of renderbuffers.
3043 * Drivers will typically derive subclasses of this type.
3044 */
3045 struct gl_renderbuffer
3046 {
3047 mtx_t Mutex; /**< for thread safety */
3048 GLuint ClassID; /**< Useful for drivers */
3049 GLuint Name;
3050 GLchar *Label; /**< GL_KHR_debug */
3051 GLint RefCount;
3052 GLuint Width, Height;
3053 GLuint Depth;
3054 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3055 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3056 /**
3057 * True for renderbuffers that wrap textures, giving the driver a chance to
3058 * flush render caches through the FinishRenderTexture hook.
3059 *
3060 * Drivers may also set this on renderbuffers other than those generated by
3061 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3062 * called without a rb->TexImage.
3063 */
3064 GLboolean NeedsFinishRenderTexture;
3065 GLubyte NumSamples;
3066 GLenum InternalFormat; /**< The user-specified format */
3067 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3068 GL_STENCIL_INDEX. */
3069 mesa_format Format; /**< The actual renderbuffer memory format */
3070 /**
3071 * Pointer to the texture image if this renderbuffer wraps a texture,
3072 * otherwise NULL.
3073 *
3074 * Note that the reference on the gl_texture_object containing this
3075 * TexImage is held by the gl_renderbuffer_attachment.
3076 */
3077 struct gl_texture_image *TexImage;
3078
3079 /** Delete this renderbuffer */
3080 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3081
3082 /** Allocate new storage for this renderbuffer */
3083 GLboolean (*AllocStorage)(struct gl_context *ctx,
3084 struct gl_renderbuffer *rb,
3085 GLenum internalFormat,
3086 GLuint width, GLuint height);
3087 };
3088
3089
3090 /**
3091 * A renderbuffer attachment points to either a texture object (and specifies
3092 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3093 */
3094 struct gl_renderbuffer_attachment
3095 {
3096 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3097 GLboolean Complete;
3098
3099 /**
3100 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3101 * application supplied renderbuffer object.
3102 */
3103 struct gl_renderbuffer *Renderbuffer;
3104
3105 /**
3106 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3107 * supplied texture object.
3108 */
3109 struct gl_texture_object *Texture;
3110 GLuint TextureLevel; /**< Attached mipmap level. */
3111 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3112 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3113 * and 2D array textures */
3114 GLboolean Layered;
3115 };
3116
3117
3118 /**
3119 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3120 * In C++ terms, think of this as a base class from which device drivers
3121 * will make derived classes.
3122 */
3123 struct gl_framebuffer
3124 {
3125 mtx_t Mutex; /**< for thread safety */
3126 /**
3127 * If zero, this is a window system framebuffer. If non-zero, this
3128 * is a FBO framebuffer; note that for some devices (i.e. those with
3129 * a natural pixel coordinate system for FBOs that differs from the
3130 * OpenGL/Mesa coordinate system), this means that the viewport,
3131 * polygon face orientation, and polygon stipple will have to be inverted.
3132 */
3133 GLuint Name;
3134 GLint RefCount;
3135
3136 GLchar *Label; /**< GL_KHR_debug */
3137
3138 GLboolean DeletePending;
3139
3140 /**
3141 * The framebuffer's visual. Immutable if this is a window system buffer.
3142 * Computed from attachments if user-made FBO.
3143 */
3144 struct gl_config Visual;
3145
3146 GLuint Width, Height; /**< size of frame buffer in pixels */
3147
3148 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3149 /*@{*/
3150 GLint _Xmin, _Xmax; /**< inclusive */
3151 GLint _Ymin, _Ymax; /**< exclusive */
3152 /*@}*/
3153
3154 /** \name Derived Z buffer stuff */
3155 /*@{*/
3156 GLuint _DepthMax; /**< Max depth buffer value */
3157 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3158 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3159 /*@}*/
3160
3161 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3162 GLenum _Status;
3163
3164 /** Integer color values */
3165 GLboolean _IntegerColor;
3166
3167 /* ARB_color_buffer_float */
3168 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3169 GLboolean _HasSNormOrFloatColorBuffer;
3170
3171 /**
3172 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3173 * is not layered. For cube maps and cube map arrays, each cube face
3174 * counts as a layer.
3175 */
3176 GLuint MaxNumLayers;
3177
3178 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3179 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3180
3181 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3182 * attribute group and GL_PIXEL attribute group, respectively.
3183 */
3184 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3185 GLenum ColorReadBuffer;
3186
3187 /** Computed from ColorDraw/ReadBuffer above */
3188 GLuint _NumColorDrawBuffers;
3189 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3190 GLint _ColorReadBufferIndex; /* -1 = None */
3191 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3192 struct gl_renderbuffer *_ColorReadBuffer;
3193
3194 /** Delete this framebuffer */
3195 void (*Delete)(struct gl_framebuffer *fb);
3196 };
3197
3198
3199 /**
3200 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3201 */
3202 struct gl_precision
3203 {
3204 GLushort RangeMin; /**< min value exponent */
3205 GLushort RangeMax; /**< max value exponent */
3206 GLushort Precision; /**< number of mantissa bits */
3207 };
3208
3209
3210 /**
3211 * Limits for vertex, geometry and fragment programs/shaders.
3212 */
3213 struct gl_program_constants
3214 {
3215 /* logical limits */
3216 GLuint MaxInstructions;
3217 GLuint MaxAluInstructions;
3218 GLuint MaxTexInstructions;
3219 GLuint MaxTexIndirections;
3220 GLuint MaxAttribs;
3221 GLuint MaxTemps;
3222 GLuint MaxAddressRegs;
3223 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3224 GLuint MaxParameters;
3225 GLuint MaxLocalParams;
3226 GLuint MaxEnvParams;
3227 /* native/hardware limits */
3228 GLuint MaxNativeInstructions;
3229 GLuint MaxNativeAluInstructions;
3230 GLuint MaxNativeTexInstructions;
3231 GLuint MaxNativeTexIndirections;
3232 GLuint MaxNativeAttribs;
3233 GLuint MaxNativeTemps;
3234 GLuint MaxNativeAddressRegs;
3235 GLuint MaxNativeParameters;
3236 /* For shaders */
3237 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3238
3239 /**
3240 * \name Per-stage input / output limits
3241 *
3242 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3243 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3244 * ES). This is stored as \c gl_constants::MaxVarying.
3245 *
3246 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3247 * variables. Each stage as a certain number of outputs that it can feed
3248 * to the next stage and a certain number inputs that it can consume from
3249 * the previous stage.
3250 *
3251 * Vertex shader inputs do not participate this in this accounting.
3252 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3253 *
3254 * Fragment shader outputs do not participate this in this accounting.
3255 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3256 */
3257 /*@{*/
3258 GLuint MaxInputComponents;
3259 GLuint MaxOutputComponents;
3260 /*@}*/
3261
3262 /* ES 2.0 and GL_ARB_ES2_compatibility */
3263 struct gl_precision LowFloat, MediumFloat, HighFloat;
3264 struct gl_precision LowInt, MediumInt, HighInt;
3265 /* GL_ARB_uniform_buffer_object */
3266 GLuint MaxUniformBlocks;
3267 GLuint MaxCombinedUniformComponents;
3268 GLuint MaxTextureImageUnits;
3269
3270 /* GL_ARB_shader_atomic_counters */
3271 GLuint MaxAtomicBuffers;
3272 GLuint MaxAtomicCounters;
3273
3274 /* GL_ARB_shader_image_load_store */
3275 GLuint MaxImageUniforms;
3276 };
3277
3278
3279 /**
3280 * Constants which may be overridden by device driver during context creation
3281 * but are never changed after that.
3282 */
3283 struct gl_constants
3284 {
3285 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3286 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3287 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3288 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3289 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3290 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3291 GLuint MaxTextureCoordUnits;
3292 GLuint MaxCombinedTextureImageUnits;
3293 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3294 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3295 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3296 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3297
3298 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3299
3300 GLuint MaxArrayLockSize;
3301
3302 GLint SubPixelBits;
3303
3304 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3305 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3306 GLfloat PointSizeGranularity;
3307 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3308 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3309 GLfloat LineWidthGranularity;
3310
3311 GLuint MaxClipPlanes;
3312 GLuint MaxLights;
3313 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3314 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3315
3316 GLuint MaxViewportWidth, MaxViewportHeight;
3317 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3318 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3319 struct {
3320 GLfloat Min;
3321 GLfloat Max;
3322 } ViewportBounds; /**< GL_ARB_viewport_array */
3323
3324 struct gl_program_constants Program[MESA_SHADER_STAGES];
3325 GLuint MaxProgramMatrices;
3326 GLuint MaxProgramMatrixStackDepth;
3327
3328 struct {
3329 GLuint SamplesPassed;
3330 GLuint TimeElapsed;
3331 GLuint Timestamp;
3332 GLuint PrimitivesGenerated;
3333 GLuint PrimitivesWritten;
3334 GLuint VerticesSubmitted;
3335 GLuint PrimitivesSubmitted;
3336 GLuint VsInvocations;
3337 GLuint TessPatches;
3338 GLuint TessInvocations;
3339 GLuint GsInvocations;
3340 GLuint GsPrimitives;
3341 GLuint FsInvocations;
3342 GLuint ComputeInvocations;
3343 GLuint ClInPrimitives;
3344 GLuint ClOutPrimitives;
3345 } QueryCounterBits;
3346
3347 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3348
3349 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3350 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3351 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3352
3353 /** Number of varying vectors between any two shader stages. */
3354 GLuint MaxVarying;
3355
3356 /** @{
3357 * GL_ARB_uniform_buffer_object
3358 */
3359 GLuint MaxCombinedUniformBlocks;
3360 GLuint MaxUniformBufferBindings;
3361 GLuint MaxUniformBlockSize;
3362 GLuint UniformBufferOffsetAlignment;
3363 /** @} */
3364
3365 /**
3366 * GL_ARB_explicit_uniform_location
3367 */
3368 GLuint MaxUserAssignableUniformLocations;
3369
3370 /** GL_ARB_geometry_shader4 */
3371 GLuint MaxGeometryOutputVertices;
3372 GLuint MaxGeometryTotalOutputComponents;
3373
3374 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3375
3376 /**
3377 * Changes default GLSL extension behavior from "error" to "warn". It's out
3378 * of spec, but it can make some apps work that otherwise wouldn't.
3379 */
3380 GLboolean ForceGLSLExtensionsWarn;
3381
3382 /**
3383 * If non-zero, forces GLSL shaders to behave as if they began
3384 * with "#version ForceGLSLVersion".
3385 */
3386 GLuint ForceGLSLVersion;
3387
3388 /**
3389 * Allow GLSL #extension directives in the middle of shaders.
3390 */
3391 GLboolean AllowGLSLExtensionDirectiveMidShader;
3392
3393 /**
3394 * Does the driver support real 32-bit integers? (Otherwise, integers are
3395 * simulated via floats.)
3396 */
3397 GLboolean NativeIntegers;
3398
3399 /**
3400 * Does VertexID count from zero or from base vertex?
3401 *
3402 * \note
3403 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3404 * ignored and need not be set.
3405 */
3406 bool VertexID_is_zero_based;
3407
3408 /**
3409 * If the driver supports real 32-bit integers, what integer value should be
3410 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3411 */
3412 GLuint UniformBooleanTrue;
3413
3414 /**
3415 * Maximum amount of time, measured in nanseconds, that the server can wait.
3416 */
3417 GLuint64 MaxServerWaitTimeout;
3418
3419 /** GL_EXT_provoking_vertex */
3420 GLboolean QuadsFollowProvokingVertexConvention;
3421
3422 /** OpenGL version 3.0 */
3423 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3424
3425 /** OpenGL version 3.2 */
3426 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3427
3428 /** OpenGL version 4.4 */
3429 GLuint MaxVertexAttribStride;
3430
3431 /** GL_EXT_transform_feedback */
3432 GLuint MaxTransformFeedbackBuffers;
3433 GLuint MaxTransformFeedbackSeparateComponents;
3434 GLuint MaxTransformFeedbackInterleavedComponents;
3435 GLuint MaxVertexStreams;
3436
3437 /** GL_EXT_gpu_shader4 */
3438 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3439
3440 /** GL_ARB_texture_gather */
3441 GLuint MinProgramTextureGatherOffset;
3442 GLuint MaxProgramTextureGatherOffset;
3443 GLuint MaxProgramTextureGatherComponents;
3444
3445 /* GL_ARB_robustness */
3446 GLenum ResetStrategy;
3447
3448 /* GL_ARB_blend_func_extended */
3449 GLuint MaxDualSourceDrawBuffers;
3450
3451 /**
3452 * Whether the implementation strips out and ignores texture borders.
3453 *
3454 * Many GPU hardware implementations don't support rendering with texture
3455 * borders and mipmapped textures. (Note: not static border color, but the
3456 * old 1-pixel border around each edge). Implementations then have to do
3457 * slow fallbacks to be correct, or just ignore the border and be fast but
3458 * wrong. Setting the flag strips the border off of TexImage calls,
3459 * providing "fast but wrong" at significantly reduced driver complexity.
3460 *
3461 * Texture borders are deprecated in GL 3.0.
3462 **/
3463 GLboolean StripTextureBorder;
3464
3465 /**
3466 * For drivers which can do a better job at eliminating unused uniforms
3467 * than the GLSL compiler.
3468 *
3469 * XXX Remove these as soon as a better solution is available.
3470 */
3471 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3472
3473 /**
3474 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3475 * than passing the transform feedback object to the drawing function.
3476 */
3477 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3478
3479 /** GL_ARB_map_buffer_alignment */
3480 GLuint MinMapBufferAlignment;
3481
3482 /**
3483 * Disable varying packing. This is out of spec, but potentially useful
3484 * for older platforms that supports a limited number of texture
3485 * indirections--on these platforms, unpacking the varyings in the fragment
3486 * shader increases the number of texture indirections by 1, which might
3487 * make some shaders not executable at all.
3488 *
3489 * Drivers that support transform feedback must set this value to GL_FALSE.
3490 */
3491 GLboolean DisableVaryingPacking;
3492
3493 /**
3494 * Should meaningful names be generated for compiler temporary variables?
3495 *
3496 * Generally, it is not useful to have the compiler generate "meaningful"
3497 * names for temporary variables that it creates. This can, however, be a
3498 * useful debugging aid. In Mesa debug builds or release builds when
3499 * MESA_GLSL is set at run-time, meaningful names will be generated.
3500 * Drivers can also force names to be generated by setting this field.
3501 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3502 * vertex shader assembly) is set at run-time.
3503 */
3504 bool GenerateTemporaryNames;
3505
3506 /*
3507 * Maximum value supported for an index in DrawElements and friends.
3508 *
3509 * This must be at least (1ull<<24)-1. The default value is
3510 * (1ull<<32)-1.
3511 *
3512 * \since ES 3.0 or GL_ARB_ES3_compatibility
3513 * \sa _mesa_init_constants
3514 */
3515 GLuint64 MaxElementIndex;
3516
3517 /**
3518 * Disable interpretation of line continuations (lines ending with a
3519 * backslash character ('\') in GLSL source.
3520 */
3521 GLboolean DisableGLSLLineContinuations;
3522
3523 /** GL_ARB_texture_multisample */
3524 GLint MaxColorTextureSamples;
3525 GLint MaxDepthTextureSamples;
3526 GLint MaxIntegerSamples;
3527
3528 /**
3529 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3530 * samples are laid out in a rectangular grid roughly corresponding to
3531 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3532 * are used to map indices of rectangular grid to sample numbers within
3533 * a pixel. This mapping of indices to sample numbers must be initialized
3534 * by the driver for the target hardware. For example, if we have the 8X
3535 * MSAA sample number layout (sample positions) for XYZ hardware:
3536 *
3537 * sample indices layout sample number layout
3538 * --------- ---------
3539 * | 0 | 1 | | a | b |
3540 * --------- ---------
3541 * | 2 | 3 | | c | d |
3542 * --------- ---------
3543 * | 4 | 5 | | e | f |
3544 * --------- ---------
3545 * | 6 | 7 | | g | h |
3546 * --------- ---------
3547 *
3548 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3549 *
3550 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3551 * below:
3552 * SampleMap8x = {a, b, c, d, e, f, g, h};
3553 *
3554 * Follow the logic for other sample counts.
3555 */
3556 uint8_t SampleMap2x[2];
3557 uint8_t SampleMap4x[4];
3558 uint8_t SampleMap8x[8];
3559
3560 /** GL_ARB_shader_atomic_counters */
3561 GLuint MaxAtomicBufferBindings;
3562 GLuint MaxAtomicBufferSize;
3563 GLuint MaxCombinedAtomicBuffers;
3564 GLuint MaxCombinedAtomicCounters;
3565
3566 /** GL_ARB_vertex_attrib_binding */
3567 GLint MaxVertexAttribRelativeOffset;
3568 GLint MaxVertexAttribBindings;
3569
3570 /* GL_ARB_shader_image_load_store */
3571 GLuint MaxImageUnits;
3572 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3573 GLuint MaxImageSamples;
3574 GLuint MaxCombinedImageUniforms;
3575
3576 /** GL_ARB_compute_shader */
3577 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3578 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3579 GLuint MaxComputeWorkGroupInvocations;
3580
3581 /** GL_ARB_gpu_shader5 */
3582 GLfloat MinFragmentInterpolationOffset;
3583 GLfloat MaxFragmentInterpolationOffset;
3584
3585 GLboolean FakeSWMSAA;
3586
3587 /** GL_KHR_context_flush_control */
3588 GLenum ContextReleaseBehavior;
3589
3590 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3591 };
3592
3593
3594 /**
3595 * Enable flag for each OpenGL extension. Different device drivers will
3596 * enable different extensions at runtime.
3597 */
3598 struct gl_extensions
3599 {
3600 GLboolean dummy; /* don't remove this! */
3601 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3602 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3603 GLboolean ANGLE_texture_compression_dxt;
3604 GLboolean ARB_ES2_compatibility;
3605 GLboolean ARB_ES3_compatibility;
3606 GLboolean ARB_arrays_of_arrays;
3607 GLboolean ARB_base_instance;
3608 GLboolean ARB_blend_func_extended;
3609 GLboolean ARB_buffer_storage;
3610 GLboolean ARB_clear_texture;
3611 GLboolean ARB_clip_control;
3612 GLboolean ARB_color_buffer_float;
3613 GLboolean ARB_compute_shader;
3614 GLboolean ARB_conditional_render_inverted;
3615 GLboolean ARB_conservative_depth;
3616 GLboolean ARB_copy_image;
3617 GLboolean ARB_depth_buffer_float;
3618 GLboolean ARB_depth_clamp;
3619 GLboolean ARB_depth_texture;
3620 GLboolean ARB_derivative_control;
3621 GLboolean ARB_draw_buffers_blend;
3622 GLboolean ARB_draw_elements_base_vertex;
3623 GLboolean ARB_draw_indirect;
3624 GLboolean ARB_draw_instanced;
3625 GLboolean ARB_fragment_coord_conventions;
3626 GLboolean ARB_fragment_layer_viewport;
3627 GLboolean ARB_fragment_program;
3628 GLboolean ARB_fragment_program_shadow;
3629 GLboolean ARB_fragment_shader;
3630 GLboolean ARB_framebuffer_object;
3631 GLboolean ARB_explicit_attrib_location;
3632 GLboolean ARB_explicit_uniform_location;
3633 GLboolean ARB_geometry_shader4;
3634 GLboolean ARB_gpu_shader5;
3635 GLboolean ARB_gpu_shader_fp64;
3636 GLboolean ARB_half_float_vertex;
3637 GLboolean ARB_instanced_arrays;
3638 GLboolean ARB_internalformat_query;
3639 GLboolean ARB_map_buffer_range;
3640 GLboolean ARB_occlusion_query;
3641 GLboolean ARB_occlusion_query2;
3642 GLboolean ARB_pipeline_statistics_query;
3643 GLboolean ARB_point_sprite;
3644 GLboolean ARB_sample_shading;
3645 GLboolean ARB_seamless_cube_map;
3646 GLboolean ARB_shader_atomic_counters;
3647 GLboolean ARB_shader_bit_encoding;
3648 GLboolean ARB_shader_image_load_store;
3649 GLboolean ARB_shader_precision;
3650 GLboolean ARB_shader_stencil_export;
3651 GLboolean ARB_shader_texture_lod;
3652 GLboolean ARB_shading_language_packing;
3653 GLboolean ARB_shading_language_420pack;
3654 GLboolean ARB_shadow;
3655 GLboolean ARB_stencil_texturing;
3656 GLboolean ARB_sync;
3657 GLboolean ARB_tessellation_shader;
3658 GLboolean ARB_texture_border_clamp;
3659 GLboolean ARB_texture_buffer_object;
3660 GLboolean ARB_texture_buffer_object_rgb32;
3661 GLboolean ARB_texture_buffer_range;
3662 GLboolean ARB_texture_compression_bptc;
3663 GLboolean ARB_texture_compression_rgtc;
3664 GLboolean ARB_texture_cube_map;
3665 GLboolean ARB_texture_cube_map_array;
3666 GLboolean ARB_texture_env_combine;
3667 GLboolean ARB_texture_env_crossbar;
3668 GLboolean ARB_texture_env_dot3;
3669 GLboolean ARB_texture_float;
3670 GLboolean ARB_texture_gather;
3671 GLboolean ARB_texture_mirror_clamp_to_edge;
3672 GLboolean ARB_texture_multisample;
3673 GLboolean ARB_texture_non_power_of_two;
3674 GLboolean ARB_texture_stencil8;
3675 GLboolean ARB_texture_query_levels;
3676 GLboolean ARB_texture_query_lod;
3677 GLboolean ARB_texture_rg;
3678 GLboolean ARB_texture_rgb10_a2ui;
3679 GLboolean ARB_texture_view;
3680 GLboolean ARB_timer_query;
3681 GLboolean ARB_transform_feedback2;
3682 GLboolean ARB_transform_feedback3;
3683 GLboolean ARB_transform_feedback_instanced;
3684 GLboolean ARB_uniform_buffer_object;
3685 GLboolean ARB_vertex_attrib_64bit;
3686 GLboolean ARB_vertex_program;
3687 GLboolean ARB_vertex_shader;
3688 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3689 GLboolean ARB_vertex_type_2_10_10_10_rev;
3690 GLboolean ARB_viewport_array;
3691 GLboolean EXT_blend_color;
3692 GLboolean EXT_blend_equation_separate;
3693 GLboolean EXT_blend_func_separate;
3694 GLboolean EXT_blend_minmax;
3695 GLboolean EXT_depth_bounds_test;
3696 GLboolean EXT_draw_buffers2;
3697 GLboolean EXT_framebuffer_multisample;
3698 GLboolean EXT_framebuffer_multisample_blit_scaled;
3699 GLboolean EXT_framebuffer_sRGB;
3700 GLboolean EXT_gpu_program_parameters;
3701 GLboolean EXT_gpu_shader4;
3702 GLboolean EXT_packed_float;
3703 GLboolean EXT_pixel_buffer_object;
3704 GLboolean EXT_point_parameters;
3705 GLboolean EXT_polygon_offset_clamp;
3706 GLboolean EXT_provoking_vertex;
3707 GLboolean EXT_shader_integer_mix;
3708 GLboolean EXT_stencil_two_side;
3709 GLboolean EXT_texture3D;
3710 GLboolean EXT_texture_array;
3711 GLboolean EXT_texture_compression_latc;
3712 GLboolean EXT_texture_compression_s3tc;
3713 GLboolean EXT_texture_env_dot3;
3714 GLboolean EXT_texture_filter_anisotropic;
3715 GLboolean EXT_texture_integer;
3716 GLboolean EXT_texture_mirror_clamp;
3717 GLboolean EXT_texture_shared_exponent;
3718 GLboolean EXT_texture_snorm;
3719 GLboolean EXT_texture_sRGB;
3720 GLboolean EXT_texture_sRGB_decode;
3721 GLboolean EXT_texture_swizzle;
3722 GLboolean EXT_transform_feedback;
3723 GLboolean EXT_timer_query;
3724 GLboolean EXT_vertex_array_bgra;
3725 GLboolean OES_standard_derivatives;
3726 /* vendor extensions */
3727 GLboolean AMD_performance_monitor;
3728 GLboolean AMD_pinned_memory;
3729 GLboolean AMD_seamless_cubemap_per_texture;
3730 GLboolean AMD_vertex_shader_layer;
3731 GLboolean AMD_vertex_shader_viewport_index;
3732 GLboolean APPLE_object_purgeable;
3733 GLboolean ATI_texture_compression_3dc;
3734 GLboolean ATI_texture_mirror_once;
3735 GLboolean ATI_texture_env_combine3;
3736 GLboolean ATI_fragment_shader;
3737 GLboolean ATI_separate_stencil;
3738 GLboolean INTEL_performance_query;
3739 GLboolean MESA_pack_invert;
3740 GLboolean MESA_ycbcr_texture;
3741 GLboolean NV_conditional_render;
3742 GLboolean NV_fog_distance;
3743 GLboolean NV_fragment_program_option;
3744 GLboolean NV_point_sprite;
3745 GLboolean NV_primitive_restart;
3746 GLboolean NV_texture_barrier;
3747 GLboolean NV_texture_env_combine4;
3748 GLboolean NV_texture_rectangle;
3749 GLboolean NV_vdpau_interop;
3750 GLboolean TDFX_texture_compression_FXT1;
3751 GLboolean OES_EGL_image;
3752 GLboolean OES_draw_texture;
3753 GLboolean OES_depth_texture_cube_map;
3754 GLboolean OES_EGL_image_external;
3755 GLboolean OES_texture_float;
3756 GLboolean OES_texture_float_linear;
3757 GLboolean OES_texture_half_float;
3758 GLboolean OES_texture_half_float_linear;
3759 GLboolean OES_compressed_ETC1_RGB8_texture;
3760 GLboolean extension_sentinel;
3761 /** The extension string */
3762 const GLubyte *String;
3763 /** Number of supported extensions */
3764 GLuint Count;
3765 };
3766
3767
3768 /**
3769 * A stack of matrices (projection, modelview, color, texture, etc).
3770 */
3771 struct gl_matrix_stack
3772 {
3773 GLmatrix *Top; /**< points into Stack */
3774 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3775 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3776 GLuint MaxDepth; /**< size of Stack[] array */
3777 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3778 };
3779
3780
3781 /**
3782 * \name Bits for image transfer operations
3783 * \sa __struct gl_contextRec::ImageTransferState.
3784 */
3785 /*@{*/
3786 #define IMAGE_SCALE_BIAS_BIT 0x1
3787 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3788 #define IMAGE_MAP_COLOR_BIT 0x4
3789 #define IMAGE_CLAMP_BIT 0x800
3790
3791
3792 /** Pixel Transfer ops */
3793 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3794 IMAGE_SHIFT_OFFSET_BIT | \
3795 IMAGE_MAP_COLOR_BIT)
3796
3797 /**
3798 * \name Bits to indicate what state has changed.
3799 */
3800 /*@{*/
3801 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3802 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3803 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3804 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3805 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3806 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3807 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3808 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3809 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3810 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3811 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3812 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3813 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3814 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3815 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3816 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3817 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3818 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3819 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3820 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3821 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3822 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3823 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3824 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3825 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3826 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3827 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3828 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3829 #define _NEW_BUFFER_OBJECT (1 << 28)
3830 #define _NEW_FRAG_CLAMP (1 << 29)
3831 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3832 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3833 #define _NEW_ALL ~0
3834 /*@}*/
3835
3836
3837 /**
3838 * Composite state flags
3839 */
3840 /*@{*/
3841 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3842 _NEW_TEXTURE | \
3843 _NEW_POINT | \
3844 _NEW_PROGRAM | \
3845 _NEW_MODELVIEW)
3846
3847 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3848 _NEW_FOG | \
3849 _NEW_PROGRAM)
3850
3851
3852 /*@}*/
3853
3854
3855
3856
3857 /* This has to be included here. */
3858 #include "dd.h"
3859
3860
3861 /**
3862 * Display list flags.
3863 * Strictly this is a tnl-private concept, but it doesn't seem
3864 * worthwhile adding a tnl private structure just to hold this one bit
3865 * of information:
3866 */
3867 #define DLIST_DANGLING_REFS 0x1
3868
3869
3870 /** Opaque declaration of display list payload data type */
3871 union gl_dlist_node;
3872
3873
3874 /**
3875 * Provide a location where information about a display list can be
3876 * collected. Could be extended with driverPrivate structures,
3877 * etc. in the future.
3878 */
3879 struct gl_display_list
3880 {
3881 GLuint Name;
3882 GLchar *Label; /**< GL_KHR_debug */
3883 GLbitfield Flags; /**< DLIST_x flags */
3884 /** The dlist commands are in a linked list of nodes */
3885 union gl_dlist_node *Head;
3886 };
3887
3888
3889 /**
3890 * State used during display list compilation and execution.
3891 */
3892 struct gl_dlist_state
3893 {
3894 GLuint CallDepth; /**< Current recursion calling depth */
3895
3896 struct gl_display_list *CurrentList; /**< List currently being compiled */
3897 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3898 GLuint CurrentPos; /**< Index into current block of nodes */
3899
3900 GLvertexformat ListVtxfmt;
3901
3902 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3903 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3904
3905 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3906 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3907
3908 struct {
3909 /* State known to have been set by the currently-compiling display
3910 * list. Used to eliminate some redundant state changes.
3911 */
3912 GLenum ShadeModel;
3913 } Current;
3914 };
3915
3916 /** @{
3917 *
3918 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3919 * to small enums suitable for use as an array index.
3920 */
3921
3922 enum mesa_debug_source {
3923 MESA_DEBUG_SOURCE_API,
3924 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3925 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3926 MESA_DEBUG_SOURCE_THIRD_PARTY,
3927 MESA_DEBUG_SOURCE_APPLICATION,
3928 MESA_DEBUG_SOURCE_OTHER,
3929 MESA_DEBUG_SOURCE_COUNT
3930 };
3931
3932 enum mesa_debug_type {
3933 MESA_DEBUG_TYPE_ERROR,
3934 MESA_DEBUG_TYPE_DEPRECATED,
3935 MESA_DEBUG_TYPE_UNDEFINED,
3936 MESA_DEBUG_TYPE_PORTABILITY,
3937 MESA_DEBUG_TYPE_PERFORMANCE,
3938 MESA_DEBUG_TYPE_OTHER,
3939 MESA_DEBUG_TYPE_MARKER,
3940 MESA_DEBUG_TYPE_PUSH_GROUP,
3941 MESA_DEBUG_TYPE_POP_GROUP,
3942 MESA_DEBUG_TYPE_COUNT
3943 };
3944
3945 enum mesa_debug_severity {
3946 MESA_DEBUG_SEVERITY_LOW,
3947 MESA_DEBUG_SEVERITY_MEDIUM,
3948 MESA_DEBUG_SEVERITY_HIGH,
3949 MESA_DEBUG_SEVERITY_NOTIFICATION,
3950 MESA_DEBUG_SEVERITY_COUNT
3951 };
3952
3953 /** @} */
3954
3955 /**
3956 * Driver-specific state flags.
3957 *
3958 * These are or'd with gl_context::NewDriverState to notify a driver about
3959 * a state change. The driver sets the flags at context creation and
3960 * the meaning of the bits set is opaque to core Mesa.
3961 */
3962 struct gl_driver_flags
3963 {
3964 /** gl_context::Array::_DrawArrays (vertex array state) */
3965 uint64_t NewArray;
3966
3967 /** gl_context::TransformFeedback::CurrentObject */
3968 uint64_t NewTransformFeedback;
3969
3970 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3971 uint64_t NewTransformFeedbackProg;
3972
3973 /** gl_context::RasterDiscard */
3974 uint64_t NewRasterizerDiscard;
3975
3976 /**
3977 * gl_context::UniformBufferBindings
3978 * gl_shader_program::UniformBlocks
3979 */
3980 uint64_t NewUniformBuffer;
3981
3982 uint64_t NewTextureBuffer;
3983
3984 /**
3985 * gl_context::AtomicBufferBindings
3986 */
3987 uint64_t NewAtomicBuffer;
3988
3989 /**
3990 * gl_context::ImageUnits
3991 */
3992 uint64_t NewImageUnits;
3993 };
3994
3995 struct gl_uniform_buffer_binding
3996 {
3997 struct gl_buffer_object *BufferObject;
3998 /** Start of uniform block data in the buffer */
3999 GLintptr Offset;
4000 /** Size of data allowed to be referenced from the buffer (in bytes) */
4001 GLsizeiptr Size;
4002 /**
4003 * glBindBufferBase() indicates that the Size should be ignored and only
4004 * limited by the current size of the BufferObject.
4005 */
4006 GLboolean AutomaticSize;
4007 };
4008
4009 /**
4010 * ARB_shader_image_load_store image unit.
4011 */
4012 struct gl_image_unit
4013 {
4014 /**
4015 * Texture object bound to this unit.
4016 */
4017 struct gl_texture_object *TexObj;
4018
4019 /**
4020 * Level of the texture object bound to this unit.
4021 */
4022 GLuint Level;
4023
4024 /**
4025 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4026 * GL_FALSE if only some specific layer of the texture is bound.
4027 * \sa Layer
4028 */
4029 GLboolean Layered;
4030
4031 /**
4032 * GL_TRUE if the state of this image unit is valid and access from
4033 * the shader is allowed. Otherwise loads from this unit should
4034 * return zero and stores should have no effect.
4035 */
4036 GLboolean _Valid;
4037
4038 /**
4039 * Layer of the texture object bound to this unit, or zero if the
4040 * whole level is bound.
4041 */
4042 GLuint Layer;
4043
4044 /**
4045 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4046 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4047 */
4048 GLenum Access;
4049
4050 /**
4051 * GL internal format that determines the interpretation of the
4052 * image memory when shader image operations are performed through
4053 * this unit.
4054 */
4055 GLenum Format;
4056
4057 /**
4058 * Mesa format corresponding to \c Format.
4059 */
4060 mesa_format _ActualFormat;
4061
4062 };
4063
4064 /**
4065 * Binding point for an atomic counter buffer object.
4066 */
4067 struct gl_atomic_buffer_binding
4068 {
4069 struct gl_buffer_object *BufferObject;
4070 GLintptr Offset;
4071 GLsizeiptr Size;
4072 };
4073
4074 /**
4075 * Mesa rendering context.
4076 *
4077 * This is the central context data structure for Mesa. Almost all
4078 * OpenGL state is contained in this structure.
4079 * Think of this as a base class from which device drivers will derive
4080 * sub classes.
4081 */
4082 struct gl_context
4083 {
4084 /** State possibly shared with other contexts in the address space */
4085 struct gl_shared_state *Shared;
4086
4087 /** \name API function pointer tables */
4088 /*@{*/
4089 gl_api API;
4090 /**
4091 * The current dispatch table for non-displaylist-saving execution, either
4092 * BeginEnd or OutsideBeginEnd
4093 */
4094 struct _glapi_table *Exec;
4095 /**
4096 * The normal dispatch table for non-displaylist-saving, non-begin/end
4097 */
4098 struct _glapi_table *OutsideBeginEnd;
4099 /** The dispatch table used between glNewList() and glEndList() */
4100 struct _glapi_table *Save;
4101 /**
4102 * The dispatch table used between glBegin() and glEnd() (outside of a
4103 * display list). Only valid functions between those two are set, which is
4104 * mostly just the set in a GLvertexformat struct.
4105 */
4106 struct _glapi_table *BeginEnd;
4107 /**
4108 * Tracks the current dispatch table out of the 3 above, so that it can be
4109 * re-set on glXMakeCurrent().
4110 */
4111 struct _glapi_table *CurrentDispatch;
4112 /*@}*/
4113
4114 struct gl_config Visual;
4115 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4116 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4117 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4118 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4119
4120 /**
4121 * Device driver function pointer table
4122 */
4123 struct dd_function_table Driver;
4124
4125 /** Core/Driver constants */
4126 struct gl_constants Const;
4127
4128 /** \name The various 4x4 matrix stacks */
4129 /*@{*/
4130 struct gl_matrix_stack ModelviewMatrixStack;
4131 struct gl_matrix_stack ProjectionMatrixStack;
4132 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4133 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4134 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4135 /*@}*/
4136
4137 /** Combined modelview and projection matrix */
4138 GLmatrix _ModelProjectMatrix;
4139
4140 /** \name Display lists */
4141 struct gl_dlist_state ListState;
4142
4143 GLboolean ExecuteFlag; /**< Execute GL commands? */
4144 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4145
4146 /** Extension information */
4147 struct gl_extensions Extensions;
4148
4149 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4150 GLuint Version;
4151 char *VersionString;
4152
4153 /** \name State attribute stack (for glPush/PopAttrib) */
4154 /*@{*/
4155 GLuint AttribStackDepth;
4156 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4157 /*@}*/
4158
4159 /** \name Renderer attribute groups
4160 *
4161 * We define a struct for each attribute group to make pushing and popping
4162 * attributes easy. Also it's a good organization.
4163 */
4164 /*@{*/
4165 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4166 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4167 struct gl_current_attrib Current; /**< Current attributes */
4168 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4169 struct gl_eval_attrib Eval; /**< Eval attributes */
4170 struct gl_fog_attrib Fog; /**< Fog attributes */
4171 struct gl_hint_attrib Hint; /**< Hint attributes */
4172 struct gl_light_attrib Light; /**< Light attributes */
4173 struct gl_line_attrib Line; /**< Line attributes */
4174 struct gl_list_attrib List; /**< List attributes */
4175 struct gl_multisample_attrib Multisample;
4176 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4177 struct gl_point_attrib Point; /**< Point attributes */
4178 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4179 GLuint PolygonStipple[32]; /**< Polygon stipple */
4180 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4181 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4182 struct gl_texture_attrib Texture; /**< Texture attributes */
4183 struct gl_transform_attrib Transform; /**< Transformation attributes */
4184 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4185 /*@}*/
4186
4187 /** \name Client attribute stack */
4188 /*@{*/
4189 GLuint ClientAttribStackDepth;
4190 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4191 /*@}*/
4192
4193 /** \name Client attribute groups */
4194 /*@{*/
4195 struct gl_array_attrib Array; /**< Vertex arrays */
4196 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4197 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4198 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4199 /*@}*/
4200
4201 /** \name Other assorted state (not pushed/popped on attribute stack) */
4202 /*@{*/
4203 struct gl_pixelmaps PixelMaps;
4204
4205 struct gl_evaluators EvalMap; /**< All evaluators */
4206 struct gl_feedback Feedback; /**< Feedback */
4207 struct gl_selection Select; /**< Selection */
4208
4209 struct gl_program_state Program; /**< general program state */
4210 struct gl_vertex_program_state VertexProgram;
4211 struct gl_fragment_program_state FragmentProgram;
4212 struct gl_geometry_program_state GeometryProgram;
4213 struct gl_compute_program_state ComputeProgram;
4214 struct gl_ati_fragment_shader_state ATIFragmentShader;
4215
4216 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4217 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4218
4219 /**
4220 * Current active shader pipeline state
4221 *
4222 * Almost all internal users want ::_Shader instead of ::Shader. The
4223 * exceptions are bits of legacy GLSL API that do not know about separate
4224 * shader objects.
4225 *
4226 * If a program is active via \c glUseProgram, this will point to
4227 * \c ::Shader.
4228 *
4229 * If a program pipeline is active via \c glBindProgramPipeline, this will
4230 * point to \c ::Pipeline.Current.
4231 *
4232 * If neither a program nor a program pipeline is active, this will point to
4233 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4234 * \c NULL.
4235 */
4236 struct gl_pipeline_object *_Shader;
4237
4238 struct gl_query_state Query; /**< occlusion, timer queries */
4239
4240 struct gl_transform_feedback_state TransformFeedback;
4241
4242 struct gl_perf_monitor_state PerfMonitor;
4243
4244 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4245
4246 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4247 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4248
4249 /**
4250 * Current GL_ARB_uniform_buffer_object binding referenced by
4251 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4252 */
4253 struct gl_buffer_object *UniformBuffer;
4254
4255 /**
4256 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4257 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4258 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4259 * shader program.
4260 */
4261 struct gl_uniform_buffer_binding
4262 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4263
4264 /**
4265 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4266 * target.
4267 */
4268 struct gl_buffer_object *AtomicBuffer;
4269
4270 /**
4271 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4272 * target.
4273 */
4274 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4275
4276 /**
4277 * Array of atomic counter buffer binding points.
4278 */
4279 struct gl_atomic_buffer_binding
4280 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4281
4282 /**
4283 * Array of image units for ARB_shader_image_load_store.
4284 */
4285 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4286
4287 /*@}*/
4288
4289 struct gl_meta_state *Meta; /**< for "meta" operations */
4290
4291 /* GL_EXT_framebuffer_object */
4292 struct gl_renderbuffer *CurrentRenderbuffer;
4293
4294 GLenum ErrorValue; /**< Last error code */
4295
4296 /**
4297 * Recognize and silence repeated error debug messages in buggy apps.
4298 */
4299 const char *ErrorDebugFmtString;
4300 GLuint ErrorDebugCount;
4301
4302 /* GL_ARB_debug_output/GL_KHR_debug */
4303 mtx_t DebugMutex;
4304 struct gl_debug_state *Debug;
4305
4306 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4307 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4308 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4309
4310 struct gl_driver_flags DriverFlags;
4311
4312 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4313
4314 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4315
4316 /** \name Derived state */
4317 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4318 GLfloat _EyeZDir[3];
4319 GLfloat _ModelViewInvScale;
4320 GLboolean _NeedEyeCoords;
4321 GLboolean _ForceEyeCoords;
4322
4323 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4324
4325 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4326
4327 /** \name For debugging/development only */
4328 /*@{*/
4329 GLboolean FirstTimeCurrent;
4330 /*@}*/
4331
4332 /**
4333 * False if this context was created without a config. This is needed
4334 * because the initial state of glDrawBuffers depends on this
4335 */
4336 GLboolean HasConfig;
4337
4338 /** software compression/decompression supported or not */
4339 GLboolean Mesa_DXTn;
4340
4341 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4342
4343 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4344
4345 /**
4346 * \name Hooks for module contexts.
4347 *
4348 * These will eventually live in the driver or elsewhere.
4349 */
4350 /*@{*/
4351 void *swrast_context;
4352 void *swsetup_context;
4353 void *swtnl_context;
4354 struct vbo_context *vbo_context;
4355 struct st_context *st;
4356 void *aelt_context;
4357 /*@}*/
4358
4359 /**
4360 * \name NV_vdpau_interop
4361 */
4362 /*@{*/
4363 const void *vdpDevice;
4364 const void *vdpGetProcAddress;
4365 struct set *vdpSurfaces;
4366 /*@}*/
4367
4368 /**
4369 * Has this context observed a GPU reset in any context in the share group?
4370 *
4371 * Once this field becomes true, it is never reset to false.
4372 */
4373 GLboolean ShareGroupReset;
4374 };
4375
4376
4377 #ifdef DEBUG
4378 extern int MESA_VERBOSE;
4379 extern int MESA_DEBUG_FLAGS;
4380 # define MESA_FUNCTION __func__
4381 #else
4382 # define MESA_VERBOSE 0
4383 # define MESA_DEBUG_FLAGS 0
4384 # define MESA_FUNCTION "a function"
4385 #endif
4386
4387
4388 /** The MESA_VERBOSE var is a bitmask of these flags */
4389 enum _verbose
4390 {
4391 VERBOSE_VARRAY = 0x0001,
4392 VERBOSE_TEXTURE = 0x0002,
4393 VERBOSE_MATERIAL = 0x0004,
4394 VERBOSE_PIPELINE = 0x0008,
4395 VERBOSE_DRIVER = 0x0010,
4396 VERBOSE_STATE = 0x0020,
4397 VERBOSE_API = 0x0040,
4398 VERBOSE_DISPLAY_LIST = 0x0100,
4399 VERBOSE_LIGHTING = 0x0200,
4400 VERBOSE_PRIMS = 0x0400,
4401 VERBOSE_VERTS = 0x0800,
4402 VERBOSE_DISASSEM = 0x1000,
4403 VERBOSE_DRAW = 0x2000,
4404 VERBOSE_SWAPBUFFERS = 0x4000
4405 };
4406
4407
4408 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4409 enum _debug
4410 {
4411 DEBUG_SILENT = (1 << 0),
4412 DEBUG_ALWAYS_FLUSH = (1 << 1),
4413 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4414 DEBUG_INCOMPLETE_FBO = (1 << 3)
4415 };
4416
4417
4418
4419 #ifdef __cplusplus
4420 }
4421 #endif
4422
4423 #endif /* MTYPES_H */