glsl: Scaffolding for ARB_shader_bit_encoding.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 /*@}*/
83
84
85 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
86 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
87 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
88 #define PRIM_UNKNOWN (GL_POLYGON+3)
89
90
91
92 /**
93 * Indexes for vertex program attributes.
94 * GL_NV_vertex_program aliases generic attributes over the conventional
95 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
96 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
97 * generic attributes are distinct/separate).
98 */
99 typedef enum
100 {
101 VERT_ATTRIB_POS = 0,
102 VERT_ATTRIB_WEIGHT = 1,
103 VERT_ATTRIB_NORMAL = 2,
104 VERT_ATTRIB_COLOR0 = 3,
105 VERT_ATTRIB_COLOR1 = 4,
106 VERT_ATTRIB_FOG = 5,
107 VERT_ATTRIB_COLOR_INDEX = 6,
108 VERT_ATTRIB_EDGEFLAG = 7,
109 VERT_ATTRIB_TEX0 = 8,
110 VERT_ATTRIB_TEX1 = 9,
111 VERT_ATTRIB_TEX2 = 10,
112 VERT_ATTRIB_TEX3 = 11,
113 VERT_ATTRIB_TEX4 = 12,
114 VERT_ATTRIB_TEX5 = 13,
115 VERT_ATTRIB_TEX6 = 14,
116 VERT_ATTRIB_TEX7 = 15,
117 VERT_ATTRIB_POINT_SIZE = 16,
118 VERT_ATTRIB_GENERIC0 = 17,
119 VERT_ATTRIB_GENERIC1 = 18,
120 VERT_ATTRIB_GENERIC2 = 19,
121 VERT_ATTRIB_GENERIC3 = 20,
122 VERT_ATTRIB_GENERIC4 = 21,
123 VERT_ATTRIB_GENERIC5 = 22,
124 VERT_ATTRIB_GENERIC6 = 23,
125 VERT_ATTRIB_GENERIC7 = 24,
126 VERT_ATTRIB_GENERIC8 = 25,
127 VERT_ATTRIB_GENERIC9 = 26,
128 VERT_ATTRIB_GENERIC10 = 27,
129 VERT_ATTRIB_GENERIC11 = 28,
130 VERT_ATTRIB_GENERIC12 = 29,
131 VERT_ATTRIB_GENERIC13 = 30,
132 VERT_ATTRIB_GENERIC14 = 31,
133 VERT_ATTRIB_GENERIC15 = 32,
134 VERT_ATTRIB_MAX = 33
135 } gl_vert_attrib;
136
137 /**
138 * Symbolic constats to help iterating over
139 * specific blocks of vertex attributes.
140 *
141 * VERT_ATTRIB_FF
142 * includes all fixed function attributes as well as
143 * the aliased GL_NV_vertex_program shader attributes.
144 * VERT_ATTRIB_TEX
145 * include the classic texture coordinate attributes.
146 * Is a subset of VERT_ATTRIB_FF.
147 * VERT_ATTRIB_GENERIC_NV
148 * include the NV shader attributes.
149 * Is a subset of VERT_ATTRIB_FF.
150 * VERT_ATTRIB_GENERIC
151 * include the OpenGL 2.0+ GLSL generic shader attributes.
152 * These alias the generic GL_ARB_vertex_shader attributes.
153 */
154 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
155 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
156
157 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
158 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
159
160 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
161 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
162
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
165
166 /**
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
169 */
170 /*@{*/
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
189
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
198 #define VERT_BIT_FF_NVALIAS \
199 BITFIELD64_RANGE(VERT_ATTRIB_POS, VERT_ATTRIB_TEX(VERT_ATTRIB_TEX_MAX))
200
201 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
202 #define VERT_BIT_GENERIC_NV_ALL \
203 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
204
205 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
206 #define VERT_BIT_GENERIC_ALL \
207 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
208 /*@}*/
209
210
211 /**
212 * Indexes for vertex program result attributes. Note that
213 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
214 * assumptions about the layout of this enum.
215 */
216 typedef enum
217 {
218 VERT_RESULT_HPOS = 0,
219 VERT_RESULT_COL0 = 1,
220 VERT_RESULT_COL1 = 2,
221 VERT_RESULT_FOGC = 3,
222 VERT_RESULT_TEX0 = 4,
223 VERT_RESULT_TEX1 = 5,
224 VERT_RESULT_TEX2 = 6,
225 VERT_RESULT_TEX3 = 7,
226 VERT_RESULT_TEX4 = 8,
227 VERT_RESULT_TEX5 = 9,
228 VERT_RESULT_TEX6 = 10,
229 VERT_RESULT_TEX7 = 11,
230 VERT_RESULT_PSIZ = 12,
231 VERT_RESULT_BFC0 = 13,
232 VERT_RESULT_BFC1 = 14,
233 VERT_RESULT_EDGE = 15,
234 VERT_RESULT_CLIP_VERTEX = 16,
235 VERT_RESULT_CLIP_DIST0 = 17,
236 VERT_RESULT_CLIP_DIST1 = 18,
237 VERT_RESULT_VAR0 = 19, /**< shader varying */
238 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
239 } gl_vert_result;
240
241
242 /*********************************************/
243
244 /**
245 * Indexes for geometry program attributes.
246 */
247 typedef enum
248 {
249 GEOM_ATTRIB_POSITION = 0,
250 GEOM_ATTRIB_COLOR0 = 1,
251 GEOM_ATTRIB_COLOR1 = 2,
252 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
253 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
254 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
255 GEOM_ATTRIB_POINT_SIZE = 6,
256 GEOM_ATTRIB_CLIP_VERTEX = 7,
257 GEOM_ATTRIB_PRIMITIVE_ID = 8,
258 GEOM_ATTRIB_TEX_COORD = 9,
259
260 GEOM_ATTRIB_VAR0 = 16,
261 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
262 } gl_geom_attrib;
263
264 /**
265 * Bitflags for geometry attributes.
266 * These are used in bitfields in many places.
267 */
268 /*@{*/
269 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
270 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
271 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
272 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
273 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
274 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
275 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
276 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
277 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
278 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
279 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
280
281 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
282 /*@}*/
283
284
285 /**
286 * Indexes for geometry program result attributes
287 */
288 typedef enum
289 {
290 GEOM_RESULT_POS = 0,
291 GEOM_RESULT_COL0 = 1,
292 GEOM_RESULT_COL1 = 2,
293 GEOM_RESULT_SCOL0 = 3,
294 GEOM_RESULT_SCOL1 = 4,
295 GEOM_RESULT_FOGC = 5,
296 GEOM_RESULT_TEX0 = 6,
297 GEOM_RESULT_TEX1 = 7,
298 GEOM_RESULT_TEX2 = 8,
299 GEOM_RESULT_TEX3 = 9,
300 GEOM_RESULT_TEX4 = 10,
301 GEOM_RESULT_TEX5 = 11,
302 GEOM_RESULT_TEX6 = 12,
303 GEOM_RESULT_TEX7 = 13,
304 GEOM_RESULT_PSIZ = 14,
305 GEOM_RESULT_CLPV = 15,
306 GEOM_RESULT_PRID = 16,
307 GEOM_RESULT_LAYR = 17,
308 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
309 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
310 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
311 } gl_geom_result;
312
313
314 /**
315 * Indexes for fragment program input attributes. Note that
316 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
317 * assumptions about the layout of this enum.
318 */
319 typedef enum
320 {
321 FRAG_ATTRIB_WPOS = 0,
322 FRAG_ATTRIB_COL0 = 1,
323 FRAG_ATTRIB_COL1 = 2,
324 FRAG_ATTRIB_FOGC = 3,
325 FRAG_ATTRIB_TEX0 = 4,
326 FRAG_ATTRIB_TEX1 = 5,
327 FRAG_ATTRIB_TEX2 = 6,
328 FRAG_ATTRIB_TEX3 = 7,
329 FRAG_ATTRIB_TEX4 = 8,
330 FRAG_ATTRIB_TEX5 = 9,
331 FRAG_ATTRIB_TEX6 = 10,
332 FRAG_ATTRIB_TEX7 = 11,
333 FRAG_ATTRIB_FACE = 12, /**< front/back face */
334 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
335 FRAG_ATTRIB_CLIP_DIST0 = 14,
336 FRAG_ATTRIB_CLIP_DIST1 = 15,
337 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
338 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
339 } gl_frag_attrib;
340
341
342 /**
343 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
344 *
345 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
346 *
347 * gl_vert_result values which have no corresponding gl_frag_attrib
348 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
349 * VERT_RESULT_EDGE) are converted to a value of -1.
350 */
351 static inline int
352 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
353 {
354 if (vert_result >= VERT_RESULT_CLIP_DIST0)
355 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
356 else if (vert_result <= VERT_RESULT_TEX7)
357 return vert_result;
358 else
359 return -1;
360 }
361
362
363 /**
364 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
365 *
366 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
367 *
368 * gl_frag_attrib values which have no corresponding gl_vert_result
369 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
370 */
371 static inline int
372 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
373 {
374 if (frag_attrib <= FRAG_ATTRIB_TEX7)
375 return frag_attrib;
376 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
377 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
378 else
379 return -1;
380 }
381
382
383 /**
384 * Bitflags for fragment program input attributes.
385 */
386 /*@{*/
387 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
388 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
389 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
390 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
391 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
392 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
393 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
394 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
395 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
396 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
397 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
398 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
399 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
400 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
401 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
402
403 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
404 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
405
406 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
407 FRAG_BIT_TEX1| \
408 FRAG_BIT_TEX2| \
409 FRAG_BIT_TEX3| \
410 FRAG_BIT_TEX4| \
411 FRAG_BIT_TEX5| \
412 FRAG_BIT_TEX6| \
413 FRAG_BIT_TEX7)
414 /*@}*/
415
416
417 /**
418 * Fragment program results
419 */
420 typedef enum
421 {
422 FRAG_RESULT_DEPTH = 0,
423 FRAG_RESULT_STENCIL = 1,
424 /* If a single color should be written to all render targets, this
425 * register is written. No FRAG_RESULT_DATAn will be written.
426 */
427 FRAG_RESULT_COLOR = 2,
428
429 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
430 * or ARB_fragment_program fragment.color[n]) color results. If
431 * any are written, FRAG_RESULT_COLOR will not be written.
432 */
433 FRAG_RESULT_DATA0 = 3,
434 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
435 } gl_frag_result;
436
437
438 /**
439 * Indexes for all renderbuffers
440 */
441 typedef enum
442 {
443 /* the four standard color buffers */
444 BUFFER_FRONT_LEFT,
445 BUFFER_BACK_LEFT,
446 BUFFER_FRONT_RIGHT,
447 BUFFER_BACK_RIGHT,
448 BUFFER_DEPTH,
449 BUFFER_STENCIL,
450 BUFFER_ACCUM,
451 /* optional aux buffer */
452 BUFFER_AUX0,
453 /* generic renderbuffers */
454 BUFFER_COLOR0,
455 BUFFER_COLOR1,
456 BUFFER_COLOR2,
457 BUFFER_COLOR3,
458 BUFFER_COLOR4,
459 BUFFER_COLOR5,
460 BUFFER_COLOR6,
461 BUFFER_COLOR7,
462 BUFFER_COUNT
463 } gl_buffer_index;
464
465 /**
466 * Bit flags for all renderbuffers
467 */
468 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
469 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
470 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
471 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
472 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
473 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
474 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
475 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
476 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
477 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
478 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
479 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
480 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
481 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
482 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
483 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
484 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
485 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
486 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
487
488 /**
489 * Mask of all the color buffer bits (but not accum).
490 */
491 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
492 BUFFER_BIT_BACK_LEFT | \
493 BUFFER_BIT_FRONT_RIGHT | \
494 BUFFER_BIT_BACK_RIGHT | \
495 BUFFER_BIT_AUX0 | \
496 BUFFER_BIT_COLOR0 | \
497 BUFFER_BIT_COLOR1 | \
498 BUFFER_BIT_COLOR2 | \
499 BUFFER_BIT_COLOR3 | \
500 BUFFER_BIT_COLOR4 | \
501 BUFFER_BIT_COLOR5 | \
502 BUFFER_BIT_COLOR6 | \
503 BUFFER_BIT_COLOR7)
504
505
506 /**
507 * Framebuffer configuration (aka visual / pixelformat)
508 * Note: some of these fields should be boolean, but it appears that
509 * code in drivers/dri/common/util.c requires int-sized fields.
510 */
511 struct gl_config
512 {
513 GLboolean rgbMode;
514 GLboolean floatMode;
515 GLboolean colorIndexMode; /* XXX is this used anywhere? */
516 GLuint doubleBufferMode;
517 GLuint stereoMode;
518
519 GLboolean haveAccumBuffer;
520 GLboolean haveDepthBuffer;
521 GLboolean haveStencilBuffer;
522
523 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
524 GLuint redMask, greenMask, blueMask, alphaMask;
525 GLint rgbBits; /* total bits for rgb */
526 GLint indexBits; /* total bits for colorindex */
527
528 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
529 GLint depthBits;
530 GLint stencilBits;
531
532 GLint numAuxBuffers;
533
534 GLint level;
535
536 /* EXT_visual_rating / GLX 1.2 */
537 GLint visualRating;
538
539 /* EXT_visual_info / GLX 1.2 */
540 GLint transparentPixel;
541 /* colors are floats scaled to ints */
542 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
543 GLint transparentIndex;
544
545 /* ARB_multisample / SGIS_multisample */
546 GLint sampleBuffers;
547 GLint samples;
548
549 /* SGIX_pbuffer / GLX 1.3 */
550 GLint maxPbufferWidth;
551 GLint maxPbufferHeight;
552 GLint maxPbufferPixels;
553 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
554 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
555
556 /* OML_swap_method */
557 GLint swapMethod;
558
559 /* EXT_texture_from_pixmap */
560 GLint bindToTextureRgb;
561 GLint bindToTextureRgba;
562 GLint bindToMipmapTexture;
563 GLint bindToTextureTargets;
564 GLint yInverted;
565
566 /* EXT_framebuffer_sRGB */
567 GLint sRGBCapable;
568 };
569
570
571 /**
572 * \name Bit flags used for updating material values.
573 */
574 /*@{*/
575 #define MAT_ATTRIB_FRONT_AMBIENT 0
576 #define MAT_ATTRIB_BACK_AMBIENT 1
577 #define MAT_ATTRIB_FRONT_DIFFUSE 2
578 #define MAT_ATTRIB_BACK_DIFFUSE 3
579 #define MAT_ATTRIB_FRONT_SPECULAR 4
580 #define MAT_ATTRIB_BACK_SPECULAR 5
581 #define MAT_ATTRIB_FRONT_EMISSION 6
582 #define MAT_ATTRIB_BACK_EMISSION 7
583 #define MAT_ATTRIB_FRONT_SHININESS 8
584 #define MAT_ATTRIB_BACK_SHININESS 9
585 #define MAT_ATTRIB_FRONT_INDEXES 10
586 #define MAT_ATTRIB_BACK_INDEXES 11
587 #define MAT_ATTRIB_MAX 12
588
589 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
590 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
591 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
592 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
593 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
594 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
595
596 #define MAT_INDEX_AMBIENT 0
597 #define MAT_INDEX_DIFFUSE 1
598 #define MAT_INDEX_SPECULAR 2
599
600 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
601 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
602 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
603 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
604 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
605 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
606 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
607 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
608 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
609 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
610 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
611 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
612
613
614 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
615 MAT_BIT_FRONT_AMBIENT | \
616 MAT_BIT_FRONT_DIFFUSE | \
617 MAT_BIT_FRONT_SPECULAR | \
618 MAT_BIT_FRONT_SHININESS | \
619 MAT_BIT_FRONT_INDEXES)
620
621 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
622 MAT_BIT_BACK_AMBIENT | \
623 MAT_BIT_BACK_DIFFUSE | \
624 MAT_BIT_BACK_SPECULAR | \
625 MAT_BIT_BACK_SHININESS | \
626 MAT_BIT_BACK_INDEXES)
627
628 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
629 /*@}*/
630
631
632 /**
633 * Light source state.
634 */
635 struct gl_light
636 {
637 struct gl_light *next; /**< double linked list with sentinel */
638 struct gl_light *prev;
639
640 GLfloat Ambient[4]; /**< ambient color */
641 GLfloat Diffuse[4]; /**< diffuse color */
642 GLfloat Specular[4]; /**< specular color */
643 GLfloat EyePosition[4]; /**< position in eye coordinates */
644 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
645 GLfloat SpotExponent;
646 GLfloat SpotCutoff; /**< in degrees */
647 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
648 GLfloat ConstantAttenuation;
649 GLfloat LinearAttenuation;
650 GLfloat QuadraticAttenuation;
651 GLboolean Enabled; /**< On/off flag */
652
653 /**
654 * \name Derived fields
655 */
656 /*@{*/
657 GLbitfield _Flags; /**< State */
658
659 GLfloat _Position[4]; /**< position in eye/obj coordinates */
660 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
661 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
662 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
663 GLfloat _VP_inf_spot_attenuation;
664
665 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
666 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
667 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
668 /*@}*/
669 };
670
671
672 /**
673 * Light model state.
674 */
675 struct gl_lightmodel
676 {
677 GLfloat Ambient[4]; /**< ambient color */
678 GLboolean LocalViewer; /**< Local (or infinite) view point? */
679 GLboolean TwoSide; /**< Two (or one) sided lighting? */
680 GLenum ColorControl; /**< either GL_SINGLE_COLOR
681 * or GL_SEPARATE_SPECULAR_COLOR */
682 };
683
684
685 /**
686 * Material state.
687 */
688 struct gl_material
689 {
690 GLfloat Attrib[MAT_ATTRIB_MAX][4];
691 };
692
693
694 /**
695 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
696 */
697 struct gl_accum_attrib
698 {
699 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
700 };
701
702
703 /**
704 * Used for storing clear color, texture border color, etc.
705 * The float values are typically unclamped.
706 */
707 union gl_color_union
708 {
709 GLfloat f[4];
710 GLint i[4];
711 GLuint ui[4];
712 };
713
714
715 /**
716 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
717 */
718 struct gl_colorbuffer_attrib
719 {
720 GLuint ClearIndex; /**< Index for glClear */
721 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
722 GLuint IndexMask; /**< Color index write mask */
723 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
724
725 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
726
727 /**
728 * \name alpha testing
729 */
730 /*@{*/
731 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
732 GLenum AlphaFunc; /**< Alpha test function */
733 GLfloat AlphaRefUnclamped;
734 GLclampf AlphaRef; /**< Alpha reference value */
735 /*@}*/
736
737 /**
738 * \name Blending
739 */
740 /*@{*/
741 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
742
743 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
744 * control, only on the fixed-pointness of the render target.
745 * The query does however depend on fragment color clamping.
746 */
747 GLfloat BlendColorUnclamped[4]; /**< Blending color */
748 GLfloat BlendColor[4]; /**< Blending color */
749
750 struct
751 {
752 GLenum SrcRGB; /**< RGB blend source term */
753 GLenum DstRGB; /**< RGB blend dest term */
754 GLenum SrcA; /**< Alpha blend source term */
755 GLenum DstA; /**< Alpha blend dest term */
756 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
757 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
758 /**
759 * Set if any blend factor uses SRC1. Computed at the time blend factors
760 * get set.
761 */
762 GLboolean _UsesDualSrc;
763 } Blend[MAX_DRAW_BUFFERS];
764 /** Are the blend func terms currently different for each buffer/target? */
765 GLboolean _BlendFuncPerBuffer;
766 /** Are the blend equations currently different for each buffer/target? */
767 GLboolean _BlendEquationPerBuffer;
768 /*@}*/
769
770 /**
771 * \name Logic op
772 */
773 /*@{*/
774 GLenum LogicOp; /**< Logic operator */
775 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
776 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
777 /*@}*/
778
779 GLboolean DitherFlag; /**< Dither enable flag */
780
781 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
782 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
783 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
784 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
785
786 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
787 };
788
789
790 /**
791 * Current attribute group (GL_CURRENT_BIT).
792 */
793 struct gl_current_attrib
794 {
795 /**
796 * \name Current vertex attributes.
797 * \note Values are valid only after FLUSH_VERTICES has been called.
798 * \note Index and Edgeflag current values are stored as floats in the
799 * SIX and SEVEN attribute slots.
800 */
801 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
802
803 /**
804 * \name Current raster position attributes (always valid).
805 * \note This set of attributes is very similar to the SWvertex struct.
806 */
807 /*@{*/
808 GLfloat RasterPos[4];
809 GLfloat RasterDistance;
810 GLfloat RasterColor[4];
811 GLfloat RasterSecondaryColor[4];
812 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
813 GLboolean RasterPosValid;
814 /*@}*/
815 };
816
817
818 /**
819 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
820 */
821 struct gl_depthbuffer_attrib
822 {
823 GLenum Func; /**< Function for depth buffer compare */
824 GLclampd Clear; /**< Value to clear depth buffer to */
825 GLboolean Test; /**< Depth buffering enabled flag */
826 GLboolean Mask; /**< Depth buffer writable? */
827 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
828 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
829 };
830
831
832 /**
833 * Evaluator attribute group (GL_EVAL_BIT).
834 */
835 struct gl_eval_attrib
836 {
837 /**
838 * \name Enable bits
839 */
840 /*@{*/
841 GLboolean Map1Color4;
842 GLboolean Map1Index;
843 GLboolean Map1Normal;
844 GLboolean Map1TextureCoord1;
845 GLboolean Map1TextureCoord2;
846 GLboolean Map1TextureCoord3;
847 GLboolean Map1TextureCoord4;
848 GLboolean Map1Vertex3;
849 GLboolean Map1Vertex4;
850 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
851 GLboolean Map2Color4;
852 GLboolean Map2Index;
853 GLboolean Map2Normal;
854 GLboolean Map2TextureCoord1;
855 GLboolean Map2TextureCoord2;
856 GLboolean Map2TextureCoord3;
857 GLboolean Map2TextureCoord4;
858 GLboolean Map2Vertex3;
859 GLboolean Map2Vertex4;
860 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
861 GLboolean AutoNormal;
862 /*@}*/
863
864 /**
865 * \name Map Grid endpoints and divisions and calculated du values
866 */
867 /*@{*/
868 GLint MapGrid1un;
869 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
870 GLint MapGrid2un, MapGrid2vn;
871 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
872 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
873 /*@}*/
874 };
875
876
877 /**
878 * Fog attribute group (GL_FOG_BIT).
879 */
880 struct gl_fog_attrib
881 {
882 GLboolean Enabled; /**< Fog enabled flag */
883 GLfloat ColorUnclamped[4]; /**< Fog color */
884 GLfloat Color[4]; /**< Fog color */
885 GLfloat Density; /**< Density >= 0.0 */
886 GLfloat Start; /**< Start distance in eye coords */
887 GLfloat End; /**< End distance in eye coords */
888 GLfloat Index; /**< Fog index */
889 GLenum Mode; /**< Fog mode */
890 GLboolean ColorSumEnabled;
891 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
892 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
893 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
894 };
895
896
897 /**
898 * Hint attribute group (GL_HINT_BIT).
899 *
900 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
901 */
902 struct gl_hint_attrib
903 {
904 GLenum PerspectiveCorrection;
905 GLenum PointSmooth;
906 GLenum LineSmooth;
907 GLenum PolygonSmooth;
908 GLenum Fog;
909 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
910 GLenum TextureCompression; /**< GL_ARB_texture_compression */
911 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
912 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
913 };
914
915 /**
916 * Light state flags.
917 */
918 /*@{*/
919 #define LIGHT_SPOT 0x1
920 #define LIGHT_LOCAL_VIEWER 0x2
921 #define LIGHT_POSITIONAL 0x4
922 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
923 /*@}*/
924
925
926 /**
927 * Lighting attribute group (GL_LIGHT_BIT).
928 */
929 struct gl_light_attrib
930 {
931 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
932 struct gl_lightmodel Model; /**< Lighting model */
933
934 /**
935 * Must flush FLUSH_VERTICES before referencing:
936 */
937 /*@{*/
938 struct gl_material Material; /**< Includes front & back values */
939 /*@}*/
940
941 GLboolean Enabled; /**< Lighting enabled flag */
942 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
943 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
944 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
945 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
946 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
947 GLboolean ColorMaterialEnabled;
948 GLenum ClampVertexColor;
949 GLboolean _ClampVertexColor;
950
951 struct gl_light EnabledList; /**< List sentinel */
952
953 /**
954 * Derived state for optimizations:
955 */
956 /*@{*/
957 GLboolean _NeedEyeCoords;
958 GLboolean _NeedVertices; /**< Use fast shader? */
959 GLfloat _BaseColor[2][3];
960 /*@}*/
961 };
962
963
964 /**
965 * Line attribute group (GL_LINE_BIT).
966 */
967 struct gl_line_attrib
968 {
969 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
970 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
971 GLushort StipplePattern; /**< Stipple pattern */
972 GLint StippleFactor; /**< Stipple repeat factor */
973 GLfloat Width; /**< Line width */
974 };
975
976
977 /**
978 * Display list attribute group (GL_LIST_BIT).
979 */
980 struct gl_list_attrib
981 {
982 GLuint ListBase;
983 };
984
985
986 /**
987 * Multisample attribute group (GL_MULTISAMPLE_BIT).
988 */
989 struct gl_multisample_attrib
990 {
991 GLboolean Enabled;
992 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
993 GLboolean SampleAlphaToCoverage;
994 GLboolean SampleAlphaToOne;
995 GLboolean SampleCoverage;
996 GLfloat SampleCoverageValue;
997 GLboolean SampleCoverageInvert;
998 };
999
1000
1001 /**
1002 * A pixelmap (see glPixelMap)
1003 */
1004 struct gl_pixelmap
1005 {
1006 GLint Size;
1007 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1008 };
1009
1010
1011 /**
1012 * Collection of all pixelmaps
1013 */
1014 struct gl_pixelmaps
1015 {
1016 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1017 struct gl_pixelmap GtoG;
1018 struct gl_pixelmap BtoB;
1019 struct gl_pixelmap AtoA;
1020 struct gl_pixelmap ItoR;
1021 struct gl_pixelmap ItoG;
1022 struct gl_pixelmap ItoB;
1023 struct gl_pixelmap ItoA;
1024 struct gl_pixelmap ItoI;
1025 struct gl_pixelmap StoS;
1026 };
1027
1028
1029 /**
1030 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1031 */
1032 struct gl_pixel_attrib
1033 {
1034 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1035
1036 /*--- Begin Pixel Transfer State ---*/
1037 /* Fields are in the order in which they're applied... */
1038
1039 /** Scale & Bias (index shift, offset) */
1040 /*@{*/
1041 GLfloat RedBias, RedScale;
1042 GLfloat GreenBias, GreenScale;
1043 GLfloat BlueBias, BlueScale;
1044 GLfloat AlphaBias, AlphaScale;
1045 GLfloat DepthBias, DepthScale;
1046 GLint IndexShift, IndexOffset;
1047 /*@}*/
1048
1049 /* Pixel Maps */
1050 /* Note: actual pixel maps are not part of this attrib group */
1051 GLboolean MapColorFlag;
1052 GLboolean MapStencilFlag;
1053
1054 /*--- End Pixel Transfer State ---*/
1055
1056 /** glPixelZoom */
1057 GLfloat ZoomX, ZoomY;
1058 };
1059
1060
1061 /**
1062 * Point attribute group (GL_POINT_BIT).
1063 */
1064 struct gl_point_attrib
1065 {
1066 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1067 GLfloat Size; /**< User-specified point size */
1068 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1069 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1070 GLfloat Threshold; /**< GL_EXT_point_parameters */
1071 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1072 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1073 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1074 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1075 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1076 };
1077
1078
1079 /**
1080 * Polygon attribute group (GL_POLYGON_BIT).
1081 */
1082 struct gl_polygon_attrib
1083 {
1084 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1085 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1086 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1087 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1088 GLboolean CullFlag; /**< Culling on/off flag */
1089 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1090 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1091 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1092 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1093 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1094 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1095 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1096 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1097 };
1098
1099
1100 /**
1101 * Scissor attributes (GL_SCISSOR_BIT).
1102 */
1103 struct gl_scissor_attrib
1104 {
1105 GLboolean Enabled; /**< Scissor test enabled? */
1106 GLint X, Y; /**< Lower left corner of box */
1107 GLsizei Width, Height; /**< Size of box */
1108 };
1109
1110
1111 /**
1112 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1113 *
1114 * Three sets of stencil data are tracked so that OpenGL 2.0,
1115 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1116 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1117 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1118 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1119 * GL_EXT_stencil_two_side GL_BACK state.
1120 *
1121 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1122 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1123 *
1124 * The derived value \c _TestTwoSide is set when the front-face and back-face
1125 * stencil state are different.
1126 */
1127 struct gl_stencil_attrib
1128 {
1129 GLboolean Enabled; /**< Enabled flag */
1130 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1131 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1132 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1133 GLboolean _TestTwoSide;
1134 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1135 GLenum Function[3]; /**< Stencil function */
1136 GLenum FailFunc[3]; /**< Fail function */
1137 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1138 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1139 GLint Ref[3]; /**< Reference value */
1140 GLuint ValueMask[3]; /**< Value mask */
1141 GLuint WriteMask[3]; /**< Write mask */
1142 GLuint Clear; /**< Clear value */
1143 };
1144
1145
1146 /**
1147 * An index for each type of texture object. These correspond to the GL
1148 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1149 * Note: the order is from highest priority to lowest priority.
1150 */
1151 typedef enum
1152 {
1153 TEXTURE_BUFFER_INDEX,
1154 TEXTURE_2D_ARRAY_INDEX,
1155 TEXTURE_1D_ARRAY_INDEX,
1156 TEXTURE_EXTERNAL_INDEX,
1157 TEXTURE_CUBE_INDEX,
1158 TEXTURE_3D_INDEX,
1159 TEXTURE_RECT_INDEX,
1160 TEXTURE_2D_INDEX,
1161 TEXTURE_1D_INDEX,
1162 NUM_TEXTURE_TARGETS
1163 } gl_texture_index;
1164
1165
1166 /**
1167 * Bit flags for each type of texture object
1168 * Used for Texture.Unit[]._ReallyEnabled flags.
1169 */
1170 /*@{*/
1171 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1172 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1173 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1174 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1175 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1176 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1177 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1178 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1179 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1180 /*@}*/
1181
1182
1183 /**
1184 * TexGenEnabled flags.
1185 */
1186 /*@{*/
1187 #define S_BIT 1
1188 #define T_BIT 2
1189 #define R_BIT 4
1190 #define Q_BIT 8
1191 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1192 /*@}*/
1193
1194
1195 /**
1196 * Bit flag versions of the corresponding GL_ constants.
1197 */
1198 /*@{*/
1199 #define TEXGEN_SPHERE_MAP 0x1
1200 #define TEXGEN_OBJ_LINEAR 0x2
1201 #define TEXGEN_EYE_LINEAR 0x4
1202 #define TEXGEN_REFLECTION_MAP_NV 0x8
1203 #define TEXGEN_NORMAL_MAP_NV 0x10
1204
1205 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1206 TEXGEN_REFLECTION_MAP_NV | \
1207 TEXGEN_NORMAL_MAP_NV)
1208 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1209 TEXGEN_REFLECTION_MAP_NV | \
1210 TEXGEN_NORMAL_MAP_NV | \
1211 TEXGEN_EYE_LINEAR)
1212 /*@}*/
1213
1214
1215
1216 /** Tex-gen enabled for texture unit? */
1217 #define ENABLE_TEXGEN(unit) (1 << (unit))
1218
1219 /** Non-identity texture matrix for texture unit? */
1220 #define ENABLE_TEXMAT(unit) (1 << (unit))
1221
1222
1223 /**
1224 * Texture image state. Drivers will typically create a subclass of this
1225 * with extra fields for memory buffers, etc.
1226 */
1227 struct gl_texture_image
1228 {
1229 GLint InternalFormat; /**< Internal format as given by the user */
1230 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1231 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1232 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1233 * GL_DEPTH_STENCIL_EXT only. Used for
1234 * choosing TexEnv arithmetic.
1235 */
1236 gl_format TexFormat; /**< The actual texture memory format */
1237
1238 GLuint Border; /**< 0 or 1 */
1239 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1240 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1241 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1242 GLuint Width2; /**< = Width - 2*Border */
1243 GLuint Height2; /**< = Height - 2*Border */
1244 GLuint Depth2; /**< = Depth - 2*Border */
1245 GLuint WidthLog2; /**< = log2(Width2) */
1246 GLuint HeightLog2; /**< = log2(Height2) */
1247 GLuint DepthLog2; /**< = log2(Depth2) */
1248 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1249
1250 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1251 GLuint Level; /**< Which mipmap level am I? */
1252 /** Cube map face: index into gl_texture_object::Image[] array */
1253 GLuint Face;
1254 };
1255
1256
1257 /**
1258 * Indexes for cube map faces.
1259 */
1260 typedef enum
1261 {
1262 FACE_POS_X = 0,
1263 FACE_NEG_X = 1,
1264 FACE_POS_Y = 2,
1265 FACE_NEG_Y = 3,
1266 FACE_POS_Z = 4,
1267 FACE_NEG_Z = 5,
1268 MAX_FACES = 6
1269 } gl_face_index;
1270
1271
1272 /**
1273 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1274 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1275 */
1276 struct gl_sampler_object
1277 {
1278 GLuint Name;
1279 GLint RefCount;
1280
1281 GLenum WrapS; /**< S-axis texture image wrap mode */
1282 GLenum WrapT; /**< T-axis texture image wrap mode */
1283 GLenum WrapR; /**< R-axis texture image wrap mode */
1284 GLenum MinFilter; /**< minification filter */
1285 GLenum MagFilter; /**< magnification filter */
1286 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1287 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1288 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1289 GLfloat LodBias; /**< OpenGL 1.4 */
1290 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1291 GLenum CompareMode; /**< GL_ARB_shadow */
1292 GLenum CompareFunc; /**< GL_ARB_shadow */
1293 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1294 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1295 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1296
1297 /* deprecated sampler state */
1298 GLenum DepthMode; /**< GL_ARB_depth_texture */
1299 };
1300
1301
1302 /**
1303 * Texture object state. Contains the array of mipmap images, border color,
1304 * wrap modes, filter modes, and shadow/texcompare state.
1305 */
1306 struct gl_texture_object
1307 {
1308 _glthread_Mutex Mutex; /**< for thread safety */
1309 GLint RefCount; /**< reference count */
1310 GLuint Name; /**< the user-visible texture object ID */
1311 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1312
1313 struct gl_sampler_object Sampler;
1314
1315 GLfloat Priority; /**< in [0,1] */
1316 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1317 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1318 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1319 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1320 GLint CropRect[4]; /**< GL_OES_draw_texture */
1321 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1322 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1323 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1324 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1325 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1326 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1327 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1328 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1329 GLboolean Immutable; /**< GL_ARB_texture_storage */
1330
1331 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1332 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1333
1334 /** GL_ARB_texture_buffer_object */
1335 struct gl_buffer_object *BufferObject;
1336 GLenum BufferObjectFormat;
1337 /** Equivalent Mesa format for BufferObjectFormat. */
1338 gl_format _BufferObjectFormat;
1339
1340 /** GL_OES_EGL_image_external */
1341 GLint RequiredTextureImageUnits;
1342 };
1343
1344
1345 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1346 #define MAX_COMBINER_TERMS 4
1347
1348
1349 /**
1350 * Texture combine environment state.
1351 */
1352 struct gl_tex_env_combine_state
1353 {
1354 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1355 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1356 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1357 GLenum SourceRGB[MAX_COMBINER_TERMS];
1358 GLenum SourceA[MAX_COMBINER_TERMS];
1359 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1360 GLenum OperandRGB[MAX_COMBINER_TERMS];
1361 GLenum OperandA[MAX_COMBINER_TERMS];
1362 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1363 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1364 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1365 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1366 };
1367
1368
1369 /**
1370 * Texture coord generation state.
1371 */
1372 struct gl_texgen
1373 {
1374 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1375 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1376 GLfloat ObjectPlane[4];
1377 GLfloat EyePlane[4];
1378 };
1379
1380
1381 /**
1382 * Texture unit state. Contains enable flags, texture environment/function/
1383 * combiners, texgen state, and pointers to current texture objects.
1384 */
1385 struct gl_texture_unit
1386 {
1387 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1388 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1389
1390 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1391 GLclampf EnvColor[4];
1392 GLfloat EnvColorUnclamped[4];
1393
1394 struct gl_texgen GenS;
1395 struct gl_texgen GenT;
1396 struct gl_texgen GenR;
1397 struct gl_texgen GenQ;
1398 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1399 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1400
1401 GLfloat LodBias; /**< for biasing mipmap levels */
1402 GLenum BumpTarget;
1403 GLfloat RotMatrix[4]; /* 2x2 matrix */
1404
1405 /** Current sampler object (GL_ARB_sampler_objects) */
1406 struct gl_sampler_object *Sampler;
1407
1408 /**
1409 * \name GL_EXT_texture_env_combine
1410 */
1411 struct gl_tex_env_combine_state Combine;
1412
1413 /**
1414 * Derived state based on \c EnvMode and the \c BaseFormat of the
1415 * currently enabled texture.
1416 */
1417 struct gl_tex_env_combine_state _EnvMode;
1418
1419 /**
1420 * Currently enabled combiner state. This will point to either
1421 * \c Combine or \c _EnvMode.
1422 */
1423 struct gl_tex_env_combine_state *_CurrentCombine;
1424
1425 /** Current texture object pointers */
1426 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1427
1428 /** Points to highest priority, complete and enabled texture object */
1429 struct gl_texture_object *_Current;
1430 };
1431
1432
1433 /**
1434 * Texture attribute group (GL_TEXTURE_BIT).
1435 */
1436 struct gl_texture_attrib
1437 {
1438 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1439 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1440
1441 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1442
1443 /** GL_ARB_texture_buffer_object */
1444 struct gl_buffer_object *BufferObject;
1445
1446 /** GL_ARB_seamless_cubemap */
1447 GLboolean CubeMapSeamless;
1448
1449 /** Texture units/samplers used by vertex or fragment texturing */
1450 GLbitfield _EnabledUnits;
1451
1452 /** Texture coord units/sets used for fragment texturing */
1453 GLbitfield _EnabledCoordUnits;
1454
1455 /** Texture coord units that have texgen enabled */
1456 GLbitfield _TexGenEnabled;
1457
1458 /** Texture coord units that have non-identity matrices */
1459 GLbitfield _TexMatEnabled;
1460
1461 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1462 GLbitfield _GenFlags;
1463 };
1464
1465
1466 /**
1467 * Data structure representing a single clip plane (e.g. one of the elements
1468 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1469 */
1470 typedef GLfloat gl_clip_plane[4];
1471
1472
1473 /**
1474 * Transformation attribute group (GL_TRANSFORM_BIT).
1475 */
1476 struct gl_transform_attrib
1477 {
1478 GLenum MatrixMode; /**< Matrix mode */
1479 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1480 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1481 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1482 GLboolean Normalize; /**< Normalize all normals? */
1483 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1484 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1485 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1486
1487 GLfloat CullEyePos[4];
1488 GLfloat CullObjPos[4];
1489 };
1490
1491
1492 /**
1493 * Viewport attribute group (GL_VIEWPORT_BIT).
1494 */
1495 struct gl_viewport_attrib
1496 {
1497 GLint X, Y; /**< position */
1498 GLsizei Width, Height; /**< size */
1499 GLfloat Near, Far; /**< Depth buffer range */
1500 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1501 };
1502
1503
1504 /**
1505 * GL_ARB_vertex/pixel_buffer_object buffer object
1506 */
1507 struct gl_buffer_object
1508 {
1509 _glthread_Mutex Mutex;
1510 GLint RefCount;
1511 GLuint Name;
1512 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1513 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1514 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1515 /** Fields describing a mapped buffer */
1516 /*@{*/
1517 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1518 GLvoid *Pointer; /**< User-space address of mapping */
1519 GLintptr Offset; /**< Mapped offset */
1520 GLsizeiptr Length; /**< Mapped length */
1521 /*@}*/
1522 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1523 GLboolean Written; /**< Ever written to? (for debugging) */
1524 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1525 };
1526
1527
1528 /**
1529 * Client pixel packing/unpacking attributes
1530 */
1531 struct gl_pixelstore_attrib
1532 {
1533 GLint Alignment;
1534 GLint RowLength;
1535 GLint SkipPixels;
1536 GLint SkipRows;
1537 GLint ImageHeight;
1538 GLint SkipImages;
1539 GLboolean SwapBytes;
1540 GLboolean LsbFirst;
1541 GLboolean Invert; /**< GL_MESA_pack_invert */
1542 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1543 };
1544
1545
1546 /**
1547 * Client vertex array attributes
1548 */
1549 struct gl_client_array
1550 {
1551 GLint Size; /**< components per element (1,2,3,4) */
1552 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1553 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1554 GLsizei Stride; /**< user-specified stride */
1555 GLsizei StrideB; /**< actual stride in bytes */
1556 const GLubyte *Ptr; /**< Points to array data */
1557 GLboolean Enabled; /**< Enabled flag is a boolean */
1558 GLboolean Normalized; /**< GL_ARB_vertex_program */
1559 GLboolean Integer; /**< Integer-valued? */
1560 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1561 GLuint _ElementSize; /**< size of each element in bytes */
1562
1563 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1564 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1565 };
1566
1567
1568 /**
1569 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1570 * extension, but a nice encapsulation in any case.
1571 */
1572 struct gl_array_object
1573 {
1574 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1575 GLuint Name;
1576
1577 GLint RefCount;
1578 _glthread_Mutex Mutex;
1579
1580 /**
1581 * Does the VAO use ARB semantics or Apple semantics?
1582 *
1583 * There are several ways in which ARB_vertex_array_object and
1584 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1585 * least,
1586 *
1587 * - ARB VAOs require that all array data be sourced from vertex buffer
1588 * objects, but Apple VAOs do not.
1589 *
1590 * - ARB VAOs require that names come from GenVertexArrays.
1591 *
1592 * This flag notes which behavior governs this VAO.
1593 */
1594 GLboolean ARBsemantics;
1595
1596 /**
1597 * Has this array object been bound?
1598 */
1599 GLboolean _Used;
1600
1601 /** Vertex attribute arrays */
1602 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1603
1604 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1605 GLbitfield64 _Enabled;
1606
1607 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1608 GLbitfield64 NewArrays;
1609
1610 /**
1611 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1612 * we can determine the max legal (in bounds) glDrawElements array index.
1613 */
1614 GLuint _MaxElement;
1615
1616 struct gl_buffer_object *ElementArrayBufferObj;
1617 };
1618
1619
1620 /**
1621 * Vertex array state
1622 */
1623 struct gl_array_attrib
1624 {
1625 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1626 struct gl_array_object *ArrayObj;
1627
1628 /** The default vertex array object */
1629 struct gl_array_object *DefaultArrayObj;
1630
1631 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1632 struct _mesa_HashTable *Objects;
1633
1634 GLint ActiveTexture; /**< Client Active Texture */
1635 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1636 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1637
1638 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1639 GLboolean PrimitiveRestart;
1640 GLuint RestartIndex;
1641
1642 /* GL_ARB_vertex_buffer_object */
1643 struct gl_buffer_object *ArrayBufferObj;
1644
1645 /**
1646 * Vertex arrays as consumed by a driver.
1647 * The array pointer is set up only by the VBO module. */
1648 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1649 };
1650
1651
1652 /**
1653 * Feedback buffer state
1654 */
1655 struct gl_feedback
1656 {
1657 GLenum Type;
1658 GLbitfield _Mask; /**< FB_* bits */
1659 GLfloat *Buffer;
1660 GLuint BufferSize;
1661 GLuint Count;
1662 };
1663
1664
1665 /**
1666 * Selection buffer state
1667 */
1668 struct gl_selection
1669 {
1670 GLuint *Buffer; /**< selection buffer */
1671 GLuint BufferSize; /**< size of the selection buffer */
1672 GLuint BufferCount; /**< number of values in the selection buffer */
1673 GLuint Hits; /**< number of records in the selection buffer */
1674 GLuint NameStackDepth; /**< name stack depth */
1675 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1676 GLboolean HitFlag; /**< hit flag */
1677 GLfloat HitMinZ; /**< minimum hit depth */
1678 GLfloat HitMaxZ; /**< maximum hit depth */
1679 };
1680
1681
1682 /**
1683 * 1-D Evaluator control points
1684 */
1685 struct gl_1d_map
1686 {
1687 GLuint Order; /**< Number of control points */
1688 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1689 GLfloat *Points; /**< Points to contiguous control points */
1690 };
1691
1692
1693 /**
1694 * 2-D Evaluator control points
1695 */
1696 struct gl_2d_map
1697 {
1698 GLuint Uorder; /**< Number of control points in U dimension */
1699 GLuint Vorder; /**< Number of control points in V dimension */
1700 GLfloat u1, u2, du;
1701 GLfloat v1, v2, dv;
1702 GLfloat *Points; /**< Points to contiguous control points */
1703 };
1704
1705
1706 /**
1707 * All evaluator control point state
1708 */
1709 struct gl_evaluators
1710 {
1711 /**
1712 * \name 1-D maps
1713 */
1714 /*@{*/
1715 struct gl_1d_map Map1Vertex3;
1716 struct gl_1d_map Map1Vertex4;
1717 struct gl_1d_map Map1Index;
1718 struct gl_1d_map Map1Color4;
1719 struct gl_1d_map Map1Normal;
1720 struct gl_1d_map Map1Texture1;
1721 struct gl_1d_map Map1Texture2;
1722 struct gl_1d_map Map1Texture3;
1723 struct gl_1d_map Map1Texture4;
1724 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1725 /*@}*/
1726
1727 /**
1728 * \name 2-D maps
1729 */
1730 /*@{*/
1731 struct gl_2d_map Map2Vertex3;
1732 struct gl_2d_map Map2Vertex4;
1733 struct gl_2d_map Map2Index;
1734 struct gl_2d_map Map2Color4;
1735 struct gl_2d_map Map2Normal;
1736 struct gl_2d_map Map2Texture1;
1737 struct gl_2d_map Map2Texture2;
1738 struct gl_2d_map Map2Texture3;
1739 struct gl_2d_map Map2Texture4;
1740 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1741 /*@}*/
1742 };
1743
1744
1745 struct gl_transform_feedback_varying_info
1746 {
1747 char *Name;
1748 GLenum Type;
1749 GLint Size;
1750 };
1751
1752
1753 /**
1754 * Per-output info vertex shaders for transform feedback.
1755 */
1756 struct gl_transform_feedback_output
1757 {
1758 unsigned OutputRegister;
1759 unsigned OutputBuffer;
1760 unsigned NumComponents;
1761
1762 /** offset (in DWORDs) of this output within the interleaved structure */
1763 unsigned DstOffset;
1764
1765 /**
1766 * Offset into the output register of the data to output. For example,
1767 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1768 * offset is in the y and z components of the output register.
1769 */
1770 unsigned ComponentOffset;
1771 };
1772
1773
1774 /** Post-link transform feedback info. */
1775 struct gl_transform_feedback_info
1776 {
1777 unsigned NumOutputs;
1778
1779 /**
1780 * Number of transform feedback buffers in use by this program.
1781 */
1782 unsigned NumBuffers;
1783
1784 struct gl_transform_feedback_output *Outputs;
1785
1786 /** Transform feedback varyings used for the linking of this shader program.
1787 *
1788 * Use for glGetTransformFeedbackVarying().
1789 */
1790 struct gl_transform_feedback_varying_info *Varyings;
1791 GLint NumVarying;
1792
1793 /**
1794 * Total number of components stored in each buffer. This may be used by
1795 * hardware back-ends to determine the correct stride when interleaving
1796 * multiple transform feedback outputs in the same buffer.
1797 */
1798 unsigned BufferStride[MAX_FEEDBACK_ATTRIBS];
1799 };
1800
1801
1802 /**
1803 * Transform feedback object state
1804 */
1805 struct gl_transform_feedback_object
1806 {
1807 GLuint Name; /**< AKA the object ID */
1808 GLint RefCount;
1809 GLboolean Active; /**< Is transform feedback enabled? */
1810 GLboolean Paused; /**< Is transform feedback paused? */
1811 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1812 at least once? */
1813
1814 /** The feedback buffers */
1815 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
1816 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
1817
1818 /** Start of feedback data in dest buffer */
1819 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
1820 /** Max data to put into dest buffer (in bytes) */
1821 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
1822 };
1823
1824
1825 /**
1826 * Context state for transform feedback.
1827 */
1828 struct gl_transform_feedback_state
1829 {
1830 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1831
1832 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1833 struct gl_buffer_object *CurrentBuffer;
1834
1835 /** The table of all transform feedback objects */
1836 struct _mesa_HashTable *Objects;
1837
1838 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1839 struct gl_transform_feedback_object *CurrentObject;
1840
1841 /** The default xform-fb object (Name==0) */
1842 struct gl_transform_feedback_object *DefaultObject;
1843 };
1844
1845
1846 /**
1847 * Names of the various vertex/fragment program register files, etc.
1848 *
1849 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1850 * All values should fit in a 4-bit field.
1851 *
1852 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1853 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1854 * be "uniform" variables since they can only be set outside glBegin/End.
1855 * They're also all stored in the same Parameters array.
1856 */
1857 typedef enum
1858 {
1859 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1860 PROGRAM_INPUT, /**< machine->Inputs[] */
1861 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1862 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1863 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1864 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1865 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1866 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1867 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1868 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1869 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1870 PROGRAM_ADDRESS, /**< machine->AddressReg */
1871 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1872 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1873 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1874 PROGRAM_FILE_MAX
1875 } gl_register_file;
1876
1877
1878 /**
1879 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1880 * one of these values.
1881 */
1882 typedef enum
1883 {
1884 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1885 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1886 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1887 SYSTEM_VALUE_MAX /**< Number of values */
1888 } gl_system_value;
1889
1890
1891 /**
1892 * The possible interpolation qualifiers that can be applied to a fragment
1893 * shader input in GLSL.
1894 *
1895 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1896 * gl_fragment_program data structure to 0 causes the default behavior.
1897 */
1898 enum glsl_interp_qualifier
1899 {
1900 INTERP_QUALIFIER_NONE = 0,
1901 INTERP_QUALIFIER_SMOOTH,
1902 INTERP_QUALIFIER_FLAT,
1903 INTERP_QUALIFIER_NOPERSPECTIVE
1904 };
1905
1906
1907 /**
1908 * \brief Layout qualifiers for gl_FragDepth.
1909 *
1910 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1911 * a layout qualifier.
1912 *
1913 * \see enum ir_depth_layout
1914 */
1915 enum gl_frag_depth_layout
1916 {
1917 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1918 FRAG_DEPTH_LAYOUT_ANY,
1919 FRAG_DEPTH_LAYOUT_GREATER,
1920 FRAG_DEPTH_LAYOUT_LESS,
1921 FRAG_DEPTH_LAYOUT_UNCHANGED
1922 };
1923
1924
1925 /**
1926 * Base class for any kind of program object
1927 */
1928 struct gl_program
1929 {
1930 GLuint Id;
1931 GLubyte *String; /**< Null-terminated program text */
1932 GLint RefCount;
1933 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1934 GLenum Format; /**< String encoding format */
1935 GLboolean Resident;
1936
1937 struct prog_instruction *Instructions;
1938
1939 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1940 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1941 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1942 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1943 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1944 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1945 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1946 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1947
1948
1949 /** Named parameters, constants, etc. from program text */
1950 struct gl_program_parameter_list *Parameters;
1951 /** Numbered local parameters */
1952 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1953
1954 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1955 GLubyte SamplerUnits[MAX_SAMPLERS];
1956
1957 /** Bitmask of which register files are read/written with indirect
1958 * addressing. Mask of (1 << PROGRAM_x) bits.
1959 */
1960 GLbitfield IndirectRegisterFiles;
1961
1962 /** Logical counts */
1963 /*@{*/
1964 GLuint NumInstructions;
1965 GLuint NumTemporaries;
1966 GLuint NumParameters;
1967 GLuint NumAttributes;
1968 GLuint NumAddressRegs;
1969 GLuint NumAluInstructions;
1970 GLuint NumTexInstructions;
1971 GLuint NumTexIndirections;
1972 /*@}*/
1973 /** Native, actual h/w counts */
1974 /*@{*/
1975 GLuint NumNativeInstructions;
1976 GLuint NumNativeTemporaries;
1977 GLuint NumNativeParameters;
1978 GLuint NumNativeAttributes;
1979 GLuint NumNativeAddressRegs;
1980 GLuint NumNativeAluInstructions;
1981 GLuint NumNativeTexInstructions;
1982 GLuint NumNativeTexIndirections;
1983 /*@}*/
1984 };
1985
1986
1987 /** Vertex program object */
1988 struct gl_vertex_program
1989 {
1990 struct gl_program Base; /**< base class */
1991 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1992 GLboolean IsPositionInvariant;
1993 GLboolean UsesClipDistance;
1994 };
1995
1996
1997 /** Geometry program object */
1998 struct gl_geometry_program
1999 {
2000 struct gl_program Base; /**< base class */
2001
2002 GLint VerticesOut;
2003 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2004 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2005 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2006 };
2007
2008
2009 /** Fragment program object */
2010 struct gl_fragment_program
2011 {
2012 struct gl_program Base; /**< base class */
2013 GLboolean UsesKill; /**< shader uses KIL instruction */
2014 GLboolean OriginUpperLeft;
2015 GLboolean PixelCenterInteger;
2016 enum gl_frag_depth_layout FragDepthLayout;
2017
2018 /**
2019 * GLSL interpolation qualifier associated with each fragment shader input.
2020 * For inputs that do not have an interpolation qualifier specified in
2021 * GLSL, the value is INTERP_QUALIFIER_NONE.
2022 */
2023 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2024 };
2025
2026
2027 /**
2028 * State common to vertex and fragment programs.
2029 */
2030 struct gl_program_state
2031 {
2032 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2033 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2034 };
2035
2036
2037 /**
2038 * Context state for vertex programs.
2039 */
2040 struct gl_vertex_program_state
2041 {
2042 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2043 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2044 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2045 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2046 /** Computed two sided lighting for fixed function/programs. */
2047 GLboolean _TwoSideEnabled;
2048 struct gl_vertex_program *Current; /**< User-bound vertex program */
2049
2050 /** Currently enabled and valid vertex program (including internal
2051 * programs, user-defined vertex programs and GLSL vertex shaders).
2052 * This is the program we must use when rendering.
2053 */
2054 struct gl_vertex_program *_Current;
2055
2056 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2057
2058 /* For GL_NV_vertex_program only: */
2059 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
2060 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
2061
2062 /** Should fixed-function T&L be implemented with a vertex prog? */
2063 GLboolean _MaintainTnlProgram;
2064
2065 /** Program to emulate fixed-function T&L (see above) */
2066 struct gl_vertex_program *_TnlProgram;
2067
2068 /** Cache of fixed-function programs */
2069 struct gl_program_cache *Cache;
2070
2071 GLboolean _Overriden;
2072 };
2073
2074
2075 /**
2076 * Context state for geometry programs.
2077 */
2078 struct gl_geometry_program_state
2079 {
2080 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2081 GLboolean _Enabled; /**< Enabled and valid program? */
2082 struct gl_geometry_program *Current; /**< user-bound geometry program */
2083
2084 /** Currently enabled and valid program (including internal programs
2085 * and compiled shader programs).
2086 */
2087 struct gl_geometry_program *_Current;
2088
2089 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2090
2091 /** Cache of fixed-function programs */
2092 struct gl_program_cache *Cache;
2093 };
2094
2095 /**
2096 * Context state for fragment programs.
2097 */
2098 struct gl_fragment_program_state
2099 {
2100 GLboolean Enabled; /**< User-set fragment program enable flag */
2101 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2102 struct gl_fragment_program *Current; /**< User-bound fragment program */
2103
2104 /** Currently enabled and valid fragment program (including internal
2105 * programs, user-defined fragment programs and GLSL fragment shaders).
2106 * This is the program we must use when rendering.
2107 */
2108 struct gl_fragment_program *_Current;
2109
2110 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2111
2112 /** Should fixed-function texturing be implemented with a fragment prog? */
2113 GLboolean _MaintainTexEnvProgram;
2114
2115 /** Program to emulate fixed-function texture env/combine (see above) */
2116 struct gl_fragment_program *_TexEnvProgram;
2117
2118 /** Cache of fixed-function programs */
2119 struct gl_program_cache *Cache;
2120 };
2121
2122
2123 /**
2124 * ATI_fragment_shader runtime state
2125 */
2126 #define ATI_FS_INPUT_PRIMARY 0
2127 #define ATI_FS_INPUT_SECONDARY 1
2128
2129 struct atifs_instruction;
2130 struct atifs_setupinst;
2131
2132 /**
2133 * ATI fragment shader
2134 */
2135 struct ati_fragment_shader
2136 {
2137 GLuint Id;
2138 GLint RefCount;
2139 struct atifs_instruction *Instructions[2];
2140 struct atifs_setupinst *SetupInst[2];
2141 GLfloat Constants[8][4];
2142 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2143 GLubyte numArithInstr[2];
2144 GLubyte regsAssigned[2];
2145 GLubyte NumPasses; /**< 1 or 2 */
2146 GLubyte cur_pass;
2147 GLubyte last_optype;
2148 GLboolean interpinp1;
2149 GLboolean isValid;
2150 GLuint swizzlerq;
2151 };
2152
2153 /**
2154 * Context state for GL_ATI_fragment_shader
2155 */
2156 struct gl_ati_fragment_shader_state
2157 {
2158 GLboolean Enabled;
2159 GLboolean _Enabled; /**< enabled and valid shader? */
2160 GLboolean Compiling;
2161 GLfloat GlobalConstants[8][4];
2162 struct ati_fragment_shader *Current;
2163 };
2164
2165
2166 /** Set by #pragma directives */
2167 struct gl_sl_pragmas
2168 {
2169 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2170 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2171 GLboolean Optimize; /**< defaults on */
2172 GLboolean Debug; /**< defaults off */
2173 };
2174
2175
2176 /**
2177 * A GLSL vertex or fragment shader object.
2178 */
2179 struct gl_shader
2180 {
2181 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2182 GLuint Name; /**< AKA the handle */
2183 GLint RefCount; /**< Reference count */
2184 GLboolean DeletePending;
2185 GLboolean CompileStatus;
2186 const GLchar *Source; /**< Source code string */
2187 GLuint SourceChecksum; /**< for debug/logging purposes */
2188 struct gl_program *Program; /**< Post-compile assembly code */
2189 GLchar *InfoLog;
2190 struct gl_sl_pragmas Pragmas;
2191
2192 unsigned Version; /**< GLSL version used for linking */
2193
2194 /**
2195 * \name Sampler tracking
2196 *
2197 * \note Each of these fields is only set post-linking.
2198 */
2199 /*@{*/
2200 unsigned num_samplers; /**< Number of samplers used by this shader. */
2201 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2202 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2203 /*@}*/
2204
2205 /**
2206 * Number of uniform components used by this shader.
2207 *
2208 * This field is only set post-linking.
2209 */
2210 unsigned num_uniform_components;
2211
2212 struct exec_list *ir;
2213 struct glsl_symbol_table *symbols;
2214
2215 /** Shaders containing built-in functions that are used for linking. */
2216 struct gl_shader *builtins_to_link[16];
2217 unsigned num_builtins_to_link;
2218 };
2219
2220
2221 /**
2222 * Shader stages. Note that these will become 5 with tessellation.
2223 * These MUST have the same values as gallium's PIPE_SHADER_*
2224 */
2225 typedef enum
2226 {
2227 MESA_SHADER_VERTEX = 0,
2228 MESA_SHADER_FRAGMENT = 1,
2229 MESA_SHADER_GEOMETRY = 2,
2230 MESA_SHADER_TYPES = 3
2231 } gl_shader_type;
2232
2233
2234 /**
2235 * A GLSL program object.
2236 * Basically a linked collection of vertex and fragment shaders.
2237 */
2238 struct gl_shader_program
2239 {
2240 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2241 GLuint Name; /**< aka handle or ID */
2242 GLint RefCount; /**< Reference count */
2243 GLboolean DeletePending;
2244
2245 /**
2246 * Flags that the linker should not reject the program if it lacks
2247 * a vertex or fragment shader. GLES2 doesn't allow separate
2248 * shader objects, and would reject them. However, we internally
2249 * build separate shader objects for fixed function programs, which
2250 * we use for drivers/common/meta.c and for handling
2251 * _mesa_update_state with no program bound (for example in
2252 * glClear()).
2253 */
2254 GLboolean InternalSeparateShader;
2255
2256 GLuint NumShaders; /**< number of attached shaders */
2257 struct gl_shader **Shaders; /**< List of attached the shaders */
2258
2259 /**
2260 * User-defined attribute bindings
2261 *
2262 * These are set via \c glBindAttribLocation and are used to direct the
2263 * GLSL linker. These are \b not the values used in the compiled shader,
2264 * and they are \b not the values returned by \c glGetAttribLocation.
2265 */
2266 struct string_to_uint_map *AttributeBindings;
2267
2268 /**
2269 * User-defined fragment data bindings
2270 *
2271 * These are set via \c glBindFragDataLocation and are used to direct the
2272 * GLSL linker. These are \b not the values used in the compiled shader,
2273 * and they are \b not the values returned by \c glGetFragDataLocation.
2274 */
2275 struct string_to_uint_map *FragDataBindings;
2276 struct string_to_uint_map *FragDataIndexBindings;
2277
2278 /**
2279 * Transform feedback varyings last specified by
2280 * glTransformFeedbackVaryings().
2281 *
2282 * For the current set of transform feeedback varyings used for transform
2283 * feedback output, see LinkedTransformFeedback.
2284 */
2285 struct {
2286 GLenum BufferMode;
2287 GLuint NumVarying;
2288 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2289 } TransformFeedback;
2290
2291 /** Post-link transform feedback info. */
2292 struct gl_transform_feedback_info LinkedTransformFeedback;
2293
2294 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2295 enum gl_frag_depth_layout FragDepthLayout;
2296
2297 /** Geometry shader state - copied into gl_geometry_program at link time */
2298 struct {
2299 GLint VerticesOut;
2300 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2301 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2302 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2303 } Geom;
2304
2305 /** Vertex shader state - copied into gl_vertex_program at link time */
2306 struct {
2307 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2308 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2309 0 if not present. */
2310 } Vert;
2311
2312 /* post-link info: */
2313 unsigned NumUserUniformStorage;
2314 struct gl_uniform_storage *UniformStorage;
2315
2316 /**
2317 * Map of active uniform names to locations
2318 *
2319 * Maps any active uniform that is not an array element to a location.
2320 * Each active uniform, including individual structure members will appear
2321 * in this map. This roughly corresponds to the set of names that would be
2322 * enumerated by \c glGetActiveUniform.
2323 */
2324 struct string_to_uint_map *UniformHash;
2325
2326 /**
2327 * Map from sampler unit to texture unit (set by glUniform1i())
2328 *
2329 * A sampler unit is associated with each sampler uniform by the linker.
2330 * The sampler unit associated with each uniform is stored in the
2331 * \c gl_uniform_storage::sampler field.
2332 */
2333 GLubyte SamplerUnits[MAX_SAMPLERS];
2334 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2335 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2336
2337 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2338 GLboolean Validated;
2339 GLboolean _Used; /**< Ever used for drawing? */
2340 GLchar *InfoLog;
2341
2342 unsigned Version; /**< GLSL version used for linking */
2343
2344 /**
2345 * Per-stage shaders resulting from the first stage of linking.
2346 *
2347 * Set of linked shaders for this program. The array is accessed using the
2348 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2349 * \c NULL.
2350 */
2351 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2352 };
2353
2354
2355 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2356 #define GLSL_LOG 0x2 /**< Write shaders to files */
2357 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2358 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2359 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2360 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2361 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2362 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2363 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2364
2365
2366 /**
2367 * Context state for GLSL vertex/fragment shaders.
2368 */
2369 struct gl_shader_state
2370 {
2371 /**
2372 * Programs used for rendering
2373 *
2374 * There is a separate program set for each shader stage. If
2375 * GL_EXT_separate_shader_objects is not supported, each of these must point
2376 * to \c NULL or to the same program.
2377 */
2378 struct gl_shader_program *CurrentVertexProgram;
2379 struct gl_shader_program *CurrentGeometryProgram;
2380 struct gl_shader_program *CurrentFragmentProgram;
2381
2382 struct gl_shader_program *_CurrentFragmentProgram;
2383
2384 /**
2385 * Program used by glUniform calls.
2386 *
2387 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2388 */
2389 struct gl_shader_program *ActiveProgram;
2390
2391 GLbitfield Flags; /**< Mask of GLSL_x flags */
2392 };
2393
2394
2395 /**
2396 * Compiler options for a single GLSL shaders type
2397 */
2398 struct gl_shader_compiler_options
2399 {
2400 /** Driver-selectable options: */
2401 GLboolean EmitCondCodes; /**< Use condition codes? */
2402 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2403 GLboolean EmitNoLoops;
2404 GLboolean EmitNoFunctions;
2405 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2406 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2407 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2408 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2409 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2410
2411 /**
2412 * \name Forms of indirect addressing the driver cannot do.
2413 */
2414 /*@{*/
2415 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2416 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2417 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2418 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2419 /*@}*/
2420
2421 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2422 GLuint MaxUnrollIterations;
2423
2424 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2425 };
2426
2427
2428 /**
2429 * Occlusion/timer query object.
2430 */
2431 struct gl_query_object
2432 {
2433 GLenum Target; /**< The query target, when active */
2434 GLuint Id; /**< hash table ID/name */
2435 GLuint64EXT Result; /**< the counter */
2436 GLboolean Active; /**< inside Begin/EndQuery */
2437 GLboolean Ready; /**< result is ready? */
2438 };
2439
2440
2441 /**
2442 * Context state for query objects.
2443 */
2444 struct gl_query_state
2445 {
2446 struct _mesa_HashTable *QueryObjects;
2447 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2448 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2449
2450 /** GL_NV_conditional_render */
2451 struct gl_query_object *CondRenderQuery;
2452
2453 /** GL_EXT_transform_feedback */
2454 struct gl_query_object *PrimitivesGenerated;
2455 struct gl_query_object *PrimitivesWritten;
2456
2457 /** GL_ARB_timer_query */
2458 struct gl_query_object *TimeElapsed;
2459
2460 GLenum CondRenderMode;
2461 };
2462
2463
2464 /** Sync object state */
2465 struct gl_sync_object
2466 {
2467 struct simple_node link;
2468 GLenum Type; /**< GL_SYNC_FENCE */
2469 GLuint Name; /**< Fence name */
2470 GLint RefCount; /**< Reference count */
2471 GLboolean DeletePending; /**< Object was deleted while there were still
2472 * live references (e.g., sync not yet finished)
2473 */
2474 GLenum SyncCondition;
2475 GLbitfield Flags; /**< Flags passed to glFenceSync */
2476 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2477 };
2478
2479
2480 /**
2481 * State which can be shared by multiple contexts:
2482 */
2483 struct gl_shared_state
2484 {
2485 _glthread_Mutex Mutex; /**< for thread safety */
2486 GLint RefCount; /**< Reference count */
2487 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2488 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2489
2490 /** Default texture objects (shared by all texture units) */
2491 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2492
2493 /** Fallback texture used when a bound texture is incomplete */
2494 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2495
2496 /**
2497 * \name Thread safety and statechange notification for texture
2498 * objects.
2499 *
2500 * \todo Improve the granularity of locking.
2501 */
2502 /*@{*/
2503 _glthread_Mutex TexMutex; /**< texobj thread safety */
2504 GLuint TextureStateStamp; /**< state notification for shared tex */
2505 /*@}*/
2506
2507 /** Default buffer object for vertex arrays that aren't in VBOs */
2508 struct gl_buffer_object *NullBufferObj;
2509
2510 /**
2511 * \name Vertex/geometry/fragment programs
2512 */
2513 /*@{*/
2514 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2515 struct gl_vertex_program *DefaultVertexProgram;
2516 struct gl_fragment_program *DefaultFragmentProgram;
2517 struct gl_geometry_program *DefaultGeometryProgram;
2518 /*@}*/
2519
2520 /* GL_ATI_fragment_shader */
2521 struct _mesa_HashTable *ATIShaders;
2522 struct ati_fragment_shader *DefaultFragmentShader;
2523
2524 struct _mesa_HashTable *BufferObjects;
2525
2526 /** Table of both gl_shader and gl_shader_program objects */
2527 struct _mesa_HashTable *ShaderObjects;
2528
2529 /* GL_EXT_framebuffer_object */
2530 struct _mesa_HashTable *RenderBuffers;
2531 struct _mesa_HashTable *FrameBuffers;
2532
2533 /* GL_ARB_sync */
2534 struct simple_node SyncObjects;
2535
2536 /** GL_ARB_sampler_objects */
2537 struct _mesa_HashTable *SamplerObjects;
2538 };
2539
2540
2541
2542 /**
2543 * Renderbuffers represent drawing surfaces such as color, depth and/or
2544 * stencil. A framebuffer object has a set of renderbuffers.
2545 * Drivers will typically derive subclasses of this type.
2546 */
2547 struct gl_renderbuffer
2548 {
2549 _glthread_Mutex Mutex; /**< for thread safety */
2550 GLuint ClassID; /**< Useful for drivers */
2551 GLuint Name;
2552 GLint RefCount;
2553 GLuint Width, Height;
2554 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2555 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2556 GLubyte NumSamples;
2557 GLenum InternalFormat; /**< The user-specified format */
2558 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2559 GL_STENCIL_INDEX. */
2560 gl_format Format; /**< The actual renderbuffer memory format */
2561
2562 /** Delete this renderbuffer */
2563 void (*Delete)(struct gl_renderbuffer *rb);
2564
2565 /** Allocate new storage for this renderbuffer */
2566 GLboolean (*AllocStorage)(struct gl_context *ctx,
2567 struct gl_renderbuffer *rb,
2568 GLenum internalFormat,
2569 GLuint width, GLuint height);
2570 };
2571
2572
2573 /**
2574 * A renderbuffer attachment points to either a texture object (and specifies
2575 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2576 */
2577 struct gl_renderbuffer_attachment
2578 {
2579 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2580 GLboolean Complete;
2581
2582 /**
2583 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2584 * application supplied renderbuffer object.
2585 */
2586 struct gl_renderbuffer *Renderbuffer;
2587
2588 /**
2589 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2590 * supplied texture object.
2591 */
2592 struct gl_texture_object *Texture;
2593 GLuint TextureLevel; /**< Attached mipmap level. */
2594 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2595 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2596 * and 2D array textures */
2597 };
2598
2599
2600 /**
2601 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2602 * In C++ terms, think of this as a base class from which device drivers
2603 * will make derived classes.
2604 */
2605 struct gl_framebuffer
2606 {
2607 _glthread_Mutex Mutex; /**< for thread safety */
2608 /**
2609 * If zero, this is a window system framebuffer. If non-zero, this
2610 * is a FBO framebuffer; note that for some devices (i.e. those with
2611 * a natural pixel coordinate system for FBOs that differs from the
2612 * OpenGL/Mesa coordinate system), this means that the viewport,
2613 * polygon face orientation, and polygon stipple will have to be inverted.
2614 */
2615 GLuint Name;
2616
2617 GLint RefCount;
2618 GLboolean DeletePending;
2619
2620 /**
2621 * The framebuffer's visual. Immutable if this is a window system buffer.
2622 * Computed from attachments if user-made FBO.
2623 */
2624 struct gl_config Visual;
2625
2626 GLboolean Initialized;
2627
2628 GLuint Width, Height; /**< size of frame buffer in pixels */
2629
2630 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2631 /*@{*/
2632 GLint _Xmin, _Xmax; /**< inclusive */
2633 GLint _Ymin, _Ymax; /**< exclusive */
2634 /*@}*/
2635
2636 /** \name Derived Z buffer stuff */
2637 /*@{*/
2638 GLuint _DepthMax; /**< Max depth buffer value */
2639 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2640 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2641 /*@}*/
2642
2643 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2644 GLenum _Status;
2645
2646 /** Integer color values */
2647 GLboolean _IntegerColor;
2648
2649 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2650 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2651
2652 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2653 * attribute group and GL_PIXEL attribute group, respectively.
2654 */
2655 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2656 GLenum ColorReadBuffer;
2657
2658 /** Computed from ColorDraw/ReadBuffer above */
2659 GLuint _NumColorDrawBuffers;
2660 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2661 GLint _ColorReadBufferIndex; /* -1 = None */
2662 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2663 struct gl_renderbuffer *_ColorReadBuffer;
2664
2665 /** Delete this framebuffer */
2666 void (*Delete)(struct gl_framebuffer *fb);
2667 };
2668
2669
2670 /**
2671 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2672 */
2673 struct gl_precision
2674 {
2675 GLushort RangeMin; /**< min value exponent */
2676 GLushort RangeMax; /**< max value exponent */
2677 GLushort Precision; /**< number of mantissa bits */
2678 };
2679
2680
2681 /**
2682 * Limits for vertex, geometry and fragment programs/shaders.
2683 */
2684 struct gl_program_constants
2685 {
2686 /* logical limits */
2687 GLuint MaxInstructions;
2688 GLuint MaxAluInstructions;
2689 GLuint MaxTexInstructions;
2690 GLuint MaxTexIndirections;
2691 GLuint MaxAttribs;
2692 GLuint MaxTemps;
2693 GLuint MaxAddressRegs;
2694 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2695 GLuint MaxParameters;
2696 GLuint MaxLocalParams;
2697 GLuint MaxEnvParams;
2698 /* native/hardware limits */
2699 GLuint MaxNativeInstructions;
2700 GLuint MaxNativeAluInstructions;
2701 GLuint MaxNativeTexInstructions;
2702 GLuint MaxNativeTexIndirections;
2703 GLuint MaxNativeAttribs;
2704 GLuint MaxNativeTemps;
2705 GLuint MaxNativeAddressRegs;
2706 GLuint MaxNativeParameters;
2707 /* For shaders */
2708 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2709 /* ES 2.0 and GL_ARB_ES2_compatibility */
2710 struct gl_precision LowFloat, MediumFloat, HighFloat;
2711 struct gl_precision LowInt, MediumInt, HighInt;
2712 };
2713
2714
2715 /**
2716 * Constants which may be overridden by device driver during context creation
2717 * but are never changed after that.
2718 */
2719 struct gl_constants
2720 {
2721 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2722 GLint MaxTextureLevels; /**< Max mipmap levels. */
2723 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2724 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2725 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2726 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2727 GLuint MaxTextureCoordUnits;
2728 GLuint MaxTextureImageUnits;
2729 GLuint MaxVertexTextureImageUnits;
2730 GLuint MaxCombinedTextureImageUnits;
2731 GLuint MaxGeometryTextureImageUnits;
2732 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2733 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2734 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2735 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2736
2737 GLuint MaxArrayLockSize;
2738
2739 GLint SubPixelBits;
2740
2741 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2742 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2743 GLfloat PointSizeGranularity;
2744 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2745 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2746 GLfloat LineWidthGranularity;
2747
2748 GLuint MaxColorTableSize;
2749
2750 GLuint MaxClipPlanes;
2751 GLuint MaxLights;
2752 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2753 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2754
2755 GLuint MaxViewportWidth, MaxViewportHeight;
2756
2757 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2758 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2759 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2760 GLuint MaxProgramMatrices;
2761 GLuint MaxProgramMatrixStackDepth;
2762
2763 /** vertex array / buffer object bounds checking */
2764 GLboolean CheckArrayBounds;
2765
2766 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2767
2768 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2769 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2770 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2771
2772 /** Number of varying vectors between vertex and fragment shaders */
2773 GLuint MaxVarying;
2774 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2775 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2776
2777 /** GL_ARB_geometry_shader4 */
2778 GLuint MaxGeometryOutputVertices;
2779 GLuint MaxGeometryTotalOutputComponents;
2780
2781 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2782
2783 /**
2784 * Changes default GLSL extension behavior from "error" to "warn". It's out
2785 * of spec, but it can make some apps work that otherwise wouldn't.
2786 */
2787 GLboolean ForceGLSLExtensionsWarn;
2788
2789 /**
2790 * Does the driver support real 32-bit integers? (Otherwise, integers are
2791 * simulated via floats.)
2792 */
2793 GLboolean NativeIntegers;
2794
2795 /**
2796 * If the driver supports real 32-bit integers, what integer value should be
2797 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2798 */
2799 GLuint UniformBooleanTrue;
2800
2801 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2802 GLbitfield SupportedBumpUnits;
2803
2804 /**
2805 * Maximum amount of time, measured in nanseconds, that the server can wait.
2806 */
2807 GLuint64 MaxServerWaitTimeout;
2808
2809 /** GL_EXT_provoking_vertex */
2810 GLboolean QuadsFollowProvokingVertexConvention;
2811
2812 /** OpenGL version 3.0 */
2813 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2814
2815 /** OpenGL version 3.2 */
2816 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2817
2818 /** GL_EXT_transform_feedback */
2819 GLuint MaxTransformFeedbackSeparateAttribs;
2820 GLuint MaxTransformFeedbackSeparateComponents;
2821 GLuint MaxTransformFeedbackInterleavedComponents;
2822
2823 /** GL_EXT_gpu_shader4 */
2824 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2825
2826 /* GL_ARB_robustness */
2827 GLenum ResetStrategy;
2828
2829 /* GL_ARB_blend_func_extended */
2830 GLuint MaxDualSourceDrawBuffers;
2831
2832 /**
2833 * Whether the implementation strips out and ignores texture borders.
2834 *
2835 * Many GPU hardware implementations don't support rendering with texture
2836 * borders and mipmapped textures. (Note: not static border color, but the
2837 * old 1-pixel border around each edge). Implementations then have to do
2838 * slow fallbacks to be correct, or just ignore the border and be fast but
2839 * wrong. Setting the flag strips the border off of TexImage calls,
2840 * providing "fast but wrong" at significantly reduced driver complexity.
2841 *
2842 * Texture borders are deprecated in GL 3.0.
2843 **/
2844 GLboolean StripTextureBorder;
2845
2846 /**
2847 * For drivers which can do a better job at eliminating unused varyings
2848 * and uniforms than the GLSL compiler.
2849 *
2850 * XXX Remove these as soon as a better solution is available.
2851 */
2852 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2853 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2854
2855 /**
2856 * Force software support for primitive restart in the VBO module.
2857 */
2858 GLboolean PrimitiveRestartInSoftware;
2859 };
2860
2861
2862 /**
2863 * Enable flag for each OpenGL extension. Different device drivers will
2864 * enable different extensions at runtime.
2865 */
2866 struct gl_extensions
2867 {
2868 GLboolean dummy; /* don't remove this! */
2869 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2870 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2871 GLboolean ARB_ES2_compatibility;
2872 GLboolean ARB_blend_func_extended;
2873 GLboolean ARB_color_buffer_float;
2874 GLboolean ARB_conservative_depth;
2875 GLboolean ARB_copy_buffer;
2876 GLboolean ARB_depth_buffer_float;
2877 GLboolean ARB_depth_clamp;
2878 GLboolean ARB_depth_texture;
2879 GLboolean ARB_draw_buffers_blend;
2880 GLboolean ARB_draw_elements_base_vertex;
2881 GLboolean ARB_draw_instanced;
2882 GLboolean ARB_fragment_coord_conventions;
2883 GLboolean ARB_fragment_program;
2884 GLboolean ARB_fragment_program_shadow;
2885 GLboolean ARB_fragment_shader;
2886 GLboolean ARB_framebuffer_object;
2887 GLboolean ARB_explicit_attrib_location;
2888 GLboolean ARB_geometry_shader4;
2889 GLboolean ARB_half_float_pixel;
2890 GLboolean ARB_half_float_vertex;
2891 GLboolean ARB_instanced_arrays;
2892 GLboolean ARB_map_buffer_range;
2893 GLboolean ARB_occlusion_query;
2894 GLboolean ARB_occlusion_query2;
2895 GLboolean ARB_point_sprite;
2896 GLboolean ARB_sampler_objects;
2897 GLboolean ARB_seamless_cube_map;
2898 GLboolean ARB_shader_bit_encoding;
2899 GLboolean ARB_shader_objects;
2900 GLboolean ARB_shader_stencil_export;
2901 GLboolean ARB_shader_texture_lod;
2902 GLboolean ARB_shading_language_100;
2903 GLboolean ARB_shadow;
2904 GLboolean ARB_shadow_ambient;
2905 GLboolean ARB_sync;
2906 GLboolean ARB_texture_border_clamp;
2907 GLboolean ARB_texture_buffer_object;
2908 GLboolean ARB_texture_compression_rgtc;
2909 GLboolean ARB_texture_cube_map;
2910 GLboolean ARB_texture_env_combine;
2911 GLboolean ARB_texture_env_crossbar;
2912 GLboolean ARB_texture_env_dot3;
2913 GLboolean ARB_texture_float;
2914 GLboolean ARB_texture_multisample;
2915 GLboolean ARB_texture_non_power_of_two;
2916 GLboolean ARB_texture_rg;
2917 GLboolean ARB_texture_rgb10_a2ui;
2918 GLboolean ARB_texture_storage;
2919 GLboolean ARB_timer_query;
2920 GLboolean ARB_transform_feedback2;
2921 GLboolean ARB_transpose_matrix;
2922 GLboolean ARB_uniform_buffer_object;
2923 GLboolean ARB_vertex_array_object;
2924 GLboolean ARB_vertex_program;
2925 GLboolean ARB_vertex_shader;
2926 GLboolean ARB_vertex_type_2_10_10_10_rev;
2927 GLboolean ARB_window_pos;
2928 GLboolean EXT_blend_color;
2929 GLboolean EXT_blend_equation_separate;
2930 GLboolean EXT_blend_func_separate;
2931 GLboolean EXT_blend_minmax;
2932 GLboolean EXT_clip_volume_hint;
2933 GLboolean EXT_compiled_vertex_array;
2934 GLboolean EXT_depth_bounds_test;
2935 GLboolean EXT_draw_buffers2;
2936 GLboolean EXT_draw_range_elements;
2937 GLboolean EXT_fog_coord;
2938 GLboolean EXT_framebuffer_blit;
2939 GLboolean EXT_framebuffer_multisample;
2940 GLboolean EXT_framebuffer_object;
2941 GLboolean EXT_framebuffer_sRGB;
2942 GLboolean EXT_gpu_program_parameters;
2943 GLboolean EXT_gpu_shader4;
2944 GLboolean EXT_packed_depth_stencil;
2945 GLboolean EXT_packed_float;
2946 GLboolean EXT_packed_pixels;
2947 GLboolean EXT_pixel_buffer_object;
2948 GLboolean EXT_point_parameters;
2949 GLboolean EXT_provoking_vertex;
2950 GLboolean EXT_rescale_normal;
2951 GLboolean EXT_shadow_funcs;
2952 GLboolean EXT_secondary_color;
2953 GLboolean EXT_separate_shader_objects;
2954 GLboolean EXT_separate_specular_color;
2955 GLboolean EXT_stencil_two_side;
2956 GLboolean EXT_texture3D;
2957 GLboolean EXT_texture_array;
2958 GLboolean EXT_texture_compression_latc;
2959 GLboolean EXT_texture_compression_s3tc;
2960 GLboolean EXT_texture_env_dot3;
2961 GLboolean EXT_texture_filter_anisotropic;
2962 GLboolean EXT_texture_integer;
2963 GLboolean EXT_texture_mirror_clamp;
2964 GLboolean EXT_texture_shared_exponent;
2965 GLboolean EXT_texture_snorm;
2966 GLboolean EXT_texture_sRGB;
2967 GLboolean EXT_texture_sRGB_decode;
2968 GLboolean EXT_texture_swizzle;
2969 GLboolean EXT_transform_feedback;
2970 GLboolean EXT_timer_query;
2971 GLboolean EXT_vertex_array_bgra;
2972 GLboolean OES_standard_derivatives;
2973 /* vendor extensions */
2974 GLboolean AMD_seamless_cubemap_per_texture;
2975 GLboolean APPLE_packed_pixels;
2976 GLboolean APPLE_vertex_array_object;
2977 GLboolean APPLE_object_purgeable;
2978 GLboolean ATI_envmap_bumpmap;
2979 GLboolean ATI_texture_compression_3dc;
2980 GLboolean ATI_texture_mirror_once;
2981 GLboolean ATI_texture_env_combine3;
2982 GLboolean ATI_fragment_shader;
2983 GLboolean ATI_separate_stencil;
2984 GLboolean IBM_rasterpos_clip;
2985 GLboolean IBM_multimode_draw_arrays;
2986 GLboolean MESA_pack_invert;
2987 GLboolean MESA_resize_buffers;
2988 GLboolean MESA_ycbcr_texture;
2989 GLboolean MESA_texture_array;
2990 GLboolean NV_blend_square;
2991 GLboolean NV_conditional_render;
2992 GLboolean NV_fog_distance;
2993 GLboolean NV_fragment_program;
2994 GLboolean NV_fragment_program_option;
2995 GLboolean NV_light_max_exponent;
2996 GLboolean NV_point_sprite;
2997 GLboolean NV_primitive_restart;
2998 GLboolean NV_texture_barrier;
2999 GLboolean NV_texgen_reflection;
3000 GLboolean NV_texture_env_combine4;
3001 GLboolean NV_texture_rectangle;
3002 GLboolean NV_vertex_program;
3003 GLboolean NV_vertex_program1_1;
3004 GLboolean SGIS_texture_lod;
3005 GLboolean TDFX_texture_compression_FXT1;
3006 GLboolean S3_s3tc;
3007 GLboolean OES_EGL_image;
3008 GLboolean OES_draw_texture;
3009 GLboolean OES_EGL_image_external;
3010 GLboolean OES_compressed_ETC1_RGB8_texture;
3011 GLboolean extension_sentinel;
3012 /** The extension string */
3013 const GLubyte *String;
3014 /** Number of supported extensions */
3015 GLuint Count;
3016 };
3017
3018
3019 /**
3020 * A stack of matrices (projection, modelview, color, texture, etc).
3021 */
3022 struct gl_matrix_stack
3023 {
3024 GLmatrix *Top; /**< points into Stack */
3025 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3026 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3027 GLuint MaxDepth; /**< size of Stack[] array */
3028 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3029 };
3030
3031
3032 /**
3033 * \name Bits for image transfer operations
3034 * \sa __struct gl_contextRec::ImageTransferState.
3035 */
3036 /*@{*/
3037 #define IMAGE_SCALE_BIAS_BIT 0x1
3038 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3039 #define IMAGE_MAP_COLOR_BIT 0x4
3040 #define IMAGE_CLAMP_BIT 0x800
3041
3042
3043 /** Pixel Transfer ops */
3044 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3045 IMAGE_SHIFT_OFFSET_BIT | \
3046 IMAGE_MAP_COLOR_BIT)
3047
3048 /**
3049 * \name Bits to indicate what state has changed.
3050 */
3051 /*@{*/
3052 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3053 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3054 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3055 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3056 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3057 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3058 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3059 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3060 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3061 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3062 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3063 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3064 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3065 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3066 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3067 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3068 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3069 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3070 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3071 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3072 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3073 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3074 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3075 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3076 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3077 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3078 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3079 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3080 #define _NEW_BUFFER_OBJECT (1 << 28)
3081 #define _NEW_FRAG_CLAMP (1 << 29)
3082 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3083 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3084 #define _NEW_ALL ~0
3085
3086 /**
3087 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3088 * clarity.
3089 */
3090 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3091 /*@}*/
3092
3093
3094 /**
3095 * \name A bunch of flags that we think might be useful to drivers.
3096 *
3097 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3098 */
3099 /*@{*/
3100 #define DD_SEPARATE_SPECULAR (1 << 0)
3101 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3102 #define DD_TRI_UNFILLED (1 << 2)
3103 #define DD_TRI_SMOOTH (1 << 3)
3104 #define DD_TRI_STIPPLE (1 << 4)
3105 #define DD_TRI_OFFSET (1 << 5)
3106 #define DD_LINE_SMOOTH (1 << 6)
3107 #define DD_LINE_STIPPLE (1 << 7)
3108 #define DD_POINT_SMOOTH (1 << 8)
3109 #define DD_POINT_ATTEN (1 << 9)
3110 /*@}*/
3111
3112
3113 /**
3114 * Composite state flags
3115 */
3116 /*@{*/
3117 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3118 _NEW_TEXTURE | \
3119 _NEW_POINT | \
3120 _NEW_PROGRAM | \
3121 _NEW_MODELVIEW)
3122
3123 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3124 _NEW_FOG | \
3125 _NEW_PROGRAM)
3126
3127
3128 /*@}*/
3129
3130
3131
3132
3133 /* This has to be included here. */
3134 #include "dd.h"
3135
3136
3137 /**
3138 * Display list flags.
3139 * Strictly this is a tnl-private concept, but it doesn't seem
3140 * worthwhile adding a tnl private structure just to hold this one bit
3141 * of information:
3142 */
3143 #define DLIST_DANGLING_REFS 0x1
3144
3145
3146 /** Opaque declaration of display list payload data type */
3147 union gl_dlist_node;
3148
3149
3150 /**
3151 * Provide a location where information about a display list can be
3152 * collected. Could be extended with driverPrivate structures,
3153 * etc. in the future.
3154 */
3155 struct gl_display_list
3156 {
3157 GLuint Name;
3158 GLbitfield Flags; /**< DLIST_x flags */
3159 /** The dlist commands are in a linked list of nodes */
3160 union gl_dlist_node *Head;
3161 };
3162
3163
3164 /**
3165 * State used during display list compilation and execution.
3166 */
3167 struct gl_dlist_state
3168 {
3169 GLuint CallDepth; /**< Current recursion calling depth */
3170
3171 struct gl_display_list *CurrentList; /**< List currently being compiled */
3172 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3173 GLuint CurrentPos; /**< Index into current block of nodes */
3174
3175 GLvertexformat ListVtxfmt;
3176
3177 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3178 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3179
3180 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3181 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3182
3183 GLubyte ActiveIndex;
3184 GLfloat CurrentIndex;
3185
3186 GLubyte ActiveEdgeFlag;
3187 GLboolean CurrentEdgeFlag;
3188
3189 struct {
3190 /* State known to have been set by the currently-compiling display
3191 * list. Used to eliminate some redundant state changes.
3192 */
3193 GLenum ShadeModel;
3194 } Current;
3195 };
3196
3197 /**
3198 * An error, warning, or other piece of debug information for an application
3199 * to consume via GL_ARB_debug_output.
3200 */
3201 struct gl_debug_msg
3202 {
3203 GLenum source;
3204 GLenum type;
3205 GLuint id;
3206 GLenum severity;
3207 GLsizei length;
3208 GLcharARB *message;
3209 };
3210
3211 typedef enum {
3212 API_ERROR_UNKNOWN,
3213 API_ERROR_COUNT
3214 } gl_api_error;
3215
3216 typedef enum {
3217 WINSYS_ERROR_UNKNOWN,
3218 WINSYS_ERROR_COUNT
3219 } gl_winsys_error;
3220
3221 typedef enum {
3222 SHADER_ERROR_UNKNOWN,
3223 SHADER_ERROR_COUNT
3224 } gl_shader_error;
3225
3226 typedef enum {
3227 OTHER_ERROR_UNKNOWN,
3228 OTHER_ERROR_OUT_OF_MEMORY,
3229 OTHER_ERROR_COUNT
3230 } gl_other_error;
3231
3232 struct gl_client_namespace
3233 {
3234 struct _mesa_HashTable *IDs;
3235 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3236 struct simple_node Severity[3]; /* lists of IDs in the hash table */
3237 };
3238
3239 struct gl_client_debug
3240 {
3241 GLboolean Defaults[3][2][6]; /* severity, source, type */
3242 struct gl_client_namespace Namespaces[2][6]; /* source, type */
3243 };
3244
3245 struct gl_debug_state
3246 {
3247 GLDEBUGPROCARB Callback;
3248 GLvoid *CallbackData;
3249 GLboolean SyncOutput;
3250 GLboolean ApiErrors[API_ERROR_COUNT];
3251 GLboolean WinsysErrors[WINSYS_ERROR_COUNT];
3252 GLboolean ShaderErrors[SHADER_ERROR_COUNT];
3253 GLboolean OtherErrors[OTHER_ERROR_COUNT];
3254 struct gl_client_debug ClientIDs;
3255 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3256 GLint NumMessages;
3257 GLint NextMsg;
3258 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3259 for the sake of the offsetof() code in get.c */
3260 };
3261
3262 /**
3263 * Enum for the OpenGL APIs we know about and may support.
3264 */
3265 typedef enum
3266 {
3267 API_OPENGL,
3268 API_OPENGLES,
3269 API_OPENGLES2
3270 } gl_api;
3271
3272 /**
3273 * Driver-specific state flags.
3274 *
3275 * These are or'd with gl_context::NewDriverState to notify a driver about
3276 * a state change. The driver sets the flags at context creation and
3277 * the meaning of the bits set is opaque to core Mesa.
3278 */
3279 struct gl_driver_flags
3280 {
3281 GLbitfield NewArray; /**< Vertex array state */
3282 };
3283
3284 /**
3285 * Mesa rendering context.
3286 *
3287 * This is the central context data structure for Mesa. Almost all
3288 * OpenGL state is contained in this structure.
3289 * Think of this as a base class from which device drivers will derive
3290 * sub classes.
3291 *
3292 * The struct gl_context typedef names this structure.
3293 */
3294 struct gl_context
3295 {
3296 /** State possibly shared with other contexts in the address space */
3297 struct gl_shared_state *Shared;
3298
3299 /** \name API function pointer tables */
3300 /*@{*/
3301 gl_api API;
3302 struct _glapi_table *Save; /**< Display list save functions */
3303 struct _glapi_table *Exec; /**< Execute functions */
3304 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3305 /*@}*/
3306
3307 struct gl_config Visual;
3308 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3309 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3310 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3311 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3312
3313 /**
3314 * Device driver function pointer table
3315 */
3316 struct dd_function_table Driver;
3317
3318 void *DriverCtx; /**< Points to device driver context/state */
3319
3320 /** Core/Driver constants */
3321 struct gl_constants Const;
3322
3323 /** \name The various 4x4 matrix stacks */
3324 /*@{*/
3325 struct gl_matrix_stack ModelviewMatrixStack;
3326 struct gl_matrix_stack ProjectionMatrixStack;
3327 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3328 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3329 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3330 /*@}*/
3331
3332 /** Combined modelview and projection matrix */
3333 GLmatrix _ModelProjectMatrix;
3334
3335 /** \name Display lists */
3336 struct gl_dlist_state ListState;
3337
3338 GLboolean ExecuteFlag; /**< Execute GL commands? */
3339 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3340
3341 /** Extension information */
3342 struct gl_extensions Extensions;
3343
3344 /** Version info */
3345 GLuint VersionMajor, VersionMinor;
3346 char *VersionString;
3347
3348 /** \name State attribute stack (for glPush/PopAttrib) */
3349 /*@{*/
3350 GLuint AttribStackDepth;
3351 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3352 /*@}*/
3353
3354 /** \name Renderer attribute groups
3355 *
3356 * We define a struct for each attribute group to make pushing and popping
3357 * attributes easy. Also it's a good organization.
3358 */
3359 /*@{*/
3360 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3361 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3362 struct gl_current_attrib Current; /**< Current attributes */
3363 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3364 struct gl_eval_attrib Eval; /**< Eval attributes */
3365 struct gl_fog_attrib Fog; /**< Fog attributes */
3366 struct gl_hint_attrib Hint; /**< Hint attributes */
3367 struct gl_light_attrib Light; /**< Light attributes */
3368 struct gl_line_attrib Line; /**< Line attributes */
3369 struct gl_list_attrib List; /**< List attributes */
3370 struct gl_multisample_attrib Multisample;
3371 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3372 struct gl_point_attrib Point; /**< Point attributes */
3373 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3374 GLuint PolygonStipple[32]; /**< Polygon stipple */
3375 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3376 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3377 struct gl_texture_attrib Texture; /**< Texture attributes */
3378 struct gl_transform_attrib Transform; /**< Transformation attributes */
3379 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3380 /*@}*/
3381
3382 /** \name Client attribute stack */
3383 /*@{*/
3384 GLuint ClientAttribStackDepth;
3385 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3386 /*@}*/
3387
3388 /** \name Client attribute groups */
3389 /*@{*/
3390 struct gl_array_attrib Array; /**< Vertex arrays */
3391 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3392 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3393 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3394 /*@}*/
3395
3396 /** \name Other assorted state (not pushed/popped on attribute stack) */
3397 /*@{*/
3398 struct gl_pixelmaps PixelMaps;
3399
3400 struct gl_evaluators EvalMap; /**< All evaluators */
3401 struct gl_feedback Feedback; /**< Feedback */
3402 struct gl_selection Select; /**< Selection */
3403
3404 struct gl_program_state Program; /**< general program state */
3405 struct gl_vertex_program_state VertexProgram;
3406 struct gl_fragment_program_state FragmentProgram;
3407 struct gl_geometry_program_state GeometryProgram;
3408 struct gl_ati_fragment_shader_state ATIFragmentShader;
3409
3410 struct gl_shader_state Shader; /**< GLSL shader object state */
3411 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3412
3413 struct gl_query_state Query; /**< occlusion, timer queries */
3414
3415 struct gl_transform_feedback_state TransformFeedback;
3416
3417 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3418 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3419 /*@}*/
3420
3421 struct gl_meta_state *Meta; /**< for "meta" operations */
3422
3423 /* GL_EXT_framebuffer_object */
3424 struct gl_renderbuffer *CurrentRenderbuffer;
3425
3426 GLenum ErrorValue; /**< Last error code */
3427
3428 /* GL_ARB_robustness */
3429 GLenum ResetStatus;
3430
3431 /**
3432 * Recognize and silence repeated error debug messages in buggy apps.
3433 */
3434 const char *ErrorDebugFmtString;
3435 GLuint ErrorDebugCount;
3436
3437 /* GL_ARB_debug_output */
3438 struct gl_debug_state Debug;
3439
3440 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3441 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3442 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3443
3444 struct gl_driver_flags DriverFlags;
3445
3446 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3447
3448 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3449
3450 /** \name Derived state */
3451 /*@{*/
3452 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3453 * state validation so they need to always be current.
3454 */
3455 GLbitfield _TriangleCaps;
3456 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3457 GLfloat _EyeZDir[3];
3458 GLfloat _ModelViewInvScale;
3459 GLboolean _NeedEyeCoords;
3460 GLboolean _ForceEyeCoords;
3461
3462 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3463
3464 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3465
3466 /** \name For debugging/development only */
3467 /*@{*/
3468 GLboolean FirstTimeCurrent;
3469 /*@}*/
3470
3471 /** software compression/decompression supported or not */
3472 GLboolean Mesa_DXTn;
3473
3474 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3475
3476 /**
3477 * Use dp4 (rather than mul/mad) instructions for position
3478 * transformation?
3479 */
3480 GLboolean mvp_with_dp4;
3481
3482 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3483
3484 /**
3485 * \name Hooks for module contexts.
3486 *
3487 * These will eventually live in the driver or elsewhere.
3488 */
3489 /*@{*/
3490 void *swrast_context;
3491 void *swsetup_context;
3492 void *swtnl_context;
3493 void *swtnl_im;
3494 struct st_context *st;
3495 void *aelt_context;
3496 /*@}*/
3497 };
3498
3499
3500 #ifdef DEBUG
3501 extern int MESA_VERBOSE;
3502 extern int MESA_DEBUG_FLAGS;
3503 # define MESA_FUNCTION __FUNCTION__
3504 #else
3505 # define MESA_VERBOSE 0
3506 # define MESA_DEBUG_FLAGS 0
3507 # define MESA_FUNCTION "a function"
3508 # ifndef NDEBUG
3509 # define NDEBUG
3510 # endif
3511 #endif
3512
3513
3514 /** The MESA_VERBOSE var is a bitmask of these flags */
3515 enum _verbose
3516 {
3517 VERBOSE_VARRAY = 0x0001,
3518 VERBOSE_TEXTURE = 0x0002,
3519 VERBOSE_MATERIAL = 0x0004,
3520 VERBOSE_PIPELINE = 0x0008,
3521 VERBOSE_DRIVER = 0x0010,
3522 VERBOSE_STATE = 0x0020,
3523 VERBOSE_API = 0x0040,
3524 VERBOSE_DISPLAY_LIST = 0x0100,
3525 VERBOSE_LIGHTING = 0x0200,
3526 VERBOSE_PRIMS = 0x0400,
3527 VERBOSE_VERTS = 0x0800,
3528 VERBOSE_DISASSEM = 0x1000,
3529 VERBOSE_DRAW = 0x2000,
3530 VERBOSE_SWAPBUFFERS = 0x4000
3531 };
3532
3533
3534 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3535 enum _debug
3536 {
3537 DEBUG_SILENT = (1 << 0),
3538 DEBUG_ALWAYS_FLUSH = (1 << 1),
3539 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3540 DEBUG_INCOMPLETE_FBO = (1 << 3)
3541 };
3542
3543
3544
3545 #ifdef __cplusplus
3546 }
3547 #endif
3548
3549 #endif /* MTYPES_H */