mesa: Remove the size argument from _mesa_alloc_dispatch_table().
[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 struct set;
83 struct set_entry;
84 /*@}*/
85
86
87 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
88 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
89 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
90 #define PRIM_UNKNOWN (GL_POLYGON+3)
91
92
93
94 /**
95 * Indexes for vertex program attributes.
96 * GL_NV_vertex_program aliases generic attributes over the conventional
97 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
98 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
99 * generic attributes are distinct/separate).
100 */
101 typedef enum
102 {
103 VERT_ATTRIB_POS = 0,
104 VERT_ATTRIB_WEIGHT = 1,
105 VERT_ATTRIB_NORMAL = 2,
106 VERT_ATTRIB_COLOR0 = 3,
107 VERT_ATTRIB_COLOR1 = 4,
108 VERT_ATTRIB_FOG = 5,
109 VERT_ATTRIB_COLOR_INDEX = 6,
110 VERT_ATTRIB_EDGEFLAG = 7,
111 VERT_ATTRIB_TEX0 = 8,
112 VERT_ATTRIB_TEX1 = 9,
113 VERT_ATTRIB_TEX2 = 10,
114 VERT_ATTRIB_TEX3 = 11,
115 VERT_ATTRIB_TEX4 = 12,
116 VERT_ATTRIB_TEX5 = 13,
117 VERT_ATTRIB_TEX6 = 14,
118 VERT_ATTRIB_TEX7 = 15,
119 VERT_ATTRIB_POINT_SIZE = 16,
120 VERT_ATTRIB_GENERIC0 = 17,
121 VERT_ATTRIB_GENERIC1 = 18,
122 VERT_ATTRIB_GENERIC2 = 19,
123 VERT_ATTRIB_GENERIC3 = 20,
124 VERT_ATTRIB_GENERIC4 = 21,
125 VERT_ATTRIB_GENERIC5 = 22,
126 VERT_ATTRIB_GENERIC6 = 23,
127 VERT_ATTRIB_GENERIC7 = 24,
128 VERT_ATTRIB_GENERIC8 = 25,
129 VERT_ATTRIB_GENERIC9 = 26,
130 VERT_ATTRIB_GENERIC10 = 27,
131 VERT_ATTRIB_GENERIC11 = 28,
132 VERT_ATTRIB_GENERIC12 = 29,
133 VERT_ATTRIB_GENERIC13 = 30,
134 VERT_ATTRIB_GENERIC14 = 31,
135 VERT_ATTRIB_GENERIC15 = 32,
136 VERT_ATTRIB_MAX = 33
137 } gl_vert_attrib;
138
139 /**
140 * Symbolic constats to help iterating over
141 * specific blocks of vertex attributes.
142 *
143 * VERT_ATTRIB_FF
144 * includes all fixed function attributes as well as
145 * the aliased GL_NV_vertex_program shader attributes.
146 * VERT_ATTRIB_TEX
147 * include the classic texture coordinate attributes.
148 * Is a subset of VERT_ATTRIB_FF.
149 * VERT_ATTRIB_GENERIC_NV
150 * include the NV shader attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
163 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
166 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167
168 /**
169 * Bitflags for vertex attributes.
170 * These are used in bitfields in many places.
171 */
172 /*@{*/
173 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
174 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
175 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
176 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
177 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
178 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
179 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
180 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
181 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
182 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
183 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
184 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
185 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
186 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
187 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
188 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
189 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
190 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
191
192 #define VERT_BIT(i) BITFIELD64_BIT(i)
193 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
194
195 #define VERT_BIT_FF(i) VERT_BIT(i)
196 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
197 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
198 #define VERT_BIT_TEX_ALL \
199 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
200
201 #define VERT_BIT_GENERIC_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 * Material state.
634 */
635 struct gl_material
636 {
637 GLfloat Attrib[MAT_ATTRIB_MAX][4];
638 };
639
640
641 /**
642 * Light state flags.
643 */
644 /*@{*/
645 #define LIGHT_SPOT 0x1
646 #define LIGHT_LOCAL_VIEWER 0x2
647 #define LIGHT_POSITIONAL 0x4
648 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
649 /*@}*/
650
651
652 /**
653 * Light source state.
654 */
655 struct gl_light
656 {
657 struct gl_light *next; /**< double linked list with sentinel */
658 struct gl_light *prev;
659
660 GLfloat Ambient[4]; /**< ambient color */
661 GLfloat Diffuse[4]; /**< diffuse color */
662 GLfloat Specular[4]; /**< specular color */
663 GLfloat EyePosition[4]; /**< position in eye coordinates */
664 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
665 GLfloat SpotExponent;
666 GLfloat SpotCutoff; /**< in degrees */
667 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
668 GLfloat ConstantAttenuation;
669 GLfloat LinearAttenuation;
670 GLfloat QuadraticAttenuation;
671 GLboolean Enabled; /**< On/off flag */
672
673 /**
674 * \name Derived fields
675 */
676 /*@{*/
677 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
678
679 GLfloat _Position[4]; /**< position in eye/obj coordinates */
680 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
681 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
682 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
683 GLfloat _VP_inf_spot_attenuation;
684
685 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
686 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
687 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
688 /*@}*/
689 };
690
691
692 /**
693 * Light model state.
694 */
695 struct gl_lightmodel
696 {
697 GLfloat Ambient[4]; /**< ambient color */
698 GLboolean LocalViewer; /**< Local (or infinite) view point? */
699 GLboolean TwoSide; /**< Two (or one) sided lighting? */
700 GLenum ColorControl; /**< either GL_SINGLE_COLOR
701 * or GL_SEPARATE_SPECULAR_COLOR */
702 };
703
704
705 /**
706 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
707 */
708 struct gl_accum_attrib
709 {
710 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
711 };
712
713
714 /**
715 * Used for storing clear color, texture border color, etc.
716 * The float values are typically unclamped.
717 */
718 union gl_color_union
719 {
720 GLfloat f[4];
721 GLint i[4];
722 GLuint ui[4];
723 };
724
725
726 /**
727 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
728 */
729 struct gl_colorbuffer_attrib
730 {
731 GLuint ClearIndex; /**< Index for glClear */
732 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
733 GLuint IndexMask; /**< Color index write mask */
734 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
735
736 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
737
738 /**
739 * \name alpha testing
740 */
741 /*@{*/
742 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
743 GLenum AlphaFunc; /**< Alpha test function */
744 GLfloat AlphaRefUnclamped;
745 GLclampf AlphaRef; /**< Alpha reference value */
746 /*@}*/
747
748 /**
749 * \name Blending
750 */
751 /*@{*/
752 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
753
754 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
755 * control, only on the fixed-pointness of the render target.
756 * The query does however depend on fragment color clamping.
757 */
758 GLfloat BlendColorUnclamped[4]; /**< Blending color */
759 GLfloat BlendColor[4]; /**< Blending color */
760
761 struct
762 {
763 GLenum SrcRGB; /**< RGB blend source term */
764 GLenum DstRGB; /**< RGB blend dest term */
765 GLenum SrcA; /**< Alpha blend source term */
766 GLenum DstA; /**< Alpha blend dest term */
767 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
768 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
769 /**
770 * Set if any blend factor uses SRC1. Computed at the time blend factors
771 * get set.
772 */
773 GLboolean _UsesDualSrc;
774 } Blend[MAX_DRAW_BUFFERS];
775 /** Are the blend func terms currently different for each buffer/target? */
776 GLboolean _BlendFuncPerBuffer;
777 /** Are the blend equations currently different for each buffer/target? */
778 GLboolean _BlendEquationPerBuffer;
779 /*@}*/
780
781 /**
782 * \name Logic op
783 */
784 /*@{*/
785 GLenum LogicOp; /**< Logic operator */
786 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
787 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
788 /*@}*/
789
790 GLboolean DitherFlag; /**< Dither enable flag */
791
792 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
793 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
794 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
795 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
796
797 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
798 };
799
800
801 /**
802 * Current attribute group (GL_CURRENT_BIT).
803 */
804 struct gl_current_attrib
805 {
806 /**
807 * \name Current vertex attributes.
808 * \note Values are valid only after FLUSH_VERTICES has been called.
809 * \note Index and Edgeflag current values are stored as floats in the
810 * SIX and SEVEN attribute slots.
811 */
812 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
813
814 /**
815 * \name Current raster position attributes (always valid).
816 * \note This set of attributes is very similar to the SWvertex struct.
817 */
818 /*@{*/
819 GLfloat RasterPos[4];
820 GLfloat RasterDistance;
821 GLfloat RasterColor[4];
822 GLfloat RasterSecondaryColor[4];
823 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
824 GLboolean RasterPosValid;
825 /*@}*/
826 };
827
828
829 /**
830 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
831 */
832 struct gl_depthbuffer_attrib
833 {
834 GLenum Func; /**< Function for depth buffer compare */
835 GLclampd Clear; /**< Value to clear depth buffer to */
836 GLboolean Test; /**< Depth buffering enabled flag */
837 GLboolean Mask; /**< Depth buffer writable? */
838 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
839 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
840 };
841
842
843 /**
844 * Evaluator attribute group (GL_EVAL_BIT).
845 */
846 struct gl_eval_attrib
847 {
848 /**
849 * \name Enable bits
850 */
851 /*@{*/
852 GLboolean Map1Color4;
853 GLboolean Map1Index;
854 GLboolean Map1Normal;
855 GLboolean Map1TextureCoord1;
856 GLboolean Map1TextureCoord2;
857 GLboolean Map1TextureCoord3;
858 GLboolean Map1TextureCoord4;
859 GLboolean Map1Vertex3;
860 GLboolean Map1Vertex4;
861 GLboolean Map2Color4;
862 GLboolean Map2Index;
863 GLboolean Map2Normal;
864 GLboolean Map2TextureCoord1;
865 GLboolean Map2TextureCoord2;
866 GLboolean Map2TextureCoord3;
867 GLboolean Map2TextureCoord4;
868 GLboolean Map2Vertex3;
869 GLboolean Map2Vertex4;
870 GLboolean AutoNormal;
871 /*@}*/
872
873 /**
874 * \name Map Grid endpoints and divisions and calculated du values
875 */
876 /*@{*/
877 GLint MapGrid1un;
878 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
879 GLint MapGrid2un, MapGrid2vn;
880 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
881 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
882 /*@}*/
883 };
884
885
886 /**
887 * Fog attribute group (GL_FOG_BIT).
888 */
889 struct gl_fog_attrib
890 {
891 GLboolean Enabled; /**< Fog enabled flag */
892 GLfloat ColorUnclamped[4]; /**< Fog color */
893 GLfloat Color[4]; /**< Fog color */
894 GLfloat Density; /**< Density >= 0.0 */
895 GLfloat Start; /**< Start distance in eye coords */
896 GLfloat End; /**< End distance in eye coords */
897 GLfloat Index; /**< Fog index */
898 GLenum Mode; /**< Fog mode */
899 GLboolean ColorSumEnabled;
900 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
901 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
902 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
903 };
904
905
906 /**
907 * Hint attribute group (GL_HINT_BIT).
908 *
909 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
910 */
911 struct gl_hint_attrib
912 {
913 GLenum PerspectiveCorrection;
914 GLenum PointSmooth;
915 GLenum LineSmooth;
916 GLenum PolygonSmooth;
917 GLenum Fog;
918 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
919 GLenum TextureCompression; /**< GL_ARB_texture_compression */
920 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
921 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
922 };
923
924
925 /**
926 * Lighting attribute group (GL_LIGHT_BIT).
927 */
928 struct gl_light_attrib
929 {
930 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
931 struct gl_lightmodel Model; /**< Lighting model */
932
933 /**
934 * Front and back material values.
935 * Note: must call FLUSH_VERTICES() before using.
936 */
937 struct gl_material Material;
938
939 GLboolean Enabled; /**< Lighting enabled flag */
940 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
941 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
942 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
943 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
944 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
945 GLboolean ColorMaterialEnabled;
946 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
947 GLboolean _ClampVertexColor;
948
949 struct gl_light EnabledList; /**< List sentinel */
950
951 /**
952 * Derived state for optimizations:
953 */
954 /*@{*/
955 GLboolean _NeedEyeCoords;
956 GLboolean _NeedVertices; /**< Use fast shader? */
957 GLfloat _BaseColor[2][3];
958 /*@}*/
959 };
960
961
962 /**
963 * Line attribute group (GL_LINE_BIT).
964 */
965 struct gl_line_attrib
966 {
967 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
968 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
969 GLushort StipplePattern; /**< Stipple pattern */
970 GLint StippleFactor; /**< Stipple repeat factor */
971 GLfloat Width; /**< Line width */
972 };
973
974
975 /**
976 * Display list attribute group (GL_LIST_BIT).
977 */
978 struct gl_list_attrib
979 {
980 GLuint ListBase;
981 };
982
983
984 /**
985 * Multisample attribute group (GL_MULTISAMPLE_BIT).
986 */
987 struct gl_multisample_attrib
988 {
989 GLboolean Enabled;
990 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
991 GLboolean SampleAlphaToCoverage;
992 GLboolean SampleAlphaToOne;
993 GLboolean SampleCoverage;
994 GLfloat SampleCoverageValue;
995 GLboolean SampleCoverageInvert;
996 };
997
998
999 /**
1000 * A pixelmap (see glPixelMap)
1001 */
1002 struct gl_pixelmap
1003 {
1004 GLint Size;
1005 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1006 };
1007
1008
1009 /**
1010 * Collection of all pixelmaps
1011 */
1012 struct gl_pixelmaps
1013 {
1014 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1015 struct gl_pixelmap GtoG;
1016 struct gl_pixelmap BtoB;
1017 struct gl_pixelmap AtoA;
1018 struct gl_pixelmap ItoR;
1019 struct gl_pixelmap ItoG;
1020 struct gl_pixelmap ItoB;
1021 struct gl_pixelmap ItoA;
1022 struct gl_pixelmap ItoI;
1023 struct gl_pixelmap StoS;
1024 };
1025
1026
1027 /**
1028 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1029 */
1030 struct gl_pixel_attrib
1031 {
1032 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1033
1034 /*--- Begin Pixel Transfer State ---*/
1035 /* Fields are in the order in which they're applied... */
1036
1037 /** Scale & Bias (index shift, offset) */
1038 /*@{*/
1039 GLfloat RedBias, RedScale;
1040 GLfloat GreenBias, GreenScale;
1041 GLfloat BlueBias, BlueScale;
1042 GLfloat AlphaBias, AlphaScale;
1043 GLfloat DepthBias, DepthScale;
1044 GLint IndexShift, IndexOffset;
1045 /*@}*/
1046
1047 /* Pixel Maps */
1048 /* Note: actual pixel maps are not part of this attrib group */
1049 GLboolean MapColorFlag;
1050 GLboolean MapStencilFlag;
1051
1052 /*--- End Pixel Transfer State ---*/
1053
1054 /** glPixelZoom */
1055 GLfloat ZoomX, ZoomY;
1056 };
1057
1058
1059 /**
1060 * Point attribute group (GL_POINT_BIT).
1061 */
1062 struct gl_point_attrib
1063 {
1064 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1065 GLfloat Size; /**< User-specified point size */
1066 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1067 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1068 GLfloat Threshold; /**< GL_EXT_point_parameters */
1069 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1070 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1071 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1072 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1073 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1074 };
1075
1076
1077 /**
1078 * Polygon attribute group (GL_POLYGON_BIT).
1079 */
1080 struct gl_polygon_attrib
1081 {
1082 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1083 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1084 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1085 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1086 GLboolean CullFlag; /**< Culling on/off flag */
1087 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1088 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1089 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1090 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1091 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1092 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1093 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1094 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1095 };
1096
1097
1098 /**
1099 * Scissor attributes (GL_SCISSOR_BIT).
1100 */
1101 struct gl_scissor_attrib
1102 {
1103 GLboolean Enabled; /**< Scissor test enabled? */
1104 GLint X, Y; /**< Lower left corner of box */
1105 GLsizei Width, Height; /**< Size of box */
1106 };
1107
1108
1109 /**
1110 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1111 *
1112 * Three sets of stencil data are tracked so that OpenGL 2.0,
1113 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1114 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1115 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1116 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1117 * GL_EXT_stencil_two_side GL_BACK state.
1118 *
1119 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1120 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1121 *
1122 * The derived value \c _TestTwoSide is set when the front-face and back-face
1123 * stencil state are different.
1124 */
1125 struct gl_stencil_attrib
1126 {
1127 GLboolean Enabled; /**< Enabled flag */
1128 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1129 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1130 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1131 GLboolean _TestTwoSide;
1132 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1133 GLenum Function[3]; /**< Stencil function */
1134 GLenum FailFunc[3]; /**< Fail function */
1135 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1136 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1137 GLint Ref[3]; /**< Reference value */
1138 GLuint ValueMask[3]; /**< Value mask */
1139 GLuint WriteMask[3]; /**< Write mask */
1140 GLuint Clear; /**< Clear value */
1141 };
1142
1143
1144 /**
1145 * An index for each type of texture object. These correspond to the GL
1146 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1147 * Note: the order is from highest priority to lowest priority.
1148 */
1149 typedef enum
1150 {
1151 TEXTURE_CUBE_ARRAY_INDEX,
1152 TEXTURE_BUFFER_INDEX,
1153 TEXTURE_2D_ARRAY_INDEX,
1154 TEXTURE_1D_ARRAY_INDEX,
1155 TEXTURE_EXTERNAL_INDEX,
1156 TEXTURE_CUBE_INDEX,
1157 TEXTURE_3D_INDEX,
1158 TEXTURE_RECT_INDEX,
1159 TEXTURE_2D_INDEX,
1160 TEXTURE_1D_INDEX,
1161 NUM_TEXTURE_TARGETS
1162 } gl_texture_index;
1163
1164
1165 /**
1166 * Bit flags for each type of texture object
1167 * Used for Texture.Unit[]._ReallyEnabled flags.
1168 */
1169 /*@{*/
1170 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
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 * Texture image state. Drivers will typically create a subclass of this
1185 * with extra fields for memory buffers, etc.
1186 */
1187 struct gl_texture_image
1188 {
1189 GLint InternalFormat; /**< Internal format as given by the user */
1190 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1191 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1192 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1193 * GL_DEPTH_STENCIL_EXT only. Used for
1194 * choosing TexEnv arithmetic.
1195 */
1196 gl_format TexFormat; /**< The actual texture memory format */
1197
1198 GLuint Border; /**< 0 or 1 */
1199 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1200 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1201 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1202 GLuint Width2; /**< = Width - 2*Border */
1203 GLuint Height2; /**< = Height - 2*Border */
1204 GLuint Depth2; /**< = Depth - 2*Border */
1205 GLuint WidthLog2; /**< = log2(Width2) */
1206 GLuint HeightLog2; /**< = log2(Height2) */
1207 GLuint DepthLog2; /**< = log2(Depth2) */
1208 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1209 levels, computed from the dimensions */
1210
1211 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1212 GLuint Level; /**< Which mipmap level am I? */
1213 /** Cube map face: index into gl_texture_object::Image[] array */
1214 GLuint Face;
1215 };
1216
1217
1218 /**
1219 * Indexes for cube map faces.
1220 */
1221 typedef enum
1222 {
1223 FACE_POS_X = 0,
1224 FACE_NEG_X = 1,
1225 FACE_POS_Y = 2,
1226 FACE_NEG_Y = 3,
1227 FACE_POS_Z = 4,
1228 FACE_NEG_Z = 5,
1229 MAX_FACES = 6
1230 } gl_face_index;
1231
1232
1233 /**
1234 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1235 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1236 */
1237 struct gl_sampler_object
1238 {
1239 GLuint Name;
1240 GLint RefCount;
1241
1242 GLenum WrapS; /**< S-axis texture image wrap mode */
1243 GLenum WrapT; /**< T-axis texture image wrap mode */
1244 GLenum WrapR; /**< R-axis texture image wrap mode */
1245 GLenum MinFilter; /**< minification filter */
1246 GLenum MagFilter; /**< magnification filter */
1247 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1248 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1249 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1250 GLfloat LodBias; /**< OpenGL 1.4 */
1251 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1252 GLenum CompareMode; /**< GL_ARB_shadow */
1253 GLenum CompareFunc; /**< GL_ARB_shadow */
1254 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1255 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1256 };
1257
1258
1259 /**
1260 * Texture object state. Contains the array of mipmap images, border color,
1261 * wrap modes, filter modes, and shadow/texcompare state.
1262 */
1263 struct gl_texture_object
1264 {
1265 _glthread_Mutex Mutex; /**< for thread safety */
1266 GLint RefCount; /**< reference count */
1267 GLuint Name; /**< the user-visible texture object ID */
1268 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1269
1270 struct gl_sampler_object Sampler;
1271
1272 GLenum DepthMode; /**< GL_ARB_depth_texture */
1273
1274 GLfloat Priority; /**< in [0,1] */
1275 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1276 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1277 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1278 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1279 GLint CropRect[4]; /**< GL_OES_draw_texture */
1280 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1281 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1282 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1283 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1284 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1285 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1286 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1287 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1288 GLboolean Immutable; /**< GL_ARB_texture_storage */
1289
1290 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1291 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1292
1293 /** GL_ARB_texture_buffer_object */
1294 struct gl_buffer_object *BufferObject;
1295 GLenum BufferObjectFormat;
1296 /** Equivalent Mesa format for BufferObjectFormat. */
1297 gl_format _BufferObjectFormat;
1298
1299 /** GL_OES_EGL_image_external */
1300 GLint RequiredTextureImageUnits;
1301 };
1302
1303
1304 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1305 #define MAX_COMBINER_TERMS 4
1306
1307
1308 /**
1309 * Texture combine environment state.
1310 */
1311 struct gl_tex_env_combine_state
1312 {
1313 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1314 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1315 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1316 GLenum SourceRGB[MAX_COMBINER_TERMS];
1317 GLenum SourceA[MAX_COMBINER_TERMS];
1318 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1319 GLenum OperandRGB[MAX_COMBINER_TERMS];
1320 GLenum OperandA[MAX_COMBINER_TERMS];
1321 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1322 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1323 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1324 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1325 };
1326
1327
1328 /**
1329 * TexGenEnabled flags.
1330 */
1331 /*@{*/
1332 #define S_BIT 1
1333 #define T_BIT 2
1334 #define R_BIT 4
1335 #define Q_BIT 8
1336 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1337 /*@}*/
1338
1339
1340 /**
1341 * Bit flag versions of the corresponding GL_ constants.
1342 */
1343 /*@{*/
1344 #define TEXGEN_SPHERE_MAP 0x1
1345 #define TEXGEN_OBJ_LINEAR 0x2
1346 #define TEXGEN_EYE_LINEAR 0x4
1347 #define TEXGEN_REFLECTION_MAP_NV 0x8
1348 #define TEXGEN_NORMAL_MAP_NV 0x10
1349
1350 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1351 TEXGEN_REFLECTION_MAP_NV | \
1352 TEXGEN_NORMAL_MAP_NV)
1353 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1354 TEXGEN_REFLECTION_MAP_NV | \
1355 TEXGEN_NORMAL_MAP_NV | \
1356 TEXGEN_EYE_LINEAR)
1357 /*@}*/
1358
1359
1360
1361 /** Tex-gen enabled for texture unit? */
1362 #define ENABLE_TEXGEN(unit) (1 << (unit))
1363
1364 /** Non-identity texture matrix for texture unit? */
1365 #define ENABLE_TEXMAT(unit) (1 << (unit))
1366
1367
1368 /**
1369 * Texture coord generation state.
1370 */
1371 struct gl_texgen
1372 {
1373 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1374 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1375 GLfloat ObjectPlane[4];
1376 GLfloat EyePlane[4];
1377 };
1378
1379
1380 /**
1381 * Texture unit state. Contains enable flags, texture environment/function/
1382 * combiners, texgen state, and pointers to current texture objects.
1383 */
1384 struct gl_texture_unit
1385 {
1386 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1387 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1388
1389 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1390 GLclampf EnvColor[4];
1391 GLfloat EnvColorUnclamped[4];
1392
1393 struct gl_texgen GenS;
1394 struct gl_texgen GenT;
1395 struct gl_texgen GenR;
1396 struct gl_texgen GenQ;
1397 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1398 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1399
1400 GLfloat LodBias; /**< for biasing mipmap levels */
1401 GLenum BumpTarget;
1402 GLfloat RotMatrix[4]; /* 2x2 matrix */
1403
1404 /** Current sampler object (GL_ARB_sampler_objects) */
1405 struct gl_sampler_object *Sampler;
1406
1407 /**
1408 * \name GL_EXT_texture_env_combine
1409 */
1410 struct gl_tex_env_combine_state Combine;
1411
1412 /**
1413 * Derived state based on \c EnvMode and the \c BaseFormat of the
1414 * currently enabled texture.
1415 */
1416 struct gl_tex_env_combine_state _EnvMode;
1417
1418 /**
1419 * Currently enabled combiner state. This will point to either
1420 * \c Combine or \c _EnvMode.
1421 */
1422 struct gl_tex_env_combine_state *_CurrentCombine;
1423
1424 /** Current texture object pointers */
1425 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1426
1427 /** Points to highest priority, complete and enabled texture object */
1428 struct gl_texture_object *_Current;
1429 };
1430
1431
1432 /**
1433 * Texture attribute group (GL_TEXTURE_BIT).
1434 */
1435 struct gl_texture_attrib
1436 {
1437 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1438 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1439
1440 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1441
1442 /** GL_ARB_texture_buffer_object */
1443 struct gl_buffer_object *BufferObject;
1444
1445 /** GL_ARB_seamless_cubemap */
1446 GLboolean CubeMapSeamless;
1447
1448 /** Texture units/samplers used by vertex or fragment texturing */
1449 GLbitfield _EnabledUnits;
1450
1451 /** Texture coord units/sets used for fragment texturing */
1452 GLbitfield _EnabledCoordUnits;
1453
1454 /** Texture coord units that have texgen enabled */
1455 GLbitfield _TexGenEnabled;
1456
1457 /** Texture coord units that have non-identity matrices */
1458 GLbitfield _TexMatEnabled;
1459
1460 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1461 GLbitfield _GenFlags;
1462 };
1463
1464
1465 /**
1466 * Data structure representing a single clip plane (e.g. one of the elements
1467 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1468 */
1469 typedef GLfloat gl_clip_plane[4];
1470
1471
1472 /**
1473 * Transformation attribute group (GL_TRANSFORM_BIT).
1474 */
1475 struct gl_transform_attrib
1476 {
1477 GLenum MatrixMode; /**< Matrix mode */
1478 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1479 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1480 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1481 GLboolean Normalize; /**< Normalize all normals? */
1482 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1483 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1484 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1485
1486 GLfloat CullEyePos[4];
1487 GLfloat CullObjPos[4];
1488 };
1489
1490
1491 /**
1492 * Viewport attribute group (GL_VIEWPORT_BIT).
1493 */
1494 struct gl_viewport_attrib
1495 {
1496 GLint X, Y; /**< position */
1497 GLsizei Width, Height; /**< size */
1498 GLfloat Near, Far; /**< Depth buffer range */
1499 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1500 };
1501
1502
1503 /**
1504 * GL_ARB_vertex/pixel_buffer_object buffer object
1505 */
1506 struct gl_buffer_object
1507 {
1508 _glthread_Mutex Mutex;
1509 GLint RefCount;
1510 GLuint Name;
1511 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1512 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1513 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1514 /** Fields describing a mapped buffer */
1515 /*@{*/
1516 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1517 GLvoid *Pointer; /**< User-space address of mapping */
1518 GLintptr Offset; /**< Mapped offset */
1519 GLsizeiptr Length; /**< Mapped length */
1520 /*@}*/
1521 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1522 GLboolean Written; /**< Ever written to? (for debugging) */
1523 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1524 };
1525
1526
1527 /**
1528 * Client pixel packing/unpacking attributes
1529 */
1530 struct gl_pixelstore_attrib
1531 {
1532 GLint Alignment;
1533 GLint RowLength;
1534 GLint SkipPixels;
1535 GLint SkipRows;
1536 GLint ImageHeight;
1537 GLint SkipImages;
1538 GLboolean SwapBytes;
1539 GLboolean LsbFirst;
1540 GLboolean Invert; /**< GL_MESA_pack_invert */
1541 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1542 };
1543
1544
1545 /**
1546 * Client vertex array attributes
1547 */
1548 struct gl_client_array
1549 {
1550 GLint Size; /**< components per element (1,2,3,4) */
1551 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1552 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1553 GLsizei Stride; /**< user-specified stride */
1554 GLsizei StrideB; /**< actual stride in bytes */
1555 const GLubyte *Ptr; /**< Points to array data */
1556 GLboolean Enabled; /**< Enabled flag is a boolean */
1557 GLboolean Normalized; /**< GL_ARB_vertex_program */
1558 GLboolean Integer; /**< Integer-valued? */
1559 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1560 GLuint _ElementSize; /**< size of each element in bytes */
1561
1562 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1563 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1564 };
1565
1566
1567 /**
1568 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1569 * extension, but a nice encapsulation in any case.
1570 */
1571 struct gl_array_object
1572 {
1573 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1574 GLuint Name;
1575
1576 GLint RefCount;
1577 _glthread_Mutex Mutex;
1578
1579 /**
1580 * Does the VAO use ARB semantics or Apple semantics?
1581 *
1582 * There are several ways in which ARB_vertex_array_object and
1583 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1584 * least,
1585 *
1586 * - ARB VAOs require that all array data be sourced from vertex buffer
1587 * objects, but Apple VAOs do not.
1588 *
1589 * - ARB VAOs require that names come from GenVertexArrays.
1590 *
1591 * This flag notes which behavior governs this VAO.
1592 */
1593 GLboolean ARBsemantics;
1594
1595 /**
1596 * Has this array object been bound?
1597 */
1598 GLboolean EverBound;
1599
1600 /** Vertex attribute arrays */
1601 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1602
1603 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1604 GLbitfield64 _Enabled;
1605
1606 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1607 GLbitfield64 NewArrays;
1608
1609 /**
1610 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1611 * we can determine the max legal (in bounds) glDrawElements array index.
1612 */
1613 GLuint _MaxElement;
1614
1615 struct gl_buffer_object *ElementArrayBufferObj;
1616 };
1617
1618
1619 /**
1620 * Vertex array state
1621 */
1622 struct gl_array_attrib
1623 {
1624 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1625 struct gl_array_object *ArrayObj;
1626
1627 /** The default vertex array object */
1628 struct gl_array_object *DefaultArrayObj;
1629
1630 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1631 struct _mesa_HashTable *Objects;
1632
1633 GLint ActiveTexture; /**< Client Active Texture */
1634 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1635 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1636
1637 /**
1638 * \name Primitive restart controls
1639 *
1640 * Primitive restart is enabled if either \c PrimitiveRestart or
1641 * \c PrimitiveRestart is set. If \c PrimitiveRestart is set, then
1642 * \c RestartIndex is used as the cut vertex. Otherwise ~0 is used.
1643 */
1644 /*@{*/
1645 GLboolean PrimitiveRestart;
1646 GLboolean PrimitiveRestartFixedIndex;
1647 GLboolean _PrimitiveRestart;
1648 GLuint RestartIndex;
1649 GLuint _RestartIndex;
1650 /*@}*/
1651
1652 /* GL_ARB_vertex_buffer_object */
1653 struct gl_buffer_object *ArrayBufferObj;
1654
1655 /**
1656 * Vertex arrays as consumed by a driver.
1657 * The array pointer is set up only by the VBO module. */
1658 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1659 };
1660
1661
1662 /**
1663 * Feedback buffer state
1664 */
1665 struct gl_feedback
1666 {
1667 GLenum Type;
1668 GLbitfield _Mask; /**< FB_* bits */
1669 GLfloat *Buffer;
1670 GLuint BufferSize;
1671 GLuint Count;
1672 };
1673
1674
1675 /**
1676 * Selection buffer state
1677 */
1678 struct gl_selection
1679 {
1680 GLuint *Buffer; /**< selection buffer */
1681 GLuint BufferSize; /**< size of the selection buffer */
1682 GLuint BufferCount; /**< number of values in the selection buffer */
1683 GLuint Hits; /**< number of records in the selection buffer */
1684 GLuint NameStackDepth; /**< name stack depth */
1685 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1686 GLboolean HitFlag; /**< hit flag */
1687 GLfloat HitMinZ; /**< minimum hit depth */
1688 GLfloat HitMaxZ; /**< maximum hit depth */
1689 };
1690
1691
1692 /**
1693 * 1-D Evaluator control points
1694 */
1695 struct gl_1d_map
1696 {
1697 GLuint Order; /**< Number of control points */
1698 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1699 GLfloat *Points; /**< Points to contiguous control points */
1700 };
1701
1702
1703 /**
1704 * 2-D Evaluator control points
1705 */
1706 struct gl_2d_map
1707 {
1708 GLuint Uorder; /**< Number of control points in U dimension */
1709 GLuint Vorder; /**< Number of control points in V dimension */
1710 GLfloat u1, u2, du;
1711 GLfloat v1, v2, dv;
1712 GLfloat *Points; /**< Points to contiguous control points */
1713 };
1714
1715
1716 /**
1717 * All evaluator control point state
1718 */
1719 struct gl_evaluators
1720 {
1721 /**
1722 * \name 1-D maps
1723 */
1724 /*@{*/
1725 struct gl_1d_map Map1Vertex3;
1726 struct gl_1d_map Map1Vertex4;
1727 struct gl_1d_map Map1Index;
1728 struct gl_1d_map Map1Color4;
1729 struct gl_1d_map Map1Normal;
1730 struct gl_1d_map Map1Texture1;
1731 struct gl_1d_map Map1Texture2;
1732 struct gl_1d_map Map1Texture3;
1733 struct gl_1d_map Map1Texture4;
1734 /*@}*/
1735
1736 /**
1737 * \name 2-D maps
1738 */
1739 /*@{*/
1740 struct gl_2d_map Map2Vertex3;
1741 struct gl_2d_map Map2Vertex4;
1742 struct gl_2d_map Map2Index;
1743 struct gl_2d_map Map2Color4;
1744 struct gl_2d_map Map2Normal;
1745 struct gl_2d_map Map2Texture1;
1746 struct gl_2d_map Map2Texture2;
1747 struct gl_2d_map Map2Texture3;
1748 struct gl_2d_map Map2Texture4;
1749 /*@}*/
1750 };
1751
1752
1753 struct gl_transform_feedback_varying_info
1754 {
1755 char *Name;
1756 GLenum Type;
1757 GLint Size;
1758 };
1759
1760
1761 /**
1762 * Per-output info vertex shaders for transform feedback.
1763 */
1764 struct gl_transform_feedback_output
1765 {
1766 unsigned OutputRegister;
1767 unsigned OutputBuffer;
1768 unsigned NumComponents;
1769
1770 /** offset (in DWORDs) of this output within the interleaved structure */
1771 unsigned DstOffset;
1772
1773 /**
1774 * Offset into the output register of the data to output. For example,
1775 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1776 * offset is in the y and z components of the output register.
1777 */
1778 unsigned ComponentOffset;
1779 };
1780
1781
1782 /** Post-link transform feedback info. */
1783 struct gl_transform_feedback_info
1784 {
1785 unsigned NumOutputs;
1786
1787 /**
1788 * Number of transform feedback buffers in use by this program.
1789 */
1790 unsigned NumBuffers;
1791
1792 struct gl_transform_feedback_output *Outputs;
1793
1794 /** Transform feedback varyings used for the linking of this shader program.
1795 *
1796 * Use for glGetTransformFeedbackVarying().
1797 */
1798 struct gl_transform_feedback_varying_info *Varyings;
1799 GLint NumVarying;
1800
1801 /**
1802 * Total number of components stored in each buffer. This may be used by
1803 * hardware back-ends to determine the correct stride when interleaving
1804 * multiple transform feedback outputs in the same buffer.
1805 */
1806 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1807 };
1808
1809
1810 /**
1811 * Transform feedback object state
1812 */
1813 struct gl_transform_feedback_object
1814 {
1815 GLuint Name; /**< AKA the object ID */
1816 GLint RefCount;
1817 GLboolean Active; /**< Is transform feedback enabled? */
1818 GLboolean Paused; /**< Is transform feedback paused? */
1819 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1820 at least once? */
1821 GLboolean EverBound; /**< Has this object been bound? */
1822
1823 /**
1824 * GLES: if Active is true, remaining number of primitives which can be
1825 * rendered without overflow. This is necessary to track because GLES
1826 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1827 * glDrawArraysInstanced would overflow transform feedback buffers.
1828 * Undefined if Active is false.
1829 *
1830 * Not tracked for desktop GL since it's unnecessary.
1831 */
1832 unsigned GlesRemainingPrims;
1833
1834 /** The feedback buffers */
1835 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1836 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1837
1838 /** Start of feedback data in dest buffer */
1839 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1840
1841 /**
1842 * Max data to put into dest buffer (in bytes). Computed based on
1843 * RequestedSize and the actual size of the buffer.
1844 */
1845 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1846
1847 /**
1848 * Size that was specified when the buffer was bound. If the buffer was
1849 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1850 * zero.
1851 */
1852 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1853 };
1854
1855
1856 /**
1857 * Context state for transform feedback.
1858 */
1859 struct gl_transform_feedback_state
1860 {
1861 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1862
1863 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1864 struct gl_buffer_object *CurrentBuffer;
1865
1866 /** The table of all transform feedback objects */
1867 struct _mesa_HashTable *Objects;
1868
1869 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1870 struct gl_transform_feedback_object *CurrentObject;
1871
1872 /** The default xform-fb object (Name==0) */
1873 struct gl_transform_feedback_object *DefaultObject;
1874 };
1875
1876
1877 /**
1878 * Names of the various vertex/fragment program register files, etc.
1879 *
1880 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1881 * All values should fit in a 4-bit field.
1882 *
1883 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1884 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1885 * be "uniform" variables since they can only be set outside glBegin/End.
1886 * They're also all stored in the same Parameters array.
1887 */
1888 typedef enum
1889 {
1890 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1891 PROGRAM_INPUT, /**< machine->Inputs[] */
1892 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1893 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1894 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1895 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1896 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1897 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1898 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1899 PROGRAM_ADDRESS, /**< machine->AddressReg */
1900 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1901 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1902 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1903 PROGRAM_FILE_MAX
1904 } gl_register_file;
1905
1906
1907 /**
1908 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1909 * one of these values.
1910 */
1911 typedef enum
1912 {
1913 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1914 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1915 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1916 SYSTEM_VALUE_MAX /**< Number of values */
1917 } gl_system_value;
1918
1919
1920 /**
1921 * The possible interpolation qualifiers that can be applied to a fragment
1922 * shader input in GLSL.
1923 *
1924 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1925 * gl_fragment_program data structure to 0 causes the default behavior.
1926 */
1927 enum glsl_interp_qualifier
1928 {
1929 INTERP_QUALIFIER_NONE = 0,
1930 INTERP_QUALIFIER_SMOOTH,
1931 INTERP_QUALIFIER_FLAT,
1932 INTERP_QUALIFIER_NOPERSPECTIVE
1933 };
1934
1935
1936 /**
1937 * \brief Layout qualifiers for gl_FragDepth.
1938 *
1939 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1940 * a layout qualifier.
1941 *
1942 * \see enum ir_depth_layout
1943 */
1944 enum gl_frag_depth_layout
1945 {
1946 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1947 FRAG_DEPTH_LAYOUT_ANY,
1948 FRAG_DEPTH_LAYOUT_GREATER,
1949 FRAG_DEPTH_LAYOUT_LESS,
1950 FRAG_DEPTH_LAYOUT_UNCHANGED
1951 };
1952
1953
1954 /**
1955 * Base class for any kind of program object
1956 */
1957 struct gl_program
1958 {
1959 GLuint Id;
1960 GLubyte *String; /**< Null-terminated program text */
1961 GLint RefCount;
1962 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
1963 GLenum Format; /**< String encoding format */
1964
1965 struct prog_instruction *Instructions;
1966
1967 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1968 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1969 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1970 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1971 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1972 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1973 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1974 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1975
1976
1977 /** Named parameters, constants, etc. from program text */
1978 struct gl_program_parameter_list *Parameters;
1979 /** Numbered local parameters */
1980 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1981
1982 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1983 GLubyte SamplerUnits[MAX_SAMPLERS];
1984
1985 /** Bitmask of which register files are read/written with indirect
1986 * addressing. Mask of (1 << PROGRAM_x) bits.
1987 */
1988 GLbitfield IndirectRegisterFiles;
1989
1990 /** Logical counts */
1991 /*@{*/
1992 GLuint NumInstructions;
1993 GLuint NumTemporaries;
1994 GLuint NumParameters;
1995 GLuint NumAttributes;
1996 GLuint NumAddressRegs;
1997 GLuint NumAluInstructions;
1998 GLuint NumTexInstructions;
1999 GLuint NumTexIndirections;
2000 /*@}*/
2001 /** Native, actual h/w counts */
2002 /*@{*/
2003 GLuint NumNativeInstructions;
2004 GLuint NumNativeTemporaries;
2005 GLuint NumNativeParameters;
2006 GLuint NumNativeAttributes;
2007 GLuint NumNativeAddressRegs;
2008 GLuint NumNativeAluInstructions;
2009 GLuint NumNativeTexInstructions;
2010 GLuint NumNativeTexIndirections;
2011 /*@}*/
2012 };
2013
2014
2015 /** Vertex program object */
2016 struct gl_vertex_program
2017 {
2018 struct gl_program Base; /**< base class */
2019 GLboolean IsPositionInvariant;
2020 GLboolean UsesClipDistance;
2021 };
2022
2023
2024 /** Geometry program object */
2025 struct gl_geometry_program
2026 {
2027 struct gl_program Base; /**< base class */
2028
2029 GLint VerticesOut;
2030 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2031 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2032 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2033 };
2034
2035
2036 /** Fragment program object */
2037 struct gl_fragment_program
2038 {
2039 struct gl_program Base; /**< base class */
2040 GLboolean UsesKill; /**< shader uses KIL instruction */
2041 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2042 GLboolean OriginUpperLeft;
2043 GLboolean PixelCenterInteger;
2044 enum gl_frag_depth_layout FragDepthLayout;
2045
2046 /**
2047 * GLSL interpolation qualifier associated with each fragment shader input.
2048 * For inputs that do not have an interpolation qualifier specified in
2049 * GLSL, the value is INTERP_QUALIFIER_NONE.
2050 */
2051 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2052
2053 /**
2054 * Bitfield indicating, for each fragment shader input, 1 if that input
2055 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2056 */
2057 GLbitfield64 IsCentroid;
2058 };
2059
2060
2061 /**
2062 * State common to vertex and fragment programs.
2063 */
2064 struct gl_program_state
2065 {
2066 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2067 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2068 };
2069
2070
2071 /**
2072 * Context state for vertex programs.
2073 */
2074 struct gl_vertex_program_state
2075 {
2076 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2077 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2078 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2079 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2080 /** Computed two sided lighting for fixed function/programs. */
2081 GLboolean _TwoSideEnabled;
2082 struct gl_vertex_program *Current; /**< User-bound vertex program */
2083
2084 /** Currently enabled and valid vertex program (including internal
2085 * programs, user-defined vertex programs and GLSL vertex shaders).
2086 * This is the program we must use when rendering.
2087 */
2088 struct gl_vertex_program *_Current;
2089
2090 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2091
2092 /** Should fixed-function T&L be implemented with a vertex prog? */
2093 GLboolean _MaintainTnlProgram;
2094
2095 /** Program to emulate fixed-function T&L (see above) */
2096 struct gl_vertex_program *_TnlProgram;
2097
2098 /** Cache of fixed-function programs */
2099 struct gl_program_cache *Cache;
2100
2101 GLboolean _Overriden;
2102 };
2103
2104
2105 /**
2106 * Context state for geometry programs.
2107 */
2108 struct gl_geometry_program_state
2109 {
2110 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2111 GLboolean _Enabled; /**< Enabled and valid program? */
2112 struct gl_geometry_program *Current; /**< user-bound geometry program */
2113
2114 /** Currently enabled and valid program (including internal programs
2115 * and compiled shader programs).
2116 */
2117 struct gl_geometry_program *_Current;
2118
2119 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2120
2121 /** Cache of fixed-function programs */
2122 struct gl_program_cache *Cache;
2123 };
2124
2125 /**
2126 * Context state for fragment programs.
2127 */
2128 struct gl_fragment_program_state
2129 {
2130 GLboolean Enabled; /**< User-set fragment program enable flag */
2131 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2132 struct gl_fragment_program *Current; /**< User-bound fragment program */
2133
2134 /** Currently enabled and valid fragment program (including internal
2135 * programs, user-defined fragment programs and GLSL fragment shaders).
2136 * This is the program we must use when rendering.
2137 */
2138 struct gl_fragment_program *_Current;
2139
2140 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2141
2142 /** Should fixed-function texturing be implemented with a fragment prog? */
2143 GLboolean _MaintainTexEnvProgram;
2144
2145 /** Program to emulate fixed-function texture env/combine (see above) */
2146 struct gl_fragment_program *_TexEnvProgram;
2147
2148 /** Cache of fixed-function programs */
2149 struct gl_program_cache *Cache;
2150 };
2151
2152
2153 /**
2154 * ATI_fragment_shader runtime state
2155 */
2156 #define ATI_FS_INPUT_PRIMARY 0
2157 #define ATI_FS_INPUT_SECONDARY 1
2158
2159 struct atifs_instruction;
2160 struct atifs_setupinst;
2161
2162 /**
2163 * ATI fragment shader
2164 */
2165 struct ati_fragment_shader
2166 {
2167 GLuint Id;
2168 GLint RefCount;
2169 struct atifs_instruction *Instructions[2];
2170 struct atifs_setupinst *SetupInst[2];
2171 GLfloat Constants[8][4];
2172 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2173 GLubyte numArithInstr[2];
2174 GLubyte regsAssigned[2];
2175 GLubyte NumPasses; /**< 1 or 2 */
2176 GLubyte cur_pass;
2177 GLubyte last_optype;
2178 GLboolean interpinp1;
2179 GLboolean isValid;
2180 GLuint swizzlerq;
2181 };
2182
2183 /**
2184 * Context state for GL_ATI_fragment_shader
2185 */
2186 struct gl_ati_fragment_shader_state
2187 {
2188 GLboolean Enabled;
2189 GLboolean _Enabled; /**< enabled and valid shader? */
2190 GLboolean Compiling;
2191 GLfloat GlobalConstants[8][4];
2192 struct ati_fragment_shader *Current;
2193 };
2194
2195
2196 /** Set by #pragma directives */
2197 struct gl_sl_pragmas
2198 {
2199 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2200 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2201 GLboolean Optimize; /**< defaults on */
2202 GLboolean Debug; /**< defaults off */
2203 };
2204
2205
2206 /**
2207 * A GLSL vertex or fragment shader object.
2208 */
2209 struct gl_shader
2210 {
2211 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2212 GLuint Name; /**< AKA the handle */
2213 GLint RefCount; /**< Reference count */
2214 GLboolean DeletePending;
2215 GLboolean CompileStatus;
2216 const GLchar *Source; /**< Source code string */
2217 GLuint SourceChecksum; /**< for debug/logging purposes */
2218 struct gl_program *Program; /**< Post-compile assembly code */
2219 GLchar *InfoLog;
2220 struct gl_sl_pragmas Pragmas;
2221
2222 unsigned Version; /**< GLSL version used for linking */
2223 GLboolean IsES; /**< True if this shader uses GLSL ES */
2224
2225 /**
2226 * \name Sampler tracking
2227 *
2228 * \note Each of these fields is only set post-linking.
2229 */
2230 /*@{*/
2231 unsigned num_samplers; /**< Number of samplers used by this shader. */
2232 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2233 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2234 /*@}*/
2235
2236 /**
2237 * Number of uniform components used by this shader.
2238 *
2239 * This field is only set post-linking.
2240 */
2241 unsigned num_uniform_components;
2242
2243 /**
2244 * This shader's uniform block information.
2245 *
2246 * The offsets of the variables are assigned only for shaders in a program's
2247 * _LinkedShaders[].
2248 */
2249 struct gl_uniform_block *UniformBlocks;
2250 unsigned NumUniformBlocks;
2251
2252 struct exec_list *ir;
2253 struct glsl_symbol_table *symbols;
2254
2255 /** Shaders containing built-in functions that are used for linking. */
2256 struct gl_shader *builtins_to_link[16];
2257 unsigned num_builtins_to_link;
2258 };
2259
2260
2261 /**
2262 * Shader stages. Note that these will become 5 with tessellation.
2263 * These MUST have the same values as gallium's PIPE_SHADER_*
2264 */
2265 typedef enum
2266 {
2267 MESA_SHADER_VERTEX = 0,
2268 MESA_SHADER_FRAGMENT = 1,
2269 MESA_SHADER_GEOMETRY = 2,
2270 MESA_SHADER_TYPES = 3
2271 } gl_shader_type;
2272
2273 struct gl_uniform_buffer_variable
2274 {
2275 char *Name;
2276 const struct glsl_type *Type;
2277 unsigned int Offset;
2278 GLboolean RowMajor;
2279 };
2280
2281 struct gl_uniform_block
2282 {
2283 /** Declared name of the uniform block */
2284 char *Name;
2285
2286 /** Array of supplemental information about UBO ir_variables. */
2287 struct gl_uniform_buffer_variable *Uniforms;
2288 GLuint NumUniforms;
2289
2290 /**
2291 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2292 * with glBindBufferBase to bind a buffer object to this uniform block. When
2293 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2294 */
2295 GLuint Binding;
2296
2297 /**
2298 * Minimum size of a buffer object to back this uniform buffer
2299 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2300 */
2301 GLuint UniformBufferSize;
2302 };
2303
2304 /**
2305 * A GLSL program object.
2306 * Basically a linked collection of vertex and fragment shaders.
2307 */
2308 struct gl_shader_program
2309 {
2310 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2311 GLuint Name; /**< aka handle or ID */
2312 GLint RefCount; /**< Reference count */
2313 GLboolean DeletePending;
2314
2315 /**
2316 * Is the application intending to glGetProgramBinary this program?
2317 */
2318 GLboolean BinaryRetreivableHint;
2319
2320 /**
2321 * Flags that the linker should not reject the program if it lacks
2322 * a vertex or fragment shader. GLES2 doesn't allow separate
2323 * shader objects, and would reject them. However, we internally
2324 * build separate shader objects for fixed function programs, which
2325 * we use for drivers/common/meta.c and for handling
2326 * _mesa_update_state with no program bound (for example in
2327 * glClear()).
2328 */
2329 GLboolean InternalSeparateShader;
2330
2331 GLuint NumShaders; /**< number of attached shaders */
2332 struct gl_shader **Shaders; /**< List of attached the shaders */
2333
2334 /**
2335 * User-defined attribute bindings
2336 *
2337 * These are set via \c glBindAttribLocation and are used to direct the
2338 * GLSL linker. These are \b not the values used in the compiled shader,
2339 * and they are \b not the values returned by \c glGetAttribLocation.
2340 */
2341 struct string_to_uint_map *AttributeBindings;
2342
2343 /**
2344 * User-defined fragment data bindings
2345 *
2346 * These are set via \c glBindFragDataLocation and are used to direct the
2347 * GLSL linker. These are \b not the values used in the compiled shader,
2348 * and they are \b not the values returned by \c glGetFragDataLocation.
2349 */
2350 struct string_to_uint_map *FragDataBindings;
2351 struct string_to_uint_map *FragDataIndexBindings;
2352
2353 /**
2354 * Transform feedback varyings last specified by
2355 * glTransformFeedbackVaryings().
2356 *
2357 * For the current set of transform feeedback varyings used for transform
2358 * feedback output, see LinkedTransformFeedback.
2359 */
2360 struct {
2361 GLenum BufferMode;
2362 GLuint NumVarying;
2363 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2364 } TransformFeedback;
2365
2366 /** Post-link transform feedback info. */
2367 struct gl_transform_feedback_info LinkedTransformFeedback;
2368
2369 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2370 enum gl_frag_depth_layout FragDepthLayout;
2371
2372 /** Geometry shader state - copied into gl_geometry_program at link time */
2373 struct {
2374 GLint VerticesOut;
2375 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2376 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2377 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2378 } Geom;
2379
2380 /** Vertex shader state - copied into gl_vertex_program at link time */
2381 struct {
2382 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2383 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2384 0 if not present. */
2385 } Vert;
2386
2387 /* post-link info: */
2388 unsigned NumUserUniformStorage;
2389 struct gl_uniform_storage *UniformStorage;
2390
2391 struct gl_uniform_block *UniformBlocks;
2392 unsigned NumUniformBlocks;
2393
2394 /**
2395 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2396 * they're used in, or -1.
2397 *
2398 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2399 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2400 */
2401 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2402
2403 /**
2404 * Map of active uniform names to locations
2405 *
2406 * Maps any active uniform that is not an array element to a location.
2407 * Each active uniform, including individual structure members will appear
2408 * in this map. This roughly corresponds to the set of names that would be
2409 * enumerated by \c glGetActiveUniform.
2410 */
2411 struct string_to_uint_map *UniformHash;
2412
2413 /**
2414 * Map from sampler unit to texture unit (set by glUniform1i())
2415 *
2416 * A sampler unit is associated with each sampler uniform by the linker.
2417 * The sampler unit associated with each uniform is stored in the
2418 * \c gl_uniform_storage::sampler field.
2419 */
2420 GLubyte SamplerUnits[MAX_SAMPLERS];
2421 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2422 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2423
2424 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2425 GLboolean Validated;
2426 GLboolean _Used; /**< Ever used for drawing? */
2427 GLchar *InfoLog;
2428
2429 unsigned Version; /**< GLSL version used for linking */
2430 GLboolean IsES; /**< True if this program uses GLSL ES */
2431
2432 /**
2433 * Per-stage shaders resulting from the first stage of linking.
2434 *
2435 * Set of linked shaders for this program. The array is accessed using the
2436 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2437 * \c NULL.
2438 */
2439 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2440 };
2441
2442
2443 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2444 #define GLSL_LOG 0x2 /**< Write shaders to files */
2445 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2446 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2447 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2448 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2449 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2450 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2451 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2452
2453
2454 /**
2455 * Context state for GLSL vertex/fragment shaders.
2456 */
2457 struct gl_shader_state
2458 {
2459 /**
2460 * Programs used for rendering
2461 *
2462 * There is a separate program set for each shader stage. If
2463 * GL_EXT_separate_shader_objects is not supported, each of these must point
2464 * to \c NULL or to the same program.
2465 */
2466 struct gl_shader_program *CurrentVertexProgram;
2467 struct gl_shader_program *CurrentGeometryProgram;
2468 struct gl_shader_program *CurrentFragmentProgram;
2469
2470 struct gl_shader_program *_CurrentFragmentProgram;
2471
2472 /**
2473 * Program used by glUniform calls.
2474 *
2475 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2476 */
2477 struct gl_shader_program *ActiveProgram;
2478
2479 GLbitfield Flags; /**< Mask of GLSL_x flags */
2480 };
2481
2482
2483 /**
2484 * Compiler options for a single GLSL shaders type
2485 */
2486 struct gl_shader_compiler_options
2487 {
2488 /** Driver-selectable options: */
2489 GLboolean EmitCondCodes; /**< Use condition codes? */
2490 GLboolean EmitNoLoops;
2491 GLboolean EmitNoFunctions;
2492 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2493 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2494 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2495 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2496 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2497
2498 /**
2499 * \name Forms of indirect addressing the driver cannot do.
2500 */
2501 /*@{*/
2502 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2503 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2504 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2505 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2506 /*@}*/
2507
2508 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2509 GLuint MaxUnrollIterations;
2510
2511 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2512 };
2513
2514
2515 /**
2516 * Occlusion/timer query object.
2517 */
2518 struct gl_query_object
2519 {
2520 GLenum Target; /**< The query target, when active */
2521 GLuint Id; /**< hash table ID/name */
2522 GLuint64EXT Result; /**< the counter */
2523 GLboolean Active; /**< inside Begin/EndQuery */
2524 GLboolean Ready; /**< result is ready? */
2525 GLboolean EverBound;/**< has query object ever been bound */
2526 };
2527
2528
2529 /**
2530 * Context state for query objects.
2531 */
2532 struct gl_query_state
2533 {
2534 struct _mesa_HashTable *QueryObjects;
2535 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2536 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2537
2538 /** GL_NV_conditional_render */
2539 struct gl_query_object *CondRenderQuery;
2540
2541 /** GL_EXT_transform_feedback */
2542 struct gl_query_object *PrimitivesGenerated;
2543 struct gl_query_object *PrimitivesWritten;
2544
2545 /** GL_ARB_timer_query */
2546 struct gl_query_object *TimeElapsed;
2547
2548 GLenum CondRenderMode;
2549 };
2550
2551
2552 /** Sync object state */
2553 struct gl_sync_object
2554 {
2555 GLenum Type; /**< GL_SYNC_FENCE */
2556 GLuint Name; /**< Fence name */
2557 GLint RefCount; /**< Reference count */
2558 GLboolean DeletePending; /**< Object was deleted while there were still
2559 * live references (e.g., sync not yet finished)
2560 */
2561 GLenum SyncCondition;
2562 GLbitfield Flags; /**< Flags passed to glFenceSync */
2563 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2564 };
2565
2566
2567 /**
2568 * State which can be shared by multiple contexts:
2569 */
2570 struct gl_shared_state
2571 {
2572 _glthread_Mutex Mutex; /**< for thread safety */
2573 GLint RefCount; /**< Reference count */
2574 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2575 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2576
2577 /** Default texture objects (shared by all texture units) */
2578 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2579
2580 /** Fallback texture used when a bound texture is incomplete */
2581 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2582
2583 /**
2584 * \name Thread safety and statechange notification for texture
2585 * objects.
2586 *
2587 * \todo Improve the granularity of locking.
2588 */
2589 /*@{*/
2590 _glthread_Mutex TexMutex; /**< texobj thread safety */
2591 GLuint TextureStateStamp; /**< state notification for shared tex */
2592 /*@}*/
2593
2594 /** Default buffer object for vertex arrays that aren't in VBOs */
2595 struct gl_buffer_object *NullBufferObj;
2596
2597 /**
2598 * \name Vertex/geometry/fragment programs
2599 */
2600 /*@{*/
2601 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2602 struct gl_vertex_program *DefaultVertexProgram;
2603 struct gl_fragment_program *DefaultFragmentProgram;
2604 struct gl_geometry_program *DefaultGeometryProgram;
2605 /*@}*/
2606
2607 /* GL_ATI_fragment_shader */
2608 struct _mesa_HashTable *ATIShaders;
2609 struct ati_fragment_shader *DefaultFragmentShader;
2610
2611 struct _mesa_HashTable *BufferObjects;
2612
2613 /** Table of both gl_shader and gl_shader_program objects */
2614 struct _mesa_HashTable *ShaderObjects;
2615
2616 /* GL_EXT_framebuffer_object */
2617 struct _mesa_HashTable *RenderBuffers;
2618 struct _mesa_HashTable *FrameBuffers;
2619
2620 /* GL_ARB_sync */
2621 struct set *SyncObjects;
2622
2623 /** GL_ARB_sampler_objects */
2624 struct _mesa_HashTable *SamplerObjects;
2625 };
2626
2627
2628
2629 /**
2630 * Renderbuffers represent drawing surfaces such as color, depth and/or
2631 * stencil. A framebuffer object has a set of renderbuffers.
2632 * Drivers will typically derive subclasses of this type.
2633 */
2634 struct gl_renderbuffer
2635 {
2636 _glthread_Mutex Mutex; /**< for thread safety */
2637 GLuint ClassID; /**< Useful for drivers */
2638 GLuint Name;
2639 GLint RefCount;
2640 GLuint Width, Height;
2641 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2642 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2643 GLubyte NumSamples;
2644 GLenum InternalFormat; /**< The user-specified format */
2645 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2646 GL_STENCIL_INDEX. */
2647 gl_format Format; /**< The actual renderbuffer memory format */
2648
2649 /** Delete this renderbuffer */
2650 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2651
2652 /** Allocate new storage for this renderbuffer */
2653 GLboolean (*AllocStorage)(struct gl_context *ctx,
2654 struct gl_renderbuffer *rb,
2655 GLenum internalFormat,
2656 GLuint width, GLuint height);
2657 };
2658
2659
2660 /**
2661 * A renderbuffer attachment points to either a texture object (and specifies
2662 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2663 */
2664 struct gl_renderbuffer_attachment
2665 {
2666 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2667 GLboolean Complete;
2668
2669 /**
2670 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2671 * application supplied renderbuffer object.
2672 */
2673 struct gl_renderbuffer *Renderbuffer;
2674
2675 /**
2676 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2677 * supplied texture object.
2678 */
2679 struct gl_texture_object *Texture;
2680 GLuint TextureLevel; /**< Attached mipmap level. */
2681 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2682 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2683 * and 2D array textures */
2684 };
2685
2686
2687 /**
2688 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2689 * In C++ terms, think of this as a base class from which device drivers
2690 * will make derived classes.
2691 */
2692 struct gl_framebuffer
2693 {
2694 _glthread_Mutex Mutex; /**< for thread safety */
2695 /**
2696 * If zero, this is a window system framebuffer. If non-zero, this
2697 * is a FBO framebuffer; note that for some devices (i.e. those with
2698 * a natural pixel coordinate system for FBOs that differs from the
2699 * OpenGL/Mesa coordinate system), this means that the viewport,
2700 * polygon face orientation, and polygon stipple will have to be inverted.
2701 */
2702 GLuint Name;
2703
2704 GLint RefCount;
2705 GLboolean DeletePending;
2706
2707 /**
2708 * The framebuffer's visual. Immutable if this is a window system buffer.
2709 * Computed from attachments if user-made FBO.
2710 */
2711 struct gl_config Visual;
2712
2713 GLboolean Initialized;
2714
2715 GLuint Width, Height; /**< size of frame buffer in pixels */
2716
2717 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2718 /*@{*/
2719 GLint _Xmin, _Xmax; /**< inclusive */
2720 GLint _Ymin, _Ymax; /**< exclusive */
2721 /*@}*/
2722
2723 /** \name Derived Z buffer stuff */
2724 /*@{*/
2725 GLuint _DepthMax; /**< Max depth buffer value */
2726 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2727 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2728 /*@}*/
2729
2730 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2731 GLenum _Status;
2732
2733 /** Integer color values */
2734 GLboolean _IntegerColor;
2735
2736 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2737 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2738
2739 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2740 * attribute group and GL_PIXEL attribute group, respectively.
2741 */
2742 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2743 GLenum ColorReadBuffer;
2744
2745 /** Computed from ColorDraw/ReadBuffer above */
2746 GLuint _NumColorDrawBuffers;
2747 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2748 GLint _ColorReadBufferIndex; /* -1 = None */
2749 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2750 struct gl_renderbuffer *_ColorReadBuffer;
2751
2752 /** Delete this framebuffer */
2753 void (*Delete)(struct gl_framebuffer *fb);
2754 };
2755
2756
2757 /**
2758 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2759 */
2760 struct gl_precision
2761 {
2762 GLushort RangeMin; /**< min value exponent */
2763 GLushort RangeMax; /**< max value exponent */
2764 GLushort Precision; /**< number of mantissa bits */
2765 };
2766
2767
2768 /**
2769 * Limits for vertex, geometry and fragment programs/shaders.
2770 */
2771 struct gl_program_constants
2772 {
2773 /* logical limits */
2774 GLuint MaxInstructions;
2775 GLuint MaxAluInstructions;
2776 GLuint MaxTexInstructions;
2777 GLuint MaxTexIndirections;
2778 GLuint MaxAttribs;
2779 GLuint MaxTemps;
2780 GLuint MaxAddressRegs;
2781 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2782 GLuint MaxParameters;
2783 GLuint MaxLocalParams;
2784 GLuint MaxEnvParams;
2785 /* native/hardware limits */
2786 GLuint MaxNativeInstructions;
2787 GLuint MaxNativeAluInstructions;
2788 GLuint MaxNativeTexInstructions;
2789 GLuint MaxNativeTexIndirections;
2790 GLuint MaxNativeAttribs;
2791 GLuint MaxNativeTemps;
2792 GLuint MaxNativeAddressRegs;
2793 GLuint MaxNativeParameters;
2794 /* For shaders */
2795 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2796 /* ES 2.0 and GL_ARB_ES2_compatibility */
2797 struct gl_precision LowFloat, MediumFloat, HighFloat;
2798 struct gl_precision LowInt, MediumInt, HighInt;
2799 /* GL_ARB_uniform_buffer_object */
2800 GLuint MaxUniformBlocks;
2801 GLuint MaxCombinedUniformComponents;
2802 };
2803
2804
2805 /**
2806 * Constants which may be overridden by device driver during context creation
2807 * but are never changed after that.
2808 */
2809 struct gl_constants
2810 {
2811 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
2812 GLuint MaxTextureLevels; /**< Max mipmap levels. */
2813 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2814 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2815 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2816 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2817 GLuint MaxTextureCoordUnits;
2818 GLuint MaxTextureImageUnits;
2819 GLuint MaxVertexTextureImageUnits;
2820 GLuint MaxCombinedTextureImageUnits;
2821 GLuint MaxGeometryTextureImageUnits;
2822 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2823 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2824 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2825 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2826
2827 GLuint MaxArrayLockSize;
2828
2829 GLint SubPixelBits;
2830
2831 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2832 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2833 GLfloat PointSizeGranularity;
2834 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2835 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2836 GLfloat LineWidthGranularity;
2837
2838 GLuint MaxColorTableSize;
2839
2840 GLuint MaxClipPlanes;
2841 GLuint MaxLights;
2842 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2843 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2844
2845 GLuint MaxViewportWidth, MaxViewportHeight;
2846
2847 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2848 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2849 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2850 GLuint MaxProgramMatrices;
2851 GLuint MaxProgramMatrixStackDepth;
2852
2853 struct {
2854 GLuint SamplesPassed;
2855 GLuint TimeElapsed;
2856 GLuint Timestamp;
2857 GLuint PrimitivesGenerated;
2858 GLuint PrimitivesWritten;
2859 } QueryCounterBits;
2860
2861 /** vertex array / buffer object bounds checking */
2862 GLboolean CheckArrayBounds;
2863
2864 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2865
2866 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2867 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2868 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2869
2870 /** Number of varying vectors between vertex and fragment shaders */
2871 GLuint MaxVarying;
2872 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2873 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2874
2875 /** @{
2876 * GL_ARB_uniform_buffer_object
2877 */
2878 GLuint MaxCombinedUniformBlocks;
2879 GLuint MaxUniformBufferBindings;
2880 GLuint MaxUniformBlockSize;
2881 GLuint UniformBufferOffsetAlignment;
2882 /** @} */
2883
2884 /** GL_ARB_geometry_shader4 */
2885 GLuint MaxGeometryOutputVertices;
2886 GLuint MaxGeometryTotalOutputComponents;
2887
2888 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2889
2890 /**
2891 * Changes default GLSL extension behavior from "error" to "warn". It's out
2892 * of spec, but it can make some apps work that otherwise wouldn't.
2893 */
2894 GLboolean ForceGLSLExtensionsWarn;
2895
2896 /**
2897 * Does the driver support real 32-bit integers? (Otherwise, integers are
2898 * simulated via floats.)
2899 */
2900 GLboolean NativeIntegers;
2901
2902 /**
2903 * If the driver supports real 32-bit integers, what integer value should be
2904 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2905 */
2906 GLuint UniformBooleanTrue;
2907
2908 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2909 GLbitfield SupportedBumpUnits;
2910
2911 /**
2912 * Maximum amount of time, measured in nanseconds, that the server can wait.
2913 */
2914 GLuint64 MaxServerWaitTimeout;
2915
2916 /** GL_EXT_provoking_vertex */
2917 GLboolean QuadsFollowProvokingVertexConvention;
2918
2919 /** OpenGL version 3.0 */
2920 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2921
2922 /** OpenGL version 3.2 */
2923 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2924
2925 /** GL_EXT_transform_feedback */
2926 GLuint MaxTransformFeedbackBuffers;
2927 GLuint MaxTransformFeedbackSeparateComponents;
2928 GLuint MaxTransformFeedbackInterleavedComponents;
2929 GLuint MaxVertexStreams;
2930
2931 /** GL_EXT_gpu_shader4 */
2932 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2933
2934 /* GL_ARB_robustness */
2935 GLenum ResetStrategy;
2936
2937 /* GL_ARB_blend_func_extended */
2938 GLuint MaxDualSourceDrawBuffers;
2939
2940 /**
2941 * Whether the implementation strips out and ignores texture borders.
2942 *
2943 * Many GPU hardware implementations don't support rendering with texture
2944 * borders and mipmapped textures. (Note: not static border color, but the
2945 * old 1-pixel border around each edge). Implementations then have to do
2946 * slow fallbacks to be correct, or just ignore the border and be fast but
2947 * wrong. Setting the flag strips the border off of TexImage calls,
2948 * providing "fast but wrong" at significantly reduced driver complexity.
2949 *
2950 * Texture borders are deprecated in GL 3.0.
2951 **/
2952 GLboolean StripTextureBorder;
2953
2954 /**
2955 * For drivers which can do a better job at eliminating unused varyings
2956 * and uniforms than the GLSL compiler.
2957 *
2958 * XXX Remove these as soon as a better solution is available.
2959 */
2960 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2961 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2962
2963 /**
2964 * Force software support for primitive restart in the VBO module.
2965 */
2966 GLboolean PrimitiveRestartInSoftware;
2967
2968 /** GL_ARB_map_buffer_alignment */
2969 GLuint MinMapBufferAlignment;
2970
2971 /**
2972 * Disable varying packing. This is out of spec, but potentially useful
2973 * for older platforms that supports a limited number of texture
2974 * indirections--on these platforms, unpacking the varyings in the fragment
2975 * shader increases the number of texture indirections by 1, which might
2976 * make some shaders not executable at all.
2977 *
2978 * Drivers that support transform feedback must set this value to GL_FALSE.
2979 */
2980 GLboolean DisableVaryingPacking;
2981
2982 /*
2983 * Maximum value supported for an index in DrawElements and friends.
2984 *
2985 * This must be at least (1ull<<24)-1. The default value is
2986 * (1ull<<32)-1.
2987 *
2988 * \since ES 3.0 or GL_ARB_ES3_compatibility
2989 * \sa _mesa_init_constants
2990 */
2991 GLuint64 MaxElementIndex;
2992
2993 /**
2994 * Disable interpretation of line continuations (lines ending with a
2995 * backslash character ('\') in GLSL source.
2996 */
2997 GLboolean DisableGLSLLineContinuations;
2998 };
2999
3000
3001 /**
3002 * Enable flag for each OpenGL extension. Different device drivers will
3003 * enable different extensions at runtime.
3004 */
3005 struct gl_extensions
3006 {
3007 GLboolean dummy; /* don't remove this! */
3008 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3009 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3010 GLboolean ANGLE_texture_compression_dxt;
3011 GLboolean ARB_ES2_compatibility;
3012 GLboolean ARB_ES3_compatibility;
3013 GLboolean ARB_base_instance;
3014 GLboolean ARB_blend_func_extended;
3015 GLboolean ARB_color_buffer_float;
3016 GLboolean ARB_conservative_depth;
3017 GLboolean ARB_depth_buffer_float;
3018 GLboolean ARB_depth_clamp;
3019 GLboolean ARB_depth_texture;
3020 GLboolean ARB_draw_buffers_blend;
3021 GLboolean ARB_draw_elements_base_vertex;
3022 GLboolean ARB_draw_instanced;
3023 GLboolean ARB_fragment_coord_conventions;
3024 GLboolean ARB_fragment_program;
3025 GLboolean ARB_fragment_program_shadow;
3026 GLboolean ARB_fragment_shader;
3027 GLboolean ARB_framebuffer_object;
3028 GLboolean ARB_explicit_attrib_location;
3029 GLboolean ARB_geometry_shader4;
3030 GLboolean ARB_half_float_pixel;
3031 GLboolean ARB_half_float_vertex;
3032 GLboolean ARB_instanced_arrays;
3033 GLboolean ARB_internalformat_query;
3034 GLboolean ARB_map_buffer_alignment;
3035 GLboolean ARB_map_buffer_range;
3036 GLboolean ARB_occlusion_query;
3037 GLboolean ARB_occlusion_query2;
3038 GLboolean ARB_point_sprite;
3039 GLboolean ARB_seamless_cube_map;
3040 GLboolean ARB_shader_bit_encoding;
3041 GLboolean ARB_shader_objects;
3042 GLboolean ARB_shader_stencil_export;
3043 GLboolean ARB_shader_texture_lod;
3044 GLboolean ARB_shading_language_100;
3045 GLboolean ARB_shadow;
3046 GLboolean ARB_sync;
3047 GLboolean ARB_texture_border_clamp;
3048 GLboolean ARB_texture_buffer_object;
3049 GLboolean ARB_texture_buffer_object_rgb32;
3050 GLboolean ARB_texture_compression_rgtc;
3051 GLboolean ARB_texture_cube_map;
3052 GLboolean ARB_texture_cube_map_array;
3053 GLboolean ARB_texture_env_combine;
3054 GLboolean ARB_texture_env_crossbar;
3055 GLboolean ARB_texture_env_dot3;
3056 GLboolean ARB_texture_float;
3057 GLboolean ARB_texture_multisample;
3058 GLboolean ARB_texture_non_power_of_two;
3059 GLboolean ARB_texture_rg;
3060 GLboolean ARB_texture_rgb10_a2ui;
3061 GLboolean ARB_texture_storage;
3062 GLboolean ARB_timer_query;
3063 GLboolean ARB_transform_feedback2;
3064 GLboolean ARB_transform_feedback3;
3065 GLboolean ARB_transform_feedback_instanced;
3066 GLboolean ARB_uniform_buffer_object;
3067 GLboolean ARB_vertex_program;
3068 GLboolean ARB_vertex_shader;
3069 GLboolean ARB_vertex_type_2_10_10_10_rev;
3070 GLboolean EXT_blend_color;
3071 GLboolean EXT_blend_equation_separate;
3072 GLboolean EXT_blend_func_separate;
3073 GLboolean EXT_blend_minmax;
3074 GLboolean EXT_clip_volume_hint;
3075 GLboolean EXT_depth_bounds_test;
3076 GLboolean EXT_draw_buffers2;
3077 GLboolean EXT_fog_coord;
3078 GLboolean EXT_framebuffer_blit;
3079 GLboolean EXT_framebuffer_multisample;
3080 GLboolean EXT_framebuffer_object;
3081 GLboolean EXT_framebuffer_sRGB;
3082 GLboolean EXT_gpu_program_parameters;
3083 GLboolean EXT_gpu_shader4;
3084 GLboolean EXT_packed_depth_stencil;
3085 GLboolean EXT_packed_float;
3086 GLboolean EXT_pixel_buffer_object;
3087 GLboolean EXT_point_parameters;
3088 GLboolean EXT_provoking_vertex;
3089 GLboolean EXT_shadow_funcs;
3090 GLboolean EXT_secondary_color;
3091 GLboolean EXT_separate_shader_objects;
3092 GLboolean EXT_stencil_two_side;
3093 GLboolean EXT_texture3D;
3094 GLboolean EXT_texture_array;
3095 GLboolean EXT_texture_compression_latc;
3096 GLboolean EXT_texture_compression_s3tc;
3097 GLboolean EXT_texture_env_dot3;
3098 GLboolean EXT_texture_filter_anisotropic;
3099 GLboolean EXT_texture_integer;
3100 GLboolean EXT_texture_mirror_clamp;
3101 GLboolean EXT_texture_shared_exponent;
3102 GLboolean EXT_texture_snorm;
3103 GLboolean EXT_texture_sRGB;
3104 GLboolean EXT_texture_sRGB_decode;
3105 GLboolean EXT_texture_swizzle;
3106 GLboolean EXT_transform_feedback;
3107 GLboolean EXT_timer_query;
3108 GLboolean EXT_vertex_array_bgra;
3109 GLboolean OES_standard_derivatives;
3110 /* vendor extensions */
3111 GLboolean AMD_seamless_cubemap_per_texture;
3112 GLboolean APPLE_object_purgeable;
3113 GLboolean ATI_envmap_bumpmap;
3114 GLboolean ATI_texture_compression_3dc;
3115 GLboolean ATI_texture_mirror_once;
3116 GLboolean ATI_texture_env_combine3;
3117 GLboolean ATI_fragment_shader;
3118 GLboolean ATI_separate_stencil;
3119 GLboolean MESA_pack_invert;
3120 GLboolean MESA_resize_buffers;
3121 GLboolean MESA_ycbcr_texture;
3122 GLboolean MESA_texture_array;
3123 GLboolean NV_blend_square;
3124 GLboolean NV_conditional_render;
3125 GLboolean NV_fog_distance;
3126 GLboolean NV_fragment_program_option;
3127 GLboolean NV_point_sprite;
3128 GLboolean NV_primitive_restart;
3129 GLboolean NV_texture_barrier;
3130 GLboolean NV_texture_env_combine4;
3131 GLboolean NV_texture_rectangle;
3132 GLboolean TDFX_texture_compression_FXT1;
3133 GLboolean S3_s3tc;
3134 GLboolean OES_EGL_image;
3135 GLboolean OES_draw_texture;
3136 GLboolean OES_depth_texture_cube_map;
3137 GLboolean OES_EGL_image_external;
3138 GLboolean OES_compressed_ETC1_RGB8_texture;
3139 GLboolean extension_sentinel;
3140 /** The extension string */
3141 const GLubyte *String;
3142 /** Number of supported extensions */
3143 GLuint Count;
3144 };
3145
3146
3147 /**
3148 * A stack of matrices (projection, modelview, color, texture, etc).
3149 */
3150 struct gl_matrix_stack
3151 {
3152 GLmatrix *Top; /**< points into Stack */
3153 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3154 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3155 GLuint MaxDepth; /**< size of Stack[] array */
3156 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3157 };
3158
3159
3160 /**
3161 * \name Bits for image transfer operations
3162 * \sa __struct gl_contextRec::ImageTransferState.
3163 */
3164 /*@{*/
3165 #define IMAGE_SCALE_BIAS_BIT 0x1
3166 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3167 #define IMAGE_MAP_COLOR_BIT 0x4
3168 #define IMAGE_CLAMP_BIT 0x800
3169
3170
3171 /** Pixel Transfer ops */
3172 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3173 IMAGE_SHIFT_OFFSET_BIT | \
3174 IMAGE_MAP_COLOR_BIT)
3175
3176 /**
3177 * \name Bits to indicate what state has changed.
3178 */
3179 /*@{*/
3180 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3181 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3182 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3183 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3184 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3185 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3186 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3187 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3188 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3189 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3190 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3191 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3192 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3193 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3194 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3195 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3196 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3197 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3198 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3199 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3200 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3201 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3202 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3203 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3204 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3205 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3206 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3207 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3208 #define _NEW_BUFFER_OBJECT (1 << 28)
3209 #define _NEW_FRAG_CLAMP (1 << 29)
3210 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3211 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3212 #define _NEW_ALL ~0
3213
3214 /**
3215 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3216 * clarity.
3217 */
3218 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3219 /*@}*/
3220
3221
3222 /**
3223 * \name A bunch of flags that we think might be useful to drivers.
3224 *
3225 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3226 */
3227 /*@{*/
3228 #define DD_SEPARATE_SPECULAR (1 << 0)
3229 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3230 #define DD_TRI_UNFILLED (1 << 2)
3231 #define DD_TRI_SMOOTH (1 << 3)
3232 #define DD_TRI_STIPPLE (1 << 4)
3233 #define DD_TRI_OFFSET (1 << 5)
3234 #define DD_LINE_SMOOTH (1 << 6)
3235 #define DD_LINE_STIPPLE (1 << 7)
3236 #define DD_POINT_SMOOTH (1 << 8)
3237 #define DD_POINT_ATTEN (1 << 9)
3238 /*@}*/
3239
3240
3241 /**
3242 * Composite state flags
3243 */
3244 /*@{*/
3245 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3246 _NEW_TEXTURE | \
3247 _NEW_POINT | \
3248 _NEW_PROGRAM | \
3249 _NEW_MODELVIEW)
3250
3251 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3252 _NEW_FOG | \
3253 _NEW_PROGRAM)
3254
3255
3256 /*@}*/
3257
3258
3259
3260
3261 /* This has to be included here. */
3262 #include "dd.h"
3263
3264
3265 /**
3266 * Display list flags.
3267 * Strictly this is a tnl-private concept, but it doesn't seem
3268 * worthwhile adding a tnl private structure just to hold this one bit
3269 * of information:
3270 */
3271 #define DLIST_DANGLING_REFS 0x1
3272
3273
3274 /** Opaque declaration of display list payload data type */
3275 union gl_dlist_node;
3276
3277
3278 /**
3279 * Provide a location where information about a display list can be
3280 * collected. Could be extended with driverPrivate structures,
3281 * etc. in the future.
3282 */
3283 struct gl_display_list
3284 {
3285 GLuint Name;
3286 GLbitfield Flags; /**< DLIST_x flags */
3287 /** The dlist commands are in a linked list of nodes */
3288 union gl_dlist_node *Head;
3289 };
3290
3291
3292 /**
3293 * State used during display list compilation and execution.
3294 */
3295 struct gl_dlist_state
3296 {
3297 GLuint CallDepth; /**< Current recursion calling depth */
3298
3299 struct gl_display_list *CurrentList; /**< List currently being compiled */
3300 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3301 GLuint CurrentPos; /**< Index into current block of nodes */
3302
3303 GLvertexformat ListVtxfmt;
3304
3305 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3306 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3307
3308 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3309 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3310
3311 struct {
3312 /* State known to have been set by the currently-compiling display
3313 * list. Used to eliminate some redundant state changes.
3314 */
3315 GLenum ShadeModel;
3316 } Current;
3317 };
3318
3319 /**
3320 * An error, warning, or other piece of debug information for an application
3321 * to consume via GL_ARB_debug_output.
3322 */
3323 struct gl_debug_msg
3324 {
3325 GLenum source;
3326 GLenum type;
3327 GLuint id;
3328 GLenum severity;
3329 GLsizei length;
3330 GLcharARB *message;
3331 };
3332
3333 typedef enum {
3334 API_ERROR_UNKNOWN,
3335 API_ERROR_COUNT
3336 } gl_api_error;
3337
3338 typedef enum {
3339 WINSYS_ERROR_UNKNOWN,
3340 WINSYS_ERROR_COUNT
3341 } gl_winsys_error;
3342
3343 typedef enum {
3344 SHADER_ERROR_UNKNOWN,
3345 SHADER_ERROR_COUNT
3346 } gl_shader_error;
3347
3348 typedef enum {
3349 OTHER_ERROR_UNKNOWN,
3350 OTHER_ERROR_OUT_OF_MEMORY,
3351 OTHER_ERROR_COUNT
3352 } gl_other_error;
3353
3354 struct gl_client_namespace
3355 {
3356 struct _mesa_HashTable *IDs;
3357 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3358 struct simple_node Severity[3]; /* lists of IDs in the hash table */
3359 };
3360
3361 struct gl_client_debug
3362 {
3363 GLboolean Defaults[3][2][6]; /* severity, source, type */
3364 struct gl_client_namespace Namespaces[2][6]; /* source, type */
3365 };
3366
3367 struct gl_debug_state
3368 {
3369 GLDEBUGPROCARB Callback;
3370 GLvoid *CallbackData;
3371 GLboolean SyncOutput;
3372 GLboolean ApiErrors[API_ERROR_COUNT];
3373 GLboolean WinsysErrors[WINSYS_ERROR_COUNT];
3374 GLboolean ShaderErrors[SHADER_ERROR_COUNT];
3375 GLboolean OtherErrors[OTHER_ERROR_COUNT];
3376 struct gl_client_debug ClientIDs;
3377 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3378 GLint NumMessages;
3379 GLint NextMsg;
3380 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3381 for the sake of the offsetof() code in get.c */
3382 };
3383
3384 /**
3385 * Enum for the OpenGL APIs we know about and may support.
3386 *
3387 * NOTE: This must match the api_enum table in
3388 * src/mesa/main/get_hash_generator.py
3389 */
3390 typedef enum
3391 {
3392 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3393 API_OPENGLES,
3394 API_OPENGLES2,
3395 API_OPENGL_CORE,
3396 API_OPENGL_LAST = API_OPENGL_CORE,
3397 } gl_api;
3398
3399 /**
3400 * Driver-specific state flags.
3401 *
3402 * These are or'd with gl_context::NewDriverState to notify a driver about
3403 * a state change. The driver sets the flags at context creation and
3404 * the meaning of the bits set is opaque to core Mesa.
3405 */
3406 struct gl_driver_flags
3407 {
3408 GLbitfield NewArray; /**< Vertex array state */
3409 };
3410
3411 struct gl_uniform_buffer_binding
3412 {
3413 struct gl_buffer_object *BufferObject;
3414 /** Start of uniform block data in the buffer */
3415 GLintptr Offset;
3416 /** Size of data allowed to be referenced from the buffer (in bytes) */
3417 GLsizeiptr Size;
3418 /**
3419 * glBindBufferBase() indicates that the Size should be ignored and only
3420 * limited by the current size of the BufferObject.
3421 */
3422 GLboolean AutomaticSize;
3423 };
3424
3425 /**
3426 * Mesa rendering context.
3427 *
3428 * This is the central context data structure for Mesa. Almost all
3429 * OpenGL state is contained in this structure.
3430 * Think of this as a base class from which device drivers will derive
3431 * sub classes.
3432 *
3433 * The struct gl_context typedef names this structure.
3434 */
3435 struct gl_context
3436 {
3437 /** State possibly shared with other contexts in the address space */
3438 struct gl_shared_state *Shared;
3439
3440 /** \name API function pointer tables */
3441 /*@{*/
3442 gl_api API;
3443 /**
3444 * The current dispatch table for non-displaylist-saving execution, either
3445 * BeginEnd or OutsideBeginEnd
3446 */
3447 struct _glapi_table *Exec;
3448 /**
3449 * The normal dispatch table for non-displaylist-saving, non-begin/end
3450 */
3451 struct _glapi_table *OutsideBeginEnd;
3452 /** The dispatch table used between glNewList() and glEndList() */
3453 struct _glapi_table *Save;
3454 /**
3455 * The dispatch table used between glBegin() and glEnd() (outside of a
3456 * display list). Only valid functions between those two are set, which is
3457 * mostly just the set in a GLvertexformat struct.
3458 */
3459 struct _glapi_table *BeginEnd;
3460 /**
3461 * Tracks the current dispatch table out of the 3 above, so that it can be
3462 * re-set on glXMakeCurrent().
3463 */
3464 struct _glapi_table *CurrentDispatch;
3465 /*@}*/
3466
3467 struct gl_config Visual;
3468 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3469 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3470 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3471 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3472
3473 /**
3474 * Device driver function pointer table
3475 */
3476 struct dd_function_table Driver;
3477
3478 /** Core/Driver constants */
3479 struct gl_constants Const;
3480
3481 /** \name The various 4x4 matrix stacks */
3482 /*@{*/
3483 struct gl_matrix_stack ModelviewMatrixStack;
3484 struct gl_matrix_stack ProjectionMatrixStack;
3485 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3486 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3487 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3488 /*@}*/
3489
3490 /** Combined modelview and projection matrix */
3491 GLmatrix _ModelProjectMatrix;
3492
3493 /** \name Display lists */
3494 struct gl_dlist_state ListState;
3495
3496 GLboolean ExecuteFlag; /**< Execute GL commands? */
3497 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3498
3499 /** Extension information */
3500 struct gl_extensions Extensions;
3501
3502 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3503 GLuint Version;
3504 char *VersionString;
3505
3506 /** \name State attribute stack (for glPush/PopAttrib) */
3507 /*@{*/
3508 GLuint AttribStackDepth;
3509 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3510 /*@}*/
3511
3512 /** \name Renderer attribute groups
3513 *
3514 * We define a struct for each attribute group to make pushing and popping
3515 * attributes easy. Also it's a good organization.
3516 */
3517 /*@{*/
3518 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3519 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3520 struct gl_current_attrib Current; /**< Current attributes */
3521 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3522 struct gl_eval_attrib Eval; /**< Eval attributes */
3523 struct gl_fog_attrib Fog; /**< Fog attributes */
3524 struct gl_hint_attrib Hint; /**< Hint attributes */
3525 struct gl_light_attrib Light; /**< Light attributes */
3526 struct gl_line_attrib Line; /**< Line attributes */
3527 struct gl_list_attrib List; /**< List attributes */
3528 struct gl_multisample_attrib Multisample;
3529 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3530 struct gl_point_attrib Point; /**< Point attributes */
3531 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3532 GLuint PolygonStipple[32]; /**< Polygon stipple */
3533 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3534 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3535 struct gl_texture_attrib Texture; /**< Texture attributes */
3536 struct gl_transform_attrib Transform; /**< Transformation attributes */
3537 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3538 /*@}*/
3539
3540 /** \name Client attribute stack */
3541 /*@{*/
3542 GLuint ClientAttribStackDepth;
3543 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3544 /*@}*/
3545
3546 /** \name Client attribute groups */
3547 /*@{*/
3548 struct gl_array_attrib Array; /**< Vertex arrays */
3549 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3550 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3551 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3552 /*@}*/
3553
3554 /** \name Other assorted state (not pushed/popped on attribute stack) */
3555 /*@{*/
3556 struct gl_pixelmaps PixelMaps;
3557
3558 struct gl_evaluators EvalMap; /**< All evaluators */
3559 struct gl_feedback Feedback; /**< Feedback */
3560 struct gl_selection Select; /**< Selection */
3561
3562 struct gl_program_state Program; /**< general program state */
3563 struct gl_vertex_program_state VertexProgram;
3564 struct gl_fragment_program_state FragmentProgram;
3565 struct gl_geometry_program_state GeometryProgram;
3566 struct gl_ati_fragment_shader_state ATIFragmentShader;
3567
3568 struct gl_shader_state Shader; /**< GLSL shader object state */
3569 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3570
3571 struct gl_query_state Query; /**< occlusion, timer queries */
3572
3573 struct gl_transform_feedback_state TransformFeedback;
3574
3575 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3576 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3577
3578 /**
3579 * Current GL_ARB_uniform_buffer_object binding referenced by
3580 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3581 */
3582 struct gl_buffer_object *UniformBuffer;
3583
3584 /**
3585 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3586 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3587 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3588 * shader program.
3589 */
3590 struct gl_uniform_buffer_binding *UniformBufferBindings;
3591
3592 /*@}*/
3593
3594 struct gl_meta_state *Meta; /**< for "meta" operations */
3595
3596 /* GL_EXT_framebuffer_object */
3597 struct gl_renderbuffer *CurrentRenderbuffer;
3598
3599 GLenum ErrorValue; /**< Last error code */
3600
3601 /* GL_ARB_robustness */
3602 GLenum ResetStatus;
3603
3604 /**
3605 * Recognize and silence repeated error debug messages in buggy apps.
3606 */
3607 const char *ErrorDebugFmtString;
3608 GLuint ErrorDebugCount;
3609
3610 /* GL_ARB_debug_output */
3611 struct gl_debug_state Debug;
3612
3613 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3614 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3615 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3616
3617 struct gl_driver_flags DriverFlags;
3618
3619 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3620
3621 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3622
3623 /** \name Derived state */
3624 /*@{*/
3625 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3626 * state validation so they need to always be current.
3627 */
3628 GLbitfield _TriangleCaps;
3629 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3630 GLfloat _EyeZDir[3];
3631 GLfloat _ModelViewInvScale;
3632 GLboolean _NeedEyeCoords;
3633 GLboolean _ForceEyeCoords;
3634
3635 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3636
3637 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3638
3639 /** \name For debugging/development only */
3640 /*@{*/
3641 GLboolean FirstTimeCurrent;
3642 /*@}*/
3643
3644 /** software compression/decompression supported or not */
3645 GLboolean Mesa_DXTn;
3646
3647 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3648
3649 /**
3650 * Use dp4 (rather than mul/mad) instructions for position
3651 * transformation?
3652 */
3653 GLboolean mvp_with_dp4;
3654
3655 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3656
3657 /**
3658 * \name Hooks for module contexts.
3659 *
3660 * These will eventually live in the driver or elsewhere.
3661 */
3662 /*@{*/
3663 void *swrast_context;
3664 void *swsetup_context;
3665 void *swtnl_context;
3666 void *swtnl_im;
3667 struct st_context *st;
3668 void *aelt_context;
3669 /*@}*/
3670 };
3671
3672
3673 #ifdef DEBUG
3674 extern int MESA_VERBOSE;
3675 extern int MESA_DEBUG_FLAGS;
3676 # define MESA_FUNCTION __FUNCTION__
3677 #else
3678 # define MESA_VERBOSE 0
3679 # define MESA_DEBUG_FLAGS 0
3680 # define MESA_FUNCTION "a function"
3681 # ifndef NDEBUG
3682 # define NDEBUG
3683 # endif
3684 #endif
3685
3686
3687 /** The MESA_VERBOSE var is a bitmask of these flags */
3688 enum _verbose
3689 {
3690 VERBOSE_VARRAY = 0x0001,
3691 VERBOSE_TEXTURE = 0x0002,
3692 VERBOSE_MATERIAL = 0x0004,
3693 VERBOSE_PIPELINE = 0x0008,
3694 VERBOSE_DRIVER = 0x0010,
3695 VERBOSE_STATE = 0x0020,
3696 VERBOSE_API = 0x0040,
3697 VERBOSE_DISPLAY_LIST = 0x0100,
3698 VERBOSE_LIGHTING = 0x0200,
3699 VERBOSE_PRIMS = 0x0400,
3700 VERBOSE_VERTS = 0x0800,
3701 VERBOSE_DISASSEM = 0x1000,
3702 VERBOSE_DRAW = 0x2000,
3703 VERBOSE_SWAPBUFFERS = 0x4000
3704 };
3705
3706
3707 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3708 enum _debug
3709 {
3710 DEBUG_SILENT = (1 << 0),
3711 DEBUG_ALWAYS_FLUSH = (1 << 1),
3712 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3713 DEBUG_INCOMPLETE_FBO = (1 << 3)
3714 };
3715
3716
3717
3718 #ifdef __cplusplus
3719 }
3720 #endif
3721
3722 #endif /* MTYPES_H */