mesa: introduce a clear color union to be used for int/unsigned buffers
[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 /**
47 * Color channel data type.
48 */
49 #if CHAN_BITS == 8
50 typedef GLubyte GLchan;
51 #define CHAN_MAX 255
52 #define CHAN_MAXF 255.0F
53 #define CHAN_TYPE GL_UNSIGNED_BYTE
54 #elif CHAN_BITS == 16
55 typedef GLushort GLchan;
56 #define CHAN_MAX 65535
57 #define CHAN_MAXF 65535.0F
58 #define CHAN_TYPE GL_UNSIGNED_SHORT
59 #elif CHAN_BITS == 32
60 typedef GLfloat GLchan;
61 #define CHAN_MAX 1.0
62 #define CHAN_MAXF 1.0F
63 #define CHAN_TYPE GL_FLOAT
64 #else
65 #error "illegal number of color channel bits"
66 #endif
67
68
69 /**
70 * Stencil buffer data type.
71 */
72 #if STENCIL_BITS==8
73 typedef GLubyte GLstencil;
74 #elif STENCIL_BITS==16
75 typedef GLushort GLstencil;
76 #else
77 # error "illegal number of stencil bits"
78 #endif
79
80
81 /**
82 * \name 64-bit extension of GLbitfield.
83 */
84 /*@{*/
85 typedef GLuint64 GLbitfield64;
86
87 /** Set a single bit */
88 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
89
90
91 /**
92 * \name Some forward type declarations
93 */
94 /*@{*/
95 struct _mesa_HashTable;
96 struct gl_attrib_node;
97 struct gl_list_extensions;
98 struct gl_meta_state;
99 struct gl_pixelstore_attrib;
100 struct gl_program_cache;
101 struct gl_texture_format;
102 struct gl_texture_image;
103 struct gl_texture_object;
104 struct gl_context;
105 struct st_context;
106 /*@}*/
107
108
109 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
110 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
111 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
112 #define PRIM_UNKNOWN (GL_POLYGON+3)
113
114
115 /**
116 * Shader stages. Note that these will become 5 with tessellation.
117 * These MUST have the same values as gallium's PIPE_SHADER_*
118 */
119 typedef enum
120 {
121 MESA_SHADER_VERTEX = 0,
122 MESA_SHADER_FRAGMENT = 1,
123 MESA_SHADER_GEOMETRY = 2,
124 MESA_SHADER_TYPES = 3
125 } gl_shader_type;
126
127
128
129 /**
130 * Indexes for vertex program attributes.
131 * GL_NV_vertex_program aliases generic attributes over the conventional
132 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
133 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
134 * generic attributes are distinct/separate).
135 */
136 typedef enum
137 {
138 VERT_ATTRIB_POS = 0,
139 VERT_ATTRIB_WEIGHT = 1,
140 VERT_ATTRIB_NORMAL = 2,
141 VERT_ATTRIB_COLOR0 = 3,
142 VERT_ATTRIB_COLOR1 = 4,
143 VERT_ATTRIB_FOG = 5,
144 VERT_ATTRIB_COLOR_INDEX = 6,
145 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
146 VERT_ATTRIB_EDGEFLAG = 7,
147 VERT_ATTRIB_TEX0 = 8,
148 VERT_ATTRIB_TEX1 = 9,
149 VERT_ATTRIB_TEX2 = 10,
150 VERT_ATTRIB_TEX3 = 11,
151 VERT_ATTRIB_TEX4 = 12,
152 VERT_ATTRIB_TEX5 = 13,
153 VERT_ATTRIB_TEX6 = 14,
154 VERT_ATTRIB_TEX7 = 15,
155 VERT_ATTRIB_GENERIC0 = 16,
156 VERT_ATTRIB_GENERIC1 = 17,
157 VERT_ATTRIB_GENERIC2 = 18,
158 VERT_ATTRIB_GENERIC3 = 19,
159 VERT_ATTRIB_GENERIC4 = 20,
160 VERT_ATTRIB_GENERIC5 = 21,
161 VERT_ATTRIB_GENERIC6 = 22,
162 VERT_ATTRIB_GENERIC7 = 23,
163 VERT_ATTRIB_GENERIC8 = 24,
164 VERT_ATTRIB_GENERIC9 = 25,
165 VERT_ATTRIB_GENERIC10 = 26,
166 VERT_ATTRIB_GENERIC11 = 27,
167 VERT_ATTRIB_GENERIC12 = 28,
168 VERT_ATTRIB_GENERIC13 = 29,
169 VERT_ATTRIB_GENERIC14 = 30,
170 VERT_ATTRIB_GENERIC15 = 31,
171 VERT_ATTRIB_MAX = 32
172 } gl_vert_attrib;
173
174 /**
175 * Bitflags for vertex attributes.
176 * These are used in bitfields in many places.
177 */
178 /*@{*/
179 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
180 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
181 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
182 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
183 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
184 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
185 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
186 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
187 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
188 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
189 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
190 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
191 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
192 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
193 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
194 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
195 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
196 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
197 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
198 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
199 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
200 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
201 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
202 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
203 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
204 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
205 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
206 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
207 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
208 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
209 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
210 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
211
212 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
213 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
214 /*@}*/
215
216
217 /**
218 * Indexes for vertex program result attributes. Note that
219 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
220 * assumptions about the layout of this enum.
221 */
222 typedef enum
223 {
224 VERT_RESULT_HPOS = 0,
225 VERT_RESULT_COL0 = 1,
226 VERT_RESULT_COL1 = 2,
227 VERT_RESULT_FOGC = 3,
228 VERT_RESULT_TEX0 = 4,
229 VERT_RESULT_TEX1 = 5,
230 VERT_RESULT_TEX2 = 6,
231 VERT_RESULT_TEX3 = 7,
232 VERT_RESULT_TEX4 = 8,
233 VERT_RESULT_TEX5 = 9,
234 VERT_RESULT_TEX6 = 10,
235 VERT_RESULT_TEX7 = 11,
236 VERT_RESULT_PSIZ = 12,
237 VERT_RESULT_BFC0 = 13,
238 VERT_RESULT_BFC1 = 14,
239 VERT_RESULT_EDGE = 15,
240 VERT_RESULT_VAR0 = 16, /**< shader varying */
241 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
242 } gl_vert_result;
243
244
245 /*********************************************/
246
247 /**
248 * Indexes for geometry program attributes.
249 */
250 typedef enum
251 {
252 GEOM_ATTRIB_POSITION = 0,
253 GEOM_ATTRIB_COLOR0 = 1,
254 GEOM_ATTRIB_COLOR1 = 2,
255 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
256 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
257 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
258 GEOM_ATTRIB_POINT_SIZE = 6,
259 GEOM_ATTRIB_CLIP_VERTEX = 7,
260 GEOM_ATTRIB_PRIMITIVE_ID = 8,
261 GEOM_ATTRIB_TEX_COORD = 9,
262
263 GEOM_ATTRIB_VAR0 = 16,
264 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
265 } gl_geom_attrib;
266
267 /**
268 * Bitflags for geometry attributes.
269 * These are used in bitfields in many places.
270 */
271 /*@{*/
272 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
273 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
274 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
275 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
276 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
277 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
278 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
279 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
280 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
281 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
282 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
283
284 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
285 /*@}*/
286
287
288 /**
289 * Indexes for geometry program result attributes
290 */
291 typedef enum
292 {
293 GEOM_RESULT_POS = 0,
294 GEOM_RESULT_COL0 = 1,
295 GEOM_RESULT_COL1 = 2,
296 GEOM_RESULT_SCOL0 = 3,
297 GEOM_RESULT_SCOL1 = 4,
298 GEOM_RESULT_FOGC = 5,
299 GEOM_RESULT_TEX0 = 6,
300 GEOM_RESULT_TEX1 = 7,
301 GEOM_RESULT_TEX2 = 8,
302 GEOM_RESULT_TEX3 = 9,
303 GEOM_RESULT_TEX4 = 10,
304 GEOM_RESULT_TEX5 = 11,
305 GEOM_RESULT_TEX6 = 12,
306 GEOM_RESULT_TEX7 = 13,
307 GEOM_RESULT_PSIZ = 14,
308 GEOM_RESULT_CLPV = 15,
309 GEOM_RESULT_PRID = 16,
310 GEOM_RESULT_LAYR = 17,
311 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
312 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
313 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
314 } gl_geom_result;
315
316
317 /**
318 * Indexes for fragment program input attributes. Note that
319 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
320 * assumptions about the layout of this enum.
321 */
322 typedef enum
323 {
324 FRAG_ATTRIB_WPOS = 0,
325 FRAG_ATTRIB_COL0 = 1,
326 FRAG_ATTRIB_COL1 = 2,
327 FRAG_ATTRIB_FOGC = 3,
328 FRAG_ATTRIB_TEX0 = 4,
329 FRAG_ATTRIB_TEX1 = 5,
330 FRAG_ATTRIB_TEX2 = 6,
331 FRAG_ATTRIB_TEX3 = 7,
332 FRAG_ATTRIB_TEX4 = 8,
333 FRAG_ATTRIB_TEX5 = 9,
334 FRAG_ATTRIB_TEX6 = 10,
335 FRAG_ATTRIB_TEX7 = 11,
336 FRAG_ATTRIB_FACE = 12, /**< front/back face */
337 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
338 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
339 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
340 } gl_frag_attrib;
341
342
343 /**
344 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
345 *
346 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
347 *
348 * gl_vert_result values which have no corresponding gl_frag_attrib
349 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
350 * VERT_RESULT_EDGE) are converted to a value of -1.
351 */
352 static INLINE int
353 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
354 {
355 if (vert_result >= VERT_RESULT_VAR0)
356 return vert_result - VERT_RESULT_VAR0 + FRAG_ATTRIB_VAR0;
357 else if (vert_result <= VERT_RESULT_TEX7)
358 return vert_result;
359 else
360 return -1;
361 }
362
363
364 /**
365 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
366 *
367 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
368 *
369 * gl_frag_attrib values which have no corresponding gl_vert_result
370 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
371 */
372 static INLINE int
373 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
374 {
375 if (frag_attrib <= FRAG_ATTRIB_TEX7)
376 return frag_attrib;
377 else if (frag_attrib >= FRAG_ATTRIB_VAR0)
378 return frag_attrib - FRAG_ATTRIB_VAR0 + VERT_RESULT_VAR0;
379 else
380 return -1;
381 }
382
383
384 /**
385 * Bitflags for fragment program input attributes.
386 */
387 /*@{*/
388 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
389 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
390 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
391 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
392 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
393 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
394 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
395 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
396 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
397 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
398 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
399 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
400 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
401 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
402 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
403
404 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
405 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
406
407 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
408 FRAG_BIT_TEX1| \
409 FRAG_BIT_TEX2| \
410 FRAG_BIT_TEX3| \
411 FRAG_BIT_TEX4| \
412 FRAG_BIT_TEX5| \
413 FRAG_BIT_TEX6| \
414 FRAG_BIT_TEX7)
415 /*@}*/
416
417
418 /**
419 * Fragment program results
420 */
421 typedef enum
422 {
423 FRAG_RESULT_DEPTH = 0,
424 FRAG_RESULT_STENCIL = 1,
425 /* If a single color should be written to all render targets, this
426 * register is written. No FRAG_RESULT_DATAn will be written.
427 */
428 FRAG_RESULT_COLOR = 2,
429
430 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
431 * or ARB_fragment_program fragment.color[n]) color results. If
432 * any are written, FRAG_RESULT_COLOR will not be written.
433 */
434 FRAG_RESULT_DATA0 = 3,
435 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
436 } gl_frag_result;
437
438
439 /**
440 * Indexes for all renderbuffers
441 */
442 typedef enum
443 {
444 /* the four standard color buffers */
445 BUFFER_FRONT_LEFT,
446 BUFFER_BACK_LEFT,
447 BUFFER_FRONT_RIGHT,
448 BUFFER_BACK_RIGHT,
449 BUFFER_DEPTH,
450 BUFFER_STENCIL,
451 BUFFER_ACCUM,
452 /* optional aux buffer */
453 BUFFER_AUX0,
454 /* generic renderbuffers */
455 BUFFER_COLOR0,
456 BUFFER_COLOR1,
457 BUFFER_COLOR2,
458 BUFFER_COLOR3,
459 BUFFER_COLOR4,
460 BUFFER_COLOR5,
461 BUFFER_COLOR6,
462 BUFFER_COLOR7,
463 BUFFER_COUNT
464 } gl_buffer_index;
465
466 /**
467 * Bit flags for all renderbuffers
468 */
469 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
470 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
471 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
472 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
473 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
474 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
475 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
476 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
477 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
478 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
479 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
480 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
481 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
482 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
483 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
484 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
485 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
486 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
487 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
488
489 /**
490 * Mask of all the color buffer bits (but not accum).
491 */
492 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
493 BUFFER_BIT_BACK_LEFT | \
494 BUFFER_BIT_FRONT_RIGHT | \
495 BUFFER_BIT_BACK_RIGHT | \
496 BUFFER_BIT_AUX0 | \
497 BUFFER_BIT_COLOR0 | \
498 BUFFER_BIT_COLOR1 | \
499 BUFFER_BIT_COLOR2 | \
500 BUFFER_BIT_COLOR3 | \
501 BUFFER_BIT_COLOR4 | \
502 BUFFER_BIT_COLOR5 | \
503 BUFFER_BIT_COLOR6 | \
504 BUFFER_BIT_COLOR7)
505
506
507 /**
508 * Framebuffer configuration (aka visual / pixelformat)
509 * Note: some of these fields should be boolean, but it appears that
510 * code in drivers/dri/common/util.c requires int-sized fields.
511 */
512 struct gl_config
513 {
514 GLboolean rgbMode;
515 GLboolean floatMode;
516 GLboolean colorIndexMode; /* XXX is this used anywhere? */
517 GLuint doubleBufferMode;
518 GLuint stereoMode;
519
520 GLboolean haveAccumBuffer;
521 GLboolean haveDepthBuffer;
522 GLboolean haveStencilBuffer;
523
524 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
525 GLuint redMask, greenMask, blueMask, alphaMask;
526 GLint rgbBits; /* total bits for rgb */
527 GLint indexBits; /* total bits for colorindex */
528
529 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
530 GLint depthBits;
531 GLint stencilBits;
532
533 GLint numAuxBuffers;
534
535 GLint level;
536
537 /* EXT_visual_rating / GLX 1.2 */
538 GLint visualRating;
539
540 /* EXT_visual_info / GLX 1.2 */
541 GLint transparentPixel;
542 /* colors are floats scaled to ints */
543 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
544 GLint transparentIndex;
545
546 /* ARB_multisample / SGIS_multisample */
547 GLint sampleBuffers;
548 GLint samples;
549
550 /* SGIX_pbuffer / GLX 1.3 */
551 GLint maxPbufferWidth;
552 GLint maxPbufferHeight;
553 GLint maxPbufferPixels;
554 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
555 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
556
557 /* OML_swap_method */
558 GLint swapMethod;
559
560 /* EXT_texture_from_pixmap */
561 GLint bindToTextureRgb;
562 GLint bindToTextureRgba;
563 GLint bindToMipmapTexture;
564 GLint bindToTextureTargets;
565 GLint yInverted;
566
567 /* EXT_framebuffer_sRGB */
568 GLint sRGBCapable;
569 };
570
571
572 /**
573 * \name Bit flags used for updating material values.
574 */
575 /*@{*/
576 #define MAT_ATTRIB_FRONT_AMBIENT 0
577 #define MAT_ATTRIB_BACK_AMBIENT 1
578 #define MAT_ATTRIB_FRONT_DIFFUSE 2
579 #define MAT_ATTRIB_BACK_DIFFUSE 3
580 #define MAT_ATTRIB_FRONT_SPECULAR 4
581 #define MAT_ATTRIB_BACK_SPECULAR 5
582 #define MAT_ATTRIB_FRONT_EMISSION 6
583 #define MAT_ATTRIB_BACK_EMISSION 7
584 #define MAT_ATTRIB_FRONT_SHININESS 8
585 #define MAT_ATTRIB_BACK_SHININESS 9
586 #define MAT_ATTRIB_FRONT_INDEXES 10
587 #define MAT_ATTRIB_BACK_INDEXES 11
588 #define MAT_ATTRIB_MAX 12
589
590 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
591 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
592 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
593 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
594 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
595 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
596
597 #define MAT_INDEX_AMBIENT 0
598 #define MAT_INDEX_DIFFUSE 1
599 #define MAT_INDEX_SPECULAR 2
600
601 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
602 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
603 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
604 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
605 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
606 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
607 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
608 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
609 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
610 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
611 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
612 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
613
614
615 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
616 MAT_BIT_FRONT_AMBIENT | \
617 MAT_BIT_FRONT_DIFFUSE | \
618 MAT_BIT_FRONT_SPECULAR | \
619 MAT_BIT_FRONT_SHININESS | \
620 MAT_BIT_FRONT_INDEXES)
621
622 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
623 MAT_BIT_BACK_AMBIENT | \
624 MAT_BIT_BACK_DIFFUSE | \
625 MAT_BIT_BACK_SPECULAR | \
626 MAT_BIT_BACK_SHININESS | \
627 MAT_BIT_BACK_INDEXES)
628
629 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
630 /*@}*/
631
632
633 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
634 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
635
636 /**
637 * Material shininess lookup table.
638 */
639 struct gl_shine_tab
640 {
641 struct gl_shine_tab *next, *prev;
642 GLfloat tab[SHINE_TABLE_SIZE+1];
643 GLfloat shininess;
644 GLuint refcount;
645 };
646
647
648 /**
649 * Light source state.
650 */
651 struct gl_light
652 {
653 struct gl_light *next; /**< double linked list with sentinel */
654 struct gl_light *prev;
655
656 GLfloat Ambient[4]; /**< ambient color */
657 GLfloat Diffuse[4]; /**< diffuse color */
658 GLfloat Specular[4]; /**< specular color */
659 GLfloat EyePosition[4]; /**< position in eye coordinates */
660 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
661 GLfloat SpotExponent;
662 GLfloat SpotCutoff; /**< in degrees */
663 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
664 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
665 GLfloat ConstantAttenuation;
666 GLfloat LinearAttenuation;
667 GLfloat QuadraticAttenuation;
668 GLboolean Enabled; /**< On/off flag */
669
670 /**
671 * \name Derived fields
672 */
673 /*@{*/
674 GLbitfield _Flags; /**< State */
675
676 GLfloat _Position[4]; /**< position in eye/obj coordinates */
677 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
678 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
679 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
680 GLfloat _VP_inf_spot_attenuation;
681
682 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
683 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
684 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
685 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
686 GLfloat _dli; /**< CI diffuse light intensity */
687 GLfloat _sli; /**< CI specular light intensity */
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 * Material state.
707 */
708 struct gl_material
709 {
710 GLfloat Attrib[MAT_ATTRIB_MAX][4];
711 };
712
713
714 /**
715 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
716 */
717 struct gl_accum_attrib
718 {
719 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
720 };
721
722 union gl_color_union {
723 GLfloat f[4];
724 GLint i[4];
725 GLuint ui[4];
726 };
727
728 /**
729 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
730 */
731 struct gl_colorbuffer_attrib
732 {
733 GLuint ClearIndex; /**< Index to use for glClear */
734 union gl_color_union ClearColor; /**< Color to use for glClear - this vale is unclamped */
735 GLuint IndexMask; /**< Color index write mask */
736 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
737
738 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
739
740 /**
741 * \name alpha testing
742 */
743 /*@{*/
744 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
745 GLenum AlphaFunc; /**< Alpha test function */
746 GLfloat AlphaRefUnclamped;
747 GLclampf AlphaRef; /**< Alpha reference value */
748 /*@}*/
749
750 /**
751 * \name Blending
752 */
753 /*@{*/
754 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
755
756 /* NOTE: this does _not_ depend on fragment clamping or any other clamping control,
757 * only on the fixed-pointness of the render target.
758 * The query does however depend on fragment color clamping.
759 */
760 GLfloat BlendColorUnclamped[4]; /**< Blending color */
761 GLfloat BlendColor[4]; /**< Blending color */
762
763 struct
764 {
765 GLenum SrcRGB; /**< RGB blend source term */
766 GLenum DstRGB; /**< RGB blend dest term */
767 GLenum SrcA; /**< Alpha blend source term */
768 GLenum DstA; /**< Alpha blend dest term */
769 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
770 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
771 } Blend[MAX_DRAW_BUFFERS];
772 /** Are the blend func terms currently different for each buffer/target? */
773 GLboolean _BlendFuncPerBuffer;
774 /** Are the blend equations currently different for each buffer/target? */
775 GLboolean _BlendEquationPerBuffer;
776 /*@}*/
777
778 /**
779 * \name Logic op
780 */
781 /*@{*/
782 GLenum LogicOp; /**< Logic operator */
783 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
784 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
785 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
786 /*@}*/
787
788 GLboolean DitherFlag; /**< Dither enable flag */
789
790 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
791 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
792 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
793 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
794
795 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
796 };
797
798
799 /**
800 * Current attribute group (GL_CURRENT_BIT).
801 */
802 struct gl_current_attrib
803 {
804 /**
805 * \name Current vertex attributes.
806 * \note Values are valid only after FLUSH_VERTICES has been called.
807 * \note Index and Edgeflag current values are stored as floats in the
808 * SIX and SEVEN attribute slots.
809 */
810 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
811
812 /**
813 * \name Current raster position attributes (always valid).
814 * \note This set of attributes is very similar to the SWvertex struct.
815 */
816 /*@{*/
817 GLfloat RasterPos[4];
818 GLfloat RasterDistance;
819 GLfloat RasterColor[4];
820 GLfloat RasterSecondaryColor[4];
821 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
822 GLboolean RasterPosValid;
823 /*@}*/
824 };
825
826
827 /**
828 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
829 */
830 struct gl_depthbuffer_attrib
831 {
832 GLenum Func; /**< Function for depth buffer compare */
833 GLclampd Clear; /**< Value to clear depth buffer to */
834 GLboolean Test; /**< Depth buffering enabled flag */
835 GLboolean Mask; /**< Depth buffer writable? */
836 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
837 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
838 };
839
840
841 /**
842 * Evaluator attribute group (GL_EVAL_BIT).
843 */
844 struct gl_eval_attrib
845 {
846 /**
847 * \name Enable bits
848 */
849 /*@{*/
850 GLboolean Map1Color4;
851 GLboolean Map1Index;
852 GLboolean Map1Normal;
853 GLboolean Map1TextureCoord1;
854 GLboolean Map1TextureCoord2;
855 GLboolean Map1TextureCoord3;
856 GLboolean Map1TextureCoord4;
857 GLboolean Map1Vertex3;
858 GLboolean Map1Vertex4;
859 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
860 GLboolean Map2Color4;
861 GLboolean Map2Index;
862 GLboolean Map2Normal;
863 GLboolean Map2TextureCoord1;
864 GLboolean Map2TextureCoord2;
865 GLboolean Map2TextureCoord3;
866 GLboolean Map2TextureCoord4;
867 GLboolean Map2Vertex3;
868 GLboolean Map2Vertex4;
869 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
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 };
903
904
905 /**
906 * \brief Layout qualifiers for gl_FragDepth.
907 *
908 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
909 * a layout qualifier.
910 *
911 * \see enum ir_depth_layout
912 */
913 enum gl_frag_depth_layout {
914 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
915 FRAG_DEPTH_LAYOUT_ANY,
916 FRAG_DEPTH_LAYOUT_GREATER,
917 FRAG_DEPTH_LAYOUT_LESS,
918 FRAG_DEPTH_LAYOUT_UNCHANGED
919 };
920
921
922 /**
923 * Hint attribute group (GL_HINT_BIT).
924 *
925 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
926 */
927 struct gl_hint_attrib
928 {
929 GLenum PerspectiveCorrection;
930 GLenum PointSmooth;
931 GLenum LineSmooth;
932 GLenum PolygonSmooth;
933 GLenum Fog;
934 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
935 GLenum TextureCompression; /**< GL_ARB_texture_compression */
936 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
937 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
938 };
939
940 /**
941 * Light state flags.
942 */
943 /*@{*/
944 #define LIGHT_SPOT 0x1
945 #define LIGHT_LOCAL_VIEWER 0x2
946 #define LIGHT_POSITIONAL 0x4
947 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
948 /*@}*/
949
950
951 /**
952 * Lighting attribute group (GL_LIGHT_BIT).
953 */
954 struct gl_light_attrib
955 {
956 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
957 struct gl_lightmodel Model; /**< Lighting model */
958
959 /**
960 * Must flush FLUSH_VERTICES before referencing:
961 */
962 /*@{*/
963 struct gl_material Material; /**< Includes front & back values */
964 /*@}*/
965
966 GLboolean Enabled; /**< Lighting enabled flag */
967 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
968 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
969 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
970 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
971 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
972 GLboolean ColorMaterialEnabled;
973 GLenum ClampVertexColor;
974 GLboolean _ClampVertexColor;
975
976 struct gl_light EnabledList; /**< List sentinel */
977
978 /**
979 * Derived state for optimizations:
980 */
981 /*@{*/
982 GLboolean _NeedEyeCoords;
983 GLboolean _NeedVertices; /**< Use fast shader? */
984 GLbitfield _Flags; /**< LIGHT_* flags, see above */
985 GLfloat _BaseColor[2][3];
986 /*@}*/
987 };
988
989
990 /**
991 * Line attribute group (GL_LINE_BIT).
992 */
993 struct gl_line_attrib
994 {
995 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
996 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
997 GLushort StipplePattern; /**< Stipple pattern */
998 GLint StippleFactor; /**< Stipple repeat factor */
999 GLfloat Width; /**< Line width */
1000 };
1001
1002
1003 /**
1004 * Display list attribute group (GL_LIST_BIT).
1005 */
1006 struct gl_list_attrib
1007 {
1008 GLuint ListBase;
1009 };
1010
1011
1012 /**
1013 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1014 */
1015 struct gl_multisample_attrib
1016 {
1017 GLboolean Enabled;
1018 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1019 GLboolean SampleAlphaToCoverage;
1020 GLboolean SampleAlphaToOne;
1021 GLboolean SampleCoverage;
1022 GLfloat SampleCoverageValue;
1023 GLboolean SampleCoverageInvert;
1024 };
1025
1026
1027 /**
1028 * A pixelmap (see glPixelMap)
1029 */
1030 struct gl_pixelmap
1031 {
1032 GLint Size;
1033 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1034 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1035 };
1036
1037
1038 /**
1039 * Collection of all pixelmaps
1040 */
1041 struct gl_pixelmaps
1042 {
1043 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1044 struct gl_pixelmap GtoG;
1045 struct gl_pixelmap BtoB;
1046 struct gl_pixelmap AtoA;
1047 struct gl_pixelmap ItoR;
1048 struct gl_pixelmap ItoG;
1049 struct gl_pixelmap ItoB;
1050 struct gl_pixelmap ItoA;
1051 struct gl_pixelmap ItoI;
1052 struct gl_pixelmap StoS;
1053 };
1054
1055
1056 /**
1057 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1058 */
1059 struct gl_pixel_attrib
1060 {
1061 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1062
1063 /*--- Begin Pixel Transfer State ---*/
1064 /* Fields are in the order in which they're applied... */
1065
1066 /** Scale & Bias (index shift, offset) */
1067 /*@{*/
1068 GLfloat RedBias, RedScale;
1069 GLfloat GreenBias, GreenScale;
1070 GLfloat BlueBias, BlueScale;
1071 GLfloat AlphaBias, AlphaScale;
1072 GLfloat DepthBias, DepthScale;
1073 GLint IndexShift, IndexOffset;
1074 /*@}*/
1075
1076 /* Pixel Maps */
1077 /* Note: actual pixel maps are not part of this attrib group */
1078 GLboolean MapColorFlag;
1079 GLboolean MapStencilFlag;
1080
1081 /*--- End Pixel Transfer State ---*/
1082
1083 /** glPixelZoom */
1084 GLfloat ZoomX, ZoomY;
1085 };
1086
1087
1088 /**
1089 * Point attribute group (GL_POINT_BIT).
1090 */
1091 struct gl_point_attrib
1092 {
1093 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1094 GLfloat Size; /**< User-specified point size */
1095 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1096 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1097 GLfloat Threshold; /**< GL_EXT_point_parameters */
1098 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1099 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1100 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1101 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1102 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1103 };
1104
1105
1106 /**
1107 * Polygon attribute group (GL_POLYGON_BIT).
1108 */
1109 struct gl_polygon_attrib
1110 {
1111 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1112 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1113 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1114 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1115 GLboolean CullFlag; /**< Culling on/off flag */
1116 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1117 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1118 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1119 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1120 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1121 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1122 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1123 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1124 };
1125
1126
1127 /**
1128 * Scissor attributes (GL_SCISSOR_BIT).
1129 */
1130 struct gl_scissor_attrib
1131 {
1132 GLboolean Enabled; /**< Scissor test enabled? */
1133 GLint X, Y; /**< Lower left corner of box */
1134 GLsizei Width, Height; /**< Size of box */
1135 };
1136
1137
1138 /**
1139 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1140 *
1141 * Three sets of stencil data are tracked so that OpenGL 2.0,
1142 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1143 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1144 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1145 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1146 * GL_EXT_stencil_two_side GL_BACK state.
1147 *
1148 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1149 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1150 *
1151 * The derived value \c _TestTwoSide is set when the front-face and back-face
1152 * stencil state are different.
1153 */
1154 struct gl_stencil_attrib
1155 {
1156 GLboolean Enabled; /**< Enabled flag */
1157 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1158 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1159 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1160 GLboolean _TestTwoSide;
1161 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1162 GLenum Function[3]; /**< Stencil function */
1163 GLenum FailFunc[3]; /**< Fail function */
1164 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1165 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1166 GLint Ref[3]; /**< Reference value */
1167 GLuint ValueMask[3]; /**< Value mask */
1168 GLuint WriteMask[3]; /**< Write mask */
1169 GLuint Clear; /**< Clear value */
1170 };
1171
1172
1173 /**
1174 * An index for each type of texture object. These correspond to the GL
1175 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1176 * Note: the order is from highest priority to lowest priority.
1177 */
1178 typedef enum
1179 {
1180 TEXTURE_BUFFER_INDEX,
1181 TEXTURE_2D_ARRAY_INDEX,
1182 TEXTURE_1D_ARRAY_INDEX,
1183 TEXTURE_CUBE_INDEX,
1184 TEXTURE_3D_INDEX,
1185 TEXTURE_RECT_INDEX,
1186 TEXTURE_2D_INDEX,
1187 TEXTURE_1D_INDEX,
1188 NUM_TEXTURE_TARGETS
1189 } gl_texture_index;
1190
1191
1192 /**
1193 * Bit flags for each type of texture object
1194 * Used for Texture.Unit[]._ReallyEnabled flags.
1195 */
1196 /*@{*/
1197 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1198 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1199 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1200 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1201 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1202 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1203 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1204 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1205 /*@}*/
1206
1207
1208 /**
1209 * TexGenEnabled flags.
1210 */
1211 /*@{*/
1212 #define S_BIT 1
1213 #define T_BIT 2
1214 #define R_BIT 4
1215 #define Q_BIT 8
1216 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1217 /*@}*/
1218
1219
1220 /**
1221 * Bit flag versions of the corresponding GL_ constants.
1222 */
1223 /*@{*/
1224 #define TEXGEN_SPHERE_MAP 0x1
1225 #define TEXGEN_OBJ_LINEAR 0x2
1226 #define TEXGEN_EYE_LINEAR 0x4
1227 #define TEXGEN_REFLECTION_MAP_NV 0x8
1228 #define TEXGEN_NORMAL_MAP_NV 0x10
1229
1230 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1231 TEXGEN_REFLECTION_MAP_NV | \
1232 TEXGEN_NORMAL_MAP_NV)
1233 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1234 TEXGEN_REFLECTION_MAP_NV | \
1235 TEXGEN_NORMAL_MAP_NV | \
1236 TEXGEN_EYE_LINEAR)
1237 /*@}*/
1238
1239
1240
1241 /** Tex-gen enabled for texture unit? */
1242 #define ENABLE_TEXGEN(unit) (1 << (unit))
1243
1244 /** Non-identity texture matrix for texture unit? */
1245 #define ENABLE_TEXMAT(unit) (1 << (unit))
1246
1247
1248 /**
1249 * Texel fetch function prototype. We use texel fetch functions to
1250 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1251 * texture images. These functions help to isolate us from the gritty
1252 * details of all the various texture image encodings.
1253 *
1254 * \param texImage texture image.
1255 * \param col texel column.
1256 * \param row texel row.
1257 * \param img texel image level/layer.
1258 * \param texelOut output texel (up to 4 GLchans)
1259 */
1260 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1261 GLint col, GLint row, GLint img,
1262 GLchan *texelOut );
1263
1264 /**
1265 * As above, but returns floats.
1266 * Used for depth component images and for upcoming signed/float
1267 * texture images.
1268 */
1269 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1270 GLint col, GLint row, GLint img,
1271 GLfloat *texelOut );
1272
1273
1274 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1275 GLint col, GLint row, GLint img,
1276 const void *texel);
1277
1278
1279 /**
1280 * Texture image state. Describes the dimensions of a texture image,
1281 * the texel format and pointers to Texel Fetch functions.
1282 */
1283 struct gl_texture_image
1284 {
1285 GLint InternalFormat; /**< Internal format as given by the user */
1286 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1287 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1288 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1289 * GL_DEPTH_STENCIL_EXT only. Used for
1290 * choosing TexEnv arithmetic.
1291 */
1292 gl_format TexFormat; /**< The actual texture memory format */
1293
1294 GLuint Border; /**< 0 or 1 */
1295 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1296 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1297 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1298 GLuint Width2; /**< = Width - 2*Border */
1299 GLuint Height2; /**< = Height - 2*Border */
1300 GLuint Depth2; /**< = Depth - 2*Border */
1301 GLuint WidthLog2; /**< = log2(Width2) */
1302 GLuint HeightLog2; /**< = log2(Height2) */
1303 GLuint DepthLog2; /**< = log2(Depth2) */
1304 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1305 GLfloat WidthScale; /**< used for mipmap LOD computation */
1306 GLfloat HeightScale; /**< used for mipmap LOD computation */
1307 GLfloat DepthScale; /**< used for mipmap LOD computation */
1308 GLboolean IsClientData; /**< Data owned by client? */
1309 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1310
1311 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1312 GLuint Level; /**< Which mipmap level am I? */
1313 /** Cube map face: index into gl_texture_object::Image[] array */
1314 GLuint Face;
1315
1316 FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
1317 FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
1318
1319 GLuint RowStride; /**< Padded width in units of texels */
1320 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1321 each 2D slice in 'Data', in texels */
1322 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1323
1324 /**
1325 * \name For device driver:
1326 */
1327 /*@{*/
1328 void *DriverData; /**< Arbitrary device driver data */
1329 /*@}*/
1330 };
1331
1332
1333 /**
1334 * Indexes for cube map faces.
1335 */
1336 typedef enum
1337 {
1338 FACE_POS_X = 0,
1339 FACE_NEG_X = 1,
1340 FACE_POS_Y = 2,
1341 FACE_NEG_Y = 3,
1342 FACE_POS_Z = 4,
1343 FACE_NEG_Z = 5,
1344 MAX_FACES = 6
1345 } gl_face_index;
1346
1347
1348 /**
1349 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1350 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1351 */
1352 struct gl_sampler_object
1353 {
1354 GLuint Name;
1355 GLint RefCount;
1356
1357 GLenum WrapS; /**< S-axis texture image wrap mode */
1358 GLenum WrapT; /**< T-axis texture image wrap mode */
1359 GLenum WrapR; /**< R-axis texture image wrap mode */
1360 GLenum MinFilter; /**< minification filter */
1361 GLenum MagFilter; /**< magnification filter */
1362 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1363 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1364 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1365 GLfloat LodBias; /**< OpenGL 1.4 */
1366 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1367 GLenum CompareMode; /**< GL_ARB_shadow */
1368 GLenum CompareFunc; /**< GL_ARB_shadow */
1369 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1370 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1371 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1372
1373 /* deprecated sampler state */
1374 GLenum DepthMode; /**< GL_ARB_depth_texture */
1375
1376 /** Is the texture object complete with respect to this sampler? */
1377 GLboolean _CompleteTexture;
1378 };
1379
1380
1381 /**
1382 * Texture object state. Contains the array of mipmap images, border color,
1383 * wrap modes, filter modes, and shadow/texcompare state.
1384 */
1385 struct gl_texture_object
1386 {
1387 _glthread_Mutex Mutex; /**< for thread safety */
1388 GLint RefCount; /**< reference count */
1389 GLuint Name; /**< the user-visible texture object ID */
1390 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1391
1392 struct gl_sampler_object Sampler;
1393
1394 GLfloat Priority; /**< in [0,1] */
1395 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1396 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1397 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1398 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1399 GLint CropRect[4]; /**< GL_OES_draw_texture */
1400 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1401 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1402 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1403 GLboolean _Complete; /**< Is texture object complete? */
1404 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1405 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1406
1407 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1408 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1409
1410 /** GL_ARB_texture_buffer_object */
1411 struct gl_buffer_object *BufferObject;
1412 GLenum BufferObjectFormat;
1413
1414 /**
1415 * \name For device driver.
1416 * Note: instead of attaching driver data to this pointer, it's preferable
1417 * to instead use this struct as a base class for your own texture object
1418 * class. Driver->NewTextureObject() can be used to implement the
1419 * allocation.
1420 */
1421 void *DriverData; /**< Arbitrary device driver data */
1422 };
1423
1424
1425 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1426 #define MAX_COMBINER_TERMS 4
1427
1428
1429 /**
1430 * Texture combine environment state.
1431 */
1432 struct gl_tex_env_combine_state
1433 {
1434 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1435 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1436 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1437 GLenum SourceRGB[MAX_COMBINER_TERMS];
1438 GLenum SourceA[MAX_COMBINER_TERMS];
1439 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1440 GLenum OperandRGB[MAX_COMBINER_TERMS];
1441 GLenum OperandA[MAX_COMBINER_TERMS];
1442 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1443 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1444 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1445 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1446 };
1447
1448
1449 /**
1450 * Texture coord generation state.
1451 */
1452 struct gl_texgen
1453 {
1454 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1455 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1456 GLfloat ObjectPlane[4];
1457 GLfloat EyePlane[4];
1458 };
1459
1460
1461 /**
1462 * Texture unit state. Contains enable flags, texture environment/function/
1463 * combiners, texgen state, and pointers to current texture objects.
1464 */
1465 struct gl_texture_unit
1466 {
1467 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1468 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1469
1470 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1471 GLclampf EnvColor[4];
1472 GLfloat EnvColorUnclamped[4];
1473
1474 struct gl_texgen GenS;
1475 struct gl_texgen GenT;
1476 struct gl_texgen GenR;
1477 struct gl_texgen GenQ;
1478 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1479 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1480
1481 GLfloat LodBias; /**< for biasing mipmap levels */
1482 GLenum BumpTarget;
1483 GLfloat RotMatrix[4]; /* 2x2 matrix */
1484
1485 /** Current sampler object (GL_ARB_sampler_objects) */
1486 struct gl_sampler_object *Sampler;
1487
1488 /**
1489 * \name GL_EXT_texture_env_combine
1490 */
1491 struct gl_tex_env_combine_state Combine;
1492
1493 /**
1494 * Derived state based on \c EnvMode and the \c BaseFormat of the
1495 * currently enabled texture.
1496 */
1497 struct gl_tex_env_combine_state _EnvMode;
1498
1499 /**
1500 * Currently enabled combiner state. This will point to either
1501 * \c Combine or \c _EnvMode.
1502 */
1503 struct gl_tex_env_combine_state *_CurrentCombine;
1504
1505 /** Current texture object pointers */
1506 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1507
1508 /** Points to highest priority, complete and enabled texture object */
1509 struct gl_texture_object *_Current;
1510 };
1511
1512
1513 /**
1514 * Texture attribute group (GL_TEXTURE_BIT).
1515 */
1516 struct gl_texture_attrib
1517 {
1518 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1519 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1520
1521 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1522
1523 /** GL_ARB_texture_buffer_object */
1524 struct gl_buffer_object *BufferObject;
1525
1526 /** GL_ARB_seamless_cubemap */
1527 GLboolean CubeMapSeamless;
1528
1529 /** Texture units/samplers used by vertex or fragment texturing */
1530 GLbitfield _EnabledUnits;
1531
1532 /** Texture coord units/sets used for fragment texturing */
1533 GLbitfield _EnabledCoordUnits;
1534
1535 /** Texture coord units that have texgen enabled */
1536 GLbitfield _TexGenEnabled;
1537
1538 /** Texture coord units that have non-identity matrices */
1539 GLbitfield _TexMatEnabled;
1540
1541 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1542 GLbitfield _GenFlags;
1543 };
1544
1545
1546 /**
1547 * Transformation attribute group (GL_TRANSFORM_BIT).
1548 */
1549 struct gl_transform_attrib
1550 {
1551 GLenum MatrixMode; /**< Matrix mode */
1552 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1553 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1554 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1555 GLboolean Normalize; /**< Normalize all normals? */
1556 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1557 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1558 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1559
1560 GLfloat CullEyePos[4];
1561 GLfloat CullObjPos[4];
1562 };
1563
1564
1565 /**
1566 * Viewport attribute group (GL_VIEWPORT_BIT).
1567 */
1568 struct gl_viewport_attrib
1569 {
1570 GLint X, Y; /**< position */
1571 GLsizei Width, Height; /**< size */
1572 GLfloat Near, Far; /**< Depth buffer range */
1573 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1574 };
1575
1576
1577 /**
1578 * GL_ARB_vertex/pixel_buffer_object buffer object
1579 */
1580 struct gl_buffer_object
1581 {
1582 _glthread_Mutex Mutex;
1583 GLint RefCount;
1584 GLuint Name;
1585 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1586 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1587 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1588 /** Fields describing a mapped buffer */
1589 /*@{*/
1590 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1591 GLvoid *Pointer; /**< User-space address of mapping */
1592 GLintptr Offset; /**< Mapped offset */
1593 GLsizeiptr Length; /**< Mapped length */
1594 /*@}*/
1595 GLboolean Written; /**< Ever written to? (for debugging) */
1596 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1597 };
1598
1599
1600 /**
1601 * Client pixel packing/unpacking attributes
1602 */
1603 struct gl_pixelstore_attrib
1604 {
1605 GLint Alignment;
1606 GLint RowLength;
1607 GLint SkipPixels;
1608 GLint SkipRows;
1609 GLint ImageHeight;
1610 GLint SkipImages;
1611 GLboolean SwapBytes;
1612 GLboolean LsbFirst;
1613 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1614 GLboolean Invert; /**< GL_MESA_pack_invert */
1615 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1616 };
1617
1618
1619 /**
1620 * Client vertex array attributes
1621 */
1622 struct gl_client_array
1623 {
1624 GLint Size; /**< components per element (1,2,3,4) */
1625 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1626 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1627 GLsizei Stride; /**< user-specified stride */
1628 GLsizei StrideB; /**< actual stride in bytes */
1629 const GLubyte *Ptr; /**< Points to array data */
1630 GLboolean Enabled; /**< Enabled flag is a boolean */
1631 GLboolean Normalized; /**< GL_ARB_vertex_program */
1632 GLboolean Integer; /**< Integer-valued? */
1633 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1634 GLuint _ElementSize; /**< size of each element in bytes */
1635
1636 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1637 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1638 };
1639
1640
1641 /**
1642 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1643 * extension, but a nice encapsulation in any case.
1644 */
1645 struct gl_array_object
1646 {
1647 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1648 GLuint Name;
1649
1650 GLint RefCount;
1651 _glthread_Mutex Mutex;
1652 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1653
1654 /** Conventional vertex arrays */
1655 /*@{*/
1656 struct gl_client_array Vertex;
1657 struct gl_client_array Weight;
1658 struct gl_client_array Normal;
1659 struct gl_client_array Color;
1660 struct gl_client_array SecondaryColor;
1661 struct gl_client_array FogCoord;
1662 struct gl_client_array Index;
1663 struct gl_client_array EdgeFlag;
1664 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1665 struct gl_client_array PointSize;
1666 /*@}*/
1667
1668 /**
1669 * Generic arrays for vertex programs/shaders.
1670 * For NV vertex programs, these attributes alias and take priority
1671 * over the conventional attribs above. For ARB vertex programs and
1672 * GLSL vertex shaders, these attributes are separate.
1673 */
1674 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1675
1676 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1677 GLbitfield _Enabled;
1678
1679 /**
1680 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1681 * we can determine the max legal (in bounds) glDrawElements array index.
1682 */
1683 GLuint _MaxElement;
1684 };
1685
1686
1687 /**
1688 * Vertex array state
1689 */
1690 struct gl_array_attrib
1691 {
1692 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1693 struct gl_array_object *ArrayObj;
1694
1695 /** The default vertex array object */
1696 struct gl_array_object *DefaultArrayObj;
1697
1698 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1699 struct _mesa_HashTable *Objects;
1700
1701 GLint ActiveTexture; /**< Client Active Texture */
1702 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1703 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1704
1705 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1706 GLboolean PrimitiveRestart;
1707 GLuint RestartIndex;
1708
1709 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1710 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1711
1712 /* GL_ARB_vertex_buffer_object */
1713 struct gl_buffer_object *ArrayBufferObj;
1714 struct gl_buffer_object *ElementArrayBufferObj;
1715 };
1716
1717
1718 /**
1719 * Feedback buffer state
1720 */
1721 struct gl_feedback
1722 {
1723 GLenum Type;
1724 GLbitfield _Mask; /**< FB_* bits */
1725 GLfloat *Buffer;
1726 GLuint BufferSize;
1727 GLuint Count;
1728 };
1729
1730
1731 /**
1732 * Selection buffer state
1733 */
1734 struct gl_selection
1735 {
1736 GLuint *Buffer; /**< selection buffer */
1737 GLuint BufferSize; /**< size of the selection buffer */
1738 GLuint BufferCount; /**< number of values in the selection buffer */
1739 GLuint Hits; /**< number of records in the selection buffer */
1740 GLuint NameStackDepth; /**< name stack depth */
1741 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1742 GLboolean HitFlag; /**< hit flag */
1743 GLfloat HitMinZ; /**< minimum hit depth */
1744 GLfloat HitMaxZ; /**< maximum hit depth */
1745 };
1746
1747
1748 /**
1749 * 1-D Evaluator control points
1750 */
1751 struct gl_1d_map
1752 {
1753 GLuint Order; /**< Number of control points */
1754 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1755 GLfloat *Points; /**< Points to contiguous control points */
1756 };
1757
1758
1759 /**
1760 * 2-D Evaluator control points
1761 */
1762 struct gl_2d_map
1763 {
1764 GLuint Uorder; /**< Number of control points in U dimension */
1765 GLuint Vorder; /**< Number of control points in V dimension */
1766 GLfloat u1, u2, du;
1767 GLfloat v1, v2, dv;
1768 GLfloat *Points; /**< Points to contiguous control points */
1769 };
1770
1771
1772 /**
1773 * All evaluator control point state
1774 */
1775 struct gl_evaluators
1776 {
1777 /**
1778 * \name 1-D maps
1779 */
1780 /*@{*/
1781 struct gl_1d_map Map1Vertex3;
1782 struct gl_1d_map Map1Vertex4;
1783 struct gl_1d_map Map1Index;
1784 struct gl_1d_map Map1Color4;
1785 struct gl_1d_map Map1Normal;
1786 struct gl_1d_map Map1Texture1;
1787 struct gl_1d_map Map1Texture2;
1788 struct gl_1d_map Map1Texture3;
1789 struct gl_1d_map Map1Texture4;
1790 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1791 /*@}*/
1792
1793 /**
1794 * \name 2-D maps
1795 */
1796 /*@{*/
1797 struct gl_2d_map Map2Vertex3;
1798 struct gl_2d_map Map2Vertex4;
1799 struct gl_2d_map Map2Index;
1800 struct gl_2d_map Map2Color4;
1801 struct gl_2d_map Map2Normal;
1802 struct gl_2d_map Map2Texture1;
1803 struct gl_2d_map Map2Texture2;
1804 struct gl_2d_map Map2Texture3;
1805 struct gl_2d_map Map2Texture4;
1806 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1807 /*@}*/
1808 };
1809
1810
1811 /**
1812 * Names of the various vertex/fragment program register files, etc.
1813 *
1814 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1815 * All values should fit in a 4-bit field.
1816 *
1817 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1818 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1819 * be "uniform" variables since they can only be set outside glBegin/End.
1820 * They're also all stored in the same Parameters array.
1821 */
1822 typedef enum
1823 {
1824 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1825 PROGRAM_INPUT, /**< machine->Inputs[] */
1826 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1827 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1828 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1829 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1830 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1831 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1832 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1833 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1834 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1835 PROGRAM_ADDRESS, /**< machine->AddressReg */
1836 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1837 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1838 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1839 PROGRAM_FILE_MAX
1840 } gl_register_file;
1841
1842
1843 /**
1844 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1845 * one of these values.
1846 */
1847 typedef enum
1848 {
1849 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1850 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1851 SYSTEM_VALUE_MAX /**< Number of values */
1852 } gl_system_value;
1853
1854
1855 /** Vertex and fragment instructions */
1856 struct prog_instruction;
1857 struct gl_program_parameter_list;
1858 struct gl_uniform_list;
1859
1860
1861 /**
1862 * Base class for any kind of program object
1863 */
1864 struct gl_program
1865 {
1866 GLuint Id;
1867 GLubyte *String; /**< Null-terminated program text */
1868 GLint RefCount;
1869 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1870 GLenum Format; /**< String encoding format */
1871 GLboolean Resident;
1872
1873 struct prog_instruction *Instructions;
1874
1875 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1876 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1877 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1878 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1879 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1880 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1881 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1882 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1883
1884
1885 /** Named parameters, constants, etc. from program text */
1886 struct gl_program_parameter_list *Parameters;
1887 /** Numbered local parameters */
1888 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1889
1890 /** Vertex/fragment shader varying vars */
1891 struct gl_program_parameter_list *Varying;
1892 /** Vertex program user-defined attributes */
1893 struct gl_program_parameter_list *Attributes;
1894
1895 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1896 GLubyte SamplerUnits[MAX_SAMPLERS];
1897 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1898 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1899
1900 /** Bitmask of which register files are read/written with indirect
1901 * addressing. Mask of (1 << PROGRAM_x) bits.
1902 */
1903 GLbitfield IndirectRegisterFiles;
1904
1905 /** Logical counts */
1906 /*@{*/
1907 GLuint NumInstructions;
1908 GLuint NumTemporaries;
1909 GLuint NumParameters;
1910 GLuint NumAttributes;
1911 GLuint NumAddressRegs;
1912 GLuint NumAluInstructions;
1913 GLuint NumTexInstructions;
1914 GLuint NumTexIndirections;
1915 /*@}*/
1916 /** Native, actual h/w counts */
1917 /*@{*/
1918 GLuint NumNativeInstructions;
1919 GLuint NumNativeTemporaries;
1920 GLuint NumNativeParameters;
1921 GLuint NumNativeAttributes;
1922 GLuint NumNativeAddressRegs;
1923 GLuint NumNativeAluInstructions;
1924 GLuint NumNativeTexInstructions;
1925 GLuint NumNativeTexIndirections;
1926 /*@}*/
1927 };
1928
1929
1930 /** Vertex program object */
1931 struct gl_vertex_program
1932 {
1933 struct gl_program Base; /**< base class */
1934 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1935 GLboolean IsPositionInvariant;
1936 };
1937
1938
1939 /** Geometry program object */
1940 struct gl_geometry_program
1941 {
1942 struct gl_program Base; /**< base class */
1943
1944 GLint VerticesOut;
1945 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1946 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1947 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1948 };
1949
1950
1951 /** Fragment program object */
1952 struct gl_fragment_program
1953 {
1954 struct gl_program Base; /**< base class */
1955 GLboolean UsesKill; /**< shader uses KIL instruction */
1956 GLboolean OriginUpperLeft;
1957 GLboolean PixelCenterInteger;
1958 enum gl_frag_depth_layout FragDepthLayout;
1959 };
1960
1961
1962 /**
1963 * State common to vertex and fragment programs.
1964 */
1965 struct gl_program_state
1966 {
1967 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1968 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1969 };
1970
1971
1972 /**
1973 * Context state for vertex programs.
1974 */
1975 struct gl_vertex_program_state
1976 {
1977 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1978 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1979 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1980 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1981 struct gl_vertex_program *Current; /**< User-bound vertex program */
1982
1983 /** Currently enabled and valid vertex program (including internal
1984 * programs, user-defined vertex programs and GLSL vertex shaders).
1985 * This is the program we must use when rendering.
1986 */
1987 struct gl_vertex_program *_Current;
1988
1989 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1990
1991 /* For GL_NV_vertex_program only: */
1992 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1993 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1994
1995 /** Should fixed-function T&L be implemented with a vertex prog? */
1996 GLboolean _MaintainTnlProgram;
1997
1998 /** Program to emulate fixed-function T&L (see above) */
1999 struct gl_vertex_program *_TnlProgram;
2000
2001 /** Cache of fixed-function programs */
2002 struct gl_program_cache *Cache;
2003
2004 GLboolean _Overriden;
2005 };
2006
2007
2008 /**
2009 * Context state for geometry programs.
2010 */
2011 struct gl_geometry_program_state
2012 {
2013 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2014 GLboolean _Enabled; /**< Enabled and valid program? */
2015 struct gl_geometry_program *Current; /**< user-bound geometry program */
2016
2017 /** Currently enabled and valid program (including internal programs
2018 * and compiled shader programs).
2019 */
2020 struct gl_geometry_program *_Current;
2021
2022 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2023
2024 /** Cache of fixed-function programs */
2025 struct gl_program_cache *Cache;
2026 };
2027
2028 /**
2029 * Context state for fragment programs.
2030 */
2031 struct gl_fragment_program_state
2032 {
2033 GLboolean Enabled; /**< User-set fragment program enable flag */
2034 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2035 struct gl_fragment_program *Current; /**< User-bound fragment program */
2036
2037 /** Currently enabled and valid fragment program (including internal
2038 * programs, user-defined fragment programs and GLSL fragment shaders).
2039 * This is the program we must use when rendering.
2040 */
2041 struct gl_fragment_program *_Current;
2042
2043 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2044
2045 /** Should fixed-function texturing be implemented with a fragment prog? */
2046 GLboolean _MaintainTexEnvProgram;
2047
2048 /** Program to emulate fixed-function texture env/combine (see above) */
2049 struct gl_fragment_program *_TexEnvProgram;
2050
2051 /** Cache of fixed-function programs */
2052 struct gl_program_cache *Cache;
2053 };
2054
2055
2056 /**
2057 * ATI_fragment_shader runtime state
2058 */
2059 #define ATI_FS_INPUT_PRIMARY 0
2060 #define ATI_FS_INPUT_SECONDARY 1
2061
2062 struct atifs_instruction;
2063 struct atifs_setupinst;
2064
2065 /**
2066 * ATI fragment shader
2067 */
2068 struct ati_fragment_shader
2069 {
2070 GLuint Id;
2071 GLint RefCount;
2072 struct atifs_instruction *Instructions[2];
2073 struct atifs_setupinst *SetupInst[2];
2074 GLfloat Constants[8][4];
2075 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2076 GLubyte numArithInstr[2];
2077 GLubyte regsAssigned[2];
2078 GLubyte NumPasses; /**< 1 or 2 */
2079 GLubyte cur_pass;
2080 GLubyte last_optype;
2081 GLboolean interpinp1;
2082 GLboolean isValid;
2083 GLuint swizzlerq;
2084 };
2085
2086 /**
2087 * Context state for GL_ATI_fragment_shader
2088 */
2089 struct gl_ati_fragment_shader_state
2090 {
2091 GLboolean Enabled;
2092 GLboolean _Enabled; /**< enabled and valid shader? */
2093 GLboolean Compiling;
2094 GLfloat GlobalConstants[8][4];
2095 struct ati_fragment_shader *Current;
2096 };
2097
2098
2099 /**
2100 * Occlusion/timer query object.
2101 */
2102 struct gl_query_object
2103 {
2104 GLenum Target; /**< The query target, when active */
2105 GLuint Id; /**< hash table ID/name */
2106 GLuint64EXT Result; /**< the counter */
2107 GLboolean Active; /**< inside Begin/EndQuery */
2108 GLboolean Ready; /**< result is ready? */
2109 };
2110
2111
2112 /**
2113 * Context state for query objects.
2114 */
2115 struct gl_query_state
2116 {
2117 struct _mesa_HashTable *QueryObjects;
2118 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2119 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2120
2121 /** GL_NV_conditional_render */
2122 struct gl_query_object *CondRenderQuery;
2123
2124 /** GL_EXT_transform_feedback */
2125 struct gl_query_object *PrimitivesGenerated;
2126 struct gl_query_object *PrimitivesWritten;
2127
2128 /** GL_ARB_timer_query */
2129 struct gl_query_object *TimeElapsed;
2130
2131 GLenum CondRenderMode;
2132 };
2133
2134
2135 /** Sync object state */
2136 struct gl_sync_object {
2137 struct simple_node link;
2138 GLenum Type; /**< GL_SYNC_FENCE */
2139 GLuint Name; /**< Fence name */
2140 GLint RefCount; /**< Reference count */
2141 GLboolean DeletePending; /**< Object was deleted while there were still
2142 * live references (e.g., sync not yet finished)
2143 */
2144 GLenum SyncCondition;
2145 GLbitfield Flags; /**< Flags passed to glFenceSync */
2146 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2147 };
2148
2149
2150 /** Set by #pragma directives */
2151 struct gl_sl_pragmas
2152 {
2153 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2154 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2155 GLboolean Optimize; /**< defaults on */
2156 GLboolean Debug; /**< defaults off */
2157 };
2158
2159
2160 /**
2161 * A GLSL vertex or fragment shader object.
2162 */
2163 struct gl_shader
2164 {
2165 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2166 GLuint Name; /**< AKA the handle */
2167 GLint RefCount; /**< Reference count */
2168 GLboolean DeletePending;
2169 GLboolean CompileStatus;
2170 const GLchar *Source; /**< Source code string */
2171 GLuint SourceChecksum; /**< for debug/logging purposes */
2172 struct gl_program *Program; /**< Post-compile assembly code */
2173 GLchar *InfoLog;
2174 struct gl_sl_pragmas Pragmas;
2175
2176 unsigned Version; /**< GLSL version used for linking */
2177
2178 struct exec_list *ir;
2179 struct glsl_symbol_table *symbols;
2180
2181 /** Shaders containing built-in functions that are used for linking. */
2182 struct gl_shader *builtins_to_link[16];
2183 unsigned num_builtins_to_link;
2184 };
2185
2186
2187 /**
2188 * A GLSL program object.
2189 * Basically a linked collection of vertex and fragment shaders.
2190 */
2191 struct gl_shader_program
2192 {
2193 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2194 GLuint Name; /**< aka handle or ID */
2195 GLint RefCount; /**< Reference count */
2196 GLboolean DeletePending;
2197
2198 GLuint NumShaders; /**< number of attached shaders */
2199 struct gl_shader **Shaders; /**< List of attached the shaders */
2200
2201 /** User-defined attribute bindings (glBindAttribLocation) */
2202 struct gl_program_parameter_list *Attributes;
2203
2204 /** Transform feedback varyings */
2205 struct {
2206 GLenum BufferMode;
2207 GLuint NumVarying;
2208 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2209 } TransformFeedback;
2210
2211 /** Geometry shader state - copied into gl_geometry_program at link time */
2212 struct {
2213 GLint VerticesOut;
2214 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2215 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2216 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2217 } Geom;
2218
2219 /* post-link info: */
2220 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2221 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2222 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2223 struct gl_uniform_list *Uniforms;
2224 struct gl_program_parameter_list *Varying;
2225 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2226 GLboolean Validated;
2227 GLboolean _Used; /**< Ever used for drawing? */
2228 GLchar *InfoLog;
2229
2230 unsigned Version; /**< GLSL version used for linking */
2231
2232 /**
2233 * Per-stage shaders resulting from the first stage of linking.
2234 *
2235 * Set of linked shaders for this program. The array is accessed using the
2236 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2237 * \c NULL.
2238 */
2239 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2240 };
2241
2242
2243 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2244 #define GLSL_LOG 0x2 /**< Write shaders to files */
2245 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2246 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2247 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2248 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2249 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2250 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2251
2252
2253 /**
2254 * Context state for GLSL vertex/fragment shaders.
2255 */
2256 struct gl_shader_state
2257 {
2258 /**
2259 * Programs used for rendering
2260 *
2261 * There is a separate program set for each shader stage. If
2262 * GL_EXT_separate_shader_objects is not supported, each of these must point
2263 * to \c NULL or to the same program.
2264 */
2265 struct gl_shader_program *CurrentVertexProgram;
2266 struct gl_shader_program *CurrentGeometryProgram;
2267 struct gl_shader_program *CurrentFragmentProgram;
2268
2269 /**
2270 * Program used by glUniform calls.
2271 *
2272 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2273 */
2274 struct gl_shader_program *ActiveProgram;
2275
2276 GLbitfield Flags; /**< Mask of GLSL_x flags */
2277 };
2278
2279 /**
2280 * Compiler options for a single GLSL shaders type
2281 */
2282 struct gl_shader_compiler_options
2283 {
2284 /** Driver-selectable options: */
2285 GLboolean EmitCondCodes; /**< Use condition codes? */
2286 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2287 GLboolean EmitNoLoops;
2288 GLboolean EmitNoFunctions;
2289 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2290 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2291 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2292 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2293
2294 /**
2295 * \name Forms of indirect addressing the driver cannot do.
2296 */
2297 /*@{*/
2298 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2299 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2300 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2301 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2302 /*@}*/
2303
2304 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2305 GLuint MaxUnrollIterations;
2306
2307 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2308 };
2309
2310 /**
2311 * Transform feedback object state
2312 */
2313 struct gl_transform_feedback_object
2314 {
2315 GLuint Name; /**< AKA the object ID */
2316 GLint RefCount;
2317 GLboolean Active; /**< Is transform feedback enabled? */
2318 GLboolean Paused; /**< Is transform feedback paused? */
2319
2320 /** The feedback buffers */
2321 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2322 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2323
2324 /** Start of feedback data in dest buffer */
2325 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2326 /** Max data to put into dest buffer (in bytes) */
2327 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2328 };
2329
2330
2331 /**
2332 * Context state for transform feedback.
2333 */
2334 struct gl_transform_feedback
2335 {
2336 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2337
2338 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2339
2340 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2341 struct gl_buffer_object *CurrentBuffer;
2342
2343 /** The table of all transform feedback objects */
2344 struct _mesa_HashTable *Objects;
2345
2346 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2347 struct gl_transform_feedback_object *CurrentObject;
2348
2349 /** The default xform-fb object (Name==0) */
2350 struct gl_transform_feedback_object *DefaultObject;
2351 };
2352
2353
2354
2355 /**
2356 * State which can be shared by multiple contexts:
2357 */
2358 struct gl_shared_state
2359 {
2360 _glthread_Mutex Mutex; /**< for thread safety */
2361 GLint RefCount; /**< Reference count */
2362 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2363 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2364
2365 /** Default texture objects (shared by all texture units) */
2366 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2367
2368 /** Fallback texture used when a bound texture is incomplete */
2369 struct gl_texture_object *FallbackTex;
2370
2371 /**
2372 * \name Thread safety and statechange notification for texture
2373 * objects.
2374 *
2375 * \todo Improve the granularity of locking.
2376 */
2377 /*@{*/
2378 _glthread_Mutex TexMutex; /**< texobj thread safety */
2379 GLuint TextureStateStamp; /**< state notification for shared tex */
2380 /*@}*/
2381
2382 /** Default buffer object for vertex arrays that aren't in VBOs */
2383 struct gl_buffer_object *NullBufferObj;
2384
2385 /**
2386 * \name Vertex/geometry/fragment programs
2387 */
2388 /*@{*/
2389 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2390 struct gl_vertex_program *DefaultVertexProgram;
2391 struct gl_fragment_program *DefaultFragmentProgram;
2392 struct gl_geometry_program *DefaultGeometryProgram;
2393 /*@}*/
2394
2395 /* GL_ATI_fragment_shader */
2396 struct _mesa_HashTable *ATIShaders;
2397 struct ati_fragment_shader *DefaultFragmentShader;
2398
2399 struct _mesa_HashTable *BufferObjects;
2400
2401 /** Table of both gl_shader and gl_shader_program objects */
2402 struct _mesa_HashTable *ShaderObjects;
2403
2404 /* GL_EXT_framebuffer_object */
2405 struct _mesa_HashTable *RenderBuffers;
2406 struct _mesa_HashTable *FrameBuffers;
2407
2408 /* GL_ARB_sync */
2409 struct simple_node SyncObjects;
2410
2411 /** GL_ARB_sampler_objects */
2412 struct _mesa_HashTable *SamplerObjects;
2413
2414 void *DriverData; /**< Device driver shared state */
2415 };
2416
2417
2418
2419
2420 /**
2421 * A renderbuffer stores colors or depth values or stencil values.
2422 * A framebuffer object will have a collection of these.
2423 * Data are read/written to the buffer with a handful of Get/Put functions.
2424 *
2425 * Instances of this object are allocated with the Driver's NewRenderbuffer
2426 * hook. Drivers will likely wrap this class inside a driver-specific
2427 * class to simulate inheritance.
2428 */
2429 struct gl_renderbuffer
2430 {
2431 _glthread_Mutex Mutex; /**< for thread safety */
2432 GLuint ClassID; /**< Useful for drivers */
2433 GLuint Name;
2434 GLint RefCount;
2435 GLuint Width, Height;
2436 GLint RowStride; /**< Padded width in units of pixels */
2437 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2438
2439 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2440
2441 GLubyte NumSamples;
2442
2443 GLenum InternalFormat; /**< The user-specified format */
2444 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2445 GL_STENCIL_INDEX. */
2446 gl_format Format; /**< The actual renderbuffer memory format */
2447
2448 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2449 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2450
2451 /* Used to wrap one renderbuffer around another: */
2452 struct gl_renderbuffer *Wrapped;
2453
2454 /* Delete this renderbuffer */
2455 void (*Delete)(struct gl_renderbuffer *rb);
2456
2457 /* Allocate new storage for this renderbuffer */
2458 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2459 GLenum internalFormat,
2460 GLuint width, GLuint height);
2461
2462 /* Lock/Unlock are called before/after calling the Get/Put functions.
2463 * Not sure this is the right place for these yet.
2464 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2465 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2466 */
2467
2468 /* Return a pointer to the element/pixel at (x,y).
2469 * Should return NULL if the buffer memory can't be directly addressed.
2470 */
2471 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2472 GLint x, GLint y);
2473
2474 /* Get/Read a row of values.
2475 * The values will be of format _BaseFormat and type DataType.
2476 */
2477 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2478 GLint x, GLint y, void *values);
2479
2480 /* Get/Read values at arbitrary locations.
2481 * The values will be of format _BaseFormat and type DataType.
2482 */
2483 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2484 const GLint x[], const GLint y[], void *values);
2485
2486 /* Put/Write a row of values.
2487 * The values will be of format _BaseFormat and type DataType.
2488 */
2489 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2490 GLint x, GLint y, const void *values, const GLubyte *mask);
2491
2492 /* Put/Write a row of RGB values. This is a special-case routine that's
2493 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2494 * a common case for glDrawPixels and some triangle routines.
2495 * The values will be of format GL_RGB and type DataType.
2496 */
2497 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2498 GLint x, GLint y, const void *values, const GLubyte *mask);
2499
2500
2501 /* Put/Write a row of identical values.
2502 * The values will be of format _BaseFormat and type DataType.
2503 */
2504 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2505 GLint x, GLint y, const void *value, const GLubyte *mask);
2506
2507 /* Put/Write values at arbitrary locations.
2508 * The values will be of format _BaseFormat and type DataType.
2509 */
2510 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2511 const GLint x[], const GLint y[], const void *values,
2512 const GLubyte *mask);
2513 /* Put/Write identical values at arbitrary locations.
2514 * The values will be of format _BaseFormat and type DataType.
2515 */
2516 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2517 GLuint count, const GLint x[], const GLint y[],
2518 const void *value, const GLubyte *mask);
2519 };
2520
2521
2522 /**
2523 * A renderbuffer attachment points to either a texture object (and specifies
2524 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2525 */
2526 struct gl_renderbuffer_attachment
2527 {
2528 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2529 GLboolean Complete;
2530
2531 /**
2532 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2533 * application supplied renderbuffer object.
2534 */
2535 struct gl_renderbuffer *Renderbuffer;
2536
2537 /**
2538 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2539 * supplied texture object.
2540 */
2541 struct gl_texture_object *Texture;
2542 GLuint TextureLevel; /**< Attached mipmap level. */
2543 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2544 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2545 * and 2D array textures */
2546 };
2547
2548
2549 /**
2550 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2551 * In C++ terms, think of this as a base class from which device drivers
2552 * will make derived classes.
2553 */
2554 struct gl_framebuffer
2555 {
2556 _glthread_Mutex Mutex; /**< for thread safety */
2557 /**
2558 * If zero, this is a window system framebuffer. If non-zero, this
2559 * is a FBO framebuffer; note that for some devices (i.e. those with
2560 * a natural pixel coordinate system for FBOs that differs from the
2561 * OpenGL/Mesa coordinate system), this means that the viewport,
2562 * polygon face orientation, and polygon stipple will have to be inverted.
2563 */
2564 GLuint Name;
2565
2566 GLint RefCount;
2567 GLboolean DeletePending;
2568
2569 /**
2570 * The framebuffer's visual. Immutable if this is a window system buffer.
2571 * Computed from attachments if user-made FBO.
2572 */
2573 struct gl_config Visual;
2574
2575 GLboolean Initialized;
2576
2577 GLuint Width, Height; /**< size of frame buffer in pixels */
2578
2579 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2580 /*@{*/
2581 GLint _Xmin, _Xmax; /**< inclusive */
2582 GLint _Ymin, _Ymax; /**< exclusive */
2583 /*@}*/
2584
2585 /** \name Derived Z buffer stuff */
2586 /*@{*/
2587 GLuint _DepthMax; /**< Max depth buffer value */
2588 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2589 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2590 /*@}*/
2591
2592 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2593 GLenum _Status;
2594
2595 /** Integer color values */
2596 GLboolean _IntegerColor;
2597
2598 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2599 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2600
2601 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2602 * attribute group and GL_PIXEL attribute group, respectively.
2603 */
2604 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2605 GLenum ColorReadBuffer;
2606
2607 /** Computed from ColorDraw/ReadBuffer above */
2608 GLuint _NumColorDrawBuffers;
2609 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2610 GLint _ColorReadBufferIndex; /* -1 = None */
2611 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2612 struct gl_renderbuffer *_ColorReadBuffer;
2613
2614 /** The Actual depth/stencil buffers to use. May be wrappers around the
2615 * depth/stencil buffers attached above. */
2616 struct gl_renderbuffer *_DepthBuffer;
2617 struct gl_renderbuffer *_StencilBuffer;
2618
2619 /** Delete this framebuffer */
2620 void (*Delete)(struct gl_framebuffer *fb);
2621 };
2622
2623
2624 /**
2625 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2626 */
2627 struct gl_precision
2628 {
2629 GLushort RangeMin; /**< min value exponent */
2630 GLushort RangeMax; /**< max value exponent */
2631 GLushort Precision; /**< number of mantissa bits */
2632 };
2633
2634
2635 /**
2636 * Limits for vertex, geometry and fragment programs/shaders.
2637 */
2638 struct gl_program_constants
2639 {
2640 /* logical limits */
2641 GLuint MaxInstructions;
2642 GLuint MaxAluInstructions;
2643 GLuint MaxTexInstructions;
2644 GLuint MaxTexIndirections;
2645 GLuint MaxAttribs;
2646 GLuint MaxTemps;
2647 GLuint MaxAddressRegs;
2648 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2649 GLuint MaxParameters;
2650 GLuint MaxLocalParams;
2651 GLuint MaxEnvParams;
2652 /* native/hardware limits */
2653 GLuint MaxNativeInstructions;
2654 GLuint MaxNativeAluInstructions;
2655 GLuint MaxNativeTexInstructions;
2656 GLuint MaxNativeTexIndirections;
2657 GLuint MaxNativeAttribs;
2658 GLuint MaxNativeTemps;
2659 GLuint MaxNativeAddressRegs;
2660 GLuint MaxNativeParameters;
2661 /* For shaders */
2662 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2663 /* ES 2.0 and GL_ARB_ES2_compatibility */
2664 struct gl_precision LowFloat, MediumFloat, HighFloat;
2665 struct gl_precision LowInt, MediumInt, HighInt;
2666 };
2667
2668
2669 /**
2670 * Constants which may be overridden by device driver during context creation
2671 * but are never changed after that.
2672 */
2673 struct gl_constants
2674 {
2675 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2676 GLint MaxTextureLevels; /**< Max mipmap levels. */
2677 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2678 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2679 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2680 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2681 GLuint MaxTextureCoordUnits;
2682 GLuint MaxTextureImageUnits;
2683 GLuint MaxVertexTextureImageUnits;
2684 GLuint MaxCombinedTextureImageUnits;
2685 GLuint MaxGeometryTextureImageUnits;
2686 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2687 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2688 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2689 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2690
2691 GLuint MaxArrayLockSize;
2692
2693 GLint SubPixelBits;
2694
2695 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2696 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2697 GLfloat PointSizeGranularity;
2698 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2699 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2700 GLfloat LineWidthGranularity;
2701
2702 GLuint MaxColorTableSize;
2703
2704 GLuint MaxClipPlanes;
2705 GLuint MaxLights;
2706 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2707 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2708
2709 GLuint MaxViewportWidth, MaxViewportHeight;
2710
2711 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2712 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2713 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2714 GLuint MaxProgramMatrices;
2715 GLuint MaxProgramMatrixStackDepth;
2716
2717 /** vertex array / buffer object bounds checking */
2718 GLboolean CheckArrayBounds;
2719
2720 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2721
2722 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2723 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2724 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2725
2726 /** Number of varying vectors between vertex and fragment shaders */
2727 GLuint MaxVarying;
2728 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2729 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2730
2731 /** GL_ARB_geometry_shader4 */
2732 GLuint MaxGeometryOutputVertices;
2733 GLuint MaxGeometryTotalOutputComponents;
2734
2735 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2736
2737 /**
2738 * Does the driver support real 32-bit integers? (Otherwise, integers are
2739 * simulated via floats.)
2740 */
2741 GLboolean NativeIntegers;
2742
2743 /**
2744 * If the driver supports real 32-bit integers, what integer value should be
2745 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2746 */
2747 GLuint UniformBooleanTrue;
2748
2749 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2750 GLbitfield SupportedBumpUnits;
2751
2752 /**
2753 * Maximum amount of time, measured in nanseconds, that the server can wait.
2754 */
2755 GLuint64 MaxServerWaitTimeout;
2756
2757 /** GL_EXT_provoking_vertex */
2758 GLboolean QuadsFollowProvokingVertexConvention;
2759
2760 /** OpenGL version 3.0 */
2761 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2762
2763 /** OpenGL version 3.2 */
2764 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2765
2766 /** GL_EXT_transform_feedback */
2767 GLuint MaxTransformFeedbackSeparateAttribs;
2768 GLuint MaxTransformFeedbackSeparateComponents;
2769 GLuint MaxTransformFeedbackInterleavedComponents;
2770
2771 /** GL_EXT_gpu_shader4 */
2772 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2773
2774 /* GL_EXT_framebuffer_sRGB */
2775 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2776
2777 /* GL_ARB_robustness */
2778 GLenum ResetStrategy;
2779 };
2780
2781
2782 /**
2783 * Enable flag for each OpenGL extension. Different device drivers will
2784 * enable different extensions at runtime.
2785 */
2786 struct gl_extensions
2787 {
2788 GLboolean dummy; /* don't remove this! */
2789 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2790 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2791 GLboolean ARB_ES2_compatibility;
2792 GLboolean ARB_blend_func_extended;
2793 GLboolean ARB_color_buffer_float;
2794 GLboolean ARB_copy_buffer;
2795 GLboolean ARB_depth_buffer_float;
2796 GLboolean ARB_depth_clamp;
2797 GLboolean ARB_depth_texture;
2798 GLboolean ARB_draw_buffers;
2799 GLboolean ARB_draw_buffers_blend;
2800 GLboolean ARB_draw_elements_base_vertex;
2801 GLboolean ARB_draw_instanced;
2802 GLboolean ARB_fragment_coord_conventions;
2803 GLboolean ARB_fragment_program;
2804 GLboolean ARB_fragment_program_shadow;
2805 GLboolean ARB_fragment_shader;
2806 GLboolean ARB_framebuffer_object;
2807 GLboolean ARB_explicit_attrib_location;
2808 GLboolean ARB_geometry_shader4;
2809 GLboolean ARB_half_float_pixel;
2810 GLboolean ARB_half_float_vertex;
2811 GLboolean ARB_instanced_arrays;
2812 GLboolean ARB_map_buffer_range;
2813 GLboolean ARB_multisample;
2814 GLboolean ARB_multitexture;
2815 GLboolean ARB_occlusion_query;
2816 GLboolean ARB_occlusion_query2;
2817 GLboolean ARB_point_sprite;
2818 GLboolean ARB_sampler_objects;
2819 GLboolean ARB_seamless_cube_map;
2820 GLboolean ARB_shader_objects;
2821 GLboolean ARB_shader_stencil_export;
2822 GLboolean ARB_shader_texture_lod;
2823 GLboolean ARB_shading_language_100;
2824 GLboolean ARB_shadow;
2825 GLboolean ARB_shadow_ambient;
2826 GLboolean ARB_sync;
2827 GLboolean ARB_texture_border_clamp;
2828 GLboolean ARB_texture_buffer_object;
2829 GLboolean ARB_texture_compression;
2830 GLboolean ARB_texture_compression_rgtc;
2831 GLboolean ARB_texture_cube_map;
2832 GLboolean ARB_texture_env_combine;
2833 GLboolean ARB_texture_env_crossbar;
2834 GLboolean ARB_texture_env_dot3;
2835 GLboolean ARB_texture_float;
2836 GLboolean ARB_texture_mirrored_repeat;
2837 GLboolean ARB_texture_multisample;
2838 GLboolean ARB_texture_non_power_of_two;
2839 GLboolean ARB_texture_rg;
2840 GLboolean ARB_texture_rgb10_a2ui;
2841 GLboolean ARB_timer_query;
2842 GLboolean ARB_transform_feedback2;
2843 GLboolean ARB_transpose_matrix;
2844 GLboolean ARB_uniform_buffer_object;
2845 GLboolean ARB_vertex_array_object;
2846 GLboolean ARB_vertex_buffer_object;
2847 GLboolean ARB_vertex_program;
2848 GLboolean ARB_vertex_shader;
2849 GLboolean ARB_vertex_type_2_10_10_10_rev;
2850 GLboolean ARB_window_pos;
2851 GLboolean EXT_abgr;
2852 GLboolean EXT_bgra;
2853 GLboolean EXT_blend_color;
2854 GLboolean EXT_blend_equation_separate;
2855 GLboolean EXT_blend_func_separate;
2856 GLboolean EXT_blend_logic_op;
2857 GLboolean EXT_blend_minmax;
2858 GLboolean EXT_blend_subtract;
2859 GLboolean EXT_clip_volume_hint;
2860 GLboolean EXT_compiled_vertex_array;
2861 GLboolean EXT_copy_texture;
2862 GLboolean EXT_depth_bounds_test;
2863 GLboolean EXT_draw_buffers2;
2864 GLboolean EXT_draw_range_elements;
2865 GLboolean EXT_fog_coord;
2866 GLboolean EXT_framebuffer_blit;
2867 GLboolean EXT_framebuffer_multisample;
2868 GLboolean EXT_framebuffer_object;
2869 GLboolean EXT_framebuffer_sRGB;
2870 GLboolean EXT_gpu_program_parameters;
2871 GLboolean EXT_gpu_shader4;
2872 GLboolean EXT_multi_draw_arrays;
2873 GLboolean EXT_packed_depth_stencil;
2874 GLboolean EXT_packed_float;
2875 GLboolean EXT_packed_pixels;
2876 GLboolean EXT_pixel_buffer_object;
2877 GLboolean EXT_point_parameters;
2878 GLboolean EXT_polygon_offset;
2879 GLboolean EXT_provoking_vertex;
2880 GLboolean EXT_rescale_normal;
2881 GLboolean EXT_shadow_funcs;
2882 GLboolean EXT_secondary_color;
2883 GLboolean EXT_separate_shader_objects;
2884 GLboolean EXT_separate_specular_color;
2885 GLboolean EXT_stencil_wrap;
2886 GLboolean EXT_stencil_two_side;
2887 GLboolean EXT_subtexture;
2888 GLboolean EXT_texture;
2889 GLboolean EXT_texture_object;
2890 GLboolean EXT_texture3D;
2891 GLboolean EXT_texture_array;
2892 GLboolean EXT_texture_compression_latc;
2893 GLboolean EXT_texture_compression_s3tc;
2894 GLboolean EXT_texture_env_add;
2895 GLboolean EXT_texture_env_combine;
2896 GLboolean EXT_texture_env_dot3;
2897 GLboolean EXT_texture_filter_anisotropic;
2898 GLboolean EXT_texture_integer;
2899 GLboolean EXT_texture_lod_bias;
2900 GLboolean EXT_texture_mirror_clamp;
2901 GLboolean EXT_texture_shared_exponent;
2902 GLboolean EXT_texture_snorm;
2903 GLboolean EXT_texture_sRGB;
2904 GLboolean EXT_texture_sRGB_decode;
2905 GLboolean EXT_texture_swizzle;
2906 GLboolean EXT_transform_feedback;
2907 GLboolean EXT_timer_query;
2908 GLboolean EXT_vertex_array;
2909 GLboolean EXT_vertex_array_bgra;
2910 GLboolean EXT_vertex_array_set;
2911 GLboolean OES_standard_derivatives;
2912 /* vendor extensions */
2913 GLboolean AMD_conservative_depth;
2914 GLboolean AMD_seamless_cubemap_per_texture;
2915 GLboolean APPLE_client_storage;
2916 GLboolean APPLE_packed_pixels;
2917 GLboolean APPLE_vertex_array_object;
2918 GLboolean APPLE_object_purgeable;
2919 GLboolean ATI_envmap_bumpmap;
2920 GLboolean ATI_texture_compression_3dc;
2921 GLboolean ATI_texture_mirror_once;
2922 GLboolean ATI_texture_env_combine3;
2923 GLboolean ATI_fragment_shader;
2924 GLboolean ATI_separate_stencil;
2925 GLboolean IBM_rasterpos_clip;
2926 GLboolean IBM_multimode_draw_arrays;
2927 GLboolean MESA_pack_invert;
2928 GLboolean MESA_resize_buffers;
2929 GLboolean MESA_ycbcr_texture;
2930 GLboolean MESA_texture_array;
2931 GLboolean NV_blend_square;
2932 GLboolean NV_conditional_render;
2933 GLboolean NV_fragment_program;
2934 GLboolean NV_fragment_program_option;
2935 GLboolean NV_light_max_exponent;
2936 GLboolean NV_point_sprite;
2937 GLboolean NV_primitive_restart;
2938 GLboolean NV_texture_barrier;
2939 GLboolean NV_texgen_reflection;
2940 GLboolean NV_texture_env_combine4;
2941 GLboolean NV_texture_rectangle;
2942 GLboolean NV_vertex_program;
2943 GLboolean NV_vertex_program1_1;
2944 GLboolean OES_read_format;
2945 GLboolean SGIS_generate_mipmap;
2946 GLboolean SGIS_texture_edge_clamp;
2947 GLboolean SGIS_texture_lod;
2948 GLboolean TDFX_texture_compression_FXT1;
2949 GLboolean S3_s3tc;
2950 GLboolean OES_EGL_image;
2951 GLboolean OES_draw_texture;
2952 GLboolean EXT_texture_format_BGRA8888;
2953 GLboolean extension_sentinel;
2954 /** The extension string */
2955 const GLubyte *String;
2956 /** Number of supported extensions */
2957 GLuint Count;
2958 };
2959
2960
2961 /**
2962 * A stack of matrices (projection, modelview, color, texture, etc).
2963 */
2964 struct gl_matrix_stack
2965 {
2966 GLmatrix *Top; /**< points into Stack */
2967 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2968 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2969 GLuint MaxDepth; /**< size of Stack[] array */
2970 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2971 };
2972
2973
2974 /**
2975 * \name Bits for image transfer operations
2976 * \sa __struct gl_contextRec::ImageTransferState.
2977 */
2978 /*@{*/
2979 #define IMAGE_SCALE_BIAS_BIT 0x1
2980 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2981 #define IMAGE_MAP_COLOR_BIT 0x4
2982 #define IMAGE_CLAMP_BIT 0x800
2983
2984
2985 /** Pixel Transfer ops */
2986 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2987 IMAGE_SHIFT_OFFSET_BIT | \
2988 IMAGE_MAP_COLOR_BIT)
2989
2990 /**
2991 * \name Bits to indicate what state has changed.
2992 */
2993 /*@{*/
2994 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2995 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2996 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2997 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2998 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
2999 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3000 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3001 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3002 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3003 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3004 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3005 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3006 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3007 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3008 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3009 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3010 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3011 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3012 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3013 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3014 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3015 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3016 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3017 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3018 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3019 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3020 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3021 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3022 #define _NEW_BUFFER_OBJECT (1 << 28)
3023 #define _NEW_FRAG_CLAMP (1 << 29)
3024 #define _NEW_ALL ~0
3025 /*@}*/
3026
3027
3028 /**
3029 * \name Bits to track array state changes
3030 *
3031 * Also used to summarize array enabled.
3032 */
3033 /*@{*/
3034 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
3035 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
3036 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
3037 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
3038 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
3039 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
3040 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
3041 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
3042 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
3043 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
3044 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
3045 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
3046 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
3047 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
3048 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
3049 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
3050 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
3051 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
3052 #define _NEW_ARRAY_ALL 0xffffffff
3053
3054
3055 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
3056 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
3057 /*@}*/
3058
3059
3060
3061 /**
3062 * \name A bunch of flags that we think might be useful to drivers.
3063 *
3064 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3065 */
3066 /*@{*/
3067 #define DD_FLATSHADE 0x1
3068 #define DD_SEPARATE_SPECULAR 0x2
3069 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3070 #define DD_TRI_LIGHT_TWOSIDE 0x8
3071 #define DD_TRI_UNFILLED 0x10
3072 #define DD_TRI_SMOOTH 0x20
3073 #define DD_TRI_STIPPLE 0x40
3074 #define DD_TRI_OFFSET 0x80
3075 #define DD_LINE_SMOOTH 0x100
3076 #define DD_LINE_STIPPLE 0x200
3077 #define DD_POINT_SMOOTH 0x400
3078 #define DD_POINT_ATTEN 0x800
3079 #define DD_TRI_TWOSTENCIL 0x1000
3080 /*@}*/
3081
3082
3083 /**
3084 * \name Define the state changes under which each of these bits might change
3085 */
3086 /*@{*/
3087 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3088 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3089 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3090 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3091 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3092 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3093 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3094 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3095 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3096 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3097 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3098 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3099 #define _DD_NEW_POINT_SIZE _NEW_POINT
3100 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3101 /*@}*/
3102
3103
3104 /**
3105 * Composite state flags
3106 */
3107 /*@{*/
3108 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3109 _NEW_TEXTURE | \
3110 _NEW_POINT | \
3111 _NEW_PROGRAM | \
3112 _NEW_MODELVIEW)
3113 /*@}*/
3114
3115
3116
3117
3118 /* This has to be included here. */
3119 #include "dd.h"
3120
3121
3122 /**
3123 * Display list flags.
3124 * Strictly this is a tnl-private concept, but it doesn't seem
3125 * worthwhile adding a tnl private structure just to hold this one bit
3126 * of information:
3127 */
3128 #define DLIST_DANGLING_REFS 0x1
3129
3130
3131 /** Opaque declaration of display list payload data type */
3132 union gl_dlist_node;
3133
3134
3135 /**
3136 * Provide a location where information about a display list can be
3137 * collected. Could be extended with driverPrivate structures,
3138 * etc. in the future.
3139 */
3140 struct gl_display_list
3141 {
3142 GLuint Name;
3143 GLbitfield Flags; /**< DLIST_x flags */
3144 /** The dlist commands are in a linked list of nodes */
3145 union gl_dlist_node *Head;
3146 };
3147
3148
3149 /**
3150 * State used during display list compilation and execution.
3151 */
3152 struct gl_dlist_state
3153 {
3154 GLuint CallDepth; /**< Current recursion calling depth */
3155
3156 struct gl_display_list *CurrentList; /**< List currently being compiled */
3157 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3158 GLuint CurrentPos; /**< Index into current block of nodes */
3159
3160 GLvertexformat ListVtxfmt;
3161
3162 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3163 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3164
3165 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3166 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3167
3168 GLubyte ActiveIndex;
3169 GLfloat CurrentIndex;
3170
3171 GLubyte ActiveEdgeFlag;
3172 GLboolean CurrentEdgeFlag;
3173
3174 struct {
3175 /* State known to have been set by the currently-compiling display
3176 * list. Used to eliminate some redundant state changes.
3177 */
3178 GLenum ShadeModel;
3179 } Current;
3180 };
3181
3182
3183 /**
3184 * Enum for the OpenGL APIs we know about and may support.
3185 */
3186 typedef enum
3187 {
3188 API_OPENGL,
3189 API_OPENGLES,
3190 API_OPENGLES2
3191 } gl_api;
3192
3193
3194 /**
3195 * Mesa rendering context.
3196 *
3197 * This is the central context data structure for Mesa. Almost all
3198 * OpenGL state is contained in this structure.
3199 * Think of this as a base class from which device drivers will derive
3200 * sub classes.
3201 *
3202 * The struct gl_context typedef names this structure.
3203 */
3204 struct gl_context
3205 {
3206 /** State possibly shared with other contexts in the address space */
3207 struct gl_shared_state *Shared;
3208
3209 /** \name API function pointer tables */
3210 /*@{*/
3211 gl_api API;
3212 struct _glapi_table *Save; /**< Display list save functions */
3213 struct _glapi_table *Exec; /**< Execute functions */
3214 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3215 /*@}*/
3216
3217 struct gl_config Visual;
3218 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3219 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3220 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3221 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3222
3223 /**
3224 * Device driver function pointer table
3225 */
3226 struct dd_function_table Driver;
3227
3228 void *DriverCtx; /**< Points to device driver context/state */
3229
3230 /** Core/Driver constants */
3231 struct gl_constants Const;
3232
3233 /** \name The various 4x4 matrix stacks */
3234 /*@{*/
3235 struct gl_matrix_stack ModelviewMatrixStack;
3236 struct gl_matrix_stack ProjectionMatrixStack;
3237 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3238 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3239 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3240 /*@}*/
3241
3242 /** Combined modelview and projection matrix */
3243 GLmatrix _ModelProjectMatrix;
3244
3245 /** \name Display lists */
3246 struct gl_dlist_state ListState;
3247
3248 GLboolean ExecuteFlag; /**< Execute GL commands? */
3249 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3250
3251 /** Extension information */
3252 struct gl_extensions Extensions;
3253
3254 /** Version info */
3255 GLuint VersionMajor, VersionMinor;
3256 char *VersionString;
3257
3258 /** \name State attribute stack (for glPush/PopAttrib) */
3259 /*@{*/
3260 GLuint AttribStackDepth;
3261 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3262 /*@}*/
3263
3264 /** \name Renderer attribute groups
3265 *
3266 * We define a struct for each attribute group to make pushing and popping
3267 * attributes easy. Also it's a good organization.
3268 */
3269 /*@{*/
3270 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3271 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3272 struct gl_current_attrib Current; /**< Current attributes */
3273 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3274 struct gl_eval_attrib Eval; /**< Eval attributes */
3275 struct gl_fog_attrib Fog; /**< Fog attributes */
3276 struct gl_hint_attrib Hint; /**< Hint attributes */
3277 struct gl_light_attrib Light; /**< Light attributes */
3278 struct gl_line_attrib Line; /**< Line attributes */
3279 struct gl_list_attrib List; /**< List attributes */
3280 struct gl_multisample_attrib Multisample;
3281 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3282 struct gl_point_attrib Point; /**< Point attributes */
3283 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3284 GLuint PolygonStipple[32]; /**< Polygon stipple */
3285 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3286 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3287 struct gl_texture_attrib Texture; /**< Texture attributes */
3288 struct gl_transform_attrib Transform; /**< Transformation attributes */
3289 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3290 /*@}*/
3291
3292 /** \name Client attribute stack */
3293 /*@{*/
3294 GLuint ClientAttribStackDepth;
3295 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3296 /*@}*/
3297
3298 /** \name Client attribute groups */
3299 /*@{*/
3300 struct gl_array_attrib Array; /**< Vertex arrays */
3301 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3302 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3303 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3304 /*@}*/
3305
3306 /** \name Other assorted state (not pushed/popped on attribute stack) */
3307 /*@{*/
3308 struct gl_pixelmaps PixelMaps;
3309
3310 struct gl_evaluators EvalMap; /**< All evaluators */
3311 struct gl_feedback Feedback; /**< Feedback */
3312 struct gl_selection Select; /**< Selection */
3313
3314 struct gl_program_state Program; /**< general program state */
3315 struct gl_vertex_program_state VertexProgram;
3316 struct gl_fragment_program_state FragmentProgram;
3317 struct gl_geometry_program_state GeometryProgram;
3318 struct gl_ati_fragment_shader_state ATIFragmentShader;
3319
3320 struct gl_shader_state Shader; /**< GLSL shader object state */
3321 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3322
3323 struct gl_query_state Query; /**< occlusion, timer queries */
3324
3325 struct gl_transform_feedback TransformFeedback;
3326
3327 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3328 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3329 /*@}*/
3330
3331 struct gl_meta_state *Meta; /**< for "meta" operations */
3332
3333 /* GL_EXT_framebuffer_object */
3334 struct gl_renderbuffer *CurrentRenderbuffer;
3335
3336 GLenum ErrorValue; /**< Last error code */
3337
3338 /* GL_ARB_robustness */
3339 GLenum ResetStatus;
3340
3341 /**
3342 * Recognize and silence repeated error debug messages in buggy apps.
3343 */
3344 const char *ErrorDebugFmtString;
3345 GLuint ErrorDebugCount;
3346
3347 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3348 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3349
3350 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3351
3352 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3353
3354 /** \name Derived state */
3355 /*@{*/
3356 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3357 * state validation so they need to always be current.
3358 */
3359 GLbitfield _TriangleCaps;
3360 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3361 GLfloat _EyeZDir[3];
3362 GLfloat _ModelViewInvScale;
3363 GLboolean _NeedEyeCoords;
3364 GLboolean _ForceEyeCoords;
3365
3366 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3367
3368 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3369 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3370 /**@}*/
3371
3372 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3373
3374 /** \name For debugging/development only */
3375 /*@{*/
3376 GLboolean FirstTimeCurrent;
3377 /*@}*/
3378
3379 /** software compression/decompression supported or not */
3380 GLboolean Mesa_DXTn;
3381
3382 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3383
3384 /**
3385 * Use dp4 (rather than mul/mad) instructions for position
3386 * transformation?
3387 */
3388 GLboolean mvp_with_dp4;
3389
3390 /**
3391 * \name Hooks for module contexts.
3392 *
3393 * These will eventually live in the driver or elsewhere.
3394 */
3395 /*@{*/
3396 void *swrast_context;
3397 void *swsetup_context;
3398 void *swtnl_context;
3399 void *swtnl_im;
3400 struct st_context *st;
3401 void *aelt_context;
3402 /*@}*/
3403 };
3404
3405
3406 #ifdef DEBUG
3407 extern int MESA_VERBOSE;
3408 extern int MESA_DEBUG_FLAGS;
3409 # define MESA_FUNCTION __FUNCTION__
3410 #else
3411 # define MESA_VERBOSE 0
3412 # define MESA_DEBUG_FLAGS 0
3413 # define MESA_FUNCTION "a function"
3414 # ifndef NDEBUG
3415 # define NDEBUG
3416 # endif
3417 #endif
3418
3419
3420 /** The MESA_VERBOSE var is a bitmask of these flags */
3421 enum _verbose
3422 {
3423 VERBOSE_VARRAY = 0x0001,
3424 VERBOSE_TEXTURE = 0x0002,
3425 VERBOSE_MATERIAL = 0x0004,
3426 VERBOSE_PIPELINE = 0x0008,
3427 VERBOSE_DRIVER = 0x0010,
3428 VERBOSE_STATE = 0x0020,
3429 VERBOSE_API = 0x0040,
3430 VERBOSE_DISPLAY_LIST = 0x0100,
3431 VERBOSE_LIGHTING = 0x0200,
3432 VERBOSE_PRIMS = 0x0400,
3433 VERBOSE_VERTS = 0x0800,
3434 VERBOSE_DISASSEM = 0x1000,
3435 VERBOSE_DRAW = 0x2000,
3436 VERBOSE_SWAPBUFFERS = 0x4000
3437 };
3438
3439
3440 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3441 enum _debug
3442 {
3443 DEBUG_ALWAYS_FLUSH = 0x1
3444 };
3445
3446
3447
3448 #endif /* MTYPES_H */