mesa: Remove unnecessary locking from container objects.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50
51
52 #ifdef __cplusplus
53 extern "C" {
54 #endif
55
56
57 /**
58 * \name 64-bit extension of GLbitfield.
59 */
60 /*@{*/
61 typedef GLuint64 GLbitfield64;
62
63 /** Set a single bit */
64 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
65 /** Set all bits up to excluding bit b */
66 #define BITFIELD64_MASK(b) \
67 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
68 /** Set count bits starting from bit b */
69 #define BITFIELD64_RANGE(b, count) \
70 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
71
72
73 /**
74 * \name Some forward type declarations
75 */
76 /*@{*/
77 struct _mesa_HashTable;
78 struct gl_attrib_node;
79 struct gl_list_extensions;
80 struct gl_meta_state;
81 struct gl_program_cache;
82 struct gl_texture_object;
83 struct gl_debug_state;
84 struct gl_context;
85 struct st_context;
86 struct gl_uniform_storage;
87 struct prog_instruction;
88 struct gl_program_parameter_list;
89 struct set;
90 struct set_entry;
91 struct vbo_context;
92 /*@}*/
93
94
95 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
96 #define PRIM_MAX GL_PATCHES
97 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
98 #define PRIM_UNKNOWN (PRIM_MAX + 2)
99
100 /**
101 * Determine if the given gl_varying_slot appears in the fragment shader.
102 */
103 static inline GLboolean
104 _mesa_varying_slot_in_fs(gl_varying_slot slot)
105 {
106 switch (slot) {
107 case VARYING_SLOT_PSIZ:
108 case VARYING_SLOT_BFC0:
109 case VARYING_SLOT_BFC1:
110 case VARYING_SLOT_EDGE:
111 case VARYING_SLOT_CLIP_VERTEX:
112 case VARYING_SLOT_LAYER:
113 case VARYING_SLOT_TESS_LEVEL_OUTER:
114 case VARYING_SLOT_TESS_LEVEL_INNER:
115 case VARYING_SLOT_BOUNDING_BOX0:
116 case VARYING_SLOT_BOUNDING_BOX1:
117 return GL_FALSE;
118 default:
119 return GL_TRUE;
120 }
121 }
122
123 /**
124 * Indexes for all renderbuffers
125 */
126 typedef enum
127 {
128 /* the four standard color buffers */
129 BUFFER_FRONT_LEFT,
130 BUFFER_BACK_LEFT,
131 BUFFER_FRONT_RIGHT,
132 BUFFER_BACK_RIGHT,
133 BUFFER_DEPTH,
134 BUFFER_STENCIL,
135 BUFFER_ACCUM,
136 /* optional aux buffer */
137 BUFFER_AUX0,
138 /* generic renderbuffers */
139 BUFFER_COLOR0,
140 BUFFER_COLOR1,
141 BUFFER_COLOR2,
142 BUFFER_COLOR3,
143 BUFFER_COLOR4,
144 BUFFER_COLOR5,
145 BUFFER_COLOR6,
146 BUFFER_COLOR7,
147 BUFFER_COUNT
148 } gl_buffer_index;
149
150 /**
151 * Bit flags for all renderbuffers
152 */
153 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
154 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
155 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
156 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
157 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
158 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
159 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
160 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
161 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
162 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
163 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
164 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
165 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
166 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
167 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
168 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
169 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
170 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
171 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
172
173 /**
174 * Mask of all the color buffer bits (but not accum).
175 */
176 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
177 BUFFER_BIT_BACK_LEFT | \
178 BUFFER_BIT_FRONT_RIGHT | \
179 BUFFER_BIT_BACK_RIGHT | \
180 BUFFER_BIT_AUX0 | \
181 BUFFER_BIT_COLOR0 | \
182 BUFFER_BIT_COLOR1 | \
183 BUFFER_BIT_COLOR2 | \
184 BUFFER_BIT_COLOR3 | \
185 BUFFER_BIT_COLOR4 | \
186 BUFFER_BIT_COLOR5 | \
187 BUFFER_BIT_COLOR6 | \
188 BUFFER_BIT_COLOR7)
189
190 /**
191 * Framebuffer configuration (aka visual / pixelformat)
192 * Note: some of these fields should be boolean, but it appears that
193 * code in drivers/dri/common/util.c requires int-sized fields.
194 */
195 struct gl_config
196 {
197 GLboolean rgbMode;
198 GLboolean floatMode;
199 GLuint doubleBufferMode;
200 GLuint stereoMode;
201
202 GLboolean haveAccumBuffer;
203 GLboolean haveDepthBuffer;
204 GLboolean haveStencilBuffer;
205
206 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
207 GLuint redMask, greenMask, blueMask, alphaMask;
208 GLint rgbBits; /* total bits for rgb */
209 GLint indexBits; /* total bits for colorindex */
210
211 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
212 GLint depthBits;
213 GLint stencilBits;
214
215 GLint numAuxBuffers;
216
217 GLint level;
218
219 /* EXT_visual_rating / GLX 1.2 */
220 GLint visualRating;
221
222 /* EXT_visual_info / GLX 1.2 */
223 GLint transparentPixel;
224 /* colors are floats scaled to ints */
225 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
226 GLint transparentIndex;
227
228 /* ARB_multisample / SGIS_multisample */
229 GLint sampleBuffers;
230 GLint samples;
231
232 /* SGIX_pbuffer / GLX 1.3 */
233 GLint maxPbufferWidth;
234 GLint maxPbufferHeight;
235 GLint maxPbufferPixels;
236 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
237 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
238
239 /* OML_swap_method */
240 GLint swapMethod;
241
242 /* EXT_texture_from_pixmap */
243 GLint bindToTextureRgb;
244 GLint bindToTextureRgba;
245 GLint bindToMipmapTexture;
246 GLint bindToTextureTargets;
247 GLint yInverted;
248
249 /* EXT_framebuffer_sRGB */
250 GLint sRGBCapable;
251 };
252
253
254 /**
255 * \name Bit flags used for updating material values.
256 */
257 /*@{*/
258 #define MAT_ATTRIB_FRONT_AMBIENT 0
259 #define MAT_ATTRIB_BACK_AMBIENT 1
260 #define MAT_ATTRIB_FRONT_DIFFUSE 2
261 #define MAT_ATTRIB_BACK_DIFFUSE 3
262 #define MAT_ATTRIB_FRONT_SPECULAR 4
263 #define MAT_ATTRIB_BACK_SPECULAR 5
264 #define MAT_ATTRIB_FRONT_EMISSION 6
265 #define MAT_ATTRIB_BACK_EMISSION 7
266 #define MAT_ATTRIB_FRONT_SHININESS 8
267 #define MAT_ATTRIB_BACK_SHININESS 9
268 #define MAT_ATTRIB_FRONT_INDEXES 10
269 #define MAT_ATTRIB_BACK_INDEXES 11
270 #define MAT_ATTRIB_MAX 12
271
272 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
273 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
274 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
275 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
276 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
277 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
278
279 #define MAT_INDEX_AMBIENT 0
280 #define MAT_INDEX_DIFFUSE 1
281 #define MAT_INDEX_SPECULAR 2
282
283 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
284 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
285 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
286 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
287 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
288 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
289 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
290 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
291 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
292 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
293 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
294 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
295
296
297 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
298 MAT_BIT_FRONT_AMBIENT | \
299 MAT_BIT_FRONT_DIFFUSE | \
300 MAT_BIT_FRONT_SPECULAR | \
301 MAT_BIT_FRONT_SHININESS | \
302 MAT_BIT_FRONT_INDEXES)
303
304 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
305 MAT_BIT_BACK_AMBIENT | \
306 MAT_BIT_BACK_DIFFUSE | \
307 MAT_BIT_BACK_SPECULAR | \
308 MAT_BIT_BACK_SHININESS | \
309 MAT_BIT_BACK_INDEXES)
310
311 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
312 /*@}*/
313
314
315 /**
316 * Material state.
317 */
318 struct gl_material
319 {
320 GLfloat Attrib[MAT_ATTRIB_MAX][4];
321 };
322
323
324 /**
325 * Light state flags.
326 */
327 /*@{*/
328 #define LIGHT_SPOT 0x1
329 #define LIGHT_LOCAL_VIEWER 0x2
330 #define LIGHT_POSITIONAL 0x4
331 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
332 /*@}*/
333
334
335 /**
336 * Light source state.
337 */
338 struct gl_light
339 {
340 GLfloat Ambient[4]; /**< ambient color */
341 GLfloat Diffuse[4]; /**< diffuse color */
342 GLfloat Specular[4]; /**< specular color */
343 GLfloat EyePosition[4]; /**< position in eye coordinates */
344 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
345 GLfloat SpotExponent;
346 GLfloat SpotCutoff; /**< in degrees */
347 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
348 GLfloat ConstantAttenuation;
349 GLfloat LinearAttenuation;
350 GLfloat QuadraticAttenuation;
351 GLboolean Enabled; /**< On/off flag */
352
353 /**
354 * \name Derived fields
355 */
356 /*@{*/
357 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
358
359 GLfloat _Position[4]; /**< position in eye/obj coordinates */
360 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
361 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
362 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
363 GLfloat _VP_inf_spot_attenuation;
364
365 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
366 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
367 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
368 /*@}*/
369 };
370
371
372 /**
373 * Light model state.
374 */
375 struct gl_lightmodel
376 {
377 GLfloat Ambient[4]; /**< ambient color */
378 GLboolean LocalViewer; /**< Local (or infinite) view point? */
379 GLboolean TwoSide; /**< Two (or one) sided lighting? */
380 GLenum ColorControl; /**< either GL_SINGLE_COLOR
381 * or GL_SEPARATE_SPECULAR_COLOR */
382 };
383
384
385 /**
386 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
387 */
388 struct gl_accum_attrib
389 {
390 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
391 };
392
393
394 /**
395 * Used for storing clear color, texture border color, etc.
396 * The float values are typically unclamped.
397 */
398 union gl_color_union
399 {
400 GLfloat f[4];
401 GLint i[4];
402 GLuint ui[4];
403 };
404
405
406 /**
407 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
408 */
409 struct gl_colorbuffer_attrib
410 {
411 GLuint ClearIndex; /**< Index for glClear */
412 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
413 GLuint IndexMask; /**< Color index write mask */
414 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
415
416 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
417
418 /**
419 * \name alpha testing
420 */
421 /*@{*/
422 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
423 GLenum AlphaFunc; /**< Alpha test function */
424 GLfloat AlphaRefUnclamped;
425 GLclampf AlphaRef; /**< Alpha reference value */
426 /*@}*/
427
428 /**
429 * \name Blending
430 */
431 /*@{*/
432 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
433
434 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
435 * control, only on the fixed-pointness of the render target.
436 * The query does however depend on fragment color clamping.
437 */
438 GLfloat BlendColorUnclamped[4]; /**< Blending color */
439 GLfloat BlendColor[4]; /**< Blending color */
440
441 struct
442 {
443 GLenum SrcRGB; /**< RGB blend source term */
444 GLenum DstRGB; /**< RGB blend dest term */
445 GLenum SrcA; /**< Alpha blend source term */
446 GLenum DstA; /**< Alpha blend dest term */
447 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
448 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
449 /**
450 * Set if any blend factor uses SRC1. Computed at the time blend factors
451 * get set.
452 */
453 GLboolean _UsesDualSrc;
454 } Blend[MAX_DRAW_BUFFERS];
455 /** Are the blend func terms currently different for each buffer/target? */
456 GLboolean _BlendFuncPerBuffer;
457 /** Are the blend equations currently different for each buffer/target? */
458 GLboolean _BlendEquationPerBuffer;
459
460 /**
461 * Which advanced blending mode is in use (or BLEND_NONE).
462 *
463 * KHR_blend_equation_advanced only allows advanced blending with a single
464 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
465 * requires all draw buffers to match, so we only need a single value.
466 */
467 enum gl_advanced_blend_mode _AdvancedBlendMode;
468
469 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
470 bool BlendCoherent;
471 /*@}*/
472
473 /**
474 * \name Logic op
475 */
476 /*@{*/
477 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
478 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
479 GLenum LogicOp; /**< Logic operator */
480
481 /*@}*/
482
483 GLboolean DitherFlag; /**< Dither enable flag */
484
485 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
486 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
487 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
488
489 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
490 };
491
492
493 /**
494 * Current attribute group (GL_CURRENT_BIT).
495 */
496 struct gl_current_attrib
497 {
498 /**
499 * \name Current vertex attributes (color, texcoords, etc).
500 * \note Values are valid only after FLUSH_VERTICES has been called.
501 * \note Index and Edgeflag current values are stored as floats in the
502 * SIX and SEVEN attribute slots.
503 * \note We need double storage for 64-bit vertex attributes
504 */
505 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
506
507 /**
508 * \name Current raster position attributes (always up to date after a
509 * glRasterPos call).
510 */
511 GLfloat RasterPos[4];
512 GLfloat RasterDistance;
513 GLfloat RasterColor[4];
514 GLfloat RasterSecondaryColor[4];
515 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
516 GLboolean RasterPosValid;
517 };
518
519
520 /**
521 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
522 */
523 struct gl_depthbuffer_attrib
524 {
525 GLenum Func; /**< Function for depth buffer compare */
526 GLclampd Clear; /**< Value to clear depth buffer to */
527 GLboolean Test; /**< Depth buffering enabled flag */
528 GLboolean Mask; /**< Depth buffer writable? */
529 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
530 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
531 };
532
533
534 /**
535 * Evaluator attribute group (GL_EVAL_BIT).
536 */
537 struct gl_eval_attrib
538 {
539 /**
540 * \name Enable bits
541 */
542 /*@{*/
543 GLboolean Map1Color4;
544 GLboolean Map1Index;
545 GLboolean Map1Normal;
546 GLboolean Map1TextureCoord1;
547 GLboolean Map1TextureCoord2;
548 GLboolean Map1TextureCoord3;
549 GLboolean Map1TextureCoord4;
550 GLboolean Map1Vertex3;
551 GLboolean Map1Vertex4;
552 GLboolean Map2Color4;
553 GLboolean Map2Index;
554 GLboolean Map2Normal;
555 GLboolean Map2TextureCoord1;
556 GLboolean Map2TextureCoord2;
557 GLboolean Map2TextureCoord3;
558 GLboolean Map2TextureCoord4;
559 GLboolean Map2Vertex3;
560 GLboolean Map2Vertex4;
561 GLboolean AutoNormal;
562 /*@}*/
563
564 /**
565 * \name Map Grid endpoints and divisions and calculated du values
566 */
567 /*@{*/
568 GLint MapGrid1un;
569 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
570 GLint MapGrid2un, MapGrid2vn;
571 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
572 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
573 /*@}*/
574 };
575
576
577 /**
578 * Compressed fog mode.
579 */
580 enum gl_fog_mode
581 {
582 FOG_NONE,
583 FOG_LINEAR,
584 FOG_EXP,
585 FOG_EXP2,
586 };
587
588
589 /**
590 * Fog attribute group (GL_FOG_BIT).
591 */
592 struct gl_fog_attrib
593 {
594 GLboolean Enabled; /**< Fog enabled flag */
595 GLboolean ColorSumEnabled;
596 uint8_t _PackedMode; /**< Fog mode as 2 bits */
597 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
598 GLfloat ColorUnclamped[4]; /**< Fog color */
599 GLfloat Color[4]; /**< Fog color */
600 GLfloat Density; /**< Density >= 0.0 */
601 GLfloat Start; /**< Start distance in eye coords */
602 GLfloat End; /**< End distance in eye coords */
603 GLfloat Index; /**< Fog index */
604 GLenum Mode; /**< Fog mode */
605 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
606 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
607 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
608 };
609
610
611 /**
612 * Hint attribute group (GL_HINT_BIT).
613 *
614 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
615 */
616 struct gl_hint_attrib
617 {
618 GLenum PerspectiveCorrection;
619 GLenum PointSmooth;
620 GLenum LineSmooth;
621 GLenum PolygonSmooth;
622 GLenum Fog;
623 GLenum TextureCompression; /**< GL_ARB_texture_compression */
624 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
625 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
626 };
627
628
629 /**
630 * Lighting attribute group (GL_LIGHT_BIT).
631 */
632 struct gl_light_attrib
633 {
634 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
635 struct gl_lightmodel Model; /**< Lighting model */
636
637 /**
638 * Front and back material values.
639 * Note: must call FLUSH_VERTICES() before using.
640 */
641 struct gl_material Material;
642
643 GLboolean Enabled; /**< Lighting enabled flag */
644 GLboolean ColorMaterialEnabled;
645
646 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
647 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
648 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
649 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
650 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
651
652
653 GLboolean _ClampVertexColor;
654 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
655
656 /**
657 * Derived state for optimizations:
658 */
659 /*@{*/
660 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
661
662 GLboolean _NeedEyeCoords;
663 GLboolean _NeedVertices; /**< Use fast shader? */
664
665 GLfloat _BaseColor[2][3];
666 /*@}*/
667 };
668
669
670 /**
671 * Line attribute group (GL_LINE_BIT).
672 */
673 struct gl_line_attrib
674 {
675 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
676 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
677 GLushort StipplePattern; /**< Stipple pattern */
678 GLint StippleFactor; /**< Stipple repeat factor */
679 GLfloat Width; /**< Line width */
680 };
681
682
683 /**
684 * Display list attribute group (GL_LIST_BIT).
685 */
686 struct gl_list_attrib
687 {
688 GLuint ListBase;
689 };
690
691
692 /**
693 * Multisample attribute group (GL_MULTISAMPLE_BIT).
694 */
695 struct gl_multisample_attrib
696 {
697 GLboolean Enabled;
698 GLboolean SampleAlphaToCoverage;
699 GLboolean SampleAlphaToOne;
700 GLboolean SampleCoverage;
701 GLboolean SampleCoverageInvert;
702 GLboolean SampleShading;
703
704 /* ARB_texture_multisample / GL3.2 additions */
705 GLboolean SampleMask;
706
707 GLfloat SampleCoverageValue;
708 GLfloat MinSampleShadingValue;
709
710 /** The GL spec defines this as an array but >32x MSAA is madness */
711 GLbitfield SampleMaskValue;
712 };
713
714
715 /**
716 * A pixelmap (see glPixelMap)
717 */
718 struct gl_pixelmap
719 {
720 GLint Size;
721 GLfloat Map[MAX_PIXEL_MAP_TABLE];
722 };
723
724
725 /**
726 * Collection of all pixelmaps
727 */
728 struct gl_pixelmaps
729 {
730 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
731 struct gl_pixelmap GtoG;
732 struct gl_pixelmap BtoB;
733 struct gl_pixelmap AtoA;
734 struct gl_pixelmap ItoR;
735 struct gl_pixelmap ItoG;
736 struct gl_pixelmap ItoB;
737 struct gl_pixelmap ItoA;
738 struct gl_pixelmap ItoI;
739 struct gl_pixelmap StoS;
740 };
741
742
743 /**
744 * Pixel attribute group (GL_PIXEL_MODE_BIT).
745 */
746 struct gl_pixel_attrib
747 {
748 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
749
750 /*--- Begin Pixel Transfer State ---*/
751 /* Fields are in the order in which they're applied... */
752
753 /** Scale & Bias (index shift, offset) */
754 /*@{*/
755 GLfloat RedBias, RedScale;
756 GLfloat GreenBias, GreenScale;
757 GLfloat BlueBias, BlueScale;
758 GLfloat AlphaBias, AlphaScale;
759 GLfloat DepthBias, DepthScale;
760 GLint IndexShift, IndexOffset;
761 /*@}*/
762
763 /* Pixel Maps */
764 /* Note: actual pixel maps are not part of this attrib group */
765 GLboolean MapColorFlag;
766 GLboolean MapStencilFlag;
767
768 /*--- End Pixel Transfer State ---*/
769
770 /** glPixelZoom */
771 GLfloat ZoomX, ZoomY;
772 };
773
774
775 /**
776 * Point attribute group (GL_POINT_BIT).
777 */
778 struct gl_point_attrib
779 {
780 GLfloat Size; /**< User-specified point size */
781 GLfloat Params[3]; /**< GL_EXT_point_parameters */
782 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
783 GLfloat Threshold; /**< GL_EXT_point_parameters */
784 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
785 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
786 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
787 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
788 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
789 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
790 };
791
792
793 /**
794 * Polygon attribute group (GL_POLYGON_BIT).
795 */
796 struct gl_polygon_attrib
797 {
798 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
799 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
800 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
801 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
802 GLboolean CullFlag; /**< Culling on/off flag */
803 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
804 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
805 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
806 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
807 GLfloat OffsetUnits; /**< Polygon offset units, from user */
808 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
809 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
810 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
811 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
812 };
813
814
815 /**
816 * Scissor attributes (GL_SCISSOR_BIT).
817 */
818 struct gl_scissor_rect
819 {
820 GLint X, Y; /**< Lower left corner of box */
821 GLsizei Width, Height; /**< Size of box */
822 };
823 struct gl_scissor_attrib
824 {
825 GLbitfield EnableFlags; /**< Scissor test enabled? */
826 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
827 GLint NumWindowRects; /**< Count of enabled window rectangles */
828 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
829 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
830 };
831
832
833 /**
834 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
835 *
836 * Three sets of stencil data are tracked so that OpenGL 2.0,
837 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
838 * simultaneously. In each of the stencil state arrays, element 0 corresponds
839 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
840 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
841 * GL_EXT_stencil_two_side GL_BACK state.
842 *
843 * The derived value \c _BackFace is either 1 or 2 depending on whether or
844 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
845 *
846 * The derived value \c _TestTwoSide is set when the front-face and back-face
847 * stencil state are different.
848 */
849 struct gl_stencil_attrib
850 {
851 GLboolean Enabled; /**< Enabled flag */
852 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
853 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
854 GLboolean _Enabled; /**< Enabled and stencil buffer present */
855 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
856 GLboolean _TestTwoSide;
857 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
858 GLenum Function[3]; /**< Stencil function */
859 GLenum FailFunc[3]; /**< Fail function */
860 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
861 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
862 GLint Ref[3]; /**< Reference value */
863 GLuint ValueMask[3]; /**< Value mask */
864 GLuint WriteMask[3]; /**< Write mask */
865 GLuint Clear; /**< Clear value */
866 };
867
868
869 /**
870 * An index for each type of texture object. These correspond to the GL
871 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
872 * Note: the order is from highest priority to lowest priority.
873 */
874 typedef enum
875 {
876 TEXTURE_2D_MULTISAMPLE_INDEX,
877 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
878 TEXTURE_CUBE_ARRAY_INDEX,
879 TEXTURE_BUFFER_INDEX,
880 TEXTURE_2D_ARRAY_INDEX,
881 TEXTURE_1D_ARRAY_INDEX,
882 TEXTURE_EXTERNAL_INDEX,
883 TEXTURE_CUBE_INDEX,
884 TEXTURE_3D_INDEX,
885 TEXTURE_RECT_INDEX,
886 TEXTURE_2D_INDEX,
887 TEXTURE_1D_INDEX,
888 NUM_TEXTURE_TARGETS
889 } gl_texture_index;
890
891
892 /**
893 * Bit flags for each type of texture object
894 */
895 /*@{*/
896 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
897 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
898 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
899 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
900 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
901 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
902 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
903 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
904 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
905 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
906 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
907 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
908 /*@}*/
909
910
911 /**
912 * Texture image state. Drivers will typically create a subclass of this
913 * with extra fields for memory buffers, etc.
914 */
915 struct gl_texture_image
916 {
917 GLint InternalFormat; /**< Internal format as given by the user */
918 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
919 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
920 * GL_INTENSITY, GL_DEPTH_COMPONENT or
921 * GL_DEPTH_STENCIL_EXT only. Used for
922 * choosing TexEnv arithmetic.
923 */
924 mesa_format TexFormat; /**< The actual texture memory format */
925
926 GLuint Border; /**< 0 or 1 */
927 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
928 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
929 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
930 GLuint Width2; /**< = Width - 2*Border */
931 GLuint Height2; /**< = Height - 2*Border */
932 GLuint Depth2; /**< = Depth - 2*Border */
933 GLuint WidthLog2; /**< = log2(Width2) */
934 GLuint HeightLog2; /**< = log2(Height2) */
935 GLuint DepthLog2; /**< = log2(Depth2) */
936 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
937 levels, computed from the dimensions */
938
939 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
940 GLuint Level; /**< Which mipmap level am I? */
941 /** Cube map face: index into gl_texture_object::Image[] array */
942 GLuint Face;
943
944 /** GL_ARB_texture_multisample */
945 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
946 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
947 };
948
949
950 /**
951 * Indexes for cube map faces.
952 */
953 typedef enum
954 {
955 FACE_POS_X = 0,
956 FACE_NEG_X = 1,
957 FACE_POS_Y = 2,
958 FACE_NEG_Y = 3,
959 FACE_POS_Z = 4,
960 FACE_NEG_Z = 5,
961 MAX_FACES = 6
962 } gl_face_index;
963
964
965 /**
966 * Sampler object state. These objects are new with GL_ARB_sampler_objects
967 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
968 */
969 struct gl_sampler_object
970 {
971 mtx_t Mutex;
972 GLuint Name;
973 GLint RefCount;
974 GLchar *Label; /**< GL_KHR_debug */
975
976 GLenum WrapS; /**< S-axis texture image wrap mode */
977 GLenum WrapT; /**< T-axis texture image wrap mode */
978 GLenum WrapR; /**< R-axis texture image wrap mode */
979 GLenum MinFilter; /**< minification filter */
980 GLenum MagFilter; /**< magnification filter */
981 union gl_color_union BorderColor; /**< Interpreted according to texture format */
982 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
983 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
984 GLfloat LodBias; /**< OpenGL 1.4 */
985 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
986 GLenum CompareMode; /**< GL_ARB_shadow */
987 GLenum CompareFunc; /**< GL_ARB_shadow */
988 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
989 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
990 };
991
992
993 /**
994 * Texture object state. Contains the array of mipmap images, border color,
995 * wrap modes, filter modes, and shadow/texcompare state.
996 */
997 struct gl_texture_object
998 {
999 mtx_t Mutex; /**< for thread safety */
1000 GLint RefCount; /**< reference count */
1001 GLuint Name; /**< the user-visible texture object ID */
1002 GLchar *Label; /**< GL_KHR_debug */
1003 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1004 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1005 Only valid when Target is valid. */
1006
1007 struct gl_sampler_object Sampler;
1008
1009 GLenum DepthMode; /**< GL_ARB_depth_texture */
1010 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1011
1012 GLfloat Priority; /**< in [0,1] */
1013 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1014 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1015 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1016 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1017 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1018 GLint CropRect[4]; /**< GL_OES_draw_texture */
1019 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1020 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1021 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1022 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1023 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1024 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1025 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1026 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1027 pressure? */
1028 GLboolean Immutable; /**< GL_ARB_texture_storage */
1029 GLboolean _IsFloat; /**< GL_OES_float_texture */
1030 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1031
1032 GLuint MinLevel; /**< GL_ARB_texture_view */
1033 GLuint MinLayer; /**< GL_ARB_texture_view */
1034 GLuint NumLevels; /**< GL_ARB_texture_view */
1035 GLuint NumLayers; /**< GL_ARB_texture_view */
1036
1037 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1038 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1039
1040 /** GL_ARB_texture_buffer_object */
1041 struct gl_buffer_object *BufferObject;
1042 GLenum BufferObjectFormat;
1043 /** Equivalent Mesa format for BufferObjectFormat. */
1044 mesa_format _BufferObjectFormat;
1045 /** GL_ARB_texture_buffer_range */
1046 GLintptr BufferOffset;
1047 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1048
1049 /** GL_OES_EGL_image_external */
1050 GLint RequiredTextureImageUnits;
1051
1052 /** GL_ARB_shader_image_load_store */
1053 GLenum ImageFormatCompatibilityType;
1054 };
1055
1056
1057 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1058 #define MAX_COMBINER_TERMS 4
1059
1060
1061 /**
1062 * Texture combine environment state.
1063 */
1064 struct gl_tex_env_combine_state
1065 {
1066 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1067 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1068 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1069 GLenum SourceRGB[MAX_COMBINER_TERMS];
1070 GLenum SourceA[MAX_COMBINER_TERMS];
1071 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1072 GLenum OperandRGB[MAX_COMBINER_TERMS];
1073 GLenum OperandA[MAX_COMBINER_TERMS];
1074 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1075 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1076 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1077 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1078 };
1079
1080
1081 /** Compressed TexEnv effective Combine mode */
1082 enum gl_tex_env_mode
1083 {
1084 TEXENV_MODE_REPLACE, /* r = a0 */
1085 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1086 TEXENV_MODE_ADD, /* r = a0 + a1 */
1087 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1088 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1089 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1090 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1091 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1092 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1093 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1094 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1095 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1096 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1097 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1098 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1099 };
1100
1101
1102 /** Compressed TexEnv Combine source */
1103 enum gl_tex_env_source
1104 {
1105 TEXENV_SRC_TEXTURE0,
1106 TEXENV_SRC_TEXTURE1,
1107 TEXENV_SRC_TEXTURE2,
1108 TEXENV_SRC_TEXTURE3,
1109 TEXENV_SRC_TEXTURE4,
1110 TEXENV_SRC_TEXTURE5,
1111 TEXENV_SRC_TEXTURE6,
1112 TEXENV_SRC_TEXTURE7,
1113 TEXENV_SRC_TEXTURE,
1114 TEXENV_SRC_PREVIOUS,
1115 TEXENV_SRC_PRIMARY_COLOR,
1116 TEXENV_SRC_CONSTANT,
1117 TEXENV_SRC_ZERO,
1118 TEXENV_SRC_ONE,
1119 };
1120
1121
1122 /** Compressed TexEnv Combine operand */
1123 enum gl_tex_env_operand
1124 {
1125 TEXENV_OPR_COLOR,
1126 TEXENV_OPR_ONE_MINUS_COLOR,
1127 TEXENV_OPR_ALPHA,
1128 TEXENV_OPR_ONE_MINUS_ALPHA,
1129 };
1130
1131
1132 /** Compressed TexEnv Combine argument */
1133 struct gl_tex_env_argument
1134 {
1135 #ifdef __GNUC__
1136 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1137 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1138 #else
1139 uint8_t Source; /**< SRC_x */
1140 uint8_t Operand; /**< OPR_x */
1141 #endif
1142 };
1143
1144
1145 /***
1146 * Compressed TexEnv Combine state.
1147 */
1148 struct gl_tex_env_combine_packed
1149 {
1150 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1151 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1152 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1153 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1154 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1155 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1156 /** Source arguments in a packed manner */
1157 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1158 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1159 };
1160
1161
1162 /**
1163 * TexGenEnabled flags.
1164 */
1165 /*@{*/
1166 #define S_BIT 1
1167 #define T_BIT 2
1168 #define R_BIT 4
1169 #define Q_BIT 8
1170 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1171 /*@}*/
1172
1173
1174 /**
1175 * Bit flag versions of the corresponding GL_ constants.
1176 */
1177 /*@{*/
1178 #define TEXGEN_SPHERE_MAP 0x1
1179 #define TEXGEN_OBJ_LINEAR 0x2
1180 #define TEXGEN_EYE_LINEAR 0x4
1181 #define TEXGEN_REFLECTION_MAP_NV 0x8
1182 #define TEXGEN_NORMAL_MAP_NV 0x10
1183
1184 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1185 TEXGEN_REFLECTION_MAP_NV | \
1186 TEXGEN_NORMAL_MAP_NV)
1187 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1188 TEXGEN_REFLECTION_MAP_NV | \
1189 TEXGEN_NORMAL_MAP_NV | \
1190 TEXGEN_EYE_LINEAR)
1191 /*@}*/
1192
1193
1194
1195 /** Tex-gen enabled for texture unit? */
1196 #define ENABLE_TEXGEN(unit) (1 << (unit))
1197
1198 /** Non-identity texture matrix for texture unit? */
1199 #define ENABLE_TEXMAT(unit) (1 << (unit))
1200
1201
1202 /**
1203 * Texture coord generation state.
1204 */
1205 struct gl_texgen
1206 {
1207 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1208 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1209 GLfloat ObjectPlane[4];
1210 GLfloat EyePlane[4];
1211 };
1212
1213
1214 /**
1215 * Texture unit state. Contains enable flags, texture environment/function/
1216 * combiners, texgen state, and pointers to current texture objects.
1217 */
1218 struct gl_texture_unit
1219 {
1220 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1221
1222 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1223 GLclampf EnvColor[4];
1224 GLfloat EnvColorUnclamped[4];
1225
1226 struct gl_texgen GenS;
1227 struct gl_texgen GenT;
1228 struct gl_texgen GenR;
1229 struct gl_texgen GenQ;
1230 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1231 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1232
1233 GLfloat LodBias; /**< for biasing mipmap levels */
1234
1235 /** Texture targets that have a non-default texture bound */
1236 GLbitfield _BoundTextures;
1237
1238 /** Current sampler object (GL_ARB_sampler_objects) */
1239 struct gl_sampler_object *Sampler;
1240
1241 /**
1242 * \name GL_EXT_texture_env_combine
1243 */
1244 struct gl_tex_env_combine_state Combine;
1245
1246 /**
1247 * Derived state based on \c EnvMode and the \c BaseFormat of the
1248 * currently enabled texture.
1249 */
1250 struct gl_tex_env_combine_state _EnvMode;
1251
1252 /**
1253 * Currently enabled combiner state. This will point to either
1254 * \c Combine or \c _EnvMode.
1255 */
1256 struct gl_tex_env_combine_state *_CurrentCombine;
1257
1258 /** Current texture object pointers */
1259 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1260
1261 /** Points to highest priority, complete and enabled texture object */
1262 struct gl_texture_object *_Current;
1263
1264 /** Current compressed TexEnv & Combine state */
1265 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1266 };
1267
1268
1269 /**
1270 * Texture attribute group (GL_TEXTURE_BIT).
1271 */
1272 struct gl_texture_attrib
1273 {
1274 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1275
1276 /** GL_ARB_seamless_cubemap */
1277 GLboolean CubeMapSeamless;
1278
1279 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1280
1281 /** GL_ARB_texture_buffer_object */
1282 struct gl_buffer_object *BufferObject;
1283
1284 /** Texture coord units/sets used for fragment texturing */
1285 GLbitfield _EnabledCoordUnits;
1286
1287 /** Texture coord units that have texgen enabled */
1288 GLbitfield _TexGenEnabled;
1289
1290 /** Texture coord units that have non-identity matrices */
1291 GLbitfield _TexMatEnabled;
1292
1293 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1294 GLbitfield _GenFlags;
1295
1296 /** Largest index of a texture unit with _Current != NULL. */
1297 GLint _MaxEnabledTexImageUnit;
1298
1299 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1300 GLint NumCurrentTexUsed;
1301
1302 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1303 };
1304
1305
1306 /**
1307 * Data structure representing a single clip plane (e.g. one of the elements
1308 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1309 */
1310 typedef GLfloat gl_clip_plane[4];
1311
1312
1313 /**
1314 * Transformation attribute group (GL_TRANSFORM_BIT).
1315 */
1316 struct gl_transform_attrib
1317 {
1318 GLenum MatrixMode; /**< Matrix mode */
1319 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1320 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1321 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1322 GLboolean Normalize; /**< Normalize all normals? */
1323 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1324 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1325 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1326 /** GL_ARB_clip_control */
1327 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1328 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1329 };
1330
1331
1332 /**
1333 * Viewport attribute group (GL_VIEWPORT_BIT).
1334 */
1335 struct gl_viewport_attrib
1336 {
1337 GLfloat X, Y; /**< position */
1338 GLfloat Width, Height; /**< size */
1339 GLdouble Near, Far; /**< Depth buffer range */
1340 };
1341
1342
1343 typedef enum {
1344 MAP_USER,
1345 MAP_INTERNAL,
1346
1347 MAP_COUNT
1348 } gl_map_buffer_index;
1349
1350
1351 /**
1352 * Fields describing a mapped buffer range.
1353 */
1354 struct gl_buffer_mapping {
1355 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1356 GLvoid *Pointer; /**< User-space address of mapping */
1357 GLintptr Offset; /**< Mapped offset */
1358 GLsizeiptr Length; /**< Mapped length */
1359 };
1360
1361
1362 /**
1363 * Usages we've seen for a buffer object.
1364 */
1365 typedef enum {
1366 USAGE_UNIFORM_BUFFER = 0x1,
1367 USAGE_TEXTURE_BUFFER = 0x2,
1368 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1369 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1370 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1371 USAGE_PIXEL_PACK_BUFFER = 0x20,
1372 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1373 } gl_buffer_usage;
1374
1375
1376 /**
1377 * GL_ARB_vertex/pixel_buffer_object buffer object
1378 */
1379 struct gl_buffer_object
1380 {
1381 mtx_t Mutex;
1382 GLint RefCount;
1383 GLuint Name;
1384 GLchar *Label; /**< GL_KHR_debug */
1385 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1386 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1387 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1388 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1389 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1390 GLboolean Written; /**< Ever written to? (for debugging) */
1391 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1392 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1393 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1394
1395 /** Counters used for buffer usage warnings */
1396 GLuint NumSubDataCalls;
1397 GLuint NumMapBufferWriteCalls;
1398
1399 struct gl_buffer_mapping Mappings[MAP_COUNT];
1400
1401 /** Memoization of min/max index computations for static index buffers */
1402 struct hash_table *MinMaxCache;
1403 unsigned MinMaxCacheHitIndices;
1404 unsigned MinMaxCacheMissIndices;
1405 bool MinMaxCacheDirty;
1406 };
1407
1408
1409 /**
1410 * Client pixel packing/unpacking attributes
1411 */
1412 struct gl_pixelstore_attrib
1413 {
1414 GLint Alignment;
1415 GLint RowLength;
1416 GLint SkipPixels;
1417 GLint SkipRows;
1418 GLint ImageHeight;
1419 GLint SkipImages;
1420 GLboolean SwapBytes;
1421 GLboolean LsbFirst;
1422 GLboolean Invert; /**< GL_MESA_pack_invert */
1423 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1424 GLint CompressedBlockHeight;
1425 GLint CompressedBlockDepth;
1426 GLint CompressedBlockSize;
1427 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1428 };
1429
1430
1431 /**
1432 * Vertex array information which is derived from gl_array_attributes
1433 * and gl_vertex_buffer_binding information. Used by the VBO module and
1434 * device drivers.
1435 */
1436 struct gl_vertex_array
1437 {
1438 GLint Size; /**< components per element (1,2,3,4) */
1439 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1440 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1441 GLsizei StrideB; /**< actual stride in bytes */
1442 GLuint _ElementSize; /**< size of each element in bytes */
1443 const GLubyte *Ptr; /**< Points to array data */
1444 GLboolean Normalized; /**< GL_ARB_vertex_program */
1445 GLboolean Integer; /**< Integer-valued? */
1446 GLboolean Doubles; /**< double precision values are not converted to floats */
1447 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1448
1449 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1450 };
1451
1452
1453 /**
1454 * Attributes to describe a vertex array.
1455 *
1456 * Contains the size, type, format and normalization flag,
1457 * along with the index of a vertex buffer binding point.
1458 *
1459 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1460 * and is only present for backwards compatibility reasons.
1461 * Rendering always uses VERTEX_BINDING_STRIDE.
1462 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1463 * and VERTEX_BINDING_STRIDE to the same value, while
1464 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1465 */
1466 struct gl_array_attributes
1467 {
1468 GLint Size; /**< Components per element (1,2,3,4) */
1469 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1470 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1471 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1472 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1473 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1474 GLboolean Enabled; /**< Whether the array is enabled */
1475 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1476 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1477 GLboolean Doubles; /**< double precision values are not converted to floats */
1478 GLuint _ElementSize; /**< Size of each element in bytes */
1479 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1480 };
1481
1482
1483 /**
1484 * This describes the buffer object used for a vertex array (or
1485 * multiple vertex arrays). If BufferObj points to the default/null
1486 * buffer object, then the vertex array lives in user memory and not a VBO.
1487 */
1488 struct gl_vertex_buffer_binding
1489 {
1490 GLintptr Offset; /**< User-specified offset */
1491 GLsizei Stride; /**< User-specified stride */
1492 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1493 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1494 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1495 };
1496
1497
1498 /**
1499 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1500 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1501 * extension.
1502 */
1503 struct gl_vertex_array_object
1504 {
1505 /** Name of the VAO as received from glGenVertexArray. */
1506 GLuint Name;
1507
1508 GLint RefCount;
1509
1510 GLchar *Label; /**< GL_KHR_debug */
1511
1512 /**
1513 * Does the VAO use ARB semantics or Apple semantics?
1514 *
1515 * There are several ways in which ARB_vertex_array_object and
1516 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1517 * least,
1518 *
1519 * - ARB VAOs require that all array data be sourced from vertex buffer
1520 * objects, but Apple VAOs do not.
1521 *
1522 * - ARB VAOs require that names come from GenVertexArrays.
1523 *
1524 * This flag notes which behavior governs this VAO.
1525 */
1526 GLboolean ARBsemantics;
1527
1528 /**
1529 * Has this array object been bound?
1530 */
1531 GLboolean EverBound;
1532
1533 /**
1534 * Derived vertex attribute arrays
1535 *
1536 * This is a legacy data structure created from gl_vertex_attrib_array and
1537 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1538 */
1539 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1540
1541 /** Vertex attribute arrays */
1542 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1543
1544 /** Vertex buffer bindings */
1545 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1546
1547 /** Mask indicating which vertex arrays have vertex buffer associated. */
1548 GLbitfield64 VertexAttribBufferMask;
1549
1550 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1551 GLbitfield64 _Enabled;
1552
1553 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1554 GLbitfield64 NewArrays;
1555
1556 /** The index buffer (also known as the element array buffer in OpenGL). */
1557 struct gl_buffer_object *IndexBufferObj;
1558 };
1559
1560
1561 /** Used to signal when transitioning from one kind of drawing method
1562 * to another.
1563 */
1564 typedef enum {
1565 DRAW_NONE, /**< Initial value only */
1566 DRAW_BEGIN_END,
1567 DRAW_DISPLAY_LIST,
1568 DRAW_ARRAYS
1569 } gl_draw_method;
1570
1571 /**
1572 * Enum for the OpenGL APIs we know about and may support.
1573 *
1574 * NOTE: This must match the api_enum table in
1575 * src/mesa/main/get_hash_generator.py
1576 */
1577 typedef enum
1578 {
1579 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1580 API_OPENGLES,
1581 API_OPENGLES2,
1582 API_OPENGL_CORE,
1583 API_OPENGL_LAST = API_OPENGL_CORE
1584 } gl_api;
1585
1586 /**
1587 * Vertex array state
1588 */
1589 struct gl_array_attrib
1590 {
1591 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1592 struct gl_vertex_array_object *VAO;
1593
1594 /** The default vertex array object */
1595 struct gl_vertex_array_object *DefaultVAO;
1596
1597 /** The last VAO accessed by a DSA function */
1598 struct gl_vertex_array_object *LastLookedUpVAO;
1599
1600 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1601 struct _mesa_HashTable *Objects;
1602
1603 GLint ActiveTexture; /**< Client Active Texture */
1604 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1605 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1606
1607 /**
1608 * \name Primitive restart controls
1609 *
1610 * Primitive restart is enabled if either \c PrimitiveRestart or
1611 * \c PrimitiveRestartFixedIndex is set.
1612 */
1613 /*@{*/
1614 GLboolean PrimitiveRestart;
1615 GLboolean PrimitiveRestartFixedIndex;
1616 GLboolean _PrimitiveRestart;
1617 GLuint RestartIndex;
1618 /*@}*/
1619
1620 /** One of the DRAW_xxx flags, not consumed by drivers */
1621 gl_draw_method DrawMethod;
1622
1623 /* GL_ARB_vertex_buffer_object */
1624 struct gl_buffer_object *ArrayBufferObj;
1625
1626 /**
1627 * Vertex arrays as consumed by a driver.
1628 * The array pointer is set up only by the VBO module.
1629 */
1630 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1631
1632 /** Legal array datatypes and the API for which they have been computed */
1633 GLbitfield LegalTypesMask;
1634 gl_api LegalTypesMaskAPI;
1635 };
1636
1637
1638 /**
1639 * Feedback buffer state
1640 */
1641 struct gl_feedback
1642 {
1643 GLenum Type;
1644 GLbitfield _Mask; /**< FB_* bits */
1645 GLfloat *Buffer;
1646 GLuint BufferSize;
1647 GLuint Count;
1648 };
1649
1650
1651 /**
1652 * Selection buffer state
1653 */
1654 struct gl_selection
1655 {
1656 GLuint *Buffer; /**< selection buffer */
1657 GLuint BufferSize; /**< size of the selection buffer */
1658 GLuint BufferCount; /**< number of values in the selection buffer */
1659 GLuint Hits; /**< number of records in the selection buffer */
1660 GLuint NameStackDepth; /**< name stack depth */
1661 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1662 GLboolean HitFlag; /**< hit flag */
1663 GLfloat HitMinZ; /**< minimum hit depth */
1664 GLfloat HitMaxZ; /**< maximum hit depth */
1665 };
1666
1667
1668 /**
1669 * 1-D Evaluator control points
1670 */
1671 struct gl_1d_map
1672 {
1673 GLuint Order; /**< Number of control points */
1674 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1675 GLfloat *Points; /**< Points to contiguous control points */
1676 };
1677
1678
1679 /**
1680 * 2-D Evaluator control points
1681 */
1682 struct gl_2d_map
1683 {
1684 GLuint Uorder; /**< Number of control points in U dimension */
1685 GLuint Vorder; /**< Number of control points in V dimension */
1686 GLfloat u1, u2, du;
1687 GLfloat v1, v2, dv;
1688 GLfloat *Points; /**< Points to contiguous control points */
1689 };
1690
1691
1692 /**
1693 * All evaluator control point state
1694 */
1695 struct gl_evaluators
1696 {
1697 /**
1698 * \name 1-D maps
1699 */
1700 /*@{*/
1701 struct gl_1d_map Map1Vertex3;
1702 struct gl_1d_map Map1Vertex4;
1703 struct gl_1d_map Map1Index;
1704 struct gl_1d_map Map1Color4;
1705 struct gl_1d_map Map1Normal;
1706 struct gl_1d_map Map1Texture1;
1707 struct gl_1d_map Map1Texture2;
1708 struct gl_1d_map Map1Texture3;
1709 struct gl_1d_map Map1Texture4;
1710 /*@}*/
1711
1712 /**
1713 * \name 2-D maps
1714 */
1715 /*@{*/
1716 struct gl_2d_map Map2Vertex3;
1717 struct gl_2d_map Map2Vertex4;
1718 struct gl_2d_map Map2Index;
1719 struct gl_2d_map Map2Color4;
1720 struct gl_2d_map Map2Normal;
1721 struct gl_2d_map Map2Texture1;
1722 struct gl_2d_map Map2Texture2;
1723 struct gl_2d_map Map2Texture3;
1724 struct gl_2d_map Map2Texture4;
1725 /*@}*/
1726 };
1727
1728
1729 struct gl_transform_feedback_varying_info
1730 {
1731 char *Name;
1732 GLenum Type;
1733 GLint BufferIndex;
1734 GLint Size;
1735 GLint Offset;
1736 };
1737
1738
1739 /**
1740 * Per-output info vertex shaders for transform feedback.
1741 */
1742 struct gl_transform_feedback_output
1743 {
1744 uint32_t OutputRegister;
1745 uint32_t OutputBuffer;
1746 uint32_t NumComponents;
1747 uint32_t StreamId;
1748
1749 /** offset (in DWORDs) of this output within the interleaved structure */
1750 uint32_t DstOffset;
1751
1752 /**
1753 * Offset into the output register of the data to output. For example,
1754 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1755 * offset is in the y and z components of the output register.
1756 */
1757 uint32_t ComponentOffset;
1758 };
1759
1760
1761 struct gl_transform_feedback_buffer
1762 {
1763 uint32_t Binding;
1764
1765 uint32_t NumVaryings;
1766
1767 /**
1768 * Total number of components stored in each buffer. This may be used by
1769 * hardware back-ends to determine the correct stride when interleaving
1770 * multiple transform feedback outputs in the same buffer.
1771 */
1772 uint32_t Stride;
1773
1774 /**
1775 * Which transform feedback stream this buffer binding is associated with.
1776 */
1777 uint32_t Stream;
1778 };
1779
1780
1781 /** Post-link transform feedback info. */
1782 struct gl_transform_feedback_info
1783 {
1784 unsigned NumOutputs;
1785
1786 /* Bitmask of active buffer indices. */
1787 unsigned ActiveBuffers;
1788
1789 struct gl_transform_feedback_output *Outputs;
1790
1791 /** Transform feedback varyings used for the linking of this shader program.
1792 *
1793 * Use for glGetTransformFeedbackVarying().
1794 */
1795 struct gl_transform_feedback_varying_info *Varyings;
1796 GLint NumVarying;
1797
1798 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1799 };
1800
1801
1802 /**
1803 * Transform feedback object state
1804 */
1805 struct gl_transform_feedback_object
1806 {
1807 GLuint Name; /**< AKA the object ID */
1808 GLint RefCount;
1809 GLchar *Label; /**< GL_KHR_debug */
1810 GLboolean Active; /**< Is transform feedback enabled? */
1811 GLboolean Paused; /**< Is transform feedback paused? */
1812 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1813 at least once? */
1814 GLboolean EverBound; /**< Has this object been bound? */
1815
1816 /**
1817 * GLES: if Active is true, remaining number of primitives which can be
1818 * rendered without overflow. This is necessary to track because GLES
1819 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1820 * glDrawArraysInstanced would overflow transform feedback buffers.
1821 * Undefined if Active is false.
1822 *
1823 * Not tracked for desktop GL since it's unnecessary.
1824 */
1825 unsigned GlesRemainingPrims;
1826
1827 /**
1828 * The program active when BeginTransformFeedback() was called.
1829 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1830 * where stage is the pipeline stage that is the source of data for
1831 * transform feedback.
1832 */
1833 struct gl_program *program;
1834
1835 /** The feedback buffers */
1836 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1837 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1838
1839 /** Start of feedback data in dest buffer */
1840 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1841
1842 /**
1843 * Max data to put into dest buffer (in bytes). Computed based on
1844 * RequestedSize and the actual size of the buffer.
1845 */
1846 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1847
1848 /**
1849 * Size that was specified when the buffer was bound. If the buffer was
1850 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1851 * zero.
1852 */
1853 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1854 };
1855
1856
1857 /**
1858 * Context state for transform feedback.
1859 */
1860 struct gl_transform_feedback_state
1861 {
1862 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1863
1864 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1865 struct gl_buffer_object *CurrentBuffer;
1866
1867 /** The table of all transform feedback objects */
1868 struct _mesa_HashTable *Objects;
1869
1870 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1871 struct gl_transform_feedback_object *CurrentObject;
1872
1873 /** The default xform-fb object (Name==0) */
1874 struct gl_transform_feedback_object *DefaultObject;
1875 };
1876
1877
1878 /**
1879 * A "performance monitor" as described in AMD_performance_monitor.
1880 */
1881 struct gl_perf_monitor_object
1882 {
1883 GLuint Name;
1884
1885 /** True if the monitor is currently active (Begin called but not End). */
1886 GLboolean Active;
1887
1888 /**
1889 * True if the monitor has ended.
1890 *
1891 * This is distinct from !Active because it may never have began.
1892 */
1893 GLboolean Ended;
1894
1895 /**
1896 * A list of groups with currently active counters.
1897 *
1898 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1899 */
1900 unsigned *ActiveGroups;
1901
1902 /**
1903 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1904 *
1905 * Checking whether counter 'c' in group 'g' is active can be done via:
1906 *
1907 * BITSET_TEST(ActiveCounters[g], c)
1908 */
1909 GLuint **ActiveCounters;
1910 };
1911
1912
1913 union gl_perf_monitor_counter_value
1914 {
1915 float f;
1916 uint64_t u64;
1917 uint32_t u32;
1918 };
1919
1920
1921 struct gl_perf_monitor_counter
1922 {
1923 /** Human readable name for the counter. */
1924 const char *Name;
1925
1926 /**
1927 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1928 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1929 */
1930 GLenum Type;
1931
1932 /** Minimum counter value. */
1933 union gl_perf_monitor_counter_value Minimum;
1934
1935 /** Maximum counter value. */
1936 union gl_perf_monitor_counter_value Maximum;
1937 };
1938
1939
1940 struct gl_perf_monitor_group
1941 {
1942 /** Human readable name for the group. */
1943 const char *Name;
1944
1945 /**
1946 * Maximum number of counters in this group which can be active at the
1947 * same time.
1948 */
1949 GLuint MaxActiveCounters;
1950
1951 /** Array of counters within this group. */
1952 const struct gl_perf_monitor_counter *Counters;
1953 GLuint NumCounters;
1954 };
1955
1956
1957 /**
1958 * A query object instance as described in INTEL_performance_query.
1959 *
1960 * NB: We want to keep this and the corresponding backend structure
1961 * relatively lean considering that applications may expect to
1962 * allocate enough objects to be able to query around all draw calls
1963 * in a frame.
1964 */
1965 struct gl_perf_query_object
1966 {
1967 GLuint Id; /**< hash table ID/name */
1968 unsigned Used:1; /**< has been used for 1 or more queries */
1969 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1970 unsigned Ready:1; /**< result is ready? */
1971 };
1972
1973
1974 /**
1975 * Context state for AMD_performance_monitor.
1976 */
1977 struct gl_perf_monitor_state
1978 {
1979 /** Array of performance monitor groups (indexed by group ID) */
1980 const struct gl_perf_monitor_group *Groups;
1981 GLuint NumGroups;
1982
1983 /** The table of all performance monitors. */
1984 struct _mesa_HashTable *Monitors;
1985 };
1986
1987
1988 /**
1989 * Context state for INTEL_performance_query.
1990 */
1991 struct gl_perf_query_state
1992 {
1993 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1994 };
1995
1996
1997 /**
1998 * Names of the various vertex/fragment program register files, etc.
1999 *
2000 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2001 * All values should fit in a 4-bit field.
2002 *
2003 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2004 * considered to be "uniform" variables since they can only be set outside
2005 * glBegin/End. They're also all stored in the same Parameters array.
2006 */
2007 typedef enum
2008 {
2009 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2010 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2011 PROGRAM_INPUT, /**< machine->Inputs[] */
2012 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2013 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2014 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2015 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2016 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2017 PROGRAM_ADDRESS, /**< machine->AddressReg */
2018 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2019 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2020 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2021 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2022 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2023 PROGRAM_MEMORY, /**< for shared, global and local memory */
2024 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2025 PROGRAM_FILE_MAX
2026 } gl_register_file;
2027
2028
2029 /**
2030 * Base class for any kind of program object
2031 */
2032 struct gl_program
2033 {
2034 /** FIXME: This must be first until we split shader_info from nir_shader */
2035 struct shader_info info;
2036
2037 GLuint Id;
2038 GLint RefCount;
2039 GLubyte *String; /**< Null-terminated program text */
2040
2041 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2042 GLenum Format; /**< String encoding format */
2043
2044 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2045
2046 struct nir_shader *nir;
2047
2048 bool is_arb_asm; /** Is this an ARB assembly-style program */
2049
2050 /** Is this program written to on disk shader cache */
2051 bool program_written_to_cache;
2052
2053 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2054 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2055 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2056 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2057 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2058
2059 /* Fragement shader only fields */
2060 GLboolean OriginUpperLeft;
2061 GLboolean PixelCenterInteger;
2062
2063 /** Named parameters, constants, etc. from program text */
2064 struct gl_program_parameter_list *Parameters;
2065
2066 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2067 GLubyte SamplerUnits[MAX_SAMPLERS];
2068
2069 /* FIXME: We should be able to make this struct a union. However some
2070 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2071 * these fields, we should fix this.
2072 */
2073 struct {
2074 /** Fields used by GLSL programs */
2075 struct {
2076 /** Data shared by gl_program and gl_shader_program */
2077 struct gl_shader_program_data *data;
2078
2079 struct gl_active_atomic_buffer **AtomicBuffers;
2080
2081 /** Post-link transform feedback info. */
2082 struct gl_transform_feedback_info *LinkedTransformFeedback;
2083
2084 /**
2085 * Number of types for subroutine uniforms.
2086 */
2087 GLuint NumSubroutineUniformTypes;
2088
2089 /**
2090 * Subroutine uniform remap table
2091 * based on the program level uniform remap table.
2092 */
2093 GLuint NumSubroutineUniforms; /* non-sparse total */
2094 GLuint NumSubroutineUniformRemapTable;
2095 struct gl_uniform_storage **SubroutineUniformRemapTable;
2096
2097 /**
2098 * Num of subroutine functions for this stage and storage for them.
2099 */
2100 GLuint NumSubroutineFunctions;
2101 GLuint MaxSubroutineFunctionIndex;
2102 struct gl_subroutine_function *SubroutineFunctions;
2103
2104 /**
2105 * Map from image uniform index to image unit (set by glUniform1i())
2106 *
2107 * An image uniform index is associated with each image uniform by
2108 * the linker. The image index associated with each uniform is
2109 * stored in the \c gl_uniform_storage::image field.
2110 */
2111 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2112
2113 /**
2114 * Access qualifier specified in the shader for each image uniform
2115 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2116 * GL_READ_WRITE.
2117 *
2118 * It may be different, though only more strict than the value of
2119 * \c gl_image_unit::Access for the corresponding image unit.
2120 */
2121 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2122
2123 struct gl_uniform_block **UniformBlocks;
2124 struct gl_uniform_block **ShaderStorageBlocks;
2125
2126 /** Which texture target is being sampled
2127 * (TEXTURE_1D/2D/3D/etc_INDEX)
2128 */
2129 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2130
2131 union {
2132 struct {
2133 /**
2134 * A bitmask of gl_advanced_blend_mode values
2135 */
2136 GLbitfield BlendSupport;
2137 } fs;
2138 };
2139 } sh;
2140
2141 /** ARB assembly-style program fields */
2142 struct {
2143 struct prog_instruction *Instructions;
2144
2145 /**
2146 * Local parameters used by the program.
2147 *
2148 * It's dynamically allocated because it is rarely used (just
2149 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2150 * once it's allocated.
2151 */
2152 GLfloat (*LocalParams)[4];
2153
2154 /** Bitmask of which register files are read/written with indirect
2155 * addressing. Mask of (1 << PROGRAM_x) bits.
2156 */
2157 GLbitfield IndirectRegisterFiles;
2158
2159 /** Logical counts */
2160 /*@{*/
2161 GLuint NumInstructions;
2162 GLuint NumTemporaries;
2163 GLuint NumParameters;
2164 GLuint NumAttributes;
2165 GLuint NumAddressRegs;
2166 GLuint NumAluInstructions;
2167 GLuint NumTexInstructions;
2168 GLuint NumTexIndirections;
2169 /*@}*/
2170 /** Native, actual h/w counts */
2171 /*@{*/
2172 GLuint NumNativeInstructions;
2173 GLuint NumNativeTemporaries;
2174 GLuint NumNativeParameters;
2175 GLuint NumNativeAttributes;
2176 GLuint NumNativeAddressRegs;
2177 GLuint NumNativeAluInstructions;
2178 GLuint NumNativeTexInstructions;
2179 GLuint NumNativeTexIndirections;
2180 /*@}*/
2181
2182 /** Used by ARB assembly-style programs. Can only be true for vertex
2183 * programs.
2184 */
2185 GLboolean IsPositionInvariant;
2186 } arb;
2187 };
2188 };
2189
2190
2191 /**
2192 * State common to vertex and fragment programs.
2193 */
2194 struct gl_program_state
2195 {
2196 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2197 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2198 };
2199
2200
2201 /**
2202 * Context state for vertex programs.
2203 */
2204 struct gl_vertex_program_state
2205 {
2206 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2207 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2208 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2209 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2210 /** Computed two sided lighting for fixed function/programs. */
2211 GLboolean _TwoSideEnabled;
2212 struct gl_program *Current; /**< User-bound vertex program */
2213
2214 /** Currently enabled and valid vertex program (including internal
2215 * programs, user-defined vertex programs and GLSL vertex shaders).
2216 * This is the program we must use when rendering.
2217 */
2218 struct gl_program *_Current;
2219
2220 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2221
2222 /** Should fixed-function T&L be implemented with a vertex prog? */
2223 GLboolean _MaintainTnlProgram;
2224
2225 /** Program to emulate fixed-function T&L (see above) */
2226 struct gl_program *_TnlProgram;
2227
2228 /** Cache of fixed-function programs */
2229 struct gl_program_cache *Cache;
2230
2231 GLboolean _Overriden;
2232 };
2233
2234 /**
2235 * Context state for tessellation control programs.
2236 */
2237 struct gl_tess_ctrl_program_state
2238 {
2239 /** Currently bound and valid shader. */
2240 struct gl_program *_Current;
2241
2242 GLint patch_vertices;
2243 GLfloat patch_default_outer_level[4];
2244 GLfloat patch_default_inner_level[2];
2245 };
2246
2247 /**
2248 * Context state for tessellation evaluation programs.
2249 */
2250 struct gl_tess_eval_program_state
2251 {
2252 /** Currently bound and valid shader. */
2253 struct gl_program *_Current;
2254 };
2255
2256 /**
2257 * Context state for geometry programs.
2258 */
2259 struct gl_geometry_program_state
2260 {
2261 /** Currently enabled and valid program (including internal programs
2262 * and compiled shader programs).
2263 */
2264 struct gl_program *_Current;
2265 };
2266
2267 /**
2268 * Context state for fragment programs.
2269 */
2270 struct gl_fragment_program_state
2271 {
2272 GLboolean Enabled; /**< User-set fragment program enable flag */
2273 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2274 struct gl_program *Current; /**< User-bound fragment program */
2275
2276 /** Currently enabled and valid fragment program (including internal
2277 * programs, user-defined fragment programs and GLSL fragment shaders).
2278 * This is the program we must use when rendering.
2279 */
2280 struct gl_program *_Current;
2281
2282 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2283
2284 /** Should fixed-function texturing be implemented with a fragment prog? */
2285 GLboolean _MaintainTexEnvProgram;
2286
2287 /** Program to emulate fixed-function texture env/combine (see above) */
2288 struct gl_program *_TexEnvProgram;
2289
2290 /** Cache of fixed-function programs */
2291 struct gl_program_cache *Cache;
2292 };
2293
2294
2295 /**
2296 * Context state for compute programs.
2297 */
2298 struct gl_compute_program_state
2299 {
2300 /** Currently enabled and valid program (including internal programs
2301 * and compiled shader programs).
2302 */
2303 struct gl_program *_Current;
2304 };
2305
2306
2307 /**
2308 * ATI_fragment_shader runtime state
2309 */
2310
2311 struct atifs_instruction;
2312 struct atifs_setupinst;
2313
2314 /**
2315 * ATI fragment shader
2316 */
2317 struct ati_fragment_shader
2318 {
2319 GLuint Id;
2320 GLint RefCount;
2321 struct atifs_instruction *Instructions[2];
2322 struct atifs_setupinst *SetupInst[2];
2323 GLfloat Constants[8][4];
2324 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2325 GLubyte numArithInstr[2];
2326 GLubyte regsAssigned[2];
2327 GLubyte NumPasses; /**< 1 or 2 */
2328 GLubyte cur_pass;
2329 GLubyte last_optype;
2330 GLboolean interpinp1;
2331 GLboolean isValid;
2332 GLuint swizzlerq;
2333 struct gl_program *Program;
2334 };
2335
2336 /**
2337 * Context state for GL_ATI_fragment_shader
2338 */
2339 struct gl_ati_fragment_shader_state
2340 {
2341 GLboolean Enabled;
2342 GLboolean _Enabled; /**< enabled and valid shader? */
2343 GLboolean Compiling;
2344 GLfloat GlobalConstants[8][4];
2345 struct ati_fragment_shader *Current;
2346 };
2347
2348 /**
2349 * Shader subroutine function definition
2350 */
2351 struct gl_subroutine_function
2352 {
2353 char *name;
2354 int index;
2355 int num_compat_types;
2356 const struct glsl_type **types;
2357 };
2358
2359 /**
2360 * Shader information needed by both gl_shader and gl_linked shader.
2361 */
2362 struct gl_shader_info
2363 {
2364 /**
2365 * Tessellation Control shader state from layout qualifiers.
2366 */
2367 struct {
2368 /**
2369 * 0 - vertices not declared in shader, or
2370 * 1 .. GL_MAX_PATCH_VERTICES
2371 */
2372 GLint VerticesOut;
2373 } TessCtrl;
2374
2375 /**
2376 * Tessellation Evaluation shader state from layout qualifiers.
2377 */
2378 struct {
2379 /**
2380 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2381 * in this shader.
2382 */
2383 GLenum PrimitiveMode;
2384
2385 enum gl_tess_spacing Spacing;
2386
2387 /**
2388 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2389 */
2390 GLenum VertexOrder;
2391 /**
2392 * 1, 0, or -1 if it's not set in this shader.
2393 */
2394 int PointMode;
2395 } TessEval;
2396
2397 /**
2398 * Geometry shader state from GLSL 1.50 layout qualifiers.
2399 */
2400 struct {
2401 GLint VerticesOut;
2402 /**
2403 * 0 - Invocations count not declared in shader, or
2404 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2405 */
2406 GLint Invocations;
2407 /**
2408 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2409 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2410 * shader.
2411 */
2412 GLenum InputType;
2413 /**
2414 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2415 * it's not set in this shader.
2416 */
2417 GLenum OutputType;
2418 } Geom;
2419
2420 /**
2421 * Compute shader state from ARB_compute_shader and
2422 * ARB_compute_variable_group_size layout qualifiers.
2423 */
2424 struct {
2425 /**
2426 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2427 * it's not set in this shader.
2428 */
2429 unsigned LocalSize[3];
2430
2431 /**
2432 * Whether a variable work group size has been specified as defined by
2433 * ARB_compute_variable_group_size.
2434 */
2435 bool LocalSizeVariable;
2436 } Comp;
2437 };
2438
2439 /**
2440 * A linked GLSL shader object.
2441 */
2442 struct gl_linked_shader
2443 {
2444 gl_shader_stage Stage;
2445
2446 #ifdef DEBUG
2447 unsigned SourceChecksum;
2448 #endif
2449
2450 struct gl_program *Program; /**< Post-compile assembly code */
2451
2452 /**
2453 * \name Sampler tracking
2454 *
2455 * \note Each of these fields is only set post-linking.
2456 */
2457 /*@{*/
2458 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2459 /*@}*/
2460
2461 /**
2462 * Number of default uniform block components used by this shader.
2463 *
2464 * This field is only set post-linking.
2465 */
2466 unsigned num_uniform_components;
2467
2468 /**
2469 * Number of combined uniform components used by this shader.
2470 *
2471 * This field is only set post-linking. It is the sum of the uniform block
2472 * sizes divided by sizeof(float), and num_uniform_compoennts.
2473 */
2474 unsigned num_combined_uniform_components;
2475
2476 struct exec_list *ir;
2477 struct exec_list *packed_varyings;
2478 struct exec_list *fragdata_arrays;
2479 struct glsl_symbol_table *symbols;
2480 };
2481
2482 static inline GLbitfield gl_external_samplers(struct gl_program *prog)
2483 {
2484 GLbitfield external_samplers = 0;
2485 GLbitfield mask = prog->SamplersUsed;
2486
2487 while (mask) {
2488 int idx = u_bit_scan(&mask);
2489 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2490 external_samplers |= (1 << idx);
2491 }
2492
2493 return external_samplers;
2494 }
2495
2496 /**
2497 * Compile status enum. compile_skipped is used to indicate the compile
2498 * was skipped due to the shader matching one that's been seen before by
2499 * the on-disk cache.
2500 */
2501 enum gl_compile_status
2502 {
2503 compile_failure = 0,
2504 compile_success,
2505 compile_skipped,
2506 compiled_no_opts
2507 };
2508
2509 /**
2510 * A GLSL shader object.
2511 */
2512 struct gl_shader
2513 {
2514 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2515 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2516 * Must be the first field.
2517 */
2518 GLenum Type;
2519 gl_shader_stage Stage;
2520 GLuint Name; /**< AKA the handle */
2521 GLint RefCount; /**< Reference count */
2522 GLchar *Label; /**< GL_KHR_debug */
2523 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2524 GLboolean DeletePending;
2525 enum gl_compile_status CompileStatus;
2526 bool IsES; /**< True if this shader uses GLSL ES */
2527
2528 #ifdef DEBUG
2529 unsigned SourceChecksum; /**< for debug/logging purposes */
2530 #endif
2531 const GLchar *Source; /**< Source code string */
2532
2533 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2534
2535 GLchar *InfoLog;
2536
2537 unsigned Version; /**< GLSL version used for linking */
2538
2539 struct exec_list *ir;
2540 struct glsl_symbol_table *symbols;
2541
2542 /**
2543 * A bitmask of gl_advanced_blend_mode values
2544 */
2545 GLbitfield BlendSupport;
2546
2547 /**
2548 * Whether early fragment tests are enabled as defined by
2549 * ARB_shader_image_load_store.
2550 */
2551 bool EarlyFragmentTests;
2552
2553 bool ARB_fragment_coord_conventions_enable;
2554
2555 bool redeclares_gl_fragcoord;
2556 bool uses_gl_fragcoord;
2557
2558 bool PostDepthCoverage;
2559 bool InnerCoverage;
2560
2561 /**
2562 * Fragment shader state from GLSL 1.50 layout qualifiers.
2563 */
2564 bool origin_upper_left;
2565 bool pixel_center_integer;
2566
2567 /** Global xfb_stride out qualifier if any */
2568 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2569
2570 struct gl_shader_info info;
2571 };
2572
2573
2574 struct gl_uniform_buffer_variable
2575 {
2576 char *Name;
2577
2578 /**
2579 * Name of the uniform as seen by glGetUniformIndices.
2580 *
2581 * glGetUniformIndices requires that the block instance index \b not be
2582 * present in the name of queried uniforms.
2583 *
2584 * \note
2585 * \c gl_uniform_buffer_variable::IndexName and
2586 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2587 */
2588 char *IndexName;
2589
2590 const struct glsl_type *Type;
2591 unsigned int Offset;
2592 GLboolean RowMajor;
2593 };
2594
2595
2596 enum gl_uniform_block_packing
2597 {
2598 ubo_packing_std140,
2599 ubo_packing_shared,
2600 ubo_packing_packed,
2601 ubo_packing_std430
2602 };
2603
2604
2605 struct gl_uniform_block
2606 {
2607 /** Declared name of the uniform block */
2608 char *Name;
2609
2610 /** Array of supplemental information about UBO ir_variables. */
2611 struct gl_uniform_buffer_variable *Uniforms;
2612 GLuint NumUniforms;
2613
2614 /**
2615 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2616 * with glBindBufferBase to bind a buffer object to this uniform block. When
2617 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2618 */
2619 GLuint Binding;
2620
2621 /**
2622 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2623 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2624 */
2625 GLuint UniformBufferSize;
2626
2627 /** Stages that reference this block */
2628 uint8_t stageref;
2629
2630 /**
2631 * Linearized array index for uniform block instance arrays
2632 *
2633 * Given a uniform block instance array declared with size
2634 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2635 * have the linearized array index
2636 *
2637 * m-1 m
2638 * i_m + ∑ i_j * ∏ s_k
2639 * j=0 k=j+1
2640 *
2641 * For a uniform block instance that is not an array, this is always 0.
2642 */
2643 uint8_t linearized_array_index;
2644
2645 /**
2646 * Layout specified in the shader
2647 *
2648 * This isn't accessible through the API, but it is used while
2649 * cross-validating uniform blocks.
2650 */
2651 enum gl_uniform_block_packing _Packing;
2652 GLboolean _RowMajor;
2653 };
2654
2655 /**
2656 * Structure that represents a reference to an atomic buffer from some
2657 * shader program.
2658 */
2659 struct gl_active_atomic_buffer
2660 {
2661 /** Uniform indices of the atomic counters declared within it. */
2662 GLuint *Uniforms;
2663 GLuint NumUniforms;
2664
2665 /** Binding point index associated with it. */
2666 GLuint Binding;
2667
2668 /** Minimum reasonable size it is expected to have. */
2669 GLuint MinimumSize;
2670
2671 /** Shader stages making use of it. */
2672 GLboolean StageReferences[MESA_SHADER_STAGES];
2673 };
2674
2675 /**
2676 * Data container for shader queries. This holds only the minimal
2677 * amount of required information for resource queries to work.
2678 */
2679 struct gl_shader_variable
2680 {
2681 /**
2682 * Declared type of the variable
2683 */
2684 const struct glsl_type *type;
2685
2686 /**
2687 * If the variable is in an interface block, this is the type of the block.
2688 */
2689 const struct glsl_type *interface_type;
2690
2691 /**
2692 * For variables inside structs (possibly recursively), this is the
2693 * outermost struct type.
2694 */
2695 const struct glsl_type *outermost_struct_type;
2696
2697 /**
2698 * Declared name of the variable
2699 */
2700 char *name;
2701
2702 /**
2703 * Storage location of the base of this variable
2704 *
2705 * The precise meaning of this field depends on the nature of the variable.
2706 *
2707 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2708 * - Vertex shader output: one of the values from \c gl_varying_slot.
2709 * - Geometry shader input: one of the values from \c gl_varying_slot.
2710 * - Geometry shader output: one of the values from \c gl_varying_slot.
2711 * - Fragment shader input: one of the values from \c gl_varying_slot.
2712 * - Fragment shader output: one of the values from \c gl_frag_result.
2713 * - Uniforms: Per-stage uniform slot number for default uniform block.
2714 * - Uniforms: Index within the uniform block definition for UBO members.
2715 * - Non-UBO Uniforms: explicit location until linking then reused to
2716 * store uniform slot number.
2717 * - Other: This field is not currently used.
2718 *
2719 * If the variable is a uniform, shader input, or shader output, and the
2720 * slot has not been assigned, the value will be -1.
2721 */
2722 int location;
2723
2724 /**
2725 * Specifies the first component the variable is stored in as per
2726 * ARB_enhanced_layouts.
2727 */
2728 unsigned component:2;
2729
2730 /**
2731 * Output index for dual source blending.
2732 *
2733 * \note
2734 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2735 * source blending.
2736 */
2737 unsigned index:1;
2738
2739 /**
2740 * Specifies whether a shader input/output is per-patch in tessellation
2741 * shader stages.
2742 */
2743 unsigned patch:1;
2744
2745 /**
2746 * Storage class of the variable.
2747 *
2748 * \sa (n)ir_variable_mode
2749 */
2750 unsigned mode:4;
2751
2752 /**
2753 * Interpolation mode for shader inputs / outputs
2754 *
2755 * \sa glsl_interp_mode
2756 */
2757 unsigned interpolation:2;
2758
2759 /**
2760 * Was the location explicitly set in the shader?
2761 *
2762 * If the location is explicitly set in the shader, it \b cannot be changed
2763 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2764 * no effect).
2765 */
2766 unsigned explicit_location:1;
2767
2768 /**
2769 * Precision qualifier.
2770 */
2771 unsigned precision:2;
2772 };
2773
2774 /**
2775 * Active resource in a gl_shader_program
2776 */
2777 struct gl_program_resource
2778 {
2779 GLenum Type; /** Program interface type. */
2780 const void *Data; /** Pointer to resource associated data structure. */
2781 uint8_t StageReferences; /** Bitmask of shader stage references. */
2782 };
2783
2784 /**
2785 * Link status enum. linking_skipped is used to indicate linking
2786 * was skipped due to the shader being loaded from the on-disk cache.
2787 */
2788 enum gl_link_status
2789 {
2790 linking_failure = 0,
2791 linking_success,
2792 linking_skipped
2793 };
2794
2795 /**
2796 * A data structure to be shared by gl_shader_program and gl_program.
2797 */
2798 struct gl_shader_program_data
2799 {
2800 GLint RefCount; /**< Reference count */
2801
2802 /** SHA1 hash of linked shader program */
2803 unsigned char sha1[20];
2804
2805 unsigned NumUniformStorage;
2806 unsigned NumHiddenUniforms;
2807 struct gl_uniform_storage *UniformStorage;
2808
2809 unsigned NumUniformBlocks;
2810 struct gl_uniform_block *UniformBlocks;
2811
2812 unsigned NumShaderStorageBlocks;
2813 struct gl_uniform_block *ShaderStorageBlocks;
2814
2815 struct gl_active_atomic_buffer *AtomicBuffers;
2816 unsigned NumAtomicBuffers;
2817
2818 /* Shader cache variables used during restore */
2819 unsigned NumUniformDataSlots;
2820 union gl_constant_value *UniformDataSlots;
2821
2822 bool cache_fallback;
2823
2824 /** List of all active resources after linking. */
2825 struct gl_program_resource *ProgramResourceList;
2826 unsigned NumProgramResourceList;
2827
2828 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2829 GLboolean Validated;
2830 GLchar *InfoLog;
2831
2832 unsigned Version; /**< GLSL version used for linking */
2833
2834 /* Mask of stages this program was linked against */
2835 unsigned linked_stages;
2836 };
2837
2838 /**
2839 * A GLSL program object.
2840 * Basically a linked collection of vertex and fragment shaders.
2841 */
2842 struct gl_shader_program
2843 {
2844 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2845 GLuint Name; /**< aka handle or ID */
2846 GLchar *Label; /**< GL_KHR_debug */
2847 GLint RefCount; /**< Reference count */
2848 GLboolean DeletePending;
2849
2850 /**
2851 * Is the application intending to glGetProgramBinary this program?
2852 */
2853 GLboolean BinaryRetreivableHint;
2854
2855 /**
2856 * Indicates whether program can be bound for individual pipeline stages
2857 * using UseProgramStages after it is next linked.
2858 */
2859 GLboolean SeparateShader;
2860
2861 GLuint NumShaders; /**< number of attached shaders */
2862 struct gl_shader **Shaders; /**< List of attached the shaders */
2863
2864 /**
2865 * User-defined attribute bindings
2866 *
2867 * These are set via \c glBindAttribLocation and are used to direct the
2868 * GLSL linker. These are \b not the values used in the compiled shader,
2869 * and they are \b not the values returned by \c glGetAttribLocation.
2870 */
2871 struct string_to_uint_map *AttributeBindings;
2872
2873 /**
2874 * User-defined fragment data bindings
2875 *
2876 * These are set via \c glBindFragDataLocation and are used to direct the
2877 * GLSL linker. These are \b not the values used in the compiled shader,
2878 * and they are \b not the values returned by \c glGetFragDataLocation.
2879 */
2880 struct string_to_uint_map *FragDataBindings;
2881 struct string_to_uint_map *FragDataIndexBindings;
2882
2883 /**
2884 * Transform feedback varyings last specified by
2885 * glTransformFeedbackVaryings().
2886 *
2887 * For the current set of transform feedback varyings used for transform
2888 * feedback output, see LinkedTransformFeedback.
2889 */
2890 struct {
2891 GLenum BufferMode;
2892 /** Global xfb_stride out qualifier if any */
2893 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2894 GLuint NumVarying;
2895 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2896 } TransformFeedback;
2897
2898 struct gl_program *last_vert_prog;
2899
2900 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2901 enum gl_frag_depth_layout FragDepthLayout;
2902
2903 /**
2904 * Geometry shader state - copied into gl_program by
2905 * _mesa_copy_linked_program_data().
2906 */
2907 struct {
2908 GLint VerticesIn;
2909
2910 bool UsesEndPrimitive;
2911 bool UsesStreams;
2912 } Geom;
2913
2914 /**
2915 * Compute shader state - copied into gl_program by
2916 * _mesa_copy_linked_program_data().
2917 */
2918 struct {
2919 /**
2920 * Size of shared variables accessed by the compute shader.
2921 */
2922 unsigned SharedSize;
2923 } Comp;
2924
2925 /** Data shared by gl_program and gl_shader_program */
2926 struct gl_shader_program_data *data;
2927
2928 /**
2929 * Mapping from GL uniform locations returned by \c glUniformLocation to
2930 * UniformStorage entries. Arrays will have multiple contiguous slots
2931 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2932 */
2933 unsigned NumUniformRemapTable;
2934 struct gl_uniform_storage **UniformRemapTable;
2935
2936 /**
2937 * Sometimes there are empty slots left over in UniformRemapTable after we
2938 * allocate slots to explicit locations. This list stores the blocks of
2939 * continuous empty slots inside UniformRemapTable.
2940 */
2941 struct exec_list EmptyUniformLocations;
2942
2943 /**
2944 * Total number of explicit uniform location including inactive uniforms.
2945 */
2946 unsigned NumExplicitUniformLocations;
2947
2948 /**
2949 * Map of active uniform names to locations
2950 *
2951 * Maps any active uniform that is not an array element to a location.
2952 * Each active uniform, including individual structure members will appear
2953 * in this map. This roughly corresponds to the set of names that would be
2954 * enumerated by \c glGetActiveUniform.
2955 */
2956 struct string_to_uint_map *UniformHash;
2957
2958 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2959
2960 bool IsES; /**< True if this program uses GLSL ES */
2961
2962 /**
2963 * Per-stage shaders resulting from the first stage of linking.
2964 *
2965 * Set of linked shaders for this program. The array is accessed using the
2966 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2967 * \c NULL.
2968 */
2969 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2970
2971 /* True if any of the fragment shaders attached to this program use:
2972 * #extension ARB_fragment_coord_conventions: enable
2973 */
2974 GLboolean ARB_fragment_coord_conventions_enable;
2975 };
2976
2977
2978 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2979 #define GLSL_LOG 0x2 /**< Write shaders to files */
2980 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
2981 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
2982 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
2983 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
2984 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
2985 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
2986 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
2987
2988
2989 /**
2990 * Context state for GLSL vertex/fragment shaders.
2991 * Extended to support pipeline object
2992 */
2993 struct gl_pipeline_object
2994 {
2995 /** Name of the pipeline object as received from glGenProgramPipelines.
2996 * It would be 0 for shaders without separate shader objects.
2997 */
2998 GLuint Name;
2999
3000 GLint RefCount;
3001
3002 GLchar *Label; /**< GL_KHR_debug */
3003
3004 /**
3005 * Programs used for rendering
3006 *
3007 * There is a separate program set for each shader stage.
3008 */
3009 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3010
3011 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3012
3013 struct gl_program *_CurrentFragmentProgram;
3014
3015 /**
3016 * Program used by glUniform calls.
3017 *
3018 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3019 */
3020 struct gl_shader_program *ActiveProgram;
3021
3022 GLbitfield Flags; /**< Mask of GLSL_x flags */
3023
3024 GLboolean EverBound; /**< Has the pipeline object been created */
3025
3026 GLboolean Validated; /**< Pipeline Validation status */
3027
3028 GLchar *InfoLog;
3029 };
3030
3031 /**
3032 * Context state for GLSL pipeline shaders.
3033 */
3034 struct gl_pipeline_shader_state
3035 {
3036 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3037 struct gl_pipeline_object *Current;
3038
3039 /* Default Object to ensure that _Shader is never NULL */
3040 struct gl_pipeline_object *Default;
3041
3042 /** Pipeline objects */
3043 struct _mesa_HashTable *Objects;
3044 };
3045
3046 /**
3047 * Compiler options for a single GLSL shaders type
3048 */
3049 struct gl_shader_compiler_options
3050 {
3051 /** Driver-selectable options: */
3052 GLboolean EmitNoLoops;
3053 GLboolean EmitNoFunctions;
3054 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3055 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3056 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3057 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3058 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3059 * gl_CullDistance together from
3060 * float[8] to vec4[2]
3061 **/
3062
3063 /**
3064 * \name Forms of indirect addressing the driver cannot do.
3065 */
3066 /*@{*/
3067 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3068 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3069 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3070 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3071 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3072 /*@}*/
3073
3074 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3075 GLuint MaxUnrollIterations;
3076
3077 /**
3078 * Optimize code for array of structures backends.
3079 *
3080 * This is a proxy for:
3081 * - preferring DP4 instructions (rather than MUL/MAD) for
3082 * matrix * vector operations, such as position transformation.
3083 */
3084 GLboolean OptimizeForAOS;
3085
3086 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3087
3088 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3089 GLboolean ClampBlockIndicesToArrayBounds;
3090
3091 const struct nir_shader_compiler_options *NirOptions;
3092 };
3093
3094
3095 /**
3096 * Occlusion/timer query object.
3097 */
3098 struct gl_query_object
3099 {
3100 GLenum Target; /**< The query target, when active */
3101 GLuint Id; /**< hash table ID/name */
3102 GLchar *Label; /**< GL_KHR_debug */
3103 GLuint64EXT Result; /**< the counter */
3104 GLboolean Active; /**< inside Begin/EndQuery */
3105 GLboolean Ready; /**< result is ready? */
3106 GLboolean EverBound;/**< has query object ever been bound */
3107 GLuint Stream; /**< The stream */
3108 };
3109
3110
3111 /**
3112 * Context state for query objects.
3113 */
3114 struct gl_query_state
3115 {
3116 struct _mesa_HashTable *QueryObjects;
3117 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3118 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3119
3120 /** GL_NV_conditional_render */
3121 struct gl_query_object *CondRenderQuery;
3122
3123 /** GL_EXT_transform_feedback */
3124 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3125 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3126
3127 /** GL_ARB_transform_feedback_overflow_query */
3128 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3129 struct gl_query_object *TransformFeedbackOverflowAny;
3130
3131 /** GL_ARB_timer_query */
3132 struct gl_query_object *TimeElapsed;
3133
3134 /** GL_ARB_pipeline_statistics_query */
3135 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3136
3137 GLenum CondRenderMode;
3138 };
3139
3140
3141 /** Sync object state */
3142 struct gl_sync_object
3143 {
3144 GLenum Type; /**< GL_SYNC_FENCE */
3145 GLuint Name; /**< Fence name */
3146 GLchar *Label; /**< GL_KHR_debug */
3147 GLint RefCount; /**< Reference count */
3148 GLboolean DeletePending; /**< Object was deleted while there were still
3149 * live references (e.g., sync not yet finished)
3150 */
3151 GLenum SyncCondition;
3152 GLbitfield Flags; /**< Flags passed to glFenceSync */
3153 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3154 };
3155
3156
3157 /**
3158 * State which can be shared by multiple contexts:
3159 */
3160 struct gl_shared_state
3161 {
3162 mtx_t Mutex; /**< for thread safety */
3163 GLint RefCount; /**< Reference count */
3164 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3165 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3166 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3167
3168 /** Default texture objects (shared by all texture units) */
3169 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3170
3171 /** Fallback texture used when a bound texture is incomplete */
3172 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3173
3174 /**
3175 * \name Thread safety and statechange notification for texture
3176 * objects.
3177 *
3178 * \todo Improve the granularity of locking.
3179 */
3180 /*@{*/
3181 mtx_t TexMutex; /**< texobj thread safety */
3182 GLuint TextureStateStamp; /**< state notification for shared tex */
3183 /*@}*/
3184
3185 /** Default buffer object for vertex arrays that aren't in VBOs */
3186 struct gl_buffer_object *NullBufferObj;
3187
3188 /**
3189 * \name Vertex/geometry/fragment programs
3190 */
3191 /*@{*/
3192 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3193 struct gl_program *DefaultVertexProgram;
3194 struct gl_program *DefaultFragmentProgram;
3195 /*@}*/
3196
3197 /* GL_ATI_fragment_shader */
3198 struct _mesa_HashTable *ATIShaders;
3199 struct ati_fragment_shader *DefaultFragmentShader;
3200
3201 struct _mesa_HashTable *BufferObjects;
3202
3203 /** Table of both gl_shader and gl_shader_program objects */
3204 struct _mesa_HashTable *ShaderObjects;
3205
3206 /* GL_EXT_framebuffer_object */
3207 struct _mesa_HashTable *RenderBuffers;
3208 struct _mesa_HashTable *FrameBuffers;
3209
3210 /* GL_ARB_sync */
3211 struct set *SyncObjects;
3212
3213 /** GL_ARB_sampler_objects */
3214 struct _mesa_HashTable *SamplerObjects;
3215
3216 /**
3217 * Some context in this share group was affected by a GPU reset
3218 *
3219 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3220 * been affected by a GPU reset must also return
3221 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3222 *
3223 * Once this field becomes true, it is never reset to false.
3224 */
3225 bool ShareGroupReset;
3226 };
3227
3228
3229
3230 /**
3231 * Renderbuffers represent drawing surfaces such as color, depth and/or
3232 * stencil. A framebuffer object has a set of renderbuffers.
3233 * Drivers will typically derive subclasses of this type.
3234 */
3235 struct gl_renderbuffer
3236 {
3237 mtx_t Mutex; /**< for thread safety */
3238 GLuint ClassID; /**< Useful for drivers */
3239 GLuint Name;
3240 GLchar *Label; /**< GL_KHR_debug */
3241 GLint RefCount;
3242 GLuint Width, Height;
3243 GLuint Depth;
3244 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3245 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3246 /**
3247 * True for renderbuffers that wrap textures, giving the driver a chance to
3248 * flush render caches through the FinishRenderTexture hook.
3249 *
3250 * Drivers may also set this on renderbuffers other than those generated by
3251 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3252 * called without a rb->TexImage.
3253 */
3254 GLboolean NeedsFinishRenderTexture;
3255 GLubyte NumSamples;
3256 GLenum InternalFormat; /**< The user-specified format */
3257 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3258 GL_STENCIL_INDEX. */
3259 mesa_format Format; /**< The actual renderbuffer memory format */
3260 /**
3261 * Pointer to the texture image if this renderbuffer wraps a texture,
3262 * otherwise NULL.
3263 *
3264 * Note that the reference on the gl_texture_object containing this
3265 * TexImage is held by the gl_renderbuffer_attachment.
3266 */
3267 struct gl_texture_image *TexImage;
3268
3269 /** Delete this renderbuffer */
3270 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3271
3272 /** Allocate new storage for this renderbuffer */
3273 GLboolean (*AllocStorage)(struct gl_context *ctx,
3274 struct gl_renderbuffer *rb,
3275 GLenum internalFormat,
3276 GLuint width, GLuint height);
3277 };
3278
3279
3280 /**
3281 * A renderbuffer attachment points to either a texture object (and specifies
3282 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3283 */
3284 struct gl_renderbuffer_attachment
3285 {
3286 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3287 GLboolean Complete;
3288
3289 /**
3290 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3291 * application supplied renderbuffer object.
3292 */
3293 struct gl_renderbuffer *Renderbuffer;
3294
3295 /**
3296 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3297 * supplied texture object.
3298 */
3299 struct gl_texture_object *Texture;
3300 GLuint TextureLevel; /**< Attached mipmap level. */
3301 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3302 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3303 * and 2D array textures */
3304 GLboolean Layered;
3305 };
3306
3307
3308 /**
3309 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3310 * In C++ terms, think of this as a base class from which device drivers
3311 * will make derived classes.
3312 */
3313 struct gl_framebuffer
3314 {
3315 mtx_t Mutex; /**< for thread safety */
3316 /**
3317 * If zero, this is a window system framebuffer. If non-zero, this
3318 * is a FBO framebuffer; note that for some devices (i.e. those with
3319 * a natural pixel coordinate system for FBOs that differs from the
3320 * OpenGL/Mesa coordinate system), this means that the viewport,
3321 * polygon face orientation, and polygon stipple will have to be inverted.
3322 */
3323 GLuint Name;
3324 GLint RefCount;
3325
3326 GLchar *Label; /**< GL_KHR_debug */
3327
3328 GLboolean DeletePending;
3329
3330 /**
3331 * The framebuffer's visual. Immutable if this is a window system buffer.
3332 * Computed from attachments if user-made FBO.
3333 */
3334 struct gl_config Visual;
3335
3336 /**
3337 * Size of frame buffer in pixels. If there are no attachments, then both
3338 * of these are 0.
3339 */
3340 GLuint Width, Height;
3341
3342 /**
3343 * In the case that the framebuffer has no attachment (i.e.
3344 * GL_ARB_framebuffer_no_attachments) then the geometry of
3345 * the framebuffer is specified by the default values.
3346 */
3347 struct {
3348 GLuint Width, Height, Layers, NumSamples;
3349 GLboolean FixedSampleLocations;
3350 /* Derived from NumSamples by the driver so that it can choose a valid
3351 * value for the hardware.
3352 */
3353 GLuint _NumSamples;
3354 } DefaultGeometry;
3355
3356 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3357 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3358 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3359 */
3360 /*@{*/
3361 GLint _Xmin, _Xmax;
3362 GLint _Ymin, _Ymax;
3363 /*@}*/
3364
3365 /** \name Derived Z buffer stuff */
3366 /*@{*/
3367 GLuint _DepthMax; /**< Max depth buffer value */
3368 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3369 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3370 /*@}*/
3371
3372 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3373 GLenum _Status;
3374
3375 /** Whether one of Attachment has Type != GL_NONE
3376 * NOTE: the values for Width and Height are set to 0 in case of having
3377 * no attachments, a backend driver supporting the extension
3378 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3379 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3380 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3381 * _Ymax do NOT take into account _HasAttachments being false). To get the
3382 * geometry of the framebuffer, the helper functions
3383 * _mesa_geometric_width(),
3384 * _mesa_geometric_height(),
3385 * _mesa_geometric_samples() and
3386 * _mesa_geometric_layers()
3387 * are available that check _HasAttachments.
3388 */
3389 bool _HasAttachments;
3390
3391 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3392
3393 /* ARB_color_buffer_float */
3394 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3395 GLboolean _HasSNormOrFloatColorBuffer;
3396
3397 /**
3398 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3399 * is not layered. For cube maps and cube map arrays, each cube face
3400 * counts as a layer. As the case for Width, Height a backend driver
3401 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3402 * in the case that _HasAttachments is false
3403 */
3404 GLuint MaxNumLayers;
3405
3406 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3407 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3408
3409 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3410 * attribute group and GL_PIXEL attribute group, respectively.
3411 */
3412 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3413 GLenum ColorReadBuffer;
3414
3415 /** Computed from ColorDraw/ReadBuffer above */
3416 GLuint _NumColorDrawBuffers;
3417 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3418 GLint _ColorReadBufferIndex; /* -1 = None */
3419 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3420 struct gl_renderbuffer *_ColorReadBuffer;
3421
3422 /** Delete this framebuffer */
3423 void (*Delete)(struct gl_framebuffer *fb);
3424 };
3425
3426
3427 /**
3428 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3429 */
3430 struct gl_precision
3431 {
3432 GLushort RangeMin; /**< min value exponent */
3433 GLushort RangeMax; /**< max value exponent */
3434 GLushort Precision; /**< number of mantissa bits */
3435 };
3436
3437
3438 /**
3439 * Limits for vertex, geometry and fragment programs/shaders.
3440 */
3441 struct gl_program_constants
3442 {
3443 /* logical limits */
3444 GLuint MaxInstructions;
3445 GLuint MaxAluInstructions;
3446 GLuint MaxTexInstructions;
3447 GLuint MaxTexIndirections;
3448 GLuint MaxAttribs;
3449 GLuint MaxTemps;
3450 GLuint MaxAddressRegs;
3451 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3452 GLuint MaxParameters;
3453 GLuint MaxLocalParams;
3454 GLuint MaxEnvParams;
3455 /* native/hardware limits */
3456 GLuint MaxNativeInstructions;
3457 GLuint MaxNativeAluInstructions;
3458 GLuint MaxNativeTexInstructions;
3459 GLuint MaxNativeTexIndirections;
3460 GLuint MaxNativeAttribs;
3461 GLuint MaxNativeTemps;
3462 GLuint MaxNativeAddressRegs;
3463 GLuint MaxNativeParameters;
3464 /* For shaders */
3465 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3466
3467 /**
3468 * \name Per-stage input / output limits
3469 *
3470 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3471 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3472 * ES). This is stored as \c gl_constants::MaxVarying.
3473 *
3474 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3475 * variables. Each stage as a certain number of outputs that it can feed
3476 * to the next stage and a certain number inputs that it can consume from
3477 * the previous stage.
3478 *
3479 * Vertex shader inputs do not participate this in this accounting.
3480 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3481 *
3482 * Fragment shader outputs do not participate this in this accounting.
3483 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3484 */
3485 /*@{*/
3486 GLuint MaxInputComponents;
3487 GLuint MaxOutputComponents;
3488 /*@}*/
3489
3490 /* ES 2.0 and GL_ARB_ES2_compatibility */
3491 struct gl_precision LowFloat, MediumFloat, HighFloat;
3492 struct gl_precision LowInt, MediumInt, HighInt;
3493 /* GL_ARB_uniform_buffer_object */
3494 GLuint MaxUniformBlocks;
3495 GLuint MaxCombinedUniformComponents;
3496 GLuint MaxTextureImageUnits;
3497
3498 /* GL_ARB_shader_atomic_counters */
3499 GLuint MaxAtomicBuffers;
3500 GLuint MaxAtomicCounters;
3501
3502 /* GL_ARB_shader_image_load_store */
3503 GLuint MaxImageUniforms;
3504
3505 /* GL_ARB_shader_storage_buffer_object */
3506 GLuint MaxShaderStorageBlocks;
3507 };
3508
3509
3510 /**
3511 * Constants which may be overridden by device driver during context creation
3512 * but are never changed after that.
3513 */
3514 struct gl_constants
3515 {
3516 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3517 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3518 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3519 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3520 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3521 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3522 GLuint MaxTextureCoordUnits;
3523 GLuint MaxCombinedTextureImageUnits;
3524 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3525 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3526 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3527 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3528
3529 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3530
3531 GLuint MaxArrayLockSize;
3532
3533 GLint SubPixelBits;
3534
3535 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3536 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3537 GLfloat PointSizeGranularity;
3538 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3539 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3540 GLfloat LineWidthGranularity;
3541
3542 GLuint MaxClipPlanes;
3543 GLuint MaxLights;
3544 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3545 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3546
3547 GLuint MaxViewportWidth, MaxViewportHeight;
3548 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3549 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3550 struct {
3551 GLfloat Min;
3552 GLfloat Max;
3553 } ViewportBounds; /**< GL_ARB_viewport_array */
3554 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3555
3556 struct gl_program_constants Program[MESA_SHADER_STAGES];
3557 GLuint MaxProgramMatrices;
3558 GLuint MaxProgramMatrixStackDepth;
3559
3560 struct {
3561 GLuint SamplesPassed;
3562 GLuint TimeElapsed;
3563 GLuint Timestamp;
3564 GLuint PrimitivesGenerated;
3565 GLuint PrimitivesWritten;
3566 GLuint VerticesSubmitted;
3567 GLuint PrimitivesSubmitted;
3568 GLuint VsInvocations;
3569 GLuint TessPatches;
3570 GLuint TessInvocations;
3571 GLuint GsInvocations;
3572 GLuint GsPrimitives;
3573 GLuint FsInvocations;
3574 GLuint ComputeInvocations;
3575 GLuint ClInPrimitives;
3576 GLuint ClOutPrimitives;
3577 } QueryCounterBits;
3578
3579 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3580
3581 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3582 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3583 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3584
3585 /**
3586 * GL_ARB_framebuffer_no_attachments
3587 */
3588 GLuint MaxFramebufferWidth;
3589 GLuint MaxFramebufferHeight;
3590 GLuint MaxFramebufferLayers;
3591 GLuint MaxFramebufferSamples;
3592
3593 /** Number of varying vectors between any two shader stages. */
3594 GLuint MaxVarying;
3595
3596 /** @{
3597 * GL_ARB_uniform_buffer_object
3598 */
3599 GLuint MaxCombinedUniformBlocks;
3600 GLuint MaxUniformBufferBindings;
3601 GLuint MaxUniformBlockSize;
3602 GLuint UniformBufferOffsetAlignment;
3603 /** @} */
3604
3605 /** @{
3606 * GL_ARB_shader_storage_buffer_object
3607 */
3608 GLuint MaxCombinedShaderStorageBlocks;
3609 GLuint MaxShaderStorageBufferBindings;
3610 GLuint MaxShaderStorageBlockSize;
3611 GLuint ShaderStorageBufferOffsetAlignment;
3612 /** @} */
3613
3614 /**
3615 * GL_ARB_explicit_uniform_location
3616 */
3617 GLuint MaxUserAssignableUniformLocations;
3618
3619 /** geometry shader */
3620 GLuint MaxGeometryOutputVertices;
3621 GLuint MaxGeometryTotalOutputComponents;
3622
3623 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3624
3625 /**
3626 * Changes default GLSL extension behavior from "error" to "warn". It's out
3627 * of spec, but it can make some apps work that otherwise wouldn't.
3628 */
3629 GLboolean ForceGLSLExtensionsWarn;
3630
3631 /**
3632 * If non-zero, forces GLSL shaders to behave as if they began
3633 * with "#version ForceGLSLVersion".
3634 */
3635 GLuint ForceGLSLVersion;
3636
3637 /**
3638 * Allow GLSL #extension directives in the middle of shaders.
3639 */
3640 GLboolean AllowGLSLExtensionDirectiveMidShader;
3641
3642 /**
3643 * Allow creating a higher compat profile (version 3.1+) for apps that
3644 * request it. Be careful when adding that driconf option because some
3645 * features are unimplemented and might not work correctly.
3646 */
3647 GLboolean AllowHigherCompatVersion;
3648
3649 /**
3650 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3651 * D3D9 when apps rely on this behaviour.
3652 */
3653 GLboolean ForceGLSLAbsSqrt;
3654
3655 /**
3656 * Force uninitialized variables to default to zero.
3657 */
3658 GLboolean GLSLZeroInit;
3659
3660 /**
3661 * Does the driver support real 32-bit integers? (Otherwise, integers are
3662 * simulated via floats.)
3663 */
3664 GLboolean NativeIntegers;
3665
3666 /**
3667 * Does VertexID count from zero or from base vertex?
3668 *
3669 * \note
3670 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3671 * ignored and need not be set.
3672 */
3673 bool VertexID_is_zero_based;
3674
3675 /**
3676 * If the driver supports real 32-bit integers, what integer value should be
3677 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3678 */
3679 GLuint UniformBooleanTrue;
3680
3681 /**
3682 * Maximum amount of time, measured in nanseconds, that the server can wait.
3683 */
3684 GLuint64 MaxServerWaitTimeout;
3685
3686 /** GL_EXT_provoking_vertex */
3687 GLboolean QuadsFollowProvokingVertexConvention;
3688
3689 /** GL_ARB_viewport_array */
3690 GLenum LayerAndVPIndexProvokingVertex;
3691
3692 /** OpenGL version 3.0 */
3693 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3694
3695 /** OpenGL version 3.2 */
3696 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3697
3698 /** OpenGL version 4.4 */
3699 GLuint MaxVertexAttribStride;
3700
3701 /** GL_EXT_transform_feedback */
3702 GLuint MaxTransformFeedbackBuffers;
3703 GLuint MaxTransformFeedbackSeparateComponents;
3704 GLuint MaxTransformFeedbackInterleavedComponents;
3705 GLuint MaxVertexStreams;
3706
3707 /** GL_EXT_gpu_shader4 */
3708 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3709
3710 /** GL_ARB_texture_gather */
3711 GLuint MinProgramTextureGatherOffset;
3712 GLuint MaxProgramTextureGatherOffset;
3713 GLuint MaxProgramTextureGatherComponents;
3714
3715 /* GL_ARB_robustness */
3716 GLenum ResetStrategy;
3717
3718 /* GL_KHR_robustness */
3719 GLboolean RobustAccess;
3720
3721 /* GL_ARB_blend_func_extended */
3722 GLuint MaxDualSourceDrawBuffers;
3723
3724 /**
3725 * Whether the implementation strips out and ignores texture borders.
3726 *
3727 * Many GPU hardware implementations don't support rendering with texture
3728 * borders and mipmapped textures. (Note: not static border color, but the
3729 * old 1-pixel border around each edge). Implementations then have to do
3730 * slow fallbacks to be correct, or just ignore the border and be fast but
3731 * wrong. Setting the flag strips the border off of TexImage calls,
3732 * providing "fast but wrong" at significantly reduced driver complexity.
3733 *
3734 * Texture borders are deprecated in GL 3.0.
3735 **/
3736 GLboolean StripTextureBorder;
3737
3738 /**
3739 * For drivers which can do a better job at eliminating unused uniforms
3740 * than the GLSL compiler.
3741 *
3742 * XXX Remove these as soon as a better solution is available.
3743 */
3744 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3745
3746 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3747 bool GLSLFragCoordIsSysVal;
3748 bool GLSLFrontFacingIsSysVal;
3749
3750 /**
3751 * Run the minimum amount of GLSL optimizations to be able to link
3752 * shaders optimally (eliminate dead varyings and uniforms) and just do
3753 * all the necessary lowering.
3754 */
3755 bool GLSLOptimizeConservatively;
3756
3757 /**
3758 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3759 * (otherwise, they're system values).
3760 */
3761 bool GLSLTessLevelsAsInputs;
3762
3763 /**
3764 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3765 * than passing the transform feedback object to the drawing function.
3766 */
3767 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3768
3769 /** GL_ARB_map_buffer_alignment */
3770 GLuint MinMapBufferAlignment;
3771
3772 /**
3773 * Disable varying packing. This is out of spec, but potentially useful
3774 * for older platforms that supports a limited number of texture
3775 * indirections--on these platforms, unpacking the varyings in the fragment
3776 * shader increases the number of texture indirections by 1, which might
3777 * make some shaders not executable at all.
3778 *
3779 * Drivers that support transform feedback must set this value to GL_FALSE.
3780 */
3781 GLboolean DisableVaryingPacking;
3782
3783 /**
3784 * Should meaningful names be generated for compiler temporary variables?
3785 *
3786 * Generally, it is not useful to have the compiler generate "meaningful"
3787 * names for temporary variables that it creates. This can, however, be a
3788 * useful debugging aid. In Mesa debug builds or release builds when
3789 * MESA_GLSL is set at run-time, meaningful names will be generated.
3790 * Drivers can also force names to be generated by setting this field.
3791 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3792 * vertex shader assembly) is set at run-time.
3793 */
3794 bool GenerateTemporaryNames;
3795
3796 /*
3797 * Maximum value supported for an index in DrawElements and friends.
3798 *
3799 * This must be at least (1ull<<24)-1. The default value is
3800 * (1ull<<32)-1.
3801 *
3802 * \since ES 3.0 or GL_ARB_ES3_compatibility
3803 * \sa _mesa_init_constants
3804 */
3805 GLuint64 MaxElementIndex;
3806
3807 /**
3808 * Disable interpretation of line continuations (lines ending with a
3809 * backslash character ('\') in GLSL source.
3810 */
3811 GLboolean DisableGLSLLineContinuations;
3812
3813 /** GL_ARB_texture_multisample */
3814 GLint MaxColorTextureSamples;
3815 GLint MaxDepthTextureSamples;
3816 GLint MaxIntegerSamples;
3817
3818 /**
3819 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3820 * samples are laid out in a rectangular grid roughly corresponding to
3821 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3822 * are used to map indices of rectangular grid to sample numbers within
3823 * a pixel. This mapping of indices to sample numbers must be initialized
3824 * by the driver for the target hardware. For example, if we have the 8X
3825 * MSAA sample number layout (sample positions) for XYZ hardware:
3826 *
3827 * sample indices layout sample number layout
3828 * --------- ---------
3829 * | 0 | 1 | | a | b |
3830 * --------- ---------
3831 * | 2 | 3 | | c | d |
3832 * --------- ---------
3833 * | 4 | 5 | | e | f |
3834 * --------- ---------
3835 * | 6 | 7 | | g | h |
3836 * --------- ---------
3837 *
3838 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3839 *
3840 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3841 * below:
3842 * SampleMap8x = {a, b, c, d, e, f, g, h};
3843 *
3844 * Follow the logic for sample counts 2-8.
3845 *
3846 * For 16x the sample indices layout as a 4x4 grid as follows:
3847 *
3848 * -----------------
3849 * | 0 | 1 | 2 | 3 |
3850 * -----------------
3851 * | 4 | 5 | 6 | 7 |
3852 * -----------------
3853 * | 8 | 9 |10 |11 |
3854 * -----------------
3855 * |12 |13 |14 |15 |
3856 * -----------------
3857 */
3858 uint8_t SampleMap2x[2];
3859 uint8_t SampleMap4x[4];
3860 uint8_t SampleMap8x[8];
3861 uint8_t SampleMap16x[16];
3862
3863 /** GL_ARB_shader_atomic_counters */
3864 GLuint MaxAtomicBufferBindings;
3865 GLuint MaxAtomicBufferSize;
3866 GLuint MaxCombinedAtomicBuffers;
3867 GLuint MaxCombinedAtomicCounters;
3868
3869 /** GL_ARB_vertex_attrib_binding */
3870 GLint MaxVertexAttribRelativeOffset;
3871 GLint MaxVertexAttribBindings;
3872
3873 /* GL_ARB_shader_image_load_store */
3874 GLuint MaxImageUnits;
3875 GLuint MaxCombinedShaderOutputResources;
3876 GLuint MaxImageSamples;
3877 GLuint MaxCombinedImageUniforms;
3878
3879 /** GL_ARB_compute_shader */
3880 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3881 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3882 GLuint MaxComputeWorkGroupInvocations;
3883 GLuint MaxComputeSharedMemorySize;
3884
3885 /** GL_ARB_compute_variable_group_size */
3886 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3887 GLuint MaxComputeVariableGroupInvocations;
3888
3889 /** GL_ARB_gpu_shader5 */
3890 GLfloat MinFragmentInterpolationOffset;
3891 GLfloat MaxFragmentInterpolationOffset;
3892
3893 GLboolean FakeSWMSAA;
3894
3895 /** GL_KHR_context_flush_control */
3896 GLenum ContextReleaseBehavior;
3897
3898 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3899
3900 /** GL_ARB_tessellation_shader */
3901 GLuint MaxPatchVertices;
3902 GLuint MaxTessGenLevel;
3903 GLuint MaxTessPatchComponents;
3904 GLuint MaxTessControlTotalOutputComponents;
3905 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3906 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3907 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3908 bool PrimitiveRestartForPatches;
3909 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3910 * gl_LocalInvocationIndex based on
3911 * other builtin variables. */
3912
3913 /** GL_OES_primitive_bounding_box */
3914 bool NoPrimitiveBoundingBoxOutput;
3915
3916 /** GL_ARB_sparse_buffer */
3917 GLuint SparseBufferPageSize;
3918
3919 /** Used as an input for sha1 generation in the on-disk shader cache */
3920 unsigned char *dri_config_options_sha1;
3921 };
3922
3923
3924 /**
3925 * Enable flag for each OpenGL extension. Different device drivers will
3926 * enable different extensions at runtime.
3927 */
3928 struct gl_extensions
3929 {
3930 GLboolean dummy; /* don't remove this! */
3931 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3932 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3933 GLboolean ANGLE_texture_compression_dxt;
3934 GLboolean ARB_ES2_compatibility;
3935 GLboolean ARB_ES3_compatibility;
3936 GLboolean ARB_ES3_1_compatibility;
3937 GLboolean ARB_ES3_2_compatibility;
3938 GLboolean ARB_arrays_of_arrays;
3939 GLboolean ARB_base_instance;
3940 GLboolean ARB_blend_func_extended;
3941 GLboolean ARB_buffer_storage;
3942 GLboolean ARB_clear_texture;
3943 GLboolean ARB_clip_control;
3944 GLboolean ARB_color_buffer_float;
3945 GLboolean ARB_compute_shader;
3946 GLboolean ARB_compute_variable_group_size;
3947 GLboolean ARB_conditional_render_inverted;
3948 GLboolean ARB_conservative_depth;
3949 GLboolean ARB_copy_image;
3950 GLboolean ARB_cull_distance;
3951 GLboolean ARB_depth_buffer_float;
3952 GLboolean ARB_depth_clamp;
3953 GLboolean ARB_depth_texture;
3954 GLboolean ARB_derivative_control;
3955 GLboolean ARB_draw_buffers_blend;
3956 GLboolean ARB_draw_elements_base_vertex;
3957 GLboolean ARB_draw_indirect;
3958 GLboolean ARB_draw_instanced;
3959 GLboolean ARB_fragment_coord_conventions;
3960 GLboolean ARB_fragment_layer_viewport;
3961 GLboolean ARB_fragment_program;
3962 GLboolean ARB_fragment_program_shadow;
3963 GLboolean ARB_fragment_shader;
3964 GLboolean ARB_framebuffer_no_attachments;
3965 GLboolean ARB_framebuffer_object;
3966 GLboolean ARB_enhanced_layouts;
3967 GLboolean ARB_explicit_attrib_location;
3968 GLboolean ARB_explicit_uniform_location;
3969 GLboolean ARB_gpu_shader5;
3970 GLboolean ARB_gpu_shader_fp64;
3971 GLboolean ARB_gpu_shader_int64;
3972 GLboolean ARB_half_float_vertex;
3973 GLboolean ARB_indirect_parameters;
3974 GLboolean ARB_instanced_arrays;
3975 GLboolean ARB_internalformat_query;
3976 GLboolean ARB_internalformat_query2;
3977 GLboolean ARB_map_buffer_range;
3978 GLboolean ARB_occlusion_query;
3979 GLboolean ARB_occlusion_query2;
3980 GLboolean ARB_pipeline_statistics_query;
3981 GLboolean ARB_point_sprite;
3982 GLboolean ARB_post_depth_coverage;
3983 GLboolean ARB_query_buffer_object;
3984 GLboolean ARB_robust_buffer_access_behavior;
3985 GLboolean ARB_sample_shading;
3986 GLboolean ARB_seamless_cube_map;
3987 GLboolean ARB_shader_atomic_counter_ops;
3988 GLboolean ARB_shader_atomic_counters;
3989 GLboolean ARB_shader_ballot;
3990 GLboolean ARB_shader_bit_encoding;
3991 GLboolean ARB_shader_clock;
3992 GLboolean ARB_shader_draw_parameters;
3993 GLboolean ARB_shader_group_vote;
3994 GLboolean ARB_shader_image_load_store;
3995 GLboolean ARB_shader_image_size;
3996 GLboolean ARB_shader_precision;
3997 GLboolean ARB_shader_stencil_export;
3998 GLboolean ARB_shader_storage_buffer_object;
3999 GLboolean ARB_shader_subroutine;
4000 GLboolean ARB_shader_texture_image_samples;
4001 GLboolean ARB_shader_texture_lod;
4002 GLboolean ARB_shader_viewport_layer_array;
4003 GLboolean ARB_shading_language_packing;
4004 GLboolean ARB_shading_language_420pack;
4005 GLboolean ARB_shadow;
4006 GLboolean ARB_sparse_buffer;
4007 GLboolean ARB_stencil_texturing;
4008 GLboolean ARB_sync;
4009 GLboolean ARB_tessellation_shader;
4010 GLboolean ARB_texture_border_clamp;
4011 GLboolean ARB_texture_buffer_object;
4012 GLboolean ARB_texture_buffer_object_rgb32;
4013 GLboolean ARB_texture_buffer_range;
4014 GLboolean ARB_texture_compression_bptc;
4015 GLboolean ARB_texture_compression_rgtc;
4016 GLboolean ARB_texture_cube_map;
4017 GLboolean ARB_texture_cube_map_array;
4018 GLboolean ARB_texture_env_combine;
4019 GLboolean ARB_texture_env_crossbar;
4020 GLboolean ARB_texture_env_dot3;
4021 GLboolean ARB_texture_float;
4022 GLboolean ARB_texture_gather;
4023 GLboolean ARB_texture_mirror_clamp_to_edge;
4024 GLboolean ARB_texture_multisample;
4025 GLboolean ARB_texture_non_power_of_two;
4026 GLboolean ARB_texture_stencil8;
4027 GLboolean ARB_texture_query_levels;
4028 GLboolean ARB_texture_query_lod;
4029 GLboolean ARB_texture_rg;
4030 GLboolean ARB_texture_rgb10_a2ui;
4031 GLboolean ARB_texture_view;
4032 GLboolean ARB_timer_query;
4033 GLboolean ARB_transform_feedback2;
4034 GLboolean ARB_transform_feedback3;
4035 GLboolean ARB_transform_feedback_instanced;
4036 GLboolean ARB_transform_feedback_overflow_query;
4037 GLboolean ARB_uniform_buffer_object;
4038 GLboolean ARB_vertex_attrib_64bit;
4039 GLboolean ARB_vertex_program;
4040 GLboolean ARB_vertex_shader;
4041 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4042 GLboolean ARB_vertex_type_2_10_10_10_rev;
4043 GLboolean ARB_viewport_array;
4044 GLboolean EXT_blend_color;
4045 GLboolean EXT_blend_equation_separate;
4046 GLboolean EXT_blend_func_separate;
4047 GLboolean EXT_blend_minmax;
4048 GLboolean EXT_depth_bounds_test;
4049 GLboolean EXT_draw_buffers2;
4050 GLboolean EXT_framebuffer_multisample;
4051 GLboolean EXT_framebuffer_multisample_blit_scaled;
4052 GLboolean EXT_framebuffer_sRGB;
4053 GLboolean EXT_gpu_program_parameters;
4054 GLboolean EXT_gpu_shader4;
4055 GLboolean EXT_packed_float;
4056 GLboolean EXT_pixel_buffer_object;
4057 GLboolean EXT_point_parameters;
4058 GLboolean EXT_polygon_offset_clamp;
4059 GLboolean EXT_provoking_vertex;
4060 GLboolean EXT_shader_integer_mix;
4061 GLboolean EXT_shader_samples_identical;
4062 GLboolean EXT_stencil_two_side;
4063 GLboolean EXT_texture_array;
4064 GLboolean EXT_texture_compression_latc;
4065 GLboolean EXT_texture_compression_s3tc;
4066 GLboolean EXT_texture_env_dot3;
4067 GLboolean EXT_texture_filter_anisotropic;
4068 GLboolean EXT_texture_integer;
4069 GLboolean EXT_texture_mirror_clamp;
4070 GLboolean EXT_texture_shared_exponent;
4071 GLboolean EXT_texture_snorm;
4072 GLboolean EXT_texture_sRGB;
4073 GLboolean EXT_texture_sRGB_decode;
4074 GLboolean EXT_texture_swizzle;
4075 GLboolean EXT_transform_feedback;
4076 GLboolean EXT_timer_query;
4077 GLboolean EXT_vertex_array_bgra;
4078 GLboolean EXT_window_rectangles;
4079 GLboolean OES_copy_image;
4080 GLboolean OES_primitive_bounding_box;
4081 GLboolean OES_sample_variables;
4082 GLboolean OES_standard_derivatives;
4083 GLboolean OES_texture_buffer;
4084 GLboolean OES_texture_cube_map_array;
4085 GLboolean OES_viewport_array;
4086 /* vendor extensions */
4087 GLboolean AMD_performance_monitor;
4088 GLboolean AMD_pinned_memory;
4089 GLboolean AMD_seamless_cubemap_per_texture;
4090 GLboolean AMD_vertex_shader_layer;
4091 GLboolean AMD_vertex_shader_viewport_index;
4092 GLboolean ANDROID_extension_pack_es31a;
4093 GLboolean APPLE_object_purgeable;
4094 GLboolean ATI_meminfo;
4095 GLboolean ATI_texture_compression_3dc;
4096 GLboolean ATI_texture_mirror_once;
4097 GLboolean ATI_texture_env_combine3;
4098 GLboolean ATI_fragment_shader;
4099 GLboolean ATI_separate_stencil;
4100 GLboolean GREMEDY_string_marker;
4101 GLboolean INTEL_conservative_rasterization;
4102 GLboolean INTEL_performance_query;
4103 GLboolean KHR_blend_equation_advanced;
4104 GLboolean KHR_blend_equation_advanced_coherent;
4105 GLboolean KHR_robustness;
4106 GLboolean KHR_texture_compression_astc_hdr;
4107 GLboolean KHR_texture_compression_astc_ldr;
4108 GLboolean KHR_texture_compression_astc_sliced_3d;
4109 GLboolean MESA_pack_invert;
4110 GLboolean MESA_shader_framebuffer_fetch;
4111 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4112 GLboolean MESA_shader_integer_functions;
4113 GLboolean MESA_ycbcr_texture;
4114 GLboolean NV_conditional_render;
4115 GLboolean NV_fill_rectangle;
4116 GLboolean NV_fog_distance;
4117 GLboolean NV_point_sprite;
4118 GLboolean NV_primitive_restart;
4119 GLboolean NV_texture_barrier;
4120 GLboolean NV_texture_env_combine4;
4121 GLboolean NV_texture_rectangle;
4122 GLboolean NV_vdpau_interop;
4123 GLboolean NVX_gpu_memory_info;
4124 GLboolean TDFX_texture_compression_FXT1;
4125 GLboolean OES_EGL_image;
4126 GLboolean OES_draw_texture;
4127 GLboolean OES_depth_texture_cube_map;
4128 GLboolean OES_EGL_image_external;
4129 GLboolean OES_texture_float;
4130 GLboolean OES_texture_float_linear;
4131 GLboolean OES_texture_half_float;
4132 GLboolean OES_texture_half_float_linear;
4133 GLboolean OES_compressed_ETC1_RGB8_texture;
4134 GLboolean OES_geometry_shader;
4135 GLboolean OES_texture_compression_astc;
4136 GLboolean extension_sentinel;
4137 /** The extension string */
4138 const GLubyte *String;
4139 /** Number of supported extensions */
4140 GLuint Count;
4141 /**
4142 * The context version which extension helper functions compare against.
4143 * By default, the value is equal to ctx->Version. This changes to ~0
4144 * while meta is in progress.
4145 */
4146 GLubyte Version;
4147 };
4148
4149
4150 /**
4151 * A stack of matrices (projection, modelview, color, texture, etc).
4152 */
4153 struct gl_matrix_stack
4154 {
4155 GLmatrix *Top; /**< points into Stack */
4156 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4157 unsigned StackSize; /**< Number of elements in Stack */
4158 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4159 GLuint MaxDepth; /**< size of Stack[] array */
4160 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4161 };
4162
4163
4164 /**
4165 * \name Bits for image transfer operations
4166 * \sa __struct gl_contextRec::ImageTransferState.
4167 */
4168 /*@{*/
4169 #define IMAGE_SCALE_BIAS_BIT 0x1
4170 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4171 #define IMAGE_MAP_COLOR_BIT 0x4
4172 #define IMAGE_CLAMP_BIT 0x800
4173
4174
4175 /** Pixel Transfer ops */
4176 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4177 IMAGE_SHIFT_OFFSET_BIT | \
4178 IMAGE_MAP_COLOR_BIT)
4179
4180 /**
4181 * \name Bits to indicate what state has changed.
4182 */
4183 /*@{*/
4184 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4185 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4186 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4187 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4188 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4189 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4190 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4191 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4192 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4193 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4194 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4195 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4196 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4197 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4198 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4199 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4200 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4201 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4202 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4203 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4204 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4205 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4206 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4207 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4208 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4209 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4210 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4211 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4212 #define _NEW_BUFFER_OBJECT (1u << 28)
4213 #define _NEW_FRAG_CLAMP (1u << 29)
4214 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4215 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4216 #define _NEW_ALL ~0
4217 /*@}*/
4218
4219
4220 /**
4221 * Composite state flags
4222 */
4223 /*@{*/
4224 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4225
4226 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4227 _NEW_TEXTURE_STATE | \
4228 _NEW_POINT | \
4229 _NEW_PROGRAM | \
4230 _NEW_MODELVIEW)
4231
4232 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4233 _NEW_FOG | \
4234 _NEW_PROGRAM)
4235
4236
4237 /*@}*/
4238
4239
4240
4241
4242 /* This has to be included here. */
4243 #include "dd.h"
4244
4245
4246 /**
4247 * Display list flags.
4248 * Strictly this is a tnl-private concept, but it doesn't seem
4249 * worthwhile adding a tnl private structure just to hold this one bit
4250 * of information:
4251 */
4252 #define DLIST_DANGLING_REFS 0x1
4253
4254
4255 /** Opaque declaration of display list payload data type */
4256 union gl_dlist_node;
4257
4258
4259 /**
4260 * Provide a location where information about a display list can be
4261 * collected. Could be extended with driverPrivate structures,
4262 * etc. in the future.
4263 */
4264 struct gl_display_list
4265 {
4266 GLuint Name;
4267 GLchar *Label; /**< GL_KHR_debug */
4268 GLbitfield Flags; /**< DLIST_x flags */
4269 /** The dlist commands are in a linked list of nodes */
4270 union gl_dlist_node *Head;
4271 };
4272
4273
4274 /**
4275 * State used during display list compilation and execution.
4276 */
4277 struct gl_dlist_state
4278 {
4279 GLuint CallDepth; /**< Current recursion calling depth */
4280
4281 struct gl_display_list *CurrentList; /**< List currently being compiled */
4282 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4283 GLuint CurrentPos; /**< Index into current block of nodes */
4284
4285 GLvertexformat ListVtxfmt;
4286
4287 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4288 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4289
4290 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4291 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4292
4293 struct {
4294 /* State known to have been set by the currently-compiling display
4295 * list. Used to eliminate some redundant state changes.
4296 */
4297 GLenum ShadeModel;
4298 } Current;
4299 };
4300
4301 /** @{
4302 *
4303 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4304 * to small enums suitable for use as an array index.
4305 */
4306
4307 enum mesa_debug_source {
4308 MESA_DEBUG_SOURCE_API,
4309 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4310 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4311 MESA_DEBUG_SOURCE_THIRD_PARTY,
4312 MESA_DEBUG_SOURCE_APPLICATION,
4313 MESA_DEBUG_SOURCE_OTHER,
4314 MESA_DEBUG_SOURCE_COUNT
4315 };
4316
4317 enum mesa_debug_type {
4318 MESA_DEBUG_TYPE_ERROR,
4319 MESA_DEBUG_TYPE_DEPRECATED,
4320 MESA_DEBUG_TYPE_UNDEFINED,
4321 MESA_DEBUG_TYPE_PORTABILITY,
4322 MESA_DEBUG_TYPE_PERFORMANCE,
4323 MESA_DEBUG_TYPE_OTHER,
4324 MESA_DEBUG_TYPE_MARKER,
4325 MESA_DEBUG_TYPE_PUSH_GROUP,
4326 MESA_DEBUG_TYPE_POP_GROUP,
4327 MESA_DEBUG_TYPE_COUNT
4328 };
4329
4330 enum mesa_debug_severity {
4331 MESA_DEBUG_SEVERITY_LOW,
4332 MESA_DEBUG_SEVERITY_MEDIUM,
4333 MESA_DEBUG_SEVERITY_HIGH,
4334 MESA_DEBUG_SEVERITY_NOTIFICATION,
4335 MESA_DEBUG_SEVERITY_COUNT
4336 };
4337
4338 /** @} */
4339
4340 /**
4341 * Driver-specific state flags.
4342 *
4343 * These are or'd with gl_context::NewDriverState to notify a driver about
4344 * a state change. The driver sets the flags at context creation and
4345 * the meaning of the bits set is opaque to core Mesa.
4346 */
4347 struct gl_driver_flags
4348 {
4349 /** gl_context::Array::_DrawArrays (vertex array state) */
4350 uint64_t NewArray;
4351
4352 /** gl_context::TransformFeedback::CurrentObject */
4353 uint64_t NewTransformFeedback;
4354
4355 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4356 uint64_t NewTransformFeedbackProg;
4357
4358 /** gl_context::RasterDiscard */
4359 uint64_t NewRasterizerDiscard;
4360
4361 /**
4362 * gl_context::UniformBufferBindings
4363 * gl_shader_program::UniformBlocks
4364 */
4365 uint64_t NewUniformBuffer;
4366
4367 /**
4368 * gl_context::ShaderStorageBufferBindings
4369 * gl_shader_program::ShaderStorageBlocks
4370 */
4371 uint64_t NewShaderStorageBuffer;
4372
4373 uint64_t NewTextureBuffer;
4374
4375 /**
4376 * gl_context::AtomicBufferBindings
4377 */
4378 uint64_t NewAtomicBuffer;
4379
4380 /**
4381 * gl_context::ImageUnits
4382 */
4383 uint64_t NewImageUnits;
4384
4385 /**
4386 * gl_context::TessCtrlProgram::patch_default_*
4387 */
4388 uint64_t NewDefaultTessLevels;
4389
4390 /**
4391 * gl_context::IntelConservativeRasterization
4392 */
4393 uint64_t NewIntelConservativeRasterization;
4394 };
4395
4396 struct gl_uniform_buffer_binding
4397 {
4398 struct gl_buffer_object *BufferObject;
4399 /** Start of uniform block data in the buffer */
4400 GLintptr Offset;
4401 /** Size of data allowed to be referenced from the buffer (in bytes) */
4402 GLsizeiptr Size;
4403 /**
4404 * glBindBufferBase() indicates that the Size should be ignored and only
4405 * limited by the current size of the BufferObject.
4406 */
4407 GLboolean AutomaticSize;
4408 };
4409
4410 struct gl_shader_storage_buffer_binding
4411 {
4412 struct gl_buffer_object *BufferObject;
4413 /** Start of shader storage block data in the buffer */
4414 GLintptr Offset;
4415 /** Size of data allowed to be referenced from the buffer (in bytes) */
4416 GLsizeiptr Size;
4417 /**
4418 * glBindBufferBase() indicates that the Size should be ignored and only
4419 * limited by the current size of the BufferObject.
4420 */
4421 GLboolean AutomaticSize;
4422 };
4423
4424 /**
4425 * ARB_shader_image_load_store image unit.
4426 */
4427 struct gl_image_unit
4428 {
4429 /**
4430 * Texture object bound to this unit.
4431 */
4432 struct gl_texture_object *TexObj;
4433
4434 /**
4435 * Level of the texture object bound to this unit.
4436 */
4437 GLuint Level;
4438
4439 /**
4440 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4441 * GL_FALSE if only some specific layer of the texture is bound.
4442 * \sa Layer
4443 */
4444 GLboolean Layered;
4445
4446 /**
4447 * Layer of the texture object bound to this unit as specified by the
4448 * application.
4449 */
4450 GLuint Layer;
4451
4452 /**
4453 * Layer of the texture object bound to this unit, or zero if the
4454 * whole level is bound.
4455 */
4456 GLuint _Layer;
4457
4458 /**
4459 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4460 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4461 */
4462 GLenum Access;
4463
4464 /**
4465 * GL internal format that determines the interpretation of the
4466 * image memory when shader image operations are performed through
4467 * this unit.
4468 */
4469 GLenum Format;
4470
4471 /**
4472 * Mesa format corresponding to \c Format.
4473 */
4474 mesa_format _ActualFormat;
4475
4476 };
4477
4478 /**
4479 * Binding point for an atomic counter buffer object.
4480 */
4481 struct gl_atomic_buffer_binding
4482 {
4483 struct gl_buffer_object *BufferObject;
4484 GLintptr Offset;
4485 GLsizeiptr Size;
4486 };
4487
4488 /**
4489 * Shader subroutines storage
4490 */
4491 struct gl_subroutine_index_binding
4492 {
4493 GLuint NumIndex;
4494 GLuint *IndexPtr;
4495 };
4496
4497 /**
4498 * Mesa rendering context.
4499 *
4500 * This is the central context data structure for Mesa. Almost all
4501 * OpenGL state is contained in this structure.
4502 * Think of this as a base class from which device drivers will derive
4503 * sub classes.
4504 */
4505 struct gl_context
4506 {
4507 /** State possibly shared with other contexts in the address space */
4508 struct gl_shared_state *Shared;
4509
4510 /** \name API function pointer tables */
4511 /*@{*/
4512 gl_api API;
4513
4514 /**
4515 * The current dispatch table for non-displaylist-saving execution, either
4516 * BeginEnd or OutsideBeginEnd
4517 */
4518 struct _glapi_table *Exec;
4519 /**
4520 * The normal dispatch table for non-displaylist-saving, non-begin/end
4521 */
4522 struct _glapi_table *OutsideBeginEnd;
4523 /** The dispatch table used between glNewList() and glEndList() */
4524 struct _glapi_table *Save;
4525 /**
4526 * The dispatch table used between glBegin() and glEnd() (outside of a
4527 * display list). Only valid functions between those two are set, which is
4528 * mostly just the set in a GLvertexformat struct.
4529 */
4530 struct _glapi_table *BeginEnd;
4531 /**
4532 * Dispatch table for when a graphics reset has happened.
4533 */
4534 struct _glapi_table *ContextLost;
4535 /**
4536 * Dispatch table used to marshal API calls from the client program to a
4537 * separate server thread. NULL if API calls are not being marshalled to
4538 * another thread.
4539 */
4540 struct _glapi_table *MarshalExec;
4541 /**
4542 * Dispatch table currently in use for fielding API calls from the client
4543 * program. If API calls are being marshalled to another thread, this ==
4544 * MarshalExec. Otherwise it == CurrentServerDispatch.
4545 */
4546 struct _glapi_table *CurrentClientDispatch;
4547
4548 /**
4549 * Dispatch table currently in use for performing API calls. == Save or
4550 * Exec.
4551 */
4552 struct _glapi_table *CurrentServerDispatch;
4553
4554 /*@}*/
4555
4556 struct glthread_state *GLThread;
4557
4558 struct gl_config Visual;
4559 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4560 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4561 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4562 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4563
4564 /**
4565 * Device driver function pointer table
4566 */
4567 struct dd_function_table Driver;
4568
4569 /** Core/Driver constants */
4570 struct gl_constants Const;
4571
4572 /** \name The various 4x4 matrix stacks */
4573 /*@{*/
4574 struct gl_matrix_stack ModelviewMatrixStack;
4575 struct gl_matrix_stack ProjectionMatrixStack;
4576 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4577 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4578 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4579 /*@}*/
4580
4581 /** Combined modelview and projection matrix */
4582 GLmatrix _ModelProjectMatrix;
4583
4584 /** \name Display lists */
4585 struct gl_dlist_state ListState;
4586
4587 GLboolean ExecuteFlag; /**< Execute GL commands? */
4588 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4589
4590 /** Extension information */
4591 struct gl_extensions Extensions;
4592
4593 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4594 GLuint Version;
4595 char *VersionString;
4596
4597 /** \name State attribute stack (for glPush/PopAttrib) */
4598 /*@{*/
4599 GLuint AttribStackDepth;
4600 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4601 /*@}*/
4602
4603 /** \name Renderer attribute groups
4604 *
4605 * We define a struct for each attribute group to make pushing and popping
4606 * attributes easy. Also it's a good organization.
4607 */
4608 /*@{*/
4609 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4610 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4611 struct gl_current_attrib Current; /**< Current attributes */
4612 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4613 struct gl_eval_attrib Eval; /**< Eval attributes */
4614 struct gl_fog_attrib Fog; /**< Fog attributes */
4615 struct gl_hint_attrib Hint; /**< Hint attributes */
4616 struct gl_light_attrib Light; /**< Light attributes */
4617 struct gl_line_attrib Line; /**< Line attributes */
4618 struct gl_list_attrib List; /**< List attributes */
4619 struct gl_multisample_attrib Multisample;
4620 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4621 struct gl_point_attrib Point; /**< Point attributes */
4622 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4623 GLuint PolygonStipple[32]; /**< Polygon stipple */
4624 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4625 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4626 struct gl_texture_attrib Texture; /**< Texture attributes */
4627 struct gl_transform_attrib Transform; /**< Transformation attributes */
4628 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4629 /*@}*/
4630
4631 /** \name Client attribute stack */
4632 /*@{*/
4633 GLuint ClientAttribStackDepth;
4634 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4635 /*@}*/
4636
4637 /** \name Client attribute groups */
4638 /*@{*/
4639 struct gl_array_attrib Array; /**< Vertex arrays */
4640 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4641 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4642 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4643 /*@}*/
4644
4645 /** \name Other assorted state (not pushed/popped on attribute stack) */
4646 /*@{*/
4647 struct gl_pixelmaps PixelMaps;
4648
4649 struct gl_evaluators EvalMap; /**< All evaluators */
4650 struct gl_feedback Feedback; /**< Feedback */
4651 struct gl_selection Select; /**< Selection */
4652
4653 struct gl_program_state Program; /**< general program state */
4654 struct gl_vertex_program_state VertexProgram;
4655 struct gl_fragment_program_state FragmentProgram;
4656 struct gl_geometry_program_state GeometryProgram;
4657 struct gl_compute_program_state ComputeProgram;
4658 struct gl_tess_ctrl_program_state TessCtrlProgram;
4659 struct gl_tess_eval_program_state TessEvalProgram;
4660 struct gl_ati_fragment_shader_state ATIFragmentShader;
4661
4662 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4663 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4664
4665 /**
4666 * Current active shader pipeline state
4667 *
4668 * Almost all internal users want ::_Shader instead of ::Shader. The
4669 * exceptions are bits of legacy GLSL API that do not know about separate
4670 * shader objects.
4671 *
4672 * If a program is active via \c glUseProgram, this will point to
4673 * \c ::Shader.
4674 *
4675 * If a program pipeline is active via \c glBindProgramPipeline, this will
4676 * point to \c ::Pipeline.Current.
4677 *
4678 * If neither a program nor a program pipeline is active, this will point to
4679 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4680 * \c NULL.
4681 */
4682 struct gl_pipeline_object *_Shader;
4683
4684 struct gl_query_state Query; /**< occlusion, timer queries */
4685
4686 struct gl_transform_feedback_state TransformFeedback;
4687
4688 struct gl_perf_monitor_state PerfMonitor;
4689 struct gl_perf_query_state PerfQuery;
4690
4691 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4692 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4693 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4694
4695 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4696 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4697
4698 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4699
4700 /**
4701 * Current GL_ARB_uniform_buffer_object binding referenced by
4702 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4703 */
4704 struct gl_buffer_object *UniformBuffer;
4705
4706 /**
4707 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4708 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4709 */
4710 struct gl_buffer_object *ShaderStorageBuffer;
4711
4712 /**
4713 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4714 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4715 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4716 * shader program.
4717 */
4718 struct gl_uniform_buffer_binding
4719 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4720
4721 /**
4722 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4723 * and GL 4.3. This is set up using glBindBufferRange() or
4724 * glBindBufferBase(). They are associated with shader storage blocks by
4725 * glShaderStorageBlockBinding()'s state in the shader program.
4726 */
4727 struct gl_shader_storage_buffer_binding
4728 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4729
4730 /**
4731 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4732 * target.
4733 */
4734 struct gl_buffer_object *AtomicBuffer;
4735
4736 /**
4737 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4738 * target.
4739 */
4740 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4741
4742 /**
4743 * Array of atomic counter buffer binding points.
4744 */
4745 struct gl_atomic_buffer_binding
4746 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4747
4748 /**
4749 * Array of image units for ARB_shader_image_load_store.
4750 */
4751 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4752
4753 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4754 /*@}*/
4755
4756 struct gl_meta_state *Meta; /**< for "meta" operations */
4757
4758 /* GL_EXT_framebuffer_object */
4759 struct gl_renderbuffer *CurrentRenderbuffer;
4760
4761 GLenum ErrorValue; /**< Last error code */
4762
4763 /**
4764 * Recognize and silence repeated error debug messages in buggy apps.
4765 */
4766 const char *ErrorDebugFmtString;
4767 GLuint ErrorDebugCount;
4768
4769 /* GL_ARB_debug_output/GL_KHR_debug */
4770 mtx_t DebugMutex;
4771 struct gl_debug_state *Debug;
4772
4773 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4774 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4775 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4776
4777 struct gl_driver_flags DriverFlags;
4778
4779 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4780
4781 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4782
4783 /** \name Derived state */
4784 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4785 GLfloat _EyeZDir[3];
4786 GLfloat _ModelViewInvScale;
4787 GLboolean _NeedEyeCoords;
4788 GLboolean _ForceEyeCoords;
4789
4790 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4791
4792 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4793
4794 /** \name For debugging/development only */
4795 /*@{*/
4796 GLboolean FirstTimeCurrent;
4797 /*@}*/
4798
4799 /**
4800 * False if this context was created without a config. This is needed
4801 * because the initial state of glDrawBuffers depends on this
4802 */
4803 GLboolean HasConfig;
4804
4805 /** software compression/decompression supported or not */
4806 GLboolean Mesa_DXTn;
4807
4808 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4809
4810 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4811 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4812
4813 /**
4814 * \name Hooks for module contexts.
4815 *
4816 * These will eventually live in the driver or elsewhere.
4817 */
4818 /*@{*/
4819 void *swrast_context;
4820 void *swsetup_context;
4821 void *swtnl_context;
4822 struct vbo_context *vbo_context;
4823 struct st_context *st;
4824 void *aelt_context;
4825 /*@}*/
4826
4827 /**
4828 * \name NV_vdpau_interop
4829 */
4830 /*@{*/
4831 const void *vdpDevice;
4832 const void *vdpGetProcAddress;
4833 struct set *vdpSurfaces;
4834 /*@}*/
4835
4836 /**
4837 * Has this context observed a GPU reset in any context in the share group?
4838 *
4839 * Once this field becomes true, it is never reset to false.
4840 */
4841 GLboolean ShareGroupReset;
4842
4843 /**
4844 * \name OES_primitive_bounding_box
4845 *
4846 * Stores the arguments to glPrimitiveBoundingBox
4847 */
4848 GLfloat PrimitiveBoundingBox[8];
4849
4850 struct disk_cache *Cache;
4851 };
4852
4853 /**
4854 * Information about memory usage. All sizes are in kilobytes.
4855 */
4856 struct gl_memory_info
4857 {
4858 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4859 unsigned avail_device_memory; /**< free device memory at the moment */
4860 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4861 unsigned avail_staging_memory; /**< free staging memory at the moment */
4862 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4863 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4864 };
4865
4866 #ifdef DEBUG
4867 extern int MESA_VERBOSE;
4868 extern int MESA_DEBUG_FLAGS;
4869 # define MESA_FUNCTION __func__
4870 #else
4871 # define MESA_VERBOSE 0
4872 # define MESA_DEBUG_FLAGS 0
4873 # define MESA_FUNCTION "a function"
4874 #endif
4875
4876
4877 /** The MESA_VERBOSE var is a bitmask of these flags */
4878 enum _verbose
4879 {
4880 VERBOSE_VARRAY = 0x0001,
4881 VERBOSE_TEXTURE = 0x0002,
4882 VERBOSE_MATERIAL = 0x0004,
4883 VERBOSE_PIPELINE = 0x0008,
4884 VERBOSE_DRIVER = 0x0010,
4885 VERBOSE_STATE = 0x0020,
4886 VERBOSE_API = 0x0040,
4887 VERBOSE_DISPLAY_LIST = 0x0100,
4888 VERBOSE_LIGHTING = 0x0200,
4889 VERBOSE_PRIMS = 0x0400,
4890 VERBOSE_VERTS = 0x0800,
4891 VERBOSE_DISASSEM = 0x1000,
4892 VERBOSE_DRAW = 0x2000,
4893 VERBOSE_SWAPBUFFERS = 0x4000
4894 };
4895
4896
4897 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4898 enum _debug
4899 {
4900 DEBUG_SILENT = (1 << 0),
4901 DEBUG_ALWAYS_FLUSH = (1 << 1),
4902 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4903 DEBUG_INCOMPLETE_FBO = (1 << 3),
4904 DEBUG_CONTEXT = (1 << 4)
4905 };
4906
4907 #ifdef __cplusplus
4908 }
4909 #endif
4910
4911 #endif /* MTYPES_H */