2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
37 #include <stdint.h> /* uint32_t */
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
54 * \name 64-bit extension of GLbitfield.
57 typedef GLuint64 GLbitfield64
;
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
70 * \name Some forward type declarations
73 struct _mesa_HashTable
;
74 struct gl_attrib_node
;
75 struct gl_list_extensions
;
77 struct gl_program_cache
;
78 struct gl_texture_object
;
79 struct gl_debug_state
;
82 struct gl_uniform_storage
;
83 struct prog_instruction
;
84 struct gl_program_parameter_list
;
91 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
92 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
93 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
94 #define PRIM_UNKNOWN (PRIM_MAX + 2)
99 * Indexes for vertex program attributes.
100 * GL_NV_vertex_program aliases generic attributes over the conventional
101 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
102 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
103 * generic attributes are distinct/separate).
108 VERT_ATTRIB_WEIGHT
= 1,
109 VERT_ATTRIB_NORMAL
= 2,
110 VERT_ATTRIB_COLOR0
= 3,
111 VERT_ATTRIB_COLOR1
= 4,
113 VERT_ATTRIB_COLOR_INDEX
= 6,
114 VERT_ATTRIB_EDGEFLAG
= 7,
115 VERT_ATTRIB_TEX0
= 8,
116 VERT_ATTRIB_TEX1
= 9,
117 VERT_ATTRIB_TEX2
= 10,
118 VERT_ATTRIB_TEX3
= 11,
119 VERT_ATTRIB_TEX4
= 12,
120 VERT_ATTRIB_TEX5
= 13,
121 VERT_ATTRIB_TEX6
= 14,
122 VERT_ATTRIB_TEX7
= 15,
123 VERT_ATTRIB_POINT_SIZE
= 16,
124 VERT_ATTRIB_GENERIC0
= 17,
125 VERT_ATTRIB_GENERIC1
= 18,
126 VERT_ATTRIB_GENERIC2
= 19,
127 VERT_ATTRIB_GENERIC3
= 20,
128 VERT_ATTRIB_GENERIC4
= 21,
129 VERT_ATTRIB_GENERIC5
= 22,
130 VERT_ATTRIB_GENERIC6
= 23,
131 VERT_ATTRIB_GENERIC7
= 24,
132 VERT_ATTRIB_GENERIC8
= 25,
133 VERT_ATTRIB_GENERIC9
= 26,
134 VERT_ATTRIB_GENERIC10
= 27,
135 VERT_ATTRIB_GENERIC11
= 28,
136 VERT_ATTRIB_GENERIC12
= 29,
137 VERT_ATTRIB_GENERIC13
= 30,
138 VERT_ATTRIB_GENERIC14
= 31,
139 VERT_ATTRIB_GENERIC15
= 32,
144 * Symbolic constats to help iterating over
145 * specific blocks of vertex attributes.
148 * includes all fixed function attributes as well as
149 * the aliased GL_NV_vertex_program shader attributes.
151 * include the classic texture coordinate attributes.
152 * Is a subset of VERT_ATTRIB_FF.
153 * VERT_ATTRIB_GENERIC
154 * include the OpenGL 2.0+ GLSL generic shader attributes.
155 * These alias the generic GL_ARB_vertex_shader attributes.
157 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
158 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
160 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
161 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
199 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
200 #define VERT_BIT_GENERIC_ALL \
201 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
206 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
207 * fragment shader inputs.
209 * Note that some of these values are not available to all pipeline stages.
211 * When this enum is updated, the following code must be updated too:
212 * - vertResults (in prog_print.c's arb_output_attrib_string())
213 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
214 * - _mesa_varying_slot_in_fs()
219 VARYING_SLOT_COL0
, /* COL0 and COL1 must be contiguous */
222 VARYING_SLOT_TEX0
, /* TEX0-TEX7 must be contiguous */
230 VARYING_SLOT_PSIZ
, /* Does not appear in FS */
231 VARYING_SLOT_BFC0
, /* Does not appear in FS */
232 VARYING_SLOT_BFC1
, /* Does not appear in FS */
233 VARYING_SLOT_EDGE
, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_VERTEX
, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_DIST0
,
236 VARYING_SLOT_CLIP_DIST1
,
237 VARYING_SLOT_PRIMITIVE_ID
, /* Does not appear in VS */
238 VARYING_SLOT_LAYER
, /* Appears as VS or GS output */
239 VARYING_SLOT_VIEWPORT
, /* Appears as VS or GS output */
240 VARYING_SLOT_FACE
, /* FS only */
241 VARYING_SLOT_PNTC
, /* FS only */
242 VARYING_SLOT_VAR0
, /* First generic varying slot */
243 VARYING_SLOT_MAX
= VARYING_SLOT_VAR0
+ MAX_VARYING
248 * Bitflags for varying slots.
251 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
252 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
253 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
254 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
255 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
256 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
257 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
258 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
259 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
260 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
261 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
262 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
263 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
264 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
265 MAX_TEXTURE_COORD_UNITS)
266 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
267 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
268 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
269 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
270 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
271 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
272 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
273 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
274 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
275 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
276 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
277 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
278 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
282 * Bitflags for system values.
284 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
285 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
286 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
289 * Determine if the given gl_varying_slot appears in the fragment shader.
291 static inline GLboolean
292 _mesa_varying_slot_in_fs(gl_varying_slot slot
)
295 case VARYING_SLOT_PSIZ
:
296 case VARYING_SLOT_BFC0
:
297 case VARYING_SLOT_BFC1
:
298 case VARYING_SLOT_EDGE
:
299 case VARYING_SLOT_CLIP_VERTEX
:
300 case VARYING_SLOT_LAYER
:
309 * Fragment program results
313 FRAG_RESULT_DEPTH
= 0,
314 FRAG_RESULT_STENCIL
= 1,
315 /* If a single color should be written to all render targets, this
316 * register is written. No FRAG_RESULT_DATAn will be written.
318 FRAG_RESULT_COLOR
= 2,
319 FRAG_RESULT_SAMPLE_MASK
= 3,
321 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
322 * or ARB_fragment_program fragment.color[n]) color results. If
323 * any are written, FRAG_RESULT_COLOR will not be written.
325 FRAG_RESULT_DATA0
= 4,
326 FRAG_RESULT_MAX
= (FRAG_RESULT_DATA0
+ MAX_DRAW_BUFFERS
)
331 * Indexes for all renderbuffers
335 /* the four standard color buffers */
343 /* optional aux buffer */
345 /* generic renderbuffers */
358 * Bit flags for all renderbuffers
360 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
361 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
362 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
363 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
364 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
365 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
366 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
367 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
368 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
369 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
370 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
371 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
372 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
373 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
374 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
375 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
376 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
377 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
378 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
381 * Mask of all the color buffer bits (but not accum).
383 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
384 BUFFER_BIT_BACK_LEFT | \
385 BUFFER_BIT_FRONT_RIGHT | \
386 BUFFER_BIT_BACK_RIGHT | \
388 BUFFER_BIT_COLOR0 | \
389 BUFFER_BIT_COLOR1 | \
390 BUFFER_BIT_COLOR2 | \
391 BUFFER_BIT_COLOR3 | \
392 BUFFER_BIT_COLOR4 | \
393 BUFFER_BIT_COLOR5 | \
394 BUFFER_BIT_COLOR6 | \
399 * Shader stages. Note that these will become 5 with tessellation.
401 * The order must match how shaders are ordered in the pipeline.
402 * The GLSL linker assumes that if i<j, then the j-th shader is
403 * executed later than the i-th shader.
407 MESA_SHADER_VERTEX
= 0,
408 MESA_SHADER_GEOMETRY
= 1,
409 MESA_SHADER_FRAGMENT
= 2,
410 MESA_SHADER_COMPUTE
= 3,
413 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
417 * Framebuffer configuration (aka visual / pixelformat)
418 * Note: some of these fields should be boolean, but it appears that
419 * code in drivers/dri/common/util.c requires int-sized fields.
425 GLboolean colorIndexMode
; /* XXX is this used anywhere? */
426 GLuint doubleBufferMode
;
429 GLboolean haveAccumBuffer
;
430 GLboolean haveDepthBuffer
;
431 GLboolean haveStencilBuffer
;
433 GLint redBits
, greenBits
, blueBits
, alphaBits
; /* bits per comp */
434 GLuint redMask
, greenMask
, blueMask
, alphaMask
;
435 GLint rgbBits
; /* total bits for rgb */
436 GLint indexBits
; /* total bits for colorindex */
438 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
446 /* EXT_visual_rating / GLX 1.2 */
449 /* EXT_visual_info / GLX 1.2 */
450 GLint transparentPixel
;
451 /* colors are floats scaled to ints */
452 GLint transparentRed
, transparentGreen
, transparentBlue
, transparentAlpha
;
453 GLint transparentIndex
;
455 /* ARB_multisample / SGIS_multisample */
459 /* SGIX_pbuffer / GLX 1.3 */
460 GLint maxPbufferWidth
;
461 GLint maxPbufferHeight
;
462 GLint maxPbufferPixels
;
463 GLint optimalPbufferWidth
; /* Only for SGIX_pbuffer. */
464 GLint optimalPbufferHeight
; /* Only for SGIX_pbuffer. */
466 /* OML_swap_method */
469 /* EXT_texture_from_pixmap */
470 GLint bindToTextureRgb
;
471 GLint bindToTextureRgba
;
472 GLint bindToMipmapTexture
;
473 GLint bindToTextureTargets
;
476 /* EXT_framebuffer_sRGB */
482 * \name Bit flags used for updating material values.
485 #define MAT_ATTRIB_FRONT_AMBIENT 0
486 #define MAT_ATTRIB_BACK_AMBIENT 1
487 #define MAT_ATTRIB_FRONT_DIFFUSE 2
488 #define MAT_ATTRIB_BACK_DIFFUSE 3
489 #define MAT_ATTRIB_FRONT_SPECULAR 4
490 #define MAT_ATTRIB_BACK_SPECULAR 5
491 #define MAT_ATTRIB_FRONT_EMISSION 6
492 #define MAT_ATTRIB_BACK_EMISSION 7
493 #define MAT_ATTRIB_FRONT_SHININESS 8
494 #define MAT_ATTRIB_BACK_SHININESS 9
495 #define MAT_ATTRIB_FRONT_INDEXES 10
496 #define MAT_ATTRIB_BACK_INDEXES 11
497 #define MAT_ATTRIB_MAX 12
499 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
500 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
501 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
502 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
503 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
504 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
506 #define MAT_INDEX_AMBIENT 0
507 #define MAT_INDEX_DIFFUSE 1
508 #define MAT_INDEX_SPECULAR 2
510 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
511 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
512 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
513 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
514 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
515 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
516 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
517 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
518 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
519 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
520 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
521 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
524 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
525 MAT_BIT_FRONT_AMBIENT | \
526 MAT_BIT_FRONT_DIFFUSE | \
527 MAT_BIT_FRONT_SPECULAR | \
528 MAT_BIT_FRONT_SHININESS | \
529 MAT_BIT_FRONT_INDEXES)
531 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
532 MAT_BIT_BACK_AMBIENT | \
533 MAT_BIT_BACK_DIFFUSE | \
534 MAT_BIT_BACK_SPECULAR | \
535 MAT_BIT_BACK_SHININESS | \
536 MAT_BIT_BACK_INDEXES)
538 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
547 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
555 #define LIGHT_SPOT 0x1
556 #define LIGHT_LOCAL_VIEWER 0x2
557 #define LIGHT_POSITIONAL 0x4
558 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
563 * Light source state.
567 struct gl_light
*next
; /**< double linked list with sentinel */
568 struct gl_light
*prev
;
570 GLfloat Ambient
[4]; /**< ambient color */
571 GLfloat Diffuse
[4]; /**< diffuse color */
572 GLfloat Specular
[4]; /**< specular color */
573 GLfloat EyePosition
[4]; /**< position in eye coordinates */
574 GLfloat SpotDirection
[4]; /**< spotlight direction in eye coordinates */
575 GLfloat SpotExponent
;
576 GLfloat SpotCutoff
; /**< in degrees */
577 GLfloat _CosCutoff
; /**< = MAX(0, cos(SpotCutoff)) */
578 GLfloat ConstantAttenuation
;
579 GLfloat LinearAttenuation
;
580 GLfloat QuadraticAttenuation
;
581 GLboolean Enabled
; /**< On/off flag */
584 * \name Derived fields
587 GLbitfield _Flags
; /**< Mask of LIGHT_x bits defined above */
589 GLfloat _Position
[4]; /**< position in eye/obj coordinates */
590 GLfloat _VP_inf_norm
[3]; /**< Norm direction to infinite light */
591 GLfloat _h_inf_norm
[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
592 GLfloat _NormSpotDirection
[4]; /**< normalized spotlight direction */
593 GLfloat _VP_inf_spot_attenuation
;
595 GLfloat _MatAmbient
[2][3]; /**< material ambient * light ambient */
596 GLfloat _MatDiffuse
[2][3]; /**< material diffuse * light diffuse */
597 GLfloat _MatSpecular
[2][3]; /**< material spec * light specular */
607 GLfloat Ambient
[4]; /**< ambient color */
608 GLboolean LocalViewer
; /**< Local (or infinite) view point? */
609 GLboolean TwoSide
; /**< Two (or one) sided lighting? */
610 GLenum ColorControl
; /**< either GL_SINGLE_COLOR
611 * or GL_SEPARATE_SPECULAR_COLOR */
616 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
618 struct gl_accum_attrib
620 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
625 * Used for storing clear color, texture border color, etc.
626 * The float values are typically unclamped.
637 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
639 struct gl_colorbuffer_attrib
641 GLuint ClearIndex
; /**< Index for glClear */
642 union gl_color_union ClearColor
; /**< Color for glClear, unclamped */
643 GLuint IndexMask
; /**< Color index write mask */
644 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4]; /**< Each flag is 0xff or 0x0 */
646 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
649 * \name alpha testing
652 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
653 GLenum AlphaFunc
; /**< Alpha test function */
654 GLfloat AlphaRefUnclamped
;
655 GLclampf AlphaRef
; /**< Alpha reference value */
662 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
664 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
665 * control, only on the fixed-pointness of the render target.
666 * The query does however depend on fragment color clamping.
668 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
669 GLfloat BlendColor
[4]; /**< Blending color */
673 GLenum SrcRGB
; /**< RGB blend source term */
674 GLenum DstRGB
; /**< RGB blend dest term */
675 GLenum SrcA
; /**< Alpha blend source term */
676 GLenum DstA
; /**< Alpha blend dest term */
677 GLenum EquationRGB
; /**< GL_ADD, GL_SUBTRACT, etc. */
678 GLenum EquationA
; /**< GL_ADD, GL_SUBTRACT, etc. */
680 * Set if any blend factor uses SRC1. Computed at the time blend factors
683 GLboolean _UsesDualSrc
;
684 } Blend
[MAX_DRAW_BUFFERS
];
685 /** Are the blend func terms currently different for each buffer/target? */
686 GLboolean _BlendFuncPerBuffer
;
687 /** Are the blend equations currently different for each buffer/target? */
688 GLboolean _BlendEquationPerBuffer
;
695 GLenum LogicOp
; /**< Logic operator */
696 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
697 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
700 GLboolean DitherFlag
; /**< Dither enable flag */
702 GLenum ClampFragmentColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
703 GLboolean _ClampFragmentColor
; /** < with GL_FIXED_ONLY_ARB resolved */
704 GLenum ClampReadColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
706 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
711 * Current attribute group (GL_CURRENT_BIT).
713 struct gl_current_attrib
716 * \name Current vertex attributes.
717 * \note Values are valid only after FLUSH_VERTICES has been called.
718 * \note Index and Edgeflag current values are stored as floats in the
719 * SIX and SEVEN attribute slots.
721 GLfloat Attrib
[VERT_ATTRIB_MAX
][4]; /**< Position, color, texcoords, etc */
724 * \name Current raster position attributes (always valid).
725 * \note This set of attributes is very similar to the SWvertex struct.
728 GLfloat RasterPos
[4];
729 GLfloat RasterDistance
;
730 GLfloat RasterColor
[4];
731 GLfloat RasterSecondaryColor
[4];
732 GLfloat RasterTexCoords
[MAX_TEXTURE_COORD_UNITS
][4];
733 GLboolean RasterPosValid
;
739 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
741 struct gl_depthbuffer_attrib
743 GLenum Func
; /**< Function for depth buffer compare */
744 GLclampd Clear
; /**< Value to clear depth buffer to */
745 GLboolean Test
; /**< Depth buffering enabled flag */
746 GLboolean Mask
; /**< Depth buffer writable? */
747 GLboolean BoundsTest
; /**< GL_EXT_depth_bounds_test */
748 GLfloat BoundsMin
, BoundsMax
;/**< GL_EXT_depth_bounds_test */
753 * Evaluator attribute group (GL_EVAL_BIT).
755 struct gl_eval_attrib
761 GLboolean Map1Color4
;
763 GLboolean Map1Normal
;
764 GLboolean Map1TextureCoord1
;
765 GLboolean Map1TextureCoord2
;
766 GLboolean Map1TextureCoord3
;
767 GLboolean Map1TextureCoord4
;
768 GLboolean Map1Vertex3
;
769 GLboolean Map1Vertex4
;
770 GLboolean Map2Color4
;
772 GLboolean Map2Normal
;
773 GLboolean Map2TextureCoord1
;
774 GLboolean Map2TextureCoord2
;
775 GLboolean Map2TextureCoord3
;
776 GLboolean Map2TextureCoord4
;
777 GLboolean Map2Vertex3
;
778 GLboolean Map2Vertex4
;
779 GLboolean AutoNormal
;
783 * \name Map Grid endpoints and divisions and calculated du values
787 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
788 GLint MapGrid2un
, MapGrid2vn
;
789 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
790 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
796 * Fog attribute group (GL_FOG_BIT).
800 GLboolean Enabled
; /**< Fog enabled flag */
801 GLfloat ColorUnclamped
[4]; /**< Fog color */
802 GLfloat Color
[4]; /**< Fog color */
803 GLfloat Density
; /**< Density >= 0.0 */
804 GLfloat Start
; /**< Start distance in eye coords */
805 GLfloat End
; /**< End distance in eye coords */
806 GLfloat Index
; /**< Fog index */
807 GLenum Mode
; /**< Fog mode */
808 GLboolean ColorSumEnabled
;
809 GLenum FogCoordinateSource
; /**< GL_EXT_fog_coord */
810 GLfloat _Scale
; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
811 GLenum FogDistanceMode
; /**< GL_NV_fog_distance */
816 * Hint attribute group (GL_HINT_BIT).
818 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
820 struct gl_hint_attrib
822 GLenum PerspectiveCorrection
;
825 GLenum PolygonSmooth
;
827 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
828 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
829 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
834 * Lighting attribute group (GL_LIGHT_BIT).
836 struct gl_light_attrib
838 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
839 struct gl_lightmodel Model
; /**< Lighting model */
842 * Front and back material values.
843 * Note: must call FLUSH_VERTICES() before using.
845 struct gl_material Material
;
847 GLboolean Enabled
; /**< Lighting enabled flag */
848 GLenum ShadeModel
; /**< GL_FLAT or GL_SMOOTH */
849 GLenum ProvokingVertex
; /**< GL_EXT_provoking_vertex */
850 GLenum ColorMaterialFace
; /**< GL_FRONT, BACK or FRONT_AND_BACK */
851 GLenum ColorMaterialMode
; /**< GL_AMBIENT, GL_DIFFUSE, etc */
852 GLbitfield _ColorMaterialBitmask
; /**< bitmask formed from Face and Mode */
853 GLboolean ColorMaterialEnabled
;
854 GLenum ClampVertexColor
; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
855 GLboolean _ClampVertexColor
;
857 struct gl_light EnabledList
; /**< List sentinel */
860 * Derived state for optimizations:
863 GLboolean _NeedEyeCoords
;
864 GLboolean _NeedVertices
; /**< Use fast shader? */
865 GLfloat _BaseColor
[2][3];
871 * Line attribute group (GL_LINE_BIT).
873 struct gl_line_attrib
875 GLboolean SmoothFlag
; /**< GL_LINE_SMOOTH enabled? */
876 GLboolean StippleFlag
; /**< GL_LINE_STIPPLE enabled? */
877 GLushort StipplePattern
; /**< Stipple pattern */
878 GLint StippleFactor
; /**< Stipple repeat factor */
879 GLfloat Width
; /**< Line width */
884 * Display list attribute group (GL_LIST_BIT).
886 struct gl_list_attrib
893 * Multisample attribute group (GL_MULTISAMPLE_BIT).
895 struct gl_multisample_attrib
898 GLboolean _Enabled
; /**< true if Enabled and multisample buffer */
899 GLboolean SampleAlphaToCoverage
;
900 GLboolean SampleAlphaToOne
;
901 GLboolean SampleCoverage
;
902 GLfloat SampleCoverageValue
;
903 GLboolean SampleCoverageInvert
;
904 GLboolean SampleShading
;
905 GLfloat MinSampleShadingValue
;
907 /* ARB_texture_multisample / GL3.2 additions */
908 GLboolean SampleMask
;
909 /** The GL spec defines this as an array but >32x MSAA is madness */
910 GLbitfield SampleMaskValue
;
915 * A pixelmap (see glPixelMap)
920 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
925 * Collection of all pixelmaps
929 struct gl_pixelmap RtoR
; /**< i.e. GL_PIXEL_MAP_R_TO_R */
930 struct gl_pixelmap GtoG
;
931 struct gl_pixelmap BtoB
;
932 struct gl_pixelmap AtoA
;
933 struct gl_pixelmap ItoR
;
934 struct gl_pixelmap ItoG
;
935 struct gl_pixelmap ItoB
;
936 struct gl_pixelmap ItoA
;
937 struct gl_pixelmap ItoI
;
938 struct gl_pixelmap StoS
;
943 * Pixel attribute group (GL_PIXEL_MODE_BIT).
945 struct gl_pixel_attrib
947 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
949 /*--- Begin Pixel Transfer State ---*/
950 /* Fields are in the order in which they're applied... */
952 /** Scale & Bias (index shift, offset) */
954 GLfloat RedBias
, RedScale
;
955 GLfloat GreenBias
, GreenScale
;
956 GLfloat BlueBias
, BlueScale
;
957 GLfloat AlphaBias
, AlphaScale
;
958 GLfloat DepthBias
, DepthScale
;
959 GLint IndexShift
, IndexOffset
;
963 /* Note: actual pixel maps are not part of this attrib group */
964 GLboolean MapColorFlag
;
965 GLboolean MapStencilFlag
;
967 /*--- End Pixel Transfer State ---*/
970 GLfloat ZoomX
, ZoomY
;
975 * Point attribute group (GL_POINT_BIT).
977 struct gl_point_attrib
979 GLboolean SmoothFlag
; /**< True if GL_POINT_SMOOTH is enabled */
980 GLfloat Size
; /**< User-specified point size */
981 GLfloat Params
[3]; /**< GL_EXT_point_parameters */
982 GLfloat MinSize
, MaxSize
; /**< GL_EXT_point_parameters */
983 GLfloat Threshold
; /**< GL_EXT_point_parameters */
984 GLboolean _Attenuated
; /**< True if Params != [1, 0, 0] */
985 GLboolean PointSprite
; /**< GL_NV/ARB_point_sprite */
986 GLboolean CoordReplace
[MAX_TEXTURE_COORD_UNITS
]; /**< GL_ARB_point_sprite*/
987 GLenum SpriteRMode
; /**< GL_NV_point_sprite (only!) */
988 GLenum SpriteOrigin
; /**< GL_ARB_point_sprite */
993 * Polygon attribute group (GL_POLYGON_BIT).
995 struct gl_polygon_attrib
997 GLenum FrontFace
; /**< Either GL_CW or GL_CCW */
998 GLenum FrontMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
999 GLenum BackMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
1000 GLboolean _FrontBit
; /**< 0=GL_CCW, 1=GL_CW */
1001 GLboolean CullFlag
; /**< Culling on/off flag */
1002 GLboolean SmoothFlag
; /**< True if GL_POLYGON_SMOOTH is enabled */
1003 GLboolean StippleFlag
; /**< True if GL_POLYGON_STIPPLE is enabled */
1004 GLenum CullFaceMode
; /**< Culling mode GL_FRONT or GL_BACK */
1005 GLfloat OffsetFactor
; /**< Polygon offset factor, from user */
1006 GLfloat OffsetUnits
; /**< Polygon offset units, from user */
1007 GLboolean OffsetPoint
; /**< Offset in GL_POINT mode */
1008 GLboolean OffsetLine
; /**< Offset in GL_LINE mode */
1009 GLboolean OffsetFill
; /**< Offset in GL_FILL mode */
1014 * Scissor attributes (GL_SCISSOR_BIT).
1016 struct gl_scissor_rect
1018 GLint X
, Y
; /**< Lower left corner of box */
1019 GLsizei Width
, Height
; /**< Size of box */
1021 struct gl_scissor_attrib
1023 GLbitfield EnableFlags
; /**< Scissor test enabled? */
1024 struct gl_scissor_rect ScissorArray
[MAX_VIEWPORTS
];
1029 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1031 * Three sets of stencil data are tracked so that OpenGL 2.0,
1032 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1033 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1034 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1035 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1036 * GL_EXT_stencil_two_side GL_BACK state.
1038 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1039 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1041 * The derived value \c _TestTwoSide is set when the front-face and back-face
1042 * stencil state are different.
1044 struct gl_stencil_attrib
1046 GLboolean Enabled
; /**< Enabled flag */
1047 GLboolean TestTwoSide
; /**< GL_EXT_stencil_two_side */
1048 GLubyte ActiveFace
; /**< GL_EXT_stencil_two_side (0 or 2) */
1049 GLboolean _Enabled
; /**< Enabled and stencil buffer present */
1050 GLboolean _WriteEnabled
; /**< _Enabled and non-zero writemasks */
1051 GLboolean _TestTwoSide
;
1052 GLubyte _BackFace
; /**< Current back stencil state (1 or 2) */
1053 GLenum Function
[3]; /**< Stencil function */
1054 GLenum FailFunc
[3]; /**< Fail function */
1055 GLenum ZPassFunc
[3]; /**< Depth buffer pass function */
1056 GLenum ZFailFunc
[3]; /**< Depth buffer fail function */
1057 GLint Ref
[3]; /**< Reference value */
1058 GLuint ValueMask
[3]; /**< Value mask */
1059 GLuint WriteMask
[3]; /**< Write mask */
1060 GLuint Clear
; /**< Clear value */
1065 * An index for each type of texture object. These correspond to the GL
1066 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1067 * Note: the order is from highest priority to lowest priority.
1071 TEXTURE_2D_MULTISAMPLE_INDEX
,
1072 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
,
1073 TEXTURE_CUBE_ARRAY_INDEX
,
1074 TEXTURE_BUFFER_INDEX
,
1075 TEXTURE_2D_ARRAY_INDEX
,
1076 TEXTURE_1D_ARRAY_INDEX
,
1077 TEXTURE_EXTERNAL_INDEX
,
1088 * Bit flags for each type of texture object
1091 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1092 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1093 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1094 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1095 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1096 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1097 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1098 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1099 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1100 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1101 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1102 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1107 * Texture image state. Drivers will typically create a subclass of this
1108 * with extra fields for memory buffers, etc.
1110 struct gl_texture_image
1112 GLint InternalFormat
; /**< Internal format as given by the user */
1113 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1114 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1115 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1116 * GL_DEPTH_STENCIL_EXT only. Used for
1117 * choosing TexEnv arithmetic.
1119 mesa_format TexFormat
; /**< The actual texture memory format */
1121 GLuint Border
; /**< 0 or 1 */
1122 GLuint Width
; /**< = 2^WidthLog2 + 2*Border */
1123 GLuint Height
; /**< = 2^HeightLog2 + 2*Border */
1124 GLuint Depth
; /**< = 2^DepthLog2 + 2*Border */
1125 GLuint Width2
; /**< = Width - 2*Border */
1126 GLuint Height2
; /**< = Height - 2*Border */
1127 GLuint Depth2
; /**< = Depth - 2*Border */
1128 GLuint WidthLog2
; /**< = log2(Width2) */
1129 GLuint HeightLog2
; /**< = log2(Height2) */
1130 GLuint DepthLog2
; /**< = log2(Depth2) */
1131 GLuint MaxNumLevels
; /**< = maximum possible number of mipmap
1132 levels, computed from the dimensions */
1134 struct gl_texture_object
*TexObject
; /**< Pointer back to parent object */
1135 GLuint Level
; /**< Which mipmap level am I? */
1136 /** Cube map face: index into gl_texture_object::Image[] array */
1139 /** GL_ARB_texture_multisample */
1140 GLuint NumSamples
; /**< Sample count, or 0 for non-multisample */
1141 GLboolean FixedSampleLocations
; /**< Same sample locations for all pixels? */
1146 * Indexes for cube map faces.
1161 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1162 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1164 struct gl_sampler_object
1168 GLchar
*Label
; /**< GL_KHR_debug */
1170 GLenum WrapS
; /**< S-axis texture image wrap mode */
1171 GLenum WrapT
; /**< T-axis texture image wrap mode */
1172 GLenum WrapR
; /**< R-axis texture image wrap mode */
1173 GLenum MinFilter
; /**< minification filter */
1174 GLenum MagFilter
; /**< magnification filter */
1175 union gl_color_union BorderColor
; /**< Interpreted according to texture format */
1176 GLfloat MinLod
; /**< min lambda, OpenGL 1.2 */
1177 GLfloat MaxLod
; /**< max lambda, OpenGL 1.2 */
1178 GLfloat LodBias
; /**< OpenGL 1.4 */
1179 GLfloat MaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
1180 GLenum CompareMode
; /**< GL_ARB_shadow */
1181 GLenum CompareFunc
; /**< GL_ARB_shadow */
1182 GLenum sRGBDecode
; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1183 GLboolean CubeMapSeamless
; /**< GL_AMD_seamless_cubemap_per_texture */
1188 * Texture object state. Contains the array of mipmap images, border color,
1189 * wrap modes, filter modes, and shadow/texcompare state.
1191 struct gl_texture_object
1193 mtx_t Mutex
; /**< for thread safety */
1194 GLint RefCount
; /**< reference count */
1195 GLuint Name
; /**< the user-visible texture object ID */
1196 GLchar
*Label
; /**< GL_KHR_debug */
1197 GLenum Target
; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1198 gl_texture_index TargetIndex
; /**< The gl_texture_unit::CurrentTex index.
1199 Only valid when Target is valid. */
1201 struct gl_sampler_object Sampler
;
1203 GLenum DepthMode
; /**< GL_ARB_depth_texture */
1204 bool StencilSampling
; /**< Should we sample stencil instead of depth? */
1206 GLfloat Priority
; /**< in [0,1] */
1207 GLint BaseLevel
; /**< min mipmap level, OpenGL 1.2 */
1208 GLint MaxLevel
; /**< max mipmap level, OpenGL 1.2 */
1209 GLint ImmutableLevels
; /**< ES 3.0 / ARB_texture_view */
1210 GLint _MaxLevel
; /**< actual max mipmap level (q in the spec) */
1211 GLfloat _MaxLambda
; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1212 GLint CropRect
[4]; /**< GL_OES_draw_texture */
1213 GLenum Swizzle
[4]; /**< GL_EXT_texture_swizzle */
1214 GLuint _Swizzle
; /**< same as Swizzle, but SWIZZLE_* format */
1215 GLboolean GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
1216 GLboolean _BaseComplete
; /**< Is the base texture level valid? */
1217 GLboolean _MipmapComplete
; /**< Is the whole mipmap valid? */
1218 GLboolean _IsIntegerFormat
; /**< Does the texture store integer values? */
1219 GLboolean _RenderToTexture
; /**< Any rendering to this texture? */
1220 GLboolean Purgeable
; /**< Is the buffer purgeable under memory
1222 GLboolean Immutable
; /**< GL_ARB_texture_storage */
1224 GLuint MinLevel
; /**< GL_ARB_texture_view */
1225 GLuint MinLayer
; /**< GL_ARB_texture_view */
1226 GLuint NumLevels
; /**< GL_ARB_texture_view */
1227 GLuint NumLayers
; /**< GL_ARB_texture_view */
1229 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1230 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
1232 /** GL_ARB_texture_buffer_object */
1233 struct gl_buffer_object
*BufferObject
;
1234 GLenum BufferObjectFormat
;
1235 /** Equivalent Mesa format for BufferObjectFormat. */
1236 mesa_format _BufferObjectFormat
;
1237 /** GL_ARB_texture_buffer_range */
1238 GLintptr BufferOffset
;
1239 GLsizeiptr BufferSize
; /**< if this is -1, use BufferObject->Size instead */
1241 /** GL_OES_EGL_image_external */
1242 GLint RequiredTextureImageUnits
;
1244 /** GL_ARB_shader_image_load_store */
1245 GLenum ImageFormatCompatibilityType
;
1249 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1250 #define MAX_COMBINER_TERMS 4
1254 * Texture combine environment state.
1256 struct gl_tex_env_combine_state
1258 GLenum ModeRGB
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1259 GLenum ModeA
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1260 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1261 GLenum SourceRGB
[MAX_COMBINER_TERMS
];
1262 GLenum SourceA
[MAX_COMBINER_TERMS
];
1263 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1264 GLenum OperandRGB
[MAX_COMBINER_TERMS
];
1265 GLenum OperandA
[MAX_COMBINER_TERMS
];
1266 GLuint ScaleShiftRGB
; /**< 0, 1 or 2 */
1267 GLuint ScaleShiftA
; /**< 0, 1 or 2 */
1268 GLuint _NumArgsRGB
; /**< Number of inputs used for the RGB combiner */
1269 GLuint _NumArgsA
; /**< Number of inputs used for the A combiner */
1274 * TexGenEnabled flags.
1281 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1286 * Bit flag versions of the corresponding GL_ constants.
1289 #define TEXGEN_SPHERE_MAP 0x1
1290 #define TEXGEN_OBJ_LINEAR 0x2
1291 #define TEXGEN_EYE_LINEAR 0x4
1292 #define TEXGEN_REFLECTION_MAP_NV 0x8
1293 #define TEXGEN_NORMAL_MAP_NV 0x10
1295 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1296 TEXGEN_REFLECTION_MAP_NV | \
1297 TEXGEN_NORMAL_MAP_NV)
1298 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1299 TEXGEN_REFLECTION_MAP_NV | \
1300 TEXGEN_NORMAL_MAP_NV | \
1306 /** Tex-gen enabled for texture unit? */
1307 #define ENABLE_TEXGEN(unit) (1 << (unit))
1309 /** Non-identity texture matrix for texture unit? */
1310 #define ENABLE_TEXMAT(unit) (1 << (unit))
1314 * Texture coord generation state.
1318 GLenum Mode
; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1319 GLbitfield _ModeBit
; /**< TEXGEN_x bit corresponding to Mode */
1320 GLfloat ObjectPlane
[4];
1321 GLfloat EyePlane
[4];
1326 * Texture unit state. Contains enable flags, texture environment/function/
1327 * combiners, texgen state, and pointers to current texture objects.
1329 struct gl_texture_unit
1331 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1333 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1334 GLclampf EnvColor
[4];
1335 GLfloat EnvColorUnclamped
[4];
1337 struct gl_texgen GenS
;
1338 struct gl_texgen GenT
;
1339 struct gl_texgen GenR
;
1340 struct gl_texgen GenQ
;
1341 GLbitfield TexGenEnabled
; /**< Bitwise-OR of [STRQ]_BIT values */
1342 GLbitfield _GenFlags
; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1344 GLfloat LodBias
; /**< for biasing mipmap levels */
1346 /** Current sampler object (GL_ARB_sampler_objects) */
1347 struct gl_sampler_object
*Sampler
;
1350 * \name GL_EXT_texture_env_combine
1352 struct gl_tex_env_combine_state Combine
;
1355 * Derived state based on \c EnvMode and the \c BaseFormat of the
1356 * currently enabled texture.
1358 struct gl_tex_env_combine_state _EnvMode
;
1361 * Currently enabled combiner state. This will point to either
1362 * \c Combine or \c _EnvMode.
1364 struct gl_tex_env_combine_state
*_CurrentCombine
;
1366 /** Current texture object pointers */
1367 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1369 /** Points to highest priority, complete and enabled texture object */
1370 struct gl_texture_object
*_Current
;
1372 /** Texture targets that have a non-default texture bound */
1373 GLbitfield _BoundTextures
;
1378 * Texture attribute group (GL_TEXTURE_BIT).
1380 struct gl_texture_attrib
1382 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1383 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1385 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1387 /** GL_ARB_texture_buffer_object */
1388 struct gl_buffer_object
*BufferObject
;
1390 /** GL_ARB_seamless_cubemap */
1391 GLboolean CubeMapSeamless
;
1393 /** Texture coord units/sets used for fragment texturing */
1394 GLbitfield _EnabledCoordUnits
;
1396 /** Texture coord units that have texgen enabled */
1397 GLbitfield _TexGenEnabled
;
1399 /** Texture coord units that have non-identity matrices */
1400 GLbitfield _TexMatEnabled
;
1402 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1403 GLbitfield _GenFlags
;
1405 /** Largest index of a texture unit with _Current != NULL. */
1406 GLint _MaxEnabledTexImageUnit
;
1408 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1409 GLint NumCurrentTexUsed
;
1414 * Data structure representing a single clip plane (e.g. one of the elements
1415 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1417 typedef GLfloat gl_clip_plane
[4];
1421 * Transformation attribute group (GL_TRANSFORM_BIT).
1423 struct gl_transform_attrib
1425 GLenum MatrixMode
; /**< Matrix mode */
1426 gl_clip_plane EyeUserPlane
[MAX_CLIP_PLANES
]; /**< User clip planes */
1427 gl_clip_plane _ClipUserPlane
[MAX_CLIP_PLANES
]; /**< derived */
1428 GLbitfield ClipPlanesEnabled
; /**< on/off bitmask */
1429 GLboolean Normalize
; /**< Normalize all normals? */
1430 GLboolean RescaleNormals
; /**< GL_EXT_rescale_normal */
1431 GLboolean RasterPositionUnclipped
; /**< GL_IBM_rasterpos_clip */
1432 GLboolean DepthClamp
; /**< GL_ARB_depth_clamp */
1433 /** GL_ARB_clip_control */
1434 GLenum ClipOrigin
; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1435 GLenum ClipDepthMode
; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1440 * Viewport attribute group (GL_VIEWPORT_BIT).
1442 struct gl_viewport_attrib
1444 GLfloat X
, Y
; /**< position */
1445 GLfloat Width
, Height
; /**< size */
1446 GLdouble Near
, Far
; /**< Depth buffer range */
1447 GLmatrix _WindowMap
; /**< Mapping transformation as a matrix. */
1456 } gl_map_buffer_index
;
1460 * Fields describing a mapped buffer range.
1462 struct gl_buffer_mapping
{
1463 GLbitfield AccessFlags
; /**< Mask of GL_MAP_x_BIT flags */
1464 GLvoid
*Pointer
; /**< User-space address of mapping */
1465 GLintptr Offset
; /**< Mapped offset */
1466 GLsizeiptr Length
; /**< Mapped length */
1471 * Usages we've seen for a buffer object.
1474 USAGE_UNIFORM_BUFFER
= 0x1,
1475 USAGE_TEXTURE_BUFFER
= 0x2,
1476 USAGE_ATOMIC_COUNTER_BUFFER
= 0x4,
1481 * GL_ARB_vertex/pixel_buffer_object buffer object
1483 struct gl_buffer_object
1488 GLchar
*Label
; /**< GL_KHR_debug */
1489 GLenum Usage
; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1490 GLbitfield StorageFlags
; /**< GL_MAP_PERSISTENT_BIT, etc. */
1491 GLsizeiptrARB Size
; /**< Size of buffer storage in bytes */
1492 GLubyte
*Data
; /**< Location of storage either in RAM or VRAM. */
1493 GLboolean DeletePending
; /**< true if buffer object is removed from the hash */
1494 GLboolean Written
; /**< Ever written to? (for debugging) */
1495 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1496 GLboolean Immutable
; /**< GL_ARB_buffer_storage */
1497 gl_buffer_usage UsageHistory
; /**< How has this buffer been used so far? */
1499 struct gl_buffer_mapping Mappings
[MAP_COUNT
];
1504 * Client pixel packing/unpacking attributes
1506 struct gl_pixelstore_attrib
1514 GLboolean SwapBytes
;
1516 GLboolean Invert
; /**< GL_MESA_pack_invert */
1517 GLint CompressedBlockWidth
; /**< GL_ARB_compressed_texture_pixel_storage */
1518 GLint CompressedBlockHeight
;
1519 GLint CompressedBlockDepth
;
1520 GLint CompressedBlockSize
;
1521 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_pixel_buffer_object */
1526 * Client vertex array attributes
1528 struct gl_client_array
1530 GLint Size
; /**< components per element (1,2,3,4) */
1531 GLenum Type
; /**< datatype: GL_FLOAT, GL_INT, etc */
1532 GLenum Format
; /**< default: GL_RGBA, but may be GL_BGRA */
1533 GLsizei Stride
; /**< user-specified stride */
1534 GLsizei StrideB
; /**< actual stride in bytes */
1535 const GLubyte
*Ptr
; /**< Points to array data */
1536 GLboolean Enabled
; /**< Enabled flag is a boolean */
1537 GLboolean Normalized
; /**< GL_ARB_vertex_program */
1538 GLboolean Integer
; /**< Integer-valued? */
1539 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1540 GLuint _ElementSize
; /**< size of each element in bytes */
1542 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1547 * Vertex attribute array as seen by the client.
1549 * Contains the size, type, format and normalization flag,
1550 * along with the index of a vertex buffer binding point.
1552 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1553 * and is only present for backwards compatibility reasons.
1554 * Rendering always uses VERTEX_BINDING_STRIDE.
1555 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1556 * and VERTEX_BINDING_STRIDE to the same value, while
1557 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1559 struct gl_vertex_attrib_array
1561 GLint Size
; /**< Components per element (1,2,3,4) */
1562 GLenum Type
; /**< Datatype: GL_FLOAT, GL_INT, etc */
1563 GLenum Format
; /**< Default: GL_RGBA, but may be GL_BGRA */
1564 GLsizei Stride
; /**< Stride as specified with gl*Pointer() */
1565 const GLubyte
*Ptr
; /**< Points to client array data. Not used when a VBO is bound */
1566 GLintptr RelativeOffset
; /**< Offset of the first element relative to the binding offset */
1567 GLboolean Enabled
; /**< Whether the array is enabled */
1568 GLboolean Normalized
; /**< Fixed-point values are normalized when converted to floats */
1569 GLboolean Integer
; /**< Fixed-point values are not converted to floats */
1570 GLuint _ElementSize
; /**< Size of each element in bytes */
1571 GLuint VertexBinding
; /**< Vertex buffer binding */
1576 * This describes the buffer object used for a vertex array (or
1577 * multiple vertex arrays). If BufferObj points to the default/null
1578 * buffer object, then the vertex array lives in user memory and not a VBO.
1580 struct gl_vertex_buffer_binding
1582 GLintptr Offset
; /**< User-specified offset */
1583 GLsizei Stride
; /**< User-specified stride */
1584 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1585 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_vertex_buffer_object */
1586 GLbitfield64 _BoundArrays
; /**< Arrays bound to this binding point */
1591 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1592 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1595 struct gl_vertex_array_object
1597 /** Name of the VAO as received from glGenVertexArray. */
1599 GLchar
*Label
; /**< GL_KHR_debug */
1605 * Does the VAO use ARB semantics or Apple semantics?
1607 * There are several ways in which ARB_vertex_array_object and
1608 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1611 * - ARB VAOs require that all array data be sourced from vertex buffer
1612 * objects, but Apple VAOs do not.
1614 * - ARB VAOs require that names come from GenVertexArrays.
1616 * This flag notes which behavior governs this VAO.
1618 GLboolean ARBsemantics
;
1621 * Has this array object been bound?
1623 GLboolean EverBound
;
1626 * Derived vertex attribute arrays
1628 * This is a legacy data structure created from gl_vertex_attrib_array and
1629 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1631 struct gl_client_array _VertexAttrib
[VERT_ATTRIB_MAX
];
1633 /** Vertex attribute arrays */
1634 struct gl_vertex_attrib_array VertexAttrib
[VERT_ATTRIB_MAX
];
1636 /** Vertex buffer bindings */
1637 struct gl_vertex_buffer_binding VertexBinding
[VERT_ATTRIB_MAX
];
1639 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1640 GLbitfield64 _Enabled
;
1642 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1643 GLbitfield64 NewArrays
;
1645 /** The index buffer (also known as the element array buffer in OpenGL). */
1646 struct gl_buffer_object
*IndexBufferObj
;
1650 /** Used to signal when transitioning from one kind of drawing method
1654 DRAW_NONE
, /**< Initial value only */
1662 * Vertex array state
1664 struct gl_array_attrib
1666 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1667 struct gl_vertex_array_object
*VAO
;
1669 /** The default vertex array object */
1670 struct gl_vertex_array_object
*DefaultVAO
;
1672 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1673 struct _mesa_HashTable
*Objects
;
1675 GLint ActiveTexture
; /**< Client Active Texture */
1676 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1677 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1680 * \name Primitive restart controls
1682 * Primitive restart is enabled if either \c PrimitiveRestart or
1683 * \c PrimitiveRestartFixedIndex is set.
1686 GLboolean PrimitiveRestart
;
1687 GLboolean PrimitiveRestartFixedIndex
;
1688 GLboolean _PrimitiveRestart
;
1689 GLuint RestartIndex
;
1692 /* GL_ARB_vertex_buffer_object */
1693 struct gl_buffer_object
*ArrayBufferObj
;
1696 * Vertex arrays as consumed by a driver.
1697 * The array pointer is set up only by the VBO module.
1699 const struct gl_client_array
**_DrawArrays
; /**< 0..VERT_ATTRIB_MAX-1 */
1701 /** One of the DRAW_xxx flags, not consumed by drivers */
1702 gl_draw_method DrawMethod
;
1704 /** Legal array datatypes */
1705 GLbitfield LegalTypesMask
;
1710 * Feedback buffer state
1715 GLbitfield _Mask
; /**< FB_* bits */
1723 * Selection buffer state
1727 GLuint
*Buffer
; /**< selection buffer */
1728 GLuint BufferSize
; /**< size of the selection buffer */
1729 GLuint BufferCount
; /**< number of values in the selection buffer */
1730 GLuint Hits
; /**< number of records in the selection buffer */
1731 GLuint NameStackDepth
; /**< name stack depth */
1732 GLuint NameStack
[MAX_NAME_STACK_DEPTH
]; /**< name stack */
1733 GLboolean HitFlag
; /**< hit flag */
1734 GLfloat HitMinZ
; /**< minimum hit depth */
1735 GLfloat HitMaxZ
; /**< maximum hit depth */
1740 * 1-D Evaluator control points
1744 GLuint Order
; /**< Number of control points */
1745 GLfloat u1
, u2
, du
; /**< u1, u2, 1.0/(u2-u1) */
1746 GLfloat
*Points
; /**< Points to contiguous control points */
1751 * 2-D Evaluator control points
1755 GLuint Uorder
; /**< Number of control points in U dimension */
1756 GLuint Vorder
; /**< Number of control points in V dimension */
1759 GLfloat
*Points
; /**< Points to contiguous control points */
1764 * All evaluator control point state
1766 struct gl_evaluators
1772 struct gl_1d_map Map1Vertex3
;
1773 struct gl_1d_map Map1Vertex4
;
1774 struct gl_1d_map Map1Index
;
1775 struct gl_1d_map Map1Color4
;
1776 struct gl_1d_map Map1Normal
;
1777 struct gl_1d_map Map1Texture1
;
1778 struct gl_1d_map Map1Texture2
;
1779 struct gl_1d_map Map1Texture3
;
1780 struct gl_1d_map Map1Texture4
;
1787 struct gl_2d_map Map2Vertex3
;
1788 struct gl_2d_map Map2Vertex4
;
1789 struct gl_2d_map Map2Index
;
1790 struct gl_2d_map Map2Color4
;
1791 struct gl_2d_map Map2Normal
;
1792 struct gl_2d_map Map2Texture1
;
1793 struct gl_2d_map Map2Texture2
;
1794 struct gl_2d_map Map2Texture3
;
1795 struct gl_2d_map Map2Texture4
;
1800 struct gl_transform_feedback_varying_info
1809 * Per-output info vertex shaders for transform feedback.
1811 struct gl_transform_feedback_output
1813 unsigned OutputRegister
;
1814 unsigned OutputBuffer
;
1815 unsigned NumComponents
;
1818 /** offset (in DWORDs) of this output within the interleaved structure */
1822 * Offset into the output register of the data to output. For example,
1823 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1824 * offset is in the y and z components of the output register.
1826 unsigned ComponentOffset
;
1830 /** Post-link transform feedback info. */
1831 struct gl_transform_feedback_info
1833 unsigned NumOutputs
;
1836 * Number of transform feedback buffers in use by this program.
1838 unsigned NumBuffers
;
1840 struct gl_transform_feedback_output
*Outputs
;
1842 /** Transform feedback varyings used for the linking of this shader program.
1844 * Use for glGetTransformFeedbackVarying().
1846 struct gl_transform_feedback_varying_info
*Varyings
;
1850 * Total number of components stored in each buffer. This may be used by
1851 * hardware back-ends to determine the correct stride when interleaving
1852 * multiple transform feedback outputs in the same buffer.
1854 unsigned BufferStride
[MAX_FEEDBACK_BUFFERS
];
1859 * Transform feedback object state
1861 struct gl_transform_feedback_object
1863 GLuint Name
; /**< AKA the object ID */
1864 GLchar
*Label
; /**< GL_KHR_debug */
1866 GLboolean Active
; /**< Is transform feedback enabled? */
1867 GLboolean Paused
; /**< Is transform feedback paused? */
1868 GLboolean EndedAnytime
; /**< Has EndTransformFeedback been called
1870 GLboolean EverBound
; /**< Has this object been bound? */
1873 * The shader program active when BeginTransformFeedback() was called.
1874 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1875 * where stage is the pipeline stage that is the source of data for
1876 * transform feedback.
1878 struct gl_shader_program
*shader_program
;
1881 * GLES: if Active is true, remaining number of primitives which can be
1882 * rendered without overflow. This is necessary to track because GLES
1883 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1884 * glDrawArraysInstanced would overflow transform feedback buffers.
1885 * Undefined if Active is false.
1887 * Not tracked for desktop GL since it's unnecessary.
1889 unsigned GlesRemainingPrims
;
1891 /** The feedback buffers */
1892 GLuint BufferNames
[MAX_FEEDBACK_BUFFERS
];
1893 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_BUFFERS
];
1895 /** Start of feedback data in dest buffer */
1896 GLintptr Offset
[MAX_FEEDBACK_BUFFERS
];
1899 * Max data to put into dest buffer (in bytes). Computed based on
1900 * RequestedSize and the actual size of the buffer.
1902 GLsizeiptr Size
[MAX_FEEDBACK_BUFFERS
];
1905 * Size that was specified when the buffer was bound. If the buffer was
1906 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1909 GLsizeiptr RequestedSize
[MAX_FEEDBACK_BUFFERS
];
1914 * Context state for transform feedback.
1916 struct gl_transform_feedback_state
1918 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1920 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1921 struct gl_buffer_object
*CurrentBuffer
;
1923 /** The table of all transform feedback objects */
1924 struct _mesa_HashTable
*Objects
;
1926 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1927 struct gl_transform_feedback_object
*CurrentObject
;
1929 /** The default xform-fb object (Name==0) */
1930 struct gl_transform_feedback_object
*DefaultObject
;
1935 * A "performance monitor" as described in AMD_performance_monitor.
1937 struct gl_perf_monitor_object
1941 /** True if the monitor is currently active (Begin called but not End). */
1945 * True if the monitor has ended.
1947 * This is distinct from !Active because it may never have began.
1952 * A list of groups with currently active counters.
1954 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1956 unsigned *ActiveGroups
;
1959 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1961 * Checking whether counter 'c' in group 'g' is active can be done via:
1963 * BITSET_TEST(ActiveCounters[g], c)
1965 GLuint
**ActiveCounters
;
1969 union gl_perf_monitor_counter_value
1977 struct gl_perf_monitor_counter
1979 /** Human readable name for the counter. */
1983 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1984 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1988 /** Minimum counter value. */
1989 union gl_perf_monitor_counter_value Minimum
;
1991 /** Maximum counter value. */
1992 union gl_perf_monitor_counter_value Maximum
;
1996 struct gl_perf_monitor_group
1998 /** Human readable name for the group. */
2002 * Maximum number of counters in this group which can be active at the
2005 GLuint MaxActiveCounters
;
2007 /** Array of counters within this group. */
2008 const struct gl_perf_monitor_counter
*Counters
;
2014 * Context state for AMD_performance_monitor.
2016 struct gl_perf_monitor_state
2018 /** Array of performance monitor groups (indexed by group ID) */
2019 const struct gl_perf_monitor_group
*Groups
;
2022 /** The table of all performance monitors. */
2023 struct _mesa_HashTable
*Monitors
;
2028 * Names of the various vertex/fragment program register files, etc.
2030 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2031 * All values should fit in a 4-bit field.
2033 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2034 * considered to be "uniform" variables since they can only be set outside
2035 * glBegin/End. They're also all stored in the same Parameters array.
2039 PROGRAM_TEMPORARY
, /**< machine->Temporary[] */
2040 PROGRAM_ARRAY
, /**< Arrays & Matrixes */
2041 PROGRAM_INPUT
, /**< machine->Inputs[] */
2042 PROGRAM_OUTPUT
, /**< machine->Outputs[] */
2043 PROGRAM_STATE_VAR
, /**< gl_program->Parameters[] */
2044 PROGRAM_CONSTANT
, /**< gl_program->Parameters[] */
2045 PROGRAM_UNIFORM
, /**< gl_program->Parameters[] */
2046 PROGRAM_WRITE_ONLY
, /**< A dummy, write-only register */
2047 PROGRAM_ADDRESS
, /**< machine->AddressReg */
2048 PROGRAM_SAMPLER
, /**< for shader samplers, compile-time only */
2049 PROGRAM_SYSTEM_VALUE
,/**< InstanceId, PrimitiveID, etc. */
2050 PROGRAM_UNDEFINED
, /**< Invalid/TBD value */
2056 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2057 * one of these values.
2062 * \name Vertex shader system values
2066 * OpenGL-style vertex ID.
2068 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
2069 * OpenGL 3.3 core profile spec says:
2071 * "gl_VertexID holds the integer index i implicitly passed by
2072 * DrawArrays or one of the other drawing commands defined in section
2075 * Section 2.8.3 (Drawing Commands) of the same spec says:
2077 * "The commands....are equivalent to the commands with the same base
2078 * name (without the BaseVertex suffix), except that the ith element
2079 * transferred by the corresponding draw call will be taken from
2080 * element indices[i] + basevertex of each enabled array."
2082 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
2085 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
2086 * gl_InstanceID, which contain, respectively the index of the vertex
2087 * and instance. The value of gl_VertexID is the implicitly passed
2088 * index of the vertex being processed, which includes the value of
2089 * baseVertex, for those commands that accept it."
2091 * gl_VertexID gets basevertex added in. This differs from DirectX where
2092 * SV_VertexID does \b not get basevertex added in.
2095 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
2096 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
2097 * \c SYSTEM_VALUE_BASE_VERTEX.
2099 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
2101 SYSTEM_VALUE_VERTEX_ID
,
2104 * Instanced ID as supplied to gl_InstanceID
2106 * Values assigned to gl_InstanceID always begin with zero, regardless of
2107 * the value of baseinstance.
2109 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
2112 * "gl_InstanceID holds the integer instance number of the current
2113 * primitive in an instanced draw call (see section 10.5)."
2115 * Through a big chain of pseudocode, section 10.5 describes that
2116 * baseinstance is not counted by gl_InstanceID. In that section, notice
2118 * "If an enabled vertex attribute array is instanced (it has a
2119 * non-zero divisor as specified by VertexAttribDivisor), the element
2120 * index that is transferred to the GL, for all vertices, is given by
2122 * floor(instance/divisor) + baseinstance
2124 * If an array corresponding to an attribute required by a vertex
2125 * shader is not enabled, then the corresponding element is taken from
2126 * the current attribute state (see section 10.2)."
2128 * Note that baseinstance is \b not included in the value of instance.
2130 SYSTEM_VALUE_INSTANCE_ID
,
2133 * DirectX-style vertex ID.
2135 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
2136 * the value of basevertex.
2138 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
2140 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
,
2143 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
2146 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
2148 SYSTEM_VALUE_BASE_VERTEX
,
2152 * \name Geometry shader system values
2155 SYSTEM_VALUE_INVOCATION_ID
,
2159 * \name Fragment shader system values
2162 SYSTEM_VALUE_FRONT_FACE
, /**< (not done yet) */
2163 SYSTEM_VALUE_SAMPLE_ID
,
2164 SYSTEM_VALUE_SAMPLE_POS
,
2165 SYSTEM_VALUE_SAMPLE_MASK_IN
,
2168 SYSTEM_VALUE_MAX
/**< Number of values */
2173 * The possible interpolation qualifiers that can be applied to a fragment
2174 * shader input in GLSL.
2176 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2177 * gl_fragment_program data structure to 0 causes the default behavior.
2179 enum glsl_interp_qualifier
2181 INTERP_QUALIFIER_NONE
= 0,
2182 INTERP_QUALIFIER_SMOOTH
,
2183 INTERP_QUALIFIER_FLAT
,
2184 INTERP_QUALIFIER_NOPERSPECTIVE
,
2185 INTERP_QUALIFIER_COUNT
/**< Number of interpolation qualifiers */
2190 * \brief Layout qualifiers for gl_FragDepth.
2192 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2193 * a layout qualifier.
2195 * \see enum ir_depth_layout
2197 enum gl_frag_depth_layout
2199 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
2200 FRAG_DEPTH_LAYOUT_ANY
,
2201 FRAG_DEPTH_LAYOUT_GREATER
,
2202 FRAG_DEPTH_LAYOUT_LESS
,
2203 FRAG_DEPTH_LAYOUT_UNCHANGED
2208 * Base class for any kind of program object
2213 GLubyte
*String
; /**< Null-terminated program text */
2215 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2216 GLenum Format
; /**< String encoding format */
2218 struct prog_instruction
*Instructions
;
2220 GLbitfield64 InputsRead
; /**< Bitmask of which input regs are read */
2221 GLbitfield64 OutputsWritten
; /**< Bitmask of which output regs are written */
2222 GLbitfield SystemValuesRead
; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2223 GLbitfield InputFlags
[MAX_PROGRAM_INPUTS
]; /**< PROG_PARAM_BIT_x flags */
2224 GLbitfield OutputFlags
[MAX_PROGRAM_OUTPUTS
]; /**< PROG_PARAM_BIT_x flags */
2225 GLbitfield TexturesUsed
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
]; /**< TEXTURE_x_BIT bitmask */
2226 GLbitfield SamplersUsed
; /**< Bitfield of which samplers are used */
2227 GLbitfield ShadowSamplers
; /**< Texture units used for shadow sampling. */
2229 GLboolean UsesGather
; /**< Does this program use gather4 at all? */
2232 * For vertex and geometry shaders, true if the program uses the
2233 * gl_ClipDistance output. Ignored for fragment shaders.
2235 GLboolean UsesClipDistanceOut
;
2238 /** Named parameters, constants, etc. from program text */
2239 struct gl_program_parameter_list
*Parameters
;
2242 * Local parameters used by the program.
2244 * It's dynamically allocated because it is rarely used (just
2245 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2248 GLfloat (*LocalParams
)[4];
2250 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2251 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2253 /** Bitmask of which register files are read/written with indirect
2254 * addressing. Mask of (1 << PROGRAM_x) bits.
2256 GLbitfield IndirectRegisterFiles
;
2258 /** Logical counts */
2260 GLuint NumInstructions
;
2261 GLuint NumTemporaries
;
2262 GLuint NumParameters
;
2263 GLuint NumAttributes
;
2264 GLuint NumAddressRegs
;
2265 GLuint NumAluInstructions
;
2266 GLuint NumTexInstructions
;
2267 GLuint NumTexIndirections
;
2269 /** Native, actual h/w counts */
2271 GLuint NumNativeInstructions
;
2272 GLuint NumNativeTemporaries
;
2273 GLuint NumNativeParameters
;
2274 GLuint NumNativeAttributes
;
2275 GLuint NumNativeAddressRegs
;
2276 GLuint NumNativeAluInstructions
;
2277 GLuint NumNativeTexInstructions
;
2278 GLuint NumNativeTexIndirections
;
2283 /** Vertex program object */
2284 struct gl_vertex_program
2286 struct gl_program Base
; /**< base class */
2287 GLboolean IsPositionInvariant
;
2291 /** Geometry program object */
2292 struct gl_geometry_program
2294 struct gl_program Base
; /**< base class */
2299 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2300 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2301 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2302 bool UsesEndPrimitive
;
2307 /** Fragment program object */
2308 struct gl_fragment_program
2310 struct gl_program Base
; /**< base class */
2311 GLboolean UsesKill
; /**< shader uses KIL instruction */
2312 GLboolean UsesDFdy
; /**< shader uses DDY instruction */
2313 GLboolean OriginUpperLeft
;
2314 GLboolean PixelCenterInteger
;
2315 enum gl_frag_depth_layout FragDepthLayout
;
2318 * GLSL interpolation qualifier associated with each fragment shader input.
2319 * For inputs that do not have an interpolation qualifier specified in
2320 * GLSL, the value is INTERP_QUALIFIER_NONE.
2322 enum glsl_interp_qualifier InterpQualifier
[VARYING_SLOT_MAX
];
2325 * Bitfield indicating, for each fragment shader input, 1 if that input
2326 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2328 GLbitfield64 IsCentroid
;
2331 * Bitfield indicating, for each fragment shader input, 1 if that input
2332 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2334 GLbitfield64 IsSample
;
2338 /** Compute program object */
2339 struct gl_compute_program
2341 struct gl_program Base
; /**< base class */
2344 * Size specified using local_size_{x,y,z}.
2346 unsigned LocalSize
[3];
2351 * State common to vertex and fragment programs.
2353 struct gl_program_state
2355 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2356 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2361 * Context state for vertex programs.
2363 struct gl_vertex_program_state
2365 GLboolean Enabled
; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2366 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2367 GLboolean PointSizeEnabled
; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2368 GLboolean TwoSideEnabled
; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2369 /** Computed two sided lighting for fixed function/programs. */
2370 GLboolean _TwoSideEnabled
;
2371 struct gl_vertex_program
*Current
; /**< User-bound vertex program */
2373 /** Currently enabled and valid vertex program (including internal
2374 * programs, user-defined vertex programs and GLSL vertex shaders).
2375 * This is the program we must use when rendering.
2377 struct gl_vertex_program
*_Current
;
2379 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2381 /** Should fixed-function T&L be implemented with a vertex prog? */
2382 GLboolean _MaintainTnlProgram
;
2384 /** Program to emulate fixed-function T&L (see above) */
2385 struct gl_vertex_program
*_TnlProgram
;
2387 /** Cache of fixed-function programs */
2388 struct gl_program_cache
*Cache
;
2390 GLboolean _Overriden
;
2395 * Context state for geometry programs.
2397 struct gl_geometry_program_state
2399 GLboolean Enabled
; /**< GL_ARB_GEOMETRY_SHADER4 */
2400 GLboolean _Enabled
; /**< Enabled and valid program? */
2401 struct gl_geometry_program
*Current
; /**< user-bound geometry program */
2403 /** Currently enabled and valid program (including internal programs
2404 * and compiled shader programs).
2406 struct gl_geometry_program
*_Current
;
2408 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2412 * Context state for fragment programs.
2414 struct gl_fragment_program_state
2416 GLboolean Enabled
; /**< User-set fragment program enable flag */
2417 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2418 struct gl_fragment_program
*Current
; /**< User-bound fragment program */
2420 /** Currently enabled and valid fragment program (including internal
2421 * programs, user-defined fragment programs and GLSL fragment shaders).
2422 * This is the program we must use when rendering.
2424 struct gl_fragment_program
*_Current
;
2426 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2428 /** Should fixed-function texturing be implemented with a fragment prog? */
2429 GLboolean _MaintainTexEnvProgram
;
2431 /** Program to emulate fixed-function texture env/combine (see above) */
2432 struct gl_fragment_program
*_TexEnvProgram
;
2434 /** Cache of fixed-function programs */
2435 struct gl_program_cache
*Cache
;
2440 * Context state for compute programs.
2442 struct gl_compute_program_state
2444 struct gl_compute_program
*Current
; /**< user-bound compute program */
2446 /** Currently enabled and valid program (including internal programs
2447 * and compiled shader programs).
2449 struct gl_compute_program
*_Current
;
2454 * ATI_fragment_shader runtime state
2456 #define ATI_FS_INPUT_PRIMARY 0
2457 #define ATI_FS_INPUT_SECONDARY 1
2459 struct atifs_instruction
;
2460 struct atifs_setupinst
;
2463 * ATI fragment shader
2465 struct ati_fragment_shader
2469 struct atifs_instruction
*Instructions
[2];
2470 struct atifs_setupinst
*SetupInst
[2];
2471 GLfloat Constants
[8][4];
2472 GLbitfield LocalConstDef
; /**< Indicates which constants have been set */
2473 GLubyte numArithInstr
[2];
2474 GLubyte regsAssigned
[2];
2475 GLubyte NumPasses
; /**< 1 or 2 */
2477 GLubyte last_optype
;
2478 GLboolean interpinp1
;
2484 * Context state for GL_ATI_fragment_shader
2486 struct gl_ati_fragment_shader_state
2489 GLboolean _Enabled
; /**< enabled and valid shader? */
2490 GLboolean Compiling
;
2491 GLfloat GlobalConstants
[8][4];
2492 struct ati_fragment_shader
*Current
;
2496 /** Set by #pragma directives */
2497 struct gl_sl_pragmas
2499 GLboolean IgnoreOptimize
; /**< ignore #pragma optimize(on/off) ? */
2500 GLboolean IgnoreDebug
; /**< ignore #pragma debug(on/off) ? */
2501 GLboolean Optimize
; /**< defaults on */
2502 GLboolean Debug
; /**< defaults off */
2507 * A GLSL vertex or fragment shader object.
2511 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2512 * Must be the first field.
2515 gl_shader_stage Stage
;
2516 GLuint Name
; /**< AKA the handle */
2517 GLchar
*Label
; /**< GL_KHR_debug */
2518 GLint RefCount
; /**< Reference count */
2519 GLboolean DeletePending
;
2520 GLboolean CompileStatus
;
2521 const GLchar
*Source
; /**< Source code string */
2522 GLuint SourceChecksum
; /**< for debug/logging purposes */
2523 struct gl_program
*Program
; /**< Post-compile assembly code */
2525 struct gl_sl_pragmas Pragmas
;
2527 unsigned Version
; /**< GLSL version used for linking */
2528 GLboolean IsES
; /**< True if this shader uses GLSL ES */
2531 * \name Sampler tracking
2533 * \note Each of these fields is only set post-linking.
2536 unsigned num_samplers
; /**< Number of samplers used by this shader. */
2537 GLbitfield active_samplers
; /**< Bitfield of which samplers are used */
2538 GLbitfield shadow_samplers
; /**< Samplers used for shadow sampling. */
2542 * Map from sampler unit to texture unit (set by glUniform1i())
2544 * A sampler unit is associated with each sampler uniform by the linker.
2545 * The sampler unit associated with each uniform is stored in the
2546 * \c gl_uniform_storage::sampler field.
2548 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2549 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2550 gl_texture_index SamplerTargets
[MAX_SAMPLERS
];
2553 * Number of default uniform block components used by this shader.
2555 * This field is only set post-linking.
2557 unsigned num_uniform_components
;
2560 * Number of combined uniform components used by this shader.
2562 * This field is only set post-linking. It is the sum of the uniform block
2563 * sizes divided by sizeof(float), and num_uniform_compoennts.
2565 unsigned num_combined_uniform_components
;
2568 * This shader's uniform block information.
2570 * These fields are only set post-linking.
2572 struct gl_uniform_block
*UniformBlocks
;
2573 unsigned NumUniformBlocks
;
2575 struct exec_list
*ir
;
2576 struct glsl_symbol_table
*symbols
;
2578 bool uses_builtin_functions
;
2579 bool uses_gl_fragcoord
;
2580 bool redeclares_gl_fragcoord
;
2581 bool ARB_fragment_coord_conventions_enable
;
2584 * Fragment shader state from GLSL 1.50 layout qualifiers.
2586 bool origin_upper_left
;
2587 bool pixel_center_integer
;
2590 * Geometry shader state from GLSL 1.50 layout qualifiers.
2595 * 0 - Invocations count not declared in shader, or
2596 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2600 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2601 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2606 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2607 * it's not set in this shader.
2613 * Map from image uniform index to image unit (set by glUniform1i())
2615 * An image uniform index is associated with each image uniform by
2616 * the linker. The image index associated with each uniform is
2617 * stored in the \c gl_uniform_storage::image field.
2619 GLubyte ImageUnits
[MAX_IMAGE_UNIFORMS
];
2622 * Access qualifier specified in the shader for each image uniform
2623 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2626 * It may be different, though only more strict than the value of
2627 * \c gl_image_unit::Access for the corresponding image unit.
2629 GLenum ImageAccess
[MAX_IMAGE_UNIFORMS
];
2632 * Number of image uniforms defined in the shader. It specifies
2633 * the number of valid elements in the \c ImageUnits and \c
2634 * ImageAccess arrays above.
2639 * Compute shader state from ARB_compute_shader layout qualifiers.
2643 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2644 * it's not set in this shader.
2646 unsigned LocalSize
[3];
2651 struct gl_uniform_buffer_variable
2656 * Name of the uniform as seen by glGetUniformIndices.
2658 * glGetUniformIndices requires that the block instance index \b not be
2659 * present in the name of queried uniforms.
2662 * \c gl_uniform_buffer_variable::IndexName and
2663 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2667 const struct glsl_type
*Type
;
2668 unsigned int Offset
;
2673 enum gl_uniform_block_packing
2681 struct gl_uniform_block
2683 /** Declared name of the uniform block */
2686 /** Array of supplemental information about UBO ir_variables. */
2687 struct gl_uniform_buffer_variable
*Uniforms
;
2691 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2692 * with glBindBufferBase to bind a buffer object to this uniform block. When
2693 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2698 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2699 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2701 GLuint UniformBufferSize
;
2704 * Layout specified in the shader
2706 * This isn't accessible through the API, but it is used while
2707 * cross-validating uniform blocks.
2709 enum gl_uniform_block_packing _Packing
;
2713 * Structure that represents a reference to an atomic buffer from some
2716 struct gl_active_atomic_buffer
2718 /** Uniform indices of the atomic counters declared within it. */
2722 /** Binding point index associated with it. */
2725 /** Minimum reasonable size it is expected to have. */
2728 /** Shader stages making use of it. */
2729 GLboolean StageReferences
[MESA_SHADER_STAGES
];
2733 * A GLSL program object.
2734 * Basically a linked collection of vertex and fragment shaders.
2736 struct gl_shader_program
2738 GLenum Type
; /**< Always GL_SHADER_PROGRAM (internal token) */
2739 GLuint Name
; /**< aka handle or ID */
2740 GLchar
*Label
; /**< GL_KHR_debug */
2741 GLint RefCount
; /**< Reference count */
2742 GLboolean DeletePending
;
2745 * Is the application intending to glGetProgramBinary this program?
2747 GLboolean BinaryRetreivableHint
;
2750 * Indicates whether program can be bound for individual pipeline stages
2751 * using UseProgramStages after it is next linked.
2753 GLboolean SeparateShader
;
2755 GLuint NumShaders
; /**< number of attached shaders */
2756 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2759 * User-defined attribute bindings
2761 * These are set via \c glBindAttribLocation and are used to direct the
2762 * GLSL linker. These are \b not the values used in the compiled shader,
2763 * and they are \b not the values returned by \c glGetAttribLocation.
2765 struct string_to_uint_map
*AttributeBindings
;
2768 * User-defined fragment data bindings
2770 * These are set via \c glBindFragDataLocation and are used to direct the
2771 * GLSL linker. These are \b not the values used in the compiled shader,
2772 * and they are \b not the values returned by \c glGetFragDataLocation.
2774 struct string_to_uint_map
*FragDataBindings
;
2775 struct string_to_uint_map
*FragDataIndexBindings
;
2778 * Transform feedback varyings last specified by
2779 * glTransformFeedbackVaryings().
2781 * For the current set of transform feedback varyings used for transform
2782 * feedback output, see LinkedTransformFeedback.
2787 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2788 } TransformFeedback
;
2790 /** Post-link transform feedback info. */
2791 struct gl_transform_feedback_info LinkedTransformFeedback
;
2793 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2794 enum gl_frag_depth_layout FragDepthLayout
;
2797 * Geometry shader state - copied into gl_geometry_program by
2798 * _mesa_copy_linked_program_data().
2804 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2807 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2808 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2809 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2811 * True if gl_ClipDistance is written to. Copied into
2812 * gl_geometry_program by _mesa_copy_linked_program_data().
2814 GLboolean UsesClipDistance
;
2815 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2816 0 if not present. */
2817 bool UsesEndPrimitive
;
2821 /** Vertex shader state */
2824 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2825 * by _mesa_copy_linked_program_data().
2827 GLboolean UsesClipDistance
;
2828 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2829 0 if not present. */
2833 * Compute shader state - copied into gl_compute_program by
2834 * _mesa_copy_linked_program_data().
2838 * If this shader contains a compute stage, size specified using
2839 * local_size_{x,y,z}. Otherwise undefined.
2841 unsigned LocalSize
[3];
2844 /* post-link info: */
2845 unsigned NumUserUniformStorage
;
2846 unsigned NumHiddenUniforms
;
2847 struct gl_uniform_storage
*UniformStorage
;
2850 * Mapping from GL uniform locations returned by \c glUniformLocation to
2851 * UniformStorage entries. Arrays will have multiple contiguous slots
2852 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2854 unsigned NumUniformRemapTable
;
2855 struct gl_uniform_storage
**UniformRemapTable
;
2858 * Size of the gl_ClipDistance array that is output from the last pipeline
2859 * stage before the fragment shader.
2861 unsigned LastClipDistanceArraySize
;
2863 struct gl_uniform_block
*UniformBlocks
;
2864 unsigned NumUniformBlocks
;
2867 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2868 * they're used in, or -1.
2870 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2871 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2873 int *UniformBlockStageIndex
[MESA_SHADER_STAGES
];
2876 * Map of active uniform names to locations
2878 * Maps any active uniform that is not an array element to a location.
2879 * Each active uniform, including individual structure members will appear
2880 * in this map. This roughly corresponds to the set of names that would be
2881 * enumerated by \c glGetActiveUniform.
2883 struct string_to_uint_map
*UniformHash
;
2885 struct gl_active_atomic_buffer
*AtomicBuffers
;
2886 unsigned NumAtomicBuffers
;
2888 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2889 GLboolean Validated
;
2890 GLboolean _Used
; /**< Ever used for drawing? */
2891 GLboolean SamplersValidated
; /**< Samplers validated against texture units? */
2894 unsigned Version
; /**< GLSL version used for linking */
2895 GLboolean IsES
; /**< True if this program uses GLSL ES */
2898 * Per-stage shaders resulting from the first stage of linking.
2900 * Set of linked shaders for this program. The array is accessed using the
2901 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2904 struct gl_shader
*_LinkedShaders
[MESA_SHADER_STAGES
];
2906 /* True if any of the fragment shaders attached to this program use:
2907 * #extension ARB_fragment_coord_conventions: enable
2909 GLboolean ARB_fragment_coord_conventions_enable
;
2913 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2914 #define GLSL_LOG 0x2 /**< Write shaders to files */
2915 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2916 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2917 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2918 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2919 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2920 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2921 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2922 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2926 * Context state for GLSL vertex/fragment shaders.
2927 * Extended to support pipeline object
2929 struct gl_pipeline_object
2931 /** Name of the pipeline object as received from glGenProgramPipelines.
2932 * It would be 0 for shaders without separate shader objects.
2941 * Programs used for rendering
2943 * There is a separate program set for each shader stage.
2945 struct gl_shader_program
*CurrentProgram
[MESA_SHADER_STAGES
];
2947 struct gl_shader_program
*_CurrentFragmentProgram
;
2950 * Program used by glUniform calls.
2952 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2954 struct gl_shader_program
*ActiveProgram
;
2956 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2958 GLboolean EverBound
; /**< Has the pipeline object been created */
2960 GLboolean Validated
; /**< Pipeline Validation status */
2966 * Context state for GLSL pipeline shaders.
2968 struct gl_pipeline_shader_state
2970 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2971 struct gl_pipeline_object
*Current
;
2973 /* Default Object to ensure that _Shader is never NULL */
2974 struct gl_pipeline_object
*Default
;
2976 /** Pipeline objects */
2977 struct _mesa_HashTable
*Objects
;
2981 * Compiler options for a single GLSL shaders type
2983 struct gl_shader_compiler_options
2985 /** Driver-selectable options: */
2986 GLboolean EmitCondCodes
; /**< Use condition codes? */
2987 GLboolean EmitNoLoops
;
2988 GLboolean EmitNoFunctions
;
2989 GLboolean EmitNoCont
; /**< Emit CONT opcode? */
2990 GLboolean EmitNoMainReturn
; /**< Emit CONT/RET opcodes? */
2991 GLboolean EmitNoNoise
; /**< Emit NOISE opcodes? */
2992 GLboolean EmitNoPow
; /**< Emit POW opcodes? */
2993 GLboolean LowerClipDistance
; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2996 * \name Forms of indirect addressing the driver cannot do.
2999 GLboolean EmitNoIndirectInput
; /**< No indirect addressing of inputs */
3000 GLboolean EmitNoIndirectOutput
; /**< No indirect addressing of outputs */
3001 GLboolean EmitNoIndirectTemp
; /**< No indirect addressing of temps */
3002 GLboolean EmitNoIndirectUniform
; /**< No indirect addressing of constants */
3005 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
3006 GLuint MaxUnrollIterations
;
3009 * Optimize code for array of structures backends.
3011 * This is a proxy for:
3012 * - preferring DP4 instructions (rather than MUL/MAD) for
3013 * matrix * vector operations, such as position transformation.
3015 GLboolean OptimizeForAOS
;
3017 struct gl_sl_pragmas DefaultPragmas
; /**< Default #pragma settings */
3022 * Occlusion/timer query object.
3024 struct gl_query_object
3026 GLenum Target
; /**< The query target, when active */
3027 GLuint Id
; /**< hash table ID/name */
3028 GLchar
*Label
; /**< GL_KHR_debug */
3029 GLuint64EXT Result
; /**< the counter */
3030 GLboolean Active
; /**< inside Begin/EndQuery */
3031 GLboolean Ready
; /**< result is ready? */
3032 GLboolean EverBound
;/**< has query object ever been bound */
3033 GLuint Stream
; /**< The stream */
3038 * Context state for query objects.
3040 struct gl_query_state
3042 struct _mesa_HashTable
*QueryObjects
;
3043 struct gl_query_object
*CurrentOcclusionObject
; /* GL_ARB_occlusion_query */
3044 struct gl_query_object
*CurrentTimerObject
; /* GL_EXT_timer_query */
3046 /** GL_NV_conditional_render */
3047 struct gl_query_object
*CondRenderQuery
;
3049 /** GL_EXT_transform_feedback */
3050 struct gl_query_object
*PrimitivesGenerated
[MAX_VERTEX_STREAMS
];
3051 struct gl_query_object
*PrimitivesWritten
[MAX_VERTEX_STREAMS
];
3053 /** GL_ARB_timer_query */
3054 struct gl_query_object
*TimeElapsed
;
3056 GLenum CondRenderMode
;
3060 /** Sync object state */
3061 struct gl_sync_object
3063 GLenum Type
; /**< GL_SYNC_FENCE */
3064 GLuint Name
; /**< Fence name */
3065 GLchar
*Label
; /**< GL_KHR_debug */
3066 GLint RefCount
; /**< Reference count */
3067 GLboolean DeletePending
; /**< Object was deleted while there were still
3068 * live references (e.g., sync not yet finished)
3070 GLenum SyncCondition
;
3071 GLbitfield Flags
; /**< Flags passed to glFenceSync */
3072 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
3077 * State which can be shared by multiple contexts:
3079 struct gl_shared_state
3081 mtx_t Mutex
; /**< for thread safety */
3082 GLint RefCount
; /**< Reference count */
3083 struct _mesa_HashTable
*DisplayList
; /**< Display lists hash table */
3084 struct _mesa_HashTable
*TexObjects
; /**< Texture objects hash table */
3086 /** Default texture objects (shared by all texture units) */
3087 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
3089 /** Fallback texture used when a bound texture is incomplete */
3090 struct gl_texture_object
*FallbackTex
[NUM_TEXTURE_TARGETS
];
3093 * \name Thread safety and statechange notification for texture
3096 * \todo Improve the granularity of locking.
3099 mtx_t TexMutex
; /**< texobj thread safety */
3100 GLuint TextureStateStamp
; /**< state notification for shared tex */
3103 /** Default buffer object for vertex arrays that aren't in VBOs */
3104 struct gl_buffer_object
*NullBufferObj
;
3107 * \name Vertex/geometry/fragment programs
3110 struct _mesa_HashTable
*Programs
; /**< All vertex/fragment programs */
3111 struct gl_vertex_program
*DefaultVertexProgram
;
3112 struct gl_fragment_program
*DefaultFragmentProgram
;
3113 struct gl_geometry_program
*DefaultGeometryProgram
;
3116 /* GL_ATI_fragment_shader */
3117 struct _mesa_HashTable
*ATIShaders
;
3118 struct ati_fragment_shader
*DefaultFragmentShader
;
3120 struct _mesa_HashTable
*BufferObjects
;
3122 /** Table of both gl_shader and gl_shader_program objects */
3123 struct _mesa_HashTable
*ShaderObjects
;
3125 /* GL_EXT_framebuffer_object */
3126 struct _mesa_HashTable
*RenderBuffers
;
3127 struct _mesa_HashTable
*FrameBuffers
;
3130 struct set
*SyncObjects
;
3132 /** GL_ARB_sampler_objects */
3133 struct _mesa_HashTable
*SamplerObjects
;
3136 * Some context in this share group was affected by a GPU reset
3138 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3139 * been affected by a GPU reset must also return
3140 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3142 * Once this field becomes true, it is never reset to false.
3144 bool ShareGroupReset
;
3150 * Renderbuffers represent drawing surfaces such as color, depth and/or
3151 * stencil. A framebuffer object has a set of renderbuffers.
3152 * Drivers will typically derive subclasses of this type.
3154 struct gl_renderbuffer
3156 mtx_t Mutex
; /**< for thread safety */
3157 GLuint ClassID
; /**< Useful for drivers */
3159 GLchar
*Label
; /**< GL_KHR_debug */
3161 GLuint Width
, Height
;
3163 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
3164 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
3166 * True for renderbuffers that wrap textures, giving the driver a chance to
3167 * flush render caches through the FinishRenderTexture hook.
3169 * Drivers may also set this on renderbuffers other than those generated by
3170 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3171 * called without a rb->TexImage.
3173 GLboolean NeedsFinishRenderTexture
;
3175 GLenum InternalFormat
; /**< The user-specified format */
3176 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3177 GL_STENCIL_INDEX. */
3178 mesa_format Format
; /**< The actual renderbuffer memory format */
3180 * Pointer to the texture image if this renderbuffer wraps a texture,
3183 * Note that the reference on the gl_texture_object containing this
3184 * TexImage is held by the gl_renderbuffer_attachment.
3186 struct gl_texture_image
*TexImage
;
3188 /** Delete this renderbuffer */
3189 void (*Delete
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
);
3191 /** Allocate new storage for this renderbuffer */
3192 GLboolean (*AllocStorage
)(struct gl_context
*ctx
,
3193 struct gl_renderbuffer
*rb
,
3194 GLenum internalFormat
,
3195 GLuint width
, GLuint height
);
3200 * A renderbuffer attachment points to either a texture object (and specifies
3201 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3203 struct gl_renderbuffer_attachment
3205 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3209 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3210 * application supplied renderbuffer object.
3212 struct gl_renderbuffer
*Renderbuffer
;
3215 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3216 * supplied texture object.
3218 struct gl_texture_object
*Texture
;
3219 GLuint TextureLevel
; /**< Attached mipmap level. */
3220 GLuint CubeMapFace
; /**< 0 .. 5, for cube map textures. */
3221 GLuint Zoffset
; /**< Slice for 3D textures, or layer for both 1D
3222 * and 2D array textures */
3228 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3229 * In C++ terms, think of this as a base class from which device drivers
3230 * will make derived classes.
3232 struct gl_framebuffer
3234 mtx_t Mutex
; /**< for thread safety */
3236 * If zero, this is a window system framebuffer. If non-zero, this
3237 * is a FBO framebuffer; note that for some devices (i.e. those with
3238 * a natural pixel coordinate system for FBOs that differs from the
3239 * OpenGL/Mesa coordinate system), this means that the viewport,
3240 * polygon face orientation, and polygon stipple will have to be inverted.
3243 GLchar
*Label
; /**< GL_KHR_debug */
3246 GLboolean DeletePending
;
3249 * The framebuffer's visual. Immutable if this is a window system buffer.
3250 * Computed from attachments if user-made FBO.
3252 struct gl_config Visual
;
3254 GLuint Width
, Height
; /**< size of frame buffer in pixels */
3256 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3258 GLint _Xmin
, _Xmax
; /**< inclusive */
3259 GLint _Ymin
, _Ymax
; /**< exclusive */
3262 /** \name Derived Z buffer stuff */
3264 GLuint _DepthMax
; /**< Max depth buffer value */
3265 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
3266 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
3269 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3272 /** Integer color values */
3273 GLboolean _IntegerColor
;
3275 /* ARB_color_buffer_float */
3276 GLboolean _AllColorBuffersFixedPoint
; /* no integer, no float */
3277 GLboolean _HasSNormOrFloatColorBuffer
;
3279 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3280 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
3282 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3283 * attribute group and GL_PIXEL attribute group, respectively.
3285 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
3286 GLenum ColorReadBuffer
;
3288 /** Computed from ColorDraw/ReadBuffer above */
3289 GLuint _NumColorDrawBuffers
;
3290 GLint _ColorDrawBufferIndexes
[MAX_DRAW_BUFFERS
]; /**< BUFFER_x or -1 */
3291 GLint _ColorReadBufferIndex
; /* -1 = None */
3292 struct gl_renderbuffer
*_ColorDrawBuffers
[MAX_DRAW_BUFFERS
];
3293 struct gl_renderbuffer
*_ColorReadBuffer
;
3296 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3297 * is not layered. For cube maps and cube map arrays, each cube face
3298 * counts as a layer.
3300 GLuint MaxNumLayers
;
3302 /** Delete this framebuffer */
3303 void (*Delete
)(struct gl_framebuffer
*fb
);
3308 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3312 GLushort RangeMin
; /**< min value exponent */
3313 GLushort RangeMax
; /**< max value exponent */
3314 GLushort Precision
; /**< number of mantissa bits */
3319 * Limits for vertex, geometry and fragment programs/shaders.
3321 struct gl_program_constants
3323 /* logical limits */
3324 GLuint MaxInstructions
;
3325 GLuint MaxAluInstructions
;
3326 GLuint MaxTexInstructions
;
3327 GLuint MaxTexIndirections
;
3330 GLuint MaxAddressRegs
;
3331 GLuint MaxAddressOffset
; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3332 GLuint MaxParameters
;
3333 GLuint MaxLocalParams
;
3334 GLuint MaxEnvParams
;
3335 /* native/hardware limits */
3336 GLuint MaxNativeInstructions
;
3337 GLuint MaxNativeAluInstructions
;
3338 GLuint MaxNativeTexInstructions
;
3339 GLuint MaxNativeTexIndirections
;
3340 GLuint MaxNativeAttribs
;
3341 GLuint MaxNativeTemps
;
3342 GLuint MaxNativeAddressRegs
;
3343 GLuint MaxNativeParameters
;
3345 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
3348 * \name Per-stage input / output limits
3350 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3351 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3352 * ES). This is stored as \c gl_constants::MaxVarying.
3354 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3355 * variables. Each stage as a certain number of outputs that it can feed
3356 * to the next stage and a certain number inputs that it can consume from
3357 * the previous stage.
3359 * Vertex shader inputs do not participate this in this accounting.
3360 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3362 * Fragment shader outputs do not participate this in this accounting.
3363 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3366 GLuint MaxInputComponents
;
3367 GLuint MaxOutputComponents
;
3370 /* ES 2.0 and GL_ARB_ES2_compatibility */
3371 struct gl_precision LowFloat
, MediumFloat
, HighFloat
;
3372 struct gl_precision LowInt
, MediumInt
, HighInt
;
3373 /* GL_ARB_uniform_buffer_object */
3374 GLuint MaxUniformBlocks
;
3375 GLuint MaxCombinedUniformComponents
;
3376 GLuint MaxTextureImageUnits
;
3378 /* GL_ARB_shader_atomic_counters */
3379 GLuint MaxAtomicBuffers
;
3380 GLuint MaxAtomicCounters
;
3382 /* GL_ARB_shader_image_load_store */
3383 GLuint MaxImageUniforms
;
3388 * Constants which may be overridden by device driver during context creation
3389 * but are never changed after that.
3393 GLuint MaxTextureMbytes
; /**< Max memory per image, in MB */
3394 GLuint MaxTextureLevels
; /**< Max mipmap levels. */
3395 GLuint Max3DTextureLevels
; /**< Max mipmap levels for 3D textures */
3396 GLuint MaxCubeTextureLevels
; /**< Max mipmap levels for cube textures */
3397 GLuint MaxArrayTextureLayers
; /**< Max layers in array textures */
3398 GLuint MaxTextureRectSize
; /**< Max rectangle texture size, in pixes */
3399 GLuint MaxTextureCoordUnits
;
3400 GLuint MaxCombinedTextureImageUnits
;
3401 GLuint MaxTextureUnits
; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3402 GLfloat MaxTextureMaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
3403 GLfloat MaxTextureLodBias
; /**< GL_EXT_texture_lod_bias */
3404 GLuint MaxTextureBufferSize
; /**< GL_ARB_texture_buffer_object */
3406 GLuint TextureBufferOffsetAlignment
; /**< GL_ARB_texture_buffer_range */
3408 GLuint MaxArrayLockSize
;
3412 GLfloat MinPointSize
, MaxPointSize
; /**< aliased */
3413 GLfloat MinPointSizeAA
, MaxPointSizeAA
; /**< antialiased */
3414 GLfloat PointSizeGranularity
;
3415 GLfloat MinLineWidth
, MaxLineWidth
; /**< aliased */
3416 GLfloat MinLineWidthAA
, MaxLineWidthAA
; /**< antialiased */
3417 GLfloat LineWidthGranularity
;
3419 GLuint MaxClipPlanes
;
3421 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
3422 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
3424 GLuint MaxViewportWidth
, MaxViewportHeight
;
3425 GLuint MaxViewports
; /**< GL_ARB_viewport_array */
3426 GLuint ViewportSubpixelBits
; /**< GL_ARB_viewport_array */
3430 } ViewportBounds
; /**< GL_ARB_viewport_array */
3432 struct gl_program_constants Program
[MESA_SHADER_STAGES
];
3433 GLuint MaxProgramMatrices
;
3434 GLuint MaxProgramMatrixStackDepth
;
3437 GLuint SamplesPassed
;
3440 GLuint PrimitivesGenerated
;
3441 GLuint PrimitivesWritten
;
3444 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
3446 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
3447 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
3448 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
3450 /** Number of varying vectors between any two shader stages. */
3454 * GL_ARB_uniform_buffer_object
3456 GLuint MaxCombinedUniformBlocks
;
3457 GLuint MaxUniformBufferBindings
;
3458 GLuint MaxUniformBlockSize
;
3459 GLuint UniformBufferOffsetAlignment
;
3463 * GL_ARB_explicit_uniform_location
3465 GLuint MaxUserAssignableUniformLocations
;
3467 /** GL_ARB_geometry_shader4 */
3468 GLuint MaxGeometryOutputVertices
;
3469 GLuint MaxGeometryTotalOutputComponents
;
3471 GLuint GLSLVersion
; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3474 * Changes default GLSL extension behavior from "error" to "warn". It's out
3475 * of spec, but it can make some apps work that otherwise wouldn't.
3477 GLboolean ForceGLSLExtensionsWarn
;
3480 * If non-zero, forces GLSL shaders without the #version directive to behave
3481 * as if they began with "#version ForceGLSLVersion".
3483 GLuint ForceGLSLVersion
;
3486 * Allow GLSL #extension directives in the middle of shaders.
3488 GLboolean AllowGLSLExtensionDirectiveMidShader
;
3491 * Does the driver support real 32-bit integers? (Otherwise, integers are
3492 * simulated via floats.)
3494 GLboolean NativeIntegers
;
3497 * Does VertexID count from zero or from base vertex?
3500 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3501 * ignored and need not be set.
3503 bool VertexID_is_zero_based
;
3506 * If the driver supports real 32-bit integers, what integer value should be
3507 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3509 GLuint UniformBooleanTrue
;
3512 * Maximum amount of time, measured in nanseconds, that the server can wait.
3514 GLuint64 MaxServerWaitTimeout
;
3516 /** GL_EXT_provoking_vertex */
3517 GLboolean QuadsFollowProvokingVertexConvention
;
3519 /** OpenGL version 3.0 */
3520 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3522 /** OpenGL version 3.2 */
3523 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
3525 /** OpenGL version 4.4 */
3526 GLuint MaxVertexAttribStride
;
3528 /** GL_EXT_transform_feedback */
3529 GLuint MaxTransformFeedbackBuffers
;
3530 GLuint MaxTransformFeedbackSeparateComponents
;
3531 GLuint MaxTransformFeedbackInterleavedComponents
;
3532 GLuint MaxVertexStreams
;
3534 /** GL_EXT_gpu_shader4 */
3535 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
3537 /** GL_ARB_texture_gather */
3538 GLuint MinProgramTextureGatherOffset
;
3539 GLuint MaxProgramTextureGatherOffset
;
3540 GLuint MaxProgramTextureGatherComponents
;
3542 /* GL_ARB_robustness */
3543 GLenum ResetStrategy
;
3545 /* GL_ARB_blend_func_extended */
3546 GLuint MaxDualSourceDrawBuffers
;
3549 * Whether the implementation strips out and ignores texture borders.
3551 * Many GPU hardware implementations don't support rendering with texture
3552 * borders and mipmapped textures. (Note: not static border color, but the
3553 * old 1-pixel border around each edge). Implementations then have to do
3554 * slow fallbacks to be correct, or just ignore the border and be fast but
3555 * wrong. Setting the flag strips the border off of TexImage calls,
3556 * providing "fast but wrong" at significantly reduced driver complexity.
3558 * Texture borders are deprecated in GL 3.0.
3560 GLboolean StripTextureBorder
;
3563 * For drivers which can do a better job at eliminating unused uniforms
3564 * than the GLSL compiler.
3566 * XXX Remove these as soon as a better solution is available.
3568 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
3571 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3572 * than passing the transform feedback object to the drawing function.
3574 GLboolean AlwaysUseGetTransformFeedbackVertexCount
;
3576 /** GL_ARB_map_buffer_alignment */
3577 GLuint MinMapBufferAlignment
;
3580 * Disable varying packing. This is out of spec, but potentially useful
3581 * for older platforms that supports a limited number of texture
3582 * indirections--on these platforms, unpacking the varyings in the fragment
3583 * shader increases the number of texture indirections by 1, which might
3584 * make some shaders not executable at all.
3586 * Drivers that support transform feedback must set this value to GL_FALSE.
3588 GLboolean DisableVaryingPacking
;
3591 * Should meaningful names be generated for compiler temporary variables?
3593 * Generally, it is not useful to have the compiler generate "meaningful"
3594 * names for temporary variables that it creates. This can, however, be a
3595 * useful debugging aid. In Mesa debug builds or release builds when
3596 * MESA_GLSL is set at run-time, meaningful names will be generated.
3597 * Drivers can also force names to be generated by setting this field.
3598 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3599 * vertex shader assembly) is set at run-time.
3601 bool GenerateTemporaryNames
;
3604 * Maximum value supported for an index in DrawElements and friends.
3606 * This must be at least (1ull<<24)-1. The default value is
3609 * \since ES 3.0 or GL_ARB_ES3_compatibility
3610 * \sa _mesa_init_constants
3612 GLuint64 MaxElementIndex
;
3615 * Disable interpretation of line continuations (lines ending with a
3616 * backslash character ('\') in GLSL source.
3618 GLboolean DisableGLSLLineContinuations
;
3620 /** GL_ARB_texture_multisample */
3621 GLint MaxColorTextureSamples
;
3622 GLint MaxDepthTextureSamples
;
3623 GLint MaxIntegerSamples
;
3626 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3627 * samples are laid out in a rectangular grid roughly corresponding to
3628 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3629 * are used to map indices of rectangular grid to sample numbers within
3630 * a pixel. This mapping of indices to sample numbers must be initialized
3631 * by the driver for the target hardware. For example, if we have the 8X
3632 * MSAA sample number layout (sample positions) for XYZ hardware:
3634 * sample indices layout sample number layout
3635 * --------- ---------
3636 * | 0 | 1 | | a | b |
3637 * --------- ---------
3638 * | 2 | 3 | | c | d |
3639 * --------- ---------
3640 * | 4 | 5 | | e | f |
3641 * --------- ---------
3642 * | 6 | 7 | | g | h |
3643 * --------- ---------
3645 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3647 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3649 * SampleMap8x = {a, b, c, d, e, f, g, h};
3651 * Follow the logic for other sample counts.
3653 uint8_t SampleMap2x
[2];
3654 uint8_t SampleMap4x
[4];
3655 uint8_t SampleMap8x
[8];
3657 /** GL_ARB_shader_atomic_counters */
3658 GLuint MaxAtomicBufferBindings
;
3659 GLuint MaxAtomicBufferSize
;
3660 GLuint MaxCombinedAtomicBuffers
;
3661 GLuint MaxCombinedAtomicCounters
;
3663 /** GL_ARB_vertex_attrib_binding */
3664 GLint MaxVertexAttribRelativeOffset
;
3665 GLint MaxVertexAttribBindings
;
3667 /* GL_ARB_shader_image_load_store */
3668 GLuint MaxImageUnits
;
3669 GLuint MaxCombinedImageUnitsAndFragmentOutputs
;
3670 GLuint MaxImageSamples
;
3671 GLuint MaxCombinedImageUniforms
;
3673 /** GL_ARB_compute_shader */
3674 GLuint MaxComputeWorkGroupCount
[3]; /* Array of x, y, z dimensions */
3675 GLuint MaxComputeWorkGroupSize
[3]; /* Array of x, y, z dimensions */
3676 GLuint MaxComputeWorkGroupInvocations
;
3678 /** GL_ARB_gpu_shader5 */
3679 GLfloat MinFragmentInterpolationOffset
;
3680 GLfloat MaxFragmentInterpolationOffset
;
3682 GLboolean FakeSWMSAA
;
3684 /** GL_KHR_context_flush_control */
3685 GLenum ContextReleaseBehavior
;
3687 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_STAGES
];
3692 * Enable flag for each OpenGL extension. Different device drivers will
3693 * enable different extensions at runtime.
3695 struct gl_extensions
3697 GLboolean dummy
; /* don't remove this! */
3698 GLboolean dummy_true
; /* Set true by _mesa_init_extensions(). */
3699 GLboolean dummy_false
; /* Set false by _mesa_init_extensions(). */
3700 GLboolean ANGLE_texture_compression_dxt
;
3701 GLboolean ARB_ES2_compatibility
;
3702 GLboolean ARB_ES3_compatibility
;
3703 GLboolean ARB_arrays_of_arrays
;
3704 GLboolean ARB_base_instance
;
3705 GLboolean ARB_blend_func_extended
;
3706 GLboolean ARB_buffer_storage
;
3707 GLboolean ARB_clear_texture
;
3708 GLboolean ARB_clip_control
;
3709 GLboolean ARB_color_buffer_float
;
3710 GLboolean ARB_compute_shader
;
3711 GLboolean ARB_conditional_render_inverted
;
3712 GLboolean ARB_conservative_depth
;
3713 GLboolean ARB_copy_image
;
3714 GLboolean ARB_depth_buffer_float
;
3715 GLboolean ARB_depth_clamp
;
3716 GLboolean ARB_depth_texture
;
3717 GLboolean ARB_derivative_control
;
3718 GLboolean ARB_draw_buffers_blend
;
3719 GLboolean ARB_draw_elements_base_vertex
;
3720 GLboolean ARB_draw_indirect
;
3721 GLboolean ARB_draw_instanced
;
3722 GLboolean ARB_fragment_coord_conventions
;
3723 GLboolean ARB_fragment_layer_viewport
;
3724 GLboolean ARB_fragment_program
;
3725 GLboolean ARB_fragment_program_shadow
;
3726 GLboolean ARB_fragment_shader
;
3727 GLboolean ARB_framebuffer_object
;
3728 GLboolean ARB_explicit_attrib_location
;
3729 GLboolean ARB_explicit_uniform_location
;
3730 GLboolean ARB_geometry_shader4
;
3731 GLboolean ARB_gpu_shader5
;
3732 GLboolean ARB_half_float_vertex
;
3733 GLboolean ARB_instanced_arrays
;
3734 GLboolean ARB_internalformat_query
;
3735 GLboolean ARB_map_buffer_range
;
3736 GLboolean ARB_occlusion_query
;
3737 GLboolean ARB_occlusion_query2
;
3738 GLboolean ARB_point_sprite
;
3739 GLboolean ARB_sample_shading
;
3740 GLboolean ARB_seamless_cube_map
;
3741 GLboolean ARB_shader_atomic_counters
;
3742 GLboolean ARB_shader_bit_encoding
;
3743 GLboolean ARB_shader_image_load_store
;
3744 GLboolean ARB_shader_stencil_export
;
3745 GLboolean ARB_shader_texture_lod
;
3746 GLboolean ARB_shading_language_packing
;
3747 GLboolean ARB_shading_language_420pack
;
3748 GLboolean ARB_shadow
;
3749 GLboolean ARB_stencil_texturing
;
3751 GLboolean ARB_texture_border_clamp
;
3752 GLboolean ARB_texture_buffer_object
;
3753 GLboolean ARB_texture_buffer_object_rgb32
;
3754 GLboolean ARB_texture_buffer_range
;
3755 GLboolean ARB_texture_compression_bptc
;
3756 GLboolean ARB_texture_compression_rgtc
;
3757 GLboolean ARB_texture_cube_map
;
3758 GLboolean ARB_texture_cube_map_array
;
3759 GLboolean ARB_texture_env_combine
;
3760 GLboolean ARB_texture_env_crossbar
;
3761 GLboolean ARB_texture_env_dot3
;
3762 GLboolean ARB_texture_float
;
3763 GLboolean ARB_texture_gather
;
3764 GLboolean ARB_texture_mirror_clamp_to_edge
;
3765 GLboolean ARB_texture_multisample
;
3766 GLboolean ARB_texture_non_power_of_two
;
3767 GLboolean ARB_texture_stencil8
;
3768 GLboolean ARB_texture_query_levels
;
3769 GLboolean ARB_texture_query_lod
;
3770 GLboolean ARB_texture_rg
;
3771 GLboolean ARB_texture_rgb10_a2ui
;
3772 GLboolean ARB_texture_view
;
3773 GLboolean ARB_timer_query
;
3774 GLboolean ARB_transform_feedback2
;
3775 GLboolean ARB_transform_feedback3
;
3776 GLboolean ARB_transform_feedback_instanced
;
3777 GLboolean ARB_uniform_buffer_object
;
3778 GLboolean ARB_vertex_program
;
3779 GLboolean ARB_vertex_shader
;
3780 GLboolean ARB_vertex_type_10f_11f_11f_rev
;
3781 GLboolean ARB_vertex_type_2_10_10_10_rev
;
3782 GLboolean ARB_viewport_array
;
3783 GLboolean EXT_blend_color
;
3784 GLboolean EXT_blend_equation_separate
;
3785 GLboolean EXT_blend_func_separate
;
3786 GLboolean EXT_blend_minmax
;
3787 GLboolean EXT_depth_bounds_test
;
3788 GLboolean EXT_draw_buffers2
;
3789 GLboolean EXT_framebuffer_multisample
;
3790 GLboolean EXT_framebuffer_multisample_blit_scaled
;
3791 GLboolean EXT_framebuffer_sRGB
;
3792 GLboolean EXT_gpu_program_parameters
;
3793 GLboolean EXT_gpu_shader4
;
3794 GLboolean EXT_packed_float
;
3795 GLboolean EXT_pixel_buffer_object
;
3796 GLboolean EXT_point_parameters
;
3797 GLboolean EXT_provoking_vertex
;
3798 GLboolean EXT_shader_integer_mix
;
3799 GLboolean EXT_stencil_two_side
;
3800 GLboolean EXT_texture3D
;
3801 GLboolean EXT_texture_array
;
3802 GLboolean EXT_texture_compression_latc
;
3803 GLboolean EXT_texture_compression_s3tc
;
3804 GLboolean EXT_texture_env_dot3
;
3805 GLboolean EXT_texture_filter_anisotropic
;
3806 GLboolean EXT_texture_integer
;
3807 GLboolean EXT_texture_mirror_clamp
;
3808 GLboolean EXT_texture_shared_exponent
;
3809 GLboolean EXT_texture_snorm
;
3810 GLboolean EXT_texture_sRGB
;
3811 GLboolean EXT_texture_sRGB_decode
;
3812 GLboolean EXT_texture_swizzle
;
3813 GLboolean EXT_transform_feedback
;
3814 GLboolean EXT_timer_query
;
3815 GLboolean EXT_vertex_array_bgra
;
3816 GLboolean OES_standard_derivatives
;
3817 /* vendor extensions */
3818 GLboolean AMD_performance_monitor
;
3819 GLboolean AMD_seamless_cubemap_per_texture
;
3820 GLboolean AMD_vertex_shader_layer
;
3821 GLboolean AMD_vertex_shader_viewport_index
;
3822 GLboolean APPLE_object_purgeable
;
3823 GLboolean ATI_texture_compression_3dc
;
3824 GLboolean ATI_texture_mirror_once
;
3825 GLboolean ATI_texture_env_combine3
;
3826 GLboolean ATI_fragment_shader
;
3827 GLboolean ATI_separate_stencil
;
3828 GLboolean INTEL_performance_query
;
3829 GLboolean MESA_pack_invert
;
3830 GLboolean MESA_ycbcr_texture
;
3831 GLboolean NV_conditional_render
;
3832 GLboolean NV_fog_distance
;
3833 GLboolean NV_fragment_program_option
;
3834 GLboolean NV_point_sprite
;
3835 GLboolean NV_primitive_restart
;
3836 GLboolean NV_texture_barrier
;
3837 GLboolean NV_texture_env_combine4
;
3838 GLboolean NV_texture_rectangle
;
3839 GLboolean NV_vdpau_interop
;
3840 GLboolean TDFX_texture_compression_FXT1
;
3841 GLboolean OES_EGL_image
;
3842 GLboolean OES_draw_texture
;
3843 GLboolean OES_depth_texture_cube_map
;
3844 GLboolean OES_EGL_image_external
;
3845 GLboolean OES_compressed_ETC1_RGB8_texture
;
3846 GLboolean extension_sentinel
;
3847 /** The extension string */
3848 const GLubyte
*String
;
3849 /** Number of supported extensions */
3855 * A stack of matrices (projection, modelview, color, texture, etc).
3857 struct gl_matrix_stack
3859 GLmatrix
*Top
; /**< points into Stack */
3860 GLmatrix
*Stack
; /**< array [MaxDepth] of GLmatrix */
3861 GLuint Depth
; /**< 0 <= Depth < MaxDepth */
3862 GLuint MaxDepth
; /**< size of Stack[] array */
3863 GLuint DirtyFlag
; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3868 * \name Bits for image transfer operations
3869 * \sa __struct gl_contextRec::ImageTransferState.
3872 #define IMAGE_SCALE_BIAS_BIT 0x1
3873 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3874 #define IMAGE_MAP_COLOR_BIT 0x4
3875 #define IMAGE_CLAMP_BIT 0x800
3878 /** Pixel Transfer ops */
3879 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3880 IMAGE_SHIFT_OFFSET_BIT | \
3881 IMAGE_MAP_COLOR_BIT)
3884 * \name Bits to indicate what state has changed.
3887 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3888 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3889 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3890 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3891 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3892 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3893 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3894 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3895 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3896 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3897 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3898 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3899 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3900 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3901 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3902 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3903 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3904 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3905 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3906 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3907 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3908 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3909 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3910 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3911 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3912 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3913 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3914 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3915 #define _NEW_BUFFER_OBJECT (1 << 28)
3916 #define _NEW_FRAG_CLAMP (1 << 29)
3917 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3918 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3924 * Composite state flags
3927 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3933 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3943 /* This has to be included here. */
3948 * Display list flags.
3949 * Strictly this is a tnl-private concept, but it doesn't seem
3950 * worthwhile adding a tnl private structure just to hold this one bit
3953 #define DLIST_DANGLING_REFS 0x1
3956 /** Opaque declaration of display list payload data type */
3957 union gl_dlist_node
;
3961 * Provide a location where information about a display list can be
3962 * collected. Could be extended with driverPrivate structures,
3963 * etc. in the future.
3965 struct gl_display_list
3968 GLchar
*Label
; /**< GL_KHR_debug */
3969 GLbitfield Flags
; /**< DLIST_x flags */
3970 /** The dlist commands are in a linked list of nodes */
3971 union gl_dlist_node
*Head
;
3976 * State used during display list compilation and execution.
3978 struct gl_dlist_state
3980 GLuint CallDepth
; /**< Current recursion calling depth */
3982 struct gl_display_list
*CurrentList
; /**< List currently being compiled */
3983 union gl_dlist_node
*CurrentBlock
; /**< Pointer to current block of nodes */
3984 GLuint CurrentPos
; /**< Index into current block of nodes */
3986 GLvertexformat ListVtxfmt
;
3988 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
3989 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
3991 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
3992 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
3995 /* State known to have been set by the currently-compiling display
3996 * list. Used to eliminate some redundant state changes.
4004 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4005 * to small enums suitable for use as an array index.
4008 enum mesa_debug_source
{
4009 MESA_DEBUG_SOURCE_API
,
4010 MESA_DEBUG_SOURCE_WINDOW_SYSTEM
,
4011 MESA_DEBUG_SOURCE_SHADER_COMPILER
,
4012 MESA_DEBUG_SOURCE_THIRD_PARTY
,
4013 MESA_DEBUG_SOURCE_APPLICATION
,
4014 MESA_DEBUG_SOURCE_OTHER
,
4015 MESA_DEBUG_SOURCE_COUNT
4018 enum mesa_debug_type
{
4019 MESA_DEBUG_TYPE_ERROR
,
4020 MESA_DEBUG_TYPE_DEPRECATED
,
4021 MESA_DEBUG_TYPE_UNDEFINED
,
4022 MESA_DEBUG_TYPE_PORTABILITY
,
4023 MESA_DEBUG_TYPE_PERFORMANCE
,
4024 MESA_DEBUG_TYPE_OTHER
,
4025 MESA_DEBUG_TYPE_MARKER
,
4026 MESA_DEBUG_TYPE_PUSH_GROUP
,
4027 MESA_DEBUG_TYPE_POP_GROUP
,
4028 MESA_DEBUG_TYPE_COUNT
4031 enum mesa_debug_severity
{
4032 MESA_DEBUG_SEVERITY_LOW
,
4033 MESA_DEBUG_SEVERITY_MEDIUM
,
4034 MESA_DEBUG_SEVERITY_HIGH
,
4035 MESA_DEBUG_SEVERITY_NOTIFICATION
,
4036 MESA_DEBUG_SEVERITY_COUNT
4042 * Enum for the OpenGL APIs we know about and may support.
4044 * NOTE: This must match the api_enum table in
4045 * src/mesa/main/get_hash_generator.py
4049 API_OPENGL_COMPAT
, /* legacy / compatibility contexts */
4053 API_OPENGL_LAST
= API_OPENGL_CORE
4057 * Driver-specific state flags.
4059 * These are or'd with gl_context::NewDriverState to notify a driver about
4060 * a state change. The driver sets the flags at context creation and
4061 * the meaning of the bits set is opaque to core Mesa.
4063 struct gl_driver_flags
4065 /** gl_context::Array::_DrawArrays (vertex array state) */
4068 /** gl_context::TransformFeedback::CurrentObject */
4069 uint64_t NewTransformFeedback
;
4071 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4072 uint64_t NewTransformFeedbackProg
;
4074 /** gl_context::RasterDiscard */
4075 uint64_t NewRasterizerDiscard
;
4078 * gl_context::UniformBufferBindings
4079 * gl_shader_program::UniformBlocks
4081 uint64_t NewUniformBuffer
;
4083 uint64_t NewTextureBuffer
;
4086 * gl_context::AtomicBufferBindings
4088 uint64_t NewAtomicBuffer
;
4091 * gl_context::ImageUnits
4093 uint64_t NewImageUnits
;
4096 struct gl_uniform_buffer_binding
4098 struct gl_buffer_object
*BufferObject
;
4099 /** Start of uniform block data in the buffer */
4101 /** Size of data allowed to be referenced from the buffer (in bytes) */
4104 * glBindBufferBase() indicates that the Size should be ignored and only
4105 * limited by the current size of the BufferObject.
4107 GLboolean AutomaticSize
;
4111 * ARB_shader_image_load_store image unit.
4113 struct gl_image_unit
4116 * Texture object bound to this unit.
4118 struct gl_texture_object
*TexObj
;
4121 * Level of the texture object bound to this unit.
4126 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4127 * GL_FALSE if only some specific layer of the texture is bound.
4133 * Layer of the texture object bound to this unit, or zero if the
4134 * whole level is bound.
4139 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4140 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4145 * GL internal format that determines the interpretation of the
4146 * image memory when shader image operations are performed through
4152 * Mesa format corresponding to \c Format.
4154 mesa_format _ActualFormat
;
4157 * GL_TRUE if the state of this image unit is valid and access from
4158 * the shader is allowed. Otherwise loads from this unit should
4159 * return zero and stores should have no effect.
4165 * Binding point for an atomic counter buffer object.
4167 struct gl_atomic_buffer_binding
4169 struct gl_buffer_object
*BufferObject
;
4175 * Mesa rendering context.
4177 * This is the central context data structure for Mesa. Almost all
4178 * OpenGL state is contained in this structure.
4179 * Think of this as a base class from which device drivers will derive
4184 /** State possibly shared with other contexts in the address space */
4185 struct gl_shared_state
*Shared
;
4187 /** \name API function pointer tables */
4191 * The current dispatch table for non-displaylist-saving execution, either
4192 * BeginEnd or OutsideBeginEnd
4194 struct _glapi_table
*Exec
;
4196 * The normal dispatch table for non-displaylist-saving, non-begin/end
4198 struct _glapi_table
*OutsideBeginEnd
;
4199 /** The dispatch table used between glNewList() and glEndList() */
4200 struct _glapi_table
*Save
;
4202 * The dispatch table used between glBegin() and glEnd() (outside of a
4203 * display list). Only valid functions between those two are set, which is
4204 * mostly just the set in a GLvertexformat struct.
4206 struct _glapi_table
*BeginEnd
;
4208 * Tracks the current dispatch table out of the 3 above, so that it can be
4209 * re-set on glXMakeCurrent().
4211 struct _glapi_table
*CurrentDispatch
;
4214 struct gl_config Visual
;
4215 struct gl_framebuffer
*DrawBuffer
; /**< buffer for writing */
4216 struct gl_framebuffer
*ReadBuffer
; /**< buffer for reading */
4217 struct gl_framebuffer
*WinSysDrawBuffer
; /**< set with MakeCurrent */
4218 struct gl_framebuffer
*WinSysReadBuffer
; /**< set with MakeCurrent */
4221 * Device driver function pointer table
4223 struct dd_function_table Driver
;
4225 /** Core/Driver constants */
4226 struct gl_constants Const
;
4228 /** \name The various 4x4 matrix stacks */
4230 struct gl_matrix_stack ModelviewMatrixStack
;
4231 struct gl_matrix_stack ProjectionMatrixStack
;
4232 struct gl_matrix_stack TextureMatrixStack
[MAX_TEXTURE_UNITS
];
4233 struct gl_matrix_stack ProgramMatrixStack
[MAX_PROGRAM_MATRICES
];
4234 struct gl_matrix_stack
*CurrentStack
; /**< Points to one of the above stacks */
4237 /** Combined modelview and projection matrix */
4238 GLmatrix _ModelProjectMatrix
;
4240 /** \name Display lists */
4241 struct gl_dlist_state ListState
;
4243 GLboolean ExecuteFlag
; /**< Execute GL commands? */
4244 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
4246 /** Extension information */
4247 struct gl_extensions Extensions
;
4249 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4251 char *VersionString
;
4253 /** \name State attribute stack (for glPush/PopAttrib) */
4255 GLuint AttribStackDepth
;
4256 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
4259 /** \name Renderer attribute groups
4261 * We define a struct for each attribute group to make pushing and popping
4262 * attributes easy. Also it's a good organization.
4265 struct gl_accum_attrib Accum
; /**< Accum buffer attributes */
4266 struct gl_colorbuffer_attrib Color
; /**< Color buffer attributes */
4267 struct gl_current_attrib Current
; /**< Current attributes */
4268 struct gl_depthbuffer_attrib Depth
; /**< Depth buffer attributes */
4269 struct gl_eval_attrib Eval
; /**< Eval attributes */
4270 struct gl_fog_attrib Fog
; /**< Fog attributes */
4271 struct gl_hint_attrib Hint
; /**< Hint attributes */
4272 struct gl_light_attrib Light
; /**< Light attributes */
4273 struct gl_line_attrib Line
; /**< Line attributes */
4274 struct gl_list_attrib List
; /**< List attributes */
4275 struct gl_multisample_attrib Multisample
;
4276 struct gl_pixel_attrib Pixel
; /**< Pixel attributes */
4277 struct gl_point_attrib Point
; /**< Point attributes */
4278 struct gl_polygon_attrib Polygon
; /**< Polygon attributes */
4279 GLuint PolygonStipple
[32]; /**< Polygon stipple */
4280 struct gl_scissor_attrib Scissor
; /**< Scissor attributes */
4281 struct gl_stencil_attrib Stencil
; /**< Stencil buffer attributes */
4282 struct gl_texture_attrib Texture
; /**< Texture attributes */
4283 struct gl_transform_attrib Transform
; /**< Transformation attributes */
4284 struct gl_viewport_attrib ViewportArray
[MAX_VIEWPORTS
]; /**< Viewport attributes */
4287 /** \name Client attribute stack */
4289 GLuint ClientAttribStackDepth
;
4290 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
4293 /** \name Client attribute groups */
4295 struct gl_array_attrib Array
; /**< Vertex arrays */
4296 struct gl_pixelstore_attrib Pack
; /**< Pixel packing */
4297 struct gl_pixelstore_attrib Unpack
; /**< Pixel unpacking */
4298 struct gl_pixelstore_attrib DefaultPacking
; /**< Default params */
4301 /** \name Other assorted state (not pushed/popped on attribute stack) */
4303 struct gl_pixelmaps PixelMaps
;
4305 struct gl_evaluators EvalMap
; /**< All evaluators */
4306 struct gl_feedback Feedback
; /**< Feedback */
4307 struct gl_selection Select
; /**< Selection */
4309 struct gl_program_state Program
; /**< general program state */
4310 struct gl_vertex_program_state VertexProgram
;
4311 struct gl_fragment_program_state FragmentProgram
;
4312 struct gl_geometry_program_state GeometryProgram
;
4313 struct gl_compute_program_state ComputeProgram
;
4314 struct gl_ati_fragment_shader_state ATIFragmentShader
;
4316 struct gl_pipeline_shader_state Pipeline
; /**< GLSL pipeline shader object state */
4317 struct gl_pipeline_object Shader
; /**< GLSL shader object state */
4320 * Current active shader pipeline state
4322 * Almost all internal users want ::_Shader instead of ::Shader. The
4323 * exceptions are bits of legacy GLSL API that do not know about separate
4326 * If a program is active via \c glUseProgram, this will point to
4329 * If a program pipeline is active via \c glBindProgramPipeline, this will
4330 * point to \c ::Pipeline.Current.
4332 * If neither a program nor a program pipeline is active, this will point to
4333 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4336 struct gl_pipeline_object
*_Shader
;
4338 struct gl_query_state Query
; /**< occlusion, timer queries */
4340 struct gl_transform_feedback_state TransformFeedback
;
4342 struct gl_perf_monitor_state PerfMonitor
;
4344 struct gl_buffer_object
*DrawIndirectBuffer
; /** < GL_ARB_draw_indirect */
4346 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
4347 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
4350 * Current GL_ARB_uniform_buffer_object binding referenced by
4351 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4353 struct gl_buffer_object
*UniformBuffer
;
4356 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4357 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4358 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4361 struct gl_uniform_buffer_binding
4362 UniformBufferBindings
[MAX_COMBINED_UNIFORM_BUFFERS
];
4365 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4368 struct gl_buffer_object
*AtomicBuffer
;
4371 * Array of atomic counter buffer binding points.
4373 struct gl_atomic_buffer_binding
4374 AtomicBufferBindings
[MAX_COMBINED_ATOMIC_BUFFERS
];
4377 * Array of image units for ARB_shader_image_load_store.
4379 struct gl_image_unit ImageUnits
[MAX_IMAGE_UNITS
];
4383 struct gl_meta_state
*Meta
; /**< for "meta" operations */
4385 /* GL_EXT_framebuffer_object */
4386 struct gl_renderbuffer
*CurrentRenderbuffer
;
4388 GLenum ErrorValue
; /**< Last error code */
4391 * Recognize and silence repeated error debug messages in buggy apps.
4393 const char *ErrorDebugFmtString
;
4394 GLuint ErrorDebugCount
;
4396 /* GL_ARB_debug_output/GL_KHR_debug */
4398 struct gl_debug_state
*Debug
;
4400 GLenum RenderMode
; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4401 GLbitfield NewState
; /**< bitwise-or of _NEW_* flags */
4402 uint64_t NewDriverState
; /**< bitwise-or of flags from DriverFlags */
4404 struct gl_driver_flags DriverFlags
;
4406 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
4408 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
4410 /** \name Derived state */
4411 GLbitfield _ImageTransferState
;/**< bitwise-or of IMAGE_*_BIT flags */
4412 GLfloat _EyeZDir
[3];
4413 GLfloat _ModelViewInvScale
;
4414 GLboolean _NeedEyeCoords
;
4415 GLboolean _ForceEyeCoords
;
4417 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
4419 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
4421 /** \name For debugging/development only */
4423 GLboolean FirstTimeCurrent
;
4427 * False if this context was created without a config. This is needed
4428 * because the initial state of glDrawBuffers depends on this
4430 GLboolean HasConfig
;
4432 /** software compression/decompression supported or not */
4433 GLboolean Mesa_DXTn
;
4435 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
4437 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
4440 * \name Hooks for module contexts.
4442 * These will eventually live in the driver or elsewhere.
4445 void *swrast_context
;
4446 void *swsetup_context
;
4447 void *swtnl_context
;
4448 struct vbo_context
*vbo_context
;
4449 struct st_context
*st
;
4454 * \name NV_vdpau_interop
4457 const void *vdpDevice
;
4458 const void *vdpGetProcAddress
;
4459 struct set
*vdpSurfaces
;
4463 * Has this context observed a GPU reset in any context in the share group?
4465 * Once this field becomes true, it is never reset to false.
4467 GLboolean ShareGroupReset
;
4472 extern int MESA_VERBOSE
;
4473 extern int MESA_DEBUG_FLAGS
;
4474 # define MESA_FUNCTION __FUNCTION__
4476 # define MESA_VERBOSE 0
4477 # define MESA_DEBUG_FLAGS 0
4478 # define MESA_FUNCTION "a function"
4485 /** The MESA_VERBOSE var is a bitmask of these flags */
4488 VERBOSE_VARRAY
= 0x0001,
4489 VERBOSE_TEXTURE
= 0x0002,
4490 VERBOSE_MATERIAL
= 0x0004,
4491 VERBOSE_PIPELINE
= 0x0008,
4492 VERBOSE_DRIVER
= 0x0010,
4493 VERBOSE_STATE
= 0x0020,
4494 VERBOSE_API
= 0x0040,
4495 VERBOSE_DISPLAY_LIST
= 0x0100,
4496 VERBOSE_LIGHTING
= 0x0200,
4497 VERBOSE_PRIMS
= 0x0400,
4498 VERBOSE_VERTS
= 0x0800,
4499 VERBOSE_DISASSEM
= 0x1000,
4500 VERBOSE_DRAW
= 0x2000,
4501 VERBOSE_SWAPBUFFERS
= 0x4000
4505 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4508 DEBUG_SILENT
= (1 << 0),
4509 DEBUG_ALWAYS_FLUSH
= (1 << 1),
4510 DEBUG_INCOMPLETE_TEXTURE
= (1 << 2),
4511 DEBUG_INCOMPLETE_FBO
= (1 << 3)
4520 #endif /* MTYPES_H */