st/glsl_to_tgsi: ignore GL_TEXTURE_SRGB_DECODE_EXT for samplers used with texelFetch*()
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50 #include "util/u_dynarray.h"
51
52
53 #ifdef __cplusplus
54 extern "C" {
55 #endif
56
57
58 /**
59 * \name 64-bit extension of GLbitfield.
60 */
61 /*@{*/
62 typedef GLuint64 GLbitfield64;
63
64 /** Set a single bit */
65 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
66 /** Set all bits up to excluding bit b */
67 #define BITFIELD64_MASK(b) \
68 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
69 /** Set count bits starting from bit b */
70 #define BITFIELD64_RANGE(b, count) \
71 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
72
73
74 /**
75 * \name Some forward type declarations
76 */
77 /*@{*/
78 struct _mesa_HashTable;
79 struct gl_attrib_node;
80 struct gl_list_extensions;
81 struct gl_meta_state;
82 struct gl_program_cache;
83 struct gl_texture_object;
84 struct gl_debug_state;
85 struct gl_context;
86 struct st_context;
87 struct gl_uniform_storage;
88 struct prog_instruction;
89 struct gl_program_parameter_list;
90 struct set;
91 struct set_entry;
92 struct vbo_context;
93 /*@}*/
94
95
96 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
97 #define PRIM_MAX GL_PATCHES
98 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
99 #define PRIM_UNKNOWN (PRIM_MAX + 2)
100
101 /**
102 * Determine if the given gl_varying_slot appears in the fragment shader.
103 */
104 static inline GLboolean
105 _mesa_varying_slot_in_fs(gl_varying_slot slot)
106 {
107 switch (slot) {
108 case VARYING_SLOT_PSIZ:
109 case VARYING_SLOT_BFC0:
110 case VARYING_SLOT_BFC1:
111 case VARYING_SLOT_EDGE:
112 case VARYING_SLOT_CLIP_VERTEX:
113 case VARYING_SLOT_LAYER:
114 case VARYING_SLOT_TESS_LEVEL_OUTER:
115 case VARYING_SLOT_TESS_LEVEL_INNER:
116 case VARYING_SLOT_BOUNDING_BOX0:
117 case VARYING_SLOT_BOUNDING_BOX1:
118 return GL_FALSE;
119 default:
120 return GL_TRUE;
121 }
122 }
123
124 /**
125 * Indexes for all renderbuffers
126 */
127 typedef enum
128 {
129 /* the four standard color buffers */
130 BUFFER_FRONT_LEFT,
131 BUFFER_BACK_LEFT,
132 BUFFER_FRONT_RIGHT,
133 BUFFER_BACK_RIGHT,
134 BUFFER_DEPTH,
135 BUFFER_STENCIL,
136 BUFFER_ACCUM,
137 /* optional aux buffer */
138 BUFFER_AUX0,
139 /* generic renderbuffers */
140 BUFFER_COLOR0,
141 BUFFER_COLOR1,
142 BUFFER_COLOR2,
143 BUFFER_COLOR3,
144 BUFFER_COLOR4,
145 BUFFER_COLOR5,
146 BUFFER_COLOR6,
147 BUFFER_COLOR7,
148 BUFFER_COUNT,
149 BUFFER_NONE = -1,
150 } gl_buffer_index;
151
152 /**
153 * Bit flags for all renderbuffers
154 */
155 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
156 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
157 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
158 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
159 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
160 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
161 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
162 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
163 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
164 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
165 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
166 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
167 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
168 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
169 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
170 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
171 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
172 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
173 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
174
175 /**
176 * Mask of all the color buffer bits (but not accum).
177 */
178 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
179 BUFFER_BIT_BACK_LEFT | \
180 BUFFER_BIT_FRONT_RIGHT | \
181 BUFFER_BIT_BACK_RIGHT | \
182 BUFFER_BIT_AUX0 | \
183 BUFFER_BIT_COLOR0 | \
184 BUFFER_BIT_COLOR1 | \
185 BUFFER_BIT_COLOR2 | \
186 BUFFER_BIT_COLOR3 | \
187 BUFFER_BIT_COLOR4 | \
188 BUFFER_BIT_COLOR5 | \
189 BUFFER_BIT_COLOR6 | \
190 BUFFER_BIT_COLOR7)
191
192 /* Mask of bits for depth+stencil buffers */
193 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
194
195 /**
196 * Framebuffer configuration (aka visual / pixelformat)
197 * Note: some of these fields should be boolean, but it appears that
198 * code in drivers/dri/common/util.c requires int-sized fields.
199 */
200 struct gl_config
201 {
202 GLboolean rgbMode;
203 GLboolean floatMode;
204 GLuint doubleBufferMode;
205 GLuint stereoMode;
206
207 GLboolean haveAccumBuffer;
208 GLboolean haveDepthBuffer;
209 GLboolean haveStencilBuffer;
210
211 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
212 GLuint redMask, greenMask, blueMask, alphaMask;
213 GLint rgbBits; /* total bits for rgb */
214 GLint indexBits; /* total bits for colorindex */
215
216 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
217 GLint depthBits;
218 GLint stencilBits;
219
220 GLint numAuxBuffers;
221
222 GLint level;
223
224 /* EXT_visual_rating / GLX 1.2 */
225 GLint visualRating;
226
227 /* EXT_visual_info / GLX 1.2 */
228 GLint transparentPixel;
229 /* colors are floats scaled to ints */
230 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
231 GLint transparentIndex;
232
233 /* ARB_multisample / SGIS_multisample */
234 GLint sampleBuffers;
235 GLint samples;
236
237 /* SGIX_pbuffer / GLX 1.3 */
238 GLint maxPbufferWidth;
239 GLint maxPbufferHeight;
240 GLint maxPbufferPixels;
241 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
242 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
243
244 /* OML_swap_method */
245 GLint swapMethod;
246
247 /* EXT_texture_from_pixmap */
248 GLint bindToTextureRgb;
249 GLint bindToTextureRgba;
250 GLint bindToMipmapTexture;
251 GLint bindToTextureTargets;
252 GLint yInverted;
253
254 /* EXT_framebuffer_sRGB */
255 GLint sRGBCapable;
256 };
257
258
259 /**
260 * \name Bit flags used for updating material values.
261 */
262 /*@{*/
263 #define MAT_ATTRIB_FRONT_AMBIENT 0
264 #define MAT_ATTRIB_BACK_AMBIENT 1
265 #define MAT_ATTRIB_FRONT_DIFFUSE 2
266 #define MAT_ATTRIB_BACK_DIFFUSE 3
267 #define MAT_ATTRIB_FRONT_SPECULAR 4
268 #define MAT_ATTRIB_BACK_SPECULAR 5
269 #define MAT_ATTRIB_FRONT_EMISSION 6
270 #define MAT_ATTRIB_BACK_EMISSION 7
271 #define MAT_ATTRIB_FRONT_SHININESS 8
272 #define MAT_ATTRIB_BACK_SHININESS 9
273 #define MAT_ATTRIB_FRONT_INDEXES 10
274 #define MAT_ATTRIB_BACK_INDEXES 11
275 #define MAT_ATTRIB_MAX 12
276
277 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
278 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
279 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
280 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
281 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
282 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
283
284 #define MAT_INDEX_AMBIENT 0
285 #define MAT_INDEX_DIFFUSE 1
286 #define MAT_INDEX_SPECULAR 2
287
288 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
289 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
290 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
291 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
292 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
293 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
294 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
295 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
296 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
297 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
298 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
299 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
300
301
302 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
303 MAT_BIT_FRONT_AMBIENT | \
304 MAT_BIT_FRONT_DIFFUSE | \
305 MAT_BIT_FRONT_SPECULAR | \
306 MAT_BIT_FRONT_SHININESS | \
307 MAT_BIT_FRONT_INDEXES)
308
309 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
310 MAT_BIT_BACK_AMBIENT | \
311 MAT_BIT_BACK_DIFFUSE | \
312 MAT_BIT_BACK_SPECULAR | \
313 MAT_BIT_BACK_SHININESS | \
314 MAT_BIT_BACK_INDEXES)
315
316 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
317 /*@}*/
318
319
320 /**
321 * Material state.
322 */
323 struct gl_material
324 {
325 GLfloat Attrib[MAT_ATTRIB_MAX][4];
326 };
327
328
329 /**
330 * Light state flags.
331 */
332 /*@{*/
333 #define LIGHT_SPOT 0x1
334 #define LIGHT_LOCAL_VIEWER 0x2
335 #define LIGHT_POSITIONAL 0x4
336 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
337 /*@}*/
338
339
340 /**
341 * Light source state.
342 */
343 struct gl_light
344 {
345 GLfloat Ambient[4]; /**< ambient color */
346 GLfloat Diffuse[4]; /**< diffuse color */
347 GLfloat Specular[4]; /**< specular color */
348 GLfloat EyePosition[4]; /**< position in eye coordinates */
349 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
350 GLfloat SpotExponent;
351 GLfloat SpotCutoff; /**< in degrees */
352 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
353 GLfloat ConstantAttenuation;
354 GLfloat LinearAttenuation;
355 GLfloat QuadraticAttenuation;
356 GLboolean Enabled; /**< On/off flag */
357
358 /**
359 * \name Derived fields
360 */
361 /*@{*/
362 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
363
364 GLfloat _Position[4]; /**< position in eye/obj coordinates */
365 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
366 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
367 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
368 GLfloat _VP_inf_spot_attenuation;
369
370 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
371 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
372 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
373 /*@}*/
374 };
375
376
377 /**
378 * Light model state.
379 */
380 struct gl_lightmodel
381 {
382 GLfloat Ambient[4]; /**< ambient color */
383 GLboolean LocalViewer; /**< Local (or infinite) view point? */
384 GLboolean TwoSide; /**< Two (or one) sided lighting? */
385 GLenum ColorControl; /**< either GL_SINGLE_COLOR
386 * or GL_SEPARATE_SPECULAR_COLOR */
387 };
388
389
390 /**
391 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
392 */
393 struct gl_accum_attrib
394 {
395 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
396 };
397
398
399 /**
400 * Used for storing clear color, texture border color, etc.
401 * The float values are typically unclamped.
402 */
403 union gl_color_union
404 {
405 GLfloat f[4];
406 GLint i[4];
407 GLuint ui[4];
408 };
409
410
411 /**
412 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
413 */
414 struct gl_colorbuffer_attrib
415 {
416 GLuint ClearIndex; /**< Index for glClear */
417 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
418 GLuint IndexMask; /**< Color index write mask */
419 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
420
421 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
422
423 /**
424 * \name alpha testing
425 */
426 /*@{*/
427 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
428 GLenum AlphaFunc; /**< Alpha test function */
429 GLfloat AlphaRefUnclamped;
430 GLclampf AlphaRef; /**< Alpha reference value */
431 /*@}*/
432
433 /**
434 * \name Blending
435 */
436 /*@{*/
437 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
438
439 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
440 * control, only on the fixed-pointness of the render target.
441 * The query does however depend on fragment color clamping.
442 */
443 GLfloat BlendColorUnclamped[4]; /**< Blending color */
444 GLfloat BlendColor[4]; /**< Blending color */
445
446 struct
447 {
448 GLenum SrcRGB; /**< RGB blend source term */
449 GLenum DstRGB; /**< RGB blend dest term */
450 GLenum SrcA; /**< Alpha blend source term */
451 GLenum DstA; /**< Alpha blend dest term */
452 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
453 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
454 /**
455 * Set if any blend factor uses SRC1. Computed at the time blend factors
456 * get set.
457 */
458 GLboolean _UsesDualSrc;
459 } Blend[MAX_DRAW_BUFFERS];
460 /** Are the blend func terms currently different for each buffer/target? */
461 GLboolean _BlendFuncPerBuffer;
462 /** Are the blend equations currently different for each buffer/target? */
463 GLboolean _BlendEquationPerBuffer;
464
465 /**
466 * Which advanced blending mode is in use (or BLEND_NONE).
467 *
468 * KHR_blend_equation_advanced only allows advanced blending with a single
469 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
470 * requires all draw buffers to match, so we only need a single value.
471 */
472 enum gl_advanced_blend_mode _AdvancedBlendMode;
473
474 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
475 bool BlendCoherent;
476 /*@}*/
477
478 /**
479 * \name Logic op
480 */
481 /*@{*/
482 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
483 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
484 GLenum LogicOp; /**< Logic operator */
485
486 /*@}*/
487
488 GLboolean DitherFlag; /**< Dither enable flag */
489
490 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
491 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
492 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
493
494 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
495 };
496
497
498 /**
499 * Current attribute group (GL_CURRENT_BIT).
500 */
501 struct gl_current_attrib
502 {
503 /**
504 * \name Current vertex attributes (color, texcoords, etc).
505 * \note Values are valid only after FLUSH_VERTICES has been called.
506 * \note Index and Edgeflag current values are stored as floats in the
507 * SIX and SEVEN attribute slots.
508 * \note We need double storage for 64-bit vertex attributes
509 */
510 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
511
512 /**
513 * \name Current raster position attributes (always up to date after a
514 * glRasterPos call).
515 */
516 GLfloat RasterPos[4];
517 GLfloat RasterDistance;
518 GLfloat RasterColor[4];
519 GLfloat RasterSecondaryColor[4];
520 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
521 GLboolean RasterPosValid;
522 };
523
524
525 /**
526 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
527 */
528 struct gl_depthbuffer_attrib
529 {
530 GLenum Func; /**< Function for depth buffer compare */
531 GLclampd Clear; /**< Value to clear depth buffer to */
532 GLboolean Test; /**< Depth buffering enabled flag */
533 GLboolean Mask; /**< Depth buffer writable? */
534 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
535 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
536 };
537
538
539 /**
540 * Evaluator attribute group (GL_EVAL_BIT).
541 */
542 struct gl_eval_attrib
543 {
544 /**
545 * \name Enable bits
546 */
547 /*@{*/
548 GLboolean Map1Color4;
549 GLboolean Map1Index;
550 GLboolean Map1Normal;
551 GLboolean Map1TextureCoord1;
552 GLboolean Map1TextureCoord2;
553 GLboolean Map1TextureCoord3;
554 GLboolean Map1TextureCoord4;
555 GLboolean Map1Vertex3;
556 GLboolean Map1Vertex4;
557 GLboolean Map2Color4;
558 GLboolean Map2Index;
559 GLboolean Map2Normal;
560 GLboolean Map2TextureCoord1;
561 GLboolean Map2TextureCoord2;
562 GLboolean Map2TextureCoord3;
563 GLboolean Map2TextureCoord4;
564 GLboolean Map2Vertex3;
565 GLboolean Map2Vertex4;
566 GLboolean AutoNormal;
567 /*@}*/
568
569 /**
570 * \name Map Grid endpoints and divisions and calculated du values
571 */
572 /*@{*/
573 GLint MapGrid1un;
574 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
575 GLint MapGrid2un, MapGrid2vn;
576 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
577 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
578 /*@}*/
579 };
580
581
582 /**
583 * Compressed fog mode.
584 */
585 enum gl_fog_mode
586 {
587 FOG_NONE,
588 FOG_LINEAR,
589 FOG_EXP,
590 FOG_EXP2,
591 };
592
593
594 /**
595 * Fog attribute group (GL_FOG_BIT).
596 */
597 struct gl_fog_attrib
598 {
599 GLboolean Enabled; /**< Fog enabled flag */
600 GLboolean ColorSumEnabled;
601 uint8_t _PackedMode; /**< Fog mode as 2 bits */
602 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
603 GLfloat ColorUnclamped[4]; /**< Fog color */
604 GLfloat Color[4]; /**< Fog color */
605 GLfloat Density; /**< Density >= 0.0 */
606 GLfloat Start; /**< Start distance in eye coords */
607 GLfloat End; /**< End distance in eye coords */
608 GLfloat Index; /**< Fog index */
609 GLenum Mode; /**< Fog mode */
610 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
611 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
612 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
613 };
614
615
616 /**
617 * Hint attribute group (GL_HINT_BIT).
618 *
619 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
620 */
621 struct gl_hint_attrib
622 {
623 GLenum PerspectiveCorrection;
624 GLenum PointSmooth;
625 GLenum LineSmooth;
626 GLenum PolygonSmooth;
627 GLenum Fog;
628 GLenum TextureCompression; /**< GL_ARB_texture_compression */
629 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
630 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
631 };
632
633
634 /**
635 * Lighting attribute group (GL_LIGHT_BIT).
636 */
637 struct gl_light_attrib
638 {
639 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
640 struct gl_lightmodel Model; /**< Lighting model */
641
642 /**
643 * Front and back material values.
644 * Note: must call FLUSH_VERTICES() before using.
645 */
646 struct gl_material Material;
647
648 GLboolean Enabled; /**< Lighting enabled flag */
649 GLboolean ColorMaterialEnabled;
650
651 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
652 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
653 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
654 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
655 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
656
657
658 GLboolean _ClampVertexColor;
659 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
660
661 /**
662 * Derived state for optimizations:
663 */
664 /*@{*/
665 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
666
667 GLboolean _NeedEyeCoords;
668 GLboolean _NeedVertices; /**< Use fast shader? */
669
670 GLfloat _BaseColor[2][3];
671 /*@}*/
672 };
673
674
675 /**
676 * Line attribute group (GL_LINE_BIT).
677 */
678 struct gl_line_attrib
679 {
680 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
681 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
682 GLushort StipplePattern; /**< Stipple pattern */
683 GLint StippleFactor; /**< Stipple repeat factor */
684 GLfloat Width; /**< Line width */
685 };
686
687
688 /**
689 * Display list attribute group (GL_LIST_BIT).
690 */
691 struct gl_list_attrib
692 {
693 GLuint ListBase;
694 };
695
696
697 /**
698 * Multisample attribute group (GL_MULTISAMPLE_BIT).
699 */
700 struct gl_multisample_attrib
701 {
702 GLboolean Enabled;
703 GLboolean SampleAlphaToCoverage;
704 GLboolean SampleAlphaToOne;
705 GLboolean SampleCoverage;
706 GLboolean SampleCoverageInvert;
707 GLboolean SampleShading;
708
709 /* ARB_texture_multisample / GL3.2 additions */
710 GLboolean SampleMask;
711
712 GLfloat SampleCoverageValue; /**< In range [0, 1] */
713 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
714
715 /** The GL spec defines this as an array but >32x MSAA is madness */
716 GLbitfield SampleMaskValue;
717 };
718
719
720 /**
721 * A pixelmap (see glPixelMap)
722 */
723 struct gl_pixelmap
724 {
725 GLint Size;
726 GLfloat Map[MAX_PIXEL_MAP_TABLE];
727 };
728
729
730 /**
731 * Collection of all pixelmaps
732 */
733 struct gl_pixelmaps
734 {
735 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
736 struct gl_pixelmap GtoG;
737 struct gl_pixelmap BtoB;
738 struct gl_pixelmap AtoA;
739 struct gl_pixelmap ItoR;
740 struct gl_pixelmap ItoG;
741 struct gl_pixelmap ItoB;
742 struct gl_pixelmap ItoA;
743 struct gl_pixelmap ItoI;
744 struct gl_pixelmap StoS;
745 };
746
747
748 /**
749 * Pixel attribute group (GL_PIXEL_MODE_BIT).
750 */
751 struct gl_pixel_attrib
752 {
753 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
754
755 /*--- Begin Pixel Transfer State ---*/
756 /* Fields are in the order in which they're applied... */
757
758 /** Scale & Bias (index shift, offset) */
759 /*@{*/
760 GLfloat RedBias, RedScale;
761 GLfloat GreenBias, GreenScale;
762 GLfloat BlueBias, BlueScale;
763 GLfloat AlphaBias, AlphaScale;
764 GLfloat DepthBias, DepthScale;
765 GLint IndexShift, IndexOffset;
766 /*@}*/
767
768 /* Pixel Maps */
769 /* Note: actual pixel maps are not part of this attrib group */
770 GLboolean MapColorFlag;
771 GLboolean MapStencilFlag;
772
773 /*--- End Pixel Transfer State ---*/
774
775 /** glPixelZoom */
776 GLfloat ZoomX, ZoomY;
777 };
778
779
780 /**
781 * Point attribute group (GL_POINT_BIT).
782 */
783 struct gl_point_attrib
784 {
785 GLfloat Size; /**< User-specified point size */
786 GLfloat Params[3]; /**< GL_EXT_point_parameters */
787 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
788 GLfloat Threshold; /**< GL_EXT_point_parameters */
789 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
790 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
791 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
792 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
793 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
794 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
795 };
796
797
798 /**
799 * Polygon attribute group (GL_POLYGON_BIT).
800 */
801 struct gl_polygon_attrib
802 {
803 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
804 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
805 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
806 GLboolean CullFlag; /**< Culling on/off flag */
807 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
808 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
809 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
810 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
811 GLfloat OffsetUnits; /**< Polygon offset units, from user */
812 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
813 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
814 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
815 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
816 };
817
818
819 /**
820 * Scissor attributes (GL_SCISSOR_BIT).
821 */
822 struct gl_scissor_rect
823 {
824 GLint X, Y; /**< Lower left corner of box */
825 GLsizei Width, Height; /**< Size of box */
826 };
827 struct gl_scissor_attrib
828 {
829 GLbitfield EnableFlags; /**< Scissor test enabled? */
830 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
831 GLint NumWindowRects; /**< Count of enabled window rectangles */
832 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
833 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
834 };
835
836
837 /**
838 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
839 *
840 * Three sets of stencil data are tracked so that OpenGL 2.0,
841 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
842 * simultaneously. In each of the stencil state arrays, element 0 corresponds
843 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
844 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
845 * GL_EXT_stencil_two_side GL_BACK state.
846 *
847 * The derived value \c _BackFace is either 1 or 2 depending on whether or
848 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
849 *
850 * The derived value \c _TestTwoSide is set when the front-face and back-face
851 * stencil state are different.
852 */
853 struct gl_stencil_attrib
854 {
855 GLboolean Enabled; /**< Enabled flag */
856 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
857 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
858 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
859 GLenum Function[3]; /**< Stencil function */
860 GLenum FailFunc[3]; /**< Fail function */
861 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
862 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
863 GLint Ref[3]; /**< Reference value */
864 GLuint ValueMask[3]; /**< Value mask */
865 GLuint WriteMask[3]; /**< Write mask */
866 GLuint Clear; /**< Clear value */
867 };
868
869
870 /**
871 * An index for each type of texture object. These correspond to the GL
872 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
873 * Note: the order is from highest priority to lowest priority.
874 */
875 typedef enum
876 {
877 TEXTURE_2D_MULTISAMPLE_INDEX,
878 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
879 TEXTURE_CUBE_ARRAY_INDEX,
880 TEXTURE_BUFFER_INDEX,
881 TEXTURE_2D_ARRAY_INDEX,
882 TEXTURE_1D_ARRAY_INDEX,
883 TEXTURE_EXTERNAL_INDEX,
884 TEXTURE_CUBE_INDEX,
885 TEXTURE_3D_INDEX,
886 TEXTURE_RECT_INDEX,
887 TEXTURE_2D_INDEX,
888 TEXTURE_1D_INDEX,
889 NUM_TEXTURE_TARGETS
890 } gl_texture_index;
891
892
893 /**
894 * Bit flags for each type of texture object
895 */
896 /*@{*/
897 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
898 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
899 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
900 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
901 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
902 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
903 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
904 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
905 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
906 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
907 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
908 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
909 /*@}*/
910
911
912 /**
913 * Texture image state. Drivers will typically create a subclass of this
914 * with extra fields for memory buffers, etc.
915 */
916 struct gl_texture_image
917 {
918 GLint InternalFormat; /**< Internal format as given by the user */
919 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
920 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
921 * GL_INTENSITY, GL_DEPTH_COMPONENT or
922 * GL_DEPTH_STENCIL_EXT only. Used for
923 * choosing TexEnv arithmetic.
924 */
925 mesa_format TexFormat; /**< The actual texture memory format */
926
927 GLuint Border; /**< 0 or 1 */
928 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
929 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
930 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
931 GLuint Width2; /**< = Width - 2*Border */
932 GLuint Height2; /**< = Height - 2*Border */
933 GLuint Depth2; /**< = Depth - 2*Border */
934 GLuint WidthLog2; /**< = log2(Width2) */
935 GLuint HeightLog2; /**< = log2(Height2) */
936 GLuint DepthLog2; /**< = log2(Depth2) */
937 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
938 levels, computed from the dimensions */
939
940 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
941 GLuint Level; /**< Which mipmap level am I? */
942 /** Cube map face: index into gl_texture_object::Image[] array */
943 GLuint Face;
944
945 /** GL_ARB_texture_multisample */
946 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
947 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
948 };
949
950
951 /**
952 * Indexes for cube map faces.
953 */
954 typedef enum
955 {
956 FACE_POS_X = 0,
957 FACE_NEG_X = 1,
958 FACE_POS_Y = 2,
959 FACE_NEG_Y = 3,
960 FACE_POS_Z = 4,
961 FACE_NEG_Z = 5,
962 MAX_FACES = 6
963 } gl_face_index;
964
965
966 /**
967 * Sampler object state. These objects are new with GL_ARB_sampler_objects
968 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
969 */
970 struct gl_sampler_object
971 {
972 mtx_t Mutex;
973 GLuint Name;
974 GLint RefCount;
975 GLchar *Label; /**< GL_KHR_debug */
976
977 GLenum WrapS; /**< S-axis texture image wrap mode */
978 GLenum WrapT; /**< T-axis texture image wrap mode */
979 GLenum WrapR; /**< R-axis texture image wrap mode */
980 GLenum MinFilter; /**< minification filter */
981 GLenum MagFilter; /**< magnification filter */
982 union gl_color_union BorderColor; /**< Interpreted according to texture format */
983 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
984 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
985 GLfloat LodBias; /**< OpenGL 1.4 */
986 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
987 GLenum CompareMode; /**< GL_ARB_shadow */
988 GLenum CompareFunc; /**< GL_ARB_shadow */
989 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
990 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
991
992 /** GL_ARB_bindless_texture */
993 bool HandleAllocated;
994 struct util_dynarray Handles;
995 };
996
997
998 /**
999 * Texture object state. Contains the array of mipmap images, border color,
1000 * wrap modes, filter modes, and shadow/texcompare state.
1001 */
1002 struct gl_texture_object
1003 {
1004 mtx_t Mutex; /**< for thread safety */
1005 GLint RefCount; /**< reference count */
1006 GLuint Name; /**< the user-visible texture object ID */
1007 GLchar *Label; /**< GL_KHR_debug */
1008 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1009 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1010 Only valid when Target is valid. */
1011
1012 struct gl_sampler_object Sampler;
1013
1014 GLenum DepthMode; /**< GL_ARB_depth_texture */
1015
1016 GLfloat Priority; /**< in [0,1] */
1017 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1018 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1019 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1020 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1021 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1022 GLint CropRect[4]; /**< GL_OES_draw_texture */
1023 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1024 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1025 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1026 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1027 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1028 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1029 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1030 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1031 pressure? */
1032 GLboolean Immutable; /**< GL_ARB_texture_storage */
1033 GLboolean _IsFloat; /**< GL_OES_float_texture */
1034 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1035 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1036 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1037
1038 GLuint MinLevel; /**< GL_ARB_texture_view */
1039 GLuint MinLayer; /**< GL_ARB_texture_view */
1040 GLuint NumLevels; /**< GL_ARB_texture_view */
1041 GLuint NumLayers; /**< GL_ARB_texture_view */
1042
1043 /** GL_EXT_memory_object */
1044 GLenum TextureTiling;
1045
1046 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1047 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1048
1049 /** GL_ARB_texture_buffer_object */
1050 struct gl_buffer_object *BufferObject;
1051 GLenum BufferObjectFormat;
1052 /** Equivalent Mesa format for BufferObjectFormat. */
1053 mesa_format _BufferObjectFormat;
1054 /** GL_ARB_texture_buffer_range */
1055 GLintptr BufferOffset;
1056 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1057
1058 /** GL_OES_EGL_image_external */
1059 GLint RequiredTextureImageUnits;
1060
1061 /** GL_ARB_shader_image_load_store */
1062 GLenum ImageFormatCompatibilityType;
1063
1064 /** GL_ARB_bindless_texture */
1065 struct util_dynarray SamplerHandles;
1066 struct util_dynarray ImageHandles;
1067 };
1068
1069
1070 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1071 #define MAX_COMBINER_TERMS 4
1072
1073
1074 /**
1075 * Texture combine environment state.
1076 */
1077 struct gl_tex_env_combine_state
1078 {
1079 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1080 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1081 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1082 GLenum SourceRGB[MAX_COMBINER_TERMS];
1083 GLenum SourceA[MAX_COMBINER_TERMS];
1084 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1085 GLenum OperandRGB[MAX_COMBINER_TERMS];
1086 GLenum OperandA[MAX_COMBINER_TERMS];
1087 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1088 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1089 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1090 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1091 };
1092
1093
1094 /** Compressed TexEnv effective Combine mode */
1095 enum gl_tex_env_mode
1096 {
1097 TEXENV_MODE_REPLACE, /* r = a0 */
1098 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1099 TEXENV_MODE_ADD, /* r = a0 + a1 */
1100 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1101 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1102 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1103 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1104 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1105 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1106 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1107 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1108 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1109 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1110 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1111 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1112 };
1113
1114
1115 /** Compressed TexEnv Combine source */
1116 enum gl_tex_env_source
1117 {
1118 TEXENV_SRC_TEXTURE0,
1119 TEXENV_SRC_TEXTURE1,
1120 TEXENV_SRC_TEXTURE2,
1121 TEXENV_SRC_TEXTURE3,
1122 TEXENV_SRC_TEXTURE4,
1123 TEXENV_SRC_TEXTURE5,
1124 TEXENV_SRC_TEXTURE6,
1125 TEXENV_SRC_TEXTURE7,
1126 TEXENV_SRC_TEXTURE,
1127 TEXENV_SRC_PREVIOUS,
1128 TEXENV_SRC_PRIMARY_COLOR,
1129 TEXENV_SRC_CONSTANT,
1130 TEXENV_SRC_ZERO,
1131 TEXENV_SRC_ONE,
1132 };
1133
1134
1135 /** Compressed TexEnv Combine operand */
1136 enum gl_tex_env_operand
1137 {
1138 TEXENV_OPR_COLOR,
1139 TEXENV_OPR_ONE_MINUS_COLOR,
1140 TEXENV_OPR_ALPHA,
1141 TEXENV_OPR_ONE_MINUS_ALPHA,
1142 };
1143
1144
1145 /** Compressed TexEnv Combine argument */
1146 struct gl_tex_env_argument
1147 {
1148 #ifdef __GNUC__
1149 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1150 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1151 #else
1152 uint8_t Source; /**< SRC_x */
1153 uint8_t Operand; /**< OPR_x */
1154 #endif
1155 };
1156
1157
1158 /***
1159 * Compressed TexEnv Combine state.
1160 */
1161 struct gl_tex_env_combine_packed
1162 {
1163 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1164 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1165 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1166 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1167 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1168 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1169 /** Source arguments in a packed manner */
1170 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1171 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1172 };
1173
1174
1175 /**
1176 * TexGenEnabled flags.
1177 */
1178 /*@{*/
1179 #define S_BIT 1
1180 #define T_BIT 2
1181 #define R_BIT 4
1182 #define Q_BIT 8
1183 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1184 /*@}*/
1185
1186
1187 /**
1188 * Bit flag versions of the corresponding GL_ constants.
1189 */
1190 /*@{*/
1191 #define TEXGEN_SPHERE_MAP 0x1
1192 #define TEXGEN_OBJ_LINEAR 0x2
1193 #define TEXGEN_EYE_LINEAR 0x4
1194 #define TEXGEN_REFLECTION_MAP_NV 0x8
1195 #define TEXGEN_NORMAL_MAP_NV 0x10
1196
1197 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1198 TEXGEN_REFLECTION_MAP_NV | \
1199 TEXGEN_NORMAL_MAP_NV)
1200 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1201 TEXGEN_REFLECTION_MAP_NV | \
1202 TEXGEN_NORMAL_MAP_NV | \
1203 TEXGEN_EYE_LINEAR)
1204 /*@}*/
1205
1206
1207
1208 /** Tex-gen enabled for texture unit? */
1209 #define ENABLE_TEXGEN(unit) (1 << (unit))
1210
1211 /** Non-identity texture matrix for texture unit? */
1212 #define ENABLE_TEXMAT(unit) (1 << (unit))
1213
1214
1215 /**
1216 * Texture coord generation state.
1217 */
1218 struct gl_texgen
1219 {
1220 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1221 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1222 GLfloat ObjectPlane[4];
1223 GLfloat EyePlane[4];
1224 };
1225
1226
1227 /**
1228 * Texture unit state. Contains enable flags, texture environment/function/
1229 * combiners, texgen state, and pointers to current texture objects.
1230 */
1231 struct gl_texture_unit
1232 {
1233 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1234
1235 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1236 GLclampf EnvColor[4];
1237 GLfloat EnvColorUnclamped[4];
1238
1239 struct gl_texgen GenS;
1240 struct gl_texgen GenT;
1241 struct gl_texgen GenR;
1242 struct gl_texgen GenQ;
1243 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1244 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1245
1246 GLfloat LodBias; /**< for biasing mipmap levels */
1247
1248 /** Texture targets that have a non-default texture bound */
1249 GLbitfield _BoundTextures;
1250
1251 /** Current sampler object (GL_ARB_sampler_objects) */
1252 struct gl_sampler_object *Sampler;
1253
1254 /**
1255 * \name GL_EXT_texture_env_combine
1256 */
1257 struct gl_tex_env_combine_state Combine;
1258
1259 /**
1260 * Derived state based on \c EnvMode and the \c BaseFormat of the
1261 * currently enabled texture.
1262 */
1263 struct gl_tex_env_combine_state _EnvMode;
1264
1265 /**
1266 * Currently enabled combiner state. This will point to either
1267 * \c Combine or \c _EnvMode.
1268 */
1269 struct gl_tex_env_combine_state *_CurrentCombine;
1270
1271 /** Current texture object pointers */
1272 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1273
1274 /** Points to highest priority, complete and enabled texture object */
1275 struct gl_texture_object *_Current;
1276
1277 /** Current compressed TexEnv & Combine state */
1278 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1279 };
1280
1281
1282 /**
1283 * Texture attribute group (GL_TEXTURE_BIT).
1284 */
1285 struct gl_texture_attrib
1286 {
1287 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1288
1289 /** GL_ARB_seamless_cubemap */
1290 GLboolean CubeMapSeamless;
1291
1292 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1293
1294 /** GL_ARB_texture_buffer_object */
1295 struct gl_buffer_object *BufferObject;
1296
1297 /** Texture coord units/sets used for fragment texturing */
1298 GLbitfield _EnabledCoordUnits;
1299
1300 /** Texture coord units that have texgen enabled */
1301 GLbitfield _TexGenEnabled;
1302
1303 /** Texture coord units that have non-identity matrices */
1304 GLbitfield _TexMatEnabled;
1305
1306 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1307 GLbitfield _GenFlags;
1308
1309 /** Largest index of a texture unit with _Current != NULL. */
1310 GLint _MaxEnabledTexImageUnit;
1311
1312 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1313 GLint NumCurrentTexUsed;
1314
1315 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1316 };
1317
1318
1319 /**
1320 * Data structure representing a single clip plane (e.g. one of the elements
1321 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1322 */
1323 typedef GLfloat gl_clip_plane[4];
1324
1325
1326 /**
1327 * Transformation attribute group (GL_TRANSFORM_BIT).
1328 */
1329 struct gl_transform_attrib
1330 {
1331 GLenum MatrixMode; /**< Matrix mode */
1332 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1333 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1334 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1335 GLboolean Normalize; /**< Normalize all normals? */
1336 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1337 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1338 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1339 /** GL_ARB_clip_control */
1340 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1341 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1342 };
1343
1344
1345 /**
1346 * Viewport attribute group (GL_VIEWPORT_BIT).
1347 */
1348 struct gl_viewport_attrib
1349 {
1350 GLfloat X, Y; /**< position */
1351 GLfloat Width, Height; /**< size */
1352 GLdouble Near, Far; /**< Depth buffer range */
1353 };
1354
1355
1356 typedef enum {
1357 MAP_USER,
1358 MAP_INTERNAL,
1359
1360 MAP_COUNT
1361 } gl_map_buffer_index;
1362
1363
1364 /**
1365 * Fields describing a mapped buffer range.
1366 */
1367 struct gl_buffer_mapping {
1368 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1369 GLvoid *Pointer; /**< User-space address of mapping */
1370 GLintptr Offset; /**< Mapped offset */
1371 GLsizeiptr Length; /**< Mapped length */
1372 };
1373
1374
1375 /**
1376 * Usages we've seen for a buffer object.
1377 */
1378 typedef enum {
1379 USAGE_UNIFORM_BUFFER = 0x1,
1380 USAGE_TEXTURE_BUFFER = 0x2,
1381 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1382 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1383 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1384 USAGE_PIXEL_PACK_BUFFER = 0x20,
1385 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1386 } gl_buffer_usage;
1387
1388
1389 /**
1390 * GL_ARB_vertex/pixel_buffer_object buffer object
1391 */
1392 struct gl_buffer_object
1393 {
1394 mtx_t Mutex;
1395 GLint RefCount;
1396 GLuint Name;
1397 GLchar *Label; /**< GL_KHR_debug */
1398 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1399 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1400 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1401 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1402 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1403 GLboolean Written; /**< Ever written to? (for debugging) */
1404 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1405 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1406 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1407
1408 /** Counters used for buffer usage warnings */
1409 GLuint NumSubDataCalls;
1410 GLuint NumMapBufferWriteCalls;
1411
1412 struct gl_buffer_mapping Mappings[MAP_COUNT];
1413
1414 /** Memoization of min/max index computations for static index buffers */
1415 struct hash_table *MinMaxCache;
1416 unsigned MinMaxCacheHitIndices;
1417 unsigned MinMaxCacheMissIndices;
1418 bool MinMaxCacheDirty;
1419
1420 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1421 };
1422
1423
1424 /**
1425 * Client pixel packing/unpacking attributes
1426 */
1427 struct gl_pixelstore_attrib
1428 {
1429 GLint Alignment;
1430 GLint RowLength;
1431 GLint SkipPixels;
1432 GLint SkipRows;
1433 GLint ImageHeight;
1434 GLint SkipImages;
1435 GLboolean SwapBytes;
1436 GLboolean LsbFirst;
1437 GLboolean Invert; /**< GL_MESA_pack_invert */
1438 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1439 GLint CompressedBlockHeight;
1440 GLint CompressedBlockDepth;
1441 GLint CompressedBlockSize;
1442 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1443 };
1444
1445
1446 /**
1447 * Vertex array information which is derived from gl_array_attributes
1448 * and gl_vertex_buffer_binding information. Used by the VBO module and
1449 * device drivers.
1450 */
1451 struct gl_vertex_array
1452 {
1453 GLint Size; /**< components per element (1,2,3,4) */
1454 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1455 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1456 GLsizei StrideB; /**< actual stride in bytes */
1457 GLuint _ElementSize; /**< size of each element in bytes */
1458 const GLubyte *Ptr; /**< Points to array data */
1459 GLboolean Normalized; /**< GL_ARB_vertex_program */
1460 GLboolean Integer; /**< Integer-valued? */
1461 GLboolean Doubles; /**< double precision values are not converted to floats */
1462 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1463
1464 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1465 };
1466
1467
1468 /**
1469 * Attributes to describe a vertex array.
1470 *
1471 * Contains the size, type, format and normalization flag,
1472 * along with the index of a vertex buffer binding point.
1473 *
1474 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1475 * and is only present for backwards compatibility reasons.
1476 * Rendering always uses VERTEX_BINDING_STRIDE.
1477 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1478 * and VERTEX_BINDING_STRIDE to the same value, while
1479 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1480 */
1481 struct gl_array_attributes
1482 {
1483 GLint Size; /**< Components per element (1,2,3,4) */
1484 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1485 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1486 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1487 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1488 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1489 GLboolean Enabled; /**< Whether the array is enabled */
1490 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1491 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1492 GLboolean Doubles; /**< double precision values are not converted to floats */
1493 GLuint _ElementSize; /**< Size of each element in bytes */
1494 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1495 };
1496
1497
1498 /**
1499 * This describes the buffer object used for a vertex array (or
1500 * multiple vertex arrays). If BufferObj points to the default/null
1501 * buffer object, then the vertex array lives in user memory and not a VBO.
1502 */
1503 struct gl_vertex_buffer_binding
1504 {
1505 GLintptr Offset; /**< User-specified offset */
1506 GLsizei Stride; /**< User-specified stride */
1507 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1508 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1509 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1510 };
1511
1512
1513 /**
1514 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1515 * the GL_ARB_vertex_array_object extension.
1516 */
1517 struct gl_vertex_array_object
1518 {
1519 /** Name of the VAO as received from glGenVertexArray. */
1520 GLuint Name;
1521
1522 GLint RefCount;
1523
1524 GLchar *Label; /**< GL_KHR_debug */
1525
1526 /**
1527 * Has this array object been bound?
1528 */
1529 GLboolean EverBound;
1530
1531 /**
1532 * Derived vertex attribute arrays
1533 *
1534 * This is a legacy data structure created from gl_vertex_attrib_array and
1535 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1536 */
1537 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1538
1539 /** Vertex attribute arrays */
1540 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1541
1542 /** Vertex buffer bindings */
1543 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1544
1545 /** Mask indicating which vertex arrays have vertex buffer associated. */
1546 GLbitfield64 VertexAttribBufferMask;
1547
1548 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1549 GLbitfield64 _Enabled;
1550
1551 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1552 GLbitfield64 NewArrays;
1553
1554 /** The index buffer (also known as the element array buffer in OpenGL). */
1555 struct gl_buffer_object *IndexBufferObj;
1556 };
1557
1558
1559 /** Used to signal when transitioning from one kind of drawing method
1560 * to another.
1561 */
1562 typedef enum {
1563 DRAW_NONE, /**< Initial value only */
1564 DRAW_BEGIN_END,
1565 DRAW_DISPLAY_LIST,
1566 DRAW_ARRAYS
1567 } gl_draw_method;
1568
1569 /**
1570 * Enum for the OpenGL APIs we know about and may support.
1571 *
1572 * NOTE: This must match the api_enum table in
1573 * src/mesa/main/get_hash_generator.py
1574 */
1575 typedef enum
1576 {
1577 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1578 API_OPENGLES,
1579 API_OPENGLES2,
1580 API_OPENGL_CORE,
1581 API_OPENGL_LAST = API_OPENGL_CORE
1582 } gl_api;
1583
1584 /**
1585 * Vertex array state
1586 */
1587 struct gl_array_attrib
1588 {
1589 /** Currently bound array object. */
1590 struct gl_vertex_array_object *VAO;
1591
1592 /** The default vertex array object */
1593 struct gl_vertex_array_object *DefaultVAO;
1594
1595 /** The last VAO accessed by a DSA function */
1596 struct gl_vertex_array_object *LastLookedUpVAO;
1597
1598 /** Array objects (GL_ARB_vertex_array_object) */
1599 struct _mesa_HashTable *Objects;
1600
1601 GLint ActiveTexture; /**< Client Active Texture */
1602 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1603 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1604
1605 /**
1606 * \name Primitive restart controls
1607 *
1608 * Primitive restart is enabled if either \c PrimitiveRestart or
1609 * \c PrimitiveRestartFixedIndex is set.
1610 */
1611 /*@{*/
1612 GLboolean PrimitiveRestart;
1613 GLboolean PrimitiveRestartFixedIndex;
1614 GLboolean _PrimitiveRestart;
1615 GLuint RestartIndex;
1616 /*@}*/
1617
1618 /** One of the DRAW_xxx flags, not consumed by drivers */
1619 gl_draw_method DrawMethod;
1620
1621 /* GL_ARB_vertex_buffer_object */
1622 struct gl_buffer_object *ArrayBufferObj;
1623
1624 /**
1625 * Vertex arrays as consumed by a driver.
1626 * The array pointer is set up only by the VBO module.
1627 */
1628 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1629
1630 /** Legal array datatypes and the API for which they have been computed */
1631 GLbitfield LegalTypesMask;
1632 gl_api LegalTypesMaskAPI;
1633 };
1634
1635
1636 /**
1637 * Feedback buffer state
1638 */
1639 struct gl_feedback
1640 {
1641 GLenum Type;
1642 GLbitfield _Mask; /**< FB_* bits */
1643 GLfloat *Buffer;
1644 GLuint BufferSize;
1645 GLuint Count;
1646 };
1647
1648
1649 /**
1650 * Selection buffer state
1651 */
1652 struct gl_selection
1653 {
1654 GLuint *Buffer; /**< selection buffer */
1655 GLuint BufferSize; /**< size of the selection buffer */
1656 GLuint BufferCount; /**< number of values in the selection buffer */
1657 GLuint Hits; /**< number of records in the selection buffer */
1658 GLuint NameStackDepth; /**< name stack depth */
1659 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1660 GLboolean HitFlag; /**< hit flag */
1661 GLfloat HitMinZ; /**< minimum hit depth */
1662 GLfloat HitMaxZ; /**< maximum hit depth */
1663 };
1664
1665
1666 /**
1667 * 1-D Evaluator control points
1668 */
1669 struct gl_1d_map
1670 {
1671 GLuint Order; /**< Number of control points */
1672 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1673 GLfloat *Points; /**< Points to contiguous control points */
1674 };
1675
1676
1677 /**
1678 * 2-D Evaluator control points
1679 */
1680 struct gl_2d_map
1681 {
1682 GLuint Uorder; /**< Number of control points in U dimension */
1683 GLuint Vorder; /**< Number of control points in V dimension */
1684 GLfloat u1, u2, du;
1685 GLfloat v1, v2, dv;
1686 GLfloat *Points; /**< Points to contiguous control points */
1687 };
1688
1689
1690 /**
1691 * All evaluator control point state
1692 */
1693 struct gl_evaluators
1694 {
1695 /**
1696 * \name 1-D maps
1697 */
1698 /*@{*/
1699 struct gl_1d_map Map1Vertex3;
1700 struct gl_1d_map Map1Vertex4;
1701 struct gl_1d_map Map1Index;
1702 struct gl_1d_map Map1Color4;
1703 struct gl_1d_map Map1Normal;
1704 struct gl_1d_map Map1Texture1;
1705 struct gl_1d_map Map1Texture2;
1706 struct gl_1d_map Map1Texture3;
1707 struct gl_1d_map Map1Texture4;
1708 /*@}*/
1709
1710 /**
1711 * \name 2-D maps
1712 */
1713 /*@{*/
1714 struct gl_2d_map Map2Vertex3;
1715 struct gl_2d_map Map2Vertex4;
1716 struct gl_2d_map Map2Index;
1717 struct gl_2d_map Map2Color4;
1718 struct gl_2d_map Map2Normal;
1719 struct gl_2d_map Map2Texture1;
1720 struct gl_2d_map Map2Texture2;
1721 struct gl_2d_map Map2Texture3;
1722 struct gl_2d_map Map2Texture4;
1723 /*@}*/
1724 };
1725
1726
1727 struct gl_transform_feedback_varying_info
1728 {
1729 char *Name;
1730 GLenum Type;
1731 GLint BufferIndex;
1732 GLint Size;
1733 GLint Offset;
1734 };
1735
1736
1737 /**
1738 * Per-output info vertex shaders for transform feedback.
1739 */
1740 struct gl_transform_feedback_output
1741 {
1742 uint32_t OutputRegister;
1743 uint32_t OutputBuffer;
1744 uint32_t NumComponents;
1745 uint32_t StreamId;
1746
1747 /** offset (in DWORDs) of this output within the interleaved structure */
1748 uint32_t DstOffset;
1749
1750 /**
1751 * Offset into the output register of the data to output. For example,
1752 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1753 * offset is in the y and z components of the output register.
1754 */
1755 uint32_t ComponentOffset;
1756 };
1757
1758
1759 struct gl_transform_feedback_buffer
1760 {
1761 uint32_t Binding;
1762
1763 uint32_t NumVaryings;
1764
1765 /**
1766 * Total number of components stored in each buffer. This may be used by
1767 * hardware back-ends to determine the correct stride when interleaving
1768 * multiple transform feedback outputs in the same buffer.
1769 */
1770 uint32_t Stride;
1771
1772 /**
1773 * Which transform feedback stream this buffer binding is associated with.
1774 */
1775 uint32_t Stream;
1776 };
1777
1778
1779 /** Post-link transform feedback info. */
1780 struct gl_transform_feedback_info
1781 {
1782 unsigned NumOutputs;
1783
1784 /* Bitmask of active buffer indices. */
1785 unsigned ActiveBuffers;
1786
1787 struct gl_transform_feedback_output *Outputs;
1788
1789 /** Transform feedback varyings used for the linking of this shader program.
1790 *
1791 * Use for glGetTransformFeedbackVarying().
1792 */
1793 struct gl_transform_feedback_varying_info *Varyings;
1794 GLint NumVarying;
1795
1796 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1797 };
1798
1799
1800 /**
1801 * Transform feedback object state
1802 */
1803 struct gl_transform_feedback_object
1804 {
1805 GLuint Name; /**< AKA the object ID */
1806 GLint RefCount;
1807 GLchar *Label; /**< GL_KHR_debug */
1808 GLboolean Active; /**< Is transform feedback enabled? */
1809 GLboolean Paused; /**< Is transform feedback paused? */
1810 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1811 at least once? */
1812 GLboolean EverBound; /**< Has this object been bound? */
1813
1814 /**
1815 * GLES: if Active is true, remaining number of primitives which can be
1816 * rendered without overflow. This is necessary to track because GLES
1817 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1818 * glDrawArraysInstanced would overflow transform feedback buffers.
1819 * Undefined if Active is false.
1820 *
1821 * Not tracked for desktop GL since it's unnecessary.
1822 */
1823 unsigned GlesRemainingPrims;
1824
1825 /**
1826 * The program active when BeginTransformFeedback() was called.
1827 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1828 * where stage is the pipeline stage that is the source of data for
1829 * transform feedback.
1830 */
1831 struct gl_program *program;
1832
1833 /** The feedback buffers */
1834 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1835 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1836
1837 /** Start of feedback data in dest buffer */
1838 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1839
1840 /**
1841 * Max data to put into dest buffer (in bytes). Computed based on
1842 * RequestedSize and the actual size of the buffer.
1843 */
1844 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1845
1846 /**
1847 * Size that was specified when the buffer was bound. If the buffer was
1848 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1849 * zero.
1850 */
1851 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1852 };
1853
1854
1855 /**
1856 * Context state for transform feedback.
1857 */
1858 struct gl_transform_feedback_state
1859 {
1860 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1861
1862 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1863 struct gl_buffer_object *CurrentBuffer;
1864
1865 /** The table of all transform feedback objects */
1866 struct _mesa_HashTable *Objects;
1867
1868 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1869 struct gl_transform_feedback_object *CurrentObject;
1870
1871 /** The default xform-fb object (Name==0) */
1872 struct gl_transform_feedback_object *DefaultObject;
1873 };
1874
1875
1876 /**
1877 * A "performance monitor" as described in AMD_performance_monitor.
1878 */
1879 struct gl_perf_monitor_object
1880 {
1881 GLuint Name;
1882
1883 /** True if the monitor is currently active (Begin called but not End). */
1884 GLboolean Active;
1885
1886 /**
1887 * True if the monitor has ended.
1888 *
1889 * This is distinct from !Active because it may never have began.
1890 */
1891 GLboolean Ended;
1892
1893 /**
1894 * A list of groups with currently active counters.
1895 *
1896 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1897 */
1898 unsigned *ActiveGroups;
1899
1900 /**
1901 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1902 *
1903 * Checking whether counter 'c' in group 'g' is active can be done via:
1904 *
1905 * BITSET_TEST(ActiveCounters[g], c)
1906 */
1907 GLuint **ActiveCounters;
1908 };
1909
1910
1911 union gl_perf_monitor_counter_value
1912 {
1913 float f;
1914 uint64_t u64;
1915 uint32_t u32;
1916 };
1917
1918
1919 struct gl_perf_monitor_counter
1920 {
1921 /** Human readable name for the counter. */
1922 const char *Name;
1923
1924 /**
1925 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1926 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1927 */
1928 GLenum Type;
1929
1930 /** Minimum counter value. */
1931 union gl_perf_monitor_counter_value Minimum;
1932
1933 /** Maximum counter value. */
1934 union gl_perf_monitor_counter_value Maximum;
1935 };
1936
1937
1938 struct gl_perf_monitor_group
1939 {
1940 /** Human readable name for the group. */
1941 const char *Name;
1942
1943 /**
1944 * Maximum number of counters in this group which can be active at the
1945 * same time.
1946 */
1947 GLuint MaxActiveCounters;
1948
1949 /** Array of counters within this group. */
1950 const struct gl_perf_monitor_counter *Counters;
1951 GLuint NumCounters;
1952 };
1953
1954
1955 /**
1956 * A query object instance as described in INTEL_performance_query.
1957 *
1958 * NB: We want to keep this and the corresponding backend structure
1959 * relatively lean considering that applications may expect to
1960 * allocate enough objects to be able to query around all draw calls
1961 * in a frame.
1962 */
1963 struct gl_perf_query_object
1964 {
1965 GLuint Id; /**< hash table ID/name */
1966 unsigned Used:1; /**< has been used for 1 or more queries */
1967 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1968 unsigned Ready:1; /**< result is ready? */
1969 };
1970
1971
1972 /**
1973 * Context state for AMD_performance_monitor.
1974 */
1975 struct gl_perf_monitor_state
1976 {
1977 /** Array of performance monitor groups (indexed by group ID) */
1978 const struct gl_perf_monitor_group *Groups;
1979 GLuint NumGroups;
1980
1981 /** The table of all performance monitors. */
1982 struct _mesa_HashTable *Monitors;
1983 };
1984
1985
1986 /**
1987 * Context state for INTEL_performance_query.
1988 */
1989 struct gl_perf_query_state
1990 {
1991 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1992 };
1993
1994
1995 /**
1996 * A bindless sampler object.
1997 */
1998 struct gl_bindless_sampler
1999 {
2000 /** Texture unit (set by glUniform1()). */
2001 GLubyte unit;
2002
2003 /** Whether this bindless sampler is bound to a unit. */
2004 GLboolean bound;
2005
2006 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2007 gl_texture_index target;
2008
2009 /** Pointer to the base of the data. */
2010 GLvoid *data;
2011 };
2012
2013 /**
2014 * A bindless image object.
2015 */
2016 struct gl_bindless_image
2017 {
2018 /** Image unit (set by glUniform1()). */
2019 GLubyte unit;
2020
2021 /** Whether this bindless image is bound to a unit. */
2022 GLboolean bound;
2023
2024 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2025 GLenum access;
2026
2027 /** Pointer to the base of the data. */
2028 GLvoid *data;
2029 };
2030
2031 /**
2032 * Names of the various vertex/fragment program register files, etc.
2033 *
2034 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2035 * All values should fit in a 4-bit field.
2036 *
2037 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2038 * considered to be "uniform" variables since they can only be set outside
2039 * glBegin/End. They're also all stored in the same Parameters array.
2040 */
2041 typedef enum
2042 {
2043 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2044 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2045 PROGRAM_INPUT, /**< machine->Inputs[] */
2046 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2047 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2048 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2049 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2050 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2051 PROGRAM_ADDRESS, /**< machine->AddressReg */
2052 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2053 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2054 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2055 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2056 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2057 PROGRAM_MEMORY, /**< for shared, global and local memory */
2058 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2059 PROGRAM_FILE_MAX
2060 } gl_register_file;
2061
2062
2063 /**
2064 * Base class for any kind of program object
2065 */
2066 struct gl_program
2067 {
2068 /** FIXME: This must be first until we split shader_info from nir_shader */
2069 struct shader_info info;
2070
2071 GLuint Id;
2072 GLint RefCount;
2073 GLubyte *String; /**< Null-terminated program text */
2074
2075 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2076 GLenum Format; /**< String encoding format */
2077
2078 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2079
2080 struct nir_shader *nir;
2081
2082 bool is_arb_asm; /** Is this an ARB assembly-style program */
2083
2084 /** Is this program written to on disk shader cache */
2085 bool program_written_to_cache;
2086
2087 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2088 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2089 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2090 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2091 GLbitfield TexelFetchSamplers; /**< Texture units used for texelFetch*(). */
2092 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2093
2094 /* Fragement shader only fields */
2095 GLboolean OriginUpperLeft;
2096 GLboolean PixelCenterInteger;
2097
2098 /** Named parameters, constants, etc. from program text */
2099 struct gl_program_parameter_list *Parameters;
2100
2101 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2102 GLubyte SamplerUnits[MAX_SAMPLERS];
2103
2104 /* FIXME: We should be able to make this struct a union. However some
2105 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2106 * these fields, we should fix this.
2107 */
2108 struct {
2109 /** Fields used by GLSL programs */
2110 struct {
2111 /** Data shared by gl_program and gl_shader_program */
2112 struct gl_shader_program_data *data;
2113
2114 struct gl_active_atomic_buffer **AtomicBuffers;
2115
2116 /** Post-link transform feedback info. */
2117 struct gl_transform_feedback_info *LinkedTransformFeedback;
2118
2119 /**
2120 * Number of types for subroutine uniforms.
2121 */
2122 GLuint NumSubroutineUniformTypes;
2123
2124 /**
2125 * Subroutine uniform remap table
2126 * based on the program level uniform remap table.
2127 */
2128 GLuint NumSubroutineUniforms; /* non-sparse total */
2129 GLuint NumSubroutineUniformRemapTable;
2130 struct gl_uniform_storage **SubroutineUniformRemapTable;
2131
2132 /**
2133 * Num of subroutine functions for this stage and storage for them.
2134 */
2135 GLuint NumSubroutineFunctions;
2136 GLuint MaxSubroutineFunctionIndex;
2137 struct gl_subroutine_function *SubroutineFunctions;
2138
2139 /**
2140 * Map from image uniform index to image unit (set by glUniform1i())
2141 *
2142 * An image uniform index is associated with each image uniform by
2143 * the linker. The image index associated with each uniform is
2144 * stored in the \c gl_uniform_storage::image field.
2145 */
2146 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2147
2148 /**
2149 * Access qualifier specified in the shader for each image uniform
2150 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2151 * GL_READ_WRITE.
2152 *
2153 * It may be different, though only more strict than the value of
2154 * \c gl_image_unit::Access for the corresponding image unit.
2155 */
2156 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2157
2158 struct gl_uniform_block **UniformBlocks;
2159 struct gl_uniform_block **ShaderStorageBlocks;
2160
2161 /** Which texture target is being sampled
2162 * (TEXTURE_1D/2D/3D/etc_INDEX)
2163 */
2164 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2165
2166 /**
2167 * Number of samplers declared with the bindless_sampler layout
2168 * qualifier as specified by ARB_bindless_texture.
2169 */
2170 GLuint NumBindlessSamplers;
2171 GLboolean HasBoundBindlessSampler;
2172 struct gl_bindless_sampler *BindlessSamplers;
2173
2174 /**
2175 * Number of images declared with the bindless_image layout qualifier
2176 * as specified by ARB_bindless_texture.
2177 */
2178 GLuint NumBindlessImages;
2179 GLboolean HasBoundBindlessImage;
2180 struct gl_bindless_image *BindlessImages;
2181
2182 union {
2183 struct {
2184 /**
2185 * A bitmask of gl_advanced_blend_mode values
2186 */
2187 GLbitfield BlendSupport;
2188 } fs;
2189 };
2190 } sh;
2191
2192 /** ARB assembly-style program fields */
2193 struct {
2194 struct prog_instruction *Instructions;
2195
2196 /**
2197 * Local parameters used by the program.
2198 *
2199 * It's dynamically allocated because it is rarely used (just
2200 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2201 * once it's allocated.
2202 */
2203 GLfloat (*LocalParams)[4];
2204
2205 /** Bitmask of which register files are read/written with indirect
2206 * addressing. Mask of (1 << PROGRAM_x) bits.
2207 */
2208 GLbitfield IndirectRegisterFiles;
2209
2210 /** Logical counts */
2211 /*@{*/
2212 GLuint NumInstructions;
2213 GLuint NumTemporaries;
2214 GLuint NumParameters;
2215 GLuint NumAttributes;
2216 GLuint NumAddressRegs;
2217 GLuint NumAluInstructions;
2218 GLuint NumTexInstructions;
2219 GLuint NumTexIndirections;
2220 /*@}*/
2221 /** Native, actual h/w counts */
2222 /*@{*/
2223 GLuint NumNativeInstructions;
2224 GLuint NumNativeTemporaries;
2225 GLuint NumNativeParameters;
2226 GLuint NumNativeAttributes;
2227 GLuint NumNativeAddressRegs;
2228 GLuint NumNativeAluInstructions;
2229 GLuint NumNativeTexInstructions;
2230 GLuint NumNativeTexIndirections;
2231 /*@}*/
2232
2233 /** Used by ARB assembly-style programs. Can only be true for vertex
2234 * programs.
2235 */
2236 GLboolean IsPositionInvariant;
2237 } arb;
2238 };
2239 };
2240
2241
2242 /**
2243 * State common to vertex and fragment programs.
2244 */
2245 struct gl_program_state
2246 {
2247 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2248 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2249 };
2250
2251
2252 /**
2253 * Context state for vertex programs.
2254 */
2255 struct gl_vertex_program_state
2256 {
2257 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2258 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2259 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2260 /** Should fixed-function T&L be implemented with a vertex prog? */
2261 GLboolean _MaintainTnlProgram;
2262
2263 struct gl_program *Current; /**< User-bound vertex program */
2264
2265 /** Currently enabled and valid vertex program (including internal
2266 * programs, user-defined vertex programs and GLSL vertex shaders).
2267 * This is the program we must use when rendering.
2268 */
2269 struct gl_program *_Current;
2270
2271 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2272
2273 /** Program to emulate fixed-function T&L (see above) */
2274 struct gl_program *_TnlProgram;
2275
2276 /** Cache of fixed-function programs */
2277 struct gl_program_cache *Cache;
2278
2279 GLboolean _Overriden;
2280 };
2281
2282 /**
2283 * Context state for tessellation control programs.
2284 */
2285 struct gl_tess_ctrl_program_state
2286 {
2287 /** Currently bound and valid shader. */
2288 struct gl_program *_Current;
2289
2290 GLint patch_vertices;
2291 GLfloat patch_default_outer_level[4];
2292 GLfloat patch_default_inner_level[2];
2293 };
2294
2295 /**
2296 * Context state for tessellation evaluation programs.
2297 */
2298 struct gl_tess_eval_program_state
2299 {
2300 /** Currently bound and valid shader. */
2301 struct gl_program *_Current;
2302 };
2303
2304 /**
2305 * Context state for geometry programs.
2306 */
2307 struct gl_geometry_program_state
2308 {
2309 /** Currently enabled and valid program (including internal programs
2310 * and compiled shader programs).
2311 */
2312 struct gl_program *_Current;
2313 };
2314
2315 /**
2316 * Context state for fragment programs.
2317 */
2318 struct gl_fragment_program_state
2319 {
2320 GLboolean Enabled; /**< User-set fragment program enable flag */
2321 /** Should fixed-function texturing be implemented with a fragment prog? */
2322 GLboolean _MaintainTexEnvProgram;
2323
2324 struct gl_program *Current; /**< User-bound fragment program */
2325
2326 /** Currently enabled and valid fragment program (including internal
2327 * programs, user-defined fragment programs and GLSL fragment shaders).
2328 * This is the program we must use when rendering.
2329 */
2330 struct gl_program *_Current;
2331
2332 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2333
2334 /** Program to emulate fixed-function texture env/combine (see above) */
2335 struct gl_program *_TexEnvProgram;
2336
2337 /** Cache of fixed-function programs */
2338 struct gl_program_cache *Cache;
2339 };
2340
2341
2342 /**
2343 * Context state for compute programs.
2344 */
2345 struct gl_compute_program_state
2346 {
2347 /** Currently enabled and valid program (including internal programs
2348 * and compiled shader programs).
2349 */
2350 struct gl_program *_Current;
2351 };
2352
2353
2354 /**
2355 * ATI_fragment_shader runtime state
2356 */
2357
2358 struct atifs_instruction;
2359 struct atifs_setupinst;
2360
2361 /**
2362 * ATI fragment shader
2363 */
2364 struct ati_fragment_shader
2365 {
2366 GLuint Id;
2367 GLint RefCount;
2368 struct atifs_instruction *Instructions[2];
2369 struct atifs_setupinst *SetupInst[2];
2370 GLfloat Constants[8][4];
2371 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2372 GLubyte numArithInstr[2];
2373 GLubyte regsAssigned[2];
2374 GLubyte NumPasses; /**< 1 or 2 */
2375 GLubyte cur_pass;
2376 GLubyte last_optype;
2377 GLboolean interpinp1;
2378 GLboolean isValid;
2379 GLuint swizzlerq;
2380 struct gl_program *Program;
2381 };
2382
2383 /**
2384 * Context state for GL_ATI_fragment_shader
2385 */
2386 struct gl_ati_fragment_shader_state
2387 {
2388 GLboolean Enabled;
2389 GLboolean Compiling;
2390 GLfloat GlobalConstants[8][4];
2391 struct ati_fragment_shader *Current;
2392 };
2393
2394 /**
2395 * Shader subroutine function definition
2396 */
2397 struct gl_subroutine_function
2398 {
2399 char *name;
2400 int index;
2401 int num_compat_types;
2402 const struct glsl_type **types;
2403 };
2404
2405 /**
2406 * Shader information needed by both gl_shader and gl_linked shader.
2407 */
2408 struct gl_shader_info
2409 {
2410 /**
2411 * Tessellation Control shader state from layout qualifiers.
2412 */
2413 struct {
2414 /**
2415 * 0 - vertices not declared in shader, or
2416 * 1 .. GL_MAX_PATCH_VERTICES
2417 */
2418 GLint VerticesOut;
2419 } TessCtrl;
2420
2421 /**
2422 * Tessellation Evaluation shader state from layout qualifiers.
2423 */
2424 struct {
2425 /**
2426 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2427 * in this shader.
2428 */
2429 GLenum PrimitiveMode;
2430
2431 enum gl_tess_spacing Spacing;
2432
2433 /**
2434 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2435 */
2436 GLenum VertexOrder;
2437 /**
2438 * 1, 0, or -1 if it's not set in this shader.
2439 */
2440 int PointMode;
2441 } TessEval;
2442
2443 /**
2444 * Geometry shader state from GLSL 1.50 layout qualifiers.
2445 */
2446 struct {
2447 GLint VerticesOut;
2448 /**
2449 * 0 - Invocations count not declared in shader, or
2450 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2451 */
2452 GLint Invocations;
2453 /**
2454 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2455 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2456 * shader.
2457 */
2458 GLenum InputType;
2459 /**
2460 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2461 * it's not set in this shader.
2462 */
2463 GLenum OutputType;
2464 } Geom;
2465
2466 /**
2467 * Compute shader state from ARB_compute_shader and
2468 * ARB_compute_variable_group_size layout qualifiers.
2469 */
2470 struct {
2471 /**
2472 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2473 * it's not set in this shader.
2474 */
2475 unsigned LocalSize[3];
2476
2477 /**
2478 * Whether a variable work group size has been specified as defined by
2479 * ARB_compute_variable_group_size.
2480 */
2481 bool LocalSizeVariable;
2482 } Comp;
2483 };
2484
2485 /**
2486 * A linked GLSL shader object.
2487 */
2488 struct gl_linked_shader
2489 {
2490 gl_shader_stage Stage;
2491
2492 #ifdef DEBUG
2493 unsigned SourceChecksum;
2494 #endif
2495
2496 struct gl_program *Program; /**< Post-compile assembly code */
2497
2498 /**
2499 * \name Sampler tracking
2500 *
2501 * \note Each of these fields is only set post-linking.
2502 */
2503 /*@{*/
2504 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2505 /*@}*/
2506
2507 /**
2508 * Number of default uniform block components used by this shader.
2509 *
2510 * This field is only set post-linking.
2511 */
2512 unsigned num_uniform_components;
2513
2514 /**
2515 * Number of combined uniform components used by this shader.
2516 *
2517 * This field is only set post-linking. It is the sum of the uniform block
2518 * sizes divided by sizeof(float), and num_uniform_compoennts.
2519 */
2520 unsigned num_combined_uniform_components;
2521
2522 struct exec_list *ir;
2523 struct exec_list *packed_varyings;
2524 struct exec_list *fragdata_arrays;
2525 struct glsl_symbol_table *symbols;
2526 };
2527
2528 static inline GLbitfield gl_external_samplers(struct gl_program *prog)
2529 {
2530 GLbitfield external_samplers = 0;
2531 GLbitfield mask = prog->SamplersUsed;
2532
2533 while (mask) {
2534 int idx = u_bit_scan(&mask);
2535 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2536 external_samplers |= (1 << idx);
2537 }
2538
2539 return external_samplers;
2540 }
2541
2542 /**
2543 * Compile status enum. compile_skipped is used to indicate the compile
2544 * was skipped due to the shader matching one that's been seen before by
2545 * the on-disk cache.
2546 */
2547 enum gl_compile_status
2548 {
2549 compile_failure = 0,
2550 compile_success,
2551 compile_skipped,
2552 compiled_no_opts
2553 };
2554
2555 /**
2556 * A GLSL shader object.
2557 */
2558 struct gl_shader
2559 {
2560 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2561 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2562 * Must be the first field.
2563 */
2564 GLenum Type;
2565 gl_shader_stage Stage;
2566 GLuint Name; /**< AKA the handle */
2567 GLint RefCount; /**< Reference count */
2568 GLchar *Label; /**< GL_KHR_debug */
2569 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2570 GLboolean DeletePending;
2571 bool IsES; /**< True if this shader uses GLSL ES */
2572
2573 enum gl_compile_status CompileStatus;
2574
2575 #ifdef DEBUG
2576 unsigned SourceChecksum; /**< for debug/logging purposes */
2577 #endif
2578 const GLchar *Source; /**< Source code string */
2579
2580 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2581
2582 GLchar *InfoLog;
2583
2584 unsigned Version; /**< GLSL version used for linking */
2585
2586 /**
2587 * A bitmask of gl_advanced_blend_mode values
2588 */
2589 GLbitfield BlendSupport;
2590
2591 struct exec_list *ir;
2592 struct glsl_symbol_table *symbols;
2593
2594 /**
2595 * Whether early fragment tests are enabled as defined by
2596 * ARB_shader_image_load_store.
2597 */
2598 bool EarlyFragmentTests;
2599
2600 bool ARB_fragment_coord_conventions_enable;
2601
2602 bool redeclares_gl_fragcoord;
2603 bool uses_gl_fragcoord;
2604
2605 bool PostDepthCoverage;
2606 bool InnerCoverage;
2607
2608 /**
2609 * Fragment shader state from GLSL 1.50 layout qualifiers.
2610 */
2611 bool origin_upper_left;
2612 bool pixel_center_integer;
2613
2614 /**
2615 * Whether bindless_sampler/bindless_image, and respectively
2616 * bound_sampler/bound_image are declared at global scope as defined by
2617 * ARB_bindless_texture.
2618 */
2619 bool bindless_sampler;
2620 bool bindless_image;
2621 bool bound_sampler;
2622 bool bound_image;
2623
2624 /** Global xfb_stride out qualifier if any */
2625 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2626
2627 struct gl_shader_info info;
2628 };
2629
2630
2631 struct gl_uniform_buffer_variable
2632 {
2633 char *Name;
2634
2635 /**
2636 * Name of the uniform as seen by glGetUniformIndices.
2637 *
2638 * glGetUniformIndices requires that the block instance index \b not be
2639 * present in the name of queried uniforms.
2640 *
2641 * \note
2642 * \c gl_uniform_buffer_variable::IndexName and
2643 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2644 */
2645 char *IndexName;
2646
2647 const struct glsl_type *Type;
2648 unsigned int Offset;
2649 GLboolean RowMajor;
2650 };
2651
2652
2653 struct gl_uniform_block
2654 {
2655 /** Declared name of the uniform block */
2656 char *Name;
2657
2658 /** Array of supplemental information about UBO ir_variables. */
2659 struct gl_uniform_buffer_variable *Uniforms;
2660 GLuint NumUniforms;
2661
2662 /**
2663 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2664 * with glBindBufferBase to bind a buffer object to this uniform block.
2665 */
2666 GLuint Binding;
2667
2668 /**
2669 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2670 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2671 */
2672 GLuint UniformBufferSize;
2673
2674 /** Stages that reference this block */
2675 uint8_t stageref;
2676
2677 /**
2678 * Linearized array index for uniform block instance arrays
2679 *
2680 * Given a uniform block instance array declared with size
2681 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2682 * have the linearized array index
2683 *
2684 * m-1 m
2685 * i_m + ∑ i_j * ∏ s_k
2686 * j=0 k=j+1
2687 *
2688 * For a uniform block instance that is not an array, this is always 0.
2689 */
2690 uint8_t linearized_array_index;
2691
2692 /**
2693 * Layout specified in the shader
2694 *
2695 * This isn't accessible through the API, but it is used while
2696 * cross-validating uniform blocks.
2697 */
2698 enum glsl_interface_packing _Packing;
2699 GLboolean _RowMajor;
2700 };
2701
2702 /**
2703 * Structure that represents a reference to an atomic buffer from some
2704 * shader program.
2705 */
2706 struct gl_active_atomic_buffer
2707 {
2708 /** Uniform indices of the atomic counters declared within it. */
2709 GLuint *Uniforms;
2710 GLuint NumUniforms;
2711
2712 /** Binding point index associated with it. */
2713 GLuint Binding;
2714
2715 /** Minimum reasonable size it is expected to have. */
2716 GLuint MinimumSize;
2717
2718 /** Shader stages making use of it. */
2719 GLboolean StageReferences[MESA_SHADER_STAGES];
2720 };
2721
2722 /**
2723 * Data container for shader queries. This holds only the minimal
2724 * amount of required information for resource queries to work.
2725 */
2726 struct gl_shader_variable
2727 {
2728 /**
2729 * Declared type of the variable
2730 */
2731 const struct glsl_type *type;
2732
2733 /**
2734 * If the variable is in an interface block, this is the type of the block.
2735 */
2736 const struct glsl_type *interface_type;
2737
2738 /**
2739 * For variables inside structs (possibly recursively), this is the
2740 * outermost struct type.
2741 */
2742 const struct glsl_type *outermost_struct_type;
2743
2744 /**
2745 * Declared name of the variable
2746 */
2747 char *name;
2748
2749 /**
2750 * Storage location of the base of this variable
2751 *
2752 * The precise meaning of this field depends on the nature of the variable.
2753 *
2754 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2755 * - Vertex shader output: one of the values from \c gl_varying_slot.
2756 * - Geometry shader input: one of the values from \c gl_varying_slot.
2757 * - Geometry shader output: one of the values from \c gl_varying_slot.
2758 * - Fragment shader input: one of the values from \c gl_varying_slot.
2759 * - Fragment shader output: one of the values from \c gl_frag_result.
2760 * - Uniforms: Per-stage uniform slot number for default uniform block.
2761 * - Uniforms: Index within the uniform block definition for UBO members.
2762 * - Non-UBO Uniforms: explicit location until linking then reused to
2763 * store uniform slot number.
2764 * - Other: This field is not currently used.
2765 *
2766 * If the variable is a uniform, shader input, or shader output, and the
2767 * slot has not been assigned, the value will be -1.
2768 */
2769 int location;
2770
2771 /**
2772 * Specifies the first component the variable is stored in as per
2773 * ARB_enhanced_layouts.
2774 */
2775 unsigned component:2;
2776
2777 /**
2778 * Output index for dual source blending.
2779 *
2780 * \note
2781 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2782 * source blending.
2783 */
2784 unsigned index:1;
2785
2786 /**
2787 * Specifies whether a shader input/output is per-patch in tessellation
2788 * shader stages.
2789 */
2790 unsigned patch:1;
2791
2792 /**
2793 * Storage class of the variable.
2794 *
2795 * \sa (n)ir_variable_mode
2796 */
2797 unsigned mode:4;
2798
2799 /**
2800 * Interpolation mode for shader inputs / outputs
2801 *
2802 * \sa glsl_interp_mode
2803 */
2804 unsigned interpolation:2;
2805
2806 /**
2807 * Was the location explicitly set in the shader?
2808 *
2809 * If the location is explicitly set in the shader, it \b cannot be changed
2810 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2811 * no effect).
2812 */
2813 unsigned explicit_location:1;
2814
2815 /**
2816 * Precision qualifier.
2817 */
2818 unsigned precision:2;
2819 };
2820
2821 /**
2822 * Active resource in a gl_shader_program
2823 */
2824 struct gl_program_resource
2825 {
2826 GLenum Type; /** Program interface type. */
2827 const void *Data; /** Pointer to resource associated data structure. */
2828 uint8_t StageReferences; /** Bitmask of shader stage references. */
2829 };
2830
2831 /**
2832 * Link status enum. linking_skipped is used to indicate linking
2833 * was skipped due to the shader being loaded from the on-disk cache.
2834 */
2835 enum gl_link_status
2836 {
2837 linking_failure = 0,
2838 linking_success,
2839 linking_skipped
2840 };
2841
2842 /**
2843 * A data structure to be shared by gl_shader_program and gl_program.
2844 */
2845 struct gl_shader_program_data
2846 {
2847 GLint RefCount; /**< Reference count */
2848
2849 /** SHA1 hash of linked shader program */
2850 unsigned char sha1[20];
2851
2852 unsigned NumUniformStorage;
2853 unsigned NumHiddenUniforms;
2854 struct gl_uniform_storage *UniformStorage;
2855
2856 unsigned NumUniformBlocks;
2857 unsigned NumShaderStorageBlocks;
2858
2859 struct gl_uniform_block *UniformBlocks;
2860 struct gl_uniform_block *ShaderStorageBlocks;
2861
2862 struct gl_active_atomic_buffer *AtomicBuffers;
2863 unsigned NumAtomicBuffers;
2864
2865 /* Shader cache variables used during restore */
2866 unsigned NumUniformDataSlots;
2867 union gl_constant_value *UniformDataSlots;
2868
2869 bool cache_fallback;
2870
2871 /* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
2872 * All structures (gl_program, uniform storage, etc) will get recreated
2873 * even though we have already loaded them from cache. Once the i965 cache
2874 * lands we should switch to using the cache_fallback support.
2875 */
2876 bool skip_cache;
2877 GLboolean Validated;
2878
2879 /** List of all active resources after linking. */
2880 struct gl_program_resource *ProgramResourceList;
2881 unsigned NumProgramResourceList;
2882
2883 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2884 GLchar *InfoLog;
2885
2886 unsigned Version; /**< GLSL version used for linking */
2887
2888 /* Mask of stages this program was linked against */
2889 unsigned linked_stages;
2890 };
2891
2892 /**
2893 * A GLSL program object.
2894 * Basically a linked collection of vertex and fragment shaders.
2895 */
2896 struct gl_shader_program
2897 {
2898 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2899 GLuint Name; /**< aka handle or ID */
2900 GLchar *Label; /**< GL_KHR_debug */
2901 GLint RefCount; /**< Reference count */
2902 GLboolean DeletePending;
2903
2904 /**
2905 * Is the application intending to glGetProgramBinary this program?
2906 */
2907 GLboolean BinaryRetreivableHint;
2908
2909 /**
2910 * Indicates whether program can be bound for individual pipeline stages
2911 * using UseProgramStages after it is next linked.
2912 */
2913 GLboolean SeparateShader;
2914
2915 GLuint NumShaders; /**< number of attached shaders */
2916 struct gl_shader **Shaders; /**< List of attached the shaders */
2917
2918 /**
2919 * User-defined attribute bindings
2920 *
2921 * These are set via \c glBindAttribLocation and are used to direct the
2922 * GLSL linker. These are \b not the values used in the compiled shader,
2923 * and they are \b not the values returned by \c glGetAttribLocation.
2924 */
2925 struct string_to_uint_map *AttributeBindings;
2926
2927 /**
2928 * User-defined fragment data bindings
2929 *
2930 * These are set via \c glBindFragDataLocation and are used to direct the
2931 * GLSL linker. These are \b not the values used in the compiled shader,
2932 * and they are \b not the values returned by \c glGetFragDataLocation.
2933 */
2934 struct string_to_uint_map *FragDataBindings;
2935 struct string_to_uint_map *FragDataIndexBindings;
2936
2937 /**
2938 * Transform feedback varyings last specified by
2939 * glTransformFeedbackVaryings().
2940 *
2941 * For the current set of transform feedback varyings used for transform
2942 * feedback output, see LinkedTransformFeedback.
2943 */
2944 struct {
2945 GLenum BufferMode;
2946 /** Global xfb_stride out qualifier if any */
2947 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2948 GLuint NumVarying;
2949 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2950 } TransformFeedback;
2951
2952 struct gl_program *last_vert_prog;
2953
2954 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2955 enum gl_frag_depth_layout FragDepthLayout;
2956
2957 /**
2958 * Geometry shader state - copied into gl_program by
2959 * _mesa_copy_linked_program_data().
2960 */
2961 struct {
2962 GLint VerticesIn;
2963
2964 bool UsesEndPrimitive;
2965 bool UsesStreams;
2966 } Geom;
2967
2968 /**
2969 * Compute shader state - copied into gl_program by
2970 * _mesa_copy_linked_program_data().
2971 */
2972 struct {
2973 /**
2974 * Size of shared variables accessed by the compute shader.
2975 */
2976 unsigned SharedSize;
2977 } Comp;
2978
2979 /** Data shared by gl_program and gl_shader_program */
2980 struct gl_shader_program_data *data;
2981
2982 /**
2983 * Mapping from GL uniform locations returned by \c glUniformLocation to
2984 * UniformStorage entries. Arrays will have multiple contiguous slots
2985 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2986 */
2987 unsigned NumUniformRemapTable;
2988 struct gl_uniform_storage **UniformRemapTable;
2989
2990 /**
2991 * Sometimes there are empty slots left over in UniformRemapTable after we
2992 * allocate slots to explicit locations. This list stores the blocks of
2993 * continuous empty slots inside UniformRemapTable.
2994 */
2995 struct exec_list EmptyUniformLocations;
2996
2997 /**
2998 * Total number of explicit uniform location including inactive uniforms.
2999 */
3000 unsigned NumExplicitUniformLocations;
3001
3002 /**
3003 * Map of active uniform names to locations
3004 *
3005 * Maps any active uniform that is not an array element to a location.
3006 * Each active uniform, including individual structure members will appear
3007 * in this map. This roughly corresponds to the set of names that would be
3008 * enumerated by \c glGetActiveUniform.
3009 */
3010 struct string_to_uint_map *UniformHash;
3011
3012 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3013
3014 bool IsES; /**< True if this program uses GLSL ES */
3015
3016 /**
3017 * Per-stage shaders resulting from the first stage of linking.
3018 *
3019 * Set of linked shaders for this program. The array is accessed using the
3020 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3021 * \c NULL.
3022 */
3023 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3024
3025 /* True if any of the fragment shaders attached to this program use:
3026 * #extension ARB_fragment_coord_conventions: enable
3027 */
3028 GLboolean ARB_fragment_coord_conventions_enable;
3029 };
3030
3031
3032 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3033 #define GLSL_LOG 0x2 /**< Write shaders to files */
3034 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3035 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3036 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3037 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3038 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3039 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3040 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3041 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3042
3043
3044 /**
3045 * Context state for GLSL vertex/fragment shaders.
3046 * Extended to support pipeline object
3047 */
3048 struct gl_pipeline_object
3049 {
3050 /** Name of the pipeline object as received from glGenProgramPipelines.
3051 * It would be 0 for shaders without separate shader objects.
3052 */
3053 GLuint Name;
3054
3055 GLint RefCount;
3056
3057 GLchar *Label; /**< GL_KHR_debug */
3058
3059 /**
3060 * Programs used for rendering
3061 *
3062 * There is a separate program set for each shader stage.
3063 */
3064 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3065
3066 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3067
3068 /**
3069 * Program used by glUniform calls.
3070 *
3071 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3072 */
3073 struct gl_shader_program *ActiveProgram;
3074
3075 GLbitfield Flags; /**< Mask of GLSL_x flags */
3076
3077 GLboolean EverBound; /**< Has the pipeline object been created */
3078
3079 GLboolean Validated; /**< Pipeline Validation status */
3080
3081 GLchar *InfoLog;
3082 };
3083
3084 /**
3085 * Context state for GLSL pipeline shaders.
3086 */
3087 struct gl_pipeline_shader_state
3088 {
3089 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3090 struct gl_pipeline_object *Current;
3091
3092 /* Default Object to ensure that _Shader is never NULL */
3093 struct gl_pipeline_object *Default;
3094
3095 /** Pipeline objects */
3096 struct _mesa_HashTable *Objects;
3097 };
3098
3099 /**
3100 * Compiler options for a single GLSL shaders type
3101 */
3102 struct gl_shader_compiler_options
3103 {
3104 /** Driver-selectable options: */
3105 GLboolean EmitNoLoops;
3106 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3107 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3108 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3109 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3110 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3111 * gl_CullDistance together from
3112 * float[8] to vec4[2]
3113 **/
3114
3115 /**
3116 * \name Forms of indirect addressing the driver cannot do.
3117 */
3118 /*@{*/
3119 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3120 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3121 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3122 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3123 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3124 /*@}*/
3125
3126 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3127 GLuint MaxUnrollIterations;
3128
3129 /**
3130 * Optimize code for array of structures backends.
3131 *
3132 * This is a proxy for:
3133 * - preferring DP4 instructions (rather than MUL/MAD) for
3134 * matrix * vector operations, such as position transformation.
3135 */
3136 GLboolean OptimizeForAOS;
3137
3138 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3139
3140 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3141 GLboolean ClampBlockIndicesToArrayBounds;
3142
3143 const struct nir_shader_compiler_options *NirOptions;
3144 };
3145
3146
3147 /**
3148 * Occlusion/timer query object.
3149 */
3150 struct gl_query_object
3151 {
3152 GLenum Target; /**< The query target, when active */
3153 GLuint Id; /**< hash table ID/name */
3154 GLchar *Label; /**< GL_KHR_debug */
3155 GLuint64EXT Result; /**< the counter */
3156 GLboolean Active; /**< inside Begin/EndQuery */
3157 GLboolean Ready; /**< result is ready? */
3158 GLboolean EverBound;/**< has query object ever been bound */
3159 GLuint Stream; /**< The stream */
3160 };
3161
3162
3163 /**
3164 * Context state for query objects.
3165 */
3166 struct gl_query_state
3167 {
3168 struct _mesa_HashTable *QueryObjects;
3169 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3170 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3171
3172 /** GL_NV_conditional_render */
3173 struct gl_query_object *CondRenderQuery;
3174
3175 /** GL_EXT_transform_feedback */
3176 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3177 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3178
3179 /** GL_ARB_transform_feedback_overflow_query */
3180 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3181 struct gl_query_object *TransformFeedbackOverflowAny;
3182
3183 /** GL_ARB_timer_query */
3184 struct gl_query_object *TimeElapsed;
3185
3186 /** GL_ARB_pipeline_statistics_query */
3187 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3188
3189 GLenum CondRenderMode;
3190 };
3191
3192
3193 /** Sync object state */
3194 struct gl_sync_object
3195 {
3196 GLuint Name; /**< Fence name */
3197 GLint RefCount; /**< Reference count */
3198 GLchar *Label; /**< GL_KHR_debug */
3199 GLboolean DeletePending; /**< Object was deleted while there were still
3200 * live references (e.g., sync not yet finished)
3201 */
3202 GLenum SyncCondition;
3203 GLbitfield Flags; /**< Flags passed to glFenceSync */
3204 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3205 };
3206
3207
3208 /**
3209 * State which can be shared by multiple contexts:
3210 */
3211 struct gl_shared_state
3212 {
3213 mtx_t Mutex; /**< for thread safety */
3214 GLint RefCount; /**< Reference count */
3215 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3216 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3217 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3218
3219 /** Default texture objects (shared by all texture units) */
3220 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3221
3222 /** Fallback texture used when a bound texture is incomplete */
3223 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3224
3225 /**
3226 * \name Thread safety and statechange notification for texture
3227 * objects.
3228 *
3229 * \todo Improve the granularity of locking.
3230 */
3231 /*@{*/
3232 mtx_t TexMutex; /**< texobj thread safety */
3233 GLuint TextureStateStamp; /**< state notification for shared tex */
3234 /*@}*/
3235
3236 /** Default buffer object for vertex arrays that aren't in VBOs */
3237 struct gl_buffer_object *NullBufferObj;
3238
3239 /**
3240 * \name Vertex/geometry/fragment programs
3241 */
3242 /*@{*/
3243 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3244 struct gl_program *DefaultVertexProgram;
3245 struct gl_program *DefaultFragmentProgram;
3246 /*@}*/
3247
3248 /* GL_ATI_fragment_shader */
3249 struct _mesa_HashTable *ATIShaders;
3250 struct ati_fragment_shader *DefaultFragmentShader;
3251
3252 struct _mesa_HashTable *BufferObjects;
3253
3254 /** Table of both gl_shader and gl_shader_program objects */
3255 struct _mesa_HashTable *ShaderObjects;
3256
3257 /* GL_EXT_framebuffer_object */
3258 struct _mesa_HashTable *RenderBuffers;
3259 struct _mesa_HashTable *FrameBuffers;
3260
3261 /* GL_ARB_sync */
3262 struct set *SyncObjects;
3263
3264 /** GL_ARB_sampler_objects */
3265 struct _mesa_HashTable *SamplerObjects;
3266
3267 /* GL_ARB_bindless_texture */
3268 struct hash_table_u64 *TextureHandles;
3269 struct hash_table_u64 *ImageHandles;
3270 mtx_t HandlesMutex; /**< For texture/image handles safety */
3271
3272 /**
3273 * Some context in this share group was affected by a GPU reset
3274 *
3275 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3276 * been affected by a GPU reset must also return
3277 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3278 *
3279 * Once this field becomes true, it is never reset to false.
3280 */
3281 bool ShareGroupReset;
3282
3283 /** EXT_external_objects */
3284 struct _mesa_HashTable *MemoryObjects;
3285
3286 };
3287
3288
3289
3290 /**
3291 * Renderbuffers represent drawing surfaces such as color, depth and/or
3292 * stencil. A framebuffer object has a set of renderbuffers.
3293 * Drivers will typically derive subclasses of this type.
3294 */
3295 struct gl_renderbuffer
3296 {
3297 mtx_t Mutex; /**< for thread safety */
3298 GLuint ClassID; /**< Useful for drivers */
3299 GLuint Name;
3300 GLchar *Label; /**< GL_KHR_debug */
3301 GLint RefCount;
3302 GLuint Width, Height;
3303 GLuint Depth;
3304 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3305 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3306 /**
3307 * True for renderbuffers that wrap textures, giving the driver a chance to
3308 * flush render caches through the FinishRenderTexture hook.
3309 *
3310 * Drivers may also set this on renderbuffers other than those generated by
3311 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3312 * called without a rb->TexImage.
3313 */
3314 GLboolean NeedsFinishRenderTexture;
3315 GLubyte NumSamples; /**< zero means not multisampled */
3316 GLenum InternalFormat; /**< The user-specified format */
3317 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3318 GL_STENCIL_INDEX. */
3319 mesa_format Format; /**< The actual renderbuffer memory format */
3320 /**
3321 * Pointer to the texture image if this renderbuffer wraps a texture,
3322 * otherwise NULL.
3323 *
3324 * Note that the reference on the gl_texture_object containing this
3325 * TexImage is held by the gl_renderbuffer_attachment.
3326 */
3327 struct gl_texture_image *TexImage;
3328
3329 /** Delete this renderbuffer */
3330 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3331
3332 /** Allocate new storage for this renderbuffer */
3333 GLboolean (*AllocStorage)(struct gl_context *ctx,
3334 struct gl_renderbuffer *rb,
3335 GLenum internalFormat,
3336 GLuint width, GLuint height);
3337 };
3338
3339
3340 /**
3341 * A renderbuffer attachment points to either a texture object (and specifies
3342 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3343 */
3344 struct gl_renderbuffer_attachment
3345 {
3346 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3347 GLboolean Complete;
3348
3349 /**
3350 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3351 * application supplied renderbuffer object.
3352 */
3353 struct gl_renderbuffer *Renderbuffer;
3354
3355 /**
3356 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3357 * supplied texture object.
3358 */
3359 struct gl_texture_object *Texture;
3360 GLuint TextureLevel; /**< Attached mipmap level. */
3361 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3362 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3363 * and 2D array textures */
3364 GLboolean Layered;
3365 };
3366
3367
3368 /**
3369 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3370 * In C++ terms, think of this as a base class from which device drivers
3371 * will make derived classes.
3372 */
3373 struct gl_framebuffer
3374 {
3375 mtx_t Mutex; /**< for thread safety */
3376 /**
3377 * If zero, this is a window system framebuffer. If non-zero, this
3378 * is a FBO framebuffer; note that for some devices (i.e. those with
3379 * a natural pixel coordinate system for FBOs that differs from the
3380 * OpenGL/Mesa coordinate system), this means that the viewport,
3381 * polygon face orientation, and polygon stipple will have to be inverted.
3382 */
3383 GLuint Name;
3384 GLint RefCount;
3385
3386 GLchar *Label; /**< GL_KHR_debug */
3387
3388 GLboolean DeletePending;
3389
3390 /**
3391 * The framebuffer's visual. Immutable if this is a window system buffer.
3392 * Computed from attachments if user-made FBO.
3393 */
3394 struct gl_config Visual;
3395
3396 /**
3397 * Size of frame buffer in pixels. If there are no attachments, then both
3398 * of these are 0.
3399 */
3400 GLuint Width, Height;
3401
3402 /**
3403 * In the case that the framebuffer has no attachment (i.e.
3404 * GL_ARB_framebuffer_no_attachments) then the geometry of
3405 * the framebuffer is specified by the default values.
3406 */
3407 struct {
3408 GLuint Width, Height, Layers, NumSamples;
3409 GLboolean FixedSampleLocations;
3410 /* Derived from NumSamples by the driver so that it can choose a valid
3411 * value for the hardware.
3412 */
3413 GLuint _NumSamples;
3414 } DefaultGeometry;
3415
3416 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3417 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3418 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3419 */
3420 /*@{*/
3421 GLint _Xmin, _Xmax;
3422 GLint _Ymin, _Ymax;
3423 /*@}*/
3424
3425 /** \name Derived Z buffer stuff */
3426 /*@{*/
3427 GLuint _DepthMax; /**< Max depth buffer value */
3428 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3429 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3430 /*@}*/
3431
3432 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3433 GLenum _Status;
3434
3435 /** Whether one of Attachment has Type != GL_NONE
3436 * NOTE: the values for Width and Height are set to 0 in case of having
3437 * no attachments, a backend driver supporting the extension
3438 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3439 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3440 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3441 * _Ymax do NOT take into account _HasAttachments being false). To get the
3442 * geometry of the framebuffer, the helper functions
3443 * _mesa_geometric_width(),
3444 * _mesa_geometric_height(),
3445 * _mesa_geometric_samples() and
3446 * _mesa_geometric_layers()
3447 * are available that check _HasAttachments.
3448 */
3449 bool _HasAttachments;
3450
3451 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3452
3453 /* ARB_color_buffer_float */
3454 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3455 GLboolean _HasSNormOrFloatColorBuffer;
3456
3457 /**
3458 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3459 * is not layered. For cube maps and cube map arrays, each cube face
3460 * counts as a layer. As the case for Width, Height a backend driver
3461 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3462 * in the case that _HasAttachments is false
3463 */
3464 GLuint MaxNumLayers;
3465
3466 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3467 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3468
3469 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3470 * attribute group and GL_PIXEL attribute group, respectively.
3471 */
3472 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3473 GLenum ColorReadBuffer;
3474
3475 /** Computed from ColorDraw/ReadBuffer above */
3476 GLuint _NumColorDrawBuffers;
3477 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3478 GLint _ColorReadBufferIndex; /* -1 = None */
3479 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3480 struct gl_renderbuffer *_ColorReadBuffer;
3481
3482 /** Delete this framebuffer */
3483 void (*Delete)(struct gl_framebuffer *fb);
3484 };
3485
3486
3487 /**
3488 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3489 */
3490 struct gl_precision
3491 {
3492 GLushort RangeMin; /**< min value exponent */
3493 GLushort RangeMax; /**< max value exponent */
3494 GLushort Precision; /**< number of mantissa bits */
3495 };
3496
3497
3498 /**
3499 * Limits for vertex, geometry and fragment programs/shaders.
3500 */
3501 struct gl_program_constants
3502 {
3503 /* logical limits */
3504 GLuint MaxInstructions;
3505 GLuint MaxAluInstructions;
3506 GLuint MaxTexInstructions;
3507 GLuint MaxTexIndirections;
3508 GLuint MaxAttribs;
3509 GLuint MaxTemps;
3510 GLuint MaxAddressRegs;
3511 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3512 GLuint MaxParameters;
3513 GLuint MaxLocalParams;
3514 GLuint MaxEnvParams;
3515 /* native/hardware limits */
3516 GLuint MaxNativeInstructions;
3517 GLuint MaxNativeAluInstructions;
3518 GLuint MaxNativeTexInstructions;
3519 GLuint MaxNativeTexIndirections;
3520 GLuint MaxNativeAttribs;
3521 GLuint MaxNativeTemps;
3522 GLuint MaxNativeAddressRegs;
3523 GLuint MaxNativeParameters;
3524 /* For shaders */
3525 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3526
3527 /**
3528 * \name Per-stage input / output limits
3529 *
3530 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3531 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3532 * ES). This is stored as \c gl_constants::MaxVarying.
3533 *
3534 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3535 * variables. Each stage as a certain number of outputs that it can feed
3536 * to the next stage and a certain number inputs that it can consume from
3537 * the previous stage.
3538 *
3539 * Vertex shader inputs do not participate this in this accounting.
3540 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3541 *
3542 * Fragment shader outputs do not participate this in this accounting.
3543 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3544 */
3545 /*@{*/
3546 GLuint MaxInputComponents;
3547 GLuint MaxOutputComponents;
3548 /*@}*/
3549
3550 /* ES 2.0 and GL_ARB_ES2_compatibility */
3551 struct gl_precision LowFloat, MediumFloat, HighFloat;
3552 struct gl_precision LowInt, MediumInt, HighInt;
3553 /* GL_ARB_uniform_buffer_object */
3554 GLuint MaxUniformBlocks;
3555 GLuint MaxCombinedUniformComponents;
3556 GLuint MaxTextureImageUnits;
3557
3558 /* GL_ARB_shader_atomic_counters */
3559 GLuint MaxAtomicBuffers;
3560 GLuint MaxAtomicCounters;
3561
3562 /* GL_ARB_shader_image_load_store */
3563 GLuint MaxImageUniforms;
3564
3565 /* GL_ARB_shader_storage_buffer_object */
3566 GLuint MaxShaderStorageBlocks;
3567 };
3568
3569
3570 /**
3571 * Constants which may be overridden by device driver during context creation
3572 * but are never changed after that.
3573 */
3574 struct gl_constants
3575 {
3576 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3577 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3578 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3579 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3580 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3581 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3582 GLuint MaxTextureCoordUnits;
3583 GLuint MaxCombinedTextureImageUnits;
3584 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3585 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3586 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3587 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3588
3589 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3590
3591 GLuint MaxArrayLockSize;
3592
3593 GLint SubPixelBits;
3594
3595 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3596 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3597 GLfloat PointSizeGranularity;
3598 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3599 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3600 GLfloat LineWidthGranularity;
3601
3602 GLuint MaxClipPlanes;
3603 GLuint MaxLights;
3604 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3605 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3606
3607 GLuint MaxViewportWidth, MaxViewportHeight;
3608 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3609 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3610 struct {
3611 GLfloat Min;
3612 GLfloat Max;
3613 } ViewportBounds; /**< GL_ARB_viewport_array */
3614 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3615
3616 struct gl_program_constants Program[MESA_SHADER_STAGES];
3617 GLuint MaxProgramMatrices;
3618 GLuint MaxProgramMatrixStackDepth;
3619
3620 struct {
3621 GLuint SamplesPassed;
3622 GLuint TimeElapsed;
3623 GLuint Timestamp;
3624 GLuint PrimitivesGenerated;
3625 GLuint PrimitivesWritten;
3626 GLuint VerticesSubmitted;
3627 GLuint PrimitivesSubmitted;
3628 GLuint VsInvocations;
3629 GLuint TessPatches;
3630 GLuint TessInvocations;
3631 GLuint GsInvocations;
3632 GLuint GsPrimitives;
3633 GLuint FsInvocations;
3634 GLuint ComputeInvocations;
3635 GLuint ClInPrimitives;
3636 GLuint ClOutPrimitives;
3637 } QueryCounterBits;
3638
3639 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3640
3641 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3642 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3643 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3644
3645 /**
3646 * GL_ARB_framebuffer_no_attachments
3647 */
3648 GLuint MaxFramebufferWidth;
3649 GLuint MaxFramebufferHeight;
3650 GLuint MaxFramebufferLayers;
3651 GLuint MaxFramebufferSamples;
3652
3653 /** Number of varying vectors between any two shader stages. */
3654 GLuint MaxVarying;
3655
3656 /** @{
3657 * GL_ARB_uniform_buffer_object
3658 */
3659 GLuint MaxCombinedUniformBlocks;
3660 GLuint MaxUniformBufferBindings;
3661 GLuint MaxUniformBlockSize;
3662 GLuint UniformBufferOffsetAlignment;
3663 /** @} */
3664
3665 /** @{
3666 * GL_ARB_shader_storage_buffer_object
3667 */
3668 GLuint MaxCombinedShaderStorageBlocks;
3669 GLuint MaxShaderStorageBufferBindings;
3670 GLuint MaxShaderStorageBlockSize;
3671 GLuint ShaderStorageBufferOffsetAlignment;
3672 /** @} */
3673
3674 /**
3675 * GL_ARB_explicit_uniform_location
3676 */
3677 GLuint MaxUserAssignableUniformLocations;
3678
3679 /** geometry shader */
3680 GLuint MaxGeometryOutputVertices;
3681 GLuint MaxGeometryTotalOutputComponents;
3682
3683 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3684
3685 /**
3686 * Changes default GLSL extension behavior from "error" to "warn". It's out
3687 * of spec, but it can make some apps work that otherwise wouldn't.
3688 */
3689 GLboolean ForceGLSLExtensionsWarn;
3690
3691 /**
3692 * If non-zero, forces GLSL shaders to behave as if they began
3693 * with "#version ForceGLSLVersion".
3694 */
3695 GLuint ForceGLSLVersion;
3696
3697 /**
3698 * Allow GLSL #extension directives in the middle of shaders.
3699 */
3700 GLboolean AllowGLSLExtensionDirectiveMidShader;
3701
3702 /**
3703 * Allow GLSL built-in variables to be redeclared verbatim
3704 */
3705 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3706
3707 /**
3708 * Allow creating a higher compat profile (version 3.1+) for apps that
3709 * request it. Be careful when adding that driconf option because some
3710 * features are unimplemented and might not work correctly.
3711 */
3712 GLboolean AllowHigherCompatVersion;
3713
3714 /**
3715 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3716 * D3D9 when apps rely on this behaviour.
3717 */
3718 GLboolean ForceGLSLAbsSqrt;
3719
3720 /**
3721 * Force uninitialized variables to default to zero.
3722 */
3723 GLboolean GLSLZeroInit;
3724
3725 /**
3726 * Does the driver support real 32-bit integers? (Otherwise, integers are
3727 * simulated via floats.)
3728 */
3729 GLboolean NativeIntegers;
3730
3731 /**
3732 * Does VertexID count from zero or from base vertex?
3733 *
3734 * \note
3735 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3736 * ignored and need not be set.
3737 */
3738 bool VertexID_is_zero_based;
3739
3740 /**
3741 * If the driver supports real 32-bit integers, what integer value should be
3742 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3743 */
3744 GLuint UniformBooleanTrue;
3745
3746 /**
3747 * Maximum amount of time, measured in nanseconds, that the server can wait.
3748 */
3749 GLuint64 MaxServerWaitTimeout;
3750
3751 /** GL_EXT_provoking_vertex */
3752 GLboolean QuadsFollowProvokingVertexConvention;
3753
3754 /** GL_ARB_viewport_array */
3755 GLenum LayerAndVPIndexProvokingVertex;
3756
3757 /** OpenGL version 3.0 */
3758 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3759
3760 /** OpenGL version 3.2 */
3761 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3762
3763 /** OpenGL version 4.4 */
3764 GLuint MaxVertexAttribStride;
3765
3766 /** GL_EXT_transform_feedback */
3767 GLuint MaxTransformFeedbackBuffers;
3768 GLuint MaxTransformFeedbackSeparateComponents;
3769 GLuint MaxTransformFeedbackInterleavedComponents;
3770 GLuint MaxVertexStreams;
3771
3772 /** GL_EXT_gpu_shader4 */
3773 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3774
3775 /** GL_ARB_texture_gather */
3776 GLuint MinProgramTextureGatherOffset;
3777 GLuint MaxProgramTextureGatherOffset;
3778 GLuint MaxProgramTextureGatherComponents;
3779
3780 /* GL_ARB_robustness */
3781 GLenum ResetStrategy;
3782
3783 /* GL_KHR_robustness */
3784 GLboolean RobustAccess;
3785
3786 /* GL_ARB_blend_func_extended */
3787 GLuint MaxDualSourceDrawBuffers;
3788
3789 /**
3790 * Whether the implementation strips out and ignores texture borders.
3791 *
3792 * Many GPU hardware implementations don't support rendering with texture
3793 * borders and mipmapped textures. (Note: not static border color, but the
3794 * old 1-pixel border around each edge). Implementations then have to do
3795 * slow fallbacks to be correct, or just ignore the border and be fast but
3796 * wrong. Setting the flag strips the border off of TexImage calls,
3797 * providing "fast but wrong" at significantly reduced driver complexity.
3798 *
3799 * Texture borders are deprecated in GL 3.0.
3800 **/
3801 GLboolean StripTextureBorder;
3802
3803 /**
3804 * For drivers which can do a better job at eliminating unused uniforms
3805 * than the GLSL compiler.
3806 *
3807 * XXX Remove these as soon as a better solution is available.
3808 */
3809 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3810
3811 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3812 bool GLSLFragCoordIsSysVal;
3813 bool GLSLFrontFacingIsSysVal;
3814
3815 /**
3816 * Run the minimum amount of GLSL optimizations to be able to link
3817 * shaders optimally (eliminate dead varyings and uniforms) and just do
3818 * all the necessary lowering.
3819 */
3820 bool GLSLOptimizeConservatively;
3821
3822 /**
3823 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3824 * (otherwise, they're system values).
3825 */
3826 bool GLSLTessLevelsAsInputs;
3827
3828 /**
3829 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3830 * than passing the transform feedback object to the drawing function.
3831 */
3832 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3833
3834 /** GL_ARB_map_buffer_alignment */
3835 GLuint MinMapBufferAlignment;
3836
3837 /**
3838 * Disable varying packing. This is out of spec, but potentially useful
3839 * for older platforms that supports a limited number of texture
3840 * indirections--on these platforms, unpacking the varyings in the fragment
3841 * shader increases the number of texture indirections by 1, which might
3842 * make some shaders not executable at all.
3843 *
3844 * Drivers that support transform feedback must set this value to GL_FALSE.
3845 */
3846 GLboolean DisableVaryingPacking;
3847
3848 /**
3849 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3850 * layout is set as shared (the default) or packed. However most Mesa drivers
3851 * just use STD140 for these layouts. This flag allows drivers to use STD430
3852 * for packed and shared layouts which allows arrays to be packed more
3853 * tightly.
3854 */
3855 bool UseSTD430AsDefaultPacking;
3856
3857 /**
3858 * Should meaningful names be generated for compiler temporary variables?
3859 *
3860 * Generally, it is not useful to have the compiler generate "meaningful"
3861 * names for temporary variables that it creates. This can, however, be a
3862 * useful debugging aid. In Mesa debug builds or release builds when
3863 * MESA_GLSL is set at run-time, meaningful names will be generated.
3864 * Drivers can also force names to be generated by setting this field.
3865 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3866 * vertex shader assembly) is set at run-time.
3867 */
3868 bool GenerateTemporaryNames;
3869
3870 /*
3871 * Maximum value supported for an index in DrawElements and friends.
3872 *
3873 * This must be at least (1ull<<24)-1. The default value is
3874 * (1ull<<32)-1.
3875 *
3876 * \since ES 3.0 or GL_ARB_ES3_compatibility
3877 * \sa _mesa_init_constants
3878 */
3879 GLuint64 MaxElementIndex;
3880
3881 /**
3882 * Disable interpretation of line continuations (lines ending with a
3883 * backslash character ('\') in GLSL source.
3884 */
3885 GLboolean DisableGLSLLineContinuations;
3886
3887 /** GL_ARB_texture_multisample */
3888 GLint MaxColorTextureSamples;
3889 GLint MaxDepthTextureSamples;
3890 GLint MaxIntegerSamples;
3891
3892 /**
3893 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3894 * samples are laid out in a rectangular grid roughly corresponding to
3895 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3896 * are used to map indices of rectangular grid to sample numbers within
3897 * a pixel. This mapping of indices to sample numbers must be initialized
3898 * by the driver for the target hardware. For example, if we have the 8X
3899 * MSAA sample number layout (sample positions) for XYZ hardware:
3900 *
3901 * sample indices layout sample number layout
3902 * --------- ---------
3903 * | 0 | 1 | | a | b |
3904 * --------- ---------
3905 * | 2 | 3 | | c | d |
3906 * --------- ---------
3907 * | 4 | 5 | | e | f |
3908 * --------- ---------
3909 * | 6 | 7 | | g | h |
3910 * --------- ---------
3911 *
3912 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3913 *
3914 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3915 * below:
3916 * SampleMap8x = {a, b, c, d, e, f, g, h};
3917 *
3918 * Follow the logic for sample counts 2-8.
3919 *
3920 * For 16x the sample indices layout as a 4x4 grid as follows:
3921 *
3922 * -----------------
3923 * | 0 | 1 | 2 | 3 |
3924 * -----------------
3925 * | 4 | 5 | 6 | 7 |
3926 * -----------------
3927 * | 8 | 9 |10 |11 |
3928 * -----------------
3929 * |12 |13 |14 |15 |
3930 * -----------------
3931 */
3932 uint8_t SampleMap2x[2];
3933 uint8_t SampleMap4x[4];
3934 uint8_t SampleMap8x[8];
3935 uint8_t SampleMap16x[16];
3936
3937 /** GL_ARB_shader_atomic_counters */
3938 GLuint MaxAtomicBufferBindings;
3939 GLuint MaxAtomicBufferSize;
3940 GLuint MaxCombinedAtomicBuffers;
3941 GLuint MaxCombinedAtomicCounters;
3942
3943 /** GL_ARB_vertex_attrib_binding */
3944 GLint MaxVertexAttribRelativeOffset;
3945 GLint MaxVertexAttribBindings;
3946
3947 /* GL_ARB_shader_image_load_store */
3948 GLuint MaxImageUnits;
3949 GLuint MaxCombinedShaderOutputResources;
3950 GLuint MaxImageSamples;
3951 GLuint MaxCombinedImageUniforms;
3952
3953 /** GL_ARB_compute_shader */
3954 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3955 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3956 GLuint MaxComputeWorkGroupInvocations;
3957 GLuint MaxComputeSharedMemorySize;
3958
3959 /** GL_ARB_compute_variable_group_size */
3960 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3961 GLuint MaxComputeVariableGroupInvocations;
3962
3963 /** GL_ARB_gpu_shader5 */
3964 GLfloat MinFragmentInterpolationOffset;
3965 GLfloat MaxFragmentInterpolationOffset;
3966
3967 GLboolean FakeSWMSAA;
3968
3969 /** GL_KHR_context_flush_control */
3970 GLenum ContextReleaseBehavior;
3971
3972 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3973
3974 /** GL_ARB_tessellation_shader */
3975 GLuint MaxPatchVertices;
3976 GLuint MaxTessGenLevel;
3977 GLuint MaxTessPatchComponents;
3978 GLuint MaxTessControlTotalOutputComponents;
3979 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3980 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3981 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3982 bool PrimitiveRestartForPatches;
3983 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3984 * gl_LocalInvocationIndex based on
3985 * other builtin variables. */
3986
3987 /** GL_OES_primitive_bounding_box */
3988 bool NoPrimitiveBoundingBoxOutput;
3989
3990 /** GL_ARB_sparse_buffer */
3991 GLuint SparseBufferPageSize;
3992
3993 /** Used as an input for sha1 generation in the on-disk shader cache */
3994 unsigned char *dri_config_options_sha1;
3995
3996 /** When drivers are OK with mapped buffers during draw and other calls. */
3997 bool AllowMappedBuffersDuringExecution;
3998 };
3999
4000
4001 /**
4002 * Enable flag for each OpenGL extension. Different device drivers will
4003 * enable different extensions at runtime.
4004 */
4005 struct gl_extensions
4006 {
4007 GLboolean dummy; /* don't remove this! */
4008 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4009 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4010 GLboolean ANGLE_texture_compression_dxt;
4011 GLboolean ARB_ES2_compatibility;
4012 GLboolean ARB_ES3_compatibility;
4013 GLboolean ARB_ES3_1_compatibility;
4014 GLboolean ARB_ES3_2_compatibility;
4015 GLboolean ARB_arrays_of_arrays;
4016 GLboolean ARB_base_instance;
4017 GLboolean ARB_bindless_texture;
4018 GLboolean ARB_blend_func_extended;
4019 GLboolean ARB_buffer_storage;
4020 GLboolean ARB_clear_texture;
4021 GLboolean ARB_clip_control;
4022 GLboolean ARB_color_buffer_float;
4023 GLboolean ARB_compute_shader;
4024 GLboolean ARB_compute_variable_group_size;
4025 GLboolean ARB_conditional_render_inverted;
4026 GLboolean ARB_conservative_depth;
4027 GLboolean ARB_copy_image;
4028 GLboolean ARB_cull_distance;
4029 GLboolean ARB_depth_buffer_float;
4030 GLboolean ARB_depth_clamp;
4031 GLboolean ARB_depth_texture;
4032 GLboolean ARB_derivative_control;
4033 GLboolean ARB_draw_buffers_blend;
4034 GLboolean ARB_draw_elements_base_vertex;
4035 GLboolean ARB_draw_indirect;
4036 GLboolean ARB_draw_instanced;
4037 GLboolean ARB_fragment_coord_conventions;
4038 GLboolean ARB_fragment_layer_viewport;
4039 GLboolean ARB_fragment_program;
4040 GLboolean ARB_fragment_program_shadow;
4041 GLboolean ARB_fragment_shader;
4042 GLboolean ARB_framebuffer_no_attachments;
4043 GLboolean ARB_framebuffer_object;
4044 GLboolean ARB_enhanced_layouts;
4045 GLboolean ARB_explicit_attrib_location;
4046 GLboolean ARB_explicit_uniform_location;
4047 GLboolean ARB_gpu_shader5;
4048 GLboolean ARB_gpu_shader_fp64;
4049 GLboolean ARB_gpu_shader_int64;
4050 GLboolean ARB_half_float_vertex;
4051 GLboolean ARB_indirect_parameters;
4052 GLboolean ARB_instanced_arrays;
4053 GLboolean ARB_internalformat_query;
4054 GLboolean ARB_internalformat_query2;
4055 GLboolean ARB_map_buffer_range;
4056 GLboolean ARB_occlusion_query;
4057 GLboolean ARB_occlusion_query2;
4058 GLboolean ARB_pipeline_statistics_query;
4059 GLboolean ARB_point_sprite;
4060 GLboolean ARB_polygon_offset_clamp;
4061 GLboolean ARB_post_depth_coverage;
4062 GLboolean ARB_query_buffer_object;
4063 GLboolean ARB_robust_buffer_access_behavior;
4064 GLboolean ARB_sample_shading;
4065 GLboolean ARB_seamless_cube_map;
4066 GLboolean ARB_shader_atomic_counter_ops;
4067 GLboolean ARB_shader_atomic_counters;
4068 GLboolean ARB_shader_ballot;
4069 GLboolean ARB_shader_bit_encoding;
4070 GLboolean ARB_shader_clock;
4071 GLboolean ARB_shader_draw_parameters;
4072 GLboolean ARB_shader_group_vote;
4073 GLboolean ARB_shader_image_load_store;
4074 GLboolean ARB_shader_image_size;
4075 GLboolean ARB_shader_precision;
4076 GLboolean ARB_shader_stencil_export;
4077 GLboolean ARB_shader_storage_buffer_object;
4078 GLboolean ARB_shader_texture_image_samples;
4079 GLboolean ARB_shader_texture_lod;
4080 GLboolean ARB_shader_viewport_layer_array;
4081 GLboolean ARB_shading_language_packing;
4082 GLboolean ARB_shading_language_420pack;
4083 GLboolean ARB_shadow;
4084 GLboolean ARB_sparse_buffer;
4085 GLboolean ARB_stencil_texturing;
4086 GLboolean ARB_sync;
4087 GLboolean ARB_tessellation_shader;
4088 GLboolean ARB_texture_border_clamp;
4089 GLboolean ARB_texture_buffer_object;
4090 GLboolean ARB_texture_buffer_object_rgb32;
4091 GLboolean ARB_texture_buffer_range;
4092 GLboolean ARB_texture_compression_bptc;
4093 GLboolean ARB_texture_compression_rgtc;
4094 GLboolean ARB_texture_cube_map;
4095 GLboolean ARB_texture_cube_map_array;
4096 GLboolean ARB_texture_env_combine;
4097 GLboolean ARB_texture_env_crossbar;
4098 GLboolean ARB_texture_env_dot3;
4099 GLboolean ARB_texture_filter_anisotropic;
4100 GLboolean ARB_texture_float;
4101 GLboolean ARB_texture_gather;
4102 GLboolean ARB_texture_mirror_clamp_to_edge;
4103 GLboolean ARB_texture_multisample;
4104 GLboolean ARB_texture_non_power_of_two;
4105 GLboolean ARB_texture_stencil8;
4106 GLboolean ARB_texture_query_levels;
4107 GLboolean ARB_texture_query_lod;
4108 GLboolean ARB_texture_rg;
4109 GLboolean ARB_texture_rgb10_a2ui;
4110 GLboolean ARB_texture_view;
4111 GLboolean ARB_timer_query;
4112 GLboolean ARB_transform_feedback2;
4113 GLboolean ARB_transform_feedback3;
4114 GLboolean ARB_transform_feedback_instanced;
4115 GLboolean ARB_transform_feedback_overflow_query;
4116 GLboolean ARB_uniform_buffer_object;
4117 GLboolean ARB_vertex_attrib_64bit;
4118 GLboolean ARB_vertex_program;
4119 GLboolean ARB_vertex_shader;
4120 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4121 GLboolean ARB_vertex_type_2_10_10_10_rev;
4122 GLboolean ARB_viewport_array;
4123 GLboolean EXT_blend_color;
4124 GLboolean EXT_blend_equation_separate;
4125 GLboolean EXT_blend_func_separate;
4126 GLboolean EXT_blend_minmax;
4127 GLboolean EXT_depth_bounds_test;
4128 GLboolean EXT_draw_buffers2;
4129 GLboolean EXT_framebuffer_multisample;
4130 GLboolean EXT_framebuffer_multisample_blit_scaled;
4131 GLboolean EXT_framebuffer_sRGB;
4132 GLboolean EXT_gpu_program_parameters;
4133 GLboolean EXT_gpu_shader4;
4134 GLboolean EXT_memory_object;
4135 GLboolean EXT_memory_object_fd;
4136 GLboolean EXT_packed_float;
4137 GLboolean EXT_pixel_buffer_object;
4138 GLboolean EXT_point_parameters;
4139 GLboolean EXT_provoking_vertex;
4140 GLboolean EXT_shader_integer_mix;
4141 GLboolean EXT_shader_samples_identical;
4142 GLboolean EXT_stencil_two_side;
4143 GLboolean EXT_texture_array;
4144 GLboolean EXT_texture_compression_latc;
4145 GLboolean EXT_texture_compression_s3tc;
4146 GLboolean EXT_texture_env_dot3;
4147 GLboolean EXT_texture_filter_anisotropic;
4148 GLboolean EXT_texture_integer;
4149 GLboolean EXT_texture_mirror_clamp;
4150 GLboolean EXT_texture_shared_exponent;
4151 GLboolean EXT_texture_snorm;
4152 GLboolean EXT_texture_sRGB;
4153 GLboolean EXT_texture_sRGB_decode;
4154 GLboolean EXT_texture_swizzle;
4155 GLboolean EXT_texture_type_2_10_10_10_REV;
4156 GLboolean EXT_transform_feedback;
4157 GLboolean EXT_timer_query;
4158 GLboolean EXT_vertex_array_bgra;
4159 GLboolean EXT_window_rectangles;
4160 GLboolean OES_copy_image;
4161 GLboolean OES_primitive_bounding_box;
4162 GLboolean OES_sample_variables;
4163 GLboolean OES_standard_derivatives;
4164 GLboolean OES_texture_buffer;
4165 GLboolean OES_texture_cube_map_array;
4166 GLboolean OES_viewport_array;
4167 /* vendor extensions */
4168 GLboolean AMD_performance_monitor;
4169 GLboolean AMD_pinned_memory;
4170 GLboolean AMD_seamless_cubemap_per_texture;
4171 GLboolean AMD_vertex_shader_layer;
4172 GLboolean AMD_vertex_shader_viewport_index;
4173 GLboolean ANDROID_extension_pack_es31a;
4174 GLboolean APPLE_object_purgeable;
4175 GLboolean ATI_meminfo;
4176 GLboolean ATI_texture_compression_3dc;
4177 GLboolean ATI_texture_mirror_once;
4178 GLboolean ATI_texture_env_combine3;
4179 GLboolean ATI_fragment_shader;
4180 GLboolean ATI_separate_stencil;
4181 GLboolean GREMEDY_string_marker;
4182 GLboolean INTEL_conservative_rasterization;
4183 GLboolean INTEL_performance_query;
4184 GLboolean KHR_blend_equation_advanced;
4185 GLboolean KHR_blend_equation_advanced_coherent;
4186 GLboolean KHR_robustness;
4187 GLboolean KHR_texture_compression_astc_hdr;
4188 GLboolean KHR_texture_compression_astc_ldr;
4189 GLboolean KHR_texture_compression_astc_sliced_3d;
4190 GLboolean MESA_tile_raster_order;
4191 GLboolean MESA_pack_invert;
4192 GLboolean MESA_shader_framebuffer_fetch;
4193 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4194 GLboolean MESA_shader_integer_functions;
4195 GLboolean MESA_ycbcr_texture;
4196 GLboolean NV_conditional_render;
4197 GLboolean NV_fill_rectangle;
4198 GLboolean NV_fog_distance;
4199 GLboolean NV_point_sprite;
4200 GLboolean NV_primitive_restart;
4201 GLboolean NV_texture_barrier;
4202 GLboolean NV_texture_env_combine4;
4203 GLboolean NV_texture_rectangle;
4204 GLboolean NV_vdpau_interop;
4205 GLboolean NVX_gpu_memory_info;
4206 GLboolean TDFX_texture_compression_FXT1;
4207 GLboolean OES_EGL_image;
4208 GLboolean OES_draw_texture;
4209 GLboolean OES_depth_texture_cube_map;
4210 GLboolean OES_EGL_image_external;
4211 GLboolean OES_texture_float;
4212 GLboolean OES_texture_float_linear;
4213 GLboolean OES_texture_half_float;
4214 GLboolean OES_texture_half_float_linear;
4215 GLboolean OES_compressed_ETC1_RGB8_texture;
4216 GLboolean OES_geometry_shader;
4217 GLboolean OES_texture_compression_astc;
4218 GLboolean extension_sentinel;
4219 /** The extension string */
4220 const GLubyte *String;
4221 /** Number of supported extensions */
4222 GLuint Count;
4223 /**
4224 * The context version which extension helper functions compare against.
4225 * By default, the value is equal to ctx->Version. This changes to ~0
4226 * while meta is in progress.
4227 */
4228 GLubyte Version;
4229 };
4230
4231
4232 /**
4233 * A stack of matrices (projection, modelview, color, texture, etc).
4234 */
4235 struct gl_matrix_stack
4236 {
4237 GLmatrix *Top; /**< points into Stack */
4238 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4239 unsigned StackSize; /**< Number of elements in Stack */
4240 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4241 GLuint MaxDepth; /**< size of Stack[] array */
4242 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4243 };
4244
4245
4246 /**
4247 * \name Bits for image transfer operations
4248 * \sa __struct gl_contextRec::ImageTransferState.
4249 */
4250 /*@{*/
4251 #define IMAGE_SCALE_BIAS_BIT 0x1
4252 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4253 #define IMAGE_MAP_COLOR_BIT 0x4
4254 #define IMAGE_CLAMP_BIT 0x800
4255
4256
4257 /** Pixel Transfer ops */
4258 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4259 IMAGE_SHIFT_OFFSET_BIT | \
4260 IMAGE_MAP_COLOR_BIT)
4261
4262 /**
4263 * \name Bits to indicate what state has changed.
4264 */
4265 /*@{*/
4266 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4267 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4268 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4269 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4270 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4271 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4272 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4273 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4274 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4275 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4276 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4277 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4278 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4279 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4280 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4281 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4282 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4283 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4284 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4285 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4286 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4287 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4288 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4289 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4290 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4291 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4292 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4293 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4294 /* gap */
4295 #define _NEW_FRAG_CLAMP (1u << 29)
4296 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4297 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4298 #define _NEW_ALL ~0
4299 /*@}*/
4300
4301
4302 /**
4303 * Composite state flags
4304 */
4305 /*@{*/
4306 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4307
4308 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4309 _NEW_TEXTURE_STATE | \
4310 _NEW_POINT | \
4311 _NEW_PROGRAM | \
4312 _NEW_MODELVIEW)
4313
4314 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4315 _NEW_FOG | \
4316 _NEW_PROGRAM)
4317
4318
4319 /*@}*/
4320
4321
4322
4323
4324 /* This has to be included here. */
4325 #include "dd.h"
4326
4327
4328 /**
4329 * Display list flags.
4330 * Strictly this is a tnl-private concept, but it doesn't seem
4331 * worthwhile adding a tnl private structure just to hold this one bit
4332 * of information:
4333 */
4334 #define DLIST_DANGLING_REFS 0x1
4335
4336
4337 /** Opaque declaration of display list payload data type */
4338 union gl_dlist_node;
4339
4340
4341 /**
4342 * Provide a location where information about a display list can be
4343 * collected. Could be extended with driverPrivate structures,
4344 * etc. in the future.
4345 */
4346 struct gl_display_list
4347 {
4348 GLuint Name;
4349 GLbitfield Flags; /**< DLIST_x flags */
4350 GLchar *Label; /**< GL_KHR_debug */
4351 /** The dlist commands are in a linked list of nodes */
4352 union gl_dlist_node *Head;
4353 };
4354
4355
4356 /**
4357 * State used during display list compilation and execution.
4358 */
4359 struct gl_dlist_state
4360 {
4361 struct gl_display_list *CurrentList; /**< List currently being compiled */
4362 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4363 GLuint CurrentPos; /**< Index into current block of nodes */
4364 GLuint CallDepth; /**< Current recursion calling depth */
4365
4366 GLvertexformat ListVtxfmt;
4367
4368 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4369 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4370
4371 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4372 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4373
4374 struct {
4375 /* State known to have been set by the currently-compiling display
4376 * list. Used to eliminate some redundant state changes.
4377 */
4378 GLenum ShadeModel;
4379 } Current;
4380 };
4381
4382 /** @{
4383 *
4384 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4385 * to small enums suitable for use as an array index.
4386 */
4387
4388 enum mesa_debug_source {
4389 MESA_DEBUG_SOURCE_API,
4390 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4391 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4392 MESA_DEBUG_SOURCE_THIRD_PARTY,
4393 MESA_DEBUG_SOURCE_APPLICATION,
4394 MESA_DEBUG_SOURCE_OTHER,
4395 MESA_DEBUG_SOURCE_COUNT
4396 };
4397
4398 enum mesa_debug_type {
4399 MESA_DEBUG_TYPE_ERROR,
4400 MESA_DEBUG_TYPE_DEPRECATED,
4401 MESA_DEBUG_TYPE_UNDEFINED,
4402 MESA_DEBUG_TYPE_PORTABILITY,
4403 MESA_DEBUG_TYPE_PERFORMANCE,
4404 MESA_DEBUG_TYPE_OTHER,
4405 MESA_DEBUG_TYPE_MARKER,
4406 MESA_DEBUG_TYPE_PUSH_GROUP,
4407 MESA_DEBUG_TYPE_POP_GROUP,
4408 MESA_DEBUG_TYPE_COUNT
4409 };
4410
4411 enum mesa_debug_severity {
4412 MESA_DEBUG_SEVERITY_LOW,
4413 MESA_DEBUG_SEVERITY_MEDIUM,
4414 MESA_DEBUG_SEVERITY_HIGH,
4415 MESA_DEBUG_SEVERITY_NOTIFICATION,
4416 MESA_DEBUG_SEVERITY_COUNT
4417 };
4418
4419 /** @} */
4420
4421 /**
4422 * Driver-specific state flags.
4423 *
4424 * These are or'd with gl_context::NewDriverState to notify a driver about
4425 * a state change. The driver sets the flags at context creation and
4426 * the meaning of the bits set is opaque to core Mesa.
4427 */
4428 struct gl_driver_flags
4429 {
4430 /** gl_context::Array::_DrawArrays (vertex array state) */
4431 uint64_t NewArray;
4432
4433 /** gl_context::TransformFeedback::CurrentObject */
4434 uint64_t NewTransformFeedback;
4435
4436 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4437 uint64_t NewTransformFeedbackProg;
4438
4439 /** gl_context::RasterDiscard */
4440 uint64_t NewRasterizerDiscard;
4441
4442 /** gl_context::TileRasterOrder* */
4443 uint64_t NewTileRasterOrder;
4444
4445 /**
4446 * gl_context::UniformBufferBindings
4447 * gl_shader_program::UniformBlocks
4448 */
4449 uint64_t NewUniformBuffer;
4450
4451 /**
4452 * gl_context::ShaderStorageBufferBindings
4453 * gl_shader_program::ShaderStorageBlocks
4454 */
4455 uint64_t NewShaderStorageBuffer;
4456
4457 uint64_t NewTextureBuffer;
4458
4459 /**
4460 * gl_context::AtomicBufferBindings
4461 */
4462 uint64_t NewAtomicBuffer;
4463
4464 /**
4465 * gl_context::ImageUnits
4466 */
4467 uint64_t NewImageUnits;
4468
4469 /**
4470 * gl_context::TessCtrlProgram::patch_default_*
4471 */
4472 uint64_t NewDefaultTessLevels;
4473
4474 /**
4475 * gl_context::IntelConservativeRasterization
4476 */
4477 uint64_t NewIntelConservativeRasterization;
4478
4479 /**
4480 * gl_context::Scissor::WindowRects
4481 */
4482 uint64_t NewWindowRectangles;
4483
4484 /** gl_context::Color::sRGBEnabled */
4485 uint64_t NewFramebufferSRGB;
4486
4487 /** gl_context::Scissor::EnableFlags */
4488 uint64_t NewScissorTest;
4489
4490 /** gl_context::Scissor::ScissorArray */
4491 uint64_t NewScissorRect;
4492
4493 /** gl_context::Color::Alpha* */
4494 uint64_t NewAlphaTest;
4495
4496 /** gl_context::Color::Blend/Dither */
4497 uint64_t NewBlend;
4498
4499 /** gl_context::Color::BlendColor */
4500 uint64_t NewBlendColor;
4501
4502 /** gl_context::Color::Color/Index */
4503 uint64_t NewColorMask;
4504
4505 /** gl_context::Depth */
4506 uint64_t NewDepth;
4507
4508 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4509 uint64_t NewLogicOp;
4510
4511 /** gl_context::Multisample::Enabled */
4512 uint64_t NewMultisampleEnable;
4513
4514 /** gl_context::Multisample::SampleAlphaTo* */
4515 uint64_t NewSampleAlphaToXEnable;
4516
4517 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4518 uint64_t NewSampleMask;
4519
4520 /** gl_context::Multisample::(Min)SampleShading */
4521 uint64_t NewSampleShading;
4522
4523 /** gl_context::Stencil */
4524 uint64_t NewStencil;
4525
4526 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4527 uint64_t NewClipControl;
4528
4529 /** gl_context::Transform::EyeUserPlane */
4530 uint64_t NewClipPlane;
4531
4532 /** gl_context::Transform::ClipPlanesEnabled */
4533 uint64_t NewClipPlaneEnable;
4534
4535 /** gl_context::Transform::DepthClamp */
4536 uint64_t NewDepthClamp;
4537
4538 /** gl_context::Line */
4539 uint64_t NewLineState;
4540
4541 /** gl_context::Polygon */
4542 uint64_t NewPolygonState;
4543
4544 /** gl_context::PolygonStipple */
4545 uint64_t NewPolygonStipple;
4546
4547 /** gl_context::ViewportArray */
4548 uint64_t NewViewport;
4549
4550 /** Shader constants (uniforms, program parameters, state constants) */
4551 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4552 };
4553
4554 struct gl_buffer_binding
4555 {
4556 struct gl_buffer_object *BufferObject;
4557 /** Start of uniform block data in the buffer */
4558 GLintptr Offset;
4559 /** Size of data allowed to be referenced from the buffer (in bytes) */
4560 GLsizeiptr Size;
4561 /**
4562 * glBindBufferBase() indicates that the Size should be ignored and only
4563 * limited by the current size of the BufferObject.
4564 */
4565 GLboolean AutomaticSize;
4566 };
4567
4568 /**
4569 * ARB_shader_image_load_store image unit.
4570 */
4571 struct gl_image_unit
4572 {
4573 /**
4574 * Texture object bound to this unit.
4575 */
4576 struct gl_texture_object *TexObj;
4577
4578 /**
4579 * Level of the texture object bound to this unit.
4580 */
4581 GLuint Level;
4582
4583 /**
4584 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4585 * GL_FALSE if only some specific layer of the texture is bound.
4586 * \sa Layer
4587 */
4588 GLboolean Layered;
4589
4590 /**
4591 * Layer of the texture object bound to this unit as specified by the
4592 * application.
4593 */
4594 GLuint Layer;
4595
4596 /**
4597 * Layer of the texture object bound to this unit, or zero if the
4598 * whole level is bound.
4599 */
4600 GLuint _Layer;
4601
4602 /**
4603 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4604 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4605 */
4606 GLenum Access;
4607
4608 /**
4609 * GL internal format that determines the interpretation of the
4610 * image memory when shader image operations are performed through
4611 * this unit.
4612 */
4613 GLenum Format;
4614
4615 /**
4616 * Mesa format corresponding to \c Format.
4617 */
4618 mesa_format _ActualFormat;
4619
4620 };
4621
4622 /**
4623 * Shader subroutines storage
4624 */
4625 struct gl_subroutine_index_binding
4626 {
4627 GLuint NumIndex;
4628 GLuint *IndexPtr;
4629 };
4630
4631 struct gl_texture_handle_object
4632 {
4633 struct gl_texture_object *texObj;
4634 struct gl_sampler_object *sampObj;
4635 GLuint64 handle;
4636 };
4637
4638 struct gl_image_handle_object
4639 {
4640 struct gl_image_unit imgObj;
4641 GLuint64 handle;
4642 };
4643
4644 struct gl_memory_object
4645 {
4646 GLuint Name; /**< hash table ID/name */
4647 GLboolean Immutable; /**< denotes mutability state of parameters */
4648 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4649 };
4650
4651 /**
4652 * Mesa rendering context.
4653 *
4654 * This is the central context data structure for Mesa. Almost all
4655 * OpenGL state is contained in this structure.
4656 * Think of this as a base class from which device drivers will derive
4657 * sub classes.
4658 */
4659 struct gl_context
4660 {
4661 /** State possibly shared with other contexts in the address space */
4662 struct gl_shared_state *Shared;
4663
4664 /** \name API function pointer tables */
4665 /*@{*/
4666 gl_api API;
4667
4668 /**
4669 * The current dispatch table for non-displaylist-saving execution, either
4670 * BeginEnd or OutsideBeginEnd
4671 */
4672 struct _glapi_table *Exec;
4673 /**
4674 * The normal dispatch table for non-displaylist-saving, non-begin/end
4675 */
4676 struct _glapi_table *OutsideBeginEnd;
4677 /** The dispatch table used between glNewList() and glEndList() */
4678 struct _glapi_table *Save;
4679 /**
4680 * The dispatch table used between glBegin() and glEnd() (outside of a
4681 * display list). Only valid functions between those two are set, which is
4682 * mostly just the set in a GLvertexformat struct.
4683 */
4684 struct _glapi_table *BeginEnd;
4685 /**
4686 * Dispatch table for when a graphics reset has happened.
4687 */
4688 struct _glapi_table *ContextLost;
4689 /**
4690 * Dispatch table used to marshal API calls from the client program to a
4691 * separate server thread. NULL if API calls are not being marshalled to
4692 * another thread.
4693 */
4694 struct _glapi_table *MarshalExec;
4695 /**
4696 * Dispatch table currently in use for fielding API calls from the client
4697 * program. If API calls are being marshalled to another thread, this ==
4698 * MarshalExec. Otherwise it == CurrentServerDispatch.
4699 */
4700 struct _glapi_table *CurrentClientDispatch;
4701
4702 /**
4703 * Dispatch table currently in use for performing API calls. == Save or
4704 * Exec.
4705 */
4706 struct _glapi_table *CurrentServerDispatch;
4707
4708 /*@}*/
4709
4710 struct glthread_state *GLThread;
4711
4712 struct gl_config Visual;
4713 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4714 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4715 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4716 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4717
4718 /**
4719 * Device driver function pointer table
4720 */
4721 struct dd_function_table Driver;
4722
4723 /** Core/Driver constants */
4724 struct gl_constants Const;
4725
4726 /** \name The various 4x4 matrix stacks */
4727 /*@{*/
4728 struct gl_matrix_stack ModelviewMatrixStack;
4729 struct gl_matrix_stack ProjectionMatrixStack;
4730 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4731 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4732 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4733 /*@}*/
4734
4735 /** Combined modelview and projection matrix */
4736 GLmatrix _ModelProjectMatrix;
4737
4738 /** \name Display lists */
4739 struct gl_dlist_state ListState;
4740
4741 GLboolean ExecuteFlag; /**< Execute GL commands? */
4742 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4743
4744 /** Extension information */
4745 struct gl_extensions Extensions;
4746
4747 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4748 GLuint Version;
4749 char *VersionString;
4750
4751 /** \name State attribute stack (for glPush/PopAttrib) */
4752 /*@{*/
4753 GLuint AttribStackDepth;
4754 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4755 /*@}*/
4756
4757 /** \name Renderer attribute groups
4758 *
4759 * We define a struct for each attribute group to make pushing and popping
4760 * attributes easy. Also it's a good organization.
4761 */
4762 /*@{*/
4763 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4764 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4765 struct gl_current_attrib Current; /**< Current attributes */
4766 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4767 struct gl_eval_attrib Eval; /**< Eval attributes */
4768 struct gl_fog_attrib Fog; /**< Fog attributes */
4769 struct gl_hint_attrib Hint; /**< Hint attributes */
4770 struct gl_light_attrib Light; /**< Light attributes */
4771 struct gl_line_attrib Line; /**< Line attributes */
4772 struct gl_list_attrib List; /**< List attributes */
4773 struct gl_multisample_attrib Multisample;
4774 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4775 struct gl_point_attrib Point; /**< Point attributes */
4776 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4777 GLuint PolygonStipple[32]; /**< Polygon stipple */
4778 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4779 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4780 struct gl_texture_attrib Texture; /**< Texture attributes */
4781 struct gl_transform_attrib Transform; /**< Transformation attributes */
4782 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4783 /*@}*/
4784
4785 /** \name Client attribute stack */
4786 /*@{*/
4787 GLuint ClientAttribStackDepth;
4788 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4789 /*@}*/
4790
4791 /** \name Client attribute groups */
4792 /*@{*/
4793 struct gl_array_attrib Array; /**< Vertex arrays */
4794 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4795 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4796 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4797 /*@}*/
4798
4799 /** \name Other assorted state (not pushed/popped on attribute stack) */
4800 /*@{*/
4801 struct gl_pixelmaps PixelMaps;
4802
4803 struct gl_evaluators EvalMap; /**< All evaluators */
4804 struct gl_feedback Feedback; /**< Feedback */
4805 struct gl_selection Select; /**< Selection */
4806
4807 struct gl_program_state Program; /**< general program state */
4808 struct gl_vertex_program_state VertexProgram;
4809 struct gl_fragment_program_state FragmentProgram;
4810 struct gl_geometry_program_state GeometryProgram;
4811 struct gl_compute_program_state ComputeProgram;
4812 struct gl_tess_ctrl_program_state TessCtrlProgram;
4813 struct gl_tess_eval_program_state TessEvalProgram;
4814 struct gl_ati_fragment_shader_state ATIFragmentShader;
4815
4816 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4817 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4818
4819 /**
4820 * Current active shader pipeline state
4821 *
4822 * Almost all internal users want ::_Shader instead of ::Shader. The
4823 * exceptions are bits of legacy GLSL API that do not know about separate
4824 * shader objects.
4825 *
4826 * If a program is active via \c glUseProgram, this will point to
4827 * \c ::Shader.
4828 *
4829 * If a program pipeline is active via \c glBindProgramPipeline, this will
4830 * point to \c ::Pipeline.Current.
4831 *
4832 * If neither a program nor a program pipeline is active, this will point to
4833 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4834 * \c NULL.
4835 */
4836 struct gl_pipeline_object *_Shader;
4837
4838 struct gl_query_state Query; /**< occlusion, timer queries */
4839
4840 struct gl_transform_feedback_state TransformFeedback;
4841
4842 struct gl_perf_monitor_state PerfMonitor;
4843 struct gl_perf_query_state PerfQuery;
4844
4845 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4846 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4847 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4848
4849 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4850 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4851
4852 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4853
4854 /**
4855 * Current GL_ARB_uniform_buffer_object binding referenced by
4856 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4857 */
4858 struct gl_buffer_object *UniformBuffer;
4859
4860 /**
4861 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4862 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4863 */
4864 struct gl_buffer_object *ShaderStorageBuffer;
4865
4866 /**
4867 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4868 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4869 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4870 * shader program.
4871 */
4872 struct gl_buffer_binding
4873 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4874
4875 /**
4876 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4877 * and GL 4.3. This is set up using glBindBufferRange() or
4878 * glBindBufferBase(). They are associated with shader storage blocks by
4879 * glShaderStorageBlockBinding()'s state in the shader program.
4880 */
4881 struct gl_buffer_binding
4882 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4883
4884 /**
4885 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4886 * target.
4887 */
4888 struct gl_buffer_object *AtomicBuffer;
4889
4890 /**
4891 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4892 * target.
4893 */
4894 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4895
4896 /**
4897 * Array of atomic counter buffer binding points.
4898 */
4899 struct gl_buffer_binding
4900 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4901
4902 /**
4903 * Array of image units for ARB_shader_image_load_store.
4904 */
4905 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4906
4907 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4908 /*@}*/
4909
4910 struct gl_meta_state *Meta; /**< for "meta" operations */
4911
4912 /* GL_EXT_framebuffer_object */
4913 struct gl_renderbuffer *CurrentRenderbuffer;
4914
4915 GLenum ErrorValue; /**< Last error code */
4916
4917 /**
4918 * Recognize and silence repeated error debug messages in buggy apps.
4919 */
4920 const char *ErrorDebugFmtString;
4921 GLuint ErrorDebugCount;
4922
4923 /* GL_ARB_debug_output/GL_KHR_debug */
4924 mtx_t DebugMutex;
4925 struct gl_debug_state *Debug;
4926
4927 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4928 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4929 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4930
4931 struct gl_driver_flags DriverFlags;
4932
4933 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4934
4935 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4936
4937 /** \name Derived state */
4938 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4939 GLfloat _EyeZDir[3];
4940 GLfloat _ModelViewInvScale;
4941 GLboolean _NeedEyeCoords;
4942 GLboolean _ForceEyeCoords;
4943
4944 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4945
4946 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4947
4948 /** \name For debugging/development only */
4949 /*@{*/
4950 GLboolean FirstTimeCurrent;
4951 /*@}*/
4952
4953 /**
4954 * False if this context was created without a config. This is needed
4955 * because the initial state of glDrawBuffers depends on this
4956 */
4957 GLboolean HasConfig;
4958
4959 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4960
4961 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4962 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4963
4964 /** Does glVertexAttrib(0) alias glVertex()? */
4965 bool _AttribZeroAliasesVertex;
4966
4967 /**
4968 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
4969 * renderer's tiles should be excecuted, to meet the requirements of
4970 * GL_MESA_tile_raster_order.
4971 */
4972 GLboolean TileRasterOrderFixed;
4973 GLboolean TileRasterOrderIncreasingX;
4974 GLboolean TileRasterOrderIncreasingY;
4975
4976 /**
4977 * \name Hooks for module contexts.
4978 *
4979 * These will eventually live in the driver or elsewhere.
4980 */
4981 /*@{*/
4982 void *swrast_context;
4983 void *swsetup_context;
4984 void *swtnl_context;
4985 struct vbo_context *vbo_context;
4986 struct st_context *st;
4987 void *aelt_context;
4988 /*@}*/
4989
4990 /**
4991 * \name NV_vdpau_interop
4992 */
4993 /*@{*/
4994 const void *vdpDevice;
4995 const void *vdpGetProcAddress;
4996 struct set *vdpSurfaces;
4997 /*@}*/
4998
4999 /**
5000 * Has this context observed a GPU reset in any context in the share group?
5001 *
5002 * Once this field becomes true, it is never reset to false.
5003 */
5004 GLboolean ShareGroupReset;
5005
5006 /**
5007 * \name OES_primitive_bounding_box
5008 *
5009 * Stores the arguments to glPrimitiveBoundingBox
5010 */
5011 GLfloat PrimitiveBoundingBox[8];
5012
5013 struct disk_cache *Cache;
5014
5015 /**
5016 * \name GL_ARB_bindless_texture
5017 */
5018 /*@{*/
5019 struct hash_table_u64 *ResidentTextureHandles;
5020 struct hash_table_u64 *ResidentImageHandles;
5021 /*@}*/
5022 };
5023
5024 /**
5025 * Information about memory usage. All sizes are in kilobytes.
5026 */
5027 struct gl_memory_info
5028 {
5029 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5030 unsigned avail_device_memory; /**< free device memory at the moment */
5031 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5032 unsigned avail_staging_memory; /**< free staging memory at the moment */
5033 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5034 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5035 };
5036
5037 #ifdef DEBUG
5038 extern int MESA_VERBOSE;
5039 extern int MESA_DEBUG_FLAGS;
5040 # define MESA_FUNCTION __func__
5041 #else
5042 # define MESA_VERBOSE 0
5043 # define MESA_DEBUG_FLAGS 0
5044 # define MESA_FUNCTION "a function"
5045 #endif
5046
5047
5048 /** The MESA_VERBOSE var is a bitmask of these flags */
5049 enum _verbose
5050 {
5051 VERBOSE_VARRAY = 0x0001,
5052 VERBOSE_TEXTURE = 0x0002,
5053 VERBOSE_MATERIAL = 0x0004,
5054 VERBOSE_PIPELINE = 0x0008,
5055 VERBOSE_DRIVER = 0x0010,
5056 VERBOSE_STATE = 0x0020,
5057 VERBOSE_API = 0x0040,
5058 VERBOSE_DISPLAY_LIST = 0x0100,
5059 VERBOSE_LIGHTING = 0x0200,
5060 VERBOSE_PRIMS = 0x0400,
5061 VERBOSE_VERTS = 0x0800,
5062 VERBOSE_DISASSEM = 0x1000,
5063 VERBOSE_DRAW = 0x2000,
5064 VERBOSE_SWAPBUFFERS = 0x4000
5065 };
5066
5067
5068 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5069 enum _debug
5070 {
5071 DEBUG_SILENT = (1 << 0),
5072 DEBUG_ALWAYS_FLUSH = (1 << 1),
5073 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5074 DEBUG_INCOMPLETE_FBO = (1 << 3),
5075 DEBUG_CONTEXT = (1 << 4)
5076 };
5077
5078 #ifdef __cplusplus
5079 }
5080 #endif
5081
5082 #endif /* MTYPES_H */