glsl/cs: Handle compute shader local_size_{x,y,z} declaration.
[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
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_context;
80 struct st_context;
81 struct gl_uniform_storage;
82 struct prog_instruction;
83 struct gl_program_parameter_list;
84 struct set;
85 struct set_entry;
86 struct vbo_context;
87 /*@}*/
88
89
90 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
91 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
92 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
93 #define PRIM_UNKNOWN (PRIM_MAX + 2)
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_EDGEFLAG = 7,
114 VERT_ATTRIB_TEX0 = 8,
115 VERT_ATTRIB_TEX1 = 9,
116 VERT_ATTRIB_TEX2 = 10,
117 VERT_ATTRIB_TEX3 = 11,
118 VERT_ATTRIB_TEX4 = 12,
119 VERT_ATTRIB_TEX5 = 13,
120 VERT_ATTRIB_TEX6 = 14,
121 VERT_ATTRIB_TEX7 = 15,
122 VERT_ATTRIB_POINT_SIZE = 16,
123 VERT_ATTRIB_GENERIC0 = 17,
124 VERT_ATTRIB_GENERIC1 = 18,
125 VERT_ATTRIB_GENERIC2 = 19,
126 VERT_ATTRIB_GENERIC3 = 20,
127 VERT_ATTRIB_GENERIC4 = 21,
128 VERT_ATTRIB_GENERIC5 = 22,
129 VERT_ATTRIB_GENERIC6 = 23,
130 VERT_ATTRIB_GENERIC7 = 24,
131 VERT_ATTRIB_GENERIC8 = 25,
132 VERT_ATTRIB_GENERIC9 = 26,
133 VERT_ATTRIB_GENERIC10 = 27,
134 VERT_ATTRIB_GENERIC11 = 28,
135 VERT_ATTRIB_GENERIC12 = 29,
136 VERT_ATTRIB_GENERIC13 = 30,
137 VERT_ATTRIB_GENERIC14 = 31,
138 VERT_ATTRIB_GENERIC15 = 32,
139 VERT_ATTRIB_MAX = 33
140 } gl_vert_attrib;
141
142 /**
143 * Symbolic constats to help iterating over
144 * specific blocks of vertex attributes.
145 *
146 * VERT_ATTRIB_FF
147 * includes all fixed function attributes as well as
148 * the aliased GL_NV_vertex_program shader attributes.
149 * VERT_ATTRIB_TEX
150 * include the classic texture coordinate attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
163 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 /**
166 * Bitflags for vertex attributes.
167 * These are used in bitfields in many places.
168 */
169 /*@{*/
170 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
171 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
172 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
173 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
174 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
175 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
176 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
177 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
178 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
179 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
180 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
181 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
182 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
183 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
184 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
185 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
186 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
187 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
188
189 #define VERT_BIT(i) BITFIELD64_BIT(i)
190 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
191
192 #define VERT_BIT_FF(i) VERT_BIT(i)
193 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
194 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
195 #define VERT_BIT_TEX_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
197
198 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
199 #define VERT_BIT_GENERIC_ALL \
200 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
201 /*@}*/
202
203
204 /**
205 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
206 * fragment shader inputs.
207 *
208 * Note that some of these values are not available to all pipeline stages.
209 *
210 * When this enum is updated, the following code must be updated too:
211 * - vertResults (in prog_print.c's arb_output_attrib_string())
212 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
213 * - _mesa_varying_slot_in_fs()
214 */
215 typedef enum
216 {
217 VARYING_SLOT_POS,
218 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
219 VARYING_SLOT_COL1,
220 VARYING_SLOT_FOGC,
221 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
222 VARYING_SLOT_TEX1,
223 VARYING_SLOT_TEX2,
224 VARYING_SLOT_TEX3,
225 VARYING_SLOT_TEX4,
226 VARYING_SLOT_TEX5,
227 VARYING_SLOT_TEX6,
228 VARYING_SLOT_TEX7,
229 VARYING_SLOT_PSIZ, /* Does not appear in FS */
230 VARYING_SLOT_BFC0, /* Does not appear in FS */
231 VARYING_SLOT_BFC1, /* Does not appear in FS */
232 VARYING_SLOT_EDGE, /* Does not appear in FS */
233 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_DIST0,
235 VARYING_SLOT_CLIP_DIST1,
236 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
237 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
238 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
239 VARYING_SLOT_FACE, /* FS only */
240 VARYING_SLOT_PNTC, /* FS only */
241 VARYING_SLOT_VAR0, /* First generic varying slot */
242 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
243 } gl_varying_slot;
244
245
246 /**
247 * Bitflags for varying slots.
248 */
249 /*@{*/
250 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
251 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
252 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
253 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
254 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
255 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
256 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
257 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
258 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
259 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
260 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
261 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
262 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
263 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
264 MAX_TEXTURE_COORD_UNITS)
265 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
266 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
267 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
268 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
269 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
270 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
271 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
272 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
273 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
274 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
275 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
276 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
277 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
278 /*@}*/
279
280 /**
281 * Bitflags for system values.
282 */
283 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
284 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
285 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
286
287 /**
288 * Determine if the given gl_varying_slot appears in the fragment shader.
289 */
290 static inline GLboolean
291 _mesa_varying_slot_in_fs(gl_varying_slot slot)
292 {
293 switch (slot) {
294 case VARYING_SLOT_PSIZ:
295 case VARYING_SLOT_BFC0:
296 case VARYING_SLOT_BFC1:
297 case VARYING_SLOT_EDGE:
298 case VARYING_SLOT_CLIP_VERTEX:
299 case VARYING_SLOT_LAYER:
300 return GL_FALSE;
301 default:
302 return GL_TRUE;
303 }
304 }
305
306
307 /**
308 * Fragment program results
309 */
310 typedef enum
311 {
312 FRAG_RESULT_DEPTH = 0,
313 FRAG_RESULT_STENCIL = 1,
314 /* If a single color should be written to all render targets, this
315 * register is written. No FRAG_RESULT_DATAn will be written.
316 */
317 FRAG_RESULT_COLOR = 2,
318 FRAG_RESULT_SAMPLE_MASK = 3,
319
320 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
321 * or ARB_fragment_program fragment.color[n]) color results. If
322 * any are written, FRAG_RESULT_COLOR will not be written.
323 */
324 FRAG_RESULT_DATA0 = 4,
325 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
326 } gl_frag_result;
327
328
329 /**
330 * Indexes for all renderbuffers
331 */
332 typedef enum
333 {
334 /* the four standard color buffers */
335 BUFFER_FRONT_LEFT,
336 BUFFER_BACK_LEFT,
337 BUFFER_FRONT_RIGHT,
338 BUFFER_BACK_RIGHT,
339 BUFFER_DEPTH,
340 BUFFER_STENCIL,
341 BUFFER_ACCUM,
342 /* optional aux buffer */
343 BUFFER_AUX0,
344 /* generic renderbuffers */
345 BUFFER_COLOR0,
346 BUFFER_COLOR1,
347 BUFFER_COLOR2,
348 BUFFER_COLOR3,
349 BUFFER_COLOR4,
350 BUFFER_COLOR5,
351 BUFFER_COLOR6,
352 BUFFER_COLOR7,
353 BUFFER_COUNT
354 } gl_buffer_index;
355
356 /**
357 * Bit flags for all renderbuffers
358 */
359 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
360 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
361 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
362 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
363 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
364 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
365 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
366 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
367 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
368 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
369 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
370 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
371 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
372 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
373 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
374 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
375 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
376 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
377 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
378
379 /**
380 * Mask of all the color buffer bits (but not accum).
381 */
382 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
383 BUFFER_BIT_BACK_LEFT | \
384 BUFFER_BIT_FRONT_RIGHT | \
385 BUFFER_BIT_BACK_RIGHT | \
386 BUFFER_BIT_AUX0 | \
387 BUFFER_BIT_COLOR0 | \
388 BUFFER_BIT_COLOR1 | \
389 BUFFER_BIT_COLOR2 | \
390 BUFFER_BIT_COLOR3 | \
391 BUFFER_BIT_COLOR4 | \
392 BUFFER_BIT_COLOR5 | \
393 BUFFER_BIT_COLOR6 | \
394 BUFFER_BIT_COLOR7)
395
396
397 /**
398 * Shader stages. Note that these will become 5 with tessellation.
399 *
400 * The order must match how shaders are ordered in the pipeline.
401 * The GLSL linker assumes that if i<j, then the j-th shader is
402 * executed later than the i-th shader.
403 */
404 typedef enum
405 {
406 MESA_SHADER_VERTEX = 0,
407 MESA_SHADER_GEOMETRY = 1,
408 MESA_SHADER_FRAGMENT = 2,
409 MESA_SHADER_COMPUTE = 3,
410 } gl_shader_stage;
411
412 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
413
414
415 /**
416 * Framebuffer configuration (aka visual / pixelformat)
417 * Note: some of these fields should be boolean, but it appears that
418 * code in drivers/dri/common/util.c requires int-sized fields.
419 */
420 struct gl_config
421 {
422 GLboolean rgbMode;
423 GLboolean floatMode;
424 GLboolean colorIndexMode; /* XXX is this used anywhere? */
425 GLuint doubleBufferMode;
426 GLuint stereoMode;
427
428 GLboolean haveAccumBuffer;
429 GLboolean haveDepthBuffer;
430 GLboolean haveStencilBuffer;
431
432 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
433 GLuint redMask, greenMask, blueMask, alphaMask;
434 GLint rgbBits; /* total bits for rgb */
435 GLint indexBits; /* total bits for colorindex */
436
437 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
438 GLint depthBits;
439 GLint stencilBits;
440
441 GLint numAuxBuffers;
442
443 GLint level;
444
445 /* EXT_visual_rating / GLX 1.2 */
446 GLint visualRating;
447
448 /* EXT_visual_info / GLX 1.2 */
449 GLint transparentPixel;
450 /* colors are floats scaled to ints */
451 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
452 GLint transparentIndex;
453
454 /* ARB_multisample / SGIS_multisample */
455 GLint sampleBuffers;
456 GLint samples;
457
458 /* SGIX_pbuffer / GLX 1.3 */
459 GLint maxPbufferWidth;
460 GLint maxPbufferHeight;
461 GLint maxPbufferPixels;
462 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
463 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
464
465 /* OML_swap_method */
466 GLint swapMethod;
467
468 /* EXT_texture_from_pixmap */
469 GLint bindToTextureRgb;
470 GLint bindToTextureRgba;
471 GLint bindToMipmapTexture;
472 GLint bindToTextureTargets;
473 GLint yInverted;
474
475 /* EXT_framebuffer_sRGB */
476 GLint sRGBCapable;
477 };
478
479
480 /**
481 * \name Bit flags used for updating material values.
482 */
483 /*@{*/
484 #define MAT_ATTRIB_FRONT_AMBIENT 0
485 #define MAT_ATTRIB_BACK_AMBIENT 1
486 #define MAT_ATTRIB_FRONT_DIFFUSE 2
487 #define MAT_ATTRIB_BACK_DIFFUSE 3
488 #define MAT_ATTRIB_FRONT_SPECULAR 4
489 #define MAT_ATTRIB_BACK_SPECULAR 5
490 #define MAT_ATTRIB_FRONT_EMISSION 6
491 #define MAT_ATTRIB_BACK_EMISSION 7
492 #define MAT_ATTRIB_FRONT_SHININESS 8
493 #define MAT_ATTRIB_BACK_SHININESS 9
494 #define MAT_ATTRIB_FRONT_INDEXES 10
495 #define MAT_ATTRIB_BACK_INDEXES 11
496 #define MAT_ATTRIB_MAX 12
497
498 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
499 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
500 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
501 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
502 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
503 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
504
505 #define MAT_INDEX_AMBIENT 0
506 #define MAT_INDEX_DIFFUSE 1
507 #define MAT_INDEX_SPECULAR 2
508
509 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
510 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
511 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
512 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
513 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
514 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
515 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
516 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
517 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
518 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
519 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
520 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
521
522
523 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
524 MAT_BIT_FRONT_AMBIENT | \
525 MAT_BIT_FRONT_DIFFUSE | \
526 MAT_BIT_FRONT_SPECULAR | \
527 MAT_BIT_FRONT_SHININESS | \
528 MAT_BIT_FRONT_INDEXES)
529
530 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
531 MAT_BIT_BACK_AMBIENT | \
532 MAT_BIT_BACK_DIFFUSE | \
533 MAT_BIT_BACK_SPECULAR | \
534 MAT_BIT_BACK_SHININESS | \
535 MAT_BIT_BACK_INDEXES)
536
537 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
538 /*@}*/
539
540
541 /**
542 * Material state.
543 */
544 struct gl_material
545 {
546 GLfloat Attrib[MAT_ATTRIB_MAX][4];
547 };
548
549
550 /**
551 * Light state flags.
552 */
553 /*@{*/
554 #define LIGHT_SPOT 0x1
555 #define LIGHT_LOCAL_VIEWER 0x2
556 #define LIGHT_POSITIONAL 0x4
557 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
558 /*@}*/
559
560
561 /**
562 * Light source state.
563 */
564 struct gl_light
565 {
566 struct gl_light *next; /**< double linked list with sentinel */
567 struct gl_light *prev;
568
569 GLfloat Ambient[4]; /**< ambient color */
570 GLfloat Diffuse[4]; /**< diffuse color */
571 GLfloat Specular[4]; /**< specular color */
572 GLfloat EyePosition[4]; /**< position in eye coordinates */
573 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
574 GLfloat SpotExponent;
575 GLfloat SpotCutoff; /**< in degrees */
576 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
577 GLfloat ConstantAttenuation;
578 GLfloat LinearAttenuation;
579 GLfloat QuadraticAttenuation;
580 GLboolean Enabled; /**< On/off flag */
581
582 /**
583 * \name Derived fields
584 */
585 /*@{*/
586 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
587
588 GLfloat _Position[4]; /**< position in eye/obj coordinates */
589 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
590 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
591 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
592 GLfloat _VP_inf_spot_attenuation;
593
594 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
595 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
596 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
597 /*@}*/
598 };
599
600
601 /**
602 * Light model state.
603 */
604 struct gl_lightmodel
605 {
606 GLfloat Ambient[4]; /**< ambient color */
607 GLboolean LocalViewer; /**< Local (or infinite) view point? */
608 GLboolean TwoSide; /**< Two (or one) sided lighting? */
609 GLenum ColorControl; /**< either GL_SINGLE_COLOR
610 * or GL_SEPARATE_SPECULAR_COLOR */
611 };
612
613
614 /**
615 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
616 */
617 struct gl_accum_attrib
618 {
619 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
620 };
621
622
623 /**
624 * Used for storing clear color, texture border color, etc.
625 * The float values are typically unclamped.
626 */
627 union gl_color_union
628 {
629 GLfloat f[4];
630 GLint i[4];
631 GLuint ui[4];
632 };
633
634
635 /**
636 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
637 */
638 struct gl_colorbuffer_attrib
639 {
640 GLuint ClearIndex; /**< Index for glClear */
641 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
642 GLuint IndexMask; /**< Color index write mask */
643 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
644
645 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
646
647 /**
648 * \name alpha testing
649 */
650 /*@{*/
651 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
652 GLenum AlphaFunc; /**< Alpha test function */
653 GLfloat AlphaRefUnclamped;
654 GLclampf AlphaRef; /**< Alpha reference value */
655 /*@}*/
656
657 /**
658 * \name Blending
659 */
660 /*@{*/
661 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
662
663 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
664 * control, only on the fixed-pointness of the render target.
665 * The query does however depend on fragment color clamping.
666 */
667 GLfloat BlendColorUnclamped[4]; /**< Blending color */
668 GLfloat BlendColor[4]; /**< Blending color */
669
670 struct
671 {
672 GLenum SrcRGB; /**< RGB blend source term */
673 GLenum DstRGB; /**< RGB blend dest term */
674 GLenum SrcA; /**< Alpha blend source term */
675 GLenum DstA; /**< Alpha blend dest term */
676 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
677 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
678 /**
679 * Set if any blend factor uses SRC1. Computed at the time blend factors
680 * get set.
681 */
682 GLboolean _UsesDualSrc;
683 } Blend[MAX_DRAW_BUFFERS];
684 /** Are the blend func terms currently different for each buffer/target? */
685 GLboolean _BlendFuncPerBuffer;
686 /** Are the blend equations currently different for each buffer/target? */
687 GLboolean _BlendEquationPerBuffer;
688 /*@}*/
689
690 /**
691 * \name Logic op
692 */
693 /*@{*/
694 GLenum LogicOp; /**< Logic operator */
695 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
696 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
697 /*@}*/
698
699 GLboolean DitherFlag; /**< Dither enable flag */
700
701 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
702 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
703 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
704
705 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
706 };
707
708
709 /**
710 * Current attribute group (GL_CURRENT_BIT).
711 */
712 struct gl_current_attrib
713 {
714 /**
715 * \name Current vertex attributes.
716 * \note Values are valid only after FLUSH_VERTICES has been called.
717 * \note Index and Edgeflag current values are stored as floats in the
718 * SIX and SEVEN attribute slots.
719 */
720 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
721
722 /**
723 * \name Current raster position attributes (always valid).
724 * \note This set of attributes is very similar to the SWvertex struct.
725 */
726 /*@{*/
727 GLfloat RasterPos[4];
728 GLfloat RasterDistance;
729 GLfloat RasterColor[4];
730 GLfloat RasterSecondaryColor[4];
731 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
732 GLboolean RasterPosValid;
733 /*@}*/
734 };
735
736
737 /**
738 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
739 */
740 struct gl_depthbuffer_attrib
741 {
742 GLenum Func; /**< Function for depth buffer compare */
743 GLclampd Clear; /**< Value to clear depth buffer to */
744 GLboolean Test; /**< Depth buffering enabled flag */
745 GLboolean Mask; /**< Depth buffer writable? */
746 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
747 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
748 };
749
750
751 /**
752 * Evaluator attribute group (GL_EVAL_BIT).
753 */
754 struct gl_eval_attrib
755 {
756 /**
757 * \name Enable bits
758 */
759 /*@{*/
760 GLboolean Map1Color4;
761 GLboolean Map1Index;
762 GLboolean Map1Normal;
763 GLboolean Map1TextureCoord1;
764 GLboolean Map1TextureCoord2;
765 GLboolean Map1TextureCoord3;
766 GLboolean Map1TextureCoord4;
767 GLboolean Map1Vertex3;
768 GLboolean Map1Vertex4;
769 GLboolean Map2Color4;
770 GLboolean Map2Index;
771 GLboolean Map2Normal;
772 GLboolean Map2TextureCoord1;
773 GLboolean Map2TextureCoord2;
774 GLboolean Map2TextureCoord3;
775 GLboolean Map2TextureCoord4;
776 GLboolean Map2Vertex3;
777 GLboolean Map2Vertex4;
778 GLboolean AutoNormal;
779 /*@}*/
780
781 /**
782 * \name Map Grid endpoints and divisions and calculated du values
783 */
784 /*@{*/
785 GLint MapGrid1un;
786 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
787 GLint MapGrid2un, MapGrid2vn;
788 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
789 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
790 /*@}*/
791 };
792
793
794 /**
795 * Fog attribute group (GL_FOG_BIT).
796 */
797 struct gl_fog_attrib
798 {
799 GLboolean Enabled; /**< Fog enabled flag */
800 GLfloat ColorUnclamped[4]; /**< Fog color */
801 GLfloat Color[4]; /**< Fog color */
802 GLfloat Density; /**< Density >= 0.0 */
803 GLfloat Start; /**< Start distance in eye coords */
804 GLfloat End; /**< End distance in eye coords */
805 GLfloat Index; /**< Fog index */
806 GLenum Mode; /**< Fog mode */
807 GLboolean ColorSumEnabled;
808 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
809 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
810 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
811 };
812
813
814 /**
815 * Hint attribute group (GL_HINT_BIT).
816 *
817 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
818 */
819 struct gl_hint_attrib
820 {
821 GLenum PerspectiveCorrection;
822 GLenum PointSmooth;
823 GLenum LineSmooth;
824 GLenum PolygonSmooth;
825 GLenum Fog;
826 GLenum TextureCompression; /**< GL_ARB_texture_compression */
827 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
828 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
829 };
830
831
832 /**
833 * Lighting attribute group (GL_LIGHT_BIT).
834 */
835 struct gl_light_attrib
836 {
837 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
838 struct gl_lightmodel Model; /**< Lighting model */
839
840 /**
841 * Front and back material values.
842 * Note: must call FLUSH_VERTICES() before using.
843 */
844 struct gl_material Material;
845
846 GLboolean Enabled; /**< Lighting enabled flag */
847 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
848 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
849 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
850 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
851 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
852 GLboolean ColorMaterialEnabled;
853 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
854 GLboolean _ClampVertexColor;
855
856 struct gl_light EnabledList; /**< List sentinel */
857
858 /**
859 * Derived state for optimizations:
860 */
861 /*@{*/
862 GLboolean _NeedEyeCoords;
863 GLboolean _NeedVertices; /**< Use fast shader? */
864 GLfloat _BaseColor[2][3];
865 /*@}*/
866 };
867
868
869 /**
870 * Line attribute group (GL_LINE_BIT).
871 */
872 struct gl_line_attrib
873 {
874 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
875 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
876 GLushort StipplePattern; /**< Stipple pattern */
877 GLint StippleFactor; /**< Stipple repeat factor */
878 GLfloat Width; /**< Line width */
879 };
880
881
882 /**
883 * Display list attribute group (GL_LIST_BIT).
884 */
885 struct gl_list_attrib
886 {
887 GLuint ListBase;
888 };
889
890
891 /**
892 * Multisample attribute group (GL_MULTISAMPLE_BIT).
893 */
894 struct gl_multisample_attrib
895 {
896 GLboolean Enabled;
897 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
898 GLboolean SampleAlphaToCoverage;
899 GLboolean SampleAlphaToOne;
900 GLboolean SampleCoverage;
901 GLfloat SampleCoverageValue;
902 GLboolean SampleCoverageInvert;
903 GLboolean SampleShading;
904 GLfloat MinSampleShadingValue;
905
906 /* ARB_texture_multisample / GL3.2 additions */
907 GLboolean SampleMask;
908 /** The GL spec defines this as an array but >32x MSAA is madness */
909 GLbitfield SampleMaskValue;
910 };
911
912
913 /**
914 * A pixelmap (see glPixelMap)
915 */
916 struct gl_pixelmap
917 {
918 GLint Size;
919 GLfloat Map[MAX_PIXEL_MAP_TABLE];
920 };
921
922
923 /**
924 * Collection of all pixelmaps
925 */
926 struct gl_pixelmaps
927 {
928 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
929 struct gl_pixelmap GtoG;
930 struct gl_pixelmap BtoB;
931 struct gl_pixelmap AtoA;
932 struct gl_pixelmap ItoR;
933 struct gl_pixelmap ItoG;
934 struct gl_pixelmap ItoB;
935 struct gl_pixelmap ItoA;
936 struct gl_pixelmap ItoI;
937 struct gl_pixelmap StoS;
938 };
939
940
941 /**
942 * Pixel attribute group (GL_PIXEL_MODE_BIT).
943 */
944 struct gl_pixel_attrib
945 {
946 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
947
948 /*--- Begin Pixel Transfer State ---*/
949 /* Fields are in the order in which they're applied... */
950
951 /** Scale & Bias (index shift, offset) */
952 /*@{*/
953 GLfloat RedBias, RedScale;
954 GLfloat GreenBias, GreenScale;
955 GLfloat BlueBias, BlueScale;
956 GLfloat AlphaBias, AlphaScale;
957 GLfloat DepthBias, DepthScale;
958 GLint IndexShift, IndexOffset;
959 /*@}*/
960
961 /* Pixel Maps */
962 /* Note: actual pixel maps are not part of this attrib group */
963 GLboolean MapColorFlag;
964 GLboolean MapStencilFlag;
965
966 /*--- End Pixel Transfer State ---*/
967
968 /** glPixelZoom */
969 GLfloat ZoomX, ZoomY;
970 };
971
972
973 /**
974 * Point attribute group (GL_POINT_BIT).
975 */
976 struct gl_point_attrib
977 {
978 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
979 GLfloat Size; /**< User-specified point size */
980 GLfloat Params[3]; /**< GL_EXT_point_parameters */
981 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
982 GLfloat Threshold; /**< GL_EXT_point_parameters */
983 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
984 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
985 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
986 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
987 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
988 };
989
990
991 /**
992 * Polygon attribute group (GL_POLYGON_BIT).
993 */
994 struct gl_polygon_attrib
995 {
996 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
997 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
998 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
999 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1000 GLboolean CullFlag; /**< Culling on/off flag */
1001 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1002 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1003 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1004 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1005 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1006 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1007 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1008 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1009 };
1010
1011
1012 /**
1013 * Scissor attributes (GL_SCISSOR_BIT).
1014 */
1015 struct gl_scissor_rect
1016 {
1017 GLint X, Y; /**< Lower left corner of box */
1018 GLsizei Width, Height; /**< Size of box */
1019 };
1020 struct gl_scissor_attrib
1021 {
1022 GLbitfield EnableFlags; /**< Scissor test enabled? */
1023 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1024 };
1025
1026
1027 /**
1028 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1029 *
1030 * Three sets of stencil data are tracked so that OpenGL 2.0,
1031 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1032 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1033 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1034 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1035 * GL_EXT_stencil_two_side GL_BACK state.
1036 *
1037 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1038 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1039 *
1040 * The derived value \c _TestTwoSide is set when the front-face and back-face
1041 * stencil state are different.
1042 */
1043 struct gl_stencil_attrib
1044 {
1045 GLboolean Enabled; /**< Enabled flag */
1046 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1047 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1048 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1049 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1050 GLboolean _TestTwoSide;
1051 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1052 GLenum Function[3]; /**< Stencil function */
1053 GLenum FailFunc[3]; /**< Fail function */
1054 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1055 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1056 GLint Ref[3]; /**< Reference value */
1057 GLuint ValueMask[3]; /**< Value mask */
1058 GLuint WriteMask[3]; /**< Write mask */
1059 GLuint Clear; /**< Clear value */
1060 };
1061
1062
1063 /**
1064 * An index for each type of texture object. These correspond to the GL
1065 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1066 * Note: the order is from highest priority to lowest priority.
1067 */
1068 typedef enum
1069 {
1070 TEXTURE_2D_MULTISAMPLE_INDEX,
1071 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1072 TEXTURE_CUBE_ARRAY_INDEX,
1073 TEXTURE_BUFFER_INDEX,
1074 TEXTURE_2D_ARRAY_INDEX,
1075 TEXTURE_1D_ARRAY_INDEX,
1076 TEXTURE_EXTERNAL_INDEX,
1077 TEXTURE_CUBE_INDEX,
1078 TEXTURE_3D_INDEX,
1079 TEXTURE_RECT_INDEX,
1080 TEXTURE_2D_INDEX,
1081 TEXTURE_1D_INDEX,
1082 NUM_TEXTURE_TARGETS
1083 } gl_texture_index;
1084
1085
1086 /**
1087 * Bit flags for each type of texture object
1088 * Used for Texture.Unit[]._ReallyEnabled flags.
1089 */
1090 /*@{*/
1091 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1092 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1093 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1094 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1095 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1096 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1097 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1098 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1099 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1100 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1101 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1102 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1103 /*@}*/
1104
1105
1106 /**
1107 * Texture image state. Drivers will typically create a subclass of this
1108 * with extra fields for memory buffers, etc.
1109 */
1110 struct gl_texture_image
1111 {
1112 GLint InternalFormat; /**< Internal format as given by the user */
1113 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1114 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1115 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1116 * GL_DEPTH_STENCIL_EXT only. Used for
1117 * choosing TexEnv arithmetic.
1118 */
1119 mesa_format TexFormat; /**< The actual texture memory format */
1120
1121 GLuint Border; /**< 0 or 1 */
1122 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1123 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1124 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1125 GLuint Width2; /**< = Width - 2*Border */
1126 GLuint Height2; /**< = Height - 2*Border */
1127 GLuint Depth2; /**< = Depth - 2*Border */
1128 GLuint WidthLog2; /**< = log2(Width2) */
1129 GLuint HeightLog2; /**< = log2(Height2) */
1130 GLuint DepthLog2; /**< = log2(Depth2) */
1131 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1132 levels, computed from the dimensions */
1133
1134 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1135 GLuint Level; /**< Which mipmap level am I? */
1136 /** Cube map face: index into gl_texture_object::Image[] array */
1137 GLuint Face;
1138
1139 /** GL_ARB_texture_multisample */
1140 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1141 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1142 };
1143
1144
1145 /**
1146 * Indexes for cube map faces.
1147 */
1148 typedef enum
1149 {
1150 FACE_POS_X = 0,
1151 FACE_NEG_X = 1,
1152 FACE_POS_Y = 2,
1153 FACE_NEG_Y = 3,
1154 FACE_POS_Z = 4,
1155 FACE_NEG_Z = 5,
1156 MAX_FACES = 6
1157 } gl_face_index;
1158
1159
1160 /**
1161 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1162 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1163 */
1164 struct gl_sampler_object
1165 {
1166 GLuint Name;
1167 GLint RefCount;
1168 GLchar *Label; /**< GL_KHR_debug */
1169
1170 GLenum WrapS; /**< S-axis texture image wrap mode */
1171 GLenum WrapT; /**< T-axis texture image wrap mode */
1172 GLenum WrapR; /**< R-axis texture image wrap mode */
1173 GLenum MinFilter; /**< minification filter */
1174 GLenum MagFilter; /**< magnification filter */
1175 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1176 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1177 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1178 GLfloat LodBias; /**< OpenGL 1.4 */
1179 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1180 GLenum CompareMode; /**< GL_ARB_shadow */
1181 GLenum CompareFunc; /**< GL_ARB_shadow */
1182 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1183 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1184 };
1185
1186
1187 /**
1188 * Texture object state. Contains the array of mipmap images, border color,
1189 * wrap modes, filter modes, and shadow/texcompare state.
1190 */
1191 struct gl_texture_object
1192 {
1193 _glthread_Mutex Mutex; /**< for thread safety */
1194 GLint RefCount; /**< reference count */
1195 GLuint Name; /**< the user-visible texture object ID */
1196 GLchar *Label; /**< GL_KHR_debug */
1197 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1198
1199 struct gl_sampler_object Sampler;
1200
1201 GLenum DepthMode; /**< GL_ARB_depth_texture */
1202
1203 GLfloat Priority; /**< in [0,1] */
1204 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1205 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1206 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1207 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1208 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1209 GLint CropRect[4]; /**< GL_OES_draw_texture */
1210 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1211 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1212 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1213 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1214 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1215 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1216 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1217 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1218 pressure? */
1219 GLboolean Immutable; /**< GL_ARB_texture_storage */
1220
1221 GLuint MinLevel; /**< GL_ARB_texture_view */
1222 GLuint MinLayer; /**< GL_ARB_texture_view */
1223 GLuint NumLevels; /**< GL_ARB_texture_view */
1224 GLuint NumLayers; /**< GL_ARB_texture_view */
1225
1226 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1227 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1228
1229 /** GL_ARB_texture_buffer_object */
1230 struct gl_buffer_object *BufferObject;
1231 GLenum BufferObjectFormat;
1232 /** Equivalent Mesa format for BufferObjectFormat. */
1233 mesa_format _BufferObjectFormat;
1234 /** GL_ARB_texture_buffer_range */
1235 GLintptr BufferOffset;
1236 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1237
1238 /** GL_OES_EGL_image_external */
1239 GLint RequiredTextureImageUnits;
1240
1241 /** GL_ARB_shader_image_load_store */
1242 GLenum ImageFormatCompatibilityType;
1243 };
1244
1245
1246 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1247 #define MAX_COMBINER_TERMS 4
1248
1249
1250 /**
1251 * Texture combine environment state.
1252 */
1253 struct gl_tex_env_combine_state
1254 {
1255 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1256 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1257 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1258 GLenum SourceRGB[MAX_COMBINER_TERMS];
1259 GLenum SourceA[MAX_COMBINER_TERMS];
1260 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1261 GLenum OperandRGB[MAX_COMBINER_TERMS];
1262 GLenum OperandA[MAX_COMBINER_TERMS];
1263 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1264 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1265 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1266 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1267 };
1268
1269
1270 /**
1271 * TexGenEnabled flags.
1272 */
1273 /*@{*/
1274 #define S_BIT 1
1275 #define T_BIT 2
1276 #define R_BIT 4
1277 #define Q_BIT 8
1278 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1279 /*@}*/
1280
1281
1282 /**
1283 * Bit flag versions of the corresponding GL_ constants.
1284 */
1285 /*@{*/
1286 #define TEXGEN_SPHERE_MAP 0x1
1287 #define TEXGEN_OBJ_LINEAR 0x2
1288 #define TEXGEN_EYE_LINEAR 0x4
1289 #define TEXGEN_REFLECTION_MAP_NV 0x8
1290 #define TEXGEN_NORMAL_MAP_NV 0x10
1291
1292 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1293 TEXGEN_REFLECTION_MAP_NV | \
1294 TEXGEN_NORMAL_MAP_NV)
1295 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1296 TEXGEN_REFLECTION_MAP_NV | \
1297 TEXGEN_NORMAL_MAP_NV | \
1298 TEXGEN_EYE_LINEAR)
1299 /*@}*/
1300
1301
1302
1303 /** Tex-gen enabled for texture unit? */
1304 #define ENABLE_TEXGEN(unit) (1 << (unit))
1305
1306 /** Non-identity texture matrix for texture unit? */
1307 #define ENABLE_TEXMAT(unit) (1 << (unit))
1308
1309
1310 /**
1311 * Texture coord generation state.
1312 */
1313 struct gl_texgen
1314 {
1315 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1316 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1317 GLfloat ObjectPlane[4];
1318 GLfloat EyePlane[4];
1319 };
1320
1321
1322 /**
1323 * Texture unit state. Contains enable flags, texture environment/function/
1324 * combiners, texgen state, and pointers to current texture objects.
1325 */
1326 struct gl_texture_unit
1327 {
1328 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1329 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1330
1331 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1332 GLclampf EnvColor[4];
1333 GLfloat EnvColorUnclamped[4];
1334
1335 struct gl_texgen GenS;
1336 struct gl_texgen GenT;
1337 struct gl_texgen GenR;
1338 struct gl_texgen GenQ;
1339 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1340 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1341
1342 GLfloat LodBias; /**< for biasing mipmap levels */
1343 GLenum BumpTarget;
1344 GLfloat RotMatrix[4]; /* 2x2 matrix */
1345
1346 /** Current sampler object (GL_ARB_sampler_objects) */
1347 struct gl_sampler_object *Sampler;
1348
1349 /**
1350 * \name GL_EXT_texture_env_combine
1351 */
1352 struct gl_tex_env_combine_state Combine;
1353
1354 /**
1355 * Derived state based on \c EnvMode and the \c BaseFormat of the
1356 * currently enabled texture.
1357 */
1358 struct gl_tex_env_combine_state _EnvMode;
1359
1360 /**
1361 * Currently enabled combiner state. This will point to either
1362 * \c Combine or \c _EnvMode.
1363 */
1364 struct gl_tex_env_combine_state *_CurrentCombine;
1365
1366 /** Current texture object pointers */
1367 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1368
1369 /** Points to highest priority, complete and enabled texture object */
1370 struct gl_texture_object *_Current;
1371 };
1372
1373
1374 /**
1375 * Texture attribute group (GL_TEXTURE_BIT).
1376 */
1377 struct gl_texture_attrib
1378 {
1379 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1380 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1381
1382 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1383
1384 /** GL_ARB_texture_buffer_object */
1385 struct gl_buffer_object *BufferObject;
1386
1387 /** GL_ARB_seamless_cubemap */
1388 GLboolean CubeMapSeamless;
1389
1390 /** Texture units/samplers used by vertex or fragment texturing */
1391 GLbitfield _EnabledUnits;
1392
1393 /** Texture coord units/sets used for fragment texturing */
1394 GLbitfield _EnabledCoordUnits;
1395
1396 /** Texture coord units that have texgen enabled */
1397 GLbitfield _TexGenEnabled;
1398
1399 /** Texture coord units that have non-identity matrices */
1400 GLbitfield _TexMatEnabled;
1401
1402 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1403 GLbitfield _GenFlags;
1404 };
1405
1406
1407 /**
1408 * Data structure representing a single clip plane (e.g. one of the elements
1409 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1410 */
1411 typedef GLfloat gl_clip_plane[4];
1412
1413
1414 /**
1415 * Transformation attribute group (GL_TRANSFORM_BIT).
1416 */
1417 struct gl_transform_attrib
1418 {
1419 GLenum MatrixMode; /**< Matrix mode */
1420 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1421 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1422 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1423 GLboolean Normalize; /**< Normalize all normals? */
1424 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1425 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1426 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1427 };
1428
1429
1430 /**
1431 * Viewport attribute group (GL_VIEWPORT_BIT).
1432 */
1433 struct gl_viewport_attrib
1434 {
1435 GLfloat X, Y; /**< position */
1436 GLfloat Width, Height; /**< size */
1437 GLdouble Near, Far; /**< Depth buffer range */
1438 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1439 };
1440
1441
1442 /**
1443 * GL_ARB_vertex/pixel_buffer_object buffer object
1444 */
1445 struct gl_buffer_object
1446 {
1447 _glthread_Mutex Mutex;
1448 GLint RefCount;
1449 GLuint Name;
1450 GLchar *Label; /**< GL_KHR_debug */
1451 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1452 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1453 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1454 /** Fields describing a mapped buffer */
1455 /*@{*/
1456 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1457 GLvoid *Pointer; /**< User-space address of mapping */
1458 GLintptr Offset; /**< Mapped offset */
1459 GLsizeiptr Length; /**< Mapped length */
1460 /*@}*/
1461 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1462 GLboolean Written; /**< Ever written to? (for debugging) */
1463 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1464 };
1465
1466
1467 /**
1468 * Client pixel packing/unpacking attributes
1469 */
1470 struct gl_pixelstore_attrib
1471 {
1472 GLint Alignment;
1473 GLint RowLength;
1474 GLint SkipPixels;
1475 GLint SkipRows;
1476 GLint ImageHeight;
1477 GLint SkipImages;
1478 GLboolean SwapBytes;
1479 GLboolean LsbFirst;
1480 GLboolean Invert; /**< GL_MESA_pack_invert */
1481 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1482 };
1483
1484
1485 /**
1486 * Client vertex array attributes
1487 */
1488 struct gl_client_array
1489 {
1490 GLint Size; /**< components per element (1,2,3,4) */
1491 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1492 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1493 GLsizei Stride; /**< user-specified stride */
1494 GLsizei StrideB; /**< actual stride in bytes */
1495 const GLubyte *Ptr; /**< Points to array data */
1496 GLboolean Enabled; /**< Enabled flag is a boolean */
1497 GLboolean Normalized; /**< GL_ARB_vertex_program */
1498 GLboolean Integer; /**< Integer-valued? */
1499 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1500 GLuint _ElementSize; /**< size of each element in bytes */
1501
1502 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1503 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1504 };
1505
1506
1507 /**
1508 * Vertex attribute array as seen by the client.
1509 *
1510 * Contains the size, type, format and normalization flag,
1511 * along with the index of a vertex buffer binding point.
1512 *
1513 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1514 * and is only present for backwards compatibility reasons.
1515 * Rendering always uses VERTEX_BINDING_STRIDE.
1516 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1517 * and VERTEX_BINDING_STRIDE to the same value, while
1518 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1519 */
1520 struct gl_vertex_attrib_array
1521 {
1522 GLint Size; /**< Components per element (1,2,3,4) */
1523 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1524 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1525 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1526 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1527 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1528 GLboolean Enabled; /**< Whether the array is enabled */
1529 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1530 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1531 GLuint _ElementSize; /**< Size of each element in bytes */
1532 GLuint VertexBinding; /**< Vertex buffer binding */
1533 };
1534
1535
1536 /**
1537 * This describes the buffer object used for a vertex array (or
1538 * multiple vertex arrays). If BufferObj points to the default/null
1539 * buffer object, then the vertex array lives in user memory and not a VBO.
1540 */
1541 struct gl_vertex_buffer_binding
1542 {
1543 GLintptr Offset; /**< User-specified offset */
1544 GLsizei Stride; /**< User-specified stride */
1545 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1546 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1547 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1548 };
1549
1550
1551 /**
1552 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1553 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1554 * extension.
1555 */
1556 struct gl_vertex_array_object
1557 {
1558 /** Name of the VAO as received from glGenVertexArray. */
1559 GLuint Name;
1560 GLchar *Label; /**< GL_KHR_debug */
1561
1562 GLint RefCount;
1563 _glthread_Mutex Mutex;
1564
1565 /**
1566 * Does the VAO use ARB semantics or Apple semantics?
1567 *
1568 * There are several ways in which ARB_vertex_array_object and
1569 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1570 * least,
1571 *
1572 * - ARB VAOs require that all array data be sourced from vertex buffer
1573 * objects, but Apple VAOs do not.
1574 *
1575 * - ARB VAOs require that names come from GenVertexArrays.
1576 *
1577 * This flag notes which behavior governs this VAO.
1578 */
1579 GLboolean ARBsemantics;
1580
1581 /**
1582 * Has this array object been bound?
1583 */
1584 GLboolean EverBound;
1585
1586 /**
1587 * Derived vertex attribute arrays
1588 *
1589 * This is a legacy data structure created from gl_vertex_attrib_array and
1590 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1591 */
1592 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1593
1594 /** Vertex attribute arrays */
1595 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1596
1597 /** Vertex buffer bindings */
1598 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1599
1600 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1601 GLbitfield64 _Enabled;
1602
1603 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1604 GLbitfield64 NewArrays;
1605
1606 /**
1607 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1608 * we can determine the max legal (in bounds) glDrawElements array index.
1609 */
1610 GLuint _MaxElement;
1611
1612 /** The index buffer (also known as the element array buffer in OpenGL). */
1613 struct gl_buffer_object *IndexBufferObj;
1614 };
1615
1616
1617 /**
1618 * Vertex array state
1619 */
1620 struct gl_array_attrib
1621 {
1622 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1623 struct gl_vertex_array_object *VAO;
1624
1625 /** The default vertex array object */
1626 struct gl_vertex_array_object *DefaultVAO;
1627
1628 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1629 struct _mesa_HashTable *Objects;
1630
1631 GLint ActiveTexture; /**< Client Active Texture */
1632 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1633 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1634
1635 /**
1636 * \name Primitive restart controls
1637 *
1638 * Primitive restart is enabled if either \c PrimitiveRestart or
1639 * \c PrimitiveRestartFixedIndex is set.
1640 */
1641 /*@{*/
1642 GLboolean PrimitiveRestart;
1643 GLboolean PrimitiveRestartFixedIndex;
1644 GLboolean _PrimitiveRestart;
1645 GLuint RestartIndex;
1646 /*@}*/
1647
1648 /* GL_ARB_vertex_buffer_object */
1649 struct gl_buffer_object *ArrayBufferObj;
1650
1651 /**
1652 * Vertex arrays as consumed by a driver.
1653 * The array pointer is set up only by the VBO module.
1654 */
1655 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1656 };
1657
1658
1659 /**
1660 * Feedback buffer state
1661 */
1662 struct gl_feedback
1663 {
1664 GLenum Type;
1665 GLbitfield _Mask; /**< FB_* bits */
1666 GLfloat *Buffer;
1667 GLuint BufferSize;
1668 GLuint Count;
1669 };
1670
1671
1672 /**
1673 * Selection buffer state
1674 */
1675 struct gl_selection
1676 {
1677 GLuint *Buffer; /**< selection buffer */
1678 GLuint BufferSize; /**< size of the selection buffer */
1679 GLuint BufferCount; /**< number of values in the selection buffer */
1680 GLuint Hits; /**< number of records in the selection buffer */
1681 GLuint NameStackDepth; /**< name stack depth */
1682 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1683 GLboolean HitFlag; /**< hit flag */
1684 GLfloat HitMinZ; /**< minimum hit depth */
1685 GLfloat HitMaxZ; /**< maximum hit depth */
1686 };
1687
1688
1689 /**
1690 * 1-D Evaluator control points
1691 */
1692 struct gl_1d_map
1693 {
1694 GLuint Order; /**< Number of control points */
1695 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1696 GLfloat *Points; /**< Points to contiguous control points */
1697 };
1698
1699
1700 /**
1701 * 2-D Evaluator control points
1702 */
1703 struct gl_2d_map
1704 {
1705 GLuint Uorder; /**< Number of control points in U dimension */
1706 GLuint Vorder; /**< Number of control points in V dimension */
1707 GLfloat u1, u2, du;
1708 GLfloat v1, v2, dv;
1709 GLfloat *Points; /**< Points to contiguous control points */
1710 };
1711
1712
1713 /**
1714 * All evaluator control point state
1715 */
1716 struct gl_evaluators
1717 {
1718 /**
1719 * \name 1-D maps
1720 */
1721 /*@{*/
1722 struct gl_1d_map Map1Vertex3;
1723 struct gl_1d_map Map1Vertex4;
1724 struct gl_1d_map Map1Index;
1725 struct gl_1d_map Map1Color4;
1726 struct gl_1d_map Map1Normal;
1727 struct gl_1d_map Map1Texture1;
1728 struct gl_1d_map Map1Texture2;
1729 struct gl_1d_map Map1Texture3;
1730 struct gl_1d_map Map1Texture4;
1731 /*@}*/
1732
1733 /**
1734 * \name 2-D maps
1735 */
1736 /*@{*/
1737 struct gl_2d_map Map2Vertex3;
1738 struct gl_2d_map Map2Vertex4;
1739 struct gl_2d_map Map2Index;
1740 struct gl_2d_map Map2Color4;
1741 struct gl_2d_map Map2Normal;
1742 struct gl_2d_map Map2Texture1;
1743 struct gl_2d_map Map2Texture2;
1744 struct gl_2d_map Map2Texture3;
1745 struct gl_2d_map Map2Texture4;
1746 /*@}*/
1747 };
1748
1749
1750 struct gl_transform_feedback_varying_info
1751 {
1752 char *Name;
1753 GLenum Type;
1754 GLint Size;
1755 };
1756
1757
1758 /**
1759 * Per-output info vertex shaders for transform feedback.
1760 */
1761 struct gl_transform_feedback_output
1762 {
1763 unsigned OutputRegister;
1764 unsigned OutputBuffer;
1765 unsigned NumComponents;
1766
1767 /** offset (in DWORDs) of this output within the interleaved structure */
1768 unsigned DstOffset;
1769
1770 /**
1771 * Offset into the output register of the data to output. For example,
1772 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1773 * offset is in the y and z components of the output register.
1774 */
1775 unsigned ComponentOffset;
1776 };
1777
1778
1779 /** Post-link transform feedback info. */
1780 struct gl_transform_feedback_info
1781 {
1782 unsigned NumOutputs;
1783
1784 /**
1785 * Number of transform feedback buffers in use by this program.
1786 */
1787 unsigned NumBuffers;
1788
1789 struct gl_transform_feedback_output *Outputs;
1790
1791 /** Transform feedback varyings used for the linking of this shader program.
1792 *
1793 * Use for glGetTransformFeedbackVarying().
1794 */
1795 struct gl_transform_feedback_varying_info *Varyings;
1796 GLint NumVarying;
1797
1798 /**
1799 * Total number of components stored in each buffer. This may be used by
1800 * hardware back-ends to determine the correct stride when interleaving
1801 * multiple transform feedback outputs in the same buffer.
1802 */
1803 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1804 };
1805
1806
1807 /**
1808 * Transform feedback object state
1809 */
1810 struct gl_transform_feedback_object
1811 {
1812 GLuint Name; /**< AKA the object ID */
1813 GLchar *Label; /**< GL_KHR_debug */
1814 GLint RefCount;
1815 GLboolean Active; /**< Is transform feedback enabled? */
1816 GLboolean Paused; /**< Is transform feedback paused? */
1817 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1818 at least once? */
1819 GLboolean EverBound; /**< Has this object been bound? */
1820
1821 /**
1822 * The shader program active when BeginTransformFeedback() was called.
1823 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1824 * where stage is the pipeline stage that is the source of data for
1825 * transform feedback.
1826 */
1827 struct gl_shader_program *shader_program;
1828
1829 /**
1830 * GLES: if Active is true, remaining number of primitives which can be
1831 * rendered without overflow. This is necessary to track because GLES
1832 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1833 * glDrawArraysInstanced would overflow transform feedback buffers.
1834 * Undefined if Active is false.
1835 *
1836 * Not tracked for desktop GL since it's unnecessary.
1837 */
1838 unsigned GlesRemainingPrims;
1839
1840 /** The feedback buffers */
1841 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1842 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1843
1844 /** Start of feedback data in dest buffer */
1845 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1846
1847 /**
1848 * Max data to put into dest buffer (in bytes). Computed based on
1849 * RequestedSize and the actual size of the buffer.
1850 */
1851 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1852
1853 /**
1854 * Size that was specified when the buffer was bound. If the buffer was
1855 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1856 * zero.
1857 */
1858 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1859 };
1860
1861
1862 /**
1863 * Context state for transform feedback.
1864 */
1865 struct gl_transform_feedback_state
1866 {
1867 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1868
1869 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1870 struct gl_buffer_object *CurrentBuffer;
1871
1872 /** The table of all transform feedback objects */
1873 struct _mesa_HashTable *Objects;
1874
1875 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1876 struct gl_transform_feedback_object *CurrentObject;
1877
1878 /** The default xform-fb object (Name==0) */
1879 struct gl_transform_feedback_object *DefaultObject;
1880 };
1881
1882
1883 /**
1884 * A "performance monitor" as described in AMD_performance_monitor.
1885 */
1886 struct gl_perf_monitor_object
1887 {
1888 GLuint Name;
1889
1890 /** True if the monitor is currently active (Begin called but not End). */
1891 GLboolean Active;
1892
1893 /**
1894 * True if the monitor has ended.
1895 *
1896 * This is distinct from !Active because it may never have began.
1897 */
1898 GLboolean Ended;
1899
1900 /**
1901 * A list of groups with currently active counters.
1902 *
1903 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1904 */
1905 unsigned *ActiveGroups;
1906
1907 /**
1908 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1909 *
1910 * Checking whether counter 'c' in group 'g' is active can be done via:
1911 *
1912 * BITSET_TEST(ActiveCounters[g], c)
1913 */
1914 GLuint **ActiveCounters;
1915 };
1916
1917
1918 union gl_perf_monitor_counter_value
1919 {
1920 float f;
1921 uint64_t u64;
1922 uint32_t u32;
1923 };
1924
1925
1926 struct gl_perf_monitor_counter
1927 {
1928 /** Human readable name for the counter. */
1929 const char *Name;
1930
1931 /**
1932 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1933 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1934 */
1935 GLenum Type;
1936
1937 /** Minimum counter value. */
1938 union gl_perf_monitor_counter_value Minimum;
1939
1940 /** Maximum counter value. */
1941 union gl_perf_monitor_counter_value Maximum;
1942 };
1943
1944
1945 struct gl_perf_monitor_group
1946 {
1947 /** Human readable name for the group. */
1948 const char *Name;
1949
1950 /**
1951 * Maximum number of counters in this group which can be active at the
1952 * same time.
1953 */
1954 GLuint MaxActiveCounters;
1955
1956 /** Array of counters within this group. */
1957 const struct gl_perf_monitor_counter *Counters;
1958 GLuint NumCounters;
1959 };
1960
1961
1962 /**
1963 * Context state for AMD_performance_monitor.
1964 */
1965 struct gl_perf_monitor_state
1966 {
1967 /** Array of performance monitor groups (indexed by group ID) */
1968 const struct gl_perf_monitor_group *Groups;
1969 GLuint NumGroups;
1970
1971 /** The table of all performance monitors. */
1972 struct _mesa_HashTable *Monitors;
1973 };
1974
1975
1976 /**
1977 * Names of the various vertex/fragment program register files, etc.
1978 *
1979 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1980 * All values should fit in a 4-bit field.
1981 *
1982 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1983 * considered to be "uniform" variables since they can only be set outside
1984 * glBegin/End. They're also all stored in the same Parameters array.
1985 */
1986 typedef enum
1987 {
1988 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1989 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1990 PROGRAM_INPUT, /**< machine->Inputs[] */
1991 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1992 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1993 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1994 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1995 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1996 PROGRAM_ADDRESS, /**< machine->AddressReg */
1997 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1998 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1999 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2000 PROGRAM_FILE_MAX
2001 } gl_register_file;
2002
2003
2004 /**
2005 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2006 * one of these values.
2007 */
2008 typedef enum
2009 {
2010 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
2011 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
2012 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
2013 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
2014 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
2015 SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
2016 SYSTEM_VALUE_MAX /**< Number of values */
2017 } gl_system_value;
2018
2019
2020 /**
2021 * The possible interpolation qualifiers that can be applied to a fragment
2022 * shader input in GLSL.
2023 *
2024 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2025 * gl_fragment_program data structure to 0 causes the default behavior.
2026 */
2027 enum glsl_interp_qualifier
2028 {
2029 INTERP_QUALIFIER_NONE = 0,
2030 INTERP_QUALIFIER_SMOOTH,
2031 INTERP_QUALIFIER_FLAT,
2032 INTERP_QUALIFIER_NOPERSPECTIVE,
2033 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2034 };
2035
2036
2037 /**
2038 * \brief Layout qualifiers for gl_FragDepth.
2039 *
2040 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2041 * a layout qualifier.
2042 *
2043 * \see enum ir_depth_layout
2044 */
2045 enum gl_frag_depth_layout
2046 {
2047 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2048 FRAG_DEPTH_LAYOUT_ANY,
2049 FRAG_DEPTH_LAYOUT_GREATER,
2050 FRAG_DEPTH_LAYOUT_LESS,
2051 FRAG_DEPTH_LAYOUT_UNCHANGED
2052 };
2053
2054
2055 /**
2056 * Base class for any kind of program object
2057 */
2058 struct gl_program
2059 {
2060 GLuint Id;
2061 GLubyte *String; /**< Null-terminated program text */
2062 GLint RefCount;
2063 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2064 GLenum Format; /**< String encoding format */
2065
2066 struct prog_instruction *Instructions;
2067
2068 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2069 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2070 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2071 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2072 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2073 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2074 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2075 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2076
2077 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2078
2079 /**
2080 * For vertex and geometry shaders, true if the program uses the
2081 * gl_ClipDistance output. Ignored for fragment shaders.
2082 */
2083 GLboolean UsesClipDistanceOut;
2084
2085
2086 /** Named parameters, constants, etc. from program text */
2087 struct gl_program_parameter_list *Parameters;
2088
2089 /**
2090 * Local parameters used by the program.
2091 *
2092 * It's dynamically allocated because it is rarely used (just
2093 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2094 * allocated.
2095 */
2096 GLfloat (*LocalParams)[4];
2097
2098 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2099 GLubyte SamplerUnits[MAX_SAMPLERS];
2100
2101 /** Bitmask of which register files are read/written with indirect
2102 * addressing. Mask of (1 << PROGRAM_x) bits.
2103 */
2104 GLbitfield IndirectRegisterFiles;
2105
2106 /** Logical counts */
2107 /*@{*/
2108 GLuint NumInstructions;
2109 GLuint NumTemporaries;
2110 GLuint NumParameters;
2111 GLuint NumAttributes;
2112 GLuint NumAddressRegs;
2113 GLuint NumAluInstructions;
2114 GLuint NumTexInstructions;
2115 GLuint NumTexIndirections;
2116 /*@}*/
2117 /** Native, actual h/w counts */
2118 /*@{*/
2119 GLuint NumNativeInstructions;
2120 GLuint NumNativeTemporaries;
2121 GLuint NumNativeParameters;
2122 GLuint NumNativeAttributes;
2123 GLuint NumNativeAddressRegs;
2124 GLuint NumNativeAluInstructions;
2125 GLuint NumNativeTexInstructions;
2126 GLuint NumNativeTexIndirections;
2127 /*@}*/
2128 };
2129
2130
2131 /** Vertex program object */
2132 struct gl_vertex_program
2133 {
2134 struct gl_program Base; /**< base class */
2135 GLboolean IsPositionInvariant;
2136 };
2137
2138
2139 /** Geometry program object */
2140 struct gl_geometry_program
2141 {
2142 struct gl_program Base; /**< base class */
2143
2144 GLint VerticesIn;
2145 GLint VerticesOut;
2146 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2147 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2148 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2149 GLboolean UsesEndPrimitive;
2150 };
2151
2152
2153 /** Fragment program object */
2154 struct gl_fragment_program
2155 {
2156 struct gl_program Base; /**< base class */
2157 GLboolean UsesKill; /**< shader uses KIL instruction */
2158 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2159 GLboolean OriginUpperLeft;
2160 GLboolean PixelCenterInteger;
2161 enum gl_frag_depth_layout FragDepthLayout;
2162
2163 /**
2164 * GLSL interpolation qualifier associated with each fragment shader input.
2165 * For inputs that do not have an interpolation qualifier specified in
2166 * GLSL, the value is INTERP_QUALIFIER_NONE.
2167 */
2168 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2169
2170 /**
2171 * Bitfield indicating, for each fragment shader input, 1 if that input
2172 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2173 */
2174 GLbitfield64 IsCentroid;
2175
2176 /**
2177 * Bitfield indicating, for each fragment shader input, 1 if that input
2178 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2179 */
2180 GLbitfield64 IsSample;
2181 };
2182
2183
2184 /** Compute program object */
2185 struct gl_compute_program
2186 {
2187 struct gl_program Base; /**< base class */
2188 };
2189
2190
2191 /**
2192 * State common to vertex and fragment programs.
2193 */
2194 struct gl_program_state
2195 {
2196 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2197 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2198 };
2199
2200
2201 /**
2202 * Context state for vertex programs.
2203 */
2204 struct gl_vertex_program_state
2205 {
2206 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2207 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2208 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2209 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2210 /** Computed two sided lighting for fixed function/programs. */
2211 GLboolean _TwoSideEnabled;
2212 struct gl_vertex_program *Current; /**< User-bound vertex program */
2213
2214 /** Currently enabled and valid vertex program (including internal
2215 * programs, user-defined vertex programs and GLSL vertex shaders).
2216 * This is the program we must use when rendering.
2217 */
2218 struct gl_vertex_program *_Current;
2219
2220 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2221
2222 /** Should fixed-function T&L be implemented with a vertex prog? */
2223 GLboolean _MaintainTnlProgram;
2224
2225 /** Program to emulate fixed-function T&L (see above) */
2226 struct gl_vertex_program *_TnlProgram;
2227
2228 /** Cache of fixed-function programs */
2229 struct gl_program_cache *Cache;
2230
2231 GLboolean _Overriden;
2232 };
2233
2234
2235 /**
2236 * Context state for geometry programs.
2237 */
2238 struct gl_geometry_program_state
2239 {
2240 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2241 GLboolean _Enabled; /**< Enabled and valid program? */
2242 struct gl_geometry_program *Current; /**< user-bound geometry program */
2243
2244 /** Currently enabled and valid program (including internal programs
2245 * and compiled shader programs).
2246 */
2247 struct gl_geometry_program *_Current;
2248
2249 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2250
2251 /** Cache of fixed-function programs */
2252 struct gl_program_cache *Cache;
2253 };
2254
2255 /**
2256 * Context state for fragment programs.
2257 */
2258 struct gl_fragment_program_state
2259 {
2260 GLboolean Enabled; /**< User-set fragment program enable flag */
2261 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2262 struct gl_fragment_program *Current; /**< User-bound fragment program */
2263
2264 /** Currently enabled and valid fragment program (including internal
2265 * programs, user-defined fragment programs and GLSL fragment shaders).
2266 * This is the program we must use when rendering.
2267 */
2268 struct gl_fragment_program *_Current;
2269
2270 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2271
2272 /** Should fixed-function texturing be implemented with a fragment prog? */
2273 GLboolean _MaintainTexEnvProgram;
2274
2275 /** Program to emulate fixed-function texture env/combine (see above) */
2276 struct gl_fragment_program *_TexEnvProgram;
2277
2278 /** Cache of fixed-function programs */
2279 struct gl_program_cache *Cache;
2280 };
2281
2282
2283 /**
2284 * ATI_fragment_shader runtime state
2285 */
2286 #define ATI_FS_INPUT_PRIMARY 0
2287 #define ATI_FS_INPUT_SECONDARY 1
2288
2289 struct atifs_instruction;
2290 struct atifs_setupinst;
2291
2292 /**
2293 * ATI fragment shader
2294 */
2295 struct ati_fragment_shader
2296 {
2297 GLuint Id;
2298 GLint RefCount;
2299 struct atifs_instruction *Instructions[2];
2300 struct atifs_setupinst *SetupInst[2];
2301 GLfloat Constants[8][4];
2302 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2303 GLubyte numArithInstr[2];
2304 GLubyte regsAssigned[2];
2305 GLubyte NumPasses; /**< 1 or 2 */
2306 GLubyte cur_pass;
2307 GLubyte last_optype;
2308 GLboolean interpinp1;
2309 GLboolean isValid;
2310 GLuint swizzlerq;
2311 };
2312
2313 /**
2314 * Context state for GL_ATI_fragment_shader
2315 */
2316 struct gl_ati_fragment_shader_state
2317 {
2318 GLboolean Enabled;
2319 GLboolean _Enabled; /**< enabled and valid shader? */
2320 GLboolean Compiling;
2321 GLfloat GlobalConstants[8][4];
2322 struct ati_fragment_shader *Current;
2323 };
2324
2325
2326 /** Set by #pragma directives */
2327 struct gl_sl_pragmas
2328 {
2329 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2330 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2331 GLboolean Optimize; /**< defaults on */
2332 GLboolean Debug; /**< defaults off */
2333 };
2334
2335
2336 /**
2337 * A GLSL vertex or fragment shader object.
2338 */
2339 struct gl_shader
2340 {
2341 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2342 * Must be the first field.
2343 */
2344 GLenum Type;
2345 gl_shader_stage Stage;
2346 GLuint Name; /**< AKA the handle */
2347 GLchar *Label; /**< GL_KHR_debug */
2348 GLint RefCount; /**< Reference count */
2349 GLboolean DeletePending;
2350 GLboolean CompileStatus;
2351 const GLchar *Source; /**< Source code string */
2352 GLuint SourceChecksum; /**< for debug/logging purposes */
2353 struct gl_program *Program; /**< Post-compile assembly code */
2354 GLchar *InfoLog;
2355 struct gl_sl_pragmas Pragmas;
2356
2357 unsigned Version; /**< GLSL version used for linking */
2358 GLboolean IsES; /**< True if this shader uses GLSL ES */
2359
2360 /**
2361 * \name Sampler tracking
2362 *
2363 * \note Each of these fields is only set post-linking.
2364 */
2365 /*@{*/
2366 unsigned num_samplers; /**< Number of samplers used by this shader. */
2367 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2368 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2369 /*@}*/
2370
2371 /**
2372 * Map from sampler unit to texture unit (set by glUniform1i())
2373 *
2374 * A sampler unit is associated with each sampler uniform by the linker.
2375 * The sampler unit associated with each uniform is stored in the
2376 * \c gl_uniform_storage::sampler field.
2377 */
2378 GLubyte SamplerUnits[MAX_SAMPLERS];
2379 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2380 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2381
2382 /**
2383 * Number of default uniform block components used by this shader.
2384 *
2385 * This field is only set post-linking.
2386 */
2387 unsigned num_uniform_components;
2388
2389 /**
2390 * Number of combined uniform components used by this shader.
2391 *
2392 * This field is only set post-linking. It is the sum of the uniform block
2393 * sizes divided by sizeof(float), and num_uniform_compoennts.
2394 */
2395 unsigned num_combined_uniform_components;
2396
2397 /**
2398 * This shader's uniform block information.
2399 *
2400 * The offsets of the variables are assigned only for shaders in a program's
2401 * _LinkedShaders[].
2402 */
2403 struct gl_uniform_block *UniformBlocks;
2404 unsigned NumUniformBlocks;
2405
2406 struct exec_list *ir;
2407 struct glsl_symbol_table *symbols;
2408
2409 bool uses_builtin_functions;
2410
2411 /**
2412 * Geometry shader state from GLSL 1.50 layout qualifiers.
2413 */
2414 struct {
2415 GLint VerticesOut;
2416 /**
2417 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2418 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2419 * shader.
2420 */
2421 GLenum InputType;
2422 /**
2423 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2424 * it's not set in this shader.
2425 */
2426 GLenum OutputType;
2427 } Geom;
2428
2429 /**
2430 * Map from image uniform index to image unit (set by glUniform1i())
2431 *
2432 * An image uniform index is associated with each image uniform by
2433 * the linker. The image index associated with each uniform is
2434 * stored in the \c gl_uniform_storage::image field.
2435 */
2436 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2437
2438 /**
2439 * Access qualifier specified in the shader for each image uniform
2440 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2441 * GL_READ_WRITE.
2442 *
2443 * It may be different, though only more strict than the value of
2444 * \c gl_image_unit::Access for the corresponding image unit.
2445 */
2446 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2447
2448 /**
2449 * Number of image uniforms defined in the shader. It specifies
2450 * the number of valid elements in the \c ImageUnits and \c
2451 * ImageAccess arrays above.
2452 */
2453 GLuint NumImages;
2454
2455 /**
2456 * Compute shader state from ARB_compute_shader layout qualifiers.
2457 */
2458 struct {
2459 /**
2460 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2461 * it's not set in this shader.
2462 */
2463 unsigned LocalSize[3];
2464 } Comp;
2465 };
2466
2467
2468 struct gl_uniform_buffer_variable
2469 {
2470 char *Name;
2471
2472 /**
2473 * Name of the uniform as seen by glGetUniformIndices.
2474 *
2475 * glGetUniformIndices requires that the block instance index \b not be
2476 * present in the name of queried uniforms.
2477 *
2478 * \note
2479 * \c gl_uniform_buffer_variable::IndexName and
2480 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2481 */
2482 char *IndexName;
2483
2484 const struct glsl_type *Type;
2485 unsigned int Offset;
2486 GLboolean RowMajor;
2487 };
2488
2489
2490 enum gl_uniform_block_packing
2491 {
2492 ubo_packing_std140,
2493 ubo_packing_shared,
2494 ubo_packing_packed
2495 };
2496
2497
2498 struct gl_uniform_block
2499 {
2500 /** Declared name of the uniform block */
2501 char *Name;
2502
2503 /** Array of supplemental information about UBO ir_variables. */
2504 struct gl_uniform_buffer_variable *Uniforms;
2505 GLuint NumUniforms;
2506
2507 /**
2508 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2509 * with glBindBufferBase to bind a buffer object to this uniform block. When
2510 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2511 */
2512 GLuint Binding;
2513
2514 /**
2515 * Minimum size of a buffer object to back this uniform buffer
2516 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2517 */
2518 GLuint UniformBufferSize;
2519
2520 /**
2521 * Layout specified in the shader
2522 *
2523 * This isn't accessible through the API, but it is used while
2524 * cross-validating uniform blocks.
2525 */
2526 enum gl_uniform_block_packing _Packing;
2527 };
2528
2529 /**
2530 * Structure that represents a reference to an atomic buffer from some
2531 * shader program.
2532 */
2533 struct gl_active_atomic_buffer
2534 {
2535 /** Uniform indices of the atomic counters declared within it. */
2536 GLuint *Uniforms;
2537 GLuint NumUniforms;
2538
2539 /** Binding point index associated with it. */
2540 GLuint Binding;
2541
2542 /** Minimum reasonable size it is expected to have. */
2543 GLuint MinimumSize;
2544
2545 /** Shader stages making use of it. */
2546 GLboolean StageReferences[MESA_SHADER_STAGES];
2547 };
2548
2549 /**
2550 * A GLSL program object.
2551 * Basically a linked collection of vertex and fragment shaders.
2552 */
2553 struct gl_shader_program
2554 {
2555 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2556 GLuint Name; /**< aka handle or ID */
2557 GLchar *Label; /**< GL_KHR_debug */
2558 GLint RefCount; /**< Reference count */
2559 GLboolean DeletePending;
2560
2561 /**
2562 * Is the application intending to glGetProgramBinary this program?
2563 */
2564 GLboolean BinaryRetreivableHint;
2565
2566 /**
2567 * Flags that the linker should not reject the program if it lacks
2568 * a vertex or fragment shader. GLES2 doesn't allow separate
2569 * shader objects, and would reject them. However, we internally
2570 * build separate shader objects for fixed function programs, which
2571 * we use for drivers/common/meta.c and for handling
2572 * _mesa_update_state with no program bound (for example in
2573 * glClear()).
2574 */
2575 GLboolean InternalSeparateShader;
2576
2577 GLuint NumShaders; /**< number of attached shaders */
2578 struct gl_shader **Shaders; /**< List of attached the shaders */
2579
2580 /**
2581 * User-defined attribute bindings
2582 *
2583 * These are set via \c glBindAttribLocation and are used to direct the
2584 * GLSL linker. These are \b not the values used in the compiled shader,
2585 * and they are \b not the values returned by \c glGetAttribLocation.
2586 */
2587 struct string_to_uint_map *AttributeBindings;
2588
2589 /**
2590 * User-defined fragment data bindings
2591 *
2592 * These are set via \c glBindFragDataLocation and are used to direct the
2593 * GLSL linker. These are \b not the values used in the compiled shader,
2594 * and they are \b not the values returned by \c glGetFragDataLocation.
2595 */
2596 struct string_to_uint_map *FragDataBindings;
2597 struct string_to_uint_map *FragDataIndexBindings;
2598
2599 /**
2600 * Transform feedback varyings last specified by
2601 * glTransformFeedbackVaryings().
2602 *
2603 * For the current set of transform feeedback varyings used for transform
2604 * feedback output, see LinkedTransformFeedback.
2605 */
2606 struct {
2607 GLenum BufferMode;
2608 GLuint NumVarying;
2609 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2610 } TransformFeedback;
2611
2612 /** Post-link transform feedback info. */
2613 struct gl_transform_feedback_info LinkedTransformFeedback;
2614
2615 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2616 enum gl_frag_depth_layout FragDepthLayout;
2617
2618 /**
2619 * Geometry shader state - copied into gl_geometry_program by
2620 * _mesa_copy_linked_program_data().
2621 */
2622 struct {
2623 GLint VerticesIn;
2624 GLint VerticesOut;
2625 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2626 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2627 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2628 /**
2629 * True if gl_ClipDistance is written to. Copied into
2630 * gl_geometry_program by _mesa_copy_linked_program_data().
2631 */
2632 GLboolean UsesClipDistance;
2633 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2634 0 if not present. */
2635 GLboolean UsesEndPrimitive;
2636 } Geom;
2637
2638 /** Vertex shader state */
2639 struct {
2640 /**
2641 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2642 * by _mesa_copy_linked_program_data().
2643 */
2644 GLboolean UsesClipDistance;
2645 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2646 0 if not present. */
2647 } Vert;
2648
2649 /* post-link info: */
2650 unsigned NumUserUniformStorage;
2651 struct gl_uniform_storage *UniformStorage;
2652
2653 /**
2654 * Size of the gl_ClipDistance array that is output from the last pipeline
2655 * stage before the fragment shader.
2656 */
2657 unsigned LastClipDistanceArraySize;
2658
2659 struct gl_uniform_block *UniformBlocks;
2660 unsigned NumUniformBlocks;
2661
2662 /**
2663 * Scale factor for the uniform base location
2664 *
2665 * This is used to generate locations (returned by \c glGetUniformLocation)
2666 * of uniforms. The base location of the uniform is multiplied by this
2667 * value, and the array index is added.
2668 *
2669 * \note
2670 * Must be >= 1.
2671 *
2672 * \sa
2673 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2674 */
2675 unsigned UniformLocationBaseScale;
2676
2677 /**
2678 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2679 * they're used in, or -1.
2680 *
2681 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2682 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2683 */
2684 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2685
2686 /**
2687 * Map of active uniform names to locations
2688 *
2689 * Maps any active uniform that is not an array element to a location.
2690 * Each active uniform, including individual structure members will appear
2691 * in this map. This roughly corresponds to the set of names that would be
2692 * enumerated by \c glGetActiveUniform.
2693 */
2694 struct string_to_uint_map *UniformHash;
2695
2696 struct gl_active_atomic_buffer *AtomicBuffers;
2697 unsigned NumAtomicBuffers;
2698
2699 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2700 GLboolean Validated;
2701 GLboolean _Used; /**< Ever used for drawing? */
2702 GLchar *InfoLog;
2703
2704 unsigned Version; /**< GLSL version used for linking */
2705 GLboolean IsES; /**< True if this program uses GLSL ES */
2706
2707 /**
2708 * Per-stage shaders resulting from the first stage of linking.
2709 *
2710 * Set of linked shaders for this program. The array is accessed using the
2711 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2712 * \c NULL.
2713 */
2714 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2715 };
2716
2717
2718 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2719 #define GLSL_LOG 0x2 /**< Write shaders to files */
2720 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2721 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2722 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2723 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2724 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2725 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2726 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2727 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2728
2729
2730 /**
2731 * Context state for GLSL vertex/fragment shaders.
2732 */
2733 struct gl_shader_state
2734 {
2735 /**
2736 * Programs used for rendering
2737 *
2738 * There is a separate program set for each shader stage. If
2739 * GL_EXT_separate_shader_objects is not supported, each of these must point
2740 * to \c NULL or to the same program.
2741 */
2742 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2743
2744 struct gl_shader_program *_CurrentFragmentProgram;
2745
2746 /**
2747 * Program used by glUniform calls.
2748 *
2749 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2750 */
2751 struct gl_shader_program *ActiveProgram;
2752
2753 GLbitfield Flags; /**< Mask of GLSL_x flags */
2754 };
2755
2756
2757 /**
2758 * Compiler options for a single GLSL shaders type
2759 */
2760 struct gl_shader_compiler_options
2761 {
2762 /** Driver-selectable options: */
2763 GLboolean EmitCondCodes; /**< Use condition codes? */
2764 GLboolean EmitNoLoops;
2765 GLboolean EmitNoFunctions;
2766 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2767 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2768 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2769 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2770 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2771
2772 /**
2773 * \name Forms of indirect addressing the driver cannot do.
2774 */
2775 /*@{*/
2776 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2777 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2778 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2779 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2780 /*@}*/
2781
2782 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2783 GLuint MaxUnrollIterations;
2784
2785 /**
2786 * Optimize code for array of structures backends.
2787 *
2788 * This is a proxy for:
2789 * - preferring DP4 instructions (rather than MUL/MAD) for
2790 * matrix * vector operations, such as position transformation.
2791 */
2792 GLboolean OptimizeForAOS;
2793
2794 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2795 };
2796
2797
2798 /**
2799 * Occlusion/timer query object.
2800 */
2801 struct gl_query_object
2802 {
2803 GLenum Target; /**< The query target, when active */
2804 GLuint Id; /**< hash table ID/name */
2805 GLchar *Label; /**< GL_KHR_debug */
2806 GLuint64EXT Result; /**< the counter */
2807 GLboolean Active; /**< inside Begin/EndQuery */
2808 GLboolean Ready; /**< result is ready? */
2809 GLboolean EverBound;/**< has query object ever been bound */
2810 };
2811
2812
2813 /**
2814 * Context state for query objects.
2815 */
2816 struct gl_query_state
2817 {
2818 struct _mesa_HashTable *QueryObjects;
2819 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2820 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2821
2822 /** GL_NV_conditional_render */
2823 struct gl_query_object *CondRenderQuery;
2824
2825 /** GL_EXT_transform_feedback */
2826 struct gl_query_object *PrimitivesGenerated;
2827 struct gl_query_object *PrimitivesWritten;
2828
2829 /** GL_ARB_timer_query */
2830 struct gl_query_object *TimeElapsed;
2831
2832 GLenum CondRenderMode;
2833 };
2834
2835
2836 /** Sync object state */
2837 struct gl_sync_object
2838 {
2839 GLenum Type; /**< GL_SYNC_FENCE */
2840 GLuint Name; /**< Fence name */
2841 GLchar *Label; /**< GL_KHR_debug */
2842 GLint RefCount; /**< Reference count */
2843 GLboolean DeletePending; /**< Object was deleted while there were still
2844 * live references (e.g., sync not yet finished)
2845 */
2846 GLenum SyncCondition;
2847 GLbitfield Flags; /**< Flags passed to glFenceSync */
2848 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2849 };
2850
2851
2852 /**
2853 * State which can be shared by multiple contexts:
2854 */
2855 struct gl_shared_state
2856 {
2857 _glthread_Mutex Mutex; /**< for thread safety */
2858 GLint RefCount; /**< Reference count */
2859 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2860 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2861
2862 /** Default texture objects (shared by all texture units) */
2863 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2864
2865 /** Fallback texture used when a bound texture is incomplete */
2866 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2867
2868 /**
2869 * \name Thread safety and statechange notification for texture
2870 * objects.
2871 *
2872 * \todo Improve the granularity of locking.
2873 */
2874 /*@{*/
2875 _glthread_Mutex TexMutex; /**< texobj thread safety */
2876 GLuint TextureStateStamp; /**< state notification for shared tex */
2877 /*@}*/
2878
2879 /** Default buffer object for vertex arrays that aren't in VBOs */
2880 struct gl_buffer_object *NullBufferObj;
2881
2882 /**
2883 * \name Vertex/geometry/fragment programs
2884 */
2885 /*@{*/
2886 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2887 struct gl_vertex_program *DefaultVertexProgram;
2888 struct gl_fragment_program *DefaultFragmentProgram;
2889 struct gl_geometry_program *DefaultGeometryProgram;
2890 /*@}*/
2891
2892 /* GL_ATI_fragment_shader */
2893 struct _mesa_HashTable *ATIShaders;
2894 struct ati_fragment_shader *DefaultFragmentShader;
2895
2896 struct _mesa_HashTable *BufferObjects;
2897
2898 /** Table of both gl_shader and gl_shader_program objects */
2899 struct _mesa_HashTable *ShaderObjects;
2900
2901 /* GL_EXT_framebuffer_object */
2902 struct _mesa_HashTable *RenderBuffers;
2903 struct _mesa_HashTable *FrameBuffers;
2904
2905 /* GL_ARB_sync */
2906 struct set *SyncObjects;
2907
2908 /** GL_ARB_sampler_objects */
2909 struct _mesa_HashTable *SamplerObjects;
2910
2911 /**
2912 * Some context in this share group was affected by a GPU reset
2913 *
2914 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2915 * been affected by a GPU reset must also return
2916 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2917 *
2918 * Once this field becomes true, it is never reset to false.
2919 */
2920 bool ShareGroupReset;
2921 };
2922
2923
2924
2925 /**
2926 * Renderbuffers represent drawing surfaces such as color, depth and/or
2927 * stencil. A framebuffer object has a set of renderbuffers.
2928 * Drivers will typically derive subclasses of this type.
2929 */
2930 struct gl_renderbuffer
2931 {
2932 _glthread_Mutex Mutex; /**< for thread safety */
2933 GLuint ClassID; /**< Useful for drivers */
2934 GLuint Name;
2935 GLchar *Label; /**< GL_KHR_debug */
2936 GLint RefCount;
2937 GLuint Width, Height;
2938 GLuint Depth;
2939 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2940 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2941 /**
2942 * True for renderbuffers that wrap textures, giving the driver a chance to
2943 * flush render caches through the FinishRenderTexture hook.
2944 *
2945 * Drivers may also set this on renderbuffers other than those generated by
2946 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2947 * called without a rb->TexImage.
2948 */
2949 GLboolean NeedsFinishRenderTexture;
2950 GLubyte NumSamples;
2951 GLenum InternalFormat; /**< The user-specified format */
2952 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2953 GL_STENCIL_INDEX. */
2954 mesa_format Format; /**< The actual renderbuffer memory format */
2955 /**
2956 * Pointer to the texture image if this renderbuffer wraps a texture,
2957 * otherwise NULL.
2958 *
2959 * Note that the reference on the gl_texture_object containing this
2960 * TexImage is held by the gl_renderbuffer_attachment.
2961 */
2962 struct gl_texture_image *TexImage;
2963
2964 /** Delete this renderbuffer */
2965 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2966
2967 /** Allocate new storage for this renderbuffer */
2968 GLboolean (*AllocStorage)(struct gl_context *ctx,
2969 struct gl_renderbuffer *rb,
2970 GLenum internalFormat,
2971 GLuint width, GLuint height);
2972 };
2973
2974
2975 /**
2976 * A renderbuffer attachment points to either a texture object (and specifies
2977 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2978 */
2979 struct gl_renderbuffer_attachment
2980 {
2981 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2982 GLboolean Complete;
2983
2984 /**
2985 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2986 * application supplied renderbuffer object.
2987 */
2988 struct gl_renderbuffer *Renderbuffer;
2989
2990 /**
2991 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2992 * supplied texture object.
2993 */
2994 struct gl_texture_object *Texture;
2995 GLuint TextureLevel; /**< Attached mipmap level. */
2996 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2997 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2998 * and 2D array textures */
2999 GLboolean Layered;
3000 };
3001
3002
3003 /**
3004 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3005 * In C++ terms, think of this as a base class from which device drivers
3006 * will make derived classes.
3007 */
3008 struct gl_framebuffer
3009 {
3010 _glthread_Mutex Mutex; /**< for thread safety */
3011 /**
3012 * If zero, this is a window system framebuffer. If non-zero, this
3013 * is a FBO framebuffer; note that for some devices (i.e. those with
3014 * a natural pixel coordinate system for FBOs that differs from the
3015 * OpenGL/Mesa coordinate system), this means that the viewport,
3016 * polygon face orientation, and polygon stipple will have to be inverted.
3017 */
3018 GLuint Name;
3019 GLchar *Label; /**< GL_KHR_debug */
3020
3021 GLint RefCount;
3022 GLboolean DeletePending;
3023
3024 /**
3025 * The framebuffer's visual. Immutable if this is a window system buffer.
3026 * Computed from attachments if user-made FBO.
3027 */
3028 struct gl_config Visual;
3029
3030 GLuint Width, Height; /**< size of frame buffer in pixels */
3031
3032 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3033 /*@{*/
3034 GLint _Xmin, _Xmax; /**< inclusive */
3035 GLint _Ymin, _Ymax; /**< exclusive */
3036 /*@}*/
3037
3038 /** \name Derived Z buffer stuff */
3039 /*@{*/
3040 GLuint _DepthMax; /**< Max depth buffer value */
3041 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3042 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3043 /*@}*/
3044
3045 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3046 GLenum _Status;
3047
3048 /** Integer color values */
3049 GLboolean _IntegerColor;
3050
3051 /* ARB_color_buffer_float */
3052 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3053 GLboolean _HasSNormOrFloatColorBuffer;
3054
3055 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3056 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3057
3058 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3059 * attribute group and GL_PIXEL attribute group, respectively.
3060 */
3061 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3062 GLenum ColorReadBuffer;
3063
3064 /** Computed from ColorDraw/ReadBuffer above */
3065 GLuint _NumColorDrawBuffers;
3066 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3067 GLint _ColorReadBufferIndex; /* -1 = None */
3068 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3069 struct gl_renderbuffer *_ColorReadBuffer;
3070
3071 /**
3072 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3073 * is not layered. For cube maps and cube map arrays, each cube face
3074 * counts as a layer.
3075 */
3076 GLuint MaxNumLayers;
3077
3078 /** Delete this framebuffer */
3079 void (*Delete)(struct gl_framebuffer *fb);
3080 };
3081
3082
3083 /**
3084 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3085 */
3086 struct gl_precision
3087 {
3088 GLushort RangeMin; /**< min value exponent */
3089 GLushort RangeMax; /**< max value exponent */
3090 GLushort Precision; /**< number of mantissa bits */
3091 };
3092
3093
3094 /**
3095 * Limits for vertex, geometry and fragment programs/shaders.
3096 */
3097 struct gl_program_constants
3098 {
3099 /* logical limits */
3100 GLuint MaxInstructions;
3101 GLuint MaxAluInstructions;
3102 GLuint MaxTexInstructions;
3103 GLuint MaxTexIndirections;
3104 GLuint MaxAttribs;
3105 GLuint MaxTemps;
3106 GLuint MaxAddressRegs;
3107 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3108 GLuint MaxParameters;
3109 GLuint MaxLocalParams;
3110 GLuint MaxEnvParams;
3111 /* native/hardware limits */
3112 GLuint MaxNativeInstructions;
3113 GLuint MaxNativeAluInstructions;
3114 GLuint MaxNativeTexInstructions;
3115 GLuint MaxNativeTexIndirections;
3116 GLuint MaxNativeAttribs;
3117 GLuint MaxNativeTemps;
3118 GLuint MaxNativeAddressRegs;
3119 GLuint MaxNativeParameters;
3120 /* For shaders */
3121 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3122
3123 /**
3124 * \name Per-stage input / output limits
3125 *
3126 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3127 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3128 * ES). This is stored as \c gl_constants::MaxVarying.
3129 *
3130 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3131 * variables. Each stage as a certain number of outputs that it can feed
3132 * to the next stage and a certain number inputs that it can consume from
3133 * the previous stage.
3134 *
3135 * Vertex shader inputs do not participate this in this accounting.
3136 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3137 *
3138 * Fragment shader outputs do not participate this in this accounting.
3139 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3140 */
3141 /*@{*/
3142 GLuint MaxInputComponents;
3143 GLuint MaxOutputComponents;
3144 /*@}*/
3145
3146 /* ES 2.0 and GL_ARB_ES2_compatibility */
3147 struct gl_precision LowFloat, MediumFloat, HighFloat;
3148 struct gl_precision LowInt, MediumInt, HighInt;
3149 /* GL_ARB_uniform_buffer_object */
3150 GLuint MaxUniformBlocks;
3151 GLuint MaxCombinedUniformComponents;
3152 GLuint MaxTextureImageUnits;
3153
3154 /* GL_ARB_shader_atomic_counters */
3155 GLuint MaxAtomicBuffers;
3156 GLuint MaxAtomicCounters;
3157
3158 /* GL_ARB_shader_image_load_store */
3159 GLuint MaxImageUniforms;
3160 };
3161
3162
3163 /**
3164 * Constants which may be overridden by device driver during context creation
3165 * but are never changed after that.
3166 */
3167 struct gl_constants
3168 {
3169 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3170 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3171 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3172 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3173 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3174 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3175 GLuint MaxTextureCoordUnits;
3176 GLuint MaxCombinedTextureImageUnits;
3177 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3178 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3179 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3180 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3181
3182 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3183
3184 GLuint MaxArrayLockSize;
3185
3186 GLint SubPixelBits;
3187
3188 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3189 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3190 GLfloat PointSizeGranularity;
3191 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3192 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3193 GLfloat LineWidthGranularity;
3194
3195 GLuint MaxClipPlanes;
3196 GLuint MaxLights;
3197 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3198 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3199
3200 GLuint MaxViewportWidth, MaxViewportHeight;
3201 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3202 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3203 struct {
3204 GLfloat Min;
3205 GLfloat Max;
3206 } ViewportBounds; /**< GL_ARB_viewport_array */
3207
3208 struct gl_program_constants Program[MESA_SHADER_STAGES];
3209 GLuint MaxProgramMatrices;
3210 GLuint MaxProgramMatrixStackDepth;
3211
3212 struct {
3213 GLuint SamplesPassed;
3214 GLuint TimeElapsed;
3215 GLuint Timestamp;
3216 GLuint PrimitivesGenerated;
3217 GLuint PrimitivesWritten;
3218 } QueryCounterBits;
3219
3220 /** vertex array / buffer object bounds checking */
3221 GLboolean CheckArrayBounds;
3222
3223 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3224
3225 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3226 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3227 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3228
3229 /** Number of varying vectors between any two shader stages. */
3230 GLuint MaxVarying;
3231
3232 /** @{
3233 * GL_ARB_uniform_buffer_object
3234 */
3235 GLuint MaxCombinedUniformBlocks;
3236 GLuint MaxUniformBufferBindings;
3237 GLuint MaxUniformBlockSize;
3238 GLuint UniformBufferOffsetAlignment;
3239 /** @} */
3240
3241 /** GL_ARB_geometry_shader4 */
3242 GLuint MaxGeometryOutputVertices;
3243 GLuint MaxGeometryTotalOutputComponents;
3244
3245 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3246
3247 /**
3248 * Changes default GLSL extension behavior from "error" to "warn". It's out
3249 * of spec, but it can make some apps work that otherwise wouldn't.
3250 */
3251 GLboolean ForceGLSLExtensionsWarn;
3252
3253 /**
3254 * If non-zero, forces GLSL shaders without the #version directive to behave
3255 * as if they began with "#version ForceGLSLVersion".
3256 */
3257 GLuint ForceGLSLVersion;
3258
3259 /**
3260 * Does the driver support real 32-bit integers? (Otherwise, integers are
3261 * simulated via floats.)
3262 */
3263 GLboolean NativeIntegers;
3264
3265 /**
3266 * If the driver supports real 32-bit integers, what integer value should be
3267 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3268 */
3269 GLuint UniformBooleanTrue;
3270
3271 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3272 GLbitfield SupportedBumpUnits;
3273
3274 /**
3275 * Maximum amount of time, measured in nanseconds, that the server can wait.
3276 */
3277 GLuint64 MaxServerWaitTimeout;
3278
3279 /** GL_EXT_provoking_vertex */
3280 GLboolean QuadsFollowProvokingVertexConvention;
3281
3282 /** OpenGL version 3.0 */
3283 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3284
3285 /** OpenGL version 3.2 */
3286 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3287
3288 /** GL_EXT_transform_feedback */
3289 GLuint MaxTransformFeedbackBuffers;
3290 GLuint MaxTransformFeedbackSeparateComponents;
3291 GLuint MaxTransformFeedbackInterleavedComponents;
3292 GLuint MaxVertexStreams;
3293
3294 /** GL_EXT_gpu_shader4 */
3295 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3296
3297 /** GL_ARB_texture_gather */
3298 GLuint MinProgramTextureGatherOffset;
3299 GLuint MaxProgramTextureGatherOffset;
3300 GLuint MaxProgramTextureGatherComponents;
3301
3302 /* GL_ARB_robustness */
3303 GLenum ResetStrategy;
3304
3305 /* GL_ARB_blend_func_extended */
3306 GLuint MaxDualSourceDrawBuffers;
3307
3308 /**
3309 * Whether the implementation strips out and ignores texture borders.
3310 *
3311 * Many GPU hardware implementations don't support rendering with texture
3312 * borders and mipmapped textures. (Note: not static border color, but the
3313 * old 1-pixel border around each edge). Implementations then have to do
3314 * slow fallbacks to be correct, or just ignore the border and be fast but
3315 * wrong. Setting the flag strips the border off of TexImage calls,
3316 * providing "fast but wrong" at significantly reduced driver complexity.
3317 *
3318 * Texture borders are deprecated in GL 3.0.
3319 **/
3320 GLboolean StripTextureBorder;
3321
3322 /**
3323 * For drivers which can do a better job at eliminating unused uniforms
3324 * than the GLSL compiler.
3325 *
3326 * XXX Remove these as soon as a better solution is available.
3327 */
3328 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3329
3330 /**
3331 * Force software support for primitive restart in the VBO module.
3332 */
3333 GLboolean PrimitiveRestartInSoftware;
3334
3335 /**
3336 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3337 * than passing the transform feedback object to the drawing function.
3338 */
3339 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3340
3341 /** GL_ARB_map_buffer_alignment */
3342 GLuint MinMapBufferAlignment;
3343
3344 /**
3345 * Disable varying packing. This is out of spec, but potentially useful
3346 * for older platforms that supports a limited number of texture
3347 * indirections--on these platforms, unpacking the varyings in the fragment
3348 * shader increases the number of texture indirections by 1, which might
3349 * make some shaders not executable at all.
3350 *
3351 * Drivers that support transform feedback must set this value to GL_FALSE.
3352 */
3353 GLboolean DisableVaryingPacking;
3354
3355 /*
3356 * Maximum value supported for an index in DrawElements and friends.
3357 *
3358 * This must be at least (1ull<<24)-1. The default value is
3359 * (1ull<<32)-1.
3360 *
3361 * \since ES 3.0 or GL_ARB_ES3_compatibility
3362 * \sa _mesa_init_constants
3363 */
3364 GLuint64 MaxElementIndex;
3365
3366 /**
3367 * Disable interpretation of line continuations (lines ending with a
3368 * backslash character ('\') in GLSL source.
3369 */
3370 GLboolean DisableGLSLLineContinuations;
3371
3372 /** GL_ARB_texture_multisample */
3373 GLint MaxColorTextureSamples;
3374 GLint MaxDepthTextureSamples;
3375 GLint MaxIntegerSamples;
3376
3377 /** GL_ARB_shader_atomic_counters */
3378 GLuint MaxAtomicBufferBindings;
3379 GLuint MaxAtomicBufferSize;
3380 GLuint MaxCombinedAtomicBuffers;
3381 GLuint MaxCombinedAtomicCounters;
3382
3383 /** GL_ARB_vertex_attrib_binding */
3384 GLint MaxVertexAttribRelativeOffset;
3385 GLint MaxVertexAttribBindings;
3386
3387 /* GL_ARB_shader_image_load_store */
3388 GLuint MaxImageUnits;
3389 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3390 GLuint MaxImageSamples;
3391 GLuint MaxCombinedImageUniforms;
3392
3393 /** GL_ARB_compute_shader */
3394 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3395 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3396 GLuint MaxComputeWorkGroupInvocations;
3397 };
3398
3399
3400 /**
3401 * Enable flag for each OpenGL extension. Different device drivers will
3402 * enable different extensions at runtime.
3403 */
3404 struct gl_extensions
3405 {
3406 GLboolean dummy; /* don't remove this! */
3407 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3408 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3409 GLboolean ANGLE_texture_compression_dxt;
3410 GLboolean ARB_ES2_compatibility;
3411 GLboolean ARB_ES3_compatibility;
3412 GLboolean ARB_arrays_of_arrays;
3413 GLboolean ARB_base_instance;
3414 GLboolean ARB_blend_func_extended;
3415 GLboolean ARB_color_buffer_float;
3416 GLboolean ARB_compute_shader;
3417 GLboolean ARB_conservative_depth;
3418 GLboolean ARB_depth_buffer_float;
3419 GLboolean ARB_depth_clamp;
3420 GLboolean ARB_depth_texture;
3421 GLboolean ARB_draw_buffers_blend;
3422 GLboolean ARB_draw_elements_base_vertex;
3423 GLboolean ARB_draw_indirect;
3424 GLboolean ARB_draw_instanced;
3425 GLboolean ARB_fragment_coord_conventions;
3426 GLboolean ARB_fragment_program;
3427 GLboolean ARB_fragment_program_shadow;
3428 GLboolean ARB_fragment_shader;
3429 GLboolean ARB_framebuffer_object;
3430 GLboolean ARB_explicit_attrib_location;
3431 GLboolean ARB_geometry_shader4;
3432 GLboolean ARB_gpu_shader5;
3433 GLboolean ARB_half_float_pixel;
3434 GLboolean ARB_half_float_vertex;
3435 GLboolean ARB_instanced_arrays;
3436 GLboolean ARB_internalformat_query;
3437 GLboolean ARB_map_buffer_range;
3438 GLboolean ARB_occlusion_query;
3439 GLboolean ARB_occlusion_query2;
3440 GLboolean ARB_point_sprite;
3441 GLboolean ARB_sample_shading;
3442 GLboolean ARB_seamless_cube_map;
3443 GLboolean ARB_shader_atomic_counters;
3444 GLboolean ARB_shader_bit_encoding;
3445 GLboolean ARB_shader_image_load_store;
3446 GLboolean ARB_shader_stencil_export;
3447 GLboolean ARB_shader_texture_lod;
3448 GLboolean ARB_shading_language_packing;
3449 GLboolean ARB_shading_language_420pack;
3450 GLboolean ARB_shadow;
3451 GLboolean ARB_sync;
3452 GLboolean ARB_texture_border_clamp;
3453 GLboolean ARB_texture_buffer_object;
3454 GLboolean ARB_texture_buffer_object_rgb32;
3455 GLboolean ARB_texture_buffer_range;
3456 GLboolean ARB_texture_compression_rgtc;
3457 GLboolean ARB_texture_cube_map;
3458 GLboolean ARB_texture_cube_map_array;
3459 GLboolean ARB_texture_env_combine;
3460 GLboolean ARB_texture_env_crossbar;
3461 GLboolean ARB_texture_env_dot3;
3462 GLboolean ARB_texture_float;
3463 GLboolean ARB_texture_gather;
3464 GLboolean ARB_texture_mirror_clamp_to_edge;
3465 GLboolean ARB_texture_multisample;
3466 GLboolean ARB_texture_non_power_of_two;
3467 GLboolean ARB_texture_query_levels;
3468 GLboolean ARB_texture_query_lod;
3469 GLboolean ARB_texture_rg;
3470 GLboolean ARB_texture_rgb10_a2ui;
3471 GLboolean ARB_texture_view;
3472 GLboolean ARB_timer_query;
3473 GLboolean ARB_transform_feedback2;
3474 GLboolean ARB_transform_feedback3;
3475 GLboolean ARB_transform_feedback_instanced;
3476 GLboolean ARB_uniform_buffer_object;
3477 GLboolean ARB_vertex_program;
3478 GLboolean ARB_vertex_shader;
3479 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3480 GLboolean ARB_vertex_type_2_10_10_10_rev;
3481 GLboolean ARB_viewport_array;
3482 GLboolean EXT_blend_color;
3483 GLboolean EXT_blend_equation_separate;
3484 GLboolean EXT_blend_func_separate;
3485 GLboolean EXT_blend_minmax;
3486 GLboolean EXT_depth_bounds_test;
3487 GLboolean EXT_draw_buffers2;
3488 GLboolean EXT_framebuffer_multisample;
3489 GLboolean EXT_framebuffer_multisample_blit_scaled;
3490 GLboolean EXT_framebuffer_sRGB;
3491 GLboolean EXT_gpu_program_parameters;
3492 GLboolean EXT_gpu_shader4;
3493 GLboolean EXT_packed_float;
3494 GLboolean EXT_pixel_buffer_object;
3495 GLboolean EXT_point_parameters;
3496 GLboolean EXT_provoking_vertex;
3497 GLboolean EXT_separate_shader_objects;
3498 GLboolean EXT_shader_integer_mix;
3499 GLboolean EXT_stencil_two_side;
3500 GLboolean EXT_texture3D;
3501 GLboolean EXT_texture_array;
3502 GLboolean EXT_texture_compression_latc;
3503 GLboolean EXT_texture_compression_s3tc;
3504 GLboolean EXT_texture_env_dot3;
3505 GLboolean EXT_texture_filter_anisotropic;
3506 GLboolean EXT_texture_integer;
3507 GLboolean EXT_texture_mirror_clamp;
3508 GLboolean EXT_texture_shared_exponent;
3509 GLboolean EXT_texture_snorm;
3510 GLboolean EXT_texture_sRGB;
3511 GLboolean EXT_texture_sRGB_decode;
3512 GLboolean EXT_texture_swizzle;
3513 GLboolean EXT_transform_feedback;
3514 GLboolean EXT_timer_query;
3515 GLboolean EXT_vertex_array_bgra;
3516 GLboolean OES_standard_derivatives;
3517 /* vendor extensions */
3518 GLboolean AMD_performance_monitor;
3519 GLboolean AMD_seamless_cubemap_per_texture;
3520 GLboolean AMD_vertex_shader_layer;
3521 GLboolean APPLE_object_purgeable;
3522 GLboolean ATI_envmap_bumpmap;
3523 GLboolean ATI_texture_compression_3dc;
3524 GLboolean ATI_texture_mirror_once;
3525 GLboolean ATI_texture_env_combine3;
3526 GLboolean ATI_fragment_shader;
3527 GLboolean ATI_separate_stencil;
3528 GLboolean MESA_pack_invert;
3529 GLboolean MESA_ycbcr_texture;
3530 GLboolean NV_conditional_render;
3531 GLboolean NV_fog_distance;
3532 GLboolean NV_fragment_program_option;
3533 GLboolean NV_point_sprite;
3534 GLboolean NV_primitive_restart;
3535 GLboolean NV_texture_barrier;
3536 GLboolean NV_texture_env_combine4;
3537 GLboolean NV_texture_rectangle;
3538 GLboolean NV_vdpau_interop;
3539 GLboolean TDFX_texture_compression_FXT1;
3540 GLboolean OES_EGL_image;
3541 GLboolean OES_draw_texture;
3542 GLboolean OES_depth_texture_cube_map;
3543 GLboolean OES_EGL_image_external;
3544 GLboolean OES_compressed_ETC1_RGB8_texture;
3545 GLboolean extension_sentinel;
3546 /** The extension string */
3547 const GLubyte *String;
3548 /** Number of supported extensions */
3549 GLuint Count;
3550 };
3551
3552
3553 /**
3554 * A stack of matrices (projection, modelview, color, texture, etc).
3555 */
3556 struct gl_matrix_stack
3557 {
3558 GLmatrix *Top; /**< points into Stack */
3559 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3560 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3561 GLuint MaxDepth; /**< size of Stack[] array */
3562 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3563 };
3564
3565
3566 /**
3567 * \name Bits for image transfer operations
3568 * \sa __struct gl_contextRec::ImageTransferState.
3569 */
3570 /*@{*/
3571 #define IMAGE_SCALE_BIAS_BIT 0x1
3572 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3573 #define IMAGE_MAP_COLOR_BIT 0x4
3574 #define IMAGE_CLAMP_BIT 0x800
3575
3576
3577 /** Pixel Transfer ops */
3578 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3579 IMAGE_SHIFT_OFFSET_BIT | \
3580 IMAGE_MAP_COLOR_BIT)
3581
3582 /**
3583 * \name Bits to indicate what state has changed.
3584 */
3585 /*@{*/
3586 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3587 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3588 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3589 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3590 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3591 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3592 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3593 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3594 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3595 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3596 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3597 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3598 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3599 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3600 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3601 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3602 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3603 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3604 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3605 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3606 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3607 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3608 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3609 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3610 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3611 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3612 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3613 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3614 #define _NEW_BUFFER_OBJECT (1 << 28)
3615 #define _NEW_FRAG_CLAMP (1 << 29)
3616 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3617 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3618 #define _NEW_ALL ~0
3619 /*@}*/
3620
3621
3622 /**
3623 * Composite state flags
3624 */
3625 /*@{*/
3626 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3627 _NEW_TEXTURE | \
3628 _NEW_POINT | \
3629 _NEW_PROGRAM | \
3630 _NEW_MODELVIEW)
3631
3632 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3633 _NEW_FOG | \
3634 _NEW_PROGRAM)
3635
3636
3637 /*@}*/
3638
3639
3640
3641
3642 /* This has to be included here. */
3643 #include "dd.h"
3644
3645
3646 /**
3647 * Display list flags.
3648 * Strictly this is a tnl-private concept, but it doesn't seem
3649 * worthwhile adding a tnl private structure just to hold this one bit
3650 * of information:
3651 */
3652 #define DLIST_DANGLING_REFS 0x1
3653
3654
3655 /** Opaque declaration of display list payload data type */
3656 union gl_dlist_node;
3657
3658
3659 /**
3660 * Provide a location where information about a display list can be
3661 * collected. Could be extended with driverPrivate structures,
3662 * etc. in the future.
3663 */
3664 struct gl_display_list
3665 {
3666 GLuint Name;
3667 GLchar *Label; /**< GL_KHR_debug */
3668 GLbitfield Flags; /**< DLIST_x flags */
3669 /** The dlist commands are in a linked list of nodes */
3670 union gl_dlist_node *Head;
3671 };
3672
3673
3674 /**
3675 * State used during display list compilation and execution.
3676 */
3677 struct gl_dlist_state
3678 {
3679 GLuint CallDepth; /**< Current recursion calling depth */
3680
3681 struct gl_display_list *CurrentList; /**< List currently being compiled */
3682 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3683 GLuint CurrentPos; /**< Index into current block of nodes */
3684
3685 GLvertexformat ListVtxfmt;
3686
3687 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3688 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3689
3690 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3691 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3692
3693 struct {
3694 /* State known to have been set by the currently-compiling display
3695 * list. Used to eliminate some redundant state changes.
3696 */
3697 GLenum ShadeModel;
3698 } Current;
3699 };
3700
3701 /** @{
3702 *
3703 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3704 * to small enums suitable for use as an array index.
3705 */
3706
3707 enum mesa_debug_source {
3708 MESA_DEBUG_SOURCE_API,
3709 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3710 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3711 MESA_DEBUG_SOURCE_THIRD_PARTY,
3712 MESA_DEBUG_SOURCE_APPLICATION,
3713 MESA_DEBUG_SOURCE_OTHER,
3714 MESA_DEBUG_SOURCE_COUNT
3715 };
3716
3717 enum mesa_debug_type {
3718 MESA_DEBUG_TYPE_ERROR,
3719 MESA_DEBUG_TYPE_DEPRECATED,
3720 MESA_DEBUG_TYPE_UNDEFINED,
3721 MESA_DEBUG_TYPE_PORTABILITY,
3722 MESA_DEBUG_TYPE_PERFORMANCE,
3723 MESA_DEBUG_TYPE_OTHER,
3724 MESA_DEBUG_TYPE_MARKER,
3725 MESA_DEBUG_TYPE_PUSH_GROUP,
3726 MESA_DEBUG_TYPE_POP_GROUP,
3727 MESA_DEBUG_TYPE_COUNT
3728 };
3729
3730 enum mesa_debug_severity {
3731 MESA_DEBUG_SEVERITY_LOW,
3732 MESA_DEBUG_SEVERITY_MEDIUM,
3733 MESA_DEBUG_SEVERITY_HIGH,
3734 MESA_DEBUG_SEVERITY_NOTIFICATION,
3735 MESA_DEBUG_SEVERITY_COUNT
3736 };
3737
3738 /** @} */
3739
3740 /**
3741 * An error, warning, or other piece of debug information for an application
3742 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3743 */
3744 struct gl_debug_msg
3745 {
3746 enum mesa_debug_source source;
3747 enum mesa_debug_type type;
3748 GLuint id;
3749 enum mesa_debug_severity severity;
3750 GLsizei length;
3751 GLcharARB *message;
3752 };
3753
3754 struct gl_debug_namespace
3755 {
3756 struct _mesa_HashTable *IDs;
3757 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3758 /** lists of IDs in the hash table at each severity */
3759 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3760 };
3761
3762 struct gl_debug_state
3763 {
3764 GLDEBUGPROC Callback;
3765 const void *CallbackData;
3766 GLboolean SyncOutput;
3767 GLboolean DebugOutput;
3768 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3769 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3770 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3771 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3772 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3773 GLint GroupStackDepth;
3774 GLint NumMessages;
3775 GLint NextMsg;
3776 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3777 for the sake of the offsetof() code in get.c */
3778 };
3779
3780 /**
3781 * Enum for the OpenGL APIs we know about and may support.
3782 *
3783 * NOTE: This must match the api_enum table in
3784 * src/mesa/main/get_hash_generator.py
3785 */
3786 typedef enum
3787 {
3788 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3789 API_OPENGLES,
3790 API_OPENGLES2,
3791 API_OPENGL_CORE,
3792 API_OPENGL_LAST = API_OPENGL_CORE
3793 } gl_api;
3794
3795 /**
3796 * Driver-specific state flags.
3797 *
3798 * These are or'd with gl_context::NewDriverState to notify a driver about
3799 * a state change. The driver sets the flags at context creation and
3800 * the meaning of the bits set is opaque to core Mesa.
3801 */
3802 struct gl_driver_flags
3803 {
3804 /** gl_context::Array::_DrawArrays (vertex array state) */
3805 GLbitfield NewArray;
3806
3807 /** gl_context::TransformFeedback::CurrentObject */
3808 GLbitfield NewTransformFeedback;
3809
3810 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3811 GLbitfield NewTransformFeedbackProg;
3812
3813 /** gl_context::RasterDiscard */
3814 GLbitfield NewRasterizerDiscard;
3815
3816 /**
3817 * gl_context::UniformBufferBindings
3818 * gl_shader_program::UniformBlocks
3819 */
3820 GLbitfield NewUniformBuffer;
3821
3822 /**
3823 * gl_context::AtomicBufferBindings
3824 */
3825 GLbitfield NewAtomicBuffer;
3826
3827 /**
3828 * gl_context::ImageUnits
3829 */
3830 GLbitfield NewImageUnits;
3831 };
3832
3833 struct gl_uniform_buffer_binding
3834 {
3835 struct gl_buffer_object *BufferObject;
3836 /** Start of uniform block data in the buffer */
3837 GLintptr Offset;
3838 /** Size of data allowed to be referenced from the buffer (in bytes) */
3839 GLsizeiptr Size;
3840 /**
3841 * glBindBufferBase() indicates that the Size should be ignored and only
3842 * limited by the current size of the BufferObject.
3843 */
3844 GLboolean AutomaticSize;
3845 };
3846
3847 /**
3848 * ARB_shader_image_load_store image unit.
3849 */
3850 struct gl_image_unit
3851 {
3852 /**
3853 * Texture object bound to this unit.
3854 */
3855 struct gl_texture_object *TexObj;
3856
3857 /**
3858 * Level of the texture object bound to this unit.
3859 */
3860 GLuint Level;
3861
3862 /**
3863 * \c GL_TRUE if the whole level is bound as an array of layers, \c
3864 * GL_FALSE if only some specific layer of the texture is bound.
3865 * \sa Layer
3866 */
3867 GLboolean Layered;
3868
3869 /**
3870 * Layer of the texture object bound to this unit, or zero if the
3871 * whole level is bound.
3872 */
3873 GLuint Layer;
3874
3875 /**
3876 * Access allowed to this texture image. Either \c GL_READ_ONLY,
3877 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
3878 */
3879 GLenum Access;
3880
3881 /**
3882 * GL internal format that determines the interpretation of the
3883 * image memory when shader image operations are performed through
3884 * this unit.
3885 */
3886 GLenum Format;
3887
3888 /**
3889 * Mesa format corresponding to \c Format.
3890 */
3891 mesa_format _ActualFormat;
3892
3893 /**
3894 * GL_TRUE if the state of this image unit is valid and access from
3895 * the shader is allowed. Otherwise loads from this unit should
3896 * return zero and stores should have no effect.
3897 */
3898 GLboolean _Valid;
3899 };
3900
3901 /**
3902 * Binding point for an atomic counter buffer object.
3903 */
3904 struct gl_atomic_buffer_binding
3905 {
3906 struct gl_buffer_object *BufferObject;
3907 GLintptr Offset;
3908 GLsizeiptr Size;
3909 };
3910
3911 /**
3912 * Mesa rendering context.
3913 *
3914 * This is the central context data structure for Mesa. Almost all
3915 * OpenGL state is contained in this structure.
3916 * Think of this as a base class from which device drivers will derive
3917 * sub classes.
3918 */
3919 struct gl_context
3920 {
3921 /** State possibly shared with other contexts in the address space */
3922 struct gl_shared_state *Shared;
3923
3924 /** \name API function pointer tables */
3925 /*@{*/
3926 gl_api API;
3927 /**
3928 * The current dispatch table for non-displaylist-saving execution, either
3929 * BeginEnd or OutsideBeginEnd
3930 */
3931 struct _glapi_table *Exec;
3932 /**
3933 * The normal dispatch table for non-displaylist-saving, non-begin/end
3934 */
3935 struct _glapi_table *OutsideBeginEnd;
3936 /** The dispatch table used between glNewList() and glEndList() */
3937 struct _glapi_table *Save;
3938 /**
3939 * The dispatch table used between glBegin() and glEnd() (outside of a
3940 * display list). Only valid functions between those two are set, which is
3941 * mostly just the set in a GLvertexformat struct.
3942 */
3943 struct _glapi_table *BeginEnd;
3944 /**
3945 * Tracks the current dispatch table out of the 3 above, so that it can be
3946 * re-set on glXMakeCurrent().
3947 */
3948 struct _glapi_table *CurrentDispatch;
3949 /*@}*/
3950
3951 struct gl_config Visual;
3952 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3953 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3954 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3955 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3956
3957 /**
3958 * Device driver function pointer table
3959 */
3960 struct dd_function_table Driver;
3961
3962 /** Core/Driver constants */
3963 struct gl_constants Const;
3964
3965 /** \name The various 4x4 matrix stacks */
3966 /*@{*/
3967 struct gl_matrix_stack ModelviewMatrixStack;
3968 struct gl_matrix_stack ProjectionMatrixStack;
3969 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3970 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3971 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3972 /*@}*/
3973
3974 /** Combined modelview and projection matrix */
3975 GLmatrix _ModelProjectMatrix;
3976
3977 /** \name Display lists */
3978 struct gl_dlist_state ListState;
3979
3980 GLboolean ExecuteFlag; /**< Execute GL commands? */
3981 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3982
3983 /** Extension information */
3984 struct gl_extensions Extensions;
3985
3986 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3987 GLuint Version;
3988 char *VersionString;
3989
3990 /** \name State attribute stack (for glPush/PopAttrib) */
3991 /*@{*/
3992 GLuint AttribStackDepth;
3993 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3994 /*@}*/
3995
3996 /** \name Renderer attribute groups
3997 *
3998 * We define a struct for each attribute group to make pushing and popping
3999 * attributes easy. Also it's a good organization.
4000 */
4001 /*@{*/
4002 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4003 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4004 struct gl_current_attrib Current; /**< Current attributes */
4005 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4006 struct gl_eval_attrib Eval; /**< Eval attributes */
4007 struct gl_fog_attrib Fog; /**< Fog attributes */
4008 struct gl_hint_attrib Hint; /**< Hint attributes */
4009 struct gl_light_attrib Light; /**< Light attributes */
4010 struct gl_line_attrib Line; /**< Line attributes */
4011 struct gl_list_attrib List; /**< List attributes */
4012 struct gl_multisample_attrib Multisample;
4013 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4014 struct gl_point_attrib Point; /**< Point attributes */
4015 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4016 GLuint PolygonStipple[32]; /**< Polygon stipple */
4017 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4018 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4019 struct gl_texture_attrib Texture; /**< Texture attributes */
4020 struct gl_transform_attrib Transform; /**< Transformation attributes */
4021 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4022 /*@}*/
4023
4024 /** \name Client attribute stack */
4025 /*@{*/
4026 GLuint ClientAttribStackDepth;
4027 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4028 /*@}*/
4029
4030 /** \name Client attribute groups */
4031 /*@{*/
4032 struct gl_array_attrib Array; /**< Vertex arrays */
4033 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4034 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4035 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4036 /*@}*/
4037
4038 /** \name Other assorted state (not pushed/popped on attribute stack) */
4039 /*@{*/
4040 struct gl_pixelmaps PixelMaps;
4041
4042 struct gl_evaluators EvalMap; /**< All evaluators */
4043 struct gl_feedback Feedback; /**< Feedback */
4044 struct gl_selection Select; /**< Selection */
4045
4046 struct gl_program_state Program; /**< general program state */
4047 struct gl_vertex_program_state VertexProgram;
4048 struct gl_fragment_program_state FragmentProgram;
4049 struct gl_geometry_program_state GeometryProgram;
4050 struct gl_ati_fragment_shader_state ATIFragmentShader;
4051
4052 struct gl_shader_state Shader; /**< GLSL shader object state */
4053 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4054
4055 struct gl_query_state Query; /**< occlusion, timer queries */
4056
4057 struct gl_transform_feedback_state TransformFeedback;
4058
4059 struct gl_perf_monitor_state PerfMonitor;
4060
4061 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4062
4063 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4064 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4065
4066 /**
4067 * Current GL_ARB_uniform_buffer_object binding referenced by
4068 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4069 */
4070 struct gl_buffer_object *UniformBuffer;
4071
4072 /**
4073 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4074 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4075 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4076 * shader program.
4077 */
4078 struct gl_uniform_buffer_binding
4079 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4080
4081 /**
4082 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4083 * target.
4084 */
4085 struct gl_buffer_object *AtomicBuffer;
4086
4087 /**
4088 * Array of atomic counter buffer binding points.
4089 */
4090 struct gl_atomic_buffer_binding
4091 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4092
4093 /**
4094 * Array of image units for ARB_shader_image_load_store.
4095 */
4096 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4097
4098 /*@}*/
4099
4100 struct gl_meta_state *Meta; /**< for "meta" operations */
4101
4102 /* GL_EXT_framebuffer_object */
4103 struct gl_renderbuffer *CurrentRenderbuffer;
4104
4105 GLenum ErrorValue; /**< Last error code */
4106
4107 /**
4108 * Recognize and silence repeated error debug messages in buggy apps.
4109 */
4110 const char *ErrorDebugFmtString;
4111 GLuint ErrorDebugCount;
4112
4113 /* GL_ARB_debug_output/GL_KHR_debug */
4114 struct gl_debug_state Debug;
4115
4116 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4117 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4118 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
4119
4120 struct gl_driver_flags DriverFlags;
4121
4122 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4123
4124 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4125
4126 /** \name Derived state */
4127 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4128 GLfloat _EyeZDir[3];
4129 GLfloat _ModelViewInvScale;
4130 GLboolean _NeedEyeCoords;
4131 GLboolean _ForceEyeCoords;
4132
4133 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4134
4135 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4136
4137 /** \name For debugging/development only */
4138 /*@{*/
4139 GLboolean FirstTimeCurrent;
4140 /*@}*/
4141
4142 /** software compression/decompression supported or not */
4143 GLboolean Mesa_DXTn;
4144
4145 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4146
4147 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4148
4149 /**
4150 * \name Hooks for module contexts.
4151 *
4152 * These will eventually live in the driver or elsewhere.
4153 */
4154 /*@{*/
4155 void *swrast_context;
4156 void *swsetup_context;
4157 void *swtnl_context;
4158 struct vbo_context *vbo_context;
4159 struct st_context *st;
4160 void *aelt_context;
4161 /*@}*/
4162
4163 /**
4164 * \name NV_vdpau_interop
4165 */
4166 /*@{*/
4167 const void *vdpDevice;
4168 const void *vdpGetProcAddress;
4169 struct set *vdpSurfaces;
4170 /*@}*/
4171
4172 /**
4173 * Has this context observed a GPU reset in any context in the share group?
4174 *
4175 * Once this field becomes true, it is never reset to false.
4176 */
4177 GLboolean ShareGroupReset;
4178 };
4179
4180
4181 #ifdef DEBUG
4182 extern int MESA_VERBOSE;
4183 extern int MESA_DEBUG_FLAGS;
4184 # define MESA_FUNCTION __FUNCTION__
4185 #else
4186 # define MESA_VERBOSE 0
4187 # define MESA_DEBUG_FLAGS 0
4188 # define MESA_FUNCTION "a function"
4189 # ifndef NDEBUG
4190 # define NDEBUG
4191 # endif
4192 #endif
4193
4194
4195 /** The MESA_VERBOSE var is a bitmask of these flags */
4196 enum _verbose
4197 {
4198 VERBOSE_VARRAY = 0x0001,
4199 VERBOSE_TEXTURE = 0x0002,
4200 VERBOSE_MATERIAL = 0x0004,
4201 VERBOSE_PIPELINE = 0x0008,
4202 VERBOSE_DRIVER = 0x0010,
4203 VERBOSE_STATE = 0x0020,
4204 VERBOSE_API = 0x0040,
4205 VERBOSE_DISPLAY_LIST = 0x0100,
4206 VERBOSE_LIGHTING = 0x0200,
4207 VERBOSE_PRIMS = 0x0400,
4208 VERBOSE_VERTS = 0x0800,
4209 VERBOSE_DISASSEM = 0x1000,
4210 VERBOSE_DRAW = 0x2000,
4211 VERBOSE_SWAPBUFFERS = 0x4000
4212 };
4213
4214
4215 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4216 enum _debug
4217 {
4218 DEBUG_SILENT = (1 << 0),
4219 DEBUG_ALWAYS_FLUSH = (1 << 1),
4220 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4221 DEBUG_INCOMPLETE_FBO = (1 << 3)
4222 };
4223
4224
4225
4226 #ifdef __cplusplus
4227 }
4228 #endif
4229
4230 #endif /* MTYPES_H */