mesa: Remove gl_context::ResetStatus
[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
39 #include "main/glheader.h"
40 #include "main/config.h"
41 #include "glapi/glapi.h"
42 #include "math/m_matrix.h" /* GLmatrix */
43 #include "main/simple_list.h" /* struct simple_node */
44 #include "main/formats.h" /* MESA_FORMAT_COUNT */
45
46
47 #ifdef __cplusplus
48 extern "C" {
49 #endif
50
51
52 /**
53 * \name 64-bit extension of GLbitfield.
54 */
55 /*@{*/
56 typedef GLuint64 GLbitfield64;
57
58 /** Set a single bit */
59 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
60 /** Set all bits up to excluding bit b */
61 #define BITFIELD64_MASK(b) \
62 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
63 /** Set count bits starting from bit b */
64 #define BITFIELD64_RANGE(b, count) \
65 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
66
67
68 /**
69 * \name Some forward type declarations
70 */
71 /*@{*/
72 struct _mesa_HashTable;
73 struct gl_attrib_node;
74 struct gl_list_extensions;
75 struct gl_meta_state;
76 struct gl_program_cache;
77 struct gl_texture_object;
78 struct gl_context;
79 struct st_context;
80 struct gl_uniform_storage;
81 struct prog_instruction;
82 struct gl_program_parameter_list;
83 struct set;
84 struct set_entry;
85 struct vbo_context;
86 /*@}*/
87
88
89 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
90 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
91 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
92 #define PRIM_UNKNOWN (PRIM_MAX + 2)
93
94
95
96 /**
97 * Indexes for vertex program attributes.
98 * GL_NV_vertex_program aliases generic attributes over the conventional
99 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
100 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
101 * generic attributes are distinct/separate).
102 */
103 typedef enum
104 {
105 VERT_ATTRIB_POS = 0,
106 VERT_ATTRIB_WEIGHT = 1,
107 VERT_ATTRIB_NORMAL = 2,
108 VERT_ATTRIB_COLOR0 = 3,
109 VERT_ATTRIB_COLOR1 = 4,
110 VERT_ATTRIB_FOG = 5,
111 VERT_ATTRIB_COLOR_INDEX = 6,
112 VERT_ATTRIB_EDGEFLAG = 7,
113 VERT_ATTRIB_TEX0 = 8,
114 VERT_ATTRIB_TEX1 = 9,
115 VERT_ATTRIB_TEX2 = 10,
116 VERT_ATTRIB_TEX3 = 11,
117 VERT_ATTRIB_TEX4 = 12,
118 VERT_ATTRIB_TEX5 = 13,
119 VERT_ATTRIB_TEX6 = 14,
120 VERT_ATTRIB_TEX7 = 15,
121 VERT_ATTRIB_POINT_SIZE = 16,
122 VERT_ATTRIB_GENERIC0 = 17,
123 VERT_ATTRIB_GENERIC1 = 18,
124 VERT_ATTRIB_GENERIC2 = 19,
125 VERT_ATTRIB_GENERIC3 = 20,
126 VERT_ATTRIB_GENERIC4 = 21,
127 VERT_ATTRIB_GENERIC5 = 22,
128 VERT_ATTRIB_GENERIC6 = 23,
129 VERT_ATTRIB_GENERIC7 = 24,
130 VERT_ATTRIB_GENERIC8 = 25,
131 VERT_ATTRIB_GENERIC9 = 26,
132 VERT_ATTRIB_GENERIC10 = 27,
133 VERT_ATTRIB_GENERIC11 = 28,
134 VERT_ATTRIB_GENERIC12 = 29,
135 VERT_ATTRIB_GENERIC13 = 30,
136 VERT_ATTRIB_GENERIC14 = 31,
137 VERT_ATTRIB_GENERIC15 = 32,
138 VERT_ATTRIB_MAX = 33
139 } gl_vert_attrib;
140
141 /**
142 * Symbolic constats to help iterating over
143 * specific blocks of vertex attributes.
144 *
145 * VERT_ATTRIB_FF
146 * includes all fixed function attributes as well as
147 * the aliased GL_NV_vertex_program shader attributes.
148 * VERT_ATTRIB_TEX
149 * include the classic texture coordinate attributes.
150 * Is a subset of VERT_ATTRIB_FF.
151 * VERT_ATTRIB_GENERIC
152 * include the OpenGL 2.0+ GLSL generic shader attributes.
153 * These alias the generic GL_ARB_vertex_shader attributes.
154 */
155 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
156 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
157
158 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
159 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
160
161 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
162 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
163
164 /**
165 * Bitflags for vertex attributes.
166 * These are used in bitfields in many places.
167 */
168 /*@{*/
169 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
170 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
171 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
172 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
173 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
174 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
175 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
176 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
177 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
178 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
179 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
180 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
181 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
182 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
183 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
184 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
185 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
186 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
187
188 #define VERT_BIT(i) BITFIELD64_BIT(i)
189 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
190
191 #define VERT_BIT_FF(i) VERT_BIT(i)
192 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
193 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
194 #define VERT_BIT_TEX_ALL \
195 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
196
197 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
198 #define VERT_BIT_GENERIC_ALL \
199 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
200 /*@}*/
201
202
203 /**
204 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
205 * fragment shader inputs.
206 *
207 * Note that some of these values are not available to all pipeline stages.
208 *
209 * When this enum is updated, the following code must be updated too:
210 * - vertResults (in prog_print.c's arb_output_attrib_string())
211 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
212 * - _mesa_varying_slot_in_fs()
213 */
214 typedef enum
215 {
216 VARYING_SLOT_POS,
217 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
218 VARYING_SLOT_COL1,
219 VARYING_SLOT_FOGC,
220 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
221 VARYING_SLOT_TEX1,
222 VARYING_SLOT_TEX2,
223 VARYING_SLOT_TEX3,
224 VARYING_SLOT_TEX4,
225 VARYING_SLOT_TEX5,
226 VARYING_SLOT_TEX6,
227 VARYING_SLOT_TEX7,
228 VARYING_SLOT_PSIZ, /* Does not appear in FS */
229 VARYING_SLOT_BFC0, /* Does not appear in FS */
230 VARYING_SLOT_BFC1, /* Does not appear in FS */
231 VARYING_SLOT_EDGE, /* Does not appear in FS */
232 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
233 VARYING_SLOT_CLIP_DIST0,
234 VARYING_SLOT_CLIP_DIST1,
235 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
236 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
237 VARYING_SLOT_FACE, /* FS only */
238 VARYING_SLOT_PNTC, /* FS only */
239 VARYING_SLOT_VAR0, /* First generic varying slot */
240 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
241 } gl_varying_slot;
242
243
244 /**
245 * Bitflags for varying slots.
246 */
247 /*@{*/
248 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
249 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
250 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
251 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
252 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
253 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
254 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
255 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
256 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
257 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
258 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
259 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
260 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
261 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
262 MAX_TEXTURE_COORD_UNITS)
263 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
264 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
265 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
266 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
267 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
268 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
269 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
270 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
271 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
272 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
273 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
274 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
275 /*@}*/
276
277 /**
278 * Bitflags for system values.
279 */
280 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
281 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
282
283 /**
284 * Determine if the given gl_varying_slot appears in the fragment shader.
285 */
286 static inline GLboolean
287 _mesa_varying_slot_in_fs(gl_varying_slot slot)
288 {
289 switch (slot) {
290 case VARYING_SLOT_PSIZ:
291 case VARYING_SLOT_BFC0:
292 case VARYING_SLOT_BFC1:
293 case VARYING_SLOT_EDGE:
294 case VARYING_SLOT_CLIP_VERTEX:
295 case VARYING_SLOT_LAYER:
296 return GL_FALSE;
297 default:
298 return GL_TRUE;
299 }
300 }
301
302
303 /**
304 * Fragment program results
305 */
306 typedef enum
307 {
308 FRAG_RESULT_DEPTH = 0,
309 FRAG_RESULT_STENCIL = 1,
310 /* If a single color should be written to all render targets, this
311 * register is written. No FRAG_RESULT_DATAn will be written.
312 */
313 FRAG_RESULT_COLOR = 2,
314 FRAG_RESULT_SAMPLE_MASK = 3,
315
316 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
317 * or ARB_fragment_program fragment.color[n]) color results. If
318 * any are written, FRAG_RESULT_COLOR will not be written.
319 */
320 FRAG_RESULT_DATA0 = 4,
321 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
322 } gl_frag_result;
323
324
325 /**
326 * Indexes for all renderbuffers
327 */
328 typedef enum
329 {
330 /* the four standard color buffers */
331 BUFFER_FRONT_LEFT,
332 BUFFER_BACK_LEFT,
333 BUFFER_FRONT_RIGHT,
334 BUFFER_BACK_RIGHT,
335 BUFFER_DEPTH,
336 BUFFER_STENCIL,
337 BUFFER_ACCUM,
338 /* optional aux buffer */
339 BUFFER_AUX0,
340 /* generic renderbuffers */
341 BUFFER_COLOR0,
342 BUFFER_COLOR1,
343 BUFFER_COLOR2,
344 BUFFER_COLOR3,
345 BUFFER_COLOR4,
346 BUFFER_COLOR5,
347 BUFFER_COLOR6,
348 BUFFER_COLOR7,
349 BUFFER_COUNT
350 } gl_buffer_index;
351
352 /**
353 * Bit flags for all renderbuffers
354 */
355 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
356 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
357 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
358 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
359 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
360 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
361 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
362 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
363 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
364 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
365 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
366 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
367 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
368 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
369 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
370 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
371 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
372 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
373 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
374
375 /**
376 * Mask of all the color buffer bits (but not accum).
377 */
378 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
379 BUFFER_BIT_BACK_LEFT | \
380 BUFFER_BIT_FRONT_RIGHT | \
381 BUFFER_BIT_BACK_RIGHT | \
382 BUFFER_BIT_AUX0 | \
383 BUFFER_BIT_COLOR0 | \
384 BUFFER_BIT_COLOR1 | \
385 BUFFER_BIT_COLOR2 | \
386 BUFFER_BIT_COLOR3 | \
387 BUFFER_BIT_COLOR4 | \
388 BUFFER_BIT_COLOR5 | \
389 BUFFER_BIT_COLOR6 | \
390 BUFFER_BIT_COLOR7)
391
392
393 /**
394 * Framebuffer configuration (aka visual / pixelformat)
395 * Note: some of these fields should be boolean, but it appears that
396 * code in drivers/dri/common/util.c requires int-sized fields.
397 */
398 struct gl_config
399 {
400 GLboolean rgbMode;
401 GLboolean floatMode;
402 GLboolean colorIndexMode; /* XXX is this used anywhere? */
403 GLuint doubleBufferMode;
404 GLuint stereoMode;
405
406 GLboolean haveAccumBuffer;
407 GLboolean haveDepthBuffer;
408 GLboolean haveStencilBuffer;
409
410 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
411 GLuint redMask, greenMask, blueMask, alphaMask;
412 GLint rgbBits; /* total bits for rgb */
413 GLint indexBits; /* total bits for colorindex */
414
415 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
416 GLint depthBits;
417 GLint stencilBits;
418
419 GLint numAuxBuffers;
420
421 GLint level;
422
423 /* EXT_visual_rating / GLX 1.2 */
424 GLint visualRating;
425
426 /* EXT_visual_info / GLX 1.2 */
427 GLint transparentPixel;
428 /* colors are floats scaled to ints */
429 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
430 GLint transparentIndex;
431
432 /* ARB_multisample / SGIS_multisample */
433 GLint sampleBuffers;
434 GLint samples;
435
436 /* SGIX_pbuffer / GLX 1.3 */
437 GLint maxPbufferWidth;
438 GLint maxPbufferHeight;
439 GLint maxPbufferPixels;
440 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
441 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
442
443 /* OML_swap_method */
444 GLint swapMethod;
445
446 /* EXT_texture_from_pixmap */
447 GLint bindToTextureRgb;
448 GLint bindToTextureRgba;
449 GLint bindToMipmapTexture;
450 GLint bindToTextureTargets;
451 GLint yInverted;
452
453 /* EXT_framebuffer_sRGB */
454 GLint sRGBCapable;
455 };
456
457
458 /**
459 * \name Bit flags used for updating material values.
460 */
461 /*@{*/
462 #define MAT_ATTRIB_FRONT_AMBIENT 0
463 #define MAT_ATTRIB_BACK_AMBIENT 1
464 #define MAT_ATTRIB_FRONT_DIFFUSE 2
465 #define MAT_ATTRIB_BACK_DIFFUSE 3
466 #define MAT_ATTRIB_FRONT_SPECULAR 4
467 #define MAT_ATTRIB_BACK_SPECULAR 5
468 #define MAT_ATTRIB_FRONT_EMISSION 6
469 #define MAT_ATTRIB_BACK_EMISSION 7
470 #define MAT_ATTRIB_FRONT_SHININESS 8
471 #define MAT_ATTRIB_BACK_SHININESS 9
472 #define MAT_ATTRIB_FRONT_INDEXES 10
473 #define MAT_ATTRIB_BACK_INDEXES 11
474 #define MAT_ATTRIB_MAX 12
475
476 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
477 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
478 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
479 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
480 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
481 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
482
483 #define MAT_INDEX_AMBIENT 0
484 #define MAT_INDEX_DIFFUSE 1
485 #define MAT_INDEX_SPECULAR 2
486
487 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
488 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
489 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
490 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
491 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
492 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
493 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
494 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
495 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
496 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
497 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
498 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
499
500
501 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
502 MAT_BIT_FRONT_AMBIENT | \
503 MAT_BIT_FRONT_DIFFUSE | \
504 MAT_BIT_FRONT_SPECULAR | \
505 MAT_BIT_FRONT_SHININESS | \
506 MAT_BIT_FRONT_INDEXES)
507
508 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
509 MAT_BIT_BACK_AMBIENT | \
510 MAT_BIT_BACK_DIFFUSE | \
511 MAT_BIT_BACK_SPECULAR | \
512 MAT_BIT_BACK_SHININESS | \
513 MAT_BIT_BACK_INDEXES)
514
515 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
516 /*@}*/
517
518
519 /**
520 * Material state.
521 */
522 struct gl_material
523 {
524 GLfloat Attrib[MAT_ATTRIB_MAX][4];
525 };
526
527
528 /**
529 * Light state flags.
530 */
531 /*@{*/
532 #define LIGHT_SPOT 0x1
533 #define LIGHT_LOCAL_VIEWER 0x2
534 #define LIGHT_POSITIONAL 0x4
535 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
536 /*@}*/
537
538
539 /**
540 * Light source state.
541 */
542 struct gl_light
543 {
544 struct gl_light *next; /**< double linked list with sentinel */
545 struct gl_light *prev;
546
547 GLfloat Ambient[4]; /**< ambient color */
548 GLfloat Diffuse[4]; /**< diffuse color */
549 GLfloat Specular[4]; /**< specular color */
550 GLfloat EyePosition[4]; /**< position in eye coordinates */
551 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
552 GLfloat SpotExponent;
553 GLfloat SpotCutoff; /**< in degrees */
554 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
555 GLfloat ConstantAttenuation;
556 GLfloat LinearAttenuation;
557 GLfloat QuadraticAttenuation;
558 GLboolean Enabled; /**< On/off flag */
559
560 /**
561 * \name Derived fields
562 */
563 /*@{*/
564 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
565
566 GLfloat _Position[4]; /**< position in eye/obj coordinates */
567 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
568 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
569 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
570 GLfloat _VP_inf_spot_attenuation;
571
572 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
573 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
574 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
575 /*@}*/
576 };
577
578
579 /**
580 * Light model state.
581 */
582 struct gl_lightmodel
583 {
584 GLfloat Ambient[4]; /**< ambient color */
585 GLboolean LocalViewer; /**< Local (or infinite) view point? */
586 GLboolean TwoSide; /**< Two (or one) sided lighting? */
587 GLenum ColorControl; /**< either GL_SINGLE_COLOR
588 * or GL_SEPARATE_SPECULAR_COLOR */
589 };
590
591
592 /**
593 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
594 */
595 struct gl_accum_attrib
596 {
597 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
598 };
599
600
601 /**
602 * Used for storing clear color, texture border color, etc.
603 * The float values are typically unclamped.
604 */
605 union gl_color_union
606 {
607 GLfloat f[4];
608 GLint i[4];
609 GLuint ui[4];
610 };
611
612
613 /**
614 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
615 */
616 struct gl_colorbuffer_attrib
617 {
618 GLuint ClearIndex; /**< Index for glClear */
619 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
620 GLuint IndexMask; /**< Color index write mask */
621 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
622
623 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
624
625 /**
626 * \name alpha testing
627 */
628 /*@{*/
629 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
630 GLenum AlphaFunc; /**< Alpha test function */
631 GLfloat AlphaRefUnclamped;
632 GLclampf AlphaRef; /**< Alpha reference value */
633 /*@}*/
634
635 /**
636 * \name Blending
637 */
638 /*@{*/
639 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
640
641 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
642 * control, only on the fixed-pointness of the render target.
643 * The query does however depend on fragment color clamping.
644 */
645 GLfloat BlendColorUnclamped[4]; /**< Blending color */
646 GLfloat BlendColor[4]; /**< Blending color */
647
648 struct
649 {
650 GLenum SrcRGB; /**< RGB blend source term */
651 GLenum DstRGB; /**< RGB blend dest term */
652 GLenum SrcA; /**< Alpha blend source term */
653 GLenum DstA; /**< Alpha blend dest term */
654 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
655 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
656 /**
657 * Set if any blend factor uses SRC1. Computed at the time blend factors
658 * get set.
659 */
660 GLboolean _UsesDualSrc;
661 } Blend[MAX_DRAW_BUFFERS];
662 /** Are the blend func terms currently different for each buffer/target? */
663 GLboolean _BlendFuncPerBuffer;
664 /** Are the blend equations currently different for each buffer/target? */
665 GLboolean _BlendEquationPerBuffer;
666 /*@}*/
667
668 /**
669 * \name Logic op
670 */
671 /*@{*/
672 GLenum LogicOp; /**< Logic operator */
673 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
674 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
675 /*@}*/
676
677 GLboolean DitherFlag; /**< Dither enable flag */
678
679 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
680 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
681 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
682
683 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
684 };
685
686
687 /**
688 * Current attribute group (GL_CURRENT_BIT).
689 */
690 struct gl_current_attrib
691 {
692 /**
693 * \name Current vertex attributes.
694 * \note Values are valid only after FLUSH_VERTICES has been called.
695 * \note Index and Edgeflag current values are stored as floats in the
696 * SIX and SEVEN attribute slots.
697 */
698 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
699
700 /**
701 * \name Current raster position attributes (always valid).
702 * \note This set of attributes is very similar to the SWvertex struct.
703 */
704 /*@{*/
705 GLfloat RasterPos[4];
706 GLfloat RasterDistance;
707 GLfloat RasterColor[4];
708 GLfloat RasterSecondaryColor[4];
709 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
710 GLboolean RasterPosValid;
711 /*@}*/
712 };
713
714
715 /**
716 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
717 */
718 struct gl_depthbuffer_attrib
719 {
720 GLenum Func; /**< Function for depth buffer compare */
721 GLclampd Clear; /**< Value to clear depth buffer to */
722 GLboolean Test; /**< Depth buffering enabled flag */
723 GLboolean Mask; /**< Depth buffer writable? */
724 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
725 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
726 };
727
728
729 /**
730 * Evaluator attribute group (GL_EVAL_BIT).
731 */
732 struct gl_eval_attrib
733 {
734 /**
735 * \name Enable bits
736 */
737 /*@{*/
738 GLboolean Map1Color4;
739 GLboolean Map1Index;
740 GLboolean Map1Normal;
741 GLboolean Map1TextureCoord1;
742 GLboolean Map1TextureCoord2;
743 GLboolean Map1TextureCoord3;
744 GLboolean Map1TextureCoord4;
745 GLboolean Map1Vertex3;
746 GLboolean Map1Vertex4;
747 GLboolean Map2Color4;
748 GLboolean Map2Index;
749 GLboolean Map2Normal;
750 GLboolean Map2TextureCoord1;
751 GLboolean Map2TextureCoord2;
752 GLboolean Map2TextureCoord3;
753 GLboolean Map2TextureCoord4;
754 GLboolean Map2Vertex3;
755 GLboolean Map2Vertex4;
756 GLboolean AutoNormal;
757 /*@}*/
758
759 /**
760 * \name Map Grid endpoints and divisions and calculated du values
761 */
762 /*@{*/
763 GLint MapGrid1un;
764 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
765 GLint MapGrid2un, MapGrid2vn;
766 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
767 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
768 /*@}*/
769 };
770
771
772 /**
773 * Fog attribute group (GL_FOG_BIT).
774 */
775 struct gl_fog_attrib
776 {
777 GLboolean Enabled; /**< Fog enabled flag */
778 GLfloat ColorUnclamped[4]; /**< Fog color */
779 GLfloat Color[4]; /**< Fog color */
780 GLfloat Density; /**< Density >= 0.0 */
781 GLfloat Start; /**< Start distance in eye coords */
782 GLfloat End; /**< End distance in eye coords */
783 GLfloat Index; /**< Fog index */
784 GLenum Mode; /**< Fog mode */
785 GLboolean ColorSumEnabled;
786 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
787 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
788 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
789 };
790
791
792 /**
793 * Hint attribute group (GL_HINT_BIT).
794 *
795 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
796 */
797 struct gl_hint_attrib
798 {
799 GLenum PerspectiveCorrection;
800 GLenum PointSmooth;
801 GLenum LineSmooth;
802 GLenum PolygonSmooth;
803 GLenum Fog;
804 GLenum TextureCompression; /**< GL_ARB_texture_compression */
805 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
806 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
807 };
808
809
810 /**
811 * Lighting attribute group (GL_LIGHT_BIT).
812 */
813 struct gl_light_attrib
814 {
815 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
816 struct gl_lightmodel Model; /**< Lighting model */
817
818 /**
819 * Front and back material values.
820 * Note: must call FLUSH_VERTICES() before using.
821 */
822 struct gl_material Material;
823
824 GLboolean Enabled; /**< Lighting enabled flag */
825 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
826 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
827 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
828 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
829 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
830 GLboolean ColorMaterialEnabled;
831 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
832 GLboolean _ClampVertexColor;
833
834 struct gl_light EnabledList; /**< List sentinel */
835
836 /**
837 * Derived state for optimizations:
838 */
839 /*@{*/
840 GLboolean _NeedEyeCoords;
841 GLboolean _NeedVertices; /**< Use fast shader? */
842 GLfloat _BaseColor[2][3];
843 /*@}*/
844 };
845
846
847 /**
848 * Line attribute group (GL_LINE_BIT).
849 */
850 struct gl_line_attrib
851 {
852 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
853 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
854 GLushort StipplePattern; /**< Stipple pattern */
855 GLint StippleFactor; /**< Stipple repeat factor */
856 GLfloat Width; /**< Line width */
857 };
858
859
860 /**
861 * Display list attribute group (GL_LIST_BIT).
862 */
863 struct gl_list_attrib
864 {
865 GLuint ListBase;
866 };
867
868
869 /**
870 * Multisample attribute group (GL_MULTISAMPLE_BIT).
871 */
872 struct gl_multisample_attrib
873 {
874 GLboolean Enabled;
875 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
876 GLboolean SampleAlphaToCoverage;
877 GLboolean SampleAlphaToOne;
878 GLboolean SampleCoverage;
879 GLfloat SampleCoverageValue;
880 GLboolean SampleCoverageInvert;
881 GLboolean SampleShading;
882 GLfloat MinSampleShadingValue;
883
884 /* ARB_texture_multisample / GL3.2 additions */
885 GLboolean SampleMask;
886 /** The GL spec defines this as an array but >32x MSAA is madness */
887 GLbitfield SampleMaskValue;
888 };
889
890
891 /**
892 * A pixelmap (see glPixelMap)
893 */
894 struct gl_pixelmap
895 {
896 GLint Size;
897 GLfloat Map[MAX_PIXEL_MAP_TABLE];
898 };
899
900
901 /**
902 * Collection of all pixelmaps
903 */
904 struct gl_pixelmaps
905 {
906 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
907 struct gl_pixelmap GtoG;
908 struct gl_pixelmap BtoB;
909 struct gl_pixelmap AtoA;
910 struct gl_pixelmap ItoR;
911 struct gl_pixelmap ItoG;
912 struct gl_pixelmap ItoB;
913 struct gl_pixelmap ItoA;
914 struct gl_pixelmap ItoI;
915 struct gl_pixelmap StoS;
916 };
917
918
919 /**
920 * Pixel attribute group (GL_PIXEL_MODE_BIT).
921 */
922 struct gl_pixel_attrib
923 {
924 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
925
926 /*--- Begin Pixel Transfer State ---*/
927 /* Fields are in the order in which they're applied... */
928
929 /** Scale & Bias (index shift, offset) */
930 /*@{*/
931 GLfloat RedBias, RedScale;
932 GLfloat GreenBias, GreenScale;
933 GLfloat BlueBias, BlueScale;
934 GLfloat AlphaBias, AlphaScale;
935 GLfloat DepthBias, DepthScale;
936 GLint IndexShift, IndexOffset;
937 /*@}*/
938
939 /* Pixel Maps */
940 /* Note: actual pixel maps are not part of this attrib group */
941 GLboolean MapColorFlag;
942 GLboolean MapStencilFlag;
943
944 /*--- End Pixel Transfer State ---*/
945
946 /** glPixelZoom */
947 GLfloat ZoomX, ZoomY;
948 };
949
950
951 /**
952 * Point attribute group (GL_POINT_BIT).
953 */
954 struct gl_point_attrib
955 {
956 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
957 GLfloat Size; /**< User-specified point size */
958 GLfloat Params[3]; /**< GL_EXT_point_parameters */
959 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
960 GLfloat Threshold; /**< GL_EXT_point_parameters */
961 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
962 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
963 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
964 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
965 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
966 };
967
968
969 /**
970 * Polygon attribute group (GL_POLYGON_BIT).
971 */
972 struct gl_polygon_attrib
973 {
974 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
975 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
976 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
977 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
978 GLboolean CullFlag; /**< Culling on/off flag */
979 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
980 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
981 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
982 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
983 GLfloat OffsetUnits; /**< Polygon offset units, from user */
984 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
985 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
986 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
987 };
988
989
990 /**
991 * Scissor attributes (GL_SCISSOR_BIT).
992 */
993 struct gl_scissor_attrib
994 {
995 GLboolean Enabled; /**< Scissor test enabled? */
996 GLint X, Y; /**< Lower left corner of box */
997 GLsizei Width, Height; /**< Size of box */
998 };
999
1000
1001 /**
1002 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1003 *
1004 * Three sets of stencil data are tracked so that OpenGL 2.0,
1005 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1006 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1007 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1008 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1009 * GL_EXT_stencil_two_side GL_BACK state.
1010 *
1011 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1012 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1013 *
1014 * The derived value \c _TestTwoSide is set when the front-face and back-face
1015 * stencil state are different.
1016 */
1017 struct gl_stencil_attrib
1018 {
1019 GLboolean Enabled; /**< Enabled flag */
1020 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1021 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1022 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1023 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1024 GLboolean _TestTwoSide;
1025 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1026 GLenum Function[3]; /**< Stencil function */
1027 GLenum FailFunc[3]; /**< Fail function */
1028 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1029 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1030 GLint Ref[3]; /**< Reference value */
1031 GLuint ValueMask[3]; /**< Value mask */
1032 GLuint WriteMask[3]; /**< Write mask */
1033 GLuint Clear; /**< Clear value */
1034 };
1035
1036
1037 /**
1038 * An index for each type of texture object. These correspond to the GL
1039 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1040 * Note: the order is from highest priority to lowest priority.
1041 */
1042 typedef enum
1043 {
1044 TEXTURE_2D_MULTISAMPLE_INDEX,
1045 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1046 TEXTURE_CUBE_ARRAY_INDEX,
1047 TEXTURE_BUFFER_INDEX,
1048 TEXTURE_2D_ARRAY_INDEX,
1049 TEXTURE_1D_ARRAY_INDEX,
1050 TEXTURE_EXTERNAL_INDEX,
1051 TEXTURE_CUBE_INDEX,
1052 TEXTURE_3D_INDEX,
1053 TEXTURE_RECT_INDEX,
1054 TEXTURE_2D_INDEX,
1055 TEXTURE_1D_INDEX,
1056 NUM_TEXTURE_TARGETS
1057 } gl_texture_index;
1058
1059
1060 /**
1061 * Bit flags for each type of texture object
1062 * Used for Texture.Unit[]._ReallyEnabled flags.
1063 */
1064 /*@{*/
1065 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1066 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1067 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1068 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1069 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1070 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1071 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1072 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1073 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1074 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1075 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1076 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1077 /*@}*/
1078
1079
1080 /**
1081 * Texture image state. Drivers will typically create a subclass of this
1082 * with extra fields for memory buffers, etc.
1083 */
1084 struct gl_texture_image
1085 {
1086 GLint InternalFormat; /**< Internal format as given by the user */
1087 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1088 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1089 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1090 * GL_DEPTH_STENCIL_EXT only. Used for
1091 * choosing TexEnv arithmetic.
1092 */
1093 gl_format TexFormat; /**< The actual texture memory format */
1094
1095 GLuint Border; /**< 0 or 1 */
1096 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1097 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1098 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1099 GLuint Width2; /**< = Width - 2*Border */
1100 GLuint Height2; /**< = Height - 2*Border */
1101 GLuint Depth2; /**< = Depth - 2*Border */
1102 GLuint WidthLog2; /**< = log2(Width2) */
1103 GLuint HeightLog2; /**< = log2(Height2) */
1104 GLuint DepthLog2; /**< = log2(Depth2) */
1105 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1106 levels, computed from the dimensions */
1107
1108 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1109 GLuint Level; /**< Which mipmap level am I? */
1110 /** Cube map face: index into gl_texture_object::Image[] array */
1111 GLuint Face;
1112
1113 /** GL_ARB_texture_multisample */
1114 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1115 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1116 };
1117
1118
1119 /**
1120 * Indexes for cube map faces.
1121 */
1122 typedef enum
1123 {
1124 FACE_POS_X = 0,
1125 FACE_NEG_X = 1,
1126 FACE_POS_Y = 2,
1127 FACE_NEG_Y = 3,
1128 FACE_POS_Z = 4,
1129 FACE_NEG_Z = 5,
1130 MAX_FACES = 6
1131 } gl_face_index;
1132
1133
1134 /**
1135 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1136 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1137 */
1138 struct gl_sampler_object
1139 {
1140 GLuint Name;
1141 GLint RefCount;
1142 GLchar *Label; /**< GL_KHR_debug */
1143
1144 GLenum WrapS; /**< S-axis texture image wrap mode */
1145 GLenum WrapT; /**< T-axis texture image wrap mode */
1146 GLenum WrapR; /**< R-axis texture image wrap mode */
1147 GLenum MinFilter; /**< minification filter */
1148 GLenum MagFilter; /**< magnification filter */
1149 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1150 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1151 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1152 GLfloat LodBias; /**< OpenGL 1.4 */
1153 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1154 GLenum CompareMode; /**< GL_ARB_shadow */
1155 GLenum CompareFunc; /**< GL_ARB_shadow */
1156 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1157 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1158 };
1159
1160
1161 /**
1162 * Texture object state. Contains the array of mipmap images, border color,
1163 * wrap modes, filter modes, and shadow/texcompare state.
1164 */
1165 struct gl_texture_object
1166 {
1167 _glthread_Mutex Mutex; /**< for thread safety */
1168 GLint RefCount; /**< reference count */
1169 GLuint Name; /**< the user-visible texture object ID */
1170 GLchar *Label; /**< GL_KHR_debug */
1171 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1172
1173 struct gl_sampler_object Sampler;
1174
1175 GLenum DepthMode; /**< GL_ARB_depth_texture */
1176
1177 GLfloat Priority; /**< in [0,1] */
1178 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1179 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1180 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1181 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1182 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1183 GLint CropRect[4]; /**< GL_OES_draw_texture */
1184 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1185 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1186 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1187 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1188 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1189 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1190 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1191 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1192 pressure? */
1193 GLboolean Immutable; /**< GL_ARB_texture_storage */
1194
1195 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1196 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1197
1198 /** GL_ARB_texture_buffer_object */
1199 struct gl_buffer_object *BufferObject;
1200 GLenum BufferObjectFormat;
1201 /** Equivalent Mesa format for BufferObjectFormat. */
1202 gl_format _BufferObjectFormat;
1203 /** GL_ARB_texture_buffer_range */
1204 GLintptr BufferOffset;
1205 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1206
1207 /** GL_OES_EGL_image_external */
1208 GLint RequiredTextureImageUnits;
1209 };
1210
1211
1212 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1213 #define MAX_COMBINER_TERMS 4
1214
1215
1216 /**
1217 * Texture combine environment state.
1218 */
1219 struct gl_tex_env_combine_state
1220 {
1221 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1222 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1223 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1224 GLenum SourceRGB[MAX_COMBINER_TERMS];
1225 GLenum SourceA[MAX_COMBINER_TERMS];
1226 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1227 GLenum OperandRGB[MAX_COMBINER_TERMS];
1228 GLenum OperandA[MAX_COMBINER_TERMS];
1229 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1230 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1231 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1232 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1233 };
1234
1235
1236 /**
1237 * TexGenEnabled flags.
1238 */
1239 /*@{*/
1240 #define S_BIT 1
1241 #define T_BIT 2
1242 #define R_BIT 4
1243 #define Q_BIT 8
1244 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1245 /*@}*/
1246
1247
1248 /**
1249 * Bit flag versions of the corresponding GL_ constants.
1250 */
1251 /*@{*/
1252 #define TEXGEN_SPHERE_MAP 0x1
1253 #define TEXGEN_OBJ_LINEAR 0x2
1254 #define TEXGEN_EYE_LINEAR 0x4
1255 #define TEXGEN_REFLECTION_MAP_NV 0x8
1256 #define TEXGEN_NORMAL_MAP_NV 0x10
1257
1258 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1259 TEXGEN_REFLECTION_MAP_NV | \
1260 TEXGEN_NORMAL_MAP_NV)
1261 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1262 TEXGEN_REFLECTION_MAP_NV | \
1263 TEXGEN_NORMAL_MAP_NV | \
1264 TEXGEN_EYE_LINEAR)
1265 /*@}*/
1266
1267
1268
1269 /** Tex-gen enabled for texture unit? */
1270 #define ENABLE_TEXGEN(unit) (1 << (unit))
1271
1272 /** Non-identity texture matrix for texture unit? */
1273 #define ENABLE_TEXMAT(unit) (1 << (unit))
1274
1275
1276 /**
1277 * Texture coord generation state.
1278 */
1279 struct gl_texgen
1280 {
1281 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1282 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1283 GLfloat ObjectPlane[4];
1284 GLfloat EyePlane[4];
1285 };
1286
1287
1288 /**
1289 * Texture unit state. Contains enable flags, texture environment/function/
1290 * combiners, texgen state, and pointers to current texture objects.
1291 */
1292 struct gl_texture_unit
1293 {
1294 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1295 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1296
1297 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1298 GLclampf EnvColor[4];
1299 GLfloat EnvColorUnclamped[4];
1300
1301 struct gl_texgen GenS;
1302 struct gl_texgen GenT;
1303 struct gl_texgen GenR;
1304 struct gl_texgen GenQ;
1305 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1306 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1307
1308 GLfloat LodBias; /**< for biasing mipmap levels */
1309 GLenum BumpTarget;
1310 GLfloat RotMatrix[4]; /* 2x2 matrix */
1311
1312 /** Current sampler object (GL_ARB_sampler_objects) */
1313 struct gl_sampler_object *Sampler;
1314
1315 /**
1316 * \name GL_EXT_texture_env_combine
1317 */
1318 struct gl_tex_env_combine_state Combine;
1319
1320 /**
1321 * Derived state based on \c EnvMode and the \c BaseFormat of the
1322 * currently enabled texture.
1323 */
1324 struct gl_tex_env_combine_state _EnvMode;
1325
1326 /**
1327 * Currently enabled combiner state. This will point to either
1328 * \c Combine or \c _EnvMode.
1329 */
1330 struct gl_tex_env_combine_state *_CurrentCombine;
1331
1332 /** Current texture object pointers */
1333 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1334
1335 /** Points to highest priority, complete and enabled texture object */
1336 struct gl_texture_object *_Current;
1337 };
1338
1339
1340 /**
1341 * Texture attribute group (GL_TEXTURE_BIT).
1342 */
1343 struct gl_texture_attrib
1344 {
1345 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1346 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1347
1348 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1349
1350 /** GL_ARB_texture_buffer_object */
1351 struct gl_buffer_object *BufferObject;
1352
1353 /** GL_ARB_seamless_cubemap */
1354 GLboolean CubeMapSeamless;
1355
1356 /** Texture units/samplers used by vertex or fragment texturing */
1357 GLbitfield _EnabledUnits;
1358
1359 /** Texture coord units/sets used for fragment texturing */
1360 GLbitfield _EnabledCoordUnits;
1361
1362 /** Texture coord units that have texgen enabled */
1363 GLbitfield _TexGenEnabled;
1364
1365 /** Texture coord units that have non-identity matrices */
1366 GLbitfield _TexMatEnabled;
1367
1368 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1369 GLbitfield _GenFlags;
1370 };
1371
1372
1373 /**
1374 * Data structure representing a single clip plane (e.g. one of the elements
1375 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1376 */
1377 typedef GLfloat gl_clip_plane[4];
1378
1379
1380 /**
1381 * Transformation attribute group (GL_TRANSFORM_BIT).
1382 */
1383 struct gl_transform_attrib
1384 {
1385 GLenum MatrixMode; /**< Matrix mode */
1386 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1387 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1388 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1389 GLboolean Normalize; /**< Normalize all normals? */
1390 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1391 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1392 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1393
1394 GLfloat CullEyePos[4];
1395 GLfloat CullObjPos[4];
1396 };
1397
1398
1399 /**
1400 * Viewport attribute group (GL_VIEWPORT_BIT).
1401 */
1402 struct gl_viewport_attrib
1403 {
1404 GLint X, Y; /**< position */
1405 GLsizei Width, Height; /**< size */
1406 GLfloat Near, Far; /**< Depth buffer range */
1407 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1408 };
1409
1410
1411 /**
1412 * GL_ARB_vertex/pixel_buffer_object buffer object
1413 */
1414 struct gl_buffer_object
1415 {
1416 _glthread_Mutex Mutex;
1417 GLint RefCount;
1418 GLuint Name;
1419 GLchar *Label; /**< GL_KHR_debug */
1420 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1421 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1422 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1423 /** Fields describing a mapped buffer */
1424 /*@{*/
1425 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1426 GLvoid *Pointer; /**< User-space address of mapping */
1427 GLintptr Offset; /**< Mapped offset */
1428 GLsizeiptr Length; /**< Mapped length */
1429 /*@}*/
1430 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1431 GLboolean Written; /**< Ever written to? (for debugging) */
1432 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1433 };
1434
1435
1436 /**
1437 * Client pixel packing/unpacking attributes
1438 */
1439 struct gl_pixelstore_attrib
1440 {
1441 GLint Alignment;
1442 GLint RowLength;
1443 GLint SkipPixels;
1444 GLint SkipRows;
1445 GLint ImageHeight;
1446 GLint SkipImages;
1447 GLboolean SwapBytes;
1448 GLboolean LsbFirst;
1449 GLboolean Invert; /**< GL_MESA_pack_invert */
1450 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1451 };
1452
1453
1454 /**
1455 * Client vertex array attributes
1456 */
1457 struct gl_client_array
1458 {
1459 GLint Size; /**< components per element (1,2,3,4) */
1460 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1461 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1462 GLsizei Stride; /**< user-specified stride */
1463 GLsizei StrideB; /**< actual stride in bytes */
1464 const GLubyte *Ptr; /**< Points to array data */
1465 GLboolean Enabled; /**< Enabled flag is a boolean */
1466 GLboolean Normalized; /**< GL_ARB_vertex_program */
1467 GLboolean Integer; /**< Integer-valued? */
1468 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1469 GLuint _ElementSize; /**< size of each element in bytes */
1470
1471 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1472 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1473 };
1474
1475
1476 /**
1477 * Vertex attribute array as seen by the client.
1478 *
1479 * Contains the size, type, format and normalization flag,
1480 * along with the index of a vertex buffer binding point.
1481 *
1482 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1483 * and is only present for backwards compatibility reasons.
1484 * Rendering always uses VERTEX_BINDING_STRIDE.
1485 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1486 * and VERTEX_BINDING_STRIDE to the same value, while
1487 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1488 */
1489 struct gl_vertex_attrib_array
1490 {
1491 GLint Size; /**< Components per element (1,2,3,4) */
1492 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1493 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1494 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1495 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1496 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1497 GLboolean Enabled; /**< Whether the array is enabled */
1498 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1499 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1500 GLuint _ElementSize; /**< Size of each element in bytes */
1501 GLuint VertexBinding; /**< Vertex buffer binding */
1502 };
1503
1504 struct gl_vertex_buffer_binding
1505 {
1506 GLintptr Offset; /**< User-specified offset */
1507 GLsizei Stride; /**< User-specified stride */
1508 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1509 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1510 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1511 };
1512
1513
1514 /**
1515 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1516 * extension, but a nice encapsulation in any case.
1517 */
1518 struct gl_array_object
1519 {
1520 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1521 GLuint Name;
1522 GLchar *Label; /**< GL_KHR_debug */
1523
1524 GLint RefCount;
1525 _glthread_Mutex Mutex;
1526
1527 /**
1528 * Does the VAO use ARB semantics or Apple semantics?
1529 *
1530 * There are several ways in which ARB_vertex_array_object and
1531 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1532 * least,
1533 *
1534 * - ARB VAOs require that all array data be sourced from vertex buffer
1535 * objects, but Apple VAOs do not.
1536 *
1537 * - ARB VAOs require that names come from GenVertexArrays.
1538 *
1539 * This flag notes which behavior governs this VAO.
1540 */
1541 GLboolean ARBsemantics;
1542
1543 /**
1544 * Has this array object been bound?
1545 */
1546 GLboolean EverBound;
1547
1548 /** Derived vertex attribute arrays */
1549 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1550
1551 /** Vertex attribute arrays */
1552 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1553
1554 /** Vertex buffer bindings */
1555 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1556
1557 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1558 GLbitfield64 _Enabled;
1559
1560 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1561 GLbitfield64 NewArrays;
1562
1563 /**
1564 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1565 * we can determine the max legal (in bounds) glDrawElements array index.
1566 */
1567 GLuint _MaxElement;
1568
1569 struct gl_buffer_object *ElementArrayBufferObj;
1570 };
1571
1572
1573 /**
1574 * Vertex array state
1575 */
1576 struct gl_array_attrib
1577 {
1578 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1579 struct gl_array_object *ArrayObj;
1580
1581 /** The default vertex array object */
1582 struct gl_array_object *DefaultArrayObj;
1583
1584 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1585 struct _mesa_HashTable *Objects;
1586
1587 GLint ActiveTexture; /**< Client Active Texture */
1588 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1589 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1590
1591 /**
1592 * \name Primitive restart controls
1593 *
1594 * Primitive restart is enabled if either \c PrimitiveRestart or
1595 * \c PrimitiveRestartFixedIndex is set.
1596 */
1597 /*@{*/
1598 GLboolean PrimitiveRestart;
1599 GLboolean PrimitiveRestartFixedIndex;
1600 GLboolean _PrimitiveRestart;
1601 GLuint RestartIndex;
1602 /*@}*/
1603
1604 /* GL_ARB_vertex_buffer_object */
1605 struct gl_buffer_object *ArrayBufferObj;
1606
1607 /**
1608 * Vertex arrays as consumed by a driver.
1609 * The array pointer is set up only by the VBO module.
1610 */
1611 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1612 };
1613
1614
1615 /**
1616 * Feedback buffer state
1617 */
1618 struct gl_feedback
1619 {
1620 GLenum Type;
1621 GLbitfield _Mask; /**< FB_* bits */
1622 GLfloat *Buffer;
1623 GLuint BufferSize;
1624 GLuint Count;
1625 };
1626
1627
1628 /**
1629 * Selection buffer state
1630 */
1631 struct gl_selection
1632 {
1633 GLuint *Buffer; /**< selection buffer */
1634 GLuint BufferSize; /**< size of the selection buffer */
1635 GLuint BufferCount; /**< number of values in the selection buffer */
1636 GLuint Hits; /**< number of records in the selection buffer */
1637 GLuint NameStackDepth; /**< name stack depth */
1638 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1639 GLboolean HitFlag; /**< hit flag */
1640 GLfloat HitMinZ; /**< minimum hit depth */
1641 GLfloat HitMaxZ; /**< maximum hit depth */
1642 };
1643
1644
1645 /**
1646 * 1-D Evaluator control points
1647 */
1648 struct gl_1d_map
1649 {
1650 GLuint Order; /**< Number of control points */
1651 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1652 GLfloat *Points; /**< Points to contiguous control points */
1653 };
1654
1655
1656 /**
1657 * 2-D Evaluator control points
1658 */
1659 struct gl_2d_map
1660 {
1661 GLuint Uorder; /**< Number of control points in U dimension */
1662 GLuint Vorder; /**< Number of control points in V dimension */
1663 GLfloat u1, u2, du;
1664 GLfloat v1, v2, dv;
1665 GLfloat *Points; /**< Points to contiguous control points */
1666 };
1667
1668
1669 /**
1670 * All evaluator control point state
1671 */
1672 struct gl_evaluators
1673 {
1674 /**
1675 * \name 1-D maps
1676 */
1677 /*@{*/
1678 struct gl_1d_map Map1Vertex3;
1679 struct gl_1d_map Map1Vertex4;
1680 struct gl_1d_map Map1Index;
1681 struct gl_1d_map Map1Color4;
1682 struct gl_1d_map Map1Normal;
1683 struct gl_1d_map Map1Texture1;
1684 struct gl_1d_map Map1Texture2;
1685 struct gl_1d_map Map1Texture3;
1686 struct gl_1d_map Map1Texture4;
1687 /*@}*/
1688
1689 /**
1690 * \name 2-D maps
1691 */
1692 /*@{*/
1693 struct gl_2d_map Map2Vertex3;
1694 struct gl_2d_map Map2Vertex4;
1695 struct gl_2d_map Map2Index;
1696 struct gl_2d_map Map2Color4;
1697 struct gl_2d_map Map2Normal;
1698 struct gl_2d_map Map2Texture1;
1699 struct gl_2d_map Map2Texture2;
1700 struct gl_2d_map Map2Texture3;
1701 struct gl_2d_map Map2Texture4;
1702 /*@}*/
1703 };
1704
1705
1706 struct gl_transform_feedback_varying_info
1707 {
1708 char *Name;
1709 GLenum Type;
1710 GLint Size;
1711 };
1712
1713
1714 /**
1715 * Per-output info vertex shaders for transform feedback.
1716 */
1717 struct gl_transform_feedback_output
1718 {
1719 unsigned OutputRegister;
1720 unsigned OutputBuffer;
1721 unsigned NumComponents;
1722
1723 /** offset (in DWORDs) of this output within the interleaved structure */
1724 unsigned DstOffset;
1725
1726 /**
1727 * Offset into the output register of the data to output. For example,
1728 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1729 * offset is in the y and z components of the output register.
1730 */
1731 unsigned ComponentOffset;
1732 };
1733
1734
1735 /** Post-link transform feedback info. */
1736 struct gl_transform_feedback_info
1737 {
1738 unsigned NumOutputs;
1739
1740 /**
1741 * Number of transform feedback buffers in use by this program.
1742 */
1743 unsigned NumBuffers;
1744
1745 struct gl_transform_feedback_output *Outputs;
1746
1747 /** Transform feedback varyings used for the linking of this shader program.
1748 *
1749 * Use for glGetTransformFeedbackVarying().
1750 */
1751 struct gl_transform_feedback_varying_info *Varyings;
1752 GLint NumVarying;
1753
1754 /**
1755 * Total number of components stored in each buffer. This may be used by
1756 * hardware back-ends to determine the correct stride when interleaving
1757 * multiple transform feedback outputs in the same buffer.
1758 */
1759 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1760 };
1761
1762
1763 /**
1764 * Transform feedback object state
1765 */
1766 struct gl_transform_feedback_object
1767 {
1768 GLuint Name; /**< AKA the object ID */
1769 GLchar *Label; /**< GL_KHR_debug */
1770 GLint RefCount;
1771 GLboolean Active; /**< Is transform feedback enabled? */
1772 GLboolean Paused; /**< Is transform feedback paused? */
1773 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1774 at least once? */
1775 GLboolean EverBound; /**< Has this object been bound? */
1776
1777 /**
1778 * The shader program active when BeginTransformFeedback() was called.
1779 * When active and unpaused, this equals ctx->Shader.CurrentVertexProgram.
1780 */
1781 struct gl_shader_program *shader_program;
1782
1783 /**
1784 * GLES: if Active is true, remaining number of primitives which can be
1785 * rendered without overflow. This is necessary to track because GLES
1786 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1787 * glDrawArraysInstanced would overflow transform feedback buffers.
1788 * Undefined if Active is false.
1789 *
1790 * Not tracked for desktop GL since it's unnecessary.
1791 */
1792 unsigned GlesRemainingPrims;
1793
1794 /** The feedback buffers */
1795 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1796 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1797
1798 /** Start of feedback data in dest buffer */
1799 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1800
1801 /**
1802 * Max data to put into dest buffer (in bytes). Computed based on
1803 * RequestedSize and the actual size of the buffer.
1804 */
1805 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1806
1807 /**
1808 * Size that was specified when the buffer was bound. If the buffer was
1809 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1810 * zero.
1811 */
1812 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1813 };
1814
1815
1816 /**
1817 * Context state for transform feedback.
1818 */
1819 struct gl_transform_feedback_state
1820 {
1821 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1822
1823 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1824 struct gl_buffer_object *CurrentBuffer;
1825
1826 /** The table of all transform feedback objects */
1827 struct _mesa_HashTable *Objects;
1828
1829 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1830 struct gl_transform_feedback_object *CurrentObject;
1831
1832 /** The default xform-fb object (Name==0) */
1833 struct gl_transform_feedback_object *DefaultObject;
1834 };
1835
1836
1837 /**
1838 * A "performance monitor" as described in AMD_performance_monitor.
1839 */
1840 struct gl_perf_monitor_object
1841 {
1842 GLboolean Active;
1843
1844 /**
1845 * A list of groups with currently active counters.
1846 *
1847 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1848 */
1849 unsigned *ActiveGroups;
1850
1851 /**
1852 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1853 *
1854 * Checking whether counter 'c' in group 'g' is active can be done via:
1855 *
1856 * BITSET_TEST(ActiveCounters[g], c)
1857 */
1858 GLuint **ActiveCounters;
1859 };
1860
1861
1862 union gl_perf_monitor_counter_value
1863 {
1864 float f;
1865 uint64_t u64;
1866 uint32_t u32;
1867 };
1868
1869
1870 struct gl_perf_monitor_counter
1871 {
1872 /** Human readable name for the counter. */
1873 const char *Name;
1874
1875 /**
1876 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1877 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1878 */
1879 GLenum Type;
1880
1881 /** Minimum counter value. */
1882 union gl_perf_monitor_counter_value Minimum;
1883
1884 /** Maximum counter value. */
1885 union gl_perf_monitor_counter_value Maximum;
1886 };
1887
1888
1889 struct gl_perf_monitor_group
1890 {
1891 /** Human readable name for the group. */
1892 const char *Name;
1893
1894 /**
1895 * Maximum number of counters in this group which can be active at the
1896 * same time.
1897 */
1898 GLuint MaxActiveCounters;
1899
1900 /** Array of counters within this group. */
1901 const struct gl_perf_monitor_counter *Counters;
1902 GLuint NumCounters;
1903 };
1904
1905
1906 /**
1907 * Context state for AMD_performance_monitor.
1908 */
1909 struct gl_perf_monitor_state
1910 {
1911 /** Array of performance monitor groups (indexed by group ID) */
1912 const struct gl_perf_monitor_group *Groups;
1913 GLuint NumGroups;
1914
1915 /** The table of all performance monitors. */
1916 struct _mesa_HashTable *Monitors;
1917 };
1918
1919
1920 /**
1921 * Names of the various vertex/fragment program register files, etc.
1922 *
1923 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1924 * All values should fit in a 4-bit field.
1925 *
1926 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1927 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1928 * be "uniform" variables since they can only be set outside glBegin/End.
1929 * They're also all stored in the same Parameters array.
1930 */
1931 typedef enum
1932 {
1933 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1934 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1935 PROGRAM_INPUT, /**< machine->Inputs[] */
1936 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1937 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1938 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1939 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1940 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1941 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1942 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1943 PROGRAM_ADDRESS, /**< machine->AddressReg */
1944 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1945 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1946 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1947 PROGRAM_FILE_MAX
1948 } gl_register_file;
1949
1950
1951 /**
1952 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1953 * one of these values.
1954 */
1955 typedef enum
1956 {
1957 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1958 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1959 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1960 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
1961 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
1962 SYSTEM_VALUE_MAX /**< Number of values */
1963 } gl_system_value;
1964
1965
1966 /**
1967 * The possible interpolation qualifiers that can be applied to a fragment
1968 * shader input in GLSL.
1969 *
1970 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1971 * gl_fragment_program data structure to 0 causes the default behavior.
1972 */
1973 enum glsl_interp_qualifier
1974 {
1975 INTERP_QUALIFIER_NONE = 0,
1976 INTERP_QUALIFIER_SMOOTH,
1977 INTERP_QUALIFIER_FLAT,
1978 INTERP_QUALIFIER_NOPERSPECTIVE,
1979 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
1980 };
1981
1982
1983 /**
1984 * \brief Layout qualifiers for gl_FragDepth.
1985 *
1986 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1987 * a layout qualifier.
1988 *
1989 * \see enum ir_depth_layout
1990 */
1991 enum gl_frag_depth_layout
1992 {
1993 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1994 FRAG_DEPTH_LAYOUT_ANY,
1995 FRAG_DEPTH_LAYOUT_GREATER,
1996 FRAG_DEPTH_LAYOUT_LESS,
1997 FRAG_DEPTH_LAYOUT_UNCHANGED
1998 };
1999
2000
2001 /**
2002 * Base class for any kind of program object
2003 */
2004 struct gl_program
2005 {
2006 GLuint Id;
2007 GLubyte *String; /**< Null-terminated program text */
2008 GLint RefCount;
2009 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2010 GLenum Format; /**< String encoding format */
2011
2012 struct prog_instruction *Instructions;
2013
2014 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2015 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2016 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2017 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2018 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2019 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2020 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2021 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2022
2023 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2024
2025 /**
2026 * For vertex and geometry shaders, true if the program uses the
2027 * gl_ClipDistance output. Ignored for fragment shaders.
2028 */
2029 GLboolean UsesClipDistanceOut;
2030
2031
2032 /** Named parameters, constants, etc. from program text */
2033 struct gl_program_parameter_list *Parameters;
2034 /** Numbered local parameters */
2035 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
2036
2037 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2038 GLubyte SamplerUnits[MAX_SAMPLERS];
2039
2040 /** Bitmask of which register files are read/written with indirect
2041 * addressing. Mask of (1 << PROGRAM_x) bits.
2042 */
2043 GLbitfield IndirectRegisterFiles;
2044
2045 /** Logical counts */
2046 /*@{*/
2047 GLuint NumInstructions;
2048 GLuint NumTemporaries;
2049 GLuint NumParameters;
2050 GLuint NumAttributes;
2051 GLuint NumAddressRegs;
2052 GLuint NumAluInstructions;
2053 GLuint NumTexInstructions;
2054 GLuint NumTexIndirections;
2055 /*@}*/
2056 /** Native, actual h/w counts */
2057 /*@{*/
2058 GLuint NumNativeInstructions;
2059 GLuint NumNativeTemporaries;
2060 GLuint NumNativeParameters;
2061 GLuint NumNativeAttributes;
2062 GLuint NumNativeAddressRegs;
2063 GLuint NumNativeAluInstructions;
2064 GLuint NumNativeTexInstructions;
2065 GLuint NumNativeTexIndirections;
2066 /*@}*/
2067 };
2068
2069
2070 /** Vertex program object */
2071 struct gl_vertex_program
2072 {
2073 struct gl_program Base; /**< base class */
2074 GLboolean IsPositionInvariant;
2075 };
2076
2077
2078 /** Geometry program object */
2079 struct gl_geometry_program
2080 {
2081 struct gl_program Base; /**< base class */
2082
2083 GLint VerticesIn;
2084 GLint VerticesOut;
2085 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2086 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2087 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2088 GLboolean UsesEndPrimitive;
2089 };
2090
2091
2092 /** Fragment program object */
2093 struct gl_fragment_program
2094 {
2095 struct gl_program Base; /**< base class */
2096 GLboolean UsesKill; /**< shader uses KIL instruction */
2097 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2098 GLboolean OriginUpperLeft;
2099 GLboolean PixelCenterInteger;
2100 enum gl_frag_depth_layout FragDepthLayout;
2101
2102 /**
2103 * GLSL interpolation qualifier associated with each fragment shader input.
2104 * For inputs that do not have an interpolation qualifier specified in
2105 * GLSL, the value is INTERP_QUALIFIER_NONE.
2106 */
2107 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2108
2109 /**
2110 * Bitfield indicating, for each fragment shader input, 1 if that input
2111 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2112 */
2113 GLbitfield64 IsCentroid;
2114 };
2115
2116
2117 /**
2118 * State common to vertex and fragment programs.
2119 */
2120 struct gl_program_state
2121 {
2122 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2123 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2124 };
2125
2126
2127 /**
2128 * Context state for vertex programs.
2129 */
2130 struct gl_vertex_program_state
2131 {
2132 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2133 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2134 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2135 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2136 /** Computed two sided lighting for fixed function/programs. */
2137 GLboolean _TwoSideEnabled;
2138 struct gl_vertex_program *Current; /**< User-bound vertex program */
2139
2140 /** Currently enabled and valid vertex program (including internal
2141 * programs, user-defined vertex programs and GLSL vertex shaders).
2142 * This is the program we must use when rendering.
2143 */
2144 struct gl_vertex_program *_Current;
2145
2146 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2147
2148 /** Should fixed-function T&L be implemented with a vertex prog? */
2149 GLboolean _MaintainTnlProgram;
2150
2151 /** Program to emulate fixed-function T&L (see above) */
2152 struct gl_vertex_program *_TnlProgram;
2153
2154 /** Cache of fixed-function programs */
2155 struct gl_program_cache *Cache;
2156
2157 GLboolean _Overriden;
2158 };
2159
2160
2161 /**
2162 * Context state for geometry programs.
2163 */
2164 struct gl_geometry_program_state
2165 {
2166 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2167 GLboolean _Enabled; /**< Enabled and valid program? */
2168 struct gl_geometry_program *Current; /**< user-bound geometry program */
2169
2170 /** Currently enabled and valid program (including internal programs
2171 * and compiled shader programs).
2172 */
2173 struct gl_geometry_program *_Current;
2174
2175 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2176
2177 /** Cache of fixed-function programs */
2178 struct gl_program_cache *Cache;
2179 };
2180
2181 /**
2182 * Context state for fragment programs.
2183 */
2184 struct gl_fragment_program_state
2185 {
2186 GLboolean Enabled; /**< User-set fragment program enable flag */
2187 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2188 struct gl_fragment_program *Current; /**< User-bound fragment program */
2189
2190 /** Currently enabled and valid fragment program (including internal
2191 * programs, user-defined fragment programs and GLSL fragment shaders).
2192 * This is the program we must use when rendering.
2193 */
2194 struct gl_fragment_program *_Current;
2195
2196 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2197
2198 /** Should fixed-function texturing be implemented with a fragment prog? */
2199 GLboolean _MaintainTexEnvProgram;
2200
2201 /** Program to emulate fixed-function texture env/combine (see above) */
2202 struct gl_fragment_program *_TexEnvProgram;
2203
2204 /** Cache of fixed-function programs */
2205 struct gl_program_cache *Cache;
2206 };
2207
2208
2209 /**
2210 * ATI_fragment_shader runtime state
2211 */
2212 #define ATI_FS_INPUT_PRIMARY 0
2213 #define ATI_FS_INPUT_SECONDARY 1
2214
2215 struct atifs_instruction;
2216 struct atifs_setupinst;
2217
2218 /**
2219 * ATI fragment shader
2220 */
2221 struct ati_fragment_shader
2222 {
2223 GLuint Id;
2224 GLint RefCount;
2225 struct atifs_instruction *Instructions[2];
2226 struct atifs_setupinst *SetupInst[2];
2227 GLfloat Constants[8][4];
2228 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2229 GLubyte numArithInstr[2];
2230 GLubyte regsAssigned[2];
2231 GLubyte NumPasses; /**< 1 or 2 */
2232 GLubyte cur_pass;
2233 GLubyte last_optype;
2234 GLboolean interpinp1;
2235 GLboolean isValid;
2236 GLuint swizzlerq;
2237 };
2238
2239 /**
2240 * Context state for GL_ATI_fragment_shader
2241 */
2242 struct gl_ati_fragment_shader_state
2243 {
2244 GLboolean Enabled;
2245 GLboolean _Enabled; /**< enabled and valid shader? */
2246 GLboolean Compiling;
2247 GLfloat GlobalConstants[8][4];
2248 struct ati_fragment_shader *Current;
2249 };
2250
2251
2252 /** Set by #pragma directives */
2253 struct gl_sl_pragmas
2254 {
2255 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2256 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2257 GLboolean Optimize; /**< defaults on */
2258 GLboolean Debug; /**< defaults off */
2259 };
2260
2261
2262 /**
2263 * A GLSL vertex or fragment shader object.
2264 */
2265 struct gl_shader
2266 {
2267 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2268 * Must be the first field.
2269 */
2270 GLenum Type;
2271 GLuint Name; /**< AKA the handle */
2272 GLchar *Label; /**< GL_KHR_debug */
2273 GLint RefCount; /**< Reference count */
2274 GLboolean DeletePending;
2275 GLboolean CompileStatus;
2276 const GLchar *Source; /**< Source code string */
2277 GLuint SourceChecksum; /**< for debug/logging purposes */
2278 struct gl_program *Program; /**< Post-compile assembly code */
2279 GLchar *InfoLog;
2280 struct gl_sl_pragmas Pragmas;
2281
2282 unsigned Version; /**< GLSL version used for linking */
2283 GLboolean IsES; /**< True if this shader uses GLSL ES */
2284
2285 /**
2286 * \name Sampler tracking
2287 *
2288 * \note Each of these fields is only set post-linking.
2289 */
2290 /*@{*/
2291 unsigned num_samplers; /**< Number of samplers used by this shader. */
2292 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2293 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2294 /*@}*/
2295
2296 /**
2297 * Map from sampler unit to texture unit (set by glUniform1i())
2298 *
2299 * A sampler unit is associated with each sampler uniform by the linker.
2300 * The sampler unit associated with each uniform is stored in the
2301 * \c gl_uniform_storage::sampler field.
2302 */
2303 GLubyte SamplerUnits[MAX_SAMPLERS];
2304 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2305 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2306
2307 /**
2308 * Number of default uniform block components used by this shader.
2309 *
2310 * This field is only set post-linking.
2311 */
2312 unsigned num_uniform_components;
2313
2314 /**
2315 * Number of combined uniform components used by this shader.
2316 *
2317 * This field is only set post-linking. It is the sum of the uniform block
2318 * sizes divided by sizeof(float), and num_uniform_compoennts.
2319 */
2320 unsigned num_combined_uniform_components;
2321
2322 /**
2323 * This shader's uniform block information.
2324 *
2325 * The offsets of the variables are assigned only for shaders in a program's
2326 * _LinkedShaders[].
2327 */
2328 struct gl_uniform_block *UniformBlocks;
2329 unsigned NumUniformBlocks;
2330
2331 struct exec_list *ir;
2332 struct glsl_symbol_table *symbols;
2333
2334 /** Shaders containing built-in functions that are used for linking. */
2335 struct gl_shader *builtins_to_link[16];
2336 unsigned num_builtins_to_link;
2337
2338 /**
2339 * Geometry shader state from GLSL 1.50 layout qualifiers.
2340 */
2341 struct {
2342 GLint VerticesOut;
2343 /**
2344 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2345 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2346 * shader.
2347 */
2348 GLenum InputType;
2349 /**
2350 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2351 * it's not set in this shader.
2352 */
2353 GLenum OutputType;
2354 } Geom;
2355 };
2356
2357
2358 /**
2359 * Shader stages. Note that these will become 5 with tessellation.
2360 *
2361 * The order must match how shaders are ordered in the pipeline.
2362 * The GLSL linker assumes that if i<j, then the j-th shader is
2363 * executed later than the i-th shader.
2364 */
2365 typedef enum
2366 {
2367 MESA_SHADER_VERTEX = 0,
2368 MESA_SHADER_GEOMETRY = 1,
2369 MESA_SHADER_FRAGMENT = 2,
2370 MESA_SHADER_TYPES = 3
2371 } gl_shader_type;
2372
2373
2374 struct gl_uniform_buffer_variable
2375 {
2376 char *Name;
2377
2378 /**
2379 * Name of the uniform as seen by glGetUniformIndices.
2380 *
2381 * glGetUniformIndices requires that the block instance index \b not be
2382 * present in the name of queried uniforms.
2383 *
2384 * \note
2385 * \c gl_uniform_buffer_variable::IndexName and
2386 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2387 */
2388 char *IndexName;
2389
2390 const struct glsl_type *Type;
2391 unsigned int Offset;
2392 GLboolean RowMajor;
2393 };
2394
2395
2396 enum gl_uniform_block_packing
2397 {
2398 ubo_packing_std140,
2399 ubo_packing_shared,
2400 ubo_packing_packed
2401 };
2402
2403
2404 struct gl_uniform_block
2405 {
2406 /** Declared name of the uniform block */
2407 char *Name;
2408
2409 /** Array of supplemental information about UBO ir_variables. */
2410 struct gl_uniform_buffer_variable *Uniforms;
2411 GLuint NumUniforms;
2412
2413 /**
2414 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2415 * with glBindBufferBase to bind a buffer object to this uniform block. When
2416 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2417 */
2418 GLuint Binding;
2419
2420 /**
2421 * Minimum size of a buffer object to back this uniform buffer
2422 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2423 */
2424 GLuint UniformBufferSize;
2425
2426 /**
2427 * Layout specified in the shader
2428 *
2429 * This isn't accessible through the API, but it is used while
2430 * cross-validating uniform blocks.
2431 */
2432 enum gl_uniform_block_packing _Packing;
2433 };
2434
2435 /**
2436 * Structure that represents a reference to an atomic buffer from some
2437 * shader program.
2438 */
2439 struct gl_active_atomic_buffer
2440 {
2441 /** Uniform indices of the atomic counters declared within it. */
2442 GLuint *Uniforms;
2443 GLuint NumUniforms;
2444
2445 /** Binding point index associated with it. */
2446 GLuint Binding;
2447
2448 /** Minimum reasonable size it is expected to have. */
2449 GLuint MinimumSize;
2450
2451 /** Shader stages making use of it. */
2452 GLboolean StageReferences[MESA_SHADER_TYPES];
2453 };
2454
2455 /**
2456 * A GLSL program object.
2457 * Basically a linked collection of vertex and fragment shaders.
2458 */
2459 struct gl_shader_program
2460 {
2461 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2462 GLuint Name; /**< aka handle or ID */
2463 GLchar *Label; /**< GL_KHR_debug */
2464 GLint RefCount; /**< Reference count */
2465 GLboolean DeletePending;
2466
2467 /**
2468 * Is the application intending to glGetProgramBinary this program?
2469 */
2470 GLboolean BinaryRetreivableHint;
2471
2472 /**
2473 * Flags that the linker should not reject the program if it lacks
2474 * a vertex or fragment shader. GLES2 doesn't allow separate
2475 * shader objects, and would reject them. However, we internally
2476 * build separate shader objects for fixed function programs, which
2477 * we use for drivers/common/meta.c and for handling
2478 * _mesa_update_state with no program bound (for example in
2479 * glClear()).
2480 */
2481 GLboolean InternalSeparateShader;
2482
2483 GLuint NumShaders; /**< number of attached shaders */
2484 struct gl_shader **Shaders; /**< List of attached the shaders */
2485
2486 /**
2487 * User-defined attribute bindings
2488 *
2489 * These are set via \c glBindAttribLocation and are used to direct the
2490 * GLSL linker. These are \b not the values used in the compiled shader,
2491 * and they are \b not the values returned by \c glGetAttribLocation.
2492 */
2493 struct string_to_uint_map *AttributeBindings;
2494
2495 /**
2496 * User-defined fragment data bindings
2497 *
2498 * These are set via \c glBindFragDataLocation and are used to direct the
2499 * GLSL linker. These are \b not the values used in the compiled shader,
2500 * and they are \b not the values returned by \c glGetFragDataLocation.
2501 */
2502 struct string_to_uint_map *FragDataBindings;
2503 struct string_to_uint_map *FragDataIndexBindings;
2504
2505 /**
2506 * Transform feedback varyings last specified by
2507 * glTransformFeedbackVaryings().
2508 *
2509 * For the current set of transform feeedback varyings used for transform
2510 * feedback output, see LinkedTransformFeedback.
2511 */
2512 struct {
2513 GLenum BufferMode;
2514 GLuint NumVarying;
2515 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2516 } TransformFeedback;
2517
2518 /** Post-link transform feedback info. */
2519 struct gl_transform_feedback_info LinkedTransformFeedback;
2520
2521 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2522 enum gl_frag_depth_layout FragDepthLayout;
2523
2524 /**
2525 * Geometry shader state - copied into gl_geometry_program by
2526 * _mesa_copy_linked_program_data().
2527 */
2528 struct {
2529 GLint VerticesIn;
2530 GLint VerticesOut;
2531 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2532 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2533 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2534 /**
2535 * True if gl_ClipDistance is written to. Copied into
2536 * gl_geometry_program by _mesa_copy_linked_program_data().
2537 */
2538 GLboolean UsesClipDistance;
2539 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2540 0 if not present. */
2541 GLboolean UsesEndPrimitive;
2542 } Geom;
2543
2544 /** Vertex shader state */
2545 struct {
2546 /**
2547 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2548 * by _mesa_copy_linked_program_data().
2549 */
2550 GLboolean UsesClipDistance;
2551 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2552 0 if not present. */
2553 } Vert;
2554
2555 /* post-link info: */
2556 unsigned NumUserUniformStorage;
2557 struct gl_uniform_storage *UniformStorage;
2558
2559 /**
2560 * Size of the gl_ClipDistance array that is output from the last pipeline
2561 * stage before the fragment shader.
2562 */
2563 unsigned LastClipDistanceArraySize;
2564
2565 struct gl_uniform_block *UniformBlocks;
2566 unsigned NumUniformBlocks;
2567
2568 /**
2569 * Scale factor for the uniform base location
2570 *
2571 * This is used to generate locations (returned by \c glGetUniformLocation)
2572 * of uniforms. The base location of the uniform is multiplied by this
2573 * value, and the array index is added.
2574 *
2575 * \note
2576 * Must be >= 1.
2577 *
2578 * \sa
2579 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2580 */
2581 unsigned UniformLocationBaseScale;
2582
2583 /**
2584 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2585 * they're used in, or -1.
2586 *
2587 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2588 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2589 */
2590 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2591
2592 /**
2593 * Map of active uniform names to locations
2594 *
2595 * Maps any active uniform that is not an array element to a location.
2596 * Each active uniform, including individual structure members will appear
2597 * in this map. This roughly corresponds to the set of names that would be
2598 * enumerated by \c glGetActiveUniform.
2599 */
2600 struct string_to_uint_map *UniformHash;
2601
2602 struct gl_active_atomic_buffer *AtomicBuffers;
2603 unsigned NumAtomicBuffers;
2604
2605 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2606 GLboolean Validated;
2607 GLboolean _Used; /**< Ever used for drawing? */
2608 GLchar *InfoLog;
2609
2610 unsigned Version; /**< GLSL version used for linking */
2611 GLboolean IsES; /**< True if this program uses GLSL ES */
2612
2613 /**
2614 * Per-stage shaders resulting from the first stage of linking.
2615 *
2616 * Set of linked shaders for this program. The array is accessed using the
2617 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2618 * \c NULL.
2619 */
2620 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2621 };
2622
2623
2624 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2625 #define GLSL_LOG 0x2 /**< Write shaders to files */
2626 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2627 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2628 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2629 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2630 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2631 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2632 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2633 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2634
2635
2636 /**
2637 * Context state for GLSL vertex/fragment shaders.
2638 */
2639 struct gl_shader_state
2640 {
2641 /**
2642 * Programs used for rendering
2643 *
2644 * There is a separate program set for each shader stage. If
2645 * GL_EXT_separate_shader_objects is not supported, each of these must point
2646 * to \c NULL or to the same program.
2647 */
2648 struct gl_shader_program *CurrentVertexProgram;
2649 struct gl_shader_program *CurrentGeometryProgram;
2650 struct gl_shader_program *CurrentFragmentProgram;
2651
2652 struct gl_shader_program *_CurrentFragmentProgram;
2653
2654 /**
2655 * Program used by glUniform calls.
2656 *
2657 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2658 */
2659 struct gl_shader_program *ActiveProgram;
2660
2661 GLbitfield Flags; /**< Mask of GLSL_x flags */
2662 };
2663
2664
2665 /**
2666 * Compiler options for a single GLSL shaders type
2667 */
2668 struct gl_shader_compiler_options
2669 {
2670 /** Driver-selectable options: */
2671 GLboolean EmitCondCodes; /**< Use condition codes? */
2672 GLboolean EmitNoLoops;
2673 GLboolean EmitNoFunctions;
2674 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2675 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2676 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2677 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2678 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2679
2680 /**
2681 * \name Forms of indirect addressing the driver cannot do.
2682 */
2683 /*@{*/
2684 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2685 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2686 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2687 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2688 /*@}*/
2689
2690 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2691 GLuint MaxUnrollIterations;
2692
2693 /**
2694 * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2695 * operations, such as position transformation.
2696 */
2697 GLboolean PreferDP4;
2698
2699 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2700 };
2701
2702
2703 /**
2704 * Occlusion/timer query object.
2705 */
2706 struct gl_query_object
2707 {
2708 GLenum Target; /**< The query target, when active */
2709 GLuint Id; /**< hash table ID/name */
2710 GLchar *Label; /**< GL_KHR_debug */
2711 GLuint64EXT Result; /**< the counter */
2712 GLboolean Active; /**< inside Begin/EndQuery */
2713 GLboolean Ready; /**< result is ready? */
2714 GLboolean EverBound;/**< has query object ever been bound */
2715 };
2716
2717
2718 /**
2719 * Context state for query objects.
2720 */
2721 struct gl_query_state
2722 {
2723 struct _mesa_HashTable *QueryObjects;
2724 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2725 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2726
2727 /** GL_NV_conditional_render */
2728 struct gl_query_object *CondRenderQuery;
2729
2730 /** GL_EXT_transform_feedback */
2731 struct gl_query_object *PrimitivesGenerated;
2732 struct gl_query_object *PrimitivesWritten;
2733
2734 /** GL_ARB_timer_query */
2735 struct gl_query_object *TimeElapsed;
2736
2737 GLenum CondRenderMode;
2738 };
2739
2740
2741 /** Sync object state */
2742 struct gl_sync_object
2743 {
2744 GLenum Type; /**< GL_SYNC_FENCE */
2745 GLuint Name; /**< Fence name */
2746 GLchar *Label; /**< GL_KHR_debug */
2747 GLint RefCount; /**< Reference count */
2748 GLboolean DeletePending; /**< Object was deleted while there were still
2749 * live references (e.g., sync not yet finished)
2750 */
2751 GLenum SyncCondition;
2752 GLbitfield Flags; /**< Flags passed to glFenceSync */
2753 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2754 };
2755
2756
2757 /**
2758 * State which can be shared by multiple contexts:
2759 */
2760 struct gl_shared_state
2761 {
2762 _glthread_Mutex Mutex; /**< for thread safety */
2763 GLint RefCount; /**< Reference count */
2764 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2765 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2766
2767 /** Default texture objects (shared by all texture units) */
2768 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2769
2770 /** Fallback texture used when a bound texture is incomplete */
2771 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2772
2773 /**
2774 * \name Thread safety and statechange notification for texture
2775 * objects.
2776 *
2777 * \todo Improve the granularity of locking.
2778 */
2779 /*@{*/
2780 _glthread_Mutex TexMutex; /**< texobj thread safety */
2781 GLuint TextureStateStamp; /**< state notification for shared tex */
2782 /*@}*/
2783
2784 /** Default buffer object for vertex arrays that aren't in VBOs */
2785 struct gl_buffer_object *NullBufferObj;
2786
2787 /**
2788 * \name Vertex/geometry/fragment programs
2789 */
2790 /*@{*/
2791 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2792 struct gl_vertex_program *DefaultVertexProgram;
2793 struct gl_fragment_program *DefaultFragmentProgram;
2794 struct gl_geometry_program *DefaultGeometryProgram;
2795 /*@}*/
2796
2797 /* GL_ATI_fragment_shader */
2798 struct _mesa_HashTable *ATIShaders;
2799 struct ati_fragment_shader *DefaultFragmentShader;
2800
2801 struct _mesa_HashTable *BufferObjects;
2802
2803 /** Table of both gl_shader and gl_shader_program objects */
2804 struct _mesa_HashTable *ShaderObjects;
2805
2806 /* GL_EXT_framebuffer_object */
2807 struct _mesa_HashTable *RenderBuffers;
2808 struct _mesa_HashTable *FrameBuffers;
2809
2810 /* GL_ARB_sync */
2811 struct set *SyncObjects;
2812
2813 /** GL_ARB_sampler_objects */
2814 struct _mesa_HashTable *SamplerObjects;
2815 };
2816
2817
2818
2819 /**
2820 * Renderbuffers represent drawing surfaces such as color, depth and/or
2821 * stencil. A framebuffer object has a set of renderbuffers.
2822 * Drivers will typically derive subclasses of this type.
2823 */
2824 struct gl_renderbuffer
2825 {
2826 _glthread_Mutex Mutex; /**< for thread safety */
2827 GLuint ClassID; /**< Useful for drivers */
2828 GLuint Name;
2829 GLchar *Label; /**< GL_KHR_debug */
2830 GLint RefCount;
2831 GLuint Width, Height;
2832 GLuint Depth;
2833 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2834 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2835 /**
2836 * True for renderbuffers that wrap textures, giving the driver a chance to
2837 * flush render caches through the FinishRenderTexture hook.
2838 *
2839 * Drivers may also set this on renderbuffers other than those generated by
2840 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2841 * called without a rb->TexImage.
2842 */
2843 GLboolean NeedsFinishRenderTexture;
2844 GLubyte NumSamples;
2845 GLenum InternalFormat; /**< The user-specified format */
2846 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2847 GL_STENCIL_INDEX. */
2848 gl_format Format; /**< The actual renderbuffer memory format */
2849 /**
2850 * Pointer to the texture image if this renderbuffer wraps a texture,
2851 * otherwise NULL.
2852 *
2853 * Note that the reference on the gl_texture_object containing this
2854 * TexImage is held by the gl_renderbuffer_attachment.
2855 */
2856 struct gl_texture_image *TexImage;
2857
2858 /** Delete this renderbuffer */
2859 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2860
2861 /** Allocate new storage for this renderbuffer */
2862 GLboolean (*AllocStorage)(struct gl_context *ctx,
2863 struct gl_renderbuffer *rb,
2864 GLenum internalFormat,
2865 GLuint width, GLuint height);
2866 };
2867
2868
2869 /**
2870 * A renderbuffer attachment points to either a texture object (and specifies
2871 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2872 */
2873 struct gl_renderbuffer_attachment
2874 {
2875 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2876 GLboolean Complete;
2877
2878 /**
2879 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2880 * application supplied renderbuffer object.
2881 */
2882 struct gl_renderbuffer *Renderbuffer;
2883
2884 /**
2885 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2886 * supplied texture object.
2887 */
2888 struct gl_texture_object *Texture;
2889 GLuint TextureLevel; /**< Attached mipmap level. */
2890 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2891 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2892 * and 2D array textures */
2893 GLboolean Layered;
2894 };
2895
2896
2897 /**
2898 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2899 * In C++ terms, think of this as a base class from which device drivers
2900 * will make derived classes.
2901 */
2902 struct gl_framebuffer
2903 {
2904 _glthread_Mutex Mutex; /**< for thread safety */
2905 /**
2906 * If zero, this is a window system framebuffer. If non-zero, this
2907 * is a FBO framebuffer; note that for some devices (i.e. those with
2908 * a natural pixel coordinate system for FBOs that differs from the
2909 * OpenGL/Mesa coordinate system), this means that the viewport,
2910 * polygon face orientation, and polygon stipple will have to be inverted.
2911 */
2912 GLuint Name;
2913 GLchar *Label; /**< GL_KHR_debug */
2914
2915 GLint RefCount;
2916 GLboolean DeletePending;
2917
2918 /**
2919 * The framebuffer's visual. Immutable if this is a window system buffer.
2920 * Computed from attachments if user-made FBO.
2921 */
2922 struct gl_config Visual;
2923
2924 GLuint Width, Height; /**< size of frame buffer in pixels */
2925
2926 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2927 /*@{*/
2928 GLint _Xmin, _Xmax; /**< inclusive */
2929 GLint _Ymin, _Ymax; /**< exclusive */
2930 /*@}*/
2931
2932 /** \name Derived Z buffer stuff */
2933 /*@{*/
2934 GLuint _DepthMax; /**< Max depth buffer value */
2935 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2936 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2937 /*@}*/
2938
2939 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2940 GLenum _Status;
2941
2942 /** Integer color values */
2943 GLboolean _IntegerColor;
2944
2945 /* ARB_color_buffer_float */
2946 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2947 GLboolean _HasSNormOrFloatColorBuffer;
2948
2949 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2950 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2951
2952 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2953 * attribute group and GL_PIXEL attribute group, respectively.
2954 */
2955 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2956 GLenum ColorReadBuffer;
2957
2958 /** Computed from ColorDraw/ReadBuffer above */
2959 GLuint _NumColorDrawBuffers;
2960 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2961 GLint _ColorReadBufferIndex; /* -1 = None */
2962 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2963 struct gl_renderbuffer *_ColorReadBuffer;
2964
2965 GLboolean Layered;
2966
2967 /** Delete this framebuffer */
2968 void (*Delete)(struct gl_framebuffer *fb);
2969 };
2970
2971
2972 /**
2973 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2974 */
2975 struct gl_precision
2976 {
2977 GLushort RangeMin; /**< min value exponent */
2978 GLushort RangeMax; /**< max value exponent */
2979 GLushort Precision; /**< number of mantissa bits */
2980 };
2981
2982
2983 /**
2984 * Limits for vertex, geometry and fragment programs/shaders.
2985 */
2986 struct gl_program_constants
2987 {
2988 /* logical limits */
2989 GLuint MaxInstructions;
2990 GLuint MaxAluInstructions;
2991 GLuint MaxTexInstructions;
2992 GLuint MaxTexIndirections;
2993 GLuint MaxAttribs;
2994 GLuint MaxTemps;
2995 GLuint MaxAddressRegs;
2996 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2997 GLuint MaxParameters;
2998 GLuint MaxLocalParams;
2999 GLuint MaxEnvParams;
3000 /* native/hardware limits */
3001 GLuint MaxNativeInstructions;
3002 GLuint MaxNativeAluInstructions;
3003 GLuint MaxNativeTexInstructions;
3004 GLuint MaxNativeTexIndirections;
3005 GLuint MaxNativeAttribs;
3006 GLuint MaxNativeTemps;
3007 GLuint MaxNativeAddressRegs;
3008 GLuint MaxNativeParameters;
3009 /* For shaders */
3010 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3011
3012 /**
3013 * \name Per-stage input / output limits
3014 *
3015 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3016 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3017 * ES). This is stored as \c gl_constants::MaxVarying.
3018 *
3019 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3020 * variables. Each stage as a certain number of outputs that it can feed
3021 * to the next stage and a certain number inputs that it can consume from
3022 * the previous stage.
3023 *
3024 * Vertex shader inputs do not participate this in this accounting.
3025 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3026 *
3027 * Fragment shader outputs do not participate this in this accounting.
3028 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3029 */
3030 /*@{*/
3031 GLuint MaxInputComponents;
3032 GLuint MaxOutputComponents;
3033 /*@}*/
3034
3035 /* ES 2.0 and GL_ARB_ES2_compatibility */
3036 struct gl_precision LowFloat, MediumFloat, HighFloat;
3037 struct gl_precision LowInt, MediumInt, HighInt;
3038 /* GL_ARB_uniform_buffer_object */
3039 GLuint MaxUniformBlocks;
3040 GLuint MaxCombinedUniformComponents;
3041 GLuint MaxTextureImageUnits;
3042 /* GL_ARB_shader_atomic_counters */
3043 GLuint MaxAtomicBuffers;
3044 GLuint MaxAtomicCounters;
3045 };
3046
3047
3048 /**
3049 * Constants which may be overridden by device driver during context creation
3050 * but are never changed after that.
3051 */
3052 struct gl_constants
3053 {
3054 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3055 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3056 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3057 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3058 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3059 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3060 GLuint MaxTextureCoordUnits;
3061 GLuint MaxCombinedTextureImageUnits;
3062 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3063 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3064 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3065 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3066
3067 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3068
3069 GLuint MaxArrayLockSize;
3070
3071 GLint SubPixelBits;
3072
3073 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3074 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3075 GLfloat PointSizeGranularity;
3076 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3077 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3078 GLfloat LineWidthGranularity;
3079
3080 GLuint MaxClipPlanes;
3081 GLuint MaxLights;
3082 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3083 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3084
3085 GLuint MaxViewportWidth, MaxViewportHeight;
3086
3087 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
3088 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
3089 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
3090 GLuint MaxProgramMatrices;
3091 GLuint MaxProgramMatrixStackDepth;
3092
3093 struct {
3094 GLuint SamplesPassed;
3095 GLuint TimeElapsed;
3096 GLuint Timestamp;
3097 GLuint PrimitivesGenerated;
3098 GLuint PrimitivesWritten;
3099 } QueryCounterBits;
3100
3101 /** vertex array / buffer object bounds checking */
3102 GLboolean CheckArrayBounds;
3103
3104 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3105
3106 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3107 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3108 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3109
3110 /** Number of varying vectors between any two shader stages. */
3111 GLuint MaxVarying;
3112
3113 /** @{
3114 * GL_ARB_uniform_buffer_object
3115 */
3116 GLuint MaxCombinedUniformBlocks;
3117 GLuint MaxUniformBufferBindings;
3118 GLuint MaxUniformBlockSize;
3119 GLuint UniformBufferOffsetAlignment;
3120 /** @} */
3121
3122 /** GL_ARB_geometry_shader4 */
3123 GLuint MaxGeometryOutputVertices;
3124 GLuint MaxGeometryTotalOutputComponents;
3125
3126 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3127
3128 /**
3129 * Changes default GLSL extension behavior from "error" to "warn". It's out
3130 * of spec, but it can make some apps work that otherwise wouldn't.
3131 */
3132 GLboolean ForceGLSLExtensionsWarn;
3133
3134 /**
3135 * If non-zero, forces GLSL shaders without the #version directive to behave
3136 * as if they began with "#version ForceGLSLVersion".
3137 */
3138 GLuint ForceGLSLVersion;
3139
3140 /**
3141 * Does the driver support real 32-bit integers? (Otherwise, integers are
3142 * simulated via floats.)
3143 */
3144 GLboolean NativeIntegers;
3145
3146 /**
3147 * If the driver supports real 32-bit integers, what integer value should be
3148 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3149 */
3150 GLuint UniformBooleanTrue;
3151
3152 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3153 GLbitfield SupportedBumpUnits;
3154
3155 /**
3156 * Maximum amount of time, measured in nanseconds, that the server can wait.
3157 */
3158 GLuint64 MaxServerWaitTimeout;
3159
3160 /** GL_EXT_provoking_vertex */
3161 GLboolean QuadsFollowProvokingVertexConvention;
3162
3163 /** OpenGL version 3.0 */
3164 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3165
3166 /** OpenGL version 3.2 */
3167 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3168
3169 /** GL_EXT_transform_feedback */
3170 GLuint MaxTransformFeedbackBuffers;
3171 GLuint MaxTransformFeedbackSeparateComponents;
3172 GLuint MaxTransformFeedbackInterleavedComponents;
3173 GLuint MaxVertexStreams;
3174
3175 /** GL_EXT_gpu_shader4 */
3176 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3177
3178 /** GL_ARB_texture_gather */
3179 GLuint MinProgramTextureGatherOffset;
3180 GLuint MaxProgramTextureGatherOffset;
3181 GLuint MaxProgramTextureGatherComponents;
3182
3183 /* GL_ARB_robustness */
3184 GLenum ResetStrategy;
3185
3186 /* GL_ARB_blend_func_extended */
3187 GLuint MaxDualSourceDrawBuffers;
3188
3189 /**
3190 * Whether the implementation strips out and ignores texture borders.
3191 *
3192 * Many GPU hardware implementations don't support rendering with texture
3193 * borders and mipmapped textures. (Note: not static border color, but the
3194 * old 1-pixel border around each edge). Implementations then have to do
3195 * slow fallbacks to be correct, or just ignore the border and be fast but
3196 * wrong. Setting the flag strips the border off of TexImage calls,
3197 * providing "fast but wrong" at significantly reduced driver complexity.
3198 *
3199 * Texture borders are deprecated in GL 3.0.
3200 **/
3201 GLboolean StripTextureBorder;
3202
3203 /**
3204 * For drivers which can do a better job at eliminating unused uniforms
3205 * than the GLSL compiler.
3206 *
3207 * XXX Remove these as soon as a better solution is available.
3208 */
3209 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3210
3211 /**
3212 * Force software support for primitive restart in the VBO module.
3213 */
3214 GLboolean PrimitiveRestartInSoftware;
3215
3216 /**
3217 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3218 * than passing the transform feedback object to the drawing function.
3219 */
3220 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3221
3222 /** GL_ARB_map_buffer_alignment */
3223 GLuint MinMapBufferAlignment;
3224
3225 /**
3226 * Disable varying packing. This is out of spec, but potentially useful
3227 * for older platforms that supports a limited number of texture
3228 * indirections--on these platforms, unpacking the varyings in the fragment
3229 * shader increases the number of texture indirections by 1, which might
3230 * make some shaders not executable at all.
3231 *
3232 * Drivers that support transform feedback must set this value to GL_FALSE.
3233 */
3234 GLboolean DisableVaryingPacking;
3235
3236 /*
3237 * Maximum value supported for an index in DrawElements and friends.
3238 *
3239 * This must be at least (1ull<<24)-1. The default value is
3240 * (1ull<<32)-1.
3241 *
3242 * \since ES 3.0 or GL_ARB_ES3_compatibility
3243 * \sa _mesa_init_constants
3244 */
3245 GLuint64 MaxElementIndex;
3246
3247 /**
3248 * Disable interpretation of line continuations (lines ending with a
3249 * backslash character ('\') in GLSL source.
3250 */
3251 GLboolean DisableGLSLLineContinuations;
3252
3253 /** GL_ARB_texture_multisample */
3254 GLint MaxColorTextureSamples;
3255 GLint MaxDepthTextureSamples;
3256 GLint MaxIntegerSamples;
3257
3258 /** GL_ARB_shader_atomic_counters */
3259 GLuint MaxAtomicBufferBindings;
3260 GLuint MaxAtomicBufferSize;
3261 GLuint MaxCombinedAtomicBuffers;
3262 GLuint MaxCombinedAtomicCounters;
3263
3264 /** GL_ARB_vertex_attrib_binding */
3265 GLint MaxVertexAttribRelativeOffset;
3266 GLint MaxVertexAttribBindings;
3267 };
3268
3269
3270 /**
3271 * Enable flag for each OpenGL extension. Different device drivers will
3272 * enable different extensions at runtime.
3273 */
3274 struct gl_extensions
3275 {
3276 GLboolean dummy; /* don't remove this! */
3277 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3278 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3279 GLboolean ANGLE_texture_compression_dxt;
3280 GLboolean ARB_ES2_compatibility;
3281 GLboolean ARB_ES3_compatibility;
3282 GLboolean ARB_base_instance;
3283 GLboolean ARB_blend_func_extended;
3284 GLboolean ARB_color_buffer_float;
3285 GLboolean ARB_conservative_depth;
3286 GLboolean ARB_depth_buffer_float;
3287 GLboolean ARB_depth_clamp;
3288 GLboolean ARB_depth_texture;
3289 GLboolean ARB_draw_buffers_blend;
3290 GLboolean ARB_draw_elements_base_vertex;
3291 GLboolean ARB_draw_instanced;
3292 GLboolean ARB_fragment_coord_conventions;
3293 GLboolean ARB_fragment_program;
3294 GLboolean ARB_fragment_program_shadow;
3295 GLboolean ARB_fragment_shader;
3296 GLboolean ARB_framebuffer_object;
3297 GLboolean ARB_explicit_attrib_location;
3298 GLboolean ARB_geometry_shader4;
3299 GLboolean ARB_gpu_shader5;
3300 GLboolean ARB_half_float_pixel;
3301 GLboolean ARB_half_float_vertex;
3302 GLboolean ARB_instanced_arrays;
3303 GLboolean ARB_internalformat_query;
3304 GLboolean ARB_map_buffer_alignment;
3305 GLboolean ARB_map_buffer_range;
3306 GLboolean ARB_occlusion_query;
3307 GLboolean ARB_occlusion_query2;
3308 GLboolean ARB_point_sprite;
3309 GLboolean ARB_sample_shading;
3310 GLboolean ARB_seamless_cube_map;
3311 GLboolean ARB_shader_atomic_counters;
3312 GLboolean ARB_shader_bit_encoding;
3313 GLboolean ARB_shader_stencil_export;
3314 GLboolean ARB_shader_texture_lod;
3315 GLboolean ARB_shading_language_packing;
3316 GLboolean ARB_shading_language_420pack;
3317 GLboolean ARB_shadow;
3318 GLboolean ARB_sync;
3319 GLboolean ARB_texture_border_clamp;
3320 GLboolean ARB_texture_buffer_object;
3321 GLboolean ARB_texture_buffer_object_rgb32;
3322 GLboolean ARB_texture_buffer_range;
3323 GLboolean ARB_texture_compression_rgtc;
3324 GLboolean ARB_texture_cube_map;
3325 GLboolean ARB_texture_cube_map_array;
3326 GLboolean ARB_texture_env_combine;
3327 GLboolean ARB_texture_env_crossbar;
3328 GLboolean ARB_texture_env_dot3;
3329 GLboolean ARB_texture_float;
3330 GLboolean ARB_texture_gather;
3331 GLboolean ARB_texture_mirror_clamp_to_edge;
3332 GLboolean ARB_texture_multisample;
3333 GLboolean ARB_texture_non_power_of_two;
3334 GLboolean ARB_texture_query_levels;
3335 GLboolean ARB_texture_query_lod;
3336 GLboolean ARB_texture_rg;
3337 GLboolean ARB_texture_rgb10_a2ui;
3338 GLboolean ARB_timer_query;
3339 GLboolean ARB_transform_feedback2;
3340 GLboolean ARB_transform_feedback3;
3341 GLboolean ARB_transform_feedback_instanced;
3342 GLboolean ARB_uniform_buffer_object;
3343 GLboolean ARB_vertex_program;
3344 GLboolean ARB_vertex_shader;
3345 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3346 GLboolean ARB_vertex_type_2_10_10_10_rev;
3347 GLboolean EXT_blend_color;
3348 GLboolean EXT_blend_equation_separate;
3349 GLboolean EXT_blend_func_separate;
3350 GLboolean EXT_blend_minmax;
3351 GLboolean EXT_depth_bounds_test;
3352 GLboolean EXT_draw_buffers2;
3353 GLboolean EXT_framebuffer_blit;
3354 GLboolean EXT_framebuffer_multisample;
3355 GLboolean EXT_framebuffer_multisample_blit_scaled;
3356 GLboolean EXT_framebuffer_sRGB;
3357 GLboolean EXT_gpu_program_parameters;
3358 GLboolean EXT_gpu_shader4;
3359 GLboolean EXT_packed_depth_stencil;
3360 GLboolean EXT_packed_float;
3361 GLboolean EXT_pixel_buffer_object;
3362 GLboolean EXT_point_parameters;
3363 GLboolean EXT_provoking_vertex;
3364 GLboolean EXT_separate_shader_objects;
3365 GLboolean EXT_shader_integer_mix;
3366 GLboolean EXT_stencil_two_side;
3367 GLboolean EXT_texture3D;
3368 GLboolean EXT_texture_array;
3369 GLboolean EXT_texture_compression_latc;
3370 GLboolean EXT_texture_compression_s3tc;
3371 GLboolean EXT_texture_env_dot3;
3372 GLboolean EXT_texture_filter_anisotropic;
3373 GLboolean EXT_texture_integer;
3374 GLboolean EXT_texture_mirror_clamp;
3375 GLboolean EXT_texture_shared_exponent;
3376 GLboolean EXT_texture_snorm;
3377 GLboolean EXT_texture_sRGB;
3378 GLboolean EXT_texture_sRGB_decode;
3379 GLboolean EXT_texture_swizzle;
3380 GLboolean EXT_transform_feedback;
3381 GLboolean EXT_timer_query;
3382 GLboolean EXT_vertex_array_bgra;
3383 GLboolean OES_standard_derivatives;
3384 /* vendor extensions */
3385 GLboolean AMD_performance_monitor;
3386 GLboolean AMD_seamless_cubemap_per_texture;
3387 GLboolean AMD_vertex_shader_layer;
3388 GLboolean APPLE_object_purgeable;
3389 GLboolean ATI_envmap_bumpmap;
3390 GLboolean ATI_texture_compression_3dc;
3391 GLboolean ATI_texture_mirror_once;
3392 GLboolean ATI_texture_env_combine3;
3393 GLboolean ATI_fragment_shader;
3394 GLboolean ATI_separate_stencil;
3395 GLboolean MESA_pack_invert;
3396 GLboolean MESA_texture_array;
3397 GLboolean MESA_ycbcr_texture;
3398 GLboolean NV_conditional_render;
3399 GLboolean NV_fog_distance;
3400 GLboolean NV_fragment_program_option;
3401 GLboolean NV_point_sprite;
3402 GLboolean NV_primitive_restart;
3403 GLboolean NV_texture_barrier;
3404 GLboolean NV_texture_env_combine4;
3405 GLboolean NV_texture_rectangle;
3406 GLboolean NV_vdpau_interop;
3407 GLboolean TDFX_texture_compression_FXT1;
3408 GLboolean OES_EGL_image;
3409 GLboolean OES_draw_texture;
3410 GLboolean OES_depth_texture_cube_map;
3411 GLboolean OES_EGL_image_external;
3412 GLboolean OES_compressed_ETC1_RGB8_texture;
3413 GLboolean extension_sentinel;
3414 /** The extension string */
3415 const GLubyte *String;
3416 /** Number of supported extensions */
3417 GLuint Count;
3418 };
3419
3420
3421 /**
3422 * A stack of matrices (projection, modelview, color, texture, etc).
3423 */
3424 struct gl_matrix_stack
3425 {
3426 GLmatrix *Top; /**< points into Stack */
3427 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3428 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3429 GLuint MaxDepth; /**< size of Stack[] array */
3430 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3431 };
3432
3433
3434 /**
3435 * \name Bits for image transfer operations
3436 * \sa __struct gl_contextRec::ImageTransferState.
3437 */
3438 /*@{*/
3439 #define IMAGE_SCALE_BIAS_BIT 0x1
3440 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3441 #define IMAGE_MAP_COLOR_BIT 0x4
3442 #define IMAGE_CLAMP_BIT 0x800
3443
3444
3445 /** Pixel Transfer ops */
3446 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3447 IMAGE_SHIFT_OFFSET_BIT | \
3448 IMAGE_MAP_COLOR_BIT)
3449
3450 /**
3451 * \name Bits to indicate what state has changed.
3452 */
3453 /*@{*/
3454 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3455 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3456 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3457 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3458 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3459 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3460 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3461 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3462 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3463 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3464 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3465 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3466 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3467 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3468 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3469 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3470 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3471 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3472 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3473 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3474 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3475 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3476 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3477 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3478 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3479 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3480 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3481 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3482 #define _NEW_BUFFER_OBJECT (1 << 28)
3483 #define _NEW_FRAG_CLAMP (1 << 29)
3484 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3485 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3486 #define _NEW_ALL ~0
3487 /*@}*/
3488
3489
3490 /**
3491 * Composite state flags
3492 */
3493 /*@{*/
3494 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3495 _NEW_TEXTURE | \
3496 _NEW_POINT | \
3497 _NEW_PROGRAM | \
3498 _NEW_MODELVIEW)
3499
3500 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3501 _NEW_FOG | \
3502 _NEW_PROGRAM)
3503
3504
3505 /*@}*/
3506
3507
3508
3509
3510 /* This has to be included here. */
3511 #include "dd.h"
3512
3513
3514 /**
3515 * Display list flags.
3516 * Strictly this is a tnl-private concept, but it doesn't seem
3517 * worthwhile adding a tnl private structure just to hold this one bit
3518 * of information:
3519 */
3520 #define DLIST_DANGLING_REFS 0x1
3521
3522
3523 /** Opaque declaration of display list payload data type */
3524 union gl_dlist_node;
3525
3526
3527 /**
3528 * Provide a location where information about a display list can be
3529 * collected. Could be extended with driverPrivate structures,
3530 * etc. in the future.
3531 */
3532 struct gl_display_list
3533 {
3534 GLuint Name;
3535 GLchar *Label; /**< GL_KHR_debug */
3536 GLbitfield Flags; /**< DLIST_x flags */
3537 /** The dlist commands are in a linked list of nodes */
3538 union gl_dlist_node *Head;
3539 };
3540
3541
3542 /**
3543 * State used during display list compilation and execution.
3544 */
3545 struct gl_dlist_state
3546 {
3547 GLuint CallDepth; /**< Current recursion calling depth */
3548
3549 struct gl_display_list *CurrentList; /**< List currently being compiled */
3550 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3551 GLuint CurrentPos; /**< Index into current block of nodes */
3552
3553 GLvertexformat ListVtxfmt;
3554
3555 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3556 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3557
3558 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3559 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3560
3561 struct {
3562 /* State known to have been set by the currently-compiling display
3563 * list. Used to eliminate some redundant state changes.
3564 */
3565 GLenum ShadeModel;
3566 } Current;
3567 };
3568
3569 /** @{
3570 *
3571 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3572 * to small enums suitable for use as an array index.
3573 */
3574
3575 enum mesa_debug_source {
3576 MESA_DEBUG_SOURCE_API,
3577 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3578 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3579 MESA_DEBUG_SOURCE_THIRD_PARTY,
3580 MESA_DEBUG_SOURCE_APPLICATION,
3581 MESA_DEBUG_SOURCE_OTHER,
3582 MESA_DEBUG_SOURCE_COUNT
3583 };
3584
3585 enum mesa_debug_type {
3586 MESA_DEBUG_TYPE_ERROR,
3587 MESA_DEBUG_TYPE_DEPRECATED,
3588 MESA_DEBUG_TYPE_UNDEFINED,
3589 MESA_DEBUG_TYPE_PORTABILITY,
3590 MESA_DEBUG_TYPE_PERFORMANCE,
3591 MESA_DEBUG_TYPE_OTHER,
3592 MESA_DEBUG_TYPE_MARKER,
3593 MESA_DEBUG_TYPE_PUSH_GROUP,
3594 MESA_DEBUG_TYPE_POP_GROUP,
3595 MESA_DEBUG_TYPE_COUNT
3596 };
3597
3598 enum mesa_debug_severity {
3599 MESA_DEBUG_SEVERITY_LOW,
3600 MESA_DEBUG_SEVERITY_MEDIUM,
3601 MESA_DEBUG_SEVERITY_HIGH,
3602 MESA_DEBUG_SEVERITY_NOTIFICATION,
3603 MESA_DEBUG_SEVERITY_COUNT
3604 };
3605
3606 /** @} */
3607
3608 /**
3609 * An error, warning, or other piece of debug information for an application
3610 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3611 */
3612 struct gl_debug_msg
3613 {
3614 enum mesa_debug_source source;
3615 enum mesa_debug_type type;
3616 GLuint id;
3617 enum mesa_debug_severity severity;
3618 GLsizei length;
3619 GLcharARB *message;
3620 };
3621
3622 struct gl_debug_namespace
3623 {
3624 struct _mesa_HashTable *IDs;
3625 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3626 /** lists of IDs in the hash table at each severity */
3627 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3628 };
3629
3630 struct gl_debug_state
3631 {
3632 GLDEBUGPROC Callback;
3633 const void *CallbackData;
3634 GLboolean SyncOutput;
3635 GLboolean DebugOutput;
3636 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3637 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3638 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3639 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3640 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3641 GLint GroupStackDepth;
3642 GLint NumMessages;
3643 GLint NextMsg;
3644 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3645 for the sake of the offsetof() code in get.c */
3646 };
3647
3648 /**
3649 * Enum for the OpenGL APIs we know about and may support.
3650 *
3651 * NOTE: This must match the api_enum table in
3652 * src/mesa/main/get_hash_generator.py
3653 */
3654 typedef enum
3655 {
3656 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3657 API_OPENGLES,
3658 API_OPENGLES2,
3659 API_OPENGL_CORE,
3660 API_OPENGL_LAST = API_OPENGL_CORE
3661 } gl_api;
3662
3663 /**
3664 * Driver-specific state flags.
3665 *
3666 * These are or'd with gl_context::NewDriverState to notify a driver about
3667 * a state change. The driver sets the flags at context creation and
3668 * the meaning of the bits set is opaque to core Mesa.
3669 */
3670 struct gl_driver_flags
3671 {
3672 /** gl_context::Array::_DrawArrays (vertex array state) */
3673 GLbitfield NewArray;
3674
3675 /** gl_context::TransformFeedback::CurrentObject */
3676 GLbitfield NewTransformFeedback;
3677
3678 /** gl_context::RasterDiscard */
3679 GLbitfield NewRasterizerDiscard;
3680
3681 /**
3682 * gl_context::UniformBufferBindings
3683 * gl_shader_program::UniformBlocks
3684 */
3685 GLbitfield NewUniformBuffer;
3686
3687 /**
3688 * gl_context::AtomicBufferBindings
3689 */
3690 GLbitfield NewAtomicBuffer;
3691 };
3692
3693 struct gl_uniform_buffer_binding
3694 {
3695 struct gl_buffer_object *BufferObject;
3696 /** Start of uniform block data in the buffer */
3697 GLintptr Offset;
3698 /** Size of data allowed to be referenced from the buffer (in bytes) */
3699 GLsizeiptr Size;
3700 /**
3701 * glBindBufferBase() indicates that the Size should be ignored and only
3702 * limited by the current size of the BufferObject.
3703 */
3704 GLboolean AutomaticSize;
3705 };
3706
3707 /**
3708 * Binding point for an atomic counter buffer object.
3709 */
3710 struct gl_atomic_buffer_binding
3711 {
3712 struct gl_buffer_object *BufferObject;
3713 GLintptr Offset;
3714 GLsizeiptr Size;
3715 };
3716
3717 /**
3718 * Mesa rendering context.
3719 *
3720 * This is the central context data structure for Mesa. Almost all
3721 * OpenGL state is contained in this structure.
3722 * Think of this as a base class from which device drivers will derive
3723 * sub classes.
3724 */
3725 struct gl_context
3726 {
3727 /** State possibly shared with other contexts in the address space */
3728 struct gl_shared_state *Shared;
3729
3730 /** \name API function pointer tables */
3731 /*@{*/
3732 gl_api API;
3733 /**
3734 * The current dispatch table for non-displaylist-saving execution, either
3735 * BeginEnd or OutsideBeginEnd
3736 */
3737 struct _glapi_table *Exec;
3738 /**
3739 * The normal dispatch table for non-displaylist-saving, non-begin/end
3740 */
3741 struct _glapi_table *OutsideBeginEnd;
3742 /** The dispatch table used between glNewList() and glEndList() */
3743 struct _glapi_table *Save;
3744 /**
3745 * The dispatch table used between glBegin() and glEnd() (outside of a
3746 * display list). Only valid functions between those two are set, which is
3747 * mostly just the set in a GLvertexformat struct.
3748 */
3749 struct _glapi_table *BeginEnd;
3750 /**
3751 * Tracks the current dispatch table out of the 3 above, so that it can be
3752 * re-set on glXMakeCurrent().
3753 */
3754 struct _glapi_table *CurrentDispatch;
3755 /*@}*/
3756
3757 struct gl_config Visual;
3758 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3759 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3760 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3761 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3762
3763 /**
3764 * Device driver function pointer table
3765 */
3766 struct dd_function_table Driver;
3767
3768 /** Core/Driver constants */
3769 struct gl_constants Const;
3770
3771 /** \name The various 4x4 matrix stacks */
3772 /*@{*/
3773 struct gl_matrix_stack ModelviewMatrixStack;
3774 struct gl_matrix_stack ProjectionMatrixStack;
3775 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3776 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3777 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3778 /*@}*/
3779
3780 /** Combined modelview and projection matrix */
3781 GLmatrix _ModelProjectMatrix;
3782
3783 /** \name Display lists */
3784 struct gl_dlist_state ListState;
3785
3786 GLboolean ExecuteFlag; /**< Execute GL commands? */
3787 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3788
3789 /** Extension information */
3790 struct gl_extensions Extensions;
3791
3792 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3793 GLuint Version;
3794 char *VersionString;
3795
3796 /** \name State attribute stack (for glPush/PopAttrib) */
3797 /*@{*/
3798 GLuint AttribStackDepth;
3799 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3800 /*@}*/
3801
3802 /** \name Renderer attribute groups
3803 *
3804 * We define a struct for each attribute group to make pushing and popping
3805 * attributes easy. Also it's a good organization.
3806 */
3807 /*@{*/
3808 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3809 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3810 struct gl_current_attrib Current; /**< Current attributes */
3811 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3812 struct gl_eval_attrib Eval; /**< Eval attributes */
3813 struct gl_fog_attrib Fog; /**< Fog attributes */
3814 struct gl_hint_attrib Hint; /**< Hint attributes */
3815 struct gl_light_attrib Light; /**< Light attributes */
3816 struct gl_line_attrib Line; /**< Line attributes */
3817 struct gl_list_attrib List; /**< List attributes */
3818 struct gl_multisample_attrib Multisample;
3819 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3820 struct gl_point_attrib Point; /**< Point attributes */
3821 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3822 GLuint PolygonStipple[32]; /**< Polygon stipple */
3823 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3824 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3825 struct gl_texture_attrib Texture; /**< Texture attributes */
3826 struct gl_transform_attrib Transform; /**< Transformation attributes */
3827 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3828 /*@}*/
3829
3830 /** \name Client attribute stack */
3831 /*@{*/
3832 GLuint ClientAttribStackDepth;
3833 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3834 /*@}*/
3835
3836 /** \name Client attribute groups */
3837 /*@{*/
3838 struct gl_array_attrib Array; /**< Vertex arrays */
3839 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3840 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3841 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3842 /*@}*/
3843
3844 /** \name Other assorted state (not pushed/popped on attribute stack) */
3845 /*@{*/
3846 struct gl_pixelmaps PixelMaps;
3847
3848 struct gl_evaluators EvalMap; /**< All evaluators */
3849 struct gl_feedback Feedback; /**< Feedback */
3850 struct gl_selection Select; /**< Selection */
3851
3852 struct gl_program_state Program; /**< general program state */
3853 struct gl_vertex_program_state VertexProgram;
3854 struct gl_fragment_program_state FragmentProgram;
3855 struct gl_geometry_program_state GeometryProgram;
3856 struct gl_ati_fragment_shader_state ATIFragmentShader;
3857
3858 struct gl_shader_state Shader; /**< GLSL shader object state */
3859 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3860
3861 struct gl_query_state Query; /**< occlusion, timer queries */
3862
3863 struct gl_transform_feedback_state TransformFeedback;
3864
3865 struct gl_perf_monitor_state PerfMonitor;
3866
3867 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3868 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3869
3870 /**
3871 * Current GL_ARB_uniform_buffer_object binding referenced by
3872 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3873 */
3874 struct gl_buffer_object *UniformBuffer;
3875
3876 /**
3877 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3878 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3879 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3880 * shader program.
3881 */
3882 struct gl_uniform_buffer_binding
3883 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
3884
3885 /**
3886 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
3887 * target.
3888 */
3889 struct gl_buffer_object *AtomicBuffer;
3890
3891 /**
3892 * Array of atomic counter buffer binding points.
3893 */
3894 struct gl_atomic_buffer_binding
3895 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
3896
3897 /*@}*/
3898
3899 struct gl_meta_state *Meta; /**< for "meta" operations */
3900
3901 /* GL_EXT_framebuffer_object */
3902 struct gl_renderbuffer *CurrentRenderbuffer;
3903
3904 GLenum ErrorValue; /**< Last error code */
3905
3906 /**
3907 * Recognize and silence repeated error debug messages in buggy apps.
3908 */
3909 const char *ErrorDebugFmtString;
3910 GLuint ErrorDebugCount;
3911
3912 /* GL_ARB_debug_output/GL_KHR_debug */
3913 struct gl_debug_state Debug;
3914
3915 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3916 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3917 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3918
3919 struct gl_driver_flags DriverFlags;
3920
3921 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3922
3923 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3924
3925 /** \name Derived state */
3926 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3927 GLfloat _EyeZDir[3];
3928 GLfloat _ModelViewInvScale;
3929 GLboolean _NeedEyeCoords;
3930 GLboolean _ForceEyeCoords;
3931
3932 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3933
3934 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3935
3936 /** \name For debugging/development only */
3937 /*@{*/
3938 GLboolean FirstTimeCurrent;
3939 /*@}*/
3940
3941 /** software compression/decompression supported or not */
3942 GLboolean Mesa_DXTn;
3943
3944 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3945
3946 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3947
3948 /**
3949 * \name Hooks for module contexts.
3950 *
3951 * These will eventually live in the driver or elsewhere.
3952 */
3953 /*@{*/
3954 void *swrast_context;
3955 void *swsetup_context;
3956 void *swtnl_context;
3957 struct vbo_context *vbo_context;
3958 struct st_context *st;
3959 void *aelt_context;
3960 /*@}*/
3961
3962 /**
3963 * \name NV_vdpau_interop
3964 */
3965 /*@{*/
3966 const void *vdpDevice;
3967 const void *vdpGetProcAddress;
3968 struct set *vdpSurfaces;
3969 /*@}*/
3970 };
3971
3972
3973 #ifdef DEBUG
3974 extern int MESA_VERBOSE;
3975 extern int MESA_DEBUG_FLAGS;
3976 # define MESA_FUNCTION __FUNCTION__
3977 #else
3978 # define MESA_VERBOSE 0
3979 # define MESA_DEBUG_FLAGS 0
3980 # define MESA_FUNCTION "a function"
3981 # ifndef NDEBUG
3982 # define NDEBUG
3983 # endif
3984 #endif
3985
3986
3987 /** The MESA_VERBOSE var is a bitmask of these flags */
3988 enum _verbose
3989 {
3990 VERBOSE_VARRAY = 0x0001,
3991 VERBOSE_TEXTURE = 0x0002,
3992 VERBOSE_MATERIAL = 0x0004,
3993 VERBOSE_PIPELINE = 0x0008,
3994 VERBOSE_DRIVER = 0x0010,
3995 VERBOSE_STATE = 0x0020,
3996 VERBOSE_API = 0x0040,
3997 VERBOSE_DISPLAY_LIST = 0x0100,
3998 VERBOSE_LIGHTING = 0x0200,
3999 VERBOSE_PRIMS = 0x0400,
4000 VERBOSE_VERTS = 0x0800,
4001 VERBOSE_DISASSEM = 0x1000,
4002 VERBOSE_DRAW = 0x2000,
4003 VERBOSE_SWAPBUFFERS = 0x4000
4004 };
4005
4006
4007 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4008 enum _debug
4009 {
4010 DEBUG_SILENT = (1 << 0),
4011 DEBUG_ALWAYS_FLUSH = (1 << 1),
4012 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4013 DEBUG_INCOMPLETE_FBO = (1 << 3)
4014 };
4015
4016
4017
4018 #ifdef __cplusplus
4019 }
4020 #endif
4021
4022 #endif /* MTYPES_H */