mesa: implement DrawTransformFeedback from ARB_transform_feedback2
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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 "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59
60
61 /**
62 * \name Some forward type declarations
63 */
64 /*@{*/
65 struct _mesa_HashTable;
66 struct gl_attrib_node;
67 struct gl_list_extensions;
68 struct gl_meta_state;
69 struct gl_program_cache;
70 struct gl_texture_object;
71 struct gl_context;
72 struct st_context;
73 struct gl_uniform_storage;
74 /*@}*/
75
76
77 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
78 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
79 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
80 #define PRIM_UNKNOWN (GL_POLYGON+3)
81
82
83 /**
84 * Shader stages. Note that these will become 5 with tessellation.
85 * These MUST have the same values as gallium's PIPE_SHADER_*
86 */
87 typedef enum
88 {
89 MESA_SHADER_VERTEX = 0,
90 MESA_SHADER_FRAGMENT = 1,
91 MESA_SHADER_GEOMETRY = 2,
92 MESA_SHADER_TYPES = 3
93 } gl_shader_type;
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_EDGEFLAG = 7,
114 VERT_ATTRIB_TEX0 = 8,
115 VERT_ATTRIB_TEX1 = 9,
116 VERT_ATTRIB_TEX2 = 10,
117 VERT_ATTRIB_TEX3 = 11,
118 VERT_ATTRIB_TEX4 = 12,
119 VERT_ATTRIB_TEX5 = 13,
120 VERT_ATTRIB_TEX6 = 14,
121 VERT_ATTRIB_TEX7 = 15,
122 VERT_ATTRIB_POINT_SIZE = 16,
123 VERT_ATTRIB_GENERIC0 = 17,
124 VERT_ATTRIB_GENERIC1 = 18,
125 VERT_ATTRIB_GENERIC2 = 19,
126 VERT_ATTRIB_GENERIC3 = 20,
127 VERT_ATTRIB_GENERIC4 = 21,
128 VERT_ATTRIB_GENERIC5 = 22,
129 VERT_ATTRIB_GENERIC6 = 23,
130 VERT_ATTRIB_GENERIC7 = 24,
131 VERT_ATTRIB_GENERIC8 = 25,
132 VERT_ATTRIB_GENERIC9 = 26,
133 VERT_ATTRIB_GENERIC10 = 27,
134 VERT_ATTRIB_GENERIC11 = 28,
135 VERT_ATTRIB_GENERIC12 = 29,
136 VERT_ATTRIB_GENERIC13 = 30,
137 VERT_ATTRIB_GENERIC14 = 31,
138 VERT_ATTRIB_GENERIC15 = 32,
139 VERT_ATTRIB_MAX = 33
140 } gl_vert_attrib;
141
142 /**
143 * Symbolic constats to help iterating over
144 * specific blocks of vertex attributes.
145 *
146 * VERT_ATTRIB_FF
147 * includes all fixed function attributes as well as
148 * the aliased GL_NV_vertex_program shader attributes.
149 * VERT_ATTRIB_TEX
150 * include the classic texture coordinate attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC_NV
153 * include the NV shader attributes.
154 * Is a subset of VERT_ATTRIB_FF.
155 * VERT_ATTRIB_GENERIC
156 * include the OpenGL 2.0+ GLSL generic shader attributes.
157 * These alias the generic GL_ARB_vertex_shader attributes.
158 */
159 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
160 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
161
162 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
163 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
164
165 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
166 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
167
168 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
169 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
170
171 /**
172 * Bitflags for vertex attributes.
173 * These are used in bitfields in many places.
174 */
175 /*@{*/
176 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
177 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
178 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
179 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
180 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
181 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
182 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
183 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
184 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
185 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
186 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
187 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
188 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
189 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
190 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
191 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
192 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
193 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
194
195 #define VERT_BIT(i) BITFIELD64_BIT(i)
196 #define VERT_BIT_ALL (BITFIELD64_BIT(VERT_ATTRIB_MAX) - 1)
197
198 #define VERT_BIT_FF(i) VERT_BIT(i)
199 #define VERT_BIT_FF_ALL (BITFIELD64_BIT(VERT_ATTRIB_FF_MAX) - 1)
200 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
201 #define VERT_BIT_TEX_ALL \
202 ((BITFIELD64_BIT(VERT_ATTRIB_TEX_MAX) - 1) << VERT_ATTRIB_TEX(0))
203 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
204 #define VERT_BIT_GENERIC_NV_ALL \
205 ((BITFIELD64_BIT(VERT_ATTRIB_GENERIC_NV_MAX) - 1) << (VERT_ATTRIB_GENERIC_NV(0)))
206 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
207 #define VERT_BIT_GENERIC_ALL \
208 ((BITFIELD64_BIT(VERT_ATTRIB_GENERIC_MAX) - 1) << (VERT_ATTRIB_GENERIC(0)))
209 /*@}*/
210
211
212 /**
213 * Indexes for vertex program result attributes. Note that
214 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
215 * assumptions about the layout of this enum.
216 */
217 typedef enum
218 {
219 VERT_RESULT_HPOS = 0,
220 VERT_RESULT_COL0 = 1,
221 VERT_RESULT_COL1 = 2,
222 VERT_RESULT_FOGC = 3,
223 VERT_RESULT_TEX0 = 4,
224 VERT_RESULT_TEX1 = 5,
225 VERT_RESULT_TEX2 = 6,
226 VERT_RESULT_TEX3 = 7,
227 VERT_RESULT_TEX4 = 8,
228 VERT_RESULT_TEX5 = 9,
229 VERT_RESULT_TEX6 = 10,
230 VERT_RESULT_TEX7 = 11,
231 VERT_RESULT_PSIZ = 12,
232 VERT_RESULT_BFC0 = 13,
233 VERT_RESULT_BFC1 = 14,
234 VERT_RESULT_EDGE = 15,
235 VERT_RESULT_CLIP_VERTEX = 16,
236 VERT_RESULT_CLIP_DIST0 = 17,
237 VERT_RESULT_CLIP_DIST1 = 18,
238 VERT_RESULT_VAR0 = 19, /**< shader varying */
239 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
240 } gl_vert_result;
241
242
243 /*********************************************/
244
245 /**
246 * Indexes for geometry program attributes.
247 */
248 typedef enum
249 {
250 GEOM_ATTRIB_POSITION = 0,
251 GEOM_ATTRIB_COLOR0 = 1,
252 GEOM_ATTRIB_COLOR1 = 2,
253 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
254 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
255 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
256 GEOM_ATTRIB_POINT_SIZE = 6,
257 GEOM_ATTRIB_CLIP_VERTEX = 7,
258 GEOM_ATTRIB_PRIMITIVE_ID = 8,
259 GEOM_ATTRIB_TEX_COORD = 9,
260
261 GEOM_ATTRIB_VAR0 = 16,
262 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
263 } gl_geom_attrib;
264
265 /**
266 * Bitflags for geometry attributes.
267 * These are used in bitfields in many places.
268 */
269 /*@{*/
270 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
271 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
272 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
273 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
274 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
275 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
276 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
277 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
278 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
279 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
280 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
281
282 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
283 /*@}*/
284
285
286 /**
287 * Indexes for geometry program result attributes
288 */
289 typedef enum
290 {
291 GEOM_RESULT_POS = 0,
292 GEOM_RESULT_COL0 = 1,
293 GEOM_RESULT_COL1 = 2,
294 GEOM_RESULT_SCOL0 = 3,
295 GEOM_RESULT_SCOL1 = 4,
296 GEOM_RESULT_FOGC = 5,
297 GEOM_RESULT_TEX0 = 6,
298 GEOM_RESULT_TEX1 = 7,
299 GEOM_RESULT_TEX2 = 8,
300 GEOM_RESULT_TEX3 = 9,
301 GEOM_RESULT_TEX4 = 10,
302 GEOM_RESULT_TEX5 = 11,
303 GEOM_RESULT_TEX6 = 12,
304 GEOM_RESULT_TEX7 = 13,
305 GEOM_RESULT_PSIZ = 14,
306 GEOM_RESULT_CLPV = 15,
307 GEOM_RESULT_PRID = 16,
308 GEOM_RESULT_LAYR = 17,
309 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
310 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
311 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
312 } gl_geom_result;
313
314
315 /**
316 * Indexes for fragment program input attributes. Note that
317 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
318 * assumptions about the layout of this enum.
319 */
320 typedef enum
321 {
322 FRAG_ATTRIB_WPOS = 0,
323 FRAG_ATTRIB_COL0 = 1,
324 FRAG_ATTRIB_COL1 = 2,
325 FRAG_ATTRIB_FOGC = 3,
326 FRAG_ATTRIB_TEX0 = 4,
327 FRAG_ATTRIB_TEX1 = 5,
328 FRAG_ATTRIB_TEX2 = 6,
329 FRAG_ATTRIB_TEX3 = 7,
330 FRAG_ATTRIB_TEX4 = 8,
331 FRAG_ATTRIB_TEX5 = 9,
332 FRAG_ATTRIB_TEX6 = 10,
333 FRAG_ATTRIB_TEX7 = 11,
334 FRAG_ATTRIB_FACE = 12, /**< front/back face */
335 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
336 FRAG_ATTRIB_CLIP_DIST0 = 14,
337 FRAG_ATTRIB_CLIP_DIST1 = 15,
338 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
339 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
340 } gl_frag_attrib;
341
342
343 /**
344 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
345 *
346 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
347 *
348 * gl_vert_result values which have no corresponding gl_frag_attrib
349 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
350 * VERT_RESULT_EDGE) are converted to a value of -1.
351 */
352 static inline int
353 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
354 {
355 if (vert_result >= VERT_RESULT_CLIP_DIST0)
356 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
357 else if (vert_result <= VERT_RESULT_TEX7)
358 return vert_result;
359 else
360 return -1;
361 }
362
363
364 /**
365 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
366 *
367 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
368 *
369 * gl_frag_attrib values which have no corresponding gl_vert_result
370 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
371 */
372 static inline int
373 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
374 {
375 if (frag_attrib <= FRAG_ATTRIB_TEX7)
376 return frag_attrib;
377 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
378 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
379 else
380 return -1;
381 }
382
383
384 /**
385 * Bitflags for fragment program input attributes.
386 */
387 /*@{*/
388 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
389 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
390 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
391 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
392 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
393 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
394 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
395 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
396 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
397 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
398 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
399 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
400 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
401 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
402 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
403
404 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
405 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
406
407 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
408 FRAG_BIT_TEX1| \
409 FRAG_BIT_TEX2| \
410 FRAG_BIT_TEX3| \
411 FRAG_BIT_TEX4| \
412 FRAG_BIT_TEX5| \
413 FRAG_BIT_TEX6| \
414 FRAG_BIT_TEX7)
415 /*@}*/
416
417
418 /**
419 * Fragment program results
420 */
421 typedef enum
422 {
423 FRAG_RESULT_DEPTH = 0,
424 FRAG_RESULT_STENCIL = 1,
425 /* If a single color should be written to all render targets, this
426 * register is written. No FRAG_RESULT_DATAn will be written.
427 */
428 FRAG_RESULT_COLOR = 2,
429
430 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
431 * or ARB_fragment_program fragment.color[n]) color results. If
432 * any are written, FRAG_RESULT_COLOR will not be written.
433 */
434 FRAG_RESULT_DATA0 = 3,
435 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
436 } gl_frag_result;
437
438
439 /**
440 * Indexes for all renderbuffers
441 */
442 typedef enum
443 {
444 /* the four standard color buffers */
445 BUFFER_FRONT_LEFT,
446 BUFFER_BACK_LEFT,
447 BUFFER_FRONT_RIGHT,
448 BUFFER_BACK_RIGHT,
449 BUFFER_DEPTH,
450 BUFFER_STENCIL,
451 BUFFER_ACCUM,
452 /* optional aux buffer */
453 BUFFER_AUX0,
454 /* generic renderbuffers */
455 BUFFER_COLOR0,
456 BUFFER_COLOR1,
457 BUFFER_COLOR2,
458 BUFFER_COLOR3,
459 BUFFER_COLOR4,
460 BUFFER_COLOR5,
461 BUFFER_COLOR6,
462 BUFFER_COLOR7,
463 BUFFER_COUNT
464 } gl_buffer_index;
465
466 /**
467 * Bit flags for all renderbuffers
468 */
469 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
470 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
471 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
472 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
473 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
474 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
475 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
476 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
477 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
478 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
479 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
480 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
481 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
482 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
483 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
484 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
485 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
486 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
487 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
488
489 /**
490 * Mask of all the color buffer bits (but not accum).
491 */
492 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
493 BUFFER_BIT_BACK_LEFT | \
494 BUFFER_BIT_FRONT_RIGHT | \
495 BUFFER_BIT_BACK_RIGHT | \
496 BUFFER_BIT_AUX0 | \
497 BUFFER_BIT_COLOR0 | \
498 BUFFER_BIT_COLOR1 | \
499 BUFFER_BIT_COLOR2 | \
500 BUFFER_BIT_COLOR3 | \
501 BUFFER_BIT_COLOR4 | \
502 BUFFER_BIT_COLOR5 | \
503 BUFFER_BIT_COLOR6 | \
504 BUFFER_BIT_COLOR7)
505
506
507 /**
508 * Framebuffer configuration (aka visual / pixelformat)
509 * Note: some of these fields should be boolean, but it appears that
510 * code in drivers/dri/common/util.c requires int-sized fields.
511 */
512 struct gl_config
513 {
514 GLboolean rgbMode;
515 GLboolean floatMode;
516 GLboolean colorIndexMode; /* XXX is this used anywhere? */
517 GLuint doubleBufferMode;
518 GLuint stereoMode;
519
520 GLboolean haveAccumBuffer;
521 GLboolean haveDepthBuffer;
522 GLboolean haveStencilBuffer;
523
524 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
525 GLuint redMask, greenMask, blueMask, alphaMask;
526 GLint rgbBits; /* total bits for rgb */
527 GLint indexBits; /* total bits for colorindex */
528
529 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
530 GLint depthBits;
531 GLint stencilBits;
532
533 GLint numAuxBuffers;
534
535 GLint level;
536
537 /* EXT_visual_rating / GLX 1.2 */
538 GLint visualRating;
539
540 /* EXT_visual_info / GLX 1.2 */
541 GLint transparentPixel;
542 /* colors are floats scaled to ints */
543 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
544 GLint transparentIndex;
545
546 /* ARB_multisample / SGIS_multisample */
547 GLint sampleBuffers;
548 GLint samples;
549
550 /* SGIX_pbuffer / GLX 1.3 */
551 GLint maxPbufferWidth;
552 GLint maxPbufferHeight;
553 GLint maxPbufferPixels;
554 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
555 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
556
557 /* OML_swap_method */
558 GLint swapMethod;
559
560 /* EXT_texture_from_pixmap */
561 GLint bindToTextureRgb;
562 GLint bindToTextureRgba;
563 GLint bindToMipmapTexture;
564 GLint bindToTextureTargets;
565 GLint yInverted;
566
567 /* EXT_framebuffer_sRGB */
568 GLint sRGBCapable;
569 };
570
571
572 /**
573 * \name Bit flags used for updating material values.
574 */
575 /*@{*/
576 #define MAT_ATTRIB_FRONT_AMBIENT 0
577 #define MAT_ATTRIB_BACK_AMBIENT 1
578 #define MAT_ATTRIB_FRONT_DIFFUSE 2
579 #define MAT_ATTRIB_BACK_DIFFUSE 3
580 #define MAT_ATTRIB_FRONT_SPECULAR 4
581 #define MAT_ATTRIB_BACK_SPECULAR 5
582 #define MAT_ATTRIB_FRONT_EMISSION 6
583 #define MAT_ATTRIB_BACK_EMISSION 7
584 #define MAT_ATTRIB_FRONT_SHININESS 8
585 #define MAT_ATTRIB_BACK_SHININESS 9
586 #define MAT_ATTRIB_FRONT_INDEXES 10
587 #define MAT_ATTRIB_BACK_INDEXES 11
588 #define MAT_ATTRIB_MAX 12
589
590 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
591 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
592 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
593 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
594 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
595 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
596
597 #define MAT_INDEX_AMBIENT 0
598 #define MAT_INDEX_DIFFUSE 1
599 #define MAT_INDEX_SPECULAR 2
600
601 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
602 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
603 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
604 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
605 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
606 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
607 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
608 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
609 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
610 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
611 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
612 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
613
614
615 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
616 MAT_BIT_FRONT_AMBIENT | \
617 MAT_BIT_FRONT_DIFFUSE | \
618 MAT_BIT_FRONT_SPECULAR | \
619 MAT_BIT_FRONT_SHININESS | \
620 MAT_BIT_FRONT_INDEXES)
621
622 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
623 MAT_BIT_BACK_AMBIENT | \
624 MAT_BIT_BACK_DIFFUSE | \
625 MAT_BIT_BACK_SPECULAR | \
626 MAT_BIT_BACK_SHININESS | \
627 MAT_BIT_BACK_INDEXES)
628
629 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
630 /*@}*/
631
632
633 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
634 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
635
636 /**
637 * Material shininess lookup table.
638 */
639 struct gl_shine_tab
640 {
641 struct gl_shine_tab *next, *prev;
642 GLfloat tab[SHINE_TABLE_SIZE+1];
643 GLfloat shininess;
644 GLuint refcount;
645 };
646
647
648 /**
649 * Light source state.
650 */
651 struct gl_light
652 {
653 struct gl_light *next; /**< double linked list with sentinel */
654 struct gl_light *prev;
655
656 GLfloat Ambient[4]; /**< ambient color */
657 GLfloat Diffuse[4]; /**< diffuse color */
658 GLfloat Specular[4]; /**< specular color */
659 GLfloat EyePosition[4]; /**< position in eye coordinates */
660 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
661 GLfloat SpotExponent;
662 GLfloat SpotCutoff; /**< in degrees */
663 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
664 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
665 GLfloat ConstantAttenuation;
666 GLfloat LinearAttenuation;
667 GLfloat QuadraticAttenuation;
668 GLboolean Enabled; /**< On/off flag */
669
670 /**
671 * \name Derived fields
672 */
673 /*@{*/
674 GLbitfield _Flags; /**< State */
675
676 GLfloat _Position[4]; /**< position in eye/obj coordinates */
677 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
678 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
679 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
680 GLfloat _VP_inf_spot_attenuation;
681
682 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
683 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
684 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
685 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
686 GLfloat _dli; /**< CI diffuse light intensity */
687 GLfloat _sli; /**< CI specular light intensity */
688 /*@}*/
689 };
690
691
692 /**
693 * Light model state.
694 */
695 struct gl_lightmodel
696 {
697 GLfloat Ambient[4]; /**< ambient color */
698 GLboolean LocalViewer; /**< Local (or infinite) view point? */
699 GLboolean TwoSide; /**< Two (or one) sided lighting? */
700 GLenum ColorControl; /**< either GL_SINGLE_COLOR
701 * or GL_SEPARATE_SPECULAR_COLOR */
702 };
703
704
705 /**
706 * Material state.
707 */
708 struct gl_material
709 {
710 GLfloat Attrib[MAT_ATTRIB_MAX][4];
711 };
712
713
714 /**
715 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
716 */
717 struct gl_accum_attrib
718 {
719 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
720 };
721
722
723 /**
724 * Used for storing clear color, texture border color, etc.
725 * The float values are typically unclamped.
726 */
727 union gl_color_union
728 {
729 GLfloat f[4];
730 GLint i[4];
731 GLuint ui[4];
732 };
733
734
735 /**
736 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
737 */
738 struct gl_colorbuffer_attrib
739 {
740 GLuint ClearIndex; /**< Index for glClear */
741 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
742 GLuint IndexMask; /**< Color index write mask */
743 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
744
745 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
746
747 /**
748 * \name alpha testing
749 */
750 /*@{*/
751 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
752 GLenum AlphaFunc; /**< Alpha test function */
753 GLfloat AlphaRefUnclamped;
754 GLclampf AlphaRef; /**< Alpha reference value */
755 /*@}*/
756
757 /**
758 * \name Blending
759 */
760 /*@{*/
761 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
762
763 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
764 * control, only on the fixed-pointness of the render target.
765 * The query does however depend on fragment color clamping.
766 */
767 GLfloat BlendColorUnclamped[4]; /**< Blending color */
768 GLfloat BlendColor[4]; /**< Blending color */
769
770 struct
771 {
772 GLenum SrcRGB; /**< RGB blend source term */
773 GLenum DstRGB; /**< RGB blend dest term */
774 GLenum SrcA; /**< Alpha blend source term */
775 GLenum DstA; /**< Alpha blend dest term */
776 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
777 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
778 } Blend[MAX_DRAW_BUFFERS];
779 /** Are the blend func terms currently different for each buffer/target? */
780 GLboolean _BlendFuncPerBuffer;
781 /** Are the blend equations currently different for each buffer/target? */
782 GLboolean _BlendEquationPerBuffer;
783 /*@}*/
784
785 /**
786 * \name Logic op
787 */
788 /*@{*/
789 GLenum LogicOp; /**< Logic operator */
790 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
791 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
792 /*@}*/
793
794 GLboolean DitherFlag; /**< Dither enable flag */
795
796 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
797 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
798 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
799 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
800
801 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
802 };
803
804
805 /**
806 * Current attribute group (GL_CURRENT_BIT).
807 */
808 struct gl_current_attrib
809 {
810 /**
811 * \name Current vertex attributes.
812 * \note Values are valid only after FLUSH_VERTICES has been called.
813 * \note Index and Edgeflag current values are stored as floats in the
814 * SIX and SEVEN attribute slots.
815 */
816 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
817
818 /**
819 * \name Current raster position attributes (always valid).
820 * \note This set of attributes is very similar to the SWvertex struct.
821 */
822 /*@{*/
823 GLfloat RasterPos[4];
824 GLfloat RasterDistance;
825 GLfloat RasterColor[4];
826 GLfloat RasterSecondaryColor[4];
827 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
828 GLboolean RasterPosValid;
829 /*@}*/
830 };
831
832
833 /**
834 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
835 */
836 struct gl_depthbuffer_attrib
837 {
838 GLenum Func; /**< Function for depth buffer compare */
839 GLclampd Clear; /**< Value to clear depth buffer to */
840 GLboolean Test; /**< Depth buffering enabled flag */
841 GLboolean Mask; /**< Depth buffer writable? */
842 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
843 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
844 };
845
846
847 /**
848 * Evaluator attribute group (GL_EVAL_BIT).
849 */
850 struct gl_eval_attrib
851 {
852 /**
853 * \name Enable bits
854 */
855 /*@{*/
856 GLboolean Map1Color4;
857 GLboolean Map1Index;
858 GLboolean Map1Normal;
859 GLboolean Map1TextureCoord1;
860 GLboolean Map1TextureCoord2;
861 GLboolean Map1TextureCoord3;
862 GLboolean Map1TextureCoord4;
863 GLboolean Map1Vertex3;
864 GLboolean Map1Vertex4;
865 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
866 GLboolean Map2Color4;
867 GLboolean Map2Index;
868 GLboolean Map2Normal;
869 GLboolean Map2TextureCoord1;
870 GLboolean Map2TextureCoord2;
871 GLboolean Map2TextureCoord3;
872 GLboolean Map2TextureCoord4;
873 GLboolean Map2Vertex3;
874 GLboolean Map2Vertex4;
875 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
876 GLboolean AutoNormal;
877 /*@}*/
878
879 /**
880 * \name Map Grid endpoints and divisions and calculated du values
881 */
882 /*@{*/
883 GLint MapGrid1un;
884 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
885 GLint MapGrid2un, MapGrid2vn;
886 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
887 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
888 /*@}*/
889 };
890
891
892 /**
893 * Fog attribute group (GL_FOG_BIT).
894 */
895 struct gl_fog_attrib
896 {
897 GLboolean Enabled; /**< Fog enabled flag */
898 GLfloat ColorUnclamped[4]; /**< Fog color */
899 GLfloat Color[4]; /**< Fog color */
900 GLfloat Density; /**< Density >= 0.0 */
901 GLfloat Start; /**< Start distance in eye coords */
902 GLfloat End; /**< End distance in eye coords */
903 GLfloat Index; /**< Fog index */
904 GLenum Mode; /**< Fog mode */
905 GLboolean ColorSumEnabled;
906 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
907 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
908 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
909 };
910
911
912 /**
913 * \brief Layout qualifiers for gl_FragDepth.
914 *
915 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
916 * a layout qualifier.
917 *
918 * \see enum ir_depth_layout
919 */
920 enum gl_frag_depth_layout {
921 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
922 FRAG_DEPTH_LAYOUT_ANY,
923 FRAG_DEPTH_LAYOUT_GREATER,
924 FRAG_DEPTH_LAYOUT_LESS,
925 FRAG_DEPTH_LAYOUT_UNCHANGED
926 };
927
928
929 /**
930 * Hint attribute group (GL_HINT_BIT).
931 *
932 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
933 */
934 struct gl_hint_attrib
935 {
936 GLenum PerspectiveCorrection;
937 GLenum PointSmooth;
938 GLenum LineSmooth;
939 GLenum PolygonSmooth;
940 GLenum Fog;
941 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
942 GLenum TextureCompression; /**< GL_ARB_texture_compression */
943 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
944 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
945 };
946
947 /**
948 * Light state flags.
949 */
950 /*@{*/
951 #define LIGHT_SPOT 0x1
952 #define LIGHT_LOCAL_VIEWER 0x2
953 #define LIGHT_POSITIONAL 0x4
954 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
955 /*@}*/
956
957
958 /**
959 * Lighting attribute group (GL_LIGHT_BIT).
960 */
961 struct gl_light_attrib
962 {
963 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
964 struct gl_lightmodel Model; /**< Lighting model */
965
966 /**
967 * Must flush FLUSH_VERTICES before referencing:
968 */
969 /*@{*/
970 struct gl_material Material; /**< Includes front & back values */
971 /*@}*/
972
973 GLboolean Enabled; /**< Lighting enabled flag */
974 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
975 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
976 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
977 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
978 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
979 GLboolean ColorMaterialEnabled;
980 GLenum ClampVertexColor;
981 GLboolean _ClampVertexColor;
982
983 struct gl_light EnabledList; /**< List sentinel */
984
985 /**
986 * Derived state for optimizations:
987 */
988 /*@{*/
989 GLboolean _NeedEyeCoords;
990 GLboolean _NeedVertices; /**< Use fast shader? */
991 GLbitfield _Flags; /**< LIGHT_* flags, see above */
992 GLfloat _BaseColor[2][3];
993 /*@}*/
994 };
995
996
997 /**
998 * Line attribute group (GL_LINE_BIT).
999 */
1000 struct gl_line_attrib
1001 {
1002 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
1003 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
1004 GLushort StipplePattern; /**< Stipple pattern */
1005 GLint StippleFactor; /**< Stipple repeat factor */
1006 GLfloat Width; /**< Line width */
1007 };
1008
1009
1010 /**
1011 * Display list attribute group (GL_LIST_BIT).
1012 */
1013 struct gl_list_attrib
1014 {
1015 GLuint ListBase;
1016 };
1017
1018
1019 /**
1020 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1021 */
1022 struct gl_multisample_attrib
1023 {
1024 GLboolean Enabled;
1025 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1026 GLboolean SampleAlphaToCoverage;
1027 GLboolean SampleAlphaToOne;
1028 GLboolean SampleCoverage;
1029 GLfloat SampleCoverageValue;
1030 GLboolean SampleCoverageInvert;
1031 };
1032
1033
1034 /**
1035 * A pixelmap (see glPixelMap)
1036 */
1037 struct gl_pixelmap
1038 {
1039 GLint Size;
1040 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1041 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1042 };
1043
1044
1045 /**
1046 * Collection of all pixelmaps
1047 */
1048 struct gl_pixelmaps
1049 {
1050 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1051 struct gl_pixelmap GtoG;
1052 struct gl_pixelmap BtoB;
1053 struct gl_pixelmap AtoA;
1054 struct gl_pixelmap ItoR;
1055 struct gl_pixelmap ItoG;
1056 struct gl_pixelmap ItoB;
1057 struct gl_pixelmap ItoA;
1058 struct gl_pixelmap ItoI;
1059 struct gl_pixelmap StoS;
1060 };
1061
1062
1063 /**
1064 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1065 */
1066 struct gl_pixel_attrib
1067 {
1068 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1069
1070 /*--- Begin Pixel Transfer State ---*/
1071 /* Fields are in the order in which they're applied... */
1072
1073 /** Scale & Bias (index shift, offset) */
1074 /*@{*/
1075 GLfloat RedBias, RedScale;
1076 GLfloat GreenBias, GreenScale;
1077 GLfloat BlueBias, BlueScale;
1078 GLfloat AlphaBias, AlphaScale;
1079 GLfloat DepthBias, DepthScale;
1080 GLint IndexShift, IndexOffset;
1081 /*@}*/
1082
1083 /* Pixel Maps */
1084 /* Note: actual pixel maps are not part of this attrib group */
1085 GLboolean MapColorFlag;
1086 GLboolean MapStencilFlag;
1087
1088 /*--- End Pixel Transfer State ---*/
1089
1090 /** glPixelZoom */
1091 GLfloat ZoomX, ZoomY;
1092 };
1093
1094
1095 /**
1096 * Point attribute group (GL_POINT_BIT).
1097 */
1098 struct gl_point_attrib
1099 {
1100 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1101 GLfloat Size; /**< User-specified point size */
1102 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1103 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1104 GLfloat Threshold; /**< GL_EXT_point_parameters */
1105 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1106 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1107 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1108 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1109 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1110 };
1111
1112
1113 /**
1114 * Polygon attribute group (GL_POLYGON_BIT).
1115 */
1116 struct gl_polygon_attrib
1117 {
1118 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1119 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1120 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1121 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1122 GLboolean CullFlag; /**< Culling on/off flag */
1123 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1124 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1125 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1126 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1127 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1128 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1129 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1130 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1131 };
1132
1133
1134 /**
1135 * Scissor attributes (GL_SCISSOR_BIT).
1136 */
1137 struct gl_scissor_attrib
1138 {
1139 GLboolean Enabled; /**< Scissor test enabled? */
1140 GLint X, Y; /**< Lower left corner of box */
1141 GLsizei Width, Height; /**< Size of box */
1142 };
1143
1144
1145 /**
1146 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1147 *
1148 * Three sets of stencil data are tracked so that OpenGL 2.0,
1149 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1150 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1151 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1152 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1153 * GL_EXT_stencil_two_side GL_BACK state.
1154 *
1155 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1156 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1157 *
1158 * The derived value \c _TestTwoSide is set when the front-face and back-face
1159 * stencil state are different.
1160 */
1161 struct gl_stencil_attrib
1162 {
1163 GLboolean Enabled; /**< Enabled flag */
1164 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1165 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1166 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1167 GLboolean _TestTwoSide;
1168 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1169 GLenum Function[3]; /**< Stencil function */
1170 GLenum FailFunc[3]; /**< Fail function */
1171 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1172 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1173 GLint Ref[3]; /**< Reference value */
1174 GLuint ValueMask[3]; /**< Value mask */
1175 GLuint WriteMask[3]; /**< Write mask */
1176 GLuint Clear; /**< Clear value */
1177 };
1178
1179
1180 /**
1181 * An index for each type of texture object. These correspond to the GL
1182 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1183 * Note: the order is from highest priority to lowest priority.
1184 */
1185 typedef enum
1186 {
1187 TEXTURE_BUFFER_INDEX,
1188 TEXTURE_2D_ARRAY_INDEX,
1189 TEXTURE_1D_ARRAY_INDEX,
1190 TEXTURE_EXTERNAL_INDEX,
1191 TEXTURE_CUBE_INDEX,
1192 TEXTURE_3D_INDEX,
1193 TEXTURE_RECT_INDEX,
1194 TEXTURE_2D_INDEX,
1195 TEXTURE_1D_INDEX,
1196 NUM_TEXTURE_TARGETS
1197 } gl_texture_index;
1198
1199
1200 /**
1201 * Bit flags for each type of texture object
1202 * Used for Texture.Unit[]._ReallyEnabled flags.
1203 */
1204 /*@{*/
1205 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1206 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1207 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1208 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1209 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1210 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1211 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1212 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1213 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1214 /*@}*/
1215
1216
1217 /**
1218 * TexGenEnabled flags.
1219 */
1220 /*@{*/
1221 #define S_BIT 1
1222 #define T_BIT 2
1223 #define R_BIT 4
1224 #define Q_BIT 8
1225 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1226 /*@}*/
1227
1228
1229 /**
1230 * Bit flag versions of the corresponding GL_ constants.
1231 */
1232 /*@{*/
1233 #define TEXGEN_SPHERE_MAP 0x1
1234 #define TEXGEN_OBJ_LINEAR 0x2
1235 #define TEXGEN_EYE_LINEAR 0x4
1236 #define TEXGEN_REFLECTION_MAP_NV 0x8
1237 #define TEXGEN_NORMAL_MAP_NV 0x10
1238
1239 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1240 TEXGEN_REFLECTION_MAP_NV | \
1241 TEXGEN_NORMAL_MAP_NV)
1242 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1243 TEXGEN_REFLECTION_MAP_NV | \
1244 TEXGEN_NORMAL_MAP_NV | \
1245 TEXGEN_EYE_LINEAR)
1246 /*@}*/
1247
1248
1249
1250 /** Tex-gen enabled for texture unit? */
1251 #define ENABLE_TEXGEN(unit) (1 << (unit))
1252
1253 /** Non-identity texture matrix for texture unit? */
1254 #define ENABLE_TEXMAT(unit) (1 << (unit))
1255
1256
1257 /**
1258 * Texture image state. Drivers will typically create a subclass of this
1259 * with extra fields for memory buffers, etc.
1260 */
1261 struct gl_texture_image
1262 {
1263 GLint InternalFormat; /**< Internal format as given by the user */
1264 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1265 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1266 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1267 * GL_DEPTH_STENCIL_EXT only. Used for
1268 * choosing TexEnv arithmetic.
1269 */
1270 gl_format TexFormat; /**< The actual texture memory format */
1271
1272 GLuint Border; /**< 0 or 1 */
1273 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1274 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1275 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1276 GLuint Width2; /**< = Width - 2*Border */
1277 GLuint Height2; /**< = Height - 2*Border */
1278 GLuint Depth2; /**< = Depth - 2*Border */
1279 GLuint WidthLog2; /**< = log2(Width2) */
1280 GLuint HeightLog2; /**< = log2(Height2) */
1281 GLuint DepthLog2; /**< = log2(Depth2) */
1282 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1283
1284 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1285 GLuint Level; /**< Which mipmap level am I? */
1286 /** Cube map face: index into gl_texture_object::Image[] array */
1287 GLuint Face;
1288 };
1289
1290
1291 /**
1292 * Indexes for cube map faces.
1293 */
1294 typedef enum
1295 {
1296 FACE_POS_X = 0,
1297 FACE_NEG_X = 1,
1298 FACE_POS_Y = 2,
1299 FACE_NEG_Y = 3,
1300 FACE_POS_Z = 4,
1301 FACE_NEG_Z = 5,
1302 MAX_FACES = 6
1303 } gl_face_index;
1304
1305
1306 /**
1307 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1308 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1309 */
1310 struct gl_sampler_object
1311 {
1312 GLuint Name;
1313 GLint RefCount;
1314
1315 GLenum WrapS; /**< S-axis texture image wrap mode */
1316 GLenum WrapT; /**< T-axis texture image wrap mode */
1317 GLenum WrapR; /**< R-axis texture image wrap mode */
1318 GLenum MinFilter; /**< minification filter */
1319 GLenum MagFilter; /**< magnification filter */
1320 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1321 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1322 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1323 GLfloat LodBias; /**< OpenGL 1.4 */
1324 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1325 GLenum CompareMode; /**< GL_ARB_shadow */
1326 GLenum CompareFunc; /**< GL_ARB_shadow */
1327 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1328 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1329 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1330
1331 /* deprecated sampler state */
1332 GLenum DepthMode; /**< GL_ARB_depth_texture */
1333 };
1334
1335
1336 /**
1337 * Texture object state. Contains the array of mipmap images, border color,
1338 * wrap modes, filter modes, and shadow/texcompare state.
1339 */
1340 struct gl_texture_object
1341 {
1342 _glthread_Mutex Mutex; /**< for thread safety */
1343 GLint RefCount; /**< reference count */
1344 GLuint Name; /**< the user-visible texture object ID */
1345 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1346
1347 struct gl_sampler_object Sampler;
1348
1349 GLfloat Priority; /**< in [0,1] */
1350 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1351 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1352 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1353 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1354 GLint CropRect[4]; /**< GL_OES_draw_texture */
1355 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1356 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1357 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1358 GLboolean _Complete; /**< Is texture object complete? */
1359 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1360 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1361 GLboolean Immutable; /**< GL_ARB_texture_storage */
1362
1363 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1364 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1365
1366 /** GL_ARB_texture_buffer_object */
1367 struct gl_buffer_object *BufferObject;
1368 GLenum BufferObjectFormat;
1369
1370 /** GL_OES_EGL_image_external */
1371 GLint RequiredTextureImageUnits;
1372 };
1373
1374
1375 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1376 #define MAX_COMBINER_TERMS 4
1377
1378
1379 /**
1380 * Texture combine environment state.
1381 */
1382 struct gl_tex_env_combine_state
1383 {
1384 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1385 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1386 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1387 GLenum SourceRGB[MAX_COMBINER_TERMS];
1388 GLenum SourceA[MAX_COMBINER_TERMS];
1389 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1390 GLenum OperandRGB[MAX_COMBINER_TERMS];
1391 GLenum OperandA[MAX_COMBINER_TERMS];
1392 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1393 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1394 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1395 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1396 };
1397
1398
1399 /**
1400 * Texture coord generation state.
1401 */
1402 struct gl_texgen
1403 {
1404 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1405 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1406 GLfloat ObjectPlane[4];
1407 GLfloat EyePlane[4];
1408 };
1409
1410
1411 /**
1412 * Texture unit state. Contains enable flags, texture environment/function/
1413 * combiners, texgen state, and pointers to current texture objects.
1414 */
1415 struct gl_texture_unit
1416 {
1417 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1418 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1419
1420 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1421 GLclampf EnvColor[4];
1422 GLfloat EnvColorUnclamped[4];
1423
1424 struct gl_texgen GenS;
1425 struct gl_texgen GenT;
1426 struct gl_texgen GenR;
1427 struct gl_texgen GenQ;
1428 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1429 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1430
1431 GLfloat LodBias; /**< for biasing mipmap levels */
1432 GLenum BumpTarget;
1433 GLfloat RotMatrix[4]; /* 2x2 matrix */
1434
1435 /** Current sampler object (GL_ARB_sampler_objects) */
1436 struct gl_sampler_object *Sampler;
1437
1438 /**
1439 * \name GL_EXT_texture_env_combine
1440 */
1441 struct gl_tex_env_combine_state Combine;
1442
1443 /**
1444 * Derived state based on \c EnvMode and the \c BaseFormat of the
1445 * currently enabled texture.
1446 */
1447 struct gl_tex_env_combine_state _EnvMode;
1448
1449 /**
1450 * Currently enabled combiner state. This will point to either
1451 * \c Combine or \c _EnvMode.
1452 */
1453 struct gl_tex_env_combine_state *_CurrentCombine;
1454
1455 /** Current texture object pointers */
1456 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1457
1458 /** Points to highest priority, complete and enabled texture object */
1459 struct gl_texture_object *_Current;
1460 };
1461
1462
1463 /**
1464 * Texture attribute group (GL_TEXTURE_BIT).
1465 */
1466 struct gl_texture_attrib
1467 {
1468 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1469 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1470
1471 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1472
1473 /** GL_ARB_texture_buffer_object */
1474 struct gl_buffer_object *BufferObject;
1475
1476 /** GL_ARB_seamless_cubemap */
1477 GLboolean CubeMapSeamless;
1478
1479 /** Texture units/samplers used by vertex or fragment texturing */
1480 GLbitfield _EnabledUnits;
1481
1482 /** Texture coord units/sets used for fragment texturing */
1483 GLbitfield _EnabledCoordUnits;
1484
1485 /** Texture coord units that have texgen enabled */
1486 GLbitfield _TexGenEnabled;
1487
1488 /** Texture coord units that have non-identity matrices */
1489 GLbitfield _TexMatEnabled;
1490
1491 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1492 GLbitfield _GenFlags;
1493 };
1494
1495
1496 /**
1497 * Data structure representing a single clip plane (e.g. one of the elements
1498 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1499 */
1500 typedef GLfloat gl_clip_plane[4];
1501
1502
1503 /**
1504 * Transformation attribute group (GL_TRANSFORM_BIT).
1505 */
1506 struct gl_transform_attrib
1507 {
1508 GLenum MatrixMode; /**< Matrix mode */
1509 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1510 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1511 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1512 GLboolean Normalize; /**< Normalize all normals? */
1513 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1514 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1515 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1516
1517 GLfloat CullEyePos[4];
1518 GLfloat CullObjPos[4];
1519 };
1520
1521
1522 /**
1523 * Viewport attribute group (GL_VIEWPORT_BIT).
1524 */
1525 struct gl_viewport_attrib
1526 {
1527 GLint X, Y; /**< position */
1528 GLsizei Width, Height; /**< size */
1529 GLfloat Near, Far; /**< Depth buffer range */
1530 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1531 };
1532
1533
1534 /**
1535 * GL_ARB_vertex/pixel_buffer_object buffer object
1536 */
1537 struct gl_buffer_object
1538 {
1539 _glthread_Mutex Mutex;
1540 GLint RefCount;
1541 GLuint Name;
1542 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1543 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1544 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1545 /** Fields describing a mapped buffer */
1546 /*@{*/
1547 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1548 GLvoid *Pointer; /**< User-space address of mapping */
1549 GLintptr Offset; /**< Mapped offset */
1550 GLsizeiptr Length; /**< Mapped length */
1551 /*@}*/
1552 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1553 GLboolean Written; /**< Ever written to? (for debugging) */
1554 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1555 };
1556
1557
1558 /**
1559 * Client pixel packing/unpacking attributes
1560 */
1561 struct gl_pixelstore_attrib
1562 {
1563 GLint Alignment;
1564 GLint RowLength;
1565 GLint SkipPixels;
1566 GLint SkipRows;
1567 GLint ImageHeight;
1568 GLint SkipImages;
1569 GLboolean SwapBytes;
1570 GLboolean LsbFirst;
1571 GLboolean Invert; /**< GL_MESA_pack_invert */
1572 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1573 };
1574
1575
1576 /**
1577 * Client vertex array attributes
1578 */
1579 struct gl_client_array
1580 {
1581 GLint Size; /**< components per element (1,2,3,4) */
1582 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1583 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1584 GLsizei Stride; /**< user-specified stride */
1585 GLsizei StrideB; /**< actual stride in bytes */
1586 const GLubyte *Ptr; /**< Points to array data */
1587 GLboolean Enabled; /**< Enabled flag is a boolean */
1588 GLboolean Normalized; /**< GL_ARB_vertex_program */
1589 GLboolean Integer; /**< Integer-valued? */
1590 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1591 GLuint _ElementSize; /**< size of each element in bytes */
1592
1593 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1594 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1595 };
1596
1597
1598 /**
1599 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1600 * extension, but a nice encapsulation in any case.
1601 */
1602 struct gl_array_object
1603 {
1604 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1605 GLuint Name;
1606
1607 GLint RefCount;
1608 _glthread_Mutex Mutex;
1609 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1610
1611 /** Vertex attribute arrays */
1612 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1613
1614 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1615 GLbitfield64 _Enabled;
1616
1617 /**
1618 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1619 * we can determine the max legal (in bounds) glDrawElements array index.
1620 */
1621 GLuint _MaxElement;
1622
1623 struct gl_buffer_object *ElementArrayBufferObj;
1624 };
1625
1626
1627 /**
1628 * Vertex array state
1629 */
1630 struct gl_array_attrib
1631 {
1632 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1633 struct gl_array_object *ArrayObj;
1634
1635 /** The default vertex array object */
1636 struct gl_array_object *DefaultArrayObj;
1637
1638 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1639 struct _mesa_HashTable *Objects;
1640
1641 GLint ActiveTexture; /**< Client Active Texture */
1642 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1643 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1644
1645 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1646 GLboolean PrimitiveRestart;
1647 GLuint RestartIndex;
1648
1649 GLbitfield64 NewState; /**< mask of VERT_BIT_* values */
1650 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1651
1652 /* GL_ARB_vertex_buffer_object */
1653 struct gl_buffer_object *ArrayBufferObj;
1654 };
1655
1656
1657 /**
1658 * Feedback buffer state
1659 */
1660 struct gl_feedback
1661 {
1662 GLenum Type;
1663 GLbitfield _Mask; /**< FB_* bits */
1664 GLfloat *Buffer;
1665 GLuint BufferSize;
1666 GLuint Count;
1667 };
1668
1669
1670 /**
1671 * Selection buffer state
1672 */
1673 struct gl_selection
1674 {
1675 GLuint *Buffer; /**< selection buffer */
1676 GLuint BufferSize; /**< size of the selection buffer */
1677 GLuint BufferCount; /**< number of values in the selection buffer */
1678 GLuint Hits; /**< number of records in the selection buffer */
1679 GLuint NameStackDepth; /**< name stack depth */
1680 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1681 GLboolean HitFlag; /**< hit flag */
1682 GLfloat HitMinZ; /**< minimum hit depth */
1683 GLfloat HitMaxZ; /**< maximum hit depth */
1684 };
1685
1686
1687 /**
1688 * 1-D Evaluator control points
1689 */
1690 struct gl_1d_map
1691 {
1692 GLuint Order; /**< Number of control points */
1693 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1694 GLfloat *Points; /**< Points to contiguous control points */
1695 };
1696
1697
1698 /**
1699 * 2-D Evaluator control points
1700 */
1701 struct gl_2d_map
1702 {
1703 GLuint Uorder; /**< Number of control points in U dimension */
1704 GLuint Vorder; /**< Number of control points in V dimension */
1705 GLfloat u1, u2, du;
1706 GLfloat v1, v2, dv;
1707 GLfloat *Points; /**< Points to contiguous control points */
1708 };
1709
1710
1711 /**
1712 * All evaluator control point state
1713 */
1714 struct gl_evaluators
1715 {
1716 /**
1717 * \name 1-D maps
1718 */
1719 /*@{*/
1720 struct gl_1d_map Map1Vertex3;
1721 struct gl_1d_map Map1Vertex4;
1722 struct gl_1d_map Map1Index;
1723 struct gl_1d_map Map1Color4;
1724 struct gl_1d_map Map1Normal;
1725 struct gl_1d_map Map1Texture1;
1726 struct gl_1d_map Map1Texture2;
1727 struct gl_1d_map Map1Texture3;
1728 struct gl_1d_map Map1Texture4;
1729 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1730 /*@}*/
1731
1732 /**
1733 * \name 2-D maps
1734 */
1735 /*@{*/
1736 struct gl_2d_map Map2Vertex3;
1737 struct gl_2d_map Map2Vertex4;
1738 struct gl_2d_map Map2Index;
1739 struct gl_2d_map Map2Color4;
1740 struct gl_2d_map Map2Normal;
1741 struct gl_2d_map Map2Texture1;
1742 struct gl_2d_map Map2Texture2;
1743 struct gl_2d_map Map2Texture3;
1744 struct gl_2d_map Map2Texture4;
1745 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1746 /*@}*/
1747 };
1748
1749
1750 /**
1751 * Names of the various vertex/fragment program register files, etc.
1752 *
1753 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1754 * All values should fit in a 4-bit field.
1755 *
1756 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1757 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1758 * be "uniform" variables since they can only be set outside glBegin/End.
1759 * They're also all stored in the same Parameters array.
1760 */
1761 typedef enum
1762 {
1763 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1764 PROGRAM_INPUT, /**< machine->Inputs[] */
1765 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1766 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1767 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1768 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1769 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1770 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1771 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1772 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1773 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1774 PROGRAM_ADDRESS, /**< machine->AddressReg */
1775 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1776 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1777 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1778 PROGRAM_FILE_MAX
1779 } gl_register_file;
1780
1781
1782 /**
1783 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1784 * one of these values.
1785 */
1786 typedef enum
1787 {
1788 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1789 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1790 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1791 SYSTEM_VALUE_MAX /**< Number of values */
1792 } gl_system_value;
1793
1794
1795 /**
1796 * The possible interpolation qualifiers that can be applied to a fragment
1797 * shader input in GLSL.
1798 *
1799 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1800 * gl_fragment_program data structure to 0 causes the default behavior.
1801 */
1802 enum glsl_interp_qualifier
1803 {
1804 INTERP_QUALIFIER_NONE = 0,
1805 INTERP_QUALIFIER_SMOOTH,
1806 INTERP_QUALIFIER_FLAT,
1807 INTERP_QUALIFIER_NOPERSPECTIVE
1808 };
1809
1810
1811 /** Vertex and fragment instructions */
1812 struct prog_instruction;
1813 struct gl_program_parameter_list;
1814 struct gl_uniform_list;
1815
1816 /** Post-link transform feedback info. */
1817 struct gl_transform_feedback_info {
1818 unsigned NumOutputs;
1819
1820 struct {
1821 unsigned OutputRegister;
1822 unsigned OutputBuffer;
1823 unsigned NumComponents;
1824 } Outputs[MAX_PROGRAM_OUTPUTS];
1825 };
1826
1827 /**
1828 * Base class for any kind of program object
1829 */
1830 struct gl_program
1831 {
1832 GLuint Id;
1833 GLubyte *String; /**< Null-terminated program text */
1834 GLint RefCount;
1835 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1836 GLenum Format; /**< String encoding format */
1837 GLboolean Resident;
1838
1839 struct prog_instruction *Instructions;
1840
1841 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1842 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1843 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1844 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1845 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1846 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1847 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1848 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1849
1850
1851 /** Named parameters, constants, etc. from program text */
1852 struct gl_program_parameter_list *Parameters;
1853 /** Numbered local parameters */
1854 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1855
1856 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1857 GLubyte SamplerUnits[MAX_SAMPLERS];
1858 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1859 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1860
1861 /** Bitmask of which register files are read/written with indirect
1862 * addressing. Mask of (1 << PROGRAM_x) bits.
1863 */
1864 GLbitfield IndirectRegisterFiles;
1865
1866 /** Logical counts */
1867 /*@{*/
1868 GLuint NumInstructions;
1869 GLuint NumTemporaries;
1870 GLuint NumParameters;
1871 GLuint NumAttributes;
1872 GLuint NumAddressRegs;
1873 GLuint NumAluInstructions;
1874 GLuint NumTexInstructions;
1875 GLuint NumTexIndirections;
1876 /*@}*/
1877 /** Native, actual h/w counts */
1878 /*@{*/
1879 GLuint NumNativeInstructions;
1880 GLuint NumNativeTemporaries;
1881 GLuint NumNativeParameters;
1882 GLuint NumNativeAttributes;
1883 GLuint NumNativeAddressRegs;
1884 GLuint NumNativeAluInstructions;
1885 GLuint NumNativeTexInstructions;
1886 GLuint NumNativeTexIndirections;
1887 /*@}*/
1888 };
1889
1890
1891 /** Vertex program object */
1892 struct gl_vertex_program
1893 {
1894 struct gl_program Base; /**< base class */
1895 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1896 GLboolean IsPositionInvariant;
1897 GLboolean UsesClipDistance;
1898 };
1899
1900
1901 /** Geometry program object */
1902 struct gl_geometry_program
1903 {
1904 struct gl_program Base; /**< base class */
1905
1906 GLint VerticesOut;
1907 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1908 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1909 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1910 };
1911
1912
1913 /** Fragment program object */
1914 struct gl_fragment_program
1915 {
1916 struct gl_program Base; /**< base class */
1917 GLboolean UsesKill; /**< shader uses KIL instruction */
1918 GLboolean OriginUpperLeft;
1919 GLboolean PixelCenterInteger;
1920 enum gl_frag_depth_layout FragDepthLayout;
1921
1922 /**
1923 * GLSL interpolation qualifier associated with each fragment shader input.
1924 * For inputs that do not have an interpolation qualifier specified in
1925 * GLSL, the value is INTERP_QUALIFIER_NONE.
1926 */
1927 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
1928 };
1929
1930
1931 /**
1932 * State common to vertex and fragment programs.
1933 */
1934 struct gl_program_state
1935 {
1936 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1937 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1938 };
1939
1940
1941 /**
1942 * Context state for vertex programs.
1943 */
1944 struct gl_vertex_program_state
1945 {
1946 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1947 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1948 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1949 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1950 /** Computed two sided lighting for fixed function/programs. */
1951 GLboolean _TwoSideEnabled;
1952 struct gl_vertex_program *Current; /**< User-bound vertex program */
1953
1954 /** Currently enabled and valid vertex program (including internal
1955 * programs, user-defined vertex programs and GLSL vertex shaders).
1956 * This is the program we must use when rendering.
1957 */
1958 struct gl_vertex_program *_Current;
1959
1960 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1961
1962 /* For GL_NV_vertex_program only: */
1963 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1964 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1965
1966 /** Should fixed-function T&L be implemented with a vertex prog? */
1967 GLboolean _MaintainTnlProgram;
1968
1969 /** Program to emulate fixed-function T&L (see above) */
1970 struct gl_vertex_program *_TnlProgram;
1971
1972 /** Cache of fixed-function programs */
1973 struct gl_program_cache *Cache;
1974
1975 GLboolean _Overriden;
1976 };
1977
1978
1979 /**
1980 * Context state for geometry programs.
1981 */
1982 struct gl_geometry_program_state
1983 {
1984 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1985 GLboolean _Enabled; /**< Enabled and valid program? */
1986 struct gl_geometry_program *Current; /**< user-bound geometry program */
1987
1988 /** Currently enabled and valid program (including internal programs
1989 * and compiled shader programs).
1990 */
1991 struct gl_geometry_program *_Current;
1992
1993 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1994
1995 /** Cache of fixed-function programs */
1996 struct gl_program_cache *Cache;
1997 };
1998
1999 /**
2000 * Context state for fragment programs.
2001 */
2002 struct gl_fragment_program_state
2003 {
2004 GLboolean Enabled; /**< User-set fragment program enable flag */
2005 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2006 struct gl_fragment_program *Current; /**< User-bound fragment program */
2007
2008 /** Currently enabled and valid fragment program (including internal
2009 * programs, user-defined fragment programs and GLSL fragment shaders).
2010 * This is the program we must use when rendering.
2011 */
2012 struct gl_fragment_program *_Current;
2013
2014 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2015
2016 /** Should fixed-function texturing be implemented with a fragment prog? */
2017 GLboolean _MaintainTexEnvProgram;
2018
2019 /** Program to emulate fixed-function texture env/combine (see above) */
2020 struct gl_fragment_program *_TexEnvProgram;
2021
2022 /** Cache of fixed-function programs */
2023 struct gl_program_cache *Cache;
2024 };
2025
2026
2027 /**
2028 * ATI_fragment_shader runtime state
2029 */
2030 #define ATI_FS_INPUT_PRIMARY 0
2031 #define ATI_FS_INPUT_SECONDARY 1
2032
2033 struct atifs_instruction;
2034 struct atifs_setupinst;
2035
2036 /**
2037 * ATI fragment shader
2038 */
2039 struct ati_fragment_shader
2040 {
2041 GLuint Id;
2042 GLint RefCount;
2043 struct atifs_instruction *Instructions[2];
2044 struct atifs_setupinst *SetupInst[2];
2045 GLfloat Constants[8][4];
2046 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2047 GLubyte numArithInstr[2];
2048 GLubyte regsAssigned[2];
2049 GLubyte NumPasses; /**< 1 or 2 */
2050 GLubyte cur_pass;
2051 GLubyte last_optype;
2052 GLboolean interpinp1;
2053 GLboolean isValid;
2054 GLuint swizzlerq;
2055 };
2056
2057 /**
2058 * Context state for GL_ATI_fragment_shader
2059 */
2060 struct gl_ati_fragment_shader_state
2061 {
2062 GLboolean Enabled;
2063 GLboolean _Enabled; /**< enabled and valid shader? */
2064 GLboolean Compiling;
2065 GLfloat GlobalConstants[8][4];
2066 struct ati_fragment_shader *Current;
2067 };
2068
2069
2070 /**
2071 * Occlusion/timer query object.
2072 */
2073 struct gl_query_object
2074 {
2075 GLenum Target; /**< The query target, when active */
2076 GLuint Id; /**< hash table ID/name */
2077 GLuint64EXT Result; /**< the counter */
2078 GLboolean Active; /**< inside Begin/EndQuery */
2079 GLboolean Ready; /**< result is ready? */
2080 };
2081
2082
2083 /**
2084 * Context state for query objects.
2085 */
2086 struct gl_query_state
2087 {
2088 struct _mesa_HashTable *QueryObjects;
2089 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2090 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2091
2092 /** GL_NV_conditional_render */
2093 struct gl_query_object *CondRenderQuery;
2094
2095 /** GL_EXT_transform_feedback */
2096 struct gl_query_object *PrimitivesGenerated;
2097 struct gl_query_object *PrimitivesWritten;
2098
2099 /** GL_ARB_timer_query */
2100 struct gl_query_object *TimeElapsed;
2101
2102 GLenum CondRenderMode;
2103 };
2104
2105
2106 /** Sync object state */
2107 struct gl_sync_object {
2108 struct simple_node link;
2109 GLenum Type; /**< GL_SYNC_FENCE */
2110 GLuint Name; /**< Fence name */
2111 GLint RefCount; /**< Reference count */
2112 GLboolean DeletePending; /**< Object was deleted while there were still
2113 * live references (e.g., sync not yet finished)
2114 */
2115 GLenum SyncCondition;
2116 GLbitfield Flags; /**< Flags passed to glFenceSync */
2117 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2118 };
2119
2120
2121 /** Set by #pragma directives */
2122 struct gl_sl_pragmas
2123 {
2124 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2125 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2126 GLboolean Optimize; /**< defaults on */
2127 GLboolean Debug; /**< defaults off */
2128 };
2129
2130
2131 /**
2132 * A GLSL vertex or fragment shader object.
2133 */
2134 struct gl_shader
2135 {
2136 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2137 GLuint Name; /**< AKA the handle */
2138 GLint RefCount; /**< Reference count */
2139 GLboolean DeletePending;
2140 GLboolean CompileStatus;
2141 const GLchar *Source; /**< Source code string */
2142 GLuint SourceChecksum; /**< for debug/logging purposes */
2143 struct gl_program *Program; /**< Post-compile assembly code */
2144 GLchar *InfoLog;
2145 struct gl_sl_pragmas Pragmas;
2146
2147 unsigned Version; /**< GLSL version used for linking */
2148
2149 unsigned num_samplers; /**< Number of samplers used by this shader.
2150 * This field is only set post-linking.
2151 */
2152 /**
2153 * Number of uniform components used by this shader.
2154 *
2155 * This field is only set post-linking.
2156 */
2157 unsigned num_uniform_components;
2158
2159 struct exec_list *ir;
2160 struct glsl_symbol_table *symbols;
2161
2162 /** Shaders containing built-in functions that are used for linking. */
2163 struct gl_shader *builtins_to_link[16];
2164 unsigned num_builtins_to_link;
2165 };
2166
2167
2168 /**
2169 * A GLSL program object.
2170 * Basically a linked collection of vertex and fragment shaders.
2171 */
2172 struct gl_shader_program
2173 {
2174 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2175 GLuint Name; /**< aka handle or ID */
2176 GLint RefCount; /**< Reference count */
2177 GLboolean DeletePending;
2178
2179 /**
2180 * Flags that the linker should not reject the program if it lacks
2181 * a vertex or fragment shader. GLES2 doesn't allow separate
2182 * shader objects, and would reject them. However, we internally
2183 * build separate shader objects for fixed function programs, which
2184 * we use for drivers/common/meta.c and for handling
2185 * _mesa_update_state with no program bound (for example in
2186 * glClear()).
2187 */
2188 GLboolean InternalSeparateShader;
2189
2190 GLuint NumShaders; /**< number of attached shaders */
2191 struct gl_shader **Shaders; /**< List of attached the shaders */
2192
2193 /**
2194 * User-defined attribute bindings
2195 *
2196 * These are set via \c glBindAttribLocation and are used to direct the
2197 * GLSL linker. These are \b not the values used in the compiled shader,
2198 * and they are \b not the values returned by \c glGetAttribLocation.
2199 */
2200 struct string_to_uint_map *AttributeBindings;
2201
2202 /**
2203 * User-defined fragment data bindings
2204 *
2205 * These are set via \c glBindFragDataLocation and are used to direct the
2206 * GLSL linker. These are \b not the values used in the compiled shader,
2207 * and they are \b not the values returned by \c glGetFragDataLocation.
2208 */
2209 struct string_to_uint_map *FragDataBindings;
2210
2211 /** Transform feedback varyings */
2212 struct {
2213 GLenum BufferMode;
2214 GLuint NumVarying;
2215 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2216 } TransformFeedback;
2217
2218 /** Post-link transform feedback info. */
2219 struct gl_transform_feedback_info LinkedTransformFeedback;
2220
2221 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2222 enum gl_frag_depth_layout FragDepthLayout;
2223
2224 /** Geometry shader state - copied into gl_geometry_program at link time */
2225 struct {
2226 GLint VerticesOut;
2227 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2228 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2229 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2230 } Geom;
2231
2232 /** Vertex shader state - copied into gl_vertex_program at link time */
2233 struct {
2234 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2235 } Vert;
2236
2237 /* post-link info: */
2238 unsigned NumUserUniformStorage;
2239 struct gl_uniform_storage *UniformStorage;
2240
2241 /**
2242 * Map of active uniform names to locations
2243 *
2244 * Maps any active uniform that is not an array element to a location.
2245 * Each active uniform, including individual structure members will appear
2246 * in this map. This roughly corresponds to the set of names that would be
2247 * enumerated by \c glGetActiveUniform.
2248 */
2249 struct string_to_uint_map *UniformHash;
2250
2251 /**
2252 * Map from sampler unit to texture unit (set by glUniform1i())
2253 *
2254 * A sampler unit is associated with each sampler uniform by the linker.
2255 * The sampler unit associated with each uniform is stored in the
2256 * \c gl_uniform_storage::sampler field.
2257 */
2258 GLubyte SamplerUnits[MAX_SAMPLERS];
2259 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2260 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2261
2262 struct gl_program_parameter_list *Varying;
2263 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2264 GLboolean Validated;
2265 GLboolean _Used; /**< Ever used for drawing? */
2266 GLchar *InfoLog;
2267
2268 unsigned Version; /**< GLSL version used for linking */
2269
2270 /**
2271 * Per-stage shaders resulting from the first stage of linking.
2272 *
2273 * Set of linked shaders for this program. The array is accessed using the
2274 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2275 * \c NULL.
2276 */
2277 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2278 };
2279
2280
2281 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2282 #define GLSL_LOG 0x2 /**< Write shaders to files */
2283 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2284 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2285 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2286 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2287 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2288 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2289
2290
2291 /**
2292 * Context state for GLSL vertex/fragment shaders.
2293 */
2294 struct gl_shader_state
2295 {
2296 /**
2297 * Programs used for rendering
2298 *
2299 * There is a separate program set for each shader stage. If
2300 * GL_EXT_separate_shader_objects is not supported, each of these must point
2301 * to \c NULL or to the same program.
2302 */
2303 struct gl_shader_program *CurrentVertexProgram;
2304 struct gl_shader_program *CurrentGeometryProgram;
2305 struct gl_shader_program *CurrentFragmentProgram;
2306
2307 /**
2308 * Program used by glUniform calls.
2309 *
2310 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2311 */
2312 struct gl_shader_program *ActiveProgram;
2313
2314 GLbitfield Flags; /**< Mask of GLSL_x flags */
2315 };
2316
2317 /**
2318 * Compiler options for a single GLSL shaders type
2319 */
2320 struct gl_shader_compiler_options
2321 {
2322 /** Driver-selectable options: */
2323 GLboolean EmitCondCodes; /**< Use condition codes? */
2324 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2325 GLboolean EmitNoLoops;
2326 GLboolean EmitNoFunctions;
2327 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2328 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2329 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2330 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2331 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2332
2333 /**
2334 * \name Forms of indirect addressing the driver cannot do.
2335 */
2336 /*@{*/
2337 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2338 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2339 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2340 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2341 /*@}*/
2342
2343 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2344 GLuint MaxUnrollIterations;
2345
2346 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2347 };
2348
2349 /**
2350 * Transform feedback object state
2351 */
2352 struct gl_transform_feedback_object
2353 {
2354 GLuint Name; /**< AKA the object ID */
2355 GLint RefCount;
2356 GLboolean Active; /**< Is transform feedback enabled? */
2357 GLboolean Paused; /**< Is transform feedback paused? */
2358 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
2359 at least once? */
2360
2361 /** The feedback buffers */
2362 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2363 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2364
2365 /** Start of feedback data in dest buffer */
2366 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2367 /** Max data to put into dest buffer (in bytes) */
2368 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2369 };
2370
2371
2372 /**
2373 * Context state for transform feedback.
2374 */
2375 struct gl_transform_feedback
2376 {
2377 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2378
2379 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2380
2381 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2382 struct gl_buffer_object *CurrentBuffer;
2383
2384 /** The table of all transform feedback objects */
2385 struct _mesa_HashTable *Objects;
2386
2387 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2388 struct gl_transform_feedback_object *CurrentObject;
2389
2390 /** The default xform-fb object (Name==0) */
2391 struct gl_transform_feedback_object *DefaultObject;
2392 };
2393
2394
2395
2396 /**
2397 * State which can be shared by multiple contexts:
2398 */
2399 struct gl_shared_state
2400 {
2401 _glthread_Mutex Mutex; /**< for thread safety */
2402 GLint RefCount; /**< Reference count */
2403 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2404 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2405
2406 /** Default texture objects (shared by all texture units) */
2407 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2408
2409 /** Fallback texture used when a bound texture is incomplete */
2410 struct gl_texture_object *FallbackTex;
2411
2412 /**
2413 * \name Thread safety and statechange notification for texture
2414 * objects.
2415 *
2416 * \todo Improve the granularity of locking.
2417 */
2418 /*@{*/
2419 _glthread_Mutex TexMutex; /**< texobj thread safety */
2420 GLuint TextureStateStamp; /**< state notification for shared tex */
2421 /*@}*/
2422
2423 /** Default buffer object for vertex arrays that aren't in VBOs */
2424 struct gl_buffer_object *NullBufferObj;
2425
2426 /**
2427 * \name Vertex/geometry/fragment programs
2428 */
2429 /*@{*/
2430 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2431 struct gl_vertex_program *DefaultVertexProgram;
2432 struct gl_fragment_program *DefaultFragmentProgram;
2433 struct gl_geometry_program *DefaultGeometryProgram;
2434 /*@}*/
2435
2436 /* GL_ATI_fragment_shader */
2437 struct _mesa_HashTable *ATIShaders;
2438 struct ati_fragment_shader *DefaultFragmentShader;
2439
2440 struct _mesa_HashTable *BufferObjects;
2441
2442 /** Table of both gl_shader and gl_shader_program objects */
2443 struct _mesa_HashTable *ShaderObjects;
2444
2445 /* GL_EXT_framebuffer_object */
2446 struct _mesa_HashTable *RenderBuffers;
2447 struct _mesa_HashTable *FrameBuffers;
2448
2449 /* GL_ARB_sync */
2450 struct simple_node SyncObjects;
2451
2452 /** GL_ARB_sampler_objects */
2453 struct _mesa_HashTable *SamplerObjects;
2454
2455 void *DriverData; /**< Device driver shared state */
2456 };
2457
2458
2459
2460
2461 /**
2462 * A renderbuffer stores colors or depth values or stencil values.
2463 * A framebuffer object will have a collection of these.
2464 * Data are read/written to the buffer with a handful of Get/Put functions.
2465 *
2466 * Instances of this object are allocated with the Driver's NewRenderbuffer
2467 * hook. Drivers will likely wrap this class inside a driver-specific
2468 * class to simulate inheritance.
2469 */
2470 struct gl_renderbuffer
2471 {
2472 _glthread_Mutex Mutex; /**< for thread safety */
2473 GLuint ClassID; /**< Useful for drivers */
2474 GLuint Name;
2475 GLint RefCount;
2476 GLuint Width, Height;
2477 GLint RowStride; /**< Padded width in units of pixels */
2478 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2479
2480 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2481
2482 GLubyte NumSamples;
2483
2484 GLenum InternalFormat; /**< The user-specified format */
2485 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2486 GL_STENCIL_INDEX. */
2487 gl_format Format; /**< The actual renderbuffer memory format */
2488
2489 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2490 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2491
2492 /* Used to wrap one renderbuffer around another: */
2493 struct gl_renderbuffer *Wrapped;
2494
2495 /* Delete this renderbuffer */
2496 void (*Delete)(struct gl_renderbuffer *rb);
2497
2498 /* Allocate new storage for this renderbuffer */
2499 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2500 GLenum internalFormat,
2501 GLuint width, GLuint height);
2502
2503 /* Lock/Unlock are called before/after calling the Get/Put functions.
2504 * Not sure this is the right place for these yet.
2505 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2506 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2507 */
2508
2509 /* Return a pointer to the element/pixel at (x,y).
2510 * Should return NULL if the buffer memory can't be directly addressed.
2511 */
2512 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2513 GLint x, GLint y);
2514
2515 /* Get/Read a row of values.
2516 * The values will be of format _BaseFormat and type DataType.
2517 */
2518 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2519 GLint x, GLint y, void *values);
2520
2521 /* Get/Read values at arbitrary locations.
2522 * The values will be of format _BaseFormat and type DataType.
2523 */
2524 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2525 const GLint x[], const GLint y[], void *values);
2526
2527 /* Put/Write a row of values.
2528 * The values will be of format _BaseFormat and type DataType.
2529 */
2530 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2531 GLint x, GLint y, const void *values, const GLubyte *mask);
2532
2533 /* Put/Write a row of RGB values. This is a special-case routine that's
2534 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2535 * a common case for glDrawPixels and some triangle routines.
2536 * The values will be of format GL_RGB and type DataType.
2537 */
2538 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2539 GLint x, GLint y, const void *values, const GLubyte *mask);
2540
2541
2542 /* Put/Write a row of identical values.
2543 * The values will be of format _BaseFormat and type DataType.
2544 */
2545 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2546 GLint x, GLint y, const void *value, const GLubyte *mask);
2547
2548 /* Put/Write values at arbitrary locations.
2549 * The values will be of format _BaseFormat and type DataType.
2550 */
2551 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2552 const GLint x[], const GLint y[], const void *values,
2553 const GLubyte *mask);
2554 /* Put/Write identical values at arbitrary locations.
2555 * The values will be of format _BaseFormat and type DataType.
2556 */
2557 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2558 GLuint count, const GLint x[], const GLint y[],
2559 const void *value, const GLubyte *mask);
2560 };
2561
2562
2563 /**
2564 * A renderbuffer attachment points to either a texture object (and specifies
2565 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2566 */
2567 struct gl_renderbuffer_attachment
2568 {
2569 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2570 GLboolean Complete;
2571
2572 /**
2573 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2574 * application supplied renderbuffer object.
2575 */
2576 struct gl_renderbuffer *Renderbuffer;
2577
2578 /**
2579 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2580 * supplied texture object.
2581 */
2582 struct gl_texture_object *Texture;
2583 GLuint TextureLevel; /**< Attached mipmap level. */
2584 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2585 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2586 * and 2D array textures */
2587 };
2588
2589
2590 /**
2591 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2592 * In C++ terms, think of this as a base class from which device drivers
2593 * will make derived classes.
2594 */
2595 struct gl_framebuffer
2596 {
2597 _glthread_Mutex Mutex; /**< for thread safety */
2598 /**
2599 * If zero, this is a window system framebuffer. If non-zero, this
2600 * is a FBO framebuffer; note that for some devices (i.e. those with
2601 * a natural pixel coordinate system for FBOs that differs from the
2602 * OpenGL/Mesa coordinate system), this means that the viewport,
2603 * polygon face orientation, and polygon stipple will have to be inverted.
2604 */
2605 GLuint Name;
2606
2607 GLint RefCount;
2608 GLboolean DeletePending;
2609
2610 /**
2611 * The framebuffer's visual. Immutable if this is a window system buffer.
2612 * Computed from attachments if user-made FBO.
2613 */
2614 struct gl_config Visual;
2615
2616 GLboolean Initialized;
2617
2618 GLuint Width, Height; /**< size of frame buffer in pixels */
2619
2620 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2621 /*@{*/
2622 GLint _Xmin, _Xmax; /**< inclusive */
2623 GLint _Ymin, _Ymax; /**< exclusive */
2624 /*@}*/
2625
2626 /** \name Derived Z buffer stuff */
2627 /*@{*/
2628 GLuint _DepthMax; /**< Max depth buffer value */
2629 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2630 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2631 /*@}*/
2632
2633 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2634 GLenum _Status;
2635
2636 /** Integer color values */
2637 GLboolean _IntegerColor;
2638
2639 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2640 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2641
2642 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2643 * attribute group and GL_PIXEL attribute group, respectively.
2644 */
2645 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2646 GLenum ColorReadBuffer;
2647
2648 /** Computed from ColorDraw/ReadBuffer above */
2649 GLuint _NumColorDrawBuffers;
2650 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2651 GLint _ColorReadBufferIndex; /* -1 = None */
2652 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2653 struct gl_renderbuffer *_ColorReadBuffer;
2654
2655 /** Wrappers to make combined depth/stencil buffers look like separate
2656 * buffers. Only used by swrast. Will be removed in the future.
2657 */
2658 struct gl_renderbuffer *_DepthBuffer;
2659 struct gl_renderbuffer *_StencilBuffer;
2660
2661 /** Delete this framebuffer */
2662 void (*Delete)(struct gl_framebuffer *fb);
2663 };
2664
2665
2666 /**
2667 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2668 */
2669 struct gl_precision
2670 {
2671 GLushort RangeMin; /**< min value exponent */
2672 GLushort RangeMax; /**< max value exponent */
2673 GLushort Precision; /**< number of mantissa bits */
2674 };
2675
2676
2677 /**
2678 * Limits for vertex, geometry and fragment programs/shaders.
2679 */
2680 struct gl_program_constants
2681 {
2682 /* logical limits */
2683 GLuint MaxInstructions;
2684 GLuint MaxAluInstructions;
2685 GLuint MaxTexInstructions;
2686 GLuint MaxTexIndirections;
2687 GLuint MaxAttribs;
2688 GLuint MaxTemps;
2689 GLuint MaxAddressRegs;
2690 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2691 GLuint MaxParameters;
2692 GLuint MaxLocalParams;
2693 GLuint MaxEnvParams;
2694 /* native/hardware limits */
2695 GLuint MaxNativeInstructions;
2696 GLuint MaxNativeAluInstructions;
2697 GLuint MaxNativeTexInstructions;
2698 GLuint MaxNativeTexIndirections;
2699 GLuint MaxNativeAttribs;
2700 GLuint MaxNativeTemps;
2701 GLuint MaxNativeAddressRegs;
2702 GLuint MaxNativeParameters;
2703 /* For shaders */
2704 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2705 /* ES 2.0 and GL_ARB_ES2_compatibility */
2706 struct gl_precision LowFloat, MediumFloat, HighFloat;
2707 struct gl_precision LowInt, MediumInt, HighInt;
2708 };
2709
2710
2711 /**
2712 * Constants which may be overridden by device driver during context creation
2713 * but are never changed after that.
2714 */
2715 struct gl_constants
2716 {
2717 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2718 GLint MaxTextureLevels; /**< Max mipmap levels. */
2719 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2720 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2721 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2722 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2723 GLuint MaxTextureCoordUnits;
2724 GLuint MaxTextureImageUnits;
2725 GLuint MaxVertexTextureImageUnits;
2726 GLuint MaxCombinedTextureImageUnits;
2727 GLuint MaxGeometryTextureImageUnits;
2728 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2729 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2730 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2731 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2732
2733 GLuint MaxArrayLockSize;
2734
2735 GLint SubPixelBits;
2736
2737 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2738 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2739 GLfloat PointSizeGranularity;
2740 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2741 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2742 GLfloat LineWidthGranularity;
2743
2744 GLuint MaxColorTableSize;
2745
2746 GLuint MaxClipPlanes;
2747 GLuint MaxLights;
2748 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2749 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2750
2751 GLuint MaxViewportWidth, MaxViewportHeight;
2752
2753 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2754 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2755 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2756 GLuint MaxProgramMatrices;
2757 GLuint MaxProgramMatrixStackDepth;
2758
2759 /** vertex array / buffer object bounds checking */
2760 GLboolean CheckArrayBounds;
2761
2762 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2763
2764 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2765 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2766 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2767
2768 /** Number of varying vectors between vertex and fragment shaders */
2769 GLuint MaxVarying;
2770 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2771 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2772
2773 /** GL_ARB_geometry_shader4 */
2774 GLuint MaxGeometryOutputVertices;
2775 GLuint MaxGeometryTotalOutputComponents;
2776
2777 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2778
2779 /**
2780 * Does the driver support real 32-bit integers? (Otherwise, integers are
2781 * simulated via floats.)
2782 */
2783 GLboolean NativeIntegers;
2784
2785 /**
2786 * If the driver supports real 32-bit integers, what integer value should be
2787 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2788 */
2789 GLuint UniformBooleanTrue;
2790
2791 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2792 GLbitfield SupportedBumpUnits;
2793
2794 /**
2795 * Maximum amount of time, measured in nanseconds, that the server can wait.
2796 */
2797 GLuint64 MaxServerWaitTimeout;
2798
2799 /** GL_EXT_provoking_vertex */
2800 GLboolean QuadsFollowProvokingVertexConvention;
2801
2802 /** OpenGL version 3.0 */
2803 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2804
2805 /** OpenGL version 3.2 */
2806 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2807
2808 /** GL_EXT_transform_feedback */
2809 GLuint MaxTransformFeedbackSeparateAttribs;
2810 GLuint MaxTransformFeedbackSeparateComponents;
2811 GLuint MaxTransformFeedbackInterleavedComponents;
2812
2813 /** GL_EXT_gpu_shader4 */
2814 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2815
2816 /* GL_EXT_framebuffer_sRGB */
2817 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2818
2819 /* GL_ARB_robustness */
2820 GLenum ResetStrategy;
2821
2822 /**
2823 * Whether the implementation strips out and ignores texture borders.
2824 *
2825 * Many GPU hardware implementations don't support rendering with texture
2826 * borders and mipmapped textures. (Note: not static border color, but the
2827 * old 1-pixel border around each edge). Implementations then have to do
2828 * slow fallbacks to be correct, or just ignore the border and be fast but
2829 * wrong. Setting the flag stripts the border off of TexImage calls,
2830 * providing "fast but wrong" at significantly reduced driver complexity.
2831 *
2832 * Texture borders are deprecated in GL 3.0.
2833 **/
2834 GLboolean StripTextureBorder;
2835
2836 /**
2837 * For drivers which can do a better job at eliminating unused varyings
2838 * and uniforms than the GLSL compiler.
2839 *
2840 * XXX Remove these as soon as a better solution is available.
2841 */
2842 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2843 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2844 };
2845
2846
2847 /**
2848 * Enable flag for each OpenGL extension. Different device drivers will
2849 * enable different extensions at runtime.
2850 */
2851 struct gl_extensions
2852 {
2853 GLboolean dummy; /* don't remove this! */
2854 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2855 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2856 GLboolean ARB_ES2_compatibility;
2857 GLboolean ARB_blend_func_extended;
2858 GLboolean ARB_color_buffer_float;
2859 GLboolean ARB_conservative_depth;
2860 GLboolean ARB_copy_buffer;
2861 GLboolean ARB_depth_buffer_float;
2862 GLboolean ARB_depth_clamp;
2863 GLboolean ARB_depth_texture;
2864 GLboolean ARB_draw_buffers_blend;
2865 GLboolean ARB_draw_elements_base_vertex;
2866 GLboolean ARB_draw_instanced;
2867 GLboolean ARB_fragment_coord_conventions;
2868 GLboolean ARB_fragment_program;
2869 GLboolean ARB_fragment_program_shadow;
2870 GLboolean ARB_fragment_shader;
2871 GLboolean ARB_framebuffer_object;
2872 GLboolean ARB_explicit_attrib_location;
2873 GLboolean ARB_geometry_shader4;
2874 GLboolean ARB_half_float_pixel;
2875 GLboolean ARB_half_float_vertex;
2876 GLboolean ARB_instanced_arrays;
2877 GLboolean ARB_map_buffer_range;
2878 GLboolean ARB_occlusion_query;
2879 GLboolean ARB_occlusion_query2;
2880 GLboolean ARB_point_sprite;
2881 GLboolean ARB_sampler_objects;
2882 GLboolean ARB_seamless_cube_map;
2883 GLboolean ARB_shader_objects;
2884 GLboolean ARB_shader_stencil_export;
2885 GLboolean ARB_shader_texture_lod;
2886 GLboolean ARB_shading_language_100;
2887 GLboolean ARB_shadow;
2888 GLboolean ARB_shadow_ambient;
2889 GLboolean ARB_sync;
2890 GLboolean ARB_texture_border_clamp;
2891 GLboolean ARB_texture_buffer_object;
2892 GLboolean ARB_texture_compression_rgtc;
2893 GLboolean ARB_texture_cube_map;
2894 GLboolean ARB_texture_env_combine;
2895 GLboolean ARB_texture_env_crossbar;
2896 GLboolean ARB_texture_env_dot3;
2897 GLboolean ARB_texture_float;
2898 GLboolean ARB_texture_multisample;
2899 GLboolean ARB_texture_non_power_of_two;
2900 GLboolean ARB_texture_rg;
2901 GLboolean ARB_texture_rgb10_a2ui;
2902 GLboolean ARB_texture_storage;
2903 GLboolean ARB_timer_query;
2904 GLboolean ARB_transform_feedback2;
2905 GLboolean ARB_transpose_matrix;
2906 GLboolean ARB_uniform_buffer_object;
2907 GLboolean ARB_vertex_array_object;
2908 GLboolean ARB_vertex_program;
2909 GLboolean ARB_vertex_shader;
2910 GLboolean ARB_vertex_type_2_10_10_10_rev;
2911 GLboolean ARB_window_pos;
2912 GLboolean EXT_blend_color;
2913 GLboolean EXT_blend_equation_separate;
2914 GLboolean EXT_blend_func_separate;
2915 GLboolean EXT_blend_minmax;
2916 GLboolean EXT_clip_volume_hint;
2917 GLboolean EXT_compiled_vertex_array;
2918 GLboolean EXT_depth_bounds_test;
2919 GLboolean EXT_draw_buffers2;
2920 GLboolean EXT_draw_range_elements;
2921 GLboolean EXT_fog_coord;
2922 GLboolean EXT_framebuffer_blit;
2923 GLboolean EXT_framebuffer_multisample;
2924 GLboolean EXT_framebuffer_object;
2925 GLboolean EXT_framebuffer_sRGB;
2926 GLboolean EXT_gpu_program_parameters;
2927 GLboolean EXT_gpu_shader4;
2928 GLboolean EXT_packed_depth_stencil;
2929 GLboolean EXT_packed_float;
2930 GLboolean EXT_packed_pixels;
2931 GLboolean EXT_pixel_buffer_object;
2932 GLboolean EXT_point_parameters;
2933 GLboolean EXT_provoking_vertex;
2934 GLboolean EXT_rescale_normal;
2935 GLboolean EXT_shadow_funcs;
2936 GLboolean EXT_secondary_color;
2937 GLboolean EXT_separate_shader_objects;
2938 GLboolean EXT_separate_specular_color;
2939 GLboolean EXT_stencil_two_side;
2940 GLboolean EXT_texture3D;
2941 GLboolean EXT_texture_array;
2942 GLboolean EXT_texture_compression_latc;
2943 GLboolean EXT_texture_compression_s3tc;
2944 GLboolean EXT_texture_env_dot3;
2945 GLboolean EXT_texture_filter_anisotropic;
2946 GLboolean EXT_texture_integer;
2947 GLboolean EXT_texture_mirror_clamp;
2948 GLboolean EXT_texture_shared_exponent;
2949 GLboolean EXT_texture_snorm;
2950 GLboolean EXT_texture_sRGB;
2951 GLboolean EXT_texture_sRGB_decode;
2952 GLboolean EXT_texture_swizzle;
2953 GLboolean EXT_transform_feedback;
2954 GLboolean EXT_timer_query;
2955 GLboolean EXT_vertex_array_bgra;
2956 GLboolean OES_standard_derivatives;
2957 /* vendor extensions */
2958 GLboolean AMD_seamless_cubemap_per_texture;
2959 GLboolean APPLE_packed_pixels;
2960 GLboolean APPLE_vertex_array_object;
2961 GLboolean APPLE_object_purgeable;
2962 GLboolean ATI_envmap_bumpmap;
2963 GLboolean ATI_texture_compression_3dc;
2964 GLboolean ATI_texture_mirror_once;
2965 GLboolean ATI_texture_env_combine3;
2966 GLboolean ATI_fragment_shader;
2967 GLboolean ATI_separate_stencil;
2968 GLboolean IBM_rasterpos_clip;
2969 GLboolean IBM_multimode_draw_arrays;
2970 GLboolean MESA_pack_invert;
2971 GLboolean MESA_resize_buffers;
2972 GLboolean MESA_ycbcr_texture;
2973 GLboolean MESA_texture_array;
2974 GLboolean NV_blend_square;
2975 GLboolean NV_conditional_render;
2976 GLboolean NV_fog_distance;
2977 GLboolean NV_fragment_program;
2978 GLboolean NV_fragment_program_option;
2979 GLboolean NV_light_max_exponent;
2980 GLboolean NV_point_sprite;
2981 GLboolean NV_primitive_restart;
2982 GLboolean NV_texture_barrier;
2983 GLboolean NV_texgen_reflection;
2984 GLboolean NV_texture_env_combine4;
2985 GLboolean NV_texture_rectangle;
2986 GLboolean NV_vertex_program;
2987 GLboolean NV_vertex_program1_1;
2988 GLboolean SGIS_texture_lod;
2989 GLboolean TDFX_texture_compression_FXT1;
2990 GLboolean S3_s3tc;
2991 GLboolean OES_EGL_image;
2992 GLboolean OES_draw_texture;
2993 GLboolean OES_EGL_image_external;
2994 GLboolean OES_compressed_ETC1_RGB8_texture;
2995 GLboolean extension_sentinel;
2996 /** The extension string */
2997 const GLubyte *String;
2998 /** Number of supported extensions */
2999 GLuint Count;
3000 };
3001
3002
3003 /**
3004 * A stack of matrices (projection, modelview, color, texture, etc).
3005 */
3006 struct gl_matrix_stack
3007 {
3008 GLmatrix *Top; /**< points into Stack */
3009 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3010 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3011 GLuint MaxDepth; /**< size of Stack[] array */
3012 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3013 };
3014
3015
3016 /**
3017 * \name Bits for image transfer operations
3018 * \sa __struct gl_contextRec::ImageTransferState.
3019 */
3020 /*@{*/
3021 #define IMAGE_SCALE_BIAS_BIT 0x1
3022 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3023 #define IMAGE_MAP_COLOR_BIT 0x4
3024 #define IMAGE_CLAMP_BIT 0x800
3025
3026
3027 /** Pixel Transfer ops */
3028 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3029 IMAGE_SHIFT_OFFSET_BIT | \
3030 IMAGE_MAP_COLOR_BIT)
3031
3032 /**
3033 * \name Bits to indicate what state has changed.
3034 */
3035 /*@{*/
3036 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3037 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3038 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3039 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3040 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3041 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3042 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3043 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3044 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3045 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3046 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3047 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3048 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3049 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3050 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3051 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3052 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3053 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3054 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3055 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3056 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3057 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3058 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3059 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3060 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3061 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3062 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3063 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3064 #define _NEW_BUFFER_OBJECT (1 << 28)
3065 #define _NEW_FRAG_CLAMP (1 << 29)
3066 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3067 #define _NEW_ALL ~0
3068 /*@}*/
3069
3070
3071 /**
3072 * \name A bunch of flags that we think might be useful to drivers.
3073 *
3074 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3075 */
3076 /*@{*/
3077 #define DD_FLATSHADE 0x1
3078 #define DD_SEPARATE_SPECULAR 0x2
3079 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3080 #define DD_TRI_LIGHT_TWOSIDE 0x8
3081 #define DD_TRI_UNFILLED 0x10
3082 #define DD_TRI_SMOOTH 0x20
3083 #define DD_TRI_STIPPLE 0x40
3084 #define DD_TRI_OFFSET 0x80
3085 #define DD_LINE_SMOOTH 0x100
3086 #define DD_LINE_STIPPLE 0x200
3087 #define DD_POINT_SMOOTH 0x400
3088 #define DD_POINT_ATTEN 0x800
3089 #define DD_TRI_TWOSTENCIL 0x1000
3090 /*@}*/
3091
3092
3093 /**
3094 * \name Define the state changes under which each of these bits might change
3095 */
3096 /*@{*/
3097 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3098 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3099 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3100 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3101 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3102 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3103 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3104 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3105 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3106 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3107 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3108 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3109 #define _DD_NEW_POINT_SIZE _NEW_POINT
3110 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3111 /*@}*/
3112
3113
3114 /**
3115 * Composite state flags
3116 */
3117 /*@{*/
3118 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3119 _NEW_TEXTURE | \
3120 _NEW_POINT | \
3121 _NEW_PROGRAM | \
3122 _NEW_MODELVIEW)
3123 /*@}*/
3124
3125
3126
3127
3128 /* This has to be included here. */
3129 #include "dd.h"
3130
3131
3132 /**
3133 * Display list flags.
3134 * Strictly this is a tnl-private concept, but it doesn't seem
3135 * worthwhile adding a tnl private structure just to hold this one bit
3136 * of information:
3137 */
3138 #define DLIST_DANGLING_REFS 0x1
3139
3140
3141 /** Opaque declaration of display list payload data type */
3142 union gl_dlist_node;
3143
3144
3145 /**
3146 * Provide a location where information about a display list can be
3147 * collected. Could be extended with driverPrivate structures,
3148 * etc. in the future.
3149 */
3150 struct gl_display_list
3151 {
3152 GLuint Name;
3153 GLbitfield Flags; /**< DLIST_x flags */
3154 /** The dlist commands are in a linked list of nodes */
3155 union gl_dlist_node *Head;
3156 };
3157
3158
3159 /**
3160 * State used during display list compilation and execution.
3161 */
3162 struct gl_dlist_state
3163 {
3164 GLuint CallDepth; /**< Current recursion calling depth */
3165
3166 struct gl_display_list *CurrentList; /**< List currently being compiled */
3167 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3168 GLuint CurrentPos; /**< Index into current block of nodes */
3169
3170 GLvertexformat ListVtxfmt;
3171
3172 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3173 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3174
3175 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3176 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3177
3178 GLubyte ActiveIndex;
3179 GLfloat CurrentIndex;
3180
3181 GLubyte ActiveEdgeFlag;
3182 GLboolean CurrentEdgeFlag;
3183
3184 struct {
3185 /* State known to have been set by the currently-compiling display
3186 * list. Used to eliminate some redundant state changes.
3187 */
3188 GLenum ShadeModel;
3189 } Current;
3190 };
3191
3192
3193 /**
3194 * Enum for the OpenGL APIs we know about and may support.
3195 */
3196 typedef enum
3197 {
3198 API_OPENGL,
3199 API_OPENGLES,
3200 API_OPENGLES2
3201 } gl_api;
3202
3203
3204 /**
3205 * Mesa rendering context.
3206 *
3207 * This is the central context data structure for Mesa. Almost all
3208 * OpenGL state is contained in this structure.
3209 * Think of this as a base class from which device drivers will derive
3210 * sub classes.
3211 *
3212 * The struct gl_context typedef names this structure.
3213 */
3214 struct gl_context
3215 {
3216 /** State possibly shared with other contexts in the address space */
3217 struct gl_shared_state *Shared;
3218
3219 /** \name API function pointer tables */
3220 /*@{*/
3221 gl_api API;
3222 struct _glapi_table *Save; /**< Display list save functions */
3223 struct _glapi_table *Exec; /**< Execute functions */
3224 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3225 /*@}*/
3226
3227 struct gl_config Visual;
3228 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3229 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3230 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3231 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3232
3233 /**
3234 * Device driver function pointer table
3235 */
3236 struct dd_function_table Driver;
3237
3238 void *DriverCtx; /**< Points to device driver context/state */
3239
3240 /** Core/Driver constants */
3241 struct gl_constants Const;
3242
3243 /** \name The various 4x4 matrix stacks */
3244 /*@{*/
3245 struct gl_matrix_stack ModelviewMatrixStack;
3246 struct gl_matrix_stack ProjectionMatrixStack;
3247 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3248 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3249 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3250 /*@}*/
3251
3252 /** Combined modelview and projection matrix */
3253 GLmatrix _ModelProjectMatrix;
3254
3255 /** \name Display lists */
3256 struct gl_dlist_state ListState;
3257
3258 GLboolean ExecuteFlag; /**< Execute GL commands? */
3259 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3260
3261 /** Extension information */
3262 struct gl_extensions Extensions;
3263
3264 /** Version info */
3265 GLuint VersionMajor, VersionMinor;
3266 char *VersionString;
3267
3268 /** \name State attribute stack (for glPush/PopAttrib) */
3269 /*@{*/
3270 GLuint AttribStackDepth;
3271 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3272 /*@}*/
3273
3274 /** \name Renderer attribute groups
3275 *
3276 * We define a struct for each attribute group to make pushing and popping
3277 * attributes easy. Also it's a good organization.
3278 */
3279 /*@{*/
3280 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3281 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3282 struct gl_current_attrib Current; /**< Current attributes */
3283 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3284 struct gl_eval_attrib Eval; /**< Eval attributes */
3285 struct gl_fog_attrib Fog; /**< Fog attributes */
3286 struct gl_hint_attrib Hint; /**< Hint attributes */
3287 struct gl_light_attrib Light; /**< Light attributes */
3288 struct gl_line_attrib Line; /**< Line attributes */
3289 struct gl_list_attrib List; /**< List attributes */
3290 struct gl_multisample_attrib Multisample;
3291 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3292 struct gl_point_attrib Point; /**< Point attributes */
3293 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3294 GLuint PolygonStipple[32]; /**< Polygon stipple */
3295 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3296 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3297 struct gl_texture_attrib Texture; /**< Texture attributes */
3298 struct gl_transform_attrib Transform; /**< Transformation attributes */
3299 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3300 /*@}*/
3301
3302 /** \name Client attribute stack */
3303 /*@{*/
3304 GLuint ClientAttribStackDepth;
3305 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3306 /*@}*/
3307
3308 /** \name Client attribute groups */
3309 /*@{*/
3310 struct gl_array_attrib Array; /**< Vertex arrays */
3311 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3312 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3313 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3314 /*@}*/
3315
3316 /** \name Other assorted state (not pushed/popped on attribute stack) */
3317 /*@{*/
3318 struct gl_pixelmaps PixelMaps;
3319
3320 struct gl_evaluators EvalMap; /**< All evaluators */
3321 struct gl_feedback Feedback; /**< Feedback */
3322 struct gl_selection Select; /**< Selection */
3323
3324 struct gl_program_state Program; /**< general program state */
3325 struct gl_vertex_program_state VertexProgram;
3326 struct gl_fragment_program_state FragmentProgram;
3327 struct gl_geometry_program_state GeometryProgram;
3328 struct gl_ati_fragment_shader_state ATIFragmentShader;
3329
3330 struct gl_shader_state Shader; /**< GLSL shader object state */
3331 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3332
3333 struct gl_query_state Query; /**< occlusion, timer queries */
3334
3335 struct gl_transform_feedback TransformFeedback;
3336
3337 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3338 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3339 /*@}*/
3340
3341 struct gl_meta_state *Meta; /**< for "meta" operations */
3342
3343 /* GL_EXT_framebuffer_object */
3344 struct gl_renderbuffer *CurrentRenderbuffer;
3345
3346 GLenum ErrorValue; /**< Last error code */
3347
3348 /* GL_ARB_robustness */
3349 GLenum ResetStatus;
3350
3351 /**
3352 * Recognize and silence repeated error debug messages in buggy apps.
3353 */
3354 const char *ErrorDebugFmtString;
3355 GLuint ErrorDebugCount;
3356
3357 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3358 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3359
3360 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3361
3362 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3363
3364 /** \name Derived state */
3365 /*@{*/
3366 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3367 * state validation so they need to always be current.
3368 */
3369 GLbitfield _TriangleCaps;
3370 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3371 GLfloat _EyeZDir[3];
3372 GLfloat _ModelViewInvScale;
3373 GLboolean _NeedEyeCoords;
3374 GLboolean _ForceEyeCoords;
3375
3376 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3377
3378 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3379 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3380 /**@}*/
3381
3382 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3383
3384 /** \name For debugging/development only */
3385 /*@{*/
3386 GLboolean FirstTimeCurrent;
3387 /*@}*/
3388
3389 /** software compression/decompression supported or not */
3390 GLboolean Mesa_DXTn;
3391
3392 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3393
3394 /**
3395 * Use dp4 (rather than mul/mad) instructions for position
3396 * transformation?
3397 */
3398 GLboolean mvp_with_dp4;
3399
3400 /**
3401 * \name Hooks for module contexts.
3402 *
3403 * These will eventually live in the driver or elsewhere.
3404 */
3405 /*@{*/
3406 void *swrast_context;
3407 void *swsetup_context;
3408 void *swtnl_context;
3409 void *swtnl_im;
3410 struct st_context *st;
3411 void *aelt_context;
3412 /*@}*/
3413 };
3414
3415
3416 #ifdef DEBUG
3417 extern int MESA_VERBOSE;
3418 extern int MESA_DEBUG_FLAGS;
3419 # define MESA_FUNCTION __FUNCTION__
3420 #else
3421 # define MESA_VERBOSE 0
3422 # define MESA_DEBUG_FLAGS 0
3423 # define MESA_FUNCTION "a function"
3424 # ifndef NDEBUG
3425 # define NDEBUG
3426 # endif
3427 #endif
3428
3429
3430 /** The MESA_VERBOSE var is a bitmask of these flags */
3431 enum _verbose
3432 {
3433 VERBOSE_VARRAY = 0x0001,
3434 VERBOSE_TEXTURE = 0x0002,
3435 VERBOSE_MATERIAL = 0x0004,
3436 VERBOSE_PIPELINE = 0x0008,
3437 VERBOSE_DRIVER = 0x0010,
3438 VERBOSE_STATE = 0x0020,
3439 VERBOSE_API = 0x0040,
3440 VERBOSE_DISPLAY_LIST = 0x0100,
3441 VERBOSE_LIGHTING = 0x0200,
3442 VERBOSE_PRIMS = 0x0400,
3443 VERBOSE_VERTS = 0x0800,
3444 VERBOSE_DISASSEM = 0x1000,
3445 VERBOSE_DRAW = 0x2000,
3446 VERBOSE_SWAPBUFFERS = 0x4000
3447 };
3448
3449
3450 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3451 enum _debug
3452 {
3453 DEBUG_ALWAYS_FLUSH = 0x1
3454 };
3455
3456
3457
3458 #ifdef __cplusplus
3459 }
3460 #endif
3461
3462 #endif /* MTYPES_H */