glsl/mesa: move duplicate shader fields into new struct gl_shader_info
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47 #include "compiler/glsl/list.h"
48
49
50 #ifdef __cplusplus
51 extern "C" {
52 #endif
53
54
55 /**
56 * \name 64-bit extension of GLbitfield.
57 */
58 /*@{*/
59 typedef GLuint64 GLbitfield64;
60
61 /** Set a single bit */
62 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
63 /** Set all bits up to excluding bit b */
64 #define BITFIELD64_MASK(b) \
65 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
66 /** Set count bits starting from bit b */
67 #define BITFIELD64_RANGE(b, count) \
68 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
69
70
71 /**
72 * \name Some forward type declarations
73 */
74 /*@{*/
75 struct _mesa_HashTable;
76 struct gl_attrib_node;
77 struct gl_list_extensions;
78 struct gl_meta_state;
79 struct gl_program_cache;
80 struct gl_texture_object;
81 struct gl_debug_state;
82 struct gl_context;
83 struct st_context;
84 struct gl_uniform_storage;
85 struct prog_instruction;
86 struct gl_program_parameter_list;
87 struct set;
88 struct set_entry;
89 struct vbo_context;
90 /*@}*/
91
92
93 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
94 #define PRIM_MAX GL_PATCHES
95 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
96 #define PRIM_UNKNOWN (PRIM_MAX + 2)
97
98 /**
99 * Determine if the given gl_varying_slot appears in the fragment shader.
100 */
101 static inline GLboolean
102 _mesa_varying_slot_in_fs(gl_varying_slot slot)
103 {
104 switch (slot) {
105 case VARYING_SLOT_PSIZ:
106 case VARYING_SLOT_BFC0:
107 case VARYING_SLOT_BFC1:
108 case VARYING_SLOT_EDGE:
109 case VARYING_SLOT_CLIP_VERTEX:
110 case VARYING_SLOT_LAYER:
111 case VARYING_SLOT_TESS_LEVEL_OUTER:
112 case VARYING_SLOT_TESS_LEVEL_INNER:
113 return GL_FALSE;
114 default:
115 return GL_TRUE;
116 }
117 }
118
119 /**
120 * Indexes for all renderbuffers
121 */
122 typedef enum
123 {
124 /* the four standard color buffers */
125 BUFFER_FRONT_LEFT,
126 BUFFER_BACK_LEFT,
127 BUFFER_FRONT_RIGHT,
128 BUFFER_BACK_RIGHT,
129 BUFFER_DEPTH,
130 BUFFER_STENCIL,
131 BUFFER_ACCUM,
132 /* optional aux buffer */
133 BUFFER_AUX0,
134 /* generic renderbuffers */
135 BUFFER_COLOR0,
136 BUFFER_COLOR1,
137 BUFFER_COLOR2,
138 BUFFER_COLOR3,
139 BUFFER_COLOR4,
140 BUFFER_COLOR5,
141 BUFFER_COLOR6,
142 BUFFER_COLOR7,
143 BUFFER_COUNT
144 } gl_buffer_index;
145
146 /**
147 * Bit flags for all renderbuffers
148 */
149 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
150 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
151 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
152 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
153 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
154 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
155 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
156 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
157 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
158 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
159 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
160 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
161 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
162 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
163 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
164 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
165 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
166 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
167 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
168
169 /**
170 * Mask of all the color buffer bits (but not accum).
171 */
172 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
173 BUFFER_BIT_BACK_LEFT | \
174 BUFFER_BIT_FRONT_RIGHT | \
175 BUFFER_BIT_BACK_RIGHT | \
176 BUFFER_BIT_AUX0 | \
177 BUFFER_BIT_COLOR0 | \
178 BUFFER_BIT_COLOR1 | \
179 BUFFER_BIT_COLOR2 | \
180 BUFFER_BIT_COLOR3 | \
181 BUFFER_BIT_COLOR4 | \
182 BUFFER_BIT_COLOR5 | \
183 BUFFER_BIT_COLOR6 | \
184 BUFFER_BIT_COLOR7)
185
186 /**
187 * Framebuffer configuration (aka visual / pixelformat)
188 * Note: some of these fields should be boolean, but it appears that
189 * code in drivers/dri/common/util.c requires int-sized fields.
190 */
191 struct gl_config
192 {
193 GLboolean rgbMode;
194 GLboolean floatMode;
195 GLuint doubleBufferMode;
196 GLuint stereoMode;
197
198 GLboolean haveAccumBuffer;
199 GLboolean haveDepthBuffer;
200 GLboolean haveStencilBuffer;
201
202 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
203 GLuint redMask, greenMask, blueMask, alphaMask;
204 GLint rgbBits; /* total bits for rgb */
205 GLint indexBits; /* total bits for colorindex */
206
207 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
208 GLint depthBits;
209 GLint stencilBits;
210
211 GLint numAuxBuffers;
212
213 GLint level;
214
215 /* EXT_visual_rating / GLX 1.2 */
216 GLint visualRating;
217
218 /* EXT_visual_info / GLX 1.2 */
219 GLint transparentPixel;
220 /* colors are floats scaled to ints */
221 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
222 GLint transparentIndex;
223
224 /* ARB_multisample / SGIS_multisample */
225 GLint sampleBuffers;
226 GLint samples;
227
228 /* SGIX_pbuffer / GLX 1.3 */
229 GLint maxPbufferWidth;
230 GLint maxPbufferHeight;
231 GLint maxPbufferPixels;
232 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
233 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
234
235 /* OML_swap_method */
236 GLint swapMethod;
237
238 /* EXT_texture_from_pixmap */
239 GLint bindToTextureRgb;
240 GLint bindToTextureRgba;
241 GLint bindToMipmapTexture;
242 GLint bindToTextureTargets;
243 GLint yInverted;
244
245 /* EXT_framebuffer_sRGB */
246 GLint sRGBCapable;
247 };
248
249
250 /**
251 * \name Bit flags used for updating material values.
252 */
253 /*@{*/
254 #define MAT_ATTRIB_FRONT_AMBIENT 0
255 #define MAT_ATTRIB_BACK_AMBIENT 1
256 #define MAT_ATTRIB_FRONT_DIFFUSE 2
257 #define MAT_ATTRIB_BACK_DIFFUSE 3
258 #define MAT_ATTRIB_FRONT_SPECULAR 4
259 #define MAT_ATTRIB_BACK_SPECULAR 5
260 #define MAT_ATTRIB_FRONT_EMISSION 6
261 #define MAT_ATTRIB_BACK_EMISSION 7
262 #define MAT_ATTRIB_FRONT_SHININESS 8
263 #define MAT_ATTRIB_BACK_SHININESS 9
264 #define MAT_ATTRIB_FRONT_INDEXES 10
265 #define MAT_ATTRIB_BACK_INDEXES 11
266 #define MAT_ATTRIB_MAX 12
267
268 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
269 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
270 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
271 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
272 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
273 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
274
275 #define MAT_INDEX_AMBIENT 0
276 #define MAT_INDEX_DIFFUSE 1
277 #define MAT_INDEX_SPECULAR 2
278
279 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
280 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
281 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
282 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
283 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
284 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
285 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
286 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
287 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
288 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
289 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
290 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
291
292
293 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
294 MAT_BIT_FRONT_AMBIENT | \
295 MAT_BIT_FRONT_DIFFUSE | \
296 MAT_BIT_FRONT_SPECULAR | \
297 MAT_BIT_FRONT_SHININESS | \
298 MAT_BIT_FRONT_INDEXES)
299
300 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
301 MAT_BIT_BACK_AMBIENT | \
302 MAT_BIT_BACK_DIFFUSE | \
303 MAT_BIT_BACK_SPECULAR | \
304 MAT_BIT_BACK_SHININESS | \
305 MAT_BIT_BACK_INDEXES)
306
307 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
308 /*@}*/
309
310
311 /**
312 * Material state.
313 */
314 struct gl_material
315 {
316 GLfloat Attrib[MAT_ATTRIB_MAX][4];
317 };
318
319
320 /**
321 * Light state flags.
322 */
323 /*@{*/
324 #define LIGHT_SPOT 0x1
325 #define LIGHT_LOCAL_VIEWER 0x2
326 #define LIGHT_POSITIONAL 0x4
327 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
328 /*@}*/
329
330
331 /**
332 * Light source state.
333 */
334 struct gl_light
335 {
336 GLfloat Ambient[4]; /**< ambient color */
337 GLfloat Diffuse[4]; /**< diffuse color */
338 GLfloat Specular[4]; /**< specular color */
339 GLfloat EyePosition[4]; /**< position in eye coordinates */
340 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
341 GLfloat SpotExponent;
342 GLfloat SpotCutoff; /**< in degrees */
343 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
344 GLfloat ConstantAttenuation;
345 GLfloat LinearAttenuation;
346 GLfloat QuadraticAttenuation;
347 GLboolean Enabled; /**< On/off flag */
348
349 /**
350 * \name Derived fields
351 */
352 /*@{*/
353 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
354
355 GLfloat _Position[4]; /**< position in eye/obj coordinates */
356 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
357 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
358 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
359 GLfloat _VP_inf_spot_attenuation;
360
361 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
362 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
363 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
364 /*@}*/
365 };
366
367
368 /**
369 * Light model state.
370 */
371 struct gl_lightmodel
372 {
373 GLfloat Ambient[4]; /**< ambient color */
374 GLboolean LocalViewer; /**< Local (or infinite) view point? */
375 GLboolean TwoSide; /**< Two (or one) sided lighting? */
376 GLenum ColorControl; /**< either GL_SINGLE_COLOR
377 * or GL_SEPARATE_SPECULAR_COLOR */
378 };
379
380
381 /**
382 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
383 */
384 struct gl_accum_attrib
385 {
386 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
387 };
388
389
390 /**
391 * Used for storing clear color, texture border color, etc.
392 * The float values are typically unclamped.
393 */
394 union gl_color_union
395 {
396 GLfloat f[4];
397 GLint i[4];
398 GLuint ui[4];
399 };
400
401
402 /**
403 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
404 */
405 struct gl_colorbuffer_attrib
406 {
407 GLuint ClearIndex; /**< Index for glClear */
408 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
409 GLuint IndexMask; /**< Color index write mask */
410 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
411
412 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
413
414 /**
415 * \name alpha testing
416 */
417 /*@{*/
418 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
419 GLenum AlphaFunc; /**< Alpha test function */
420 GLfloat AlphaRefUnclamped;
421 GLclampf AlphaRef; /**< Alpha reference value */
422 /*@}*/
423
424 /**
425 * \name Blending
426 */
427 /*@{*/
428 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
429
430 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
431 * control, only on the fixed-pointness of the render target.
432 * The query does however depend on fragment color clamping.
433 */
434 GLfloat BlendColorUnclamped[4]; /**< Blending color */
435 GLfloat BlendColor[4]; /**< Blending color */
436
437 struct
438 {
439 GLenum SrcRGB; /**< RGB blend source term */
440 GLenum DstRGB; /**< RGB blend dest term */
441 GLenum SrcA; /**< Alpha blend source term */
442 GLenum DstA; /**< Alpha blend dest term */
443 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
444 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
445 /**
446 * Set if any blend factor uses SRC1. Computed at the time blend factors
447 * get set.
448 */
449 GLboolean _UsesDualSrc;
450 } Blend[MAX_DRAW_BUFFERS];
451 /** Are the blend func terms currently different for each buffer/target? */
452 GLboolean _BlendFuncPerBuffer;
453 /** Are the blend equations currently different for each buffer/target? */
454 GLboolean _BlendEquationPerBuffer;
455 /*@}*/
456
457 /**
458 * \name Logic op
459 */
460 /*@{*/
461 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
462 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
463 GLenum LogicOp; /**< Logic operator */
464
465 /*@}*/
466
467 GLboolean DitherFlag; /**< Dither enable flag */
468
469 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
470 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
471 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
472
473 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
474 };
475
476
477 /**
478 * Current attribute group (GL_CURRENT_BIT).
479 */
480 struct gl_current_attrib
481 {
482 /**
483 * \name Current vertex attributes (color, texcoords, etc).
484 * \note Values are valid only after FLUSH_VERTICES has been called.
485 * \note Index and Edgeflag current values are stored as floats in the
486 * SIX and SEVEN attribute slots.
487 * \note We need double storage for 64-bit vertex attributes
488 */
489 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
490
491 /**
492 * \name Current raster position attributes (always up to date after a
493 * glRasterPos call).
494 */
495 GLfloat RasterPos[4];
496 GLfloat RasterDistance;
497 GLfloat RasterColor[4];
498 GLfloat RasterSecondaryColor[4];
499 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
500 GLboolean RasterPosValid;
501 };
502
503
504 /**
505 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
506 */
507 struct gl_depthbuffer_attrib
508 {
509 GLenum Func; /**< Function for depth buffer compare */
510 GLclampd Clear; /**< Value to clear depth buffer to */
511 GLboolean Test; /**< Depth buffering enabled flag */
512 GLboolean Mask; /**< Depth buffer writable? */
513 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
514 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
515 };
516
517
518 /**
519 * Evaluator attribute group (GL_EVAL_BIT).
520 */
521 struct gl_eval_attrib
522 {
523 /**
524 * \name Enable bits
525 */
526 /*@{*/
527 GLboolean Map1Color4;
528 GLboolean Map1Index;
529 GLboolean Map1Normal;
530 GLboolean Map1TextureCoord1;
531 GLboolean Map1TextureCoord2;
532 GLboolean Map1TextureCoord3;
533 GLboolean Map1TextureCoord4;
534 GLboolean Map1Vertex3;
535 GLboolean Map1Vertex4;
536 GLboolean Map2Color4;
537 GLboolean Map2Index;
538 GLboolean Map2Normal;
539 GLboolean Map2TextureCoord1;
540 GLboolean Map2TextureCoord2;
541 GLboolean Map2TextureCoord3;
542 GLboolean Map2TextureCoord4;
543 GLboolean Map2Vertex3;
544 GLboolean Map2Vertex4;
545 GLboolean AutoNormal;
546 /*@}*/
547
548 /**
549 * \name Map Grid endpoints and divisions and calculated du values
550 */
551 /*@{*/
552 GLint MapGrid1un;
553 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
554 GLint MapGrid2un, MapGrid2vn;
555 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
556 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
557 /*@}*/
558 };
559
560
561 /**
562 * Fog attribute group (GL_FOG_BIT).
563 */
564 struct gl_fog_attrib
565 {
566 GLboolean Enabled; /**< Fog enabled flag */
567 GLboolean ColorSumEnabled;
568 GLfloat ColorUnclamped[4]; /**< Fog color */
569 GLfloat Color[4]; /**< Fog color */
570 GLfloat Density; /**< Density >= 0.0 */
571 GLfloat Start; /**< Start distance in eye coords */
572 GLfloat End; /**< End distance in eye coords */
573 GLfloat Index; /**< Fog index */
574 GLenum Mode; /**< Fog mode */
575 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
576 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
577 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
578 };
579
580
581 /**
582 * Hint attribute group (GL_HINT_BIT).
583 *
584 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
585 */
586 struct gl_hint_attrib
587 {
588 GLenum PerspectiveCorrection;
589 GLenum PointSmooth;
590 GLenum LineSmooth;
591 GLenum PolygonSmooth;
592 GLenum Fog;
593 GLenum TextureCompression; /**< GL_ARB_texture_compression */
594 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
595 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
596 };
597
598
599 /**
600 * Lighting attribute group (GL_LIGHT_BIT).
601 */
602 struct gl_light_attrib
603 {
604 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
605 struct gl_lightmodel Model; /**< Lighting model */
606
607 /**
608 * Front and back material values.
609 * Note: must call FLUSH_VERTICES() before using.
610 */
611 struct gl_material Material;
612
613 GLboolean Enabled; /**< Lighting enabled flag */
614 GLboolean ColorMaterialEnabled;
615
616 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
617 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
618 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
619 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
620 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
621
622
623 GLboolean _ClampVertexColor;
624 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
625
626 /**
627 * Derived state for optimizations:
628 */
629 /*@{*/
630 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
631
632 GLboolean _NeedEyeCoords;
633 GLboolean _NeedVertices; /**< Use fast shader? */
634
635 GLfloat _BaseColor[2][3];
636 /*@}*/
637 };
638
639
640 /**
641 * Line attribute group (GL_LINE_BIT).
642 */
643 struct gl_line_attrib
644 {
645 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
646 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
647 GLushort StipplePattern; /**< Stipple pattern */
648 GLint StippleFactor; /**< Stipple repeat factor */
649 GLfloat Width; /**< Line width */
650 };
651
652
653 /**
654 * Display list attribute group (GL_LIST_BIT).
655 */
656 struct gl_list_attrib
657 {
658 GLuint ListBase;
659 };
660
661
662 /**
663 * Multisample attribute group (GL_MULTISAMPLE_BIT).
664 */
665 struct gl_multisample_attrib
666 {
667 GLboolean Enabled;
668 GLboolean SampleAlphaToCoverage;
669 GLboolean SampleAlphaToOne;
670 GLboolean SampleCoverage;
671 GLboolean SampleCoverageInvert;
672 GLboolean SampleShading;
673
674 /* ARB_texture_multisample / GL3.2 additions */
675 GLboolean SampleMask;
676
677 GLfloat SampleCoverageValue;
678 GLfloat MinSampleShadingValue;
679
680 /** The GL spec defines this as an array but >32x MSAA is madness */
681 GLbitfield SampleMaskValue;
682 };
683
684
685 /**
686 * A pixelmap (see glPixelMap)
687 */
688 struct gl_pixelmap
689 {
690 GLint Size;
691 GLfloat Map[MAX_PIXEL_MAP_TABLE];
692 };
693
694
695 /**
696 * Collection of all pixelmaps
697 */
698 struct gl_pixelmaps
699 {
700 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
701 struct gl_pixelmap GtoG;
702 struct gl_pixelmap BtoB;
703 struct gl_pixelmap AtoA;
704 struct gl_pixelmap ItoR;
705 struct gl_pixelmap ItoG;
706 struct gl_pixelmap ItoB;
707 struct gl_pixelmap ItoA;
708 struct gl_pixelmap ItoI;
709 struct gl_pixelmap StoS;
710 };
711
712
713 /**
714 * Pixel attribute group (GL_PIXEL_MODE_BIT).
715 */
716 struct gl_pixel_attrib
717 {
718 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
719
720 /*--- Begin Pixel Transfer State ---*/
721 /* Fields are in the order in which they're applied... */
722
723 /** Scale & Bias (index shift, offset) */
724 /*@{*/
725 GLfloat RedBias, RedScale;
726 GLfloat GreenBias, GreenScale;
727 GLfloat BlueBias, BlueScale;
728 GLfloat AlphaBias, AlphaScale;
729 GLfloat DepthBias, DepthScale;
730 GLint IndexShift, IndexOffset;
731 /*@}*/
732
733 /* Pixel Maps */
734 /* Note: actual pixel maps are not part of this attrib group */
735 GLboolean MapColorFlag;
736 GLboolean MapStencilFlag;
737
738 /*--- End Pixel Transfer State ---*/
739
740 /** glPixelZoom */
741 GLfloat ZoomX, ZoomY;
742 };
743
744
745 /**
746 * Point attribute group (GL_POINT_BIT).
747 */
748 struct gl_point_attrib
749 {
750 GLfloat Size; /**< User-specified point size */
751 GLfloat Params[3]; /**< GL_EXT_point_parameters */
752 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
753 GLfloat Threshold; /**< GL_EXT_point_parameters */
754 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
755 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
756 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
757 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
758 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
759 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
760 };
761
762
763 /**
764 * Polygon attribute group (GL_POLYGON_BIT).
765 */
766 struct gl_polygon_attrib
767 {
768 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
769 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
770 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
771 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
772 GLboolean CullFlag; /**< Culling on/off flag */
773 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
774 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
775 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
776 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
777 GLfloat OffsetUnits; /**< Polygon offset units, from user */
778 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
779 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
780 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
781 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
782 };
783
784
785 /**
786 * Scissor attributes (GL_SCISSOR_BIT).
787 */
788 struct gl_scissor_rect
789 {
790 GLint X, Y; /**< Lower left corner of box */
791 GLsizei Width, Height; /**< Size of box */
792 };
793 struct gl_scissor_attrib
794 {
795 GLbitfield EnableFlags; /**< Scissor test enabled? */
796 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
797 GLint NumWindowRects; /**< Count of enabled window rectangles */
798 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
799 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
800 };
801
802
803 /**
804 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
805 *
806 * Three sets of stencil data are tracked so that OpenGL 2.0,
807 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
808 * simultaneously. In each of the stencil state arrays, element 0 corresponds
809 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
810 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
811 * GL_EXT_stencil_two_side GL_BACK state.
812 *
813 * The derived value \c _BackFace is either 1 or 2 depending on whether or
814 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
815 *
816 * The derived value \c _TestTwoSide is set when the front-face and back-face
817 * stencil state are different.
818 */
819 struct gl_stencil_attrib
820 {
821 GLboolean Enabled; /**< Enabled flag */
822 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
823 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
824 GLboolean _Enabled; /**< Enabled and stencil buffer present */
825 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
826 GLboolean _TestTwoSide;
827 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
828 GLenum Function[3]; /**< Stencil function */
829 GLenum FailFunc[3]; /**< Fail function */
830 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
831 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
832 GLint Ref[3]; /**< Reference value */
833 GLuint ValueMask[3]; /**< Value mask */
834 GLuint WriteMask[3]; /**< Write mask */
835 GLuint Clear; /**< Clear value */
836 };
837
838
839 /**
840 * An index for each type of texture object. These correspond to the GL
841 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
842 * Note: the order is from highest priority to lowest priority.
843 */
844 typedef enum
845 {
846 TEXTURE_2D_MULTISAMPLE_INDEX,
847 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
848 TEXTURE_CUBE_ARRAY_INDEX,
849 TEXTURE_BUFFER_INDEX,
850 TEXTURE_2D_ARRAY_INDEX,
851 TEXTURE_1D_ARRAY_INDEX,
852 TEXTURE_EXTERNAL_INDEX,
853 TEXTURE_CUBE_INDEX,
854 TEXTURE_3D_INDEX,
855 TEXTURE_RECT_INDEX,
856 TEXTURE_2D_INDEX,
857 TEXTURE_1D_INDEX,
858 NUM_TEXTURE_TARGETS
859 } gl_texture_index;
860
861
862 /**
863 * Bit flags for each type of texture object
864 */
865 /*@{*/
866 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
867 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
868 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
869 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
870 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
871 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
872 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
873 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
874 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
875 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
876 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
877 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
878 /*@}*/
879
880
881 /**
882 * Texture image state. Drivers will typically create a subclass of this
883 * with extra fields for memory buffers, etc.
884 */
885 struct gl_texture_image
886 {
887 GLint InternalFormat; /**< Internal format as given by the user */
888 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
889 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
890 * GL_INTENSITY, GL_DEPTH_COMPONENT or
891 * GL_DEPTH_STENCIL_EXT only. Used for
892 * choosing TexEnv arithmetic.
893 */
894 mesa_format TexFormat; /**< The actual texture memory format */
895
896 GLuint Border; /**< 0 or 1 */
897 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
898 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
899 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
900 GLuint Width2; /**< = Width - 2*Border */
901 GLuint Height2; /**< = Height - 2*Border */
902 GLuint Depth2; /**< = Depth - 2*Border */
903 GLuint WidthLog2; /**< = log2(Width2) */
904 GLuint HeightLog2; /**< = log2(Height2) */
905 GLuint DepthLog2; /**< = log2(Depth2) */
906 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
907 levels, computed from the dimensions */
908
909 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
910 GLuint Level; /**< Which mipmap level am I? */
911 /** Cube map face: index into gl_texture_object::Image[] array */
912 GLuint Face;
913
914 /** GL_ARB_texture_multisample */
915 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
916 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
917 };
918
919
920 /**
921 * Indexes for cube map faces.
922 */
923 typedef enum
924 {
925 FACE_POS_X = 0,
926 FACE_NEG_X = 1,
927 FACE_POS_Y = 2,
928 FACE_NEG_Y = 3,
929 FACE_POS_Z = 4,
930 FACE_NEG_Z = 5,
931 MAX_FACES = 6
932 } gl_face_index;
933
934
935 /**
936 * Sampler object state. These objects are new with GL_ARB_sampler_objects
937 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
938 */
939 struct gl_sampler_object
940 {
941 mtx_t Mutex;
942 GLuint Name;
943 GLint RefCount;
944 GLchar *Label; /**< GL_KHR_debug */
945
946 GLenum WrapS; /**< S-axis texture image wrap mode */
947 GLenum WrapT; /**< T-axis texture image wrap mode */
948 GLenum WrapR; /**< R-axis texture image wrap mode */
949 GLenum MinFilter; /**< minification filter */
950 GLenum MagFilter; /**< magnification filter */
951 union gl_color_union BorderColor; /**< Interpreted according to texture format */
952 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
953 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
954 GLfloat LodBias; /**< OpenGL 1.4 */
955 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
956 GLenum CompareMode; /**< GL_ARB_shadow */
957 GLenum CompareFunc; /**< GL_ARB_shadow */
958 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
959 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
960 };
961
962
963 /**
964 * Texture object state. Contains the array of mipmap images, border color,
965 * wrap modes, filter modes, and shadow/texcompare state.
966 */
967 struct gl_texture_object
968 {
969 mtx_t Mutex; /**< for thread safety */
970 GLint RefCount; /**< reference count */
971 GLuint Name; /**< the user-visible texture object ID */
972 GLchar *Label; /**< GL_KHR_debug */
973 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
974 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
975 Only valid when Target is valid. */
976
977 struct gl_sampler_object Sampler;
978
979 GLenum DepthMode; /**< GL_ARB_depth_texture */
980 bool StencilSampling; /**< Should we sample stencil instead of depth? */
981
982 GLfloat Priority; /**< in [0,1] */
983 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
984 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
985 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
986 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
987 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
988 GLint CropRect[4]; /**< GL_OES_draw_texture */
989 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
990 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
991 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
992 GLboolean _BaseComplete; /**< Is the base texture level valid? */
993 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
994 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
995 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
996 GLboolean Purgeable; /**< Is the buffer purgeable under memory
997 pressure? */
998 GLboolean Immutable; /**< GL_ARB_texture_storage */
999 GLboolean _IsFloat; /**< GL_OES_float_texture */
1000 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1001
1002 GLuint MinLevel; /**< GL_ARB_texture_view */
1003 GLuint MinLayer; /**< GL_ARB_texture_view */
1004 GLuint NumLevels; /**< GL_ARB_texture_view */
1005 GLuint NumLayers; /**< GL_ARB_texture_view */
1006
1007 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1008 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1009
1010 /** GL_ARB_texture_buffer_object */
1011 struct gl_buffer_object *BufferObject;
1012 GLenum BufferObjectFormat;
1013 /** Equivalent Mesa format for BufferObjectFormat. */
1014 mesa_format _BufferObjectFormat;
1015 /** GL_ARB_texture_buffer_range */
1016 GLintptr BufferOffset;
1017 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1018
1019 /** GL_OES_EGL_image_external */
1020 GLint RequiredTextureImageUnits;
1021
1022 /** GL_ARB_shader_image_load_store */
1023 GLenum ImageFormatCompatibilityType;
1024 };
1025
1026
1027 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1028 #define MAX_COMBINER_TERMS 4
1029
1030
1031 /**
1032 * Texture combine environment state.
1033 */
1034 struct gl_tex_env_combine_state
1035 {
1036 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1038 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1039 GLenum SourceRGB[MAX_COMBINER_TERMS];
1040 GLenum SourceA[MAX_COMBINER_TERMS];
1041 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1042 GLenum OperandRGB[MAX_COMBINER_TERMS];
1043 GLenum OperandA[MAX_COMBINER_TERMS];
1044 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1045 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1046 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1047 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1048 };
1049
1050
1051 /**
1052 * TexGenEnabled flags.
1053 */
1054 /*@{*/
1055 #define S_BIT 1
1056 #define T_BIT 2
1057 #define R_BIT 4
1058 #define Q_BIT 8
1059 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1060 /*@}*/
1061
1062
1063 /**
1064 * Bit flag versions of the corresponding GL_ constants.
1065 */
1066 /*@{*/
1067 #define TEXGEN_SPHERE_MAP 0x1
1068 #define TEXGEN_OBJ_LINEAR 0x2
1069 #define TEXGEN_EYE_LINEAR 0x4
1070 #define TEXGEN_REFLECTION_MAP_NV 0x8
1071 #define TEXGEN_NORMAL_MAP_NV 0x10
1072
1073 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1074 TEXGEN_REFLECTION_MAP_NV | \
1075 TEXGEN_NORMAL_MAP_NV)
1076 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1077 TEXGEN_REFLECTION_MAP_NV | \
1078 TEXGEN_NORMAL_MAP_NV | \
1079 TEXGEN_EYE_LINEAR)
1080 /*@}*/
1081
1082
1083
1084 /** Tex-gen enabled for texture unit? */
1085 #define ENABLE_TEXGEN(unit) (1 << (unit))
1086
1087 /** Non-identity texture matrix for texture unit? */
1088 #define ENABLE_TEXMAT(unit) (1 << (unit))
1089
1090
1091 /**
1092 * Texture coord generation state.
1093 */
1094 struct gl_texgen
1095 {
1096 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1097 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1098 GLfloat ObjectPlane[4];
1099 GLfloat EyePlane[4];
1100 };
1101
1102
1103 /**
1104 * Texture unit state. Contains enable flags, texture environment/function/
1105 * combiners, texgen state, and pointers to current texture objects.
1106 */
1107 struct gl_texture_unit
1108 {
1109 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1110
1111 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1112 GLclampf EnvColor[4];
1113 GLfloat EnvColorUnclamped[4];
1114
1115 struct gl_texgen GenS;
1116 struct gl_texgen GenT;
1117 struct gl_texgen GenR;
1118 struct gl_texgen GenQ;
1119 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1120 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1121
1122 GLfloat LodBias; /**< for biasing mipmap levels */
1123
1124 /** Texture targets that have a non-default texture bound */
1125 GLbitfield _BoundTextures;
1126
1127 /** Current sampler object (GL_ARB_sampler_objects) */
1128 struct gl_sampler_object *Sampler;
1129
1130 /**
1131 * \name GL_EXT_texture_env_combine
1132 */
1133 struct gl_tex_env_combine_state Combine;
1134
1135 /**
1136 * Derived state based on \c EnvMode and the \c BaseFormat of the
1137 * currently enabled texture.
1138 */
1139 struct gl_tex_env_combine_state _EnvMode;
1140
1141 /**
1142 * Currently enabled combiner state. This will point to either
1143 * \c Combine or \c _EnvMode.
1144 */
1145 struct gl_tex_env_combine_state *_CurrentCombine;
1146
1147 /** Current texture object pointers */
1148 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1149
1150 /** Points to highest priority, complete and enabled texture object */
1151 struct gl_texture_object *_Current;
1152
1153 };
1154
1155
1156 /**
1157 * Texture attribute group (GL_TEXTURE_BIT).
1158 */
1159 struct gl_texture_attrib
1160 {
1161 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1162
1163 /** GL_ARB_seamless_cubemap */
1164 GLboolean CubeMapSeamless;
1165
1166 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1167
1168 /** GL_ARB_texture_buffer_object */
1169 struct gl_buffer_object *BufferObject;
1170
1171 /** Texture coord units/sets used for fragment texturing */
1172 GLbitfield _EnabledCoordUnits;
1173
1174 /** Texture coord units that have texgen enabled */
1175 GLbitfield _TexGenEnabled;
1176
1177 /** Texture coord units that have non-identity matrices */
1178 GLbitfield _TexMatEnabled;
1179
1180 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1181 GLbitfield _GenFlags;
1182
1183 /** Largest index of a texture unit with _Current != NULL. */
1184 GLint _MaxEnabledTexImageUnit;
1185
1186 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1187 GLint NumCurrentTexUsed;
1188
1189 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1190 };
1191
1192
1193 /**
1194 * Data structure representing a single clip plane (e.g. one of the elements
1195 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1196 */
1197 typedef GLfloat gl_clip_plane[4];
1198
1199
1200 /**
1201 * Transformation attribute group (GL_TRANSFORM_BIT).
1202 */
1203 struct gl_transform_attrib
1204 {
1205 GLenum MatrixMode; /**< Matrix mode */
1206 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1207 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1208 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1209 GLboolean Normalize; /**< Normalize all normals? */
1210 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1211 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1212 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1213 /** GL_ARB_clip_control */
1214 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1215 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1216 };
1217
1218
1219 /**
1220 * Viewport attribute group (GL_VIEWPORT_BIT).
1221 */
1222 struct gl_viewport_attrib
1223 {
1224 GLfloat X, Y; /**< position */
1225 GLfloat Width, Height; /**< size */
1226 GLdouble Near, Far; /**< Depth buffer range */
1227 };
1228
1229
1230 typedef enum {
1231 MAP_USER,
1232 MAP_INTERNAL,
1233
1234 MAP_COUNT
1235 } gl_map_buffer_index;
1236
1237
1238 /**
1239 * Fields describing a mapped buffer range.
1240 */
1241 struct gl_buffer_mapping {
1242 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1243 GLvoid *Pointer; /**< User-space address of mapping */
1244 GLintptr Offset; /**< Mapped offset */
1245 GLsizeiptr Length; /**< Mapped length */
1246 };
1247
1248
1249 /**
1250 * Usages we've seen for a buffer object.
1251 */
1252 typedef enum {
1253 USAGE_UNIFORM_BUFFER = 0x1,
1254 USAGE_TEXTURE_BUFFER = 0x2,
1255 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1256 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1257 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1258 USAGE_PIXEL_PACK_BUFFER = 0x20,
1259 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1260 } gl_buffer_usage;
1261
1262
1263 /**
1264 * GL_ARB_vertex/pixel_buffer_object buffer object
1265 */
1266 struct gl_buffer_object
1267 {
1268 mtx_t Mutex;
1269 GLint RefCount;
1270 GLuint Name;
1271 GLchar *Label; /**< GL_KHR_debug */
1272 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1273 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1274 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1275 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1276 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1277 GLboolean Written; /**< Ever written to? (for debugging) */
1278 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1279 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1280 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1281
1282 /** Counters used for buffer usage warnings */
1283 GLuint NumSubDataCalls;
1284 GLuint NumMapBufferWriteCalls;
1285
1286 struct gl_buffer_mapping Mappings[MAP_COUNT];
1287
1288 /** Memoization of min/max index computations for static index buffers */
1289 struct hash_table *MinMaxCache;
1290 unsigned MinMaxCacheHitIndices;
1291 unsigned MinMaxCacheMissIndices;
1292 bool MinMaxCacheDirty;
1293 };
1294
1295
1296 /**
1297 * Client pixel packing/unpacking attributes
1298 */
1299 struct gl_pixelstore_attrib
1300 {
1301 GLint Alignment;
1302 GLint RowLength;
1303 GLint SkipPixels;
1304 GLint SkipRows;
1305 GLint ImageHeight;
1306 GLint SkipImages;
1307 GLboolean SwapBytes;
1308 GLboolean LsbFirst;
1309 GLboolean Invert; /**< GL_MESA_pack_invert */
1310 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1311 GLint CompressedBlockHeight;
1312 GLint CompressedBlockDepth;
1313 GLint CompressedBlockSize;
1314 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1315 };
1316
1317
1318 /**
1319 * Client vertex array attributes
1320 */
1321 struct gl_client_array
1322 {
1323 GLint Size; /**< components per element (1,2,3,4) */
1324 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1325 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1326 GLsizei Stride; /**< user-specified stride */
1327 GLsizei StrideB; /**< actual stride in bytes */
1328 GLuint _ElementSize; /**< size of each element in bytes */
1329 const GLubyte *Ptr; /**< Points to array data */
1330 GLboolean Enabled; /**< Enabled flag is a boolean */
1331 GLboolean Normalized; /**< GL_ARB_vertex_program */
1332 GLboolean Integer; /**< Integer-valued? */
1333 GLboolean Doubles; /**< double precision values are not converted to floats */
1334 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1335
1336 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1337 };
1338
1339
1340 /**
1341 * Vertex attribute array as seen by the client.
1342 *
1343 * Contains the size, type, format and normalization flag,
1344 * along with the index of a vertex buffer binding point.
1345 *
1346 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1347 * and is only present for backwards compatibility reasons.
1348 * Rendering always uses VERTEX_BINDING_STRIDE.
1349 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1350 * and VERTEX_BINDING_STRIDE to the same value, while
1351 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1352 */
1353 struct gl_vertex_attrib_array
1354 {
1355 GLint Size; /**< Components per element (1,2,3,4) */
1356 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1357 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1358 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1359 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1360 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1361 GLboolean Enabled; /**< Whether the array is enabled */
1362 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1363 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1364 GLboolean Doubles; /**< double precision values are not converted to floats */
1365 GLuint _ElementSize; /**< Size of each element in bytes */
1366 GLuint VertexBinding; /**< Vertex buffer binding */
1367 };
1368
1369
1370 /**
1371 * This describes the buffer object used for a vertex array (or
1372 * multiple vertex arrays). If BufferObj points to the default/null
1373 * buffer object, then the vertex array lives in user memory and not a VBO.
1374 */
1375 struct gl_vertex_buffer_binding
1376 {
1377 GLintptr Offset; /**< User-specified offset */
1378 GLsizei Stride; /**< User-specified stride */
1379 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1380 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1381 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1382 };
1383
1384
1385 /**
1386 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1387 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1388 * extension.
1389 */
1390 struct gl_vertex_array_object
1391 {
1392 /** Name of the VAO as received from glGenVertexArray. */
1393 GLuint Name;
1394
1395 GLint RefCount;
1396
1397 GLchar *Label; /**< GL_KHR_debug */
1398
1399 mtx_t Mutex;
1400
1401 /**
1402 * Does the VAO use ARB semantics or Apple semantics?
1403 *
1404 * There are several ways in which ARB_vertex_array_object and
1405 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1406 * least,
1407 *
1408 * - ARB VAOs require that all array data be sourced from vertex buffer
1409 * objects, but Apple VAOs do not.
1410 *
1411 * - ARB VAOs require that names come from GenVertexArrays.
1412 *
1413 * This flag notes which behavior governs this VAO.
1414 */
1415 GLboolean ARBsemantics;
1416
1417 /**
1418 * Has this array object been bound?
1419 */
1420 GLboolean EverBound;
1421
1422 /**
1423 * Derived vertex attribute arrays
1424 *
1425 * This is a legacy data structure created from gl_vertex_attrib_array and
1426 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1427 */
1428 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1429
1430 /** Vertex attribute arrays */
1431 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1432
1433 /** Vertex buffer bindings */
1434 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1435
1436 /** Mask indicating which vertex arrays have vertex buffer associated. */
1437 GLbitfield64 VertexAttribBufferMask;
1438
1439 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1440 GLbitfield64 _Enabled;
1441
1442 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1443 GLbitfield64 NewArrays;
1444
1445 /** The index buffer (also known as the element array buffer in OpenGL). */
1446 struct gl_buffer_object *IndexBufferObj;
1447 };
1448
1449
1450 /** Used to signal when transitioning from one kind of drawing method
1451 * to another.
1452 */
1453 typedef enum {
1454 DRAW_NONE, /**< Initial value only */
1455 DRAW_BEGIN_END,
1456 DRAW_DISPLAY_LIST,
1457 DRAW_ARRAYS
1458 } gl_draw_method;
1459
1460 /**
1461 * Enum for the OpenGL APIs we know about and may support.
1462 *
1463 * NOTE: This must match the api_enum table in
1464 * src/mesa/main/get_hash_generator.py
1465 */
1466 typedef enum
1467 {
1468 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1469 API_OPENGLES,
1470 API_OPENGLES2,
1471 API_OPENGL_CORE,
1472 API_OPENGL_LAST = API_OPENGL_CORE
1473 } gl_api;
1474
1475 /**
1476 * Vertex array state
1477 */
1478 struct gl_array_attrib
1479 {
1480 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1481 struct gl_vertex_array_object *VAO;
1482
1483 /** The default vertex array object */
1484 struct gl_vertex_array_object *DefaultVAO;
1485
1486 /** The last VAO accessed by a DSA function */
1487 struct gl_vertex_array_object *LastLookedUpVAO;
1488
1489 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1490 struct _mesa_HashTable *Objects;
1491
1492 GLint ActiveTexture; /**< Client Active Texture */
1493 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1494 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1495
1496 /**
1497 * \name Primitive restart controls
1498 *
1499 * Primitive restart is enabled if either \c PrimitiveRestart or
1500 * \c PrimitiveRestartFixedIndex is set.
1501 */
1502 /*@{*/
1503 GLboolean PrimitiveRestart;
1504 GLboolean PrimitiveRestartFixedIndex;
1505 GLboolean _PrimitiveRestart;
1506 GLuint RestartIndex;
1507 /*@}*/
1508
1509 /** One of the DRAW_xxx flags, not consumed by drivers */
1510 gl_draw_method DrawMethod;
1511
1512 /* GL_ARB_vertex_buffer_object */
1513 struct gl_buffer_object *ArrayBufferObj;
1514
1515 /**
1516 * Vertex arrays as consumed by a driver.
1517 * The array pointer is set up only by the VBO module.
1518 */
1519 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1520
1521 /** Legal array datatypes and the API for which they have been computed */
1522 GLbitfield LegalTypesMask;
1523 gl_api LegalTypesMaskAPI;
1524 };
1525
1526
1527 /**
1528 * Feedback buffer state
1529 */
1530 struct gl_feedback
1531 {
1532 GLenum Type;
1533 GLbitfield _Mask; /**< FB_* bits */
1534 GLfloat *Buffer;
1535 GLuint BufferSize;
1536 GLuint Count;
1537 };
1538
1539
1540 /**
1541 * Selection buffer state
1542 */
1543 struct gl_selection
1544 {
1545 GLuint *Buffer; /**< selection buffer */
1546 GLuint BufferSize; /**< size of the selection buffer */
1547 GLuint BufferCount; /**< number of values in the selection buffer */
1548 GLuint Hits; /**< number of records in the selection buffer */
1549 GLuint NameStackDepth; /**< name stack depth */
1550 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1551 GLboolean HitFlag; /**< hit flag */
1552 GLfloat HitMinZ; /**< minimum hit depth */
1553 GLfloat HitMaxZ; /**< maximum hit depth */
1554 };
1555
1556
1557 /**
1558 * 1-D Evaluator control points
1559 */
1560 struct gl_1d_map
1561 {
1562 GLuint Order; /**< Number of control points */
1563 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1564 GLfloat *Points; /**< Points to contiguous control points */
1565 };
1566
1567
1568 /**
1569 * 2-D Evaluator control points
1570 */
1571 struct gl_2d_map
1572 {
1573 GLuint Uorder; /**< Number of control points in U dimension */
1574 GLuint Vorder; /**< Number of control points in V dimension */
1575 GLfloat u1, u2, du;
1576 GLfloat v1, v2, dv;
1577 GLfloat *Points; /**< Points to contiguous control points */
1578 };
1579
1580
1581 /**
1582 * All evaluator control point state
1583 */
1584 struct gl_evaluators
1585 {
1586 /**
1587 * \name 1-D maps
1588 */
1589 /*@{*/
1590 struct gl_1d_map Map1Vertex3;
1591 struct gl_1d_map Map1Vertex4;
1592 struct gl_1d_map Map1Index;
1593 struct gl_1d_map Map1Color4;
1594 struct gl_1d_map Map1Normal;
1595 struct gl_1d_map Map1Texture1;
1596 struct gl_1d_map Map1Texture2;
1597 struct gl_1d_map Map1Texture3;
1598 struct gl_1d_map Map1Texture4;
1599 /*@}*/
1600
1601 /**
1602 * \name 2-D maps
1603 */
1604 /*@{*/
1605 struct gl_2d_map Map2Vertex3;
1606 struct gl_2d_map Map2Vertex4;
1607 struct gl_2d_map Map2Index;
1608 struct gl_2d_map Map2Color4;
1609 struct gl_2d_map Map2Normal;
1610 struct gl_2d_map Map2Texture1;
1611 struct gl_2d_map Map2Texture2;
1612 struct gl_2d_map Map2Texture3;
1613 struct gl_2d_map Map2Texture4;
1614 /*@}*/
1615 };
1616
1617
1618 struct gl_transform_feedback_varying_info
1619 {
1620 char *Name;
1621 GLenum Type;
1622 GLint BufferIndex;
1623 GLint Size;
1624 GLint Offset;
1625 };
1626
1627
1628 /**
1629 * Per-output info vertex shaders for transform feedback.
1630 */
1631 struct gl_transform_feedback_output
1632 {
1633 unsigned OutputRegister;
1634 unsigned OutputBuffer;
1635 unsigned NumComponents;
1636 unsigned StreamId;
1637
1638 /** offset (in DWORDs) of this output within the interleaved structure */
1639 unsigned DstOffset;
1640
1641 /**
1642 * Offset into the output register of the data to output. For example,
1643 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1644 * offset is in the y and z components of the output register.
1645 */
1646 unsigned ComponentOffset;
1647 };
1648
1649
1650 struct gl_transform_feedback_buffer
1651 {
1652 unsigned Binding;
1653
1654 unsigned NumVaryings;
1655
1656 /**
1657 * Total number of components stored in each buffer. This may be used by
1658 * hardware back-ends to determine the correct stride when interleaving
1659 * multiple transform feedback outputs in the same buffer.
1660 */
1661 unsigned Stride;
1662
1663 /**
1664 * Which transform feedback stream this buffer binding is associated with.
1665 */
1666 unsigned Stream;
1667 };
1668
1669
1670 /** Post-link transform feedback info. */
1671 struct gl_transform_feedback_info
1672 {
1673 unsigned NumOutputs;
1674
1675 /* Bitmask of active buffer indices. */
1676 unsigned ActiveBuffers;
1677
1678 struct gl_transform_feedback_output *Outputs;
1679
1680 /** Transform feedback varyings used for the linking of this shader program.
1681 *
1682 * Use for glGetTransformFeedbackVarying().
1683 */
1684 struct gl_transform_feedback_varying_info *Varyings;
1685 GLint NumVarying;
1686
1687 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1688 };
1689
1690
1691 /**
1692 * Transform feedback object state
1693 */
1694 struct gl_transform_feedback_object
1695 {
1696 GLuint Name; /**< AKA the object ID */
1697 GLint RefCount;
1698 GLchar *Label; /**< GL_KHR_debug */
1699 GLboolean Active; /**< Is transform feedback enabled? */
1700 GLboolean Paused; /**< Is transform feedback paused? */
1701 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1702 at least once? */
1703 GLboolean EverBound; /**< Has this object been bound? */
1704
1705 /**
1706 * GLES: if Active is true, remaining number of primitives which can be
1707 * rendered without overflow. This is necessary to track because GLES
1708 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1709 * glDrawArraysInstanced would overflow transform feedback buffers.
1710 * Undefined if Active is false.
1711 *
1712 * Not tracked for desktop GL since it's unnecessary.
1713 */
1714 unsigned GlesRemainingPrims;
1715
1716 /**
1717 * The shader program active when BeginTransformFeedback() was called.
1718 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1719 * where stage is the pipeline stage that is the source of data for
1720 * transform feedback.
1721 */
1722 struct gl_shader_program *shader_program;
1723
1724 /** The feedback buffers */
1725 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1726 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1727
1728 /** Start of feedback data in dest buffer */
1729 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1730
1731 /**
1732 * Max data to put into dest buffer (in bytes). Computed based on
1733 * RequestedSize and the actual size of the buffer.
1734 */
1735 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1736
1737 /**
1738 * Size that was specified when the buffer was bound. If the buffer was
1739 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1740 * zero.
1741 */
1742 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1743 };
1744
1745
1746 /**
1747 * Context state for transform feedback.
1748 */
1749 struct gl_transform_feedback_state
1750 {
1751 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1752
1753 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1754 struct gl_buffer_object *CurrentBuffer;
1755
1756 /** The table of all transform feedback objects */
1757 struct _mesa_HashTable *Objects;
1758
1759 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1760 struct gl_transform_feedback_object *CurrentObject;
1761
1762 /** The default xform-fb object (Name==0) */
1763 struct gl_transform_feedback_object *DefaultObject;
1764 };
1765
1766
1767 /**
1768 * A "performance monitor" as described in AMD_performance_monitor.
1769 */
1770 struct gl_perf_monitor_object
1771 {
1772 GLuint Name;
1773
1774 /** True if the monitor is currently active (Begin called but not End). */
1775 GLboolean Active;
1776
1777 /**
1778 * True if the monitor has ended.
1779 *
1780 * This is distinct from !Active because it may never have began.
1781 */
1782 GLboolean Ended;
1783
1784 /**
1785 * A list of groups with currently active counters.
1786 *
1787 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1788 */
1789 unsigned *ActiveGroups;
1790
1791 /**
1792 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1793 *
1794 * Checking whether counter 'c' in group 'g' is active can be done via:
1795 *
1796 * BITSET_TEST(ActiveCounters[g], c)
1797 */
1798 GLuint **ActiveCounters;
1799 };
1800
1801
1802 union gl_perf_monitor_counter_value
1803 {
1804 float f;
1805 uint64_t u64;
1806 uint32_t u32;
1807 };
1808
1809
1810 struct gl_perf_monitor_counter
1811 {
1812 /** Human readable name for the counter. */
1813 const char *Name;
1814
1815 /**
1816 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1817 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1818 */
1819 GLenum Type;
1820
1821 /** Minimum counter value. */
1822 union gl_perf_monitor_counter_value Minimum;
1823
1824 /** Maximum counter value. */
1825 union gl_perf_monitor_counter_value Maximum;
1826 };
1827
1828
1829 struct gl_perf_monitor_group
1830 {
1831 /** Human readable name for the group. */
1832 const char *Name;
1833
1834 /**
1835 * Maximum number of counters in this group which can be active at the
1836 * same time.
1837 */
1838 GLuint MaxActiveCounters;
1839
1840 /** Array of counters within this group. */
1841 const struct gl_perf_monitor_counter *Counters;
1842 GLuint NumCounters;
1843 };
1844
1845
1846 /**
1847 * Context state for AMD_performance_monitor.
1848 */
1849 struct gl_perf_monitor_state
1850 {
1851 /** Array of performance monitor groups (indexed by group ID) */
1852 const struct gl_perf_monitor_group *Groups;
1853 GLuint NumGroups;
1854
1855 /** The table of all performance monitors. */
1856 struct _mesa_HashTable *Monitors;
1857 };
1858
1859
1860 /**
1861 * Names of the various vertex/fragment program register files, etc.
1862 *
1863 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1864 * All values should fit in a 4-bit field.
1865 *
1866 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1867 * considered to be "uniform" variables since they can only be set outside
1868 * glBegin/End. They're also all stored in the same Parameters array.
1869 */
1870 typedef enum
1871 {
1872 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1873 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1874 PROGRAM_INPUT, /**< machine->Inputs[] */
1875 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1876 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1877 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1878 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1879 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1880 PROGRAM_ADDRESS, /**< machine->AddressReg */
1881 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1882 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1883 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1884 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1885 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1886 PROGRAM_MEMORY, /**< for shared, global and local memory */
1887 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1888 PROGRAM_FILE_MAX
1889 } gl_register_file;
1890
1891
1892 /**
1893 * Base class for any kind of program object
1894 */
1895 struct gl_program
1896 {
1897 mtx_t Mutex;
1898 GLuint Id;
1899 GLint RefCount;
1900 GLubyte *String; /**< Null-terminated program text */
1901
1902 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1903 GLenum Format; /**< String encoding format */
1904
1905 struct prog_instruction *Instructions;
1906
1907 struct nir_shader *nir;
1908
1909 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1910 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1911 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1912 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1913 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1914 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1915 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1916 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1917 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1918
1919 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1920
1921 /**
1922 * For vertex and geometry shaders, true if the program uses the
1923 * gl_ClipDistance output. Ignored for fragment shaders.
1924 */
1925 unsigned ClipDistanceArraySize;
1926 unsigned CullDistanceArraySize;
1927
1928
1929 /** Named parameters, constants, etc. from program text */
1930 struct gl_program_parameter_list *Parameters;
1931
1932 /**
1933 * Local parameters used by the program.
1934 *
1935 * It's dynamically allocated because it is rarely used (just
1936 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1937 * allocated.
1938 */
1939 GLfloat (*LocalParams)[4];
1940
1941 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1942 GLubyte SamplerUnits[MAX_SAMPLERS];
1943
1944 /** Bitmask of which register files are read/written with indirect
1945 * addressing. Mask of (1 << PROGRAM_x) bits.
1946 */
1947 GLbitfield IndirectRegisterFiles;
1948
1949 /** Logical counts */
1950 /*@{*/
1951 GLuint NumInstructions;
1952 GLuint NumTemporaries;
1953 GLuint NumParameters;
1954 GLuint NumAttributes;
1955 GLuint NumAddressRegs;
1956 GLuint NumAluInstructions;
1957 GLuint NumTexInstructions;
1958 GLuint NumTexIndirections;
1959 /*@}*/
1960 /** Native, actual h/w counts */
1961 /*@{*/
1962 GLuint NumNativeInstructions;
1963 GLuint NumNativeTemporaries;
1964 GLuint NumNativeParameters;
1965 GLuint NumNativeAttributes;
1966 GLuint NumNativeAddressRegs;
1967 GLuint NumNativeAluInstructions;
1968 GLuint NumNativeTexInstructions;
1969 GLuint NumNativeTexIndirections;
1970 /*@}*/
1971 };
1972
1973
1974 /** Vertex program object */
1975 struct gl_vertex_program
1976 {
1977 struct gl_program Base; /**< base class */
1978 GLboolean IsPositionInvariant;
1979 };
1980
1981
1982 /** Tessellation control program object */
1983 struct gl_tess_ctrl_program
1984 {
1985 struct gl_program Base; /**< base class */
1986
1987 /* output layout */
1988 GLint VerticesOut;
1989 };
1990
1991
1992 /** Tessellation evaluation program object */
1993 struct gl_tess_eval_program
1994 {
1995 struct gl_program Base; /**< base class */
1996
1997 /* input layout */
1998 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1999 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
2000 GLenum VertexOrder; /* GL_CW or GL_CCW */
2001 bool PointMode;
2002 };
2003
2004
2005 /** Geometry program object */
2006 struct gl_geometry_program
2007 {
2008 struct gl_program Base; /**< base class */
2009
2010 GLint VerticesIn;
2011 GLint VerticesOut;
2012 GLint Invocations;
2013 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2014 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2015 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2016 bool UsesEndPrimitive;
2017 bool UsesStreams;
2018 };
2019
2020
2021 /** Fragment program object */
2022 struct gl_fragment_program
2023 {
2024 struct gl_program Base; /**< base class */
2025 GLboolean UsesKill; /**< shader uses KIL instruction */
2026 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2027 GLboolean OriginUpperLeft;
2028 GLboolean PixelCenterInteger;
2029 enum gl_frag_depth_layout FragDepthLayout;
2030
2031 /**
2032 * GLSL interpolation qualifier associated with each fragment shader input.
2033 * For inputs that do not have an interpolation qualifier specified in
2034 * GLSL, the value is INTERP_QUALIFIER_NONE.
2035 */
2036 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2037
2038 /**
2039 * Bitfield indicating, for each fragment shader input, 1 if that input
2040 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2041 */
2042 GLbitfield64 IsCentroid;
2043
2044 /**
2045 * Bitfield indicating, for each fragment shader input, 1 if that input
2046 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2047 */
2048 GLbitfield64 IsSample;
2049 };
2050
2051
2052 /** Compute program object */
2053 struct gl_compute_program
2054 {
2055 struct gl_program Base; /**< base class */
2056
2057 /**
2058 * Size specified using local_size_{x,y,z}.
2059 */
2060 unsigned LocalSize[3];
2061
2062 /**
2063 * Size of shared variables accessed by the compute shader.
2064 */
2065 unsigned SharedSize;
2066 };
2067
2068
2069 /**
2070 * State common to vertex and fragment programs.
2071 */
2072 struct gl_program_state
2073 {
2074 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2075 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2076 };
2077
2078
2079 /**
2080 * Context state for vertex programs.
2081 */
2082 struct gl_vertex_program_state
2083 {
2084 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2085 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2086 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2087 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2088 /** Computed two sided lighting for fixed function/programs. */
2089 GLboolean _TwoSideEnabled;
2090 struct gl_vertex_program *Current; /**< User-bound vertex program */
2091
2092 /** Currently enabled and valid vertex program (including internal
2093 * programs, user-defined vertex programs and GLSL vertex shaders).
2094 * This is the program we must use when rendering.
2095 */
2096 struct gl_vertex_program *_Current;
2097
2098 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2099
2100 /** Should fixed-function T&L be implemented with a vertex prog? */
2101 GLboolean _MaintainTnlProgram;
2102
2103 /** Program to emulate fixed-function T&L (see above) */
2104 struct gl_vertex_program *_TnlProgram;
2105
2106 /** Cache of fixed-function programs */
2107 struct gl_program_cache *Cache;
2108
2109 GLboolean _Overriden;
2110 };
2111
2112 /**
2113 * Context state for tessellation control programs.
2114 */
2115 struct gl_tess_ctrl_program_state
2116 {
2117 /** Currently bound and valid shader. */
2118 struct gl_tess_ctrl_program *_Current;
2119
2120 GLint patch_vertices;
2121 GLfloat patch_default_outer_level[4];
2122 GLfloat patch_default_inner_level[2];
2123 };
2124
2125 /**
2126 * Context state for tessellation evaluation programs.
2127 */
2128 struct gl_tess_eval_program_state
2129 {
2130 /** Currently bound and valid shader. */
2131 struct gl_tess_eval_program *_Current;
2132 };
2133
2134 /**
2135 * Context state for geometry programs.
2136 */
2137 struct gl_geometry_program_state
2138 {
2139 /** Currently enabled and valid program (including internal programs
2140 * and compiled shader programs).
2141 */
2142 struct gl_geometry_program *_Current;
2143 };
2144
2145 /**
2146 * Context state for fragment programs.
2147 */
2148 struct gl_fragment_program_state
2149 {
2150 GLboolean Enabled; /**< User-set fragment program enable flag */
2151 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2152 struct gl_fragment_program *Current; /**< User-bound fragment program */
2153
2154 /** Currently enabled and valid fragment program (including internal
2155 * programs, user-defined fragment programs and GLSL fragment shaders).
2156 * This is the program we must use when rendering.
2157 */
2158 struct gl_fragment_program *_Current;
2159
2160 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2161
2162 /** Should fixed-function texturing be implemented with a fragment prog? */
2163 GLboolean _MaintainTexEnvProgram;
2164
2165 /** Program to emulate fixed-function texture env/combine (see above) */
2166 struct gl_fragment_program *_TexEnvProgram;
2167
2168 /** Cache of fixed-function programs */
2169 struct gl_program_cache *Cache;
2170 };
2171
2172
2173 /**
2174 * Context state for compute programs.
2175 */
2176 struct gl_compute_program_state
2177 {
2178 /** Currently enabled and valid program (including internal programs
2179 * and compiled shader programs).
2180 */
2181 struct gl_compute_program *_Current;
2182 };
2183
2184
2185 /**
2186 * ATI_fragment_shader runtime state
2187 */
2188
2189 struct atifs_instruction;
2190 struct atifs_setupinst;
2191
2192 /**
2193 * ATI fragment shader
2194 */
2195 struct ati_fragment_shader
2196 {
2197 GLuint Id;
2198 GLint RefCount;
2199 struct atifs_instruction *Instructions[2];
2200 struct atifs_setupinst *SetupInst[2];
2201 GLfloat Constants[8][4];
2202 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2203 GLubyte numArithInstr[2];
2204 GLubyte regsAssigned[2];
2205 GLubyte NumPasses; /**< 1 or 2 */
2206 GLubyte cur_pass;
2207 GLubyte last_optype;
2208 GLboolean interpinp1;
2209 GLboolean isValid;
2210 GLuint swizzlerq;
2211 struct gl_program *Program;
2212 };
2213
2214 /**
2215 * Context state for GL_ATI_fragment_shader
2216 */
2217 struct gl_ati_fragment_shader_state
2218 {
2219 GLboolean Enabled;
2220 GLboolean _Enabled; /**< enabled and valid shader? */
2221 GLboolean Compiling;
2222 GLfloat GlobalConstants[8][4];
2223 struct ati_fragment_shader *Current;
2224 };
2225
2226 /**
2227 * Shader subroutine function definition
2228 */
2229 struct gl_subroutine_function
2230 {
2231 char *name;
2232 int index;
2233 int num_compat_types;
2234 const struct glsl_type **types;
2235 };
2236
2237 /**
2238 * Shader information needed by both gl_shader and gl_linked shader.
2239 */
2240 struct gl_shader_info
2241 {
2242 bool uses_builtin_functions;
2243 bool uses_gl_fragcoord;
2244 bool redeclares_gl_fragcoord;
2245 bool ARB_fragment_coord_conventions_enable;
2246
2247 /**
2248 * Fragment shader state from GLSL 1.50 layout qualifiers.
2249 */
2250 bool origin_upper_left;
2251 bool pixel_center_integer;
2252
2253 struct {
2254 /** Global xfb_stride out qualifier if any */
2255 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2256 } TransformFeedback;
2257
2258 /**
2259 * Tessellation Control shader state from layout qualifiers.
2260 */
2261 struct {
2262 /**
2263 * 0 - vertices not declared in shader, or
2264 * 1 .. GL_MAX_PATCH_VERTICES
2265 */
2266 GLint VerticesOut;
2267 } TessCtrl;
2268
2269 /**
2270 * Tessellation Evaluation shader state from layout qualifiers.
2271 */
2272 struct {
2273 /**
2274 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2275 * in this shader.
2276 */
2277 GLenum PrimitiveMode;
2278 /**
2279 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2280 * in this shader.
2281 */
2282 GLenum Spacing;
2283 /**
2284 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2285 */
2286 GLenum VertexOrder;
2287 /**
2288 * 1, 0, or -1 if it's not set in this shader.
2289 */
2290 int PointMode;
2291 } TessEval;
2292
2293 /**
2294 * Geometry shader state from GLSL 1.50 layout qualifiers.
2295 */
2296 struct {
2297 GLint VerticesOut;
2298 /**
2299 * 0 - Invocations count not declared in shader, or
2300 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2301 */
2302 GLint Invocations;
2303 /**
2304 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2305 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2306 * shader.
2307 */
2308 GLenum InputType;
2309 /**
2310 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2311 * it's not set in this shader.
2312 */
2313 GLenum OutputType;
2314 } Geom;
2315
2316 /**
2317 * Whether early fragment tests are enabled as defined by
2318 * ARB_shader_image_load_store.
2319 */
2320 bool EarlyFragmentTests;
2321
2322 /**
2323 * Compute shader state from ARB_compute_shader layout qualifiers.
2324 */
2325 struct {
2326 /**
2327 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2328 * it's not set in this shader.
2329 */
2330 unsigned LocalSize[3];
2331 } Comp;
2332 };
2333
2334 /**
2335 * A linked GLSL shader object.
2336 */
2337 struct gl_linked_shader
2338 {
2339 gl_shader_stage Stage;
2340
2341 struct gl_program *Program; /**< Post-compile assembly code */
2342
2343 /**
2344 * \name Sampler tracking
2345 *
2346 * \note Each of these fields is only set post-linking.
2347 */
2348 /*@{*/
2349 unsigned num_samplers; /**< Number of samplers used by this shader. */
2350 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2351 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2352 /*@}*/
2353
2354 /**
2355 * Map from sampler unit to texture unit (set by glUniform1i())
2356 *
2357 * A sampler unit is associated with each sampler uniform by the linker.
2358 * The sampler unit associated with each uniform is stored in the
2359 * \c gl_uniform_storage::sampler field.
2360 */
2361 GLubyte SamplerUnits[MAX_SAMPLERS];
2362 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2363 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2364
2365 /**
2366 * Number of default uniform block components used by this shader.
2367 *
2368 * This field is only set post-linking.
2369 */
2370 unsigned num_uniform_components;
2371
2372 /**
2373 * Number of combined uniform components used by this shader.
2374 *
2375 * This field is only set post-linking. It is the sum of the uniform block
2376 * sizes divided by sizeof(float), and num_uniform_compoennts.
2377 */
2378 unsigned num_combined_uniform_components;
2379
2380 unsigned NumUniformBlocks;
2381 struct gl_uniform_block **UniformBlocks;
2382
2383 unsigned NumShaderStorageBlocks;
2384 struct gl_uniform_block **ShaderStorageBlocks;
2385
2386 struct exec_list *ir;
2387 struct exec_list *packed_varyings;
2388 struct exec_list *fragdata_arrays;
2389 struct glsl_symbol_table *symbols;
2390
2391 /**
2392 * Map from image uniform index to image unit (set by glUniform1i())
2393 *
2394 * An image uniform index is associated with each image uniform by
2395 * the linker. The image index associated with each uniform is
2396 * stored in the \c gl_uniform_storage::image field.
2397 */
2398 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2399
2400 /**
2401 * Access qualifier specified in the shader for each image uniform
2402 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2403 * GL_READ_WRITE.
2404 *
2405 * It may be different, though only more strict than the value of
2406 * \c gl_image_unit::Access for the corresponding image unit.
2407 */
2408 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2409
2410 /**
2411 * Number of image uniforms defined in the shader. It specifies
2412 * the number of valid elements in the \c ImageUnits and \c
2413 * ImageAccess arrays above.
2414 */
2415 GLuint NumImages;
2416
2417 struct gl_active_atomic_buffer **AtomicBuffers;
2418 unsigned NumAtomicBuffers;
2419
2420 /**
2421 * Number of types for subroutine uniforms.
2422 */
2423 GLuint NumSubroutineUniformTypes;
2424
2425 /**
2426 * Subroutine uniform remap table
2427 * based on the program level uniform remap table.
2428 */
2429 GLuint NumSubroutineUniforms; /* non-sparse total */
2430 GLuint NumSubroutineUniformRemapTable;
2431 struct gl_uniform_storage **SubroutineUniformRemapTable;
2432
2433 /**
2434 * Num of subroutine functions for this stage
2435 * and storage for them.
2436 */
2437 GLuint NumSubroutineFunctions;
2438 GLuint MaxSubroutineFunctionIndex;
2439 struct gl_subroutine_function *SubroutineFunctions;
2440
2441 struct gl_shader_info info;
2442 };
2443
2444 /**
2445 * A GLSL shader object.
2446 */
2447 struct gl_shader
2448 {
2449 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2450 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2451 * Must be the first field.
2452 */
2453 GLenum Type;
2454 gl_shader_stage Stage;
2455 GLuint Name; /**< AKA the handle */
2456 GLint RefCount; /**< Reference count */
2457 GLchar *Label; /**< GL_KHR_debug */
2458 GLboolean DeletePending;
2459 GLboolean CompileStatus;
2460 bool IsES; /**< True if this shader uses GLSL ES */
2461
2462 GLuint SourceChecksum; /**< for debug/logging purposes */
2463 const GLchar *Source; /**< Source code string */
2464
2465 GLchar *InfoLog;
2466
2467 unsigned Version; /**< GLSL version used for linking */
2468
2469 struct exec_list *ir;
2470 struct glsl_symbol_table *symbols;
2471
2472 struct gl_shader_info info;
2473 };
2474
2475
2476 struct gl_uniform_buffer_variable
2477 {
2478 char *Name;
2479
2480 /**
2481 * Name of the uniform as seen by glGetUniformIndices.
2482 *
2483 * glGetUniformIndices requires that the block instance index \b not be
2484 * present in the name of queried uniforms.
2485 *
2486 * \note
2487 * \c gl_uniform_buffer_variable::IndexName and
2488 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2489 */
2490 char *IndexName;
2491
2492 const struct glsl_type *Type;
2493 unsigned int Offset;
2494 GLboolean RowMajor;
2495 };
2496
2497
2498 enum gl_uniform_block_packing
2499 {
2500 ubo_packing_std140,
2501 ubo_packing_shared,
2502 ubo_packing_packed,
2503 ubo_packing_std430
2504 };
2505
2506
2507 struct gl_uniform_block
2508 {
2509 /** Declared name of the uniform block */
2510 char *Name;
2511
2512 /** Array of supplemental information about UBO ir_variables. */
2513 struct gl_uniform_buffer_variable *Uniforms;
2514 GLuint NumUniforms;
2515
2516 /**
2517 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2518 * with glBindBufferBase to bind a buffer object to this uniform block. When
2519 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2520 */
2521 GLuint Binding;
2522
2523 /**
2524 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2525 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2526 */
2527 GLuint UniformBufferSize;
2528
2529 /** Stages that reference this block */
2530 uint8_t stageref;
2531
2532 /**
2533 * Layout specified in the shader
2534 *
2535 * This isn't accessible through the API, but it is used while
2536 * cross-validating uniform blocks.
2537 */
2538 enum gl_uniform_block_packing _Packing;
2539 };
2540
2541 /**
2542 * Structure that represents a reference to an atomic buffer from some
2543 * shader program.
2544 */
2545 struct gl_active_atomic_buffer
2546 {
2547 /** Uniform indices of the atomic counters declared within it. */
2548 GLuint *Uniforms;
2549 GLuint NumUniforms;
2550
2551 /** Binding point index associated with it. */
2552 GLuint Binding;
2553
2554 /** Minimum reasonable size it is expected to have. */
2555 GLuint MinimumSize;
2556
2557 /** Shader stages making use of it. */
2558 GLboolean StageReferences[MESA_SHADER_STAGES];
2559 };
2560
2561 /**
2562 * Data container for shader queries. This holds only the minimal
2563 * amount of required information for resource queries to work.
2564 */
2565 struct gl_shader_variable
2566 {
2567 /**
2568 * Declared type of the variable
2569 */
2570 const struct glsl_type *type;
2571
2572 /**
2573 * If the variable is in an interface block, this is the type of the block.
2574 */
2575 const struct glsl_type *interface_type;
2576
2577 /**
2578 * For variables inside structs (possibly recursively), this is the
2579 * outermost struct type.
2580 */
2581 const struct glsl_type *outermost_struct_type;
2582
2583 /**
2584 * Declared name of the variable
2585 */
2586 char *name;
2587
2588 /**
2589 * Storage location of the base of this variable
2590 *
2591 * The precise meaning of this field depends on the nature of the variable.
2592 *
2593 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2594 * - Vertex shader output: one of the values from \c gl_varying_slot.
2595 * - Geometry shader input: one of the values from \c gl_varying_slot.
2596 * - Geometry shader output: one of the values from \c gl_varying_slot.
2597 * - Fragment shader input: one of the values from \c gl_varying_slot.
2598 * - Fragment shader output: one of the values from \c gl_frag_result.
2599 * - Uniforms: Per-stage uniform slot number for default uniform block.
2600 * - Uniforms: Index within the uniform block definition for UBO members.
2601 * - Non-UBO Uniforms: explicit location until linking then reused to
2602 * store uniform slot number.
2603 * - Other: This field is not currently used.
2604 *
2605 * If the variable is a uniform, shader input, or shader output, and the
2606 * slot has not been assigned, the value will be -1.
2607 */
2608 int location;
2609
2610 /**
2611 * Specifies the first component the variable is stored in as per
2612 * ARB_enhanced_layouts.
2613 */
2614 unsigned component:2;
2615
2616 /**
2617 * Output index for dual source blending.
2618 *
2619 * \note
2620 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2621 * source blending.
2622 */
2623 unsigned index:1;
2624
2625 /**
2626 * Specifies whether a shader input/output is per-patch in tessellation
2627 * shader stages.
2628 */
2629 unsigned patch:1;
2630
2631 /**
2632 * Storage class of the variable.
2633 *
2634 * \sa (n)ir_variable_mode
2635 */
2636 unsigned mode:4;
2637
2638 /**
2639 * Interpolation mode for shader inputs / outputs
2640 *
2641 * \sa glsl_interp_qualifier
2642 */
2643 unsigned interpolation:2;
2644
2645 /**
2646 * Was the location explicitly set in the shader?
2647 *
2648 * If the location is explicitly set in the shader, it \b cannot be changed
2649 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2650 * no effect).
2651 */
2652 unsigned explicit_location:1;
2653
2654 /**
2655 * Precision qualifier.
2656 */
2657 unsigned precision:2;
2658 };
2659
2660 /**
2661 * Active resource in a gl_shader_program
2662 */
2663 struct gl_program_resource
2664 {
2665 GLenum Type; /** Program interface type. */
2666 const void *Data; /** Pointer to resource associated data structure. */
2667 uint8_t StageReferences; /** Bitmask of shader stage references. */
2668 };
2669
2670 /**
2671 * A GLSL program object.
2672 * Basically a linked collection of vertex and fragment shaders.
2673 */
2674 struct gl_shader_program
2675 {
2676 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2677 GLuint Name; /**< aka handle or ID */
2678 GLchar *Label; /**< GL_KHR_debug */
2679 GLint RefCount; /**< Reference count */
2680 GLboolean DeletePending;
2681
2682 /**
2683 * Is the application intending to glGetProgramBinary this program?
2684 */
2685 GLboolean BinaryRetreivableHint;
2686
2687 /**
2688 * Indicates whether program can be bound for individual pipeline stages
2689 * using UseProgramStages after it is next linked.
2690 */
2691 GLboolean SeparateShader;
2692
2693 GLuint NumShaders; /**< number of attached shaders */
2694 struct gl_shader **Shaders; /**< List of attached the shaders */
2695
2696 /**
2697 * User-defined attribute bindings
2698 *
2699 * These are set via \c glBindAttribLocation and are used to direct the
2700 * GLSL linker. These are \b not the values used in the compiled shader,
2701 * and they are \b not the values returned by \c glGetAttribLocation.
2702 */
2703 struct string_to_uint_map *AttributeBindings;
2704
2705 /**
2706 * User-defined fragment data bindings
2707 *
2708 * These are set via \c glBindFragDataLocation and are used to direct the
2709 * GLSL linker. These are \b not the values used in the compiled shader,
2710 * and they are \b not the values returned by \c glGetFragDataLocation.
2711 */
2712 struct string_to_uint_map *FragDataBindings;
2713 struct string_to_uint_map *FragDataIndexBindings;
2714
2715 /**
2716 * Transform feedback varyings last specified by
2717 * glTransformFeedbackVaryings().
2718 *
2719 * For the current set of transform feedback varyings used for transform
2720 * feedback output, see LinkedTransformFeedback.
2721 */
2722 struct {
2723 GLenum BufferMode;
2724 /** Global xfb_stride out qualifier if any */
2725 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2726 GLuint NumVarying;
2727 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2728 } TransformFeedback;
2729
2730 /** Post-link transform feedback info. */
2731 struct gl_transform_feedback_info LinkedTransformFeedback;
2732
2733 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2734 enum gl_frag_depth_layout FragDepthLayout;
2735
2736 /**
2737 * Tessellation Evaluation shader state from layout qualifiers.
2738 */
2739 struct {
2740 /**
2741 * True if gl_ClipDistance is written to. Copied into
2742 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2743 */
2744 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2745 0 if not present. */
2746 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2747 0 if not present. */
2748 } TessEval;
2749
2750 /**
2751 * Geometry shader state - copied into gl_geometry_program by
2752 * _mesa_copy_linked_program_data().
2753 */
2754 struct {
2755 GLint VerticesIn;
2756
2757 /**
2758 * True if gl_ClipDistance is written to. Copied into
2759 * gl_geometry_program by _mesa_copy_linked_program_data().
2760 */
2761 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2762 0 if not present. */
2763 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2764 0 if not present. */
2765 bool UsesEndPrimitive;
2766 bool UsesStreams;
2767 } Geom;
2768
2769 /** Vertex shader state */
2770 struct {
2771 /**
2772 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2773 * by _mesa_copy_linked_program_data().
2774 */
2775 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2776 0 if not present. */
2777 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2778 0 if not present. */
2779 } Vert;
2780
2781 /**
2782 * Compute shader state - copied into gl_compute_program by
2783 * _mesa_copy_linked_program_data().
2784 */
2785 struct {
2786 /**
2787 * If this shader contains a compute stage, size specified using
2788 * local_size_{x,y,z}. Otherwise undefined.
2789 */
2790 unsigned LocalSize[3];
2791 /**
2792 * Size of shared variables accessed by the compute shader.
2793 */
2794 unsigned SharedSize;
2795 } Comp;
2796
2797 /* post-link info: */
2798 unsigned NumUniformStorage;
2799 unsigned NumHiddenUniforms;
2800 struct gl_uniform_storage *UniformStorage;
2801
2802 /**
2803 * Mapping from GL uniform locations returned by \c glUniformLocation to
2804 * UniformStorage entries. Arrays will have multiple contiguous slots
2805 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2806 */
2807 unsigned NumUniformRemapTable;
2808 struct gl_uniform_storage **UniformRemapTable;
2809
2810 /**
2811 * Sometimes there are empty slots left over in UniformRemapTable after we
2812 * allocate slots to explicit locations. This list stores the blocks of
2813 * continuous empty slots inside UniformRemapTable.
2814 */
2815 struct exec_list EmptyUniformLocations;
2816
2817 /**
2818 * Size of the gl_ClipDistance array that is output from the last pipeline
2819 * stage before the fragment shader.
2820 */
2821 unsigned LastClipDistanceArraySize;
2822 unsigned LastCullDistanceArraySize;
2823
2824 unsigned NumUniformBlocks;
2825 struct gl_uniform_block *UniformBlocks;
2826
2827 unsigned NumShaderStorageBlocks;
2828 struct gl_uniform_block *ShaderStorageBlocks;
2829
2830 /**
2831 * Map of active uniform names to locations
2832 *
2833 * Maps any active uniform that is not an array element to a location.
2834 * Each active uniform, including individual structure members will appear
2835 * in this map. This roughly corresponds to the set of names that would be
2836 * enumerated by \c glGetActiveUniform.
2837 */
2838 struct string_to_uint_map *UniformHash;
2839
2840 struct gl_active_atomic_buffer *AtomicBuffers;
2841 unsigned NumAtomicBuffers;
2842
2843 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2844 GLboolean Validated;
2845 GLboolean _Used; /**< Ever used for drawing? */
2846 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2847 GLchar *InfoLog;
2848
2849 unsigned Version; /**< GLSL version used for linking */
2850 bool IsES; /**< True if this program uses GLSL ES */
2851
2852 /**
2853 * Per-stage shaders resulting from the first stage of linking.
2854 *
2855 * Set of linked shaders for this program. The array is accessed using the
2856 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2857 * \c NULL.
2858 */
2859 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2860
2861 /** List of all active resources after linking. */
2862 struct gl_program_resource *ProgramResourceList;
2863 unsigned NumProgramResourceList;
2864
2865 /* True if any of the fragment shaders attached to this program use:
2866 * #extension ARB_fragment_coord_conventions: enable
2867 */
2868 GLboolean ARB_fragment_coord_conventions_enable;
2869 };
2870
2871
2872 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2873 #define GLSL_LOG 0x2 /**< Write shaders to files */
2874 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2875 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2876 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2877 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2878 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2879 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2880 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2881 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2882
2883
2884 /**
2885 * Context state for GLSL vertex/fragment shaders.
2886 * Extended to support pipeline object
2887 */
2888 struct gl_pipeline_object
2889 {
2890 /** Name of the pipeline object as received from glGenProgramPipelines.
2891 * It would be 0 for shaders without separate shader objects.
2892 */
2893 GLuint Name;
2894
2895 GLint RefCount;
2896
2897 mtx_t Mutex;
2898
2899 GLchar *Label; /**< GL_KHR_debug */
2900
2901 /**
2902 * Programs used for rendering
2903 *
2904 * There is a separate program set for each shader stage.
2905 */
2906 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2907
2908 struct gl_shader_program *_CurrentFragmentProgram;
2909
2910 /**
2911 * Program used by glUniform calls.
2912 *
2913 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2914 */
2915 struct gl_shader_program *ActiveProgram;
2916
2917 GLbitfield Flags; /**< Mask of GLSL_x flags */
2918
2919 GLboolean EverBound; /**< Has the pipeline object been created */
2920
2921 GLboolean Validated; /**< Pipeline Validation status */
2922
2923 GLchar *InfoLog;
2924 };
2925
2926 /**
2927 * Context state for GLSL pipeline shaders.
2928 */
2929 struct gl_pipeline_shader_state
2930 {
2931 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2932 struct gl_pipeline_object *Current;
2933
2934 /* Default Object to ensure that _Shader is never NULL */
2935 struct gl_pipeline_object *Default;
2936
2937 /** Pipeline objects */
2938 struct _mesa_HashTable *Objects;
2939 };
2940
2941 /**
2942 * Compiler options for a single GLSL shaders type
2943 */
2944 struct gl_shader_compiler_options
2945 {
2946 /** Driver-selectable options: */
2947 GLboolean EmitNoLoops;
2948 GLboolean EmitNoFunctions;
2949 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2950 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2951 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2952 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2953 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2954 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
2955 * gl_CullDistance together from
2956 * float[8] to vec4[2]
2957 **/
2958
2959 /**
2960 * \name Forms of indirect addressing the driver cannot do.
2961 */
2962 /*@{*/
2963 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2964 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2965 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2966 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2967 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2968 /*@}*/
2969
2970 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2971 GLuint MaxUnrollIterations;
2972
2973 /**
2974 * Optimize code for array of structures backends.
2975 *
2976 * This is a proxy for:
2977 * - preferring DP4 instructions (rather than MUL/MAD) for
2978 * matrix * vector operations, such as position transformation.
2979 */
2980 GLboolean OptimizeForAOS;
2981
2982 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2983
2984 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
2985 GLboolean ClampBlockIndicesToArrayBounds;
2986
2987 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
2988 * variable access to intrinsics. */
2989
2990 const struct nir_shader_compiler_options *NirOptions;
2991 };
2992
2993
2994 /**
2995 * Occlusion/timer query object.
2996 */
2997 struct gl_query_object
2998 {
2999 GLenum Target; /**< The query target, when active */
3000 GLuint Id; /**< hash table ID/name */
3001 GLchar *Label; /**< GL_KHR_debug */
3002 GLuint64EXT Result; /**< the counter */
3003 GLboolean Active; /**< inside Begin/EndQuery */
3004 GLboolean Ready; /**< result is ready? */
3005 GLboolean EverBound;/**< has query object ever been bound */
3006 GLuint Stream; /**< The stream */
3007 };
3008
3009
3010 /**
3011 * Context state for query objects.
3012 */
3013 struct gl_query_state
3014 {
3015 struct _mesa_HashTable *QueryObjects;
3016 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3017 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3018
3019 /** GL_NV_conditional_render */
3020 struct gl_query_object *CondRenderQuery;
3021
3022 /** GL_EXT_transform_feedback */
3023 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3024 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3025
3026 /** GL_ARB_timer_query */
3027 struct gl_query_object *TimeElapsed;
3028
3029 /** GL_ARB_pipeline_statistics_query */
3030 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3031
3032 GLenum CondRenderMode;
3033 };
3034
3035
3036 /** Sync object state */
3037 struct gl_sync_object
3038 {
3039 GLenum Type; /**< GL_SYNC_FENCE */
3040 GLuint Name; /**< Fence name */
3041 GLchar *Label; /**< GL_KHR_debug */
3042 GLint RefCount; /**< Reference count */
3043 GLboolean DeletePending; /**< Object was deleted while there were still
3044 * live references (e.g., sync not yet finished)
3045 */
3046 GLenum SyncCondition;
3047 GLbitfield Flags; /**< Flags passed to glFenceSync */
3048 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3049 };
3050
3051
3052 /**
3053 * State which can be shared by multiple contexts:
3054 */
3055 struct gl_shared_state
3056 {
3057 mtx_t Mutex; /**< for thread safety */
3058 GLint RefCount; /**< Reference count */
3059 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3060 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3061 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3062
3063 /** Default texture objects (shared by all texture units) */
3064 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3065
3066 /** Fallback texture used when a bound texture is incomplete */
3067 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3068
3069 /**
3070 * \name Thread safety and statechange notification for texture
3071 * objects.
3072 *
3073 * \todo Improve the granularity of locking.
3074 */
3075 /*@{*/
3076 mtx_t TexMutex; /**< texobj thread safety */
3077 GLuint TextureStateStamp; /**< state notification for shared tex */
3078 /*@}*/
3079
3080 /** Default buffer object for vertex arrays that aren't in VBOs */
3081 struct gl_buffer_object *NullBufferObj;
3082
3083 /**
3084 * \name Vertex/geometry/fragment programs
3085 */
3086 /*@{*/
3087 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3088 struct gl_vertex_program *DefaultVertexProgram;
3089 struct gl_fragment_program *DefaultFragmentProgram;
3090 /*@}*/
3091
3092 /* GL_ATI_fragment_shader */
3093 struct _mesa_HashTable *ATIShaders;
3094 struct ati_fragment_shader *DefaultFragmentShader;
3095
3096 struct _mesa_HashTable *BufferObjects;
3097
3098 /** Table of both gl_shader and gl_shader_program objects */
3099 struct _mesa_HashTable *ShaderObjects;
3100
3101 /* GL_EXT_framebuffer_object */
3102 struct _mesa_HashTable *RenderBuffers;
3103 struct _mesa_HashTable *FrameBuffers;
3104
3105 /* GL_ARB_sync */
3106 struct set *SyncObjects;
3107
3108 /** GL_ARB_sampler_objects */
3109 struct _mesa_HashTable *SamplerObjects;
3110
3111 /**
3112 * Some context in this share group was affected by a GPU reset
3113 *
3114 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3115 * been affected by a GPU reset must also return
3116 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3117 *
3118 * Once this field becomes true, it is never reset to false.
3119 */
3120 bool ShareGroupReset;
3121 };
3122
3123
3124
3125 /**
3126 * Renderbuffers represent drawing surfaces such as color, depth and/or
3127 * stencil. A framebuffer object has a set of renderbuffers.
3128 * Drivers will typically derive subclasses of this type.
3129 */
3130 struct gl_renderbuffer
3131 {
3132 mtx_t Mutex; /**< for thread safety */
3133 GLuint ClassID; /**< Useful for drivers */
3134 GLuint Name;
3135 GLchar *Label; /**< GL_KHR_debug */
3136 GLint RefCount;
3137 GLuint Width, Height;
3138 GLuint Depth;
3139 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3140 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3141 /**
3142 * True for renderbuffers that wrap textures, giving the driver a chance to
3143 * flush render caches through the FinishRenderTexture hook.
3144 *
3145 * Drivers may also set this on renderbuffers other than those generated by
3146 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3147 * called without a rb->TexImage.
3148 */
3149 GLboolean NeedsFinishRenderTexture;
3150 GLubyte NumSamples;
3151 GLenum InternalFormat; /**< The user-specified format */
3152 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3153 GL_STENCIL_INDEX. */
3154 mesa_format Format; /**< The actual renderbuffer memory format */
3155 /**
3156 * Pointer to the texture image if this renderbuffer wraps a texture,
3157 * otherwise NULL.
3158 *
3159 * Note that the reference on the gl_texture_object containing this
3160 * TexImage is held by the gl_renderbuffer_attachment.
3161 */
3162 struct gl_texture_image *TexImage;
3163
3164 /** Delete this renderbuffer */
3165 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3166
3167 /** Allocate new storage for this renderbuffer */
3168 GLboolean (*AllocStorage)(struct gl_context *ctx,
3169 struct gl_renderbuffer *rb,
3170 GLenum internalFormat,
3171 GLuint width, GLuint height);
3172 };
3173
3174
3175 /**
3176 * A renderbuffer attachment points to either a texture object (and specifies
3177 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3178 */
3179 struct gl_renderbuffer_attachment
3180 {
3181 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3182 GLboolean Complete;
3183
3184 /**
3185 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3186 * application supplied renderbuffer object.
3187 */
3188 struct gl_renderbuffer *Renderbuffer;
3189
3190 /**
3191 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3192 * supplied texture object.
3193 */
3194 struct gl_texture_object *Texture;
3195 GLuint TextureLevel; /**< Attached mipmap level. */
3196 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3197 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3198 * and 2D array textures */
3199 GLboolean Layered;
3200 };
3201
3202
3203 /**
3204 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3205 * In C++ terms, think of this as a base class from which device drivers
3206 * will make derived classes.
3207 */
3208 struct gl_framebuffer
3209 {
3210 mtx_t Mutex; /**< for thread safety */
3211 /**
3212 * If zero, this is a window system framebuffer. If non-zero, this
3213 * is a FBO framebuffer; note that for some devices (i.e. those with
3214 * a natural pixel coordinate system for FBOs that differs from the
3215 * OpenGL/Mesa coordinate system), this means that the viewport,
3216 * polygon face orientation, and polygon stipple will have to be inverted.
3217 */
3218 GLuint Name;
3219 GLint RefCount;
3220
3221 GLchar *Label; /**< GL_KHR_debug */
3222
3223 GLboolean DeletePending;
3224
3225 /**
3226 * The framebuffer's visual. Immutable if this is a window system buffer.
3227 * Computed from attachments if user-made FBO.
3228 */
3229 struct gl_config Visual;
3230
3231 /**
3232 * Size of frame buffer in pixels. If there are no attachments, then both
3233 * of these are 0.
3234 */
3235 GLuint Width, Height;
3236
3237 /**
3238 * In the case that the framebuffer has no attachment (i.e.
3239 * GL_ARB_framebuffer_no_attachments) then the geometry of
3240 * the framebuffer is specified by the default values.
3241 */
3242 struct {
3243 GLuint Width, Height, Layers, NumSamples;
3244 GLboolean FixedSampleLocations;
3245 /* Derived from NumSamples by the driver so that it can choose a valid
3246 * value for the hardware.
3247 */
3248 GLuint _NumSamples;
3249 } DefaultGeometry;
3250
3251 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3252 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3253 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3254 */
3255 /*@{*/
3256 GLint _Xmin, _Xmax;
3257 GLint _Ymin, _Ymax;
3258 /*@}*/
3259
3260 /** \name Derived Z buffer stuff */
3261 /*@{*/
3262 GLuint _DepthMax; /**< Max depth buffer value */
3263 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3264 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3265 /*@}*/
3266
3267 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3268 GLenum _Status;
3269
3270 /** Whether one of Attachment has Type != GL_NONE
3271 * NOTE: the values for Width and Height are set to 0 in case of having
3272 * no attachments, a backend driver supporting the extension
3273 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3274 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3275 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3276 * _Ymax do NOT take into account _HasAttachments being false). To get the
3277 * geometry of the framebuffer, the helper functions
3278 * _mesa_geometric_width(),
3279 * _mesa_geometric_height(),
3280 * _mesa_geometric_samples() and
3281 * _mesa_geometric_layers()
3282 * are available that check _HasAttachments.
3283 */
3284 bool _HasAttachments;
3285
3286 /** Integer color values */
3287 GLboolean _IntegerColor;
3288
3289 /* ARB_color_buffer_float */
3290 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3291 GLboolean _HasSNormOrFloatColorBuffer;
3292
3293 /**
3294 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3295 * is not layered. For cube maps and cube map arrays, each cube face
3296 * counts as a layer. As the case for Width, Height a backend driver
3297 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3298 * in the case that _HasAttachments is false
3299 */
3300 GLuint MaxNumLayers;
3301
3302 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3303 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3304
3305 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3306 * attribute group and GL_PIXEL attribute group, respectively.
3307 */
3308 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3309 GLenum ColorReadBuffer;
3310
3311 /** Computed from ColorDraw/ReadBuffer above */
3312 GLuint _NumColorDrawBuffers;
3313 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3314 GLint _ColorReadBufferIndex; /* -1 = None */
3315 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3316 struct gl_renderbuffer *_ColorReadBuffer;
3317
3318 /** Delete this framebuffer */
3319 void (*Delete)(struct gl_framebuffer *fb);
3320 };
3321
3322
3323 /**
3324 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3325 */
3326 struct gl_precision
3327 {
3328 GLushort RangeMin; /**< min value exponent */
3329 GLushort RangeMax; /**< max value exponent */
3330 GLushort Precision; /**< number of mantissa bits */
3331 };
3332
3333
3334 /**
3335 * Limits for vertex, geometry and fragment programs/shaders.
3336 */
3337 struct gl_program_constants
3338 {
3339 /* logical limits */
3340 GLuint MaxInstructions;
3341 GLuint MaxAluInstructions;
3342 GLuint MaxTexInstructions;
3343 GLuint MaxTexIndirections;
3344 GLuint MaxAttribs;
3345 GLuint MaxTemps;
3346 GLuint MaxAddressRegs;
3347 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3348 GLuint MaxParameters;
3349 GLuint MaxLocalParams;
3350 GLuint MaxEnvParams;
3351 /* native/hardware limits */
3352 GLuint MaxNativeInstructions;
3353 GLuint MaxNativeAluInstructions;
3354 GLuint MaxNativeTexInstructions;
3355 GLuint MaxNativeTexIndirections;
3356 GLuint MaxNativeAttribs;
3357 GLuint MaxNativeTemps;
3358 GLuint MaxNativeAddressRegs;
3359 GLuint MaxNativeParameters;
3360 /* For shaders */
3361 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3362
3363 /**
3364 * \name Per-stage input / output limits
3365 *
3366 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3367 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3368 * ES). This is stored as \c gl_constants::MaxVarying.
3369 *
3370 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3371 * variables. Each stage as a certain number of outputs that it can feed
3372 * to the next stage and a certain number inputs that it can consume from
3373 * the previous stage.
3374 *
3375 * Vertex shader inputs do not participate this in this accounting.
3376 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3377 *
3378 * Fragment shader outputs do not participate this in this accounting.
3379 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3380 */
3381 /*@{*/
3382 GLuint MaxInputComponents;
3383 GLuint MaxOutputComponents;
3384 /*@}*/
3385
3386 /* ES 2.0 and GL_ARB_ES2_compatibility */
3387 struct gl_precision LowFloat, MediumFloat, HighFloat;
3388 struct gl_precision LowInt, MediumInt, HighInt;
3389 /* GL_ARB_uniform_buffer_object */
3390 GLuint MaxUniformBlocks;
3391 GLuint MaxCombinedUniformComponents;
3392 GLuint MaxTextureImageUnits;
3393
3394 /* GL_ARB_shader_atomic_counters */
3395 GLuint MaxAtomicBuffers;
3396 GLuint MaxAtomicCounters;
3397
3398 /* GL_ARB_shader_image_load_store */
3399 GLuint MaxImageUniforms;
3400
3401 /* GL_ARB_shader_storage_buffer_object */
3402 GLuint MaxShaderStorageBlocks;
3403 };
3404
3405
3406 /**
3407 * Constants which may be overridden by device driver during context creation
3408 * but are never changed after that.
3409 */
3410 struct gl_constants
3411 {
3412 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3413 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3414 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3415 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3416 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3417 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3418 GLuint MaxTextureCoordUnits;
3419 GLuint MaxCombinedTextureImageUnits;
3420 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3421 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3422 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3423 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3424
3425 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3426
3427 GLuint MaxArrayLockSize;
3428
3429 GLint SubPixelBits;
3430
3431 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3432 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3433 GLfloat PointSizeGranularity;
3434 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3435 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3436 GLfloat LineWidthGranularity;
3437
3438 GLuint MaxClipPlanes;
3439 GLuint MaxLights;
3440 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3441 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3442
3443 GLuint MaxViewportWidth, MaxViewportHeight;
3444 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3445 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3446 struct {
3447 GLfloat Min;
3448 GLfloat Max;
3449 } ViewportBounds; /**< GL_ARB_viewport_array */
3450 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3451
3452 struct gl_program_constants Program[MESA_SHADER_STAGES];
3453 GLuint MaxProgramMatrices;
3454 GLuint MaxProgramMatrixStackDepth;
3455
3456 struct {
3457 GLuint SamplesPassed;
3458 GLuint TimeElapsed;
3459 GLuint Timestamp;
3460 GLuint PrimitivesGenerated;
3461 GLuint PrimitivesWritten;
3462 GLuint VerticesSubmitted;
3463 GLuint PrimitivesSubmitted;
3464 GLuint VsInvocations;
3465 GLuint TessPatches;
3466 GLuint TessInvocations;
3467 GLuint GsInvocations;
3468 GLuint GsPrimitives;
3469 GLuint FsInvocations;
3470 GLuint ComputeInvocations;
3471 GLuint ClInPrimitives;
3472 GLuint ClOutPrimitives;
3473 } QueryCounterBits;
3474
3475 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3476
3477 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3478 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3479 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3480
3481 /**
3482 * GL_ARB_framebuffer_no_attachments
3483 */
3484 GLuint MaxFramebufferWidth;
3485 GLuint MaxFramebufferHeight;
3486 GLuint MaxFramebufferLayers;
3487 GLuint MaxFramebufferSamples;
3488
3489 /** Number of varying vectors between any two shader stages. */
3490 GLuint MaxVarying;
3491
3492 /** @{
3493 * GL_ARB_uniform_buffer_object
3494 */
3495 GLuint MaxCombinedUniformBlocks;
3496 GLuint MaxUniformBufferBindings;
3497 GLuint MaxUniformBlockSize;
3498 GLuint UniformBufferOffsetAlignment;
3499 /** @} */
3500
3501 /** @{
3502 * GL_ARB_shader_storage_buffer_object
3503 */
3504 GLuint MaxCombinedShaderStorageBlocks;
3505 GLuint MaxShaderStorageBufferBindings;
3506 GLuint MaxShaderStorageBlockSize;
3507 GLuint ShaderStorageBufferOffsetAlignment;
3508 /** @} */
3509
3510 /**
3511 * GL_ARB_explicit_uniform_location
3512 */
3513 GLuint MaxUserAssignableUniformLocations;
3514
3515 /** geometry shader */
3516 GLuint MaxGeometryOutputVertices;
3517 GLuint MaxGeometryTotalOutputComponents;
3518
3519 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3520
3521 /**
3522 * Changes default GLSL extension behavior from "error" to "warn". It's out
3523 * of spec, but it can make some apps work that otherwise wouldn't.
3524 */
3525 GLboolean ForceGLSLExtensionsWarn;
3526
3527 /**
3528 * If non-zero, forces GLSL shaders to behave as if they began
3529 * with "#version ForceGLSLVersion".
3530 */
3531 GLuint ForceGLSLVersion;
3532
3533 /**
3534 * Allow GLSL #extension directives in the middle of shaders.
3535 */
3536 GLboolean AllowGLSLExtensionDirectiveMidShader;
3537
3538 /**
3539 * Does the driver support real 32-bit integers? (Otherwise, integers are
3540 * simulated via floats.)
3541 */
3542 GLboolean NativeIntegers;
3543
3544 /**
3545 * Does VertexID count from zero or from base vertex?
3546 *
3547 * \note
3548 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3549 * ignored and need not be set.
3550 */
3551 bool VertexID_is_zero_based;
3552
3553 /**
3554 * If the driver supports real 32-bit integers, what integer value should be
3555 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3556 */
3557 GLuint UniformBooleanTrue;
3558
3559 /**
3560 * Maximum amount of time, measured in nanseconds, that the server can wait.
3561 */
3562 GLuint64 MaxServerWaitTimeout;
3563
3564 /** GL_EXT_provoking_vertex */
3565 GLboolean QuadsFollowProvokingVertexConvention;
3566
3567 /** GL_ARB_viewport_array */
3568 GLenum LayerAndVPIndexProvokingVertex;
3569
3570 /** OpenGL version 3.0 */
3571 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3572
3573 /** OpenGL version 3.2 */
3574 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3575
3576 /** OpenGL version 4.4 */
3577 GLuint MaxVertexAttribStride;
3578
3579 /** GL_EXT_transform_feedback */
3580 GLuint MaxTransformFeedbackBuffers;
3581 GLuint MaxTransformFeedbackSeparateComponents;
3582 GLuint MaxTransformFeedbackInterleavedComponents;
3583 GLuint MaxVertexStreams;
3584
3585 /** GL_EXT_gpu_shader4 */
3586 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3587
3588 /** GL_ARB_texture_gather */
3589 GLuint MinProgramTextureGatherOffset;
3590 GLuint MaxProgramTextureGatherOffset;
3591 GLuint MaxProgramTextureGatherComponents;
3592
3593 /* GL_ARB_robustness */
3594 GLenum ResetStrategy;
3595
3596 /* GL_ARB_blend_func_extended */
3597 GLuint MaxDualSourceDrawBuffers;
3598
3599 /**
3600 * Whether the implementation strips out and ignores texture borders.
3601 *
3602 * Many GPU hardware implementations don't support rendering with texture
3603 * borders and mipmapped textures. (Note: not static border color, but the
3604 * old 1-pixel border around each edge). Implementations then have to do
3605 * slow fallbacks to be correct, or just ignore the border and be fast but
3606 * wrong. Setting the flag strips the border off of TexImage calls,
3607 * providing "fast but wrong" at significantly reduced driver complexity.
3608 *
3609 * Texture borders are deprecated in GL 3.0.
3610 **/
3611 GLboolean StripTextureBorder;
3612
3613 /**
3614 * For drivers which can do a better job at eliminating unused uniforms
3615 * than the GLSL compiler.
3616 *
3617 * XXX Remove these as soon as a better solution is available.
3618 */
3619 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3620
3621 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3622 bool GLSLFragCoordIsSysVal;
3623 bool GLSLFrontFacingIsSysVal;
3624
3625 /**
3626 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3627 * than passing the transform feedback object to the drawing function.
3628 */
3629 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3630
3631 /** GL_ARB_map_buffer_alignment */
3632 GLuint MinMapBufferAlignment;
3633
3634 /**
3635 * Disable varying packing. This is out of spec, but potentially useful
3636 * for older platforms that supports a limited number of texture
3637 * indirections--on these platforms, unpacking the varyings in the fragment
3638 * shader increases the number of texture indirections by 1, which might
3639 * make some shaders not executable at all.
3640 *
3641 * Drivers that support transform feedback must set this value to GL_FALSE.
3642 */
3643 GLboolean DisableVaryingPacking;
3644
3645 /**
3646 * Should meaningful names be generated for compiler temporary variables?
3647 *
3648 * Generally, it is not useful to have the compiler generate "meaningful"
3649 * names for temporary variables that it creates. This can, however, be a
3650 * useful debugging aid. In Mesa debug builds or release builds when
3651 * MESA_GLSL is set at run-time, meaningful names will be generated.
3652 * Drivers can also force names to be generated by setting this field.
3653 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3654 * vertex shader assembly) is set at run-time.
3655 */
3656 bool GenerateTemporaryNames;
3657
3658 /*
3659 * Maximum value supported for an index in DrawElements and friends.
3660 *
3661 * This must be at least (1ull<<24)-1. The default value is
3662 * (1ull<<32)-1.
3663 *
3664 * \since ES 3.0 or GL_ARB_ES3_compatibility
3665 * \sa _mesa_init_constants
3666 */
3667 GLuint64 MaxElementIndex;
3668
3669 /**
3670 * Disable interpretation of line continuations (lines ending with a
3671 * backslash character ('\') in GLSL source.
3672 */
3673 GLboolean DisableGLSLLineContinuations;
3674
3675 /** GL_ARB_texture_multisample */
3676 GLint MaxColorTextureSamples;
3677 GLint MaxDepthTextureSamples;
3678 GLint MaxIntegerSamples;
3679
3680 /**
3681 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3682 * samples are laid out in a rectangular grid roughly corresponding to
3683 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3684 * are used to map indices of rectangular grid to sample numbers within
3685 * a pixel. This mapping of indices to sample numbers must be initialized
3686 * by the driver for the target hardware. For example, if we have the 8X
3687 * MSAA sample number layout (sample positions) for XYZ hardware:
3688 *
3689 * sample indices layout sample number layout
3690 * --------- ---------
3691 * | 0 | 1 | | a | b |
3692 * --------- ---------
3693 * | 2 | 3 | | c | d |
3694 * --------- ---------
3695 * | 4 | 5 | | e | f |
3696 * --------- ---------
3697 * | 6 | 7 | | g | h |
3698 * --------- ---------
3699 *
3700 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3701 *
3702 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3703 * below:
3704 * SampleMap8x = {a, b, c, d, e, f, g, h};
3705 *
3706 * Follow the logic for sample counts 2-8.
3707 *
3708 * For 16x the sample indices layout as a 4x4 grid as follows:
3709 *
3710 * -----------------
3711 * | 0 | 1 | 2 | 3 |
3712 * -----------------
3713 * | 4 | 5 | 6 | 7 |
3714 * -----------------
3715 * | 8 | 9 |10 |11 |
3716 * -----------------
3717 * |12 |13 |14 |15 |
3718 * -----------------
3719 */
3720 uint8_t SampleMap2x[2];
3721 uint8_t SampleMap4x[4];
3722 uint8_t SampleMap8x[8];
3723 uint8_t SampleMap16x[16];
3724
3725 /** GL_ARB_shader_atomic_counters */
3726 GLuint MaxAtomicBufferBindings;
3727 GLuint MaxAtomicBufferSize;
3728 GLuint MaxCombinedAtomicBuffers;
3729 GLuint MaxCombinedAtomicCounters;
3730
3731 /** GL_ARB_vertex_attrib_binding */
3732 GLint MaxVertexAttribRelativeOffset;
3733 GLint MaxVertexAttribBindings;
3734
3735 /* GL_ARB_shader_image_load_store */
3736 GLuint MaxImageUnits;
3737 GLuint MaxCombinedShaderOutputResources;
3738 GLuint MaxImageSamples;
3739 GLuint MaxCombinedImageUniforms;
3740
3741 /** GL_ARB_compute_shader */
3742 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3743 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3744 GLuint MaxComputeWorkGroupInvocations;
3745 GLuint MaxComputeSharedMemorySize;
3746
3747 /** GL_ARB_gpu_shader5 */
3748 GLfloat MinFragmentInterpolationOffset;
3749 GLfloat MaxFragmentInterpolationOffset;
3750
3751 GLboolean FakeSWMSAA;
3752
3753 /** GL_KHR_context_flush_control */
3754 GLenum ContextReleaseBehavior;
3755
3756 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3757
3758 /** GL_ARB_tessellation_shader */
3759 GLuint MaxPatchVertices;
3760 GLuint MaxTessGenLevel;
3761 GLuint MaxTessPatchComponents;
3762 GLuint MaxTessControlTotalOutputComponents;
3763 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3764 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3765 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3766 bool PrimitiveRestartForPatches;
3767 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3768 * gl_LocalInvocationIndex based on
3769 * other builtin variables. */
3770 };
3771
3772
3773 /**
3774 * Enable flag for each OpenGL extension. Different device drivers will
3775 * enable different extensions at runtime.
3776 */
3777 struct gl_extensions
3778 {
3779 GLboolean dummy; /* don't remove this! */
3780 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3781 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3782 GLboolean ANGLE_texture_compression_dxt;
3783 GLboolean ARB_ES2_compatibility;
3784 GLboolean ARB_ES3_compatibility;
3785 GLboolean ARB_ES3_1_compatibility;
3786 GLboolean ARB_ES3_2_compatibility;
3787 GLboolean ARB_arrays_of_arrays;
3788 GLboolean ARB_base_instance;
3789 GLboolean ARB_blend_func_extended;
3790 GLboolean ARB_buffer_storage;
3791 GLboolean ARB_clear_texture;
3792 GLboolean ARB_clip_control;
3793 GLboolean ARB_color_buffer_float;
3794 GLboolean ARB_compute_shader;
3795 GLboolean ARB_conditional_render_inverted;
3796 GLboolean ARB_conservative_depth;
3797 GLboolean ARB_copy_image;
3798 GLboolean ARB_cull_distance;
3799 GLboolean ARB_depth_buffer_float;
3800 GLboolean ARB_depth_clamp;
3801 GLboolean ARB_depth_texture;
3802 GLboolean ARB_derivative_control;
3803 GLboolean ARB_draw_buffers_blend;
3804 GLboolean ARB_draw_elements_base_vertex;
3805 GLboolean ARB_draw_indirect;
3806 GLboolean ARB_draw_instanced;
3807 GLboolean ARB_fragment_coord_conventions;
3808 GLboolean ARB_fragment_layer_viewport;
3809 GLboolean ARB_fragment_program;
3810 GLboolean ARB_fragment_program_shadow;
3811 GLboolean ARB_fragment_shader;
3812 GLboolean ARB_framebuffer_no_attachments;
3813 GLboolean ARB_framebuffer_object;
3814 GLboolean ARB_enhanced_layouts;
3815 GLboolean ARB_explicit_attrib_location;
3816 GLboolean ARB_explicit_uniform_location;
3817 GLboolean ARB_gpu_shader5;
3818 GLboolean ARB_gpu_shader_fp64;
3819 GLboolean ARB_half_float_vertex;
3820 GLboolean ARB_indirect_parameters;
3821 GLboolean ARB_instanced_arrays;
3822 GLboolean ARB_internalformat_query;
3823 GLboolean ARB_internalformat_query2;
3824 GLboolean ARB_map_buffer_range;
3825 GLboolean ARB_occlusion_query;
3826 GLboolean ARB_occlusion_query2;
3827 GLboolean ARB_pipeline_statistics_query;
3828 GLboolean ARB_point_sprite;
3829 GLboolean ARB_query_buffer_object;
3830 GLboolean ARB_robust_buffer_access_behavior;
3831 GLboolean ARB_sample_shading;
3832 GLboolean ARB_seamless_cube_map;
3833 GLboolean ARB_shader_atomic_counter_ops;
3834 GLboolean ARB_shader_atomic_counters;
3835 GLboolean ARB_shader_bit_encoding;
3836 GLboolean ARB_shader_clock;
3837 GLboolean ARB_shader_draw_parameters;
3838 GLboolean ARB_shader_group_vote;
3839 GLboolean ARB_shader_image_load_store;
3840 GLboolean ARB_shader_image_size;
3841 GLboolean ARB_shader_precision;
3842 GLboolean ARB_shader_stencil_export;
3843 GLboolean ARB_shader_storage_buffer_object;
3844 GLboolean ARB_shader_subroutine;
3845 GLboolean ARB_shader_texture_image_samples;
3846 GLboolean ARB_shader_texture_lod;
3847 GLboolean ARB_shading_language_packing;
3848 GLboolean ARB_shading_language_420pack;
3849 GLboolean ARB_shadow;
3850 GLboolean ARB_stencil_texturing;
3851 GLboolean ARB_sync;
3852 GLboolean ARB_tessellation_shader;
3853 GLboolean ARB_texture_border_clamp;
3854 GLboolean ARB_texture_buffer_object;
3855 GLboolean ARB_texture_buffer_object_rgb32;
3856 GLboolean ARB_texture_buffer_range;
3857 GLboolean ARB_texture_compression_bptc;
3858 GLboolean ARB_texture_compression_rgtc;
3859 GLboolean ARB_texture_cube_map;
3860 GLboolean ARB_texture_cube_map_array;
3861 GLboolean ARB_texture_env_combine;
3862 GLboolean ARB_texture_env_crossbar;
3863 GLboolean ARB_texture_env_dot3;
3864 GLboolean ARB_texture_float;
3865 GLboolean ARB_texture_gather;
3866 GLboolean ARB_texture_mirror_clamp_to_edge;
3867 GLboolean ARB_texture_multisample;
3868 GLboolean ARB_texture_non_power_of_two;
3869 GLboolean ARB_texture_stencil8;
3870 GLboolean ARB_texture_query_levels;
3871 GLboolean ARB_texture_query_lod;
3872 GLboolean ARB_texture_rg;
3873 GLboolean ARB_texture_rgb10_a2ui;
3874 GLboolean ARB_texture_view;
3875 GLboolean ARB_timer_query;
3876 GLboolean ARB_transform_feedback2;
3877 GLboolean ARB_transform_feedback3;
3878 GLboolean ARB_transform_feedback_instanced;
3879 GLboolean ARB_uniform_buffer_object;
3880 GLboolean ARB_vertex_attrib_64bit;
3881 GLboolean ARB_vertex_program;
3882 GLboolean ARB_vertex_shader;
3883 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3884 GLboolean ARB_vertex_type_2_10_10_10_rev;
3885 GLboolean ARB_viewport_array;
3886 GLboolean EXT_blend_color;
3887 GLboolean EXT_blend_equation_separate;
3888 GLboolean EXT_blend_func_separate;
3889 GLboolean EXT_blend_minmax;
3890 GLboolean EXT_depth_bounds_test;
3891 GLboolean EXT_draw_buffers2;
3892 GLboolean EXT_framebuffer_multisample;
3893 GLboolean EXT_framebuffer_multisample_blit_scaled;
3894 GLboolean EXT_framebuffer_sRGB;
3895 GLboolean EXT_gpu_program_parameters;
3896 GLboolean EXT_gpu_shader4;
3897 GLboolean EXT_packed_float;
3898 GLboolean EXT_pixel_buffer_object;
3899 GLboolean EXT_point_parameters;
3900 GLboolean EXT_polygon_offset_clamp;
3901 GLboolean EXT_provoking_vertex;
3902 GLboolean EXT_shader_integer_mix;
3903 GLboolean EXT_shader_samples_identical;
3904 GLboolean EXT_stencil_two_side;
3905 GLboolean EXT_texture_array;
3906 GLboolean EXT_texture_compression_latc;
3907 GLboolean EXT_texture_compression_s3tc;
3908 GLboolean EXT_texture_env_dot3;
3909 GLboolean EXT_texture_filter_anisotropic;
3910 GLboolean EXT_texture_integer;
3911 GLboolean EXT_texture_mirror_clamp;
3912 GLboolean EXT_texture_shared_exponent;
3913 GLboolean EXT_texture_snorm;
3914 GLboolean EXT_texture_sRGB;
3915 GLboolean EXT_texture_sRGB_decode;
3916 GLboolean EXT_texture_swizzle;
3917 GLboolean EXT_transform_feedback;
3918 GLboolean EXT_timer_query;
3919 GLboolean EXT_vertex_array_bgra;
3920 GLboolean EXT_window_rectangles;
3921 GLboolean OES_copy_image;
3922 GLboolean OES_sample_variables;
3923 GLboolean OES_shader_io_blocks;
3924 GLboolean OES_standard_derivatives;
3925 GLboolean OES_texture_buffer;
3926 /* vendor extensions */
3927 GLboolean AMD_performance_monitor;
3928 GLboolean AMD_pinned_memory;
3929 GLboolean AMD_seamless_cubemap_per_texture;
3930 GLboolean AMD_vertex_shader_layer;
3931 GLboolean AMD_vertex_shader_viewport_index;
3932 GLboolean APPLE_object_purgeable;
3933 GLboolean ATI_meminfo;
3934 GLboolean ATI_texture_compression_3dc;
3935 GLboolean ATI_texture_mirror_once;
3936 GLboolean ATI_texture_env_combine3;
3937 GLboolean ATI_fragment_shader;
3938 GLboolean ATI_separate_stencil;
3939 GLboolean GREMEDY_string_marker;
3940 GLboolean INTEL_performance_query;
3941 GLboolean KHR_robustness;
3942 GLboolean KHR_texture_compression_astc_hdr;
3943 GLboolean KHR_texture_compression_astc_ldr;
3944 GLboolean MESA_pack_invert;
3945 GLboolean MESA_ycbcr_texture;
3946 GLboolean NV_conditional_render;
3947 GLboolean NV_fog_distance;
3948 GLboolean NV_point_sprite;
3949 GLboolean NV_primitive_restart;
3950 GLboolean NV_texture_barrier;
3951 GLboolean NV_texture_env_combine4;
3952 GLboolean NV_texture_rectangle;
3953 GLboolean NV_vdpau_interop;
3954 GLboolean NVX_gpu_memory_info;
3955 GLboolean TDFX_texture_compression_FXT1;
3956 GLboolean OES_EGL_image;
3957 GLboolean OES_draw_texture;
3958 GLboolean OES_depth_texture_cube_map;
3959 GLboolean OES_EGL_image_external;
3960 GLboolean OES_texture_float;
3961 GLboolean OES_texture_float_linear;
3962 GLboolean OES_texture_half_float;
3963 GLboolean OES_texture_half_float_linear;
3964 GLboolean OES_compressed_ETC1_RGB8_texture;
3965 GLboolean OES_geometry_shader;
3966 GLboolean OES_texture_compression_astc;
3967 GLboolean extension_sentinel;
3968 /** The extension string */
3969 const GLubyte *String;
3970 /** Number of supported extensions */
3971 GLuint Count;
3972 /**
3973 * The context version which extension helper functions compare against.
3974 * By default, the value is equal to ctx->Version. This changes to ~0
3975 * while meta is in progress.
3976 */
3977 GLubyte Version;
3978 };
3979
3980
3981 /**
3982 * A stack of matrices (projection, modelview, color, texture, etc).
3983 */
3984 struct gl_matrix_stack
3985 {
3986 GLmatrix *Top; /**< points into Stack */
3987 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3988 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3989 GLuint MaxDepth; /**< size of Stack[] array */
3990 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3991 };
3992
3993
3994 /**
3995 * \name Bits for image transfer operations
3996 * \sa __struct gl_contextRec::ImageTransferState.
3997 */
3998 /*@{*/
3999 #define IMAGE_SCALE_BIAS_BIT 0x1
4000 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4001 #define IMAGE_MAP_COLOR_BIT 0x4
4002 #define IMAGE_CLAMP_BIT 0x800
4003
4004
4005 /** Pixel Transfer ops */
4006 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4007 IMAGE_SHIFT_OFFSET_BIT | \
4008 IMAGE_MAP_COLOR_BIT)
4009
4010 /**
4011 * \name Bits to indicate what state has changed.
4012 */
4013 /*@{*/
4014 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4015 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4016 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4017 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4018 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4019 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4020 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4021 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4022 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4023 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4024 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4025 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4026 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4027 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4028 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4029 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4030 #define _NEW_TEXTURE (1u << 16) /**< gl_context::Texture */
4031 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4032 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4033 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4034 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4035 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4036 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4037 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4038 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4039 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4040 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4041 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4042 #define _NEW_BUFFER_OBJECT (1u << 28)
4043 #define _NEW_FRAG_CLAMP (1u << 29)
4044 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4045 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4046 #define _NEW_ALL ~0
4047 /*@}*/
4048
4049
4050 /**
4051 * Composite state flags
4052 */
4053 /*@{*/
4054 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4055 _NEW_TEXTURE | \
4056 _NEW_POINT | \
4057 _NEW_PROGRAM | \
4058 _NEW_MODELVIEW)
4059
4060 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4061 _NEW_FOG | \
4062 _NEW_PROGRAM)
4063
4064
4065 /*@}*/
4066
4067
4068
4069
4070 /* This has to be included here. */
4071 #include "dd.h"
4072
4073
4074 /**
4075 * Display list flags.
4076 * Strictly this is a tnl-private concept, but it doesn't seem
4077 * worthwhile adding a tnl private structure just to hold this one bit
4078 * of information:
4079 */
4080 #define DLIST_DANGLING_REFS 0x1
4081
4082
4083 /** Opaque declaration of display list payload data type */
4084 union gl_dlist_node;
4085
4086
4087 /**
4088 * Provide a location where information about a display list can be
4089 * collected. Could be extended with driverPrivate structures,
4090 * etc. in the future.
4091 */
4092 struct gl_display_list
4093 {
4094 GLuint Name;
4095 GLchar *Label; /**< GL_KHR_debug */
4096 GLbitfield Flags; /**< DLIST_x flags */
4097 /** The dlist commands are in a linked list of nodes */
4098 union gl_dlist_node *Head;
4099 };
4100
4101
4102 /**
4103 * State used during display list compilation and execution.
4104 */
4105 struct gl_dlist_state
4106 {
4107 GLuint CallDepth; /**< Current recursion calling depth */
4108
4109 struct gl_display_list *CurrentList; /**< List currently being compiled */
4110 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4111 GLuint CurrentPos; /**< Index into current block of nodes */
4112
4113 GLvertexformat ListVtxfmt;
4114
4115 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4116 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4117
4118 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4119 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4120
4121 struct {
4122 /* State known to have been set by the currently-compiling display
4123 * list. Used to eliminate some redundant state changes.
4124 */
4125 GLenum ShadeModel;
4126 } Current;
4127 };
4128
4129 /** @{
4130 *
4131 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4132 * to small enums suitable for use as an array index.
4133 */
4134
4135 enum mesa_debug_source {
4136 MESA_DEBUG_SOURCE_API,
4137 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4138 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4139 MESA_DEBUG_SOURCE_THIRD_PARTY,
4140 MESA_DEBUG_SOURCE_APPLICATION,
4141 MESA_DEBUG_SOURCE_OTHER,
4142 MESA_DEBUG_SOURCE_COUNT
4143 };
4144
4145 enum mesa_debug_type {
4146 MESA_DEBUG_TYPE_ERROR,
4147 MESA_DEBUG_TYPE_DEPRECATED,
4148 MESA_DEBUG_TYPE_UNDEFINED,
4149 MESA_DEBUG_TYPE_PORTABILITY,
4150 MESA_DEBUG_TYPE_PERFORMANCE,
4151 MESA_DEBUG_TYPE_OTHER,
4152 MESA_DEBUG_TYPE_MARKER,
4153 MESA_DEBUG_TYPE_PUSH_GROUP,
4154 MESA_DEBUG_TYPE_POP_GROUP,
4155 MESA_DEBUG_TYPE_COUNT
4156 };
4157
4158 enum mesa_debug_severity {
4159 MESA_DEBUG_SEVERITY_LOW,
4160 MESA_DEBUG_SEVERITY_MEDIUM,
4161 MESA_DEBUG_SEVERITY_HIGH,
4162 MESA_DEBUG_SEVERITY_NOTIFICATION,
4163 MESA_DEBUG_SEVERITY_COUNT
4164 };
4165
4166 /** @} */
4167
4168 /**
4169 * Driver-specific state flags.
4170 *
4171 * These are or'd with gl_context::NewDriverState to notify a driver about
4172 * a state change. The driver sets the flags at context creation and
4173 * the meaning of the bits set is opaque to core Mesa.
4174 */
4175 struct gl_driver_flags
4176 {
4177 /** gl_context::Array::_DrawArrays (vertex array state) */
4178 uint64_t NewArray;
4179
4180 /** gl_context::TransformFeedback::CurrentObject */
4181 uint64_t NewTransformFeedback;
4182
4183 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4184 uint64_t NewTransformFeedbackProg;
4185
4186 /** gl_context::RasterDiscard */
4187 uint64_t NewRasterizerDiscard;
4188
4189 /**
4190 * gl_context::UniformBufferBindings
4191 * gl_shader_program::UniformBlocks
4192 */
4193 uint64_t NewUniformBuffer;
4194
4195 /**
4196 * gl_context::ShaderStorageBufferBindings
4197 * gl_shader_program::ShaderStorageBlocks
4198 */
4199 uint64_t NewShaderStorageBuffer;
4200
4201 uint64_t NewTextureBuffer;
4202
4203 /**
4204 * gl_context::AtomicBufferBindings
4205 */
4206 uint64_t NewAtomicBuffer;
4207
4208 /**
4209 * gl_context::ImageUnits
4210 */
4211 uint64_t NewImageUnits;
4212
4213 /**
4214 * gl_context::TessCtrlProgram::patch_default_*
4215 */
4216 uint64_t NewDefaultTessLevels;
4217 };
4218
4219 struct gl_uniform_buffer_binding
4220 {
4221 struct gl_buffer_object *BufferObject;
4222 /** Start of uniform block data in the buffer */
4223 GLintptr Offset;
4224 /** Size of data allowed to be referenced from the buffer (in bytes) */
4225 GLsizeiptr Size;
4226 /**
4227 * glBindBufferBase() indicates that the Size should be ignored and only
4228 * limited by the current size of the BufferObject.
4229 */
4230 GLboolean AutomaticSize;
4231 };
4232
4233 struct gl_shader_storage_buffer_binding
4234 {
4235 struct gl_buffer_object *BufferObject;
4236 /** Start of shader storage block data in the buffer */
4237 GLintptr Offset;
4238 /** Size of data allowed to be referenced from the buffer (in bytes) */
4239 GLsizeiptr Size;
4240 /**
4241 * glBindBufferBase() indicates that the Size should be ignored and only
4242 * limited by the current size of the BufferObject.
4243 */
4244 GLboolean AutomaticSize;
4245 };
4246
4247 /**
4248 * ARB_shader_image_load_store image unit.
4249 */
4250 struct gl_image_unit
4251 {
4252 /**
4253 * Texture object bound to this unit.
4254 */
4255 struct gl_texture_object *TexObj;
4256
4257 /**
4258 * Level of the texture object bound to this unit.
4259 */
4260 GLuint Level;
4261
4262 /**
4263 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4264 * GL_FALSE if only some specific layer of the texture is bound.
4265 * \sa Layer
4266 */
4267 GLboolean Layered;
4268
4269 /**
4270 * Layer of the texture object bound to this unit as specified by the
4271 * application.
4272 */
4273 GLuint Layer;
4274
4275 /**
4276 * Layer of the texture object bound to this unit, or zero if the
4277 * whole level is bound.
4278 */
4279 GLuint _Layer;
4280
4281 /**
4282 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4283 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4284 */
4285 GLenum Access;
4286
4287 /**
4288 * GL internal format that determines the interpretation of the
4289 * image memory when shader image operations are performed through
4290 * this unit.
4291 */
4292 GLenum Format;
4293
4294 /**
4295 * Mesa format corresponding to \c Format.
4296 */
4297 mesa_format _ActualFormat;
4298
4299 };
4300
4301 /**
4302 * Binding point for an atomic counter buffer object.
4303 */
4304 struct gl_atomic_buffer_binding
4305 {
4306 struct gl_buffer_object *BufferObject;
4307 GLintptr Offset;
4308 GLsizeiptr Size;
4309 };
4310
4311 /**
4312 * Mesa rendering context.
4313 *
4314 * This is the central context data structure for Mesa. Almost all
4315 * OpenGL state is contained in this structure.
4316 * Think of this as a base class from which device drivers will derive
4317 * sub classes.
4318 */
4319 struct gl_context
4320 {
4321 /** State possibly shared with other contexts in the address space */
4322 struct gl_shared_state *Shared;
4323
4324 /** \name API function pointer tables */
4325 /*@{*/
4326 gl_api API;
4327 /**
4328 * The current dispatch table for non-displaylist-saving execution, either
4329 * BeginEnd or OutsideBeginEnd
4330 */
4331 struct _glapi_table *Exec;
4332 /**
4333 * The normal dispatch table for non-displaylist-saving, non-begin/end
4334 */
4335 struct _glapi_table *OutsideBeginEnd;
4336 /** The dispatch table used between glNewList() and glEndList() */
4337 struct _glapi_table *Save;
4338 /**
4339 * The dispatch table used between glBegin() and glEnd() (outside of a
4340 * display list). Only valid functions between those two are set, which is
4341 * mostly just the set in a GLvertexformat struct.
4342 */
4343 struct _glapi_table *BeginEnd;
4344 /**
4345 * Dispatch table for when a graphics reset has happened.
4346 */
4347 struct _glapi_table *ContextLost;
4348 /**
4349 * Tracks the current dispatch table out of the 4 above, so that it can be
4350 * re-set on glXMakeCurrent().
4351 */
4352 struct _glapi_table *CurrentDispatch;
4353 /*@}*/
4354
4355 struct gl_config Visual;
4356 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4357 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4358 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4359 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4360
4361 /**
4362 * Device driver function pointer table
4363 */
4364 struct dd_function_table Driver;
4365
4366 /** Core/Driver constants */
4367 struct gl_constants Const;
4368
4369 /** \name The various 4x4 matrix stacks */
4370 /*@{*/
4371 struct gl_matrix_stack ModelviewMatrixStack;
4372 struct gl_matrix_stack ProjectionMatrixStack;
4373 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4374 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4375 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4376 /*@}*/
4377
4378 /** Combined modelview and projection matrix */
4379 GLmatrix _ModelProjectMatrix;
4380
4381 /** \name Display lists */
4382 struct gl_dlist_state ListState;
4383
4384 GLboolean ExecuteFlag; /**< Execute GL commands? */
4385 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4386
4387 /** Extension information */
4388 struct gl_extensions Extensions;
4389
4390 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4391 GLuint Version;
4392 char *VersionString;
4393
4394 /** \name State attribute stack (for glPush/PopAttrib) */
4395 /*@{*/
4396 GLuint AttribStackDepth;
4397 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4398 /*@}*/
4399
4400 /** \name Renderer attribute groups
4401 *
4402 * We define a struct for each attribute group to make pushing and popping
4403 * attributes easy. Also it's a good organization.
4404 */
4405 /*@{*/
4406 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4407 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4408 struct gl_current_attrib Current; /**< Current attributes */
4409 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4410 struct gl_eval_attrib Eval; /**< Eval attributes */
4411 struct gl_fog_attrib Fog; /**< Fog attributes */
4412 struct gl_hint_attrib Hint; /**< Hint attributes */
4413 struct gl_light_attrib Light; /**< Light attributes */
4414 struct gl_line_attrib Line; /**< Line attributes */
4415 struct gl_list_attrib List; /**< List attributes */
4416 struct gl_multisample_attrib Multisample;
4417 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4418 struct gl_point_attrib Point; /**< Point attributes */
4419 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4420 GLuint PolygonStipple[32]; /**< Polygon stipple */
4421 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4422 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4423 struct gl_texture_attrib Texture; /**< Texture attributes */
4424 struct gl_transform_attrib Transform; /**< Transformation attributes */
4425 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4426 /*@}*/
4427
4428 /** \name Client attribute stack */
4429 /*@{*/
4430 GLuint ClientAttribStackDepth;
4431 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4432 /*@}*/
4433
4434 /** \name Client attribute groups */
4435 /*@{*/
4436 struct gl_array_attrib Array; /**< Vertex arrays */
4437 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4438 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4439 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4440 /*@}*/
4441
4442 /** \name Other assorted state (not pushed/popped on attribute stack) */
4443 /*@{*/
4444 struct gl_pixelmaps PixelMaps;
4445
4446 struct gl_evaluators EvalMap; /**< All evaluators */
4447 struct gl_feedback Feedback; /**< Feedback */
4448 struct gl_selection Select; /**< Selection */
4449
4450 struct gl_program_state Program; /**< general program state */
4451 struct gl_vertex_program_state VertexProgram;
4452 struct gl_fragment_program_state FragmentProgram;
4453 struct gl_geometry_program_state GeometryProgram;
4454 struct gl_compute_program_state ComputeProgram;
4455 struct gl_tess_ctrl_program_state TessCtrlProgram;
4456 struct gl_tess_eval_program_state TessEvalProgram;
4457 struct gl_ati_fragment_shader_state ATIFragmentShader;
4458
4459 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4460 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4461
4462 /**
4463 * Current active shader pipeline state
4464 *
4465 * Almost all internal users want ::_Shader instead of ::Shader. The
4466 * exceptions are bits of legacy GLSL API that do not know about separate
4467 * shader objects.
4468 *
4469 * If a program is active via \c glUseProgram, this will point to
4470 * \c ::Shader.
4471 *
4472 * If a program pipeline is active via \c glBindProgramPipeline, this will
4473 * point to \c ::Pipeline.Current.
4474 *
4475 * If neither a program nor a program pipeline is active, this will point to
4476 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4477 * \c NULL.
4478 */
4479 struct gl_pipeline_object *_Shader;
4480
4481 struct gl_query_state Query; /**< occlusion, timer queries */
4482
4483 struct gl_transform_feedback_state TransformFeedback;
4484
4485 struct gl_perf_monitor_state PerfMonitor;
4486
4487 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4488 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4489 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4490
4491 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4492 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4493
4494 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4495
4496 /**
4497 * Current GL_ARB_uniform_buffer_object binding referenced by
4498 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4499 */
4500 struct gl_buffer_object *UniformBuffer;
4501
4502 /**
4503 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4504 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4505 */
4506 struct gl_buffer_object *ShaderStorageBuffer;
4507
4508 /**
4509 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4510 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4511 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4512 * shader program.
4513 */
4514 struct gl_uniform_buffer_binding
4515 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4516
4517 /**
4518 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4519 * and GL 4.3. This is set up using glBindBufferRange() or
4520 * glBindBufferBase(). They are associated with shader storage blocks by
4521 * glShaderStorageBlockBinding()'s state in the shader program.
4522 */
4523 struct gl_shader_storage_buffer_binding
4524 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4525
4526 /**
4527 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4528 * target.
4529 */
4530 struct gl_buffer_object *AtomicBuffer;
4531
4532 /**
4533 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4534 * target.
4535 */
4536 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4537
4538 /**
4539 * Array of atomic counter buffer binding points.
4540 */
4541 struct gl_atomic_buffer_binding
4542 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4543
4544 /**
4545 * Array of image units for ARB_shader_image_load_store.
4546 */
4547 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4548
4549 /*@}*/
4550
4551 struct gl_meta_state *Meta; /**< for "meta" operations */
4552
4553 /* GL_EXT_framebuffer_object */
4554 struct gl_renderbuffer *CurrentRenderbuffer;
4555
4556 GLenum ErrorValue; /**< Last error code */
4557
4558 /**
4559 * Recognize and silence repeated error debug messages in buggy apps.
4560 */
4561 const char *ErrorDebugFmtString;
4562 GLuint ErrorDebugCount;
4563
4564 /* GL_ARB_debug_output/GL_KHR_debug */
4565 mtx_t DebugMutex;
4566 struct gl_debug_state *Debug;
4567
4568 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4569 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4570 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4571
4572 struct gl_driver_flags DriverFlags;
4573
4574 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4575
4576 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4577
4578 /** \name Derived state */
4579 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4580 GLfloat _EyeZDir[3];
4581 GLfloat _ModelViewInvScale;
4582 GLboolean _NeedEyeCoords;
4583 GLboolean _ForceEyeCoords;
4584
4585 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4586
4587 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4588
4589 /** \name For debugging/development only */
4590 /*@{*/
4591 GLboolean FirstTimeCurrent;
4592 /*@}*/
4593
4594 /**
4595 * False if this context was created without a config. This is needed
4596 * because the initial state of glDrawBuffers depends on this
4597 */
4598 GLboolean HasConfig;
4599
4600 /** software compression/decompression supported or not */
4601 GLboolean Mesa_DXTn;
4602
4603 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4604
4605 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4606
4607 /**
4608 * \name Hooks for module contexts.
4609 *
4610 * These will eventually live in the driver or elsewhere.
4611 */
4612 /*@{*/
4613 void *swrast_context;
4614 void *swsetup_context;
4615 void *swtnl_context;
4616 struct vbo_context *vbo_context;
4617 struct st_context *st;
4618 void *aelt_context;
4619 /*@}*/
4620
4621 /**
4622 * \name NV_vdpau_interop
4623 */
4624 /*@{*/
4625 const void *vdpDevice;
4626 const void *vdpGetProcAddress;
4627 struct set *vdpSurfaces;
4628 /*@}*/
4629
4630 /**
4631 * Has this context observed a GPU reset in any context in the share group?
4632 *
4633 * Once this field becomes true, it is never reset to false.
4634 */
4635 GLboolean ShareGroupReset;
4636 };
4637
4638 /**
4639 * Information about memory usage. All sizes are in kilobytes.
4640 */
4641 struct gl_memory_info
4642 {
4643 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4644 unsigned avail_device_memory; /**< free device memory at the moment */
4645 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4646 unsigned avail_staging_memory; /**< free staging memory at the moment */
4647 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4648 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4649 };
4650
4651 #ifdef DEBUG
4652 extern int MESA_VERBOSE;
4653 extern int MESA_DEBUG_FLAGS;
4654 # define MESA_FUNCTION __func__
4655 #else
4656 # define MESA_VERBOSE 0
4657 # define MESA_DEBUG_FLAGS 0
4658 # define MESA_FUNCTION "a function"
4659 #endif
4660
4661
4662 /** The MESA_VERBOSE var is a bitmask of these flags */
4663 enum _verbose
4664 {
4665 VERBOSE_VARRAY = 0x0001,
4666 VERBOSE_TEXTURE = 0x0002,
4667 VERBOSE_MATERIAL = 0x0004,
4668 VERBOSE_PIPELINE = 0x0008,
4669 VERBOSE_DRIVER = 0x0010,
4670 VERBOSE_STATE = 0x0020,
4671 VERBOSE_API = 0x0040,
4672 VERBOSE_DISPLAY_LIST = 0x0100,
4673 VERBOSE_LIGHTING = 0x0200,
4674 VERBOSE_PRIMS = 0x0400,
4675 VERBOSE_VERTS = 0x0800,
4676 VERBOSE_DISASSEM = 0x1000,
4677 VERBOSE_DRAW = 0x2000,
4678 VERBOSE_SWAPBUFFERS = 0x4000
4679 };
4680
4681
4682 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4683 enum _debug
4684 {
4685 DEBUG_SILENT = (1 << 0),
4686 DEBUG_ALWAYS_FLUSH = (1 << 1),
4687 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4688 DEBUG_INCOMPLETE_FBO = (1 << 3)
4689 };
4690
4691 #ifdef __cplusplus
4692 }
4693 #endif
4694
4695 #endif /* MTYPES_H */