mesa: add ES3_1_compatibility extension enable
[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 struct gl_light *next; /**< double linked list with sentinel */
337 struct gl_light *prev;
338
339 GLfloat Ambient[4]; /**< ambient color */
340 GLfloat Diffuse[4]; /**< diffuse color */
341 GLfloat Specular[4]; /**< specular color */
342 GLfloat EyePosition[4]; /**< position in eye coordinates */
343 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
344 GLfloat SpotExponent;
345 GLfloat SpotCutoff; /**< in degrees */
346 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
347 GLfloat ConstantAttenuation;
348 GLfloat LinearAttenuation;
349 GLfloat QuadraticAttenuation;
350 GLboolean Enabled; /**< On/off flag */
351
352 /**
353 * \name Derived fields
354 */
355 /*@{*/
356 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
357
358 GLfloat _Position[4]; /**< position in eye/obj coordinates */
359 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
360 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
361 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
362 GLfloat _VP_inf_spot_attenuation;
363
364 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
365 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
366 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
367 /*@}*/
368 };
369
370
371 /**
372 * Light model state.
373 */
374 struct gl_lightmodel
375 {
376 GLfloat Ambient[4]; /**< ambient color */
377 GLboolean LocalViewer; /**< Local (or infinite) view point? */
378 GLboolean TwoSide; /**< Two (or one) sided lighting? */
379 GLenum ColorControl; /**< either GL_SINGLE_COLOR
380 * or GL_SEPARATE_SPECULAR_COLOR */
381 };
382
383
384 /**
385 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
386 */
387 struct gl_accum_attrib
388 {
389 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
390 };
391
392
393 /**
394 * Used for storing clear color, texture border color, etc.
395 * The float values are typically unclamped.
396 */
397 union gl_color_union
398 {
399 GLfloat f[4];
400 GLint i[4];
401 GLuint ui[4];
402 };
403
404
405 /**
406 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
407 */
408 struct gl_colorbuffer_attrib
409 {
410 GLuint ClearIndex; /**< Index for glClear */
411 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
412 GLuint IndexMask; /**< Color index write mask */
413 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
414
415 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
416
417 /**
418 * \name alpha testing
419 */
420 /*@{*/
421 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
422 GLenum AlphaFunc; /**< Alpha test function */
423 GLfloat AlphaRefUnclamped;
424 GLclampf AlphaRef; /**< Alpha reference value */
425 /*@}*/
426
427 /**
428 * \name Blending
429 */
430 /*@{*/
431 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
432
433 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
434 * control, only on the fixed-pointness of the render target.
435 * The query does however depend on fragment color clamping.
436 */
437 GLfloat BlendColorUnclamped[4]; /**< Blending color */
438 GLfloat BlendColor[4]; /**< Blending color */
439
440 struct
441 {
442 GLenum SrcRGB; /**< RGB blend source term */
443 GLenum DstRGB; /**< RGB blend dest term */
444 GLenum SrcA; /**< Alpha blend source term */
445 GLenum DstA; /**< Alpha blend dest term */
446 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
447 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
448 /**
449 * Set if any blend factor uses SRC1. Computed at the time blend factors
450 * get set.
451 */
452 GLboolean _UsesDualSrc;
453 } Blend[MAX_DRAW_BUFFERS];
454 /** Are the blend func terms currently different for each buffer/target? */
455 GLboolean _BlendFuncPerBuffer;
456 /** Are the blend equations currently different for each buffer/target? */
457 GLboolean _BlendEquationPerBuffer;
458 /*@}*/
459
460 /**
461 * \name Logic op
462 */
463 /*@{*/
464 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
465 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
466 GLenum LogicOp; /**< Logic operator */
467
468 /*@}*/
469
470 GLboolean DitherFlag; /**< Dither enable flag */
471
472 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
473 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
474 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
475
476 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
477 };
478
479
480 /**
481 * Current attribute group (GL_CURRENT_BIT).
482 */
483 struct gl_current_attrib
484 {
485 /**
486 * \name Current vertex attributes (color, texcoords, etc).
487 * \note Values are valid only after FLUSH_VERTICES has been called.
488 * \note Index and Edgeflag current values are stored as floats in the
489 * SIX and SEVEN attribute slots.
490 * \note We need double storage for 64-bit vertex attributes
491 */
492 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
493
494 /**
495 * \name Current raster position attributes (always up to date after a
496 * glRasterPos call).
497 */
498 GLfloat RasterPos[4];
499 GLfloat RasterDistance;
500 GLfloat RasterColor[4];
501 GLfloat RasterSecondaryColor[4];
502 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
503 GLboolean RasterPosValid;
504 };
505
506
507 /**
508 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
509 */
510 struct gl_depthbuffer_attrib
511 {
512 GLenum Func; /**< Function for depth buffer compare */
513 GLclampd Clear; /**< Value to clear depth buffer to */
514 GLboolean Test; /**< Depth buffering enabled flag */
515 GLboolean Mask; /**< Depth buffer writable? */
516 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
517 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
518 };
519
520
521 /**
522 * Evaluator attribute group (GL_EVAL_BIT).
523 */
524 struct gl_eval_attrib
525 {
526 /**
527 * \name Enable bits
528 */
529 /*@{*/
530 GLboolean Map1Color4;
531 GLboolean Map1Index;
532 GLboolean Map1Normal;
533 GLboolean Map1TextureCoord1;
534 GLboolean Map1TextureCoord2;
535 GLboolean Map1TextureCoord3;
536 GLboolean Map1TextureCoord4;
537 GLboolean Map1Vertex3;
538 GLboolean Map1Vertex4;
539 GLboolean Map2Color4;
540 GLboolean Map2Index;
541 GLboolean Map2Normal;
542 GLboolean Map2TextureCoord1;
543 GLboolean Map2TextureCoord2;
544 GLboolean Map2TextureCoord3;
545 GLboolean Map2TextureCoord4;
546 GLboolean Map2Vertex3;
547 GLboolean Map2Vertex4;
548 GLboolean AutoNormal;
549 /*@}*/
550
551 /**
552 * \name Map Grid endpoints and divisions and calculated du values
553 */
554 /*@{*/
555 GLint MapGrid1un;
556 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
557 GLint MapGrid2un, MapGrid2vn;
558 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
559 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
560 /*@}*/
561 };
562
563
564 /**
565 * Fog attribute group (GL_FOG_BIT).
566 */
567 struct gl_fog_attrib
568 {
569 GLboolean Enabled; /**< Fog enabled flag */
570 GLboolean ColorSumEnabled;
571 GLfloat ColorUnclamped[4]; /**< Fog color */
572 GLfloat Color[4]; /**< Fog color */
573 GLfloat Density; /**< Density >= 0.0 */
574 GLfloat Start; /**< Start distance in eye coords */
575 GLfloat End; /**< End distance in eye coords */
576 GLfloat Index; /**< Fog index */
577 GLenum Mode; /**< Fog mode */
578 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
579 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
580 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
581 };
582
583
584 /**
585 * Hint attribute group (GL_HINT_BIT).
586 *
587 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
588 */
589 struct gl_hint_attrib
590 {
591 GLenum PerspectiveCorrection;
592 GLenum PointSmooth;
593 GLenum LineSmooth;
594 GLenum PolygonSmooth;
595 GLenum Fog;
596 GLenum TextureCompression; /**< GL_ARB_texture_compression */
597 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
598 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
599 };
600
601
602 /**
603 * Lighting attribute group (GL_LIGHT_BIT).
604 */
605 struct gl_light_attrib
606 {
607 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
608 struct gl_lightmodel Model; /**< Lighting model */
609
610 /**
611 * Front and back material values.
612 * Note: must call FLUSH_VERTICES() before using.
613 */
614 struct gl_material Material;
615
616 GLboolean Enabled; /**< Lighting enabled flag */
617 GLboolean ColorMaterialEnabled;
618
619 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
620 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
621 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
622 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
623 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
624
625
626 GLboolean _ClampVertexColor;
627 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
628
629 /**
630 * Derived state for optimizations:
631 */
632 /*@{*/
633 GLboolean _NeedEyeCoords;
634 GLboolean _NeedVertices; /**< Use fast shader? */
635 struct gl_light EnabledList; /**< List sentinel */
636
637 GLfloat _BaseColor[2][3];
638 /*@}*/
639 };
640
641
642 /**
643 * Line attribute group (GL_LINE_BIT).
644 */
645 struct gl_line_attrib
646 {
647 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
648 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
649 GLushort StipplePattern; /**< Stipple pattern */
650 GLint StippleFactor; /**< Stipple repeat factor */
651 GLfloat Width; /**< Line width */
652 };
653
654
655 /**
656 * Display list attribute group (GL_LIST_BIT).
657 */
658 struct gl_list_attrib
659 {
660 GLuint ListBase;
661 };
662
663
664 /**
665 * Multisample attribute group (GL_MULTISAMPLE_BIT).
666 */
667 struct gl_multisample_attrib
668 {
669 GLboolean Enabled;
670 GLboolean SampleAlphaToCoverage;
671 GLboolean SampleAlphaToOne;
672 GLboolean SampleCoverage;
673 GLboolean SampleCoverageInvert;
674 GLboolean SampleShading;
675
676 /* ARB_texture_multisample / GL3.2 additions */
677 GLboolean SampleMask;
678
679 GLfloat SampleCoverageValue;
680 GLfloat MinSampleShadingValue;
681
682 /** The GL spec defines this as an array but >32x MSAA is madness */
683 GLbitfield SampleMaskValue;
684 };
685
686
687 /**
688 * A pixelmap (see glPixelMap)
689 */
690 struct gl_pixelmap
691 {
692 GLint Size;
693 GLfloat Map[MAX_PIXEL_MAP_TABLE];
694 };
695
696
697 /**
698 * Collection of all pixelmaps
699 */
700 struct gl_pixelmaps
701 {
702 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
703 struct gl_pixelmap GtoG;
704 struct gl_pixelmap BtoB;
705 struct gl_pixelmap AtoA;
706 struct gl_pixelmap ItoR;
707 struct gl_pixelmap ItoG;
708 struct gl_pixelmap ItoB;
709 struct gl_pixelmap ItoA;
710 struct gl_pixelmap ItoI;
711 struct gl_pixelmap StoS;
712 };
713
714
715 /**
716 * Pixel attribute group (GL_PIXEL_MODE_BIT).
717 */
718 struct gl_pixel_attrib
719 {
720 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
721
722 /*--- Begin Pixel Transfer State ---*/
723 /* Fields are in the order in which they're applied... */
724
725 /** Scale & Bias (index shift, offset) */
726 /*@{*/
727 GLfloat RedBias, RedScale;
728 GLfloat GreenBias, GreenScale;
729 GLfloat BlueBias, BlueScale;
730 GLfloat AlphaBias, AlphaScale;
731 GLfloat DepthBias, DepthScale;
732 GLint IndexShift, IndexOffset;
733 /*@}*/
734
735 /* Pixel Maps */
736 /* Note: actual pixel maps are not part of this attrib group */
737 GLboolean MapColorFlag;
738 GLboolean MapStencilFlag;
739
740 /*--- End Pixel Transfer State ---*/
741
742 /** glPixelZoom */
743 GLfloat ZoomX, ZoomY;
744 };
745
746
747 /**
748 * Point attribute group (GL_POINT_BIT).
749 */
750 struct gl_point_attrib
751 {
752 GLfloat Size; /**< User-specified point size */
753 GLfloat Params[3]; /**< GL_EXT_point_parameters */
754 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
755 GLfloat Threshold; /**< GL_EXT_point_parameters */
756 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
757 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
758 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
759 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
760 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
761 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
762 };
763
764
765 /**
766 * Polygon attribute group (GL_POLYGON_BIT).
767 */
768 struct gl_polygon_attrib
769 {
770 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
771 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
772 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
773 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
774 GLboolean CullFlag; /**< Culling on/off flag */
775 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
776 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
777 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
778 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
779 GLfloat OffsetUnits; /**< Polygon offset units, from user */
780 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
781 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
782 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
783 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
784 };
785
786
787 /**
788 * Scissor attributes (GL_SCISSOR_BIT).
789 */
790 struct gl_scissor_rect
791 {
792 GLint X, Y; /**< Lower left corner of box */
793 GLsizei Width, Height; /**< Size of box */
794 };
795 struct gl_scissor_attrib
796 {
797 GLbitfield EnableFlags; /**< Scissor test enabled? */
798 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
799 };
800
801
802 /**
803 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
804 *
805 * Three sets of stencil data are tracked so that OpenGL 2.0,
806 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
807 * simultaneously. In each of the stencil state arrays, element 0 corresponds
808 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
809 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
810 * GL_EXT_stencil_two_side GL_BACK state.
811 *
812 * The derived value \c _BackFace is either 1 or 2 depending on whether or
813 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
814 *
815 * The derived value \c _TestTwoSide is set when the front-face and back-face
816 * stencil state are different.
817 */
818 struct gl_stencil_attrib
819 {
820 GLboolean Enabled; /**< Enabled flag */
821 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
822 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
823 GLboolean _Enabled; /**< Enabled and stencil buffer present */
824 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
825 GLboolean _TestTwoSide;
826 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
827 GLenum Function[3]; /**< Stencil function */
828 GLenum FailFunc[3]; /**< Fail function */
829 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
830 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
831 GLint Ref[3]; /**< Reference value */
832 GLuint ValueMask[3]; /**< Value mask */
833 GLuint WriteMask[3]; /**< Write mask */
834 GLuint Clear; /**< Clear value */
835 };
836
837
838 /**
839 * An index for each type of texture object. These correspond to the GL
840 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
841 * Note: the order is from highest priority to lowest priority.
842 */
843 typedef enum
844 {
845 TEXTURE_2D_MULTISAMPLE_INDEX,
846 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
847 TEXTURE_CUBE_ARRAY_INDEX,
848 TEXTURE_BUFFER_INDEX,
849 TEXTURE_2D_ARRAY_INDEX,
850 TEXTURE_1D_ARRAY_INDEX,
851 TEXTURE_EXTERNAL_INDEX,
852 TEXTURE_CUBE_INDEX,
853 TEXTURE_3D_INDEX,
854 TEXTURE_RECT_INDEX,
855 TEXTURE_2D_INDEX,
856 TEXTURE_1D_INDEX,
857 NUM_TEXTURE_TARGETS
858 } gl_texture_index;
859
860
861 /**
862 * Bit flags for each type of texture object
863 */
864 /*@{*/
865 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
866 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
867 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
868 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
869 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
870 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
871 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
872 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
873 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
874 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
875 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
876 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
877 /*@}*/
878
879
880 /**
881 * Texture image state. Drivers will typically create a subclass of this
882 * with extra fields for memory buffers, etc.
883 */
884 struct gl_texture_image
885 {
886 GLint InternalFormat; /**< Internal format as given by the user */
887 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
888 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
889 * GL_INTENSITY, GL_DEPTH_COMPONENT or
890 * GL_DEPTH_STENCIL_EXT only. Used for
891 * choosing TexEnv arithmetic.
892 */
893 mesa_format TexFormat; /**< The actual texture memory format */
894
895 GLuint Border; /**< 0 or 1 */
896 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
897 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
898 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
899 GLuint Width2; /**< = Width - 2*Border */
900 GLuint Height2; /**< = Height - 2*Border */
901 GLuint Depth2; /**< = Depth - 2*Border */
902 GLuint WidthLog2; /**< = log2(Width2) */
903 GLuint HeightLog2; /**< = log2(Height2) */
904 GLuint DepthLog2; /**< = log2(Depth2) */
905 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
906 levels, computed from the dimensions */
907
908 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
909 GLuint Level; /**< Which mipmap level am I? */
910 /** Cube map face: index into gl_texture_object::Image[] array */
911 GLuint Face;
912
913 /** GL_ARB_texture_multisample */
914 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
915 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
916 };
917
918
919 /**
920 * Indexes for cube map faces.
921 */
922 typedef enum
923 {
924 FACE_POS_X = 0,
925 FACE_NEG_X = 1,
926 FACE_POS_Y = 2,
927 FACE_NEG_Y = 3,
928 FACE_POS_Z = 4,
929 FACE_NEG_Z = 5,
930 MAX_FACES = 6
931 } gl_face_index;
932
933
934 /**
935 * Sampler object state. These objects are new with GL_ARB_sampler_objects
936 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
937 */
938 struct gl_sampler_object
939 {
940 mtx_t Mutex;
941 GLuint Name;
942 GLint RefCount;
943 GLchar *Label; /**< GL_KHR_debug */
944
945 GLenum WrapS; /**< S-axis texture image wrap mode */
946 GLenum WrapT; /**< T-axis texture image wrap mode */
947 GLenum WrapR; /**< R-axis texture image wrap mode */
948 GLenum MinFilter; /**< minification filter */
949 GLenum MagFilter; /**< magnification filter */
950 union gl_color_union BorderColor; /**< Interpreted according to texture format */
951 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
952 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
953 GLfloat LodBias; /**< OpenGL 1.4 */
954 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
955 GLenum CompareMode; /**< GL_ARB_shadow */
956 GLenum CompareFunc; /**< GL_ARB_shadow */
957 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
958 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
959 };
960
961
962 /**
963 * Texture object state. Contains the array of mipmap images, border color,
964 * wrap modes, filter modes, and shadow/texcompare state.
965 */
966 struct gl_texture_object
967 {
968 mtx_t Mutex; /**< for thread safety */
969 GLint RefCount; /**< reference count */
970 GLuint Name; /**< the user-visible texture object ID */
971 GLchar *Label; /**< GL_KHR_debug */
972 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
973 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
974 Only valid when Target is valid. */
975
976 struct gl_sampler_object Sampler;
977
978 GLenum DepthMode; /**< GL_ARB_depth_texture */
979 bool StencilSampling; /**< Should we sample stencil instead of depth? */
980
981 GLfloat Priority; /**< in [0,1] */
982 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
983 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
984 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
985 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
986 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
987 GLint CropRect[4]; /**< GL_OES_draw_texture */
988 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
989 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
990 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
991 GLboolean _BaseComplete; /**< Is the base texture level valid? */
992 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
993 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
994 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
995 GLboolean Purgeable; /**< Is the buffer purgeable under memory
996 pressure? */
997 GLboolean Immutable; /**< GL_ARB_texture_storage */
998 GLboolean _IsFloat; /**< GL_OES_float_texture */
999 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1000
1001 GLuint MinLevel; /**< GL_ARB_texture_view */
1002 GLuint MinLayer; /**< GL_ARB_texture_view */
1003 GLuint NumLevels; /**< GL_ARB_texture_view */
1004 GLuint NumLayers; /**< GL_ARB_texture_view */
1005
1006 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1007 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1008
1009 /** GL_ARB_texture_buffer_object */
1010 struct gl_buffer_object *BufferObject;
1011 GLenum BufferObjectFormat;
1012 /** Equivalent Mesa format for BufferObjectFormat. */
1013 mesa_format _BufferObjectFormat;
1014 /** GL_ARB_texture_buffer_range */
1015 GLintptr BufferOffset;
1016 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1017
1018 /** GL_OES_EGL_image_external */
1019 GLint RequiredTextureImageUnits;
1020
1021 /** GL_ARB_shader_image_load_store */
1022 GLenum ImageFormatCompatibilityType;
1023 };
1024
1025
1026 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1027 #define MAX_COMBINER_TERMS 4
1028
1029
1030 /**
1031 * Texture combine environment state.
1032 */
1033 struct gl_tex_env_combine_state
1034 {
1035 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1036 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1038 GLenum SourceRGB[MAX_COMBINER_TERMS];
1039 GLenum SourceA[MAX_COMBINER_TERMS];
1040 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1041 GLenum OperandRGB[MAX_COMBINER_TERMS];
1042 GLenum OperandA[MAX_COMBINER_TERMS];
1043 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1044 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1045 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1046 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1047 };
1048
1049
1050 /**
1051 * TexGenEnabled flags.
1052 */
1053 /*@{*/
1054 #define S_BIT 1
1055 #define T_BIT 2
1056 #define R_BIT 4
1057 #define Q_BIT 8
1058 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1059 /*@}*/
1060
1061
1062 /**
1063 * Bit flag versions of the corresponding GL_ constants.
1064 */
1065 /*@{*/
1066 #define TEXGEN_SPHERE_MAP 0x1
1067 #define TEXGEN_OBJ_LINEAR 0x2
1068 #define TEXGEN_EYE_LINEAR 0x4
1069 #define TEXGEN_REFLECTION_MAP_NV 0x8
1070 #define TEXGEN_NORMAL_MAP_NV 0x10
1071
1072 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1073 TEXGEN_REFLECTION_MAP_NV | \
1074 TEXGEN_NORMAL_MAP_NV)
1075 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1076 TEXGEN_REFLECTION_MAP_NV | \
1077 TEXGEN_NORMAL_MAP_NV | \
1078 TEXGEN_EYE_LINEAR)
1079 /*@}*/
1080
1081
1082
1083 /** Tex-gen enabled for texture unit? */
1084 #define ENABLE_TEXGEN(unit) (1 << (unit))
1085
1086 /** Non-identity texture matrix for texture unit? */
1087 #define ENABLE_TEXMAT(unit) (1 << (unit))
1088
1089
1090 /**
1091 * Texture coord generation state.
1092 */
1093 struct gl_texgen
1094 {
1095 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1096 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1097 GLfloat ObjectPlane[4];
1098 GLfloat EyePlane[4];
1099 };
1100
1101
1102 /**
1103 * Texture unit state. Contains enable flags, texture environment/function/
1104 * combiners, texgen state, and pointers to current texture objects.
1105 */
1106 struct gl_texture_unit
1107 {
1108 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1109
1110 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1111 GLclampf EnvColor[4];
1112 GLfloat EnvColorUnclamped[4];
1113
1114 struct gl_texgen GenS;
1115 struct gl_texgen GenT;
1116 struct gl_texgen GenR;
1117 struct gl_texgen GenQ;
1118 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1119 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1120
1121 GLfloat LodBias; /**< for biasing mipmap levels */
1122
1123 /** Texture targets that have a non-default texture bound */
1124 GLbitfield _BoundTextures;
1125
1126 /** Current sampler object (GL_ARB_sampler_objects) */
1127 struct gl_sampler_object *Sampler;
1128
1129 /**
1130 * \name GL_EXT_texture_env_combine
1131 */
1132 struct gl_tex_env_combine_state Combine;
1133
1134 /**
1135 * Derived state based on \c EnvMode and the \c BaseFormat of the
1136 * currently enabled texture.
1137 */
1138 struct gl_tex_env_combine_state _EnvMode;
1139
1140 /**
1141 * Currently enabled combiner state. This will point to either
1142 * \c Combine or \c _EnvMode.
1143 */
1144 struct gl_tex_env_combine_state *_CurrentCombine;
1145
1146 /** Current texture object pointers */
1147 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1148
1149 /** Points to highest priority, complete and enabled texture object */
1150 struct gl_texture_object *_Current;
1151
1152 };
1153
1154
1155 /**
1156 * Texture attribute group (GL_TEXTURE_BIT).
1157 */
1158 struct gl_texture_attrib
1159 {
1160 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1161
1162 /** GL_ARB_seamless_cubemap */
1163 GLboolean CubeMapSeamless;
1164
1165 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1166
1167 /** GL_ARB_texture_buffer_object */
1168 struct gl_buffer_object *BufferObject;
1169
1170 /** Texture coord units/sets used for fragment texturing */
1171 GLbitfield _EnabledCoordUnits;
1172
1173 /** Texture coord units that have texgen enabled */
1174 GLbitfield _TexGenEnabled;
1175
1176 /** Texture coord units that have non-identity matrices */
1177 GLbitfield _TexMatEnabled;
1178
1179 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1180 GLbitfield _GenFlags;
1181
1182 /** Largest index of a texture unit with _Current != NULL. */
1183 GLint _MaxEnabledTexImageUnit;
1184
1185 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1186 GLint NumCurrentTexUsed;
1187
1188 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1189 };
1190
1191
1192 /**
1193 * Data structure representing a single clip plane (e.g. one of the elements
1194 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1195 */
1196 typedef GLfloat gl_clip_plane[4];
1197
1198
1199 /**
1200 * Transformation attribute group (GL_TRANSFORM_BIT).
1201 */
1202 struct gl_transform_attrib
1203 {
1204 GLenum MatrixMode; /**< Matrix mode */
1205 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1206 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1207 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1208 GLboolean Normalize; /**< Normalize all normals? */
1209 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1210 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1211 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1212 /** GL_ARB_clip_control */
1213 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1214 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1215 };
1216
1217
1218 /**
1219 * Viewport attribute group (GL_VIEWPORT_BIT).
1220 */
1221 struct gl_viewport_attrib
1222 {
1223 GLfloat X, Y; /**< position */
1224 GLfloat Width, Height; /**< size */
1225 GLdouble Near, Far; /**< Depth buffer range */
1226 };
1227
1228
1229 typedef enum {
1230 MAP_USER,
1231 MAP_INTERNAL,
1232
1233 MAP_COUNT
1234 } gl_map_buffer_index;
1235
1236
1237 /**
1238 * Fields describing a mapped buffer range.
1239 */
1240 struct gl_buffer_mapping {
1241 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1242 GLvoid *Pointer; /**< User-space address of mapping */
1243 GLintptr Offset; /**< Mapped offset */
1244 GLsizeiptr Length; /**< Mapped length */
1245 };
1246
1247
1248 /**
1249 * Usages we've seen for a buffer object.
1250 */
1251 typedef enum {
1252 USAGE_UNIFORM_BUFFER = 0x1,
1253 USAGE_TEXTURE_BUFFER = 0x2,
1254 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1255 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1256 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1257 USAGE_PIXEL_PACK_BUFFER = 0x20,
1258 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1259 } gl_buffer_usage;
1260
1261
1262 /**
1263 * GL_ARB_vertex/pixel_buffer_object buffer object
1264 */
1265 struct gl_buffer_object
1266 {
1267 mtx_t Mutex;
1268 GLint RefCount;
1269 GLuint Name;
1270 GLchar *Label; /**< GL_KHR_debug */
1271 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1272 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1273 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1274 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1275 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1276 GLboolean Written; /**< Ever written to? (for debugging) */
1277 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1278 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1279 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1280
1281 /** Counters used for buffer usage warnings */
1282 GLuint NumSubDataCalls;
1283 GLuint NumMapBufferWriteCalls;
1284
1285 struct gl_buffer_mapping Mappings[MAP_COUNT];
1286
1287 /** Memoization of min/max index computations for static index buffers */
1288 struct hash_table *MinMaxCache;
1289 unsigned MinMaxCacheHitIndices;
1290 unsigned MinMaxCacheMissIndices;
1291 bool MinMaxCacheDirty;
1292 };
1293
1294
1295 /**
1296 * Client pixel packing/unpacking attributes
1297 */
1298 struct gl_pixelstore_attrib
1299 {
1300 GLint Alignment;
1301 GLint RowLength;
1302 GLint SkipPixels;
1303 GLint SkipRows;
1304 GLint ImageHeight;
1305 GLint SkipImages;
1306 GLboolean SwapBytes;
1307 GLboolean LsbFirst;
1308 GLboolean Invert; /**< GL_MESA_pack_invert */
1309 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1310 GLint CompressedBlockHeight;
1311 GLint CompressedBlockDepth;
1312 GLint CompressedBlockSize;
1313 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1314 };
1315
1316
1317 /**
1318 * Client vertex array attributes
1319 */
1320 struct gl_client_array
1321 {
1322 GLint Size; /**< components per element (1,2,3,4) */
1323 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1324 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1325 GLsizei Stride; /**< user-specified stride */
1326 GLsizei StrideB; /**< actual stride in bytes */
1327 GLuint _ElementSize; /**< size of each element in bytes */
1328 const GLubyte *Ptr; /**< Points to array data */
1329 GLboolean Enabled; /**< Enabled flag is a boolean */
1330 GLboolean Normalized; /**< GL_ARB_vertex_program */
1331 GLboolean Integer; /**< Integer-valued? */
1332 GLboolean Doubles; /**< double precision values are not converted to floats */
1333 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1334
1335 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1336 };
1337
1338
1339 /**
1340 * Vertex attribute array as seen by the client.
1341 *
1342 * Contains the size, type, format and normalization flag,
1343 * along with the index of a vertex buffer binding point.
1344 *
1345 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1346 * and is only present for backwards compatibility reasons.
1347 * Rendering always uses VERTEX_BINDING_STRIDE.
1348 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1349 * and VERTEX_BINDING_STRIDE to the same value, while
1350 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1351 */
1352 struct gl_vertex_attrib_array
1353 {
1354 GLint Size; /**< Components per element (1,2,3,4) */
1355 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1356 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1357 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1358 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1359 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1360 GLboolean Enabled; /**< Whether the array is enabled */
1361 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1362 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1363 GLboolean Doubles; /**< double precision values are not converted to floats */
1364 GLuint _ElementSize; /**< Size of each element in bytes */
1365 GLuint VertexBinding; /**< Vertex buffer binding */
1366 };
1367
1368
1369 /**
1370 * This describes the buffer object used for a vertex array (or
1371 * multiple vertex arrays). If BufferObj points to the default/null
1372 * buffer object, then the vertex array lives in user memory and not a VBO.
1373 */
1374 struct gl_vertex_buffer_binding
1375 {
1376 GLintptr Offset; /**< User-specified offset */
1377 GLsizei Stride; /**< User-specified stride */
1378 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1379 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1380 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1381 };
1382
1383
1384 /**
1385 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1386 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1387 * extension.
1388 */
1389 struct gl_vertex_array_object
1390 {
1391 /** Name of the VAO as received from glGenVertexArray. */
1392 GLuint Name;
1393
1394 GLint RefCount;
1395
1396 GLchar *Label; /**< GL_KHR_debug */
1397
1398 mtx_t Mutex;
1399
1400 /**
1401 * Does the VAO use ARB semantics or Apple semantics?
1402 *
1403 * There are several ways in which ARB_vertex_array_object and
1404 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1405 * least,
1406 *
1407 * - ARB VAOs require that all array data be sourced from vertex buffer
1408 * objects, but Apple VAOs do not.
1409 *
1410 * - ARB VAOs require that names come from GenVertexArrays.
1411 *
1412 * This flag notes which behavior governs this VAO.
1413 */
1414 GLboolean ARBsemantics;
1415
1416 /**
1417 * Has this array object been bound?
1418 */
1419 GLboolean EverBound;
1420
1421 /**
1422 * Derived vertex attribute arrays
1423 *
1424 * This is a legacy data structure created from gl_vertex_attrib_array and
1425 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1426 */
1427 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1428
1429 /** Vertex attribute arrays */
1430 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1431
1432 /** Vertex buffer bindings */
1433 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1434
1435 /** Mask indicating which vertex arrays have vertex buffer associated. */
1436 GLbitfield64 VertexAttribBufferMask;
1437
1438 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1439 GLbitfield64 _Enabled;
1440
1441 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1442 GLbitfield64 NewArrays;
1443
1444 /** The index buffer (also known as the element array buffer in OpenGL). */
1445 struct gl_buffer_object *IndexBufferObj;
1446 };
1447
1448
1449 /** Used to signal when transitioning from one kind of drawing method
1450 * to another.
1451 */
1452 typedef enum {
1453 DRAW_NONE, /**< Initial value only */
1454 DRAW_BEGIN_END,
1455 DRAW_DISPLAY_LIST,
1456 DRAW_ARRAYS
1457 } gl_draw_method;
1458
1459 /**
1460 * Enum for the OpenGL APIs we know about and may support.
1461 *
1462 * NOTE: This must match the api_enum table in
1463 * src/mesa/main/get_hash_generator.py
1464 */
1465 typedef enum
1466 {
1467 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1468 API_OPENGLES,
1469 API_OPENGLES2,
1470 API_OPENGL_CORE,
1471 API_OPENGL_LAST = API_OPENGL_CORE
1472 } gl_api;
1473
1474 /**
1475 * Vertex array state
1476 */
1477 struct gl_array_attrib
1478 {
1479 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1480 struct gl_vertex_array_object *VAO;
1481
1482 /** The default vertex array object */
1483 struct gl_vertex_array_object *DefaultVAO;
1484
1485 /** The last VAO accessed by a DSA function */
1486 struct gl_vertex_array_object *LastLookedUpVAO;
1487
1488 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1489 struct _mesa_HashTable *Objects;
1490
1491 GLint ActiveTexture; /**< Client Active Texture */
1492 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1493 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1494
1495 /**
1496 * \name Primitive restart controls
1497 *
1498 * Primitive restart is enabled if either \c PrimitiveRestart or
1499 * \c PrimitiveRestartFixedIndex is set.
1500 */
1501 /*@{*/
1502 GLboolean PrimitiveRestart;
1503 GLboolean PrimitiveRestartFixedIndex;
1504 GLboolean _PrimitiveRestart;
1505 GLuint RestartIndex;
1506 /*@}*/
1507
1508 /** One of the DRAW_xxx flags, not consumed by drivers */
1509 gl_draw_method DrawMethod;
1510
1511 /* GL_ARB_vertex_buffer_object */
1512 struct gl_buffer_object *ArrayBufferObj;
1513
1514 /**
1515 * Vertex arrays as consumed by a driver.
1516 * The array pointer is set up only by the VBO module.
1517 */
1518 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1519
1520 /** Legal array datatypes and the API for which they have been computed */
1521 GLbitfield LegalTypesMask;
1522 gl_api LegalTypesMaskAPI;
1523 };
1524
1525
1526 /**
1527 * Feedback buffer state
1528 */
1529 struct gl_feedback
1530 {
1531 GLenum Type;
1532 GLbitfield _Mask; /**< FB_* bits */
1533 GLfloat *Buffer;
1534 GLuint BufferSize;
1535 GLuint Count;
1536 };
1537
1538
1539 /**
1540 * Selection buffer state
1541 */
1542 struct gl_selection
1543 {
1544 GLuint *Buffer; /**< selection buffer */
1545 GLuint BufferSize; /**< size of the selection buffer */
1546 GLuint BufferCount; /**< number of values in the selection buffer */
1547 GLuint Hits; /**< number of records in the selection buffer */
1548 GLuint NameStackDepth; /**< name stack depth */
1549 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1550 GLboolean HitFlag; /**< hit flag */
1551 GLfloat HitMinZ; /**< minimum hit depth */
1552 GLfloat HitMaxZ; /**< maximum hit depth */
1553 };
1554
1555
1556 /**
1557 * 1-D Evaluator control points
1558 */
1559 struct gl_1d_map
1560 {
1561 GLuint Order; /**< Number of control points */
1562 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1563 GLfloat *Points; /**< Points to contiguous control points */
1564 };
1565
1566
1567 /**
1568 * 2-D Evaluator control points
1569 */
1570 struct gl_2d_map
1571 {
1572 GLuint Uorder; /**< Number of control points in U dimension */
1573 GLuint Vorder; /**< Number of control points in V dimension */
1574 GLfloat u1, u2, du;
1575 GLfloat v1, v2, dv;
1576 GLfloat *Points; /**< Points to contiguous control points */
1577 };
1578
1579
1580 /**
1581 * All evaluator control point state
1582 */
1583 struct gl_evaluators
1584 {
1585 /**
1586 * \name 1-D maps
1587 */
1588 /*@{*/
1589 struct gl_1d_map Map1Vertex3;
1590 struct gl_1d_map Map1Vertex4;
1591 struct gl_1d_map Map1Index;
1592 struct gl_1d_map Map1Color4;
1593 struct gl_1d_map Map1Normal;
1594 struct gl_1d_map Map1Texture1;
1595 struct gl_1d_map Map1Texture2;
1596 struct gl_1d_map Map1Texture3;
1597 struct gl_1d_map Map1Texture4;
1598 /*@}*/
1599
1600 /**
1601 * \name 2-D maps
1602 */
1603 /*@{*/
1604 struct gl_2d_map Map2Vertex3;
1605 struct gl_2d_map Map2Vertex4;
1606 struct gl_2d_map Map2Index;
1607 struct gl_2d_map Map2Color4;
1608 struct gl_2d_map Map2Normal;
1609 struct gl_2d_map Map2Texture1;
1610 struct gl_2d_map Map2Texture2;
1611 struct gl_2d_map Map2Texture3;
1612 struct gl_2d_map Map2Texture4;
1613 /*@}*/
1614 };
1615
1616
1617 struct gl_transform_feedback_varying_info
1618 {
1619 char *Name;
1620 GLenum Type;
1621 GLint BufferIndex;
1622 GLint Size;
1623 GLint Offset;
1624 };
1625
1626
1627 /**
1628 * Per-output info vertex shaders for transform feedback.
1629 */
1630 struct gl_transform_feedback_output
1631 {
1632 unsigned OutputRegister;
1633 unsigned OutputBuffer;
1634 unsigned NumComponents;
1635 unsigned StreamId;
1636
1637 /** offset (in DWORDs) of this output within the interleaved structure */
1638 unsigned DstOffset;
1639
1640 /**
1641 * Offset into the output register of the data to output. For example,
1642 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1643 * offset is in the y and z components of the output register.
1644 */
1645 unsigned ComponentOffset;
1646 };
1647
1648
1649 struct gl_transform_feedback_buffer
1650 {
1651 unsigned Binding;
1652
1653 unsigned NumVaryings;
1654
1655 /**
1656 * Total number of components stored in each buffer. This may be used by
1657 * hardware back-ends to determine the correct stride when interleaving
1658 * multiple transform feedback outputs in the same buffer.
1659 */
1660 unsigned Stride;
1661
1662 /**
1663 * Which transform feedback stream this buffer binding is associated with.
1664 */
1665 unsigned Stream;
1666 };
1667
1668
1669 /** Post-link transform feedback info. */
1670 struct gl_transform_feedback_info
1671 {
1672 unsigned NumOutputs;
1673
1674 /* Bitmask of active buffer indices. */
1675 unsigned ActiveBuffers;
1676
1677 struct gl_transform_feedback_output *Outputs;
1678
1679 /** Transform feedback varyings used for the linking of this shader program.
1680 *
1681 * Use for glGetTransformFeedbackVarying().
1682 */
1683 struct gl_transform_feedback_varying_info *Varyings;
1684 GLint NumVarying;
1685
1686 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1687 };
1688
1689
1690 /**
1691 * Transform feedback object state
1692 */
1693 struct gl_transform_feedback_object
1694 {
1695 GLuint Name; /**< AKA the object ID */
1696 GLint RefCount;
1697 GLchar *Label; /**< GL_KHR_debug */
1698 GLboolean Active; /**< Is transform feedback enabled? */
1699 GLboolean Paused; /**< Is transform feedback paused? */
1700 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1701 at least once? */
1702 GLboolean EverBound; /**< Has this object been bound? */
1703
1704 /**
1705 * GLES: if Active is true, remaining number of primitives which can be
1706 * rendered without overflow. This is necessary to track because GLES
1707 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1708 * glDrawArraysInstanced would overflow transform feedback buffers.
1709 * Undefined if Active is false.
1710 *
1711 * Not tracked for desktop GL since it's unnecessary.
1712 */
1713 unsigned GlesRemainingPrims;
1714
1715 /**
1716 * The shader program active when BeginTransformFeedback() was called.
1717 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1718 * where stage is the pipeline stage that is the source of data for
1719 * transform feedback.
1720 */
1721 struct gl_shader_program *shader_program;
1722
1723 /** The feedback buffers */
1724 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1725 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1726
1727 /** Start of feedback data in dest buffer */
1728 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1729
1730 /**
1731 * Max data to put into dest buffer (in bytes). Computed based on
1732 * RequestedSize and the actual size of the buffer.
1733 */
1734 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1735
1736 /**
1737 * Size that was specified when the buffer was bound. If the buffer was
1738 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1739 * zero.
1740 */
1741 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1742 };
1743
1744
1745 /**
1746 * Context state for transform feedback.
1747 */
1748 struct gl_transform_feedback_state
1749 {
1750 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1751
1752 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1753 struct gl_buffer_object *CurrentBuffer;
1754
1755 /** The table of all transform feedback objects */
1756 struct _mesa_HashTable *Objects;
1757
1758 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1759 struct gl_transform_feedback_object *CurrentObject;
1760
1761 /** The default xform-fb object (Name==0) */
1762 struct gl_transform_feedback_object *DefaultObject;
1763 };
1764
1765
1766 /**
1767 * A "performance monitor" as described in AMD_performance_monitor.
1768 */
1769 struct gl_perf_monitor_object
1770 {
1771 GLuint Name;
1772
1773 /** True if the monitor is currently active (Begin called but not End). */
1774 GLboolean Active;
1775
1776 /**
1777 * True if the monitor has ended.
1778 *
1779 * This is distinct from !Active because it may never have began.
1780 */
1781 GLboolean Ended;
1782
1783 /**
1784 * A list of groups with currently active counters.
1785 *
1786 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1787 */
1788 unsigned *ActiveGroups;
1789
1790 /**
1791 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1792 *
1793 * Checking whether counter 'c' in group 'g' is active can be done via:
1794 *
1795 * BITSET_TEST(ActiveCounters[g], c)
1796 */
1797 GLuint **ActiveCounters;
1798 };
1799
1800
1801 union gl_perf_monitor_counter_value
1802 {
1803 float f;
1804 uint64_t u64;
1805 uint32_t u32;
1806 };
1807
1808
1809 struct gl_perf_monitor_counter
1810 {
1811 /** Human readable name for the counter. */
1812 const char *Name;
1813
1814 /**
1815 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1816 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1817 */
1818 GLenum Type;
1819
1820 /** Minimum counter value. */
1821 union gl_perf_monitor_counter_value Minimum;
1822
1823 /** Maximum counter value. */
1824 union gl_perf_monitor_counter_value Maximum;
1825 };
1826
1827
1828 struct gl_perf_monitor_group
1829 {
1830 /** Human readable name for the group. */
1831 const char *Name;
1832
1833 /**
1834 * Maximum number of counters in this group which can be active at the
1835 * same time.
1836 */
1837 GLuint MaxActiveCounters;
1838
1839 /** Array of counters within this group. */
1840 const struct gl_perf_monitor_counter *Counters;
1841 GLuint NumCounters;
1842 };
1843
1844
1845 /**
1846 * Context state for AMD_performance_monitor.
1847 */
1848 struct gl_perf_monitor_state
1849 {
1850 /** Array of performance monitor groups (indexed by group ID) */
1851 const struct gl_perf_monitor_group *Groups;
1852 GLuint NumGroups;
1853
1854 /** The table of all performance monitors. */
1855 struct _mesa_HashTable *Monitors;
1856 };
1857
1858
1859 /**
1860 * Names of the various vertex/fragment program register files, etc.
1861 *
1862 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1863 * All values should fit in a 4-bit field.
1864 *
1865 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1866 * considered to be "uniform" variables since they can only be set outside
1867 * glBegin/End. They're also all stored in the same Parameters array.
1868 */
1869 typedef enum
1870 {
1871 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1872 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1873 PROGRAM_INPUT, /**< machine->Inputs[] */
1874 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1875 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1876 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1877 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1878 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1879 PROGRAM_ADDRESS, /**< machine->AddressReg */
1880 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1881 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1882 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1883 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1884 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1885 PROGRAM_MEMORY, /**< for shared, global and local memory */
1886 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1887 PROGRAM_FILE_MAX
1888 } gl_register_file;
1889
1890
1891 /**
1892 * Base class for any kind of program object
1893 */
1894 struct gl_program
1895 {
1896 mtx_t Mutex;
1897 GLuint Id;
1898 GLint RefCount;
1899 GLubyte *String; /**< Null-terminated program text */
1900
1901 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1902 GLenum Format; /**< String encoding format */
1903
1904 struct prog_instruction *Instructions;
1905
1906 struct nir_shader *nir;
1907
1908 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1909 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1910 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1911 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1912 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1913 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1914 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1915 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1916 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1917
1918 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1919
1920 /**
1921 * For vertex and geometry shaders, true if the program uses the
1922 * gl_ClipDistance output. Ignored for fragment shaders.
1923 */
1924 unsigned ClipDistanceArraySize;
1925
1926
1927 /** Named parameters, constants, etc. from program text */
1928 struct gl_program_parameter_list *Parameters;
1929
1930 /**
1931 * Local parameters used by the program.
1932 *
1933 * It's dynamically allocated because it is rarely used (just
1934 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1935 * allocated.
1936 */
1937 GLfloat (*LocalParams)[4];
1938
1939 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1940 GLubyte SamplerUnits[MAX_SAMPLERS];
1941
1942 /** Bitmask of which register files are read/written with indirect
1943 * addressing. Mask of (1 << PROGRAM_x) bits.
1944 */
1945 GLbitfield IndirectRegisterFiles;
1946
1947 /** Logical counts */
1948 /*@{*/
1949 GLuint NumInstructions;
1950 GLuint NumTemporaries;
1951 GLuint NumParameters;
1952 GLuint NumAttributes;
1953 GLuint NumAddressRegs;
1954 GLuint NumAluInstructions;
1955 GLuint NumTexInstructions;
1956 GLuint NumTexIndirections;
1957 /*@}*/
1958 /** Native, actual h/w counts */
1959 /*@{*/
1960 GLuint NumNativeInstructions;
1961 GLuint NumNativeTemporaries;
1962 GLuint NumNativeParameters;
1963 GLuint NumNativeAttributes;
1964 GLuint NumNativeAddressRegs;
1965 GLuint NumNativeAluInstructions;
1966 GLuint NumNativeTexInstructions;
1967 GLuint NumNativeTexIndirections;
1968 /*@}*/
1969 };
1970
1971
1972 /** Vertex program object */
1973 struct gl_vertex_program
1974 {
1975 struct gl_program Base; /**< base class */
1976 GLboolean IsPositionInvariant;
1977 };
1978
1979
1980 /** Tessellation control program object */
1981 struct gl_tess_ctrl_program
1982 {
1983 struct gl_program Base; /**< base class */
1984
1985 /* output layout */
1986 GLint VerticesOut;
1987 };
1988
1989
1990 /** Tessellation evaluation program object */
1991 struct gl_tess_eval_program
1992 {
1993 struct gl_program Base; /**< base class */
1994
1995 /* input layout */
1996 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1997 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1998 GLenum VertexOrder; /* GL_CW or GL_CCW */
1999 bool PointMode;
2000 };
2001
2002
2003 /** Geometry program object */
2004 struct gl_geometry_program
2005 {
2006 struct gl_program Base; /**< base class */
2007
2008 GLint VerticesIn;
2009 GLint VerticesOut;
2010 GLint Invocations;
2011 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2012 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2013 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2014 bool UsesEndPrimitive;
2015 bool UsesStreams;
2016 };
2017
2018
2019 /** Fragment program object */
2020 struct gl_fragment_program
2021 {
2022 struct gl_program Base; /**< base class */
2023 GLboolean UsesKill; /**< shader uses KIL instruction */
2024 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2025 GLboolean OriginUpperLeft;
2026 GLboolean PixelCenterInteger;
2027 enum gl_frag_depth_layout FragDepthLayout;
2028
2029 /**
2030 * GLSL interpolation qualifier associated with each fragment shader input.
2031 * For inputs that do not have an interpolation qualifier specified in
2032 * GLSL, the value is INTERP_QUALIFIER_NONE.
2033 */
2034 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2035
2036 /**
2037 * Bitfield indicating, for each fragment shader input, 1 if that input
2038 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2039 */
2040 GLbitfield64 IsCentroid;
2041
2042 /**
2043 * Bitfield indicating, for each fragment shader input, 1 if that input
2044 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2045 */
2046 GLbitfield64 IsSample;
2047 };
2048
2049
2050 /** Compute program object */
2051 struct gl_compute_program
2052 {
2053 struct gl_program Base; /**< base class */
2054
2055 /**
2056 * Size specified using local_size_{x,y,z}.
2057 */
2058 unsigned LocalSize[3];
2059
2060 /**
2061 * Size of shared variables accessed by the compute shader.
2062 */
2063 unsigned SharedSize;
2064 };
2065
2066
2067 /**
2068 * State common to vertex and fragment programs.
2069 */
2070 struct gl_program_state
2071 {
2072 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2073 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2074 };
2075
2076
2077 /**
2078 * Context state for vertex programs.
2079 */
2080 struct gl_vertex_program_state
2081 {
2082 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2083 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2084 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2085 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2086 /** Computed two sided lighting for fixed function/programs. */
2087 GLboolean _TwoSideEnabled;
2088 struct gl_vertex_program *Current; /**< User-bound vertex program */
2089
2090 /** Currently enabled and valid vertex program (including internal
2091 * programs, user-defined vertex programs and GLSL vertex shaders).
2092 * This is the program we must use when rendering.
2093 */
2094 struct gl_vertex_program *_Current;
2095
2096 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2097
2098 /** Should fixed-function T&L be implemented with a vertex prog? */
2099 GLboolean _MaintainTnlProgram;
2100
2101 /** Program to emulate fixed-function T&L (see above) */
2102 struct gl_vertex_program *_TnlProgram;
2103
2104 /** Cache of fixed-function programs */
2105 struct gl_program_cache *Cache;
2106
2107 GLboolean _Overriden;
2108 };
2109
2110 /**
2111 * Context state for tessellation control programs.
2112 */
2113 struct gl_tess_ctrl_program_state
2114 {
2115 /** Currently bound and valid shader. */
2116 struct gl_tess_ctrl_program *_Current;
2117
2118 GLint patch_vertices;
2119 GLfloat patch_default_outer_level[4];
2120 GLfloat patch_default_inner_level[2];
2121 };
2122
2123 /**
2124 * Context state for tessellation evaluation programs.
2125 */
2126 struct gl_tess_eval_program_state
2127 {
2128 /** Currently bound and valid shader. */
2129 struct gl_tess_eval_program *_Current;
2130 };
2131
2132 /**
2133 * Context state for geometry programs.
2134 */
2135 struct gl_geometry_program_state
2136 {
2137 /** Currently enabled and valid program (including internal programs
2138 * and compiled shader programs).
2139 */
2140 struct gl_geometry_program *_Current;
2141 };
2142
2143 /**
2144 * Context state for fragment programs.
2145 */
2146 struct gl_fragment_program_state
2147 {
2148 GLboolean Enabled; /**< User-set fragment program enable flag */
2149 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2150 struct gl_fragment_program *Current; /**< User-bound fragment program */
2151
2152 /** Currently enabled and valid fragment program (including internal
2153 * programs, user-defined fragment programs and GLSL fragment shaders).
2154 * This is the program we must use when rendering.
2155 */
2156 struct gl_fragment_program *_Current;
2157
2158 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2159
2160 /** Should fixed-function texturing be implemented with a fragment prog? */
2161 GLboolean _MaintainTexEnvProgram;
2162
2163 /** Program to emulate fixed-function texture env/combine (see above) */
2164 struct gl_fragment_program *_TexEnvProgram;
2165
2166 /** Cache of fixed-function programs */
2167 struct gl_program_cache *Cache;
2168 };
2169
2170
2171 /**
2172 * Context state for compute programs.
2173 */
2174 struct gl_compute_program_state
2175 {
2176 /** Currently enabled and valid program (including internal programs
2177 * and compiled shader programs).
2178 */
2179 struct gl_compute_program *_Current;
2180 };
2181
2182
2183 /**
2184 * ATI_fragment_shader runtime state
2185 */
2186
2187 struct atifs_instruction;
2188 struct atifs_setupinst;
2189
2190 /**
2191 * ATI fragment shader
2192 */
2193 struct ati_fragment_shader
2194 {
2195 GLuint Id;
2196 GLint RefCount;
2197 struct atifs_instruction *Instructions[2];
2198 struct atifs_setupinst *SetupInst[2];
2199 GLfloat Constants[8][4];
2200 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2201 GLubyte numArithInstr[2];
2202 GLubyte regsAssigned[2];
2203 GLubyte NumPasses; /**< 1 or 2 */
2204 GLubyte cur_pass;
2205 GLubyte last_optype;
2206 GLboolean interpinp1;
2207 GLboolean isValid;
2208 GLuint swizzlerq;
2209 struct gl_program *Program;
2210 };
2211
2212 /**
2213 * Context state for GL_ATI_fragment_shader
2214 */
2215 struct gl_ati_fragment_shader_state
2216 {
2217 GLboolean Enabled;
2218 GLboolean _Enabled; /**< enabled and valid shader? */
2219 GLboolean Compiling;
2220 GLfloat GlobalConstants[8][4];
2221 struct ati_fragment_shader *Current;
2222 };
2223
2224 /**
2225 * Shader subroutine function definition
2226 */
2227 struct gl_subroutine_function
2228 {
2229 char *name;
2230 int index;
2231 int num_compat_types;
2232 const struct glsl_type **types;
2233 };
2234
2235 /**
2236 * A GLSL vertex or fragment shader object.
2237 */
2238 struct gl_shader
2239 {
2240 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2241 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2242 * Must be the first field.
2243 */
2244 GLenum Type;
2245 gl_shader_stage Stage;
2246 GLuint Name; /**< AKA the handle */
2247 GLint RefCount; /**< Reference count */
2248 GLchar *Label; /**< GL_KHR_debug */
2249 GLboolean DeletePending;
2250 GLboolean CompileStatus;
2251 bool IsES; /**< True if this shader uses GLSL ES */
2252
2253 GLuint SourceChecksum; /**< for debug/logging purposes */
2254 const GLchar *Source; /**< Source code string */
2255
2256 struct gl_program *Program; /**< Post-compile assembly code */
2257 GLchar *InfoLog;
2258
2259 unsigned Version; /**< GLSL version used for linking */
2260
2261 /**
2262 * \name Sampler tracking
2263 *
2264 * \note Each of these fields is only set post-linking.
2265 */
2266 /*@{*/
2267 unsigned num_samplers; /**< Number of samplers used by this shader. */
2268 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2269 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2270 /*@}*/
2271
2272 /**
2273 * Map from sampler unit to texture unit (set by glUniform1i())
2274 *
2275 * A sampler unit is associated with each sampler uniform by the linker.
2276 * The sampler unit associated with each uniform is stored in the
2277 * \c gl_uniform_storage::sampler field.
2278 */
2279 GLubyte SamplerUnits[MAX_SAMPLERS];
2280 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2281 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2282
2283 /**
2284 * Number of default uniform block components used by this shader.
2285 *
2286 * This field is only set post-linking.
2287 */
2288 unsigned num_uniform_components;
2289
2290 /**
2291 * Number of combined uniform components used by this shader.
2292 *
2293 * This field is only set post-linking. It is the sum of the uniform block
2294 * sizes divided by sizeof(float), and num_uniform_compoennts.
2295 */
2296 unsigned num_combined_uniform_components;
2297
2298 /**
2299 * This shader's uniform/ssbo block information.
2300 *
2301 * These fields are only set post-linking.
2302 *
2303 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2304 * useful during the linking process so that we don't have to handle SSBOs
2305 * specifically.
2306 *
2307 * UniformBlocks is a list of UBOs. This is useful for backends that need
2308 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2309 * API specifies.
2310 *
2311 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2312 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2313 * GL API specifies.
2314 *
2315 * UniformBlocks and ShaderStorageBlocks only have pointers into
2316 * BufferInterfaceBlocks so the actual resource information is not
2317 * duplicated.
2318 */
2319 unsigned NumBufferInterfaceBlocks;
2320 struct gl_uniform_block **BufferInterfaceBlocks;
2321
2322 unsigned NumUniformBlocks;
2323 struct gl_uniform_block **UniformBlocks;
2324
2325 unsigned NumShaderStorageBlocks;
2326 struct gl_uniform_block **ShaderStorageBlocks;
2327
2328 struct exec_list *ir;
2329 struct exec_list *packed_varyings;
2330 struct exec_list *fragdata_arrays;
2331 struct glsl_symbol_table *symbols;
2332
2333 bool uses_builtin_functions;
2334 bool uses_gl_fragcoord;
2335 bool redeclares_gl_fragcoord;
2336 bool ARB_fragment_coord_conventions_enable;
2337
2338 /**
2339 * Fragment shader state from GLSL 1.50 layout qualifiers.
2340 */
2341 bool origin_upper_left;
2342 bool pixel_center_integer;
2343
2344 struct {
2345 /** Global xfb_stride out qualifier if any */
2346 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2347 } TransformFeedback;
2348
2349 /**
2350 * Tessellation Control shader state from layout qualifiers.
2351 */
2352 struct {
2353 /**
2354 * 0 - vertices not declared in shader, or
2355 * 1 .. GL_MAX_PATCH_VERTICES
2356 */
2357 GLint VerticesOut;
2358 } TessCtrl;
2359
2360 /**
2361 * Tessellation Evaluation shader state from layout qualifiers.
2362 */
2363 struct {
2364 /**
2365 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2366 * in this shader.
2367 */
2368 GLenum PrimitiveMode;
2369 /**
2370 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2371 * in this shader.
2372 */
2373 GLenum Spacing;
2374 /**
2375 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2376 */
2377 GLenum VertexOrder;
2378 /**
2379 * 1, 0, or -1 if it's not set in this shader.
2380 */
2381 int PointMode;
2382 } TessEval;
2383
2384 /**
2385 * Geometry shader state from GLSL 1.50 layout qualifiers.
2386 */
2387 struct {
2388 GLint VerticesOut;
2389 /**
2390 * 0 - Invocations count not declared in shader, or
2391 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2392 */
2393 GLint Invocations;
2394 /**
2395 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2396 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2397 * shader.
2398 */
2399 GLenum InputType;
2400 /**
2401 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2402 * it's not set in this shader.
2403 */
2404 GLenum OutputType;
2405 } Geom;
2406
2407 /**
2408 * Map from image uniform index to image unit (set by glUniform1i())
2409 *
2410 * An image uniform index is associated with each image uniform by
2411 * the linker. The image index associated with each uniform is
2412 * stored in the \c gl_uniform_storage::image field.
2413 */
2414 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2415
2416 /**
2417 * Access qualifier specified in the shader for each image uniform
2418 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2419 * GL_READ_WRITE.
2420 *
2421 * It may be different, though only more strict than the value of
2422 * \c gl_image_unit::Access for the corresponding image unit.
2423 */
2424 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2425
2426 /**
2427 * Number of image uniforms defined in the shader. It specifies
2428 * the number of valid elements in the \c ImageUnits and \c
2429 * ImageAccess arrays above.
2430 */
2431 GLuint NumImages;
2432
2433 struct gl_active_atomic_buffer **AtomicBuffers;
2434 unsigned NumAtomicBuffers;
2435
2436 /**
2437 * Whether early fragment tests are enabled as defined by
2438 * ARB_shader_image_load_store.
2439 */
2440 bool EarlyFragmentTests;
2441
2442 /**
2443 * Compute shader state from ARB_compute_shader layout qualifiers.
2444 */
2445 struct {
2446 /**
2447 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2448 * it's not set in this shader.
2449 */
2450 unsigned LocalSize[3];
2451 } Comp;
2452
2453 /**
2454 * Number of types for subroutine uniforms.
2455 */
2456 GLuint NumSubroutineUniformTypes;
2457
2458 /**
2459 * Subroutine uniform remap table
2460 * based on the program level uniform remap table.
2461 */
2462 GLuint NumSubroutineUniformRemapTable;
2463 struct gl_uniform_storage **SubroutineUniformRemapTable;
2464
2465 /**
2466 * Num of subroutine functions for this stage
2467 * and storage for them.
2468 */
2469 GLuint NumSubroutineFunctions;
2470 struct gl_subroutine_function *SubroutineFunctions;
2471 };
2472
2473
2474 struct gl_uniform_buffer_variable
2475 {
2476 char *Name;
2477
2478 /**
2479 * Name of the uniform as seen by glGetUniformIndices.
2480 *
2481 * glGetUniformIndices requires that the block instance index \b not be
2482 * present in the name of queried uniforms.
2483 *
2484 * \note
2485 * \c gl_uniform_buffer_variable::IndexName and
2486 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2487 */
2488 char *IndexName;
2489
2490 const struct glsl_type *Type;
2491 unsigned int Offset;
2492 GLboolean RowMajor;
2493 };
2494
2495
2496 enum gl_uniform_block_packing
2497 {
2498 ubo_packing_std140,
2499 ubo_packing_shared,
2500 ubo_packing_packed,
2501 ubo_packing_std430
2502 };
2503
2504
2505 struct gl_uniform_block
2506 {
2507 /** Declared name of the uniform block */
2508 char *Name;
2509
2510 /** Array of supplemental information about UBO ir_variables. */
2511 struct gl_uniform_buffer_variable *Uniforms;
2512 GLuint NumUniforms;
2513
2514 /**
2515 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2516 * with glBindBufferBase to bind a buffer object to this uniform block. When
2517 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2518 */
2519 GLuint Binding;
2520
2521 /**
2522 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2523 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2524 */
2525 GLuint UniformBufferSize;
2526
2527 /**
2528 * Is this actually an interface block for a shader storage buffer?
2529 */
2530 bool IsShaderStorage;
2531
2532 /** Stages that reference this block */
2533 uint8_t stageref;
2534
2535 /**
2536 * Layout specified in the shader
2537 *
2538 * This isn't accessible through the API, but it is used while
2539 * cross-validating uniform blocks.
2540 */
2541 enum gl_uniform_block_packing _Packing;
2542 };
2543
2544 /**
2545 * Structure that represents a reference to an atomic buffer from some
2546 * shader program.
2547 */
2548 struct gl_active_atomic_buffer
2549 {
2550 /** Uniform indices of the atomic counters declared within it. */
2551 GLuint *Uniforms;
2552 GLuint NumUniforms;
2553
2554 /** Binding point index associated with it. */
2555 GLuint Binding;
2556
2557 /** Minimum reasonable size it is expected to have. */
2558 GLuint MinimumSize;
2559
2560 /** Shader stages making use of it. */
2561 GLboolean StageReferences[MESA_SHADER_STAGES];
2562 };
2563
2564 /**
2565 * Data container for shader queries. This holds only the minimal
2566 * amount of required information for resource queries to work.
2567 */
2568 struct gl_shader_variable
2569 {
2570 /**
2571 * Declared type of the variable
2572 */
2573 const struct glsl_type *type;
2574
2575 /**
2576 * Declared name of the variable
2577 */
2578 char *name;
2579
2580 /**
2581 * Storage location of the base of this variable
2582 *
2583 * The precise meaning of this field depends on the nature of the variable.
2584 *
2585 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2586 * - Vertex shader output: one of the values from \c gl_varying_slot.
2587 * - Geometry shader input: one of the values from \c gl_varying_slot.
2588 * - Geometry shader output: one of the values from \c gl_varying_slot.
2589 * - Fragment shader input: one of the values from \c gl_varying_slot.
2590 * - Fragment shader output: one of the values from \c gl_frag_result.
2591 * - Uniforms: Per-stage uniform slot number for default uniform block.
2592 * - Uniforms: Index within the uniform block definition for UBO members.
2593 * - Non-UBO Uniforms: explicit location until linking then reused to
2594 * store uniform slot number.
2595 * - Other: This field is not currently used.
2596 *
2597 * If the variable is a uniform, shader input, or shader output, and the
2598 * slot has not been assigned, the value will be -1.
2599 */
2600 int location;
2601
2602 /**
2603 * Output index for dual source blending.
2604 *
2605 * \note
2606 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2607 * source blending.
2608 */
2609 unsigned index:1;
2610
2611 /**
2612 * Specifies whether a shader input/output is per-patch in tessellation
2613 * shader stages.
2614 */
2615 unsigned patch:1;
2616
2617 /**
2618 * Storage class of the variable.
2619 *
2620 * \sa (n)ir_variable_mode
2621 */
2622 unsigned mode:4;
2623 };
2624
2625 /**
2626 * Active resource in a gl_shader_program
2627 */
2628 struct gl_program_resource
2629 {
2630 GLenum Type; /** Program interface type. */
2631 const void *Data; /** Pointer to resource associated data structure. */
2632 uint8_t StageReferences; /** Bitmask of shader stage references. */
2633 };
2634
2635 /**
2636 * A GLSL program object.
2637 * Basically a linked collection of vertex and fragment shaders.
2638 */
2639 struct gl_shader_program
2640 {
2641 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2642 GLuint Name; /**< aka handle or ID */
2643 GLchar *Label; /**< GL_KHR_debug */
2644 GLint RefCount; /**< Reference count */
2645 GLboolean DeletePending;
2646
2647 /**
2648 * Is the application intending to glGetProgramBinary this program?
2649 */
2650 GLboolean BinaryRetreivableHint;
2651
2652 /**
2653 * Indicates whether program can be bound for individual pipeline stages
2654 * using UseProgramStages after it is next linked.
2655 */
2656 GLboolean SeparateShader;
2657
2658 GLuint NumShaders; /**< number of attached shaders */
2659 struct gl_shader **Shaders; /**< List of attached the shaders */
2660
2661 /**
2662 * User-defined attribute bindings
2663 *
2664 * These are set via \c glBindAttribLocation and are used to direct the
2665 * GLSL linker. These are \b not the values used in the compiled shader,
2666 * and they are \b not the values returned by \c glGetAttribLocation.
2667 */
2668 struct string_to_uint_map *AttributeBindings;
2669
2670 /**
2671 * User-defined fragment data bindings
2672 *
2673 * These are set via \c glBindFragDataLocation and are used to direct the
2674 * GLSL linker. These are \b not the values used in the compiled shader,
2675 * and they are \b not the values returned by \c glGetFragDataLocation.
2676 */
2677 struct string_to_uint_map *FragDataBindings;
2678 struct string_to_uint_map *FragDataIndexBindings;
2679
2680 /**
2681 * Transform feedback varyings last specified by
2682 * glTransformFeedbackVaryings().
2683 *
2684 * For the current set of transform feedback varyings used for transform
2685 * feedback output, see LinkedTransformFeedback.
2686 */
2687 struct {
2688 GLenum BufferMode;
2689 /** Global xfb_stride out qualifier if any */
2690 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2691 GLuint NumVarying;
2692 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2693 } TransformFeedback;
2694
2695 /** Post-link transform feedback info. */
2696 struct gl_transform_feedback_info LinkedTransformFeedback;
2697
2698 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2699 enum gl_frag_depth_layout FragDepthLayout;
2700
2701 /**
2702 * Tessellation Control shader state from layout qualifiers.
2703 */
2704 struct {
2705 /**
2706 * 0 - vertices not declared in shader, or
2707 * 1 .. GL_MAX_PATCH_VERTICES
2708 */
2709 GLint VerticesOut;
2710 } TessCtrl;
2711
2712 /**
2713 * Tessellation Evaluation shader state from layout qualifiers.
2714 */
2715 struct {
2716 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2717 GLenum PrimitiveMode;
2718 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2719 GLenum Spacing;
2720 /** GL_CW or GL_CCW */
2721 GLenum VertexOrder;
2722 bool PointMode;
2723 /**
2724 * True if gl_ClipDistance is written to. Copied into
2725 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2726 */
2727 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2728 0 if not present. */
2729 } TessEval;
2730
2731 /**
2732 * Geometry shader state - copied into gl_geometry_program by
2733 * _mesa_copy_linked_program_data().
2734 */
2735 struct {
2736 GLint VerticesIn;
2737 GLint VerticesOut;
2738 /**
2739 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2740 */
2741 GLint Invocations;
2742 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2743 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2744 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2745 /**
2746 * True if gl_ClipDistance is written to. Copied into
2747 * gl_geometry_program by _mesa_copy_linked_program_data().
2748 */
2749 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2750 0 if not present. */
2751 bool UsesEndPrimitive;
2752 bool UsesStreams;
2753 } Geom;
2754
2755 /** Vertex shader state */
2756 struct {
2757 /**
2758 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2759 * by _mesa_copy_linked_program_data().
2760 */
2761 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2762 0 if not present. */
2763 } Vert;
2764
2765 /**
2766 * Compute shader state - copied into gl_compute_program by
2767 * _mesa_copy_linked_program_data().
2768 */
2769 struct {
2770 /**
2771 * If this shader contains a compute stage, size specified using
2772 * local_size_{x,y,z}. Otherwise undefined.
2773 */
2774 unsigned LocalSize[3];
2775 /**
2776 * Size of shared variables accessed by the compute shader.
2777 */
2778 unsigned SharedSize;
2779 } Comp;
2780
2781 /* post-link info: */
2782 unsigned NumUniformStorage;
2783 unsigned NumHiddenUniforms;
2784 struct gl_uniform_storage *UniformStorage;
2785
2786 /**
2787 * Mapping from GL uniform locations returned by \c glUniformLocation to
2788 * UniformStorage entries. Arrays will have multiple contiguous slots
2789 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2790 */
2791 unsigned NumUniformRemapTable;
2792 struct gl_uniform_storage **UniformRemapTable;
2793
2794 /**
2795 * Sometimes there are empty slots left over in UniformRemapTable after we
2796 * allocate slots to explicit locations. This list stores the blocks of
2797 * continuous empty slots inside UniformRemapTable.
2798 */
2799 struct exec_list EmptyUniformLocations;
2800
2801 /**
2802 * Size of the gl_ClipDistance array that is output from the last pipeline
2803 * stage before the fragment shader.
2804 */
2805 unsigned LastClipDistanceArraySize;
2806
2807 /**
2808 * This shader's uniform/ssbo block information.
2809 *
2810 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2811 * useful during the linking process so that we don't have to handle SSBOs
2812 * specifically.
2813 *
2814 * UniformBlocks is a list of UBOs. This is useful for backends that need
2815 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2816 * API specifies.
2817 *
2818 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2819 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2820 * GL API specifies.
2821 *
2822 * UniformBlocks and ShaderStorageBlocks only have pointers into
2823 * BufferInterfaceBlocks so the actual resource information is not
2824 * duplicated and are only set after linking.
2825 */
2826 unsigned NumBufferInterfaceBlocks;
2827 struct gl_uniform_block *BufferInterfaceBlocks;
2828
2829 unsigned NumUniformBlocks;
2830 struct gl_uniform_block **UniformBlocks;
2831
2832 unsigned NumShaderStorageBlocks;
2833 struct gl_uniform_block **ShaderStorageBlocks;
2834
2835 /**
2836 * Map of active uniform names to locations
2837 *
2838 * Maps any active uniform that is not an array element to a location.
2839 * Each active uniform, including individual structure members will appear
2840 * in this map. This roughly corresponds to the set of names that would be
2841 * enumerated by \c glGetActiveUniform.
2842 */
2843 struct string_to_uint_map *UniformHash;
2844
2845 struct gl_active_atomic_buffer *AtomicBuffers;
2846 unsigned NumAtomicBuffers;
2847
2848 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2849 GLboolean Validated;
2850 GLboolean _Used; /**< Ever used for drawing? */
2851 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2852 GLchar *InfoLog;
2853
2854 unsigned Version; /**< GLSL version used for linking */
2855 bool IsES; /**< True if this program uses GLSL ES */
2856
2857 /**
2858 * Per-stage shaders resulting from the first stage of linking.
2859 *
2860 * Set of linked shaders for this program. The array is accessed using the
2861 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2862 * \c NULL.
2863 */
2864 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2865
2866 /** List of all active resources after linking. */
2867 struct gl_program_resource *ProgramResourceList;
2868 unsigned NumProgramResourceList;
2869
2870 /* True if any of the fragment shaders attached to this program use:
2871 * #extension ARB_fragment_coord_conventions: enable
2872 */
2873 GLboolean ARB_fragment_coord_conventions_enable;
2874 };
2875
2876
2877 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2878 #define GLSL_LOG 0x2 /**< Write shaders to files */
2879 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2880 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2881 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2882 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2883 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2884 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2885 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2886 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2887
2888
2889 /**
2890 * Context state for GLSL vertex/fragment shaders.
2891 * Extended to support pipeline object
2892 */
2893 struct gl_pipeline_object
2894 {
2895 /** Name of the pipeline object as received from glGenProgramPipelines.
2896 * It would be 0 for shaders without separate shader objects.
2897 */
2898 GLuint Name;
2899
2900 GLint RefCount;
2901
2902 mtx_t Mutex;
2903
2904 GLchar *Label; /**< GL_KHR_debug */
2905
2906 /**
2907 * Programs used for rendering
2908 *
2909 * There is a separate program set for each shader stage.
2910 */
2911 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2912
2913 struct gl_shader_program *_CurrentFragmentProgram;
2914
2915 /**
2916 * Program used by glUniform calls.
2917 *
2918 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2919 */
2920 struct gl_shader_program *ActiveProgram;
2921
2922 GLbitfield Flags; /**< Mask of GLSL_x flags */
2923
2924 GLboolean EverBound; /**< Has the pipeline object been created */
2925
2926 GLboolean Validated; /**< Pipeline Validation status */
2927
2928 GLchar *InfoLog;
2929 };
2930
2931 /**
2932 * Context state for GLSL pipeline shaders.
2933 */
2934 struct gl_pipeline_shader_state
2935 {
2936 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2937 struct gl_pipeline_object *Current;
2938
2939 /* Default Object to ensure that _Shader is never NULL */
2940 struct gl_pipeline_object *Default;
2941
2942 /** Pipeline objects */
2943 struct _mesa_HashTable *Objects;
2944 };
2945
2946 /**
2947 * Compiler options for a single GLSL shaders type
2948 */
2949 struct gl_shader_compiler_options
2950 {
2951 /** Driver-selectable options: */
2952 GLboolean EmitNoLoops;
2953 GLboolean EmitNoFunctions;
2954 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2955 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2956 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2957 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2958 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2959 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2960
2961 /**
2962 * \name Forms of indirect addressing the driver cannot do.
2963 */
2964 /*@{*/
2965 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2966 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2967 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2968 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2969 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2970 /*@}*/
2971
2972 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2973 GLuint MaxUnrollIterations;
2974
2975 /**
2976 * Optimize code for array of structures backends.
2977 *
2978 * This is a proxy for:
2979 * - preferring DP4 instructions (rather than MUL/MAD) for
2980 * matrix * vector operations, such as position transformation.
2981 */
2982 GLboolean OptimizeForAOS;
2983
2984 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2985
2986 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
2987 * variable access to intrinsics. */
2988
2989 const struct nir_shader_compiler_options *NirOptions;
2990 };
2991
2992
2993 /**
2994 * Occlusion/timer query object.
2995 */
2996 struct gl_query_object
2997 {
2998 GLenum Target; /**< The query target, when active */
2999 GLuint Id; /**< hash table ID/name */
3000 GLchar *Label; /**< GL_KHR_debug */
3001 GLuint64EXT Result; /**< the counter */
3002 GLboolean Active; /**< inside Begin/EndQuery */
3003 GLboolean Ready; /**< result is ready? */
3004 GLboolean EverBound;/**< has query object ever been bound */
3005 GLuint Stream; /**< The stream */
3006 };
3007
3008
3009 /**
3010 * Context state for query objects.
3011 */
3012 struct gl_query_state
3013 {
3014 struct _mesa_HashTable *QueryObjects;
3015 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3016 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3017
3018 /** GL_NV_conditional_render */
3019 struct gl_query_object *CondRenderQuery;
3020
3021 /** GL_EXT_transform_feedback */
3022 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3023 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3024
3025 /** GL_ARB_timer_query */
3026 struct gl_query_object *TimeElapsed;
3027
3028 /** GL_ARB_pipeline_statistics_query */
3029 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3030
3031 GLenum CondRenderMode;
3032 };
3033
3034
3035 /** Sync object state */
3036 struct gl_sync_object
3037 {
3038 GLenum Type; /**< GL_SYNC_FENCE */
3039 GLuint Name; /**< Fence name */
3040 GLchar *Label; /**< GL_KHR_debug */
3041 GLint RefCount; /**< Reference count */
3042 GLboolean DeletePending; /**< Object was deleted while there were still
3043 * live references (e.g., sync not yet finished)
3044 */
3045 GLenum SyncCondition;
3046 GLbitfield Flags; /**< Flags passed to glFenceSync */
3047 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3048 };
3049
3050
3051 /**
3052 * State which can be shared by multiple contexts:
3053 */
3054 struct gl_shared_state
3055 {
3056 mtx_t Mutex; /**< for thread safety */
3057 GLint RefCount; /**< Reference count */
3058 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3059 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3060 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3061
3062 /** Default texture objects (shared by all texture units) */
3063 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3064
3065 /** Fallback texture used when a bound texture is incomplete */
3066 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3067
3068 /**
3069 * \name Thread safety and statechange notification for texture
3070 * objects.
3071 *
3072 * \todo Improve the granularity of locking.
3073 */
3074 /*@{*/
3075 mtx_t TexMutex; /**< texobj thread safety */
3076 GLuint TextureStateStamp; /**< state notification for shared tex */
3077 /*@}*/
3078
3079 /** Default buffer object for vertex arrays that aren't in VBOs */
3080 struct gl_buffer_object *NullBufferObj;
3081
3082 /**
3083 * \name Vertex/geometry/fragment programs
3084 */
3085 /*@{*/
3086 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3087 struct gl_vertex_program *DefaultVertexProgram;
3088 struct gl_fragment_program *DefaultFragmentProgram;
3089 /*@}*/
3090
3091 /* GL_ATI_fragment_shader */
3092 struct _mesa_HashTable *ATIShaders;
3093 struct ati_fragment_shader *DefaultFragmentShader;
3094
3095 struct _mesa_HashTable *BufferObjects;
3096
3097 /** Table of both gl_shader and gl_shader_program objects */
3098 struct _mesa_HashTable *ShaderObjects;
3099
3100 /* GL_EXT_framebuffer_object */
3101 struct _mesa_HashTable *RenderBuffers;
3102 struct _mesa_HashTable *FrameBuffers;
3103
3104 /* GL_ARB_sync */
3105 struct set *SyncObjects;
3106
3107 /** GL_ARB_sampler_objects */
3108 struct _mesa_HashTable *SamplerObjects;
3109
3110 /**
3111 * Some context in this share group was affected by a GPU reset
3112 *
3113 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3114 * been affected by a GPU reset must also return
3115 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3116 *
3117 * Once this field becomes true, it is never reset to false.
3118 */
3119 bool ShareGroupReset;
3120 };
3121
3122
3123
3124 /**
3125 * Renderbuffers represent drawing surfaces such as color, depth and/or
3126 * stencil. A framebuffer object has a set of renderbuffers.
3127 * Drivers will typically derive subclasses of this type.
3128 */
3129 struct gl_renderbuffer
3130 {
3131 mtx_t Mutex; /**< for thread safety */
3132 GLuint ClassID; /**< Useful for drivers */
3133 GLuint Name;
3134 GLchar *Label; /**< GL_KHR_debug */
3135 GLint RefCount;
3136 GLuint Width, Height;
3137 GLuint Depth;
3138 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3139 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3140 /**
3141 * True for renderbuffers that wrap textures, giving the driver a chance to
3142 * flush render caches through the FinishRenderTexture hook.
3143 *
3144 * Drivers may also set this on renderbuffers other than those generated by
3145 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3146 * called without a rb->TexImage.
3147 */
3148 GLboolean NeedsFinishRenderTexture;
3149 GLubyte NumSamples;
3150 GLenum InternalFormat; /**< The user-specified format */
3151 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3152 GL_STENCIL_INDEX. */
3153 mesa_format Format; /**< The actual renderbuffer memory format */
3154 /**
3155 * Pointer to the texture image if this renderbuffer wraps a texture,
3156 * otherwise NULL.
3157 *
3158 * Note that the reference on the gl_texture_object containing this
3159 * TexImage is held by the gl_renderbuffer_attachment.
3160 */
3161 struct gl_texture_image *TexImage;
3162
3163 /** Delete this renderbuffer */
3164 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3165
3166 /** Allocate new storage for this renderbuffer */
3167 GLboolean (*AllocStorage)(struct gl_context *ctx,
3168 struct gl_renderbuffer *rb,
3169 GLenum internalFormat,
3170 GLuint width, GLuint height);
3171 };
3172
3173
3174 /**
3175 * A renderbuffer attachment points to either a texture object (and specifies
3176 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3177 */
3178 struct gl_renderbuffer_attachment
3179 {
3180 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3181 GLboolean Complete;
3182
3183 /**
3184 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3185 * application supplied renderbuffer object.
3186 */
3187 struct gl_renderbuffer *Renderbuffer;
3188
3189 /**
3190 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3191 * supplied texture object.
3192 */
3193 struct gl_texture_object *Texture;
3194 GLuint TextureLevel; /**< Attached mipmap level. */
3195 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3196 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3197 * and 2D array textures */
3198 GLboolean Layered;
3199 };
3200
3201
3202 /**
3203 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3204 * In C++ terms, think of this as a base class from which device drivers
3205 * will make derived classes.
3206 */
3207 struct gl_framebuffer
3208 {
3209 mtx_t Mutex; /**< for thread safety */
3210 /**
3211 * If zero, this is a window system framebuffer. If non-zero, this
3212 * is a FBO framebuffer; note that for some devices (i.e. those with
3213 * a natural pixel coordinate system for FBOs that differs from the
3214 * OpenGL/Mesa coordinate system), this means that the viewport,
3215 * polygon face orientation, and polygon stipple will have to be inverted.
3216 */
3217 GLuint Name;
3218 GLint RefCount;
3219
3220 GLchar *Label; /**< GL_KHR_debug */
3221
3222 GLboolean DeletePending;
3223
3224 /**
3225 * The framebuffer's visual. Immutable if this is a window system buffer.
3226 * Computed from attachments if user-made FBO.
3227 */
3228 struct gl_config Visual;
3229
3230 /**
3231 * Size of frame buffer in pixels. If there are no attachments, then both
3232 * of these are 0.
3233 */
3234 GLuint Width, Height;
3235
3236 /**
3237 * In the case that the framebuffer has no attachment (i.e.
3238 * GL_ARB_framebuffer_no_attachments) then the geometry of
3239 * the framebuffer is specified by the default values.
3240 */
3241 struct {
3242 GLuint Width, Height, Layers, NumSamples;
3243 GLboolean FixedSampleLocations;
3244 /* Derived from NumSamples by the driver so that it can choose a valid
3245 * value for the hardware.
3246 */
3247 GLuint _NumSamples;
3248 } DefaultGeometry;
3249
3250 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3251 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3252 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3253 */
3254 /*@{*/
3255 GLint _Xmin, _Xmax;
3256 GLint _Ymin, _Ymax;
3257 /*@}*/
3258
3259 /** \name Derived Z buffer stuff */
3260 /*@{*/
3261 GLuint _DepthMax; /**< Max depth buffer value */
3262 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3263 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3264 /*@}*/
3265
3266 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3267 GLenum _Status;
3268
3269 /** Whether one of Attachment has Type != GL_NONE
3270 * NOTE: the values for Width and Height are set to 0 in case of having
3271 * no attachments, a backend driver supporting the extension
3272 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3273 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3274 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3275 * _Ymax do NOT take into account _HasAttachments being false). To get the
3276 * geometry of the framebuffer, the helper functions
3277 * _mesa_geometric_width(),
3278 * _mesa_geometric_height(),
3279 * _mesa_geometric_samples() and
3280 * _mesa_geometric_layers()
3281 * are available that check _HasAttachments.
3282 */
3283 bool _HasAttachments;
3284
3285 /** Integer color values */
3286 GLboolean _IntegerColor;
3287
3288 /* ARB_color_buffer_float */
3289 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3290 GLboolean _HasSNormOrFloatColorBuffer;
3291
3292 /**
3293 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3294 * is not layered. For cube maps and cube map arrays, each cube face
3295 * counts as a layer. As the case for Width, Height a backend driver
3296 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3297 * in the case that _HasAttachments is false
3298 */
3299 GLuint MaxNumLayers;
3300
3301 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3302 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3303
3304 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3305 * attribute group and GL_PIXEL attribute group, respectively.
3306 */
3307 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3308 GLenum ColorReadBuffer;
3309
3310 /** Computed from ColorDraw/ReadBuffer above */
3311 GLuint _NumColorDrawBuffers;
3312 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3313 GLint _ColorReadBufferIndex; /* -1 = None */
3314 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3315 struct gl_renderbuffer *_ColorReadBuffer;
3316
3317 /** Delete this framebuffer */
3318 void (*Delete)(struct gl_framebuffer *fb);
3319 };
3320
3321
3322 /**
3323 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3324 */
3325 struct gl_precision
3326 {
3327 GLushort RangeMin; /**< min value exponent */
3328 GLushort RangeMax; /**< max value exponent */
3329 GLushort Precision; /**< number of mantissa bits */
3330 };
3331
3332
3333 /**
3334 * Limits for vertex, geometry and fragment programs/shaders.
3335 */
3336 struct gl_program_constants
3337 {
3338 /* logical limits */
3339 GLuint MaxInstructions;
3340 GLuint MaxAluInstructions;
3341 GLuint MaxTexInstructions;
3342 GLuint MaxTexIndirections;
3343 GLuint MaxAttribs;
3344 GLuint MaxTemps;
3345 GLuint MaxAddressRegs;
3346 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3347 GLuint MaxParameters;
3348 GLuint MaxLocalParams;
3349 GLuint MaxEnvParams;
3350 /* native/hardware limits */
3351 GLuint MaxNativeInstructions;
3352 GLuint MaxNativeAluInstructions;
3353 GLuint MaxNativeTexInstructions;
3354 GLuint MaxNativeTexIndirections;
3355 GLuint MaxNativeAttribs;
3356 GLuint MaxNativeTemps;
3357 GLuint MaxNativeAddressRegs;
3358 GLuint MaxNativeParameters;
3359 /* For shaders */
3360 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3361
3362 /**
3363 * \name Per-stage input / output limits
3364 *
3365 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3366 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3367 * ES). This is stored as \c gl_constants::MaxVarying.
3368 *
3369 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3370 * variables. Each stage as a certain number of outputs that it can feed
3371 * to the next stage and a certain number inputs that it can consume from
3372 * the previous stage.
3373 *
3374 * Vertex shader inputs do not participate this in this accounting.
3375 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3376 *
3377 * Fragment shader outputs do not participate this in this accounting.
3378 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3379 */
3380 /*@{*/
3381 GLuint MaxInputComponents;
3382 GLuint MaxOutputComponents;
3383 /*@}*/
3384
3385 /* ES 2.0 and GL_ARB_ES2_compatibility */
3386 struct gl_precision LowFloat, MediumFloat, HighFloat;
3387 struct gl_precision LowInt, MediumInt, HighInt;
3388 /* GL_ARB_uniform_buffer_object */
3389 GLuint MaxUniformBlocks;
3390 GLuint MaxCombinedUniformComponents;
3391 GLuint MaxTextureImageUnits;
3392
3393 /* GL_ARB_shader_atomic_counters */
3394 GLuint MaxAtomicBuffers;
3395 GLuint MaxAtomicCounters;
3396
3397 /* GL_ARB_shader_image_load_store */
3398 GLuint MaxImageUniforms;
3399
3400 /* GL_ARB_shader_storage_buffer_object */
3401 GLuint MaxShaderStorageBlocks;
3402 };
3403
3404
3405 /**
3406 * Constants which may be overridden by device driver during context creation
3407 * but are never changed after that.
3408 */
3409 struct gl_constants
3410 {
3411 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3412 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3413 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3414 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3415 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3416 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3417 GLuint MaxTextureCoordUnits;
3418 GLuint MaxCombinedTextureImageUnits;
3419 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3420 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3421 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3422 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3423
3424 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3425
3426 GLuint MaxArrayLockSize;
3427
3428 GLint SubPixelBits;
3429
3430 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3431 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3432 GLfloat PointSizeGranularity;
3433 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3434 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3435 GLfloat LineWidthGranularity;
3436
3437 GLuint MaxClipPlanes;
3438 GLuint MaxLights;
3439 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3440 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3441
3442 GLuint MaxViewportWidth, MaxViewportHeight;
3443 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3444 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3445 struct {
3446 GLfloat Min;
3447 GLfloat Max;
3448 } ViewportBounds; /**< GL_ARB_viewport_array */
3449
3450 struct gl_program_constants Program[MESA_SHADER_STAGES];
3451 GLuint MaxProgramMatrices;
3452 GLuint MaxProgramMatrixStackDepth;
3453
3454 struct {
3455 GLuint SamplesPassed;
3456 GLuint TimeElapsed;
3457 GLuint Timestamp;
3458 GLuint PrimitivesGenerated;
3459 GLuint PrimitivesWritten;
3460 GLuint VerticesSubmitted;
3461 GLuint PrimitivesSubmitted;
3462 GLuint VsInvocations;
3463 GLuint TessPatches;
3464 GLuint TessInvocations;
3465 GLuint GsInvocations;
3466 GLuint GsPrimitives;
3467 GLuint FsInvocations;
3468 GLuint ComputeInvocations;
3469 GLuint ClInPrimitives;
3470 GLuint ClOutPrimitives;
3471 } QueryCounterBits;
3472
3473 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3474
3475 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3476 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3477 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3478
3479 /**
3480 * GL_ARB_framebuffer_no_attachments
3481 */
3482 GLuint MaxFramebufferWidth;
3483 GLuint MaxFramebufferHeight;
3484 GLuint MaxFramebufferLayers;
3485 GLuint MaxFramebufferSamples;
3486
3487 /** Number of varying vectors between any two shader stages. */
3488 GLuint MaxVarying;
3489
3490 /** @{
3491 * GL_ARB_uniform_buffer_object
3492 */
3493 GLuint MaxCombinedUniformBlocks;
3494 GLuint MaxUniformBufferBindings;
3495 GLuint MaxUniformBlockSize;
3496 GLuint UniformBufferOffsetAlignment;
3497 /** @} */
3498
3499 /** @{
3500 * GL_ARB_shader_storage_buffer_object
3501 */
3502 GLuint MaxCombinedShaderStorageBlocks;
3503 GLuint MaxShaderStorageBufferBindings;
3504 GLuint MaxShaderStorageBlockSize;
3505 GLuint ShaderStorageBufferOffsetAlignment;
3506 /** @} */
3507
3508 /**
3509 * GL_ARB_explicit_uniform_location
3510 */
3511 GLuint MaxUserAssignableUniformLocations;
3512
3513 /** geometry shader */
3514 GLuint MaxGeometryOutputVertices;
3515 GLuint MaxGeometryTotalOutputComponents;
3516
3517 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3518
3519 /**
3520 * Changes default GLSL extension behavior from "error" to "warn". It's out
3521 * of spec, but it can make some apps work that otherwise wouldn't.
3522 */
3523 GLboolean ForceGLSLExtensionsWarn;
3524
3525 /**
3526 * If non-zero, forces GLSL shaders to behave as if they began
3527 * with "#version ForceGLSLVersion".
3528 */
3529 GLuint ForceGLSLVersion;
3530
3531 /**
3532 * Allow GLSL #extension directives in the middle of shaders.
3533 */
3534 GLboolean AllowGLSLExtensionDirectiveMidShader;
3535
3536 /**
3537 * Does the driver support real 32-bit integers? (Otherwise, integers are
3538 * simulated via floats.)
3539 */
3540 GLboolean NativeIntegers;
3541
3542 /**
3543 * Does VertexID count from zero or from base vertex?
3544 *
3545 * \note
3546 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3547 * ignored and need not be set.
3548 */
3549 bool VertexID_is_zero_based;
3550
3551 /**
3552 * If the driver supports real 32-bit integers, what integer value should be
3553 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3554 */
3555 GLuint UniformBooleanTrue;
3556
3557 /**
3558 * Maximum amount of time, measured in nanseconds, that the server can wait.
3559 */
3560 GLuint64 MaxServerWaitTimeout;
3561
3562 /** GL_EXT_provoking_vertex */
3563 GLboolean QuadsFollowProvokingVertexConvention;
3564
3565 /** GL_ARB_viewport_array */
3566 GLenum LayerAndVPIndexProvokingVertex;
3567
3568 /** OpenGL version 3.0 */
3569 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3570
3571 /** OpenGL version 3.2 */
3572 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3573
3574 /** OpenGL version 4.4 */
3575 GLuint MaxVertexAttribStride;
3576
3577 /** GL_EXT_transform_feedback */
3578 GLuint MaxTransformFeedbackBuffers;
3579 GLuint MaxTransformFeedbackSeparateComponents;
3580 GLuint MaxTransformFeedbackInterleavedComponents;
3581 GLuint MaxVertexStreams;
3582
3583 /** GL_EXT_gpu_shader4 */
3584 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3585
3586 /** GL_ARB_texture_gather */
3587 GLuint MinProgramTextureGatherOffset;
3588 GLuint MaxProgramTextureGatherOffset;
3589 GLuint MaxProgramTextureGatherComponents;
3590
3591 /* GL_ARB_robustness */
3592 GLenum ResetStrategy;
3593
3594 /* GL_ARB_blend_func_extended */
3595 GLuint MaxDualSourceDrawBuffers;
3596
3597 /**
3598 * Whether the implementation strips out and ignores texture borders.
3599 *
3600 * Many GPU hardware implementations don't support rendering with texture
3601 * borders and mipmapped textures. (Note: not static border color, but the
3602 * old 1-pixel border around each edge). Implementations then have to do
3603 * slow fallbacks to be correct, or just ignore the border and be fast but
3604 * wrong. Setting the flag strips the border off of TexImage calls,
3605 * providing "fast but wrong" at significantly reduced driver complexity.
3606 *
3607 * Texture borders are deprecated in GL 3.0.
3608 **/
3609 GLboolean StripTextureBorder;
3610
3611 /**
3612 * For drivers which can do a better job at eliminating unused uniforms
3613 * than the GLSL compiler.
3614 *
3615 * XXX Remove these as soon as a better solution is available.
3616 */
3617 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3618
3619 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3620 bool GLSLFragCoordIsSysVal;
3621 bool GLSLFrontFacingIsSysVal;
3622
3623 /**
3624 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3625 * than passing the transform feedback object to the drawing function.
3626 */
3627 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3628
3629 /** GL_ARB_map_buffer_alignment */
3630 GLuint MinMapBufferAlignment;
3631
3632 /**
3633 * Disable varying packing. This is out of spec, but potentially useful
3634 * for older platforms that supports a limited number of texture
3635 * indirections--on these platforms, unpacking the varyings in the fragment
3636 * shader increases the number of texture indirections by 1, which might
3637 * make some shaders not executable at all.
3638 *
3639 * Drivers that support transform feedback must set this value to GL_FALSE.
3640 */
3641 GLboolean DisableVaryingPacking;
3642
3643 /**
3644 * Should meaningful names be generated for compiler temporary variables?
3645 *
3646 * Generally, it is not useful to have the compiler generate "meaningful"
3647 * names for temporary variables that it creates. This can, however, be a
3648 * useful debugging aid. In Mesa debug builds or release builds when
3649 * MESA_GLSL is set at run-time, meaningful names will be generated.
3650 * Drivers can also force names to be generated by setting this field.
3651 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3652 * vertex shader assembly) is set at run-time.
3653 */
3654 bool GenerateTemporaryNames;
3655
3656 /*
3657 * Maximum value supported for an index in DrawElements and friends.
3658 *
3659 * This must be at least (1ull<<24)-1. The default value is
3660 * (1ull<<32)-1.
3661 *
3662 * \since ES 3.0 or GL_ARB_ES3_compatibility
3663 * \sa _mesa_init_constants
3664 */
3665 GLuint64 MaxElementIndex;
3666
3667 /**
3668 * Disable interpretation of line continuations (lines ending with a
3669 * backslash character ('\') in GLSL source.
3670 */
3671 GLboolean DisableGLSLLineContinuations;
3672
3673 /** GL_ARB_texture_multisample */
3674 GLint MaxColorTextureSamples;
3675 GLint MaxDepthTextureSamples;
3676 GLint MaxIntegerSamples;
3677
3678 /**
3679 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3680 * samples are laid out in a rectangular grid roughly corresponding to
3681 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3682 * are used to map indices of rectangular grid to sample numbers within
3683 * a pixel. This mapping of indices to sample numbers must be initialized
3684 * by the driver for the target hardware. For example, if we have the 8X
3685 * MSAA sample number layout (sample positions) for XYZ hardware:
3686 *
3687 * sample indices layout sample number layout
3688 * --------- ---------
3689 * | 0 | 1 | | a | b |
3690 * --------- ---------
3691 * | 2 | 3 | | c | d |
3692 * --------- ---------
3693 * | 4 | 5 | | e | f |
3694 * --------- ---------
3695 * | 6 | 7 | | g | h |
3696 * --------- ---------
3697 *
3698 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3699 *
3700 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3701 * below:
3702 * SampleMap8x = {a, b, c, d, e, f, g, h};
3703 *
3704 * Follow the logic for sample counts 2-8.
3705 *
3706 * For 16x the sample indices layout as a 4x4 grid as follows:
3707 *
3708 * -----------------
3709 * | 0 | 1 | 2 | 3 |
3710 * -----------------
3711 * | 4 | 5 | 6 | 7 |
3712 * -----------------
3713 * | 8 | 9 |10 |11 |
3714 * -----------------
3715 * |12 |13 |14 |15 |
3716 * -----------------
3717 */
3718 uint8_t SampleMap2x[2];
3719 uint8_t SampleMap4x[4];
3720 uint8_t SampleMap8x[8];
3721 uint8_t SampleMap16x[16];
3722
3723 /** GL_ARB_shader_atomic_counters */
3724 GLuint MaxAtomicBufferBindings;
3725 GLuint MaxAtomicBufferSize;
3726 GLuint MaxCombinedAtomicBuffers;
3727 GLuint MaxCombinedAtomicCounters;
3728
3729 /** GL_ARB_vertex_attrib_binding */
3730 GLint MaxVertexAttribRelativeOffset;
3731 GLint MaxVertexAttribBindings;
3732
3733 /* GL_ARB_shader_image_load_store */
3734 GLuint MaxImageUnits;
3735 GLuint MaxCombinedShaderOutputResources;
3736 GLuint MaxImageSamples;
3737 GLuint MaxCombinedImageUniforms;
3738
3739 /** GL_ARB_compute_shader */
3740 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3741 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3742 GLuint MaxComputeWorkGroupInvocations;
3743 GLuint MaxComputeSharedMemorySize;
3744
3745 /** GL_ARB_gpu_shader5 */
3746 GLfloat MinFragmentInterpolationOffset;
3747 GLfloat MaxFragmentInterpolationOffset;
3748
3749 GLboolean FakeSWMSAA;
3750
3751 /** GL_KHR_context_flush_control */
3752 GLenum ContextReleaseBehavior;
3753
3754 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3755
3756 /** GL_ARB_tessellation_shader */
3757 GLuint MaxPatchVertices;
3758 GLuint MaxTessGenLevel;
3759 GLuint MaxTessPatchComponents;
3760 GLuint MaxTessControlTotalOutputComponents;
3761 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3762 };
3763
3764
3765 /**
3766 * Enable flag for each OpenGL extension. Different device drivers will
3767 * enable different extensions at runtime.
3768 */
3769 struct gl_extensions
3770 {
3771 GLboolean dummy; /* don't remove this! */
3772 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3773 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3774 GLboolean ANGLE_texture_compression_dxt;
3775 GLboolean ARB_ES2_compatibility;
3776 GLboolean ARB_ES3_compatibility;
3777 GLboolean ARB_ES3_1_compatibility;
3778 GLboolean ARB_arrays_of_arrays;
3779 GLboolean ARB_base_instance;
3780 GLboolean ARB_blend_func_extended;
3781 GLboolean ARB_buffer_storage;
3782 GLboolean ARB_clear_texture;
3783 GLboolean ARB_clip_control;
3784 GLboolean ARB_color_buffer_float;
3785 GLboolean ARB_compute_shader;
3786 GLboolean ARB_conditional_render_inverted;
3787 GLboolean ARB_conservative_depth;
3788 GLboolean ARB_copy_image;
3789 GLboolean ARB_depth_buffer_float;
3790 GLboolean ARB_depth_clamp;
3791 GLboolean ARB_depth_texture;
3792 GLboolean ARB_derivative_control;
3793 GLboolean ARB_draw_buffers_blend;
3794 GLboolean ARB_draw_elements_base_vertex;
3795 GLboolean ARB_draw_indirect;
3796 GLboolean ARB_draw_instanced;
3797 GLboolean ARB_fragment_coord_conventions;
3798 GLboolean ARB_fragment_layer_viewport;
3799 GLboolean ARB_fragment_program;
3800 GLboolean ARB_fragment_program_shadow;
3801 GLboolean ARB_fragment_shader;
3802 GLboolean ARB_framebuffer_no_attachments;
3803 GLboolean ARB_framebuffer_object;
3804 GLboolean ARB_enhanced_layouts;
3805 GLboolean ARB_explicit_attrib_location;
3806 GLboolean ARB_explicit_uniform_location;
3807 GLboolean ARB_gpu_shader5;
3808 GLboolean ARB_gpu_shader_fp64;
3809 GLboolean ARB_half_float_vertex;
3810 GLboolean ARB_indirect_parameters;
3811 GLboolean ARB_instanced_arrays;
3812 GLboolean ARB_internalformat_query;
3813 GLboolean ARB_internalformat_query2;
3814 GLboolean ARB_map_buffer_range;
3815 GLboolean ARB_occlusion_query;
3816 GLboolean ARB_occlusion_query2;
3817 GLboolean ARB_pipeline_statistics_query;
3818 GLboolean ARB_point_sprite;
3819 GLboolean ARB_query_buffer_object;
3820 GLboolean ARB_sample_shading;
3821 GLboolean ARB_seamless_cube_map;
3822 GLboolean ARB_shader_atomic_counter_ops;
3823 GLboolean ARB_shader_atomic_counters;
3824 GLboolean ARB_shader_bit_encoding;
3825 GLboolean ARB_shader_clock;
3826 GLboolean ARB_shader_draw_parameters;
3827 GLboolean ARB_shader_image_load_store;
3828 GLboolean ARB_shader_image_size;
3829 GLboolean ARB_shader_precision;
3830 GLboolean ARB_shader_stencil_export;
3831 GLboolean ARB_shader_storage_buffer_object;
3832 GLboolean ARB_shader_subroutine;
3833 GLboolean ARB_shader_texture_image_samples;
3834 GLboolean ARB_shader_texture_lod;
3835 GLboolean ARB_shading_language_packing;
3836 GLboolean ARB_shading_language_420pack;
3837 GLboolean ARB_shadow;
3838 GLboolean ARB_stencil_texturing;
3839 GLboolean ARB_sync;
3840 GLboolean ARB_tessellation_shader;
3841 GLboolean ARB_texture_border_clamp;
3842 GLboolean ARB_texture_buffer_object;
3843 GLboolean ARB_texture_buffer_object_rgb32;
3844 GLboolean ARB_texture_buffer_range;
3845 GLboolean ARB_texture_compression_bptc;
3846 GLboolean ARB_texture_compression_rgtc;
3847 GLboolean ARB_texture_cube_map;
3848 GLboolean ARB_texture_cube_map_array;
3849 GLboolean ARB_texture_env_combine;
3850 GLboolean ARB_texture_env_crossbar;
3851 GLboolean ARB_texture_env_dot3;
3852 GLboolean ARB_texture_float;
3853 GLboolean ARB_texture_gather;
3854 GLboolean ARB_texture_mirror_clamp_to_edge;
3855 GLboolean ARB_texture_multisample;
3856 GLboolean ARB_texture_non_power_of_two;
3857 GLboolean ARB_texture_stencil8;
3858 GLboolean ARB_texture_query_levels;
3859 GLboolean ARB_texture_query_lod;
3860 GLboolean ARB_texture_rg;
3861 GLboolean ARB_texture_rgb10_a2ui;
3862 GLboolean ARB_texture_view;
3863 GLboolean ARB_timer_query;
3864 GLboolean ARB_transform_feedback2;
3865 GLboolean ARB_transform_feedback3;
3866 GLboolean ARB_transform_feedback_instanced;
3867 GLboolean ARB_uniform_buffer_object;
3868 GLboolean ARB_vertex_attrib_64bit;
3869 GLboolean ARB_vertex_program;
3870 GLboolean ARB_vertex_shader;
3871 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3872 GLboolean ARB_vertex_type_2_10_10_10_rev;
3873 GLboolean ARB_viewport_array;
3874 GLboolean EXT_blend_color;
3875 GLboolean EXT_blend_equation_separate;
3876 GLboolean EXT_blend_func_separate;
3877 GLboolean EXT_blend_minmax;
3878 GLboolean EXT_depth_bounds_test;
3879 GLboolean EXT_draw_buffers2;
3880 GLboolean EXT_framebuffer_multisample;
3881 GLboolean EXT_framebuffer_multisample_blit_scaled;
3882 GLboolean EXT_framebuffer_sRGB;
3883 GLboolean EXT_gpu_program_parameters;
3884 GLboolean EXT_gpu_shader4;
3885 GLboolean EXT_packed_float;
3886 GLboolean EXT_pixel_buffer_object;
3887 GLboolean EXT_point_parameters;
3888 GLboolean EXT_polygon_offset_clamp;
3889 GLboolean EXT_provoking_vertex;
3890 GLboolean EXT_shader_integer_mix;
3891 GLboolean EXT_shader_samples_identical;
3892 GLboolean EXT_stencil_two_side;
3893 GLboolean EXT_texture_array;
3894 GLboolean EXT_texture_compression_latc;
3895 GLboolean EXT_texture_compression_s3tc;
3896 GLboolean EXT_texture_env_dot3;
3897 GLboolean EXT_texture_filter_anisotropic;
3898 GLboolean EXT_texture_integer;
3899 GLboolean EXT_texture_mirror_clamp;
3900 GLboolean EXT_texture_shared_exponent;
3901 GLboolean EXT_texture_snorm;
3902 GLboolean EXT_texture_sRGB;
3903 GLboolean EXT_texture_sRGB_decode;
3904 GLboolean EXT_texture_swizzle;
3905 GLboolean EXT_transform_feedback;
3906 GLboolean EXT_timer_query;
3907 GLboolean EXT_vertex_array_bgra;
3908 GLboolean OES_copy_image;
3909 GLboolean OES_sample_variables;
3910 GLboolean OES_standard_derivatives;
3911 GLboolean OES_texture_buffer;
3912 /* vendor extensions */
3913 GLboolean AMD_performance_monitor;
3914 GLboolean AMD_pinned_memory;
3915 GLboolean AMD_seamless_cubemap_per_texture;
3916 GLboolean AMD_vertex_shader_layer;
3917 GLboolean AMD_vertex_shader_viewport_index;
3918 GLboolean APPLE_object_purgeable;
3919 GLboolean ATI_meminfo;
3920 GLboolean ATI_texture_compression_3dc;
3921 GLboolean ATI_texture_mirror_once;
3922 GLboolean ATI_texture_env_combine3;
3923 GLboolean ATI_fragment_shader;
3924 GLboolean ATI_separate_stencil;
3925 GLboolean GREMEDY_string_marker;
3926 GLboolean INTEL_performance_query;
3927 GLboolean KHR_texture_compression_astc_hdr;
3928 GLboolean KHR_texture_compression_astc_ldr;
3929 GLboolean MESA_pack_invert;
3930 GLboolean MESA_ycbcr_texture;
3931 GLboolean NV_conditional_render;
3932 GLboolean NV_fog_distance;
3933 GLboolean NV_point_sprite;
3934 GLboolean NV_primitive_restart;
3935 GLboolean NV_texture_barrier;
3936 GLboolean NV_texture_env_combine4;
3937 GLboolean NV_texture_rectangle;
3938 GLboolean NV_vdpau_interop;
3939 GLboolean NVX_gpu_memory_info;
3940 GLboolean TDFX_texture_compression_FXT1;
3941 GLboolean OES_EGL_image;
3942 GLboolean OES_draw_texture;
3943 GLboolean OES_depth_texture_cube_map;
3944 GLboolean OES_EGL_image_external;
3945 GLboolean OES_texture_float;
3946 GLboolean OES_texture_float_linear;
3947 GLboolean OES_texture_half_float;
3948 GLboolean OES_texture_half_float_linear;
3949 GLboolean OES_compressed_ETC1_RGB8_texture;
3950 GLboolean OES_geometry_shader;
3951 GLboolean extension_sentinel;
3952 /** The extension string */
3953 const GLubyte *String;
3954 /** Number of supported extensions */
3955 GLuint Count;
3956 /**
3957 * The context version which extension helper functions compare against.
3958 * By default, the value is equal to ctx->Version. This changes to ~0
3959 * while meta is in progress.
3960 */
3961 GLubyte Version;
3962 };
3963
3964
3965 /**
3966 * A stack of matrices (projection, modelview, color, texture, etc).
3967 */
3968 struct gl_matrix_stack
3969 {
3970 GLmatrix *Top; /**< points into Stack */
3971 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3972 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3973 GLuint MaxDepth; /**< size of Stack[] array */
3974 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3975 };
3976
3977
3978 /**
3979 * \name Bits for image transfer operations
3980 * \sa __struct gl_contextRec::ImageTransferState.
3981 */
3982 /*@{*/
3983 #define IMAGE_SCALE_BIAS_BIT 0x1
3984 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3985 #define IMAGE_MAP_COLOR_BIT 0x4
3986 #define IMAGE_CLAMP_BIT 0x800
3987
3988
3989 /** Pixel Transfer ops */
3990 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3991 IMAGE_SHIFT_OFFSET_BIT | \
3992 IMAGE_MAP_COLOR_BIT)
3993
3994 /**
3995 * \name Bits to indicate what state has changed.
3996 */
3997 /*@{*/
3998 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3999 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
4000 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
4001 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
4002 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
4003 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
4004 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
4005 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
4006 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
4007 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
4008 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
4009 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
4010 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
4011 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
4012 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
4013 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
4014 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
4015 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
4016 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
4017 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4018 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
4019 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
4020 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
4021 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
4022 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
4023 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
4024 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
4025 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
4026 #define _NEW_BUFFER_OBJECT (1 << 28)
4027 #define _NEW_FRAG_CLAMP (1 << 29)
4028 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4029 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
4030 #define _NEW_ALL ~0
4031 /*@}*/
4032
4033
4034 /**
4035 * Composite state flags
4036 */
4037 /*@{*/
4038 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4039 _NEW_TEXTURE | \
4040 _NEW_POINT | \
4041 _NEW_PROGRAM | \
4042 _NEW_MODELVIEW)
4043
4044 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4045 _NEW_FOG | \
4046 _NEW_PROGRAM)
4047
4048
4049 /*@}*/
4050
4051
4052
4053
4054 /* This has to be included here. */
4055 #include "dd.h"
4056
4057
4058 /**
4059 * Display list flags.
4060 * Strictly this is a tnl-private concept, but it doesn't seem
4061 * worthwhile adding a tnl private structure just to hold this one bit
4062 * of information:
4063 */
4064 #define DLIST_DANGLING_REFS 0x1
4065
4066
4067 /** Opaque declaration of display list payload data type */
4068 union gl_dlist_node;
4069
4070
4071 /**
4072 * Provide a location where information about a display list can be
4073 * collected. Could be extended with driverPrivate structures,
4074 * etc. in the future.
4075 */
4076 struct gl_display_list
4077 {
4078 GLuint Name;
4079 GLchar *Label; /**< GL_KHR_debug */
4080 GLbitfield Flags; /**< DLIST_x flags */
4081 /** The dlist commands are in a linked list of nodes */
4082 union gl_dlist_node *Head;
4083 };
4084
4085
4086 /**
4087 * State used during display list compilation and execution.
4088 */
4089 struct gl_dlist_state
4090 {
4091 GLuint CallDepth; /**< Current recursion calling depth */
4092
4093 struct gl_display_list *CurrentList; /**< List currently being compiled */
4094 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4095 GLuint CurrentPos; /**< Index into current block of nodes */
4096
4097 GLvertexformat ListVtxfmt;
4098
4099 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4100 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4101
4102 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4103 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4104
4105 struct {
4106 /* State known to have been set by the currently-compiling display
4107 * list. Used to eliminate some redundant state changes.
4108 */
4109 GLenum ShadeModel;
4110 } Current;
4111 };
4112
4113 /** @{
4114 *
4115 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4116 * to small enums suitable for use as an array index.
4117 */
4118
4119 enum mesa_debug_source {
4120 MESA_DEBUG_SOURCE_API,
4121 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4122 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4123 MESA_DEBUG_SOURCE_THIRD_PARTY,
4124 MESA_DEBUG_SOURCE_APPLICATION,
4125 MESA_DEBUG_SOURCE_OTHER,
4126 MESA_DEBUG_SOURCE_COUNT
4127 };
4128
4129 enum mesa_debug_type {
4130 MESA_DEBUG_TYPE_ERROR,
4131 MESA_DEBUG_TYPE_DEPRECATED,
4132 MESA_DEBUG_TYPE_UNDEFINED,
4133 MESA_DEBUG_TYPE_PORTABILITY,
4134 MESA_DEBUG_TYPE_PERFORMANCE,
4135 MESA_DEBUG_TYPE_OTHER,
4136 MESA_DEBUG_TYPE_MARKER,
4137 MESA_DEBUG_TYPE_PUSH_GROUP,
4138 MESA_DEBUG_TYPE_POP_GROUP,
4139 MESA_DEBUG_TYPE_COUNT
4140 };
4141
4142 enum mesa_debug_severity {
4143 MESA_DEBUG_SEVERITY_LOW,
4144 MESA_DEBUG_SEVERITY_MEDIUM,
4145 MESA_DEBUG_SEVERITY_HIGH,
4146 MESA_DEBUG_SEVERITY_NOTIFICATION,
4147 MESA_DEBUG_SEVERITY_COUNT
4148 };
4149
4150 /** @} */
4151
4152 /**
4153 * Driver-specific state flags.
4154 *
4155 * These are or'd with gl_context::NewDriverState to notify a driver about
4156 * a state change. The driver sets the flags at context creation and
4157 * the meaning of the bits set is opaque to core Mesa.
4158 */
4159 struct gl_driver_flags
4160 {
4161 /** gl_context::Array::_DrawArrays (vertex array state) */
4162 uint64_t NewArray;
4163
4164 /** gl_context::TransformFeedback::CurrentObject */
4165 uint64_t NewTransformFeedback;
4166
4167 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4168 uint64_t NewTransformFeedbackProg;
4169
4170 /** gl_context::RasterDiscard */
4171 uint64_t NewRasterizerDiscard;
4172
4173 /**
4174 * gl_context::UniformBufferBindings
4175 * gl_shader_program::UniformBlocks
4176 */
4177 uint64_t NewUniformBuffer;
4178
4179 /**
4180 * gl_context::ShaderStorageBufferBindings
4181 * gl_shader_program::ShaderStorageBlocks
4182 */
4183 uint64_t NewShaderStorageBuffer;
4184
4185 uint64_t NewTextureBuffer;
4186
4187 /**
4188 * gl_context::AtomicBufferBindings
4189 */
4190 uint64_t NewAtomicBuffer;
4191
4192 /**
4193 * gl_context::ImageUnits
4194 */
4195 uint64_t NewImageUnits;
4196
4197 /**
4198 * gl_context::TessCtrlProgram::patch_default_*
4199 */
4200 uint64_t NewDefaultTessLevels;
4201 };
4202
4203 struct gl_uniform_buffer_binding
4204 {
4205 struct gl_buffer_object *BufferObject;
4206 /** Start of uniform block data in the buffer */
4207 GLintptr Offset;
4208 /** Size of data allowed to be referenced from the buffer (in bytes) */
4209 GLsizeiptr Size;
4210 /**
4211 * glBindBufferBase() indicates that the Size should be ignored and only
4212 * limited by the current size of the BufferObject.
4213 */
4214 GLboolean AutomaticSize;
4215 };
4216
4217 struct gl_shader_storage_buffer_binding
4218 {
4219 struct gl_buffer_object *BufferObject;
4220 /** Start of shader storage block data in the buffer */
4221 GLintptr Offset;
4222 /** Size of data allowed to be referenced from the buffer (in bytes) */
4223 GLsizeiptr Size;
4224 /**
4225 * glBindBufferBase() indicates that the Size should be ignored and only
4226 * limited by the current size of the BufferObject.
4227 */
4228 GLboolean AutomaticSize;
4229 };
4230
4231 /**
4232 * ARB_shader_image_load_store image unit.
4233 */
4234 struct gl_image_unit
4235 {
4236 /**
4237 * Texture object bound to this unit.
4238 */
4239 struct gl_texture_object *TexObj;
4240
4241 /**
4242 * Level of the texture object bound to this unit.
4243 */
4244 GLuint Level;
4245
4246 /**
4247 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4248 * GL_FALSE if only some specific layer of the texture is bound.
4249 * \sa Layer
4250 */
4251 GLboolean Layered;
4252
4253 /**
4254 * Layer of the texture object bound to this unit as specified by the
4255 * application.
4256 */
4257 GLuint Layer;
4258
4259 /**
4260 * Layer of the texture object bound to this unit, or zero if the
4261 * whole level is bound.
4262 */
4263 GLuint _Layer;
4264
4265 /**
4266 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4267 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4268 */
4269 GLenum Access;
4270
4271 /**
4272 * GL internal format that determines the interpretation of the
4273 * image memory when shader image operations are performed through
4274 * this unit.
4275 */
4276 GLenum Format;
4277
4278 /**
4279 * Mesa format corresponding to \c Format.
4280 */
4281 mesa_format _ActualFormat;
4282
4283 };
4284
4285 /**
4286 * Binding point for an atomic counter buffer object.
4287 */
4288 struct gl_atomic_buffer_binding
4289 {
4290 struct gl_buffer_object *BufferObject;
4291 GLintptr Offset;
4292 GLsizeiptr Size;
4293 };
4294
4295 /**
4296 * Mesa rendering context.
4297 *
4298 * This is the central context data structure for Mesa. Almost all
4299 * OpenGL state is contained in this structure.
4300 * Think of this as a base class from which device drivers will derive
4301 * sub classes.
4302 */
4303 struct gl_context
4304 {
4305 /** State possibly shared with other contexts in the address space */
4306 struct gl_shared_state *Shared;
4307
4308 /** \name API function pointer tables */
4309 /*@{*/
4310 gl_api API;
4311 /**
4312 * The current dispatch table for non-displaylist-saving execution, either
4313 * BeginEnd or OutsideBeginEnd
4314 */
4315 struct _glapi_table *Exec;
4316 /**
4317 * The normal dispatch table for non-displaylist-saving, non-begin/end
4318 */
4319 struct _glapi_table *OutsideBeginEnd;
4320 /** The dispatch table used between glNewList() and glEndList() */
4321 struct _glapi_table *Save;
4322 /**
4323 * The dispatch table used between glBegin() and glEnd() (outside of a
4324 * display list). Only valid functions between those two are set, which is
4325 * mostly just the set in a GLvertexformat struct.
4326 */
4327 struct _glapi_table *BeginEnd;
4328 /**
4329 * Tracks the current dispatch table out of the 3 above, so that it can be
4330 * re-set on glXMakeCurrent().
4331 */
4332 struct _glapi_table *CurrentDispatch;
4333 /*@}*/
4334
4335 struct gl_config Visual;
4336 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4337 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4338 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4339 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4340
4341 /**
4342 * Device driver function pointer table
4343 */
4344 struct dd_function_table Driver;
4345
4346 /** Core/Driver constants */
4347 struct gl_constants Const;
4348
4349 /** \name The various 4x4 matrix stacks */
4350 /*@{*/
4351 struct gl_matrix_stack ModelviewMatrixStack;
4352 struct gl_matrix_stack ProjectionMatrixStack;
4353 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4354 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4355 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4356 /*@}*/
4357
4358 /** Combined modelview and projection matrix */
4359 GLmatrix _ModelProjectMatrix;
4360
4361 /** \name Display lists */
4362 struct gl_dlist_state ListState;
4363
4364 GLboolean ExecuteFlag; /**< Execute GL commands? */
4365 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4366
4367 /** Extension information */
4368 struct gl_extensions Extensions;
4369
4370 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4371 GLuint Version;
4372 char *VersionString;
4373
4374 /** \name State attribute stack (for glPush/PopAttrib) */
4375 /*@{*/
4376 GLuint AttribStackDepth;
4377 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4378 /*@}*/
4379
4380 /** \name Renderer attribute groups
4381 *
4382 * We define a struct for each attribute group to make pushing and popping
4383 * attributes easy. Also it's a good organization.
4384 */
4385 /*@{*/
4386 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4387 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4388 struct gl_current_attrib Current; /**< Current attributes */
4389 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4390 struct gl_eval_attrib Eval; /**< Eval attributes */
4391 struct gl_fog_attrib Fog; /**< Fog attributes */
4392 struct gl_hint_attrib Hint; /**< Hint attributes */
4393 struct gl_light_attrib Light; /**< Light attributes */
4394 struct gl_line_attrib Line; /**< Line attributes */
4395 struct gl_list_attrib List; /**< List attributes */
4396 struct gl_multisample_attrib Multisample;
4397 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4398 struct gl_point_attrib Point; /**< Point attributes */
4399 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4400 GLuint PolygonStipple[32]; /**< Polygon stipple */
4401 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4402 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4403 struct gl_texture_attrib Texture; /**< Texture attributes */
4404 struct gl_transform_attrib Transform; /**< Transformation attributes */
4405 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4406 /*@}*/
4407
4408 /** \name Client attribute stack */
4409 /*@{*/
4410 GLuint ClientAttribStackDepth;
4411 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4412 /*@}*/
4413
4414 /** \name Client attribute groups */
4415 /*@{*/
4416 struct gl_array_attrib Array; /**< Vertex arrays */
4417 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4418 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4419 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4420 /*@}*/
4421
4422 /** \name Other assorted state (not pushed/popped on attribute stack) */
4423 /*@{*/
4424 struct gl_pixelmaps PixelMaps;
4425
4426 struct gl_evaluators EvalMap; /**< All evaluators */
4427 struct gl_feedback Feedback; /**< Feedback */
4428 struct gl_selection Select; /**< Selection */
4429
4430 struct gl_program_state Program; /**< general program state */
4431 struct gl_vertex_program_state VertexProgram;
4432 struct gl_fragment_program_state FragmentProgram;
4433 struct gl_geometry_program_state GeometryProgram;
4434 struct gl_compute_program_state ComputeProgram;
4435 struct gl_tess_ctrl_program_state TessCtrlProgram;
4436 struct gl_tess_eval_program_state TessEvalProgram;
4437 struct gl_ati_fragment_shader_state ATIFragmentShader;
4438
4439 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4440 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4441
4442 /**
4443 * Current active shader pipeline state
4444 *
4445 * Almost all internal users want ::_Shader instead of ::Shader. The
4446 * exceptions are bits of legacy GLSL API that do not know about separate
4447 * shader objects.
4448 *
4449 * If a program is active via \c glUseProgram, this will point to
4450 * \c ::Shader.
4451 *
4452 * If a program pipeline is active via \c glBindProgramPipeline, this will
4453 * point to \c ::Pipeline.Current.
4454 *
4455 * If neither a program nor a program pipeline is active, this will point to
4456 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4457 * \c NULL.
4458 */
4459 struct gl_pipeline_object *_Shader;
4460
4461 struct gl_query_state Query; /**< occlusion, timer queries */
4462
4463 struct gl_transform_feedback_state TransformFeedback;
4464
4465 struct gl_perf_monitor_state PerfMonitor;
4466
4467 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4468 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4469 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4470
4471 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4472 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4473
4474 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4475
4476 /**
4477 * Current GL_ARB_uniform_buffer_object binding referenced by
4478 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4479 */
4480 struct gl_buffer_object *UniformBuffer;
4481
4482 /**
4483 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4484 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4485 */
4486 struct gl_buffer_object *ShaderStorageBuffer;
4487
4488 /**
4489 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4490 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4491 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4492 * shader program.
4493 */
4494 struct gl_uniform_buffer_binding
4495 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4496
4497 /**
4498 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4499 * and GL 4.3. This is set up using glBindBufferRange() or
4500 * glBindBufferBase(). They are associated with shader storage blocks by
4501 * glShaderStorageBlockBinding()'s state in the shader program.
4502 */
4503 struct gl_shader_storage_buffer_binding
4504 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4505
4506 /**
4507 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4508 * target.
4509 */
4510 struct gl_buffer_object *AtomicBuffer;
4511
4512 /**
4513 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4514 * target.
4515 */
4516 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4517
4518 /**
4519 * Array of atomic counter buffer binding points.
4520 */
4521 struct gl_atomic_buffer_binding
4522 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4523
4524 /**
4525 * Array of image units for ARB_shader_image_load_store.
4526 */
4527 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4528
4529 /*@}*/
4530
4531 struct gl_meta_state *Meta; /**< for "meta" operations */
4532
4533 /* GL_EXT_framebuffer_object */
4534 struct gl_renderbuffer *CurrentRenderbuffer;
4535
4536 GLenum ErrorValue; /**< Last error code */
4537
4538 /**
4539 * Recognize and silence repeated error debug messages in buggy apps.
4540 */
4541 const char *ErrorDebugFmtString;
4542 GLuint ErrorDebugCount;
4543
4544 /* GL_ARB_debug_output/GL_KHR_debug */
4545 mtx_t DebugMutex;
4546 struct gl_debug_state *Debug;
4547
4548 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4549 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4550 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4551
4552 struct gl_driver_flags DriverFlags;
4553
4554 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4555
4556 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4557
4558 /** \name Derived state */
4559 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4560 GLfloat _EyeZDir[3];
4561 GLfloat _ModelViewInvScale;
4562 GLboolean _NeedEyeCoords;
4563 GLboolean _ForceEyeCoords;
4564
4565 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4566
4567 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4568
4569 /** \name For debugging/development only */
4570 /*@{*/
4571 GLboolean FirstTimeCurrent;
4572 /*@}*/
4573
4574 /**
4575 * False if this context was created without a config. This is needed
4576 * because the initial state of glDrawBuffers depends on this
4577 */
4578 GLboolean HasConfig;
4579
4580 /** software compression/decompression supported or not */
4581 GLboolean Mesa_DXTn;
4582
4583 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4584
4585 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4586
4587 /**
4588 * \name Hooks for module contexts.
4589 *
4590 * These will eventually live in the driver or elsewhere.
4591 */
4592 /*@{*/
4593 void *swrast_context;
4594 void *swsetup_context;
4595 void *swtnl_context;
4596 struct vbo_context *vbo_context;
4597 struct st_context *st;
4598 void *aelt_context;
4599 /*@}*/
4600
4601 /**
4602 * \name NV_vdpau_interop
4603 */
4604 /*@{*/
4605 const void *vdpDevice;
4606 const void *vdpGetProcAddress;
4607 struct set *vdpSurfaces;
4608 /*@}*/
4609
4610 /**
4611 * Has this context observed a GPU reset in any context in the share group?
4612 *
4613 * Once this field becomes true, it is never reset to false.
4614 */
4615 GLboolean ShareGroupReset;
4616 };
4617
4618 /**
4619 * Information about memory usage. All sizes are in kilobytes.
4620 */
4621 struct gl_memory_info
4622 {
4623 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4624 unsigned avail_device_memory; /**< free device memory at the moment */
4625 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4626 unsigned avail_staging_memory; /**< free staging memory at the moment */
4627 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4628 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4629 };
4630
4631 #ifdef DEBUG
4632 extern int MESA_VERBOSE;
4633 extern int MESA_DEBUG_FLAGS;
4634 # define MESA_FUNCTION __func__
4635 #else
4636 # define MESA_VERBOSE 0
4637 # define MESA_DEBUG_FLAGS 0
4638 # define MESA_FUNCTION "a function"
4639 #endif
4640
4641
4642 /** The MESA_VERBOSE var is a bitmask of these flags */
4643 enum _verbose
4644 {
4645 VERBOSE_VARRAY = 0x0001,
4646 VERBOSE_TEXTURE = 0x0002,
4647 VERBOSE_MATERIAL = 0x0004,
4648 VERBOSE_PIPELINE = 0x0008,
4649 VERBOSE_DRIVER = 0x0010,
4650 VERBOSE_STATE = 0x0020,
4651 VERBOSE_API = 0x0040,
4652 VERBOSE_DISPLAY_LIST = 0x0100,
4653 VERBOSE_LIGHTING = 0x0200,
4654 VERBOSE_PRIMS = 0x0400,
4655 VERBOSE_VERTS = 0x0800,
4656 VERBOSE_DISASSEM = 0x1000,
4657 VERBOSE_DRAW = 0x2000,
4658 VERBOSE_SWAPBUFFERS = 0x4000
4659 };
4660
4661
4662 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4663 enum _debug
4664 {
4665 DEBUG_SILENT = (1 << 0),
4666 DEBUG_ALWAYS_FLUSH = (1 << 1),
4667 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4668 DEBUG_INCOMPLETE_FBO = (1 << 3)
4669 };
4670
4671 /**
4672 * Checks if the active fragment shader program can have side effects due
4673 * to use of things like atomic buffers or images
4674 */
4675 static inline bool
4676 _mesa_active_fragment_shader_has_side_effects(const struct gl_context *ctx)
4677 {
4678 const struct gl_shader *sh;
4679
4680 if (!ctx->_Shader->_CurrentFragmentProgram)
4681 return false;
4682
4683 sh = ctx->_Shader->_CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT];
4684 return sh->NumAtomicBuffers > 0 ||
4685 sh->NumImages > 0 ||
4686 sh->NumShaderStorageBlocks > 0;
4687 }
4688
4689 #ifdef __cplusplus
4690 }
4691 #endif
4692
4693 #endif /* MTYPES_H */