mesa/swrast/drivers: remove obsolete gl_renderbuffer fields
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 /*@}*/
81
82
83 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
84 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
85 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
86 #define PRIM_UNKNOWN (GL_POLYGON+3)
87
88
89 /**
90 * Shader stages. Note that these will become 5 with tessellation.
91 * These MUST have the same values as gallium's PIPE_SHADER_*
92 */
93 typedef enum
94 {
95 MESA_SHADER_VERTEX = 0,
96 MESA_SHADER_FRAGMENT = 1,
97 MESA_SHADER_GEOMETRY = 2,
98 MESA_SHADER_TYPES = 3
99 } gl_shader_type;
100
101
102
103 /**
104 * Indexes for vertex program attributes.
105 * GL_NV_vertex_program aliases generic attributes over the conventional
106 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
107 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
108 * generic attributes are distinct/separate).
109 */
110 typedef enum
111 {
112 VERT_ATTRIB_POS = 0,
113 VERT_ATTRIB_WEIGHT = 1,
114 VERT_ATTRIB_NORMAL = 2,
115 VERT_ATTRIB_COLOR0 = 3,
116 VERT_ATTRIB_COLOR1 = 4,
117 VERT_ATTRIB_FOG = 5,
118 VERT_ATTRIB_COLOR_INDEX = 6,
119 VERT_ATTRIB_EDGEFLAG = 7,
120 VERT_ATTRIB_TEX0 = 8,
121 VERT_ATTRIB_TEX1 = 9,
122 VERT_ATTRIB_TEX2 = 10,
123 VERT_ATTRIB_TEX3 = 11,
124 VERT_ATTRIB_TEX4 = 12,
125 VERT_ATTRIB_TEX5 = 13,
126 VERT_ATTRIB_TEX6 = 14,
127 VERT_ATTRIB_TEX7 = 15,
128 VERT_ATTRIB_POINT_SIZE = 16,
129 VERT_ATTRIB_GENERIC0 = 17,
130 VERT_ATTRIB_GENERIC1 = 18,
131 VERT_ATTRIB_GENERIC2 = 19,
132 VERT_ATTRIB_GENERIC3 = 20,
133 VERT_ATTRIB_GENERIC4 = 21,
134 VERT_ATTRIB_GENERIC5 = 22,
135 VERT_ATTRIB_GENERIC6 = 23,
136 VERT_ATTRIB_GENERIC7 = 24,
137 VERT_ATTRIB_GENERIC8 = 25,
138 VERT_ATTRIB_GENERIC9 = 26,
139 VERT_ATTRIB_GENERIC10 = 27,
140 VERT_ATTRIB_GENERIC11 = 28,
141 VERT_ATTRIB_GENERIC12 = 29,
142 VERT_ATTRIB_GENERIC13 = 30,
143 VERT_ATTRIB_GENERIC14 = 31,
144 VERT_ATTRIB_GENERIC15 = 32,
145 VERT_ATTRIB_MAX = 33
146 } gl_vert_attrib;
147
148 /**
149 * Symbolic constats to help iterating over
150 * specific blocks of vertex attributes.
151 *
152 * VERT_ATTRIB_FF
153 * includes all fixed function attributes as well as
154 * the aliased GL_NV_vertex_program shader attributes.
155 * VERT_ATTRIB_TEX
156 * include the classic texture coordinate attributes.
157 * Is a subset of VERT_ATTRIB_FF.
158 * VERT_ATTRIB_GENERIC_NV
159 * include the NV shader attributes.
160 * Is a subset of VERT_ATTRIB_FF.
161 * VERT_ATTRIB_GENERIC
162 * include the OpenGL 2.0+ GLSL generic shader attributes.
163 * These alias the generic GL_ARB_vertex_shader attributes.
164 */
165 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
166 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
167
168 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
169 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
170
171 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
172 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
173
174 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
175 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
176
177 /**
178 * Bitflags for vertex attributes.
179 * These are used in bitfields in many places.
180 */
181 /*@{*/
182 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
183 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
184 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
185 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
186 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
187 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
188 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
189 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
190 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
191 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
192 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
193 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
194 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
195 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
196 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
197 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
198 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
199 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
200
201 #define VERT_BIT(i) BITFIELD64_BIT(i)
202 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
203
204 #define VERT_BIT_FF(i) VERT_BIT(i)
205 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
206 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
207 #define VERT_BIT_TEX_ALL \
208 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
209 #define VERT_BIT_FF_NVALIAS \
210 BITFIELD64_RANGE(VERT_ATTRIB_POS, VERT_ATTRIB_TEX(VERT_ATTRIB_TEX_MAX))
211
212 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
213 #define VERT_BIT_GENERIC_NV_ALL \
214 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
215
216 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
217 #define VERT_BIT_GENERIC_ALL \
218 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
219 /*@}*/
220
221
222 /**
223 * Indexes for vertex program result attributes. Note that
224 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
225 * assumptions about the layout of this enum.
226 */
227 typedef enum
228 {
229 VERT_RESULT_HPOS = 0,
230 VERT_RESULT_COL0 = 1,
231 VERT_RESULT_COL1 = 2,
232 VERT_RESULT_FOGC = 3,
233 VERT_RESULT_TEX0 = 4,
234 VERT_RESULT_TEX1 = 5,
235 VERT_RESULT_TEX2 = 6,
236 VERT_RESULT_TEX3 = 7,
237 VERT_RESULT_TEX4 = 8,
238 VERT_RESULT_TEX5 = 9,
239 VERT_RESULT_TEX6 = 10,
240 VERT_RESULT_TEX7 = 11,
241 VERT_RESULT_PSIZ = 12,
242 VERT_RESULT_BFC0 = 13,
243 VERT_RESULT_BFC1 = 14,
244 VERT_RESULT_EDGE = 15,
245 VERT_RESULT_CLIP_VERTEX = 16,
246 VERT_RESULT_CLIP_DIST0 = 17,
247 VERT_RESULT_CLIP_DIST1 = 18,
248 VERT_RESULT_VAR0 = 19, /**< shader varying */
249 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
250 } gl_vert_result;
251
252
253 /*********************************************/
254
255 /**
256 * Indexes for geometry program attributes.
257 */
258 typedef enum
259 {
260 GEOM_ATTRIB_POSITION = 0,
261 GEOM_ATTRIB_COLOR0 = 1,
262 GEOM_ATTRIB_COLOR1 = 2,
263 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
264 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
265 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
266 GEOM_ATTRIB_POINT_SIZE = 6,
267 GEOM_ATTRIB_CLIP_VERTEX = 7,
268 GEOM_ATTRIB_PRIMITIVE_ID = 8,
269 GEOM_ATTRIB_TEX_COORD = 9,
270
271 GEOM_ATTRIB_VAR0 = 16,
272 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
273 } gl_geom_attrib;
274
275 /**
276 * Bitflags for geometry attributes.
277 * These are used in bitfields in many places.
278 */
279 /*@{*/
280 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
281 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
282 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
283 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
284 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
285 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
286 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
287 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
288 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
289 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
290 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
291
292 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
293 /*@}*/
294
295
296 /**
297 * Indexes for geometry program result attributes
298 */
299 typedef enum
300 {
301 GEOM_RESULT_POS = 0,
302 GEOM_RESULT_COL0 = 1,
303 GEOM_RESULT_COL1 = 2,
304 GEOM_RESULT_SCOL0 = 3,
305 GEOM_RESULT_SCOL1 = 4,
306 GEOM_RESULT_FOGC = 5,
307 GEOM_RESULT_TEX0 = 6,
308 GEOM_RESULT_TEX1 = 7,
309 GEOM_RESULT_TEX2 = 8,
310 GEOM_RESULT_TEX3 = 9,
311 GEOM_RESULT_TEX4 = 10,
312 GEOM_RESULT_TEX5 = 11,
313 GEOM_RESULT_TEX6 = 12,
314 GEOM_RESULT_TEX7 = 13,
315 GEOM_RESULT_PSIZ = 14,
316 GEOM_RESULT_CLPV = 15,
317 GEOM_RESULT_PRID = 16,
318 GEOM_RESULT_LAYR = 17,
319 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
320 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
321 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
322 } gl_geom_result;
323
324
325 /**
326 * Indexes for fragment program input attributes. Note that
327 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
328 * assumptions about the layout of this enum.
329 */
330 typedef enum
331 {
332 FRAG_ATTRIB_WPOS = 0,
333 FRAG_ATTRIB_COL0 = 1,
334 FRAG_ATTRIB_COL1 = 2,
335 FRAG_ATTRIB_FOGC = 3,
336 FRAG_ATTRIB_TEX0 = 4,
337 FRAG_ATTRIB_TEX1 = 5,
338 FRAG_ATTRIB_TEX2 = 6,
339 FRAG_ATTRIB_TEX3 = 7,
340 FRAG_ATTRIB_TEX4 = 8,
341 FRAG_ATTRIB_TEX5 = 9,
342 FRAG_ATTRIB_TEX6 = 10,
343 FRAG_ATTRIB_TEX7 = 11,
344 FRAG_ATTRIB_FACE = 12, /**< front/back face */
345 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
346 FRAG_ATTRIB_CLIP_DIST0 = 14,
347 FRAG_ATTRIB_CLIP_DIST1 = 15,
348 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
349 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
350 } gl_frag_attrib;
351
352
353 /**
354 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
355 *
356 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
357 *
358 * gl_vert_result values which have no corresponding gl_frag_attrib
359 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
360 * VERT_RESULT_EDGE) are converted to a value of -1.
361 */
362 static inline int
363 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
364 {
365 if (vert_result >= VERT_RESULT_CLIP_DIST0)
366 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
367 else if (vert_result <= VERT_RESULT_TEX7)
368 return vert_result;
369 else
370 return -1;
371 }
372
373
374 /**
375 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
376 *
377 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
378 *
379 * gl_frag_attrib values which have no corresponding gl_vert_result
380 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
381 */
382 static inline int
383 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
384 {
385 if (frag_attrib <= FRAG_ATTRIB_TEX7)
386 return frag_attrib;
387 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
388 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
389 else
390 return -1;
391 }
392
393
394 /**
395 * Bitflags for fragment program input attributes.
396 */
397 /*@{*/
398 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
399 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
400 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
401 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
402 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
403 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
404 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
405 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
406 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
407 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
408 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
409 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
410 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
411 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
412 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
413
414 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
415 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
416
417 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
418 FRAG_BIT_TEX1| \
419 FRAG_BIT_TEX2| \
420 FRAG_BIT_TEX3| \
421 FRAG_BIT_TEX4| \
422 FRAG_BIT_TEX5| \
423 FRAG_BIT_TEX6| \
424 FRAG_BIT_TEX7)
425 /*@}*/
426
427
428 /**
429 * Fragment program results
430 */
431 typedef enum
432 {
433 FRAG_RESULT_DEPTH = 0,
434 FRAG_RESULT_STENCIL = 1,
435 /* If a single color should be written to all render targets, this
436 * register is written. No FRAG_RESULT_DATAn will be written.
437 */
438 FRAG_RESULT_COLOR = 2,
439
440 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
441 * or ARB_fragment_program fragment.color[n]) color results. If
442 * any are written, FRAG_RESULT_COLOR will not be written.
443 */
444 FRAG_RESULT_DATA0 = 3,
445 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
446 } gl_frag_result;
447
448
449 /**
450 * Indexes for all renderbuffers
451 */
452 typedef enum
453 {
454 /* the four standard color buffers */
455 BUFFER_FRONT_LEFT,
456 BUFFER_BACK_LEFT,
457 BUFFER_FRONT_RIGHT,
458 BUFFER_BACK_RIGHT,
459 BUFFER_DEPTH,
460 BUFFER_STENCIL,
461 BUFFER_ACCUM,
462 /* optional aux buffer */
463 BUFFER_AUX0,
464 /* generic renderbuffers */
465 BUFFER_COLOR0,
466 BUFFER_COLOR1,
467 BUFFER_COLOR2,
468 BUFFER_COLOR3,
469 BUFFER_COLOR4,
470 BUFFER_COLOR5,
471 BUFFER_COLOR6,
472 BUFFER_COLOR7,
473 BUFFER_COUNT
474 } gl_buffer_index;
475
476 /**
477 * Bit flags for all renderbuffers
478 */
479 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
480 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
481 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
482 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
483 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
484 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
485 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
486 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
487 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
488 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
489 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
490 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
491 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
492 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
493 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
494 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
495 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
496 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
497 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
498
499 /**
500 * Mask of all the color buffer bits (but not accum).
501 */
502 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
503 BUFFER_BIT_BACK_LEFT | \
504 BUFFER_BIT_FRONT_RIGHT | \
505 BUFFER_BIT_BACK_RIGHT | \
506 BUFFER_BIT_AUX0 | \
507 BUFFER_BIT_COLOR0 | \
508 BUFFER_BIT_COLOR1 | \
509 BUFFER_BIT_COLOR2 | \
510 BUFFER_BIT_COLOR3 | \
511 BUFFER_BIT_COLOR4 | \
512 BUFFER_BIT_COLOR5 | \
513 BUFFER_BIT_COLOR6 | \
514 BUFFER_BIT_COLOR7)
515
516
517 /**
518 * Framebuffer configuration (aka visual / pixelformat)
519 * Note: some of these fields should be boolean, but it appears that
520 * code in drivers/dri/common/util.c requires int-sized fields.
521 */
522 struct gl_config
523 {
524 GLboolean rgbMode;
525 GLboolean floatMode;
526 GLboolean colorIndexMode; /* XXX is this used anywhere? */
527 GLuint doubleBufferMode;
528 GLuint stereoMode;
529
530 GLboolean haveAccumBuffer;
531 GLboolean haveDepthBuffer;
532 GLboolean haveStencilBuffer;
533
534 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
535 GLuint redMask, greenMask, blueMask, alphaMask;
536 GLint rgbBits; /* total bits for rgb */
537 GLint indexBits; /* total bits for colorindex */
538
539 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
540 GLint depthBits;
541 GLint stencilBits;
542
543 GLint numAuxBuffers;
544
545 GLint level;
546
547 /* EXT_visual_rating / GLX 1.2 */
548 GLint visualRating;
549
550 /* EXT_visual_info / GLX 1.2 */
551 GLint transparentPixel;
552 /* colors are floats scaled to ints */
553 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
554 GLint transparentIndex;
555
556 /* ARB_multisample / SGIS_multisample */
557 GLint sampleBuffers;
558 GLint samples;
559
560 /* SGIX_pbuffer / GLX 1.3 */
561 GLint maxPbufferWidth;
562 GLint maxPbufferHeight;
563 GLint maxPbufferPixels;
564 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
565 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
566
567 /* OML_swap_method */
568 GLint swapMethod;
569
570 /* EXT_texture_from_pixmap */
571 GLint bindToTextureRgb;
572 GLint bindToTextureRgba;
573 GLint bindToMipmapTexture;
574 GLint bindToTextureTargets;
575 GLint yInverted;
576
577 /* EXT_framebuffer_sRGB */
578 GLint sRGBCapable;
579 };
580
581
582 /**
583 * \name Bit flags used for updating material values.
584 */
585 /*@{*/
586 #define MAT_ATTRIB_FRONT_AMBIENT 0
587 #define MAT_ATTRIB_BACK_AMBIENT 1
588 #define MAT_ATTRIB_FRONT_DIFFUSE 2
589 #define MAT_ATTRIB_BACK_DIFFUSE 3
590 #define MAT_ATTRIB_FRONT_SPECULAR 4
591 #define MAT_ATTRIB_BACK_SPECULAR 5
592 #define MAT_ATTRIB_FRONT_EMISSION 6
593 #define MAT_ATTRIB_BACK_EMISSION 7
594 #define MAT_ATTRIB_FRONT_SHININESS 8
595 #define MAT_ATTRIB_BACK_SHININESS 9
596 #define MAT_ATTRIB_FRONT_INDEXES 10
597 #define MAT_ATTRIB_BACK_INDEXES 11
598 #define MAT_ATTRIB_MAX 12
599
600 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
601 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
602 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
603 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
604 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
605 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
606
607 #define MAT_INDEX_AMBIENT 0
608 #define MAT_INDEX_DIFFUSE 1
609 #define MAT_INDEX_SPECULAR 2
610
611 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
612 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
613 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
614 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
615 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
616 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
617 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
618 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
619 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
620 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
621 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
622 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
623
624
625 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
626 MAT_BIT_FRONT_AMBIENT | \
627 MAT_BIT_FRONT_DIFFUSE | \
628 MAT_BIT_FRONT_SPECULAR | \
629 MAT_BIT_FRONT_SHININESS | \
630 MAT_BIT_FRONT_INDEXES)
631
632 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
633 MAT_BIT_BACK_AMBIENT | \
634 MAT_BIT_BACK_DIFFUSE | \
635 MAT_BIT_BACK_SPECULAR | \
636 MAT_BIT_BACK_SHININESS | \
637 MAT_BIT_BACK_INDEXES)
638
639 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
640 /*@}*/
641
642
643 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
644 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
645
646 /**
647 * Material shininess lookup table.
648 */
649 struct gl_shine_tab
650 {
651 struct gl_shine_tab *next, *prev;
652 GLfloat tab[SHINE_TABLE_SIZE+1];
653 GLfloat shininess;
654 GLuint refcount;
655 };
656
657
658 /**
659 * Light source state.
660 */
661 struct gl_light
662 {
663 struct gl_light *next; /**< double linked list with sentinel */
664 struct gl_light *prev;
665
666 GLfloat Ambient[4]; /**< ambient color */
667 GLfloat Diffuse[4]; /**< diffuse color */
668 GLfloat Specular[4]; /**< specular color */
669 GLfloat EyePosition[4]; /**< position in eye coordinates */
670 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
671 GLfloat SpotExponent;
672 GLfloat SpotCutoff; /**< in degrees */
673 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
674 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
675 GLfloat ConstantAttenuation;
676 GLfloat LinearAttenuation;
677 GLfloat QuadraticAttenuation;
678 GLboolean Enabled; /**< On/off flag */
679
680 /**
681 * \name Derived fields
682 */
683 /*@{*/
684 GLbitfield _Flags; /**< State */
685
686 GLfloat _Position[4]; /**< position in eye/obj coordinates */
687 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
688 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
689 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
690 GLfloat _VP_inf_spot_attenuation;
691
692 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
693 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
694 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
695 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
696 /*@}*/
697 };
698
699
700 /**
701 * Light model state.
702 */
703 struct gl_lightmodel
704 {
705 GLfloat Ambient[4]; /**< ambient color */
706 GLboolean LocalViewer; /**< Local (or infinite) view point? */
707 GLboolean TwoSide; /**< Two (or one) sided lighting? */
708 GLenum ColorControl; /**< either GL_SINGLE_COLOR
709 * or GL_SEPARATE_SPECULAR_COLOR */
710 };
711
712
713 /**
714 * Material state.
715 */
716 struct gl_material
717 {
718 GLfloat Attrib[MAT_ATTRIB_MAX][4];
719 };
720
721
722 /**
723 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
724 */
725 struct gl_accum_attrib
726 {
727 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
728 };
729
730
731 /**
732 * Used for storing clear color, texture border color, etc.
733 * The float values are typically unclamped.
734 */
735 union gl_color_union
736 {
737 GLfloat f[4];
738 GLint i[4];
739 GLuint ui[4];
740 };
741
742
743 /**
744 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
745 */
746 struct gl_colorbuffer_attrib
747 {
748 GLuint ClearIndex; /**< Index for glClear */
749 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
750 GLuint IndexMask; /**< Color index write mask */
751 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
752
753 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
754
755 /**
756 * \name alpha testing
757 */
758 /*@{*/
759 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
760 GLenum AlphaFunc; /**< Alpha test function */
761 GLfloat AlphaRefUnclamped;
762 GLclampf AlphaRef; /**< Alpha reference value */
763 /*@}*/
764
765 /**
766 * \name Blending
767 */
768 /*@{*/
769 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
770
771 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
772 * control, only on the fixed-pointness of the render target.
773 * The query does however depend on fragment color clamping.
774 */
775 GLfloat BlendColorUnclamped[4]; /**< Blending color */
776 GLfloat BlendColor[4]; /**< Blending color */
777
778 struct
779 {
780 GLenum SrcRGB; /**< RGB blend source term */
781 GLenum DstRGB; /**< RGB blend dest term */
782 GLenum SrcA; /**< Alpha blend source term */
783 GLenum DstA; /**< Alpha blend dest term */
784 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
785 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
786 } Blend[MAX_DRAW_BUFFERS];
787 /** Are the blend func terms currently different for each buffer/target? */
788 GLboolean _BlendFuncPerBuffer;
789 /** Are the blend equations currently different for each buffer/target? */
790 GLboolean _BlendEquationPerBuffer;
791 /*@}*/
792
793 /**
794 * \name Logic op
795 */
796 /*@{*/
797 GLenum LogicOp; /**< Logic operator */
798 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
799 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
800 /*@}*/
801
802 GLboolean DitherFlag; /**< Dither enable flag */
803
804 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
805 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
806 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
807 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
808
809 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
810 };
811
812
813 /**
814 * Current attribute group (GL_CURRENT_BIT).
815 */
816 struct gl_current_attrib
817 {
818 /**
819 * \name Current vertex attributes.
820 * \note Values are valid only after FLUSH_VERTICES has been called.
821 * \note Index and Edgeflag current values are stored as floats in the
822 * SIX and SEVEN attribute slots.
823 */
824 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
825
826 /**
827 * \name Current raster position attributes (always valid).
828 * \note This set of attributes is very similar to the SWvertex struct.
829 */
830 /*@{*/
831 GLfloat RasterPos[4];
832 GLfloat RasterDistance;
833 GLfloat RasterColor[4];
834 GLfloat RasterSecondaryColor[4];
835 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
836 GLboolean RasterPosValid;
837 /*@}*/
838 };
839
840
841 /**
842 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
843 */
844 struct gl_depthbuffer_attrib
845 {
846 GLenum Func; /**< Function for depth buffer compare */
847 GLclampd Clear; /**< Value to clear depth buffer to */
848 GLboolean Test; /**< Depth buffering enabled flag */
849 GLboolean Mask; /**< Depth buffer writable? */
850 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
851 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
852 };
853
854
855 /**
856 * Evaluator attribute group (GL_EVAL_BIT).
857 */
858 struct gl_eval_attrib
859 {
860 /**
861 * \name Enable bits
862 */
863 /*@{*/
864 GLboolean Map1Color4;
865 GLboolean Map1Index;
866 GLboolean Map1Normal;
867 GLboolean Map1TextureCoord1;
868 GLboolean Map1TextureCoord2;
869 GLboolean Map1TextureCoord3;
870 GLboolean Map1TextureCoord4;
871 GLboolean Map1Vertex3;
872 GLboolean Map1Vertex4;
873 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
874 GLboolean Map2Color4;
875 GLboolean Map2Index;
876 GLboolean Map2Normal;
877 GLboolean Map2TextureCoord1;
878 GLboolean Map2TextureCoord2;
879 GLboolean Map2TextureCoord3;
880 GLboolean Map2TextureCoord4;
881 GLboolean Map2Vertex3;
882 GLboolean Map2Vertex4;
883 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
884 GLboolean AutoNormal;
885 /*@}*/
886
887 /**
888 * \name Map Grid endpoints and divisions and calculated du values
889 */
890 /*@{*/
891 GLint MapGrid1un;
892 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
893 GLint MapGrid2un, MapGrid2vn;
894 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
895 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
896 /*@}*/
897 };
898
899
900 /**
901 * Fog attribute group (GL_FOG_BIT).
902 */
903 struct gl_fog_attrib
904 {
905 GLboolean Enabled; /**< Fog enabled flag */
906 GLfloat ColorUnclamped[4]; /**< Fog color */
907 GLfloat Color[4]; /**< Fog color */
908 GLfloat Density; /**< Density >= 0.0 */
909 GLfloat Start; /**< Start distance in eye coords */
910 GLfloat End; /**< End distance in eye coords */
911 GLfloat Index; /**< Fog index */
912 GLenum Mode; /**< Fog mode */
913 GLboolean ColorSumEnabled;
914 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
915 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
916 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
917 };
918
919
920 /**
921 * \brief Layout qualifiers for gl_FragDepth.
922 *
923 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
924 * a layout qualifier.
925 *
926 * \see enum ir_depth_layout
927 */
928 enum gl_frag_depth_layout {
929 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
930 FRAG_DEPTH_LAYOUT_ANY,
931 FRAG_DEPTH_LAYOUT_GREATER,
932 FRAG_DEPTH_LAYOUT_LESS,
933 FRAG_DEPTH_LAYOUT_UNCHANGED
934 };
935
936
937 /**
938 * Hint attribute group (GL_HINT_BIT).
939 *
940 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
941 */
942 struct gl_hint_attrib
943 {
944 GLenum PerspectiveCorrection;
945 GLenum PointSmooth;
946 GLenum LineSmooth;
947 GLenum PolygonSmooth;
948 GLenum Fog;
949 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
950 GLenum TextureCompression; /**< GL_ARB_texture_compression */
951 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
952 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
953 };
954
955 /**
956 * Light state flags.
957 */
958 /*@{*/
959 #define LIGHT_SPOT 0x1
960 #define LIGHT_LOCAL_VIEWER 0x2
961 #define LIGHT_POSITIONAL 0x4
962 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
963 /*@}*/
964
965
966 /**
967 * Lighting attribute group (GL_LIGHT_BIT).
968 */
969 struct gl_light_attrib
970 {
971 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
972 struct gl_lightmodel Model; /**< Lighting model */
973
974 /**
975 * Must flush FLUSH_VERTICES before referencing:
976 */
977 /*@{*/
978 struct gl_material Material; /**< Includes front & back values */
979 /*@}*/
980
981 GLboolean Enabled; /**< Lighting enabled flag */
982 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
983 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
984 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
985 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
986 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
987 GLboolean ColorMaterialEnabled;
988 GLenum ClampVertexColor;
989 GLboolean _ClampVertexColor;
990
991 struct gl_light EnabledList; /**< List sentinel */
992
993 /**
994 * Derived state for optimizations:
995 */
996 /*@{*/
997 GLboolean _NeedEyeCoords;
998 GLboolean _NeedVertices; /**< Use fast shader? */
999 GLbitfield _Flags; /**< LIGHT_* flags, see above */
1000 GLfloat _BaseColor[2][3];
1001 /*@}*/
1002 };
1003
1004
1005 /**
1006 * Line attribute group (GL_LINE_BIT).
1007 */
1008 struct gl_line_attrib
1009 {
1010 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
1011 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
1012 GLushort StipplePattern; /**< Stipple pattern */
1013 GLint StippleFactor; /**< Stipple repeat factor */
1014 GLfloat Width; /**< Line width */
1015 };
1016
1017
1018 /**
1019 * Display list attribute group (GL_LIST_BIT).
1020 */
1021 struct gl_list_attrib
1022 {
1023 GLuint ListBase;
1024 };
1025
1026
1027 /**
1028 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1029 */
1030 struct gl_multisample_attrib
1031 {
1032 GLboolean Enabled;
1033 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1034 GLboolean SampleAlphaToCoverage;
1035 GLboolean SampleAlphaToOne;
1036 GLboolean SampleCoverage;
1037 GLfloat SampleCoverageValue;
1038 GLboolean SampleCoverageInvert;
1039 };
1040
1041
1042 /**
1043 * A pixelmap (see glPixelMap)
1044 */
1045 struct gl_pixelmap
1046 {
1047 GLint Size;
1048 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1049 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1050 };
1051
1052
1053 /**
1054 * Collection of all pixelmaps
1055 */
1056 struct gl_pixelmaps
1057 {
1058 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1059 struct gl_pixelmap GtoG;
1060 struct gl_pixelmap BtoB;
1061 struct gl_pixelmap AtoA;
1062 struct gl_pixelmap ItoR;
1063 struct gl_pixelmap ItoG;
1064 struct gl_pixelmap ItoB;
1065 struct gl_pixelmap ItoA;
1066 struct gl_pixelmap ItoI;
1067 struct gl_pixelmap StoS;
1068 };
1069
1070
1071 /**
1072 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1073 */
1074 struct gl_pixel_attrib
1075 {
1076 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1077
1078 /*--- Begin Pixel Transfer State ---*/
1079 /* Fields are in the order in which they're applied... */
1080
1081 /** Scale & Bias (index shift, offset) */
1082 /*@{*/
1083 GLfloat RedBias, RedScale;
1084 GLfloat GreenBias, GreenScale;
1085 GLfloat BlueBias, BlueScale;
1086 GLfloat AlphaBias, AlphaScale;
1087 GLfloat DepthBias, DepthScale;
1088 GLint IndexShift, IndexOffset;
1089 /*@}*/
1090
1091 /* Pixel Maps */
1092 /* Note: actual pixel maps are not part of this attrib group */
1093 GLboolean MapColorFlag;
1094 GLboolean MapStencilFlag;
1095
1096 /*--- End Pixel Transfer State ---*/
1097
1098 /** glPixelZoom */
1099 GLfloat ZoomX, ZoomY;
1100 };
1101
1102
1103 /**
1104 * Point attribute group (GL_POINT_BIT).
1105 */
1106 struct gl_point_attrib
1107 {
1108 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1109 GLfloat Size; /**< User-specified point size */
1110 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1111 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1112 GLfloat Threshold; /**< GL_EXT_point_parameters */
1113 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1114 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1115 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1116 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1117 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1118 };
1119
1120
1121 /**
1122 * Polygon attribute group (GL_POLYGON_BIT).
1123 */
1124 struct gl_polygon_attrib
1125 {
1126 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1127 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1128 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1129 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1130 GLboolean CullFlag; /**< Culling on/off flag */
1131 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1132 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1133 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1134 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1135 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1136 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1137 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1138 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1139 };
1140
1141
1142 /**
1143 * Scissor attributes (GL_SCISSOR_BIT).
1144 */
1145 struct gl_scissor_attrib
1146 {
1147 GLboolean Enabled; /**< Scissor test enabled? */
1148 GLint X, Y; /**< Lower left corner of box */
1149 GLsizei Width, Height; /**< Size of box */
1150 };
1151
1152
1153 /**
1154 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1155 *
1156 * Three sets of stencil data are tracked so that OpenGL 2.0,
1157 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1158 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1159 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1160 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1161 * GL_EXT_stencil_two_side GL_BACK state.
1162 *
1163 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1164 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1165 *
1166 * The derived value \c _TestTwoSide is set when the front-face and back-face
1167 * stencil state are different.
1168 */
1169 struct gl_stencil_attrib
1170 {
1171 GLboolean Enabled; /**< Enabled flag */
1172 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1173 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1174 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1175 GLboolean _TestTwoSide;
1176 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1177 GLenum Function[3]; /**< Stencil function */
1178 GLenum FailFunc[3]; /**< Fail function */
1179 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1180 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1181 GLint Ref[3]; /**< Reference value */
1182 GLuint ValueMask[3]; /**< Value mask */
1183 GLuint WriteMask[3]; /**< Write mask */
1184 GLuint Clear; /**< Clear value */
1185 };
1186
1187
1188 /**
1189 * An index for each type of texture object. These correspond to the GL
1190 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1191 * Note: the order is from highest priority to lowest priority.
1192 */
1193 typedef enum
1194 {
1195 TEXTURE_BUFFER_INDEX,
1196 TEXTURE_2D_ARRAY_INDEX,
1197 TEXTURE_1D_ARRAY_INDEX,
1198 TEXTURE_EXTERNAL_INDEX,
1199 TEXTURE_CUBE_INDEX,
1200 TEXTURE_3D_INDEX,
1201 TEXTURE_RECT_INDEX,
1202 TEXTURE_2D_INDEX,
1203 TEXTURE_1D_INDEX,
1204 NUM_TEXTURE_TARGETS
1205 } gl_texture_index;
1206
1207
1208 /**
1209 * Bit flags for each type of texture object
1210 * Used for Texture.Unit[]._ReallyEnabled flags.
1211 */
1212 /*@{*/
1213 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1214 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1215 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1216 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1217 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1218 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1219 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1220 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1221 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1222 /*@}*/
1223
1224
1225 /**
1226 * TexGenEnabled flags.
1227 */
1228 /*@{*/
1229 #define S_BIT 1
1230 #define T_BIT 2
1231 #define R_BIT 4
1232 #define Q_BIT 8
1233 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1234 /*@}*/
1235
1236
1237 /**
1238 * Bit flag versions of the corresponding GL_ constants.
1239 */
1240 /*@{*/
1241 #define TEXGEN_SPHERE_MAP 0x1
1242 #define TEXGEN_OBJ_LINEAR 0x2
1243 #define TEXGEN_EYE_LINEAR 0x4
1244 #define TEXGEN_REFLECTION_MAP_NV 0x8
1245 #define TEXGEN_NORMAL_MAP_NV 0x10
1246
1247 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1248 TEXGEN_REFLECTION_MAP_NV | \
1249 TEXGEN_NORMAL_MAP_NV)
1250 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1251 TEXGEN_REFLECTION_MAP_NV | \
1252 TEXGEN_NORMAL_MAP_NV | \
1253 TEXGEN_EYE_LINEAR)
1254 /*@}*/
1255
1256
1257
1258 /** Tex-gen enabled for texture unit? */
1259 #define ENABLE_TEXGEN(unit) (1 << (unit))
1260
1261 /** Non-identity texture matrix for texture unit? */
1262 #define ENABLE_TEXMAT(unit) (1 << (unit))
1263
1264
1265 /**
1266 * Texture image state. Drivers will typically create a subclass of this
1267 * with extra fields for memory buffers, etc.
1268 */
1269 struct gl_texture_image
1270 {
1271 GLint InternalFormat; /**< Internal format as given by the user */
1272 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1273 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1274 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1275 * GL_DEPTH_STENCIL_EXT only. Used for
1276 * choosing TexEnv arithmetic.
1277 */
1278 gl_format TexFormat; /**< The actual texture memory format */
1279
1280 GLuint Border; /**< 0 or 1 */
1281 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1282 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1283 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1284 GLuint Width2; /**< = Width - 2*Border */
1285 GLuint Height2; /**< = Height - 2*Border */
1286 GLuint Depth2; /**< = Depth - 2*Border */
1287 GLuint WidthLog2; /**< = log2(Width2) */
1288 GLuint HeightLog2; /**< = log2(Height2) */
1289 GLuint DepthLog2; /**< = log2(Depth2) */
1290 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1291
1292 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1293 GLuint Level; /**< Which mipmap level am I? */
1294 /** Cube map face: index into gl_texture_object::Image[] array */
1295 GLuint Face;
1296 };
1297
1298
1299 /**
1300 * Indexes for cube map faces.
1301 */
1302 typedef enum
1303 {
1304 FACE_POS_X = 0,
1305 FACE_NEG_X = 1,
1306 FACE_POS_Y = 2,
1307 FACE_NEG_Y = 3,
1308 FACE_POS_Z = 4,
1309 FACE_NEG_Z = 5,
1310 MAX_FACES = 6
1311 } gl_face_index;
1312
1313
1314 /**
1315 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1316 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1317 */
1318 struct gl_sampler_object
1319 {
1320 GLuint Name;
1321 GLint RefCount;
1322
1323 GLenum WrapS; /**< S-axis texture image wrap mode */
1324 GLenum WrapT; /**< T-axis texture image wrap mode */
1325 GLenum WrapR; /**< R-axis texture image wrap mode */
1326 GLenum MinFilter; /**< minification filter */
1327 GLenum MagFilter; /**< magnification filter */
1328 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1329 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1330 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1331 GLfloat LodBias; /**< OpenGL 1.4 */
1332 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1333 GLenum CompareMode; /**< GL_ARB_shadow */
1334 GLenum CompareFunc; /**< GL_ARB_shadow */
1335 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1336 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1337 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1338
1339 /* deprecated sampler state */
1340 GLenum DepthMode; /**< GL_ARB_depth_texture */
1341 };
1342
1343
1344 /**
1345 * Texture object state. Contains the array of mipmap images, border color,
1346 * wrap modes, filter modes, and shadow/texcompare state.
1347 */
1348 struct gl_texture_object
1349 {
1350 _glthread_Mutex Mutex; /**< for thread safety */
1351 GLint RefCount; /**< reference count */
1352 GLuint Name; /**< the user-visible texture object ID */
1353 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1354
1355 struct gl_sampler_object Sampler;
1356
1357 GLfloat Priority; /**< in [0,1] */
1358 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1359 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1360 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1361 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1362 GLint CropRect[4]; /**< GL_OES_draw_texture */
1363 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1364 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1365 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1366 GLboolean _Complete; /**< Is texture object complete? */
1367 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1368 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1369 GLboolean Immutable; /**< GL_ARB_texture_storage */
1370
1371 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1372 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1373
1374 /** GL_ARB_texture_buffer_object */
1375 struct gl_buffer_object *BufferObject;
1376 GLenum BufferObjectFormat;
1377
1378 /** GL_OES_EGL_image_external */
1379 GLint RequiredTextureImageUnits;
1380 };
1381
1382
1383 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1384 #define MAX_COMBINER_TERMS 4
1385
1386
1387 /**
1388 * Texture combine environment state.
1389 */
1390 struct gl_tex_env_combine_state
1391 {
1392 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1393 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1394 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1395 GLenum SourceRGB[MAX_COMBINER_TERMS];
1396 GLenum SourceA[MAX_COMBINER_TERMS];
1397 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1398 GLenum OperandRGB[MAX_COMBINER_TERMS];
1399 GLenum OperandA[MAX_COMBINER_TERMS];
1400 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1401 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1402 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1403 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1404 };
1405
1406
1407 /**
1408 * Texture coord generation state.
1409 */
1410 struct gl_texgen
1411 {
1412 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1413 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1414 GLfloat ObjectPlane[4];
1415 GLfloat EyePlane[4];
1416 };
1417
1418
1419 /**
1420 * Texture unit state. Contains enable flags, texture environment/function/
1421 * combiners, texgen state, and pointers to current texture objects.
1422 */
1423 struct gl_texture_unit
1424 {
1425 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1426 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1427
1428 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1429 GLclampf EnvColor[4];
1430 GLfloat EnvColorUnclamped[4];
1431
1432 struct gl_texgen GenS;
1433 struct gl_texgen GenT;
1434 struct gl_texgen GenR;
1435 struct gl_texgen GenQ;
1436 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1437 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1438
1439 GLfloat LodBias; /**< for biasing mipmap levels */
1440 GLenum BumpTarget;
1441 GLfloat RotMatrix[4]; /* 2x2 matrix */
1442
1443 /** Current sampler object (GL_ARB_sampler_objects) */
1444 struct gl_sampler_object *Sampler;
1445
1446 /**
1447 * \name GL_EXT_texture_env_combine
1448 */
1449 struct gl_tex_env_combine_state Combine;
1450
1451 /**
1452 * Derived state based on \c EnvMode and the \c BaseFormat of the
1453 * currently enabled texture.
1454 */
1455 struct gl_tex_env_combine_state _EnvMode;
1456
1457 /**
1458 * Currently enabled combiner state. This will point to either
1459 * \c Combine or \c _EnvMode.
1460 */
1461 struct gl_tex_env_combine_state *_CurrentCombine;
1462
1463 /** Current texture object pointers */
1464 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1465
1466 /** Points to highest priority, complete and enabled texture object */
1467 struct gl_texture_object *_Current;
1468 };
1469
1470
1471 /**
1472 * Texture attribute group (GL_TEXTURE_BIT).
1473 */
1474 struct gl_texture_attrib
1475 {
1476 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1477 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1478
1479 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1480
1481 /** GL_ARB_texture_buffer_object */
1482 struct gl_buffer_object *BufferObject;
1483
1484 /** GL_ARB_seamless_cubemap */
1485 GLboolean CubeMapSeamless;
1486
1487 /** Texture units/samplers used by vertex or fragment texturing */
1488 GLbitfield _EnabledUnits;
1489
1490 /** Texture coord units/sets used for fragment texturing */
1491 GLbitfield _EnabledCoordUnits;
1492
1493 /** Texture coord units that have texgen enabled */
1494 GLbitfield _TexGenEnabled;
1495
1496 /** Texture coord units that have non-identity matrices */
1497 GLbitfield _TexMatEnabled;
1498
1499 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1500 GLbitfield _GenFlags;
1501 };
1502
1503
1504 /**
1505 * Data structure representing a single clip plane (e.g. one of the elements
1506 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1507 */
1508 typedef GLfloat gl_clip_plane[4];
1509
1510
1511 /**
1512 * Transformation attribute group (GL_TRANSFORM_BIT).
1513 */
1514 struct gl_transform_attrib
1515 {
1516 GLenum MatrixMode; /**< Matrix mode */
1517 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1518 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1519 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1520 GLboolean Normalize; /**< Normalize all normals? */
1521 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1522 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1523 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1524
1525 GLfloat CullEyePos[4];
1526 GLfloat CullObjPos[4];
1527 };
1528
1529
1530 /**
1531 * Viewport attribute group (GL_VIEWPORT_BIT).
1532 */
1533 struct gl_viewport_attrib
1534 {
1535 GLint X, Y; /**< position */
1536 GLsizei Width, Height; /**< size */
1537 GLfloat Near, Far; /**< Depth buffer range */
1538 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1539 };
1540
1541
1542 /**
1543 * GL_ARB_vertex/pixel_buffer_object buffer object
1544 */
1545 struct gl_buffer_object
1546 {
1547 _glthread_Mutex Mutex;
1548 GLint RefCount;
1549 GLuint Name;
1550 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1551 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1552 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1553 /** Fields describing a mapped buffer */
1554 /*@{*/
1555 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1556 GLvoid *Pointer; /**< User-space address of mapping */
1557 GLintptr Offset; /**< Mapped offset */
1558 GLsizeiptr Length; /**< Mapped length */
1559 /*@}*/
1560 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1561 GLboolean Written; /**< Ever written to? (for debugging) */
1562 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1563 };
1564
1565
1566 /**
1567 * Client pixel packing/unpacking attributes
1568 */
1569 struct gl_pixelstore_attrib
1570 {
1571 GLint Alignment;
1572 GLint RowLength;
1573 GLint SkipPixels;
1574 GLint SkipRows;
1575 GLint ImageHeight;
1576 GLint SkipImages;
1577 GLboolean SwapBytes;
1578 GLboolean LsbFirst;
1579 GLboolean Invert; /**< GL_MESA_pack_invert */
1580 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1581 };
1582
1583
1584 /**
1585 * Client vertex array attributes
1586 */
1587 struct gl_client_array
1588 {
1589 GLint Size; /**< components per element (1,2,3,4) */
1590 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1591 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1592 GLsizei Stride; /**< user-specified stride */
1593 GLsizei StrideB; /**< actual stride in bytes */
1594 const GLubyte *Ptr; /**< Points to array data */
1595 GLboolean Enabled; /**< Enabled flag is a boolean */
1596 GLboolean Normalized; /**< GL_ARB_vertex_program */
1597 GLboolean Integer; /**< Integer-valued? */
1598 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1599 GLuint _ElementSize; /**< size of each element in bytes */
1600
1601 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1602 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1603 };
1604
1605
1606 /**
1607 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1608 * extension, but a nice encapsulation in any case.
1609 */
1610 struct gl_array_object
1611 {
1612 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1613 GLuint Name;
1614
1615 GLint RefCount;
1616 _glthread_Mutex Mutex;
1617
1618 /**
1619 * Does the VAO use ARB semantics or Apple semantics?
1620 *
1621 * There are several ways in which ARB_vertex_array_object and
1622 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1623 * least,
1624 *
1625 * - ARB VAOs require that all array data be sourced from vertex buffer
1626 * objects, but Apple VAOs do not.
1627 *
1628 * - ARB VAOs require that names come from GenVertexArrays.
1629 *
1630 * This flag notes which behavior governs this VAO.
1631 */
1632 GLboolean ARBsemantics;
1633
1634 /** Vertex attribute arrays */
1635 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1636
1637 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1638 GLbitfield64 _Enabled;
1639
1640 /**
1641 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1642 * we can determine the max legal (in bounds) glDrawElements array index.
1643 */
1644 GLuint _MaxElement;
1645
1646 struct gl_buffer_object *ElementArrayBufferObj;
1647 };
1648
1649
1650 /**
1651 * Vertex array state
1652 */
1653 struct gl_array_attrib
1654 {
1655 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1656 struct gl_array_object *ArrayObj;
1657
1658 /** The default vertex array object */
1659 struct gl_array_object *DefaultArrayObj;
1660
1661 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1662 struct _mesa_HashTable *Objects;
1663
1664 GLint ActiveTexture; /**< Client Active Texture */
1665 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1666 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1667
1668 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1669 GLboolean PrimitiveRestart;
1670 GLuint RestartIndex;
1671
1672 GLbitfield64 NewState; /**< mask of VERT_BIT_* values */
1673 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1674
1675 /* GL_ARB_vertex_buffer_object */
1676 struct gl_buffer_object *ArrayBufferObj;
1677 };
1678
1679
1680 /**
1681 * Feedback buffer state
1682 */
1683 struct gl_feedback
1684 {
1685 GLenum Type;
1686 GLbitfield _Mask; /**< FB_* bits */
1687 GLfloat *Buffer;
1688 GLuint BufferSize;
1689 GLuint Count;
1690 };
1691
1692
1693 /**
1694 * Selection buffer state
1695 */
1696 struct gl_selection
1697 {
1698 GLuint *Buffer; /**< selection buffer */
1699 GLuint BufferSize; /**< size of the selection buffer */
1700 GLuint BufferCount; /**< number of values in the selection buffer */
1701 GLuint Hits; /**< number of records in the selection buffer */
1702 GLuint NameStackDepth; /**< name stack depth */
1703 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1704 GLboolean HitFlag; /**< hit flag */
1705 GLfloat HitMinZ; /**< minimum hit depth */
1706 GLfloat HitMaxZ; /**< maximum hit depth */
1707 };
1708
1709
1710 /**
1711 * 1-D Evaluator control points
1712 */
1713 struct gl_1d_map
1714 {
1715 GLuint Order; /**< Number of control points */
1716 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1717 GLfloat *Points; /**< Points to contiguous control points */
1718 };
1719
1720
1721 /**
1722 * 2-D Evaluator control points
1723 */
1724 struct gl_2d_map
1725 {
1726 GLuint Uorder; /**< Number of control points in U dimension */
1727 GLuint Vorder; /**< Number of control points in V dimension */
1728 GLfloat u1, u2, du;
1729 GLfloat v1, v2, dv;
1730 GLfloat *Points; /**< Points to contiguous control points */
1731 };
1732
1733
1734 /**
1735 * All evaluator control point state
1736 */
1737 struct gl_evaluators
1738 {
1739 /**
1740 * \name 1-D maps
1741 */
1742 /*@{*/
1743 struct gl_1d_map Map1Vertex3;
1744 struct gl_1d_map Map1Vertex4;
1745 struct gl_1d_map Map1Index;
1746 struct gl_1d_map Map1Color4;
1747 struct gl_1d_map Map1Normal;
1748 struct gl_1d_map Map1Texture1;
1749 struct gl_1d_map Map1Texture2;
1750 struct gl_1d_map Map1Texture3;
1751 struct gl_1d_map Map1Texture4;
1752 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1753 /*@}*/
1754
1755 /**
1756 * \name 2-D maps
1757 */
1758 /*@{*/
1759 struct gl_2d_map Map2Vertex3;
1760 struct gl_2d_map Map2Vertex4;
1761 struct gl_2d_map Map2Index;
1762 struct gl_2d_map Map2Color4;
1763 struct gl_2d_map Map2Normal;
1764 struct gl_2d_map Map2Texture1;
1765 struct gl_2d_map Map2Texture2;
1766 struct gl_2d_map Map2Texture3;
1767 struct gl_2d_map Map2Texture4;
1768 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1769 /*@}*/
1770 };
1771
1772
1773 /**
1774 * Names of the various vertex/fragment program register files, etc.
1775 *
1776 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1777 * All values should fit in a 4-bit field.
1778 *
1779 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1780 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1781 * be "uniform" variables since they can only be set outside glBegin/End.
1782 * They're also all stored in the same Parameters array.
1783 */
1784 typedef enum
1785 {
1786 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1787 PROGRAM_INPUT, /**< machine->Inputs[] */
1788 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1789 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1790 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1791 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1792 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1793 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1794 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1795 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1796 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1797 PROGRAM_ADDRESS, /**< machine->AddressReg */
1798 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1799 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1800 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1801 PROGRAM_FILE_MAX
1802 } gl_register_file;
1803
1804
1805 /**
1806 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1807 * one of these values.
1808 */
1809 typedef enum
1810 {
1811 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1812 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1813 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1814 SYSTEM_VALUE_MAX /**< Number of values */
1815 } gl_system_value;
1816
1817
1818 /**
1819 * The possible interpolation qualifiers that can be applied to a fragment
1820 * shader input in GLSL.
1821 *
1822 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1823 * gl_fragment_program data structure to 0 causes the default behavior.
1824 */
1825 enum glsl_interp_qualifier
1826 {
1827 INTERP_QUALIFIER_NONE = 0,
1828 INTERP_QUALIFIER_SMOOTH,
1829 INTERP_QUALIFIER_FLAT,
1830 INTERP_QUALIFIER_NOPERSPECTIVE
1831 };
1832
1833
1834 /** Vertex and fragment instructions */
1835 struct prog_instruction;
1836 struct gl_program_parameter_list;
1837 struct gl_uniform_list;
1838
1839 struct gl_transform_feedback_varying_info {
1840 char *Name;
1841 GLenum Type;
1842 GLint Size;
1843 };
1844
1845 struct gl_transform_feedback_output {
1846 unsigned OutputRegister;
1847 unsigned OutputBuffer;
1848 unsigned NumComponents;
1849
1850 /** offset (in DWORDs) of this output within the interleaved structure */
1851 unsigned DstOffset;
1852
1853 /**
1854 * Offset into the output register of the data to output. For example,
1855 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1856 * offset is in the y and z components of the output register.
1857 */
1858 unsigned ComponentOffset;
1859 };
1860
1861 /** Post-link transform feedback info. */
1862 struct gl_transform_feedback_info {
1863 unsigned NumOutputs;
1864
1865 /**
1866 * Number of transform feedback buffers in use by this program.
1867 */
1868 unsigned NumBuffers;
1869
1870 struct gl_transform_feedback_output *Outputs;
1871
1872 /** Transform feedback varyings used for the linking of this shader program.
1873 *
1874 * Use for glGetTransformFeedbackVarying().
1875 */
1876 struct gl_transform_feedback_varying_info *Varyings;
1877 GLint NumVarying;
1878
1879 /**
1880 * Total number of components stored in each buffer. This may be used by
1881 * hardware back-ends to determine the correct stride when interleaving
1882 * multiple transform feedback outputs in the same buffer.
1883 */
1884 unsigned BufferStride[MAX_FEEDBACK_ATTRIBS];
1885 };
1886
1887 /**
1888 * Base class for any kind of program object
1889 */
1890 struct gl_program
1891 {
1892 GLuint Id;
1893 GLubyte *String; /**< Null-terminated program text */
1894 GLint RefCount;
1895 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1896 GLenum Format; /**< String encoding format */
1897 GLboolean Resident;
1898
1899 struct prog_instruction *Instructions;
1900
1901 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1902 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1903 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1904 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1905 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1906 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1907 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1908 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1909
1910
1911 /** Named parameters, constants, etc. from program text */
1912 struct gl_program_parameter_list *Parameters;
1913 /** Numbered local parameters */
1914 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1915
1916 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1917 GLubyte SamplerUnits[MAX_SAMPLERS];
1918
1919 /** Bitmask of which register files are read/written with indirect
1920 * addressing. Mask of (1 << PROGRAM_x) bits.
1921 */
1922 GLbitfield IndirectRegisterFiles;
1923
1924 /** Logical counts */
1925 /*@{*/
1926 GLuint NumInstructions;
1927 GLuint NumTemporaries;
1928 GLuint NumParameters;
1929 GLuint NumAttributes;
1930 GLuint NumAddressRegs;
1931 GLuint NumAluInstructions;
1932 GLuint NumTexInstructions;
1933 GLuint NumTexIndirections;
1934 /*@}*/
1935 /** Native, actual h/w counts */
1936 /*@{*/
1937 GLuint NumNativeInstructions;
1938 GLuint NumNativeTemporaries;
1939 GLuint NumNativeParameters;
1940 GLuint NumNativeAttributes;
1941 GLuint NumNativeAddressRegs;
1942 GLuint NumNativeAluInstructions;
1943 GLuint NumNativeTexInstructions;
1944 GLuint NumNativeTexIndirections;
1945 /*@}*/
1946 };
1947
1948
1949 /** Vertex program object */
1950 struct gl_vertex_program
1951 {
1952 struct gl_program Base; /**< base class */
1953 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1954 GLboolean IsPositionInvariant;
1955 GLboolean UsesClipDistance;
1956 };
1957
1958
1959 /** Geometry program object */
1960 struct gl_geometry_program
1961 {
1962 struct gl_program Base; /**< base class */
1963
1964 GLint VerticesOut;
1965 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1966 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1967 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1968 };
1969
1970
1971 /** Fragment program object */
1972 struct gl_fragment_program
1973 {
1974 struct gl_program Base; /**< base class */
1975 GLboolean UsesKill; /**< shader uses KIL instruction */
1976 GLboolean OriginUpperLeft;
1977 GLboolean PixelCenterInteger;
1978 enum gl_frag_depth_layout FragDepthLayout;
1979
1980 /**
1981 * GLSL interpolation qualifier associated with each fragment shader input.
1982 * For inputs that do not have an interpolation qualifier specified in
1983 * GLSL, the value is INTERP_QUALIFIER_NONE.
1984 */
1985 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
1986 };
1987
1988
1989 /**
1990 * State common to vertex and fragment programs.
1991 */
1992 struct gl_program_state
1993 {
1994 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1995 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1996 };
1997
1998
1999 /**
2000 * Context state for vertex programs.
2001 */
2002 struct gl_vertex_program_state
2003 {
2004 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2005 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2006 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2007 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2008 /** Computed two sided lighting for fixed function/programs. */
2009 GLboolean _TwoSideEnabled;
2010 struct gl_vertex_program *Current; /**< User-bound vertex program */
2011
2012 /** Currently enabled and valid vertex program (including internal
2013 * programs, user-defined vertex programs and GLSL vertex shaders).
2014 * This is the program we must use when rendering.
2015 */
2016 struct gl_vertex_program *_Current;
2017
2018 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2019
2020 /* For GL_NV_vertex_program only: */
2021 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
2022 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
2023
2024 /** Should fixed-function T&L be implemented with a vertex prog? */
2025 GLboolean _MaintainTnlProgram;
2026
2027 /** Program to emulate fixed-function T&L (see above) */
2028 struct gl_vertex_program *_TnlProgram;
2029
2030 /** Cache of fixed-function programs */
2031 struct gl_program_cache *Cache;
2032
2033 GLboolean _Overriden;
2034 };
2035
2036
2037 /**
2038 * Context state for geometry programs.
2039 */
2040 struct gl_geometry_program_state
2041 {
2042 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2043 GLboolean _Enabled; /**< Enabled and valid program? */
2044 struct gl_geometry_program *Current; /**< user-bound geometry program */
2045
2046 /** Currently enabled and valid program (including internal programs
2047 * and compiled shader programs).
2048 */
2049 struct gl_geometry_program *_Current;
2050
2051 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2052
2053 /** Cache of fixed-function programs */
2054 struct gl_program_cache *Cache;
2055 };
2056
2057 /**
2058 * Context state for fragment programs.
2059 */
2060 struct gl_fragment_program_state
2061 {
2062 GLboolean Enabled; /**< User-set fragment program enable flag */
2063 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2064 struct gl_fragment_program *Current; /**< User-bound fragment program */
2065
2066 /** Currently enabled and valid fragment program (including internal
2067 * programs, user-defined fragment programs and GLSL fragment shaders).
2068 * This is the program we must use when rendering.
2069 */
2070 struct gl_fragment_program *_Current;
2071
2072 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2073
2074 /** Should fixed-function texturing be implemented with a fragment prog? */
2075 GLboolean _MaintainTexEnvProgram;
2076
2077 /** Program to emulate fixed-function texture env/combine (see above) */
2078 struct gl_fragment_program *_TexEnvProgram;
2079
2080 /** Cache of fixed-function programs */
2081 struct gl_program_cache *Cache;
2082 };
2083
2084
2085 /**
2086 * ATI_fragment_shader runtime state
2087 */
2088 #define ATI_FS_INPUT_PRIMARY 0
2089 #define ATI_FS_INPUT_SECONDARY 1
2090
2091 struct atifs_instruction;
2092 struct atifs_setupinst;
2093
2094 /**
2095 * ATI fragment shader
2096 */
2097 struct ati_fragment_shader
2098 {
2099 GLuint Id;
2100 GLint RefCount;
2101 struct atifs_instruction *Instructions[2];
2102 struct atifs_setupinst *SetupInst[2];
2103 GLfloat Constants[8][4];
2104 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2105 GLubyte numArithInstr[2];
2106 GLubyte regsAssigned[2];
2107 GLubyte NumPasses; /**< 1 or 2 */
2108 GLubyte cur_pass;
2109 GLubyte last_optype;
2110 GLboolean interpinp1;
2111 GLboolean isValid;
2112 GLuint swizzlerq;
2113 };
2114
2115 /**
2116 * Context state for GL_ATI_fragment_shader
2117 */
2118 struct gl_ati_fragment_shader_state
2119 {
2120 GLboolean Enabled;
2121 GLboolean _Enabled; /**< enabled and valid shader? */
2122 GLboolean Compiling;
2123 GLfloat GlobalConstants[8][4];
2124 struct ati_fragment_shader *Current;
2125 };
2126
2127
2128 /**
2129 * Occlusion/timer query object.
2130 */
2131 struct gl_query_object
2132 {
2133 GLenum Target; /**< The query target, when active */
2134 GLuint Id; /**< hash table ID/name */
2135 GLuint64EXT Result; /**< the counter */
2136 GLboolean Active; /**< inside Begin/EndQuery */
2137 GLboolean Ready; /**< result is ready? */
2138 };
2139
2140
2141 /**
2142 * Context state for query objects.
2143 */
2144 struct gl_query_state
2145 {
2146 struct _mesa_HashTable *QueryObjects;
2147 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2148 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2149
2150 /** GL_NV_conditional_render */
2151 struct gl_query_object *CondRenderQuery;
2152
2153 /** GL_EXT_transform_feedback */
2154 struct gl_query_object *PrimitivesGenerated;
2155 struct gl_query_object *PrimitivesWritten;
2156
2157 /** GL_ARB_timer_query */
2158 struct gl_query_object *TimeElapsed;
2159
2160 GLenum CondRenderMode;
2161 };
2162
2163
2164 /** Sync object state */
2165 struct gl_sync_object {
2166 struct simple_node link;
2167 GLenum Type; /**< GL_SYNC_FENCE */
2168 GLuint Name; /**< Fence name */
2169 GLint RefCount; /**< Reference count */
2170 GLboolean DeletePending; /**< Object was deleted while there were still
2171 * live references (e.g., sync not yet finished)
2172 */
2173 GLenum SyncCondition;
2174 GLbitfield Flags; /**< Flags passed to glFenceSync */
2175 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2176 };
2177
2178
2179 /** Set by #pragma directives */
2180 struct gl_sl_pragmas
2181 {
2182 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2183 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2184 GLboolean Optimize; /**< defaults on */
2185 GLboolean Debug; /**< defaults off */
2186 };
2187
2188
2189 /**
2190 * A GLSL vertex or fragment shader object.
2191 */
2192 struct gl_shader
2193 {
2194 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2195 GLuint Name; /**< AKA the handle */
2196 GLint RefCount; /**< Reference count */
2197 GLboolean DeletePending;
2198 GLboolean CompileStatus;
2199 const GLchar *Source; /**< Source code string */
2200 GLuint SourceChecksum; /**< for debug/logging purposes */
2201 struct gl_program *Program; /**< Post-compile assembly code */
2202 GLchar *InfoLog;
2203 struct gl_sl_pragmas Pragmas;
2204
2205 unsigned Version; /**< GLSL version used for linking */
2206
2207 /**
2208 * \name Sampler tracking
2209 *
2210 * \note Each of these fields is only set post-linking.
2211 */
2212 /*@{*/
2213 unsigned num_samplers; /**< Number of samplers used by this shader. */
2214 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2215 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2216 /*@}*/
2217
2218 /**
2219 * Number of uniform components used by this shader.
2220 *
2221 * This field is only set post-linking.
2222 */
2223 unsigned num_uniform_components;
2224
2225 struct exec_list *ir;
2226 struct glsl_symbol_table *symbols;
2227
2228 /** Shaders containing built-in functions that are used for linking. */
2229 struct gl_shader *builtins_to_link[16];
2230 unsigned num_builtins_to_link;
2231 };
2232
2233
2234 /**
2235 * A GLSL program object.
2236 * Basically a linked collection of vertex and fragment shaders.
2237 */
2238 struct gl_shader_program
2239 {
2240 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2241 GLuint Name; /**< aka handle or ID */
2242 GLint RefCount; /**< Reference count */
2243 GLboolean DeletePending;
2244
2245 /**
2246 * Flags that the linker should not reject the program if it lacks
2247 * a vertex or fragment shader. GLES2 doesn't allow separate
2248 * shader objects, and would reject them. However, we internally
2249 * build separate shader objects for fixed function programs, which
2250 * we use for drivers/common/meta.c and for handling
2251 * _mesa_update_state with no program bound (for example in
2252 * glClear()).
2253 */
2254 GLboolean InternalSeparateShader;
2255
2256 GLuint NumShaders; /**< number of attached shaders */
2257 struct gl_shader **Shaders; /**< List of attached the shaders */
2258
2259 /**
2260 * User-defined attribute bindings
2261 *
2262 * These are set via \c glBindAttribLocation and are used to direct the
2263 * GLSL linker. These are \b not the values used in the compiled shader,
2264 * and they are \b not the values returned by \c glGetAttribLocation.
2265 */
2266 struct string_to_uint_map *AttributeBindings;
2267
2268 /**
2269 * User-defined fragment data bindings
2270 *
2271 * These are set via \c glBindFragDataLocation and are used to direct the
2272 * GLSL linker. These are \b not the values used in the compiled shader,
2273 * and they are \b not the values returned by \c glGetFragDataLocation.
2274 */
2275 struct string_to_uint_map *FragDataBindings;
2276
2277 /**
2278 * Transform feedback varyings last specified by
2279 * glTransformFeedbackVaryings().
2280 *
2281 * For the current set of transform feeedback varyings used for transform
2282 * feedback output, see LinkedTransformFeedback.
2283 */
2284 struct {
2285 GLenum BufferMode;
2286 GLuint NumVarying;
2287 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2288 } TransformFeedback;
2289
2290 /** Post-link transform feedback info. */
2291 struct gl_transform_feedback_info LinkedTransformFeedback;
2292
2293 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2294 enum gl_frag_depth_layout FragDepthLayout;
2295
2296 /** Geometry shader state - copied into gl_geometry_program at link time */
2297 struct {
2298 GLint VerticesOut;
2299 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2300 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2301 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2302 } Geom;
2303
2304 /** Vertex shader state - copied into gl_vertex_program at link time */
2305 struct {
2306 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2307 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2308 0 if not present. */
2309 } Vert;
2310
2311 /* post-link info: */
2312 unsigned NumUserUniformStorage;
2313 struct gl_uniform_storage *UniformStorage;
2314
2315 /**
2316 * Map of active uniform names to locations
2317 *
2318 * Maps any active uniform that is not an array element to a location.
2319 * Each active uniform, including individual structure members will appear
2320 * in this map. This roughly corresponds to the set of names that would be
2321 * enumerated by \c glGetActiveUniform.
2322 */
2323 struct string_to_uint_map *UniformHash;
2324
2325 /**
2326 * Map from sampler unit to texture unit (set by glUniform1i())
2327 *
2328 * A sampler unit is associated with each sampler uniform by the linker.
2329 * The sampler unit associated with each uniform is stored in the
2330 * \c gl_uniform_storage::sampler field.
2331 */
2332 GLubyte SamplerUnits[MAX_SAMPLERS];
2333 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2334 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2335
2336 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2337 GLboolean Validated;
2338 GLboolean _Used; /**< Ever used for drawing? */
2339 GLchar *InfoLog;
2340
2341 unsigned Version; /**< GLSL version used for linking */
2342
2343 /**
2344 * Per-stage shaders resulting from the first stage of linking.
2345 *
2346 * Set of linked shaders for this program. The array is accessed using the
2347 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2348 * \c NULL.
2349 */
2350 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2351 };
2352
2353
2354 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2355 #define GLSL_LOG 0x2 /**< Write shaders to files */
2356 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2357 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2358 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2359 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2360 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2361 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2362
2363
2364 /**
2365 * Context state for GLSL vertex/fragment shaders.
2366 */
2367 struct gl_shader_state
2368 {
2369 /**
2370 * Programs used for rendering
2371 *
2372 * There is a separate program set for each shader stage. If
2373 * GL_EXT_separate_shader_objects is not supported, each of these must point
2374 * to \c NULL or to the same program.
2375 */
2376 struct gl_shader_program *CurrentVertexProgram;
2377 struct gl_shader_program *CurrentGeometryProgram;
2378 struct gl_shader_program *CurrentFragmentProgram;
2379
2380 struct gl_shader_program *_CurrentFragmentProgram;
2381
2382 /**
2383 * Program used by glUniform calls.
2384 *
2385 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2386 */
2387 struct gl_shader_program *ActiveProgram;
2388
2389 GLbitfield Flags; /**< Mask of GLSL_x flags */
2390 };
2391
2392 /**
2393 * Compiler options for a single GLSL shaders type
2394 */
2395 struct gl_shader_compiler_options
2396 {
2397 /** Driver-selectable options: */
2398 GLboolean EmitCondCodes; /**< Use condition codes? */
2399 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2400 GLboolean EmitNoLoops;
2401 GLboolean EmitNoFunctions;
2402 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2403 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2404 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2405 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2406 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2407
2408 /**
2409 * \name Forms of indirect addressing the driver cannot do.
2410 */
2411 /*@{*/
2412 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2413 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2414 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2415 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2416 /*@}*/
2417
2418 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2419 GLuint MaxUnrollIterations;
2420
2421 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2422 };
2423
2424 /**
2425 * Transform feedback object state
2426 */
2427 struct gl_transform_feedback_object
2428 {
2429 GLuint Name; /**< AKA the object ID */
2430 GLint RefCount;
2431 GLboolean Active; /**< Is transform feedback enabled? */
2432 GLboolean Paused; /**< Is transform feedback paused? */
2433 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
2434 at least once? */
2435
2436 /** The feedback buffers */
2437 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2438 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2439
2440 /** Start of feedback data in dest buffer */
2441 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2442 /** Max data to put into dest buffer (in bytes) */
2443 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2444 };
2445
2446
2447 /**
2448 * Context state for transform feedback.
2449 */
2450 struct gl_transform_feedback
2451 {
2452 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2453
2454 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2455 struct gl_buffer_object *CurrentBuffer;
2456
2457 /** The table of all transform feedback objects */
2458 struct _mesa_HashTable *Objects;
2459
2460 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2461 struct gl_transform_feedback_object *CurrentObject;
2462
2463 /** The default xform-fb object (Name==0) */
2464 struct gl_transform_feedback_object *DefaultObject;
2465 };
2466
2467
2468
2469 /**
2470 * State which can be shared by multiple contexts:
2471 */
2472 struct gl_shared_state
2473 {
2474 _glthread_Mutex Mutex; /**< for thread safety */
2475 GLint RefCount; /**< Reference count */
2476 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2477 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2478
2479 /** Default texture objects (shared by all texture units) */
2480 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2481
2482 /** Fallback texture used when a bound texture is incomplete */
2483 struct gl_texture_object *FallbackTex;
2484
2485 /**
2486 * \name Thread safety and statechange notification for texture
2487 * objects.
2488 *
2489 * \todo Improve the granularity of locking.
2490 */
2491 /*@{*/
2492 _glthread_Mutex TexMutex; /**< texobj thread safety */
2493 GLuint TextureStateStamp; /**< state notification for shared tex */
2494 /*@}*/
2495
2496 /** Default buffer object for vertex arrays that aren't in VBOs */
2497 struct gl_buffer_object *NullBufferObj;
2498
2499 /**
2500 * \name Vertex/geometry/fragment programs
2501 */
2502 /*@{*/
2503 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2504 struct gl_vertex_program *DefaultVertexProgram;
2505 struct gl_fragment_program *DefaultFragmentProgram;
2506 struct gl_geometry_program *DefaultGeometryProgram;
2507 /*@}*/
2508
2509 /* GL_ATI_fragment_shader */
2510 struct _mesa_HashTable *ATIShaders;
2511 struct ati_fragment_shader *DefaultFragmentShader;
2512
2513 struct _mesa_HashTable *BufferObjects;
2514
2515 /** Table of both gl_shader and gl_shader_program objects */
2516 struct _mesa_HashTable *ShaderObjects;
2517
2518 /* GL_EXT_framebuffer_object */
2519 struct _mesa_HashTable *RenderBuffers;
2520 struct _mesa_HashTable *FrameBuffers;
2521
2522 /* GL_ARB_sync */
2523 struct simple_node SyncObjects;
2524
2525 /** GL_ARB_sampler_objects */
2526 struct _mesa_HashTable *SamplerObjects;
2527
2528 void *DriverData; /**< Device driver shared state */
2529 };
2530
2531
2532
2533
2534 /**
2535 * A renderbuffer stores colors or depth values or stencil values.
2536 * A framebuffer object will have a collection of these.
2537 * Data are read/written to the buffer with a handful of Get/Put functions.
2538 *
2539 * Instances of this object are allocated with the Driver's NewRenderbuffer
2540 * hook. Drivers will likely wrap this class inside a driver-specific
2541 * class to simulate inheritance.
2542 */
2543 struct gl_renderbuffer
2544 {
2545 _glthread_Mutex Mutex; /**< for thread safety */
2546 GLuint ClassID; /**< Useful for drivers */
2547 GLuint Name;
2548 GLint RefCount;
2549 GLuint Width, Height;
2550 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2551
2552 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2553
2554 GLubyte NumSamples;
2555
2556 GLenum InternalFormat; /**< The user-specified format */
2557 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2558 GL_STENCIL_INDEX. */
2559 gl_format Format; /**< The actual renderbuffer memory format */
2560
2561 /* Delete this renderbuffer */
2562 void (*Delete)(struct gl_renderbuffer *rb);
2563
2564 /* Allocate new storage for this renderbuffer */
2565 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2566 GLenum internalFormat,
2567 GLuint width, GLuint height);
2568 };
2569
2570
2571 /**
2572 * A renderbuffer attachment points to either a texture object (and specifies
2573 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2574 */
2575 struct gl_renderbuffer_attachment
2576 {
2577 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2578 GLboolean Complete;
2579
2580 /**
2581 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2582 * application supplied renderbuffer object.
2583 */
2584 struct gl_renderbuffer *Renderbuffer;
2585
2586 /**
2587 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2588 * supplied texture object.
2589 */
2590 struct gl_texture_object *Texture;
2591 GLuint TextureLevel; /**< Attached mipmap level. */
2592 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2593 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2594 * and 2D array textures */
2595 };
2596
2597
2598 /**
2599 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2600 * In C++ terms, think of this as a base class from which device drivers
2601 * will make derived classes.
2602 */
2603 struct gl_framebuffer
2604 {
2605 _glthread_Mutex Mutex; /**< for thread safety */
2606 /**
2607 * If zero, this is a window system framebuffer. If non-zero, this
2608 * is a FBO framebuffer; note that for some devices (i.e. those with
2609 * a natural pixel coordinate system for FBOs that differs from the
2610 * OpenGL/Mesa coordinate system), this means that the viewport,
2611 * polygon face orientation, and polygon stipple will have to be inverted.
2612 */
2613 GLuint Name;
2614
2615 GLint RefCount;
2616 GLboolean DeletePending;
2617
2618 /**
2619 * The framebuffer's visual. Immutable if this is a window system buffer.
2620 * Computed from attachments if user-made FBO.
2621 */
2622 struct gl_config Visual;
2623
2624 GLboolean Initialized;
2625
2626 GLuint Width, Height; /**< size of frame buffer in pixels */
2627
2628 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2629 /*@{*/
2630 GLint _Xmin, _Xmax; /**< inclusive */
2631 GLint _Ymin, _Ymax; /**< exclusive */
2632 /*@}*/
2633
2634 /** \name Derived Z buffer stuff */
2635 /*@{*/
2636 GLuint _DepthMax; /**< Max depth buffer value */
2637 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2638 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2639 /*@}*/
2640
2641 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2642 GLenum _Status;
2643
2644 /** Integer color values */
2645 GLboolean _IntegerColor;
2646
2647 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2648 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2649
2650 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2651 * attribute group and GL_PIXEL attribute group, respectively.
2652 */
2653 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2654 GLenum ColorReadBuffer;
2655
2656 /** Computed from ColorDraw/ReadBuffer above */
2657 GLuint _NumColorDrawBuffers;
2658 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2659 GLint _ColorReadBufferIndex; /* -1 = None */
2660 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2661 struct gl_renderbuffer *_ColorReadBuffer;
2662
2663 /** Delete this framebuffer */
2664 void (*Delete)(struct gl_framebuffer *fb);
2665 };
2666
2667
2668 /**
2669 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2670 */
2671 struct gl_precision
2672 {
2673 GLushort RangeMin; /**< min value exponent */
2674 GLushort RangeMax; /**< max value exponent */
2675 GLushort Precision; /**< number of mantissa bits */
2676 };
2677
2678
2679 /**
2680 * Limits for vertex, geometry and fragment programs/shaders.
2681 */
2682 struct gl_program_constants
2683 {
2684 /* logical limits */
2685 GLuint MaxInstructions;
2686 GLuint MaxAluInstructions;
2687 GLuint MaxTexInstructions;
2688 GLuint MaxTexIndirections;
2689 GLuint MaxAttribs;
2690 GLuint MaxTemps;
2691 GLuint MaxAddressRegs;
2692 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2693 GLuint MaxParameters;
2694 GLuint MaxLocalParams;
2695 GLuint MaxEnvParams;
2696 /* native/hardware limits */
2697 GLuint MaxNativeInstructions;
2698 GLuint MaxNativeAluInstructions;
2699 GLuint MaxNativeTexInstructions;
2700 GLuint MaxNativeTexIndirections;
2701 GLuint MaxNativeAttribs;
2702 GLuint MaxNativeTemps;
2703 GLuint MaxNativeAddressRegs;
2704 GLuint MaxNativeParameters;
2705 /* For shaders */
2706 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2707 /* ES 2.0 and GL_ARB_ES2_compatibility */
2708 struct gl_precision LowFloat, MediumFloat, HighFloat;
2709 struct gl_precision LowInt, MediumInt, HighInt;
2710 };
2711
2712
2713 /**
2714 * Constants which may be overridden by device driver during context creation
2715 * but are never changed after that.
2716 */
2717 struct gl_constants
2718 {
2719 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2720 GLint MaxTextureLevels; /**< Max mipmap levels. */
2721 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2722 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2723 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2724 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2725 GLuint MaxTextureCoordUnits;
2726 GLuint MaxTextureImageUnits;
2727 GLuint MaxVertexTextureImageUnits;
2728 GLuint MaxCombinedTextureImageUnits;
2729 GLuint MaxGeometryTextureImageUnits;
2730 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2731 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2732 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2733 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2734
2735 GLuint MaxArrayLockSize;
2736
2737 GLint SubPixelBits;
2738
2739 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2740 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2741 GLfloat PointSizeGranularity;
2742 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2743 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2744 GLfloat LineWidthGranularity;
2745
2746 GLuint MaxColorTableSize;
2747
2748 GLuint MaxClipPlanes;
2749 GLuint MaxLights;
2750 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2751 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2752
2753 GLuint MaxViewportWidth, MaxViewportHeight;
2754
2755 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2756 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2757 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2758 GLuint MaxProgramMatrices;
2759 GLuint MaxProgramMatrixStackDepth;
2760
2761 /** vertex array / buffer object bounds checking */
2762 GLboolean CheckArrayBounds;
2763
2764 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2765
2766 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2767 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2768 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2769
2770 /** Number of varying vectors between vertex and fragment shaders */
2771 GLuint MaxVarying;
2772 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2773 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2774
2775 /** GL_ARB_geometry_shader4 */
2776 GLuint MaxGeometryOutputVertices;
2777 GLuint MaxGeometryTotalOutputComponents;
2778
2779 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2780
2781 /**
2782 * Does the driver support real 32-bit integers? (Otherwise, integers are
2783 * simulated via floats.)
2784 */
2785 GLboolean NativeIntegers;
2786
2787 /**
2788 * If the driver supports real 32-bit integers, what integer value should be
2789 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2790 */
2791 GLuint UniformBooleanTrue;
2792
2793 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2794 GLbitfield SupportedBumpUnits;
2795
2796 /**
2797 * Maximum amount of time, measured in nanseconds, that the server can wait.
2798 */
2799 GLuint64 MaxServerWaitTimeout;
2800
2801 /** GL_EXT_provoking_vertex */
2802 GLboolean QuadsFollowProvokingVertexConvention;
2803
2804 /** OpenGL version 3.0 */
2805 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2806
2807 /** OpenGL version 3.2 */
2808 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2809
2810 /** GL_EXT_transform_feedback */
2811 GLuint MaxTransformFeedbackSeparateAttribs;
2812 GLuint MaxTransformFeedbackSeparateComponents;
2813 GLuint MaxTransformFeedbackInterleavedComponents;
2814
2815 /** GL_EXT_gpu_shader4 */
2816 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2817
2818 /* GL_EXT_framebuffer_sRGB */
2819 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2820
2821 /* GL_ARB_robustness */
2822 GLenum ResetStrategy;
2823
2824 /**
2825 * Whether the implementation strips out and ignores texture borders.
2826 *
2827 * Many GPU hardware implementations don't support rendering with texture
2828 * borders and mipmapped textures. (Note: not static border color, but the
2829 * old 1-pixel border around each edge). Implementations then have to do
2830 * slow fallbacks to be correct, or just ignore the border and be fast but
2831 * wrong. Setting the flag stripts the border off of TexImage calls,
2832 * providing "fast but wrong" at significantly reduced driver complexity.
2833 *
2834 * Texture borders are deprecated in GL 3.0.
2835 **/
2836 GLboolean StripTextureBorder;
2837
2838 /**
2839 * For drivers which can do a better job at eliminating unused varyings
2840 * and uniforms than the GLSL compiler.
2841 *
2842 * XXX Remove these as soon as a better solution is available.
2843 */
2844 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2845 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2846 };
2847
2848
2849 /**
2850 * Enable flag for each OpenGL extension. Different device drivers will
2851 * enable different extensions at runtime.
2852 */
2853 struct gl_extensions
2854 {
2855 GLboolean dummy; /* don't remove this! */
2856 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2857 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2858 GLboolean ARB_ES2_compatibility;
2859 GLboolean ARB_blend_func_extended;
2860 GLboolean ARB_color_buffer_float;
2861 GLboolean ARB_conservative_depth;
2862 GLboolean ARB_copy_buffer;
2863 GLboolean ARB_depth_buffer_float;
2864 GLboolean ARB_depth_clamp;
2865 GLboolean ARB_depth_texture;
2866 GLboolean ARB_draw_buffers_blend;
2867 GLboolean ARB_draw_elements_base_vertex;
2868 GLboolean ARB_draw_instanced;
2869 GLboolean ARB_fragment_coord_conventions;
2870 GLboolean ARB_fragment_program;
2871 GLboolean ARB_fragment_program_shadow;
2872 GLboolean ARB_fragment_shader;
2873 GLboolean ARB_framebuffer_object;
2874 GLboolean ARB_explicit_attrib_location;
2875 GLboolean ARB_geometry_shader4;
2876 GLboolean ARB_half_float_pixel;
2877 GLboolean ARB_half_float_vertex;
2878 GLboolean ARB_instanced_arrays;
2879 GLboolean ARB_map_buffer_range;
2880 GLboolean ARB_occlusion_query;
2881 GLboolean ARB_occlusion_query2;
2882 GLboolean ARB_point_sprite;
2883 GLboolean ARB_sampler_objects;
2884 GLboolean ARB_seamless_cube_map;
2885 GLboolean ARB_shader_objects;
2886 GLboolean ARB_shader_stencil_export;
2887 GLboolean ARB_shader_texture_lod;
2888 GLboolean ARB_shading_language_100;
2889 GLboolean ARB_shadow;
2890 GLboolean ARB_shadow_ambient;
2891 GLboolean ARB_sync;
2892 GLboolean ARB_texture_border_clamp;
2893 GLboolean ARB_texture_buffer_object;
2894 GLboolean ARB_texture_compression_rgtc;
2895 GLboolean ARB_texture_cube_map;
2896 GLboolean ARB_texture_env_combine;
2897 GLboolean ARB_texture_env_crossbar;
2898 GLboolean ARB_texture_env_dot3;
2899 GLboolean ARB_texture_float;
2900 GLboolean ARB_texture_multisample;
2901 GLboolean ARB_texture_non_power_of_two;
2902 GLboolean ARB_texture_rg;
2903 GLboolean ARB_texture_rgb10_a2ui;
2904 GLboolean ARB_texture_storage;
2905 GLboolean ARB_timer_query;
2906 GLboolean ARB_transform_feedback2;
2907 GLboolean ARB_transpose_matrix;
2908 GLboolean ARB_uniform_buffer_object;
2909 GLboolean ARB_vertex_array_object;
2910 GLboolean ARB_vertex_program;
2911 GLboolean ARB_vertex_shader;
2912 GLboolean ARB_vertex_type_2_10_10_10_rev;
2913 GLboolean ARB_window_pos;
2914 GLboolean EXT_blend_color;
2915 GLboolean EXT_blend_equation_separate;
2916 GLboolean EXT_blend_func_separate;
2917 GLboolean EXT_blend_minmax;
2918 GLboolean EXT_clip_volume_hint;
2919 GLboolean EXT_compiled_vertex_array;
2920 GLboolean EXT_depth_bounds_test;
2921 GLboolean EXT_draw_buffers2;
2922 GLboolean EXT_draw_range_elements;
2923 GLboolean EXT_fog_coord;
2924 GLboolean EXT_framebuffer_blit;
2925 GLboolean EXT_framebuffer_multisample;
2926 GLboolean EXT_framebuffer_object;
2927 GLboolean EXT_framebuffer_sRGB;
2928 GLboolean EXT_gpu_program_parameters;
2929 GLboolean EXT_gpu_shader4;
2930 GLboolean EXT_packed_depth_stencil;
2931 GLboolean EXT_packed_float;
2932 GLboolean EXT_packed_pixels;
2933 GLboolean EXT_pixel_buffer_object;
2934 GLboolean EXT_point_parameters;
2935 GLboolean EXT_provoking_vertex;
2936 GLboolean EXT_rescale_normal;
2937 GLboolean EXT_shadow_funcs;
2938 GLboolean EXT_secondary_color;
2939 GLboolean EXT_separate_shader_objects;
2940 GLboolean EXT_separate_specular_color;
2941 GLboolean EXT_stencil_two_side;
2942 GLboolean EXT_texture3D;
2943 GLboolean EXT_texture_array;
2944 GLboolean EXT_texture_compression_latc;
2945 GLboolean EXT_texture_compression_s3tc;
2946 GLboolean EXT_texture_env_dot3;
2947 GLboolean EXT_texture_filter_anisotropic;
2948 GLboolean EXT_texture_integer;
2949 GLboolean EXT_texture_mirror_clamp;
2950 GLboolean EXT_texture_shared_exponent;
2951 GLboolean EXT_texture_snorm;
2952 GLboolean EXT_texture_sRGB;
2953 GLboolean EXT_texture_sRGB_decode;
2954 GLboolean EXT_texture_swizzle;
2955 GLboolean EXT_transform_feedback;
2956 GLboolean EXT_timer_query;
2957 GLboolean EXT_vertex_array_bgra;
2958 GLboolean OES_standard_derivatives;
2959 /* vendor extensions */
2960 GLboolean AMD_seamless_cubemap_per_texture;
2961 GLboolean APPLE_packed_pixels;
2962 GLboolean APPLE_vertex_array_object;
2963 GLboolean APPLE_object_purgeable;
2964 GLboolean ATI_envmap_bumpmap;
2965 GLboolean ATI_texture_compression_3dc;
2966 GLboolean ATI_texture_mirror_once;
2967 GLboolean ATI_texture_env_combine3;
2968 GLboolean ATI_fragment_shader;
2969 GLboolean ATI_separate_stencil;
2970 GLboolean IBM_rasterpos_clip;
2971 GLboolean IBM_multimode_draw_arrays;
2972 GLboolean MESA_pack_invert;
2973 GLboolean MESA_resize_buffers;
2974 GLboolean MESA_ycbcr_texture;
2975 GLboolean MESA_texture_array;
2976 GLboolean NV_blend_square;
2977 GLboolean NV_conditional_render;
2978 GLboolean NV_fog_distance;
2979 GLboolean NV_fragment_program;
2980 GLboolean NV_fragment_program_option;
2981 GLboolean NV_light_max_exponent;
2982 GLboolean NV_point_sprite;
2983 GLboolean NV_primitive_restart;
2984 GLboolean NV_texture_barrier;
2985 GLboolean NV_texgen_reflection;
2986 GLboolean NV_texture_env_combine4;
2987 GLboolean NV_texture_rectangle;
2988 GLboolean NV_vertex_program;
2989 GLboolean NV_vertex_program1_1;
2990 GLboolean SGIS_texture_lod;
2991 GLboolean TDFX_texture_compression_FXT1;
2992 GLboolean S3_s3tc;
2993 GLboolean OES_EGL_image;
2994 GLboolean OES_draw_texture;
2995 GLboolean OES_EGL_image_external;
2996 GLboolean OES_compressed_ETC1_RGB8_texture;
2997 GLboolean extension_sentinel;
2998 /** The extension string */
2999 const GLubyte *String;
3000 /** Number of supported extensions */
3001 GLuint Count;
3002 };
3003
3004
3005 /**
3006 * A stack of matrices (projection, modelview, color, texture, etc).
3007 */
3008 struct gl_matrix_stack
3009 {
3010 GLmatrix *Top; /**< points into Stack */
3011 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3012 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3013 GLuint MaxDepth; /**< size of Stack[] array */
3014 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3015 };
3016
3017
3018 /**
3019 * \name Bits for image transfer operations
3020 * \sa __struct gl_contextRec::ImageTransferState.
3021 */
3022 /*@{*/
3023 #define IMAGE_SCALE_BIAS_BIT 0x1
3024 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3025 #define IMAGE_MAP_COLOR_BIT 0x4
3026 #define IMAGE_CLAMP_BIT 0x800
3027
3028
3029 /** Pixel Transfer ops */
3030 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3031 IMAGE_SHIFT_OFFSET_BIT | \
3032 IMAGE_MAP_COLOR_BIT)
3033
3034 /**
3035 * \name Bits to indicate what state has changed.
3036 */
3037 /*@{*/
3038 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3039 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3040 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3041 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3042 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3043 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3044 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3045 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3046 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3047 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3048 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3049 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3050 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3051 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3052 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3053 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3054 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3055 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3056 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3057 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3058 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3059 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3060 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3061 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3062 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3063 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3064 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3065 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3066 #define _NEW_BUFFER_OBJECT (1 << 28)
3067 #define _NEW_FRAG_CLAMP (1 << 29)
3068 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3069 #define _NEW_ALL ~0
3070
3071 /**
3072 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3073 * clarity.
3074 */
3075 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3076 /*@}*/
3077
3078
3079 /**
3080 * \name A bunch of flags that we think might be useful to drivers.
3081 *
3082 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3083 */
3084 /*@{*/
3085 #define DD_FLATSHADE 0x1
3086 #define DD_SEPARATE_SPECULAR 0x2
3087 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3088 #define DD_TRI_LIGHT_TWOSIDE 0x8
3089 #define DD_TRI_UNFILLED 0x10
3090 #define DD_TRI_SMOOTH 0x20
3091 #define DD_TRI_STIPPLE 0x40
3092 #define DD_TRI_OFFSET 0x80
3093 #define DD_LINE_SMOOTH 0x100
3094 #define DD_LINE_STIPPLE 0x200
3095 #define DD_POINT_SMOOTH 0x400
3096 #define DD_POINT_ATTEN 0x800
3097 #define DD_TRI_TWOSTENCIL 0x1000
3098 /*@}*/
3099
3100
3101 /**
3102 * \name Define the state changes under which each of these bits might change
3103 */
3104 /*@{*/
3105 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3106 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3107 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3108 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3109 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3110 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3111 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3112 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3113 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3114 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3115 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3116 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3117 #define _DD_NEW_POINT_SIZE _NEW_POINT
3118 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3119 /*@}*/
3120
3121
3122 /**
3123 * Composite state flags
3124 */
3125 /*@{*/
3126 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3127 _NEW_TEXTURE | \
3128 _NEW_POINT | \
3129 _NEW_PROGRAM | \
3130 _NEW_MODELVIEW)
3131 /*@}*/
3132
3133
3134
3135
3136 /* This has to be included here. */
3137 #include "dd.h"
3138
3139
3140 /**
3141 * Display list flags.
3142 * Strictly this is a tnl-private concept, but it doesn't seem
3143 * worthwhile adding a tnl private structure just to hold this one bit
3144 * of information:
3145 */
3146 #define DLIST_DANGLING_REFS 0x1
3147
3148
3149 /** Opaque declaration of display list payload data type */
3150 union gl_dlist_node;
3151
3152
3153 /**
3154 * Provide a location where information about a display list can be
3155 * collected. Could be extended with driverPrivate structures,
3156 * etc. in the future.
3157 */
3158 struct gl_display_list
3159 {
3160 GLuint Name;
3161 GLbitfield Flags; /**< DLIST_x flags */
3162 /** The dlist commands are in a linked list of nodes */
3163 union gl_dlist_node *Head;
3164 };
3165
3166
3167 /**
3168 * State used during display list compilation and execution.
3169 */
3170 struct gl_dlist_state
3171 {
3172 GLuint CallDepth; /**< Current recursion calling depth */
3173
3174 struct gl_display_list *CurrentList; /**< List currently being compiled */
3175 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3176 GLuint CurrentPos; /**< Index into current block of nodes */
3177
3178 GLvertexformat ListVtxfmt;
3179
3180 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3181 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3182
3183 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3184 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3185
3186 GLubyte ActiveIndex;
3187 GLfloat CurrentIndex;
3188
3189 GLubyte ActiveEdgeFlag;
3190 GLboolean CurrentEdgeFlag;
3191
3192 struct {
3193 /* State known to have been set by the currently-compiling display
3194 * list. Used to eliminate some redundant state changes.
3195 */
3196 GLenum ShadeModel;
3197 } Current;
3198 };
3199
3200
3201 /**
3202 * Enum for the OpenGL APIs we know about and may support.
3203 */
3204 typedef enum
3205 {
3206 API_OPENGL,
3207 API_OPENGLES,
3208 API_OPENGLES2
3209 } gl_api;
3210
3211
3212 /**
3213 * Mesa rendering context.
3214 *
3215 * This is the central context data structure for Mesa. Almost all
3216 * OpenGL state is contained in this structure.
3217 * Think of this as a base class from which device drivers will derive
3218 * sub classes.
3219 *
3220 * The struct gl_context typedef names this structure.
3221 */
3222 struct gl_context
3223 {
3224 /** State possibly shared with other contexts in the address space */
3225 struct gl_shared_state *Shared;
3226
3227 /** \name API function pointer tables */
3228 /*@{*/
3229 gl_api API;
3230 struct _glapi_table *Save; /**< Display list save functions */
3231 struct _glapi_table *Exec; /**< Execute functions */
3232 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3233 /*@}*/
3234
3235 struct gl_config Visual;
3236 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3237 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3238 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3239 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3240
3241 /**
3242 * Device driver function pointer table
3243 */
3244 struct dd_function_table Driver;
3245
3246 void *DriverCtx; /**< Points to device driver context/state */
3247
3248 /** Core/Driver constants */
3249 struct gl_constants Const;
3250
3251 /** \name The various 4x4 matrix stacks */
3252 /*@{*/
3253 struct gl_matrix_stack ModelviewMatrixStack;
3254 struct gl_matrix_stack ProjectionMatrixStack;
3255 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3256 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3257 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3258 /*@}*/
3259
3260 /** Combined modelview and projection matrix */
3261 GLmatrix _ModelProjectMatrix;
3262
3263 /** \name Display lists */
3264 struct gl_dlist_state ListState;
3265
3266 GLboolean ExecuteFlag; /**< Execute GL commands? */
3267 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3268
3269 /** Extension information */
3270 struct gl_extensions Extensions;
3271
3272 /** Version info */
3273 GLuint VersionMajor, VersionMinor;
3274 char *VersionString;
3275
3276 /** \name State attribute stack (for glPush/PopAttrib) */
3277 /*@{*/
3278 GLuint AttribStackDepth;
3279 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3280 /*@}*/
3281
3282 /** \name Renderer attribute groups
3283 *
3284 * We define a struct for each attribute group to make pushing and popping
3285 * attributes easy. Also it's a good organization.
3286 */
3287 /*@{*/
3288 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3289 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3290 struct gl_current_attrib Current; /**< Current attributes */
3291 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3292 struct gl_eval_attrib Eval; /**< Eval attributes */
3293 struct gl_fog_attrib Fog; /**< Fog attributes */
3294 struct gl_hint_attrib Hint; /**< Hint attributes */
3295 struct gl_light_attrib Light; /**< Light attributes */
3296 struct gl_line_attrib Line; /**< Line attributes */
3297 struct gl_list_attrib List; /**< List attributes */
3298 struct gl_multisample_attrib Multisample;
3299 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3300 struct gl_point_attrib Point; /**< Point attributes */
3301 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3302 GLuint PolygonStipple[32]; /**< Polygon stipple */
3303 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3304 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3305 struct gl_texture_attrib Texture; /**< Texture attributes */
3306 struct gl_transform_attrib Transform; /**< Transformation attributes */
3307 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3308 /*@}*/
3309
3310 /** \name Client attribute stack */
3311 /*@{*/
3312 GLuint ClientAttribStackDepth;
3313 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3314 /*@}*/
3315
3316 /** \name Client attribute groups */
3317 /*@{*/
3318 struct gl_array_attrib Array; /**< Vertex arrays */
3319 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3320 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3321 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3322 /*@}*/
3323
3324 /** \name Other assorted state (not pushed/popped on attribute stack) */
3325 /*@{*/
3326 struct gl_pixelmaps PixelMaps;
3327
3328 struct gl_evaluators EvalMap; /**< All evaluators */
3329 struct gl_feedback Feedback; /**< Feedback */
3330 struct gl_selection Select; /**< Selection */
3331
3332 struct gl_program_state Program; /**< general program state */
3333 struct gl_vertex_program_state VertexProgram;
3334 struct gl_fragment_program_state FragmentProgram;
3335 struct gl_geometry_program_state GeometryProgram;
3336 struct gl_ati_fragment_shader_state ATIFragmentShader;
3337
3338 struct gl_shader_state Shader; /**< GLSL shader object state */
3339 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3340
3341 struct gl_query_state Query; /**< occlusion, timer queries */
3342
3343 struct gl_transform_feedback TransformFeedback;
3344
3345 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3346 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3347 /*@}*/
3348
3349 struct gl_meta_state *Meta; /**< for "meta" operations */
3350
3351 /* GL_EXT_framebuffer_object */
3352 struct gl_renderbuffer *CurrentRenderbuffer;
3353
3354 GLenum ErrorValue; /**< Last error code */
3355
3356 /* GL_ARB_robustness */
3357 GLenum ResetStatus;
3358
3359 /**
3360 * Recognize and silence repeated error debug messages in buggy apps.
3361 */
3362 const char *ErrorDebugFmtString;
3363 GLuint ErrorDebugCount;
3364
3365 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3366 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3367
3368 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3369
3370 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3371
3372 /** \name Derived state */
3373 /*@{*/
3374 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3375 * state validation so they need to always be current.
3376 */
3377 GLbitfield _TriangleCaps;
3378 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3379 GLfloat _EyeZDir[3];
3380 GLfloat _ModelViewInvScale;
3381 GLboolean _NeedEyeCoords;
3382 GLboolean _ForceEyeCoords;
3383
3384 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3385
3386 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3387 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3388 /**@}*/
3389
3390 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3391
3392 /** \name For debugging/development only */
3393 /*@{*/
3394 GLboolean FirstTimeCurrent;
3395 /*@}*/
3396
3397 /** software compression/decompression supported or not */
3398 GLboolean Mesa_DXTn;
3399
3400 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3401
3402 /**
3403 * Use dp4 (rather than mul/mad) instructions for position
3404 * transformation?
3405 */
3406 GLboolean mvp_with_dp4;
3407
3408 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3409
3410 /**
3411 * \name Hooks for module contexts.
3412 *
3413 * These will eventually live in the driver or elsewhere.
3414 */
3415 /*@{*/
3416 void *swrast_context;
3417 void *swsetup_context;
3418 void *swtnl_context;
3419 void *swtnl_im;
3420 struct st_context *st;
3421 void *aelt_context;
3422 /*@}*/
3423 };
3424
3425
3426 #ifdef DEBUG
3427 extern int MESA_VERBOSE;
3428 extern int MESA_DEBUG_FLAGS;
3429 # define MESA_FUNCTION __FUNCTION__
3430 #else
3431 # define MESA_VERBOSE 0
3432 # define MESA_DEBUG_FLAGS 0
3433 # define MESA_FUNCTION "a function"
3434 # ifndef NDEBUG
3435 # define NDEBUG
3436 # endif
3437 #endif
3438
3439
3440 /** The MESA_VERBOSE var is a bitmask of these flags */
3441 enum _verbose
3442 {
3443 VERBOSE_VARRAY = 0x0001,
3444 VERBOSE_TEXTURE = 0x0002,
3445 VERBOSE_MATERIAL = 0x0004,
3446 VERBOSE_PIPELINE = 0x0008,
3447 VERBOSE_DRIVER = 0x0010,
3448 VERBOSE_STATE = 0x0020,
3449 VERBOSE_API = 0x0040,
3450 VERBOSE_DISPLAY_LIST = 0x0100,
3451 VERBOSE_LIGHTING = 0x0200,
3452 VERBOSE_PRIMS = 0x0400,
3453 VERBOSE_VERTS = 0x0800,
3454 VERBOSE_DISASSEM = 0x1000,
3455 VERBOSE_DRAW = 0x2000,
3456 VERBOSE_SWAPBUFFERS = 0x4000
3457 };
3458
3459
3460 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3461 enum _debug
3462 {
3463 DEBUG_ALWAYS_FLUSH = 0x1
3464 };
3465
3466
3467
3468 #ifdef __cplusplus
3469 }
3470 #endif
3471
3472 #endif /* MTYPES_H */