mesa: whitespace fixes, just to be consistent
[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 /**
47 * Color channel data type.
48 */
49 #if CHAN_BITS == 8
50 typedef GLubyte GLchan;
51 #define CHAN_MAX 255
52 #define CHAN_MAXF 255.0F
53 #define CHAN_TYPE GL_UNSIGNED_BYTE
54 #elif CHAN_BITS == 16
55 typedef GLushort GLchan;
56 #define CHAN_MAX 65535
57 #define CHAN_MAXF 65535.0F
58 #define CHAN_TYPE GL_UNSIGNED_SHORT
59 #elif CHAN_BITS == 32
60 typedef GLfloat GLchan;
61 #define CHAN_MAX 1.0
62 #define CHAN_MAXF 1.0F
63 #define CHAN_TYPE GL_FLOAT
64 #else
65 #error "illegal number of color channel bits"
66 #endif
67
68
69 /**
70 * Stencil buffer data type.
71 */
72 #if STENCIL_BITS==8
73 typedef GLubyte GLstencil;
74 #elif STENCIL_BITS==16
75 typedef GLushort GLstencil;
76 #else
77 # error "illegal number of stencil bits"
78 #endif
79
80
81 /**
82 * \name 64-bit extension of GLbitfield.
83 */
84 /*@{*/
85 typedef GLuint64 GLbitfield64;
86
87 /** Set a single bit */
88 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
89
90
91 /**
92 * \name Some forward type declarations
93 */
94 /*@{*/
95 struct _mesa_HashTable;
96 struct gl_attrib_node;
97 struct gl_list_extensions;
98 struct gl_meta_state;
99 struct gl_pixelstore_attrib;
100 struct gl_program_cache;
101 struct gl_texture_format;
102 struct gl_texture_image;
103 struct gl_texture_object;
104 struct gl_context;
105 struct st_context;
106 /*@}*/
107
108
109 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
110 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
111 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
112 #define PRIM_UNKNOWN (GL_POLYGON+3)
113
114
115 /**
116 * Shader stages. Note that these will become 5 with tessellation.
117 * These MUST have the same values as gallium's PIPE_SHADER_*
118 */
119 typedef enum
120 {
121 MESA_SHADER_VERTEX = 0,
122 MESA_SHADER_FRAGMENT = 1,
123 MESA_SHADER_GEOMETRY = 2,
124 MESA_SHADER_TYPES = 3
125 } gl_shader_type;
126
127
128
129 /**
130 * Indexes for vertex program attributes.
131 * GL_NV_vertex_program aliases generic attributes over the conventional
132 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
133 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
134 * generic attributes are distinct/separate).
135 */
136 typedef enum
137 {
138 VERT_ATTRIB_POS = 0,
139 VERT_ATTRIB_WEIGHT = 1,
140 VERT_ATTRIB_NORMAL = 2,
141 VERT_ATTRIB_COLOR0 = 3,
142 VERT_ATTRIB_COLOR1 = 4,
143 VERT_ATTRIB_FOG = 5,
144 VERT_ATTRIB_COLOR_INDEX = 6,
145 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
146 VERT_ATTRIB_EDGEFLAG = 7,
147 VERT_ATTRIB_TEX0 = 8,
148 VERT_ATTRIB_TEX1 = 9,
149 VERT_ATTRIB_TEX2 = 10,
150 VERT_ATTRIB_TEX3 = 11,
151 VERT_ATTRIB_TEX4 = 12,
152 VERT_ATTRIB_TEX5 = 13,
153 VERT_ATTRIB_TEX6 = 14,
154 VERT_ATTRIB_TEX7 = 15,
155 VERT_ATTRIB_GENERIC0 = 16,
156 VERT_ATTRIB_GENERIC1 = 17,
157 VERT_ATTRIB_GENERIC2 = 18,
158 VERT_ATTRIB_GENERIC3 = 19,
159 VERT_ATTRIB_GENERIC4 = 20,
160 VERT_ATTRIB_GENERIC5 = 21,
161 VERT_ATTRIB_GENERIC6 = 22,
162 VERT_ATTRIB_GENERIC7 = 23,
163 VERT_ATTRIB_GENERIC8 = 24,
164 VERT_ATTRIB_GENERIC9 = 25,
165 VERT_ATTRIB_GENERIC10 = 26,
166 VERT_ATTRIB_GENERIC11 = 27,
167 VERT_ATTRIB_GENERIC12 = 28,
168 VERT_ATTRIB_GENERIC13 = 29,
169 VERT_ATTRIB_GENERIC14 = 30,
170 VERT_ATTRIB_GENERIC15 = 31,
171 VERT_ATTRIB_MAX = 32
172 } gl_vert_attrib;
173
174 /**
175 * Bitflags for vertex attributes.
176 * These are used in bitfields in many places.
177 */
178 /*@{*/
179 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
180 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
181 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
182 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
183 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
184 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
185 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
186 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
187 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
188 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
189 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
190 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
191 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
192 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
193 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
194 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
195 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
196 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
197 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
198 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
199 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
200 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
201 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
202 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
203 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
204 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
205 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
206 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
207 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
208 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
209 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
210 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
211
212 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
213 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
214 /*@}*/
215
216
217 /**
218 * Indexes for vertex program result attributes. Note that
219 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
220 * assumptions about the layout of this enum.
221 */
222 typedef enum
223 {
224 VERT_RESULT_HPOS = 0,
225 VERT_RESULT_COL0 = 1,
226 VERT_RESULT_COL1 = 2,
227 VERT_RESULT_FOGC = 3,
228 VERT_RESULT_TEX0 = 4,
229 VERT_RESULT_TEX1 = 5,
230 VERT_RESULT_TEX2 = 6,
231 VERT_RESULT_TEX3 = 7,
232 VERT_RESULT_TEX4 = 8,
233 VERT_RESULT_TEX5 = 9,
234 VERT_RESULT_TEX6 = 10,
235 VERT_RESULT_TEX7 = 11,
236 VERT_RESULT_PSIZ = 12,
237 VERT_RESULT_BFC0 = 13,
238 VERT_RESULT_BFC1 = 14,
239 VERT_RESULT_EDGE = 15,
240 VERT_RESULT_VAR0 = 16, /**< shader varying */
241 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
242 } gl_vert_result;
243
244
245 /*********************************************/
246
247 /**
248 * Indexes for geometry program attributes.
249 */
250 typedef enum
251 {
252 GEOM_ATTRIB_POSITION = 0,
253 GEOM_ATTRIB_COLOR0 = 1,
254 GEOM_ATTRIB_COLOR1 = 2,
255 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
256 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
257 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
258 GEOM_ATTRIB_POINT_SIZE = 6,
259 GEOM_ATTRIB_CLIP_VERTEX = 7,
260 GEOM_ATTRIB_PRIMITIVE_ID = 8,
261 GEOM_ATTRIB_TEX_COORD = 9,
262
263 GEOM_ATTRIB_VAR0 = 16,
264 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
265 } gl_geom_attrib;
266
267 /**
268 * Bitflags for geometry attributes.
269 * These are used in bitfields in many places.
270 */
271 /*@{*/
272 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
273 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
274 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
275 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
276 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
277 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
278 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
279 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
280 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
281 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
282 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
283
284 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
285 /*@}*/
286
287
288 /**
289 * Indexes for geometry program result attributes
290 */
291 typedef enum
292 {
293 GEOM_RESULT_POS = 0,
294 GEOM_RESULT_COL0 = 1,
295 GEOM_RESULT_COL1 = 2,
296 GEOM_RESULT_SCOL0 = 3,
297 GEOM_RESULT_SCOL1 = 4,
298 GEOM_RESULT_FOGC = 5,
299 GEOM_RESULT_TEX0 = 6,
300 GEOM_RESULT_TEX1 = 7,
301 GEOM_RESULT_TEX2 = 8,
302 GEOM_RESULT_TEX3 = 9,
303 GEOM_RESULT_TEX4 = 10,
304 GEOM_RESULT_TEX5 = 11,
305 GEOM_RESULT_TEX6 = 12,
306 GEOM_RESULT_TEX7 = 13,
307 GEOM_RESULT_PSIZ = 14,
308 GEOM_RESULT_CLPV = 15,
309 GEOM_RESULT_PRID = 16,
310 GEOM_RESULT_LAYR = 17,
311 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
312 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
313 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
314 } gl_geom_result;
315
316
317 /**
318 * Indexes for fragment program input attributes. Note that
319 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
320 * assumptions about the layout of this enum.
321 */
322 typedef enum
323 {
324 FRAG_ATTRIB_WPOS = 0,
325 FRAG_ATTRIB_COL0 = 1,
326 FRAG_ATTRIB_COL1 = 2,
327 FRAG_ATTRIB_FOGC = 3,
328 FRAG_ATTRIB_TEX0 = 4,
329 FRAG_ATTRIB_TEX1 = 5,
330 FRAG_ATTRIB_TEX2 = 6,
331 FRAG_ATTRIB_TEX3 = 7,
332 FRAG_ATTRIB_TEX4 = 8,
333 FRAG_ATTRIB_TEX5 = 9,
334 FRAG_ATTRIB_TEX6 = 10,
335 FRAG_ATTRIB_TEX7 = 11,
336 FRAG_ATTRIB_FACE = 12, /**< front/back face */
337 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
338 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
339 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
340 } gl_frag_attrib;
341
342
343 /**
344 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
345 *
346 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
347 *
348 * gl_vert_result values which have no corresponding gl_frag_attrib
349 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
350 * VERT_RESULT_EDGE) are converted to a value of -1.
351 */
352 static INLINE int
353 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
354 {
355 if (vert_result >= VERT_RESULT_VAR0)
356 return vert_result - VERT_RESULT_VAR0 + FRAG_ATTRIB_VAR0;
357 else if (vert_result <= VERT_RESULT_TEX7)
358 return vert_result;
359 else
360 return -1;
361 }
362
363
364 /**
365 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
366 *
367 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
368 *
369 * gl_frag_attrib values which have no corresponding gl_vert_result
370 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
371 */
372 static INLINE int
373 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
374 {
375 if (frag_attrib <= FRAG_ATTRIB_TEX7)
376 return frag_attrib;
377 else if (frag_attrib >= FRAG_ATTRIB_VAR0)
378 return frag_attrib - FRAG_ATTRIB_VAR0 + VERT_RESULT_VAR0;
379 else
380 return -1;
381 }
382
383
384 /**
385 * Bitflags for fragment program input attributes.
386 */
387 /*@{*/
388 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
389 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
390 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
391 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
392 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
393 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
394 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
395 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
396 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
397 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
398 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
399 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
400 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
401 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
402 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
403
404 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
405 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
406
407 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
408 FRAG_BIT_TEX1| \
409 FRAG_BIT_TEX2| \
410 FRAG_BIT_TEX3| \
411 FRAG_BIT_TEX4| \
412 FRAG_BIT_TEX5| \
413 FRAG_BIT_TEX6| \
414 FRAG_BIT_TEX7)
415 /*@}*/
416
417
418 /**
419 * Fragment program results
420 */
421 typedef enum
422 {
423 FRAG_RESULT_DEPTH = 0,
424 FRAG_RESULT_STENCIL = 1,
425 /* If a single color should be written to all render targets, this
426 * register is written. No FRAG_RESULT_DATAn will be written.
427 */
428 FRAG_RESULT_COLOR = 2,
429
430 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
431 * or ARB_fragment_program fragment.color[n]) color results. If
432 * any are written, FRAG_RESULT_COLOR will not be written.
433 */
434 FRAG_RESULT_DATA0 = 3,
435 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
436 } gl_frag_result;
437
438
439 /**
440 * Indexes for all renderbuffers
441 */
442 typedef enum
443 {
444 /* the four standard color buffers */
445 BUFFER_FRONT_LEFT,
446 BUFFER_BACK_LEFT,
447 BUFFER_FRONT_RIGHT,
448 BUFFER_BACK_RIGHT,
449 BUFFER_DEPTH,
450 BUFFER_STENCIL,
451 BUFFER_ACCUM,
452 /* optional aux buffer */
453 BUFFER_AUX0,
454 /* generic renderbuffers */
455 BUFFER_COLOR0,
456 BUFFER_COLOR1,
457 BUFFER_COLOR2,
458 BUFFER_COLOR3,
459 BUFFER_COLOR4,
460 BUFFER_COLOR5,
461 BUFFER_COLOR6,
462 BUFFER_COLOR7,
463 BUFFER_COUNT
464 } gl_buffer_index;
465
466 /**
467 * Bit flags for all renderbuffers
468 */
469 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
470 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
471 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
472 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
473 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
474 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
475 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
476 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
477 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
478 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
479 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
480 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
481 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
482 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
483 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
484 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
485 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
486 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
487 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
488
489 /**
490 * Mask of all the color buffer bits (but not accum).
491 */
492 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
493 BUFFER_BIT_BACK_LEFT | \
494 BUFFER_BIT_FRONT_RIGHT | \
495 BUFFER_BIT_BACK_RIGHT | \
496 BUFFER_BIT_AUX0 | \
497 BUFFER_BIT_COLOR0 | \
498 BUFFER_BIT_COLOR1 | \
499 BUFFER_BIT_COLOR2 | \
500 BUFFER_BIT_COLOR3 | \
501 BUFFER_BIT_COLOR4 | \
502 BUFFER_BIT_COLOR5 | \
503 BUFFER_BIT_COLOR6 | \
504 BUFFER_BIT_COLOR7)
505
506
507 /**
508 * Framebuffer configuration (aka visual / pixelformat)
509 * Note: some of these fields should be boolean, but it appears that
510 * code in drivers/dri/common/util.c requires int-sized fields.
511 */
512 struct gl_config
513 {
514 GLboolean rgbMode;
515 GLboolean floatMode;
516 GLboolean colorIndexMode; /* XXX is this used anywhere? */
517 GLuint doubleBufferMode;
518 GLuint stereoMode;
519
520 GLboolean haveAccumBuffer;
521 GLboolean haveDepthBuffer;
522 GLboolean haveStencilBuffer;
523
524 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
525 GLuint redMask, greenMask, blueMask, alphaMask;
526 GLint rgbBits; /* total bits for rgb */
527 GLint indexBits; /* total bits for colorindex */
528
529 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
530 GLint depthBits;
531 GLint stencilBits;
532
533 GLint numAuxBuffers;
534
535 GLint level;
536
537 /* EXT_visual_rating / GLX 1.2 */
538 GLint visualRating;
539
540 /* EXT_visual_info / GLX 1.2 */
541 GLint transparentPixel;
542 /* colors are floats scaled to ints */
543 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
544 GLint transparentIndex;
545
546 /* ARB_multisample / SGIS_multisample */
547 GLint sampleBuffers;
548 GLint samples;
549
550 /* SGIX_pbuffer / GLX 1.3 */
551 GLint maxPbufferWidth;
552 GLint maxPbufferHeight;
553 GLint maxPbufferPixels;
554 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
555 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
556
557 /* OML_swap_method */
558 GLint swapMethod;
559
560 /* EXT_texture_from_pixmap */
561 GLint bindToTextureRgb;
562 GLint bindToTextureRgba;
563 GLint bindToMipmapTexture;
564 GLint bindToTextureTargets;
565 GLint yInverted;
566
567 /* EXT_framebuffer_sRGB */
568 GLint sRGBCapable;
569 };
570
571
572 /**
573 * \name Bit flags used for updating material values.
574 */
575 /*@{*/
576 #define MAT_ATTRIB_FRONT_AMBIENT 0
577 #define MAT_ATTRIB_BACK_AMBIENT 1
578 #define MAT_ATTRIB_FRONT_DIFFUSE 2
579 #define MAT_ATTRIB_BACK_DIFFUSE 3
580 #define MAT_ATTRIB_FRONT_SPECULAR 4
581 #define MAT_ATTRIB_BACK_SPECULAR 5
582 #define MAT_ATTRIB_FRONT_EMISSION 6
583 #define MAT_ATTRIB_BACK_EMISSION 7
584 #define MAT_ATTRIB_FRONT_SHININESS 8
585 #define MAT_ATTRIB_BACK_SHININESS 9
586 #define MAT_ATTRIB_FRONT_INDEXES 10
587 #define MAT_ATTRIB_BACK_INDEXES 11
588 #define MAT_ATTRIB_MAX 12
589
590 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
591 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
592 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
593 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
594 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
595 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
596
597 #define MAT_INDEX_AMBIENT 0
598 #define MAT_INDEX_DIFFUSE 1
599 #define MAT_INDEX_SPECULAR 2
600
601 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
602 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
603 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
604 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
605 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
606 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
607 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
608 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
609 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
610 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
611 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
612 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
613
614
615 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
616 MAT_BIT_FRONT_AMBIENT | \
617 MAT_BIT_FRONT_DIFFUSE | \
618 MAT_BIT_FRONT_SPECULAR | \
619 MAT_BIT_FRONT_SHININESS | \
620 MAT_BIT_FRONT_INDEXES)
621
622 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
623 MAT_BIT_BACK_AMBIENT | \
624 MAT_BIT_BACK_DIFFUSE | \
625 MAT_BIT_BACK_SPECULAR | \
626 MAT_BIT_BACK_SHININESS | \
627 MAT_BIT_BACK_INDEXES)
628
629 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
630 /*@}*/
631
632
633 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
634 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
635
636 /**
637 * Material shininess lookup table.
638 */
639 struct gl_shine_tab
640 {
641 struct gl_shine_tab *next, *prev;
642 GLfloat tab[SHINE_TABLE_SIZE+1];
643 GLfloat shininess;
644 GLuint refcount;
645 };
646
647
648 /**
649 * Light source state.
650 */
651 struct gl_light
652 {
653 struct gl_light *next; /**< double linked list with sentinel */
654 struct gl_light *prev;
655
656 GLfloat Ambient[4]; /**< ambient color */
657 GLfloat Diffuse[4]; /**< diffuse color */
658 GLfloat Specular[4]; /**< specular color */
659 GLfloat EyePosition[4]; /**< position in eye coordinates */
660 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
661 GLfloat SpotExponent;
662 GLfloat SpotCutoff; /**< in degrees */
663 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
664 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
665 GLfloat ConstantAttenuation;
666 GLfloat LinearAttenuation;
667 GLfloat QuadraticAttenuation;
668 GLboolean Enabled; /**< On/off flag */
669
670 /**
671 * \name Derived fields
672 */
673 /*@{*/
674 GLbitfield _Flags; /**< State */
675
676 GLfloat _Position[4]; /**< position in eye/obj coordinates */
677 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
678 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
679 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
680 GLfloat _VP_inf_spot_attenuation;
681
682 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
683 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
684 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
685 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
686 GLfloat _dli; /**< CI diffuse light intensity */
687 GLfloat _sli; /**< CI specular light intensity */
688 /*@}*/
689 };
690
691
692 /**
693 * Light model state.
694 */
695 struct gl_lightmodel
696 {
697 GLfloat Ambient[4]; /**< ambient color */
698 GLboolean LocalViewer; /**< Local (or infinite) view point? */
699 GLboolean TwoSide; /**< Two (or one) sided lighting? */
700 GLenum ColorControl; /**< either GL_SINGLE_COLOR
701 * or GL_SEPARATE_SPECULAR_COLOR */
702 };
703
704
705 /**
706 * Material state.
707 */
708 struct gl_material
709 {
710 GLfloat Attrib[MAT_ATTRIB_MAX][4];
711 };
712
713
714 /**
715 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
716 */
717 struct gl_accum_attrib
718 {
719 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
720 };
721
722
723 /**
724 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
725 */
726 struct gl_colorbuffer_attrib
727 {
728 GLuint ClearIndex; /**< Index to use for glClear */
729 GLfloat ClearColorUnclamped[4]; /**< Color to use for glClear*/
730 GLclampf ClearColor[4]; /**< Color to use for glClear */
731
732 GLuint IndexMask; /**< Color index write mask */
733 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
734
735 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
736
737 /**
738 * \name alpha testing
739 */
740 /*@{*/
741 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
742 GLenum AlphaFunc; /**< Alpha test function */
743 GLfloat AlphaRefUnclamped;
744 GLclampf AlphaRef; /**< Alpha reference value */
745 /*@}*/
746
747 /**
748 * \name Blending
749 */
750 /*@{*/
751 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
752
753 /* NOTE: this does _not_ depend on fragment clamping or any other clamping control,
754 * only on the fixed-pointness of the render target.
755 * The query does however depend on fragment color clamping.
756 */
757 GLfloat BlendColorUnclamped[4]; /**< Blending color */
758 GLfloat BlendColor[4]; /**< Blending color */
759
760 struct
761 {
762 GLenum SrcRGB; /**< RGB blend source term */
763 GLenum DstRGB; /**< RGB blend dest term */
764 GLenum SrcA; /**< Alpha blend source term */
765 GLenum DstA; /**< Alpha blend dest term */
766 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
767 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
768 } Blend[MAX_DRAW_BUFFERS];
769 /** Are the blend func terms currently different for each buffer/target? */
770 GLboolean _BlendFuncPerBuffer;
771 /** Are the blend equations currently different for each buffer/target? */
772 GLboolean _BlendEquationPerBuffer;
773 /*@}*/
774
775 /**
776 * \name Logic op
777 */
778 /*@{*/
779 GLenum LogicOp; /**< Logic operator */
780 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
781 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
782 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
783 /*@}*/
784
785 GLboolean DitherFlag; /**< Dither enable flag */
786
787 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
788 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
789 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
790 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
791
792 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
793 };
794
795
796 /**
797 * Current attribute group (GL_CURRENT_BIT).
798 */
799 struct gl_current_attrib
800 {
801 /**
802 * \name Current vertex attributes.
803 * \note Values are valid only after FLUSH_VERTICES has been called.
804 * \note Index and Edgeflag current values are stored as floats in the
805 * SIX and SEVEN attribute slots.
806 */
807 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
808
809 /**
810 * \name Current raster position attributes (always valid).
811 * \note This set of attributes is very similar to the SWvertex struct.
812 */
813 /*@{*/
814 GLfloat RasterPos[4];
815 GLfloat RasterDistance;
816 GLfloat RasterColor[4];
817 GLfloat RasterSecondaryColor[4];
818 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
819 GLboolean RasterPosValid;
820 /*@}*/
821 };
822
823
824 /**
825 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
826 */
827 struct gl_depthbuffer_attrib
828 {
829 GLenum Func; /**< Function for depth buffer compare */
830 GLclampd Clear; /**< Value to clear depth buffer to */
831 GLboolean Test; /**< Depth buffering enabled flag */
832 GLboolean Mask; /**< Depth buffer writable? */
833 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
834 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
835 };
836
837
838 /**
839 * Evaluator attribute group (GL_EVAL_BIT).
840 */
841 struct gl_eval_attrib
842 {
843 /**
844 * \name Enable bits
845 */
846 /*@{*/
847 GLboolean Map1Color4;
848 GLboolean Map1Index;
849 GLboolean Map1Normal;
850 GLboolean Map1TextureCoord1;
851 GLboolean Map1TextureCoord2;
852 GLboolean Map1TextureCoord3;
853 GLboolean Map1TextureCoord4;
854 GLboolean Map1Vertex3;
855 GLboolean Map1Vertex4;
856 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
857 GLboolean Map2Color4;
858 GLboolean Map2Index;
859 GLboolean Map2Normal;
860 GLboolean Map2TextureCoord1;
861 GLboolean Map2TextureCoord2;
862 GLboolean Map2TextureCoord3;
863 GLboolean Map2TextureCoord4;
864 GLboolean Map2Vertex3;
865 GLboolean Map2Vertex4;
866 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
867 GLboolean AutoNormal;
868 /*@}*/
869
870 /**
871 * \name Map Grid endpoints and divisions and calculated du values
872 */
873 /*@{*/
874 GLint MapGrid1un;
875 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
876 GLint MapGrid2un, MapGrid2vn;
877 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
878 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
879 /*@}*/
880 };
881
882
883 /**
884 * Fog attribute group (GL_FOG_BIT).
885 */
886 struct gl_fog_attrib
887 {
888 GLboolean Enabled; /**< Fog enabled flag */
889 GLfloat ColorUnclamped[4]; /**< Fog color */
890 GLfloat Color[4]; /**< Fog color */
891 GLfloat Density; /**< Density >= 0.0 */
892 GLfloat Start; /**< Start distance in eye coords */
893 GLfloat End; /**< End distance in eye coords */
894 GLfloat Index; /**< Fog index */
895 GLenum Mode; /**< Fog mode */
896 GLboolean ColorSumEnabled;
897 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
898 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
899 };
900
901
902 /**
903 * \brief Layout qualifiers for gl_FragDepth.
904 *
905 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
906 * a layout qualifier.
907 *
908 * \see enum ir_depth_layout
909 */
910 enum gl_frag_depth_layout {
911 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
912 FRAG_DEPTH_LAYOUT_ANY,
913 FRAG_DEPTH_LAYOUT_GREATER,
914 FRAG_DEPTH_LAYOUT_LESS,
915 FRAG_DEPTH_LAYOUT_UNCHANGED
916 };
917
918
919 /**
920 * Hint attribute group (GL_HINT_BIT).
921 *
922 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
923 */
924 struct gl_hint_attrib
925 {
926 GLenum PerspectiveCorrection;
927 GLenum PointSmooth;
928 GLenum LineSmooth;
929 GLenum PolygonSmooth;
930 GLenum Fog;
931 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
932 GLenum TextureCompression; /**< GL_ARB_texture_compression */
933 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
934 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
935 };
936
937 /**
938 * Light state flags.
939 */
940 /*@{*/
941 #define LIGHT_SPOT 0x1
942 #define LIGHT_LOCAL_VIEWER 0x2
943 #define LIGHT_POSITIONAL 0x4
944 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
945 /*@}*/
946
947
948 /**
949 * Lighting attribute group (GL_LIGHT_BIT).
950 */
951 struct gl_light_attrib
952 {
953 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
954 struct gl_lightmodel Model; /**< Lighting model */
955
956 /**
957 * Must flush FLUSH_VERTICES before referencing:
958 */
959 /*@{*/
960 struct gl_material Material; /**< Includes front & back values */
961 /*@}*/
962
963 GLboolean Enabled; /**< Lighting enabled flag */
964 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
965 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
966 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
967 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
968 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
969 GLboolean ColorMaterialEnabled;
970 GLenum ClampVertexColor;
971 GLboolean _ClampVertexColor;
972
973 struct gl_light EnabledList; /**< List sentinel */
974
975 /**
976 * Derived state for optimizations:
977 */
978 /*@{*/
979 GLboolean _NeedEyeCoords;
980 GLboolean _NeedVertices; /**< Use fast shader? */
981 GLbitfield _Flags; /**< LIGHT_* flags, see above */
982 GLfloat _BaseColor[2][3];
983 /*@}*/
984 };
985
986
987 /**
988 * Line attribute group (GL_LINE_BIT).
989 */
990 struct gl_line_attrib
991 {
992 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
993 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
994 GLushort StipplePattern; /**< Stipple pattern */
995 GLint StippleFactor; /**< Stipple repeat factor */
996 GLfloat Width; /**< Line width */
997 };
998
999
1000 /**
1001 * Display list attribute group (GL_LIST_BIT).
1002 */
1003 struct gl_list_attrib
1004 {
1005 GLuint ListBase;
1006 };
1007
1008
1009 /**
1010 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1011 */
1012 struct gl_multisample_attrib
1013 {
1014 GLboolean Enabled;
1015 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1016 GLboolean SampleAlphaToCoverage;
1017 GLboolean SampleAlphaToOne;
1018 GLboolean SampleCoverage;
1019 GLfloat SampleCoverageValue;
1020 GLboolean SampleCoverageInvert;
1021 };
1022
1023
1024 /**
1025 * A pixelmap (see glPixelMap)
1026 */
1027 struct gl_pixelmap
1028 {
1029 GLint Size;
1030 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1031 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1032 };
1033
1034
1035 /**
1036 * Collection of all pixelmaps
1037 */
1038 struct gl_pixelmaps
1039 {
1040 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1041 struct gl_pixelmap GtoG;
1042 struct gl_pixelmap BtoB;
1043 struct gl_pixelmap AtoA;
1044 struct gl_pixelmap ItoR;
1045 struct gl_pixelmap ItoG;
1046 struct gl_pixelmap ItoB;
1047 struct gl_pixelmap ItoA;
1048 struct gl_pixelmap ItoI;
1049 struct gl_pixelmap StoS;
1050 };
1051
1052
1053 /**
1054 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1055 */
1056 struct gl_pixel_attrib
1057 {
1058 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1059
1060 /*--- Begin Pixel Transfer State ---*/
1061 /* Fields are in the order in which they're applied... */
1062
1063 /** Scale & Bias (index shift, offset) */
1064 /*@{*/
1065 GLfloat RedBias, RedScale;
1066 GLfloat GreenBias, GreenScale;
1067 GLfloat BlueBias, BlueScale;
1068 GLfloat AlphaBias, AlphaScale;
1069 GLfloat DepthBias, DepthScale;
1070 GLint IndexShift, IndexOffset;
1071 /*@}*/
1072
1073 /* Pixel Maps */
1074 /* Note: actual pixel maps are not part of this attrib group */
1075 GLboolean MapColorFlag;
1076 GLboolean MapStencilFlag;
1077
1078 /*--- End Pixel Transfer State ---*/
1079
1080 /** glPixelZoom */
1081 GLfloat ZoomX, ZoomY;
1082 };
1083
1084
1085 /**
1086 * Point attribute group (GL_POINT_BIT).
1087 */
1088 struct gl_point_attrib
1089 {
1090 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1091 GLfloat Size; /**< User-specified point size */
1092 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1093 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1094 GLfloat Threshold; /**< GL_EXT_point_parameters */
1095 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1096 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1097 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1098 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1099 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1100 };
1101
1102
1103 /**
1104 * Polygon attribute group (GL_POLYGON_BIT).
1105 */
1106 struct gl_polygon_attrib
1107 {
1108 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1109 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1110 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1111 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1112 GLboolean CullFlag; /**< Culling on/off flag */
1113 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1114 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1115 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1116 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1117 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1118 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1119 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1120 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1121 };
1122
1123
1124 /**
1125 * Scissor attributes (GL_SCISSOR_BIT).
1126 */
1127 struct gl_scissor_attrib
1128 {
1129 GLboolean Enabled; /**< Scissor test enabled? */
1130 GLint X, Y; /**< Lower left corner of box */
1131 GLsizei Width, Height; /**< Size of box */
1132 };
1133
1134
1135 /**
1136 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1137 *
1138 * Three sets of stencil data are tracked so that OpenGL 2.0,
1139 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1140 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1141 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1142 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1143 * GL_EXT_stencil_two_side GL_BACK state.
1144 *
1145 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1146 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1147 *
1148 * The derived value \c _TestTwoSide is set when the front-face and back-face
1149 * stencil state are different.
1150 */
1151 struct gl_stencil_attrib
1152 {
1153 GLboolean Enabled; /**< Enabled flag */
1154 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1155 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1156 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1157 GLboolean _TestTwoSide;
1158 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1159 GLenum Function[3]; /**< Stencil function */
1160 GLenum FailFunc[3]; /**< Fail function */
1161 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1162 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1163 GLint Ref[3]; /**< Reference value */
1164 GLuint ValueMask[3]; /**< Value mask */
1165 GLuint WriteMask[3]; /**< Write mask */
1166 GLuint Clear; /**< Clear value */
1167 };
1168
1169
1170 /**
1171 * An index for each type of texture object. These correspond to the GL
1172 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1173 * Note: the order is from highest priority to lowest priority.
1174 */
1175 typedef enum
1176 {
1177 TEXTURE_BUFFER_INDEX,
1178 TEXTURE_2D_ARRAY_INDEX,
1179 TEXTURE_1D_ARRAY_INDEX,
1180 TEXTURE_CUBE_INDEX,
1181 TEXTURE_3D_INDEX,
1182 TEXTURE_RECT_INDEX,
1183 TEXTURE_2D_INDEX,
1184 TEXTURE_1D_INDEX,
1185 NUM_TEXTURE_TARGETS
1186 } gl_texture_index;
1187
1188
1189 /**
1190 * Bit flags for each type of texture object
1191 * Used for Texture.Unit[]._ReallyEnabled flags.
1192 */
1193 /*@{*/
1194 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1195 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1196 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1197 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1198 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1199 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1200 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1201 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1202 /*@}*/
1203
1204
1205 /**
1206 * TexGenEnabled flags.
1207 */
1208 /*@{*/
1209 #define S_BIT 1
1210 #define T_BIT 2
1211 #define R_BIT 4
1212 #define Q_BIT 8
1213 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1214 /*@}*/
1215
1216
1217 /**
1218 * Bit flag versions of the corresponding GL_ constants.
1219 */
1220 /*@{*/
1221 #define TEXGEN_SPHERE_MAP 0x1
1222 #define TEXGEN_OBJ_LINEAR 0x2
1223 #define TEXGEN_EYE_LINEAR 0x4
1224 #define TEXGEN_REFLECTION_MAP_NV 0x8
1225 #define TEXGEN_NORMAL_MAP_NV 0x10
1226
1227 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1228 TEXGEN_REFLECTION_MAP_NV | \
1229 TEXGEN_NORMAL_MAP_NV)
1230 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1231 TEXGEN_REFLECTION_MAP_NV | \
1232 TEXGEN_NORMAL_MAP_NV | \
1233 TEXGEN_EYE_LINEAR)
1234 /*@}*/
1235
1236
1237
1238 /** Tex-gen enabled for texture unit? */
1239 #define ENABLE_TEXGEN(unit) (1 << (unit))
1240
1241 /** Non-identity texture matrix for texture unit? */
1242 #define ENABLE_TEXMAT(unit) (1 << (unit))
1243
1244
1245 /**
1246 * Texel fetch function prototype. We use texel fetch functions to
1247 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1248 * texture images. These functions help to isolate us from the gritty
1249 * details of all the various texture image encodings.
1250 *
1251 * \param texImage texture image.
1252 * \param col texel column.
1253 * \param row texel row.
1254 * \param img texel image level/layer.
1255 * \param texelOut output texel (up to 4 GLchans)
1256 */
1257 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1258 GLint col, GLint row, GLint img,
1259 GLchan *texelOut );
1260
1261 /**
1262 * As above, but returns floats.
1263 * Used for depth component images and for upcoming signed/float
1264 * texture images.
1265 */
1266 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1267 GLint col, GLint row, GLint img,
1268 GLfloat *texelOut );
1269
1270
1271 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1272 GLint col, GLint row, GLint img,
1273 const void *texel);
1274
1275
1276 /**
1277 * Texture image state. Describes the dimensions of a texture image,
1278 * the texel format and pointers to Texel Fetch functions.
1279 */
1280 struct gl_texture_image
1281 {
1282 GLint InternalFormat; /**< Internal format as given by the user */
1283 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1284 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1285 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1286 * GL_DEPTH_STENCIL_EXT only. Used for
1287 * choosing TexEnv arithmetic.
1288 */
1289 gl_format TexFormat; /**< The actual texture memory format */
1290
1291 GLuint Border; /**< 0 or 1 */
1292 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1293 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1294 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1295 GLuint Width2; /**< = Width - 2*Border */
1296 GLuint Height2; /**< = Height - 2*Border */
1297 GLuint Depth2; /**< = Depth - 2*Border */
1298 GLuint WidthLog2; /**< = log2(Width2) */
1299 GLuint HeightLog2; /**< = log2(Height2) */
1300 GLuint DepthLog2; /**< = log2(Depth2) */
1301 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1302 GLfloat WidthScale; /**< used for mipmap LOD computation */
1303 GLfloat HeightScale; /**< used for mipmap LOD computation */
1304 GLfloat DepthScale; /**< used for mipmap LOD computation */
1305 GLboolean IsClientData; /**< Data owned by client? */
1306 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1307
1308 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1309 GLuint Level; /**< Which mipmap level am I? */
1310 /** Cube map face: index into gl_texture_object::Image[] array */
1311 GLuint Face;
1312
1313 FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
1314 FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
1315
1316 GLuint RowStride; /**< Padded width in units of texels */
1317 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1318 each 2D slice in 'Data', in texels */
1319 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1320
1321 /**
1322 * \name For device driver:
1323 */
1324 /*@{*/
1325 void *DriverData; /**< Arbitrary device driver data */
1326 /*@}*/
1327 };
1328
1329
1330 /**
1331 * Indexes for cube map faces.
1332 */
1333 typedef enum
1334 {
1335 FACE_POS_X = 0,
1336 FACE_NEG_X = 1,
1337 FACE_POS_Y = 2,
1338 FACE_NEG_Y = 3,
1339 FACE_POS_Z = 4,
1340 FACE_NEG_Z = 5,
1341 MAX_FACES = 6
1342 } gl_face_index;
1343
1344
1345 /**
1346 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1347 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1348 */
1349 struct gl_sampler_object
1350 {
1351 GLuint Name;
1352 GLint RefCount;
1353
1354 GLenum WrapS; /**< S-axis texture image wrap mode */
1355 GLenum WrapT; /**< T-axis texture image wrap mode */
1356 GLenum WrapR; /**< R-axis texture image wrap mode */
1357 GLenum MinFilter; /**< minification filter */
1358 GLenum MagFilter; /**< magnification filter */
1359 union {
1360 GLfloat f[4];
1361 GLuint ui[4];
1362 GLint i[4];
1363 } BorderColor; /**< Interpreted according to texture format */
1364 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1365 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1366 GLfloat LodBias; /**< OpenGL 1.4 */
1367 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1368 GLenum CompareMode; /**< GL_ARB_shadow */
1369 GLenum CompareFunc; /**< GL_ARB_shadow */
1370 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1371 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1372 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1373
1374 /* deprecated sampler state */
1375 GLenum DepthMode; /**< GL_ARB_depth_texture */
1376
1377 /** Is the texture object complete with respect to this sampler? */
1378 GLboolean _CompleteTexture;
1379 };
1380
1381
1382 /**
1383 * Texture object state. Contains the array of mipmap images, border color,
1384 * wrap modes, filter modes, and shadow/texcompare state.
1385 */
1386 struct gl_texture_object
1387 {
1388 _glthread_Mutex Mutex; /**< for thread safety */
1389 GLint RefCount; /**< reference count */
1390 GLuint Name; /**< the user-visible texture object ID */
1391 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1392
1393 struct gl_sampler_object Sampler;
1394
1395 GLfloat Priority; /**< in [0,1] */
1396 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1397 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1398 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1399 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1400 GLint CropRect[4]; /**< GL_OES_draw_texture */
1401 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1402 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1403 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1404 GLboolean _Complete; /**< Is texture object complete? */
1405 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1406 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1407
1408 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1409 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1410
1411 /** GL_ARB_texture_buffer_object */
1412 struct gl_buffer_object *BufferObject;
1413 GLenum BufferObjectFormat;
1414
1415 /**
1416 * \name For device driver.
1417 * Note: instead of attaching driver data to this pointer, it's preferable
1418 * to instead use this struct as a base class for your own texture object
1419 * class. Driver->NewTextureObject() can be used to implement the
1420 * allocation.
1421 */
1422 void *DriverData; /**< Arbitrary device driver data */
1423 };
1424
1425
1426 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1427 #define MAX_COMBINER_TERMS 4
1428
1429
1430 /**
1431 * Texture combine environment state.
1432 */
1433 struct gl_tex_env_combine_state
1434 {
1435 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1436 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1437 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1438 GLenum SourceRGB[MAX_COMBINER_TERMS];
1439 GLenum SourceA[MAX_COMBINER_TERMS];
1440 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1441 GLenum OperandRGB[MAX_COMBINER_TERMS];
1442 GLenum OperandA[MAX_COMBINER_TERMS];
1443 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1444 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1445 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1446 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1447 };
1448
1449
1450 /**
1451 * Texture coord generation state.
1452 */
1453 struct gl_texgen
1454 {
1455 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1456 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1457 GLfloat ObjectPlane[4];
1458 GLfloat EyePlane[4];
1459 };
1460
1461
1462 /**
1463 * Texture unit state. Contains enable flags, texture environment/function/
1464 * combiners, texgen state, and pointers to current texture objects.
1465 */
1466 struct gl_texture_unit
1467 {
1468 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1469 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1470
1471 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1472 GLclampf EnvColor[4];
1473 GLfloat EnvColorUnclamped[4];
1474
1475 struct gl_texgen GenS;
1476 struct gl_texgen GenT;
1477 struct gl_texgen GenR;
1478 struct gl_texgen GenQ;
1479 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1480 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1481
1482 GLfloat LodBias; /**< for biasing mipmap levels */
1483 GLenum BumpTarget;
1484 GLfloat RotMatrix[4]; /* 2x2 matrix */
1485
1486 /** Current sampler object (GL_ARB_sampler_objects) */
1487 struct gl_sampler_object *Sampler;
1488
1489 /**
1490 * \name GL_EXT_texture_env_combine
1491 */
1492 struct gl_tex_env_combine_state Combine;
1493
1494 /**
1495 * Derived state based on \c EnvMode and the \c BaseFormat of the
1496 * currently enabled texture.
1497 */
1498 struct gl_tex_env_combine_state _EnvMode;
1499
1500 /**
1501 * Currently enabled combiner state. This will point to either
1502 * \c Combine or \c _EnvMode.
1503 */
1504 struct gl_tex_env_combine_state *_CurrentCombine;
1505
1506 /** Current texture object pointers */
1507 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1508
1509 /** Points to highest priority, complete and enabled texture object */
1510 struct gl_texture_object *_Current;
1511 };
1512
1513
1514 /**
1515 * Texture attribute group (GL_TEXTURE_BIT).
1516 */
1517 struct gl_texture_attrib
1518 {
1519 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1520 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1521
1522 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1523
1524 /** GL_ARB_texture_buffer_object */
1525 struct gl_buffer_object *BufferObject;
1526
1527 /** GL_ARB_seamless_cubemap */
1528 GLboolean CubeMapSeamless;
1529
1530 /** Texture units/samplers used by vertex or fragment texturing */
1531 GLbitfield _EnabledUnits;
1532
1533 /** Texture coord units/sets used for fragment texturing */
1534 GLbitfield _EnabledCoordUnits;
1535
1536 /** Texture coord units that have texgen enabled */
1537 GLbitfield _TexGenEnabled;
1538
1539 /** Texture coord units that have non-identity matrices */
1540 GLbitfield _TexMatEnabled;
1541
1542 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1543 GLbitfield _GenFlags;
1544 };
1545
1546
1547 /**
1548 * Transformation attribute group (GL_TRANSFORM_BIT).
1549 */
1550 struct gl_transform_attrib
1551 {
1552 GLenum MatrixMode; /**< Matrix mode */
1553 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1554 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1555 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1556 GLboolean Normalize; /**< Normalize all normals? */
1557 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1558 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1559 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1560
1561 GLfloat CullEyePos[4];
1562 GLfloat CullObjPos[4];
1563 };
1564
1565
1566 /**
1567 * Viewport attribute group (GL_VIEWPORT_BIT).
1568 */
1569 struct gl_viewport_attrib
1570 {
1571 GLint X, Y; /**< position */
1572 GLsizei Width, Height; /**< size */
1573 GLfloat Near, Far; /**< Depth buffer range */
1574 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1575 };
1576
1577
1578 /**
1579 * GL_ARB_vertex/pixel_buffer_object buffer object
1580 */
1581 struct gl_buffer_object
1582 {
1583 _glthread_Mutex Mutex;
1584 GLint RefCount;
1585 GLuint Name;
1586 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1587 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1588 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1589 /** Fields describing a mapped buffer */
1590 /*@{*/
1591 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1592 GLvoid *Pointer; /**< User-space address of mapping */
1593 GLintptr Offset; /**< Mapped offset */
1594 GLsizeiptr Length; /**< Mapped length */
1595 /*@}*/
1596 GLboolean Written; /**< Ever written to? (for debugging) */
1597 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1598 };
1599
1600
1601 /**
1602 * Client pixel packing/unpacking attributes
1603 */
1604 struct gl_pixelstore_attrib
1605 {
1606 GLint Alignment;
1607 GLint RowLength;
1608 GLint SkipPixels;
1609 GLint SkipRows;
1610 GLint ImageHeight;
1611 GLint SkipImages;
1612 GLboolean SwapBytes;
1613 GLboolean LsbFirst;
1614 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1615 GLboolean Invert; /**< GL_MESA_pack_invert */
1616 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1617 };
1618
1619
1620 /**
1621 * Client vertex array attributes
1622 */
1623 struct gl_client_array
1624 {
1625 GLint Size; /**< components per element (1,2,3,4) */
1626 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1627 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1628 GLsizei Stride; /**< user-specified stride */
1629 GLsizei StrideB; /**< actual stride in bytes */
1630 const GLubyte *Ptr; /**< Points to array data */
1631 GLboolean Enabled; /**< Enabled flag is a boolean */
1632 GLboolean Normalized; /**< GL_ARB_vertex_program */
1633 GLboolean Integer; /**< Integer-valued? */
1634 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1635 GLuint _ElementSize; /**< size of each element in bytes */
1636
1637 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1638 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1639 };
1640
1641
1642 /**
1643 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1644 * extension, but a nice encapsulation in any case.
1645 */
1646 struct gl_array_object
1647 {
1648 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1649 GLuint Name;
1650
1651 GLint RefCount;
1652 _glthread_Mutex Mutex;
1653 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1654
1655 /** Conventional vertex arrays */
1656 /*@{*/
1657 struct gl_client_array Vertex;
1658 struct gl_client_array Weight;
1659 struct gl_client_array Normal;
1660 struct gl_client_array Color;
1661 struct gl_client_array SecondaryColor;
1662 struct gl_client_array FogCoord;
1663 struct gl_client_array Index;
1664 struct gl_client_array EdgeFlag;
1665 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1666 struct gl_client_array PointSize;
1667 /*@}*/
1668
1669 /**
1670 * Generic arrays for vertex programs/shaders.
1671 * For NV vertex programs, these attributes alias and take priority
1672 * over the conventional attribs above. For ARB vertex programs and
1673 * GLSL vertex shaders, these attributes are separate.
1674 */
1675 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1676
1677 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1678 GLbitfield _Enabled;
1679
1680 /**
1681 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1682 * we can determine the max legal (in bounds) glDrawElements array index.
1683 */
1684 GLuint _MaxElement;
1685 };
1686
1687
1688 /**
1689 * Vertex array state
1690 */
1691 struct gl_array_attrib
1692 {
1693 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1694 struct gl_array_object *ArrayObj;
1695
1696 /** The default vertex array object */
1697 struct gl_array_object *DefaultArrayObj;
1698
1699 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1700 struct _mesa_HashTable *Objects;
1701
1702 GLint ActiveTexture; /**< Client Active Texture */
1703 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1704 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1705
1706 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1707 GLboolean PrimitiveRestart;
1708 GLuint RestartIndex;
1709
1710 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1711 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1712
1713 /* GL_ARB_vertex_buffer_object */
1714 struct gl_buffer_object *ArrayBufferObj;
1715 struct gl_buffer_object *ElementArrayBufferObj;
1716 };
1717
1718
1719 /**
1720 * Feedback buffer state
1721 */
1722 struct gl_feedback
1723 {
1724 GLenum Type;
1725 GLbitfield _Mask; /**< FB_* bits */
1726 GLfloat *Buffer;
1727 GLuint BufferSize;
1728 GLuint Count;
1729 };
1730
1731
1732 /**
1733 * Selection buffer state
1734 */
1735 struct gl_selection
1736 {
1737 GLuint *Buffer; /**< selection buffer */
1738 GLuint BufferSize; /**< size of the selection buffer */
1739 GLuint BufferCount; /**< number of values in the selection buffer */
1740 GLuint Hits; /**< number of records in the selection buffer */
1741 GLuint NameStackDepth; /**< name stack depth */
1742 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1743 GLboolean HitFlag; /**< hit flag */
1744 GLfloat HitMinZ; /**< minimum hit depth */
1745 GLfloat HitMaxZ; /**< maximum hit depth */
1746 };
1747
1748
1749 /**
1750 * 1-D Evaluator control points
1751 */
1752 struct gl_1d_map
1753 {
1754 GLuint Order; /**< Number of control points */
1755 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1756 GLfloat *Points; /**< Points to contiguous control points */
1757 };
1758
1759
1760 /**
1761 * 2-D Evaluator control points
1762 */
1763 struct gl_2d_map
1764 {
1765 GLuint Uorder; /**< Number of control points in U dimension */
1766 GLuint Vorder; /**< Number of control points in V dimension */
1767 GLfloat u1, u2, du;
1768 GLfloat v1, v2, dv;
1769 GLfloat *Points; /**< Points to contiguous control points */
1770 };
1771
1772
1773 /**
1774 * All evaluator control point state
1775 */
1776 struct gl_evaluators
1777 {
1778 /**
1779 * \name 1-D maps
1780 */
1781 /*@{*/
1782 struct gl_1d_map Map1Vertex3;
1783 struct gl_1d_map Map1Vertex4;
1784 struct gl_1d_map Map1Index;
1785 struct gl_1d_map Map1Color4;
1786 struct gl_1d_map Map1Normal;
1787 struct gl_1d_map Map1Texture1;
1788 struct gl_1d_map Map1Texture2;
1789 struct gl_1d_map Map1Texture3;
1790 struct gl_1d_map Map1Texture4;
1791 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1792 /*@}*/
1793
1794 /**
1795 * \name 2-D maps
1796 */
1797 /*@{*/
1798 struct gl_2d_map Map2Vertex3;
1799 struct gl_2d_map Map2Vertex4;
1800 struct gl_2d_map Map2Index;
1801 struct gl_2d_map Map2Color4;
1802 struct gl_2d_map Map2Normal;
1803 struct gl_2d_map Map2Texture1;
1804 struct gl_2d_map Map2Texture2;
1805 struct gl_2d_map Map2Texture3;
1806 struct gl_2d_map Map2Texture4;
1807 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1808 /*@}*/
1809 };
1810
1811
1812 /**
1813 * Names of the various vertex/fragment program register files, etc.
1814 *
1815 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1816 * All values should fit in a 4-bit field.
1817 *
1818 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1819 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1820 * be "uniform" variables since they can only be set outside glBegin/End.
1821 * They're also all stored in the same Parameters array.
1822 */
1823 typedef enum
1824 {
1825 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1826 PROGRAM_INPUT, /**< machine->Inputs[] */
1827 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1828 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1829 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1830 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1831 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1832 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1833 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1834 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1835 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1836 PROGRAM_ADDRESS, /**< machine->AddressReg */
1837 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1838 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1839 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1840 PROGRAM_FILE_MAX
1841 } gl_register_file;
1842
1843
1844 /**
1845 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1846 * one of these values.
1847 */
1848 typedef enum
1849 {
1850 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1851 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1852 SYSTEM_VALUE_MAX /**< Number of values */
1853 } gl_system_value;
1854
1855
1856 /** Vertex and fragment instructions */
1857 struct prog_instruction;
1858 struct gl_program_parameter_list;
1859 struct gl_uniform_list;
1860
1861
1862 /**
1863 * Base class for any kind of program object
1864 */
1865 struct gl_program
1866 {
1867 GLuint Id;
1868 GLubyte *String; /**< Null-terminated program text */
1869 GLint RefCount;
1870 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1871 GLenum Format; /**< String encoding format */
1872 GLboolean Resident;
1873
1874 struct prog_instruction *Instructions;
1875
1876 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1877 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1878 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1879 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1880 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1881 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1882 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1883 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1884
1885
1886 /** Named parameters, constants, etc. from program text */
1887 struct gl_program_parameter_list *Parameters;
1888 /** Numbered local parameters */
1889 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1890
1891 /** Vertex/fragment shader varying vars */
1892 struct gl_program_parameter_list *Varying;
1893 /** Vertex program user-defined attributes */
1894 struct gl_program_parameter_list *Attributes;
1895
1896 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1897 GLubyte SamplerUnits[MAX_SAMPLERS];
1898 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1899 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1900
1901 /** Bitmask of which register files are read/written with indirect
1902 * addressing. Mask of (1 << PROGRAM_x) bits.
1903 */
1904 GLbitfield IndirectRegisterFiles;
1905
1906 /** Logical counts */
1907 /*@{*/
1908 GLuint NumInstructions;
1909 GLuint NumTemporaries;
1910 GLuint NumParameters;
1911 GLuint NumAttributes;
1912 GLuint NumAddressRegs;
1913 GLuint NumAluInstructions;
1914 GLuint NumTexInstructions;
1915 GLuint NumTexIndirections;
1916 /*@}*/
1917 /** Native, actual h/w counts */
1918 /*@{*/
1919 GLuint NumNativeInstructions;
1920 GLuint NumNativeTemporaries;
1921 GLuint NumNativeParameters;
1922 GLuint NumNativeAttributes;
1923 GLuint NumNativeAddressRegs;
1924 GLuint NumNativeAluInstructions;
1925 GLuint NumNativeTexInstructions;
1926 GLuint NumNativeTexIndirections;
1927 /*@}*/
1928 };
1929
1930
1931 /** Vertex program object */
1932 struct gl_vertex_program
1933 {
1934 struct gl_program Base; /**< base class */
1935 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1936 GLboolean IsPositionInvariant;
1937 };
1938
1939
1940 /** Geometry program object */
1941 struct gl_geometry_program
1942 {
1943 struct gl_program Base; /**< base class */
1944
1945 GLint VerticesOut;
1946 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1947 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1948 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1949 };
1950
1951
1952 /** Fragment program object */
1953 struct gl_fragment_program
1954 {
1955 struct gl_program Base; /**< base class */
1956 GLboolean UsesKill; /**< shader uses KIL instruction */
1957 GLboolean OriginUpperLeft;
1958 GLboolean PixelCenterInteger;
1959 enum gl_frag_depth_layout FragDepthLayout;
1960 };
1961
1962
1963 /**
1964 * State common to vertex and fragment programs.
1965 */
1966 struct gl_program_state
1967 {
1968 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1969 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1970 };
1971
1972
1973 /**
1974 * Context state for vertex programs.
1975 */
1976 struct gl_vertex_program_state
1977 {
1978 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1979 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1980 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1981 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1982 struct gl_vertex_program *Current; /**< User-bound vertex program */
1983
1984 /** Currently enabled and valid vertex program (including internal
1985 * programs, user-defined vertex programs and GLSL vertex shaders).
1986 * This is the program we must use when rendering.
1987 */
1988 struct gl_vertex_program *_Current;
1989
1990 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1991
1992 /* For GL_NV_vertex_program only: */
1993 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1994 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1995
1996 /** Should fixed-function T&L be implemented with a vertex prog? */
1997 GLboolean _MaintainTnlProgram;
1998
1999 /** Program to emulate fixed-function T&L (see above) */
2000 struct gl_vertex_program *_TnlProgram;
2001
2002 /** Cache of fixed-function programs */
2003 struct gl_program_cache *Cache;
2004
2005 GLboolean _Overriden;
2006 };
2007
2008
2009 /**
2010 * Context state for geometry programs.
2011 */
2012 struct gl_geometry_program_state
2013 {
2014 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2015 GLboolean _Enabled; /**< Enabled and valid program? */
2016 struct gl_geometry_program *Current; /**< user-bound geometry program */
2017
2018 /** Currently enabled and valid program (including internal programs
2019 * and compiled shader programs).
2020 */
2021 struct gl_geometry_program *_Current;
2022
2023 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2024
2025 /** Cache of fixed-function programs */
2026 struct gl_program_cache *Cache;
2027 };
2028
2029 /**
2030 * Context state for fragment programs.
2031 */
2032 struct gl_fragment_program_state
2033 {
2034 GLboolean Enabled; /**< User-set fragment program enable flag */
2035 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2036 struct gl_fragment_program *Current; /**< User-bound fragment program */
2037
2038 /** Currently enabled and valid fragment program (including internal
2039 * programs, user-defined fragment programs and GLSL fragment shaders).
2040 * This is the program we must use when rendering.
2041 */
2042 struct gl_fragment_program *_Current;
2043
2044 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2045
2046 /** Should fixed-function texturing be implemented with a fragment prog? */
2047 GLboolean _MaintainTexEnvProgram;
2048
2049 /** Program to emulate fixed-function texture env/combine (see above) */
2050 struct gl_fragment_program *_TexEnvProgram;
2051
2052 /** Cache of fixed-function programs */
2053 struct gl_program_cache *Cache;
2054 };
2055
2056
2057 /**
2058 * ATI_fragment_shader runtime state
2059 */
2060 #define ATI_FS_INPUT_PRIMARY 0
2061 #define ATI_FS_INPUT_SECONDARY 1
2062
2063 struct atifs_instruction;
2064 struct atifs_setupinst;
2065
2066 /**
2067 * ATI fragment shader
2068 */
2069 struct ati_fragment_shader
2070 {
2071 GLuint Id;
2072 GLint RefCount;
2073 struct atifs_instruction *Instructions[2];
2074 struct atifs_setupinst *SetupInst[2];
2075 GLfloat Constants[8][4];
2076 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2077 GLubyte numArithInstr[2];
2078 GLubyte regsAssigned[2];
2079 GLubyte NumPasses; /**< 1 or 2 */
2080 GLubyte cur_pass;
2081 GLubyte last_optype;
2082 GLboolean interpinp1;
2083 GLboolean isValid;
2084 GLuint swizzlerq;
2085 };
2086
2087 /**
2088 * Context state for GL_ATI_fragment_shader
2089 */
2090 struct gl_ati_fragment_shader_state
2091 {
2092 GLboolean Enabled;
2093 GLboolean _Enabled; /**< enabled and valid shader? */
2094 GLboolean Compiling;
2095 GLfloat GlobalConstants[8][4];
2096 struct ati_fragment_shader *Current;
2097 };
2098
2099
2100 /**
2101 * Occlusion/timer query object.
2102 */
2103 struct gl_query_object
2104 {
2105 GLenum Target; /**< The query target, when active */
2106 GLuint Id; /**< hash table ID/name */
2107 GLuint64EXT Result; /**< the counter */
2108 GLboolean Active; /**< inside Begin/EndQuery */
2109 GLboolean Ready; /**< result is ready? */
2110 };
2111
2112
2113 /**
2114 * Context state for query objects.
2115 */
2116 struct gl_query_state
2117 {
2118 struct _mesa_HashTable *QueryObjects;
2119 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2120 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2121
2122 /** GL_NV_conditional_render */
2123 struct gl_query_object *CondRenderQuery;
2124
2125 /** GL_EXT_transform_feedback */
2126 struct gl_query_object *PrimitivesGenerated;
2127 struct gl_query_object *PrimitivesWritten;
2128
2129 /** GL_ARB_timer_query */
2130 struct gl_query_object *TimeElapsed;
2131
2132 GLenum CondRenderMode;
2133 };
2134
2135
2136 /** Sync object state */
2137 struct gl_sync_object {
2138 struct simple_node link;
2139 GLenum Type; /**< GL_SYNC_FENCE */
2140 GLuint Name; /**< Fence name */
2141 GLint RefCount; /**< Reference count */
2142 GLboolean DeletePending; /**< Object was deleted while there were still
2143 * live references (e.g., sync not yet finished)
2144 */
2145 GLenum SyncCondition;
2146 GLbitfield Flags; /**< Flags passed to glFenceSync */
2147 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2148 };
2149
2150
2151 /** Set by #pragma directives */
2152 struct gl_sl_pragmas
2153 {
2154 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2155 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2156 GLboolean Optimize; /**< defaults on */
2157 GLboolean Debug; /**< defaults off */
2158 };
2159
2160
2161 /**
2162 * A GLSL vertex or fragment shader object.
2163 */
2164 struct gl_shader
2165 {
2166 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2167 GLuint Name; /**< AKA the handle */
2168 GLint RefCount; /**< Reference count */
2169 GLboolean DeletePending;
2170 GLboolean CompileStatus;
2171 const GLchar *Source; /**< Source code string */
2172 GLuint SourceChecksum; /**< for debug/logging purposes */
2173 struct gl_program *Program; /**< Post-compile assembly code */
2174 GLchar *InfoLog;
2175 struct gl_sl_pragmas Pragmas;
2176
2177 unsigned Version; /**< GLSL version used for linking */
2178
2179 struct exec_list *ir;
2180 struct glsl_symbol_table *symbols;
2181
2182 /** Shaders containing built-in functions that are used for linking. */
2183 struct gl_shader *builtins_to_link[16];
2184 unsigned num_builtins_to_link;
2185 };
2186
2187
2188 /**
2189 * A GLSL program object.
2190 * Basically a linked collection of vertex and fragment shaders.
2191 */
2192 struct gl_shader_program
2193 {
2194 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2195 GLuint Name; /**< aka handle or ID */
2196 GLint RefCount; /**< Reference count */
2197 GLboolean DeletePending;
2198
2199 GLuint NumShaders; /**< number of attached shaders */
2200 struct gl_shader **Shaders; /**< List of attached the shaders */
2201
2202 /** User-defined attribute bindings (glBindAttribLocation) */
2203 struct gl_program_parameter_list *Attributes;
2204
2205 /** Transform feedback varyings */
2206 struct {
2207 GLenum BufferMode;
2208 GLuint NumVarying;
2209 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2210 } TransformFeedback;
2211
2212 /** Geometry shader state - copied into gl_geometry_program at link time */
2213 struct {
2214 GLint VerticesOut;
2215 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2216 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2217 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2218 } Geom;
2219
2220 /* post-link info: */
2221 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2222 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2223 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2224 struct gl_uniform_list *Uniforms;
2225 struct gl_program_parameter_list *Varying;
2226 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2227 GLboolean Validated;
2228 GLboolean _Used; /**< Ever used for drawing? */
2229 GLchar *InfoLog;
2230
2231 unsigned Version; /**< GLSL version used for linking */
2232
2233 /**
2234 * Per-stage shaders resulting from the first stage of linking.
2235 *
2236 * Set of linked shaders for this program. The array is accessed using the
2237 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2238 * \c NULL.
2239 */
2240 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2241 };
2242
2243
2244 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2245 #define GLSL_LOG 0x2 /**< Write shaders to files */
2246 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2247 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2248 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2249 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2250 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2251 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2252
2253
2254 /**
2255 * Context state for GLSL vertex/fragment shaders.
2256 */
2257 struct gl_shader_state
2258 {
2259 /**
2260 * Programs used for rendering
2261 *
2262 * There is a separate program set for each shader stage. If
2263 * GL_EXT_separate_shader_objects is not supported, each of these must point
2264 * to \c NULL or to the same program.
2265 */
2266 struct gl_shader_program *CurrentVertexProgram;
2267 struct gl_shader_program *CurrentGeometryProgram;
2268 struct gl_shader_program *CurrentFragmentProgram;
2269
2270 /**
2271 * Program used by glUniform calls.
2272 *
2273 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2274 */
2275 struct gl_shader_program *ActiveProgram;
2276
2277 GLbitfield Flags; /**< Mask of GLSL_x flags */
2278 };
2279
2280 /**
2281 * Compiler options for a single GLSL shaders type
2282 */
2283 struct gl_shader_compiler_options
2284 {
2285 /** Driver-selectable options: */
2286 GLboolean EmitCondCodes; /**< Use condition codes? */
2287 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2288 GLboolean EmitNoLoops;
2289 GLboolean EmitNoFunctions;
2290 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2291 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2292 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2293 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2294
2295 /**
2296 * \name Forms of indirect addressing the driver cannot do.
2297 */
2298 /*@{*/
2299 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2300 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2301 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2302 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2303 /*@}*/
2304
2305 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2306 GLuint MaxUnrollIterations;
2307
2308 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2309 };
2310
2311 /**
2312 * Transform feedback object state
2313 */
2314 struct gl_transform_feedback_object
2315 {
2316 GLuint Name; /**< AKA the object ID */
2317 GLint RefCount;
2318 GLboolean Active; /**< Is transform feedback enabled? */
2319 GLboolean Paused; /**< Is transform feedback paused? */
2320
2321 /** The feedback buffers */
2322 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2323 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2324
2325 /** Start of feedback data in dest buffer */
2326 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2327 /** Max data to put into dest buffer (in bytes) */
2328 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2329 };
2330
2331
2332 /**
2333 * Context state for transform feedback.
2334 */
2335 struct gl_transform_feedback
2336 {
2337 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2338
2339 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2340
2341 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2342 struct gl_buffer_object *CurrentBuffer;
2343
2344 /** The table of all transform feedback objects */
2345 struct _mesa_HashTable *Objects;
2346
2347 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2348 struct gl_transform_feedback_object *CurrentObject;
2349
2350 /** The default xform-fb object (Name==0) */
2351 struct gl_transform_feedback_object *DefaultObject;
2352 };
2353
2354
2355
2356 /**
2357 * State which can be shared by multiple contexts:
2358 */
2359 struct gl_shared_state
2360 {
2361 _glthread_Mutex Mutex; /**< for thread safety */
2362 GLint RefCount; /**< Reference count */
2363 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2364 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2365
2366 /** Default texture objects (shared by all texture units) */
2367 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2368
2369 /** Fallback texture used when a bound texture is incomplete */
2370 struct gl_texture_object *FallbackTex;
2371
2372 /**
2373 * \name Thread safety and statechange notification for texture
2374 * objects.
2375 *
2376 * \todo Improve the granularity of locking.
2377 */
2378 /*@{*/
2379 _glthread_Mutex TexMutex; /**< texobj thread safety */
2380 GLuint TextureStateStamp; /**< state notification for shared tex */
2381 /*@}*/
2382
2383 /** Default buffer object for vertex arrays that aren't in VBOs */
2384 struct gl_buffer_object *NullBufferObj;
2385
2386 /**
2387 * \name Vertex/geometry/fragment programs
2388 */
2389 /*@{*/
2390 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2391 struct gl_vertex_program *DefaultVertexProgram;
2392 struct gl_fragment_program *DefaultFragmentProgram;
2393 struct gl_geometry_program *DefaultGeometryProgram;
2394 /*@}*/
2395
2396 /* GL_ATI_fragment_shader */
2397 struct _mesa_HashTable *ATIShaders;
2398 struct ati_fragment_shader *DefaultFragmentShader;
2399
2400 struct _mesa_HashTable *BufferObjects;
2401
2402 /** Table of both gl_shader and gl_shader_program objects */
2403 struct _mesa_HashTable *ShaderObjects;
2404
2405 /* GL_EXT_framebuffer_object */
2406 struct _mesa_HashTable *RenderBuffers;
2407 struct _mesa_HashTable *FrameBuffers;
2408
2409 /* GL_ARB_sync */
2410 struct simple_node SyncObjects;
2411
2412 /** GL_ARB_sampler_objects */
2413 struct _mesa_HashTable *SamplerObjects;
2414
2415 void *DriverData; /**< Device driver shared state */
2416 };
2417
2418
2419
2420
2421 /**
2422 * A renderbuffer stores colors or depth values or stencil values.
2423 * A framebuffer object will have a collection of these.
2424 * Data are read/written to the buffer with a handful of Get/Put functions.
2425 *
2426 * Instances of this object are allocated with the Driver's NewRenderbuffer
2427 * hook. Drivers will likely wrap this class inside a driver-specific
2428 * class to simulate inheritance.
2429 */
2430 struct gl_renderbuffer
2431 {
2432 _glthread_Mutex Mutex; /**< for thread safety */
2433 GLuint ClassID; /**< Useful for drivers */
2434 GLuint Name;
2435 GLint RefCount;
2436 GLuint Width, Height;
2437 GLint RowStride; /**< Padded width in units of pixels */
2438 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2439
2440 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2441
2442 GLubyte NumSamples;
2443
2444 GLenum InternalFormat; /**< The user-specified format */
2445 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2446 GL_STENCIL_INDEX. */
2447 gl_format Format; /**< The actual renderbuffer memory format */
2448
2449 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2450 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2451
2452 /* Used to wrap one renderbuffer around another: */
2453 struct gl_renderbuffer *Wrapped;
2454
2455 /* Delete this renderbuffer */
2456 void (*Delete)(struct gl_renderbuffer *rb);
2457
2458 /* Allocate new storage for this renderbuffer */
2459 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2460 GLenum internalFormat,
2461 GLuint width, GLuint height);
2462
2463 /* Lock/Unlock are called before/after calling the Get/Put functions.
2464 * Not sure this is the right place for these yet.
2465 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2466 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2467 */
2468
2469 /* Return a pointer to the element/pixel at (x,y).
2470 * Should return NULL if the buffer memory can't be directly addressed.
2471 */
2472 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2473 GLint x, GLint y);
2474
2475 /* Get/Read a row of values.
2476 * The values will be of format _BaseFormat and type DataType.
2477 */
2478 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2479 GLint x, GLint y, void *values);
2480
2481 /* Get/Read values at arbitrary locations.
2482 * The values will be of format _BaseFormat and type DataType.
2483 */
2484 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2485 const GLint x[], const GLint y[], void *values);
2486
2487 /* Put/Write a row of values.
2488 * The values will be of format _BaseFormat and type DataType.
2489 */
2490 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2491 GLint x, GLint y, const void *values, const GLubyte *mask);
2492
2493 /* Put/Write a row of RGB values. This is a special-case routine that's
2494 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2495 * a common case for glDrawPixels and some triangle routines.
2496 * The values will be of format GL_RGB and type DataType.
2497 */
2498 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2499 GLint x, GLint y, const void *values, const GLubyte *mask);
2500
2501
2502 /* Put/Write a row of identical values.
2503 * The values will be of format _BaseFormat and type DataType.
2504 */
2505 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2506 GLint x, GLint y, const void *value, const GLubyte *mask);
2507
2508 /* Put/Write values at arbitrary locations.
2509 * The values will be of format _BaseFormat and type DataType.
2510 */
2511 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2512 const GLint x[], const GLint y[], const void *values,
2513 const GLubyte *mask);
2514 /* Put/Write identical values at arbitrary locations.
2515 * The values will be of format _BaseFormat and type DataType.
2516 */
2517 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2518 GLuint count, const GLint x[], const GLint y[],
2519 const void *value, const GLubyte *mask);
2520 };
2521
2522
2523 /**
2524 * A renderbuffer attachment points to either a texture object (and specifies
2525 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2526 */
2527 struct gl_renderbuffer_attachment
2528 {
2529 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2530 GLboolean Complete;
2531
2532 /**
2533 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2534 * application supplied renderbuffer object.
2535 */
2536 struct gl_renderbuffer *Renderbuffer;
2537
2538 /**
2539 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2540 * supplied texture object.
2541 */
2542 struct gl_texture_object *Texture;
2543 GLuint TextureLevel; /**< Attached mipmap level. */
2544 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2545 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2546 * and 2D array textures */
2547 };
2548
2549
2550 /**
2551 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2552 * In C++ terms, think of this as a base class from which device drivers
2553 * will make derived classes.
2554 */
2555 struct gl_framebuffer
2556 {
2557 _glthread_Mutex Mutex; /**< for thread safety */
2558 /**
2559 * If zero, this is a window system framebuffer. If non-zero, this
2560 * is a FBO framebuffer; note that for some devices (i.e. those with
2561 * a natural pixel coordinate system for FBOs that differs from the
2562 * OpenGL/Mesa coordinate system), this means that the viewport,
2563 * polygon face orientation, and polygon stipple will have to be inverted.
2564 */
2565 GLuint Name;
2566
2567 GLint RefCount;
2568 GLboolean DeletePending;
2569
2570 /**
2571 * The framebuffer's visual. Immutable if this is a window system buffer.
2572 * Computed from attachments if user-made FBO.
2573 */
2574 struct gl_config Visual;
2575
2576 GLboolean Initialized;
2577
2578 GLuint Width, Height; /**< size of frame buffer in pixels */
2579
2580 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2581 /*@{*/
2582 GLint _Xmin, _Xmax; /**< inclusive */
2583 GLint _Ymin, _Ymax; /**< exclusive */
2584 /*@}*/
2585
2586 /** \name Derived Z buffer stuff */
2587 /*@{*/
2588 GLuint _DepthMax; /**< Max depth buffer value */
2589 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2590 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2591 /*@}*/
2592
2593 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2594 GLenum _Status;
2595
2596 /** Integer color values */
2597 GLboolean _IntegerColor;
2598
2599 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2600 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2601
2602 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2603 * attribute group and GL_PIXEL attribute group, respectively.
2604 */
2605 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2606 GLenum ColorReadBuffer;
2607
2608 /** Computed from ColorDraw/ReadBuffer above */
2609 GLuint _NumColorDrawBuffers;
2610 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2611 GLint _ColorReadBufferIndex; /* -1 = None */
2612 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2613 struct gl_renderbuffer *_ColorReadBuffer;
2614
2615 /** The Actual depth/stencil buffers to use. May be wrappers around the
2616 * depth/stencil buffers attached above. */
2617 struct gl_renderbuffer *_DepthBuffer;
2618 struct gl_renderbuffer *_StencilBuffer;
2619
2620 /** Delete this framebuffer */
2621 void (*Delete)(struct gl_framebuffer *fb);
2622 };
2623
2624
2625 /**
2626 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2627 */
2628 struct gl_precision
2629 {
2630 GLushort RangeMin; /**< min value exponent */
2631 GLushort RangeMax; /**< max value exponent */
2632 GLushort Precision; /**< number of mantissa bits */
2633 };
2634
2635
2636 /**
2637 * Limits for vertex, geometry and fragment programs/shaders.
2638 */
2639 struct gl_program_constants
2640 {
2641 /* logical limits */
2642 GLuint MaxInstructions;
2643 GLuint MaxAluInstructions;
2644 GLuint MaxTexInstructions;
2645 GLuint MaxTexIndirections;
2646 GLuint MaxAttribs;
2647 GLuint MaxTemps;
2648 GLuint MaxAddressRegs;
2649 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2650 GLuint MaxParameters;
2651 GLuint MaxLocalParams;
2652 GLuint MaxEnvParams;
2653 /* native/hardware limits */
2654 GLuint MaxNativeInstructions;
2655 GLuint MaxNativeAluInstructions;
2656 GLuint MaxNativeTexInstructions;
2657 GLuint MaxNativeTexIndirections;
2658 GLuint MaxNativeAttribs;
2659 GLuint MaxNativeTemps;
2660 GLuint MaxNativeAddressRegs;
2661 GLuint MaxNativeParameters;
2662 /* For shaders */
2663 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2664 /* ES 2.0 and GL_ARB_ES2_compatibility */
2665 struct gl_precision LowFloat, MediumFloat, HighFloat;
2666 struct gl_precision LowInt, MediumInt, HighInt;
2667 };
2668
2669
2670 /**
2671 * Constants which may be overridden by device driver during context creation
2672 * but are never changed after that.
2673 */
2674 struct gl_constants
2675 {
2676 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2677 GLint MaxTextureLevels; /**< Max mipmap levels. */
2678 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2679 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2680 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2681 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2682 GLuint MaxTextureCoordUnits;
2683 GLuint MaxTextureImageUnits;
2684 GLuint MaxVertexTextureImageUnits;
2685 GLuint MaxCombinedTextureImageUnits;
2686 GLuint MaxGeometryTextureImageUnits;
2687 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2688 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2689 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2690 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2691
2692 GLuint MaxArrayLockSize;
2693
2694 GLint SubPixelBits;
2695
2696 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2697 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2698 GLfloat PointSizeGranularity;
2699 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2700 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2701 GLfloat LineWidthGranularity;
2702
2703 GLuint MaxColorTableSize;
2704
2705 GLuint MaxClipPlanes;
2706 GLuint MaxLights;
2707 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2708 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2709
2710 GLuint MaxViewportWidth, MaxViewportHeight;
2711
2712 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2713 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2714 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2715 GLuint MaxProgramMatrices;
2716 GLuint MaxProgramMatrixStackDepth;
2717
2718 /** vertex array / buffer object bounds checking */
2719 GLboolean CheckArrayBounds;
2720
2721 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2722
2723 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2724 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2725 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2726
2727 /** Number of varying vectors between vertex and fragment shaders */
2728 GLuint MaxVarying;
2729 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2730 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2731
2732 /** GL_ARB_geometry_shader4 */
2733 GLuint MaxGeometryOutputVertices;
2734 GLuint MaxGeometryTotalOutputComponents;
2735
2736 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2737
2738 /**
2739 * Does the driver support real 32-bit integers? (Otherwise, integers are
2740 * simulated via floats.)
2741 */
2742 GLboolean NativeIntegers;
2743
2744 /**
2745 * If the driver supports real 32-bit integers, what integer value should be
2746 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2747 */
2748 GLuint UniformBooleanTrue;
2749
2750 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2751 GLbitfield SupportedBumpUnits;
2752
2753 /**
2754 * Maximum amount of time, measured in nanseconds, that the server can wait.
2755 */
2756 GLuint64 MaxServerWaitTimeout;
2757
2758 /** GL_EXT_provoking_vertex */
2759 GLboolean QuadsFollowProvokingVertexConvention;
2760
2761 /** OpenGL version 3.0 */
2762 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2763
2764 /** OpenGL version 3.2 */
2765 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2766
2767 /** GL_EXT_transform_feedback */
2768 GLuint MaxTransformFeedbackSeparateAttribs;
2769 GLuint MaxTransformFeedbackSeparateComponents;
2770 GLuint MaxTransformFeedbackInterleavedComponents;
2771
2772 /** GL_EXT_gpu_shader4 */
2773 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2774
2775 /* GL_EXT_framebuffer_sRGB */
2776 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2777
2778 /* GL_ARB_robustness */
2779 GLenum ResetStrategy;
2780 };
2781
2782
2783 /**
2784 * Enable flag for each OpenGL extension. Different device drivers will
2785 * enable different extensions at runtime.
2786 */
2787 struct gl_extensions
2788 {
2789 GLboolean dummy; /* don't remove this! */
2790 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2791 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2792 GLboolean ARB_ES2_compatibility;
2793 GLboolean ARB_blend_func_extended;
2794 GLboolean ARB_color_buffer_float;
2795 GLboolean ARB_copy_buffer;
2796 GLboolean ARB_depth_buffer_float;
2797 GLboolean ARB_depth_clamp;
2798 GLboolean ARB_depth_texture;
2799 GLboolean ARB_draw_buffers;
2800 GLboolean ARB_draw_buffers_blend;
2801 GLboolean ARB_draw_elements_base_vertex;
2802 GLboolean ARB_draw_instanced;
2803 GLboolean ARB_fragment_coord_conventions;
2804 GLboolean ARB_fragment_program;
2805 GLboolean ARB_fragment_program_shadow;
2806 GLboolean ARB_fragment_shader;
2807 GLboolean ARB_framebuffer_object;
2808 GLboolean ARB_explicit_attrib_location;
2809 GLboolean ARB_geometry_shader4;
2810 GLboolean ARB_half_float_pixel;
2811 GLboolean ARB_half_float_vertex;
2812 GLboolean ARB_instanced_arrays;
2813 GLboolean ARB_map_buffer_range;
2814 GLboolean ARB_multisample;
2815 GLboolean ARB_multitexture;
2816 GLboolean ARB_occlusion_query;
2817 GLboolean ARB_occlusion_query2;
2818 GLboolean ARB_point_sprite;
2819 GLboolean ARB_sampler_objects;
2820 GLboolean ARB_seamless_cube_map;
2821 GLboolean ARB_shader_objects;
2822 GLboolean ARB_shader_stencil_export;
2823 GLboolean ARB_shader_texture_lod;
2824 GLboolean ARB_shading_language_100;
2825 GLboolean ARB_shadow;
2826 GLboolean ARB_shadow_ambient;
2827 GLboolean ARB_sync;
2828 GLboolean ARB_texture_border_clamp;
2829 GLboolean ARB_texture_buffer_object;
2830 GLboolean ARB_texture_compression;
2831 GLboolean ARB_texture_compression_rgtc;
2832 GLboolean ARB_texture_cube_map;
2833 GLboolean ARB_texture_env_combine;
2834 GLboolean ARB_texture_env_crossbar;
2835 GLboolean ARB_texture_env_dot3;
2836 GLboolean ARB_texture_float;
2837 GLboolean ARB_texture_mirrored_repeat;
2838 GLboolean ARB_texture_multisample;
2839 GLboolean ARB_texture_non_power_of_two;
2840 GLboolean ARB_texture_rg;
2841 GLboolean ARB_texture_rgb10_a2ui;
2842 GLboolean ARB_timer_query;
2843 GLboolean ARB_transform_feedback2;
2844 GLboolean ARB_transpose_matrix;
2845 GLboolean ARB_uniform_buffer_object;
2846 GLboolean ARB_vertex_array_object;
2847 GLboolean ARB_vertex_buffer_object;
2848 GLboolean ARB_vertex_program;
2849 GLboolean ARB_vertex_shader;
2850 GLboolean ARB_vertex_type_2_10_10_10_rev;
2851 GLboolean ARB_window_pos;
2852 GLboolean EXT_abgr;
2853 GLboolean EXT_bgra;
2854 GLboolean EXT_blend_color;
2855 GLboolean EXT_blend_equation_separate;
2856 GLboolean EXT_blend_func_separate;
2857 GLboolean EXT_blend_logic_op;
2858 GLboolean EXT_blend_minmax;
2859 GLboolean EXT_blend_subtract;
2860 GLboolean EXT_clip_volume_hint;
2861 GLboolean EXT_compiled_vertex_array;
2862 GLboolean EXT_copy_texture;
2863 GLboolean EXT_depth_bounds_test;
2864 GLboolean EXT_draw_buffers2;
2865 GLboolean EXT_draw_range_elements;
2866 GLboolean EXT_fog_coord;
2867 GLboolean EXT_framebuffer_blit;
2868 GLboolean EXT_framebuffer_multisample;
2869 GLboolean EXT_framebuffer_object;
2870 GLboolean EXT_framebuffer_sRGB;
2871 GLboolean EXT_gpu_program_parameters;
2872 GLboolean EXT_gpu_shader4;
2873 GLboolean EXT_multi_draw_arrays;
2874 GLboolean EXT_packed_depth_stencil;
2875 GLboolean EXT_packed_float;
2876 GLboolean EXT_packed_pixels;
2877 GLboolean EXT_pixel_buffer_object;
2878 GLboolean EXT_point_parameters;
2879 GLboolean EXT_polygon_offset;
2880 GLboolean EXT_provoking_vertex;
2881 GLboolean EXT_rescale_normal;
2882 GLboolean EXT_shadow_funcs;
2883 GLboolean EXT_secondary_color;
2884 GLboolean EXT_separate_shader_objects;
2885 GLboolean EXT_separate_specular_color;
2886 GLboolean EXT_stencil_wrap;
2887 GLboolean EXT_stencil_two_side;
2888 GLboolean EXT_subtexture;
2889 GLboolean EXT_texture;
2890 GLboolean EXT_texture_object;
2891 GLboolean EXT_texture3D;
2892 GLboolean EXT_texture_array;
2893 GLboolean EXT_texture_compression_latc;
2894 GLboolean EXT_texture_compression_s3tc;
2895 GLboolean EXT_texture_env_add;
2896 GLboolean EXT_texture_env_combine;
2897 GLboolean EXT_texture_env_dot3;
2898 GLboolean EXT_texture_filter_anisotropic;
2899 GLboolean EXT_texture_integer;
2900 GLboolean EXT_texture_lod_bias;
2901 GLboolean EXT_texture_mirror_clamp;
2902 GLboolean EXT_texture_shared_exponent;
2903 GLboolean EXT_texture_snorm;
2904 GLboolean EXT_texture_sRGB;
2905 GLboolean EXT_texture_sRGB_decode;
2906 GLboolean EXT_texture_swizzle;
2907 GLboolean EXT_transform_feedback;
2908 GLboolean EXT_timer_query;
2909 GLboolean EXT_vertex_array;
2910 GLboolean EXT_vertex_array_bgra;
2911 GLboolean EXT_vertex_array_set;
2912 GLboolean OES_standard_derivatives;
2913 /* vendor extensions */
2914 GLboolean AMD_conservative_depth;
2915 GLboolean AMD_seamless_cubemap_per_texture;
2916 GLboolean APPLE_client_storage;
2917 GLboolean APPLE_packed_pixels;
2918 GLboolean APPLE_vertex_array_object;
2919 GLboolean APPLE_object_purgeable;
2920 GLboolean ATI_envmap_bumpmap;
2921 GLboolean ATI_texture_compression_3dc;
2922 GLboolean ATI_texture_mirror_once;
2923 GLboolean ATI_texture_env_combine3;
2924 GLboolean ATI_fragment_shader;
2925 GLboolean ATI_separate_stencil;
2926 GLboolean IBM_rasterpos_clip;
2927 GLboolean IBM_multimode_draw_arrays;
2928 GLboolean MESA_pack_invert;
2929 GLboolean MESA_resize_buffers;
2930 GLboolean MESA_ycbcr_texture;
2931 GLboolean MESA_texture_array;
2932 GLboolean NV_blend_square;
2933 GLboolean NV_conditional_render;
2934 GLboolean NV_fragment_program;
2935 GLboolean NV_fragment_program_option;
2936 GLboolean NV_light_max_exponent;
2937 GLboolean NV_point_sprite;
2938 GLboolean NV_primitive_restart;
2939 GLboolean NV_texture_barrier;
2940 GLboolean NV_texgen_reflection;
2941 GLboolean NV_texture_env_combine4;
2942 GLboolean NV_texture_rectangle;
2943 GLboolean NV_vertex_program;
2944 GLboolean NV_vertex_program1_1;
2945 GLboolean OES_read_format;
2946 GLboolean SGIS_generate_mipmap;
2947 GLboolean SGIS_texture_edge_clamp;
2948 GLboolean SGIS_texture_lod;
2949 GLboolean TDFX_texture_compression_FXT1;
2950 GLboolean S3_s3tc;
2951 GLboolean OES_EGL_image;
2952 GLboolean OES_draw_texture;
2953 GLboolean EXT_texture_format_BGRA8888;
2954 GLboolean extension_sentinel;
2955 /** The extension string */
2956 const GLubyte *String;
2957 /** Number of supported extensions */
2958 GLuint Count;
2959 };
2960
2961
2962 /**
2963 * A stack of matrices (projection, modelview, color, texture, etc).
2964 */
2965 struct gl_matrix_stack
2966 {
2967 GLmatrix *Top; /**< points into Stack */
2968 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2969 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2970 GLuint MaxDepth; /**< size of Stack[] array */
2971 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2972 };
2973
2974
2975 /**
2976 * \name Bits for image transfer operations
2977 * \sa __struct gl_contextRec::ImageTransferState.
2978 */
2979 /*@{*/
2980 #define IMAGE_SCALE_BIAS_BIT 0x1
2981 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2982 #define IMAGE_MAP_COLOR_BIT 0x4
2983 #define IMAGE_CLAMP_BIT 0x800
2984
2985
2986 /** Pixel Transfer ops */
2987 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2988 IMAGE_SHIFT_OFFSET_BIT | \
2989 IMAGE_MAP_COLOR_BIT)
2990
2991 /**
2992 * \name Bits to indicate what state has changed.
2993 */
2994 /*@{*/
2995 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2996 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2997 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2998 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2999 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3000 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3001 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3002 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3003 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3004 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3005 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3006 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3007 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3008 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3009 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3010 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3011 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3012 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3013 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3014 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3015 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3016 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3017 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3018 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3019 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3020 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3021 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3022 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3023 #define _NEW_BUFFER_OBJECT (1 << 28)
3024 #define _NEW_FRAG_CLAMP (1 << 29)
3025 #define _NEW_ALL ~0
3026 /*@}*/
3027
3028
3029 /**
3030 * \name Bits to track array state changes
3031 *
3032 * Also used to summarize array enabled.
3033 */
3034 /*@{*/
3035 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
3036 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
3037 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
3038 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
3039 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
3040 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
3041 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
3042 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
3043 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
3044 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
3045 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
3046 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
3047 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
3048 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
3049 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
3050 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
3051 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
3052 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
3053 #define _NEW_ARRAY_ALL 0xffffffff
3054
3055
3056 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
3057 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
3058 /*@}*/
3059
3060
3061
3062 /**
3063 * \name A bunch of flags that we think might be useful to drivers.
3064 *
3065 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3066 */
3067 /*@{*/
3068 #define DD_FLATSHADE 0x1
3069 #define DD_SEPARATE_SPECULAR 0x2
3070 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3071 #define DD_TRI_LIGHT_TWOSIDE 0x8
3072 #define DD_TRI_UNFILLED 0x10
3073 #define DD_TRI_SMOOTH 0x20
3074 #define DD_TRI_STIPPLE 0x40
3075 #define DD_TRI_OFFSET 0x80
3076 #define DD_LINE_SMOOTH 0x100
3077 #define DD_LINE_STIPPLE 0x200
3078 #define DD_POINT_SMOOTH 0x400
3079 #define DD_POINT_ATTEN 0x800
3080 #define DD_TRI_TWOSTENCIL 0x1000
3081 /*@}*/
3082
3083
3084 /**
3085 * \name Define the state changes under which each of these bits might change
3086 */
3087 /*@{*/
3088 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3089 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3090 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3091 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3092 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3093 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3094 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3095 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3096 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3097 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3098 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3099 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3100 #define _DD_NEW_POINT_SIZE _NEW_POINT
3101 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3102 /*@}*/
3103
3104
3105 /**
3106 * Composite state flags
3107 */
3108 /*@{*/
3109 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3110 _NEW_TEXTURE | \
3111 _NEW_POINT | \
3112 _NEW_PROGRAM | \
3113 _NEW_MODELVIEW)
3114 /*@}*/
3115
3116
3117
3118
3119 /* This has to be included here. */
3120 #include "dd.h"
3121
3122
3123 /**
3124 * Display list flags.
3125 * Strictly this is a tnl-private concept, but it doesn't seem
3126 * worthwhile adding a tnl private structure just to hold this one bit
3127 * of information:
3128 */
3129 #define DLIST_DANGLING_REFS 0x1
3130
3131
3132 /** Opaque declaration of display list payload data type */
3133 union gl_dlist_node;
3134
3135
3136 /**
3137 * Provide a location where information about a display list can be
3138 * collected. Could be extended with driverPrivate structures,
3139 * etc. in the future.
3140 */
3141 struct gl_display_list
3142 {
3143 GLuint Name;
3144 GLbitfield Flags; /**< DLIST_x flags */
3145 /** The dlist commands are in a linked list of nodes */
3146 union gl_dlist_node *Head;
3147 };
3148
3149
3150 /**
3151 * State used during display list compilation and execution.
3152 */
3153 struct gl_dlist_state
3154 {
3155 GLuint CallDepth; /**< Current recursion calling depth */
3156
3157 struct gl_display_list *CurrentList; /**< List currently being compiled */
3158 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3159 GLuint CurrentPos; /**< Index into current block of nodes */
3160
3161 GLvertexformat ListVtxfmt;
3162
3163 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3164 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3165
3166 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3167 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3168
3169 GLubyte ActiveIndex;
3170 GLfloat CurrentIndex;
3171
3172 GLubyte ActiveEdgeFlag;
3173 GLboolean CurrentEdgeFlag;
3174
3175 struct {
3176 /* State known to have been set by the currently-compiling display
3177 * list. Used to eliminate some redundant state changes.
3178 */
3179 GLenum ShadeModel;
3180 } Current;
3181 };
3182
3183
3184 /**
3185 * Enum for the OpenGL APIs we know about and may support.
3186 */
3187 typedef enum
3188 {
3189 API_OPENGL,
3190 API_OPENGLES,
3191 API_OPENGLES2
3192 } gl_api;
3193
3194
3195 /**
3196 * Mesa rendering context.
3197 *
3198 * This is the central context data structure for Mesa. Almost all
3199 * OpenGL state is contained in this structure.
3200 * Think of this as a base class from which device drivers will derive
3201 * sub classes.
3202 *
3203 * The struct gl_context typedef names this structure.
3204 */
3205 struct gl_context
3206 {
3207 /** State possibly shared with other contexts in the address space */
3208 struct gl_shared_state *Shared;
3209
3210 /** \name API function pointer tables */
3211 /*@{*/
3212 gl_api API;
3213 struct _glapi_table *Save; /**< Display list save functions */
3214 struct _glapi_table *Exec; /**< Execute functions */
3215 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3216 /*@}*/
3217
3218 struct gl_config Visual;
3219 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3220 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3221 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3222 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3223
3224 /**
3225 * Device driver function pointer table
3226 */
3227 struct dd_function_table Driver;
3228
3229 void *DriverCtx; /**< Points to device driver context/state */
3230
3231 /** Core/Driver constants */
3232 struct gl_constants Const;
3233
3234 /** \name The various 4x4 matrix stacks */
3235 /*@{*/
3236 struct gl_matrix_stack ModelviewMatrixStack;
3237 struct gl_matrix_stack ProjectionMatrixStack;
3238 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3239 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3240 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3241 /*@}*/
3242
3243 /** Combined modelview and projection matrix */
3244 GLmatrix _ModelProjectMatrix;
3245
3246 /** \name Display lists */
3247 struct gl_dlist_state ListState;
3248
3249 GLboolean ExecuteFlag; /**< Execute GL commands? */
3250 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3251
3252 /** Extension information */
3253 struct gl_extensions Extensions;
3254
3255 /** Version info */
3256 GLuint VersionMajor, VersionMinor;
3257 char *VersionString;
3258
3259 /** \name State attribute stack (for glPush/PopAttrib) */
3260 /*@{*/
3261 GLuint AttribStackDepth;
3262 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3263 /*@}*/
3264
3265 /** \name Renderer attribute groups
3266 *
3267 * We define a struct for each attribute group to make pushing and popping
3268 * attributes easy. Also it's a good organization.
3269 */
3270 /*@{*/
3271 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3272 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3273 struct gl_current_attrib Current; /**< Current attributes */
3274 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3275 struct gl_eval_attrib Eval; /**< Eval attributes */
3276 struct gl_fog_attrib Fog; /**< Fog attributes */
3277 struct gl_hint_attrib Hint; /**< Hint attributes */
3278 struct gl_light_attrib Light; /**< Light attributes */
3279 struct gl_line_attrib Line; /**< Line attributes */
3280 struct gl_list_attrib List; /**< List attributes */
3281 struct gl_multisample_attrib Multisample;
3282 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3283 struct gl_point_attrib Point; /**< Point attributes */
3284 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3285 GLuint PolygonStipple[32]; /**< Polygon stipple */
3286 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3287 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3288 struct gl_texture_attrib Texture; /**< Texture attributes */
3289 struct gl_transform_attrib Transform; /**< Transformation attributes */
3290 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3291 /*@}*/
3292
3293 /** \name Client attribute stack */
3294 /*@{*/
3295 GLuint ClientAttribStackDepth;
3296 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3297 /*@}*/
3298
3299 /** \name Client attribute groups */
3300 /*@{*/
3301 struct gl_array_attrib Array; /**< Vertex arrays */
3302 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3303 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3304 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3305 /*@}*/
3306
3307 /** \name Other assorted state (not pushed/popped on attribute stack) */
3308 /*@{*/
3309 struct gl_pixelmaps PixelMaps;
3310
3311 struct gl_evaluators EvalMap; /**< All evaluators */
3312 struct gl_feedback Feedback; /**< Feedback */
3313 struct gl_selection Select; /**< Selection */
3314
3315 struct gl_program_state Program; /**< general program state */
3316 struct gl_vertex_program_state VertexProgram;
3317 struct gl_fragment_program_state FragmentProgram;
3318 struct gl_geometry_program_state GeometryProgram;
3319 struct gl_ati_fragment_shader_state ATIFragmentShader;
3320
3321 struct gl_shader_state Shader; /**< GLSL shader object state */
3322 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3323
3324 struct gl_query_state Query; /**< occlusion, timer queries */
3325
3326 struct gl_transform_feedback TransformFeedback;
3327
3328 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3329 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3330 /*@}*/
3331
3332 struct gl_meta_state *Meta; /**< for "meta" operations */
3333
3334 /* GL_EXT_framebuffer_object */
3335 struct gl_renderbuffer *CurrentRenderbuffer;
3336
3337 GLenum ErrorValue; /**< Last error code */
3338
3339 /* GL_ARB_robustness */
3340 GLenum ResetStatus;
3341
3342 /**
3343 * Recognize and silence repeated error debug messages in buggy apps.
3344 */
3345 const char *ErrorDebugFmtString;
3346 GLuint ErrorDebugCount;
3347
3348 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3349 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3350
3351 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3352
3353 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3354
3355 /** \name Derived state */
3356 /*@{*/
3357 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3358 * state validation so they need to always be current.
3359 */
3360 GLbitfield _TriangleCaps;
3361 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3362 GLfloat _EyeZDir[3];
3363 GLfloat _ModelViewInvScale;
3364 GLboolean _NeedEyeCoords;
3365 GLboolean _ForceEyeCoords;
3366
3367 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3368
3369 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3370 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3371 /**@}*/
3372
3373 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3374
3375 /** \name For debugging/development only */
3376 /*@{*/
3377 GLboolean FirstTimeCurrent;
3378 /*@}*/
3379
3380 /** software compression/decompression supported or not */
3381 GLboolean Mesa_DXTn;
3382
3383 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3384
3385 /**
3386 * Use dp4 (rather than mul/mad) instructions for position
3387 * transformation?
3388 */
3389 GLboolean mvp_with_dp4;
3390
3391 /**
3392 * \name Hooks for module contexts.
3393 *
3394 * These will eventually live in the driver or elsewhere.
3395 */
3396 /*@{*/
3397 void *swrast_context;
3398 void *swsetup_context;
3399 void *swtnl_context;
3400 void *swtnl_im;
3401 struct st_context *st;
3402 void *aelt_context;
3403 /*@}*/
3404 };
3405
3406
3407 #ifdef DEBUG
3408 extern int MESA_VERBOSE;
3409 extern int MESA_DEBUG_FLAGS;
3410 # define MESA_FUNCTION __FUNCTION__
3411 #else
3412 # define MESA_VERBOSE 0
3413 # define MESA_DEBUG_FLAGS 0
3414 # define MESA_FUNCTION "a function"
3415 # ifndef NDEBUG
3416 # define NDEBUG
3417 # endif
3418 #endif
3419
3420
3421 /** The MESA_VERBOSE var is a bitmask of these flags */
3422 enum _verbose
3423 {
3424 VERBOSE_VARRAY = 0x0001,
3425 VERBOSE_TEXTURE = 0x0002,
3426 VERBOSE_MATERIAL = 0x0004,
3427 VERBOSE_PIPELINE = 0x0008,
3428 VERBOSE_DRIVER = 0x0010,
3429 VERBOSE_STATE = 0x0020,
3430 VERBOSE_API = 0x0040,
3431 VERBOSE_DISPLAY_LIST = 0x0100,
3432 VERBOSE_LIGHTING = 0x0200,
3433 VERBOSE_PRIMS = 0x0400,
3434 VERBOSE_VERTS = 0x0800,
3435 VERBOSE_DISASSEM = 0x1000,
3436 VERBOSE_DRAW = 0x2000,
3437 VERBOSE_SWAPBUFFERS = 0x4000
3438 };
3439
3440
3441 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3442 enum _debug
3443 {
3444 DEBUG_ALWAYS_FLUSH = 0x1
3445 };
3446
3447
3448
3449 #endif /* MTYPES_H */