mesa: Add a flag to indicate whether a program uses gl_ClipDistance.
[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 * Stencil buffer data type.
48 */
49 #if STENCIL_BITS==8
50 typedef GLubyte GLstencil;
51 #elif STENCIL_BITS==16
52 typedef GLushort GLstencil;
53 #else
54 # error "illegal number of stencil bits"
55 #endif
56
57
58 /**
59 * \name 64-bit extension of GLbitfield.
60 */
61 /*@{*/
62 typedef GLuint64 GLbitfield64;
63
64 /** Set a single bit */
65 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
66
67
68 /**
69 * \name Some forward type declarations
70 */
71 /*@{*/
72 struct _mesa_HashTable;
73 struct gl_attrib_node;
74 struct gl_list_extensions;
75 struct gl_meta_state;
76 struct gl_pixelstore_attrib;
77 struct gl_program_cache;
78 struct gl_texture_format;
79 struct gl_texture_image;
80 struct gl_texture_object;
81 struct gl_context;
82 struct st_context;
83 /*@}*/
84
85
86 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
87 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
88 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
89 #define PRIM_UNKNOWN (GL_POLYGON+3)
90
91
92 /**
93 * Shader stages. Note that these will become 5 with tessellation.
94 * These MUST have the same values as gallium's PIPE_SHADER_*
95 */
96 typedef enum
97 {
98 MESA_SHADER_VERTEX = 0,
99 MESA_SHADER_FRAGMENT = 1,
100 MESA_SHADER_GEOMETRY = 2,
101 MESA_SHADER_TYPES = 3
102 } gl_shader_type;
103
104
105
106 /**
107 * Indexes for vertex program attributes.
108 * GL_NV_vertex_program aliases generic attributes over the conventional
109 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
110 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
111 * generic attributes are distinct/separate).
112 */
113 typedef enum
114 {
115 VERT_ATTRIB_POS = 0,
116 VERT_ATTRIB_WEIGHT = 1,
117 VERT_ATTRIB_NORMAL = 2,
118 VERT_ATTRIB_COLOR0 = 3,
119 VERT_ATTRIB_COLOR1 = 4,
120 VERT_ATTRIB_FOG = 5,
121 VERT_ATTRIB_COLOR_INDEX = 6,
122 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
123 VERT_ATTRIB_EDGEFLAG = 7,
124 VERT_ATTRIB_TEX0 = 8,
125 VERT_ATTRIB_TEX1 = 9,
126 VERT_ATTRIB_TEX2 = 10,
127 VERT_ATTRIB_TEX3 = 11,
128 VERT_ATTRIB_TEX4 = 12,
129 VERT_ATTRIB_TEX5 = 13,
130 VERT_ATTRIB_TEX6 = 14,
131 VERT_ATTRIB_TEX7 = 15,
132 VERT_ATTRIB_GENERIC0 = 16,
133 VERT_ATTRIB_GENERIC1 = 17,
134 VERT_ATTRIB_GENERIC2 = 18,
135 VERT_ATTRIB_GENERIC3 = 19,
136 VERT_ATTRIB_GENERIC4 = 20,
137 VERT_ATTRIB_GENERIC5 = 21,
138 VERT_ATTRIB_GENERIC6 = 22,
139 VERT_ATTRIB_GENERIC7 = 23,
140 VERT_ATTRIB_GENERIC8 = 24,
141 VERT_ATTRIB_GENERIC9 = 25,
142 VERT_ATTRIB_GENERIC10 = 26,
143 VERT_ATTRIB_GENERIC11 = 27,
144 VERT_ATTRIB_GENERIC12 = 28,
145 VERT_ATTRIB_GENERIC13 = 29,
146 VERT_ATTRIB_GENERIC14 = 30,
147 VERT_ATTRIB_GENERIC15 = 31,
148 VERT_ATTRIB_MAX = 32
149 } gl_vert_attrib;
150
151 /**
152 * Bitflags for vertex attributes.
153 * These are used in bitfields in many places.
154 */
155 /*@{*/
156 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
157 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
158 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
159 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
160 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
161 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
162 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
163 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
164 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
165 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
166 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
167 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
168 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
169 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
170 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
171 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
172 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
173 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
174 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
175 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
176 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
177 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
178 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
179 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
180 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
181 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
182 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
183 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
184 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
185 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
186 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
187 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
188
189 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
190 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
191 /*@}*/
192
193
194 /**
195 * Indexes for vertex program result attributes. Note that
196 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
197 * assumptions about the layout of this enum.
198 */
199 typedef enum
200 {
201 VERT_RESULT_HPOS = 0,
202 VERT_RESULT_COL0 = 1,
203 VERT_RESULT_COL1 = 2,
204 VERT_RESULT_FOGC = 3,
205 VERT_RESULT_TEX0 = 4,
206 VERT_RESULT_TEX1 = 5,
207 VERT_RESULT_TEX2 = 6,
208 VERT_RESULT_TEX3 = 7,
209 VERT_RESULT_TEX4 = 8,
210 VERT_RESULT_TEX5 = 9,
211 VERT_RESULT_TEX6 = 10,
212 VERT_RESULT_TEX7 = 11,
213 VERT_RESULT_PSIZ = 12,
214 VERT_RESULT_BFC0 = 13,
215 VERT_RESULT_BFC1 = 14,
216 VERT_RESULT_EDGE = 15,
217 VERT_RESULT_VAR0 = 16, /**< shader varying */
218 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
219 } gl_vert_result;
220
221
222 /*********************************************/
223
224 /**
225 * Indexes for geometry program attributes.
226 */
227 typedef enum
228 {
229 GEOM_ATTRIB_POSITION = 0,
230 GEOM_ATTRIB_COLOR0 = 1,
231 GEOM_ATTRIB_COLOR1 = 2,
232 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
233 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
234 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
235 GEOM_ATTRIB_POINT_SIZE = 6,
236 GEOM_ATTRIB_CLIP_VERTEX = 7,
237 GEOM_ATTRIB_PRIMITIVE_ID = 8,
238 GEOM_ATTRIB_TEX_COORD = 9,
239
240 GEOM_ATTRIB_VAR0 = 16,
241 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
242 } gl_geom_attrib;
243
244 /**
245 * Bitflags for geometry attributes.
246 * These are used in bitfields in many places.
247 */
248 /*@{*/
249 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
250 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
251 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
252 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
253 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
254 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
255 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
256 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
257 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
258 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
259 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
260
261 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
262 /*@}*/
263
264
265 /**
266 * Indexes for geometry program result attributes
267 */
268 typedef enum
269 {
270 GEOM_RESULT_POS = 0,
271 GEOM_RESULT_COL0 = 1,
272 GEOM_RESULT_COL1 = 2,
273 GEOM_RESULT_SCOL0 = 3,
274 GEOM_RESULT_SCOL1 = 4,
275 GEOM_RESULT_FOGC = 5,
276 GEOM_RESULT_TEX0 = 6,
277 GEOM_RESULT_TEX1 = 7,
278 GEOM_RESULT_TEX2 = 8,
279 GEOM_RESULT_TEX3 = 9,
280 GEOM_RESULT_TEX4 = 10,
281 GEOM_RESULT_TEX5 = 11,
282 GEOM_RESULT_TEX6 = 12,
283 GEOM_RESULT_TEX7 = 13,
284 GEOM_RESULT_PSIZ = 14,
285 GEOM_RESULT_CLPV = 15,
286 GEOM_RESULT_PRID = 16,
287 GEOM_RESULT_LAYR = 17,
288 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
289 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
290 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
291 } gl_geom_result;
292
293
294 /**
295 * Indexes for fragment program input attributes. Note that
296 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
297 * assumptions about the layout of this enum.
298 */
299 typedef enum
300 {
301 FRAG_ATTRIB_WPOS = 0,
302 FRAG_ATTRIB_COL0 = 1,
303 FRAG_ATTRIB_COL1 = 2,
304 FRAG_ATTRIB_FOGC = 3,
305 FRAG_ATTRIB_TEX0 = 4,
306 FRAG_ATTRIB_TEX1 = 5,
307 FRAG_ATTRIB_TEX2 = 6,
308 FRAG_ATTRIB_TEX3 = 7,
309 FRAG_ATTRIB_TEX4 = 8,
310 FRAG_ATTRIB_TEX5 = 9,
311 FRAG_ATTRIB_TEX6 = 10,
312 FRAG_ATTRIB_TEX7 = 11,
313 FRAG_ATTRIB_FACE = 12, /**< front/back face */
314 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
315 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
316 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
317 } gl_frag_attrib;
318
319
320 /**
321 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
322 *
323 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
324 *
325 * gl_vert_result values which have no corresponding gl_frag_attrib
326 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
327 * VERT_RESULT_EDGE) are converted to a value of -1.
328 */
329 static INLINE int
330 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
331 {
332 if (vert_result >= VERT_RESULT_VAR0)
333 return vert_result - VERT_RESULT_VAR0 + FRAG_ATTRIB_VAR0;
334 else if (vert_result <= VERT_RESULT_TEX7)
335 return vert_result;
336 else
337 return -1;
338 }
339
340
341 /**
342 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
343 *
344 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
345 *
346 * gl_frag_attrib values which have no corresponding gl_vert_result
347 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
348 */
349 static INLINE int
350 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
351 {
352 if (frag_attrib <= FRAG_ATTRIB_TEX7)
353 return frag_attrib;
354 else if (frag_attrib >= FRAG_ATTRIB_VAR0)
355 return frag_attrib - FRAG_ATTRIB_VAR0 + VERT_RESULT_VAR0;
356 else
357 return -1;
358 }
359
360
361 /**
362 * Bitflags for fragment program input attributes.
363 */
364 /*@{*/
365 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
366 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
367 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
368 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
369 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
370 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
371 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
372 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
373 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
374 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
375 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
376 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
377 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
378 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
379 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
380
381 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
382 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
383
384 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
385 FRAG_BIT_TEX1| \
386 FRAG_BIT_TEX2| \
387 FRAG_BIT_TEX3| \
388 FRAG_BIT_TEX4| \
389 FRAG_BIT_TEX5| \
390 FRAG_BIT_TEX6| \
391 FRAG_BIT_TEX7)
392 /*@}*/
393
394
395 /**
396 * Fragment program results
397 */
398 typedef enum
399 {
400 FRAG_RESULT_DEPTH = 0,
401 FRAG_RESULT_STENCIL = 1,
402 /* If a single color should be written to all render targets, this
403 * register is written. No FRAG_RESULT_DATAn will be written.
404 */
405 FRAG_RESULT_COLOR = 2,
406
407 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
408 * or ARB_fragment_program fragment.color[n]) color results. If
409 * any are written, FRAG_RESULT_COLOR will not be written.
410 */
411 FRAG_RESULT_DATA0 = 3,
412 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
413 } gl_frag_result;
414
415
416 /**
417 * Indexes for all renderbuffers
418 */
419 typedef enum
420 {
421 /* the four standard color buffers */
422 BUFFER_FRONT_LEFT,
423 BUFFER_BACK_LEFT,
424 BUFFER_FRONT_RIGHT,
425 BUFFER_BACK_RIGHT,
426 BUFFER_DEPTH,
427 BUFFER_STENCIL,
428 BUFFER_ACCUM,
429 /* optional aux buffer */
430 BUFFER_AUX0,
431 /* generic renderbuffers */
432 BUFFER_COLOR0,
433 BUFFER_COLOR1,
434 BUFFER_COLOR2,
435 BUFFER_COLOR3,
436 BUFFER_COLOR4,
437 BUFFER_COLOR5,
438 BUFFER_COLOR6,
439 BUFFER_COLOR7,
440 BUFFER_COUNT
441 } gl_buffer_index;
442
443 /**
444 * Bit flags for all renderbuffers
445 */
446 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
447 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
448 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
449 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
450 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
451 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
452 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
453 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
454 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
455 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
456 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
457 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
458 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
459 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
460 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
461 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
462 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
463 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
464 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
465
466 /**
467 * Mask of all the color buffer bits (but not accum).
468 */
469 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
470 BUFFER_BIT_BACK_LEFT | \
471 BUFFER_BIT_FRONT_RIGHT | \
472 BUFFER_BIT_BACK_RIGHT | \
473 BUFFER_BIT_AUX0 | \
474 BUFFER_BIT_COLOR0 | \
475 BUFFER_BIT_COLOR1 | \
476 BUFFER_BIT_COLOR2 | \
477 BUFFER_BIT_COLOR3 | \
478 BUFFER_BIT_COLOR4 | \
479 BUFFER_BIT_COLOR5 | \
480 BUFFER_BIT_COLOR6 | \
481 BUFFER_BIT_COLOR7)
482
483
484 /**
485 * Framebuffer configuration (aka visual / pixelformat)
486 * Note: some of these fields should be boolean, but it appears that
487 * code in drivers/dri/common/util.c requires int-sized fields.
488 */
489 struct gl_config
490 {
491 GLboolean rgbMode;
492 GLboolean floatMode;
493 GLboolean colorIndexMode; /* XXX is this used anywhere? */
494 GLuint doubleBufferMode;
495 GLuint stereoMode;
496
497 GLboolean haveAccumBuffer;
498 GLboolean haveDepthBuffer;
499 GLboolean haveStencilBuffer;
500
501 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
502 GLuint redMask, greenMask, blueMask, alphaMask;
503 GLint rgbBits; /* total bits for rgb */
504 GLint indexBits; /* total bits for colorindex */
505
506 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
507 GLint depthBits;
508 GLint stencilBits;
509
510 GLint numAuxBuffers;
511
512 GLint level;
513
514 /* EXT_visual_rating / GLX 1.2 */
515 GLint visualRating;
516
517 /* EXT_visual_info / GLX 1.2 */
518 GLint transparentPixel;
519 /* colors are floats scaled to ints */
520 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
521 GLint transparentIndex;
522
523 /* ARB_multisample / SGIS_multisample */
524 GLint sampleBuffers;
525 GLint samples;
526
527 /* SGIX_pbuffer / GLX 1.3 */
528 GLint maxPbufferWidth;
529 GLint maxPbufferHeight;
530 GLint maxPbufferPixels;
531 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
532 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
533
534 /* OML_swap_method */
535 GLint swapMethod;
536
537 /* EXT_texture_from_pixmap */
538 GLint bindToTextureRgb;
539 GLint bindToTextureRgba;
540 GLint bindToMipmapTexture;
541 GLint bindToTextureTargets;
542 GLint yInverted;
543
544 /* EXT_framebuffer_sRGB */
545 GLint sRGBCapable;
546 };
547
548
549 /**
550 * \name Bit flags used for updating material values.
551 */
552 /*@{*/
553 #define MAT_ATTRIB_FRONT_AMBIENT 0
554 #define MAT_ATTRIB_BACK_AMBIENT 1
555 #define MAT_ATTRIB_FRONT_DIFFUSE 2
556 #define MAT_ATTRIB_BACK_DIFFUSE 3
557 #define MAT_ATTRIB_FRONT_SPECULAR 4
558 #define MAT_ATTRIB_BACK_SPECULAR 5
559 #define MAT_ATTRIB_FRONT_EMISSION 6
560 #define MAT_ATTRIB_BACK_EMISSION 7
561 #define MAT_ATTRIB_FRONT_SHININESS 8
562 #define MAT_ATTRIB_BACK_SHININESS 9
563 #define MAT_ATTRIB_FRONT_INDEXES 10
564 #define MAT_ATTRIB_BACK_INDEXES 11
565 #define MAT_ATTRIB_MAX 12
566
567 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
568 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
569 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
570 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
571 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
572 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
573
574 #define MAT_INDEX_AMBIENT 0
575 #define MAT_INDEX_DIFFUSE 1
576 #define MAT_INDEX_SPECULAR 2
577
578 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
579 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
580 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
581 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
582 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
583 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
584 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
585 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
586 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
587 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
588 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
589 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
590
591
592 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
593 MAT_BIT_FRONT_AMBIENT | \
594 MAT_BIT_FRONT_DIFFUSE | \
595 MAT_BIT_FRONT_SPECULAR | \
596 MAT_BIT_FRONT_SHININESS | \
597 MAT_BIT_FRONT_INDEXES)
598
599 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
600 MAT_BIT_BACK_AMBIENT | \
601 MAT_BIT_BACK_DIFFUSE | \
602 MAT_BIT_BACK_SPECULAR | \
603 MAT_BIT_BACK_SHININESS | \
604 MAT_BIT_BACK_INDEXES)
605
606 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
607 /*@}*/
608
609
610 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
611 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
612
613 /**
614 * Material shininess lookup table.
615 */
616 struct gl_shine_tab
617 {
618 struct gl_shine_tab *next, *prev;
619 GLfloat tab[SHINE_TABLE_SIZE+1];
620 GLfloat shininess;
621 GLuint refcount;
622 };
623
624
625 /**
626 * Light source state.
627 */
628 struct gl_light
629 {
630 struct gl_light *next; /**< double linked list with sentinel */
631 struct gl_light *prev;
632
633 GLfloat Ambient[4]; /**< ambient color */
634 GLfloat Diffuse[4]; /**< diffuse color */
635 GLfloat Specular[4]; /**< specular color */
636 GLfloat EyePosition[4]; /**< position in eye coordinates */
637 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
638 GLfloat SpotExponent;
639 GLfloat SpotCutoff; /**< in degrees */
640 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
641 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
642 GLfloat ConstantAttenuation;
643 GLfloat LinearAttenuation;
644 GLfloat QuadraticAttenuation;
645 GLboolean Enabled; /**< On/off flag */
646
647 /**
648 * \name Derived fields
649 */
650 /*@{*/
651 GLbitfield _Flags; /**< State */
652
653 GLfloat _Position[4]; /**< position in eye/obj coordinates */
654 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
655 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
656 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
657 GLfloat _VP_inf_spot_attenuation;
658
659 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
660 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
661 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
662 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
663 GLfloat _dli; /**< CI diffuse light intensity */
664 GLfloat _sli; /**< CI specular light intensity */
665 /*@}*/
666 };
667
668
669 /**
670 * Light model state.
671 */
672 struct gl_lightmodel
673 {
674 GLfloat Ambient[4]; /**< ambient color */
675 GLboolean LocalViewer; /**< Local (or infinite) view point? */
676 GLboolean TwoSide; /**< Two (or one) sided lighting? */
677 GLenum ColorControl; /**< either GL_SINGLE_COLOR
678 * or GL_SEPARATE_SPECULAR_COLOR */
679 };
680
681
682 /**
683 * Material state.
684 */
685 struct gl_material
686 {
687 GLfloat Attrib[MAT_ATTRIB_MAX][4];
688 };
689
690
691 /**
692 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
693 */
694 struct gl_accum_attrib
695 {
696 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
697 };
698
699
700 /**
701 * Used for storing clear color, texture border color, etc.
702 * The float values are typically unclamped.
703 */
704 union gl_color_union
705 {
706 GLfloat f[4];
707 GLint i[4];
708 GLuint ui[4];
709 };
710
711
712 /**
713 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
714 */
715 struct gl_colorbuffer_attrib
716 {
717 GLuint ClearIndex; /**< Index for glClear */
718 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
719 GLuint IndexMask; /**< Color index write mask */
720 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
721
722 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
723
724 /**
725 * \name alpha testing
726 */
727 /*@{*/
728 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
729 GLenum AlphaFunc; /**< Alpha test function */
730 GLfloat AlphaRefUnclamped;
731 GLclampf AlphaRef; /**< Alpha reference value */
732 /*@}*/
733
734 /**
735 * \name Blending
736 */
737 /*@{*/
738 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
739
740 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
741 * control, only on the fixed-pointness of the render target.
742 * The query does however depend on fragment color clamping.
743 */
744 GLfloat BlendColorUnclamped[4]; /**< Blending color */
745 GLfloat BlendColor[4]; /**< Blending color */
746
747 struct
748 {
749 GLenum SrcRGB; /**< RGB blend source term */
750 GLenum DstRGB; /**< RGB blend dest term */
751 GLenum SrcA; /**< Alpha blend source term */
752 GLenum DstA; /**< Alpha blend dest term */
753 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
754 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
755 } Blend[MAX_DRAW_BUFFERS];
756 /** Are the blend func terms currently different for each buffer/target? */
757 GLboolean _BlendFuncPerBuffer;
758 /** Are the blend equations currently different for each buffer/target? */
759 GLboolean _BlendEquationPerBuffer;
760 /*@}*/
761
762 /**
763 * \name Logic op
764 */
765 /*@{*/
766 GLenum LogicOp; /**< Logic operator */
767 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
768 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
769 /*@}*/
770
771 GLboolean DitherFlag; /**< Dither enable flag */
772
773 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
774 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
775 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
776 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
777
778 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
779 };
780
781
782 /**
783 * Current attribute group (GL_CURRENT_BIT).
784 */
785 struct gl_current_attrib
786 {
787 /**
788 * \name Current vertex attributes.
789 * \note Values are valid only after FLUSH_VERTICES has been called.
790 * \note Index and Edgeflag current values are stored as floats in the
791 * SIX and SEVEN attribute slots.
792 */
793 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
794
795 /**
796 * \name Current raster position attributes (always valid).
797 * \note This set of attributes is very similar to the SWvertex struct.
798 */
799 /*@{*/
800 GLfloat RasterPos[4];
801 GLfloat RasterDistance;
802 GLfloat RasterColor[4];
803 GLfloat RasterSecondaryColor[4];
804 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
805 GLboolean RasterPosValid;
806 /*@}*/
807 };
808
809
810 /**
811 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
812 */
813 struct gl_depthbuffer_attrib
814 {
815 GLenum Func; /**< Function for depth buffer compare */
816 GLclampd Clear; /**< Value to clear depth buffer to */
817 GLboolean Test; /**< Depth buffering enabled flag */
818 GLboolean Mask; /**< Depth buffer writable? */
819 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
820 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
821 };
822
823
824 /**
825 * Evaluator attribute group (GL_EVAL_BIT).
826 */
827 struct gl_eval_attrib
828 {
829 /**
830 * \name Enable bits
831 */
832 /*@{*/
833 GLboolean Map1Color4;
834 GLboolean Map1Index;
835 GLboolean Map1Normal;
836 GLboolean Map1TextureCoord1;
837 GLboolean Map1TextureCoord2;
838 GLboolean Map1TextureCoord3;
839 GLboolean Map1TextureCoord4;
840 GLboolean Map1Vertex3;
841 GLboolean Map1Vertex4;
842 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
843 GLboolean Map2Color4;
844 GLboolean Map2Index;
845 GLboolean Map2Normal;
846 GLboolean Map2TextureCoord1;
847 GLboolean Map2TextureCoord2;
848 GLboolean Map2TextureCoord3;
849 GLboolean Map2TextureCoord4;
850 GLboolean Map2Vertex3;
851 GLboolean Map2Vertex4;
852 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
853 GLboolean AutoNormal;
854 /*@}*/
855
856 /**
857 * \name Map Grid endpoints and divisions and calculated du values
858 */
859 /*@{*/
860 GLint MapGrid1un;
861 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
862 GLint MapGrid2un, MapGrid2vn;
863 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
864 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
865 /*@}*/
866 };
867
868
869 /**
870 * Fog attribute group (GL_FOG_BIT).
871 */
872 struct gl_fog_attrib
873 {
874 GLboolean Enabled; /**< Fog enabled flag */
875 GLfloat ColorUnclamped[4]; /**< Fog color */
876 GLfloat Color[4]; /**< Fog color */
877 GLfloat Density; /**< Density >= 0.0 */
878 GLfloat Start; /**< Start distance in eye coords */
879 GLfloat End; /**< End distance in eye coords */
880 GLfloat Index; /**< Fog index */
881 GLenum Mode; /**< Fog mode */
882 GLboolean ColorSumEnabled;
883 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
884 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
885 };
886
887
888 /**
889 * \brief Layout qualifiers for gl_FragDepth.
890 *
891 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
892 * a layout qualifier.
893 *
894 * \see enum ir_depth_layout
895 */
896 enum gl_frag_depth_layout {
897 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
898 FRAG_DEPTH_LAYOUT_ANY,
899 FRAG_DEPTH_LAYOUT_GREATER,
900 FRAG_DEPTH_LAYOUT_LESS,
901 FRAG_DEPTH_LAYOUT_UNCHANGED
902 };
903
904
905 /**
906 * Hint attribute group (GL_HINT_BIT).
907 *
908 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
909 */
910 struct gl_hint_attrib
911 {
912 GLenum PerspectiveCorrection;
913 GLenum PointSmooth;
914 GLenum LineSmooth;
915 GLenum PolygonSmooth;
916 GLenum Fog;
917 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
918 GLenum TextureCompression; /**< GL_ARB_texture_compression */
919 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
920 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
921 };
922
923 /**
924 * Light state flags.
925 */
926 /*@{*/
927 #define LIGHT_SPOT 0x1
928 #define LIGHT_LOCAL_VIEWER 0x2
929 #define LIGHT_POSITIONAL 0x4
930 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
931 /*@}*/
932
933
934 /**
935 * Lighting attribute group (GL_LIGHT_BIT).
936 */
937 struct gl_light_attrib
938 {
939 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
940 struct gl_lightmodel Model; /**< Lighting model */
941
942 /**
943 * Must flush FLUSH_VERTICES before referencing:
944 */
945 /*@{*/
946 struct gl_material Material; /**< Includes front & back values */
947 /*@}*/
948
949 GLboolean Enabled; /**< Lighting enabled flag */
950 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
951 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
952 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
953 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
954 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
955 GLboolean ColorMaterialEnabled;
956 GLenum ClampVertexColor;
957 GLboolean _ClampVertexColor;
958
959 struct gl_light EnabledList; /**< List sentinel */
960
961 /**
962 * Derived state for optimizations:
963 */
964 /*@{*/
965 GLboolean _NeedEyeCoords;
966 GLboolean _NeedVertices; /**< Use fast shader? */
967 GLbitfield _Flags; /**< LIGHT_* flags, see above */
968 GLfloat _BaseColor[2][3];
969 /*@}*/
970 };
971
972
973 /**
974 * Line attribute group (GL_LINE_BIT).
975 */
976 struct gl_line_attrib
977 {
978 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
979 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
980 GLushort StipplePattern; /**< Stipple pattern */
981 GLint StippleFactor; /**< Stipple repeat factor */
982 GLfloat Width; /**< Line width */
983 };
984
985
986 /**
987 * Display list attribute group (GL_LIST_BIT).
988 */
989 struct gl_list_attrib
990 {
991 GLuint ListBase;
992 };
993
994
995 /**
996 * Multisample attribute group (GL_MULTISAMPLE_BIT).
997 */
998 struct gl_multisample_attrib
999 {
1000 GLboolean Enabled;
1001 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1002 GLboolean SampleAlphaToCoverage;
1003 GLboolean SampleAlphaToOne;
1004 GLboolean SampleCoverage;
1005 GLfloat SampleCoverageValue;
1006 GLboolean SampleCoverageInvert;
1007 };
1008
1009
1010 /**
1011 * A pixelmap (see glPixelMap)
1012 */
1013 struct gl_pixelmap
1014 {
1015 GLint Size;
1016 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1017 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1018 };
1019
1020
1021 /**
1022 * Collection of all pixelmaps
1023 */
1024 struct gl_pixelmaps
1025 {
1026 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1027 struct gl_pixelmap GtoG;
1028 struct gl_pixelmap BtoB;
1029 struct gl_pixelmap AtoA;
1030 struct gl_pixelmap ItoR;
1031 struct gl_pixelmap ItoG;
1032 struct gl_pixelmap ItoB;
1033 struct gl_pixelmap ItoA;
1034 struct gl_pixelmap ItoI;
1035 struct gl_pixelmap StoS;
1036 };
1037
1038
1039 /**
1040 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1041 */
1042 struct gl_pixel_attrib
1043 {
1044 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1045
1046 /*--- Begin Pixel Transfer State ---*/
1047 /* Fields are in the order in which they're applied... */
1048
1049 /** Scale & Bias (index shift, offset) */
1050 /*@{*/
1051 GLfloat RedBias, RedScale;
1052 GLfloat GreenBias, GreenScale;
1053 GLfloat BlueBias, BlueScale;
1054 GLfloat AlphaBias, AlphaScale;
1055 GLfloat DepthBias, DepthScale;
1056 GLint IndexShift, IndexOffset;
1057 /*@}*/
1058
1059 /* Pixel Maps */
1060 /* Note: actual pixel maps are not part of this attrib group */
1061 GLboolean MapColorFlag;
1062 GLboolean MapStencilFlag;
1063
1064 /*--- End Pixel Transfer State ---*/
1065
1066 /** glPixelZoom */
1067 GLfloat ZoomX, ZoomY;
1068 };
1069
1070
1071 /**
1072 * Point attribute group (GL_POINT_BIT).
1073 */
1074 struct gl_point_attrib
1075 {
1076 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1077 GLfloat Size; /**< User-specified point size */
1078 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1079 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1080 GLfloat Threshold; /**< GL_EXT_point_parameters */
1081 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1082 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1083 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1084 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1085 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1086 };
1087
1088
1089 /**
1090 * Polygon attribute group (GL_POLYGON_BIT).
1091 */
1092 struct gl_polygon_attrib
1093 {
1094 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1095 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1096 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1097 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1098 GLboolean CullFlag; /**< Culling on/off flag */
1099 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1100 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1101 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1102 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1103 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1104 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1105 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1106 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1107 };
1108
1109
1110 /**
1111 * Scissor attributes (GL_SCISSOR_BIT).
1112 */
1113 struct gl_scissor_attrib
1114 {
1115 GLboolean Enabled; /**< Scissor test enabled? */
1116 GLint X, Y; /**< Lower left corner of box */
1117 GLsizei Width, Height; /**< Size of box */
1118 };
1119
1120
1121 /**
1122 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1123 *
1124 * Three sets of stencil data are tracked so that OpenGL 2.0,
1125 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1126 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1127 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1128 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1129 * GL_EXT_stencil_two_side GL_BACK state.
1130 *
1131 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1132 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1133 *
1134 * The derived value \c _TestTwoSide is set when the front-face and back-face
1135 * stencil state are different.
1136 */
1137 struct gl_stencil_attrib
1138 {
1139 GLboolean Enabled; /**< Enabled flag */
1140 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1141 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1142 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1143 GLboolean _TestTwoSide;
1144 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1145 GLenum Function[3]; /**< Stencil function */
1146 GLenum FailFunc[3]; /**< Fail function */
1147 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1148 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1149 GLint Ref[3]; /**< Reference value */
1150 GLuint ValueMask[3]; /**< Value mask */
1151 GLuint WriteMask[3]; /**< Write mask */
1152 GLuint Clear; /**< Clear value */
1153 };
1154
1155
1156 /**
1157 * An index for each type of texture object. These correspond to the GL
1158 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1159 * Note: the order is from highest priority to lowest priority.
1160 */
1161 typedef enum
1162 {
1163 TEXTURE_BUFFER_INDEX,
1164 TEXTURE_2D_ARRAY_INDEX,
1165 TEXTURE_1D_ARRAY_INDEX,
1166 TEXTURE_CUBE_INDEX,
1167 TEXTURE_3D_INDEX,
1168 TEXTURE_RECT_INDEX,
1169 TEXTURE_2D_INDEX,
1170 TEXTURE_1D_INDEX,
1171 NUM_TEXTURE_TARGETS
1172 } gl_texture_index;
1173
1174
1175 /**
1176 * Bit flags for each type of texture object
1177 * Used for Texture.Unit[]._ReallyEnabled flags.
1178 */
1179 /*@{*/
1180 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1181 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1182 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1183 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1184 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1185 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1186 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1187 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1188 /*@}*/
1189
1190
1191 /**
1192 * TexGenEnabled flags.
1193 */
1194 /*@{*/
1195 #define S_BIT 1
1196 #define T_BIT 2
1197 #define R_BIT 4
1198 #define Q_BIT 8
1199 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1200 /*@}*/
1201
1202
1203 /**
1204 * Bit flag versions of the corresponding GL_ constants.
1205 */
1206 /*@{*/
1207 #define TEXGEN_SPHERE_MAP 0x1
1208 #define TEXGEN_OBJ_LINEAR 0x2
1209 #define TEXGEN_EYE_LINEAR 0x4
1210 #define TEXGEN_REFLECTION_MAP_NV 0x8
1211 #define TEXGEN_NORMAL_MAP_NV 0x10
1212
1213 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1214 TEXGEN_REFLECTION_MAP_NV | \
1215 TEXGEN_NORMAL_MAP_NV)
1216 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1217 TEXGEN_REFLECTION_MAP_NV | \
1218 TEXGEN_NORMAL_MAP_NV | \
1219 TEXGEN_EYE_LINEAR)
1220 /*@}*/
1221
1222
1223
1224 /** Tex-gen enabled for texture unit? */
1225 #define ENABLE_TEXGEN(unit) (1 << (unit))
1226
1227 /** Non-identity texture matrix for texture unit? */
1228 #define ENABLE_TEXMAT(unit) (1 << (unit))
1229
1230
1231 /**
1232 * Texture image state. Describes the dimensions of a texture image,
1233 * the texel format and pointers to Texel Fetch functions.
1234 */
1235 struct gl_texture_image
1236 {
1237 GLint InternalFormat; /**< Internal format as given by the user */
1238 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1239 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1240 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1241 * GL_DEPTH_STENCIL_EXT only. Used for
1242 * choosing TexEnv arithmetic.
1243 */
1244 gl_format TexFormat; /**< The actual texture memory format */
1245
1246 GLuint Border; /**< 0 or 1 */
1247 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1248 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1249 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1250 GLuint Width2; /**< = Width - 2*Border */
1251 GLuint Height2; /**< = Height - 2*Border */
1252 GLuint Depth2; /**< = Depth - 2*Border */
1253 GLuint WidthLog2; /**< = log2(Width2) */
1254 GLuint HeightLog2; /**< = log2(Height2) */
1255 GLuint DepthLog2; /**< = log2(Depth2) */
1256 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1257
1258 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1259 GLuint Level; /**< Which mipmap level am I? */
1260 /** Cube map face: index into gl_texture_object::Image[] array */
1261 GLuint Face;
1262
1263 GLuint RowStride; /**< Padded width in units of texels */
1264 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1265 each 2D slice in 'Data', in texels */
1266 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1267
1268 /**
1269 * \name For device driver:
1270 */
1271 /*@{*/
1272 void *DriverData; /**< Arbitrary device driver data */
1273 /*@}*/
1274 };
1275
1276
1277 /**
1278 * Indexes for cube map faces.
1279 */
1280 typedef enum
1281 {
1282 FACE_POS_X = 0,
1283 FACE_NEG_X = 1,
1284 FACE_POS_Y = 2,
1285 FACE_NEG_Y = 3,
1286 FACE_POS_Z = 4,
1287 FACE_NEG_Z = 5,
1288 MAX_FACES = 6
1289 } gl_face_index;
1290
1291
1292 /**
1293 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1294 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1295 */
1296 struct gl_sampler_object
1297 {
1298 GLuint Name;
1299 GLint RefCount;
1300
1301 GLenum WrapS; /**< S-axis texture image wrap mode */
1302 GLenum WrapT; /**< T-axis texture image wrap mode */
1303 GLenum WrapR; /**< R-axis texture image wrap mode */
1304 GLenum MinFilter; /**< minification filter */
1305 GLenum MagFilter; /**< magnification filter */
1306 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1307 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1308 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1309 GLfloat LodBias; /**< OpenGL 1.4 */
1310 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1311 GLenum CompareMode; /**< GL_ARB_shadow */
1312 GLenum CompareFunc; /**< GL_ARB_shadow */
1313 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1314 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1315 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1316
1317 /* deprecated sampler state */
1318 GLenum DepthMode; /**< GL_ARB_depth_texture */
1319
1320 /** Is the texture object complete with respect to this sampler? */
1321 GLboolean _CompleteTexture;
1322 };
1323
1324
1325 /**
1326 * Texture object state. Contains the array of mipmap images, border color,
1327 * wrap modes, filter modes, and shadow/texcompare state.
1328 */
1329 struct gl_texture_object
1330 {
1331 _glthread_Mutex Mutex; /**< for thread safety */
1332 GLint RefCount; /**< reference count */
1333 GLuint Name; /**< the user-visible texture object ID */
1334 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1335
1336 struct gl_sampler_object Sampler;
1337
1338 GLfloat Priority; /**< in [0,1] */
1339 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1340 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1341 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1342 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1343 GLint CropRect[4]; /**< GL_OES_draw_texture */
1344 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1345 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1346 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1347 GLboolean _Complete; /**< Is texture object complete? */
1348 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1349 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1350
1351 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1352 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1353
1354 /** GL_ARB_texture_buffer_object */
1355 struct gl_buffer_object *BufferObject;
1356 GLenum BufferObjectFormat;
1357
1358 /**
1359 * \name For device driver.
1360 * Note: instead of attaching driver data to this pointer, it's preferable
1361 * to instead use this struct as a base class for your own texture object
1362 * class. Driver->NewTextureObject() can be used to implement the
1363 * allocation.
1364 */
1365 void *DriverData; /**< Arbitrary device driver data */
1366 };
1367
1368
1369 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1370 #define MAX_COMBINER_TERMS 4
1371
1372
1373 /**
1374 * Texture combine environment state.
1375 */
1376 struct gl_tex_env_combine_state
1377 {
1378 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1379 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1380 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1381 GLenum SourceRGB[MAX_COMBINER_TERMS];
1382 GLenum SourceA[MAX_COMBINER_TERMS];
1383 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1384 GLenum OperandRGB[MAX_COMBINER_TERMS];
1385 GLenum OperandA[MAX_COMBINER_TERMS];
1386 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1387 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1388 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1389 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1390 };
1391
1392
1393 /**
1394 * Texture coord generation state.
1395 */
1396 struct gl_texgen
1397 {
1398 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1399 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1400 GLfloat ObjectPlane[4];
1401 GLfloat EyePlane[4];
1402 };
1403
1404
1405 /**
1406 * Texture unit state. Contains enable flags, texture environment/function/
1407 * combiners, texgen state, and pointers to current texture objects.
1408 */
1409 struct gl_texture_unit
1410 {
1411 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1412 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1413
1414 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1415 GLclampf EnvColor[4];
1416 GLfloat EnvColorUnclamped[4];
1417
1418 struct gl_texgen GenS;
1419 struct gl_texgen GenT;
1420 struct gl_texgen GenR;
1421 struct gl_texgen GenQ;
1422 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1423 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1424
1425 GLfloat LodBias; /**< for biasing mipmap levels */
1426 GLenum BumpTarget;
1427 GLfloat RotMatrix[4]; /* 2x2 matrix */
1428
1429 /** Current sampler object (GL_ARB_sampler_objects) */
1430 struct gl_sampler_object *Sampler;
1431
1432 /**
1433 * \name GL_EXT_texture_env_combine
1434 */
1435 struct gl_tex_env_combine_state Combine;
1436
1437 /**
1438 * Derived state based on \c EnvMode and the \c BaseFormat of the
1439 * currently enabled texture.
1440 */
1441 struct gl_tex_env_combine_state _EnvMode;
1442
1443 /**
1444 * Currently enabled combiner state. This will point to either
1445 * \c Combine or \c _EnvMode.
1446 */
1447 struct gl_tex_env_combine_state *_CurrentCombine;
1448
1449 /** Current texture object pointers */
1450 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1451
1452 /** Points to highest priority, complete and enabled texture object */
1453 struct gl_texture_object *_Current;
1454 };
1455
1456
1457 /**
1458 * Texture attribute group (GL_TEXTURE_BIT).
1459 */
1460 struct gl_texture_attrib
1461 {
1462 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1463 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1464
1465 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1466
1467 /** GL_ARB_texture_buffer_object */
1468 struct gl_buffer_object *BufferObject;
1469
1470 /** GL_ARB_seamless_cubemap */
1471 GLboolean CubeMapSeamless;
1472
1473 /** Texture units/samplers used by vertex or fragment texturing */
1474 GLbitfield _EnabledUnits;
1475
1476 /** Texture coord units/sets used for fragment texturing */
1477 GLbitfield _EnabledCoordUnits;
1478
1479 /** Texture coord units that have texgen enabled */
1480 GLbitfield _TexGenEnabled;
1481
1482 /** Texture coord units that have non-identity matrices */
1483 GLbitfield _TexMatEnabled;
1484
1485 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1486 GLbitfield _GenFlags;
1487 };
1488
1489
1490 /**
1491 * Transformation attribute group (GL_TRANSFORM_BIT).
1492 */
1493 struct gl_transform_attrib
1494 {
1495 GLenum MatrixMode; /**< Matrix mode */
1496 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1497 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1498 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1499 GLboolean Normalize; /**< Normalize all normals? */
1500 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1501 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1502 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1503
1504 GLfloat CullEyePos[4];
1505 GLfloat CullObjPos[4];
1506 };
1507
1508
1509 /**
1510 * Viewport attribute group (GL_VIEWPORT_BIT).
1511 */
1512 struct gl_viewport_attrib
1513 {
1514 GLint X, Y; /**< position */
1515 GLsizei Width, Height; /**< size */
1516 GLfloat Near, Far; /**< Depth buffer range */
1517 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1518 };
1519
1520
1521 /**
1522 * GL_ARB_vertex/pixel_buffer_object buffer object
1523 */
1524 struct gl_buffer_object
1525 {
1526 _glthread_Mutex Mutex;
1527 GLint RefCount;
1528 GLuint Name;
1529 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1530 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1531 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1532 /** Fields describing a mapped buffer */
1533 /*@{*/
1534 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1535 GLvoid *Pointer; /**< User-space address of mapping */
1536 GLintptr Offset; /**< Mapped offset */
1537 GLsizeiptr Length; /**< Mapped length */
1538 /*@}*/
1539 GLboolean Written; /**< Ever written to? (for debugging) */
1540 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1541 };
1542
1543
1544 /**
1545 * Client pixel packing/unpacking attributes
1546 */
1547 struct gl_pixelstore_attrib
1548 {
1549 GLint Alignment;
1550 GLint RowLength;
1551 GLint SkipPixels;
1552 GLint SkipRows;
1553 GLint ImageHeight;
1554 GLint SkipImages;
1555 GLboolean SwapBytes;
1556 GLboolean LsbFirst;
1557 GLboolean Invert; /**< GL_MESA_pack_invert */
1558 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1559 };
1560
1561
1562 /**
1563 * Client vertex array attributes
1564 */
1565 struct gl_client_array
1566 {
1567 GLint Size; /**< components per element (1,2,3,4) */
1568 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1569 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1570 GLsizei Stride; /**< user-specified stride */
1571 GLsizei StrideB; /**< actual stride in bytes */
1572 const GLubyte *Ptr; /**< Points to array data */
1573 GLboolean Enabled; /**< Enabled flag is a boolean */
1574 GLboolean Normalized; /**< GL_ARB_vertex_program */
1575 GLboolean Integer; /**< Integer-valued? */
1576 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1577 GLuint _ElementSize; /**< size of each element in bytes */
1578
1579 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1580 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1581 };
1582
1583
1584 /**
1585 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1586 * extension, but a nice encapsulation in any case.
1587 */
1588 struct gl_array_object
1589 {
1590 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1591 GLuint Name;
1592
1593 GLint RefCount;
1594 _glthread_Mutex Mutex;
1595 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1596
1597 /** Conventional vertex arrays */
1598 /*@{*/
1599 struct gl_client_array Vertex;
1600 struct gl_client_array Weight;
1601 struct gl_client_array Normal;
1602 struct gl_client_array Color;
1603 struct gl_client_array SecondaryColor;
1604 struct gl_client_array FogCoord;
1605 struct gl_client_array Index;
1606 struct gl_client_array EdgeFlag;
1607 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1608 struct gl_client_array PointSize;
1609 /*@}*/
1610
1611 /**
1612 * Generic arrays for vertex programs/shaders.
1613 * For NV vertex programs, these attributes alias and take priority
1614 * over the conventional attribs above. For ARB vertex programs and
1615 * GLSL vertex shaders, these attributes are separate.
1616 */
1617 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1618
1619 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1620 GLbitfield _Enabled;
1621
1622 /**
1623 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1624 * we can determine the max legal (in bounds) glDrawElements array index.
1625 */
1626 GLuint _MaxElement;
1627 };
1628
1629
1630 /**
1631 * Vertex array state
1632 */
1633 struct gl_array_attrib
1634 {
1635 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1636 struct gl_array_object *ArrayObj;
1637
1638 /** The default vertex array object */
1639 struct gl_array_object *DefaultArrayObj;
1640
1641 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1642 struct _mesa_HashTable *Objects;
1643
1644 GLint ActiveTexture; /**< Client Active Texture */
1645 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1646 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1647
1648 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1649 GLboolean PrimitiveRestart;
1650 GLuint RestartIndex;
1651
1652 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1653 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1654
1655 /* GL_ARB_vertex_buffer_object */
1656 struct gl_buffer_object *ArrayBufferObj;
1657 struct gl_buffer_object *ElementArrayBufferObj;
1658 };
1659
1660
1661 /**
1662 * Feedback buffer state
1663 */
1664 struct gl_feedback
1665 {
1666 GLenum Type;
1667 GLbitfield _Mask; /**< FB_* bits */
1668 GLfloat *Buffer;
1669 GLuint BufferSize;
1670 GLuint Count;
1671 };
1672
1673
1674 /**
1675 * Selection buffer state
1676 */
1677 struct gl_selection
1678 {
1679 GLuint *Buffer; /**< selection buffer */
1680 GLuint BufferSize; /**< size of the selection buffer */
1681 GLuint BufferCount; /**< number of values in the selection buffer */
1682 GLuint Hits; /**< number of records in the selection buffer */
1683 GLuint NameStackDepth; /**< name stack depth */
1684 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1685 GLboolean HitFlag; /**< hit flag */
1686 GLfloat HitMinZ; /**< minimum hit depth */
1687 GLfloat HitMaxZ; /**< maximum hit depth */
1688 };
1689
1690
1691 /**
1692 * 1-D Evaluator control points
1693 */
1694 struct gl_1d_map
1695 {
1696 GLuint Order; /**< Number of control points */
1697 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1698 GLfloat *Points; /**< Points to contiguous control points */
1699 };
1700
1701
1702 /**
1703 * 2-D Evaluator control points
1704 */
1705 struct gl_2d_map
1706 {
1707 GLuint Uorder; /**< Number of control points in U dimension */
1708 GLuint Vorder; /**< Number of control points in V dimension */
1709 GLfloat u1, u2, du;
1710 GLfloat v1, v2, dv;
1711 GLfloat *Points; /**< Points to contiguous control points */
1712 };
1713
1714
1715 /**
1716 * All evaluator control point state
1717 */
1718 struct gl_evaluators
1719 {
1720 /**
1721 * \name 1-D maps
1722 */
1723 /*@{*/
1724 struct gl_1d_map Map1Vertex3;
1725 struct gl_1d_map Map1Vertex4;
1726 struct gl_1d_map Map1Index;
1727 struct gl_1d_map Map1Color4;
1728 struct gl_1d_map Map1Normal;
1729 struct gl_1d_map Map1Texture1;
1730 struct gl_1d_map Map1Texture2;
1731 struct gl_1d_map Map1Texture3;
1732 struct gl_1d_map Map1Texture4;
1733 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1734 /*@}*/
1735
1736 /**
1737 * \name 2-D maps
1738 */
1739 /*@{*/
1740 struct gl_2d_map Map2Vertex3;
1741 struct gl_2d_map Map2Vertex4;
1742 struct gl_2d_map Map2Index;
1743 struct gl_2d_map Map2Color4;
1744 struct gl_2d_map Map2Normal;
1745 struct gl_2d_map Map2Texture1;
1746 struct gl_2d_map Map2Texture2;
1747 struct gl_2d_map Map2Texture3;
1748 struct gl_2d_map Map2Texture4;
1749 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1750 /*@}*/
1751 };
1752
1753
1754 /**
1755 * Names of the various vertex/fragment program register files, etc.
1756 *
1757 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1758 * All values should fit in a 4-bit field.
1759 *
1760 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1761 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1762 * be "uniform" variables since they can only be set outside glBegin/End.
1763 * They're also all stored in the same Parameters array.
1764 */
1765 typedef enum
1766 {
1767 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1768 PROGRAM_INPUT, /**< machine->Inputs[] */
1769 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1770 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1771 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1772 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1773 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1774 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1775 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1776 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1777 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1778 PROGRAM_ADDRESS, /**< machine->AddressReg */
1779 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1780 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1781 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1782 PROGRAM_FILE_MAX
1783 } gl_register_file;
1784
1785
1786 /**
1787 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1788 * one of these values.
1789 */
1790 typedef enum
1791 {
1792 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1793 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1794 SYSTEM_VALUE_MAX /**< Number of values */
1795 } gl_system_value;
1796
1797
1798 /** Vertex and fragment instructions */
1799 struct prog_instruction;
1800 struct gl_program_parameter_list;
1801 struct gl_uniform_list;
1802
1803
1804 /**
1805 * Base class for any kind of program object
1806 */
1807 struct gl_program
1808 {
1809 GLuint Id;
1810 GLubyte *String; /**< Null-terminated program text */
1811 GLint RefCount;
1812 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1813 GLenum Format; /**< String encoding format */
1814 GLboolean Resident;
1815
1816 struct prog_instruction *Instructions;
1817
1818 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1819 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1820 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1821 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1822 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1823 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1824 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1825 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1826
1827
1828 /** Named parameters, constants, etc. from program text */
1829 struct gl_program_parameter_list *Parameters;
1830 /** Numbered local parameters */
1831 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1832
1833 /** Vertex/fragment shader varying vars */
1834 struct gl_program_parameter_list *Varying;
1835 /** Vertex program user-defined attributes */
1836 struct gl_program_parameter_list *Attributes;
1837
1838 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1839 GLubyte SamplerUnits[MAX_SAMPLERS];
1840 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1841 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1842
1843 /** Bitmask of which register files are read/written with indirect
1844 * addressing. Mask of (1 << PROGRAM_x) bits.
1845 */
1846 GLbitfield IndirectRegisterFiles;
1847
1848 /** Logical counts */
1849 /*@{*/
1850 GLuint NumInstructions;
1851 GLuint NumTemporaries;
1852 GLuint NumParameters;
1853 GLuint NumAttributes;
1854 GLuint NumAddressRegs;
1855 GLuint NumAluInstructions;
1856 GLuint NumTexInstructions;
1857 GLuint NumTexIndirections;
1858 /*@}*/
1859 /** Native, actual h/w counts */
1860 /*@{*/
1861 GLuint NumNativeInstructions;
1862 GLuint NumNativeTemporaries;
1863 GLuint NumNativeParameters;
1864 GLuint NumNativeAttributes;
1865 GLuint NumNativeAddressRegs;
1866 GLuint NumNativeAluInstructions;
1867 GLuint NumNativeTexInstructions;
1868 GLuint NumNativeTexIndirections;
1869 /*@}*/
1870 };
1871
1872
1873 /** Vertex program object */
1874 struct gl_vertex_program
1875 {
1876 struct gl_program Base; /**< base class */
1877 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1878 GLboolean IsPositionInvariant;
1879 GLboolean UsesClipDistance;
1880 };
1881
1882
1883 /** Geometry program object */
1884 struct gl_geometry_program
1885 {
1886 struct gl_program Base; /**< base class */
1887
1888 GLint VerticesOut;
1889 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1890 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1891 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1892 };
1893
1894
1895 /** Fragment program object */
1896 struct gl_fragment_program
1897 {
1898 struct gl_program Base; /**< base class */
1899 GLboolean UsesKill; /**< shader uses KIL instruction */
1900 GLboolean OriginUpperLeft;
1901 GLboolean PixelCenterInteger;
1902 enum gl_frag_depth_layout FragDepthLayout;
1903 };
1904
1905
1906 /**
1907 * State common to vertex and fragment programs.
1908 */
1909 struct gl_program_state
1910 {
1911 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1912 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1913 };
1914
1915
1916 /**
1917 * Context state for vertex programs.
1918 */
1919 struct gl_vertex_program_state
1920 {
1921 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1922 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1923 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1924 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1925 /** Computed two sided lighting for fixed function/programs. */
1926 GLboolean _TwoSideEnabled;
1927 struct gl_vertex_program *Current; /**< User-bound vertex program */
1928
1929 /** Currently enabled and valid vertex program (including internal
1930 * programs, user-defined vertex programs and GLSL vertex shaders).
1931 * This is the program we must use when rendering.
1932 */
1933 struct gl_vertex_program *_Current;
1934
1935 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1936
1937 /* For GL_NV_vertex_program only: */
1938 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1939 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1940
1941 /** Should fixed-function T&L be implemented with a vertex prog? */
1942 GLboolean _MaintainTnlProgram;
1943
1944 /** Program to emulate fixed-function T&L (see above) */
1945 struct gl_vertex_program *_TnlProgram;
1946
1947 /** Cache of fixed-function programs */
1948 struct gl_program_cache *Cache;
1949
1950 GLboolean _Overriden;
1951 };
1952
1953
1954 /**
1955 * Context state for geometry programs.
1956 */
1957 struct gl_geometry_program_state
1958 {
1959 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
1960 GLboolean _Enabled; /**< Enabled and valid program? */
1961 struct gl_geometry_program *Current; /**< user-bound geometry program */
1962
1963 /** Currently enabled and valid program (including internal programs
1964 * and compiled shader programs).
1965 */
1966 struct gl_geometry_program *_Current;
1967
1968 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1969
1970 /** Cache of fixed-function programs */
1971 struct gl_program_cache *Cache;
1972 };
1973
1974 /**
1975 * Context state for fragment programs.
1976 */
1977 struct gl_fragment_program_state
1978 {
1979 GLboolean Enabled; /**< User-set fragment program enable flag */
1980 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1981 struct gl_fragment_program *Current; /**< User-bound fragment program */
1982
1983 /** Currently enabled and valid fragment program (including internal
1984 * programs, user-defined fragment programs and GLSL fragment shaders).
1985 * This is the program we must use when rendering.
1986 */
1987 struct gl_fragment_program *_Current;
1988
1989 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1990
1991 /** Should fixed-function texturing be implemented with a fragment prog? */
1992 GLboolean _MaintainTexEnvProgram;
1993
1994 /** Program to emulate fixed-function texture env/combine (see above) */
1995 struct gl_fragment_program *_TexEnvProgram;
1996
1997 /** Cache of fixed-function programs */
1998 struct gl_program_cache *Cache;
1999 };
2000
2001
2002 /**
2003 * ATI_fragment_shader runtime state
2004 */
2005 #define ATI_FS_INPUT_PRIMARY 0
2006 #define ATI_FS_INPUT_SECONDARY 1
2007
2008 struct atifs_instruction;
2009 struct atifs_setupinst;
2010
2011 /**
2012 * ATI fragment shader
2013 */
2014 struct ati_fragment_shader
2015 {
2016 GLuint Id;
2017 GLint RefCount;
2018 struct atifs_instruction *Instructions[2];
2019 struct atifs_setupinst *SetupInst[2];
2020 GLfloat Constants[8][4];
2021 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2022 GLubyte numArithInstr[2];
2023 GLubyte regsAssigned[2];
2024 GLubyte NumPasses; /**< 1 or 2 */
2025 GLubyte cur_pass;
2026 GLubyte last_optype;
2027 GLboolean interpinp1;
2028 GLboolean isValid;
2029 GLuint swizzlerq;
2030 };
2031
2032 /**
2033 * Context state for GL_ATI_fragment_shader
2034 */
2035 struct gl_ati_fragment_shader_state
2036 {
2037 GLboolean Enabled;
2038 GLboolean _Enabled; /**< enabled and valid shader? */
2039 GLboolean Compiling;
2040 GLfloat GlobalConstants[8][4];
2041 struct ati_fragment_shader *Current;
2042 };
2043
2044
2045 /**
2046 * Occlusion/timer query object.
2047 */
2048 struct gl_query_object
2049 {
2050 GLenum Target; /**< The query target, when active */
2051 GLuint Id; /**< hash table ID/name */
2052 GLuint64EXT Result; /**< the counter */
2053 GLboolean Active; /**< inside Begin/EndQuery */
2054 GLboolean Ready; /**< result is ready? */
2055 };
2056
2057
2058 /**
2059 * Context state for query objects.
2060 */
2061 struct gl_query_state
2062 {
2063 struct _mesa_HashTable *QueryObjects;
2064 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2065 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2066
2067 /** GL_NV_conditional_render */
2068 struct gl_query_object *CondRenderQuery;
2069
2070 /** GL_EXT_transform_feedback */
2071 struct gl_query_object *PrimitivesGenerated;
2072 struct gl_query_object *PrimitivesWritten;
2073
2074 /** GL_ARB_timer_query */
2075 struct gl_query_object *TimeElapsed;
2076
2077 GLenum CondRenderMode;
2078 };
2079
2080
2081 /** Sync object state */
2082 struct gl_sync_object {
2083 struct simple_node link;
2084 GLenum Type; /**< GL_SYNC_FENCE */
2085 GLuint Name; /**< Fence name */
2086 GLint RefCount; /**< Reference count */
2087 GLboolean DeletePending; /**< Object was deleted while there were still
2088 * live references (e.g., sync not yet finished)
2089 */
2090 GLenum SyncCondition;
2091 GLbitfield Flags; /**< Flags passed to glFenceSync */
2092 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2093 };
2094
2095
2096 /** Set by #pragma directives */
2097 struct gl_sl_pragmas
2098 {
2099 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2100 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2101 GLboolean Optimize; /**< defaults on */
2102 GLboolean Debug; /**< defaults off */
2103 };
2104
2105
2106 /**
2107 * A GLSL vertex or fragment shader object.
2108 */
2109 struct gl_shader
2110 {
2111 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2112 GLuint Name; /**< AKA the handle */
2113 GLint RefCount; /**< Reference count */
2114 GLboolean DeletePending;
2115 GLboolean CompileStatus;
2116 const GLchar *Source; /**< Source code string */
2117 GLuint SourceChecksum; /**< for debug/logging purposes */
2118 struct gl_program *Program; /**< Post-compile assembly code */
2119 GLchar *InfoLog;
2120 struct gl_sl_pragmas Pragmas;
2121
2122 unsigned Version; /**< GLSL version used for linking */
2123
2124 struct exec_list *ir;
2125 struct glsl_symbol_table *symbols;
2126
2127 /** Shaders containing built-in functions that are used for linking. */
2128 struct gl_shader *builtins_to_link[16];
2129 unsigned num_builtins_to_link;
2130 };
2131
2132
2133 /**
2134 * A GLSL program object.
2135 * Basically a linked collection of vertex and fragment shaders.
2136 */
2137 struct gl_shader_program
2138 {
2139 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2140 GLuint Name; /**< aka handle or ID */
2141 GLint RefCount; /**< Reference count */
2142 GLboolean DeletePending;
2143
2144 GLuint NumShaders; /**< number of attached shaders */
2145 struct gl_shader **Shaders; /**< List of attached the shaders */
2146
2147 /** User-defined attribute bindings (glBindAttribLocation) */
2148 struct gl_program_parameter_list *Attributes;
2149
2150 /** Transform feedback varyings */
2151 struct {
2152 GLenum BufferMode;
2153 GLuint NumVarying;
2154 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2155 } TransformFeedback;
2156
2157 /** Geometry shader state - copied into gl_geometry_program at link time */
2158 struct {
2159 GLint VerticesOut;
2160 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2161 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2162 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2163 } Geom;
2164
2165 /** Vertex shader state - copied into gl_vertex_program at link time */
2166 struct {
2167 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2168 } Vert;
2169
2170 /* post-link info: */
2171 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2172 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2173 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2174 struct gl_uniform_list *Uniforms;
2175 struct gl_program_parameter_list *Varying;
2176 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2177 GLboolean Validated;
2178 GLboolean _Used; /**< Ever used for drawing? */
2179 GLchar *InfoLog;
2180
2181 unsigned Version; /**< GLSL version used for linking */
2182
2183 /**
2184 * Per-stage shaders resulting from the first stage of linking.
2185 *
2186 * Set of linked shaders for this program. The array is accessed using the
2187 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2188 * \c NULL.
2189 */
2190 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2191 };
2192
2193
2194 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2195 #define GLSL_LOG 0x2 /**< Write shaders to files */
2196 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2197 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2198 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2199 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2200 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2201 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2202
2203
2204 /**
2205 * Context state for GLSL vertex/fragment shaders.
2206 */
2207 struct gl_shader_state
2208 {
2209 /**
2210 * Programs used for rendering
2211 *
2212 * There is a separate program set for each shader stage. If
2213 * GL_EXT_separate_shader_objects is not supported, each of these must point
2214 * to \c NULL or to the same program.
2215 */
2216 struct gl_shader_program *CurrentVertexProgram;
2217 struct gl_shader_program *CurrentGeometryProgram;
2218 struct gl_shader_program *CurrentFragmentProgram;
2219
2220 /**
2221 * Program used by glUniform calls.
2222 *
2223 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2224 */
2225 struct gl_shader_program *ActiveProgram;
2226
2227 GLbitfield Flags; /**< Mask of GLSL_x flags */
2228 };
2229
2230 /**
2231 * Compiler options for a single GLSL shaders type
2232 */
2233 struct gl_shader_compiler_options
2234 {
2235 /** Driver-selectable options: */
2236 GLboolean EmitCondCodes; /**< Use condition codes? */
2237 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2238 GLboolean EmitNoLoops;
2239 GLboolean EmitNoFunctions;
2240 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2241 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2242 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2243 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2244 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2245
2246 /**
2247 * \name Forms of indirect addressing the driver cannot do.
2248 */
2249 /*@{*/
2250 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2251 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2252 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2253 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2254 /*@}*/
2255
2256 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2257 GLuint MaxUnrollIterations;
2258
2259 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2260 };
2261
2262 /**
2263 * Transform feedback object state
2264 */
2265 struct gl_transform_feedback_object
2266 {
2267 GLuint Name; /**< AKA the object ID */
2268 GLint RefCount;
2269 GLboolean Active; /**< Is transform feedback enabled? */
2270 GLboolean Paused; /**< Is transform feedback paused? */
2271
2272 /** The feedback buffers */
2273 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2274 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2275
2276 /** Start of feedback data in dest buffer */
2277 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2278 /** Max data to put into dest buffer (in bytes) */
2279 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2280 };
2281
2282
2283 /**
2284 * Context state for transform feedback.
2285 */
2286 struct gl_transform_feedback
2287 {
2288 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2289
2290 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2291
2292 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2293 struct gl_buffer_object *CurrentBuffer;
2294
2295 /** The table of all transform feedback objects */
2296 struct _mesa_HashTable *Objects;
2297
2298 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2299 struct gl_transform_feedback_object *CurrentObject;
2300
2301 /** The default xform-fb object (Name==0) */
2302 struct gl_transform_feedback_object *DefaultObject;
2303 };
2304
2305
2306
2307 /**
2308 * State which can be shared by multiple contexts:
2309 */
2310 struct gl_shared_state
2311 {
2312 _glthread_Mutex Mutex; /**< for thread safety */
2313 GLint RefCount; /**< Reference count */
2314 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2315 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2316
2317 /** Default texture objects (shared by all texture units) */
2318 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2319
2320 /** Fallback texture used when a bound texture is incomplete */
2321 struct gl_texture_object *FallbackTex;
2322
2323 /**
2324 * \name Thread safety and statechange notification for texture
2325 * objects.
2326 *
2327 * \todo Improve the granularity of locking.
2328 */
2329 /*@{*/
2330 _glthread_Mutex TexMutex; /**< texobj thread safety */
2331 GLuint TextureStateStamp; /**< state notification for shared tex */
2332 /*@}*/
2333
2334 /** Default buffer object for vertex arrays that aren't in VBOs */
2335 struct gl_buffer_object *NullBufferObj;
2336
2337 /**
2338 * \name Vertex/geometry/fragment programs
2339 */
2340 /*@{*/
2341 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2342 struct gl_vertex_program *DefaultVertexProgram;
2343 struct gl_fragment_program *DefaultFragmentProgram;
2344 struct gl_geometry_program *DefaultGeometryProgram;
2345 /*@}*/
2346
2347 /* GL_ATI_fragment_shader */
2348 struct _mesa_HashTable *ATIShaders;
2349 struct ati_fragment_shader *DefaultFragmentShader;
2350
2351 struct _mesa_HashTable *BufferObjects;
2352
2353 /** Table of both gl_shader and gl_shader_program objects */
2354 struct _mesa_HashTable *ShaderObjects;
2355
2356 /* GL_EXT_framebuffer_object */
2357 struct _mesa_HashTable *RenderBuffers;
2358 struct _mesa_HashTable *FrameBuffers;
2359
2360 /* GL_ARB_sync */
2361 struct simple_node SyncObjects;
2362
2363 /** GL_ARB_sampler_objects */
2364 struct _mesa_HashTable *SamplerObjects;
2365
2366 void *DriverData; /**< Device driver shared state */
2367 };
2368
2369
2370
2371
2372 /**
2373 * A renderbuffer stores colors or depth values or stencil values.
2374 * A framebuffer object will have a collection of these.
2375 * Data are read/written to the buffer with a handful of Get/Put functions.
2376 *
2377 * Instances of this object are allocated with the Driver's NewRenderbuffer
2378 * hook. Drivers will likely wrap this class inside a driver-specific
2379 * class to simulate inheritance.
2380 */
2381 struct gl_renderbuffer
2382 {
2383 _glthread_Mutex Mutex; /**< for thread safety */
2384 GLuint ClassID; /**< Useful for drivers */
2385 GLuint Name;
2386 GLint RefCount;
2387 GLuint Width, Height;
2388 GLint RowStride; /**< Padded width in units of pixels */
2389 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2390
2391 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2392
2393 GLubyte NumSamples;
2394
2395 GLenum InternalFormat; /**< The user-specified format */
2396 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2397 GL_STENCIL_INDEX. */
2398 gl_format Format; /**< The actual renderbuffer memory format */
2399
2400 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2401 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2402
2403 /* Used to wrap one renderbuffer around another: */
2404 struct gl_renderbuffer *Wrapped;
2405
2406 /* Delete this renderbuffer */
2407 void (*Delete)(struct gl_renderbuffer *rb);
2408
2409 /* Allocate new storage for this renderbuffer */
2410 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2411 GLenum internalFormat,
2412 GLuint width, GLuint height);
2413
2414 /* Lock/Unlock are called before/after calling the Get/Put functions.
2415 * Not sure this is the right place for these yet.
2416 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2417 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2418 */
2419
2420 /* Return a pointer to the element/pixel at (x,y).
2421 * Should return NULL if the buffer memory can't be directly addressed.
2422 */
2423 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2424 GLint x, GLint y);
2425
2426 /* Get/Read a row of values.
2427 * The values will be of format _BaseFormat and type DataType.
2428 */
2429 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2430 GLint x, GLint y, void *values);
2431
2432 /* Get/Read values at arbitrary locations.
2433 * The values will be of format _BaseFormat and type DataType.
2434 */
2435 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2436 const GLint x[], const GLint y[], void *values);
2437
2438 /* Put/Write a row of values.
2439 * The values will be of format _BaseFormat and type DataType.
2440 */
2441 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2442 GLint x, GLint y, const void *values, const GLubyte *mask);
2443
2444 /* Put/Write a row of RGB values. This is a special-case routine that's
2445 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2446 * a common case for glDrawPixels and some triangle routines.
2447 * The values will be of format GL_RGB and type DataType.
2448 */
2449 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2450 GLint x, GLint y, const void *values, const GLubyte *mask);
2451
2452
2453 /* Put/Write a row of identical values.
2454 * The values will be of format _BaseFormat and type DataType.
2455 */
2456 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2457 GLint x, GLint y, const void *value, const GLubyte *mask);
2458
2459 /* Put/Write values at arbitrary locations.
2460 * The values will be of format _BaseFormat and type DataType.
2461 */
2462 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2463 const GLint x[], const GLint y[], const void *values,
2464 const GLubyte *mask);
2465 /* Put/Write identical values at arbitrary locations.
2466 * The values will be of format _BaseFormat and type DataType.
2467 */
2468 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2469 GLuint count, const GLint x[], const GLint y[],
2470 const void *value, const GLubyte *mask);
2471 };
2472
2473
2474 /**
2475 * A renderbuffer attachment points to either a texture object (and specifies
2476 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2477 */
2478 struct gl_renderbuffer_attachment
2479 {
2480 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2481 GLboolean Complete;
2482
2483 /**
2484 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2485 * application supplied renderbuffer object.
2486 */
2487 struct gl_renderbuffer *Renderbuffer;
2488
2489 /**
2490 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2491 * supplied texture object.
2492 */
2493 struct gl_texture_object *Texture;
2494 GLuint TextureLevel; /**< Attached mipmap level. */
2495 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2496 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2497 * and 2D array textures */
2498 };
2499
2500
2501 /**
2502 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2503 * In C++ terms, think of this as a base class from which device drivers
2504 * will make derived classes.
2505 */
2506 struct gl_framebuffer
2507 {
2508 _glthread_Mutex Mutex; /**< for thread safety */
2509 /**
2510 * If zero, this is a window system framebuffer. If non-zero, this
2511 * is a FBO framebuffer; note that for some devices (i.e. those with
2512 * a natural pixel coordinate system for FBOs that differs from the
2513 * OpenGL/Mesa coordinate system), this means that the viewport,
2514 * polygon face orientation, and polygon stipple will have to be inverted.
2515 */
2516 GLuint Name;
2517
2518 GLint RefCount;
2519 GLboolean DeletePending;
2520
2521 /**
2522 * The framebuffer's visual. Immutable if this is a window system buffer.
2523 * Computed from attachments if user-made FBO.
2524 */
2525 struct gl_config Visual;
2526
2527 GLboolean Initialized;
2528
2529 GLuint Width, Height; /**< size of frame buffer in pixels */
2530
2531 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2532 /*@{*/
2533 GLint _Xmin, _Xmax; /**< inclusive */
2534 GLint _Ymin, _Ymax; /**< exclusive */
2535 /*@}*/
2536
2537 /** \name Derived Z buffer stuff */
2538 /*@{*/
2539 GLuint _DepthMax; /**< Max depth buffer value */
2540 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2541 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2542 /*@}*/
2543
2544 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2545 GLenum _Status;
2546
2547 /** Integer color values */
2548 GLboolean _IntegerColor;
2549
2550 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2551 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2552
2553 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2554 * attribute group and GL_PIXEL attribute group, respectively.
2555 */
2556 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2557 GLenum ColorReadBuffer;
2558
2559 /** Computed from ColorDraw/ReadBuffer above */
2560 GLuint _NumColorDrawBuffers;
2561 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2562 GLint _ColorReadBufferIndex; /* -1 = None */
2563 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2564 struct gl_renderbuffer *_ColorReadBuffer;
2565
2566 /** The Actual depth/stencil buffers to use. May be wrappers around the
2567 * depth/stencil buffers attached above. */
2568 struct gl_renderbuffer *_DepthBuffer;
2569 struct gl_renderbuffer *_StencilBuffer;
2570
2571 /** Delete this framebuffer */
2572 void (*Delete)(struct gl_framebuffer *fb);
2573 };
2574
2575
2576 /**
2577 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2578 */
2579 struct gl_precision
2580 {
2581 GLushort RangeMin; /**< min value exponent */
2582 GLushort RangeMax; /**< max value exponent */
2583 GLushort Precision; /**< number of mantissa bits */
2584 };
2585
2586
2587 /**
2588 * Limits for vertex, geometry and fragment programs/shaders.
2589 */
2590 struct gl_program_constants
2591 {
2592 /* logical limits */
2593 GLuint MaxInstructions;
2594 GLuint MaxAluInstructions;
2595 GLuint MaxTexInstructions;
2596 GLuint MaxTexIndirections;
2597 GLuint MaxAttribs;
2598 GLuint MaxTemps;
2599 GLuint MaxAddressRegs;
2600 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2601 GLuint MaxParameters;
2602 GLuint MaxLocalParams;
2603 GLuint MaxEnvParams;
2604 /* native/hardware limits */
2605 GLuint MaxNativeInstructions;
2606 GLuint MaxNativeAluInstructions;
2607 GLuint MaxNativeTexInstructions;
2608 GLuint MaxNativeTexIndirections;
2609 GLuint MaxNativeAttribs;
2610 GLuint MaxNativeTemps;
2611 GLuint MaxNativeAddressRegs;
2612 GLuint MaxNativeParameters;
2613 /* For shaders */
2614 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2615 /* ES 2.0 and GL_ARB_ES2_compatibility */
2616 struct gl_precision LowFloat, MediumFloat, HighFloat;
2617 struct gl_precision LowInt, MediumInt, HighInt;
2618 };
2619
2620
2621 /**
2622 * Constants which may be overridden by device driver during context creation
2623 * but are never changed after that.
2624 */
2625 struct gl_constants
2626 {
2627 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2628 GLint MaxTextureLevels; /**< Max mipmap levels. */
2629 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2630 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2631 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2632 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2633 GLuint MaxTextureCoordUnits;
2634 GLuint MaxTextureImageUnits;
2635 GLuint MaxVertexTextureImageUnits;
2636 GLuint MaxCombinedTextureImageUnits;
2637 GLuint MaxGeometryTextureImageUnits;
2638 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2639 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2640 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2641 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2642
2643 GLuint MaxArrayLockSize;
2644
2645 GLint SubPixelBits;
2646
2647 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2648 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2649 GLfloat PointSizeGranularity;
2650 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2651 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2652 GLfloat LineWidthGranularity;
2653
2654 GLuint MaxColorTableSize;
2655
2656 GLuint MaxClipPlanes;
2657 GLuint MaxLights;
2658 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2659 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2660
2661 GLuint MaxViewportWidth, MaxViewportHeight;
2662
2663 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2664 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2665 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2666 GLuint MaxProgramMatrices;
2667 GLuint MaxProgramMatrixStackDepth;
2668
2669 /** vertex array / buffer object bounds checking */
2670 GLboolean CheckArrayBounds;
2671
2672 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2673
2674 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2675 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2676 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2677
2678 /** Number of varying vectors between vertex and fragment shaders */
2679 GLuint MaxVarying;
2680 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2681 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2682
2683 /** GL_ARB_geometry_shader4 */
2684 GLuint MaxGeometryOutputVertices;
2685 GLuint MaxGeometryTotalOutputComponents;
2686
2687 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2688
2689 /**
2690 * Does the driver support real 32-bit integers? (Otherwise, integers are
2691 * simulated via floats.)
2692 */
2693 GLboolean NativeIntegers;
2694
2695 /**
2696 * If the driver supports real 32-bit integers, what integer value should be
2697 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2698 */
2699 GLuint UniformBooleanTrue;
2700
2701 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2702 GLbitfield SupportedBumpUnits;
2703
2704 /**
2705 * Maximum amount of time, measured in nanseconds, that the server can wait.
2706 */
2707 GLuint64 MaxServerWaitTimeout;
2708
2709 /** GL_EXT_provoking_vertex */
2710 GLboolean QuadsFollowProvokingVertexConvention;
2711
2712 /** OpenGL version 3.0 */
2713 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2714
2715 /** OpenGL version 3.2 */
2716 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2717
2718 /** GL_EXT_transform_feedback */
2719 GLuint MaxTransformFeedbackSeparateAttribs;
2720 GLuint MaxTransformFeedbackSeparateComponents;
2721 GLuint MaxTransformFeedbackInterleavedComponents;
2722
2723 /** GL_EXT_gpu_shader4 */
2724 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2725
2726 /* GL_EXT_framebuffer_sRGB */
2727 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2728
2729 /* GL_ARB_robustness */
2730 GLenum ResetStrategy;
2731 };
2732
2733
2734 /**
2735 * Enable flag for each OpenGL extension. Different device drivers will
2736 * enable different extensions at runtime.
2737 */
2738 struct gl_extensions
2739 {
2740 GLboolean dummy; /* don't remove this! */
2741 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2742 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2743 GLboolean ARB_ES2_compatibility;
2744 GLboolean ARB_blend_func_extended;
2745 GLboolean ARB_color_buffer_float;
2746 GLboolean ARB_copy_buffer;
2747 GLboolean ARB_depth_buffer_float;
2748 GLboolean ARB_depth_clamp;
2749 GLboolean ARB_depth_texture;
2750 GLboolean ARB_draw_buffers;
2751 GLboolean ARB_draw_buffers_blend;
2752 GLboolean ARB_draw_elements_base_vertex;
2753 GLboolean ARB_draw_instanced;
2754 GLboolean ARB_fragment_coord_conventions;
2755 GLboolean ARB_fragment_program;
2756 GLboolean ARB_fragment_program_shadow;
2757 GLboolean ARB_fragment_shader;
2758 GLboolean ARB_framebuffer_object;
2759 GLboolean ARB_explicit_attrib_location;
2760 GLboolean ARB_geometry_shader4;
2761 GLboolean ARB_half_float_pixel;
2762 GLboolean ARB_half_float_vertex;
2763 GLboolean ARB_instanced_arrays;
2764 GLboolean ARB_map_buffer_range;
2765 GLboolean ARB_multisample;
2766 GLboolean ARB_multitexture;
2767 GLboolean ARB_occlusion_query;
2768 GLboolean ARB_occlusion_query2;
2769 GLboolean ARB_point_sprite;
2770 GLboolean ARB_sampler_objects;
2771 GLboolean ARB_seamless_cube_map;
2772 GLboolean ARB_shader_objects;
2773 GLboolean ARB_shader_stencil_export;
2774 GLboolean ARB_shader_texture_lod;
2775 GLboolean ARB_shading_language_100;
2776 GLboolean ARB_shadow;
2777 GLboolean ARB_shadow_ambient;
2778 GLboolean ARB_sync;
2779 GLboolean ARB_texture_border_clamp;
2780 GLboolean ARB_texture_buffer_object;
2781 GLboolean ARB_texture_compression;
2782 GLboolean ARB_texture_compression_rgtc;
2783 GLboolean ARB_texture_cube_map;
2784 GLboolean ARB_texture_env_combine;
2785 GLboolean ARB_texture_env_crossbar;
2786 GLboolean ARB_texture_env_dot3;
2787 GLboolean ARB_texture_float;
2788 GLboolean ARB_texture_mirrored_repeat;
2789 GLboolean ARB_texture_multisample;
2790 GLboolean ARB_texture_non_power_of_two;
2791 GLboolean ARB_texture_rg;
2792 GLboolean ARB_texture_rgb10_a2ui;
2793 GLboolean ARB_timer_query;
2794 GLboolean ARB_transform_feedback2;
2795 GLboolean ARB_transpose_matrix;
2796 GLboolean ARB_uniform_buffer_object;
2797 GLboolean ARB_vertex_array_object;
2798 GLboolean ARB_vertex_buffer_object;
2799 GLboolean ARB_vertex_program;
2800 GLboolean ARB_vertex_shader;
2801 GLboolean ARB_vertex_type_2_10_10_10_rev;
2802 GLboolean ARB_window_pos;
2803 GLboolean EXT_abgr;
2804 GLboolean EXT_bgra;
2805 GLboolean EXT_blend_color;
2806 GLboolean EXT_blend_equation_separate;
2807 GLboolean EXT_blend_func_separate;
2808 GLboolean EXT_blend_minmax;
2809 GLboolean EXT_blend_subtract;
2810 GLboolean EXT_clip_volume_hint;
2811 GLboolean EXT_compiled_vertex_array;
2812 GLboolean EXT_copy_texture;
2813 GLboolean EXT_depth_bounds_test;
2814 GLboolean EXT_draw_buffers2;
2815 GLboolean EXT_draw_range_elements;
2816 GLboolean EXT_fog_coord;
2817 GLboolean EXT_framebuffer_blit;
2818 GLboolean EXT_framebuffer_multisample;
2819 GLboolean EXT_framebuffer_object;
2820 GLboolean EXT_framebuffer_sRGB;
2821 GLboolean EXT_gpu_program_parameters;
2822 GLboolean EXT_gpu_shader4;
2823 GLboolean EXT_multi_draw_arrays;
2824 GLboolean EXT_packed_depth_stencil;
2825 GLboolean EXT_packed_float;
2826 GLboolean EXT_packed_pixels;
2827 GLboolean EXT_pixel_buffer_object;
2828 GLboolean EXT_point_parameters;
2829 GLboolean EXT_polygon_offset;
2830 GLboolean EXT_provoking_vertex;
2831 GLboolean EXT_rescale_normal;
2832 GLboolean EXT_shadow_funcs;
2833 GLboolean EXT_secondary_color;
2834 GLboolean EXT_separate_shader_objects;
2835 GLboolean EXT_separate_specular_color;
2836 GLboolean EXT_stencil_wrap;
2837 GLboolean EXT_stencil_two_side;
2838 GLboolean EXT_subtexture;
2839 GLboolean EXT_texture;
2840 GLboolean EXT_texture_object;
2841 GLboolean EXT_texture3D;
2842 GLboolean EXT_texture_array;
2843 GLboolean EXT_texture_compression_latc;
2844 GLboolean EXT_texture_compression_s3tc;
2845 GLboolean EXT_texture_env_add;
2846 GLboolean EXT_texture_env_combine;
2847 GLboolean EXT_texture_env_dot3;
2848 GLboolean EXT_texture_filter_anisotropic;
2849 GLboolean EXT_texture_integer;
2850 GLboolean EXT_texture_lod_bias;
2851 GLboolean EXT_texture_mirror_clamp;
2852 GLboolean EXT_texture_shared_exponent;
2853 GLboolean EXT_texture_snorm;
2854 GLboolean EXT_texture_sRGB;
2855 GLboolean EXT_texture_sRGB_decode;
2856 GLboolean EXT_texture_swizzle;
2857 GLboolean EXT_transform_feedback;
2858 GLboolean EXT_timer_query;
2859 GLboolean EXT_vertex_array;
2860 GLboolean EXT_vertex_array_bgra;
2861 GLboolean EXT_vertex_array_set;
2862 GLboolean OES_standard_derivatives;
2863 /* vendor extensions */
2864 GLboolean AMD_conservative_depth;
2865 GLboolean AMD_seamless_cubemap_per_texture;
2866 GLboolean APPLE_packed_pixels;
2867 GLboolean APPLE_vertex_array_object;
2868 GLboolean APPLE_object_purgeable;
2869 GLboolean ATI_envmap_bumpmap;
2870 GLboolean ATI_texture_compression_3dc;
2871 GLboolean ATI_texture_mirror_once;
2872 GLboolean ATI_texture_env_combine3;
2873 GLboolean ATI_fragment_shader;
2874 GLboolean ATI_separate_stencil;
2875 GLboolean IBM_rasterpos_clip;
2876 GLboolean IBM_multimode_draw_arrays;
2877 GLboolean MESA_pack_invert;
2878 GLboolean MESA_resize_buffers;
2879 GLboolean MESA_ycbcr_texture;
2880 GLboolean MESA_texture_array;
2881 GLboolean NV_blend_square;
2882 GLboolean NV_conditional_render;
2883 GLboolean NV_fragment_program;
2884 GLboolean NV_fragment_program_option;
2885 GLboolean NV_light_max_exponent;
2886 GLboolean NV_point_sprite;
2887 GLboolean NV_primitive_restart;
2888 GLboolean NV_texture_barrier;
2889 GLboolean NV_texgen_reflection;
2890 GLboolean NV_texture_env_combine4;
2891 GLboolean NV_texture_rectangle;
2892 GLboolean NV_vertex_program;
2893 GLboolean NV_vertex_program1_1;
2894 GLboolean OES_read_format;
2895 GLboolean SGIS_generate_mipmap;
2896 GLboolean SGIS_texture_edge_clamp;
2897 GLboolean SGIS_texture_lod;
2898 GLboolean TDFX_texture_compression_FXT1;
2899 GLboolean S3_s3tc;
2900 GLboolean OES_EGL_image;
2901 GLboolean OES_draw_texture;
2902 GLboolean EXT_texture_format_BGRA8888;
2903 GLboolean extension_sentinel;
2904 /** The extension string */
2905 const GLubyte *String;
2906 /** Number of supported extensions */
2907 GLuint Count;
2908 };
2909
2910
2911 /**
2912 * A stack of matrices (projection, modelview, color, texture, etc).
2913 */
2914 struct gl_matrix_stack
2915 {
2916 GLmatrix *Top; /**< points into Stack */
2917 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2918 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2919 GLuint MaxDepth; /**< size of Stack[] array */
2920 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2921 };
2922
2923
2924 /**
2925 * \name Bits for image transfer operations
2926 * \sa __struct gl_contextRec::ImageTransferState.
2927 */
2928 /*@{*/
2929 #define IMAGE_SCALE_BIAS_BIT 0x1
2930 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2931 #define IMAGE_MAP_COLOR_BIT 0x4
2932 #define IMAGE_CLAMP_BIT 0x800
2933
2934
2935 /** Pixel Transfer ops */
2936 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2937 IMAGE_SHIFT_OFFSET_BIT | \
2938 IMAGE_MAP_COLOR_BIT)
2939
2940 /**
2941 * \name Bits to indicate what state has changed.
2942 */
2943 /*@{*/
2944 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2945 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2946 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2947 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2948 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
2949 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
2950 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
2951 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
2952 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
2953 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
2954 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
2955 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
2956 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
2957 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
2958 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
2959 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
2960 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
2961 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
2962 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
2963 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
2964 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
2965 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
2966 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
2967 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
2968 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
2969 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
2970 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
2971 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
2972 #define _NEW_BUFFER_OBJECT (1 << 28)
2973 #define _NEW_FRAG_CLAMP (1 << 29)
2974 #define _NEW_ALL ~0
2975 /*@}*/
2976
2977
2978 /**
2979 * \name Bits to track array state changes
2980 *
2981 * Also used to summarize array enabled.
2982 */
2983 /*@{*/
2984 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
2985 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
2986 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
2987 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
2988 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
2989 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
2990 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
2991 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
2992 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
2993 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
2994 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
2995 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
2996 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
2997 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
2998 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
2999 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
3000 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
3001 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
3002 #define _NEW_ARRAY_ALL 0xffffffff
3003
3004
3005 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
3006 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
3007 /*@}*/
3008
3009
3010
3011 /**
3012 * \name A bunch of flags that we think might be useful to drivers.
3013 *
3014 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3015 */
3016 /*@{*/
3017 #define DD_FLATSHADE 0x1
3018 #define DD_SEPARATE_SPECULAR 0x2
3019 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3020 #define DD_TRI_LIGHT_TWOSIDE 0x8
3021 #define DD_TRI_UNFILLED 0x10
3022 #define DD_TRI_SMOOTH 0x20
3023 #define DD_TRI_STIPPLE 0x40
3024 #define DD_TRI_OFFSET 0x80
3025 #define DD_LINE_SMOOTH 0x100
3026 #define DD_LINE_STIPPLE 0x200
3027 #define DD_POINT_SMOOTH 0x400
3028 #define DD_POINT_ATTEN 0x800
3029 #define DD_TRI_TWOSTENCIL 0x1000
3030 /*@}*/
3031
3032
3033 /**
3034 * \name Define the state changes under which each of these bits might change
3035 */
3036 /*@{*/
3037 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3038 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3039 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3040 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3041 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3042 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3043 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3044 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3045 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3046 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3047 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3048 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3049 #define _DD_NEW_POINT_SIZE _NEW_POINT
3050 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3051 /*@}*/
3052
3053
3054 /**
3055 * Composite state flags
3056 */
3057 /*@{*/
3058 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3059 _NEW_TEXTURE | \
3060 _NEW_POINT | \
3061 _NEW_PROGRAM | \
3062 _NEW_MODELVIEW)
3063 /*@}*/
3064
3065
3066
3067
3068 /* This has to be included here. */
3069 #include "dd.h"
3070
3071
3072 /**
3073 * Display list flags.
3074 * Strictly this is a tnl-private concept, but it doesn't seem
3075 * worthwhile adding a tnl private structure just to hold this one bit
3076 * of information:
3077 */
3078 #define DLIST_DANGLING_REFS 0x1
3079
3080
3081 /** Opaque declaration of display list payload data type */
3082 union gl_dlist_node;
3083
3084
3085 /**
3086 * Provide a location where information about a display list can be
3087 * collected. Could be extended with driverPrivate structures,
3088 * etc. in the future.
3089 */
3090 struct gl_display_list
3091 {
3092 GLuint Name;
3093 GLbitfield Flags; /**< DLIST_x flags */
3094 /** The dlist commands are in a linked list of nodes */
3095 union gl_dlist_node *Head;
3096 };
3097
3098
3099 /**
3100 * State used during display list compilation and execution.
3101 */
3102 struct gl_dlist_state
3103 {
3104 GLuint CallDepth; /**< Current recursion calling depth */
3105
3106 struct gl_display_list *CurrentList; /**< List currently being compiled */
3107 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3108 GLuint CurrentPos; /**< Index into current block of nodes */
3109
3110 GLvertexformat ListVtxfmt;
3111
3112 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3113 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3114
3115 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3116 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3117
3118 GLubyte ActiveIndex;
3119 GLfloat CurrentIndex;
3120
3121 GLubyte ActiveEdgeFlag;
3122 GLboolean CurrentEdgeFlag;
3123
3124 struct {
3125 /* State known to have been set by the currently-compiling display
3126 * list. Used to eliminate some redundant state changes.
3127 */
3128 GLenum ShadeModel;
3129 } Current;
3130 };
3131
3132
3133 /**
3134 * Enum for the OpenGL APIs we know about and may support.
3135 */
3136 typedef enum
3137 {
3138 API_OPENGL,
3139 API_OPENGLES,
3140 API_OPENGLES2
3141 } gl_api;
3142
3143
3144 /**
3145 * Mesa rendering context.
3146 *
3147 * This is the central context data structure for Mesa. Almost all
3148 * OpenGL state is contained in this structure.
3149 * Think of this as a base class from which device drivers will derive
3150 * sub classes.
3151 *
3152 * The struct gl_context typedef names this structure.
3153 */
3154 struct gl_context
3155 {
3156 /** State possibly shared with other contexts in the address space */
3157 struct gl_shared_state *Shared;
3158
3159 /** \name API function pointer tables */
3160 /*@{*/
3161 gl_api API;
3162 struct _glapi_table *Save; /**< Display list save functions */
3163 struct _glapi_table *Exec; /**< Execute functions */
3164 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3165 /*@}*/
3166
3167 struct gl_config Visual;
3168 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3169 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3170 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3171 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3172
3173 /**
3174 * Device driver function pointer table
3175 */
3176 struct dd_function_table Driver;
3177
3178 void *DriverCtx; /**< Points to device driver context/state */
3179
3180 /** Core/Driver constants */
3181 struct gl_constants Const;
3182
3183 /** \name The various 4x4 matrix stacks */
3184 /*@{*/
3185 struct gl_matrix_stack ModelviewMatrixStack;
3186 struct gl_matrix_stack ProjectionMatrixStack;
3187 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3188 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3189 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3190 /*@}*/
3191
3192 /** Combined modelview and projection matrix */
3193 GLmatrix _ModelProjectMatrix;
3194
3195 /** \name Display lists */
3196 struct gl_dlist_state ListState;
3197
3198 GLboolean ExecuteFlag; /**< Execute GL commands? */
3199 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3200
3201 /** Extension information */
3202 struct gl_extensions Extensions;
3203
3204 /** Version info */
3205 GLuint VersionMajor, VersionMinor;
3206 char *VersionString;
3207
3208 /** \name State attribute stack (for glPush/PopAttrib) */
3209 /*@{*/
3210 GLuint AttribStackDepth;
3211 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3212 /*@}*/
3213
3214 /** \name Renderer attribute groups
3215 *
3216 * We define a struct for each attribute group to make pushing and popping
3217 * attributes easy. Also it's a good organization.
3218 */
3219 /*@{*/
3220 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3221 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3222 struct gl_current_attrib Current; /**< Current attributes */
3223 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3224 struct gl_eval_attrib Eval; /**< Eval attributes */
3225 struct gl_fog_attrib Fog; /**< Fog attributes */
3226 struct gl_hint_attrib Hint; /**< Hint attributes */
3227 struct gl_light_attrib Light; /**< Light attributes */
3228 struct gl_line_attrib Line; /**< Line attributes */
3229 struct gl_list_attrib List; /**< List attributes */
3230 struct gl_multisample_attrib Multisample;
3231 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3232 struct gl_point_attrib Point; /**< Point attributes */
3233 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3234 GLuint PolygonStipple[32]; /**< Polygon stipple */
3235 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3236 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3237 struct gl_texture_attrib Texture; /**< Texture attributes */
3238 struct gl_transform_attrib Transform; /**< Transformation attributes */
3239 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3240 /*@}*/
3241
3242 /** \name Client attribute stack */
3243 /*@{*/
3244 GLuint ClientAttribStackDepth;
3245 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3246 /*@}*/
3247
3248 /** \name Client attribute groups */
3249 /*@{*/
3250 struct gl_array_attrib Array; /**< Vertex arrays */
3251 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3252 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3253 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3254 /*@}*/
3255
3256 /** \name Other assorted state (not pushed/popped on attribute stack) */
3257 /*@{*/
3258 struct gl_pixelmaps PixelMaps;
3259
3260 struct gl_evaluators EvalMap; /**< All evaluators */
3261 struct gl_feedback Feedback; /**< Feedback */
3262 struct gl_selection Select; /**< Selection */
3263
3264 struct gl_program_state Program; /**< general program state */
3265 struct gl_vertex_program_state VertexProgram;
3266 struct gl_fragment_program_state FragmentProgram;
3267 struct gl_geometry_program_state GeometryProgram;
3268 struct gl_ati_fragment_shader_state ATIFragmentShader;
3269
3270 struct gl_shader_state Shader; /**< GLSL shader object state */
3271 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3272
3273 struct gl_query_state Query; /**< occlusion, timer queries */
3274
3275 struct gl_transform_feedback TransformFeedback;
3276
3277 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3278 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3279 /*@}*/
3280
3281 struct gl_meta_state *Meta; /**< for "meta" operations */
3282
3283 /* GL_EXT_framebuffer_object */
3284 struct gl_renderbuffer *CurrentRenderbuffer;
3285
3286 GLenum ErrorValue; /**< Last error code */
3287
3288 /* GL_ARB_robustness */
3289 GLenum ResetStatus;
3290
3291 /**
3292 * Recognize and silence repeated error debug messages in buggy apps.
3293 */
3294 const char *ErrorDebugFmtString;
3295 GLuint ErrorDebugCount;
3296
3297 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3298 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3299
3300 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3301
3302 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3303
3304 /** \name Derived state */
3305 /*@{*/
3306 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3307 * state validation so they need to always be current.
3308 */
3309 GLbitfield _TriangleCaps;
3310 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3311 GLfloat _EyeZDir[3];
3312 GLfloat _ModelViewInvScale;
3313 GLboolean _NeedEyeCoords;
3314 GLboolean _ForceEyeCoords;
3315
3316 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3317
3318 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3319 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3320 /**@}*/
3321
3322 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3323
3324 /** \name For debugging/development only */
3325 /*@{*/
3326 GLboolean FirstTimeCurrent;
3327 /*@}*/
3328
3329 /** software compression/decompression supported or not */
3330 GLboolean Mesa_DXTn;
3331
3332 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3333
3334 /**
3335 * Use dp4 (rather than mul/mad) instructions for position
3336 * transformation?
3337 */
3338 GLboolean mvp_with_dp4;
3339
3340 /**
3341 * \name Hooks for module contexts.
3342 *
3343 * These will eventually live in the driver or elsewhere.
3344 */
3345 /*@{*/
3346 void *swrast_context;
3347 void *swsetup_context;
3348 void *swtnl_context;
3349 void *swtnl_im;
3350 struct st_context *st;
3351 void *aelt_context;
3352 /*@}*/
3353 };
3354
3355
3356 #ifdef DEBUG
3357 extern int MESA_VERBOSE;
3358 extern int MESA_DEBUG_FLAGS;
3359 # define MESA_FUNCTION __FUNCTION__
3360 #else
3361 # define MESA_VERBOSE 0
3362 # define MESA_DEBUG_FLAGS 0
3363 # define MESA_FUNCTION "a function"
3364 # ifndef NDEBUG
3365 # define NDEBUG
3366 # endif
3367 #endif
3368
3369
3370 /** The MESA_VERBOSE var is a bitmask of these flags */
3371 enum _verbose
3372 {
3373 VERBOSE_VARRAY = 0x0001,
3374 VERBOSE_TEXTURE = 0x0002,
3375 VERBOSE_MATERIAL = 0x0004,
3376 VERBOSE_PIPELINE = 0x0008,
3377 VERBOSE_DRIVER = 0x0010,
3378 VERBOSE_STATE = 0x0020,
3379 VERBOSE_API = 0x0040,
3380 VERBOSE_DISPLAY_LIST = 0x0100,
3381 VERBOSE_LIGHTING = 0x0200,
3382 VERBOSE_PRIMS = 0x0400,
3383 VERBOSE_VERTS = 0x0800,
3384 VERBOSE_DISASSEM = 0x1000,
3385 VERBOSE_DRAW = 0x2000,
3386 VERBOSE_SWAPBUFFERS = 0x4000
3387 };
3388
3389
3390 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3391 enum _debug
3392 {
3393 DEBUG_ALWAYS_FLUSH = 0x1
3394 };
3395
3396
3397
3398 #endif /* MTYPES_H */