mesa: Add infrastructure for GL_ARB_texture_mirror_clamp_to_edge.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38
39 #include "main/glheader.h"
40 #include "main/config.h"
41 #include "glapi/glapi.h"
42 #include "math/m_matrix.h" /* GLmatrix */
43 #include "main/simple_list.h" /* struct simple_node */
44 #include "main/formats.h" /* MESA_FORMAT_COUNT */
45
46
47 #ifdef __cplusplus
48 extern "C" {
49 #endif
50
51
52 /**
53 * \name 64-bit extension of GLbitfield.
54 */
55 /*@{*/
56 typedef GLuint64 GLbitfield64;
57
58 /** Set a single bit */
59 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
60 /** Set all bits up to excluding bit b */
61 #define BITFIELD64_MASK(b) \
62 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
63 /** Set count bits starting from bit b */
64 #define BITFIELD64_RANGE(b, count) \
65 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(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_program_cache;
77 struct gl_texture_object;
78 struct gl_context;
79 struct st_context;
80 struct gl_uniform_storage;
81 struct prog_instruction;
82 struct gl_program_parameter_list;
83 struct set;
84 struct set_entry;
85 struct vbo_context;
86 /*@}*/
87
88
89 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
90 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
91 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
92 #define PRIM_UNKNOWN (PRIM_MAX + 2)
93
94
95
96 /**
97 * Indexes for vertex program attributes.
98 * GL_NV_vertex_program aliases generic attributes over the conventional
99 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
100 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
101 * generic attributes are distinct/separate).
102 */
103 typedef enum
104 {
105 VERT_ATTRIB_POS = 0,
106 VERT_ATTRIB_WEIGHT = 1,
107 VERT_ATTRIB_NORMAL = 2,
108 VERT_ATTRIB_COLOR0 = 3,
109 VERT_ATTRIB_COLOR1 = 4,
110 VERT_ATTRIB_FOG = 5,
111 VERT_ATTRIB_COLOR_INDEX = 6,
112 VERT_ATTRIB_EDGEFLAG = 7,
113 VERT_ATTRIB_TEX0 = 8,
114 VERT_ATTRIB_TEX1 = 9,
115 VERT_ATTRIB_TEX2 = 10,
116 VERT_ATTRIB_TEX3 = 11,
117 VERT_ATTRIB_TEX4 = 12,
118 VERT_ATTRIB_TEX5 = 13,
119 VERT_ATTRIB_TEX6 = 14,
120 VERT_ATTRIB_TEX7 = 15,
121 VERT_ATTRIB_POINT_SIZE = 16,
122 VERT_ATTRIB_GENERIC0 = 17,
123 VERT_ATTRIB_GENERIC1 = 18,
124 VERT_ATTRIB_GENERIC2 = 19,
125 VERT_ATTRIB_GENERIC3 = 20,
126 VERT_ATTRIB_GENERIC4 = 21,
127 VERT_ATTRIB_GENERIC5 = 22,
128 VERT_ATTRIB_GENERIC6 = 23,
129 VERT_ATTRIB_GENERIC7 = 24,
130 VERT_ATTRIB_GENERIC8 = 25,
131 VERT_ATTRIB_GENERIC9 = 26,
132 VERT_ATTRIB_GENERIC10 = 27,
133 VERT_ATTRIB_GENERIC11 = 28,
134 VERT_ATTRIB_GENERIC12 = 29,
135 VERT_ATTRIB_GENERIC13 = 30,
136 VERT_ATTRIB_GENERIC14 = 31,
137 VERT_ATTRIB_GENERIC15 = 32,
138 VERT_ATTRIB_MAX = 33
139 } gl_vert_attrib;
140
141 /**
142 * Symbolic constats to help iterating over
143 * specific blocks of vertex attributes.
144 *
145 * VERT_ATTRIB_FF
146 * includes all fixed function attributes as well as
147 * the aliased GL_NV_vertex_program shader attributes.
148 * VERT_ATTRIB_TEX
149 * include the classic texture coordinate attributes.
150 * Is a subset of VERT_ATTRIB_FF.
151 * VERT_ATTRIB_GENERIC
152 * include the OpenGL 2.0+ GLSL generic shader attributes.
153 * These alias the generic GL_ARB_vertex_shader attributes.
154 */
155 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
156 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
157
158 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
159 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
160
161 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
162 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
163
164 /**
165 * Bitflags for vertex attributes.
166 * These are used in bitfields in many places.
167 */
168 /*@{*/
169 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
170 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
171 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
172 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
173 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
174 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
175 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
176 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
177 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
178 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
179 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
180 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
181 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
182 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
183 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
184 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
185 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
186 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
187
188 #define VERT_BIT(i) BITFIELD64_BIT(i)
189 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
190
191 #define VERT_BIT_FF(i) VERT_BIT(i)
192 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
193 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
194 #define VERT_BIT_TEX_ALL \
195 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
196
197 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
198 #define VERT_BIT_GENERIC_ALL \
199 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
200 /*@}*/
201
202
203 /**
204 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
205 * fragment shader inputs.
206 *
207 * Note that some of these values are not available to all pipeline stages.
208 *
209 * When this enum is updated, the following code must be updated too:
210 * - vertResults (in prog_print.c's arb_output_attrib_string())
211 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
212 * - _mesa_varying_slot_in_fs()
213 */
214 typedef enum
215 {
216 VARYING_SLOT_POS,
217 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
218 VARYING_SLOT_COL1,
219 VARYING_SLOT_FOGC,
220 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
221 VARYING_SLOT_TEX1,
222 VARYING_SLOT_TEX2,
223 VARYING_SLOT_TEX3,
224 VARYING_SLOT_TEX4,
225 VARYING_SLOT_TEX5,
226 VARYING_SLOT_TEX6,
227 VARYING_SLOT_TEX7,
228 VARYING_SLOT_PSIZ, /* Does not appear in FS */
229 VARYING_SLOT_BFC0, /* Does not appear in FS */
230 VARYING_SLOT_BFC1, /* Does not appear in FS */
231 VARYING_SLOT_EDGE, /* Does not appear in FS */
232 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
233 VARYING_SLOT_CLIP_DIST0,
234 VARYING_SLOT_CLIP_DIST1,
235 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
236 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
237 VARYING_SLOT_FACE, /* FS only */
238 VARYING_SLOT_PNTC, /* FS only */
239 VARYING_SLOT_VAR0, /* First generic varying slot */
240 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
241 } gl_varying_slot;
242
243
244 /**
245 * Bitflags for varying slots.
246 */
247 /*@{*/
248 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
249 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
250 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
251 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
252 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
253 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
254 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
255 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
256 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
257 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
258 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
259 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
260 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
261 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
262 MAX_TEXTURE_COORD_UNITS)
263 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
264 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
265 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
266 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
267 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
268 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
269 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
270 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
271 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
272 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
273 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
274 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
275 /*@}*/
276
277
278 /**
279 * Determine if the given gl_varying_slot appears in the fragment shader.
280 */
281 static inline GLboolean
282 _mesa_varying_slot_in_fs(gl_varying_slot slot)
283 {
284 switch (slot) {
285 case VARYING_SLOT_PSIZ:
286 case VARYING_SLOT_BFC0:
287 case VARYING_SLOT_BFC1:
288 case VARYING_SLOT_EDGE:
289 case VARYING_SLOT_CLIP_VERTEX:
290 case VARYING_SLOT_LAYER:
291 return GL_FALSE;
292 default:
293 return GL_TRUE;
294 }
295 }
296
297
298 /**
299 * Fragment program results
300 */
301 typedef enum
302 {
303 FRAG_RESULT_DEPTH = 0,
304 FRAG_RESULT_STENCIL = 1,
305 /* If a single color should be written to all render targets, this
306 * register is written. No FRAG_RESULT_DATAn will be written.
307 */
308 FRAG_RESULT_COLOR = 2,
309
310 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
311 * or ARB_fragment_program fragment.color[n]) color results. If
312 * any are written, FRAG_RESULT_COLOR will not be written.
313 */
314 FRAG_RESULT_DATA0 = 3,
315 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
316 } gl_frag_result;
317
318
319 /**
320 * Indexes for all renderbuffers
321 */
322 typedef enum
323 {
324 /* the four standard color buffers */
325 BUFFER_FRONT_LEFT,
326 BUFFER_BACK_LEFT,
327 BUFFER_FRONT_RIGHT,
328 BUFFER_BACK_RIGHT,
329 BUFFER_DEPTH,
330 BUFFER_STENCIL,
331 BUFFER_ACCUM,
332 /* optional aux buffer */
333 BUFFER_AUX0,
334 /* generic renderbuffers */
335 BUFFER_COLOR0,
336 BUFFER_COLOR1,
337 BUFFER_COLOR2,
338 BUFFER_COLOR3,
339 BUFFER_COLOR4,
340 BUFFER_COLOR5,
341 BUFFER_COLOR6,
342 BUFFER_COLOR7,
343 BUFFER_COUNT
344 } gl_buffer_index;
345
346 /**
347 * Bit flags for all renderbuffers
348 */
349 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
350 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
351 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
352 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
353 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
354 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
355 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
356 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
357 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
358 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
359 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
360 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
361 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
362 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
363 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
364 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
365 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
366 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
367 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
368
369 /**
370 * Mask of all the color buffer bits (but not accum).
371 */
372 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
373 BUFFER_BIT_BACK_LEFT | \
374 BUFFER_BIT_FRONT_RIGHT | \
375 BUFFER_BIT_BACK_RIGHT | \
376 BUFFER_BIT_AUX0 | \
377 BUFFER_BIT_COLOR0 | \
378 BUFFER_BIT_COLOR1 | \
379 BUFFER_BIT_COLOR2 | \
380 BUFFER_BIT_COLOR3 | \
381 BUFFER_BIT_COLOR4 | \
382 BUFFER_BIT_COLOR5 | \
383 BUFFER_BIT_COLOR6 | \
384 BUFFER_BIT_COLOR7)
385
386
387 /**
388 * Framebuffer configuration (aka visual / pixelformat)
389 * Note: some of these fields should be boolean, but it appears that
390 * code in drivers/dri/common/util.c requires int-sized fields.
391 */
392 struct gl_config
393 {
394 GLboolean rgbMode;
395 GLboolean floatMode;
396 GLboolean colorIndexMode; /* XXX is this used anywhere? */
397 GLuint doubleBufferMode;
398 GLuint stereoMode;
399
400 GLboolean haveAccumBuffer;
401 GLboolean haveDepthBuffer;
402 GLboolean haveStencilBuffer;
403
404 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
405 GLuint redMask, greenMask, blueMask, alphaMask;
406 GLint rgbBits; /* total bits for rgb */
407 GLint indexBits; /* total bits for colorindex */
408
409 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
410 GLint depthBits;
411 GLint stencilBits;
412
413 GLint numAuxBuffers;
414
415 GLint level;
416
417 /* EXT_visual_rating / GLX 1.2 */
418 GLint visualRating;
419
420 /* EXT_visual_info / GLX 1.2 */
421 GLint transparentPixel;
422 /* colors are floats scaled to ints */
423 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
424 GLint transparentIndex;
425
426 /* ARB_multisample / SGIS_multisample */
427 GLint sampleBuffers;
428 GLint samples;
429
430 /* SGIX_pbuffer / GLX 1.3 */
431 GLint maxPbufferWidth;
432 GLint maxPbufferHeight;
433 GLint maxPbufferPixels;
434 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
435 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
436
437 /* OML_swap_method */
438 GLint swapMethod;
439
440 /* EXT_texture_from_pixmap */
441 GLint bindToTextureRgb;
442 GLint bindToTextureRgba;
443 GLint bindToMipmapTexture;
444 GLint bindToTextureTargets;
445 GLint yInverted;
446
447 /* EXT_framebuffer_sRGB */
448 GLint sRGBCapable;
449 };
450
451
452 /**
453 * \name Bit flags used for updating material values.
454 */
455 /*@{*/
456 #define MAT_ATTRIB_FRONT_AMBIENT 0
457 #define MAT_ATTRIB_BACK_AMBIENT 1
458 #define MAT_ATTRIB_FRONT_DIFFUSE 2
459 #define MAT_ATTRIB_BACK_DIFFUSE 3
460 #define MAT_ATTRIB_FRONT_SPECULAR 4
461 #define MAT_ATTRIB_BACK_SPECULAR 5
462 #define MAT_ATTRIB_FRONT_EMISSION 6
463 #define MAT_ATTRIB_BACK_EMISSION 7
464 #define MAT_ATTRIB_FRONT_SHININESS 8
465 #define MAT_ATTRIB_BACK_SHININESS 9
466 #define MAT_ATTRIB_FRONT_INDEXES 10
467 #define MAT_ATTRIB_BACK_INDEXES 11
468 #define MAT_ATTRIB_MAX 12
469
470 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
471 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
472 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
473 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
474 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
475 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
476
477 #define MAT_INDEX_AMBIENT 0
478 #define MAT_INDEX_DIFFUSE 1
479 #define MAT_INDEX_SPECULAR 2
480
481 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
482 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
483 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
484 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
485 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
486 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
487 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
488 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
489 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
490 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
491 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
492 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
493
494
495 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
496 MAT_BIT_FRONT_AMBIENT | \
497 MAT_BIT_FRONT_DIFFUSE | \
498 MAT_BIT_FRONT_SPECULAR | \
499 MAT_BIT_FRONT_SHININESS | \
500 MAT_BIT_FRONT_INDEXES)
501
502 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
503 MAT_BIT_BACK_AMBIENT | \
504 MAT_BIT_BACK_DIFFUSE | \
505 MAT_BIT_BACK_SPECULAR | \
506 MAT_BIT_BACK_SHININESS | \
507 MAT_BIT_BACK_INDEXES)
508
509 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
510 /*@}*/
511
512
513 /**
514 * Material state.
515 */
516 struct gl_material
517 {
518 GLfloat Attrib[MAT_ATTRIB_MAX][4];
519 };
520
521
522 /**
523 * Light state flags.
524 */
525 /*@{*/
526 #define LIGHT_SPOT 0x1
527 #define LIGHT_LOCAL_VIEWER 0x2
528 #define LIGHT_POSITIONAL 0x4
529 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
530 /*@}*/
531
532
533 /**
534 * Light source state.
535 */
536 struct gl_light
537 {
538 struct gl_light *next; /**< double linked list with sentinel */
539 struct gl_light *prev;
540
541 GLfloat Ambient[4]; /**< ambient color */
542 GLfloat Diffuse[4]; /**< diffuse color */
543 GLfloat Specular[4]; /**< specular color */
544 GLfloat EyePosition[4]; /**< position in eye coordinates */
545 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
546 GLfloat SpotExponent;
547 GLfloat SpotCutoff; /**< in degrees */
548 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
549 GLfloat ConstantAttenuation;
550 GLfloat LinearAttenuation;
551 GLfloat QuadraticAttenuation;
552 GLboolean Enabled; /**< On/off flag */
553
554 /**
555 * \name Derived fields
556 */
557 /*@{*/
558 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
559
560 GLfloat _Position[4]; /**< position in eye/obj coordinates */
561 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
562 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
563 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
564 GLfloat _VP_inf_spot_attenuation;
565
566 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
567 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
568 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
569 /*@}*/
570 };
571
572
573 /**
574 * Light model state.
575 */
576 struct gl_lightmodel
577 {
578 GLfloat Ambient[4]; /**< ambient color */
579 GLboolean LocalViewer; /**< Local (or infinite) view point? */
580 GLboolean TwoSide; /**< Two (or one) sided lighting? */
581 GLenum ColorControl; /**< either GL_SINGLE_COLOR
582 * or GL_SEPARATE_SPECULAR_COLOR */
583 };
584
585
586 /**
587 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
588 */
589 struct gl_accum_attrib
590 {
591 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
592 };
593
594
595 /**
596 * Used for storing clear color, texture border color, etc.
597 * The float values are typically unclamped.
598 */
599 union gl_color_union
600 {
601 GLfloat f[4];
602 GLint i[4];
603 GLuint ui[4];
604 };
605
606
607 /**
608 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
609 */
610 struct gl_colorbuffer_attrib
611 {
612 GLuint ClearIndex; /**< Index for glClear */
613 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
614 GLuint IndexMask; /**< Color index write mask */
615 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
616
617 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
618
619 /**
620 * \name alpha testing
621 */
622 /*@{*/
623 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
624 GLenum AlphaFunc; /**< Alpha test function */
625 GLfloat AlphaRefUnclamped;
626 GLclampf AlphaRef; /**< Alpha reference value */
627 /*@}*/
628
629 /**
630 * \name Blending
631 */
632 /*@{*/
633 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
634
635 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
636 * control, only on the fixed-pointness of the render target.
637 * The query does however depend on fragment color clamping.
638 */
639 GLfloat BlendColorUnclamped[4]; /**< Blending color */
640 GLfloat BlendColor[4]; /**< Blending color */
641
642 struct
643 {
644 GLenum SrcRGB; /**< RGB blend source term */
645 GLenum DstRGB; /**< RGB blend dest term */
646 GLenum SrcA; /**< Alpha blend source term */
647 GLenum DstA; /**< Alpha blend dest term */
648 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
649 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
650 /**
651 * Set if any blend factor uses SRC1. Computed at the time blend factors
652 * get set.
653 */
654 GLboolean _UsesDualSrc;
655 } Blend[MAX_DRAW_BUFFERS];
656 /** Are the blend func terms currently different for each buffer/target? */
657 GLboolean _BlendFuncPerBuffer;
658 /** Are the blend equations currently different for each buffer/target? */
659 GLboolean _BlendEquationPerBuffer;
660 /*@}*/
661
662 /**
663 * \name Logic op
664 */
665 /*@{*/
666 GLenum LogicOp; /**< Logic operator */
667 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
668 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
669 /*@}*/
670
671 GLboolean DitherFlag; /**< Dither enable flag */
672
673 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
674 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
675 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
676
677 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
678 };
679
680
681 /**
682 * Current attribute group (GL_CURRENT_BIT).
683 */
684 struct gl_current_attrib
685 {
686 /**
687 * \name Current vertex attributes.
688 * \note Values are valid only after FLUSH_VERTICES has been called.
689 * \note Index and Edgeflag current values are stored as floats in the
690 * SIX and SEVEN attribute slots.
691 */
692 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
693
694 /**
695 * \name Current raster position attributes (always valid).
696 * \note This set of attributes is very similar to the SWvertex struct.
697 */
698 /*@{*/
699 GLfloat RasterPos[4];
700 GLfloat RasterDistance;
701 GLfloat RasterColor[4];
702 GLfloat RasterSecondaryColor[4];
703 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
704 GLboolean RasterPosValid;
705 /*@}*/
706 };
707
708
709 /**
710 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
711 */
712 struct gl_depthbuffer_attrib
713 {
714 GLenum Func; /**< Function for depth buffer compare */
715 GLclampd Clear; /**< Value to clear depth buffer to */
716 GLboolean Test; /**< Depth buffering enabled flag */
717 GLboolean Mask; /**< Depth buffer writable? */
718 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
719 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
720 };
721
722
723 /**
724 * Evaluator attribute group (GL_EVAL_BIT).
725 */
726 struct gl_eval_attrib
727 {
728 /**
729 * \name Enable bits
730 */
731 /*@{*/
732 GLboolean Map1Color4;
733 GLboolean Map1Index;
734 GLboolean Map1Normal;
735 GLboolean Map1TextureCoord1;
736 GLboolean Map1TextureCoord2;
737 GLboolean Map1TextureCoord3;
738 GLboolean Map1TextureCoord4;
739 GLboolean Map1Vertex3;
740 GLboolean Map1Vertex4;
741 GLboolean Map2Color4;
742 GLboolean Map2Index;
743 GLboolean Map2Normal;
744 GLboolean Map2TextureCoord1;
745 GLboolean Map2TextureCoord2;
746 GLboolean Map2TextureCoord3;
747 GLboolean Map2TextureCoord4;
748 GLboolean Map2Vertex3;
749 GLboolean Map2Vertex4;
750 GLboolean AutoNormal;
751 /*@}*/
752
753 /**
754 * \name Map Grid endpoints and divisions and calculated du values
755 */
756 /*@{*/
757 GLint MapGrid1un;
758 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
759 GLint MapGrid2un, MapGrid2vn;
760 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
761 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
762 /*@}*/
763 };
764
765
766 /**
767 * Fog attribute group (GL_FOG_BIT).
768 */
769 struct gl_fog_attrib
770 {
771 GLboolean Enabled; /**< Fog enabled flag */
772 GLfloat ColorUnclamped[4]; /**< Fog color */
773 GLfloat Color[4]; /**< Fog color */
774 GLfloat Density; /**< Density >= 0.0 */
775 GLfloat Start; /**< Start distance in eye coords */
776 GLfloat End; /**< End distance in eye coords */
777 GLfloat Index; /**< Fog index */
778 GLenum Mode; /**< Fog mode */
779 GLboolean ColorSumEnabled;
780 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
781 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
782 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
783 };
784
785
786 /**
787 * Hint attribute group (GL_HINT_BIT).
788 *
789 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
790 */
791 struct gl_hint_attrib
792 {
793 GLenum PerspectiveCorrection;
794 GLenum PointSmooth;
795 GLenum LineSmooth;
796 GLenum PolygonSmooth;
797 GLenum Fog;
798 GLenum TextureCompression; /**< GL_ARB_texture_compression */
799 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
800 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
801 };
802
803
804 /**
805 * Lighting attribute group (GL_LIGHT_BIT).
806 */
807 struct gl_light_attrib
808 {
809 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
810 struct gl_lightmodel Model; /**< Lighting model */
811
812 /**
813 * Front and back material values.
814 * Note: must call FLUSH_VERTICES() before using.
815 */
816 struct gl_material Material;
817
818 GLboolean Enabled; /**< Lighting enabled flag */
819 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
820 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
821 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
822 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
823 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
824 GLboolean ColorMaterialEnabled;
825 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
826 GLboolean _ClampVertexColor;
827
828 struct gl_light EnabledList; /**< List sentinel */
829
830 /**
831 * Derived state for optimizations:
832 */
833 /*@{*/
834 GLboolean _NeedEyeCoords;
835 GLboolean _NeedVertices; /**< Use fast shader? */
836 GLfloat _BaseColor[2][3];
837 /*@}*/
838 };
839
840
841 /**
842 * Line attribute group (GL_LINE_BIT).
843 */
844 struct gl_line_attrib
845 {
846 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
847 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
848 GLushort StipplePattern; /**< Stipple pattern */
849 GLint StippleFactor; /**< Stipple repeat factor */
850 GLfloat Width; /**< Line width */
851 };
852
853
854 /**
855 * Display list attribute group (GL_LIST_BIT).
856 */
857 struct gl_list_attrib
858 {
859 GLuint ListBase;
860 };
861
862
863 /**
864 * Multisample attribute group (GL_MULTISAMPLE_BIT).
865 */
866 struct gl_multisample_attrib
867 {
868 GLboolean Enabled;
869 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
870 GLboolean SampleAlphaToCoverage;
871 GLboolean SampleAlphaToOne;
872 GLboolean SampleCoverage;
873 GLfloat SampleCoverageValue;
874 GLboolean SampleCoverageInvert;
875
876 /* ARB_texture_multisample / GL3.2 additions */
877 GLboolean SampleMask;
878 /** The GL spec defines this as an array but >32x MSAA is madness */
879 GLbitfield SampleMaskValue;
880 };
881
882
883 /**
884 * A pixelmap (see glPixelMap)
885 */
886 struct gl_pixelmap
887 {
888 GLint Size;
889 GLfloat Map[MAX_PIXEL_MAP_TABLE];
890 };
891
892
893 /**
894 * Collection of all pixelmaps
895 */
896 struct gl_pixelmaps
897 {
898 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
899 struct gl_pixelmap GtoG;
900 struct gl_pixelmap BtoB;
901 struct gl_pixelmap AtoA;
902 struct gl_pixelmap ItoR;
903 struct gl_pixelmap ItoG;
904 struct gl_pixelmap ItoB;
905 struct gl_pixelmap ItoA;
906 struct gl_pixelmap ItoI;
907 struct gl_pixelmap StoS;
908 };
909
910
911 /**
912 * Pixel attribute group (GL_PIXEL_MODE_BIT).
913 */
914 struct gl_pixel_attrib
915 {
916 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
917
918 /*--- Begin Pixel Transfer State ---*/
919 /* Fields are in the order in which they're applied... */
920
921 /** Scale & Bias (index shift, offset) */
922 /*@{*/
923 GLfloat RedBias, RedScale;
924 GLfloat GreenBias, GreenScale;
925 GLfloat BlueBias, BlueScale;
926 GLfloat AlphaBias, AlphaScale;
927 GLfloat DepthBias, DepthScale;
928 GLint IndexShift, IndexOffset;
929 /*@}*/
930
931 /* Pixel Maps */
932 /* Note: actual pixel maps are not part of this attrib group */
933 GLboolean MapColorFlag;
934 GLboolean MapStencilFlag;
935
936 /*--- End Pixel Transfer State ---*/
937
938 /** glPixelZoom */
939 GLfloat ZoomX, ZoomY;
940 };
941
942
943 /**
944 * Point attribute group (GL_POINT_BIT).
945 */
946 struct gl_point_attrib
947 {
948 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
949 GLfloat Size; /**< User-specified point size */
950 GLfloat Params[3]; /**< GL_EXT_point_parameters */
951 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
952 GLfloat Threshold; /**< GL_EXT_point_parameters */
953 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
954 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
955 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
956 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
957 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
958 };
959
960
961 /**
962 * Polygon attribute group (GL_POLYGON_BIT).
963 */
964 struct gl_polygon_attrib
965 {
966 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
967 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
968 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
969 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
970 GLboolean CullFlag; /**< Culling on/off flag */
971 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
972 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
973 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
974 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
975 GLfloat OffsetUnits; /**< Polygon offset units, from user */
976 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
977 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
978 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
979 };
980
981
982 /**
983 * Scissor attributes (GL_SCISSOR_BIT).
984 */
985 struct gl_scissor_attrib
986 {
987 GLboolean Enabled; /**< Scissor test enabled? */
988 GLint X, Y; /**< Lower left corner of box */
989 GLsizei Width, Height; /**< Size of box */
990 };
991
992
993 /**
994 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
995 *
996 * Three sets of stencil data are tracked so that OpenGL 2.0,
997 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
998 * simultaneously. In each of the stencil state arrays, element 0 corresponds
999 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1000 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1001 * GL_EXT_stencil_two_side GL_BACK state.
1002 *
1003 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1004 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1005 *
1006 * The derived value \c _TestTwoSide is set when the front-face and back-face
1007 * stencil state are different.
1008 */
1009 struct gl_stencil_attrib
1010 {
1011 GLboolean Enabled; /**< Enabled flag */
1012 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1013 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1014 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1015 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1016 GLboolean _TestTwoSide;
1017 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1018 GLenum Function[3]; /**< Stencil function */
1019 GLenum FailFunc[3]; /**< Fail function */
1020 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1021 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1022 GLint Ref[3]; /**< Reference value */
1023 GLuint ValueMask[3]; /**< Value mask */
1024 GLuint WriteMask[3]; /**< Write mask */
1025 GLuint Clear; /**< Clear value */
1026 };
1027
1028
1029 /**
1030 * An index for each type of texture object. These correspond to the GL
1031 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1032 * Note: the order is from highest priority to lowest priority.
1033 */
1034 typedef enum
1035 {
1036 TEXTURE_2D_MULTISAMPLE_INDEX,
1037 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1038 TEXTURE_CUBE_ARRAY_INDEX,
1039 TEXTURE_BUFFER_INDEX,
1040 TEXTURE_2D_ARRAY_INDEX,
1041 TEXTURE_1D_ARRAY_INDEX,
1042 TEXTURE_EXTERNAL_INDEX,
1043 TEXTURE_CUBE_INDEX,
1044 TEXTURE_3D_INDEX,
1045 TEXTURE_RECT_INDEX,
1046 TEXTURE_2D_INDEX,
1047 TEXTURE_1D_INDEX,
1048 NUM_TEXTURE_TARGETS
1049 } gl_texture_index;
1050
1051
1052 /**
1053 * Bit flags for each type of texture object
1054 * Used for Texture.Unit[]._ReallyEnabled flags.
1055 */
1056 /*@{*/
1057 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1058 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1059 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1060 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1061 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1062 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1063 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1064 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1065 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1066 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1067 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1068 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1069 /*@}*/
1070
1071
1072 /**
1073 * Texture image state. Drivers will typically create a subclass of this
1074 * with extra fields for memory buffers, etc.
1075 */
1076 struct gl_texture_image
1077 {
1078 GLint InternalFormat; /**< Internal format as given by the user */
1079 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1080 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1081 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1082 * GL_DEPTH_STENCIL_EXT only. Used for
1083 * choosing TexEnv arithmetic.
1084 */
1085 gl_format TexFormat; /**< The actual texture memory format */
1086
1087 GLuint Border; /**< 0 or 1 */
1088 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1089 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1090 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1091 GLuint Width2; /**< = Width - 2*Border */
1092 GLuint Height2; /**< = Height - 2*Border */
1093 GLuint Depth2; /**< = Depth - 2*Border */
1094 GLuint WidthLog2; /**< = log2(Width2) */
1095 GLuint HeightLog2; /**< = log2(Height2) */
1096 GLuint DepthLog2; /**< = log2(Depth2) */
1097 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1098 levels, computed from the dimensions */
1099
1100 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1101 GLuint Level; /**< Which mipmap level am I? */
1102 /** Cube map face: index into gl_texture_object::Image[] array */
1103 GLuint Face;
1104
1105 /** GL_ARB_texture_multisample */
1106 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1107 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1108 };
1109
1110
1111 /**
1112 * Indexes for cube map faces.
1113 */
1114 typedef enum
1115 {
1116 FACE_POS_X = 0,
1117 FACE_NEG_X = 1,
1118 FACE_POS_Y = 2,
1119 FACE_NEG_Y = 3,
1120 FACE_POS_Z = 4,
1121 FACE_NEG_Z = 5,
1122 MAX_FACES = 6
1123 } gl_face_index;
1124
1125
1126 /**
1127 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1128 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1129 */
1130 struct gl_sampler_object
1131 {
1132 GLuint Name;
1133 GLint RefCount;
1134 GLchar *Label; /**< GL_KHR_debug */
1135
1136 GLenum WrapS; /**< S-axis texture image wrap mode */
1137 GLenum WrapT; /**< T-axis texture image wrap mode */
1138 GLenum WrapR; /**< R-axis texture image wrap mode */
1139 GLenum MinFilter; /**< minification filter */
1140 GLenum MagFilter; /**< magnification filter */
1141 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1142 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1143 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1144 GLfloat LodBias; /**< OpenGL 1.4 */
1145 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1146 GLenum CompareMode; /**< GL_ARB_shadow */
1147 GLenum CompareFunc; /**< GL_ARB_shadow */
1148 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1149 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1150 };
1151
1152
1153 /**
1154 * Texture object state. Contains the array of mipmap images, border color,
1155 * wrap modes, filter modes, and shadow/texcompare state.
1156 */
1157 struct gl_texture_object
1158 {
1159 _glthread_Mutex Mutex; /**< for thread safety */
1160 GLint RefCount; /**< reference count */
1161 GLuint Name; /**< the user-visible texture object ID */
1162 GLchar *Label; /**< GL_KHR_debug */
1163 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1164
1165 struct gl_sampler_object Sampler;
1166
1167 GLenum DepthMode; /**< GL_ARB_depth_texture */
1168
1169 GLfloat Priority; /**< in [0,1] */
1170 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1171 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1172 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1173 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1174 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1175 GLint CropRect[4]; /**< GL_OES_draw_texture */
1176 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1177 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1178 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1179 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1180 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1181 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1182 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1183 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1184 pressure? */
1185 GLboolean Immutable; /**< GL_ARB_texture_storage */
1186
1187 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1188 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1189
1190 /** GL_ARB_texture_buffer_object */
1191 struct gl_buffer_object *BufferObject;
1192 GLenum BufferObjectFormat;
1193 /** Equivalent Mesa format for BufferObjectFormat. */
1194 gl_format _BufferObjectFormat;
1195 /** GL_ARB_texture_buffer_range */
1196 GLintptr BufferOffset;
1197 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1198
1199 /** GL_OES_EGL_image_external */
1200 GLint RequiredTextureImageUnits;
1201 };
1202
1203
1204 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1205 #define MAX_COMBINER_TERMS 4
1206
1207
1208 /**
1209 * Texture combine environment state.
1210 */
1211 struct gl_tex_env_combine_state
1212 {
1213 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1214 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1215 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1216 GLenum SourceRGB[MAX_COMBINER_TERMS];
1217 GLenum SourceA[MAX_COMBINER_TERMS];
1218 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1219 GLenum OperandRGB[MAX_COMBINER_TERMS];
1220 GLenum OperandA[MAX_COMBINER_TERMS];
1221 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1222 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1223 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1224 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1225 };
1226
1227
1228 /**
1229 * TexGenEnabled flags.
1230 */
1231 /*@{*/
1232 #define S_BIT 1
1233 #define T_BIT 2
1234 #define R_BIT 4
1235 #define Q_BIT 8
1236 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1237 /*@}*/
1238
1239
1240 /**
1241 * Bit flag versions of the corresponding GL_ constants.
1242 */
1243 /*@{*/
1244 #define TEXGEN_SPHERE_MAP 0x1
1245 #define TEXGEN_OBJ_LINEAR 0x2
1246 #define TEXGEN_EYE_LINEAR 0x4
1247 #define TEXGEN_REFLECTION_MAP_NV 0x8
1248 #define TEXGEN_NORMAL_MAP_NV 0x10
1249
1250 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1251 TEXGEN_REFLECTION_MAP_NV | \
1252 TEXGEN_NORMAL_MAP_NV)
1253 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1254 TEXGEN_REFLECTION_MAP_NV | \
1255 TEXGEN_NORMAL_MAP_NV | \
1256 TEXGEN_EYE_LINEAR)
1257 /*@}*/
1258
1259
1260
1261 /** Tex-gen enabled for texture unit? */
1262 #define ENABLE_TEXGEN(unit) (1 << (unit))
1263
1264 /** Non-identity texture matrix for texture unit? */
1265 #define ENABLE_TEXMAT(unit) (1 << (unit))
1266
1267
1268 /**
1269 * Texture coord generation state.
1270 */
1271 struct gl_texgen
1272 {
1273 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1274 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1275 GLfloat ObjectPlane[4];
1276 GLfloat EyePlane[4];
1277 };
1278
1279
1280 /**
1281 * Texture unit state. Contains enable flags, texture environment/function/
1282 * combiners, texgen state, and pointers to current texture objects.
1283 */
1284 struct gl_texture_unit
1285 {
1286 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1287 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1288
1289 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1290 GLclampf EnvColor[4];
1291 GLfloat EnvColorUnclamped[4];
1292
1293 struct gl_texgen GenS;
1294 struct gl_texgen GenT;
1295 struct gl_texgen GenR;
1296 struct gl_texgen GenQ;
1297 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1298 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1299
1300 GLfloat LodBias; /**< for biasing mipmap levels */
1301 GLenum BumpTarget;
1302 GLfloat RotMatrix[4]; /* 2x2 matrix */
1303
1304 /** Current sampler object (GL_ARB_sampler_objects) */
1305 struct gl_sampler_object *Sampler;
1306
1307 /**
1308 * \name GL_EXT_texture_env_combine
1309 */
1310 struct gl_tex_env_combine_state Combine;
1311
1312 /**
1313 * Derived state based on \c EnvMode and the \c BaseFormat of the
1314 * currently enabled texture.
1315 */
1316 struct gl_tex_env_combine_state _EnvMode;
1317
1318 /**
1319 * Currently enabled combiner state. This will point to either
1320 * \c Combine or \c _EnvMode.
1321 */
1322 struct gl_tex_env_combine_state *_CurrentCombine;
1323
1324 /** Current texture object pointers */
1325 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1326
1327 /** Points to highest priority, complete and enabled texture object */
1328 struct gl_texture_object *_Current;
1329 };
1330
1331
1332 /**
1333 * Texture attribute group (GL_TEXTURE_BIT).
1334 */
1335 struct gl_texture_attrib
1336 {
1337 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1338 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1339
1340 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1341
1342 /** GL_ARB_texture_buffer_object */
1343 struct gl_buffer_object *BufferObject;
1344
1345 /** GL_ARB_seamless_cubemap */
1346 GLboolean CubeMapSeamless;
1347
1348 /** Texture units/samplers used by vertex or fragment texturing */
1349 GLbitfield _EnabledUnits;
1350
1351 /** Texture coord units/sets used for fragment texturing */
1352 GLbitfield _EnabledCoordUnits;
1353
1354 /** Texture coord units that have texgen enabled */
1355 GLbitfield _TexGenEnabled;
1356
1357 /** Texture coord units that have non-identity matrices */
1358 GLbitfield _TexMatEnabled;
1359
1360 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1361 GLbitfield _GenFlags;
1362 };
1363
1364
1365 /**
1366 * Data structure representing a single clip plane (e.g. one of the elements
1367 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1368 */
1369 typedef GLfloat gl_clip_plane[4];
1370
1371
1372 /**
1373 * Transformation attribute group (GL_TRANSFORM_BIT).
1374 */
1375 struct gl_transform_attrib
1376 {
1377 GLenum MatrixMode; /**< Matrix mode */
1378 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1379 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1380 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1381 GLboolean Normalize; /**< Normalize all normals? */
1382 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1383 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1384 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1385
1386 GLfloat CullEyePos[4];
1387 GLfloat CullObjPos[4];
1388 };
1389
1390
1391 /**
1392 * Viewport attribute group (GL_VIEWPORT_BIT).
1393 */
1394 struct gl_viewport_attrib
1395 {
1396 GLint X, Y; /**< position */
1397 GLsizei Width, Height; /**< size */
1398 GLfloat Near, Far; /**< Depth buffer range */
1399 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1400 };
1401
1402
1403 /**
1404 * GL_ARB_vertex/pixel_buffer_object buffer object
1405 */
1406 struct gl_buffer_object
1407 {
1408 _glthread_Mutex Mutex;
1409 GLint RefCount;
1410 GLuint Name;
1411 GLchar *Label; /**< GL_KHR_debug */
1412 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1413 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1414 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1415 /** Fields describing a mapped buffer */
1416 /*@{*/
1417 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1418 GLvoid *Pointer; /**< User-space address of mapping */
1419 GLintptr Offset; /**< Mapped offset */
1420 GLsizeiptr Length; /**< Mapped length */
1421 /*@}*/
1422 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1423 GLboolean Written; /**< Ever written to? (for debugging) */
1424 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1425 };
1426
1427
1428 /**
1429 * Client pixel packing/unpacking attributes
1430 */
1431 struct gl_pixelstore_attrib
1432 {
1433 GLint Alignment;
1434 GLint RowLength;
1435 GLint SkipPixels;
1436 GLint SkipRows;
1437 GLint ImageHeight;
1438 GLint SkipImages;
1439 GLboolean SwapBytes;
1440 GLboolean LsbFirst;
1441 GLboolean Invert; /**< GL_MESA_pack_invert */
1442 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1443 };
1444
1445
1446 /**
1447 * Client vertex array attributes
1448 */
1449 struct gl_client_array
1450 {
1451 GLint Size; /**< components per element (1,2,3,4) */
1452 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1453 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1454 GLsizei Stride; /**< user-specified stride */
1455 GLsizei StrideB; /**< actual stride in bytes */
1456 const GLubyte *Ptr; /**< Points to array data */
1457 GLboolean Enabled; /**< Enabled flag is a boolean */
1458 GLboolean Normalized; /**< GL_ARB_vertex_program */
1459 GLboolean Integer; /**< Integer-valued? */
1460 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1461 GLuint _ElementSize; /**< size of each element in bytes */
1462
1463 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1464 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1465 };
1466
1467
1468 /**
1469 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1470 * extension, but a nice encapsulation in any case.
1471 */
1472 struct gl_array_object
1473 {
1474 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1475 GLuint Name;
1476 GLchar *Label; /**< GL_KHR_debug */
1477
1478 GLint RefCount;
1479 _glthread_Mutex Mutex;
1480
1481 /**
1482 * Does the VAO use ARB semantics or Apple semantics?
1483 *
1484 * There are several ways in which ARB_vertex_array_object and
1485 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1486 * least,
1487 *
1488 * - ARB VAOs require that all array data be sourced from vertex buffer
1489 * objects, but Apple VAOs do not.
1490 *
1491 * - ARB VAOs require that names come from GenVertexArrays.
1492 *
1493 * This flag notes which behavior governs this VAO.
1494 */
1495 GLboolean ARBsemantics;
1496
1497 /**
1498 * Has this array object been bound?
1499 */
1500 GLboolean EverBound;
1501
1502 /** Vertex attribute arrays */
1503 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1504
1505 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1506 GLbitfield64 _Enabled;
1507
1508 /**
1509 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1510 * we can determine the max legal (in bounds) glDrawElements array index.
1511 */
1512 GLuint _MaxElement;
1513
1514 struct gl_buffer_object *ElementArrayBufferObj;
1515 };
1516
1517
1518 /**
1519 * Vertex array state
1520 */
1521 struct gl_array_attrib
1522 {
1523 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1524 struct gl_array_object *ArrayObj;
1525
1526 /** The default vertex array object */
1527 struct gl_array_object *DefaultArrayObj;
1528
1529 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1530 struct _mesa_HashTable *Objects;
1531
1532 GLint ActiveTexture; /**< Client Active Texture */
1533 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1534 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1535
1536 /**
1537 * \name Primitive restart controls
1538 *
1539 * Primitive restart is enabled if either \c PrimitiveRestart or
1540 * \c PrimitiveRestartFixedIndex is set.
1541 */
1542 /*@{*/
1543 GLboolean PrimitiveRestart;
1544 GLboolean PrimitiveRestartFixedIndex;
1545 GLboolean _PrimitiveRestart;
1546 GLuint RestartIndex;
1547 /*@}*/
1548
1549 /* GL_ARB_vertex_buffer_object */
1550 struct gl_buffer_object *ArrayBufferObj;
1551
1552 /**
1553 * Vertex arrays as consumed by a driver.
1554 * The array pointer is set up only by the VBO module.
1555 */
1556 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1557 };
1558
1559
1560 /**
1561 * Feedback buffer state
1562 */
1563 struct gl_feedback
1564 {
1565 GLenum Type;
1566 GLbitfield _Mask; /**< FB_* bits */
1567 GLfloat *Buffer;
1568 GLuint BufferSize;
1569 GLuint Count;
1570 };
1571
1572
1573 /**
1574 * Selection buffer state
1575 */
1576 struct gl_selection
1577 {
1578 GLuint *Buffer; /**< selection buffer */
1579 GLuint BufferSize; /**< size of the selection buffer */
1580 GLuint BufferCount; /**< number of values in the selection buffer */
1581 GLuint Hits; /**< number of records in the selection buffer */
1582 GLuint NameStackDepth; /**< name stack depth */
1583 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1584 GLboolean HitFlag; /**< hit flag */
1585 GLfloat HitMinZ; /**< minimum hit depth */
1586 GLfloat HitMaxZ; /**< maximum hit depth */
1587 };
1588
1589
1590 /**
1591 * 1-D Evaluator control points
1592 */
1593 struct gl_1d_map
1594 {
1595 GLuint Order; /**< Number of control points */
1596 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1597 GLfloat *Points; /**< Points to contiguous control points */
1598 };
1599
1600
1601 /**
1602 * 2-D Evaluator control points
1603 */
1604 struct gl_2d_map
1605 {
1606 GLuint Uorder; /**< Number of control points in U dimension */
1607 GLuint Vorder; /**< Number of control points in V dimension */
1608 GLfloat u1, u2, du;
1609 GLfloat v1, v2, dv;
1610 GLfloat *Points; /**< Points to contiguous control points */
1611 };
1612
1613
1614 /**
1615 * All evaluator control point state
1616 */
1617 struct gl_evaluators
1618 {
1619 /**
1620 * \name 1-D maps
1621 */
1622 /*@{*/
1623 struct gl_1d_map Map1Vertex3;
1624 struct gl_1d_map Map1Vertex4;
1625 struct gl_1d_map Map1Index;
1626 struct gl_1d_map Map1Color4;
1627 struct gl_1d_map Map1Normal;
1628 struct gl_1d_map Map1Texture1;
1629 struct gl_1d_map Map1Texture2;
1630 struct gl_1d_map Map1Texture3;
1631 struct gl_1d_map Map1Texture4;
1632 /*@}*/
1633
1634 /**
1635 * \name 2-D maps
1636 */
1637 /*@{*/
1638 struct gl_2d_map Map2Vertex3;
1639 struct gl_2d_map Map2Vertex4;
1640 struct gl_2d_map Map2Index;
1641 struct gl_2d_map Map2Color4;
1642 struct gl_2d_map Map2Normal;
1643 struct gl_2d_map Map2Texture1;
1644 struct gl_2d_map Map2Texture2;
1645 struct gl_2d_map Map2Texture3;
1646 struct gl_2d_map Map2Texture4;
1647 /*@}*/
1648 };
1649
1650
1651 struct gl_transform_feedback_varying_info
1652 {
1653 char *Name;
1654 GLenum Type;
1655 GLint Size;
1656 };
1657
1658
1659 /**
1660 * Per-output info vertex shaders for transform feedback.
1661 */
1662 struct gl_transform_feedback_output
1663 {
1664 unsigned OutputRegister;
1665 unsigned OutputBuffer;
1666 unsigned NumComponents;
1667
1668 /** offset (in DWORDs) of this output within the interleaved structure */
1669 unsigned DstOffset;
1670
1671 /**
1672 * Offset into the output register of the data to output. For example,
1673 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1674 * offset is in the y and z components of the output register.
1675 */
1676 unsigned ComponentOffset;
1677 };
1678
1679
1680 /** Post-link transform feedback info. */
1681 struct gl_transform_feedback_info
1682 {
1683 unsigned NumOutputs;
1684
1685 /**
1686 * Number of transform feedback buffers in use by this program.
1687 */
1688 unsigned NumBuffers;
1689
1690 struct gl_transform_feedback_output *Outputs;
1691
1692 /** Transform feedback varyings used for the linking of this shader program.
1693 *
1694 * Use for glGetTransformFeedbackVarying().
1695 */
1696 struct gl_transform_feedback_varying_info *Varyings;
1697 GLint NumVarying;
1698
1699 /**
1700 * Total number of components stored in each buffer. This may be used by
1701 * hardware back-ends to determine the correct stride when interleaving
1702 * multiple transform feedback outputs in the same buffer.
1703 */
1704 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1705 };
1706
1707
1708 /**
1709 * Transform feedback object state
1710 */
1711 struct gl_transform_feedback_object
1712 {
1713 GLuint Name; /**< AKA the object ID */
1714 GLchar *Label; /**< GL_KHR_debug */
1715 GLint RefCount;
1716 GLboolean Active; /**< Is transform feedback enabled? */
1717 GLboolean Paused; /**< Is transform feedback paused? */
1718 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1719 at least once? */
1720 GLboolean EverBound; /**< Has this object been bound? */
1721
1722 /**
1723 * The shader program active when BeginTransformFeedback() was called.
1724 * When active and unpaused, this equals ctx->Shader.CurrentVertexProgram.
1725 */
1726 struct gl_shader_program *shader_program;
1727
1728 /**
1729 * GLES: if Active is true, remaining number of primitives which can be
1730 * rendered without overflow. This is necessary to track because GLES
1731 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1732 * glDrawArraysInstanced would overflow transform feedback buffers.
1733 * Undefined if Active is false.
1734 *
1735 * Not tracked for desktop GL since it's unnecessary.
1736 */
1737 unsigned GlesRemainingPrims;
1738
1739 /** The feedback buffers */
1740 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1741 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1742
1743 /** Start of feedback data in dest buffer */
1744 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1745
1746 /**
1747 * Max data to put into dest buffer (in bytes). Computed based on
1748 * RequestedSize and the actual size of the buffer.
1749 */
1750 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1751
1752 /**
1753 * Size that was specified when the buffer was bound. If the buffer was
1754 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1755 * zero.
1756 */
1757 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1758 };
1759
1760
1761 /**
1762 * Context state for transform feedback.
1763 */
1764 struct gl_transform_feedback_state
1765 {
1766 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1767
1768 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1769 struct gl_buffer_object *CurrentBuffer;
1770
1771 /** The table of all transform feedback objects */
1772 struct _mesa_HashTable *Objects;
1773
1774 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1775 struct gl_transform_feedback_object *CurrentObject;
1776
1777 /** The default xform-fb object (Name==0) */
1778 struct gl_transform_feedback_object *DefaultObject;
1779 };
1780
1781
1782 /**
1783 * A "performance monitor" as described in AMD_performance_monitor.
1784 */
1785 struct gl_perf_monitor_object
1786 {
1787 GLboolean Active;
1788
1789 /**
1790 * A list of groups with currently active counters.
1791 *
1792 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1793 */
1794 unsigned *ActiveGroups;
1795
1796 /**
1797 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1798 *
1799 * Checking whether counter 'c' in group 'g' is active can be done via:
1800 *
1801 * BITSET_TEST(ActiveCounters[g], c)
1802 */
1803 GLuint **ActiveCounters;
1804 };
1805
1806
1807 union gl_perf_monitor_counter_value
1808 {
1809 float f;
1810 uint64_t u64;
1811 uint32_t u32;
1812 };
1813
1814
1815 struct gl_perf_monitor_counter
1816 {
1817 /** Human readable name for the counter. */
1818 const char *Name;
1819
1820 /**
1821 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1822 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1823 */
1824 GLenum Type;
1825
1826 /** Minimum counter value. */
1827 union gl_perf_monitor_counter_value Minimum;
1828
1829 /** Maximum counter value. */
1830 union gl_perf_monitor_counter_value Maximum;
1831 };
1832
1833
1834 struct gl_perf_monitor_group
1835 {
1836 /** Human readable name for the group. */
1837 const char *Name;
1838
1839 /**
1840 * Maximum number of counters in this group which can be active at the
1841 * same time.
1842 */
1843 GLuint MaxActiveCounters;
1844
1845 /** Array of counters within this group. */
1846 const struct gl_perf_monitor_counter *Counters;
1847 GLuint NumCounters;
1848 };
1849
1850
1851 /**
1852 * Context state for AMD_performance_monitor.
1853 */
1854 struct gl_perf_monitor_state
1855 {
1856 /** Array of performance monitor groups (indexed by group ID) */
1857 const struct gl_perf_monitor_group *Groups;
1858 GLuint NumGroups;
1859
1860 /** The table of all performance monitors. */
1861 struct _mesa_HashTable *Monitors;
1862 };
1863
1864
1865 /**
1866 * Names of the various vertex/fragment program register files, etc.
1867 *
1868 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1869 * All values should fit in a 4-bit field.
1870 *
1871 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1872 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1873 * be "uniform" variables since they can only be set outside glBegin/End.
1874 * They're also all stored in the same Parameters array.
1875 */
1876 typedef enum
1877 {
1878 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1879 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1880 PROGRAM_INPUT, /**< machine->Inputs[] */
1881 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1882 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1883 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1884 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1885 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1886 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1887 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1888 PROGRAM_ADDRESS, /**< machine->AddressReg */
1889 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1890 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1891 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1892 PROGRAM_FILE_MAX
1893 } gl_register_file;
1894
1895
1896 /**
1897 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1898 * one of these values.
1899 */
1900 typedef enum
1901 {
1902 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1903 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1904 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1905 SYSTEM_VALUE_MAX /**< Number of values */
1906 } gl_system_value;
1907
1908
1909 /**
1910 * The possible interpolation qualifiers that can be applied to a fragment
1911 * shader input in GLSL.
1912 *
1913 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1914 * gl_fragment_program data structure to 0 causes the default behavior.
1915 */
1916 enum glsl_interp_qualifier
1917 {
1918 INTERP_QUALIFIER_NONE = 0,
1919 INTERP_QUALIFIER_SMOOTH,
1920 INTERP_QUALIFIER_FLAT,
1921 INTERP_QUALIFIER_NOPERSPECTIVE,
1922 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
1923 };
1924
1925
1926 /**
1927 * \brief Layout qualifiers for gl_FragDepth.
1928 *
1929 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1930 * a layout qualifier.
1931 *
1932 * \see enum ir_depth_layout
1933 */
1934 enum gl_frag_depth_layout
1935 {
1936 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1937 FRAG_DEPTH_LAYOUT_ANY,
1938 FRAG_DEPTH_LAYOUT_GREATER,
1939 FRAG_DEPTH_LAYOUT_LESS,
1940 FRAG_DEPTH_LAYOUT_UNCHANGED
1941 };
1942
1943
1944 /**
1945 * Base class for any kind of program object
1946 */
1947 struct gl_program
1948 {
1949 GLuint Id;
1950 GLubyte *String; /**< Null-terminated program text */
1951 GLint RefCount;
1952 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1953 GLenum Format; /**< String encoding format */
1954
1955 struct prog_instruction *Instructions;
1956
1957 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1958 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1959 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1960 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1961 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1962 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1963 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1964 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1965
1966 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1967
1968
1969 /** Named parameters, constants, etc. from program text */
1970 struct gl_program_parameter_list *Parameters;
1971 /** Numbered local parameters */
1972 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1973
1974 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1975 GLubyte SamplerUnits[MAX_SAMPLERS];
1976
1977 /** Bitmask of which register files are read/written with indirect
1978 * addressing. Mask of (1 << PROGRAM_x) bits.
1979 */
1980 GLbitfield IndirectRegisterFiles;
1981
1982 /** Logical counts */
1983 /*@{*/
1984 GLuint NumInstructions;
1985 GLuint NumTemporaries;
1986 GLuint NumParameters;
1987 GLuint NumAttributes;
1988 GLuint NumAddressRegs;
1989 GLuint NumAluInstructions;
1990 GLuint NumTexInstructions;
1991 GLuint NumTexIndirections;
1992 /*@}*/
1993 /** Native, actual h/w counts */
1994 /*@{*/
1995 GLuint NumNativeInstructions;
1996 GLuint NumNativeTemporaries;
1997 GLuint NumNativeParameters;
1998 GLuint NumNativeAttributes;
1999 GLuint NumNativeAddressRegs;
2000 GLuint NumNativeAluInstructions;
2001 GLuint NumNativeTexInstructions;
2002 GLuint NumNativeTexIndirections;
2003 /*@}*/
2004 };
2005
2006
2007 /** Vertex program object */
2008 struct gl_vertex_program
2009 {
2010 struct gl_program Base; /**< base class */
2011 GLboolean IsPositionInvariant;
2012 GLboolean UsesClipDistance;
2013 };
2014
2015
2016 /** Geometry program object */
2017 struct gl_geometry_program
2018 {
2019 struct gl_program Base; /**< base class */
2020
2021 GLint VerticesIn;
2022 GLint VerticesOut;
2023 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2024 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2025 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2026 GLboolean UsesClipDistance;
2027 GLboolean UsesEndPrimitive;
2028 };
2029
2030
2031 /** Fragment program object */
2032 struct gl_fragment_program
2033 {
2034 struct gl_program Base; /**< base class */
2035 GLboolean UsesKill; /**< shader uses KIL instruction */
2036 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2037 GLboolean OriginUpperLeft;
2038 GLboolean PixelCenterInteger;
2039 enum gl_frag_depth_layout FragDepthLayout;
2040
2041 /**
2042 * GLSL interpolation qualifier associated with each fragment shader input.
2043 * For inputs that do not have an interpolation qualifier specified in
2044 * GLSL, the value is INTERP_QUALIFIER_NONE.
2045 */
2046 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2047
2048 /**
2049 * Bitfield indicating, for each fragment shader input, 1 if that input
2050 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2051 */
2052 GLbitfield64 IsCentroid;
2053 };
2054
2055
2056 /**
2057 * State common to vertex and fragment programs.
2058 */
2059 struct gl_program_state
2060 {
2061 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2062 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2063 };
2064
2065
2066 /**
2067 * Context state for vertex programs.
2068 */
2069 struct gl_vertex_program_state
2070 {
2071 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2072 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2073 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2074 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2075 /** Computed two sided lighting for fixed function/programs. */
2076 GLboolean _TwoSideEnabled;
2077 struct gl_vertex_program *Current; /**< User-bound vertex program */
2078
2079 /** Currently enabled and valid vertex program (including internal
2080 * programs, user-defined vertex programs and GLSL vertex shaders).
2081 * This is the program we must use when rendering.
2082 */
2083 struct gl_vertex_program *_Current;
2084
2085 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2086
2087 /** Should fixed-function T&L be implemented with a vertex prog? */
2088 GLboolean _MaintainTnlProgram;
2089
2090 /** Program to emulate fixed-function T&L (see above) */
2091 struct gl_vertex_program *_TnlProgram;
2092
2093 /** Cache of fixed-function programs */
2094 struct gl_program_cache *Cache;
2095
2096 GLboolean _Overriden;
2097 };
2098
2099
2100 /**
2101 * Context state for geometry programs.
2102 */
2103 struct gl_geometry_program_state
2104 {
2105 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2106 GLboolean _Enabled; /**< Enabled and valid program? */
2107 struct gl_geometry_program *Current; /**< user-bound geometry program */
2108
2109 /** Currently enabled and valid program (including internal programs
2110 * and compiled shader programs).
2111 */
2112 struct gl_geometry_program *_Current;
2113
2114 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2115
2116 /** Cache of fixed-function programs */
2117 struct gl_program_cache *Cache;
2118 };
2119
2120 /**
2121 * Context state for fragment programs.
2122 */
2123 struct gl_fragment_program_state
2124 {
2125 GLboolean Enabled; /**< User-set fragment program enable flag */
2126 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2127 struct gl_fragment_program *Current; /**< User-bound fragment program */
2128
2129 /** Currently enabled and valid fragment program (including internal
2130 * programs, user-defined fragment programs and GLSL fragment shaders).
2131 * This is the program we must use when rendering.
2132 */
2133 struct gl_fragment_program *_Current;
2134
2135 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2136
2137 /** Should fixed-function texturing be implemented with a fragment prog? */
2138 GLboolean _MaintainTexEnvProgram;
2139
2140 /** Program to emulate fixed-function texture env/combine (see above) */
2141 struct gl_fragment_program *_TexEnvProgram;
2142
2143 /** Cache of fixed-function programs */
2144 struct gl_program_cache *Cache;
2145 };
2146
2147
2148 /**
2149 * ATI_fragment_shader runtime state
2150 */
2151 #define ATI_FS_INPUT_PRIMARY 0
2152 #define ATI_FS_INPUT_SECONDARY 1
2153
2154 struct atifs_instruction;
2155 struct atifs_setupinst;
2156
2157 /**
2158 * ATI fragment shader
2159 */
2160 struct ati_fragment_shader
2161 {
2162 GLuint Id;
2163 GLint RefCount;
2164 struct atifs_instruction *Instructions[2];
2165 struct atifs_setupinst *SetupInst[2];
2166 GLfloat Constants[8][4];
2167 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2168 GLubyte numArithInstr[2];
2169 GLubyte regsAssigned[2];
2170 GLubyte NumPasses; /**< 1 or 2 */
2171 GLubyte cur_pass;
2172 GLubyte last_optype;
2173 GLboolean interpinp1;
2174 GLboolean isValid;
2175 GLuint swizzlerq;
2176 };
2177
2178 /**
2179 * Context state for GL_ATI_fragment_shader
2180 */
2181 struct gl_ati_fragment_shader_state
2182 {
2183 GLboolean Enabled;
2184 GLboolean _Enabled; /**< enabled and valid shader? */
2185 GLboolean Compiling;
2186 GLfloat GlobalConstants[8][4];
2187 struct ati_fragment_shader *Current;
2188 };
2189
2190
2191 /** Set by #pragma directives */
2192 struct gl_sl_pragmas
2193 {
2194 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2195 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2196 GLboolean Optimize; /**< defaults on */
2197 GLboolean Debug; /**< defaults off */
2198 };
2199
2200
2201 /**
2202 * A GLSL vertex or fragment shader object.
2203 */
2204 struct gl_shader
2205 {
2206 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2207 * Must be the first field.
2208 */
2209 GLenum Type;
2210 GLuint Name; /**< AKA the handle */
2211 GLchar *Label; /**< GL_KHR_debug */
2212 GLint RefCount; /**< Reference count */
2213 GLboolean DeletePending;
2214 GLboolean CompileStatus;
2215 const GLchar *Source; /**< Source code string */
2216 GLuint SourceChecksum; /**< for debug/logging purposes */
2217 struct gl_program *Program; /**< Post-compile assembly code */
2218 GLchar *InfoLog;
2219 struct gl_sl_pragmas Pragmas;
2220
2221 unsigned Version; /**< GLSL version used for linking */
2222 GLboolean IsES; /**< True if this shader uses GLSL ES */
2223
2224 /**
2225 * \name Sampler tracking
2226 *
2227 * \note Each of these fields is only set post-linking.
2228 */
2229 /*@{*/
2230 unsigned num_samplers; /**< Number of samplers used by this shader. */
2231 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2232 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2233 /*@}*/
2234
2235 /**
2236 * Map from sampler unit to texture unit (set by glUniform1i())
2237 *
2238 * A sampler unit is associated with each sampler uniform by the linker.
2239 * The sampler unit associated with each uniform is stored in the
2240 * \c gl_uniform_storage::sampler field.
2241 */
2242 GLubyte SamplerUnits[MAX_SAMPLERS];
2243 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2244 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2245
2246 /**
2247 * Number of default uniform block components used by this shader.
2248 *
2249 * This field is only set post-linking.
2250 */
2251 unsigned num_uniform_components;
2252
2253 /**
2254 * Number of combined uniform components used by this shader.
2255 *
2256 * This field is only set post-linking. It is the sum of the uniform block
2257 * sizes divided by sizeof(float), and num_uniform_compoennts.
2258 */
2259 unsigned num_combined_uniform_components;
2260
2261 /**
2262 * This shader's uniform block information.
2263 *
2264 * The offsets of the variables are assigned only for shaders in a program's
2265 * _LinkedShaders[].
2266 */
2267 struct gl_uniform_block *UniformBlocks;
2268 unsigned NumUniformBlocks;
2269
2270 struct exec_list *ir;
2271 struct glsl_symbol_table *symbols;
2272
2273 /** Shaders containing built-in functions that are used for linking. */
2274 struct gl_shader *builtins_to_link[16];
2275 unsigned num_builtins_to_link;
2276
2277 /**
2278 * Geometry shader state from GLSL 1.50 layout qualifiers.
2279 */
2280 struct {
2281 GLint VerticesOut;
2282 /**
2283 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2284 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2285 * shader.
2286 */
2287 GLenum InputType;
2288 /**
2289 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2290 * it's not set in this shader.
2291 */
2292 GLenum OutputType;
2293 } Geom;
2294 };
2295
2296
2297 /**
2298 * Shader stages. Note that these will become 5 with tessellation.
2299 *
2300 * The order must match how shaders are ordered in the pipeline.
2301 * The GLSL linker assumes that if i<j, then the j-th shader is
2302 * executed later than the i-th shader.
2303 */
2304 typedef enum
2305 {
2306 MESA_SHADER_VERTEX = 0,
2307 MESA_SHADER_GEOMETRY = 1,
2308 MESA_SHADER_FRAGMENT = 2,
2309 MESA_SHADER_TYPES = 3
2310 } gl_shader_type;
2311
2312
2313 struct gl_uniform_buffer_variable
2314 {
2315 char *Name;
2316
2317 /**
2318 * Name of the uniform as seen by glGetUniformIndices.
2319 *
2320 * glGetUniformIndices requires that the block instance index \b not be
2321 * present in the name of queried uniforms.
2322 *
2323 * \note
2324 * \c gl_uniform_buffer_variable::IndexName and
2325 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2326 */
2327 char *IndexName;
2328
2329 const struct glsl_type *Type;
2330 unsigned int Offset;
2331 GLboolean RowMajor;
2332 };
2333
2334
2335 enum gl_uniform_block_packing
2336 {
2337 ubo_packing_std140,
2338 ubo_packing_shared,
2339 ubo_packing_packed
2340 };
2341
2342
2343 struct gl_uniform_block
2344 {
2345 /** Declared name of the uniform block */
2346 char *Name;
2347
2348 /** Array of supplemental information about UBO ir_variables. */
2349 struct gl_uniform_buffer_variable *Uniforms;
2350 GLuint NumUniforms;
2351
2352 /**
2353 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2354 * with glBindBufferBase to bind a buffer object to this uniform block. When
2355 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2356 */
2357 GLuint Binding;
2358
2359 /**
2360 * Minimum size of a buffer object to back this uniform buffer
2361 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2362 */
2363 GLuint UniformBufferSize;
2364
2365 /**
2366 * Layout specified in the shader
2367 *
2368 * This isn't accessible through the API, but it is used while
2369 * cross-validating uniform blocks.
2370 */
2371 enum gl_uniform_block_packing _Packing;
2372 };
2373
2374
2375 /**
2376 * A GLSL program object.
2377 * Basically a linked collection of vertex and fragment shaders.
2378 */
2379 struct gl_shader_program
2380 {
2381 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2382 GLuint Name; /**< aka handle or ID */
2383 GLchar *Label; /**< GL_KHR_debug */
2384 GLint RefCount; /**< Reference count */
2385 GLboolean DeletePending;
2386
2387 /**
2388 * Is the application intending to glGetProgramBinary this program?
2389 */
2390 GLboolean BinaryRetreivableHint;
2391
2392 /**
2393 * Flags that the linker should not reject the program if it lacks
2394 * a vertex or fragment shader. GLES2 doesn't allow separate
2395 * shader objects, and would reject them. However, we internally
2396 * build separate shader objects for fixed function programs, which
2397 * we use for drivers/common/meta.c and for handling
2398 * _mesa_update_state with no program bound (for example in
2399 * glClear()).
2400 */
2401 GLboolean InternalSeparateShader;
2402
2403 GLuint NumShaders; /**< number of attached shaders */
2404 struct gl_shader **Shaders; /**< List of attached the shaders */
2405
2406 /**
2407 * User-defined attribute bindings
2408 *
2409 * These are set via \c glBindAttribLocation and are used to direct the
2410 * GLSL linker. These are \b not the values used in the compiled shader,
2411 * and they are \b not the values returned by \c glGetAttribLocation.
2412 */
2413 struct string_to_uint_map *AttributeBindings;
2414
2415 /**
2416 * User-defined fragment data bindings
2417 *
2418 * These are set via \c glBindFragDataLocation and are used to direct the
2419 * GLSL linker. These are \b not the values used in the compiled shader,
2420 * and they are \b not the values returned by \c glGetFragDataLocation.
2421 */
2422 struct string_to_uint_map *FragDataBindings;
2423 struct string_to_uint_map *FragDataIndexBindings;
2424
2425 /**
2426 * Transform feedback varyings last specified by
2427 * glTransformFeedbackVaryings().
2428 *
2429 * For the current set of transform feeedback varyings used for transform
2430 * feedback output, see LinkedTransformFeedback.
2431 */
2432 struct {
2433 GLenum BufferMode;
2434 GLuint NumVarying;
2435 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2436 } TransformFeedback;
2437
2438 /** Post-link transform feedback info. */
2439 struct gl_transform_feedback_info LinkedTransformFeedback;
2440
2441 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2442 enum gl_frag_depth_layout FragDepthLayout;
2443
2444 /**
2445 * Geometry shader state - copied into gl_geometry_program by
2446 * _mesa_copy_linked_program_data().
2447 */
2448 struct {
2449 GLint VerticesIn;
2450 GLint VerticesOut;
2451 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2452 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2453 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2454 /**
2455 * True if gl_ClipDistance is written to. Copied into
2456 * gl_geometry_program by _mesa_copy_linked_program_data().
2457 */
2458 GLboolean UsesClipDistance;
2459 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2460 0 if not present. */
2461 GLboolean UsesEndPrimitive;
2462 } Geom;
2463
2464 /** Vertex shader state */
2465 struct {
2466 /**
2467 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2468 * by _mesa_copy_linked_program_data().
2469 */
2470 GLboolean UsesClipDistance;
2471 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2472 0 if not present. */
2473 } Vert;
2474
2475 /* post-link info: */
2476 unsigned NumUserUniformStorage;
2477 struct gl_uniform_storage *UniformStorage;
2478
2479 struct gl_uniform_block *UniformBlocks;
2480 unsigned NumUniformBlocks;
2481
2482 /**
2483 * Scale factor for the uniform base location
2484 *
2485 * This is used to generate locations (returned by \c glGetUniformLocation)
2486 * of uniforms. The base location of the uniform is multiplied by this
2487 * value, and the array index is added.
2488 *
2489 * \note
2490 * Must be >= 1.
2491 *
2492 * \sa
2493 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2494 */
2495 unsigned UniformLocationBaseScale;
2496
2497 /**
2498 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2499 * they're used in, or -1.
2500 *
2501 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2502 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2503 */
2504 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2505
2506 /**
2507 * Map of active uniform names to locations
2508 *
2509 * Maps any active uniform that is not an array element to a location.
2510 * Each active uniform, including individual structure members will appear
2511 * in this map. This roughly corresponds to the set of names that would be
2512 * enumerated by \c glGetActiveUniform.
2513 */
2514 struct string_to_uint_map *UniformHash;
2515
2516 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2517 GLboolean Validated;
2518 GLboolean _Used; /**< Ever used for drawing? */
2519 GLchar *InfoLog;
2520
2521 unsigned Version; /**< GLSL version used for linking */
2522 GLboolean IsES; /**< True if this program uses GLSL ES */
2523
2524 /**
2525 * Per-stage shaders resulting from the first stage of linking.
2526 *
2527 * Set of linked shaders for this program. The array is accessed using the
2528 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2529 * \c NULL.
2530 */
2531 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2532 };
2533
2534
2535 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2536 #define GLSL_LOG 0x2 /**< Write shaders to files */
2537 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2538 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2539 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2540 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2541 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2542 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2543 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2544 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2545
2546
2547 /**
2548 * Context state for GLSL vertex/fragment shaders.
2549 */
2550 struct gl_shader_state
2551 {
2552 /**
2553 * Programs used for rendering
2554 *
2555 * There is a separate program set for each shader stage. If
2556 * GL_EXT_separate_shader_objects is not supported, each of these must point
2557 * to \c NULL or to the same program.
2558 */
2559 struct gl_shader_program *CurrentVertexProgram;
2560 struct gl_shader_program *CurrentGeometryProgram;
2561 struct gl_shader_program *CurrentFragmentProgram;
2562
2563 struct gl_shader_program *_CurrentFragmentProgram;
2564
2565 /**
2566 * Program used by glUniform calls.
2567 *
2568 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2569 */
2570 struct gl_shader_program *ActiveProgram;
2571
2572 GLbitfield Flags; /**< Mask of GLSL_x flags */
2573 };
2574
2575
2576 /**
2577 * Compiler options for a single GLSL shaders type
2578 */
2579 struct gl_shader_compiler_options
2580 {
2581 /** Driver-selectable options: */
2582 GLboolean EmitCondCodes; /**< Use condition codes? */
2583 GLboolean EmitNoLoops;
2584 GLboolean EmitNoFunctions;
2585 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2586 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2587 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2588 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2589 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2590
2591 /**
2592 * \name Forms of indirect addressing the driver cannot do.
2593 */
2594 /*@{*/
2595 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2596 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2597 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2598 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2599 /*@}*/
2600
2601 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2602 GLuint MaxUnrollIterations;
2603
2604 /**
2605 * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2606 * operations, such as position transformation.
2607 */
2608 GLboolean PreferDP4;
2609
2610 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2611 };
2612
2613
2614 /**
2615 * Occlusion/timer query object.
2616 */
2617 struct gl_query_object
2618 {
2619 GLenum Target; /**< The query target, when active */
2620 GLuint Id; /**< hash table ID/name */
2621 GLchar *Label; /**< GL_KHR_debug */
2622 GLuint64EXT Result; /**< the counter */
2623 GLboolean Active; /**< inside Begin/EndQuery */
2624 GLboolean Ready; /**< result is ready? */
2625 GLboolean EverBound;/**< has query object ever been bound */
2626 };
2627
2628
2629 /**
2630 * Context state for query objects.
2631 */
2632 struct gl_query_state
2633 {
2634 struct _mesa_HashTable *QueryObjects;
2635 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2636 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2637
2638 /** GL_NV_conditional_render */
2639 struct gl_query_object *CondRenderQuery;
2640
2641 /** GL_EXT_transform_feedback */
2642 struct gl_query_object *PrimitivesGenerated;
2643 struct gl_query_object *PrimitivesWritten;
2644
2645 /** GL_ARB_timer_query */
2646 struct gl_query_object *TimeElapsed;
2647
2648 GLenum CondRenderMode;
2649 };
2650
2651
2652 /** Sync object state */
2653 struct gl_sync_object
2654 {
2655 GLenum Type; /**< GL_SYNC_FENCE */
2656 GLuint Name; /**< Fence name */
2657 GLchar *Label; /**< GL_KHR_debug */
2658 GLint RefCount; /**< Reference count */
2659 GLboolean DeletePending; /**< Object was deleted while there were still
2660 * live references (e.g., sync not yet finished)
2661 */
2662 GLenum SyncCondition;
2663 GLbitfield Flags; /**< Flags passed to glFenceSync */
2664 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2665 };
2666
2667
2668 /**
2669 * State which can be shared by multiple contexts:
2670 */
2671 struct gl_shared_state
2672 {
2673 _glthread_Mutex Mutex; /**< for thread safety */
2674 GLint RefCount; /**< Reference count */
2675 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2676 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2677
2678 /** Default texture objects (shared by all texture units) */
2679 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2680
2681 /** Fallback texture used when a bound texture is incomplete */
2682 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2683
2684 /**
2685 * \name Thread safety and statechange notification for texture
2686 * objects.
2687 *
2688 * \todo Improve the granularity of locking.
2689 */
2690 /*@{*/
2691 _glthread_Mutex TexMutex; /**< texobj thread safety */
2692 GLuint TextureStateStamp; /**< state notification for shared tex */
2693 /*@}*/
2694
2695 /** Default buffer object for vertex arrays that aren't in VBOs */
2696 struct gl_buffer_object *NullBufferObj;
2697
2698 /**
2699 * \name Vertex/geometry/fragment programs
2700 */
2701 /*@{*/
2702 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2703 struct gl_vertex_program *DefaultVertexProgram;
2704 struct gl_fragment_program *DefaultFragmentProgram;
2705 struct gl_geometry_program *DefaultGeometryProgram;
2706 /*@}*/
2707
2708 /* GL_ATI_fragment_shader */
2709 struct _mesa_HashTable *ATIShaders;
2710 struct ati_fragment_shader *DefaultFragmentShader;
2711
2712 struct _mesa_HashTable *BufferObjects;
2713
2714 /** Table of both gl_shader and gl_shader_program objects */
2715 struct _mesa_HashTable *ShaderObjects;
2716
2717 /* GL_EXT_framebuffer_object */
2718 struct _mesa_HashTable *RenderBuffers;
2719 struct _mesa_HashTable *FrameBuffers;
2720
2721 /* GL_ARB_sync */
2722 struct set *SyncObjects;
2723
2724 /** GL_ARB_sampler_objects */
2725 struct _mesa_HashTable *SamplerObjects;
2726 };
2727
2728
2729
2730 /**
2731 * Renderbuffers represent drawing surfaces such as color, depth and/or
2732 * stencil. A framebuffer object has a set of renderbuffers.
2733 * Drivers will typically derive subclasses of this type.
2734 */
2735 struct gl_renderbuffer
2736 {
2737 _glthread_Mutex Mutex; /**< for thread safety */
2738 GLuint ClassID; /**< Useful for drivers */
2739 GLuint Name;
2740 GLchar *Label; /**< GL_KHR_debug */
2741 GLint RefCount;
2742 GLuint Width, Height;
2743 GLuint Depth;
2744 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2745 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2746 /**
2747 * True for renderbuffers that wrap textures, giving the driver a chance to
2748 * flush render caches through the FinishRenderTexture hook.
2749 *
2750 * Drivers may also set this on renderbuffers other than those generated by
2751 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2752 * called without a rb->TexImage.
2753 */
2754 GLboolean NeedsFinishRenderTexture;
2755 GLubyte NumSamples;
2756 GLenum InternalFormat; /**< The user-specified format */
2757 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2758 GL_STENCIL_INDEX. */
2759 gl_format Format; /**< The actual renderbuffer memory format */
2760 /**
2761 * Pointer to the texture image if this renderbuffer wraps a texture,
2762 * otherwise NULL.
2763 *
2764 * Note that the reference on the gl_texture_object containing this
2765 * TexImage is held by the gl_renderbuffer_attachment.
2766 */
2767 struct gl_texture_image *TexImage;
2768
2769 /** Delete this renderbuffer */
2770 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2771
2772 /** Allocate new storage for this renderbuffer */
2773 GLboolean (*AllocStorage)(struct gl_context *ctx,
2774 struct gl_renderbuffer *rb,
2775 GLenum internalFormat,
2776 GLuint width, GLuint height);
2777 };
2778
2779
2780 /**
2781 * A renderbuffer attachment points to either a texture object (and specifies
2782 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2783 */
2784 struct gl_renderbuffer_attachment
2785 {
2786 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2787 GLboolean Complete;
2788
2789 /**
2790 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2791 * application supplied renderbuffer object.
2792 */
2793 struct gl_renderbuffer *Renderbuffer;
2794
2795 /**
2796 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2797 * supplied texture object.
2798 */
2799 struct gl_texture_object *Texture;
2800 GLuint TextureLevel; /**< Attached mipmap level. */
2801 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2802 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2803 * and 2D array textures */
2804 GLboolean Layered;
2805 };
2806
2807
2808 /**
2809 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2810 * In C++ terms, think of this as a base class from which device drivers
2811 * will make derived classes.
2812 */
2813 struct gl_framebuffer
2814 {
2815 _glthread_Mutex Mutex; /**< for thread safety */
2816 /**
2817 * If zero, this is a window system framebuffer. If non-zero, this
2818 * is a FBO framebuffer; note that for some devices (i.e. those with
2819 * a natural pixel coordinate system for FBOs that differs from the
2820 * OpenGL/Mesa coordinate system), this means that the viewport,
2821 * polygon face orientation, and polygon stipple will have to be inverted.
2822 */
2823 GLuint Name;
2824 GLchar *Label; /**< GL_KHR_debug */
2825
2826 GLint RefCount;
2827 GLboolean DeletePending;
2828
2829 /**
2830 * The framebuffer's visual. Immutable if this is a window system buffer.
2831 * Computed from attachments if user-made FBO.
2832 */
2833 struct gl_config Visual;
2834
2835 GLuint Width, Height; /**< size of frame buffer in pixels */
2836
2837 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2838 /*@{*/
2839 GLint _Xmin, _Xmax; /**< inclusive */
2840 GLint _Ymin, _Ymax; /**< exclusive */
2841 /*@}*/
2842
2843 /** \name Derived Z buffer stuff */
2844 /*@{*/
2845 GLuint _DepthMax; /**< Max depth buffer value */
2846 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2847 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2848 /*@}*/
2849
2850 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2851 GLenum _Status;
2852
2853 /** Integer color values */
2854 GLboolean _IntegerColor;
2855
2856 /* ARB_color_buffer_float */
2857 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2858 GLboolean _HasSNormOrFloatColorBuffer;
2859
2860 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2861 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2862
2863 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2864 * attribute group and GL_PIXEL attribute group, respectively.
2865 */
2866 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2867 GLenum ColorReadBuffer;
2868
2869 /** Computed from ColorDraw/ReadBuffer above */
2870 GLuint _NumColorDrawBuffers;
2871 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2872 GLint _ColorReadBufferIndex; /* -1 = None */
2873 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2874 struct gl_renderbuffer *_ColorReadBuffer;
2875
2876 GLboolean Layered;
2877
2878 /** Delete this framebuffer */
2879 void (*Delete)(struct gl_framebuffer *fb);
2880 };
2881
2882
2883 /**
2884 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2885 */
2886 struct gl_precision
2887 {
2888 GLushort RangeMin; /**< min value exponent */
2889 GLushort RangeMax; /**< max value exponent */
2890 GLushort Precision; /**< number of mantissa bits */
2891 };
2892
2893
2894 /**
2895 * Limits for vertex, geometry and fragment programs/shaders.
2896 */
2897 struct gl_program_constants
2898 {
2899 /* logical limits */
2900 GLuint MaxInstructions;
2901 GLuint MaxAluInstructions;
2902 GLuint MaxTexInstructions;
2903 GLuint MaxTexIndirections;
2904 GLuint MaxAttribs;
2905 GLuint MaxTemps;
2906 GLuint MaxAddressRegs;
2907 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2908 GLuint MaxParameters;
2909 GLuint MaxLocalParams;
2910 GLuint MaxEnvParams;
2911 /* native/hardware limits */
2912 GLuint MaxNativeInstructions;
2913 GLuint MaxNativeAluInstructions;
2914 GLuint MaxNativeTexInstructions;
2915 GLuint MaxNativeTexIndirections;
2916 GLuint MaxNativeAttribs;
2917 GLuint MaxNativeTemps;
2918 GLuint MaxNativeAddressRegs;
2919 GLuint MaxNativeParameters;
2920 /* For shaders */
2921 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2922
2923 /**
2924 * \name Per-stage input / output limits
2925 *
2926 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
2927 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
2928 * ES). This is stored as \c gl_constants::MaxVarying.
2929 *
2930 * Starting with OpenGL 3.2, the limits are advertised with per-stage
2931 * variables. Each stage as a certain number of outputs that it can feed
2932 * to the next stage and a certain number inputs that it can consume from
2933 * the previous stage.
2934 *
2935 * Vertex shader inputs do not participate this in this accounting.
2936 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
2937 *
2938 * Fragment shader outputs do not participate this in this accounting.
2939 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
2940 */
2941 /*@{*/
2942 GLuint MaxInputComponents;
2943 GLuint MaxOutputComponents;
2944 /*@}*/
2945
2946 /* ES 2.0 and GL_ARB_ES2_compatibility */
2947 struct gl_precision LowFloat, MediumFloat, HighFloat;
2948 struct gl_precision LowInt, MediumInt, HighInt;
2949 /* GL_ARB_uniform_buffer_object */
2950 GLuint MaxUniformBlocks;
2951 GLuint MaxCombinedUniformComponents;
2952 GLuint MaxTextureImageUnits;
2953 };
2954
2955
2956 /**
2957 * Constants which may be overridden by device driver during context creation
2958 * but are never changed after that.
2959 */
2960 struct gl_constants
2961 {
2962 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
2963 GLuint MaxTextureLevels; /**< Max mipmap levels. */
2964 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2965 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2966 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2967 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2968 GLuint MaxTextureCoordUnits;
2969 GLuint MaxCombinedTextureImageUnits;
2970 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
2971 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2972 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2973 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2974
2975 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
2976
2977 GLuint MaxArrayLockSize;
2978
2979 GLint SubPixelBits;
2980
2981 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2982 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2983 GLfloat PointSizeGranularity;
2984 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2985 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2986 GLfloat LineWidthGranularity;
2987
2988 GLuint MaxClipPlanes;
2989 GLuint MaxLights;
2990 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2991 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2992
2993 GLuint MaxViewportWidth, MaxViewportHeight;
2994
2995 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2996 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2997 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2998 GLuint MaxProgramMatrices;
2999 GLuint MaxProgramMatrixStackDepth;
3000
3001 struct {
3002 GLuint SamplesPassed;
3003 GLuint TimeElapsed;
3004 GLuint Timestamp;
3005 GLuint PrimitivesGenerated;
3006 GLuint PrimitivesWritten;
3007 } QueryCounterBits;
3008
3009 /** vertex array / buffer object bounds checking */
3010 GLboolean CheckArrayBounds;
3011
3012 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3013
3014 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3015 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3016 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3017
3018 /** Number of varying vectors between any two shader stages. */
3019 GLuint MaxVarying;
3020
3021 /** @{
3022 * GL_ARB_uniform_buffer_object
3023 */
3024 GLuint MaxCombinedUniformBlocks;
3025 GLuint MaxUniformBufferBindings;
3026 GLuint MaxUniformBlockSize;
3027 GLuint UniformBufferOffsetAlignment;
3028 /** @} */
3029
3030 /** GL_ARB_geometry_shader4 */
3031 GLuint MaxGeometryOutputVertices;
3032 GLuint MaxGeometryTotalOutputComponents;
3033
3034 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3035
3036 /**
3037 * Changes default GLSL extension behavior from "error" to "warn". It's out
3038 * of spec, but it can make some apps work that otherwise wouldn't.
3039 */
3040 GLboolean ForceGLSLExtensionsWarn;
3041
3042 /**
3043 * If non-zero, forces GLSL shaders without the #version directive to behave
3044 * as if they began with "#version ForceGLSLVersion".
3045 */
3046 GLuint ForceGLSLVersion;
3047
3048 /**
3049 * Does the driver support real 32-bit integers? (Otherwise, integers are
3050 * simulated via floats.)
3051 */
3052 GLboolean NativeIntegers;
3053
3054 /**
3055 * If the driver supports real 32-bit integers, what integer value should be
3056 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3057 */
3058 GLuint UniformBooleanTrue;
3059
3060 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3061 GLbitfield SupportedBumpUnits;
3062
3063 /**
3064 * Maximum amount of time, measured in nanseconds, that the server can wait.
3065 */
3066 GLuint64 MaxServerWaitTimeout;
3067
3068 /** GL_EXT_provoking_vertex */
3069 GLboolean QuadsFollowProvokingVertexConvention;
3070
3071 /** OpenGL version 3.0 */
3072 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3073
3074 /** OpenGL version 3.2 */
3075 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3076
3077 /** GL_EXT_transform_feedback */
3078 GLuint MaxTransformFeedbackBuffers;
3079 GLuint MaxTransformFeedbackSeparateComponents;
3080 GLuint MaxTransformFeedbackInterleavedComponents;
3081 GLuint MaxVertexStreams;
3082
3083 /** GL_EXT_gpu_shader4 */
3084 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3085
3086 /** GL_ARB_texture_gather */
3087 GLuint MinProgramTextureGatherOffset;
3088 GLuint MaxProgramTextureGatherOffset;
3089 GLuint MaxProgramTextureGatherComponents;
3090
3091 /* GL_ARB_robustness */
3092 GLenum ResetStrategy;
3093
3094 /* GL_ARB_blend_func_extended */
3095 GLuint MaxDualSourceDrawBuffers;
3096
3097 /**
3098 * Whether the implementation strips out and ignores texture borders.
3099 *
3100 * Many GPU hardware implementations don't support rendering with texture
3101 * borders and mipmapped textures. (Note: not static border color, but the
3102 * old 1-pixel border around each edge). Implementations then have to do
3103 * slow fallbacks to be correct, or just ignore the border and be fast but
3104 * wrong. Setting the flag strips the border off of TexImage calls,
3105 * providing "fast but wrong" at significantly reduced driver complexity.
3106 *
3107 * Texture borders are deprecated in GL 3.0.
3108 **/
3109 GLboolean StripTextureBorder;
3110
3111 /**
3112 * For drivers which can do a better job at eliminating unused uniforms
3113 * than the GLSL compiler.
3114 *
3115 * XXX Remove these as soon as a better solution is available.
3116 */
3117 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3118
3119 /**
3120 * Force software support for primitive restart in the VBO module.
3121 */
3122 GLboolean PrimitiveRestartInSoftware;
3123
3124 /** GL_ARB_map_buffer_alignment */
3125 GLuint MinMapBufferAlignment;
3126
3127 /**
3128 * Disable varying packing. This is out of spec, but potentially useful
3129 * for older platforms that supports a limited number of texture
3130 * indirections--on these platforms, unpacking the varyings in the fragment
3131 * shader increases the number of texture indirections by 1, which might
3132 * make some shaders not executable at all.
3133 *
3134 * Drivers that support transform feedback must set this value to GL_FALSE.
3135 */
3136 GLboolean DisableVaryingPacking;
3137
3138 /*
3139 * Maximum value supported for an index in DrawElements and friends.
3140 *
3141 * This must be at least (1ull<<24)-1. The default value is
3142 * (1ull<<32)-1.
3143 *
3144 * \since ES 3.0 or GL_ARB_ES3_compatibility
3145 * \sa _mesa_init_constants
3146 */
3147 GLuint64 MaxElementIndex;
3148
3149 /**
3150 * Disable interpretation of line continuations (lines ending with a
3151 * backslash character ('\') in GLSL source.
3152 */
3153 GLboolean DisableGLSLLineContinuations;
3154
3155 /** GL_ARB_texture_multisample */
3156 GLint MaxColorTextureSamples;
3157 GLint MaxDepthTextureSamples;
3158 GLint MaxIntegerSamples;
3159 };
3160
3161
3162 /**
3163 * Enable flag for each OpenGL extension. Different device drivers will
3164 * enable different extensions at runtime.
3165 */
3166 struct gl_extensions
3167 {
3168 GLboolean dummy; /* don't remove this! */
3169 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3170 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3171 GLboolean ANGLE_texture_compression_dxt;
3172 GLboolean ARB_ES2_compatibility;
3173 GLboolean ARB_ES3_compatibility;
3174 GLboolean ARB_base_instance;
3175 GLboolean ARB_blend_func_extended;
3176 GLboolean ARB_color_buffer_float;
3177 GLboolean ARB_conservative_depth;
3178 GLboolean ARB_depth_buffer_float;
3179 GLboolean ARB_depth_clamp;
3180 GLboolean ARB_depth_texture;
3181 GLboolean ARB_draw_buffers_blend;
3182 GLboolean ARB_draw_elements_base_vertex;
3183 GLboolean ARB_draw_instanced;
3184 GLboolean ARB_fragment_coord_conventions;
3185 GLboolean ARB_fragment_program;
3186 GLboolean ARB_fragment_program_shadow;
3187 GLboolean ARB_fragment_shader;
3188 GLboolean ARB_framebuffer_object;
3189 GLboolean ARB_explicit_attrib_location;
3190 GLboolean ARB_geometry_shader4;
3191 GLboolean ARB_gpu_shader5;
3192 GLboolean ARB_half_float_pixel;
3193 GLboolean ARB_half_float_vertex;
3194 GLboolean ARB_instanced_arrays;
3195 GLboolean ARB_internalformat_query;
3196 GLboolean ARB_map_buffer_alignment;
3197 GLboolean ARB_map_buffer_range;
3198 GLboolean ARB_occlusion_query;
3199 GLboolean ARB_occlusion_query2;
3200 GLboolean ARB_point_sprite;
3201 GLboolean ARB_seamless_cube_map;
3202 GLboolean ARB_shader_bit_encoding;
3203 GLboolean ARB_shader_stencil_export;
3204 GLboolean ARB_shader_texture_lod;
3205 GLboolean ARB_shading_language_packing;
3206 GLboolean ARB_shading_language_420pack;
3207 GLboolean ARB_shadow;
3208 GLboolean ARB_sync;
3209 GLboolean ARB_texture_border_clamp;
3210 GLboolean ARB_texture_buffer_object;
3211 GLboolean ARB_texture_buffer_object_rgb32;
3212 GLboolean ARB_texture_buffer_range;
3213 GLboolean ARB_texture_compression_rgtc;
3214 GLboolean ARB_texture_cube_map;
3215 GLboolean ARB_texture_cube_map_array;
3216 GLboolean ARB_texture_env_combine;
3217 GLboolean ARB_texture_env_crossbar;
3218 GLboolean ARB_texture_env_dot3;
3219 GLboolean ARB_texture_float;
3220 GLboolean ARB_texture_gather;
3221 GLboolean ARB_texture_mirror_clamp_to_edge;
3222 GLboolean ARB_texture_multisample;
3223 GLboolean ARB_texture_non_power_of_two;
3224 GLboolean ARB_texture_query_levels;
3225 GLboolean ARB_texture_query_lod;
3226 GLboolean ARB_texture_rg;
3227 GLboolean ARB_texture_rgb10_a2ui;
3228 GLboolean ARB_timer_query;
3229 GLboolean ARB_transform_feedback2;
3230 GLboolean ARB_transform_feedback3;
3231 GLboolean ARB_transform_feedback_instanced;
3232 GLboolean ARB_uniform_buffer_object;
3233 GLboolean ARB_vertex_program;
3234 GLboolean ARB_vertex_shader;
3235 GLboolean ARB_vertex_type_2_10_10_10_rev;
3236 GLboolean EXT_blend_color;
3237 GLboolean EXT_blend_equation_separate;
3238 GLboolean EXT_blend_func_separate;
3239 GLboolean EXT_blend_minmax;
3240 GLboolean EXT_depth_bounds_test;
3241 GLboolean EXT_draw_buffers2;
3242 GLboolean EXT_framebuffer_blit;
3243 GLboolean EXT_framebuffer_multisample;
3244 GLboolean EXT_framebuffer_multisample_blit_scaled;
3245 GLboolean EXT_framebuffer_sRGB;
3246 GLboolean EXT_gpu_program_parameters;
3247 GLboolean EXT_gpu_shader4;
3248 GLboolean EXT_packed_depth_stencil;
3249 GLboolean EXT_packed_float;
3250 GLboolean EXT_pixel_buffer_object;
3251 GLboolean EXT_point_parameters;
3252 GLboolean EXT_provoking_vertex;
3253 GLboolean EXT_separate_shader_objects;
3254 GLboolean EXT_shader_integer_mix;
3255 GLboolean EXT_stencil_two_side;
3256 GLboolean EXT_texture3D;
3257 GLboolean EXT_texture_array;
3258 GLboolean EXT_texture_compression_latc;
3259 GLboolean EXT_texture_compression_s3tc;
3260 GLboolean EXT_texture_env_dot3;
3261 GLboolean EXT_texture_filter_anisotropic;
3262 GLboolean EXT_texture_integer;
3263 GLboolean EXT_texture_mirror_clamp;
3264 GLboolean EXT_texture_shared_exponent;
3265 GLboolean EXT_texture_snorm;
3266 GLboolean EXT_texture_sRGB;
3267 GLboolean EXT_texture_sRGB_decode;
3268 GLboolean EXT_texture_swizzle;
3269 GLboolean EXT_transform_feedback;
3270 GLboolean EXT_timer_query;
3271 GLboolean EXT_vertex_array_bgra;
3272 GLboolean OES_standard_derivatives;
3273 /* vendor extensions */
3274 GLboolean AMD_performance_monitor;
3275 GLboolean AMD_seamless_cubemap_per_texture;
3276 GLboolean AMD_vertex_shader_layer;
3277 GLboolean APPLE_object_purgeable;
3278 GLboolean ATI_envmap_bumpmap;
3279 GLboolean ATI_texture_compression_3dc;
3280 GLboolean ATI_texture_mirror_once;
3281 GLboolean ATI_texture_env_combine3;
3282 GLboolean ATI_fragment_shader;
3283 GLboolean ATI_separate_stencil;
3284 GLboolean MESA_pack_invert;
3285 GLboolean MESA_texture_array;
3286 GLboolean MESA_ycbcr_texture;
3287 GLboolean NV_conditional_render;
3288 GLboolean NV_fog_distance;
3289 GLboolean NV_fragment_program_option;
3290 GLboolean NV_point_sprite;
3291 GLboolean NV_primitive_restart;
3292 GLboolean NV_texture_barrier;
3293 GLboolean NV_texture_env_combine4;
3294 GLboolean NV_texture_rectangle;
3295 GLboolean TDFX_texture_compression_FXT1;
3296 GLboolean OES_EGL_image;
3297 GLboolean OES_draw_texture;
3298 GLboolean OES_depth_texture_cube_map;
3299 GLboolean OES_EGL_image_external;
3300 GLboolean OES_compressed_ETC1_RGB8_texture;
3301 GLboolean extension_sentinel;
3302 /** The extension string */
3303 const GLubyte *String;
3304 /** Number of supported extensions */
3305 GLuint Count;
3306 };
3307
3308
3309 /**
3310 * A stack of matrices (projection, modelview, color, texture, etc).
3311 */
3312 struct gl_matrix_stack
3313 {
3314 GLmatrix *Top; /**< points into Stack */
3315 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3316 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3317 GLuint MaxDepth; /**< size of Stack[] array */
3318 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3319 };
3320
3321
3322 /**
3323 * \name Bits for image transfer operations
3324 * \sa __struct gl_contextRec::ImageTransferState.
3325 */
3326 /*@{*/
3327 #define IMAGE_SCALE_BIAS_BIT 0x1
3328 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3329 #define IMAGE_MAP_COLOR_BIT 0x4
3330 #define IMAGE_CLAMP_BIT 0x800
3331
3332
3333 /** Pixel Transfer ops */
3334 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3335 IMAGE_SHIFT_OFFSET_BIT | \
3336 IMAGE_MAP_COLOR_BIT)
3337
3338 /**
3339 * \name Bits to indicate what state has changed.
3340 */
3341 /*@{*/
3342 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3343 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3344 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3345 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3346 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3347 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3348 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3349 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3350 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3351 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3352 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3353 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3354 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3355 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3356 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3357 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3358 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3359 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3360 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3361 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3362 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3363 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3364 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3365 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3366 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3367 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3368 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3369 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3370 #define _NEW_BUFFER_OBJECT (1 << 28)
3371 #define _NEW_FRAG_CLAMP (1 << 29)
3372 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3373 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3374 #define _NEW_ALL ~0
3375 /*@}*/
3376
3377
3378 /**
3379 * Composite state flags
3380 */
3381 /*@{*/
3382 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3383 _NEW_TEXTURE | \
3384 _NEW_POINT | \
3385 _NEW_PROGRAM | \
3386 _NEW_MODELVIEW)
3387
3388 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3389 _NEW_FOG | \
3390 _NEW_PROGRAM)
3391
3392
3393 /*@}*/
3394
3395
3396
3397
3398 /* This has to be included here. */
3399 #include "dd.h"
3400
3401
3402 /**
3403 * Display list flags.
3404 * Strictly this is a tnl-private concept, but it doesn't seem
3405 * worthwhile adding a tnl private structure just to hold this one bit
3406 * of information:
3407 */
3408 #define DLIST_DANGLING_REFS 0x1
3409
3410
3411 /** Opaque declaration of display list payload data type */
3412 union gl_dlist_node;
3413
3414
3415 /**
3416 * Provide a location where information about a display list can be
3417 * collected. Could be extended with driverPrivate structures,
3418 * etc. in the future.
3419 */
3420 struct gl_display_list
3421 {
3422 GLuint Name;
3423 GLchar *Label; /**< GL_KHR_debug */
3424 GLbitfield Flags; /**< DLIST_x flags */
3425 /** The dlist commands are in a linked list of nodes */
3426 union gl_dlist_node *Head;
3427 };
3428
3429
3430 /**
3431 * State used during display list compilation and execution.
3432 */
3433 struct gl_dlist_state
3434 {
3435 GLuint CallDepth; /**< Current recursion calling depth */
3436
3437 struct gl_display_list *CurrentList; /**< List currently being compiled */
3438 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3439 GLuint CurrentPos; /**< Index into current block of nodes */
3440
3441 GLvertexformat ListVtxfmt;
3442
3443 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3444 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3445
3446 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3447 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3448
3449 struct {
3450 /* State known to have been set by the currently-compiling display
3451 * list. Used to eliminate some redundant state changes.
3452 */
3453 GLenum ShadeModel;
3454 } Current;
3455 };
3456
3457 /** @{
3458 *
3459 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3460 * to small enums suitable for use as an array index.
3461 */
3462
3463 enum mesa_debug_source {
3464 MESA_DEBUG_SOURCE_API,
3465 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3466 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3467 MESA_DEBUG_SOURCE_THIRD_PARTY,
3468 MESA_DEBUG_SOURCE_APPLICATION,
3469 MESA_DEBUG_SOURCE_OTHER,
3470 MESA_DEBUG_SOURCE_COUNT
3471 };
3472
3473 enum mesa_debug_type {
3474 MESA_DEBUG_TYPE_ERROR,
3475 MESA_DEBUG_TYPE_DEPRECATED,
3476 MESA_DEBUG_TYPE_UNDEFINED,
3477 MESA_DEBUG_TYPE_PORTABILITY,
3478 MESA_DEBUG_TYPE_PERFORMANCE,
3479 MESA_DEBUG_TYPE_OTHER,
3480 MESA_DEBUG_TYPE_MARKER,
3481 MESA_DEBUG_TYPE_PUSH_GROUP,
3482 MESA_DEBUG_TYPE_POP_GROUP,
3483 MESA_DEBUG_TYPE_COUNT
3484 };
3485
3486 enum mesa_debug_severity {
3487 MESA_DEBUG_SEVERITY_LOW,
3488 MESA_DEBUG_SEVERITY_MEDIUM,
3489 MESA_DEBUG_SEVERITY_HIGH,
3490 MESA_DEBUG_SEVERITY_NOTIFICATION,
3491 MESA_DEBUG_SEVERITY_COUNT
3492 };
3493
3494 /** @} */
3495
3496 /**
3497 * An error, warning, or other piece of debug information for an application
3498 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3499 */
3500 struct gl_debug_msg
3501 {
3502 enum mesa_debug_source source;
3503 enum mesa_debug_type type;
3504 GLuint id;
3505 enum mesa_debug_severity severity;
3506 GLsizei length;
3507 GLcharARB *message;
3508 };
3509
3510 struct gl_debug_namespace
3511 {
3512 struct _mesa_HashTable *IDs;
3513 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3514 /** lists of IDs in the hash table at each severity */
3515 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3516 };
3517
3518 struct gl_debug_state
3519 {
3520 GLDEBUGPROC Callback;
3521 const void *CallbackData;
3522 GLboolean SyncOutput;
3523 GLboolean DebugOutput;
3524 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3525 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3526 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3527 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3528 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3529 GLint GroupStackDepth;
3530 GLint NumMessages;
3531 GLint NextMsg;
3532 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3533 for the sake of the offsetof() code in get.c */
3534 };
3535
3536 /**
3537 * Enum for the OpenGL APIs we know about and may support.
3538 *
3539 * NOTE: This must match the api_enum table in
3540 * src/mesa/main/get_hash_generator.py
3541 */
3542 typedef enum
3543 {
3544 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3545 API_OPENGLES,
3546 API_OPENGLES2,
3547 API_OPENGL_CORE,
3548 API_OPENGL_LAST = API_OPENGL_CORE
3549 } gl_api;
3550
3551 /**
3552 * Driver-specific state flags.
3553 *
3554 * These are or'd with gl_context::NewDriverState to notify a driver about
3555 * a state change. The driver sets the flags at context creation and
3556 * the meaning of the bits set is opaque to core Mesa.
3557 */
3558 struct gl_driver_flags
3559 {
3560 /** gl_context::Array::_DrawArrays (vertex array state) */
3561 GLbitfield NewArray;
3562
3563 /** gl_context::TransformFeedback::CurrentObject */
3564 GLbitfield NewTransformFeedback;
3565
3566 /** gl_context::RasterDiscard */
3567 GLbitfield NewRasterizerDiscard;
3568
3569 /**
3570 * gl_context::UniformBufferBindings
3571 * gl_shader_program::UniformBlocks
3572 */
3573 GLbitfield NewUniformBuffer;
3574 };
3575
3576 struct gl_uniform_buffer_binding
3577 {
3578 struct gl_buffer_object *BufferObject;
3579 /** Start of uniform block data in the buffer */
3580 GLintptr Offset;
3581 /** Size of data allowed to be referenced from the buffer (in bytes) */
3582 GLsizeiptr Size;
3583 /**
3584 * glBindBufferBase() indicates that the Size should be ignored and only
3585 * limited by the current size of the BufferObject.
3586 */
3587 GLboolean AutomaticSize;
3588 };
3589
3590 /**
3591 * Mesa rendering context.
3592 *
3593 * This is the central context data structure for Mesa. Almost all
3594 * OpenGL state is contained in this structure.
3595 * Think of this as a base class from which device drivers will derive
3596 * sub classes.
3597 */
3598 struct gl_context
3599 {
3600 /** State possibly shared with other contexts in the address space */
3601 struct gl_shared_state *Shared;
3602
3603 /** \name API function pointer tables */
3604 /*@{*/
3605 gl_api API;
3606 /**
3607 * The current dispatch table for non-displaylist-saving execution, either
3608 * BeginEnd or OutsideBeginEnd
3609 */
3610 struct _glapi_table *Exec;
3611 /**
3612 * The normal dispatch table for non-displaylist-saving, non-begin/end
3613 */
3614 struct _glapi_table *OutsideBeginEnd;
3615 /** The dispatch table used between glNewList() and glEndList() */
3616 struct _glapi_table *Save;
3617 /**
3618 * The dispatch table used between glBegin() and glEnd() (outside of a
3619 * display list). Only valid functions between those two are set, which is
3620 * mostly just the set in a GLvertexformat struct.
3621 */
3622 struct _glapi_table *BeginEnd;
3623 /**
3624 * Tracks the current dispatch table out of the 3 above, so that it can be
3625 * re-set on glXMakeCurrent().
3626 */
3627 struct _glapi_table *CurrentDispatch;
3628 /*@}*/
3629
3630 struct gl_config Visual;
3631 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3632 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3633 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3634 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3635
3636 /**
3637 * Device driver function pointer table
3638 */
3639 struct dd_function_table Driver;
3640
3641 /** Core/Driver constants */
3642 struct gl_constants Const;
3643
3644 /** \name The various 4x4 matrix stacks */
3645 /*@{*/
3646 struct gl_matrix_stack ModelviewMatrixStack;
3647 struct gl_matrix_stack ProjectionMatrixStack;
3648 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3649 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3650 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3651 /*@}*/
3652
3653 /** Combined modelview and projection matrix */
3654 GLmatrix _ModelProjectMatrix;
3655
3656 /** \name Display lists */
3657 struct gl_dlist_state ListState;
3658
3659 GLboolean ExecuteFlag; /**< Execute GL commands? */
3660 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3661
3662 /** Extension information */
3663 struct gl_extensions Extensions;
3664
3665 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3666 GLuint Version;
3667 char *VersionString;
3668
3669 /** \name State attribute stack (for glPush/PopAttrib) */
3670 /*@{*/
3671 GLuint AttribStackDepth;
3672 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3673 /*@}*/
3674
3675 /** \name Renderer attribute groups
3676 *
3677 * We define a struct for each attribute group to make pushing and popping
3678 * attributes easy. Also it's a good organization.
3679 */
3680 /*@{*/
3681 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3682 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3683 struct gl_current_attrib Current; /**< Current attributes */
3684 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3685 struct gl_eval_attrib Eval; /**< Eval attributes */
3686 struct gl_fog_attrib Fog; /**< Fog attributes */
3687 struct gl_hint_attrib Hint; /**< Hint attributes */
3688 struct gl_light_attrib Light; /**< Light attributes */
3689 struct gl_line_attrib Line; /**< Line attributes */
3690 struct gl_list_attrib List; /**< List attributes */
3691 struct gl_multisample_attrib Multisample;
3692 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3693 struct gl_point_attrib Point; /**< Point attributes */
3694 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3695 GLuint PolygonStipple[32]; /**< Polygon stipple */
3696 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3697 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3698 struct gl_texture_attrib Texture; /**< Texture attributes */
3699 struct gl_transform_attrib Transform; /**< Transformation attributes */
3700 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3701 /*@}*/
3702
3703 /** \name Client attribute stack */
3704 /*@{*/
3705 GLuint ClientAttribStackDepth;
3706 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3707 /*@}*/
3708
3709 /** \name Client attribute groups */
3710 /*@{*/
3711 struct gl_array_attrib Array; /**< Vertex arrays */
3712 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3713 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3714 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3715 /*@}*/
3716
3717 /** \name Other assorted state (not pushed/popped on attribute stack) */
3718 /*@{*/
3719 struct gl_pixelmaps PixelMaps;
3720
3721 struct gl_evaluators EvalMap; /**< All evaluators */
3722 struct gl_feedback Feedback; /**< Feedback */
3723 struct gl_selection Select; /**< Selection */
3724
3725 struct gl_program_state Program; /**< general program state */
3726 struct gl_vertex_program_state VertexProgram;
3727 struct gl_fragment_program_state FragmentProgram;
3728 struct gl_geometry_program_state GeometryProgram;
3729 struct gl_ati_fragment_shader_state ATIFragmentShader;
3730
3731 struct gl_shader_state Shader; /**< GLSL shader object state */
3732 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3733
3734 struct gl_query_state Query; /**< occlusion, timer queries */
3735
3736 struct gl_transform_feedback_state TransformFeedback;
3737
3738 struct gl_perf_monitor_state PerfMonitor;
3739
3740 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3741 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3742
3743 /**
3744 * Current GL_ARB_uniform_buffer_object binding referenced by
3745 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3746 */
3747 struct gl_buffer_object *UniformBuffer;
3748
3749 /**
3750 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3751 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3752 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3753 * shader program.
3754 */
3755 struct gl_uniform_buffer_binding
3756 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
3757
3758 /*@}*/
3759
3760 struct gl_meta_state *Meta; /**< for "meta" operations */
3761
3762 /* GL_EXT_framebuffer_object */
3763 struct gl_renderbuffer *CurrentRenderbuffer;
3764
3765 GLenum ErrorValue; /**< Last error code */
3766
3767 /* GL_ARB_robustness */
3768 GLenum ResetStatus;
3769
3770 /**
3771 * Recognize and silence repeated error debug messages in buggy apps.
3772 */
3773 const char *ErrorDebugFmtString;
3774 GLuint ErrorDebugCount;
3775
3776 /* GL_ARB_debug_output/GL_KHR_debug */
3777 struct gl_debug_state Debug;
3778
3779 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3780 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3781 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3782
3783 struct gl_driver_flags DriverFlags;
3784
3785 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3786
3787 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3788
3789 /** \name Derived state */
3790 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3791 GLfloat _EyeZDir[3];
3792 GLfloat _ModelViewInvScale;
3793 GLboolean _NeedEyeCoords;
3794 GLboolean _ForceEyeCoords;
3795
3796 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3797
3798 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3799
3800 /** \name For debugging/development only */
3801 /*@{*/
3802 GLboolean FirstTimeCurrent;
3803 /*@}*/
3804
3805 /** software compression/decompression supported or not */
3806 GLboolean Mesa_DXTn;
3807
3808 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3809
3810 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3811
3812 /**
3813 * \name Hooks for module contexts.
3814 *
3815 * These will eventually live in the driver or elsewhere.
3816 */
3817 /*@{*/
3818 void *swrast_context;
3819 void *swsetup_context;
3820 void *swtnl_context;
3821 struct vbo_context *vbo_context;
3822 struct st_context *st;
3823 void *aelt_context;
3824 /*@}*/
3825 };
3826
3827
3828 #ifdef DEBUG
3829 extern int MESA_VERBOSE;
3830 extern int MESA_DEBUG_FLAGS;
3831 # define MESA_FUNCTION __FUNCTION__
3832 #else
3833 # define MESA_VERBOSE 0
3834 # define MESA_DEBUG_FLAGS 0
3835 # define MESA_FUNCTION "a function"
3836 # ifndef NDEBUG
3837 # define NDEBUG
3838 # endif
3839 #endif
3840
3841
3842 /** The MESA_VERBOSE var is a bitmask of these flags */
3843 enum _verbose
3844 {
3845 VERBOSE_VARRAY = 0x0001,
3846 VERBOSE_TEXTURE = 0x0002,
3847 VERBOSE_MATERIAL = 0x0004,
3848 VERBOSE_PIPELINE = 0x0008,
3849 VERBOSE_DRIVER = 0x0010,
3850 VERBOSE_STATE = 0x0020,
3851 VERBOSE_API = 0x0040,
3852 VERBOSE_DISPLAY_LIST = 0x0100,
3853 VERBOSE_LIGHTING = 0x0200,
3854 VERBOSE_PRIMS = 0x0400,
3855 VERBOSE_VERTS = 0x0800,
3856 VERBOSE_DISASSEM = 0x1000,
3857 VERBOSE_DRAW = 0x2000,
3858 VERBOSE_SWAPBUFFERS = 0x4000
3859 };
3860
3861
3862 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3863 enum _debug
3864 {
3865 DEBUG_SILENT = (1 << 0),
3866 DEBUG_ALWAYS_FLUSH = (1 << 1),
3867 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3868 DEBUG_INCOMPLETE_FBO = (1 << 3)
3869 };
3870
3871
3872
3873 #ifdef __cplusplus
3874 }
3875 #endif
3876
3877 #endif /* MTYPES_H */