mesa: Add SYSTEM_VALUE_BASE_VERTEX
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_debug_state;
80 struct gl_context;
81 struct st_context;
82 struct gl_uniform_storage;
83 struct prog_instruction;
84 struct gl_program_parameter_list;
85 struct set;
86 struct set_entry;
87 struct vbo_context;
88 /*@}*/
89
90
91 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
92 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
93 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
94 #define PRIM_UNKNOWN (PRIM_MAX + 2)
95
96
97
98 /**
99 * Indexes for vertex program attributes.
100 * GL_NV_vertex_program aliases generic attributes over the conventional
101 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
102 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
103 * generic attributes are distinct/separate).
104 */
105 typedef enum
106 {
107 VERT_ATTRIB_POS = 0,
108 VERT_ATTRIB_WEIGHT = 1,
109 VERT_ATTRIB_NORMAL = 2,
110 VERT_ATTRIB_COLOR0 = 3,
111 VERT_ATTRIB_COLOR1 = 4,
112 VERT_ATTRIB_FOG = 5,
113 VERT_ATTRIB_COLOR_INDEX = 6,
114 VERT_ATTRIB_EDGEFLAG = 7,
115 VERT_ATTRIB_TEX0 = 8,
116 VERT_ATTRIB_TEX1 = 9,
117 VERT_ATTRIB_TEX2 = 10,
118 VERT_ATTRIB_TEX3 = 11,
119 VERT_ATTRIB_TEX4 = 12,
120 VERT_ATTRIB_TEX5 = 13,
121 VERT_ATTRIB_TEX6 = 14,
122 VERT_ATTRIB_TEX7 = 15,
123 VERT_ATTRIB_POINT_SIZE = 16,
124 VERT_ATTRIB_GENERIC0 = 17,
125 VERT_ATTRIB_GENERIC1 = 18,
126 VERT_ATTRIB_GENERIC2 = 19,
127 VERT_ATTRIB_GENERIC3 = 20,
128 VERT_ATTRIB_GENERIC4 = 21,
129 VERT_ATTRIB_GENERIC5 = 22,
130 VERT_ATTRIB_GENERIC6 = 23,
131 VERT_ATTRIB_GENERIC7 = 24,
132 VERT_ATTRIB_GENERIC8 = 25,
133 VERT_ATTRIB_GENERIC9 = 26,
134 VERT_ATTRIB_GENERIC10 = 27,
135 VERT_ATTRIB_GENERIC11 = 28,
136 VERT_ATTRIB_GENERIC12 = 29,
137 VERT_ATTRIB_GENERIC13 = 30,
138 VERT_ATTRIB_GENERIC14 = 31,
139 VERT_ATTRIB_GENERIC15 = 32,
140 VERT_ATTRIB_MAX = 33
141 } gl_vert_attrib;
142
143 /**
144 * Symbolic constats to help iterating over
145 * specific blocks of vertex attributes.
146 *
147 * VERT_ATTRIB_FF
148 * includes all fixed function attributes as well as
149 * the aliased GL_NV_vertex_program shader attributes.
150 * VERT_ATTRIB_TEX
151 * include the classic texture coordinate attributes.
152 * Is a subset of VERT_ATTRIB_FF.
153 * VERT_ATTRIB_GENERIC
154 * include the OpenGL 2.0+ GLSL generic shader attributes.
155 * These alias the generic GL_ARB_vertex_shader attributes.
156 */
157 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
158 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
159
160 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
161 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
162
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
165
166 /**
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
169 */
170 /*@{*/
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
189
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
198
199 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
200 #define VERT_BIT_GENERIC_ALL \
201 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
202 /*@}*/
203
204
205 /**
206 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
207 * fragment shader inputs.
208 *
209 * Note that some of these values are not available to all pipeline stages.
210 *
211 * When this enum is updated, the following code must be updated too:
212 * - vertResults (in prog_print.c's arb_output_attrib_string())
213 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
214 * - _mesa_varying_slot_in_fs()
215 */
216 typedef enum
217 {
218 VARYING_SLOT_POS,
219 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
220 VARYING_SLOT_COL1,
221 VARYING_SLOT_FOGC,
222 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
223 VARYING_SLOT_TEX1,
224 VARYING_SLOT_TEX2,
225 VARYING_SLOT_TEX3,
226 VARYING_SLOT_TEX4,
227 VARYING_SLOT_TEX5,
228 VARYING_SLOT_TEX6,
229 VARYING_SLOT_TEX7,
230 VARYING_SLOT_PSIZ, /* Does not appear in FS */
231 VARYING_SLOT_BFC0, /* Does not appear in FS */
232 VARYING_SLOT_BFC1, /* Does not appear in FS */
233 VARYING_SLOT_EDGE, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_DIST0,
236 VARYING_SLOT_CLIP_DIST1,
237 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
238 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
239 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
240 VARYING_SLOT_FACE, /* FS only */
241 VARYING_SLOT_PNTC, /* FS only */
242 VARYING_SLOT_VAR0, /* First generic varying slot */
243 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
244 } gl_varying_slot;
245
246
247 /**
248 * Bitflags for varying slots.
249 */
250 /*@{*/
251 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
252 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
253 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
254 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
255 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
256 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
257 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
258 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
259 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
260 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
261 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
262 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
263 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
264 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
265 MAX_TEXTURE_COORD_UNITS)
266 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
267 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
268 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
269 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
270 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
271 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
272 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
273 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
274 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
275 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
276 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
277 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
278 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
279 /*@}*/
280
281 /**
282 * Bitflags for system values.
283 */
284 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
285 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
286 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
287
288 /**
289 * Determine if the given gl_varying_slot appears in the fragment shader.
290 */
291 static inline GLboolean
292 _mesa_varying_slot_in_fs(gl_varying_slot slot)
293 {
294 switch (slot) {
295 case VARYING_SLOT_PSIZ:
296 case VARYING_SLOT_BFC0:
297 case VARYING_SLOT_BFC1:
298 case VARYING_SLOT_EDGE:
299 case VARYING_SLOT_CLIP_VERTEX:
300 case VARYING_SLOT_LAYER:
301 return GL_FALSE;
302 default:
303 return GL_TRUE;
304 }
305 }
306
307
308 /**
309 * Fragment program results
310 */
311 typedef enum
312 {
313 FRAG_RESULT_DEPTH = 0,
314 FRAG_RESULT_STENCIL = 1,
315 /* If a single color should be written to all render targets, this
316 * register is written. No FRAG_RESULT_DATAn will be written.
317 */
318 FRAG_RESULT_COLOR = 2,
319 FRAG_RESULT_SAMPLE_MASK = 3,
320
321 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
322 * or ARB_fragment_program fragment.color[n]) color results. If
323 * any are written, FRAG_RESULT_COLOR will not be written.
324 */
325 FRAG_RESULT_DATA0 = 4,
326 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
327 } gl_frag_result;
328
329
330 /**
331 * Indexes for all renderbuffers
332 */
333 typedef enum
334 {
335 /* the four standard color buffers */
336 BUFFER_FRONT_LEFT,
337 BUFFER_BACK_LEFT,
338 BUFFER_FRONT_RIGHT,
339 BUFFER_BACK_RIGHT,
340 BUFFER_DEPTH,
341 BUFFER_STENCIL,
342 BUFFER_ACCUM,
343 /* optional aux buffer */
344 BUFFER_AUX0,
345 /* generic renderbuffers */
346 BUFFER_COLOR0,
347 BUFFER_COLOR1,
348 BUFFER_COLOR2,
349 BUFFER_COLOR3,
350 BUFFER_COLOR4,
351 BUFFER_COLOR5,
352 BUFFER_COLOR6,
353 BUFFER_COLOR7,
354 BUFFER_COUNT
355 } gl_buffer_index;
356
357 /**
358 * Bit flags for all renderbuffers
359 */
360 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
361 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
362 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
363 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
364 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
365 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
366 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
367 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
368 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
369 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
370 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
371 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
372 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
373 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
374 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
375 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
376 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
377 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
378 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
379
380 /**
381 * Mask of all the color buffer bits (but not accum).
382 */
383 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
384 BUFFER_BIT_BACK_LEFT | \
385 BUFFER_BIT_FRONT_RIGHT | \
386 BUFFER_BIT_BACK_RIGHT | \
387 BUFFER_BIT_AUX0 | \
388 BUFFER_BIT_COLOR0 | \
389 BUFFER_BIT_COLOR1 | \
390 BUFFER_BIT_COLOR2 | \
391 BUFFER_BIT_COLOR3 | \
392 BUFFER_BIT_COLOR4 | \
393 BUFFER_BIT_COLOR5 | \
394 BUFFER_BIT_COLOR6 | \
395 BUFFER_BIT_COLOR7)
396
397
398 /**
399 * Shader stages. Note that these will become 5 with tessellation.
400 *
401 * The order must match how shaders are ordered in the pipeline.
402 * The GLSL linker assumes that if i<j, then the j-th shader is
403 * executed later than the i-th shader.
404 */
405 typedef enum
406 {
407 MESA_SHADER_VERTEX = 0,
408 MESA_SHADER_GEOMETRY = 1,
409 MESA_SHADER_FRAGMENT = 2,
410 MESA_SHADER_COMPUTE = 3,
411 } gl_shader_stage;
412
413 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
414
415
416 /**
417 * Framebuffer configuration (aka visual / pixelformat)
418 * Note: some of these fields should be boolean, but it appears that
419 * code in drivers/dri/common/util.c requires int-sized fields.
420 */
421 struct gl_config
422 {
423 GLboolean rgbMode;
424 GLboolean floatMode;
425 GLboolean colorIndexMode; /* XXX is this used anywhere? */
426 GLuint doubleBufferMode;
427 GLuint stereoMode;
428
429 GLboolean haveAccumBuffer;
430 GLboolean haveDepthBuffer;
431 GLboolean haveStencilBuffer;
432
433 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
434 GLuint redMask, greenMask, blueMask, alphaMask;
435 GLint rgbBits; /* total bits for rgb */
436 GLint indexBits; /* total bits for colorindex */
437
438 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
439 GLint depthBits;
440 GLint stencilBits;
441
442 GLint numAuxBuffers;
443
444 GLint level;
445
446 /* EXT_visual_rating / GLX 1.2 */
447 GLint visualRating;
448
449 /* EXT_visual_info / GLX 1.2 */
450 GLint transparentPixel;
451 /* colors are floats scaled to ints */
452 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
453 GLint transparentIndex;
454
455 /* ARB_multisample / SGIS_multisample */
456 GLint sampleBuffers;
457 GLint samples;
458
459 /* SGIX_pbuffer / GLX 1.3 */
460 GLint maxPbufferWidth;
461 GLint maxPbufferHeight;
462 GLint maxPbufferPixels;
463 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
464 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
465
466 /* OML_swap_method */
467 GLint swapMethod;
468
469 /* EXT_texture_from_pixmap */
470 GLint bindToTextureRgb;
471 GLint bindToTextureRgba;
472 GLint bindToMipmapTexture;
473 GLint bindToTextureTargets;
474 GLint yInverted;
475
476 /* EXT_framebuffer_sRGB */
477 GLint sRGBCapable;
478 };
479
480
481 /**
482 * \name Bit flags used for updating material values.
483 */
484 /*@{*/
485 #define MAT_ATTRIB_FRONT_AMBIENT 0
486 #define MAT_ATTRIB_BACK_AMBIENT 1
487 #define MAT_ATTRIB_FRONT_DIFFUSE 2
488 #define MAT_ATTRIB_BACK_DIFFUSE 3
489 #define MAT_ATTRIB_FRONT_SPECULAR 4
490 #define MAT_ATTRIB_BACK_SPECULAR 5
491 #define MAT_ATTRIB_FRONT_EMISSION 6
492 #define MAT_ATTRIB_BACK_EMISSION 7
493 #define MAT_ATTRIB_FRONT_SHININESS 8
494 #define MAT_ATTRIB_BACK_SHININESS 9
495 #define MAT_ATTRIB_FRONT_INDEXES 10
496 #define MAT_ATTRIB_BACK_INDEXES 11
497 #define MAT_ATTRIB_MAX 12
498
499 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
500 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
501 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
502 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
503 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
504 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
505
506 #define MAT_INDEX_AMBIENT 0
507 #define MAT_INDEX_DIFFUSE 1
508 #define MAT_INDEX_SPECULAR 2
509
510 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
511 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
512 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
513 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
514 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
515 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
516 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
517 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
518 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
519 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
520 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
521 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
522
523
524 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
525 MAT_BIT_FRONT_AMBIENT | \
526 MAT_BIT_FRONT_DIFFUSE | \
527 MAT_BIT_FRONT_SPECULAR | \
528 MAT_BIT_FRONT_SHININESS | \
529 MAT_BIT_FRONT_INDEXES)
530
531 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
532 MAT_BIT_BACK_AMBIENT | \
533 MAT_BIT_BACK_DIFFUSE | \
534 MAT_BIT_BACK_SPECULAR | \
535 MAT_BIT_BACK_SHININESS | \
536 MAT_BIT_BACK_INDEXES)
537
538 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
539 /*@}*/
540
541
542 /**
543 * Material state.
544 */
545 struct gl_material
546 {
547 GLfloat Attrib[MAT_ATTRIB_MAX][4];
548 };
549
550
551 /**
552 * Light state flags.
553 */
554 /*@{*/
555 #define LIGHT_SPOT 0x1
556 #define LIGHT_LOCAL_VIEWER 0x2
557 #define LIGHT_POSITIONAL 0x4
558 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
559 /*@}*/
560
561
562 /**
563 * Light source state.
564 */
565 struct gl_light
566 {
567 struct gl_light *next; /**< double linked list with sentinel */
568 struct gl_light *prev;
569
570 GLfloat Ambient[4]; /**< ambient color */
571 GLfloat Diffuse[4]; /**< diffuse color */
572 GLfloat Specular[4]; /**< specular color */
573 GLfloat EyePosition[4]; /**< position in eye coordinates */
574 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
575 GLfloat SpotExponent;
576 GLfloat SpotCutoff; /**< in degrees */
577 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
578 GLfloat ConstantAttenuation;
579 GLfloat LinearAttenuation;
580 GLfloat QuadraticAttenuation;
581 GLboolean Enabled; /**< On/off flag */
582
583 /**
584 * \name Derived fields
585 */
586 /*@{*/
587 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
588
589 GLfloat _Position[4]; /**< position in eye/obj coordinates */
590 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
591 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
592 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
593 GLfloat _VP_inf_spot_attenuation;
594
595 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
596 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
597 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
598 /*@}*/
599 };
600
601
602 /**
603 * Light model state.
604 */
605 struct gl_lightmodel
606 {
607 GLfloat Ambient[4]; /**< ambient color */
608 GLboolean LocalViewer; /**< Local (or infinite) view point? */
609 GLboolean TwoSide; /**< Two (or one) sided lighting? */
610 GLenum ColorControl; /**< either GL_SINGLE_COLOR
611 * or GL_SEPARATE_SPECULAR_COLOR */
612 };
613
614
615 /**
616 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
617 */
618 struct gl_accum_attrib
619 {
620 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
621 };
622
623
624 /**
625 * Used for storing clear color, texture border color, etc.
626 * The float values are typically unclamped.
627 */
628 union gl_color_union
629 {
630 GLfloat f[4];
631 GLint i[4];
632 GLuint ui[4];
633 };
634
635
636 /**
637 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
638 */
639 struct gl_colorbuffer_attrib
640 {
641 GLuint ClearIndex; /**< Index for glClear */
642 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
643 GLuint IndexMask; /**< Color index write mask */
644 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
645
646 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
647
648 /**
649 * \name alpha testing
650 */
651 /*@{*/
652 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
653 GLenum AlphaFunc; /**< Alpha test function */
654 GLfloat AlphaRefUnclamped;
655 GLclampf AlphaRef; /**< Alpha reference value */
656 /*@}*/
657
658 /**
659 * \name Blending
660 */
661 /*@{*/
662 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
663
664 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
665 * control, only on the fixed-pointness of the render target.
666 * The query does however depend on fragment color clamping.
667 */
668 GLfloat BlendColorUnclamped[4]; /**< Blending color */
669 GLfloat BlendColor[4]; /**< Blending color */
670
671 struct
672 {
673 GLenum SrcRGB; /**< RGB blend source term */
674 GLenum DstRGB; /**< RGB blend dest term */
675 GLenum SrcA; /**< Alpha blend source term */
676 GLenum DstA; /**< Alpha blend dest term */
677 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
678 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
679 /**
680 * Set if any blend factor uses SRC1. Computed at the time blend factors
681 * get set.
682 */
683 GLboolean _UsesDualSrc;
684 } Blend[MAX_DRAW_BUFFERS];
685 /** Are the blend func terms currently different for each buffer/target? */
686 GLboolean _BlendFuncPerBuffer;
687 /** Are the blend equations currently different for each buffer/target? */
688 GLboolean _BlendEquationPerBuffer;
689 /*@}*/
690
691 /**
692 * \name Logic op
693 */
694 /*@{*/
695 GLenum LogicOp; /**< Logic operator */
696 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
697 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
698 /*@}*/
699
700 GLboolean DitherFlag; /**< Dither enable flag */
701
702 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
703 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
704 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
705
706 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
707 };
708
709
710 /**
711 * Current attribute group (GL_CURRENT_BIT).
712 */
713 struct gl_current_attrib
714 {
715 /**
716 * \name Current vertex attributes.
717 * \note Values are valid only after FLUSH_VERTICES has been called.
718 * \note Index and Edgeflag current values are stored as floats in the
719 * SIX and SEVEN attribute slots.
720 */
721 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
722
723 /**
724 * \name Current raster position attributes (always valid).
725 * \note This set of attributes is very similar to the SWvertex struct.
726 */
727 /*@{*/
728 GLfloat RasterPos[4];
729 GLfloat RasterDistance;
730 GLfloat RasterColor[4];
731 GLfloat RasterSecondaryColor[4];
732 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
733 GLboolean RasterPosValid;
734 /*@}*/
735 };
736
737
738 /**
739 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
740 */
741 struct gl_depthbuffer_attrib
742 {
743 GLenum Func; /**< Function for depth buffer compare */
744 GLclampd Clear; /**< Value to clear depth buffer to */
745 GLboolean Test; /**< Depth buffering enabled flag */
746 GLboolean Mask; /**< Depth buffer writable? */
747 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
748 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
749 };
750
751
752 /**
753 * Evaluator attribute group (GL_EVAL_BIT).
754 */
755 struct gl_eval_attrib
756 {
757 /**
758 * \name Enable bits
759 */
760 /*@{*/
761 GLboolean Map1Color4;
762 GLboolean Map1Index;
763 GLboolean Map1Normal;
764 GLboolean Map1TextureCoord1;
765 GLboolean Map1TextureCoord2;
766 GLboolean Map1TextureCoord3;
767 GLboolean Map1TextureCoord4;
768 GLboolean Map1Vertex3;
769 GLboolean Map1Vertex4;
770 GLboolean Map2Color4;
771 GLboolean Map2Index;
772 GLboolean Map2Normal;
773 GLboolean Map2TextureCoord1;
774 GLboolean Map2TextureCoord2;
775 GLboolean Map2TextureCoord3;
776 GLboolean Map2TextureCoord4;
777 GLboolean Map2Vertex3;
778 GLboolean Map2Vertex4;
779 GLboolean AutoNormal;
780 /*@}*/
781
782 /**
783 * \name Map Grid endpoints and divisions and calculated du values
784 */
785 /*@{*/
786 GLint MapGrid1un;
787 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
788 GLint MapGrid2un, MapGrid2vn;
789 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
790 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
791 /*@}*/
792 };
793
794
795 /**
796 * Fog attribute group (GL_FOG_BIT).
797 */
798 struct gl_fog_attrib
799 {
800 GLboolean Enabled; /**< Fog enabled flag */
801 GLfloat ColorUnclamped[4]; /**< Fog color */
802 GLfloat Color[4]; /**< Fog color */
803 GLfloat Density; /**< Density >= 0.0 */
804 GLfloat Start; /**< Start distance in eye coords */
805 GLfloat End; /**< End distance in eye coords */
806 GLfloat Index; /**< Fog index */
807 GLenum Mode; /**< Fog mode */
808 GLboolean ColorSumEnabled;
809 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
810 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
811 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
812 };
813
814
815 /**
816 * Hint attribute group (GL_HINT_BIT).
817 *
818 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
819 */
820 struct gl_hint_attrib
821 {
822 GLenum PerspectiveCorrection;
823 GLenum PointSmooth;
824 GLenum LineSmooth;
825 GLenum PolygonSmooth;
826 GLenum Fog;
827 GLenum TextureCompression; /**< GL_ARB_texture_compression */
828 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
829 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
830 };
831
832
833 /**
834 * Lighting attribute group (GL_LIGHT_BIT).
835 */
836 struct gl_light_attrib
837 {
838 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
839 struct gl_lightmodel Model; /**< Lighting model */
840
841 /**
842 * Front and back material values.
843 * Note: must call FLUSH_VERTICES() before using.
844 */
845 struct gl_material Material;
846
847 GLboolean Enabled; /**< Lighting enabled flag */
848 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
849 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
850 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
851 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
852 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
853 GLboolean ColorMaterialEnabled;
854 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
855 GLboolean _ClampVertexColor;
856
857 struct gl_light EnabledList; /**< List sentinel */
858
859 /**
860 * Derived state for optimizations:
861 */
862 /*@{*/
863 GLboolean _NeedEyeCoords;
864 GLboolean _NeedVertices; /**< Use fast shader? */
865 GLfloat _BaseColor[2][3];
866 /*@}*/
867 };
868
869
870 /**
871 * Line attribute group (GL_LINE_BIT).
872 */
873 struct gl_line_attrib
874 {
875 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
876 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
877 GLushort StipplePattern; /**< Stipple pattern */
878 GLint StippleFactor; /**< Stipple repeat factor */
879 GLfloat Width; /**< Line width */
880 };
881
882
883 /**
884 * Display list attribute group (GL_LIST_BIT).
885 */
886 struct gl_list_attrib
887 {
888 GLuint ListBase;
889 };
890
891
892 /**
893 * Multisample attribute group (GL_MULTISAMPLE_BIT).
894 */
895 struct gl_multisample_attrib
896 {
897 GLboolean Enabled;
898 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
899 GLboolean SampleAlphaToCoverage;
900 GLboolean SampleAlphaToOne;
901 GLboolean SampleCoverage;
902 GLfloat SampleCoverageValue;
903 GLboolean SampleCoverageInvert;
904 GLboolean SampleShading;
905 GLfloat MinSampleShadingValue;
906
907 /* ARB_texture_multisample / GL3.2 additions */
908 GLboolean SampleMask;
909 /** The GL spec defines this as an array but >32x MSAA is madness */
910 GLbitfield SampleMaskValue;
911 };
912
913
914 /**
915 * A pixelmap (see glPixelMap)
916 */
917 struct gl_pixelmap
918 {
919 GLint Size;
920 GLfloat Map[MAX_PIXEL_MAP_TABLE];
921 };
922
923
924 /**
925 * Collection of all pixelmaps
926 */
927 struct gl_pixelmaps
928 {
929 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
930 struct gl_pixelmap GtoG;
931 struct gl_pixelmap BtoB;
932 struct gl_pixelmap AtoA;
933 struct gl_pixelmap ItoR;
934 struct gl_pixelmap ItoG;
935 struct gl_pixelmap ItoB;
936 struct gl_pixelmap ItoA;
937 struct gl_pixelmap ItoI;
938 struct gl_pixelmap StoS;
939 };
940
941
942 /**
943 * Pixel attribute group (GL_PIXEL_MODE_BIT).
944 */
945 struct gl_pixel_attrib
946 {
947 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
948
949 /*--- Begin Pixel Transfer State ---*/
950 /* Fields are in the order in which they're applied... */
951
952 /** Scale & Bias (index shift, offset) */
953 /*@{*/
954 GLfloat RedBias, RedScale;
955 GLfloat GreenBias, GreenScale;
956 GLfloat BlueBias, BlueScale;
957 GLfloat AlphaBias, AlphaScale;
958 GLfloat DepthBias, DepthScale;
959 GLint IndexShift, IndexOffset;
960 /*@}*/
961
962 /* Pixel Maps */
963 /* Note: actual pixel maps are not part of this attrib group */
964 GLboolean MapColorFlag;
965 GLboolean MapStencilFlag;
966
967 /*--- End Pixel Transfer State ---*/
968
969 /** glPixelZoom */
970 GLfloat ZoomX, ZoomY;
971 };
972
973
974 /**
975 * Point attribute group (GL_POINT_BIT).
976 */
977 struct gl_point_attrib
978 {
979 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
980 GLfloat Size; /**< User-specified point size */
981 GLfloat Params[3]; /**< GL_EXT_point_parameters */
982 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
983 GLfloat Threshold; /**< GL_EXT_point_parameters */
984 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
985 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
986 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
987 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
988 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
989 };
990
991
992 /**
993 * Polygon attribute group (GL_POLYGON_BIT).
994 */
995 struct gl_polygon_attrib
996 {
997 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
998 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
999 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1000 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1001 GLboolean CullFlag; /**< Culling on/off flag */
1002 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1003 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1004 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1005 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1006 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1007 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1008 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1009 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1010 };
1011
1012
1013 /**
1014 * Scissor attributes (GL_SCISSOR_BIT).
1015 */
1016 struct gl_scissor_rect
1017 {
1018 GLint X, Y; /**< Lower left corner of box */
1019 GLsizei Width, Height; /**< Size of box */
1020 };
1021 struct gl_scissor_attrib
1022 {
1023 GLbitfield EnableFlags; /**< Scissor test enabled? */
1024 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1025 };
1026
1027
1028 /**
1029 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1030 *
1031 * Three sets of stencil data are tracked so that OpenGL 2.0,
1032 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1033 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1034 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1035 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1036 * GL_EXT_stencil_two_side GL_BACK state.
1037 *
1038 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1039 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1040 *
1041 * The derived value \c _TestTwoSide is set when the front-face and back-face
1042 * stencil state are different.
1043 */
1044 struct gl_stencil_attrib
1045 {
1046 GLboolean Enabled; /**< Enabled flag */
1047 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1048 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1049 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1050 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1051 GLboolean _TestTwoSide;
1052 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1053 GLenum Function[3]; /**< Stencil function */
1054 GLenum FailFunc[3]; /**< Fail function */
1055 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1056 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1057 GLint Ref[3]; /**< Reference value */
1058 GLuint ValueMask[3]; /**< Value mask */
1059 GLuint WriteMask[3]; /**< Write mask */
1060 GLuint Clear; /**< Clear value */
1061 };
1062
1063
1064 /**
1065 * An index for each type of texture object. These correspond to the GL
1066 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1067 * Note: the order is from highest priority to lowest priority.
1068 */
1069 typedef enum
1070 {
1071 TEXTURE_2D_MULTISAMPLE_INDEX,
1072 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1073 TEXTURE_CUBE_ARRAY_INDEX,
1074 TEXTURE_BUFFER_INDEX,
1075 TEXTURE_2D_ARRAY_INDEX,
1076 TEXTURE_1D_ARRAY_INDEX,
1077 TEXTURE_EXTERNAL_INDEX,
1078 TEXTURE_CUBE_INDEX,
1079 TEXTURE_3D_INDEX,
1080 TEXTURE_RECT_INDEX,
1081 TEXTURE_2D_INDEX,
1082 TEXTURE_1D_INDEX,
1083 NUM_TEXTURE_TARGETS
1084 } gl_texture_index;
1085
1086
1087 /**
1088 * Bit flags for each type of texture object
1089 */
1090 /*@{*/
1091 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1092 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1093 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1094 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1095 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1096 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1097 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1098 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1099 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1100 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1101 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1102 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1103 /*@}*/
1104
1105
1106 /**
1107 * Texture image state. Drivers will typically create a subclass of this
1108 * with extra fields for memory buffers, etc.
1109 */
1110 struct gl_texture_image
1111 {
1112 GLint InternalFormat; /**< Internal format as given by the user */
1113 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1114 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1115 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1116 * GL_DEPTH_STENCIL_EXT only. Used for
1117 * choosing TexEnv arithmetic.
1118 */
1119 mesa_format TexFormat; /**< The actual texture memory format */
1120
1121 GLuint Border; /**< 0 or 1 */
1122 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1123 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1124 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1125 GLuint Width2; /**< = Width - 2*Border */
1126 GLuint Height2; /**< = Height - 2*Border */
1127 GLuint Depth2; /**< = Depth - 2*Border */
1128 GLuint WidthLog2; /**< = log2(Width2) */
1129 GLuint HeightLog2; /**< = log2(Height2) */
1130 GLuint DepthLog2; /**< = log2(Depth2) */
1131 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1132 levels, computed from the dimensions */
1133
1134 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1135 GLuint Level; /**< Which mipmap level am I? */
1136 /** Cube map face: index into gl_texture_object::Image[] array */
1137 GLuint Face;
1138
1139 /** GL_ARB_texture_multisample */
1140 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1141 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1142 };
1143
1144
1145 /**
1146 * Indexes for cube map faces.
1147 */
1148 typedef enum
1149 {
1150 FACE_POS_X = 0,
1151 FACE_NEG_X = 1,
1152 FACE_POS_Y = 2,
1153 FACE_NEG_Y = 3,
1154 FACE_POS_Z = 4,
1155 FACE_NEG_Z = 5,
1156 MAX_FACES = 6
1157 } gl_face_index;
1158
1159
1160 /**
1161 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1162 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1163 */
1164 struct gl_sampler_object
1165 {
1166 GLuint Name;
1167 GLint RefCount;
1168 GLchar *Label; /**< GL_KHR_debug */
1169
1170 GLenum WrapS; /**< S-axis texture image wrap mode */
1171 GLenum WrapT; /**< T-axis texture image wrap mode */
1172 GLenum WrapR; /**< R-axis texture image wrap mode */
1173 GLenum MinFilter; /**< minification filter */
1174 GLenum MagFilter; /**< magnification filter */
1175 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1176 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1177 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1178 GLfloat LodBias; /**< OpenGL 1.4 */
1179 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1180 GLenum CompareMode; /**< GL_ARB_shadow */
1181 GLenum CompareFunc; /**< GL_ARB_shadow */
1182 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1183 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1184 };
1185
1186
1187 /**
1188 * Texture object state. Contains the array of mipmap images, border color,
1189 * wrap modes, filter modes, and shadow/texcompare state.
1190 */
1191 struct gl_texture_object
1192 {
1193 mtx_t Mutex; /**< for thread safety */
1194 GLint RefCount; /**< reference count */
1195 GLuint Name; /**< the user-visible texture object ID */
1196 GLchar *Label; /**< GL_KHR_debug */
1197 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1198 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1199 Only valid when Target is valid. */
1200
1201 struct gl_sampler_object Sampler;
1202
1203 GLenum DepthMode; /**< GL_ARB_depth_texture */
1204 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1205
1206 GLfloat Priority; /**< in [0,1] */
1207 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1208 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1209 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1210 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1211 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1212 GLint CropRect[4]; /**< GL_OES_draw_texture */
1213 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1214 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1215 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1216 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1217 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1218 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1219 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1220 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1221 pressure? */
1222 GLboolean Immutable; /**< GL_ARB_texture_storage */
1223
1224 GLuint MinLevel; /**< GL_ARB_texture_view */
1225 GLuint MinLayer; /**< GL_ARB_texture_view */
1226 GLuint NumLevels; /**< GL_ARB_texture_view */
1227 GLuint NumLayers; /**< GL_ARB_texture_view */
1228
1229 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1230 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1231
1232 /** GL_ARB_texture_buffer_object */
1233 struct gl_buffer_object *BufferObject;
1234 GLenum BufferObjectFormat;
1235 /** Equivalent Mesa format for BufferObjectFormat. */
1236 mesa_format _BufferObjectFormat;
1237 /** GL_ARB_texture_buffer_range */
1238 GLintptr BufferOffset;
1239 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1240
1241 /** GL_OES_EGL_image_external */
1242 GLint RequiredTextureImageUnits;
1243
1244 /** GL_ARB_shader_image_load_store */
1245 GLenum ImageFormatCompatibilityType;
1246 };
1247
1248
1249 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1250 #define MAX_COMBINER_TERMS 4
1251
1252
1253 /**
1254 * Texture combine environment state.
1255 */
1256 struct gl_tex_env_combine_state
1257 {
1258 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1259 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1260 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1261 GLenum SourceRGB[MAX_COMBINER_TERMS];
1262 GLenum SourceA[MAX_COMBINER_TERMS];
1263 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1264 GLenum OperandRGB[MAX_COMBINER_TERMS];
1265 GLenum OperandA[MAX_COMBINER_TERMS];
1266 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1267 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1268 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1269 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1270 };
1271
1272
1273 /**
1274 * TexGenEnabled flags.
1275 */
1276 /*@{*/
1277 #define S_BIT 1
1278 #define T_BIT 2
1279 #define R_BIT 4
1280 #define Q_BIT 8
1281 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1282 /*@}*/
1283
1284
1285 /**
1286 * Bit flag versions of the corresponding GL_ constants.
1287 */
1288 /*@{*/
1289 #define TEXGEN_SPHERE_MAP 0x1
1290 #define TEXGEN_OBJ_LINEAR 0x2
1291 #define TEXGEN_EYE_LINEAR 0x4
1292 #define TEXGEN_REFLECTION_MAP_NV 0x8
1293 #define TEXGEN_NORMAL_MAP_NV 0x10
1294
1295 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1296 TEXGEN_REFLECTION_MAP_NV | \
1297 TEXGEN_NORMAL_MAP_NV)
1298 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1299 TEXGEN_REFLECTION_MAP_NV | \
1300 TEXGEN_NORMAL_MAP_NV | \
1301 TEXGEN_EYE_LINEAR)
1302 /*@}*/
1303
1304
1305
1306 /** Tex-gen enabled for texture unit? */
1307 #define ENABLE_TEXGEN(unit) (1 << (unit))
1308
1309 /** Non-identity texture matrix for texture unit? */
1310 #define ENABLE_TEXMAT(unit) (1 << (unit))
1311
1312
1313 /**
1314 * Texture coord generation state.
1315 */
1316 struct gl_texgen
1317 {
1318 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1319 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1320 GLfloat ObjectPlane[4];
1321 GLfloat EyePlane[4];
1322 };
1323
1324
1325 /**
1326 * Texture unit state. Contains enable flags, texture environment/function/
1327 * combiners, texgen state, and pointers to current texture objects.
1328 */
1329 struct gl_texture_unit
1330 {
1331 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1332
1333 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1334 GLclampf EnvColor[4];
1335 GLfloat EnvColorUnclamped[4];
1336
1337 struct gl_texgen GenS;
1338 struct gl_texgen GenT;
1339 struct gl_texgen GenR;
1340 struct gl_texgen GenQ;
1341 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1342 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1343
1344 GLfloat LodBias; /**< for biasing mipmap levels */
1345
1346 /** Current sampler object (GL_ARB_sampler_objects) */
1347 struct gl_sampler_object *Sampler;
1348
1349 /**
1350 * \name GL_EXT_texture_env_combine
1351 */
1352 struct gl_tex_env_combine_state Combine;
1353
1354 /**
1355 * Derived state based on \c EnvMode and the \c BaseFormat of the
1356 * currently enabled texture.
1357 */
1358 struct gl_tex_env_combine_state _EnvMode;
1359
1360 /**
1361 * Currently enabled combiner state. This will point to either
1362 * \c Combine or \c _EnvMode.
1363 */
1364 struct gl_tex_env_combine_state *_CurrentCombine;
1365
1366 /** Current texture object pointers */
1367 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1368
1369 /** Points to highest priority, complete and enabled texture object */
1370 struct gl_texture_object *_Current;
1371
1372 /** Texture targets that have a non-default texture bound */
1373 GLbitfield _BoundTextures;
1374 };
1375
1376
1377 /**
1378 * Texture attribute group (GL_TEXTURE_BIT).
1379 */
1380 struct gl_texture_attrib
1381 {
1382 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1383 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1384
1385 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1386
1387 /** GL_ARB_texture_buffer_object */
1388 struct gl_buffer_object *BufferObject;
1389
1390 /** GL_ARB_seamless_cubemap */
1391 GLboolean CubeMapSeamless;
1392
1393 /** Texture coord units/sets used for fragment texturing */
1394 GLbitfield _EnabledCoordUnits;
1395
1396 /** Texture coord units that have texgen enabled */
1397 GLbitfield _TexGenEnabled;
1398
1399 /** Texture coord units that have non-identity matrices */
1400 GLbitfield _TexMatEnabled;
1401
1402 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1403 GLbitfield _GenFlags;
1404
1405 /** Largest index of a texture unit with _Current != NULL. */
1406 GLint _MaxEnabledTexImageUnit;
1407
1408 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1409 GLint NumCurrentTexUsed;
1410 };
1411
1412
1413 /**
1414 * Data structure representing a single clip plane (e.g. one of the elements
1415 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1416 */
1417 typedef GLfloat gl_clip_plane[4];
1418
1419
1420 /**
1421 * Transformation attribute group (GL_TRANSFORM_BIT).
1422 */
1423 struct gl_transform_attrib
1424 {
1425 GLenum MatrixMode; /**< Matrix mode */
1426 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1427 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1428 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1429 GLboolean Normalize; /**< Normalize all normals? */
1430 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1431 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1432 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1433 };
1434
1435
1436 /**
1437 * Viewport attribute group (GL_VIEWPORT_BIT).
1438 */
1439 struct gl_viewport_attrib
1440 {
1441 GLfloat X, Y; /**< position */
1442 GLfloat Width, Height; /**< size */
1443 GLdouble Near, Far; /**< Depth buffer range */
1444 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1445 };
1446
1447
1448 typedef enum {
1449 MAP_USER,
1450 MAP_INTERNAL,
1451
1452 MAP_COUNT
1453 } gl_map_buffer_index;
1454
1455
1456 /**
1457 * Fields describing a mapped buffer range.
1458 */
1459 struct gl_buffer_mapping {
1460 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1461 GLvoid *Pointer; /**< User-space address of mapping */
1462 GLintptr Offset; /**< Mapped offset */
1463 GLsizeiptr Length; /**< Mapped length */
1464 };
1465
1466
1467 /**
1468 * GL_ARB_vertex/pixel_buffer_object buffer object
1469 */
1470 struct gl_buffer_object
1471 {
1472 mtx_t Mutex;
1473 GLint RefCount;
1474 GLuint Name;
1475 GLchar *Label; /**< GL_KHR_debug */
1476 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1477 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1478 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1479 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1480 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1481 GLboolean Written; /**< Ever written to? (for debugging) */
1482 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1483 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1484
1485 struct gl_buffer_mapping Mappings[MAP_COUNT];
1486 };
1487
1488
1489 /**
1490 * Client pixel packing/unpacking attributes
1491 */
1492 struct gl_pixelstore_attrib
1493 {
1494 GLint Alignment;
1495 GLint RowLength;
1496 GLint SkipPixels;
1497 GLint SkipRows;
1498 GLint ImageHeight;
1499 GLint SkipImages;
1500 GLboolean SwapBytes;
1501 GLboolean LsbFirst;
1502 GLboolean Invert; /**< GL_MESA_pack_invert */
1503 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1504 GLint CompressedBlockHeight;
1505 GLint CompressedBlockDepth;
1506 GLint CompressedBlockSize;
1507 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1508 };
1509
1510
1511 /**
1512 * Client vertex array attributes
1513 */
1514 struct gl_client_array
1515 {
1516 GLint Size; /**< components per element (1,2,3,4) */
1517 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1518 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1519 GLsizei Stride; /**< user-specified stride */
1520 GLsizei StrideB; /**< actual stride in bytes */
1521 const GLubyte *Ptr; /**< Points to array data */
1522 GLboolean Enabled; /**< Enabled flag is a boolean */
1523 GLboolean Normalized; /**< GL_ARB_vertex_program */
1524 GLboolean Integer; /**< Integer-valued? */
1525 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1526 GLuint _ElementSize; /**< size of each element in bytes */
1527
1528 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1529 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1530 };
1531
1532
1533 /**
1534 * Vertex attribute array as seen by the client.
1535 *
1536 * Contains the size, type, format and normalization flag,
1537 * along with the index of a vertex buffer binding point.
1538 *
1539 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1540 * and is only present for backwards compatibility reasons.
1541 * Rendering always uses VERTEX_BINDING_STRIDE.
1542 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1543 * and VERTEX_BINDING_STRIDE to the same value, while
1544 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1545 */
1546 struct gl_vertex_attrib_array
1547 {
1548 GLint Size; /**< Components per element (1,2,3,4) */
1549 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1550 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1551 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1552 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1553 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1554 GLboolean Enabled; /**< Whether the array is enabled */
1555 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1556 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1557 GLuint _ElementSize; /**< Size of each element in bytes */
1558 GLuint VertexBinding; /**< Vertex buffer binding */
1559 };
1560
1561
1562 /**
1563 * This describes the buffer object used for a vertex array (or
1564 * multiple vertex arrays). If BufferObj points to the default/null
1565 * buffer object, then the vertex array lives in user memory and not a VBO.
1566 */
1567 struct gl_vertex_buffer_binding
1568 {
1569 GLintptr Offset; /**< User-specified offset */
1570 GLsizei Stride; /**< User-specified stride */
1571 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1572 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1573 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1574 };
1575
1576
1577 /**
1578 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1579 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1580 * extension.
1581 */
1582 struct gl_vertex_array_object
1583 {
1584 /** Name of the VAO as received from glGenVertexArray. */
1585 GLuint Name;
1586 GLchar *Label; /**< GL_KHR_debug */
1587
1588 GLint RefCount;
1589 mtx_t Mutex;
1590
1591 /**
1592 * Does the VAO use ARB semantics or Apple semantics?
1593 *
1594 * There are several ways in which ARB_vertex_array_object and
1595 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1596 * least,
1597 *
1598 * - ARB VAOs require that all array data be sourced from vertex buffer
1599 * objects, but Apple VAOs do not.
1600 *
1601 * - ARB VAOs require that names come from GenVertexArrays.
1602 *
1603 * This flag notes which behavior governs this VAO.
1604 */
1605 GLboolean ARBsemantics;
1606
1607 /**
1608 * Has this array object been bound?
1609 */
1610 GLboolean EverBound;
1611
1612 /**
1613 * Derived vertex attribute arrays
1614 *
1615 * This is a legacy data structure created from gl_vertex_attrib_array and
1616 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1617 */
1618 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1619
1620 /** Vertex attribute arrays */
1621 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1622
1623 /** Vertex buffer bindings */
1624 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1625
1626 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1627 GLbitfield64 _Enabled;
1628
1629 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1630 GLbitfield64 NewArrays;
1631
1632 /**
1633 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1634 * we can determine the max legal (in bounds) glDrawElements array index.
1635 */
1636 GLuint _MaxElement;
1637
1638 /** The index buffer (also known as the element array buffer in OpenGL). */
1639 struct gl_buffer_object *IndexBufferObj;
1640 };
1641
1642
1643 /** Used to signal when transitioning from one kind of drawing method
1644 * to another.
1645 */
1646 typedef enum {
1647 DRAW_NONE, /**< Initial value only */
1648 DRAW_BEGIN_END,
1649 DRAW_DISPLAY_LIST,
1650 DRAW_ARRAYS
1651 } gl_draw_method;
1652
1653
1654 /**
1655 * Vertex array state
1656 */
1657 struct gl_array_attrib
1658 {
1659 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1660 struct gl_vertex_array_object *VAO;
1661
1662 /** The default vertex array object */
1663 struct gl_vertex_array_object *DefaultVAO;
1664
1665 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1666 struct _mesa_HashTable *Objects;
1667
1668 GLint ActiveTexture; /**< Client Active Texture */
1669 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1670 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1671
1672 /**
1673 * \name Primitive restart controls
1674 *
1675 * Primitive restart is enabled if either \c PrimitiveRestart or
1676 * \c PrimitiveRestartFixedIndex is set.
1677 */
1678 /*@{*/
1679 GLboolean PrimitiveRestart;
1680 GLboolean PrimitiveRestartFixedIndex;
1681 GLboolean _PrimitiveRestart;
1682 GLuint RestartIndex;
1683 /*@}*/
1684
1685 /* GL_ARB_vertex_buffer_object */
1686 struct gl_buffer_object *ArrayBufferObj;
1687
1688 /**
1689 * Vertex arrays as consumed by a driver.
1690 * The array pointer is set up only by the VBO module.
1691 */
1692 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1693
1694 /** One of the DRAW_xxx flags, not consumed by drivers */
1695 gl_draw_method DrawMethod;
1696
1697 /** Legal array datatypes */
1698 GLbitfield LegalTypesMask;
1699 };
1700
1701
1702 /**
1703 * Feedback buffer state
1704 */
1705 struct gl_feedback
1706 {
1707 GLenum Type;
1708 GLbitfield _Mask; /**< FB_* bits */
1709 GLfloat *Buffer;
1710 GLuint BufferSize;
1711 GLuint Count;
1712 };
1713
1714
1715 /**
1716 * Selection buffer state
1717 */
1718 struct gl_selection
1719 {
1720 GLuint *Buffer; /**< selection buffer */
1721 GLuint BufferSize; /**< size of the selection buffer */
1722 GLuint BufferCount; /**< number of values in the selection buffer */
1723 GLuint Hits; /**< number of records in the selection buffer */
1724 GLuint NameStackDepth; /**< name stack depth */
1725 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1726 GLboolean HitFlag; /**< hit flag */
1727 GLfloat HitMinZ; /**< minimum hit depth */
1728 GLfloat HitMaxZ; /**< maximum hit depth */
1729 };
1730
1731
1732 /**
1733 * 1-D Evaluator control points
1734 */
1735 struct gl_1d_map
1736 {
1737 GLuint Order; /**< Number of control points */
1738 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1739 GLfloat *Points; /**< Points to contiguous control points */
1740 };
1741
1742
1743 /**
1744 * 2-D Evaluator control points
1745 */
1746 struct gl_2d_map
1747 {
1748 GLuint Uorder; /**< Number of control points in U dimension */
1749 GLuint Vorder; /**< Number of control points in V dimension */
1750 GLfloat u1, u2, du;
1751 GLfloat v1, v2, dv;
1752 GLfloat *Points; /**< Points to contiguous control points */
1753 };
1754
1755
1756 /**
1757 * All evaluator control point state
1758 */
1759 struct gl_evaluators
1760 {
1761 /**
1762 * \name 1-D maps
1763 */
1764 /*@{*/
1765 struct gl_1d_map Map1Vertex3;
1766 struct gl_1d_map Map1Vertex4;
1767 struct gl_1d_map Map1Index;
1768 struct gl_1d_map Map1Color4;
1769 struct gl_1d_map Map1Normal;
1770 struct gl_1d_map Map1Texture1;
1771 struct gl_1d_map Map1Texture2;
1772 struct gl_1d_map Map1Texture3;
1773 struct gl_1d_map Map1Texture4;
1774 /*@}*/
1775
1776 /**
1777 * \name 2-D maps
1778 */
1779 /*@{*/
1780 struct gl_2d_map Map2Vertex3;
1781 struct gl_2d_map Map2Vertex4;
1782 struct gl_2d_map Map2Index;
1783 struct gl_2d_map Map2Color4;
1784 struct gl_2d_map Map2Normal;
1785 struct gl_2d_map Map2Texture1;
1786 struct gl_2d_map Map2Texture2;
1787 struct gl_2d_map Map2Texture3;
1788 struct gl_2d_map Map2Texture4;
1789 /*@}*/
1790 };
1791
1792
1793 struct gl_transform_feedback_varying_info
1794 {
1795 char *Name;
1796 GLenum Type;
1797 GLint Size;
1798 };
1799
1800
1801 /**
1802 * Per-output info vertex shaders for transform feedback.
1803 */
1804 struct gl_transform_feedback_output
1805 {
1806 unsigned OutputRegister;
1807 unsigned OutputBuffer;
1808 unsigned NumComponents;
1809 unsigned StreamId;
1810
1811 /** offset (in DWORDs) of this output within the interleaved structure */
1812 unsigned DstOffset;
1813
1814 /**
1815 * Offset into the output register of the data to output. For example,
1816 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1817 * offset is in the y and z components of the output register.
1818 */
1819 unsigned ComponentOffset;
1820 };
1821
1822
1823 /** Post-link transform feedback info. */
1824 struct gl_transform_feedback_info
1825 {
1826 unsigned NumOutputs;
1827
1828 /**
1829 * Number of transform feedback buffers in use by this program.
1830 */
1831 unsigned NumBuffers;
1832
1833 struct gl_transform_feedback_output *Outputs;
1834
1835 /** Transform feedback varyings used for the linking of this shader program.
1836 *
1837 * Use for glGetTransformFeedbackVarying().
1838 */
1839 struct gl_transform_feedback_varying_info *Varyings;
1840 GLint NumVarying;
1841
1842 /**
1843 * Total number of components stored in each buffer. This may be used by
1844 * hardware back-ends to determine the correct stride when interleaving
1845 * multiple transform feedback outputs in the same buffer.
1846 */
1847 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1848 };
1849
1850
1851 /**
1852 * Transform feedback object state
1853 */
1854 struct gl_transform_feedback_object
1855 {
1856 GLuint Name; /**< AKA the object ID */
1857 GLchar *Label; /**< GL_KHR_debug */
1858 GLint RefCount;
1859 GLboolean Active; /**< Is transform feedback enabled? */
1860 GLboolean Paused; /**< Is transform feedback paused? */
1861 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1862 at least once? */
1863 GLboolean EverBound; /**< Has this object been bound? */
1864
1865 /**
1866 * The shader program active when BeginTransformFeedback() was called.
1867 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1868 * where stage is the pipeline stage that is the source of data for
1869 * transform feedback.
1870 */
1871 struct gl_shader_program *shader_program;
1872
1873 /**
1874 * GLES: if Active is true, remaining number of primitives which can be
1875 * rendered without overflow. This is necessary to track because GLES
1876 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1877 * glDrawArraysInstanced would overflow transform feedback buffers.
1878 * Undefined if Active is false.
1879 *
1880 * Not tracked for desktop GL since it's unnecessary.
1881 */
1882 unsigned GlesRemainingPrims;
1883
1884 /** The feedback buffers */
1885 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1886 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1887
1888 /** Start of feedback data in dest buffer */
1889 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1890
1891 /**
1892 * Max data to put into dest buffer (in bytes). Computed based on
1893 * RequestedSize and the actual size of the buffer.
1894 */
1895 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1896
1897 /**
1898 * Size that was specified when the buffer was bound. If the buffer was
1899 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1900 * zero.
1901 */
1902 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1903 };
1904
1905
1906 /**
1907 * Context state for transform feedback.
1908 */
1909 struct gl_transform_feedback_state
1910 {
1911 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1912
1913 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1914 struct gl_buffer_object *CurrentBuffer;
1915
1916 /** The table of all transform feedback objects */
1917 struct _mesa_HashTable *Objects;
1918
1919 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1920 struct gl_transform_feedback_object *CurrentObject;
1921
1922 /** The default xform-fb object (Name==0) */
1923 struct gl_transform_feedback_object *DefaultObject;
1924 };
1925
1926
1927 /**
1928 * A "performance monitor" as described in AMD_performance_monitor.
1929 */
1930 struct gl_perf_monitor_object
1931 {
1932 GLuint Name;
1933
1934 /** True if the monitor is currently active (Begin called but not End). */
1935 GLboolean Active;
1936
1937 /**
1938 * True if the monitor has ended.
1939 *
1940 * This is distinct from !Active because it may never have began.
1941 */
1942 GLboolean Ended;
1943
1944 /**
1945 * A list of groups with currently active counters.
1946 *
1947 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1948 */
1949 unsigned *ActiveGroups;
1950
1951 /**
1952 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1953 *
1954 * Checking whether counter 'c' in group 'g' is active can be done via:
1955 *
1956 * BITSET_TEST(ActiveCounters[g], c)
1957 */
1958 GLuint **ActiveCounters;
1959 };
1960
1961
1962 union gl_perf_monitor_counter_value
1963 {
1964 float f;
1965 uint64_t u64;
1966 uint32_t u32;
1967 };
1968
1969
1970 struct gl_perf_monitor_counter
1971 {
1972 /** Human readable name for the counter. */
1973 const char *Name;
1974
1975 /**
1976 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1977 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1978 */
1979 GLenum Type;
1980
1981 /** Minimum counter value. */
1982 union gl_perf_monitor_counter_value Minimum;
1983
1984 /** Maximum counter value. */
1985 union gl_perf_monitor_counter_value Maximum;
1986 };
1987
1988
1989 struct gl_perf_monitor_group
1990 {
1991 /** Human readable name for the group. */
1992 const char *Name;
1993
1994 /**
1995 * Maximum number of counters in this group which can be active at the
1996 * same time.
1997 */
1998 GLuint MaxActiveCounters;
1999
2000 /** Array of counters within this group. */
2001 const struct gl_perf_monitor_counter *Counters;
2002 GLuint NumCounters;
2003 };
2004
2005
2006 /**
2007 * Context state for AMD_performance_monitor.
2008 */
2009 struct gl_perf_monitor_state
2010 {
2011 /** Array of performance monitor groups (indexed by group ID) */
2012 const struct gl_perf_monitor_group *Groups;
2013 GLuint NumGroups;
2014
2015 /** The table of all performance monitors. */
2016 struct _mesa_HashTable *Monitors;
2017 };
2018
2019
2020 /**
2021 * Names of the various vertex/fragment program register files, etc.
2022 *
2023 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2024 * All values should fit in a 4-bit field.
2025 *
2026 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2027 * considered to be "uniform" variables since they can only be set outside
2028 * glBegin/End. They're also all stored in the same Parameters array.
2029 */
2030 typedef enum
2031 {
2032 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2033 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2034 PROGRAM_INPUT, /**< machine->Inputs[] */
2035 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2036 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2037 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2038 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2039 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2040 PROGRAM_ADDRESS, /**< machine->AddressReg */
2041 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2042 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2043 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2044 PROGRAM_FILE_MAX
2045 } gl_register_file;
2046
2047
2048 /**
2049 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2050 * one of these values.
2051 */
2052 typedef enum
2053 {
2054 /**
2055 * \name Vertex shader system values
2056 */
2057 /*@{*/
2058 /**
2059 * OpenGL-style vertex ID.
2060 *
2061 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
2062 * OpenGL 3.3 core profile spec says:
2063 *
2064 * "gl_VertexID holds the integer index i implicitly passed by
2065 * DrawArrays or one of the other drawing commands defined in section
2066 * 2.8.3."
2067 *
2068 * Section 2.8.3 (Drawing Commands) of the same spec says:
2069 *
2070 * "The commands....are equivalent to the commands with the same base
2071 * name (without the BaseVertex suffix), except that the ith element
2072 * transferred by the corresponding draw call will be taken from
2073 * element indices[i] + basevertex of each enabled array."
2074 *
2075 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
2076 * says:
2077 *
2078 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
2079 * gl_InstanceID, which contain, respectively the index of the vertex
2080 * and instance. The value of gl_VertexID is the implicitly passed
2081 * index of the vertex being processed, which includes the value of
2082 * baseVertex, for those commands that accept it."
2083 *
2084 * gl_VertexID gets basevertex added in. This differs from DirectX where
2085 * SV_VertexID does \b not get basevertex added in.
2086 *
2087 * \note
2088 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
2089 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
2090 * \c SYSTEM_VALUE_BASE_VERTEX.
2091 *
2092 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
2093 */
2094 SYSTEM_VALUE_VERTEX_ID,
2095
2096 /**
2097 * Instanced ID as supplied to gl_InstanceID
2098 *
2099 * Values assigned to gl_InstanceID always begin with zero, regardless of
2100 * the value of baseinstance.
2101 *
2102 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
2103 * says:
2104 *
2105 * "gl_InstanceID holds the integer instance number of the current
2106 * primitive in an instanced draw call (see section 10.5)."
2107 *
2108 * Through a big chain of pseudocode, section 10.5 describes that
2109 * baseinstance is not counted by gl_InstanceID. In that section, notice
2110 *
2111 * "If an enabled vertex attribute array is instanced (it has a
2112 * non-zero divisor as specified by VertexAttribDivisor), the element
2113 * index that is transferred to the GL, for all vertices, is given by
2114 *
2115 * floor(instance/divisor) + baseinstance
2116 *
2117 * If an array corresponding to an attribute required by a vertex
2118 * shader is not enabled, then the corresponding element is taken from
2119 * the current attribute state (see section 10.2)."
2120 *
2121 * Note that baseinstance is \b not included in the value of instance.
2122 */
2123 SYSTEM_VALUE_INSTANCE_ID,
2124
2125 /**
2126 * DirectX-style vertex ID.
2127 *
2128 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
2129 * the value of basevertex.
2130 *
2131 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
2132 */
2133 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
2134
2135 /**
2136 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
2137 * functions.
2138 *
2139 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
2140 */
2141 SYSTEM_VALUE_BASE_VERTEX,
2142 /*@}*/
2143
2144 /**
2145 * \name Geometry shader system values
2146 */
2147 /*@{*/
2148 SYSTEM_VALUE_INVOCATION_ID,
2149 /*@}*/
2150
2151 /**
2152 * \name Fragment shader system values
2153 */
2154 /*@{*/
2155 SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */
2156 SYSTEM_VALUE_SAMPLE_ID,
2157 SYSTEM_VALUE_SAMPLE_POS,
2158 SYSTEM_VALUE_SAMPLE_MASK_IN,
2159 /*@}*/
2160
2161 SYSTEM_VALUE_MAX /**< Number of values */
2162 } gl_system_value;
2163
2164
2165 /**
2166 * The possible interpolation qualifiers that can be applied to a fragment
2167 * shader input in GLSL.
2168 *
2169 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2170 * gl_fragment_program data structure to 0 causes the default behavior.
2171 */
2172 enum glsl_interp_qualifier
2173 {
2174 INTERP_QUALIFIER_NONE = 0,
2175 INTERP_QUALIFIER_SMOOTH,
2176 INTERP_QUALIFIER_FLAT,
2177 INTERP_QUALIFIER_NOPERSPECTIVE,
2178 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2179 };
2180
2181
2182 /**
2183 * \brief Layout qualifiers for gl_FragDepth.
2184 *
2185 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2186 * a layout qualifier.
2187 *
2188 * \see enum ir_depth_layout
2189 */
2190 enum gl_frag_depth_layout
2191 {
2192 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2193 FRAG_DEPTH_LAYOUT_ANY,
2194 FRAG_DEPTH_LAYOUT_GREATER,
2195 FRAG_DEPTH_LAYOUT_LESS,
2196 FRAG_DEPTH_LAYOUT_UNCHANGED
2197 };
2198
2199
2200 /**
2201 * Base class for any kind of program object
2202 */
2203 struct gl_program
2204 {
2205 GLuint Id;
2206 GLubyte *String; /**< Null-terminated program text */
2207 GLint RefCount;
2208 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2209 GLenum Format; /**< String encoding format */
2210
2211 struct prog_instruction *Instructions;
2212
2213 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2214 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2215 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2216 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2217 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2218 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2219 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2220 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2221
2222 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2223
2224 /**
2225 * For vertex and geometry shaders, true if the program uses the
2226 * gl_ClipDistance output. Ignored for fragment shaders.
2227 */
2228 GLboolean UsesClipDistanceOut;
2229
2230
2231 /** Named parameters, constants, etc. from program text */
2232 struct gl_program_parameter_list *Parameters;
2233
2234 /**
2235 * Local parameters used by the program.
2236 *
2237 * It's dynamically allocated because it is rarely used (just
2238 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2239 * allocated.
2240 */
2241 GLfloat (*LocalParams)[4];
2242
2243 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2244 GLubyte SamplerUnits[MAX_SAMPLERS];
2245
2246 /** Bitmask of which register files are read/written with indirect
2247 * addressing. Mask of (1 << PROGRAM_x) bits.
2248 */
2249 GLbitfield IndirectRegisterFiles;
2250
2251 /** Logical counts */
2252 /*@{*/
2253 GLuint NumInstructions;
2254 GLuint NumTemporaries;
2255 GLuint NumParameters;
2256 GLuint NumAttributes;
2257 GLuint NumAddressRegs;
2258 GLuint NumAluInstructions;
2259 GLuint NumTexInstructions;
2260 GLuint NumTexIndirections;
2261 /*@}*/
2262 /** Native, actual h/w counts */
2263 /*@{*/
2264 GLuint NumNativeInstructions;
2265 GLuint NumNativeTemporaries;
2266 GLuint NumNativeParameters;
2267 GLuint NumNativeAttributes;
2268 GLuint NumNativeAddressRegs;
2269 GLuint NumNativeAluInstructions;
2270 GLuint NumNativeTexInstructions;
2271 GLuint NumNativeTexIndirections;
2272 /*@}*/
2273 };
2274
2275
2276 /** Vertex program object */
2277 struct gl_vertex_program
2278 {
2279 struct gl_program Base; /**< base class */
2280 GLboolean IsPositionInvariant;
2281 };
2282
2283
2284 /** Geometry program object */
2285 struct gl_geometry_program
2286 {
2287 struct gl_program Base; /**< base class */
2288
2289 GLint VerticesIn;
2290 GLint VerticesOut;
2291 GLint Invocations;
2292 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2293 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2294 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2295 bool UsesEndPrimitive;
2296 bool UsesStreams;
2297 };
2298
2299
2300 /** Fragment program object */
2301 struct gl_fragment_program
2302 {
2303 struct gl_program Base; /**< base class */
2304 GLboolean UsesKill; /**< shader uses KIL instruction */
2305 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2306 GLboolean OriginUpperLeft;
2307 GLboolean PixelCenterInteger;
2308 enum gl_frag_depth_layout FragDepthLayout;
2309
2310 /**
2311 * GLSL interpolation qualifier associated with each fragment shader input.
2312 * For inputs that do not have an interpolation qualifier specified in
2313 * GLSL, the value is INTERP_QUALIFIER_NONE.
2314 */
2315 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2316
2317 /**
2318 * Bitfield indicating, for each fragment shader input, 1 if that input
2319 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2320 */
2321 GLbitfield64 IsCentroid;
2322
2323 /**
2324 * Bitfield indicating, for each fragment shader input, 1 if that input
2325 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2326 */
2327 GLbitfield64 IsSample;
2328 };
2329
2330
2331 /** Compute program object */
2332 struct gl_compute_program
2333 {
2334 struct gl_program Base; /**< base class */
2335
2336 /**
2337 * Size specified using local_size_{x,y,z}.
2338 */
2339 unsigned LocalSize[3];
2340 };
2341
2342
2343 /**
2344 * State common to vertex and fragment programs.
2345 */
2346 struct gl_program_state
2347 {
2348 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2349 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2350 };
2351
2352
2353 /**
2354 * Context state for vertex programs.
2355 */
2356 struct gl_vertex_program_state
2357 {
2358 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2359 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2360 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2361 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2362 /** Computed two sided lighting for fixed function/programs. */
2363 GLboolean _TwoSideEnabled;
2364 struct gl_vertex_program *Current; /**< User-bound vertex program */
2365
2366 /** Currently enabled and valid vertex program (including internal
2367 * programs, user-defined vertex programs and GLSL vertex shaders).
2368 * This is the program we must use when rendering.
2369 */
2370 struct gl_vertex_program *_Current;
2371
2372 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2373
2374 /** Should fixed-function T&L be implemented with a vertex prog? */
2375 GLboolean _MaintainTnlProgram;
2376
2377 /** Program to emulate fixed-function T&L (see above) */
2378 struct gl_vertex_program *_TnlProgram;
2379
2380 /** Cache of fixed-function programs */
2381 struct gl_program_cache *Cache;
2382
2383 GLboolean _Overriden;
2384 };
2385
2386
2387 /**
2388 * Context state for geometry programs.
2389 */
2390 struct gl_geometry_program_state
2391 {
2392 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2393 GLboolean _Enabled; /**< Enabled and valid program? */
2394 struct gl_geometry_program *Current; /**< user-bound geometry program */
2395
2396 /** Currently enabled and valid program (including internal programs
2397 * and compiled shader programs).
2398 */
2399 struct gl_geometry_program *_Current;
2400
2401 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2402 };
2403
2404 /**
2405 * Context state for fragment programs.
2406 */
2407 struct gl_fragment_program_state
2408 {
2409 GLboolean Enabled; /**< User-set fragment program enable flag */
2410 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2411 struct gl_fragment_program *Current; /**< User-bound fragment program */
2412
2413 /** Currently enabled and valid fragment program (including internal
2414 * programs, user-defined fragment programs and GLSL fragment shaders).
2415 * This is the program we must use when rendering.
2416 */
2417 struct gl_fragment_program *_Current;
2418
2419 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2420
2421 /** Should fixed-function texturing be implemented with a fragment prog? */
2422 GLboolean _MaintainTexEnvProgram;
2423
2424 /** Program to emulate fixed-function texture env/combine (see above) */
2425 struct gl_fragment_program *_TexEnvProgram;
2426
2427 /** Cache of fixed-function programs */
2428 struct gl_program_cache *Cache;
2429 };
2430
2431
2432 /**
2433 * Context state for compute programs.
2434 */
2435 struct gl_compute_program_state
2436 {
2437 struct gl_compute_program *Current; /**< user-bound compute program */
2438
2439 /** Currently enabled and valid program (including internal programs
2440 * and compiled shader programs).
2441 */
2442 struct gl_compute_program *_Current;
2443 };
2444
2445
2446 /**
2447 * ATI_fragment_shader runtime state
2448 */
2449 #define ATI_FS_INPUT_PRIMARY 0
2450 #define ATI_FS_INPUT_SECONDARY 1
2451
2452 struct atifs_instruction;
2453 struct atifs_setupinst;
2454
2455 /**
2456 * ATI fragment shader
2457 */
2458 struct ati_fragment_shader
2459 {
2460 GLuint Id;
2461 GLint RefCount;
2462 struct atifs_instruction *Instructions[2];
2463 struct atifs_setupinst *SetupInst[2];
2464 GLfloat Constants[8][4];
2465 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2466 GLubyte numArithInstr[2];
2467 GLubyte regsAssigned[2];
2468 GLubyte NumPasses; /**< 1 or 2 */
2469 GLubyte cur_pass;
2470 GLubyte last_optype;
2471 GLboolean interpinp1;
2472 GLboolean isValid;
2473 GLuint swizzlerq;
2474 };
2475
2476 /**
2477 * Context state for GL_ATI_fragment_shader
2478 */
2479 struct gl_ati_fragment_shader_state
2480 {
2481 GLboolean Enabled;
2482 GLboolean _Enabled; /**< enabled and valid shader? */
2483 GLboolean Compiling;
2484 GLfloat GlobalConstants[8][4];
2485 struct ati_fragment_shader *Current;
2486 };
2487
2488
2489 /** Set by #pragma directives */
2490 struct gl_sl_pragmas
2491 {
2492 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2493 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2494 GLboolean Optimize; /**< defaults on */
2495 GLboolean Debug; /**< defaults off */
2496 };
2497
2498
2499 /**
2500 * A GLSL vertex or fragment shader object.
2501 */
2502 struct gl_shader
2503 {
2504 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2505 * Must be the first field.
2506 */
2507 GLenum Type;
2508 gl_shader_stage Stage;
2509 GLuint Name; /**< AKA the handle */
2510 GLchar *Label; /**< GL_KHR_debug */
2511 GLint RefCount; /**< Reference count */
2512 GLboolean DeletePending;
2513 GLboolean CompileStatus;
2514 const GLchar *Source; /**< Source code string */
2515 GLuint SourceChecksum; /**< for debug/logging purposes */
2516 struct gl_program *Program; /**< Post-compile assembly code */
2517 GLchar *InfoLog;
2518 struct gl_sl_pragmas Pragmas;
2519
2520 unsigned Version; /**< GLSL version used for linking */
2521 GLboolean IsES; /**< True if this shader uses GLSL ES */
2522
2523 /**
2524 * \name Sampler tracking
2525 *
2526 * \note Each of these fields is only set post-linking.
2527 */
2528 /*@{*/
2529 unsigned num_samplers; /**< Number of samplers used by this shader. */
2530 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2531 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2532 /*@}*/
2533
2534 /**
2535 * Map from sampler unit to texture unit (set by glUniform1i())
2536 *
2537 * A sampler unit is associated with each sampler uniform by the linker.
2538 * The sampler unit associated with each uniform is stored in the
2539 * \c gl_uniform_storage::sampler field.
2540 */
2541 GLubyte SamplerUnits[MAX_SAMPLERS];
2542 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2543 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2544
2545 /**
2546 * Number of default uniform block components used by this shader.
2547 *
2548 * This field is only set post-linking.
2549 */
2550 unsigned num_uniform_components;
2551
2552 /**
2553 * Number of combined uniform components used by this shader.
2554 *
2555 * This field is only set post-linking. It is the sum of the uniform block
2556 * sizes divided by sizeof(float), and num_uniform_compoennts.
2557 */
2558 unsigned num_combined_uniform_components;
2559
2560 /**
2561 * This shader's uniform block information.
2562 *
2563 * These fields are only set post-linking.
2564 */
2565 struct gl_uniform_block *UniformBlocks;
2566 unsigned NumUniformBlocks;
2567
2568 struct exec_list *ir;
2569 struct glsl_symbol_table *symbols;
2570
2571 bool uses_builtin_functions;
2572 bool uses_gl_fragcoord;
2573 bool redeclares_gl_fragcoord;
2574 bool ARB_fragment_coord_conventions_enable;
2575
2576 /**
2577 * Fragment shader state from GLSL 1.50 layout qualifiers.
2578 */
2579 bool origin_upper_left;
2580 bool pixel_center_integer;
2581
2582 /**
2583 * Geometry shader state from GLSL 1.50 layout qualifiers.
2584 */
2585 struct {
2586 GLint VerticesOut;
2587 /**
2588 * 0 - Invocations count not declared in shader, or
2589 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2590 */
2591 GLint Invocations;
2592 /**
2593 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2594 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2595 * shader.
2596 */
2597 GLenum InputType;
2598 /**
2599 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2600 * it's not set in this shader.
2601 */
2602 GLenum OutputType;
2603 } Geom;
2604
2605 /**
2606 * Map from image uniform index to image unit (set by glUniform1i())
2607 *
2608 * An image uniform index is associated with each image uniform by
2609 * the linker. The image index associated with each uniform is
2610 * stored in the \c gl_uniform_storage::image field.
2611 */
2612 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2613
2614 /**
2615 * Access qualifier specified in the shader for each image uniform
2616 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2617 * GL_READ_WRITE.
2618 *
2619 * It may be different, though only more strict than the value of
2620 * \c gl_image_unit::Access for the corresponding image unit.
2621 */
2622 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2623
2624 /**
2625 * Number of image uniforms defined in the shader. It specifies
2626 * the number of valid elements in the \c ImageUnits and \c
2627 * ImageAccess arrays above.
2628 */
2629 GLuint NumImages;
2630
2631 /**
2632 * Compute shader state from ARB_compute_shader layout qualifiers.
2633 */
2634 struct {
2635 /**
2636 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2637 * it's not set in this shader.
2638 */
2639 unsigned LocalSize[3];
2640 } Comp;
2641 };
2642
2643
2644 struct gl_uniform_buffer_variable
2645 {
2646 char *Name;
2647
2648 /**
2649 * Name of the uniform as seen by glGetUniformIndices.
2650 *
2651 * glGetUniformIndices requires that the block instance index \b not be
2652 * present in the name of queried uniforms.
2653 *
2654 * \note
2655 * \c gl_uniform_buffer_variable::IndexName and
2656 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2657 */
2658 char *IndexName;
2659
2660 const struct glsl_type *Type;
2661 unsigned int Offset;
2662 GLboolean RowMajor;
2663 };
2664
2665
2666 enum gl_uniform_block_packing
2667 {
2668 ubo_packing_std140,
2669 ubo_packing_shared,
2670 ubo_packing_packed
2671 };
2672
2673
2674 struct gl_uniform_block
2675 {
2676 /** Declared name of the uniform block */
2677 char *Name;
2678
2679 /** Array of supplemental information about UBO ir_variables. */
2680 struct gl_uniform_buffer_variable *Uniforms;
2681 GLuint NumUniforms;
2682
2683 /**
2684 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2685 * with glBindBufferBase to bind a buffer object to this uniform block. When
2686 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2687 */
2688 GLuint Binding;
2689
2690 /**
2691 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2692 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2693 */
2694 GLuint UniformBufferSize;
2695
2696 /**
2697 * Layout specified in the shader
2698 *
2699 * This isn't accessible through the API, but it is used while
2700 * cross-validating uniform blocks.
2701 */
2702 enum gl_uniform_block_packing _Packing;
2703 };
2704
2705 /**
2706 * Structure that represents a reference to an atomic buffer from some
2707 * shader program.
2708 */
2709 struct gl_active_atomic_buffer
2710 {
2711 /** Uniform indices of the atomic counters declared within it. */
2712 GLuint *Uniforms;
2713 GLuint NumUniforms;
2714
2715 /** Binding point index associated with it. */
2716 GLuint Binding;
2717
2718 /** Minimum reasonable size it is expected to have. */
2719 GLuint MinimumSize;
2720
2721 /** Shader stages making use of it. */
2722 GLboolean StageReferences[MESA_SHADER_STAGES];
2723 };
2724
2725 /**
2726 * A GLSL program object.
2727 * Basically a linked collection of vertex and fragment shaders.
2728 */
2729 struct gl_shader_program
2730 {
2731 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2732 GLuint Name; /**< aka handle or ID */
2733 GLchar *Label; /**< GL_KHR_debug */
2734 GLint RefCount; /**< Reference count */
2735 GLboolean DeletePending;
2736
2737 /**
2738 * Is the application intending to glGetProgramBinary this program?
2739 */
2740 GLboolean BinaryRetreivableHint;
2741
2742 /**
2743 * Indicates whether program can be bound for individual pipeline stages
2744 * using UseProgramStages after it is next linked.
2745 */
2746 GLboolean SeparateShader;
2747
2748 GLuint NumShaders; /**< number of attached shaders */
2749 struct gl_shader **Shaders; /**< List of attached the shaders */
2750
2751 /**
2752 * User-defined attribute bindings
2753 *
2754 * These are set via \c glBindAttribLocation and are used to direct the
2755 * GLSL linker. These are \b not the values used in the compiled shader,
2756 * and they are \b not the values returned by \c glGetAttribLocation.
2757 */
2758 struct string_to_uint_map *AttributeBindings;
2759
2760 /**
2761 * User-defined fragment data bindings
2762 *
2763 * These are set via \c glBindFragDataLocation and are used to direct the
2764 * GLSL linker. These are \b not the values used in the compiled shader,
2765 * and they are \b not the values returned by \c glGetFragDataLocation.
2766 */
2767 struct string_to_uint_map *FragDataBindings;
2768 struct string_to_uint_map *FragDataIndexBindings;
2769
2770 /**
2771 * Transform feedback varyings last specified by
2772 * glTransformFeedbackVaryings().
2773 *
2774 * For the current set of transform feeedback varyings used for transform
2775 * feedback output, see LinkedTransformFeedback.
2776 */
2777 struct {
2778 GLenum BufferMode;
2779 GLuint NumVarying;
2780 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2781 } TransformFeedback;
2782
2783 /** Post-link transform feedback info. */
2784 struct gl_transform_feedback_info LinkedTransformFeedback;
2785
2786 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2787 enum gl_frag_depth_layout FragDepthLayout;
2788
2789 /**
2790 * Geometry shader state - copied into gl_geometry_program by
2791 * _mesa_copy_linked_program_data().
2792 */
2793 struct {
2794 GLint VerticesIn;
2795 GLint VerticesOut;
2796 /**
2797 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2798 */
2799 GLint Invocations;
2800 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2801 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2802 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2803 /**
2804 * True if gl_ClipDistance is written to. Copied into
2805 * gl_geometry_program by _mesa_copy_linked_program_data().
2806 */
2807 GLboolean UsesClipDistance;
2808 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2809 0 if not present. */
2810 bool UsesEndPrimitive;
2811 bool UsesStreams;
2812 } Geom;
2813
2814 /** Vertex shader state */
2815 struct {
2816 /**
2817 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2818 * by _mesa_copy_linked_program_data().
2819 */
2820 GLboolean UsesClipDistance;
2821 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2822 0 if not present. */
2823 } Vert;
2824
2825 /**
2826 * Compute shader state - copied into gl_compute_program by
2827 * _mesa_copy_linked_program_data().
2828 */
2829 struct {
2830 /**
2831 * If this shader contains a compute stage, size specified using
2832 * local_size_{x,y,z}. Otherwise undefined.
2833 */
2834 unsigned LocalSize[3];
2835 } Comp;
2836
2837 /* post-link info: */
2838 unsigned NumUserUniformStorage;
2839 struct gl_uniform_storage *UniformStorage;
2840
2841 /**
2842 * Mapping from GL uniform locations returned by \c glUniformLocation to
2843 * UniformStorage entries. Arrays will have multiple contiguous slots
2844 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2845 */
2846 unsigned NumUniformRemapTable;
2847 struct gl_uniform_storage **UniformRemapTable;
2848
2849 /**
2850 * Size of the gl_ClipDistance array that is output from the last pipeline
2851 * stage before the fragment shader.
2852 */
2853 unsigned LastClipDistanceArraySize;
2854
2855 struct gl_uniform_block *UniformBlocks;
2856 unsigned NumUniformBlocks;
2857
2858 /**
2859 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2860 * they're used in, or -1.
2861 *
2862 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2863 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2864 */
2865 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2866
2867 /**
2868 * Map of active uniform names to locations
2869 *
2870 * Maps any active uniform that is not an array element to a location.
2871 * Each active uniform, including individual structure members will appear
2872 * in this map. This roughly corresponds to the set of names that would be
2873 * enumerated by \c glGetActiveUniform.
2874 */
2875 struct string_to_uint_map *UniformHash;
2876
2877 struct gl_active_atomic_buffer *AtomicBuffers;
2878 unsigned NumAtomicBuffers;
2879
2880 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2881 GLboolean Validated;
2882 GLboolean _Used; /**< Ever used for drawing? */
2883 GLchar *InfoLog;
2884
2885 unsigned Version; /**< GLSL version used for linking */
2886 GLboolean IsES; /**< True if this program uses GLSL ES */
2887
2888 /**
2889 * Per-stage shaders resulting from the first stage of linking.
2890 *
2891 * Set of linked shaders for this program. The array is accessed using the
2892 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2893 * \c NULL.
2894 */
2895 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2896
2897 /* True if any of the fragment shaders attached to this program use:
2898 * #extension ARB_fragment_coord_conventions: enable
2899 */
2900 GLboolean ARB_fragment_coord_conventions_enable;
2901 };
2902
2903
2904 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2905 #define GLSL_LOG 0x2 /**< Write shaders to files */
2906 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2907 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2908 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2909 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2910 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2911 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2912 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2913 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2914
2915
2916 /**
2917 * Context state for GLSL vertex/fragment shaders.
2918 * Extended to support pipeline object
2919 */
2920 struct gl_pipeline_object
2921 {
2922 /** Name of the pipeline object as received from glGenProgramPipelines.
2923 * It would be 0 for shaders without separate shader objects.
2924 */
2925 GLuint Name;
2926
2927 GLint RefCount;
2928
2929 mtx_t Mutex;
2930
2931 /**
2932 * Programs used for rendering
2933 *
2934 * There is a separate program set for each shader stage.
2935 */
2936 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2937
2938 struct gl_shader_program *_CurrentFragmentProgram;
2939
2940 /**
2941 * Program used by glUniform calls.
2942 *
2943 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2944 */
2945 struct gl_shader_program *ActiveProgram;
2946
2947 GLbitfield Flags; /**< Mask of GLSL_x flags */
2948
2949 GLboolean EverBound; /**< Has the pipeline object been created */
2950
2951 GLboolean Validated; /**< Pipeline Validation status */
2952
2953 GLchar *InfoLog;
2954 };
2955
2956 /**
2957 * Context state for GLSL pipeline shaders.
2958 */
2959 struct gl_pipeline_shader_state
2960 {
2961 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2962 struct gl_pipeline_object *Current;
2963
2964 /* Default Object to ensure that _Shader is never NULL */
2965 struct gl_pipeline_object *Default;
2966
2967 /** Pipeline objects */
2968 struct _mesa_HashTable *Objects;
2969 };
2970
2971 /**
2972 * Compiler options for a single GLSL shaders type
2973 */
2974 struct gl_shader_compiler_options
2975 {
2976 /** Driver-selectable options: */
2977 GLboolean EmitCondCodes; /**< Use condition codes? */
2978 GLboolean EmitNoLoops;
2979 GLboolean EmitNoFunctions;
2980 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2981 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2982 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2983 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2984 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2985
2986 /**
2987 * \name Forms of indirect addressing the driver cannot do.
2988 */
2989 /*@{*/
2990 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2991 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2992 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2993 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2994 /*@}*/
2995
2996 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2997 GLuint MaxUnrollIterations;
2998
2999 /**
3000 * Optimize code for array of structures backends.
3001 *
3002 * This is a proxy for:
3003 * - preferring DP4 instructions (rather than MUL/MAD) for
3004 * matrix * vector operations, such as position transformation.
3005 */
3006 GLboolean OptimizeForAOS;
3007
3008 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
3009 };
3010
3011
3012 /**
3013 * Occlusion/timer query object.
3014 */
3015 struct gl_query_object
3016 {
3017 GLenum Target; /**< The query target, when active */
3018 GLuint Id; /**< hash table ID/name */
3019 GLchar *Label; /**< GL_KHR_debug */
3020 GLuint64EXT Result; /**< the counter */
3021 GLboolean Active; /**< inside Begin/EndQuery */
3022 GLboolean Ready; /**< result is ready? */
3023 GLboolean EverBound;/**< has query object ever been bound */
3024 GLuint Stream; /**< The stream */
3025 };
3026
3027
3028 /**
3029 * Context state for query objects.
3030 */
3031 struct gl_query_state
3032 {
3033 struct _mesa_HashTable *QueryObjects;
3034 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3035 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3036
3037 /** GL_NV_conditional_render */
3038 struct gl_query_object *CondRenderQuery;
3039
3040 /** GL_EXT_transform_feedback */
3041 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3042 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3043
3044 /** GL_ARB_timer_query */
3045 struct gl_query_object *TimeElapsed;
3046
3047 GLenum CondRenderMode;
3048 };
3049
3050
3051 /** Sync object state */
3052 struct gl_sync_object
3053 {
3054 GLenum Type; /**< GL_SYNC_FENCE */
3055 GLuint Name; /**< Fence name */
3056 GLchar *Label; /**< GL_KHR_debug */
3057 GLint RefCount; /**< Reference count */
3058 GLboolean DeletePending; /**< Object was deleted while there were still
3059 * live references (e.g., sync not yet finished)
3060 */
3061 GLenum SyncCondition;
3062 GLbitfield Flags; /**< Flags passed to glFenceSync */
3063 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3064 };
3065
3066
3067 /**
3068 * State which can be shared by multiple contexts:
3069 */
3070 struct gl_shared_state
3071 {
3072 mtx_t Mutex; /**< for thread safety */
3073 GLint RefCount; /**< Reference count */
3074 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3075 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3076
3077 /** Default texture objects (shared by all texture units) */
3078 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3079
3080 /** Fallback texture used when a bound texture is incomplete */
3081 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3082
3083 /**
3084 * \name Thread safety and statechange notification for texture
3085 * objects.
3086 *
3087 * \todo Improve the granularity of locking.
3088 */
3089 /*@{*/
3090 mtx_t TexMutex; /**< texobj thread safety */
3091 GLuint TextureStateStamp; /**< state notification for shared tex */
3092 /*@}*/
3093
3094 /** Default buffer object for vertex arrays that aren't in VBOs */
3095 struct gl_buffer_object *NullBufferObj;
3096
3097 /**
3098 * \name Vertex/geometry/fragment programs
3099 */
3100 /*@{*/
3101 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3102 struct gl_vertex_program *DefaultVertexProgram;
3103 struct gl_fragment_program *DefaultFragmentProgram;
3104 struct gl_geometry_program *DefaultGeometryProgram;
3105 /*@}*/
3106
3107 /* GL_ATI_fragment_shader */
3108 struct _mesa_HashTable *ATIShaders;
3109 struct ati_fragment_shader *DefaultFragmentShader;
3110
3111 struct _mesa_HashTable *BufferObjects;
3112
3113 /** Table of both gl_shader and gl_shader_program objects */
3114 struct _mesa_HashTable *ShaderObjects;
3115
3116 /* GL_EXT_framebuffer_object */
3117 struct _mesa_HashTable *RenderBuffers;
3118 struct _mesa_HashTable *FrameBuffers;
3119
3120 /* GL_ARB_sync */
3121 struct set *SyncObjects;
3122
3123 /** GL_ARB_sampler_objects */
3124 struct _mesa_HashTable *SamplerObjects;
3125
3126 /**
3127 * Some context in this share group was affected by a GPU reset
3128 *
3129 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3130 * been affected by a GPU reset must also return
3131 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3132 *
3133 * Once this field becomes true, it is never reset to false.
3134 */
3135 bool ShareGroupReset;
3136 };
3137
3138
3139
3140 /**
3141 * Renderbuffers represent drawing surfaces such as color, depth and/or
3142 * stencil. A framebuffer object has a set of renderbuffers.
3143 * Drivers will typically derive subclasses of this type.
3144 */
3145 struct gl_renderbuffer
3146 {
3147 mtx_t Mutex; /**< for thread safety */
3148 GLuint ClassID; /**< Useful for drivers */
3149 GLuint Name;
3150 GLchar *Label; /**< GL_KHR_debug */
3151 GLint RefCount;
3152 GLuint Width, Height;
3153 GLuint Depth;
3154 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3155 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3156 /**
3157 * True for renderbuffers that wrap textures, giving the driver a chance to
3158 * flush render caches through the FinishRenderTexture hook.
3159 *
3160 * Drivers may also set this on renderbuffers other than those generated by
3161 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3162 * called without a rb->TexImage.
3163 */
3164 GLboolean NeedsFinishRenderTexture;
3165 GLubyte NumSamples;
3166 GLenum InternalFormat; /**< The user-specified format */
3167 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3168 GL_STENCIL_INDEX. */
3169 mesa_format Format; /**< The actual renderbuffer memory format */
3170 /**
3171 * Pointer to the texture image if this renderbuffer wraps a texture,
3172 * otherwise NULL.
3173 *
3174 * Note that the reference on the gl_texture_object containing this
3175 * TexImage is held by the gl_renderbuffer_attachment.
3176 */
3177 struct gl_texture_image *TexImage;
3178
3179 /** Delete this renderbuffer */
3180 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3181
3182 /** Allocate new storage for this renderbuffer */
3183 GLboolean (*AllocStorage)(struct gl_context *ctx,
3184 struct gl_renderbuffer *rb,
3185 GLenum internalFormat,
3186 GLuint width, GLuint height);
3187 };
3188
3189
3190 /**
3191 * A renderbuffer attachment points to either a texture object (and specifies
3192 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3193 */
3194 struct gl_renderbuffer_attachment
3195 {
3196 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3197 GLboolean Complete;
3198
3199 /**
3200 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3201 * application supplied renderbuffer object.
3202 */
3203 struct gl_renderbuffer *Renderbuffer;
3204
3205 /**
3206 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3207 * supplied texture object.
3208 */
3209 struct gl_texture_object *Texture;
3210 GLuint TextureLevel; /**< Attached mipmap level. */
3211 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3212 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3213 * and 2D array textures */
3214 GLboolean Layered;
3215 };
3216
3217
3218 /**
3219 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3220 * In C++ terms, think of this as a base class from which device drivers
3221 * will make derived classes.
3222 */
3223 struct gl_framebuffer
3224 {
3225 mtx_t Mutex; /**< for thread safety */
3226 /**
3227 * If zero, this is a window system framebuffer. If non-zero, this
3228 * is a FBO framebuffer; note that for some devices (i.e. those with
3229 * a natural pixel coordinate system for FBOs that differs from the
3230 * OpenGL/Mesa coordinate system), this means that the viewport,
3231 * polygon face orientation, and polygon stipple will have to be inverted.
3232 */
3233 GLuint Name;
3234 GLchar *Label; /**< GL_KHR_debug */
3235
3236 GLint RefCount;
3237 GLboolean DeletePending;
3238
3239 /**
3240 * The framebuffer's visual. Immutable if this is a window system buffer.
3241 * Computed from attachments if user-made FBO.
3242 */
3243 struct gl_config Visual;
3244
3245 GLuint Width, Height; /**< size of frame buffer in pixels */
3246
3247 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3248 /*@{*/
3249 GLint _Xmin, _Xmax; /**< inclusive */
3250 GLint _Ymin, _Ymax; /**< exclusive */
3251 /*@}*/
3252
3253 /** \name Derived Z buffer stuff */
3254 /*@{*/
3255 GLuint _DepthMax; /**< Max depth buffer value */
3256 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3257 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3258 /*@}*/
3259
3260 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3261 GLenum _Status;
3262
3263 /** Integer color values */
3264 GLboolean _IntegerColor;
3265
3266 /* ARB_color_buffer_float */
3267 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3268 GLboolean _HasSNormOrFloatColorBuffer;
3269
3270 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3271 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3272
3273 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3274 * attribute group and GL_PIXEL attribute group, respectively.
3275 */
3276 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3277 GLenum ColorReadBuffer;
3278
3279 /** Computed from ColorDraw/ReadBuffer above */
3280 GLuint _NumColorDrawBuffers;
3281 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3282 GLint _ColorReadBufferIndex; /* -1 = None */
3283 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3284 struct gl_renderbuffer *_ColorReadBuffer;
3285
3286 /**
3287 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3288 * is not layered. For cube maps and cube map arrays, each cube face
3289 * counts as a layer.
3290 */
3291 GLuint MaxNumLayers;
3292
3293 /** Delete this framebuffer */
3294 void (*Delete)(struct gl_framebuffer *fb);
3295 };
3296
3297
3298 /**
3299 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3300 */
3301 struct gl_precision
3302 {
3303 GLushort RangeMin; /**< min value exponent */
3304 GLushort RangeMax; /**< max value exponent */
3305 GLushort Precision; /**< number of mantissa bits */
3306 };
3307
3308
3309 /**
3310 * Limits for vertex, geometry and fragment programs/shaders.
3311 */
3312 struct gl_program_constants
3313 {
3314 /* logical limits */
3315 GLuint MaxInstructions;
3316 GLuint MaxAluInstructions;
3317 GLuint MaxTexInstructions;
3318 GLuint MaxTexIndirections;
3319 GLuint MaxAttribs;
3320 GLuint MaxTemps;
3321 GLuint MaxAddressRegs;
3322 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3323 GLuint MaxParameters;
3324 GLuint MaxLocalParams;
3325 GLuint MaxEnvParams;
3326 /* native/hardware limits */
3327 GLuint MaxNativeInstructions;
3328 GLuint MaxNativeAluInstructions;
3329 GLuint MaxNativeTexInstructions;
3330 GLuint MaxNativeTexIndirections;
3331 GLuint MaxNativeAttribs;
3332 GLuint MaxNativeTemps;
3333 GLuint MaxNativeAddressRegs;
3334 GLuint MaxNativeParameters;
3335 /* For shaders */
3336 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3337
3338 /**
3339 * \name Per-stage input / output limits
3340 *
3341 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3342 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3343 * ES). This is stored as \c gl_constants::MaxVarying.
3344 *
3345 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3346 * variables. Each stage as a certain number of outputs that it can feed
3347 * to the next stage and a certain number inputs that it can consume from
3348 * the previous stage.
3349 *
3350 * Vertex shader inputs do not participate this in this accounting.
3351 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3352 *
3353 * Fragment shader outputs do not participate this in this accounting.
3354 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3355 */
3356 /*@{*/
3357 GLuint MaxInputComponents;
3358 GLuint MaxOutputComponents;
3359 /*@}*/
3360
3361 /* ES 2.0 and GL_ARB_ES2_compatibility */
3362 struct gl_precision LowFloat, MediumFloat, HighFloat;
3363 struct gl_precision LowInt, MediumInt, HighInt;
3364 /* GL_ARB_uniform_buffer_object */
3365 GLuint MaxUniformBlocks;
3366 GLuint MaxCombinedUniformComponents;
3367 GLuint MaxTextureImageUnits;
3368
3369 /* GL_ARB_shader_atomic_counters */
3370 GLuint MaxAtomicBuffers;
3371 GLuint MaxAtomicCounters;
3372
3373 /* GL_ARB_shader_image_load_store */
3374 GLuint MaxImageUniforms;
3375 };
3376
3377
3378 /**
3379 * Constants which may be overridden by device driver during context creation
3380 * but are never changed after that.
3381 */
3382 struct gl_constants
3383 {
3384 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3385 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3386 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3387 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3388 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3389 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3390 GLuint MaxTextureCoordUnits;
3391 GLuint MaxCombinedTextureImageUnits;
3392 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3393 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3394 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3395 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3396
3397 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3398
3399 GLuint MaxArrayLockSize;
3400
3401 GLint SubPixelBits;
3402
3403 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3404 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3405 GLfloat PointSizeGranularity;
3406 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3407 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3408 GLfloat LineWidthGranularity;
3409
3410 GLuint MaxClipPlanes;
3411 GLuint MaxLights;
3412 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3413 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3414
3415 GLuint MaxViewportWidth, MaxViewportHeight;
3416 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3417 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3418 struct {
3419 GLfloat Min;
3420 GLfloat Max;
3421 } ViewportBounds; /**< GL_ARB_viewport_array */
3422
3423 struct gl_program_constants Program[MESA_SHADER_STAGES];
3424 GLuint MaxProgramMatrices;
3425 GLuint MaxProgramMatrixStackDepth;
3426
3427 struct {
3428 GLuint SamplesPassed;
3429 GLuint TimeElapsed;
3430 GLuint Timestamp;
3431 GLuint PrimitivesGenerated;
3432 GLuint PrimitivesWritten;
3433 } QueryCounterBits;
3434
3435 /** vertex array / buffer object bounds checking */
3436 GLboolean CheckArrayBounds;
3437
3438 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3439
3440 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3441 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3442 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3443
3444 /** Number of varying vectors between any two shader stages. */
3445 GLuint MaxVarying;
3446
3447 /** @{
3448 * GL_ARB_uniform_buffer_object
3449 */
3450 GLuint MaxCombinedUniformBlocks;
3451 GLuint MaxUniformBufferBindings;
3452 GLuint MaxUniformBlockSize;
3453 GLuint UniformBufferOffsetAlignment;
3454 /** @} */
3455
3456 /**
3457 * GL_ARB_explicit_uniform_location
3458 */
3459 GLuint MaxUserAssignableUniformLocations;
3460
3461 /** GL_ARB_geometry_shader4 */
3462 GLuint MaxGeometryOutputVertices;
3463 GLuint MaxGeometryTotalOutputComponents;
3464
3465 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3466
3467 /**
3468 * Changes default GLSL extension behavior from "error" to "warn". It's out
3469 * of spec, but it can make some apps work that otherwise wouldn't.
3470 */
3471 GLboolean ForceGLSLExtensionsWarn;
3472
3473 /**
3474 * If non-zero, forces GLSL shaders without the #version directive to behave
3475 * as if they began with "#version ForceGLSLVersion".
3476 */
3477 GLuint ForceGLSLVersion;
3478
3479 /**
3480 * Allow GLSL #extension directives in the middle of shaders.
3481 */
3482 GLboolean AllowGLSLExtensionDirectiveMidShader;
3483
3484 /**
3485 * Does the driver support real 32-bit integers? (Otherwise, integers are
3486 * simulated via floats.)
3487 */
3488 GLboolean NativeIntegers;
3489
3490 /**
3491 * If the driver supports real 32-bit integers, what integer value should be
3492 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3493 */
3494 GLuint UniformBooleanTrue;
3495
3496 /**
3497 * Maximum amount of time, measured in nanseconds, that the server can wait.
3498 */
3499 GLuint64 MaxServerWaitTimeout;
3500
3501 /** GL_EXT_provoking_vertex */
3502 GLboolean QuadsFollowProvokingVertexConvention;
3503
3504 /** OpenGL version 3.0 */
3505 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3506
3507 /** OpenGL version 3.2 */
3508 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3509
3510 /** OpenGL version 4.4 */
3511 GLuint MaxVertexAttribStride;
3512
3513 /** GL_EXT_transform_feedback */
3514 GLuint MaxTransformFeedbackBuffers;
3515 GLuint MaxTransformFeedbackSeparateComponents;
3516 GLuint MaxTransformFeedbackInterleavedComponents;
3517 GLuint MaxVertexStreams;
3518
3519 /** GL_EXT_gpu_shader4 */
3520 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3521
3522 /** GL_ARB_texture_gather */
3523 GLuint MinProgramTextureGatherOffset;
3524 GLuint MaxProgramTextureGatherOffset;
3525 GLuint MaxProgramTextureGatherComponents;
3526
3527 /* GL_ARB_robustness */
3528 GLenum ResetStrategy;
3529
3530 /* GL_ARB_blend_func_extended */
3531 GLuint MaxDualSourceDrawBuffers;
3532
3533 /**
3534 * Whether the implementation strips out and ignores texture borders.
3535 *
3536 * Many GPU hardware implementations don't support rendering with texture
3537 * borders and mipmapped textures. (Note: not static border color, but the
3538 * old 1-pixel border around each edge). Implementations then have to do
3539 * slow fallbacks to be correct, or just ignore the border and be fast but
3540 * wrong. Setting the flag strips the border off of TexImage calls,
3541 * providing "fast but wrong" at significantly reduced driver complexity.
3542 *
3543 * Texture borders are deprecated in GL 3.0.
3544 **/
3545 GLboolean StripTextureBorder;
3546
3547 /**
3548 * For drivers which can do a better job at eliminating unused uniforms
3549 * than the GLSL compiler.
3550 *
3551 * XXX Remove these as soon as a better solution is available.
3552 */
3553 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3554
3555 /**
3556 * Force software support for primitive restart in the VBO module.
3557 */
3558 GLboolean PrimitiveRestartInSoftware;
3559
3560 /**
3561 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3562 * than passing the transform feedback object to the drawing function.
3563 */
3564 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3565
3566 /** GL_ARB_map_buffer_alignment */
3567 GLuint MinMapBufferAlignment;
3568
3569 /**
3570 * Disable varying packing. This is out of spec, but potentially useful
3571 * for older platforms that supports a limited number of texture
3572 * indirections--on these platforms, unpacking the varyings in the fragment
3573 * shader increases the number of texture indirections by 1, which might
3574 * make some shaders not executable at all.
3575 *
3576 * Drivers that support transform feedback must set this value to GL_FALSE.
3577 */
3578 GLboolean DisableVaryingPacking;
3579
3580 /*
3581 * Maximum value supported for an index in DrawElements and friends.
3582 *
3583 * This must be at least (1ull<<24)-1. The default value is
3584 * (1ull<<32)-1.
3585 *
3586 * \since ES 3.0 or GL_ARB_ES3_compatibility
3587 * \sa _mesa_init_constants
3588 */
3589 GLuint64 MaxElementIndex;
3590
3591 /**
3592 * Disable interpretation of line continuations (lines ending with a
3593 * backslash character ('\') in GLSL source.
3594 */
3595 GLboolean DisableGLSLLineContinuations;
3596
3597 /** GL_ARB_texture_multisample */
3598 GLint MaxColorTextureSamples;
3599 GLint MaxDepthTextureSamples;
3600 GLint MaxIntegerSamples;
3601
3602 /** GL_ARB_shader_atomic_counters */
3603 GLuint MaxAtomicBufferBindings;
3604 GLuint MaxAtomicBufferSize;
3605 GLuint MaxCombinedAtomicBuffers;
3606 GLuint MaxCombinedAtomicCounters;
3607
3608 /** GL_ARB_vertex_attrib_binding */
3609 GLint MaxVertexAttribRelativeOffset;
3610 GLint MaxVertexAttribBindings;
3611
3612 /* GL_ARB_shader_image_load_store */
3613 GLuint MaxImageUnits;
3614 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3615 GLuint MaxImageSamples;
3616 GLuint MaxCombinedImageUniforms;
3617
3618 /** GL_ARB_compute_shader */
3619 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3620 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3621 GLuint MaxComputeWorkGroupInvocations;
3622
3623 /** GL_ARB_gpu_shader5 */
3624 GLfloat MinFragmentInterpolationOffset;
3625 GLfloat MaxFragmentInterpolationOffset;
3626
3627 GLboolean FakeSWMSAA;
3628
3629 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3630 };
3631
3632
3633 /**
3634 * Enable flag for each OpenGL extension. Different device drivers will
3635 * enable different extensions at runtime.
3636 */
3637 struct gl_extensions
3638 {
3639 GLboolean dummy; /* don't remove this! */
3640 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3641 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3642 GLboolean ANGLE_texture_compression_dxt;
3643 GLboolean ARB_ES2_compatibility;
3644 GLboolean ARB_ES3_compatibility;
3645 GLboolean ARB_arrays_of_arrays;
3646 GLboolean ARB_base_instance;
3647 GLboolean ARB_blend_func_extended;
3648 GLboolean ARB_buffer_storage;
3649 GLboolean ARB_clear_texture;
3650 GLboolean ARB_color_buffer_float;
3651 GLboolean ARB_compute_shader;
3652 GLboolean ARB_conditional_render_inverted;
3653 GLboolean ARB_conservative_depth;
3654 GLboolean ARB_copy_image;
3655 GLboolean ARB_depth_buffer_float;
3656 GLboolean ARB_depth_clamp;
3657 GLboolean ARB_depth_texture;
3658 GLboolean ARB_derivative_control;
3659 GLboolean ARB_draw_buffers_blend;
3660 GLboolean ARB_draw_elements_base_vertex;
3661 GLboolean ARB_draw_indirect;
3662 GLboolean ARB_draw_instanced;
3663 GLboolean ARB_fragment_coord_conventions;
3664 GLboolean ARB_fragment_layer_viewport;
3665 GLboolean ARB_fragment_program;
3666 GLboolean ARB_fragment_program_shadow;
3667 GLboolean ARB_fragment_shader;
3668 GLboolean ARB_framebuffer_object;
3669 GLboolean ARB_explicit_attrib_location;
3670 GLboolean ARB_explicit_uniform_location;
3671 GLboolean ARB_geometry_shader4;
3672 GLboolean ARB_gpu_shader5;
3673 GLboolean ARB_half_float_vertex;
3674 GLboolean ARB_instanced_arrays;
3675 GLboolean ARB_internalformat_query;
3676 GLboolean ARB_map_buffer_range;
3677 GLboolean ARB_occlusion_query;
3678 GLboolean ARB_occlusion_query2;
3679 GLboolean ARB_point_sprite;
3680 GLboolean ARB_sample_shading;
3681 GLboolean ARB_seamless_cube_map;
3682 GLboolean ARB_shader_atomic_counters;
3683 GLboolean ARB_shader_bit_encoding;
3684 GLboolean ARB_shader_image_load_store;
3685 GLboolean ARB_shader_stencil_export;
3686 GLboolean ARB_shader_texture_lod;
3687 GLboolean ARB_shading_language_packing;
3688 GLboolean ARB_shading_language_420pack;
3689 GLboolean ARB_shadow;
3690 GLboolean ARB_stencil_texturing;
3691 GLboolean ARB_sync;
3692 GLboolean ARB_texture_border_clamp;
3693 GLboolean ARB_texture_buffer_object;
3694 GLboolean ARB_texture_buffer_object_rgb32;
3695 GLboolean ARB_texture_buffer_range;
3696 GLboolean ARB_texture_compression_bptc;
3697 GLboolean ARB_texture_compression_rgtc;
3698 GLboolean ARB_texture_cube_map;
3699 GLboolean ARB_texture_cube_map_array;
3700 GLboolean ARB_texture_env_combine;
3701 GLboolean ARB_texture_env_crossbar;
3702 GLboolean ARB_texture_env_dot3;
3703 GLboolean ARB_texture_float;
3704 GLboolean ARB_texture_gather;
3705 GLboolean ARB_texture_mirror_clamp_to_edge;
3706 GLboolean ARB_texture_multisample;
3707 GLboolean ARB_texture_non_power_of_two;
3708 GLboolean ARB_texture_stencil8;
3709 GLboolean ARB_texture_query_levels;
3710 GLboolean ARB_texture_query_lod;
3711 GLboolean ARB_texture_rg;
3712 GLboolean ARB_texture_rgb10_a2ui;
3713 GLboolean ARB_texture_view;
3714 GLboolean ARB_timer_query;
3715 GLboolean ARB_transform_feedback2;
3716 GLboolean ARB_transform_feedback3;
3717 GLboolean ARB_transform_feedback_instanced;
3718 GLboolean ARB_uniform_buffer_object;
3719 GLboolean ARB_vertex_program;
3720 GLboolean ARB_vertex_shader;
3721 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3722 GLboolean ARB_vertex_type_2_10_10_10_rev;
3723 GLboolean ARB_viewport_array;
3724 GLboolean EXT_blend_color;
3725 GLboolean EXT_blend_equation_separate;
3726 GLboolean EXT_blend_func_separate;
3727 GLboolean EXT_blend_minmax;
3728 GLboolean EXT_depth_bounds_test;
3729 GLboolean EXT_draw_buffers2;
3730 GLboolean EXT_framebuffer_multisample;
3731 GLboolean EXT_framebuffer_multisample_blit_scaled;
3732 GLboolean EXT_framebuffer_sRGB;
3733 GLboolean EXT_gpu_program_parameters;
3734 GLboolean EXT_gpu_shader4;
3735 GLboolean EXT_packed_float;
3736 GLboolean EXT_pixel_buffer_object;
3737 GLboolean EXT_point_parameters;
3738 GLboolean EXT_provoking_vertex;
3739 GLboolean EXT_shader_integer_mix;
3740 GLboolean EXT_stencil_two_side;
3741 GLboolean EXT_texture3D;
3742 GLboolean EXT_texture_array;
3743 GLboolean EXT_texture_compression_latc;
3744 GLboolean EXT_texture_compression_s3tc;
3745 GLboolean EXT_texture_env_dot3;
3746 GLboolean EXT_texture_filter_anisotropic;
3747 GLboolean EXT_texture_integer;
3748 GLboolean EXT_texture_mirror_clamp;
3749 GLboolean EXT_texture_shared_exponent;
3750 GLboolean EXT_texture_snorm;
3751 GLboolean EXT_texture_sRGB;
3752 GLboolean EXT_texture_sRGB_decode;
3753 GLboolean EXT_texture_swizzle;
3754 GLboolean EXT_transform_feedback;
3755 GLboolean EXT_timer_query;
3756 GLboolean EXT_vertex_array_bgra;
3757 GLboolean OES_standard_derivatives;
3758 /* vendor extensions */
3759 GLboolean AMD_performance_monitor;
3760 GLboolean AMD_seamless_cubemap_per_texture;
3761 GLboolean AMD_vertex_shader_layer;
3762 GLboolean AMD_vertex_shader_viewport_index;
3763 GLboolean APPLE_object_purgeable;
3764 GLboolean ATI_texture_compression_3dc;
3765 GLboolean ATI_texture_mirror_once;
3766 GLboolean ATI_texture_env_combine3;
3767 GLboolean ATI_fragment_shader;
3768 GLboolean ATI_separate_stencil;
3769 GLboolean INTEL_performance_query;
3770 GLboolean MESA_pack_invert;
3771 GLboolean MESA_ycbcr_texture;
3772 GLboolean NV_conditional_render;
3773 GLboolean NV_fog_distance;
3774 GLboolean NV_fragment_program_option;
3775 GLboolean NV_point_sprite;
3776 GLboolean NV_primitive_restart;
3777 GLboolean NV_texture_barrier;
3778 GLboolean NV_texture_env_combine4;
3779 GLboolean NV_texture_rectangle;
3780 GLboolean NV_vdpau_interop;
3781 GLboolean TDFX_texture_compression_FXT1;
3782 GLboolean OES_EGL_image;
3783 GLboolean OES_draw_texture;
3784 GLboolean OES_depth_texture_cube_map;
3785 GLboolean OES_EGL_image_external;
3786 GLboolean OES_compressed_ETC1_RGB8_texture;
3787 GLboolean extension_sentinel;
3788 /** The extension string */
3789 const GLubyte *String;
3790 /** Number of supported extensions */
3791 GLuint Count;
3792 };
3793
3794
3795 /**
3796 * A stack of matrices (projection, modelview, color, texture, etc).
3797 */
3798 struct gl_matrix_stack
3799 {
3800 GLmatrix *Top; /**< points into Stack */
3801 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3802 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3803 GLuint MaxDepth; /**< size of Stack[] array */
3804 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3805 };
3806
3807
3808 /**
3809 * \name Bits for image transfer operations
3810 * \sa __struct gl_contextRec::ImageTransferState.
3811 */
3812 /*@{*/
3813 #define IMAGE_SCALE_BIAS_BIT 0x1
3814 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3815 #define IMAGE_MAP_COLOR_BIT 0x4
3816 #define IMAGE_CLAMP_BIT 0x800
3817
3818
3819 /** Pixel Transfer ops */
3820 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3821 IMAGE_SHIFT_OFFSET_BIT | \
3822 IMAGE_MAP_COLOR_BIT)
3823
3824 /**
3825 * \name Bits to indicate what state has changed.
3826 */
3827 /*@{*/
3828 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3829 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3830 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3831 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3832 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3833 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3834 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3835 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3836 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3837 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3838 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3839 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3840 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3841 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3842 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3843 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3844 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3845 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3846 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3847 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3848 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3849 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3850 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3851 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3852 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3853 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3854 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3855 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3856 #define _NEW_BUFFER_OBJECT (1 << 28)
3857 #define _NEW_FRAG_CLAMP (1 << 29)
3858 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3859 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3860 #define _NEW_ALL ~0
3861 /*@}*/
3862
3863
3864 /**
3865 * Composite state flags
3866 */
3867 /*@{*/
3868 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3869 _NEW_TEXTURE | \
3870 _NEW_POINT | \
3871 _NEW_PROGRAM | \
3872 _NEW_MODELVIEW)
3873
3874 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3875 _NEW_FOG | \
3876 _NEW_PROGRAM)
3877
3878
3879 /*@}*/
3880
3881
3882
3883
3884 /* This has to be included here. */
3885 #include "dd.h"
3886
3887
3888 /**
3889 * Display list flags.
3890 * Strictly this is a tnl-private concept, but it doesn't seem
3891 * worthwhile adding a tnl private structure just to hold this one bit
3892 * of information:
3893 */
3894 #define DLIST_DANGLING_REFS 0x1
3895
3896
3897 /** Opaque declaration of display list payload data type */
3898 union gl_dlist_node;
3899
3900
3901 /**
3902 * Provide a location where information about a display list can be
3903 * collected. Could be extended with driverPrivate structures,
3904 * etc. in the future.
3905 */
3906 struct gl_display_list
3907 {
3908 GLuint Name;
3909 GLchar *Label; /**< GL_KHR_debug */
3910 GLbitfield Flags; /**< DLIST_x flags */
3911 /** The dlist commands are in a linked list of nodes */
3912 union gl_dlist_node *Head;
3913 };
3914
3915
3916 /**
3917 * State used during display list compilation and execution.
3918 */
3919 struct gl_dlist_state
3920 {
3921 GLuint CallDepth; /**< Current recursion calling depth */
3922
3923 struct gl_display_list *CurrentList; /**< List currently being compiled */
3924 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3925 GLuint CurrentPos; /**< Index into current block of nodes */
3926
3927 GLvertexformat ListVtxfmt;
3928
3929 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3930 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3931
3932 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3933 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3934
3935 struct {
3936 /* State known to have been set by the currently-compiling display
3937 * list. Used to eliminate some redundant state changes.
3938 */
3939 GLenum ShadeModel;
3940 } Current;
3941 };
3942
3943 /** @{
3944 *
3945 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3946 * to small enums suitable for use as an array index.
3947 */
3948
3949 enum mesa_debug_source {
3950 MESA_DEBUG_SOURCE_API,
3951 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3952 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3953 MESA_DEBUG_SOURCE_THIRD_PARTY,
3954 MESA_DEBUG_SOURCE_APPLICATION,
3955 MESA_DEBUG_SOURCE_OTHER,
3956 MESA_DEBUG_SOURCE_COUNT
3957 };
3958
3959 enum mesa_debug_type {
3960 MESA_DEBUG_TYPE_ERROR,
3961 MESA_DEBUG_TYPE_DEPRECATED,
3962 MESA_DEBUG_TYPE_UNDEFINED,
3963 MESA_DEBUG_TYPE_PORTABILITY,
3964 MESA_DEBUG_TYPE_PERFORMANCE,
3965 MESA_DEBUG_TYPE_OTHER,
3966 MESA_DEBUG_TYPE_MARKER,
3967 MESA_DEBUG_TYPE_PUSH_GROUP,
3968 MESA_DEBUG_TYPE_POP_GROUP,
3969 MESA_DEBUG_TYPE_COUNT
3970 };
3971
3972 enum mesa_debug_severity {
3973 MESA_DEBUG_SEVERITY_LOW,
3974 MESA_DEBUG_SEVERITY_MEDIUM,
3975 MESA_DEBUG_SEVERITY_HIGH,
3976 MESA_DEBUG_SEVERITY_NOTIFICATION,
3977 MESA_DEBUG_SEVERITY_COUNT
3978 };
3979
3980 /** @} */
3981
3982 /**
3983 * Enum for the OpenGL APIs we know about and may support.
3984 *
3985 * NOTE: This must match the api_enum table in
3986 * src/mesa/main/get_hash_generator.py
3987 */
3988 typedef enum
3989 {
3990 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3991 API_OPENGLES,
3992 API_OPENGLES2,
3993 API_OPENGL_CORE,
3994 API_OPENGL_LAST = API_OPENGL_CORE
3995 } gl_api;
3996
3997 /**
3998 * Driver-specific state flags.
3999 *
4000 * These are or'd with gl_context::NewDriverState to notify a driver about
4001 * a state change. The driver sets the flags at context creation and
4002 * the meaning of the bits set is opaque to core Mesa.
4003 */
4004 struct gl_driver_flags
4005 {
4006 /** gl_context::Array::_DrawArrays (vertex array state) */
4007 uint64_t NewArray;
4008
4009 /** gl_context::TransformFeedback::CurrentObject */
4010 uint64_t NewTransformFeedback;
4011
4012 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4013 uint64_t NewTransformFeedbackProg;
4014
4015 /** gl_context::RasterDiscard */
4016 uint64_t NewRasterizerDiscard;
4017
4018 /**
4019 * gl_context::UniformBufferBindings
4020 * gl_shader_program::UniformBlocks
4021 */
4022 uint64_t NewUniformBuffer;
4023
4024 /**
4025 * gl_context::AtomicBufferBindings
4026 */
4027 uint64_t NewAtomicBuffer;
4028
4029 /**
4030 * gl_context::ImageUnits
4031 */
4032 uint64_t NewImageUnits;
4033 };
4034
4035 struct gl_uniform_buffer_binding
4036 {
4037 struct gl_buffer_object *BufferObject;
4038 /** Start of uniform block data in the buffer */
4039 GLintptr Offset;
4040 /** Size of data allowed to be referenced from the buffer (in bytes) */
4041 GLsizeiptr Size;
4042 /**
4043 * glBindBufferBase() indicates that the Size should be ignored and only
4044 * limited by the current size of the BufferObject.
4045 */
4046 GLboolean AutomaticSize;
4047 };
4048
4049 /**
4050 * ARB_shader_image_load_store image unit.
4051 */
4052 struct gl_image_unit
4053 {
4054 /**
4055 * Texture object bound to this unit.
4056 */
4057 struct gl_texture_object *TexObj;
4058
4059 /**
4060 * Level of the texture object bound to this unit.
4061 */
4062 GLuint Level;
4063
4064 /**
4065 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4066 * GL_FALSE if only some specific layer of the texture is bound.
4067 * \sa Layer
4068 */
4069 GLboolean Layered;
4070
4071 /**
4072 * Layer of the texture object bound to this unit, or zero if the
4073 * whole level is bound.
4074 */
4075 GLuint Layer;
4076
4077 /**
4078 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4079 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4080 */
4081 GLenum Access;
4082
4083 /**
4084 * GL internal format that determines the interpretation of the
4085 * image memory when shader image operations are performed through
4086 * this unit.
4087 */
4088 GLenum Format;
4089
4090 /**
4091 * Mesa format corresponding to \c Format.
4092 */
4093 mesa_format _ActualFormat;
4094
4095 /**
4096 * GL_TRUE if the state of this image unit is valid and access from
4097 * the shader is allowed. Otherwise loads from this unit should
4098 * return zero and stores should have no effect.
4099 */
4100 GLboolean _Valid;
4101 };
4102
4103 /**
4104 * Binding point for an atomic counter buffer object.
4105 */
4106 struct gl_atomic_buffer_binding
4107 {
4108 struct gl_buffer_object *BufferObject;
4109 GLintptr Offset;
4110 GLsizeiptr Size;
4111 };
4112
4113 /**
4114 * Mesa rendering context.
4115 *
4116 * This is the central context data structure for Mesa. Almost all
4117 * OpenGL state is contained in this structure.
4118 * Think of this as a base class from which device drivers will derive
4119 * sub classes.
4120 */
4121 struct gl_context
4122 {
4123 /** State possibly shared with other contexts in the address space */
4124 struct gl_shared_state *Shared;
4125
4126 /** \name API function pointer tables */
4127 /*@{*/
4128 gl_api API;
4129 /**
4130 * The current dispatch table for non-displaylist-saving execution, either
4131 * BeginEnd or OutsideBeginEnd
4132 */
4133 struct _glapi_table *Exec;
4134 /**
4135 * The normal dispatch table for non-displaylist-saving, non-begin/end
4136 */
4137 struct _glapi_table *OutsideBeginEnd;
4138 /** The dispatch table used between glNewList() and glEndList() */
4139 struct _glapi_table *Save;
4140 /**
4141 * The dispatch table used between glBegin() and glEnd() (outside of a
4142 * display list). Only valid functions between those two are set, which is
4143 * mostly just the set in a GLvertexformat struct.
4144 */
4145 struct _glapi_table *BeginEnd;
4146 /**
4147 * Tracks the current dispatch table out of the 3 above, so that it can be
4148 * re-set on glXMakeCurrent().
4149 */
4150 struct _glapi_table *CurrentDispatch;
4151 /*@}*/
4152
4153 struct gl_config Visual;
4154 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4155 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4156 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4157 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4158
4159 /**
4160 * Device driver function pointer table
4161 */
4162 struct dd_function_table Driver;
4163
4164 /** Core/Driver constants */
4165 struct gl_constants Const;
4166
4167 /** \name The various 4x4 matrix stacks */
4168 /*@{*/
4169 struct gl_matrix_stack ModelviewMatrixStack;
4170 struct gl_matrix_stack ProjectionMatrixStack;
4171 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4172 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4173 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4174 /*@}*/
4175
4176 /** Combined modelview and projection matrix */
4177 GLmatrix _ModelProjectMatrix;
4178
4179 /** \name Display lists */
4180 struct gl_dlist_state ListState;
4181
4182 GLboolean ExecuteFlag; /**< Execute GL commands? */
4183 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4184
4185 /** Extension information */
4186 struct gl_extensions Extensions;
4187
4188 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4189 GLuint Version;
4190 char *VersionString;
4191
4192 /** \name State attribute stack (for glPush/PopAttrib) */
4193 /*@{*/
4194 GLuint AttribStackDepth;
4195 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4196 /*@}*/
4197
4198 /** \name Renderer attribute groups
4199 *
4200 * We define a struct for each attribute group to make pushing and popping
4201 * attributes easy. Also it's a good organization.
4202 */
4203 /*@{*/
4204 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4205 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4206 struct gl_current_attrib Current; /**< Current attributes */
4207 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4208 struct gl_eval_attrib Eval; /**< Eval attributes */
4209 struct gl_fog_attrib Fog; /**< Fog attributes */
4210 struct gl_hint_attrib Hint; /**< Hint attributes */
4211 struct gl_light_attrib Light; /**< Light attributes */
4212 struct gl_line_attrib Line; /**< Line attributes */
4213 struct gl_list_attrib List; /**< List attributes */
4214 struct gl_multisample_attrib Multisample;
4215 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4216 struct gl_point_attrib Point; /**< Point attributes */
4217 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4218 GLuint PolygonStipple[32]; /**< Polygon stipple */
4219 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4220 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4221 struct gl_texture_attrib Texture; /**< Texture attributes */
4222 struct gl_transform_attrib Transform; /**< Transformation attributes */
4223 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4224 /*@}*/
4225
4226 /** \name Client attribute stack */
4227 /*@{*/
4228 GLuint ClientAttribStackDepth;
4229 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4230 /*@}*/
4231
4232 /** \name Client attribute groups */
4233 /*@{*/
4234 struct gl_array_attrib Array; /**< Vertex arrays */
4235 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4236 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4237 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4238 /*@}*/
4239
4240 /** \name Other assorted state (not pushed/popped on attribute stack) */
4241 /*@{*/
4242 struct gl_pixelmaps PixelMaps;
4243
4244 struct gl_evaluators EvalMap; /**< All evaluators */
4245 struct gl_feedback Feedback; /**< Feedback */
4246 struct gl_selection Select; /**< Selection */
4247
4248 struct gl_program_state Program; /**< general program state */
4249 struct gl_vertex_program_state VertexProgram;
4250 struct gl_fragment_program_state FragmentProgram;
4251 struct gl_geometry_program_state GeometryProgram;
4252 struct gl_compute_program_state ComputeProgram;
4253 struct gl_ati_fragment_shader_state ATIFragmentShader;
4254
4255 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4256 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4257
4258 /**
4259 * Current active shader pipeline state
4260 *
4261 * Almost all internal users want ::_Shader instead of ::Shader. The
4262 * exceptions are bits of legacy GLSL API that do not know about separate
4263 * shader objects.
4264 *
4265 * If a program is active via \c glUseProgram, this will point to
4266 * \c ::Shader.
4267 *
4268 * If a program pipeline is active via \c glBindProgramPipeline, this will
4269 * point to \c ::Pipeline.Current.
4270 *
4271 * If neither a program nor a program pipeline is active, this will point to
4272 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4273 * \c NULL.
4274 */
4275 struct gl_pipeline_object *_Shader;
4276
4277 struct gl_query_state Query; /**< occlusion, timer queries */
4278
4279 struct gl_transform_feedback_state TransformFeedback;
4280
4281 struct gl_perf_monitor_state PerfMonitor;
4282
4283 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4284
4285 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4286 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4287
4288 /**
4289 * Current GL_ARB_uniform_buffer_object binding referenced by
4290 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4291 */
4292 struct gl_buffer_object *UniformBuffer;
4293
4294 /**
4295 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4296 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4297 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4298 * shader program.
4299 */
4300 struct gl_uniform_buffer_binding
4301 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4302
4303 /**
4304 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4305 * target.
4306 */
4307 struct gl_buffer_object *AtomicBuffer;
4308
4309 /**
4310 * Array of atomic counter buffer binding points.
4311 */
4312 struct gl_atomic_buffer_binding
4313 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4314
4315 /**
4316 * Array of image units for ARB_shader_image_load_store.
4317 */
4318 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4319
4320 /*@}*/
4321
4322 struct gl_meta_state *Meta; /**< for "meta" operations */
4323
4324 /* GL_EXT_framebuffer_object */
4325 struct gl_renderbuffer *CurrentRenderbuffer;
4326
4327 GLenum ErrorValue; /**< Last error code */
4328
4329 /**
4330 * Recognize and silence repeated error debug messages in buggy apps.
4331 */
4332 const char *ErrorDebugFmtString;
4333 GLuint ErrorDebugCount;
4334
4335 /* GL_ARB_debug_output/GL_KHR_debug */
4336 struct gl_debug_state *Debug;
4337
4338 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4339 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4340 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4341
4342 struct gl_driver_flags DriverFlags;
4343
4344 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4345
4346 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4347
4348 /** \name Derived state */
4349 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4350 GLfloat _EyeZDir[3];
4351 GLfloat _ModelViewInvScale;
4352 GLboolean _NeedEyeCoords;
4353 GLboolean _ForceEyeCoords;
4354
4355 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4356
4357 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4358
4359 /** \name For debugging/development only */
4360 /*@{*/
4361 GLboolean FirstTimeCurrent;
4362 /*@}*/
4363
4364 /**
4365 * False if this context was created without a config. This is needed
4366 * because the initial state of glDrawBuffers depends on this
4367 */
4368 GLboolean HasConfig;
4369
4370 /** software compression/decompression supported or not */
4371 GLboolean Mesa_DXTn;
4372
4373 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4374
4375 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4376
4377 /**
4378 * \name Hooks for module contexts.
4379 *
4380 * These will eventually live in the driver or elsewhere.
4381 */
4382 /*@{*/
4383 void *swrast_context;
4384 void *swsetup_context;
4385 void *swtnl_context;
4386 struct vbo_context *vbo_context;
4387 struct st_context *st;
4388 void *aelt_context;
4389 /*@}*/
4390
4391 /**
4392 * \name NV_vdpau_interop
4393 */
4394 /*@{*/
4395 const void *vdpDevice;
4396 const void *vdpGetProcAddress;
4397 struct set *vdpSurfaces;
4398 /*@}*/
4399
4400 /**
4401 * Has this context observed a GPU reset in any context in the share group?
4402 *
4403 * Once this field becomes true, it is never reset to false.
4404 */
4405 GLboolean ShareGroupReset;
4406 };
4407
4408
4409 #ifdef DEBUG
4410 extern int MESA_VERBOSE;
4411 extern int MESA_DEBUG_FLAGS;
4412 # define MESA_FUNCTION __FUNCTION__
4413 #else
4414 # define MESA_VERBOSE 0
4415 # define MESA_DEBUG_FLAGS 0
4416 # define MESA_FUNCTION "a function"
4417 # ifndef NDEBUG
4418 # define NDEBUG
4419 # endif
4420 #endif
4421
4422
4423 /** The MESA_VERBOSE var is a bitmask of these flags */
4424 enum _verbose
4425 {
4426 VERBOSE_VARRAY = 0x0001,
4427 VERBOSE_TEXTURE = 0x0002,
4428 VERBOSE_MATERIAL = 0x0004,
4429 VERBOSE_PIPELINE = 0x0008,
4430 VERBOSE_DRIVER = 0x0010,
4431 VERBOSE_STATE = 0x0020,
4432 VERBOSE_API = 0x0040,
4433 VERBOSE_DISPLAY_LIST = 0x0100,
4434 VERBOSE_LIGHTING = 0x0200,
4435 VERBOSE_PRIMS = 0x0400,
4436 VERBOSE_VERTS = 0x0800,
4437 VERBOSE_DISASSEM = 0x1000,
4438 VERBOSE_DRAW = 0x2000,
4439 VERBOSE_SWAPBUFFERS = 0x4000
4440 };
4441
4442
4443 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4444 enum _debug
4445 {
4446 DEBUG_SILENT = (1 << 0),
4447 DEBUG_ALWAYS_FLUSH = (1 << 1),
4448 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4449 DEBUG_INCOMPLETE_FBO = (1 << 3)
4450 };
4451
4452
4453
4454 #ifdef __cplusplus
4455 }
4456 #endif
4457
4458 #endif /* MTYPES_H */