mesa: fix broken glGet*(GL_POLYGON_MODE) query
[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 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/simple_mtx.h"
50 #include "util/u_dynarray.h"
51
52
53 #ifdef __cplusplus
54 extern "C" {
55 #endif
56
57
58 /** Set a single bit */
59 #define BITFIELD_BIT(b) ((GLbitfield)1 << (b))
60 /** Set all bits up to excluding bit b */
61 #define BITFIELD_MASK(b) \
62 ((b) == 32 ? (~(GLbitfield)0) : BITFIELD_BIT(b) - 1)
63 /** Set count bits starting from bit b */
64 #define BITFIELD_RANGE(b, count) \
65 (BITFIELD_MASK((b) + (count)) & ~BITFIELD_MASK(b))
66
67
68 /**
69 * \name 64-bit extension of GLbitfield.
70 */
71 /*@{*/
72 typedef GLuint64 GLbitfield64;
73
74 /** Set a single bit */
75 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
76 /** Set all bits up to excluding bit b */
77 #define BITFIELD64_MASK(b) \
78 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
79 /** Set count bits starting from bit b */
80 #define BITFIELD64_RANGE(b, count) \
81 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
82
83
84 /**
85 * \name Some forward type declarations
86 */
87 /*@{*/
88 struct _mesa_HashTable;
89 struct gl_attrib_node;
90 struct gl_list_extensions;
91 struct gl_meta_state;
92 struct gl_program_cache;
93 struct gl_texture_object;
94 struct gl_debug_state;
95 struct gl_context;
96 struct st_context;
97 struct gl_uniform_storage;
98 struct prog_instruction;
99 struct gl_program_parameter_list;
100 struct gl_shader_spirv_data;
101 struct set;
102 struct vbo_context;
103 /*@}*/
104
105
106 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
107 #define PRIM_MAX GL_PATCHES
108 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
109 #define PRIM_UNKNOWN (PRIM_MAX + 2)
110
111 /**
112 * Determine if the given gl_varying_slot appears in the fragment shader.
113 */
114 static inline GLboolean
115 _mesa_varying_slot_in_fs(gl_varying_slot slot)
116 {
117 switch (slot) {
118 case VARYING_SLOT_PSIZ:
119 case VARYING_SLOT_BFC0:
120 case VARYING_SLOT_BFC1:
121 case VARYING_SLOT_EDGE:
122 case VARYING_SLOT_CLIP_VERTEX:
123 case VARYING_SLOT_LAYER:
124 case VARYING_SLOT_TESS_LEVEL_OUTER:
125 case VARYING_SLOT_TESS_LEVEL_INNER:
126 case VARYING_SLOT_BOUNDING_BOX0:
127 case VARYING_SLOT_BOUNDING_BOX1:
128 return GL_FALSE;
129 default:
130 return GL_TRUE;
131 }
132 }
133
134 /**
135 * Indexes for all renderbuffers
136 */
137 typedef enum
138 {
139 /* the four standard color buffers */
140 BUFFER_FRONT_LEFT,
141 BUFFER_BACK_LEFT,
142 BUFFER_FRONT_RIGHT,
143 BUFFER_BACK_RIGHT,
144 BUFFER_DEPTH,
145 BUFFER_STENCIL,
146 BUFFER_ACCUM,
147 /* optional aux buffer */
148 BUFFER_AUX0,
149 /* generic renderbuffers */
150 BUFFER_COLOR0,
151 BUFFER_COLOR1,
152 BUFFER_COLOR2,
153 BUFFER_COLOR3,
154 BUFFER_COLOR4,
155 BUFFER_COLOR5,
156 BUFFER_COLOR6,
157 BUFFER_COLOR7,
158 BUFFER_COUNT,
159 BUFFER_NONE = -1,
160 } gl_buffer_index;
161
162 /**
163 * Bit flags for all renderbuffers
164 */
165 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
166 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
167 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
168 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
169 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
170 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
171 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
172 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
173 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
174 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
175 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
176 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
177 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
178 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
179 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
180 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
181 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
182 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
183 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
184
185 /**
186 * Mask of all the color buffer bits (but not accum).
187 */
188 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
189 BUFFER_BIT_BACK_LEFT | \
190 BUFFER_BIT_FRONT_RIGHT | \
191 BUFFER_BIT_BACK_RIGHT | \
192 BUFFER_BIT_AUX0 | \
193 BUFFER_BIT_COLOR0 | \
194 BUFFER_BIT_COLOR1 | \
195 BUFFER_BIT_COLOR2 | \
196 BUFFER_BIT_COLOR3 | \
197 BUFFER_BIT_COLOR4 | \
198 BUFFER_BIT_COLOR5 | \
199 BUFFER_BIT_COLOR6 | \
200 BUFFER_BIT_COLOR7)
201
202 /* Mask of bits for depth+stencil buffers */
203 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
204
205 /**
206 * Framebuffer configuration (aka visual / pixelformat)
207 * Note: some of these fields should be boolean, but it appears that
208 * code in drivers/dri/common/util.c requires int-sized fields.
209 */
210 struct gl_config
211 {
212 GLboolean rgbMode;
213 GLboolean floatMode;
214 GLuint doubleBufferMode;
215 GLuint stereoMode;
216
217 GLboolean haveAccumBuffer;
218 GLboolean haveDepthBuffer;
219 GLboolean haveStencilBuffer;
220
221 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
222 GLuint redMask, greenMask, blueMask, alphaMask;
223 GLint rgbBits; /* total bits for rgb */
224 GLint indexBits; /* total bits for colorindex */
225
226 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
227 GLint depthBits;
228 GLint stencilBits;
229
230 GLint numAuxBuffers;
231
232 GLint level;
233
234 /* EXT_visual_rating / GLX 1.2 */
235 GLint visualRating;
236
237 /* EXT_visual_info / GLX 1.2 */
238 GLint transparentPixel;
239 /* colors are floats scaled to ints */
240 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
241 GLint transparentIndex;
242
243 /* ARB_multisample / SGIS_multisample */
244 GLint sampleBuffers;
245 GLuint samples;
246
247 /* SGIX_pbuffer / GLX 1.3 */
248 GLint maxPbufferWidth;
249 GLint maxPbufferHeight;
250 GLint maxPbufferPixels;
251 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
252 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
253
254 /* OML_swap_method */
255 GLint swapMethod;
256
257 /* EXT_texture_from_pixmap */
258 GLint bindToTextureRgb;
259 GLint bindToTextureRgba;
260 GLint bindToMipmapTexture;
261 GLint bindToTextureTargets;
262 GLint yInverted;
263
264 /* EXT_framebuffer_sRGB */
265 GLint sRGBCapable;
266 };
267
268
269 /**
270 * \name Bit flags used for updating material values.
271 */
272 /*@{*/
273 #define MAT_ATTRIB_FRONT_AMBIENT 0
274 #define MAT_ATTRIB_BACK_AMBIENT 1
275 #define MAT_ATTRIB_FRONT_DIFFUSE 2
276 #define MAT_ATTRIB_BACK_DIFFUSE 3
277 #define MAT_ATTRIB_FRONT_SPECULAR 4
278 #define MAT_ATTRIB_BACK_SPECULAR 5
279 #define MAT_ATTRIB_FRONT_EMISSION 6
280 #define MAT_ATTRIB_BACK_EMISSION 7
281 #define MAT_ATTRIB_FRONT_SHININESS 8
282 #define MAT_ATTRIB_BACK_SHININESS 9
283 #define MAT_ATTRIB_FRONT_INDEXES 10
284 #define MAT_ATTRIB_BACK_INDEXES 11
285 #define MAT_ATTRIB_MAX 12
286
287 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
288 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
289 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
290 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
291 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
292 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
293
294 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
295 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
296 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
297 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
298 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
299 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
300 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
301 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
302 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
303 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
304 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
305 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
306
307
308 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
309 MAT_BIT_FRONT_AMBIENT | \
310 MAT_BIT_FRONT_DIFFUSE | \
311 MAT_BIT_FRONT_SPECULAR | \
312 MAT_BIT_FRONT_SHININESS | \
313 MAT_BIT_FRONT_INDEXES)
314
315 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
316 MAT_BIT_BACK_AMBIENT | \
317 MAT_BIT_BACK_DIFFUSE | \
318 MAT_BIT_BACK_SPECULAR | \
319 MAT_BIT_BACK_SHININESS | \
320 MAT_BIT_BACK_INDEXES)
321
322 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
323 /*@}*/
324
325
326 /**
327 * Material state.
328 */
329 struct gl_material
330 {
331 GLfloat Attrib[MAT_ATTRIB_MAX][4];
332 };
333
334
335 /**
336 * Light state flags.
337 */
338 /*@{*/
339 #define LIGHT_SPOT 0x1
340 #define LIGHT_LOCAL_VIEWER 0x2
341 #define LIGHT_POSITIONAL 0x4
342 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
343 /*@}*/
344
345
346 /**
347 * Light source state.
348 */
349 struct gl_light
350 {
351 GLfloat Ambient[4]; /**< ambient color */
352 GLfloat Diffuse[4]; /**< diffuse color */
353 GLfloat Specular[4]; /**< specular color */
354 GLfloat EyePosition[4]; /**< position in eye coordinates */
355 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
356 GLfloat SpotExponent;
357 GLfloat SpotCutoff; /**< in degrees */
358 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
359 GLfloat ConstantAttenuation;
360 GLfloat LinearAttenuation;
361 GLfloat QuadraticAttenuation;
362 GLboolean Enabled; /**< On/off flag */
363
364 /**
365 * \name Derived fields
366 */
367 /*@{*/
368 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
369
370 GLfloat _Position[4]; /**< position in eye/obj coordinates */
371 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
372 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
373 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
374 GLfloat _VP_inf_spot_attenuation;
375
376 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
377 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
378 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
379 /*@}*/
380 };
381
382
383 /**
384 * Light model state.
385 */
386 struct gl_lightmodel
387 {
388 GLfloat Ambient[4]; /**< ambient color */
389 GLboolean LocalViewer; /**< Local (or infinite) view point? */
390 GLboolean TwoSide; /**< Two (or one) sided lighting? */
391 GLenum16 ColorControl; /**< either GL_SINGLE_COLOR
392 or GL_SEPARATE_SPECULAR_COLOR */
393 };
394
395
396 /**
397 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
398 */
399 struct gl_accum_attrib
400 {
401 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
402 };
403
404
405 /**
406 * Used for storing clear color, texture border color, etc.
407 * The float values are typically unclamped.
408 */
409 union gl_color_union
410 {
411 GLfloat f[4];
412 GLint i[4];
413 GLuint ui[4];
414 };
415
416 /**
417 * Remapped color logical operations
418 *
419 * With the exception of NVIDIA hardware, which consumes the OpenGL enumerants
420 * directly, everything wants this mapping of color logical operations.
421 *
422 * Fun fact: These values are just the bit-reverse of the low-nibble of the GL
423 * enumerant values (i.e., `GL_NOOP & 0x0f` is `b0101' while
424 * \c COLOR_LOGICOP_NOOP is `b1010`).
425 *
426 * Fun fact #2: These values are just an encoding of the operation as a table
427 * of bit values. The result of the logic op is:
428 *
429 * result_bit = (logic_op >> (2 * src_bit + dst_bit)) & 1
430 *
431 * For the GL enums, the result is:
432 *
433 * result_bit = logic_op & (1 << (2 * src_bit + dst_bit))
434 */
435 enum PACKED gl_logicop_mode {
436 COLOR_LOGICOP_CLEAR = 0,
437 COLOR_LOGICOP_NOR = 1,
438 COLOR_LOGICOP_AND_INVERTED = 2,
439 COLOR_LOGICOP_COPY_INVERTED = 3,
440 COLOR_LOGICOP_AND_REVERSE = 4,
441 COLOR_LOGICOP_INVERT = 5,
442 COLOR_LOGICOP_XOR = 6,
443 COLOR_LOGICOP_NAND = 7,
444 COLOR_LOGICOP_AND = 8,
445 COLOR_LOGICOP_EQUIV = 9,
446 COLOR_LOGICOP_NOOP = 10,
447 COLOR_LOGICOP_OR_INVERTED = 11,
448 COLOR_LOGICOP_COPY = 12,
449 COLOR_LOGICOP_OR_REVERSE = 13,
450 COLOR_LOGICOP_OR = 14,
451 COLOR_LOGICOP_SET = 15
452 };
453
454 /**
455 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
456 */
457 struct gl_colorbuffer_attrib
458 {
459 GLuint ClearIndex; /**< Index for glClear */
460 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
461 GLuint IndexMask; /**< Color index write mask */
462 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
463
464 GLenum16 DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
465
466 /**
467 * \name alpha testing
468 */
469 /*@{*/
470 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
471 GLenum16 AlphaFunc; /**< Alpha test function */
472 GLfloat AlphaRefUnclamped;
473 GLclampf AlphaRef; /**< Alpha reference value */
474 /*@}*/
475
476 /**
477 * \name Blending
478 */
479 /*@{*/
480 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
481
482 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
483 * control, only on the fixed-pointness of the render target.
484 * The query does however depend on fragment color clamping.
485 */
486 GLfloat BlendColorUnclamped[4]; /**< Blending color */
487 GLfloat BlendColor[4]; /**< Blending color */
488
489 struct
490 {
491 GLenum16 SrcRGB; /**< RGB blend source term */
492 GLenum16 DstRGB; /**< RGB blend dest term */
493 GLenum16 SrcA; /**< Alpha blend source term */
494 GLenum16 DstA; /**< Alpha blend dest term */
495 GLenum16 EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
496 GLenum16 EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
497 /**
498 * Set if any blend factor uses SRC1. Computed at the time blend factors
499 * get set.
500 */
501 GLboolean _UsesDualSrc;
502 } Blend[MAX_DRAW_BUFFERS];
503 /** Are the blend func terms currently different for each buffer/target? */
504 GLboolean _BlendFuncPerBuffer;
505 /** Are the blend equations currently different for each buffer/target? */
506 GLboolean _BlendEquationPerBuffer;
507
508 /**
509 * Which advanced blending mode is in use (or BLEND_NONE).
510 *
511 * KHR_blend_equation_advanced only allows advanced blending with a single
512 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
513 * requires all draw buffers to match, so we only need a single value.
514 */
515 enum gl_advanced_blend_mode _AdvancedBlendMode;
516
517 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
518 bool BlendCoherent;
519 /*@}*/
520
521 /**
522 * \name Logic op
523 */
524 /*@{*/
525 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
526 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
527 GLenum16 LogicOp; /**< Logic operator */
528 enum gl_logicop_mode _LogicOp;
529 /*@}*/
530
531 GLboolean DitherFlag; /**< Dither enable flag */
532
533 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
534 GLenum16 ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
535 GLenum16 ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
536
537 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
538 };
539
540
541 /**
542 * Current attribute group (GL_CURRENT_BIT).
543 */
544 struct gl_current_attrib
545 {
546 /**
547 * \name Current vertex attributes (color, texcoords, etc).
548 * \note Values are valid only after FLUSH_VERTICES has been called.
549 * \note Index and Edgeflag current values are stored as floats in the
550 * SIX and SEVEN attribute slots.
551 * \note We need double storage for 64-bit vertex attributes
552 */
553 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
554
555 /**
556 * \name Current raster position attributes (always up to date after a
557 * glRasterPos call).
558 */
559 GLfloat RasterPos[4];
560 GLfloat RasterDistance;
561 GLfloat RasterColor[4];
562 GLfloat RasterSecondaryColor[4];
563 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
564 GLboolean RasterPosValid;
565 };
566
567
568 /**
569 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
570 */
571 struct gl_depthbuffer_attrib
572 {
573 GLenum16 Func; /**< Function for depth buffer compare */
574 GLclampd Clear; /**< Value to clear depth buffer to */
575 GLboolean Test; /**< Depth buffering enabled flag */
576 GLboolean Mask; /**< Depth buffer writable? */
577 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
578 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
579 };
580
581
582 /**
583 * Evaluator attribute group (GL_EVAL_BIT).
584 */
585 struct gl_eval_attrib
586 {
587 /**
588 * \name Enable bits
589 */
590 /*@{*/
591 GLboolean Map1Color4;
592 GLboolean Map1Index;
593 GLboolean Map1Normal;
594 GLboolean Map1TextureCoord1;
595 GLboolean Map1TextureCoord2;
596 GLboolean Map1TextureCoord3;
597 GLboolean Map1TextureCoord4;
598 GLboolean Map1Vertex3;
599 GLboolean Map1Vertex4;
600 GLboolean Map2Color4;
601 GLboolean Map2Index;
602 GLboolean Map2Normal;
603 GLboolean Map2TextureCoord1;
604 GLboolean Map2TextureCoord2;
605 GLboolean Map2TextureCoord3;
606 GLboolean Map2TextureCoord4;
607 GLboolean Map2Vertex3;
608 GLboolean Map2Vertex4;
609 GLboolean AutoNormal;
610 /*@}*/
611
612 /**
613 * \name Map Grid endpoints and divisions and calculated du values
614 */
615 /*@{*/
616 GLint MapGrid1un;
617 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
618 GLint MapGrid2un, MapGrid2vn;
619 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
620 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
621 /*@}*/
622 };
623
624
625 /**
626 * Compressed fog mode.
627 */
628 enum gl_fog_mode
629 {
630 FOG_NONE,
631 FOG_LINEAR,
632 FOG_EXP,
633 FOG_EXP2,
634 };
635
636
637 /**
638 * Fog attribute group (GL_FOG_BIT).
639 */
640 struct gl_fog_attrib
641 {
642 GLboolean Enabled; /**< Fog enabled flag */
643 GLboolean ColorSumEnabled;
644 uint8_t _PackedMode; /**< Fog mode as 2 bits */
645 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
646 GLfloat ColorUnclamped[4]; /**< Fog color */
647 GLfloat Color[4]; /**< Fog color */
648 GLfloat Density; /**< Density >= 0.0 */
649 GLfloat Start; /**< Start distance in eye coords */
650 GLfloat End; /**< End distance in eye coords */
651 GLfloat Index; /**< Fog index */
652 GLenum16 Mode; /**< Fog mode */
653 GLenum16 FogCoordinateSource;/**< GL_EXT_fog_coord */
654 GLenum16 FogDistanceMode; /**< GL_NV_fog_distance */
655 };
656
657
658 /**
659 * Hint attribute group (GL_HINT_BIT).
660 *
661 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
662 */
663 struct gl_hint_attrib
664 {
665 GLenum16 PerspectiveCorrection;
666 GLenum16 PointSmooth;
667 GLenum16 LineSmooth;
668 GLenum16 PolygonSmooth;
669 GLenum16 Fog;
670 GLenum16 TextureCompression; /**< GL_ARB_texture_compression */
671 GLenum16 GenerateMipmap; /**< GL_SGIS_generate_mipmap */
672 GLenum16 FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
673 };
674
675
676 /**
677 * Lighting attribute group (GL_LIGHT_BIT).
678 */
679 struct gl_light_attrib
680 {
681 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
682 struct gl_lightmodel Model; /**< Lighting model */
683
684 /**
685 * Front and back material values.
686 * Note: must call FLUSH_VERTICES() before using.
687 */
688 struct gl_material Material;
689
690 GLboolean Enabled; /**< Lighting enabled flag */
691 GLboolean ColorMaterialEnabled;
692
693 GLenum16 ShadeModel; /**< GL_FLAT or GL_SMOOTH */
694 GLenum16 ProvokingVertex; /**< GL_EXT_provoking_vertex */
695 GLenum16 ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
696 GLenum16 ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
697 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
698
699
700 GLboolean _ClampVertexColor;
701 GLenum16 ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
702
703 /**
704 * Derived state for optimizations:
705 */
706 /*@{*/
707 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
708
709 GLboolean _NeedEyeCoords;
710 GLboolean _NeedVertices; /**< Use fast shader? */
711
712 GLfloat _BaseColor[2][3];
713 /*@}*/
714 };
715
716
717 /**
718 * Line attribute group (GL_LINE_BIT).
719 */
720 struct gl_line_attrib
721 {
722 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
723 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
724 GLushort StipplePattern; /**< Stipple pattern */
725 GLint StippleFactor; /**< Stipple repeat factor */
726 GLfloat Width; /**< Line width */
727 };
728
729
730 /**
731 * Display list attribute group (GL_LIST_BIT).
732 */
733 struct gl_list_attrib
734 {
735 GLuint ListBase;
736 };
737
738
739 /**
740 * Multisample attribute group (GL_MULTISAMPLE_BIT).
741 */
742 struct gl_multisample_attrib
743 {
744 GLboolean Enabled;
745 GLboolean SampleAlphaToCoverage;
746 GLboolean SampleAlphaToOne;
747 GLboolean SampleCoverage;
748 GLboolean SampleCoverageInvert;
749 GLboolean SampleShading;
750
751 /* ARB_texture_multisample / GL3.2 additions */
752 GLboolean SampleMask;
753
754 GLfloat SampleCoverageValue; /**< In range [0, 1] */
755 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
756
757 /** The GL spec defines this as an array but >32x MSAA is madness */
758 GLbitfield SampleMaskValue;
759 };
760
761
762 /**
763 * A pixelmap (see glPixelMap)
764 */
765 struct gl_pixelmap
766 {
767 GLint Size;
768 GLfloat Map[MAX_PIXEL_MAP_TABLE];
769 };
770
771
772 /**
773 * Collection of all pixelmaps
774 */
775 struct gl_pixelmaps
776 {
777 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
778 struct gl_pixelmap GtoG;
779 struct gl_pixelmap BtoB;
780 struct gl_pixelmap AtoA;
781 struct gl_pixelmap ItoR;
782 struct gl_pixelmap ItoG;
783 struct gl_pixelmap ItoB;
784 struct gl_pixelmap ItoA;
785 struct gl_pixelmap ItoI;
786 struct gl_pixelmap StoS;
787 };
788
789
790 /**
791 * Pixel attribute group (GL_PIXEL_MODE_BIT).
792 */
793 struct gl_pixel_attrib
794 {
795 GLenum16 ReadBuffer; /**< source buffer for glRead/CopyPixels() */
796
797 /*--- Begin Pixel Transfer State ---*/
798 /* Fields are in the order in which they're applied... */
799
800 /** Scale & Bias (index shift, offset) */
801 /*@{*/
802 GLfloat RedBias, RedScale;
803 GLfloat GreenBias, GreenScale;
804 GLfloat BlueBias, BlueScale;
805 GLfloat AlphaBias, AlphaScale;
806 GLfloat DepthBias, DepthScale;
807 GLint IndexShift, IndexOffset;
808 /*@}*/
809
810 /* Pixel Maps */
811 /* Note: actual pixel maps are not part of this attrib group */
812 GLboolean MapColorFlag;
813 GLboolean MapStencilFlag;
814
815 /*--- End Pixel Transfer State ---*/
816
817 /** glPixelZoom */
818 GLfloat ZoomX, ZoomY;
819 };
820
821
822 /**
823 * Point attribute group (GL_POINT_BIT).
824 */
825 struct gl_point_attrib
826 {
827 GLfloat Size; /**< User-specified point size */
828 GLfloat Params[3]; /**< GL_EXT_point_parameters */
829 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
830 GLfloat Threshold; /**< GL_EXT_point_parameters */
831 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
832 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
833 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
834 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
835 GLenum16 SpriteRMode; /**< GL_NV_point_sprite (only!) */
836 GLenum16 SpriteOrigin; /**< GL_ARB_point_sprite */
837 };
838
839
840 /**
841 * Polygon attribute group (GL_POLYGON_BIT).
842 */
843 struct gl_polygon_attrib
844 {
845 GLenum16 FrontFace; /**< Either GL_CW or GL_CCW */
846 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
847 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
848 GLboolean CullFlag; /**< Culling on/off flag */
849 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
850 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
851 GLenum16 CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
852 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
853 GLfloat OffsetUnits; /**< Polygon offset units, from user */
854 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
855 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
856 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
857 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
858 };
859
860
861 /**
862 * Scissor attributes (GL_SCISSOR_BIT).
863 */
864 struct gl_scissor_rect
865 {
866 GLint X, Y; /**< Lower left corner of box */
867 GLsizei Width, Height; /**< Size of box */
868 };
869
870
871 struct gl_scissor_attrib
872 {
873 GLbitfield EnableFlags; /**< Scissor test enabled? */
874 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
875 GLint NumWindowRects; /**< Count of enabled window rectangles */
876 GLenum16 WindowRectMode; /**< Whether to include or exclude the rects */
877 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
878 };
879
880
881 /**
882 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
883 *
884 * Three sets of stencil data are tracked so that OpenGL 2.0,
885 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
886 * simultaneously. In each of the stencil state arrays, element 0 corresponds
887 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
888 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
889 * GL_EXT_stencil_two_side GL_BACK state.
890 *
891 * The derived value \c _BackFace is either 1 or 2 depending on whether or
892 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
893 *
894 * The derived value \c _TestTwoSide is set when the front-face and back-face
895 * stencil state are different.
896 */
897 struct gl_stencil_attrib
898 {
899 GLboolean Enabled; /**< Enabled flag */
900 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
901 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
902 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
903 GLenum16 Function[3]; /**< Stencil function */
904 GLenum16 FailFunc[3]; /**< Fail function */
905 GLenum16 ZPassFunc[3]; /**< Depth buffer pass function */
906 GLenum16 ZFailFunc[3]; /**< Depth buffer fail function */
907 GLint Ref[3]; /**< Reference value */
908 GLuint ValueMask[3]; /**< Value mask */
909 GLuint WriteMask[3]; /**< Write mask */
910 GLuint Clear; /**< Clear value */
911 };
912
913
914 /**
915 * An index for each type of texture object. These correspond to the GL
916 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
917 * Note: the order is from highest priority to lowest priority.
918 */
919 typedef enum
920 {
921 TEXTURE_2D_MULTISAMPLE_INDEX,
922 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
923 TEXTURE_CUBE_ARRAY_INDEX,
924 TEXTURE_BUFFER_INDEX,
925 TEXTURE_2D_ARRAY_INDEX,
926 TEXTURE_1D_ARRAY_INDEX,
927 TEXTURE_EXTERNAL_INDEX,
928 TEXTURE_CUBE_INDEX,
929 TEXTURE_3D_INDEX,
930 TEXTURE_RECT_INDEX,
931 TEXTURE_2D_INDEX,
932 TEXTURE_1D_INDEX,
933 NUM_TEXTURE_TARGETS
934 } gl_texture_index;
935
936
937 /**
938 * Bit flags for each type of texture object
939 */
940 /*@{*/
941 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
942 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
943 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
944 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
945 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
946 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
947 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
948 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
949 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
950 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
951 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
952 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
953 /*@}*/
954
955
956 /**
957 * Texture image state. Drivers will typically create a subclass of this
958 * with extra fields for memory buffers, etc.
959 */
960 struct gl_texture_image
961 {
962 GLint InternalFormat; /**< Internal format as given by the user */
963 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
964 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
965 * GL_INTENSITY, GL_DEPTH_COMPONENT or
966 * GL_DEPTH_STENCIL_EXT only. Used for
967 * choosing TexEnv arithmetic.
968 */
969 mesa_format TexFormat; /**< The actual texture memory format */
970
971 GLuint Border; /**< 0 or 1 */
972 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
973 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
974 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
975 GLuint Width2; /**< = Width - 2*Border */
976 GLuint Height2; /**< = Height - 2*Border */
977 GLuint Depth2; /**< = Depth - 2*Border */
978 GLuint WidthLog2; /**< = log2(Width2) */
979 GLuint HeightLog2; /**< = log2(Height2) */
980 GLuint DepthLog2; /**< = log2(Depth2) */
981 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
982 levels, computed from the dimensions */
983
984 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
985 GLuint Level; /**< Which mipmap level am I? */
986 /** Cube map face: index into gl_texture_object::Image[] array */
987 GLuint Face;
988
989 /** GL_ARB_texture_multisample */
990 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
991 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
992 };
993
994
995 /**
996 * Indexes for cube map faces.
997 */
998 typedef enum
999 {
1000 FACE_POS_X = 0,
1001 FACE_NEG_X = 1,
1002 FACE_POS_Y = 2,
1003 FACE_NEG_Y = 3,
1004 FACE_POS_Z = 4,
1005 FACE_NEG_Z = 5,
1006 MAX_FACES = 6
1007 } gl_face_index;
1008
1009
1010 /**
1011 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1012 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1013 */
1014 struct gl_sampler_object
1015 {
1016 simple_mtx_t Mutex;
1017 GLuint Name;
1018 GLint RefCount;
1019 GLchar *Label; /**< GL_KHR_debug */
1020
1021 GLenum16 WrapS; /**< S-axis texture image wrap mode */
1022 GLenum16 WrapT; /**< T-axis texture image wrap mode */
1023 GLenum16 WrapR; /**< R-axis texture image wrap mode */
1024 GLenum16 MinFilter; /**< minification filter */
1025 GLenum16 MagFilter; /**< magnification filter */
1026 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1027 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1028 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1029 GLfloat LodBias; /**< OpenGL 1.4 */
1030 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1031 GLenum16 CompareMode; /**< GL_ARB_shadow */
1032 GLenum16 CompareFunc; /**< GL_ARB_shadow */
1033 GLenum16 sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1034 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1035
1036 /** GL_ARB_bindless_texture */
1037 bool HandleAllocated;
1038 struct util_dynarray Handles;
1039 };
1040
1041
1042 /**
1043 * Texture object state. Contains the array of mipmap images, border color,
1044 * wrap modes, filter modes, and shadow/texcompare state.
1045 */
1046 struct gl_texture_object
1047 {
1048 simple_mtx_t Mutex; /**< for thread safety */
1049 GLint RefCount; /**< reference count */
1050 GLuint Name; /**< the user-visible texture object ID */
1051 GLchar *Label; /**< GL_KHR_debug */
1052 GLenum16 Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1053 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1054 Only valid when Target is valid. */
1055
1056 struct gl_sampler_object Sampler;
1057
1058 GLenum16 DepthMode; /**< GL_ARB_depth_texture */
1059
1060 GLfloat Priority; /**< in [0,1] */
1061 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1062 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1063 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1064 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1065 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1066 GLint CropRect[4]; /**< GL_OES_draw_texture */
1067 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1068 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1069 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1070 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1071 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1072 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1073 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1074 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1075 pressure? */
1076 GLboolean Immutable; /**< GL_ARB_texture_storage */
1077 GLboolean _IsFloat; /**< GL_OES_float_texture */
1078 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1079 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1080 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1081
1082 GLuint MinLevel; /**< GL_ARB_texture_view */
1083 GLuint MinLayer; /**< GL_ARB_texture_view */
1084 GLuint NumLevels; /**< GL_ARB_texture_view */
1085 GLuint NumLayers; /**< GL_ARB_texture_view */
1086
1087 /** GL_EXT_memory_object */
1088 GLenum16 TextureTiling;
1089
1090 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1091 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1092
1093 /** GL_ARB_texture_buffer_object */
1094 struct gl_buffer_object *BufferObject;
1095 GLenum16 BufferObjectFormat;
1096 /** Equivalent Mesa format for BufferObjectFormat. */
1097 mesa_format _BufferObjectFormat;
1098 /** GL_ARB_texture_buffer_range */
1099 GLintptr BufferOffset;
1100 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1101
1102 /** GL_OES_EGL_image_external */
1103 GLint RequiredTextureImageUnits;
1104
1105 /** GL_ARB_shader_image_load_store */
1106 GLenum16 ImageFormatCompatibilityType;
1107
1108 /** GL_ARB_bindless_texture */
1109 struct util_dynarray SamplerHandles;
1110 struct util_dynarray ImageHandles;
1111 };
1112
1113
1114 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1115 #define MAX_COMBINER_TERMS 4
1116
1117
1118 /**
1119 * Texture combine environment state.
1120 */
1121 struct gl_tex_env_combine_state
1122 {
1123 GLenum16 ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1124 GLenum16 ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1125 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1126 GLenum16 SourceRGB[MAX_COMBINER_TERMS];
1127 GLenum16 SourceA[MAX_COMBINER_TERMS];
1128 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1129 GLenum16 OperandRGB[MAX_COMBINER_TERMS];
1130 GLenum16 OperandA[MAX_COMBINER_TERMS];
1131 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1132 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1133 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1134 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1135 };
1136
1137
1138 /** Compressed TexEnv effective Combine mode */
1139 enum gl_tex_env_mode
1140 {
1141 TEXENV_MODE_REPLACE, /* r = a0 */
1142 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1143 TEXENV_MODE_ADD, /* r = a0 + a1 */
1144 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1145 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1146 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1147 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1148 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1149 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1150 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1151 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1152 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1153 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1154 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1155 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1156 };
1157
1158
1159 /** Compressed TexEnv Combine source */
1160 enum gl_tex_env_source
1161 {
1162 TEXENV_SRC_TEXTURE0,
1163 TEXENV_SRC_TEXTURE1,
1164 TEXENV_SRC_TEXTURE2,
1165 TEXENV_SRC_TEXTURE3,
1166 TEXENV_SRC_TEXTURE4,
1167 TEXENV_SRC_TEXTURE5,
1168 TEXENV_SRC_TEXTURE6,
1169 TEXENV_SRC_TEXTURE7,
1170 TEXENV_SRC_TEXTURE,
1171 TEXENV_SRC_PREVIOUS,
1172 TEXENV_SRC_PRIMARY_COLOR,
1173 TEXENV_SRC_CONSTANT,
1174 TEXENV_SRC_ZERO,
1175 TEXENV_SRC_ONE,
1176 };
1177
1178
1179 /** Compressed TexEnv Combine operand */
1180 enum gl_tex_env_operand
1181 {
1182 TEXENV_OPR_COLOR,
1183 TEXENV_OPR_ONE_MINUS_COLOR,
1184 TEXENV_OPR_ALPHA,
1185 TEXENV_OPR_ONE_MINUS_ALPHA,
1186 };
1187
1188
1189 /** Compressed TexEnv Combine argument */
1190 struct gl_tex_env_argument
1191 {
1192 #ifdef __GNUC__
1193 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1194 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1195 #else
1196 uint8_t Source; /**< SRC_x */
1197 uint8_t Operand; /**< OPR_x */
1198 #endif
1199 };
1200
1201
1202 /***
1203 * Compressed TexEnv Combine state.
1204 */
1205 struct gl_tex_env_combine_packed
1206 {
1207 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1208 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1209 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1210 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1211 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1212 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1213 /** Source arguments in a packed manner */
1214 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1215 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1216 };
1217
1218
1219 /**
1220 * TexGenEnabled flags.
1221 */
1222 /*@{*/
1223 #define S_BIT 1
1224 #define T_BIT 2
1225 #define R_BIT 4
1226 #define Q_BIT 8
1227 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1228 /*@}*/
1229
1230
1231 /**
1232 * Bit flag versions of the corresponding GL_ constants.
1233 */
1234 /*@{*/
1235 #define TEXGEN_SPHERE_MAP 0x1
1236 #define TEXGEN_OBJ_LINEAR 0x2
1237 #define TEXGEN_EYE_LINEAR 0x4
1238 #define TEXGEN_REFLECTION_MAP_NV 0x8
1239 #define TEXGEN_NORMAL_MAP_NV 0x10
1240
1241 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1242 TEXGEN_REFLECTION_MAP_NV | \
1243 TEXGEN_NORMAL_MAP_NV)
1244 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1245 TEXGEN_REFLECTION_MAP_NV | \
1246 TEXGEN_NORMAL_MAP_NV | \
1247 TEXGEN_EYE_LINEAR)
1248 /*@}*/
1249
1250
1251
1252 /** Tex-gen enabled for texture unit? */
1253 #define ENABLE_TEXGEN(unit) (1 << (unit))
1254
1255 /** Non-identity texture matrix for texture unit? */
1256 #define ENABLE_TEXMAT(unit) (1 << (unit))
1257
1258
1259 /**
1260 * Texture coord generation state.
1261 */
1262 struct gl_texgen
1263 {
1264 GLenum16 Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1265 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1266 GLfloat ObjectPlane[4];
1267 GLfloat EyePlane[4];
1268 };
1269
1270
1271 /**
1272 * Texture unit state. Contains enable flags, texture environment/function/
1273 * combiners, texgen state, and pointers to current texture objects.
1274 */
1275 struct gl_texture_unit
1276 {
1277 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1278
1279 GLenum16 EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1280 GLclampf EnvColor[4];
1281 GLfloat EnvColorUnclamped[4];
1282
1283 struct gl_texgen GenS;
1284 struct gl_texgen GenT;
1285 struct gl_texgen GenR;
1286 struct gl_texgen GenQ;
1287 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1288 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1289
1290 GLfloat LodBias; /**< for biasing mipmap levels */
1291
1292 /** Texture targets that have a non-default texture bound */
1293 GLbitfield _BoundTextures;
1294
1295 /** Current sampler object (GL_ARB_sampler_objects) */
1296 struct gl_sampler_object *Sampler;
1297
1298 /**
1299 * \name GL_EXT_texture_env_combine
1300 */
1301 struct gl_tex_env_combine_state Combine;
1302
1303 /**
1304 * Derived state based on \c EnvMode and the \c BaseFormat of the
1305 * currently enabled texture.
1306 */
1307 struct gl_tex_env_combine_state _EnvMode;
1308
1309 /**
1310 * Currently enabled combiner state. This will point to either
1311 * \c Combine or \c _EnvMode.
1312 */
1313 struct gl_tex_env_combine_state *_CurrentCombine;
1314
1315 /** Current texture object pointers */
1316 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1317
1318 /** Points to highest priority, complete and enabled texture object */
1319 struct gl_texture_object *_Current;
1320
1321 /** Current compressed TexEnv & Combine state */
1322 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1323 };
1324
1325
1326 /**
1327 * Texture attribute group (GL_TEXTURE_BIT).
1328 */
1329 struct gl_texture_attrib
1330 {
1331 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1332
1333 /** GL_ARB_seamless_cubemap */
1334 GLboolean CubeMapSeamless;
1335
1336 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1337
1338 /** GL_ARB_texture_buffer_object */
1339 struct gl_buffer_object *BufferObject;
1340
1341 /** Texture coord units/sets used for fragment texturing */
1342 GLbitfield _EnabledCoordUnits;
1343
1344 /** Texture coord units that have texgen enabled */
1345 GLbitfield _TexGenEnabled;
1346
1347 /** Texture coord units that have non-identity matrices */
1348 GLbitfield _TexMatEnabled;
1349
1350 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1351 GLbitfield _GenFlags;
1352
1353 /** Largest index of a texture unit with _Current != NULL. */
1354 GLint _MaxEnabledTexImageUnit;
1355
1356 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1357 GLint NumCurrentTexUsed;
1358
1359 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1360 };
1361
1362
1363 /**
1364 * Data structure representing a single clip plane (e.g. one of the elements
1365 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1366 */
1367 typedef GLfloat gl_clip_plane[4];
1368
1369
1370 /**
1371 * Transformation attribute group (GL_TRANSFORM_BIT).
1372 */
1373 struct gl_transform_attrib
1374 {
1375 GLenum16 MatrixMode; /**< Matrix mode */
1376 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1377 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1378 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1379 GLboolean Normalize; /**< Normalize all normals? */
1380 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1381 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1382 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1383 /** GL_ARB_clip_control */
1384 GLenum16 ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1385 GLenum16 ClipDepthMode;/**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1386 };
1387
1388
1389 /**
1390 * Viewport attribute group (GL_VIEWPORT_BIT).
1391 */
1392 struct gl_viewport_attrib
1393 {
1394 GLfloat X, Y; /**< position */
1395 GLfloat Width, Height; /**< size */
1396 GLdouble Near, Far; /**< Depth buffer range */
1397 };
1398
1399
1400 typedef enum
1401 {
1402 MAP_USER,
1403 MAP_INTERNAL,
1404 MAP_COUNT
1405 } gl_map_buffer_index;
1406
1407
1408 /**
1409 * Fields describing a mapped buffer range.
1410 */
1411 struct gl_buffer_mapping
1412 {
1413 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1414 GLvoid *Pointer; /**< User-space address of mapping */
1415 GLintptr Offset; /**< Mapped offset */
1416 GLsizeiptr Length; /**< Mapped length */
1417 };
1418
1419
1420 /**
1421 * Usages we've seen for a buffer object.
1422 */
1423 typedef enum
1424 {
1425 USAGE_UNIFORM_BUFFER = 0x1,
1426 USAGE_TEXTURE_BUFFER = 0x2,
1427 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1428 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1429 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1430 USAGE_PIXEL_PACK_BUFFER = 0x20,
1431 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1432 } gl_buffer_usage;
1433
1434
1435 /**
1436 * GL_ARB_vertex/pixel_buffer_object buffer object
1437 */
1438 struct gl_buffer_object
1439 {
1440 simple_mtx_t Mutex;
1441 GLint RefCount;
1442 GLuint Name;
1443 GLchar *Label; /**< GL_KHR_debug */
1444 GLenum16 Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1445 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1446 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1447 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1448 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1449 GLboolean Written; /**< Ever written to? (for debugging) */
1450 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1451 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1452 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1453
1454 /** Counters used for buffer usage warnings */
1455 GLuint NumSubDataCalls;
1456 GLuint NumMapBufferWriteCalls;
1457
1458 struct gl_buffer_mapping Mappings[MAP_COUNT];
1459
1460 /** Memoization of min/max index computations for static index buffers */
1461 struct hash_table *MinMaxCache;
1462 unsigned MinMaxCacheHitIndices;
1463 unsigned MinMaxCacheMissIndices;
1464 bool MinMaxCacheDirty;
1465
1466 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1467 };
1468
1469
1470 /**
1471 * Client pixel packing/unpacking attributes
1472 */
1473 struct gl_pixelstore_attrib
1474 {
1475 GLint Alignment;
1476 GLint RowLength;
1477 GLint SkipPixels;
1478 GLint SkipRows;
1479 GLint ImageHeight;
1480 GLint SkipImages;
1481 GLboolean SwapBytes;
1482 GLboolean LsbFirst;
1483 GLboolean Invert; /**< GL_MESA_pack_invert */
1484 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1485 GLint CompressedBlockHeight;
1486 GLint CompressedBlockDepth;
1487 GLint CompressedBlockSize;
1488 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1489 };
1490
1491
1492 /**
1493 * Vertex array information which is derived from gl_array_attributes
1494 * and gl_vertex_buffer_binding information. Used by the VBO module and
1495 * device drivers.
1496 */
1497 struct gl_vertex_array
1498 {
1499 /** if NULL, vertex data are in user memory */
1500 struct gl_buffer_object *BufferObj;
1501 /** Pointer into user memory, or offset into the BufferObj */
1502 const GLubyte *Ptr;
1503 GLsizei StrideB; /**< actual stride in bytes */
1504 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1505 GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1506 GLenum16 Format; /**< default: GL_RGBA, but may be GL_BGRA */
1507 unsigned Size:4; /**< components per element (1,2,3,4) */
1508 unsigned _ElementSize:8; /**< in bytes, up to 4*sizeof(GLdouble) */
1509 unsigned Normalized:1; /**< GL_ARB_vertex_program */
1510 unsigned Integer:1; /**< Integer-valued? */
1511 unsigned Doubles:1; /**< doubles not converted to floats */
1512 };
1513
1514
1515 /**
1516 * Attributes to describe a vertex array.
1517 *
1518 * Contains the size, type, format and normalization flag,
1519 * along with the index of a vertex buffer binding point.
1520 *
1521 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1522 * and is only present for backwards compatibility reasons.
1523 * Rendering always uses VERTEX_BINDING_STRIDE.
1524 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1525 * and VERTEX_BINDING_STRIDE to the same value, while
1526 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1527 */
1528 struct gl_array_attributes
1529 {
1530 /** Points to client array data. Not used when a VBO is bound */
1531 const GLubyte *Ptr;
1532 /** Offset of the first element relative to the binding offset */
1533 GLuint RelativeOffset;
1534 GLshort Stride; /**< Stride as specified with gl*Pointer() */
1535 GLenum16 Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1536 GLenum16 Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1537 GLboolean Enabled; /**< Whether the array is enabled */
1538 GLubyte Size; /**< Components per element (1,2,3,4) */
1539 unsigned Normalized:1; /**< Fixed-point values are normalized when converted to floats */
1540 unsigned Integer:1; /**< Fixed-point values are not converted to floats */
1541 unsigned Doubles:1; /**< double precision values are not converted to floats */
1542 unsigned _ElementSize:8; /**< Size of each element in bytes */
1543 /** Index into gl_vertex_array_object::BufferBinding[] array */
1544 unsigned BufferBindingIndex:6;
1545 };
1546
1547
1548 /**
1549 * This describes the buffer object used for a vertex array (or
1550 * multiple vertex arrays). If BufferObj points to the default/null
1551 * buffer object, then the vertex array lives in user memory and not a VBO.
1552 */
1553 struct gl_vertex_buffer_binding
1554 {
1555 GLintptr Offset; /**< User-specified offset */
1556 GLsizei Stride; /**< User-specified stride */
1557 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1558 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1559 GLbitfield _BoundArrays; /**< Arrays bound to this binding point */
1560 };
1561
1562
1563 /**
1564 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1565 * the GL_ARB_vertex_array_object extension.
1566 */
1567 struct gl_vertex_array_object
1568 {
1569 /** Name of the VAO as received from glGenVertexArray. */
1570 GLuint Name;
1571
1572 GLint RefCount;
1573
1574 GLchar *Label; /**< GL_KHR_debug */
1575
1576 /**
1577 * Has this array object been bound?
1578 */
1579 GLboolean EverBound;
1580
1581 /**
1582 * Derived vertex attribute arrays
1583 *
1584 * This is a legacy data structure created from gl_array_attributes and
1585 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1586 */
1587 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1588
1589 /** Vertex attribute arrays */
1590 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1591
1592 /** Vertex buffer bindings */
1593 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1594
1595 /** Mask indicating which vertex arrays have vertex buffer associated. */
1596 GLbitfield VertexAttribBufferMask;
1597
1598 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1599 GLbitfield _Enabled;
1600
1601 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1602 GLbitfield NewArrays;
1603
1604 /** The index buffer (also known as the element array buffer in OpenGL). */
1605 struct gl_buffer_object *IndexBufferObj;
1606 };
1607
1608
1609 /**
1610 * Enum for the OpenGL APIs we know about and may support.
1611 *
1612 * NOTE: This must match the api_enum table in
1613 * src/mesa/main/get_hash_generator.py
1614 */
1615 typedef enum
1616 {
1617 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1618 API_OPENGLES,
1619 API_OPENGLES2,
1620 API_OPENGL_CORE,
1621 API_OPENGL_LAST = API_OPENGL_CORE
1622 } gl_api;
1623
1624
1625 /**
1626 * Vertex array state
1627 */
1628 struct gl_array_attrib
1629 {
1630 /** Currently bound array object. */
1631 struct gl_vertex_array_object *VAO;
1632
1633 /** The default vertex array object */
1634 struct gl_vertex_array_object *DefaultVAO;
1635
1636 /** The last VAO accessed by a DSA function */
1637 struct gl_vertex_array_object *LastLookedUpVAO;
1638
1639 /** Array objects (GL_ARB_vertex_array_object) */
1640 struct _mesa_HashTable *Objects;
1641
1642 GLint ActiveTexture; /**< Client Active Texture */
1643 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1644 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1645
1646 /**
1647 * \name Primitive restart controls
1648 *
1649 * Primitive restart is enabled if either \c PrimitiveRestart or
1650 * \c PrimitiveRestartFixedIndex is set.
1651 */
1652 /*@{*/
1653 GLboolean PrimitiveRestart;
1654 GLboolean PrimitiveRestartFixedIndex;
1655 GLboolean _PrimitiveRestart;
1656 GLuint RestartIndex;
1657 /*@}*/
1658
1659 /* GL_ARB_vertex_buffer_object */
1660 struct gl_buffer_object *ArrayBufferObj;
1661
1662 /**
1663 * Vertex arrays as consumed by a driver.
1664 * The array pointer is set up only by the VBO module.
1665 */
1666 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1667
1668 /** Legal array datatypes and the API for which they have been computed */
1669 GLbitfield LegalTypesMask;
1670 gl_api LegalTypesMaskAPI;
1671 };
1672
1673
1674 /**
1675 * Feedback buffer state
1676 */
1677 struct gl_feedback
1678 {
1679 GLenum16 Type;
1680 GLbitfield _Mask; /**< FB_* bits */
1681 GLfloat *Buffer;
1682 GLuint BufferSize;
1683 GLuint Count;
1684 };
1685
1686
1687 /**
1688 * Selection buffer state
1689 */
1690 struct gl_selection
1691 {
1692 GLuint *Buffer; /**< selection buffer */
1693 GLuint BufferSize; /**< size of the selection buffer */
1694 GLuint BufferCount; /**< number of values in the selection buffer */
1695 GLuint Hits; /**< number of records in the selection buffer */
1696 GLuint NameStackDepth; /**< name stack depth */
1697 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1698 GLboolean HitFlag; /**< hit flag */
1699 GLfloat HitMinZ; /**< minimum hit depth */
1700 GLfloat HitMaxZ; /**< maximum hit depth */
1701 };
1702
1703
1704 /**
1705 * 1-D Evaluator control points
1706 */
1707 struct gl_1d_map
1708 {
1709 GLuint Order; /**< Number of control points */
1710 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1711 GLfloat *Points; /**< Points to contiguous control points */
1712 };
1713
1714
1715 /**
1716 * 2-D Evaluator control points
1717 */
1718 struct gl_2d_map
1719 {
1720 GLuint Uorder; /**< Number of control points in U dimension */
1721 GLuint Vorder; /**< Number of control points in V dimension */
1722 GLfloat u1, u2, du;
1723 GLfloat v1, v2, dv;
1724 GLfloat *Points; /**< Points to contiguous control points */
1725 };
1726
1727
1728 /**
1729 * All evaluator control point state
1730 */
1731 struct gl_evaluators
1732 {
1733 /**
1734 * \name 1-D maps
1735 */
1736 /*@{*/
1737 struct gl_1d_map Map1Vertex3;
1738 struct gl_1d_map Map1Vertex4;
1739 struct gl_1d_map Map1Index;
1740 struct gl_1d_map Map1Color4;
1741 struct gl_1d_map Map1Normal;
1742 struct gl_1d_map Map1Texture1;
1743 struct gl_1d_map Map1Texture2;
1744 struct gl_1d_map Map1Texture3;
1745 struct gl_1d_map Map1Texture4;
1746 /*@}*/
1747
1748 /**
1749 * \name 2-D maps
1750 */
1751 /*@{*/
1752 struct gl_2d_map Map2Vertex3;
1753 struct gl_2d_map Map2Vertex4;
1754 struct gl_2d_map Map2Index;
1755 struct gl_2d_map Map2Color4;
1756 struct gl_2d_map Map2Normal;
1757 struct gl_2d_map Map2Texture1;
1758 struct gl_2d_map Map2Texture2;
1759 struct gl_2d_map Map2Texture3;
1760 struct gl_2d_map Map2Texture4;
1761 /*@}*/
1762 };
1763
1764
1765 struct gl_transform_feedback_varying_info
1766 {
1767 char *Name;
1768 GLenum16 Type;
1769 GLint BufferIndex;
1770 GLint Size;
1771 GLint Offset;
1772 };
1773
1774
1775 /**
1776 * Per-output info vertex shaders for transform feedback.
1777 */
1778 struct gl_transform_feedback_output
1779 {
1780 uint32_t OutputRegister;
1781 uint32_t OutputBuffer;
1782 uint32_t NumComponents;
1783 uint32_t StreamId;
1784
1785 /** offset (in DWORDs) of this output within the interleaved structure */
1786 uint32_t DstOffset;
1787
1788 /**
1789 * Offset into the output register of the data to output. For example,
1790 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1791 * offset is in the y and z components of the output register.
1792 */
1793 uint32_t ComponentOffset;
1794 };
1795
1796
1797 struct gl_transform_feedback_buffer
1798 {
1799 uint32_t Binding;
1800
1801 uint32_t NumVaryings;
1802
1803 /**
1804 * Total number of components stored in each buffer. This may be used by
1805 * hardware back-ends to determine the correct stride when interleaving
1806 * multiple transform feedback outputs in the same buffer.
1807 */
1808 uint32_t Stride;
1809
1810 /**
1811 * Which transform feedback stream this buffer binding is associated with.
1812 */
1813 uint32_t Stream;
1814 };
1815
1816
1817 /** Post-link transform feedback info. */
1818 struct gl_transform_feedback_info
1819 {
1820 /* Was xfb enabled via the api or in shader layout qualifiers */
1821 bool api_enabled;
1822
1823 unsigned NumOutputs;
1824
1825 /* Bitmask of active buffer indices. */
1826 unsigned ActiveBuffers;
1827
1828 struct gl_transform_feedback_output *Outputs;
1829
1830 /** Transform feedback varyings used for the linking of this shader program.
1831 *
1832 * Use for glGetTransformFeedbackVarying().
1833 */
1834 struct gl_transform_feedback_varying_info *Varyings;
1835 GLint NumVarying;
1836
1837 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1838 };
1839
1840
1841 /**
1842 * Transform feedback object state
1843 */
1844 struct gl_transform_feedback_object
1845 {
1846 GLuint Name; /**< AKA the object ID */
1847 GLint RefCount;
1848 GLchar *Label; /**< GL_KHR_debug */
1849 GLboolean Active; /**< Is transform feedback enabled? */
1850 GLboolean Paused; /**< Is transform feedback paused? */
1851 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1852 at least once? */
1853 GLboolean EverBound; /**< Has this object been bound? */
1854
1855 /**
1856 * GLES: if Active is true, remaining number of primitives which can be
1857 * rendered without overflow. This is necessary to track because GLES
1858 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1859 * glDrawArraysInstanced would overflow transform feedback buffers.
1860 * Undefined if Active is false.
1861 *
1862 * Not tracked for desktop GL since it's unnecessary.
1863 */
1864 unsigned GlesRemainingPrims;
1865
1866 /**
1867 * The program active when BeginTransformFeedback() was called.
1868 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1869 * where stage is the pipeline stage that is the source of data for
1870 * transform feedback.
1871 */
1872 struct gl_program *program;
1873
1874 /** The feedback buffers */
1875 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1876 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1877
1878 /** Start of feedback data in dest buffer */
1879 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1880
1881 /**
1882 * Max data to put into dest buffer (in bytes). Computed based on
1883 * RequestedSize and the actual size of the buffer.
1884 */
1885 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1886
1887 /**
1888 * Size that was specified when the buffer was bound. If the buffer was
1889 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1890 * zero.
1891 */
1892 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1893 };
1894
1895
1896 /**
1897 * Context state for transform feedback.
1898 */
1899 struct gl_transform_feedback_state
1900 {
1901 GLenum16 Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1902
1903 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1904 struct gl_buffer_object *CurrentBuffer;
1905
1906 /** The table of all transform feedback objects */
1907 struct _mesa_HashTable *Objects;
1908
1909 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1910 struct gl_transform_feedback_object *CurrentObject;
1911
1912 /** The default xform-fb object (Name==0) */
1913 struct gl_transform_feedback_object *DefaultObject;
1914 };
1915
1916
1917 /**
1918 * A "performance monitor" as described in AMD_performance_monitor.
1919 */
1920 struct gl_perf_monitor_object
1921 {
1922 GLuint Name;
1923
1924 /** True if the monitor is currently active (Begin called but not End). */
1925 GLboolean Active;
1926
1927 /**
1928 * True if the monitor has ended.
1929 *
1930 * This is distinct from !Active because it may never have began.
1931 */
1932 GLboolean Ended;
1933
1934 /**
1935 * A list of groups with currently active counters.
1936 *
1937 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1938 */
1939 unsigned *ActiveGroups;
1940
1941 /**
1942 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1943 *
1944 * Checking whether counter 'c' in group 'g' is active can be done via:
1945 *
1946 * BITSET_TEST(ActiveCounters[g], c)
1947 */
1948 GLuint **ActiveCounters;
1949 };
1950
1951
1952 union gl_perf_monitor_counter_value
1953 {
1954 float f;
1955 uint64_t u64;
1956 uint32_t u32;
1957 };
1958
1959
1960 struct gl_perf_monitor_counter
1961 {
1962 /** Human readable name for the counter. */
1963 const char *Name;
1964
1965 /**
1966 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1967 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1968 */
1969 GLenum16 Type;
1970
1971 /** Minimum counter value. */
1972 union gl_perf_monitor_counter_value Minimum;
1973
1974 /** Maximum counter value. */
1975 union gl_perf_monitor_counter_value Maximum;
1976 };
1977
1978
1979 struct gl_perf_monitor_group
1980 {
1981 /** Human readable name for the group. */
1982 const char *Name;
1983
1984 /**
1985 * Maximum number of counters in this group which can be active at the
1986 * same time.
1987 */
1988 GLuint MaxActiveCounters;
1989
1990 /** Array of counters within this group. */
1991 const struct gl_perf_monitor_counter *Counters;
1992 GLuint NumCounters;
1993 };
1994
1995
1996 /**
1997 * A query object instance as described in INTEL_performance_query.
1998 *
1999 * NB: We want to keep this and the corresponding backend structure
2000 * relatively lean considering that applications may expect to
2001 * allocate enough objects to be able to query around all draw calls
2002 * in a frame.
2003 */
2004 struct gl_perf_query_object
2005 {
2006 GLuint Id; /**< hash table ID/name */
2007 unsigned Used:1; /**< has been used for 1 or more queries */
2008 unsigned Active:1; /**< inside Begin/EndPerfQuery */
2009 unsigned Ready:1; /**< result is ready? */
2010 };
2011
2012
2013 /**
2014 * Context state for AMD_performance_monitor.
2015 */
2016 struct gl_perf_monitor_state
2017 {
2018 /** Array of performance monitor groups (indexed by group ID) */
2019 const struct gl_perf_monitor_group *Groups;
2020 GLuint NumGroups;
2021
2022 /** The table of all performance monitors. */
2023 struct _mesa_HashTable *Monitors;
2024 };
2025
2026
2027 /**
2028 * Context state for INTEL_performance_query.
2029 */
2030 struct gl_perf_query_state
2031 {
2032 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
2033 };
2034
2035
2036 /**
2037 * A bindless sampler object.
2038 */
2039 struct gl_bindless_sampler
2040 {
2041 /** Texture unit (set by glUniform1()). */
2042 GLubyte unit;
2043
2044 /** Whether this bindless sampler is bound to a unit. */
2045 GLboolean bound;
2046
2047 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2048 gl_texture_index target;
2049
2050 /** Pointer to the base of the data. */
2051 GLvoid *data;
2052 };
2053
2054
2055 /**
2056 * A bindless image object.
2057 */
2058 struct gl_bindless_image
2059 {
2060 /** Image unit (set by glUniform1()). */
2061 GLubyte unit;
2062
2063 /** Whether this bindless image is bound to a unit. */
2064 GLboolean bound;
2065
2066 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2067 GLenum16 access;
2068
2069 /** Pointer to the base of the data. */
2070 GLvoid *data;
2071 };
2072
2073
2074 /**
2075 * Names of the various vertex/fragment program register files, etc.
2076 *
2077 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2078 * All values should fit in a 4-bit field.
2079 *
2080 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2081 * considered to be "uniform" variables since they can only be set outside
2082 * glBegin/End. They're also all stored in the same Parameters array.
2083 */
2084 typedef enum
2085 {
2086 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2087 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2088 PROGRAM_INPUT, /**< machine->Inputs[] */
2089 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2090 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2091 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2092 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2093 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2094 PROGRAM_ADDRESS, /**< machine->AddressReg */
2095 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2096 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2097 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2098 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2099 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2100 PROGRAM_MEMORY, /**< for shared, global and local memory */
2101 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2102 PROGRAM_HW_ATOMIC, /**< for hw atomic counters, compile-time only */
2103 PROGRAM_FILE_MAX
2104 } gl_register_file;
2105
2106
2107 /**
2108 * Base class for any kind of program object
2109 */
2110 struct gl_program
2111 {
2112 /** FIXME: This must be first until we split shader_info from nir_shader */
2113 struct shader_info info;
2114
2115 GLuint Id;
2116 GLint RefCount;
2117 GLubyte *String; /**< Null-terminated program text */
2118
2119 /** GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2120 GLenum16 Target;
2121 GLenum16 Format; /**< String encoding format */
2122
2123 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2124
2125 struct nir_shader *nir;
2126
2127 /* Saved and restored with metadata. Freed with ralloc. */
2128 void *driver_cache_blob;
2129 size_t driver_cache_blob_size;
2130
2131 bool is_arb_asm; /** Is this an ARB assembly-style program */
2132
2133 /** Is this program written to on disk shader cache */
2134 bool program_written_to_cache;
2135
2136 /** Subset of OutputsWritten outputs written with non-zero index. */
2137 GLbitfield64 SecondaryOutputsWritten;
2138 /** TEXTURE_x_BIT bitmask */
2139 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
2140 /** Bitfield of which samplers are used */
2141 GLbitfield SamplersUsed;
2142 /** Texture units used for shadow sampling. */
2143 GLbitfield ShadowSamplers;
2144 /** Texture units used for samplerExternalOES */
2145 GLbitfield ExternalSamplersUsed;
2146
2147 /* Fragement shader only fields */
2148 GLboolean OriginUpperLeft;
2149 GLboolean PixelCenterInteger;
2150
2151 /** Named parameters, constants, etc. from program text */
2152 struct gl_program_parameter_list *Parameters;
2153
2154 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2155 GLubyte SamplerUnits[MAX_SAMPLERS];
2156
2157 /* FIXME: We should be able to make this struct a union. However some
2158 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2159 * these fields, we should fix this.
2160 */
2161 struct {
2162 /** Fields used by GLSL programs */
2163 struct {
2164 /** Data shared by gl_program and gl_shader_program */
2165 struct gl_shader_program_data *data;
2166
2167 struct gl_active_atomic_buffer **AtomicBuffers;
2168
2169 /** Post-link transform feedback info. */
2170 struct gl_transform_feedback_info *LinkedTransformFeedback;
2171
2172 /**
2173 * Number of types for subroutine uniforms.
2174 */
2175 GLuint NumSubroutineUniformTypes;
2176
2177 /**
2178 * Subroutine uniform remap table
2179 * based on the program level uniform remap table.
2180 */
2181 GLuint NumSubroutineUniforms; /* non-sparse total */
2182 GLuint NumSubroutineUniformRemapTable;
2183 struct gl_uniform_storage **SubroutineUniformRemapTable;
2184
2185 /**
2186 * Num of subroutine functions for this stage and storage for them.
2187 */
2188 GLuint NumSubroutineFunctions;
2189 GLuint MaxSubroutineFunctionIndex;
2190 struct gl_subroutine_function *SubroutineFunctions;
2191
2192 /**
2193 * Map from image uniform index to image unit (set by glUniform1i())
2194 *
2195 * An image uniform index is associated with each image uniform by
2196 * the linker. The image index associated with each uniform is
2197 * stored in the \c gl_uniform_storage::image field.
2198 */
2199 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2200
2201 /**
2202 * Access qualifier specified in the shader for each image uniform
2203 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2204 * GL_READ_WRITE.
2205 *
2206 * It may be different, though only more strict than the value of
2207 * \c gl_image_unit::Access for the corresponding image unit.
2208 */
2209 GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
2210
2211 struct gl_uniform_block **UniformBlocks;
2212 struct gl_uniform_block **ShaderStorageBlocks;
2213
2214 /** Which texture target is being sampled
2215 * (TEXTURE_1D/2D/3D/etc_INDEX)
2216 */
2217 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2218
2219 /**
2220 * Number of samplers declared with the bindless_sampler layout
2221 * qualifier as specified by ARB_bindless_texture.
2222 */
2223 GLuint NumBindlessSamplers;
2224 GLboolean HasBoundBindlessSampler;
2225 struct gl_bindless_sampler *BindlessSamplers;
2226
2227 /**
2228 * Number of images declared with the bindless_image layout qualifier
2229 * as specified by ARB_bindless_texture.
2230 */
2231 GLuint NumBindlessImages;
2232 GLboolean HasBoundBindlessImage;
2233 struct gl_bindless_image *BindlessImages;
2234
2235 union {
2236 struct {
2237 /**
2238 * A bitmask of gl_advanced_blend_mode values
2239 */
2240 GLbitfield BlendSupport;
2241 } fs;
2242 };
2243 } sh;
2244
2245 /** ARB assembly-style program fields */
2246 struct {
2247 struct prog_instruction *Instructions;
2248
2249 /**
2250 * Local parameters used by the program.
2251 *
2252 * It's dynamically allocated because it is rarely used (just
2253 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2254 * once it's allocated.
2255 */
2256 GLfloat (*LocalParams)[4];
2257
2258 /** Bitmask of which register files are read/written with indirect
2259 * addressing. Mask of (1 << PROGRAM_x) bits.
2260 */
2261 GLbitfield IndirectRegisterFiles;
2262
2263 /** Logical counts */
2264 /*@{*/
2265 GLuint NumInstructions;
2266 GLuint NumTemporaries;
2267 GLuint NumParameters;
2268 GLuint NumAttributes;
2269 GLuint NumAddressRegs;
2270 GLuint NumAluInstructions;
2271 GLuint NumTexInstructions;
2272 GLuint NumTexIndirections;
2273 /*@}*/
2274 /** Native, actual h/w counts */
2275 /*@{*/
2276 GLuint NumNativeInstructions;
2277 GLuint NumNativeTemporaries;
2278 GLuint NumNativeParameters;
2279 GLuint NumNativeAttributes;
2280 GLuint NumNativeAddressRegs;
2281 GLuint NumNativeAluInstructions;
2282 GLuint NumNativeTexInstructions;
2283 GLuint NumNativeTexIndirections;
2284 /*@}*/
2285
2286 /** Used by ARB assembly-style programs. Can only be true for vertex
2287 * programs.
2288 */
2289 GLboolean IsPositionInvariant;
2290 } arb;
2291 };
2292 };
2293
2294
2295 /**
2296 * State common to vertex and fragment programs.
2297 */
2298 struct gl_program_state
2299 {
2300 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2301 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2302 };
2303
2304
2305 /**
2306 * Context state for vertex programs.
2307 */
2308 struct gl_vertex_program_state
2309 {
2310 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2311 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2312 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2313 /** Should fixed-function T&L be implemented with a vertex prog? */
2314 GLboolean _MaintainTnlProgram;
2315
2316 struct gl_program *Current; /**< User-bound vertex program */
2317
2318 /** Currently enabled and valid vertex program (including internal
2319 * programs, user-defined vertex programs and GLSL vertex shaders).
2320 * This is the program we must use when rendering.
2321 */
2322 struct gl_program *_Current;
2323
2324 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2325
2326 /** Program to emulate fixed-function T&L (see above) */
2327 struct gl_program *_TnlProgram;
2328
2329 /** Cache of fixed-function programs */
2330 struct gl_program_cache *Cache;
2331
2332 GLboolean _Overriden;
2333 };
2334
2335 /**
2336 * Context state for tessellation control programs.
2337 */
2338 struct gl_tess_ctrl_program_state
2339 {
2340 /** Currently bound and valid shader. */
2341 struct gl_program *_Current;
2342
2343 GLint patch_vertices;
2344 GLfloat patch_default_outer_level[4];
2345 GLfloat patch_default_inner_level[2];
2346 };
2347
2348 /**
2349 * Context state for tessellation evaluation programs.
2350 */
2351 struct gl_tess_eval_program_state
2352 {
2353 /** Currently bound and valid shader. */
2354 struct gl_program *_Current;
2355 };
2356
2357 /**
2358 * Context state for geometry programs.
2359 */
2360 struct gl_geometry_program_state
2361 {
2362 /**
2363 * Currently enabled and valid program (including internal programs
2364 * and compiled shader programs).
2365 */
2366 struct gl_program *_Current;
2367 };
2368
2369 /**
2370 * Context state for fragment programs.
2371 */
2372 struct gl_fragment_program_state
2373 {
2374 GLboolean Enabled; /**< User-set fragment program enable flag */
2375 /** Should fixed-function texturing be implemented with a fragment prog? */
2376 GLboolean _MaintainTexEnvProgram;
2377
2378 struct gl_program *Current; /**< User-bound fragment program */
2379
2380 /**
2381 * Currently enabled and valid fragment program (including internal
2382 * programs, user-defined fragment programs and GLSL fragment shaders).
2383 * This is the program we must use when rendering.
2384 */
2385 struct gl_program *_Current;
2386
2387 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2388
2389 /** Program to emulate fixed-function texture env/combine (see above) */
2390 struct gl_program *_TexEnvProgram;
2391
2392 /** Cache of fixed-function programs */
2393 struct gl_program_cache *Cache;
2394 };
2395
2396
2397 /**
2398 * Context state for compute programs.
2399 */
2400 struct gl_compute_program_state
2401 {
2402 /** Currently enabled and valid program (including internal programs
2403 * and compiled shader programs).
2404 */
2405 struct gl_program *_Current;
2406 };
2407
2408
2409 /**
2410 * ATI_fragment_shader runtime state
2411 */
2412
2413 struct atifs_instruction;
2414 struct atifs_setupinst;
2415
2416 /**
2417 * ATI fragment shader
2418 */
2419 struct ati_fragment_shader
2420 {
2421 GLuint Id;
2422 GLint RefCount;
2423 struct atifs_instruction *Instructions[2];
2424 struct atifs_setupinst *SetupInst[2];
2425 GLfloat Constants[8][4];
2426 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2427 GLubyte numArithInstr[2];
2428 GLubyte regsAssigned[2];
2429 GLubyte NumPasses; /**< 1 or 2 */
2430 /**
2431 * Current compile stage: 0 setup pass1, 1 arith pass1,
2432 * 2 setup pass2, 3 arith pass2.
2433 */
2434 GLubyte cur_pass;
2435 GLubyte last_optype;
2436 GLboolean interpinp1;
2437 GLboolean isValid;
2438 /**
2439 * Array of 2 bit values for each tex unit to remember whether
2440 * STR or STQ swizzle was used
2441 */
2442 GLuint swizzlerq;
2443 struct gl_program *Program;
2444 };
2445
2446 /**
2447 * Context state for GL_ATI_fragment_shader
2448 */
2449 struct gl_ati_fragment_shader_state
2450 {
2451 GLboolean Enabled;
2452 GLboolean Compiling;
2453 GLfloat GlobalConstants[8][4];
2454 struct ati_fragment_shader *Current;
2455 };
2456
2457 /**
2458 * Shader subroutine function definition
2459 */
2460 struct gl_subroutine_function
2461 {
2462 char *name;
2463 int index;
2464 int num_compat_types;
2465 const struct glsl_type **types;
2466 };
2467
2468 /**
2469 * Shader information needed by both gl_shader and gl_linked shader.
2470 */
2471 struct gl_shader_info
2472 {
2473 /**
2474 * Tessellation Control shader state from layout qualifiers.
2475 */
2476 struct {
2477 /**
2478 * 0 - vertices not declared in shader, or
2479 * 1 .. GL_MAX_PATCH_VERTICES
2480 */
2481 GLint VerticesOut;
2482 } TessCtrl;
2483
2484 /**
2485 * Tessellation Evaluation shader state from layout qualifiers.
2486 */
2487 struct {
2488 /**
2489 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2490 * in this shader.
2491 */
2492 GLenum16 PrimitiveMode;
2493
2494 enum gl_tess_spacing Spacing;
2495
2496 /**
2497 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2498 */
2499 GLenum16 VertexOrder;
2500 /**
2501 * 1, 0, or -1 if it's not set in this shader.
2502 */
2503 int PointMode;
2504 } TessEval;
2505
2506 /**
2507 * Geometry shader state from GLSL 1.50 layout qualifiers.
2508 */
2509 struct {
2510 GLint VerticesOut;
2511 /**
2512 * 0 - Invocations count not declared in shader, or
2513 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2514 */
2515 GLint Invocations;
2516 /**
2517 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2518 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2519 * shader.
2520 */
2521 GLenum16 InputType;
2522 /**
2523 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2524 * it's not set in this shader.
2525 */
2526 GLenum16 OutputType;
2527 } Geom;
2528
2529 /**
2530 * Compute shader state from ARB_compute_shader and
2531 * ARB_compute_variable_group_size layout qualifiers.
2532 */
2533 struct {
2534 /**
2535 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2536 * it's not set in this shader.
2537 */
2538 unsigned LocalSize[3];
2539
2540 /**
2541 * Whether a variable work group size has been specified as defined by
2542 * ARB_compute_variable_group_size.
2543 */
2544 bool LocalSizeVariable;
2545 } Comp;
2546 };
2547
2548 /**
2549 * A linked GLSL shader object.
2550 */
2551 struct gl_linked_shader
2552 {
2553 gl_shader_stage Stage;
2554
2555 #ifdef DEBUG
2556 unsigned SourceChecksum;
2557 #endif
2558
2559 struct gl_program *Program; /**< Post-compile assembly code */
2560
2561 /**
2562 * \name Sampler tracking
2563 *
2564 * \note Each of these fields is only set post-linking.
2565 */
2566 /*@{*/
2567 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2568 /*@}*/
2569
2570 /**
2571 * Number of default uniform block components used by this shader.
2572 *
2573 * This field is only set post-linking.
2574 */
2575 unsigned num_uniform_components;
2576
2577 /**
2578 * Number of combined uniform components used by this shader.
2579 *
2580 * This field is only set post-linking. It is the sum of the uniform block
2581 * sizes divided by sizeof(float), and num_uniform_compoennts.
2582 */
2583 unsigned num_combined_uniform_components;
2584
2585 struct exec_list *ir;
2586 struct exec_list *packed_varyings;
2587 struct exec_list *fragdata_arrays;
2588 struct glsl_symbol_table *symbols;
2589 };
2590
2591
2592 /**
2593 * Compile status enum. COMPILE_SKIPPED is used to indicate the compile
2594 * was skipped due to the shader matching one that's been seen before by
2595 * the on-disk cache.
2596 */
2597 enum gl_compile_status
2598 {
2599 COMPILE_FAILURE = 0,
2600 COMPILE_SUCCESS,
2601 COMPILE_SKIPPED,
2602 COMPILED_NO_OPTS
2603 };
2604
2605 /**
2606 * A GLSL shader object.
2607 */
2608 struct gl_shader
2609 {
2610 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2611 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2612 * Must be the first field.
2613 */
2614 GLenum16 Type;
2615 gl_shader_stage Stage;
2616 GLuint Name; /**< AKA the handle */
2617 GLint RefCount; /**< Reference count */
2618 GLchar *Label; /**< GL_KHR_debug */
2619 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2620 GLboolean DeletePending;
2621 bool IsES; /**< True if this shader uses GLSL ES */
2622
2623 enum gl_compile_status CompileStatus;
2624
2625 #ifdef DEBUG
2626 unsigned SourceChecksum; /**< for debug/logging purposes */
2627 #endif
2628 const GLchar *Source; /**< Source code string */
2629
2630 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2631
2632 GLchar *InfoLog;
2633
2634 unsigned Version; /**< GLSL version used for linking */
2635
2636 /**
2637 * A bitmask of gl_advanced_blend_mode values
2638 */
2639 GLbitfield BlendSupport;
2640
2641 struct exec_list *ir;
2642 struct glsl_symbol_table *symbols;
2643
2644 /**
2645 * Whether early fragment tests are enabled as defined by
2646 * ARB_shader_image_load_store.
2647 */
2648 bool EarlyFragmentTests;
2649
2650 bool ARB_fragment_coord_conventions_enable;
2651
2652 bool redeclares_gl_fragcoord;
2653 bool uses_gl_fragcoord;
2654
2655 bool PostDepthCoverage;
2656 bool InnerCoverage;
2657
2658 /**
2659 * Fragment shader state from GLSL 1.50 layout qualifiers.
2660 */
2661 bool origin_upper_left;
2662 bool pixel_center_integer;
2663
2664 /**
2665 * Whether bindless_sampler/bindless_image, and respectively
2666 * bound_sampler/bound_image are declared at global scope as defined by
2667 * ARB_bindless_texture.
2668 */
2669 bool bindless_sampler;
2670 bool bindless_image;
2671 bool bound_sampler;
2672 bool bound_image;
2673
2674 /** Global xfb_stride out qualifier if any */
2675 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2676
2677 struct gl_shader_info info;
2678
2679 /* ARB_gl_spirv related data */
2680 struct gl_shader_spirv_data *spirv_data;
2681 };
2682
2683
2684 struct gl_uniform_buffer_variable
2685 {
2686 char *Name;
2687
2688 /**
2689 * Name of the uniform as seen by glGetUniformIndices.
2690 *
2691 * glGetUniformIndices requires that the block instance index \b not be
2692 * present in the name of queried uniforms.
2693 *
2694 * \note
2695 * \c gl_uniform_buffer_variable::IndexName and
2696 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2697 */
2698 char *IndexName;
2699
2700 const struct glsl_type *Type;
2701 unsigned int Offset;
2702 GLboolean RowMajor;
2703 };
2704
2705
2706 struct gl_uniform_block
2707 {
2708 /** Declared name of the uniform block */
2709 char *Name;
2710
2711 /** Array of supplemental information about UBO ir_variables. */
2712 struct gl_uniform_buffer_variable *Uniforms;
2713 GLuint NumUniforms;
2714
2715 /**
2716 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2717 * with glBindBufferBase to bind a buffer object to this uniform block.
2718 */
2719 GLuint Binding;
2720
2721 /**
2722 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2723 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2724 */
2725 GLuint UniformBufferSize;
2726
2727 /** Stages that reference this block */
2728 uint8_t stageref;
2729
2730 /**
2731 * Linearized array index for uniform block instance arrays
2732 *
2733 * Given a uniform block instance array declared with size
2734 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2735 * have the linearized array index
2736 *
2737 * m-1 m
2738 * i_m + ∑ i_j * ∏ s_k
2739 * j=0 k=j+1
2740 *
2741 * For a uniform block instance that is not an array, this is always 0.
2742 */
2743 uint8_t linearized_array_index;
2744
2745 /**
2746 * Layout specified in the shader
2747 *
2748 * This isn't accessible through the API, but it is used while
2749 * cross-validating uniform blocks.
2750 */
2751 enum glsl_interface_packing _Packing;
2752 GLboolean _RowMajor;
2753 };
2754
2755 /**
2756 * Structure that represents a reference to an atomic buffer from some
2757 * shader program.
2758 */
2759 struct gl_active_atomic_buffer
2760 {
2761 /** Uniform indices of the atomic counters declared within it. */
2762 GLuint *Uniforms;
2763 GLuint NumUniforms;
2764
2765 /** Binding point index associated with it. */
2766 GLuint Binding;
2767
2768 /** Minimum reasonable size it is expected to have. */
2769 GLuint MinimumSize;
2770
2771 /** Shader stages making use of it. */
2772 GLboolean StageReferences[MESA_SHADER_STAGES];
2773 };
2774
2775 /**
2776 * Data container for shader queries. This holds only the minimal
2777 * amount of required information for resource queries to work.
2778 */
2779 struct gl_shader_variable
2780 {
2781 /**
2782 * Declared type of the variable
2783 */
2784 const struct glsl_type *type;
2785
2786 /**
2787 * If the variable is in an interface block, this is the type of the block.
2788 */
2789 const struct glsl_type *interface_type;
2790
2791 /**
2792 * For variables inside structs (possibly recursively), this is the
2793 * outermost struct type.
2794 */
2795 const struct glsl_type *outermost_struct_type;
2796
2797 /**
2798 * Declared name of the variable
2799 */
2800 char *name;
2801
2802 /**
2803 * Storage location of the base of this variable
2804 *
2805 * The precise meaning of this field depends on the nature of the variable.
2806 *
2807 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2808 * - Vertex shader output: one of the values from \c gl_varying_slot.
2809 * - Geometry shader input: one of the values from \c gl_varying_slot.
2810 * - Geometry shader output: one of the values from \c gl_varying_slot.
2811 * - Fragment shader input: one of the values from \c gl_varying_slot.
2812 * - Fragment shader output: one of the values from \c gl_frag_result.
2813 * - Uniforms: Per-stage uniform slot number for default uniform block.
2814 * - Uniforms: Index within the uniform block definition for UBO members.
2815 * - Non-UBO Uniforms: explicit location until linking then reused to
2816 * store uniform slot number.
2817 * - Other: This field is not currently used.
2818 *
2819 * If the variable is a uniform, shader input, or shader output, and the
2820 * slot has not been assigned, the value will be -1.
2821 */
2822 int location;
2823
2824 /**
2825 * Specifies the first component the variable is stored in as per
2826 * ARB_enhanced_layouts.
2827 */
2828 unsigned component:2;
2829
2830 /**
2831 * Output index for dual source blending.
2832 *
2833 * \note
2834 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2835 * source blending.
2836 */
2837 unsigned index:1;
2838
2839 /**
2840 * Specifies whether a shader input/output is per-patch in tessellation
2841 * shader stages.
2842 */
2843 unsigned patch:1;
2844
2845 /**
2846 * Storage class of the variable.
2847 *
2848 * \sa (n)ir_variable_mode
2849 */
2850 unsigned mode:4;
2851
2852 /**
2853 * Interpolation mode for shader inputs / outputs
2854 *
2855 * \sa glsl_interp_mode
2856 */
2857 unsigned interpolation:2;
2858
2859 /**
2860 * Was the location explicitly set in the shader?
2861 *
2862 * If the location is explicitly set in the shader, it \b cannot be changed
2863 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2864 * no effect).
2865 */
2866 unsigned explicit_location:1;
2867
2868 /**
2869 * Precision qualifier.
2870 */
2871 unsigned precision:2;
2872 };
2873
2874 /**
2875 * Active resource in a gl_shader_program
2876 */
2877 struct gl_program_resource
2878 {
2879 GLenum16 Type; /** Program interface type. */
2880 const void *Data; /** Pointer to resource associated data structure. */
2881 uint8_t StageReferences; /** Bitmask of shader stage references. */
2882 };
2883
2884 /**
2885 * Link status enum. LINKING_SKIPPED is used to indicate linking
2886 * was skipped due to the shader being loaded from the on-disk cache.
2887 */
2888 enum gl_link_status
2889 {
2890 LINKING_FAILURE = 0,
2891 LINKING_SUCCESS,
2892 LINKING_SKIPPED
2893 };
2894
2895 /**
2896 * A data structure to be shared by gl_shader_program and gl_program.
2897 */
2898 struct gl_shader_program_data
2899 {
2900 GLint RefCount; /**< Reference count */
2901
2902 /** SHA1 hash of linked shader program */
2903 unsigned char sha1[20];
2904
2905 unsigned NumUniformStorage;
2906 unsigned NumHiddenUniforms;
2907 struct gl_uniform_storage *UniformStorage;
2908
2909 unsigned NumUniformBlocks;
2910 unsigned NumShaderStorageBlocks;
2911
2912 struct gl_uniform_block *UniformBlocks;
2913 struct gl_uniform_block *ShaderStorageBlocks;
2914
2915 struct gl_active_atomic_buffer *AtomicBuffers;
2916 unsigned NumAtomicBuffers;
2917
2918 /* Shader cache variables used during restore */
2919 unsigned NumUniformDataSlots;
2920 union gl_constant_value *UniformDataSlots;
2921
2922 /* Used to hold initial uniform values for program binary restores.
2923 *
2924 * From the ARB_get_program_binary spec:
2925 *
2926 * "A successful call to ProgramBinary will reset all uniform
2927 * variables to their initial values. The initial value is either
2928 * the value of the variable's initializer as specified in the
2929 * original shader source, or 0 if no initializer was present.
2930 */
2931 union gl_constant_value *UniformDataDefaults;
2932
2933 GLboolean Validated;
2934
2935 /** List of all active resources after linking. */
2936 struct gl_program_resource *ProgramResourceList;
2937 unsigned NumProgramResourceList;
2938
2939 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2940 GLchar *InfoLog;
2941
2942 unsigned Version; /**< GLSL version used for linking */
2943
2944 /* Mask of stages this program was linked against */
2945 unsigned linked_stages;
2946 };
2947
2948 /**
2949 * A GLSL program object.
2950 * Basically a linked collection of vertex and fragment shaders.
2951 */
2952 struct gl_shader_program
2953 {
2954 GLenum16 Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2955 GLuint Name; /**< aka handle or ID */
2956 GLchar *Label; /**< GL_KHR_debug */
2957 GLint RefCount; /**< Reference count */
2958 GLboolean DeletePending;
2959
2960 /**
2961 * Is the application intending to glGetProgramBinary this program?
2962 */
2963 GLboolean BinaryRetreivableHint;
2964
2965 /**
2966 * Indicates whether program can be bound for individual pipeline stages
2967 * using UseProgramStages after it is next linked.
2968 */
2969 GLboolean SeparateShader;
2970
2971 GLuint NumShaders; /**< number of attached shaders */
2972 struct gl_shader **Shaders; /**< List of attached the shaders */
2973
2974 /**
2975 * User-defined attribute bindings
2976 *
2977 * These are set via \c glBindAttribLocation and are used to direct the
2978 * GLSL linker. These are \b not the values used in the compiled shader,
2979 * and they are \b not the values returned by \c glGetAttribLocation.
2980 */
2981 struct string_to_uint_map *AttributeBindings;
2982
2983 /**
2984 * User-defined fragment data bindings
2985 *
2986 * These are set via \c glBindFragDataLocation and are used to direct the
2987 * GLSL linker. These are \b not the values used in the compiled shader,
2988 * and they are \b not the values returned by \c glGetFragDataLocation.
2989 */
2990 struct string_to_uint_map *FragDataBindings;
2991 struct string_to_uint_map *FragDataIndexBindings;
2992
2993 /**
2994 * Transform feedback varyings last specified by
2995 * glTransformFeedbackVaryings().
2996 *
2997 * For the current set of transform feedback varyings used for transform
2998 * feedback output, see LinkedTransformFeedback.
2999 */
3000 struct {
3001 GLenum16 BufferMode;
3002 /** Global xfb_stride out qualifier if any */
3003 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
3004 GLuint NumVarying;
3005 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
3006 } TransformFeedback;
3007
3008 struct gl_program *last_vert_prog;
3009
3010 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
3011 enum gl_frag_depth_layout FragDepthLayout;
3012
3013 /**
3014 * Geometry shader state - copied into gl_program by
3015 * _mesa_copy_linked_program_data().
3016 */
3017 struct {
3018 GLint VerticesIn;
3019
3020 bool UsesEndPrimitive;
3021 bool UsesStreams;
3022 } Geom;
3023
3024 /**
3025 * Compute shader state - copied into gl_program by
3026 * _mesa_copy_linked_program_data().
3027 */
3028 struct {
3029 /**
3030 * Size of shared variables accessed by the compute shader.
3031 */
3032 unsigned SharedSize;
3033 } Comp;
3034
3035 /** Data shared by gl_program and gl_shader_program */
3036 struct gl_shader_program_data *data;
3037
3038 /**
3039 * Mapping from GL uniform locations returned by \c glUniformLocation to
3040 * UniformStorage entries. Arrays will have multiple contiguous slots
3041 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
3042 */
3043 unsigned NumUniformRemapTable;
3044 struct gl_uniform_storage **UniformRemapTable;
3045
3046 /**
3047 * Sometimes there are empty slots left over in UniformRemapTable after we
3048 * allocate slots to explicit locations. This list stores the blocks of
3049 * continuous empty slots inside UniformRemapTable.
3050 */
3051 struct exec_list EmptyUniformLocations;
3052
3053 /**
3054 * Total number of explicit uniform location including inactive uniforms.
3055 */
3056 unsigned NumExplicitUniformLocations;
3057
3058 /**
3059 * Map of active uniform names to locations
3060 *
3061 * Maps any active uniform that is not an array element to a location.
3062 * Each active uniform, including individual structure members will appear
3063 * in this map. This roughly corresponds to the set of names that would be
3064 * enumerated by \c glGetActiveUniform.
3065 */
3066 struct string_to_uint_map *UniformHash;
3067
3068 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3069
3070 bool IsES; /**< True if this program uses GLSL ES */
3071
3072 /**
3073 * Per-stage shaders resulting from the first stage of linking.
3074 *
3075 * Set of linked shaders for this program. The array is accessed using the
3076 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3077 * \c NULL.
3078 */
3079 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3080
3081 /**
3082 * True if any of the fragment shaders attached to this program use:
3083 * #extension ARB_fragment_coord_conventions: enable
3084 */
3085 GLboolean ARB_fragment_coord_conventions_enable;
3086 };
3087
3088
3089 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3090 #define GLSL_LOG 0x2 /**< Write shaders to files */
3091 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3092 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3093 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3094 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3095 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3096 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3097 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3098 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3099
3100
3101 /**
3102 * Context state for GLSL vertex/fragment shaders.
3103 * Extended to support pipeline object
3104 */
3105 struct gl_pipeline_object
3106 {
3107 /** Name of the pipeline object as received from glGenProgramPipelines.
3108 * It would be 0 for shaders without separate shader objects.
3109 */
3110 GLuint Name;
3111
3112 GLint RefCount;
3113
3114 GLchar *Label; /**< GL_KHR_debug */
3115
3116 /**
3117 * Programs used for rendering
3118 *
3119 * There is a separate program set for each shader stage.
3120 */
3121 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3122
3123 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3124
3125 /**
3126 * Program used by glUniform calls.
3127 *
3128 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3129 */
3130 struct gl_shader_program *ActiveProgram;
3131
3132 GLbitfield Flags; /**< Mask of GLSL_x flags */
3133 GLboolean EverBound; /**< Has the pipeline object been created */
3134 GLboolean Validated; /**< Pipeline Validation status */
3135
3136 GLchar *InfoLog;
3137 };
3138
3139 /**
3140 * Context state for GLSL pipeline shaders.
3141 */
3142 struct gl_pipeline_shader_state
3143 {
3144 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3145 struct gl_pipeline_object *Current;
3146
3147 /** Default Object to ensure that _Shader is never NULL */
3148 struct gl_pipeline_object *Default;
3149
3150 /** Pipeline objects */
3151 struct _mesa_HashTable *Objects;
3152 };
3153
3154 /**
3155 * Compiler options for a single GLSL shaders type
3156 */
3157 struct gl_shader_compiler_options
3158 {
3159 /** Driver-selectable options: */
3160 GLboolean EmitNoLoops;
3161 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3162 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3163 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3164 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3165 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3166 * gl_CullDistance together from
3167 * float[8] to vec4[2]
3168 **/
3169
3170 /**
3171 * \name Forms of indirect addressing the driver cannot do.
3172 */
3173 /*@{*/
3174 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3175 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3176 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3177 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3178 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3179 /*@}*/
3180
3181 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3182 GLuint MaxUnrollIterations;
3183
3184 /**
3185 * Optimize code for array of structures backends.
3186 *
3187 * This is a proxy for:
3188 * - preferring DP4 instructions (rather than MUL/MAD) for
3189 * matrix * vector operations, such as position transformation.
3190 */
3191 GLboolean OptimizeForAOS;
3192
3193 /** Lower UBO and SSBO access to intrinsics. */
3194 GLboolean LowerBufferInterfaceBlocks;
3195
3196 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3197 GLboolean ClampBlockIndicesToArrayBounds;
3198
3199 const struct nir_shader_compiler_options *NirOptions;
3200 };
3201
3202
3203 /**
3204 * Occlusion/timer query object.
3205 */
3206 struct gl_query_object
3207 {
3208 GLenum Target; /**< The query target, when active */
3209 GLuint Id; /**< hash table ID/name */
3210 GLchar *Label; /**< GL_KHR_debug */
3211 GLuint64EXT Result; /**< the counter */
3212 GLboolean Active; /**< inside Begin/EndQuery */
3213 GLboolean Ready; /**< result is ready? */
3214 GLboolean EverBound;/**< has query object ever been bound */
3215 GLuint Stream; /**< The stream */
3216 };
3217
3218
3219 /**
3220 * Context state for query objects.
3221 */
3222 struct gl_query_state
3223 {
3224 struct _mesa_HashTable *QueryObjects;
3225 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3226 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3227
3228 /** GL_NV_conditional_render */
3229 struct gl_query_object *CondRenderQuery;
3230
3231 /** GL_EXT_transform_feedback */
3232 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3233 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3234
3235 /** GL_ARB_transform_feedback_overflow_query */
3236 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3237 struct gl_query_object *TransformFeedbackOverflowAny;
3238
3239 /** GL_ARB_timer_query */
3240 struct gl_query_object *TimeElapsed;
3241
3242 /** GL_ARB_pipeline_statistics_query */
3243 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3244
3245 GLenum16 CondRenderMode;
3246 };
3247
3248
3249 /** Sync object state */
3250 struct gl_sync_object
3251 {
3252 GLuint Name; /**< Fence name */
3253 GLint RefCount; /**< Reference count */
3254 GLchar *Label; /**< GL_KHR_debug */
3255 GLboolean DeletePending; /**< Object was deleted while there were still
3256 * live references (e.g., sync not yet finished)
3257 */
3258 GLenum16 SyncCondition;
3259 GLbitfield Flags; /**< Flags passed to glFenceSync */
3260 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3261 };
3262
3263
3264 /**
3265 * State which can be shared by multiple contexts:
3266 */
3267 struct gl_shared_state
3268 {
3269 simple_mtx_t Mutex; /**< for thread safety */
3270 GLint RefCount; /**< Reference count */
3271 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3272 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3273 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3274
3275 /** Default texture objects (shared by all texture units) */
3276 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3277
3278 /** Fallback texture used when a bound texture is incomplete */
3279 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3280
3281 /**
3282 * \name Thread safety and statechange notification for texture
3283 * objects.
3284 *
3285 * \todo Improve the granularity of locking.
3286 */
3287 /*@{*/
3288 mtx_t TexMutex; /**< texobj thread safety */
3289 GLuint TextureStateStamp; /**< state notification for shared tex */
3290 /*@}*/
3291
3292 /** Default buffer object for vertex arrays that aren't in VBOs */
3293 struct gl_buffer_object *NullBufferObj;
3294
3295 /**
3296 * \name Vertex/geometry/fragment programs
3297 */
3298 /*@{*/
3299 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3300 struct gl_program *DefaultVertexProgram;
3301 struct gl_program *DefaultFragmentProgram;
3302 /*@}*/
3303
3304 /* GL_ATI_fragment_shader */
3305 struct _mesa_HashTable *ATIShaders;
3306 struct ati_fragment_shader *DefaultFragmentShader;
3307
3308 struct _mesa_HashTable *BufferObjects;
3309
3310 /** Table of both gl_shader and gl_shader_program objects */
3311 struct _mesa_HashTable *ShaderObjects;
3312
3313 /* GL_EXT_framebuffer_object */
3314 struct _mesa_HashTable *RenderBuffers;
3315 struct _mesa_HashTable *FrameBuffers;
3316
3317 /* GL_ARB_sync */
3318 struct set *SyncObjects;
3319
3320 /** GL_ARB_sampler_objects */
3321 struct _mesa_HashTable *SamplerObjects;
3322
3323 /* GL_ARB_bindless_texture */
3324 struct hash_table_u64 *TextureHandles;
3325 struct hash_table_u64 *ImageHandles;
3326 mtx_t HandlesMutex; /**< For texture/image handles safety */
3327
3328 /**
3329 * Some context in this share group was affected by a GPU reset
3330 *
3331 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3332 * been affected by a GPU reset must also return
3333 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3334 *
3335 * Once this field becomes true, it is never reset to false.
3336 */
3337 bool ShareGroupReset;
3338
3339 /** EXT_external_objects */
3340 struct _mesa_HashTable *MemoryObjects;
3341
3342 /** EXT_semaphore */
3343 struct _mesa_HashTable *SemaphoreObjects;
3344
3345 /**
3346 * Some context in this share group was affected by a disjoint
3347 * operation. This operation can be anything that has effects on
3348 * values of timer queries in such manner that they become invalid for
3349 * performance metrics. As example gpu reset, counter overflow or gpu
3350 * frequency changes.
3351 */
3352 bool DisjointOperation;
3353 };
3354
3355
3356
3357 /**
3358 * Renderbuffers represent drawing surfaces such as color, depth and/or
3359 * stencil. A framebuffer object has a set of renderbuffers.
3360 * Drivers will typically derive subclasses of this type.
3361 */
3362 struct gl_renderbuffer
3363 {
3364 simple_mtx_t Mutex; /**< for thread safety */
3365 GLuint ClassID; /**< Useful for drivers */
3366 GLuint Name;
3367 GLchar *Label; /**< GL_KHR_debug */
3368 GLint RefCount;
3369 GLuint Width, Height;
3370 GLuint Depth;
3371 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3372 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3373 /**
3374 * True for renderbuffers that wrap textures, giving the driver a chance to
3375 * flush render caches through the FinishRenderTexture hook.
3376 *
3377 * Drivers may also set this on renderbuffers other than those generated by
3378 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3379 * called without a rb->TexImage.
3380 */
3381 GLboolean NeedsFinishRenderTexture;
3382 GLubyte NumSamples; /**< zero means not multisampled */
3383 GLenum16 InternalFormat; /**< The user-specified format */
3384 GLenum16 _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3385 GL_STENCIL_INDEX. */
3386 mesa_format Format; /**< The actual renderbuffer memory format */
3387 /**
3388 * Pointer to the texture image if this renderbuffer wraps a texture,
3389 * otherwise NULL.
3390 *
3391 * Note that the reference on the gl_texture_object containing this
3392 * TexImage is held by the gl_renderbuffer_attachment.
3393 */
3394 struct gl_texture_image *TexImage;
3395
3396 /** Delete this renderbuffer */
3397 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3398
3399 /** Allocate new storage for this renderbuffer */
3400 GLboolean (*AllocStorage)(struct gl_context *ctx,
3401 struct gl_renderbuffer *rb,
3402 GLenum internalFormat,
3403 GLuint width, GLuint height);
3404 };
3405
3406
3407 /**
3408 * A renderbuffer attachment points to either a texture object (and specifies
3409 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3410 */
3411 struct gl_renderbuffer_attachment
3412 {
3413 GLenum16 Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3414 GLboolean Complete;
3415
3416 /**
3417 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3418 * application supplied renderbuffer object.
3419 */
3420 struct gl_renderbuffer *Renderbuffer;
3421
3422 /**
3423 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3424 * supplied texture object.
3425 */
3426 struct gl_texture_object *Texture;
3427 GLuint TextureLevel; /**< Attached mipmap level. */
3428 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3429 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3430 * and 2D array textures */
3431 GLboolean Layered;
3432 };
3433
3434
3435 /**
3436 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3437 * In C++ terms, think of this as a base class from which device drivers
3438 * will make derived classes.
3439 */
3440 struct gl_framebuffer
3441 {
3442 simple_mtx_t Mutex; /**< for thread safety */
3443 /**
3444 * If zero, this is a window system framebuffer. If non-zero, this
3445 * is a FBO framebuffer; note that for some devices (i.e. those with
3446 * a natural pixel coordinate system for FBOs that differs from the
3447 * OpenGL/Mesa coordinate system), this means that the viewport,
3448 * polygon face orientation, and polygon stipple will have to be inverted.
3449 */
3450 GLuint Name;
3451 GLint RefCount;
3452
3453 GLchar *Label; /**< GL_KHR_debug */
3454
3455 GLboolean DeletePending;
3456
3457 /**
3458 * The framebuffer's visual. Immutable if this is a window system buffer.
3459 * Computed from attachments if user-made FBO.
3460 */
3461 struct gl_config Visual;
3462
3463 /**
3464 * Size of frame buffer in pixels. If there are no attachments, then both
3465 * of these are 0.
3466 */
3467 GLuint Width, Height;
3468
3469 /**
3470 * In the case that the framebuffer has no attachment (i.e.
3471 * GL_ARB_framebuffer_no_attachments) then the geometry of
3472 * the framebuffer is specified by the default values.
3473 */
3474 struct {
3475 GLuint Width, Height, Layers, NumSamples;
3476 GLboolean FixedSampleLocations;
3477 /* Derived from NumSamples by the driver so that it can choose a valid
3478 * value for the hardware.
3479 */
3480 GLuint _NumSamples;
3481 } DefaultGeometry;
3482
3483 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3484 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3485 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3486 */
3487 /*@{*/
3488 GLint _Xmin, _Xmax;
3489 GLint _Ymin, _Ymax;
3490 /*@}*/
3491
3492 /** \name Derived Z buffer stuff */
3493 /*@{*/
3494 GLuint _DepthMax; /**< Max depth buffer value */
3495 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3496 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3497 /*@}*/
3498
3499 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3500 GLenum16 _Status;
3501
3502 /** Whether one of Attachment has Type != GL_NONE
3503 * NOTE: the values for Width and Height are set to 0 in case of having
3504 * no attachments, a backend driver supporting the extension
3505 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3506 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3507 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3508 * _Ymax do NOT take into account _HasAttachments being false). To get the
3509 * geometry of the framebuffer, the helper functions
3510 * _mesa_geometric_width(),
3511 * _mesa_geometric_height(),
3512 * _mesa_geometric_samples() and
3513 * _mesa_geometric_layers()
3514 * are available that check _HasAttachments.
3515 */
3516 bool _HasAttachments;
3517
3518 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3519
3520 /* ARB_color_buffer_float */
3521 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3522 GLboolean _HasSNormOrFloatColorBuffer;
3523
3524 /**
3525 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3526 * is not layered. For cube maps and cube map arrays, each cube face
3527 * counts as a layer. As the case for Width, Height a backend driver
3528 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3529 * in the case that _HasAttachments is false
3530 */
3531 GLuint MaxNumLayers;
3532
3533 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3534 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3535
3536 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3537 * attribute group and GL_PIXEL attribute group, respectively.
3538 */
3539 GLenum16 ColorDrawBuffer[MAX_DRAW_BUFFERS];
3540 GLenum16 ColorReadBuffer;
3541
3542 /** Computed from ColorDraw/ReadBuffer above */
3543 GLuint _NumColorDrawBuffers;
3544 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3545 gl_buffer_index _ColorReadBufferIndex;
3546 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3547 struct gl_renderbuffer *_ColorReadBuffer;
3548
3549 /** Delete this framebuffer */
3550 void (*Delete)(struct gl_framebuffer *fb);
3551 };
3552
3553
3554 /**
3555 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3556 */
3557 struct gl_precision
3558 {
3559 GLushort RangeMin; /**< min value exponent */
3560 GLushort RangeMax; /**< max value exponent */
3561 GLushort Precision; /**< number of mantissa bits */
3562 };
3563
3564
3565 /**
3566 * Limits for vertex, geometry and fragment programs/shaders.
3567 */
3568 struct gl_program_constants
3569 {
3570 /* logical limits */
3571 GLuint MaxInstructions;
3572 GLuint MaxAluInstructions;
3573 GLuint MaxTexInstructions;
3574 GLuint MaxTexIndirections;
3575 GLuint MaxAttribs;
3576 GLuint MaxTemps;
3577 GLuint MaxAddressRegs;
3578 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3579 GLuint MaxParameters;
3580 GLuint MaxLocalParams;
3581 GLuint MaxEnvParams;
3582 /* native/hardware limits */
3583 GLuint MaxNativeInstructions;
3584 GLuint MaxNativeAluInstructions;
3585 GLuint MaxNativeTexInstructions;
3586 GLuint MaxNativeTexIndirections;
3587 GLuint MaxNativeAttribs;
3588 GLuint MaxNativeTemps;
3589 GLuint MaxNativeAddressRegs;
3590 GLuint MaxNativeParameters;
3591 /* For shaders */
3592 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3593
3594 /**
3595 * \name Per-stage input / output limits
3596 *
3597 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3598 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3599 * ES). This is stored as \c gl_constants::MaxVarying.
3600 *
3601 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3602 * variables. Each stage as a certain number of outputs that it can feed
3603 * to the next stage and a certain number inputs that it can consume from
3604 * the previous stage.
3605 *
3606 * Vertex shader inputs do not participate this in this accounting.
3607 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3608 *
3609 * Fragment shader outputs do not participate this in this accounting.
3610 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3611 */
3612 /*@{*/
3613 GLuint MaxInputComponents;
3614 GLuint MaxOutputComponents;
3615 /*@}*/
3616
3617 /* ES 2.0 and GL_ARB_ES2_compatibility */
3618 struct gl_precision LowFloat, MediumFloat, HighFloat;
3619 struct gl_precision LowInt, MediumInt, HighInt;
3620 /* GL_ARB_uniform_buffer_object */
3621 GLuint MaxUniformBlocks;
3622 GLuint MaxCombinedUniformComponents;
3623 GLuint MaxTextureImageUnits;
3624
3625 /* GL_ARB_shader_atomic_counters */
3626 GLuint MaxAtomicBuffers;
3627 GLuint MaxAtomicCounters;
3628
3629 /* GL_ARB_shader_image_load_store */
3630 GLuint MaxImageUniforms;
3631
3632 /* GL_ARB_shader_storage_buffer_object */
3633 GLuint MaxShaderStorageBlocks;
3634 };
3635
3636 /**
3637 * Constants which may be overridden by device driver during context creation
3638 * but are never changed after that.
3639 */
3640 struct gl_constants
3641 {
3642 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3643 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3644 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3645 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3646 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3647 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3648 GLuint MaxTextureCoordUnits;
3649 GLuint MaxCombinedTextureImageUnits;
3650 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3651 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3652 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3653 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3654
3655 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3656
3657 GLuint MaxArrayLockSize;
3658
3659 GLint SubPixelBits;
3660
3661 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3662 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3663 GLfloat PointSizeGranularity;
3664 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3665 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3666 GLfloat LineWidthGranularity;
3667
3668 GLuint MaxClipPlanes;
3669 GLuint MaxLights;
3670 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3671 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3672
3673 GLuint MaxViewportWidth, MaxViewportHeight;
3674 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3675 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3676 struct {
3677 GLfloat Min;
3678 GLfloat Max;
3679 } ViewportBounds; /**< GL_ARB_viewport_array */
3680 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3681
3682 struct gl_program_constants Program[MESA_SHADER_STAGES];
3683 GLuint MaxProgramMatrices;
3684 GLuint MaxProgramMatrixStackDepth;
3685
3686 struct {
3687 GLuint SamplesPassed;
3688 GLuint TimeElapsed;
3689 GLuint Timestamp;
3690 GLuint PrimitivesGenerated;
3691 GLuint PrimitivesWritten;
3692 GLuint VerticesSubmitted;
3693 GLuint PrimitivesSubmitted;
3694 GLuint VsInvocations;
3695 GLuint TessPatches;
3696 GLuint TessInvocations;
3697 GLuint GsInvocations;
3698 GLuint GsPrimitives;
3699 GLuint FsInvocations;
3700 GLuint ComputeInvocations;
3701 GLuint ClInPrimitives;
3702 GLuint ClOutPrimitives;
3703 } QueryCounterBits;
3704
3705 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3706
3707 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3708 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3709 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3710
3711 /**
3712 * GL_ARB_framebuffer_no_attachments
3713 */
3714 GLuint MaxFramebufferWidth;
3715 GLuint MaxFramebufferHeight;
3716 GLuint MaxFramebufferLayers;
3717 GLuint MaxFramebufferSamples;
3718
3719 /** Number of varying vectors between any two shader stages. */
3720 GLuint MaxVarying;
3721
3722 /** @{
3723 * GL_ARB_uniform_buffer_object
3724 */
3725 GLuint MaxCombinedUniformBlocks;
3726 GLuint MaxUniformBufferBindings;
3727 GLuint MaxUniformBlockSize;
3728 GLuint UniformBufferOffsetAlignment;
3729 /** @} */
3730
3731 /** @{
3732 * GL_ARB_shader_storage_buffer_object
3733 */
3734 GLuint MaxCombinedShaderStorageBlocks;
3735 GLuint MaxShaderStorageBufferBindings;
3736 GLuint MaxShaderStorageBlockSize;
3737 GLuint ShaderStorageBufferOffsetAlignment;
3738 /** @} */
3739
3740 /**
3741 * GL_ARB_explicit_uniform_location
3742 */
3743 GLuint MaxUserAssignableUniformLocations;
3744
3745 /** geometry shader */
3746 GLuint MaxGeometryOutputVertices;
3747 GLuint MaxGeometryTotalOutputComponents;
3748
3749 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3750
3751 /**
3752 * Changes default GLSL extension behavior from "error" to "warn". It's out
3753 * of spec, but it can make some apps work that otherwise wouldn't.
3754 */
3755 GLboolean ForceGLSLExtensionsWarn;
3756
3757 /**
3758 * If non-zero, forces GLSL shaders to behave as if they began
3759 * with "#version ForceGLSLVersion".
3760 */
3761 GLuint ForceGLSLVersion;
3762
3763 /**
3764 * Allow GLSL #extension directives in the middle of shaders.
3765 */
3766 GLboolean AllowGLSLExtensionDirectiveMidShader;
3767
3768 /**
3769 * Allow GLSL built-in variables to be redeclared verbatim
3770 */
3771 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3772
3773 /**
3774 * Allow GLSL interpolation qualifier mismatch across shader stages.
3775 */
3776 GLboolean AllowGLSLCrossStageInterpolationMismatch;
3777
3778 /**
3779 * Allow creating a higher compat profile (version 3.1+) for apps that
3780 * request it. Be careful when adding that driconf option because some
3781 * features are unimplemented and might not work correctly.
3782 */
3783 GLboolean AllowHigherCompatVersion;
3784
3785 /**
3786 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3787 * D3D9 when apps rely on this behaviour.
3788 */
3789 GLboolean ForceGLSLAbsSqrt;
3790
3791 /**
3792 * Force uninitialized variables to default to zero.
3793 */
3794 GLboolean GLSLZeroInit;
3795
3796 /**
3797 * Does the driver support real 32-bit integers? (Otherwise, integers are
3798 * simulated via floats.)
3799 */
3800 GLboolean NativeIntegers;
3801
3802 /**
3803 * Does VertexID count from zero or from base vertex?
3804 *
3805 * \note
3806 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3807 * ignored and need not be set.
3808 */
3809 bool VertexID_is_zero_based;
3810
3811 /**
3812 * If the driver supports real 32-bit integers, what integer value should be
3813 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3814 */
3815 GLuint UniformBooleanTrue;
3816
3817 /**
3818 * Maximum amount of time, measured in nanseconds, that the server can wait.
3819 */
3820 GLuint64 MaxServerWaitTimeout;
3821
3822 /** GL_EXT_provoking_vertex */
3823 GLboolean QuadsFollowProvokingVertexConvention;
3824
3825 /** GL_ARB_viewport_array */
3826 GLenum16 LayerAndVPIndexProvokingVertex;
3827
3828 /** OpenGL version 3.0 */
3829 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3830
3831 /** OpenGL version 3.2 */
3832 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3833
3834 /** OpenGL version 4.4 */
3835 GLuint MaxVertexAttribStride;
3836
3837 /** GL_EXT_transform_feedback */
3838 GLuint MaxTransformFeedbackBuffers;
3839 GLuint MaxTransformFeedbackSeparateComponents;
3840 GLuint MaxTransformFeedbackInterleavedComponents;
3841 GLuint MaxVertexStreams;
3842
3843 /** GL_EXT_gpu_shader4 */
3844 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3845
3846 /** GL_ARB_texture_gather */
3847 GLuint MinProgramTextureGatherOffset;
3848 GLuint MaxProgramTextureGatherOffset;
3849 GLuint MaxProgramTextureGatherComponents;
3850
3851 /* GL_ARB_robustness */
3852 GLenum16 ResetStrategy;
3853
3854 /* GL_KHR_robustness */
3855 GLboolean RobustAccess;
3856
3857 /* GL_ARB_blend_func_extended */
3858 GLuint MaxDualSourceDrawBuffers;
3859
3860 /**
3861 * Whether the implementation strips out and ignores texture borders.
3862 *
3863 * Many GPU hardware implementations don't support rendering with texture
3864 * borders and mipmapped textures. (Note: not static border color, but the
3865 * old 1-pixel border around each edge). Implementations then have to do
3866 * slow fallbacks to be correct, or just ignore the border and be fast but
3867 * wrong. Setting the flag strips the border off of TexImage calls,
3868 * providing "fast but wrong" at significantly reduced driver complexity.
3869 *
3870 * Texture borders are deprecated in GL 3.0.
3871 **/
3872 GLboolean StripTextureBorder;
3873
3874 /**
3875 * For drivers which can do a better job at eliminating unused uniforms
3876 * than the GLSL compiler.
3877 *
3878 * XXX Remove these as soon as a better solution is available.
3879 */
3880 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3881
3882 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3883 bool GLSLFragCoordIsSysVal;
3884 bool GLSLFrontFacingIsSysVal;
3885
3886 /**
3887 * Run the minimum amount of GLSL optimizations to be able to link
3888 * shaders optimally (eliminate dead varyings and uniforms) and just do
3889 * all the necessary lowering.
3890 */
3891 bool GLSLOptimizeConservatively;
3892
3893 /**
3894 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3895 * (otherwise, they're system values).
3896 */
3897 bool GLSLTessLevelsAsInputs;
3898
3899 /**
3900 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3901 * than passing the transform feedback object to the drawing function.
3902 */
3903 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3904
3905 /** GL_ARB_map_buffer_alignment */
3906 GLuint MinMapBufferAlignment;
3907
3908 /**
3909 * Disable varying packing. This is out of spec, but potentially useful
3910 * for older platforms that supports a limited number of texture
3911 * indirections--on these platforms, unpacking the varyings in the fragment
3912 * shader increases the number of texture indirections by 1, which might
3913 * make some shaders not executable at all.
3914 *
3915 * Drivers that support transform feedback must set this value to GL_FALSE.
3916 */
3917 GLboolean DisableVaryingPacking;
3918
3919 /**
3920 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3921 * layout is set as shared (the default) or packed. However most Mesa drivers
3922 * just use STD140 for these layouts. This flag allows drivers to use STD430
3923 * for packed and shared layouts which allows arrays to be packed more
3924 * tightly.
3925 */
3926 bool UseSTD430AsDefaultPacking;
3927
3928 /**
3929 * Should meaningful names be generated for compiler temporary variables?
3930 *
3931 * Generally, it is not useful to have the compiler generate "meaningful"
3932 * names for temporary variables that it creates. This can, however, be a
3933 * useful debugging aid. In Mesa debug builds or release builds when
3934 * MESA_GLSL is set at run-time, meaningful names will be generated.
3935 * Drivers can also force names to be generated by setting this field.
3936 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3937 * vertex shader assembly) is set at run-time.
3938 */
3939 bool GenerateTemporaryNames;
3940
3941 /*
3942 * Maximum value supported for an index in DrawElements and friends.
3943 *
3944 * This must be at least (1ull<<24)-1. The default value is
3945 * (1ull<<32)-1.
3946 *
3947 * \since ES 3.0 or GL_ARB_ES3_compatibility
3948 * \sa _mesa_init_constants
3949 */
3950 GLuint64 MaxElementIndex;
3951
3952 /**
3953 * Disable interpretation of line continuations (lines ending with a
3954 * backslash character ('\') in GLSL source.
3955 */
3956 GLboolean DisableGLSLLineContinuations;
3957
3958 /** GL_ARB_texture_multisample */
3959 GLint MaxColorTextureSamples;
3960 GLint MaxDepthTextureSamples;
3961 GLint MaxIntegerSamples;
3962
3963 /**
3964 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3965 * samples are laid out in a rectangular grid roughly corresponding to
3966 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3967 * are used to map indices of rectangular grid to sample numbers within
3968 * a pixel. This mapping of indices to sample numbers must be initialized
3969 * by the driver for the target hardware. For example, if we have the 8X
3970 * MSAA sample number layout (sample positions) for XYZ hardware:
3971 *
3972 * sample indices layout sample number layout
3973 * --------- ---------
3974 * | 0 | 1 | | a | b |
3975 * --------- ---------
3976 * | 2 | 3 | | c | d |
3977 * --------- ---------
3978 * | 4 | 5 | | e | f |
3979 * --------- ---------
3980 * | 6 | 7 | | g | h |
3981 * --------- ---------
3982 *
3983 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3984 *
3985 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3986 * below:
3987 * SampleMap8x = {a, b, c, d, e, f, g, h};
3988 *
3989 * Follow the logic for sample counts 2-8.
3990 *
3991 * For 16x the sample indices layout as a 4x4 grid as follows:
3992 *
3993 * -----------------
3994 * | 0 | 1 | 2 | 3 |
3995 * -----------------
3996 * | 4 | 5 | 6 | 7 |
3997 * -----------------
3998 * | 8 | 9 |10 |11 |
3999 * -----------------
4000 * |12 |13 |14 |15 |
4001 * -----------------
4002 */
4003 uint8_t SampleMap2x[2];
4004 uint8_t SampleMap4x[4];
4005 uint8_t SampleMap8x[8];
4006 uint8_t SampleMap16x[16];
4007
4008 /** GL_ARB_shader_atomic_counters */
4009 GLuint MaxAtomicBufferBindings;
4010 GLuint MaxAtomicBufferSize;
4011 GLuint MaxCombinedAtomicBuffers;
4012 GLuint MaxCombinedAtomicCounters;
4013
4014 /** GL_ARB_vertex_attrib_binding */
4015 GLint MaxVertexAttribRelativeOffset;
4016 GLint MaxVertexAttribBindings;
4017
4018 /* GL_ARB_shader_image_load_store */
4019 GLuint MaxImageUnits;
4020 GLuint MaxCombinedShaderOutputResources;
4021 GLuint MaxImageSamples;
4022 GLuint MaxCombinedImageUniforms;
4023
4024 /** GL_ARB_compute_shader */
4025 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
4026 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
4027 GLuint MaxComputeWorkGroupInvocations;
4028 GLuint MaxComputeSharedMemorySize;
4029
4030 /** GL_ARB_compute_variable_group_size */
4031 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
4032 GLuint MaxComputeVariableGroupInvocations;
4033
4034 /** GL_ARB_gpu_shader5 */
4035 GLfloat MinFragmentInterpolationOffset;
4036 GLfloat MaxFragmentInterpolationOffset;
4037
4038 GLboolean FakeSWMSAA;
4039
4040 /** GL_KHR_context_flush_control */
4041 GLenum16 ContextReleaseBehavior;
4042
4043 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4044
4045 /** GL_ARB_tessellation_shader */
4046 GLuint MaxPatchVertices;
4047 GLuint MaxTessGenLevel;
4048 GLuint MaxTessPatchComponents;
4049 GLuint MaxTessControlTotalOutputComponents;
4050 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
4051 bool PrimitiveRestartForPatches;
4052 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
4053 * gl_LocalInvocationIndex based on
4054 * other builtin variables. */
4055
4056 /** GL_OES_primitive_bounding_box */
4057 bool NoPrimitiveBoundingBoxOutput;
4058
4059 /** GL_ARB_sparse_buffer */
4060 GLuint SparseBufferPageSize;
4061
4062 /** Used as an input for sha1 generation in the on-disk shader cache */
4063 unsigned char *dri_config_options_sha1;
4064
4065 /** When drivers are OK with mapped buffers during draw and other calls. */
4066 bool AllowMappedBuffersDuringExecution;
4067
4068 /** GL_ARB_get_program_binary */
4069 GLuint NumProgramBinaryFormats;
4070 };
4071
4072
4073 /**
4074 * Enable flag for each OpenGL extension. Different device drivers will
4075 * enable different extensions at runtime.
4076 */
4077 struct gl_extensions
4078 {
4079 GLboolean dummy; /* don't remove this! */
4080 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4081 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4082 GLboolean ANGLE_texture_compression_dxt;
4083 GLboolean ARB_ES2_compatibility;
4084 GLboolean ARB_ES3_compatibility;
4085 GLboolean ARB_ES3_1_compatibility;
4086 GLboolean ARB_ES3_2_compatibility;
4087 GLboolean ARB_arrays_of_arrays;
4088 GLboolean ARB_base_instance;
4089 GLboolean ARB_bindless_texture;
4090 GLboolean ARB_blend_func_extended;
4091 GLboolean ARB_buffer_storage;
4092 GLboolean ARB_clear_texture;
4093 GLboolean ARB_clip_control;
4094 GLboolean ARB_color_buffer_float;
4095 GLboolean ARB_compute_shader;
4096 GLboolean ARB_compute_variable_group_size;
4097 GLboolean ARB_conditional_render_inverted;
4098 GLboolean ARB_conservative_depth;
4099 GLboolean ARB_copy_image;
4100 GLboolean ARB_cull_distance;
4101 GLboolean ARB_depth_buffer_float;
4102 GLboolean ARB_depth_clamp;
4103 GLboolean ARB_depth_texture;
4104 GLboolean ARB_derivative_control;
4105 GLboolean ARB_draw_buffers_blend;
4106 GLboolean ARB_draw_elements_base_vertex;
4107 GLboolean ARB_draw_indirect;
4108 GLboolean ARB_draw_instanced;
4109 GLboolean ARB_fragment_coord_conventions;
4110 GLboolean ARB_fragment_layer_viewport;
4111 GLboolean ARB_fragment_program;
4112 GLboolean ARB_fragment_program_shadow;
4113 GLboolean ARB_fragment_shader;
4114 GLboolean ARB_framebuffer_no_attachments;
4115 GLboolean ARB_framebuffer_object;
4116 GLboolean ARB_enhanced_layouts;
4117 GLboolean ARB_explicit_attrib_location;
4118 GLboolean ARB_explicit_uniform_location;
4119 GLboolean ARB_gl_spirv;
4120 GLboolean ARB_gpu_shader5;
4121 GLboolean ARB_gpu_shader_fp64;
4122 GLboolean ARB_gpu_shader_int64;
4123 GLboolean ARB_half_float_vertex;
4124 GLboolean ARB_indirect_parameters;
4125 GLboolean ARB_instanced_arrays;
4126 GLboolean ARB_internalformat_query;
4127 GLboolean ARB_internalformat_query2;
4128 GLboolean ARB_map_buffer_range;
4129 GLboolean ARB_occlusion_query;
4130 GLboolean ARB_occlusion_query2;
4131 GLboolean ARB_pipeline_statistics_query;
4132 GLboolean ARB_point_sprite;
4133 GLboolean ARB_polygon_offset_clamp;
4134 GLboolean ARB_post_depth_coverage;
4135 GLboolean ARB_query_buffer_object;
4136 GLboolean ARB_robust_buffer_access_behavior;
4137 GLboolean ARB_sample_shading;
4138 GLboolean ARB_seamless_cube_map;
4139 GLboolean ARB_shader_atomic_counter_ops;
4140 GLboolean ARB_shader_atomic_counters;
4141 GLboolean ARB_shader_ballot;
4142 GLboolean ARB_shader_bit_encoding;
4143 GLboolean ARB_shader_clock;
4144 GLboolean ARB_shader_draw_parameters;
4145 GLboolean ARB_shader_group_vote;
4146 GLboolean ARB_shader_image_load_store;
4147 GLboolean ARB_shader_image_size;
4148 GLboolean ARB_shader_precision;
4149 GLboolean ARB_shader_stencil_export;
4150 GLboolean ARB_shader_storage_buffer_object;
4151 GLboolean ARB_shader_texture_image_samples;
4152 GLboolean ARB_shader_texture_lod;
4153 GLboolean ARB_shader_viewport_layer_array;
4154 GLboolean ARB_shading_language_packing;
4155 GLboolean ARB_shading_language_420pack;
4156 GLboolean ARB_shadow;
4157 GLboolean ARB_sparse_buffer;
4158 GLboolean ARB_stencil_texturing;
4159 GLboolean ARB_sync;
4160 GLboolean ARB_tessellation_shader;
4161 GLboolean ARB_texture_border_clamp;
4162 GLboolean ARB_texture_buffer_object;
4163 GLboolean ARB_texture_buffer_object_rgb32;
4164 GLboolean ARB_texture_buffer_range;
4165 GLboolean ARB_texture_compression_bptc;
4166 GLboolean ARB_texture_compression_rgtc;
4167 GLboolean ARB_texture_cube_map;
4168 GLboolean ARB_texture_cube_map_array;
4169 GLboolean ARB_texture_env_combine;
4170 GLboolean ARB_texture_env_crossbar;
4171 GLboolean ARB_texture_env_dot3;
4172 GLboolean ARB_texture_filter_anisotropic;
4173 GLboolean ARB_texture_float;
4174 GLboolean ARB_texture_gather;
4175 GLboolean ARB_texture_mirror_clamp_to_edge;
4176 GLboolean ARB_texture_multisample;
4177 GLboolean ARB_texture_non_power_of_two;
4178 GLboolean ARB_texture_stencil8;
4179 GLboolean ARB_texture_query_levels;
4180 GLboolean ARB_texture_query_lod;
4181 GLboolean ARB_texture_rg;
4182 GLboolean ARB_texture_rgb10_a2ui;
4183 GLboolean ARB_texture_view;
4184 GLboolean ARB_timer_query;
4185 GLboolean ARB_transform_feedback2;
4186 GLboolean ARB_transform_feedback3;
4187 GLboolean ARB_transform_feedback_instanced;
4188 GLboolean ARB_transform_feedback_overflow_query;
4189 GLboolean ARB_uniform_buffer_object;
4190 GLboolean ARB_vertex_attrib_64bit;
4191 GLboolean ARB_vertex_program;
4192 GLboolean ARB_vertex_shader;
4193 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4194 GLboolean ARB_vertex_type_2_10_10_10_rev;
4195 GLboolean ARB_viewport_array;
4196 GLboolean EXT_blend_color;
4197 GLboolean EXT_blend_equation_separate;
4198 GLboolean EXT_blend_func_separate;
4199 GLboolean EXT_blend_minmax;
4200 GLboolean EXT_depth_bounds_test;
4201 GLboolean EXT_disjoint_timer_query;
4202 GLboolean EXT_draw_buffers2;
4203 GLboolean EXT_framebuffer_multisample;
4204 GLboolean EXT_framebuffer_multisample_blit_scaled;
4205 GLboolean EXT_framebuffer_sRGB;
4206 GLboolean EXT_gpu_program_parameters;
4207 GLboolean EXT_gpu_shader4;
4208 GLboolean EXT_memory_object;
4209 GLboolean EXT_memory_object_fd;
4210 GLboolean EXT_packed_float;
4211 GLboolean EXT_pixel_buffer_object;
4212 GLboolean EXT_point_parameters;
4213 GLboolean EXT_provoking_vertex;
4214 GLboolean EXT_semaphore;
4215 GLboolean EXT_semaphore_fd;
4216 GLboolean EXT_shader_integer_mix;
4217 GLboolean EXT_shader_samples_identical;
4218 GLboolean EXT_stencil_two_side;
4219 GLboolean EXT_texture_array;
4220 GLboolean EXT_texture_compression_latc;
4221 GLboolean EXT_texture_compression_s3tc;
4222 GLboolean EXT_texture_env_dot3;
4223 GLboolean EXT_texture_filter_anisotropic;
4224 GLboolean EXT_texture_integer;
4225 GLboolean EXT_texture_mirror_clamp;
4226 GLboolean EXT_texture_shared_exponent;
4227 GLboolean EXT_texture_snorm;
4228 GLboolean EXT_texture_sRGB;
4229 GLboolean EXT_texture_sRGB_decode;
4230 GLboolean EXT_texture_swizzle;
4231 GLboolean EXT_texture_type_2_10_10_10_REV;
4232 GLboolean EXT_transform_feedback;
4233 GLboolean EXT_timer_query;
4234 GLboolean EXT_vertex_array_bgra;
4235 GLboolean EXT_window_rectangles;
4236 GLboolean OES_copy_image;
4237 GLboolean OES_primitive_bounding_box;
4238 GLboolean OES_sample_variables;
4239 GLboolean OES_standard_derivatives;
4240 GLboolean OES_texture_buffer;
4241 GLboolean OES_texture_cube_map_array;
4242 GLboolean OES_viewport_array;
4243 /* vendor extensions */
4244 GLboolean AMD_performance_monitor;
4245 GLboolean AMD_pinned_memory;
4246 GLboolean AMD_seamless_cubemap_per_texture;
4247 GLboolean AMD_vertex_shader_layer;
4248 GLboolean AMD_vertex_shader_viewport_index;
4249 GLboolean ANDROID_extension_pack_es31a;
4250 GLboolean APPLE_object_purgeable;
4251 GLboolean ATI_meminfo;
4252 GLboolean ATI_texture_compression_3dc;
4253 GLboolean ATI_texture_mirror_once;
4254 GLboolean ATI_texture_env_combine3;
4255 GLboolean ATI_fragment_shader;
4256 GLboolean ATI_separate_stencil;
4257 GLboolean GREMEDY_string_marker;
4258 GLboolean INTEL_conservative_rasterization;
4259 GLboolean INTEL_performance_query;
4260 GLboolean KHR_blend_equation_advanced;
4261 GLboolean KHR_blend_equation_advanced_coherent;
4262 GLboolean KHR_robustness;
4263 GLboolean KHR_texture_compression_astc_hdr;
4264 GLboolean KHR_texture_compression_astc_ldr;
4265 GLboolean KHR_texture_compression_astc_sliced_3d;
4266 GLboolean MESA_tile_raster_order;
4267 GLboolean MESA_pack_invert;
4268 GLboolean MESA_shader_framebuffer_fetch;
4269 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4270 GLboolean MESA_shader_integer_functions;
4271 GLboolean MESA_ycbcr_texture;
4272 GLboolean NV_conditional_render;
4273 GLboolean NV_fill_rectangle;
4274 GLboolean NV_fog_distance;
4275 GLboolean NV_point_sprite;
4276 GLboolean NV_primitive_restart;
4277 GLboolean NV_texture_barrier;
4278 GLboolean NV_texture_env_combine4;
4279 GLboolean NV_texture_rectangle;
4280 GLboolean NV_vdpau_interop;
4281 GLboolean NVX_gpu_memory_info;
4282 GLboolean TDFX_texture_compression_FXT1;
4283 GLboolean OES_EGL_image;
4284 GLboolean OES_draw_texture;
4285 GLboolean OES_depth_texture_cube_map;
4286 GLboolean OES_EGL_image_external;
4287 GLboolean OES_texture_float;
4288 GLboolean OES_texture_float_linear;
4289 GLboolean OES_texture_half_float;
4290 GLboolean OES_texture_half_float_linear;
4291 GLboolean OES_compressed_ETC1_RGB8_texture;
4292 GLboolean OES_geometry_shader;
4293 GLboolean OES_texture_compression_astc;
4294 GLboolean extension_sentinel;
4295 /** The extension string */
4296 const GLubyte *String;
4297 /** Number of supported extensions */
4298 GLuint Count;
4299 /**
4300 * The context version which extension helper functions compare against.
4301 * By default, the value is equal to ctx->Version. This changes to ~0
4302 * while meta is in progress.
4303 */
4304 GLubyte Version;
4305 /**
4306 * Force-enabled, yet unrecognized, extensions.
4307 * See _mesa_one_time_init_extension_overrides()
4308 */
4309 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4310 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4311 };
4312
4313
4314 /**
4315 * A stack of matrices (projection, modelview, color, texture, etc).
4316 */
4317 struct gl_matrix_stack
4318 {
4319 GLmatrix *Top; /**< points into Stack */
4320 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4321 unsigned StackSize; /**< Number of elements in Stack */
4322 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4323 GLuint MaxDepth; /**< size of Stack[] array */
4324 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4325 };
4326
4327
4328 /**
4329 * \name Bits for image transfer operations
4330 * \sa __struct gl_contextRec::ImageTransferState.
4331 */
4332 /*@{*/
4333 #define IMAGE_SCALE_BIAS_BIT 0x1
4334 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4335 #define IMAGE_MAP_COLOR_BIT 0x4
4336 #define IMAGE_CLAMP_BIT 0x800
4337
4338
4339 /** Pixel Transfer ops */
4340 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4341 IMAGE_SHIFT_OFFSET_BIT | \
4342 IMAGE_MAP_COLOR_BIT)
4343
4344
4345 /**
4346 * \name Bits to indicate what state has changed.
4347 */
4348 /*@{*/
4349 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4350 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4351 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4352 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4353 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4354 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4355 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4356 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4357 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4358 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4359 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4360 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4361 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4362 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4363 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4364 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4365 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4366 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4367 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4368 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4369 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4370 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4371 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4372 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4373 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4374 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4375 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4376 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4377 /* gap */
4378 #define _NEW_FRAG_CLAMP (1u << 29)
4379 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4380 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4381 #define _NEW_ALL ~0
4382 /*@}*/
4383
4384
4385 /**
4386 * Composite state flags
4387 */
4388 /*@{*/
4389 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4390
4391 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4392 _NEW_TEXTURE_STATE | \
4393 _NEW_POINT | \
4394 _NEW_PROGRAM | \
4395 _NEW_MODELVIEW)
4396
4397 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4398 _NEW_FOG | \
4399 _NEW_PROGRAM)
4400
4401
4402 /*@}*/
4403
4404
4405
4406
4407 /* This has to be included here. */
4408 #include "dd.h"
4409
4410
4411 /** Opaque declaration of display list payload data type */
4412 union gl_dlist_node;
4413
4414
4415 /**
4416 * Per-display list information.
4417 */
4418 struct gl_display_list
4419 {
4420 GLuint Name;
4421 GLbitfield Flags; /**< DLIST_x flags */
4422 GLchar *Label; /**< GL_KHR_debug */
4423 /** The dlist commands are in a linked list of nodes */
4424 union gl_dlist_node *Head;
4425 };
4426
4427
4428 /**
4429 * State used during display list compilation and execution.
4430 */
4431 struct gl_dlist_state
4432 {
4433 struct gl_display_list *CurrentList; /**< List currently being compiled */
4434 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4435 GLuint CurrentPos; /**< Index into current block of nodes */
4436 GLuint CallDepth; /**< Current recursion calling depth */
4437
4438 GLvertexformat ListVtxfmt;
4439
4440 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4441 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4442
4443 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4444 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4445
4446 struct {
4447 /* State known to have been set by the currently-compiling display
4448 * list. Used to eliminate some redundant state changes.
4449 */
4450 GLenum16 ShadeModel;
4451 } Current;
4452 };
4453
4454 /** @{
4455 *
4456 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4457 * to small enums suitable for use as an array index.
4458 */
4459
4460 enum mesa_debug_source
4461 {
4462 MESA_DEBUG_SOURCE_API,
4463 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4464 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4465 MESA_DEBUG_SOURCE_THIRD_PARTY,
4466 MESA_DEBUG_SOURCE_APPLICATION,
4467 MESA_DEBUG_SOURCE_OTHER,
4468 MESA_DEBUG_SOURCE_COUNT
4469 };
4470
4471 enum mesa_debug_type
4472 {
4473 MESA_DEBUG_TYPE_ERROR,
4474 MESA_DEBUG_TYPE_DEPRECATED,
4475 MESA_DEBUG_TYPE_UNDEFINED,
4476 MESA_DEBUG_TYPE_PORTABILITY,
4477 MESA_DEBUG_TYPE_PERFORMANCE,
4478 MESA_DEBUG_TYPE_OTHER,
4479 MESA_DEBUG_TYPE_MARKER,
4480 MESA_DEBUG_TYPE_PUSH_GROUP,
4481 MESA_DEBUG_TYPE_POP_GROUP,
4482 MESA_DEBUG_TYPE_COUNT
4483 };
4484
4485 enum mesa_debug_severity
4486 {
4487 MESA_DEBUG_SEVERITY_LOW,
4488 MESA_DEBUG_SEVERITY_MEDIUM,
4489 MESA_DEBUG_SEVERITY_HIGH,
4490 MESA_DEBUG_SEVERITY_NOTIFICATION,
4491 MESA_DEBUG_SEVERITY_COUNT
4492 };
4493
4494 /** @} */
4495
4496 /**
4497 * Driver-specific state flags.
4498 *
4499 * These are or'd with gl_context::NewDriverState to notify a driver about
4500 * a state change. The driver sets the flags at context creation and
4501 * the meaning of the bits set is opaque to core Mesa.
4502 */
4503 struct gl_driver_flags
4504 {
4505 /** gl_context::Array::_DrawArrays (vertex array state) */
4506 uint64_t NewArray;
4507
4508 /** gl_context::TransformFeedback::CurrentObject */
4509 uint64_t NewTransformFeedback;
4510
4511 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4512 uint64_t NewTransformFeedbackProg;
4513
4514 /** gl_context::RasterDiscard */
4515 uint64_t NewRasterizerDiscard;
4516
4517 /** gl_context::TileRasterOrder* */
4518 uint64_t NewTileRasterOrder;
4519
4520 /**
4521 * gl_context::UniformBufferBindings
4522 * gl_shader_program::UniformBlocks
4523 */
4524 uint64_t NewUniformBuffer;
4525
4526 /**
4527 * gl_context::ShaderStorageBufferBindings
4528 * gl_shader_program::ShaderStorageBlocks
4529 */
4530 uint64_t NewShaderStorageBuffer;
4531
4532 uint64_t NewTextureBuffer;
4533
4534 /**
4535 * gl_context::AtomicBufferBindings
4536 */
4537 uint64_t NewAtomicBuffer;
4538
4539 /**
4540 * gl_context::ImageUnits
4541 */
4542 uint64_t NewImageUnits;
4543
4544 /**
4545 * gl_context::TessCtrlProgram::patch_default_*
4546 */
4547 uint64_t NewDefaultTessLevels;
4548
4549 /**
4550 * gl_context::IntelConservativeRasterization
4551 */
4552 uint64_t NewIntelConservativeRasterization;
4553
4554 /**
4555 * gl_context::Scissor::WindowRects
4556 */
4557 uint64_t NewWindowRectangles;
4558
4559 /** gl_context::Color::sRGBEnabled */
4560 uint64_t NewFramebufferSRGB;
4561
4562 /** gl_context::Scissor::EnableFlags */
4563 uint64_t NewScissorTest;
4564
4565 /** gl_context::Scissor::ScissorArray */
4566 uint64_t NewScissorRect;
4567
4568 /** gl_context::Color::Alpha* */
4569 uint64_t NewAlphaTest;
4570
4571 /** gl_context::Color::Blend/Dither */
4572 uint64_t NewBlend;
4573
4574 /** gl_context::Color::BlendColor */
4575 uint64_t NewBlendColor;
4576
4577 /** gl_context::Color::Color/Index */
4578 uint64_t NewColorMask;
4579
4580 /** gl_context::Depth */
4581 uint64_t NewDepth;
4582
4583 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4584 uint64_t NewLogicOp;
4585
4586 /** gl_context::Multisample::Enabled */
4587 uint64_t NewMultisampleEnable;
4588
4589 /** gl_context::Multisample::SampleAlphaTo* */
4590 uint64_t NewSampleAlphaToXEnable;
4591
4592 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4593 uint64_t NewSampleMask;
4594
4595 /** gl_context::Multisample::(Min)SampleShading */
4596 uint64_t NewSampleShading;
4597
4598 /** gl_context::Stencil */
4599 uint64_t NewStencil;
4600
4601 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4602 uint64_t NewClipControl;
4603
4604 /** gl_context::Transform::EyeUserPlane */
4605 uint64_t NewClipPlane;
4606
4607 /** gl_context::Transform::ClipPlanesEnabled */
4608 uint64_t NewClipPlaneEnable;
4609
4610 /** gl_context::Transform::DepthClamp */
4611 uint64_t NewDepthClamp;
4612
4613 /** gl_context::Line */
4614 uint64_t NewLineState;
4615
4616 /** gl_context::Polygon */
4617 uint64_t NewPolygonState;
4618
4619 /** gl_context::PolygonStipple */
4620 uint64_t NewPolygonStipple;
4621
4622 /** gl_context::ViewportArray */
4623 uint64_t NewViewport;
4624
4625 /** Shader constants (uniforms, program parameters, state constants) */
4626 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4627 };
4628
4629 struct gl_buffer_binding
4630 {
4631 struct gl_buffer_object *BufferObject;
4632 /** Start of uniform block data in the buffer */
4633 GLintptr Offset;
4634 /** Size of data allowed to be referenced from the buffer (in bytes) */
4635 GLsizeiptr Size;
4636 /**
4637 * glBindBufferBase() indicates that the Size should be ignored and only
4638 * limited by the current size of the BufferObject.
4639 */
4640 GLboolean AutomaticSize;
4641 };
4642
4643 /**
4644 * ARB_shader_image_load_store image unit.
4645 */
4646 struct gl_image_unit
4647 {
4648 /**
4649 * Texture object bound to this unit.
4650 */
4651 struct gl_texture_object *TexObj;
4652
4653 /**
4654 * Level of the texture object bound to this unit.
4655 */
4656 GLuint Level;
4657
4658 /**
4659 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4660 * GL_FALSE if only some specific layer of the texture is bound.
4661 * \sa Layer
4662 */
4663 GLboolean Layered;
4664
4665 /**
4666 * Layer of the texture object bound to this unit as specified by the
4667 * application.
4668 */
4669 GLuint Layer;
4670
4671 /**
4672 * Layer of the texture object bound to this unit, or zero if the
4673 * whole level is bound.
4674 */
4675 GLuint _Layer;
4676
4677 /**
4678 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4679 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4680 */
4681 GLenum16 Access;
4682
4683 /**
4684 * GL internal format that determines the interpretation of the
4685 * image memory when shader image operations are performed through
4686 * this unit.
4687 */
4688 GLenum16 Format;
4689
4690 /**
4691 * Mesa format corresponding to \c Format.
4692 */
4693 mesa_format _ActualFormat;
4694
4695 };
4696
4697 /**
4698 * Shader subroutines storage
4699 */
4700 struct gl_subroutine_index_binding
4701 {
4702 GLuint NumIndex;
4703 GLuint *IndexPtr;
4704 };
4705
4706 struct gl_texture_handle_object
4707 {
4708 struct gl_texture_object *texObj;
4709 struct gl_sampler_object *sampObj;
4710 GLuint64 handle;
4711 };
4712
4713 struct gl_image_handle_object
4714 {
4715 struct gl_image_unit imgObj;
4716 GLuint64 handle;
4717 };
4718
4719 struct gl_memory_object
4720 {
4721 GLuint Name; /**< hash table ID/name */
4722 GLboolean Immutable; /**< denotes mutability state of parameters */
4723 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4724 };
4725
4726 struct gl_semaphore_object
4727 {
4728 GLuint Name; /**< hash table ID/name */
4729 };
4730
4731 /**
4732 * Mesa rendering context.
4733 *
4734 * This is the central context data structure for Mesa. Almost all
4735 * OpenGL state is contained in this structure.
4736 * Think of this as a base class from which device drivers will derive
4737 * sub classes.
4738 */
4739 struct gl_context
4740 {
4741 /** State possibly shared with other contexts in the address space */
4742 struct gl_shared_state *Shared;
4743
4744 /** \name API function pointer tables */
4745 /*@{*/
4746 gl_api API;
4747
4748 /**
4749 * The current dispatch table for non-displaylist-saving execution, either
4750 * BeginEnd or OutsideBeginEnd
4751 */
4752 struct _glapi_table *Exec;
4753 /**
4754 * The normal dispatch table for non-displaylist-saving, non-begin/end
4755 */
4756 struct _glapi_table *OutsideBeginEnd;
4757 /** The dispatch table used between glNewList() and glEndList() */
4758 struct _glapi_table *Save;
4759 /**
4760 * The dispatch table used between glBegin() and glEnd() (outside of a
4761 * display list). Only valid functions between those two are set, which is
4762 * mostly just the set in a GLvertexformat struct.
4763 */
4764 struct _glapi_table *BeginEnd;
4765 /**
4766 * Dispatch table for when a graphics reset has happened.
4767 */
4768 struct _glapi_table *ContextLost;
4769 /**
4770 * Dispatch table used to marshal API calls from the client program to a
4771 * separate server thread. NULL if API calls are not being marshalled to
4772 * another thread.
4773 */
4774 struct _glapi_table *MarshalExec;
4775 /**
4776 * Dispatch table currently in use for fielding API calls from the client
4777 * program. If API calls are being marshalled to another thread, this ==
4778 * MarshalExec. Otherwise it == CurrentServerDispatch.
4779 */
4780 struct _glapi_table *CurrentClientDispatch;
4781
4782 /**
4783 * Dispatch table currently in use for performing API calls. == Save or
4784 * Exec.
4785 */
4786 struct _glapi_table *CurrentServerDispatch;
4787
4788 /*@}*/
4789
4790 struct glthread_state *GLThread;
4791
4792 struct gl_config Visual;
4793 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4794 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4795 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4796 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4797
4798 /**
4799 * Device driver function pointer table
4800 */
4801 struct dd_function_table Driver;
4802
4803 /** Core/Driver constants */
4804 struct gl_constants Const;
4805
4806 /** \name The various 4x4 matrix stacks */
4807 /*@{*/
4808 struct gl_matrix_stack ModelviewMatrixStack;
4809 struct gl_matrix_stack ProjectionMatrixStack;
4810 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4811 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4812 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4813 /*@}*/
4814
4815 /** Combined modelview and projection matrix */
4816 GLmatrix _ModelProjectMatrix;
4817
4818 /** \name Display lists */
4819 struct gl_dlist_state ListState;
4820
4821 GLboolean ExecuteFlag; /**< Execute GL commands? */
4822 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4823
4824 /** Extension information */
4825 struct gl_extensions Extensions;
4826
4827 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4828 GLuint Version;
4829 char *VersionString;
4830
4831 /** \name State attribute stack (for glPush/PopAttrib) */
4832 /*@{*/
4833 GLuint AttribStackDepth;
4834 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4835 /*@}*/
4836
4837 /** \name Renderer attribute groups
4838 *
4839 * We define a struct for each attribute group to make pushing and popping
4840 * attributes easy. Also it's a good organization.
4841 */
4842 /*@{*/
4843 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4844 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4845 struct gl_current_attrib Current; /**< Current attributes */
4846 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4847 struct gl_eval_attrib Eval; /**< Eval attributes */
4848 struct gl_fog_attrib Fog; /**< Fog attributes */
4849 struct gl_hint_attrib Hint; /**< Hint attributes */
4850 struct gl_light_attrib Light; /**< Light attributes */
4851 struct gl_line_attrib Line; /**< Line attributes */
4852 struct gl_list_attrib List; /**< List attributes */
4853 struct gl_multisample_attrib Multisample;
4854 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4855 struct gl_point_attrib Point; /**< Point attributes */
4856 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4857 GLuint PolygonStipple[32]; /**< Polygon stipple */
4858 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4859 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4860 struct gl_texture_attrib Texture; /**< Texture attributes */
4861 struct gl_transform_attrib Transform; /**< Transformation attributes */
4862 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4863 /*@}*/
4864
4865 /** \name Client attribute stack */
4866 /*@{*/
4867 GLuint ClientAttribStackDepth;
4868 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4869 /*@}*/
4870
4871 /** \name Client attribute groups */
4872 /*@{*/
4873 struct gl_array_attrib Array; /**< Vertex arrays */
4874 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4875 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4876 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4877 /*@}*/
4878
4879 /** \name Other assorted state (not pushed/popped on attribute stack) */
4880 /*@{*/
4881 struct gl_pixelmaps PixelMaps;
4882
4883 struct gl_evaluators EvalMap; /**< All evaluators */
4884 struct gl_feedback Feedback; /**< Feedback */
4885 struct gl_selection Select; /**< Selection */
4886
4887 struct gl_program_state Program; /**< general program state */
4888 struct gl_vertex_program_state VertexProgram;
4889 struct gl_fragment_program_state FragmentProgram;
4890 struct gl_geometry_program_state GeometryProgram;
4891 struct gl_compute_program_state ComputeProgram;
4892 struct gl_tess_ctrl_program_state TessCtrlProgram;
4893 struct gl_tess_eval_program_state TessEvalProgram;
4894 struct gl_ati_fragment_shader_state ATIFragmentShader;
4895
4896 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4897 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4898
4899 /**
4900 * Current active shader pipeline state
4901 *
4902 * Almost all internal users want ::_Shader instead of ::Shader. The
4903 * exceptions are bits of legacy GLSL API that do not know about separate
4904 * shader objects.
4905 *
4906 * If a program is active via \c glUseProgram, this will point to
4907 * \c ::Shader.
4908 *
4909 * If a program pipeline is active via \c glBindProgramPipeline, this will
4910 * point to \c ::Pipeline.Current.
4911 *
4912 * If neither a program nor a program pipeline is active, this will point to
4913 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4914 * \c NULL.
4915 */
4916 struct gl_pipeline_object *_Shader;
4917
4918 struct gl_query_state Query; /**< occlusion, timer queries */
4919
4920 struct gl_transform_feedback_state TransformFeedback;
4921
4922 struct gl_perf_monitor_state PerfMonitor;
4923 struct gl_perf_query_state PerfQuery;
4924
4925 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4926 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4927 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4928
4929 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4930 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4931
4932 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4933
4934 /**
4935 * Current GL_ARB_uniform_buffer_object binding referenced by
4936 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4937 */
4938 struct gl_buffer_object *UniformBuffer;
4939
4940 /**
4941 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4942 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4943 */
4944 struct gl_buffer_object *ShaderStorageBuffer;
4945
4946 /**
4947 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4948 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4949 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4950 * shader program.
4951 */
4952 struct gl_buffer_binding
4953 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4954
4955 /**
4956 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4957 * and GL 4.3. This is set up using glBindBufferRange() or
4958 * glBindBufferBase(). They are associated with shader storage blocks by
4959 * glShaderStorageBlockBinding()'s state in the shader program.
4960 */
4961 struct gl_buffer_binding
4962 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4963
4964 /**
4965 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4966 * target.
4967 */
4968 struct gl_buffer_object *AtomicBuffer;
4969
4970 /**
4971 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4972 * target.
4973 */
4974 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4975
4976 /**
4977 * Array of atomic counter buffer binding points.
4978 */
4979 struct gl_buffer_binding
4980 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4981
4982 /**
4983 * Array of image units for ARB_shader_image_load_store.
4984 */
4985 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4986
4987 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4988 /*@}*/
4989
4990 struct gl_meta_state *Meta; /**< for "meta" operations */
4991
4992 /* GL_EXT_framebuffer_object */
4993 struct gl_renderbuffer *CurrentRenderbuffer;
4994
4995 GLenum16 ErrorValue; /**< Last error code */
4996
4997 /**
4998 * Recognize and silence repeated error debug messages in buggy apps.
4999 */
5000 const char *ErrorDebugFmtString;
5001 GLuint ErrorDebugCount;
5002
5003 /* GL_ARB_debug_output/GL_KHR_debug */
5004 simple_mtx_t DebugMutex;
5005 struct gl_debug_state *Debug;
5006
5007 GLenum16 RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
5008 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
5009 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
5010
5011 struct gl_driver_flags DriverFlags;
5012
5013 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
5014
5015 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
5016
5017 /** \name Derived state */
5018 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
5019 GLfloat _EyeZDir[3];
5020 GLfloat _ModelViewInvScale; /* may be for model- or eyespace lighting */
5021 GLfloat _ModelViewInvScaleEyespace; /* always factor defined in spec */
5022 GLboolean _NeedEyeCoords;
5023 GLboolean _ForceEyeCoords;
5024
5025 GLuint TextureStateTimestamp; /**< detect changes to shared state */
5026
5027 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
5028
5029 /** \name For debugging/development only */
5030 /*@{*/
5031 GLboolean FirstTimeCurrent;
5032 /*@}*/
5033
5034 /**
5035 * False if this context was created without a config. This is needed
5036 * because the initial state of glDrawBuffers depends on this
5037 */
5038 GLboolean HasConfig;
5039
5040 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
5041
5042 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
5043 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
5044
5045 /** Does glVertexAttrib(0) alias glVertex()? */
5046 bool _AttribZeroAliasesVertex;
5047
5048 /**
5049 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
5050 * renderer's tiles should be excecuted, to meet the requirements of
5051 * GL_MESA_tile_raster_order.
5052 */
5053 GLboolean TileRasterOrderFixed;
5054 GLboolean TileRasterOrderIncreasingX;
5055 GLboolean TileRasterOrderIncreasingY;
5056
5057 /**
5058 * \name Hooks for module contexts.
5059 *
5060 * These will eventually live in the driver or elsewhere.
5061 */
5062 /*@{*/
5063 void *swrast_context;
5064 void *swsetup_context;
5065 void *swtnl_context;
5066 struct vbo_context *vbo_context;
5067 struct st_context *st;
5068 void *aelt_context;
5069 /*@}*/
5070
5071 /**
5072 * \name NV_vdpau_interop
5073 */
5074 /*@{*/
5075 const void *vdpDevice;
5076 const void *vdpGetProcAddress;
5077 struct set *vdpSurfaces;
5078 /*@}*/
5079
5080 /**
5081 * Has this context observed a GPU reset in any context in the share group?
5082 *
5083 * Once this field becomes true, it is never reset to false.
5084 */
5085 GLboolean ShareGroupReset;
5086
5087 /**
5088 * \name OES_primitive_bounding_box
5089 *
5090 * Stores the arguments to glPrimitiveBoundingBox
5091 */
5092 GLfloat PrimitiveBoundingBox[8];
5093
5094 struct disk_cache *Cache;
5095
5096 /**
5097 * \name GL_ARB_bindless_texture
5098 */
5099 /*@{*/
5100 struct hash_table_u64 *ResidentTextureHandles;
5101 struct hash_table_u64 *ResidentImageHandles;
5102 /*@}*/
5103 };
5104
5105 /**
5106 * Information about memory usage. All sizes are in kilobytes.
5107 */
5108 struct gl_memory_info
5109 {
5110 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5111 unsigned avail_device_memory; /**< free device memory at the moment */
5112 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5113 unsigned avail_staging_memory; /**< free staging memory at the moment */
5114 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5115 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5116 };
5117
5118 #ifdef DEBUG
5119 extern int MESA_VERBOSE;
5120 extern int MESA_DEBUG_FLAGS;
5121 #else
5122 # define MESA_VERBOSE 0
5123 # define MESA_DEBUG_FLAGS 0
5124 #endif
5125
5126
5127 /** The MESA_VERBOSE var is a bitmask of these flags */
5128 enum _verbose
5129 {
5130 VERBOSE_VARRAY = 0x0001,
5131 VERBOSE_TEXTURE = 0x0002,
5132 VERBOSE_MATERIAL = 0x0004,
5133 VERBOSE_PIPELINE = 0x0008,
5134 VERBOSE_DRIVER = 0x0010,
5135 VERBOSE_STATE = 0x0020,
5136 VERBOSE_API = 0x0040,
5137 VERBOSE_DISPLAY_LIST = 0x0100,
5138 VERBOSE_LIGHTING = 0x0200,
5139 VERBOSE_PRIMS = 0x0400,
5140 VERBOSE_VERTS = 0x0800,
5141 VERBOSE_DISASSEM = 0x1000,
5142 VERBOSE_DRAW = 0x2000,
5143 VERBOSE_SWAPBUFFERS = 0x4000
5144 };
5145
5146
5147 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5148 enum _debug
5149 {
5150 DEBUG_SILENT = (1 << 0),
5151 DEBUG_ALWAYS_FLUSH = (1 << 1),
5152 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5153 DEBUG_INCOMPLETE_FBO = (1 << 3),
5154 DEBUG_CONTEXT = (1 << 4)
5155 };
5156
5157 #ifdef __cplusplus
5158 }
5159 #endif
5160
5161 #endif /* MTYPES_H */