mesa: implement ARB_bindless_texture
[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/bitscan.h"
50 #include "util/u_dynarray.h"
51
52
53 #ifdef __cplusplus
54 extern "C" {
55 #endif
56
57
58 /**
59 * \name 64-bit extension of GLbitfield.
60 */
61 /*@{*/
62 typedef GLuint64 GLbitfield64;
63
64 /** Set a single bit */
65 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
66 /** Set all bits up to excluding bit b */
67 #define BITFIELD64_MASK(b) \
68 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
69 /** Set count bits starting from bit b */
70 #define BITFIELD64_RANGE(b, count) \
71 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
72
73
74 /**
75 * \name Some forward type declarations
76 */
77 /*@{*/
78 struct _mesa_HashTable;
79 struct gl_attrib_node;
80 struct gl_list_extensions;
81 struct gl_meta_state;
82 struct gl_program_cache;
83 struct gl_texture_object;
84 struct gl_debug_state;
85 struct gl_context;
86 struct st_context;
87 struct gl_uniform_storage;
88 struct prog_instruction;
89 struct gl_program_parameter_list;
90 struct set;
91 struct set_entry;
92 struct vbo_context;
93 /*@}*/
94
95
96 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
97 #define PRIM_MAX GL_PATCHES
98 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
99 #define PRIM_UNKNOWN (PRIM_MAX + 2)
100
101 /**
102 * Determine if the given gl_varying_slot appears in the fragment shader.
103 */
104 static inline GLboolean
105 _mesa_varying_slot_in_fs(gl_varying_slot slot)
106 {
107 switch (slot) {
108 case VARYING_SLOT_PSIZ:
109 case VARYING_SLOT_BFC0:
110 case VARYING_SLOT_BFC1:
111 case VARYING_SLOT_EDGE:
112 case VARYING_SLOT_CLIP_VERTEX:
113 case VARYING_SLOT_LAYER:
114 case VARYING_SLOT_TESS_LEVEL_OUTER:
115 case VARYING_SLOT_TESS_LEVEL_INNER:
116 case VARYING_SLOT_BOUNDING_BOX0:
117 case VARYING_SLOT_BOUNDING_BOX1:
118 return GL_FALSE;
119 default:
120 return GL_TRUE;
121 }
122 }
123
124 /**
125 * Indexes for all renderbuffers
126 */
127 typedef enum
128 {
129 /* the four standard color buffers */
130 BUFFER_FRONT_LEFT,
131 BUFFER_BACK_LEFT,
132 BUFFER_FRONT_RIGHT,
133 BUFFER_BACK_RIGHT,
134 BUFFER_DEPTH,
135 BUFFER_STENCIL,
136 BUFFER_ACCUM,
137 /* optional aux buffer */
138 BUFFER_AUX0,
139 /* generic renderbuffers */
140 BUFFER_COLOR0,
141 BUFFER_COLOR1,
142 BUFFER_COLOR2,
143 BUFFER_COLOR3,
144 BUFFER_COLOR4,
145 BUFFER_COLOR5,
146 BUFFER_COLOR6,
147 BUFFER_COLOR7,
148 BUFFER_COUNT,
149 BUFFER_NONE = -1,
150 } gl_buffer_index;
151
152 /**
153 * Bit flags for all renderbuffers
154 */
155 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
156 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
157 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
158 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
159 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
160 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
161 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
162 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
163 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
164 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
165 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
166 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
167 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
168 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
169 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
170 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
171 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
172 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
173 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
174
175 /**
176 * Mask of all the color buffer bits (but not accum).
177 */
178 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
179 BUFFER_BIT_BACK_LEFT | \
180 BUFFER_BIT_FRONT_RIGHT | \
181 BUFFER_BIT_BACK_RIGHT | \
182 BUFFER_BIT_AUX0 | \
183 BUFFER_BIT_COLOR0 | \
184 BUFFER_BIT_COLOR1 | \
185 BUFFER_BIT_COLOR2 | \
186 BUFFER_BIT_COLOR3 | \
187 BUFFER_BIT_COLOR4 | \
188 BUFFER_BIT_COLOR5 | \
189 BUFFER_BIT_COLOR6 | \
190 BUFFER_BIT_COLOR7)
191
192 /**
193 * Framebuffer configuration (aka visual / pixelformat)
194 * Note: some of these fields should be boolean, but it appears that
195 * code in drivers/dri/common/util.c requires int-sized fields.
196 */
197 struct gl_config
198 {
199 GLboolean rgbMode;
200 GLboolean floatMode;
201 GLuint doubleBufferMode;
202 GLuint stereoMode;
203
204 GLboolean haveAccumBuffer;
205 GLboolean haveDepthBuffer;
206 GLboolean haveStencilBuffer;
207
208 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
209 GLuint redMask, greenMask, blueMask, alphaMask;
210 GLint rgbBits; /* total bits for rgb */
211 GLint indexBits; /* total bits for colorindex */
212
213 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
214 GLint depthBits;
215 GLint stencilBits;
216
217 GLint numAuxBuffers;
218
219 GLint level;
220
221 /* EXT_visual_rating / GLX 1.2 */
222 GLint visualRating;
223
224 /* EXT_visual_info / GLX 1.2 */
225 GLint transparentPixel;
226 /* colors are floats scaled to ints */
227 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
228 GLint transparentIndex;
229
230 /* ARB_multisample / SGIS_multisample */
231 GLint sampleBuffers;
232 GLint samples;
233
234 /* SGIX_pbuffer / GLX 1.3 */
235 GLint maxPbufferWidth;
236 GLint maxPbufferHeight;
237 GLint maxPbufferPixels;
238 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
239 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
240
241 /* OML_swap_method */
242 GLint swapMethod;
243
244 /* EXT_texture_from_pixmap */
245 GLint bindToTextureRgb;
246 GLint bindToTextureRgba;
247 GLint bindToMipmapTexture;
248 GLint bindToTextureTargets;
249 GLint yInverted;
250
251 /* EXT_framebuffer_sRGB */
252 GLint sRGBCapable;
253 };
254
255
256 /**
257 * \name Bit flags used for updating material values.
258 */
259 /*@{*/
260 #define MAT_ATTRIB_FRONT_AMBIENT 0
261 #define MAT_ATTRIB_BACK_AMBIENT 1
262 #define MAT_ATTRIB_FRONT_DIFFUSE 2
263 #define MAT_ATTRIB_BACK_DIFFUSE 3
264 #define MAT_ATTRIB_FRONT_SPECULAR 4
265 #define MAT_ATTRIB_BACK_SPECULAR 5
266 #define MAT_ATTRIB_FRONT_EMISSION 6
267 #define MAT_ATTRIB_BACK_EMISSION 7
268 #define MAT_ATTRIB_FRONT_SHININESS 8
269 #define MAT_ATTRIB_BACK_SHININESS 9
270 #define MAT_ATTRIB_FRONT_INDEXES 10
271 #define MAT_ATTRIB_BACK_INDEXES 11
272 #define MAT_ATTRIB_MAX 12
273
274 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
275 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
276 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
277 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
278 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
279 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
280
281 #define MAT_INDEX_AMBIENT 0
282 #define MAT_INDEX_DIFFUSE 1
283 #define MAT_INDEX_SPECULAR 2
284
285 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
286 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
287 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
288 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
289 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
290 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
291 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
292 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
293 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
294 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
295 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
296 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
297
298
299 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
300 MAT_BIT_FRONT_AMBIENT | \
301 MAT_BIT_FRONT_DIFFUSE | \
302 MAT_BIT_FRONT_SPECULAR | \
303 MAT_BIT_FRONT_SHININESS | \
304 MAT_BIT_FRONT_INDEXES)
305
306 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
307 MAT_BIT_BACK_AMBIENT | \
308 MAT_BIT_BACK_DIFFUSE | \
309 MAT_BIT_BACK_SPECULAR | \
310 MAT_BIT_BACK_SHININESS | \
311 MAT_BIT_BACK_INDEXES)
312
313 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
314 /*@}*/
315
316
317 /**
318 * Material state.
319 */
320 struct gl_material
321 {
322 GLfloat Attrib[MAT_ATTRIB_MAX][4];
323 };
324
325
326 /**
327 * Light state flags.
328 */
329 /*@{*/
330 #define LIGHT_SPOT 0x1
331 #define LIGHT_LOCAL_VIEWER 0x2
332 #define LIGHT_POSITIONAL 0x4
333 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
334 /*@}*/
335
336
337 /**
338 * Light source state.
339 */
340 struct gl_light
341 {
342 GLfloat Ambient[4]; /**< ambient color */
343 GLfloat Diffuse[4]; /**< diffuse color */
344 GLfloat Specular[4]; /**< specular color */
345 GLfloat EyePosition[4]; /**< position in eye coordinates */
346 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
347 GLfloat SpotExponent;
348 GLfloat SpotCutoff; /**< in degrees */
349 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
350 GLfloat ConstantAttenuation;
351 GLfloat LinearAttenuation;
352 GLfloat QuadraticAttenuation;
353 GLboolean Enabled; /**< On/off flag */
354
355 /**
356 * \name Derived fields
357 */
358 /*@{*/
359 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
360
361 GLfloat _Position[4]; /**< position in eye/obj coordinates */
362 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
363 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
364 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
365 GLfloat _VP_inf_spot_attenuation;
366
367 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
368 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
369 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
370 /*@}*/
371 };
372
373
374 /**
375 * Light model state.
376 */
377 struct gl_lightmodel
378 {
379 GLfloat Ambient[4]; /**< ambient color */
380 GLboolean LocalViewer; /**< Local (or infinite) view point? */
381 GLboolean TwoSide; /**< Two (or one) sided lighting? */
382 GLenum ColorControl; /**< either GL_SINGLE_COLOR
383 * or GL_SEPARATE_SPECULAR_COLOR */
384 };
385
386
387 /**
388 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
389 */
390 struct gl_accum_attrib
391 {
392 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
393 };
394
395
396 /**
397 * Used for storing clear color, texture border color, etc.
398 * The float values are typically unclamped.
399 */
400 union gl_color_union
401 {
402 GLfloat f[4];
403 GLint i[4];
404 GLuint ui[4];
405 };
406
407
408 /**
409 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
410 */
411 struct gl_colorbuffer_attrib
412 {
413 GLuint ClearIndex; /**< Index for glClear */
414 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
415 GLuint IndexMask; /**< Color index write mask */
416 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
417
418 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
419
420 /**
421 * \name alpha testing
422 */
423 /*@{*/
424 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
425 GLenum AlphaFunc; /**< Alpha test function */
426 GLfloat AlphaRefUnclamped;
427 GLclampf AlphaRef; /**< Alpha reference value */
428 /*@}*/
429
430 /**
431 * \name Blending
432 */
433 /*@{*/
434 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
435
436 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
437 * control, only on the fixed-pointness of the render target.
438 * The query does however depend on fragment color clamping.
439 */
440 GLfloat BlendColorUnclamped[4]; /**< Blending color */
441 GLfloat BlendColor[4]; /**< Blending color */
442
443 struct
444 {
445 GLenum SrcRGB; /**< RGB blend source term */
446 GLenum DstRGB; /**< RGB blend dest term */
447 GLenum SrcA; /**< Alpha blend source term */
448 GLenum DstA; /**< Alpha blend dest term */
449 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
450 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
451 /**
452 * Set if any blend factor uses SRC1. Computed at the time blend factors
453 * get set.
454 */
455 GLboolean _UsesDualSrc;
456 } Blend[MAX_DRAW_BUFFERS];
457 /** Are the blend func terms currently different for each buffer/target? */
458 GLboolean _BlendFuncPerBuffer;
459 /** Are the blend equations currently different for each buffer/target? */
460 GLboolean _BlendEquationPerBuffer;
461
462 /**
463 * Which advanced blending mode is in use (or BLEND_NONE).
464 *
465 * KHR_blend_equation_advanced only allows advanced blending with a single
466 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
467 * requires all draw buffers to match, so we only need a single value.
468 */
469 enum gl_advanced_blend_mode _AdvancedBlendMode;
470
471 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
472 bool BlendCoherent;
473 /*@}*/
474
475 /**
476 * \name Logic op
477 */
478 /*@{*/
479 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
480 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
481 GLenum LogicOp; /**< Logic operator */
482
483 /*@}*/
484
485 GLboolean DitherFlag; /**< Dither enable flag */
486
487 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
488 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
489 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
490
491 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
492 };
493
494
495 /**
496 * Current attribute group (GL_CURRENT_BIT).
497 */
498 struct gl_current_attrib
499 {
500 /**
501 * \name Current vertex attributes (color, texcoords, etc).
502 * \note Values are valid only after FLUSH_VERTICES has been called.
503 * \note Index and Edgeflag current values are stored as floats in the
504 * SIX and SEVEN attribute slots.
505 * \note We need double storage for 64-bit vertex attributes
506 */
507 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
508
509 /**
510 * \name Current raster position attributes (always up to date after a
511 * glRasterPos call).
512 */
513 GLfloat RasterPos[4];
514 GLfloat RasterDistance;
515 GLfloat RasterColor[4];
516 GLfloat RasterSecondaryColor[4];
517 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
518 GLboolean RasterPosValid;
519 };
520
521
522 /**
523 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
524 */
525 struct gl_depthbuffer_attrib
526 {
527 GLenum Func; /**< Function for depth buffer compare */
528 GLclampd Clear; /**< Value to clear depth buffer to */
529 GLboolean Test; /**< Depth buffering enabled flag */
530 GLboolean Mask; /**< Depth buffer writable? */
531 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
532 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
533 };
534
535
536 /**
537 * Evaluator attribute group (GL_EVAL_BIT).
538 */
539 struct gl_eval_attrib
540 {
541 /**
542 * \name Enable bits
543 */
544 /*@{*/
545 GLboolean Map1Color4;
546 GLboolean Map1Index;
547 GLboolean Map1Normal;
548 GLboolean Map1TextureCoord1;
549 GLboolean Map1TextureCoord2;
550 GLboolean Map1TextureCoord3;
551 GLboolean Map1TextureCoord4;
552 GLboolean Map1Vertex3;
553 GLboolean Map1Vertex4;
554 GLboolean Map2Color4;
555 GLboolean Map2Index;
556 GLboolean Map2Normal;
557 GLboolean Map2TextureCoord1;
558 GLboolean Map2TextureCoord2;
559 GLboolean Map2TextureCoord3;
560 GLboolean Map2TextureCoord4;
561 GLboolean Map2Vertex3;
562 GLboolean Map2Vertex4;
563 GLboolean AutoNormal;
564 /*@}*/
565
566 /**
567 * \name Map Grid endpoints and divisions and calculated du values
568 */
569 /*@{*/
570 GLint MapGrid1un;
571 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
572 GLint MapGrid2un, MapGrid2vn;
573 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
574 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
575 /*@}*/
576 };
577
578
579 /**
580 * Compressed fog mode.
581 */
582 enum gl_fog_mode
583 {
584 FOG_NONE,
585 FOG_LINEAR,
586 FOG_EXP,
587 FOG_EXP2,
588 };
589
590
591 /**
592 * Fog attribute group (GL_FOG_BIT).
593 */
594 struct gl_fog_attrib
595 {
596 GLboolean Enabled; /**< Fog enabled flag */
597 GLboolean ColorSumEnabled;
598 uint8_t _PackedMode; /**< Fog mode as 2 bits */
599 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
600 GLfloat ColorUnclamped[4]; /**< Fog color */
601 GLfloat Color[4]; /**< Fog color */
602 GLfloat Density; /**< Density >= 0.0 */
603 GLfloat Start; /**< Start distance in eye coords */
604 GLfloat End; /**< End distance in eye coords */
605 GLfloat Index; /**< Fog index */
606 GLenum Mode; /**< Fog mode */
607 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
608 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
609 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
610 };
611
612
613 /**
614 * Hint attribute group (GL_HINT_BIT).
615 *
616 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
617 */
618 struct gl_hint_attrib
619 {
620 GLenum PerspectiveCorrection;
621 GLenum PointSmooth;
622 GLenum LineSmooth;
623 GLenum PolygonSmooth;
624 GLenum Fog;
625 GLenum TextureCompression; /**< GL_ARB_texture_compression */
626 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
627 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
628 };
629
630
631 /**
632 * Lighting attribute group (GL_LIGHT_BIT).
633 */
634 struct gl_light_attrib
635 {
636 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
637 struct gl_lightmodel Model; /**< Lighting model */
638
639 /**
640 * Front and back material values.
641 * Note: must call FLUSH_VERTICES() before using.
642 */
643 struct gl_material Material;
644
645 GLboolean Enabled; /**< Lighting enabled flag */
646 GLboolean ColorMaterialEnabled;
647
648 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
649 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
650 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
651 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
652 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
653
654
655 GLboolean _ClampVertexColor;
656 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
657
658 /**
659 * Derived state for optimizations:
660 */
661 /*@{*/
662 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
663
664 GLboolean _NeedEyeCoords;
665 GLboolean _NeedVertices; /**< Use fast shader? */
666
667 GLfloat _BaseColor[2][3];
668 /*@}*/
669 };
670
671
672 /**
673 * Line attribute group (GL_LINE_BIT).
674 */
675 struct gl_line_attrib
676 {
677 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
678 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
679 GLushort StipplePattern; /**< Stipple pattern */
680 GLint StippleFactor; /**< Stipple repeat factor */
681 GLfloat Width; /**< Line width */
682 };
683
684
685 /**
686 * Display list attribute group (GL_LIST_BIT).
687 */
688 struct gl_list_attrib
689 {
690 GLuint ListBase;
691 };
692
693
694 /**
695 * Multisample attribute group (GL_MULTISAMPLE_BIT).
696 */
697 struct gl_multisample_attrib
698 {
699 GLboolean Enabled;
700 GLboolean SampleAlphaToCoverage;
701 GLboolean SampleAlphaToOne;
702 GLboolean SampleCoverage;
703 GLboolean SampleCoverageInvert;
704 GLboolean SampleShading;
705
706 /* ARB_texture_multisample / GL3.2 additions */
707 GLboolean SampleMask;
708
709 GLfloat SampleCoverageValue; /**< In range [0, 1] */
710 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
711
712 /** The GL spec defines this as an array but >32x MSAA is madness */
713 GLbitfield SampleMaskValue;
714 };
715
716
717 /**
718 * A pixelmap (see glPixelMap)
719 */
720 struct gl_pixelmap
721 {
722 GLint Size;
723 GLfloat Map[MAX_PIXEL_MAP_TABLE];
724 };
725
726
727 /**
728 * Collection of all pixelmaps
729 */
730 struct gl_pixelmaps
731 {
732 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
733 struct gl_pixelmap GtoG;
734 struct gl_pixelmap BtoB;
735 struct gl_pixelmap AtoA;
736 struct gl_pixelmap ItoR;
737 struct gl_pixelmap ItoG;
738 struct gl_pixelmap ItoB;
739 struct gl_pixelmap ItoA;
740 struct gl_pixelmap ItoI;
741 struct gl_pixelmap StoS;
742 };
743
744
745 /**
746 * Pixel attribute group (GL_PIXEL_MODE_BIT).
747 */
748 struct gl_pixel_attrib
749 {
750 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
751
752 /*--- Begin Pixel Transfer State ---*/
753 /* Fields are in the order in which they're applied... */
754
755 /** Scale & Bias (index shift, offset) */
756 /*@{*/
757 GLfloat RedBias, RedScale;
758 GLfloat GreenBias, GreenScale;
759 GLfloat BlueBias, BlueScale;
760 GLfloat AlphaBias, AlphaScale;
761 GLfloat DepthBias, DepthScale;
762 GLint IndexShift, IndexOffset;
763 /*@}*/
764
765 /* Pixel Maps */
766 /* Note: actual pixel maps are not part of this attrib group */
767 GLboolean MapColorFlag;
768 GLboolean MapStencilFlag;
769
770 /*--- End Pixel Transfer State ---*/
771
772 /** glPixelZoom */
773 GLfloat ZoomX, ZoomY;
774 };
775
776
777 /**
778 * Point attribute group (GL_POINT_BIT).
779 */
780 struct gl_point_attrib
781 {
782 GLfloat Size; /**< User-specified point size */
783 GLfloat Params[3]; /**< GL_EXT_point_parameters */
784 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
785 GLfloat Threshold; /**< GL_EXT_point_parameters */
786 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
787 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
788 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
789 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
790 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
791 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
792 };
793
794
795 /**
796 * Polygon attribute group (GL_POLYGON_BIT).
797 */
798 struct gl_polygon_attrib
799 {
800 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
801 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
802 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
803 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
804 GLboolean CullFlag; /**< Culling on/off flag */
805 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
806 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
807 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
808 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
809 GLfloat OffsetUnits; /**< Polygon offset units, from user */
810 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
811 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
812 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
813 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
814 };
815
816
817 /**
818 * Scissor attributes (GL_SCISSOR_BIT).
819 */
820 struct gl_scissor_rect
821 {
822 GLint X, Y; /**< Lower left corner of box */
823 GLsizei Width, Height; /**< Size of box */
824 };
825 struct gl_scissor_attrib
826 {
827 GLbitfield EnableFlags; /**< Scissor test enabled? */
828 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
829 GLint NumWindowRects; /**< Count of enabled window rectangles */
830 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
831 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
832 };
833
834
835 /**
836 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
837 *
838 * Three sets of stencil data are tracked so that OpenGL 2.0,
839 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
840 * simultaneously. In each of the stencil state arrays, element 0 corresponds
841 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
842 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
843 * GL_EXT_stencil_two_side GL_BACK state.
844 *
845 * The derived value \c _BackFace is either 1 or 2 depending on whether or
846 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
847 *
848 * The derived value \c _TestTwoSide is set when the front-face and back-face
849 * stencil state are different.
850 */
851 struct gl_stencil_attrib
852 {
853 GLboolean Enabled; /**< Enabled flag */
854 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
855 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
856 GLboolean _Enabled; /**< Enabled and stencil buffer present */
857 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
858 GLboolean _TestTwoSide;
859 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
860 GLenum Function[3]; /**< Stencil function */
861 GLenum FailFunc[3]; /**< Fail function */
862 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
863 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
864 GLint Ref[3]; /**< Reference value */
865 GLuint ValueMask[3]; /**< Value mask */
866 GLuint WriteMask[3]; /**< Write mask */
867 GLuint Clear; /**< Clear value */
868 };
869
870
871 /**
872 * An index for each type of texture object. These correspond to the GL
873 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
874 * Note: the order is from highest priority to lowest priority.
875 */
876 typedef enum
877 {
878 TEXTURE_2D_MULTISAMPLE_INDEX,
879 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
880 TEXTURE_CUBE_ARRAY_INDEX,
881 TEXTURE_BUFFER_INDEX,
882 TEXTURE_2D_ARRAY_INDEX,
883 TEXTURE_1D_ARRAY_INDEX,
884 TEXTURE_EXTERNAL_INDEX,
885 TEXTURE_CUBE_INDEX,
886 TEXTURE_3D_INDEX,
887 TEXTURE_RECT_INDEX,
888 TEXTURE_2D_INDEX,
889 TEXTURE_1D_INDEX,
890 NUM_TEXTURE_TARGETS
891 } gl_texture_index;
892
893
894 /**
895 * Bit flags for each type of texture object
896 */
897 /*@{*/
898 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
899 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
900 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
901 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
902 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
903 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
904 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
905 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
906 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
907 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
908 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
909 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
910 /*@}*/
911
912
913 /**
914 * Texture image state. Drivers will typically create a subclass of this
915 * with extra fields for memory buffers, etc.
916 */
917 struct gl_texture_image
918 {
919 GLint InternalFormat; /**< Internal format as given by the user */
920 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
921 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
922 * GL_INTENSITY, GL_DEPTH_COMPONENT or
923 * GL_DEPTH_STENCIL_EXT only. Used for
924 * choosing TexEnv arithmetic.
925 */
926 mesa_format TexFormat; /**< The actual texture memory format */
927
928 GLuint Border; /**< 0 or 1 */
929 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
930 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
931 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
932 GLuint Width2; /**< = Width - 2*Border */
933 GLuint Height2; /**< = Height - 2*Border */
934 GLuint Depth2; /**< = Depth - 2*Border */
935 GLuint WidthLog2; /**< = log2(Width2) */
936 GLuint HeightLog2; /**< = log2(Height2) */
937 GLuint DepthLog2; /**< = log2(Depth2) */
938 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
939 levels, computed from the dimensions */
940
941 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
942 GLuint Level; /**< Which mipmap level am I? */
943 /** Cube map face: index into gl_texture_object::Image[] array */
944 GLuint Face;
945
946 /** GL_ARB_texture_multisample */
947 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
948 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
949 };
950
951
952 /**
953 * Indexes for cube map faces.
954 */
955 typedef enum
956 {
957 FACE_POS_X = 0,
958 FACE_NEG_X = 1,
959 FACE_POS_Y = 2,
960 FACE_NEG_Y = 3,
961 FACE_POS_Z = 4,
962 FACE_NEG_Z = 5,
963 MAX_FACES = 6
964 } gl_face_index;
965
966
967 /**
968 * Sampler object state. These objects are new with GL_ARB_sampler_objects
969 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
970 */
971 struct gl_sampler_object
972 {
973 mtx_t Mutex;
974 GLuint Name;
975 GLint RefCount;
976 GLchar *Label; /**< GL_KHR_debug */
977
978 GLenum WrapS; /**< S-axis texture image wrap mode */
979 GLenum WrapT; /**< T-axis texture image wrap mode */
980 GLenum WrapR; /**< R-axis texture image wrap mode */
981 GLenum MinFilter; /**< minification filter */
982 GLenum MagFilter; /**< magnification filter */
983 union gl_color_union BorderColor; /**< Interpreted according to texture format */
984 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
985 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
986 GLfloat LodBias; /**< OpenGL 1.4 */
987 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
988 GLenum CompareMode; /**< GL_ARB_shadow */
989 GLenum CompareFunc; /**< GL_ARB_shadow */
990 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
991 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
992
993 /** GL_ARB_bindless_texture */
994 struct util_dynarray Handles;
995 bool HandleAllocated;
996 };
997
998
999 /**
1000 * Texture object state. Contains the array of mipmap images, border color,
1001 * wrap modes, filter modes, and shadow/texcompare state.
1002 */
1003 struct gl_texture_object
1004 {
1005 mtx_t Mutex; /**< for thread safety */
1006 GLint RefCount; /**< reference count */
1007 GLuint Name; /**< the user-visible texture object ID */
1008 GLchar *Label; /**< GL_KHR_debug */
1009 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1010 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1011 Only valid when Target is valid. */
1012
1013 struct gl_sampler_object Sampler;
1014
1015 GLenum DepthMode; /**< GL_ARB_depth_texture */
1016 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1017
1018 GLfloat Priority; /**< in [0,1] */
1019 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1020 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1021 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1022 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1023 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1024 GLint CropRect[4]; /**< GL_OES_draw_texture */
1025 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1026 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1027 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1028 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1029 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1030 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1031 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1032 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1033 pressure? */
1034 GLboolean Immutable; /**< GL_ARB_texture_storage */
1035 GLboolean _IsFloat; /**< GL_OES_float_texture */
1036 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1037
1038 GLuint MinLevel; /**< GL_ARB_texture_view */
1039 GLuint MinLayer; /**< GL_ARB_texture_view */
1040 GLuint NumLevels; /**< GL_ARB_texture_view */
1041 GLuint NumLayers; /**< GL_ARB_texture_view */
1042
1043 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1044 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1045
1046 /** GL_ARB_texture_buffer_object */
1047 struct gl_buffer_object *BufferObject;
1048 GLenum BufferObjectFormat;
1049 /** Equivalent Mesa format for BufferObjectFormat. */
1050 mesa_format _BufferObjectFormat;
1051 /** GL_ARB_texture_buffer_range */
1052 GLintptr BufferOffset;
1053 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1054
1055 /** GL_OES_EGL_image_external */
1056 GLint RequiredTextureImageUnits;
1057
1058 /** GL_ARB_shader_image_load_store */
1059 GLenum ImageFormatCompatibilityType;
1060
1061 /** GL_ARB_bindless_texture */
1062 struct util_dynarray SamplerHandles;
1063 struct util_dynarray ImageHandles;
1064 bool HandleAllocated;
1065 };
1066
1067
1068 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1069 #define MAX_COMBINER_TERMS 4
1070
1071
1072 /**
1073 * Texture combine environment state.
1074 */
1075 struct gl_tex_env_combine_state
1076 {
1077 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1078 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1079 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1080 GLenum SourceRGB[MAX_COMBINER_TERMS];
1081 GLenum SourceA[MAX_COMBINER_TERMS];
1082 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1083 GLenum OperandRGB[MAX_COMBINER_TERMS];
1084 GLenum OperandA[MAX_COMBINER_TERMS];
1085 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1086 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1087 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1088 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1089 };
1090
1091
1092 /** Compressed TexEnv effective Combine mode */
1093 enum gl_tex_env_mode
1094 {
1095 TEXENV_MODE_REPLACE, /* r = a0 */
1096 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1097 TEXENV_MODE_ADD, /* r = a0 + a1 */
1098 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1099 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1100 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1101 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1102 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1103 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1104 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1105 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1106 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1107 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1108 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1109 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1110 };
1111
1112
1113 /** Compressed TexEnv Combine source */
1114 enum gl_tex_env_source
1115 {
1116 TEXENV_SRC_TEXTURE0,
1117 TEXENV_SRC_TEXTURE1,
1118 TEXENV_SRC_TEXTURE2,
1119 TEXENV_SRC_TEXTURE3,
1120 TEXENV_SRC_TEXTURE4,
1121 TEXENV_SRC_TEXTURE5,
1122 TEXENV_SRC_TEXTURE6,
1123 TEXENV_SRC_TEXTURE7,
1124 TEXENV_SRC_TEXTURE,
1125 TEXENV_SRC_PREVIOUS,
1126 TEXENV_SRC_PRIMARY_COLOR,
1127 TEXENV_SRC_CONSTANT,
1128 TEXENV_SRC_ZERO,
1129 TEXENV_SRC_ONE,
1130 };
1131
1132
1133 /** Compressed TexEnv Combine operand */
1134 enum gl_tex_env_operand
1135 {
1136 TEXENV_OPR_COLOR,
1137 TEXENV_OPR_ONE_MINUS_COLOR,
1138 TEXENV_OPR_ALPHA,
1139 TEXENV_OPR_ONE_MINUS_ALPHA,
1140 };
1141
1142
1143 /** Compressed TexEnv Combine argument */
1144 struct gl_tex_env_argument
1145 {
1146 #ifdef __GNUC__
1147 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1148 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1149 #else
1150 uint8_t Source; /**< SRC_x */
1151 uint8_t Operand; /**< OPR_x */
1152 #endif
1153 };
1154
1155
1156 /***
1157 * Compressed TexEnv Combine state.
1158 */
1159 struct gl_tex_env_combine_packed
1160 {
1161 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1162 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1163 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1164 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1165 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1166 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1167 /** Source arguments in a packed manner */
1168 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1169 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1170 };
1171
1172
1173 /**
1174 * TexGenEnabled flags.
1175 */
1176 /*@{*/
1177 #define S_BIT 1
1178 #define T_BIT 2
1179 #define R_BIT 4
1180 #define Q_BIT 8
1181 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1182 /*@}*/
1183
1184
1185 /**
1186 * Bit flag versions of the corresponding GL_ constants.
1187 */
1188 /*@{*/
1189 #define TEXGEN_SPHERE_MAP 0x1
1190 #define TEXGEN_OBJ_LINEAR 0x2
1191 #define TEXGEN_EYE_LINEAR 0x4
1192 #define TEXGEN_REFLECTION_MAP_NV 0x8
1193 #define TEXGEN_NORMAL_MAP_NV 0x10
1194
1195 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1196 TEXGEN_REFLECTION_MAP_NV | \
1197 TEXGEN_NORMAL_MAP_NV)
1198 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1199 TEXGEN_REFLECTION_MAP_NV | \
1200 TEXGEN_NORMAL_MAP_NV | \
1201 TEXGEN_EYE_LINEAR)
1202 /*@}*/
1203
1204
1205
1206 /** Tex-gen enabled for texture unit? */
1207 #define ENABLE_TEXGEN(unit) (1 << (unit))
1208
1209 /** Non-identity texture matrix for texture unit? */
1210 #define ENABLE_TEXMAT(unit) (1 << (unit))
1211
1212
1213 /**
1214 * Texture coord generation state.
1215 */
1216 struct gl_texgen
1217 {
1218 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1219 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1220 GLfloat ObjectPlane[4];
1221 GLfloat EyePlane[4];
1222 };
1223
1224
1225 /**
1226 * Texture unit state. Contains enable flags, texture environment/function/
1227 * combiners, texgen state, and pointers to current texture objects.
1228 */
1229 struct gl_texture_unit
1230 {
1231 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1232
1233 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1234 GLclampf EnvColor[4];
1235 GLfloat EnvColorUnclamped[4];
1236
1237 struct gl_texgen GenS;
1238 struct gl_texgen GenT;
1239 struct gl_texgen GenR;
1240 struct gl_texgen GenQ;
1241 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1242 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1243
1244 GLfloat LodBias; /**< for biasing mipmap levels */
1245
1246 /** Texture targets that have a non-default texture bound */
1247 GLbitfield _BoundTextures;
1248
1249 /** Current sampler object (GL_ARB_sampler_objects) */
1250 struct gl_sampler_object *Sampler;
1251
1252 /**
1253 * \name GL_EXT_texture_env_combine
1254 */
1255 struct gl_tex_env_combine_state Combine;
1256
1257 /**
1258 * Derived state based on \c EnvMode and the \c BaseFormat of the
1259 * currently enabled texture.
1260 */
1261 struct gl_tex_env_combine_state _EnvMode;
1262
1263 /**
1264 * Currently enabled combiner state. This will point to either
1265 * \c Combine or \c _EnvMode.
1266 */
1267 struct gl_tex_env_combine_state *_CurrentCombine;
1268
1269 /** Current texture object pointers */
1270 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1271
1272 /** Points to highest priority, complete and enabled texture object */
1273 struct gl_texture_object *_Current;
1274
1275 /** Current compressed TexEnv & Combine state */
1276 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1277 };
1278
1279
1280 /**
1281 * Texture attribute group (GL_TEXTURE_BIT).
1282 */
1283 struct gl_texture_attrib
1284 {
1285 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1286
1287 /** GL_ARB_seamless_cubemap */
1288 GLboolean CubeMapSeamless;
1289
1290 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1291
1292 /** GL_ARB_texture_buffer_object */
1293 struct gl_buffer_object *BufferObject;
1294
1295 /** Texture coord units/sets used for fragment texturing */
1296 GLbitfield _EnabledCoordUnits;
1297
1298 /** Texture coord units that have texgen enabled */
1299 GLbitfield _TexGenEnabled;
1300
1301 /** Texture coord units that have non-identity matrices */
1302 GLbitfield _TexMatEnabled;
1303
1304 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1305 GLbitfield _GenFlags;
1306
1307 /** Largest index of a texture unit with _Current != NULL. */
1308 GLint _MaxEnabledTexImageUnit;
1309
1310 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1311 GLint NumCurrentTexUsed;
1312
1313 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1314 };
1315
1316
1317 /**
1318 * Data structure representing a single clip plane (e.g. one of the elements
1319 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1320 */
1321 typedef GLfloat gl_clip_plane[4];
1322
1323
1324 /**
1325 * Transformation attribute group (GL_TRANSFORM_BIT).
1326 */
1327 struct gl_transform_attrib
1328 {
1329 GLenum MatrixMode; /**< Matrix mode */
1330 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1331 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1332 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1333 GLboolean Normalize; /**< Normalize all normals? */
1334 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1335 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1336 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1337 /** GL_ARB_clip_control */
1338 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1339 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1340 };
1341
1342
1343 /**
1344 * Viewport attribute group (GL_VIEWPORT_BIT).
1345 */
1346 struct gl_viewport_attrib
1347 {
1348 GLfloat X, Y; /**< position */
1349 GLfloat Width, Height; /**< size */
1350 GLdouble Near, Far; /**< Depth buffer range */
1351 };
1352
1353
1354 typedef enum {
1355 MAP_USER,
1356 MAP_INTERNAL,
1357
1358 MAP_COUNT
1359 } gl_map_buffer_index;
1360
1361
1362 /**
1363 * Fields describing a mapped buffer range.
1364 */
1365 struct gl_buffer_mapping {
1366 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1367 GLvoid *Pointer; /**< User-space address of mapping */
1368 GLintptr Offset; /**< Mapped offset */
1369 GLsizeiptr Length; /**< Mapped length */
1370 };
1371
1372
1373 /**
1374 * Usages we've seen for a buffer object.
1375 */
1376 typedef enum {
1377 USAGE_UNIFORM_BUFFER = 0x1,
1378 USAGE_TEXTURE_BUFFER = 0x2,
1379 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1380 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1381 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1382 USAGE_PIXEL_PACK_BUFFER = 0x20,
1383 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1384 } gl_buffer_usage;
1385
1386
1387 /**
1388 * GL_ARB_vertex/pixel_buffer_object buffer object
1389 */
1390 struct gl_buffer_object
1391 {
1392 mtx_t Mutex;
1393 GLint RefCount;
1394 GLuint Name;
1395 GLchar *Label; /**< GL_KHR_debug */
1396 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1397 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1398 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1399 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1400 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1401 GLboolean Written; /**< Ever written to? (for debugging) */
1402 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1403 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1404 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1405
1406 /** Counters used for buffer usage warnings */
1407 GLuint NumSubDataCalls;
1408 GLuint NumMapBufferWriteCalls;
1409
1410 struct gl_buffer_mapping Mappings[MAP_COUNT];
1411
1412 /** Memoization of min/max index computations for static index buffers */
1413 struct hash_table *MinMaxCache;
1414 unsigned MinMaxCacheHitIndices;
1415 unsigned MinMaxCacheMissIndices;
1416 bool MinMaxCacheDirty;
1417
1418 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1419 };
1420
1421
1422 /**
1423 * Client pixel packing/unpacking attributes
1424 */
1425 struct gl_pixelstore_attrib
1426 {
1427 GLint Alignment;
1428 GLint RowLength;
1429 GLint SkipPixels;
1430 GLint SkipRows;
1431 GLint ImageHeight;
1432 GLint SkipImages;
1433 GLboolean SwapBytes;
1434 GLboolean LsbFirst;
1435 GLboolean Invert; /**< GL_MESA_pack_invert */
1436 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1437 GLint CompressedBlockHeight;
1438 GLint CompressedBlockDepth;
1439 GLint CompressedBlockSize;
1440 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1441 };
1442
1443
1444 /**
1445 * Vertex array information which is derived from gl_array_attributes
1446 * and gl_vertex_buffer_binding information. Used by the VBO module and
1447 * device drivers.
1448 */
1449 struct gl_vertex_array
1450 {
1451 GLint Size; /**< components per element (1,2,3,4) */
1452 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1453 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1454 GLsizei StrideB; /**< actual stride in bytes */
1455 GLuint _ElementSize; /**< size of each element in bytes */
1456 const GLubyte *Ptr; /**< Points to array data */
1457 GLboolean Normalized; /**< GL_ARB_vertex_program */
1458 GLboolean Integer; /**< Integer-valued? */
1459 GLboolean Doubles; /**< double precision values are not converted to floats */
1460 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1461
1462 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1463 };
1464
1465
1466 /**
1467 * Attributes to describe a vertex array.
1468 *
1469 * Contains the size, type, format and normalization flag,
1470 * along with the index of a vertex buffer binding point.
1471 *
1472 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1473 * and is only present for backwards compatibility reasons.
1474 * Rendering always uses VERTEX_BINDING_STRIDE.
1475 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1476 * and VERTEX_BINDING_STRIDE to the same value, while
1477 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1478 */
1479 struct gl_array_attributes
1480 {
1481 GLint Size; /**< Components per element (1,2,3,4) */
1482 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1483 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1484 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1485 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1486 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1487 GLboolean Enabled; /**< Whether the array is enabled */
1488 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1489 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1490 GLboolean Doubles; /**< double precision values are not converted to floats */
1491 GLuint _ElementSize; /**< Size of each element in bytes */
1492 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1493 };
1494
1495
1496 /**
1497 * This describes the buffer object used for a vertex array (or
1498 * multiple vertex arrays). If BufferObj points to the default/null
1499 * buffer object, then the vertex array lives in user memory and not a VBO.
1500 */
1501 struct gl_vertex_buffer_binding
1502 {
1503 GLintptr Offset; /**< User-specified offset */
1504 GLsizei Stride; /**< User-specified stride */
1505 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1506 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1507 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1508 };
1509
1510
1511 /**
1512 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1513 * the GL_ARB_vertex_array_object extension.
1514 */
1515 struct gl_vertex_array_object
1516 {
1517 /** Name of the VAO as received from glGenVertexArray. */
1518 GLuint Name;
1519
1520 GLint RefCount;
1521
1522 GLchar *Label; /**< GL_KHR_debug */
1523
1524 /**
1525 * Has this array object been bound?
1526 */
1527 GLboolean EverBound;
1528
1529 /**
1530 * Derived vertex attribute arrays
1531 *
1532 * This is a legacy data structure created from gl_vertex_attrib_array and
1533 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1534 */
1535 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1536
1537 /** Vertex attribute arrays */
1538 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1539
1540 /** Vertex buffer bindings */
1541 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1542
1543 /** Mask indicating which vertex arrays have vertex buffer associated. */
1544 GLbitfield64 VertexAttribBufferMask;
1545
1546 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1547 GLbitfield64 _Enabled;
1548
1549 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1550 GLbitfield64 NewArrays;
1551
1552 /** The index buffer (also known as the element array buffer in OpenGL). */
1553 struct gl_buffer_object *IndexBufferObj;
1554 };
1555
1556
1557 /** Used to signal when transitioning from one kind of drawing method
1558 * to another.
1559 */
1560 typedef enum {
1561 DRAW_NONE, /**< Initial value only */
1562 DRAW_BEGIN_END,
1563 DRAW_DISPLAY_LIST,
1564 DRAW_ARRAYS
1565 } gl_draw_method;
1566
1567 /**
1568 * Enum for the OpenGL APIs we know about and may support.
1569 *
1570 * NOTE: This must match the api_enum table in
1571 * src/mesa/main/get_hash_generator.py
1572 */
1573 typedef enum
1574 {
1575 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1576 API_OPENGLES,
1577 API_OPENGLES2,
1578 API_OPENGL_CORE,
1579 API_OPENGL_LAST = API_OPENGL_CORE
1580 } gl_api;
1581
1582 /**
1583 * Vertex array state
1584 */
1585 struct gl_array_attrib
1586 {
1587 /** Currently bound array object. */
1588 struct gl_vertex_array_object *VAO;
1589
1590 /** The default vertex array object */
1591 struct gl_vertex_array_object *DefaultVAO;
1592
1593 /** The last VAO accessed by a DSA function */
1594 struct gl_vertex_array_object *LastLookedUpVAO;
1595
1596 /** Array objects (GL_ARB_vertex_array_object) */
1597 struct _mesa_HashTable *Objects;
1598
1599 GLint ActiveTexture; /**< Client Active Texture */
1600 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1601 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1602
1603 /**
1604 * \name Primitive restart controls
1605 *
1606 * Primitive restart is enabled if either \c PrimitiveRestart or
1607 * \c PrimitiveRestartFixedIndex is set.
1608 */
1609 /*@{*/
1610 GLboolean PrimitiveRestart;
1611 GLboolean PrimitiveRestartFixedIndex;
1612 GLboolean _PrimitiveRestart;
1613 GLuint RestartIndex;
1614 /*@}*/
1615
1616 /** One of the DRAW_xxx flags, not consumed by drivers */
1617 gl_draw_method DrawMethod;
1618
1619 /* GL_ARB_vertex_buffer_object */
1620 struct gl_buffer_object *ArrayBufferObj;
1621
1622 /**
1623 * Vertex arrays as consumed by a driver.
1624 * The array pointer is set up only by the VBO module.
1625 */
1626 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1627
1628 /** Legal array datatypes and the API for which they have been computed */
1629 GLbitfield LegalTypesMask;
1630 gl_api LegalTypesMaskAPI;
1631 };
1632
1633
1634 /**
1635 * Feedback buffer state
1636 */
1637 struct gl_feedback
1638 {
1639 GLenum Type;
1640 GLbitfield _Mask; /**< FB_* bits */
1641 GLfloat *Buffer;
1642 GLuint BufferSize;
1643 GLuint Count;
1644 };
1645
1646
1647 /**
1648 * Selection buffer state
1649 */
1650 struct gl_selection
1651 {
1652 GLuint *Buffer; /**< selection buffer */
1653 GLuint BufferSize; /**< size of the selection buffer */
1654 GLuint BufferCount; /**< number of values in the selection buffer */
1655 GLuint Hits; /**< number of records in the selection buffer */
1656 GLuint NameStackDepth; /**< name stack depth */
1657 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1658 GLboolean HitFlag; /**< hit flag */
1659 GLfloat HitMinZ; /**< minimum hit depth */
1660 GLfloat HitMaxZ; /**< maximum hit depth */
1661 };
1662
1663
1664 /**
1665 * 1-D Evaluator control points
1666 */
1667 struct gl_1d_map
1668 {
1669 GLuint Order; /**< Number of control points */
1670 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1671 GLfloat *Points; /**< Points to contiguous control points */
1672 };
1673
1674
1675 /**
1676 * 2-D Evaluator control points
1677 */
1678 struct gl_2d_map
1679 {
1680 GLuint Uorder; /**< Number of control points in U dimension */
1681 GLuint Vorder; /**< Number of control points in V dimension */
1682 GLfloat u1, u2, du;
1683 GLfloat v1, v2, dv;
1684 GLfloat *Points; /**< Points to contiguous control points */
1685 };
1686
1687
1688 /**
1689 * All evaluator control point state
1690 */
1691 struct gl_evaluators
1692 {
1693 /**
1694 * \name 1-D maps
1695 */
1696 /*@{*/
1697 struct gl_1d_map Map1Vertex3;
1698 struct gl_1d_map Map1Vertex4;
1699 struct gl_1d_map Map1Index;
1700 struct gl_1d_map Map1Color4;
1701 struct gl_1d_map Map1Normal;
1702 struct gl_1d_map Map1Texture1;
1703 struct gl_1d_map Map1Texture2;
1704 struct gl_1d_map Map1Texture3;
1705 struct gl_1d_map Map1Texture4;
1706 /*@}*/
1707
1708 /**
1709 * \name 2-D maps
1710 */
1711 /*@{*/
1712 struct gl_2d_map Map2Vertex3;
1713 struct gl_2d_map Map2Vertex4;
1714 struct gl_2d_map Map2Index;
1715 struct gl_2d_map Map2Color4;
1716 struct gl_2d_map Map2Normal;
1717 struct gl_2d_map Map2Texture1;
1718 struct gl_2d_map Map2Texture2;
1719 struct gl_2d_map Map2Texture3;
1720 struct gl_2d_map Map2Texture4;
1721 /*@}*/
1722 };
1723
1724
1725 struct gl_transform_feedback_varying_info
1726 {
1727 char *Name;
1728 GLenum Type;
1729 GLint BufferIndex;
1730 GLint Size;
1731 GLint Offset;
1732 };
1733
1734
1735 /**
1736 * Per-output info vertex shaders for transform feedback.
1737 */
1738 struct gl_transform_feedback_output
1739 {
1740 uint32_t OutputRegister;
1741 uint32_t OutputBuffer;
1742 uint32_t NumComponents;
1743 uint32_t StreamId;
1744
1745 /** offset (in DWORDs) of this output within the interleaved structure */
1746 uint32_t DstOffset;
1747
1748 /**
1749 * Offset into the output register of the data to output. For example,
1750 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1751 * offset is in the y and z components of the output register.
1752 */
1753 uint32_t ComponentOffset;
1754 };
1755
1756
1757 struct gl_transform_feedback_buffer
1758 {
1759 uint32_t Binding;
1760
1761 uint32_t NumVaryings;
1762
1763 /**
1764 * Total number of components stored in each buffer. This may be used by
1765 * hardware back-ends to determine the correct stride when interleaving
1766 * multiple transform feedback outputs in the same buffer.
1767 */
1768 uint32_t Stride;
1769
1770 /**
1771 * Which transform feedback stream this buffer binding is associated with.
1772 */
1773 uint32_t Stream;
1774 };
1775
1776
1777 /** Post-link transform feedback info. */
1778 struct gl_transform_feedback_info
1779 {
1780 unsigned NumOutputs;
1781
1782 /* Bitmask of active buffer indices. */
1783 unsigned ActiveBuffers;
1784
1785 struct gl_transform_feedback_output *Outputs;
1786
1787 /** Transform feedback varyings used for the linking of this shader program.
1788 *
1789 * Use for glGetTransformFeedbackVarying().
1790 */
1791 struct gl_transform_feedback_varying_info *Varyings;
1792 GLint NumVarying;
1793
1794 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1795 };
1796
1797
1798 /**
1799 * Transform feedback object state
1800 */
1801 struct gl_transform_feedback_object
1802 {
1803 GLuint Name; /**< AKA the object ID */
1804 GLint RefCount;
1805 GLchar *Label; /**< GL_KHR_debug */
1806 GLboolean Active; /**< Is transform feedback enabled? */
1807 GLboolean Paused; /**< Is transform feedback paused? */
1808 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1809 at least once? */
1810 GLboolean EverBound; /**< Has this object been bound? */
1811
1812 /**
1813 * GLES: if Active is true, remaining number of primitives which can be
1814 * rendered without overflow. This is necessary to track because GLES
1815 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1816 * glDrawArraysInstanced would overflow transform feedback buffers.
1817 * Undefined if Active is false.
1818 *
1819 * Not tracked for desktop GL since it's unnecessary.
1820 */
1821 unsigned GlesRemainingPrims;
1822
1823 /**
1824 * The program active when BeginTransformFeedback() was called.
1825 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1826 * where stage is the pipeline stage that is the source of data for
1827 * transform feedback.
1828 */
1829 struct gl_program *program;
1830
1831 /** The feedback buffers */
1832 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1833 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1834
1835 /** Start of feedback data in dest buffer */
1836 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1837
1838 /**
1839 * Max data to put into dest buffer (in bytes). Computed based on
1840 * RequestedSize and the actual size of the buffer.
1841 */
1842 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1843
1844 /**
1845 * Size that was specified when the buffer was bound. If the buffer was
1846 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1847 * zero.
1848 */
1849 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1850 };
1851
1852
1853 /**
1854 * Context state for transform feedback.
1855 */
1856 struct gl_transform_feedback_state
1857 {
1858 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1859
1860 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1861 struct gl_buffer_object *CurrentBuffer;
1862
1863 /** The table of all transform feedback objects */
1864 struct _mesa_HashTable *Objects;
1865
1866 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1867 struct gl_transform_feedback_object *CurrentObject;
1868
1869 /** The default xform-fb object (Name==0) */
1870 struct gl_transform_feedback_object *DefaultObject;
1871 };
1872
1873
1874 /**
1875 * A "performance monitor" as described in AMD_performance_monitor.
1876 */
1877 struct gl_perf_monitor_object
1878 {
1879 GLuint Name;
1880
1881 /** True if the monitor is currently active (Begin called but not End). */
1882 GLboolean Active;
1883
1884 /**
1885 * True if the monitor has ended.
1886 *
1887 * This is distinct from !Active because it may never have began.
1888 */
1889 GLboolean Ended;
1890
1891 /**
1892 * A list of groups with currently active counters.
1893 *
1894 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1895 */
1896 unsigned *ActiveGroups;
1897
1898 /**
1899 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1900 *
1901 * Checking whether counter 'c' in group 'g' is active can be done via:
1902 *
1903 * BITSET_TEST(ActiveCounters[g], c)
1904 */
1905 GLuint **ActiveCounters;
1906 };
1907
1908
1909 union gl_perf_monitor_counter_value
1910 {
1911 float f;
1912 uint64_t u64;
1913 uint32_t u32;
1914 };
1915
1916
1917 struct gl_perf_monitor_counter
1918 {
1919 /** Human readable name for the counter. */
1920 const char *Name;
1921
1922 /**
1923 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1924 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1925 */
1926 GLenum Type;
1927
1928 /** Minimum counter value. */
1929 union gl_perf_monitor_counter_value Minimum;
1930
1931 /** Maximum counter value. */
1932 union gl_perf_monitor_counter_value Maximum;
1933 };
1934
1935
1936 struct gl_perf_monitor_group
1937 {
1938 /** Human readable name for the group. */
1939 const char *Name;
1940
1941 /**
1942 * Maximum number of counters in this group which can be active at the
1943 * same time.
1944 */
1945 GLuint MaxActiveCounters;
1946
1947 /** Array of counters within this group. */
1948 const struct gl_perf_monitor_counter *Counters;
1949 GLuint NumCounters;
1950 };
1951
1952
1953 /**
1954 * A query object instance as described in INTEL_performance_query.
1955 *
1956 * NB: We want to keep this and the corresponding backend structure
1957 * relatively lean considering that applications may expect to
1958 * allocate enough objects to be able to query around all draw calls
1959 * in a frame.
1960 */
1961 struct gl_perf_query_object
1962 {
1963 GLuint Id; /**< hash table ID/name */
1964 unsigned Used:1; /**< has been used for 1 or more queries */
1965 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1966 unsigned Ready:1; /**< result is ready? */
1967 };
1968
1969
1970 /**
1971 * Context state for AMD_performance_monitor.
1972 */
1973 struct gl_perf_monitor_state
1974 {
1975 /** Array of performance monitor groups (indexed by group ID) */
1976 const struct gl_perf_monitor_group *Groups;
1977 GLuint NumGroups;
1978
1979 /** The table of all performance monitors. */
1980 struct _mesa_HashTable *Monitors;
1981 };
1982
1983
1984 /**
1985 * Context state for INTEL_performance_query.
1986 */
1987 struct gl_perf_query_state
1988 {
1989 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1990 };
1991
1992
1993 /**
1994 * Names of the various vertex/fragment program register files, etc.
1995 *
1996 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1997 * All values should fit in a 4-bit field.
1998 *
1999 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2000 * considered to be "uniform" variables since they can only be set outside
2001 * glBegin/End. They're also all stored in the same Parameters array.
2002 */
2003 typedef enum
2004 {
2005 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2006 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2007 PROGRAM_INPUT, /**< machine->Inputs[] */
2008 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2009 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2010 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2011 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2012 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2013 PROGRAM_ADDRESS, /**< machine->AddressReg */
2014 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2015 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2016 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2017 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2018 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2019 PROGRAM_MEMORY, /**< for shared, global and local memory */
2020 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2021 PROGRAM_FILE_MAX
2022 } gl_register_file;
2023
2024
2025 /**
2026 * Base class for any kind of program object
2027 */
2028 struct gl_program
2029 {
2030 /** FIXME: This must be first until we split shader_info from nir_shader */
2031 struct shader_info info;
2032
2033 GLuint Id;
2034 GLint RefCount;
2035 GLubyte *String; /**< Null-terminated program text */
2036
2037 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2038 GLenum Format; /**< String encoding format */
2039
2040 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2041
2042 struct nir_shader *nir;
2043
2044 bool is_arb_asm; /** Is this an ARB assembly-style program */
2045
2046 /** Is this program written to on disk shader cache */
2047 bool program_written_to_cache;
2048
2049 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2050 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2051 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2052 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2053 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2054
2055 /* Fragement shader only fields */
2056 GLboolean OriginUpperLeft;
2057 GLboolean PixelCenterInteger;
2058
2059 /** Named parameters, constants, etc. from program text */
2060 struct gl_program_parameter_list *Parameters;
2061
2062 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2063 GLubyte SamplerUnits[MAX_SAMPLERS];
2064
2065 /* FIXME: We should be able to make this struct a union. However some
2066 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2067 * these fields, we should fix this.
2068 */
2069 struct {
2070 /** Fields used by GLSL programs */
2071 struct {
2072 /** Data shared by gl_program and gl_shader_program */
2073 struct gl_shader_program_data *data;
2074
2075 struct gl_active_atomic_buffer **AtomicBuffers;
2076
2077 /** Post-link transform feedback info. */
2078 struct gl_transform_feedback_info *LinkedTransformFeedback;
2079
2080 /**
2081 * Number of types for subroutine uniforms.
2082 */
2083 GLuint NumSubroutineUniformTypes;
2084
2085 /**
2086 * Subroutine uniform remap table
2087 * based on the program level uniform remap table.
2088 */
2089 GLuint NumSubroutineUniforms; /* non-sparse total */
2090 GLuint NumSubroutineUniformRemapTable;
2091 struct gl_uniform_storage **SubroutineUniformRemapTable;
2092
2093 /**
2094 * Num of subroutine functions for this stage and storage for them.
2095 */
2096 GLuint NumSubroutineFunctions;
2097 GLuint MaxSubroutineFunctionIndex;
2098 struct gl_subroutine_function *SubroutineFunctions;
2099
2100 /**
2101 * Map from image uniform index to image unit (set by glUniform1i())
2102 *
2103 * An image uniform index is associated with each image uniform by
2104 * the linker. The image index associated with each uniform is
2105 * stored in the \c gl_uniform_storage::image field.
2106 */
2107 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2108
2109 /**
2110 * Access qualifier specified in the shader for each image uniform
2111 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2112 * GL_READ_WRITE.
2113 *
2114 * It may be different, though only more strict than the value of
2115 * \c gl_image_unit::Access for the corresponding image unit.
2116 */
2117 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2118
2119 struct gl_uniform_block **UniformBlocks;
2120 struct gl_uniform_block **ShaderStorageBlocks;
2121
2122 /** Which texture target is being sampled
2123 * (TEXTURE_1D/2D/3D/etc_INDEX)
2124 */
2125 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2126
2127 union {
2128 struct {
2129 /**
2130 * A bitmask of gl_advanced_blend_mode values
2131 */
2132 GLbitfield BlendSupport;
2133 } fs;
2134 };
2135 } sh;
2136
2137 /** ARB assembly-style program fields */
2138 struct {
2139 struct prog_instruction *Instructions;
2140
2141 /**
2142 * Local parameters used by the program.
2143 *
2144 * It's dynamically allocated because it is rarely used (just
2145 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2146 * once it's allocated.
2147 */
2148 GLfloat (*LocalParams)[4];
2149
2150 /** Bitmask of which register files are read/written with indirect
2151 * addressing. Mask of (1 << PROGRAM_x) bits.
2152 */
2153 GLbitfield IndirectRegisterFiles;
2154
2155 /** Logical counts */
2156 /*@{*/
2157 GLuint NumInstructions;
2158 GLuint NumTemporaries;
2159 GLuint NumParameters;
2160 GLuint NumAttributes;
2161 GLuint NumAddressRegs;
2162 GLuint NumAluInstructions;
2163 GLuint NumTexInstructions;
2164 GLuint NumTexIndirections;
2165 /*@}*/
2166 /** Native, actual h/w counts */
2167 /*@{*/
2168 GLuint NumNativeInstructions;
2169 GLuint NumNativeTemporaries;
2170 GLuint NumNativeParameters;
2171 GLuint NumNativeAttributes;
2172 GLuint NumNativeAddressRegs;
2173 GLuint NumNativeAluInstructions;
2174 GLuint NumNativeTexInstructions;
2175 GLuint NumNativeTexIndirections;
2176 /*@}*/
2177
2178 /** Used by ARB assembly-style programs. Can only be true for vertex
2179 * programs.
2180 */
2181 GLboolean IsPositionInvariant;
2182 } arb;
2183 };
2184 };
2185
2186
2187 /**
2188 * State common to vertex and fragment programs.
2189 */
2190 struct gl_program_state
2191 {
2192 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2193 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2194 };
2195
2196
2197 /**
2198 * Context state for vertex programs.
2199 */
2200 struct gl_vertex_program_state
2201 {
2202 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2203 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2204 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2205 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2206 /** Computed two sided lighting for fixed function/programs. */
2207 GLboolean _TwoSideEnabled;
2208 struct gl_program *Current; /**< User-bound vertex program */
2209
2210 /** Currently enabled and valid vertex program (including internal
2211 * programs, user-defined vertex programs and GLSL vertex shaders).
2212 * This is the program we must use when rendering.
2213 */
2214 struct gl_program *_Current;
2215
2216 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2217
2218 /** Should fixed-function T&L be implemented with a vertex prog? */
2219 GLboolean _MaintainTnlProgram;
2220
2221 /** Program to emulate fixed-function T&L (see above) */
2222 struct gl_program *_TnlProgram;
2223
2224 /** Cache of fixed-function programs */
2225 struct gl_program_cache *Cache;
2226
2227 GLboolean _Overriden;
2228 };
2229
2230 /**
2231 * Context state for tessellation control programs.
2232 */
2233 struct gl_tess_ctrl_program_state
2234 {
2235 /** Currently bound and valid shader. */
2236 struct gl_program *_Current;
2237
2238 GLint patch_vertices;
2239 GLfloat patch_default_outer_level[4];
2240 GLfloat patch_default_inner_level[2];
2241 };
2242
2243 /**
2244 * Context state for tessellation evaluation programs.
2245 */
2246 struct gl_tess_eval_program_state
2247 {
2248 /** Currently bound and valid shader. */
2249 struct gl_program *_Current;
2250 };
2251
2252 /**
2253 * Context state for geometry programs.
2254 */
2255 struct gl_geometry_program_state
2256 {
2257 /** Currently enabled and valid program (including internal programs
2258 * and compiled shader programs).
2259 */
2260 struct gl_program *_Current;
2261 };
2262
2263 /**
2264 * Context state for fragment programs.
2265 */
2266 struct gl_fragment_program_state
2267 {
2268 GLboolean Enabled; /**< User-set fragment program enable flag */
2269 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2270 struct gl_program *Current; /**< User-bound fragment program */
2271
2272 /** Currently enabled and valid fragment program (including internal
2273 * programs, user-defined fragment programs and GLSL fragment shaders).
2274 * This is the program we must use when rendering.
2275 */
2276 struct gl_program *_Current;
2277
2278 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2279
2280 /** Should fixed-function texturing be implemented with a fragment prog? */
2281 GLboolean _MaintainTexEnvProgram;
2282
2283 /** Program to emulate fixed-function texture env/combine (see above) */
2284 struct gl_program *_TexEnvProgram;
2285
2286 /** Cache of fixed-function programs */
2287 struct gl_program_cache *Cache;
2288 };
2289
2290
2291 /**
2292 * Context state for compute programs.
2293 */
2294 struct gl_compute_program_state
2295 {
2296 /** Currently enabled and valid program (including internal programs
2297 * and compiled shader programs).
2298 */
2299 struct gl_program *_Current;
2300 };
2301
2302
2303 /**
2304 * ATI_fragment_shader runtime state
2305 */
2306
2307 struct atifs_instruction;
2308 struct atifs_setupinst;
2309
2310 /**
2311 * ATI fragment shader
2312 */
2313 struct ati_fragment_shader
2314 {
2315 GLuint Id;
2316 GLint RefCount;
2317 struct atifs_instruction *Instructions[2];
2318 struct atifs_setupinst *SetupInst[2];
2319 GLfloat Constants[8][4];
2320 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2321 GLubyte numArithInstr[2];
2322 GLubyte regsAssigned[2];
2323 GLubyte NumPasses; /**< 1 or 2 */
2324 GLubyte cur_pass;
2325 GLubyte last_optype;
2326 GLboolean interpinp1;
2327 GLboolean isValid;
2328 GLuint swizzlerq;
2329 struct gl_program *Program;
2330 };
2331
2332 /**
2333 * Context state for GL_ATI_fragment_shader
2334 */
2335 struct gl_ati_fragment_shader_state
2336 {
2337 GLboolean Enabled;
2338 GLboolean _Enabled; /**< enabled and valid shader? */
2339 GLboolean Compiling;
2340 GLfloat GlobalConstants[8][4];
2341 struct ati_fragment_shader *Current;
2342 };
2343
2344 /**
2345 * Shader subroutine function definition
2346 */
2347 struct gl_subroutine_function
2348 {
2349 char *name;
2350 int index;
2351 int num_compat_types;
2352 const struct glsl_type **types;
2353 };
2354
2355 /**
2356 * Shader information needed by both gl_shader and gl_linked shader.
2357 */
2358 struct gl_shader_info
2359 {
2360 /**
2361 * Tessellation Control shader state from layout qualifiers.
2362 */
2363 struct {
2364 /**
2365 * 0 - vertices not declared in shader, or
2366 * 1 .. GL_MAX_PATCH_VERTICES
2367 */
2368 GLint VerticesOut;
2369 } TessCtrl;
2370
2371 /**
2372 * Tessellation Evaluation shader state from layout qualifiers.
2373 */
2374 struct {
2375 /**
2376 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2377 * in this shader.
2378 */
2379 GLenum PrimitiveMode;
2380
2381 enum gl_tess_spacing Spacing;
2382
2383 /**
2384 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2385 */
2386 GLenum VertexOrder;
2387 /**
2388 * 1, 0, or -1 if it's not set in this shader.
2389 */
2390 int PointMode;
2391 } TessEval;
2392
2393 /**
2394 * Geometry shader state from GLSL 1.50 layout qualifiers.
2395 */
2396 struct {
2397 GLint VerticesOut;
2398 /**
2399 * 0 - Invocations count not declared in shader, or
2400 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2401 */
2402 GLint Invocations;
2403 /**
2404 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2405 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2406 * shader.
2407 */
2408 GLenum InputType;
2409 /**
2410 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2411 * it's not set in this shader.
2412 */
2413 GLenum OutputType;
2414 } Geom;
2415
2416 /**
2417 * Compute shader state from ARB_compute_shader and
2418 * ARB_compute_variable_group_size layout qualifiers.
2419 */
2420 struct {
2421 /**
2422 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2423 * it's not set in this shader.
2424 */
2425 unsigned LocalSize[3];
2426
2427 /**
2428 * Whether a variable work group size has been specified as defined by
2429 * ARB_compute_variable_group_size.
2430 */
2431 bool LocalSizeVariable;
2432 } Comp;
2433 };
2434
2435 /**
2436 * A linked GLSL shader object.
2437 */
2438 struct gl_linked_shader
2439 {
2440 gl_shader_stage Stage;
2441
2442 #ifdef DEBUG
2443 unsigned SourceChecksum;
2444 #endif
2445
2446 struct gl_program *Program; /**< Post-compile assembly code */
2447
2448 /**
2449 * \name Sampler tracking
2450 *
2451 * \note Each of these fields is only set post-linking.
2452 */
2453 /*@{*/
2454 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2455 /*@}*/
2456
2457 /**
2458 * Number of default uniform block components used by this shader.
2459 *
2460 * This field is only set post-linking.
2461 */
2462 unsigned num_uniform_components;
2463
2464 /**
2465 * Number of combined uniform components used by this shader.
2466 *
2467 * This field is only set post-linking. It is the sum of the uniform block
2468 * sizes divided by sizeof(float), and num_uniform_compoennts.
2469 */
2470 unsigned num_combined_uniform_components;
2471
2472 struct exec_list *ir;
2473 struct exec_list *packed_varyings;
2474 struct exec_list *fragdata_arrays;
2475 struct glsl_symbol_table *symbols;
2476 };
2477
2478 static inline GLbitfield gl_external_samplers(struct gl_program *prog)
2479 {
2480 GLbitfield external_samplers = 0;
2481 GLbitfield mask = prog->SamplersUsed;
2482
2483 while (mask) {
2484 int idx = u_bit_scan(&mask);
2485 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2486 external_samplers |= (1 << idx);
2487 }
2488
2489 return external_samplers;
2490 }
2491
2492 /**
2493 * Compile status enum. compile_skipped is used to indicate the compile
2494 * was skipped due to the shader matching one that's been seen before by
2495 * the on-disk cache.
2496 */
2497 enum gl_compile_status
2498 {
2499 compile_failure = 0,
2500 compile_success,
2501 compile_skipped,
2502 compiled_no_opts
2503 };
2504
2505 /**
2506 * A GLSL shader object.
2507 */
2508 struct gl_shader
2509 {
2510 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2511 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2512 * Must be the first field.
2513 */
2514 GLenum Type;
2515 gl_shader_stage Stage;
2516 GLuint Name; /**< AKA the handle */
2517 GLint RefCount; /**< Reference count */
2518 GLchar *Label; /**< GL_KHR_debug */
2519 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2520 GLboolean DeletePending;
2521 enum gl_compile_status CompileStatus;
2522 bool IsES; /**< True if this shader uses GLSL ES */
2523
2524 #ifdef DEBUG
2525 unsigned SourceChecksum; /**< for debug/logging purposes */
2526 #endif
2527 const GLchar *Source; /**< Source code string */
2528
2529 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2530
2531 GLchar *InfoLog;
2532
2533 unsigned Version; /**< GLSL version used for linking */
2534
2535 struct exec_list *ir;
2536 struct glsl_symbol_table *symbols;
2537
2538 /**
2539 * A bitmask of gl_advanced_blend_mode values
2540 */
2541 GLbitfield BlendSupport;
2542
2543 /**
2544 * Whether early fragment tests are enabled as defined by
2545 * ARB_shader_image_load_store.
2546 */
2547 bool EarlyFragmentTests;
2548
2549 bool ARB_fragment_coord_conventions_enable;
2550
2551 bool redeclares_gl_fragcoord;
2552 bool uses_gl_fragcoord;
2553
2554 bool PostDepthCoverage;
2555 bool InnerCoverage;
2556
2557 /**
2558 * Fragment shader state from GLSL 1.50 layout qualifiers.
2559 */
2560 bool origin_upper_left;
2561 bool pixel_center_integer;
2562
2563 /**
2564 * Whether bindless_sampler/bindless_image, and respectively
2565 * bound_sampler/bound_image are declared at global scope as defined by
2566 * ARB_bindless_texture.
2567 */
2568 bool bindless_sampler;
2569 bool bindless_image;
2570 bool bound_sampler;
2571 bool bound_image;
2572
2573 /** Global xfb_stride out qualifier if any */
2574 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2575
2576 struct gl_shader_info info;
2577 };
2578
2579
2580 struct gl_uniform_buffer_variable
2581 {
2582 char *Name;
2583
2584 /**
2585 * Name of the uniform as seen by glGetUniformIndices.
2586 *
2587 * glGetUniformIndices requires that the block instance index \b not be
2588 * present in the name of queried uniforms.
2589 *
2590 * \note
2591 * \c gl_uniform_buffer_variable::IndexName and
2592 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2593 */
2594 char *IndexName;
2595
2596 const struct glsl_type *Type;
2597 unsigned int Offset;
2598 GLboolean RowMajor;
2599 };
2600
2601
2602 enum gl_uniform_block_packing
2603 {
2604 ubo_packing_std140,
2605 ubo_packing_shared,
2606 ubo_packing_packed,
2607 ubo_packing_std430
2608 };
2609
2610
2611 struct gl_uniform_block
2612 {
2613 /** Declared name of the uniform block */
2614 char *Name;
2615
2616 /** Array of supplemental information about UBO ir_variables. */
2617 struct gl_uniform_buffer_variable *Uniforms;
2618 GLuint NumUniforms;
2619
2620 /**
2621 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2622 * with glBindBufferBase to bind a buffer object to this uniform block. When
2623 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2624 */
2625 GLuint Binding;
2626
2627 /**
2628 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2629 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2630 */
2631 GLuint UniformBufferSize;
2632
2633 /** Stages that reference this block */
2634 uint8_t stageref;
2635
2636 /**
2637 * Linearized array index for uniform block instance arrays
2638 *
2639 * Given a uniform block instance array declared with size
2640 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2641 * have the linearized array index
2642 *
2643 * m-1 m
2644 * i_m + ∑ i_j * ∏ s_k
2645 * j=0 k=j+1
2646 *
2647 * For a uniform block instance that is not an array, this is always 0.
2648 */
2649 uint8_t linearized_array_index;
2650
2651 /**
2652 * Layout specified in the shader
2653 *
2654 * This isn't accessible through the API, but it is used while
2655 * cross-validating uniform blocks.
2656 */
2657 enum gl_uniform_block_packing _Packing;
2658 GLboolean _RowMajor;
2659 };
2660
2661 /**
2662 * Structure that represents a reference to an atomic buffer from some
2663 * shader program.
2664 */
2665 struct gl_active_atomic_buffer
2666 {
2667 /** Uniform indices of the atomic counters declared within it. */
2668 GLuint *Uniforms;
2669 GLuint NumUniforms;
2670
2671 /** Binding point index associated with it. */
2672 GLuint Binding;
2673
2674 /** Minimum reasonable size it is expected to have. */
2675 GLuint MinimumSize;
2676
2677 /** Shader stages making use of it. */
2678 GLboolean StageReferences[MESA_SHADER_STAGES];
2679 };
2680
2681 /**
2682 * Data container for shader queries. This holds only the minimal
2683 * amount of required information for resource queries to work.
2684 */
2685 struct gl_shader_variable
2686 {
2687 /**
2688 * Declared type of the variable
2689 */
2690 const struct glsl_type *type;
2691
2692 /**
2693 * If the variable is in an interface block, this is the type of the block.
2694 */
2695 const struct glsl_type *interface_type;
2696
2697 /**
2698 * For variables inside structs (possibly recursively), this is the
2699 * outermost struct type.
2700 */
2701 const struct glsl_type *outermost_struct_type;
2702
2703 /**
2704 * Declared name of the variable
2705 */
2706 char *name;
2707
2708 /**
2709 * Storage location of the base of this variable
2710 *
2711 * The precise meaning of this field depends on the nature of the variable.
2712 *
2713 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2714 * - Vertex shader output: one of the values from \c gl_varying_slot.
2715 * - Geometry shader input: one of the values from \c gl_varying_slot.
2716 * - Geometry shader output: one of the values from \c gl_varying_slot.
2717 * - Fragment shader input: one of the values from \c gl_varying_slot.
2718 * - Fragment shader output: one of the values from \c gl_frag_result.
2719 * - Uniforms: Per-stage uniform slot number for default uniform block.
2720 * - Uniforms: Index within the uniform block definition for UBO members.
2721 * - Non-UBO Uniforms: explicit location until linking then reused to
2722 * store uniform slot number.
2723 * - Other: This field is not currently used.
2724 *
2725 * If the variable is a uniform, shader input, or shader output, and the
2726 * slot has not been assigned, the value will be -1.
2727 */
2728 int location;
2729
2730 /**
2731 * Specifies the first component the variable is stored in as per
2732 * ARB_enhanced_layouts.
2733 */
2734 unsigned component:2;
2735
2736 /**
2737 * Output index for dual source blending.
2738 *
2739 * \note
2740 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2741 * source blending.
2742 */
2743 unsigned index:1;
2744
2745 /**
2746 * Specifies whether a shader input/output is per-patch in tessellation
2747 * shader stages.
2748 */
2749 unsigned patch:1;
2750
2751 /**
2752 * Storage class of the variable.
2753 *
2754 * \sa (n)ir_variable_mode
2755 */
2756 unsigned mode:4;
2757
2758 /**
2759 * Interpolation mode for shader inputs / outputs
2760 *
2761 * \sa glsl_interp_mode
2762 */
2763 unsigned interpolation:2;
2764
2765 /**
2766 * Was the location explicitly set in the shader?
2767 *
2768 * If the location is explicitly set in the shader, it \b cannot be changed
2769 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2770 * no effect).
2771 */
2772 unsigned explicit_location:1;
2773
2774 /**
2775 * Precision qualifier.
2776 */
2777 unsigned precision:2;
2778 };
2779
2780 /**
2781 * Active resource in a gl_shader_program
2782 */
2783 struct gl_program_resource
2784 {
2785 GLenum Type; /** Program interface type. */
2786 const void *Data; /** Pointer to resource associated data structure. */
2787 uint8_t StageReferences; /** Bitmask of shader stage references. */
2788 };
2789
2790 /**
2791 * Link status enum. linking_skipped is used to indicate linking
2792 * was skipped due to the shader being loaded from the on-disk cache.
2793 */
2794 enum gl_link_status
2795 {
2796 linking_failure = 0,
2797 linking_success,
2798 linking_skipped
2799 };
2800
2801 /**
2802 * A data structure to be shared by gl_shader_program and gl_program.
2803 */
2804 struct gl_shader_program_data
2805 {
2806 GLint RefCount; /**< Reference count */
2807
2808 /** SHA1 hash of linked shader program */
2809 unsigned char sha1[20];
2810
2811 unsigned NumUniformStorage;
2812 unsigned NumHiddenUniforms;
2813 struct gl_uniform_storage *UniformStorage;
2814
2815 unsigned NumUniformBlocks;
2816 struct gl_uniform_block *UniformBlocks;
2817
2818 unsigned NumShaderStorageBlocks;
2819 struct gl_uniform_block *ShaderStorageBlocks;
2820
2821 struct gl_active_atomic_buffer *AtomicBuffers;
2822 unsigned NumAtomicBuffers;
2823
2824 /* Shader cache variables used during restore */
2825 unsigned NumUniformDataSlots;
2826 union gl_constant_value *UniformDataSlots;
2827
2828 bool cache_fallback;
2829
2830 /* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
2831 * All structures (gl_program, uniform storage, etc) will get recreated
2832 * even though we have already loaded them from cache. Once the i965 cache
2833 * lands we should switch to using the cache_fallback support.
2834 */
2835 bool skip_cache;
2836
2837 /** List of all active resources after linking. */
2838 struct gl_program_resource *ProgramResourceList;
2839 unsigned NumProgramResourceList;
2840
2841 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2842 GLboolean Validated;
2843 GLchar *InfoLog;
2844
2845 unsigned Version; /**< GLSL version used for linking */
2846
2847 /* Mask of stages this program was linked against */
2848 unsigned linked_stages;
2849 };
2850
2851 /**
2852 * A GLSL program object.
2853 * Basically a linked collection of vertex and fragment shaders.
2854 */
2855 struct gl_shader_program
2856 {
2857 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2858 GLuint Name; /**< aka handle or ID */
2859 GLchar *Label; /**< GL_KHR_debug */
2860 GLint RefCount; /**< Reference count */
2861 GLboolean DeletePending;
2862
2863 /**
2864 * Is the application intending to glGetProgramBinary this program?
2865 */
2866 GLboolean BinaryRetreivableHint;
2867
2868 /**
2869 * Indicates whether program can be bound for individual pipeline stages
2870 * using UseProgramStages after it is next linked.
2871 */
2872 GLboolean SeparateShader;
2873
2874 GLuint NumShaders; /**< number of attached shaders */
2875 struct gl_shader **Shaders; /**< List of attached the shaders */
2876
2877 /**
2878 * User-defined attribute bindings
2879 *
2880 * These are set via \c glBindAttribLocation and are used to direct the
2881 * GLSL linker. These are \b not the values used in the compiled shader,
2882 * and they are \b not the values returned by \c glGetAttribLocation.
2883 */
2884 struct string_to_uint_map *AttributeBindings;
2885
2886 /**
2887 * User-defined fragment data bindings
2888 *
2889 * These are set via \c glBindFragDataLocation and are used to direct the
2890 * GLSL linker. These are \b not the values used in the compiled shader,
2891 * and they are \b not the values returned by \c glGetFragDataLocation.
2892 */
2893 struct string_to_uint_map *FragDataBindings;
2894 struct string_to_uint_map *FragDataIndexBindings;
2895
2896 /**
2897 * Transform feedback varyings last specified by
2898 * glTransformFeedbackVaryings().
2899 *
2900 * For the current set of transform feedback varyings used for transform
2901 * feedback output, see LinkedTransformFeedback.
2902 */
2903 struct {
2904 GLenum BufferMode;
2905 /** Global xfb_stride out qualifier if any */
2906 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2907 GLuint NumVarying;
2908 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2909 } TransformFeedback;
2910
2911 struct gl_program *last_vert_prog;
2912
2913 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2914 enum gl_frag_depth_layout FragDepthLayout;
2915
2916 /**
2917 * Geometry shader state - copied into gl_program by
2918 * _mesa_copy_linked_program_data().
2919 */
2920 struct {
2921 GLint VerticesIn;
2922
2923 bool UsesEndPrimitive;
2924 bool UsesStreams;
2925 } Geom;
2926
2927 /**
2928 * Compute shader state - copied into gl_program by
2929 * _mesa_copy_linked_program_data().
2930 */
2931 struct {
2932 /**
2933 * Size of shared variables accessed by the compute shader.
2934 */
2935 unsigned SharedSize;
2936 } Comp;
2937
2938 /** Data shared by gl_program and gl_shader_program */
2939 struct gl_shader_program_data *data;
2940
2941 /**
2942 * Mapping from GL uniform locations returned by \c glUniformLocation to
2943 * UniformStorage entries. Arrays will have multiple contiguous slots
2944 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2945 */
2946 unsigned NumUniformRemapTable;
2947 struct gl_uniform_storage **UniformRemapTable;
2948
2949 /**
2950 * Sometimes there are empty slots left over in UniformRemapTable after we
2951 * allocate slots to explicit locations. This list stores the blocks of
2952 * continuous empty slots inside UniformRemapTable.
2953 */
2954 struct exec_list EmptyUniformLocations;
2955
2956 /**
2957 * Total number of explicit uniform location including inactive uniforms.
2958 */
2959 unsigned NumExplicitUniformLocations;
2960
2961 /**
2962 * Map of active uniform names to locations
2963 *
2964 * Maps any active uniform that is not an array element to a location.
2965 * Each active uniform, including individual structure members will appear
2966 * in this map. This roughly corresponds to the set of names that would be
2967 * enumerated by \c glGetActiveUniform.
2968 */
2969 struct string_to_uint_map *UniformHash;
2970
2971 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2972
2973 bool IsES; /**< True if this program uses GLSL ES */
2974
2975 /**
2976 * Per-stage shaders resulting from the first stage of linking.
2977 *
2978 * Set of linked shaders for this program. The array is accessed using the
2979 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2980 * \c NULL.
2981 */
2982 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2983
2984 /* True if any of the fragment shaders attached to this program use:
2985 * #extension ARB_fragment_coord_conventions: enable
2986 */
2987 GLboolean ARB_fragment_coord_conventions_enable;
2988 };
2989
2990
2991 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2992 #define GLSL_LOG 0x2 /**< Write shaders to files */
2993 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
2994 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
2995 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
2996 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
2997 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
2998 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
2999 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3000 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3001
3002
3003 /**
3004 * Context state for GLSL vertex/fragment shaders.
3005 * Extended to support pipeline object
3006 */
3007 struct gl_pipeline_object
3008 {
3009 /** Name of the pipeline object as received from glGenProgramPipelines.
3010 * It would be 0 for shaders without separate shader objects.
3011 */
3012 GLuint Name;
3013
3014 GLint RefCount;
3015
3016 GLchar *Label; /**< GL_KHR_debug */
3017
3018 /**
3019 * Programs used for rendering
3020 *
3021 * There is a separate program set for each shader stage.
3022 */
3023 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3024
3025 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3026
3027 /**
3028 * Program used by glUniform calls.
3029 *
3030 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3031 */
3032 struct gl_shader_program *ActiveProgram;
3033
3034 GLbitfield Flags; /**< Mask of GLSL_x flags */
3035
3036 GLboolean EverBound; /**< Has the pipeline object been created */
3037
3038 GLboolean Validated; /**< Pipeline Validation status */
3039
3040 GLchar *InfoLog;
3041 };
3042
3043 /**
3044 * Context state for GLSL pipeline shaders.
3045 */
3046 struct gl_pipeline_shader_state
3047 {
3048 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3049 struct gl_pipeline_object *Current;
3050
3051 /* Default Object to ensure that _Shader is never NULL */
3052 struct gl_pipeline_object *Default;
3053
3054 /** Pipeline objects */
3055 struct _mesa_HashTable *Objects;
3056 };
3057
3058 /**
3059 * Compiler options for a single GLSL shaders type
3060 */
3061 struct gl_shader_compiler_options
3062 {
3063 /** Driver-selectable options: */
3064 GLboolean EmitNoLoops;
3065 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3066 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3067 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3068 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3069 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3070 * gl_CullDistance together from
3071 * float[8] to vec4[2]
3072 **/
3073
3074 /**
3075 * \name Forms of indirect addressing the driver cannot do.
3076 */
3077 /*@{*/
3078 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3079 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3080 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3081 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3082 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3083 /*@}*/
3084
3085 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3086 GLuint MaxUnrollIterations;
3087
3088 /**
3089 * Optimize code for array of structures backends.
3090 *
3091 * This is a proxy for:
3092 * - preferring DP4 instructions (rather than MUL/MAD) for
3093 * matrix * vector operations, such as position transformation.
3094 */
3095 GLboolean OptimizeForAOS;
3096
3097 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3098
3099 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3100 GLboolean ClampBlockIndicesToArrayBounds;
3101
3102 const struct nir_shader_compiler_options *NirOptions;
3103 };
3104
3105
3106 /**
3107 * Occlusion/timer query object.
3108 */
3109 struct gl_query_object
3110 {
3111 GLenum Target; /**< The query target, when active */
3112 GLuint Id; /**< hash table ID/name */
3113 GLchar *Label; /**< GL_KHR_debug */
3114 GLuint64EXT Result; /**< the counter */
3115 GLboolean Active; /**< inside Begin/EndQuery */
3116 GLboolean Ready; /**< result is ready? */
3117 GLboolean EverBound;/**< has query object ever been bound */
3118 GLuint Stream; /**< The stream */
3119 };
3120
3121
3122 /**
3123 * Context state for query objects.
3124 */
3125 struct gl_query_state
3126 {
3127 struct _mesa_HashTable *QueryObjects;
3128 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3129 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3130
3131 /** GL_NV_conditional_render */
3132 struct gl_query_object *CondRenderQuery;
3133
3134 /** GL_EXT_transform_feedback */
3135 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3136 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3137
3138 /** GL_ARB_transform_feedback_overflow_query */
3139 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3140 struct gl_query_object *TransformFeedbackOverflowAny;
3141
3142 /** GL_ARB_timer_query */
3143 struct gl_query_object *TimeElapsed;
3144
3145 /** GL_ARB_pipeline_statistics_query */
3146 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3147
3148 GLenum CondRenderMode;
3149 };
3150
3151
3152 /** Sync object state */
3153 struct gl_sync_object
3154 {
3155 GLenum Type; /**< GL_SYNC_FENCE */
3156 GLuint Name; /**< Fence name */
3157 GLchar *Label; /**< GL_KHR_debug */
3158 GLint RefCount; /**< Reference count */
3159 GLboolean DeletePending; /**< Object was deleted while there were still
3160 * live references (e.g., sync not yet finished)
3161 */
3162 GLenum SyncCondition;
3163 GLbitfield Flags; /**< Flags passed to glFenceSync */
3164 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3165 };
3166
3167
3168 /**
3169 * State which can be shared by multiple contexts:
3170 */
3171 struct gl_shared_state
3172 {
3173 mtx_t Mutex; /**< for thread safety */
3174 GLint RefCount; /**< Reference count */
3175 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3176 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3177 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3178
3179 /** Default texture objects (shared by all texture units) */
3180 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3181
3182 /** Fallback texture used when a bound texture is incomplete */
3183 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3184
3185 /**
3186 * \name Thread safety and statechange notification for texture
3187 * objects.
3188 *
3189 * \todo Improve the granularity of locking.
3190 */
3191 /*@{*/
3192 mtx_t TexMutex; /**< texobj thread safety */
3193 GLuint TextureStateStamp; /**< state notification for shared tex */
3194 /*@}*/
3195
3196 /** Default buffer object for vertex arrays that aren't in VBOs */
3197 struct gl_buffer_object *NullBufferObj;
3198
3199 /**
3200 * \name Vertex/geometry/fragment programs
3201 */
3202 /*@{*/
3203 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3204 struct gl_program *DefaultVertexProgram;
3205 struct gl_program *DefaultFragmentProgram;
3206 /*@}*/
3207
3208 /* GL_ATI_fragment_shader */
3209 struct _mesa_HashTable *ATIShaders;
3210 struct ati_fragment_shader *DefaultFragmentShader;
3211
3212 struct _mesa_HashTable *BufferObjects;
3213
3214 /** Table of both gl_shader and gl_shader_program objects */
3215 struct _mesa_HashTable *ShaderObjects;
3216
3217 /* GL_EXT_framebuffer_object */
3218 struct _mesa_HashTable *RenderBuffers;
3219 struct _mesa_HashTable *FrameBuffers;
3220
3221 /* GL_ARB_sync */
3222 struct set *SyncObjects;
3223
3224 /** GL_ARB_sampler_objects */
3225 struct _mesa_HashTable *SamplerObjects;
3226
3227 /* GL_ARB_bindless_texture */
3228 struct hash_table_u64 *TextureHandles;
3229 struct hash_table_u64 *ImageHandles;
3230 mtx_t HandlesMutex; /**< For texture/image handles safety */
3231
3232 /**
3233 * Some context in this share group was affected by a GPU reset
3234 *
3235 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3236 * been affected by a GPU reset must also return
3237 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3238 *
3239 * Once this field becomes true, it is never reset to false.
3240 */
3241 bool ShareGroupReset;
3242 };
3243
3244
3245
3246 /**
3247 * Renderbuffers represent drawing surfaces such as color, depth and/or
3248 * stencil. A framebuffer object has a set of renderbuffers.
3249 * Drivers will typically derive subclasses of this type.
3250 */
3251 struct gl_renderbuffer
3252 {
3253 mtx_t Mutex; /**< for thread safety */
3254 GLuint ClassID; /**< Useful for drivers */
3255 GLuint Name;
3256 GLchar *Label; /**< GL_KHR_debug */
3257 GLint RefCount;
3258 GLuint Width, Height;
3259 GLuint Depth;
3260 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3261 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3262 /**
3263 * True for renderbuffers that wrap textures, giving the driver a chance to
3264 * flush render caches through the FinishRenderTexture hook.
3265 *
3266 * Drivers may also set this on renderbuffers other than those generated by
3267 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3268 * called without a rb->TexImage.
3269 */
3270 GLboolean NeedsFinishRenderTexture;
3271 GLubyte NumSamples;
3272 GLenum InternalFormat; /**< The user-specified format */
3273 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3274 GL_STENCIL_INDEX. */
3275 mesa_format Format; /**< The actual renderbuffer memory format */
3276 /**
3277 * Pointer to the texture image if this renderbuffer wraps a texture,
3278 * otherwise NULL.
3279 *
3280 * Note that the reference on the gl_texture_object containing this
3281 * TexImage is held by the gl_renderbuffer_attachment.
3282 */
3283 struct gl_texture_image *TexImage;
3284
3285 /** Delete this renderbuffer */
3286 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3287
3288 /** Allocate new storage for this renderbuffer */
3289 GLboolean (*AllocStorage)(struct gl_context *ctx,
3290 struct gl_renderbuffer *rb,
3291 GLenum internalFormat,
3292 GLuint width, GLuint height);
3293 };
3294
3295
3296 /**
3297 * A renderbuffer attachment points to either a texture object (and specifies
3298 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3299 */
3300 struct gl_renderbuffer_attachment
3301 {
3302 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3303 GLboolean Complete;
3304
3305 /**
3306 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3307 * application supplied renderbuffer object.
3308 */
3309 struct gl_renderbuffer *Renderbuffer;
3310
3311 /**
3312 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3313 * supplied texture object.
3314 */
3315 struct gl_texture_object *Texture;
3316 GLuint TextureLevel; /**< Attached mipmap level. */
3317 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3318 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3319 * and 2D array textures */
3320 GLboolean Layered;
3321 };
3322
3323
3324 /**
3325 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3326 * In C++ terms, think of this as a base class from which device drivers
3327 * will make derived classes.
3328 */
3329 struct gl_framebuffer
3330 {
3331 mtx_t Mutex; /**< for thread safety */
3332 /**
3333 * If zero, this is a window system framebuffer. If non-zero, this
3334 * is a FBO framebuffer; note that for some devices (i.e. those with
3335 * a natural pixel coordinate system for FBOs that differs from the
3336 * OpenGL/Mesa coordinate system), this means that the viewport,
3337 * polygon face orientation, and polygon stipple will have to be inverted.
3338 */
3339 GLuint Name;
3340 GLint RefCount;
3341
3342 GLchar *Label; /**< GL_KHR_debug */
3343
3344 GLboolean DeletePending;
3345
3346 /**
3347 * The framebuffer's visual. Immutable if this is a window system buffer.
3348 * Computed from attachments if user-made FBO.
3349 */
3350 struct gl_config Visual;
3351
3352 /**
3353 * Size of frame buffer in pixels. If there are no attachments, then both
3354 * of these are 0.
3355 */
3356 GLuint Width, Height;
3357
3358 /**
3359 * In the case that the framebuffer has no attachment (i.e.
3360 * GL_ARB_framebuffer_no_attachments) then the geometry of
3361 * the framebuffer is specified by the default values.
3362 */
3363 struct {
3364 GLuint Width, Height, Layers, NumSamples;
3365 GLboolean FixedSampleLocations;
3366 /* Derived from NumSamples by the driver so that it can choose a valid
3367 * value for the hardware.
3368 */
3369 GLuint _NumSamples;
3370 } DefaultGeometry;
3371
3372 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3373 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3374 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3375 */
3376 /*@{*/
3377 GLint _Xmin, _Xmax;
3378 GLint _Ymin, _Ymax;
3379 /*@}*/
3380
3381 /** \name Derived Z buffer stuff */
3382 /*@{*/
3383 GLuint _DepthMax; /**< Max depth buffer value */
3384 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3385 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3386 /*@}*/
3387
3388 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3389 GLenum _Status;
3390
3391 /** Whether one of Attachment has Type != GL_NONE
3392 * NOTE: the values for Width and Height are set to 0 in case of having
3393 * no attachments, a backend driver supporting the extension
3394 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3395 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3396 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3397 * _Ymax do NOT take into account _HasAttachments being false). To get the
3398 * geometry of the framebuffer, the helper functions
3399 * _mesa_geometric_width(),
3400 * _mesa_geometric_height(),
3401 * _mesa_geometric_samples() and
3402 * _mesa_geometric_layers()
3403 * are available that check _HasAttachments.
3404 */
3405 bool _HasAttachments;
3406
3407 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3408
3409 /* ARB_color_buffer_float */
3410 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3411 GLboolean _HasSNormOrFloatColorBuffer;
3412
3413 /**
3414 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3415 * is not layered. For cube maps and cube map arrays, each cube face
3416 * counts as a layer. As the case for Width, Height a backend driver
3417 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3418 * in the case that _HasAttachments is false
3419 */
3420 GLuint MaxNumLayers;
3421
3422 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3423 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3424
3425 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3426 * attribute group and GL_PIXEL attribute group, respectively.
3427 */
3428 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3429 GLenum ColorReadBuffer;
3430
3431 /** Computed from ColorDraw/ReadBuffer above */
3432 GLuint _NumColorDrawBuffers;
3433 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3434 GLint _ColorReadBufferIndex; /* -1 = None */
3435 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3436 struct gl_renderbuffer *_ColorReadBuffer;
3437
3438 /** Delete this framebuffer */
3439 void (*Delete)(struct gl_framebuffer *fb);
3440 };
3441
3442
3443 /**
3444 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3445 */
3446 struct gl_precision
3447 {
3448 GLushort RangeMin; /**< min value exponent */
3449 GLushort RangeMax; /**< max value exponent */
3450 GLushort Precision; /**< number of mantissa bits */
3451 };
3452
3453
3454 /**
3455 * Limits for vertex, geometry and fragment programs/shaders.
3456 */
3457 struct gl_program_constants
3458 {
3459 /* logical limits */
3460 GLuint MaxInstructions;
3461 GLuint MaxAluInstructions;
3462 GLuint MaxTexInstructions;
3463 GLuint MaxTexIndirections;
3464 GLuint MaxAttribs;
3465 GLuint MaxTemps;
3466 GLuint MaxAddressRegs;
3467 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3468 GLuint MaxParameters;
3469 GLuint MaxLocalParams;
3470 GLuint MaxEnvParams;
3471 /* native/hardware limits */
3472 GLuint MaxNativeInstructions;
3473 GLuint MaxNativeAluInstructions;
3474 GLuint MaxNativeTexInstructions;
3475 GLuint MaxNativeTexIndirections;
3476 GLuint MaxNativeAttribs;
3477 GLuint MaxNativeTemps;
3478 GLuint MaxNativeAddressRegs;
3479 GLuint MaxNativeParameters;
3480 /* For shaders */
3481 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3482
3483 /**
3484 * \name Per-stage input / output limits
3485 *
3486 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3487 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3488 * ES). This is stored as \c gl_constants::MaxVarying.
3489 *
3490 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3491 * variables. Each stage as a certain number of outputs that it can feed
3492 * to the next stage and a certain number inputs that it can consume from
3493 * the previous stage.
3494 *
3495 * Vertex shader inputs do not participate this in this accounting.
3496 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3497 *
3498 * Fragment shader outputs do not participate this in this accounting.
3499 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3500 */
3501 /*@{*/
3502 GLuint MaxInputComponents;
3503 GLuint MaxOutputComponents;
3504 /*@}*/
3505
3506 /* ES 2.0 and GL_ARB_ES2_compatibility */
3507 struct gl_precision LowFloat, MediumFloat, HighFloat;
3508 struct gl_precision LowInt, MediumInt, HighInt;
3509 /* GL_ARB_uniform_buffer_object */
3510 GLuint MaxUniformBlocks;
3511 GLuint MaxCombinedUniformComponents;
3512 GLuint MaxTextureImageUnits;
3513
3514 /* GL_ARB_shader_atomic_counters */
3515 GLuint MaxAtomicBuffers;
3516 GLuint MaxAtomicCounters;
3517
3518 /* GL_ARB_shader_image_load_store */
3519 GLuint MaxImageUniforms;
3520
3521 /* GL_ARB_shader_storage_buffer_object */
3522 GLuint MaxShaderStorageBlocks;
3523 };
3524
3525
3526 /**
3527 * Constants which may be overridden by device driver during context creation
3528 * but are never changed after that.
3529 */
3530 struct gl_constants
3531 {
3532 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3533 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3534 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3535 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3536 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3537 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3538 GLuint MaxTextureCoordUnits;
3539 GLuint MaxCombinedTextureImageUnits;
3540 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3541 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3542 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3543 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3544
3545 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3546
3547 GLuint MaxArrayLockSize;
3548
3549 GLint SubPixelBits;
3550
3551 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3552 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3553 GLfloat PointSizeGranularity;
3554 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3555 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3556 GLfloat LineWidthGranularity;
3557
3558 GLuint MaxClipPlanes;
3559 GLuint MaxLights;
3560 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3561 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3562
3563 GLuint MaxViewportWidth, MaxViewportHeight;
3564 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3565 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3566 struct {
3567 GLfloat Min;
3568 GLfloat Max;
3569 } ViewportBounds; /**< GL_ARB_viewport_array */
3570 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3571
3572 struct gl_program_constants Program[MESA_SHADER_STAGES];
3573 GLuint MaxProgramMatrices;
3574 GLuint MaxProgramMatrixStackDepth;
3575
3576 struct {
3577 GLuint SamplesPassed;
3578 GLuint TimeElapsed;
3579 GLuint Timestamp;
3580 GLuint PrimitivesGenerated;
3581 GLuint PrimitivesWritten;
3582 GLuint VerticesSubmitted;
3583 GLuint PrimitivesSubmitted;
3584 GLuint VsInvocations;
3585 GLuint TessPatches;
3586 GLuint TessInvocations;
3587 GLuint GsInvocations;
3588 GLuint GsPrimitives;
3589 GLuint FsInvocations;
3590 GLuint ComputeInvocations;
3591 GLuint ClInPrimitives;
3592 GLuint ClOutPrimitives;
3593 } QueryCounterBits;
3594
3595 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3596
3597 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3598 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3599 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3600
3601 /**
3602 * GL_ARB_framebuffer_no_attachments
3603 */
3604 GLuint MaxFramebufferWidth;
3605 GLuint MaxFramebufferHeight;
3606 GLuint MaxFramebufferLayers;
3607 GLuint MaxFramebufferSamples;
3608
3609 /** Number of varying vectors between any two shader stages. */
3610 GLuint MaxVarying;
3611
3612 /** @{
3613 * GL_ARB_uniform_buffer_object
3614 */
3615 GLuint MaxCombinedUniformBlocks;
3616 GLuint MaxUniformBufferBindings;
3617 GLuint MaxUniformBlockSize;
3618 GLuint UniformBufferOffsetAlignment;
3619 /** @} */
3620
3621 /** @{
3622 * GL_ARB_shader_storage_buffer_object
3623 */
3624 GLuint MaxCombinedShaderStorageBlocks;
3625 GLuint MaxShaderStorageBufferBindings;
3626 GLuint MaxShaderStorageBlockSize;
3627 GLuint ShaderStorageBufferOffsetAlignment;
3628 /** @} */
3629
3630 /**
3631 * GL_ARB_explicit_uniform_location
3632 */
3633 GLuint MaxUserAssignableUniformLocations;
3634
3635 /** geometry shader */
3636 GLuint MaxGeometryOutputVertices;
3637 GLuint MaxGeometryTotalOutputComponents;
3638
3639 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3640
3641 /**
3642 * Changes default GLSL extension behavior from "error" to "warn". It's out
3643 * of spec, but it can make some apps work that otherwise wouldn't.
3644 */
3645 GLboolean ForceGLSLExtensionsWarn;
3646
3647 /**
3648 * If non-zero, forces GLSL shaders to behave as if they began
3649 * with "#version ForceGLSLVersion".
3650 */
3651 GLuint ForceGLSLVersion;
3652
3653 /**
3654 * Allow GLSL #extension directives in the middle of shaders.
3655 */
3656 GLboolean AllowGLSLExtensionDirectiveMidShader;
3657
3658 /**
3659 * Allow GLSL built-in variables to be redeclared verbatim
3660 */
3661 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3662
3663 /**
3664 * Allow creating a higher compat profile (version 3.1+) for apps that
3665 * request it. Be careful when adding that driconf option because some
3666 * features are unimplemented and might not work correctly.
3667 */
3668 GLboolean AllowHigherCompatVersion;
3669
3670 /**
3671 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3672 * D3D9 when apps rely on this behaviour.
3673 */
3674 GLboolean ForceGLSLAbsSqrt;
3675
3676 /**
3677 * Force uninitialized variables to default to zero.
3678 */
3679 GLboolean GLSLZeroInit;
3680
3681 /**
3682 * Does the driver support real 32-bit integers? (Otherwise, integers are
3683 * simulated via floats.)
3684 */
3685 GLboolean NativeIntegers;
3686
3687 /**
3688 * Does VertexID count from zero or from base vertex?
3689 *
3690 * \note
3691 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3692 * ignored and need not be set.
3693 */
3694 bool VertexID_is_zero_based;
3695
3696 /**
3697 * If the driver supports real 32-bit integers, what integer value should be
3698 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3699 */
3700 GLuint UniformBooleanTrue;
3701
3702 /**
3703 * Maximum amount of time, measured in nanseconds, that the server can wait.
3704 */
3705 GLuint64 MaxServerWaitTimeout;
3706
3707 /** GL_EXT_provoking_vertex */
3708 GLboolean QuadsFollowProvokingVertexConvention;
3709
3710 /** GL_ARB_viewport_array */
3711 GLenum LayerAndVPIndexProvokingVertex;
3712
3713 /** OpenGL version 3.0 */
3714 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3715
3716 /** OpenGL version 3.2 */
3717 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3718
3719 /** OpenGL version 4.4 */
3720 GLuint MaxVertexAttribStride;
3721
3722 /** GL_EXT_transform_feedback */
3723 GLuint MaxTransformFeedbackBuffers;
3724 GLuint MaxTransformFeedbackSeparateComponents;
3725 GLuint MaxTransformFeedbackInterleavedComponents;
3726 GLuint MaxVertexStreams;
3727
3728 /** GL_EXT_gpu_shader4 */
3729 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3730
3731 /** GL_ARB_texture_gather */
3732 GLuint MinProgramTextureGatherOffset;
3733 GLuint MaxProgramTextureGatherOffset;
3734 GLuint MaxProgramTextureGatherComponents;
3735
3736 /* GL_ARB_robustness */
3737 GLenum ResetStrategy;
3738
3739 /* GL_KHR_robustness */
3740 GLboolean RobustAccess;
3741
3742 /* GL_ARB_blend_func_extended */
3743 GLuint MaxDualSourceDrawBuffers;
3744
3745 /**
3746 * Whether the implementation strips out and ignores texture borders.
3747 *
3748 * Many GPU hardware implementations don't support rendering with texture
3749 * borders and mipmapped textures. (Note: not static border color, but the
3750 * old 1-pixel border around each edge). Implementations then have to do
3751 * slow fallbacks to be correct, or just ignore the border and be fast but
3752 * wrong. Setting the flag strips the border off of TexImage calls,
3753 * providing "fast but wrong" at significantly reduced driver complexity.
3754 *
3755 * Texture borders are deprecated in GL 3.0.
3756 **/
3757 GLboolean StripTextureBorder;
3758
3759 /**
3760 * For drivers which can do a better job at eliminating unused uniforms
3761 * than the GLSL compiler.
3762 *
3763 * XXX Remove these as soon as a better solution is available.
3764 */
3765 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3766
3767 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3768 bool GLSLFragCoordIsSysVal;
3769 bool GLSLFrontFacingIsSysVal;
3770
3771 /**
3772 * Run the minimum amount of GLSL optimizations to be able to link
3773 * shaders optimally (eliminate dead varyings and uniforms) and just do
3774 * all the necessary lowering.
3775 */
3776 bool GLSLOptimizeConservatively;
3777
3778 /**
3779 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3780 * (otherwise, they're system values).
3781 */
3782 bool GLSLTessLevelsAsInputs;
3783
3784 /**
3785 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3786 * than passing the transform feedback object to the drawing function.
3787 */
3788 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3789
3790 /** GL_ARB_map_buffer_alignment */
3791 GLuint MinMapBufferAlignment;
3792
3793 /**
3794 * Disable varying packing. This is out of spec, but potentially useful
3795 * for older platforms that supports a limited number of texture
3796 * indirections--on these platforms, unpacking the varyings in the fragment
3797 * shader increases the number of texture indirections by 1, which might
3798 * make some shaders not executable at all.
3799 *
3800 * Drivers that support transform feedback must set this value to GL_FALSE.
3801 */
3802 GLboolean DisableVaryingPacking;
3803
3804 /**
3805 * Should meaningful names be generated for compiler temporary variables?
3806 *
3807 * Generally, it is not useful to have the compiler generate "meaningful"
3808 * names for temporary variables that it creates. This can, however, be a
3809 * useful debugging aid. In Mesa debug builds or release builds when
3810 * MESA_GLSL is set at run-time, meaningful names will be generated.
3811 * Drivers can also force names to be generated by setting this field.
3812 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3813 * vertex shader assembly) is set at run-time.
3814 */
3815 bool GenerateTemporaryNames;
3816
3817 /*
3818 * Maximum value supported for an index in DrawElements and friends.
3819 *
3820 * This must be at least (1ull<<24)-1. The default value is
3821 * (1ull<<32)-1.
3822 *
3823 * \since ES 3.0 or GL_ARB_ES3_compatibility
3824 * \sa _mesa_init_constants
3825 */
3826 GLuint64 MaxElementIndex;
3827
3828 /**
3829 * Disable interpretation of line continuations (lines ending with a
3830 * backslash character ('\') in GLSL source.
3831 */
3832 GLboolean DisableGLSLLineContinuations;
3833
3834 /** GL_ARB_texture_multisample */
3835 GLint MaxColorTextureSamples;
3836 GLint MaxDepthTextureSamples;
3837 GLint MaxIntegerSamples;
3838
3839 /**
3840 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3841 * samples are laid out in a rectangular grid roughly corresponding to
3842 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3843 * are used to map indices of rectangular grid to sample numbers within
3844 * a pixel. This mapping of indices to sample numbers must be initialized
3845 * by the driver for the target hardware. For example, if we have the 8X
3846 * MSAA sample number layout (sample positions) for XYZ hardware:
3847 *
3848 * sample indices layout sample number layout
3849 * --------- ---------
3850 * | 0 | 1 | | a | b |
3851 * --------- ---------
3852 * | 2 | 3 | | c | d |
3853 * --------- ---------
3854 * | 4 | 5 | | e | f |
3855 * --------- ---------
3856 * | 6 | 7 | | g | h |
3857 * --------- ---------
3858 *
3859 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3860 *
3861 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3862 * below:
3863 * SampleMap8x = {a, b, c, d, e, f, g, h};
3864 *
3865 * Follow the logic for sample counts 2-8.
3866 *
3867 * For 16x the sample indices layout as a 4x4 grid as follows:
3868 *
3869 * -----------------
3870 * | 0 | 1 | 2 | 3 |
3871 * -----------------
3872 * | 4 | 5 | 6 | 7 |
3873 * -----------------
3874 * | 8 | 9 |10 |11 |
3875 * -----------------
3876 * |12 |13 |14 |15 |
3877 * -----------------
3878 */
3879 uint8_t SampleMap2x[2];
3880 uint8_t SampleMap4x[4];
3881 uint8_t SampleMap8x[8];
3882 uint8_t SampleMap16x[16];
3883
3884 /** GL_ARB_shader_atomic_counters */
3885 GLuint MaxAtomicBufferBindings;
3886 GLuint MaxAtomicBufferSize;
3887 GLuint MaxCombinedAtomicBuffers;
3888 GLuint MaxCombinedAtomicCounters;
3889
3890 /** GL_ARB_vertex_attrib_binding */
3891 GLint MaxVertexAttribRelativeOffset;
3892 GLint MaxVertexAttribBindings;
3893
3894 /* GL_ARB_shader_image_load_store */
3895 GLuint MaxImageUnits;
3896 GLuint MaxCombinedShaderOutputResources;
3897 GLuint MaxImageSamples;
3898 GLuint MaxCombinedImageUniforms;
3899
3900 /** GL_ARB_compute_shader */
3901 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3902 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3903 GLuint MaxComputeWorkGroupInvocations;
3904 GLuint MaxComputeSharedMemorySize;
3905
3906 /** GL_ARB_compute_variable_group_size */
3907 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3908 GLuint MaxComputeVariableGroupInvocations;
3909
3910 /** GL_ARB_gpu_shader5 */
3911 GLfloat MinFragmentInterpolationOffset;
3912 GLfloat MaxFragmentInterpolationOffset;
3913
3914 GLboolean FakeSWMSAA;
3915
3916 /** GL_KHR_context_flush_control */
3917 GLenum ContextReleaseBehavior;
3918
3919 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3920
3921 /** GL_ARB_tessellation_shader */
3922 GLuint MaxPatchVertices;
3923 GLuint MaxTessGenLevel;
3924 GLuint MaxTessPatchComponents;
3925 GLuint MaxTessControlTotalOutputComponents;
3926 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3927 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3928 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3929 bool PrimitiveRestartForPatches;
3930 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3931 * gl_LocalInvocationIndex based on
3932 * other builtin variables. */
3933
3934 /** GL_OES_primitive_bounding_box */
3935 bool NoPrimitiveBoundingBoxOutput;
3936
3937 /** GL_ARB_sparse_buffer */
3938 GLuint SparseBufferPageSize;
3939
3940 /** Used as an input for sha1 generation in the on-disk shader cache */
3941 unsigned char *dri_config_options_sha1;
3942
3943 /** When drivers are OK with mapped buffers during draw and other calls. */
3944 bool AllowMappedBuffersDuringExecution;
3945 };
3946
3947
3948 /**
3949 * Enable flag for each OpenGL extension. Different device drivers will
3950 * enable different extensions at runtime.
3951 */
3952 struct gl_extensions
3953 {
3954 GLboolean dummy; /* don't remove this! */
3955 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3956 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3957 GLboolean ANGLE_texture_compression_dxt;
3958 GLboolean ARB_ES2_compatibility;
3959 GLboolean ARB_ES3_compatibility;
3960 GLboolean ARB_ES3_1_compatibility;
3961 GLboolean ARB_ES3_2_compatibility;
3962 GLboolean ARB_arrays_of_arrays;
3963 GLboolean ARB_base_instance;
3964 GLboolean ARB_bindless_texture;
3965 GLboolean ARB_blend_func_extended;
3966 GLboolean ARB_buffer_storage;
3967 GLboolean ARB_clear_texture;
3968 GLboolean ARB_clip_control;
3969 GLboolean ARB_color_buffer_float;
3970 GLboolean ARB_compute_shader;
3971 GLboolean ARB_compute_variable_group_size;
3972 GLboolean ARB_conditional_render_inverted;
3973 GLboolean ARB_conservative_depth;
3974 GLboolean ARB_copy_image;
3975 GLboolean ARB_cull_distance;
3976 GLboolean ARB_depth_buffer_float;
3977 GLboolean ARB_depth_clamp;
3978 GLboolean ARB_depth_texture;
3979 GLboolean ARB_derivative_control;
3980 GLboolean ARB_draw_buffers_blend;
3981 GLboolean ARB_draw_elements_base_vertex;
3982 GLboolean ARB_draw_indirect;
3983 GLboolean ARB_draw_instanced;
3984 GLboolean ARB_fragment_coord_conventions;
3985 GLboolean ARB_fragment_layer_viewport;
3986 GLboolean ARB_fragment_program;
3987 GLboolean ARB_fragment_program_shadow;
3988 GLboolean ARB_fragment_shader;
3989 GLboolean ARB_framebuffer_no_attachments;
3990 GLboolean ARB_framebuffer_object;
3991 GLboolean ARB_enhanced_layouts;
3992 GLboolean ARB_explicit_attrib_location;
3993 GLboolean ARB_explicit_uniform_location;
3994 GLboolean ARB_gpu_shader5;
3995 GLboolean ARB_gpu_shader_fp64;
3996 GLboolean ARB_gpu_shader_int64;
3997 GLboolean ARB_half_float_vertex;
3998 GLboolean ARB_indirect_parameters;
3999 GLboolean ARB_instanced_arrays;
4000 GLboolean ARB_internalformat_query;
4001 GLboolean ARB_internalformat_query2;
4002 GLboolean ARB_map_buffer_range;
4003 GLboolean ARB_occlusion_query;
4004 GLboolean ARB_occlusion_query2;
4005 GLboolean ARB_pipeline_statistics_query;
4006 GLboolean ARB_point_sprite;
4007 GLboolean ARB_post_depth_coverage;
4008 GLboolean ARB_query_buffer_object;
4009 GLboolean ARB_robust_buffer_access_behavior;
4010 GLboolean ARB_sample_shading;
4011 GLboolean ARB_seamless_cube_map;
4012 GLboolean ARB_shader_atomic_counter_ops;
4013 GLboolean ARB_shader_atomic_counters;
4014 GLboolean ARB_shader_ballot;
4015 GLboolean ARB_shader_bit_encoding;
4016 GLboolean ARB_shader_clock;
4017 GLboolean ARB_shader_draw_parameters;
4018 GLboolean ARB_shader_group_vote;
4019 GLboolean ARB_shader_image_load_store;
4020 GLboolean ARB_shader_image_size;
4021 GLboolean ARB_shader_precision;
4022 GLboolean ARB_shader_stencil_export;
4023 GLboolean ARB_shader_storage_buffer_object;
4024 GLboolean ARB_shader_texture_image_samples;
4025 GLboolean ARB_shader_texture_lod;
4026 GLboolean ARB_shader_viewport_layer_array;
4027 GLboolean ARB_shading_language_packing;
4028 GLboolean ARB_shading_language_420pack;
4029 GLboolean ARB_shadow;
4030 GLboolean ARB_sparse_buffer;
4031 GLboolean ARB_stencil_texturing;
4032 GLboolean ARB_sync;
4033 GLboolean ARB_tessellation_shader;
4034 GLboolean ARB_texture_border_clamp;
4035 GLboolean ARB_texture_buffer_object;
4036 GLboolean ARB_texture_buffer_object_rgb32;
4037 GLboolean ARB_texture_buffer_range;
4038 GLboolean ARB_texture_compression_bptc;
4039 GLboolean ARB_texture_compression_rgtc;
4040 GLboolean ARB_texture_cube_map;
4041 GLboolean ARB_texture_cube_map_array;
4042 GLboolean ARB_texture_env_combine;
4043 GLboolean ARB_texture_env_crossbar;
4044 GLboolean ARB_texture_env_dot3;
4045 GLboolean ARB_texture_float;
4046 GLboolean ARB_texture_gather;
4047 GLboolean ARB_texture_mirror_clamp_to_edge;
4048 GLboolean ARB_texture_multisample;
4049 GLboolean ARB_texture_non_power_of_two;
4050 GLboolean ARB_texture_stencil8;
4051 GLboolean ARB_texture_query_levels;
4052 GLboolean ARB_texture_query_lod;
4053 GLboolean ARB_texture_rg;
4054 GLboolean ARB_texture_rgb10_a2ui;
4055 GLboolean ARB_texture_view;
4056 GLboolean ARB_timer_query;
4057 GLboolean ARB_transform_feedback2;
4058 GLboolean ARB_transform_feedback3;
4059 GLboolean ARB_transform_feedback_instanced;
4060 GLboolean ARB_transform_feedback_overflow_query;
4061 GLboolean ARB_uniform_buffer_object;
4062 GLboolean ARB_vertex_attrib_64bit;
4063 GLboolean ARB_vertex_program;
4064 GLboolean ARB_vertex_shader;
4065 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4066 GLboolean ARB_vertex_type_2_10_10_10_rev;
4067 GLboolean ARB_viewport_array;
4068 GLboolean EXT_blend_color;
4069 GLboolean EXT_blend_equation_separate;
4070 GLboolean EXT_blend_func_separate;
4071 GLboolean EXT_blend_minmax;
4072 GLboolean EXT_depth_bounds_test;
4073 GLboolean EXT_draw_buffers2;
4074 GLboolean EXT_framebuffer_multisample;
4075 GLboolean EXT_framebuffer_multisample_blit_scaled;
4076 GLboolean EXT_framebuffer_sRGB;
4077 GLboolean EXT_gpu_program_parameters;
4078 GLboolean EXT_gpu_shader4;
4079 GLboolean EXT_packed_float;
4080 GLboolean EXT_pixel_buffer_object;
4081 GLboolean EXT_point_parameters;
4082 GLboolean EXT_polygon_offset_clamp;
4083 GLboolean EXT_provoking_vertex;
4084 GLboolean EXT_shader_integer_mix;
4085 GLboolean EXT_shader_samples_identical;
4086 GLboolean EXT_stencil_two_side;
4087 GLboolean EXT_texture_array;
4088 GLboolean EXT_texture_compression_latc;
4089 GLboolean EXT_texture_compression_s3tc;
4090 GLboolean EXT_texture_env_dot3;
4091 GLboolean EXT_texture_filter_anisotropic;
4092 GLboolean EXT_texture_integer;
4093 GLboolean EXT_texture_mirror_clamp;
4094 GLboolean EXT_texture_shared_exponent;
4095 GLboolean EXT_texture_snorm;
4096 GLboolean EXT_texture_sRGB;
4097 GLboolean EXT_texture_sRGB_decode;
4098 GLboolean EXT_texture_swizzle;
4099 GLboolean EXT_transform_feedback;
4100 GLboolean EXT_timer_query;
4101 GLboolean EXT_vertex_array_bgra;
4102 GLboolean EXT_window_rectangles;
4103 GLboolean OES_copy_image;
4104 GLboolean OES_primitive_bounding_box;
4105 GLboolean OES_sample_variables;
4106 GLboolean OES_standard_derivatives;
4107 GLboolean OES_texture_buffer;
4108 GLboolean OES_texture_cube_map_array;
4109 GLboolean OES_viewport_array;
4110 /* vendor extensions */
4111 GLboolean AMD_performance_monitor;
4112 GLboolean AMD_pinned_memory;
4113 GLboolean AMD_seamless_cubemap_per_texture;
4114 GLboolean AMD_vertex_shader_layer;
4115 GLboolean AMD_vertex_shader_viewport_index;
4116 GLboolean ANDROID_extension_pack_es31a;
4117 GLboolean APPLE_object_purgeable;
4118 GLboolean ATI_meminfo;
4119 GLboolean ATI_texture_compression_3dc;
4120 GLboolean ATI_texture_mirror_once;
4121 GLboolean ATI_texture_env_combine3;
4122 GLboolean ATI_fragment_shader;
4123 GLboolean ATI_separate_stencil;
4124 GLboolean GREMEDY_string_marker;
4125 GLboolean INTEL_conservative_rasterization;
4126 GLboolean INTEL_performance_query;
4127 GLboolean KHR_blend_equation_advanced;
4128 GLboolean KHR_blend_equation_advanced_coherent;
4129 GLboolean KHR_robustness;
4130 GLboolean KHR_texture_compression_astc_hdr;
4131 GLboolean KHR_texture_compression_astc_ldr;
4132 GLboolean KHR_texture_compression_astc_sliced_3d;
4133 GLboolean MESA_pack_invert;
4134 GLboolean MESA_shader_framebuffer_fetch;
4135 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4136 GLboolean MESA_shader_integer_functions;
4137 GLboolean MESA_ycbcr_texture;
4138 GLboolean NV_conditional_render;
4139 GLboolean NV_fill_rectangle;
4140 GLboolean NV_fog_distance;
4141 GLboolean NV_point_sprite;
4142 GLboolean NV_primitive_restart;
4143 GLboolean NV_texture_barrier;
4144 GLboolean NV_texture_env_combine4;
4145 GLboolean NV_texture_rectangle;
4146 GLboolean NV_vdpau_interop;
4147 GLboolean NVX_gpu_memory_info;
4148 GLboolean TDFX_texture_compression_FXT1;
4149 GLboolean OES_EGL_image;
4150 GLboolean OES_draw_texture;
4151 GLboolean OES_depth_texture_cube_map;
4152 GLboolean OES_EGL_image_external;
4153 GLboolean OES_texture_float;
4154 GLboolean OES_texture_float_linear;
4155 GLboolean OES_texture_half_float;
4156 GLboolean OES_texture_half_float_linear;
4157 GLboolean OES_compressed_ETC1_RGB8_texture;
4158 GLboolean OES_geometry_shader;
4159 GLboolean OES_texture_compression_astc;
4160 GLboolean extension_sentinel;
4161 /** The extension string */
4162 const GLubyte *String;
4163 /** Number of supported extensions */
4164 GLuint Count;
4165 /**
4166 * The context version which extension helper functions compare against.
4167 * By default, the value is equal to ctx->Version. This changes to ~0
4168 * while meta is in progress.
4169 */
4170 GLubyte Version;
4171 };
4172
4173
4174 /**
4175 * A stack of matrices (projection, modelview, color, texture, etc).
4176 */
4177 struct gl_matrix_stack
4178 {
4179 GLmatrix *Top; /**< points into Stack */
4180 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4181 unsigned StackSize; /**< Number of elements in Stack */
4182 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4183 GLuint MaxDepth; /**< size of Stack[] array */
4184 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4185 };
4186
4187
4188 /**
4189 * \name Bits for image transfer operations
4190 * \sa __struct gl_contextRec::ImageTransferState.
4191 */
4192 /*@{*/
4193 #define IMAGE_SCALE_BIAS_BIT 0x1
4194 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4195 #define IMAGE_MAP_COLOR_BIT 0x4
4196 #define IMAGE_CLAMP_BIT 0x800
4197
4198
4199 /** Pixel Transfer ops */
4200 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4201 IMAGE_SHIFT_OFFSET_BIT | \
4202 IMAGE_MAP_COLOR_BIT)
4203
4204 /**
4205 * \name Bits to indicate what state has changed.
4206 */
4207 /*@{*/
4208 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4209 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4210 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4211 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4212 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4213 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4214 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4215 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4216 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4217 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4218 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4219 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4220 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4221 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4222 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4223 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4224 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4225 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4226 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4227 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4228 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4229 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4230 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4231 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4232 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4233 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4234 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4235 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4236 #define _NEW_BUFFER_OBJECT (1u << 28)
4237 #define _NEW_FRAG_CLAMP (1u << 29)
4238 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4239 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4240 #define _NEW_ALL ~0
4241 /*@}*/
4242
4243
4244 /**
4245 * Composite state flags
4246 */
4247 /*@{*/
4248 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4249
4250 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4251 _NEW_TEXTURE_STATE | \
4252 _NEW_POINT | \
4253 _NEW_PROGRAM | \
4254 _NEW_MODELVIEW)
4255
4256 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4257 _NEW_FOG | \
4258 _NEW_PROGRAM)
4259
4260
4261 /*@}*/
4262
4263
4264
4265
4266 /* This has to be included here. */
4267 #include "dd.h"
4268
4269
4270 /**
4271 * Display list flags.
4272 * Strictly this is a tnl-private concept, but it doesn't seem
4273 * worthwhile adding a tnl private structure just to hold this one bit
4274 * of information:
4275 */
4276 #define DLIST_DANGLING_REFS 0x1
4277
4278
4279 /** Opaque declaration of display list payload data type */
4280 union gl_dlist_node;
4281
4282
4283 /**
4284 * Provide a location where information about a display list can be
4285 * collected. Could be extended with driverPrivate structures,
4286 * etc. in the future.
4287 */
4288 struct gl_display_list
4289 {
4290 GLuint Name;
4291 GLchar *Label; /**< GL_KHR_debug */
4292 GLbitfield Flags; /**< DLIST_x flags */
4293 /** The dlist commands are in a linked list of nodes */
4294 union gl_dlist_node *Head;
4295 };
4296
4297
4298 /**
4299 * State used during display list compilation and execution.
4300 */
4301 struct gl_dlist_state
4302 {
4303 GLuint CallDepth; /**< Current recursion calling depth */
4304
4305 struct gl_display_list *CurrentList; /**< List currently being compiled */
4306 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4307 GLuint CurrentPos; /**< Index into current block of nodes */
4308
4309 GLvertexformat ListVtxfmt;
4310
4311 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4312 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4313
4314 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4315 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4316
4317 struct {
4318 /* State known to have been set by the currently-compiling display
4319 * list. Used to eliminate some redundant state changes.
4320 */
4321 GLenum ShadeModel;
4322 } Current;
4323 };
4324
4325 /** @{
4326 *
4327 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4328 * to small enums suitable for use as an array index.
4329 */
4330
4331 enum mesa_debug_source {
4332 MESA_DEBUG_SOURCE_API,
4333 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4334 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4335 MESA_DEBUG_SOURCE_THIRD_PARTY,
4336 MESA_DEBUG_SOURCE_APPLICATION,
4337 MESA_DEBUG_SOURCE_OTHER,
4338 MESA_DEBUG_SOURCE_COUNT
4339 };
4340
4341 enum mesa_debug_type {
4342 MESA_DEBUG_TYPE_ERROR,
4343 MESA_DEBUG_TYPE_DEPRECATED,
4344 MESA_DEBUG_TYPE_UNDEFINED,
4345 MESA_DEBUG_TYPE_PORTABILITY,
4346 MESA_DEBUG_TYPE_PERFORMANCE,
4347 MESA_DEBUG_TYPE_OTHER,
4348 MESA_DEBUG_TYPE_MARKER,
4349 MESA_DEBUG_TYPE_PUSH_GROUP,
4350 MESA_DEBUG_TYPE_POP_GROUP,
4351 MESA_DEBUG_TYPE_COUNT
4352 };
4353
4354 enum mesa_debug_severity {
4355 MESA_DEBUG_SEVERITY_LOW,
4356 MESA_DEBUG_SEVERITY_MEDIUM,
4357 MESA_DEBUG_SEVERITY_HIGH,
4358 MESA_DEBUG_SEVERITY_NOTIFICATION,
4359 MESA_DEBUG_SEVERITY_COUNT
4360 };
4361
4362 /** @} */
4363
4364 /**
4365 * Driver-specific state flags.
4366 *
4367 * These are or'd with gl_context::NewDriverState to notify a driver about
4368 * a state change. The driver sets the flags at context creation and
4369 * the meaning of the bits set is opaque to core Mesa.
4370 */
4371 struct gl_driver_flags
4372 {
4373 /** gl_context::Array::_DrawArrays (vertex array state) */
4374 uint64_t NewArray;
4375
4376 /** gl_context::TransformFeedback::CurrentObject */
4377 uint64_t NewTransformFeedback;
4378
4379 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4380 uint64_t NewTransformFeedbackProg;
4381
4382 /** gl_context::RasterDiscard */
4383 uint64_t NewRasterizerDiscard;
4384
4385 /**
4386 * gl_context::UniformBufferBindings
4387 * gl_shader_program::UniformBlocks
4388 */
4389 uint64_t NewUniformBuffer;
4390
4391 /**
4392 * gl_context::ShaderStorageBufferBindings
4393 * gl_shader_program::ShaderStorageBlocks
4394 */
4395 uint64_t NewShaderStorageBuffer;
4396
4397 uint64_t NewTextureBuffer;
4398
4399 /**
4400 * gl_context::AtomicBufferBindings
4401 */
4402 uint64_t NewAtomicBuffer;
4403
4404 /**
4405 * gl_context::ImageUnits
4406 */
4407 uint64_t NewImageUnits;
4408
4409 /**
4410 * gl_context::TessCtrlProgram::patch_default_*
4411 */
4412 uint64_t NewDefaultTessLevels;
4413
4414 /**
4415 * gl_context::IntelConservativeRasterization
4416 */
4417 uint64_t NewIntelConservativeRasterization;
4418
4419 /**
4420 * gl_context::Scissor::WindowRects
4421 */
4422 uint64_t NewWindowRectangles;
4423
4424 /** gl_context::Color::sRGBEnabled */
4425 uint64_t NewFramebufferSRGB;
4426
4427 /** gl_context::Scissor::EnableFlags */
4428 uint64_t NewScissorTest;
4429
4430 /** gl_context::Scissor::ScissorArray */
4431 uint64_t NewScissorRect;
4432 };
4433
4434 struct gl_uniform_buffer_binding
4435 {
4436 struct gl_buffer_object *BufferObject;
4437 /** Start of uniform block data in the buffer */
4438 GLintptr Offset;
4439 /** Size of data allowed to be referenced from the buffer (in bytes) */
4440 GLsizeiptr Size;
4441 /**
4442 * glBindBufferBase() indicates that the Size should be ignored and only
4443 * limited by the current size of the BufferObject.
4444 */
4445 GLboolean AutomaticSize;
4446 };
4447
4448 struct gl_shader_storage_buffer_binding
4449 {
4450 struct gl_buffer_object *BufferObject;
4451 /** Start of shader storage block data in the buffer */
4452 GLintptr Offset;
4453 /** Size of data allowed to be referenced from the buffer (in bytes) */
4454 GLsizeiptr Size;
4455 /**
4456 * glBindBufferBase() indicates that the Size should be ignored and only
4457 * limited by the current size of the BufferObject.
4458 */
4459 GLboolean AutomaticSize;
4460 };
4461
4462 /**
4463 * ARB_shader_image_load_store image unit.
4464 */
4465 struct gl_image_unit
4466 {
4467 /**
4468 * Texture object bound to this unit.
4469 */
4470 struct gl_texture_object *TexObj;
4471
4472 /**
4473 * Level of the texture object bound to this unit.
4474 */
4475 GLuint Level;
4476
4477 /**
4478 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4479 * GL_FALSE if only some specific layer of the texture is bound.
4480 * \sa Layer
4481 */
4482 GLboolean Layered;
4483
4484 /**
4485 * Layer of the texture object bound to this unit as specified by the
4486 * application.
4487 */
4488 GLuint Layer;
4489
4490 /**
4491 * Layer of the texture object bound to this unit, or zero if the
4492 * whole level is bound.
4493 */
4494 GLuint _Layer;
4495
4496 /**
4497 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4498 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4499 */
4500 GLenum Access;
4501
4502 /**
4503 * GL internal format that determines the interpretation of the
4504 * image memory when shader image operations are performed through
4505 * this unit.
4506 */
4507 GLenum Format;
4508
4509 /**
4510 * Mesa format corresponding to \c Format.
4511 */
4512 mesa_format _ActualFormat;
4513
4514 };
4515
4516 /**
4517 * Binding point for an atomic counter buffer object.
4518 */
4519 struct gl_atomic_buffer_binding
4520 {
4521 struct gl_buffer_object *BufferObject;
4522 GLintptr Offset;
4523 GLsizeiptr Size;
4524 };
4525
4526 /**
4527 * Shader subroutines storage
4528 */
4529 struct gl_subroutine_index_binding
4530 {
4531 GLuint NumIndex;
4532 GLuint *IndexPtr;
4533 };
4534
4535 struct gl_texture_handle_object
4536 {
4537 struct gl_texture_object *texObj;
4538 struct gl_sampler_object *sampObj;
4539 GLuint64 handle;
4540 };
4541
4542 struct gl_image_handle_object
4543 {
4544 struct gl_image_unit imgObj;
4545 GLuint64 handle;
4546 };
4547
4548 /**
4549 * Mesa rendering context.
4550 *
4551 * This is the central context data structure for Mesa. Almost all
4552 * OpenGL state is contained in this structure.
4553 * Think of this as a base class from which device drivers will derive
4554 * sub classes.
4555 */
4556 struct gl_context
4557 {
4558 /** State possibly shared with other contexts in the address space */
4559 struct gl_shared_state *Shared;
4560
4561 /** \name API function pointer tables */
4562 /*@{*/
4563 gl_api API;
4564
4565 /**
4566 * The current dispatch table for non-displaylist-saving execution, either
4567 * BeginEnd or OutsideBeginEnd
4568 */
4569 struct _glapi_table *Exec;
4570 /**
4571 * The normal dispatch table for non-displaylist-saving, non-begin/end
4572 */
4573 struct _glapi_table *OutsideBeginEnd;
4574 /** The dispatch table used between glNewList() and glEndList() */
4575 struct _glapi_table *Save;
4576 /**
4577 * The dispatch table used between glBegin() and glEnd() (outside of a
4578 * display list). Only valid functions between those two are set, which is
4579 * mostly just the set in a GLvertexformat struct.
4580 */
4581 struct _glapi_table *BeginEnd;
4582 /**
4583 * Dispatch table for when a graphics reset has happened.
4584 */
4585 struct _glapi_table *ContextLost;
4586 /**
4587 * Dispatch table used to marshal API calls from the client program to a
4588 * separate server thread. NULL if API calls are not being marshalled to
4589 * another thread.
4590 */
4591 struct _glapi_table *MarshalExec;
4592 /**
4593 * Dispatch table currently in use for fielding API calls from the client
4594 * program. If API calls are being marshalled to another thread, this ==
4595 * MarshalExec. Otherwise it == CurrentServerDispatch.
4596 */
4597 struct _glapi_table *CurrentClientDispatch;
4598
4599 /**
4600 * Dispatch table currently in use for performing API calls. == Save or
4601 * Exec.
4602 */
4603 struct _glapi_table *CurrentServerDispatch;
4604
4605 /*@}*/
4606
4607 struct glthread_state *GLThread;
4608
4609 struct gl_config Visual;
4610 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4611 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4612 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4613 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4614
4615 /**
4616 * Device driver function pointer table
4617 */
4618 struct dd_function_table Driver;
4619
4620 /** Core/Driver constants */
4621 struct gl_constants Const;
4622
4623 /** \name The various 4x4 matrix stacks */
4624 /*@{*/
4625 struct gl_matrix_stack ModelviewMatrixStack;
4626 struct gl_matrix_stack ProjectionMatrixStack;
4627 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4628 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4629 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4630 /*@}*/
4631
4632 /** Combined modelview and projection matrix */
4633 GLmatrix _ModelProjectMatrix;
4634
4635 /** \name Display lists */
4636 struct gl_dlist_state ListState;
4637
4638 GLboolean ExecuteFlag; /**< Execute GL commands? */
4639 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4640
4641 /** Extension information */
4642 struct gl_extensions Extensions;
4643
4644 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4645 GLuint Version;
4646 char *VersionString;
4647
4648 /** \name State attribute stack (for glPush/PopAttrib) */
4649 /*@{*/
4650 GLuint AttribStackDepth;
4651 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4652 /*@}*/
4653
4654 /** \name Renderer attribute groups
4655 *
4656 * We define a struct for each attribute group to make pushing and popping
4657 * attributes easy. Also it's a good organization.
4658 */
4659 /*@{*/
4660 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4661 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4662 struct gl_current_attrib Current; /**< Current attributes */
4663 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4664 struct gl_eval_attrib Eval; /**< Eval attributes */
4665 struct gl_fog_attrib Fog; /**< Fog attributes */
4666 struct gl_hint_attrib Hint; /**< Hint attributes */
4667 struct gl_light_attrib Light; /**< Light attributes */
4668 struct gl_line_attrib Line; /**< Line attributes */
4669 struct gl_list_attrib List; /**< List attributes */
4670 struct gl_multisample_attrib Multisample;
4671 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4672 struct gl_point_attrib Point; /**< Point attributes */
4673 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4674 GLuint PolygonStipple[32]; /**< Polygon stipple */
4675 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4676 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4677 struct gl_texture_attrib Texture; /**< Texture attributes */
4678 struct gl_transform_attrib Transform; /**< Transformation attributes */
4679 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4680 /*@}*/
4681
4682 /** \name Client attribute stack */
4683 /*@{*/
4684 GLuint ClientAttribStackDepth;
4685 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4686 /*@}*/
4687
4688 /** \name Client attribute groups */
4689 /*@{*/
4690 struct gl_array_attrib Array; /**< Vertex arrays */
4691 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4692 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4693 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4694 /*@}*/
4695
4696 /** \name Other assorted state (not pushed/popped on attribute stack) */
4697 /*@{*/
4698 struct gl_pixelmaps PixelMaps;
4699
4700 struct gl_evaluators EvalMap; /**< All evaluators */
4701 struct gl_feedback Feedback; /**< Feedback */
4702 struct gl_selection Select; /**< Selection */
4703
4704 struct gl_program_state Program; /**< general program state */
4705 struct gl_vertex_program_state VertexProgram;
4706 struct gl_fragment_program_state FragmentProgram;
4707 struct gl_geometry_program_state GeometryProgram;
4708 struct gl_compute_program_state ComputeProgram;
4709 struct gl_tess_ctrl_program_state TessCtrlProgram;
4710 struct gl_tess_eval_program_state TessEvalProgram;
4711 struct gl_ati_fragment_shader_state ATIFragmentShader;
4712
4713 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4714 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4715
4716 /**
4717 * Current active shader pipeline state
4718 *
4719 * Almost all internal users want ::_Shader instead of ::Shader. The
4720 * exceptions are bits of legacy GLSL API that do not know about separate
4721 * shader objects.
4722 *
4723 * If a program is active via \c glUseProgram, this will point to
4724 * \c ::Shader.
4725 *
4726 * If a program pipeline is active via \c glBindProgramPipeline, this will
4727 * point to \c ::Pipeline.Current.
4728 *
4729 * If neither a program nor a program pipeline is active, this will point to
4730 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4731 * \c NULL.
4732 */
4733 struct gl_pipeline_object *_Shader;
4734
4735 struct gl_query_state Query; /**< occlusion, timer queries */
4736
4737 struct gl_transform_feedback_state TransformFeedback;
4738
4739 struct gl_perf_monitor_state PerfMonitor;
4740 struct gl_perf_query_state PerfQuery;
4741
4742 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4743 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4744 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4745
4746 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4747 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4748
4749 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4750
4751 /**
4752 * Current GL_ARB_uniform_buffer_object binding referenced by
4753 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4754 */
4755 struct gl_buffer_object *UniformBuffer;
4756
4757 /**
4758 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4759 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4760 */
4761 struct gl_buffer_object *ShaderStorageBuffer;
4762
4763 /**
4764 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4765 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4766 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4767 * shader program.
4768 */
4769 struct gl_uniform_buffer_binding
4770 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4771
4772 /**
4773 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4774 * and GL 4.3. This is set up using glBindBufferRange() or
4775 * glBindBufferBase(). They are associated with shader storage blocks by
4776 * glShaderStorageBlockBinding()'s state in the shader program.
4777 */
4778 struct gl_shader_storage_buffer_binding
4779 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4780
4781 /**
4782 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4783 * target.
4784 */
4785 struct gl_buffer_object *AtomicBuffer;
4786
4787 /**
4788 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4789 * target.
4790 */
4791 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4792
4793 /**
4794 * Array of atomic counter buffer binding points.
4795 */
4796 struct gl_atomic_buffer_binding
4797 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4798
4799 /**
4800 * Array of image units for ARB_shader_image_load_store.
4801 */
4802 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4803
4804 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4805 /*@}*/
4806
4807 struct gl_meta_state *Meta; /**< for "meta" operations */
4808
4809 /* GL_EXT_framebuffer_object */
4810 struct gl_renderbuffer *CurrentRenderbuffer;
4811
4812 GLenum ErrorValue; /**< Last error code */
4813
4814 /**
4815 * Recognize and silence repeated error debug messages in buggy apps.
4816 */
4817 const char *ErrorDebugFmtString;
4818 GLuint ErrorDebugCount;
4819
4820 /* GL_ARB_debug_output/GL_KHR_debug */
4821 mtx_t DebugMutex;
4822 struct gl_debug_state *Debug;
4823
4824 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4825 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4826 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4827
4828 struct gl_driver_flags DriverFlags;
4829
4830 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4831
4832 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4833
4834 /** \name Derived state */
4835 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4836 GLfloat _EyeZDir[3];
4837 GLfloat _ModelViewInvScale;
4838 GLboolean _NeedEyeCoords;
4839 GLboolean _ForceEyeCoords;
4840
4841 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4842
4843 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4844
4845 /** \name For debugging/development only */
4846 /*@{*/
4847 GLboolean FirstTimeCurrent;
4848 /*@}*/
4849
4850 /**
4851 * False if this context was created without a config. This is needed
4852 * because the initial state of glDrawBuffers depends on this
4853 */
4854 GLboolean HasConfig;
4855
4856 /** software compression/decompression supported or not */
4857 GLboolean Mesa_DXTn;
4858
4859 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4860
4861 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4862 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4863
4864 /**
4865 * \name Hooks for module contexts.
4866 *
4867 * These will eventually live in the driver or elsewhere.
4868 */
4869 /*@{*/
4870 void *swrast_context;
4871 void *swsetup_context;
4872 void *swtnl_context;
4873 struct vbo_context *vbo_context;
4874 struct st_context *st;
4875 void *aelt_context;
4876 /*@}*/
4877
4878 /**
4879 * \name NV_vdpau_interop
4880 */
4881 /*@{*/
4882 const void *vdpDevice;
4883 const void *vdpGetProcAddress;
4884 struct set *vdpSurfaces;
4885 /*@}*/
4886
4887 /**
4888 * Has this context observed a GPU reset in any context in the share group?
4889 *
4890 * Once this field becomes true, it is never reset to false.
4891 */
4892 GLboolean ShareGroupReset;
4893
4894 /**
4895 * \name OES_primitive_bounding_box
4896 *
4897 * Stores the arguments to glPrimitiveBoundingBox
4898 */
4899 GLfloat PrimitiveBoundingBox[8];
4900
4901 struct disk_cache *Cache;
4902
4903 /**
4904 * \name GL_ARB_bindless_texture
4905 */
4906 /*@{*/
4907 struct hash_table_u64 *ResidentTextureHandles;
4908 struct hash_table_u64 *ResidentImageHandles;
4909 /*@}*/
4910 };
4911
4912 /**
4913 * Information about memory usage. All sizes are in kilobytes.
4914 */
4915 struct gl_memory_info
4916 {
4917 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4918 unsigned avail_device_memory; /**< free device memory at the moment */
4919 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4920 unsigned avail_staging_memory; /**< free staging memory at the moment */
4921 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4922 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4923 };
4924
4925 #ifdef DEBUG
4926 extern int MESA_VERBOSE;
4927 extern int MESA_DEBUG_FLAGS;
4928 # define MESA_FUNCTION __func__
4929 #else
4930 # define MESA_VERBOSE 0
4931 # define MESA_DEBUG_FLAGS 0
4932 # define MESA_FUNCTION "a function"
4933 #endif
4934
4935
4936 /** The MESA_VERBOSE var is a bitmask of these flags */
4937 enum _verbose
4938 {
4939 VERBOSE_VARRAY = 0x0001,
4940 VERBOSE_TEXTURE = 0x0002,
4941 VERBOSE_MATERIAL = 0x0004,
4942 VERBOSE_PIPELINE = 0x0008,
4943 VERBOSE_DRIVER = 0x0010,
4944 VERBOSE_STATE = 0x0020,
4945 VERBOSE_API = 0x0040,
4946 VERBOSE_DISPLAY_LIST = 0x0100,
4947 VERBOSE_LIGHTING = 0x0200,
4948 VERBOSE_PRIMS = 0x0400,
4949 VERBOSE_VERTS = 0x0800,
4950 VERBOSE_DISASSEM = 0x1000,
4951 VERBOSE_DRAW = 0x2000,
4952 VERBOSE_SWAPBUFFERS = 0x4000
4953 };
4954
4955
4956 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4957 enum _debug
4958 {
4959 DEBUG_SILENT = (1 << 0),
4960 DEBUG_ALWAYS_FLUSH = (1 << 1),
4961 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4962 DEBUG_INCOMPLETE_FBO = (1 << 3),
4963 DEBUG_CONTEXT = (1 << 4)
4964 };
4965
4966 #ifdef __cplusplus
4967 }
4968 #endif
4969
4970 #endif /* MTYPES_H */