mesa: Add core API support for GL_ARB_stencil_texturing (from 4.3).
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_context;
80 struct st_context;
81 struct gl_uniform_storage;
82 struct prog_instruction;
83 struct gl_program_parameter_list;
84 struct set;
85 struct set_entry;
86 struct vbo_context;
87 /*@}*/
88
89
90 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
91 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
92 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
93 #define PRIM_UNKNOWN (PRIM_MAX + 2)
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_EDGEFLAG = 7,
114 VERT_ATTRIB_TEX0 = 8,
115 VERT_ATTRIB_TEX1 = 9,
116 VERT_ATTRIB_TEX2 = 10,
117 VERT_ATTRIB_TEX3 = 11,
118 VERT_ATTRIB_TEX4 = 12,
119 VERT_ATTRIB_TEX5 = 13,
120 VERT_ATTRIB_TEX6 = 14,
121 VERT_ATTRIB_TEX7 = 15,
122 VERT_ATTRIB_POINT_SIZE = 16,
123 VERT_ATTRIB_GENERIC0 = 17,
124 VERT_ATTRIB_GENERIC1 = 18,
125 VERT_ATTRIB_GENERIC2 = 19,
126 VERT_ATTRIB_GENERIC3 = 20,
127 VERT_ATTRIB_GENERIC4 = 21,
128 VERT_ATTRIB_GENERIC5 = 22,
129 VERT_ATTRIB_GENERIC6 = 23,
130 VERT_ATTRIB_GENERIC7 = 24,
131 VERT_ATTRIB_GENERIC8 = 25,
132 VERT_ATTRIB_GENERIC9 = 26,
133 VERT_ATTRIB_GENERIC10 = 27,
134 VERT_ATTRIB_GENERIC11 = 28,
135 VERT_ATTRIB_GENERIC12 = 29,
136 VERT_ATTRIB_GENERIC13 = 30,
137 VERT_ATTRIB_GENERIC14 = 31,
138 VERT_ATTRIB_GENERIC15 = 32,
139 VERT_ATTRIB_MAX = 33
140 } gl_vert_attrib;
141
142 /**
143 * Symbolic constats to help iterating over
144 * specific blocks of vertex attributes.
145 *
146 * VERT_ATTRIB_FF
147 * includes all fixed function attributes as well as
148 * the aliased GL_NV_vertex_program shader attributes.
149 * VERT_ATTRIB_TEX
150 * include the classic texture coordinate attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
163 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 /**
166 * Bitflags for vertex attributes.
167 * These are used in bitfields in many places.
168 */
169 /*@{*/
170 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
171 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
172 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
173 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
174 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
175 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
176 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
177 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
178 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
179 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
180 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
181 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
182 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
183 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
184 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
185 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
186 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
187 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
188
189 #define VERT_BIT(i) BITFIELD64_BIT(i)
190 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
191
192 #define VERT_BIT_FF(i) VERT_BIT(i)
193 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
194 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
195 #define VERT_BIT_TEX_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
197
198 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
199 #define VERT_BIT_GENERIC_ALL \
200 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
201 /*@}*/
202
203
204 /**
205 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
206 * fragment shader inputs.
207 *
208 * Note that some of these values are not available to all pipeline stages.
209 *
210 * When this enum is updated, the following code must be updated too:
211 * - vertResults (in prog_print.c's arb_output_attrib_string())
212 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
213 * - _mesa_varying_slot_in_fs()
214 */
215 typedef enum
216 {
217 VARYING_SLOT_POS,
218 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
219 VARYING_SLOT_COL1,
220 VARYING_SLOT_FOGC,
221 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
222 VARYING_SLOT_TEX1,
223 VARYING_SLOT_TEX2,
224 VARYING_SLOT_TEX3,
225 VARYING_SLOT_TEX4,
226 VARYING_SLOT_TEX5,
227 VARYING_SLOT_TEX6,
228 VARYING_SLOT_TEX7,
229 VARYING_SLOT_PSIZ, /* Does not appear in FS */
230 VARYING_SLOT_BFC0, /* Does not appear in FS */
231 VARYING_SLOT_BFC1, /* Does not appear in FS */
232 VARYING_SLOT_EDGE, /* Does not appear in FS */
233 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_DIST0,
235 VARYING_SLOT_CLIP_DIST1,
236 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
237 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
238 VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
239 VARYING_SLOT_FACE, /* FS only */
240 VARYING_SLOT_PNTC, /* FS only */
241 VARYING_SLOT_VAR0, /* First generic varying slot */
242 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
243 } gl_varying_slot;
244
245
246 /**
247 * Bitflags for varying slots.
248 */
249 /*@{*/
250 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
251 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
252 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
253 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
254 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
255 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
256 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
257 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
258 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
259 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
260 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
261 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
262 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
263 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
264 MAX_TEXTURE_COORD_UNITS)
265 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
266 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
267 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
268 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
269 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
270 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
271 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
272 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
273 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
274 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
275 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
276 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
277 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
278 /*@}*/
279
280 /**
281 * Bitflags for system values.
282 */
283 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
284 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
285 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
286
287 /**
288 * Determine if the given gl_varying_slot appears in the fragment shader.
289 */
290 static inline GLboolean
291 _mesa_varying_slot_in_fs(gl_varying_slot slot)
292 {
293 switch (slot) {
294 case VARYING_SLOT_PSIZ:
295 case VARYING_SLOT_BFC0:
296 case VARYING_SLOT_BFC1:
297 case VARYING_SLOT_EDGE:
298 case VARYING_SLOT_CLIP_VERTEX:
299 case VARYING_SLOT_LAYER:
300 return GL_FALSE;
301 default:
302 return GL_TRUE;
303 }
304 }
305
306
307 /**
308 * Fragment program results
309 */
310 typedef enum
311 {
312 FRAG_RESULT_DEPTH = 0,
313 FRAG_RESULT_STENCIL = 1,
314 /* If a single color should be written to all render targets, this
315 * register is written. No FRAG_RESULT_DATAn will be written.
316 */
317 FRAG_RESULT_COLOR = 2,
318 FRAG_RESULT_SAMPLE_MASK = 3,
319
320 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
321 * or ARB_fragment_program fragment.color[n]) color results. If
322 * any are written, FRAG_RESULT_COLOR will not be written.
323 */
324 FRAG_RESULT_DATA0 = 4,
325 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
326 } gl_frag_result;
327
328
329 /**
330 * Indexes for all renderbuffers
331 */
332 typedef enum
333 {
334 /* the four standard color buffers */
335 BUFFER_FRONT_LEFT,
336 BUFFER_BACK_LEFT,
337 BUFFER_FRONT_RIGHT,
338 BUFFER_BACK_RIGHT,
339 BUFFER_DEPTH,
340 BUFFER_STENCIL,
341 BUFFER_ACCUM,
342 /* optional aux buffer */
343 BUFFER_AUX0,
344 /* generic renderbuffers */
345 BUFFER_COLOR0,
346 BUFFER_COLOR1,
347 BUFFER_COLOR2,
348 BUFFER_COLOR3,
349 BUFFER_COLOR4,
350 BUFFER_COLOR5,
351 BUFFER_COLOR6,
352 BUFFER_COLOR7,
353 BUFFER_COUNT
354 } gl_buffer_index;
355
356 /**
357 * Bit flags for all renderbuffers
358 */
359 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
360 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
361 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
362 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
363 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
364 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
365 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
366 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
367 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
368 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
369 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
370 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
371 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
372 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
373 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
374 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
375 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
376 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
377 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
378
379 /**
380 * Mask of all the color buffer bits (but not accum).
381 */
382 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
383 BUFFER_BIT_BACK_LEFT | \
384 BUFFER_BIT_FRONT_RIGHT | \
385 BUFFER_BIT_BACK_RIGHT | \
386 BUFFER_BIT_AUX0 | \
387 BUFFER_BIT_COLOR0 | \
388 BUFFER_BIT_COLOR1 | \
389 BUFFER_BIT_COLOR2 | \
390 BUFFER_BIT_COLOR3 | \
391 BUFFER_BIT_COLOR4 | \
392 BUFFER_BIT_COLOR5 | \
393 BUFFER_BIT_COLOR6 | \
394 BUFFER_BIT_COLOR7)
395
396
397 /**
398 * Shader stages. Note that these will become 5 with tessellation.
399 *
400 * The order must match how shaders are ordered in the pipeline.
401 * The GLSL linker assumes that if i<j, then the j-th shader is
402 * executed later than the i-th shader.
403 */
404 typedef enum
405 {
406 MESA_SHADER_VERTEX = 0,
407 MESA_SHADER_GEOMETRY = 1,
408 MESA_SHADER_FRAGMENT = 2,
409 MESA_SHADER_COMPUTE = 3,
410 } gl_shader_stage;
411
412 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
413
414
415 /**
416 * Framebuffer configuration (aka visual / pixelformat)
417 * Note: some of these fields should be boolean, but it appears that
418 * code in drivers/dri/common/util.c requires int-sized fields.
419 */
420 struct gl_config
421 {
422 GLboolean rgbMode;
423 GLboolean floatMode;
424 GLboolean colorIndexMode; /* XXX is this used anywhere? */
425 GLuint doubleBufferMode;
426 GLuint stereoMode;
427
428 GLboolean haveAccumBuffer;
429 GLboolean haveDepthBuffer;
430 GLboolean haveStencilBuffer;
431
432 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
433 GLuint redMask, greenMask, blueMask, alphaMask;
434 GLint rgbBits; /* total bits for rgb */
435 GLint indexBits; /* total bits for colorindex */
436
437 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
438 GLint depthBits;
439 GLint stencilBits;
440
441 GLint numAuxBuffers;
442
443 GLint level;
444
445 /* EXT_visual_rating / GLX 1.2 */
446 GLint visualRating;
447
448 /* EXT_visual_info / GLX 1.2 */
449 GLint transparentPixel;
450 /* colors are floats scaled to ints */
451 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
452 GLint transparentIndex;
453
454 /* ARB_multisample / SGIS_multisample */
455 GLint sampleBuffers;
456 GLint samples;
457
458 /* SGIX_pbuffer / GLX 1.3 */
459 GLint maxPbufferWidth;
460 GLint maxPbufferHeight;
461 GLint maxPbufferPixels;
462 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
463 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
464
465 /* OML_swap_method */
466 GLint swapMethod;
467
468 /* EXT_texture_from_pixmap */
469 GLint bindToTextureRgb;
470 GLint bindToTextureRgba;
471 GLint bindToMipmapTexture;
472 GLint bindToTextureTargets;
473 GLint yInverted;
474
475 /* EXT_framebuffer_sRGB */
476 GLint sRGBCapable;
477 };
478
479
480 /**
481 * \name Bit flags used for updating material values.
482 */
483 /*@{*/
484 #define MAT_ATTRIB_FRONT_AMBIENT 0
485 #define MAT_ATTRIB_BACK_AMBIENT 1
486 #define MAT_ATTRIB_FRONT_DIFFUSE 2
487 #define MAT_ATTRIB_BACK_DIFFUSE 3
488 #define MAT_ATTRIB_FRONT_SPECULAR 4
489 #define MAT_ATTRIB_BACK_SPECULAR 5
490 #define MAT_ATTRIB_FRONT_EMISSION 6
491 #define MAT_ATTRIB_BACK_EMISSION 7
492 #define MAT_ATTRIB_FRONT_SHININESS 8
493 #define MAT_ATTRIB_BACK_SHININESS 9
494 #define MAT_ATTRIB_FRONT_INDEXES 10
495 #define MAT_ATTRIB_BACK_INDEXES 11
496 #define MAT_ATTRIB_MAX 12
497
498 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
499 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
500 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
501 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
502 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
503 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
504
505 #define MAT_INDEX_AMBIENT 0
506 #define MAT_INDEX_DIFFUSE 1
507 #define MAT_INDEX_SPECULAR 2
508
509 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
510 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
511 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
512 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
513 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
514 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
515 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
516 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
517 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
518 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
519 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
520 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
521
522
523 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
524 MAT_BIT_FRONT_AMBIENT | \
525 MAT_BIT_FRONT_DIFFUSE | \
526 MAT_BIT_FRONT_SPECULAR | \
527 MAT_BIT_FRONT_SHININESS | \
528 MAT_BIT_FRONT_INDEXES)
529
530 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
531 MAT_BIT_BACK_AMBIENT | \
532 MAT_BIT_BACK_DIFFUSE | \
533 MAT_BIT_BACK_SPECULAR | \
534 MAT_BIT_BACK_SHININESS | \
535 MAT_BIT_BACK_INDEXES)
536
537 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
538 /*@}*/
539
540
541 /**
542 * Material state.
543 */
544 struct gl_material
545 {
546 GLfloat Attrib[MAT_ATTRIB_MAX][4];
547 };
548
549
550 /**
551 * Light state flags.
552 */
553 /*@{*/
554 #define LIGHT_SPOT 0x1
555 #define LIGHT_LOCAL_VIEWER 0x2
556 #define LIGHT_POSITIONAL 0x4
557 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
558 /*@}*/
559
560
561 /**
562 * Light source state.
563 */
564 struct gl_light
565 {
566 struct gl_light *next; /**< double linked list with sentinel */
567 struct gl_light *prev;
568
569 GLfloat Ambient[4]; /**< ambient color */
570 GLfloat Diffuse[4]; /**< diffuse color */
571 GLfloat Specular[4]; /**< specular color */
572 GLfloat EyePosition[4]; /**< position in eye coordinates */
573 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
574 GLfloat SpotExponent;
575 GLfloat SpotCutoff; /**< in degrees */
576 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
577 GLfloat ConstantAttenuation;
578 GLfloat LinearAttenuation;
579 GLfloat QuadraticAttenuation;
580 GLboolean Enabled; /**< On/off flag */
581
582 /**
583 * \name Derived fields
584 */
585 /*@{*/
586 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
587
588 GLfloat _Position[4]; /**< position in eye/obj coordinates */
589 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
590 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
591 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
592 GLfloat _VP_inf_spot_attenuation;
593
594 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
595 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
596 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
597 /*@}*/
598 };
599
600
601 /**
602 * Light model state.
603 */
604 struct gl_lightmodel
605 {
606 GLfloat Ambient[4]; /**< ambient color */
607 GLboolean LocalViewer; /**< Local (or infinite) view point? */
608 GLboolean TwoSide; /**< Two (or one) sided lighting? */
609 GLenum ColorControl; /**< either GL_SINGLE_COLOR
610 * or GL_SEPARATE_SPECULAR_COLOR */
611 };
612
613
614 /**
615 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
616 */
617 struct gl_accum_attrib
618 {
619 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
620 };
621
622
623 /**
624 * Used for storing clear color, texture border color, etc.
625 * The float values are typically unclamped.
626 */
627 union gl_color_union
628 {
629 GLfloat f[4];
630 GLint i[4];
631 GLuint ui[4];
632 };
633
634
635 /**
636 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
637 */
638 struct gl_colorbuffer_attrib
639 {
640 GLuint ClearIndex; /**< Index for glClear */
641 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
642 GLuint IndexMask; /**< Color index write mask */
643 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
644
645 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
646
647 /**
648 * \name alpha testing
649 */
650 /*@{*/
651 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
652 GLenum AlphaFunc; /**< Alpha test function */
653 GLfloat AlphaRefUnclamped;
654 GLclampf AlphaRef; /**< Alpha reference value */
655 /*@}*/
656
657 /**
658 * \name Blending
659 */
660 /*@{*/
661 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
662
663 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
664 * control, only on the fixed-pointness of the render target.
665 * The query does however depend on fragment color clamping.
666 */
667 GLfloat BlendColorUnclamped[4]; /**< Blending color */
668 GLfloat BlendColor[4]; /**< Blending color */
669
670 struct
671 {
672 GLenum SrcRGB; /**< RGB blend source term */
673 GLenum DstRGB; /**< RGB blend dest term */
674 GLenum SrcA; /**< Alpha blend source term */
675 GLenum DstA; /**< Alpha blend dest term */
676 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
677 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
678 /**
679 * Set if any blend factor uses SRC1. Computed at the time blend factors
680 * get set.
681 */
682 GLboolean _UsesDualSrc;
683 } Blend[MAX_DRAW_BUFFERS];
684 /** Are the blend func terms currently different for each buffer/target? */
685 GLboolean _BlendFuncPerBuffer;
686 /** Are the blend equations currently different for each buffer/target? */
687 GLboolean _BlendEquationPerBuffer;
688 /*@}*/
689
690 /**
691 * \name Logic op
692 */
693 /*@{*/
694 GLenum LogicOp; /**< Logic operator */
695 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
696 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
697 /*@}*/
698
699 GLboolean DitherFlag; /**< Dither enable flag */
700
701 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
702 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
703 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
704
705 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
706 };
707
708
709 /**
710 * Current attribute group (GL_CURRENT_BIT).
711 */
712 struct gl_current_attrib
713 {
714 /**
715 * \name Current vertex attributes.
716 * \note Values are valid only after FLUSH_VERTICES has been called.
717 * \note Index and Edgeflag current values are stored as floats in the
718 * SIX and SEVEN attribute slots.
719 */
720 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
721
722 /**
723 * \name Current raster position attributes (always valid).
724 * \note This set of attributes is very similar to the SWvertex struct.
725 */
726 /*@{*/
727 GLfloat RasterPos[4];
728 GLfloat RasterDistance;
729 GLfloat RasterColor[4];
730 GLfloat RasterSecondaryColor[4];
731 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
732 GLboolean RasterPosValid;
733 /*@}*/
734 };
735
736
737 /**
738 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
739 */
740 struct gl_depthbuffer_attrib
741 {
742 GLenum Func; /**< Function for depth buffer compare */
743 GLclampd Clear; /**< Value to clear depth buffer to */
744 GLboolean Test; /**< Depth buffering enabled flag */
745 GLboolean Mask; /**< Depth buffer writable? */
746 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
747 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
748 };
749
750
751 /**
752 * Evaluator attribute group (GL_EVAL_BIT).
753 */
754 struct gl_eval_attrib
755 {
756 /**
757 * \name Enable bits
758 */
759 /*@{*/
760 GLboolean Map1Color4;
761 GLboolean Map1Index;
762 GLboolean Map1Normal;
763 GLboolean Map1TextureCoord1;
764 GLboolean Map1TextureCoord2;
765 GLboolean Map1TextureCoord3;
766 GLboolean Map1TextureCoord4;
767 GLboolean Map1Vertex3;
768 GLboolean Map1Vertex4;
769 GLboolean Map2Color4;
770 GLboolean Map2Index;
771 GLboolean Map2Normal;
772 GLboolean Map2TextureCoord1;
773 GLboolean Map2TextureCoord2;
774 GLboolean Map2TextureCoord3;
775 GLboolean Map2TextureCoord4;
776 GLboolean Map2Vertex3;
777 GLboolean Map2Vertex4;
778 GLboolean AutoNormal;
779 /*@}*/
780
781 /**
782 * \name Map Grid endpoints and divisions and calculated du values
783 */
784 /*@{*/
785 GLint MapGrid1un;
786 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
787 GLint MapGrid2un, MapGrid2vn;
788 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
789 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
790 /*@}*/
791 };
792
793
794 /**
795 * Fog attribute group (GL_FOG_BIT).
796 */
797 struct gl_fog_attrib
798 {
799 GLboolean Enabled; /**< Fog enabled flag */
800 GLfloat ColorUnclamped[4]; /**< Fog color */
801 GLfloat Color[4]; /**< Fog color */
802 GLfloat Density; /**< Density >= 0.0 */
803 GLfloat Start; /**< Start distance in eye coords */
804 GLfloat End; /**< End distance in eye coords */
805 GLfloat Index; /**< Fog index */
806 GLenum Mode; /**< Fog mode */
807 GLboolean ColorSumEnabled;
808 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
809 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
810 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
811 };
812
813
814 /**
815 * Hint attribute group (GL_HINT_BIT).
816 *
817 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
818 */
819 struct gl_hint_attrib
820 {
821 GLenum PerspectiveCorrection;
822 GLenum PointSmooth;
823 GLenum LineSmooth;
824 GLenum PolygonSmooth;
825 GLenum Fog;
826 GLenum TextureCompression; /**< GL_ARB_texture_compression */
827 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
828 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
829 };
830
831
832 /**
833 * Lighting attribute group (GL_LIGHT_BIT).
834 */
835 struct gl_light_attrib
836 {
837 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
838 struct gl_lightmodel Model; /**< Lighting model */
839
840 /**
841 * Front and back material values.
842 * Note: must call FLUSH_VERTICES() before using.
843 */
844 struct gl_material Material;
845
846 GLboolean Enabled; /**< Lighting enabled flag */
847 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
848 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
849 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
850 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
851 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
852 GLboolean ColorMaterialEnabled;
853 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
854 GLboolean _ClampVertexColor;
855
856 struct gl_light EnabledList; /**< List sentinel */
857
858 /**
859 * Derived state for optimizations:
860 */
861 /*@{*/
862 GLboolean _NeedEyeCoords;
863 GLboolean _NeedVertices; /**< Use fast shader? */
864 GLfloat _BaseColor[2][3];
865 /*@}*/
866 };
867
868
869 /**
870 * Line attribute group (GL_LINE_BIT).
871 */
872 struct gl_line_attrib
873 {
874 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
875 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
876 GLushort StipplePattern; /**< Stipple pattern */
877 GLint StippleFactor; /**< Stipple repeat factor */
878 GLfloat Width; /**< Line width */
879 };
880
881
882 /**
883 * Display list attribute group (GL_LIST_BIT).
884 */
885 struct gl_list_attrib
886 {
887 GLuint ListBase;
888 };
889
890
891 /**
892 * Multisample attribute group (GL_MULTISAMPLE_BIT).
893 */
894 struct gl_multisample_attrib
895 {
896 GLboolean Enabled;
897 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
898 GLboolean SampleAlphaToCoverage;
899 GLboolean SampleAlphaToOne;
900 GLboolean SampleCoverage;
901 GLfloat SampleCoverageValue;
902 GLboolean SampleCoverageInvert;
903 GLboolean SampleShading;
904 GLfloat MinSampleShadingValue;
905
906 /* ARB_texture_multisample / GL3.2 additions */
907 GLboolean SampleMask;
908 /** The GL spec defines this as an array but >32x MSAA is madness */
909 GLbitfield SampleMaskValue;
910 };
911
912
913 /**
914 * A pixelmap (see glPixelMap)
915 */
916 struct gl_pixelmap
917 {
918 GLint Size;
919 GLfloat Map[MAX_PIXEL_MAP_TABLE];
920 };
921
922
923 /**
924 * Collection of all pixelmaps
925 */
926 struct gl_pixelmaps
927 {
928 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
929 struct gl_pixelmap GtoG;
930 struct gl_pixelmap BtoB;
931 struct gl_pixelmap AtoA;
932 struct gl_pixelmap ItoR;
933 struct gl_pixelmap ItoG;
934 struct gl_pixelmap ItoB;
935 struct gl_pixelmap ItoA;
936 struct gl_pixelmap ItoI;
937 struct gl_pixelmap StoS;
938 };
939
940
941 /**
942 * Pixel attribute group (GL_PIXEL_MODE_BIT).
943 */
944 struct gl_pixel_attrib
945 {
946 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
947
948 /*--- Begin Pixel Transfer State ---*/
949 /* Fields are in the order in which they're applied... */
950
951 /** Scale & Bias (index shift, offset) */
952 /*@{*/
953 GLfloat RedBias, RedScale;
954 GLfloat GreenBias, GreenScale;
955 GLfloat BlueBias, BlueScale;
956 GLfloat AlphaBias, AlphaScale;
957 GLfloat DepthBias, DepthScale;
958 GLint IndexShift, IndexOffset;
959 /*@}*/
960
961 /* Pixel Maps */
962 /* Note: actual pixel maps are not part of this attrib group */
963 GLboolean MapColorFlag;
964 GLboolean MapStencilFlag;
965
966 /*--- End Pixel Transfer State ---*/
967
968 /** glPixelZoom */
969 GLfloat ZoomX, ZoomY;
970 };
971
972
973 /**
974 * Point attribute group (GL_POINT_BIT).
975 */
976 struct gl_point_attrib
977 {
978 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
979 GLfloat Size; /**< User-specified point size */
980 GLfloat Params[3]; /**< GL_EXT_point_parameters */
981 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
982 GLfloat Threshold; /**< GL_EXT_point_parameters */
983 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
984 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
985 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
986 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
987 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
988 };
989
990
991 /**
992 * Polygon attribute group (GL_POLYGON_BIT).
993 */
994 struct gl_polygon_attrib
995 {
996 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
997 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
998 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
999 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1000 GLboolean CullFlag; /**< Culling on/off flag */
1001 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1002 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1003 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1004 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1005 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1006 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1007 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1008 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1009 };
1010
1011
1012 /**
1013 * Scissor attributes (GL_SCISSOR_BIT).
1014 */
1015 struct gl_scissor_rect
1016 {
1017 GLint X, Y; /**< Lower left corner of box */
1018 GLsizei Width, Height; /**< Size of box */
1019 };
1020 struct gl_scissor_attrib
1021 {
1022 GLbitfield EnableFlags; /**< Scissor test enabled? */
1023 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1024 };
1025
1026
1027 /**
1028 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1029 *
1030 * Three sets of stencil data are tracked so that OpenGL 2.0,
1031 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1032 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1033 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1034 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1035 * GL_EXT_stencil_two_side GL_BACK state.
1036 *
1037 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1038 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1039 *
1040 * The derived value \c _TestTwoSide is set when the front-face and back-face
1041 * stencil state are different.
1042 */
1043 struct gl_stencil_attrib
1044 {
1045 GLboolean Enabled; /**< Enabled flag */
1046 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1047 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1048 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1049 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1050 GLboolean _TestTwoSide;
1051 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1052 GLenum Function[3]; /**< Stencil function */
1053 GLenum FailFunc[3]; /**< Fail function */
1054 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1055 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1056 GLint Ref[3]; /**< Reference value */
1057 GLuint ValueMask[3]; /**< Value mask */
1058 GLuint WriteMask[3]; /**< Write mask */
1059 GLuint Clear; /**< Clear value */
1060 };
1061
1062
1063 /**
1064 * An index for each type of texture object. These correspond to the GL
1065 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1066 * Note: the order is from highest priority to lowest priority.
1067 */
1068 typedef enum
1069 {
1070 TEXTURE_2D_MULTISAMPLE_INDEX,
1071 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1072 TEXTURE_CUBE_ARRAY_INDEX,
1073 TEXTURE_BUFFER_INDEX,
1074 TEXTURE_2D_ARRAY_INDEX,
1075 TEXTURE_1D_ARRAY_INDEX,
1076 TEXTURE_EXTERNAL_INDEX,
1077 TEXTURE_CUBE_INDEX,
1078 TEXTURE_3D_INDEX,
1079 TEXTURE_RECT_INDEX,
1080 TEXTURE_2D_INDEX,
1081 TEXTURE_1D_INDEX,
1082 NUM_TEXTURE_TARGETS
1083 } gl_texture_index;
1084
1085
1086 /**
1087 * Bit flags for each type of texture object
1088 * Used for Texture.Unit[]._ReallyEnabled flags.
1089 */
1090 /*@{*/
1091 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1092 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1093 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1094 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1095 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1096 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1097 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1098 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1099 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1100 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1101 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1102 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1103 /*@}*/
1104
1105
1106 /**
1107 * Texture image state. Drivers will typically create a subclass of this
1108 * with extra fields for memory buffers, etc.
1109 */
1110 struct gl_texture_image
1111 {
1112 GLint InternalFormat; /**< Internal format as given by the user */
1113 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1114 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1115 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1116 * GL_DEPTH_STENCIL_EXT only. Used for
1117 * choosing TexEnv arithmetic.
1118 */
1119 mesa_format TexFormat; /**< The actual texture memory format */
1120
1121 GLuint Border; /**< 0 or 1 */
1122 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1123 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1124 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1125 GLuint Width2; /**< = Width - 2*Border */
1126 GLuint Height2; /**< = Height - 2*Border */
1127 GLuint Depth2; /**< = Depth - 2*Border */
1128 GLuint WidthLog2; /**< = log2(Width2) */
1129 GLuint HeightLog2; /**< = log2(Height2) */
1130 GLuint DepthLog2; /**< = log2(Depth2) */
1131 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1132 levels, computed from the dimensions */
1133
1134 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1135 GLuint Level; /**< Which mipmap level am I? */
1136 /** Cube map face: index into gl_texture_object::Image[] array */
1137 GLuint Face;
1138
1139 /** GL_ARB_texture_multisample */
1140 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1141 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1142 };
1143
1144
1145 /**
1146 * Indexes for cube map faces.
1147 */
1148 typedef enum
1149 {
1150 FACE_POS_X = 0,
1151 FACE_NEG_X = 1,
1152 FACE_POS_Y = 2,
1153 FACE_NEG_Y = 3,
1154 FACE_POS_Z = 4,
1155 FACE_NEG_Z = 5,
1156 MAX_FACES = 6
1157 } gl_face_index;
1158
1159
1160 /**
1161 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1162 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1163 */
1164 struct gl_sampler_object
1165 {
1166 GLuint Name;
1167 GLint RefCount;
1168 GLchar *Label; /**< GL_KHR_debug */
1169
1170 GLenum WrapS; /**< S-axis texture image wrap mode */
1171 GLenum WrapT; /**< T-axis texture image wrap mode */
1172 GLenum WrapR; /**< R-axis texture image wrap mode */
1173 GLenum MinFilter; /**< minification filter */
1174 GLenum MagFilter; /**< magnification filter */
1175 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1176 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1177 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1178 GLfloat LodBias; /**< OpenGL 1.4 */
1179 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1180 GLenum CompareMode; /**< GL_ARB_shadow */
1181 GLenum CompareFunc; /**< GL_ARB_shadow */
1182 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1183 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1184 };
1185
1186
1187 /**
1188 * Texture object state. Contains the array of mipmap images, border color,
1189 * wrap modes, filter modes, and shadow/texcompare state.
1190 */
1191 struct gl_texture_object
1192 {
1193 mtx_t Mutex; /**< for thread safety */
1194 GLint RefCount; /**< reference count */
1195 GLuint Name; /**< the user-visible texture object ID */
1196 GLchar *Label; /**< GL_KHR_debug */
1197 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1198
1199 struct gl_sampler_object Sampler;
1200
1201 GLenum DepthMode; /**< GL_ARB_depth_texture */
1202 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1203
1204 GLfloat Priority; /**< in [0,1] */
1205 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1206 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1207 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1208 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1209 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1210 GLint CropRect[4]; /**< GL_OES_draw_texture */
1211 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1212 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1213 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1214 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1215 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1216 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1217 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1218 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1219 pressure? */
1220 GLboolean Immutable; /**< GL_ARB_texture_storage */
1221
1222 GLuint MinLevel; /**< GL_ARB_texture_view */
1223 GLuint MinLayer; /**< GL_ARB_texture_view */
1224 GLuint NumLevels; /**< GL_ARB_texture_view */
1225 GLuint NumLayers; /**< GL_ARB_texture_view */
1226
1227 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1228 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1229
1230 /** GL_ARB_texture_buffer_object */
1231 struct gl_buffer_object *BufferObject;
1232 GLenum BufferObjectFormat;
1233 /** Equivalent Mesa format for BufferObjectFormat. */
1234 mesa_format _BufferObjectFormat;
1235 /** GL_ARB_texture_buffer_range */
1236 GLintptr BufferOffset;
1237 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1238
1239 /** GL_OES_EGL_image_external */
1240 GLint RequiredTextureImageUnits;
1241
1242 /** GL_ARB_shader_image_load_store */
1243 GLenum ImageFormatCompatibilityType;
1244 };
1245
1246
1247 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1248 #define MAX_COMBINER_TERMS 4
1249
1250
1251 /**
1252 * Texture combine environment state.
1253 */
1254 struct gl_tex_env_combine_state
1255 {
1256 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1257 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1258 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1259 GLenum SourceRGB[MAX_COMBINER_TERMS];
1260 GLenum SourceA[MAX_COMBINER_TERMS];
1261 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1262 GLenum OperandRGB[MAX_COMBINER_TERMS];
1263 GLenum OperandA[MAX_COMBINER_TERMS];
1264 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1265 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1266 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1267 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1268 };
1269
1270
1271 /**
1272 * TexGenEnabled flags.
1273 */
1274 /*@{*/
1275 #define S_BIT 1
1276 #define T_BIT 2
1277 #define R_BIT 4
1278 #define Q_BIT 8
1279 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1280 /*@}*/
1281
1282
1283 /**
1284 * Bit flag versions of the corresponding GL_ constants.
1285 */
1286 /*@{*/
1287 #define TEXGEN_SPHERE_MAP 0x1
1288 #define TEXGEN_OBJ_LINEAR 0x2
1289 #define TEXGEN_EYE_LINEAR 0x4
1290 #define TEXGEN_REFLECTION_MAP_NV 0x8
1291 #define TEXGEN_NORMAL_MAP_NV 0x10
1292
1293 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1294 TEXGEN_REFLECTION_MAP_NV | \
1295 TEXGEN_NORMAL_MAP_NV)
1296 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1297 TEXGEN_REFLECTION_MAP_NV | \
1298 TEXGEN_NORMAL_MAP_NV | \
1299 TEXGEN_EYE_LINEAR)
1300 /*@}*/
1301
1302
1303
1304 /** Tex-gen enabled for texture unit? */
1305 #define ENABLE_TEXGEN(unit) (1 << (unit))
1306
1307 /** Non-identity texture matrix for texture unit? */
1308 #define ENABLE_TEXMAT(unit) (1 << (unit))
1309
1310
1311 /**
1312 * Texture coord generation state.
1313 */
1314 struct gl_texgen
1315 {
1316 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1317 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1318 GLfloat ObjectPlane[4];
1319 GLfloat EyePlane[4];
1320 };
1321
1322
1323 /**
1324 * Texture unit state. Contains enable flags, texture environment/function/
1325 * combiners, texgen state, and pointers to current texture objects.
1326 */
1327 struct gl_texture_unit
1328 {
1329 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1330 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1331
1332 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1333 GLclampf EnvColor[4];
1334 GLfloat EnvColorUnclamped[4];
1335
1336 struct gl_texgen GenS;
1337 struct gl_texgen GenT;
1338 struct gl_texgen GenR;
1339 struct gl_texgen GenQ;
1340 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1341 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1342
1343 GLfloat LodBias; /**< for biasing mipmap levels */
1344 GLenum BumpTarget;
1345 GLfloat RotMatrix[4]; /* 2x2 matrix */
1346
1347 /** Current sampler object (GL_ARB_sampler_objects) */
1348 struct gl_sampler_object *Sampler;
1349
1350 /**
1351 * \name GL_EXT_texture_env_combine
1352 */
1353 struct gl_tex_env_combine_state Combine;
1354
1355 /**
1356 * Derived state based on \c EnvMode and the \c BaseFormat of the
1357 * currently enabled texture.
1358 */
1359 struct gl_tex_env_combine_state _EnvMode;
1360
1361 /**
1362 * Currently enabled combiner state. This will point to either
1363 * \c Combine or \c _EnvMode.
1364 */
1365 struct gl_tex_env_combine_state *_CurrentCombine;
1366
1367 /** Current texture object pointers */
1368 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1369
1370 /** Points to highest priority, complete and enabled texture object */
1371 struct gl_texture_object *_Current;
1372 };
1373
1374
1375 /**
1376 * Texture attribute group (GL_TEXTURE_BIT).
1377 */
1378 struct gl_texture_attrib
1379 {
1380 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1381 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1382
1383 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1384
1385 /** GL_ARB_texture_buffer_object */
1386 struct gl_buffer_object *BufferObject;
1387
1388 /** GL_ARB_seamless_cubemap */
1389 GLboolean CubeMapSeamless;
1390
1391 /** Texture units/samplers used by vertex or fragment texturing */
1392 GLbitfield _EnabledUnits;
1393
1394 /** Texture coord units/sets used for fragment texturing */
1395 GLbitfield _EnabledCoordUnits;
1396
1397 /** Texture coord units that have texgen enabled */
1398 GLbitfield _TexGenEnabled;
1399
1400 /** Texture coord units that have non-identity matrices */
1401 GLbitfield _TexMatEnabled;
1402
1403 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1404 GLbitfield _GenFlags;
1405 };
1406
1407
1408 /**
1409 * Data structure representing a single clip plane (e.g. one of the elements
1410 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1411 */
1412 typedef GLfloat gl_clip_plane[4];
1413
1414
1415 /**
1416 * Transformation attribute group (GL_TRANSFORM_BIT).
1417 */
1418 struct gl_transform_attrib
1419 {
1420 GLenum MatrixMode; /**< Matrix mode */
1421 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1422 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1423 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1424 GLboolean Normalize; /**< Normalize all normals? */
1425 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1426 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1427 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1428 };
1429
1430
1431 /**
1432 * Viewport attribute group (GL_VIEWPORT_BIT).
1433 */
1434 struct gl_viewport_attrib
1435 {
1436 GLfloat X, Y; /**< position */
1437 GLfloat Width, Height; /**< size */
1438 GLdouble Near, Far; /**< Depth buffer range */
1439 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1440 };
1441
1442
1443 typedef enum {
1444 MAP_USER,
1445 MAP_INTERNAL,
1446
1447 MAP_COUNT
1448 } gl_map_buffer_index;
1449
1450
1451 /**
1452 * Fields describing a mapped buffer range.
1453 */
1454 struct gl_buffer_mapping {
1455 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1456 GLvoid *Pointer; /**< User-space address of mapping */
1457 GLintptr Offset; /**< Mapped offset */
1458 GLsizeiptr Length; /**< Mapped length */
1459 };
1460
1461
1462 /**
1463 * GL_ARB_vertex/pixel_buffer_object buffer object
1464 */
1465 struct gl_buffer_object
1466 {
1467 mtx_t Mutex;
1468 GLint RefCount;
1469 GLuint Name;
1470 GLchar *Label; /**< GL_KHR_debug */
1471 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1472 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1473 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1474 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1475 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1476 GLboolean Written; /**< Ever written to? (for debugging) */
1477 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1478 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1479
1480 struct gl_buffer_mapping Mappings[MAP_COUNT];
1481 };
1482
1483
1484 /**
1485 * Client pixel packing/unpacking attributes
1486 */
1487 struct gl_pixelstore_attrib
1488 {
1489 GLint Alignment;
1490 GLint RowLength;
1491 GLint SkipPixels;
1492 GLint SkipRows;
1493 GLint ImageHeight;
1494 GLint SkipImages;
1495 GLboolean SwapBytes;
1496 GLboolean LsbFirst;
1497 GLboolean Invert; /**< GL_MESA_pack_invert */
1498 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1499 };
1500
1501
1502 /**
1503 * Client vertex array attributes
1504 */
1505 struct gl_client_array
1506 {
1507 GLint Size; /**< components per element (1,2,3,4) */
1508 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1509 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1510 GLsizei Stride; /**< user-specified stride */
1511 GLsizei StrideB; /**< actual stride in bytes */
1512 const GLubyte *Ptr; /**< Points to array data */
1513 GLboolean Enabled; /**< Enabled flag is a boolean */
1514 GLboolean Normalized; /**< GL_ARB_vertex_program */
1515 GLboolean Integer; /**< Integer-valued? */
1516 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1517 GLuint _ElementSize; /**< size of each element in bytes */
1518
1519 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1520 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1521 };
1522
1523
1524 /**
1525 * Vertex attribute array as seen by the client.
1526 *
1527 * Contains the size, type, format and normalization flag,
1528 * along with the index of a vertex buffer binding point.
1529 *
1530 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1531 * and is only present for backwards compatibility reasons.
1532 * Rendering always uses VERTEX_BINDING_STRIDE.
1533 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1534 * and VERTEX_BINDING_STRIDE to the same value, while
1535 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1536 */
1537 struct gl_vertex_attrib_array
1538 {
1539 GLint Size; /**< Components per element (1,2,3,4) */
1540 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1541 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1542 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1543 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1544 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1545 GLboolean Enabled; /**< Whether the array is enabled */
1546 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1547 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1548 GLuint _ElementSize; /**< Size of each element in bytes */
1549 GLuint VertexBinding; /**< Vertex buffer binding */
1550 };
1551
1552
1553 /**
1554 * This describes the buffer object used for a vertex array (or
1555 * multiple vertex arrays). If BufferObj points to the default/null
1556 * buffer object, then the vertex array lives in user memory and not a VBO.
1557 */
1558 struct gl_vertex_buffer_binding
1559 {
1560 GLintptr Offset; /**< User-specified offset */
1561 GLsizei Stride; /**< User-specified stride */
1562 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1563 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1564 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1565 };
1566
1567
1568 /**
1569 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1570 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1571 * extension.
1572 */
1573 struct gl_vertex_array_object
1574 {
1575 /** Name of the VAO as received from glGenVertexArray. */
1576 GLuint Name;
1577 GLchar *Label; /**< GL_KHR_debug */
1578
1579 GLint RefCount;
1580 mtx_t Mutex;
1581
1582 /**
1583 * Does the VAO use ARB semantics or Apple semantics?
1584 *
1585 * There are several ways in which ARB_vertex_array_object and
1586 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1587 * least,
1588 *
1589 * - ARB VAOs require that all array data be sourced from vertex buffer
1590 * objects, but Apple VAOs do not.
1591 *
1592 * - ARB VAOs require that names come from GenVertexArrays.
1593 *
1594 * This flag notes which behavior governs this VAO.
1595 */
1596 GLboolean ARBsemantics;
1597
1598 /**
1599 * Has this array object been bound?
1600 */
1601 GLboolean EverBound;
1602
1603 /**
1604 * Derived vertex attribute arrays
1605 *
1606 * This is a legacy data structure created from gl_vertex_attrib_array and
1607 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1608 */
1609 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1610
1611 /** Vertex attribute arrays */
1612 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1613
1614 /** Vertex buffer bindings */
1615 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1616
1617 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1618 GLbitfield64 _Enabled;
1619
1620 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1621 GLbitfield64 NewArrays;
1622
1623 /**
1624 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1625 * we can determine the max legal (in bounds) glDrawElements array index.
1626 */
1627 GLuint _MaxElement;
1628
1629 /** The index buffer (also known as the element array buffer in OpenGL). */
1630 struct gl_buffer_object *IndexBufferObj;
1631 };
1632
1633
1634 /**
1635 * Vertex array state
1636 */
1637 struct gl_array_attrib
1638 {
1639 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1640 struct gl_vertex_array_object *VAO;
1641
1642 /** The default vertex array object */
1643 struct gl_vertex_array_object *DefaultVAO;
1644
1645 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1646 struct _mesa_HashTable *Objects;
1647
1648 GLint ActiveTexture; /**< Client Active Texture */
1649 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1650 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1651
1652 /**
1653 * \name Primitive restart controls
1654 *
1655 * Primitive restart is enabled if either \c PrimitiveRestart or
1656 * \c PrimitiveRestartFixedIndex is set.
1657 */
1658 /*@{*/
1659 GLboolean PrimitiveRestart;
1660 GLboolean PrimitiveRestartFixedIndex;
1661 GLboolean _PrimitiveRestart;
1662 GLuint RestartIndex;
1663 /*@}*/
1664
1665 /* GL_ARB_vertex_buffer_object */
1666 struct gl_buffer_object *ArrayBufferObj;
1667
1668 /**
1669 * Vertex arrays as consumed by a driver.
1670 * The array pointer is set up only by the VBO module.
1671 */
1672 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1673 };
1674
1675
1676 /**
1677 * Feedback buffer state
1678 */
1679 struct gl_feedback
1680 {
1681 GLenum Type;
1682 GLbitfield _Mask; /**< FB_* bits */
1683 GLfloat *Buffer;
1684 GLuint BufferSize;
1685 GLuint Count;
1686 };
1687
1688
1689 /**
1690 * Selection buffer state
1691 */
1692 struct gl_selection
1693 {
1694 GLuint *Buffer; /**< selection buffer */
1695 GLuint BufferSize; /**< size of the selection buffer */
1696 GLuint BufferCount; /**< number of values in the selection buffer */
1697 GLuint Hits; /**< number of records in the selection buffer */
1698 GLuint NameStackDepth; /**< name stack depth */
1699 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1700 GLboolean HitFlag; /**< hit flag */
1701 GLfloat HitMinZ; /**< minimum hit depth */
1702 GLfloat HitMaxZ; /**< maximum hit depth */
1703 };
1704
1705
1706 /**
1707 * 1-D Evaluator control points
1708 */
1709 struct gl_1d_map
1710 {
1711 GLuint Order; /**< Number of control points */
1712 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1713 GLfloat *Points; /**< Points to contiguous control points */
1714 };
1715
1716
1717 /**
1718 * 2-D Evaluator control points
1719 */
1720 struct gl_2d_map
1721 {
1722 GLuint Uorder; /**< Number of control points in U dimension */
1723 GLuint Vorder; /**< Number of control points in V dimension */
1724 GLfloat u1, u2, du;
1725 GLfloat v1, v2, dv;
1726 GLfloat *Points; /**< Points to contiguous control points */
1727 };
1728
1729
1730 /**
1731 * All evaluator control point state
1732 */
1733 struct gl_evaluators
1734 {
1735 /**
1736 * \name 1-D maps
1737 */
1738 /*@{*/
1739 struct gl_1d_map Map1Vertex3;
1740 struct gl_1d_map Map1Vertex4;
1741 struct gl_1d_map Map1Index;
1742 struct gl_1d_map Map1Color4;
1743 struct gl_1d_map Map1Normal;
1744 struct gl_1d_map Map1Texture1;
1745 struct gl_1d_map Map1Texture2;
1746 struct gl_1d_map Map1Texture3;
1747 struct gl_1d_map Map1Texture4;
1748 /*@}*/
1749
1750 /**
1751 * \name 2-D maps
1752 */
1753 /*@{*/
1754 struct gl_2d_map Map2Vertex3;
1755 struct gl_2d_map Map2Vertex4;
1756 struct gl_2d_map Map2Index;
1757 struct gl_2d_map Map2Color4;
1758 struct gl_2d_map Map2Normal;
1759 struct gl_2d_map Map2Texture1;
1760 struct gl_2d_map Map2Texture2;
1761 struct gl_2d_map Map2Texture3;
1762 struct gl_2d_map Map2Texture4;
1763 /*@}*/
1764 };
1765
1766
1767 struct gl_transform_feedback_varying_info
1768 {
1769 char *Name;
1770 GLenum Type;
1771 GLint Size;
1772 };
1773
1774
1775 /**
1776 * Per-output info vertex shaders for transform feedback.
1777 */
1778 struct gl_transform_feedback_output
1779 {
1780 unsigned OutputRegister;
1781 unsigned OutputBuffer;
1782 unsigned NumComponents;
1783
1784 /** offset (in DWORDs) of this output within the interleaved structure */
1785 unsigned DstOffset;
1786
1787 /**
1788 * Offset into the output register of the data to output. For example,
1789 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1790 * offset is in the y and z components of the output register.
1791 */
1792 unsigned ComponentOffset;
1793 };
1794
1795
1796 /** Post-link transform feedback info. */
1797 struct gl_transform_feedback_info
1798 {
1799 unsigned NumOutputs;
1800
1801 /**
1802 * Number of transform feedback buffers in use by this program.
1803 */
1804 unsigned NumBuffers;
1805
1806 struct gl_transform_feedback_output *Outputs;
1807
1808 /** Transform feedback varyings used for the linking of this shader program.
1809 *
1810 * Use for glGetTransformFeedbackVarying().
1811 */
1812 struct gl_transform_feedback_varying_info *Varyings;
1813 GLint NumVarying;
1814
1815 /**
1816 * Total number of components stored in each buffer. This may be used by
1817 * hardware back-ends to determine the correct stride when interleaving
1818 * multiple transform feedback outputs in the same buffer.
1819 */
1820 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1821 };
1822
1823
1824 /**
1825 * Transform feedback object state
1826 */
1827 struct gl_transform_feedback_object
1828 {
1829 GLuint Name; /**< AKA the object ID */
1830 GLchar *Label; /**< GL_KHR_debug */
1831 GLint RefCount;
1832 GLboolean Active; /**< Is transform feedback enabled? */
1833 GLboolean Paused; /**< Is transform feedback paused? */
1834 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1835 at least once? */
1836 GLboolean EverBound; /**< Has this object been bound? */
1837
1838 /**
1839 * The shader program active when BeginTransformFeedback() was called.
1840 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1841 * where stage is the pipeline stage that is the source of data for
1842 * transform feedback.
1843 */
1844 struct gl_shader_program *shader_program;
1845
1846 /**
1847 * GLES: if Active is true, remaining number of primitives which can be
1848 * rendered without overflow. This is necessary to track because GLES
1849 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1850 * glDrawArraysInstanced would overflow transform feedback buffers.
1851 * Undefined if Active is false.
1852 *
1853 * Not tracked for desktop GL since it's unnecessary.
1854 */
1855 unsigned GlesRemainingPrims;
1856
1857 /** The feedback buffers */
1858 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1859 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1860
1861 /** Start of feedback data in dest buffer */
1862 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1863
1864 /**
1865 * Max data to put into dest buffer (in bytes). Computed based on
1866 * RequestedSize and the actual size of the buffer.
1867 */
1868 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1869
1870 /**
1871 * Size that was specified when the buffer was bound. If the buffer was
1872 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1873 * zero.
1874 */
1875 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1876 };
1877
1878
1879 /**
1880 * Context state for transform feedback.
1881 */
1882 struct gl_transform_feedback_state
1883 {
1884 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1885
1886 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1887 struct gl_buffer_object *CurrentBuffer;
1888
1889 /** The table of all transform feedback objects */
1890 struct _mesa_HashTable *Objects;
1891
1892 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1893 struct gl_transform_feedback_object *CurrentObject;
1894
1895 /** The default xform-fb object (Name==0) */
1896 struct gl_transform_feedback_object *DefaultObject;
1897 };
1898
1899
1900 /**
1901 * A "performance monitor" as described in AMD_performance_monitor.
1902 */
1903 struct gl_perf_monitor_object
1904 {
1905 GLuint Name;
1906
1907 /** True if the monitor is currently active (Begin called but not End). */
1908 GLboolean Active;
1909
1910 /**
1911 * True if the monitor has ended.
1912 *
1913 * This is distinct from !Active because it may never have began.
1914 */
1915 GLboolean Ended;
1916
1917 /**
1918 * A list of groups with currently active counters.
1919 *
1920 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1921 */
1922 unsigned *ActiveGroups;
1923
1924 /**
1925 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1926 *
1927 * Checking whether counter 'c' in group 'g' is active can be done via:
1928 *
1929 * BITSET_TEST(ActiveCounters[g], c)
1930 */
1931 GLuint **ActiveCounters;
1932 };
1933
1934
1935 union gl_perf_monitor_counter_value
1936 {
1937 float f;
1938 uint64_t u64;
1939 uint32_t u32;
1940 };
1941
1942
1943 struct gl_perf_monitor_counter
1944 {
1945 /** Human readable name for the counter. */
1946 const char *Name;
1947
1948 /**
1949 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1950 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1951 */
1952 GLenum Type;
1953
1954 /** Minimum counter value. */
1955 union gl_perf_monitor_counter_value Minimum;
1956
1957 /** Maximum counter value. */
1958 union gl_perf_monitor_counter_value Maximum;
1959 };
1960
1961
1962 struct gl_perf_monitor_group
1963 {
1964 /** Human readable name for the group. */
1965 const char *Name;
1966
1967 /**
1968 * Maximum number of counters in this group which can be active at the
1969 * same time.
1970 */
1971 GLuint MaxActiveCounters;
1972
1973 /** Array of counters within this group. */
1974 const struct gl_perf_monitor_counter *Counters;
1975 GLuint NumCounters;
1976 };
1977
1978
1979 /**
1980 * Context state for AMD_performance_monitor.
1981 */
1982 struct gl_perf_monitor_state
1983 {
1984 /** Array of performance monitor groups (indexed by group ID) */
1985 const struct gl_perf_monitor_group *Groups;
1986 GLuint NumGroups;
1987
1988 /** The table of all performance monitors. */
1989 struct _mesa_HashTable *Monitors;
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_FILE_MAX
2018 } gl_register_file;
2019
2020
2021 /**
2022 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2023 * one of these values.
2024 */
2025 typedef enum
2026 {
2027 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
2028 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
2029 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
2030 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
2031 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
2032 SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
2033 SYSTEM_VALUE_INVOCATION_ID, /**< Geometry shader only */
2034 SYSTEM_VALUE_MAX /**< Number of values */
2035 } gl_system_value;
2036
2037
2038 /**
2039 * The possible interpolation qualifiers that can be applied to a fragment
2040 * shader input in GLSL.
2041 *
2042 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2043 * gl_fragment_program data structure to 0 causes the default behavior.
2044 */
2045 enum glsl_interp_qualifier
2046 {
2047 INTERP_QUALIFIER_NONE = 0,
2048 INTERP_QUALIFIER_SMOOTH,
2049 INTERP_QUALIFIER_FLAT,
2050 INTERP_QUALIFIER_NOPERSPECTIVE,
2051 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2052 };
2053
2054
2055 /**
2056 * \brief Layout qualifiers for gl_FragDepth.
2057 *
2058 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2059 * a layout qualifier.
2060 *
2061 * \see enum ir_depth_layout
2062 */
2063 enum gl_frag_depth_layout
2064 {
2065 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2066 FRAG_DEPTH_LAYOUT_ANY,
2067 FRAG_DEPTH_LAYOUT_GREATER,
2068 FRAG_DEPTH_LAYOUT_LESS,
2069 FRAG_DEPTH_LAYOUT_UNCHANGED
2070 };
2071
2072
2073 /**
2074 * Base class for any kind of program object
2075 */
2076 struct gl_program
2077 {
2078 GLuint Id;
2079 GLubyte *String; /**< Null-terminated program text */
2080 GLint RefCount;
2081 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2082 GLenum Format; /**< String encoding format */
2083
2084 struct prog_instruction *Instructions;
2085
2086 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2087 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2088 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2089 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2090 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2091 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2092 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2093 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2094
2095 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2096
2097 /**
2098 * For vertex and geometry shaders, true if the program uses the
2099 * gl_ClipDistance output. Ignored for fragment shaders.
2100 */
2101 GLboolean UsesClipDistanceOut;
2102
2103
2104 /** Named parameters, constants, etc. from program text */
2105 struct gl_program_parameter_list *Parameters;
2106
2107 /**
2108 * Local parameters used by the program.
2109 *
2110 * It's dynamically allocated because it is rarely used (just
2111 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2112 * allocated.
2113 */
2114 GLfloat (*LocalParams)[4];
2115
2116 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2117 GLubyte SamplerUnits[MAX_SAMPLERS];
2118
2119 /** Bitmask of which register files are read/written with indirect
2120 * addressing. Mask of (1 << PROGRAM_x) bits.
2121 */
2122 GLbitfield IndirectRegisterFiles;
2123
2124 /** Logical counts */
2125 /*@{*/
2126 GLuint NumInstructions;
2127 GLuint NumTemporaries;
2128 GLuint NumParameters;
2129 GLuint NumAttributes;
2130 GLuint NumAddressRegs;
2131 GLuint NumAluInstructions;
2132 GLuint NumTexInstructions;
2133 GLuint NumTexIndirections;
2134 /*@}*/
2135 /** Native, actual h/w counts */
2136 /*@{*/
2137 GLuint NumNativeInstructions;
2138 GLuint NumNativeTemporaries;
2139 GLuint NumNativeParameters;
2140 GLuint NumNativeAttributes;
2141 GLuint NumNativeAddressRegs;
2142 GLuint NumNativeAluInstructions;
2143 GLuint NumNativeTexInstructions;
2144 GLuint NumNativeTexIndirections;
2145 /*@}*/
2146 };
2147
2148
2149 /** Vertex program object */
2150 struct gl_vertex_program
2151 {
2152 struct gl_program Base; /**< base class */
2153 GLboolean IsPositionInvariant;
2154 };
2155
2156
2157 /** Geometry program object */
2158 struct gl_geometry_program
2159 {
2160 struct gl_program Base; /**< base class */
2161
2162 GLint VerticesIn;
2163 GLint VerticesOut;
2164 GLint Invocations;
2165 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2166 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2167 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2168 GLboolean UsesEndPrimitive;
2169 };
2170
2171
2172 /** Fragment program object */
2173 struct gl_fragment_program
2174 {
2175 struct gl_program Base; /**< base class */
2176 GLboolean UsesKill; /**< shader uses KIL instruction */
2177 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2178 GLboolean OriginUpperLeft;
2179 GLboolean PixelCenterInteger;
2180 enum gl_frag_depth_layout FragDepthLayout;
2181
2182 /**
2183 * GLSL interpolation qualifier associated with each fragment shader input.
2184 * For inputs that do not have an interpolation qualifier specified in
2185 * GLSL, the value is INTERP_QUALIFIER_NONE.
2186 */
2187 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2188
2189 /**
2190 * Bitfield indicating, for each fragment shader input, 1 if that input
2191 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2192 */
2193 GLbitfield64 IsCentroid;
2194
2195 /**
2196 * Bitfield indicating, for each fragment shader input, 1 if that input
2197 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2198 */
2199 GLbitfield64 IsSample;
2200 };
2201
2202
2203 /** Compute program object */
2204 struct gl_compute_program
2205 {
2206 struct gl_program Base; /**< base class */
2207
2208 /**
2209 * Size specified using local_size_{x,y,z}.
2210 */
2211 unsigned LocalSize[3];
2212 };
2213
2214
2215 /**
2216 * State common to vertex and fragment programs.
2217 */
2218 struct gl_program_state
2219 {
2220 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2221 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2222 };
2223
2224
2225 /**
2226 * Context state for vertex programs.
2227 */
2228 struct gl_vertex_program_state
2229 {
2230 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2231 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2232 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2233 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2234 /** Computed two sided lighting for fixed function/programs. */
2235 GLboolean _TwoSideEnabled;
2236 struct gl_vertex_program *Current; /**< User-bound vertex program */
2237
2238 /** Currently enabled and valid vertex program (including internal
2239 * programs, user-defined vertex programs and GLSL vertex shaders).
2240 * This is the program we must use when rendering.
2241 */
2242 struct gl_vertex_program *_Current;
2243
2244 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2245
2246 /** Should fixed-function T&L be implemented with a vertex prog? */
2247 GLboolean _MaintainTnlProgram;
2248
2249 /** Program to emulate fixed-function T&L (see above) */
2250 struct gl_vertex_program *_TnlProgram;
2251
2252 /** Cache of fixed-function programs */
2253 struct gl_program_cache *Cache;
2254
2255 GLboolean _Overriden;
2256 };
2257
2258
2259 /**
2260 * Context state for geometry programs.
2261 */
2262 struct gl_geometry_program_state
2263 {
2264 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2265 GLboolean _Enabled; /**< Enabled and valid program? */
2266 struct gl_geometry_program *Current; /**< user-bound geometry program */
2267
2268 /** Currently enabled and valid program (including internal programs
2269 * and compiled shader programs).
2270 */
2271 struct gl_geometry_program *_Current;
2272
2273 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2274
2275 /** Cache of fixed-function programs */
2276 struct gl_program_cache *Cache;
2277 };
2278
2279 /**
2280 * Context state for fragment programs.
2281 */
2282 struct gl_fragment_program_state
2283 {
2284 GLboolean Enabled; /**< User-set fragment program enable flag */
2285 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2286 struct gl_fragment_program *Current; /**< User-bound fragment program */
2287
2288 /** Currently enabled and valid fragment program (including internal
2289 * programs, user-defined fragment programs and GLSL fragment shaders).
2290 * This is the program we must use when rendering.
2291 */
2292 struct gl_fragment_program *_Current;
2293
2294 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2295
2296 /** Should fixed-function texturing be implemented with a fragment prog? */
2297 GLboolean _MaintainTexEnvProgram;
2298
2299 /** Program to emulate fixed-function texture env/combine (see above) */
2300 struct gl_fragment_program *_TexEnvProgram;
2301
2302 /** Cache of fixed-function programs */
2303 struct gl_program_cache *Cache;
2304 };
2305
2306
2307 /**
2308 * ATI_fragment_shader runtime state
2309 */
2310 #define ATI_FS_INPUT_PRIMARY 0
2311 #define ATI_FS_INPUT_SECONDARY 1
2312
2313 struct atifs_instruction;
2314 struct atifs_setupinst;
2315
2316 /**
2317 * ATI fragment shader
2318 */
2319 struct ati_fragment_shader
2320 {
2321 GLuint Id;
2322 GLint RefCount;
2323 struct atifs_instruction *Instructions[2];
2324 struct atifs_setupinst *SetupInst[2];
2325 GLfloat Constants[8][4];
2326 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2327 GLubyte numArithInstr[2];
2328 GLubyte regsAssigned[2];
2329 GLubyte NumPasses; /**< 1 or 2 */
2330 GLubyte cur_pass;
2331 GLubyte last_optype;
2332 GLboolean interpinp1;
2333 GLboolean isValid;
2334 GLuint swizzlerq;
2335 };
2336
2337 /**
2338 * Context state for GL_ATI_fragment_shader
2339 */
2340 struct gl_ati_fragment_shader_state
2341 {
2342 GLboolean Enabled;
2343 GLboolean _Enabled; /**< enabled and valid shader? */
2344 GLboolean Compiling;
2345 GLfloat GlobalConstants[8][4];
2346 struct ati_fragment_shader *Current;
2347 };
2348
2349
2350 /** Set by #pragma directives */
2351 struct gl_sl_pragmas
2352 {
2353 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2354 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2355 GLboolean Optimize; /**< defaults on */
2356 GLboolean Debug; /**< defaults off */
2357 };
2358
2359
2360 /**
2361 * A GLSL vertex or fragment shader object.
2362 */
2363 struct gl_shader
2364 {
2365 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2366 * Must be the first field.
2367 */
2368 GLenum Type;
2369 gl_shader_stage Stage;
2370 GLuint Name; /**< AKA the handle */
2371 GLchar *Label; /**< GL_KHR_debug */
2372 GLint RefCount; /**< Reference count */
2373 GLboolean DeletePending;
2374 GLboolean CompileStatus;
2375 const GLchar *Source; /**< Source code string */
2376 GLuint SourceChecksum; /**< for debug/logging purposes */
2377 struct gl_program *Program; /**< Post-compile assembly code */
2378 GLchar *InfoLog;
2379 struct gl_sl_pragmas Pragmas;
2380
2381 unsigned Version; /**< GLSL version used for linking */
2382 GLboolean IsES; /**< True if this shader uses GLSL ES */
2383
2384 /**
2385 * \name Sampler tracking
2386 *
2387 * \note Each of these fields is only set post-linking.
2388 */
2389 /*@{*/
2390 unsigned num_samplers; /**< Number of samplers used by this shader. */
2391 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2392 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2393 /*@}*/
2394
2395 /**
2396 * Map from sampler unit to texture unit (set by glUniform1i())
2397 *
2398 * A sampler unit is associated with each sampler uniform by the linker.
2399 * The sampler unit associated with each uniform is stored in the
2400 * \c gl_uniform_storage::sampler field.
2401 */
2402 GLubyte SamplerUnits[MAX_SAMPLERS];
2403 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2404 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2405
2406 /**
2407 * Number of default uniform block components used by this shader.
2408 *
2409 * This field is only set post-linking.
2410 */
2411 unsigned num_uniform_components;
2412
2413 /**
2414 * Number of combined uniform components used by this shader.
2415 *
2416 * This field is only set post-linking. It is the sum of the uniform block
2417 * sizes divided by sizeof(float), and num_uniform_compoennts.
2418 */
2419 unsigned num_combined_uniform_components;
2420
2421 /**
2422 * This shader's uniform block information.
2423 *
2424 * The offsets of the variables are assigned only for shaders in a program's
2425 * _LinkedShaders[].
2426 */
2427 struct gl_uniform_block *UniformBlocks;
2428 unsigned NumUniformBlocks;
2429
2430 struct exec_list *ir;
2431 struct glsl_symbol_table *symbols;
2432
2433 bool uses_builtin_functions;
2434
2435 /**
2436 * Geometry shader state from GLSL 1.50 layout qualifiers.
2437 */
2438 struct {
2439 GLint VerticesOut;
2440 /**
2441 * 0 - Invocations count not declared in shader, or
2442 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2443 */
2444 GLint Invocations;
2445 /**
2446 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2447 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2448 * shader.
2449 */
2450 GLenum InputType;
2451 /**
2452 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2453 * it's not set in this shader.
2454 */
2455 GLenum OutputType;
2456 } Geom;
2457
2458 /**
2459 * Map from image uniform index to image unit (set by glUniform1i())
2460 *
2461 * An image uniform index is associated with each image uniform by
2462 * the linker. The image index associated with each uniform is
2463 * stored in the \c gl_uniform_storage::image field.
2464 */
2465 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2466
2467 /**
2468 * Access qualifier specified in the shader for each image uniform
2469 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2470 * GL_READ_WRITE.
2471 *
2472 * It may be different, though only more strict than the value of
2473 * \c gl_image_unit::Access for the corresponding image unit.
2474 */
2475 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2476
2477 /**
2478 * Number of image uniforms defined in the shader. It specifies
2479 * the number of valid elements in the \c ImageUnits and \c
2480 * ImageAccess arrays above.
2481 */
2482 GLuint NumImages;
2483
2484 /**
2485 * Compute shader state from ARB_compute_shader layout qualifiers.
2486 */
2487 struct {
2488 /**
2489 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2490 * it's not set in this shader.
2491 */
2492 unsigned LocalSize[3];
2493 } Comp;
2494 };
2495
2496
2497 struct gl_uniform_buffer_variable
2498 {
2499 char *Name;
2500
2501 /**
2502 * Name of the uniform as seen by glGetUniformIndices.
2503 *
2504 * glGetUniformIndices requires that the block instance index \b not be
2505 * present in the name of queried uniforms.
2506 *
2507 * \note
2508 * \c gl_uniform_buffer_variable::IndexName and
2509 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2510 */
2511 char *IndexName;
2512
2513 const struct glsl_type *Type;
2514 unsigned int Offset;
2515 GLboolean RowMajor;
2516 };
2517
2518
2519 enum gl_uniform_block_packing
2520 {
2521 ubo_packing_std140,
2522 ubo_packing_shared,
2523 ubo_packing_packed
2524 };
2525
2526
2527 struct gl_uniform_block
2528 {
2529 /** Declared name of the uniform block */
2530 char *Name;
2531
2532 /** Array of supplemental information about UBO ir_variables. */
2533 struct gl_uniform_buffer_variable *Uniforms;
2534 GLuint NumUniforms;
2535
2536 /**
2537 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2538 * with glBindBufferBase to bind a buffer object to this uniform block. When
2539 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2540 */
2541 GLuint Binding;
2542
2543 /**
2544 * Minimum size of a buffer object to back this uniform buffer
2545 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2546 */
2547 GLuint UniformBufferSize;
2548
2549 /**
2550 * Layout specified in the shader
2551 *
2552 * This isn't accessible through the API, but it is used while
2553 * cross-validating uniform blocks.
2554 */
2555 enum gl_uniform_block_packing _Packing;
2556 };
2557
2558 /**
2559 * Structure that represents a reference to an atomic buffer from some
2560 * shader program.
2561 */
2562 struct gl_active_atomic_buffer
2563 {
2564 /** Uniform indices of the atomic counters declared within it. */
2565 GLuint *Uniforms;
2566 GLuint NumUniforms;
2567
2568 /** Binding point index associated with it. */
2569 GLuint Binding;
2570
2571 /** Minimum reasonable size it is expected to have. */
2572 GLuint MinimumSize;
2573
2574 /** Shader stages making use of it. */
2575 GLboolean StageReferences[MESA_SHADER_STAGES];
2576 };
2577
2578 /**
2579 * A GLSL program object.
2580 * Basically a linked collection of vertex and fragment shaders.
2581 */
2582 struct gl_shader_program
2583 {
2584 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2585 GLuint Name; /**< aka handle or ID */
2586 GLchar *Label; /**< GL_KHR_debug */
2587 GLint RefCount; /**< Reference count */
2588 GLboolean DeletePending;
2589
2590 /**
2591 * Is the application intending to glGetProgramBinary this program?
2592 */
2593 GLboolean BinaryRetreivableHint;
2594
2595 /**
2596 * Flags that the linker should not reject the program if it lacks
2597 * a vertex or fragment shader. GLES2 doesn't allow separate
2598 * shader objects, and would reject them. However, we internally
2599 * build separate shader objects for fixed function programs, which
2600 * we use for drivers/common/meta.c and for handling
2601 * _mesa_update_state with no program bound (for example in
2602 * glClear()).
2603 */
2604 GLboolean InternalSeparateShader;
2605
2606 /**
2607 * Indicates whether program can be bound for individual pipeline stages
2608 * using UseProgramStages after it is next linked.
2609 */
2610 GLboolean SeparateShader;
2611
2612 GLuint NumShaders; /**< number of attached shaders */
2613 struct gl_shader **Shaders; /**< List of attached the shaders */
2614
2615 /**
2616 * User-defined attribute bindings
2617 *
2618 * These are set via \c glBindAttribLocation and are used to direct the
2619 * GLSL linker. These are \b not the values used in the compiled shader,
2620 * and they are \b not the values returned by \c glGetAttribLocation.
2621 */
2622 struct string_to_uint_map *AttributeBindings;
2623
2624 /**
2625 * User-defined fragment data bindings
2626 *
2627 * These are set via \c glBindFragDataLocation and are used to direct the
2628 * GLSL linker. These are \b not the values used in the compiled shader,
2629 * and they are \b not the values returned by \c glGetFragDataLocation.
2630 */
2631 struct string_to_uint_map *FragDataBindings;
2632 struct string_to_uint_map *FragDataIndexBindings;
2633
2634 /**
2635 * Transform feedback varyings last specified by
2636 * glTransformFeedbackVaryings().
2637 *
2638 * For the current set of transform feeedback varyings used for transform
2639 * feedback output, see LinkedTransformFeedback.
2640 */
2641 struct {
2642 GLenum BufferMode;
2643 GLuint NumVarying;
2644 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2645 } TransformFeedback;
2646
2647 /** Post-link transform feedback info. */
2648 struct gl_transform_feedback_info LinkedTransformFeedback;
2649
2650 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2651 enum gl_frag_depth_layout FragDepthLayout;
2652
2653 /**
2654 * Geometry shader state - copied into gl_geometry_program by
2655 * _mesa_copy_linked_program_data().
2656 */
2657 struct {
2658 GLint VerticesIn;
2659 GLint VerticesOut;
2660 /**
2661 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2662 */
2663 GLint Invocations;
2664 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2665 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2666 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2667 /**
2668 * True if gl_ClipDistance is written to. Copied into
2669 * gl_geometry_program by _mesa_copy_linked_program_data().
2670 */
2671 GLboolean UsesClipDistance;
2672 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2673 0 if not present. */
2674 GLboolean UsesEndPrimitive;
2675 } Geom;
2676
2677 /** Vertex shader state */
2678 struct {
2679 /**
2680 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2681 * by _mesa_copy_linked_program_data().
2682 */
2683 GLboolean UsesClipDistance;
2684 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2685 0 if not present. */
2686 } Vert;
2687
2688 /**
2689 * Compute shader state - copied into gl_compute_program by
2690 * _mesa_copy_linked_program_data().
2691 */
2692 struct {
2693 /**
2694 * If this shader contains a compute stage, size specified using
2695 * local_size_{x,y,z}. Otherwise undefined.
2696 */
2697 unsigned LocalSize[3];
2698 } Comp;
2699
2700 /* post-link info: */
2701 unsigned NumUserUniformStorage;
2702 struct gl_uniform_storage *UniformStorage;
2703
2704 /**
2705 * Size of the gl_ClipDistance array that is output from the last pipeline
2706 * stage before the fragment shader.
2707 */
2708 unsigned LastClipDistanceArraySize;
2709
2710 struct gl_uniform_block *UniformBlocks;
2711 unsigned NumUniformBlocks;
2712
2713 /**
2714 * Scale factor for the uniform base location
2715 *
2716 * This is used to generate locations (returned by \c glGetUniformLocation)
2717 * of uniforms. The base location of the uniform is multiplied by this
2718 * value, and the array index is added.
2719 *
2720 * \note
2721 * Must be >= 1.
2722 *
2723 * \sa
2724 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2725 */
2726 unsigned UniformLocationBaseScale;
2727
2728 /**
2729 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2730 * they're used in, or -1.
2731 *
2732 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2733 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2734 */
2735 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2736
2737 /**
2738 * Map of active uniform names to locations
2739 *
2740 * Maps any active uniform that is not an array element to a location.
2741 * Each active uniform, including individual structure members will appear
2742 * in this map. This roughly corresponds to the set of names that would be
2743 * enumerated by \c glGetActiveUniform.
2744 */
2745 struct string_to_uint_map *UniformHash;
2746
2747 struct gl_active_atomic_buffer *AtomicBuffers;
2748 unsigned NumAtomicBuffers;
2749
2750 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2751 GLboolean Validated;
2752 GLboolean _Used; /**< Ever used for drawing? */
2753 GLchar *InfoLog;
2754
2755 unsigned Version; /**< GLSL version used for linking */
2756 GLboolean IsES; /**< True if this program uses GLSL ES */
2757
2758 /**
2759 * Per-stage shaders resulting from the first stage of linking.
2760 *
2761 * Set of linked shaders for this program. The array is accessed using the
2762 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2763 * \c NULL.
2764 */
2765 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2766 };
2767
2768
2769 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2770 #define GLSL_LOG 0x2 /**< Write shaders to files */
2771 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2772 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2773 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2774 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2775 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2776 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2777 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2778 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2779
2780
2781 /**
2782 * Context state for GLSL vertex/fragment shaders.
2783 * Extended to support pipeline object
2784 */
2785 struct gl_pipeline_object
2786 {
2787 /** Name of the pipeline object as received from glGenProgramPipelines.
2788 * It would be 0 for shaders without separate shader objects.
2789 */
2790 GLuint Name;
2791
2792 GLint RefCount;
2793
2794 mtx_t Mutex;
2795
2796 /**
2797 * Programs used for rendering
2798 *
2799 * There is a separate program set for each shader stage. If
2800 * GL_EXT_separate_shader_objects is not supported, each of these must point
2801 * to \c NULL or to the same program.
2802 */
2803 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2804
2805 struct gl_shader_program *_CurrentFragmentProgram;
2806
2807 /**
2808 * Program used by glUniform calls.
2809 *
2810 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2811 */
2812 struct gl_shader_program *ActiveProgram;
2813
2814 GLbitfield Flags; /**< Mask of GLSL_x flags */
2815
2816 GLboolean EverBound; /**< Has the pipeline object been created */
2817 };
2818
2819 /**
2820 * Context state for GLSL pipeline shaders.
2821 */
2822 struct gl_pipeline_shader_state
2823 {
2824 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2825 struct gl_pipeline_object *Current;
2826
2827 /** Pipeline objects */
2828 struct _mesa_HashTable *Objects;
2829 };
2830
2831 /**
2832 * Compiler options for a single GLSL shaders type
2833 */
2834 struct gl_shader_compiler_options
2835 {
2836 /** Driver-selectable options: */
2837 GLboolean EmitCondCodes; /**< Use condition codes? */
2838 GLboolean EmitNoLoops;
2839 GLboolean EmitNoFunctions;
2840 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2841 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2842 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2843 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2844 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2845
2846 /**
2847 * \name Forms of indirect addressing the driver cannot do.
2848 */
2849 /*@{*/
2850 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2851 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2852 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2853 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2854 /*@}*/
2855
2856 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2857 GLuint MaxUnrollIterations;
2858
2859 /**
2860 * Optimize code for array of structures backends.
2861 *
2862 * This is a proxy for:
2863 * - preferring DP4 instructions (rather than MUL/MAD) for
2864 * matrix * vector operations, such as position transformation.
2865 */
2866 GLboolean OptimizeForAOS;
2867
2868 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2869 };
2870
2871
2872 /**
2873 * Occlusion/timer query object.
2874 */
2875 struct gl_query_object
2876 {
2877 GLenum Target; /**< The query target, when active */
2878 GLuint Id; /**< hash table ID/name */
2879 GLchar *Label; /**< GL_KHR_debug */
2880 GLuint64EXT Result; /**< the counter */
2881 GLboolean Active; /**< inside Begin/EndQuery */
2882 GLboolean Ready; /**< result is ready? */
2883 GLboolean EverBound;/**< has query object ever been bound */
2884 };
2885
2886
2887 /**
2888 * Context state for query objects.
2889 */
2890 struct gl_query_state
2891 {
2892 struct _mesa_HashTable *QueryObjects;
2893 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2894 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2895
2896 /** GL_NV_conditional_render */
2897 struct gl_query_object *CondRenderQuery;
2898
2899 /** GL_EXT_transform_feedback */
2900 struct gl_query_object *PrimitivesGenerated;
2901 struct gl_query_object *PrimitivesWritten;
2902
2903 /** GL_ARB_timer_query */
2904 struct gl_query_object *TimeElapsed;
2905
2906 GLenum CondRenderMode;
2907 };
2908
2909
2910 /** Sync object state */
2911 struct gl_sync_object
2912 {
2913 GLenum Type; /**< GL_SYNC_FENCE */
2914 GLuint Name; /**< Fence name */
2915 GLchar *Label; /**< GL_KHR_debug */
2916 GLint RefCount; /**< Reference count */
2917 GLboolean DeletePending; /**< Object was deleted while there were still
2918 * live references (e.g., sync not yet finished)
2919 */
2920 GLenum SyncCondition;
2921 GLbitfield Flags; /**< Flags passed to glFenceSync */
2922 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2923 };
2924
2925
2926 /**
2927 * State which can be shared by multiple contexts:
2928 */
2929 struct gl_shared_state
2930 {
2931 mtx_t Mutex; /**< for thread safety */
2932 GLint RefCount; /**< Reference count */
2933 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2934 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2935
2936 /** Default texture objects (shared by all texture units) */
2937 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2938
2939 /** Fallback texture used when a bound texture is incomplete */
2940 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2941
2942 /**
2943 * \name Thread safety and statechange notification for texture
2944 * objects.
2945 *
2946 * \todo Improve the granularity of locking.
2947 */
2948 /*@{*/
2949 mtx_t TexMutex; /**< texobj thread safety */
2950 GLuint TextureStateStamp; /**< state notification for shared tex */
2951 /*@}*/
2952
2953 /** Default buffer object for vertex arrays that aren't in VBOs */
2954 struct gl_buffer_object *NullBufferObj;
2955
2956 /**
2957 * \name Vertex/geometry/fragment programs
2958 */
2959 /*@{*/
2960 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2961 struct gl_vertex_program *DefaultVertexProgram;
2962 struct gl_fragment_program *DefaultFragmentProgram;
2963 struct gl_geometry_program *DefaultGeometryProgram;
2964 /*@}*/
2965
2966 /* GL_ATI_fragment_shader */
2967 struct _mesa_HashTable *ATIShaders;
2968 struct ati_fragment_shader *DefaultFragmentShader;
2969
2970 struct _mesa_HashTable *BufferObjects;
2971
2972 /** Table of both gl_shader and gl_shader_program objects */
2973 struct _mesa_HashTable *ShaderObjects;
2974
2975 /* GL_EXT_framebuffer_object */
2976 struct _mesa_HashTable *RenderBuffers;
2977 struct _mesa_HashTable *FrameBuffers;
2978
2979 /* GL_ARB_sync */
2980 struct set *SyncObjects;
2981
2982 /** GL_ARB_sampler_objects */
2983 struct _mesa_HashTable *SamplerObjects;
2984
2985 /**
2986 * Some context in this share group was affected by a GPU reset
2987 *
2988 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2989 * been affected by a GPU reset must also return
2990 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2991 *
2992 * Once this field becomes true, it is never reset to false.
2993 */
2994 bool ShareGroupReset;
2995 };
2996
2997
2998
2999 /**
3000 * Renderbuffers represent drawing surfaces such as color, depth and/or
3001 * stencil. A framebuffer object has a set of renderbuffers.
3002 * Drivers will typically derive subclasses of this type.
3003 */
3004 struct gl_renderbuffer
3005 {
3006 mtx_t Mutex; /**< for thread safety */
3007 GLuint ClassID; /**< Useful for drivers */
3008 GLuint Name;
3009 GLchar *Label; /**< GL_KHR_debug */
3010 GLint RefCount;
3011 GLuint Width, Height;
3012 GLuint Depth;
3013 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3014 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3015 /**
3016 * True for renderbuffers that wrap textures, giving the driver a chance to
3017 * flush render caches through the FinishRenderTexture hook.
3018 *
3019 * Drivers may also set this on renderbuffers other than those generated by
3020 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3021 * called without a rb->TexImage.
3022 */
3023 GLboolean NeedsFinishRenderTexture;
3024 GLubyte NumSamples;
3025 GLenum InternalFormat; /**< The user-specified format */
3026 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3027 GL_STENCIL_INDEX. */
3028 mesa_format Format; /**< The actual renderbuffer memory format */
3029 /**
3030 * Pointer to the texture image if this renderbuffer wraps a texture,
3031 * otherwise NULL.
3032 *
3033 * Note that the reference on the gl_texture_object containing this
3034 * TexImage is held by the gl_renderbuffer_attachment.
3035 */
3036 struct gl_texture_image *TexImage;
3037
3038 /** Delete this renderbuffer */
3039 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3040
3041 /** Allocate new storage for this renderbuffer */
3042 GLboolean (*AllocStorage)(struct gl_context *ctx,
3043 struct gl_renderbuffer *rb,
3044 GLenum internalFormat,
3045 GLuint width, GLuint height);
3046 };
3047
3048
3049 /**
3050 * A renderbuffer attachment points to either a texture object (and specifies
3051 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3052 */
3053 struct gl_renderbuffer_attachment
3054 {
3055 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3056 GLboolean Complete;
3057
3058 /**
3059 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3060 * application supplied renderbuffer object.
3061 */
3062 struct gl_renderbuffer *Renderbuffer;
3063
3064 /**
3065 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3066 * supplied texture object.
3067 */
3068 struct gl_texture_object *Texture;
3069 GLuint TextureLevel; /**< Attached mipmap level. */
3070 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3071 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3072 * and 2D array textures */
3073 GLboolean Layered;
3074 };
3075
3076
3077 /**
3078 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3079 * In C++ terms, think of this as a base class from which device drivers
3080 * will make derived classes.
3081 */
3082 struct gl_framebuffer
3083 {
3084 mtx_t Mutex; /**< for thread safety */
3085 /**
3086 * If zero, this is a window system framebuffer. If non-zero, this
3087 * is a FBO framebuffer; note that for some devices (i.e. those with
3088 * a natural pixel coordinate system for FBOs that differs from the
3089 * OpenGL/Mesa coordinate system), this means that the viewport,
3090 * polygon face orientation, and polygon stipple will have to be inverted.
3091 */
3092 GLuint Name;
3093 GLchar *Label; /**< GL_KHR_debug */
3094
3095 GLint RefCount;
3096 GLboolean DeletePending;
3097
3098 /**
3099 * The framebuffer's visual. Immutable if this is a window system buffer.
3100 * Computed from attachments if user-made FBO.
3101 */
3102 struct gl_config Visual;
3103
3104 GLuint Width, Height; /**< size of frame buffer in pixels */
3105
3106 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3107 /*@{*/
3108 GLint _Xmin, _Xmax; /**< inclusive */
3109 GLint _Ymin, _Ymax; /**< exclusive */
3110 /*@}*/
3111
3112 /** \name Derived Z buffer stuff */
3113 /*@{*/
3114 GLuint _DepthMax; /**< Max depth buffer value */
3115 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3116 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3117 /*@}*/
3118
3119 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3120 GLenum _Status;
3121
3122 /** Integer color values */
3123 GLboolean _IntegerColor;
3124
3125 /* ARB_color_buffer_float */
3126 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3127 GLboolean _HasSNormOrFloatColorBuffer;
3128
3129 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3130 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3131
3132 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3133 * attribute group and GL_PIXEL attribute group, respectively.
3134 */
3135 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3136 GLenum ColorReadBuffer;
3137
3138 /** Computed from ColorDraw/ReadBuffer above */
3139 GLuint _NumColorDrawBuffers;
3140 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3141 GLint _ColorReadBufferIndex; /* -1 = None */
3142 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3143 struct gl_renderbuffer *_ColorReadBuffer;
3144
3145 /**
3146 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3147 * is not layered. For cube maps and cube map arrays, each cube face
3148 * counts as a layer.
3149 */
3150 GLuint MaxNumLayers;
3151
3152 /** Delete this framebuffer */
3153 void (*Delete)(struct gl_framebuffer *fb);
3154 };
3155
3156
3157 /**
3158 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3159 */
3160 struct gl_precision
3161 {
3162 GLushort RangeMin; /**< min value exponent */
3163 GLushort RangeMax; /**< max value exponent */
3164 GLushort Precision; /**< number of mantissa bits */
3165 };
3166
3167
3168 /**
3169 * Limits for vertex, geometry and fragment programs/shaders.
3170 */
3171 struct gl_program_constants
3172 {
3173 /* logical limits */
3174 GLuint MaxInstructions;
3175 GLuint MaxAluInstructions;
3176 GLuint MaxTexInstructions;
3177 GLuint MaxTexIndirections;
3178 GLuint MaxAttribs;
3179 GLuint MaxTemps;
3180 GLuint MaxAddressRegs;
3181 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3182 GLuint MaxParameters;
3183 GLuint MaxLocalParams;
3184 GLuint MaxEnvParams;
3185 /* native/hardware limits */
3186 GLuint MaxNativeInstructions;
3187 GLuint MaxNativeAluInstructions;
3188 GLuint MaxNativeTexInstructions;
3189 GLuint MaxNativeTexIndirections;
3190 GLuint MaxNativeAttribs;
3191 GLuint MaxNativeTemps;
3192 GLuint MaxNativeAddressRegs;
3193 GLuint MaxNativeParameters;
3194 /* For shaders */
3195 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3196
3197 /**
3198 * \name Per-stage input / output limits
3199 *
3200 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3201 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3202 * ES). This is stored as \c gl_constants::MaxVarying.
3203 *
3204 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3205 * variables. Each stage as a certain number of outputs that it can feed
3206 * to the next stage and a certain number inputs that it can consume from
3207 * the previous stage.
3208 *
3209 * Vertex shader inputs do not participate this in this accounting.
3210 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3211 *
3212 * Fragment shader outputs do not participate this in this accounting.
3213 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3214 */
3215 /*@{*/
3216 GLuint MaxInputComponents;
3217 GLuint MaxOutputComponents;
3218 /*@}*/
3219
3220 /* ES 2.0 and GL_ARB_ES2_compatibility */
3221 struct gl_precision LowFloat, MediumFloat, HighFloat;
3222 struct gl_precision LowInt, MediumInt, HighInt;
3223 /* GL_ARB_uniform_buffer_object */
3224 GLuint MaxUniformBlocks;
3225 GLuint MaxCombinedUniformComponents;
3226 GLuint MaxTextureImageUnits;
3227
3228 /* GL_ARB_shader_atomic_counters */
3229 GLuint MaxAtomicBuffers;
3230 GLuint MaxAtomicCounters;
3231
3232 /* GL_ARB_shader_image_load_store */
3233 GLuint MaxImageUniforms;
3234 };
3235
3236
3237 /**
3238 * Constants which may be overridden by device driver during context creation
3239 * but are never changed after that.
3240 */
3241 struct gl_constants
3242 {
3243 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3244 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3245 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3246 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3247 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3248 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3249 GLuint MaxTextureCoordUnits;
3250 GLuint MaxCombinedTextureImageUnits;
3251 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3252 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3253 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3254 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3255
3256 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3257
3258 GLuint MaxArrayLockSize;
3259
3260 GLint SubPixelBits;
3261
3262 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3263 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3264 GLfloat PointSizeGranularity;
3265 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3266 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3267 GLfloat LineWidthGranularity;
3268
3269 GLuint MaxClipPlanes;
3270 GLuint MaxLights;
3271 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3272 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3273
3274 GLuint MaxViewportWidth, MaxViewportHeight;
3275 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3276 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3277 struct {
3278 GLfloat Min;
3279 GLfloat Max;
3280 } ViewportBounds; /**< GL_ARB_viewport_array */
3281
3282 struct gl_program_constants Program[MESA_SHADER_STAGES];
3283 GLuint MaxProgramMatrices;
3284 GLuint MaxProgramMatrixStackDepth;
3285
3286 struct {
3287 GLuint SamplesPassed;
3288 GLuint TimeElapsed;
3289 GLuint Timestamp;
3290 GLuint PrimitivesGenerated;
3291 GLuint PrimitivesWritten;
3292 } QueryCounterBits;
3293
3294 /** vertex array / buffer object bounds checking */
3295 GLboolean CheckArrayBounds;
3296
3297 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3298
3299 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3300 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3301 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3302
3303 /** Number of varying vectors between any two shader stages. */
3304 GLuint MaxVarying;
3305
3306 /** @{
3307 * GL_ARB_uniform_buffer_object
3308 */
3309 GLuint MaxCombinedUniformBlocks;
3310 GLuint MaxUniformBufferBindings;
3311 GLuint MaxUniformBlockSize;
3312 GLuint UniformBufferOffsetAlignment;
3313 /** @} */
3314
3315 /** GL_ARB_geometry_shader4 */
3316 GLuint MaxGeometryOutputVertices;
3317 GLuint MaxGeometryTotalOutputComponents;
3318
3319 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3320
3321 /**
3322 * Changes default GLSL extension behavior from "error" to "warn". It's out
3323 * of spec, but it can make some apps work that otherwise wouldn't.
3324 */
3325 GLboolean ForceGLSLExtensionsWarn;
3326
3327 /**
3328 * If non-zero, forces GLSL shaders without the #version directive to behave
3329 * as if they began with "#version ForceGLSLVersion".
3330 */
3331 GLuint ForceGLSLVersion;
3332
3333 /**
3334 * Does the driver support real 32-bit integers? (Otherwise, integers are
3335 * simulated via floats.)
3336 */
3337 GLboolean NativeIntegers;
3338
3339 /**
3340 * If the driver supports real 32-bit integers, what integer value should be
3341 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3342 */
3343 GLuint UniformBooleanTrue;
3344
3345 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3346 GLbitfield SupportedBumpUnits;
3347
3348 /**
3349 * Maximum amount of time, measured in nanseconds, that the server can wait.
3350 */
3351 GLuint64 MaxServerWaitTimeout;
3352
3353 /** GL_EXT_provoking_vertex */
3354 GLboolean QuadsFollowProvokingVertexConvention;
3355
3356 /** OpenGL version 3.0 */
3357 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3358
3359 /** OpenGL version 3.2 */
3360 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3361
3362 /** GL_EXT_transform_feedback */
3363 GLuint MaxTransformFeedbackBuffers;
3364 GLuint MaxTransformFeedbackSeparateComponents;
3365 GLuint MaxTransformFeedbackInterleavedComponents;
3366 GLuint MaxVertexStreams;
3367
3368 /** GL_EXT_gpu_shader4 */
3369 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3370
3371 /** GL_ARB_texture_gather */
3372 GLuint MinProgramTextureGatherOffset;
3373 GLuint MaxProgramTextureGatherOffset;
3374 GLuint MaxProgramTextureGatherComponents;
3375
3376 /* GL_ARB_robustness */
3377 GLenum ResetStrategy;
3378
3379 /* GL_ARB_blend_func_extended */
3380 GLuint MaxDualSourceDrawBuffers;
3381
3382 /**
3383 * Whether the implementation strips out and ignores texture borders.
3384 *
3385 * Many GPU hardware implementations don't support rendering with texture
3386 * borders and mipmapped textures. (Note: not static border color, but the
3387 * old 1-pixel border around each edge). Implementations then have to do
3388 * slow fallbacks to be correct, or just ignore the border and be fast but
3389 * wrong. Setting the flag strips the border off of TexImage calls,
3390 * providing "fast but wrong" at significantly reduced driver complexity.
3391 *
3392 * Texture borders are deprecated in GL 3.0.
3393 **/
3394 GLboolean StripTextureBorder;
3395
3396 /**
3397 * For drivers which can do a better job at eliminating unused uniforms
3398 * than the GLSL compiler.
3399 *
3400 * XXX Remove these as soon as a better solution is available.
3401 */
3402 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3403
3404 /**
3405 * Force software support for primitive restart in the VBO module.
3406 */
3407 GLboolean PrimitiveRestartInSoftware;
3408
3409 /**
3410 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3411 * than passing the transform feedback object to the drawing function.
3412 */
3413 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3414
3415 /** GL_ARB_map_buffer_alignment */
3416 GLuint MinMapBufferAlignment;
3417
3418 /**
3419 * Disable varying packing. This is out of spec, but potentially useful
3420 * for older platforms that supports a limited number of texture
3421 * indirections--on these platforms, unpacking the varyings in the fragment
3422 * shader increases the number of texture indirections by 1, which might
3423 * make some shaders not executable at all.
3424 *
3425 * Drivers that support transform feedback must set this value to GL_FALSE.
3426 */
3427 GLboolean DisableVaryingPacking;
3428
3429 /*
3430 * Maximum value supported for an index in DrawElements and friends.
3431 *
3432 * This must be at least (1ull<<24)-1. The default value is
3433 * (1ull<<32)-1.
3434 *
3435 * \since ES 3.0 or GL_ARB_ES3_compatibility
3436 * \sa _mesa_init_constants
3437 */
3438 GLuint64 MaxElementIndex;
3439
3440 /**
3441 * Disable interpretation of line continuations (lines ending with a
3442 * backslash character ('\') in GLSL source.
3443 */
3444 GLboolean DisableGLSLLineContinuations;
3445
3446 /** GL_ARB_texture_multisample */
3447 GLint MaxColorTextureSamples;
3448 GLint MaxDepthTextureSamples;
3449 GLint MaxIntegerSamples;
3450
3451 /** GL_ARB_shader_atomic_counters */
3452 GLuint MaxAtomicBufferBindings;
3453 GLuint MaxAtomicBufferSize;
3454 GLuint MaxCombinedAtomicBuffers;
3455 GLuint MaxCombinedAtomicCounters;
3456
3457 /** GL_ARB_vertex_attrib_binding */
3458 GLint MaxVertexAttribRelativeOffset;
3459 GLint MaxVertexAttribBindings;
3460
3461 /* GL_ARB_shader_image_load_store */
3462 GLuint MaxImageUnits;
3463 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3464 GLuint MaxImageSamples;
3465 GLuint MaxCombinedImageUniforms;
3466
3467 /** GL_ARB_compute_shader */
3468 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3469 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3470 GLuint MaxComputeWorkGroupInvocations;
3471
3472 /** GL_ARB_gpu_shader5 */
3473 GLfloat MinFragmentInterpolationOffset;
3474 GLfloat MaxFragmentInterpolationOffset;
3475 };
3476
3477
3478 /**
3479 * Enable flag for each OpenGL extension. Different device drivers will
3480 * enable different extensions at runtime.
3481 */
3482 struct gl_extensions
3483 {
3484 GLboolean dummy; /* don't remove this! */
3485 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3486 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3487 GLboolean ANGLE_texture_compression_dxt;
3488 GLboolean ARB_ES2_compatibility;
3489 GLboolean ARB_ES3_compatibility;
3490 GLboolean ARB_arrays_of_arrays;
3491 GLboolean ARB_base_instance;
3492 GLboolean ARB_blend_func_extended;
3493 GLboolean ARB_buffer_storage;
3494 GLboolean ARB_color_buffer_float;
3495 GLboolean ARB_compute_shader;
3496 GLboolean ARB_conservative_depth;
3497 GLboolean ARB_depth_buffer_float;
3498 GLboolean ARB_depth_clamp;
3499 GLboolean ARB_depth_texture;
3500 GLboolean ARB_draw_buffers_blend;
3501 GLboolean ARB_draw_elements_base_vertex;
3502 GLboolean ARB_draw_indirect;
3503 GLboolean ARB_draw_instanced;
3504 GLboolean ARB_fragment_coord_conventions;
3505 GLboolean ARB_fragment_program;
3506 GLboolean ARB_fragment_program_shadow;
3507 GLboolean ARB_fragment_shader;
3508 GLboolean ARB_framebuffer_object;
3509 GLboolean ARB_explicit_attrib_location;
3510 GLboolean ARB_geometry_shader4;
3511 GLboolean ARB_gpu_shader5;
3512 GLboolean ARB_half_float_vertex;
3513 GLboolean ARB_instanced_arrays;
3514 GLboolean ARB_internalformat_query;
3515 GLboolean ARB_map_buffer_range;
3516 GLboolean ARB_occlusion_query;
3517 GLboolean ARB_occlusion_query2;
3518 GLboolean ARB_point_sprite;
3519 GLboolean ARB_sample_shading;
3520 GLboolean ARB_seamless_cube_map;
3521 GLboolean ARB_separate_shader_objects;
3522 GLboolean ARB_shader_atomic_counters;
3523 GLboolean ARB_shader_bit_encoding;
3524 GLboolean ARB_shader_image_load_store;
3525 GLboolean ARB_shader_stencil_export;
3526 GLboolean ARB_shader_texture_lod;
3527 GLboolean ARB_shading_language_packing;
3528 GLboolean ARB_shading_language_420pack;
3529 GLboolean ARB_shadow;
3530 GLboolean ARB_stencil_texturing;
3531 GLboolean ARB_sync;
3532 GLboolean ARB_texture_border_clamp;
3533 GLboolean ARB_texture_buffer_object;
3534 GLboolean ARB_texture_buffer_object_rgb32;
3535 GLboolean ARB_texture_buffer_range;
3536 GLboolean ARB_texture_compression_rgtc;
3537 GLboolean ARB_texture_cube_map;
3538 GLboolean ARB_texture_cube_map_array;
3539 GLboolean ARB_texture_env_combine;
3540 GLboolean ARB_texture_env_crossbar;
3541 GLboolean ARB_texture_env_dot3;
3542 GLboolean ARB_texture_float;
3543 GLboolean ARB_texture_gather;
3544 GLboolean ARB_texture_mirror_clamp_to_edge;
3545 GLboolean ARB_texture_multisample;
3546 GLboolean ARB_texture_non_power_of_two;
3547 GLboolean ARB_texture_query_levels;
3548 GLboolean ARB_texture_query_lod;
3549 GLboolean ARB_texture_rg;
3550 GLboolean ARB_texture_rgb10_a2ui;
3551 GLboolean ARB_texture_view;
3552 GLboolean ARB_timer_query;
3553 GLboolean ARB_transform_feedback2;
3554 GLboolean ARB_transform_feedback3;
3555 GLboolean ARB_transform_feedback_instanced;
3556 GLboolean ARB_uniform_buffer_object;
3557 GLboolean ARB_vertex_program;
3558 GLboolean ARB_vertex_shader;
3559 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3560 GLboolean ARB_vertex_type_2_10_10_10_rev;
3561 GLboolean ARB_viewport_array;
3562 GLboolean EXT_blend_color;
3563 GLboolean EXT_blend_equation_separate;
3564 GLboolean EXT_blend_func_separate;
3565 GLboolean EXT_blend_minmax;
3566 GLboolean EXT_depth_bounds_test;
3567 GLboolean EXT_draw_buffers2;
3568 GLboolean EXT_framebuffer_multisample;
3569 GLboolean EXT_framebuffer_multisample_blit_scaled;
3570 GLboolean EXT_framebuffer_sRGB;
3571 GLboolean EXT_gpu_program_parameters;
3572 GLboolean EXT_gpu_shader4;
3573 GLboolean EXT_packed_float;
3574 GLboolean EXT_pixel_buffer_object;
3575 GLboolean EXT_point_parameters;
3576 GLboolean EXT_provoking_vertex;
3577 GLboolean EXT_separate_shader_objects;
3578 GLboolean EXT_shader_integer_mix;
3579 GLboolean EXT_stencil_two_side;
3580 GLboolean EXT_texture3D;
3581 GLboolean EXT_texture_array;
3582 GLboolean EXT_texture_compression_latc;
3583 GLboolean EXT_texture_compression_s3tc;
3584 GLboolean EXT_texture_env_dot3;
3585 GLboolean EXT_texture_filter_anisotropic;
3586 GLboolean EXT_texture_integer;
3587 GLboolean EXT_texture_mirror_clamp;
3588 GLboolean EXT_texture_shared_exponent;
3589 GLboolean EXT_texture_snorm;
3590 GLboolean EXT_texture_sRGB;
3591 GLboolean EXT_texture_sRGB_decode;
3592 GLboolean EXT_texture_swizzle;
3593 GLboolean EXT_transform_feedback;
3594 GLboolean EXT_timer_query;
3595 GLboolean EXT_vertex_array_bgra;
3596 GLboolean OES_standard_derivatives;
3597 /* vendor extensions */
3598 GLboolean AMD_performance_monitor;
3599 GLboolean AMD_seamless_cubemap_per_texture;
3600 GLboolean AMD_vertex_shader_layer;
3601 GLboolean APPLE_object_purgeable;
3602 GLboolean ATI_envmap_bumpmap;
3603 GLboolean ATI_texture_compression_3dc;
3604 GLboolean ATI_texture_mirror_once;
3605 GLboolean ATI_texture_env_combine3;
3606 GLboolean ATI_fragment_shader;
3607 GLboolean ATI_separate_stencil;
3608 GLboolean MESA_pack_invert;
3609 GLboolean MESA_ycbcr_texture;
3610 GLboolean NV_conditional_render;
3611 GLboolean NV_fog_distance;
3612 GLboolean NV_fragment_program_option;
3613 GLboolean NV_point_sprite;
3614 GLboolean NV_primitive_restart;
3615 GLboolean NV_texture_barrier;
3616 GLboolean NV_texture_env_combine4;
3617 GLboolean NV_texture_rectangle;
3618 GLboolean NV_vdpau_interop;
3619 GLboolean TDFX_texture_compression_FXT1;
3620 GLboolean OES_EGL_image;
3621 GLboolean OES_draw_texture;
3622 GLboolean OES_depth_texture_cube_map;
3623 GLboolean OES_EGL_image_external;
3624 GLboolean OES_compressed_ETC1_RGB8_texture;
3625 GLboolean extension_sentinel;
3626 /** The extension string */
3627 const GLubyte *String;
3628 /** Number of supported extensions */
3629 GLuint Count;
3630 };
3631
3632
3633 /**
3634 * A stack of matrices (projection, modelview, color, texture, etc).
3635 */
3636 struct gl_matrix_stack
3637 {
3638 GLmatrix *Top; /**< points into Stack */
3639 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3640 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3641 GLuint MaxDepth; /**< size of Stack[] array */
3642 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3643 };
3644
3645
3646 /**
3647 * \name Bits for image transfer operations
3648 * \sa __struct gl_contextRec::ImageTransferState.
3649 */
3650 /*@{*/
3651 #define IMAGE_SCALE_BIAS_BIT 0x1
3652 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3653 #define IMAGE_MAP_COLOR_BIT 0x4
3654 #define IMAGE_CLAMP_BIT 0x800
3655
3656
3657 /** Pixel Transfer ops */
3658 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3659 IMAGE_SHIFT_OFFSET_BIT | \
3660 IMAGE_MAP_COLOR_BIT)
3661
3662 /**
3663 * \name Bits to indicate what state has changed.
3664 */
3665 /*@{*/
3666 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3667 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3668 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3669 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3670 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3671 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3672 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3673 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3674 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3675 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3676 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3677 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3678 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3679 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3680 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3681 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3682 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3683 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3684 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3685 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3686 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3687 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3688 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3689 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3690 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3691 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3692 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3693 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3694 #define _NEW_BUFFER_OBJECT (1 << 28)
3695 #define _NEW_FRAG_CLAMP (1 << 29)
3696 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3697 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3698 #define _NEW_ALL ~0
3699 /*@}*/
3700
3701
3702 /**
3703 * Composite state flags
3704 */
3705 /*@{*/
3706 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3707 _NEW_TEXTURE | \
3708 _NEW_POINT | \
3709 _NEW_PROGRAM | \
3710 _NEW_MODELVIEW)
3711
3712 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3713 _NEW_FOG | \
3714 _NEW_PROGRAM)
3715
3716
3717 /*@}*/
3718
3719
3720
3721
3722 /* This has to be included here. */
3723 #include "dd.h"
3724
3725
3726 /**
3727 * Display list flags.
3728 * Strictly this is a tnl-private concept, but it doesn't seem
3729 * worthwhile adding a tnl private structure just to hold this one bit
3730 * of information:
3731 */
3732 #define DLIST_DANGLING_REFS 0x1
3733
3734
3735 /** Opaque declaration of display list payload data type */
3736 union gl_dlist_node;
3737
3738
3739 /**
3740 * Provide a location where information about a display list can be
3741 * collected. Could be extended with driverPrivate structures,
3742 * etc. in the future.
3743 */
3744 struct gl_display_list
3745 {
3746 GLuint Name;
3747 GLchar *Label; /**< GL_KHR_debug */
3748 GLbitfield Flags; /**< DLIST_x flags */
3749 /** The dlist commands are in a linked list of nodes */
3750 union gl_dlist_node *Head;
3751 };
3752
3753
3754 /**
3755 * State used during display list compilation and execution.
3756 */
3757 struct gl_dlist_state
3758 {
3759 GLuint CallDepth; /**< Current recursion calling depth */
3760
3761 struct gl_display_list *CurrentList; /**< List currently being compiled */
3762 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3763 GLuint CurrentPos; /**< Index into current block of nodes */
3764
3765 GLvertexformat ListVtxfmt;
3766
3767 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3768 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3769
3770 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3771 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3772
3773 struct {
3774 /* State known to have been set by the currently-compiling display
3775 * list. Used to eliminate some redundant state changes.
3776 */
3777 GLenum ShadeModel;
3778 } Current;
3779 };
3780
3781 /** @{
3782 *
3783 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3784 * to small enums suitable for use as an array index.
3785 */
3786
3787 enum mesa_debug_source {
3788 MESA_DEBUG_SOURCE_API,
3789 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3790 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3791 MESA_DEBUG_SOURCE_THIRD_PARTY,
3792 MESA_DEBUG_SOURCE_APPLICATION,
3793 MESA_DEBUG_SOURCE_OTHER,
3794 MESA_DEBUG_SOURCE_COUNT
3795 };
3796
3797 enum mesa_debug_type {
3798 MESA_DEBUG_TYPE_ERROR,
3799 MESA_DEBUG_TYPE_DEPRECATED,
3800 MESA_DEBUG_TYPE_UNDEFINED,
3801 MESA_DEBUG_TYPE_PORTABILITY,
3802 MESA_DEBUG_TYPE_PERFORMANCE,
3803 MESA_DEBUG_TYPE_OTHER,
3804 MESA_DEBUG_TYPE_MARKER,
3805 MESA_DEBUG_TYPE_PUSH_GROUP,
3806 MESA_DEBUG_TYPE_POP_GROUP,
3807 MESA_DEBUG_TYPE_COUNT
3808 };
3809
3810 enum mesa_debug_severity {
3811 MESA_DEBUG_SEVERITY_LOW,
3812 MESA_DEBUG_SEVERITY_MEDIUM,
3813 MESA_DEBUG_SEVERITY_HIGH,
3814 MESA_DEBUG_SEVERITY_NOTIFICATION,
3815 MESA_DEBUG_SEVERITY_COUNT
3816 };
3817
3818 /** @} */
3819
3820 /**
3821 * An error, warning, or other piece of debug information for an application
3822 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3823 */
3824 struct gl_debug_msg
3825 {
3826 enum mesa_debug_source source;
3827 enum mesa_debug_type type;
3828 GLuint id;
3829 enum mesa_debug_severity severity;
3830 GLsizei length;
3831 GLcharARB *message;
3832 };
3833
3834 struct gl_debug_namespace
3835 {
3836 struct _mesa_HashTable *IDs;
3837 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3838 /** lists of IDs in the hash table at each severity */
3839 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3840 };
3841
3842 struct gl_debug_state
3843 {
3844 GLDEBUGPROC Callback;
3845 const void *CallbackData;
3846 GLboolean SyncOutput;
3847 GLboolean DebugOutput;
3848 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3849 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3850 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3851 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3852 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3853 GLint GroupStackDepth;
3854 GLint NumMessages;
3855 GLint NextMsg;
3856 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3857 for the sake of the offsetof() code in get.c */
3858 };
3859
3860 /**
3861 * Enum for the OpenGL APIs we know about and may support.
3862 *
3863 * NOTE: This must match the api_enum table in
3864 * src/mesa/main/get_hash_generator.py
3865 */
3866 typedef enum
3867 {
3868 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3869 API_OPENGLES,
3870 API_OPENGLES2,
3871 API_OPENGL_CORE,
3872 API_OPENGL_LAST = API_OPENGL_CORE
3873 } gl_api;
3874
3875 /**
3876 * Driver-specific state flags.
3877 *
3878 * These are or'd with gl_context::NewDriverState to notify a driver about
3879 * a state change. The driver sets the flags at context creation and
3880 * the meaning of the bits set is opaque to core Mesa.
3881 */
3882 struct gl_driver_flags
3883 {
3884 /** gl_context::Array::_DrawArrays (vertex array state) */
3885 GLbitfield NewArray;
3886
3887 /** gl_context::TransformFeedback::CurrentObject */
3888 GLbitfield NewTransformFeedback;
3889
3890 /** gl_context::TransformFeedback::CurrentObject::shader_program */
3891 GLbitfield NewTransformFeedbackProg;
3892
3893 /** gl_context::RasterDiscard */
3894 GLbitfield NewRasterizerDiscard;
3895
3896 /**
3897 * gl_context::UniformBufferBindings
3898 * gl_shader_program::UniformBlocks
3899 */
3900 GLbitfield NewUniformBuffer;
3901
3902 /**
3903 * gl_context::AtomicBufferBindings
3904 */
3905 GLbitfield NewAtomicBuffer;
3906
3907 /**
3908 * gl_context::ImageUnits
3909 */
3910 GLbitfield NewImageUnits;
3911 };
3912
3913 struct gl_uniform_buffer_binding
3914 {
3915 struct gl_buffer_object *BufferObject;
3916 /** Start of uniform block data in the buffer */
3917 GLintptr Offset;
3918 /** Size of data allowed to be referenced from the buffer (in bytes) */
3919 GLsizeiptr Size;
3920 /**
3921 * glBindBufferBase() indicates that the Size should be ignored and only
3922 * limited by the current size of the BufferObject.
3923 */
3924 GLboolean AutomaticSize;
3925 };
3926
3927 /**
3928 * ARB_shader_image_load_store image unit.
3929 */
3930 struct gl_image_unit
3931 {
3932 /**
3933 * Texture object bound to this unit.
3934 */
3935 struct gl_texture_object *TexObj;
3936
3937 /**
3938 * Level of the texture object bound to this unit.
3939 */
3940 GLuint Level;
3941
3942 /**
3943 * \c GL_TRUE if the whole level is bound as an array of layers, \c
3944 * GL_FALSE if only some specific layer of the texture is bound.
3945 * \sa Layer
3946 */
3947 GLboolean Layered;
3948
3949 /**
3950 * Layer of the texture object bound to this unit, or zero if the
3951 * whole level is bound.
3952 */
3953 GLuint Layer;
3954
3955 /**
3956 * Access allowed to this texture image. Either \c GL_READ_ONLY,
3957 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
3958 */
3959 GLenum Access;
3960
3961 /**
3962 * GL internal format that determines the interpretation of the
3963 * image memory when shader image operations are performed through
3964 * this unit.
3965 */
3966 GLenum Format;
3967
3968 /**
3969 * Mesa format corresponding to \c Format.
3970 */
3971 mesa_format _ActualFormat;
3972
3973 /**
3974 * GL_TRUE if the state of this image unit is valid and access from
3975 * the shader is allowed. Otherwise loads from this unit should
3976 * return zero and stores should have no effect.
3977 */
3978 GLboolean _Valid;
3979 };
3980
3981 /**
3982 * Binding point for an atomic counter buffer object.
3983 */
3984 struct gl_atomic_buffer_binding
3985 {
3986 struct gl_buffer_object *BufferObject;
3987 GLintptr Offset;
3988 GLsizeiptr Size;
3989 };
3990
3991 /**
3992 * Mesa rendering context.
3993 *
3994 * This is the central context data structure for Mesa. Almost all
3995 * OpenGL state is contained in this structure.
3996 * Think of this as a base class from which device drivers will derive
3997 * sub classes.
3998 */
3999 struct gl_context
4000 {
4001 /** State possibly shared with other contexts in the address space */
4002 struct gl_shared_state *Shared;
4003
4004 /** \name API function pointer tables */
4005 /*@{*/
4006 gl_api API;
4007 /**
4008 * The current dispatch table for non-displaylist-saving execution, either
4009 * BeginEnd or OutsideBeginEnd
4010 */
4011 struct _glapi_table *Exec;
4012 /**
4013 * The normal dispatch table for non-displaylist-saving, non-begin/end
4014 */
4015 struct _glapi_table *OutsideBeginEnd;
4016 /** The dispatch table used between glNewList() and glEndList() */
4017 struct _glapi_table *Save;
4018 /**
4019 * The dispatch table used between glBegin() and glEnd() (outside of a
4020 * display list). Only valid functions between those two are set, which is
4021 * mostly just the set in a GLvertexformat struct.
4022 */
4023 struct _glapi_table *BeginEnd;
4024 /**
4025 * Tracks the current dispatch table out of the 3 above, so that it can be
4026 * re-set on glXMakeCurrent().
4027 */
4028 struct _glapi_table *CurrentDispatch;
4029 /*@}*/
4030
4031 struct gl_config Visual;
4032 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4033 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4034 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4035 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4036
4037 /**
4038 * Device driver function pointer table
4039 */
4040 struct dd_function_table Driver;
4041
4042 /** Core/Driver constants */
4043 struct gl_constants Const;
4044
4045 /** \name The various 4x4 matrix stacks */
4046 /*@{*/
4047 struct gl_matrix_stack ModelviewMatrixStack;
4048 struct gl_matrix_stack ProjectionMatrixStack;
4049 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4050 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4051 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4052 /*@}*/
4053
4054 /** Combined modelview and projection matrix */
4055 GLmatrix _ModelProjectMatrix;
4056
4057 /** \name Display lists */
4058 struct gl_dlist_state ListState;
4059
4060 GLboolean ExecuteFlag; /**< Execute GL commands? */
4061 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4062
4063 /** Extension information */
4064 struct gl_extensions Extensions;
4065
4066 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4067 GLuint Version;
4068 char *VersionString;
4069
4070 /** \name State attribute stack (for glPush/PopAttrib) */
4071 /*@{*/
4072 GLuint AttribStackDepth;
4073 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4074 /*@}*/
4075
4076 /** \name Renderer attribute groups
4077 *
4078 * We define a struct for each attribute group to make pushing and popping
4079 * attributes easy. Also it's a good organization.
4080 */
4081 /*@{*/
4082 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4083 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4084 struct gl_current_attrib Current; /**< Current attributes */
4085 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4086 struct gl_eval_attrib Eval; /**< Eval attributes */
4087 struct gl_fog_attrib Fog; /**< Fog attributes */
4088 struct gl_hint_attrib Hint; /**< Hint attributes */
4089 struct gl_light_attrib Light; /**< Light attributes */
4090 struct gl_line_attrib Line; /**< Line attributes */
4091 struct gl_list_attrib List; /**< List attributes */
4092 struct gl_multisample_attrib Multisample;
4093 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4094 struct gl_point_attrib Point; /**< Point attributes */
4095 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4096 GLuint PolygonStipple[32]; /**< Polygon stipple */
4097 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4098 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4099 struct gl_texture_attrib Texture; /**< Texture attributes */
4100 struct gl_transform_attrib Transform; /**< Transformation attributes */
4101 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4102 /*@}*/
4103
4104 /** \name Client attribute stack */
4105 /*@{*/
4106 GLuint ClientAttribStackDepth;
4107 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4108 /*@}*/
4109
4110 /** \name Client attribute groups */
4111 /*@{*/
4112 struct gl_array_attrib Array; /**< Vertex arrays */
4113 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4114 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4115 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4116 /*@}*/
4117
4118 /** \name Other assorted state (not pushed/popped on attribute stack) */
4119 /*@{*/
4120 struct gl_pixelmaps PixelMaps;
4121
4122 struct gl_evaluators EvalMap; /**< All evaluators */
4123 struct gl_feedback Feedback; /**< Feedback */
4124 struct gl_selection Select; /**< Selection */
4125
4126 struct gl_program_state Program; /**< general program state */
4127 struct gl_vertex_program_state VertexProgram;
4128 struct gl_fragment_program_state FragmentProgram;
4129 struct gl_geometry_program_state GeometryProgram;
4130 struct gl_ati_fragment_shader_state ATIFragmentShader;
4131
4132 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4133 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4134 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
4135
4136 struct gl_query_state Query; /**< occlusion, timer queries */
4137
4138 struct gl_transform_feedback_state TransformFeedback;
4139
4140 struct gl_perf_monitor_state PerfMonitor;
4141
4142 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4143
4144 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4145 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4146
4147 /**
4148 * Current GL_ARB_uniform_buffer_object binding referenced by
4149 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4150 */
4151 struct gl_buffer_object *UniformBuffer;
4152
4153 /**
4154 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4155 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4156 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4157 * shader program.
4158 */
4159 struct gl_uniform_buffer_binding
4160 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4161
4162 /**
4163 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4164 * target.
4165 */
4166 struct gl_buffer_object *AtomicBuffer;
4167
4168 /**
4169 * Array of atomic counter buffer binding points.
4170 */
4171 struct gl_atomic_buffer_binding
4172 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4173
4174 /**
4175 * Array of image units for ARB_shader_image_load_store.
4176 */
4177 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4178
4179 /*@}*/
4180
4181 struct gl_meta_state *Meta; /**< for "meta" operations */
4182
4183 /* GL_EXT_framebuffer_object */
4184 struct gl_renderbuffer *CurrentRenderbuffer;
4185
4186 GLenum ErrorValue; /**< Last error code */
4187
4188 /**
4189 * Recognize and silence repeated error debug messages in buggy apps.
4190 */
4191 const char *ErrorDebugFmtString;
4192 GLuint ErrorDebugCount;
4193
4194 /* GL_ARB_debug_output/GL_KHR_debug */
4195 struct gl_debug_state *Debug;
4196
4197 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4198 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4199 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
4200
4201 struct gl_driver_flags DriverFlags;
4202
4203 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4204
4205 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4206
4207 /** \name Derived state */
4208 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4209 GLfloat _EyeZDir[3];
4210 GLfloat _ModelViewInvScale;
4211 GLboolean _NeedEyeCoords;
4212 GLboolean _ForceEyeCoords;
4213
4214 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4215
4216 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4217
4218 /** \name For debugging/development only */
4219 /*@{*/
4220 GLboolean FirstTimeCurrent;
4221 /*@}*/
4222
4223 /** software compression/decompression supported or not */
4224 GLboolean Mesa_DXTn;
4225
4226 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4227
4228 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4229
4230 /**
4231 * \name Hooks for module contexts.
4232 *
4233 * These will eventually live in the driver or elsewhere.
4234 */
4235 /*@{*/
4236 void *swrast_context;
4237 void *swsetup_context;
4238 void *swtnl_context;
4239 struct vbo_context *vbo_context;
4240 struct st_context *st;
4241 void *aelt_context;
4242 /*@}*/
4243
4244 /**
4245 * \name NV_vdpau_interop
4246 */
4247 /*@{*/
4248 const void *vdpDevice;
4249 const void *vdpGetProcAddress;
4250 struct set *vdpSurfaces;
4251 /*@}*/
4252
4253 /**
4254 * Has this context observed a GPU reset in any context in the share group?
4255 *
4256 * Once this field becomes true, it is never reset to false.
4257 */
4258 GLboolean ShareGroupReset;
4259 };
4260
4261
4262 #ifdef DEBUG
4263 extern int MESA_VERBOSE;
4264 extern int MESA_DEBUG_FLAGS;
4265 # define MESA_FUNCTION __FUNCTION__
4266 #else
4267 # define MESA_VERBOSE 0
4268 # define MESA_DEBUG_FLAGS 0
4269 # define MESA_FUNCTION "a function"
4270 # ifndef NDEBUG
4271 # define NDEBUG
4272 # endif
4273 #endif
4274
4275
4276 /** The MESA_VERBOSE var is a bitmask of these flags */
4277 enum _verbose
4278 {
4279 VERBOSE_VARRAY = 0x0001,
4280 VERBOSE_TEXTURE = 0x0002,
4281 VERBOSE_MATERIAL = 0x0004,
4282 VERBOSE_PIPELINE = 0x0008,
4283 VERBOSE_DRIVER = 0x0010,
4284 VERBOSE_STATE = 0x0020,
4285 VERBOSE_API = 0x0040,
4286 VERBOSE_DISPLAY_LIST = 0x0100,
4287 VERBOSE_LIGHTING = 0x0200,
4288 VERBOSE_PRIMS = 0x0400,
4289 VERBOSE_VERTS = 0x0800,
4290 VERBOSE_DISASSEM = 0x1000,
4291 VERBOSE_DRAW = 0x2000,
4292 VERBOSE_SWAPBUFFERS = 0x4000
4293 };
4294
4295
4296 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4297 enum _debug
4298 {
4299 DEBUG_SILENT = (1 << 0),
4300 DEBUG_ALWAYS_FLUSH = (1 << 1),
4301 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4302 DEBUG_INCOMPLETE_FBO = (1 << 3)
4303 };
4304
4305
4306
4307 #ifdef __cplusplus
4308 }
4309 #endif
4310
4311 #endif /* MTYPES_H */