glsl: use bitmask of active xfb buffer indices
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47 #include "compiler/glsl/list.h"
48
49
50 #ifdef __cplusplus
51 extern "C" {
52 #endif
53
54
55 /**
56 * \name 64-bit extension of GLbitfield.
57 */
58 /*@{*/
59 typedef GLuint64 GLbitfield64;
60
61 /** Set a single bit */
62 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
63 /** Set all bits up to excluding bit b */
64 #define BITFIELD64_MASK(b) \
65 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
66 /** Set count bits starting from bit b */
67 #define BITFIELD64_RANGE(b, count) \
68 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
69
70
71 /**
72 * \name Some forward type declarations
73 */
74 /*@{*/
75 struct _mesa_HashTable;
76 struct gl_attrib_node;
77 struct gl_list_extensions;
78 struct gl_meta_state;
79 struct gl_program_cache;
80 struct gl_texture_object;
81 struct gl_debug_state;
82 struct gl_context;
83 struct st_context;
84 struct gl_uniform_storage;
85 struct prog_instruction;
86 struct gl_program_parameter_list;
87 struct set;
88 struct set_entry;
89 struct vbo_context;
90 /*@}*/
91
92
93 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
94 #define PRIM_MAX GL_PATCHES
95 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
96 #define PRIM_UNKNOWN (PRIM_MAX + 2)
97
98 /**
99 * Determine if the given gl_varying_slot appears in the fragment shader.
100 */
101 static inline GLboolean
102 _mesa_varying_slot_in_fs(gl_varying_slot slot)
103 {
104 switch (slot) {
105 case VARYING_SLOT_PSIZ:
106 case VARYING_SLOT_BFC0:
107 case VARYING_SLOT_BFC1:
108 case VARYING_SLOT_EDGE:
109 case VARYING_SLOT_CLIP_VERTEX:
110 case VARYING_SLOT_LAYER:
111 case VARYING_SLOT_TESS_LEVEL_OUTER:
112 case VARYING_SLOT_TESS_LEVEL_INNER:
113 return GL_FALSE;
114 default:
115 return GL_TRUE;
116 }
117 }
118
119 /**
120 * Indexes for all renderbuffers
121 */
122 typedef enum
123 {
124 /* the four standard color buffers */
125 BUFFER_FRONT_LEFT,
126 BUFFER_BACK_LEFT,
127 BUFFER_FRONT_RIGHT,
128 BUFFER_BACK_RIGHT,
129 BUFFER_DEPTH,
130 BUFFER_STENCIL,
131 BUFFER_ACCUM,
132 /* optional aux buffer */
133 BUFFER_AUX0,
134 /* generic renderbuffers */
135 BUFFER_COLOR0,
136 BUFFER_COLOR1,
137 BUFFER_COLOR2,
138 BUFFER_COLOR3,
139 BUFFER_COLOR4,
140 BUFFER_COLOR5,
141 BUFFER_COLOR6,
142 BUFFER_COLOR7,
143 BUFFER_COUNT
144 } gl_buffer_index;
145
146 /**
147 * Bit flags for all renderbuffers
148 */
149 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
150 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
151 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
152 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
153 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
154 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
155 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
156 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
157 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
158 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
159 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
160 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
161 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
162 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
163 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
164 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
165 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
166 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
167 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
168
169 /**
170 * Mask of all the color buffer bits (but not accum).
171 */
172 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
173 BUFFER_BIT_BACK_LEFT | \
174 BUFFER_BIT_FRONT_RIGHT | \
175 BUFFER_BIT_BACK_RIGHT | \
176 BUFFER_BIT_AUX0 | \
177 BUFFER_BIT_COLOR0 | \
178 BUFFER_BIT_COLOR1 | \
179 BUFFER_BIT_COLOR2 | \
180 BUFFER_BIT_COLOR3 | \
181 BUFFER_BIT_COLOR4 | \
182 BUFFER_BIT_COLOR5 | \
183 BUFFER_BIT_COLOR6 | \
184 BUFFER_BIT_COLOR7)
185
186 /**
187 * Framebuffer configuration (aka visual / pixelformat)
188 * Note: some of these fields should be boolean, but it appears that
189 * code in drivers/dri/common/util.c requires int-sized fields.
190 */
191 struct gl_config
192 {
193 GLboolean rgbMode;
194 GLboolean floatMode;
195 GLuint doubleBufferMode;
196 GLuint stereoMode;
197
198 GLboolean haveAccumBuffer;
199 GLboolean haveDepthBuffer;
200 GLboolean haveStencilBuffer;
201
202 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
203 GLuint redMask, greenMask, blueMask, alphaMask;
204 GLint rgbBits; /* total bits for rgb */
205 GLint indexBits; /* total bits for colorindex */
206
207 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
208 GLint depthBits;
209 GLint stencilBits;
210
211 GLint numAuxBuffers;
212
213 GLint level;
214
215 /* EXT_visual_rating / GLX 1.2 */
216 GLint visualRating;
217
218 /* EXT_visual_info / GLX 1.2 */
219 GLint transparentPixel;
220 /* colors are floats scaled to ints */
221 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
222 GLint transparentIndex;
223
224 /* ARB_multisample / SGIS_multisample */
225 GLint sampleBuffers;
226 GLint samples;
227
228 /* SGIX_pbuffer / GLX 1.3 */
229 GLint maxPbufferWidth;
230 GLint maxPbufferHeight;
231 GLint maxPbufferPixels;
232 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
233 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
234
235 /* OML_swap_method */
236 GLint swapMethod;
237
238 /* EXT_texture_from_pixmap */
239 GLint bindToTextureRgb;
240 GLint bindToTextureRgba;
241 GLint bindToMipmapTexture;
242 GLint bindToTextureTargets;
243 GLint yInverted;
244
245 /* EXT_framebuffer_sRGB */
246 GLint sRGBCapable;
247 };
248
249
250 /**
251 * \name Bit flags used for updating material values.
252 */
253 /*@{*/
254 #define MAT_ATTRIB_FRONT_AMBIENT 0
255 #define MAT_ATTRIB_BACK_AMBIENT 1
256 #define MAT_ATTRIB_FRONT_DIFFUSE 2
257 #define MAT_ATTRIB_BACK_DIFFUSE 3
258 #define MAT_ATTRIB_FRONT_SPECULAR 4
259 #define MAT_ATTRIB_BACK_SPECULAR 5
260 #define MAT_ATTRIB_FRONT_EMISSION 6
261 #define MAT_ATTRIB_BACK_EMISSION 7
262 #define MAT_ATTRIB_FRONT_SHININESS 8
263 #define MAT_ATTRIB_BACK_SHININESS 9
264 #define MAT_ATTRIB_FRONT_INDEXES 10
265 #define MAT_ATTRIB_BACK_INDEXES 11
266 #define MAT_ATTRIB_MAX 12
267
268 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
269 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
270 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
271 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
272 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
273 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
274
275 #define MAT_INDEX_AMBIENT 0
276 #define MAT_INDEX_DIFFUSE 1
277 #define MAT_INDEX_SPECULAR 2
278
279 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
280 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
281 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
282 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
283 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
284 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
285 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
286 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
287 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
288 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
289 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
290 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
291
292
293 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
294 MAT_BIT_FRONT_AMBIENT | \
295 MAT_BIT_FRONT_DIFFUSE | \
296 MAT_BIT_FRONT_SPECULAR | \
297 MAT_BIT_FRONT_SHININESS | \
298 MAT_BIT_FRONT_INDEXES)
299
300 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
301 MAT_BIT_BACK_AMBIENT | \
302 MAT_BIT_BACK_DIFFUSE | \
303 MAT_BIT_BACK_SPECULAR | \
304 MAT_BIT_BACK_SHININESS | \
305 MAT_BIT_BACK_INDEXES)
306
307 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
308 /*@}*/
309
310
311 /**
312 * Material state.
313 */
314 struct gl_material
315 {
316 GLfloat Attrib[MAT_ATTRIB_MAX][4];
317 };
318
319
320 /**
321 * Light state flags.
322 */
323 /*@{*/
324 #define LIGHT_SPOT 0x1
325 #define LIGHT_LOCAL_VIEWER 0x2
326 #define LIGHT_POSITIONAL 0x4
327 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
328 /*@}*/
329
330
331 /**
332 * Light source state.
333 */
334 struct gl_light
335 {
336 struct gl_light *next; /**< double linked list with sentinel */
337 struct gl_light *prev;
338
339 GLfloat Ambient[4]; /**< ambient color */
340 GLfloat Diffuse[4]; /**< diffuse color */
341 GLfloat Specular[4]; /**< specular color */
342 GLfloat EyePosition[4]; /**< position in eye coordinates */
343 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
344 GLfloat SpotExponent;
345 GLfloat SpotCutoff; /**< in degrees */
346 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
347 GLfloat ConstantAttenuation;
348 GLfloat LinearAttenuation;
349 GLfloat QuadraticAttenuation;
350 GLboolean Enabled; /**< On/off flag */
351
352 /**
353 * \name Derived fields
354 */
355 /*@{*/
356 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
357
358 GLfloat _Position[4]; /**< position in eye/obj coordinates */
359 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
360 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
361 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
362 GLfloat _VP_inf_spot_attenuation;
363
364 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
365 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
366 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
367 /*@}*/
368 };
369
370
371 /**
372 * Light model state.
373 */
374 struct gl_lightmodel
375 {
376 GLfloat Ambient[4]; /**< ambient color */
377 GLboolean LocalViewer; /**< Local (or infinite) view point? */
378 GLboolean TwoSide; /**< Two (or one) sided lighting? */
379 GLenum ColorControl; /**< either GL_SINGLE_COLOR
380 * or GL_SEPARATE_SPECULAR_COLOR */
381 };
382
383
384 /**
385 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
386 */
387 struct gl_accum_attrib
388 {
389 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
390 };
391
392
393 /**
394 * Used for storing clear color, texture border color, etc.
395 * The float values are typically unclamped.
396 */
397 union gl_color_union
398 {
399 GLfloat f[4];
400 GLint i[4];
401 GLuint ui[4];
402 };
403
404
405 /**
406 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
407 */
408 struct gl_colorbuffer_attrib
409 {
410 GLuint ClearIndex; /**< Index for glClear */
411 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
412 GLuint IndexMask; /**< Color index write mask */
413 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
414
415 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
416
417 /**
418 * \name alpha testing
419 */
420 /*@{*/
421 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
422 GLenum AlphaFunc; /**< Alpha test function */
423 GLfloat AlphaRefUnclamped;
424 GLclampf AlphaRef; /**< Alpha reference value */
425 /*@}*/
426
427 /**
428 * \name Blending
429 */
430 /*@{*/
431 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
432
433 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
434 * control, only on the fixed-pointness of the render target.
435 * The query does however depend on fragment color clamping.
436 */
437 GLfloat BlendColorUnclamped[4]; /**< Blending color */
438 GLfloat BlendColor[4]; /**< Blending color */
439
440 struct
441 {
442 GLenum SrcRGB; /**< RGB blend source term */
443 GLenum DstRGB; /**< RGB blend dest term */
444 GLenum SrcA; /**< Alpha blend source term */
445 GLenum DstA; /**< Alpha blend dest term */
446 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
447 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
448 /**
449 * Set if any blend factor uses SRC1. Computed at the time blend factors
450 * get set.
451 */
452 GLboolean _UsesDualSrc;
453 } Blend[MAX_DRAW_BUFFERS];
454 /** Are the blend func terms currently different for each buffer/target? */
455 GLboolean _BlendFuncPerBuffer;
456 /** Are the blend equations currently different for each buffer/target? */
457 GLboolean _BlendEquationPerBuffer;
458 /*@}*/
459
460 /**
461 * \name Logic op
462 */
463 /*@{*/
464 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
465 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
466 GLenum LogicOp; /**< Logic operator */
467
468 /*@}*/
469
470 GLboolean DitherFlag; /**< Dither enable flag */
471
472 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
473 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
474 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
475
476 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
477 };
478
479
480 /**
481 * Current attribute group (GL_CURRENT_BIT).
482 */
483 struct gl_current_attrib
484 {
485 /**
486 * \name Current vertex attributes (color, texcoords, etc).
487 * \note Values are valid only after FLUSH_VERTICES has been called.
488 * \note Index and Edgeflag current values are stored as floats in the
489 * SIX and SEVEN attribute slots.
490 * \note We need double storage for 64-bit vertex attributes
491 */
492 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
493
494 /**
495 * \name Current raster position attributes (always up to date after a
496 * glRasterPos call).
497 */
498 GLfloat RasterPos[4];
499 GLfloat RasterDistance;
500 GLfloat RasterColor[4];
501 GLfloat RasterSecondaryColor[4];
502 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
503 GLboolean RasterPosValid;
504 };
505
506
507 /**
508 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
509 */
510 struct gl_depthbuffer_attrib
511 {
512 GLenum Func; /**< Function for depth buffer compare */
513 GLclampd Clear; /**< Value to clear depth buffer to */
514 GLboolean Test; /**< Depth buffering enabled flag */
515 GLboolean Mask; /**< Depth buffer writable? */
516 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
517 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
518 };
519
520
521 /**
522 * Evaluator attribute group (GL_EVAL_BIT).
523 */
524 struct gl_eval_attrib
525 {
526 /**
527 * \name Enable bits
528 */
529 /*@{*/
530 GLboolean Map1Color4;
531 GLboolean Map1Index;
532 GLboolean Map1Normal;
533 GLboolean Map1TextureCoord1;
534 GLboolean Map1TextureCoord2;
535 GLboolean Map1TextureCoord3;
536 GLboolean Map1TextureCoord4;
537 GLboolean Map1Vertex3;
538 GLboolean Map1Vertex4;
539 GLboolean Map2Color4;
540 GLboolean Map2Index;
541 GLboolean Map2Normal;
542 GLboolean Map2TextureCoord1;
543 GLboolean Map2TextureCoord2;
544 GLboolean Map2TextureCoord3;
545 GLboolean Map2TextureCoord4;
546 GLboolean Map2Vertex3;
547 GLboolean Map2Vertex4;
548 GLboolean AutoNormal;
549 /*@}*/
550
551 /**
552 * \name Map Grid endpoints and divisions and calculated du values
553 */
554 /*@{*/
555 GLint MapGrid1un;
556 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
557 GLint MapGrid2un, MapGrid2vn;
558 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
559 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
560 /*@}*/
561 };
562
563
564 /**
565 * Fog attribute group (GL_FOG_BIT).
566 */
567 struct gl_fog_attrib
568 {
569 GLboolean Enabled; /**< Fog enabled flag */
570 GLboolean ColorSumEnabled;
571 GLfloat ColorUnclamped[4]; /**< Fog color */
572 GLfloat Color[4]; /**< Fog color */
573 GLfloat Density; /**< Density >= 0.0 */
574 GLfloat Start; /**< Start distance in eye coords */
575 GLfloat End; /**< End distance in eye coords */
576 GLfloat Index; /**< Fog index */
577 GLenum Mode; /**< Fog mode */
578 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
579 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
580 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
581 };
582
583
584 /**
585 * Hint attribute group (GL_HINT_BIT).
586 *
587 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
588 */
589 struct gl_hint_attrib
590 {
591 GLenum PerspectiveCorrection;
592 GLenum PointSmooth;
593 GLenum LineSmooth;
594 GLenum PolygonSmooth;
595 GLenum Fog;
596 GLenum TextureCompression; /**< GL_ARB_texture_compression */
597 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
598 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
599 };
600
601
602 /**
603 * Lighting attribute group (GL_LIGHT_BIT).
604 */
605 struct gl_light_attrib
606 {
607 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
608 struct gl_lightmodel Model; /**< Lighting model */
609
610 /**
611 * Front and back material values.
612 * Note: must call FLUSH_VERTICES() before using.
613 */
614 struct gl_material Material;
615
616 GLboolean Enabled; /**< Lighting enabled flag */
617 GLboolean ColorMaterialEnabled;
618
619 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
620 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
621 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
622 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
623 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
624
625
626 GLboolean _ClampVertexColor;
627 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
628
629 /**
630 * Derived state for optimizations:
631 */
632 /*@{*/
633 GLboolean _NeedEyeCoords;
634 GLboolean _NeedVertices; /**< Use fast shader? */
635 struct gl_light EnabledList; /**< List sentinel */
636
637 GLfloat _BaseColor[2][3];
638 /*@}*/
639 };
640
641
642 /**
643 * Line attribute group (GL_LINE_BIT).
644 */
645 struct gl_line_attrib
646 {
647 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
648 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
649 GLushort StipplePattern; /**< Stipple pattern */
650 GLint StippleFactor; /**< Stipple repeat factor */
651 GLfloat Width; /**< Line width */
652 };
653
654
655 /**
656 * Display list attribute group (GL_LIST_BIT).
657 */
658 struct gl_list_attrib
659 {
660 GLuint ListBase;
661 };
662
663
664 /**
665 * Multisample attribute group (GL_MULTISAMPLE_BIT).
666 */
667 struct gl_multisample_attrib
668 {
669 GLboolean Enabled;
670 GLboolean SampleAlphaToCoverage;
671 GLboolean SampleAlphaToOne;
672 GLboolean SampleCoverage;
673 GLboolean SampleCoverageInvert;
674 GLboolean SampleShading;
675
676 /* ARB_texture_multisample / GL3.2 additions */
677 GLboolean SampleMask;
678
679 GLfloat SampleCoverageValue;
680 GLfloat MinSampleShadingValue;
681
682 /** The GL spec defines this as an array but >32x MSAA is madness */
683 GLbitfield SampleMaskValue;
684 };
685
686
687 /**
688 * A pixelmap (see glPixelMap)
689 */
690 struct gl_pixelmap
691 {
692 GLint Size;
693 GLfloat Map[MAX_PIXEL_MAP_TABLE];
694 };
695
696
697 /**
698 * Collection of all pixelmaps
699 */
700 struct gl_pixelmaps
701 {
702 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
703 struct gl_pixelmap GtoG;
704 struct gl_pixelmap BtoB;
705 struct gl_pixelmap AtoA;
706 struct gl_pixelmap ItoR;
707 struct gl_pixelmap ItoG;
708 struct gl_pixelmap ItoB;
709 struct gl_pixelmap ItoA;
710 struct gl_pixelmap ItoI;
711 struct gl_pixelmap StoS;
712 };
713
714
715 /**
716 * Pixel attribute group (GL_PIXEL_MODE_BIT).
717 */
718 struct gl_pixel_attrib
719 {
720 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
721
722 /*--- Begin Pixel Transfer State ---*/
723 /* Fields are in the order in which they're applied... */
724
725 /** Scale & Bias (index shift, offset) */
726 /*@{*/
727 GLfloat RedBias, RedScale;
728 GLfloat GreenBias, GreenScale;
729 GLfloat BlueBias, BlueScale;
730 GLfloat AlphaBias, AlphaScale;
731 GLfloat DepthBias, DepthScale;
732 GLint IndexShift, IndexOffset;
733 /*@}*/
734
735 /* Pixel Maps */
736 /* Note: actual pixel maps are not part of this attrib group */
737 GLboolean MapColorFlag;
738 GLboolean MapStencilFlag;
739
740 /*--- End Pixel Transfer State ---*/
741
742 /** glPixelZoom */
743 GLfloat ZoomX, ZoomY;
744 };
745
746
747 /**
748 * Point attribute group (GL_POINT_BIT).
749 */
750 struct gl_point_attrib
751 {
752 GLfloat Size; /**< User-specified point size */
753 GLfloat Params[3]; /**< GL_EXT_point_parameters */
754 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
755 GLfloat Threshold; /**< GL_EXT_point_parameters */
756 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
757 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
758 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
759 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
760 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
761 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
762 };
763
764
765 /**
766 * Polygon attribute group (GL_POLYGON_BIT).
767 */
768 struct gl_polygon_attrib
769 {
770 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
771 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
772 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
773 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
774 GLboolean CullFlag; /**< Culling on/off flag */
775 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
776 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
777 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
778 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
779 GLfloat OffsetUnits; /**< Polygon offset units, from user */
780 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
781 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
782 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
783 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
784 };
785
786
787 /**
788 * Scissor attributes (GL_SCISSOR_BIT).
789 */
790 struct gl_scissor_rect
791 {
792 GLint X, Y; /**< Lower left corner of box */
793 GLsizei Width, Height; /**< Size of box */
794 };
795 struct gl_scissor_attrib
796 {
797 GLbitfield EnableFlags; /**< Scissor test enabled? */
798 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
799 };
800
801
802 /**
803 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
804 *
805 * Three sets of stencil data are tracked so that OpenGL 2.0,
806 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
807 * simultaneously. In each of the stencil state arrays, element 0 corresponds
808 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
809 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
810 * GL_EXT_stencil_two_side GL_BACK state.
811 *
812 * The derived value \c _BackFace is either 1 or 2 depending on whether or
813 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
814 *
815 * The derived value \c _TestTwoSide is set when the front-face and back-face
816 * stencil state are different.
817 */
818 struct gl_stencil_attrib
819 {
820 GLboolean Enabled; /**< Enabled flag */
821 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
822 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
823 GLboolean _Enabled; /**< Enabled and stencil buffer present */
824 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
825 GLboolean _TestTwoSide;
826 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
827 GLenum Function[3]; /**< Stencil function */
828 GLenum FailFunc[3]; /**< Fail function */
829 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
830 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
831 GLint Ref[3]; /**< Reference value */
832 GLuint ValueMask[3]; /**< Value mask */
833 GLuint WriteMask[3]; /**< Write mask */
834 GLuint Clear; /**< Clear value */
835 };
836
837
838 /**
839 * An index for each type of texture object. These correspond to the GL
840 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
841 * Note: the order is from highest priority to lowest priority.
842 */
843 typedef enum
844 {
845 TEXTURE_2D_MULTISAMPLE_INDEX,
846 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
847 TEXTURE_CUBE_ARRAY_INDEX,
848 TEXTURE_BUFFER_INDEX,
849 TEXTURE_2D_ARRAY_INDEX,
850 TEXTURE_1D_ARRAY_INDEX,
851 TEXTURE_EXTERNAL_INDEX,
852 TEXTURE_CUBE_INDEX,
853 TEXTURE_3D_INDEX,
854 TEXTURE_RECT_INDEX,
855 TEXTURE_2D_INDEX,
856 TEXTURE_1D_INDEX,
857 NUM_TEXTURE_TARGETS
858 } gl_texture_index;
859
860
861 /**
862 * Bit flags for each type of texture object
863 */
864 /*@{*/
865 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
866 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
867 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
868 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
869 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
870 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
871 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
872 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
873 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
874 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
875 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
876 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
877 /*@}*/
878
879
880 /**
881 * Texture image state. Drivers will typically create a subclass of this
882 * with extra fields for memory buffers, etc.
883 */
884 struct gl_texture_image
885 {
886 GLint InternalFormat; /**< Internal format as given by the user */
887 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
888 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
889 * GL_INTENSITY, GL_DEPTH_COMPONENT or
890 * GL_DEPTH_STENCIL_EXT only. Used for
891 * choosing TexEnv arithmetic.
892 */
893 mesa_format TexFormat; /**< The actual texture memory format */
894
895 GLuint Border; /**< 0 or 1 */
896 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
897 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
898 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
899 GLuint Width2; /**< = Width - 2*Border */
900 GLuint Height2; /**< = Height - 2*Border */
901 GLuint Depth2; /**< = Depth - 2*Border */
902 GLuint WidthLog2; /**< = log2(Width2) */
903 GLuint HeightLog2; /**< = log2(Height2) */
904 GLuint DepthLog2; /**< = log2(Depth2) */
905 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
906 levels, computed from the dimensions */
907
908 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
909 GLuint Level; /**< Which mipmap level am I? */
910 /** Cube map face: index into gl_texture_object::Image[] array */
911 GLuint Face;
912
913 /** GL_ARB_texture_multisample */
914 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
915 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
916 };
917
918
919 /**
920 * Indexes for cube map faces.
921 */
922 typedef enum
923 {
924 FACE_POS_X = 0,
925 FACE_NEG_X = 1,
926 FACE_POS_Y = 2,
927 FACE_NEG_Y = 3,
928 FACE_POS_Z = 4,
929 FACE_NEG_Z = 5,
930 MAX_FACES = 6
931 } gl_face_index;
932
933
934 /**
935 * Sampler object state. These objects are new with GL_ARB_sampler_objects
936 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
937 */
938 struct gl_sampler_object
939 {
940 mtx_t Mutex;
941 GLuint Name;
942 GLint RefCount;
943 GLchar *Label; /**< GL_KHR_debug */
944
945 GLenum WrapS; /**< S-axis texture image wrap mode */
946 GLenum WrapT; /**< T-axis texture image wrap mode */
947 GLenum WrapR; /**< R-axis texture image wrap mode */
948 GLenum MinFilter; /**< minification filter */
949 GLenum MagFilter; /**< magnification filter */
950 union gl_color_union BorderColor; /**< Interpreted according to texture format */
951 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
952 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
953 GLfloat LodBias; /**< OpenGL 1.4 */
954 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
955 GLenum CompareMode; /**< GL_ARB_shadow */
956 GLenum CompareFunc; /**< GL_ARB_shadow */
957 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
958 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
959 };
960
961
962 /**
963 * Texture object state. Contains the array of mipmap images, border color,
964 * wrap modes, filter modes, and shadow/texcompare state.
965 */
966 struct gl_texture_object
967 {
968 mtx_t Mutex; /**< for thread safety */
969 GLint RefCount; /**< reference count */
970 GLuint Name; /**< the user-visible texture object ID */
971 GLchar *Label; /**< GL_KHR_debug */
972 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
973 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
974 Only valid when Target is valid. */
975
976 struct gl_sampler_object Sampler;
977
978 GLenum DepthMode; /**< GL_ARB_depth_texture */
979 bool StencilSampling; /**< Should we sample stencil instead of depth? */
980
981 GLfloat Priority; /**< in [0,1] */
982 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
983 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
984 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
985 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
986 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
987 GLint CropRect[4]; /**< GL_OES_draw_texture */
988 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
989 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
990 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
991 GLboolean _BaseComplete; /**< Is the base texture level valid? */
992 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
993 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
994 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
995 GLboolean Purgeable; /**< Is the buffer purgeable under memory
996 pressure? */
997 GLboolean Immutable; /**< GL_ARB_texture_storage */
998 GLboolean _IsFloat; /**< GL_OES_float_texture */
999 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1000
1001 GLuint MinLevel; /**< GL_ARB_texture_view */
1002 GLuint MinLayer; /**< GL_ARB_texture_view */
1003 GLuint NumLevels; /**< GL_ARB_texture_view */
1004 GLuint NumLayers; /**< GL_ARB_texture_view */
1005
1006 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1007 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1008
1009 /** GL_ARB_texture_buffer_object */
1010 struct gl_buffer_object *BufferObject;
1011 GLenum BufferObjectFormat;
1012 /** Equivalent Mesa format for BufferObjectFormat. */
1013 mesa_format _BufferObjectFormat;
1014 /** GL_ARB_texture_buffer_range */
1015 GLintptr BufferOffset;
1016 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1017
1018 /** GL_OES_EGL_image_external */
1019 GLint RequiredTextureImageUnits;
1020
1021 /** GL_ARB_shader_image_load_store */
1022 GLenum ImageFormatCompatibilityType;
1023 };
1024
1025
1026 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1027 #define MAX_COMBINER_TERMS 4
1028
1029
1030 /**
1031 * Texture combine environment state.
1032 */
1033 struct gl_tex_env_combine_state
1034 {
1035 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1036 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1038 GLenum SourceRGB[MAX_COMBINER_TERMS];
1039 GLenum SourceA[MAX_COMBINER_TERMS];
1040 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1041 GLenum OperandRGB[MAX_COMBINER_TERMS];
1042 GLenum OperandA[MAX_COMBINER_TERMS];
1043 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1044 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1045 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1046 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1047 };
1048
1049
1050 /**
1051 * TexGenEnabled flags.
1052 */
1053 /*@{*/
1054 #define S_BIT 1
1055 #define T_BIT 2
1056 #define R_BIT 4
1057 #define Q_BIT 8
1058 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1059 /*@}*/
1060
1061
1062 /**
1063 * Bit flag versions of the corresponding GL_ constants.
1064 */
1065 /*@{*/
1066 #define TEXGEN_SPHERE_MAP 0x1
1067 #define TEXGEN_OBJ_LINEAR 0x2
1068 #define TEXGEN_EYE_LINEAR 0x4
1069 #define TEXGEN_REFLECTION_MAP_NV 0x8
1070 #define TEXGEN_NORMAL_MAP_NV 0x10
1071
1072 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1073 TEXGEN_REFLECTION_MAP_NV | \
1074 TEXGEN_NORMAL_MAP_NV)
1075 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1076 TEXGEN_REFLECTION_MAP_NV | \
1077 TEXGEN_NORMAL_MAP_NV | \
1078 TEXGEN_EYE_LINEAR)
1079 /*@}*/
1080
1081
1082
1083 /** Tex-gen enabled for texture unit? */
1084 #define ENABLE_TEXGEN(unit) (1 << (unit))
1085
1086 /** Non-identity texture matrix for texture unit? */
1087 #define ENABLE_TEXMAT(unit) (1 << (unit))
1088
1089
1090 /**
1091 * Texture coord generation state.
1092 */
1093 struct gl_texgen
1094 {
1095 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1096 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1097 GLfloat ObjectPlane[4];
1098 GLfloat EyePlane[4];
1099 };
1100
1101
1102 /**
1103 * Texture unit state. Contains enable flags, texture environment/function/
1104 * combiners, texgen state, and pointers to current texture objects.
1105 */
1106 struct gl_texture_unit
1107 {
1108 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1109
1110 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1111 GLclampf EnvColor[4];
1112 GLfloat EnvColorUnclamped[4];
1113
1114 struct gl_texgen GenS;
1115 struct gl_texgen GenT;
1116 struct gl_texgen GenR;
1117 struct gl_texgen GenQ;
1118 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1119 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1120
1121 GLfloat LodBias; /**< for biasing mipmap levels */
1122
1123 /** Texture targets that have a non-default texture bound */
1124 GLbitfield _BoundTextures;
1125
1126 /** Current sampler object (GL_ARB_sampler_objects) */
1127 struct gl_sampler_object *Sampler;
1128
1129 /**
1130 * \name GL_EXT_texture_env_combine
1131 */
1132 struct gl_tex_env_combine_state Combine;
1133
1134 /**
1135 * Derived state based on \c EnvMode and the \c BaseFormat of the
1136 * currently enabled texture.
1137 */
1138 struct gl_tex_env_combine_state _EnvMode;
1139
1140 /**
1141 * Currently enabled combiner state. This will point to either
1142 * \c Combine or \c _EnvMode.
1143 */
1144 struct gl_tex_env_combine_state *_CurrentCombine;
1145
1146 /** Current texture object pointers */
1147 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1148
1149 /** Points to highest priority, complete and enabled texture object */
1150 struct gl_texture_object *_Current;
1151
1152 };
1153
1154
1155 /**
1156 * Texture attribute group (GL_TEXTURE_BIT).
1157 */
1158 struct gl_texture_attrib
1159 {
1160 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1161
1162 /** GL_ARB_seamless_cubemap */
1163 GLboolean CubeMapSeamless;
1164
1165 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1166
1167 /** GL_ARB_texture_buffer_object */
1168 struct gl_buffer_object *BufferObject;
1169
1170 /** Texture coord units/sets used for fragment texturing */
1171 GLbitfield _EnabledCoordUnits;
1172
1173 /** Texture coord units that have texgen enabled */
1174 GLbitfield _TexGenEnabled;
1175
1176 /** Texture coord units that have non-identity matrices */
1177 GLbitfield _TexMatEnabled;
1178
1179 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1180 GLbitfield _GenFlags;
1181
1182 /** Largest index of a texture unit with _Current != NULL. */
1183 GLint _MaxEnabledTexImageUnit;
1184
1185 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1186 GLint NumCurrentTexUsed;
1187
1188 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1189 };
1190
1191
1192 /**
1193 * Data structure representing a single clip plane (e.g. one of the elements
1194 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1195 */
1196 typedef GLfloat gl_clip_plane[4];
1197
1198
1199 /**
1200 * Transformation attribute group (GL_TRANSFORM_BIT).
1201 */
1202 struct gl_transform_attrib
1203 {
1204 GLenum MatrixMode; /**< Matrix mode */
1205 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1206 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1207 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1208 GLboolean Normalize; /**< Normalize all normals? */
1209 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1210 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1211 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1212 /** GL_ARB_clip_control */
1213 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1214 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1215 };
1216
1217
1218 /**
1219 * Viewport attribute group (GL_VIEWPORT_BIT).
1220 */
1221 struct gl_viewport_attrib
1222 {
1223 GLfloat X, Y; /**< position */
1224 GLfloat Width, Height; /**< size */
1225 GLdouble Near, Far; /**< Depth buffer range */
1226 };
1227
1228
1229 typedef enum {
1230 MAP_USER,
1231 MAP_INTERNAL,
1232
1233 MAP_COUNT
1234 } gl_map_buffer_index;
1235
1236
1237 /**
1238 * Fields describing a mapped buffer range.
1239 */
1240 struct gl_buffer_mapping {
1241 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1242 GLvoid *Pointer; /**< User-space address of mapping */
1243 GLintptr Offset; /**< Mapped offset */
1244 GLsizeiptr Length; /**< Mapped length */
1245 };
1246
1247
1248 /**
1249 * Usages we've seen for a buffer object.
1250 */
1251 typedef enum {
1252 USAGE_UNIFORM_BUFFER = 0x1,
1253 USAGE_TEXTURE_BUFFER = 0x2,
1254 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1255 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1256 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1257 USAGE_PIXEL_PACK_BUFFER = 0x20,
1258 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1259 } gl_buffer_usage;
1260
1261
1262 /**
1263 * GL_ARB_vertex/pixel_buffer_object buffer object
1264 */
1265 struct gl_buffer_object
1266 {
1267 mtx_t Mutex;
1268 GLint RefCount;
1269 GLuint Name;
1270 GLchar *Label; /**< GL_KHR_debug */
1271 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1272 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1273 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1274 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1275 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1276 GLboolean Written; /**< Ever written to? (for debugging) */
1277 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1278 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1279 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1280
1281 /** Counters used for buffer usage warnings */
1282 GLuint NumSubDataCalls;
1283 GLuint NumMapBufferWriteCalls;
1284
1285 struct gl_buffer_mapping Mappings[MAP_COUNT];
1286
1287 /** Memoization of min/max index computations for static index buffers */
1288 struct hash_table *MinMaxCache;
1289 unsigned MinMaxCacheHitIndices;
1290 unsigned MinMaxCacheMissIndices;
1291 bool MinMaxCacheDirty;
1292 };
1293
1294
1295 /**
1296 * Client pixel packing/unpacking attributes
1297 */
1298 struct gl_pixelstore_attrib
1299 {
1300 GLint Alignment;
1301 GLint RowLength;
1302 GLint SkipPixels;
1303 GLint SkipRows;
1304 GLint ImageHeight;
1305 GLint SkipImages;
1306 GLboolean SwapBytes;
1307 GLboolean LsbFirst;
1308 GLboolean Invert; /**< GL_MESA_pack_invert */
1309 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1310 GLint CompressedBlockHeight;
1311 GLint CompressedBlockDepth;
1312 GLint CompressedBlockSize;
1313 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1314 };
1315
1316
1317 /**
1318 * Client vertex array attributes
1319 */
1320 struct gl_client_array
1321 {
1322 GLint Size; /**< components per element (1,2,3,4) */
1323 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1324 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1325 GLsizei Stride; /**< user-specified stride */
1326 GLsizei StrideB; /**< actual stride in bytes */
1327 GLuint _ElementSize; /**< size of each element in bytes */
1328 const GLubyte *Ptr; /**< Points to array data */
1329 GLboolean Enabled; /**< Enabled flag is a boolean */
1330 GLboolean Normalized; /**< GL_ARB_vertex_program */
1331 GLboolean Integer; /**< Integer-valued? */
1332 GLboolean Doubles; /**< double precision values are not converted to floats */
1333 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1334
1335 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1336 };
1337
1338
1339 /**
1340 * Vertex attribute array as seen by the client.
1341 *
1342 * Contains the size, type, format and normalization flag,
1343 * along with the index of a vertex buffer binding point.
1344 *
1345 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1346 * and is only present for backwards compatibility reasons.
1347 * Rendering always uses VERTEX_BINDING_STRIDE.
1348 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1349 * and VERTEX_BINDING_STRIDE to the same value, while
1350 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1351 */
1352 struct gl_vertex_attrib_array
1353 {
1354 GLint Size; /**< Components per element (1,2,3,4) */
1355 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1356 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1357 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1358 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1359 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1360 GLboolean Enabled; /**< Whether the array is enabled */
1361 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1362 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1363 GLboolean Doubles; /**< double precision values are not converted to floats */
1364 GLuint _ElementSize; /**< Size of each element in bytes */
1365 GLuint VertexBinding; /**< Vertex buffer binding */
1366 };
1367
1368
1369 /**
1370 * This describes the buffer object used for a vertex array (or
1371 * multiple vertex arrays). If BufferObj points to the default/null
1372 * buffer object, then the vertex array lives in user memory and not a VBO.
1373 */
1374 struct gl_vertex_buffer_binding
1375 {
1376 GLintptr Offset; /**< User-specified offset */
1377 GLsizei Stride; /**< User-specified stride */
1378 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1379 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1380 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1381 };
1382
1383
1384 /**
1385 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1386 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1387 * extension.
1388 */
1389 struct gl_vertex_array_object
1390 {
1391 /** Name of the VAO as received from glGenVertexArray. */
1392 GLuint Name;
1393
1394 GLint RefCount;
1395
1396 GLchar *Label; /**< GL_KHR_debug */
1397
1398 mtx_t Mutex;
1399
1400 /**
1401 * Does the VAO use ARB semantics or Apple semantics?
1402 *
1403 * There are several ways in which ARB_vertex_array_object and
1404 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1405 * least,
1406 *
1407 * - ARB VAOs require that all array data be sourced from vertex buffer
1408 * objects, but Apple VAOs do not.
1409 *
1410 * - ARB VAOs require that names come from GenVertexArrays.
1411 *
1412 * This flag notes which behavior governs this VAO.
1413 */
1414 GLboolean ARBsemantics;
1415
1416 /**
1417 * Has this array object been bound?
1418 */
1419 GLboolean EverBound;
1420
1421 /**
1422 * Derived vertex attribute arrays
1423 *
1424 * This is a legacy data structure created from gl_vertex_attrib_array and
1425 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1426 */
1427 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1428
1429 /** Vertex attribute arrays */
1430 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1431
1432 /** Vertex buffer bindings */
1433 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1434
1435 /** Mask indicating which vertex arrays have vertex buffer associated. */
1436 GLbitfield64 VertexAttribBufferMask;
1437
1438 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1439 GLbitfield64 _Enabled;
1440
1441 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1442 GLbitfield64 NewArrays;
1443
1444 /** The index buffer (also known as the element array buffer in OpenGL). */
1445 struct gl_buffer_object *IndexBufferObj;
1446 };
1447
1448
1449 /** Used to signal when transitioning from one kind of drawing method
1450 * to another.
1451 */
1452 typedef enum {
1453 DRAW_NONE, /**< Initial value only */
1454 DRAW_BEGIN_END,
1455 DRAW_DISPLAY_LIST,
1456 DRAW_ARRAYS
1457 } gl_draw_method;
1458
1459 /**
1460 * Enum for the OpenGL APIs we know about and may support.
1461 *
1462 * NOTE: This must match the api_enum table in
1463 * src/mesa/main/get_hash_generator.py
1464 */
1465 typedef enum
1466 {
1467 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1468 API_OPENGLES,
1469 API_OPENGLES2,
1470 API_OPENGL_CORE,
1471 API_OPENGL_LAST = API_OPENGL_CORE
1472 } gl_api;
1473
1474 /**
1475 * Vertex array state
1476 */
1477 struct gl_array_attrib
1478 {
1479 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1480 struct gl_vertex_array_object *VAO;
1481
1482 /** The default vertex array object */
1483 struct gl_vertex_array_object *DefaultVAO;
1484
1485 /** The last VAO accessed by a DSA function */
1486 struct gl_vertex_array_object *LastLookedUpVAO;
1487
1488 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1489 struct _mesa_HashTable *Objects;
1490
1491 GLint ActiveTexture; /**< Client Active Texture */
1492 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1493 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1494
1495 /**
1496 * \name Primitive restart controls
1497 *
1498 * Primitive restart is enabled if either \c PrimitiveRestart or
1499 * \c PrimitiveRestartFixedIndex is set.
1500 */
1501 /*@{*/
1502 GLboolean PrimitiveRestart;
1503 GLboolean PrimitiveRestartFixedIndex;
1504 GLboolean _PrimitiveRestart;
1505 GLuint RestartIndex;
1506 /*@}*/
1507
1508 /** One of the DRAW_xxx flags, not consumed by drivers */
1509 gl_draw_method DrawMethod;
1510
1511 /* GL_ARB_vertex_buffer_object */
1512 struct gl_buffer_object *ArrayBufferObj;
1513
1514 /**
1515 * Vertex arrays as consumed by a driver.
1516 * The array pointer is set up only by the VBO module.
1517 */
1518 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1519
1520 /** Legal array datatypes and the API for which they have been computed */
1521 GLbitfield LegalTypesMask;
1522 gl_api LegalTypesMaskAPI;
1523 };
1524
1525
1526 /**
1527 * Feedback buffer state
1528 */
1529 struct gl_feedback
1530 {
1531 GLenum Type;
1532 GLbitfield _Mask; /**< FB_* bits */
1533 GLfloat *Buffer;
1534 GLuint BufferSize;
1535 GLuint Count;
1536 };
1537
1538
1539 /**
1540 * Selection buffer state
1541 */
1542 struct gl_selection
1543 {
1544 GLuint *Buffer; /**< selection buffer */
1545 GLuint BufferSize; /**< size of the selection buffer */
1546 GLuint BufferCount; /**< number of values in the selection buffer */
1547 GLuint Hits; /**< number of records in the selection buffer */
1548 GLuint NameStackDepth; /**< name stack depth */
1549 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1550 GLboolean HitFlag; /**< hit flag */
1551 GLfloat HitMinZ; /**< minimum hit depth */
1552 GLfloat HitMaxZ; /**< maximum hit depth */
1553 };
1554
1555
1556 /**
1557 * 1-D Evaluator control points
1558 */
1559 struct gl_1d_map
1560 {
1561 GLuint Order; /**< Number of control points */
1562 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1563 GLfloat *Points; /**< Points to contiguous control points */
1564 };
1565
1566
1567 /**
1568 * 2-D Evaluator control points
1569 */
1570 struct gl_2d_map
1571 {
1572 GLuint Uorder; /**< Number of control points in U dimension */
1573 GLuint Vorder; /**< Number of control points in V dimension */
1574 GLfloat u1, u2, du;
1575 GLfloat v1, v2, dv;
1576 GLfloat *Points; /**< Points to contiguous control points */
1577 };
1578
1579
1580 /**
1581 * All evaluator control point state
1582 */
1583 struct gl_evaluators
1584 {
1585 /**
1586 * \name 1-D maps
1587 */
1588 /*@{*/
1589 struct gl_1d_map Map1Vertex3;
1590 struct gl_1d_map Map1Vertex4;
1591 struct gl_1d_map Map1Index;
1592 struct gl_1d_map Map1Color4;
1593 struct gl_1d_map Map1Normal;
1594 struct gl_1d_map Map1Texture1;
1595 struct gl_1d_map Map1Texture2;
1596 struct gl_1d_map Map1Texture3;
1597 struct gl_1d_map Map1Texture4;
1598 /*@}*/
1599
1600 /**
1601 * \name 2-D maps
1602 */
1603 /*@{*/
1604 struct gl_2d_map Map2Vertex3;
1605 struct gl_2d_map Map2Vertex4;
1606 struct gl_2d_map Map2Index;
1607 struct gl_2d_map Map2Color4;
1608 struct gl_2d_map Map2Normal;
1609 struct gl_2d_map Map2Texture1;
1610 struct gl_2d_map Map2Texture2;
1611 struct gl_2d_map Map2Texture3;
1612 struct gl_2d_map Map2Texture4;
1613 /*@}*/
1614 };
1615
1616
1617 struct gl_transform_feedback_varying_info
1618 {
1619 char *Name;
1620 GLenum Type;
1621 GLint Size;
1622 };
1623
1624
1625 /**
1626 * Per-output info vertex shaders for transform feedback.
1627 */
1628 struct gl_transform_feedback_output
1629 {
1630 unsigned OutputRegister;
1631 unsigned OutputBuffer;
1632 unsigned NumComponents;
1633 unsigned StreamId;
1634
1635 /** offset (in DWORDs) of this output within the interleaved structure */
1636 unsigned DstOffset;
1637
1638 /**
1639 * Offset into the output register of the data to output. For example,
1640 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1641 * offset is in the y and z components of the output register.
1642 */
1643 unsigned ComponentOffset;
1644 };
1645
1646
1647 /** Post-link transform feedback info. */
1648 struct gl_transform_feedback_info
1649 {
1650 unsigned NumOutputs;
1651
1652 /* Bitmask of active buffer indices. */
1653 unsigned ActiveBuffers;
1654
1655 struct gl_transform_feedback_output *Outputs;
1656
1657 /** Transform feedback varyings used for the linking of this shader program.
1658 *
1659 * Use for glGetTransformFeedbackVarying().
1660 */
1661 struct gl_transform_feedback_varying_info *Varyings;
1662 GLint NumVarying;
1663
1664 /**
1665 * Total number of components stored in each buffer. This may be used by
1666 * hardware back-ends to determine the correct stride when interleaving
1667 * multiple transform feedback outputs in the same buffer.
1668 */
1669 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1670
1671 /**
1672 * Which transform feedback stream this buffer binding is associated with.
1673 */
1674 unsigned BufferStream[MAX_FEEDBACK_BUFFERS];
1675 };
1676
1677
1678 /**
1679 * Transform feedback object state
1680 */
1681 struct gl_transform_feedback_object
1682 {
1683 GLuint Name; /**< AKA the object ID */
1684 GLint RefCount;
1685 GLchar *Label; /**< GL_KHR_debug */
1686 GLboolean Active; /**< Is transform feedback enabled? */
1687 GLboolean Paused; /**< Is transform feedback paused? */
1688 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1689 at least once? */
1690 GLboolean EverBound; /**< Has this object been bound? */
1691
1692 /**
1693 * GLES: if Active is true, remaining number of primitives which can be
1694 * rendered without overflow. This is necessary to track because GLES
1695 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1696 * glDrawArraysInstanced would overflow transform feedback buffers.
1697 * Undefined if Active is false.
1698 *
1699 * Not tracked for desktop GL since it's unnecessary.
1700 */
1701 unsigned GlesRemainingPrims;
1702
1703 /**
1704 * The shader program active when BeginTransformFeedback() was called.
1705 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1706 * where stage is the pipeline stage that is the source of data for
1707 * transform feedback.
1708 */
1709 struct gl_shader_program *shader_program;
1710
1711 /** The feedback buffers */
1712 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1713 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1714
1715 /** Start of feedback data in dest buffer */
1716 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1717
1718 /**
1719 * Max data to put into dest buffer (in bytes). Computed based on
1720 * RequestedSize and the actual size of the buffer.
1721 */
1722 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1723
1724 /**
1725 * Size that was specified when the buffer was bound. If the buffer was
1726 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1727 * zero.
1728 */
1729 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1730 };
1731
1732
1733 /**
1734 * Context state for transform feedback.
1735 */
1736 struct gl_transform_feedback_state
1737 {
1738 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1739
1740 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1741 struct gl_buffer_object *CurrentBuffer;
1742
1743 /** The table of all transform feedback objects */
1744 struct _mesa_HashTable *Objects;
1745
1746 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1747 struct gl_transform_feedback_object *CurrentObject;
1748
1749 /** The default xform-fb object (Name==0) */
1750 struct gl_transform_feedback_object *DefaultObject;
1751 };
1752
1753
1754 /**
1755 * A "performance monitor" as described in AMD_performance_monitor.
1756 */
1757 struct gl_perf_monitor_object
1758 {
1759 GLuint Name;
1760
1761 /** True if the monitor is currently active (Begin called but not End). */
1762 GLboolean Active;
1763
1764 /**
1765 * True if the monitor has ended.
1766 *
1767 * This is distinct from !Active because it may never have began.
1768 */
1769 GLboolean Ended;
1770
1771 /**
1772 * A list of groups with currently active counters.
1773 *
1774 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1775 */
1776 unsigned *ActiveGroups;
1777
1778 /**
1779 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1780 *
1781 * Checking whether counter 'c' in group 'g' is active can be done via:
1782 *
1783 * BITSET_TEST(ActiveCounters[g], c)
1784 */
1785 GLuint **ActiveCounters;
1786 };
1787
1788
1789 union gl_perf_monitor_counter_value
1790 {
1791 float f;
1792 uint64_t u64;
1793 uint32_t u32;
1794 };
1795
1796
1797 struct gl_perf_monitor_counter
1798 {
1799 /** Human readable name for the counter. */
1800 const char *Name;
1801
1802 /**
1803 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1804 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1805 */
1806 GLenum Type;
1807
1808 /** Minimum counter value. */
1809 union gl_perf_monitor_counter_value Minimum;
1810
1811 /** Maximum counter value. */
1812 union gl_perf_monitor_counter_value Maximum;
1813 };
1814
1815
1816 struct gl_perf_monitor_group
1817 {
1818 /** Human readable name for the group. */
1819 const char *Name;
1820
1821 /**
1822 * Maximum number of counters in this group which can be active at the
1823 * same time.
1824 */
1825 GLuint MaxActiveCounters;
1826
1827 /** Array of counters within this group. */
1828 const struct gl_perf_monitor_counter *Counters;
1829 GLuint NumCounters;
1830 };
1831
1832
1833 /**
1834 * Context state for AMD_performance_monitor.
1835 */
1836 struct gl_perf_monitor_state
1837 {
1838 /** Array of performance monitor groups (indexed by group ID) */
1839 const struct gl_perf_monitor_group *Groups;
1840 GLuint NumGroups;
1841
1842 /** The table of all performance monitors. */
1843 struct _mesa_HashTable *Monitors;
1844 };
1845
1846
1847 /**
1848 * Names of the various vertex/fragment program register files, etc.
1849 *
1850 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1851 * All values should fit in a 4-bit field.
1852 *
1853 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1854 * considered to be "uniform" variables since they can only be set outside
1855 * glBegin/End. They're also all stored in the same Parameters array.
1856 */
1857 typedef enum
1858 {
1859 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1860 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1861 PROGRAM_INPUT, /**< machine->Inputs[] */
1862 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1863 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1864 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1865 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1866 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1867 PROGRAM_ADDRESS, /**< machine->AddressReg */
1868 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1869 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1870 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1871 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1872 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1873 PROGRAM_MEMORY, /**< for shared, global and local memory */
1874 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1875 PROGRAM_FILE_MAX
1876 } gl_register_file;
1877
1878
1879 /**
1880 * Base class for any kind of program object
1881 */
1882 struct gl_program
1883 {
1884 mtx_t Mutex;
1885 GLuint Id;
1886 GLint RefCount;
1887 GLubyte *String; /**< Null-terminated program text */
1888
1889 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1890 GLenum Format; /**< String encoding format */
1891
1892 struct prog_instruction *Instructions;
1893
1894 struct nir_shader *nir;
1895
1896 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1897 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1898 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1899 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1900 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1901 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1902 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1903 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1904 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1905
1906 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1907
1908 /**
1909 * For vertex and geometry shaders, true if the program uses the
1910 * gl_ClipDistance output. Ignored for fragment shaders.
1911 */
1912 unsigned ClipDistanceArraySize;
1913
1914
1915 /** Named parameters, constants, etc. from program text */
1916 struct gl_program_parameter_list *Parameters;
1917
1918 /**
1919 * Local parameters used by the program.
1920 *
1921 * It's dynamically allocated because it is rarely used (just
1922 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1923 * allocated.
1924 */
1925 GLfloat (*LocalParams)[4];
1926
1927 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1928 GLubyte SamplerUnits[MAX_SAMPLERS];
1929
1930 /** Bitmask of which register files are read/written with indirect
1931 * addressing. Mask of (1 << PROGRAM_x) bits.
1932 */
1933 GLbitfield IndirectRegisterFiles;
1934
1935 /** Logical counts */
1936 /*@{*/
1937 GLuint NumInstructions;
1938 GLuint NumTemporaries;
1939 GLuint NumParameters;
1940 GLuint NumAttributes;
1941 GLuint NumAddressRegs;
1942 GLuint NumAluInstructions;
1943 GLuint NumTexInstructions;
1944 GLuint NumTexIndirections;
1945 /*@}*/
1946 /** Native, actual h/w counts */
1947 /*@{*/
1948 GLuint NumNativeInstructions;
1949 GLuint NumNativeTemporaries;
1950 GLuint NumNativeParameters;
1951 GLuint NumNativeAttributes;
1952 GLuint NumNativeAddressRegs;
1953 GLuint NumNativeAluInstructions;
1954 GLuint NumNativeTexInstructions;
1955 GLuint NumNativeTexIndirections;
1956 /*@}*/
1957 };
1958
1959
1960 /** Vertex program object */
1961 struct gl_vertex_program
1962 {
1963 struct gl_program Base; /**< base class */
1964 GLboolean IsPositionInvariant;
1965 };
1966
1967
1968 /** Tessellation control program object */
1969 struct gl_tess_ctrl_program
1970 {
1971 struct gl_program Base; /**< base class */
1972
1973 /* output layout */
1974 GLint VerticesOut;
1975 };
1976
1977
1978 /** Tessellation evaluation program object */
1979 struct gl_tess_eval_program
1980 {
1981 struct gl_program Base; /**< base class */
1982
1983 /* input layout */
1984 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1985 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1986 GLenum VertexOrder; /* GL_CW or GL_CCW */
1987 bool PointMode;
1988 };
1989
1990
1991 /** Geometry program object */
1992 struct gl_geometry_program
1993 {
1994 struct gl_program Base; /**< base class */
1995
1996 GLint VerticesIn;
1997 GLint VerticesOut;
1998 GLint Invocations;
1999 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2000 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2001 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2002 bool UsesEndPrimitive;
2003 bool UsesStreams;
2004 };
2005
2006
2007 /** Fragment program object */
2008 struct gl_fragment_program
2009 {
2010 struct gl_program Base; /**< base class */
2011 GLboolean UsesKill; /**< shader uses KIL instruction */
2012 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2013 GLboolean OriginUpperLeft;
2014 GLboolean PixelCenterInteger;
2015 enum gl_frag_depth_layout FragDepthLayout;
2016
2017 /**
2018 * GLSL interpolation qualifier associated with each fragment shader input.
2019 * For inputs that do not have an interpolation qualifier specified in
2020 * GLSL, the value is INTERP_QUALIFIER_NONE.
2021 */
2022 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2023
2024 /**
2025 * Bitfield indicating, for each fragment shader input, 1 if that input
2026 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2027 */
2028 GLbitfield64 IsCentroid;
2029
2030 /**
2031 * Bitfield indicating, for each fragment shader input, 1 if that input
2032 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2033 */
2034 GLbitfield64 IsSample;
2035 };
2036
2037
2038 /** Compute program object */
2039 struct gl_compute_program
2040 {
2041 struct gl_program Base; /**< base class */
2042
2043 /**
2044 * Size specified using local_size_{x,y,z}.
2045 */
2046 unsigned LocalSize[3];
2047
2048 /**
2049 * Size of shared variables accessed by the compute shader.
2050 */
2051 unsigned SharedSize;
2052 };
2053
2054
2055 /**
2056 * State common to vertex and fragment programs.
2057 */
2058 struct gl_program_state
2059 {
2060 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2061 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2062 };
2063
2064
2065 /**
2066 * Context state for vertex programs.
2067 */
2068 struct gl_vertex_program_state
2069 {
2070 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2071 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2072 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2073 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2074 /** Computed two sided lighting for fixed function/programs. */
2075 GLboolean _TwoSideEnabled;
2076 struct gl_vertex_program *Current; /**< User-bound vertex program */
2077
2078 /** Currently enabled and valid vertex program (including internal
2079 * programs, user-defined vertex programs and GLSL vertex shaders).
2080 * This is the program we must use when rendering.
2081 */
2082 struct gl_vertex_program *_Current;
2083
2084 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2085
2086 /** Should fixed-function T&L be implemented with a vertex prog? */
2087 GLboolean _MaintainTnlProgram;
2088
2089 /** Program to emulate fixed-function T&L (see above) */
2090 struct gl_vertex_program *_TnlProgram;
2091
2092 /** Cache of fixed-function programs */
2093 struct gl_program_cache *Cache;
2094
2095 GLboolean _Overriden;
2096 };
2097
2098 /**
2099 * Context state for tessellation control programs.
2100 */
2101 struct gl_tess_ctrl_program_state
2102 {
2103 /** Currently bound and valid shader. */
2104 struct gl_tess_ctrl_program *_Current;
2105
2106 GLint patch_vertices;
2107 GLfloat patch_default_outer_level[4];
2108 GLfloat patch_default_inner_level[2];
2109 };
2110
2111 /**
2112 * Context state for tessellation evaluation programs.
2113 */
2114 struct gl_tess_eval_program_state
2115 {
2116 /** Currently bound and valid shader. */
2117 struct gl_tess_eval_program *_Current;
2118 };
2119
2120 /**
2121 * Context state for geometry programs.
2122 */
2123 struct gl_geometry_program_state
2124 {
2125 /** Currently enabled and valid program (including internal programs
2126 * and compiled shader programs).
2127 */
2128 struct gl_geometry_program *_Current;
2129 };
2130
2131 /**
2132 * Context state for fragment programs.
2133 */
2134 struct gl_fragment_program_state
2135 {
2136 GLboolean Enabled; /**< User-set fragment program enable flag */
2137 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2138 struct gl_fragment_program *Current; /**< User-bound fragment program */
2139
2140 /** Currently enabled and valid fragment program (including internal
2141 * programs, user-defined fragment programs and GLSL fragment shaders).
2142 * This is the program we must use when rendering.
2143 */
2144 struct gl_fragment_program *_Current;
2145
2146 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2147
2148 /** Should fixed-function texturing be implemented with a fragment prog? */
2149 GLboolean _MaintainTexEnvProgram;
2150
2151 /** Program to emulate fixed-function texture env/combine (see above) */
2152 struct gl_fragment_program *_TexEnvProgram;
2153
2154 /** Cache of fixed-function programs */
2155 struct gl_program_cache *Cache;
2156 };
2157
2158
2159 /**
2160 * Context state for compute programs.
2161 */
2162 struct gl_compute_program_state
2163 {
2164 /** Currently enabled and valid program (including internal programs
2165 * and compiled shader programs).
2166 */
2167 struct gl_compute_program *_Current;
2168 };
2169
2170
2171 /**
2172 * ATI_fragment_shader runtime state
2173 */
2174
2175 struct atifs_instruction;
2176 struct atifs_setupinst;
2177
2178 /**
2179 * ATI fragment shader
2180 */
2181 struct ati_fragment_shader
2182 {
2183 GLuint Id;
2184 GLint RefCount;
2185 struct atifs_instruction *Instructions[2];
2186 struct atifs_setupinst *SetupInst[2];
2187 GLfloat Constants[8][4];
2188 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2189 GLubyte numArithInstr[2];
2190 GLubyte regsAssigned[2];
2191 GLubyte NumPasses; /**< 1 or 2 */
2192 GLubyte cur_pass;
2193 GLubyte last_optype;
2194 GLboolean interpinp1;
2195 GLboolean isValid;
2196 GLuint swizzlerq;
2197 struct gl_program *Program;
2198 };
2199
2200 /**
2201 * Context state for GL_ATI_fragment_shader
2202 */
2203 struct gl_ati_fragment_shader_state
2204 {
2205 GLboolean Enabled;
2206 GLboolean _Enabled; /**< enabled and valid shader? */
2207 GLboolean Compiling;
2208 GLfloat GlobalConstants[8][4];
2209 struct ati_fragment_shader *Current;
2210 };
2211
2212 /**
2213 * Shader subroutine function definition
2214 */
2215 struct gl_subroutine_function
2216 {
2217 char *name;
2218 int index;
2219 int num_compat_types;
2220 const struct glsl_type **types;
2221 };
2222
2223 /**
2224 * A GLSL vertex or fragment shader object.
2225 */
2226 struct gl_shader
2227 {
2228 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2229 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2230 * Must be the first field.
2231 */
2232 GLenum Type;
2233 gl_shader_stage Stage;
2234 GLuint Name; /**< AKA the handle */
2235 GLint RefCount; /**< Reference count */
2236 GLchar *Label; /**< GL_KHR_debug */
2237 GLboolean DeletePending;
2238 GLboolean CompileStatus;
2239 bool IsES; /**< True if this shader uses GLSL ES */
2240
2241 GLuint SourceChecksum; /**< for debug/logging purposes */
2242 const GLchar *Source; /**< Source code string */
2243
2244 struct gl_program *Program; /**< Post-compile assembly code */
2245 GLchar *InfoLog;
2246
2247 unsigned Version; /**< GLSL version used for linking */
2248
2249 /**
2250 * \name Sampler tracking
2251 *
2252 * \note Each of these fields is only set post-linking.
2253 */
2254 /*@{*/
2255 unsigned num_samplers; /**< Number of samplers used by this shader. */
2256 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2257 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2258 /*@}*/
2259
2260 /**
2261 * Map from sampler unit to texture unit (set by glUniform1i())
2262 *
2263 * A sampler unit is associated with each sampler uniform by the linker.
2264 * The sampler unit associated with each uniform is stored in the
2265 * \c gl_uniform_storage::sampler field.
2266 */
2267 GLubyte SamplerUnits[MAX_SAMPLERS];
2268 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2269 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2270
2271 /**
2272 * Number of default uniform block components used by this shader.
2273 *
2274 * This field is only set post-linking.
2275 */
2276 unsigned num_uniform_components;
2277
2278 /**
2279 * Number of combined uniform components used by this shader.
2280 *
2281 * This field is only set post-linking. It is the sum of the uniform block
2282 * sizes divided by sizeof(float), and num_uniform_compoennts.
2283 */
2284 unsigned num_combined_uniform_components;
2285
2286 /**
2287 * This shader's uniform/ssbo block information.
2288 *
2289 * These fields are only set post-linking.
2290 *
2291 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2292 * useful during the linking process so that we don't have to handle SSBOs
2293 * specifically.
2294 *
2295 * UniformBlocks is a list of UBOs. This is useful for backends that need
2296 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2297 * API specifies.
2298 *
2299 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2300 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2301 * GL API specifies.
2302 *
2303 * UniformBlocks and ShaderStorageBlocks only have pointers into
2304 * BufferInterfaceBlocks so the actual resource information is not
2305 * duplicated.
2306 */
2307 unsigned NumBufferInterfaceBlocks;
2308 struct gl_uniform_block **BufferInterfaceBlocks;
2309
2310 unsigned NumUniformBlocks;
2311 struct gl_uniform_block **UniformBlocks;
2312
2313 unsigned NumShaderStorageBlocks;
2314 struct gl_uniform_block **ShaderStorageBlocks;
2315
2316 struct exec_list *ir;
2317 struct exec_list *packed_varyings;
2318 struct exec_list *fragdata_arrays;
2319 struct glsl_symbol_table *symbols;
2320
2321 bool uses_builtin_functions;
2322 bool uses_gl_fragcoord;
2323 bool redeclares_gl_fragcoord;
2324 bool ARB_fragment_coord_conventions_enable;
2325
2326 /**
2327 * Fragment shader state from GLSL 1.50 layout qualifiers.
2328 */
2329 bool origin_upper_left;
2330 bool pixel_center_integer;
2331
2332 /**
2333 * Tessellation Control shader state from layout qualifiers.
2334 */
2335 struct {
2336 /**
2337 * 0 - vertices not declared in shader, or
2338 * 1 .. GL_MAX_PATCH_VERTICES
2339 */
2340 GLint VerticesOut;
2341 } TessCtrl;
2342
2343 /**
2344 * Tessellation Evaluation shader state from layout qualifiers.
2345 */
2346 struct {
2347 /**
2348 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2349 * in this shader.
2350 */
2351 GLenum PrimitiveMode;
2352 /**
2353 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2354 * in this shader.
2355 */
2356 GLenum Spacing;
2357 /**
2358 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2359 */
2360 GLenum VertexOrder;
2361 /**
2362 * 1, 0, or -1 if it's not set in this shader.
2363 */
2364 int PointMode;
2365 } TessEval;
2366
2367 /**
2368 * Geometry shader state from GLSL 1.50 layout qualifiers.
2369 */
2370 struct {
2371 GLint VerticesOut;
2372 /**
2373 * 0 - Invocations count not declared in shader, or
2374 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2375 */
2376 GLint Invocations;
2377 /**
2378 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2379 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2380 * shader.
2381 */
2382 GLenum InputType;
2383 /**
2384 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2385 * it's not set in this shader.
2386 */
2387 GLenum OutputType;
2388 } Geom;
2389
2390 /**
2391 * Map from image uniform index to image unit (set by glUniform1i())
2392 *
2393 * An image uniform index is associated with each image uniform by
2394 * the linker. The image index associated with each uniform is
2395 * stored in the \c gl_uniform_storage::image field.
2396 */
2397 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2398
2399 /**
2400 * Access qualifier specified in the shader for each image uniform
2401 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2402 * GL_READ_WRITE.
2403 *
2404 * It may be different, though only more strict than the value of
2405 * \c gl_image_unit::Access for the corresponding image unit.
2406 */
2407 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2408
2409 /**
2410 * Number of image uniforms defined in the shader. It specifies
2411 * the number of valid elements in the \c ImageUnits and \c
2412 * ImageAccess arrays above.
2413 */
2414 GLuint NumImages;
2415
2416 struct gl_active_atomic_buffer **AtomicBuffers;
2417 unsigned NumAtomicBuffers;
2418
2419 /**
2420 * Whether early fragment tests are enabled as defined by
2421 * ARB_shader_image_load_store.
2422 */
2423 bool EarlyFragmentTests;
2424
2425 /**
2426 * Compute shader state from ARB_compute_shader layout qualifiers.
2427 */
2428 struct {
2429 /**
2430 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2431 * it's not set in this shader.
2432 */
2433 unsigned LocalSize[3];
2434 } Comp;
2435
2436 /**
2437 * Number of types for subroutine uniforms.
2438 */
2439 GLuint NumSubroutineUniformTypes;
2440
2441 /**
2442 * Subroutine uniform remap table
2443 * based on the program level uniform remap table.
2444 */
2445 GLuint NumSubroutineUniformRemapTable;
2446 struct gl_uniform_storage **SubroutineUniformRemapTable;
2447
2448 /**
2449 * Num of subroutine functions for this stage
2450 * and storage for them.
2451 */
2452 GLuint NumSubroutineFunctions;
2453 struct gl_subroutine_function *SubroutineFunctions;
2454 };
2455
2456
2457 struct gl_uniform_buffer_variable
2458 {
2459 char *Name;
2460
2461 /**
2462 * Name of the uniform as seen by glGetUniformIndices.
2463 *
2464 * glGetUniformIndices requires that the block instance index \b not be
2465 * present in the name of queried uniforms.
2466 *
2467 * \note
2468 * \c gl_uniform_buffer_variable::IndexName and
2469 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2470 */
2471 char *IndexName;
2472
2473 const struct glsl_type *Type;
2474 unsigned int Offset;
2475 GLboolean RowMajor;
2476 };
2477
2478
2479 enum gl_uniform_block_packing
2480 {
2481 ubo_packing_std140,
2482 ubo_packing_shared,
2483 ubo_packing_packed,
2484 ubo_packing_std430
2485 };
2486
2487
2488 struct gl_uniform_block
2489 {
2490 /** Declared name of the uniform block */
2491 char *Name;
2492
2493 /** Array of supplemental information about UBO ir_variables. */
2494 struct gl_uniform_buffer_variable *Uniforms;
2495 GLuint NumUniforms;
2496
2497 /**
2498 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2499 * with glBindBufferBase to bind a buffer object to this uniform block. When
2500 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2501 */
2502 GLuint Binding;
2503
2504 /**
2505 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2506 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2507 */
2508 GLuint UniformBufferSize;
2509
2510 /**
2511 * Is this actually an interface block for a shader storage buffer?
2512 */
2513 bool IsShaderStorage;
2514
2515 /**
2516 * Layout specified in the shader
2517 *
2518 * This isn't accessible through the API, but it is used while
2519 * cross-validating uniform blocks.
2520 */
2521 enum gl_uniform_block_packing _Packing;
2522 };
2523
2524 /**
2525 * Structure that represents a reference to an atomic buffer from some
2526 * shader program.
2527 */
2528 struct gl_active_atomic_buffer
2529 {
2530 /** Uniform indices of the atomic counters declared within it. */
2531 GLuint *Uniforms;
2532 GLuint NumUniforms;
2533
2534 /** Binding point index associated with it. */
2535 GLuint Binding;
2536
2537 /** Minimum reasonable size it is expected to have. */
2538 GLuint MinimumSize;
2539
2540 /** Shader stages making use of it. */
2541 GLboolean StageReferences[MESA_SHADER_STAGES];
2542 };
2543
2544 /**
2545 * Data container for shader queries. This holds only the minimal
2546 * amount of required information for resource queries to work.
2547 */
2548 struct gl_shader_variable
2549 {
2550 /**
2551 * Declared type of the variable
2552 */
2553 const struct glsl_type *type;
2554
2555 /**
2556 * Declared name of the variable
2557 */
2558 char *name;
2559
2560 /**
2561 * Storage location of the base of this variable
2562 *
2563 * The precise meaning of this field depends on the nature of the variable.
2564 *
2565 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2566 * - Vertex shader output: one of the values from \c gl_varying_slot.
2567 * - Geometry shader input: one of the values from \c gl_varying_slot.
2568 * - Geometry shader output: one of the values from \c gl_varying_slot.
2569 * - Fragment shader input: one of the values from \c gl_varying_slot.
2570 * - Fragment shader output: one of the values from \c gl_frag_result.
2571 * - Uniforms: Per-stage uniform slot number for default uniform block.
2572 * - Uniforms: Index within the uniform block definition for UBO members.
2573 * - Non-UBO Uniforms: explicit location until linking then reused to
2574 * store uniform slot number.
2575 * - Other: This field is not currently used.
2576 *
2577 * If the variable is a uniform, shader input, or shader output, and the
2578 * slot has not been assigned, the value will be -1.
2579 */
2580 int location;
2581
2582 /**
2583 * Output index for dual source blending.
2584 *
2585 * \note
2586 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2587 * source blending.
2588 */
2589 unsigned index:1;
2590
2591 /**
2592 * Specifies whether a shader input/output is per-patch in tessellation
2593 * shader stages.
2594 */
2595 unsigned patch:1;
2596
2597 /**
2598 * Storage class of the variable.
2599 *
2600 * \sa (n)ir_variable_mode
2601 */
2602 unsigned mode:4;
2603 };
2604
2605 /**
2606 * Active resource in a gl_shader_program
2607 */
2608 struct gl_program_resource
2609 {
2610 GLenum Type; /** Program interface type. */
2611 const void *Data; /** Pointer to resource associated data structure. */
2612 uint8_t StageReferences; /** Bitmask of shader stage references. */
2613 };
2614
2615 /**
2616 * A GLSL program object.
2617 * Basically a linked collection of vertex and fragment shaders.
2618 */
2619 struct gl_shader_program
2620 {
2621 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2622 GLuint Name; /**< aka handle or ID */
2623 GLchar *Label; /**< GL_KHR_debug */
2624 GLint RefCount; /**< Reference count */
2625 GLboolean DeletePending;
2626
2627 /**
2628 * Is the application intending to glGetProgramBinary this program?
2629 */
2630 GLboolean BinaryRetreivableHint;
2631
2632 /**
2633 * Indicates whether program can be bound for individual pipeline stages
2634 * using UseProgramStages after it is next linked.
2635 */
2636 GLboolean SeparateShader;
2637
2638 GLuint NumShaders; /**< number of attached shaders */
2639 struct gl_shader **Shaders; /**< List of attached the shaders */
2640
2641 /**
2642 * User-defined attribute bindings
2643 *
2644 * These are set via \c glBindAttribLocation and are used to direct the
2645 * GLSL linker. These are \b not the values used in the compiled shader,
2646 * and they are \b not the values returned by \c glGetAttribLocation.
2647 */
2648 struct string_to_uint_map *AttributeBindings;
2649
2650 /**
2651 * User-defined fragment data bindings
2652 *
2653 * These are set via \c glBindFragDataLocation and are used to direct the
2654 * GLSL linker. These are \b not the values used in the compiled shader,
2655 * and they are \b not the values returned by \c glGetFragDataLocation.
2656 */
2657 struct string_to_uint_map *FragDataBindings;
2658 struct string_to_uint_map *FragDataIndexBindings;
2659
2660 /**
2661 * Transform feedback varyings last specified by
2662 * glTransformFeedbackVaryings().
2663 *
2664 * For the current set of transform feedback varyings used for transform
2665 * feedback output, see LinkedTransformFeedback.
2666 */
2667 struct {
2668 GLenum BufferMode;
2669 GLuint NumVarying;
2670 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2671 } TransformFeedback;
2672
2673 /** Post-link transform feedback info. */
2674 struct gl_transform_feedback_info LinkedTransformFeedback;
2675
2676 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2677 enum gl_frag_depth_layout FragDepthLayout;
2678
2679 /**
2680 * Tessellation Control shader state from layout qualifiers.
2681 */
2682 struct {
2683 /**
2684 * 0 - vertices not declared in shader, or
2685 * 1 .. GL_MAX_PATCH_VERTICES
2686 */
2687 GLint VerticesOut;
2688 } TessCtrl;
2689
2690 /**
2691 * Tessellation Evaluation shader state from layout qualifiers.
2692 */
2693 struct {
2694 /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2695 GLenum PrimitiveMode;
2696 /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
2697 GLenum Spacing;
2698 /** GL_CW or GL_CCW */
2699 GLenum VertexOrder;
2700 bool PointMode;
2701 /**
2702 * True if gl_ClipDistance is written to. Copied into
2703 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2704 */
2705 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2706 0 if not present. */
2707 } TessEval;
2708
2709 /**
2710 * Geometry shader state - copied into gl_geometry_program by
2711 * _mesa_copy_linked_program_data().
2712 */
2713 struct {
2714 GLint VerticesIn;
2715 GLint VerticesOut;
2716 /**
2717 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2718 */
2719 GLint Invocations;
2720 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2721 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2722 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2723 /**
2724 * True if gl_ClipDistance is written to. Copied into
2725 * gl_geometry_program by _mesa_copy_linked_program_data().
2726 */
2727 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2728 0 if not present. */
2729 bool UsesEndPrimitive;
2730 bool UsesStreams;
2731 } Geom;
2732
2733 /** Vertex shader state */
2734 struct {
2735 /**
2736 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2737 * by _mesa_copy_linked_program_data().
2738 */
2739 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2740 0 if not present. */
2741 } Vert;
2742
2743 /**
2744 * Compute shader state - copied into gl_compute_program by
2745 * _mesa_copy_linked_program_data().
2746 */
2747 struct {
2748 /**
2749 * If this shader contains a compute stage, size specified using
2750 * local_size_{x,y,z}. Otherwise undefined.
2751 */
2752 unsigned LocalSize[3];
2753 /**
2754 * Size of shared variables accessed by the compute shader.
2755 */
2756 unsigned SharedSize;
2757 } Comp;
2758
2759 /* post-link info: */
2760 unsigned NumUniformStorage;
2761 unsigned NumHiddenUniforms;
2762 struct gl_uniform_storage *UniformStorage;
2763
2764 /**
2765 * Mapping from GL uniform locations returned by \c glUniformLocation to
2766 * UniformStorage entries. Arrays will have multiple contiguous slots
2767 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2768 */
2769 unsigned NumUniformRemapTable;
2770 struct gl_uniform_storage **UniformRemapTable;
2771
2772 /**
2773 * Sometimes there are empty slots left over in UniformRemapTable after we
2774 * allocate slots to explicit locations. This list stores the blocks of
2775 * continuous empty slots inside UniformRemapTable.
2776 */
2777 struct exec_list EmptyUniformLocations;
2778
2779 /**
2780 * Size of the gl_ClipDistance array that is output from the last pipeline
2781 * stage before the fragment shader.
2782 */
2783 unsigned LastClipDistanceArraySize;
2784
2785 /**
2786 * This shader's uniform/ssbo block information.
2787 *
2788 * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
2789 * useful during the linking process so that we don't have to handle SSBOs
2790 * specifically.
2791 *
2792 * UniformBlocks is a list of UBOs. This is useful for backends that need
2793 * or prefer to see separate index spaces for UBOS and SSBOs like the GL
2794 * API specifies.
2795 *
2796 * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
2797 * need or prefer to see separate index spaces for UBOS and SSBOs like the
2798 * GL API specifies.
2799 *
2800 * UniformBlocks and ShaderStorageBlocks only have pointers into
2801 * BufferInterfaceBlocks so the actual resource information is not
2802 * duplicated and are only set after linking.
2803 */
2804 unsigned NumBufferInterfaceBlocks;
2805 struct gl_uniform_block *BufferInterfaceBlocks;
2806
2807 unsigned NumUniformBlocks;
2808 struct gl_uniform_block **UniformBlocks;
2809
2810 unsigned NumShaderStorageBlocks;
2811 struct gl_uniform_block **ShaderStorageBlocks;
2812
2813 /**
2814 * Indices into the BufferInterfaceBlocks[] array for each stage they're
2815 * used in, or -1.
2816 *
2817 * This is used to maintain the Binding values of the stage's
2818 * BufferInterfaceBlocks[] and to answer the
2819 * GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2820 */
2821 int *InterfaceBlockStageIndex[MESA_SHADER_STAGES];
2822
2823 /**
2824 * Map of active uniform names to locations
2825 *
2826 * Maps any active uniform that is not an array element to a location.
2827 * Each active uniform, including individual structure members will appear
2828 * in this map. This roughly corresponds to the set of names that would be
2829 * enumerated by \c glGetActiveUniform.
2830 */
2831 struct string_to_uint_map *UniformHash;
2832
2833 struct gl_active_atomic_buffer *AtomicBuffers;
2834 unsigned NumAtomicBuffers;
2835
2836 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2837 GLboolean Validated;
2838 GLboolean _Used; /**< Ever used for drawing? */
2839 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2840 GLchar *InfoLog;
2841
2842 unsigned Version; /**< GLSL version used for linking */
2843 bool IsES; /**< True if this program uses GLSL ES */
2844
2845 /**
2846 * Per-stage shaders resulting from the first stage of linking.
2847 *
2848 * Set of linked shaders for this program. The array is accessed using the
2849 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2850 * \c NULL.
2851 */
2852 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2853
2854 /** List of all active resources after linking. */
2855 struct gl_program_resource *ProgramResourceList;
2856 unsigned NumProgramResourceList;
2857
2858 /* True if any of the fragment shaders attached to this program use:
2859 * #extension ARB_fragment_coord_conventions: enable
2860 */
2861 GLboolean ARB_fragment_coord_conventions_enable;
2862 };
2863
2864
2865 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2866 #define GLSL_LOG 0x2 /**< Write shaders to files */
2867 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2868 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2869 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2870 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2871 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2872 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2873 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2874 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2875
2876
2877 /**
2878 * Context state for GLSL vertex/fragment shaders.
2879 * Extended to support pipeline object
2880 */
2881 struct gl_pipeline_object
2882 {
2883 /** Name of the pipeline object as received from glGenProgramPipelines.
2884 * It would be 0 for shaders without separate shader objects.
2885 */
2886 GLuint Name;
2887
2888 GLint RefCount;
2889
2890 mtx_t Mutex;
2891
2892 GLchar *Label; /**< GL_KHR_debug */
2893
2894 /**
2895 * Programs used for rendering
2896 *
2897 * There is a separate program set for each shader stage.
2898 */
2899 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2900
2901 struct gl_shader_program *_CurrentFragmentProgram;
2902
2903 /**
2904 * Program used by glUniform calls.
2905 *
2906 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2907 */
2908 struct gl_shader_program *ActiveProgram;
2909
2910 GLbitfield Flags; /**< Mask of GLSL_x flags */
2911
2912 GLboolean EverBound; /**< Has the pipeline object been created */
2913
2914 GLboolean Validated; /**< Pipeline Validation status */
2915
2916 GLchar *InfoLog;
2917 };
2918
2919 /**
2920 * Context state for GLSL pipeline shaders.
2921 */
2922 struct gl_pipeline_shader_state
2923 {
2924 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2925 struct gl_pipeline_object *Current;
2926
2927 /* Default Object to ensure that _Shader is never NULL */
2928 struct gl_pipeline_object *Default;
2929
2930 /** Pipeline objects */
2931 struct _mesa_HashTable *Objects;
2932 };
2933
2934 /**
2935 * Compiler options for a single GLSL shaders type
2936 */
2937 struct gl_shader_compiler_options
2938 {
2939 /** Driver-selectable options: */
2940 GLboolean EmitNoLoops;
2941 GLboolean EmitNoFunctions;
2942 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2943 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2944 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2945 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2946 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2947 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2948
2949 /**
2950 * \name Forms of indirect addressing the driver cannot do.
2951 */
2952 /*@{*/
2953 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2954 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2955 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2956 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2957 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2958 /*@}*/
2959
2960 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2961 GLuint MaxUnrollIterations;
2962
2963 /**
2964 * Optimize code for array of structures backends.
2965 *
2966 * This is a proxy for:
2967 * - preferring DP4 instructions (rather than MUL/MAD) for
2968 * matrix * vector operations, such as position transformation.
2969 */
2970 GLboolean OptimizeForAOS;
2971
2972 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2973
2974 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
2975 * variable access to intrinsics. */
2976
2977 const struct nir_shader_compiler_options *NirOptions;
2978 };
2979
2980
2981 /**
2982 * Occlusion/timer query object.
2983 */
2984 struct gl_query_object
2985 {
2986 GLenum Target; /**< The query target, when active */
2987 GLuint Id; /**< hash table ID/name */
2988 GLchar *Label; /**< GL_KHR_debug */
2989 GLuint64EXT Result; /**< the counter */
2990 GLboolean Active; /**< inside Begin/EndQuery */
2991 GLboolean Ready; /**< result is ready? */
2992 GLboolean EverBound;/**< has query object ever been bound */
2993 GLuint Stream; /**< The stream */
2994 };
2995
2996
2997 /**
2998 * Context state for query objects.
2999 */
3000 struct gl_query_state
3001 {
3002 struct _mesa_HashTable *QueryObjects;
3003 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3004 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3005
3006 /** GL_NV_conditional_render */
3007 struct gl_query_object *CondRenderQuery;
3008
3009 /** GL_EXT_transform_feedback */
3010 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3011 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3012
3013 /** GL_ARB_timer_query */
3014 struct gl_query_object *TimeElapsed;
3015
3016 /** GL_ARB_pipeline_statistics_query */
3017 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3018
3019 GLenum CondRenderMode;
3020 };
3021
3022
3023 /** Sync object state */
3024 struct gl_sync_object
3025 {
3026 GLenum Type; /**< GL_SYNC_FENCE */
3027 GLuint Name; /**< Fence name */
3028 GLchar *Label; /**< GL_KHR_debug */
3029 GLint RefCount; /**< Reference count */
3030 GLboolean DeletePending; /**< Object was deleted while there were still
3031 * live references (e.g., sync not yet finished)
3032 */
3033 GLenum SyncCondition;
3034 GLbitfield Flags; /**< Flags passed to glFenceSync */
3035 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3036 };
3037
3038
3039 /**
3040 * State which can be shared by multiple contexts:
3041 */
3042 struct gl_shared_state
3043 {
3044 mtx_t Mutex; /**< for thread safety */
3045 GLint RefCount; /**< Reference count */
3046 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3047 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3048 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3049
3050 /** Default texture objects (shared by all texture units) */
3051 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3052
3053 /** Fallback texture used when a bound texture is incomplete */
3054 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3055
3056 /**
3057 * \name Thread safety and statechange notification for texture
3058 * objects.
3059 *
3060 * \todo Improve the granularity of locking.
3061 */
3062 /*@{*/
3063 mtx_t TexMutex; /**< texobj thread safety */
3064 GLuint TextureStateStamp; /**< state notification for shared tex */
3065 /*@}*/
3066
3067 /** Default buffer object for vertex arrays that aren't in VBOs */
3068 struct gl_buffer_object *NullBufferObj;
3069
3070 /**
3071 * \name Vertex/geometry/fragment programs
3072 */
3073 /*@{*/
3074 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3075 struct gl_vertex_program *DefaultVertexProgram;
3076 struct gl_fragment_program *DefaultFragmentProgram;
3077 /*@}*/
3078
3079 /* GL_ATI_fragment_shader */
3080 struct _mesa_HashTable *ATIShaders;
3081 struct ati_fragment_shader *DefaultFragmentShader;
3082
3083 struct _mesa_HashTable *BufferObjects;
3084
3085 /** Table of both gl_shader and gl_shader_program objects */
3086 struct _mesa_HashTable *ShaderObjects;
3087
3088 /* GL_EXT_framebuffer_object */
3089 struct _mesa_HashTable *RenderBuffers;
3090 struct _mesa_HashTable *FrameBuffers;
3091
3092 /* GL_ARB_sync */
3093 struct set *SyncObjects;
3094
3095 /** GL_ARB_sampler_objects */
3096 struct _mesa_HashTable *SamplerObjects;
3097
3098 /**
3099 * Some context in this share group was affected by a GPU reset
3100 *
3101 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3102 * been affected by a GPU reset must also return
3103 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3104 *
3105 * Once this field becomes true, it is never reset to false.
3106 */
3107 bool ShareGroupReset;
3108 };
3109
3110
3111
3112 /**
3113 * Renderbuffers represent drawing surfaces such as color, depth and/or
3114 * stencil. A framebuffer object has a set of renderbuffers.
3115 * Drivers will typically derive subclasses of this type.
3116 */
3117 struct gl_renderbuffer
3118 {
3119 mtx_t Mutex; /**< for thread safety */
3120 GLuint ClassID; /**< Useful for drivers */
3121 GLuint Name;
3122 GLchar *Label; /**< GL_KHR_debug */
3123 GLint RefCount;
3124 GLuint Width, Height;
3125 GLuint Depth;
3126 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3127 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3128 /**
3129 * True for renderbuffers that wrap textures, giving the driver a chance to
3130 * flush render caches through the FinishRenderTexture hook.
3131 *
3132 * Drivers may also set this on renderbuffers other than those generated by
3133 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3134 * called without a rb->TexImage.
3135 */
3136 GLboolean NeedsFinishRenderTexture;
3137 GLubyte NumSamples;
3138 GLenum InternalFormat; /**< The user-specified format */
3139 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3140 GL_STENCIL_INDEX. */
3141 mesa_format Format; /**< The actual renderbuffer memory format */
3142 /**
3143 * Pointer to the texture image if this renderbuffer wraps a texture,
3144 * otherwise NULL.
3145 *
3146 * Note that the reference on the gl_texture_object containing this
3147 * TexImage is held by the gl_renderbuffer_attachment.
3148 */
3149 struct gl_texture_image *TexImage;
3150
3151 /** Delete this renderbuffer */
3152 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3153
3154 /** Allocate new storage for this renderbuffer */
3155 GLboolean (*AllocStorage)(struct gl_context *ctx,
3156 struct gl_renderbuffer *rb,
3157 GLenum internalFormat,
3158 GLuint width, GLuint height);
3159 };
3160
3161
3162 /**
3163 * A renderbuffer attachment points to either a texture object (and specifies
3164 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3165 */
3166 struct gl_renderbuffer_attachment
3167 {
3168 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3169 GLboolean Complete;
3170
3171 /**
3172 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3173 * application supplied renderbuffer object.
3174 */
3175 struct gl_renderbuffer *Renderbuffer;
3176
3177 /**
3178 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3179 * supplied texture object.
3180 */
3181 struct gl_texture_object *Texture;
3182 GLuint TextureLevel; /**< Attached mipmap level. */
3183 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3184 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3185 * and 2D array textures */
3186 GLboolean Layered;
3187 };
3188
3189
3190 /**
3191 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3192 * In C++ terms, think of this as a base class from which device drivers
3193 * will make derived classes.
3194 */
3195 struct gl_framebuffer
3196 {
3197 mtx_t Mutex; /**< for thread safety */
3198 /**
3199 * If zero, this is a window system framebuffer. If non-zero, this
3200 * is a FBO framebuffer; note that for some devices (i.e. those with
3201 * a natural pixel coordinate system for FBOs that differs from the
3202 * OpenGL/Mesa coordinate system), this means that the viewport,
3203 * polygon face orientation, and polygon stipple will have to be inverted.
3204 */
3205 GLuint Name;
3206 GLint RefCount;
3207
3208 GLchar *Label; /**< GL_KHR_debug */
3209
3210 GLboolean DeletePending;
3211
3212 /**
3213 * The framebuffer's visual. Immutable if this is a window system buffer.
3214 * Computed from attachments if user-made FBO.
3215 */
3216 struct gl_config Visual;
3217
3218 /**
3219 * Size of frame buffer in pixels. If there are no attachments, then both
3220 * of these are 0.
3221 */
3222 GLuint Width, Height;
3223
3224 /**
3225 * In the case that the framebuffer has no attachment (i.e.
3226 * GL_ARB_framebuffer_no_attachments) then the geometry of
3227 * the framebuffer is specified by the default values.
3228 */
3229 struct {
3230 GLuint Width, Height, Layers, NumSamples;
3231 GLboolean FixedSampleLocations;
3232 /* Derived from NumSamples by the driver so that it can choose a valid
3233 * value for the hardware.
3234 */
3235 GLuint _NumSamples;
3236 } DefaultGeometry;
3237
3238 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3239 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3240 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3241 */
3242 /*@{*/
3243 GLint _Xmin, _Xmax;
3244 GLint _Ymin, _Ymax;
3245 /*@}*/
3246
3247 /** \name Derived Z buffer stuff */
3248 /*@{*/
3249 GLuint _DepthMax; /**< Max depth buffer value */
3250 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3251 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3252 /*@}*/
3253
3254 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3255 GLenum _Status;
3256
3257 /** Whether one of Attachment has Type != GL_NONE
3258 * NOTE: the values for Width and Height are set to 0 in case of having
3259 * no attachments, a backend driver supporting the extension
3260 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3261 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3262 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3263 * _Ymax do NOT take into account _HasAttachments being false). To get the
3264 * geometry of the framebuffer, the helper functions
3265 * _mesa_geometric_width(),
3266 * _mesa_geometric_height(),
3267 * _mesa_geometric_samples() and
3268 * _mesa_geometric_layers()
3269 * are available that check _HasAttachments.
3270 */
3271 bool _HasAttachments;
3272
3273 /** Integer color values */
3274 GLboolean _IntegerColor;
3275
3276 /* ARB_color_buffer_float */
3277 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3278 GLboolean _HasSNormOrFloatColorBuffer;
3279
3280 /**
3281 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3282 * is not layered. For cube maps and cube map arrays, each cube face
3283 * counts as a layer. As the case for Width, Height a backend driver
3284 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3285 * in the case that _HasAttachments is false
3286 */
3287 GLuint MaxNumLayers;
3288
3289 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3290 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3291
3292 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3293 * attribute group and GL_PIXEL attribute group, respectively.
3294 */
3295 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3296 GLenum ColorReadBuffer;
3297
3298 /** Computed from ColorDraw/ReadBuffer above */
3299 GLuint _NumColorDrawBuffers;
3300 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3301 GLint _ColorReadBufferIndex; /* -1 = None */
3302 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3303 struct gl_renderbuffer *_ColorReadBuffer;
3304
3305 /** Delete this framebuffer */
3306 void (*Delete)(struct gl_framebuffer *fb);
3307 };
3308
3309
3310 /**
3311 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3312 */
3313 struct gl_precision
3314 {
3315 GLushort RangeMin; /**< min value exponent */
3316 GLushort RangeMax; /**< max value exponent */
3317 GLushort Precision; /**< number of mantissa bits */
3318 };
3319
3320
3321 /**
3322 * Limits for vertex, geometry and fragment programs/shaders.
3323 */
3324 struct gl_program_constants
3325 {
3326 /* logical limits */
3327 GLuint MaxInstructions;
3328 GLuint MaxAluInstructions;
3329 GLuint MaxTexInstructions;
3330 GLuint MaxTexIndirections;
3331 GLuint MaxAttribs;
3332 GLuint MaxTemps;
3333 GLuint MaxAddressRegs;
3334 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3335 GLuint MaxParameters;
3336 GLuint MaxLocalParams;
3337 GLuint MaxEnvParams;
3338 /* native/hardware limits */
3339 GLuint MaxNativeInstructions;
3340 GLuint MaxNativeAluInstructions;
3341 GLuint MaxNativeTexInstructions;
3342 GLuint MaxNativeTexIndirections;
3343 GLuint MaxNativeAttribs;
3344 GLuint MaxNativeTemps;
3345 GLuint MaxNativeAddressRegs;
3346 GLuint MaxNativeParameters;
3347 /* For shaders */
3348 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3349
3350 /**
3351 * \name Per-stage input / output limits
3352 *
3353 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3354 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3355 * ES). This is stored as \c gl_constants::MaxVarying.
3356 *
3357 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3358 * variables. Each stage as a certain number of outputs that it can feed
3359 * to the next stage and a certain number inputs that it can consume from
3360 * the previous stage.
3361 *
3362 * Vertex shader inputs do not participate this in this accounting.
3363 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3364 *
3365 * Fragment shader outputs do not participate this in this accounting.
3366 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3367 */
3368 /*@{*/
3369 GLuint MaxInputComponents;
3370 GLuint MaxOutputComponents;
3371 /*@}*/
3372
3373 /* ES 2.0 and GL_ARB_ES2_compatibility */
3374 struct gl_precision LowFloat, MediumFloat, HighFloat;
3375 struct gl_precision LowInt, MediumInt, HighInt;
3376 /* GL_ARB_uniform_buffer_object */
3377 GLuint MaxUniformBlocks;
3378 GLuint MaxCombinedUniformComponents;
3379 GLuint MaxTextureImageUnits;
3380
3381 /* GL_ARB_shader_atomic_counters */
3382 GLuint MaxAtomicBuffers;
3383 GLuint MaxAtomicCounters;
3384
3385 /* GL_ARB_shader_image_load_store */
3386 GLuint MaxImageUniforms;
3387
3388 /* GL_ARB_shader_storage_buffer_object */
3389 GLuint MaxShaderStorageBlocks;
3390 };
3391
3392
3393 /**
3394 * Constants which may be overridden by device driver during context creation
3395 * but are never changed after that.
3396 */
3397 struct gl_constants
3398 {
3399 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3400 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3401 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3402 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3403 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3404 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3405 GLuint MaxTextureCoordUnits;
3406 GLuint MaxCombinedTextureImageUnits;
3407 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3408 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3409 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3410 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3411
3412 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3413
3414 GLuint MaxArrayLockSize;
3415
3416 GLint SubPixelBits;
3417
3418 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3419 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3420 GLfloat PointSizeGranularity;
3421 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3422 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3423 GLfloat LineWidthGranularity;
3424
3425 GLuint MaxClipPlanes;
3426 GLuint MaxLights;
3427 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3428 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3429
3430 GLuint MaxViewportWidth, MaxViewportHeight;
3431 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3432 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3433 struct {
3434 GLfloat Min;
3435 GLfloat Max;
3436 } ViewportBounds; /**< GL_ARB_viewport_array */
3437
3438 struct gl_program_constants Program[MESA_SHADER_STAGES];
3439 GLuint MaxProgramMatrices;
3440 GLuint MaxProgramMatrixStackDepth;
3441
3442 struct {
3443 GLuint SamplesPassed;
3444 GLuint TimeElapsed;
3445 GLuint Timestamp;
3446 GLuint PrimitivesGenerated;
3447 GLuint PrimitivesWritten;
3448 GLuint VerticesSubmitted;
3449 GLuint PrimitivesSubmitted;
3450 GLuint VsInvocations;
3451 GLuint TessPatches;
3452 GLuint TessInvocations;
3453 GLuint GsInvocations;
3454 GLuint GsPrimitives;
3455 GLuint FsInvocations;
3456 GLuint ComputeInvocations;
3457 GLuint ClInPrimitives;
3458 GLuint ClOutPrimitives;
3459 } QueryCounterBits;
3460
3461 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3462
3463 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3464 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3465 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3466
3467 /**
3468 * GL_ARB_framebuffer_no_attachments
3469 */
3470 GLuint MaxFramebufferWidth;
3471 GLuint MaxFramebufferHeight;
3472 GLuint MaxFramebufferLayers;
3473 GLuint MaxFramebufferSamples;
3474
3475 /** Number of varying vectors between any two shader stages. */
3476 GLuint MaxVarying;
3477
3478 /** @{
3479 * GL_ARB_uniform_buffer_object
3480 */
3481 GLuint MaxCombinedUniformBlocks;
3482 GLuint MaxUniformBufferBindings;
3483 GLuint MaxUniformBlockSize;
3484 GLuint UniformBufferOffsetAlignment;
3485 /** @} */
3486
3487 /** @{
3488 * GL_ARB_shader_storage_buffer_object
3489 */
3490 GLuint MaxCombinedShaderStorageBlocks;
3491 GLuint MaxShaderStorageBufferBindings;
3492 GLuint MaxShaderStorageBlockSize;
3493 GLuint ShaderStorageBufferOffsetAlignment;
3494 /** @} */
3495
3496 /**
3497 * GL_ARB_explicit_uniform_location
3498 */
3499 GLuint MaxUserAssignableUniformLocations;
3500
3501 /** geometry shader */
3502 GLuint MaxGeometryOutputVertices;
3503 GLuint MaxGeometryTotalOutputComponents;
3504
3505 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3506
3507 /**
3508 * Changes default GLSL extension behavior from "error" to "warn". It's out
3509 * of spec, but it can make some apps work that otherwise wouldn't.
3510 */
3511 GLboolean ForceGLSLExtensionsWarn;
3512
3513 /**
3514 * If non-zero, forces GLSL shaders to behave as if they began
3515 * with "#version ForceGLSLVersion".
3516 */
3517 GLuint ForceGLSLVersion;
3518
3519 /**
3520 * Allow GLSL #extension directives in the middle of shaders.
3521 */
3522 GLboolean AllowGLSLExtensionDirectiveMidShader;
3523
3524 /**
3525 * Does the driver support real 32-bit integers? (Otherwise, integers are
3526 * simulated via floats.)
3527 */
3528 GLboolean NativeIntegers;
3529
3530 /**
3531 * Does VertexID count from zero or from base vertex?
3532 *
3533 * \note
3534 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3535 * ignored and need not be set.
3536 */
3537 bool VertexID_is_zero_based;
3538
3539 /**
3540 * If the driver supports real 32-bit integers, what integer value should be
3541 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3542 */
3543 GLuint UniformBooleanTrue;
3544
3545 /**
3546 * Maximum amount of time, measured in nanseconds, that the server can wait.
3547 */
3548 GLuint64 MaxServerWaitTimeout;
3549
3550 /** GL_EXT_provoking_vertex */
3551 GLboolean QuadsFollowProvokingVertexConvention;
3552
3553 /** GL_ARB_viewport_array */
3554 GLenum LayerAndVPIndexProvokingVertex;
3555
3556 /** OpenGL version 3.0 */
3557 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3558
3559 /** OpenGL version 3.2 */
3560 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3561
3562 /** OpenGL version 4.4 */
3563 GLuint MaxVertexAttribStride;
3564
3565 /** GL_EXT_transform_feedback */
3566 GLuint MaxTransformFeedbackBuffers;
3567 GLuint MaxTransformFeedbackSeparateComponents;
3568 GLuint MaxTransformFeedbackInterleavedComponents;
3569 GLuint MaxVertexStreams;
3570
3571 /** GL_EXT_gpu_shader4 */
3572 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3573
3574 /** GL_ARB_texture_gather */
3575 GLuint MinProgramTextureGatherOffset;
3576 GLuint MaxProgramTextureGatherOffset;
3577 GLuint MaxProgramTextureGatherComponents;
3578
3579 /* GL_ARB_robustness */
3580 GLenum ResetStrategy;
3581
3582 /* GL_ARB_blend_func_extended */
3583 GLuint MaxDualSourceDrawBuffers;
3584
3585 /**
3586 * Whether the implementation strips out and ignores texture borders.
3587 *
3588 * Many GPU hardware implementations don't support rendering with texture
3589 * borders and mipmapped textures. (Note: not static border color, but the
3590 * old 1-pixel border around each edge). Implementations then have to do
3591 * slow fallbacks to be correct, or just ignore the border and be fast but
3592 * wrong. Setting the flag strips the border off of TexImage calls,
3593 * providing "fast but wrong" at significantly reduced driver complexity.
3594 *
3595 * Texture borders are deprecated in GL 3.0.
3596 **/
3597 GLboolean StripTextureBorder;
3598
3599 /**
3600 * For drivers which can do a better job at eliminating unused uniforms
3601 * than the GLSL compiler.
3602 *
3603 * XXX Remove these as soon as a better solution is available.
3604 */
3605 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3606
3607 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3608 bool GLSLFragCoordIsSysVal;
3609 bool GLSLFrontFacingIsSysVal;
3610
3611 /**
3612 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3613 * than passing the transform feedback object to the drawing function.
3614 */
3615 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3616
3617 /** GL_ARB_map_buffer_alignment */
3618 GLuint MinMapBufferAlignment;
3619
3620 /**
3621 * Disable varying packing. This is out of spec, but potentially useful
3622 * for older platforms that supports a limited number of texture
3623 * indirections--on these platforms, unpacking the varyings in the fragment
3624 * shader increases the number of texture indirections by 1, which might
3625 * make some shaders not executable at all.
3626 *
3627 * Drivers that support transform feedback must set this value to GL_FALSE.
3628 */
3629 GLboolean DisableVaryingPacking;
3630
3631 /**
3632 * Should meaningful names be generated for compiler temporary variables?
3633 *
3634 * Generally, it is not useful to have the compiler generate "meaningful"
3635 * names for temporary variables that it creates. This can, however, be a
3636 * useful debugging aid. In Mesa debug builds or release builds when
3637 * MESA_GLSL is set at run-time, meaningful names will be generated.
3638 * Drivers can also force names to be generated by setting this field.
3639 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3640 * vertex shader assembly) is set at run-time.
3641 */
3642 bool GenerateTemporaryNames;
3643
3644 /*
3645 * Maximum value supported for an index in DrawElements and friends.
3646 *
3647 * This must be at least (1ull<<24)-1. The default value is
3648 * (1ull<<32)-1.
3649 *
3650 * \since ES 3.0 or GL_ARB_ES3_compatibility
3651 * \sa _mesa_init_constants
3652 */
3653 GLuint64 MaxElementIndex;
3654
3655 /**
3656 * Disable interpretation of line continuations (lines ending with a
3657 * backslash character ('\') in GLSL source.
3658 */
3659 GLboolean DisableGLSLLineContinuations;
3660
3661 /** GL_ARB_texture_multisample */
3662 GLint MaxColorTextureSamples;
3663 GLint MaxDepthTextureSamples;
3664 GLint MaxIntegerSamples;
3665
3666 /**
3667 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3668 * samples are laid out in a rectangular grid roughly corresponding to
3669 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3670 * are used to map indices of rectangular grid to sample numbers within
3671 * a pixel. This mapping of indices to sample numbers must be initialized
3672 * by the driver for the target hardware. For example, if we have the 8X
3673 * MSAA sample number layout (sample positions) for XYZ hardware:
3674 *
3675 * sample indices layout sample number layout
3676 * --------- ---------
3677 * | 0 | 1 | | a | b |
3678 * --------- ---------
3679 * | 2 | 3 | | c | d |
3680 * --------- ---------
3681 * | 4 | 5 | | e | f |
3682 * --------- ---------
3683 * | 6 | 7 | | g | h |
3684 * --------- ---------
3685 *
3686 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3687 *
3688 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3689 * below:
3690 * SampleMap8x = {a, b, c, d, e, f, g, h};
3691 *
3692 * Follow the logic for sample counts 2-8.
3693 *
3694 * For 16x the sample indices layout as a 4x4 grid as follows:
3695 *
3696 * -----------------
3697 * | 0 | 1 | 2 | 3 |
3698 * -----------------
3699 * | 4 | 5 | 6 | 7 |
3700 * -----------------
3701 * | 8 | 9 |10 |11 |
3702 * -----------------
3703 * |12 |13 |14 |15 |
3704 * -----------------
3705 */
3706 uint8_t SampleMap2x[2];
3707 uint8_t SampleMap4x[4];
3708 uint8_t SampleMap8x[8];
3709 uint8_t SampleMap16x[16];
3710
3711 /** GL_ARB_shader_atomic_counters */
3712 GLuint MaxAtomicBufferBindings;
3713 GLuint MaxAtomicBufferSize;
3714 GLuint MaxCombinedAtomicBuffers;
3715 GLuint MaxCombinedAtomicCounters;
3716
3717 /** GL_ARB_vertex_attrib_binding */
3718 GLint MaxVertexAttribRelativeOffset;
3719 GLint MaxVertexAttribBindings;
3720
3721 /* GL_ARB_shader_image_load_store */
3722 GLuint MaxImageUnits;
3723 GLuint MaxCombinedShaderOutputResources;
3724 GLuint MaxImageSamples;
3725 GLuint MaxCombinedImageUniforms;
3726
3727 /** GL_ARB_compute_shader */
3728 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3729 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3730 GLuint MaxComputeWorkGroupInvocations;
3731 GLuint MaxComputeSharedMemorySize;
3732
3733 /** GL_ARB_gpu_shader5 */
3734 GLfloat MinFragmentInterpolationOffset;
3735 GLfloat MaxFragmentInterpolationOffset;
3736
3737 GLboolean FakeSWMSAA;
3738
3739 /** GL_KHR_context_flush_control */
3740 GLenum ContextReleaseBehavior;
3741
3742 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3743
3744 /** GL_ARB_tessellation_shader */
3745 GLuint MaxPatchVertices;
3746 GLuint MaxTessGenLevel;
3747 GLuint MaxTessPatchComponents;
3748 GLuint MaxTessControlTotalOutputComponents;
3749 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3750 };
3751
3752
3753 /**
3754 * Enable flag for each OpenGL extension. Different device drivers will
3755 * enable different extensions at runtime.
3756 */
3757 struct gl_extensions
3758 {
3759 GLboolean dummy; /* don't remove this! */
3760 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3761 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3762 GLboolean ANGLE_texture_compression_dxt;
3763 GLboolean ARB_ES2_compatibility;
3764 GLboolean ARB_ES3_compatibility;
3765 GLboolean ARB_arrays_of_arrays;
3766 GLboolean ARB_base_instance;
3767 GLboolean ARB_blend_func_extended;
3768 GLboolean ARB_buffer_storage;
3769 GLboolean ARB_clear_texture;
3770 GLboolean ARB_clip_control;
3771 GLboolean ARB_color_buffer_float;
3772 GLboolean ARB_compute_shader;
3773 GLboolean ARB_conditional_render_inverted;
3774 GLboolean ARB_conservative_depth;
3775 GLboolean ARB_copy_image;
3776 GLboolean ARB_depth_buffer_float;
3777 GLboolean ARB_depth_clamp;
3778 GLboolean ARB_depth_texture;
3779 GLboolean ARB_derivative_control;
3780 GLboolean ARB_draw_buffers_blend;
3781 GLboolean ARB_draw_elements_base_vertex;
3782 GLboolean ARB_draw_indirect;
3783 GLboolean ARB_draw_instanced;
3784 GLboolean ARB_fragment_coord_conventions;
3785 GLboolean ARB_fragment_layer_viewport;
3786 GLboolean ARB_fragment_program;
3787 GLboolean ARB_fragment_program_shadow;
3788 GLboolean ARB_fragment_shader;
3789 GLboolean ARB_framebuffer_no_attachments;
3790 GLboolean ARB_framebuffer_object;
3791 GLboolean ARB_enhanced_layouts;
3792 GLboolean ARB_explicit_attrib_location;
3793 GLboolean ARB_explicit_uniform_location;
3794 GLboolean ARB_gpu_shader5;
3795 GLboolean ARB_gpu_shader_fp64;
3796 GLboolean ARB_half_float_vertex;
3797 GLboolean ARB_indirect_parameters;
3798 GLboolean ARB_instanced_arrays;
3799 GLboolean ARB_internalformat_query;
3800 GLboolean ARB_internalformat_query2;
3801 GLboolean ARB_map_buffer_range;
3802 GLboolean ARB_occlusion_query;
3803 GLboolean ARB_occlusion_query2;
3804 GLboolean ARB_pipeline_statistics_query;
3805 GLboolean ARB_point_sprite;
3806 GLboolean ARB_query_buffer_object;
3807 GLboolean ARB_sample_shading;
3808 GLboolean ARB_seamless_cube_map;
3809 GLboolean ARB_shader_atomic_counter_ops;
3810 GLboolean ARB_shader_atomic_counters;
3811 GLboolean ARB_shader_bit_encoding;
3812 GLboolean ARB_shader_clock;
3813 GLboolean ARB_shader_draw_parameters;
3814 GLboolean ARB_shader_image_load_store;
3815 GLboolean ARB_shader_image_size;
3816 GLboolean ARB_shader_precision;
3817 GLboolean ARB_shader_stencil_export;
3818 GLboolean ARB_shader_storage_buffer_object;
3819 GLboolean ARB_shader_subroutine;
3820 GLboolean ARB_shader_texture_image_samples;
3821 GLboolean ARB_shader_texture_lod;
3822 GLboolean ARB_shading_language_packing;
3823 GLboolean ARB_shading_language_420pack;
3824 GLboolean ARB_shadow;
3825 GLboolean ARB_stencil_texturing;
3826 GLboolean ARB_sync;
3827 GLboolean ARB_tessellation_shader;
3828 GLboolean ARB_texture_border_clamp;
3829 GLboolean ARB_texture_buffer_object;
3830 GLboolean ARB_texture_buffer_object_rgb32;
3831 GLboolean ARB_texture_buffer_range;
3832 GLboolean ARB_texture_compression_bptc;
3833 GLboolean ARB_texture_compression_rgtc;
3834 GLboolean ARB_texture_cube_map;
3835 GLboolean ARB_texture_cube_map_array;
3836 GLboolean ARB_texture_env_combine;
3837 GLboolean ARB_texture_env_crossbar;
3838 GLboolean ARB_texture_env_dot3;
3839 GLboolean ARB_texture_float;
3840 GLboolean ARB_texture_gather;
3841 GLboolean ARB_texture_mirror_clamp_to_edge;
3842 GLboolean ARB_texture_multisample;
3843 GLboolean ARB_texture_non_power_of_two;
3844 GLboolean ARB_texture_stencil8;
3845 GLboolean ARB_texture_query_levels;
3846 GLboolean ARB_texture_query_lod;
3847 GLboolean ARB_texture_rg;
3848 GLboolean ARB_texture_rgb10_a2ui;
3849 GLboolean ARB_texture_view;
3850 GLboolean ARB_timer_query;
3851 GLboolean ARB_transform_feedback2;
3852 GLboolean ARB_transform_feedback3;
3853 GLboolean ARB_transform_feedback_instanced;
3854 GLboolean ARB_uniform_buffer_object;
3855 GLboolean ARB_vertex_attrib_64bit;
3856 GLboolean ARB_vertex_program;
3857 GLboolean ARB_vertex_shader;
3858 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3859 GLboolean ARB_vertex_type_2_10_10_10_rev;
3860 GLboolean ARB_viewport_array;
3861 GLboolean EXT_blend_color;
3862 GLboolean EXT_blend_equation_separate;
3863 GLboolean EXT_blend_func_separate;
3864 GLboolean EXT_blend_minmax;
3865 GLboolean EXT_depth_bounds_test;
3866 GLboolean EXT_draw_buffers2;
3867 GLboolean EXT_framebuffer_multisample;
3868 GLboolean EXT_framebuffer_multisample_blit_scaled;
3869 GLboolean EXT_framebuffer_sRGB;
3870 GLboolean EXT_gpu_program_parameters;
3871 GLboolean EXT_gpu_shader4;
3872 GLboolean EXT_packed_float;
3873 GLboolean EXT_pixel_buffer_object;
3874 GLboolean EXT_point_parameters;
3875 GLboolean EXT_polygon_offset_clamp;
3876 GLboolean EXT_provoking_vertex;
3877 GLboolean EXT_shader_integer_mix;
3878 GLboolean EXT_shader_samples_identical;
3879 GLboolean EXT_stencil_two_side;
3880 GLboolean EXT_texture_array;
3881 GLboolean EXT_texture_compression_latc;
3882 GLboolean EXT_texture_compression_s3tc;
3883 GLboolean EXT_texture_env_dot3;
3884 GLboolean EXT_texture_filter_anisotropic;
3885 GLboolean EXT_texture_integer;
3886 GLboolean EXT_texture_mirror_clamp;
3887 GLboolean EXT_texture_shared_exponent;
3888 GLboolean EXT_texture_snorm;
3889 GLboolean EXT_texture_sRGB;
3890 GLboolean EXT_texture_sRGB_decode;
3891 GLboolean EXT_texture_swizzle;
3892 GLboolean EXT_transform_feedback;
3893 GLboolean EXT_timer_query;
3894 GLboolean EXT_vertex_array_bgra;
3895 GLboolean OES_standard_derivatives;
3896 GLboolean OES_texture_buffer;
3897 /* vendor extensions */
3898 GLboolean AMD_performance_monitor;
3899 GLboolean AMD_pinned_memory;
3900 GLboolean AMD_seamless_cubemap_per_texture;
3901 GLboolean AMD_vertex_shader_layer;
3902 GLboolean AMD_vertex_shader_viewport_index;
3903 GLboolean APPLE_object_purgeable;
3904 GLboolean ATI_meminfo;
3905 GLboolean ATI_texture_compression_3dc;
3906 GLboolean ATI_texture_mirror_once;
3907 GLboolean ATI_texture_env_combine3;
3908 GLboolean ATI_fragment_shader;
3909 GLboolean ATI_separate_stencil;
3910 GLboolean GREMEDY_string_marker;
3911 GLboolean INTEL_performance_query;
3912 GLboolean KHR_texture_compression_astc_hdr;
3913 GLboolean KHR_texture_compression_astc_ldr;
3914 GLboolean MESA_pack_invert;
3915 GLboolean MESA_ycbcr_texture;
3916 GLboolean NV_conditional_render;
3917 GLboolean NV_fog_distance;
3918 GLboolean NV_point_sprite;
3919 GLboolean NV_primitive_restart;
3920 GLboolean NV_texture_barrier;
3921 GLboolean NV_texture_env_combine4;
3922 GLboolean NV_texture_rectangle;
3923 GLboolean NV_vdpau_interop;
3924 GLboolean NVX_gpu_memory_info;
3925 GLboolean TDFX_texture_compression_FXT1;
3926 GLboolean OES_EGL_image;
3927 GLboolean OES_draw_texture;
3928 GLboolean OES_depth_texture_cube_map;
3929 GLboolean OES_EGL_image_external;
3930 GLboolean OES_texture_float;
3931 GLboolean OES_texture_float_linear;
3932 GLboolean OES_texture_half_float;
3933 GLboolean OES_texture_half_float_linear;
3934 GLboolean OES_compressed_ETC1_RGB8_texture;
3935 GLboolean OES_geometry_shader;
3936 GLboolean extension_sentinel;
3937 /** The extension string */
3938 const GLubyte *String;
3939 /** Number of supported extensions */
3940 GLuint Count;
3941 /**
3942 * The context version which extension helper functions compare against.
3943 * By default, the value is equal to ctx->Version. This changes to ~0
3944 * while meta is in progress.
3945 */
3946 GLubyte Version;
3947 };
3948
3949
3950 /**
3951 * A stack of matrices (projection, modelview, color, texture, etc).
3952 */
3953 struct gl_matrix_stack
3954 {
3955 GLmatrix *Top; /**< points into Stack */
3956 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3957 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3958 GLuint MaxDepth; /**< size of Stack[] array */
3959 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3960 };
3961
3962
3963 /**
3964 * \name Bits for image transfer operations
3965 * \sa __struct gl_contextRec::ImageTransferState.
3966 */
3967 /*@{*/
3968 #define IMAGE_SCALE_BIAS_BIT 0x1
3969 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3970 #define IMAGE_MAP_COLOR_BIT 0x4
3971 #define IMAGE_CLAMP_BIT 0x800
3972
3973
3974 /** Pixel Transfer ops */
3975 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3976 IMAGE_SHIFT_OFFSET_BIT | \
3977 IMAGE_MAP_COLOR_BIT)
3978
3979 /**
3980 * \name Bits to indicate what state has changed.
3981 */
3982 /*@{*/
3983 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3984 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3985 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3986 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3987 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3988 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3989 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3990 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3991 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3992 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3993 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3994 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3995 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3996 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3997 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3998 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3999 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
4000 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
4001 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
4002 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4003 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
4004 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
4005 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
4006 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
4007 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
4008 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
4009 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
4010 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
4011 #define _NEW_BUFFER_OBJECT (1 << 28)
4012 #define _NEW_FRAG_CLAMP (1 << 29)
4013 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4014 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
4015 #define _NEW_ALL ~0
4016 /*@}*/
4017
4018
4019 /**
4020 * Composite state flags
4021 */
4022 /*@{*/
4023 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4024 _NEW_TEXTURE | \
4025 _NEW_POINT | \
4026 _NEW_PROGRAM | \
4027 _NEW_MODELVIEW)
4028
4029 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4030 _NEW_FOG | \
4031 _NEW_PROGRAM)
4032
4033
4034 /*@}*/
4035
4036
4037
4038
4039 /* This has to be included here. */
4040 #include "dd.h"
4041
4042
4043 /**
4044 * Display list flags.
4045 * Strictly this is a tnl-private concept, but it doesn't seem
4046 * worthwhile adding a tnl private structure just to hold this one bit
4047 * of information:
4048 */
4049 #define DLIST_DANGLING_REFS 0x1
4050
4051
4052 /** Opaque declaration of display list payload data type */
4053 union gl_dlist_node;
4054
4055
4056 /**
4057 * Provide a location where information about a display list can be
4058 * collected. Could be extended with driverPrivate structures,
4059 * etc. in the future.
4060 */
4061 struct gl_display_list
4062 {
4063 GLuint Name;
4064 GLchar *Label; /**< GL_KHR_debug */
4065 GLbitfield Flags; /**< DLIST_x flags */
4066 /** The dlist commands are in a linked list of nodes */
4067 union gl_dlist_node *Head;
4068 };
4069
4070
4071 /**
4072 * State used during display list compilation and execution.
4073 */
4074 struct gl_dlist_state
4075 {
4076 GLuint CallDepth; /**< Current recursion calling depth */
4077
4078 struct gl_display_list *CurrentList; /**< List currently being compiled */
4079 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4080 GLuint CurrentPos; /**< Index into current block of nodes */
4081
4082 GLvertexformat ListVtxfmt;
4083
4084 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4085 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4086
4087 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4088 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4089
4090 struct {
4091 /* State known to have been set by the currently-compiling display
4092 * list. Used to eliminate some redundant state changes.
4093 */
4094 GLenum ShadeModel;
4095 } Current;
4096 };
4097
4098 /** @{
4099 *
4100 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4101 * to small enums suitable for use as an array index.
4102 */
4103
4104 enum mesa_debug_source {
4105 MESA_DEBUG_SOURCE_API,
4106 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4107 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4108 MESA_DEBUG_SOURCE_THIRD_PARTY,
4109 MESA_DEBUG_SOURCE_APPLICATION,
4110 MESA_DEBUG_SOURCE_OTHER,
4111 MESA_DEBUG_SOURCE_COUNT
4112 };
4113
4114 enum mesa_debug_type {
4115 MESA_DEBUG_TYPE_ERROR,
4116 MESA_DEBUG_TYPE_DEPRECATED,
4117 MESA_DEBUG_TYPE_UNDEFINED,
4118 MESA_DEBUG_TYPE_PORTABILITY,
4119 MESA_DEBUG_TYPE_PERFORMANCE,
4120 MESA_DEBUG_TYPE_OTHER,
4121 MESA_DEBUG_TYPE_MARKER,
4122 MESA_DEBUG_TYPE_PUSH_GROUP,
4123 MESA_DEBUG_TYPE_POP_GROUP,
4124 MESA_DEBUG_TYPE_COUNT
4125 };
4126
4127 enum mesa_debug_severity {
4128 MESA_DEBUG_SEVERITY_LOW,
4129 MESA_DEBUG_SEVERITY_MEDIUM,
4130 MESA_DEBUG_SEVERITY_HIGH,
4131 MESA_DEBUG_SEVERITY_NOTIFICATION,
4132 MESA_DEBUG_SEVERITY_COUNT
4133 };
4134
4135 /** @} */
4136
4137 /**
4138 * Driver-specific state flags.
4139 *
4140 * These are or'd with gl_context::NewDriverState to notify a driver about
4141 * a state change. The driver sets the flags at context creation and
4142 * the meaning of the bits set is opaque to core Mesa.
4143 */
4144 struct gl_driver_flags
4145 {
4146 /** gl_context::Array::_DrawArrays (vertex array state) */
4147 uint64_t NewArray;
4148
4149 /** gl_context::TransformFeedback::CurrentObject */
4150 uint64_t NewTransformFeedback;
4151
4152 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4153 uint64_t NewTransformFeedbackProg;
4154
4155 /** gl_context::RasterDiscard */
4156 uint64_t NewRasterizerDiscard;
4157
4158 /**
4159 * gl_context::UniformBufferBindings
4160 * gl_shader_program::UniformBlocks
4161 */
4162 uint64_t NewUniformBuffer;
4163
4164 /**
4165 * gl_context::ShaderStorageBufferBindings
4166 * gl_shader_program::ShaderStorageBlocks
4167 */
4168 uint64_t NewShaderStorageBuffer;
4169
4170 uint64_t NewTextureBuffer;
4171
4172 /**
4173 * gl_context::AtomicBufferBindings
4174 */
4175 uint64_t NewAtomicBuffer;
4176
4177 /**
4178 * gl_context::ImageUnits
4179 */
4180 uint64_t NewImageUnits;
4181
4182 /**
4183 * gl_context::TessCtrlProgram::patch_default_*
4184 */
4185 uint64_t NewDefaultTessLevels;
4186 };
4187
4188 struct gl_uniform_buffer_binding
4189 {
4190 struct gl_buffer_object *BufferObject;
4191 /** Start of uniform block data in the buffer */
4192 GLintptr Offset;
4193 /** Size of data allowed to be referenced from the buffer (in bytes) */
4194 GLsizeiptr Size;
4195 /**
4196 * glBindBufferBase() indicates that the Size should be ignored and only
4197 * limited by the current size of the BufferObject.
4198 */
4199 GLboolean AutomaticSize;
4200 };
4201
4202 struct gl_shader_storage_buffer_binding
4203 {
4204 struct gl_buffer_object *BufferObject;
4205 /** Start of shader storage block data in the buffer */
4206 GLintptr Offset;
4207 /** Size of data allowed to be referenced from the buffer (in bytes) */
4208 GLsizeiptr Size;
4209 /**
4210 * glBindBufferBase() indicates that the Size should be ignored and only
4211 * limited by the current size of the BufferObject.
4212 */
4213 GLboolean AutomaticSize;
4214 };
4215
4216 /**
4217 * ARB_shader_image_load_store image unit.
4218 */
4219 struct gl_image_unit
4220 {
4221 /**
4222 * Texture object bound to this unit.
4223 */
4224 struct gl_texture_object *TexObj;
4225
4226 /**
4227 * Level of the texture object bound to this unit.
4228 */
4229 GLuint Level;
4230
4231 /**
4232 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4233 * GL_FALSE if only some specific layer of the texture is bound.
4234 * \sa Layer
4235 */
4236 GLboolean Layered;
4237
4238 /**
4239 * Layer of the texture object bound to this unit as specified by the
4240 * application.
4241 */
4242 GLuint Layer;
4243
4244 /**
4245 * Layer of the texture object bound to this unit, or zero if the
4246 * whole level is bound.
4247 */
4248 GLuint _Layer;
4249
4250 /**
4251 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4252 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4253 */
4254 GLenum Access;
4255
4256 /**
4257 * GL internal format that determines the interpretation of the
4258 * image memory when shader image operations are performed through
4259 * this unit.
4260 */
4261 GLenum Format;
4262
4263 /**
4264 * Mesa format corresponding to \c Format.
4265 */
4266 mesa_format _ActualFormat;
4267
4268 };
4269
4270 /**
4271 * Binding point for an atomic counter buffer object.
4272 */
4273 struct gl_atomic_buffer_binding
4274 {
4275 struct gl_buffer_object *BufferObject;
4276 GLintptr Offset;
4277 GLsizeiptr Size;
4278 };
4279
4280 /**
4281 * Mesa rendering context.
4282 *
4283 * This is the central context data structure for Mesa. Almost all
4284 * OpenGL state is contained in this structure.
4285 * Think of this as a base class from which device drivers will derive
4286 * sub classes.
4287 */
4288 struct gl_context
4289 {
4290 /** State possibly shared with other contexts in the address space */
4291 struct gl_shared_state *Shared;
4292
4293 /** \name API function pointer tables */
4294 /*@{*/
4295 gl_api API;
4296 /**
4297 * The current dispatch table for non-displaylist-saving execution, either
4298 * BeginEnd or OutsideBeginEnd
4299 */
4300 struct _glapi_table *Exec;
4301 /**
4302 * The normal dispatch table for non-displaylist-saving, non-begin/end
4303 */
4304 struct _glapi_table *OutsideBeginEnd;
4305 /** The dispatch table used between glNewList() and glEndList() */
4306 struct _glapi_table *Save;
4307 /**
4308 * The dispatch table used between glBegin() and glEnd() (outside of a
4309 * display list). Only valid functions between those two are set, which is
4310 * mostly just the set in a GLvertexformat struct.
4311 */
4312 struct _glapi_table *BeginEnd;
4313 /**
4314 * Tracks the current dispatch table out of the 3 above, so that it can be
4315 * re-set on glXMakeCurrent().
4316 */
4317 struct _glapi_table *CurrentDispatch;
4318 /*@}*/
4319
4320 struct gl_config Visual;
4321 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4322 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4323 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4324 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4325
4326 /**
4327 * Device driver function pointer table
4328 */
4329 struct dd_function_table Driver;
4330
4331 /** Core/Driver constants */
4332 struct gl_constants Const;
4333
4334 /** \name The various 4x4 matrix stacks */
4335 /*@{*/
4336 struct gl_matrix_stack ModelviewMatrixStack;
4337 struct gl_matrix_stack ProjectionMatrixStack;
4338 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4339 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4340 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4341 /*@}*/
4342
4343 /** Combined modelview and projection matrix */
4344 GLmatrix _ModelProjectMatrix;
4345
4346 /** \name Display lists */
4347 struct gl_dlist_state ListState;
4348
4349 GLboolean ExecuteFlag; /**< Execute GL commands? */
4350 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4351
4352 /** Extension information */
4353 struct gl_extensions Extensions;
4354
4355 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4356 GLuint Version;
4357 char *VersionString;
4358
4359 /** \name State attribute stack (for glPush/PopAttrib) */
4360 /*@{*/
4361 GLuint AttribStackDepth;
4362 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4363 /*@}*/
4364
4365 /** \name Renderer attribute groups
4366 *
4367 * We define a struct for each attribute group to make pushing and popping
4368 * attributes easy. Also it's a good organization.
4369 */
4370 /*@{*/
4371 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4372 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4373 struct gl_current_attrib Current; /**< Current attributes */
4374 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4375 struct gl_eval_attrib Eval; /**< Eval attributes */
4376 struct gl_fog_attrib Fog; /**< Fog attributes */
4377 struct gl_hint_attrib Hint; /**< Hint attributes */
4378 struct gl_light_attrib Light; /**< Light attributes */
4379 struct gl_line_attrib Line; /**< Line attributes */
4380 struct gl_list_attrib List; /**< List attributes */
4381 struct gl_multisample_attrib Multisample;
4382 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4383 struct gl_point_attrib Point; /**< Point attributes */
4384 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4385 GLuint PolygonStipple[32]; /**< Polygon stipple */
4386 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4387 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4388 struct gl_texture_attrib Texture; /**< Texture attributes */
4389 struct gl_transform_attrib Transform; /**< Transformation attributes */
4390 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4391 /*@}*/
4392
4393 /** \name Client attribute stack */
4394 /*@{*/
4395 GLuint ClientAttribStackDepth;
4396 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4397 /*@}*/
4398
4399 /** \name Client attribute groups */
4400 /*@{*/
4401 struct gl_array_attrib Array; /**< Vertex arrays */
4402 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4403 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4404 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4405 /*@}*/
4406
4407 /** \name Other assorted state (not pushed/popped on attribute stack) */
4408 /*@{*/
4409 struct gl_pixelmaps PixelMaps;
4410
4411 struct gl_evaluators EvalMap; /**< All evaluators */
4412 struct gl_feedback Feedback; /**< Feedback */
4413 struct gl_selection Select; /**< Selection */
4414
4415 struct gl_program_state Program; /**< general program state */
4416 struct gl_vertex_program_state VertexProgram;
4417 struct gl_fragment_program_state FragmentProgram;
4418 struct gl_geometry_program_state GeometryProgram;
4419 struct gl_compute_program_state ComputeProgram;
4420 struct gl_tess_ctrl_program_state TessCtrlProgram;
4421 struct gl_tess_eval_program_state TessEvalProgram;
4422 struct gl_ati_fragment_shader_state ATIFragmentShader;
4423
4424 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4425 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4426
4427 /**
4428 * Current active shader pipeline state
4429 *
4430 * Almost all internal users want ::_Shader instead of ::Shader. The
4431 * exceptions are bits of legacy GLSL API that do not know about separate
4432 * shader objects.
4433 *
4434 * If a program is active via \c glUseProgram, this will point to
4435 * \c ::Shader.
4436 *
4437 * If a program pipeline is active via \c glBindProgramPipeline, this will
4438 * point to \c ::Pipeline.Current.
4439 *
4440 * If neither a program nor a program pipeline is active, this will point to
4441 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4442 * \c NULL.
4443 */
4444 struct gl_pipeline_object *_Shader;
4445
4446 struct gl_query_state Query; /**< occlusion, timer queries */
4447
4448 struct gl_transform_feedback_state TransformFeedback;
4449
4450 struct gl_perf_monitor_state PerfMonitor;
4451
4452 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4453 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4454 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4455
4456 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4457 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4458
4459 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4460
4461 /**
4462 * Current GL_ARB_uniform_buffer_object binding referenced by
4463 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4464 */
4465 struct gl_buffer_object *UniformBuffer;
4466
4467 /**
4468 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4469 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4470 */
4471 struct gl_buffer_object *ShaderStorageBuffer;
4472
4473 /**
4474 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4475 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4476 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4477 * shader program.
4478 */
4479 struct gl_uniform_buffer_binding
4480 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4481
4482 /**
4483 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4484 * and GL 4.3. This is set up using glBindBufferRange() or
4485 * glBindBufferBase(). They are associated with shader storage blocks by
4486 * glShaderStorageBlockBinding()'s state in the shader program.
4487 */
4488 struct gl_shader_storage_buffer_binding
4489 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4490
4491 /**
4492 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4493 * target.
4494 */
4495 struct gl_buffer_object *AtomicBuffer;
4496
4497 /**
4498 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4499 * target.
4500 */
4501 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4502
4503 /**
4504 * Array of atomic counter buffer binding points.
4505 */
4506 struct gl_atomic_buffer_binding
4507 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4508
4509 /**
4510 * Array of image units for ARB_shader_image_load_store.
4511 */
4512 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4513
4514 /*@}*/
4515
4516 struct gl_meta_state *Meta; /**< for "meta" operations */
4517
4518 /* GL_EXT_framebuffer_object */
4519 struct gl_renderbuffer *CurrentRenderbuffer;
4520
4521 GLenum ErrorValue; /**< Last error code */
4522
4523 /**
4524 * Recognize and silence repeated error debug messages in buggy apps.
4525 */
4526 const char *ErrorDebugFmtString;
4527 GLuint ErrorDebugCount;
4528
4529 /* GL_ARB_debug_output/GL_KHR_debug */
4530 mtx_t DebugMutex;
4531 struct gl_debug_state *Debug;
4532
4533 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4534 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4535 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4536
4537 struct gl_driver_flags DriverFlags;
4538
4539 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4540
4541 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4542
4543 /** \name Derived state */
4544 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4545 GLfloat _EyeZDir[3];
4546 GLfloat _ModelViewInvScale;
4547 GLboolean _NeedEyeCoords;
4548 GLboolean _ForceEyeCoords;
4549
4550 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4551
4552 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4553
4554 /** \name For debugging/development only */
4555 /*@{*/
4556 GLboolean FirstTimeCurrent;
4557 /*@}*/
4558
4559 /**
4560 * False if this context was created without a config. This is needed
4561 * because the initial state of glDrawBuffers depends on this
4562 */
4563 GLboolean HasConfig;
4564
4565 /** software compression/decompression supported or not */
4566 GLboolean Mesa_DXTn;
4567
4568 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4569
4570 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4571
4572 /**
4573 * \name Hooks for module contexts.
4574 *
4575 * These will eventually live in the driver or elsewhere.
4576 */
4577 /*@{*/
4578 void *swrast_context;
4579 void *swsetup_context;
4580 void *swtnl_context;
4581 struct vbo_context *vbo_context;
4582 struct st_context *st;
4583 void *aelt_context;
4584 /*@}*/
4585
4586 /**
4587 * \name NV_vdpau_interop
4588 */
4589 /*@{*/
4590 const void *vdpDevice;
4591 const void *vdpGetProcAddress;
4592 struct set *vdpSurfaces;
4593 /*@}*/
4594
4595 /**
4596 * Has this context observed a GPU reset in any context in the share group?
4597 *
4598 * Once this field becomes true, it is never reset to false.
4599 */
4600 GLboolean ShareGroupReset;
4601 };
4602
4603 /**
4604 * Information about memory usage. All sizes are in kilobytes.
4605 */
4606 struct gl_memory_info
4607 {
4608 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4609 unsigned avail_device_memory; /**< free device memory at the moment */
4610 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4611 unsigned avail_staging_memory; /**< free staging memory at the moment */
4612 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4613 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4614 };
4615
4616 #ifdef DEBUG
4617 extern int MESA_VERBOSE;
4618 extern int MESA_DEBUG_FLAGS;
4619 # define MESA_FUNCTION __func__
4620 #else
4621 # define MESA_VERBOSE 0
4622 # define MESA_DEBUG_FLAGS 0
4623 # define MESA_FUNCTION "a function"
4624 #endif
4625
4626
4627 /** The MESA_VERBOSE var is a bitmask of these flags */
4628 enum _verbose
4629 {
4630 VERBOSE_VARRAY = 0x0001,
4631 VERBOSE_TEXTURE = 0x0002,
4632 VERBOSE_MATERIAL = 0x0004,
4633 VERBOSE_PIPELINE = 0x0008,
4634 VERBOSE_DRIVER = 0x0010,
4635 VERBOSE_STATE = 0x0020,
4636 VERBOSE_API = 0x0040,
4637 VERBOSE_DISPLAY_LIST = 0x0100,
4638 VERBOSE_LIGHTING = 0x0200,
4639 VERBOSE_PRIMS = 0x0400,
4640 VERBOSE_VERTS = 0x0800,
4641 VERBOSE_DISASSEM = 0x1000,
4642 VERBOSE_DRAW = 0x2000,
4643 VERBOSE_SWAPBUFFERS = 0x4000
4644 };
4645
4646
4647 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4648 enum _debug
4649 {
4650 DEBUG_SILENT = (1 << 0),
4651 DEBUG_ALWAYS_FLUSH = (1 << 1),
4652 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4653 DEBUG_INCOMPLETE_FBO = (1 << 3)
4654 };
4655
4656 /**
4657 * Checks if the active fragment shader program can have side effects due
4658 * to use of things like atomic buffers or images
4659 */
4660 static inline bool
4661 _mesa_active_fragment_shader_has_side_effects(const struct gl_context *ctx)
4662 {
4663 const struct gl_shader *sh;
4664
4665 if (!ctx->_Shader->_CurrentFragmentProgram)
4666 return false;
4667
4668 sh = ctx->_Shader->_CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT];
4669 return sh->NumAtomicBuffers > 0 ||
4670 sh->NumImages > 0 ||
4671 sh->NumShaderStorageBlocks > 0;
4672 }
4673
4674 #ifdef __cplusplus
4675 }
4676 #endif
4677
4678 #endif /* MTYPES_H */