2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
37 #include <stdint.h> /* uint32_t */
39 #include "c11/threads.h"
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "util/simple_list.h" /* struct simple_node */
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
55 * \name 64-bit extension of GLbitfield.
58 typedef GLuint64 GLbitfield64
;
60 /** Set a single bit */
61 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
62 /** Set all bits up to excluding bit b */
63 #define BITFIELD64_MASK(b) \
64 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
65 /** Set count bits starting from bit b */
66 #define BITFIELD64_RANGE(b, count) \
67 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
71 * \name Some forward type declarations
74 struct _mesa_HashTable
;
75 struct gl_attrib_node
;
76 struct gl_list_extensions
;
78 struct gl_program_cache
;
79 struct gl_texture_object
;
80 struct gl_debug_state
;
83 struct gl_uniform_storage
;
84 struct prog_instruction
;
85 struct gl_program_parameter_list
;
92 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
93 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
94 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
95 #define PRIM_UNKNOWN (PRIM_MAX + 2)
100 * Indexes for vertex program attributes.
101 * GL_NV_vertex_program aliases generic attributes over the conventional
102 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
103 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
104 * generic attributes are distinct/separate).
109 VERT_ATTRIB_WEIGHT
= 1,
110 VERT_ATTRIB_NORMAL
= 2,
111 VERT_ATTRIB_COLOR0
= 3,
112 VERT_ATTRIB_COLOR1
= 4,
114 VERT_ATTRIB_COLOR_INDEX
= 6,
115 VERT_ATTRIB_EDGEFLAG
= 7,
116 VERT_ATTRIB_TEX0
= 8,
117 VERT_ATTRIB_TEX1
= 9,
118 VERT_ATTRIB_TEX2
= 10,
119 VERT_ATTRIB_TEX3
= 11,
120 VERT_ATTRIB_TEX4
= 12,
121 VERT_ATTRIB_TEX5
= 13,
122 VERT_ATTRIB_TEX6
= 14,
123 VERT_ATTRIB_TEX7
= 15,
124 VERT_ATTRIB_POINT_SIZE
= 16,
125 VERT_ATTRIB_GENERIC0
= 17,
126 VERT_ATTRIB_GENERIC1
= 18,
127 VERT_ATTRIB_GENERIC2
= 19,
128 VERT_ATTRIB_GENERIC3
= 20,
129 VERT_ATTRIB_GENERIC4
= 21,
130 VERT_ATTRIB_GENERIC5
= 22,
131 VERT_ATTRIB_GENERIC6
= 23,
132 VERT_ATTRIB_GENERIC7
= 24,
133 VERT_ATTRIB_GENERIC8
= 25,
134 VERT_ATTRIB_GENERIC9
= 26,
135 VERT_ATTRIB_GENERIC10
= 27,
136 VERT_ATTRIB_GENERIC11
= 28,
137 VERT_ATTRIB_GENERIC12
= 29,
138 VERT_ATTRIB_GENERIC13
= 30,
139 VERT_ATTRIB_GENERIC14
= 31,
140 VERT_ATTRIB_GENERIC15
= 32,
145 * Symbolic constats to help iterating over
146 * specific blocks of vertex attributes.
149 * includes all fixed function attributes as well as
150 * the aliased GL_NV_vertex_program shader attributes.
152 * include the classic texture coordinate attributes.
153 * Is a subset of VERT_ATTRIB_FF.
154 * VERT_ATTRIB_GENERIC
155 * include the OpenGL 2.0+ GLSL generic shader attributes.
156 * These alias the generic GL_ARB_vertex_shader attributes.
158 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
159 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
161 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
162 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
164 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
165 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
168 * Bitflags for vertex attributes.
169 * These are used in bitfields in many places.
172 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
173 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
174 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
175 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
176 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
177 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
178 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
179 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
180 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
181 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
182 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
183 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
184 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
185 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
186 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
187 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
188 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
189 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
191 #define VERT_BIT(i) BITFIELD64_BIT(i)
192 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
194 #define VERT_BIT_FF(i) VERT_BIT(i)
195 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
196 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
197 #define VERT_BIT_TEX_ALL \
198 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
200 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
201 #define VERT_BIT_GENERIC_ALL \
202 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
207 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
208 * fragment shader inputs.
210 * Note that some of these values are not available to all pipeline stages.
212 * When this enum is updated, the following code must be updated too:
213 * - vertResults (in prog_print.c's arb_output_attrib_string())
214 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
215 * - _mesa_varying_slot_in_fs()
220 VARYING_SLOT_COL0
, /* COL0 and COL1 must be contiguous */
223 VARYING_SLOT_TEX0
, /* TEX0-TEX7 must be contiguous */
231 VARYING_SLOT_PSIZ
, /* Does not appear in FS */
232 VARYING_SLOT_BFC0
, /* Does not appear in FS */
233 VARYING_SLOT_BFC1
, /* Does not appear in FS */
234 VARYING_SLOT_EDGE
, /* Does not appear in FS */
235 VARYING_SLOT_CLIP_VERTEX
, /* Does not appear in FS */
236 VARYING_SLOT_CLIP_DIST0
,
237 VARYING_SLOT_CLIP_DIST1
,
238 VARYING_SLOT_PRIMITIVE_ID
, /* Does not appear in VS */
239 VARYING_SLOT_LAYER
, /* Appears as VS or GS output */
240 VARYING_SLOT_VIEWPORT
, /* Appears as VS or GS output */
241 VARYING_SLOT_FACE
, /* FS only */
242 VARYING_SLOT_PNTC
, /* FS only */
243 VARYING_SLOT_VAR0
, /* First generic varying slot */
244 VARYING_SLOT_MAX
= VARYING_SLOT_VAR0
+ MAX_VARYING
249 * Bitflags for varying slots.
252 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
253 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
254 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
255 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
256 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
257 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
258 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
259 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
260 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
261 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
262 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
263 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
264 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
265 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
266 MAX_TEXTURE_COORD_UNITS)
267 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
268 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
269 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
270 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
271 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
272 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
273 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
274 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
275 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
276 #define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
277 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
278 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
279 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
283 * Bitflags for system values.
285 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
286 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
287 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
290 * Determine if the given gl_varying_slot appears in the fragment shader.
292 static inline GLboolean
293 _mesa_varying_slot_in_fs(gl_varying_slot slot
)
296 case VARYING_SLOT_PSIZ
:
297 case VARYING_SLOT_BFC0
:
298 case VARYING_SLOT_BFC1
:
299 case VARYING_SLOT_EDGE
:
300 case VARYING_SLOT_CLIP_VERTEX
:
301 case VARYING_SLOT_LAYER
:
310 * Fragment program results
314 FRAG_RESULT_DEPTH
= 0,
315 FRAG_RESULT_STENCIL
= 1,
316 /* If a single color should be written to all render targets, this
317 * register is written. No FRAG_RESULT_DATAn will be written.
319 FRAG_RESULT_COLOR
= 2,
320 FRAG_RESULT_SAMPLE_MASK
= 3,
322 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
323 * or ARB_fragment_program fragment.color[n]) color results. If
324 * any are written, FRAG_RESULT_COLOR will not be written.
326 FRAG_RESULT_DATA0
= 4,
327 FRAG_RESULT_MAX
= (FRAG_RESULT_DATA0
+ MAX_DRAW_BUFFERS
)
332 * Indexes for all renderbuffers
336 /* the four standard color buffers */
344 /* optional aux buffer */
346 /* generic renderbuffers */
359 * Bit flags for all renderbuffers
361 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
362 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
363 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
364 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
365 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
366 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
367 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
368 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
369 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
370 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
371 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
372 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
373 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
374 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
375 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
376 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
377 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
378 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
379 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
382 * Mask of all the color buffer bits (but not accum).
384 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
385 BUFFER_BIT_BACK_LEFT | \
386 BUFFER_BIT_FRONT_RIGHT | \
387 BUFFER_BIT_BACK_RIGHT | \
389 BUFFER_BIT_COLOR0 | \
390 BUFFER_BIT_COLOR1 | \
391 BUFFER_BIT_COLOR2 | \
392 BUFFER_BIT_COLOR3 | \
393 BUFFER_BIT_COLOR4 | \
394 BUFFER_BIT_COLOR5 | \
395 BUFFER_BIT_COLOR6 | \
400 * Shader stages. Note that these will become 5 with tessellation.
402 * The order must match how shaders are ordered in the pipeline.
403 * The GLSL linker assumes that if i<j, then the j-th shader is
404 * executed later than the i-th shader.
408 MESA_SHADER_VERTEX
= 0,
409 MESA_SHADER_GEOMETRY
= 1,
410 MESA_SHADER_FRAGMENT
= 2,
411 MESA_SHADER_COMPUTE
= 3,
414 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
418 * Framebuffer configuration (aka visual / pixelformat)
419 * Note: some of these fields should be boolean, but it appears that
420 * code in drivers/dri/common/util.c requires int-sized fields.
426 GLboolean colorIndexMode
; /* XXX is this used anywhere? */
427 GLuint doubleBufferMode
;
430 GLboolean haveAccumBuffer
;
431 GLboolean haveDepthBuffer
;
432 GLboolean haveStencilBuffer
;
434 GLint redBits
, greenBits
, blueBits
, alphaBits
; /* bits per comp */
435 GLuint redMask
, greenMask
, blueMask
, alphaMask
;
436 GLint rgbBits
; /* total bits for rgb */
437 GLint indexBits
; /* total bits for colorindex */
439 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
447 /* EXT_visual_rating / GLX 1.2 */
450 /* EXT_visual_info / GLX 1.2 */
451 GLint transparentPixel
;
452 /* colors are floats scaled to ints */
453 GLint transparentRed
, transparentGreen
, transparentBlue
, transparentAlpha
;
454 GLint transparentIndex
;
456 /* ARB_multisample / SGIS_multisample */
460 /* SGIX_pbuffer / GLX 1.3 */
461 GLint maxPbufferWidth
;
462 GLint maxPbufferHeight
;
463 GLint maxPbufferPixels
;
464 GLint optimalPbufferWidth
; /* Only for SGIX_pbuffer. */
465 GLint optimalPbufferHeight
; /* Only for SGIX_pbuffer. */
467 /* OML_swap_method */
470 /* EXT_texture_from_pixmap */
471 GLint bindToTextureRgb
;
472 GLint bindToTextureRgba
;
473 GLint bindToMipmapTexture
;
474 GLint bindToTextureTargets
;
477 /* EXT_framebuffer_sRGB */
483 * \name Bit flags used for updating material values.
486 #define MAT_ATTRIB_FRONT_AMBIENT 0
487 #define MAT_ATTRIB_BACK_AMBIENT 1
488 #define MAT_ATTRIB_FRONT_DIFFUSE 2
489 #define MAT_ATTRIB_BACK_DIFFUSE 3
490 #define MAT_ATTRIB_FRONT_SPECULAR 4
491 #define MAT_ATTRIB_BACK_SPECULAR 5
492 #define MAT_ATTRIB_FRONT_EMISSION 6
493 #define MAT_ATTRIB_BACK_EMISSION 7
494 #define MAT_ATTRIB_FRONT_SHININESS 8
495 #define MAT_ATTRIB_BACK_SHININESS 9
496 #define MAT_ATTRIB_FRONT_INDEXES 10
497 #define MAT_ATTRIB_BACK_INDEXES 11
498 #define MAT_ATTRIB_MAX 12
500 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
501 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
502 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
503 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
504 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
505 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
507 #define MAT_INDEX_AMBIENT 0
508 #define MAT_INDEX_DIFFUSE 1
509 #define MAT_INDEX_SPECULAR 2
511 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
512 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
513 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
514 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
515 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
516 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
517 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
518 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
519 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
520 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
521 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
522 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
525 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
526 MAT_BIT_FRONT_AMBIENT | \
527 MAT_BIT_FRONT_DIFFUSE | \
528 MAT_BIT_FRONT_SPECULAR | \
529 MAT_BIT_FRONT_SHININESS | \
530 MAT_BIT_FRONT_INDEXES)
532 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
533 MAT_BIT_BACK_AMBIENT | \
534 MAT_BIT_BACK_DIFFUSE | \
535 MAT_BIT_BACK_SPECULAR | \
536 MAT_BIT_BACK_SHININESS | \
537 MAT_BIT_BACK_INDEXES)
539 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
548 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
556 #define LIGHT_SPOT 0x1
557 #define LIGHT_LOCAL_VIEWER 0x2
558 #define LIGHT_POSITIONAL 0x4
559 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
564 * Light source state.
568 struct gl_light
*next
; /**< double linked list with sentinel */
569 struct gl_light
*prev
;
571 GLfloat Ambient
[4]; /**< ambient color */
572 GLfloat Diffuse
[4]; /**< diffuse color */
573 GLfloat Specular
[4]; /**< specular color */
574 GLfloat EyePosition
[4]; /**< position in eye coordinates */
575 GLfloat SpotDirection
[4]; /**< spotlight direction in eye coordinates */
576 GLfloat SpotExponent
;
577 GLfloat SpotCutoff
; /**< in degrees */
578 GLfloat _CosCutoff
; /**< = MAX(0, cos(SpotCutoff)) */
579 GLfloat ConstantAttenuation
;
580 GLfloat LinearAttenuation
;
581 GLfloat QuadraticAttenuation
;
582 GLboolean Enabled
; /**< On/off flag */
585 * \name Derived fields
588 GLbitfield _Flags
; /**< Mask of LIGHT_x bits defined above */
590 GLfloat _Position
[4]; /**< position in eye/obj coordinates */
591 GLfloat _VP_inf_norm
[3]; /**< Norm direction to infinite light */
592 GLfloat _h_inf_norm
[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
593 GLfloat _NormSpotDirection
[4]; /**< normalized spotlight direction */
594 GLfloat _VP_inf_spot_attenuation
;
596 GLfloat _MatAmbient
[2][3]; /**< material ambient * light ambient */
597 GLfloat _MatDiffuse
[2][3]; /**< material diffuse * light diffuse */
598 GLfloat _MatSpecular
[2][3]; /**< material spec * light specular */
608 GLfloat Ambient
[4]; /**< ambient color */
609 GLboolean LocalViewer
; /**< Local (or infinite) view point? */
610 GLboolean TwoSide
; /**< Two (or one) sided lighting? */
611 GLenum ColorControl
; /**< either GL_SINGLE_COLOR
612 * or GL_SEPARATE_SPECULAR_COLOR */
617 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
619 struct gl_accum_attrib
621 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
626 * Used for storing clear color, texture border color, etc.
627 * The float values are typically unclamped.
638 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
640 struct gl_colorbuffer_attrib
642 GLuint ClearIndex
; /**< Index for glClear */
643 union gl_color_union ClearColor
; /**< Color for glClear, unclamped */
644 GLuint IndexMask
; /**< Color index write mask */
645 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4]; /**< Each flag is 0xff or 0x0 */
647 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
650 * \name alpha testing
653 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
654 GLenum AlphaFunc
; /**< Alpha test function */
655 GLfloat AlphaRefUnclamped
;
656 GLclampf AlphaRef
; /**< Alpha reference value */
663 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
665 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
666 * control, only on the fixed-pointness of the render target.
667 * The query does however depend on fragment color clamping.
669 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
670 GLfloat BlendColor
[4]; /**< Blending color */
674 GLenum SrcRGB
; /**< RGB blend source term */
675 GLenum DstRGB
; /**< RGB blend dest term */
676 GLenum SrcA
; /**< Alpha blend source term */
677 GLenum DstA
; /**< Alpha blend dest term */
678 GLenum EquationRGB
; /**< GL_ADD, GL_SUBTRACT, etc. */
679 GLenum EquationA
; /**< GL_ADD, GL_SUBTRACT, etc. */
681 * Set if any blend factor uses SRC1. Computed at the time blend factors
684 GLboolean _UsesDualSrc
;
685 } Blend
[MAX_DRAW_BUFFERS
];
686 /** Are the blend func terms currently different for each buffer/target? */
687 GLboolean _BlendFuncPerBuffer
;
688 /** Are the blend equations currently different for each buffer/target? */
689 GLboolean _BlendEquationPerBuffer
;
696 GLenum LogicOp
; /**< Logic operator */
697 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
698 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
701 GLboolean DitherFlag
; /**< Dither enable flag */
703 GLenum ClampFragmentColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
704 GLboolean _ClampFragmentColor
; /** < with GL_FIXED_ONLY_ARB resolved */
705 GLenum ClampReadColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
707 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
712 * Current attribute group (GL_CURRENT_BIT).
714 struct gl_current_attrib
717 * \name Current vertex attributes.
718 * \note Values are valid only after FLUSH_VERTICES has been called.
719 * \note Index and Edgeflag current values are stored as floats in the
720 * SIX and SEVEN attribute slots.
722 GLfloat Attrib
[VERT_ATTRIB_MAX
][4]; /**< Position, color, texcoords, etc */
725 * \name Current raster position attributes (always valid).
726 * \note This set of attributes is very similar to the SWvertex struct.
729 GLfloat RasterPos
[4];
730 GLfloat RasterDistance
;
731 GLfloat RasterColor
[4];
732 GLfloat RasterSecondaryColor
[4];
733 GLfloat RasterTexCoords
[MAX_TEXTURE_COORD_UNITS
][4];
734 GLboolean RasterPosValid
;
740 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
742 struct gl_depthbuffer_attrib
744 GLenum Func
; /**< Function for depth buffer compare */
745 GLclampd Clear
; /**< Value to clear depth buffer to */
746 GLboolean Test
; /**< Depth buffering enabled flag */
747 GLboolean Mask
; /**< Depth buffer writable? */
748 GLboolean BoundsTest
; /**< GL_EXT_depth_bounds_test */
749 GLfloat BoundsMin
, BoundsMax
;/**< GL_EXT_depth_bounds_test */
754 * Evaluator attribute group (GL_EVAL_BIT).
756 struct gl_eval_attrib
762 GLboolean Map1Color4
;
764 GLboolean Map1Normal
;
765 GLboolean Map1TextureCoord1
;
766 GLboolean Map1TextureCoord2
;
767 GLboolean Map1TextureCoord3
;
768 GLboolean Map1TextureCoord4
;
769 GLboolean Map1Vertex3
;
770 GLboolean Map1Vertex4
;
771 GLboolean Map2Color4
;
773 GLboolean Map2Normal
;
774 GLboolean Map2TextureCoord1
;
775 GLboolean Map2TextureCoord2
;
776 GLboolean Map2TextureCoord3
;
777 GLboolean Map2TextureCoord4
;
778 GLboolean Map2Vertex3
;
779 GLboolean Map2Vertex4
;
780 GLboolean AutoNormal
;
784 * \name Map Grid endpoints and divisions and calculated du values
788 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
789 GLint MapGrid2un
, MapGrid2vn
;
790 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
791 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
797 * Fog attribute group (GL_FOG_BIT).
801 GLboolean Enabled
; /**< Fog enabled flag */
802 GLfloat ColorUnclamped
[4]; /**< Fog color */
803 GLfloat Color
[4]; /**< Fog color */
804 GLfloat Density
; /**< Density >= 0.0 */
805 GLfloat Start
; /**< Start distance in eye coords */
806 GLfloat End
; /**< End distance in eye coords */
807 GLfloat Index
; /**< Fog index */
808 GLenum Mode
; /**< Fog mode */
809 GLboolean ColorSumEnabled
;
810 GLenum FogCoordinateSource
; /**< GL_EXT_fog_coord */
811 GLfloat _Scale
; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
812 GLenum FogDistanceMode
; /**< GL_NV_fog_distance */
817 * Hint attribute group (GL_HINT_BIT).
819 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
821 struct gl_hint_attrib
823 GLenum PerspectiveCorrection
;
826 GLenum PolygonSmooth
;
828 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
829 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
830 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
835 * Lighting attribute group (GL_LIGHT_BIT).
837 struct gl_light_attrib
839 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
840 struct gl_lightmodel Model
; /**< Lighting model */
843 * Front and back material values.
844 * Note: must call FLUSH_VERTICES() before using.
846 struct gl_material Material
;
848 GLboolean Enabled
; /**< Lighting enabled flag */
849 GLenum ShadeModel
; /**< GL_FLAT or GL_SMOOTH */
850 GLenum ProvokingVertex
; /**< GL_EXT_provoking_vertex */
851 GLenum ColorMaterialFace
; /**< GL_FRONT, BACK or FRONT_AND_BACK */
852 GLenum ColorMaterialMode
; /**< GL_AMBIENT, GL_DIFFUSE, etc */
853 GLbitfield _ColorMaterialBitmask
; /**< bitmask formed from Face and Mode */
854 GLboolean ColorMaterialEnabled
;
855 GLenum ClampVertexColor
; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
856 GLboolean _ClampVertexColor
;
858 struct gl_light EnabledList
; /**< List sentinel */
861 * Derived state for optimizations:
864 GLboolean _NeedEyeCoords
;
865 GLboolean _NeedVertices
; /**< Use fast shader? */
866 GLfloat _BaseColor
[2][3];
872 * Line attribute group (GL_LINE_BIT).
874 struct gl_line_attrib
876 GLboolean SmoothFlag
; /**< GL_LINE_SMOOTH enabled? */
877 GLboolean StippleFlag
; /**< GL_LINE_STIPPLE enabled? */
878 GLushort StipplePattern
; /**< Stipple pattern */
879 GLint StippleFactor
; /**< Stipple repeat factor */
880 GLfloat Width
; /**< Line width */
885 * Display list attribute group (GL_LIST_BIT).
887 struct gl_list_attrib
894 * Multisample attribute group (GL_MULTISAMPLE_BIT).
896 struct gl_multisample_attrib
899 GLboolean _Enabled
; /**< true if Enabled and multisample buffer */
900 GLboolean SampleAlphaToCoverage
;
901 GLboolean SampleAlphaToOne
;
902 GLboolean SampleCoverage
;
903 GLboolean SampleCoverageInvert
;
904 GLboolean SampleShading
;
906 /* ARB_texture_multisample / GL3.2 additions */
907 GLboolean SampleMask
;
909 GLfloat SampleCoverageValue
;
910 GLfloat MinSampleShadingValue
;
912 /** The GL spec defines this as an array but >32x MSAA is madness */
913 GLbitfield SampleMaskValue
;
918 * A pixelmap (see glPixelMap)
923 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
928 * Collection of all pixelmaps
932 struct gl_pixelmap RtoR
; /**< i.e. GL_PIXEL_MAP_R_TO_R */
933 struct gl_pixelmap GtoG
;
934 struct gl_pixelmap BtoB
;
935 struct gl_pixelmap AtoA
;
936 struct gl_pixelmap ItoR
;
937 struct gl_pixelmap ItoG
;
938 struct gl_pixelmap ItoB
;
939 struct gl_pixelmap ItoA
;
940 struct gl_pixelmap ItoI
;
941 struct gl_pixelmap StoS
;
946 * Pixel attribute group (GL_PIXEL_MODE_BIT).
948 struct gl_pixel_attrib
950 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
952 /*--- Begin Pixel Transfer State ---*/
953 /* Fields are in the order in which they're applied... */
955 /** Scale & Bias (index shift, offset) */
957 GLfloat RedBias
, RedScale
;
958 GLfloat GreenBias
, GreenScale
;
959 GLfloat BlueBias
, BlueScale
;
960 GLfloat AlphaBias
, AlphaScale
;
961 GLfloat DepthBias
, DepthScale
;
962 GLint IndexShift
, IndexOffset
;
966 /* Note: actual pixel maps are not part of this attrib group */
967 GLboolean MapColorFlag
;
968 GLboolean MapStencilFlag
;
970 /*--- End Pixel Transfer State ---*/
973 GLfloat ZoomX
, ZoomY
;
978 * Point attribute group (GL_POINT_BIT).
980 struct gl_point_attrib
982 GLfloat Size
; /**< User-specified point size */
983 GLfloat Params
[3]; /**< GL_EXT_point_parameters */
984 GLfloat MinSize
, MaxSize
; /**< GL_EXT_point_parameters */
985 GLfloat Threshold
; /**< GL_EXT_point_parameters */
986 GLboolean SmoothFlag
; /**< True if GL_POINT_SMOOTH is enabled */
987 GLboolean _Attenuated
; /**< True if Params != [1, 0, 0] */
988 GLboolean PointSprite
; /**< GL_NV/ARB_point_sprite */
989 GLboolean CoordReplace
[MAX_TEXTURE_COORD_UNITS
]; /**< GL_ARB_point_sprite*/
990 GLenum SpriteRMode
; /**< GL_NV_point_sprite (only!) */
991 GLenum SpriteOrigin
; /**< GL_ARB_point_sprite */
996 * Polygon attribute group (GL_POLYGON_BIT).
998 struct gl_polygon_attrib
1000 GLenum FrontFace
; /**< Either GL_CW or GL_CCW */
1001 GLenum FrontMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
1002 GLenum BackMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
1003 GLboolean _FrontBit
; /**< 0=GL_CCW, 1=GL_CW */
1004 GLboolean CullFlag
; /**< Culling on/off flag */
1005 GLboolean SmoothFlag
; /**< True if GL_POLYGON_SMOOTH is enabled */
1006 GLboolean StippleFlag
; /**< True if GL_POLYGON_STIPPLE is enabled */
1007 GLenum CullFaceMode
; /**< Culling mode GL_FRONT or GL_BACK */
1008 GLfloat OffsetFactor
; /**< Polygon offset factor, from user */
1009 GLfloat OffsetUnits
; /**< Polygon offset units, from user */
1010 GLfloat OffsetClamp
; /**< Polygon offset clamp, from user */
1011 GLboolean OffsetPoint
; /**< Offset in GL_POINT mode */
1012 GLboolean OffsetLine
; /**< Offset in GL_LINE mode */
1013 GLboolean OffsetFill
; /**< Offset in GL_FILL mode */
1018 * Scissor attributes (GL_SCISSOR_BIT).
1020 struct gl_scissor_rect
1022 GLint X
, Y
; /**< Lower left corner of box */
1023 GLsizei Width
, Height
; /**< Size of box */
1025 struct gl_scissor_attrib
1027 GLbitfield EnableFlags
; /**< Scissor test enabled? */
1028 struct gl_scissor_rect ScissorArray
[MAX_VIEWPORTS
];
1033 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1035 * Three sets of stencil data are tracked so that OpenGL 2.0,
1036 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1037 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1038 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1039 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1040 * GL_EXT_stencil_two_side GL_BACK state.
1042 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1043 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1045 * The derived value \c _TestTwoSide is set when the front-face and back-face
1046 * stencil state are different.
1048 struct gl_stencil_attrib
1050 GLboolean Enabled
; /**< Enabled flag */
1051 GLboolean TestTwoSide
; /**< GL_EXT_stencil_two_side */
1052 GLubyte ActiveFace
; /**< GL_EXT_stencil_two_side (0 or 2) */
1053 GLboolean _Enabled
; /**< Enabled and stencil buffer present */
1054 GLboolean _WriteEnabled
; /**< _Enabled and non-zero writemasks */
1055 GLboolean _TestTwoSide
;
1056 GLubyte _BackFace
; /**< Current back stencil state (1 or 2) */
1057 GLenum Function
[3]; /**< Stencil function */
1058 GLenum FailFunc
[3]; /**< Fail function */
1059 GLenum ZPassFunc
[3]; /**< Depth buffer pass function */
1060 GLenum ZFailFunc
[3]; /**< Depth buffer fail function */
1061 GLint Ref
[3]; /**< Reference value */
1062 GLuint ValueMask
[3]; /**< Value mask */
1063 GLuint WriteMask
[3]; /**< Write mask */
1064 GLuint Clear
; /**< Clear value */
1069 * An index for each type of texture object. These correspond to the GL
1070 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1071 * Note: the order is from highest priority to lowest priority.
1075 TEXTURE_2D_MULTISAMPLE_INDEX
,
1076 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX
,
1077 TEXTURE_CUBE_ARRAY_INDEX
,
1078 TEXTURE_BUFFER_INDEX
,
1079 TEXTURE_2D_ARRAY_INDEX
,
1080 TEXTURE_1D_ARRAY_INDEX
,
1081 TEXTURE_EXTERNAL_INDEX
,
1092 * Bit flags for each type of texture object
1095 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1096 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1097 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1098 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1099 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1100 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1101 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1102 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1103 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1104 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1105 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1106 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1111 * Texture image state. Drivers will typically create a subclass of this
1112 * with extra fields for memory buffers, etc.
1114 struct gl_texture_image
1116 GLint InternalFormat
; /**< Internal format as given by the user */
1117 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1118 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1119 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1120 * GL_DEPTH_STENCIL_EXT only. Used for
1121 * choosing TexEnv arithmetic.
1123 mesa_format TexFormat
; /**< The actual texture memory format */
1125 GLuint Border
; /**< 0 or 1 */
1126 GLuint Width
; /**< = 2^WidthLog2 + 2*Border */
1127 GLuint Height
; /**< = 2^HeightLog2 + 2*Border */
1128 GLuint Depth
; /**< = 2^DepthLog2 + 2*Border */
1129 GLuint Width2
; /**< = Width - 2*Border */
1130 GLuint Height2
; /**< = Height - 2*Border */
1131 GLuint Depth2
; /**< = Depth - 2*Border */
1132 GLuint WidthLog2
; /**< = log2(Width2) */
1133 GLuint HeightLog2
; /**< = log2(Height2) */
1134 GLuint DepthLog2
; /**< = log2(Depth2) */
1135 GLuint MaxNumLevels
; /**< = maximum possible number of mipmap
1136 levels, computed from the dimensions */
1138 struct gl_texture_object
*TexObject
; /**< Pointer back to parent object */
1139 GLuint Level
; /**< Which mipmap level am I? */
1140 /** Cube map face: index into gl_texture_object::Image[] array */
1143 /** GL_ARB_texture_multisample */
1144 GLuint NumSamples
; /**< Sample count, or 0 for non-multisample */
1145 GLboolean FixedSampleLocations
; /**< Same sample locations for all pixels? */
1150 * Indexes for cube map faces.
1165 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1166 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1168 struct gl_sampler_object
1172 GLchar
*Label
; /**< GL_KHR_debug */
1174 GLenum WrapS
; /**< S-axis texture image wrap mode */
1175 GLenum WrapT
; /**< T-axis texture image wrap mode */
1176 GLenum WrapR
; /**< R-axis texture image wrap mode */
1177 GLenum MinFilter
; /**< minification filter */
1178 GLenum MagFilter
; /**< magnification filter */
1179 union gl_color_union BorderColor
; /**< Interpreted according to texture format */
1180 GLfloat MinLod
; /**< min lambda, OpenGL 1.2 */
1181 GLfloat MaxLod
; /**< max lambda, OpenGL 1.2 */
1182 GLfloat LodBias
; /**< OpenGL 1.4 */
1183 GLfloat MaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
1184 GLenum CompareMode
; /**< GL_ARB_shadow */
1185 GLenum CompareFunc
; /**< GL_ARB_shadow */
1186 GLenum sRGBDecode
; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1187 GLboolean CubeMapSeamless
; /**< GL_AMD_seamless_cubemap_per_texture */
1192 * Texture object state. Contains the array of mipmap images, border color,
1193 * wrap modes, filter modes, and shadow/texcompare state.
1195 struct gl_texture_object
1197 mtx_t Mutex
; /**< for thread safety */
1198 GLint RefCount
; /**< reference count */
1199 GLuint Name
; /**< the user-visible texture object ID */
1200 GLchar
*Label
; /**< GL_KHR_debug */
1201 GLenum Target
; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1202 gl_texture_index TargetIndex
; /**< The gl_texture_unit::CurrentTex index.
1203 Only valid when Target is valid. */
1205 struct gl_sampler_object Sampler
;
1207 GLenum DepthMode
; /**< GL_ARB_depth_texture */
1208 bool StencilSampling
; /**< Should we sample stencil instead of depth? */
1210 GLfloat Priority
; /**< in [0,1] */
1211 GLint BaseLevel
; /**< min mipmap level, OpenGL 1.2 */
1212 GLint MaxLevel
; /**< max mipmap level, OpenGL 1.2 */
1213 GLint ImmutableLevels
; /**< ES 3.0 / ARB_texture_view */
1214 GLint _MaxLevel
; /**< actual max mipmap level (q in the spec) */
1215 GLfloat _MaxLambda
; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1216 GLint CropRect
[4]; /**< GL_OES_draw_texture */
1217 GLenum Swizzle
[4]; /**< GL_EXT_texture_swizzle */
1218 GLuint _Swizzle
; /**< same as Swizzle, but SWIZZLE_* format */
1219 GLboolean GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
1220 GLboolean _BaseComplete
; /**< Is the base texture level valid? */
1221 GLboolean _MipmapComplete
; /**< Is the whole mipmap valid? */
1222 GLboolean _IsIntegerFormat
; /**< Does the texture store integer values? */
1223 GLboolean _RenderToTexture
; /**< Any rendering to this texture? */
1224 GLboolean Purgeable
; /**< Is the buffer purgeable under memory
1226 GLboolean Immutable
; /**< GL_ARB_texture_storage */
1227 GLboolean _IsFloat
; /**< GL_OES_float_texture */
1228 GLboolean _IsHalfFloat
; /**< GL_OES_half_float_texture */
1230 GLuint MinLevel
; /**< GL_ARB_texture_view */
1231 GLuint MinLayer
; /**< GL_ARB_texture_view */
1232 GLuint NumLevels
; /**< GL_ARB_texture_view */
1233 GLuint NumLayers
; /**< GL_ARB_texture_view */
1235 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1236 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
1238 /** GL_ARB_texture_buffer_object */
1239 struct gl_buffer_object
*BufferObject
;
1240 GLenum BufferObjectFormat
;
1241 /** Equivalent Mesa format for BufferObjectFormat. */
1242 mesa_format _BufferObjectFormat
;
1243 /** GL_ARB_texture_buffer_range */
1244 GLintptr BufferOffset
;
1245 GLsizeiptr BufferSize
; /**< if this is -1, use BufferObject->Size instead */
1247 /** GL_OES_EGL_image_external */
1248 GLint RequiredTextureImageUnits
;
1250 /** GL_ARB_shader_image_load_store */
1251 GLenum ImageFormatCompatibilityType
;
1255 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1256 #define MAX_COMBINER_TERMS 4
1260 * Texture combine environment state.
1262 struct gl_tex_env_combine_state
1264 GLenum ModeRGB
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1265 GLenum ModeA
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1266 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1267 GLenum SourceRGB
[MAX_COMBINER_TERMS
];
1268 GLenum SourceA
[MAX_COMBINER_TERMS
];
1269 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1270 GLenum OperandRGB
[MAX_COMBINER_TERMS
];
1271 GLenum OperandA
[MAX_COMBINER_TERMS
];
1272 GLuint ScaleShiftRGB
; /**< 0, 1 or 2 */
1273 GLuint ScaleShiftA
; /**< 0, 1 or 2 */
1274 GLuint _NumArgsRGB
; /**< Number of inputs used for the RGB combiner */
1275 GLuint _NumArgsA
; /**< Number of inputs used for the A combiner */
1280 * TexGenEnabled flags.
1287 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1292 * Bit flag versions of the corresponding GL_ constants.
1295 #define TEXGEN_SPHERE_MAP 0x1
1296 #define TEXGEN_OBJ_LINEAR 0x2
1297 #define TEXGEN_EYE_LINEAR 0x4
1298 #define TEXGEN_REFLECTION_MAP_NV 0x8
1299 #define TEXGEN_NORMAL_MAP_NV 0x10
1301 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1302 TEXGEN_REFLECTION_MAP_NV | \
1303 TEXGEN_NORMAL_MAP_NV)
1304 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1305 TEXGEN_REFLECTION_MAP_NV | \
1306 TEXGEN_NORMAL_MAP_NV | \
1312 /** Tex-gen enabled for texture unit? */
1313 #define ENABLE_TEXGEN(unit) (1 << (unit))
1315 /** Non-identity texture matrix for texture unit? */
1316 #define ENABLE_TEXMAT(unit) (1 << (unit))
1320 * Texture coord generation state.
1324 GLenum Mode
; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1325 GLbitfield _ModeBit
; /**< TEXGEN_x bit corresponding to Mode */
1326 GLfloat ObjectPlane
[4];
1327 GLfloat EyePlane
[4];
1332 * Texture unit state. Contains enable flags, texture environment/function/
1333 * combiners, texgen state, and pointers to current texture objects.
1335 struct gl_texture_unit
1337 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1339 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1340 GLclampf EnvColor
[4];
1341 GLfloat EnvColorUnclamped
[4];
1343 struct gl_texgen GenS
;
1344 struct gl_texgen GenT
;
1345 struct gl_texgen GenR
;
1346 struct gl_texgen GenQ
;
1347 GLbitfield TexGenEnabled
; /**< Bitwise-OR of [STRQ]_BIT values */
1348 GLbitfield _GenFlags
; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1350 GLfloat LodBias
; /**< for biasing mipmap levels */
1352 /** Texture targets that have a non-default texture bound */
1353 GLbitfield _BoundTextures
;
1355 /** Current sampler object (GL_ARB_sampler_objects) */
1356 struct gl_sampler_object
*Sampler
;
1359 * \name GL_EXT_texture_env_combine
1361 struct gl_tex_env_combine_state Combine
;
1364 * Derived state based on \c EnvMode and the \c BaseFormat of the
1365 * currently enabled texture.
1367 struct gl_tex_env_combine_state _EnvMode
;
1370 * Currently enabled combiner state. This will point to either
1371 * \c Combine or \c _EnvMode.
1373 struct gl_tex_env_combine_state
*_CurrentCombine
;
1375 /** Current texture object pointers */
1376 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1378 /** Points to highest priority, complete and enabled texture object */
1379 struct gl_texture_object
*_Current
;
1385 * Texture attribute group (GL_TEXTURE_BIT).
1387 struct gl_texture_attrib
1389 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1390 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1392 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1394 /** GL_ARB_texture_buffer_object */
1395 struct gl_buffer_object
*BufferObject
;
1397 /** GL_ARB_seamless_cubemap */
1398 GLboolean CubeMapSeamless
;
1400 /** Texture coord units/sets used for fragment texturing */
1401 GLbitfield _EnabledCoordUnits
;
1403 /** Texture coord units that have texgen enabled */
1404 GLbitfield _TexGenEnabled
;
1406 /** Texture coord units that have non-identity matrices */
1407 GLbitfield _TexMatEnabled
;
1409 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1410 GLbitfield _GenFlags
;
1412 /** Largest index of a texture unit with _Current != NULL. */
1413 GLint _MaxEnabledTexImageUnit
;
1415 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1416 GLint NumCurrentTexUsed
;
1421 * Data structure representing a single clip plane (e.g. one of the elements
1422 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1424 typedef GLfloat gl_clip_plane
[4];
1428 * Transformation attribute group (GL_TRANSFORM_BIT).
1430 struct gl_transform_attrib
1432 GLenum MatrixMode
; /**< Matrix mode */
1433 gl_clip_plane EyeUserPlane
[MAX_CLIP_PLANES
]; /**< User clip planes */
1434 gl_clip_plane _ClipUserPlane
[MAX_CLIP_PLANES
]; /**< derived */
1435 GLbitfield ClipPlanesEnabled
; /**< on/off bitmask */
1436 GLboolean Normalize
; /**< Normalize all normals? */
1437 GLboolean RescaleNormals
; /**< GL_EXT_rescale_normal */
1438 GLboolean RasterPositionUnclipped
; /**< GL_IBM_rasterpos_clip */
1439 GLboolean DepthClamp
; /**< GL_ARB_depth_clamp */
1440 /** GL_ARB_clip_control */
1441 GLenum ClipOrigin
; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1442 GLenum ClipDepthMode
; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1447 * Viewport attribute group (GL_VIEWPORT_BIT).
1449 struct gl_viewport_attrib
1451 GLfloat X
, Y
; /**< position */
1452 GLfloat Width
, Height
; /**< size */
1453 GLdouble Near
, Far
; /**< Depth buffer range */
1454 GLmatrix _WindowMap
; /**< Mapping transformation as a matrix. */
1463 } gl_map_buffer_index
;
1467 * Fields describing a mapped buffer range.
1469 struct gl_buffer_mapping
{
1470 GLbitfield AccessFlags
; /**< Mask of GL_MAP_x_BIT flags */
1471 GLvoid
*Pointer
; /**< User-space address of mapping */
1472 GLintptr Offset
; /**< Mapped offset */
1473 GLsizeiptr Length
; /**< Mapped length */
1478 * Usages we've seen for a buffer object.
1481 USAGE_UNIFORM_BUFFER
= 0x1,
1482 USAGE_TEXTURE_BUFFER
= 0x2,
1483 USAGE_ATOMIC_COUNTER_BUFFER
= 0x4,
1488 * GL_ARB_vertex/pixel_buffer_object buffer object
1490 struct gl_buffer_object
1495 GLchar
*Label
; /**< GL_KHR_debug */
1496 GLenum Usage
; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1497 GLbitfield StorageFlags
; /**< GL_MAP_PERSISTENT_BIT, etc. */
1498 GLsizeiptrARB Size
; /**< Size of buffer storage in bytes */
1499 GLubyte
*Data
; /**< Location of storage either in RAM or VRAM. */
1500 GLboolean DeletePending
; /**< true if buffer object is removed from the hash */
1501 GLboolean Written
; /**< Ever written to? (for debugging) */
1502 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1503 GLboolean Immutable
; /**< GL_ARB_buffer_storage */
1504 gl_buffer_usage UsageHistory
; /**< How has this buffer been used so far? */
1506 struct gl_buffer_mapping Mappings
[MAP_COUNT
];
1511 * Client pixel packing/unpacking attributes
1513 struct gl_pixelstore_attrib
1521 GLboolean SwapBytes
;
1523 GLboolean Invert
; /**< GL_MESA_pack_invert */
1524 GLint CompressedBlockWidth
; /**< GL_ARB_compressed_texture_pixel_storage */
1525 GLint CompressedBlockHeight
;
1526 GLint CompressedBlockDepth
;
1527 GLint CompressedBlockSize
;
1528 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_pixel_buffer_object */
1533 * Client vertex array attributes
1535 struct gl_client_array
1537 GLint Size
; /**< components per element (1,2,3,4) */
1538 GLenum Type
; /**< datatype: GL_FLOAT, GL_INT, etc */
1539 GLenum Format
; /**< default: GL_RGBA, but may be GL_BGRA */
1540 GLsizei Stride
; /**< user-specified stride */
1541 GLsizei StrideB
; /**< actual stride in bytes */
1542 GLuint _ElementSize
; /**< size of each element in bytes */
1543 const GLubyte
*Ptr
; /**< Points to array data */
1544 GLboolean Enabled
; /**< Enabled flag is a boolean */
1545 GLboolean Normalized
; /**< GL_ARB_vertex_program */
1546 GLboolean Integer
; /**< Integer-valued? */
1547 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1549 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1554 * Vertex attribute array as seen by the client.
1556 * Contains the size, type, format and normalization flag,
1557 * along with the index of a vertex buffer binding point.
1559 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1560 * and is only present for backwards compatibility reasons.
1561 * Rendering always uses VERTEX_BINDING_STRIDE.
1562 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1563 * and VERTEX_BINDING_STRIDE to the same value, while
1564 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1566 struct gl_vertex_attrib_array
1568 GLint Size
; /**< Components per element (1,2,3,4) */
1569 GLenum Type
; /**< Datatype: GL_FLOAT, GL_INT, etc */
1570 GLenum Format
; /**< Default: GL_RGBA, but may be GL_BGRA */
1571 GLsizei Stride
; /**< Stride as specified with gl*Pointer() */
1572 const GLubyte
*Ptr
; /**< Points to client array data. Not used when a VBO is bound */
1573 GLintptr RelativeOffset
; /**< Offset of the first element relative to the binding offset */
1574 GLboolean Enabled
; /**< Whether the array is enabled */
1575 GLboolean Normalized
; /**< Fixed-point values are normalized when converted to floats */
1576 GLboolean Integer
; /**< Fixed-point values are not converted to floats */
1577 GLuint _ElementSize
; /**< Size of each element in bytes */
1578 GLuint VertexBinding
; /**< Vertex buffer binding */
1583 * This describes the buffer object used for a vertex array (or
1584 * multiple vertex arrays). If BufferObj points to the default/null
1585 * buffer object, then the vertex array lives in user memory and not a VBO.
1587 struct gl_vertex_buffer_binding
1589 GLintptr Offset
; /**< User-specified offset */
1590 GLsizei Stride
; /**< User-specified stride */
1591 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1592 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_vertex_buffer_object */
1593 GLbitfield64 _BoundArrays
; /**< Arrays bound to this binding point */
1598 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1599 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1602 struct gl_vertex_array_object
1604 /** Name of the VAO as received from glGenVertexArray. */
1606 GLchar
*Label
; /**< GL_KHR_debug */
1612 * Does the VAO use ARB semantics or Apple semantics?
1614 * There are several ways in which ARB_vertex_array_object and
1615 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1618 * - ARB VAOs require that all array data be sourced from vertex buffer
1619 * objects, but Apple VAOs do not.
1621 * - ARB VAOs require that names come from GenVertexArrays.
1623 * This flag notes which behavior governs this VAO.
1625 GLboolean ARBsemantics
;
1628 * Has this array object been bound?
1630 GLboolean EverBound
;
1633 * Derived vertex attribute arrays
1635 * This is a legacy data structure created from gl_vertex_attrib_array and
1636 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1638 struct gl_client_array _VertexAttrib
[VERT_ATTRIB_MAX
];
1640 /** Vertex attribute arrays */
1641 struct gl_vertex_attrib_array VertexAttrib
[VERT_ATTRIB_MAX
];
1643 /** Vertex buffer bindings */
1644 struct gl_vertex_buffer_binding VertexBinding
[VERT_ATTRIB_MAX
];
1646 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1647 GLbitfield64 _Enabled
;
1649 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1650 GLbitfield64 NewArrays
;
1652 /** The index buffer (also known as the element array buffer in OpenGL). */
1653 struct gl_buffer_object
*IndexBufferObj
;
1657 /** Used to signal when transitioning from one kind of drawing method
1661 DRAW_NONE
, /**< Initial value only */
1668 * Enum for the OpenGL APIs we know about and may support.
1670 * NOTE: This must match the api_enum table in
1671 * src/mesa/main/get_hash_generator.py
1675 API_OPENGL_COMPAT
, /* legacy / compatibility contexts */
1679 API_OPENGL_LAST
= API_OPENGL_CORE
1683 * Vertex array state
1685 struct gl_array_attrib
1687 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1688 struct gl_vertex_array_object
*VAO
;
1690 /** The default vertex array object */
1691 struct gl_vertex_array_object
*DefaultVAO
;
1693 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1694 struct _mesa_HashTable
*Objects
;
1696 GLint ActiveTexture
; /**< Client Active Texture */
1697 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1698 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1701 * \name Primitive restart controls
1703 * Primitive restart is enabled if either \c PrimitiveRestart or
1704 * \c PrimitiveRestartFixedIndex is set.
1707 GLboolean PrimitiveRestart
;
1708 GLboolean PrimitiveRestartFixedIndex
;
1709 GLboolean _PrimitiveRestart
;
1710 GLuint RestartIndex
;
1713 /** One of the DRAW_xxx flags, not consumed by drivers */
1714 gl_draw_method DrawMethod
;
1716 /* GL_ARB_vertex_buffer_object */
1717 struct gl_buffer_object
*ArrayBufferObj
;
1720 * Vertex arrays as consumed by a driver.
1721 * The array pointer is set up only by the VBO module.
1723 const struct gl_client_array
**_DrawArrays
; /**< 0..VERT_ATTRIB_MAX-1 */
1725 /** Legal array datatypes and the API for which they have been computed */
1726 GLbitfield LegalTypesMask
;
1727 gl_api LegalTypesMaskAPI
;
1732 * Feedback buffer state
1737 GLbitfield _Mask
; /**< FB_* bits */
1745 * Selection buffer state
1749 GLuint
*Buffer
; /**< selection buffer */
1750 GLuint BufferSize
; /**< size of the selection buffer */
1751 GLuint BufferCount
; /**< number of values in the selection buffer */
1752 GLuint Hits
; /**< number of records in the selection buffer */
1753 GLuint NameStackDepth
; /**< name stack depth */
1754 GLuint NameStack
[MAX_NAME_STACK_DEPTH
]; /**< name stack */
1755 GLboolean HitFlag
; /**< hit flag */
1756 GLfloat HitMinZ
; /**< minimum hit depth */
1757 GLfloat HitMaxZ
; /**< maximum hit depth */
1762 * 1-D Evaluator control points
1766 GLuint Order
; /**< Number of control points */
1767 GLfloat u1
, u2
, du
; /**< u1, u2, 1.0/(u2-u1) */
1768 GLfloat
*Points
; /**< Points to contiguous control points */
1773 * 2-D Evaluator control points
1777 GLuint Uorder
; /**< Number of control points in U dimension */
1778 GLuint Vorder
; /**< Number of control points in V dimension */
1781 GLfloat
*Points
; /**< Points to contiguous control points */
1786 * All evaluator control point state
1788 struct gl_evaluators
1794 struct gl_1d_map Map1Vertex3
;
1795 struct gl_1d_map Map1Vertex4
;
1796 struct gl_1d_map Map1Index
;
1797 struct gl_1d_map Map1Color4
;
1798 struct gl_1d_map Map1Normal
;
1799 struct gl_1d_map Map1Texture1
;
1800 struct gl_1d_map Map1Texture2
;
1801 struct gl_1d_map Map1Texture3
;
1802 struct gl_1d_map Map1Texture4
;
1809 struct gl_2d_map Map2Vertex3
;
1810 struct gl_2d_map Map2Vertex4
;
1811 struct gl_2d_map Map2Index
;
1812 struct gl_2d_map Map2Color4
;
1813 struct gl_2d_map Map2Normal
;
1814 struct gl_2d_map Map2Texture1
;
1815 struct gl_2d_map Map2Texture2
;
1816 struct gl_2d_map Map2Texture3
;
1817 struct gl_2d_map Map2Texture4
;
1822 struct gl_transform_feedback_varying_info
1831 * Per-output info vertex shaders for transform feedback.
1833 struct gl_transform_feedback_output
1835 unsigned OutputRegister
;
1836 unsigned OutputBuffer
;
1837 unsigned NumComponents
;
1840 /** offset (in DWORDs) of this output within the interleaved structure */
1844 * Offset into the output register of the data to output. For example,
1845 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1846 * offset is in the y and z components of the output register.
1848 unsigned ComponentOffset
;
1852 /** Post-link transform feedback info. */
1853 struct gl_transform_feedback_info
1855 unsigned NumOutputs
;
1858 * Number of transform feedback buffers in use by this program.
1860 unsigned NumBuffers
;
1862 struct gl_transform_feedback_output
*Outputs
;
1864 /** Transform feedback varyings used for the linking of this shader program.
1866 * Use for glGetTransformFeedbackVarying().
1868 struct gl_transform_feedback_varying_info
*Varyings
;
1872 * Total number of components stored in each buffer. This may be used by
1873 * hardware back-ends to determine the correct stride when interleaving
1874 * multiple transform feedback outputs in the same buffer.
1876 unsigned BufferStride
[MAX_FEEDBACK_BUFFERS
];
1881 * Transform feedback object state
1883 struct gl_transform_feedback_object
1885 GLuint Name
; /**< AKA the object ID */
1887 GLchar
*Label
; /**< GL_KHR_debug */
1888 GLboolean Active
; /**< Is transform feedback enabled? */
1889 GLboolean Paused
; /**< Is transform feedback paused? */
1890 GLboolean EndedAnytime
; /**< Has EndTransformFeedback been called
1892 GLboolean EverBound
; /**< Has this object been bound? */
1895 * GLES: if Active is true, remaining number of primitives which can be
1896 * rendered without overflow. This is necessary to track because GLES
1897 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1898 * glDrawArraysInstanced would overflow transform feedback buffers.
1899 * Undefined if Active is false.
1901 * Not tracked for desktop GL since it's unnecessary.
1903 unsigned GlesRemainingPrims
;
1906 * The shader program active when BeginTransformFeedback() was called.
1907 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1908 * where stage is the pipeline stage that is the source of data for
1909 * transform feedback.
1911 struct gl_shader_program
*shader_program
;
1913 /** The feedback buffers */
1914 GLuint BufferNames
[MAX_FEEDBACK_BUFFERS
];
1915 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_BUFFERS
];
1917 /** Start of feedback data in dest buffer */
1918 GLintptr Offset
[MAX_FEEDBACK_BUFFERS
];
1921 * Max data to put into dest buffer (in bytes). Computed based on
1922 * RequestedSize and the actual size of the buffer.
1924 GLsizeiptr Size
[MAX_FEEDBACK_BUFFERS
];
1927 * Size that was specified when the buffer was bound. If the buffer was
1928 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1931 GLsizeiptr RequestedSize
[MAX_FEEDBACK_BUFFERS
];
1936 * Context state for transform feedback.
1938 struct gl_transform_feedback_state
1940 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1942 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1943 struct gl_buffer_object
*CurrentBuffer
;
1945 /** The table of all transform feedback objects */
1946 struct _mesa_HashTable
*Objects
;
1948 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1949 struct gl_transform_feedback_object
*CurrentObject
;
1951 /** The default xform-fb object (Name==0) */
1952 struct gl_transform_feedback_object
*DefaultObject
;
1957 * A "performance monitor" as described in AMD_performance_monitor.
1959 struct gl_perf_monitor_object
1963 /** True if the monitor is currently active (Begin called but not End). */
1967 * True if the monitor has ended.
1969 * This is distinct from !Active because it may never have began.
1974 * A list of groups with currently active counters.
1976 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1978 unsigned *ActiveGroups
;
1981 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1983 * Checking whether counter 'c' in group 'g' is active can be done via:
1985 * BITSET_TEST(ActiveCounters[g], c)
1987 GLuint
**ActiveCounters
;
1991 union gl_perf_monitor_counter_value
1999 struct gl_perf_monitor_counter
2001 /** Human readable name for the counter. */
2005 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
2006 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
2010 /** Minimum counter value. */
2011 union gl_perf_monitor_counter_value Minimum
;
2013 /** Maximum counter value. */
2014 union gl_perf_monitor_counter_value Maximum
;
2018 struct gl_perf_monitor_group
2020 /** Human readable name for the group. */
2024 * Maximum number of counters in this group which can be active at the
2027 GLuint MaxActiveCounters
;
2029 /** Array of counters within this group. */
2030 const struct gl_perf_monitor_counter
*Counters
;
2036 * Context state for AMD_performance_monitor.
2038 struct gl_perf_monitor_state
2040 /** Array of performance monitor groups (indexed by group ID) */
2041 const struct gl_perf_monitor_group
*Groups
;
2044 /** The table of all performance monitors. */
2045 struct _mesa_HashTable
*Monitors
;
2050 * Names of the various vertex/fragment program register files, etc.
2052 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2053 * All values should fit in a 4-bit field.
2055 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2056 * considered to be "uniform" variables since they can only be set outside
2057 * glBegin/End. They're also all stored in the same Parameters array.
2061 PROGRAM_TEMPORARY
, /**< machine->Temporary[] */
2062 PROGRAM_ARRAY
, /**< Arrays & Matrixes */
2063 PROGRAM_INPUT
, /**< machine->Inputs[] */
2064 PROGRAM_OUTPUT
, /**< machine->Outputs[] */
2065 PROGRAM_STATE_VAR
, /**< gl_program->Parameters[] */
2066 PROGRAM_CONSTANT
, /**< gl_program->Parameters[] */
2067 PROGRAM_UNIFORM
, /**< gl_program->Parameters[] */
2068 PROGRAM_WRITE_ONLY
, /**< A dummy, write-only register */
2069 PROGRAM_ADDRESS
, /**< machine->AddressReg */
2070 PROGRAM_SAMPLER
, /**< for shader samplers, compile-time only */
2071 PROGRAM_SYSTEM_VALUE
,/**< InstanceId, PrimitiveID, etc. */
2072 PROGRAM_UNDEFINED
, /**< Invalid/TBD value */
2078 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2079 * one of these values.
2084 * \name Vertex shader system values
2088 * OpenGL-style vertex ID.
2090 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
2091 * OpenGL 3.3 core profile spec says:
2093 * "gl_VertexID holds the integer index i implicitly passed by
2094 * DrawArrays or one of the other drawing commands defined in section
2097 * Section 2.8.3 (Drawing Commands) of the same spec says:
2099 * "The commands....are equivalent to the commands with the same base
2100 * name (without the BaseVertex suffix), except that the ith element
2101 * transferred by the corresponding draw call will be taken from
2102 * element indices[i] + basevertex of each enabled array."
2104 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
2107 * "In unextended GL, vertex shaders have inputs named gl_VertexID and
2108 * gl_InstanceID, which contain, respectively the index of the vertex
2109 * and instance. The value of gl_VertexID is the implicitly passed
2110 * index of the vertex being processed, which includes the value of
2111 * baseVertex, for those commands that accept it."
2113 * gl_VertexID gets basevertex added in. This differs from DirectX where
2114 * SV_VertexID does \b not get basevertex added in.
2117 * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
2118 * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
2119 * \c SYSTEM_VALUE_BASE_VERTEX.
2121 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
2123 SYSTEM_VALUE_VERTEX_ID
,
2126 * Instanced ID as supplied to gl_InstanceID
2128 * Values assigned to gl_InstanceID always begin with zero, regardless of
2129 * the value of baseinstance.
2131 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
2134 * "gl_InstanceID holds the integer instance number of the current
2135 * primitive in an instanced draw call (see section 10.5)."
2137 * Through a big chain of pseudocode, section 10.5 describes that
2138 * baseinstance is not counted by gl_InstanceID. In that section, notice
2140 * "If an enabled vertex attribute array is instanced (it has a
2141 * non-zero divisor as specified by VertexAttribDivisor), the element
2142 * index that is transferred to the GL, for all vertices, is given by
2144 * floor(instance/divisor) + baseinstance
2146 * If an array corresponding to an attribute required by a vertex
2147 * shader is not enabled, then the corresponding element is taken from
2148 * the current attribute state (see section 10.2)."
2150 * Note that baseinstance is \b not included in the value of instance.
2152 SYSTEM_VALUE_INSTANCE_ID
,
2155 * DirectX-style vertex ID.
2157 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
2158 * the value of basevertex.
2160 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
2162 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
,
2165 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
2168 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
2170 SYSTEM_VALUE_BASE_VERTEX
,
2174 * \name Geometry shader system values
2177 SYSTEM_VALUE_INVOCATION_ID
,
2181 * \name Fragment shader system values
2184 SYSTEM_VALUE_FRONT_FACE
, /**< (not done yet) */
2185 SYSTEM_VALUE_SAMPLE_ID
,
2186 SYSTEM_VALUE_SAMPLE_POS
,
2187 SYSTEM_VALUE_SAMPLE_MASK_IN
,
2190 SYSTEM_VALUE_MAX
/**< Number of values */
2195 * The possible interpolation qualifiers that can be applied to a fragment
2196 * shader input in GLSL.
2198 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2199 * gl_fragment_program data structure to 0 causes the default behavior.
2201 enum glsl_interp_qualifier
2203 INTERP_QUALIFIER_NONE
= 0,
2204 INTERP_QUALIFIER_SMOOTH
,
2205 INTERP_QUALIFIER_FLAT
,
2206 INTERP_QUALIFIER_NOPERSPECTIVE
,
2207 INTERP_QUALIFIER_COUNT
/**< Number of interpolation qualifiers */
2212 * \brief Layout qualifiers for gl_FragDepth.
2214 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2215 * a layout qualifier.
2217 * \see enum ir_depth_layout
2219 enum gl_frag_depth_layout
2221 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
2222 FRAG_DEPTH_LAYOUT_ANY
,
2223 FRAG_DEPTH_LAYOUT_GREATER
,
2224 FRAG_DEPTH_LAYOUT_LESS
,
2225 FRAG_DEPTH_LAYOUT_UNCHANGED
2230 * Base class for any kind of program object
2236 GLubyte
*String
; /**< Null-terminated program text */
2238 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2239 GLenum Format
; /**< String encoding format */
2241 struct prog_instruction
*Instructions
;
2243 GLbitfield64 InputsRead
; /**< Bitmask of which input regs are read */
2244 GLbitfield64 OutputsWritten
; /**< Bitmask of which output regs are written */
2245 GLbitfield SystemValuesRead
; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2246 GLbitfield InputFlags
[MAX_PROGRAM_INPUTS
]; /**< PROG_PARAM_BIT_x flags */
2247 GLbitfield OutputFlags
[MAX_PROGRAM_OUTPUTS
]; /**< PROG_PARAM_BIT_x flags */
2248 GLbitfield TexturesUsed
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
]; /**< TEXTURE_x_BIT bitmask */
2249 GLbitfield SamplersUsed
; /**< Bitfield of which samplers are used */
2250 GLbitfield ShadowSamplers
; /**< Texture units used for shadow sampling. */
2252 GLboolean UsesGather
; /**< Does this program use gather4 at all? */
2255 * For vertex and geometry shaders, true if the program uses the
2256 * gl_ClipDistance output. Ignored for fragment shaders.
2258 GLboolean UsesClipDistanceOut
;
2261 /** Named parameters, constants, etc. from program text */
2262 struct gl_program_parameter_list
*Parameters
;
2265 * Local parameters used by the program.
2267 * It's dynamically allocated because it is rarely used (just
2268 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2271 GLfloat (*LocalParams
)[4];
2273 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2274 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2276 /** Bitmask of which register files are read/written with indirect
2277 * addressing. Mask of (1 << PROGRAM_x) bits.
2279 GLbitfield IndirectRegisterFiles
;
2281 /** Logical counts */
2283 GLuint NumInstructions
;
2284 GLuint NumTemporaries
;
2285 GLuint NumParameters
;
2286 GLuint NumAttributes
;
2287 GLuint NumAddressRegs
;
2288 GLuint NumAluInstructions
;
2289 GLuint NumTexInstructions
;
2290 GLuint NumTexIndirections
;
2292 /** Native, actual h/w counts */
2294 GLuint NumNativeInstructions
;
2295 GLuint NumNativeTemporaries
;
2296 GLuint NumNativeParameters
;
2297 GLuint NumNativeAttributes
;
2298 GLuint NumNativeAddressRegs
;
2299 GLuint NumNativeAluInstructions
;
2300 GLuint NumNativeTexInstructions
;
2301 GLuint NumNativeTexIndirections
;
2306 /** Vertex program object */
2307 struct gl_vertex_program
2309 struct gl_program Base
; /**< base class */
2310 GLboolean IsPositionInvariant
;
2314 /** Geometry program object */
2315 struct gl_geometry_program
2317 struct gl_program Base
; /**< base class */
2322 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2323 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2324 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2325 bool UsesEndPrimitive
;
2330 /** Fragment program object */
2331 struct gl_fragment_program
2333 struct gl_program Base
; /**< base class */
2334 GLboolean UsesKill
; /**< shader uses KIL instruction */
2335 GLboolean UsesDFdy
; /**< shader uses DDY instruction */
2336 GLboolean OriginUpperLeft
;
2337 GLboolean PixelCenterInteger
;
2338 enum gl_frag_depth_layout FragDepthLayout
;
2341 * GLSL interpolation qualifier associated with each fragment shader input.
2342 * For inputs that do not have an interpolation qualifier specified in
2343 * GLSL, the value is INTERP_QUALIFIER_NONE.
2345 enum glsl_interp_qualifier InterpQualifier
[VARYING_SLOT_MAX
];
2348 * Bitfield indicating, for each fragment shader input, 1 if that input
2349 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2351 GLbitfield64 IsCentroid
;
2354 * Bitfield indicating, for each fragment shader input, 1 if that input
2355 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2357 GLbitfield64 IsSample
;
2361 /** Compute program object */
2362 struct gl_compute_program
2364 struct gl_program Base
; /**< base class */
2367 * Size specified using local_size_{x,y,z}.
2369 unsigned LocalSize
[3];
2374 * State common to vertex and fragment programs.
2376 struct gl_program_state
2378 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2379 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2384 * Context state for vertex programs.
2386 struct gl_vertex_program_state
2388 GLboolean Enabled
; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2389 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2390 GLboolean PointSizeEnabled
; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2391 GLboolean TwoSideEnabled
; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2392 /** Computed two sided lighting for fixed function/programs. */
2393 GLboolean _TwoSideEnabled
;
2394 struct gl_vertex_program
*Current
; /**< User-bound vertex program */
2396 /** Currently enabled and valid vertex program (including internal
2397 * programs, user-defined vertex programs and GLSL vertex shaders).
2398 * This is the program we must use when rendering.
2400 struct gl_vertex_program
*_Current
;
2402 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2404 /** Should fixed-function T&L be implemented with a vertex prog? */
2405 GLboolean _MaintainTnlProgram
;
2407 /** Program to emulate fixed-function T&L (see above) */
2408 struct gl_vertex_program
*_TnlProgram
;
2410 /** Cache of fixed-function programs */
2411 struct gl_program_cache
*Cache
;
2413 GLboolean _Overriden
;
2418 * Context state for geometry programs.
2420 struct gl_geometry_program_state
2422 GLboolean Enabled
; /**< GL_ARB_GEOMETRY_SHADER4 */
2423 GLboolean _Enabled
; /**< Enabled and valid program? */
2424 struct gl_geometry_program
*Current
; /**< user-bound geometry program */
2426 /** Currently enabled and valid program (including internal programs
2427 * and compiled shader programs).
2429 struct gl_geometry_program
*_Current
;
2431 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2435 * Context state for fragment programs.
2437 struct gl_fragment_program_state
2439 GLboolean Enabled
; /**< User-set fragment program enable flag */
2440 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2441 struct gl_fragment_program
*Current
; /**< User-bound fragment program */
2443 /** Currently enabled and valid fragment program (including internal
2444 * programs, user-defined fragment programs and GLSL fragment shaders).
2445 * This is the program we must use when rendering.
2447 struct gl_fragment_program
*_Current
;
2449 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2451 /** Should fixed-function texturing be implemented with a fragment prog? */
2452 GLboolean _MaintainTexEnvProgram
;
2454 /** Program to emulate fixed-function texture env/combine (see above) */
2455 struct gl_fragment_program
*_TexEnvProgram
;
2457 /** Cache of fixed-function programs */
2458 struct gl_program_cache
*Cache
;
2463 * Context state for compute programs.
2465 struct gl_compute_program_state
2467 struct gl_compute_program
*Current
; /**< user-bound compute program */
2469 /** Currently enabled and valid program (including internal programs
2470 * and compiled shader programs).
2472 struct gl_compute_program
*_Current
;
2477 * ATI_fragment_shader runtime state
2479 #define ATI_FS_INPUT_PRIMARY 0
2480 #define ATI_FS_INPUT_SECONDARY 1
2482 struct atifs_instruction
;
2483 struct atifs_setupinst
;
2486 * ATI fragment shader
2488 struct ati_fragment_shader
2492 struct atifs_instruction
*Instructions
[2];
2493 struct atifs_setupinst
*SetupInst
[2];
2494 GLfloat Constants
[8][4];
2495 GLbitfield LocalConstDef
; /**< Indicates which constants have been set */
2496 GLubyte numArithInstr
[2];
2497 GLubyte regsAssigned
[2];
2498 GLubyte NumPasses
; /**< 1 or 2 */
2500 GLubyte last_optype
;
2501 GLboolean interpinp1
;
2507 * Context state for GL_ATI_fragment_shader
2509 struct gl_ati_fragment_shader_state
2512 GLboolean _Enabled
; /**< enabled and valid shader? */
2513 GLboolean Compiling
;
2514 GLfloat GlobalConstants
[8][4];
2515 struct ati_fragment_shader
*Current
;
2519 /** Set by #pragma directives */
2520 struct gl_sl_pragmas
2522 GLboolean IgnoreOptimize
; /**< ignore #pragma optimize(on/off) ? */
2523 GLboolean IgnoreDebug
; /**< ignore #pragma debug(on/off) ? */
2524 GLboolean Optimize
; /**< defaults on */
2525 GLboolean Debug
; /**< defaults off */
2530 * A GLSL vertex or fragment shader object.
2534 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2535 * Must be the first field.
2538 gl_shader_stage Stage
;
2539 GLuint Name
; /**< AKA the handle */
2540 GLint RefCount
; /**< Reference count */
2541 GLchar
*Label
; /**< GL_KHR_debug */
2542 GLboolean DeletePending
;
2543 GLboolean CompileStatus
;
2544 GLboolean IsES
; /**< True if this shader uses GLSL ES */
2546 GLuint SourceChecksum
; /**< for debug/logging purposes */
2547 const GLchar
*Source
; /**< Source code string */
2549 struct gl_program
*Program
; /**< Post-compile assembly code */
2551 struct gl_sl_pragmas Pragmas
;
2553 unsigned Version
; /**< GLSL version used for linking */
2556 * \name Sampler tracking
2558 * \note Each of these fields is only set post-linking.
2561 unsigned num_samplers
; /**< Number of samplers used by this shader. */
2562 GLbitfield active_samplers
; /**< Bitfield of which samplers are used */
2563 GLbitfield shadow_samplers
; /**< Samplers used for shadow sampling. */
2567 * Map from sampler unit to texture unit (set by glUniform1i())
2569 * A sampler unit is associated with each sampler uniform by the linker.
2570 * The sampler unit associated with each uniform is stored in the
2571 * \c gl_uniform_storage::sampler field.
2573 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2574 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2575 gl_texture_index SamplerTargets
[MAX_SAMPLERS
];
2578 * Number of default uniform block components used by this shader.
2580 * This field is only set post-linking.
2582 unsigned num_uniform_components
;
2585 * Number of combined uniform components used by this shader.
2587 * This field is only set post-linking. It is the sum of the uniform block
2588 * sizes divided by sizeof(float), and num_uniform_compoennts.
2590 unsigned num_combined_uniform_components
;
2593 * This shader's uniform block information.
2595 * These fields are only set post-linking.
2597 unsigned NumUniformBlocks
;
2598 struct gl_uniform_block
*UniformBlocks
;
2600 struct exec_list
*ir
;
2601 struct glsl_symbol_table
*symbols
;
2603 bool uses_builtin_functions
;
2604 bool uses_gl_fragcoord
;
2605 bool redeclares_gl_fragcoord
;
2606 bool ARB_fragment_coord_conventions_enable
;
2609 * Fragment shader state from GLSL 1.50 layout qualifiers.
2611 bool origin_upper_left
;
2612 bool pixel_center_integer
;
2615 * Geometry shader state from GLSL 1.50 layout qualifiers.
2620 * 0 - Invocations count not declared in shader, or
2621 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2625 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2626 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2631 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2632 * it's not set in this shader.
2638 * Map from image uniform index to image unit (set by glUniform1i())
2640 * An image uniform index is associated with each image uniform by
2641 * the linker. The image index associated with each uniform is
2642 * stored in the \c gl_uniform_storage::image field.
2644 GLubyte ImageUnits
[MAX_IMAGE_UNIFORMS
];
2647 * Access qualifier specified in the shader for each image uniform
2648 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2651 * It may be different, though only more strict than the value of
2652 * \c gl_image_unit::Access for the corresponding image unit.
2654 GLenum ImageAccess
[MAX_IMAGE_UNIFORMS
];
2657 * Number of image uniforms defined in the shader. It specifies
2658 * the number of valid elements in the \c ImageUnits and \c
2659 * ImageAccess arrays above.
2664 * Compute shader state from ARB_compute_shader layout qualifiers.
2668 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2669 * it's not set in this shader.
2671 unsigned LocalSize
[3];
2676 struct gl_uniform_buffer_variable
2681 * Name of the uniform as seen by glGetUniformIndices.
2683 * glGetUniformIndices requires that the block instance index \b not be
2684 * present in the name of queried uniforms.
2687 * \c gl_uniform_buffer_variable::IndexName and
2688 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2692 const struct glsl_type
*Type
;
2693 unsigned int Offset
;
2698 enum gl_uniform_block_packing
2706 struct gl_uniform_block
2708 /** Declared name of the uniform block */
2711 /** Array of supplemental information about UBO ir_variables. */
2712 struct gl_uniform_buffer_variable
*Uniforms
;
2716 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2717 * with glBindBufferBase to bind a buffer object to this uniform block. When
2718 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2723 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2724 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2726 GLuint UniformBufferSize
;
2729 * Layout specified in the shader
2731 * This isn't accessible through the API, but it is used while
2732 * cross-validating uniform blocks.
2734 enum gl_uniform_block_packing _Packing
;
2738 * Structure that represents a reference to an atomic buffer from some
2741 struct gl_active_atomic_buffer
2743 /** Uniform indices of the atomic counters declared within it. */
2747 /** Binding point index associated with it. */
2750 /** Minimum reasonable size it is expected to have. */
2753 /** Shader stages making use of it. */
2754 GLboolean StageReferences
[MESA_SHADER_STAGES
];
2758 * A GLSL program object.
2759 * Basically a linked collection of vertex and fragment shaders.
2761 struct gl_shader_program
2763 GLenum Type
; /**< Always GL_SHADER_PROGRAM (internal token) */
2764 GLuint Name
; /**< aka handle or ID */
2765 GLchar
*Label
; /**< GL_KHR_debug */
2766 GLint RefCount
; /**< Reference count */
2767 GLboolean DeletePending
;
2770 * Is the application intending to glGetProgramBinary this program?
2772 GLboolean BinaryRetreivableHint
;
2775 * Indicates whether program can be bound for individual pipeline stages
2776 * using UseProgramStages after it is next linked.
2778 GLboolean SeparateShader
;
2780 GLuint NumShaders
; /**< number of attached shaders */
2781 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2784 * User-defined attribute bindings
2786 * These are set via \c glBindAttribLocation and are used to direct the
2787 * GLSL linker. These are \b not the values used in the compiled shader,
2788 * and they are \b not the values returned by \c glGetAttribLocation.
2790 struct string_to_uint_map
*AttributeBindings
;
2793 * User-defined fragment data bindings
2795 * These are set via \c glBindFragDataLocation and are used to direct the
2796 * GLSL linker. These are \b not the values used in the compiled shader,
2797 * and they are \b not the values returned by \c glGetFragDataLocation.
2799 struct string_to_uint_map
*FragDataBindings
;
2800 struct string_to_uint_map
*FragDataIndexBindings
;
2803 * Transform feedback varyings last specified by
2804 * glTransformFeedbackVaryings().
2806 * For the current set of transform feedback varyings used for transform
2807 * feedback output, see LinkedTransformFeedback.
2812 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2813 } TransformFeedback
;
2815 /** Post-link transform feedback info. */
2816 struct gl_transform_feedback_info LinkedTransformFeedback
;
2818 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2819 enum gl_frag_depth_layout FragDepthLayout
;
2822 * Geometry shader state - copied into gl_geometry_program by
2823 * _mesa_copy_linked_program_data().
2829 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2832 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2833 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2834 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2836 * True if gl_ClipDistance is written to. Copied into
2837 * gl_geometry_program by _mesa_copy_linked_program_data().
2839 GLboolean UsesClipDistance
;
2840 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2841 0 if not present. */
2842 bool UsesEndPrimitive
;
2846 /** Vertex shader state */
2849 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2850 * by _mesa_copy_linked_program_data().
2852 GLboolean UsesClipDistance
;
2853 GLuint ClipDistanceArraySize
; /**< Size of the gl_ClipDistance array, or
2854 0 if not present. */
2858 * Compute shader state - copied into gl_compute_program by
2859 * _mesa_copy_linked_program_data().
2863 * If this shader contains a compute stage, size specified using
2864 * local_size_{x,y,z}. Otherwise undefined.
2866 unsigned LocalSize
[3];
2869 /* post-link info: */
2870 unsigned NumUserUniformStorage
;
2871 unsigned NumHiddenUniforms
;
2872 struct gl_uniform_storage
*UniformStorage
;
2875 * Mapping from GL uniform locations returned by \c glUniformLocation to
2876 * UniformStorage entries. Arrays will have multiple contiguous slots
2877 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2879 unsigned NumUniformRemapTable
;
2880 struct gl_uniform_storage
**UniformRemapTable
;
2883 * Size of the gl_ClipDistance array that is output from the last pipeline
2884 * stage before the fragment shader.
2886 unsigned LastClipDistanceArraySize
;
2888 unsigned NumUniformBlocks
;
2889 struct gl_uniform_block
*UniformBlocks
;
2892 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2893 * they're used in, or -1.
2895 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2896 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2898 int *UniformBlockStageIndex
[MESA_SHADER_STAGES
];
2901 * Map of active uniform names to locations
2903 * Maps any active uniform that is not an array element to a location.
2904 * Each active uniform, including individual structure members will appear
2905 * in this map. This roughly corresponds to the set of names that would be
2906 * enumerated by \c glGetActiveUniform.
2908 struct string_to_uint_map
*UniformHash
;
2910 struct gl_active_atomic_buffer
*AtomicBuffers
;
2911 unsigned NumAtomicBuffers
;
2913 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2914 GLboolean Validated
;
2915 GLboolean _Used
; /**< Ever used for drawing? */
2916 GLboolean SamplersValidated
; /**< Samplers validated against texture units? */
2919 unsigned Version
; /**< GLSL version used for linking */
2920 GLboolean IsES
; /**< True if this program uses GLSL ES */
2923 * Per-stage shaders resulting from the first stage of linking.
2925 * Set of linked shaders for this program. The array is accessed using the
2926 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2929 struct gl_shader
*_LinkedShaders
[MESA_SHADER_STAGES
];
2931 /* True if any of the fragment shaders attached to this program use:
2932 * #extension ARB_fragment_coord_conventions: enable
2934 GLboolean ARB_fragment_coord_conventions_enable
;
2938 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2939 #define GLSL_LOG 0x2 /**< Write shaders to files */
2940 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2941 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2942 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2943 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2944 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2945 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2946 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2947 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2951 * Context state for GLSL vertex/fragment shaders.
2952 * Extended to support pipeline object
2954 struct gl_pipeline_object
2956 /** Name of the pipeline object as received from glGenProgramPipelines.
2957 * It would be 0 for shaders without separate shader objects.
2966 * Programs used for rendering
2968 * There is a separate program set for each shader stage.
2970 struct gl_shader_program
*CurrentProgram
[MESA_SHADER_STAGES
];
2972 struct gl_shader_program
*_CurrentFragmentProgram
;
2975 * Program used by glUniform calls.
2977 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2979 struct gl_shader_program
*ActiveProgram
;
2981 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2983 GLboolean EverBound
; /**< Has the pipeline object been created */
2985 GLboolean Validated
; /**< Pipeline Validation status */
2991 * Context state for GLSL pipeline shaders.
2993 struct gl_pipeline_shader_state
2995 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2996 struct gl_pipeline_object
*Current
;
2998 /* Default Object to ensure that _Shader is never NULL */
2999 struct gl_pipeline_object
*Default
;
3001 /** Pipeline objects */
3002 struct _mesa_HashTable
*Objects
;
3006 * Compiler options for a single GLSL shaders type
3008 struct gl_shader_compiler_options
3010 /** Driver-selectable options: */
3011 GLboolean EmitCondCodes
; /**< Use condition codes? */
3012 GLboolean EmitNoLoops
;
3013 GLboolean EmitNoFunctions
;
3014 GLboolean EmitNoCont
; /**< Emit CONT opcode? */
3015 GLboolean EmitNoMainReturn
; /**< Emit CONT/RET opcodes? */
3016 GLboolean EmitNoNoise
; /**< Emit NOISE opcodes? */
3017 GLboolean EmitNoPow
; /**< Emit POW opcodes? */
3018 GLboolean EmitNoSat
; /**< Emit SAT opcodes? */
3019 GLboolean LowerClipDistance
; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
3022 * \name Forms of indirect addressing the driver cannot do.
3025 GLboolean EmitNoIndirectInput
; /**< No indirect addressing of inputs */
3026 GLboolean EmitNoIndirectOutput
; /**< No indirect addressing of outputs */
3027 GLboolean EmitNoIndirectTemp
; /**< No indirect addressing of temps */
3028 GLboolean EmitNoIndirectUniform
; /**< No indirect addressing of constants */
3031 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
3032 GLuint MaxUnrollIterations
;
3035 * Optimize code for array of structures backends.
3037 * This is a proxy for:
3038 * - preferring DP4 instructions (rather than MUL/MAD) for
3039 * matrix * vector operations, such as position transformation.
3041 GLboolean OptimizeForAOS
;
3043 struct gl_sl_pragmas DefaultPragmas
; /**< Default #pragma settings */
3045 const struct nir_shader_compiler_options
*NirOptions
;
3050 * Occlusion/timer query object.
3052 struct gl_query_object
3054 GLenum Target
; /**< The query target, when active */
3055 GLuint Id
; /**< hash table ID/name */
3056 GLchar
*Label
; /**< GL_KHR_debug */
3057 GLuint64EXT Result
; /**< the counter */
3058 GLboolean Active
; /**< inside Begin/EndQuery */
3059 GLboolean Ready
; /**< result is ready? */
3060 GLboolean EverBound
;/**< has query object ever been bound */
3061 GLuint Stream
; /**< The stream */
3066 * Context state for query objects.
3068 struct gl_query_state
3070 struct _mesa_HashTable
*QueryObjects
;
3071 struct gl_query_object
*CurrentOcclusionObject
; /* GL_ARB_occlusion_query */
3072 struct gl_query_object
*CurrentTimerObject
; /* GL_EXT_timer_query */
3074 /** GL_NV_conditional_render */
3075 struct gl_query_object
*CondRenderQuery
;
3077 /** GL_EXT_transform_feedback */
3078 struct gl_query_object
*PrimitivesGenerated
[MAX_VERTEX_STREAMS
];
3079 struct gl_query_object
*PrimitivesWritten
[MAX_VERTEX_STREAMS
];
3081 /** GL_ARB_timer_query */
3082 struct gl_query_object
*TimeElapsed
;
3084 /** GL_ARB_pipeline_statistics_query */
3085 struct gl_query_object
*pipeline_stats
[MAX_PIPELINE_STATISTICS
];
3087 GLenum CondRenderMode
;
3091 /** Sync object state */
3092 struct gl_sync_object
3094 GLenum Type
; /**< GL_SYNC_FENCE */
3095 GLuint Name
; /**< Fence name */
3096 GLchar
*Label
; /**< GL_KHR_debug */
3097 GLint RefCount
; /**< Reference count */
3098 GLboolean DeletePending
; /**< Object was deleted while there were still
3099 * live references (e.g., sync not yet finished)
3101 GLenum SyncCondition
;
3102 GLbitfield Flags
; /**< Flags passed to glFenceSync */
3103 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
3108 * State which can be shared by multiple contexts:
3110 struct gl_shared_state
3112 mtx_t Mutex
; /**< for thread safety */
3113 GLint RefCount
; /**< Reference count */
3114 struct _mesa_HashTable
*DisplayList
; /**< Display lists hash table */
3115 struct _mesa_HashTable
*TexObjects
; /**< Texture objects hash table */
3117 /** Default texture objects (shared by all texture units) */
3118 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
3120 /** Fallback texture used when a bound texture is incomplete */
3121 struct gl_texture_object
*FallbackTex
[NUM_TEXTURE_TARGETS
];
3124 * \name Thread safety and statechange notification for texture
3127 * \todo Improve the granularity of locking.
3130 mtx_t TexMutex
; /**< texobj thread safety */
3131 GLuint TextureStateStamp
; /**< state notification for shared tex */
3134 /** Default buffer object for vertex arrays that aren't in VBOs */
3135 struct gl_buffer_object
*NullBufferObj
;
3138 * \name Vertex/geometry/fragment programs
3141 struct _mesa_HashTable
*Programs
; /**< All vertex/fragment programs */
3142 struct gl_vertex_program
*DefaultVertexProgram
;
3143 struct gl_fragment_program
*DefaultFragmentProgram
;
3144 struct gl_geometry_program
*DefaultGeometryProgram
;
3147 /* GL_ATI_fragment_shader */
3148 struct _mesa_HashTable
*ATIShaders
;
3149 struct ati_fragment_shader
*DefaultFragmentShader
;
3151 struct _mesa_HashTable
*BufferObjects
;
3153 /** Table of both gl_shader and gl_shader_program objects */
3154 struct _mesa_HashTable
*ShaderObjects
;
3156 /* GL_EXT_framebuffer_object */
3157 struct _mesa_HashTable
*RenderBuffers
;
3158 struct _mesa_HashTable
*FrameBuffers
;
3161 struct set
*SyncObjects
;
3163 /** GL_ARB_sampler_objects */
3164 struct _mesa_HashTable
*SamplerObjects
;
3167 * Some context in this share group was affected by a GPU reset
3169 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3170 * been affected by a GPU reset must also return
3171 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3173 * Once this field becomes true, it is never reset to false.
3175 bool ShareGroupReset
;
3181 * Renderbuffers represent drawing surfaces such as color, depth and/or
3182 * stencil. A framebuffer object has a set of renderbuffers.
3183 * Drivers will typically derive subclasses of this type.
3185 struct gl_renderbuffer
3187 mtx_t Mutex
; /**< for thread safety */
3188 GLuint ClassID
; /**< Useful for drivers */
3190 GLchar
*Label
; /**< GL_KHR_debug */
3192 GLuint Width
, Height
;
3194 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
3195 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
3197 * True for renderbuffers that wrap textures, giving the driver a chance to
3198 * flush render caches through the FinishRenderTexture hook.
3200 * Drivers may also set this on renderbuffers other than those generated by
3201 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3202 * called without a rb->TexImage.
3204 GLboolean NeedsFinishRenderTexture
;
3206 GLenum InternalFormat
; /**< The user-specified format */
3207 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3208 GL_STENCIL_INDEX. */
3209 mesa_format Format
; /**< The actual renderbuffer memory format */
3211 * Pointer to the texture image if this renderbuffer wraps a texture,
3214 * Note that the reference on the gl_texture_object containing this
3215 * TexImage is held by the gl_renderbuffer_attachment.
3217 struct gl_texture_image
*TexImage
;
3219 /** Delete this renderbuffer */
3220 void (*Delete
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
);
3222 /** Allocate new storage for this renderbuffer */
3223 GLboolean (*AllocStorage
)(struct gl_context
*ctx
,
3224 struct gl_renderbuffer
*rb
,
3225 GLenum internalFormat
,
3226 GLuint width
, GLuint height
);
3231 * A renderbuffer attachment points to either a texture object (and specifies
3232 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3234 struct gl_renderbuffer_attachment
3236 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3240 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3241 * application supplied renderbuffer object.
3243 struct gl_renderbuffer
*Renderbuffer
;
3246 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3247 * supplied texture object.
3249 struct gl_texture_object
*Texture
;
3250 GLuint TextureLevel
; /**< Attached mipmap level. */
3251 GLuint CubeMapFace
; /**< 0 .. 5, for cube map textures. */
3252 GLuint Zoffset
; /**< Slice for 3D textures, or layer for both 1D
3253 * and 2D array textures */
3259 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3260 * In C++ terms, think of this as a base class from which device drivers
3261 * will make derived classes.
3263 struct gl_framebuffer
3265 mtx_t Mutex
; /**< for thread safety */
3267 * If zero, this is a window system framebuffer. If non-zero, this
3268 * is a FBO framebuffer; note that for some devices (i.e. those with
3269 * a natural pixel coordinate system for FBOs that differs from the
3270 * OpenGL/Mesa coordinate system), this means that the viewport,
3271 * polygon face orientation, and polygon stipple will have to be inverted.
3274 GLchar
*Label
; /**< GL_KHR_debug */
3277 GLboolean DeletePending
;
3280 * The framebuffer's visual. Immutable if this is a window system buffer.
3281 * Computed from attachments if user-made FBO.
3283 struct gl_config Visual
;
3285 GLuint Width
, Height
; /**< size of frame buffer in pixels */
3287 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3289 GLint _Xmin
, _Xmax
; /**< inclusive */
3290 GLint _Ymin
, _Ymax
; /**< exclusive */
3293 /** \name Derived Z buffer stuff */
3295 GLuint _DepthMax
; /**< Max depth buffer value */
3296 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
3297 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
3300 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3303 /** Integer color values */
3304 GLboolean _IntegerColor
;
3306 /* ARB_color_buffer_float */
3307 GLboolean _AllColorBuffersFixedPoint
; /* no integer, no float */
3308 GLboolean _HasSNormOrFloatColorBuffer
;
3310 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3311 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
3313 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3314 * attribute group and GL_PIXEL attribute group, respectively.
3316 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
3317 GLenum ColorReadBuffer
;
3319 /** Computed from ColorDraw/ReadBuffer above */
3320 GLuint _NumColorDrawBuffers
;
3321 GLint _ColorDrawBufferIndexes
[MAX_DRAW_BUFFERS
]; /**< BUFFER_x or -1 */
3322 GLint _ColorReadBufferIndex
; /* -1 = None */
3323 struct gl_renderbuffer
*_ColorDrawBuffers
[MAX_DRAW_BUFFERS
];
3324 struct gl_renderbuffer
*_ColorReadBuffer
;
3327 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3328 * is not layered. For cube maps and cube map arrays, each cube face
3329 * counts as a layer.
3331 GLuint MaxNumLayers
;
3333 /** Delete this framebuffer */
3334 void (*Delete
)(struct gl_framebuffer
*fb
);
3339 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3343 GLushort RangeMin
; /**< min value exponent */
3344 GLushort RangeMax
; /**< max value exponent */
3345 GLushort Precision
; /**< number of mantissa bits */
3350 * Limits for vertex, geometry and fragment programs/shaders.
3352 struct gl_program_constants
3354 /* logical limits */
3355 GLuint MaxInstructions
;
3356 GLuint MaxAluInstructions
;
3357 GLuint MaxTexInstructions
;
3358 GLuint MaxTexIndirections
;
3361 GLuint MaxAddressRegs
;
3362 GLuint MaxAddressOffset
; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3363 GLuint MaxParameters
;
3364 GLuint MaxLocalParams
;
3365 GLuint MaxEnvParams
;
3366 /* native/hardware limits */
3367 GLuint MaxNativeInstructions
;
3368 GLuint MaxNativeAluInstructions
;
3369 GLuint MaxNativeTexInstructions
;
3370 GLuint MaxNativeTexIndirections
;
3371 GLuint MaxNativeAttribs
;
3372 GLuint MaxNativeTemps
;
3373 GLuint MaxNativeAddressRegs
;
3374 GLuint MaxNativeParameters
;
3376 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
3379 * \name Per-stage input / output limits
3381 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3382 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3383 * ES). This is stored as \c gl_constants::MaxVarying.
3385 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3386 * variables. Each stage as a certain number of outputs that it can feed
3387 * to the next stage and a certain number inputs that it can consume from
3388 * the previous stage.
3390 * Vertex shader inputs do not participate this in this accounting.
3391 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3393 * Fragment shader outputs do not participate this in this accounting.
3394 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3397 GLuint MaxInputComponents
;
3398 GLuint MaxOutputComponents
;
3401 /* ES 2.0 and GL_ARB_ES2_compatibility */
3402 struct gl_precision LowFloat
, MediumFloat
, HighFloat
;
3403 struct gl_precision LowInt
, MediumInt
, HighInt
;
3404 /* GL_ARB_uniform_buffer_object */
3405 GLuint MaxUniformBlocks
;
3406 GLuint MaxCombinedUniformComponents
;
3407 GLuint MaxTextureImageUnits
;
3409 /* GL_ARB_shader_atomic_counters */
3410 GLuint MaxAtomicBuffers
;
3411 GLuint MaxAtomicCounters
;
3413 /* GL_ARB_shader_image_load_store */
3414 GLuint MaxImageUniforms
;
3419 * Constants which may be overridden by device driver during context creation
3420 * but are never changed after that.
3424 GLuint MaxTextureMbytes
; /**< Max memory per image, in MB */
3425 GLuint MaxTextureLevels
; /**< Max mipmap levels. */
3426 GLuint Max3DTextureLevels
; /**< Max mipmap levels for 3D textures */
3427 GLuint MaxCubeTextureLevels
; /**< Max mipmap levels for cube textures */
3428 GLuint MaxArrayTextureLayers
; /**< Max layers in array textures */
3429 GLuint MaxTextureRectSize
; /**< Max rectangle texture size, in pixes */
3430 GLuint MaxTextureCoordUnits
;
3431 GLuint MaxCombinedTextureImageUnits
;
3432 GLuint MaxTextureUnits
; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3433 GLfloat MaxTextureMaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
3434 GLfloat MaxTextureLodBias
; /**< GL_EXT_texture_lod_bias */
3435 GLuint MaxTextureBufferSize
; /**< GL_ARB_texture_buffer_object */
3437 GLuint TextureBufferOffsetAlignment
; /**< GL_ARB_texture_buffer_range */
3439 GLuint MaxArrayLockSize
;
3443 GLfloat MinPointSize
, MaxPointSize
; /**< aliased */
3444 GLfloat MinPointSizeAA
, MaxPointSizeAA
; /**< antialiased */
3445 GLfloat PointSizeGranularity
;
3446 GLfloat MinLineWidth
, MaxLineWidth
; /**< aliased */
3447 GLfloat MinLineWidthAA
, MaxLineWidthAA
; /**< antialiased */
3448 GLfloat LineWidthGranularity
;
3450 GLuint MaxClipPlanes
;
3452 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
3453 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
3455 GLuint MaxViewportWidth
, MaxViewportHeight
;
3456 GLuint MaxViewports
; /**< GL_ARB_viewport_array */
3457 GLuint ViewportSubpixelBits
; /**< GL_ARB_viewport_array */
3461 } ViewportBounds
; /**< GL_ARB_viewport_array */
3463 struct gl_program_constants Program
[MESA_SHADER_STAGES
];
3464 GLuint MaxProgramMatrices
;
3465 GLuint MaxProgramMatrixStackDepth
;
3468 GLuint SamplesPassed
;
3471 GLuint PrimitivesGenerated
;
3472 GLuint PrimitivesWritten
;
3473 GLuint VerticesSubmitted
;
3474 GLuint PrimitivesSubmitted
;
3475 GLuint VsInvocations
;
3477 GLuint TessInvocations
;
3478 GLuint GsInvocations
;
3479 GLuint GsPrimitives
;
3480 GLuint FsInvocations
;
3481 GLuint ComputeInvocations
;
3482 GLuint ClInPrimitives
;
3483 GLuint ClOutPrimitives
;
3486 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
3488 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
3489 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
3490 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
3492 /** Number of varying vectors between any two shader stages. */
3496 * GL_ARB_uniform_buffer_object
3498 GLuint MaxCombinedUniformBlocks
;
3499 GLuint MaxUniformBufferBindings
;
3500 GLuint MaxUniformBlockSize
;
3501 GLuint UniformBufferOffsetAlignment
;
3505 * GL_ARB_explicit_uniform_location
3507 GLuint MaxUserAssignableUniformLocations
;
3509 /** GL_ARB_geometry_shader4 */
3510 GLuint MaxGeometryOutputVertices
;
3511 GLuint MaxGeometryTotalOutputComponents
;
3513 GLuint GLSLVersion
; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3516 * Changes default GLSL extension behavior from "error" to "warn". It's out
3517 * of spec, but it can make some apps work that otherwise wouldn't.
3519 GLboolean ForceGLSLExtensionsWarn
;
3522 * If non-zero, forces GLSL shaders without the #version directive to behave
3523 * as if they began with "#version ForceGLSLVersion".
3525 GLuint ForceGLSLVersion
;
3528 * Allow GLSL #extension directives in the middle of shaders.
3530 GLboolean AllowGLSLExtensionDirectiveMidShader
;
3533 * Does the driver support real 32-bit integers? (Otherwise, integers are
3534 * simulated via floats.)
3536 GLboolean NativeIntegers
;
3539 * Does VertexID count from zero or from base vertex?
3542 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3543 * ignored and need not be set.
3545 bool VertexID_is_zero_based
;
3548 * If the driver supports real 32-bit integers, what integer value should be
3549 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3551 GLuint UniformBooleanTrue
;
3554 * Maximum amount of time, measured in nanseconds, that the server can wait.
3556 GLuint64 MaxServerWaitTimeout
;
3558 /** GL_EXT_provoking_vertex */
3559 GLboolean QuadsFollowProvokingVertexConvention
;
3561 /** OpenGL version 3.0 */
3562 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3564 /** OpenGL version 3.2 */
3565 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
3567 /** OpenGL version 4.4 */
3568 GLuint MaxVertexAttribStride
;
3570 /** GL_EXT_transform_feedback */
3571 GLuint MaxTransformFeedbackBuffers
;
3572 GLuint MaxTransformFeedbackSeparateComponents
;
3573 GLuint MaxTransformFeedbackInterleavedComponents
;
3574 GLuint MaxVertexStreams
;
3576 /** GL_EXT_gpu_shader4 */
3577 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
3579 /** GL_ARB_texture_gather */
3580 GLuint MinProgramTextureGatherOffset
;
3581 GLuint MaxProgramTextureGatherOffset
;
3582 GLuint MaxProgramTextureGatherComponents
;
3584 /* GL_ARB_robustness */
3585 GLenum ResetStrategy
;
3587 /* GL_ARB_blend_func_extended */
3588 GLuint MaxDualSourceDrawBuffers
;
3591 * Whether the implementation strips out and ignores texture borders.
3593 * Many GPU hardware implementations don't support rendering with texture
3594 * borders and mipmapped textures. (Note: not static border color, but the
3595 * old 1-pixel border around each edge). Implementations then have to do
3596 * slow fallbacks to be correct, or just ignore the border and be fast but
3597 * wrong. Setting the flag strips the border off of TexImage calls,
3598 * providing "fast but wrong" at significantly reduced driver complexity.
3600 * Texture borders are deprecated in GL 3.0.
3602 GLboolean StripTextureBorder
;
3605 * For drivers which can do a better job at eliminating unused uniforms
3606 * than the GLSL compiler.
3608 * XXX Remove these as soon as a better solution is available.
3610 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
3613 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3614 * than passing the transform feedback object to the drawing function.
3616 GLboolean AlwaysUseGetTransformFeedbackVertexCount
;
3618 /** GL_ARB_map_buffer_alignment */
3619 GLuint MinMapBufferAlignment
;
3622 * Disable varying packing. This is out of spec, but potentially useful
3623 * for older platforms that supports a limited number of texture
3624 * indirections--on these platforms, unpacking the varyings in the fragment
3625 * shader increases the number of texture indirections by 1, which might
3626 * make some shaders not executable at all.
3628 * Drivers that support transform feedback must set this value to GL_FALSE.
3630 GLboolean DisableVaryingPacking
;
3633 * Should meaningful names be generated for compiler temporary variables?
3635 * Generally, it is not useful to have the compiler generate "meaningful"
3636 * names for temporary variables that it creates. This can, however, be a
3637 * useful debugging aid. In Mesa debug builds or release builds when
3638 * MESA_GLSL is set at run-time, meaningful names will be generated.
3639 * Drivers can also force names to be generated by setting this field.
3640 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3641 * vertex shader assembly) is set at run-time.
3643 bool GenerateTemporaryNames
;
3646 * Maximum value supported for an index in DrawElements and friends.
3648 * This must be at least (1ull<<24)-1. The default value is
3651 * \since ES 3.0 or GL_ARB_ES3_compatibility
3652 * \sa _mesa_init_constants
3654 GLuint64 MaxElementIndex
;
3657 * Disable interpretation of line continuations (lines ending with a
3658 * backslash character ('\') in GLSL source.
3660 GLboolean DisableGLSLLineContinuations
;
3662 /** GL_ARB_texture_multisample */
3663 GLint MaxColorTextureSamples
;
3664 GLint MaxDepthTextureSamples
;
3665 GLint MaxIntegerSamples
;
3668 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3669 * samples are laid out in a rectangular grid roughly corresponding to
3670 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3671 * are used to map indices of rectangular grid to sample numbers within
3672 * a pixel. This mapping of indices to sample numbers must be initialized
3673 * by the driver for the target hardware. For example, if we have the 8X
3674 * MSAA sample number layout (sample positions) for XYZ hardware:
3676 * sample indices layout sample number layout
3677 * --------- ---------
3678 * | 0 | 1 | | a | b |
3679 * --------- ---------
3680 * | 2 | 3 | | c | d |
3681 * --------- ---------
3682 * | 4 | 5 | | e | f |
3683 * --------- ---------
3684 * | 6 | 7 | | g | h |
3685 * --------- ---------
3687 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3689 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3691 * SampleMap8x = {a, b, c, d, e, f, g, h};
3693 * Follow the logic for other sample counts.
3695 uint8_t SampleMap2x
[2];
3696 uint8_t SampleMap4x
[4];
3697 uint8_t SampleMap8x
[8];
3699 /** GL_ARB_shader_atomic_counters */
3700 GLuint MaxAtomicBufferBindings
;
3701 GLuint MaxAtomicBufferSize
;
3702 GLuint MaxCombinedAtomicBuffers
;
3703 GLuint MaxCombinedAtomicCounters
;
3705 /** GL_ARB_vertex_attrib_binding */
3706 GLint MaxVertexAttribRelativeOffset
;
3707 GLint MaxVertexAttribBindings
;
3709 /* GL_ARB_shader_image_load_store */
3710 GLuint MaxImageUnits
;
3711 GLuint MaxCombinedImageUnitsAndFragmentOutputs
;
3712 GLuint MaxImageSamples
;
3713 GLuint MaxCombinedImageUniforms
;
3715 /** GL_ARB_compute_shader */
3716 GLuint MaxComputeWorkGroupCount
[3]; /* Array of x, y, z dimensions */
3717 GLuint MaxComputeWorkGroupSize
[3]; /* Array of x, y, z dimensions */
3718 GLuint MaxComputeWorkGroupInvocations
;
3720 /** GL_ARB_gpu_shader5 */
3721 GLfloat MinFragmentInterpolationOffset
;
3722 GLfloat MaxFragmentInterpolationOffset
;
3724 GLboolean FakeSWMSAA
;
3726 /** GL_KHR_context_flush_control */
3727 GLenum ContextReleaseBehavior
;
3729 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_STAGES
];
3734 * Enable flag for each OpenGL extension. Different device drivers will
3735 * enable different extensions at runtime.
3737 struct gl_extensions
3739 GLboolean dummy
; /* don't remove this! */
3740 GLboolean dummy_true
; /* Set true by _mesa_init_extensions(). */
3741 GLboolean dummy_false
; /* Set false by _mesa_init_extensions(). */
3742 GLboolean ANGLE_texture_compression_dxt
;
3743 GLboolean ARB_ES2_compatibility
;
3744 GLboolean ARB_ES3_compatibility
;
3745 GLboolean ARB_arrays_of_arrays
;
3746 GLboolean ARB_base_instance
;
3747 GLboolean ARB_blend_func_extended
;
3748 GLboolean ARB_buffer_storage
;
3749 GLboolean ARB_clear_texture
;
3750 GLboolean ARB_clip_control
;
3751 GLboolean ARB_color_buffer_float
;
3752 GLboolean ARB_compute_shader
;
3753 GLboolean ARB_conditional_render_inverted
;
3754 GLboolean ARB_conservative_depth
;
3755 GLboolean ARB_copy_image
;
3756 GLboolean ARB_depth_buffer_float
;
3757 GLboolean ARB_depth_clamp
;
3758 GLboolean ARB_depth_texture
;
3759 GLboolean ARB_derivative_control
;
3760 GLboolean ARB_draw_buffers_blend
;
3761 GLboolean ARB_draw_elements_base_vertex
;
3762 GLboolean ARB_draw_indirect
;
3763 GLboolean ARB_draw_instanced
;
3764 GLboolean ARB_fragment_coord_conventions
;
3765 GLboolean ARB_fragment_layer_viewport
;
3766 GLboolean ARB_fragment_program
;
3767 GLboolean ARB_fragment_program_shadow
;
3768 GLboolean ARB_fragment_shader
;
3769 GLboolean ARB_framebuffer_object
;
3770 GLboolean ARB_explicit_attrib_location
;
3771 GLboolean ARB_explicit_uniform_location
;
3772 GLboolean ARB_geometry_shader4
;
3773 GLboolean ARB_gpu_shader5
;
3774 GLboolean ARB_gpu_shader_fp64
;
3775 GLboolean ARB_half_float_vertex
;
3776 GLboolean ARB_instanced_arrays
;
3777 GLboolean ARB_internalformat_query
;
3778 GLboolean ARB_map_buffer_range
;
3779 GLboolean ARB_occlusion_query
;
3780 GLboolean ARB_occlusion_query2
;
3781 GLboolean ARB_pipeline_statistics_query
;
3782 GLboolean ARB_point_sprite
;
3783 GLboolean ARB_sample_shading
;
3784 GLboolean ARB_seamless_cube_map
;
3785 GLboolean ARB_shader_atomic_counters
;
3786 GLboolean ARB_shader_bit_encoding
;
3787 GLboolean ARB_shader_image_load_store
;
3788 GLboolean ARB_shader_precision
;
3789 GLboolean ARB_shader_stencil_export
;
3790 GLboolean ARB_shader_texture_lod
;
3791 GLboolean ARB_shading_language_packing
;
3792 GLboolean ARB_shading_language_420pack
;
3793 GLboolean ARB_shadow
;
3794 GLboolean ARB_stencil_texturing
;
3796 GLboolean ARB_tessellation_shader
;
3797 GLboolean ARB_texture_border_clamp
;
3798 GLboolean ARB_texture_buffer_object
;
3799 GLboolean ARB_texture_buffer_object_rgb32
;
3800 GLboolean ARB_texture_buffer_range
;
3801 GLboolean ARB_texture_compression_bptc
;
3802 GLboolean ARB_texture_compression_rgtc
;
3803 GLboolean ARB_texture_cube_map
;
3804 GLboolean ARB_texture_cube_map_array
;
3805 GLboolean ARB_texture_env_combine
;
3806 GLboolean ARB_texture_env_crossbar
;
3807 GLboolean ARB_texture_env_dot3
;
3808 GLboolean ARB_texture_float
;
3809 GLboolean ARB_texture_gather
;
3810 GLboolean ARB_texture_mirror_clamp_to_edge
;
3811 GLboolean ARB_texture_multisample
;
3812 GLboolean ARB_texture_non_power_of_two
;
3813 GLboolean ARB_texture_stencil8
;
3814 GLboolean ARB_texture_query_levels
;
3815 GLboolean ARB_texture_query_lod
;
3816 GLboolean ARB_texture_rg
;
3817 GLboolean ARB_texture_rgb10_a2ui
;
3818 GLboolean ARB_texture_view
;
3819 GLboolean ARB_timer_query
;
3820 GLboolean ARB_transform_feedback2
;
3821 GLboolean ARB_transform_feedback3
;
3822 GLboolean ARB_transform_feedback_instanced
;
3823 GLboolean ARB_uniform_buffer_object
;
3824 GLboolean ARB_vertex_program
;
3825 GLboolean ARB_vertex_shader
;
3826 GLboolean ARB_vertex_type_10f_11f_11f_rev
;
3827 GLboolean ARB_vertex_type_2_10_10_10_rev
;
3828 GLboolean ARB_viewport_array
;
3829 GLboolean EXT_blend_color
;
3830 GLboolean EXT_blend_equation_separate
;
3831 GLboolean EXT_blend_func_separate
;
3832 GLboolean EXT_blend_minmax
;
3833 GLboolean EXT_depth_bounds_test
;
3834 GLboolean EXT_draw_buffers2
;
3835 GLboolean EXT_framebuffer_multisample
;
3836 GLboolean EXT_framebuffer_multisample_blit_scaled
;
3837 GLboolean EXT_framebuffer_sRGB
;
3838 GLboolean EXT_gpu_program_parameters
;
3839 GLboolean EXT_gpu_shader4
;
3840 GLboolean EXT_packed_float
;
3841 GLboolean EXT_pixel_buffer_object
;
3842 GLboolean EXT_point_parameters
;
3843 GLboolean EXT_polygon_offset_clamp
;
3844 GLboolean EXT_provoking_vertex
;
3845 GLboolean EXT_shader_integer_mix
;
3846 GLboolean EXT_stencil_two_side
;
3847 GLboolean EXT_texture3D
;
3848 GLboolean EXT_texture_array
;
3849 GLboolean EXT_texture_compression_latc
;
3850 GLboolean EXT_texture_compression_s3tc
;
3851 GLboolean EXT_texture_env_dot3
;
3852 GLboolean EXT_texture_filter_anisotropic
;
3853 GLboolean EXT_texture_integer
;
3854 GLboolean EXT_texture_mirror_clamp
;
3855 GLboolean EXT_texture_shared_exponent
;
3856 GLboolean EXT_texture_snorm
;
3857 GLboolean EXT_texture_sRGB
;
3858 GLboolean EXT_texture_sRGB_decode
;
3859 GLboolean EXT_texture_swizzle
;
3860 GLboolean EXT_transform_feedback
;
3861 GLboolean EXT_timer_query
;
3862 GLboolean EXT_vertex_array_bgra
;
3863 GLboolean OES_standard_derivatives
;
3864 /* vendor extensions */
3865 GLboolean AMD_performance_monitor
;
3866 GLboolean AMD_pinned_memory
;
3867 GLboolean AMD_seamless_cubemap_per_texture
;
3868 GLboolean AMD_vertex_shader_layer
;
3869 GLboolean AMD_vertex_shader_viewport_index
;
3870 GLboolean APPLE_object_purgeable
;
3871 GLboolean ATI_texture_compression_3dc
;
3872 GLboolean ATI_texture_mirror_once
;
3873 GLboolean ATI_texture_env_combine3
;
3874 GLboolean ATI_fragment_shader
;
3875 GLboolean ATI_separate_stencil
;
3876 GLboolean INTEL_performance_query
;
3877 GLboolean MESA_pack_invert
;
3878 GLboolean MESA_ycbcr_texture
;
3879 GLboolean NV_conditional_render
;
3880 GLboolean NV_fog_distance
;
3881 GLboolean NV_fragment_program_option
;
3882 GLboolean NV_point_sprite
;
3883 GLboolean NV_primitive_restart
;
3884 GLboolean NV_texture_barrier
;
3885 GLboolean NV_texture_env_combine4
;
3886 GLboolean NV_texture_rectangle
;
3887 GLboolean NV_vdpau_interop
;
3888 GLboolean TDFX_texture_compression_FXT1
;
3889 GLboolean OES_EGL_image
;
3890 GLboolean OES_draw_texture
;
3891 GLboolean OES_depth_texture_cube_map
;
3892 GLboolean OES_EGL_image_external
;
3893 GLboolean OES_texture_float
;
3894 GLboolean OES_texture_float_linear
;
3895 GLboolean OES_texture_half_float
;
3896 GLboolean OES_texture_half_float_linear
;
3897 GLboolean OES_compressed_ETC1_RGB8_texture
;
3898 GLboolean extension_sentinel
;
3899 /** The extension string */
3900 const GLubyte
*String
;
3901 /** Number of supported extensions */
3907 * A stack of matrices (projection, modelview, color, texture, etc).
3909 struct gl_matrix_stack
3911 GLmatrix
*Top
; /**< points into Stack */
3912 GLmatrix
*Stack
; /**< array [MaxDepth] of GLmatrix */
3913 GLuint Depth
; /**< 0 <= Depth < MaxDepth */
3914 GLuint MaxDepth
; /**< size of Stack[] array */
3915 GLuint DirtyFlag
; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3920 * \name Bits for image transfer operations
3921 * \sa __struct gl_contextRec::ImageTransferState.
3924 #define IMAGE_SCALE_BIAS_BIT 0x1
3925 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3926 #define IMAGE_MAP_COLOR_BIT 0x4
3927 #define IMAGE_CLAMP_BIT 0x800
3930 /** Pixel Transfer ops */
3931 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3932 IMAGE_SHIFT_OFFSET_BIT | \
3933 IMAGE_MAP_COLOR_BIT)
3936 * \name Bits to indicate what state has changed.
3939 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3940 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3941 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3942 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3943 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3944 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3945 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3946 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3947 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3948 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3949 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3950 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3951 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3952 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3953 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3954 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3955 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3956 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3957 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3958 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3959 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3960 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3961 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3962 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3963 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3964 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3965 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3966 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3967 #define _NEW_BUFFER_OBJECT (1 << 28)
3968 #define _NEW_FRAG_CLAMP (1 << 29)
3969 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3970 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3976 * Composite state flags
3979 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3985 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3995 /* This has to be included here. */
4000 * Display list flags.
4001 * Strictly this is a tnl-private concept, but it doesn't seem
4002 * worthwhile adding a tnl private structure just to hold this one bit
4005 #define DLIST_DANGLING_REFS 0x1
4008 /** Opaque declaration of display list payload data type */
4009 union gl_dlist_node
;
4013 * Provide a location where information about a display list can be
4014 * collected. Could be extended with driverPrivate structures,
4015 * etc. in the future.
4017 struct gl_display_list
4020 GLchar
*Label
; /**< GL_KHR_debug */
4021 GLbitfield Flags
; /**< DLIST_x flags */
4022 /** The dlist commands are in a linked list of nodes */
4023 union gl_dlist_node
*Head
;
4028 * State used during display list compilation and execution.
4030 struct gl_dlist_state
4032 GLuint CallDepth
; /**< Current recursion calling depth */
4034 struct gl_display_list
*CurrentList
; /**< List currently being compiled */
4035 union gl_dlist_node
*CurrentBlock
; /**< Pointer to current block of nodes */
4036 GLuint CurrentPos
; /**< Index into current block of nodes */
4038 GLvertexformat ListVtxfmt
;
4040 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
4041 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
4043 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
4044 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
4047 /* State known to have been set by the currently-compiling display
4048 * list. Used to eliminate some redundant state changes.
4056 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4057 * to small enums suitable for use as an array index.
4060 enum mesa_debug_source
{
4061 MESA_DEBUG_SOURCE_API
,
4062 MESA_DEBUG_SOURCE_WINDOW_SYSTEM
,
4063 MESA_DEBUG_SOURCE_SHADER_COMPILER
,
4064 MESA_DEBUG_SOURCE_THIRD_PARTY
,
4065 MESA_DEBUG_SOURCE_APPLICATION
,
4066 MESA_DEBUG_SOURCE_OTHER
,
4067 MESA_DEBUG_SOURCE_COUNT
4070 enum mesa_debug_type
{
4071 MESA_DEBUG_TYPE_ERROR
,
4072 MESA_DEBUG_TYPE_DEPRECATED
,
4073 MESA_DEBUG_TYPE_UNDEFINED
,
4074 MESA_DEBUG_TYPE_PORTABILITY
,
4075 MESA_DEBUG_TYPE_PERFORMANCE
,
4076 MESA_DEBUG_TYPE_OTHER
,
4077 MESA_DEBUG_TYPE_MARKER
,
4078 MESA_DEBUG_TYPE_PUSH_GROUP
,
4079 MESA_DEBUG_TYPE_POP_GROUP
,
4080 MESA_DEBUG_TYPE_COUNT
4083 enum mesa_debug_severity
{
4084 MESA_DEBUG_SEVERITY_LOW
,
4085 MESA_DEBUG_SEVERITY_MEDIUM
,
4086 MESA_DEBUG_SEVERITY_HIGH
,
4087 MESA_DEBUG_SEVERITY_NOTIFICATION
,
4088 MESA_DEBUG_SEVERITY_COUNT
4094 * Driver-specific state flags.
4096 * These are or'd with gl_context::NewDriverState to notify a driver about
4097 * a state change. The driver sets the flags at context creation and
4098 * the meaning of the bits set is opaque to core Mesa.
4100 struct gl_driver_flags
4102 /** gl_context::Array::_DrawArrays (vertex array state) */
4105 /** gl_context::TransformFeedback::CurrentObject */
4106 uint64_t NewTransformFeedback
;
4108 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4109 uint64_t NewTransformFeedbackProg
;
4111 /** gl_context::RasterDiscard */
4112 uint64_t NewRasterizerDiscard
;
4115 * gl_context::UniformBufferBindings
4116 * gl_shader_program::UniformBlocks
4118 uint64_t NewUniformBuffer
;
4120 uint64_t NewTextureBuffer
;
4123 * gl_context::AtomicBufferBindings
4125 uint64_t NewAtomicBuffer
;
4128 * gl_context::ImageUnits
4130 uint64_t NewImageUnits
;
4133 struct gl_uniform_buffer_binding
4135 struct gl_buffer_object
*BufferObject
;
4136 /** Start of uniform block data in the buffer */
4138 /** Size of data allowed to be referenced from the buffer (in bytes) */
4141 * glBindBufferBase() indicates that the Size should be ignored and only
4142 * limited by the current size of the BufferObject.
4144 GLboolean AutomaticSize
;
4148 * ARB_shader_image_load_store image unit.
4150 struct gl_image_unit
4153 * Texture object bound to this unit.
4155 struct gl_texture_object
*TexObj
;
4158 * Level of the texture object bound to this unit.
4163 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4164 * GL_FALSE if only some specific layer of the texture is bound.
4170 * GL_TRUE if the state of this image unit is valid and access from
4171 * the shader is allowed. Otherwise loads from this unit should
4172 * return zero and stores should have no effect.
4177 * Layer of the texture object bound to this unit, or zero if the
4178 * whole level is bound.
4183 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4184 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4189 * GL internal format that determines the interpretation of the
4190 * image memory when shader image operations are performed through
4196 * Mesa format corresponding to \c Format.
4198 mesa_format _ActualFormat
;
4203 * Binding point for an atomic counter buffer object.
4205 struct gl_atomic_buffer_binding
4207 struct gl_buffer_object
*BufferObject
;
4213 * Mesa rendering context.
4215 * This is the central context data structure for Mesa. Almost all
4216 * OpenGL state is contained in this structure.
4217 * Think of this as a base class from which device drivers will derive
4222 /** State possibly shared with other contexts in the address space */
4223 struct gl_shared_state
*Shared
;
4225 /** \name API function pointer tables */
4229 * The current dispatch table for non-displaylist-saving execution, either
4230 * BeginEnd or OutsideBeginEnd
4232 struct _glapi_table
*Exec
;
4234 * The normal dispatch table for non-displaylist-saving, non-begin/end
4236 struct _glapi_table
*OutsideBeginEnd
;
4237 /** The dispatch table used between glNewList() and glEndList() */
4238 struct _glapi_table
*Save
;
4240 * The dispatch table used between glBegin() and glEnd() (outside of a
4241 * display list). Only valid functions between those two are set, which is
4242 * mostly just the set in a GLvertexformat struct.
4244 struct _glapi_table
*BeginEnd
;
4246 * Tracks the current dispatch table out of the 3 above, so that it can be
4247 * re-set on glXMakeCurrent().
4249 struct _glapi_table
*CurrentDispatch
;
4252 struct gl_config Visual
;
4253 struct gl_framebuffer
*DrawBuffer
; /**< buffer for writing */
4254 struct gl_framebuffer
*ReadBuffer
; /**< buffer for reading */
4255 struct gl_framebuffer
*WinSysDrawBuffer
; /**< set with MakeCurrent */
4256 struct gl_framebuffer
*WinSysReadBuffer
; /**< set with MakeCurrent */
4259 * Device driver function pointer table
4261 struct dd_function_table Driver
;
4263 /** Core/Driver constants */
4264 struct gl_constants Const
;
4266 /** \name The various 4x4 matrix stacks */
4268 struct gl_matrix_stack ModelviewMatrixStack
;
4269 struct gl_matrix_stack ProjectionMatrixStack
;
4270 struct gl_matrix_stack TextureMatrixStack
[MAX_TEXTURE_UNITS
];
4271 struct gl_matrix_stack ProgramMatrixStack
[MAX_PROGRAM_MATRICES
];
4272 struct gl_matrix_stack
*CurrentStack
; /**< Points to one of the above stacks */
4275 /** Combined modelview and projection matrix */
4276 GLmatrix _ModelProjectMatrix
;
4278 /** \name Display lists */
4279 struct gl_dlist_state ListState
;
4281 GLboolean ExecuteFlag
; /**< Execute GL commands? */
4282 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
4284 /** Extension information */
4285 struct gl_extensions Extensions
;
4287 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4289 char *VersionString
;
4291 /** \name State attribute stack (for glPush/PopAttrib) */
4293 GLuint AttribStackDepth
;
4294 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
4297 /** \name Renderer attribute groups
4299 * We define a struct for each attribute group to make pushing and popping
4300 * attributes easy. Also it's a good organization.
4303 struct gl_accum_attrib Accum
; /**< Accum buffer attributes */
4304 struct gl_colorbuffer_attrib Color
; /**< Color buffer attributes */
4305 struct gl_current_attrib Current
; /**< Current attributes */
4306 struct gl_depthbuffer_attrib Depth
; /**< Depth buffer attributes */
4307 struct gl_eval_attrib Eval
; /**< Eval attributes */
4308 struct gl_fog_attrib Fog
; /**< Fog attributes */
4309 struct gl_hint_attrib Hint
; /**< Hint attributes */
4310 struct gl_light_attrib Light
; /**< Light attributes */
4311 struct gl_line_attrib Line
; /**< Line attributes */
4312 struct gl_list_attrib List
; /**< List attributes */
4313 struct gl_multisample_attrib Multisample
;
4314 struct gl_pixel_attrib Pixel
; /**< Pixel attributes */
4315 struct gl_point_attrib Point
; /**< Point attributes */
4316 struct gl_polygon_attrib Polygon
; /**< Polygon attributes */
4317 GLuint PolygonStipple
[32]; /**< Polygon stipple */
4318 struct gl_scissor_attrib Scissor
; /**< Scissor attributes */
4319 struct gl_stencil_attrib Stencil
; /**< Stencil buffer attributes */
4320 struct gl_texture_attrib Texture
; /**< Texture attributes */
4321 struct gl_transform_attrib Transform
; /**< Transformation attributes */
4322 struct gl_viewport_attrib ViewportArray
[MAX_VIEWPORTS
]; /**< Viewport attributes */
4325 /** \name Client attribute stack */
4327 GLuint ClientAttribStackDepth
;
4328 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
4331 /** \name Client attribute groups */
4333 struct gl_array_attrib Array
; /**< Vertex arrays */
4334 struct gl_pixelstore_attrib Pack
; /**< Pixel packing */
4335 struct gl_pixelstore_attrib Unpack
; /**< Pixel unpacking */
4336 struct gl_pixelstore_attrib DefaultPacking
; /**< Default params */
4339 /** \name Other assorted state (not pushed/popped on attribute stack) */
4341 struct gl_pixelmaps PixelMaps
;
4343 struct gl_evaluators EvalMap
; /**< All evaluators */
4344 struct gl_feedback Feedback
; /**< Feedback */
4345 struct gl_selection Select
; /**< Selection */
4347 struct gl_program_state Program
; /**< general program state */
4348 struct gl_vertex_program_state VertexProgram
;
4349 struct gl_fragment_program_state FragmentProgram
;
4350 struct gl_geometry_program_state GeometryProgram
;
4351 struct gl_compute_program_state ComputeProgram
;
4352 struct gl_ati_fragment_shader_state ATIFragmentShader
;
4354 struct gl_pipeline_shader_state Pipeline
; /**< GLSL pipeline shader object state */
4355 struct gl_pipeline_object Shader
; /**< GLSL shader object state */
4358 * Current active shader pipeline state
4360 * Almost all internal users want ::_Shader instead of ::Shader. The
4361 * exceptions are bits of legacy GLSL API that do not know about separate
4364 * If a program is active via \c glUseProgram, this will point to
4367 * If a program pipeline is active via \c glBindProgramPipeline, this will
4368 * point to \c ::Pipeline.Current.
4370 * If neither a program nor a program pipeline is active, this will point to
4371 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4374 struct gl_pipeline_object
*_Shader
;
4376 struct gl_query_state Query
; /**< occlusion, timer queries */
4378 struct gl_transform_feedback_state TransformFeedback
;
4380 struct gl_perf_monitor_state PerfMonitor
;
4382 struct gl_buffer_object
*DrawIndirectBuffer
; /** < GL_ARB_draw_indirect */
4384 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
4385 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
4388 * Current GL_ARB_uniform_buffer_object binding referenced by
4389 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4391 struct gl_buffer_object
*UniformBuffer
;
4394 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4395 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4396 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4399 struct gl_uniform_buffer_binding
4400 UniformBufferBindings
[MAX_COMBINED_UNIFORM_BUFFERS
];
4403 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4406 struct gl_buffer_object
*AtomicBuffer
;
4409 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4412 struct gl_buffer_object
*ExternalVirtualMemoryBuffer
;
4415 * Array of atomic counter buffer binding points.
4417 struct gl_atomic_buffer_binding
4418 AtomicBufferBindings
[MAX_COMBINED_ATOMIC_BUFFERS
];
4421 * Array of image units for ARB_shader_image_load_store.
4423 struct gl_image_unit ImageUnits
[MAX_IMAGE_UNITS
];
4427 struct gl_meta_state
*Meta
; /**< for "meta" operations */
4429 /* GL_EXT_framebuffer_object */
4430 struct gl_renderbuffer
*CurrentRenderbuffer
;
4432 GLenum ErrorValue
; /**< Last error code */
4435 * Recognize and silence repeated error debug messages in buggy apps.
4437 const char *ErrorDebugFmtString
;
4438 GLuint ErrorDebugCount
;
4440 /* GL_ARB_debug_output/GL_KHR_debug */
4442 struct gl_debug_state
*Debug
;
4444 GLenum RenderMode
; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4445 GLbitfield NewState
; /**< bitwise-or of _NEW_* flags */
4446 uint64_t NewDriverState
; /**< bitwise-or of flags from DriverFlags */
4448 struct gl_driver_flags DriverFlags
;
4450 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
4452 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
4454 /** \name Derived state */
4455 GLbitfield _ImageTransferState
;/**< bitwise-or of IMAGE_*_BIT flags */
4456 GLfloat _EyeZDir
[3];
4457 GLfloat _ModelViewInvScale
;
4458 GLboolean _NeedEyeCoords
;
4459 GLboolean _ForceEyeCoords
;
4461 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
4463 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
4465 /** \name For debugging/development only */
4467 GLboolean FirstTimeCurrent
;
4471 * False if this context was created without a config. This is needed
4472 * because the initial state of glDrawBuffers depends on this
4474 GLboolean HasConfig
;
4476 /** software compression/decompression supported or not */
4477 GLboolean Mesa_DXTn
;
4479 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
4481 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
4484 * \name Hooks for module contexts.
4486 * These will eventually live in the driver or elsewhere.
4489 void *swrast_context
;
4490 void *swsetup_context
;
4491 void *swtnl_context
;
4492 struct vbo_context
*vbo_context
;
4493 struct st_context
*st
;
4498 * \name NV_vdpau_interop
4501 const void *vdpDevice
;
4502 const void *vdpGetProcAddress
;
4503 struct set
*vdpSurfaces
;
4507 * Has this context observed a GPU reset in any context in the share group?
4509 * Once this field becomes true, it is never reset to false.
4511 GLboolean ShareGroupReset
;
4516 extern int MESA_VERBOSE
;
4517 extern int MESA_DEBUG_FLAGS
;
4518 # define MESA_FUNCTION __FUNCTION__
4520 # define MESA_VERBOSE 0
4521 # define MESA_DEBUG_FLAGS 0
4522 # define MESA_FUNCTION "a function"
4526 /** The MESA_VERBOSE var is a bitmask of these flags */
4529 VERBOSE_VARRAY
= 0x0001,
4530 VERBOSE_TEXTURE
= 0x0002,
4531 VERBOSE_MATERIAL
= 0x0004,
4532 VERBOSE_PIPELINE
= 0x0008,
4533 VERBOSE_DRIVER
= 0x0010,
4534 VERBOSE_STATE
= 0x0020,
4535 VERBOSE_API
= 0x0040,
4536 VERBOSE_DISPLAY_LIST
= 0x0100,
4537 VERBOSE_LIGHTING
= 0x0200,
4538 VERBOSE_PRIMS
= 0x0400,
4539 VERBOSE_VERTS
= 0x0800,
4540 VERBOSE_DISASSEM
= 0x1000,
4541 VERBOSE_DRAW
= 0x2000,
4542 VERBOSE_SWAPBUFFERS
= 0x4000
4546 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4549 DEBUG_SILENT
= (1 << 0),
4550 DEBUG_ALWAYS_FLUSH
= (1 << 1),
4551 DEBUG_INCOMPLETE_TEXTURE
= (1 << 2),
4552 DEBUG_INCOMPLETE_FBO
= (1 << 3)
4561 #endif /* MTYPES_H */