mesa: reorder gl_image_unit
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "util/simple_list.h" /* struct simple_node */
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47
48
49 #ifdef __cplusplus
50 extern "C" {
51 #endif
52
53
54 /**
55 * \name 64-bit extension of GLbitfield.
56 */
57 /*@{*/
58 typedef GLuint64 GLbitfield64;
59
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))
68
69
70 /**
71 * \name Some forward type declarations
72 */
73 /*@{*/
74 struct _mesa_HashTable;
75 struct gl_attrib_node;
76 struct gl_list_extensions;
77 struct gl_meta_state;
78 struct gl_program_cache;
79 struct gl_texture_object;
80 struct gl_debug_state;
81 struct gl_context;
82 struct st_context;
83 struct gl_uniform_storage;
84 struct prog_instruction;
85 struct gl_program_parameter_list;
86 struct set;
87 struct set_entry;
88 struct vbo_context;
89 /*@}*/
90
91
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)
96
97
98
99 /**
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).
105 */
106 typedef enum
107 {
108 VERT_ATTRIB_POS = 0,
109 VERT_ATTRIB_WEIGHT = 1,
110 VERT_ATTRIB_NORMAL = 2,
111 VERT_ATTRIB_COLOR0 = 3,
112 VERT_ATTRIB_COLOR1 = 4,
113 VERT_ATTRIB_FOG = 5,
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,
141 VERT_ATTRIB_MAX = 33
142 } gl_vert_attrib;
143
144 /**
145 * Symbolic constats to help iterating over
146 * specific blocks of vertex attributes.
147 *
148 * VERT_ATTRIB_FF
149 * includes all fixed function attributes as well as
150 * the aliased GL_NV_vertex_program shader attributes.
151 * VERT_ATTRIB_TEX
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.
157 */
158 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
159 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
160
161 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
162 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
163
164 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
165 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
166
167 /**
168 * Bitflags for vertex attributes.
169 * These are used in bitfields in many places.
170 */
171 /*@{*/
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)
190
191 #define VERT_BIT(i) BITFIELD64_BIT(i)
192 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
193
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)
199
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)
203 /*@}*/
204
205
206 /**
207 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
208 * fragment shader inputs.
209 *
210 * Note that some of these values are not available to all pipeline stages.
211 *
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()
216 */
217 typedef enum
218 {
219 VARYING_SLOT_POS,
220 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
221 VARYING_SLOT_COL1,
222 VARYING_SLOT_FOGC,
223 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
224 VARYING_SLOT_TEX1,
225 VARYING_SLOT_TEX2,
226 VARYING_SLOT_TEX3,
227 VARYING_SLOT_TEX4,
228 VARYING_SLOT_TEX5,
229 VARYING_SLOT_TEX6,
230 VARYING_SLOT_TEX7,
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
245 } gl_varying_slot;
246
247
248 /**
249 * Bitflags for varying slots.
250 */
251 /*@{*/
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))
280 /*@}*/
281
282 /**
283 * Bitflags for system values.
284 */
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)
288
289 /**
290 * Determine if the given gl_varying_slot appears in the fragment shader.
291 */
292 static inline GLboolean
293 _mesa_varying_slot_in_fs(gl_varying_slot slot)
294 {
295 switch (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:
302 return GL_FALSE;
303 default:
304 return GL_TRUE;
305 }
306 }
307
308
309 /**
310 * Fragment program results
311 */
312 typedef enum
313 {
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.
318 */
319 FRAG_RESULT_COLOR = 2,
320 FRAG_RESULT_SAMPLE_MASK = 3,
321
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.
325 */
326 FRAG_RESULT_DATA0 = 4,
327 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
328 } gl_frag_result;
329
330
331 /**
332 * Indexes for all renderbuffers
333 */
334 typedef enum
335 {
336 /* the four standard color buffers */
337 BUFFER_FRONT_LEFT,
338 BUFFER_BACK_LEFT,
339 BUFFER_FRONT_RIGHT,
340 BUFFER_BACK_RIGHT,
341 BUFFER_DEPTH,
342 BUFFER_STENCIL,
343 BUFFER_ACCUM,
344 /* optional aux buffer */
345 BUFFER_AUX0,
346 /* generic renderbuffers */
347 BUFFER_COLOR0,
348 BUFFER_COLOR1,
349 BUFFER_COLOR2,
350 BUFFER_COLOR3,
351 BUFFER_COLOR4,
352 BUFFER_COLOR5,
353 BUFFER_COLOR6,
354 BUFFER_COLOR7,
355 BUFFER_COUNT
356 } gl_buffer_index;
357
358 /**
359 * Bit flags for all renderbuffers
360 */
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)
380
381 /**
382 * Mask of all the color buffer bits (but not accum).
383 */
384 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
385 BUFFER_BIT_BACK_LEFT | \
386 BUFFER_BIT_FRONT_RIGHT | \
387 BUFFER_BIT_BACK_RIGHT | \
388 BUFFER_BIT_AUX0 | \
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 | \
396 BUFFER_BIT_COLOR7)
397
398
399 /**
400 * Shader stages. Note that these will become 5 with tessellation.
401 *
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.
405 */
406 typedef enum
407 {
408 MESA_SHADER_VERTEX = 0,
409 MESA_SHADER_GEOMETRY = 1,
410 MESA_SHADER_FRAGMENT = 2,
411 MESA_SHADER_COMPUTE = 3,
412 } gl_shader_stage;
413
414 #define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
415
416
417 /**
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.
421 */
422 struct gl_config
423 {
424 GLboolean rgbMode;
425 GLboolean floatMode;
426 GLboolean colorIndexMode; /* XXX is this used anywhere? */
427 GLuint doubleBufferMode;
428 GLuint stereoMode;
429
430 GLboolean haveAccumBuffer;
431 GLboolean haveDepthBuffer;
432 GLboolean haveStencilBuffer;
433
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 */
438
439 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
440 GLint depthBits;
441 GLint stencilBits;
442
443 GLint numAuxBuffers;
444
445 GLint level;
446
447 /* EXT_visual_rating / GLX 1.2 */
448 GLint visualRating;
449
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;
455
456 /* ARB_multisample / SGIS_multisample */
457 GLint sampleBuffers;
458 GLint samples;
459
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. */
466
467 /* OML_swap_method */
468 GLint swapMethod;
469
470 /* EXT_texture_from_pixmap */
471 GLint bindToTextureRgb;
472 GLint bindToTextureRgba;
473 GLint bindToMipmapTexture;
474 GLint bindToTextureTargets;
475 GLint yInverted;
476
477 /* EXT_framebuffer_sRGB */
478 GLint sRGBCapable;
479 };
480
481
482 /**
483 * \name Bit flags used for updating material values.
484 */
485 /*@{*/
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
499
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))
506
507 #define MAT_INDEX_AMBIENT 0
508 #define MAT_INDEX_DIFFUSE 1
509 #define MAT_INDEX_SPECULAR 2
510
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)
523
524
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)
531
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)
538
539 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
540 /*@}*/
541
542
543 /**
544 * Material state.
545 */
546 struct gl_material
547 {
548 GLfloat Attrib[MAT_ATTRIB_MAX][4];
549 };
550
551
552 /**
553 * Light state flags.
554 */
555 /*@{*/
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)
560 /*@}*/
561
562
563 /**
564 * Light source state.
565 */
566 struct gl_light
567 {
568 struct gl_light *next; /**< double linked list with sentinel */
569 struct gl_light *prev;
570
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 */
583
584 /**
585 * \name Derived fields
586 */
587 /*@{*/
588 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
589
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;
595
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 */
599 /*@}*/
600 };
601
602
603 /**
604 * Light model state.
605 */
606 struct gl_lightmodel
607 {
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 */
613 };
614
615
616 /**
617 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
618 */
619 struct gl_accum_attrib
620 {
621 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
622 };
623
624
625 /**
626 * Used for storing clear color, texture border color, etc.
627 * The float values are typically unclamped.
628 */
629 union gl_color_union
630 {
631 GLfloat f[4];
632 GLint i[4];
633 GLuint ui[4];
634 };
635
636
637 /**
638 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
639 */
640 struct gl_colorbuffer_attrib
641 {
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 */
646
647 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
648
649 /**
650 * \name alpha testing
651 */
652 /*@{*/
653 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
654 GLenum AlphaFunc; /**< Alpha test function */
655 GLfloat AlphaRefUnclamped;
656 GLclampf AlphaRef; /**< Alpha reference value */
657 /*@}*/
658
659 /**
660 * \name Blending
661 */
662 /*@{*/
663 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
664
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.
668 */
669 GLfloat BlendColorUnclamped[4]; /**< Blending color */
670 GLfloat BlendColor[4]; /**< Blending color */
671
672 struct
673 {
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. */
680 /**
681 * Set if any blend factor uses SRC1. Computed at the time blend factors
682 * get set.
683 */
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;
690 /*@}*/
691
692 /**
693 * \name Logic op
694 */
695 /*@{*/
696 GLenum LogicOp; /**< Logic operator */
697 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
698 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
699 /*@}*/
700
701 GLboolean DitherFlag; /**< Dither enable flag */
702
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 */
706
707 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
708 };
709
710
711 /**
712 * Current attribute group (GL_CURRENT_BIT).
713 */
714 struct gl_current_attrib
715 {
716 /**
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.
721 */
722 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
723
724 /**
725 * \name Current raster position attributes (always valid).
726 * \note This set of attributes is very similar to the SWvertex struct.
727 */
728 /*@{*/
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;
735 /*@}*/
736 };
737
738
739 /**
740 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
741 */
742 struct gl_depthbuffer_attrib
743 {
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 */
750 };
751
752
753 /**
754 * Evaluator attribute group (GL_EVAL_BIT).
755 */
756 struct gl_eval_attrib
757 {
758 /**
759 * \name Enable bits
760 */
761 /*@{*/
762 GLboolean Map1Color4;
763 GLboolean Map1Index;
764 GLboolean Map1Normal;
765 GLboolean Map1TextureCoord1;
766 GLboolean Map1TextureCoord2;
767 GLboolean Map1TextureCoord3;
768 GLboolean Map1TextureCoord4;
769 GLboolean Map1Vertex3;
770 GLboolean Map1Vertex4;
771 GLboolean Map2Color4;
772 GLboolean Map2Index;
773 GLboolean Map2Normal;
774 GLboolean Map2TextureCoord1;
775 GLboolean Map2TextureCoord2;
776 GLboolean Map2TextureCoord3;
777 GLboolean Map2TextureCoord4;
778 GLboolean Map2Vertex3;
779 GLboolean Map2Vertex4;
780 GLboolean AutoNormal;
781 /*@}*/
782
783 /**
784 * \name Map Grid endpoints and divisions and calculated du values
785 */
786 /*@{*/
787 GLint MapGrid1un;
788 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
789 GLint MapGrid2un, MapGrid2vn;
790 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
791 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
792 /*@}*/
793 };
794
795
796 /**
797 * Fog attribute group (GL_FOG_BIT).
798 */
799 struct gl_fog_attrib
800 {
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 */
813 };
814
815
816 /**
817 * Hint attribute group (GL_HINT_BIT).
818 *
819 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
820 */
821 struct gl_hint_attrib
822 {
823 GLenum PerspectiveCorrection;
824 GLenum PointSmooth;
825 GLenum LineSmooth;
826 GLenum PolygonSmooth;
827 GLenum Fog;
828 GLenum TextureCompression; /**< GL_ARB_texture_compression */
829 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
830 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
831 };
832
833
834 /**
835 * Lighting attribute group (GL_LIGHT_BIT).
836 */
837 struct gl_light_attrib
838 {
839 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
840 struct gl_lightmodel Model; /**< Lighting model */
841
842 /**
843 * Front and back material values.
844 * Note: must call FLUSH_VERTICES() before using.
845 */
846 struct gl_material Material;
847
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;
857
858 struct gl_light EnabledList; /**< List sentinel */
859
860 /**
861 * Derived state for optimizations:
862 */
863 /*@{*/
864 GLboolean _NeedEyeCoords;
865 GLboolean _NeedVertices; /**< Use fast shader? */
866 GLfloat _BaseColor[2][3];
867 /*@}*/
868 };
869
870
871 /**
872 * Line attribute group (GL_LINE_BIT).
873 */
874 struct gl_line_attrib
875 {
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 */
881 };
882
883
884 /**
885 * Display list attribute group (GL_LIST_BIT).
886 */
887 struct gl_list_attrib
888 {
889 GLuint ListBase;
890 };
891
892
893 /**
894 * Multisample attribute group (GL_MULTISAMPLE_BIT).
895 */
896 struct gl_multisample_attrib
897 {
898 GLboolean Enabled;
899 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
900 GLboolean SampleAlphaToCoverage;
901 GLboolean SampleAlphaToOne;
902 GLboolean SampleCoverage;
903 GLboolean SampleCoverageInvert;
904 GLboolean SampleShading;
905
906 /* ARB_texture_multisample / GL3.2 additions */
907 GLboolean SampleMask;
908
909 GLfloat SampleCoverageValue;
910 GLfloat MinSampleShadingValue;
911
912 /** The GL spec defines this as an array but >32x MSAA is madness */
913 GLbitfield SampleMaskValue;
914 };
915
916
917 /**
918 * A pixelmap (see glPixelMap)
919 */
920 struct gl_pixelmap
921 {
922 GLint Size;
923 GLfloat Map[MAX_PIXEL_MAP_TABLE];
924 };
925
926
927 /**
928 * Collection of all pixelmaps
929 */
930 struct gl_pixelmaps
931 {
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;
942 };
943
944
945 /**
946 * Pixel attribute group (GL_PIXEL_MODE_BIT).
947 */
948 struct gl_pixel_attrib
949 {
950 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
951
952 /*--- Begin Pixel Transfer State ---*/
953 /* Fields are in the order in which they're applied... */
954
955 /** Scale & Bias (index shift, offset) */
956 /*@{*/
957 GLfloat RedBias, RedScale;
958 GLfloat GreenBias, GreenScale;
959 GLfloat BlueBias, BlueScale;
960 GLfloat AlphaBias, AlphaScale;
961 GLfloat DepthBias, DepthScale;
962 GLint IndexShift, IndexOffset;
963 /*@}*/
964
965 /* Pixel Maps */
966 /* Note: actual pixel maps are not part of this attrib group */
967 GLboolean MapColorFlag;
968 GLboolean MapStencilFlag;
969
970 /*--- End Pixel Transfer State ---*/
971
972 /** glPixelZoom */
973 GLfloat ZoomX, ZoomY;
974 };
975
976
977 /**
978 * Point attribute group (GL_POINT_BIT).
979 */
980 struct gl_point_attrib
981 {
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 */
992 };
993
994
995 /**
996 * Polygon attribute group (GL_POLYGON_BIT).
997 */
998 struct gl_polygon_attrib
999 {
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 */
1014 };
1015
1016
1017 /**
1018 * Scissor attributes (GL_SCISSOR_BIT).
1019 */
1020 struct gl_scissor_rect
1021 {
1022 GLint X, Y; /**< Lower left corner of box */
1023 GLsizei Width, Height; /**< Size of box */
1024 };
1025 struct gl_scissor_attrib
1026 {
1027 GLbitfield EnableFlags; /**< Scissor test enabled? */
1028 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
1029 };
1030
1031
1032 /**
1033 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1034 *
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.
1041 *
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.
1044 *
1045 * The derived value \c _TestTwoSide is set when the front-face and back-face
1046 * stencil state are different.
1047 */
1048 struct gl_stencil_attrib
1049 {
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 */
1065 };
1066
1067
1068 /**
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.
1072 */
1073 typedef enum
1074 {
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,
1082 TEXTURE_CUBE_INDEX,
1083 TEXTURE_3D_INDEX,
1084 TEXTURE_RECT_INDEX,
1085 TEXTURE_2D_INDEX,
1086 TEXTURE_1D_INDEX,
1087 NUM_TEXTURE_TARGETS
1088 } gl_texture_index;
1089
1090
1091 /**
1092 * Bit flags for each type of texture object
1093 */
1094 /*@{*/
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)
1107 /*@}*/
1108
1109
1110 /**
1111 * Texture image state. Drivers will typically create a subclass of this
1112 * with extra fields for memory buffers, etc.
1113 */
1114 struct gl_texture_image
1115 {
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.
1122 */
1123 mesa_format TexFormat; /**< The actual texture memory format */
1124
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 */
1137
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 */
1141 GLuint Face;
1142
1143 /** GL_ARB_texture_multisample */
1144 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1145 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1146 };
1147
1148
1149 /**
1150 * Indexes for cube map faces.
1151 */
1152 typedef enum
1153 {
1154 FACE_POS_X = 0,
1155 FACE_NEG_X = 1,
1156 FACE_POS_Y = 2,
1157 FACE_NEG_Y = 3,
1158 FACE_POS_Z = 4,
1159 FACE_NEG_Z = 5,
1160 MAX_FACES = 6
1161 } gl_face_index;
1162
1163
1164 /**
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.
1167 */
1168 struct gl_sampler_object
1169 {
1170 GLuint Name;
1171 GLint RefCount;
1172 GLchar *Label; /**< GL_KHR_debug */
1173
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 */
1188 };
1189
1190
1191 /**
1192 * Texture object state. Contains the array of mipmap images, border color,
1193 * wrap modes, filter modes, and shadow/texcompare state.
1194 */
1195 struct gl_texture_object
1196 {
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. */
1204
1205 struct gl_sampler_object Sampler;
1206
1207 GLenum DepthMode; /**< GL_ARB_depth_texture */
1208 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1209
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
1225 pressure? */
1226 GLboolean Immutable; /**< GL_ARB_texture_storage */
1227 GLboolean _IsFloat; /**< GL_OES_float_texture */
1228 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1229
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 */
1234
1235 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1236 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1237
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 */
1246
1247 /** GL_OES_EGL_image_external */
1248 GLint RequiredTextureImageUnits;
1249
1250 /** GL_ARB_shader_image_load_store */
1251 GLenum ImageFormatCompatibilityType;
1252 };
1253
1254
1255 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1256 #define MAX_COMBINER_TERMS 4
1257
1258
1259 /**
1260 * Texture combine environment state.
1261 */
1262 struct gl_tex_env_combine_state
1263 {
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 */
1276 };
1277
1278
1279 /**
1280 * TexGenEnabled flags.
1281 */
1282 /*@{*/
1283 #define S_BIT 1
1284 #define T_BIT 2
1285 #define R_BIT 4
1286 #define Q_BIT 8
1287 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1288 /*@}*/
1289
1290
1291 /**
1292 * Bit flag versions of the corresponding GL_ constants.
1293 */
1294 /*@{*/
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
1300
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 | \
1307 TEXGEN_EYE_LINEAR)
1308 /*@}*/
1309
1310
1311
1312 /** Tex-gen enabled for texture unit? */
1313 #define ENABLE_TEXGEN(unit) (1 << (unit))
1314
1315 /** Non-identity texture matrix for texture unit? */
1316 #define ENABLE_TEXMAT(unit) (1 << (unit))
1317
1318
1319 /**
1320 * Texture coord generation state.
1321 */
1322 struct gl_texgen
1323 {
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];
1328 };
1329
1330
1331 /**
1332 * Texture unit state. Contains enable flags, texture environment/function/
1333 * combiners, texgen state, and pointers to current texture objects.
1334 */
1335 struct gl_texture_unit
1336 {
1337 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1338
1339 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1340 GLclampf EnvColor[4];
1341 GLfloat EnvColorUnclamped[4];
1342
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 */
1349
1350 GLfloat LodBias; /**< for biasing mipmap levels */
1351
1352 /** Texture targets that have a non-default texture bound */
1353 GLbitfield _BoundTextures;
1354
1355 /** Current sampler object (GL_ARB_sampler_objects) */
1356 struct gl_sampler_object *Sampler;
1357
1358 /**
1359 * \name GL_EXT_texture_env_combine
1360 */
1361 struct gl_tex_env_combine_state Combine;
1362
1363 /**
1364 * Derived state based on \c EnvMode and the \c BaseFormat of the
1365 * currently enabled texture.
1366 */
1367 struct gl_tex_env_combine_state _EnvMode;
1368
1369 /**
1370 * Currently enabled combiner state. This will point to either
1371 * \c Combine or \c _EnvMode.
1372 */
1373 struct gl_tex_env_combine_state *_CurrentCombine;
1374
1375 /** Current texture object pointers */
1376 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1377
1378 /** Points to highest priority, complete and enabled texture object */
1379 struct gl_texture_object *_Current;
1380
1381 };
1382
1383
1384 /**
1385 * Texture attribute group (GL_TEXTURE_BIT).
1386 */
1387 struct gl_texture_attrib
1388 {
1389 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1390 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1391
1392 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1393
1394 /** GL_ARB_texture_buffer_object */
1395 struct gl_buffer_object *BufferObject;
1396
1397 /** GL_ARB_seamless_cubemap */
1398 GLboolean CubeMapSeamless;
1399
1400 /** Texture coord units/sets used for fragment texturing */
1401 GLbitfield _EnabledCoordUnits;
1402
1403 /** Texture coord units that have texgen enabled */
1404 GLbitfield _TexGenEnabled;
1405
1406 /** Texture coord units that have non-identity matrices */
1407 GLbitfield _TexMatEnabled;
1408
1409 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1410 GLbitfield _GenFlags;
1411
1412 /** Largest index of a texture unit with _Current != NULL. */
1413 GLint _MaxEnabledTexImageUnit;
1414
1415 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1416 GLint NumCurrentTexUsed;
1417 };
1418
1419
1420 /**
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).
1423 */
1424 typedef GLfloat gl_clip_plane[4];
1425
1426
1427 /**
1428 * Transformation attribute group (GL_TRANSFORM_BIT).
1429 */
1430 struct gl_transform_attrib
1431 {
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 */
1443 };
1444
1445
1446 /**
1447 * Viewport attribute group (GL_VIEWPORT_BIT).
1448 */
1449 struct gl_viewport_attrib
1450 {
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. */
1455 };
1456
1457
1458 typedef enum {
1459 MAP_USER,
1460 MAP_INTERNAL,
1461
1462 MAP_COUNT
1463 } gl_map_buffer_index;
1464
1465
1466 /**
1467 * Fields describing a mapped buffer range.
1468 */
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 */
1474 };
1475
1476
1477 /**
1478 * Usages we've seen for a buffer object.
1479 */
1480 typedef enum {
1481 USAGE_UNIFORM_BUFFER = 0x1,
1482 USAGE_TEXTURE_BUFFER = 0x2,
1483 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1484 } gl_buffer_usage;
1485
1486
1487 /**
1488 * GL_ARB_vertex/pixel_buffer_object buffer object
1489 */
1490 struct gl_buffer_object
1491 {
1492 mtx_t Mutex;
1493 GLint RefCount;
1494 GLuint Name;
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? */
1505
1506 struct gl_buffer_mapping Mappings[MAP_COUNT];
1507 };
1508
1509
1510 /**
1511 * Client pixel packing/unpacking attributes
1512 */
1513 struct gl_pixelstore_attrib
1514 {
1515 GLint Alignment;
1516 GLint RowLength;
1517 GLint SkipPixels;
1518 GLint SkipRows;
1519 GLint ImageHeight;
1520 GLint SkipImages;
1521 GLboolean SwapBytes;
1522 GLboolean LsbFirst;
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 */
1529 };
1530
1531
1532 /**
1533 * Client vertex array attributes
1534 */
1535 struct gl_client_array
1536 {
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 */
1548
1549 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1550 };
1551
1552
1553 /**
1554 * Vertex attribute array as seen by the client.
1555 *
1556 * Contains the size, type, format and normalization flag,
1557 * along with the index of a vertex buffer binding point.
1558 *
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.
1565 */
1566 struct gl_vertex_attrib_array
1567 {
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 */
1579 };
1580
1581
1582 /**
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.
1586 */
1587 struct gl_vertex_buffer_binding
1588 {
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 */
1594 };
1595
1596
1597 /**
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
1600 * extension.
1601 */
1602 struct gl_vertex_array_object
1603 {
1604 /** Name of the VAO as received from glGenVertexArray. */
1605 GLuint Name;
1606 GLchar *Label; /**< GL_KHR_debug */
1607
1608 GLint RefCount;
1609 mtx_t Mutex;
1610
1611 /**
1612 * Does the VAO use ARB semantics or Apple semantics?
1613 *
1614 * There are several ways in which ARB_vertex_array_object and
1615 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1616 * least,
1617 *
1618 * - ARB VAOs require that all array data be sourced from vertex buffer
1619 * objects, but Apple VAOs do not.
1620 *
1621 * - ARB VAOs require that names come from GenVertexArrays.
1622 *
1623 * This flag notes which behavior governs this VAO.
1624 */
1625 GLboolean ARBsemantics;
1626
1627 /**
1628 * Has this array object been bound?
1629 */
1630 GLboolean EverBound;
1631
1632 /**
1633 * Derived vertex attribute arrays
1634 *
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.
1637 */
1638 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1639
1640 /** Vertex attribute arrays */
1641 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1642
1643 /** Vertex buffer bindings */
1644 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1645
1646 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1647 GLbitfield64 _Enabled;
1648
1649 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1650 GLbitfield64 NewArrays;
1651
1652 /** The index buffer (also known as the element array buffer in OpenGL). */
1653 struct gl_buffer_object *IndexBufferObj;
1654 };
1655
1656
1657 /** Used to signal when transitioning from one kind of drawing method
1658 * to another.
1659 */
1660 typedef enum {
1661 DRAW_NONE, /**< Initial value only */
1662 DRAW_BEGIN_END,
1663 DRAW_DISPLAY_LIST,
1664 DRAW_ARRAYS
1665 } gl_draw_method;
1666
1667 /**
1668 * Enum for the OpenGL APIs we know about and may support.
1669 *
1670 * NOTE: This must match the api_enum table in
1671 * src/mesa/main/get_hash_generator.py
1672 */
1673 typedef enum
1674 {
1675 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1676 API_OPENGLES,
1677 API_OPENGLES2,
1678 API_OPENGL_CORE,
1679 API_OPENGL_LAST = API_OPENGL_CORE
1680 } gl_api;
1681
1682 /**
1683 * Vertex array state
1684 */
1685 struct gl_array_attrib
1686 {
1687 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1688 struct gl_vertex_array_object *VAO;
1689
1690 /** The default vertex array object */
1691 struct gl_vertex_array_object *DefaultVAO;
1692
1693 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1694 struct _mesa_HashTable *Objects;
1695
1696 GLint ActiveTexture; /**< Client Active Texture */
1697 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1698 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1699
1700 /**
1701 * \name Primitive restart controls
1702 *
1703 * Primitive restart is enabled if either \c PrimitiveRestart or
1704 * \c PrimitiveRestartFixedIndex is set.
1705 */
1706 /*@{*/
1707 GLboolean PrimitiveRestart;
1708 GLboolean PrimitiveRestartFixedIndex;
1709 GLboolean _PrimitiveRestart;
1710 GLuint RestartIndex;
1711 /*@}*/
1712
1713 /** One of the DRAW_xxx flags, not consumed by drivers */
1714 gl_draw_method DrawMethod;
1715
1716 /* GL_ARB_vertex_buffer_object */
1717 struct gl_buffer_object *ArrayBufferObj;
1718
1719 /**
1720 * Vertex arrays as consumed by a driver.
1721 * The array pointer is set up only by the VBO module.
1722 */
1723 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1724
1725 /** Legal array datatypes and the API for which they have been computed */
1726 GLbitfield LegalTypesMask;
1727 gl_api LegalTypesMaskAPI;
1728 };
1729
1730
1731 /**
1732 * Feedback buffer state
1733 */
1734 struct gl_feedback
1735 {
1736 GLenum Type;
1737 GLbitfield _Mask; /**< FB_* bits */
1738 GLfloat *Buffer;
1739 GLuint BufferSize;
1740 GLuint Count;
1741 };
1742
1743
1744 /**
1745 * Selection buffer state
1746 */
1747 struct gl_selection
1748 {
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 */
1758 };
1759
1760
1761 /**
1762 * 1-D Evaluator control points
1763 */
1764 struct gl_1d_map
1765 {
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 */
1769 };
1770
1771
1772 /**
1773 * 2-D Evaluator control points
1774 */
1775 struct gl_2d_map
1776 {
1777 GLuint Uorder; /**< Number of control points in U dimension */
1778 GLuint Vorder; /**< Number of control points in V dimension */
1779 GLfloat u1, u2, du;
1780 GLfloat v1, v2, dv;
1781 GLfloat *Points; /**< Points to contiguous control points */
1782 };
1783
1784
1785 /**
1786 * All evaluator control point state
1787 */
1788 struct gl_evaluators
1789 {
1790 /**
1791 * \name 1-D maps
1792 */
1793 /*@{*/
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;
1803 /*@}*/
1804
1805 /**
1806 * \name 2-D maps
1807 */
1808 /*@{*/
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;
1818 /*@}*/
1819 };
1820
1821
1822 struct gl_transform_feedback_varying_info
1823 {
1824 char *Name;
1825 GLenum Type;
1826 GLint Size;
1827 };
1828
1829
1830 /**
1831 * Per-output info vertex shaders for transform feedback.
1832 */
1833 struct gl_transform_feedback_output
1834 {
1835 unsigned OutputRegister;
1836 unsigned OutputBuffer;
1837 unsigned NumComponents;
1838 unsigned StreamId;
1839
1840 /** offset (in DWORDs) of this output within the interleaved structure */
1841 unsigned DstOffset;
1842
1843 /**
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.
1847 */
1848 unsigned ComponentOffset;
1849 };
1850
1851
1852 /** Post-link transform feedback info. */
1853 struct gl_transform_feedback_info
1854 {
1855 unsigned NumOutputs;
1856
1857 /**
1858 * Number of transform feedback buffers in use by this program.
1859 */
1860 unsigned NumBuffers;
1861
1862 struct gl_transform_feedback_output *Outputs;
1863
1864 /** Transform feedback varyings used for the linking of this shader program.
1865 *
1866 * Use for glGetTransformFeedbackVarying().
1867 */
1868 struct gl_transform_feedback_varying_info *Varyings;
1869 GLint NumVarying;
1870
1871 /**
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.
1875 */
1876 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1877 };
1878
1879
1880 /**
1881 * Transform feedback object state
1882 */
1883 struct gl_transform_feedback_object
1884 {
1885 GLuint Name; /**< AKA the object ID */
1886 GLint RefCount;
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
1891 at least once? */
1892 GLboolean EverBound; /**< Has this object been bound? */
1893
1894 /**
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.
1900 *
1901 * Not tracked for desktop GL since it's unnecessary.
1902 */
1903 unsigned GlesRemainingPrims;
1904
1905 /**
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.
1910 */
1911 struct gl_shader_program *shader_program;
1912
1913 /** The feedback buffers */
1914 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1915 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1916
1917 /** Start of feedback data in dest buffer */
1918 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1919
1920 /**
1921 * Max data to put into dest buffer (in bytes). Computed based on
1922 * RequestedSize and the actual size of the buffer.
1923 */
1924 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1925
1926 /**
1927 * Size that was specified when the buffer was bound. If the buffer was
1928 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1929 * zero.
1930 */
1931 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1932 };
1933
1934
1935 /**
1936 * Context state for transform feedback.
1937 */
1938 struct gl_transform_feedback_state
1939 {
1940 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1941
1942 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1943 struct gl_buffer_object *CurrentBuffer;
1944
1945 /** The table of all transform feedback objects */
1946 struct _mesa_HashTable *Objects;
1947
1948 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1949 struct gl_transform_feedback_object *CurrentObject;
1950
1951 /** The default xform-fb object (Name==0) */
1952 struct gl_transform_feedback_object *DefaultObject;
1953 };
1954
1955
1956 /**
1957 * A "performance monitor" as described in AMD_performance_monitor.
1958 */
1959 struct gl_perf_monitor_object
1960 {
1961 GLuint Name;
1962
1963 /** True if the monitor is currently active (Begin called but not End). */
1964 GLboolean Active;
1965
1966 /**
1967 * True if the monitor has ended.
1968 *
1969 * This is distinct from !Active because it may never have began.
1970 */
1971 GLboolean Ended;
1972
1973 /**
1974 * A list of groups with currently active counters.
1975 *
1976 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1977 */
1978 unsigned *ActiveGroups;
1979
1980 /**
1981 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1982 *
1983 * Checking whether counter 'c' in group 'g' is active can be done via:
1984 *
1985 * BITSET_TEST(ActiveCounters[g], c)
1986 */
1987 GLuint **ActiveCounters;
1988 };
1989
1990
1991 union gl_perf_monitor_counter_value
1992 {
1993 float f;
1994 uint64_t u64;
1995 uint32_t u32;
1996 };
1997
1998
1999 struct gl_perf_monitor_counter
2000 {
2001 /** Human readable name for the counter. */
2002 const char *Name;
2003
2004 /**
2005 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
2006 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
2007 */
2008 GLenum Type;
2009
2010 /** Minimum counter value. */
2011 union gl_perf_monitor_counter_value Minimum;
2012
2013 /** Maximum counter value. */
2014 union gl_perf_monitor_counter_value Maximum;
2015 };
2016
2017
2018 struct gl_perf_monitor_group
2019 {
2020 /** Human readable name for the group. */
2021 const char *Name;
2022
2023 /**
2024 * Maximum number of counters in this group which can be active at the
2025 * same time.
2026 */
2027 GLuint MaxActiveCounters;
2028
2029 /** Array of counters within this group. */
2030 const struct gl_perf_monitor_counter *Counters;
2031 GLuint NumCounters;
2032 };
2033
2034
2035 /**
2036 * Context state for AMD_performance_monitor.
2037 */
2038 struct gl_perf_monitor_state
2039 {
2040 /** Array of performance monitor groups (indexed by group ID) */
2041 const struct gl_perf_monitor_group *Groups;
2042 GLuint NumGroups;
2043
2044 /** The table of all performance monitors. */
2045 struct _mesa_HashTable *Monitors;
2046 };
2047
2048
2049 /**
2050 * Names of the various vertex/fragment program register files, etc.
2051 *
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.
2054 *
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.
2058 */
2059 typedef enum
2060 {
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 */
2073 PROGRAM_FILE_MAX
2074 } gl_register_file;
2075
2076
2077 /**
2078 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
2079 * one of these values.
2080 */
2081 typedef enum
2082 {
2083 /**
2084 * \name Vertex shader system values
2085 */
2086 /*@{*/
2087 /**
2088 * OpenGL-style vertex ID.
2089 *
2090 * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
2091 * OpenGL 3.3 core profile spec says:
2092 *
2093 * "gl_VertexID holds the integer index i implicitly passed by
2094 * DrawArrays or one of the other drawing commands defined in section
2095 * 2.8.3."
2096 *
2097 * Section 2.8.3 (Drawing Commands) of the same spec says:
2098 *
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."
2103 *
2104 * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
2105 * says:
2106 *
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."
2112 *
2113 * gl_VertexID gets basevertex added in. This differs from DirectX where
2114 * SV_VertexID does \b not get basevertex added in.
2115 *
2116 * \note
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.
2120 *
2121 * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
2122 */
2123 SYSTEM_VALUE_VERTEX_ID,
2124
2125 /**
2126 * Instanced ID as supplied to gl_InstanceID
2127 *
2128 * Values assigned to gl_InstanceID always begin with zero, regardless of
2129 * the value of baseinstance.
2130 *
2131 * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
2132 * says:
2133 *
2134 * "gl_InstanceID holds the integer instance number of the current
2135 * primitive in an instanced draw call (see section 10.5)."
2136 *
2137 * Through a big chain of pseudocode, section 10.5 describes that
2138 * baseinstance is not counted by gl_InstanceID. In that section, notice
2139 *
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
2143 *
2144 * floor(instance/divisor) + baseinstance
2145 *
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)."
2149 *
2150 * Note that baseinstance is \b not included in the value of instance.
2151 */
2152 SYSTEM_VALUE_INSTANCE_ID,
2153
2154 /**
2155 * DirectX-style vertex ID.
2156 *
2157 * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
2158 * the value of basevertex.
2159 *
2160 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
2161 */
2162 SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
2163
2164 /**
2165 * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
2166 * functions.
2167 *
2168 * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
2169 */
2170 SYSTEM_VALUE_BASE_VERTEX,
2171 /*@}*/
2172
2173 /**
2174 * \name Geometry shader system values
2175 */
2176 /*@{*/
2177 SYSTEM_VALUE_INVOCATION_ID,
2178 /*@}*/
2179
2180 /**
2181 * \name Fragment shader system values
2182 */
2183 /*@{*/
2184 SYSTEM_VALUE_FRONT_FACE, /**< (not done yet) */
2185 SYSTEM_VALUE_SAMPLE_ID,
2186 SYSTEM_VALUE_SAMPLE_POS,
2187 SYSTEM_VALUE_SAMPLE_MASK_IN,
2188 /*@}*/
2189
2190 SYSTEM_VALUE_MAX /**< Number of values */
2191 } gl_system_value;
2192
2193
2194 /**
2195 * The possible interpolation qualifiers that can be applied to a fragment
2196 * shader input in GLSL.
2197 *
2198 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2199 * gl_fragment_program data structure to 0 causes the default behavior.
2200 */
2201 enum glsl_interp_qualifier
2202 {
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 */
2208 };
2209
2210
2211 /**
2212 * \brief Layout qualifiers for gl_FragDepth.
2213 *
2214 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2215 * a layout qualifier.
2216 *
2217 * \see enum ir_depth_layout
2218 */
2219 enum gl_frag_depth_layout
2220 {
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
2226 };
2227
2228
2229 /**
2230 * Base class for any kind of program object
2231 */
2232 struct gl_program
2233 {
2234 GLuint Id;
2235 GLint RefCount;
2236 GLubyte *String; /**< Null-terminated program text */
2237
2238 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2239 GLenum Format; /**< String encoding format */
2240
2241 struct prog_instruction *Instructions;
2242
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. */
2251
2252 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2253
2254 /**
2255 * For vertex and geometry shaders, true if the program uses the
2256 * gl_ClipDistance output. Ignored for fragment shaders.
2257 */
2258 GLboolean UsesClipDistanceOut;
2259
2260
2261 /** Named parameters, constants, etc. from program text */
2262 struct gl_program_parameter_list *Parameters;
2263
2264 /**
2265 * Local parameters used by the program.
2266 *
2267 * It's dynamically allocated because it is rarely used (just
2268 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2269 * allocated.
2270 */
2271 GLfloat (*LocalParams)[4];
2272
2273 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2274 GLubyte SamplerUnits[MAX_SAMPLERS];
2275
2276 /** Bitmask of which register files are read/written with indirect
2277 * addressing. Mask of (1 << PROGRAM_x) bits.
2278 */
2279 GLbitfield IndirectRegisterFiles;
2280
2281 /** Logical counts */
2282 /*@{*/
2283 GLuint NumInstructions;
2284 GLuint NumTemporaries;
2285 GLuint NumParameters;
2286 GLuint NumAttributes;
2287 GLuint NumAddressRegs;
2288 GLuint NumAluInstructions;
2289 GLuint NumTexInstructions;
2290 GLuint NumTexIndirections;
2291 /*@}*/
2292 /** Native, actual h/w counts */
2293 /*@{*/
2294 GLuint NumNativeInstructions;
2295 GLuint NumNativeTemporaries;
2296 GLuint NumNativeParameters;
2297 GLuint NumNativeAttributes;
2298 GLuint NumNativeAddressRegs;
2299 GLuint NumNativeAluInstructions;
2300 GLuint NumNativeTexInstructions;
2301 GLuint NumNativeTexIndirections;
2302 /*@}*/
2303 };
2304
2305
2306 /** Vertex program object */
2307 struct gl_vertex_program
2308 {
2309 struct gl_program Base; /**< base class */
2310 GLboolean IsPositionInvariant;
2311 };
2312
2313
2314 /** Geometry program object */
2315 struct gl_geometry_program
2316 {
2317 struct gl_program Base; /**< base class */
2318
2319 GLint VerticesIn;
2320 GLint VerticesOut;
2321 GLint Invocations;
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;
2326 bool UsesStreams;
2327 };
2328
2329
2330 /** Fragment program object */
2331 struct gl_fragment_program
2332 {
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;
2339
2340 /**
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.
2344 */
2345 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2346
2347 /**
2348 * Bitfield indicating, for each fragment shader input, 1 if that input
2349 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2350 */
2351 GLbitfield64 IsCentroid;
2352
2353 /**
2354 * Bitfield indicating, for each fragment shader input, 1 if that input
2355 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2356 */
2357 GLbitfield64 IsSample;
2358 };
2359
2360
2361 /** Compute program object */
2362 struct gl_compute_program
2363 {
2364 struct gl_program Base; /**< base class */
2365
2366 /**
2367 * Size specified using local_size_{x,y,z}.
2368 */
2369 unsigned LocalSize[3];
2370 };
2371
2372
2373 /**
2374 * State common to vertex and fragment programs.
2375 */
2376 struct gl_program_state
2377 {
2378 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2379 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2380 };
2381
2382
2383 /**
2384 * Context state for vertex programs.
2385 */
2386 struct gl_vertex_program_state
2387 {
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 */
2395
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.
2399 */
2400 struct gl_vertex_program *_Current;
2401
2402 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2403
2404 /** Should fixed-function T&L be implemented with a vertex prog? */
2405 GLboolean _MaintainTnlProgram;
2406
2407 /** Program to emulate fixed-function T&L (see above) */
2408 struct gl_vertex_program *_TnlProgram;
2409
2410 /** Cache of fixed-function programs */
2411 struct gl_program_cache *Cache;
2412
2413 GLboolean _Overriden;
2414 };
2415
2416
2417 /**
2418 * Context state for geometry programs.
2419 */
2420 struct gl_geometry_program_state
2421 {
2422 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2423 GLboolean _Enabled; /**< Enabled and valid program? */
2424 struct gl_geometry_program *Current; /**< user-bound geometry program */
2425
2426 /** Currently enabled and valid program (including internal programs
2427 * and compiled shader programs).
2428 */
2429 struct gl_geometry_program *_Current;
2430
2431 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2432 };
2433
2434 /**
2435 * Context state for fragment programs.
2436 */
2437 struct gl_fragment_program_state
2438 {
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 */
2442
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.
2446 */
2447 struct gl_fragment_program *_Current;
2448
2449 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2450
2451 /** Should fixed-function texturing be implemented with a fragment prog? */
2452 GLboolean _MaintainTexEnvProgram;
2453
2454 /** Program to emulate fixed-function texture env/combine (see above) */
2455 struct gl_fragment_program *_TexEnvProgram;
2456
2457 /** Cache of fixed-function programs */
2458 struct gl_program_cache *Cache;
2459 };
2460
2461
2462 /**
2463 * Context state for compute programs.
2464 */
2465 struct gl_compute_program_state
2466 {
2467 struct gl_compute_program *Current; /**< user-bound compute program */
2468
2469 /** Currently enabled and valid program (including internal programs
2470 * and compiled shader programs).
2471 */
2472 struct gl_compute_program *_Current;
2473 };
2474
2475
2476 /**
2477 * ATI_fragment_shader runtime state
2478 */
2479 #define ATI_FS_INPUT_PRIMARY 0
2480 #define ATI_FS_INPUT_SECONDARY 1
2481
2482 struct atifs_instruction;
2483 struct atifs_setupinst;
2484
2485 /**
2486 * ATI fragment shader
2487 */
2488 struct ati_fragment_shader
2489 {
2490 GLuint Id;
2491 GLint RefCount;
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 */
2499 GLubyte cur_pass;
2500 GLubyte last_optype;
2501 GLboolean interpinp1;
2502 GLboolean isValid;
2503 GLuint swizzlerq;
2504 };
2505
2506 /**
2507 * Context state for GL_ATI_fragment_shader
2508 */
2509 struct gl_ati_fragment_shader_state
2510 {
2511 GLboolean Enabled;
2512 GLboolean _Enabled; /**< enabled and valid shader? */
2513 GLboolean Compiling;
2514 GLfloat GlobalConstants[8][4];
2515 struct ati_fragment_shader *Current;
2516 };
2517
2518
2519 /** Set by #pragma directives */
2520 struct gl_sl_pragmas
2521 {
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 */
2526 };
2527
2528
2529 /**
2530 * A GLSL vertex or fragment shader object.
2531 */
2532 struct gl_shader
2533 {
2534 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2535 * Must be the first field.
2536 */
2537 GLenum Type;
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 */
2545
2546 GLuint SourceChecksum; /**< for debug/logging purposes */
2547 const GLchar *Source; /**< Source code string */
2548
2549 struct gl_program *Program; /**< Post-compile assembly code */
2550 GLchar *InfoLog;
2551 struct gl_sl_pragmas Pragmas;
2552
2553 unsigned Version; /**< GLSL version used for linking */
2554
2555 /**
2556 * \name Sampler tracking
2557 *
2558 * \note Each of these fields is only set post-linking.
2559 */
2560 /*@{*/
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. */
2564 /*@}*/
2565
2566 /**
2567 * Map from sampler unit to texture unit (set by glUniform1i())
2568 *
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.
2572 */
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];
2576
2577 /**
2578 * Number of default uniform block components used by this shader.
2579 *
2580 * This field is only set post-linking.
2581 */
2582 unsigned num_uniform_components;
2583
2584 /**
2585 * Number of combined uniform components used by this shader.
2586 *
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.
2589 */
2590 unsigned num_combined_uniform_components;
2591
2592 /**
2593 * This shader's uniform block information.
2594 *
2595 * These fields are only set post-linking.
2596 */
2597 unsigned NumUniformBlocks;
2598 struct gl_uniform_block *UniformBlocks;
2599
2600 struct exec_list *ir;
2601 struct glsl_symbol_table *symbols;
2602
2603 bool uses_builtin_functions;
2604 bool uses_gl_fragcoord;
2605 bool redeclares_gl_fragcoord;
2606 bool ARB_fragment_coord_conventions_enable;
2607
2608 /**
2609 * Fragment shader state from GLSL 1.50 layout qualifiers.
2610 */
2611 bool origin_upper_left;
2612 bool pixel_center_integer;
2613
2614 /**
2615 * Geometry shader state from GLSL 1.50 layout qualifiers.
2616 */
2617 struct {
2618 GLint VerticesOut;
2619 /**
2620 * 0 - Invocations count not declared in shader, or
2621 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2622 */
2623 GLint Invocations;
2624 /**
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
2627 * shader.
2628 */
2629 GLenum InputType;
2630 /**
2631 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2632 * it's not set in this shader.
2633 */
2634 GLenum OutputType;
2635 } Geom;
2636
2637 /**
2638 * Map from image uniform index to image unit (set by glUniform1i())
2639 *
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.
2643 */
2644 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2645
2646 /**
2647 * Access qualifier specified in the shader for each image uniform
2648 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2649 * GL_READ_WRITE.
2650 *
2651 * It may be different, though only more strict than the value of
2652 * \c gl_image_unit::Access for the corresponding image unit.
2653 */
2654 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2655
2656 /**
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.
2660 */
2661 GLuint NumImages;
2662
2663 /**
2664 * Compute shader state from ARB_compute_shader layout qualifiers.
2665 */
2666 struct {
2667 /**
2668 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2669 * it's not set in this shader.
2670 */
2671 unsigned LocalSize[3];
2672 } Comp;
2673 };
2674
2675
2676 struct gl_uniform_buffer_variable
2677 {
2678 char *Name;
2679
2680 /**
2681 * Name of the uniform as seen by glGetUniformIndices.
2682 *
2683 * glGetUniformIndices requires that the block instance index \b not be
2684 * present in the name of queried uniforms.
2685 *
2686 * \note
2687 * \c gl_uniform_buffer_variable::IndexName and
2688 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2689 */
2690 char *IndexName;
2691
2692 const struct glsl_type *Type;
2693 unsigned int Offset;
2694 GLboolean RowMajor;
2695 };
2696
2697
2698 enum gl_uniform_block_packing
2699 {
2700 ubo_packing_std140,
2701 ubo_packing_shared,
2702 ubo_packing_packed
2703 };
2704
2705
2706 struct gl_uniform_block
2707 {
2708 /** Declared name of the uniform block */
2709 char *Name;
2710
2711 /** Array of supplemental information about UBO ir_variables. */
2712 struct gl_uniform_buffer_variable *Uniforms;
2713 GLuint NumUniforms;
2714
2715 /**
2716 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2717 * with glBindBufferBase to bind a buffer object to this uniform block. When
2718 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2719 */
2720 GLuint Binding;
2721
2722 /**
2723 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2724 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2725 */
2726 GLuint UniformBufferSize;
2727
2728 /**
2729 * Layout specified in the shader
2730 *
2731 * This isn't accessible through the API, but it is used while
2732 * cross-validating uniform blocks.
2733 */
2734 enum gl_uniform_block_packing _Packing;
2735 };
2736
2737 /**
2738 * Structure that represents a reference to an atomic buffer from some
2739 * shader program.
2740 */
2741 struct gl_active_atomic_buffer
2742 {
2743 /** Uniform indices of the atomic counters declared within it. */
2744 GLuint *Uniforms;
2745 GLuint NumUniforms;
2746
2747 /** Binding point index associated with it. */
2748 GLuint Binding;
2749
2750 /** Minimum reasonable size it is expected to have. */
2751 GLuint MinimumSize;
2752
2753 /** Shader stages making use of it. */
2754 GLboolean StageReferences[MESA_SHADER_STAGES];
2755 };
2756
2757 /**
2758 * A GLSL program object.
2759 * Basically a linked collection of vertex and fragment shaders.
2760 */
2761 struct gl_shader_program
2762 {
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;
2768
2769 /**
2770 * Is the application intending to glGetProgramBinary this program?
2771 */
2772 GLboolean BinaryRetreivableHint;
2773
2774 /**
2775 * Indicates whether program can be bound for individual pipeline stages
2776 * using UseProgramStages after it is next linked.
2777 */
2778 GLboolean SeparateShader;
2779
2780 GLuint NumShaders; /**< number of attached shaders */
2781 struct gl_shader **Shaders; /**< List of attached the shaders */
2782
2783 /**
2784 * User-defined attribute bindings
2785 *
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.
2789 */
2790 struct string_to_uint_map *AttributeBindings;
2791
2792 /**
2793 * User-defined fragment data bindings
2794 *
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.
2798 */
2799 struct string_to_uint_map *FragDataBindings;
2800 struct string_to_uint_map *FragDataIndexBindings;
2801
2802 /**
2803 * Transform feedback varyings last specified by
2804 * glTransformFeedbackVaryings().
2805 *
2806 * For the current set of transform feedback varyings used for transform
2807 * feedback output, see LinkedTransformFeedback.
2808 */
2809 struct {
2810 GLenum BufferMode;
2811 GLuint NumVarying;
2812 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2813 } TransformFeedback;
2814
2815 /** Post-link transform feedback info. */
2816 struct gl_transform_feedback_info LinkedTransformFeedback;
2817
2818 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2819 enum gl_frag_depth_layout FragDepthLayout;
2820
2821 /**
2822 * Geometry shader state - copied into gl_geometry_program by
2823 * _mesa_copy_linked_program_data().
2824 */
2825 struct {
2826 GLint VerticesIn;
2827 GLint VerticesOut;
2828 /**
2829 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2830 */
2831 GLint 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 */
2835 /**
2836 * True if gl_ClipDistance is written to. Copied into
2837 * gl_geometry_program by _mesa_copy_linked_program_data().
2838 */
2839 GLboolean UsesClipDistance;
2840 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2841 0 if not present. */
2842 bool UsesEndPrimitive;
2843 bool UsesStreams;
2844 } Geom;
2845
2846 /** Vertex shader state */
2847 struct {
2848 /**
2849 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2850 * by _mesa_copy_linked_program_data().
2851 */
2852 GLboolean UsesClipDistance;
2853 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2854 0 if not present. */
2855 } Vert;
2856
2857 /**
2858 * Compute shader state - copied into gl_compute_program by
2859 * _mesa_copy_linked_program_data().
2860 */
2861 struct {
2862 /**
2863 * If this shader contains a compute stage, size specified using
2864 * local_size_{x,y,z}. Otherwise undefined.
2865 */
2866 unsigned LocalSize[3];
2867 } Comp;
2868
2869 /* post-link info: */
2870 unsigned NumUserUniformStorage;
2871 unsigned NumHiddenUniforms;
2872 struct gl_uniform_storage *UniformStorage;
2873
2874 /**
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.
2878 */
2879 unsigned NumUniformRemapTable;
2880 struct gl_uniform_storage **UniformRemapTable;
2881
2882 /**
2883 * Size of the gl_ClipDistance array that is output from the last pipeline
2884 * stage before the fragment shader.
2885 */
2886 unsigned LastClipDistanceArraySize;
2887
2888 unsigned NumUniformBlocks;
2889 struct gl_uniform_block *UniformBlocks;
2890
2891 /**
2892 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2893 * they're used in, or -1.
2894 *
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.
2897 */
2898 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2899
2900 /**
2901 * Map of active uniform names to locations
2902 *
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.
2907 */
2908 struct string_to_uint_map *UniformHash;
2909
2910 struct gl_active_atomic_buffer *AtomicBuffers;
2911 unsigned NumAtomicBuffers;
2912
2913 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2914 GLboolean Validated;
2915 GLboolean _Used; /**< Ever used for drawing? */
2916 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2917 GLchar *InfoLog;
2918
2919 unsigned Version; /**< GLSL version used for linking */
2920 GLboolean IsES; /**< True if this program uses GLSL ES */
2921
2922 /**
2923 * Per-stage shaders resulting from the first stage of linking.
2924 *
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
2927 * \c NULL.
2928 */
2929 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2930
2931 /* True if any of the fragment shaders attached to this program use:
2932 * #extension ARB_fragment_coord_conventions: enable
2933 */
2934 GLboolean ARB_fragment_coord_conventions_enable;
2935 };
2936
2937
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 */
2948
2949
2950 /**
2951 * Context state for GLSL vertex/fragment shaders.
2952 * Extended to support pipeline object
2953 */
2954 struct gl_pipeline_object
2955 {
2956 /** Name of the pipeline object as received from glGenProgramPipelines.
2957 * It would be 0 for shaders without separate shader objects.
2958 */
2959 GLuint Name;
2960
2961 GLint RefCount;
2962
2963 mtx_t Mutex;
2964
2965 /**
2966 * Programs used for rendering
2967 *
2968 * There is a separate program set for each shader stage.
2969 */
2970 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2971
2972 struct gl_shader_program *_CurrentFragmentProgram;
2973
2974 /**
2975 * Program used by glUniform calls.
2976 *
2977 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2978 */
2979 struct gl_shader_program *ActiveProgram;
2980
2981 GLbitfield Flags; /**< Mask of GLSL_x flags */
2982
2983 GLboolean EverBound; /**< Has the pipeline object been created */
2984
2985 GLboolean Validated; /**< Pipeline Validation status */
2986
2987 GLchar *InfoLog;
2988 };
2989
2990 /**
2991 * Context state for GLSL pipeline shaders.
2992 */
2993 struct gl_pipeline_shader_state
2994 {
2995 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2996 struct gl_pipeline_object *Current;
2997
2998 /* Default Object to ensure that _Shader is never NULL */
2999 struct gl_pipeline_object *Default;
3000
3001 /** Pipeline objects */
3002 struct _mesa_HashTable *Objects;
3003 };
3004
3005 /**
3006 * Compiler options for a single GLSL shaders type
3007 */
3008 struct gl_shader_compiler_options
3009 {
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]? */
3020
3021 /**
3022 * \name Forms of indirect addressing the driver cannot do.
3023 */
3024 /*@{*/
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 */
3029 /*@}*/
3030
3031 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3032 GLuint MaxUnrollIterations;
3033
3034 /**
3035 * Optimize code for array of structures backends.
3036 *
3037 * This is a proxy for:
3038 * - preferring DP4 instructions (rather than MUL/MAD) for
3039 * matrix * vector operations, such as position transformation.
3040 */
3041 GLboolean OptimizeForAOS;
3042
3043 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
3044
3045 const struct nir_shader_compiler_options *NirOptions;
3046 };
3047
3048
3049 /**
3050 * Occlusion/timer query object.
3051 */
3052 struct gl_query_object
3053 {
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 */
3062 };
3063
3064
3065 /**
3066 * Context state for query objects.
3067 */
3068 struct gl_query_state
3069 {
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 */
3073
3074 /** GL_NV_conditional_render */
3075 struct gl_query_object *CondRenderQuery;
3076
3077 /** GL_EXT_transform_feedback */
3078 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3079 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3080
3081 /** GL_ARB_timer_query */
3082 struct gl_query_object *TimeElapsed;
3083
3084 /** GL_ARB_pipeline_statistics_query */
3085 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3086
3087 GLenum CondRenderMode;
3088 };
3089
3090
3091 /** Sync object state */
3092 struct gl_sync_object
3093 {
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)
3100 */
3101 GLenum SyncCondition;
3102 GLbitfield Flags; /**< Flags passed to glFenceSync */
3103 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3104 };
3105
3106
3107 /**
3108 * State which can be shared by multiple contexts:
3109 */
3110 struct gl_shared_state
3111 {
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 */
3116
3117 /** Default texture objects (shared by all texture units) */
3118 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3119
3120 /** Fallback texture used when a bound texture is incomplete */
3121 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3122
3123 /**
3124 * \name Thread safety and statechange notification for texture
3125 * objects.
3126 *
3127 * \todo Improve the granularity of locking.
3128 */
3129 /*@{*/
3130 mtx_t TexMutex; /**< texobj thread safety */
3131 GLuint TextureStateStamp; /**< state notification for shared tex */
3132 /*@}*/
3133
3134 /** Default buffer object for vertex arrays that aren't in VBOs */
3135 struct gl_buffer_object *NullBufferObj;
3136
3137 /**
3138 * \name Vertex/geometry/fragment programs
3139 */
3140 /*@{*/
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;
3145 /*@}*/
3146
3147 /* GL_ATI_fragment_shader */
3148 struct _mesa_HashTable *ATIShaders;
3149 struct ati_fragment_shader *DefaultFragmentShader;
3150
3151 struct _mesa_HashTable *BufferObjects;
3152
3153 /** Table of both gl_shader and gl_shader_program objects */
3154 struct _mesa_HashTable *ShaderObjects;
3155
3156 /* GL_EXT_framebuffer_object */
3157 struct _mesa_HashTable *RenderBuffers;
3158 struct _mesa_HashTable *FrameBuffers;
3159
3160 /* GL_ARB_sync */
3161 struct set *SyncObjects;
3162
3163 /** GL_ARB_sampler_objects */
3164 struct _mesa_HashTable *SamplerObjects;
3165
3166 /**
3167 * Some context in this share group was affected by a GPU reset
3168 *
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.
3172 *
3173 * Once this field becomes true, it is never reset to false.
3174 */
3175 bool ShareGroupReset;
3176 };
3177
3178
3179
3180 /**
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.
3184 */
3185 struct gl_renderbuffer
3186 {
3187 mtx_t Mutex; /**< for thread safety */
3188 GLuint ClassID; /**< Useful for drivers */
3189 GLuint Name;
3190 GLchar *Label; /**< GL_KHR_debug */
3191 GLint RefCount;
3192 GLuint Width, Height;
3193 GLuint Depth;
3194 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3195 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3196 /**
3197 * True for renderbuffers that wrap textures, giving the driver a chance to
3198 * flush render caches through the FinishRenderTexture hook.
3199 *
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.
3203 */
3204 GLboolean NeedsFinishRenderTexture;
3205 GLubyte NumSamples;
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 */
3210 /**
3211 * Pointer to the texture image if this renderbuffer wraps a texture,
3212 * otherwise NULL.
3213 *
3214 * Note that the reference on the gl_texture_object containing this
3215 * TexImage is held by the gl_renderbuffer_attachment.
3216 */
3217 struct gl_texture_image *TexImage;
3218
3219 /** Delete this renderbuffer */
3220 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3221
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);
3227 };
3228
3229
3230 /**
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.
3233 */
3234 struct gl_renderbuffer_attachment
3235 {
3236 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3237 GLboolean Complete;
3238
3239 /**
3240 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3241 * application supplied renderbuffer object.
3242 */
3243 struct gl_renderbuffer *Renderbuffer;
3244
3245 /**
3246 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3247 * supplied texture object.
3248 */
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 */
3254 GLboolean Layered;
3255 };
3256
3257
3258 /**
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.
3262 */
3263 struct gl_framebuffer
3264 {
3265 mtx_t Mutex; /**< for thread safety */
3266 /**
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.
3272 */
3273 GLuint Name;
3274 GLchar *Label; /**< GL_KHR_debug */
3275
3276 GLint RefCount;
3277 GLboolean DeletePending;
3278
3279 /**
3280 * The framebuffer's visual. Immutable if this is a window system buffer.
3281 * Computed from attachments if user-made FBO.
3282 */
3283 struct gl_config Visual;
3284
3285 GLuint Width, Height; /**< size of frame buffer in pixels */
3286
3287 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
3288 /*@{*/
3289 GLint _Xmin, _Xmax; /**< inclusive */
3290 GLint _Ymin, _Ymax; /**< exclusive */
3291 /*@}*/
3292
3293 /** \name Derived Z buffer stuff */
3294 /*@{*/
3295 GLuint _DepthMax; /**< Max depth buffer value */
3296 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3297 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3298 /*@}*/
3299
3300 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3301 GLenum _Status;
3302
3303 /** Integer color values */
3304 GLboolean _IntegerColor;
3305
3306 /* ARB_color_buffer_float */
3307 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3308 GLboolean _HasSNormOrFloatColorBuffer;
3309
3310 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3311 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3312
3313 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3314 * attribute group and GL_PIXEL attribute group, respectively.
3315 */
3316 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3317 GLenum ColorReadBuffer;
3318
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;
3325
3326 /**
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.
3330 */
3331 GLuint MaxNumLayers;
3332
3333 /** Delete this framebuffer */
3334 void (*Delete)(struct gl_framebuffer *fb);
3335 };
3336
3337
3338 /**
3339 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3340 */
3341 struct gl_precision
3342 {
3343 GLushort RangeMin; /**< min value exponent */
3344 GLushort RangeMax; /**< max value exponent */
3345 GLushort Precision; /**< number of mantissa bits */
3346 };
3347
3348
3349 /**
3350 * Limits for vertex, geometry and fragment programs/shaders.
3351 */
3352 struct gl_program_constants
3353 {
3354 /* logical limits */
3355 GLuint MaxInstructions;
3356 GLuint MaxAluInstructions;
3357 GLuint MaxTexInstructions;
3358 GLuint MaxTexIndirections;
3359 GLuint MaxAttribs;
3360 GLuint MaxTemps;
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;
3375 /* For shaders */
3376 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3377
3378 /**
3379 * \name Per-stage input / output limits
3380 *
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.
3384 *
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.
3389 *
3390 * Vertex shader inputs do not participate this in this accounting.
3391 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3392 *
3393 * Fragment shader outputs do not participate this in this accounting.
3394 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3395 */
3396 /*@{*/
3397 GLuint MaxInputComponents;
3398 GLuint MaxOutputComponents;
3399 /*@}*/
3400
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;
3408
3409 /* GL_ARB_shader_atomic_counters */
3410 GLuint MaxAtomicBuffers;
3411 GLuint MaxAtomicCounters;
3412
3413 /* GL_ARB_shader_image_load_store */
3414 GLuint MaxImageUniforms;
3415 };
3416
3417
3418 /**
3419 * Constants which may be overridden by device driver during context creation
3420 * but are never changed after that.
3421 */
3422 struct gl_constants
3423 {
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 */
3436
3437 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3438
3439 GLuint MaxArrayLockSize;
3440
3441 GLint SubPixelBits;
3442
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;
3449
3450 GLuint MaxClipPlanes;
3451 GLuint MaxLights;
3452 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3453 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3454
3455 GLuint MaxViewportWidth, MaxViewportHeight;
3456 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3457 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3458 struct {
3459 GLfloat Min;
3460 GLfloat Max;
3461 } ViewportBounds; /**< GL_ARB_viewport_array */
3462
3463 struct gl_program_constants Program[MESA_SHADER_STAGES];
3464 GLuint MaxProgramMatrices;
3465 GLuint MaxProgramMatrixStackDepth;
3466
3467 struct {
3468 GLuint SamplesPassed;
3469 GLuint TimeElapsed;
3470 GLuint Timestamp;
3471 GLuint PrimitivesGenerated;
3472 GLuint PrimitivesWritten;
3473 GLuint VerticesSubmitted;
3474 GLuint PrimitivesSubmitted;
3475 GLuint VsInvocations;
3476 GLuint TessPatches;
3477 GLuint TessInvocations;
3478 GLuint GsInvocations;
3479 GLuint GsPrimitives;
3480 GLuint FsInvocations;
3481 GLuint ComputeInvocations;
3482 GLuint ClInPrimitives;
3483 GLuint ClOutPrimitives;
3484 } QueryCounterBits;
3485
3486 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3487
3488 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3489 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3490 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3491
3492 /** Number of varying vectors between any two shader stages. */
3493 GLuint MaxVarying;
3494
3495 /** @{
3496 * GL_ARB_uniform_buffer_object
3497 */
3498 GLuint MaxCombinedUniformBlocks;
3499 GLuint MaxUniformBufferBindings;
3500 GLuint MaxUniformBlockSize;
3501 GLuint UniformBufferOffsetAlignment;
3502 /** @} */
3503
3504 /**
3505 * GL_ARB_explicit_uniform_location
3506 */
3507 GLuint MaxUserAssignableUniformLocations;
3508
3509 /** GL_ARB_geometry_shader4 */
3510 GLuint MaxGeometryOutputVertices;
3511 GLuint MaxGeometryTotalOutputComponents;
3512
3513 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3514
3515 /**
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.
3518 */
3519 GLboolean ForceGLSLExtensionsWarn;
3520
3521 /**
3522 * If non-zero, forces GLSL shaders without the #version directive to behave
3523 * as if they began with "#version ForceGLSLVersion".
3524 */
3525 GLuint ForceGLSLVersion;
3526
3527 /**
3528 * Allow GLSL #extension directives in the middle of shaders.
3529 */
3530 GLboolean AllowGLSLExtensionDirectiveMidShader;
3531
3532 /**
3533 * Does the driver support real 32-bit integers? (Otherwise, integers are
3534 * simulated via floats.)
3535 */
3536 GLboolean NativeIntegers;
3537
3538 /**
3539 * Does VertexID count from zero or from base vertex?
3540 *
3541 * \note
3542 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3543 * ignored and need not be set.
3544 */
3545 bool VertexID_is_zero_based;
3546
3547 /**
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.)
3550 */
3551 GLuint UniformBooleanTrue;
3552
3553 /**
3554 * Maximum amount of time, measured in nanseconds, that the server can wait.
3555 */
3556 GLuint64 MaxServerWaitTimeout;
3557
3558 /** GL_EXT_provoking_vertex */
3559 GLboolean QuadsFollowProvokingVertexConvention;
3560
3561 /** OpenGL version 3.0 */
3562 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3563
3564 /** OpenGL version 3.2 */
3565 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3566
3567 /** OpenGL version 4.4 */
3568 GLuint MaxVertexAttribStride;
3569
3570 /** GL_EXT_transform_feedback */
3571 GLuint MaxTransformFeedbackBuffers;
3572 GLuint MaxTransformFeedbackSeparateComponents;
3573 GLuint MaxTransformFeedbackInterleavedComponents;
3574 GLuint MaxVertexStreams;
3575
3576 /** GL_EXT_gpu_shader4 */
3577 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3578
3579 /** GL_ARB_texture_gather */
3580 GLuint MinProgramTextureGatherOffset;
3581 GLuint MaxProgramTextureGatherOffset;
3582 GLuint MaxProgramTextureGatherComponents;
3583
3584 /* GL_ARB_robustness */
3585 GLenum ResetStrategy;
3586
3587 /* GL_ARB_blend_func_extended */
3588 GLuint MaxDualSourceDrawBuffers;
3589
3590 /**
3591 * Whether the implementation strips out and ignores texture borders.
3592 *
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.
3599 *
3600 * Texture borders are deprecated in GL 3.0.
3601 **/
3602 GLboolean StripTextureBorder;
3603
3604 /**
3605 * For drivers which can do a better job at eliminating unused uniforms
3606 * than the GLSL compiler.
3607 *
3608 * XXX Remove these as soon as a better solution is available.
3609 */
3610 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3611
3612 /**
3613 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3614 * than passing the transform feedback object to the drawing function.
3615 */
3616 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3617
3618 /** GL_ARB_map_buffer_alignment */
3619 GLuint MinMapBufferAlignment;
3620
3621 /**
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.
3627 *
3628 * Drivers that support transform feedback must set this value to GL_FALSE.
3629 */
3630 GLboolean DisableVaryingPacking;
3631
3632 /**
3633 * Should meaningful names be generated for compiler temporary variables?
3634 *
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.
3642 */
3643 bool GenerateTemporaryNames;
3644
3645 /*
3646 * Maximum value supported for an index in DrawElements and friends.
3647 *
3648 * This must be at least (1ull<<24)-1. The default value is
3649 * (1ull<<32)-1.
3650 *
3651 * \since ES 3.0 or GL_ARB_ES3_compatibility
3652 * \sa _mesa_init_constants
3653 */
3654 GLuint64 MaxElementIndex;
3655
3656 /**
3657 * Disable interpretation of line continuations (lines ending with a
3658 * backslash character ('\') in GLSL source.
3659 */
3660 GLboolean DisableGLSLLineContinuations;
3661
3662 /** GL_ARB_texture_multisample */
3663 GLint MaxColorTextureSamples;
3664 GLint MaxDepthTextureSamples;
3665 GLint MaxIntegerSamples;
3666
3667 /**
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:
3675 *
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 * --------- ---------
3686 *
3687 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3688 *
3689 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3690 * below:
3691 * SampleMap8x = {a, b, c, d, e, f, g, h};
3692 *
3693 * Follow the logic for other sample counts.
3694 */
3695 uint8_t SampleMap2x[2];
3696 uint8_t SampleMap4x[4];
3697 uint8_t SampleMap8x[8];
3698
3699 /** GL_ARB_shader_atomic_counters */
3700 GLuint MaxAtomicBufferBindings;
3701 GLuint MaxAtomicBufferSize;
3702 GLuint MaxCombinedAtomicBuffers;
3703 GLuint MaxCombinedAtomicCounters;
3704
3705 /** GL_ARB_vertex_attrib_binding */
3706 GLint MaxVertexAttribRelativeOffset;
3707 GLint MaxVertexAttribBindings;
3708
3709 /* GL_ARB_shader_image_load_store */
3710 GLuint MaxImageUnits;
3711 GLuint MaxCombinedImageUnitsAndFragmentOutputs;
3712 GLuint MaxImageSamples;
3713 GLuint MaxCombinedImageUniforms;
3714
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;
3719
3720 /** GL_ARB_gpu_shader5 */
3721 GLfloat MinFragmentInterpolationOffset;
3722 GLfloat MaxFragmentInterpolationOffset;
3723
3724 GLboolean FakeSWMSAA;
3725
3726 /** GL_KHR_context_flush_control */
3727 GLenum ContextReleaseBehavior;
3728
3729 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3730 };
3731
3732
3733 /**
3734 * Enable flag for each OpenGL extension. Different device drivers will
3735 * enable different extensions at runtime.
3736 */
3737 struct gl_extensions
3738 {
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;
3795 GLboolean ARB_sync;
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 */
3902 GLuint Count;
3903 };
3904
3905
3906 /**
3907 * A stack of matrices (projection, modelview, color, texture, etc).
3908 */
3909 struct gl_matrix_stack
3910 {
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 */
3916 };
3917
3918
3919 /**
3920 * \name Bits for image transfer operations
3921 * \sa __struct gl_contextRec::ImageTransferState.
3922 */
3923 /*@{*/
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
3928
3929
3930 /** Pixel Transfer ops */
3931 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3932 IMAGE_SHIFT_OFFSET_BIT | \
3933 IMAGE_MAP_COLOR_BIT)
3934
3935 /**
3936 * \name Bits to indicate what state has changed.
3937 */
3938 /*@{*/
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 */
3971 #define _NEW_ALL ~0
3972 /*@}*/
3973
3974
3975 /**
3976 * Composite state flags
3977 */
3978 /*@{*/
3979 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3980 _NEW_TEXTURE | \
3981 _NEW_POINT | \
3982 _NEW_PROGRAM | \
3983 _NEW_MODELVIEW)
3984
3985 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3986 _NEW_FOG | \
3987 _NEW_PROGRAM)
3988
3989
3990 /*@}*/
3991
3992
3993
3994
3995 /* This has to be included here. */
3996 #include "dd.h"
3997
3998
3999 /**
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
4003 * of information:
4004 */
4005 #define DLIST_DANGLING_REFS 0x1
4006
4007
4008 /** Opaque declaration of display list payload data type */
4009 union gl_dlist_node;
4010
4011
4012 /**
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.
4016 */
4017 struct gl_display_list
4018 {
4019 GLuint Name;
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;
4024 };
4025
4026
4027 /**
4028 * State used during display list compilation and execution.
4029 */
4030 struct gl_dlist_state
4031 {
4032 GLuint CallDepth; /**< Current recursion calling depth */
4033
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 */
4037
4038 GLvertexformat ListVtxfmt;
4039
4040 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4041 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4042
4043 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4044 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4045
4046 struct {
4047 /* State known to have been set by the currently-compiling display
4048 * list. Used to eliminate some redundant state changes.
4049 */
4050 GLenum ShadeModel;
4051 } Current;
4052 };
4053
4054 /** @{
4055 *
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.
4058 */
4059
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
4068 };
4069
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
4081 };
4082
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
4089 };
4090
4091 /** @} */
4092
4093 /**
4094 * Driver-specific state flags.
4095 *
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.
4099 */
4100 struct gl_driver_flags
4101 {
4102 /** gl_context::Array::_DrawArrays (vertex array state) */
4103 uint64_t NewArray;
4104
4105 /** gl_context::TransformFeedback::CurrentObject */
4106 uint64_t NewTransformFeedback;
4107
4108 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4109 uint64_t NewTransformFeedbackProg;
4110
4111 /** gl_context::RasterDiscard */
4112 uint64_t NewRasterizerDiscard;
4113
4114 /**
4115 * gl_context::UniformBufferBindings
4116 * gl_shader_program::UniformBlocks
4117 */
4118 uint64_t NewUniformBuffer;
4119
4120 uint64_t NewTextureBuffer;
4121
4122 /**
4123 * gl_context::AtomicBufferBindings
4124 */
4125 uint64_t NewAtomicBuffer;
4126
4127 /**
4128 * gl_context::ImageUnits
4129 */
4130 uint64_t NewImageUnits;
4131 };
4132
4133 struct gl_uniform_buffer_binding
4134 {
4135 struct gl_buffer_object *BufferObject;
4136 /** Start of uniform block data in the buffer */
4137 GLintptr Offset;
4138 /** Size of data allowed to be referenced from the buffer (in bytes) */
4139 GLsizeiptr Size;
4140 /**
4141 * glBindBufferBase() indicates that the Size should be ignored and only
4142 * limited by the current size of the BufferObject.
4143 */
4144 GLboolean AutomaticSize;
4145 };
4146
4147 /**
4148 * ARB_shader_image_load_store image unit.
4149 */
4150 struct gl_image_unit
4151 {
4152 /**
4153 * Texture object bound to this unit.
4154 */
4155 struct gl_texture_object *TexObj;
4156
4157 /**
4158 * Level of the texture object bound to this unit.
4159 */
4160 GLuint Level;
4161
4162 /**
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.
4165 * \sa Layer
4166 */
4167 GLboolean Layered;
4168
4169 /**
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.
4173 */
4174 GLboolean _Valid;
4175
4176 /**
4177 * Layer of the texture object bound to this unit, or zero if the
4178 * whole level is bound.
4179 */
4180 GLuint Layer;
4181
4182 /**
4183 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4184 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4185 */
4186 GLenum Access;
4187
4188 /**
4189 * GL internal format that determines the interpretation of the
4190 * image memory when shader image operations are performed through
4191 * this unit.
4192 */
4193 GLenum Format;
4194
4195 /**
4196 * Mesa format corresponding to \c Format.
4197 */
4198 mesa_format _ActualFormat;
4199
4200 };
4201
4202 /**
4203 * Binding point for an atomic counter buffer object.
4204 */
4205 struct gl_atomic_buffer_binding
4206 {
4207 struct gl_buffer_object *BufferObject;
4208 GLintptr Offset;
4209 GLsizeiptr Size;
4210 };
4211
4212 /**
4213 * Mesa rendering context.
4214 *
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
4218 * sub classes.
4219 */
4220 struct gl_context
4221 {
4222 /** State possibly shared with other contexts in the address space */
4223 struct gl_shared_state *Shared;
4224
4225 /** \name API function pointer tables */
4226 /*@{*/
4227 gl_api API;
4228 /**
4229 * The current dispatch table for non-displaylist-saving execution, either
4230 * BeginEnd or OutsideBeginEnd
4231 */
4232 struct _glapi_table *Exec;
4233 /**
4234 * The normal dispatch table for non-displaylist-saving, non-begin/end
4235 */
4236 struct _glapi_table *OutsideBeginEnd;
4237 /** The dispatch table used between glNewList() and glEndList() */
4238 struct _glapi_table *Save;
4239 /**
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.
4243 */
4244 struct _glapi_table *BeginEnd;
4245 /**
4246 * Tracks the current dispatch table out of the 3 above, so that it can be
4247 * re-set on glXMakeCurrent().
4248 */
4249 struct _glapi_table *CurrentDispatch;
4250 /*@}*/
4251
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 */
4257
4258 /**
4259 * Device driver function pointer table
4260 */
4261 struct dd_function_table Driver;
4262
4263 /** Core/Driver constants */
4264 struct gl_constants Const;
4265
4266 /** \name The various 4x4 matrix stacks */
4267 /*@{*/
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 */
4273 /*@}*/
4274
4275 /** Combined modelview and projection matrix */
4276 GLmatrix _ModelProjectMatrix;
4277
4278 /** \name Display lists */
4279 struct gl_dlist_state ListState;
4280
4281 GLboolean ExecuteFlag; /**< Execute GL commands? */
4282 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4283
4284 /** Extension information */
4285 struct gl_extensions Extensions;
4286
4287 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4288 GLuint Version;
4289 char *VersionString;
4290
4291 /** \name State attribute stack (for glPush/PopAttrib) */
4292 /*@{*/
4293 GLuint AttribStackDepth;
4294 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4295 /*@}*/
4296
4297 /** \name Renderer attribute groups
4298 *
4299 * We define a struct for each attribute group to make pushing and popping
4300 * attributes easy. Also it's a good organization.
4301 */
4302 /*@{*/
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 */
4323 /*@}*/
4324
4325 /** \name Client attribute stack */
4326 /*@{*/
4327 GLuint ClientAttribStackDepth;
4328 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4329 /*@}*/
4330
4331 /** \name Client attribute groups */
4332 /*@{*/
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 */
4337 /*@}*/
4338
4339 /** \name Other assorted state (not pushed/popped on attribute stack) */
4340 /*@{*/
4341 struct gl_pixelmaps PixelMaps;
4342
4343 struct gl_evaluators EvalMap; /**< All evaluators */
4344 struct gl_feedback Feedback; /**< Feedback */
4345 struct gl_selection Select; /**< Selection */
4346
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;
4353
4354 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4355 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4356
4357 /**
4358 * Current active shader pipeline state
4359 *
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
4362 * shader objects.
4363 *
4364 * If a program is active via \c glUseProgram, this will point to
4365 * \c ::Shader.
4366 *
4367 * If a program pipeline is active via \c glBindProgramPipeline, this will
4368 * point to \c ::Pipeline.Current.
4369 *
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
4372 * \c NULL.
4373 */
4374 struct gl_pipeline_object *_Shader;
4375
4376 struct gl_query_state Query; /**< occlusion, timer queries */
4377
4378 struct gl_transform_feedback_state TransformFeedback;
4379
4380 struct gl_perf_monitor_state PerfMonitor;
4381
4382 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4383
4384 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4385 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4386
4387 /**
4388 * Current GL_ARB_uniform_buffer_object binding referenced by
4389 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4390 */
4391 struct gl_buffer_object *UniformBuffer;
4392
4393 /**
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
4397 * shader program.
4398 */
4399 struct gl_uniform_buffer_binding
4400 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4401
4402 /**
4403 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4404 * target.
4405 */
4406 struct gl_buffer_object *AtomicBuffer;
4407
4408 /**
4409 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4410 * target.
4411 */
4412 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4413
4414 /**
4415 * Array of atomic counter buffer binding points.
4416 */
4417 struct gl_atomic_buffer_binding
4418 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4419
4420 /**
4421 * Array of image units for ARB_shader_image_load_store.
4422 */
4423 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4424
4425 /*@}*/
4426
4427 struct gl_meta_state *Meta; /**< for "meta" operations */
4428
4429 /* GL_EXT_framebuffer_object */
4430 struct gl_renderbuffer *CurrentRenderbuffer;
4431
4432 GLenum ErrorValue; /**< Last error code */
4433
4434 /**
4435 * Recognize and silence repeated error debug messages in buggy apps.
4436 */
4437 const char *ErrorDebugFmtString;
4438 GLuint ErrorDebugCount;
4439
4440 /* GL_ARB_debug_output/GL_KHR_debug */
4441 mtx_t DebugMutex;
4442 struct gl_debug_state *Debug;
4443
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 */
4447
4448 struct gl_driver_flags DriverFlags;
4449
4450 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4451
4452 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4453
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;
4460
4461 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4462
4463 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4464
4465 /** \name For debugging/development only */
4466 /*@{*/
4467 GLboolean FirstTimeCurrent;
4468 /*@}*/
4469
4470 /**
4471 * False if this context was created without a config. This is needed
4472 * because the initial state of glDrawBuffers depends on this
4473 */
4474 GLboolean HasConfig;
4475
4476 /** software compression/decompression supported or not */
4477 GLboolean Mesa_DXTn;
4478
4479 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4480
4481 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4482
4483 /**
4484 * \name Hooks for module contexts.
4485 *
4486 * These will eventually live in the driver or elsewhere.
4487 */
4488 /*@{*/
4489 void *swrast_context;
4490 void *swsetup_context;
4491 void *swtnl_context;
4492 struct vbo_context *vbo_context;
4493 struct st_context *st;
4494 void *aelt_context;
4495 /*@}*/
4496
4497 /**
4498 * \name NV_vdpau_interop
4499 */
4500 /*@{*/
4501 const void *vdpDevice;
4502 const void *vdpGetProcAddress;
4503 struct set *vdpSurfaces;
4504 /*@}*/
4505
4506 /**
4507 * Has this context observed a GPU reset in any context in the share group?
4508 *
4509 * Once this field becomes true, it is never reset to false.
4510 */
4511 GLboolean ShareGroupReset;
4512 };
4513
4514
4515 #ifdef DEBUG
4516 extern int MESA_VERBOSE;
4517 extern int MESA_DEBUG_FLAGS;
4518 # define MESA_FUNCTION __FUNCTION__
4519 #else
4520 # define MESA_VERBOSE 0
4521 # define MESA_DEBUG_FLAGS 0
4522 # define MESA_FUNCTION "a function"
4523 #endif
4524
4525
4526 /** The MESA_VERBOSE var is a bitmask of these flags */
4527 enum _verbose
4528 {
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
4543 };
4544
4545
4546 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4547 enum _debug
4548 {
4549 DEBUG_SILENT = (1 << 0),
4550 DEBUG_ALWAYS_FLUSH = (1 << 1),
4551 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4552 DEBUG_INCOMPLETE_FBO = (1 << 3)
4553 };
4554
4555
4556
4557 #ifdef __cplusplus
4558 }
4559 #endif
4560
4561 #endif /* MTYPES_H */