mesa: rework the way we manage extra_extensions
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "compiler/shader_info.h"
47 #include "main/formats.h" /* MESA_FORMAT_COUNT */
48 #include "compiler/glsl/list.h"
49 #include "util/bitscan.h"
50 #include "util/simple_mtx.h"
51 #include "util/u_dynarray.h"
52
53
54 #ifdef __cplusplus
55 extern "C" {
56 #endif
57
58
59 /**
60 * \name 64-bit extension of GLbitfield.
61 */
62 /*@{*/
63 typedef GLuint64 GLbitfield64;
64
65 /** Set a single bit */
66 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
67 /** Set all bits up to excluding bit b */
68 #define BITFIELD64_MASK(b) \
69 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
70 /** Set count bits starting from bit b */
71 #define BITFIELD64_RANGE(b, count) \
72 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
73
74
75 /**
76 * \name Some forward type declarations
77 */
78 /*@{*/
79 struct _mesa_HashTable;
80 struct gl_attrib_node;
81 struct gl_list_extensions;
82 struct gl_meta_state;
83 struct gl_program_cache;
84 struct gl_texture_object;
85 struct gl_debug_state;
86 struct gl_context;
87 struct st_context;
88 struct gl_uniform_storage;
89 struct prog_instruction;
90 struct gl_program_parameter_list;
91 struct set;
92 struct set_entry;
93 struct vbo_context;
94 /*@}*/
95
96
97 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
98 #define PRIM_MAX GL_PATCHES
99 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
100 #define PRIM_UNKNOWN (PRIM_MAX + 2)
101
102 /**
103 * Determine if the given gl_varying_slot appears in the fragment shader.
104 */
105 static inline GLboolean
106 _mesa_varying_slot_in_fs(gl_varying_slot slot)
107 {
108 switch (slot) {
109 case VARYING_SLOT_PSIZ:
110 case VARYING_SLOT_BFC0:
111 case VARYING_SLOT_BFC1:
112 case VARYING_SLOT_EDGE:
113 case VARYING_SLOT_CLIP_VERTEX:
114 case VARYING_SLOT_LAYER:
115 case VARYING_SLOT_TESS_LEVEL_OUTER:
116 case VARYING_SLOT_TESS_LEVEL_INNER:
117 case VARYING_SLOT_BOUNDING_BOX0:
118 case VARYING_SLOT_BOUNDING_BOX1:
119 return GL_FALSE;
120 default:
121 return GL_TRUE;
122 }
123 }
124
125 /**
126 * Indexes for all renderbuffers
127 */
128 typedef enum
129 {
130 /* the four standard color buffers */
131 BUFFER_FRONT_LEFT,
132 BUFFER_BACK_LEFT,
133 BUFFER_FRONT_RIGHT,
134 BUFFER_BACK_RIGHT,
135 BUFFER_DEPTH,
136 BUFFER_STENCIL,
137 BUFFER_ACCUM,
138 /* optional aux buffer */
139 BUFFER_AUX0,
140 /* generic renderbuffers */
141 BUFFER_COLOR0,
142 BUFFER_COLOR1,
143 BUFFER_COLOR2,
144 BUFFER_COLOR3,
145 BUFFER_COLOR4,
146 BUFFER_COLOR5,
147 BUFFER_COLOR6,
148 BUFFER_COLOR7,
149 BUFFER_COUNT,
150 BUFFER_NONE = -1,
151 } gl_buffer_index;
152
153 /**
154 * Bit flags for all renderbuffers
155 */
156 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
157 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
158 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
159 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
160 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
161 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
162 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
163 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
164 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
165 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
166 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
167 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
168 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
169 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
170 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
171 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
172 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
173 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
174 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
175
176 /**
177 * Mask of all the color buffer bits (but not accum).
178 */
179 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
180 BUFFER_BIT_BACK_LEFT | \
181 BUFFER_BIT_FRONT_RIGHT | \
182 BUFFER_BIT_BACK_RIGHT | \
183 BUFFER_BIT_AUX0 | \
184 BUFFER_BIT_COLOR0 | \
185 BUFFER_BIT_COLOR1 | \
186 BUFFER_BIT_COLOR2 | \
187 BUFFER_BIT_COLOR3 | \
188 BUFFER_BIT_COLOR4 | \
189 BUFFER_BIT_COLOR5 | \
190 BUFFER_BIT_COLOR6 | \
191 BUFFER_BIT_COLOR7)
192
193 /* Mask of bits for depth+stencil buffers */
194 #define BUFFER_BITS_DEPTH_STENCIL (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)
195
196 /**
197 * Framebuffer configuration (aka visual / pixelformat)
198 * Note: some of these fields should be boolean, but it appears that
199 * code in drivers/dri/common/util.c requires int-sized fields.
200 */
201 struct gl_config
202 {
203 GLboolean rgbMode;
204 GLboolean floatMode;
205 GLuint doubleBufferMode;
206 GLuint stereoMode;
207
208 GLboolean haveAccumBuffer;
209 GLboolean haveDepthBuffer;
210 GLboolean haveStencilBuffer;
211
212 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
213 GLuint redMask, greenMask, blueMask, alphaMask;
214 GLint rgbBits; /* total bits for rgb */
215 GLint indexBits; /* total bits for colorindex */
216
217 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
218 GLint depthBits;
219 GLint stencilBits;
220
221 GLint numAuxBuffers;
222
223 GLint level;
224
225 /* EXT_visual_rating / GLX 1.2 */
226 GLint visualRating;
227
228 /* EXT_visual_info / GLX 1.2 */
229 GLint transparentPixel;
230 /* colors are floats scaled to ints */
231 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
232 GLint transparentIndex;
233
234 /* ARB_multisample / SGIS_multisample */
235 GLint sampleBuffers;
236 GLint samples;
237
238 /* SGIX_pbuffer / GLX 1.3 */
239 GLint maxPbufferWidth;
240 GLint maxPbufferHeight;
241 GLint maxPbufferPixels;
242 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
243 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
244
245 /* OML_swap_method */
246 GLint swapMethod;
247
248 /* EXT_texture_from_pixmap */
249 GLint bindToTextureRgb;
250 GLint bindToTextureRgba;
251 GLint bindToMipmapTexture;
252 GLint bindToTextureTargets;
253 GLint yInverted;
254
255 /* EXT_framebuffer_sRGB */
256 GLint sRGBCapable;
257 };
258
259
260 /**
261 * \name Bit flags used for updating material values.
262 */
263 /*@{*/
264 #define MAT_ATTRIB_FRONT_AMBIENT 0
265 #define MAT_ATTRIB_BACK_AMBIENT 1
266 #define MAT_ATTRIB_FRONT_DIFFUSE 2
267 #define MAT_ATTRIB_BACK_DIFFUSE 3
268 #define MAT_ATTRIB_FRONT_SPECULAR 4
269 #define MAT_ATTRIB_BACK_SPECULAR 5
270 #define MAT_ATTRIB_FRONT_EMISSION 6
271 #define MAT_ATTRIB_BACK_EMISSION 7
272 #define MAT_ATTRIB_FRONT_SHININESS 8
273 #define MAT_ATTRIB_BACK_SHININESS 9
274 #define MAT_ATTRIB_FRONT_INDEXES 10
275 #define MAT_ATTRIB_BACK_INDEXES 11
276 #define MAT_ATTRIB_MAX 12
277
278 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
279 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
280 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
281 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
282 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
283 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
284
285 #define MAT_INDEX_AMBIENT 0
286 #define MAT_INDEX_DIFFUSE 1
287 #define MAT_INDEX_SPECULAR 2
288
289 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
290 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
291 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
292 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
293 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
294 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
295 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
296 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
297 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
298 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
299 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
300 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
301
302
303 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
304 MAT_BIT_FRONT_AMBIENT | \
305 MAT_BIT_FRONT_DIFFUSE | \
306 MAT_BIT_FRONT_SPECULAR | \
307 MAT_BIT_FRONT_SHININESS | \
308 MAT_BIT_FRONT_INDEXES)
309
310 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
311 MAT_BIT_BACK_AMBIENT | \
312 MAT_BIT_BACK_DIFFUSE | \
313 MAT_BIT_BACK_SPECULAR | \
314 MAT_BIT_BACK_SHININESS | \
315 MAT_BIT_BACK_INDEXES)
316
317 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
318 /*@}*/
319
320
321 /**
322 * Material state.
323 */
324 struct gl_material
325 {
326 GLfloat Attrib[MAT_ATTRIB_MAX][4];
327 };
328
329
330 /**
331 * Light state flags.
332 */
333 /*@{*/
334 #define LIGHT_SPOT 0x1
335 #define LIGHT_LOCAL_VIEWER 0x2
336 #define LIGHT_POSITIONAL 0x4
337 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
338 /*@}*/
339
340
341 /**
342 * Light source state.
343 */
344 struct gl_light
345 {
346 GLfloat Ambient[4]; /**< ambient color */
347 GLfloat Diffuse[4]; /**< diffuse color */
348 GLfloat Specular[4]; /**< specular color */
349 GLfloat EyePosition[4]; /**< position in eye coordinates */
350 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
351 GLfloat SpotExponent;
352 GLfloat SpotCutoff; /**< in degrees */
353 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
354 GLfloat ConstantAttenuation;
355 GLfloat LinearAttenuation;
356 GLfloat QuadraticAttenuation;
357 GLboolean Enabled; /**< On/off flag */
358
359 /**
360 * \name Derived fields
361 */
362 /*@{*/
363 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
364
365 GLfloat _Position[4]; /**< position in eye/obj coordinates */
366 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
367 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
368 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
369 GLfloat _VP_inf_spot_attenuation;
370
371 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
372 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
373 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
374 /*@}*/
375 };
376
377
378 /**
379 * Light model state.
380 */
381 struct gl_lightmodel
382 {
383 GLfloat Ambient[4]; /**< ambient color */
384 GLboolean LocalViewer; /**< Local (or infinite) view point? */
385 GLboolean TwoSide; /**< Two (or one) sided lighting? */
386 GLenum ColorControl; /**< either GL_SINGLE_COLOR
387 * or GL_SEPARATE_SPECULAR_COLOR */
388 };
389
390
391 /**
392 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
393 */
394 struct gl_accum_attrib
395 {
396 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
397 };
398
399
400 /**
401 * Used for storing clear color, texture border color, etc.
402 * The float values are typically unclamped.
403 */
404 union gl_color_union
405 {
406 GLfloat f[4];
407 GLint i[4];
408 GLuint ui[4];
409 };
410
411
412 /**
413 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
414 */
415 struct gl_colorbuffer_attrib
416 {
417 GLuint ClearIndex; /**< Index for glClear */
418 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
419 GLuint IndexMask; /**< Color index write mask */
420 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
421
422 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
423
424 /**
425 * \name alpha testing
426 */
427 /*@{*/
428 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
429 GLenum AlphaFunc; /**< Alpha test function */
430 GLfloat AlphaRefUnclamped;
431 GLclampf AlphaRef; /**< Alpha reference value */
432 /*@}*/
433
434 /**
435 * \name Blending
436 */
437 /*@{*/
438 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
439
440 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
441 * control, only on the fixed-pointness of the render target.
442 * The query does however depend on fragment color clamping.
443 */
444 GLfloat BlendColorUnclamped[4]; /**< Blending color */
445 GLfloat BlendColor[4]; /**< Blending color */
446
447 struct
448 {
449 GLenum SrcRGB; /**< RGB blend source term */
450 GLenum DstRGB; /**< RGB blend dest term */
451 GLenum SrcA; /**< Alpha blend source term */
452 GLenum DstA; /**< Alpha blend dest term */
453 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
454 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
455 /**
456 * Set if any blend factor uses SRC1. Computed at the time blend factors
457 * get set.
458 */
459 GLboolean _UsesDualSrc;
460 } Blend[MAX_DRAW_BUFFERS];
461 /** Are the blend func terms currently different for each buffer/target? */
462 GLboolean _BlendFuncPerBuffer;
463 /** Are the blend equations currently different for each buffer/target? */
464 GLboolean _BlendEquationPerBuffer;
465
466 /**
467 * Which advanced blending mode is in use (or BLEND_NONE).
468 *
469 * KHR_blend_equation_advanced only allows advanced blending with a single
470 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
471 * requires all draw buffers to match, so we only need a single value.
472 */
473 enum gl_advanced_blend_mode _AdvancedBlendMode;
474
475 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
476 bool BlendCoherent;
477 /*@}*/
478
479 /**
480 * \name Logic op
481 */
482 /*@{*/
483 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
484 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
485 GLenum LogicOp; /**< Logic operator */
486
487 /*@}*/
488
489 GLboolean DitherFlag; /**< Dither enable flag */
490
491 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
492 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
493 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
494
495 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
496 };
497
498
499 /**
500 * Current attribute group (GL_CURRENT_BIT).
501 */
502 struct gl_current_attrib
503 {
504 /**
505 * \name Current vertex attributes (color, texcoords, etc).
506 * \note Values are valid only after FLUSH_VERTICES has been called.
507 * \note Index and Edgeflag current values are stored as floats in the
508 * SIX and SEVEN attribute slots.
509 * \note We need double storage for 64-bit vertex attributes
510 */
511 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
512
513 /**
514 * \name Current raster position attributes (always up to date after a
515 * glRasterPos call).
516 */
517 GLfloat RasterPos[4];
518 GLfloat RasterDistance;
519 GLfloat RasterColor[4];
520 GLfloat RasterSecondaryColor[4];
521 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
522 GLboolean RasterPosValid;
523 };
524
525
526 /**
527 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
528 */
529 struct gl_depthbuffer_attrib
530 {
531 GLenum Func; /**< Function for depth buffer compare */
532 GLclampd Clear; /**< Value to clear depth buffer to */
533 GLboolean Test; /**< Depth buffering enabled flag */
534 GLboolean Mask; /**< Depth buffer writable? */
535 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
536 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
537 };
538
539
540 /**
541 * Evaluator attribute group (GL_EVAL_BIT).
542 */
543 struct gl_eval_attrib
544 {
545 /**
546 * \name Enable bits
547 */
548 /*@{*/
549 GLboolean Map1Color4;
550 GLboolean Map1Index;
551 GLboolean Map1Normal;
552 GLboolean Map1TextureCoord1;
553 GLboolean Map1TextureCoord2;
554 GLboolean Map1TextureCoord3;
555 GLboolean Map1TextureCoord4;
556 GLboolean Map1Vertex3;
557 GLboolean Map1Vertex4;
558 GLboolean Map2Color4;
559 GLboolean Map2Index;
560 GLboolean Map2Normal;
561 GLboolean Map2TextureCoord1;
562 GLboolean Map2TextureCoord2;
563 GLboolean Map2TextureCoord3;
564 GLboolean Map2TextureCoord4;
565 GLboolean Map2Vertex3;
566 GLboolean Map2Vertex4;
567 GLboolean AutoNormal;
568 /*@}*/
569
570 /**
571 * \name Map Grid endpoints and divisions and calculated du values
572 */
573 /*@{*/
574 GLint MapGrid1un;
575 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
576 GLint MapGrid2un, MapGrid2vn;
577 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
578 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
579 /*@}*/
580 };
581
582
583 /**
584 * Compressed fog mode.
585 */
586 enum gl_fog_mode
587 {
588 FOG_NONE,
589 FOG_LINEAR,
590 FOG_EXP,
591 FOG_EXP2,
592 };
593
594
595 /**
596 * Fog attribute group (GL_FOG_BIT).
597 */
598 struct gl_fog_attrib
599 {
600 GLboolean Enabled; /**< Fog enabled flag */
601 GLboolean ColorSumEnabled;
602 uint8_t _PackedMode; /**< Fog mode as 2 bits */
603 uint8_t _PackedEnabledMode; /**< Masked CompressedMode */
604 GLfloat ColorUnclamped[4]; /**< Fog color */
605 GLfloat Color[4]; /**< Fog color */
606 GLfloat Density; /**< Density >= 0.0 */
607 GLfloat Start; /**< Start distance in eye coords */
608 GLfloat End; /**< End distance in eye coords */
609 GLfloat Index; /**< Fog index */
610 GLenum Mode; /**< Fog mode */
611 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
612 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
613 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
614 };
615
616
617 /**
618 * Hint attribute group (GL_HINT_BIT).
619 *
620 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
621 */
622 struct gl_hint_attrib
623 {
624 GLenum PerspectiveCorrection;
625 GLenum PointSmooth;
626 GLenum LineSmooth;
627 GLenum PolygonSmooth;
628 GLenum Fog;
629 GLenum TextureCompression; /**< GL_ARB_texture_compression */
630 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
631 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
632 };
633
634
635 /**
636 * Lighting attribute group (GL_LIGHT_BIT).
637 */
638 struct gl_light_attrib
639 {
640 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
641 struct gl_lightmodel Model; /**< Lighting model */
642
643 /**
644 * Front and back material values.
645 * Note: must call FLUSH_VERTICES() before using.
646 */
647 struct gl_material Material;
648
649 GLboolean Enabled; /**< Lighting enabled flag */
650 GLboolean ColorMaterialEnabled;
651
652 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
653 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
654 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
655 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
656 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
657
658
659 GLboolean _ClampVertexColor;
660 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
661
662 /**
663 * Derived state for optimizations:
664 */
665 /*@{*/
666 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
667
668 GLboolean _NeedEyeCoords;
669 GLboolean _NeedVertices; /**< Use fast shader? */
670
671 GLfloat _BaseColor[2][3];
672 /*@}*/
673 };
674
675
676 /**
677 * Line attribute group (GL_LINE_BIT).
678 */
679 struct gl_line_attrib
680 {
681 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
682 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
683 GLushort StipplePattern; /**< Stipple pattern */
684 GLint StippleFactor; /**< Stipple repeat factor */
685 GLfloat Width; /**< Line width */
686 };
687
688
689 /**
690 * Display list attribute group (GL_LIST_BIT).
691 */
692 struct gl_list_attrib
693 {
694 GLuint ListBase;
695 };
696
697
698 /**
699 * Multisample attribute group (GL_MULTISAMPLE_BIT).
700 */
701 struct gl_multisample_attrib
702 {
703 GLboolean Enabled;
704 GLboolean SampleAlphaToCoverage;
705 GLboolean SampleAlphaToOne;
706 GLboolean SampleCoverage;
707 GLboolean SampleCoverageInvert;
708 GLboolean SampleShading;
709
710 /* ARB_texture_multisample / GL3.2 additions */
711 GLboolean SampleMask;
712
713 GLfloat SampleCoverageValue; /**< In range [0, 1] */
714 GLfloat MinSampleShadingValue; /**< In range [0, 1] */
715
716 /** The GL spec defines this as an array but >32x MSAA is madness */
717 GLbitfield SampleMaskValue;
718 };
719
720
721 /**
722 * A pixelmap (see glPixelMap)
723 */
724 struct gl_pixelmap
725 {
726 GLint Size;
727 GLfloat Map[MAX_PIXEL_MAP_TABLE];
728 };
729
730
731 /**
732 * Collection of all pixelmaps
733 */
734 struct gl_pixelmaps
735 {
736 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
737 struct gl_pixelmap GtoG;
738 struct gl_pixelmap BtoB;
739 struct gl_pixelmap AtoA;
740 struct gl_pixelmap ItoR;
741 struct gl_pixelmap ItoG;
742 struct gl_pixelmap ItoB;
743 struct gl_pixelmap ItoA;
744 struct gl_pixelmap ItoI;
745 struct gl_pixelmap StoS;
746 };
747
748
749 /**
750 * Pixel attribute group (GL_PIXEL_MODE_BIT).
751 */
752 struct gl_pixel_attrib
753 {
754 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
755
756 /*--- Begin Pixel Transfer State ---*/
757 /* Fields are in the order in which they're applied... */
758
759 /** Scale & Bias (index shift, offset) */
760 /*@{*/
761 GLfloat RedBias, RedScale;
762 GLfloat GreenBias, GreenScale;
763 GLfloat BlueBias, BlueScale;
764 GLfloat AlphaBias, AlphaScale;
765 GLfloat DepthBias, DepthScale;
766 GLint IndexShift, IndexOffset;
767 /*@}*/
768
769 /* Pixel Maps */
770 /* Note: actual pixel maps are not part of this attrib group */
771 GLboolean MapColorFlag;
772 GLboolean MapStencilFlag;
773
774 /*--- End Pixel Transfer State ---*/
775
776 /** glPixelZoom */
777 GLfloat ZoomX, ZoomY;
778 };
779
780
781 /**
782 * Point attribute group (GL_POINT_BIT).
783 */
784 struct gl_point_attrib
785 {
786 GLfloat Size; /**< User-specified point size */
787 GLfloat Params[3]; /**< GL_EXT_point_parameters */
788 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
789 GLfloat Threshold; /**< GL_EXT_point_parameters */
790 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
791 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
792 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
793 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
794 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
795 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
796 };
797
798
799 /**
800 * Polygon attribute group (GL_POLYGON_BIT).
801 */
802 struct gl_polygon_attrib
803 {
804 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
805 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
806 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
807 GLboolean CullFlag; /**< Culling on/off flag */
808 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
809 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
810 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
811 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
812 GLfloat OffsetUnits; /**< Polygon offset units, from user */
813 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
814 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
815 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
816 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
817 };
818
819
820 /**
821 * Scissor attributes (GL_SCISSOR_BIT).
822 */
823 struct gl_scissor_rect
824 {
825 GLint X, Y; /**< Lower left corner of box */
826 GLsizei Width, Height; /**< Size of box */
827 };
828 struct gl_scissor_attrib
829 {
830 GLbitfield EnableFlags; /**< Scissor test enabled? */
831 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
832 GLint NumWindowRects; /**< Count of enabled window rectangles */
833 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
834 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
835 };
836
837
838 /**
839 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
840 *
841 * Three sets of stencil data are tracked so that OpenGL 2.0,
842 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
843 * simultaneously. In each of the stencil state arrays, element 0 corresponds
844 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
845 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
846 * GL_EXT_stencil_two_side GL_BACK state.
847 *
848 * The derived value \c _BackFace is either 1 or 2 depending on whether or
849 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
850 *
851 * The derived value \c _TestTwoSide is set when the front-face and back-face
852 * stencil state are different.
853 */
854 struct gl_stencil_attrib
855 {
856 GLboolean Enabled; /**< Enabled flag */
857 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
858 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
859 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
860 GLenum Function[3]; /**< Stencil function */
861 GLenum FailFunc[3]; /**< Fail function */
862 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
863 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
864 GLint Ref[3]; /**< Reference value */
865 GLuint ValueMask[3]; /**< Value mask */
866 GLuint WriteMask[3]; /**< Write mask */
867 GLuint Clear; /**< Clear value */
868 };
869
870
871 /**
872 * An index for each type of texture object. These correspond to the GL
873 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
874 * Note: the order is from highest priority to lowest priority.
875 */
876 typedef enum
877 {
878 TEXTURE_2D_MULTISAMPLE_INDEX,
879 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
880 TEXTURE_CUBE_ARRAY_INDEX,
881 TEXTURE_BUFFER_INDEX,
882 TEXTURE_2D_ARRAY_INDEX,
883 TEXTURE_1D_ARRAY_INDEX,
884 TEXTURE_EXTERNAL_INDEX,
885 TEXTURE_CUBE_INDEX,
886 TEXTURE_3D_INDEX,
887 TEXTURE_RECT_INDEX,
888 TEXTURE_2D_INDEX,
889 TEXTURE_1D_INDEX,
890 NUM_TEXTURE_TARGETS
891 } gl_texture_index;
892
893
894 /**
895 * Bit flags for each type of texture object
896 */
897 /*@{*/
898 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
899 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
900 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
901 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
902 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
903 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
904 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
905 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
906 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
907 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
908 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
909 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
910 /*@}*/
911
912
913 /**
914 * Texture image state. Drivers will typically create a subclass of this
915 * with extra fields for memory buffers, etc.
916 */
917 struct gl_texture_image
918 {
919 GLint InternalFormat; /**< Internal format as given by the user */
920 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
921 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
922 * GL_INTENSITY, GL_DEPTH_COMPONENT or
923 * GL_DEPTH_STENCIL_EXT only. Used for
924 * choosing TexEnv arithmetic.
925 */
926 mesa_format TexFormat; /**< The actual texture memory format */
927
928 GLuint Border; /**< 0 or 1 */
929 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
930 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
931 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
932 GLuint Width2; /**< = Width - 2*Border */
933 GLuint Height2; /**< = Height - 2*Border */
934 GLuint Depth2; /**< = Depth - 2*Border */
935 GLuint WidthLog2; /**< = log2(Width2) */
936 GLuint HeightLog2; /**< = log2(Height2) */
937 GLuint DepthLog2; /**< = log2(Depth2) */
938 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
939 levels, computed from the dimensions */
940
941 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
942 GLuint Level; /**< Which mipmap level am I? */
943 /** Cube map face: index into gl_texture_object::Image[] array */
944 GLuint Face;
945
946 /** GL_ARB_texture_multisample */
947 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
948 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
949 };
950
951
952 /**
953 * Indexes for cube map faces.
954 */
955 typedef enum
956 {
957 FACE_POS_X = 0,
958 FACE_NEG_X = 1,
959 FACE_POS_Y = 2,
960 FACE_NEG_Y = 3,
961 FACE_POS_Z = 4,
962 FACE_NEG_Z = 5,
963 MAX_FACES = 6
964 } gl_face_index;
965
966
967 /**
968 * Sampler object state. These objects are new with GL_ARB_sampler_objects
969 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
970 */
971 struct gl_sampler_object
972 {
973 simple_mtx_t Mutex;
974 GLuint Name;
975 GLint RefCount;
976 GLchar *Label; /**< GL_KHR_debug */
977
978 GLenum WrapS; /**< S-axis texture image wrap mode */
979 GLenum WrapT; /**< T-axis texture image wrap mode */
980 GLenum WrapR; /**< R-axis texture image wrap mode */
981 GLenum MinFilter; /**< minification filter */
982 GLenum MagFilter; /**< magnification filter */
983 union gl_color_union BorderColor; /**< Interpreted according to texture format */
984 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
985 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
986 GLfloat LodBias; /**< OpenGL 1.4 */
987 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
988 GLenum CompareMode; /**< GL_ARB_shadow */
989 GLenum CompareFunc; /**< GL_ARB_shadow */
990 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
991 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
992
993 /** GL_ARB_bindless_texture */
994 bool HandleAllocated;
995 struct util_dynarray Handles;
996 };
997
998
999 /**
1000 * Texture object state. Contains the array of mipmap images, border color,
1001 * wrap modes, filter modes, and shadow/texcompare state.
1002 */
1003 struct gl_texture_object
1004 {
1005 simple_mtx_t Mutex; /**< for thread safety */
1006 GLint RefCount; /**< reference count */
1007 GLuint Name; /**< the user-visible texture object ID */
1008 GLchar *Label; /**< GL_KHR_debug */
1009 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1010 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
1011 Only valid when Target is valid. */
1012
1013 struct gl_sampler_object Sampler;
1014
1015 GLenum DepthMode; /**< GL_ARB_depth_texture */
1016
1017 GLfloat Priority; /**< in [0,1] */
1018 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1019 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1020 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1021 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1022 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1023 GLint CropRect[4]; /**< GL_OES_draw_texture */
1024 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1025 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1026 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1027 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1028 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1029 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1030 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1031 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1032 pressure? */
1033 GLboolean Immutable; /**< GL_ARB_texture_storage */
1034 GLboolean _IsFloat; /**< GL_OES_float_texture */
1035 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1036 bool StencilSampling; /**< Should we sample stencil instead of depth? */
1037 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1038
1039 GLuint MinLevel; /**< GL_ARB_texture_view */
1040 GLuint MinLayer; /**< GL_ARB_texture_view */
1041 GLuint NumLevels; /**< GL_ARB_texture_view */
1042 GLuint NumLayers; /**< GL_ARB_texture_view */
1043
1044 /** GL_EXT_memory_object */
1045 GLenum TextureTiling;
1046
1047 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1048 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1049
1050 /** GL_ARB_texture_buffer_object */
1051 struct gl_buffer_object *BufferObject;
1052 GLenum BufferObjectFormat;
1053 /** Equivalent Mesa format for BufferObjectFormat. */
1054 mesa_format _BufferObjectFormat;
1055 /** GL_ARB_texture_buffer_range */
1056 GLintptr BufferOffset;
1057 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1058
1059 /** GL_OES_EGL_image_external */
1060 GLint RequiredTextureImageUnits;
1061
1062 /** GL_ARB_shader_image_load_store */
1063 GLenum ImageFormatCompatibilityType;
1064
1065 /** GL_ARB_bindless_texture */
1066 struct util_dynarray SamplerHandles;
1067 struct util_dynarray ImageHandles;
1068 };
1069
1070
1071 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1072 #define MAX_COMBINER_TERMS 4
1073
1074
1075 /**
1076 * Texture combine environment state.
1077 */
1078 struct gl_tex_env_combine_state
1079 {
1080 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1081 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1082 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1083 GLenum SourceRGB[MAX_COMBINER_TERMS];
1084 GLenum SourceA[MAX_COMBINER_TERMS];
1085 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1086 GLenum OperandRGB[MAX_COMBINER_TERMS];
1087 GLenum OperandA[MAX_COMBINER_TERMS];
1088 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1089 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1090 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1091 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1092 };
1093
1094
1095 /** Compressed TexEnv effective Combine mode */
1096 enum gl_tex_env_mode
1097 {
1098 TEXENV_MODE_REPLACE, /* r = a0 */
1099 TEXENV_MODE_MODULATE, /* r = a0 * a1 */
1100 TEXENV_MODE_ADD, /* r = a0 + a1 */
1101 TEXENV_MODE_ADD_SIGNED, /* r = a0 + a1 - 0.5 */
1102 TEXENV_MODE_INTERPOLATE, /* r = a0 * a2 + a1 * (1 - a2) */
1103 TEXENV_MODE_SUBTRACT, /* r = a0 - a1 */
1104 TEXENV_MODE_DOT3_RGB, /* r = a0 . a1 */
1105 TEXENV_MODE_DOT3_RGB_EXT, /* r = a0 . a1 */
1106 TEXENV_MODE_DOT3_RGBA, /* r = a0 . a1 */
1107 TEXENV_MODE_DOT3_RGBA_EXT, /* r = a0 . a1 */
1108 TEXENV_MODE_MODULATE_ADD_ATI, /* r = a0 * a2 + a1 */
1109 TEXENV_MODE_MODULATE_SIGNED_ADD_ATI, /* r = a0 * a2 + a1 - 0.5 */
1110 TEXENV_MODE_MODULATE_SUBTRACT_ATI, /* r = a0 * a2 - a1 */
1111 TEXENV_MODE_ADD_PRODUCTS_NV, /* r = a0 * a1 + a2 * a3 */
1112 TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV, /* r = a0 * a1 + a2 * a3 - 0.5 */
1113 };
1114
1115
1116 /** Compressed TexEnv Combine source */
1117 enum gl_tex_env_source
1118 {
1119 TEXENV_SRC_TEXTURE0,
1120 TEXENV_SRC_TEXTURE1,
1121 TEXENV_SRC_TEXTURE2,
1122 TEXENV_SRC_TEXTURE3,
1123 TEXENV_SRC_TEXTURE4,
1124 TEXENV_SRC_TEXTURE5,
1125 TEXENV_SRC_TEXTURE6,
1126 TEXENV_SRC_TEXTURE7,
1127 TEXENV_SRC_TEXTURE,
1128 TEXENV_SRC_PREVIOUS,
1129 TEXENV_SRC_PRIMARY_COLOR,
1130 TEXENV_SRC_CONSTANT,
1131 TEXENV_SRC_ZERO,
1132 TEXENV_SRC_ONE,
1133 };
1134
1135
1136 /** Compressed TexEnv Combine operand */
1137 enum gl_tex_env_operand
1138 {
1139 TEXENV_OPR_COLOR,
1140 TEXENV_OPR_ONE_MINUS_COLOR,
1141 TEXENV_OPR_ALPHA,
1142 TEXENV_OPR_ONE_MINUS_ALPHA,
1143 };
1144
1145
1146 /** Compressed TexEnv Combine argument */
1147 struct gl_tex_env_argument
1148 {
1149 #ifdef __GNUC__
1150 __extension__ uint8_t Source:4; /**< TEXENV_SRC_x */
1151 __extension__ uint8_t Operand:2; /**< TEXENV_OPR_x */
1152 #else
1153 uint8_t Source; /**< SRC_x */
1154 uint8_t Operand; /**< OPR_x */
1155 #endif
1156 };
1157
1158
1159 /***
1160 * Compressed TexEnv Combine state.
1161 */
1162 struct gl_tex_env_combine_packed
1163 {
1164 uint32_t ModeRGB:4; /**< Effective mode for RGB as 4 bits */
1165 uint32_t ModeA:4; /**< Effective mode for RGB as 4 bits */
1166 uint32_t ScaleShiftRGB:2; /**< 0, 1 or 2 */
1167 uint32_t ScaleShiftA:2; /**< 0, 1 or 2 */
1168 uint32_t NumArgsRGB:3; /**< Number of inputs used for the RGB combiner */
1169 uint32_t NumArgsA:3; /**< Number of inputs used for the A combiner */
1170 /** Source arguments in a packed manner */
1171 struct gl_tex_env_argument ArgsRGB[MAX_COMBINER_TERMS];
1172 struct gl_tex_env_argument ArgsA[MAX_COMBINER_TERMS];
1173 };
1174
1175
1176 /**
1177 * TexGenEnabled flags.
1178 */
1179 /*@{*/
1180 #define S_BIT 1
1181 #define T_BIT 2
1182 #define R_BIT 4
1183 #define Q_BIT 8
1184 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1185 /*@}*/
1186
1187
1188 /**
1189 * Bit flag versions of the corresponding GL_ constants.
1190 */
1191 /*@{*/
1192 #define TEXGEN_SPHERE_MAP 0x1
1193 #define TEXGEN_OBJ_LINEAR 0x2
1194 #define TEXGEN_EYE_LINEAR 0x4
1195 #define TEXGEN_REFLECTION_MAP_NV 0x8
1196 #define TEXGEN_NORMAL_MAP_NV 0x10
1197
1198 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1199 TEXGEN_REFLECTION_MAP_NV | \
1200 TEXGEN_NORMAL_MAP_NV)
1201 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1202 TEXGEN_REFLECTION_MAP_NV | \
1203 TEXGEN_NORMAL_MAP_NV | \
1204 TEXGEN_EYE_LINEAR)
1205 /*@}*/
1206
1207
1208
1209 /** Tex-gen enabled for texture unit? */
1210 #define ENABLE_TEXGEN(unit) (1 << (unit))
1211
1212 /** Non-identity texture matrix for texture unit? */
1213 #define ENABLE_TEXMAT(unit) (1 << (unit))
1214
1215
1216 /**
1217 * Texture coord generation state.
1218 */
1219 struct gl_texgen
1220 {
1221 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1222 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1223 GLfloat ObjectPlane[4];
1224 GLfloat EyePlane[4];
1225 };
1226
1227
1228 /**
1229 * Texture unit state. Contains enable flags, texture environment/function/
1230 * combiners, texgen state, and pointers to current texture objects.
1231 */
1232 struct gl_texture_unit
1233 {
1234 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1235
1236 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1237 GLclampf EnvColor[4];
1238 GLfloat EnvColorUnclamped[4];
1239
1240 struct gl_texgen GenS;
1241 struct gl_texgen GenT;
1242 struct gl_texgen GenR;
1243 struct gl_texgen GenQ;
1244 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1245 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1246
1247 GLfloat LodBias; /**< for biasing mipmap levels */
1248
1249 /** Texture targets that have a non-default texture bound */
1250 GLbitfield _BoundTextures;
1251
1252 /** Current sampler object (GL_ARB_sampler_objects) */
1253 struct gl_sampler_object *Sampler;
1254
1255 /**
1256 * \name GL_EXT_texture_env_combine
1257 */
1258 struct gl_tex_env_combine_state Combine;
1259
1260 /**
1261 * Derived state based on \c EnvMode and the \c BaseFormat of the
1262 * currently enabled texture.
1263 */
1264 struct gl_tex_env_combine_state _EnvMode;
1265
1266 /**
1267 * Currently enabled combiner state. This will point to either
1268 * \c Combine or \c _EnvMode.
1269 */
1270 struct gl_tex_env_combine_state *_CurrentCombine;
1271
1272 /** Current texture object pointers */
1273 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1274
1275 /** Points to highest priority, complete and enabled texture object */
1276 struct gl_texture_object *_Current;
1277
1278 /** Current compressed TexEnv & Combine state */
1279 struct gl_tex_env_combine_packed _CurrentCombinePacked;
1280 };
1281
1282
1283 /**
1284 * Texture attribute group (GL_TEXTURE_BIT).
1285 */
1286 struct gl_texture_attrib
1287 {
1288 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1289
1290 /** GL_ARB_seamless_cubemap */
1291 GLboolean CubeMapSeamless;
1292
1293 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1294
1295 /** GL_ARB_texture_buffer_object */
1296 struct gl_buffer_object *BufferObject;
1297
1298 /** Texture coord units/sets used for fragment texturing */
1299 GLbitfield _EnabledCoordUnits;
1300
1301 /** Texture coord units that have texgen enabled */
1302 GLbitfield _TexGenEnabled;
1303
1304 /** Texture coord units that have non-identity matrices */
1305 GLbitfield _TexMatEnabled;
1306
1307 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1308 GLbitfield _GenFlags;
1309
1310 /** Largest index of a texture unit with _Current != NULL. */
1311 GLint _MaxEnabledTexImageUnit;
1312
1313 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1314 GLint NumCurrentTexUsed;
1315
1316 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1317 };
1318
1319
1320 /**
1321 * Data structure representing a single clip plane (e.g. one of the elements
1322 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1323 */
1324 typedef GLfloat gl_clip_plane[4];
1325
1326
1327 /**
1328 * Transformation attribute group (GL_TRANSFORM_BIT).
1329 */
1330 struct gl_transform_attrib
1331 {
1332 GLenum MatrixMode; /**< Matrix mode */
1333 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1334 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1335 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1336 GLboolean Normalize; /**< Normalize all normals? */
1337 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1338 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1339 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1340 /** GL_ARB_clip_control */
1341 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1342 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1343 };
1344
1345
1346 /**
1347 * Viewport attribute group (GL_VIEWPORT_BIT).
1348 */
1349 struct gl_viewport_attrib
1350 {
1351 GLfloat X, Y; /**< position */
1352 GLfloat Width, Height; /**< size */
1353 GLdouble Near, Far; /**< Depth buffer range */
1354 };
1355
1356
1357 typedef enum {
1358 MAP_USER,
1359 MAP_INTERNAL,
1360
1361 MAP_COUNT
1362 } gl_map_buffer_index;
1363
1364
1365 /**
1366 * Fields describing a mapped buffer range.
1367 */
1368 struct gl_buffer_mapping {
1369 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1370 GLvoid *Pointer; /**< User-space address of mapping */
1371 GLintptr Offset; /**< Mapped offset */
1372 GLsizeiptr Length; /**< Mapped length */
1373 };
1374
1375
1376 /**
1377 * Usages we've seen for a buffer object.
1378 */
1379 typedef enum {
1380 USAGE_UNIFORM_BUFFER = 0x1,
1381 USAGE_TEXTURE_BUFFER = 0x2,
1382 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1383 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1384 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1385 USAGE_PIXEL_PACK_BUFFER = 0x20,
1386 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1387 } gl_buffer_usage;
1388
1389
1390 /**
1391 * GL_ARB_vertex/pixel_buffer_object buffer object
1392 */
1393 struct gl_buffer_object
1394 {
1395 simple_mtx_t Mutex;
1396 GLint RefCount;
1397 GLuint Name;
1398 GLchar *Label; /**< GL_KHR_debug */
1399 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1400 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1401 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1402 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1403 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1404 GLboolean Written; /**< Ever written to? (for debugging) */
1405 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1406 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1407 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1408
1409 /** Counters used for buffer usage warnings */
1410 GLuint NumSubDataCalls;
1411 GLuint NumMapBufferWriteCalls;
1412
1413 struct gl_buffer_mapping Mappings[MAP_COUNT];
1414
1415 /** Memoization of min/max index computations for static index buffers */
1416 struct hash_table *MinMaxCache;
1417 unsigned MinMaxCacheHitIndices;
1418 unsigned MinMaxCacheMissIndices;
1419 bool MinMaxCacheDirty;
1420
1421 bool HandleAllocated; /**< GL_ARB_bindless_texture */
1422 };
1423
1424
1425 /**
1426 * Client pixel packing/unpacking attributes
1427 */
1428 struct gl_pixelstore_attrib
1429 {
1430 GLint Alignment;
1431 GLint RowLength;
1432 GLint SkipPixels;
1433 GLint SkipRows;
1434 GLint ImageHeight;
1435 GLint SkipImages;
1436 GLboolean SwapBytes;
1437 GLboolean LsbFirst;
1438 GLboolean Invert; /**< GL_MESA_pack_invert */
1439 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1440 GLint CompressedBlockHeight;
1441 GLint CompressedBlockDepth;
1442 GLint CompressedBlockSize;
1443 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1444 };
1445
1446
1447 /**
1448 * Vertex array information which is derived from gl_array_attributes
1449 * and gl_vertex_buffer_binding information. Used by the VBO module and
1450 * device drivers.
1451 */
1452 struct gl_vertex_array
1453 {
1454 GLint Size; /**< components per element (1,2,3,4) */
1455 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1456 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1457 GLsizei StrideB; /**< actual stride in bytes */
1458 GLuint _ElementSize; /**< size of each element in bytes */
1459 const GLubyte *Ptr; /**< Points to array data */
1460 GLboolean Normalized; /**< GL_ARB_vertex_program */
1461 GLboolean Integer; /**< Integer-valued? */
1462 GLboolean Doubles; /**< double precision values are not converted to floats */
1463 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1464
1465 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1466 };
1467
1468
1469 /**
1470 * Attributes to describe a vertex array.
1471 *
1472 * Contains the size, type, format and normalization flag,
1473 * along with the index of a vertex buffer binding point.
1474 *
1475 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1476 * and is only present for backwards compatibility reasons.
1477 * Rendering always uses VERTEX_BINDING_STRIDE.
1478 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1479 * and VERTEX_BINDING_STRIDE to the same value, while
1480 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1481 */
1482 struct gl_array_attributes
1483 {
1484 GLint Size; /**< Components per element (1,2,3,4) */
1485 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1486 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1487 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1488 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1489 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1490 GLboolean Enabled; /**< Whether the array is enabled */
1491 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1492 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1493 GLboolean Doubles; /**< double precision values are not converted to floats */
1494 GLuint _ElementSize; /**< Size of each element in bytes */
1495 GLuint BufferBindingIndex; /**< Vertex buffer binding */
1496 };
1497
1498
1499 /**
1500 * This describes the buffer object used for a vertex array (or
1501 * multiple vertex arrays). If BufferObj points to the default/null
1502 * buffer object, then the vertex array lives in user memory and not a VBO.
1503 */
1504 struct gl_vertex_buffer_binding
1505 {
1506 GLintptr Offset; /**< User-specified offset */
1507 GLsizei Stride; /**< User-specified stride */
1508 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1509 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1510 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1511 };
1512
1513
1514 /**
1515 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+ /
1516 * the GL_ARB_vertex_array_object extension.
1517 */
1518 struct gl_vertex_array_object
1519 {
1520 /** Name of the VAO as received from glGenVertexArray. */
1521 GLuint Name;
1522
1523 GLint RefCount;
1524
1525 GLchar *Label; /**< GL_KHR_debug */
1526
1527 /**
1528 * Has this array object been bound?
1529 */
1530 GLboolean EverBound;
1531
1532 /**
1533 * Derived vertex attribute arrays
1534 *
1535 * This is a legacy data structure created from gl_vertex_attrib_array and
1536 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1537 */
1538 struct gl_vertex_array _VertexAttrib[VERT_ATTRIB_MAX];
1539
1540 /** Vertex attribute arrays */
1541 struct gl_array_attributes VertexAttrib[VERT_ATTRIB_MAX];
1542
1543 /** Vertex buffer bindings */
1544 struct gl_vertex_buffer_binding BufferBinding[VERT_ATTRIB_MAX];
1545
1546 /** Mask indicating which vertex arrays have vertex buffer associated. */
1547 GLbitfield64 VertexAttribBufferMask;
1548
1549 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1550 GLbitfield64 _Enabled;
1551
1552 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1553 GLbitfield64 NewArrays;
1554
1555 /** The index buffer (also known as the element array buffer in OpenGL). */
1556 struct gl_buffer_object *IndexBufferObj;
1557 };
1558
1559
1560 /** Used to signal when transitioning from one kind of drawing method
1561 * to another.
1562 */
1563 typedef enum {
1564 DRAW_NONE, /**< Initial value only */
1565 DRAW_BEGIN_END,
1566 DRAW_DISPLAY_LIST,
1567 DRAW_ARRAYS
1568 } gl_draw_method;
1569
1570 /**
1571 * Enum for the OpenGL APIs we know about and may support.
1572 *
1573 * NOTE: This must match the api_enum table in
1574 * src/mesa/main/get_hash_generator.py
1575 */
1576 typedef enum
1577 {
1578 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1579 API_OPENGLES,
1580 API_OPENGLES2,
1581 API_OPENGL_CORE,
1582 API_OPENGL_LAST = API_OPENGL_CORE
1583 } gl_api;
1584
1585 /**
1586 * Vertex array state
1587 */
1588 struct gl_array_attrib
1589 {
1590 /** Currently bound array object. */
1591 struct gl_vertex_array_object *VAO;
1592
1593 /** The default vertex array object */
1594 struct gl_vertex_array_object *DefaultVAO;
1595
1596 /** The last VAO accessed by a DSA function */
1597 struct gl_vertex_array_object *LastLookedUpVAO;
1598
1599 /** Array objects (GL_ARB_vertex_array_object) */
1600 struct _mesa_HashTable *Objects;
1601
1602 GLint ActiveTexture; /**< Client Active Texture */
1603 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1604 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1605
1606 /**
1607 * \name Primitive restart controls
1608 *
1609 * Primitive restart is enabled if either \c PrimitiveRestart or
1610 * \c PrimitiveRestartFixedIndex is set.
1611 */
1612 /*@{*/
1613 GLboolean PrimitiveRestart;
1614 GLboolean PrimitiveRestartFixedIndex;
1615 GLboolean _PrimitiveRestart;
1616 GLuint RestartIndex;
1617 /*@}*/
1618
1619 /** One of the DRAW_xxx flags, not consumed by drivers */
1620 gl_draw_method DrawMethod;
1621
1622 /* GL_ARB_vertex_buffer_object */
1623 struct gl_buffer_object *ArrayBufferObj;
1624
1625 /**
1626 * Vertex arrays as consumed by a driver.
1627 * The array pointer is set up only by the VBO module.
1628 */
1629 const struct gl_vertex_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1630
1631 /** Legal array datatypes and the API for which they have been computed */
1632 GLbitfield LegalTypesMask;
1633 gl_api LegalTypesMaskAPI;
1634 };
1635
1636
1637 /**
1638 * Feedback buffer state
1639 */
1640 struct gl_feedback
1641 {
1642 GLenum Type;
1643 GLbitfield _Mask; /**< FB_* bits */
1644 GLfloat *Buffer;
1645 GLuint BufferSize;
1646 GLuint Count;
1647 };
1648
1649
1650 /**
1651 * Selection buffer state
1652 */
1653 struct gl_selection
1654 {
1655 GLuint *Buffer; /**< selection buffer */
1656 GLuint BufferSize; /**< size of the selection buffer */
1657 GLuint BufferCount; /**< number of values in the selection buffer */
1658 GLuint Hits; /**< number of records in the selection buffer */
1659 GLuint NameStackDepth; /**< name stack depth */
1660 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1661 GLboolean HitFlag; /**< hit flag */
1662 GLfloat HitMinZ; /**< minimum hit depth */
1663 GLfloat HitMaxZ; /**< maximum hit depth */
1664 };
1665
1666
1667 /**
1668 * 1-D Evaluator control points
1669 */
1670 struct gl_1d_map
1671 {
1672 GLuint Order; /**< Number of control points */
1673 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1674 GLfloat *Points; /**< Points to contiguous control points */
1675 };
1676
1677
1678 /**
1679 * 2-D Evaluator control points
1680 */
1681 struct gl_2d_map
1682 {
1683 GLuint Uorder; /**< Number of control points in U dimension */
1684 GLuint Vorder; /**< Number of control points in V dimension */
1685 GLfloat u1, u2, du;
1686 GLfloat v1, v2, dv;
1687 GLfloat *Points; /**< Points to contiguous control points */
1688 };
1689
1690
1691 /**
1692 * All evaluator control point state
1693 */
1694 struct gl_evaluators
1695 {
1696 /**
1697 * \name 1-D maps
1698 */
1699 /*@{*/
1700 struct gl_1d_map Map1Vertex3;
1701 struct gl_1d_map Map1Vertex4;
1702 struct gl_1d_map Map1Index;
1703 struct gl_1d_map Map1Color4;
1704 struct gl_1d_map Map1Normal;
1705 struct gl_1d_map Map1Texture1;
1706 struct gl_1d_map Map1Texture2;
1707 struct gl_1d_map Map1Texture3;
1708 struct gl_1d_map Map1Texture4;
1709 /*@}*/
1710
1711 /**
1712 * \name 2-D maps
1713 */
1714 /*@{*/
1715 struct gl_2d_map Map2Vertex3;
1716 struct gl_2d_map Map2Vertex4;
1717 struct gl_2d_map Map2Index;
1718 struct gl_2d_map Map2Color4;
1719 struct gl_2d_map Map2Normal;
1720 struct gl_2d_map Map2Texture1;
1721 struct gl_2d_map Map2Texture2;
1722 struct gl_2d_map Map2Texture3;
1723 struct gl_2d_map Map2Texture4;
1724 /*@}*/
1725 };
1726
1727
1728 struct gl_transform_feedback_varying_info
1729 {
1730 char *Name;
1731 GLenum Type;
1732 GLint BufferIndex;
1733 GLint Size;
1734 GLint Offset;
1735 };
1736
1737
1738 /**
1739 * Per-output info vertex shaders for transform feedback.
1740 */
1741 struct gl_transform_feedback_output
1742 {
1743 uint32_t OutputRegister;
1744 uint32_t OutputBuffer;
1745 uint32_t NumComponents;
1746 uint32_t StreamId;
1747
1748 /** offset (in DWORDs) of this output within the interleaved structure */
1749 uint32_t DstOffset;
1750
1751 /**
1752 * Offset into the output register of the data to output. For example,
1753 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1754 * offset is in the y and z components of the output register.
1755 */
1756 uint32_t ComponentOffset;
1757 };
1758
1759
1760 struct gl_transform_feedback_buffer
1761 {
1762 uint32_t Binding;
1763
1764 uint32_t NumVaryings;
1765
1766 /**
1767 * Total number of components stored in each buffer. This may be used by
1768 * hardware back-ends to determine the correct stride when interleaving
1769 * multiple transform feedback outputs in the same buffer.
1770 */
1771 uint32_t Stride;
1772
1773 /**
1774 * Which transform feedback stream this buffer binding is associated with.
1775 */
1776 uint32_t Stream;
1777 };
1778
1779
1780 /** Post-link transform feedback info. */
1781 struct gl_transform_feedback_info
1782 {
1783 /* Was xfb enabled via the api or in shader layout qualifiers */
1784 bool api_enabled;
1785
1786 unsigned NumOutputs;
1787
1788 /* Bitmask of active buffer indices. */
1789 unsigned ActiveBuffers;
1790
1791 struct gl_transform_feedback_output *Outputs;
1792
1793 /** Transform feedback varyings used for the linking of this shader program.
1794 *
1795 * Use for glGetTransformFeedbackVarying().
1796 */
1797 struct gl_transform_feedback_varying_info *Varyings;
1798 GLint NumVarying;
1799
1800 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1801 };
1802
1803
1804 /**
1805 * Transform feedback object state
1806 */
1807 struct gl_transform_feedback_object
1808 {
1809 GLuint Name; /**< AKA the object ID */
1810 GLint RefCount;
1811 GLchar *Label; /**< GL_KHR_debug */
1812 GLboolean Active; /**< Is transform feedback enabled? */
1813 GLboolean Paused; /**< Is transform feedback paused? */
1814 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1815 at least once? */
1816 GLboolean EverBound; /**< Has this object been bound? */
1817
1818 /**
1819 * GLES: if Active is true, remaining number of primitives which can be
1820 * rendered without overflow. This is necessary to track because GLES
1821 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1822 * glDrawArraysInstanced would overflow transform feedback buffers.
1823 * Undefined if Active is false.
1824 *
1825 * Not tracked for desktop GL since it's unnecessary.
1826 */
1827 unsigned GlesRemainingPrims;
1828
1829 /**
1830 * The program active when BeginTransformFeedback() was called.
1831 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1832 * where stage is the pipeline stage that is the source of data for
1833 * transform feedback.
1834 */
1835 struct gl_program *program;
1836
1837 /** The feedback buffers */
1838 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1839 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1840
1841 /** Start of feedback data in dest buffer */
1842 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1843
1844 /**
1845 * Max data to put into dest buffer (in bytes). Computed based on
1846 * RequestedSize and the actual size of the buffer.
1847 */
1848 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1849
1850 /**
1851 * Size that was specified when the buffer was bound. If the buffer was
1852 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1853 * zero.
1854 */
1855 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1856 };
1857
1858
1859 /**
1860 * Context state for transform feedback.
1861 */
1862 struct gl_transform_feedback_state
1863 {
1864 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1865
1866 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1867 struct gl_buffer_object *CurrentBuffer;
1868
1869 /** The table of all transform feedback objects */
1870 struct _mesa_HashTable *Objects;
1871
1872 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1873 struct gl_transform_feedback_object *CurrentObject;
1874
1875 /** The default xform-fb object (Name==0) */
1876 struct gl_transform_feedback_object *DefaultObject;
1877 };
1878
1879
1880 /**
1881 * A "performance monitor" as described in AMD_performance_monitor.
1882 */
1883 struct gl_perf_monitor_object
1884 {
1885 GLuint Name;
1886
1887 /** True if the monitor is currently active (Begin called but not End). */
1888 GLboolean Active;
1889
1890 /**
1891 * True if the monitor has ended.
1892 *
1893 * This is distinct from !Active because it may never have began.
1894 */
1895 GLboolean Ended;
1896
1897 /**
1898 * A list of groups with currently active counters.
1899 *
1900 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1901 */
1902 unsigned *ActiveGroups;
1903
1904 /**
1905 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1906 *
1907 * Checking whether counter 'c' in group 'g' is active can be done via:
1908 *
1909 * BITSET_TEST(ActiveCounters[g], c)
1910 */
1911 GLuint **ActiveCounters;
1912 };
1913
1914
1915 union gl_perf_monitor_counter_value
1916 {
1917 float f;
1918 uint64_t u64;
1919 uint32_t u32;
1920 };
1921
1922
1923 struct gl_perf_monitor_counter
1924 {
1925 /** Human readable name for the counter. */
1926 const char *Name;
1927
1928 /**
1929 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1930 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1931 */
1932 GLenum Type;
1933
1934 /** Minimum counter value. */
1935 union gl_perf_monitor_counter_value Minimum;
1936
1937 /** Maximum counter value. */
1938 union gl_perf_monitor_counter_value Maximum;
1939 };
1940
1941
1942 struct gl_perf_monitor_group
1943 {
1944 /** Human readable name for the group. */
1945 const char *Name;
1946
1947 /**
1948 * Maximum number of counters in this group which can be active at the
1949 * same time.
1950 */
1951 GLuint MaxActiveCounters;
1952
1953 /** Array of counters within this group. */
1954 const struct gl_perf_monitor_counter *Counters;
1955 GLuint NumCounters;
1956 };
1957
1958
1959 /**
1960 * A query object instance as described in INTEL_performance_query.
1961 *
1962 * NB: We want to keep this and the corresponding backend structure
1963 * relatively lean considering that applications may expect to
1964 * allocate enough objects to be able to query around all draw calls
1965 * in a frame.
1966 */
1967 struct gl_perf_query_object
1968 {
1969 GLuint Id; /**< hash table ID/name */
1970 unsigned Used:1; /**< has been used for 1 or more queries */
1971 unsigned Active:1; /**< inside Begin/EndPerfQuery */
1972 unsigned Ready:1; /**< result is ready? */
1973 };
1974
1975
1976 /**
1977 * Context state for AMD_performance_monitor.
1978 */
1979 struct gl_perf_monitor_state
1980 {
1981 /** Array of performance monitor groups (indexed by group ID) */
1982 const struct gl_perf_monitor_group *Groups;
1983 GLuint NumGroups;
1984
1985 /** The table of all performance monitors. */
1986 struct _mesa_HashTable *Monitors;
1987 };
1988
1989
1990 /**
1991 * Context state for INTEL_performance_query.
1992 */
1993 struct gl_perf_query_state
1994 {
1995 struct _mesa_HashTable *Objects; /**< The table of all performance query objects */
1996 };
1997
1998
1999 /**
2000 * A bindless sampler object.
2001 */
2002 struct gl_bindless_sampler
2003 {
2004 /** Texture unit (set by glUniform1()). */
2005 GLubyte unit;
2006
2007 /** Whether this bindless sampler is bound to a unit. */
2008 GLboolean bound;
2009
2010 /** Texture Target (TEXTURE_1D/2D/3D/etc_INDEX). */
2011 gl_texture_index target;
2012
2013 /** Pointer to the base of the data. */
2014 GLvoid *data;
2015 };
2016
2017 /**
2018 * A bindless image object.
2019 */
2020 struct gl_bindless_image
2021 {
2022 /** Image unit (set by glUniform1()). */
2023 GLubyte unit;
2024
2025 /** Whether this bindless image is bound to a unit. */
2026 GLboolean bound;
2027
2028 /** Access qualifier (GL_READ_WRITE, GL_READ_ONLY, GL_WRITE_ONLY) */
2029 GLenum access;
2030
2031 /** Pointer to the base of the data. */
2032 GLvoid *data;
2033 };
2034
2035 /**
2036 * Names of the various vertex/fragment program register files, etc.
2037 *
2038 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
2039 * All values should fit in a 4-bit field.
2040 *
2041 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
2042 * considered to be "uniform" variables since they can only be set outside
2043 * glBegin/End. They're also all stored in the same Parameters array.
2044 */
2045 typedef enum
2046 {
2047 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
2048 PROGRAM_ARRAY, /**< Arrays & Matrixes */
2049 PROGRAM_INPUT, /**< machine->Inputs[] */
2050 PROGRAM_OUTPUT, /**< machine->Outputs[] */
2051 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
2052 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
2053 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
2054 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
2055 PROGRAM_ADDRESS, /**< machine->AddressReg */
2056 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
2057 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
2058 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
2059 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
2060 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
2061 PROGRAM_MEMORY, /**< for shared, global and local memory */
2062 PROGRAM_IMAGE, /**< for shader images, compile-time only */
2063 PROGRAM_HW_ATOMIC, /**< for hw atomic counters, compile-time only */
2064 PROGRAM_FILE_MAX
2065 } gl_register_file;
2066
2067
2068 /**
2069 * Base class for any kind of program object
2070 */
2071 struct gl_program
2072 {
2073 /** FIXME: This must be first until we split shader_info from nir_shader */
2074 struct shader_info info;
2075
2076 GLuint Id;
2077 GLint RefCount;
2078 GLubyte *String; /**< Null-terminated program text */
2079
2080 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2081 GLenum Format; /**< String encoding format */
2082
2083 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2084
2085 struct nir_shader *nir;
2086
2087 /* Saved and restored with metadata. Freed with ralloc. */
2088 void *driver_cache_blob;
2089 size_t driver_cache_blob_size;
2090
2091 bool is_arb_asm; /** Is this an ARB assembly-style program */
2092
2093 /** Is this program written to on disk shader cache */
2094 bool program_written_to_cache;
2095
2096 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2097 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2098 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2099 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2100 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2101
2102 /* Fragement shader only fields */
2103 GLboolean OriginUpperLeft;
2104 GLboolean PixelCenterInteger;
2105
2106 /** Named parameters, constants, etc. from program text */
2107 struct gl_program_parameter_list *Parameters;
2108
2109 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2110 GLubyte SamplerUnits[MAX_SAMPLERS];
2111
2112 /* FIXME: We should be able to make this struct a union. However some
2113 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2114 * these fields, we should fix this.
2115 */
2116 struct {
2117 /** Fields used by GLSL programs */
2118 struct {
2119 /** Data shared by gl_program and gl_shader_program */
2120 struct gl_shader_program_data *data;
2121
2122 struct gl_active_atomic_buffer **AtomicBuffers;
2123
2124 /** Post-link transform feedback info. */
2125 struct gl_transform_feedback_info *LinkedTransformFeedback;
2126
2127 /**
2128 * Number of types for subroutine uniforms.
2129 */
2130 GLuint NumSubroutineUniformTypes;
2131
2132 /**
2133 * Subroutine uniform remap table
2134 * based on the program level uniform remap table.
2135 */
2136 GLuint NumSubroutineUniforms; /* non-sparse total */
2137 GLuint NumSubroutineUniformRemapTable;
2138 struct gl_uniform_storage **SubroutineUniformRemapTable;
2139
2140 /**
2141 * Num of subroutine functions for this stage and storage for them.
2142 */
2143 GLuint NumSubroutineFunctions;
2144 GLuint MaxSubroutineFunctionIndex;
2145 struct gl_subroutine_function *SubroutineFunctions;
2146
2147 /**
2148 * Map from image uniform index to image unit (set by glUniform1i())
2149 *
2150 * An image uniform index is associated with each image uniform by
2151 * the linker. The image index associated with each uniform is
2152 * stored in the \c gl_uniform_storage::image field.
2153 */
2154 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2155
2156 /**
2157 * Access qualifier specified in the shader for each image uniform
2158 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2159 * GL_READ_WRITE.
2160 *
2161 * It may be different, though only more strict than the value of
2162 * \c gl_image_unit::Access for the corresponding image unit.
2163 */
2164 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2165
2166 struct gl_uniform_block **UniformBlocks;
2167 struct gl_uniform_block **ShaderStorageBlocks;
2168
2169 /** Which texture target is being sampled
2170 * (TEXTURE_1D/2D/3D/etc_INDEX)
2171 */
2172 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2173
2174 /**
2175 * Number of samplers declared with the bindless_sampler layout
2176 * qualifier as specified by ARB_bindless_texture.
2177 */
2178 GLuint NumBindlessSamplers;
2179 GLboolean HasBoundBindlessSampler;
2180 struct gl_bindless_sampler *BindlessSamplers;
2181
2182 /**
2183 * Number of images declared with the bindless_image layout qualifier
2184 * as specified by ARB_bindless_texture.
2185 */
2186 GLuint NumBindlessImages;
2187 GLboolean HasBoundBindlessImage;
2188 struct gl_bindless_image *BindlessImages;
2189
2190 union {
2191 struct {
2192 /**
2193 * A bitmask of gl_advanced_blend_mode values
2194 */
2195 GLbitfield BlendSupport;
2196 } fs;
2197 };
2198 } sh;
2199
2200 /** ARB assembly-style program fields */
2201 struct {
2202 struct prog_instruction *Instructions;
2203
2204 /**
2205 * Local parameters used by the program.
2206 *
2207 * It's dynamically allocated because it is rarely used (just
2208 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2209 * once it's allocated.
2210 */
2211 GLfloat (*LocalParams)[4];
2212
2213 /** Bitmask of which register files are read/written with indirect
2214 * addressing. Mask of (1 << PROGRAM_x) bits.
2215 */
2216 GLbitfield IndirectRegisterFiles;
2217
2218 /** Logical counts */
2219 /*@{*/
2220 GLuint NumInstructions;
2221 GLuint NumTemporaries;
2222 GLuint NumParameters;
2223 GLuint NumAttributes;
2224 GLuint NumAddressRegs;
2225 GLuint NumAluInstructions;
2226 GLuint NumTexInstructions;
2227 GLuint NumTexIndirections;
2228 /*@}*/
2229 /** Native, actual h/w counts */
2230 /*@{*/
2231 GLuint NumNativeInstructions;
2232 GLuint NumNativeTemporaries;
2233 GLuint NumNativeParameters;
2234 GLuint NumNativeAttributes;
2235 GLuint NumNativeAddressRegs;
2236 GLuint NumNativeAluInstructions;
2237 GLuint NumNativeTexInstructions;
2238 GLuint NumNativeTexIndirections;
2239 /*@}*/
2240
2241 /** Used by ARB assembly-style programs. Can only be true for vertex
2242 * programs.
2243 */
2244 GLboolean IsPositionInvariant;
2245 } arb;
2246 };
2247 };
2248
2249
2250 /**
2251 * State common to vertex and fragment programs.
2252 */
2253 struct gl_program_state
2254 {
2255 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2256 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2257 };
2258
2259
2260 /**
2261 * Context state for vertex programs.
2262 */
2263 struct gl_vertex_program_state
2264 {
2265 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2266 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2267 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2268 /** Should fixed-function T&L be implemented with a vertex prog? */
2269 GLboolean _MaintainTnlProgram;
2270
2271 struct gl_program *Current; /**< User-bound vertex program */
2272
2273 /** Currently enabled and valid vertex program (including internal
2274 * programs, user-defined vertex programs and GLSL vertex shaders).
2275 * This is the program we must use when rendering.
2276 */
2277 struct gl_program *_Current;
2278
2279 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2280
2281 /** Program to emulate fixed-function T&L (see above) */
2282 struct gl_program *_TnlProgram;
2283
2284 /** Cache of fixed-function programs */
2285 struct gl_program_cache *Cache;
2286
2287 GLboolean _Overriden;
2288 };
2289
2290 /**
2291 * Context state for tessellation control programs.
2292 */
2293 struct gl_tess_ctrl_program_state
2294 {
2295 /** Currently bound and valid shader. */
2296 struct gl_program *_Current;
2297
2298 GLint patch_vertices;
2299 GLfloat patch_default_outer_level[4];
2300 GLfloat patch_default_inner_level[2];
2301 };
2302
2303 /**
2304 * Context state for tessellation evaluation programs.
2305 */
2306 struct gl_tess_eval_program_state
2307 {
2308 /** Currently bound and valid shader. */
2309 struct gl_program *_Current;
2310 };
2311
2312 /**
2313 * Context state for geometry programs.
2314 */
2315 struct gl_geometry_program_state
2316 {
2317 /** Currently enabled and valid program (including internal programs
2318 * and compiled shader programs).
2319 */
2320 struct gl_program *_Current;
2321 };
2322
2323 /**
2324 * Context state for fragment programs.
2325 */
2326 struct gl_fragment_program_state
2327 {
2328 GLboolean Enabled; /**< User-set fragment program enable flag */
2329 /** Should fixed-function texturing be implemented with a fragment prog? */
2330 GLboolean _MaintainTexEnvProgram;
2331
2332 struct gl_program *Current; /**< User-bound fragment program */
2333
2334 /** Currently enabled and valid fragment program (including internal
2335 * programs, user-defined fragment programs and GLSL fragment shaders).
2336 * This is the program we must use when rendering.
2337 */
2338 struct gl_program *_Current;
2339
2340 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2341
2342 /** Program to emulate fixed-function texture env/combine (see above) */
2343 struct gl_program *_TexEnvProgram;
2344
2345 /** Cache of fixed-function programs */
2346 struct gl_program_cache *Cache;
2347 };
2348
2349
2350 /**
2351 * Context state for compute programs.
2352 */
2353 struct gl_compute_program_state
2354 {
2355 /** Currently enabled and valid program (including internal programs
2356 * and compiled shader programs).
2357 */
2358 struct gl_program *_Current;
2359 };
2360
2361
2362 /**
2363 * ATI_fragment_shader runtime state
2364 */
2365
2366 struct atifs_instruction;
2367 struct atifs_setupinst;
2368
2369 /**
2370 * ATI fragment shader
2371 */
2372 struct ati_fragment_shader
2373 {
2374 GLuint Id;
2375 GLint RefCount;
2376 struct atifs_instruction *Instructions[2];
2377 struct atifs_setupinst *SetupInst[2];
2378 GLfloat Constants[8][4];
2379 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2380 GLubyte numArithInstr[2];
2381 GLubyte regsAssigned[2];
2382 GLubyte NumPasses; /**< 1 or 2 */
2383 GLubyte cur_pass;
2384 GLubyte last_optype;
2385 GLboolean interpinp1;
2386 GLboolean isValid;
2387 GLuint swizzlerq;
2388 struct gl_program *Program;
2389 };
2390
2391 /**
2392 * Context state for GL_ATI_fragment_shader
2393 */
2394 struct gl_ati_fragment_shader_state
2395 {
2396 GLboolean Enabled;
2397 GLboolean Compiling;
2398 GLfloat GlobalConstants[8][4];
2399 struct ati_fragment_shader *Current;
2400 };
2401
2402 /**
2403 * Shader subroutine function definition
2404 */
2405 struct gl_subroutine_function
2406 {
2407 char *name;
2408 int index;
2409 int num_compat_types;
2410 const struct glsl_type **types;
2411 };
2412
2413 /**
2414 * Shader information needed by both gl_shader and gl_linked shader.
2415 */
2416 struct gl_shader_info
2417 {
2418 /**
2419 * Tessellation Control shader state from layout qualifiers.
2420 */
2421 struct {
2422 /**
2423 * 0 - vertices not declared in shader, or
2424 * 1 .. GL_MAX_PATCH_VERTICES
2425 */
2426 GLint VerticesOut;
2427 } TessCtrl;
2428
2429 /**
2430 * Tessellation Evaluation shader state from layout qualifiers.
2431 */
2432 struct {
2433 /**
2434 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2435 * in this shader.
2436 */
2437 GLenum PrimitiveMode;
2438
2439 enum gl_tess_spacing Spacing;
2440
2441 /**
2442 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2443 */
2444 GLenum VertexOrder;
2445 /**
2446 * 1, 0, or -1 if it's not set in this shader.
2447 */
2448 int PointMode;
2449 } TessEval;
2450
2451 /**
2452 * Geometry shader state from GLSL 1.50 layout qualifiers.
2453 */
2454 struct {
2455 GLint VerticesOut;
2456 /**
2457 * 0 - Invocations count not declared in shader, or
2458 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2459 */
2460 GLint Invocations;
2461 /**
2462 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2463 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2464 * shader.
2465 */
2466 GLenum InputType;
2467 /**
2468 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2469 * it's not set in this shader.
2470 */
2471 GLenum OutputType;
2472 } Geom;
2473
2474 /**
2475 * Compute shader state from ARB_compute_shader and
2476 * ARB_compute_variable_group_size layout qualifiers.
2477 */
2478 struct {
2479 /**
2480 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2481 * it's not set in this shader.
2482 */
2483 unsigned LocalSize[3];
2484
2485 /**
2486 * Whether a variable work group size has been specified as defined by
2487 * ARB_compute_variable_group_size.
2488 */
2489 bool LocalSizeVariable;
2490 } Comp;
2491 };
2492
2493 /**
2494 * A linked GLSL shader object.
2495 */
2496 struct gl_linked_shader
2497 {
2498 gl_shader_stage Stage;
2499
2500 #ifdef DEBUG
2501 unsigned SourceChecksum;
2502 #endif
2503
2504 struct gl_program *Program; /**< Post-compile assembly code */
2505
2506 /**
2507 * \name Sampler tracking
2508 *
2509 * \note Each of these fields is only set post-linking.
2510 */
2511 /*@{*/
2512 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2513 /*@}*/
2514
2515 /**
2516 * Number of default uniform block components used by this shader.
2517 *
2518 * This field is only set post-linking.
2519 */
2520 unsigned num_uniform_components;
2521
2522 /**
2523 * Number of combined uniform components used by this shader.
2524 *
2525 * This field is only set post-linking. It is the sum of the uniform block
2526 * sizes divided by sizeof(float), and num_uniform_compoennts.
2527 */
2528 unsigned num_combined_uniform_components;
2529
2530 struct exec_list *ir;
2531 struct exec_list *packed_varyings;
2532 struct exec_list *fragdata_arrays;
2533 struct glsl_symbol_table *symbols;
2534 };
2535
2536
2537 static inline GLbitfield
2538 gl_external_samplers(const struct gl_program *prog)
2539 {
2540 GLbitfield external_samplers = 0;
2541 GLbitfield mask = prog->SamplersUsed;
2542
2543 while (mask) {
2544 int idx = u_bit_scan(&mask);
2545 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2546 external_samplers |= (1 << idx);
2547 }
2548
2549 return external_samplers;
2550 }
2551
2552
2553 /**
2554 * Compile status enum. compile_skipped is used to indicate the compile
2555 * was skipped due to the shader matching one that's been seen before by
2556 * the on-disk cache.
2557 */
2558 enum gl_compile_status
2559 {
2560 compile_failure = 0,
2561 compile_success,
2562 compile_skipped,
2563 compiled_no_opts
2564 };
2565
2566 /**
2567 * A GLSL shader object.
2568 */
2569 struct gl_shader
2570 {
2571 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2572 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2573 * Must be the first field.
2574 */
2575 GLenum Type;
2576 gl_shader_stage Stage;
2577 GLuint Name; /**< AKA the handle */
2578 GLint RefCount; /**< Reference count */
2579 GLchar *Label; /**< GL_KHR_debug */
2580 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2581 GLboolean DeletePending;
2582 bool IsES; /**< True if this shader uses GLSL ES */
2583
2584 enum gl_compile_status CompileStatus;
2585
2586 #ifdef DEBUG
2587 unsigned SourceChecksum; /**< for debug/logging purposes */
2588 #endif
2589 const GLchar *Source; /**< Source code string */
2590
2591 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2592
2593 GLchar *InfoLog;
2594
2595 unsigned Version; /**< GLSL version used for linking */
2596
2597 /**
2598 * A bitmask of gl_advanced_blend_mode values
2599 */
2600 GLbitfield BlendSupport;
2601
2602 struct exec_list *ir;
2603 struct glsl_symbol_table *symbols;
2604
2605 /**
2606 * Whether early fragment tests are enabled as defined by
2607 * ARB_shader_image_load_store.
2608 */
2609 bool EarlyFragmentTests;
2610
2611 bool ARB_fragment_coord_conventions_enable;
2612
2613 bool redeclares_gl_fragcoord;
2614 bool uses_gl_fragcoord;
2615
2616 bool PostDepthCoverage;
2617 bool InnerCoverage;
2618
2619 /**
2620 * Fragment shader state from GLSL 1.50 layout qualifiers.
2621 */
2622 bool origin_upper_left;
2623 bool pixel_center_integer;
2624
2625 /**
2626 * Whether bindless_sampler/bindless_image, and respectively
2627 * bound_sampler/bound_image are declared at global scope as defined by
2628 * ARB_bindless_texture.
2629 */
2630 bool bindless_sampler;
2631 bool bindless_image;
2632 bool bound_sampler;
2633 bool bound_image;
2634
2635 /** Global xfb_stride out qualifier if any */
2636 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2637
2638 struct gl_shader_info info;
2639 };
2640
2641
2642 struct gl_uniform_buffer_variable
2643 {
2644 char *Name;
2645
2646 /**
2647 * Name of the uniform as seen by glGetUniformIndices.
2648 *
2649 * glGetUniformIndices requires that the block instance index \b not be
2650 * present in the name of queried uniforms.
2651 *
2652 * \note
2653 * \c gl_uniform_buffer_variable::IndexName and
2654 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2655 */
2656 char *IndexName;
2657
2658 const struct glsl_type *Type;
2659 unsigned int Offset;
2660 GLboolean RowMajor;
2661 };
2662
2663
2664 struct gl_uniform_block
2665 {
2666 /** Declared name of the uniform block */
2667 char *Name;
2668
2669 /** Array of supplemental information about UBO ir_variables. */
2670 struct gl_uniform_buffer_variable *Uniforms;
2671 GLuint NumUniforms;
2672
2673 /**
2674 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2675 * with glBindBufferBase to bind a buffer object to this uniform block.
2676 */
2677 GLuint Binding;
2678
2679 /**
2680 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2681 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2682 */
2683 GLuint UniformBufferSize;
2684
2685 /** Stages that reference this block */
2686 uint8_t stageref;
2687
2688 /**
2689 * Linearized array index for uniform block instance arrays
2690 *
2691 * Given a uniform block instance array declared with size
2692 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2693 * have the linearized array index
2694 *
2695 * m-1 m
2696 * i_m + ∑ i_j * ∏ s_k
2697 * j=0 k=j+1
2698 *
2699 * For a uniform block instance that is not an array, this is always 0.
2700 */
2701 uint8_t linearized_array_index;
2702
2703 /**
2704 * Layout specified in the shader
2705 *
2706 * This isn't accessible through the API, but it is used while
2707 * cross-validating uniform blocks.
2708 */
2709 enum glsl_interface_packing _Packing;
2710 GLboolean _RowMajor;
2711 };
2712
2713 /**
2714 * Structure that represents a reference to an atomic buffer from some
2715 * shader program.
2716 */
2717 struct gl_active_atomic_buffer
2718 {
2719 /** Uniform indices of the atomic counters declared within it. */
2720 GLuint *Uniforms;
2721 GLuint NumUniforms;
2722
2723 /** Binding point index associated with it. */
2724 GLuint Binding;
2725
2726 /** Minimum reasonable size it is expected to have. */
2727 GLuint MinimumSize;
2728
2729 /** Shader stages making use of it. */
2730 GLboolean StageReferences[MESA_SHADER_STAGES];
2731 };
2732
2733 /**
2734 * Data container for shader queries. This holds only the minimal
2735 * amount of required information for resource queries to work.
2736 */
2737 struct gl_shader_variable
2738 {
2739 /**
2740 * Declared type of the variable
2741 */
2742 const struct glsl_type *type;
2743
2744 /**
2745 * If the variable is in an interface block, this is the type of the block.
2746 */
2747 const struct glsl_type *interface_type;
2748
2749 /**
2750 * For variables inside structs (possibly recursively), this is the
2751 * outermost struct type.
2752 */
2753 const struct glsl_type *outermost_struct_type;
2754
2755 /**
2756 * Declared name of the variable
2757 */
2758 char *name;
2759
2760 /**
2761 * Storage location of the base of this variable
2762 *
2763 * The precise meaning of this field depends on the nature of the variable.
2764 *
2765 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2766 * - Vertex shader output: one of the values from \c gl_varying_slot.
2767 * - Geometry shader input: one of the values from \c gl_varying_slot.
2768 * - Geometry shader output: one of the values from \c gl_varying_slot.
2769 * - Fragment shader input: one of the values from \c gl_varying_slot.
2770 * - Fragment shader output: one of the values from \c gl_frag_result.
2771 * - Uniforms: Per-stage uniform slot number for default uniform block.
2772 * - Uniforms: Index within the uniform block definition for UBO members.
2773 * - Non-UBO Uniforms: explicit location until linking then reused to
2774 * store uniform slot number.
2775 * - Other: This field is not currently used.
2776 *
2777 * If the variable is a uniform, shader input, or shader output, and the
2778 * slot has not been assigned, the value will be -1.
2779 */
2780 int location;
2781
2782 /**
2783 * Specifies the first component the variable is stored in as per
2784 * ARB_enhanced_layouts.
2785 */
2786 unsigned component:2;
2787
2788 /**
2789 * Output index for dual source blending.
2790 *
2791 * \note
2792 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2793 * source blending.
2794 */
2795 unsigned index:1;
2796
2797 /**
2798 * Specifies whether a shader input/output is per-patch in tessellation
2799 * shader stages.
2800 */
2801 unsigned patch:1;
2802
2803 /**
2804 * Storage class of the variable.
2805 *
2806 * \sa (n)ir_variable_mode
2807 */
2808 unsigned mode:4;
2809
2810 /**
2811 * Interpolation mode for shader inputs / outputs
2812 *
2813 * \sa glsl_interp_mode
2814 */
2815 unsigned interpolation:2;
2816
2817 /**
2818 * Was the location explicitly set in the shader?
2819 *
2820 * If the location is explicitly set in the shader, it \b cannot be changed
2821 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2822 * no effect).
2823 */
2824 unsigned explicit_location:1;
2825
2826 /**
2827 * Precision qualifier.
2828 */
2829 unsigned precision:2;
2830 };
2831
2832 /**
2833 * Active resource in a gl_shader_program
2834 */
2835 struct gl_program_resource
2836 {
2837 GLenum Type; /** Program interface type. */
2838 const void *Data; /** Pointer to resource associated data structure. */
2839 uint8_t StageReferences; /** Bitmask of shader stage references. */
2840 };
2841
2842 /**
2843 * Link status enum. linking_skipped is used to indicate linking
2844 * was skipped due to the shader being loaded from the on-disk cache.
2845 */
2846 enum gl_link_status
2847 {
2848 linking_failure = 0,
2849 linking_success,
2850 linking_skipped
2851 };
2852
2853 /**
2854 * A data structure to be shared by gl_shader_program and gl_program.
2855 */
2856 struct gl_shader_program_data
2857 {
2858 GLint RefCount; /**< Reference count */
2859
2860 /** SHA1 hash of linked shader program */
2861 unsigned char sha1[20];
2862
2863 unsigned NumUniformStorage;
2864 unsigned NumHiddenUniforms;
2865 struct gl_uniform_storage *UniformStorage;
2866
2867 unsigned NumUniformBlocks;
2868 unsigned NumShaderStorageBlocks;
2869
2870 struct gl_uniform_block *UniformBlocks;
2871 struct gl_uniform_block *ShaderStorageBlocks;
2872
2873 struct gl_active_atomic_buffer *AtomicBuffers;
2874 unsigned NumAtomicBuffers;
2875
2876 /* Shader cache variables used during restore */
2877 unsigned NumUniformDataSlots;
2878 union gl_constant_value *UniformDataSlots;
2879
2880 /* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
2881 * All structures (gl_program, uniform storage, etc) will get recreated
2882 * even though we have already loaded them from cache. We should instead
2883 * switch to storing the GLSL metadata and TGSI IR in a single cache item
2884 * like the i965 driver does with NIR.
2885 */
2886 bool skip_cache;
2887 GLboolean Validated;
2888
2889 /** List of all active resources after linking. */
2890 struct gl_program_resource *ProgramResourceList;
2891 unsigned NumProgramResourceList;
2892
2893 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2894 GLchar *InfoLog;
2895
2896 unsigned Version; /**< GLSL version used for linking */
2897
2898 /* Mask of stages this program was linked against */
2899 unsigned linked_stages;
2900 };
2901
2902 /**
2903 * A GLSL program object.
2904 * Basically a linked collection of vertex and fragment shaders.
2905 */
2906 struct gl_shader_program
2907 {
2908 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2909 GLuint Name; /**< aka handle or ID */
2910 GLchar *Label; /**< GL_KHR_debug */
2911 GLint RefCount; /**< Reference count */
2912 GLboolean DeletePending;
2913
2914 /**
2915 * Is the application intending to glGetProgramBinary this program?
2916 */
2917 GLboolean BinaryRetreivableHint;
2918
2919 /**
2920 * Indicates whether program can be bound for individual pipeline stages
2921 * using UseProgramStages after it is next linked.
2922 */
2923 GLboolean SeparateShader;
2924
2925 GLuint NumShaders; /**< number of attached shaders */
2926 struct gl_shader **Shaders; /**< List of attached the shaders */
2927
2928 /**
2929 * User-defined attribute bindings
2930 *
2931 * These are set via \c glBindAttribLocation and are used to direct the
2932 * GLSL linker. These are \b not the values used in the compiled shader,
2933 * and they are \b not the values returned by \c glGetAttribLocation.
2934 */
2935 struct string_to_uint_map *AttributeBindings;
2936
2937 /**
2938 * User-defined fragment data bindings
2939 *
2940 * These are set via \c glBindFragDataLocation and are used to direct the
2941 * GLSL linker. These are \b not the values used in the compiled shader,
2942 * and they are \b not the values returned by \c glGetFragDataLocation.
2943 */
2944 struct string_to_uint_map *FragDataBindings;
2945 struct string_to_uint_map *FragDataIndexBindings;
2946
2947 /**
2948 * Transform feedback varyings last specified by
2949 * glTransformFeedbackVaryings().
2950 *
2951 * For the current set of transform feedback varyings used for transform
2952 * feedback output, see LinkedTransformFeedback.
2953 */
2954 struct {
2955 GLenum BufferMode;
2956 /** Global xfb_stride out qualifier if any */
2957 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2958 GLuint NumVarying;
2959 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2960 } TransformFeedback;
2961
2962 struct gl_program *last_vert_prog;
2963
2964 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2965 enum gl_frag_depth_layout FragDepthLayout;
2966
2967 /**
2968 * Geometry shader state - copied into gl_program by
2969 * _mesa_copy_linked_program_data().
2970 */
2971 struct {
2972 GLint VerticesIn;
2973
2974 bool UsesEndPrimitive;
2975 bool UsesStreams;
2976 } Geom;
2977
2978 /**
2979 * Compute shader state - copied into gl_program by
2980 * _mesa_copy_linked_program_data().
2981 */
2982 struct {
2983 /**
2984 * Size of shared variables accessed by the compute shader.
2985 */
2986 unsigned SharedSize;
2987 } Comp;
2988
2989 /** Data shared by gl_program and gl_shader_program */
2990 struct gl_shader_program_data *data;
2991
2992 /**
2993 * Mapping from GL uniform locations returned by \c glUniformLocation to
2994 * UniformStorage entries. Arrays will have multiple contiguous slots
2995 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2996 */
2997 unsigned NumUniformRemapTable;
2998 struct gl_uniform_storage **UniformRemapTable;
2999
3000 /**
3001 * Sometimes there are empty slots left over in UniformRemapTable after we
3002 * allocate slots to explicit locations. This list stores the blocks of
3003 * continuous empty slots inside UniformRemapTable.
3004 */
3005 struct exec_list EmptyUniformLocations;
3006
3007 /**
3008 * Total number of explicit uniform location including inactive uniforms.
3009 */
3010 unsigned NumExplicitUniformLocations;
3011
3012 /**
3013 * Map of active uniform names to locations
3014 *
3015 * Maps any active uniform that is not an array element to a location.
3016 * Each active uniform, including individual structure members will appear
3017 * in this map. This roughly corresponds to the set of names that would be
3018 * enumerated by \c glGetActiveUniform.
3019 */
3020 struct string_to_uint_map *UniformHash;
3021
3022 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3023
3024 bool IsES; /**< True if this program uses GLSL ES */
3025
3026 /**
3027 * Per-stage shaders resulting from the first stage of linking.
3028 *
3029 * Set of linked shaders for this program. The array is accessed using the
3030 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3031 * \c NULL.
3032 */
3033 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3034
3035 /* True if any of the fragment shaders attached to this program use:
3036 * #extension ARB_fragment_coord_conventions: enable
3037 */
3038 GLboolean ARB_fragment_coord_conventions_enable;
3039 };
3040
3041
3042 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3043 #define GLSL_LOG 0x2 /**< Write shaders to files */
3044 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3045 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3046 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3047 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3048 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3049 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3050 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3051 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3052
3053
3054 /**
3055 * Context state for GLSL vertex/fragment shaders.
3056 * Extended to support pipeline object
3057 */
3058 struct gl_pipeline_object
3059 {
3060 /** Name of the pipeline object as received from glGenProgramPipelines.
3061 * It would be 0 for shaders without separate shader objects.
3062 */
3063 GLuint Name;
3064
3065 GLint RefCount;
3066
3067 GLchar *Label; /**< GL_KHR_debug */
3068
3069 /**
3070 * Programs used for rendering
3071 *
3072 * There is a separate program set for each shader stage.
3073 */
3074 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3075
3076 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3077
3078 /**
3079 * Program used by glUniform calls.
3080 *
3081 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3082 */
3083 struct gl_shader_program *ActiveProgram;
3084
3085 GLbitfield Flags; /**< Mask of GLSL_x flags */
3086
3087 GLboolean EverBound; /**< Has the pipeline object been created */
3088
3089 GLboolean Validated; /**< Pipeline Validation status */
3090
3091 GLchar *InfoLog;
3092 };
3093
3094 /**
3095 * Context state for GLSL pipeline shaders.
3096 */
3097 struct gl_pipeline_shader_state
3098 {
3099 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3100 struct gl_pipeline_object *Current;
3101
3102 /* Default Object to ensure that _Shader is never NULL */
3103 struct gl_pipeline_object *Default;
3104
3105 /** Pipeline objects */
3106 struct _mesa_HashTable *Objects;
3107 };
3108
3109 /**
3110 * Compiler options for a single GLSL shaders type
3111 */
3112 struct gl_shader_compiler_options
3113 {
3114 /** Driver-selectable options: */
3115 GLboolean EmitNoLoops;
3116 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3117 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3118 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3119 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3120 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3121 * gl_CullDistance together from
3122 * float[8] to vec4[2]
3123 **/
3124
3125 /**
3126 * \name Forms of indirect addressing the driver cannot do.
3127 */
3128 /*@{*/
3129 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3130 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3131 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3132 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3133 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3134 /*@}*/
3135
3136 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3137 GLuint MaxUnrollIterations;
3138
3139 /**
3140 * Optimize code for array of structures backends.
3141 *
3142 * This is a proxy for:
3143 * - preferring DP4 instructions (rather than MUL/MAD) for
3144 * matrix * vector operations, such as position transformation.
3145 */
3146 GLboolean OptimizeForAOS;
3147
3148 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3149
3150 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3151 GLboolean ClampBlockIndicesToArrayBounds;
3152
3153 const struct nir_shader_compiler_options *NirOptions;
3154 };
3155
3156
3157 /**
3158 * Occlusion/timer query object.
3159 */
3160 struct gl_query_object
3161 {
3162 GLenum Target; /**< The query target, when active */
3163 GLuint Id; /**< hash table ID/name */
3164 GLchar *Label; /**< GL_KHR_debug */
3165 GLuint64EXT Result; /**< the counter */
3166 GLboolean Active; /**< inside Begin/EndQuery */
3167 GLboolean Ready; /**< result is ready? */
3168 GLboolean EverBound;/**< has query object ever been bound */
3169 GLuint Stream; /**< The stream */
3170 };
3171
3172
3173 /**
3174 * Context state for query objects.
3175 */
3176 struct gl_query_state
3177 {
3178 struct _mesa_HashTable *QueryObjects;
3179 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3180 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3181
3182 /** GL_NV_conditional_render */
3183 struct gl_query_object *CondRenderQuery;
3184
3185 /** GL_EXT_transform_feedback */
3186 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3187 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3188
3189 /** GL_ARB_transform_feedback_overflow_query */
3190 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3191 struct gl_query_object *TransformFeedbackOverflowAny;
3192
3193 /** GL_ARB_timer_query */
3194 struct gl_query_object *TimeElapsed;
3195
3196 /** GL_ARB_pipeline_statistics_query */
3197 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3198
3199 GLenum CondRenderMode;
3200 };
3201
3202
3203 /** Sync object state */
3204 struct gl_sync_object
3205 {
3206 GLuint Name; /**< Fence name */
3207 GLint RefCount; /**< Reference count */
3208 GLchar *Label; /**< GL_KHR_debug */
3209 GLboolean DeletePending; /**< Object was deleted while there were still
3210 * live references (e.g., sync not yet finished)
3211 */
3212 GLenum SyncCondition;
3213 GLbitfield Flags; /**< Flags passed to glFenceSync */
3214 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3215 };
3216
3217
3218 /**
3219 * State which can be shared by multiple contexts:
3220 */
3221 struct gl_shared_state
3222 {
3223 simple_mtx_t Mutex; /**< for thread safety */
3224 GLint RefCount; /**< Reference count */
3225 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3226 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3227 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3228
3229 /** Default texture objects (shared by all texture units) */
3230 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3231
3232 /** Fallback texture used when a bound texture is incomplete */
3233 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3234
3235 /**
3236 * \name Thread safety and statechange notification for texture
3237 * objects.
3238 *
3239 * \todo Improve the granularity of locking.
3240 */
3241 /*@{*/
3242 mtx_t TexMutex; /**< texobj thread safety */
3243 GLuint TextureStateStamp; /**< state notification for shared tex */
3244 /*@}*/
3245
3246 /** Default buffer object for vertex arrays that aren't in VBOs */
3247 struct gl_buffer_object *NullBufferObj;
3248
3249 /**
3250 * \name Vertex/geometry/fragment programs
3251 */
3252 /*@{*/
3253 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3254 struct gl_program *DefaultVertexProgram;
3255 struct gl_program *DefaultFragmentProgram;
3256 /*@}*/
3257
3258 /* GL_ATI_fragment_shader */
3259 struct _mesa_HashTable *ATIShaders;
3260 struct ati_fragment_shader *DefaultFragmentShader;
3261
3262 struct _mesa_HashTable *BufferObjects;
3263
3264 /** Table of both gl_shader and gl_shader_program objects */
3265 struct _mesa_HashTable *ShaderObjects;
3266
3267 /* GL_EXT_framebuffer_object */
3268 struct _mesa_HashTable *RenderBuffers;
3269 struct _mesa_HashTable *FrameBuffers;
3270
3271 /* GL_ARB_sync */
3272 struct set *SyncObjects;
3273
3274 /** GL_ARB_sampler_objects */
3275 struct _mesa_HashTable *SamplerObjects;
3276
3277 /* GL_ARB_bindless_texture */
3278 struct hash_table_u64 *TextureHandles;
3279 struct hash_table_u64 *ImageHandles;
3280 mtx_t HandlesMutex; /**< For texture/image handles safety */
3281
3282 /**
3283 * Some context in this share group was affected by a GPU reset
3284 *
3285 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3286 * been affected by a GPU reset must also return
3287 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3288 *
3289 * Once this field becomes true, it is never reset to false.
3290 */
3291 bool ShareGroupReset;
3292
3293 /** EXT_external_objects */
3294 struct _mesa_HashTable *MemoryObjects;
3295
3296 };
3297
3298
3299
3300 /**
3301 * Renderbuffers represent drawing surfaces such as color, depth and/or
3302 * stencil. A framebuffer object has a set of renderbuffers.
3303 * Drivers will typically derive subclasses of this type.
3304 */
3305 struct gl_renderbuffer
3306 {
3307 simple_mtx_t Mutex; /**< for thread safety */
3308 GLuint ClassID; /**< Useful for drivers */
3309 GLuint Name;
3310 GLchar *Label; /**< GL_KHR_debug */
3311 GLint RefCount;
3312 GLuint Width, Height;
3313 GLuint Depth;
3314 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3315 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3316 /**
3317 * True for renderbuffers that wrap textures, giving the driver a chance to
3318 * flush render caches through the FinishRenderTexture hook.
3319 *
3320 * Drivers may also set this on renderbuffers other than those generated by
3321 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3322 * called without a rb->TexImage.
3323 */
3324 GLboolean NeedsFinishRenderTexture;
3325 GLubyte NumSamples; /**< zero means not multisampled */
3326 GLenum InternalFormat; /**< The user-specified format */
3327 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3328 GL_STENCIL_INDEX. */
3329 mesa_format Format; /**< The actual renderbuffer memory format */
3330 /**
3331 * Pointer to the texture image if this renderbuffer wraps a texture,
3332 * otherwise NULL.
3333 *
3334 * Note that the reference on the gl_texture_object containing this
3335 * TexImage is held by the gl_renderbuffer_attachment.
3336 */
3337 struct gl_texture_image *TexImage;
3338
3339 /** Delete this renderbuffer */
3340 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3341
3342 /** Allocate new storage for this renderbuffer */
3343 GLboolean (*AllocStorage)(struct gl_context *ctx,
3344 struct gl_renderbuffer *rb,
3345 GLenum internalFormat,
3346 GLuint width, GLuint height);
3347 };
3348
3349
3350 /**
3351 * A renderbuffer attachment points to either a texture object (and specifies
3352 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3353 */
3354 struct gl_renderbuffer_attachment
3355 {
3356 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3357 GLboolean Complete;
3358
3359 /**
3360 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3361 * application supplied renderbuffer object.
3362 */
3363 struct gl_renderbuffer *Renderbuffer;
3364
3365 /**
3366 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3367 * supplied texture object.
3368 */
3369 struct gl_texture_object *Texture;
3370 GLuint TextureLevel; /**< Attached mipmap level. */
3371 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3372 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3373 * and 2D array textures */
3374 GLboolean Layered;
3375 };
3376
3377
3378 /**
3379 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3380 * In C++ terms, think of this as a base class from which device drivers
3381 * will make derived classes.
3382 */
3383 struct gl_framebuffer
3384 {
3385 simple_mtx_t Mutex; /**< for thread safety */
3386 /**
3387 * If zero, this is a window system framebuffer. If non-zero, this
3388 * is a FBO framebuffer; note that for some devices (i.e. those with
3389 * a natural pixel coordinate system for FBOs that differs from the
3390 * OpenGL/Mesa coordinate system), this means that the viewport,
3391 * polygon face orientation, and polygon stipple will have to be inverted.
3392 */
3393 GLuint Name;
3394 GLint RefCount;
3395
3396 GLchar *Label; /**< GL_KHR_debug */
3397
3398 GLboolean DeletePending;
3399
3400 /**
3401 * The framebuffer's visual. Immutable if this is a window system buffer.
3402 * Computed from attachments if user-made FBO.
3403 */
3404 struct gl_config Visual;
3405
3406 /**
3407 * Size of frame buffer in pixels. If there are no attachments, then both
3408 * of these are 0.
3409 */
3410 GLuint Width, Height;
3411
3412 /**
3413 * In the case that the framebuffer has no attachment (i.e.
3414 * GL_ARB_framebuffer_no_attachments) then the geometry of
3415 * the framebuffer is specified by the default values.
3416 */
3417 struct {
3418 GLuint Width, Height, Layers, NumSamples;
3419 GLboolean FixedSampleLocations;
3420 /* Derived from NumSamples by the driver so that it can choose a valid
3421 * value for the hardware.
3422 */
3423 GLuint _NumSamples;
3424 } DefaultGeometry;
3425
3426 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3427 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3428 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3429 */
3430 /*@{*/
3431 GLint _Xmin, _Xmax;
3432 GLint _Ymin, _Ymax;
3433 /*@}*/
3434
3435 /** \name Derived Z buffer stuff */
3436 /*@{*/
3437 GLuint _DepthMax; /**< Max depth buffer value */
3438 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3439 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3440 /*@}*/
3441
3442 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3443 GLenum _Status;
3444
3445 /** Whether one of Attachment has Type != GL_NONE
3446 * NOTE: the values for Width and Height are set to 0 in case of having
3447 * no attachments, a backend driver supporting the extension
3448 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3449 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3450 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3451 * _Ymax do NOT take into account _HasAttachments being false). To get the
3452 * geometry of the framebuffer, the helper functions
3453 * _mesa_geometric_width(),
3454 * _mesa_geometric_height(),
3455 * _mesa_geometric_samples() and
3456 * _mesa_geometric_layers()
3457 * are available that check _HasAttachments.
3458 */
3459 bool _HasAttachments;
3460
3461 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3462
3463 /* ARB_color_buffer_float */
3464 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3465 GLboolean _HasSNormOrFloatColorBuffer;
3466
3467 /**
3468 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3469 * is not layered. For cube maps and cube map arrays, each cube face
3470 * counts as a layer. As the case for Width, Height a backend driver
3471 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3472 * in the case that _HasAttachments is false
3473 */
3474 GLuint MaxNumLayers;
3475
3476 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3477 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3478
3479 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3480 * attribute group and GL_PIXEL attribute group, respectively.
3481 */
3482 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3483 GLenum ColorReadBuffer;
3484
3485 /** Computed from ColorDraw/ReadBuffer above */
3486 GLuint _NumColorDrawBuffers;
3487 gl_buffer_index _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS];
3488 gl_buffer_index _ColorReadBufferIndex;
3489 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3490 struct gl_renderbuffer *_ColorReadBuffer;
3491
3492 /** Delete this framebuffer */
3493 void (*Delete)(struct gl_framebuffer *fb);
3494 };
3495
3496
3497 /**
3498 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3499 */
3500 struct gl_precision
3501 {
3502 GLushort RangeMin; /**< min value exponent */
3503 GLushort RangeMax; /**< max value exponent */
3504 GLushort Precision; /**< number of mantissa bits */
3505 };
3506
3507
3508 /**
3509 * Limits for vertex, geometry and fragment programs/shaders.
3510 */
3511 struct gl_program_constants
3512 {
3513 /* logical limits */
3514 GLuint MaxInstructions;
3515 GLuint MaxAluInstructions;
3516 GLuint MaxTexInstructions;
3517 GLuint MaxTexIndirections;
3518 GLuint MaxAttribs;
3519 GLuint MaxTemps;
3520 GLuint MaxAddressRegs;
3521 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3522 GLuint MaxParameters;
3523 GLuint MaxLocalParams;
3524 GLuint MaxEnvParams;
3525 /* native/hardware limits */
3526 GLuint MaxNativeInstructions;
3527 GLuint MaxNativeAluInstructions;
3528 GLuint MaxNativeTexInstructions;
3529 GLuint MaxNativeTexIndirections;
3530 GLuint MaxNativeAttribs;
3531 GLuint MaxNativeTemps;
3532 GLuint MaxNativeAddressRegs;
3533 GLuint MaxNativeParameters;
3534 /* For shaders */
3535 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3536
3537 /**
3538 * \name Per-stage input / output limits
3539 *
3540 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3541 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3542 * ES). This is stored as \c gl_constants::MaxVarying.
3543 *
3544 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3545 * variables. Each stage as a certain number of outputs that it can feed
3546 * to the next stage and a certain number inputs that it can consume from
3547 * the previous stage.
3548 *
3549 * Vertex shader inputs do not participate this in this accounting.
3550 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3551 *
3552 * Fragment shader outputs do not participate this in this accounting.
3553 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3554 */
3555 /*@{*/
3556 GLuint MaxInputComponents;
3557 GLuint MaxOutputComponents;
3558 /*@}*/
3559
3560 /* ES 2.0 and GL_ARB_ES2_compatibility */
3561 struct gl_precision LowFloat, MediumFloat, HighFloat;
3562 struct gl_precision LowInt, MediumInt, HighInt;
3563 /* GL_ARB_uniform_buffer_object */
3564 GLuint MaxUniformBlocks;
3565 GLuint MaxCombinedUniformComponents;
3566 GLuint MaxTextureImageUnits;
3567
3568 /* GL_ARB_shader_atomic_counters */
3569 GLuint MaxAtomicBuffers;
3570 GLuint MaxAtomicCounters;
3571
3572 /* GL_ARB_shader_image_load_store */
3573 GLuint MaxImageUniforms;
3574
3575 /* GL_ARB_shader_storage_buffer_object */
3576 GLuint MaxShaderStorageBlocks;
3577 };
3578
3579
3580 /**
3581 * Constants which may be overridden by device driver during context creation
3582 * but are never changed after that.
3583 */
3584 struct gl_constants
3585 {
3586 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3587 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3588 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3589 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3590 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3591 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3592 GLuint MaxTextureCoordUnits;
3593 GLuint MaxCombinedTextureImageUnits;
3594 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3595 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3596 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3597 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3598
3599 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3600
3601 GLuint MaxArrayLockSize;
3602
3603 GLint SubPixelBits;
3604
3605 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3606 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3607 GLfloat PointSizeGranularity;
3608 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3609 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3610 GLfloat LineWidthGranularity;
3611
3612 GLuint MaxClipPlanes;
3613 GLuint MaxLights;
3614 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3615 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3616
3617 GLuint MaxViewportWidth, MaxViewportHeight;
3618 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3619 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3620 struct {
3621 GLfloat Min;
3622 GLfloat Max;
3623 } ViewportBounds; /**< GL_ARB_viewport_array */
3624 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3625
3626 struct gl_program_constants Program[MESA_SHADER_STAGES];
3627 GLuint MaxProgramMatrices;
3628 GLuint MaxProgramMatrixStackDepth;
3629
3630 struct {
3631 GLuint SamplesPassed;
3632 GLuint TimeElapsed;
3633 GLuint Timestamp;
3634 GLuint PrimitivesGenerated;
3635 GLuint PrimitivesWritten;
3636 GLuint VerticesSubmitted;
3637 GLuint PrimitivesSubmitted;
3638 GLuint VsInvocations;
3639 GLuint TessPatches;
3640 GLuint TessInvocations;
3641 GLuint GsInvocations;
3642 GLuint GsPrimitives;
3643 GLuint FsInvocations;
3644 GLuint ComputeInvocations;
3645 GLuint ClInPrimitives;
3646 GLuint ClOutPrimitives;
3647 } QueryCounterBits;
3648
3649 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3650
3651 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3652 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3653 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3654
3655 /**
3656 * GL_ARB_framebuffer_no_attachments
3657 */
3658 GLuint MaxFramebufferWidth;
3659 GLuint MaxFramebufferHeight;
3660 GLuint MaxFramebufferLayers;
3661 GLuint MaxFramebufferSamples;
3662
3663 /** Number of varying vectors between any two shader stages. */
3664 GLuint MaxVarying;
3665
3666 /** @{
3667 * GL_ARB_uniform_buffer_object
3668 */
3669 GLuint MaxCombinedUniformBlocks;
3670 GLuint MaxUniformBufferBindings;
3671 GLuint MaxUniformBlockSize;
3672 GLuint UniformBufferOffsetAlignment;
3673 /** @} */
3674
3675 /** @{
3676 * GL_ARB_shader_storage_buffer_object
3677 */
3678 GLuint MaxCombinedShaderStorageBlocks;
3679 GLuint MaxShaderStorageBufferBindings;
3680 GLuint MaxShaderStorageBlockSize;
3681 GLuint ShaderStorageBufferOffsetAlignment;
3682 /** @} */
3683
3684 /**
3685 * GL_ARB_explicit_uniform_location
3686 */
3687 GLuint MaxUserAssignableUniformLocations;
3688
3689 /** geometry shader */
3690 GLuint MaxGeometryOutputVertices;
3691 GLuint MaxGeometryTotalOutputComponents;
3692
3693 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3694
3695 /**
3696 * Changes default GLSL extension behavior from "error" to "warn". It's out
3697 * of spec, but it can make some apps work that otherwise wouldn't.
3698 */
3699 GLboolean ForceGLSLExtensionsWarn;
3700
3701 /**
3702 * If non-zero, forces GLSL shaders to behave as if they began
3703 * with "#version ForceGLSLVersion".
3704 */
3705 GLuint ForceGLSLVersion;
3706
3707 /**
3708 * Allow GLSL #extension directives in the middle of shaders.
3709 */
3710 GLboolean AllowGLSLExtensionDirectiveMidShader;
3711
3712 /**
3713 * Allow GLSL built-in variables to be redeclared verbatim
3714 */
3715 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3716
3717 /**
3718 * Allow creating a higher compat profile (version 3.1+) for apps that
3719 * request it. Be careful when adding that driconf option because some
3720 * features are unimplemented and might not work correctly.
3721 */
3722 GLboolean AllowHigherCompatVersion;
3723
3724 /**
3725 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3726 * D3D9 when apps rely on this behaviour.
3727 */
3728 GLboolean ForceGLSLAbsSqrt;
3729
3730 /**
3731 * Force uninitialized variables to default to zero.
3732 */
3733 GLboolean GLSLZeroInit;
3734
3735 /**
3736 * Does the driver support real 32-bit integers? (Otherwise, integers are
3737 * simulated via floats.)
3738 */
3739 GLboolean NativeIntegers;
3740
3741 /**
3742 * Does VertexID count from zero or from base vertex?
3743 *
3744 * \note
3745 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3746 * ignored and need not be set.
3747 */
3748 bool VertexID_is_zero_based;
3749
3750 /**
3751 * If the driver supports real 32-bit integers, what integer value should be
3752 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3753 */
3754 GLuint UniformBooleanTrue;
3755
3756 /**
3757 * Maximum amount of time, measured in nanseconds, that the server can wait.
3758 */
3759 GLuint64 MaxServerWaitTimeout;
3760
3761 /** GL_EXT_provoking_vertex */
3762 GLboolean QuadsFollowProvokingVertexConvention;
3763
3764 /** GL_ARB_viewport_array */
3765 GLenum LayerAndVPIndexProvokingVertex;
3766
3767 /** OpenGL version 3.0 */
3768 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3769
3770 /** OpenGL version 3.2 */
3771 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3772
3773 /** OpenGL version 4.4 */
3774 GLuint MaxVertexAttribStride;
3775
3776 /** GL_EXT_transform_feedback */
3777 GLuint MaxTransformFeedbackBuffers;
3778 GLuint MaxTransformFeedbackSeparateComponents;
3779 GLuint MaxTransformFeedbackInterleavedComponents;
3780 GLuint MaxVertexStreams;
3781
3782 /** GL_EXT_gpu_shader4 */
3783 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3784
3785 /** GL_ARB_texture_gather */
3786 GLuint MinProgramTextureGatherOffset;
3787 GLuint MaxProgramTextureGatherOffset;
3788 GLuint MaxProgramTextureGatherComponents;
3789
3790 /* GL_ARB_robustness */
3791 GLenum ResetStrategy;
3792
3793 /* GL_KHR_robustness */
3794 GLboolean RobustAccess;
3795
3796 /* GL_ARB_blend_func_extended */
3797 GLuint MaxDualSourceDrawBuffers;
3798
3799 /**
3800 * Whether the implementation strips out and ignores texture borders.
3801 *
3802 * Many GPU hardware implementations don't support rendering with texture
3803 * borders and mipmapped textures. (Note: not static border color, but the
3804 * old 1-pixel border around each edge). Implementations then have to do
3805 * slow fallbacks to be correct, or just ignore the border and be fast but
3806 * wrong. Setting the flag strips the border off of TexImage calls,
3807 * providing "fast but wrong" at significantly reduced driver complexity.
3808 *
3809 * Texture borders are deprecated in GL 3.0.
3810 **/
3811 GLboolean StripTextureBorder;
3812
3813 /**
3814 * For drivers which can do a better job at eliminating unused uniforms
3815 * than the GLSL compiler.
3816 *
3817 * XXX Remove these as soon as a better solution is available.
3818 */
3819 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3820
3821 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3822 bool GLSLFragCoordIsSysVal;
3823 bool GLSLFrontFacingIsSysVal;
3824
3825 /**
3826 * Run the minimum amount of GLSL optimizations to be able to link
3827 * shaders optimally (eliminate dead varyings and uniforms) and just do
3828 * all the necessary lowering.
3829 */
3830 bool GLSLOptimizeConservatively;
3831
3832 /**
3833 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3834 * (otherwise, they're system values).
3835 */
3836 bool GLSLTessLevelsAsInputs;
3837
3838 /**
3839 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3840 * than passing the transform feedback object to the drawing function.
3841 */
3842 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3843
3844 /** GL_ARB_map_buffer_alignment */
3845 GLuint MinMapBufferAlignment;
3846
3847 /**
3848 * Disable varying packing. This is out of spec, but potentially useful
3849 * for older platforms that supports a limited number of texture
3850 * indirections--on these platforms, unpacking the varyings in the fragment
3851 * shader increases the number of texture indirections by 1, which might
3852 * make some shaders not executable at all.
3853 *
3854 * Drivers that support transform feedback must set this value to GL_FALSE.
3855 */
3856 GLboolean DisableVaryingPacking;
3857
3858 /**
3859 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3860 * layout is set as shared (the default) or packed. However most Mesa drivers
3861 * just use STD140 for these layouts. This flag allows drivers to use STD430
3862 * for packed and shared layouts which allows arrays to be packed more
3863 * tightly.
3864 */
3865 bool UseSTD430AsDefaultPacking;
3866
3867 /**
3868 * Should meaningful names be generated for compiler temporary variables?
3869 *
3870 * Generally, it is not useful to have the compiler generate "meaningful"
3871 * names for temporary variables that it creates. This can, however, be a
3872 * useful debugging aid. In Mesa debug builds or release builds when
3873 * MESA_GLSL is set at run-time, meaningful names will be generated.
3874 * Drivers can also force names to be generated by setting this field.
3875 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3876 * vertex shader assembly) is set at run-time.
3877 */
3878 bool GenerateTemporaryNames;
3879
3880 /*
3881 * Maximum value supported for an index in DrawElements and friends.
3882 *
3883 * This must be at least (1ull<<24)-1. The default value is
3884 * (1ull<<32)-1.
3885 *
3886 * \since ES 3.0 or GL_ARB_ES3_compatibility
3887 * \sa _mesa_init_constants
3888 */
3889 GLuint64 MaxElementIndex;
3890
3891 /**
3892 * Disable interpretation of line continuations (lines ending with a
3893 * backslash character ('\') in GLSL source.
3894 */
3895 GLboolean DisableGLSLLineContinuations;
3896
3897 /** GL_ARB_texture_multisample */
3898 GLint MaxColorTextureSamples;
3899 GLint MaxDepthTextureSamples;
3900 GLint MaxIntegerSamples;
3901
3902 /**
3903 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3904 * samples are laid out in a rectangular grid roughly corresponding to
3905 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3906 * are used to map indices of rectangular grid to sample numbers within
3907 * a pixel. This mapping of indices to sample numbers must be initialized
3908 * by the driver for the target hardware. For example, if we have the 8X
3909 * MSAA sample number layout (sample positions) for XYZ hardware:
3910 *
3911 * sample indices layout sample number layout
3912 * --------- ---------
3913 * | 0 | 1 | | a | b |
3914 * --------- ---------
3915 * | 2 | 3 | | c | d |
3916 * --------- ---------
3917 * | 4 | 5 | | e | f |
3918 * --------- ---------
3919 * | 6 | 7 | | g | h |
3920 * --------- ---------
3921 *
3922 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3923 *
3924 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3925 * below:
3926 * SampleMap8x = {a, b, c, d, e, f, g, h};
3927 *
3928 * Follow the logic for sample counts 2-8.
3929 *
3930 * For 16x the sample indices layout as a 4x4 grid as follows:
3931 *
3932 * -----------------
3933 * | 0 | 1 | 2 | 3 |
3934 * -----------------
3935 * | 4 | 5 | 6 | 7 |
3936 * -----------------
3937 * | 8 | 9 |10 |11 |
3938 * -----------------
3939 * |12 |13 |14 |15 |
3940 * -----------------
3941 */
3942 uint8_t SampleMap2x[2];
3943 uint8_t SampleMap4x[4];
3944 uint8_t SampleMap8x[8];
3945 uint8_t SampleMap16x[16];
3946
3947 /** GL_ARB_shader_atomic_counters */
3948 GLuint MaxAtomicBufferBindings;
3949 GLuint MaxAtomicBufferSize;
3950 GLuint MaxCombinedAtomicBuffers;
3951 GLuint MaxCombinedAtomicCounters;
3952
3953 /** GL_ARB_vertex_attrib_binding */
3954 GLint MaxVertexAttribRelativeOffset;
3955 GLint MaxVertexAttribBindings;
3956
3957 /* GL_ARB_shader_image_load_store */
3958 GLuint MaxImageUnits;
3959 GLuint MaxCombinedShaderOutputResources;
3960 GLuint MaxImageSamples;
3961 GLuint MaxCombinedImageUniforms;
3962
3963 /** GL_ARB_compute_shader */
3964 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3965 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3966 GLuint MaxComputeWorkGroupInvocations;
3967 GLuint MaxComputeSharedMemorySize;
3968
3969 /** GL_ARB_compute_variable_group_size */
3970 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3971 GLuint MaxComputeVariableGroupInvocations;
3972
3973 /** GL_ARB_gpu_shader5 */
3974 GLfloat MinFragmentInterpolationOffset;
3975 GLfloat MaxFragmentInterpolationOffset;
3976
3977 GLboolean FakeSWMSAA;
3978
3979 /** GL_KHR_context_flush_control */
3980 GLenum ContextReleaseBehavior;
3981
3982 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3983
3984 /** GL_ARB_tessellation_shader */
3985 GLuint MaxPatchVertices;
3986 GLuint MaxTessGenLevel;
3987 GLuint MaxTessPatchComponents;
3988 GLuint MaxTessControlTotalOutputComponents;
3989 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3990 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3991 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3992 bool PrimitiveRestartForPatches;
3993 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3994 * gl_LocalInvocationIndex based on
3995 * other builtin variables. */
3996
3997 /** GL_OES_primitive_bounding_box */
3998 bool NoPrimitiveBoundingBoxOutput;
3999
4000 /** GL_ARB_sparse_buffer */
4001 GLuint SparseBufferPageSize;
4002
4003 /** Used as an input for sha1 generation in the on-disk shader cache */
4004 unsigned char *dri_config_options_sha1;
4005
4006 /** When drivers are OK with mapped buffers during draw and other calls. */
4007 bool AllowMappedBuffersDuringExecution;
4008 };
4009
4010
4011 /**
4012 * Enable flag for each OpenGL extension. Different device drivers will
4013 * enable different extensions at runtime.
4014 */
4015 struct gl_extensions
4016 {
4017 GLboolean dummy; /* don't remove this! */
4018 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4019 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4020 GLboolean ANGLE_texture_compression_dxt;
4021 GLboolean ARB_ES2_compatibility;
4022 GLboolean ARB_ES3_compatibility;
4023 GLboolean ARB_ES3_1_compatibility;
4024 GLboolean ARB_ES3_2_compatibility;
4025 GLboolean ARB_arrays_of_arrays;
4026 GLboolean ARB_base_instance;
4027 GLboolean ARB_bindless_texture;
4028 GLboolean ARB_blend_func_extended;
4029 GLboolean ARB_buffer_storage;
4030 GLboolean ARB_clear_texture;
4031 GLboolean ARB_clip_control;
4032 GLboolean ARB_color_buffer_float;
4033 GLboolean ARB_compute_shader;
4034 GLboolean ARB_compute_variable_group_size;
4035 GLboolean ARB_conditional_render_inverted;
4036 GLboolean ARB_conservative_depth;
4037 GLboolean ARB_copy_image;
4038 GLboolean ARB_cull_distance;
4039 GLboolean ARB_depth_buffer_float;
4040 GLboolean ARB_depth_clamp;
4041 GLboolean ARB_depth_texture;
4042 GLboolean ARB_derivative_control;
4043 GLboolean ARB_draw_buffers_blend;
4044 GLboolean ARB_draw_elements_base_vertex;
4045 GLboolean ARB_draw_indirect;
4046 GLboolean ARB_draw_instanced;
4047 GLboolean ARB_fragment_coord_conventions;
4048 GLboolean ARB_fragment_layer_viewport;
4049 GLboolean ARB_fragment_program;
4050 GLboolean ARB_fragment_program_shadow;
4051 GLboolean ARB_fragment_shader;
4052 GLboolean ARB_framebuffer_no_attachments;
4053 GLboolean ARB_framebuffer_object;
4054 GLboolean ARB_enhanced_layouts;
4055 GLboolean ARB_explicit_attrib_location;
4056 GLboolean ARB_explicit_uniform_location;
4057 GLboolean ARB_gpu_shader5;
4058 GLboolean ARB_gpu_shader_fp64;
4059 GLboolean ARB_gpu_shader_int64;
4060 GLboolean ARB_half_float_vertex;
4061 GLboolean ARB_indirect_parameters;
4062 GLboolean ARB_instanced_arrays;
4063 GLboolean ARB_internalformat_query;
4064 GLboolean ARB_internalformat_query2;
4065 GLboolean ARB_map_buffer_range;
4066 GLboolean ARB_occlusion_query;
4067 GLboolean ARB_occlusion_query2;
4068 GLboolean ARB_pipeline_statistics_query;
4069 GLboolean ARB_point_sprite;
4070 GLboolean ARB_polygon_offset_clamp;
4071 GLboolean ARB_post_depth_coverage;
4072 GLboolean ARB_query_buffer_object;
4073 GLboolean ARB_robust_buffer_access_behavior;
4074 GLboolean ARB_sample_shading;
4075 GLboolean ARB_seamless_cube_map;
4076 GLboolean ARB_shader_atomic_counter_ops;
4077 GLboolean ARB_shader_atomic_counters;
4078 GLboolean ARB_shader_ballot;
4079 GLboolean ARB_shader_bit_encoding;
4080 GLboolean ARB_shader_clock;
4081 GLboolean ARB_shader_draw_parameters;
4082 GLboolean ARB_shader_group_vote;
4083 GLboolean ARB_shader_image_load_store;
4084 GLboolean ARB_shader_image_size;
4085 GLboolean ARB_shader_precision;
4086 GLboolean ARB_shader_stencil_export;
4087 GLboolean ARB_shader_storage_buffer_object;
4088 GLboolean ARB_shader_texture_image_samples;
4089 GLboolean ARB_shader_texture_lod;
4090 GLboolean ARB_shader_viewport_layer_array;
4091 GLboolean ARB_shading_language_packing;
4092 GLboolean ARB_shading_language_420pack;
4093 GLboolean ARB_shadow;
4094 GLboolean ARB_sparse_buffer;
4095 GLboolean ARB_stencil_texturing;
4096 GLboolean ARB_sync;
4097 GLboolean ARB_tessellation_shader;
4098 GLboolean ARB_texture_border_clamp;
4099 GLboolean ARB_texture_buffer_object;
4100 GLboolean ARB_texture_buffer_object_rgb32;
4101 GLboolean ARB_texture_buffer_range;
4102 GLboolean ARB_texture_compression_bptc;
4103 GLboolean ARB_texture_compression_rgtc;
4104 GLboolean ARB_texture_cube_map;
4105 GLboolean ARB_texture_cube_map_array;
4106 GLboolean ARB_texture_env_combine;
4107 GLboolean ARB_texture_env_crossbar;
4108 GLboolean ARB_texture_env_dot3;
4109 GLboolean ARB_texture_filter_anisotropic;
4110 GLboolean ARB_texture_float;
4111 GLboolean ARB_texture_gather;
4112 GLboolean ARB_texture_mirror_clamp_to_edge;
4113 GLboolean ARB_texture_multisample;
4114 GLboolean ARB_texture_non_power_of_two;
4115 GLboolean ARB_texture_stencil8;
4116 GLboolean ARB_texture_query_levels;
4117 GLboolean ARB_texture_query_lod;
4118 GLboolean ARB_texture_rg;
4119 GLboolean ARB_texture_rgb10_a2ui;
4120 GLboolean ARB_texture_view;
4121 GLboolean ARB_timer_query;
4122 GLboolean ARB_transform_feedback2;
4123 GLboolean ARB_transform_feedback3;
4124 GLboolean ARB_transform_feedback_instanced;
4125 GLboolean ARB_transform_feedback_overflow_query;
4126 GLboolean ARB_uniform_buffer_object;
4127 GLboolean ARB_vertex_attrib_64bit;
4128 GLboolean ARB_vertex_program;
4129 GLboolean ARB_vertex_shader;
4130 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4131 GLboolean ARB_vertex_type_2_10_10_10_rev;
4132 GLboolean ARB_viewport_array;
4133 GLboolean EXT_blend_color;
4134 GLboolean EXT_blend_equation_separate;
4135 GLboolean EXT_blend_func_separate;
4136 GLboolean EXT_blend_minmax;
4137 GLboolean EXT_depth_bounds_test;
4138 GLboolean EXT_draw_buffers2;
4139 GLboolean EXT_framebuffer_multisample;
4140 GLboolean EXT_framebuffer_multisample_blit_scaled;
4141 GLboolean EXT_framebuffer_sRGB;
4142 GLboolean EXT_gpu_program_parameters;
4143 GLboolean EXT_gpu_shader4;
4144 GLboolean EXT_memory_object;
4145 GLboolean EXT_memory_object_fd;
4146 GLboolean EXT_packed_float;
4147 GLboolean EXT_pixel_buffer_object;
4148 GLboolean EXT_point_parameters;
4149 GLboolean EXT_provoking_vertex;
4150 GLboolean EXT_shader_integer_mix;
4151 GLboolean EXT_shader_samples_identical;
4152 GLboolean EXT_stencil_two_side;
4153 GLboolean EXT_texture_array;
4154 GLboolean EXT_texture_compression_latc;
4155 GLboolean EXT_texture_compression_s3tc;
4156 GLboolean EXT_texture_env_dot3;
4157 GLboolean EXT_texture_filter_anisotropic;
4158 GLboolean EXT_texture_integer;
4159 GLboolean EXT_texture_mirror_clamp;
4160 GLboolean EXT_texture_shared_exponent;
4161 GLboolean EXT_texture_snorm;
4162 GLboolean EXT_texture_sRGB;
4163 GLboolean EXT_texture_sRGB_decode;
4164 GLboolean EXT_texture_swizzle;
4165 GLboolean EXT_texture_type_2_10_10_10_REV;
4166 GLboolean EXT_transform_feedback;
4167 GLboolean EXT_timer_query;
4168 GLboolean EXT_vertex_array_bgra;
4169 GLboolean EXT_window_rectangles;
4170 GLboolean OES_copy_image;
4171 GLboolean OES_primitive_bounding_box;
4172 GLboolean OES_sample_variables;
4173 GLboolean OES_standard_derivatives;
4174 GLboolean OES_texture_buffer;
4175 GLboolean OES_texture_cube_map_array;
4176 GLboolean OES_viewport_array;
4177 /* vendor extensions */
4178 GLboolean AMD_performance_monitor;
4179 GLboolean AMD_pinned_memory;
4180 GLboolean AMD_seamless_cubemap_per_texture;
4181 GLboolean AMD_vertex_shader_layer;
4182 GLboolean AMD_vertex_shader_viewport_index;
4183 GLboolean ANDROID_extension_pack_es31a;
4184 GLboolean APPLE_object_purgeable;
4185 GLboolean ATI_meminfo;
4186 GLboolean ATI_texture_compression_3dc;
4187 GLboolean ATI_texture_mirror_once;
4188 GLboolean ATI_texture_env_combine3;
4189 GLboolean ATI_fragment_shader;
4190 GLboolean ATI_separate_stencil;
4191 GLboolean GREMEDY_string_marker;
4192 GLboolean INTEL_conservative_rasterization;
4193 GLboolean INTEL_performance_query;
4194 GLboolean KHR_blend_equation_advanced;
4195 GLboolean KHR_blend_equation_advanced_coherent;
4196 GLboolean KHR_robustness;
4197 GLboolean KHR_texture_compression_astc_hdr;
4198 GLboolean KHR_texture_compression_astc_ldr;
4199 GLboolean KHR_texture_compression_astc_sliced_3d;
4200 GLboolean MESA_tile_raster_order;
4201 GLboolean MESA_pack_invert;
4202 GLboolean MESA_shader_framebuffer_fetch;
4203 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4204 GLboolean MESA_shader_integer_functions;
4205 GLboolean MESA_ycbcr_texture;
4206 GLboolean NV_conditional_render;
4207 GLboolean NV_fill_rectangle;
4208 GLboolean NV_fog_distance;
4209 GLboolean NV_point_sprite;
4210 GLboolean NV_primitive_restart;
4211 GLboolean NV_texture_barrier;
4212 GLboolean NV_texture_env_combine4;
4213 GLboolean NV_texture_rectangle;
4214 GLboolean NV_vdpau_interop;
4215 GLboolean NVX_gpu_memory_info;
4216 GLboolean TDFX_texture_compression_FXT1;
4217 GLboolean OES_EGL_image;
4218 GLboolean OES_draw_texture;
4219 GLboolean OES_depth_texture_cube_map;
4220 GLboolean OES_EGL_image_external;
4221 GLboolean OES_texture_float;
4222 GLboolean OES_texture_float_linear;
4223 GLboolean OES_texture_half_float;
4224 GLboolean OES_texture_half_float_linear;
4225 GLboolean OES_compressed_ETC1_RGB8_texture;
4226 GLboolean OES_geometry_shader;
4227 GLboolean OES_texture_compression_astc;
4228 GLboolean extension_sentinel;
4229 /** The extension string */
4230 const GLubyte *String;
4231 /** Number of supported extensions */
4232 GLuint Count;
4233 /**
4234 * The context version which extension helper functions compare against.
4235 * By default, the value is equal to ctx->Version. This changes to ~0
4236 * while meta is in progress.
4237 */
4238 GLubyte Version;
4239 /**
4240 * Force-enabled, yet unrecognized, extensions.
4241 * See _mesa_one_time_init_extension_overrides()
4242 */
4243 #define MAX_UNRECOGNIZED_EXTENSIONS 16
4244 const char *unrecognized_extensions[MAX_UNRECOGNIZED_EXTENSIONS];
4245 };
4246
4247
4248 /**
4249 * A stack of matrices (projection, modelview, color, texture, etc).
4250 */
4251 struct gl_matrix_stack
4252 {
4253 GLmatrix *Top; /**< points into Stack */
4254 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4255 unsigned StackSize; /**< Number of elements in Stack */
4256 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4257 GLuint MaxDepth; /**< size of Stack[] array */
4258 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4259 };
4260
4261
4262 /**
4263 * \name Bits for image transfer operations
4264 * \sa __struct gl_contextRec::ImageTransferState.
4265 */
4266 /*@{*/
4267 #define IMAGE_SCALE_BIAS_BIT 0x1
4268 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4269 #define IMAGE_MAP_COLOR_BIT 0x4
4270 #define IMAGE_CLAMP_BIT 0x800
4271
4272
4273 /** Pixel Transfer ops */
4274 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4275 IMAGE_SHIFT_OFFSET_BIT | \
4276 IMAGE_MAP_COLOR_BIT)
4277
4278 /**
4279 * \name Bits to indicate what state has changed.
4280 */
4281 /*@{*/
4282 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4283 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4284 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4285 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4286 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4287 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4288 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4289 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4290 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4291 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4292 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4293 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4294 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4295 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4296 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4297 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4298 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4299 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4300 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4301 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4302 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4303 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4304 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4305 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4306 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4307 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4308 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4309 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4310 /* gap */
4311 #define _NEW_FRAG_CLAMP (1u << 29)
4312 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4313 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4314 #define _NEW_ALL ~0
4315 /*@}*/
4316
4317
4318 /**
4319 * Composite state flags
4320 */
4321 /*@{*/
4322 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4323
4324 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4325 _NEW_TEXTURE_STATE | \
4326 _NEW_POINT | \
4327 _NEW_PROGRAM | \
4328 _NEW_MODELVIEW)
4329
4330 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4331 _NEW_FOG | \
4332 _NEW_PROGRAM)
4333
4334
4335 /*@}*/
4336
4337
4338
4339
4340 /* This has to be included here. */
4341 #include "dd.h"
4342
4343
4344 /**
4345 * Display list flags.
4346 * Strictly this is a tnl-private concept, but it doesn't seem
4347 * worthwhile adding a tnl private structure just to hold this one bit
4348 * of information:
4349 */
4350 #define DLIST_DANGLING_REFS 0x1
4351
4352
4353 /** Opaque declaration of display list payload data type */
4354 union gl_dlist_node;
4355
4356
4357 /**
4358 * Provide a location where information about a display list can be
4359 * collected. Could be extended with driverPrivate structures,
4360 * etc. in the future.
4361 */
4362 struct gl_display_list
4363 {
4364 GLuint Name;
4365 GLbitfield Flags; /**< DLIST_x flags */
4366 GLchar *Label; /**< GL_KHR_debug */
4367 /** The dlist commands are in a linked list of nodes */
4368 union gl_dlist_node *Head;
4369 };
4370
4371
4372 /**
4373 * State used during display list compilation and execution.
4374 */
4375 struct gl_dlist_state
4376 {
4377 struct gl_display_list *CurrentList; /**< List currently being compiled */
4378 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4379 GLuint CurrentPos; /**< Index into current block of nodes */
4380 GLuint CallDepth; /**< Current recursion calling depth */
4381
4382 GLvertexformat ListVtxfmt;
4383
4384 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4385 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4386
4387 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4388 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4389
4390 struct {
4391 /* State known to have been set by the currently-compiling display
4392 * list. Used to eliminate some redundant state changes.
4393 */
4394 GLenum ShadeModel;
4395 } Current;
4396 };
4397
4398 /** @{
4399 *
4400 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4401 * to small enums suitable for use as an array index.
4402 */
4403
4404 enum mesa_debug_source {
4405 MESA_DEBUG_SOURCE_API,
4406 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4407 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4408 MESA_DEBUG_SOURCE_THIRD_PARTY,
4409 MESA_DEBUG_SOURCE_APPLICATION,
4410 MESA_DEBUG_SOURCE_OTHER,
4411 MESA_DEBUG_SOURCE_COUNT
4412 };
4413
4414 enum mesa_debug_type {
4415 MESA_DEBUG_TYPE_ERROR,
4416 MESA_DEBUG_TYPE_DEPRECATED,
4417 MESA_DEBUG_TYPE_UNDEFINED,
4418 MESA_DEBUG_TYPE_PORTABILITY,
4419 MESA_DEBUG_TYPE_PERFORMANCE,
4420 MESA_DEBUG_TYPE_OTHER,
4421 MESA_DEBUG_TYPE_MARKER,
4422 MESA_DEBUG_TYPE_PUSH_GROUP,
4423 MESA_DEBUG_TYPE_POP_GROUP,
4424 MESA_DEBUG_TYPE_COUNT
4425 };
4426
4427 enum mesa_debug_severity {
4428 MESA_DEBUG_SEVERITY_LOW,
4429 MESA_DEBUG_SEVERITY_MEDIUM,
4430 MESA_DEBUG_SEVERITY_HIGH,
4431 MESA_DEBUG_SEVERITY_NOTIFICATION,
4432 MESA_DEBUG_SEVERITY_COUNT
4433 };
4434
4435 /** @} */
4436
4437 /**
4438 * Driver-specific state flags.
4439 *
4440 * These are or'd with gl_context::NewDriverState to notify a driver about
4441 * a state change. The driver sets the flags at context creation and
4442 * the meaning of the bits set is opaque to core Mesa.
4443 */
4444 struct gl_driver_flags
4445 {
4446 /** gl_context::Array::_DrawArrays (vertex array state) */
4447 uint64_t NewArray;
4448
4449 /** gl_context::TransformFeedback::CurrentObject */
4450 uint64_t NewTransformFeedback;
4451
4452 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4453 uint64_t NewTransformFeedbackProg;
4454
4455 /** gl_context::RasterDiscard */
4456 uint64_t NewRasterizerDiscard;
4457
4458 /** gl_context::TileRasterOrder* */
4459 uint64_t NewTileRasterOrder;
4460
4461 /**
4462 * gl_context::UniformBufferBindings
4463 * gl_shader_program::UniformBlocks
4464 */
4465 uint64_t NewUniformBuffer;
4466
4467 /**
4468 * gl_context::ShaderStorageBufferBindings
4469 * gl_shader_program::ShaderStorageBlocks
4470 */
4471 uint64_t NewShaderStorageBuffer;
4472
4473 uint64_t NewTextureBuffer;
4474
4475 /**
4476 * gl_context::AtomicBufferBindings
4477 */
4478 uint64_t NewAtomicBuffer;
4479
4480 /**
4481 * gl_context::ImageUnits
4482 */
4483 uint64_t NewImageUnits;
4484
4485 /**
4486 * gl_context::TessCtrlProgram::patch_default_*
4487 */
4488 uint64_t NewDefaultTessLevels;
4489
4490 /**
4491 * gl_context::IntelConservativeRasterization
4492 */
4493 uint64_t NewIntelConservativeRasterization;
4494
4495 /**
4496 * gl_context::Scissor::WindowRects
4497 */
4498 uint64_t NewWindowRectangles;
4499
4500 /** gl_context::Color::sRGBEnabled */
4501 uint64_t NewFramebufferSRGB;
4502
4503 /** gl_context::Scissor::EnableFlags */
4504 uint64_t NewScissorTest;
4505
4506 /** gl_context::Scissor::ScissorArray */
4507 uint64_t NewScissorRect;
4508
4509 /** gl_context::Color::Alpha* */
4510 uint64_t NewAlphaTest;
4511
4512 /** gl_context::Color::Blend/Dither */
4513 uint64_t NewBlend;
4514
4515 /** gl_context::Color::BlendColor */
4516 uint64_t NewBlendColor;
4517
4518 /** gl_context::Color::Color/Index */
4519 uint64_t NewColorMask;
4520
4521 /** gl_context::Depth */
4522 uint64_t NewDepth;
4523
4524 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4525 uint64_t NewLogicOp;
4526
4527 /** gl_context::Multisample::Enabled */
4528 uint64_t NewMultisampleEnable;
4529
4530 /** gl_context::Multisample::SampleAlphaTo* */
4531 uint64_t NewSampleAlphaToXEnable;
4532
4533 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4534 uint64_t NewSampleMask;
4535
4536 /** gl_context::Multisample::(Min)SampleShading */
4537 uint64_t NewSampleShading;
4538
4539 /** gl_context::Stencil */
4540 uint64_t NewStencil;
4541
4542 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4543 uint64_t NewClipControl;
4544
4545 /** gl_context::Transform::EyeUserPlane */
4546 uint64_t NewClipPlane;
4547
4548 /** gl_context::Transform::ClipPlanesEnabled */
4549 uint64_t NewClipPlaneEnable;
4550
4551 /** gl_context::Transform::DepthClamp */
4552 uint64_t NewDepthClamp;
4553
4554 /** gl_context::Line */
4555 uint64_t NewLineState;
4556
4557 /** gl_context::Polygon */
4558 uint64_t NewPolygonState;
4559
4560 /** gl_context::PolygonStipple */
4561 uint64_t NewPolygonStipple;
4562
4563 /** gl_context::ViewportArray */
4564 uint64_t NewViewport;
4565
4566 /** Shader constants (uniforms, program parameters, state constants) */
4567 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4568 };
4569
4570 struct gl_buffer_binding
4571 {
4572 struct gl_buffer_object *BufferObject;
4573 /** Start of uniform block data in the buffer */
4574 GLintptr Offset;
4575 /** Size of data allowed to be referenced from the buffer (in bytes) */
4576 GLsizeiptr Size;
4577 /**
4578 * glBindBufferBase() indicates that the Size should be ignored and only
4579 * limited by the current size of the BufferObject.
4580 */
4581 GLboolean AutomaticSize;
4582 };
4583
4584 /**
4585 * ARB_shader_image_load_store image unit.
4586 */
4587 struct gl_image_unit
4588 {
4589 /**
4590 * Texture object bound to this unit.
4591 */
4592 struct gl_texture_object *TexObj;
4593
4594 /**
4595 * Level of the texture object bound to this unit.
4596 */
4597 GLuint Level;
4598
4599 /**
4600 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4601 * GL_FALSE if only some specific layer of the texture is bound.
4602 * \sa Layer
4603 */
4604 GLboolean Layered;
4605
4606 /**
4607 * Layer of the texture object bound to this unit as specified by the
4608 * application.
4609 */
4610 GLuint Layer;
4611
4612 /**
4613 * Layer of the texture object bound to this unit, or zero if the
4614 * whole level is bound.
4615 */
4616 GLuint _Layer;
4617
4618 /**
4619 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4620 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4621 */
4622 GLenum Access;
4623
4624 /**
4625 * GL internal format that determines the interpretation of the
4626 * image memory when shader image operations are performed through
4627 * this unit.
4628 */
4629 GLenum Format;
4630
4631 /**
4632 * Mesa format corresponding to \c Format.
4633 */
4634 mesa_format _ActualFormat;
4635
4636 };
4637
4638 /**
4639 * Shader subroutines storage
4640 */
4641 struct gl_subroutine_index_binding
4642 {
4643 GLuint NumIndex;
4644 GLuint *IndexPtr;
4645 };
4646
4647 struct gl_texture_handle_object
4648 {
4649 struct gl_texture_object *texObj;
4650 struct gl_sampler_object *sampObj;
4651 GLuint64 handle;
4652 };
4653
4654 struct gl_image_handle_object
4655 {
4656 struct gl_image_unit imgObj;
4657 GLuint64 handle;
4658 };
4659
4660 struct gl_memory_object
4661 {
4662 GLuint Name; /**< hash table ID/name */
4663 GLboolean Immutable; /**< denotes mutability state of parameters */
4664 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4665 };
4666
4667 /**
4668 * Mesa rendering context.
4669 *
4670 * This is the central context data structure for Mesa. Almost all
4671 * OpenGL state is contained in this structure.
4672 * Think of this as a base class from which device drivers will derive
4673 * sub classes.
4674 */
4675 struct gl_context
4676 {
4677 /** State possibly shared with other contexts in the address space */
4678 struct gl_shared_state *Shared;
4679
4680 /** \name API function pointer tables */
4681 /*@{*/
4682 gl_api API;
4683
4684 /**
4685 * The current dispatch table for non-displaylist-saving execution, either
4686 * BeginEnd or OutsideBeginEnd
4687 */
4688 struct _glapi_table *Exec;
4689 /**
4690 * The normal dispatch table for non-displaylist-saving, non-begin/end
4691 */
4692 struct _glapi_table *OutsideBeginEnd;
4693 /** The dispatch table used between glNewList() and glEndList() */
4694 struct _glapi_table *Save;
4695 /**
4696 * The dispatch table used between glBegin() and glEnd() (outside of a
4697 * display list). Only valid functions between those two are set, which is
4698 * mostly just the set in a GLvertexformat struct.
4699 */
4700 struct _glapi_table *BeginEnd;
4701 /**
4702 * Dispatch table for when a graphics reset has happened.
4703 */
4704 struct _glapi_table *ContextLost;
4705 /**
4706 * Dispatch table used to marshal API calls from the client program to a
4707 * separate server thread. NULL if API calls are not being marshalled to
4708 * another thread.
4709 */
4710 struct _glapi_table *MarshalExec;
4711 /**
4712 * Dispatch table currently in use for fielding API calls from the client
4713 * program. If API calls are being marshalled to another thread, this ==
4714 * MarshalExec. Otherwise it == CurrentServerDispatch.
4715 */
4716 struct _glapi_table *CurrentClientDispatch;
4717
4718 /**
4719 * Dispatch table currently in use for performing API calls. == Save or
4720 * Exec.
4721 */
4722 struct _glapi_table *CurrentServerDispatch;
4723
4724 /*@}*/
4725
4726 struct glthread_state *GLThread;
4727
4728 struct gl_config Visual;
4729 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4730 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4731 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4732 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4733
4734 /**
4735 * Device driver function pointer table
4736 */
4737 struct dd_function_table Driver;
4738
4739 /** Core/Driver constants */
4740 struct gl_constants Const;
4741
4742 /** \name The various 4x4 matrix stacks */
4743 /*@{*/
4744 struct gl_matrix_stack ModelviewMatrixStack;
4745 struct gl_matrix_stack ProjectionMatrixStack;
4746 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4747 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4748 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4749 /*@}*/
4750
4751 /** Combined modelview and projection matrix */
4752 GLmatrix _ModelProjectMatrix;
4753
4754 /** \name Display lists */
4755 struct gl_dlist_state ListState;
4756
4757 GLboolean ExecuteFlag; /**< Execute GL commands? */
4758 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4759
4760 /** Extension information */
4761 struct gl_extensions Extensions;
4762
4763 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4764 GLuint Version;
4765 char *VersionString;
4766
4767 /** \name State attribute stack (for glPush/PopAttrib) */
4768 /*@{*/
4769 GLuint AttribStackDepth;
4770 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4771 /*@}*/
4772
4773 /** \name Renderer attribute groups
4774 *
4775 * We define a struct for each attribute group to make pushing and popping
4776 * attributes easy. Also it's a good organization.
4777 */
4778 /*@{*/
4779 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4780 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4781 struct gl_current_attrib Current; /**< Current attributes */
4782 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4783 struct gl_eval_attrib Eval; /**< Eval attributes */
4784 struct gl_fog_attrib Fog; /**< Fog attributes */
4785 struct gl_hint_attrib Hint; /**< Hint attributes */
4786 struct gl_light_attrib Light; /**< Light attributes */
4787 struct gl_line_attrib Line; /**< Line attributes */
4788 struct gl_list_attrib List; /**< List attributes */
4789 struct gl_multisample_attrib Multisample;
4790 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4791 struct gl_point_attrib Point; /**< Point attributes */
4792 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4793 GLuint PolygonStipple[32]; /**< Polygon stipple */
4794 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4795 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4796 struct gl_texture_attrib Texture; /**< Texture attributes */
4797 struct gl_transform_attrib Transform; /**< Transformation attributes */
4798 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4799 /*@}*/
4800
4801 /** \name Client attribute stack */
4802 /*@{*/
4803 GLuint ClientAttribStackDepth;
4804 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4805 /*@}*/
4806
4807 /** \name Client attribute groups */
4808 /*@{*/
4809 struct gl_array_attrib Array; /**< Vertex arrays */
4810 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4811 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4812 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4813 /*@}*/
4814
4815 /** \name Other assorted state (not pushed/popped on attribute stack) */
4816 /*@{*/
4817 struct gl_pixelmaps PixelMaps;
4818
4819 struct gl_evaluators EvalMap; /**< All evaluators */
4820 struct gl_feedback Feedback; /**< Feedback */
4821 struct gl_selection Select; /**< Selection */
4822
4823 struct gl_program_state Program; /**< general program state */
4824 struct gl_vertex_program_state VertexProgram;
4825 struct gl_fragment_program_state FragmentProgram;
4826 struct gl_geometry_program_state GeometryProgram;
4827 struct gl_compute_program_state ComputeProgram;
4828 struct gl_tess_ctrl_program_state TessCtrlProgram;
4829 struct gl_tess_eval_program_state TessEvalProgram;
4830 struct gl_ati_fragment_shader_state ATIFragmentShader;
4831
4832 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4833 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4834
4835 /**
4836 * Current active shader pipeline state
4837 *
4838 * Almost all internal users want ::_Shader instead of ::Shader. The
4839 * exceptions are bits of legacy GLSL API that do not know about separate
4840 * shader objects.
4841 *
4842 * If a program is active via \c glUseProgram, this will point to
4843 * \c ::Shader.
4844 *
4845 * If a program pipeline is active via \c glBindProgramPipeline, this will
4846 * point to \c ::Pipeline.Current.
4847 *
4848 * If neither a program nor a program pipeline is active, this will point to
4849 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4850 * \c NULL.
4851 */
4852 struct gl_pipeline_object *_Shader;
4853
4854 struct gl_query_state Query; /**< occlusion, timer queries */
4855
4856 struct gl_transform_feedback_state TransformFeedback;
4857
4858 struct gl_perf_monitor_state PerfMonitor;
4859 struct gl_perf_query_state PerfQuery;
4860
4861 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4862 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4863 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4864
4865 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4866 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4867
4868 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4869
4870 /**
4871 * Current GL_ARB_uniform_buffer_object binding referenced by
4872 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4873 */
4874 struct gl_buffer_object *UniformBuffer;
4875
4876 /**
4877 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4878 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4879 */
4880 struct gl_buffer_object *ShaderStorageBuffer;
4881
4882 /**
4883 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4884 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4885 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4886 * shader program.
4887 */
4888 struct gl_buffer_binding
4889 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4890
4891 /**
4892 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4893 * and GL 4.3. This is set up using glBindBufferRange() or
4894 * glBindBufferBase(). They are associated with shader storage blocks by
4895 * glShaderStorageBlockBinding()'s state in the shader program.
4896 */
4897 struct gl_buffer_binding
4898 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4899
4900 /**
4901 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4902 * target.
4903 */
4904 struct gl_buffer_object *AtomicBuffer;
4905
4906 /**
4907 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4908 * target.
4909 */
4910 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4911
4912 /**
4913 * Array of atomic counter buffer binding points.
4914 */
4915 struct gl_buffer_binding
4916 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4917
4918 /**
4919 * Array of image units for ARB_shader_image_load_store.
4920 */
4921 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4922
4923 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4924 /*@}*/
4925
4926 struct gl_meta_state *Meta; /**< for "meta" operations */
4927
4928 /* GL_EXT_framebuffer_object */
4929 struct gl_renderbuffer *CurrentRenderbuffer;
4930
4931 GLenum ErrorValue; /**< Last error code */
4932
4933 /**
4934 * Recognize and silence repeated error debug messages in buggy apps.
4935 */
4936 const char *ErrorDebugFmtString;
4937 GLuint ErrorDebugCount;
4938
4939 /* GL_ARB_debug_output/GL_KHR_debug */
4940 simple_mtx_t DebugMutex;
4941 struct gl_debug_state *Debug;
4942
4943 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4944 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4945 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4946
4947 struct gl_driver_flags DriverFlags;
4948
4949 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4950
4951 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4952
4953 /** \name Derived state */
4954 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4955 GLfloat _EyeZDir[3];
4956 GLfloat _ModelViewInvScale;
4957 GLboolean _NeedEyeCoords;
4958 GLboolean _ForceEyeCoords;
4959
4960 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4961
4962 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4963
4964 /** \name For debugging/development only */
4965 /*@{*/
4966 GLboolean FirstTimeCurrent;
4967 /*@}*/
4968
4969 /**
4970 * False if this context was created without a config. This is needed
4971 * because the initial state of glDrawBuffers depends on this
4972 */
4973 GLboolean HasConfig;
4974
4975 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4976
4977 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4978 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4979
4980 /** Does glVertexAttrib(0) alias glVertex()? */
4981 bool _AttribZeroAliasesVertex;
4982
4983 /**
4984 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
4985 * renderer's tiles should be excecuted, to meet the requirements of
4986 * GL_MESA_tile_raster_order.
4987 */
4988 GLboolean TileRasterOrderFixed;
4989 GLboolean TileRasterOrderIncreasingX;
4990 GLboolean TileRasterOrderIncreasingY;
4991
4992 /**
4993 * \name Hooks for module contexts.
4994 *
4995 * These will eventually live in the driver or elsewhere.
4996 */
4997 /*@{*/
4998 void *swrast_context;
4999 void *swsetup_context;
5000 void *swtnl_context;
5001 struct vbo_context *vbo_context;
5002 struct st_context *st;
5003 void *aelt_context;
5004 /*@}*/
5005
5006 /**
5007 * \name NV_vdpau_interop
5008 */
5009 /*@{*/
5010 const void *vdpDevice;
5011 const void *vdpGetProcAddress;
5012 struct set *vdpSurfaces;
5013 /*@}*/
5014
5015 /**
5016 * Has this context observed a GPU reset in any context in the share group?
5017 *
5018 * Once this field becomes true, it is never reset to false.
5019 */
5020 GLboolean ShareGroupReset;
5021
5022 /**
5023 * \name OES_primitive_bounding_box
5024 *
5025 * Stores the arguments to glPrimitiveBoundingBox
5026 */
5027 GLfloat PrimitiveBoundingBox[8];
5028
5029 struct disk_cache *Cache;
5030
5031 /**
5032 * \name GL_ARB_bindless_texture
5033 */
5034 /*@{*/
5035 struct hash_table_u64 *ResidentTextureHandles;
5036 struct hash_table_u64 *ResidentImageHandles;
5037 /*@}*/
5038 };
5039
5040 /**
5041 * Information about memory usage. All sizes are in kilobytes.
5042 */
5043 struct gl_memory_info
5044 {
5045 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5046 unsigned avail_device_memory; /**< free device memory at the moment */
5047 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5048 unsigned avail_staging_memory; /**< free staging memory at the moment */
5049 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5050 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5051 };
5052
5053 #ifdef DEBUG
5054 extern int MESA_VERBOSE;
5055 extern int MESA_DEBUG_FLAGS;
5056 # define MESA_FUNCTION __func__
5057 #else
5058 # define MESA_VERBOSE 0
5059 # define MESA_DEBUG_FLAGS 0
5060 # define MESA_FUNCTION "a function"
5061 #endif
5062
5063
5064 /** The MESA_VERBOSE var is a bitmask of these flags */
5065 enum _verbose
5066 {
5067 VERBOSE_VARRAY = 0x0001,
5068 VERBOSE_TEXTURE = 0x0002,
5069 VERBOSE_MATERIAL = 0x0004,
5070 VERBOSE_PIPELINE = 0x0008,
5071 VERBOSE_DRIVER = 0x0010,
5072 VERBOSE_STATE = 0x0020,
5073 VERBOSE_API = 0x0040,
5074 VERBOSE_DISPLAY_LIST = 0x0100,
5075 VERBOSE_LIGHTING = 0x0200,
5076 VERBOSE_PRIMS = 0x0400,
5077 VERBOSE_VERTS = 0x0800,
5078 VERBOSE_DISASSEM = 0x1000,
5079 VERBOSE_DRAW = 0x2000,
5080 VERBOSE_SWAPBUFFERS = 0x4000
5081 };
5082
5083
5084 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5085 enum _debug
5086 {
5087 DEBUG_SILENT = (1 << 0),
5088 DEBUG_ALWAYS_FLUSH = (1 << 1),
5089 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5090 DEBUG_INCOMPLETE_FBO = (1 << 3),
5091 DEBUG_CONTEXT = (1 << 4)
5092 };
5093
5094 #ifdef __cplusplus
5095 }
5096 #endif
5097
5098 #endif /* MTYPES_H */