mesa: s/GLint/gl_buffer_index/ for _ColorReadBufferIndex
[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_FILE_MAX
2064 } gl_register_file;
2065
2066
2067 /**
2068 * Base class for any kind of program object
2069 */
2070 struct gl_program
2071 {
2072 /** FIXME: This must be first until we split shader_info from nir_shader */
2073 struct shader_info info;
2074
2075 GLuint Id;
2076 GLint RefCount;
2077 GLubyte *String; /**< Null-terminated program text */
2078
2079 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2080 GLenum Format; /**< String encoding format */
2081
2082 GLboolean _Used; /**< Ever used for drawing? Used for debugging */
2083
2084 struct nir_shader *nir;
2085
2086 /* Saved and restored with metadata. Freed with ralloc. */
2087 void *driver_cache_blob;
2088 size_t driver_cache_blob_size;
2089
2090 bool is_arb_asm; /** Is this an ARB assembly-style program */
2091
2092 /** Is this program written to on disk shader cache */
2093 bool program_written_to_cache;
2094
2095 GLbitfield64 SecondaryOutputsWritten; /**< Subset of OutputsWritten outputs written with non-zero index. */
2096 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2097 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2098 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2099 GLbitfield ExternalSamplersUsed; /**< Texture units used for samplerExternalOES */
2100
2101 /* Fragement shader only fields */
2102 GLboolean OriginUpperLeft;
2103 GLboolean PixelCenterInteger;
2104
2105 /** Named parameters, constants, etc. from program text */
2106 struct gl_program_parameter_list *Parameters;
2107
2108 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2109 GLubyte SamplerUnits[MAX_SAMPLERS];
2110
2111 /* FIXME: We should be able to make this struct a union. However some
2112 * drivers (i915/fragment_programs, swrast/prog_execute) mix the use of
2113 * these fields, we should fix this.
2114 */
2115 struct {
2116 /** Fields used by GLSL programs */
2117 struct {
2118 /** Data shared by gl_program and gl_shader_program */
2119 struct gl_shader_program_data *data;
2120
2121 struct gl_active_atomic_buffer **AtomicBuffers;
2122
2123 /** Post-link transform feedback info. */
2124 struct gl_transform_feedback_info *LinkedTransformFeedback;
2125
2126 /**
2127 * Number of types for subroutine uniforms.
2128 */
2129 GLuint NumSubroutineUniformTypes;
2130
2131 /**
2132 * Subroutine uniform remap table
2133 * based on the program level uniform remap table.
2134 */
2135 GLuint NumSubroutineUniforms; /* non-sparse total */
2136 GLuint NumSubroutineUniformRemapTable;
2137 struct gl_uniform_storage **SubroutineUniformRemapTable;
2138
2139 /**
2140 * Num of subroutine functions for this stage and storage for them.
2141 */
2142 GLuint NumSubroutineFunctions;
2143 GLuint MaxSubroutineFunctionIndex;
2144 struct gl_subroutine_function *SubroutineFunctions;
2145
2146 /**
2147 * Map from image uniform index to image unit (set by glUniform1i())
2148 *
2149 * An image uniform index is associated with each image uniform by
2150 * the linker. The image index associated with each uniform is
2151 * stored in the \c gl_uniform_storage::image field.
2152 */
2153 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2154
2155 /**
2156 * Access qualifier specified in the shader for each image uniform
2157 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2158 * GL_READ_WRITE.
2159 *
2160 * It may be different, though only more strict than the value of
2161 * \c gl_image_unit::Access for the corresponding image unit.
2162 */
2163 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2164
2165 struct gl_uniform_block **UniformBlocks;
2166 struct gl_uniform_block **ShaderStorageBlocks;
2167
2168 /** Which texture target is being sampled
2169 * (TEXTURE_1D/2D/3D/etc_INDEX)
2170 */
2171 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2172
2173 /**
2174 * Number of samplers declared with the bindless_sampler layout
2175 * qualifier as specified by ARB_bindless_texture.
2176 */
2177 GLuint NumBindlessSamplers;
2178 GLboolean HasBoundBindlessSampler;
2179 struct gl_bindless_sampler *BindlessSamplers;
2180
2181 /**
2182 * Number of images declared with the bindless_image layout qualifier
2183 * as specified by ARB_bindless_texture.
2184 */
2185 GLuint NumBindlessImages;
2186 GLboolean HasBoundBindlessImage;
2187 struct gl_bindless_image *BindlessImages;
2188
2189 union {
2190 struct {
2191 /**
2192 * A bitmask of gl_advanced_blend_mode values
2193 */
2194 GLbitfield BlendSupport;
2195 } fs;
2196 };
2197 } sh;
2198
2199 /** ARB assembly-style program fields */
2200 struct {
2201 struct prog_instruction *Instructions;
2202
2203 /**
2204 * Local parameters used by the program.
2205 *
2206 * It's dynamically allocated because it is rarely used (just
2207 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries
2208 * once it's allocated.
2209 */
2210 GLfloat (*LocalParams)[4];
2211
2212 /** Bitmask of which register files are read/written with indirect
2213 * addressing. Mask of (1 << PROGRAM_x) bits.
2214 */
2215 GLbitfield IndirectRegisterFiles;
2216
2217 /** Logical counts */
2218 /*@{*/
2219 GLuint NumInstructions;
2220 GLuint NumTemporaries;
2221 GLuint NumParameters;
2222 GLuint NumAttributes;
2223 GLuint NumAddressRegs;
2224 GLuint NumAluInstructions;
2225 GLuint NumTexInstructions;
2226 GLuint NumTexIndirections;
2227 /*@}*/
2228 /** Native, actual h/w counts */
2229 /*@{*/
2230 GLuint NumNativeInstructions;
2231 GLuint NumNativeTemporaries;
2232 GLuint NumNativeParameters;
2233 GLuint NumNativeAttributes;
2234 GLuint NumNativeAddressRegs;
2235 GLuint NumNativeAluInstructions;
2236 GLuint NumNativeTexInstructions;
2237 GLuint NumNativeTexIndirections;
2238 /*@}*/
2239
2240 /** Used by ARB assembly-style programs. Can only be true for vertex
2241 * programs.
2242 */
2243 GLboolean IsPositionInvariant;
2244 } arb;
2245 };
2246 };
2247
2248
2249 /**
2250 * State common to vertex and fragment programs.
2251 */
2252 struct gl_program_state
2253 {
2254 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2255 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2256 };
2257
2258
2259 /**
2260 * Context state for vertex programs.
2261 */
2262 struct gl_vertex_program_state
2263 {
2264 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2265 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2266 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2267 /** Should fixed-function T&L be implemented with a vertex prog? */
2268 GLboolean _MaintainTnlProgram;
2269
2270 struct gl_program *Current; /**< User-bound vertex program */
2271
2272 /** Currently enabled and valid vertex program (including internal
2273 * programs, user-defined vertex programs and GLSL vertex shaders).
2274 * This is the program we must use when rendering.
2275 */
2276 struct gl_program *_Current;
2277
2278 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2279
2280 /** Program to emulate fixed-function T&L (see above) */
2281 struct gl_program *_TnlProgram;
2282
2283 /** Cache of fixed-function programs */
2284 struct gl_program_cache *Cache;
2285
2286 GLboolean _Overriden;
2287 };
2288
2289 /**
2290 * Context state for tessellation control programs.
2291 */
2292 struct gl_tess_ctrl_program_state
2293 {
2294 /** Currently bound and valid shader. */
2295 struct gl_program *_Current;
2296
2297 GLint patch_vertices;
2298 GLfloat patch_default_outer_level[4];
2299 GLfloat patch_default_inner_level[2];
2300 };
2301
2302 /**
2303 * Context state for tessellation evaluation programs.
2304 */
2305 struct gl_tess_eval_program_state
2306 {
2307 /** Currently bound and valid shader. */
2308 struct gl_program *_Current;
2309 };
2310
2311 /**
2312 * Context state for geometry programs.
2313 */
2314 struct gl_geometry_program_state
2315 {
2316 /** Currently enabled and valid program (including internal programs
2317 * and compiled shader programs).
2318 */
2319 struct gl_program *_Current;
2320 };
2321
2322 /**
2323 * Context state for fragment programs.
2324 */
2325 struct gl_fragment_program_state
2326 {
2327 GLboolean Enabled; /**< User-set fragment program enable flag */
2328 /** Should fixed-function texturing be implemented with a fragment prog? */
2329 GLboolean _MaintainTexEnvProgram;
2330
2331 struct gl_program *Current; /**< User-bound fragment program */
2332
2333 /** Currently enabled and valid fragment program (including internal
2334 * programs, user-defined fragment programs and GLSL fragment shaders).
2335 * This is the program we must use when rendering.
2336 */
2337 struct gl_program *_Current;
2338
2339 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2340
2341 /** Program to emulate fixed-function texture env/combine (see above) */
2342 struct gl_program *_TexEnvProgram;
2343
2344 /** Cache of fixed-function programs */
2345 struct gl_program_cache *Cache;
2346 };
2347
2348
2349 /**
2350 * Context state for compute programs.
2351 */
2352 struct gl_compute_program_state
2353 {
2354 /** Currently enabled and valid program (including internal programs
2355 * and compiled shader programs).
2356 */
2357 struct gl_program *_Current;
2358 };
2359
2360
2361 /**
2362 * ATI_fragment_shader runtime state
2363 */
2364
2365 struct atifs_instruction;
2366 struct atifs_setupinst;
2367
2368 /**
2369 * ATI fragment shader
2370 */
2371 struct ati_fragment_shader
2372 {
2373 GLuint Id;
2374 GLint RefCount;
2375 struct atifs_instruction *Instructions[2];
2376 struct atifs_setupinst *SetupInst[2];
2377 GLfloat Constants[8][4];
2378 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2379 GLubyte numArithInstr[2];
2380 GLubyte regsAssigned[2];
2381 GLubyte NumPasses; /**< 1 or 2 */
2382 GLubyte cur_pass;
2383 GLubyte last_optype;
2384 GLboolean interpinp1;
2385 GLboolean isValid;
2386 GLuint swizzlerq;
2387 struct gl_program *Program;
2388 };
2389
2390 /**
2391 * Context state for GL_ATI_fragment_shader
2392 */
2393 struct gl_ati_fragment_shader_state
2394 {
2395 GLboolean Enabled;
2396 GLboolean Compiling;
2397 GLfloat GlobalConstants[8][4];
2398 struct ati_fragment_shader *Current;
2399 };
2400
2401 /**
2402 * Shader subroutine function definition
2403 */
2404 struct gl_subroutine_function
2405 {
2406 char *name;
2407 int index;
2408 int num_compat_types;
2409 const struct glsl_type **types;
2410 };
2411
2412 /**
2413 * Shader information needed by both gl_shader and gl_linked shader.
2414 */
2415 struct gl_shader_info
2416 {
2417 /**
2418 * Tessellation Control shader state from layout qualifiers.
2419 */
2420 struct {
2421 /**
2422 * 0 - vertices not declared in shader, or
2423 * 1 .. GL_MAX_PATCH_VERTICES
2424 */
2425 GLint VerticesOut;
2426 } TessCtrl;
2427
2428 /**
2429 * Tessellation Evaluation shader state from layout qualifiers.
2430 */
2431 struct {
2432 /**
2433 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2434 * in this shader.
2435 */
2436 GLenum PrimitiveMode;
2437
2438 enum gl_tess_spacing Spacing;
2439
2440 /**
2441 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2442 */
2443 GLenum VertexOrder;
2444 /**
2445 * 1, 0, or -1 if it's not set in this shader.
2446 */
2447 int PointMode;
2448 } TessEval;
2449
2450 /**
2451 * Geometry shader state from GLSL 1.50 layout qualifiers.
2452 */
2453 struct {
2454 GLint VerticesOut;
2455 /**
2456 * 0 - Invocations count not declared in shader, or
2457 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2458 */
2459 GLint Invocations;
2460 /**
2461 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2462 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2463 * shader.
2464 */
2465 GLenum InputType;
2466 /**
2467 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2468 * it's not set in this shader.
2469 */
2470 GLenum OutputType;
2471 } Geom;
2472
2473 /**
2474 * Compute shader state from ARB_compute_shader and
2475 * ARB_compute_variable_group_size layout qualifiers.
2476 */
2477 struct {
2478 /**
2479 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2480 * it's not set in this shader.
2481 */
2482 unsigned LocalSize[3];
2483
2484 /**
2485 * Whether a variable work group size has been specified as defined by
2486 * ARB_compute_variable_group_size.
2487 */
2488 bool LocalSizeVariable;
2489 } Comp;
2490 };
2491
2492 /**
2493 * A linked GLSL shader object.
2494 */
2495 struct gl_linked_shader
2496 {
2497 gl_shader_stage Stage;
2498
2499 #ifdef DEBUG
2500 unsigned SourceChecksum;
2501 #endif
2502
2503 struct gl_program *Program; /**< Post-compile assembly code */
2504
2505 /**
2506 * \name Sampler tracking
2507 *
2508 * \note Each of these fields is only set post-linking.
2509 */
2510 /*@{*/
2511 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2512 /*@}*/
2513
2514 /**
2515 * Number of default uniform block components used by this shader.
2516 *
2517 * This field is only set post-linking.
2518 */
2519 unsigned num_uniform_components;
2520
2521 /**
2522 * Number of combined uniform components used by this shader.
2523 *
2524 * This field is only set post-linking. It is the sum of the uniform block
2525 * sizes divided by sizeof(float), and num_uniform_compoennts.
2526 */
2527 unsigned num_combined_uniform_components;
2528
2529 struct exec_list *ir;
2530 struct exec_list *packed_varyings;
2531 struct exec_list *fragdata_arrays;
2532 struct glsl_symbol_table *symbols;
2533 };
2534
2535
2536 static inline GLbitfield
2537 gl_external_samplers(const struct gl_program *prog)
2538 {
2539 GLbitfield external_samplers = 0;
2540 GLbitfield mask = prog->SamplersUsed;
2541
2542 while (mask) {
2543 int idx = u_bit_scan(&mask);
2544 if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
2545 external_samplers |= (1 << idx);
2546 }
2547
2548 return external_samplers;
2549 }
2550
2551
2552 /**
2553 * Compile status enum. compile_skipped is used to indicate the compile
2554 * was skipped due to the shader matching one that's been seen before by
2555 * the on-disk cache.
2556 */
2557 enum gl_compile_status
2558 {
2559 compile_failure = 0,
2560 compile_success,
2561 compile_skipped,
2562 compiled_no_opts
2563 };
2564
2565 /**
2566 * A GLSL shader object.
2567 */
2568 struct gl_shader
2569 {
2570 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2571 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2572 * Must be the first field.
2573 */
2574 GLenum Type;
2575 gl_shader_stage Stage;
2576 GLuint Name; /**< AKA the handle */
2577 GLint RefCount; /**< Reference count */
2578 GLchar *Label; /**< GL_KHR_debug */
2579 unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
2580 GLboolean DeletePending;
2581 bool IsES; /**< True if this shader uses GLSL ES */
2582
2583 enum gl_compile_status CompileStatus;
2584
2585 #ifdef DEBUG
2586 unsigned SourceChecksum; /**< for debug/logging purposes */
2587 #endif
2588 const GLchar *Source; /**< Source code string */
2589
2590 const GLchar *FallbackSource; /**< Fallback string used by on-disk cache*/
2591
2592 GLchar *InfoLog;
2593
2594 unsigned Version; /**< GLSL version used for linking */
2595
2596 /**
2597 * A bitmask of gl_advanced_blend_mode values
2598 */
2599 GLbitfield BlendSupport;
2600
2601 struct exec_list *ir;
2602 struct glsl_symbol_table *symbols;
2603
2604 /**
2605 * Whether early fragment tests are enabled as defined by
2606 * ARB_shader_image_load_store.
2607 */
2608 bool EarlyFragmentTests;
2609
2610 bool ARB_fragment_coord_conventions_enable;
2611
2612 bool redeclares_gl_fragcoord;
2613 bool uses_gl_fragcoord;
2614
2615 bool PostDepthCoverage;
2616 bool InnerCoverage;
2617
2618 /**
2619 * Fragment shader state from GLSL 1.50 layout qualifiers.
2620 */
2621 bool origin_upper_left;
2622 bool pixel_center_integer;
2623
2624 /**
2625 * Whether bindless_sampler/bindless_image, and respectively
2626 * bound_sampler/bound_image are declared at global scope as defined by
2627 * ARB_bindless_texture.
2628 */
2629 bool bindless_sampler;
2630 bool bindless_image;
2631 bool bound_sampler;
2632 bool bound_image;
2633
2634 /** Global xfb_stride out qualifier if any */
2635 GLuint TransformFeedbackBufferStride[MAX_FEEDBACK_BUFFERS];
2636
2637 struct gl_shader_info info;
2638 };
2639
2640
2641 struct gl_uniform_buffer_variable
2642 {
2643 char *Name;
2644
2645 /**
2646 * Name of the uniform as seen by glGetUniformIndices.
2647 *
2648 * glGetUniformIndices requires that the block instance index \b not be
2649 * present in the name of queried uniforms.
2650 *
2651 * \note
2652 * \c gl_uniform_buffer_variable::IndexName and
2653 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2654 */
2655 char *IndexName;
2656
2657 const struct glsl_type *Type;
2658 unsigned int Offset;
2659 GLboolean RowMajor;
2660 };
2661
2662
2663 struct gl_uniform_block
2664 {
2665 /** Declared name of the uniform block */
2666 char *Name;
2667
2668 /** Array of supplemental information about UBO ir_variables. */
2669 struct gl_uniform_buffer_variable *Uniforms;
2670 GLuint NumUniforms;
2671
2672 /**
2673 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2674 * with glBindBufferBase to bind a buffer object to this uniform block.
2675 */
2676 GLuint Binding;
2677
2678 /**
2679 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2680 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2681 */
2682 GLuint UniformBufferSize;
2683
2684 /** Stages that reference this block */
2685 uint8_t stageref;
2686
2687 /**
2688 * Linearized array index for uniform block instance arrays
2689 *
2690 * Given a uniform block instance array declared with size
2691 * blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
2692 * have the linearized array index
2693 *
2694 * m-1 m
2695 * i_m + ∑ i_j * ∏ s_k
2696 * j=0 k=j+1
2697 *
2698 * For a uniform block instance that is not an array, this is always 0.
2699 */
2700 uint8_t linearized_array_index;
2701
2702 /**
2703 * Layout specified in the shader
2704 *
2705 * This isn't accessible through the API, but it is used while
2706 * cross-validating uniform blocks.
2707 */
2708 enum glsl_interface_packing _Packing;
2709 GLboolean _RowMajor;
2710 };
2711
2712 /**
2713 * Structure that represents a reference to an atomic buffer from some
2714 * shader program.
2715 */
2716 struct gl_active_atomic_buffer
2717 {
2718 /** Uniform indices of the atomic counters declared within it. */
2719 GLuint *Uniforms;
2720 GLuint NumUniforms;
2721
2722 /** Binding point index associated with it. */
2723 GLuint Binding;
2724
2725 /** Minimum reasonable size it is expected to have. */
2726 GLuint MinimumSize;
2727
2728 /** Shader stages making use of it. */
2729 GLboolean StageReferences[MESA_SHADER_STAGES];
2730 };
2731
2732 /**
2733 * Data container for shader queries. This holds only the minimal
2734 * amount of required information for resource queries to work.
2735 */
2736 struct gl_shader_variable
2737 {
2738 /**
2739 * Declared type of the variable
2740 */
2741 const struct glsl_type *type;
2742
2743 /**
2744 * If the variable is in an interface block, this is the type of the block.
2745 */
2746 const struct glsl_type *interface_type;
2747
2748 /**
2749 * For variables inside structs (possibly recursively), this is the
2750 * outermost struct type.
2751 */
2752 const struct glsl_type *outermost_struct_type;
2753
2754 /**
2755 * Declared name of the variable
2756 */
2757 char *name;
2758
2759 /**
2760 * Storage location of the base of this variable
2761 *
2762 * The precise meaning of this field depends on the nature of the variable.
2763 *
2764 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2765 * - Vertex shader output: one of the values from \c gl_varying_slot.
2766 * - Geometry shader input: one of the values from \c gl_varying_slot.
2767 * - Geometry shader output: one of the values from \c gl_varying_slot.
2768 * - Fragment shader input: one of the values from \c gl_varying_slot.
2769 * - Fragment shader output: one of the values from \c gl_frag_result.
2770 * - Uniforms: Per-stage uniform slot number for default uniform block.
2771 * - Uniforms: Index within the uniform block definition for UBO members.
2772 * - Non-UBO Uniforms: explicit location until linking then reused to
2773 * store uniform slot number.
2774 * - Other: This field is not currently used.
2775 *
2776 * If the variable is a uniform, shader input, or shader output, and the
2777 * slot has not been assigned, the value will be -1.
2778 */
2779 int location;
2780
2781 /**
2782 * Specifies the first component the variable is stored in as per
2783 * ARB_enhanced_layouts.
2784 */
2785 unsigned component:2;
2786
2787 /**
2788 * Output index for dual source blending.
2789 *
2790 * \note
2791 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2792 * source blending.
2793 */
2794 unsigned index:1;
2795
2796 /**
2797 * Specifies whether a shader input/output is per-patch in tessellation
2798 * shader stages.
2799 */
2800 unsigned patch:1;
2801
2802 /**
2803 * Storage class of the variable.
2804 *
2805 * \sa (n)ir_variable_mode
2806 */
2807 unsigned mode:4;
2808
2809 /**
2810 * Interpolation mode for shader inputs / outputs
2811 *
2812 * \sa glsl_interp_mode
2813 */
2814 unsigned interpolation:2;
2815
2816 /**
2817 * Was the location explicitly set in the shader?
2818 *
2819 * If the location is explicitly set in the shader, it \b cannot be changed
2820 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2821 * no effect).
2822 */
2823 unsigned explicit_location:1;
2824
2825 /**
2826 * Precision qualifier.
2827 */
2828 unsigned precision:2;
2829 };
2830
2831 /**
2832 * Active resource in a gl_shader_program
2833 */
2834 struct gl_program_resource
2835 {
2836 GLenum Type; /** Program interface type. */
2837 const void *Data; /** Pointer to resource associated data structure. */
2838 uint8_t StageReferences; /** Bitmask of shader stage references. */
2839 };
2840
2841 /**
2842 * Link status enum. linking_skipped is used to indicate linking
2843 * was skipped due to the shader being loaded from the on-disk cache.
2844 */
2845 enum gl_link_status
2846 {
2847 linking_failure = 0,
2848 linking_success,
2849 linking_skipped
2850 };
2851
2852 /**
2853 * A data structure to be shared by gl_shader_program and gl_program.
2854 */
2855 struct gl_shader_program_data
2856 {
2857 GLint RefCount; /**< Reference count */
2858
2859 /** SHA1 hash of linked shader program */
2860 unsigned char sha1[20];
2861
2862 unsigned NumUniformStorage;
2863 unsigned NumHiddenUniforms;
2864 struct gl_uniform_storage *UniformStorage;
2865
2866 unsigned NumUniformBlocks;
2867 unsigned NumShaderStorageBlocks;
2868
2869 struct gl_uniform_block *UniformBlocks;
2870 struct gl_uniform_block *ShaderStorageBlocks;
2871
2872 struct gl_active_atomic_buffer *AtomicBuffers;
2873 unsigned NumAtomicBuffers;
2874
2875 /* Shader cache variables used during restore */
2876 unsigned NumUniformDataSlots;
2877 union gl_constant_value *UniformDataSlots;
2878
2879 /* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
2880 * All structures (gl_program, uniform storage, etc) will get recreated
2881 * even though we have already loaded them from cache. We should instead
2882 * switch to storing the GLSL metadata and TGSI IR in a single cache item
2883 * like the i965 driver does with NIR.
2884 */
2885 bool skip_cache;
2886 GLboolean Validated;
2887
2888 /** List of all active resources after linking. */
2889 struct gl_program_resource *ProgramResourceList;
2890 unsigned NumProgramResourceList;
2891
2892 enum gl_link_status LinkStatus; /**< GL_LINK_STATUS */
2893 GLchar *InfoLog;
2894
2895 unsigned Version; /**< GLSL version used for linking */
2896
2897 /* Mask of stages this program was linked against */
2898 unsigned linked_stages;
2899 };
2900
2901 /**
2902 * A GLSL program object.
2903 * Basically a linked collection of vertex and fragment shaders.
2904 */
2905 struct gl_shader_program
2906 {
2907 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2908 GLuint Name; /**< aka handle or ID */
2909 GLchar *Label; /**< GL_KHR_debug */
2910 GLint RefCount; /**< Reference count */
2911 GLboolean DeletePending;
2912
2913 /**
2914 * Is the application intending to glGetProgramBinary this program?
2915 */
2916 GLboolean BinaryRetreivableHint;
2917
2918 /**
2919 * Indicates whether program can be bound for individual pipeline stages
2920 * using UseProgramStages after it is next linked.
2921 */
2922 GLboolean SeparateShader;
2923
2924 GLuint NumShaders; /**< number of attached shaders */
2925 struct gl_shader **Shaders; /**< List of attached the shaders */
2926
2927 /**
2928 * User-defined attribute bindings
2929 *
2930 * These are set via \c glBindAttribLocation and are used to direct the
2931 * GLSL linker. These are \b not the values used in the compiled shader,
2932 * and they are \b not the values returned by \c glGetAttribLocation.
2933 */
2934 struct string_to_uint_map *AttributeBindings;
2935
2936 /**
2937 * User-defined fragment data bindings
2938 *
2939 * These are set via \c glBindFragDataLocation and are used to direct the
2940 * GLSL linker. These are \b not the values used in the compiled shader,
2941 * and they are \b not the values returned by \c glGetFragDataLocation.
2942 */
2943 struct string_to_uint_map *FragDataBindings;
2944 struct string_to_uint_map *FragDataIndexBindings;
2945
2946 /**
2947 * Transform feedback varyings last specified by
2948 * glTransformFeedbackVaryings().
2949 *
2950 * For the current set of transform feedback varyings used for transform
2951 * feedback output, see LinkedTransformFeedback.
2952 */
2953 struct {
2954 GLenum BufferMode;
2955 /** Global xfb_stride out qualifier if any */
2956 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2957 GLuint NumVarying;
2958 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2959 } TransformFeedback;
2960
2961 struct gl_program *last_vert_prog;
2962
2963 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2964 enum gl_frag_depth_layout FragDepthLayout;
2965
2966 /**
2967 * Geometry shader state - copied into gl_program by
2968 * _mesa_copy_linked_program_data().
2969 */
2970 struct {
2971 GLint VerticesIn;
2972
2973 bool UsesEndPrimitive;
2974 bool UsesStreams;
2975 } Geom;
2976
2977 /**
2978 * Compute shader state - copied into gl_program by
2979 * _mesa_copy_linked_program_data().
2980 */
2981 struct {
2982 /**
2983 * Size of shared variables accessed by the compute shader.
2984 */
2985 unsigned SharedSize;
2986 } Comp;
2987
2988 /** Data shared by gl_program and gl_shader_program */
2989 struct gl_shader_program_data *data;
2990
2991 /**
2992 * Mapping from GL uniform locations returned by \c glUniformLocation to
2993 * UniformStorage entries. Arrays will have multiple contiguous slots
2994 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2995 */
2996 unsigned NumUniformRemapTable;
2997 struct gl_uniform_storage **UniformRemapTable;
2998
2999 /**
3000 * Sometimes there are empty slots left over in UniformRemapTable after we
3001 * allocate slots to explicit locations. This list stores the blocks of
3002 * continuous empty slots inside UniformRemapTable.
3003 */
3004 struct exec_list EmptyUniformLocations;
3005
3006 /**
3007 * Total number of explicit uniform location including inactive uniforms.
3008 */
3009 unsigned NumExplicitUniformLocations;
3010
3011 /**
3012 * Map of active uniform names to locations
3013 *
3014 * Maps any active uniform that is not an array element to a location.
3015 * Each active uniform, including individual structure members will appear
3016 * in this map. This roughly corresponds to the set of names that would be
3017 * enumerated by \c glGetActiveUniform.
3018 */
3019 struct string_to_uint_map *UniformHash;
3020
3021 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
3022
3023 bool IsES; /**< True if this program uses GLSL ES */
3024
3025 /**
3026 * Per-stage shaders resulting from the first stage of linking.
3027 *
3028 * Set of linked shaders for this program. The array is accessed using the
3029 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
3030 * \c NULL.
3031 */
3032 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
3033
3034 /* True if any of the fragment shaders attached to this program use:
3035 * #extension ARB_fragment_coord_conventions: enable
3036 */
3037 GLboolean ARB_fragment_coord_conventions_enable;
3038 };
3039
3040
3041 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
3042 #define GLSL_LOG 0x2 /**< Write shaders to files */
3043 #define GLSL_UNIFORMS 0x4 /**< Print glUniform calls */
3044 #define GLSL_NOP_VERT 0x8 /**< Force no-op vertex shaders */
3045 #define GLSL_NOP_FRAG 0x10 /**< Force no-op fragment shaders */
3046 #define GLSL_USE_PROG 0x20 /**< Log glUseProgram calls */
3047 #define GLSL_REPORT_ERRORS 0x40 /**< Print compilation errors */
3048 #define GLSL_DUMP_ON_ERROR 0x80 /**< Dump shaders to stderr on compile error */
3049 #define GLSL_CACHE_INFO 0x100 /**< Print debug information about shader cache */
3050 #define GLSL_CACHE_FALLBACK 0x200 /**< Force shader cache fallback paths */
3051
3052
3053 /**
3054 * Context state for GLSL vertex/fragment shaders.
3055 * Extended to support pipeline object
3056 */
3057 struct gl_pipeline_object
3058 {
3059 /** Name of the pipeline object as received from glGenProgramPipelines.
3060 * It would be 0 for shaders without separate shader objects.
3061 */
3062 GLuint Name;
3063
3064 GLint RefCount;
3065
3066 GLchar *Label; /**< GL_KHR_debug */
3067
3068 /**
3069 * Programs used for rendering
3070 *
3071 * There is a separate program set for each shader stage.
3072 */
3073 struct gl_program *CurrentProgram[MESA_SHADER_STAGES];
3074
3075 struct gl_shader_program *ReferencedPrograms[MESA_SHADER_STAGES];
3076
3077 /**
3078 * Program used by glUniform calls.
3079 *
3080 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
3081 */
3082 struct gl_shader_program *ActiveProgram;
3083
3084 GLbitfield Flags; /**< Mask of GLSL_x flags */
3085
3086 GLboolean EverBound; /**< Has the pipeline object been created */
3087
3088 GLboolean Validated; /**< Pipeline Validation status */
3089
3090 GLchar *InfoLog;
3091 };
3092
3093 /**
3094 * Context state for GLSL pipeline shaders.
3095 */
3096 struct gl_pipeline_shader_state
3097 {
3098 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
3099 struct gl_pipeline_object *Current;
3100
3101 /* Default Object to ensure that _Shader is never NULL */
3102 struct gl_pipeline_object *Default;
3103
3104 /** Pipeline objects */
3105 struct _mesa_HashTable *Objects;
3106 };
3107
3108 /**
3109 * Compiler options for a single GLSL shaders type
3110 */
3111 struct gl_shader_compiler_options
3112 {
3113 /** Driver-selectable options: */
3114 GLboolean EmitNoLoops;
3115 GLboolean EmitNoCont; /**< Emit CONT opcode? */
3116 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
3117 GLboolean EmitNoPow; /**< Emit POW opcodes? */
3118 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
3119 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
3120 * gl_CullDistance together from
3121 * float[8] to vec4[2]
3122 **/
3123
3124 /**
3125 * \name Forms of indirect addressing the driver cannot do.
3126 */
3127 /*@{*/
3128 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
3129 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
3130 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
3131 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
3132 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
3133 /*@}*/
3134
3135 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
3136 GLuint MaxUnrollIterations;
3137
3138 /**
3139 * Optimize code for array of structures backends.
3140 *
3141 * This is a proxy for:
3142 * - preferring DP4 instructions (rather than MUL/MAD) for
3143 * matrix * vector operations, such as position transformation.
3144 */
3145 GLboolean OptimizeForAOS;
3146
3147 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
3148
3149 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3150 GLboolean ClampBlockIndicesToArrayBounds;
3151
3152 const struct nir_shader_compiler_options *NirOptions;
3153 };
3154
3155
3156 /**
3157 * Occlusion/timer query object.
3158 */
3159 struct gl_query_object
3160 {
3161 GLenum Target; /**< The query target, when active */
3162 GLuint Id; /**< hash table ID/name */
3163 GLchar *Label; /**< GL_KHR_debug */
3164 GLuint64EXT Result; /**< the counter */
3165 GLboolean Active; /**< inside Begin/EndQuery */
3166 GLboolean Ready; /**< result is ready? */
3167 GLboolean EverBound;/**< has query object ever been bound */
3168 GLuint Stream; /**< The stream */
3169 };
3170
3171
3172 /**
3173 * Context state for query objects.
3174 */
3175 struct gl_query_state
3176 {
3177 struct _mesa_HashTable *QueryObjects;
3178 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3179 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3180
3181 /** GL_NV_conditional_render */
3182 struct gl_query_object *CondRenderQuery;
3183
3184 /** GL_EXT_transform_feedback */
3185 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3186 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3187
3188 /** GL_ARB_transform_feedback_overflow_query */
3189 struct gl_query_object *TransformFeedbackOverflow[MAX_VERTEX_STREAMS];
3190 struct gl_query_object *TransformFeedbackOverflowAny;
3191
3192 /** GL_ARB_timer_query */
3193 struct gl_query_object *TimeElapsed;
3194
3195 /** GL_ARB_pipeline_statistics_query */
3196 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3197
3198 GLenum CondRenderMode;
3199 };
3200
3201
3202 /** Sync object state */
3203 struct gl_sync_object
3204 {
3205 GLuint Name; /**< Fence name */
3206 GLint RefCount; /**< Reference count */
3207 GLchar *Label; /**< GL_KHR_debug */
3208 GLboolean DeletePending; /**< Object was deleted while there were still
3209 * live references (e.g., sync not yet finished)
3210 */
3211 GLenum SyncCondition;
3212 GLbitfield Flags; /**< Flags passed to glFenceSync */
3213 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3214 };
3215
3216
3217 /**
3218 * State which can be shared by multiple contexts:
3219 */
3220 struct gl_shared_state
3221 {
3222 simple_mtx_t Mutex; /**< for thread safety */
3223 GLint RefCount; /**< Reference count */
3224 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3225 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3226 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3227
3228 /** Default texture objects (shared by all texture units) */
3229 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3230
3231 /** Fallback texture used when a bound texture is incomplete */
3232 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3233
3234 /**
3235 * \name Thread safety and statechange notification for texture
3236 * objects.
3237 *
3238 * \todo Improve the granularity of locking.
3239 */
3240 /*@{*/
3241 mtx_t TexMutex; /**< texobj thread safety */
3242 GLuint TextureStateStamp; /**< state notification for shared tex */
3243 /*@}*/
3244
3245 /** Default buffer object for vertex arrays that aren't in VBOs */
3246 struct gl_buffer_object *NullBufferObj;
3247
3248 /**
3249 * \name Vertex/geometry/fragment programs
3250 */
3251 /*@{*/
3252 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3253 struct gl_program *DefaultVertexProgram;
3254 struct gl_program *DefaultFragmentProgram;
3255 /*@}*/
3256
3257 /* GL_ATI_fragment_shader */
3258 struct _mesa_HashTable *ATIShaders;
3259 struct ati_fragment_shader *DefaultFragmentShader;
3260
3261 struct _mesa_HashTable *BufferObjects;
3262
3263 /** Table of both gl_shader and gl_shader_program objects */
3264 struct _mesa_HashTable *ShaderObjects;
3265
3266 /* GL_EXT_framebuffer_object */
3267 struct _mesa_HashTable *RenderBuffers;
3268 struct _mesa_HashTable *FrameBuffers;
3269
3270 /* GL_ARB_sync */
3271 struct set *SyncObjects;
3272
3273 /** GL_ARB_sampler_objects */
3274 struct _mesa_HashTable *SamplerObjects;
3275
3276 /* GL_ARB_bindless_texture */
3277 struct hash_table_u64 *TextureHandles;
3278 struct hash_table_u64 *ImageHandles;
3279 mtx_t HandlesMutex; /**< For texture/image handles safety */
3280
3281 /**
3282 * Some context in this share group was affected by a GPU reset
3283 *
3284 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3285 * been affected by a GPU reset must also return
3286 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3287 *
3288 * Once this field becomes true, it is never reset to false.
3289 */
3290 bool ShareGroupReset;
3291
3292 /** EXT_external_objects */
3293 struct _mesa_HashTable *MemoryObjects;
3294
3295 };
3296
3297
3298
3299 /**
3300 * Renderbuffers represent drawing surfaces such as color, depth and/or
3301 * stencil. A framebuffer object has a set of renderbuffers.
3302 * Drivers will typically derive subclasses of this type.
3303 */
3304 struct gl_renderbuffer
3305 {
3306 simple_mtx_t Mutex; /**< for thread safety */
3307 GLuint ClassID; /**< Useful for drivers */
3308 GLuint Name;
3309 GLchar *Label; /**< GL_KHR_debug */
3310 GLint RefCount;
3311 GLuint Width, Height;
3312 GLuint Depth;
3313 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3314 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3315 /**
3316 * True for renderbuffers that wrap textures, giving the driver a chance to
3317 * flush render caches through the FinishRenderTexture hook.
3318 *
3319 * Drivers may also set this on renderbuffers other than those generated by
3320 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3321 * called without a rb->TexImage.
3322 */
3323 GLboolean NeedsFinishRenderTexture;
3324 GLubyte NumSamples; /**< zero means not multisampled */
3325 GLenum InternalFormat; /**< The user-specified format */
3326 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3327 GL_STENCIL_INDEX. */
3328 mesa_format Format; /**< The actual renderbuffer memory format */
3329 /**
3330 * Pointer to the texture image if this renderbuffer wraps a texture,
3331 * otherwise NULL.
3332 *
3333 * Note that the reference on the gl_texture_object containing this
3334 * TexImage is held by the gl_renderbuffer_attachment.
3335 */
3336 struct gl_texture_image *TexImage;
3337
3338 /** Delete this renderbuffer */
3339 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3340
3341 /** Allocate new storage for this renderbuffer */
3342 GLboolean (*AllocStorage)(struct gl_context *ctx,
3343 struct gl_renderbuffer *rb,
3344 GLenum internalFormat,
3345 GLuint width, GLuint height);
3346 };
3347
3348
3349 /**
3350 * A renderbuffer attachment points to either a texture object (and specifies
3351 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3352 */
3353 struct gl_renderbuffer_attachment
3354 {
3355 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3356 GLboolean Complete;
3357
3358 /**
3359 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3360 * application supplied renderbuffer object.
3361 */
3362 struct gl_renderbuffer *Renderbuffer;
3363
3364 /**
3365 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3366 * supplied texture object.
3367 */
3368 struct gl_texture_object *Texture;
3369 GLuint TextureLevel; /**< Attached mipmap level. */
3370 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3371 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3372 * and 2D array textures */
3373 GLboolean Layered;
3374 };
3375
3376
3377 /**
3378 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3379 * In C++ terms, think of this as a base class from which device drivers
3380 * will make derived classes.
3381 */
3382 struct gl_framebuffer
3383 {
3384 simple_mtx_t Mutex; /**< for thread safety */
3385 /**
3386 * If zero, this is a window system framebuffer. If non-zero, this
3387 * is a FBO framebuffer; note that for some devices (i.e. those with
3388 * a natural pixel coordinate system for FBOs that differs from the
3389 * OpenGL/Mesa coordinate system), this means that the viewport,
3390 * polygon face orientation, and polygon stipple will have to be inverted.
3391 */
3392 GLuint Name;
3393 GLint RefCount;
3394
3395 GLchar *Label; /**< GL_KHR_debug */
3396
3397 GLboolean DeletePending;
3398
3399 /**
3400 * The framebuffer's visual. Immutable if this is a window system buffer.
3401 * Computed from attachments if user-made FBO.
3402 */
3403 struct gl_config Visual;
3404
3405 /**
3406 * Size of frame buffer in pixels. If there are no attachments, then both
3407 * of these are 0.
3408 */
3409 GLuint Width, Height;
3410
3411 /**
3412 * In the case that the framebuffer has no attachment (i.e.
3413 * GL_ARB_framebuffer_no_attachments) then the geometry of
3414 * the framebuffer is specified by the default values.
3415 */
3416 struct {
3417 GLuint Width, Height, Layers, NumSamples;
3418 GLboolean FixedSampleLocations;
3419 /* Derived from NumSamples by the driver so that it can choose a valid
3420 * value for the hardware.
3421 */
3422 GLuint _NumSamples;
3423 } DefaultGeometry;
3424
3425 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3426 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3427 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3428 */
3429 /*@{*/
3430 GLint _Xmin, _Xmax;
3431 GLint _Ymin, _Ymax;
3432 /*@}*/
3433
3434 /** \name Derived Z buffer stuff */
3435 /*@{*/
3436 GLuint _DepthMax; /**< Max depth buffer value */
3437 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3438 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3439 /*@}*/
3440
3441 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3442 GLenum _Status;
3443
3444 /** Whether one of Attachment has Type != GL_NONE
3445 * NOTE: the values for Width and Height are set to 0 in case of having
3446 * no attachments, a backend driver supporting the extension
3447 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3448 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3449 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3450 * _Ymax do NOT take into account _HasAttachments being false). To get the
3451 * geometry of the framebuffer, the helper functions
3452 * _mesa_geometric_width(),
3453 * _mesa_geometric_height(),
3454 * _mesa_geometric_samples() and
3455 * _mesa_geometric_layers()
3456 * are available that check _HasAttachments.
3457 */
3458 bool _HasAttachments;
3459
3460 GLbitfield _IntegerBuffers; /**< Which color buffers are integer valued */
3461
3462 /* ARB_color_buffer_float */
3463 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3464 GLboolean _HasSNormOrFloatColorBuffer;
3465
3466 /**
3467 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3468 * is not layered. For cube maps and cube map arrays, each cube face
3469 * counts as a layer. As the case for Width, Height a backend driver
3470 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3471 * in the case that _HasAttachments is false
3472 */
3473 GLuint MaxNumLayers;
3474
3475 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3476 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3477
3478 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3479 * attribute group and GL_PIXEL attribute group, respectively.
3480 */
3481 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3482 GLenum ColorReadBuffer;
3483
3484 /** Computed from ColorDraw/ReadBuffer above */
3485 GLuint _NumColorDrawBuffers;
3486 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3487 gl_buffer_index _ColorReadBufferIndex;
3488 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3489 struct gl_renderbuffer *_ColorReadBuffer;
3490
3491 /** Delete this framebuffer */
3492 void (*Delete)(struct gl_framebuffer *fb);
3493 };
3494
3495
3496 /**
3497 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3498 */
3499 struct gl_precision
3500 {
3501 GLushort RangeMin; /**< min value exponent */
3502 GLushort RangeMax; /**< max value exponent */
3503 GLushort Precision; /**< number of mantissa bits */
3504 };
3505
3506
3507 /**
3508 * Limits for vertex, geometry and fragment programs/shaders.
3509 */
3510 struct gl_program_constants
3511 {
3512 /* logical limits */
3513 GLuint MaxInstructions;
3514 GLuint MaxAluInstructions;
3515 GLuint MaxTexInstructions;
3516 GLuint MaxTexIndirections;
3517 GLuint MaxAttribs;
3518 GLuint MaxTemps;
3519 GLuint MaxAddressRegs;
3520 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3521 GLuint MaxParameters;
3522 GLuint MaxLocalParams;
3523 GLuint MaxEnvParams;
3524 /* native/hardware limits */
3525 GLuint MaxNativeInstructions;
3526 GLuint MaxNativeAluInstructions;
3527 GLuint MaxNativeTexInstructions;
3528 GLuint MaxNativeTexIndirections;
3529 GLuint MaxNativeAttribs;
3530 GLuint MaxNativeTemps;
3531 GLuint MaxNativeAddressRegs;
3532 GLuint MaxNativeParameters;
3533 /* For shaders */
3534 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3535
3536 /**
3537 * \name Per-stage input / output limits
3538 *
3539 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3540 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3541 * ES). This is stored as \c gl_constants::MaxVarying.
3542 *
3543 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3544 * variables. Each stage as a certain number of outputs that it can feed
3545 * to the next stage and a certain number inputs that it can consume from
3546 * the previous stage.
3547 *
3548 * Vertex shader inputs do not participate this in this accounting.
3549 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3550 *
3551 * Fragment shader outputs do not participate this in this accounting.
3552 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3553 */
3554 /*@{*/
3555 GLuint MaxInputComponents;
3556 GLuint MaxOutputComponents;
3557 /*@}*/
3558
3559 /* ES 2.0 and GL_ARB_ES2_compatibility */
3560 struct gl_precision LowFloat, MediumFloat, HighFloat;
3561 struct gl_precision LowInt, MediumInt, HighInt;
3562 /* GL_ARB_uniform_buffer_object */
3563 GLuint MaxUniformBlocks;
3564 GLuint MaxCombinedUniformComponents;
3565 GLuint MaxTextureImageUnits;
3566
3567 /* GL_ARB_shader_atomic_counters */
3568 GLuint MaxAtomicBuffers;
3569 GLuint MaxAtomicCounters;
3570
3571 /* GL_ARB_shader_image_load_store */
3572 GLuint MaxImageUniforms;
3573
3574 /* GL_ARB_shader_storage_buffer_object */
3575 GLuint MaxShaderStorageBlocks;
3576 };
3577
3578
3579 /**
3580 * Constants which may be overridden by device driver during context creation
3581 * but are never changed after that.
3582 */
3583 struct gl_constants
3584 {
3585 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3586 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3587 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3588 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3589 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3590 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3591 GLuint MaxTextureCoordUnits;
3592 GLuint MaxCombinedTextureImageUnits;
3593 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3594 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3595 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3596 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3597
3598 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3599
3600 GLuint MaxArrayLockSize;
3601
3602 GLint SubPixelBits;
3603
3604 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3605 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3606 GLfloat PointSizeGranularity;
3607 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3608 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3609 GLfloat LineWidthGranularity;
3610
3611 GLuint MaxClipPlanes;
3612 GLuint MaxLights;
3613 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3614 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3615
3616 GLuint MaxViewportWidth, MaxViewportHeight;
3617 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3618 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3619 struct {
3620 GLfloat Min;
3621 GLfloat Max;
3622 } ViewportBounds; /**< GL_ARB_viewport_array */
3623 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3624
3625 struct gl_program_constants Program[MESA_SHADER_STAGES];
3626 GLuint MaxProgramMatrices;
3627 GLuint MaxProgramMatrixStackDepth;
3628
3629 struct {
3630 GLuint SamplesPassed;
3631 GLuint TimeElapsed;
3632 GLuint Timestamp;
3633 GLuint PrimitivesGenerated;
3634 GLuint PrimitivesWritten;
3635 GLuint VerticesSubmitted;
3636 GLuint PrimitivesSubmitted;
3637 GLuint VsInvocations;
3638 GLuint TessPatches;
3639 GLuint TessInvocations;
3640 GLuint GsInvocations;
3641 GLuint GsPrimitives;
3642 GLuint FsInvocations;
3643 GLuint ComputeInvocations;
3644 GLuint ClInPrimitives;
3645 GLuint ClOutPrimitives;
3646 } QueryCounterBits;
3647
3648 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3649
3650 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3651 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3652 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3653
3654 /**
3655 * GL_ARB_framebuffer_no_attachments
3656 */
3657 GLuint MaxFramebufferWidth;
3658 GLuint MaxFramebufferHeight;
3659 GLuint MaxFramebufferLayers;
3660 GLuint MaxFramebufferSamples;
3661
3662 /** Number of varying vectors between any two shader stages. */
3663 GLuint MaxVarying;
3664
3665 /** @{
3666 * GL_ARB_uniform_buffer_object
3667 */
3668 GLuint MaxCombinedUniformBlocks;
3669 GLuint MaxUniformBufferBindings;
3670 GLuint MaxUniformBlockSize;
3671 GLuint UniformBufferOffsetAlignment;
3672 /** @} */
3673
3674 /** @{
3675 * GL_ARB_shader_storage_buffer_object
3676 */
3677 GLuint MaxCombinedShaderStorageBlocks;
3678 GLuint MaxShaderStorageBufferBindings;
3679 GLuint MaxShaderStorageBlockSize;
3680 GLuint ShaderStorageBufferOffsetAlignment;
3681 /** @} */
3682
3683 /**
3684 * GL_ARB_explicit_uniform_location
3685 */
3686 GLuint MaxUserAssignableUniformLocations;
3687
3688 /** geometry shader */
3689 GLuint MaxGeometryOutputVertices;
3690 GLuint MaxGeometryTotalOutputComponents;
3691
3692 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3693
3694 /**
3695 * Changes default GLSL extension behavior from "error" to "warn". It's out
3696 * of spec, but it can make some apps work that otherwise wouldn't.
3697 */
3698 GLboolean ForceGLSLExtensionsWarn;
3699
3700 /**
3701 * If non-zero, forces GLSL shaders to behave as if they began
3702 * with "#version ForceGLSLVersion".
3703 */
3704 GLuint ForceGLSLVersion;
3705
3706 /**
3707 * Allow GLSL #extension directives in the middle of shaders.
3708 */
3709 GLboolean AllowGLSLExtensionDirectiveMidShader;
3710
3711 /**
3712 * Allow GLSL built-in variables to be redeclared verbatim
3713 */
3714 GLboolean AllowGLSLBuiltinVariableRedeclaration;
3715
3716 /**
3717 * Allow creating a higher compat profile (version 3.1+) for apps that
3718 * request it. Be careful when adding that driconf option because some
3719 * features are unimplemented and might not work correctly.
3720 */
3721 GLboolean AllowHigherCompatVersion;
3722
3723 /**
3724 * Force computing the absolute value for sqrt() and inversesqrt() to follow
3725 * D3D9 when apps rely on this behaviour.
3726 */
3727 GLboolean ForceGLSLAbsSqrt;
3728
3729 /**
3730 * Force uninitialized variables to default to zero.
3731 */
3732 GLboolean GLSLZeroInit;
3733
3734 /**
3735 * Does the driver support real 32-bit integers? (Otherwise, integers are
3736 * simulated via floats.)
3737 */
3738 GLboolean NativeIntegers;
3739
3740 /**
3741 * Does VertexID count from zero or from base vertex?
3742 *
3743 * \note
3744 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3745 * ignored and need not be set.
3746 */
3747 bool VertexID_is_zero_based;
3748
3749 /**
3750 * If the driver supports real 32-bit integers, what integer value should be
3751 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3752 */
3753 GLuint UniformBooleanTrue;
3754
3755 /**
3756 * Maximum amount of time, measured in nanseconds, that the server can wait.
3757 */
3758 GLuint64 MaxServerWaitTimeout;
3759
3760 /** GL_EXT_provoking_vertex */
3761 GLboolean QuadsFollowProvokingVertexConvention;
3762
3763 /** GL_ARB_viewport_array */
3764 GLenum LayerAndVPIndexProvokingVertex;
3765
3766 /** OpenGL version 3.0 */
3767 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3768
3769 /** OpenGL version 3.2 */
3770 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3771
3772 /** OpenGL version 4.4 */
3773 GLuint MaxVertexAttribStride;
3774
3775 /** GL_EXT_transform_feedback */
3776 GLuint MaxTransformFeedbackBuffers;
3777 GLuint MaxTransformFeedbackSeparateComponents;
3778 GLuint MaxTransformFeedbackInterleavedComponents;
3779 GLuint MaxVertexStreams;
3780
3781 /** GL_EXT_gpu_shader4 */
3782 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3783
3784 /** GL_ARB_texture_gather */
3785 GLuint MinProgramTextureGatherOffset;
3786 GLuint MaxProgramTextureGatherOffset;
3787 GLuint MaxProgramTextureGatherComponents;
3788
3789 /* GL_ARB_robustness */
3790 GLenum ResetStrategy;
3791
3792 /* GL_KHR_robustness */
3793 GLboolean RobustAccess;
3794
3795 /* GL_ARB_blend_func_extended */
3796 GLuint MaxDualSourceDrawBuffers;
3797
3798 /**
3799 * Whether the implementation strips out and ignores texture borders.
3800 *
3801 * Many GPU hardware implementations don't support rendering with texture
3802 * borders and mipmapped textures. (Note: not static border color, but the
3803 * old 1-pixel border around each edge). Implementations then have to do
3804 * slow fallbacks to be correct, or just ignore the border and be fast but
3805 * wrong. Setting the flag strips the border off of TexImage calls,
3806 * providing "fast but wrong" at significantly reduced driver complexity.
3807 *
3808 * Texture borders are deprecated in GL 3.0.
3809 **/
3810 GLboolean StripTextureBorder;
3811
3812 /**
3813 * For drivers which can do a better job at eliminating unused uniforms
3814 * than the GLSL compiler.
3815 *
3816 * XXX Remove these as soon as a better solution is available.
3817 */
3818 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3819
3820 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3821 bool GLSLFragCoordIsSysVal;
3822 bool GLSLFrontFacingIsSysVal;
3823
3824 /**
3825 * Run the minimum amount of GLSL optimizations to be able to link
3826 * shaders optimally (eliminate dead varyings and uniforms) and just do
3827 * all the necessary lowering.
3828 */
3829 bool GLSLOptimizeConservatively;
3830
3831 /**
3832 * True if gl_TessLevelInner/Outer[] in the TES should be inputs
3833 * (otherwise, they're system values).
3834 */
3835 bool GLSLTessLevelsAsInputs;
3836
3837 /**
3838 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3839 * than passing the transform feedback object to the drawing function.
3840 */
3841 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3842
3843 /** GL_ARB_map_buffer_alignment */
3844 GLuint MinMapBufferAlignment;
3845
3846 /**
3847 * Disable varying packing. This is out of spec, but potentially useful
3848 * for older platforms that supports a limited number of texture
3849 * indirections--on these platforms, unpacking the varyings in the fragment
3850 * shader increases the number of texture indirections by 1, which might
3851 * make some shaders not executable at all.
3852 *
3853 * Drivers that support transform feedback must set this value to GL_FALSE.
3854 */
3855 GLboolean DisableVaryingPacking;
3856
3857 /**
3858 * UBOs and SSBOs can be packed tightly by the OpenGL implementation when
3859 * layout is set as shared (the default) or packed. However most Mesa drivers
3860 * just use STD140 for these layouts. This flag allows drivers to use STD430
3861 * for packed and shared layouts which allows arrays to be packed more
3862 * tightly.
3863 */
3864 bool UseSTD430AsDefaultPacking;
3865
3866 /**
3867 * Should meaningful names be generated for compiler temporary variables?
3868 *
3869 * Generally, it is not useful to have the compiler generate "meaningful"
3870 * names for temporary variables that it creates. This can, however, be a
3871 * useful debugging aid. In Mesa debug builds or release builds when
3872 * MESA_GLSL is set at run-time, meaningful names will be generated.
3873 * Drivers can also force names to be generated by setting this field.
3874 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3875 * vertex shader assembly) is set at run-time.
3876 */
3877 bool GenerateTemporaryNames;
3878
3879 /*
3880 * Maximum value supported for an index in DrawElements and friends.
3881 *
3882 * This must be at least (1ull<<24)-1. The default value is
3883 * (1ull<<32)-1.
3884 *
3885 * \since ES 3.0 or GL_ARB_ES3_compatibility
3886 * \sa _mesa_init_constants
3887 */
3888 GLuint64 MaxElementIndex;
3889
3890 /**
3891 * Disable interpretation of line continuations (lines ending with a
3892 * backslash character ('\') in GLSL source.
3893 */
3894 GLboolean DisableGLSLLineContinuations;
3895
3896 /** GL_ARB_texture_multisample */
3897 GLint MaxColorTextureSamples;
3898 GLint MaxDepthTextureSamples;
3899 GLint MaxIntegerSamples;
3900
3901 /**
3902 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3903 * samples are laid out in a rectangular grid roughly corresponding to
3904 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3905 * are used to map indices of rectangular grid to sample numbers within
3906 * a pixel. This mapping of indices to sample numbers must be initialized
3907 * by the driver for the target hardware. For example, if we have the 8X
3908 * MSAA sample number layout (sample positions) for XYZ hardware:
3909 *
3910 * sample indices layout sample number layout
3911 * --------- ---------
3912 * | 0 | 1 | | a | b |
3913 * --------- ---------
3914 * | 2 | 3 | | c | d |
3915 * --------- ---------
3916 * | 4 | 5 | | e | f |
3917 * --------- ---------
3918 * | 6 | 7 | | g | h |
3919 * --------- ---------
3920 *
3921 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3922 *
3923 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3924 * below:
3925 * SampleMap8x = {a, b, c, d, e, f, g, h};
3926 *
3927 * Follow the logic for sample counts 2-8.
3928 *
3929 * For 16x the sample indices layout as a 4x4 grid as follows:
3930 *
3931 * -----------------
3932 * | 0 | 1 | 2 | 3 |
3933 * -----------------
3934 * | 4 | 5 | 6 | 7 |
3935 * -----------------
3936 * | 8 | 9 |10 |11 |
3937 * -----------------
3938 * |12 |13 |14 |15 |
3939 * -----------------
3940 */
3941 uint8_t SampleMap2x[2];
3942 uint8_t SampleMap4x[4];
3943 uint8_t SampleMap8x[8];
3944 uint8_t SampleMap16x[16];
3945
3946 /** GL_ARB_shader_atomic_counters */
3947 GLuint MaxAtomicBufferBindings;
3948 GLuint MaxAtomicBufferSize;
3949 GLuint MaxCombinedAtomicBuffers;
3950 GLuint MaxCombinedAtomicCounters;
3951
3952 /** GL_ARB_vertex_attrib_binding */
3953 GLint MaxVertexAttribRelativeOffset;
3954 GLint MaxVertexAttribBindings;
3955
3956 /* GL_ARB_shader_image_load_store */
3957 GLuint MaxImageUnits;
3958 GLuint MaxCombinedShaderOutputResources;
3959 GLuint MaxImageSamples;
3960 GLuint MaxCombinedImageUniforms;
3961
3962 /** GL_ARB_compute_shader */
3963 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3964 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3965 GLuint MaxComputeWorkGroupInvocations;
3966 GLuint MaxComputeSharedMemorySize;
3967
3968 /** GL_ARB_compute_variable_group_size */
3969 GLuint MaxComputeVariableGroupSize[3]; /* Array of x, y, z dimensions */
3970 GLuint MaxComputeVariableGroupInvocations;
3971
3972 /** GL_ARB_gpu_shader5 */
3973 GLfloat MinFragmentInterpolationOffset;
3974 GLfloat MaxFragmentInterpolationOffset;
3975
3976 GLboolean FakeSWMSAA;
3977
3978 /** GL_KHR_context_flush_control */
3979 GLenum ContextReleaseBehavior;
3980
3981 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3982
3983 /** GL_ARB_tessellation_shader */
3984 GLuint MaxPatchVertices;
3985 GLuint MaxTessGenLevel;
3986 GLuint MaxTessPatchComponents;
3987 GLuint MaxTessControlTotalOutputComponents;
3988 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3989 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3990 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3991 bool PrimitiveRestartForPatches;
3992 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3993 * gl_LocalInvocationIndex based on
3994 * other builtin variables. */
3995
3996 /** GL_OES_primitive_bounding_box */
3997 bool NoPrimitiveBoundingBoxOutput;
3998
3999 /** GL_ARB_sparse_buffer */
4000 GLuint SparseBufferPageSize;
4001
4002 /** Used as an input for sha1 generation in the on-disk shader cache */
4003 unsigned char *dri_config_options_sha1;
4004
4005 /** When drivers are OK with mapped buffers during draw and other calls. */
4006 bool AllowMappedBuffersDuringExecution;
4007 };
4008
4009
4010 /**
4011 * Enable flag for each OpenGL extension. Different device drivers will
4012 * enable different extensions at runtime.
4013 */
4014 struct gl_extensions
4015 {
4016 GLboolean dummy; /* don't remove this! */
4017 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
4018 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
4019 GLboolean ANGLE_texture_compression_dxt;
4020 GLboolean ARB_ES2_compatibility;
4021 GLboolean ARB_ES3_compatibility;
4022 GLboolean ARB_ES3_1_compatibility;
4023 GLboolean ARB_ES3_2_compatibility;
4024 GLboolean ARB_arrays_of_arrays;
4025 GLboolean ARB_base_instance;
4026 GLboolean ARB_bindless_texture;
4027 GLboolean ARB_blend_func_extended;
4028 GLboolean ARB_buffer_storage;
4029 GLboolean ARB_clear_texture;
4030 GLboolean ARB_clip_control;
4031 GLboolean ARB_color_buffer_float;
4032 GLboolean ARB_compute_shader;
4033 GLboolean ARB_compute_variable_group_size;
4034 GLboolean ARB_conditional_render_inverted;
4035 GLboolean ARB_conservative_depth;
4036 GLboolean ARB_copy_image;
4037 GLboolean ARB_cull_distance;
4038 GLboolean ARB_depth_buffer_float;
4039 GLboolean ARB_depth_clamp;
4040 GLboolean ARB_depth_texture;
4041 GLboolean ARB_derivative_control;
4042 GLboolean ARB_draw_buffers_blend;
4043 GLboolean ARB_draw_elements_base_vertex;
4044 GLboolean ARB_draw_indirect;
4045 GLboolean ARB_draw_instanced;
4046 GLboolean ARB_fragment_coord_conventions;
4047 GLboolean ARB_fragment_layer_viewport;
4048 GLboolean ARB_fragment_program;
4049 GLboolean ARB_fragment_program_shadow;
4050 GLboolean ARB_fragment_shader;
4051 GLboolean ARB_framebuffer_no_attachments;
4052 GLboolean ARB_framebuffer_object;
4053 GLboolean ARB_enhanced_layouts;
4054 GLboolean ARB_explicit_attrib_location;
4055 GLboolean ARB_explicit_uniform_location;
4056 GLboolean ARB_gpu_shader5;
4057 GLboolean ARB_gpu_shader_fp64;
4058 GLboolean ARB_gpu_shader_int64;
4059 GLboolean ARB_half_float_vertex;
4060 GLboolean ARB_indirect_parameters;
4061 GLboolean ARB_instanced_arrays;
4062 GLboolean ARB_internalformat_query;
4063 GLboolean ARB_internalformat_query2;
4064 GLboolean ARB_map_buffer_range;
4065 GLboolean ARB_occlusion_query;
4066 GLboolean ARB_occlusion_query2;
4067 GLboolean ARB_pipeline_statistics_query;
4068 GLboolean ARB_point_sprite;
4069 GLboolean ARB_polygon_offset_clamp;
4070 GLboolean ARB_post_depth_coverage;
4071 GLboolean ARB_query_buffer_object;
4072 GLboolean ARB_robust_buffer_access_behavior;
4073 GLboolean ARB_sample_shading;
4074 GLboolean ARB_seamless_cube_map;
4075 GLboolean ARB_shader_atomic_counter_ops;
4076 GLboolean ARB_shader_atomic_counters;
4077 GLboolean ARB_shader_ballot;
4078 GLboolean ARB_shader_bit_encoding;
4079 GLboolean ARB_shader_clock;
4080 GLboolean ARB_shader_draw_parameters;
4081 GLboolean ARB_shader_group_vote;
4082 GLboolean ARB_shader_image_load_store;
4083 GLboolean ARB_shader_image_size;
4084 GLboolean ARB_shader_precision;
4085 GLboolean ARB_shader_stencil_export;
4086 GLboolean ARB_shader_storage_buffer_object;
4087 GLboolean ARB_shader_texture_image_samples;
4088 GLboolean ARB_shader_texture_lod;
4089 GLboolean ARB_shader_viewport_layer_array;
4090 GLboolean ARB_shading_language_packing;
4091 GLboolean ARB_shading_language_420pack;
4092 GLboolean ARB_shadow;
4093 GLboolean ARB_sparse_buffer;
4094 GLboolean ARB_stencil_texturing;
4095 GLboolean ARB_sync;
4096 GLboolean ARB_tessellation_shader;
4097 GLboolean ARB_texture_border_clamp;
4098 GLboolean ARB_texture_buffer_object;
4099 GLboolean ARB_texture_buffer_object_rgb32;
4100 GLboolean ARB_texture_buffer_range;
4101 GLboolean ARB_texture_compression_bptc;
4102 GLboolean ARB_texture_compression_rgtc;
4103 GLboolean ARB_texture_cube_map;
4104 GLboolean ARB_texture_cube_map_array;
4105 GLboolean ARB_texture_env_combine;
4106 GLboolean ARB_texture_env_crossbar;
4107 GLboolean ARB_texture_env_dot3;
4108 GLboolean ARB_texture_filter_anisotropic;
4109 GLboolean ARB_texture_float;
4110 GLboolean ARB_texture_gather;
4111 GLboolean ARB_texture_mirror_clamp_to_edge;
4112 GLboolean ARB_texture_multisample;
4113 GLboolean ARB_texture_non_power_of_two;
4114 GLboolean ARB_texture_stencil8;
4115 GLboolean ARB_texture_query_levels;
4116 GLboolean ARB_texture_query_lod;
4117 GLboolean ARB_texture_rg;
4118 GLboolean ARB_texture_rgb10_a2ui;
4119 GLboolean ARB_texture_view;
4120 GLboolean ARB_timer_query;
4121 GLboolean ARB_transform_feedback2;
4122 GLboolean ARB_transform_feedback3;
4123 GLboolean ARB_transform_feedback_instanced;
4124 GLboolean ARB_transform_feedback_overflow_query;
4125 GLboolean ARB_uniform_buffer_object;
4126 GLboolean ARB_vertex_attrib_64bit;
4127 GLboolean ARB_vertex_program;
4128 GLboolean ARB_vertex_shader;
4129 GLboolean ARB_vertex_type_10f_11f_11f_rev;
4130 GLboolean ARB_vertex_type_2_10_10_10_rev;
4131 GLboolean ARB_viewport_array;
4132 GLboolean EXT_blend_color;
4133 GLboolean EXT_blend_equation_separate;
4134 GLboolean EXT_blend_func_separate;
4135 GLboolean EXT_blend_minmax;
4136 GLboolean EXT_depth_bounds_test;
4137 GLboolean EXT_draw_buffers2;
4138 GLboolean EXT_framebuffer_multisample;
4139 GLboolean EXT_framebuffer_multisample_blit_scaled;
4140 GLboolean EXT_framebuffer_sRGB;
4141 GLboolean EXT_gpu_program_parameters;
4142 GLboolean EXT_gpu_shader4;
4143 GLboolean EXT_memory_object;
4144 GLboolean EXT_memory_object_fd;
4145 GLboolean EXT_packed_float;
4146 GLboolean EXT_pixel_buffer_object;
4147 GLboolean EXT_point_parameters;
4148 GLboolean EXT_provoking_vertex;
4149 GLboolean EXT_shader_integer_mix;
4150 GLboolean EXT_shader_samples_identical;
4151 GLboolean EXT_stencil_two_side;
4152 GLboolean EXT_texture_array;
4153 GLboolean EXT_texture_compression_latc;
4154 GLboolean EXT_texture_compression_s3tc;
4155 GLboolean EXT_texture_env_dot3;
4156 GLboolean EXT_texture_filter_anisotropic;
4157 GLboolean EXT_texture_integer;
4158 GLboolean EXT_texture_mirror_clamp;
4159 GLboolean EXT_texture_shared_exponent;
4160 GLboolean EXT_texture_snorm;
4161 GLboolean EXT_texture_sRGB;
4162 GLboolean EXT_texture_sRGB_decode;
4163 GLboolean EXT_texture_swizzle;
4164 GLboolean EXT_texture_type_2_10_10_10_REV;
4165 GLboolean EXT_transform_feedback;
4166 GLboolean EXT_timer_query;
4167 GLboolean EXT_vertex_array_bgra;
4168 GLboolean EXT_window_rectangles;
4169 GLboolean OES_copy_image;
4170 GLboolean OES_primitive_bounding_box;
4171 GLboolean OES_sample_variables;
4172 GLboolean OES_standard_derivatives;
4173 GLboolean OES_texture_buffer;
4174 GLboolean OES_texture_cube_map_array;
4175 GLboolean OES_viewport_array;
4176 /* vendor extensions */
4177 GLboolean AMD_performance_monitor;
4178 GLboolean AMD_pinned_memory;
4179 GLboolean AMD_seamless_cubemap_per_texture;
4180 GLboolean AMD_vertex_shader_layer;
4181 GLboolean AMD_vertex_shader_viewport_index;
4182 GLboolean ANDROID_extension_pack_es31a;
4183 GLboolean APPLE_object_purgeable;
4184 GLboolean ATI_meminfo;
4185 GLboolean ATI_texture_compression_3dc;
4186 GLboolean ATI_texture_mirror_once;
4187 GLboolean ATI_texture_env_combine3;
4188 GLboolean ATI_fragment_shader;
4189 GLboolean ATI_separate_stencil;
4190 GLboolean GREMEDY_string_marker;
4191 GLboolean INTEL_conservative_rasterization;
4192 GLboolean INTEL_performance_query;
4193 GLboolean KHR_blend_equation_advanced;
4194 GLboolean KHR_blend_equation_advanced_coherent;
4195 GLboolean KHR_robustness;
4196 GLboolean KHR_texture_compression_astc_hdr;
4197 GLboolean KHR_texture_compression_astc_ldr;
4198 GLboolean KHR_texture_compression_astc_sliced_3d;
4199 GLboolean MESA_tile_raster_order;
4200 GLboolean MESA_pack_invert;
4201 GLboolean MESA_shader_framebuffer_fetch;
4202 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
4203 GLboolean MESA_shader_integer_functions;
4204 GLboolean MESA_ycbcr_texture;
4205 GLboolean NV_conditional_render;
4206 GLboolean NV_fill_rectangle;
4207 GLboolean NV_fog_distance;
4208 GLboolean NV_point_sprite;
4209 GLboolean NV_primitive_restart;
4210 GLboolean NV_texture_barrier;
4211 GLboolean NV_texture_env_combine4;
4212 GLboolean NV_texture_rectangle;
4213 GLboolean NV_vdpau_interop;
4214 GLboolean NVX_gpu_memory_info;
4215 GLboolean TDFX_texture_compression_FXT1;
4216 GLboolean OES_EGL_image;
4217 GLboolean OES_draw_texture;
4218 GLboolean OES_depth_texture_cube_map;
4219 GLboolean OES_EGL_image_external;
4220 GLboolean OES_texture_float;
4221 GLboolean OES_texture_float_linear;
4222 GLboolean OES_texture_half_float;
4223 GLboolean OES_texture_half_float_linear;
4224 GLboolean OES_compressed_ETC1_RGB8_texture;
4225 GLboolean OES_geometry_shader;
4226 GLboolean OES_texture_compression_astc;
4227 GLboolean extension_sentinel;
4228 /** The extension string */
4229 const GLubyte *String;
4230 /** Number of supported extensions */
4231 GLuint Count;
4232 /**
4233 * The context version which extension helper functions compare against.
4234 * By default, the value is equal to ctx->Version. This changes to ~0
4235 * while meta is in progress.
4236 */
4237 GLubyte Version;
4238 };
4239
4240
4241 /**
4242 * A stack of matrices (projection, modelview, color, texture, etc).
4243 */
4244 struct gl_matrix_stack
4245 {
4246 GLmatrix *Top; /**< points into Stack */
4247 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4248 unsigned StackSize; /**< Number of elements in Stack */
4249 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4250 GLuint MaxDepth; /**< size of Stack[] array */
4251 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4252 };
4253
4254
4255 /**
4256 * \name Bits for image transfer operations
4257 * \sa __struct gl_contextRec::ImageTransferState.
4258 */
4259 /*@{*/
4260 #define IMAGE_SCALE_BIAS_BIT 0x1
4261 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4262 #define IMAGE_MAP_COLOR_BIT 0x4
4263 #define IMAGE_CLAMP_BIT 0x800
4264
4265
4266 /** Pixel Transfer ops */
4267 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4268 IMAGE_SHIFT_OFFSET_BIT | \
4269 IMAGE_MAP_COLOR_BIT)
4270
4271 /**
4272 * \name Bits to indicate what state has changed.
4273 */
4274 /*@{*/
4275 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4276 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4277 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4278 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4279 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4280 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4281 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4282 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4283 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4284 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4285 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4286 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4287 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4288 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4289 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4290 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4291 #define _NEW_TEXTURE_OBJECT (1u << 16) /**< gl_context::Texture (bindings only) */
4292 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4293 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4294 #define _NEW_TEXTURE_STATE (1u << 19) /**< gl_context::Texture (states only) */
4295 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4296 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4297 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4298 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4299 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4300 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4301 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4302 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4303 /* gap */
4304 #define _NEW_FRAG_CLAMP (1u << 29)
4305 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4306 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4307 #define _NEW_ALL ~0
4308 /*@}*/
4309
4310
4311 /**
4312 * Composite state flags
4313 */
4314 /*@{*/
4315 #define _NEW_TEXTURE (_NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE)
4316
4317 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4318 _NEW_TEXTURE_STATE | \
4319 _NEW_POINT | \
4320 _NEW_PROGRAM | \
4321 _NEW_MODELVIEW)
4322
4323 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4324 _NEW_FOG | \
4325 _NEW_PROGRAM)
4326
4327
4328 /*@}*/
4329
4330
4331
4332
4333 /* This has to be included here. */
4334 #include "dd.h"
4335
4336
4337 /**
4338 * Display list flags.
4339 * Strictly this is a tnl-private concept, but it doesn't seem
4340 * worthwhile adding a tnl private structure just to hold this one bit
4341 * of information:
4342 */
4343 #define DLIST_DANGLING_REFS 0x1
4344
4345
4346 /** Opaque declaration of display list payload data type */
4347 union gl_dlist_node;
4348
4349
4350 /**
4351 * Provide a location where information about a display list can be
4352 * collected. Could be extended with driverPrivate structures,
4353 * etc. in the future.
4354 */
4355 struct gl_display_list
4356 {
4357 GLuint Name;
4358 GLbitfield Flags; /**< DLIST_x flags */
4359 GLchar *Label; /**< GL_KHR_debug */
4360 /** The dlist commands are in a linked list of nodes */
4361 union gl_dlist_node *Head;
4362 };
4363
4364
4365 /**
4366 * State used during display list compilation and execution.
4367 */
4368 struct gl_dlist_state
4369 {
4370 struct gl_display_list *CurrentList; /**< List currently being compiled */
4371 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4372 GLuint CurrentPos; /**< Index into current block of nodes */
4373 GLuint CallDepth; /**< Current recursion calling depth */
4374
4375 GLvertexformat ListVtxfmt;
4376
4377 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4378 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4379
4380 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4381 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4382
4383 struct {
4384 /* State known to have been set by the currently-compiling display
4385 * list. Used to eliminate some redundant state changes.
4386 */
4387 GLenum ShadeModel;
4388 } Current;
4389 };
4390
4391 /** @{
4392 *
4393 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4394 * to small enums suitable for use as an array index.
4395 */
4396
4397 enum mesa_debug_source {
4398 MESA_DEBUG_SOURCE_API,
4399 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4400 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4401 MESA_DEBUG_SOURCE_THIRD_PARTY,
4402 MESA_DEBUG_SOURCE_APPLICATION,
4403 MESA_DEBUG_SOURCE_OTHER,
4404 MESA_DEBUG_SOURCE_COUNT
4405 };
4406
4407 enum mesa_debug_type {
4408 MESA_DEBUG_TYPE_ERROR,
4409 MESA_DEBUG_TYPE_DEPRECATED,
4410 MESA_DEBUG_TYPE_UNDEFINED,
4411 MESA_DEBUG_TYPE_PORTABILITY,
4412 MESA_DEBUG_TYPE_PERFORMANCE,
4413 MESA_DEBUG_TYPE_OTHER,
4414 MESA_DEBUG_TYPE_MARKER,
4415 MESA_DEBUG_TYPE_PUSH_GROUP,
4416 MESA_DEBUG_TYPE_POP_GROUP,
4417 MESA_DEBUG_TYPE_COUNT
4418 };
4419
4420 enum mesa_debug_severity {
4421 MESA_DEBUG_SEVERITY_LOW,
4422 MESA_DEBUG_SEVERITY_MEDIUM,
4423 MESA_DEBUG_SEVERITY_HIGH,
4424 MESA_DEBUG_SEVERITY_NOTIFICATION,
4425 MESA_DEBUG_SEVERITY_COUNT
4426 };
4427
4428 /** @} */
4429
4430 /**
4431 * Driver-specific state flags.
4432 *
4433 * These are or'd with gl_context::NewDriverState to notify a driver about
4434 * a state change. The driver sets the flags at context creation and
4435 * the meaning of the bits set is opaque to core Mesa.
4436 */
4437 struct gl_driver_flags
4438 {
4439 /** gl_context::Array::_DrawArrays (vertex array state) */
4440 uint64_t NewArray;
4441
4442 /** gl_context::TransformFeedback::CurrentObject */
4443 uint64_t NewTransformFeedback;
4444
4445 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4446 uint64_t NewTransformFeedbackProg;
4447
4448 /** gl_context::RasterDiscard */
4449 uint64_t NewRasterizerDiscard;
4450
4451 /** gl_context::TileRasterOrder* */
4452 uint64_t NewTileRasterOrder;
4453
4454 /**
4455 * gl_context::UniformBufferBindings
4456 * gl_shader_program::UniformBlocks
4457 */
4458 uint64_t NewUniformBuffer;
4459
4460 /**
4461 * gl_context::ShaderStorageBufferBindings
4462 * gl_shader_program::ShaderStorageBlocks
4463 */
4464 uint64_t NewShaderStorageBuffer;
4465
4466 uint64_t NewTextureBuffer;
4467
4468 /**
4469 * gl_context::AtomicBufferBindings
4470 */
4471 uint64_t NewAtomicBuffer;
4472
4473 /**
4474 * gl_context::ImageUnits
4475 */
4476 uint64_t NewImageUnits;
4477
4478 /**
4479 * gl_context::TessCtrlProgram::patch_default_*
4480 */
4481 uint64_t NewDefaultTessLevels;
4482
4483 /**
4484 * gl_context::IntelConservativeRasterization
4485 */
4486 uint64_t NewIntelConservativeRasterization;
4487
4488 /**
4489 * gl_context::Scissor::WindowRects
4490 */
4491 uint64_t NewWindowRectangles;
4492
4493 /** gl_context::Color::sRGBEnabled */
4494 uint64_t NewFramebufferSRGB;
4495
4496 /** gl_context::Scissor::EnableFlags */
4497 uint64_t NewScissorTest;
4498
4499 /** gl_context::Scissor::ScissorArray */
4500 uint64_t NewScissorRect;
4501
4502 /** gl_context::Color::Alpha* */
4503 uint64_t NewAlphaTest;
4504
4505 /** gl_context::Color::Blend/Dither */
4506 uint64_t NewBlend;
4507
4508 /** gl_context::Color::BlendColor */
4509 uint64_t NewBlendColor;
4510
4511 /** gl_context::Color::Color/Index */
4512 uint64_t NewColorMask;
4513
4514 /** gl_context::Depth */
4515 uint64_t NewDepth;
4516
4517 /** gl_context::Color::LogicOp/ColorLogicOp/IndexLogicOp */
4518 uint64_t NewLogicOp;
4519
4520 /** gl_context::Multisample::Enabled */
4521 uint64_t NewMultisampleEnable;
4522
4523 /** gl_context::Multisample::SampleAlphaTo* */
4524 uint64_t NewSampleAlphaToXEnable;
4525
4526 /** gl_context::Multisample::SampleCoverage/SampleMaskValue */
4527 uint64_t NewSampleMask;
4528
4529 /** gl_context::Multisample::(Min)SampleShading */
4530 uint64_t NewSampleShading;
4531
4532 /** gl_context::Stencil */
4533 uint64_t NewStencil;
4534
4535 /** gl_context::Transform::ClipOrigin/ClipDepthMode */
4536 uint64_t NewClipControl;
4537
4538 /** gl_context::Transform::EyeUserPlane */
4539 uint64_t NewClipPlane;
4540
4541 /** gl_context::Transform::ClipPlanesEnabled */
4542 uint64_t NewClipPlaneEnable;
4543
4544 /** gl_context::Transform::DepthClamp */
4545 uint64_t NewDepthClamp;
4546
4547 /** gl_context::Line */
4548 uint64_t NewLineState;
4549
4550 /** gl_context::Polygon */
4551 uint64_t NewPolygonState;
4552
4553 /** gl_context::PolygonStipple */
4554 uint64_t NewPolygonStipple;
4555
4556 /** gl_context::ViewportArray */
4557 uint64_t NewViewport;
4558
4559 /** Shader constants (uniforms, program parameters, state constants) */
4560 uint64_t NewShaderConstants[MESA_SHADER_STAGES];
4561 };
4562
4563 struct gl_buffer_binding
4564 {
4565 struct gl_buffer_object *BufferObject;
4566 /** Start of uniform block data in the buffer */
4567 GLintptr Offset;
4568 /** Size of data allowed to be referenced from the buffer (in bytes) */
4569 GLsizeiptr Size;
4570 /**
4571 * glBindBufferBase() indicates that the Size should be ignored and only
4572 * limited by the current size of the BufferObject.
4573 */
4574 GLboolean AutomaticSize;
4575 };
4576
4577 /**
4578 * ARB_shader_image_load_store image unit.
4579 */
4580 struct gl_image_unit
4581 {
4582 /**
4583 * Texture object bound to this unit.
4584 */
4585 struct gl_texture_object *TexObj;
4586
4587 /**
4588 * Level of the texture object bound to this unit.
4589 */
4590 GLuint Level;
4591
4592 /**
4593 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4594 * GL_FALSE if only some specific layer of the texture is bound.
4595 * \sa Layer
4596 */
4597 GLboolean Layered;
4598
4599 /**
4600 * Layer of the texture object bound to this unit as specified by the
4601 * application.
4602 */
4603 GLuint Layer;
4604
4605 /**
4606 * Layer of the texture object bound to this unit, or zero if the
4607 * whole level is bound.
4608 */
4609 GLuint _Layer;
4610
4611 /**
4612 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4613 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4614 */
4615 GLenum Access;
4616
4617 /**
4618 * GL internal format that determines the interpretation of the
4619 * image memory when shader image operations are performed through
4620 * this unit.
4621 */
4622 GLenum Format;
4623
4624 /**
4625 * Mesa format corresponding to \c Format.
4626 */
4627 mesa_format _ActualFormat;
4628
4629 };
4630
4631 /**
4632 * Shader subroutines storage
4633 */
4634 struct gl_subroutine_index_binding
4635 {
4636 GLuint NumIndex;
4637 GLuint *IndexPtr;
4638 };
4639
4640 struct gl_texture_handle_object
4641 {
4642 struct gl_texture_object *texObj;
4643 struct gl_sampler_object *sampObj;
4644 GLuint64 handle;
4645 };
4646
4647 struct gl_image_handle_object
4648 {
4649 struct gl_image_unit imgObj;
4650 GLuint64 handle;
4651 };
4652
4653 struct gl_memory_object
4654 {
4655 GLuint Name; /**< hash table ID/name */
4656 GLboolean Immutable; /**< denotes mutability state of parameters */
4657 GLboolean Dedicated; /**< import memory from a dedicated allocation */
4658 };
4659
4660 /**
4661 * Mesa rendering context.
4662 *
4663 * This is the central context data structure for Mesa. Almost all
4664 * OpenGL state is contained in this structure.
4665 * Think of this as a base class from which device drivers will derive
4666 * sub classes.
4667 */
4668 struct gl_context
4669 {
4670 /** State possibly shared with other contexts in the address space */
4671 struct gl_shared_state *Shared;
4672
4673 /** \name API function pointer tables */
4674 /*@{*/
4675 gl_api API;
4676
4677 /**
4678 * The current dispatch table for non-displaylist-saving execution, either
4679 * BeginEnd or OutsideBeginEnd
4680 */
4681 struct _glapi_table *Exec;
4682 /**
4683 * The normal dispatch table for non-displaylist-saving, non-begin/end
4684 */
4685 struct _glapi_table *OutsideBeginEnd;
4686 /** The dispatch table used between glNewList() and glEndList() */
4687 struct _glapi_table *Save;
4688 /**
4689 * The dispatch table used between glBegin() and glEnd() (outside of a
4690 * display list). Only valid functions between those two are set, which is
4691 * mostly just the set in a GLvertexformat struct.
4692 */
4693 struct _glapi_table *BeginEnd;
4694 /**
4695 * Dispatch table for when a graphics reset has happened.
4696 */
4697 struct _glapi_table *ContextLost;
4698 /**
4699 * Dispatch table used to marshal API calls from the client program to a
4700 * separate server thread. NULL if API calls are not being marshalled to
4701 * another thread.
4702 */
4703 struct _glapi_table *MarshalExec;
4704 /**
4705 * Dispatch table currently in use for fielding API calls from the client
4706 * program. If API calls are being marshalled to another thread, this ==
4707 * MarshalExec. Otherwise it == CurrentServerDispatch.
4708 */
4709 struct _glapi_table *CurrentClientDispatch;
4710
4711 /**
4712 * Dispatch table currently in use for performing API calls. == Save or
4713 * Exec.
4714 */
4715 struct _glapi_table *CurrentServerDispatch;
4716
4717 /*@}*/
4718
4719 struct glthread_state *GLThread;
4720
4721 struct gl_config Visual;
4722 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4723 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4724 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4725 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4726
4727 /**
4728 * Device driver function pointer table
4729 */
4730 struct dd_function_table Driver;
4731
4732 /** Core/Driver constants */
4733 struct gl_constants Const;
4734
4735 /** \name The various 4x4 matrix stacks */
4736 /*@{*/
4737 struct gl_matrix_stack ModelviewMatrixStack;
4738 struct gl_matrix_stack ProjectionMatrixStack;
4739 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4740 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4741 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4742 /*@}*/
4743
4744 /** Combined modelview and projection matrix */
4745 GLmatrix _ModelProjectMatrix;
4746
4747 /** \name Display lists */
4748 struct gl_dlist_state ListState;
4749
4750 GLboolean ExecuteFlag; /**< Execute GL commands? */
4751 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4752
4753 /** Extension information */
4754 struct gl_extensions Extensions;
4755
4756 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4757 GLuint Version;
4758 char *VersionString;
4759
4760 /** \name State attribute stack (for glPush/PopAttrib) */
4761 /*@{*/
4762 GLuint AttribStackDepth;
4763 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4764 /*@}*/
4765
4766 /** \name Renderer attribute groups
4767 *
4768 * We define a struct for each attribute group to make pushing and popping
4769 * attributes easy. Also it's a good organization.
4770 */
4771 /*@{*/
4772 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4773 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4774 struct gl_current_attrib Current; /**< Current attributes */
4775 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4776 struct gl_eval_attrib Eval; /**< Eval attributes */
4777 struct gl_fog_attrib Fog; /**< Fog attributes */
4778 struct gl_hint_attrib Hint; /**< Hint attributes */
4779 struct gl_light_attrib Light; /**< Light attributes */
4780 struct gl_line_attrib Line; /**< Line attributes */
4781 struct gl_list_attrib List; /**< List attributes */
4782 struct gl_multisample_attrib Multisample;
4783 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4784 struct gl_point_attrib Point; /**< Point attributes */
4785 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4786 GLuint PolygonStipple[32]; /**< Polygon stipple */
4787 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4788 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4789 struct gl_texture_attrib Texture; /**< Texture attributes */
4790 struct gl_transform_attrib Transform; /**< Transformation attributes */
4791 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4792 /*@}*/
4793
4794 /** \name Client attribute stack */
4795 /*@{*/
4796 GLuint ClientAttribStackDepth;
4797 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4798 /*@}*/
4799
4800 /** \name Client attribute groups */
4801 /*@{*/
4802 struct gl_array_attrib Array; /**< Vertex arrays */
4803 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4804 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4805 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4806 /*@}*/
4807
4808 /** \name Other assorted state (not pushed/popped on attribute stack) */
4809 /*@{*/
4810 struct gl_pixelmaps PixelMaps;
4811
4812 struct gl_evaluators EvalMap; /**< All evaluators */
4813 struct gl_feedback Feedback; /**< Feedback */
4814 struct gl_selection Select; /**< Selection */
4815
4816 struct gl_program_state Program; /**< general program state */
4817 struct gl_vertex_program_state VertexProgram;
4818 struct gl_fragment_program_state FragmentProgram;
4819 struct gl_geometry_program_state GeometryProgram;
4820 struct gl_compute_program_state ComputeProgram;
4821 struct gl_tess_ctrl_program_state TessCtrlProgram;
4822 struct gl_tess_eval_program_state TessEvalProgram;
4823 struct gl_ati_fragment_shader_state ATIFragmentShader;
4824
4825 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4826 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4827
4828 /**
4829 * Current active shader pipeline state
4830 *
4831 * Almost all internal users want ::_Shader instead of ::Shader. The
4832 * exceptions are bits of legacy GLSL API that do not know about separate
4833 * shader objects.
4834 *
4835 * If a program is active via \c glUseProgram, this will point to
4836 * \c ::Shader.
4837 *
4838 * If a program pipeline is active via \c glBindProgramPipeline, this will
4839 * point to \c ::Pipeline.Current.
4840 *
4841 * If neither a program nor a program pipeline is active, this will point to
4842 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4843 * \c NULL.
4844 */
4845 struct gl_pipeline_object *_Shader;
4846
4847 struct gl_query_state Query; /**< occlusion, timer queries */
4848
4849 struct gl_transform_feedback_state TransformFeedback;
4850
4851 struct gl_perf_monitor_state PerfMonitor;
4852 struct gl_perf_query_state PerfQuery;
4853
4854 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4855 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4856 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4857
4858 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4859 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4860
4861 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4862
4863 /**
4864 * Current GL_ARB_uniform_buffer_object binding referenced by
4865 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4866 */
4867 struct gl_buffer_object *UniformBuffer;
4868
4869 /**
4870 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4871 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4872 */
4873 struct gl_buffer_object *ShaderStorageBuffer;
4874
4875 /**
4876 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4877 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4878 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4879 * shader program.
4880 */
4881 struct gl_buffer_binding
4882 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4883
4884 /**
4885 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4886 * and GL 4.3. This is set up using glBindBufferRange() or
4887 * glBindBufferBase(). They are associated with shader storage blocks by
4888 * glShaderStorageBlockBinding()'s state in the shader program.
4889 */
4890 struct gl_buffer_binding
4891 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4892
4893 /**
4894 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4895 * target.
4896 */
4897 struct gl_buffer_object *AtomicBuffer;
4898
4899 /**
4900 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4901 * target.
4902 */
4903 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4904
4905 /**
4906 * Array of atomic counter buffer binding points.
4907 */
4908 struct gl_buffer_binding
4909 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4910
4911 /**
4912 * Array of image units for ARB_shader_image_load_store.
4913 */
4914 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4915
4916 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4917 /*@}*/
4918
4919 struct gl_meta_state *Meta; /**< for "meta" operations */
4920
4921 /* GL_EXT_framebuffer_object */
4922 struct gl_renderbuffer *CurrentRenderbuffer;
4923
4924 GLenum ErrorValue; /**< Last error code */
4925
4926 /**
4927 * Recognize and silence repeated error debug messages in buggy apps.
4928 */
4929 const char *ErrorDebugFmtString;
4930 GLuint ErrorDebugCount;
4931
4932 /* GL_ARB_debug_output/GL_KHR_debug */
4933 simple_mtx_t DebugMutex;
4934 struct gl_debug_state *Debug;
4935
4936 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4937 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4938 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4939
4940 struct gl_driver_flags DriverFlags;
4941
4942 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4943
4944 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4945
4946 /** \name Derived state */
4947 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4948 GLfloat _EyeZDir[3];
4949 GLfloat _ModelViewInvScale;
4950 GLboolean _NeedEyeCoords;
4951 GLboolean _ForceEyeCoords;
4952
4953 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4954
4955 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4956
4957 /** \name For debugging/development only */
4958 /*@{*/
4959 GLboolean FirstTimeCurrent;
4960 /*@}*/
4961
4962 /**
4963 * False if this context was created without a config. This is needed
4964 * because the initial state of glDrawBuffers depends on this
4965 */
4966 GLboolean HasConfig;
4967
4968 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4969
4970 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4971 GLboolean IntelConservativeRasterization; /**< GL_INTEL_CONSERVATIVE_RASTERIZATION */
4972
4973 /** Does glVertexAttrib(0) alias glVertex()? */
4974 bool _AttribZeroAliasesVertex;
4975
4976 /**
4977 * When set, TileRasterOrderIncreasingX/Y control the order that a tiled
4978 * renderer's tiles should be excecuted, to meet the requirements of
4979 * GL_MESA_tile_raster_order.
4980 */
4981 GLboolean TileRasterOrderFixed;
4982 GLboolean TileRasterOrderIncreasingX;
4983 GLboolean TileRasterOrderIncreasingY;
4984
4985 /**
4986 * \name Hooks for module contexts.
4987 *
4988 * These will eventually live in the driver or elsewhere.
4989 */
4990 /*@{*/
4991 void *swrast_context;
4992 void *swsetup_context;
4993 void *swtnl_context;
4994 struct vbo_context *vbo_context;
4995 struct st_context *st;
4996 void *aelt_context;
4997 /*@}*/
4998
4999 /**
5000 * \name NV_vdpau_interop
5001 */
5002 /*@{*/
5003 const void *vdpDevice;
5004 const void *vdpGetProcAddress;
5005 struct set *vdpSurfaces;
5006 /*@}*/
5007
5008 /**
5009 * Has this context observed a GPU reset in any context in the share group?
5010 *
5011 * Once this field becomes true, it is never reset to false.
5012 */
5013 GLboolean ShareGroupReset;
5014
5015 /**
5016 * \name OES_primitive_bounding_box
5017 *
5018 * Stores the arguments to glPrimitiveBoundingBox
5019 */
5020 GLfloat PrimitiveBoundingBox[8];
5021
5022 struct disk_cache *Cache;
5023
5024 /**
5025 * \name GL_ARB_bindless_texture
5026 */
5027 /*@{*/
5028 struct hash_table_u64 *ResidentTextureHandles;
5029 struct hash_table_u64 *ResidentImageHandles;
5030 /*@}*/
5031 };
5032
5033 /**
5034 * Information about memory usage. All sizes are in kilobytes.
5035 */
5036 struct gl_memory_info
5037 {
5038 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
5039 unsigned avail_device_memory; /**< free device memory at the moment */
5040 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
5041 unsigned avail_staging_memory; /**< free staging memory at the moment */
5042 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
5043 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
5044 };
5045
5046 #ifdef DEBUG
5047 extern int MESA_VERBOSE;
5048 extern int MESA_DEBUG_FLAGS;
5049 # define MESA_FUNCTION __func__
5050 #else
5051 # define MESA_VERBOSE 0
5052 # define MESA_DEBUG_FLAGS 0
5053 # define MESA_FUNCTION "a function"
5054 #endif
5055
5056
5057 /** The MESA_VERBOSE var is a bitmask of these flags */
5058 enum _verbose
5059 {
5060 VERBOSE_VARRAY = 0x0001,
5061 VERBOSE_TEXTURE = 0x0002,
5062 VERBOSE_MATERIAL = 0x0004,
5063 VERBOSE_PIPELINE = 0x0008,
5064 VERBOSE_DRIVER = 0x0010,
5065 VERBOSE_STATE = 0x0020,
5066 VERBOSE_API = 0x0040,
5067 VERBOSE_DISPLAY_LIST = 0x0100,
5068 VERBOSE_LIGHTING = 0x0200,
5069 VERBOSE_PRIMS = 0x0400,
5070 VERBOSE_VERTS = 0x0800,
5071 VERBOSE_DISASSEM = 0x1000,
5072 VERBOSE_DRAW = 0x2000,
5073 VERBOSE_SWAPBUFFERS = 0x4000
5074 };
5075
5076
5077 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
5078 enum _debug
5079 {
5080 DEBUG_SILENT = (1 << 0),
5081 DEBUG_ALWAYS_FLUSH = (1 << 1),
5082 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
5083 DEBUG_INCOMPLETE_FBO = (1 << 3),
5084 DEBUG_CONTEXT = (1 << 4)
5085 };
5086
5087 #ifdef __cplusplus
5088 }
5089 #endif
5090
5091 #endif /* MTYPES_H */