mesa: s/inline/INLINE/ to fix MSVC build
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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 "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 /**
47 * Color channel data type.
48 */
49 #if CHAN_BITS == 8
50 typedef GLubyte GLchan;
51 #define CHAN_MAX 255
52 #define CHAN_MAXF 255.0F
53 #define CHAN_TYPE GL_UNSIGNED_BYTE
54 #elif CHAN_BITS == 16
55 typedef GLushort GLchan;
56 #define CHAN_MAX 65535
57 #define CHAN_MAXF 65535.0F
58 #define CHAN_TYPE GL_UNSIGNED_SHORT
59 #elif CHAN_BITS == 32
60 typedef GLfloat GLchan;
61 #define CHAN_MAX 1.0
62 #define CHAN_MAXF 1.0F
63 #define CHAN_TYPE GL_FLOAT
64 #else
65 #error "illegal number of color channel bits"
66 #endif
67
68
69 /**
70 * Stencil buffer data type.
71 */
72 #if STENCIL_BITS==8
73 typedef GLubyte GLstencil;
74 #elif STENCIL_BITS==16
75 typedef GLushort GLstencil;
76 #else
77 # error "illegal number of stencil bits"
78 #endif
79
80
81 /**
82 * \name 64-bit extension of GLbitfield.
83 */
84 /*@{*/
85 typedef GLuint64 GLbitfield64;
86
87 /** Set a single bit */
88 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
89
90
91 /**
92 * \name Some forward type declarations
93 */
94 /*@{*/
95 struct _mesa_HashTable;
96 struct gl_attrib_node;
97 struct gl_list_extensions;
98 struct gl_meta_state;
99 struct gl_pixelstore_attrib;
100 struct gl_program_cache;
101 struct gl_texture_format;
102 struct gl_texture_image;
103 struct gl_texture_object;
104 struct gl_context;
105 struct st_context;
106 /*@}*/
107
108
109 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
110 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
111 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
112 #define PRIM_UNKNOWN (GL_POLYGON+3)
113
114
115 /**
116 * Shader stages. Note that these will become 5 with tessellation.
117 * These MUST have the same values as gallium's PIPE_SHADER_*
118 */
119 typedef enum
120 {
121 MESA_SHADER_VERTEX = 0,
122 MESA_SHADER_FRAGMENT = 1,
123 MESA_SHADER_GEOMETRY = 2,
124 MESA_SHADER_TYPES = 3
125 } gl_shader_type;
126
127
128
129 /**
130 * Indexes for vertex program attributes.
131 * GL_NV_vertex_program aliases generic attributes over the conventional
132 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
133 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
134 * generic attributes are distinct/separate).
135 */
136 typedef enum
137 {
138 VERT_ATTRIB_POS = 0,
139 VERT_ATTRIB_WEIGHT = 1,
140 VERT_ATTRIB_NORMAL = 2,
141 VERT_ATTRIB_COLOR0 = 3,
142 VERT_ATTRIB_COLOR1 = 4,
143 VERT_ATTRIB_FOG = 5,
144 VERT_ATTRIB_COLOR_INDEX = 6,
145 VERT_ATTRIB_POINT_SIZE = 6, /*alias*/
146 VERT_ATTRIB_EDGEFLAG = 7,
147 VERT_ATTRIB_TEX0 = 8,
148 VERT_ATTRIB_TEX1 = 9,
149 VERT_ATTRIB_TEX2 = 10,
150 VERT_ATTRIB_TEX3 = 11,
151 VERT_ATTRIB_TEX4 = 12,
152 VERT_ATTRIB_TEX5 = 13,
153 VERT_ATTRIB_TEX6 = 14,
154 VERT_ATTRIB_TEX7 = 15,
155 VERT_ATTRIB_GENERIC0 = 16,
156 VERT_ATTRIB_GENERIC1 = 17,
157 VERT_ATTRIB_GENERIC2 = 18,
158 VERT_ATTRIB_GENERIC3 = 19,
159 VERT_ATTRIB_GENERIC4 = 20,
160 VERT_ATTRIB_GENERIC5 = 21,
161 VERT_ATTRIB_GENERIC6 = 22,
162 VERT_ATTRIB_GENERIC7 = 23,
163 VERT_ATTRIB_GENERIC8 = 24,
164 VERT_ATTRIB_GENERIC9 = 25,
165 VERT_ATTRIB_GENERIC10 = 26,
166 VERT_ATTRIB_GENERIC11 = 27,
167 VERT_ATTRIB_GENERIC12 = 28,
168 VERT_ATTRIB_GENERIC13 = 29,
169 VERT_ATTRIB_GENERIC14 = 30,
170 VERT_ATTRIB_GENERIC15 = 31,
171 VERT_ATTRIB_MAX = 32
172 } gl_vert_attrib;
173
174 /**
175 * Bitflags for vertex attributes.
176 * These are used in bitfields in many places.
177 */
178 /*@{*/
179 #define VERT_BIT_POS (1 << VERT_ATTRIB_POS)
180 #define VERT_BIT_WEIGHT (1 << VERT_ATTRIB_WEIGHT)
181 #define VERT_BIT_NORMAL (1 << VERT_ATTRIB_NORMAL)
182 #define VERT_BIT_COLOR0 (1 << VERT_ATTRIB_COLOR0)
183 #define VERT_BIT_COLOR1 (1 << VERT_ATTRIB_COLOR1)
184 #define VERT_BIT_FOG (1 << VERT_ATTRIB_FOG)
185 #define VERT_BIT_COLOR_INDEX (1 << VERT_ATTRIB_COLOR_INDEX)
186 #define VERT_BIT_EDGEFLAG (1 << VERT_ATTRIB_EDGEFLAG)
187 #define VERT_BIT_TEX0 (1 << VERT_ATTRIB_TEX0)
188 #define VERT_BIT_TEX1 (1 << VERT_ATTRIB_TEX1)
189 #define VERT_BIT_TEX2 (1 << VERT_ATTRIB_TEX2)
190 #define VERT_BIT_TEX3 (1 << VERT_ATTRIB_TEX3)
191 #define VERT_BIT_TEX4 (1 << VERT_ATTRIB_TEX4)
192 #define VERT_BIT_TEX5 (1 << VERT_ATTRIB_TEX5)
193 #define VERT_BIT_TEX6 (1 << VERT_ATTRIB_TEX6)
194 #define VERT_BIT_TEX7 (1 << VERT_ATTRIB_TEX7)
195 #define VERT_BIT_GENERIC0 (1 << VERT_ATTRIB_GENERIC0)
196 #define VERT_BIT_GENERIC1 (1 << VERT_ATTRIB_GENERIC1)
197 #define VERT_BIT_GENERIC2 (1 << VERT_ATTRIB_GENERIC2)
198 #define VERT_BIT_GENERIC3 (1 << VERT_ATTRIB_GENERIC3)
199 #define VERT_BIT_GENERIC4 (1 << VERT_ATTRIB_GENERIC4)
200 #define VERT_BIT_GENERIC5 (1 << VERT_ATTRIB_GENERIC5)
201 #define VERT_BIT_GENERIC6 (1 << VERT_ATTRIB_GENERIC6)
202 #define VERT_BIT_GENERIC7 (1 << VERT_ATTRIB_GENERIC7)
203 #define VERT_BIT_GENERIC8 (1 << VERT_ATTRIB_GENERIC8)
204 #define VERT_BIT_GENERIC9 (1 << VERT_ATTRIB_GENERIC9)
205 #define VERT_BIT_GENERIC10 (1 << VERT_ATTRIB_GENERIC10)
206 #define VERT_BIT_GENERIC11 (1 << VERT_ATTRIB_GENERIC11)
207 #define VERT_BIT_GENERIC12 (1 << VERT_ATTRIB_GENERIC12)
208 #define VERT_BIT_GENERIC13 (1 << VERT_ATTRIB_GENERIC13)
209 #define VERT_BIT_GENERIC14 (1 << VERT_ATTRIB_GENERIC14)
210 #define VERT_BIT_GENERIC15 (1 << VERT_ATTRIB_GENERIC15)
211
212 #define VERT_BIT_TEX(u) (1 << (VERT_ATTRIB_TEX0 + (u)))
213 #define VERT_BIT_GENERIC(g) (1 << (VERT_ATTRIB_GENERIC0 + (g)))
214 /*@}*/
215
216
217 /**
218 * Indexes for vertex program result attributes. Note that
219 * vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
220 * assumptions about the layout of this enum.
221 */
222 typedef enum
223 {
224 VERT_RESULT_HPOS = 0,
225 VERT_RESULT_COL0 = 1,
226 VERT_RESULT_COL1 = 2,
227 VERT_RESULT_FOGC = 3,
228 VERT_RESULT_TEX0 = 4,
229 VERT_RESULT_TEX1 = 5,
230 VERT_RESULT_TEX2 = 6,
231 VERT_RESULT_TEX3 = 7,
232 VERT_RESULT_TEX4 = 8,
233 VERT_RESULT_TEX5 = 9,
234 VERT_RESULT_TEX6 = 10,
235 VERT_RESULT_TEX7 = 11,
236 VERT_RESULT_PSIZ = 12,
237 VERT_RESULT_BFC0 = 13,
238 VERT_RESULT_BFC1 = 14,
239 VERT_RESULT_EDGE = 15,
240 VERT_RESULT_VAR0 = 16, /**< shader varying */
241 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
242 } gl_vert_result;
243
244
245 /*********************************************/
246
247 /**
248 * Indexes for geometry program attributes.
249 */
250 typedef enum
251 {
252 GEOM_ATTRIB_POSITION = 0,
253 GEOM_ATTRIB_COLOR0 = 1,
254 GEOM_ATTRIB_COLOR1 = 2,
255 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
256 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
257 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
258 GEOM_ATTRIB_POINT_SIZE = 6,
259 GEOM_ATTRIB_CLIP_VERTEX = 7,
260 GEOM_ATTRIB_PRIMITIVE_ID = 8,
261 GEOM_ATTRIB_TEX_COORD = 9,
262
263 GEOM_ATTRIB_VAR0 = 16,
264 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
265 } gl_geom_attrib;
266
267 /**
268 * Bitflags for geometry attributes.
269 * These are used in bitfields in many places.
270 */
271 /*@{*/
272 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
273 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
274 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
275 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
276 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
277 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
278 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
279 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
280 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
281 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
282 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
283
284 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
285 /*@}*/
286
287
288 /**
289 * Indexes for geometry program result attributes
290 */
291 typedef enum
292 {
293 GEOM_RESULT_POS = 0,
294 GEOM_RESULT_COL0 = 1,
295 GEOM_RESULT_COL1 = 2,
296 GEOM_RESULT_SCOL0 = 3,
297 GEOM_RESULT_SCOL1 = 4,
298 GEOM_RESULT_FOGC = 5,
299 GEOM_RESULT_TEX0 = 6,
300 GEOM_RESULT_TEX1 = 7,
301 GEOM_RESULT_TEX2 = 8,
302 GEOM_RESULT_TEX3 = 9,
303 GEOM_RESULT_TEX4 = 10,
304 GEOM_RESULT_TEX5 = 11,
305 GEOM_RESULT_TEX6 = 12,
306 GEOM_RESULT_TEX7 = 13,
307 GEOM_RESULT_PSIZ = 14,
308 GEOM_RESULT_CLPV = 15,
309 GEOM_RESULT_PRID = 16,
310 GEOM_RESULT_LAYR = 17,
311 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
312 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
313 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
314 } gl_geom_result;
315
316
317 /**
318 * Indexes for fragment program input attributes. Note that
319 * vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
320 * assumptions about the layout of this enum.
321 */
322 typedef enum
323 {
324 FRAG_ATTRIB_WPOS = 0,
325 FRAG_ATTRIB_COL0 = 1,
326 FRAG_ATTRIB_COL1 = 2,
327 FRAG_ATTRIB_FOGC = 3,
328 FRAG_ATTRIB_TEX0 = 4,
329 FRAG_ATTRIB_TEX1 = 5,
330 FRAG_ATTRIB_TEX2 = 6,
331 FRAG_ATTRIB_TEX3 = 7,
332 FRAG_ATTRIB_TEX4 = 8,
333 FRAG_ATTRIB_TEX5 = 9,
334 FRAG_ATTRIB_TEX6 = 10,
335 FRAG_ATTRIB_TEX7 = 11,
336 FRAG_ATTRIB_FACE = 12, /**< front/back face */
337 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
338 FRAG_ATTRIB_VAR0 = 14, /**< shader varying */
339 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
340 } gl_frag_attrib;
341
342 /**
343 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
344 *
345 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
346 *
347 * gl_vert_result values which have no corresponding gl_frag_attrib
348 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
349 * VERT_RESULT_EDGE) are converted to a value of -1.
350 */
351 static INLINE int vert_result_to_frag_attrib(int vert_result)
352 {
353 if (vert_result >= VERT_RESULT_VAR0)
354 return vert_result - VERT_RESULT_VAR0 + FRAG_ATTRIB_VAR0;
355 else if (vert_result <= VERT_RESULT_TEX7)
356 return vert_result;
357 else
358 return -1;
359 }
360
361 /**
362 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
363 *
364 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
365 *
366 * gl_frag_attrib values which have no corresponding gl_vert_result
367 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
368 */
369 static INLINE int frag_attrib_to_vert_result(int frag_attrib)
370 {
371 if (frag_attrib <= FRAG_ATTRIB_TEX7)
372 return frag_attrib;
373 else if (frag_attrib >= FRAG_ATTRIB_VAR0)
374 return frag_attrib - FRAG_ATTRIB_VAR0 + VERT_RESULT_VAR0;
375 else
376 return -1;
377 }
378
379 /**
380 * Bitflags for fragment program input attributes.
381 */
382 /*@{*/
383 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
384 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
385 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
386 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
387 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
388 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
389 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
390 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
391 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
392 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
393 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
394 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
395 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
396 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
397 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
398
399 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
400 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
401
402 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
403 FRAG_BIT_TEX1| \
404 FRAG_BIT_TEX2| \
405 FRAG_BIT_TEX3| \
406 FRAG_BIT_TEX4| \
407 FRAG_BIT_TEX5| \
408 FRAG_BIT_TEX6| \
409 FRAG_BIT_TEX7)
410 /*@}*/
411
412
413 /**
414 * Fragment program results
415 */
416 typedef enum
417 {
418 FRAG_RESULT_DEPTH = 0,
419 FRAG_RESULT_STENCIL = 1,
420 /* If a single color should be written to all render targets, this
421 * register is written. No FRAG_RESULT_DATAn will be written.
422 */
423 FRAG_RESULT_COLOR = 2,
424
425 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
426 * or ARB_fragment_program fragment.color[n]) color results. If
427 * any are written, FRAG_RESULT_COLOR will not be written.
428 */
429 FRAG_RESULT_DATA0 = 3,
430 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
431 } gl_frag_result;
432
433
434 /**
435 * Indexes for all renderbuffers
436 */
437 typedef enum
438 {
439 /* the four standard color buffers */
440 BUFFER_FRONT_LEFT,
441 BUFFER_BACK_LEFT,
442 BUFFER_FRONT_RIGHT,
443 BUFFER_BACK_RIGHT,
444 BUFFER_DEPTH,
445 BUFFER_STENCIL,
446 BUFFER_ACCUM,
447 /* optional aux buffer */
448 BUFFER_AUX0,
449 /* generic renderbuffers */
450 BUFFER_COLOR0,
451 BUFFER_COLOR1,
452 BUFFER_COLOR2,
453 BUFFER_COLOR3,
454 BUFFER_COLOR4,
455 BUFFER_COLOR5,
456 BUFFER_COLOR6,
457 BUFFER_COLOR7,
458 BUFFER_COUNT
459 } gl_buffer_index;
460
461 /**
462 * Bit flags for all renderbuffers
463 */
464 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
465 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
466 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
467 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
468 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
469 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
470 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
471 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
472 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
473 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
474 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
475 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
476 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
477 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
478 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
479 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
480 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
481 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
482 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
483
484 /**
485 * Mask of all the color buffer bits (but not accum).
486 */
487 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
488 BUFFER_BIT_BACK_LEFT | \
489 BUFFER_BIT_FRONT_RIGHT | \
490 BUFFER_BIT_BACK_RIGHT | \
491 BUFFER_BIT_AUX0 | \
492 BUFFER_BIT_COLOR0 | \
493 BUFFER_BIT_COLOR1 | \
494 BUFFER_BIT_COLOR2 | \
495 BUFFER_BIT_COLOR3 | \
496 BUFFER_BIT_COLOR4 | \
497 BUFFER_BIT_COLOR5 | \
498 BUFFER_BIT_COLOR6 | \
499 BUFFER_BIT_COLOR7)
500
501
502 /**
503 * Framebuffer configuration (aka visual / pixelformat)
504 * Note: some of these fields should be boolean, but it appears that
505 * code in drivers/dri/common/util.c requires int-sized fields.
506 */
507 struct gl_config
508 {
509 GLboolean rgbMode;
510 GLboolean floatMode;
511 GLboolean colorIndexMode; /* XXX is this used anywhere? */
512 GLuint doubleBufferMode;
513 GLuint stereoMode;
514
515 GLboolean haveAccumBuffer;
516 GLboolean haveDepthBuffer;
517 GLboolean haveStencilBuffer;
518
519 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
520 GLuint redMask, greenMask, blueMask, alphaMask;
521 GLint rgbBits; /* total bits for rgb */
522 GLint indexBits; /* total bits for colorindex */
523
524 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
525 GLint depthBits;
526 GLint stencilBits;
527
528 GLint numAuxBuffers;
529
530 GLint level;
531
532 /* EXT_visual_rating / GLX 1.2 */
533 GLint visualRating;
534
535 /* EXT_visual_info / GLX 1.2 */
536 GLint transparentPixel;
537 /* colors are floats scaled to ints */
538 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
539 GLint transparentIndex;
540
541 /* ARB_multisample / SGIS_multisample */
542 GLint sampleBuffers;
543 GLint samples;
544
545 /* SGIX_pbuffer / GLX 1.3 */
546 GLint maxPbufferWidth;
547 GLint maxPbufferHeight;
548 GLint maxPbufferPixels;
549 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
550 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
551
552 /* OML_swap_method */
553 GLint swapMethod;
554
555 /* EXT_texture_from_pixmap */
556 GLint bindToTextureRgb;
557 GLint bindToTextureRgba;
558 GLint bindToMipmapTexture;
559 GLint bindToTextureTargets;
560 GLint yInverted;
561
562 /* EXT_framebuffer_sRGB */
563 GLint sRGBCapable;
564 };
565
566
567 /**
568 * \name Bit flags used for updating material values.
569 */
570 /*@{*/
571 #define MAT_ATTRIB_FRONT_AMBIENT 0
572 #define MAT_ATTRIB_BACK_AMBIENT 1
573 #define MAT_ATTRIB_FRONT_DIFFUSE 2
574 #define MAT_ATTRIB_BACK_DIFFUSE 3
575 #define MAT_ATTRIB_FRONT_SPECULAR 4
576 #define MAT_ATTRIB_BACK_SPECULAR 5
577 #define MAT_ATTRIB_FRONT_EMISSION 6
578 #define MAT_ATTRIB_BACK_EMISSION 7
579 #define MAT_ATTRIB_FRONT_SHININESS 8
580 #define MAT_ATTRIB_BACK_SHININESS 9
581 #define MAT_ATTRIB_FRONT_INDEXES 10
582 #define MAT_ATTRIB_BACK_INDEXES 11
583 #define MAT_ATTRIB_MAX 12
584
585 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
586 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
587 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
588 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
589 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
590 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
591
592 #define MAT_INDEX_AMBIENT 0
593 #define MAT_INDEX_DIFFUSE 1
594 #define MAT_INDEX_SPECULAR 2
595
596 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
597 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
598 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
599 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
600 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
601 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
602 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
603 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
604 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
605 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
606 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
607 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
608
609
610 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
611 MAT_BIT_FRONT_AMBIENT | \
612 MAT_BIT_FRONT_DIFFUSE | \
613 MAT_BIT_FRONT_SPECULAR | \
614 MAT_BIT_FRONT_SHININESS | \
615 MAT_BIT_FRONT_INDEXES)
616
617 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
618 MAT_BIT_BACK_AMBIENT | \
619 MAT_BIT_BACK_DIFFUSE | \
620 MAT_BIT_BACK_SPECULAR | \
621 MAT_BIT_BACK_SHININESS | \
622 MAT_BIT_BACK_INDEXES)
623
624 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
625 /*@}*/
626
627
628 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
629 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
630
631 /**
632 * Material shininess lookup table.
633 */
634 struct gl_shine_tab
635 {
636 struct gl_shine_tab *next, *prev;
637 GLfloat tab[SHINE_TABLE_SIZE+1];
638 GLfloat shininess;
639 GLuint refcount;
640 };
641
642
643 /**
644 * Light source state.
645 */
646 struct gl_light
647 {
648 struct gl_light *next; /**< double linked list with sentinel */
649 struct gl_light *prev;
650
651 GLfloat Ambient[4]; /**< ambient color */
652 GLfloat Diffuse[4]; /**< diffuse color */
653 GLfloat Specular[4]; /**< specular color */
654 GLfloat EyePosition[4]; /**< position in eye coordinates */
655 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
656 GLfloat SpotExponent;
657 GLfloat SpotCutoff; /**< in degrees */
658 GLfloat _CosCutoffNeg; /**< = cos(SpotCutoff) */
659 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
660 GLfloat ConstantAttenuation;
661 GLfloat LinearAttenuation;
662 GLfloat QuadraticAttenuation;
663 GLboolean Enabled; /**< On/off flag */
664
665 /**
666 * \name Derived fields
667 */
668 /*@{*/
669 GLbitfield _Flags; /**< State */
670
671 GLfloat _Position[4]; /**< position in eye/obj coordinates */
672 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
673 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
674 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
675 GLfloat _VP_inf_spot_attenuation;
676
677 GLfloat _SpotExpTable[EXP_TABLE_SIZE][2]; /**< to replace a pow() call */
678 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
679 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
680 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
681 GLfloat _dli; /**< CI diffuse light intensity */
682 GLfloat _sli; /**< CI specular light intensity */
683 /*@}*/
684 };
685
686
687 /**
688 * Light model state.
689 */
690 struct gl_lightmodel
691 {
692 GLfloat Ambient[4]; /**< ambient color */
693 GLboolean LocalViewer; /**< Local (or infinite) view point? */
694 GLboolean TwoSide; /**< Two (or one) sided lighting? */
695 GLenum ColorControl; /**< either GL_SINGLE_COLOR
696 * or GL_SEPARATE_SPECULAR_COLOR */
697 };
698
699
700 /**
701 * Material state.
702 */
703 struct gl_material
704 {
705 GLfloat Attrib[MAT_ATTRIB_MAX][4];
706 };
707
708
709 /**
710 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
711 */
712 struct gl_accum_attrib
713 {
714 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
715 };
716
717
718 /**
719 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
720 */
721 struct gl_colorbuffer_attrib
722 {
723 GLuint ClearIndex; /**< Index to use for glClear */
724 GLfloat ClearColorUnclamped[4]; /**< Color to use for glClear*/
725 GLclampf ClearColor[4]; /**< Color to use for glClear */
726
727 GLuint IndexMask; /**< Color index write mask */
728 GLubyte ColorMask[MAX_DRAW_BUFFERS][4];/**< Each flag is 0xff or 0x0 */
729
730 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
731
732 /**
733 * \name alpha testing
734 */
735 /*@{*/
736 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
737 GLenum AlphaFunc; /**< Alpha test function */
738 GLfloat AlphaRefUnclamped;
739 GLclampf AlphaRef; /**< Alpha reference value */
740 /*@}*/
741
742 /**
743 * \name Blending
744 */
745 /*@{*/
746 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
747
748 /* NOTE: this does _not_ depend on fragment clamping or any other clamping control,
749 * only on the fixed-pointness of the render target.
750 * The query does however depend on fragment color clamping.
751 */
752 GLfloat BlendColorUnclamped[4]; /**< Blending color */
753 GLfloat BlendColor[4]; /**< Blending color */
754
755 struct
756 {
757 GLenum SrcRGB; /**< RGB blend source term */
758 GLenum DstRGB; /**< RGB blend dest term */
759 GLenum SrcA; /**< Alpha blend source term */
760 GLenum DstA; /**< Alpha blend dest term */
761 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
762 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
763 } Blend[MAX_DRAW_BUFFERS];
764 /** Are the blend func terms currently different for each buffer/target? */
765 GLboolean _BlendFuncPerBuffer;
766 /** Are the blend equations currently different for each buffer/target? */
767 GLboolean _BlendEquationPerBuffer;
768 /*@}*/
769
770 /**
771 * \name Logic op
772 */
773 /*@{*/
774 GLenum LogicOp; /**< Logic operator */
775 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
776 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
777 GLboolean _LogicOpEnabled; /**< RGBA logic op + EXT_blend_logic_op enabled flag */
778 /*@}*/
779
780 GLboolean DitherFlag; /**< Dither enable flag */
781
782 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
783 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
784 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
785 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
786
787 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
788 };
789
790
791 /**
792 * Current attribute group (GL_CURRENT_BIT).
793 */
794 struct gl_current_attrib
795 {
796 /**
797 * \name Current vertex attributes.
798 * \note Values are valid only after FLUSH_VERTICES has been called.
799 * \note Index and Edgeflag current values are stored as floats in the
800 * SIX and SEVEN attribute slots.
801 */
802 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
803
804 /**
805 * \name Current raster position attributes (always valid).
806 * \note This set of attributes is very similar to the SWvertex struct.
807 */
808 /*@{*/
809 GLfloat RasterPos[4];
810 GLfloat RasterDistance;
811 GLfloat RasterColor[4];
812 GLfloat RasterSecondaryColor[4];
813 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
814 GLboolean RasterPosValid;
815 /*@}*/
816 };
817
818
819 /**
820 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
821 */
822 struct gl_depthbuffer_attrib
823 {
824 GLenum Func; /**< Function for depth buffer compare */
825 GLclampd Clear; /**< Value to clear depth buffer to */
826 GLboolean Test; /**< Depth buffering enabled flag */
827 GLboolean Mask; /**< Depth buffer writable? */
828 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
829 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
830 };
831
832
833 /**
834 * Evaluator attribute group (GL_EVAL_BIT).
835 */
836 struct gl_eval_attrib
837 {
838 /**
839 * \name Enable bits
840 */
841 /*@{*/
842 GLboolean Map1Color4;
843 GLboolean Map1Index;
844 GLboolean Map1Normal;
845 GLboolean Map1TextureCoord1;
846 GLboolean Map1TextureCoord2;
847 GLboolean Map1TextureCoord3;
848 GLboolean Map1TextureCoord4;
849 GLboolean Map1Vertex3;
850 GLboolean Map1Vertex4;
851 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
852 GLboolean Map2Color4;
853 GLboolean Map2Index;
854 GLboolean Map2Normal;
855 GLboolean Map2TextureCoord1;
856 GLboolean Map2TextureCoord2;
857 GLboolean Map2TextureCoord3;
858 GLboolean Map2TextureCoord4;
859 GLboolean Map2Vertex3;
860 GLboolean Map2Vertex4;
861 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
862 GLboolean AutoNormal;
863 /*@}*/
864
865 /**
866 * \name Map Grid endpoints and divisions and calculated du values
867 */
868 /*@{*/
869 GLint MapGrid1un;
870 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
871 GLint MapGrid2un, MapGrid2vn;
872 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
873 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
874 /*@}*/
875 };
876
877
878 /**
879 * Fog attribute group (GL_FOG_BIT).
880 */
881 struct gl_fog_attrib
882 {
883 GLboolean Enabled; /**< Fog enabled flag */
884 GLfloat ColorUnclamped[4]; /**< Fog color */
885 GLfloat Color[4]; /**< Fog color */
886 GLfloat Density; /**< Density >= 0.0 */
887 GLfloat Start; /**< Start distance in eye coords */
888 GLfloat End; /**< End distance in eye coords */
889 GLfloat Index; /**< Fog index */
890 GLenum Mode; /**< Fog mode */
891 GLboolean ColorSumEnabled;
892 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
893 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
894 };
895
896
897 /**
898 * \brief Layout qualifiers for gl_FragDepth.
899 *
900 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
901 * a layout qualifier.
902 *
903 * \see enum ir_depth_layout
904 */
905 enum gl_frag_depth_layout {
906 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
907 FRAG_DEPTH_LAYOUT_ANY,
908 FRAG_DEPTH_LAYOUT_GREATER,
909 FRAG_DEPTH_LAYOUT_LESS,
910 FRAG_DEPTH_LAYOUT_UNCHANGED
911 };
912
913
914 /**
915 * Hint attribute group (GL_HINT_BIT).
916 *
917 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
918 */
919 struct gl_hint_attrib
920 {
921 GLenum PerspectiveCorrection;
922 GLenum PointSmooth;
923 GLenum LineSmooth;
924 GLenum PolygonSmooth;
925 GLenum Fog;
926 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
927 GLenum TextureCompression; /**< GL_ARB_texture_compression */
928 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
929 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
930 };
931
932 /**
933 * Light state flags.
934 */
935 /*@{*/
936 #define LIGHT_SPOT 0x1
937 #define LIGHT_LOCAL_VIEWER 0x2
938 #define LIGHT_POSITIONAL 0x4
939 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
940 /*@}*/
941
942
943 /**
944 * Lighting attribute group (GL_LIGHT_BIT).
945 */
946 struct gl_light_attrib
947 {
948 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
949 struct gl_lightmodel Model; /**< Lighting model */
950
951 /**
952 * Must flush FLUSH_VERTICES before referencing:
953 */
954 /*@{*/
955 struct gl_material Material; /**< Includes front & back values */
956 /*@}*/
957
958 GLboolean Enabled; /**< Lighting enabled flag */
959 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
960 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
961 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
962 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
963 GLbitfield ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
964 GLboolean ColorMaterialEnabled;
965 GLenum ClampVertexColor;
966 GLboolean _ClampVertexColor;
967
968 struct gl_light EnabledList; /**< List sentinel */
969
970 /**
971 * Derived state for optimizations:
972 */
973 /*@{*/
974 GLboolean _NeedEyeCoords;
975 GLboolean _NeedVertices; /**< Use fast shader? */
976 GLbitfield _Flags; /**< LIGHT_* flags, see above */
977 GLfloat _BaseColor[2][3];
978 /*@}*/
979 };
980
981
982 /**
983 * Line attribute group (GL_LINE_BIT).
984 */
985 struct gl_line_attrib
986 {
987 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
988 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
989 GLushort StipplePattern; /**< Stipple pattern */
990 GLint StippleFactor; /**< Stipple repeat factor */
991 GLfloat Width; /**< Line width */
992 };
993
994
995 /**
996 * Display list attribute group (GL_LIST_BIT).
997 */
998 struct gl_list_attrib
999 {
1000 GLuint ListBase;
1001 };
1002
1003
1004 /**
1005 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1006 */
1007 struct gl_multisample_attrib
1008 {
1009 GLboolean Enabled;
1010 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
1011 GLboolean SampleAlphaToCoverage;
1012 GLboolean SampleAlphaToOne;
1013 GLboolean SampleCoverage;
1014 GLfloat SampleCoverageValue;
1015 GLboolean SampleCoverageInvert;
1016 };
1017
1018
1019 /**
1020 * A pixelmap (see glPixelMap)
1021 */
1022 struct gl_pixelmap
1023 {
1024 GLint Size;
1025 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1026 GLubyte Map8[MAX_PIXEL_MAP_TABLE]; /**< converted to 8-bit color */
1027 };
1028
1029
1030 /**
1031 * Collection of all pixelmaps
1032 */
1033 struct gl_pixelmaps
1034 {
1035 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1036 struct gl_pixelmap GtoG;
1037 struct gl_pixelmap BtoB;
1038 struct gl_pixelmap AtoA;
1039 struct gl_pixelmap ItoR;
1040 struct gl_pixelmap ItoG;
1041 struct gl_pixelmap ItoB;
1042 struct gl_pixelmap ItoA;
1043 struct gl_pixelmap ItoI;
1044 struct gl_pixelmap StoS;
1045 };
1046
1047
1048 /**
1049 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1050 */
1051 struct gl_pixel_attrib
1052 {
1053 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1054
1055 /*--- Begin Pixel Transfer State ---*/
1056 /* Fields are in the order in which they're applied... */
1057
1058 /** Scale & Bias (index shift, offset) */
1059 /*@{*/
1060 GLfloat RedBias, RedScale;
1061 GLfloat GreenBias, GreenScale;
1062 GLfloat BlueBias, BlueScale;
1063 GLfloat AlphaBias, AlphaScale;
1064 GLfloat DepthBias, DepthScale;
1065 GLint IndexShift, IndexOffset;
1066 /*@}*/
1067
1068 /* Pixel Maps */
1069 /* Note: actual pixel maps are not part of this attrib group */
1070 GLboolean MapColorFlag;
1071 GLboolean MapStencilFlag;
1072
1073 /*--- End Pixel Transfer State ---*/
1074
1075 /** glPixelZoom */
1076 GLfloat ZoomX, ZoomY;
1077 };
1078
1079
1080 /**
1081 * Point attribute group (GL_POINT_BIT).
1082 */
1083 struct gl_point_attrib
1084 {
1085 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1086 GLfloat Size; /**< User-specified point size */
1087 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1088 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1089 GLfloat Threshold; /**< GL_EXT_point_parameters */
1090 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1091 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1092 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1093 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1094 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1095 };
1096
1097
1098 /**
1099 * Polygon attribute group (GL_POLYGON_BIT).
1100 */
1101 struct gl_polygon_attrib
1102 {
1103 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1104 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1105 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1106 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1107 GLboolean CullFlag; /**< Culling on/off flag */
1108 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1109 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1110 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1111 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1112 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1113 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1114 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1115 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1116 };
1117
1118
1119 /**
1120 * Scissor attributes (GL_SCISSOR_BIT).
1121 */
1122 struct gl_scissor_attrib
1123 {
1124 GLboolean Enabled; /**< Scissor test enabled? */
1125 GLint X, Y; /**< Lower left corner of box */
1126 GLsizei Width, Height; /**< Size of box */
1127 };
1128
1129
1130 /**
1131 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1132 *
1133 * Three sets of stencil data are tracked so that OpenGL 2.0,
1134 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1135 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1136 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1137 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1138 * GL_EXT_stencil_two_side GL_BACK state.
1139 *
1140 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1141 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1142 *
1143 * The derived value \c _TestTwoSide is set when the front-face and back-face
1144 * stencil state are different.
1145 */
1146 struct gl_stencil_attrib
1147 {
1148 GLboolean Enabled; /**< Enabled flag */
1149 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1150 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1151 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1152 GLboolean _TestTwoSide;
1153 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1154 GLenum Function[3]; /**< Stencil function */
1155 GLenum FailFunc[3]; /**< Fail function */
1156 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1157 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1158 GLint Ref[3]; /**< Reference value */
1159 GLuint ValueMask[3]; /**< Value mask */
1160 GLuint WriteMask[3]; /**< Write mask */
1161 GLuint Clear; /**< Clear value */
1162 };
1163
1164
1165 /**
1166 * An index for each type of texture object. These correspond to the GL
1167 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1168 * Note: the order is from highest priority to lowest priority.
1169 */
1170 typedef enum
1171 {
1172 TEXTURE_BUFFER_INDEX,
1173 TEXTURE_2D_ARRAY_INDEX,
1174 TEXTURE_1D_ARRAY_INDEX,
1175 TEXTURE_CUBE_INDEX,
1176 TEXTURE_3D_INDEX,
1177 TEXTURE_RECT_INDEX,
1178 TEXTURE_2D_INDEX,
1179 TEXTURE_1D_INDEX,
1180 NUM_TEXTURE_TARGETS
1181 } gl_texture_index;
1182
1183
1184 /**
1185 * Bit flags for each type of texture object
1186 * Used for Texture.Unit[]._ReallyEnabled flags.
1187 */
1188 /*@{*/
1189 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1190 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1191 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1192 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1193 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1194 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1195 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1196 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1197 /*@}*/
1198
1199
1200 /**
1201 * TexGenEnabled flags.
1202 */
1203 /*@{*/
1204 #define S_BIT 1
1205 #define T_BIT 2
1206 #define R_BIT 4
1207 #define Q_BIT 8
1208 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1209 /*@}*/
1210
1211
1212 /**
1213 * Bit flag versions of the corresponding GL_ constants.
1214 */
1215 /*@{*/
1216 #define TEXGEN_SPHERE_MAP 0x1
1217 #define TEXGEN_OBJ_LINEAR 0x2
1218 #define TEXGEN_EYE_LINEAR 0x4
1219 #define TEXGEN_REFLECTION_MAP_NV 0x8
1220 #define TEXGEN_NORMAL_MAP_NV 0x10
1221
1222 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1223 TEXGEN_REFLECTION_MAP_NV | \
1224 TEXGEN_NORMAL_MAP_NV)
1225 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1226 TEXGEN_REFLECTION_MAP_NV | \
1227 TEXGEN_NORMAL_MAP_NV | \
1228 TEXGEN_EYE_LINEAR)
1229 /*@}*/
1230
1231
1232
1233 /** Tex-gen enabled for texture unit? */
1234 #define ENABLE_TEXGEN(unit) (1 << (unit))
1235
1236 /** Non-identity texture matrix for texture unit? */
1237 #define ENABLE_TEXMAT(unit) (1 << (unit))
1238
1239
1240 /**
1241 * Texel fetch function prototype. We use texel fetch functions to
1242 * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
1243 * texture images. These functions help to isolate us from the gritty
1244 * details of all the various texture image encodings.
1245 *
1246 * \param texImage texture image.
1247 * \param col texel column.
1248 * \param row texel row.
1249 * \param img texel image level/layer.
1250 * \param texelOut output texel (up to 4 GLchans)
1251 */
1252 typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
1253 GLint col, GLint row, GLint img,
1254 GLchan *texelOut );
1255
1256 /**
1257 * As above, but returns floats.
1258 * Used for depth component images and for upcoming signed/float
1259 * texture images.
1260 */
1261 typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
1262 GLint col, GLint row, GLint img,
1263 GLfloat *texelOut );
1264
1265
1266 typedef void (*StoreTexelFunc)(struct gl_texture_image *texImage,
1267 GLint col, GLint row, GLint img,
1268 const void *texel);
1269
1270
1271 /**
1272 * Texture image state. Describes the dimensions of a texture image,
1273 * the texel format and pointers to Texel Fetch functions.
1274 */
1275 struct gl_texture_image
1276 {
1277 GLint InternalFormat; /**< Internal format as given by the user */
1278 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1279 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1280 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1281 * GL_DEPTH_STENCIL_EXT only. Used for
1282 * choosing TexEnv arithmetic.
1283 */
1284 gl_format TexFormat; /**< The actual texture memory format */
1285
1286 GLuint Border; /**< 0 or 1 */
1287 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1288 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1289 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1290 GLuint Width2; /**< = Width - 2*Border */
1291 GLuint Height2; /**< = Height - 2*Border */
1292 GLuint Depth2; /**< = Depth - 2*Border */
1293 GLuint WidthLog2; /**< = log2(Width2) */
1294 GLuint HeightLog2; /**< = log2(Height2) */
1295 GLuint DepthLog2; /**< = log2(Depth2) */
1296 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1297 GLfloat WidthScale; /**< used for mipmap LOD computation */
1298 GLfloat HeightScale; /**< used for mipmap LOD computation */
1299 GLfloat DepthScale; /**< used for mipmap LOD computation */
1300 GLboolean IsClientData; /**< Data owned by client? */
1301 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
1302
1303 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1304 GLuint Level; /**< Which mipmap level am I? */
1305 /** Cube map face: index into gl_texture_object::Image[] array */
1306 GLuint Face;
1307
1308 FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
1309 FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
1310
1311 GLuint RowStride; /**< Padded width in units of texels */
1312 GLuint *ImageOffsets; /**< if 3D texture: array [Depth] of offsets to
1313 each 2D slice in 'Data', in texels */
1314 GLvoid *Data; /**< Image data, accessed via FetchTexel() */
1315
1316 /**
1317 * \name For device driver:
1318 */
1319 /*@{*/
1320 void *DriverData; /**< Arbitrary device driver data */
1321 /*@}*/
1322 };
1323
1324
1325 /**
1326 * Indexes for cube map faces.
1327 */
1328 typedef enum
1329 {
1330 FACE_POS_X = 0,
1331 FACE_NEG_X = 1,
1332 FACE_POS_Y = 2,
1333 FACE_NEG_Y = 3,
1334 FACE_POS_Z = 4,
1335 FACE_NEG_Z = 5,
1336 MAX_FACES = 6
1337 } gl_face_index;
1338
1339
1340 /**
1341 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1342 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1343 */
1344 struct gl_sampler_object
1345 {
1346 GLuint Name;
1347 GLint RefCount;
1348
1349 GLenum WrapS; /**< S-axis texture image wrap mode */
1350 GLenum WrapT; /**< T-axis texture image wrap mode */
1351 GLenum WrapR; /**< R-axis texture image wrap mode */
1352 GLenum MinFilter; /**< minification filter */
1353 GLenum MagFilter; /**< magnification filter */
1354 union {
1355 GLfloat f[4];
1356 GLuint ui[4];
1357 GLint i[4];
1358 } BorderColor; /**< Interpreted according to texture format */
1359 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1360 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1361 GLfloat LodBias; /**< OpenGL 1.4 */
1362 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1363 GLenum CompareMode; /**< GL_ARB_shadow */
1364 GLenum CompareFunc; /**< GL_ARB_shadow */
1365 GLfloat CompareFailValue; /**< GL_ARB_shadow_ambient */
1366 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1367 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1368
1369 /* deprecated sampler state */
1370 GLenum DepthMode; /**< GL_ARB_depth_texture */
1371
1372 /** Is the texture object complete with respect to this sampler? */
1373 GLboolean _CompleteTexture;
1374 };
1375
1376
1377 /**
1378 * Texture object state. Contains the array of mipmap images, border color,
1379 * wrap modes, filter modes, and shadow/texcompare state.
1380 */
1381 struct gl_texture_object
1382 {
1383 _glthread_Mutex Mutex; /**< for thread safety */
1384 GLint RefCount; /**< reference count */
1385 GLuint Name; /**< the user-visible texture object ID */
1386 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1387
1388 struct gl_sampler_object Sampler;
1389
1390 GLfloat Priority; /**< in [0,1] */
1391 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1392 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1393 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1394 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1395 GLint CropRect[4]; /**< GL_OES_draw_texture */
1396 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1397 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1398 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1399 GLboolean _Complete; /**< Is texture object complete? */
1400 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1401 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1402
1403 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1404 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1405
1406 /** GL_ARB_texture_buffer_object */
1407 struct gl_buffer_object *BufferObject;
1408 GLenum BufferObjectFormat;
1409
1410 /**
1411 * \name For device driver.
1412 * Note: instead of attaching driver data to this pointer, it's preferable
1413 * to instead use this struct as a base class for your own texture object
1414 * class. Driver->NewTextureObject() can be used to implement the
1415 * allocation.
1416 */
1417 void *DriverData; /**< Arbitrary device driver data */
1418 };
1419
1420
1421 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1422 #define MAX_COMBINER_TERMS 4
1423
1424
1425 /**
1426 * Texture combine environment state.
1427 */
1428 struct gl_tex_env_combine_state
1429 {
1430 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1431 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1432 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1433 GLenum SourceRGB[MAX_COMBINER_TERMS];
1434 GLenum SourceA[MAX_COMBINER_TERMS];
1435 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1436 GLenum OperandRGB[MAX_COMBINER_TERMS];
1437 GLenum OperandA[MAX_COMBINER_TERMS];
1438 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1439 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1440 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1441 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1442 };
1443
1444
1445 /**
1446 * Texture coord generation state.
1447 */
1448 struct gl_texgen
1449 {
1450 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1451 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1452 GLfloat ObjectPlane[4];
1453 GLfloat EyePlane[4];
1454 };
1455
1456
1457 /**
1458 * Texture unit state. Contains enable flags, texture environment/function/
1459 * combiners, texgen state, and pointers to current texture objects.
1460 */
1461 struct gl_texture_unit
1462 {
1463 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1464 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1465
1466 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1467 GLclampf EnvColor[4];
1468 GLfloat EnvColorUnclamped[4];
1469
1470 struct gl_texgen GenS;
1471 struct gl_texgen GenT;
1472 struct gl_texgen GenR;
1473 struct gl_texgen GenQ;
1474 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1475 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1476
1477 GLfloat LodBias; /**< for biasing mipmap levels */
1478 GLenum BumpTarget;
1479 GLfloat RotMatrix[4]; /* 2x2 matrix */
1480
1481 /** Current sampler object (GL_ARB_sampler_objects) */
1482 struct gl_sampler_object *Sampler;
1483
1484 /**
1485 * \name GL_EXT_texture_env_combine
1486 */
1487 struct gl_tex_env_combine_state Combine;
1488
1489 /**
1490 * Derived state based on \c EnvMode and the \c BaseFormat of the
1491 * currently enabled texture.
1492 */
1493 struct gl_tex_env_combine_state _EnvMode;
1494
1495 /**
1496 * Currently enabled combiner state. This will point to either
1497 * \c Combine or \c _EnvMode.
1498 */
1499 struct gl_tex_env_combine_state *_CurrentCombine;
1500
1501 /** Current texture object pointers */
1502 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1503
1504 /** Points to highest priority, complete and enabled texture object */
1505 struct gl_texture_object *_Current;
1506 };
1507
1508
1509 /**
1510 * Texture attribute group (GL_TEXTURE_BIT).
1511 */
1512 struct gl_texture_attrib
1513 {
1514 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1515 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1516
1517 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1518
1519 /** GL_ARB_texture_buffer_object */
1520 struct gl_buffer_object *BufferObject;
1521
1522 /** GL_ARB_seamless_cubemap */
1523 GLboolean CubeMapSeamless;
1524
1525 /** Texture units/samplers used by vertex or fragment texturing */
1526 GLbitfield _EnabledUnits;
1527
1528 /** Texture coord units/sets used for fragment texturing */
1529 GLbitfield _EnabledCoordUnits;
1530
1531 /** Texture coord units that have texgen enabled */
1532 GLbitfield _TexGenEnabled;
1533
1534 /** Texture coord units that have non-identity matrices */
1535 GLbitfield _TexMatEnabled;
1536
1537 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1538 GLbitfield _GenFlags;
1539 };
1540
1541
1542 /**
1543 * Transformation attribute group (GL_TRANSFORM_BIT).
1544 */
1545 struct gl_transform_attrib
1546 {
1547 GLenum MatrixMode; /**< Matrix mode */
1548 GLfloat EyeUserPlane[MAX_CLIP_PLANES][4]; /**< User clip planes */
1549 GLfloat _ClipUserPlane[MAX_CLIP_PLANES][4]; /**< derived */
1550 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1551 GLboolean Normalize; /**< Normalize all normals? */
1552 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1553 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1554 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1555
1556 GLfloat CullEyePos[4];
1557 GLfloat CullObjPos[4];
1558 };
1559
1560
1561 /**
1562 * Viewport attribute group (GL_VIEWPORT_BIT).
1563 */
1564 struct gl_viewport_attrib
1565 {
1566 GLint X, Y; /**< position */
1567 GLsizei Width, Height; /**< size */
1568 GLfloat Near, Far; /**< Depth buffer range */
1569 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1570 };
1571
1572
1573 /**
1574 * GL_ARB_vertex/pixel_buffer_object buffer object
1575 */
1576 struct gl_buffer_object
1577 {
1578 _glthread_Mutex Mutex;
1579 GLint RefCount;
1580 GLuint Name;
1581 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1582 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1583 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1584 /** Fields describing a mapped buffer */
1585 /*@{*/
1586 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1587 GLvoid *Pointer; /**< User-space address of mapping */
1588 GLintptr Offset; /**< Mapped offset */
1589 GLsizeiptr Length; /**< Mapped length */
1590 /*@}*/
1591 GLboolean Written; /**< Ever written to? (for debugging) */
1592 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1593 };
1594
1595
1596 /**
1597 * Client pixel packing/unpacking attributes
1598 */
1599 struct gl_pixelstore_attrib
1600 {
1601 GLint Alignment;
1602 GLint RowLength;
1603 GLint SkipPixels;
1604 GLint SkipRows;
1605 GLint ImageHeight;
1606 GLint SkipImages;
1607 GLboolean SwapBytes;
1608 GLboolean LsbFirst;
1609 GLboolean ClientStorage; /**< GL_APPLE_client_storage */
1610 GLboolean Invert; /**< GL_MESA_pack_invert */
1611 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1612 };
1613
1614
1615 /**
1616 * Client vertex array attributes
1617 */
1618 struct gl_client_array
1619 {
1620 GLint Size; /**< components per element (1,2,3,4) */
1621 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1622 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1623 GLsizei Stride; /**< user-specified stride */
1624 GLsizei StrideB; /**< actual stride in bytes */
1625 const GLubyte *Ptr; /**< Points to array data */
1626 GLboolean Enabled; /**< Enabled flag is a boolean */
1627 GLboolean Normalized; /**< GL_ARB_vertex_program */
1628 GLboolean Integer; /**< Integer-valued? */
1629 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1630 GLuint _ElementSize; /**< size of each element in bytes */
1631
1632 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1633 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1634 };
1635
1636
1637 /**
1638 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1639 * extension, but a nice encapsulation in any case.
1640 */
1641 struct gl_array_object
1642 {
1643 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1644 GLuint Name;
1645
1646 GLint RefCount;
1647 _glthread_Mutex Mutex;
1648 GLboolean VBOonly; /**< require all arrays to live in VBOs? */
1649
1650 /** Conventional vertex arrays */
1651 /*@{*/
1652 struct gl_client_array Vertex;
1653 struct gl_client_array Weight;
1654 struct gl_client_array Normal;
1655 struct gl_client_array Color;
1656 struct gl_client_array SecondaryColor;
1657 struct gl_client_array FogCoord;
1658 struct gl_client_array Index;
1659 struct gl_client_array EdgeFlag;
1660 struct gl_client_array TexCoord[MAX_TEXTURE_COORD_UNITS];
1661 struct gl_client_array PointSize;
1662 /*@}*/
1663
1664 /**
1665 * Generic arrays for vertex programs/shaders.
1666 * For NV vertex programs, these attributes alias and take priority
1667 * over the conventional attribs above. For ARB vertex programs and
1668 * GLSL vertex shaders, these attributes are separate.
1669 */
1670 struct gl_client_array VertexAttrib[MAX_VERTEX_GENERIC_ATTRIBS];
1671
1672 /** Mask of _NEW_ARRAY_* values indicating which arrays are enabled */
1673 GLbitfield _Enabled;
1674
1675 /**
1676 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1677 * we can determine the max legal (in bounds) glDrawElements array index.
1678 */
1679 GLuint _MaxElement;
1680 };
1681
1682
1683 /**
1684 * Vertex array state
1685 */
1686 struct gl_array_attrib
1687 {
1688 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1689 struct gl_array_object *ArrayObj;
1690
1691 /** The default vertex array object */
1692 struct gl_array_object *DefaultArrayObj;
1693
1694 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1695 struct _mesa_HashTable *Objects;
1696
1697 GLint ActiveTexture; /**< Client Active Texture */
1698 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1699 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1700
1701 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1702 GLboolean PrimitiveRestart;
1703 GLuint RestartIndex;
1704
1705 GLbitfield NewState; /**< mask of _NEW_ARRAY_* values */
1706 GLboolean RebindArrays; /**< whether the VBO module should rebind arrays */
1707
1708 /* GL_ARB_vertex_buffer_object */
1709 struct gl_buffer_object *ArrayBufferObj;
1710 struct gl_buffer_object *ElementArrayBufferObj;
1711 };
1712
1713
1714 /**
1715 * Feedback buffer state
1716 */
1717 struct gl_feedback
1718 {
1719 GLenum Type;
1720 GLbitfield _Mask; /**< FB_* bits */
1721 GLfloat *Buffer;
1722 GLuint BufferSize;
1723 GLuint Count;
1724 };
1725
1726
1727 /**
1728 * Selection buffer state
1729 */
1730 struct gl_selection
1731 {
1732 GLuint *Buffer; /**< selection buffer */
1733 GLuint BufferSize; /**< size of the selection buffer */
1734 GLuint BufferCount; /**< number of values in the selection buffer */
1735 GLuint Hits; /**< number of records in the selection buffer */
1736 GLuint NameStackDepth; /**< name stack depth */
1737 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1738 GLboolean HitFlag; /**< hit flag */
1739 GLfloat HitMinZ; /**< minimum hit depth */
1740 GLfloat HitMaxZ; /**< maximum hit depth */
1741 };
1742
1743
1744 /**
1745 * 1-D Evaluator control points
1746 */
1747 struct gl_1d_map
1748 {
1749 GLuint Order; /**< Number of control points */
1750 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1751 GLfloat *Points; /**< Points to contiguous control points */
1752 };
1753
1754
1755 /**
1756 * 2-D Evaluator control points
1757 */
1758 struct gl_2d_map
1759 {
1760 GLuint Uorder; /**< Number of control points in U dimension */
1761 GLuint Vorder; /**< Number of control points in V dimension */
1762 GLfloat u1, u2, du;
1763 GLfloat v1, v2, dv;
1764 GLfloat *Points; /**< Points to contiguous control points */
1765 };
1766
1767
1768 /**
1769 * All evaluator control point state
1770 */
1771 struct gl_evaluators
1772 {
1773 /**
1774 * \name 1-D maps
1775 */
1776 /*@{*/
1777 struct gl_1d_map Map1Vertex3;
1778 struct gl_1d_map Map1Vertex4;
1779 struct gl_1d_map Map1Index;
1780 struct gl_1d_map Map1Color4;
1781 struct gl_1d_map Map1Normal;
1782 struct gl_1d_map Map1Texture1;
1783 struct gl_1d_map Map1Texture2;
1784 struct gl_1d_map Map1Texture3;
1785 struct gl_1d_map Map1Texture4;
1786 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1787 /*@}*/
1788
1789 /**
1790 * \name 2-D maps
1791 */
1792 /*@{*/
1793 struct gl_2d_map Map2Vertex3;
1794 struct gl_2d_map Map2Vertex4;
1795 struct gl_2d_map Map2Index;
1796 struct gl_2d_map Map2Color4;
1797 struct gl_2d_map Map2Normal;
1798 struct gl_2d_map Map2Texture1;
1799 struct gl_2d_map Map2Texture2;
1800 struct gl_2d_map Map2Texture3;
1801 struct gl_2d_map Map2Texture4;
1802 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1803 /*@}*/
1804 };
1805
1806
1807 /**
1808 * Names of the various vertex/fragment program register files, etc.
1809 *
1810 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1811 * All values should fit in a 4-bit field.
1812 *
1813 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1814 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1815 * be "uniform" variables since they can only be set outside glBegin/End.
1816 * They're also all stored in the same Parameters array.
1817 */
1818 typedef enum
1819 {
1820 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1821 PROGRAM_INPUT, /**< machine->Inputs[] */
1822 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1823 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1824 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1825 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1826 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1827 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1828 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1829 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1830 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1831 PROGRAM_ADDRESS, /**< machine->AddressReg */
1832 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1833 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1834 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1835 PROGRAM_FILE_MAX
1836 } gl_register_file;
1837
1838
1839 /**
1840 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1841 * one of these values.
1842 */
1843 typedef enum
1844 {
1845 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1846 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1847 SYSTEM_VALUE_MAX /**< Number of values */
1848 } gl_system_value;
1849
1850
1851 /** Vertex and fragment instructions */
1852 struct prog_instruction;
1853 struct gl_program_parameter_list;
1854 struct gl_uniform_list;
1855
1856
1857 /**
1858 * Base class for any kind of program object
1859 */
1860 struct gl_program
1861 {
1862 GLuint Id;
1863 GLubyte *String; /**< Null-terminated program text */
1864 GLint RefCount;
1865 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1866 GLenum Format; /**< String encoding format */
1867 GLboolean Resident;
1868
1869 struct prog_instruction *Instructions;
1870
1871 GLbitfield InputsRead; /**< Bitmask of which input regs are read */
1872 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1873 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1874 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1875 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1876 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1877 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1878 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1879
1880
1881 /** Named parameters, constants, etc. from program text */
1882 struct gl_program_parameter_list *Parameters;
1883 /** Numbered local parameters */
1884 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1885
1886 /** Vertex/fragment shader varying vars */
1887 struct gl_program_parameter_list *Varying;
1888 /** Vertex program user-defined attributes */
1889 struct gl_program_parameter_list *Attributes;
1890
1891 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1892 GLubyte SamplerUnits[MAX_SAMPLERS];
1893 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1894 gl_texture_index SamplerTargets[MAX_SAMPLERS];
1895
1896 /** Bitmask of which register files are read/written with indirect
1897 * addressing. Mask of (1 << PROGRAM_x) bits.
1898 */
1899 GLbitfield IndirectRegisterFiles;
1900
1901 /** Logical counts */
1902 /*@{*/
1903 GLuint NumInstructions;
1904 GLuint NumTemporaries;
1905 GLuint NumParameters;
1906 GLuint NumAttributes;
1907 GLuint NumAddressRegs;
1908 GLuint NumAluInstructions;
1909 GLuint NumTexInstructions;
1910 GLuint NumTexIndirections;
1911 /*@}*/
1912 /** Native, actual h/w counts */
1913 /*@{*/
1914 GLuint NumNativeInstructions;
1915 GLuint NumNativeTemporaries;
1916 GLuint NumNativeParameters;
1917 GLuint NumNativeAttributes;
1918 GLuint NumNativeAddressRegs;
1919 GLuint NumNativeAluInstructions;
1920 GLuint NumNativeTexInstructions;
1921 GLuint NumNativeTexIndirections;
1922 /*@}*/
1923 };
1924
1925
1926 /** Vertex program object */
1927 struct gl_vertex_program
1928 {
1929 struct gl_program Base; /**< base class */
1930 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1931 GLboolean IsPositionInvariant;
1932 };
1933
1934
1935 /** Geometry program object */
1936 struct gl_geometry_program
1937 {
1938 struct gl_program Base; /**< base class */
1939
1940 GLint VerticesOut;
1941 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1942 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1943 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1944 };
1945
1946
1947 /** Fragment program object */
1948 struct gl_fragment_program
1949 {
1950 struct gl_program Base; /**< base class */
1951 GLboolean UsesKill; /**< shader uses KIL instruction */
1952 GLboolean OriginUpperLeft;
1953 GLboolean PixelCenterInteger;
1954 enum gl_frag_depth_layout FragDepthLayout;
1955 };
1956
1957
1958 /**
1959 * State common to vertex and fragment programs.
1960 */
1961 struct gl_program_state
1962 {
1963 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1964 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1965 };
1966
1967
1968 /**
1969 * Context state for vertex programs.
1970 */
1971 struct gl_vertex_program_state
1972 {
1973 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1974 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1975 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1976 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1977 struct gl_vertex_program *Current; /**< User-bound vertex program */
1978
1979 /** Currently enabled and valid vertex program (including internal
1980 * programs, user-defined vertex programs and GLSL vertex shaders).
1981 * This is the program we must use when rendering.
1982 */
1983 struct gl_vertex_program *_Current;
1984
1985 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1986
1987 /* For GL_NV_vertex_program only: */
1988 GLenum TrackMatrix[MAX_PROGRAM_ENV_PARAMS / 4];
1989 GLenum TrackMatrixTransform[MAX_PROGRAM_ENV_PARAMS / 4];
1990
1991 /** Should fixed-function T&L be implemented with a vertex prog? */
1992 GLboolean _MaintainTnlProgram;
1993
1994 /** Program to emulate fixed-function T&L (see above) */
1995 struct gl_vertex_program *_TnlProgram;
1996
1997 /** Cache of fixed-function programs */
1998 struct gl_program_cache *Cache;
1999
2000 GLboolean _Overriden;
2001 };
2002
2003
2004 /**
2005 * Context state for geometry programs.
2006 */
2007 struct gl_geometry_program_state
2008 {
2009 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2010 GLboolean _Enabled; /**< Enabled and valid program? */
2011 struct gl_geometry_program *Current; /**< user-bound geometry program */
2012
2013 /** Currently enabled and valid program (including internal programs
2014 * and compiled shader programs).
2015 */
2016 struct gl_geometry_program *_Current;
2017
2018 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2019
2020 /** Cache of fixed-function programs */
2021 struct gl_program_cache *Cache;
2022 };
2023
2024 /**
2025 * Context state for fragment programs.
2026 */
2027 struct gl_fragment_program_state
2028 {
2029 GLboolean Enabled; /**< User-set fragment program enable flag */
2030 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2031 struct gl_fragment_program *Current; /**< User-bound fragment program */
2032
2033 /** Currently enabled and valid fragment program (including internal
2034 * programs, user-defined fragment programs and GLSL fragment shaders).
2035 * This is the program we must use when rendering.
2036 */
2037 struct gl_fragment_program *_Current;
2038
2039 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2040
2041 /** Should fixed-function texturing be implemented with a fragment prog? */
2042 GLboolean _MaintainTexEnvProgram;
2043
2044 /** Program to emulate fixed-function texture env/combine (see above) */
2045 struct gl_fragment_program *_TexEnvProgram;
2046
2047 /** Cache of fixed-function programs */
2048 struct gl_program_cache *Cache;
2049 };
2050
2051
2052 /**
2053 * ATI_fragment_shader runtime state
2054 */
2055 #define ATI_FS_INPUT_PRIMARY 0
2056 #define ATI_FS_INPUT_SECONDARY 1
2057
2058 struct atifs_instruction;
2059 struct atifs_setupinst;
2060
2061 /**
2062 * ATI fragment shader
2063 */
2064 struct ati_fragment_shader
2065 {
2066 GLuint Id;
2067 GLint RefCount;
2068 struct atifs_instruction *Instructions[2];
2069 struct atifs_setupinst *SetupInst[2];
2070 GLfloat Constants[8][4];
2071 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2072 GLubyte numArithInstr[2];
2073 GLubyte regsAssigned[2];
2074 GLubyte NumPasses; /**< 1 or 2 */
2075 GLubyte cur_pass;
2076 GLubyte last_optype;
2077 GLboolean interpinp1;
2078 GLboolean isValid;
2079 GLuint swizzlerq;
2080 };
2081
2082 /**
2083 * Context state for GL_ATI_fragment_shader
2084 */
2085 struct gl_ati_fragment_shader_state
2086 {
2087 GLboolean Enabled;
2088 GLboolean _Enabled; /**< enabled and valid shader? */
2089 GLboolean Compiling;
2090 GLfloat GlobalConstants[8][4];
2091 struct ati_fragment_shader *Current;
2092 };
2093
2094
2095 /**
2096 * Occlusion/timer query object.
2097 */
2098 struct gl_query_object
2099 {
2100 GLenum Target; /**< The query target, when active */
2101 GLuint Id; /**< hash table ID/name */
2102 GLuint64EXT Result; /**< the counter */
2103 GLboolean Active; /**< inside Begin/EndQuery */
2104 GLboolean Ready; /**< result is ready? */
2105 };
2106
2107
2108 /**
2109 * Context state for query objects.
2110 */
2111 struct gl_query_state
2112 {
2113 struct _mesa_HashTable *QueryObjects;
2114 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2115 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2116
2117 /** GL_NV_conditional_render */
2118 struct gl_query_object *CondRenderQuery;
2119
2120 /** GL_EXT_transform_feedback */
2121 struct gl_query_object *PrimitivesGenerated;
2122 struct gl_query_object *PrimitivesWritten;
2123
2124 /** GL_ARB_timer_query */
2125 struct gl_query_object *TimeElapsed;
2126
2127 GLenum CondRenderMode;
2128 };
2129
2130
2131 /** Sync object state */
2132 struct gl_sync_object {
2133 struct simple_node link;
2134 GLenum Type; /**< GL_SYNC_FENCE */
2135 GLuint Name; /**< Fence name */
2136 GLint RefCount; /**< Reference count */
2137 GLboolean DeletePending; /**< Object was deleted while there were still
2138 * live references (e.g., sync not yet finished)
2139 */
2140 GLenum SyncCondition;
2141 GLbitfield Flags; /**< Flags passed to glFenceSync */
2142 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2143 };
2144
2145
2146 /** Set by #pragma directives */
2147 struct gl_sl_pragmas
2148 {
2149 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2150 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2151 GLboolean Optimize; /**< defaults on */
2152 GLboolean Debug; /**< defaults off */
2153 };
2154
2155
2156 /**
2157 * A GLSL vertex or fragment shader object.
2158 */
2159 struct gl_shader
2160 {
2161 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2162 GLuint Name; /**< AKA the handle */
2163 GLint RefCount; /**< Reference count */
2164 GLboolean DeletePending;
2165 GLboolean CompileStatus;
2166 const GLchar *Source; /**< Source code string */
2167 GLuint SourceChecksum; /**< for debug/logging purposes */
2168 struct gl_program *Program; /**< Post-compile assembly code */
2169 GLchar *InfoLog;
2170 struct gl_sl_pragmas Pragmas;
2171
2172 unsigned Version; /**< GLSL version used for linking */
2173
2174 struct exec_list *ir;
2175 struct glsl_symbol_table *symbols;
2176
2177 /** Shaders containing built-in functions that are used for linking. */
2178 struct gl_shader *builtins_to_link[16];
2179 unsigned num_builtins_to_link;
2180 };
2181
2182
2183 /**
2184 * A GLSL program object.
2185 * Basically a linked collection of vertex and fragment shaders.
2186 */
2187 struct gl_shader_program
2188 {
2189 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2190 GLuint Name; /**< aka handle or ID */
2191 GLint RefCount; /**< Reference count */
2192 GLboolean DeletePending;
2193
2194 GLuint NumShaders; /**< number of attached shaders */
2195 struct gl_shader **Shaders; /**< List of attached the shaders */
2196
2197 /** User-defined attribute bindings (glBindAttribLocation) */
2198 struct gl_program_parameter_list *Attributes;
2199
2200 /** Transform feedback varyings */
2201 struct {
2202 GLenum BufferMode;
2203 GLuint NumVarying;
2204 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2205 } TransformFeedback;
2206
2207 /** Geometry shader state - copied into gl_geometry_program at link time */
2208 struct {
2209 GLint VerticesOut;
2210 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2211 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2212 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2213 } Geom;
2214
2215 /* post-link info: */
2216 struct gl_vertex_program *VertexProgram; /**< Linked vertex program */
2217 struct gl_fragment_program *FragmentProgram; /**< Linked fragment prog */
2218 struct gl_geometry_program *GeometryProgram; /**< Linked geometry prog */
2219 struct gl_uniform_list *Uniforms;
2220 struct gl_program_parameter_list *Varying;
2221 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2222 GLboolean Validated;
2223 GLboolean _Used; /**< Ever used for drawing? */
2224 GLchar *InfoLog;
2225
2226 unsigned Version; /**< GLSL version used for linking */
2227
2228 /**
2229 * Per-stage shaders resulting from the first stage of linking.
2230 *
2231 * Set of linked shaders for this program. The array is accessed using the
2232 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2233 * \c NULL.
2234 */
2235 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2236 };
2237
2238
2239 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2240 #define GLSL_LOG 0x2 /**< Write shaders to files */
2241 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2242 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2243 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2244 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2245 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2246 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2247
2248
2249 /**
2250 * Context state for GLSL vertex/fragment shaders.
2251 */
2252 struct gl_shader_state
2253 {
2254 /**
2255 * Programs used for rendering
2256 *
2257 * There is a separate program set for each shader stage. If
2258 * GL_EXT_separate_shader_objects is not supported, each of these must point
2259 * to \c NULL or to the same program.
2260 */
2261 struct gl_shader_program *CurrentVertexProgram;
2262 struct gl_shader_program *CurrentGeometryProgram;
2263 struct gl_shader_program *CurrentFragmentProgram;
2264
2265 /**
2266 * Program used by glUniform calls.
2267 *
2268 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2269 */
2270 struct gl_shader_program *ActiveProgram;
2271
2272 GLbitfield Flags; /**< Mask of GLSL_x flags */
2273 };
2274
2275 /**
2276 * Compiler options for a single GLSL shaders type
2277 */
2278 struct gl_shader_compiler_options
2279 {
2280 /** Driver-selectable options: */
2281 GLboolean EmitCondCodes; /**< Use condition codes? */
2282 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2283 GLboolean EmitNoLoops;
2284 GLboolean EmitNoFunctions;
2285 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2286 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2287 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2288 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2289
2290 /**
2291 * \name Forms of indirect addressing the driver cannot do.
2292 */
2293 /*@{*/
2294 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2295 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2296 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2297 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2298 /*@}*/
2299
2300 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2301 GLuint MaxUnrollIterations;
2302
2303 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2304 };
2305
2306 /**
2307 * Transform feedback object state
2308 */
2309 struct gl_transform_feedback_object
2310 {
2311 GLuint Name; /**< AKA the object ID */
2312 GLint RefCount;
2313 GLboolean Active; /**< Is transform feedback enabled? */
2314 GLboolean Paused; /**< Is transform feedback paused? */
2315
2316 /** The feedback buffers */
2317 GLuint BufferNames[MAX_FEEDBACK_ATTRIBS];
2318 struct gl_buffer_object *Buffers[MAX_FEEDBACK_ATTRIBS];
2319
2320 /** Start of feedback data in dest buffer */
2321 GLintptr Offset[MAX_FEEDBACK_ATTRIBS];
2322 /** Max data to put into dest buffer (in bytes) */
2323 GLsizeiptr Size[MAX_FEEDBACK_ATTRIBS];
2324 };
2325
2326
2327 /**
2328 * Context state for transform feedback.
2329 */
2330 struct gl_transform_feedback
2331 {
2332 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2333
2334 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
2335
2336 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2337 struct gl_buffer_object *CurrentBuffer;
2338
2339 /** The table of all transform feedback objects */
2340 struct _mesa_HashTable *Objects;
2341
2342 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2343 struct gl_transform_feedback_object *CurrentObject;
2344
2345 /** The default xform-fb object (Name==0) */
2346 struct gl_transform_feedback_object *DefaultObject;
2347 };
2348
2349
2350
2351 /**
2352 * State which can be shared by multiple contexts:
2353 */
2354 struct gl_shared_state
2355 {
2356 _glthread_Mutex Mutex; /**< for thread safety */
2357 GLint RefCount; /**< Reference count */
2358 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2359 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2360
2361 /** Default texture objects (shared by all texture units) */
2362 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2363
2364 /** Fallback texture used when a bound texture is incomplete */
2365 struct gl_texture_object *FallbackTex;
2366
2367 /**
2368 * \name Thread safety and statechange notification for texture
2369 * objects.
2370 *
2371 * \todo Improve the granularity of locking.
2372 */
2373 /*@{*/
2374 _glthread_Mutex TexMutex; /**< texobj thread safety */
2375 GLuint TextureStateStamp; /**< state notification for shared tex */
2376 /*@}*/
2377
2378 /** Default buffer object for vertex arrays that aren't in VBOs */
2379 struct gl_buffer_object *NullBufferObj;
2380
2381 /**
2382 * \name Vertex/geometry/fragment programs
2383 */
2384 /*@{*/
2385 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2386 struct gl_vertex_program *DefaultVertexProgram;
2387 struct gl_fragment_program *DefaultFragmentProgram;
2388 struct gl_geometry_program *DefaultGeometryProgram;
2389 /*@}*/
2390
2391 /* GL_ATI_fragment_shader */
2392 struct _mesa_HashTable *ATIShaders;
2393 struct ati_fragment_shader *DefaultFragmentShader;
2394
2395 struct _mesa_HashTable *BufferObjects;
2396
2397 /** Table of both gl_shader and gl_shader_program objects */
2398 struct _mesa_HashTable *ShaderObjects;
2399
2400 /* GL_EXT_framebuffer_object */
2401 struct _mesa_HashTable *RenderBuffers;
2402 struct _mesa_HashTable *FrameBuffers;
2403
2404 /* GL_ARB_sync */
2405 struct simple_node SyncObjects;
2406
2407 /** GL_ARB_sampler_objects */
2408 struct _mesa_HashTable *SamplerObjects;
2409
2410 void *DriverData; /**< Device driver shared state */
2411 };
2412
2413
2414
2415
2416 /**
2417 * A renderbuffer stores colors or depth values or stencil values.
2418 * A framebuffer object will have a collection of these.
2419 * Data are read/written to the buffer with a handful of Get/Put functions.
2420 *
2421 * Instances of this object are allocated with the Driver's NewRenderbuffer
2422 * hook. Drivers will likely wrap this class inside a driver-specific
2423 * class to simulate inheritance.
2424 */
2425 struct gl_renderbuffer
2426 {
2427 _glthread_Mutex Mutex; /**< for thread safety */
2428 GLuint ClassID; /**< Useful for drivers */
2429 GLuint Name;
2430 GLint RefCount;
2431 GLuint Width, Height;
2432 GLint RowStride; /**< Padded width in units of pixels */
2433 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2434
2435 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2436
2437 GLubyte NumSamples;
2438
2439 GLenum InternalFormat; /**< The user-specified format */
2440 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2441 GL_STENCIL_INDEX. */
2442 gl_format Format; /**< The actual renderbuffer memory format */
2443
2444 GLenum DataType; /**< Type of values passed to the Get/Put functions */
2445 GLvoid *Data; /**< This may not be used by some kinds of RBs */
2446
2447 /* Used to wrap one renderbuffer around another: */
2448 struct gl_renderbuffer *Wrapped;
2449
2450 /* Delete this renderbuffer */
2451 void (*Delete)(struct gl_renderbuffer *rb);
2452
2453 /* Allocate new storage for this renderbuffer */
2454 GLboolean (*AllocStorage)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2455 GLenum internalFormat,
2456 GLuint width, GLuint height);
2457
2458 /* Lock/Unlock are called before/after calling the Get/Put functions.
2459 * Not sure this is the right place for these yet.
2460 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2461 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2462 */
2463
2464 /* Return a pointer to the element/pixel at (x,y).
2465 * Should return NULL if the buffer memory can't be directly addressed.
2466 */
2467 void *(*GetPointer)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2468 GLint x, GLint y);
2469
2470 /* Get/Read a row of values.
2471 * The values will be of format _BaseFormat and type DataType.
2472 */
2473 void (*GetRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2474 GLint x, GLint y, void *values);
2475
2476 /* Get/Read values at arbitrary locations.
2477 * The values will be of format _BaseFormat and type DataType.
2478 */
2479 void (*GetValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2480 const GLint x[], const GLint y[], void *values);
2481
2482 /* Put/Write a row of values.
2483 * The values will be of format _BaseFormat and type DataType.
2484 */
2485 void (*PutRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2486 GLint x, GLint y, const void *values, const GLubyte *mask);
2487
2488 /* Put/Write a row of RGB values. This is a special-case routine that's
2489 * only used for RGBA renderbuffers when the source data is GL_RGB. That's
2490 * a common case for glDrawPixels and some triangle routines.
2491 * The values will be of format GL_RGB and type DataType.
2492 */
2493 void (*PutRowRGB)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2494 GLint x, GLint y, const void *values, const GLubyte *mask);
2495
2496
2497 /* Put/Write a row of identical values.
2498 * The values will be of format _BaseFormat and type DataType.
2499 */
2500 void (*PutMonoRow)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2501 GLint x, GLint y, const void *value, const GLubyte *mask);
2502
2503 /* Put/Write values at arbitrary locations.
2504 * The values will be of format _BaseFormat and type DataType.
2505 */
2506 void (*PutValues)(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count,
2507 const GLint x[], const GLint y[], const void *values,
2508 const GLubyte *mask);
2509 /* Put/Write identical values at arbitrary locations.
2510 * The values will be of format _BaseFormat and type DataType.
2511 */
2512 void (*PutMonoValues)(struct gl_context *ctx, struct gl_renderbuffer *rb,
2513 GLuint count, const GLint x[], const GLint y[],
2514 const void *value, const GLubyte *mask);
2515 };
2516
2517
2518 /**
2519 * A renderbuffer attachment points to either a texture object (and specifies
2520 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2521 */
2522 struct gl_renderbuffer_attachment
2523 {
2524 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2525 GLboolean Complete;
2526
2527 /**
2528 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2529 * application supplied renderbuffer object.
2530 */
2531 struct gl_renderbuffer *Renderbuffer;
2532
2533 /**
2534 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2535 * supplied texture object.
2536 */
2537 struct gl_texture_object *Texture;
2538 GLuint TextureLevel; /**< Attached mipmap level. */
2539 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2540 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2541 * and 2D array textures */
2542 };
2543
2544
2545 /**
2546 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2547 * In C++ terms, think of this as a base class from which device drivers
2548 * will make derived classes.
2549 */
2550 struct gl_framebuffer
2551 {
2552 _glthread_Mutex Mutex; /**< for thread safety */
2553 /**
2554 * If zero, this is a window system framebuffer. If non-zero, this
2555 * is a FBO framebuffer; note that for some devices (i.e. those with
2556 * a natural pixel coordinate system for FBOs that differs from the
2557 * OpenGL/Mesa coordinate system), this means that the viewport,
2558 * polygon face orientation, and polygon stipple will have to be inverted.
2559 */
2560 GLuint Name;
2561
2562 GLint RefCount;
2563 GLboolean DeletePending;
2564
2565 /**
2566 * The framebuffer's visual. Immutable if this is a window system buffer.
2567 * Computed from attachments if user-made FBO.
2568 */
2569 struct gl_config Visual;
2570
2571 GLboolean Initialized;
2572
2573 GLuint Width, Height; /**< size of frame buffer in pixels */
2574
2575 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2576 /*@{*/
2577 GLint _Xmin, _Xmax; /**< inclusive */
2578 GLint _Ymin, _Ymax; /**< exclusive */
2579 /*@}*/
2580
2581 /** \name Derived Z buffer stuff */
2582 /*@{*/
2583 GLuint _DepthMax; /**< Max depth buffer value */
2584 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2585 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2586 /*@}*/
2587
2588 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2589 GLenum _Status;
2590
2591 /** Integer color values */
2592 GLboolean _IntegerColor;
2593
2594 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2595 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2596
2597 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2598 * attribute group and GL_PIXEL attribute group, respectively.
2599 */
2600 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2601 GLenum ColorReadBuffer;
2602
2603 /** Computed from ColorDraw/ReadBuffer above */
2604 GLuint _NumColorDrawBuffers;
2605 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2606 GLint _ColorReadBufferIndex; /* -1 = None */
2607 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2608 struct gl_renderbuffer *_ColorReadBuffer;
2609
2610 /** The Actual depth/stencil buffers to use. May be wrappers around the
2611 * depth/stencil buffers attached above. */
2612 struct gl_renderbuffer *_DepthBuffer;
2613 struct gl_renderbuffer *_StencilBuffer;
2614
2615 /** Delete this framebuffer */
2616 void (*Delete)(struct gl_framebuffer *fb);
2617 };
2618
2619
2620 /**
2621 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2622 */
2623 struct gl_precision
2624 {
2625 GLushort RangeMin; /**< min value exponent */
2626 GLushort RangeMax; /**< max value exponent */
2627 GLushort Precision; /**< number of mantissa bits */
2628 };
2629
2630
2631 /**
2632 * Limits for vertex, geometry and fragment programs/shaders.
2633 */
2634 struct gl_program_constants
2635 {
2636 /* logical limits */
2637 GLuint MaxInstructions;
2638 GLuint MaxAluInstructions;
2639 GLuint MaxTexInstructions;
2640 GLuint MaxTexIndirections;
2641 GLuint MaxAttribs;
2642 GLuint MaxTemps;
2643 GLuint MaxAddressRegs;
2644 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2645 GLuint MaxParameters;
2646 GLuint MaxLocalParams;
2647 GLuint MaxEnvParams;
2648 /* native/hardware limits */
2649 GLuint MaxNativeInstructions;
2650 GLuint MaxNativeAluInstructions;
2651 GLuint MaxNativeTexInstructions;
2652 GLuint MaxNativeTexIndirections;
2653 GLuint MaxNativeAttribs;
2654 GLuint MaxNativeTemps;
2655 GLuint MaxNativeAddressRegs;
2656 GLuint MaxNativeParameters;
2657 /* For shaders */
2658 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2659 /* ES 2.0 and GL_ARB_ES2_compatibility */
2660 struct gl_precision LowFloat, MediumFloat, HighFloat;
2661 struct gl_precision LowInt, MediumInt, HighInt;
2662 };
2663
2664
2665 /**
2666 * Constants which may be overridden by device driver during context creation
2667 * but are never changed after that.
2668 */
2669 struct gl_constants
2670 {
2671 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2672 GLint MaxTextureLevels; /**< Max mipmap levels. */
2673 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2674 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2675 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2676 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2677 GLuint MaxTextureCoordUnits;
2678 GLuint MaxTextureImageUnits;
2679 GLuint MaxVertexTextureImageUnits;
2680 GLuint MaxCombinedTextureImageUnits;
2681 GLuint MaxGeometryTextureImageUnits;
2682 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2683 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2684 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2685 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2686
2687 GLuint MaxArrayLockSize;
2688
2689 GLint SubPixelBits;
2690
2691 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2692 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2693 GLfloat PointSizeGranularity;
2694 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2695 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2696 GLfloat LineWidthGranularity;
2697
2698 GLuint MaxColorTableSize;
2699
2700 GLuint MaxClipPlanes;
2701 GLuint MaxLights;
2702 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2703 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2704
2705 GLuint MaxViewportWidth, MaxViewportHeight;
2706
2707 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2708 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2709 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2710 GLuint MaxProgramMatrices;
2711 GLuint MaxProgramMatrixStackDepth;
2712
2713 /** vertex array / buffer object bounds checking */
2714 GLboolean CheckArrayBounds;
2715
2716 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2717
2718 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2719 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2720 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2721
2722 /** Number of varying vectors between vertex and fragment shaders */
2723 GLuint MaxVarying;
2724 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2725 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2726
2727 /** GL_ARB_geometry_shader4 */
2728 GLuint MaxGeometryOutputVertices;
2729 GLuint MaxGeometryTotalOutputComponents;
2730
2731 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2732
2733 /**
2734 * Does the driver support real 32-bit integers? (Otherwise, integers are
2735 * simulated via floats.)
2736 */
2737 GLboolean NativeIntegers;
2738
2739 /**
2740 * If the driver supports real 32-bit integers, what integer value should be
2741 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2742 */
2743 GLuint UniformBooleanTrue;
2744
2745 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2746 GLbitfield SupportedBumpUnits;
2747
2748 /**
2749 * Maximum amount of time, measured in nanseconds, that the server can wait.
2750 */
2751 GLuint64 MaxServerWaitTimeout;
2752
2753 /** GL_EXT_provoking_vertex */
2754 GLboolean QuadsFollowProvokingVertexConvention;
2755
2756 /** OpenGL version 3.0 */
2757 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2758
2759 /** OpenGL version 3.2 */
2760 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2761
2762 /** GL_EXT_transform_feedback */
2763 GLuint MaxTransformFeedbackSeparateAttribs;
2764 GLuint MaxTransformFeedbackSeparateComponents;
2765 GLuint MaxTransformFeedbackInterleavedComponents;
2766
2767 /** GL_EXT_gpu_shader4 */
2768 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2769
2770 /* GL_EXT_framebuffer_sRGB */
2771 GLboolean sRGBCapable; /* can enable sRGB blend/update on FBOs */
2772
2773 /* GL_ARB_robustness */
2774 GLenum ResetStrategy;
2775 };
2776
2777
2778 /**
2779 * Enable flag for each OpenGL extension. Different device drivers will
2780 * enable different extensions at runtime.
2781 */
2782 struct gl_extensions
2783 {
2784 GLboolean dummy; /* don't remove this! */
2785 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2786 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2787 GLboolean ARB_ES2_compatibility;
2788 GLboolean ARB_blend_func_extended;
2789 GLboolean ARB_color_buffer_float;
2790 GLboolean ARB_copy_buffer;
2791 GLboolean ARB_depth_buffer_float;
2792 GLboolean ARB_depth_clamp;
2793 GLboolean ARB_depth_texture;
2794 GLboolean ARB_draw_buffers;
2795 GLboolean ARB_draw_buffers_blend;
2796 GLboolean ARB_draw_elements_base_vertex;
2797 GLboolean ARB_draw_instanced;
2798 GLboolean ARB_fragment_coord_conventions;
2799 GLboolean ARB_fragment_program;
2800 GLboolean ARB_fragment_program_shadow;
2801 GLboolean ARB_fragment_shader;
2802 GLboolean ARB_framebuffer_object;
2803 GLboolean ARB_explicit_attrib_location;
2804 GLboolean ARB_geometry_shader4;
2805 GLboolean ARB_half_float_pixel;
2806 GLboolean ARB_half_float_vertex;
2807 GLboolean ARB_instanced_arrays;
2808 GLboolean ARB_map_buffer_range;
2809 GLboolean ARB_multisample;
2810 GLboolean ARB_multitexture;
2811 GLboolean ARB_occlusion_query;
2812 GLboolean ARB_occlusion_query2;
2813 GLboolean ARB_point_sprite;
2814 GLboolean ARB_sampler_objects;
2815 GLboolean ARB_seamless_cube_map;
2816 GLboolean ARB_shader_objects;
2817 GLboolean ARB_shader_stencil_export;
2818 GLboolean ARB_shader_texture_lod;
2819 GLboolean ARB_shading_language_100;
2820 GLboolean ARB_shadow;
2821 GLboolean ARB_shadow_ambient;
2822 GLboolean ARB_sync;
2823 GLboolean ARB_texture_border_clamp;
2824 GLboolean ARB_texture_buffer_object;
2825 GLboolean ARB_texture_compression;
2826 GLboolean ARB_texture_compression_rgtc;
2827 GLboolean ARB_texture_cube_map;
2828 GLboolean ARB_texture_env_combine;
2829 GLboolean ARB_texture_env_crossbar;
2830 GLboolean ARB_texture_env_dot3;
2831 GLboolean ARB_texture_float;
2832 GLboolean ARB_texture_mirrored_repeat;
2833 GLboolean ARB_texture_multisample;
2834 GLboolean ARB_texture_non_power_of_two;
2835 GLboolean ARB_texture_rg;
2836 GLboolean ARB_texture_rgb10_a2ui;
2837 GLboolean ARB_timer_query;
2838 GLboolean ARB_transform_feedback2;
2839 GLboolean ARB_transpose_matrix;
2840 GLboolean ARB_uniform_buffer_object;
2841 GLboolean ARB_vertex_array_object;
2842 GLboolean ARB_vertex_buffer_object;
2843 GLboolean ARB_vertex_program;
2844 GLboolean ARB_vertex_shader;
2845 GLboolean ARB_vertex_type_2_10_10_10_rev;
2846 GLboolean ARB_window_pos;
2847 GLboolean EXT_abgr;
2848 GLboolean EXT_bgra;
2849 GLboolean EXT_blend_color;
2850 GLboolean EXT_blend_equation_separate;
2851 GLboolean EXT_blend_func_separate;
2852 GLboolean EXT_blend_logic_op;
2853 GLboolean EXT_blend_minmax;
2854 GLboolean EXT_blend_subtract;
2855 GLboolean EXT_clip_volume_hint;
2856 GLboolean EXT_compiled_vertex_array;
2857 GLboolean EXT_copy_texture;
2858 GLboolean EXT_depth_bounds_test;
2859 GLboolean EXT_draw_buffers2;
2860 GLboolean EXT_draw_range_elements;
2861 GLboolean EXT_fog_coord;
2862 GLboolean EXT_framebuffer_blit;
2863 GLboolean EXT_framebuffer_multisample;
2864 GLboolean EXT_framebuffer_object;
2865 GLboolean EXT_framebuffer_sRGB;
2866 GLboolean EXT_gpu_program_parameters;
2867 GLboolean EXT_gpu_shader4;
2868 GLboolean EXT_multi_draw_arrays;
2869 GLboolean EXT_packed_depth_stencil;
2870 GLboolean EXT_packed_float;
2871 GLboolean EXT_packed_pixels;
2872 GLboolean EXT_pixel_buffer_object;
2873 GLboolean EXT_point_parameters;
2874 GLboolean EXT_polygon_offset;
2875 GLboolean EXT_provoking_vertex;
2876 GLboolean EXT_rescale_normal;
2877 GLboolean EXT_shadow_funcs;
2878 GLboolean EXT_secondary_color;
2879 GLboolean EXT_separate_shader_objects;
2880 GLboolean EXT_separate_specular_color;
2881 GLboolean EXT_stencil_wrap;
2882 GLboolean EXT_stencil_two_side;
2883 GLboolean EXT_subtexture;
2884 GLboolean EXT_texture;
2885 GLboolean EXT_texture_object;
2886 GLboolean EXT_texture3D;
2887 GLboolean EXT_texture_array;
2888 GLboolean EXT_texture_compression_latc;
2889 GLboolean EXT_texture_compression_s3tc;
2890 GLboolean EXT_texture_env_add;
2891 GLboolean EXT_texture_env_combine;
2892 GLboolean EXT_texture_env_dot3;
2893 GLboolean EXT_texture_filter_anisotropic;
2894 GLboolean EXT_texture_integer;
2895 GLboolean EXT_texture_lod_bias;
2896 GLboolean EXT_texture_mirror_clamp;
2897 GLboolean EXT_texture_shared_exponent;
2898 GLboolean EXT_texture_snorm;
2899 GLboolean EXT_texture_sRGB;
2900 GLboolean EXT_texture_sRGB_decode;
2901 GLboolean EXT_texture_swizzle;
2902 GLboolean EXT_transform_feedback;
2903 GLboolean EXT_timer_query;
2904 GLboolean EXT_vertex_array;
2905 GLboolean EXT_vertex_array_bgra;
2906 GLboolean EXT_vertex_array_set;
2907 GLboolean OES_standard_derivatives;
2908 /* vendor extensions */
2909 GLboolean AMD_conservative_depth;
2910 GLboolean AMD_seamless_cubemap_per_texture;
2911 GLboolean APPLE_client_storage;
2912 GLboolean APPLE_packed_pixels;
2913 GLboolean APPLE_vertex_array_object;
2914 GLboolean APPLE_object_purgeable;
2915 GLboolean ATI_envmap_bumpmap;
2916 GLboolean ATI_texture_compression_3dc;
2917 GLboolean ATI_texture_mirror_once;
2918 GLboolean ATI_texture_env_combine3;
2919 GLboolean ATI_fragment_shader;
2920 GLboolean ATI_separate_stencil;
2921 GLboolean IBM_rasterpos_clip;
2922 GLboolean IBM_multimode_draw_arrays;
2923 GLboolean MESA_pack_invert;
2924 GLboolean MESA_resize_buffers;
2925 GLboolean MESA_ycbcr_texture;
2926 GLboolean MESA_texture_array;
2927 GLboolean NV_blend_square;
2928 GLboolean NV_conditional_render;
2929 GLboolean NV_fragment_program;
2930 GLboolean NV_fragment_program_option;
2931 GLboolean NV_light_max_exponent;
2932 GLboolean NV_point_sprite;
2933 GLboolean NV_primitive_restart;
2934 GLboolean NV_texture_barrier;
2935 GLboolean NV_texgen_reflection;
2936 GLboolean NV_texture_env_combine4;
2937 GLboolean NV_texture_rectangle;
2938 GLboolean NV_vertex_program;
2939 GLboolean NV_vertex_program1_1;
2940 GLboolean OES_read_format;
2941 GLboolean SGIS_generate_mipmap;
2942 GLboolean SGIS_texture_edge_clamp;
2943 GLboolean SGIS_texture_lod;
2944 GLboolean TDFX_texture_compression_FXT1;
2945 GLboolean S3_s3tc;
2946 GLboolean OES_EGL_image;
2947 GLboolean OES_draw_texture;
2948 GLboolean EXT_texture_format_BGRA8888;
2949 GLboolean extension_sentinel;
2950 /** The extension string */
2951 const GLubyte *String;
2952 /** Number of supported extensions */
2953 GLuint Count;
2954 };
2955
2956
2957 /**
2958 * A stack of matrices (projection, modelview, color, texture, etc).
2959 */
2960 struct gl_matrix_stack
2961 {
2962 GLmatrix *Top; /**< points into Stack */
2963 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
2964 GLuint Depth; /**< 0 <= Depth < MaxDepth */
2965 GLuint MaxDepth; /**< size of Stack[] array */
2966 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
2967 };
2968
2969
2970 /**
2971 * \name Bits for image transfer operations
2972 * \sa __struct gl_contextRec::ImageTransferState.
2973 */
2974 /*@{*/
2975 #define IMAGE_SCALE_BIAS_BIT 0x1
2976 #define IMAGE_SHIFT_OFFSET_BIT 0x2
2977 #define IMAGE_MAP_COLOR_BIT 0x4
2978 #define IMAGE_CLAMP_BIT 0x800
2979
2980
2981 /** Pixel Transfer ops */
2982 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
2983 IMAGE_SHIFT_OFFSET_BIT | \
2984 IMAGE_MAP_COLOR_BIT)
2985
2986 /**
2987 * \name Bits to indicate what state has changed.
2988 */
2989 /*@{*/
2990 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
2991 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
2992 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
2993 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
2994 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
2995 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
2996 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
2997 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
2998 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
2999 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3000 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3001 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3002 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3003 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3004 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3005 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3006 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3007 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3008 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3009 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3010 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3011 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3012 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3013 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3014 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3015 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3016 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3017 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3018 #define _NEW_BUFFER_OBJECT (1 << 28)
3019 #define _NEW_FRAG_CLAMP (1 << 29)
3020 #define _NEW_ALL ~0
3021 /*@}*/
3022
3023
3024 /**
3025 * \name Bits to track array state changes
3026 *
3027 * Also used to summarize array enabled.
3028 */
3029 /*@{*/
3030 #define _NEW_ARRAY_VERTEX VERT_BIT_POS
3031 #define _NEW_ARRAY_WEIGHT VERT_BIT_WEIGHT
3032 #define _NEW_ARRAY_NORMAL VERT_BIT_NORMAL
3033 #define _NEW_ARRAY_COLOR0 VERT_BIT_COLOR0
3034 #define _NEW_ARRAY_COLOR1 VERT_BIT_COLOR1
3035 #define _NEW_ARRAY_FOGCOORD VERT_BIT_FOG
3036 #define _NEW_ARRAY_INDEX VERT_BIT_COLOR_INDEX
3037 #define _NEW_ARRAY_EDGEFLAG VERT_BIT_EDGEFLAG
3038 #define _NEW_ARRAY_POINT_SIZE VERT_BIT_COLOR_INDEX /* aliased */
3039 #define _NEW_ARRAY_TEXCOORD_0 VERT_BIT_TEX0
3040 #define _NEW_ARRAY_TEXCOORD_1 VERT_BIT_TEX1
3041 #define _NEW_ARRAY_TEXCOORD_2 VERT_BIT_TEX2
3042 #define _NEW_ARRAY_TEXCOORD_3 VERT_BIT_TEX3
3043 #define _NEW_ARRAY_TEXCOORD_4 VERT_BIT_TEX4
3044 #define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
3045 #define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
3046 #define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
3047 #define _NEW_ARRAY_ATTRIB_0 VERT_BIT_GENERIC0 /* start at bit 16 */
3048 #define _NEW_ARRAY_ALL 0xffffffff
3049
3050
3051 #define _NEW_ARRAY_TEXCOORD(i) (_NEW_ARRAY_TEXCOORD_0 << (i))
3052 #define _NEW_ARRAY_ATTRIB(i) (_NEW_ARRAY_ATTRIB_0 << (i))
3053 /*@}*/
3054
3055
3056
3057 /**
3058 * \name A bunch of flags that we think might be useful to drivers.
3059 *
3060 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3061 */
3062 /*@{*/
3063 #define DD_FLATSHADE 0x1
3064 #define DD_SEPARATE_SPECULAR 0x2
3065 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3066 #define DD_TRI_LIGHT_TWOSIDE 0x8
3067 #define DD_TRI_UNFILLED 0x10
3068 #define DD_TRI_SMOOTH 0x20
3069 #define DD_TRI_STIPPLE 0x40
3070 #define DD_TRI_OFFSET 0x80
3071 #define DD_LINE_SMOOTH 0x100
3072 #define DD_LINE_STIPPLE 0x200
3073 #define DD_POINT_SMOOTH 0x400
3074 #define DD_POINT_ATTEN 0x800
3075 #define DD_TRI_TWOSTENCIL 0x1000
3076 /*@}*/
3077
3078
3079 /**
3080 * \name Define the state changes under which each of these bits might change
3081 */
3082 /*@{*/
3083 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3084 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3085 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3086 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3087 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3088 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3089 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3090 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3091 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3092 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3093 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3094 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3095 #define _DD_NEW_POINT_SIZE _NEW_POINT
3096 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3097 /*@}*/
3098
3099
3100 /**
3101 * Composite state flags
3102 */
3103 /*@{*/
3104 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3105 _NEW_TEXTURE | \
3106 _NEW_POINT | \
3107 _NEW_PROGRAM | \
3108 _NEW_MODELVIEW)
3109 /*@}*/
3110
3111
3112
3113
3114 /* This has to be included here. */
3115 #include "dd.h"
3116
3117
3118 /**
3119 * Display list flags.
3120 * Strictly this is a tnl-private concept, but it doesn't seem
3121 * worthwhile adding a tnl private structure just to hold this one bit
3122 * of information:
3123 */
3124 #define DLIST_DANGLING_REFS 0x1
3125
3126
3127 /** Opaque declaration of display list payload data type */
3128 union gl_dlist_node;
3129
3130
3131 /**
3132 * Provide a location where information about a display list can be
3133 * collected. Could be extended with driverPrivate structures,
3134 * etc. in the future.
3135 */
3136 struct gl_display_list
3137 {
3138 GLuint Name;
3139 GLbitfield Flags; /**< DLIST_x flags */
3140 /** The dlist commands are in a linked list of nodes */
3141 union gl_dlist_node *Head;
3142 };
3143
3144
3145 /**
3146 * State used during display list compilation and execution.
3147 */
3148 struct gl_dlist_state
3149 {
3150 GLuint CallDepth; /**< Current recursion calling depth */
3151
3152 struct gl_display_list *CurrentList; /**< List currently being compiled */
3153 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3154 GLuint CurrentPos; /**< Index into current block of nodes */
3155
3156 GLvertexformat ListVtxfmt;
3157
3158 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3159 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3160
3161 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3162 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3163
3164 GLubyte ActiveIndex;
3165 GLfloat CurrentIndex;
3166
3167 GLubyte ActiveEdgeFlag;
3168 GLboolean CurrentEdgeFlag;
3169
3170 struct {
3171 /* State known to have been set by the currently-compiling display
3172 * list. Used to eliminate some redundant state changes.
3173 */
3174 GLenum ShadeModel;
3175 } Current;
3176 };
3177
3178
3179 /**
3180 * Enum for the OpenGL APIs we know about and may support.
3181 */
3182 typedef enum
3183 {
3184 API_OPENGL,
3185 API_OPENGLES,
3186 API_OPENGLES2
3187 } gl_api;
3188
3189
3190 /**
3191 * Mesa rendering context.
3192 *
3193 * This is the central context data structure for Mesa. Almost all
3194 * OpenGL state is contained in this structure.
3195 * Think of this as a base class from which device drivers will derive
3196 * sub classes.
3197 *
3198 * The struct gl_context typedef names this structure.
3199 */
3200 struct gl_context
3201 {
3202 /** State possibly shared with other contexts in the address space */
3203 struct gl_shared_state *Shared;
3204
3205 /** \name API function pointer tables */
3206 /*@{*/
3207 gl_api API;
3208 struct _glapi_table *Save; /**< Display list save functions */
3209 struct _glapi_table *Exec; /**< Execute functions */
3210 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3211 /*@}*/
3212
3213 struct gl_config Visual;
3214 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3215 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3216 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3217 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3218
3219 /**
3220 * Device driver function pointer table
3221 */
3222 struct dd_function_table Driver;
3223
3224 void *DriverCtx; /**< Points to device driver context/state */
3225
3226 /** Core/Driver constants */
3227 struct gl_constants Const;
3228
3229 /** \name The various 4x4 matrix stacks */
3230 /*@{*/
3231 struct gl_matrix_stack ModelviewMatrixStack;
3232 struct gl_matrix_stack ProjectionMatrixStack;
3233 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3234 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3235 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3236 /*@}*/
3237
3238 /** Combined modelview and projection matrix */
3239 GLmatrix _ModelProjectMatrix;
3240
3241 /** \name Display lists */
3242 struct gl_dlist_state ListState;
3243
3244 GLboolean ExecuteFlag; /**< Execute GL commands? */
3245 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3246
3247 /** Extension information */
3248 struct gl_extensions Extensions;
3249
3250 /** Version info */
3251 GLuint VersionMajor, VersionMinor;
3252 char *VersionString;
3253
3254 /** \name State attribute stack (for glPush/PopAttrib) */
3255 /*@{*/
3256 GLuint AttribStackDepth;
3257 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3258 /*@}*/
3259
3260 /** \name Renderer attribute groups
3261 *
3262 * We define a struct for each attribute group to make pushing and popping
3263 * attributes easy. Also it's a good organization.
3264 */
3265 /*@{*/
3266 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3267 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3268 struct gl_current_attrib Current; /**< Current attributes */
3269 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3270 struct gl_eval_attrib Eval; /**< Eval attributes */
3271 struct gl_fog_attrib Fog; /**< Fog attributes */
3272 struct gl_hint_attrib Hint; /**< Hint attributes */
3273 struct gl_light_attrib Light; /**< Light attributes */
3274 struct gl_line_attrib Line; /**< Line attributes */
3275 struct gl_list_attrib List; /**< List attributes */
3276 struct gl_multisample_attrib Multisample;
3277 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3278 struct gl_point_attrib Point; /**< Point attributes */
3279 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3280 GLuint PolygonStipple[32]; /**< Polygon stipple */
3281 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3282 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3283 struct gl_texture_attrib Texture; /**< Texture attributes */
3284 struct gl_transform_attrib Transform; /**< Transformation attributes */
3285 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3286 /*@}*/
3287
3288 /** \name Client attribute stack */
3289 /*@{*/
3290 GLuint ClientAttribStackDepth;
3291 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3292 /*@}*/
3293
3294 /** \name Client attribute groups */
3295 /*@{*/
3296 struct gl_array_attrib Array; /**< Vertex arrays */
3297 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3298 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3299 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3300 /*@}*/
3301
3302 /** \name Other assorted state (not pushed/popped on attribute stack) */
3303 /*@{*/
3304 struct gl_pixelmaps PixelMaps;
3305
3306 struct gl_evaluators EvalMap; /**< All evaluators */
3307 struct gl_feedback Feedback; /**< Feedback */
3308 struct gl_selection Select; /**< Selection */
3309
3310 struct gl_program_state Program; /**< general program state */
3311 struct gl_vertex_program_state VertexProgram;
3312 struct gl_fragment_program_state FragmentProgram;
3313 struct gl_geometry_program_state GeometryProgram;
3314 struct gl_ati_fragment_shader_state ATIFragmentShader;
3315
3316 struct gl_shader_state Shader; /**< GLSL shader object state */
3317 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3318
3319 struct gl_query_state Query; /**< occlusion, timer queries */
3320
3321 struct gl_transform_feedback TransformFeedback;
3322
3323 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3324 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3325 /*@}*/
3326
3327 struct gl_meta_state *Meta; /**< for "meta" operations */
3328
3329 /* GL_EXT_framebuffer_object */
3330 struct gl_renderbuffer *CurrentRenderbuffer;
3331
3332 GLenum ErrorValue; /**< Last error code */
3333
3334 /* GL_ARB_robustness */
3335 GLenum ResetStatus;
3336
3337 /**
3338 * Recognize and silence repeated error debug messages in buggy apps.
3339 */
3340 const char *ErrorDebugFmtString;
3341 GLuint ErrorDebugCount;
3342
3343 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3344 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3345
3346 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3347
3348 GLbitfield varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3349
3350 /** \name Derived state */
3351 /*@{*/
3352 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3353 * state validation so they need to always be current.
3354 */
3355 GLbitfield _TriangleCaps;
3356 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3357 GLfloat _EyeZDir[3];
3358 GLfloat _ModelViewInvScale;
3359 GLboolean _NeedEyeCoords;
3360 GLboolean _ForceEyeCoords;
3361
3362 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3363
3364 struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */
3365 struct gl_shine_tab *_ShineTabList; /**< MRU list of inactive shine tables */
3366 /**@}*/
3367
3368 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3369
3370 /** \name For debugging/development only */
3371 /*@{*/
3372 GLboolean FirstTimeCurrent;
3373 /*@}*/
3374
3375 /** software compression/decompression supported or not */
3376 GLboolean Mesa_DXTn;
3377
3378 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3379
3380 /**
3381 * Use dp4 (rather than mul/mad) instructions for position
3382 * transformation?
3383 */
3384 GLboolean mvp_with_dp4;
3385
3386 /**
3387 * \name Hooks for module contexts.
3388 *
3389 * These will eventually live in the driver or elsewhere.
3390 */
3391 /*@{*/
3392 void *swrast_context;
3393 void *swsetup_context;
3394 void *swtnl_context;
3395 void *swtnl_im;
3396 struct st_context *st;
3397 void *aelt_context;
3398 /*@}*/
3399 };
3400
3401
3402 #ifdef DEBUG
3403 extern int MESA_VERBOSE;
3404 extern int MESA_DEBUG_FLAGS;
3405 # define MESA_FUNCTION __FUNCTION__
3406 #else
3407 # define MESA_VERBOSE 0
3408 # define MESA_DEBUG_FLAGS 0
3409 # define MESA_FUNCTION "a function"
3410 # ifndef NDEBUG
3411 # define NDEBUG
3412 # endif
3413 #endif
3414
3415
3416 /** The MESA_VERBOSE var is a bitmask of these flags */
3417 enum _verbose
3418 {
3419 VERBOSE_VARRAY = 0x0001,
3420 VERBOSE_TEXTURE = 0x0002,
3421 VERBOSE_MATERIAL = 0x0004,
3422 VERBOSE_PIPELINE = 0x0008,
3423 VERBOSE_DRIVER = 0x0010,
3424 VERBOSE_STATE = 0x0020,
3425 VERBOSE_API = 0x0040,
3426 VERBOSE_DISPLAY_LIST = 0x0100,
3427 VERBOSE_LIGHTING = 0x0200,
3428 VERBOSE_PRIMS = 0x0400,
3429 VERBOSE_VERTS = 0x0800,
3430 VERBOSE_DISASSEM = 0x1000,
3431 VERBOSE_DRAW = 0x2000,
3432 VERBOSE_SWAPBUFFERS = 0x4000
3433 };
3434
3435
3436 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3437 enum _debug
3438 {
3439 DEBUG_ALWAYS_FLUSH = 0x1
3440 };
3441
3442
3443
3444 #endif /* MTYPES_H */