mesa: GL_ARB_texture_storage_multisample is not optional with GL_ARB_texture_multisample
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "glapi/glapi.h"
40 #include "math/m_matrix.h" /* GLmatrix */
41 #include "main/simple_list.h" /* struct simple_node */
42 #include "main/formats.h" /* MESA_FORMAT_COUNT */
43
44
45 #ifdef __cplusplus
46 extern "C" {
47 #endif
48
49
50 /**
51 * \name 64-bit extension of GLbitfield.
52 */
53 /*@{*/
54 typedef GLuint64 GLbitfield64;
55
56 /** Set a single bit */
57 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
58 /** Set all bits up to excluding bit b */
59 #define BITFIELD64_MASK(b) \
60 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
61 /** Set count bits starting from bit b */
62 #define BITFIELD64_RANGE(b, count) \
63 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
64
65
66 /**
67 * \name Some forward type declarations
68 */
69 /*@{*/
70 struct _mesa_HashTable;
71 struct gl_attrib_node;
72 struct gl_list_extensions;
73 struct gl_meta_state;
74 struct gl_program_cache;
75 struct gl_texture_object;
76 struct gl_context;
77 struct st_context;
78 struct gl_uniform_storage;
79 struct prog_instruction;
80 struct gl_program_parameter_list;
81 struct set;
82 struct set_entry;
83 /*@}*/
84
85
86 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
87 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
88 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
89 #define PRIM_UNKNOWN (PRIM_MAX + 2)
90
91
92
93 /**
94 * Indexes for vertex program attributes.
95 * GL_NV_vertex_program aliases generic attributes over the conventional
96 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
97 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
98 * generic attributes are distinct/separate).
99 */
100 typedef enum
101 {
102 VERT_ATTRIB_POS = 0,
103 VERT_ATTRIB_WEIGHT = 1,
104 VERT_ATTRIB_NORMAL = 2,
105 VERT_ATTRIB_COLOR0 = 3,
106 VERT_ATTRIB_COLOR1 = 4,
107 VERT_ATTRIB_FOG = 5,
108 VERT_ATTRIB_COLOR_INDEX = 6,
109 VERT_ATTRIB_EDGEFLAG = 7,
110 VERT_ATTRIB_TEX0 = 8,
111 VERT_ATTRIB_TEX1 = 9,
112 VERT_ATTRIB_TEX2 = 10,
113 VERT_ATTRIB_TEX3 = 11,
114 VERT_ATTRIB_TEX4 = 12,
115 VERT_ATTRIB_TEX5 = 13,
116 VERT_ATTRIB_TEX6 = 14,
117 VERT_ATTRIB_TEX7 = 15,
118 VERT_ATTRIB_POINT_SIZE = 16,
119 VERT_ATTRIB_GENERIC0 = 17,
120 VERT_ATTRIB_GENERIC1 = 18,
121 VERT_ATTRIB_GENERIC2 = 19,
122 VERT_ATTRIB_GENERIC3 = 20,
123 VERT_ATTRIB_GENERIC4 = 21,
124 VERT_ATTRIB_GENERIC5 = 22,
125 VERT_ATTRIB_GENERIC6 = 23,
126 VERT_ATTRIB_GENERIC7 = 24,
127 VERT_ATTRIB_GENERIC8 = 25,
128 VERT_ATTRIB_GENERIC9 = 26,
129 VERT_ATTRIB_GENERIC10 = 27,
130 VERT_ATTRIB_GENERIC11 = 28,
131 VERT_ATTRIB_GENERIC12 = 29,
132 VERT_ATTRIB_GENERIC13 = 30,
133 VERT_ATTRIB_GENERIC14 = 31,
134 VERT_ATTRIB_GENERIC15 = 32,
135 VERT_ATTRIB_MAX = 33
136 } gl_vert_attrib;
137
138 /**
139 * Symbolic constats to help iterating over
140 * specific blocks of vertex attributes.
141 *
142 * VERT_ATTRIB_FF
143 * includes all fixed function attributes as well as
144 * the aliased GL_NV_vertex_program shader attributes.
145 * VERT_ATTRIB_TEX
146 * include the classic texture coordinate attributes.
147 * Is a subset of VERT_ATTRIB_FF.
148 * VERT_ATTRIB_GENERIC
149 * include the OpenGL 2.0+ GLSL generic shader attributes.
150 * These alias the generic GL_ARB_vertex_shader attributes.
151 */
152 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
153 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
154
155 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
156 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
157
158 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
159 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
160
161 /**
162 * Bitflags for vertex attributes.
163 * These are used in bitfields in many places.
164 */
165 /*@{*/
166 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
167 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
168 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
169 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
170 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
171 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
172 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
173 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
174 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
175 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
176 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
177 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
178 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
179 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
180 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
181 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
182 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
183 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
184
185 #define VERT_BIT(i) BITFIELD64_BIT(i)
186 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
187
188 #define VERT_BIT_FF(i) VERT_BIT(i)
189 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
190 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
191 #define VERT_BIT_TEX_ALL \
192 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
193
194 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
195 #define VERT_BIT_GENERIC_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
197 /*@}*/
198
199
200 /**
201 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
202 * fragment shader inputs.
203 *
204 * Note that some of these values are not available to all pipeline stages.
205 *
206 * When this enum is updated, the following code must be updated too:
207 * - vertResults (in prog_print.c's arb_output_attrib_string())
208 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
209 * - _mesa_varying_slot_in_fs()
210 */
211 typedef enum
212 {
213 VARYING_SLOT_POS,
214 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
215 VARYING_SLOT_COL1,
216 VARYING_SLOT_FOGC,
217 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
218 VARYING_SLOT_TEX1,
219 VARYING_SLOT_TEX2,
220 VARYING_SLOT_TEX3,
221 VARYING_SLOT_TEX4,
222 VARYING_SLOT_TEX5,
223 VARYING_SLOT_TEX6,
224 VARYING_SLOT_TEX7,
225 VARYING_SLOT_PSIZ, /* Does not appear in FS */
226 VARYING_SLOT_BFC0, /* Does not appear in FS */
227 VARYING_SLOT_BFC1, /* Does not appear in FS */
228 VARYING_SLOT_EDGE, /* Does not appear in FS */
229 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
230 VARYING_SLOT_CLIP_DIST0,
231 VARYING_SLOT_CLIP_DIST1,
232 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
233 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
234 VARYING_SLOT_FACE, /* FS only */
235 VARYING_SLOT_PNTC, /* FS only */
236 VARYING_SLOT_VAR0, /* First generic varying slot */
237 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
238 } gl_varying_slot;
239
240
241 /**
242 * Bitflags for varying slots.
243 */
244 /*@{*/
245 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
246 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
247 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
248 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
249 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
250 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
251 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
252 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
253 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
254 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
255 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
256 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
257 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
258 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
259 MAX_TEXTURE_COORD_UNITS)
260 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
261 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
262 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
263 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
264 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
265 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
266 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
267 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
268 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
269 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
270 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
271 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
272 /*@}*/
273
274
275 /*********************************************/
276
277 /**
278 * Determine if the given gl_varying_slot appears in the fragment shader.
279 */
280 static inline GLboolean
281 _mesa_varying_slot_in_fs(gl_varying_slot slot)
282 {
283 switch (slot) {
284 case VARYING_SLOT_PSIZ:
285 case VARYING_SLOT_BFC0:
286 case VARYING_SLOT_BFC1:
287 case VARYING_SLOT_EDGE:
288 case VARYING_SLOT_CLIP_VERTEX:
289 case VARYING_SLOT_LAYER:
290 return GL_FALSE;
291 default:
292 return GL_TRUE;
293 }
294 }
295
296
297 /**
298 * Fragment program results
299 */
300 typedef enum
301 {
302 FRAG_RESULT_DEPTH = 0,
303 FRAG_RESULT_STENCIL = 1,
304 /* If a single color should be written to all render targets, this
305 * register is written. No FRAG_RESULT_DATAn will be written.
306 */
307 FRAG_RESULT_COLOR = 2,
308
309 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
310 * or ARB_fragment_program fragment.color[n]) color results. If
311 * any are written, FRAG_RESULT_COLOR will not be written.
312 */
313 FRAG_RESULT_DATA0 = 3,
314 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
315 } gl_frag_result;
316
317
318 /**
319 * Indexes for all renderbuffers
320 */
321 typedef enum
322 {
323 /* the four standard color buffers */
324 BUFFER_FRONT_LEFT,
325 BUFFER_BACK_LEFT,
326 BUFFER_FRONT_RIGHT,
327 BUFFER_BACK_RIGHT,
328 BUFFER_DEPTH,
329 BUFFER_STENCIL,
330 BUFFER_ACCUM,
331 /* optional aux buffer */
332 BUFFER_AUX0,
333 /* generic renderbuffers */
334 BUFFER_COLOR0,
335 BUFFER_COLOR1,
336 BUFFER_COLOR2,
337 BUFFER_COLOR3,
338 BUFFER_COLOR4,
339 BUFFER_COLOR5,
340 BUFFER_COLOR6,
341 BUFFER_COLOR7,
342 BUFFER_COUNT
343 } gl_buffer_index;
344
345 /**
346 * Bit flags for all renderbuffers
347 */
348 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
349 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
350 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
351 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
352 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
353 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
354 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
355 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
356 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
357 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
358 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
359 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
360 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
361 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
362 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
363 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
364 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
365 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
366 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
367
368 /**
369 * Mask of all the color buffer bits (but not accum).
370 */
371 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
372 BUFFER_BIT_BACK_LEFT | \
373 BUFFER_BIT_FRONT_RIGHT | \
374 BUFFER_BIT_BACK_RIGHT | \
375 BUFFER_BIT_AUX0 | \
376 BUFFER_BIT_COLOR0 | \
377 BUFFER_BIT_COLOR1 | \
378 BUFFER_BIT_COLOR2 | \
379 BUFFER_BIT_COLOR3 | \
380 BUFFER_BIT_COLOR4 | \
381 BUFFER_BIT_COLOR5 | \
382 BUFFER_BIT_COLOR6 | \
383 BUFFER_BIT_COLOR7)
384
385
386 /**
387 * Framebuffer configuration (aka visual / pixelformat)
388 * Note: some of these fields should be boolean, but it appears that
389 * code in drivers/dri/common/util.c requires int-sized fields.
390 */
391 struct gl_config
392 {
393 GLboolean rgbMode;
394 GLboolean floatMode;
395 GLboolean colorIndexMode; /* XXX is this used anywhere? */
396 GLuint doubleBufferMode;
397 GLuint stereoMode;
398
399 GLboolean haveAccumBuffer;
400 GLboolean haveDepthBuffer;
401 GLboolean haveStencilBuffer;
402
403 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
404 GLuint redMask, greenMask, blueMask, alphaMask;
405 GLint rgbBits; /* total bits for rgb */
406 GLint indexBits; /* total bits for colorindex */
407
408 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
409 GLint depthBits;
410 GLint stencilBits;
411
412 GLint numAuxBuffers;
413
414 GLint level;
415
416 /* EXT_visual_rating / GLX 1.2 */
417 GLint visualRating;
418
419 /* EXT_visual_info / GLX 1.2 */
420 GLint transparentPixel;
421 /* colors are floats scaled to ints */
422 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
423 GLint transparentIndex;
424
425 /* ARB_multisample / SGIS_multisample */
426 GLint sampleBuffers;
427 GLint samples;
428
429 /* SGIX_pbuffer / GLX 1.3 */
430 GLint maxPbufferWidth;
431 GLint maxPbufferHeight;
432 GLint maxPbufferPixels;
433 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
434 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
435
436 /* OML_swap_method */
437 GLint swapMethod;
438
439 /* EXT_texture_from_pixmap */
440 GLint bindToTextureRgb;
441 GLint bindToTextureRgba;
442 GLint bindToMipmapTexture;
443 GLint bindToTextureTargets;
444 GLint yInverted;
445
446 /* EXT_framebuffer_sRGB */
447 GLint sRGBCapable;
448 };
449
450
451 /**
452 * \name Bit flags used for updating material values.
453 */
454 /*@{*/
455 #define MAT_ATTRIB_FRONT_AMBIENT 0
456 #define MAT_ATTRIB_BACK_AMBIENT 1
457 #define MAT_ATTRIB_FRONT_DIFFUSE 2
458 #define MAT_ATTRIB_BACK_DIFFUSE 3
459 #define MAT_ATTRIB_FRONT_SPECULAR 4
460 #define MAT_ATTRIB_BACK_SPECULAR 5
461 #define MAT_ATTRIB_FRONT_EMISSION 6
462 #define MAT_ATTRIB_BACK_EMISSION 7
463 #define MAT_ATTRIB_FRONT_SHININESS 8
464 #define MAT_ATTRIB_BACK_SHININESS 9
465 #define MAT_ATTRIB_FRONT_INDEXES 10
466 #define MAT_ATTRIB_BACK_INDEXES 11
467 #define MAT_ATTRIB_MAX 12
468
469 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
470 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
471 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
472 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
473 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
474 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
475
476 #define MAT_INDEX_AMBIENT 0
477 #define MAT_INDEX_DIFFUSE 1
478 #define MAT_INDEX_SPECULAR 2
479
480 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
481 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
482 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
483 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
484 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
485 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
486 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
487 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
488 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
489 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
490 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
491 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
492
493
494 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
495 MAT_BIT_FRONT_AMBIENT | \
496 MAT_BIT_FRONT_DIFFUSE | \
497 MAT_BIT_FRONT_SPECULAR | \
498 MAT_BIT_FRONT_SHININESS | \
499 MAT_BIT_FRONT_INDEXES)
500
501 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
502 MAT_BIT_BACK_AMBIENT | \
503 MAT_BIT_BACK_DIFFUSE | \
504 MAT_BIT_BACK_SPECULAR | \
505 MAT_BIT_BACK_SHININESS | \
506 MAT_BIT_BACK_INDEXES)
507
508 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
509 /*@}*/
510
511
512 /**
513 * Material state.
514 */
515 struct gl_material
516 {
517 GLfloat Attrib[MAT_ATTRIB_MAX][4];
518 };
519
520
521 /**
522 * Light state flags.
523 */
524 /*@{*/
525 #define LIGHT_SPOT 0x1
526 #define LIGHT_LOCAL_VIEWER 0x2
527 #define LIGHT_POSITIONAL 0x4
528 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
529 /*@}*/
530
531
532 /**
533 * Light source state.
534 */
535 struct gl_light
536 {
537 struct gl_light *next; /**< double linked list with sentinel */
538 struct gl_light *prev;
539
540 GLfloat Ambient[4]; /**< ambient color */
541 GLfloat Diffuse[4]; /**< diffuse color */
542 GLfloat Specular[4]; /**< specular color */
543 GLfloat EyePosition[4]; /**< position in eye coordinates */
544 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
545 GLfloat SpotExponent;
546 GLfloat SpotCutoff; /**< in degrees */
547 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
548 GLfloat ConstantAttenuation;
549 GLfloat LinearAttenuation;
550 GLfloat QuadraticAttenuation;
551 GLboolean Enabled; /**< On/off flag */
552
553 /**
554 * \name Derived fields
555 */
556 /*@{*/
557 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
558
559 GLfloat _Position[4]; /**< position in eye/obj coordinates */
560 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
561 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
562 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
563 GLfloat _VP_inf_spot_attenuation;
564
565 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
566 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
567 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
568 /*@}*/
569 };
570
571
572 /**
573 * Light model state.
574 */
575 struct gl_lightmodel
576 {
577 GLfloat Ambient[4]; /**< ambient color */
578 GLboolean LocalViewer; /**< Local (or infinite) view point? */
579 GLboolean TwoSide; /**< Two (or one) sided lighting? */
580 GLenum ColorControl; /**< either GL_SINGLE_COLOR
581 * or GL_SEPARATE_SPECULAR_COLOR */
582 };
583
584
585 /**
586 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
587 */
588 struct gl_accum_attrib
589 {
590 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
591 };
592
593
594 /**
595 * Used for storing clear color, texture border color, etc.
596 * The float values are typically unclamped.
597 */
598 union gl_color_union
599 {
600 GLfloat f[4];
601 GLint i[4];
602 GLuint ui[4];
603 };
604
605
606 /**
607 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
608 */
609 struct gl_colorbuffer_attrib
610 {
611 GLuint ClearIndex; /**< Index for glClear */
612 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
613 GLuint IndexMask; /**< Color index write mask */
614 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
615
616 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
617
618 /**
619 * \name alpha testing
620 */
621 /*@{*/
622 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
623 GLenum AlphaFunc; /**< Alpha test function */
624 GLfloat AlphaRefUnclamped;
625 GLclampf AlphaRef; /**< Alpha reference value */
626 /*@}*/
627
628 /**
629 * \name Blending
630 */
631 /*@{*/
632 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
633
634 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
635 * control, only on the fixed-pointness of the render target.
636 * The query does however depend on fragment color clamping.
637 */
638 GLfloat BlendColorUnclamped[4]; /**< Blending color */
639 GLfloat BlendColor[4]; /**< Blending color */
640
641 struct
642 {
643 GLenum SrcRGB; /**< RGB blend source term */
644 GLenum DstRGB; /**< RGB blend dest term */
645 GLenum SrcA; /**< Alpha blend source term */
646 GLenum DstA; /**< Alpha blend dest term */
647 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
648 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
649 /**
650 * Set if any blend factor uses SRC1. Computed at the time blend factors
651 * get set.
652 */
653 GLboolean _UsesDualSrc;
654 } Blend[MAX_DRAW_BUFFERS];
655 /** Are the blend func terms currently different for each buffer/target? */
656 GLboolean _BlendFuncPerBuffer;
657 /** Are the blend equations currently different for each buffer/target? */
658 GLboolean _BlendEquationPerBuffer;
659 /*@}*/
660
661 /**
662 * \name Logic op
663 */
664 /*@{*/
665 GLenum LogicOp; /**< Logic operator */
666 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
667 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
668 /*@}*/
669
670 GLboolean DitherFlag; /**< Dither enable flag */
671
672 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
673 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
674 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
675
676 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
677 };
678
679
680 /**
681 * Current attribute group (GL_CURRENT_BIT).
682 */
683 struct gl_current_attrib
684 {
685 /**
686 * \name Current vertex attributes.
687 * \note Values are valid only after FLUSH_VERTICES has been called.
688 * \note Index and Edgeflag current values are stored as floats in the
689 * SIX and SEVEN attribute slots.
690 */
691 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
692
693 /**
694 * \name Current raster position attributes (always valid).
695 * \note This set of attributes is very similar to the SWvertex struct.
696 */
697 /*@{*/
698 GLfloat RasterPos[4];
699 GLfloat RasterDistance;
700 GLfloat RasterColor[4];
701 GLfloat RasterSecondaryColor[4];
702 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
703 GLboolean RasterPosValid;
704 /*@}*/
705 };
706
707
708 /**
709 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
710 */
711 struct gl_depthbuffer_attrib
712 {
713 GLenum Func; /**< Function for depth buffer compare */
714 GLclampd Clear; /**< Value to clear depth buffer to */
715 GLboolean Test; /**< Depth buffering enabled flag */
716 GLboolean Mask; /**< Depth buffer writable? */
717 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
718 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
719 };
720
721
722 /**
723 * Evaluator attribute group (GL_EVAL_BIT).
724 */
725 struct gl_eval_attrib
726 {
727 /**
728 * \name Enable bits
729 */
730 /*@{*/
731 GLboolean Map1Color4;
732 GLboolean Map1Index;
733 GLboolean Map1Normal;
734 GLboolean Map1TextureCoord1;
735 GLboolean Map1TextureCoord2;
736 GLboolean Map1TextureCoord3;
737 GLboolean Map1TextureCoord4;
738 GLboolean Map1Vertex3;
739 GLboolean Map1Vertex4;
740 GLboolean Map2Color4;
741 GLboolean Map2Index;
742 GLboolean Map2Normal;
743 GLboolean Map2TextureCoord1;
744 GLboolean Map2TextureCoord2;
745 GLboolean Map2TextureCoord3;
746 GLboolean Map2TextureCoord4;
747 GLboolean Map2Vertex3;
748 GLboolean Map2Vertex4;
749 GLboolean AutoNormal;
750 /*@}*/
751
752 /**
753 * \name Map Grid endpoints and divisions and calculated du values
754 */
755 /*@{*/
756 GLint MapGrid1un;
757 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
758 GLint MapGrid2un, MapGrid2vn;
759 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
760 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
761 /*@}*/
762 };
763
764
765 /**
766 * Fog attribute group (GL_FOG_BIT).
767 */
768 struct gl_fog_attrib
769 {
770 GLboolean Enabled; /**< Fog enabled flag */
771 GLfloat ColorUnclamped[4]; /**< Fog color */
772 GLfloat Color[4]; /**< Fog color */
773 GLfloat Density; /**< Density >= 0.0 */
774 GLfloat Start; /**< Start distance in eye coords */
775 GLfloat End; /**< End distance in eye coords */
776 GLfloat Index; /**< Fog index */
777 GLenum Mode; /**< Fog mode */
778 GLboolean ColorSumEnabled;
779 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
780 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
781 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
782 };
783
784
785 /**
786 * Hint attribute group (GL_HINT_BIT).
787 *
788 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
789 */
790 struct gl_hint_attrib
791 {
792 GLenum PerspectiveCorrection;
793 GLenum PointSmooth;
794 GLenum LineSmooth;
795 GLenum PolygonSmooth;
796 GLenum Fog;
797 GLenum TextureCompression; /**< GL_ARB_texture_compression */
798 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
799 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
800 };
801
802
803 /**
804 * Lighting attribute group (GL_LIGHT_BIT).
805 */
806 struct gl_light_attrib
807 {
808 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
809 struct gl_lightmodel Model; /**< Lighting model */
810
811 /**
812 * Front and back material values.
813 * Note: must call FLUSH_VERTICES() before using.
814 */
815 struct gl_material Material;
816
817 GLboolean Enabled; /**< Lighting enabled flag */
818 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
819 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
820 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
821 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
822 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
823 GLboolean ColorMaterialEnabled;
824 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
825 GLboolean _ClampVertexColor;
826
827 struct gl_light EnabledList; /**< List sentinel */
828
829 /**
830 * Derived state for optimizations:
831 */
832 /*@{*/
833 GLboolean _NeedEyeCoords;
834 GLboolean _NeedVertices; /**< Use fast shader? */
835 GLfloat _BaseColor[2][3];
836 /*@}*/
837 };
838
839
840 /**
841 * Line attribute group (GL_LINE_BIT).
842 */
843 struct gl_line_attrib
844 {
845 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
846 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
847 GLushort StipplePattern; /**< Stipple pattern */
848 GLint StippleFactor; /**< Stipple repeat factor */
849 GLfloat Width; /**< Line width */
850 };
851
852
853 /**
854 * Display list attribute group (GL_LIST_BIT).
855 */
856 struct gl_list_attrib
857 {
858 GLuint ListBase;
859 };
860
861
862 /**
863 * Multisample attribute group (GL_MULTISAMPLE_BIT).
864 */
865 struct gl_multisample_attrib
866 {
867 GLboolean Enabled;
868 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
869 GLboolean SampleAlphaToCoverage;
870 GLboolean SampleAlphaToOne;
871 GLboolean SampleCoverage;
872 GLfloat SampleCoverageValue;
873 GLboolean SampleCoverageInvert;
874
875 /* ARB_texture_multisample / GL3.2 additions */
876 GLboolean SampleMask;
877 GLbitfield SampleMaskValue; /* GL spec defines this as an array but >32x MSAA is
878 * madness
879 */
880 };
881
882
883 /**
884 * A pixelmap (see glPixelMap)
885 */
886 struct gl_pixelmap
887 {
888 GLint Size;
889 GLfloat Map[MAX_PIXEL_MAP_TABLE];
890 };
891
892
893 /**
894 * Collection of all pixelmaps
895 */
896 struct gl_pixelmaps
897 {
898 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
899 struct gl_pixelmap GtoG;
900 struct gl_pixelmap BtoB;
901 struct gl_pixelmap AtoA;
902 struct gl_pixelmap ItoR;
903 struct gl_pixelmap ItoG;
904 struct gl_pixelmap ItoB;
905 struct gl_pixelmap ItoA;
906 struct gl_pixelmap ItoI;
907 struct gl_pixelmap StoS;
908 };
909
910
911 /**
912 * Pixel attribute group (GL_PIXEL_MODE_BIT).
913 */
914 struct gl_pixel_attrib
915 {
916 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
917
918 /*--- Begin Pixel Transfer State ---*/
919 /* Fields are in the order in which they're applied... */
920
921 /** Scale & Bias (index shift, offset) */
922 /*@{*/
923 GLfloat RedBias, RedScale;
924 GLfloat GreenBias, GreenScale;
925 GLfloat BlueBias, BlueScale;
926 GLfloat AlphaBias, AlphaScale;
927 GLfloat DepthBias, DepthScale;
928 GLint IndexShift, IndexOffset;
929 /*@}*/
930
931 /* Pixel Maps */
932 /* Note: actual pixel maps are not part of this attrib group */
933 GLboolean MapColorFlag;
934 GLboolean MapStencilFlag;
935
936 /*--- End Pixel Transfer State ---*/
937
938 /** glPixelZoom */
939 GLfloat ZoomX, ZoomY;
940 };
941
942
943 /**
944 * Point attribute group (GL_POINT_BIT).
945 */
946 struct gl_point_attrib
947 {
948 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
949 GLfloat Size; /**< User-specified point size */
950 GLfloat Params[3]; /**< GL_EXT_point_parameters */
951 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
952 GLfloat Threshold; /**< GL_EXT_point_parameters */
953 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
954 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
955 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
956 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
957 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
958 };
959
960
961 /**
962 * Polygon attribute group (GL_POLYGON_BIT).
963 */
964 struct gl_polygon_attrib
965 {
966 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
967 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
968 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
969 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
970 GLboolean CullFlag; /**< Culling on/off flag */
971 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
972 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
973 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
974 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
975 GLfloat OffsetUnits; /**< Polygon offset units, from user */
976 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
977 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
978 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
979 };
980
981
982 /**
983 * Scissor attributes (GL_SCISSOR_BIT).
984 */
985 struct gl_scissor_attrib
986 {
987 GLboolean Enabled; /**< Scissor test enabled? */
988 GLint X, Y; /**< Lower left corner of box */
989 GLsizei Width, Height; /**< Size of box */
990 };
991
992
993 /**
994 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
995 *
996 * Three sets of stencil data are tracked so that OpenGL 2.0,
997 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
998 * simultaneously. In each of the stencil state arrays, element 0 corresponds
999 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1000 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1001 * GL_EXT_stencil_two_side GL_BACK state.
1002 *
1003 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1004 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1005 *
1006 * The derived value \c _TestTwoSide is set when the front-face and back-face
1007 * stencil state are different.
1008 */
1009 struct gl_stencil_attrib
1010 {
1011 GLboolean Enabled; /**< Enabled flag */
1012 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1013 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1014 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1015 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1016 GLboolean _TestTwoSide;
1017 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1018 GLenum Function[3]; /**< Stencil function */
1019 GLenum FailFunc[3]; /**< Fail function */
1020 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1021 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1022 GLint Ref[3]; /**< Reference value */
1023 GLuint ValueMask[3]; /**< Value mask */
1024 GLuint WriteMask[3]; /**< Write mask */
1025 GLuint Clear; /**< Clear value */
1026 };
1027
1028
1029 /**
1030 * An index for each type of texture object. These correspond to the GL
1031 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1032 * Note: the order is from highest priority to lowest priority.
1033 */
1034 typedef enum
1035 {
1036 TEXTURE_2D_MULTISAMPLE_INDEX,
1037 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1038 TEXTURE_CUBE_ARRAY_INDEX,
1039 TEXTURE_BUFFER_INDEX,
1040 TEXTURE_2D_ARRAY_INDEX,
1041 TEXTURE_1D_ARRAY_INDEX,
1042 TEXTURE_EXTERNAL_INDEX,
1043 TEXTURE_CUBE_INDEX,
1044 TEXTURE_3D_INDEX,
1045 TEXTURE_RECT_INDEX,
1046 TEXTURE_2D_INDEX,
1047 TEXTURE_1D_INDEX,
1048 NUM_TEXTURE_TARGETS
1049 } gl_texture_index;
1050
1051
1052 /**
1053 * Bit flags for each type of texture object
1054 * Used for Texture.Unit[]._ReallyEnabled flags.
1055 */
1056 /*@{*/
1057 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1058 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1059 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1060 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1061 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1062 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1063 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1064 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1065 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1066 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1067 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1068 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1069 /*@}*/
1070
1071
1072 /**
1073 * Texture image state. Drivers will typically create a subclass of this
1074 * with extra fields for memory buffers, etc.
1075 */
1076 struct gl_texture_image
1077 {
1078 GLint InternalFormat; /**< Internal format as given by the user */
1079 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1080 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1081 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1082 * GL_DEPTH_STENCIL_EXT only. Used for
1083 * choosing TexEnv arithmetic.
1084 */
1085 gl_format TexFormat; /**< The actual texture memory format */
1086
1087 GLuint Border; /**< 0 or 1 */
1088 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1089 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1090 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1091 GLuint Width2; /**< = Width - 2*Border */
1092 GLuint Height2; /**< = Height - 2*Border */
1093 GLuint Depth2; /**< = Depth - 2*Border */
1094 GLuint WidthLog2; /**< = log2(Width2) */
1095 GLuint HeightLog2; /**< = log2(Height2) */
1096 GLuint DepthLog2; /**< = log2(Depth2) */
1097 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1098 levels, computed from the dimensions */
1099
1100 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1101 GLuint Level; /**< Which mipmap level am I? */
1102 /** Cube map face: index into gl_texture_object::Image[] array */
1103 GLuint Face;
1104
1105 /** GL_ARB_texture_multisample */
1106 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1107 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1108 };
1109
1110
1111 /**
1112 * Indexes for cube map faces.
1113 */
1114 typedef enum
1115 {
1116 FACE_POS_X = 0,
1117 FACE_NEG_X = 1,
1118 FACE_POS_Y = 2,
1119 FACE_NEG_Y = 3,
1120 FACE_POS_Z = 4,
1121 FACE_NEG_Z = 5,
1122 MAX_FACES = 6
1123 } gl_face_index;
1124
1125
1126 /**
1127 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1128 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1129 */
1130 struct gl_sampler_object
1131 {
1132 GLuint Name;
1133 GLint RefCount;
1134
1135 GLenum WrapS; /**< S-axis texture image wrap mode */
1136 GLenum WrapT; /**< T-axis texture image wrap mode */
1137 GLenum WrapR; /**< R-axis texture image wrap mode */
1138 GLenum MinFilter; /**< minification filter */
1139 GLenum MagFilter; /**< magnification filter */
1140 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1141 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1142 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1143 GLfloat LodBias; /**< OpenGL 1.4 */
1144 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1145 GLenum CompareMode; /**< GL_ARB_shadow */
1146 GLenum CompareFunc; /**< GL_ARB_shadow */
1147 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1148 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1149 };
1150
1151
1152 /**
1153 * Texture object state. Contains the array of mipmap images, border color,
1154 * wrap modes, filter modes, and shadow/texcompare state.
1155 */
1156 struct gl_texture_object
1157 {
1158 _glthread_Mutex Mutex; /**< for thread safety */
1159 GLint RefCount; /**< reference count */
1160 GLuint Name; /**< the user-visible texture object ID */
1161 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1162
1163 struct gl_sampler_object Sampler;
1164
1165 GLenum DepthMode; /**< GL_ARB_depth_texture */
1166
1167 GLfloat Priority; /**< in [0,1] */
1168 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1169 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1170 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1171 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1172 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1173 GLint CropRect[4]; /**< GL_OES_draw_texture */
1174 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1175 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1176 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1177 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1178 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1179 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1180 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1181 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1182 GLboolean Immutable; /**< GL_ARB_texture_storage */
1183
1184 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1185 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1186
1187 /** GL_ARB_texture_buffer_object */
1188 struct gl_buffer_object *BufferObject;
1189 GLenum BufferObjectFormat;
1190 /** Equivalent Mesa format for BufferObjectFormat. */
1191 gl_format _BufferObjectFormat;
1192 /** GL_ARB_texture_buffer_range */
1193 GLintptr BufferOffset;
1194 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1195
1196 /** GL_OES_EGL_image_external */
1197 GLint RequiredTextureImageUnits;
1198 };
1199
1200
1201 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1202 #define MAX_COMBINER_TERMS 4
1203
1204
1205 /**
1206 * Texture combine environment state.
1207 */
1208 struct gl_tex_env_combine_state
1209 {
1210 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1211 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1212 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1213 GLenum SourceRGB[MAX_COMBINER_TERMS];
1214 GLenum SourceA[MAX_COMBINER_TERMS];
1215 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1216 GLenum OperandRGB[MAX_COMBINER_TERMS];
1217 GLenum OperandA[MAX_COMBINER_TERMS];
1218 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1219 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1220 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1221 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1222 };
1223
1224
1225 /**
1226 * TexGenEnabled flags.
1227 */
1228 /*@{*/
1229 #define S_BIT 1
1230 #define T_BIT 2
1231 #define R_BIT 4
1232 #define Q_BIT 8
1233 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1234 /*@}*/
1235
1236
1237 /**
1238 * Bit flag versions of the corresponding GL_ constants.
1239 */
1240 /*@{*/
1241 #define TEXGEN_SPHERE_MAP 0x1
1242 #define TEXGEN_OBJ_LINEAR 0x2
1243 #define TEXGEN_EYE_LINEAR 0x4
1244 #define TEXGEN_REFLECTION_MAP_NV 0x8
1245 #define TEXGEN_NORMAL_MAP_NV 0x10
1246
1247 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1248 TEXGEN_REFLECTION_MAP_NV | \
1249 TEXGEN_NORMAL_MAP_NV)
1250 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1251 TEXGEN_REFLECTION_MAP_NV | \
1252 TEXGEN_NORMAL_MAP_NV | \
1253 TEXGEN_EYE_LINEAR)
1254 /*@}*/
1255
1256
1257
1258 /** Tex-gen enabled for texture unit? */
1259 #define ENABLE_TEXGEN(unit) (1 << (unit))
1260
1261 /** Non-identity texture matrix for texture unit? */
1262 #define ENABLE_TEXMAT(unit) (1 << (unit))
1263
1264
1265 /**
1266 * Texture coord generation state.
1267 */
1268 struct gl_texgen
1269 {
1270 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1271 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1272 GLfloat ObjectPlane[4];
1273 GLfloat EyePlane[4];
1274 };
1275
1276
1277 /**
1278 * Texture unit state. Contains enable flags, texture environment/function/
1279 * combiners, texgen state, and pointers to current texture objects.
1280 */
1281 struct gl_texture_unit
1282 {
1283 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1284 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1285
1286 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1287 GLclampf EnvColor[4];
1288 GLfloat EnvColorUnclamped[4];
1289
1290 struct gl_texgen GenS;
1291 struct gl_texgen GenT;
1292 struct gl_texgen GenR;
1293 struct gl_texgen GenQ;
1294 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1295 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1296
1297 GLfloat LodBias; /**< for biasing mipmap levels */
1298 GLenum BumpTarget;
1299 GLfloat RotMatrix[4]; /* 2x2 matrix */
1300
1301 /** Current sampler object (GL_ARB_sampler_objects) */
1302 struct gl_sampler_object *Sampler;
1303
1304 /**
1305 * \name GL_EXT_texture_env_combine
1306 */
1307 struct gl_tex_env_combine_state Combine;
1308
1309 /**
1310 * Derived state based on \c EnvMode and the \c BaseFormat of the
1311 * currently enabled texture.
1312 */
1313 struct gl_tex_env_combine_state _EnvMode;
1314
1315 /**
1316 * Currently enabled combiner state. This will point to either
1317 * \c Combine or \c _EnvMode.
1318 */
1319 struct gl_tex_env_combine_state *_CurrentCombine;
1320
1321 /** Current texture object pointers */
1322 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1323
1324 /** Points to highest priority, complete and enabled texture object */
1325 struct gl_texture_object *_Current;
1326 };
1327
1328
1329 /**
1330 * Texture attribute group (GL_TEXTURE_BIT).
1331 */
1332 struct gl_texture_attrib
1333 {
1334 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1335 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1336
1337 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1338
1339 /** GL_ARB_texture_buffer_object */
1340 struct gl_buffer_object *BufferObject;
1341
1342 /** GL_ARB_seamless_cubemap */
1343 GLboolean CubeMapSeamless;
1344
1345 /** Texture units/samplers used by vertex or fragment texturing */
1346 GLbitfield _EnabledUnits;
1347
1348 /** Texture coord units/sets used for fragment texturing */
1349 GLbitfield _EnabledCoordUnits;
1350
1351 /** Texture coord units that have texgen enabled */
1352 GLbitfield _TexGenEnabled;
1353
1354 /** Texture coord units that have non-identity matrices */
1355 GLbitfield _TexMatEnabled;
1356
1357 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1358 GLbitfield _GenFlags;
1359 };
1360
1361
1362 /**
1363 * Data structure representing a single clip plane (e.g. one of the elements
1364 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1365 */
1366 typedef GLfloat gl_clip_plane[4];
1367
1368
1369 /**
1370 * Transformation attribute group (GL_TRANSFORM_BIT).
1371 */
1372 struct gl_transform_attrib
1373 {
1374 GLenum MatrixMode; /**< Matrix mode */
1375 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1376 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1377 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1378 GLboolean Normalize; /**< Normalize all normals? */
1379 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1380 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1381 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1382
1383 GLfloat CullEyePos[4];
1384 GLfloat CullObjPos[4];
1385 };
1386
1387
1388 /**
1389 * Viewport attribute group (GL_VIEWPORT_BIT).
1390 */
1391 struct gl_viewport_attrib
1392 {
1393 GLint X, Y; /**< position */
1394 GLsizei Width, Height; /**< size */
1395 GLfloat Near, Far; /**< Depth buffer range */
1396 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1397 };
1398
1399
1400 /**
1401 * GL_ARB_vertex/pixel_buffer_object buffer object
1402 */
1403 struct gl_buffer_object
1404 {
1405 _glthread_Mutex Mutex;
1406 GLint RefCount;
1407 GLuint Name;
1408 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1409 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1410 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1411 /** Fields describing a mapped buffer */
1412 /*@{*/
1413 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1414 GLvoid *Pointer; /**< User-space address of mapping */
1415 GLintptr Offset; /**< Mapped offset */
1416 GLsizeiptr Length; /**< Mapped length */
1417 /*@}*/
1418 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1419 GLboolean Written; /**< Ever written to? (for debugging) */
1420 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1421 };
1422
1423
1424 /**
1425 * Client pixel packing/unpacking attributes
1426 */
1427 struct gl_pixelstore_attrib
1428 {
1429 GLint Alignment;
1430 GLint RowLength;
1431 GLint SkipPixels;
1432 GLint SkipRows;
1433 GLint ImageHeight;
1434 GLint SkipImages;
1435 GLboolean SwapBytes;
1436 GLboolean LsbFirst;
1437 GLboolean Invert; /**< GL_MESA_pack_invert */
1438 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1439 };
1440
1441
1442 /**
1443 * Client vertex array attributes
1444 */
1445 struct gl_client_array
1446 {
1447 GLint Size; /**< components per element (1,2,3,4) */
1448 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1449 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1450 GLsizei Stride; /**< user-specified stride */
1451 GLsizei StrideB; /**< actual stride in bytes */
1452 const GLubyte *Ptr; /**< Points to array data */
1453 GLboolean Enabled; /**< Enabled flag is a boolean */
1454 GLboolean Normalized; /**< GL_ARB_vertex_program */
1455 GLboolean Integer; /**< Integer-valued? */
1456 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1457 GLuint _ElementSize; /**< size of each element in bytes */
1458
1459 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1460 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1461 };
1462
1463
1464 /**
1465 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1466 * extension, but a nice encapsulation in any case.
1467 */
1468 struct gl_array_object
1469 {
1470 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1471 GLuint Name;
1472
1473 GLint RefCount;
1474 _glthread_Mutex Mutex;
1475
1476 /**
1477 * Does the VAO use ARB semantics or Apple semantics?
1478 *
1479 * There are several ways in which ARB_vertex_array_object and
1480 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1481 * least,
1482 *
1483 * - ARB VAOs require that all array data be sourced from vertex buffer
1484 * objects, but Apple VAOs do not.
1485 *
1486 * - ARB VAOs require that names come from GenVertexArrays.
1487 *
1488 * This flag notes which behavior governs this VAO.
1489 */
1490 GLboolean ARBsemantics;
1491
1492 /**
1493 * Has this array object been bound?
1494 */
1495 GLboolean EverBound;
1496
1497 /** Vertex attribute arrays */
1498 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1499
1500 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1501 GLbitfield64 _Enabled;
1502
1503 /**
1504 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1505 * we can determine the max legal (in bounds) glDrawElements array index.
1506 */
1507 GLuint _MaxElement;
1508
1509 struct gl_buffer_object *ElementArrayBufferObj;
1510 };
1511
1512
1513 /**
1514 * Vertex array state
1515 */
1516 struct gl_array_attrib
1517 {
1518 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1519 struct gl_array_object *ArrayObj;
1520
1521 /** The default vertex array object */
1522 struct gl_array_object *DefaultArrayObj;
1523
1524 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1525 struct _mesa_HashTable *Objects;
1526
1527 GLint ActiveTexture; /**< Client Active Texture */
1528 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1529 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1530
1531 /**
1532 * \name Primitive restart controls
1533 *
1534 * Primitive restart is enabled if either \c PrimitiveRestart or
1535 * \c PrimitiveRestartFixedIndex is set.
1536 */
1537 /*@{*/
1538 GLboolean PrimitiveRestart;
1539 GLboolean PrimitiveRestartFixedIndex;
1540 GLboolean _PrimitiveRestart;
1541 GLuint RestartIndex;
1542 /*@}*/
1543
1544 /* GL_ARB_vertex_buffer_object */
1545 struct gl_buffer_object *ArrayBufferObj;
1546
1547 /**
1548 * Vertex arrays as consumed by a driver.
1549 * The array pointer is set up only by the VBO module. */
1550 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1551 };
1552
1553
1554 /**
1555 * Feedback buffer state
1556 */
1557 struct gl_feedback
1558 {
1559 GLenum Type;
1560 GLbitfield _Mask; /**< FB_* bits */
1561 GLfloat *Buffer;
1562 GLuint BufferSize;
1563 GLuint Count;
1564 };
1565
1566
1567 /**
1568 * Selection buffer state
1569 */
1570 struct gl_selection
1571 {
1572 GLuint *Buffer; /**< selection buffer */
1573 GLuint BufferSize; /**< size of the selection buffer */
1574 GLuint BufferCount; /**< number of values in the selection buffer */
1575 GLuint Hits; /**< number of records in the selection buffer */
1576 GLuint NameStackDepth; /**< name stack depth */
1577 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1578 GLboolean HitFlag; /**< hit flag */
1579 GLfloat HitMinZ; /**< minimum hit depth */
1580 GLfloat HitMaxZ; /**< maximum hit depth */
1581 };
1582
1583
1584 /**
1585 * 1-D Evaluator control points
1586 */
1587 struct gl_1d_map
1588 {
1589 GLuint Order; /**< Number of control points */
1590 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1591 GLfloat *Points; /**< Points to contiguous control points */
1592 };
1593
1594
1595 /**
1596 * 2-D Evaluator control points
1597 */
1598 struct gl_2d_map
1599 {
1600 GLuint Uorder; /**< Number of control points in U dimension */
1601 GLuint Vorder; /**< Number of control points in V dimension */
1602 GLfloat u1, u2, du;
1603 GLfloat v1, v2, dv;
1604 GLfloat *Points; /**< Points to contiguous control points */
1605 };
1606
1607
1608 /**
1609 * All evaluator control point state
1610 */
1611 struct gl_evaluators
1612 {
1613 /**
1614 * \name 1-D maps
1615 */
1616 /*@{*/
1617 struct gl_1d_map Map1Vertex3;
1618 struct gl_1d_map Map1Vertex4;
1619 struct gl_1d_map Map1Index;
1620 struct gl_1d_map Map1Color4;
1621 struct gl_1d_map Map1Normal;
1622 struct gl_1d_map Map1Texture1;
1623 struct gl_1d_map Map1Texture2;
1624 struct gl_1d_map Map1Texture3;
1625 struct gl_1d_map Map1Texture4;
1626 /*@}*/
1627
1628 /**
1629 * \name 2-D maps
1630 */
1631 /*@{*/
1632 struct gl_2d_map Map2Vertex3;
1633 struct gl_2d_map Map2Vertex4;
1634 struct gl_2d_map Map2Index;
1635 struct gl_2d_map Map2Color4;
1636 struct gl_2d_map Map2Normal;
1637 struct gl_2d_map Map2Texture1;
1638 struct gl_2d_map Map2Texture2;
1639 struct gl_2d_map Map2Texture3;
1640 struct gl_2d_map Map2Texture4;
1641 /*@}*/
1642 };
1643
1644
1645 struct gl_transform_feedback_varying_info
1646 {
1647 char *Name;
1648 GLenum Type;
1649 GLint Size;
1650 };
1651
1652
1653 /**
1654 * Per-output info vertex shaders for transform feedback.
1655 */
1656 struct gl_transform_feedback_output
1657 {
1658 unsigned OutputRegister;
1659 unsigned OutputBuffer;
1660 unsigned NumComponents;
1661
1662 /** offset (in DWORDs) of this output within the interleaved structure */
1663 unsigned DstOffset;
1664
1665 /**
1666 * Offset into the output register of the data to output. For example,
1667 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1668 * offset is in the y and z components of the output register.
1669 */
1670 unsigned ComponentOffset;
1671 };
1672
1673
1674 /** Post-link transform feedback info. */
1675 struct gl_transform_feedback_info
1676 {
1677 unsigned NumOutputs;
1678
1679 /**
1680 * Number of transform feedback buffers in use by this program.
1681 */
1682 unsigned NumBuffers;
1683
1684 struct gl_transform_feedback_output *Outputs;
1685
1686 /** Transform feedback varyings used for the linking of this shader program.
1687 *
1688 * Use for glGetTransformFeedbackVarying().
1689 */
1690 struct gl_transform_feedback_varying_info *Varyings;
1691 GLint NumVarying;
1692
1693 /**
1694 * Total number of components stored in each buffer. This may be used by
1695 * hardware back-ends to determine the correct stride when interleaving
1696 * multiple transform feedback outputs in the same buffer.
1697 */
1698 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1699 };
1700
1701
1702 /**
1703 * Transform feedback object state
1704 */
1705 struct gl_transform_feedback_object
1706 {
1707 GLuint Name; /**< AKA the object ID */
1708 GLint RefCount;
1709 GLboolean Active; /**< Is transform feedback enabled? */
1710 GLboolean Paused; /**< Is transform feedback paused? */
1711 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1712 at least once? */
1713 GLboolean EverBound; /**< Has this object been bound? */
1714
1715 /**
1716 * GLES: if Active is true, remaining number of primitives which can be
1717 * rendered without overflow. This is necessary to track because GLES
1718 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1719 * glDrawArraysInstanced would overflow transform feedback buffers.
1720 * Undefined if Active is false.
1721 *
1722 * Not tracked for desktop GL since it's unnecessary.
1723 */
1724 unsigned GlesRemainingPrims;
1725
1726 /** The feedback buffers */
1727 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1728 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1729
1730 /** Start of feedback data in dest buffer */
1731 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1732
1733 /**
1734 * Max data to put into dest buffer (in bytes). Computed based on
1735 * RequestedSize and the actual size of the buffer.
1736 */
1737 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1738
1739 /**
1740 * Size that was specified when the buffer was bound. If the buffer was
1741 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1742 * zero.
1743 */
1744 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1745 };
1746
1747
1748 /**
1749 * Context state for transform feedback.
1750 */
1751 struct gl_transform_feedback_state
1752 {
1753 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1754
1755 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1756 struct gl_buffer_object *CurrentBuffer;
1757
1758 /** The table of all transform feedback objects */
1759 struct _mesa_HashTable *Objects;
1760
1761 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1762 struct gl_transform_feedback_object *CurrentObject;
1763
1764 /** The default xform-fb object (Name==0) */
1765 struct gl_transform_feedback_object *DefaultObject;
1766 };
1767
1768
1769 /**
1770 * Names of the various vertex/fragment program register files, etc.
1771 *
1772 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1773 * All values should fit in a 4-bit field.
1774 *
1775 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR,
1776 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1777 * be "uniform" variables since they can only be set outside glBegin/End.
1778 * They're also all stored in the same Parameters array.
1779 */
1780 typedef enum
1781 {
1782 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1783 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1784 PROGRAM_INPUT, /**< machine->Inputs[] */
1785 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1786 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1787 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1788 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1789 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1790 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1791 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1792 PROGRAM_ADDRESS, /**< machine->AddressReg */
1793 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1794 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1795 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1796 PROGRAM_FILE_MAX
1797 } gl_register_file;
1798
1799
1800 /**
1801 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1802 * one of these values.
1803 */
1804 typedef enum
1805 {
1806 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1807 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1808 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1809 SYSTEM_VALUE_MAX /**< Number of values */
1810 } gl_system_value;
1811
1812
1813 /**
1814 * The possible interpolation qualifiers that can be applied to a fragment
1815 * shader input in GLSL.
1816 *
1817 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1818 * gl_fragment_program data structure to 0 causes the default behavior.
1819 */
1820 enum glsl_interp_qualifier
1821 {
1822 INTERP_QUALIFIER_NONE = 0,
1823 INTERP_QUALIFIER_SMOOTH,
1824 INTERP_QUALIFIER_FLAT,
1825 INTERP_QUALIFIER_NOPERSPECTIVE,
1826 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
1827 };
1828
1829
1830 /**
1831 * \brief Layout qualifiers for gl_FragDepth.
1832 *
1833 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1834 * a layout qualifier.
1835 *
1836 * \see enum ir_depth_layout
1837 */
1838 enum gl_frag_depth_layout
1839 {
1840 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1841 FRAG_DEPTH_LAYOUT_ANY,
1842 FRAG_DEPTH_LAYOUT_GREATER,
1843 FRAG_DEPTH_LAYOUT_LESS,
1844 FRAG_DEPTH_LAYOUT_UNCHANGED
1845 };
1846
1847
1848 /**
1849 * Base class for any kind of program object
1850 */
1851 struct gl_program
1852 {
1853 GLuint Id;
1854 GLubyte *String; /**< Null-terminated program text */
1855 GLint RefCount;
1856 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB */
1857 GLenum Format; /**< String encoding format */
1858
1859 struct prog_instruction *Instructions;
1860
1861 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1862 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1863 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1864 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1865 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1866 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1867 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1868 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1869
1870
1871 /** Named parameters, constants, etc. from program text */
1872 struct gl_program_parameter_list *Parameters;
1873 /** Numbered local parameters */
1874 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1875
1876 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1877 GLubyte SamplerUnits[MAX_SAMPLERS];
1878
1879 /** Bitmask of which register files are read/written with indirect
1880 * addressing. Mask of (1 << PROGRAM_x) bits.
1881 */
1882 GLbitfield IndirectRegisterFiles;
1883
1884 /** Logical counts */
1885 /*@{*/
1886 GLuint NumInstructions;
1887 GLuint NumTemporaries;
1888 GLuint NumParameters;
1889 GLuint NumAttributes;
1890 GLuint NumAddressRegs;
1891 GLuint NumAluInstructions;
1892 GLuint NumTexInstructions;
1893 GLuint NumTexIndirections;
1894 /*@}*/
1895 /** Native, actual h/w counts */
1896 /*@{*/
1897 GLuint NumNativeInstructions;
1898 GLuint NumNativeTemporaries;
1899 GLuint NumNativeParameters;
1900 GLuint NumNativeAttributes;
1901 GLuint NumNativeAddressRegs;
1902 GLuint NumNativeAluInstructions;
1903 GLuint NumNativeTexInstructions;
1904 GLuint NumNativeTexIndirections;
1905 /*@}*/
1906 };
1907
1908
1909 /** Vertex program object */
1910 struct gl_vertex_program
1911 {
1912 struct gl_program Base; /**< base class */
1913 GLboolean IsPositionInvariant;
1914 GLboolean UsesClipDistance;
1915 };
1916
1917
1918 /** Geometry program object */
1919 struct gl_geometry_program
1920 {
1921 struct gl_program Base; /**< base class */
1922
1923 GLint VerticesOut;
1924 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1925 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1926 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1927 };
1928
1929
1930 /** Fragment program object */
1931 struct gl_fragment_program
1932 {
1933 struct gl_program Base; /**< base class */
1934 GLboolean UsesKill; /**< shader uses KIL instruction */
1935 GLboolean UsesDFdy; /**< shader uses DDY instruction */
1936 GLboolean OriginUpperLeft;
1937 GLboolean PixelCenterInteger;
1938 enum gl_frag_depth_layout FragDepthLayout;
1939
1940 /**
1941 * GLSL interpolation qualifier associated with each fragment shader input.
1942 * For inputs that do not have an interpolation qualifier specified in
1943 * GLSL, the value is INTERP_QUALIFIER_NONE.
1944 */
1945 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
1946
1947 /**
1948 * Bitfield indicating, for each fragment shader input, 1 if that input
1949 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
1950 */
1951 GLbitfield64 IsCentroid;
1952 };
1953
1954
1955 /**
1956 * State common to vertex and fragment programs.
1957 */
1958 struct gl_program_state
1959 {
1960 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1961 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1962 };
1963
1964
1965 /**
1966 * Context state for vertex programs.
1967 */
1968 struct gl_vertex_program_state
1969 {
1970 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1971 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
1972 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1973 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1974 /** Computed two sided lighting for fixed function/programs. */
1975 GLboolean _TwoSideEnabled;
1976 struct gl_vertex_program *Current; /**< User-bound vertex program */
1977
1978 /** Currently enabled and valid vertex program (including internal
1979 * programs, user-defined vertex programs and GLSL vertex shaders).
1980 * This is the program we must use when rendering.
1981 */
1982 struct gl_vertex_program *_Current;
1983
1984 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
1985
1986 /** Should fixed-function T&L be implemented with a vertex prog? */
1987 GLboolean _MaintainTnlProgram;
1988
1989 /** Program to emulate fixed-function T&L (see above) */
1990 struct gl_vertex_program *_TnlProgram;
1991
1992 /** Cache of fixed-function programs */
1993 struct gl_program_cache *Cache;
1994
1995 GLboolean _Overriden;
1996 };
1997
1998
1999 /**
2000 * Context state for geometry programs.
2001 */
2002 struct gl_geometry_program_state
2003 {
2004 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2005 GLboolean _Enabled; /**< Enabled and valid program? */
2006 struct gl_geometry_program *Current; /**< user-bound geometry program */
2007
2008 /** Currently enabled and valid program (including internal programs
2009 * and compiled shader programs).
2010 */
2011 struct gl_geometry_program *_Current;
2012
2013 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2014
2015 /** Cache of fixed-function programs */
2016 struct gl_program_cache *Cache;
2017 };
2018
2019 /**
2020 * Context state for fragment programs.
2021 */
2022 struct gl_fragment_program_state
2023 {
2024 GLboolean Enabled; /**< User-set fragment program enable flag */
2025 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2026 struct gl_fragment_program *Current; /**< User-bound fragment program */
2027
2028 /** Currently enabled and valid fragment program (including internal
2029 * programs, user-defined fragment programs and GLSL fragment shaders).
2030 * This is the program we must use when rendering.
2031 */
2032 struct gl_fragment_program *_Current;
2033
2034 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2035
2036 /** Should fixed-function texturing be implemented with a fragment prog? */
2037 GLboolean _MaintainTexEnvProgram;
2038
2039 /** Program to emulate fixed-function texture env/combine (see above) */
2040 struct gl_fragment_program *_TexEnvProgram;
2041
2042 /** Cache of fixed-function programs */
2043 struct gl_program_cache *Cache;
2044 };
2045
2046
2047 /**
2048 * ATI_fragment_shader runtime state
2049 */
2050 #define ATI_FS_INPUT_PRIMARY 0
2051 #define ATI_FS_INPUT_SECONDARY 1
2052
2053 struct atifs_instruction;
2054 struct atifs_setupinst;
2055
2056 /**
2057 * ATI fragment shader
2058 */
2059 struct ati_fragment_shader
2060 {
2061 GLuint Id;
2062 GLint RefCount;
2063 struct atifs_instruction *Instructions[2];
2064 struct atifs_setupinst *SetupInst[2];
2065 GLfloat Constants[8][4];
2066 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2067 GLubyte numArithInstr[2];
2068 GLubyte regsAssigned[2];
2069 GLubyte NumPasses; /**< 1 or 2 */
2070 GLubyte cur_pass;
2071 GLubyte last_optype;
2072 GLboolean interpinp1;
2073 GLboolean isValid;
2074 GLuint swizzlerq;
2075 };
2076
2077 /**
2078 * Context state for GL_ATI_fragment_shader
2079 */
2080 struct gl_ati_fragment_shader_state
2081 {
2082 GLboolean Enabled;
2083 GLboolean _Enabled; /**< enabled and valid shader? */
2084 GLboolean Compiling;
2085 GLfloat GlobalConstants[8][4];
2086 struct ati_fragment_shader *Current;
2087 };
2088
2089
2090 /** Set by #pragma directives */
2091 struct gl_sl_pragmas
2092 {
2093 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2094 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2095 GLboolean Optimize; /**< defaults on */
2096 GLboolean Debug; /**< defaults off */
2097 };
2098
2099
2100 /**
2101 * A GLSL vertex or fragment shader object.
2102 */
2103 struct gl_shader
2104 {
2105 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2106 GLuint Name; /**< AKA the handle */
2107 GLint RefCount; /**< Reference count */
2108 GLboolean DeletePending;
2109 GLboolean CompileStatus;
2110 const GLchar *Source; /**< Source code string */
2111 GLuint SourceChecksum; /**< for debug/logging purposes */
2112 struct gl_program *Program; /**< Post-compile assembly code */
2113 GLchar *InfoLog;
2114 struct gl_sl_pragmas Pragmas;
2115
2116 unsigned Version; /**< GLSL version used for linking */
2117 GLboolean IsES; /**< True if this shader uses GLSL ES */
2118
2119 /**
2120 * \name Sampler tracking
2121 *
2122 * \note Each of these fields is only set post-linking.
2123 */
2124 /*@{*/
2125 unsigned num_samplers; /**< Number of samplers used by this shader. */
2126 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2127 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2128 /*@}*/
2129
2130 /**
2131 * Map from sampler unit to texture unit (set by glUniform1i())
2132 *
2133 * A sampler unit is associated with each sampler uniform by the linker.
2134 * The sampler unit associated with each uniform is stored in the
2135 * \c gl_uniform_storage::sampler field.
2136 */
2137 GLubyte SamplerUnits[MAX_SAMPLERS];
2138 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2139 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2140
2141 /**
2142 * Number of default uniform block components used by this shader.
2143 *
2144 * This field is only set post-linking.
2145 */
2146 unsigned num_uniform_components;
2147
2148 /**
2149 * Number of combined uniform components used by this shader.
2150 *
2151 * This field is only set post-linking. It is the sum of the uniform block
2152 * sizes divided by sizeof(float), and num_uniform_compoennts.
2153 */
2154 unsigned num_combined_uniform_components;
2155
2156 /**
2157 * This shader's uniform block information.
2158 *
2159 * The offsets of the variables are assigned only for shaders in a program's
2160 * _LinkedShaders[].
2161 */
2162 struct gl_uniform_block *UniformBlocks;
2163 unsigned NumUniformBlocks;
2164
2165 struct exec_list *ir;
2166 struct glsl_symbol_table *symbols;
2167
2168 /** Shaders containing built-in functions that are used for linking. */
2169 struct gl_shader *builtins_to_link[16];
2170 unsigned num_builtins_to_link;
2171 };
2172
2173
2174 /**
2175 * Shader stages. Note that these will become 5 with tessellation.
2176 * These MUST have the same values as gallium's PIPE_SHADER_*
2177 */
2178 typedef enum
2179 {
2180 MESA_SHADER_VERTEX = 0,
2181 MESA_SHADER_FRAGMENT = 1,
2182 MESA_SHADER_GEOMETRY = 2,
2183 MESA_SHADER_TYPES = 3
2184 } gl_shader_type;
2185
2186 struct gl_uniform_buffer_variable
2187 {
2188 char *Name;
2189
2190 /**
2191 * Name of the uniform as seen by glGetUniformIndices.
2192 *
2193 * glGetUniformIndices requires that the block instance index \b not be
2194 * present in the name of queried uniforms.
2195 *
2196 * \note
2197 * \c gl_uniform_buffer_variable::IndexName and
2198 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2199 */
2200 char *IndexName;
2201
2202 const struct glsl_type *Type;
2203 unsigned int Offset;
2204 GLboolean RowMajor;
2205 };
2206
2207 enum gl_uniform_block_packing {
2208 ubo_packing_std140,
2209 ubo_packing_shared,
2210 ubo_packing_packed
2211 };
2212
2213 struct gl_uniform_block
2214 {
2215 /** Declared name of the uniform block */
2216 char *Name;
2217
2218 /** Array of supplemental information about UBO ir_variables. */
2219 struct gl_uniform_buffer_variable *Uniforms;
2220 GLuint NumUniforms;
2221
2222 /**
2223 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2224 * with glBindBufferBase to bind a buffer object to this uniform block. When
2225 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2226 */
2227 GLuint Binding;
2228
2229 /**
2230 * Minimum size of a buffer object to back this uniform buffer
2231 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2232 */
2233 GLuint UniformBufferSize;
2234
2235 /**
2236 * Layout specified in the shader
2237 *
2238 * This isn't accessible through the API, but it is used while
2239 * cross-validating uniform blocks.
2240 */
2241 enum gl_uniform_block_packing _Packing;
2242 };
2243
2244 /**
2245 * A GLSL program object.
2246 * Basically a linked collection of vertex and fragment shaders.
2247 */
2248 struct gl_shader_program
2249 {
2250 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2251 GLuint Name; /**< aka handle or ID */
2252 GLint RefCount; /**< Reference count */
2253 GLboolean DeletePending;
2254
2255 /**
2256 * Is the application intending to glGetProgramBinary this program?
2257 */
2258 GLboolean BinaryRetreivableHint;
2259
2260 /**
2261 * Flags that the linker should not reject the program if it lacks
2262 * a vertex or fragment shader. GLES2 doesn't allow separate
2263 * shader objects, and would reject them. However, we internally
2264 * build separate shader objects for fixed function programs, which
2265 * we use for drivers/common/meta.c and for handling
2266 * _mesa_update_state with no program bound (for example in
2267 * glClear()).
2268 */
2269 GLboolean InternalSeparateShader;
2270
2271 GLuint NumShaders; /**< number of attached shaders */
2272 struct gl_shader **Shaders; /**< List of attached the shaders */
2273
2274 /**
2275 * User-defined attribute bindings
2276 *
2277 * These are set via \c glBindAttribLocation and are used to direct the
2278 * GLSL linker. These are \b not the values used in the compiled shader,
2279 * and they are \b not the values returned by \c glGetAttribLocation.
2280 */
2281 struct string_to_uint_map *AttributeBindings;
2282
2283 /**
2284 * User-defined fragment data bindings
2285 *
2286 * These are set via \c glBindFragDataLocation and are used to direct the
2287 * GLSL linker. These are \b not the values used in the compiled shader,
2288 * and they are \b not the values returned by \c glGetFragDataLocation.
2289 */
2290 struct string_to_uint_map *FragDataBindings;
2291 struct string_to_uint_map *FragDataIndexBindings;
2292
2293 /**
2294 * Transform feedback varyings last specified by
2295 * glTransformFeedbackVaryings().
2296 *
2297 * For the current set of transform feeedback varyings used for transform
2298 * feedback output, see LinkedTransformFeedback.
2299 */
2300 struct {
2301 GLenum BufferMode;
2302 GLuint NumVarying;
2303 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2304 } TransformFeedback;
2305
2306 /** Post-link transform feedback info. */
2307 struct gl_transform_feedback_info LinkedTransformFeedback;
2308
2309 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2310 enum gl_frag_depth_layout FragDepthLayout;
2311
2312 /** Geometry shader state - copied into gl_geometry_program at link time */
2313 struct {
2314 GLint VerticesOut;
2315 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2316 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2317 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2318 } Geom;
2319
2320 /** Vertex shader state - copied into gl_vertex_program at link time */
2321 struct {
2322 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2323 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2324 0 if not present. */
2325 } Vert;
2326
2327 /* post-link info: */
2328 unsigned NumUserUniformStorage;
2329 struct gl_uniform_storage *UniformStorage;
2330
2331 struct gl_uniform_block *UniformBlocks;
2332 unsigned NumUniformBlocks;
2333
2334 /**
2335 * Scale factor for the uniform base location
2336 *
2337 * This is used to generate locations (returned by \c glGetUniformLocation)
2338 * of uniforms. The base location of the uniform is multiplied by this
2339 * value, and the array index is added.
2340 *
2341 * \note
2342 * Must be >= 1.
2343 *
2344 * \sa
2345 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2346 */
2347 unsigned UniformLocationBaseScale;
2348
2349 /**
2350 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2351 * they're used in, or -1.
2352 *
2353 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2354 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2355 */
2356 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2357
2358 /**
2359 * Map of active uniform names to locations
2360 *
2361 * Maps any active uniform that is not an array element to a location.
2362 * Each active uniform, including individual structure members will appear
2363 * in this map. This roughly corresponds to the set of names that would be
2364 * enumerated by \c glGetActiveUniform.
2365 */
2366 struct string_to_uint_map *UniformHash;
2367
2368 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2369 GLboolean Validated;
2370 GLboolean _Used; /**< Ever used for drawing? */
2371 GLchar *InfoLog;
2372
2373 unsigned Version; /**< GLSL version used for linking */
2374 GLboolean IsES; /**< True if this program uses GLSL ES */
2375
2376 /**
2377 * Per-stage shaders resulting from the first stage of linking.
2378 *
2379 * Set of linked shaders for this program. The array is accessed using the
2380 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2381 * \c NULL.
2382 */
2383 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2384 };
2385
2386
2387 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2388 #define GLSL_LOG 0x2 /**< Write shaders to files */
2389 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2390 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2391 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2392 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2393 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2394 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2395 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2396
2397
2398 /**
2399 * Context state for GLSL vertex/fragment shaders.
2400 */
2401 struct gl_shader_state
2402 {
2403 /**
2404 * Programs used for rendering
2405 *
2406 * There is a separate program set for each shader stage. If
2407 * GL_EXT_separate_shader_objects is not supported, each of these must point
2408 * to \c NULL or to the same program.
2409 */
2410 struct gl_shader_program *CurrentVertexProgram;
2411 struct gl_shader_program *CurrentGeometryProgram;
2412 struct gl_shader_program *CurrentFragmentProgram;
2413
2414 struct gl_shader_program *_CurrentFragmentProgram;
2415
2416 /**
2417 * Program used by glUniform calls.
2418 *
2419 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2420 */
2421 struct gl_shader_program *ActiveProgram;
2422
2423 GLbitfield Flags; /**< Mask of GLSL_x flags */
2424 };
2425
2426
2427 /**
2428 * Compiler options for a single GLSL shaders type
2429 */
2430 struct gl_shader_compiler_options
2431 {
2432 /** Driver-selectable options: */
2433 GLboolean EmitCondCodes; /**< Use condition codes? */
2434 GLboolean EmitNoLoops;
2435 GLboolean EmitNoFunctions;
2436 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2437 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2438 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2439 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2440 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2441
2442 /**
2443 * \name Forms of indirect addressing the driver cannot do.
2444 */
2445 /*@{*/
2446 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2447 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2448 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2449 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2450 /*@}*/
2451
2452 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2453 GLuint MaxUnrollIterations;
2454
2455 /**
2456 * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2457 * operations, such as position transformation.
2458 */
2459 GLboolean PreferDP4;
2460
2461 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2462 };
2463
2464
2465 /**
2466 * Occlusion/timer query object.
2467 */
2468 struct gl_query_object
2469 {
2470 GLenum Target; /**< The query target, when active */
2471 GLuint Id; /**< hash table ID/name */
2472 GLuint64EXT Result; /**< the counter */
2473 GLboolean Active; /**< inside Begin/EndQuery */
2474 GLboolean Ready; /**< result is ready? */
2475 GLboolean EverBound;/**< has query object ever been bound */
2476 };
2477
2478
2479 /**
2480 * Context state for query objects.
2481 */
2482 struct gl_query_state
2483 {
2484 struct _mesa_HashTable *QueryObjects;
2485 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2486 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2487
2488 /** GL_NV_conditional_render */
2489 struct gl_query_object *CondRenderQuery;
2490
2491 /** GL_EXT_transform_feedback */
2492 struct gl_query_object *PrimitivesGenerated;
2493 struct gl_query_object *PrimitivesWritten;
2494
2495 /** GL_ARB_timer_query */
2496 struct gl_query_object *TimeElapsed;
2497
2498 GLenum CondRenderMode;
2499 };
2500
2501
2502 /** Sync object state */
2503 struct gl_sync_object
2504 {
2505 GLenum Type; /**< GL_SYNC_FENCE */
2506 GLuint Name; /**< Fence name */
2507 GLint RefCount; /**< Reference count */
2508 GLboolean DeletePending; /**< Object was deleted while there were still
2509 * live references (e.g., sync not yet finished)
2510 */
2511 GLenum SyncCondition;
2512 GLbitfield Flags; /**< Flags passed to glFenceSync */
2513 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2514 };
2515
2516
2517 /**
2518 * State which can be shared by multiple contexts:
2519 */
2520 struct gl_shared_state
2521 {
2522 _glthread_Mutex Mutex; /**< for thread safety */
2523 GLint RefCount; /**< Reference count */
2524 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2525 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2526
2527 /** Default texture objects (shared by all texture units) */
2528 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2529
2530 /** Fallback texture used when a bound texture is incomplete */
2531 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2532
2533 /**
2534 * \name Thread safety and statechange notification for texture
2535 * objects.
2536 *
2537 * \todo Improve the granularity of locking.
2538 */
2539 /*@{*/
2540 _glthread_Mutex TexMutex; /**< texobj thread safety */
2541 GLuint TextureStateStamp; /**< state notification for shared tex */
2542 /*@}*/
2543
2544 /** Default buffer object for vertex arrays that aren't in VBOs */
2545 struct gl_buffer_object *NullBufferObj;
2546
2547 /**
2548 * \name Vertex/geometry/fragment programs
2549 */
2550 /*@{*/
2551 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2552 struct gl_vertex_program *DefaultVertexProgram;
2553 struct gl_fragment_program *DefaultFragmentProgram;
2554 struct gl_geometry_program *DefaultGeometryProgram;
2555 /*@}*/
2556
2557 /* GL_ATI_fragment_shader */
2558 struct _mesa_HashTable *ATIShaders;
2559 struct ati_fragment_shader *DefaultFragmentShader;
2560
2561 struct _mesa_HashTable *BufferObjects;
2562
2563 /** Table of both gl_shader and gl_shader_program objects */
2564 struct _mesa_HashTable *ShaderObjects;
2565
2566 /* GL_EXT_framebuffer_object */
2567 struct _mesa_HashTable *RenderBuffers;
2568 struct _mesa_HashTable *FrameBuffers;
2569
2570 /* GL_ARB_sync */
2571 struct set *SyncObjects;
2572
2573 /** GL_ARB_sampler_objects */
2574 struct _mesa_HashTable *SamplerObjects;
2575 };
2576
2577
2578
2579 /**
2580 * Renderbuffers represent drawing surfaces such as color, depth and/or
2581 * stencil. A framebuffer object has a set of renderbuffers.
2582 * Drivers will typically derive subclasses of this type.
2583 */
2584 struct gl_renderbuffer
2585 {
2586 _glthread_Mutex Mutex; /**< for thread safety */
2587 GLuint ClassID; /**< Useful for drivers */
2588 GLuint Name;
2589 GLint RefCount;
2590 GLuint Width, Height;
2591 GLuint Depth;
2592 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2593 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2594 /**
2595 * True for renderbuffers that wrap textures, giving the driver a chance to
2596 * flush render caches through the FinishRenderTexture hook.
2597 *
2598 * Drivers may also set this on renderbuffers other than those generated by
2599 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2600 * called without a rb->TexImage.
2601 */
2602 GLboolean NeedsFinishRenderTexture;
2603 GLubyte NumSamples;
2604 GLenum InternalFormat; /**< The user-specified format */
2605 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2606 GL_STENCIL_INDEX. */
2607 gl_format Format; /**< The actual renderbuffer memory format */
2608 /**
2609 * Pointer to the texture image if this renderbuffer wraps a texture,
2610 * otherwise NULL.
2611 *
2612 * Note that the reference on the gl_texture_object containing this
2613 * TexImage is held by the gl_renderbuffer_attachment.
2614 */
2615 struct gl_texture_image *TexImage;
2616
2617 /** Delete this renderbuffer */
2618 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2619
2620 /** Allocate new storage for this renderbuffer */
2621 GLboolean (*AllocStorage)(struct gl_context *ctx,
2622 struct gl_renderbuffer *rb,
2623 GLenum internalFormat,
2624 GLuint width, GLuint height);
2625 };
2626
2627
2628 /**
2629 * A renderbuffer attachment points to either a texture object (and specifies
2630 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2631 */
2632 struct gl_renderbuffer_attachment
2633 {
2634 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2635 GLboolean Complete;
2636
2637 /**
2638 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2639 * application supplied renderbuffer object.
2640 */
2641 struct gl_renderbuffer *Renderbuffer;
2642
2643 /**
2644 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2645 * supplied texture object.
2646 */
2647 struct gl_texture_object *Texture;
2648 GLuint TextureLevel; /**< Attached mipmap level. */
2649 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2650 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2651 * and 2D array textures */
2652 GLboolean Layered;
2653 };
2654
2655
2656 /**
2657 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2658 * In C++ terms, think of this as a base class from which device drivers
2659 * will make derived classes.
2660 */
2661 struct gl_framebuffer
2662 {
2663 _glthread_Mutex Mutex; /**< for thread safety */
2664 /**
2665 * If zero, this is a window system framebuffer. If non-zero, this
2666 * is a FBO framebuffer; note that for some devices (i.e. those with
2667 * a natural pixel coordinate system for FBOs that differs from the
2668 * OpenGL/Mesa coordinate system), this means that the viewport,
2669 * polygon face orientation, and polygon stipple will have to be inverted.
2670 */
2671 GLuint Name;
2672
2673 GLint RefCount;
2674 GLboolean DeletePending;
2675
2676 /**
2677 * The framebuffer's visual. Immutable if this is a window system buffer.
2678 * Computed from attachments if user-made FBO.
2679 */
2680 struct gl_config Visual;
2681
2682 GLuint Width, Height; /**< size of frame buffer in pixels */
2683
2684 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2685 /*@{*/
2686 GLint _Xmin, _Xmax; /**< inclusive */
2687 GLint _Ymin, _Ymax; /**< exclusive */
2688 /*@}*/
2689
2690 /** \name Derived Z buffer stuff */
2691 /*@{*/
2692 GLuint _DepthMax; /**< Max depth buffer value */
2693 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2694 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2695 /*@}*/
2696
2697 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2698 GLenum _Status;
2699
2700 /** Integer color values */
2701 GLboolean _IntegerColor;
2702
2703 /* ARB_color_buffer_float */
2704 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2705 GLboolean _HasSNormOrFloatColorBuffer;
2706
2707 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2708 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2709
2710 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2711 * attribute group and GL_PIXEL attribute group, respectively.
2712 */
2713 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2714 GLenum ColorReadBuffer;
2715
2716 /** Computed from ColorDraw/ReadBuffer above */
2717 GLuint _NumColorDrawBuffers;
2718 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2719 GLint _ColorReadBufferIndex; /* -1 = None */
2720 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2721 struct gl_renderbuffer *_ColorReadBuffer;
2722
2723 GLboolean Layered;
2724
2725 /** Delete this framebuffer */
2726 void (*Delete)(struct gl_framebuffer *fb);
2727 };
2728
2729
2730 /**
2731 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2732 */
2733 struct gl_precision
2734 {
2735 GLushort RangeMin; /**< min value exponent */
2736 GLushort RangeMax; /**< max value exponent */
2737 GLushort Precision; /**< number of mantissa bits */
2738 };
2739
2740
2741 /**
2742 * Limits for vertex, geometry and fragment programs/shaders.
2743 */
2744 struct gl_program_constants
2745 {
2746 /* logical limits */
2747 GLuint MaxInstructions;
2748 GLuint MaxAluInstructions;
2749 GLuint MaxTexInstructions;
2750 GLuint MaxTexIndirections;
2751 GLuint MaxAttribs;
2752 GLuint MaxTemps;
2753 GLuint MaxAddressRegs;
2754 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2755 GLuint MaxParameters;
2756 GLuint MaxLocalParams;
2757 GLuint MaxEnvParams;
2758 /* native/hardware limits */
2759 GLuint MaxNativeInstructions;
2760 GLuint MaxNativeAluInstructions;
2761 GLuint MaxNativeTexInstructions;
2762 GLuint MaxNativeTexIndirections;
2763 GLuint MaxNativeAttribs;
2764 GLuint MaxNativeTemps;
2765 GLuint MaxNativeAddressRegs;
2766 GLuint MaxNativeParameters;
2767 /* For shaders */
2768 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2769 /* ES 2.0 and GL_ARB_ES2_compatibility */
2770 struct gl_precision LowFloat, MediumFloat, HighFloat;
2771 struct gl_precision LowInt, MediumInt, HighInt;
2772 /* GL_ARB_uniform_buffer_object */
2773 GLuint MaxUniformBlocks;
2774 GLuint MaxCombinedUniformComponents;
2775 GLuint MaxTextureImageUnits;
2776 };
2777
2778
2779 /**
2780 * Constants which may be overridden by device driver during context creation
2781 * but are never changed after that.
2782 */
2783 struct gl_constants
2784 {
2785 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
2786 GLuint MaxTextureLevels; /**< Max mipmap levels. */
2787 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2788 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2789 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
2790 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2791 GLuint MaxTextureCoordUnits;
2792 GLuint MaxCombinedTextureImageUnits;
2793 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
2794 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2795 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2796 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2797
2798 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
2799
2800 GLuint MaxArrayLockSize;
2801
2802 GLint SubPixelBits;
2803
2804 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2805 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2806 GLfloat PointSizeGranularity;
2807 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2808 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2809 GLfloat LineWidthGranularity;
2810
2811 GLuint MaxClipPlanes;
2812 GLuint MaxLights;
2813 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2814 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2815
2816 GLuint MaxViewportWidth, MaxViewportHeight;
2817
2818 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2819 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2820 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2821 GLuint MaxProgramMatrices;
2822 GLuint MaxProgramMatrixStackDepth;
2823
2824 struct {
2825 GLuint SamplesPassed;
2826 GLuint TimeElapsed;
2827 GLuint Timestamp;
2828 GLuint PrimitivesGenerated;
2829 GLuint PrimitivesWritten;
2830 } QueryCounterBits;
2831
2832 /** vertex array / buffer object bounds checking */
2833 GLboolean CheckArrayBounds;
2834
2835 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2836
2837 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2838 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2839 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2840
2841 /** Number of varying vectors between any two shader stages. */
2842 GLuint MaxVarying;
2843 GLuint MaxVaryingComponents;
2844
2845 /** @{
2846 * GL_ARB_uniform_buffer_object
2847 */
2848 GLuint MaxCombinedUniformBlocks;
2849 GLuint MaxUniformBufferBindings;
2850 GLuint MaxUniformBlockSize;
2851 GLuint UniformBufferOffsetAlignment;
2852 /** @} */
2853
2854 /** GL_ARB_geometry_shader4 */
2855 GLuint MaxGeometryOutputVertices;
2856 GLuint MaxGeometryTotalOutputComponents;
2857
2858 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2859
2860 /**
2861 * Changes default GLSL extension behavior from "error" to "warn". It's out
2862 * of spec, but it can make some apps work that otherwise wouldn't.
2863 */
2864 GLboolean ForceGLSLExtensionsWarn;
2865
2866 /**
2867 * Does the driver support real 32-bit integers? (Otherwise, integers are
2868 * simulated via floats.)
2869 */
2870 GLboolean NativeIntegers;
2871
2872 /**
2873 * If the driver supports real 32-bit integers, what integer value should be
2874 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2875 */
2876 GLuint UniformBooleanTrue;
2877
2878 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2879 GLbitfield SupportedBumpUnits;
2880
2881 /**
2882 * Maximum amount of time, measured in nanseconds, that the server can wait.
2883 */
2884 GLuint64 MaxServerWaitTimeout;
2885
2886 /** GL_EXT_provoking_vertex */
2887 GLboolean QuadsFollowProvokingVertexConvention;
2888
2889 /** OpenGL version 3.0 */
2890 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2891
2892 /** OpenGL version 3.2 */
2893 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2894
2895 /** GL_EXT_transform_feedback */
2896 GLuint MaxTransformFeedbackBuffers;
2897 GLuint MaxTransformFeedbackSeparateComponents;
2898 GLuint MaxTransformFeedbackInterleavedComponents;
2899 GLuint MaxVertexStreams;
2900
2901 /** GL_EXT_gpu_shader4 */
2902 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2903
2904 /* GL_ARB_robustness */
2905 GLenum ResetStrategy;
2906
2907 /* GL_ARB_blend_func_extended */
2908 GLuint MaxDualSourceDrawBuffers;
2909
2910 /**
2911 * Whether the implementation strips out and ignores texture borders.
2912 *
2913 * Many GPU hardware implementations don't support rendering with texture
2914 * borders and mipmapped textures. (Note: not static border color, but the
2915 * old 1-pixel border around each edge). Implementations then have to do
2916 * slow fallbacks to be correct, or just ignore the border and be fast but
2917 * wrong. Setting the flag strips the border off of TexImage calls,
2918 * providing "fast but wrong" at significantly reduced driver complexity.
2919 *
2920 * Texture borders are deprecated in GL 3.0.
2921 **/
2922 GLboolean StripTextureBorder;
2923
2924 /**
2925 * For drivers which can do a better job at eliminating unused varyings
2926 * and uniforms than the GLSL compiler.
2927 *
2928 * XXX Remove these as soon as a better solution is available.
2929 */
2930 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2931 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2932
2933 /**
2934 * Force software support for primitive restart in the VBO module.
2935 */
2936 GLboolean PrimitiveRestartInSoftware;
2937
2938 /** GL_ARB_map_buffer_alignment */
2939 GLuint MinMapBufferAlignment;
2940
2941 /**
2942 * Disable varying packing. This is out of spec, but potentially useful
2943 * for older platforms that supports a limited number of texture
2944 * indirections--on these platforms, unpacking the varyings in the fragment
2945 * shader increases the number of texture indirections by 1, which might
2946 * make some shaders not executable at all.
2947 *
2948 * Drivers that support transform feedback must set this value to GL_FALSE.
2949 */
2950 GLboolean DisableVaryingPacking;
2951
2952 /*
2953 * Maximum value supported for an index in DrawElements and friends.
2954 *
2955 * This must be at least (1ull<<24)-1. The default value is
2956 * (1ull<<32)-1.
2957 *
2958 * \since ES 3.0 or GL_ARB_ES3_compatibility
2959 * \sa _mesa_init_constants
2960 */
2961 GLuint64 MaxElementIndex;
2962
2963 /**
2964 * Disable interpretation of line continuations (lines ending with a
2965 * backslash character ('\') in GLSL source.
2966 */
2967 GLboolean DisableGLSLLineContinuations;
2968
2969 /** GL_ARB_texture_multisample */
2970 GLint MaxColorTextureSamples;
2971 GLint MaxDepthTextureSamples;
2972 GLint MaxIntegerSamples;
2973 };
2974
2975
2976 /**
2977 * Enable flag for each OpenGL extension. Different device drivers will
2978 * enable different extensions at runtime.
2979 */
2980 struct gl_extensions
2981 {
2982 GLboolean dummy; /* don't remove this! */
2983 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2984 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2985 GLboolean ANGLE_texture_compression_dxt;
2986 GLboolean ARB_ES2_compatibility;
2987 GLboolean ARB_ES3_compatibility;
2988 GLboolean ARB_base_instance;
2989 GLboolean ARB_blend_func_extended;
2990 GLboolean ARB_color_buffer_float;
2991 GLboolean ARB_conservative_depth;
2992 GLboolean ARB_depth_buffer_float;
2993 GLboolean ARB_depth_clamp;
2994 GLboolean ARB_depth_texture;
2995 GLboolean ARB_draw_buffers_blend;
2996 GLboolean ARB_draw_elements_base_vertex;
2997 GLboolean ARB_draw_instanced;
2998 GLboolean ARB_fragment_coord_conventions;
2999 GLboolean ARB_fragment_program;
3000 GLboolean ARB_fragment_program_shadow;
3001 GLboolean ARB_fragment_shader;
3002 GLboolean ARB_framebuffer_object;
3003 GLboolean ARB_explicit_attrib_location;
3004 GLboolean ARB_geometry_shader4;
3005 GLboolean ARB_gpu_shader5;
3006 GLboolean ARB_half_float_pixel;
3007 GLboolean ARB_half_float_vertex;
3008 GLboolean ARB_instanced_arrays;
3009 GLboolean ARB_internalformat_query;
3010 GLboolean ARB_map_buffer_alignment;
3011 GLboolean ARB_map_buffer_range;
3012 GLboolean ARB_occlusion_query;
3013 GLboolean ARB_occlusion_query2;
3014 GLboolean ARB_point_sprite;
3015 GLboolean ARB_seamless_cube_map;
3016 GLboolean ARB_shader_bit_encoding;
3017 GLboolean ARB_shader_stencil_export;
3018 GLboolean ARB_shader_texture_lod;
3019 GLboolean ARB_shading_language_packing;
3020 GLboolean ARB_shading_language_420pack;
3021 GLboolean ARB_shadow;
3022 GLboolean ARB_sync;
3023 GLboolean ARB_texture_border_clamp;
3024 GLboolean ARB_texture_buffer_object;
3025 GLboolean ARB_texture_buffer_object_rgb32;
3026 GLboolean ARB_texture_buffer_range;
3027 GLboolean ARB_texture_compression_rgtc;
3028 GLboolean ARB_texture_cube_map;
3029 GLboolean ARB_texture_cube_map_array;
3030 GLboolean ARB_texture_env_combine;
3031 GLboolean ARB_texture_env_crossbar;
3032 GLboolean ARB_texture_env_dot3;
3033 GLboolean ARB_texture_float;
3034 GLboolean ARB_texture_multisample;
3035 GLboolean ARB_texture_non_power_of_two;
3036 GLboolean ARB_texture_query_lod;
3037 GLboolean ARB_texture_rg;
3038 GLboolean ARB_texture_rgb10_a2ui;
3039 GLboolean ARB_timer_query;
3040 GLboolean ARB_transform_feedback2;
3041 GLboolean ARB_transform_feedback3;
3042 GLboolean ARB_transform_feedback_instanced;
3043 GLboolean ARB_uniform_buffer_object;
3044 GLboolean ARB_vertex_program;
3045 GLboolean ARB_vertex_shader;
3046 GLboolean ARB_vertex_type_2_10_10_10_rev;
3047 GLboolean EXT_blend_color;
3048 GLboolean EXT_blend_equation_separate;
3049 GLboolean EXT_blend_func_separate;
3050 GLboolean EXT_blend_minmax;
3051 GLboolean EXT_depth_bounds_test;
3052 GLboolean EXT_draw_buffers2;
3053 GLboolean EXT_framebuffer_blit;
3054 GLboolean EXT_framebuffer_multisample;
3055 GLboolean EXT_framebuffer_multisample_blit_scaled;
3056 GLboolean EXT_framebuffer_sRGB;
3057 GLboolean EXT_gpu_program_parameters;
3058 GLboolean EXT_gpu_shader4;
3059 GLboolean EXT_packed_depth_stencil;
3060 GLboolean EXT_packed_float;
3061 GLboolean EXT_pixel_buffer_object;
3062 GLboolean EXT_point_parameters;
3063 GLboolean EXT_provoking_vertex;
3064 GLboolean EXT_shadow_funcs;
3065 GLboolean EXT_separate_shader_objects;
3066 GLboolean EXT_stencil_two_side;
3067 GLboolean EXT_texture3D;
3068 GLboolean EXT_texture_array;
3069 GLboolean EXT_texture_compression_latc;
3070 GLboolean EXT_texture_compression_s3tc;
3071 GLboolean EXT_texture_env_dot3;
3072 GLboolean EXT_texture_filter_anisotropic;
3073 GLboolean EXT_texture_integer;
3074 GLboolean EXT_texture_mirror_clamp;
3075 GLboolean EXT_texture_shared_exponent;
3076 GLboolean EXT_texture_snorm;
3077 GLboolean EXT_texture_sRGB;
3078 GLboolean EXT_texture_sRGB_decode;
3079 GLboolean EXT_texture_swizzle;
3080 GLboolean EXT_transform_feedback;
3081 GLboolean EXT_timer_query;
3082 GLboolean EXT_vertex_array_bgra;
3083 GLboolean OES_standard_derivatives;
3084 /* vendor extensions */
3085 GLboolean AMD_seamless_cubemap_per_texture;
3086 GLboolean AMD_vertex_shader_layer;
3087 GLboolean APPLE_object_purgeable;
3088 GLboolean ATI_envmap_bumpmap;
3089 GLboolean ATI_texture_compression_3dc;
3090 GLboolean ATI_texture_mirror_once;
3091 GLboolean ATI_texture_env_combine3;
3092 GLboolean ATI_fragment_shader;
3093 GLboolean ATI_separate_stencil;
3094 GLboolean MESA_pack_invert;
3095 GLboolean MESA_ycbcr_texture;
3096 GLboolean MESA_texture_array;
3097 GLboolean NV_conditional_render;
3098 GLboolean NV_fog_distance;
3099 GLboolean NV_fragment_program_option;
3100 GLboolean NV_point_sprite;
3101 GLboolean NV_primitive_restart;
3102 GLboolean NV_texture_barrier;
3103 GLboolean NV_texture_env_combine4;
3104 GLboolean NV_texture_rectangle;
3105 GLboolean TDFX_texture_compression_FXT1;
3106 GLboolean OES_EGL_image;
3107 GLboolean OES_draw_texture;
3108 GLboolean OES_depth_texture_cube_map;
3109 GLboolean OES_EGL_image_external;
3110 GLboolean OES_compressed_ETC1_RGB8_texture;
3111 GLboolean extension_sentinel;
3112 /** The extension string */
3113 const GLubyte *String;
3114 /** Number of supported extensions */
3115 GLuint Count;
3116 };
3117
3118
3119 /**
3120 * A stack of matrices (projection, modelview, color, texture, etc).
3121 */
3122 struct gl_matrix_stack
3123 {
3124 GLmatrix *Top; /**< points into Stack */
3125 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3126 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3127 GLuint MaxDepth; /**< size of Stack[] array */
3128 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3129 };
3130
3131
3132 /**
3133 * \name Bits for image transfer operations
3134 * \sa __struct gl_contextRec::ImageTransferState.
3135 */
3136 /*@{*/
3137 #define IMAGE_SCALE_BIAS_BIT 0x1
3138 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3139 #define IMAGE_MAP_COLOR_BIT 0x4
3140 #define IMAGE_CLAMP_BIT 0x800
3141
3142
3143 /** Pixel Transfer ops */
3144 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3145 IMAGE_SHIFT_OFFSET_BIT | \
3146 IMAGE_MAP_COLOR_BIT)
3147
3148 /**
3149 * \name Bits to indicate what state has changed.
3150 */
3151 /*@{*/
3152 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3153 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3154 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3155 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3156 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3157 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3158 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3159 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3160 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3161 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3162 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3163 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3164 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3165 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3166 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3167 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3168 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3169 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3170 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3171 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3172 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3173 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3174 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3175 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3176 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3177 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3178 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3179 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3180 #define _NEW_BUFFER_OBJECT (1 << 28)
3181 #define _NEW_FRAG_CLAMP (1 << 29)
3182 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3183 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3184 #define _NEW_ALL ~0
3185 /*@}*/
3186
3187
3188 /**
3189 * Composite state flags
3190 */
3191 /*@{*/
3192 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3193 _NEW_TEXTURE | \
3194 _NEW_POINT | \
3195 _NEW_PROGRAM | \
3196 _NEW_MODELVIEW)
3197
3198 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3199 _NEW_FOG | \
3200 _NEW_PROGRAM)
3201
3202
3203 /*@}*/
3204
3205
3206
3207
3208 /* This has to be included here. */
3209 #include "dd.h"
3210
3211
3212 /**
3213 * Display list flags.
3214 * Strictly this is a tnl-private concept, but it doesn't seem
3215 * worthwhile adding a tnl private structure just to hold this one bit
3216 * of information:
3217 */
3218 #define DLIST_DANGLING_REFS 0x1
3219
3220
3221 /** Opaque declaration of display list payload data type */
3222 union gl_dlist_node;
3223
3224
3225 /**
3226 * Provide a location where information about a display list can be
3227 * collected. Could be extended with driverPrivate structures,
3228 * etc. in the future.
3229 */
3230 struct gl_display_list
3231 {
3232 GLuint Name;
3233 GLbitfield Flags; /**< DLIST_x flags */
3234 /** The dlist commands are in a linked list of nodes */
3235 union gl_dlist_node *Head;
3236 };
3237
3238
3239 /**
3240 * State used during display list compilation and execution.
3241 */
3242 struct gl_dlist_state
3243 {
3244 GLuint CallDepth; /**< Current recursion calling depth */
3245
3246 struct gl_display_list *CurrentList; /**< List currently being compiled */
3247 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3248 GLuint CurrentPos; /**< Index into current block of nodes */
3249
3250 GLvertexformat ListVtxfmt;
3251
3252 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3253 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3254
3255 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3256 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3257
3258 struct {
3259 /* State known to have been set by the currently-compiling display
3260 * list. Used to eliminate some redundant state changes.
3261 */
3262 GLenum ShadeModel;
3263 } Current;
3264 };
3265
3266 /** @{
3267 *
3268 * These are a mapping of the GL_ARB_debug_output enums to small enums
3269 * suitable for use as an array index.
3270 */
3271
3272 enum mesa_debug_source {
3273 MESA_DEBUG_SOURCE_API,
3274 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3275 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3276 MESA_DEBUG_SOURCE_THIRD_PARTY,
3277 MESA_DEBUG_SOURCE_APPLICATION,
3278 MESA_DEBUG_SOURCE_OTHER,
3279 MESA_DEBUG_SOURCE_COUNT,
3280 };
3281
3282 enum mesa_debug_type {
3283 MESA_DEBUG_TYPE_ERROR,
3284 MESA_DEBUG_TYPE_DEPRECATED,
3285 MESA_DEBUG_TYPE_UNDEFINED,
3286 MESA_DEBUG_TYPE_PORTABILITY,
3287 MESA_DEBUG_TYPE_PERFORMANCE,
3288 MESA_DEBUG_TYPE_OTHER,
3289 MESA_DEBUG_TYPE_COUNT,
3290 };
3291
3292 enum mesa_debug_severity {
3293 MESA_DEBUG_SEVERITY_LOW,
3294 MESA_DEBUG_SEVERITY_MEDIUM,
3295 MESA_DEBUG_SEVERITY_HIGH,
3296 MESA_DEBUG_SEVERITY_COUNT,
3297 };
3298
3299 /** @} */
3300
3301 /**
3302 * An error, warning, or other piece of debug information for an application
3303 * to consume via GL_ARB_debug_output.
3304 */
3305 struct gl_debug_msg
3306 {
3307 enum mesa_debug_source source;
3308 enum mesa_debug_type type;
3309 GLuint id;
3310 enum mesa_debug_severity severity;
3311 GLsizei length;
3312 GLcharARB *message;
3313 };
3314
3315 struct gl_debug_namespace
3316 {
3317 struct _mesa_HashTable *IDs;
3318 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3319 /** lists of IDs in the hash table at each severity */
3320 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3321 };
3322
3323 struct gl_debug_state
3324 {
3325 GLDEBUGPROCARB Callback;
3326 GLvoid *CallbackData;
3327 GLboolean SyncOutput;
3328 GLboolean Defaults[MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3329 struct gl_debug_namespace Namespaces[MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3330 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3331 GLint NumMessages;
3332 GLint NextMsg;
3333 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3334 for the sake of the offsetof() code in get.c */
3335 };
3336
3337 /**
3338 * Enum for the OpenGL APIs we know about and may support.
3339 *
3340 * NOTE: This must match the api_enum table in
3341 * src/mesa/main/get_hash_generator.py
3342 */
3343 typedef enum
3344 {
3345 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3346 API_OPENGLES,
3347 API_OPENGLES2,
3348 API_OPENGL_CORE,
3349 API_OPENGL_LAST = API_OPENGL_CORE,
3350 } gl_api;
3351
3352 /**
3353 * Driver-specific state flags.
3354 *
3355 * These are or'd with gl_context::NewDriverState to notify a driver about
3356 * a state change. The driver sets the flags at context creation and
3357 * the meaning of the bits set is opaque to core Mesa.
3358 */
3359 struct gl_driver_flags
3360 {
3361 /** gl_context::Array::_DrawArrays (vertex array state) */
3362 GLbitfield NewArray;
3363
3364 /** gl_context::TransformFeedback::CurrentObject */
3365 GLbitfield NewTransformFeedback;
3366
3367 /** gl_context::RasterDiscard */
3368 GLbitfield NewRasterizerDiscard;
3369
3370 /**
3371 * gl_context::UniformBufferBindings
3372 * gl_shader_program::UniformBlocks
3373 */
3374 GLbitfield NewUniformBuffer;
3375 };
3376
3377 struct gl_uniform_buffer_binding
3378 {
3379 struct gl_buffer_object *BufferObject;
3380 /** Start of uniform block data in the buffer */
3381 GLintptr Offset;
3382 /** Size of data allowed to be referenced from the buffer (in bytes) */
3383 GLsizeiptr Size;
3384 /**
3385 * glBindBufferBase() indicates that the Size should be ignored and only
3386 * limited by the current size of the BufferObject.
3387 */
3388 GLboolean AutomaticSize;
3389 };
3390
3391 /**
3392 * Mesa rendering context.
3393 *
3394 * This is the central context data structure for Mesa. Almost all
3395 * OpenGL state is contained in this structure.
3396 * Think of this as a base class from which device drivers will derive
3397 * sub classes.
3398 *
3399 * The struct gl_context typedef names this structure.
3400 */
3401 struct gl_context
3402 {
3403 /** State possibly shared with other contexts in the address space */
3404 struct gl_shared_state *Shared;
3405
3406 /** \name API function pointer tables */
3407 /*@{*/
3408 gl_api API;
3409 /**
3410 * The current dispatch table for non-displaylist-saving execution, either
3411 * BeginEnd or OutsideBeginEnd
3412 */
3413 struct _glapi_table *Exec;
3414 /**
3415 * The normal dispatch table for non-displaylist-saving, non-begin/end
3416 */
3417 struct _glapi_table *OutsideBeginEnd;
3418 /** The dispatch table used between glNewList() and glEndList() */
3419 struct _glapi_table *Save;
3420 /**
3421 * The dispatch table used between glBegin() and glEnd() (outside of a
3422 * display list). Only valid functions between those two are set, which is
3423 * mostly just the set in a GLvertexformat struct.
3424 */
3425 struct _glapi_table *BeginEnd;
3426 /**
3427 * Tracks the current dispatch table out of the 3 above, so that it can be
3428 * re-set on glXMakeCurrent().
3429 */
3430 struct _glapi_table *CurrentDispatch;
3431 /*@}*/
3432
3433 struct gl_config Visual;
3434 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3435 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3436 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3437 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3438
3439 /**
3440 * Device driver function pointer table
3441 */
3442 struct dd_function_table Driver;
3443
3444 /** Core/Driver constants */
3445 struct gl_constants Const;
3446
3447 /** \name The various 4x4 matrix stacks */
3448 /*@{*/
3449 struct gl_matrix_stack ModelviewMatrixStack;
3450 struct gl_matrix_stack ProjectionMatrixStack;
3451 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3452 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3453 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3454 /*@}*/
3455
3456 /** Combined modelview and projection matrix */
3457 GLmatrix _ModelProjectMatrix;
3458
3459 /** \name Display lists */
3460 struct gl_dlist_state ListState;
3461
3462 GLboolean ExecuteFlag; /**< Execute GL commands? */
3463 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3464
3465 /** Extension information */
3466 struct gl_extensions Extensions;
3467
3468 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3469 GLuint Version;
3470 char *VersionString;
3471
3472 /** \name State attribute stack (for glPush/PopAttrib) */
3473 /*@{*/
3474 GLuint AttribStackDepth;
3475 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3476 /*@}*/
3477
3478 /** \name Renderer attribute groups
3479 *
3480 * We define a struct for each attribute group to make pushing and popping
3481 * attributes easy. Also it's a good organization.
3482 */
3483 /*@{*/
3484 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3485 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3486 struct gl_current_attrib Current; /**< Current attributes */
3487 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3488 struct gl_eval_attrib Eval; /**< Eval attributes */
3489 struct gl_fog_attrib Fog; /**< Fog attributes */
3490 struct gl_hint_attrib Hint; /**< Hint attributes */
3491 struct gl_light_attrib Light; /**< Light attributes */
3492 struct gl_line_attrib Line; /**< Line attributes */
3493 struct gl_list_attrib List; /**< List attributes */
3494 struct gl_multisample_attrib Multisample;
3495 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3496 struct gl_point_attrib Point; /**< Point attributes */
3497 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3498 GLuint PolygonStipple[32]; /**< Polygon stipple */
3499 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3500 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3501 struct gl_texture_attrib Texture; /**< Texture attributes */
3502 struct gl_transform_attrib Transform; /**< Transformation attributes */
3503 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3504 /*@}*/
3505
3506 /** \name Client attribute stack */
3507 /*@{*/
3508 GLuint ClientAttribStackDepth;
3509 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3510 /*@}*/
3511
3512 /** \name Client attribute groups */
3513 /*@{*/
3514 struct gl_array_attrib Array; /**< Vertex arrays */
3515 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3516 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3517 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3518 /*@}*/
3519
3520 /** \name Other assorted state (not pushed/popped on attribute stack) */
3521 /*@{*/
3522 struct gl_pixelmaps PixelMaps;
3523
3524 struct gl_evaluators EvalMap; /**< All evaluators */
3525 struct gl_feedback Feedback; /**< Feedback */
3526 struct gl_selection Select; /**< Selection */
3527
3528 struct gl_program_state Program; /**< general program state */
3529 struct gl_vertex_program_state VertexProgram;
3530 struct gl_fragment_program_state FragmentProgram;
3531 struct gl_geometry_program_state GeometryProgram;
3532 struct gl_ati_fragment_shader_state ATIFragmentShader;
3533
3534 struct gl_shader_state Shader; /**< GLSL shader object state */
3535 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3536
3537 struct gl_query_state Query; /**< occlusion, timer queries */
3538
3539 struct gl_transform_feedback_state TransformFeedback;
3540
3541 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3542 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3543
3544 /**
3545 * Current GL_ARB_uniform_buffer_object binding referenced by
3546 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3547 */
3548 struct gl_buffer_object *UniformBuffer;
3549
3550 /**
3551 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3552 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3553 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3554 * shader program.
3555 */
3556 struct gl_uniform_buffer_binding
3557 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
3558
3559 /*@}*/
3560
3561 struct gl_meta_state *Meta; /**< for "meta" operations */
3562
3563 /* GL_EXT_framebuffer_object */
3564 struct gl_renderbuffer *CurrentRenderbuffer;
3565
3566 GLenum ErrorValue; /**< Last error code */
3567
3568 /* GL_ARB_robustness */
3569 GLenum ResetStatus;
3570
3571 /**
3572 * Recognize and silence repeated error debug messages in buggy apps.
3573 */
3574 const char *ErrorDebugFmtString;
3575 GLuint ErrorDebugCount;
3576
3577 /* GL_ARB_debug_output */
3578 struct gl_debug_state Debug;
3579
3580 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3581 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3582 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3583
3584 struct gl_driver_flags DriverFlags;
3585
3586 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3587
3588 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3589
3590 /** \name Derived state */
3591 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3592 GLfloat _EyeZDir[3];
3593 GLfloat _ModelViewInvScale;
3594 GLboolean _NeedEyeCoords;
3595 GLboolean _ForceEyeCoords;
3596
3597 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3598
3599 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3600
3601 /** \name For debugging/development only */
3602 /*@{*/
3603 GLboolean FirstTimeCurrent;
3604 /*@}*/
3605
3606 /** software compression/decompression supported or not */
3607 GLboolean Mesa_DXTn;
3608
3609 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3610
3611 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3612
3613 /**
3614 * \name Hooks for module contexts.
3615 *
3616 * These will eventually live in the driver or elsewhere.
3617 */
3618 /*@{*/
3619 void *swrast_context;
3620 void *swsetup_context;
3621 void *swtnl_context;
3622 void *swtnl_im;
3623 struct st_context *st;
3624 void *aelt_context;
3625 /*@}*/
3626 };
3627
3628
3629 #ifdef DEBUG
3630 extern int MESA_VERBOSE;
3631 extern int MESA_DEBUG_FLAGS;
3632 # define MESA_FUNCTION __FUNCTION__
3633 #else
3634 # define MESA_VERBOSE 0
3635 # define MESA_DEBUG_FLAGS 0
3636 # define MESA_FUNCTION "a function"
3637 # ifndef NDEBUG
3638 # define NDEBUG
3639 # endif
3640 #endif
3641
3642
3643 /** The MESA_VERBOSE var is a bitmask of these flags */
3644 enum _verbose
3645 {
3646 VERBOSE_VARRAY = 0x0001,
3647 VERBOSE_TEXTURE = 0x0002,
3648 VERBOSE_MATERIAL = 0x0004,
3649 VERBOSE_PIPELINE = 0x0008,
3650 VERBOSE_DRIVER = 0x0010,
3651 VERBOSE_STATE = 0x0020,
3652 VERBOSE_API = 0x0040,
3653 VERBOSE_DISPLAY_LIST = 0x0100,
3654 VERBOSE_LIGHTING = 0x0200,
3655 VERBOSE_PRIMS = 0x0400,
3656 VERBOSE_VERTS = 0x0800,
3657 VERBOSE_DISASSEM = 0x1000,
3658 VERBOSE_DRAW = 0x2000,
3659 VERBOSE_SWAPBUFFERS = 0x4000
3660 };
3661
3662
3663 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3664 enum _debug
3665 {
3666 DEBUG_SILENT = (1 << 0),
3667 DEBUG_ALWAYS_FLUSH = (1 << 1),
3668 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3669 DEBUG_INCOMPLETE_FBO = (1 << 3)
3670 };
3671
3672
3673
3674 #ifdef __cplusplus
3675 }
3676 #endif
3677
3678 #endif /* MTYPES_H */