glsl: process blend_support_* qualifiers
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39 #include "c11/threads.h"
40
41 #include "main/glheader.h"
42 #include "main/config.h"
43 #include "glapi/glapi.h"
44 #include "math/m_matrix.h" /* GLmatrix */
45 #include "compiler/shader_enums.h"
46 #include "main/formats.h" /* MESA_FORMAT_COUNT */
47 #include "compiler/glsl/list.h"
48
49
50 #ifdef __cplusplus
51 extern "C" {
52 #endif
53
54
55 /**
56 * \name 64-bit extension of GLbitfield.
57 */
58 /*@{*/
59 typedef GLuint64 GLbitfield64;
60
61 /** Set a single bit */
62 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
63 /** Set all bits up to excluding bit b */
64 #define BITFIELD64_MASK(b) \
65 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
66 /** Set count bits starting from bit b */
67 #define BITFIELD64_RANGE(b, count) \
68 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
69
70
71 /**
72 * \name Some forward type declarations
73 */
74 /*@{*/
75 struct _mesa_HashTable;
76 struct gl_attrib_node;
77 struct gl_list_extensions;
78 struct gl_meta_state;
79 struct gl_program_cache;
80 struct gl_texture_object;
81 struct gl_debug_state;
82 struct gl_context;
83 struct st_context;
84 struct gl_uniform_storage;
85 struct prog_instruction;
86 struct gl_program_parameter_list;
87 struct set;
88 struct set_entry;
89 struct vbo_context;
90 /*@}*/
91
92
93 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
94 #define PRIM_MAX GL_PATCHES
95 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
96 #define PRIM_UNKNOWN (PRIM_MAX + 2)
97
98 /**
99 * Determine if the given gl_varying_slot appears in the fragment shader.
100 */
101 static inline GLboolean
102 _mesa_varying_slot_in_fs(gl_varying_slot slot)
103 {
104 switch (slot) {
105 case VARYING_SLOT_PSIZ:
106 case VARYING_SLOT_BFC0:
107 case VARYING_SLOT_BFC1:
108 case VARYING_SLOT_EDGE:
109 case VARYING_SLOT_CLIP_VERTEX:
110 case VARYING_SLOT_LAYER:
111 case VARYING_SLOT_TESS_LEVEL_OUTER:
112 case VARYING_SLOT_TESS_LEVEL_INNER:
113 return GL_FALSE;
114 default:
115 return GL_TRUE;
116 }
117 }
118
119 /**
120 * Indexes for all renderbuffers
121 */
122 typedef enum
123 {
124 /* the four standard color buffers */
125 BUFFER_FRONT_LEFT,
126 BUFFER_BACK_LEFT,
127 BUFFER_FRONT_RIGHT,
128 BUFFER_BACK_RIGHT,
129 BUFFER_DEPTH,
130 BUFFER_STENCIL,
131 BUFFER_ACCUM,
132 /* optional aux buffer */
133 BUFFER_AUX0,
134 /* generic renderbuffers */
135 BUFFER_COLOR0,
136 BUFFER_COLOR1,
137 BUFFER_COLOR2,
138 BUFFER_COLOR3,
139 BUFFER_COLOR4,
140 BUFFER_COLOR5,
141 BUFFER_COLOR6,
142 BUFFER_COLOR7,
143 BUFFER_COUNT
144 } gl_buffer_index;
145
146 /**
147 * Bit flags for all renderbuffers
148 */
149 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
150 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
151 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
152 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
153 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
154 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
155 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
156 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
157 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
158 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
159 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
160 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
161 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
162 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
163 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
164 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
165 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
166 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
167 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
168
169 /**
170 * Mask of all the color buffer bits (but not accum).
171 */
172 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
173 BUFFER_BIT_BACK_LEFT | \
174 BUFFER_BIT_FRONT_RIGHT | \
175 BUFFER_BIT_BACK_RIGHT | \
176 BUFFER_BIT_AUX0 | \
177 BUFFER_BIT_COLOR0 | \
178 BUFFER_BIT_COLOR1 | \
179 BUFFER_BIT_COLOR2 | \
180 BUFFER_BIT_COLOR3 | \
181 BUFFER_BIT_COLOR4 | \
182 BUFFER_BIT_COLOR5 | \
183 BUFFER_BIT_COLOR6 | \
184 BUFFER_BIT_COLOR7)
185
186 /**
187 * Framebuffer configuration (aka visual / pixelformat)
188 * Note: some of these fields should be boolean, but it appears that
189 * code in drivers/dri/common/util.c requires int-sized fields.
190 */
191 struct gl_config
192 {
193 GLboolean rgbMode;
194 GLboolean floatMode;
195 GLuint doubleBufferMode;
196 GLuint stereoMode;
197
198 GLboolean haveAccumBuffer;
199 GLboolean haveDepthBuffer;
200 GLboolean haveStencilBuffer;
201
202 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
203 GLuint redMask, greenMask, blueMask, alphaMask;
204 GLint rgbBits; /* total bits for rgb */
205 GLint indexBits; /* total bits for colorindex */
206
207 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
208 GLint depthBits;
209 GLint stencilBits;
210
211 GLint numAuxBuffers;
212
213 GLint level;
214
215 /* EXT_visual_rating / GLX 1.2 */
216 GLint visualRating;
217
218 /* EXT_visual_info / GLX 1.2 */
219 GLint transparentPixel;
220 /* colors are floats scaled to ints */
221 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
222 GLint transparentIndex;
223
224 /* ARB_multisample / SGIS_multisample */
225 GLint sampleBuffers;
226 GLint samples;
227
228 /* SGIX_pbuffer / GLX 1.3 */
229 GLint maxPbufferWidth;
230 GLint maxPbufferHeight;
231 GLint maxPbufferPixels;
232 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
233 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
234
235 /* OML_swap_method */
236 GLint swapMethod;
237
238 /* EXT_texture_from_pixmap */
239 GLint bindToTextureRgb;
240 GLint bindToTextureRgba;
241 GLint bindToMipmapTexture;
242 GLint bindToTextureTargets;
243 GLint yInverted;
244
245 /* EXT_framebuffer_sRGB */
246 GLint sRGBCapable;
247 };
248
249
250 /**
251 * \name Bit flags used for updating material values.
252 */
253 /*@{*/
254 #define MAT_ATTRIB_FRONT_AMBIENT 0
255 #define MAT_ATTRIB_BACK_AMBIENT 1
256 #define MAT_ATTRIB_FRONT_DIFFUSE 2
257 #define MAT_ATTRIB_BACK_DIFFUSE 3
258 #define MAT_ATTRIB_FRONT_SPECULAR 4
259 #define MAT_ATTRIB_BACK_SPECULAR 5
260 #define MAT_ATTRIB_FRONT_EMISSION 6
261 #define MAT_ATTRIB_BACK_EMISSION 7
262 #define MAT_ATTRIB_FRONT_SHININESS 8
263 #define MAT_ATTRIB_BACK_SHININESS 9
264 #define MAT_ATTRIB_FRONT_INDEXES 10
265 #define MAT_ATTRIB_BACK_INDEXES 11
266 #define MAT_ATTRIB_MAX 12
267
268 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
269 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
270 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
271 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
272 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
273 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
274
275 #define MAT_INDEX_AMBIENT 0
276 #define MAT_INDEX_DIFFUSE 1
277 #define MAT_INDEX_SPECULAR 2
278
279 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
280 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
281 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
282 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
283 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
284 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
285 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
286 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
287 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
288 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
289 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
290 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
291
292
293 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
294 MAT_BIT_FRONT_AMBIENT | \
295 MAT_BIT_FRONT_DIFFUSE | \
296 MAT_BIT_FRONT_SPECULAR | \
297 MAT_BIT_FRONT_SHININESS | \
298 MAT_BIT_FRONT_INDEXES)
299
300 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
301 MAT_BIT_BACK_AMBIENT | \
302 MAT_BIT_BACK_DIFFUSE | \
303 MAT_BIT_BACK_SPECULAR | \
304 MAT_BIT_BACK_SHININESS | \
305 MAT_BIT_BACK_INDEXES)
306
307 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
308 /*@}*/
309
310
311 /**
312 * Material state.
313 */
314 struct gl_material
315 {
316 GLfloat Attrib[MAT_ATTRIB_MAX][4];
317 };
318
319
320 /**
321 * Light state flags.
322 */
323 /*@{*/
324 #define LIGHT_SPOT 0x1
325 #define LIGHT_LOCAL_VIEWER 0x2
326 #define LIGHT_POSITIONAL 0x4
327 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
328 /*@}*/
329
330
331 /**
332 * Light source state.
333 */
334 struct gl_light
335 {
336 GLfloat Ambient[4]; /**< ambient color */
337 GLfloat Diffuse[4]; /**< diffuse color */
338 GLfloat Specular[4]; /**< specular color */
339 GLfloat EyePosition[4]; /**< position in eye coordinates */
340 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
341 GLfloat SpotExponent;
342 GLfloat SpotCutoff; /**< in degrees */
343 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
344 GLfloat ConstantAttenuation;
345 GLfloat LinearAttenuation;
346 GLfloat QuadraticAttenuation;
347 GLboolean Enabled; /**< On/off flag */
348
349 /**
350 * \name Derived fields
351 */
352 /*@{*/
353 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
354
355 GLfloat _Position[4]; /**< position in eye/obj coordinates */
356 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
357 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
358 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
359 GLfloat _VP_inf_spot_attenuation;
360
361 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
362 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
363 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
364 /*@}*/
365 };
366
367
368 /**
369 * Light model state.
370 */
371 struct gl_lightmodel
372 {
373 GLfloat Ambient[4]; /**< ambient color */
374 GLboolean LocalViewer; /**< Local (or infinite) view point? */
375 GLboolean TwoSide; /**< Two (or one) sided lighting? */
376 GLenum ColorControl; /**< either GL_SINGLE_COLOR
377 * or GL_SEPARATE_SPECULAR_COLOR */
378 };
379
380
381 /**
382 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
383 */
384 struct gl_accum_attrib
385 {
386 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
387 };
388
389
390 /**
391 * Used for storing clear color, texture border color, etc.
392 * The float values are typically unclamped.
393 */
394 union gl_color_union
395 {
396 GLfloat f[4];
397 GLint i[4];
398 GLuint ui[4];
399 };
400
401
402 /**
403 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
404 */
405 struct gl_colorbuffer_attrib
406 {
407 GLuint ClearIndex; /**< Index for glClear */
408 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
409 GLuint IndexMask; /**< Color index write mask */
410 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
411
412 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
413
414 /**
415 * \name alpha testing
416 */
417 /*@{*/
418 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
419 GLenum AlphaFunc; /**< Alpha test function */
420 GLfloat AlphaRefUnclamped;
421 GLclampf AlphaRef; /**< Alpha reference value */
422 /*@}*/
423
424 /**
425 * \name Blending
426 */
427 /*@{*/
428 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
429
430 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
431 * control, only on the fixed-pointness of the render target.
432 * The query does however depend on fragment color clamping.
433 */
434 GLfloat BlendColorUnclamped[4]; /**< Blending color */
435 GLfloat BlendColor[4]; /**< Blending color */
436
437 struct
438 {
439 GLenum SrcRGB; /**< RGB blend source term */
440 GLenum DstRGB; /**< RGB blend dest term */
441 GLenum SrcA; /**< Alpha blend source term */
442 GLenum DstA; /**< Alpha blend dest term */
443 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
444 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
445 /**
446 * Set if any blend factor uses SRC1. Computed at the time blend factors
447 * get set.
448 */
449 GLboolean _UsesDualSrc;
450 } Blend[MAX_DRAW_BUFFERS];
451 /** Are the blend func terms currently different for each buffer/target? */
452 GLboolean _BlendFuncPerBuffer;
453 /** Are the blend equations currently different for each buffer/target? */
454 GLboolean _BlendEquationPerBuffer;
455 /*@}*/
456
457 /**
458 * \name Logic op
459 */
460 /*@{*/
461 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
462 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
463 GLenum LogicOp; /**< Logic operator */
464
465 /*@}*/
466
467 GLboolean DitherFlag; /**< Dither enable flag */
468
469 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
470 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
471 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
472
473 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
474 };
475
476
477 /**
478 * Current attribute group (GL_CURRENT_BIT).
479 */
480 struct gl_current_attrib
481 {
482 /**
483 * \name Current vertex attributes (color, texcoords, etc).
484 * \note Values are valid only after FLUSH_VERTICES has been called.
485 * \note Index and Edgeflag current values are stored as floats in the
486 * SIX and SEVEN attribute slots.
487 * \note We need double storage for 64-bit vertex attributes
488 */
489 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
490
491 /**
492 * \name Current raster position attributes (always up to date after a
493 * glRasterPos call).
494 */
495 GLfloat RasterPos[4];
496 GLfloat RasterDistance;
497 GLfloat RasterColor[4];
498 GLfloat RasterSecondaryColor[4];
499 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
500 GLboolean RasterPosValid;
501 };
502
503
504 /**
505 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
506 */
507 struct gl_depthbuffer_attrib
508 {
509 GLenum Func; /**< Function for depth buffer compare */
510 GLclampd Clear; /**< Value to clear depth buffer to */
511 GLboolean Test; /**< Depth buffering enabled flag */
512 GLboolean Mask; /**< Depth buffer writable? */
513 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
514 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
515 };
516
517
518 /**
519 * Evaluator attribute group (GL_EVAL_BIT).
520 */
521 struct gl_eval_attrib
522 {
523 /**
524 * \name Enable bits
525 */
526 /*@{*/
527 GLboolean Map1Color4;
528 GLboolean Map1Index;
529 GLboolean Map1Normal;
530 GLboolean Map1TextureCoord1;
531 GLboolean Map1TextureCoord2;
532 GLboolean Map1TextureCoord3;
533 GLboolean Map1TextureCoord4;
534 GLboolean Map1Vertex3;
535 GLboolean Map1Vertex4;
536 GLboolean Map2Color4;
537 GLboolean Map2Index;
538 GLboolean Map2Normal;
539 GLboolean Map2TextureCoord1;
540 GLboolean Map2TextureCoord2;
541 GLboolean Map2TextureCoord3;
542 GLboolean Map2TextureCoord4;
543 GLboolean Map2Vertex3;
544 GLboolean Map2Vertex4;
545 GLboolean AutoNormal;
546 /*@}*/
547
548 /**
549 * \name Map Grid endpoints and divisions and calculated du values
550 */
551 /*@{*/
552 GLint MapGrid1un;
553 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
554 GLint MapGrid2un, MapGrid2vn;
555 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
556 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
557 /*@}*/
558 };
559
560
561 /**
562 * Fog attribute group (GL_FOG_BIT).
563 */
564 struct gl_fog_attrib
565 {
566 GLboolean Enabled; /**< Fog enabled flag */
567 GLboolean ColorSumEnabled;
568 GLfloat ColorUnclamped[4]; /**< Fog color */
569 GLfloat Color[4]; /**< Fog color */
570 GLfloat Density; /**< Density >= 0.0 */
571 GLfloat Start; /**< Start distance in eye coords */
572 GLfloat End; /**< End distance in eye coords */
573 GLfloat Index; /**< Fog index */
574 GLenum Mode; /**< Fog mode */
575 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
576 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
577 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
578 };
579
580
581 /**
582 * Hint attribute group (GL_HINT_BIT).
583 *
584 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
585 */
586 struct gl_hint_attrib
587 {
588 GLenum PerspectiveCorrection;
589 GLenum PointSmooth;
590 GLenum LineSmooth;
591 GLenum PolygonSmooth;
592 GLenum Fog;
593 GLenum TextureCompression; /**< GL_ARB_texture_compression */
594 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
595 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
596 };
597
598
599 /**
600 * Lighting attribute group (GL_LIGHT_BIT).
601 */
602 struct gl_light_attrib
603 {
604 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
605 struct gl_lightmodel Model; /**< Lighting model */
606
607 /**
608 * Front and back material values.
609 * Note: must call FLUSH_VERTICES() before using.
610 */
611 struct gl_material Material;
612
613 GLboolean Enabled; /**< Lighting enabled flag */
614 GLboolean ColorMaterialEnabled;
615
616 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
617 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
618 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
619 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
620 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
621
622
623 GLboolean _ClampVertexColor;
624 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
625
626 /**
627 * Derived state for optimizations:
628 */
629 /*@{*/
630 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
631
632 GLboolean _NeedEyeCoords;
633 GLboolean _NeedVertices; /**< Use fast shader? */
634
635 GLfloat _BaseColor[2][3];
636 /*@}*/
637 };
638
639
640 /**
641 * Line attribute group (GL_LINE_BIT).
642 */
643 struct gl_line_attrib
644 {
645 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
646 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
647 GLushort StipplePattern; /**< Stipple pattern */
648 GLint StippleFactor; /**< Stipple repeat factor */
649 GLfloat Width; /**< Line width */
650 };
651
652
653 /**
654 * Display list attribute group (GL_LIST_BIT).
655 */
656 struct gl_list_attrib
657 {
658 GLuint ListBase;
659 };
660
661
662 /**
663 * Multisample attribute group (GL_MULTISAMPLE_BIT).
664 */
665 struct gl_multisample_attrib
666 {
667 GLboolean Enabled;
668 GLboolean SampleAlphaToCoverage;
669 GLboolean SampleAlphaToOne;
670 GLboolean SampleCoverage;
671 GLboolean SampleCoverageInvert;
672 GLboolean SampleShading;
673
674 /* ARB_texture_multisample / GL3.2 additions */
675 GLboolean SampleMask;
676
677 GLfloat SampleCoverageValue;
678 GLfloat MinSampleShadingValue;
679
680 /** The GL spec defines this as an array but >32x MSAA is madness */
681 GLbitfield SampleMaskValue;
682 };
683
684
685 /**
686 * A pixelmap (see glPixelMap)
687 */
688 struct gl_pixelmap
689 {
690 GLint Size;
691 GLfloat Map[MAX_PIXEL_MAP_TABLE];
692 };
693
694
695 /**
696 * Collection of all pixelmaps
697 */
698 struct gl_pixelmaps
699 {
700 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
701 struct gl_pixelmap GtoG;
702 struct gl_pixelmap BtoB;
703 struct gl_pixelmap AtoA;
704 struct gl_pixelmap ItoR;
705 struct gl_pixelmap ItoG;
706 struct gl_pixelmap ItoB;
707 struct gl_pixelmap ItoA;
708 struct gl_pixelmap ItoI;
709 struct gl_pixelmap StoS;
710 };
711
712
713 /**
714 * Pixel attribute group (GL_PIXEL_MODE_BIT).
715 */
716 struct gl_pixel_attrib
717 {
718 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
719
720 /*--- Begin Pixel Transfer State ---*/
721 /* Fields are in the order in which they're applied... */
722
723 /** Scale & Bias (index shift, offset) */
724 /*@{*/
725 GLfloat RedBias, RedScale;
726 GLfloat GreenBias, GreenScale;
727 GLfloat BlueBias, BlueScale;
728 GLfloat AlphaBias, AlphaScale;
729 GLfloat DepthBias, DepthScale;
730 GLint IndexShift, IndexOffset;
731 /*@}*/
732
733 /* Pixel Maps */
734 /* Note: actual pixel maps are not part of this attrib group */
735 GLboolean MapColorFlag;
736 GLboolean MapStencilFlag;
737
738 /*--- End Pixel Transfer State ---*/
739
740 /** glPixelZoom */
741 GLfloat ZoomX, ZoomY;
742 };
743
744
745 /**
746 * Point attribute group (GL_POINT_BIT).
747 */
748 struct gl_point_attrib
749 {
750 GLfloat Size; /**< User-specified point size */
751 GLfloat Params[3]; /**< GL_EXT_point_parameters */
752 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
753 GLfloat Threshold; /**< GL_EXT_point_parameters */
754 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
755 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
756 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
757 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
758 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
759 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
760 };
761
762
763 /**
764 * Polygon attribute group (GL_POLYGON_BIT).
765 */
766 struct gl_polygon_attrib
767 {
768 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
769 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
770 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
771 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
772 GLboolean CullFlag; /**< Culling on/off flag */
773 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
774 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
775 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
776 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
777 GLfloat OffsetUnits; /**< Polygon offset units, from user */
778 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
779 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
780 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
781 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
782 };
783
784
785 /**
786 * Scissor attributes (GL_SCISSOR_BIT).
787 */
788 struct gl_scissor_rect
789 {
790 GLint X, Y; /**< Lower left corner of box */
791 GLsizei Width, Height; /**< Size of box */
792 };
793 struct gl_scissor_attrib
794 {
795 GLbitfield EnableFlags; /**< Scissor test enabled? */
796 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
797 GLint NumWindowRects; /**< Count of enabled window rectangles */
798 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
799 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
800 };
801
802
803 /**
804 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
805 *
806 * Three sets of stencil data are tracked so that OpenGL 2.0,
807 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
808 * simultaneously. In each of the stencil state arrays, element 0 corresponds
809 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
810 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
811 * GL_EXT_stencil_two_side GL_BACK state.
812 *
813 * The derived value \c _BackFace is either 1 or 2 depending on whether or
814 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
815 *
816 * The derived value \c _TestTwoSide is set when the front-face and back-face
817 * stencil state are different.
818 */
819 struct gl_stencil_attrib
820 {
821 GLboolean Enabled; /**< Enabled flag */
822 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
823 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
824 GLboolean _Enabled; /**< Enabled and stencil buffer present */
825 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
826 GLboolean _TestTwoSide;
827 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
828 GLenum Function[3]; /**< Stencil function */
829 GLenum FailFunc[3]; /**< Fail function */
830 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
831 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
832 GLint Ref[3]; /**< Reference value */
833 GLuint ValueMask[3]; /**< Value mask */
834 GLuint WriteMask[3]; /**< Write mask */
835 GLuint Clear; /**< Clear value */
836 };
837
838
839 /**
840 * An index for each type of texture object. These correspond to the GL
841 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
842 * Note: the order is from highest priority to lowest priority.
843 */
844 typedef enum
845 {
846 TEXTURE_2D_MULTISAMPLE_INDEX,
847 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
848 TEXTURE_CUBE_ARRAY_INDEX,
849 TEXTURE_BUFFER_INDEX,
850 TEXTURE_2D_ARRAY_INDEX,
851 TEXTURE_1D_ARRAY_INDEX,
852 TEXTURE_EXTERNAL_INDEX,
853 TEXTURE_CUBE_INDEX,
854 TEXTURE_3D_INDEX,
855 TEXTURE_RECT_INDEX,
856 TEXTURE_2D_INDEX,
857 TEXTURE_1D_INDEX,
858 NUM_TEXTURE_TARGETS
859 } gl_texture_index;
860
861
862 /**
863 * Bit flags for each type of texture object
864 */
865 /*@{*/
866 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
867 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
868 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
869 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
870 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
871 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
872 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
873 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
874 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
875 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
876 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
877 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
878 /*@}*/
879
880
881 /**
882 * Texture image state. Drivers will typically create a subclass of this
883 * with extra fields for memory buffers, etc.
884 */
885 struct gl_texture_image
886 {
887 GLint InternalFormat; /**< Internal format as given by the user */
888 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
889 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
890 * GL_INTENSITY, GL_DEPTH_COMPONENT or
891 * GL_DEPTH_STENCIL_EXT only. Used for
892 * choosing TexEnv arithmetic.
893 */
894 mesa_format TexFormat; /**< The actual texture memory format */
895
896 GLuint Border; /**< 0 or 1 */
897 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
898 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
899 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
900 GLuint Width2; /**< = Width - 2*Border */
901 GLuint Height2; /**< = Height - 2*Border */
902 GLuint Depth2; /**< = Depth - 2*Border */
903 GLuint WidthLog2; /**< = log2(Width2) */
904 GLuint HeightLog2; /**< = log2(Height2) */
905 GLuint DepthLog2; /**< = log2(Depth2) */
906 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
907 levels, computed from the dimensions */
908
909 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
910 GLuint Level; /**< Which mipmap level am I? */
911 /** Cube map face: index into gl_texture_object::Image[] array */
912 GLuint Face;
913
914 /** GL_ARB_texture_multisample */
915 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
916 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
917 };
918
919
920 /**
921 * Indexes for cube map faces.
922 */
923 typedef enum
924 {
925 FACE_POS_X = 0,
926 FACE_NEG_X = 1,
927 FACE_POS_Y = 2,
928 FACE_NEG_Y = 3,
929 FACE_POS_Z = 4,
930 FACE_NEG_Z = 5,
931 MAX_FACES = 6
932 } gl_face_index;
933
934
935 /**
936 * Sampler object state. These objects are new with GL_ARB_sampler_objects
937 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
938 */
939 struct gl_sampler_object
940 {
941 mtx_t Mutex;
942 GLuint Name;
943 GLint RefCount;
944 GLchar *Label; /**< GL_KHR_debug */
945
946 GLenum WrapS; /**< S-axis texture image wrap mode */
947 GLenum WrapT; /**< T-axis texture image wrap mode */
948 GLenum WrapR; /**< R-axis texture image wrap mode */
949 GLenum MinFilter; /**< minification filter */
950 GLenum MagFilter; /**< magnification filter */
951 union gl_color_union BorderColor; /**< Interpreted according to texture format */
952 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
953 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
954 GLfloat LodBias; /**< OpenGL 1.4 */
955 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
956 GLenum CompareMode; /**< GL_ARB_shadow */
957 GLenum CompareFunc; /**< GL_ARB_shadow */
958 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
959 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
960 };
961
962
963 /**
964 * Texture object state. Contains the array of mipmap images, border color,
965 * wrap modes, filter modes, and shadow/texcompare state.
966 */
967 struct gl_texture_object
968 {
969 mtx_t Mutex; /**< for thread safety */
970 GLint RefCount; /**< reference count */
971 GLuint Name; /**< the user-visible texture object ID */
972 GLchar *Label; /**< GL_KHR_debug */
973 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
974 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
975 Only valid when Target is valid. */
976
977 struct gl_sampler_object Sampler;
978
979 GLenum DepthMode; /**< GL_ARB_depth_texture */
980 bool StencilSampling; /**< Should we sample stencil instead of depth? */
981
982 GLfloat Priority; /**< in [0,1] */
983 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
984 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
985 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
986 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
987 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
988 GLint CropRect[4]; /**< GL_OES_draw_texture */
989 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
990 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
991 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
992 GLboolean _BaseComplete; /**< Is the base texture level valid? */
993 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
994 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
995 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
996 GLboolean Purgeable; /**< Is the buffer purgeable under memory
997 pressure? */
998 GLboolean Immutable; /**< GL_ARB_texture_storage */
999 GLboolean _IsFloat; /**< GL_OES_float_texture */
1000 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1001
1002 GLuint MinLevel; /**< GL_ARB_texture_view */
1003 GLuint MinLayer; /**< GL_ARB_texture_view */
1004 GLuint NumLevels; /**< GL_ARB_texture_view */
1005 GLuint NumLayers; /**< GL_ARB_texture_view */
1006
1007 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1008 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1009
1010 /** GL_ARB_texture_buffer_object */
1011 struct gl_buffer_object *BufferObject;
1012 GLenum BufferObjectFormat;
1013 /** Equivalent Mesa format for BufferObjectFormat. */
1014 mesa_format _BufferObjectFormat;
1015 /** GL_ARB_texture_buffer_range */
1016 GLintptr BufferOffset;
1017 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1018
1019 /** GL_OES_EGL_image_external */
1020 GLint RequiredTextureImageUnits;
1021
1022 /** GL_ARB_shader_image_load_store */
1023 GLenum ImageFormatCompatibilityType;
1024 };
1025
1026
1027 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1028 #define MAX_COMBINER_TERMS 4
1029
1030
1031 /**
1032 * Texture combine environment state.
1033 */
1034 struct gl_tex_env_combine_state
1035 {
1036 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1037 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1038 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1039 GLenum SourceRGB[MAX_COMBINER_TERMS];
1040 GLenum SourceA[MAX_COMBINER_TERMS];
1041 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1042 GLenum OperandRGB[MAX_COMBINER_TERMS];
1043 GLenum OperandA[MAX_COMBINER_TERMS];
1044 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1045 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1046 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1047 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1048 };
1049
1050
1051 /**
1052 * TexGenEnabled flags.
1053 */
1054 /*@{*/
1055 #define S_BIT 1
1056 #define T_BIT 2
1057 #define R_BIT 4
1058 #define Q_BIT 8
1059 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1060 /*@}*/
1061
1062
1063 /**
1064 * Bit flag versions of the corresponding GL_ constants.
1065 */
1066 /*@{*/
1067 #define TEXGEN_SPHERE_MAP 0x1
1068 #define TEXGEN_OBJ_LINEAR 0x2
1069 #define TEXGEN_EYE_LINEAR 0x4
1070 #define TEXGEN_REFLECTION_MAP_NV 0x8
1071 #define TEXGEN_NORMAL_MAP_NV 0x10
1072
1073 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1074 TEXGEN_REFLECTION_MAP_NV | \
1075 TEXGEN_NORMAL_MAP_NV)
1076 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1077 TEXGEN_REFLECTION_MAP_NV | \
1078 TEXGEN_NORMAL_MAP_NV | \
1079 TEXGEN_EYE_LINEAR)
1080 /*@}*/
1081
1082
1083
1084 /** Tex-gen enabled for texture unit? */
1085 #define ENABLE_TEXGEN(unit) (1 << (unit))
1086
1087 /** Non-identity texture matrix for texture unit? */
1088 #define ENABLE_TEXMAT(unit) (1 << (unit))
1089
1090
1091 /**
1092 * Texture coord generation state.
1093 */
1094 struct gl_texgen
1095 {
1096 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1097 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1098 GLfloat ObjectPlane[4];
1099 GLfloat EyePlane[4];
1100 };
1101
1102
1103 /**
1104 * Texture unit state. Contains enable flags, texture environment/function/
1105 * combiners, texgen state, and pointers to current texture objects.
1106 */
1107 struct gl_texture_unit
1108 {
1109 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1110
1111 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1112 GLclampf EnvColor[4];
1113 GLfloat EnvColorUnclamped[4];
1114
1115 struct gl_texgen GenS;
1116 struct gl_texgen GenT;
1117 struct gl_texgen GenR;
1118 struct gl_texgen GenQ;
1119 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1120 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1121
1122 GLfloat LodBias; /**< for biasing mipmap levels */
1123
1124 /** Texture targets that have a non-default texture bound */
1125 GLbitfield _BoundTextures;
1126
1127 /** Current sampler object (GL_ARB_sampler_objects) */
1128 struct gl_sampler_object *Sampler;
1129
1130 /**
1131 * \name GL_EXT_texture_env_combine
1132 */
1133 struct gl_tex_env_combine_state Combine;
1134
1135 /**
1136 * Derived state based on \c EnvMode and the \c BaseFormat of the
1137 * currently enabled texture.
1138 */
1139 struct gl_tex_env_combine_state _EnvMode;
1140
1141 /**
1142 * Currently enabled combiner state. This will point to either
1143 * \c Combine or \c _EnvMode.
1144 */
1145 struct gl_tex_env_combine_state *_CurrentCombine;
1146
1147 /** Current texture object pointers */
1148 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1149
1150 /** Points to highest priority, complete and enabled texture object */
1151 struct gl_texture_object *_Current;
1152
1153 };
1154
1155
1156 /**
1157 * Texture attribute group (GL_TEXTURE_BIT).
1158 */
1159 struct gl_texture_attrib
1160 {
1161 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1162
1163 /** GL_ARB_seamless_cubemap */
1164 GLboolean CubeMapSeamless;
1165
1166 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1167
1168 /** GL_ARB_texture_buffer_object */
1169 struct gl_buffer_object *BufferObject;
1170
1171 /** Texture coord units/sets used for fragment texturing */
1172 GLbitfield _EnabledCoordUnits;
1173
1174 /** Texture coord units that have texgen enabled */
1175 GLbitfield _TexGenEnabled;
1176
1177 /** Texture coord units that have non-identity matrices */
1178 GLbitfield _TexMatEnabled;
1179
1180 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1181 GLbitfield _GenFlags;
1182
1183 /** Largest index of a texture unit with _Current != NULL. */
1184 GLint _MaxEnabledTexImageUnit;
1185
1186 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1187 GLint NumCurrentTexUsed;
1188
1189 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1190 };
1191
1192
1193 /**
1194 * Data structure representing a single clip plane (e.g. one of the elements
1195 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1196 */
1197 typedef GLfloat gl_clip_plane[4];
1198
1199
1200 /**
1201 * Transformation attribute group (GL_TRANSFORM_BIT).
1202 */
1203 struct gl_transform_attrib
1204 {
1205 GLenum MatrixMode; /**< Matrix mode */
1206 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1207 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1208 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1209 GLboolean Normalize; /**< Normalize all normals? */
1210 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1211 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1212 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1213 /** GL_ARB_clip_control */
1214 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1215 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1216 };
1217
1218
1219 /**
1220 * Viewport attribute group (GL_VIEWPORT_BIT).
1221 */
1222 struct gl_viewport_attrib
1223 {
1224 GLfloat X, Y; /**< position */
1225 GLfloat Width, Height; /**< size */
1226 GLdouble Near, Far; /**< Depth buffer range */
1227 };
1228
1229
1230 typedef enum {
1231 MAP_USER,
1232 MAP_INTERNAL,
1233
1234 MAP_COUNT
1235 } gl_map_buffer_index;
1236
1237
1238 /**
1239 * Fields describing a mapped buffer range.
1240 */
1241 struct gl_buffer_mapping {
1242 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1243 GLvoid *Pointer; /**< User-space address of mapping */
1244 GLintptr Offset; /**< Mapped offset */
1245 GLsizeiptr Length; /**< Mapped length */
1246 };
1247
1248
1249 /**
1250 * Usages we've seen for a buffer object.
1251 */
1252 typedef enum {
1253 USAGE_UNIFORM_BUFFER = 0x1,
1254 USAGE_TEXTURE_BUFFER = 0x2,
1255 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1256 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1257 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1258 USAGE_PIXEL_PACK_BUFFER = 0x20,
1259 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1260 } gl_buffer_usage;
1261
1262
1263 /**
1264 * GL_ARB_vertex/pixel_buffer_object buffer object
1265 */
1266 struct gl_buffer_object
1267 {
1268 mtx_t Mutex;
1269 GLint RefCount;
1270 GLuint Name;
1271 GLchar *Label; /**< GL_KHR_debug */
1272 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1273 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1274 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1275 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1276 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1277 GLboolean Written; /**< Ever written to? (for debugging) */
1278 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1279 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1280 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1281
1282 /** Counters used for buffer usage warnings */
1283 GLuint NumSubDataCalls;
1284 GLuint NumMapBufferWriteCalls;
1285
1286 struct gl_buffer_mapping Mappings[MAP_COUNT];
1287
1288 /** Memoization of min/max index computations for static index buffers */
1289 struct hash_table *MinMaxCache;
1290 unsigned MinMaxCacheHitIndices;
1291 unsigned MinMaxCacheMissIndices;
1292 bool MinMaxCacheDirty;
1293 };
1294
1295
1296 /**
1297 * Client pixel packing/unpacking attributes
1298 */
1299 struct gl_pixelstore_attrib
1300 {
1301 GLint Alignment;
1302 GLint RowLength;
1303 GLint SkipPixels;
1304 GLint SkipRows;
1305 GLint ImageHeight;
1306 GLint SkipImages;
1307 GLboolean SwapBytes;
1308 GLboolean LsbFirst;
1309 GLboolean Invert; /**< GL_MESA_pack_invert */
1310 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1311 GLint CompressedBlockHeight;
1312 GLint CompressedBlockDepth;
1313 GLint CompressedBlockSize;
1314 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1315 };
1316
1317
1318 /**
1319 * Client vertex array attributes
1320 */
1321 struct gl_client_array
1322 {
1323 GLint Size; /**< components per element (1,2,3,4) */
1324 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1325 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1326 GLsizei StrideB; /**< actual stride in bytes */
1327 GLuint _ElementSize; /**< size of each element in bytes */
1328 const GLubyte *Ptr; /**< Points to array data */
1329 GLboolean Normalized; /**< GL_ARB_vertex_program */
1330 GLboolean Integer; /**< Integer-valued? */
1331 GLboolean Doubles; /**< double precision values are not converted to floats */
1332 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1333
1334 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1335 };
1336
1337
1338 /**
1339 * Vertex attribute array as seen by the client.
1340 *
1341 * Contains the size, type, format and normalization flag,
1342 * along with the index of a vertex buffer binding point.
1343 *
1344 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1345 * and is only present for backwards compatibility reasons.
1346 * Rendering always uses VERTEX_BINDING_STRIDE.
1347 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1348 * and VERTEX_BINDING_STRIDE to the same value, while
1349 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1350 */
1351 struct gl_vertex_attrib_array
1352 {
1353 GLint Size; /**< Components per element (1,2,3,4) */
1354 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1355 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1356 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1357 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1358 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1359 GLboolean Enabled; /**< Whether the array is enabled */
1360 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1361 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1362 GLboolean Doubles; /**< double precision values are not converted to floats */
1363 GLuint _ElementSize; /**< Size of each element in bytes */
1364 GLuint VertexBinding; /**< Vertex buffer binding */
1365 };
1366
1367
1368 /**
1369 * This describes the buffer object used for a vertex array (or
1370 * multiple vertex arrays). If BufferObj points to the default/null
1371 * buffer object, then the vertex array lives in user memory and not a VBO.
1372 */
1373 struct gl_vertex_buffer_binding
1374 {
1375 GLintptr Offset; /**< User-specified offset */
1376 GLsizei Stride; /**< User-specified stride */
1377 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1378 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1379 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1380 };
1381
1382
1383 /**
1384 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1385 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1386 * extension.
1387 */
1388 struct gl_vertex_array_object
1389 {
1390 /** Name of the VAO as received from glGenVertexArray. */
1391 GLuint Name;
1392
1393 GLint RefCount;
1394
1395 GLchar *Label; /**< GL_KHR_debug */
1396
1397 mtx_t Mutex;
1398
1399 /**
1400 * Does the VAO use ARB semantics or Apple semantics?
1401 *
1402 * There are several ways in which ARB_vertex_array_object and
1403 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1404 * least,
1405 *
1406 * - ARB VAOs require that all array data be sourced from vertex buffer
1407 * objects, but Apple VAOs do not.
1408 *
1409 * - ARB VAOs require that names come from GenVertexArrays.
1410 *
1411 * This flag notes which behavior governs this VAO.
1412 */
1413 GLboolean ARBsemantics;
1414
1415 /**
1416 * Has this array object been bound?
1417 */
1418 GLboolean EverBound;
1419
1420 /**
1421 * Derived vertex attribute arrays
1422 *
1423 * This is a legacy data structure created from gl_vertex_attrib_array and
1424 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1425 */
1426 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1427
1428 /** Vertex attribute arrays */
1429 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1430
1431 /** Vertex buffer bindings */
1432 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1433
1434 /** Mask indicating which vertex arrays have vertex buffer associated. */
1435 GLbitfield64 VertexAttribBufferMask;
1436
1437 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1438 GLbitfield64 _Enabled;
1439
1440 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1441 GLbitfield64 NewArrays;
1442
1443 /** The index buffer (also known as the element array buffer in OpenGL). */
1444 struct gl_buffer_object *IndexBufferObj;
1445 };
1446
1447
1448 /** Used to signal when transitioning from one kind of drawing method
1449 * to another.
1450 */
1451 typedef enum {
1452 DRAW_NONE, /**< Initial value only */
1453 DRAW_BEGIN_END,
1454 DRAW_DISPLAY_LIST,
1455 DRAW_ARRAYS
1456 } gl_draw_method;
1457
1458 /**
1459 * Enum for the OpenGL APIs we know about and may support.
1460 *
1461 * NOTE: This must match the api_enum table in
1462 * src/mesa/main/get_hash_generator.py
1463 */
1464 typedef enum
1465 {
1466 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1467 API_OPENGLES,
1468 API_OPENGLES2,
1469 API_OPENGL_CORE,
1470 API_OPENGL_LAST = API_OPENGL_CORE
1471 } gl_api;
1472
1473 /**
1474 * Vertex array state
1475 */
1476 struct gl_array_attrib
1477 {
1478 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1479 struct gl_vertex_array_object *VAO;
1480
1481 /** The default vertex array object */
1482 struct gl_vertex_array_object *DefaultVAO;
1483
1484 /** The last VAO accessed by a DSA function */
1485 struct gl_vertex_array_object *LastLookedUpVAO;
1486
1487 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1488 struct _mesa_HashTable *Objects;
1489
1490 GLint ActiveTexture; /**< Client Active Texture */
1491 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1492 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1493
1494 /**
1495 * \name Primitive restart controls
1496 *
1497 * Primitive restart is enabled if either \c PrimitiveRestart or
1498 * \c PrimitiveRestartFixedIndex is set.
1499 */
1500 /*@{*/
1501 GLboolean PrimitiveRestart;
1502 GLboolean PrimitiveRestartFixedIndex;
1503 GLboolean _PrimitiveRestart;
1504 GLuint RestartIndex;
1505 /*@}*/
1506
1507 /** One of the DRAW_xxx flags, not consumed by drivers */
1508 gl_draw_method DrawMethod;
1509
1510 /* GL_ARB_vertex_buffer_object */
1511 struct gl_buffer_object *ArrayBufferObj;
1512
1513 /**
1514 * Vertex arrays as consumed by a driver.
1515 * The array pointer is set up only by the VBO module.
1516 */
1517 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1518
1519 /** Legal array datatypes and the API for which they have been computed */
1520 GLbitfield LegalTypesMask;
1521 gl_api LegalTypesMaskAPI;
1522 };
1523
1524
1525 /**
1526 * Feedback buffer state
1527 */
1528 struct gl_feedback
1529 {
1530 GLenum Type;
1531 GLbitfield _Mask; /**< FB_* bits */
1532 GLfloat *Buffer;
1533 GLuint BufferSize;
1534 GLuint Count;
1535 };
1536
1537
1538 /**
1539 * Selection buffer state
1540 */
1541 struct gl_selection
1542 {
1543 GLuint *Buffer; /**< selection buffer */
1544 GLuint BufferSize; /**< size of the selection buffer */
1545 GLuint BufferCount; /**< number of values in the selection buffer */
1546 GLuint Hits; /**< number of records in the selection buffer */
1547 GLuint NameStackDepth; /**< name stack depth */
1548 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1549 GLboolean HitFlag; /**< hit flag */
1550 GLfloat HitMinZ; /**< minimum hit depth */
1551 GLfloat HitMaxZ; /**< maximum hit depth */
1552 };
1553
1554
1555 /**
1556 * 1-D Evaluator control points
1557 */
1558 struct gl_1d_map
1559 {
1560 GLuint Order; /**< Number of control points */
1561 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1562 GLfloat *Points; /**< Points to contiguous control points */
1563 };
1564
1565
1566 /**
1567 * 2-D Evaluator control points
1568 */
1569 struct gl_2d_map
1570 {
1571 GLuint Uorder; /**< Number of control points in U dimension */
1572 GLuint Vorder; /**< Number of control points in V dimension */
1573 GLfloat u1, u2, du;
1574 GLfloat v1, v2, dv;
1575 GLfloat *Points; /**< Points to contiguous control points */
1576 };
1577
1578
1579 /**
1580 * All evaluator control point state
1581 */
1582 struct gl_evaluators
1583 {
1584 /**
1585 * \name 1-D maps
1586 */
1587 /*@{*/
1588 struct gl_1d_map Map1Vertex3;
1589 struct gl_1d_map Map1Vertex4;
1590 struct gl_1d_map Map1Index;
1591 struct gl_1d_map Map1Color4;
1592 struct gl_1d_map Map1Normal;
1593 struct gl_1d_map Map1Texture1;
1594 struct gl_1d_map Map1Texture2;
1595 struct gl_1d_map Map1Texture3;
1596 struct gl_1d_map Map1Texture4;
1597 /*@}*/
1598
1599 /**
1600 * \name 2-D maps
1601 */
1602 /*@{*/
1603 struct gl_2d_map Map2Vertex3;
1604 struct gl_2d_map Map2Vertex4;
1605 struct gl_2d_map Map2Index;
1606 struct gl_2d_map Map2Color4;
1607 struct gl_2d_map Map2Normal;
1608 struct gl_2d_map Map2Texture1;
1609 struct gl_2d_map Map2Texture2;
1610 struct gl_2d_map Map2Texture3;
1611 struct gl_2d_map Map2Texture4;
1612 /*@}*/
1613 };
1614
1615
1616 struct gl_transform_feedback_varying_info
1617 {
1618 char *Name;
1619 GLenum Type;
1620 GLint BufferIndex;
1621 GLint Size;
1622 GLint Offset;
1623 };
1624
1625
1626 /**
1627 * Per-output info vertex shaders for transform feedback.
1628 */
1629 struct gl_transform_feedback_output
1630 {
1631 unsigned OutputRegister;
1632 unsigned OutputBuffer;
1633 unsigned NumComponents;
1634 unsigned StreamId;
1635
1636 /** offset (in DWORDs) of this output within the interleaved structure */
1637 unsigned DstOffset;
1638
1639 /**
1640 * Offset into the output register of the data to output. For example,
1641 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1642 * offset is in the y and z components of the output register.
1643 */
1644 unsigned ComponentOffset;
1645 };
1646
1647
1648 struct gl_transform_feedback_buffer
1649 {
1650 unsigned Binding;
1651
1652 unsigned NumVaryings;
1653
1654 /**
1655 * Total number of components stored in each buffer. This may be used by
1656 * hardware back-ends to determine the correct stride when interleaving
1657 * multiple transform feedback outputs in the same buffer.
1658 */
1659 unsigned Stride;
1660
1661 /**
1662 * Which transform feedback stream this buffer binding is associated with.
1663 */
1664 unsigned Stream;
1665 };
1666
1667
1668 /** Post-link transform feedback info. */
1669 struct gl_transform_feedback_info
1670 {
1671 unsigned NumOutputs;
1672
1673 /* Bitmask of active buffer indices. */
1674 unsigned ActiveBuffers;
1675
1676 struct gl_transform_feedback_output *Outputs;
1677
1678 /** Transform feedback varyings used for the linking of this shader program.
1679 *
1680 * Use for glGetTransformFeedbackVarying().
1681 */
1682 struct gl_transform_feedback_varying_info *Varyings;
1683 GLint NumVarying;
1684
1685 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1686 };
1687
1688
1689 /**
1690 * Transform feedback object state
1691 */
1692 struct gl_transform_feedback_object
1693 {
1694 GLuint Name; /**< AKA the object ID */
1695 GLint RefCount;
1696 GLchar *Label; /**< GL_KHR_debug */
1697 GLboolean Active; /**< Is transform feedback enabled? */
1698 GLboolean Paused; /**< Is transform feedback paused? */
1699 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1700 at least once? */
1701 GLboolean EverBound; /**< Has this object been bound? */
1702
1703 /**
1704 * GLES: if Active is true, remaining number of primitives which can be
1705 * rendered without overflow. This is necessary to track because GLES
1706 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1707 * glDrawArraysInstanced would overflow transform feedback buffers.
1708 * Undefined if Active is false.
1709 *
1710 * Not tracked for desktop GL since it's unnecessary.
1711 */
1712 unsigned GlesRemainingPrims;
1713
1714 /**
1715 * The shader program active when BeginTransformFeedback() was called.
1716 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1717 * where stage is the pipeline stage that is the source of data for
1718 * transform feedback.
1719 */
1720 struct gl_shader_program *shader_program;
1721
1722 /** The feedback buffers */
1723 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1724 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1725
1726 /** Start of feedback data in dest buffer */
1727 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1728
1729 /**
1730 * Max data to put into dest buffer (in bytes). Computed based on
1731 * RequestedSize and the actual size of the buffer.
1732 */
1733 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1734
1735 /**
1736 * Size that was specified when the buffer was bound. If the buffer was
1737 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1738 * zero.
1739 */
1740 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1741 };
1742
1743
1744 /**
1745 * Context state for transform feedback.
1746 */
1747 struct gl_transform_feedback_state
1748 {
1749 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1750
1751 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1752 struct gl_buffer_object *CurrentBuffer;
1753
1754 /** The table of all transform feedback objects */
1755 struct _mesa_HashTable *Objects;
1756
1757 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1758 struct gl_transform_feedback_object *CurrentObject;
1759
1760 /** The default xform-fb object (Name==0) */
1761 struct gl_transform_feedback_object *DefaultObject;
1762 };
1763
1764
1765 /**
1766 * A "performance monitor" as described in AMD_performance_monitor.
1767 */
1768 struct gl_perf_monitor_object
1769 {
1770 GLuint Name;
1771
1772 /** True if the monitor is currently active (Begin called but not End). */
1773 GLboolean Active;
1774
1775 /**
1776 * True if the monitor has ended.
1777 *
1778 * This is distinct from !Active because it may never have began.
1779 */
1780 GLboolean Ended;
1781
1782 /**
1783 * A list of groups with currently active counters.
1784 *
1785 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1786 */
1787 unsigned *ActiveGroups;
1788
1789 /**
1790 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1791 *
1792 * Checking whether counter 'c' in group 'g' is active can be done via:
1793 *
1794 * BITSET_TEST(ActiveCounters[g], c)
1795 */
1796 GLuint **ActiveCounters;
1797 };
1798
1799
1800 union gl_perf_monitor_counter_value
1801 {
1802 float f;
1803 uint64_t u64;
1804 uint32_t u32;
1805 };
1806
1807
1808 struct gl_perf_monitor_counter
1809 {
1810 /** Human readable name for the counter. */
1811 const char *Name;
1812
1813 /**
1814 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1815 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1816 */
1817 GLenum Type;
1818
1819 /** Minimum counter value. */
1820 union gl_perf_monitor_counter_value Minimum;
1821
1822 /** Maximum counter value. */
1823 union gl_perf_monitor_counter_value Maximum;
1824 };
1825
1826
1827 struct gl_perf_monitor_group
1828 {
1829 /** Human readable name for the group. */
1830 const char *Name;
1831
1832 /**
1833 * Maximum number of counters in this group which can be active at the
1834 * same time.
1835 */
1836 GLuint MaxActiveCounters;
1837
1838 /** Array of counters within this group. */
1839 const struct gl_perf_monitor_counter *Counters;
1840 GLuint NumCounters;
1841 };
1842
1843
1844 /**
1845 * Context state for AMD_performance_monitor.
1846 */
1847 struct gl_perf_monitor_state
1848 {
1849 /** Array of performance monitor groups (indexed by group ID) */
1850 const struct gl_perf_monitor_group *Groups;
1851 GLuint NumGroups;
1852
1853 /** The table of all performance monitors. */
1854 struct _mesa_HashTable *Monitors;
1855 };
1856
1857
1858 /**
1859 * Names of the various vertex/fragment program register files, etc.
1860 *
1861 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1862 * All values should fit in a 4-bit field.
1863 *
1864 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1865 * considered to be "uniform" variables since they can only be set outside
1866 * glBegin/End. They're also all stored in the same Parameters array.
1867 */
1868 typedef enum
1869 {
1870 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1871 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1872 PROGRAM_INPUT, /**< machine->Inputs[] */
1873 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1874 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1875 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1876 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1877 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1878 PROGRAM_ADDRESS, /**< machine->AddressReg */
1879 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1880 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1881 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1882 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1883 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1884 PROGRAM_MEMORY, /**< for shared, global and local memory */
1885 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1886 PROGRAM_FILE_MAX
1887 } gl_register_file;
1888
1889
1890 /**
1891 * Base class for any kind of program object
1892 */
1893 struct gl_program
1894 {
1895 mtx_t Mutex;
1896 GLuint Id;
1897 GLint RefCount;
1898 GLubyte *String; /**< Null-terminated program text */
1899
1900 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1901 GLenum Format; /**< String encoding format */
1902
1903 struct prog_instruction *Instructions;
1904
1905 struct nir_shader *nir;
1906
1907 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1908 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1909 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1910 GLbitfield64 OutputsRead; /**< Bitmask of which output regs are read */
1911 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1912 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1913 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1914 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1915 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1916 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1917
1918 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1919
1920 /**
1921 * For vertex and geometry shaders, true if the program uses the
1922 * gl_ClipDistance output. Ignored for fragment shaders.
1923 */
1924 unsigned ClipDistanceArraySize;
1925 unsigned CullDistanceArraySize;
1926
1927
1928 /** Named parameters, constants, etc. from program text */
1929 struct gl_program_parameter_list *Parameters;
1930
1931 /**
1932 * Local parameters used by the program.
1933 *
1934 * It's dynamically allocated because it is rarely used (just
1935 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1936 * allocated.
1937 */
1938 GLfloat (*LocalParams)[4];
1939
1940 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1941 GLubyte SamplerUnits[MAX_SAMPLERS];
1942
1943 /** Bitmask of which register files are read/written with indirect
1944 * addressing. Mask of (1 << PROGRAM_x) bits.
1945 */
1946 GLbitfield IndirectRegisterFiles;
1947
1948 /** Logical counts */
1949 /*@{*/
1950 GLuint NumInstructions;
1951 GLuint NumTemporaries;
1952 GLuint NumParameters;
1953 GLuint NumAttributes;
1954 GLuint NumAddressRegs;
1955 GLuint NumAluInstructions;
1956 GLuint NumTexInstructions;
1957 GLuint NumTexIndirections;
1958 /*@}*/
1959 /** Native, actual h/w counts */
1960 /*@{*/
1961 GLuint NumNativeInstructions;
1962 GLuint NumNativeTemporaries;
1963 GLuint NumNativeParameters;
1964 GLuint NumNativeAttributes;
1965 GLuint NumNativeAddressRegs;
1966 GLuint NumNativeAluInstructions;
1967 GLuint NumNativeTexInstructions;
1968 GLuint NumNativeTexIndirections;
1969 /*@}*/
1970 };
1971
1972
1973 /** Vertex program object */
1974 struct gl_vertex_program
1975 {
1976 struct gl_program Base; /**< base class */
1977 GLboolean IsPositionInvariant;
1978 };
1979
1980
1981 /** Tessellation control program object */
1982 struct gl_tess_ctrl_program
1983 {
1984 struct gl_program Base; /**< base class */
1985
1986 /* output layout */
1987 GLint VerticesOut;
1988 };
1989
1990
1991 /** Tessellation evaluation program object */
1992 struct gl_tess_eval_program
1993 {
1994 struct gl_program Base; /**< base class */
1995
1996 /* input layout */
1997 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
1998 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
1999 GLenum VertexOrder; /* GL_CW or GL_CCW */
2000 bool PointMode;
2001 };
2002
2003
2004 /** Geometry program object */
2005 struct gl_geometry_program
2006 {
2007 struct gl_program Base; /**< base class */
2008
2009 GLint VerticesIn;
2010 GLint VerticesOut;
2011 GLint Invocations;
2012 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2013 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2014 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2015 bool UsesEndPrimitive;
2016 bool UsesStreams;
2017 };
2018
2019
2020 /** Fragment program object */
2021 struct gl_fragment_program
2022 {
2023 struct gl_program Base; /**< base class */
2024 GLboolean UsesKill; /**< shader uses KIL instruction */
2025 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2026 GLboolean OriginUpperLeft;
2027 GLboolean PixelCenterInteger;
2028 enum gl_frag_depth_layout FragDepthLayout;
2029
2030 /**
2031 * GLSL interpolation qualifier associated with each fragment shader input.
2032 * For inputs that do not have an interpolation qualifier specified in
2033 * GLSL, the value is INTERP_MODE_NONE.
2034 */
2035 enum glsl_interp_mode InterpQualifier[VARYING_SLOT_MAX];
2036
2037 /**
2038 * Bitfield indicating, for each fragment shader input, 1 if that input
2039 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2040 */
2041 GLbitfield64 IsCentroid;
2042
2043 /**
2044 * Bitfield indicating, for each fragment shader input, 1 if that input
2045 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2046 */
2047 GLbitfield64 IsSample;
2048 };
2049
2050
2051 /** Compute program object */
2052 struct gl_compute_program
2053 {
2054 struct gl_program Base; /**< base class */
2055
2056 /**
2057 * Size specified using local_size_{x,y,z}.
2058 */
2059 unsigned LocalSize[3];
2060
2061 /**
2062 * Size of shared variables accessed by the compute shader.
2063 */
2064 unsigned SharedSize;
2065 };
2066
2067
2068 /**
2069 * State common to vertex and fragment programs.
2070 */
2071 struct gl_program_state
2072 {
2073 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2074 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2075 };
2076
2077
2078 /**
2079 * Context state for vertex programs.
2080 */
2081 struct gl_vertex_program_state
2082 {
2083 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2084 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2085 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2086 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2087 /** Computed two sided lighting for fixed function/programs. */
2088 GLboolean _TwoSideEnabled;
2089 struct gl_vertex_program *Current; /**< User-bound vertex program */
2090
2091 /** Currently enabled and valid vertex program (including internal
2092 * programs, user-defined vertex programs and GLSL vertex shaders).
2093 * This is the program we must use when rendering.
2094 */
2095 struct gl_vertex_program *_Current;
2096
2097 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2098
2099 /** Should fixed-function T&L be implemented with a vertex prog? */
2100 GLboolean _MaintainTnlProgram;
2101
2102 /** Program to emulate fixed-function T&L (see above) */
2103 struct gl_vertex_program *_TnlProgram;
2104
2105 /** Cache of fixed-function programs */
2106 struct gl_program_cache *Cache;
2107
2108 GLboolean _Overriden;
2109 };
2110
2111 /**
2112 * Context state for tessellation control programs.
2113 */
2114 struct gl_tess_ctrl_program_state
2115 {
2116 /** Currently bound and valid shader. */
2117 struct gl_tess_ctrl_program *_Current;
2118
2119 GLint patch_vertices;
2120 GLfloat patch_default_outer_level[4];
2121 GLfloat patch_default_inner_level[2];
2122 };
2123
2124 /**
2125 * Context state for tessellation evaluation programs.
2126 */
2127 struct gl_tess_eval_program_state
2128 {
2129 /** Currently bound and valid shader. */
2130 struct gl_tess_eval_program *_Current;
2131 };
2132
2133 /**
2134 * Context state for geometry programs.
2135 */
2136 struct gl_geometry_program_state
2137 {
2138 /** Currently enabled and valid program (including internal programs
2139 * and compiled shader programs).
2140 */
2141 struct gl_geometry_program *_Current;
2142 };
2143
2144 /**
2145 * Context state for fragment programs.
2146 */
2147 struct gl_fragment_program_state
2148 {
2149 GLboolean Enabled; /**< User-set fragment program enable flag */
2150 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2151 struct gl_fragment_program *Current; /**< User-bound fragment program */
2152
2153 /** Currently enabled and valid fragment program (including internal
2154 * programs, user-defined fragment programs and GLSL fragment shaders).
2155 * This is the program we must use when rendering.
2156 */
2157 struct gl_fragment_program *_Current;
2158
2159 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2160
2161 /** Should fixed-function texturing be implemented with a fragment prog? */
2162 GLboolean _MaintainTexEnvProgram;
2163
2164 /** Program to emulate fixed-function texture env/combine (see above) */
2165 struct gl_fragment_program *_TexEnvProgram;
2166
2167 /** Cache of fixed-function programs */
2168 struct gl_program_cache *Cache;
2169 };
2170
2171
2172 /**
2173 * Context state for compute programs.
2174 */
2175 struct gl_compute_program_state
2176 {
2177 /** Currently enabled and valid program (including internal programs
2178 * and compiled shader programs).
2179 */
2180 struct gl_compute_program *_Current;
2181 };
2182
2183
2184 /**
2185 * ATI_fragment_shader runtime state
2186 */
2187
2188 struct atifs_instruction;
2189 struct atifs_setupinst;
2190
2191 /**
2192 * ATI fragment shader
2193 */
2194 struct ati_fragment_shader
2195 {
2196 GLuint Id;
2197 GLint RefCount;
2198 struct atifs_instruction *Instructions[2];
2199 struct atifs_setupinst *SetupInst[2];
2200 GLfloat Constants[8][4];
2201 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2202 GLubyte numArithInstr[2];
2203 GLubyte regsAssigned[2];
2204 GLubyte NumPasses; /**< 1 or 2 */
2205 GLubyte cur_pass;
2206 GLubyte last_optype;
2207 GLboolean interpinp1;
2208 GLboolean isValid;
2209 GLuint swizzlerq;
2210 struct gl_program *Program;
2211 };
2212
2213 /**
2214 * Context state for GL_ATI_fragment_shader
2215 */
2216 struct gl_ati_fragment_shader_state
2217 {
2218 GLboolean Enabled;
2219 GLboolean _Enabled; /**< enabled and valid shader? */
2220 GLboolean Compiling;
2221 GLfloat GlobalConstants[8][4];
2222 struct ati_fragment_shader *Current;
2223 };
2224
2225 /**
2226 * Shader subroutine function definition
2227 */
2228 struct gl_subroutine_function
2229 {
2230 char *name;
2231 int index;
2232 int num_compat_types;
2233 const struct glsl_type **types;
2234 };
2235
2236 /**
2237 * Shader information needed by both gl_shader and gl_linked shader.
2238 */
2239 struct gl_shader_info
2240 {
2241 bool uses_builtin_functions;
2242 bool uses_gl_fragcoord;
2243 bool redeclares_gl_fragcoord;
2244 bool ARB_fragment_coord_conventions_enable;
2245
2246 /**
2247 * Fragment shader state from GLSL 1.50 layout qualifiers.
2248 */
2249 bool origin_upper_left;
2250 bool pixel_center_integer;
2251
2252 struct {
2253 /** Global xfb_stride out qualifier if any */
2254 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2255 } TransformFeedback;
2256
2257 /**
2258 * Tessellation Control shader state from layout qualifiers.
2259 */
2260 struct {
2261 /**
2262 * 0 - vertices not declared in shader, or
2263 * 1 .. GL_MAX_PATCH_VERTICES
2264 */
2265 GLint VerticesOut;
2266 } TessCtrl;
2267
2268 /**
2269 * Tessellation Evaluation shader state from layout qualifiers.
2270 */
2271 struct {
2272 /**
2273 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2274 * in this shader.
2275 */
2276 GLenum PrimitiveMode;
2277 /**
2278 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2279 * in this shader.
2280 */
2281 GLenum Spacing;
2282 /**
2283 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2284 */
2285 GLenum VertexOrder;
2286 /**
2287 * 1, 0, or -1 if it's not set in this shader.
2288 */
2289 int PointMode;
2290 } TessEval;
2291
2292 /**
2293 * Geometry shader state from GLSL 1.50 layout qualifiers.
2294 */
2295 struct {
2296 GLint VerticesOut;
2297 /**
2298 * 0 - Invocations count not declared in shader, or
2299 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2300 */
2301 GLint Invocations;
2302 /**
2303 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2304 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2305 * shader.
2306 */
2307 GLenum InputType;
2308 /**
2309 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2310 * it's not set in this shader.
2311 */
2312 GLenum OutputType;
2313 } Geom;
2314
2315 /**
2316 * Whether early fragment tests are enabled as defined by
2317 * ARB_shader_image_load_store.
2318 */
2319 bool EarlyFragmentTests;
2320
2321 /**
2322 * A bitmask of gl_advanced_blend_mode values
2323 */
2324 GLbitfield BlendSupport;
2325
2326 /**
2327 * Compute shader state from ARB_compute_shader layout qualifiers.
2328 */
2329 struct {
2330 /**
2331 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2332 * it's not set in this shader.
2333 */
2334 unsigned LocalSize[3];
2335 } Comp;
2336 };
2337
2338 /**
2339 * A linked GLSL shader object.
2340 */
2341 struct gl_linked_shader
2342 {
2343 gl_shader_stage Stage;
2344
2345 struct gl_program *Program; /**< Post-compile assembly code */
2346
2347 /**
2348 * \name Sampler tracking
2349 *
2350 * \note Each of these fields is only set post-linking.
2351 */
2352 /*@{*/
2353 unsigned num_samplers; /**< Number of samplers used by this shader. */
2354 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2355 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2356 /*@}*/
2357
2358 /**
2359 * Map from sampler unit to texture unit (set by glUniform1i())
2360 *
2361 * A sampler unit is associated with each sampler uniform by the linker.
2362 * The sampler unit associated with each uniform is stored in the
2363 * \c gl_uniform_storage::sampler field.
2364 */
2365 GLubyte SamplerUnits[MAX_SAMPLERS];
2366 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2367 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2368
2369 /**
2370 * Number of default uniform block components used by this shader.
2371 *
2372 * This field is only set post-linking.
2373 */
2374 unsigned num_uniform_components;
2375
2376 /**
2377 * Number of combined uniform components used by this shader.
2378 *
2379 * This field is only set post-linking. It is the sum of the uniform block
2380 * sizes divided by sizeof(float), and num_uniform_compoennts.
2381 */
2382 unsigned num_combined_uniform_components;
2383
2384 unsigned NumUniformBlocks;
2385 struct gl_uniform_block **UniformBlocks;
2386
2387 unsigned NumShaderStorageBlocks;
2388 struct gl_uniform_block **ShaderStorageBlocks;
2389
2390 struct exec_list *ir;
2391 struct exec_list *packed_varyings;
2392 struct exec_list *fragdata_arrays;
2393 struct glsl_symbol_table *symbols;
2394
2395 /**
2396 * Map from image uniform index to image unit (set by glUniform1i())
2397 *
2398 * An image uniform index is associated with each image uniform by
2399 * the linker. The image index associated with each uniform is
2400 * stored in the \c gl_uniform_storage::image field.
2401 */
2402 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2403
2404 /**
2405 * Access qualifier specified in the shader for each image uniform
2406 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2407 * GL_READ_WRITE.
2408 *
2409 * It may be different, though only more strict than the value of
2410 * \c gl_image_unit::Access for the corresponding image unit.
2411 */
2412 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2413
2414 /**
2415 * Number of image uniforms defined in the shader. It specifies
2416 * the number of valid elements in the \c ImageUnits and \c
2417 * ImageAccess arrays above.
2418 */
2419 GLuint NumImages;
2420
2421 struct gl_active_atomic_buffer **AtomicBuffers;
2422 unsigned NumAtomicBuffers;
2423
2424 /**
2425 * Number of types for subroutine uniforms.
2426 */
2427 GLuint NumSubroutineUniformTypes;
2428
2429 /**
2430 * Subroutine uniform remap table
2431 * based on the program level uniform remap table.
2432 */
2433 GLuint NumSubroutineUniforms; /* non-sparse total */
2434 GLuint NumSubroutineUniformRemapTable;
2435 struct gl_uniform_storage **SubroutineUniformRemapTable;
2436
2437 /**
2438 * Num of subroutine functions for this stage
2439 * and storage for them.
2440 */
2441 GLuint NumSubroutineFunctions;
2442 GLuint MaxSubroutineFunctionIndex;
2443 struct gl_subroutine_function *SubroutineFunctions;
2444
2445 struct gl_shader_info info;
2446 };
2447
2448 /**
2449 * A GLSL shader object.
2450 */
2451 struct gl_shader
2452 {
2453 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2454 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2455 * Must be the first field.
2456 */
2457 GLenum Type;
2458 gl_shader_stage Stage;
2459 GLuint Name; /**< AKA the handle */
2460 GLint RefCount; /**< Reference count */
2461 GLchar *Label; /**< GL_KHR_debug */
2462 GLboolean DeletePending;
2463 GLboolean CompileStatus;
2464 bool IsES; /**< True if this shader uses GLSL ES */
2465
2466 GLuint SourceChecksum; /**< for debug/logging purposes */
2467 const GLchar *Source; /**< Source code string */
2468
2469 GLchar *InfoLog;
2470
2471 unsigned Version; /**< GLSL version used for linking */
2472
2473 struct exec_list *ir;
2474 struct glsl_symbol_table *symbols;
2475
2476 struct gl_shader_info info;
2477 };
2478
2479
2480 struct gl_uniform_buffer_variable
2481 {
2482 char *Name;
2483
2484 /**
2485 * Name of the uniform as seen by glGetUniformIndices.
2486 *
2487 * glGetUniformIndices requires that the block instance index \b not be
2488 * present in the name of queried uniforms.
2489 *
2490 * \note
2491 * \c gl_uniform_buffer_variable::IndexName and
2492 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2493 */
2494 char *IndexName;
2495
2496 const struct glsl_type *Type;
2497 unsigned int Offset;
2498 GLboolean RowMajor;
2499 };
2500
2501
2502 enum gl_uniform_block_packing
2503 {
2504 ubo_packing_std140,
2505 ubo_packing_shared,
2506 ubo_packing_packed,
2507 ubo_packing_std430
2508 };
2509
2510
2511 struct gl_uniform_block
2512 {
2513 /** Declared name of the uniform block */
2514 char *Name;
2515
2516 /** Array of supplemental information about UBO ir_variables. */
2517 struct gl_uniform_buffer_variable *Uniforms;
2518 GLuint NumUniforms;
2519
2520 /**
2521 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2522 * with glBindBufferBase to bind a buffer object to this uniform block. When
2523 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2524 */
2525 GLuint Binding;
2526
2527 /**
2528 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2529 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2530 */
2531 GLuint UniformBufferSize;
2532
2533 /** Stages that reference this block */
2534 uint8_t stageref;
2535
2536 /**
2537 * Layout specified in the shader
2538 *
2539 * This isn't accessible through the API, but it is used while
2540 * cross-validating uniform blocks.
2541 */
2542 enum gl_uniform_block_packing _Packing;
2543 };
2544
2545 /**
2546 * Structure that represents a reference to an atomic buffer from some
2547 * shader program.
2548 */
2549 struct gl_active_atomic_buffer
2550 {
2551 /** Uniform indices of the atomic counters declared within it. */
2552 GLuint *Uniforms;
2553 GLuint NumUniforms;
2554
2555 /** Binding point index associated with it. */
2556 GLuint Binding;
2557
2558 /** Minimum reasonable size it is expected to have. */
2559 GLuint MinimumSize;
2560
2561 /** Shader stages making use of it. */
2562 GLboolean StageReferences[MESA_SHADER_STAGES];
2563 };
2564
2565 /**
2566 * Data container for shader queries. This holds only the minimal
2567 * amount of required information for resource queries to work.
2568 */
2569 struct gl_shader_variable
2570 {
2571 /**
2572 * Declared type of the variable
2573 */
2574 const struct glsl_type *type;
2575
2576 /**
2577 * If the variable is in an interface block, this is the type of the block.
2578 */
2579 const struct glsl_type *interface_type;
2580
2581 /**
2582 * For variables inside structs (possibly recursively), this is the
2583 * outermost struct type.
2584 */
2585 const struct glsl_type *outermost_struct_type;
2586
2587 /**
2588 * Declared name of the variable
2589 */
2590 char *name;
2591
2592 /**
2593 * Storage location of the base of this variable
2594 *
2595 * The precise meaning of this field depends on the nature of the variable.
2596 *
2597 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2598 * - Vertex shader output: one of the values from \c gl_varying_slot.
2599 * - Geometry shader input: one of the values from \c gl_varying_slot.
2600 * - Geometry shader output: one of the values from \c gl_varying_slot.
2601 * - Fragment shader input: one of the values from \c gl_varying_slot.
2602 * - Fragment shader output: one of the values from \c gl_frag_result.
2603 * - Uniforms: Per-stage uniform slot number for default uniform block.
2604 * - Uniforms: Index within the uniform block definition for UBO members.
2605 * - Non-UBO Uniforms: explicit location until linking then reused to
2606 * store uniform slot number.
2607 * - Other: This field is not currently used.
2608 *
2609 * If the variable is a uniform, shader input, or shader output, and the
2610 * slot has not been assigned, the value will be -1.
2611 */
2612 int location;
2613
2614 /**
2615 * Specifies the first component the variable is stored in as per
2616 * ARB_enhanced_layouts.
2617 */
2618 unsigned component:2;
2619
2620 /**
2621 * Output index for dual source blending.
2622 *
2623 * \note
2624 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2625 * source blending.
2626 */
2627 unsigned index:1;
2628
2629 /**
2630 * Specifies whether a shader input/output is per-patch in tessellation
2631 * shader stages.
2632 */
2633 unsigned patch:1;
2634
2635 /**
2636 * Storage class of the variable.
2637 *
2638 * \sa (n)ir_variable_mode
2639 */
2640 unsigned mode:4;
2641
2642 /**
2643 * Interpolation mode for shader inputs / outputs
2644 *
2645 * \sa glsl_interp_mode
2646 */
2647 unsigned interpolation:2;
2648
2649 /**
2650 * Was the location explicitly set in the shader?
2651 *
2652 * If the location is explicitly set in the shader, it \b cannot be changed
2653 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2654 * no effect).
2655 */
2656 unsigned explicit_location:1;
2657
2658 /**
2659 * Precision qualifier.
2660 */
2661 unsigned precision:2;
2662 };
2663
2664 /**
2665 * Active resource in a gl_shader_program
2666 */
2667 struct gl_program_resource
2668 {
2669 GLenum Type; /** Program interface type. */
2670 const void *Data; /** Pointer to resource associated data structure. */
2671 uint8_t StageReferences; /** Bitmask of shader stage references. */
2672 };
2673
2674 /**
2675 * A GLSL program object.
2676 * Basically a linked collection of vertex and fragment shaders.
2677 */
2678 struct gl_shader_program
2679 {
2680 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2681 GLuint Name; /**< aka handle or ID */
2682 GLchar *Label; /**< GL_KHR_debug */
2683 GLint RefCount; /**< Reference count */
2684 GLboolean DeletePending;
2685
2686 /**
2687 * Is the application intending to glGetProgramBinary this program?
2688 */
2689 GLboolean BinaryRetreivableHint;
2690
2691 /**
2692 * Indicates whether program can be bound for individual pipeline stages
2693 * using UseProgramStages after it is next linked.
2694 */
2695 GLboolean SeparateShader;
2696
2697 GLuint NumShaders; /**< number of attached shaders */
2698 struct gl_shader **Shaders; /**< List of attached the shaders */
2699
2700 /**
2701 * User-defined attribute bindings
2702 *
2703 * These are set via \c glBindAttribLocation and are used to direct the
2704 * GLSL linker. These are \b not the values used in the compiled shader,
2705 * and they are \b not the values returned by \c glGetAttribLocation.
2706 */
2707 struct string_to_uint_map *AttributeBindings;
2708
2709 /**
2710 * User-defined fragment data bindings
2711 *
2712 * These are set via \c glBindFragDataLocation and are used to direct the
2713 * GLSL linker. These are \b not the values used in the compiled shader,
2714 * and they are \b not the values returned by \c glGetFragDataLocation.
2715 */
2716 struct string_to_uint_map *FragDataBindings;
2717 struct string_to_uint_map *FragDataIndexBindings;
2718
2719 /**
2720 * Transform feedback varyings last specified by
2721 * glTransformFeedbackVaryings().
2722 *
2723 * For the current set of transform feedback varyings used for transform
2724 * feedback output, see LinkedTransformFeedback.
2725 */
2726 struct {
2727 GLenum BufferMode;
2728 /** Global xfb_stride out qualifier if any */
2729 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2730 GLuint NumVarying;
2731 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2732 } TransformFeedback;
2733
2734 /** Post-link transform feedback info. */
2735 struct gl_transform_feedback_info LinkedTransformFeedback;
2736
2737 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2738 enum gl_frag_depth_layout FragDepthLayout;
2739
2740 /**
2741 * Tessellation Evaluation shader state from layout qualifiers.
2742 */
2743 struct {
2744 /**
2745 * True if gl_ClipDistance is written to. Copied into
2746 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2747 */
2748 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2749 0 if not present. */
2750 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2751 0 if not present. */
2752 } TessEval;
2753
2754 /**
2755 * Geometry shader state - copied into gl_geometry_program by
2756 * _mesa_copy_linked_program_data().
2757 */
2758 struct {
2759 GLint VerticesIn;
2760
2761 /**
2762 * True if gl_ClipDistance is written to. Copied into
2763 * gl_geometry_program by _mesa_copy_linked_program_data().
2764 */
2765 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2766 0 if not present. */
2767 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2768 0 if not present. */
2769 bool UsesEndPrimitive;
2770 bool UsesStreams;
2771 } Geom;
2772
2773 /** Vertex shader state */
2774 struct {
2775 /**
2776 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2777 * by _mesa_copy_linked_program_data().
2778 */
2779 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2780 0 if not present. */
2781 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2782 0 if not present. */
2783 } Vert;
2784
2785 /**
2786 * Compute shader state - copied into gl_compute_program by
2787 * _mesa_copy_linked_program_data().
2788 */
2789 struct {
2790 /**
2791 * If this shader contains a compute stage, size specified using
2792 * local_size_{x,y,z}. Otherwise undefined.
2793 */
2794 unsigned LocalSize[3];
2795 /**
2796 * Size of shared variables accessed by the compute shader.
2797 */
2798 unsigned SharedSize;
2799 } Comp;
2800
2801 /* post-link info: */
2802 unsigned NumUniformStorage;
2803 unsigned NumHiddenUniforms;
2804 struct gl_uniform_storage *UniformStorage;
2805
2806 /**
2807 * Mapping from GL uniform locations returned by \c glUniformLocation to
2808 * UniformStorage entries. Arrays will have multiple contiguous slots
2809 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2810 */
2811 unsigned NumUniformRemapTable;
2812 struct gl_uniform_storage **UniformRemapTable;
2813
2814 /**
2815 * Sometimes there are empty slots left over in UniformRemapTable after we
2816 * allocate slots to explicit locations. This list stores the blocks of
2817 * continuous empty slots inside UniformRemapTable.
2818 */
2819 struct exec_list EmptyUniformLocations;
2820
2821 /**
2822 * Size of the gl_ClipDistance array that is output from the last pipeline
2823 * stage before the fragment shader.
2824 */
2825 unsigned LastClipDistanceArraySize;
2826 unsigned LastCullDistanceArraySize;
2827
2828 unsigned NumUniformBlocks;
2829 struct gl_uniform_block *UniformBlocks;
2830
2831 unsigned NumShaderStorageBlocks;
2832 struct gl_uniform_block *ShaderStorageBlocks;
2833
2834 /**
2835 * Map of active uniform names to locations
2836 *
2837 * Maps any active uniform that is not an array element to a location.
2838 * Each active uniform, including individual structure members will appear
2839 * in this map. This roughly corresponds to the set of names that would be
2840 * enumerated by \c glGetActiveUniform.
2841 */
2842 struct string_to_uint_map *UniformHash;
2843
2844 struct gl_active_atomic_buffer *AtomicBuffers;
2845 unsigned NumAtomicBuffers;
2846
2847 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2848 GLboolean Validated;
2849 GLboolean _Used; /**< Ever used for drawing? */
2850 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2851 GLchar *InfoLog;
2852
2853 unsigned Version; /**< GLSL version used for linking */
2854 bool IsES; /**< True if this program uses GLSL ES */
2855
2856 /**
2857 * Per-stage shaders resulting from the first stage of linking.
2858 *
2859 * Set of linked shaders for this program. The array is accessed using the
2860 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2861 * \c NULL.
2862 */
2863 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2864
2865 /** List of all active resources after linking. */
2866 struct gl_program_resource *ProgramResourceList;
2867 unsigned NumProgramResourceList;
2868
2869 /* True if any of the fragment shaders attached to this program use:
2870 * #extension ARB_fragment_coord_conventions: enable
2871 */
2872 GLboolean ARB_fragment_coord_conventions_enable;
2873 };
2874
2875
2876 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2877 #define GLSL_LOG 0x2 /**< Write shaders to files */
2878 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2879 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2880 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2881 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2882 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2883 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2884 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2885 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2886
2887
2888 /**
2889 * Context state for GLSL vertex/fragment shaders.
2890 * Extended to support pipeline object
2891 */
2892 struct gl_pipeline_object
2893 {
2894 /** Name of the pipeline object as received from glGenProgramPipelines.
2895 * It would be 0 for shaders without separate shader objects.
2896 */
2897 GLuint Name;
2898
2899 GLint RefCount;
2900
2901 mtx_t Mutex;
2902
2903 GLchar *Label; /**< GL_KHR_debug */
2904
2905 /**
2906 * Programs used for rendering
2907 *
2908 * There is a separate program set for each shader stage.
2909 */
2910 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2911
2912 struct gl_shader_program *_CurrentFragmentProgram;
2913
2914 /**
2915 * Program used by glUniform calls.
2916 *
2917 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2918 */
2919 struct gl_shader_program *ActiveProgram;
2920
2921 GLbitfield Flags; /**< Mask of GLSL_x flags */
2922
2923 GLboolean EverBound; /**< Has the pipeline object been created */
2924
2925 GLboolean Validated; /**< Pipeline Validation status */
2926
2927 GLchar *InfoLog;
2928 };
2929
2930 /**
2931 * Context state for GLSL pipeline shaders.
2932 */
2933 struct gl_pipeline_shader_state
2934 {
2935 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2936 struct gl_pipeline_object *Current;
2937
2938 /* Default Object to ensure that _Shader is never NULL */
2939 struct gl_pipeline_object *Default;
2940
2941 /** Pipeline objects */
2942 struct _mesa_HashTable *Objects;
2943 };
2944
2945 /**
2946 * Compiler options for a single GLSL shaders type
2947 */
2948 struct gl_shader_compiler_options
2949 {
2950 /** Driver-selectable options: */
2951 GLboolean EmitNoLoops;
2952 GLboolean EmitNoFunctions;
2953 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2954 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2955 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2956 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2957 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2958 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
2959 * gl_CullDistance together from
2960 * float[8] to vec4[2]
2961 **/
2962
2963 /**
2964 * \name Forms of indirect addressing the driver cannot do.
2965 */
2966 /*@{*/
2967 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2968 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2969 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2970 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2971 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2972 /*@}*/
2973
2974 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2975 GLuint MaxUnrollIterations;
2976
2977 /**
2978 * Optimize code for array of structures backends.
2979 *
2980 * This is a proxy for:
2981 * - preferring DP4 instructions (rather than MUL/MAD) for
2982 * matrix * vector operations, such as position transformation.
2983 */
2984 GLboolean OptimizeForAOS;
2985
2986 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2987
2988 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
2989 GLboolean ClampBlockIndicesToArrayBounds;
2990
2991 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
2992 * variable access to intrinsics. */
2993
2994 const struct nir_shader_compiler_options *NirOptions;
2995 };
2996
2997
2998 /**
2999 * Occlusion/timer query object.
3000 */
3001 struct gl_query_object
3002 {
3003 GLenum Target; /**< The query target, when active */
3004 GLuint Id; /**< hash table ID/name */
3005 GLchar *Label; /**< GL_KHR_debug */
3006 GLuint64EXT Result; /**< the counter */
3007 GLboolean Active; /**< inside Begin/EndQuery */
3008 GLboolean Ready; /**< result is ready? */
3009 GLboolean EverBound;/**< has query object ever been bound */
3010 GLuint Stream; /**< The stream */
3011 };
3012
3013
3014 /**
3015 * Context state for query objects.
3016 */
3017 struct gl_query_state
3018 {
3019 struct _mesa_HashTable *QueryObjects;
3020 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3021 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3022
3023 /** GL_NV_conditional_render */
3024 struct gl_query_object *CondRenderQuery;
3025
3026 /** GL_EXT_transform_feedback */
3027 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3028 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3029
3030 /** GL_ARB_timer_query */
3031 struct gl_query_object *TimeElapsed;
3032
3033 /** GL_ARB_pipeline_statistics_query */
3034 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3035
3036 GLenum CondRenderMode;
3037 };
3038
3039
3040 /** Sync object state */
3041 struct gl_sync_object
3042 {
3043 GLenum Type; /**< GL_SYNC_FENCE */
3044 GLuint Name; /**< Fence name */
3045 GLchar *Label; /**< GL_KHR_debug */
3046 GLint RefCount; /**< Reference count */
3047 GLboolean DeletePending; /**< Object was deleted while there were still
3048 * live references (e.g., sync not yet finished)
3049 */
3050 GLenum SyncCondition;
3051 GLbitfield Flags; /**< Flags passed to glFenceSync */
3052 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3053 };
3054
3055
3056 /**
3057 * State which can be shared by multiple contexts:
3058 */
3059 struct gl_shared_state
3060 {
3061 mtx_t Mutex; /**< for thread safety */
3062 GLint RefCount; /**< Reference count */
3063 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3064 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3065 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3066
3067 /** Default texture objects (shared by all texture units) */
3068 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3069
3070 /** Fallback texture used when a bound texture is incomplete */
3071 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3072
3073 /**
3074 * \name Thread safety and statechange notification for texture
3075 * objects.
3076 *
3077 * \todo Improve the granularity of locking.
3078 */
3079 /*@{*/
3080 mtx_t TexMutex; /**< texobj thread safety */
3081 GLuint TextureStateStamp; /**< state notification for shared tex */
3082 /*@}*/
3083
3084 /** Default buffer object for vertex arrays that aren't in VBOs */
3085 struct gl_buffer_object *NullBufferObj;
3086
3087 /**
3088 * \name Vertex/geometry/fragment programs
3089 */
3090 /*@{*/
3091 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3092 struct gl_vertex_program *DefaultVertexProgram;
3093 struct gl_fragment_program *DefaultFragmentProgram;
3094 /*@}*/
3095
3096 /* GL_ATI_fragment_shader */
3097 struct _mesa_HashTable *ATIShaders;
3098 struct ati_fragment_shader *DefaultFragmentShader;
3099
3100 struct _mesa_HashTable *BufferObjects;
3101
3102 /** Table of both gl_shader and gl_shader_program objects */
3103 struct _mesa_HashTable *ShaderObjects;
3104
3105 /* GL_EXT_framebuffer_object */
3106 struct _mesa_HashTable *RenderBuffers;
3107 struct _mesa_HashTable *FrameBuffers;
3108
3109 /* GL_ARB_sync */
3110 struct set *SyncObjects;
3111
3112 /** GL_ARB_sampler_objects */
3113 struct _mesa_HashTable *SamplerObjects;
3114
3115 /**
3116 * Some context in this share group was affected by a GPU reset
3117 *
3118 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3119 * been affected by a GPU reset must also return
3120 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3121 *
3122 * Once this field becomes true, it is never reset to false.
3123 */
3124 bool ShareGroupReset;
3125 };
3126
3127
3128
3129 /**
3130 * Renderbuffers represent drawing surfaces such as color, depth and/or
3131 * stencil. A framebuffer object has a set of renderbuffers.
3132 * Drivers will typically derive subclasses of this type.
3133 */
3134 struct gl_renderbuffer
3135 {
3136 mtx_t Mutex; /**< for thread safety */
3137 GLuint ClassID; /**< Useful for drivers */
3138 GLuint Name;
3139 GLchar *Label; /**< GL_KHR_debug */
3140 GLint RefCount;
3141 GLuint Width, Height;
3142 GLuint Depth;
3143 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3144 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3145 /**
3146 * True for renderbuffers that wrap textures, giving the driver a chance to
3147 * flush render caches through the FinishRenderTexture hook.
3148 *
3149 * Drivers may also set this on renderbuffers other than those generated by
3150 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3151 * called without a rb->TexImage.
3152 */
3153 GLboolean NeedsFinishRenderTexture;
3154 GLubyte NumSamples;
3155 GLenum InternalFormat; /**< The user-specified format */
3156 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3157 GL_STENCIL_INDEX. */
3158 mesa_format Format; /**< The actual renderbuffer memory format */
3159 /**
3160 * Pointer to the texture image if this renderbuffer wraps a texture,
3161 * otherwise NULL.
3162 *
3163 * Note that the reference on the gl_texture_object containing this
3164 * TexImage is held by the gl_renderbuffer_attachment.
3165 */
3166 struct gl_texture_image *TexImage;
3167
3168 /** Delete this renderbuffer */
3169 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3170
3171 /** Allocate new storage for this renderbuffer */
3172 GLboolean (*AllocStorage)(struct gl_context *ctx,
3173 struct gl_renderbuffer *rb,
3174 GLenum internalFormat,
3175 GLuint width, GLuint height);
3176 };
3177
3178
3179 /**
3180 * A renderbuffer attachment points to either a texture object (and specifies
3181 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3182 */
3183 struct gl_renderbuffer_attachment
3184 {
3185 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3186 GLboolean Complete;
3187
3188 /**
3189 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3190 * application supplied renderbuffer object.
3191 */
3192 struct gl_renderbuffer *Renderbuffer;
3193
3194 /**
3195 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3196 * supplied texture object.
3197 */
3198 struct gl_texture_object *Texture;
3199 GLuint TextureLevel; /**< Attached mipmap level. */
3200 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3201 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3202 * and 2D array textures */
3203 GLboolean Layered;
3204 };
3205
3206
3207 /**
3208 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3209 * In C++ terms, think of this as a base class from which device drivers
3210 * will make derived classes.
3211 */
3212 struct gl_framebuffer
3213 {
3214 mtx_t Mutex; /**< for thread safety */
3215 /**
3216 * If zero, this is a window system framebuffer. If non-zero, this
3217 * is a FBO framebuffer; note that for some devices (i.e. those with
3218 * a natural pixel coordinate system for FBOs that differs from the
3219 * OpenGL/Mesa coordinate system), this means that the viewport,
3220 * polygon face orientation, and polygon stipple will have to be inverted.
3221 */
3222 GLuint Name;
3223 GLint RefCount;
3224
3225 GLchar *Label; /**< GL_KHR_debug */
3226
3227 GLboolean DeletePending;
3228
3229 /**
3230 * The framebuffer's visual. Immutable if this is a window system buffer.
3231 * Computed from attachments if user-made FBO.
3232 */
3233 struct gl_config Visual;
3234
3235 /**
3236 * Size of frame buffer in pixels. If there are no attachments, then both
3237 * of these are 0.
3238 */
3239 GLuint Width, Height;
3240
3241 /**
3242 * In the case that the framebuffer has no attachment (i.e.
3243 * GL_ARB_framebuffer_no_attachments) then the geometry of
3244 * the framebuffer is specified by the default values.
3245 */
3246 struct {
3247 GLuint Width, Height, Layers, NumSamples;
3248 GLboolean FixedSampleLocations;
3249 /* Derived from NumSamples by the driver so that it can choose a valid
3250 * value for the hardware.
3251 */
3252 GLuint _NumSamples;
3253 } DefaultGeometry;
3254
3255 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3256 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3257 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3258 */
3259 /*@{*/
3260 GLint _Xmin, _Xmax;
3261 GLint _Ymin, _Ymax;
3262 /*@}*/
3263
3264 /** \name Derived Z buffer stuff */
3265 /*@{*/
3266 GLuint _DepthMax; /**< Max depth buffer value */
3267 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3268 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3269 /*@}*/
3270
3271 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3272 GLenum _Status;
3273
3274 /** Whether one of Attachment has Type != GL_NONE
3275 * NOTE: the values for Width and Height are set to 0 in case of having
3276 * no attachments, a backend driver supporting the extension
3277 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3278 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3279 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3280 * _Ymax do NOT take into account _HasAttachments being false). To get the
3281 * geometry of the framebuffer, the helper functions
3282 * _mesa_geometric_width(),
3283 * _mesa_geometric_height(),
3284 * _mesa_geometric_samples() and
3285 * _mesa_geometric_layers()
3286 * are available that check _HasAttachments.
3287 */
3288 bool _HasAttachments;
3289
3290 /** Integer color values */
3291 GLboolean _IntegerColor;
3292
3293 /* ARB_color_buffer_float */
3294 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3295 GLboolean _HasSNormOrFloatColorBuffer;
3296
3297 /**
3298 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3299 * is not layered. For cube maps and cube map arrays, each cube face
3300 * counts as a layer. As the case for Width, Height a backend driver
3301 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3302 * in the case that _HasAttachments is false
3303 */
3304 GLuint MaxNumLayers;
3305
3306 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3307 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3308
3309 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3310 * attribute group and GL_PIXEL attribute group, respectively.
3311 */
3312 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3313 GLenum ColorReadBuffer;
3314
3315 /** Computed from ColorDraw/ReadBuffer above */
3316 GLuint _NumColorDrawBuffers;
3317 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3318 GLint _ColorReadBufferIndex; /* -1 = None */
3319 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3320 struct gl_renderbuffer *_ColorReadBuffer;
3321
3322 /** Delete this framebuffer */
3323 void (*Delete)(struct gl_framebuffer *fb);
3324 };
3325
3326
3327 /**
3328 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3329 */
3330 struct gl_precision
3331 {
3332 GLushort RangeMin; /**< min value exponent */
3333 GLushort RangeMax; /**< max value exponent */
3334 GLushort Precision; /**< number of mantissa bits */
3335 };
3336
3337
3338 /**
3339 * Limits for vertex, geometry and fragment programs/shaders.
3340 */
3341 struct gl_program_constants
3342 {
3343 /* logical limits */
3344 GLuint MaxInstructions;
3345 GLuint MaxAluInstructions;
3346 GLuint MaxTexInstructions;
3347 GLuint MaxTexIndirections;
3348 GLuint MaxAttribs;
3349 GLuint MaxTemps;
3350 GLuint MaxAddressRegs;
3351 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3352 GLuint MaxParameters;
3353 GLuint MaxLocalParams;
3354 GLuint MaxEnvParams;
3355 /* native/hardware limits */
3356 GLuint MaxNativeInstructions;
3357 GLuint MaxNativeAluInstructions;
3358 GLuint MaxNativeTexInstructions;
3359 GLuint MaxNativeTexIndirections;
3360 GLuint MaxNativeAttribs;
3361 GLuint MaxNativeTemps;
3362 GLuint MaxNativeAddressRegs;
3363 GLuint MaxNativeParameters;
3364 /* For shaders */
3365 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3366
3367 /**
3368 * \name Per-stage input / output limits
3369 *
3370 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3371 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3372 * ES). This is stored as \c gl_constants::MaxVarying.
3373 *
3374 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3375 * variables. Each stage as a certain number of outputs that it can feed
3376 * to the next stage and a certain number inputs that it can consume from
3377 * the previous stage.
3378 *
3379 * Vertex shader inputs do not participate this in this accounting.
3380 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3381 *
3382 * Fragment shader outputs do not participate this in this accounting.
3383 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3384 */
3385 /*@{*/
3386 GLuint MaxInputComponents;
3387 GLuint MaxOutputComponents;
3388 /*@}*/
3389
3390 /* ES 2.0 and GL_ARB_ES2_compatibility */
3391 struct gl_precision LowFloat, MediumFloat, HighFloat;
3392 struct gl_precision LowInt, MediumInt, HighInt;
3393 /* GL_ARB_uniform_buffer_object */
3394 GLuint MaxUniformBlocks;
3395 GLuint MaxCombinedUniformComponents;
3396 GLuint MaxTextureImageUnits;
3397
3398 /* GL_ARB_shader_atomic_counters */
3399 GLuint MaxAtomicBuffers;
3400 GLuint MaxAtomicCounters;
3401
3402 /* GL_ARB_shader_image_load_store */
3403 GLuint MaxImageUniforms;
3404
3405 /* GL_ARB_shader_storage_buffer_object */
3406 GLuint MaxShaderStorageBlocks;
3407 };
3408
3409
3410 /**
3411 * Constants which may be overridden by device driver during context creation
3412 * but are never changed after that.
3413 */
3414 struct gl_constants
3415 {
3416 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3417 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3418 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3419 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3420 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3421 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3422 GLuint MaxTextureCoordUnits;
3423 GLuint MaxCombinedTextureImageUnits;
3424 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3425 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3426 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3427 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3428
3429 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3430
3431 GLuint MaxArrayLockSize;
3432
3433 GLint SubPixelBits;
3434
3435 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3436 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3437 GLfloat PointSizeGranularity;
3438 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3439 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3440 GLfloat LineWidthGranularity;
3441
3442 GLuint MaxClipPlanes;
3443 GLuint MaxLights;
3444 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3445 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3446
3447 GLuint MaxViewportWidth, MaxViewportHeight;
3448 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3449 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3450 struct {
3451 GLfloat Min;
3452 GLfloat Max;
3453 } ViewportBounds; /**< GL_ARB_viewport_array */
3454 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3455
3456 struct gl_program_constants Program[MESA_SHADER_STAGES];
3457 GLuint MaxProgramMatrices;
3458 GLuint MaxProgramMatrixStackDepth;
3459
3460 struct {
3461 GLuint SamplesPassed;
3462 GLuint TimeElapsed;
3463 GLuint Timestamp;
3464 GLuint PrimitivesGenerated;
3465 GLuint PrimitivesWritten;
3466 GLuint VerticesSubmitted;
3467 GLuint PrimitivesSubmitted;
3468 GLuint VsInvocations;
3469 GLuint TessPatches;
3470 GLuint TessInvocations;
3471 GLuint GsInvocations;
3472 GLuint GsPrimitives;
3473 GLuint FsInvocations;
3474 GLuint ComputeInvocations;
3475 GLuint ClInPrimitives;
3476 GLuint ClOutPrimitives;
3477 } QueryCounterBits;
3478
3479 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3480
3481 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3482 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3483 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3484
3485 /**
3486 * GL_ARB_framebuffer_no_attachments
3487 */
3488 GLuint MaxFramebufferWidth;
3489 GLuint MaxFramebufferHeight;
3490 GLuint MaxFramebufferLayers;
3491 GLuint MaxFramebufferSamples;
3492
3493 /** Number of varying vectors between any two shader stages. */
3494 GLuint MaxVarying;
3495
3496 /** @{
3497 * GL_ARB_uniform_buffer_object
3498 */
3499 GLuint MaxCombinedUniformBlocks;
3500 GLuint MaxUniformBufferBindings;
3501 GLuint MaxUniformBlockSize;
3502 GLuint UniformBufferOffsetAlignment;
3503 /** @} */
3504
3505 /** @{
3506 * GL_ARB_shader_storage_buffer_object
3507 */
3508 GLuint MaxCombinedShaderStorageBlocks;
3509 GLuint MaxShaderStorageBufferBindings;
3510 GLuint MaxShaderStorageBlockSize;
3511 GLuint ShaderStorageBufferOffsetAlignment;
3512 /** @} */
3513
3514 /**
3515 * GL_ARB_explicit_uniform_location
3516 */
3517 GLuint MaxUserAssignableUniformLocations;
3518
3519 /** geometry shader */
3520 GLuint MaxGeometryOutputVertices;
3521 GLuint MaxGeometryTotalOutputComponents;
3522
3523 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3524
3525 /**
3526 * Changes default GLSL extension behavior from "error" to "warn". It's out
3527 * of spec, but it can make some apps work that otherwise wouldn't.
3528 */
3529 GLboolean ForceGLSLExtensionsWarn;
3530
3531 /**
3532 * If non-zero, forces GLSL shaders to behave as if they began
3533 * with "#version ForceGLSLVersion".
3534 */
3535 GLuint ForceGLSLVersion;
3536
3537 /**
3538 * Allow GLSL #extension directives in the middle of shaders.
3539 */
3540 GLboolean AllowGLSLExtensionDirectiveMidShader;
3541
3542 /**
3543 * Force uninitialized variables to default to zero.
3544 */
3545 GLboolean GLSLZeroInit;
3546
3547 /**
3548 * Does the driver support real 32-bit integers? (Otherwise, integers are
3549 * simulated via floats.)
3550 */
3551 GLboolean NativeIntegers;
3552
3553 /**
3554 * Does VertexID count from zero or from base vertex?
3555 *
3556 * \note
3557 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3558 * ignored and need not be set.
3559 */
3560 bool VertexID_is_zero_based;
3561
3562 /**
3563 * If the driver supports real 32-bit integers, what integer value should be
3564 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3565 */
3566 GLuint UniformBooleanTrue;
3567
3568 /**
3569 * Maximum amount of time, measured in nanseconds, that the server can wait.
3570 */
3571 GLuint64 MaxServerWaitTimeout;
3572
3573 /** GL_EXT_provoking_vertex */
3574 GLboolean QuadsFollowProvokingVertexConvention;
3575
3576 /** GL_ARB_viewport_array */
3577 GLenum LayerAndVPIndexProvokingVertex;
3578
3579 /** OpenGL version 3.0 */
3580 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3581
3582 /** OpenGL version 3.2 */
3583 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3584
3585 /** OpenGL version 4.4 */
3586 GLuint MaxVertexAttribStride;
3587
3588 /** GL_EXT_transform_feedback */
3589 GLuint MaxTransformFeedbackBuffers;
3590 GLuint MaxTransformFeedbackSeparateComponents;
3591 GLuint MaxTransformFeedbackInterleavedComponents;
3592 GLuint MaxVertexStreams;
3593
3594 /** GL_EXT_gpu_shader4 */
3595 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3596
3597 /** GL_ARB_texture_gather */
3598 GLuint MinProgramTextureGatherOffset;
3599 GLuint MaxProgramTextureGatherOffset;
3600 GLuint MaxProgramTextureGatherComponents;
3601
3602 /* GL_ARB_robustness */
3603 GLenum ResetStrategy;
3604
3605 /* GL_ARB_blend_func_extended */
3606 GLuint MaxDualSourceDrawBuffers;
3607
3608 /**
3609 * Whether the implementation strips out and ignores texture borders.
3610 *
3611 * Many GPU hardware implementations don't support rendering with texture
3612 * borders and mipmapped textures. (Note: not static border color, but the
3613 * old 1-pixel border around each edge). Implementations then have to do
3614 * slow fallbacks to be correct, or just ignore the border and be fast but
3615 * wrong. Setting the flag strips the border off of TexImage calls,
3616 * providing "fast but wrong" at significantly reduced driver complexity.
3617 *
3618 * Texture borders are deprecated in GL 3.0.
3619 **/
3620 GLboolean StripTextureBorder;
3621
3622 /**
3623 * For drivers which can do a better job at eliminating unused uniforms
3624 * than the GLSL compiler.
3625 *
3626 * XXX Remove these as soon as a better solution is available.
3627 */
3628 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3629
3630 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3631 bool GLSLFragCoordIsSysVal;
3632 bool GLSLFrontFacingIsSysVal;
3633
3634 /**
3635 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3636 * than passing the transform feedback object to the drawing function.
3637 */
3638 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3639
3640 /** GL_ARB_map_buffer_alignment */
3641 GLuint MinMapBufferAlignment;
3642
3643 /**
3644 * Disable varying packing. This is out of spec, but potentially useful
3645 * for older platforms that supports a limited number of texture
3646 * indirections--on these platforms, unpacking the varyings in the fragment
3647 * shader increases the number of texture indirections by 1, which might
3648 * make some shaders not executable at all.
3649 *
3650 * Drivers that support transform feedback must set this value to GL_FALSE.
3651 */
3652 GLboolean DisableVaryingPacking;
3653
3654 /**
3655 * Should meaningful names be generated for compiler temporary variables?
3656 *
3657 * Generally, it is not useful to have the compiler generate "meaningful"
3658 * names for temporary variables that it creates. This can, however, be a
3659 * useful debugging aid. In Mesa debug builds or release builds when
3660 * MESA_GLSL is set at run-time, meaningful names will be generated.
3661 * Drivers can also force names to be generated by setting this field.
3662 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3663 * vertex shader assembly) is set at run-time.
3664 */
3665 bool GenerateTemporaryNames;
3666
3667 /*
3668 * Maximum value supported for an index in DrawElements and friends.
3669 *
3670 * This must be at least (1ull<<24)-1. The default value is
3671 * (1ull<<32)-1.
3672 *
3673 * \since ES 3.0 or GL_ARB_ES3_compatibility
3674 * \sa _mesa_init_constants
3675 */
3676 GLuint64 MaxElementIndex;
3677
3678 /**
3679 * Disable interpretation of line continuations (lines ending with a
3680 * backslash character ('\') in GLSL source.
3681 */
3682 GLboolean DisableGLSLLineContinuations;
3683
3684 /** GL_ARB_texture_multisample */
3685 GLint MaxColorTextureSamples;
3686 GLint MaxDepthTextureSamples;
3687 GLint MaxIntegerSamples;
3688
3689 /**
3690 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3691 * samples are laid out in a rectangular grid roughly corresponding to
3692 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3693 * are used to map indices of rectangular grid to sample numbers within
3694 * a pixel. This mapping of indices to sample numbers must be initialized
3695 * by the driver for the target hardware. For example, if we have the 8X
3696 * MSAA sample number layout (sample positions) for XYZ hardware:
3697 *
3698 * sample indices layout sample number layout
3699 * --------- ---------
3700 * | 0 | 1 | | a | b |
3701 * --------- ---------
3702 * | 2 | 3 | | c | d |
3703 * --------- ---------
3704 * | 4 | 5 | | e | f |
3705 * --------- ---------
3706 * | 6 | 7 | | g | h |
3707 * --------- ---------
3708 *
3709 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3710 *
3711 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3712 * below:
3713 * SampleMap8x = {a, b, c, d, e, f, g, h};
3714 *
3715 * Follow the logic for sample counts 2-8.
3716 *
3717 * For 16x the sample indices layout as a 4x4 grid as follows:
3718 *
3719 * -----------------
3720 * | 0 | 1 | 2 | 3 |
3721 * -----------------
3722 * | 4 | 5 | 6 | 7 |
3723 * -----------------
3724 * | 8 | 9 |10 |11 |
3725 * -----------------
3726 * |12 |13 |14 |15 |
3727 * -----------------
3728 */
3729 uint8_t SampleMap2x[2];
3730 uint8_t SampleMap4x[4];
3731 uint8_t SampleMap8x[8];
3732 uint8_t SampleMap16x[16];
3733
3734 /** GL_ARB_shader_atomic_counters */
3735 GLuint MaxAtomicBufferBindings;
3736 GLuint MaxAtomicBufferSize;
3737 GLuint MaxCombinedAtomicBuffers;
3738 GLuint MaxCombinedAtomicCounters;
3739
3740 /** GL_ARB_vertex_attrib_binding */
3741 GLint MaxVertexAttribRelativeOffset;
3742 GLint MaxVertexAttribBindings;
3743
3744 /* GL_ARB_shader_image_load_store */
3745 GLuint MaxImageUnits;
3746 GLuint MaxCombinedShaderOutputResources;
3747 GLuint MaxImageSamples;
3748 GLuint MaxCombinedImageUniforms;
3749
3750 /** GL_ARB_compute_shader */
3751 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3752 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3753 GLuint MaxComputeWorkGroupInvocations;
3754 GLuint MaxComputeSharedMemorySize;
3755
3756 /** GL_ARB_gpu_shader5 */
3757 GLfloat MinFragmentInterpolationOffset;
3758 GLfloat MaxFragmentInterpolationOffset;
3759
3760 GLboolean FakeSWMSAA;
3761
3762 /** GL_KHR_context_flush_control */
3763 GLenum ContextReleaseBehavior;
3764
3765 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3766
3767 /** GL_ARB_tessellation_shader */
3768 GLuint MaxPatchVertices;
3769 GLuint MaxTessGenLevel;
3770 GLuint MaxTessPatchComponents;
3771 GLuint MaxTessControlTotalOutputComponents;
3772 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3773 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3774 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3775 bool PrimitiveRestartForPatches;
3776 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3777 * gl_LocalInvocationIndex based on
3778 * other builtin variables. */
3779 };
3780
3781
3782 /**
3783 * Enable flag for each OpenGL extension. Different device drivers will
3784 * enable different extensions at runtime.
3785 */
3786 struct gl_extensions
3787 {
3788 GLboolean dummy; /* don't remove this! */
3789 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3790 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3791 GLboolean ANGLE_texture_compression_dxt;
3792 GLboolean ARB_ES2_compatibility;
3793 GLboolean ARB_ES3_compatibility;
3794 GLboolean ARB_ES3_1_compatibility;
3795 GLboolean ARB_ES3_2_compatibility;
3796 GLboolean ARB_arrays_of_arrays;
3797 GLboolean ARB_base_instance;
3798 GLboolean ARB_blend_func_extended;
3799 GLboolean ARB_buffer_storage;
3800 GLboolean ARB_clear_texture;
3801 GLboolean ARB_clip_control;
3802 GLboolean ARB_color_buffer_float;
3803 GLboolean ARB_compute_shader;
3804 GLboolean ARB_conditional_render_inverted;
3805 GLboolean ARB_conservative_depth;
3806 GLboolean ARB_copy_image;
3807 GLboolean ARB_cull_distance;
3808 GLboolean ARB_depth_buffer_float;
3809 GLboolean ARB_depth_clamp;
3810 GLboolean ARB_depth_texture;
3811 GLboolean ARB_derivative_control;
3812 GLboolean ARB_draw_buffers_blend;
3813 GLboolean ARB_draw_elements_base_vertex;
3814 GLboolean ARB_draw_indirect;
3815 GLboolean ARB_draw_instanced;
3816 GLboolean ARB_fragment_coord_conventions;
3817 GLboolean ARB_fragment_layer_viewport;
3818 GLboolean ARB_fragment_program;
3819 GLboolean ARB_fragment_program_shadow;
3820 GLboolean ARB_fragment_shader;
3821 GLboolean ARB_framebuffer_no_attachments;
3822 GLboolean ARB_framebuffer_object;
3823 GLboolean ARB_enhanced_layouts;
3824 GLboolean ARB_explicit_attrib_location;
3825 GLboolean ARB_explicit_uniform_location;
3826 GLboolean ARB_gpu_shader5;
3827 GLboolean ARB_gpu_shader_fp64;
3828 GLboolean ARB_half_float_vertex;
3829 GLboolean ARB_indirect_parameters;
3830 GLboolean ARB_instanced_arrays;
3831 GLboolean ARB_internalformat_query;
3832 GLboolean ARB_internalformat_query2;
3833 GLboolean ARB_map_buffer_range;
3834 GLboolean ARB_occlusion_query;
3835 GLboolean ARB_occlusion_query2;
3836 GLboolean ARB_pipeline_statistics_query;
3837 GLboolean ARB_point_sprite;
3838 GLboolean ARB_query_buffer_object;
3839 GLboolean ARB_robust_buffer_access_behavior;
3840 GLboolean ARB_sample_shading;
3841 GLboolean ARB_seamless_cube_map;
3842 GLboolean ARB_shader_atomic_counter_ops;
3843 GLboolean ARB_shader_atomic_counters;
3844 GLboolean ARB_shader_bit_encoding;
3845 GLboolean ARB_shader_clock;
3846 GLboolean ARB_shader_draw_parameters;
3847 GLboolean ARB_shader_group_vote;
3848 GLboolean ARB_shader_image_load_store;
3849 GLboolean ARB_shader_image_size;
3850 GLboolean ARB_shader_precision;
3851 GLboolean ARB_shader_stencil_export;
3852 GLboolean ARB_shader_storage_buffer_object;
3853 GLboolean ARB_shader_subroutine;
3854 GLboolean ARB_shader_texture_image_samples;
3855 GLboolean ARB_shader_texture_lod;
3856 GLboolean ARB_shading_language_packing;
3857 GLboolean ARB_shading_language_420pack;
3858 GLboolean ARB_shadow;
3859 GLboolean ARB_stencil_texturing;
3860 GLboolean ARB_sync;
3861 GLboolean ARB_tessellation_shader;
3862 GLboolean ARB_texture_border_clamp;
3863 GLboolean ARB_texture_buffer_object;
3864 GLboolean ARB_texture_buffer_object_rgb32;
3865 GLboolean ARB_texture_buffer_range;
3866 GLboolean ARB_texture_compression_bptc;
3867 GLboolean ARB_texture_compression_rgtc;
3868 GLboolean ARB_texture_cube_map;
3869 GLboolean ARB_texture_cube_map_array;
3870 GLboolean ARB_texture_env_combine;
3871 GLboolean ARB_texture_env_crossbar;
3872 GLboolean ARB_texture_env_dot3;
3873 GLboolean ARB_texture_float;
3874 GLboolean ARB_texture_gather;
3875 GLboolean ARB_texture_mirror_clamp_to_edge;
3876 GLboolean ARB_texture_multisample;
3877 GLboolean ARB_texture_non_power_of_two;
3878 GLboolean ARB_texture_stencil8;
3879 GLboolean ARB_texture_query_levels;
3880 GLboolean ARB_texture_query_lod;
3881 GLboolean ARB_texture_rg;
3882 GLboolean ARB_texture_rgb10_a2ui;
3883 GLboolean ARB_texture_view;
3884 GLboolean ARB_timer_query;
3885 GLboolean ARB_transform_feedback2;
3886 GLboolean ARB_transform_feedback3;
3887 GLboolean ARB_transform_feedback_instanced;
3888 GLboolean ARB_uniform_buffer_object;
3889 GLboolean ARB_vertex_attrib_64bit;
3890 GLboolean ARB_vertex_program;
3891 GLboolean ARB_vertex_shader;
3892 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3893 GLboolean ARB_vertex_type_2_10_10_10_rev;
3894 GLboolean ARB_viewport_array;
3895 GLboolean EXT_blend_color;
3896 GLboolean EXT_blend_equation_separate;
3897 GLboolean EXT_blend_func_separate;
3898 GLboolean EXT_blend_minmax;
3899 GLboolean EXT_depth_bounds_test;
3900 GLboolean EXT_draw_buffers2;
3901 GLboolean EXT_framebuffer_multisample;
3902 GLboolean EXT_framebuffer_multisample_blit_scaled;
3903 GLboolean EXT_framebuffer_sRGB;
3904 GLboolean EXT_gpu_program_parameters;
3905 GLboolean EXT_gpu_shader4;
3906 GLboolean EXT_packed_float;
3907 GLboolean EXT_pixel_buffer_object;
3908 GLboolean EXT_point_parameters;
3909 GLboolean EXT_polygon_offset_clamp;
3910 GLboolean EXT_provoking_vertex;
3911 GLboolean EXT_shader_integer_mix;
3912 GLboolean EXT_shader_samples_identical;
3913 GLboolean EXT_stencil_two_side;
3914 GLboolean EXT_texture_array;
3915 GLboolean EXT_texture_compression_latc;
3916 GLboolean EXT_texture_compression_s3tc;
3917 GLboolean EXT_texture_env_dot3;
3918 GLboolean EXT_texture_filter_anisotropic;
3919 GLboolean EXT_texture_integer;
3920 GLboolean EXT_texture_mirror_clamp;
3921 GLboolean EXT_texture_shared_exponent;
3922 GLboolean EXT_texture_snorm;
3923 GLboolean EXT_texture_sRGB;
3924 GLboolean EXT_texture_sRGB_decode;
3925 GLboolean EXT_texture_swizzle;
3926 GLboolean EXT_transform_feedback;
3927 GLboolean EXT_timer_query;
3928 GLboolean EXT_vertex_array_bgra;
3929 GLboolean EXT_window_rectangles;
3930 GLboolean OES_copy_image;
3931 GLboolean OES_sample_variables;
3932 GLboolean OES_shader_io_blocks;
3933 GLboolean OES_standard_derivatives;
3934 GLboolean OES_texture_buffer;
3935 /* vendor extensions */
3936 GLboolean AMD_performance_monitor;
3937 GLboolean AMD_pinned_memory;
3938 GLboolean AMD_seamless_cubemap_per_texture;
3939 GLboolean AMD_vertex_shader_layer;
3940 GLboolean AMD_vertex_shader_viewport_index;
3941 GLboolean APPLE_object_purgeable;
3942 GLboolean ATI_meminfo;
3943 GLboolean ATI_texture_compression_3dc;
3944 GLboolean ATI_texture_mirror_once;
3945 GLboolean ATI_texture_env_combine3;
3946 GLboolean ATI_fragment_shader;
3947 GLboolean ATI_separate_stencil;
3948 GLboolean GREMEDY_string_marker;
3949 GLboolean INTEL_performance_query;
3950 GLboolean KHR_blend_equation_advanced;
3951 GLboolean KHR_robustness;
3952 GLboolean KHR_texture_compression_astc_hdr;
3953 GLboolean KHR_texture_compression_astc_ldr;
3954 GLboolean KHR_texture_compression_astc_sliced_3d;
3955 GLboolean MESA_pack_invert;
3956 GLboolean MESA_shader_framebuffer_fetch;
3957 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
3958 GLboolean MESA_shader_integer_functions;
3959 GLboolean MESA_ycbcr_texture;
3960 GLboolean NV_conditional_render;
3961 GLboolean NV_fog_distance;
3962 GLboolean NV_point_sprite;
3963 GLboolean NV_primitive_restart;
3964 GLboolean NV_texture_barrier;
3965 GLboolean NV_texture_env_combine4;
3966 GLboolean NV_texture_rectangle;
3967 GLboolean NV_vdpau_interop;
3968 GLboolean NVX_gpu_memory_info;
3969 GLboolean TDFX_texture_compression_FXT1;
3970 GLboolean OES_EGL_image;
3971 GLboolean OES_draw_texture;
3972 GLboolean OES_depth_texture_cube_map;
3973 GLboolean OES_EGL_image_external;
3974 GLboolean OES_texture_float;
3975 GLboolean OES_texture_float_linear;
3976 GLboolean OES_texture_half_float;
3977 GLboolean OES_texture_half_float_linear;
3978 GLboolean OES_compressed_ETC1_RGB8_texture;
3979 GLboolean OES_geometry_shader;
3980 GLboolean OES_texture_compression_astc;
3981 GLboolean extension_sentinel;
3982 /** The extension string */
3983 const GLubyte *String;
3984 /** Number of supported extensions */
3985 GLuint Count;
3986 /**
3987 * The context version which extension helper functions compare against.
3988 * By default, the value is equal to ctx->Version. This changes to ~0
3989 * while meta is in progress.
3990 */
3991 GLubyte Version;
3992 };
3993
3994
3995 /**
3996 * A stack of matrices (projection, modelview, color, texture, etc).
3997 */
3998 struct gl_matrix_stack
3999 {
4000 GLmatrix *Top; /**< points into Stack */
4001 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4002 unsigned StackSize; /**< Number of elements in Stack */
4003 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4004 GLuint MaxDepth; /**< size of Stack[] array */
4005 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4006 };
4007
4008
4009 /**
4010 * \name Bits for image transfer operations
4011 * \sa __struct gl_contextRec::ImageTransferState.
4012 */
4013 /*@{*/
4014 #define IMAGE_SCALE_BIAS_BIT 0x1
4015 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4016 #define IMAGE_MAP_COLOR_BIT 0x4
4017 #define IMAGE_CLAMP_BIT 0x800
4018
4019
4020 /** Pixel Transfer ops */
4021 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4022 IMAGE_SHIFT_OFFSET_BIT | \
4023 IMAGE_MAP_COLOR_BIT)
4024
4025 /**
4026 * \name Bits to indicate what state has changed.
4027 */
4028 /*@{*/
4029 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4030 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4031 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4032 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4033 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4034 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4035 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4036 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4037 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4038 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4039 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4040 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4041 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4042 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4043 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4044 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4045 #define _NEW_TEXTURE (1u << 16) /**< gl_context::Texture */
4046 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4047 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4048 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4049 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4050 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4051 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4052 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4053 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4054 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4055 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4056 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4057 #define _NEW_BUFFER_OBJECT (1u << 28)
4058 #define _NEW_FRAG_CLAMP (1u << 29)
4059 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4060 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4061 #define _NEW_ALL ~0
4062 /*@}*/
4063
4064
4065 /**
4066 * Composite state flags
4067 */
4068 /*@{*/
4069 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4070 _NEW_TEXTURE | \
4071 _NEW_POINT | \
4072 _NEW_PROGRAM | \
4073 _NEW_MODELVIEW)
4074
4075 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4076 _NEW_FOG | \
4077 _NEW_PROGRAM)
4078
4079
4080 /*@}*/
4081
4082
4083
4084
4085 /* This has to be included here. */
4086 #include "dd.h"
4087
4088
4089 /**
4090 * Display list flags.
4091 * Strictly this is a tnl-private concept, but it doesn't seem
4092 * worthwhile adding a tnl private structure just to hold this one bit
4093 * of information:
4094 */
4095 #define DLIST_DANGLING_REFS 0x1
4096
4097
4098 /** Opaque declaration of display list payload data type */
4099 union gl_dlist_node;
4100
4101
4102 /**
4103 * Provide a location where information about a display list can be
4104 * collected. Could be extended with driverPrivate structures,
4105 * etc. in the future.
4106 */
4107 struct gl_display_list
4108 {
4109 GLuint Name;
4110 GLchar *Label; /**< GL_KHR_debug */
4111 GLbitfield Flags; /**< DLIST_x flags */
4112 /** The dlist commands are in a linked list of nodes */
4113 union gl_dlist_node *Head;
4114 };
4115
4116
4117 /**
4118 * State used during display list compilation and execution.
4119 */
4120 struct gl_dlist_state
4121 {
4122 GLuint CallDepth; /**< Current recursion calling depth */
4123
4124 struct gl_display_list *CurrentList; /**< List currently being compiled */
4125 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4126 GLuint CurrentPos; /**< Index into current block of nodes */
4127
4128 GLvertexformat ListVtxfmt;
4129
4130 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4131 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4132
4133 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4134 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4135
4136 struct {
4137 /* State known to have been set by the currently-compiling display
4138 * list. Used to eliminate some redundant state changes.
4139 */
4140 GLenum ShadeModel;
4141 } Current;
4142 };
4143
4144 /** @{
4145 *
4146 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4147 * to small enums suitable for use as an array index.
4148 */
4149
4150 enum mesa_debug_source {
4151 MESA_DEBUG_SOURCE_API,
4152 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4153 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4154 MESA_DEBUG_SOURCE_THIRD_PARTY,
4155 MESA_DEBUG_SOURCE_APPLICATION,
4156 MESA_DEBUG_SOURCE_OTHER,
4157 MESA_DEBUG_SOURCE_COUNT
4158 };
4159
4160 enum mesa_debug_type {
4161 MESA_DEBUG_TYPE_ERROR,
4162 MESA_DEBUG_TYPE_DEPRECATED,
4163 MESA_DEBUG_TYPE_UNDEFINED,
4164 MESA_DEBUG_TYPE_PORTABILITY,
4165 MESA_DEBUG_TYPE_PERFORMANCE,
4166 MESA_DEBUG_TYPE_OTHER,
4167 MESA_DEBUG_TYPE_MARKER,
4168 MESA_DEBUG_TYPE_PUSH_GROUP,
4169 MESA_DEBUG_TYPE_POP_GROUP,
4170 MESA_DEBUG_TYPE_COUNT
4171 };
4172
4173 enum mesa_debug_severity {
4174 MESA_DEBUG_SEVERITY_LOW,
4175 MESA_DEBUG_SEVERITY_MEDIUM,
4176 MESA_DEBUG_SEVERITY_HIGH,
4177 MESA_DEBUG_SEVERITY_NOTIFICATION,
4178 MESA_DEBUG_SEVERITY_COUNT
4179 };
4180
4181 /** @} */
4182
4183 /**
4184 * Driver-specific state flags.
4185 *
4186 * These are or'd with gl_context::NewDriverState to notify a driver about
4187 * a state change. The driver sets the flags at context creation and
4188 * the meaning of the bits set is opaque to core Mesa.
4189 */
4190 struct gl_driver_flags
4191 {
4192 /** gl_context::Array::_DrawArrays (vertex array state) */
4193 uint64_t NewArray;
4194
4195 /** gl_context::TransformFeedback::CurrentObject */
4196 uint64_t NewTransformFeedback;
4197
4198 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4199 uint64_t NewTransformFeedbackProg;
4200
4201 /** gl_context::RasterDiscard */
4202 uint64_t NewRasterizerDiscard;
4203
4204 /**
4205 * gl_context::UniformBufferBindings
4206 * gl_shader_program::UniformBlocks
4207 */
4208 uint64_t NewUniformBuffer;
4209
4210 /**
4211 * gl_context::ShaderStorageBufferBindings
4212 * gl_shader_program::ShaderStorageBlocks
4213 */
4214 uint64_t NewShaderStorageBuffer;
4215
4216 uint64_t NewTextureBuffer;
4217
4218 /**
4219 * gl_context::AtomicBufferBindings
4220 */
4221 uint64_t NewAtomicBuffer;
4222
4223 /**
4224 * gl_context::ImageUnits
4225 */
4226 uint64_t NewImageUnits;
4227
4228 /**
4229 * gl_context::TessCtrlProgram::patch_default_*
4230 */
4231 uint64_t NewDefaultTessLevels;
4232 };
4233
4234 struct gl_uniform_buffer_binding
4235 {
4236 struct gl_buffer_object *BufferObject;
4237 /** Start of uniform block data in the buffer */
4238 GLintptr Offset;
4239 /** Size of data allowed to be referenced from the buffer (in bytes) */
4240 GLsizeiptr Size;
4241 /**
4242 * glBindBufferBase() indicates that the Size should be ignored and only
4243 * limited by the current size of the BufferObject.
4244 */
4245 GLboolean AutomaticSize;
4246 };
4247
4248 struct gl_shader_storage_buffer_binding
4249 {
4250 struct gl_buffer_object *BufferObject;
4251 /** Start of shader storage block data in the buffer */
4252 GLintptr Offset;
4253 /** Size of data allowed to be referenced from the buffer (in bytes) */
4254 GLsizeiptr Size;
4255 /**
4256 * glBindBufferBase() indicates that the Size should be ignored and only
4257 * limited by the current size of the BufferObject.
4258 */
4259 GLboolean AutomaticSize;
4260 };
4261
4262 /**
4263 * ARB_shader_image_load_store image unit.
4264 */
4265 struct gl_image_unit
4266 {
4267 /**
4268 * Texture object bound to this unit.
4269 */
4270 struct gl_texture_object *TexObj;
4271
4272 /**
4273 * Level of the texture object bound to this unit.
4274 */
4275 GLuint Level;
4276
4277 /**
4278 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4279 * GL_FALSE if only some specific layer of the texture is bound.
4280 * \sa Layer
4281 */
4282 GLboolean Layered;
4283
4284 /**
4285 * Layer of the texture object bound to this unit as specified by the
4286 * application.
4287 */
4288 GLuint Layer;
4289
4290 /**
4291 * Layer of the texture object bound to this unit, or zero if the
4292 * whole level is bound.
4293 */
4294 GLuint _Layer;
4295
4296 /**
4297 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4298 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4299 */
4300 GLenum Access;
4301
4302 /**
4303 * GL internal format that determines the interpretation of the
4304 * image memory when shader image operations are performed through
4305 * this unit.
4306 */
4307 GLenum Format;
4308
4309 /**
4310 * Mesa format corresponding to \c Format.
4311 */
4312 mesa_format _ActualFormat;
4313
4314 };
4315
4316 /**
4317 * Binding point for an atomic counter buffer object.
4318 */
4319 struct gl_atomic_buffer_binding
4320 {
4321 struct gl_buffer_object *BufferObject;
4322 GLintptr Offset;
4323 GLsizeiptr Size;
4324 };
4325
4326 /**
4327 * Shader subroutines storage
4328 */
4329 struct gl_subroutine_index_binding
4330 {
4331 GLuint NumIndex;
4332 GLuint *IndexPtr;
4333 };
4334
4335 /**
4336 * Mesa rendering context.
4337 *
4338 * This is the central context data structure for Mesa. Almost all
4339 * OpenGL state is contained in this structure.
4340 * Think of this as a base class from which device drivers will derive
4341 * sub classes.
4342 */
4343 struct gl_context
4344 {
4345 /** State possibly shared with other contexts in the address space */
4346 struct gl_shared_state *Shared;
4347
4348 /** \name API function pointer tables */
4349 /*@{*/
4350 gl_api API;
4351 /**
4352 * The current dispatch table for non-displaylist-saving execution, either
4353 * BeginEnd or OutsideBeginEnd
4354 */
4355 struct _glapi_table *Exec;
4356 /**
4357 * The normal dispatch table for non-displaylist-saving, non-begin/end
4358 */
4359 struct _glapi_table *OutsideBeginEnd;
4360 /** The dispatch table used between glNewList() and glEndList() */
4361 struct _glapi_table *Save;
4362 /**
4363 * The dispatch table used between glBegin() and glEnd() (outside of a
4364 * display list). Only valid functions between those two are set, which is
4365 * mostly just the set in a GLvertexformat struct.
4366 */
4367 struct _glapi_table *BeginEnd;
4368 /**
4369 * Dispatch table for when a graphics reset has happened.
4370 */
4371 struct _glapi_table *ContextLost;
4372 /**
4373 * Tracks the current dispatch table out of the 4 above, so that it can be
4374 * re-set on glXMakeCurrent().
4375 */
4376 struct _glapi_table *CurrentDispatch;
4377 /*@}*/
4378
4379 struct gl_config Visual;
4380 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4381 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4382 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4383 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4384
4385 /**
4386 * Device driver function pointer table
4387 */
4388 struct dd_function_table Driver;
4389
4390 /** Core/Driver constants */
4391 struct gl_constants Const;
4392
4393 /** \name The various 4x4 matrix stacks */
4394 /*@{*/
4395 struct gl_matrix_stack ModelviewMatrixStack;
4396 struct gl_matrix_stack ProjectionMatrixStack;
4397 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4398 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4399 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4400 /*@}*/
4401
4402 /** Combined modelview and projection matrix */
4403 GLmatrix _ModelProjectMatrix;
4404
4405 /** \name Display lists */
4406 struct gl_dlist_state ListState;
4407
4408 GLboolean ExecuteFlag; /**< Execute GL commands? */
4409 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4410
4411 /** Extension information */
4412 struct gl_extensions Extensions;
4413
4414 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4415 GLuint Version;
4416 char *VersionString;
4417
4418 /** \name State attribute stack (for glPush/PopAttrib) */
4419 /*@{*/
4420 GLuint AttribStackDepth;
4421 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4422 /*@}*/
4423
4424 /** \name Renderer attribute groups
4425 *
4426 * We define a struct for each attribute group to make pushing and popping
4427 * attributes easy. Also it's a good organization.
4428 */
4429 /*@{*/
4430 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4431 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4432 struct gl_current_attrib Current; /**< Current attributes */
4433 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4434 struct gl_eval_attrib Eval; /**< Eval attributes */
4435 struct gl_fog_attrib Fog; /**< Fog attributes */
4436 struct gl_hint_attrib Hint; /**< Hint attributes */
4437 struct gl_light_attrib Light; /**< Light attributes */
4438 struct gl_line_attrib Line; /**< Line attributes */
4439 struct gl_list_attrib List; /**< List attributes */
4440 struct gl_multisample_attrib Multisample;
4441 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4442 struct gl_point_attrib Point; /**< Point attributes */
4443 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4444 GLuint PolygonStipple[32]; /**< Polygon stipple */
4445 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4446 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4447 struct gl_texture_attrib Texture; /**< Texture attributes */
4448 struct gl_transform_attrib Transform; /**< Transformation attributes */
4449 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4450 /*@}*/
4451
4452 /** \name Client attribute stack */
4453 /*@{*/
4454 GLuint ClientAttribStackDepth;
4455 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4456 /*@}*/
4457
4458 /** \name Client attribute groups */
4459 /*@{*/
4460 struct gl_array_attrib Array; /**< Vertex arrays */
4461 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4462 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4463 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4464 /*@}*/
4465
4466 /** \name Other assorted state (not pushed/popped on attribute stack) */
4467 /*@{*/
4468 struct gl_pixelmaps PixelMaps;
4469
4470 struct gl_evaluators EvalMap; /**< All evaluators */
4471 struct gl_feedback Feedback; /**< Feedback */
4472 struct gl_selection Select; /**< Selection */
4473
4474 struct gl_program_state Program; /**< general program state */
4475 struct gl_vertex_program_state VertexProgram;
4476 struct gl_fragment_program_state FragmentProgram;
4477 struct gl_geometry_program_state GeometryProgram;
4478 struct gl_compute_program_state ComputeProgram;
4479 struct gl_tess_ctrl_program_state TessCtrlProgram;
4480 struct gl_tess_eval_program_state TessEvalProgram;
4481 struct gl_ati_fragment_shader_state ATIFragmentShader;
4482
4483 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4484 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4485
4486 /**
4487 * Current active shader pipeline state
4488 *
4489 * Almost all internal users want ::_Shader instead of ::Shader. The
4490 * exceptions are bits of legacy GLSL API that do not know about separate
4491 * shader objects.
4492 *
4493 * If a program is active via \c glUseProgram, this will point to
4494 * \c ::Shader.
4495 *
4496 * If a program pipeline is active via \c glBindProgramPipeline, this will
4497 * point to \c ::Pipeline.Current.
4498 *
4499 * If neither a program nor a program pipeline is active, this will point to
4500 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4501 * \c NULL.
4502 */
4503 struct gl_pipeline_object *_Shader;
4504
4505 struct gl_query_state Query; /**< occlusion, timer queries */
4506
4507 struct gl_transform_feedback_state TransformFeedback;
4508
4509 struct gl_perf_monitor_state PerfMonitor;
4510
4511 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4512 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4513 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4514
4515 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4516 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4517
4518 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4519
4520 /**
4521 * Current GL_ARB_uniform_buffer_object binding referenced by
4522 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4523 */
4524 struct gl_buffer_object *UniformBuffer;
4525
4526 /**
4527 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4528 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4529 */
4530 struct gl_buffer_object *ShaderStorageBuffer;
4531
4532 /**
4533 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4534 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4535 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4536 * shader program.
4537 */
4538 struct gl_uniform_buffer_binding
4539 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4540
4541 /**
4542 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4543 * and GL 4.3. This is set up using glBindBufferRange() or
4544 * glBindBufferBase(). They are associated with shader storage blocks by
4545 * glShaderStorageBlockBinding()'s state in the shader program.
4546 */
4547 struct gl_shader_storage_buffer_binding
4548 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4549
4550 /**
4551 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4552 * target.
4553 */
4554 struct gl_buffer_object *AtomicBuffer;
4555
4556 /**
4557 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4558 * target.
4559 */
4560 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4561
4562 /**
4563 * Array of atomic counter buffer binding points.
4564 */
4565 struct gl_atomic_buffer_binding
4566 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4567
4568 /**
4569 * Array of image units for ARB_shader_image_load_store.
4570 */
4571 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4572
4573 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4574 /*@}*/
4575
4576 struct gl_meta_state *Meta; /**< for "meta" operations */
4577
4578 /* GL_EXT_framebuffer_object */
4579 struct gl_renderbuffer *CurrentRenderbuffer;
4580
4581 GLenum ErrorValue; /**< Last error code */
4582
4583 /**
4584 * Recognize and silence repeated error debug messages in buggy apps.
4585 */
4586 const char *ErrorDebugFmtString;
4587 GLuint ErrorDebugCount;
4588
4589 /* GL_ARB_debug_output/GL_KHR_debug */
4590 mtx_t DebugMutex;
4591 struct gl_debug_state *Debug;
4592
4593 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4594 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4595 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4596
4597 struct gl_driver_flags DriverFlags;
4598
4599 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4600
4601 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4602
4603 /** \name Derived state */
4604 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4605 GLfloat _EyeZDir[3];
4606 GLfloat _ModelViewInvScale;
4607 GLboolean _NeedEyeCoords;
4608 GLboolean _ForceEyeCoords;
4609
4610 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4611
4612 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4613
4614 /** \name For debugging/development only */
4615 /*@{*/
4616 GLboolean FirstTimeCurrent;
4617 /*@}*/
4618
4619 /**
4620 * False if this context was created without a config. This is needed
4621 * because the initial state of glDrawBuffers depends on this
4622 */
4623 GLboolean HasConfig;
4624
4625 /** software compression/decompression supported or not */
4626 GLboolean Mesa_DXTn;
4627
4628 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4629
4630 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4631
4632 /**
4633 * \name Hooks for module contexts.
4634 *
4635 * These will eventually live in the driver or elsewhere.
4636 */
4637 /*@{*/
4638 void *swrast_context;
4639 void *swsetup_context;
4640 void *swtnl_context;
4641 struct vbo_context *vbo_context;
4642 struct st_context *st;
4643 void *aelt_context;
4644 /*@}*/
4645
4646 /**
4647 * \name NV_vdpau_interop
4648 */
4649 /*@{*/
4650 const void *vdpDevice;
4651 const void *vdpGetProcAddress;
4652 struct set *vdpSurfaces;
4653 /*@}*/
4654
4655 /**
4656 * Has this context observed a GPU reset in any context in the share group?
4657 *
4658 * Once this field becomes true, it is never reset to false.
4659 */
4660 GLboolean ShareGroupReset;
4661 };
4662
4663 /**
4664 * Information about memory usage. All sizes are in kilobytes.
4665 */
4666 struct gl_memory_info
4667 {
4668 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4669 unsigned avail_device_memory; /**< free device memory at the moment */
4670 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4671 unsigned avail_staging_memory; /**< free staging memory at the moment */
4672 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4673 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4674 };
4675
4676 #ifdef DEBUG
4677 extern int MESA_VERBOSE;
4678 extern int MESA_DEBUG_FLAGS;
4679 # define MESA_FUNCTION __func__
4680 #else
4681 # define MESA_VERBOSE 0
4682 # define MESA_DEBUG_FLAGS 0
4683 # define MESA_FUNCTION "a function"
4684 #endif
4685
4686
4687 /** The MESA_VERBOSE var is a bitmask of these flags */
4688 enum _verbose
4689 {
4690 VERBOSE_VARRAY = 0x0001,
4691 VERBOSE_TEXTURE = 0x0002,
4692 VERBOSE_MATERIAL = 0x0004,
4693 VERBOSE_PIPELINE = 0x0008,
4694 VERBOSE_DRIVER = 0x0010,
4695 VERBOSE_STATE = 0x0020,
4696 VERBOSE_API = 0x0040,
4697 VERBOSE_DISPLAY_LIST = 0x0100,
4698 VERBOSE_LIGHTING = 0x0200,
4699 VERBOSE_PRIMS = 0x0400,
4700 VERBOSE_VERTS = 0x0800,
4701 VERBOSE_DISASSEM = 0x1000,
4702 VERBOSE_DRAW = 0x2000,
4703 VERBOSE_SWAPBUFFERS = 0x4000
4704 };
4705
4706
4707 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4708 enum _debug
4709 {
4710 DEBUG_SILENT = (1 << 0),
4711 DEBUG_ALWAYS_FLUSH = (1 << 1),
4712 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4713 DEBUG_INCOMPLETE_FBO = (1 << 3)
4714 };
4715
4716 #ifdef __cplusplus
4717 }
4718 #endif
4719
4720 #endif /* MTYPES_H */