mesa: remove OES_shader_io_blocks enable
[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 * Which advanced blending mode is in use (or BLEND_NONE).
458 *
459 * KHR_blend_equation_advanced only allows advanced blending with a single
460 * draw buffer, and NVX_blend_equation_advanced_multi_draw_buffer still
461 * requires all draw buffers to match, so we only need a single value.
462 */
463 enum gl_advanced_blend_mode _AdvancedBlendMode;
464
465 /** Coherency requested via glEnable(GL_BLEND_ADVANCED_COHERENT_KHR)? */
466 bool BlendCoherent;
467 /*@}*/
468
469 /**
470 * \name Logic op
471 */
472 /*@{*/
473 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
474 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
475 GLenum LogicOp; /**< Logic operator */
476
477 /*@}*/
478
479 GLboolean DitherFlag; /**< Dither enable flag */
480
481 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
482 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
483 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
484
485 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
486 };
487
488
489 /**
490 * Current attribute group (GL_CURRENT_BIT).
491 */
492 struct gl_current_attrib
493 {
494 /**
495 * \name Current vertex attributes (color, texcoords, etc).
496 * \note Values are valid only after FLUSH_VERTICES has been called.
497 * \note Index and Edgeflag current values are stored as floats in the
498 * SIX and SEVEN attribute slots.
499 * \note We need double storage for 64-bit vertex attributes
500 */
501 GLfloat Attrib[VERT_ATTRIB_MAX][4*2];
502
503 /**
504 * \name Current raster position attributes (always up to date after a
505 * glRasterPos call).
506 */
507 GLfloat RasterPos[4];
508 GLfloat RasterDistance;
509 GLfloat RasterColor[4];
510 GLfloat RasterSecondaryColor[4];
511 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
512 GLboolean RasterPosValid;
513 };
514
515
516 /**
517 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
518 */
519 struct gl_depthbuffer_attrib
520 {
521 GLenum Func; /**< Function for depth buffer compare */
522 GLclampd Clear; /**< Value to clear depth buffer to */
523 GLboolean Test; /**< Depth buffering enabled flag */
524 GLboolean Mask; /**< Depth buffer writable? */
525 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
526 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
527 };
528
529
530 /**
531 * Evaluator attribute group (GL_EVAL_BIT).
532 */
533 struct gl_eval_attrib
534 {
535 /**
536 * \name Enable bits
537 */
538 /*@{*/
539 GLboolean Map1Color4;
540 GLboolean Map1Index;
541 GLboolean Map1Normal;
542 GLboolean Map1TextureCoord1;
543 GLboolean Map1TextureCoord2;
544 GLboolean Map1TextureCoord3;
545 GLboolean Map1TextureCoord4;
546 GLboolean Map1Vertex3;
547 GLboolean Map1Vertex4;
548 GLboolean Map2Color4;
549 GLboolean Map2Index;
550 GLboolean Map2Normal;
551 GLboolean Map2TextureCoord1;
552 GLboolean Map2TextureCoord2;
553 GLboolean Map2TextureCoord3;
554 GLboolean Map2TextureCoord4;
555 GLboolean Map2Vertex3;
556 GLboolean Map2Vertex4;
557 GLboolean AutoNormal;
558 /*@}*/
559
560 /**
561 * \name Map Grid endpoints and divisions and calculated du values
562 */
563 /*@{*/
564 GLint MapGrid1un;
565 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
566 GLint MapGrid2un, MapGrid2vn;
567 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
568 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
569 /*@}*/
570 };
571
572
573 /**
574 * Fog attribute group (GL_FOG_BIT).
575 */
576 struct gl_fog_attrib
577 {
578 GLboolean Enabled; /**< Fog enabled flag */
579 GLboolean ColorSumEnabled;
580 GLfloat ColorUnclamped[4]; /**< Fog color */
581 GLfloat Color[4]; /**< Fog color */
582 GLfloat Density; /**< Density >= 0.0 */
583 GLfloat Start; /**< Start distance in eye coords */
584 GLfloat End; /**< End distance in eye coords */
585 GLfloat Index; /**< Fog index */
586 GLenum Mode; /**< Fog mode */
587 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
588 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
589 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
590 };
591
592
593 /**
594 * Hint attribute group (GL_HINT_BIT).
595 *
596 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
597 */
598 struct gl_hint_attrib
599 {
600 GLenum PerspectiveCorrection;
601 GLenum PointSmooth;
602 GLenum LineSmooth;
603 GLenum PolygonSmooth;
604 GLenum Fog;
605 GLenum TextureCompression; /**< GL_ARB_texture_compression */
606 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
607 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
608 };
609
610
611 /**
612 * Lighting attribute group (GL_LIGHT_BIT).
613 */
614 struct gl_light_attrib
615 {
616 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
617 struct gl_lightmodel Model; /**< Lighting model */
618
619 /**
620 * Front and back material values.
621 * Note: must call FLUSH_VERTICES() before using.
622 */
623 struct gl_material Material;
624
625 GLboolean Enabled; /**< Lighting enabled flag */
626 GLboolean ColorMaterialEnabled;
627
628 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
629 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
630 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
631 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
632 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
633
634
635 GLboolean _ClampVertexColor;
636 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
637
638 /**
639 * Derived state for optimizations:
640 */
641 /*@{*/
642 GLbitfield _EnabledLights; /**< bitmask containing enabled lights */
643
644 GLboolean _NeedEyeCoords;
645 GLboolean _NeedVertices; /**< Use fast shader? */
646
647 GLfloat _BaseColor[2][3];
648 /*@}*/
649 };
650
651
652 /**
653 * Line attribute group (GL_LINE_BIT).
654 */
655 struct gl_line_attrib
656 {
657 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
658 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
659 GLushort StipplePattern; /**< Stipple pattern */
660 GLint StippleFactor; /**< Stipple repeat factor */
661 GLfloat Width; /**< Line width */
662 };
663
664
665 /**
666 * Display list attribute group (GL_LIST_BIT).
667 */
668 struct gl_list_attrib
669 {
670 GLuint ListBase;
671 };
672
673
674 /**
675 * Multisample attribute group (GL_MULTISAMPLE_BIT).
676 */
677 struct gl_multisample_attrib
678 {
679 GLboolean Enabled;
680 GLboolean SampleAlphaToCoverage;
681 GLboolean SampleAlphaToOne;
682 GLboolean SampleCoverage;
683 GLboolean SampleCoverageInvert;
684 GLboolean SampleShading;
685
686 /* ARB_texture_multisample / GL3.2 additions */
687 GLboolean SampleMask;
688
689 GLfloat SampleCoverageValue;
690 GLfloat MinSampleShadingValue;
691
692 /** The GL spec defines this as an array but >32x MSAA is madness */
693 GLbitfield SampleMaskValue;
694 };
695
696
697 /**
698 * A pixelmap (see glPixelMap)
699 */
700 struct gl_pixelmap
701 {
702 GLint Size;
703 GLfloat Map[MAX_PIXEL_MAP_TABLE];
704 };
705
706
707 /**
708 * Collection of all pixelmaps
709 */
710 struct gl_pixelmaps
711 {
712 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
713 struct gl_pixelmap GtoG;
714 struct gl_pixelmap BtoB;
715 struct gl_pixelmap AtoA;
716 struct gl_pixelmap ItoR;
717 struct gl_pixelmap ItoG;
718 struct gl_pixelmap ItoB;
719 struct gl_pixelmap ItoA;
720 struct gl_pixelmap ItoI;
721 struct gl_pixelmap StoS;
722 };
723
724
725 /**
726 * Pixel attribute group (GL_PIXEL_MODE_BIT).
727 */
728 struct gl_pixel_attrib
729 {
730 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
731
732 /*--- Begin Pixel Transfer State ---*/
733 /* Fields are in the order in which they're applied... */
734
735 /** Scale & Bias (index shift, offset) */
736 /*@{*/
737 GLfloat RedBias, RedScale;
738 GLfloat GreenBias, GreenScale;
739 GLfloat BlueBias, BlueScale;
740 GLfloat AlphaBias, AlphaScale;
741 GLfloat DepthBias, DepthScale;
742 GLint IndexShift, IndexOffset;
743 /*@}*/
744
745 /* Pixel Maps */
746 /* Note: actual pixel maps are not part of this attrib group */
747 GLboolean MapColorFlag;
748 GLboolean MapStencilFlag;
749
750 /*--- End Pixel Transfer State ---*/
751
752 /** glPixelZoom */
753 GLfloat ZoomX, ZoomY;
754 };
755
756
757 /**
758 * Point attribute group (GL_POINT_BIT).
759 */
760 struct gl_point_attrib
761 {
762 GLfloat Size; /**< User-specified point size */
763 GLfloat Params[3]; /**< GL_EXT_point_parameters */
764 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
765 GLfloat Threshold; /**< GL_EXT_point_parameters */
766 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
767 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
768 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
769 GLbitfield CoordReplace; /**< GL_ARB_point_sprite*/
770 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
771 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
772 };
773
774
775 /**
776 * Polygon attribute group (GL_POLYGON_BIT).
777 */
778 struct gl_polygon_attrib
779 {
780 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
781 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
782 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
783 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
784 GLboolean CullFlag; /**< Culling on/off flag */
785 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
786 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
787 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
788 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
789 GLfloat OffsetUnits; /**< Polygon offset units, from user */
790 GLfloat OffsetClamp; /**< Polygon offset clamp, from user */
791 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
792 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
793 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
794 };
795
796
797 /**
798 * Scissor attributes (GL_SCISSOR_BIT).
799 */
800 struct gl_scissor_rect
801 {
802 GLint X, Y; /**< Lower left corner of box */
803 GLsizei Width, Height; /**< Size of box */
804 };
805 struct gl_scissor_attrib
806 {
807 GLbitfield EnableFlags; /**< Scissor test enabled? */
808 struct gl_scissor_rect ScissorArray[MAX_VIEWPORTS];
809 GLint NumWindowRects; /**< Count of enabled window rectangles */
810 GLenum WindowRectMode; /**< Whether to include or exclude the rects */
811 struct gl_scissor_rect WindowRects[MAX_WINDOW_RECTANGLES];
812 };
813
814
815 /**
816 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
817 *
818 * Three sets of stencil data are tracked so that OpenGL 2.0,
819 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
820 * simultaneously. In each of the stencil state arrays, element 0 corresponds
821 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
822 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
823 * GL_EXT_stencil_two_side GL_BACK state.
824 *
825 * The derived value \c _BackFace is either 1 or 2 depending on whether or
826 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
827 *
828 * The derived value \c _TestTwoSide is set when the front-face and back-face
829 * stencil state are different.
830 */
831 struct gl_stencil_attrib
832 {
833 GLboolean Enabled; /**< Enabled flag */
834 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
835 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
836 GLboolean _Enabled; /**< Enabled and stencil buffer present */
837 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
838 GLboolean _TestTwoSide;
839 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
840 GLenum Function[3]; /**< Stencil function */
841 GLenum FailFunc[3]; /**< Fail function */
842 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
843 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
844 GLint Ref[3]; /**< Reference value */
845 GLuint ValueMask[3]; /**< Value mask */
846 GLuint WriteMask[3]; /**< Write mask */
847 GLuint Clear; /**< Clear value */
848 };
849
850
851 /**
852 * An index for each type of texture object. These correspond to the GL
853 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
854 * Note: the order is from highest priority to lowest priority.
855 */
856 typedef enum
857 {
858 TEXTURE_2D_MULTISAMPLE_INDEX,
859 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
860 TEXTURE_CUBE_ARRAY_INDEX,
861 TEXTURE_BUFFER_INDEX,
862 TEXTURE_2D_ARRAY_INDEX,
863 TEXTURE_1D_ARRAY_INDEX,
864 TEXTURE_EXTERNAL_INDEX,
865 TEXTURE_CUBE_INDEX,
866 TEXTURE_3D_INDEX,
867 TEXTURE_RECT_INDEX,
868 TEXTURE_2D_INDEX,
869 TEXTURE_1D_INDEX,
870 NUM_TEXTURE_TARGETS
871 } gl_texture_index;
872
873
874 /**
875 * Bit flags for each type of texture object
876 */
877 /*@{*/
878 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
879 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
880 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
881 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
882 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
883 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
884 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
885 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
886 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
887 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
888 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
889 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
890 /*@}*/
891
892
893 /**
894 * Texture image state. Drivers will typically create a subclass of this
895 * with extra fields for memory buffers, etc.
896 */
897 struct gl_texture_image
898 {
899 GLint InternalFormat; /**< Internal format as given by the user */
900 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
901 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
902 * GL_INTENSITY, GL_DEPTH_COMPONENT or
903 * GL_DEPTH_STENCIL_EXT only. Used for
904 * choosing TexEnv arithmetic.
905 */
906 mesa_format TexFormat; /**< The actual texture memory format */
907
908 GLuint Border; /**< 0 or 1 */
909 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
910 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
911 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
912 GLuint Width2; /**< = Width - 2*Border */
913 GLuint Height2; /**< = Height - 2*Border */
914 GLuint Depth2; /**< = Depth - 2*Border */
915 GLuint WidthLog2; /**< = log2(Width2) */
916 GLuint HeightLog2; /**< = log2(Height2) */
917 GLuint DepthLog2; /**< = log2(Depth2) */
918 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
919 levels, computed from the dimensions */
920
921 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
922 GLuint Level; /**< Which mipmap level am I? */
923 /** Cube map face: index into gl_texture_object::Image[] array */
924 GLuint Face;
925
926 /** GL_ARB_texture_multisample */
927 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
928 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
929 };
930
931
932 /**
933 * Indexes for cube map faces.
934 */
935 typedef enum
936 {
937 FACE_POS_X = 0,
938 FACE_NEG_X = 1,
939 FACE_POS_Y = 2,
940 FACE_NEG_Y = 3,
941 FACE_POS_Z = 4,
942 FACE_NEG_Z = 5,
943 MAX_FACES = 6
944 } gl_face_index;
945
946
947 /**
948 * Sampler object state. These objects are new with GL_ARB_sampler_objects
949 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
950 */
951 struct gl_sampler_object
952 {
953 mtx_t Mutex;
954 GLuint Name;
955 GLint RefCount;
956 GLchar *Label; /**< GL_KHR_debug */
957
958 GLenum WrapS; /**< S-axis texture image wrap mode */
959 GLenum WrapT; /**< T-axis texture image wrap mode */
960 GLenum WrapR; /**< R-axis texture image wrap mode */
961 GLenum MinFilter; /**< minification filter */
962 GLenum MagFilter; /**< magnification filter */
963 union gl_color_union BorderColor; /**< Interpreted according to texture format */
964 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
965 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
966 GLfloat LodBias; /**< OpenGL 1.4 */
967 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
968 GLenum CompareMode; /**< GL_ARB_shadow */
969 GLenum CompareFunc; /**< GL_ARB_shadow */
970 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
971 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
972 };
973
974
975 /**
976 * Texture object state. Contains the array of mipmap images, border color,
977 * wrap modes, filter modes, and shadow/texcompare state.
978 */
979 struct gl_texture_object
980 {
981 mtx_t Mutex; /**< for thread safety */
982 GLint RefCount; /**< reference count */
983 GLuint Name; /**< the user-visible texture object ID */
984 GLchar *Label; /**< GL_KHR_debug */
985 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
986 gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
987 Only valid when Target is valid. */
988
989 struct gl_sampler_object Sampler;
990
991 GLenum DepthMode; /**< GL_ARB_depth_texture */
992 bool StencilSampling; /**< Should we sample stencil instead of depth? */
993
994 GLfloat Priority; /**< in [0,1] */
995 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
996 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
997 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
998 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
999 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1000 GLint CropRect[4]; /**< GL_OES_draw_texture */
1001 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1002 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1003 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1004 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1005 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1006 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1007 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1008 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1009 pressure? */
1010 GLboolean Immutable; /**< GL_ARB_texture_storage */
1011 GLboolean _IsFloat; /**< GL_OES_float_texture */
1012 GLboolean _IsHalfFloat; /**< GL_OES_half_float_texture */
1013
1014 GLuint MinLevel; /**< GL_ARB_texture_view */
1015 GLuint MinLayer; /**< GL_ARB_texture_view */
1016 GLuint NumLevels; /**< GL_ARB_texture_view */
1017 GLuint NumLayers; /**< GL_ARB_texture_view */
1018
1019 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1020 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1021
1022 /** GL_ARB_texture_buffer_object */
1023 struct gl_buffer_object *BufferObject;
1024 GLenum BufferObjectFormat;
1025 /** Equivalent Mesa format for BufferObjectFormat. */
1026 mesa_format _BufferObjectFormat;
1027 /** GL_ARB_texture_buffer_range */
1028 GLintptr BufferOffset;
1029 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1030
1031 /** GL_OES_EGL_image_external */
1032 GLint RequiredTextureImageUnits;
1033
1034 /** GL_ARB_shader_image_load_store */
1035 GLenum ImageFormatCompatibilityType;
1036 };
1037
1038
1039 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1040 #define MAX_COMBINER_TERMS 4
1041
1042
1043 /**
1044 * Texture combine environment state.
1045 */
1046 struct gl_tex_env_combine_state
1047 {
1048 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1049 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1050 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1051 GLenum SourceRGB[MAX_COMBINER_TERMS];
1052 GLenum SourceA[MAX_COMBINER_TERMS];
1053 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1054 GLenum OperandRGB[MAX_COMBINER_TERMS];
1055 GLenum OperandA[MAX_COMBINER_TERMS];
1056 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1057 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1058 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1059 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1060 };
1061
1062
1063 /**
1064 * TexGenEnabled flags.
1065 */
1066 /*@{*/
1067 #define S_BIT 1
1068 #define T_BIT 2
1069 #define R_BIT 4
1070 #define Q_BIT 8
1071 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1072 /*@}*/
1073
1074
1075 /**
1076 * Bit flag versions of the corresponding GL_ constants.
1077 */
1078 /*@{*/
1079 #define TEXGEN_SPHERE_MAP 0x1
1080 #define TEXGEN_OBJ_LINEAR 0x2
1081 #define TEXGEN_EYE_LINEAR 0x4
1082 #define TEXGEN_REFLECTION_MAP_NV 0x8
1083 #define TEXGEN_NORMAL_MAP_NV 0x10
1084
1085 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1086 TEXGEN_REFLECTION_MAP_NV | \
1087 TEXGEN_NORMAL_MAP_NV)
1088 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1089 TEXGEN_REFLECTION_MAP_NV | \
1090 TEXGEN_NORMAL_MAP_NV | \
1091 TEXGEN_EYE_LINEAR)
1092 /*@}*/
1093
1094
1095
1096 /** Tex-gen enabled for texture unit? */
1097 #define ENABLE_TEXGEN(unit) (1 << (unit))
1098
1099 /** Non-identity texture matrix for texture unit? */
1100 #define ENABLE_TEXMAT(unit) (1 << (unit))
1101
1102
1103 /**
1104 * Texture coord generation state.
1105 */
1106 struct gl_texgen
1107 {
1108 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1109 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1110 GLfloat ObjectPlane[4];
1111 GLfloat EyePlane[4];
1112 };
1113
1114
1115 /**
1116 * Texture unit state. Contains enable flags, texture environment/function/
1117 * combiners, texgen state, and pointers to current texture objects.
1118 */
1119 struct gl_texture_unit
1120 {
1121 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1122
1123 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1124 GLclampf EnvColor[4];
1125 GLfloat EnvColorUnclamped[4];
1126
1127 struct gl_texgen GenS;
1128 struct gl_texgen GenT;
1129 struct gl_texgen GenR;
1130 struct gl_texgen GenQ;
1131 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1132 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1133
1134 GLfloat LodBias; /**< for biasing mipmap levels */
1135
1136 /** Texture targets that have a non-default texture bound */
1137 GLbitfield _BoundTextures;
1138
1139 /** Current sampler object (GL_ARB_sampler_objects) */
1140 struct gl_sampler_object *Sampler;
1141
1142 /**
1143 * \name GL_EXT_texture_env_combine
1144 */
1145 struct gl_tex_env_combine_state Combine;
1146
1147 /**
1148 * Derived state based on \c EnvMode and the \c BaseFormat of the
1149 * currently enabled texture.
1150 */
1151 struct gl_tex_env_combine_state _EnvMode;
1152
1153 /**
1154 * Currently enabled combiner state. This will point to either
1155 * \c Combine or \c _EnvMode.
1156 */
1157 struct gl_tex_env_combine_state *_CurrentCombine;
1158
1159 /** Current texture object pointers */
1160 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1161
1162 /** Points to highest priority, complete and enabled texture object */
1163 struct gl_texture_object *_Current;
1164
1165 };
1166
1167
1168 /**
1169 * Texture attribute group (GL_TEXTURE_BIT).
1170 */
1171 struct gl_texture_attrib
1172 {
1173 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1174
1175 /** GL_ARB_seamless_cubemap */
1176 GLboolean CubeMapSeamless;
1177
1178 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1179
1180 /** GL_ARB_texture_buffer_object */
1181 struct gl_buffer_object *BufferObject;
1182
1183 /** Texture coord units/sets used for fragment texturing */
1184 GLbitfield _EnabledCoordUnits;
1185
1186 /** Texture coord units that have texgen enabled */
1187 GLbitfield _TexGenEnabled;
1188
1189 /** Texture coord units that have non-identity matrices */
1190 GLbitfield _TexMatEnabled;
1191
1192 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1193 GLbitfield _GenFlags;
1194
1195 /** Largest index of a texture unit with _Current != NULL. */
1196 GLint _MaxEnabledTexImageUnit;
1197
1198 /** Largest index + 1 of texture units that have had any CurrentTex set. */
1199 GLint NumCurrentTexUsed;
1200
1201 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1202 };
1203
1204
1205 /**
1206 * Data structure representing a single clip plane (e.g. one of the elements
1207 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1208 */
1209 typedef GLfloat gl_clip_plane[4];
1210
1211
1212 /**
1213 * Transformation attribute group (GL_TRANSFORM_BIT).
1214 */
1215 struct gl_transform_attrib
1216 {
1217 GLenum MatrixMode; /**< Matrix mode */
1218 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1219 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1220 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1221 GLboolean Normalize; /**< Normalize all normals? */
1222 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1223 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1224 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1225 /** GL_ARB_clip_control */
1226 GLenum ClipOrigin; /**< GL_LOWER_LEFT or GL_UPPER_LEFT */
1227 GLenum ClipDepthMode; /**< GL_NEGATIVE_ONE_TO_ONE or GL_ZERO_TO_ONE */
1228 };
1229
1230
1231 /**
1232 * Viewport attribute group (GL_VIEWPORT_BIT).
1233 */
1234 struct gl_viewport_attrib
1235 {
1236 GLfloat X, Y; /**< position */
1237 GLfloat Width, Height; /**< size */
1238 GLdouble Near, Far; /**< Depth buffer range */
1239 };
1240
1241
1242 typedef enum {
1243 MAP_USER,
1244 MAP_INTERNAL,
1245
1246 MAP_COUNT
1247 } gl_map_buffer_index;
1248
1249
1250 /**
1251 * Fields describing a mapped buffer range.
1252 */
1253 struct gl_buffer_mapping {
1254 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1255 GLvoid *Pointer; /**< User-space address of mapping */
1256 GLintptr Offset; /**< Mapped offset */
1257 GLsizeiptr Length; /**< Mapped length */
1258 };
1259
1260
1261 /**
1262 * Usages we've seen for a buffer object.
1263 */
1264 typedef enum {
1265 USAGE_UNIFORM_BUFFER = 0x1,
1266 USAGE_TEXTURE_BUFFER = 0x2,
1267 USAGE_ATOMIC_COUNTER_BUFFER = 0x4,
1268 USAGE_SHADER_STORAGE_BUFFER = 0x8,
1269 USAGE_TRANSFORM_FEEDBACK_BUFFER = 0x10,
1270 USAGE_PIXEL_PACK_BUFFER = 0x20,
1271 USAGE_DISABLE_MINMAX_CACHE = 0x40,
1272 } gl_buffer_usage;
1273
1274
1275 /**
1276 * GL_ARB_vertex/pixel_buffer_object buffer object
1277 */
1278 struct gl_buffer_object
1279 {
1280 mtx_t Mutex;
1281 GLint RefCount;
1282 GLuint Name;
1283 GLchar *Label; /**< GL_KHR_debug */
1284 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1285 GLbitfield StorageFlags; /**< GL_MAP_PERSISTENT_BIT, etc. */
1286 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1287 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1288 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1289 GLboolean Written; /**< Ever written to? (for debugging) */
1290 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1291 GLboolean Immutable; /**< GL_ARB_buffer_storage */
1292 gl_buffer_usage UsageHistory; /**< How has this buffer been used so far? */
1293
1294 /** Counters used for buffer usage warnings */
1295 GLuint NumSubDataCalls;
1296 GLuint NumMapBufferWriteCalls;
1297
1298 struct gl_buffer_mapping Mappings[MAP_COUNT];
1299
1300 /** Memoization of min/max index computations for static index buffers */
1301 struct hash_table *MinMaxCache;
1302 unsigned MinMaxCacheHitIndices;
1303 unsigned MinMaxCacheMissIndices;
1304 bool MinMaxCacheDirty;
1305 };
1306
1307
1308 /**
1309 * Client pixel packing/unpacking attributes
1310 */
1311 struct gl_pixelstore_attrib
1312 {
1313 GLint Alignment;
1314 GLint RowLength;
1315 GLint SkipPixels;
1316 GLint SkipRows;
1317 GLint ImageHeight;
1318 GLint SkipImages;
1319 GLboolean SwapBytes;
1320 GLboolean LsbFirst;
1321 GLboolean Invert; /**< GL_MESA_pack_invert */
1322 GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
1323 GLint CompressedBlockHeight;
1324 GLint CompressedBlockDepth;
1325 GLint CompressedBlockSize;
1326 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1327 };
1328
1329
1330 /**
1331 * Client vertex array attributes
1332 */
1333 struct gl_client_array
1334 {
1335 GLint Size; /**< components per element (1,2,3,4) */
1336 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1337 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1338 GLsizei StrideB; /**< actual stride in bytes */
1339 GLuint _ElementSize; /**< size of each element in bytes */
1340 const GLubyte *Ptr; /**< Points to array data */
1341 GLboolean Normalized; /**< GL_ARB_vertex_program */
1342 GLboolean Integer; /**< Integer-valued? */
1343 GLboolean Doubles; /**< double precision values are not converted to floats */
1344 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1345
1346 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1347 };
1348
1349
1350 /**
1351 * Vertex attribute array as seen by the client.
1352 *
1353 * Contains the size, type, format and normalization flag,
1354 * along with the index of a vertex buffer binding point.
1355 *
1356 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1357 * and is only present for backwards compatibility reasons.
1358 * Rendering always uses VERTEX_BINDING_STRIDE.
1359 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1360 * and VERTEX_BINDING_STRIDE to the same value, while
1361 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1362 */
1363 struct gl_vertex_attrib_array
1364 {
1365 GLint Size; /**< Components per element (1,2,3,4) */
1366 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1367 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1368 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1369 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1370 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1371 GLboolean Enabled; /**< Whether the array is enabled */
1372 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1373 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1374 GLboolean Doubles; /**< double precision values are not converted to floats */
1375 GLuint _ElementSize; /**< Size of each element in bytes */
1376 GLuint VertexBinding; /**< Vertex buffer binding */
1377 };
1378
1379
1380 /**
1381 * This describes the buffer object used for a vertex array (or
1382 * multiple vertex arrays). If BufferObj points to the default/null
1383 * buffer object, then the vertex array lives in user memory and not a VBO.
1384 */
1385 struct gl_vertex_buffer_binding
1386 {
1387 GLintptr Offset; /**< User-specified offset */
1388 GLsizei Stride; /**< User-specified stride */
1389 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1390 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1391 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1392 };
1393
1394
1395 /**
1396 * A representation of "Vertex Array Objects" (VAOs) from OpenGL 3.1+,
1397 * GL_ARB_vertex_array_object, or the original GL_APPLE_vertex_array_object
1398 * extension.
1399 */
1400 struct gl_vertex_array_object
1401 {
1402 /** Name of the VAO as received from glGenVertexArray. */
1403 GLuint Name;
1404
1405 GLint RefCount;
1406
1407 GLchar *Label; /**< GL_KHR_debug */
1408
1409 mtx_t Mutex;
1410
1411 /**
1412 * Does the VAO use ARB semantics or Apple semantics?
1413 *
1414 * There are several ways in which ARB_vertex_array_object and
1415 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1416 * least,
1417 *
1418 * - ARB VAOs require that all array data be sourced from vertex buffer
1419 * objects, but Apple VAOs do not.
1420 *
1421 * - ARB VAOs require that names come from GenVertexArrays.
1422 *
1423 * This flag notes which behavior governs this VAO.
1424 */
1425 GLboolean ARBsemantics;
1426
1427 /**
1428 * Has this array object been bound?
1429 */
1430 GLboolean EverBound;
1431
1432 /**
1433 * Derived vertex attribute arrays
1434 *
1435 * This is a legacy data structure created from gl_vertex_attrib_array and
1436 * gl_vertex_buffer_binding, for compatibility with existing driver code.
1437 */
1438 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1439
1440 /** Vertex attribute arrays */
1441 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1442
1443 /** Vertex buffer bindings */
1444 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1445
1446 /** Mask indicating which vertex arrays have vertex buffer associated. */
1447 GLbitfield64 VertexAttribBufferMask;
1448
1449 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1450 GLbitfield64 _Enabled;
1451
1452 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1453 GLbitfield64 NewArrays;
1454
1455 /** The index buffer (also known as the element array buffer in OpenGL). */
1456 struct gl_buffer_object *IndexBufferObj;
1457 };
1458
1459
1460 /** Used to signal when transitioning from one kind of drawing method
1461 * to another.
1462 */
1463 typedef enum {
1464 DRAW_NONE, /**< Initial value only */
1465 DRAW_BEGIN_END,
1466 DRAW_DISPLAY_LIST,
1467 DRAW_ARRAYS
1468 } gl_draw_method;
1469
1470 /**
1471 * Enum for the OpenGL APIs we know about and may support.
1472 *
1473 * NOTE: This must match the api_enum table in
1474 * src/mesa/main/get_hash_generator.py
1475 */
1476 typedef enum
1477 {
1478 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
1479 API_OPENGLES,
1480 API_OPENGLES2,
1481 API_OPENGL_CORE,
1482 API_OPENGL_LAST = API_OPENGL_CORE
1483 } gl_api;
1484
1485 /**
1486 * Vertex array state
1487 */
1488 struct gl_array_attrib
1489 {
1490 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1491 struct gl_vertex_array_object *VAO;
1492
1493 /** The default vertex array object */
1494 struct gl_vertex_array_object *DefaultVAO;
1495
1496 /** The last VAO accessed by a DSA function */
1497 struct gl_vertex_array_object *LastLookedUpVAO;
1498
1499 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1500 struct _mesa_HashTable *Objects;
1501
1502 GLint ActiveTexture; /**< Client Active Texture */
1503 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1504 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1505
1506 /**
1507 * \name Primitive restart controls
1508 *
1509 * Primitive restart is enabled if either \c PrimitiveRestart or
1510 * \c PrimitiveRestartFixedIndex is set.
1511 */
1512 /*@{*/
1513 GLboolean PrimitiveRestart;
1514 GLboolean PrimitiveRestartFixedIndex;
1515 GLboolean _PrimitiveRestart;
1516 GLuint RestartIndex;
1517 /*@}*/
1518
1519 /** One of the DRAW_xxx flags, not consumed by drivers */
1520 gl_draw_method DrawMethod;
1521
1522 /* GL_ARB_vertex_buffer_object */
1523 struct gl_buffer_object *ArrayBufferObj;
1524
1525 /**
1526 * Vertex arrays as consumed by a driver.
1527 * The array pointer is set up only by the VBO module.
1528 */
1529 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1530
1531 /** Legal array datatypes and the API for which they have been computed */
1532 GLbitfield LegalTypesMask;
1533 gl_api LegalTypesMaskAPI;
1534 };
1535
1536
1537 /**
1538 * Feedback buffer state
1539 */
1540 struct gl_feedback
1541 {
1542 GLenum Type;
1543 GLbitfield _Mask; /**< FB_* bits */
1544 GLfloat *Buffer;
1545 GLuint BufferSize;
1546 GLuint Count;
1547 };
1548
1549
1550 /**
1551 * Selection buffer state
1552 */
1553 struct gl_selection
1554 {
1555 GLuint *Buffer; /**< selection buffer */
1556 GLuint BufferSize; /**< size of the selection buffer */
1557 GLuint BufferCount; /**< number of values in the selection buffer */
1558 GLuint Hits; /**< number of records in the selection buffer */
1559 GLuint NameStackDepth; /**< name stack depth */
1560 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1561 GLboolean HitFlag; /**< hit flag */
1562 GLfloat HitMinZ; /**< minimum hit depth */
1563 GLfloat HitMaxZ; /**< maximum hit depth */
1564 };
1565
1566
1567 /**
1568 * 1-D Evaluator control points
1569 */
1570 struct gl_1d_map
1571 {
1572 GLuint Order; /**< Number of control points */
1573 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1574 GLfloat *Points; /**< Points to contiguous control points */
1575 };
1576
1577
1578 /**
1579 * 2-D Evaluator control points
1580 */
1581 struct gl_2d_map
1582 {
1583 GLuint Uorder; /**< Number of control points in U dimension */
1584 GLuint Vorder; /**< Number of control points in V dimension */
1585 GLfloat u1, u2, du;
1586 GLfloat v1, v2, dv;
1587 GLfloat *Points; /**< Points to contiguous control points */
1588 };
1589
1590
1591 /**
1592 * All evaluator control point state
1593 */
1594 struct gl_evaluators
1595 {
1596 /**
1597 * \name 1-D maps
1598 */
1599 /*@{*/
1600 struct gl_1d_map Map1Vertex3;
1601 struct gl_1d_map Map1Vertex4;
1602 struct gl_1d_map Map1Index;
1603 struct gl_1d_map Map1Color4;
1604 struct gl_1d_map Map1Normal;
1605 struct gl_1d_map Map1Texture1;
1606 struct gl_1d_map Map1Texture2;
1607 struct gl_1d_map Map1Texture3;
1608 struct gl_1d_map Map1Texture4;
1609 /*@}*/
1610
1611 /**
1612 * \name 2-D maps
1613 */
1614 /*@{*/
1615 struct gl_2d_map Map2Vertex3;
1616 struct gl_2d_map Map2Vertex4;
1617 struct gl_2d_map Map2Index;
1618 struct gl_2d_map Map2Color4;
1619 struct gl_2d_map Map2Normal;
1620 struct gl_2d_map Map2Texture1;
1621 struct gl_2d_map Map2Texture2;
1622 struct gl_2d_map Map2Texture3;
1623 struct gl_2d_map Map2Texture4;
1624 /*@}*/
1625 };
1626
1627
1628 struct gl_transform_feedback_varying_info
1629 {
1630 char *Name;
1631 GLenum Type;
1632 GLint BufferIndex;
1633 GLint Size;
1634 GLint Offset;
1635 };
1636
1637
1638 /**
1639 * Per-output info vertex shaders for transform feedback.
1640 */
1641 struct gl_transform_feedback_output
1642 {
1643 unsigned OutputRegister;
1644 unsigned OutputBuffer;
1645 unsigned NumComponents;
1646 unsigned StreamId;
1647
1648 /** offset (in DWORDs) of this output within the interleaved structure */
1649 unsigned DstOffset;
1650
1651 /**
1652 * Offset into the output register of the data to output. For example,
1653 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1654 * offset is in the y and z components of the output register.
1655 */
1656 unsigned ComponentOffset;
1657 };
1658
1659
1660 struct gl_transform_feedback_buffer
1661 {
1662 unsigned Binding;
1663
1664 unsigned NumVaryings;
1665
1666 /**
1667 * Total number of components stored in each buffer. This may be used by
1668 * hardware back-ends to determine the correct stride when interleaving
1669 * multiple transform feedback outputs in the same buffer.
1670 */
1671 unsigned Stride;
1672
1673 /**
1674 * Which transform feedback stream this buffer binding is associated with.
1675 */
1676 unsigned Stream;
1677 };
1678
1679
1680 /** Post-link transform feedback info. */
1681 struct gl_transform_feedback_info
1682 {
1683 unsigned NumOutputs;
1684
1685 /* Bitmask of active buffer indices. */
1686 unsigned ActiveBuffers;
1687
1688 struct gl_transform_feedback_output *Outputs;
1689
1690 /** Transform feedback varyings used for the linking of this shader program.
1691 *
1692 * Use for glGetTransformFeedbackVarying().
1693 */
1694 struct gl_transform_feedback_varying_info *Varyings;
1695 GLint NumVarying;
1696
1697 struct gl_transform_feedback_buffer Buffers[MAX_FEEDBACK_BUFFERS];
1698 };
1699
1700
1701 /**
1702 * Transform feedback object state
1703 */
1704 struct gl_transform_feedback_object
1705 {
1706 GLuint Name; /**< AKA the object ID */
1707 GLint RefCount;
1708 GLchar *Label; /**< GL_KHR_debug */
1709 GLboolean Active; /**< Is transform feedback enabled? */
1710 GLboolean Paused; /**< Is transform feedback paused? */
1711 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1712 at least once? */
1713 GLboolean EverBound; /**< Has this object been bound? */
1714
1715 /**
1716 * GLES: if Active is true, remaining number of primitives which can be
1717 * rendered without overflow. This is necessary to track because GLES
1718 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1719 * glDrawArraysInstanced would overflow transform feedback buffers.
1720 * Undefined if Active is false.
1721 *
1722 * Not tracked for desktop GL since it's unnecessary.
1723 */
1724 unsigned GlesRemainingPrims;
1725
1726 /**
1727 * The shader program active when BeginTransformFeedback() was called.
1728 * When active and unpaused, this equals ctx->Shader.CurrentProgram[stage],
1729 * where stage is the pipeline stage that is the source of data for
1730 * transform feedback.
1731 */
1732 struct gl_shader_program *shader_program;
1733
1734 /** The feedback buffers */
1735 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1736 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1737
1738 /** Start of feedback data in dest buffer */
1739 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1740
1741 /**
1742 * Max data to put into dest buffer (in bytes). Computed based on
1743 * RequestedSize and the actual size of the buffer.
1744 */
1745 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1746
1747 /**
1748 * Size that was specified when the buffer was bound. If the buffer was
1749 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1750 * zero.
1751 */
1752 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1753 };
1754
1755
1756 /**
1757 * Context state for transform feedback.
1758 */
1759 struct gl_transform_feedback_state
1760 {
1761 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1762
1763 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1764 struct gl_buffer_object *CurrentBuffer;
1765
1766 /** The table of all transform feedback objects */
1767 struct _mesa_HashTable *Objects;
1768
1769 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1770 struct gl_transform_feedback_object *CurrentObject;
1771
1772 /** The default xform-fb object (Name==0) */
1773 struct gl_transform_feedback_object *DefaultObject;
1774 };
1775
1776
1777 /**
1778 * A "performance monitor" as described in AMD_performance_monitor.
1779 */
1780 struct gl_perf_monitor_object
1781 {
1782 GLuint Name;
1783
1784 /** True if the monitor is currently active (Begin called but not End). */
1785 GLboolean Active;
1786
1787 /**
1788 * True if the monitor has ended.
1789 *
1790 * This is distinct from !Active because it may never have began.
1791 */
1792 GLboolean Ended;
1793
1794 /**
1795 * A list of groups with currently active counters.
1796 *
1797 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1798 */
1799 unsigned *ActiveGroups;
1800
1801 /**
1802 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1803 *
1804 * Checking whether counter 'c' in group 'g' is active can be done via:
1805 *
1806 * BITSET_TEST(ActiveCounters[g], c)
1807 */
1808 GLuint **ActiveCounters;
1809 };
1810
1811
1812 union gl_perf_monitor_counter_value
1813 {
1814 float f;
1815 uint64_t u64;
1816 uint32_t u32;
1817 };
1818
1819
1820 struct gl_perf_monitor_counter
1821 {
1822 /** Human readable name for the counter. */
1823 const char *Name;
1824
1825 /**
1826 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1827 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1828 */
1829 GLenum Type;
1830
1831 /** Minimum counter value. */
1832 union gl_perf_monitor_counter_value Minimum;
1833
1834 /** Maximum counter value. */
1835 union gl_perf_monitor_counter_value Maximum;
1836 };
1837
1838
1839 struct gl_perf_monitor_group
1840 {
1841 /** Human readable name for the group. */
1842 const char *Name;
1843
1844 /**
1845 * Maximum number of counters in this group which can be active at the
1846 * same time.
1847 */
1848 GLuint MaxActiveCounters;
1849
1850 /** Array of counters within this group. */
1851 const struct gl_perf_monitor_counter *Counters;
1852 GLuint NumCounters;
1853 };
1854
1855
1856 /**
1857 * Context state for AMD_performance_monitor.
1858 */
1859 struct gl_perf_monitor_state
1860 {
1861 /** Array of performance monitor groups (indexed by group ID) */
1862 const struct gl_perf_monitor_group *Groups;
1863 GLuint NumGroups;
1864
1865 /** The table of all performance monitors. */
1866 struct _mesa_HashTable *Monitors;
1867 };
1868
1869
1870 /**
1871 * Names of the various vertex/fragment program register files, etc.
1872 *
1873 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1874 * All values should fit in a 4-bit field.
1875 *
1876 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1877 * considered to be "uniform" variables since they can only be set outside
1878 * glBegin/End. They're also all stored in the same Parameters array.
1879 */
1880 typedef enum
1881 {
1882 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1883 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1884 PROGRAM_INPUT, /**< machine->Inputs[] */
1885 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1886 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1887 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1888 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1889 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1890 PROGRAM_ADDRESS, /**< machine->AddressReg */
1891 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1892 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1893 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1894 PROGRAM_IMMEDIATE, /**< Immediate value, used by TGSI */
1895 PROGRAM_BUFFER, /**< for shader buffers, compile-time only */
1896 PROGRAM_MEMORY, /**< for shared, global and local memory */
1897 PROGRAM_IMAGE, /**< for shader images, compile-time only */
1898 PROGRAM_FILE_MAX
1899 } gl_register_file;
1900
1901
1902 /**
1903 * Base class for any kind of program object
1904 */
1905 struct gl_program
1906 {
1907 mtx_t Mutex;
1908 GLuint Id;
1909 GLint RefCount;
1910 GLubyte *String; /**< Null-terminated program text */
1911
1912 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
1913 GLenum Format; /**< String encoding format */
1914
1915 struct prog_instruction *Instructions;
1916
1917 struct nir_shader *nir;
1918
1919 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1920 GLbitfield64 DoubleInputsRead; /**< Bitmask of which input regs are read and are doubles */
1921 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1922 GLbitfield64 OutputsRead; /**< Bitmask of which output regs are read */
1923 GLbitfield PatchInputsRead; /**< VAR[0..31] usage for patch inputs (user-defined only) */
1924 GLbitfield PatchOutputsWritten; /**< VAR[0..31] usage for patch outputs (user-defined only) */
1925 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1926 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1927 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1928 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1929
1930 GLboolean UsesGather; /**< Does this program use gather4 at all? */
1931
1932 /**
1933 * For vertex and geometry shaders, true if the program uses the
1934 * gl_ClipDistance output. Ignored for fragment shaders.
1935 */
1936 unsigned ClipDistanceArraySize;
1937 unsigned CullDistanceArraySize;
1938
1939
1940 /** Named parameters, constants, etc. from program text */
1941 struct gl_program_parameter_list *Parameters;
1942
1943 /**
1944 * Local parameters used by the program.
1945 *
1946 * It's dynamically allocated because it is rarely used (just
1947 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
1948 * allocated.
1949 */
1950 GLfloat (*LocalParams)[4];
1951
1952 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1953 GLubyte SamplerUnits[MAX_SAMPLERS];
1954
1955 /** Bitmask of which register files are read/written with indirect
1956 * addressing. Mask of (1 << PROGRAM_x) bits.
1957 */
1958 GLbitfield IndirectRegisterFiles;
1959
1960 /** Logical counts */
1961 /*@{*/
1962 GLuint NumInstructions;
1963 GLuint NumTemporaries;
1964 GLuint NumParameters;
1965 GLuint NumAttributes;
1966 GLuint NumAddressRegs;
1967 GLuint NumAluInstructions;
1968 GLuint NumTexInstructions;
1969 GLuint NumTexIndirections;
1970 /*@}*/
1971 /** Native, actual h/w counts */
1972 /*@{*/
1973 GLuint NumNativeInstructions;
1974 GLuint NumNativeTemporaries;
1975 GLuint NumNativeParameters;
1976 GLuint NumNativeAttributes;
1977 GLuint NumNativeAddressRegs;
1978 GLuint NumNativeAluInstructions;
1979 GLuint NumNativeTexInstructions;
1980 GLuint NumNativeTexIndirections;
1981 /*@}*/
1982 };
1983
1984
1985 /** Vertex program object */
1986 struct gl_vertex_program
1987 {
1988 struct gl_program Base; /**< base class */
1989 GLboolean IsPositionInvariant;
1990 };
1991
1992
1993 /** Tessellation control program object */
1994 struct gl_tess_ctrl_program
1995 {
1996 struct gl_program Base; /**< base class */
1997
1998 /* output layout */
1999 GLint VerticesOut;
2000 };
2001
2002
2003 /** Tessellation evaluation program object */
2004 struct gl_tess_eval_program
2005 {
2006 struct gl_program Base; /**< base class */
2007
2008 /* input layout */
2009 GLenum PrimitiveMode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
2010 GLenum Spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
2011 GLenum VertexOrder; /* GL_CW or GL_CCW */
2012 bool PointMode;
2013 };
2014
2015
2016 /** Geometry program object */
2017 struct gl_geometry_program
2018 {
2019 struct gl_program Base; /**< base class */
2020
2021 GLint VerticesIn;
2022 GLint VerticesOut;
2023 GLint Invocations;
2024 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2025 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2026 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2027 bool UsesEndPrimitive;
2028 bool UsesStreams;
2029 };
2030
2031
2032 /** Fragment program object */
2033 struct gl_fragment_program
2034 {
2035 struct gl_program Base; /**< base class */
2036 GLboolean UsesKill; /**< shader uses KIL instruction */
2037 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2038 GLboolean OriginUpperLeft;
2039 GLboolean PixelCenterInteger;
2040 enum gl_frag_depth_layout FragDepthLayout;
2041
2042 /**
2043 * GLSL interpolation qualifier associated with each fragment shader input.
2044 * For inputs that do not have an interpolation qualifier specified in
2045 * GLSL, the value is INTERP_MODE_NONE.
2046 */
2047 enum glsl_interp_mode InterpQualifier[VARYING_SLOT_MAX];
2048
2049 /**
2050 * Bitfield indicating, for each fragment shader input, 1 if that input
2051 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2052 */
2053 GLbitfield64 IsCentroid;
2054
2055 /**
2056 * Bitfield indicating, for each fragment shader input, 1 if that input
2057 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2058 */
2059 GLbitfield64 IsSample;
2060 };
2061
2062
2063 /** Compute program object */
2064 struct gl_compute_program
2065 {
2066 struct gl_program Base; /**< base class */
2067
2068 /**
2069 * Size specified using local_size_{x,y,z}.
2070 */
2071 unsigned LocalSize[3];
2072
2073 /**
2074 * Size of shared variables accessed by the compute shader.
2075 */
2076 unsigned SharedSize;
2077 };
2078
2079
2080 /**
2081 * State common to vertex and fragment programs.
2082 */
2083 struct gl_program_state
2084 {
2085 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2086 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2087 };
2088
2089
2090 /**
2091 * Context state for vertex programs.
2092 */
2093 struct gl_vertex_program_state
2094 {
2095 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2096 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2097 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2098 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2099 /** Computed two sided lighting for fixed function/programs. */
2100 GLboolean _TwoSideEnabled;
2101 struct gl_vertex_program *Current; /**< User-bound vertex program */
2102
2103 /** Currently enabled and valid vertex program (including internal
2104 * programs, user-defined vertex programs and GLSL vertex shaders).
2105 * This is the program we must use when rendering.
2106 */
2107 struct gl_vertex_program *_Current;
2108
2109 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2110
2111 /** Should fixed-function T&L be implemented with a vertex prog? */
2112 GLboolean _MaintainTnlProgram;
2113
2114 /** Program to emulate fixed-function T&L (see above) */
2115 struct gl_vertex_program *_TnlProgram;
2116
2117 /** Cache of fixed-function programs */
2118 struct gl_program_cache *Cache;
2119
2120 GLboolean _Overriden;
2121 };
2122
2123 /**
2124 * Context state for tessellation control programs.
2125 */
2126 struct gl_tess_ctrl_program_state
2127 {
2128 /** Currently bound and valid shader. */
2129 struct gl_tess_ctrl_program *_Current;
2130
2131 GLint patch_vertices;
2132 GLfloat patch_default_outer_level[4];
2133 GLfloat patch_default_inner_level[2];
2134 };
2135
2136 /**
2137 * Context state for tessellation evaluation programs.
2138 */
2139 struct gl_tess_eval_program_state
2140 {
2141 /** Currently bound and valid shader. */
2142 struct gl_tess_eval_program *_Current;
2143 };
2144
2145 /**
2146 * Context state for geometry programs.
2147 */
2148 struct gl_geometry_program_state
2149 {
2150 /** Currently enabled and valid program (including internal programs
2151 * and compiled shader programs).
2152 */
2153 struct gl_geometry_program *_Current;
2154 };
2155
2156 /**
2157 * Context state for fragment programs.
2158 */
2159 struct gl_fragment_program_state
2160 {
2161 GLboolean Enabled; /**< User-set fragment program enable flag */
2162 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2163 struct gl_fragment_program *Current; /**< User-bound fragment program */
2164
2165 /** Currently enabled and valid fragment program (including internal
2166 * programs, user-defined fragment programs and GLSL fragment shaders).
2167 * This is the program we must use when rendering.
2168 */
2169 struct gl_fragment_program *_Current;
2170
2171 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2172
2173 /** Should fixed-function texturing be implemented with a fragment prog? */
2174 GLboolean _MaintainTexEnvProgram;
2175
2176 /** Program to emulate fixed-function texture env/combine (see above) */
2177 struct gl_fragment_program *_TexEnvProgram;
2178
2179 /** Cache of fixed-function programs */
2180 struct gl_program_cache *Cache;
2181 };
2182
2183
2184 /**
2185 * Context state for compute programs.
2186 */
2187 struct gl_compute_program_state
2188 {
2189 /** Currently enabled and valid program (including internal programs
2190 * and compiled shader programs).
2191 */
2192 struct gl_compute_program *_Current;
2193 };
2194
2195
2196 /**
2197 * ATI_fragment_shader runtime state
2198 */
2199
2200 struct atifs_instruction;
2201 struct atifs_setupinst;
2202
2203 /**
2204 * ATI fragment shader
2205 */
2206 struct ati_fragment_shader
2207 {
2208 GLuint Id;
2209 GLint RefCount;
2210 struct atifs_instruction *Instructions[2];
2211 struct atifs_setupinst *SetupInst[2];
2212 GLfloat Constants[8][4];
2213 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2214 GLubyte numArithInstr[2];
2215 GLubyte regsAssigned[2];
2216 GLubyte NumPasses; /**< 1 or 2 */
2217 GLubyte cur_pass;
2218 GLubyte last_optype;
2219 GLboolean interpinp1;
2220 GLboolean isValid;
2221 GLuint swizzlerq;
2222 struct gl_program *Program;
2223 };
2224
2225 /**
2226 * Context state for GL_ATI_fragment_shader
2227 */
2228 struct gl_ati_fragment_shader_state
2229 {
2230 GLboolean Enabled;
2231 GLboolean _Enabled; /**< enabled and valid shader? */
2232 GLboolean Compiling;
2233 GLfloat GlobalConstants[8][4];
2234 struct ati_fragment_shader *Current;
2235 };
2236
2237 /**
2238 * Shader subroutine function definition
2239 */
2240 struct gl_subroutine_function
2241 {
2242 char *name;
2243 int index;
2244 int num_compat_types;
2245 const struct glsl_type **types;
2246 };
2247
2248 /**
2249 * Shader information needed by both gl_shader and gl_linked shader.
2250 */
2251 struct gl_shader_info
2252 {
2253 bool uses_builtin_functions;
2254 bool uses_gl_fragcoord;
2255 bool redeclares_gl_fragcoord;
2256 bool ARB_fragment_coord_conventions_enable;
2257
2258 /**
2259 * Fragment shader state from GLSL 1.50 layout qualifiers.
2260 */
2261 bool origin_upper_left;
2262 bool pixel_center_integer;
2263
2264 struct {
2265 /** Global xfb_stride out qualifier if any */
2266 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2267 } TransformFeedback;
2268
2269 /**
2270 * Tessellation Control shader state from layout qualifiers.
2271 */
2272 struct {
2273 /**
2274 * 0 - vertices not declared in shader, or
2275 * 1 .. GL_MAX_PATCH_VERTICES
2276 */
2277 GLint VerticesOut;
2278 } TessCtrl;
2279
2280 /**
2281 * Tessellation Evaluation shader state from layout qualifiers.
2282 */
2283 struct {
2284 /**
2285 * GL_TRIANGLES, GL_QUADS, GL_ISOLINES or PRIM_UNKNOWN if it's not set
2286 * in this shader.
2287 */
2288 GLenum PrimitiveMode;
2289 /**
2290 * GL_EQUAL, GL_FRACTIONAL_ODD, GL_FRACTIONAL_EVEN, or 0 if it's not set
2291 * in this shader.
2292 */
2293 GLenum Spacing;
2294 /**
2295 * GL_CW, GL_CCW, or 0 if it's not set in this shader.
2296 */
2297 GLenum VertexOrder;
2298 /**
2299 * 1, 0, or -1 if it's not set in this shader.
2300 */
2301 int PointMode;
2302 } TessEval;
2303
2304 /**
2305 * Geometry shader state from GLSL 1.50 layout qualifiers.
2306 */
2307 struct {
2308 GLint VerticesOut;
2309 /**
2310 * 0 - Invocations count not declared in shader, or
2311 * 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS
2312 */
2313 GLint Invocations;
2314 /**
2315 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2316 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2317 * shader.
2318 */
2319 GLenum InputType;
2320 /**
2321 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2322 * it's not set in this shader.
2323 */
2324 GLenum OutputType;
2325 } Geom;
2326
2327 /**
2328 * Whether early fragment tests are enabled as defined by
2329 * ARB_shader_image_load_store.
2330 */
2331 bool EarlyFragmentTests;
2332
2333 /**
2334 * A bitmask of gl_advanced_blend_mode values
2335 */
2336 GLbitfield BlendSupport;
2337
2338 /**
2339 * Compute shader state from ARB_compute_shader layout qualifiers.
2340 */
2341 struct {
2342 /**
2343 * Size specified using local_size_{x,y,z}, or all 0's to indicate that
2344 * it's not set in this shader.
2345 */
2346 unsigned LocalSize[3];
2347 } Comp;
2348 };
2349
2350 /**
2351 * A linked GLSL shader object.
2352 */
2353 struct gl_linked_shader
2354 {
2355 gl_shader_stage Stage;
2356
2357 struct gl_program *Program; /**< Post-compile assembly code */
2358
2359 /**
2360 * \name Sampler tracking
2361 *
2362 * \note Each of these fields is only set post-linking.
2363 */
2364 /*@{*/
2365 unsigned num_samplers; /**< Number of samplers used by this shader. */
2366 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2367 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2368 /*@}*/
2369
2370 /**
2371 * Map from sampler unit to texture unit (set by glUniform1i())
2372 *
2373 * A sampler unit is associated with each sampler uniform by the linker.
2374 * The sampler unit associated with each uniform is stored in the
2375 * \c gl_uniform_storage::sampler field.
2376 */
2377 GLubyte SamplerUnits[MAX_SAMPLERS];
2378 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2379 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2380
2381 /**
2382 * Number of default uniform block components used by this shader.
2383 *
2384 * This field is only set post-linking.
2385 */
2386 unsigned num_uniform_components;
2387
2388 /**
2389 * Number of combined uniform components used by this shader.
2390 *
2391 * This field is only set post-linking. It is the sum of the uniform block
2392 * sizes divided by sizeof(float), and num_uniform_compoennts.
2393 */
2394 unsigned num_combined_uniform_components;
2395
2396 unsigned NumUniformBlocks;
2397 struct gl_uniform_block **UniformBlocks;
2398
2399 unsigned NumShaderStorageBlocks;
2400 struct gl_uniform_block **ShaderStorageBlocks;
2401
2402 struct exec_list *ir;
2403 struct exec_list *packed_varyings;
2404 struct exec_list *fragdata_arrays;
2405 struct glsl_symbol_table *symbols;
2406
2407 /**
2408 * Map from image uniform index to image unit (set by glUniform1i())
2409 *
2410 * An image uniform index is associated with each image uniform by
2411 * the linker. The image index associated with each uniform is
2412 * stored in the \c gl_uniform_storage::image field.
2413 */
2414 GLubyte ImageUnits[MAX_IMAGE_UNIFORMS];
2415
2416 /**
2417 * Access qualifier specified in the shader for each image uniform
2418 * index. Either \c GL_READ_ONLY, \c GL_WRITE_ONLY or \c
2419 * GL_READ_WRITE.
2420 *
2421 * It may be different, though only more strict than the value of
2422 * \c gl_image_unit::Access for the corresponding image unit.
2423 */
2424 GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
2425
2426 /**
2427 * Number of image uniforms defined in the shader. It specifies
2428 * the number of valid elements in the \c ImageUnits and \c
2429 * ImageAccess arrays above.
2430 */
2431 GLuint NumImages;
2432
2433 struct gl_active_atomic_buffer **AtomicBuffers;
2434 unsigned NumAtomicBuffers;
2435
2436 /**
2437 * Number of types for subroutine uniforms.
2438 */
2439 GLuint NumSubroutineUniformTypes;
2440
2441 /**
2442 * Subroutine uniform remap table
2443 * based on the program level uniform remap table.
2444 */
2445 GLuint NumSubroutineUniforms; /* non-sparse total */
2446 GLuint NumSubroutineUniformRemapTable;
2447 struct gl_uniform_storage **SubroutineUniformRemapTable;
2448
2449 /**
2450 * Num of subroutine functions for this stage
2451 * and storage for them.
2452 */
2453 GLuint NumSubroutineFunctions;
2454 GLuint MaxSubroutineFunctionIndex;
2455 struct gl_subroutine_function *SubroutineFunctions;
2456
2457 struct gl_shader_info info;
2458 };
2459
2460 /**
2461 * A GLSL shader object.
2462 */
2463 struct gl_shader
2464 {
2465 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB ||
2466 * GL_TESS_CONTROL_SHADER || GL_TESS_EVALUATION_SHADER.
2467 * Must be the first field.
2468 */
2469 GLenum Type;
2470 gl_shader_stage Stage;
2471 GLuint Name; /**< AKA the handle */
2472 GLint RefCount; /**< Reference count */
2473 GLchar *Label; /**< GL_KHR_debug */
2474 GLboolean DeletePending;
2475 GLboolean CompileStatus;
2476 bool IsES; /**< True if this shader uses GLSL ES */
2477
2478 GLuint SourceChecksum; /**< for debug/logging purposes */
2479 const GLchar *Source; /**< Source code string */
2480
2481 GLchar *InfoLog;
2482
2483 unsigned Version; /**< GLSL version used for linking */
2484
2485 struct exec_list *ir;
2486 struct glsl_symbol_table *symbols;
2487
2488 struct gl_shader_info info;
2489 };
2490
2491
2492 struct gl_uniform_buffer_variable
2493 {
2494 char *Name;
2495
2496 /**
2497 * Name of the uniform as seen by glGetUniformIndices.
2498 *
2499 * glGetUniformIndices requires that the block instance index \b not be
2500 * present in the name of queried uniforms.
2501 *
2502 * \note
2503 * \c gl_uniform_buffer_variable::IndexName and
2504 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2505 */
2506 char *IndexName;
2507
2508 const struct glsl_type *Type;
2509 unsigned int Offset;
2510 GLboolean RowMajor;
2511 };
2512
2513
2514 enum gl_uniform_block_packing
2515 {
2516 ubo_packing_std140,
2517 ubo_packing_shared,
2518 ubo_packing_packed,
2519 ubo_packing_std430
2520 };
2521
2522
2523 struct gl_uniform_block
2524 {
2525 /** Declared name of the uniform block */
2526 char *Name;
2527
2528 /** Array of supplemental information about UBO ir_variables. */
2529 struct gl_uniform_buffer_variable *Uniforms;
2530 GLuint NumUniforms;
2531
2532 /**
2533 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2534 * with glBindBufferBase to bind a buffer object to this uniform block. When
2535 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2536 */
2537 GLuint Binding;
2538
2539 /**
2540 * Minimum size (in bytes) of a buffer object to back this uniform buffer
2541 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2542 */
2543 GLuint UniformBufferSize;
2544
2545 /** Stages that reference this block */
2546 uint8_t stageref;
2547
2548 /**
2549 * Layout specified in the shader
2550 *
2551 * This isn't accessible through the API, but it is used while
2552 * cross-validating uniform blocks.
2553 */
2554 enum gl_uniform_block_packing _Packing;
2555 };
2556
2557 /**
2558 * Structure that represents a reference to an atomic buffer from some
2559 * shader program.
2560 */
2561 struct gl_active_atomic_buffer
2562 {
2563 /** Uniform indices of the atomic counters declared within it. */
2564 GLuint *Uniforms;
2565 GLuint NumUniforms;
2566
2567 /** Binding point index associated with it. */
2568 GLuint Binding;
2569
2570 /** Minimum reasonable size it is expected to have. */
2571 GLuint MinimumSize;
2572
2573 /** Shader stages making use of it. */
2574 GLboolean StageReferences[MESA_SHADER_STAGES];
2575 };
2576
2577 /**
2578 * Data container for shader queries. This holds only the minimal
2579 * amount of required information for resource queries to work.
2580 */
2581 struct gl_shader_variable
2582 {
2583 /**
2584 * Declared type of the variable
2585 */
2586 const struct glsl_type *type;
2587
2588 /**
2589 * If the variable is in an interface block, this is the type of the block.
2590 */
2591 const struct glsl_type *interface_type;
2592
2593 /**
2594 * For variables inside structs (possibly recursively), this is the
2595 * outermost struct type.
2596 */
2597 const struct glsl_type *outermost_struct_type;
2598
2599 /**
2600 * Declared name of the variable
2601 */
2602 char *name;
2603
2604 /**
2605 * Storage location of the base of this variable
2606 *
2607 * The precise meaning of this field depends on the nature of the variable.
2608 *
2609 * - Vertex shader input: one of the values from \c gl_vert_attrib.
2610 * - Vertex shader output: one of the values from \c gl_varying_slot.
2611 * - Geometry shader input: one of the values from \c gl_varying_slot.
2612 * - Geometry shader output: one of the values from \c gl_varying_slot.
2613 * - Fragment shader input: one of the values from \c gl_varying_slot.
2614 * - Fragment shader output: one of the values from \c gl_frag_result.
2615 * - Uniforms: Per-stage uniform slot number for default uniform block.
2616 * - Uniforms: Index within the uniform block definition for UBO members.
2617 * - Non-UBO Uniforms: explicit location until linking then reused to
2618 * store uniform slot number.
2619 * - Other: This field is not currently used.
2620 *
2621 * If the variable is a uniform, shader input, or shader output, and the
2622 * slot has not been assigned, the value will be -1.
2623 */
2624 int location;
2625
2626 /**
2627 * Specifies the first component the variable is stored in as per
2628 * ARB_enhanced_layouts.
2629 */
2630 unsigned component:2;
2631
2632 /**
2633 * Output index for dual source blending.
2634 *
2635 * \note
2636 * The GLSL spec only allows the values 0 or 1 for the index in \b dual
2637 * source blending.
2638 */
2639 unsigned index:1;
2640
2641 /**
2642 * Specifies whether a shader input/output is per-patch in tessellation
2643 * shader stages.
2644 */
2645 unsigned patch:1;
2646
2647 /**
2648 * Storage class of the variable.
2649 *
2650 * \sa (n)ir_variable_mode
2651 */
2652 unsigned mode:4;
2653
2654 /**
2655 * Interpolation mode for shader inputs / outputs
2656 *
2657 * \sa glsl_interp_mode
2658 */
2659 unsigned interpolation:2;
2660
2661 /**
2662 * Was the location explicitly set in the shader?
2663 *
2664 * If the location is explicitly set in the shader, it \b cannot be changed
2665 * by the linker or by the API (e.g., calls to \c glBindAttribLocation have
2666 * no effect).
2667 */
2668 unsigned explicit_location:1;
2669
2670 /**
2671 * Precision qualifier.
2672 */
2673 unsigned precision:2;
2674 };
2675
2676 /**
2677 * Active resource in a gl_shader_program
2678 */
2679 struct gl_program_resource
2680 {
2681 GLenum Type; /** Program interface type. */
2682 const void *Data; /** Pointer to resource associated data structure. */
2683 uint8_t StageReferences; /** Bitmask of shader stage references. */
2684 };
2685
2686 /**
2687 * A GLSL program object.
2688 * Basically a linked collection of vertex and fragment shaders.
2689 */
2690 struct gl_shader_program
2691 {
2692 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2693 GLuint Name; /**< aka handle or ID */
2694 GLchar *Label; /**< GL_KHR_debug */
2695 GLint RefCount; /**< Reference count */
2696 GLboolean DeletePending;
2697
2698 /**
2699 * Is the application intending to glGetProgramBinary this program?
2700 */
2701 GLboolean BinaryRetreivableHint;
2702
2703 /**
2704 * Indicates whether program can be bound for individual pipeline stages
2705 * using UseProgramStages after it is next linked.
2706 */
2707 GLboolean SeparateShader;
2708
2709 GLuint NumShaders; /**< number of attached shaders */
2710 struct gl_shader **Shaders; /**< List of attached the shaders */
2711
2712 /**
2713 * User-defined attribute bindings
2714 *
2715 * These are set via \c glBindAttribLocation and are used to direct the
2716 * GLSL linker. These are \b not the values used in the compiled shader,
2717 * and they are \b not the values returned by \c glGetAttribLocation.
2718 */
2719 struct string_to_uint_map *AttributeBindings;
2720
2721 /**
2722 * User-defined fragment data bindings
2723 *
2724 * These are set via \c glBindFragDataLocation and are used to direct the
2725 * GLSL linker. These are \b not the values used in the compiled shader,
2726 * and they are \b not the values returned by \c glGetFragDataLocation.
2727 */
2728 struct string_to_uint_map *FragDataBindings;
2729 struct string_to_uint_map *FragDataIndexBindings;
2730
2731 /**
2732 * Transform feedback varyings last specified by
2733 * glTransformFeedbackVaryings().
2734 *
2735 * For the current set of transform feedback varyings used for transform
2736 * feedback output, see LinkedTransformFeedback.
2737 */
2738 struct {
2739 GLenum BufferMode;
2740 /** Global xfb_stride out qualifier if any */
2741 GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
2742 GLuint NumVarying;
2743 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2744 } TransformFeedback;
2745
2746 /** Post-link transform feedback info. */
2747 struct gl_transform_feedback_info LinkedTransformFeedback;
2748
2749 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2750 enum gl_frag_depth_layout FragDepthLayout;
2751
2752 /**
2753 * Tessellation Evaluation shader state from layout qualifiers.
2754 */
2755 struct {
2756 /**
2757 * True if gl_ClipDistance is written to. Copied into
2758 * gl_tess_eval_program by _mesa_copy_linked_program_data().
2759 */
2760 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2761 0 if not present. */
2762 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2763 0 if not present. */
2764 } TessEval;
2765
2766 /**
2767 * Geometry shader state - copied into gl_geometry_program by
2768 * _mesa_copy_linked_program_data().
2769 */
2770 struct {
2771 GLint VerticesIn;
2772
2773 /**
2774 * True if gl_ClipDistance is written to. Copied into
2775 * gl_geometry_program by _mesa_copy_linked_program_data().
2776 */
2777 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2778 0 if not present. */
2779 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2780 0 if not present. */
2781 bool UsesEndPrimitive;
2782 bool UsesStreams;
2783 } Geom;
2784
2785 /** Vertex shader state */
2786 struct {
2787 /**
2788 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2789 * by _mesa_copy_linked_program_data().
2790 */
2791 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2792 0 if not present. */
2793 GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
2794 0 if not present. */
2795 } Vert;
2796
2797 /**
2798 * Compute shader state - copied into gl_compute_program by
2799 * _mesa_copy_linked_program_data().
2800 */
2801 struct {
2802 /**
2803 * If this shader contains a compute stage, size specified using
2804 * local_size_{x,y,z}. Otherwise undefined.
2805 */
2806 unsigned LocalSize[3];
2807 /**
2808 * Size of shared variables accessed by the compute shader.
2809 */
2810 unsigned SharedSize;
2811 } Comp;
2812
2813 /* post-link info: */
2814 unsigned NumUniformStorage;
2815 unsigned NumHiddenUniforms;
2816 struct gl_uniform_storage *UniformStorage;
2817
2818 /**
2819 * Mapping from GL uniform locations returned by \c glUniformLocation to
2820 * UniformStorage entries. Arrays will have multiple contiguous slots
2821 * in the UniformRemapTable, all pointing to the same UniformStorage entry.
2822 */
2823 unsigned NumUniformRemapTable;
2824 struct gl_uniform_storage **UniformRemapTable;
2825
2826 /**
2827 * Sometimes there are empty slots left over in UniformRemapTable after we
2828 * allocate slots to explicit locations. This list stores the blocks of
2829 * continuous empty slots inside UniformRemapTable.
2830 */
2831 struct exec_list EmptyUniformLocations;
2832
2833 /**
2834 * Size of the gl_ClipDistance array that is output from the last pipeline
2835 * stage before the fragment shader.
2836 */
2837 unsigned LastClipDistanceArraySize;
2838 unsigned LastCullDistanceArraySize;
2839
2840 unsigned NumUniformBlocks;
2841 struct gl_uniform_block *UniformBlocks;
2842
2843 unsigned NumShaderStorageBlocks;
2844 struct gl_uniform_block *ShaderStorageBlocks;
2845
2846 /**
2847 * Map of active uniform names to locations
2848 *
2849 * Maps any active uniform that is not an array element to a location.
2850 * Each active uniform, including individual structure members will appear
2851 * in this map. This roughly corresponds to the set of names that would be
2852 * enumerated by \c glGetActiveUniform.
2853 */
2854 struct string_to_uint_map *UniformHash;
2855
2856 struct gl_active_atomic_buffer *AtomicBuffers;
2857 unsigned NumAtomicBuffers;
2858
2859 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2860 GLboolean Validated;
2861 GLboolean _Used; /**< Ever used for drawing? */
2862 GLboolean SamplersValidated; /**< Samplers validated against texture units? */
2863 GLchar *InfoLog;
2864
2865 unsigned Version; /**< GLSL version used for linking */
2866 bool IsES; /**< True if this program uses GLSL ES */
2867
2868 /**
2869 * Per-stage shaders resulting from the first stage of linking.
2870 *
2871 * Set of linked shaders for this program. The array is accessed using the
2872 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2873 * \c NULL.
2874 */
2875 struct gl_linked_shader *_LinkedShaders[MESA_SHADER_STAGES];
2876
2877 /** List of all active resources after linking. */
2878 struct gl_program_resource *ProgramResourceList;
2879 unsigned NumProgramResourceList;
2880
2881 /* True if any of the fragment shaders attached to this program use:
2882 * #extension ARB_fragment_coord_conventions: enable
2883 */
2884 GLboolean ARB_fragment_coord_conventions_enable;
2885 };
2886
2887
2888 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2889 #define GLSL_LOG 0x2 /**< Write shaders to files */
2890 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2891 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2892 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2893 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2894 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2895 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2896 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2897 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2898
2899
2900 /**
2901 * Context state for GLSL vertex/fragment shaders.
2902 * Extended to support pipeline object
2903 */
2904 struct gl_pipeline_object
2905 {
2906 /** Name of the pipeline object as received from glGenProgramPipelines.
2907 * It would be 0 for shaders without separate shader objects.
2908 */
2909 GLuint Name;
2910
2911 GLint RefCount;
2912
2913 mtx_t Mutex;
2914
2915 GLchar *Label; /**< GL_KHR_debug */
2916
2917 /**
2918 * Programs used for rendering
2919 *
2920 * There is a separate program set for each shader stage.
2921 */
2922 struct gl_shader_program *CurrentProgram[MESA_SHADER_STAGES];
2923
2924 struct gl_shader_program *_CurrentFragmentProgram;
2925
2926 /**
2927 * Program used by glUniform calls.
2928 *
2929 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2930 */
2931 struct gl_shader_program *ActiveProgram;
2932
2933 GLbitfield Flags; /**< Mask of GLSL_x flags */
2934
2935 GLboolean EverBound; /**< Has the pipeline object been created */
2936
2937 GLboolean Validated; /**< Pipeline Validation status */
2938
2939 GLchar *InfoLog;
2940 };
2941
2942 /**
2943 * Context state for GLSL pipeline shaders.
2944 */
2945 struct gl_pipeline_shader_state
2946 {
2947 /** Currently bound pipeline object. See _mesa_BindProgramPipeline() */
2948 struct gl_pipeline_object *Current;
2949
2950 /* Default Object to ensure that _Shader is never NULL */
2951 struct gl_pipeline_object *Default;
2952
2953 /** Pipeline objects */
2954 struct _mesa_HashTable *Objects;
2955 };
2956
2957 /**
2958 * Compiler options for a single GLSL shaders type
2959 */
2960 struct gl_shader_compiler_options
2961 {
2962 /** Driver-selectable options: */
2963 GLboolean EmitNoLoops;
2964 GLboolean EmitNoFunctions;
2965 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2966 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2967 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2968 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2969 GLboolean EmitNoSat; /**< Emit SAT opcodes? */
2970 GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
2971 * gl_CullDistance together from
2972 * float[8] to vec4[2]
2973 **/
2974
2975 /**
2976 * \name Forms of indirect addressing the driver cannot do.
2977 */
2978 /*@{*/
2979 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2980 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2981 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2982 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2983 GLboolean EmitNoIndirectSampler; /**< No indirect addressing of samplers */
2984 /*@}*/
2985
2986 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2987 GLuint MaxUnrollIterations;
2988
2989 /**
2990 * Optimize code for array of structures backends.
2991 *
2992 * This is a proxy for:
2993 * - preferring DP4 instructions (rather than MUL/MAD) for
2994 * matrix * vector operations, such as position transformation.
2995 */
2996 GLboolean OptimizeForAOS;
2997
2998 GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
2999
3000 /** Clamp UBO and SSBO block indices so they don't go out-of-bounds. */
3001 GLboolean ClampBlockIndicesToArrayBounds;
3002
3003 GLboolean LowerShaderSharedVariables; /**< Lower compute shader shared
3004 * variable access to intrinsics. */
3005
3006 const struct nir_shader_compiler_options *NirOptions;
3007 };
3008
3009
3010 /**
3011 * Occlusion/timer query object.
3012 */
3013 struct gl_query_object
3014 {
3015 GLenum Target; /**< The query target, when active */
3016 GLuint Id; /**< hash table ID/name */
3017 GLchar *Label; /**< GL_KHR_debug */
3018 GLuint64EXT Result; /**< the counter */
3019 GLboolean Active; /**< inside Begin/EndQuery */
3020 GLboolean Ready; /**< result is ready? */
3021 GLboolean EverBound;/**< has query object ever been bound */
3022 GLuint Stream; /**< The stream */
3023 };
3024
3025
3026 /**
3027 * Context state for query objects.
3028 */
3029 struct gl_query_state
3030 {
3031 struct _mesa_HashTable *QueryObjects;
3032 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
3033 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
3034
3035 /** GL_NV_conditional_render */
3036 struct gl_query_object *CondRenderQuery;
3037
3038 /** GL_EXT_transform_feedback */
3039 struct gl_query_object *PrimitivesGenerated[MAX_VERTEX_STREAMS];
3040 struct gl_query_object *PrimitivesWritten[MAX_VERTEX_STREAMS];
3041
3042 /** GL_ARB_timer_query */
3043 struct gl_query_object *TimeElapsed;
3044
3045 /** GL_ARB_pipeline_statistics_query */
3046 struct gl_query_object *pipeline_stats[MAX_PIPELINE_STATISTICS];
3047
3048 GLenum CondRenderMode;
3049 };
3050
3051
3052 /** Sync object state */
3053 struct gl_sync_object
3054 {
3055 GLenum Type; /**< GL_SYNC_FENCE */
3056 GLuint Name; /**< Fence name */
3057 GLchar *Label; /**< GL_KHR_debug */
3058 GLint RefCount; /**< Reference count */
3059 GLboolean DeletePending; /**< Object was deleted while there were still
3060 * live references (e.g., sync not yet finished)
3061 */
3062 GLenum SyncCondition;
3063 GLbitfield Flags; /**< Flags passed to glFenceSync */
3064 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
3065 };
3066
3067
3068 /**
3069 * State which can be shared by multiple contexts:
3070 */
3071 struct gl_shared_state
3072 {
3073 mtx_t Mutex; /**< for thread safety */
3074 GLint RefCount; /**< Reference count */
3075 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
3076 struct _mesa_HashTable *BitmapAtlas; /**< For optimized glBitmap text */
3077 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
3078
3079 /** Default texture objects (shared by all texture units) */
3080 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
3081
3082 /** Fallback texture used when a bound texture is incomplete */
3083 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
3084
3085 /**
3086 * \name Thread safety and statechange notification for texture
3087 * objects.
3088 *
3089 * \todo Improve the granularity of locking.
3090 */
3091 /*@{*/
3092 mtx_t TexMutex; /**< texobj thread safety */
3093 GLuint TextureStateStamp; /**< state notification for shared tex */
3094 /*@}*/
3095
3096 /** Default buffer object for vertex arrays that aren't in VBOs */
3097 struct gl_buffer_object *NullBufferObj;
3098
3099 /**
3100 * \name Vertex/geometry/fragment programs
3101 */
3102 /*@{*/
3103 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
3104 struct gl_vertex_program *DefaultVertexProgram;
3105 struct gl_fragment_program *DefaultFragmentProgram;
3106 /*@}*/
3107
3108 /* GL_ATI_fragment_shader */
3109 struct _mesa_HashTable *ATIShaders;
3110 struct ati_fragment_shader *DefaultFragmentShader;
3111
3112 struct _mesa_HashTable *BufferObjects;
3113
3114 /** Table of both gl_shader and gl_shader_program objects */
3115 struct _mesa_HashTable *ShaderObjects;
3116
3117 /* GL_EXT_framebuffer_object */
3118 struct _mesa_HashTable *RenderBuffers;
3119 struct _mesa_HashTable *FrameBuffers;
3120
3121 /* GL_ARB_sync */
3122 struct set *SyncObjects;
3123
3124 /** GL_ARB_sampler_objects */
3125 struct _mesa_HashTable *SamplerObjects;
3126
3127 /**
3128 * Some context in this share group was affected by a GPU reset
3129 *
3130 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
3131 * been affected by a GPU reset must also return
3132 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
3133 *
3134 * Once this field becomes true, it is never reset to false.
3135 */
3136 bool ShareGroupReset;
3137 };
3138
3139
3140
3141 /**
3142 * Renderbuffers represent drawing surfaces such as color, depth and/or
3143 * stencil. A framebuffer object has a set of renderbuffers.
3144 * Drivers will typically derive subclasses of this type.
3145 */
3146 struct gl_renderbuffer
3147 {
3148 mtx_t Mutex; /**< for thread safety */
3149 GLuint ClassID; /**< Useful for drivers */
3150 GLuint Name;
3151 GLchar *Label; /**< GL_KHR_debug */
3152 GLint RefCount;
3153 GLuint Width, Height;
3154 GLuint Depth;
3155 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
3156 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
3157 /**
3158 * True for renderbuffers that wrap textures, giving the driver a chance to
3159 * flush render caches through the FinishRenderTexture hook.
3160 *
3161 * Drivers may also set this on renderbuffers other than those generated by
3162 * glFramebufferTexture(), though it means FinishRenderTexture() would be
3163 * called without a rb->TexImage.
3164 */
3165 GLboolean NeedsFinishRenderTexture;
3166 GLubyte NumSamples;
3167 GLenum InternalFormat; /**< The user-specified format */
3168 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
3169 GL_STENCIL_INDEX. */
3170 mesa_format Format; /**< The actual renderbuffer memory format */
3171 /**
3172 * Pointer to the texture image if this renderbuffer wraps a texture,
3173 * otherwise NULL.
3174 *
3175 * Note that the reference on the gl_texture_object containing this
3176 * TexImage is held by the gl_renderbuffer_attachment.
3177 */
3178 struct gl_texture_image *TexImage;
3179
3180 /** Delete this renderbuffer */
3181 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
3182
3183 /** Allocate new storage for this renderbuffer */
3184 GLboolean (*AllocStorage)(struct gl_context *ctx,
3185 struct gl_renderbuffer *rb,
3186 GLenum internalFormat,
3187 GLuint width, GLuint height);
3188 };
3189
3190
3191 /**
3192 * A renderbuffer attachment points to either a texture object (and specifies
3193 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
3194 */
3195 struct gl_renderbuffer_attachment
3196 {
3197 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
3198 GLboolean Complete;
3199
3200 /**
3201 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
3202 * application supplied renderbuffer object.
3203 */
3204 struct gl_renderbuffer *Renderbuffer;
3205
3206 /**
3207 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
3208 * supplied texture object.
3209 */
3210 struct gl_texture_object *Texture;
3211 GLuint TextureLevel; /**< Attached mipmap level. */
3212 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
3213 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
3214 * and 2D array textures */
3215 GLboolean Layered;
3216 };
3217
3218
3219 /**
3220 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
3221 * In C++ terms, think of this as a base class from which device drivers
3222 * will make derived classes.
3223 */
3224 struct gl_framebuffer
3225 {
3226 mtx_t Mutex; /**< for thread safety */
3227 /**
3228 * If zero, this is a window system framebuffer. If non-zero, this
3229 * is a FBO framebuffer; note that for some devices (i.e. those with
3230 * a natural pixel coordinate system for FBOs that differs from the
3231 * OpenGL/Mesa coordinate system), this means that the viewport,
3232 * polygon face orientation, and polygon stipple will have to be inverted.
3233 */
3234 GLuint Name;
3235 GLint RefCount;
3236
3237 GLchar *Label; /**< GL_KHR_debug */
3238
3239 GLboolean DeletePending;
3240
3241 /**
3242 * The framebuffer's visual. Immutable if this is a window system buffer.
3243 * Computed from attachments if user-made FBO.
3244 */
3245 struct gl_config Visual;
3246
3247 /**
3248 * Size of frame buffer in pixels. If there are no attachments, then both
3249 * of these are 0.
3250 */
3251 GLuint Width, Height;
3252
3253 /**
3254 * In the case that the framebuffer has no attachment (i.e.
3255 * GL_ARB_framebuffer_no_attachments) then the geometry of
3256 * the framebuffer is specified by the default values.
3257 */
3258 struct {
3259 GLuint Width, Height, Layers, NumSamples;
3260 GLboolean FixedSampleLocations;
3261 /* Derived from NumSamples by the driver so that it can choose a valid
3262 * value for the hardware.
3263 */
3264 GLuint _NumSamples;
3265 } DefaultGeometry;
3266
3267 /** \name Drawing bounds (Intersection of buffer size and scissor box)
3268 * The drawing region is given by [_Xmin, _Xmax) x [_Ymin, _Ymax),
3269 * (inclusive for _Xmin and _Ymin while exclusive for _Xmax and _Ymax)
3270 */
3271 /*@{*/
3272 GLint _Xmin, _Xmax;
3273 GLint _Ymin, _Ymax;
3274 /*@}*/
3275
3276 /** \name Derived Z buffer stuff */
3277 /*@{*/
3278 GLuint _DepthMax; /**< Max depth buffer value */
3279 GLfloat _DepthMaxF; /**< Float max depth buffer value */
3280 GLfloat _MRD; /**< minimum resolvable difference in Z values */
3281 /*@}*/
3282
3283 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
3284 GLenum _Status;
3285
3286 /** Whether one of Attachment has Type != GL_NONE
3287 * NOTE: the values for Width and Height are set to 0 in case of having
3288 * no attachments, a backend driver supporting the extension
3289 * GL_ARB_framebuffer_no_attachments must check for the flag _HasAttachments
3290 * and if GL_FALSE, must then use the values in DefaultGeometry to initialize
3291 * its viewport, scissor and so on (in particular _Xmin, _Xmax, _Ymin and
3292 * _Ymax do NOT take into account _HasAttachments being false). To get the
3293 * geometry of the framebuffer, the helper functions
3294 * _mesa_geometric_width(),
3295 * _mesa_geometric_height(),
3296 * _mesa_geometric_samples() and
3297 * _mesa_geometric_layers()
3298 * are available that check _HasAttachments.
3299 */
3300 bool _HasAttachments;
3301
3302 /** Integer color values */
3303 GLboolean _IntegerColor;
3304
3305 /* ARB_color_buffer_float */
3306 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
3307 GLboolean _HasSNormOrFloatColorBuffer;
3308
3309 /**
3310 * The maximum number of layers in the framebuffer, or 0 if the framebuffer
3311 * is not layered. For cube maps and cube map arrays, each cube face
3312 * counts as a layer. As the case for Width, Height a backend driver
3313 * supporting GL_ARB_framebuffer_no_attachments must use DefaultGeometry
3314 * in the case that _HasAttachments is false
3315 */
3316 GLuint MaxNumLayers;
3317
3318 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
3319 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
3320
3321 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
3322 * attribute group and GL_PIXEL attribute group, respectively.
3323 */
3324 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3325 GLenum ColorReadBuffer;
3326
3327 /** Computed from ColorDraw/ReadBuffer above */
3328 GLuint _NumColorDrawBuffers;
3329 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3330 GLint _ColorReadBufferIndex; /* -1 = None */
3331 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3332 struct gl_renderbuffer *_ColorReadBuffer;
3333
3334 /** Delete this framebuffer */
3335 void (*Delete)(struct gl_framebuffer *fb);
3336 };
3337
3338
3339 /**
3340 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3341 */
3342 struct gl_precision
3343 {
3344 GLushort RangeMin; /**< min value exponent */
3345 GLushort RangeMax; /**< max value exponent */
3346 GLushort Precision; /**< number of mantissa bits */
3347 };
3348
3349
3350 /**
3351 * Limits for vertex, geometry and fragment programs/shaders.
3352 */
3353 struct gl_program_constants
3354 {
3355 /* logical limits */
3356 GLuint MaxInstructions;
3357 GLuint MaxAluInstructions;
3358 GLuint MaxTexInstructions;
3359 GLuint MaxTexIndirections;
3360 GLuint MaxAttribs;
3361 GLuint MaxTemps;
3362 GLuint MaxAddressRegs;
3363 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3364 GLuint MaxParameters;
3365 GLuint MaxLocalParams;
3366 GLuint MaxEnvParams;
3367 /* native/hardware limits */
3368 GLuint MaxNativeInstructions;
3369 GLuint MaxNativeAluInstructions;
3370 GLuint MaxNativeTexInstructions;
3371 GLuint MaxNativeTexIndirections;
3372 GLuint MaxNativeAttribs;
3373 GLuint MaxNativeTemps;
3374 GLuint MaxNativeAddressRegs;
3375 GLuint MaxNativeParameters;
3376 /* For shaders */
3377 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3378
3379 /**
3380 * \name Per-stage input / output limits
3381 *
3382 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3383 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3384 * ES). This is stored as \c gl_constants::MaxVarying.
3385 *
3386 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3387 * variables. Each stage as a certain number of outputs that it can feed
3388 * to the next stage and a certain number inputs that it can consume from
3389 * the previous stage.
3390 *
3391 * Vertex shader inputs do not participate this in this accounting.
3392 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3393 *
3394 * Fragment shader outputs do not participate this in this accounting.
3395 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3396 */
3397 /*@{*/
3398 GLuint MaxInputComponents;
3399 GLuint MaxOutputComponents;
3400 /*@}*/
3401
3402 /* ES 2.0 and GL_ARB_ES2_compatibility */
3403 struct gl_precision LowFloat, MediumFloat, HighFloat;
3404 struct gl_precision LowInt, MediumInt, HighInt;
3405 /* GL_ARB_uniform_buffer_object */
3406 GLuint MaxUniformBlocks;
3407 GLuint MaxCombinedUniformComponents;
3408 GLuint MaxTextureImageUnits;
3409
3410 /* GL_ARB_shader_atomic_counters */
3411 GLuint MaxAtomicBuffers;
3412 GLuint MaxAtomicCounters;
3413
3414 /* GL_ARB_shader_image_load_store */
3415 GLuint MaxImageUniforms;
3416
3417 /* GL_ARB_shader_storage_buffer_object */
3418 GLuint MaxShaderStorageBlocks;
3419 };
3420
3421
3422 /**
3423 * Constants which may be overridden by device driver during context creation
3424 * but are never changed after that.
3425 */
3426 struct gl_constants
3427 {
3428 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3429 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3430 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3431 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3432 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3433 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3434 GLuint MaxTextureCoordUnits;
3435 GLuint MaxCombinedTextureImageUnits;
3436 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3437 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3438 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3439 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3440
3441 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3442
3443 GLuint MaxArrayLockSize;
3444
3445 GLint SubPixelBits;
3446
3447 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3448 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3449 GLfloat PointSizeGranularity;
3450 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3451 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3452 GLfloat LineWidthGranularity;
3453
3454 GLuint MaxClipPlanes;
3455 GLuint MaxLights;
3456 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3457 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3458
3459 GLuint MaxViewportWidth, MaxViewportHeight;
3460 GLuint MaxViewports; /**< GL_ARB_viewport_array */
3461 GLuint ViewportSubpixelBits; /**< GL_ARB_viewport_array */
3462 struct {
3463 GLfloat Min;
3464 GLfloat Max;
3465 } ViewportBounds; /**< GL_ARB_viewport_array */
3466 GLuint MaxWindowRectangles; /**< GL_EXT_window_rectangles */
3467
3468 struct gl_program_constants Program[MESA_SHADER_STAGES];
3469 GLuint MaxProgramMatrices;
3470 GLuint MaxProgramMatrixStackDepth;
3471
3472 struct {
3473 GLuint SamplesPassed;
3474 GLuint TimeElapsed;
3475 GLuint Timestamp;
3476 GLuint PrimitivesGenerated;
3477 GLuint PrimitivesWritten;
3478 GLuint VerticesSubmitted;
3479 GLuint PrimitivesSubmitted;
3480 GLuint VsInvocations;
3481 GLuint TessPatches;
3482 GLuint TessInvocations;
3483 GLuint GsInvocations;
3484 GLuint GsPrimitives;
3485 GLuint FsInvocations;
3486 GLuint ComputeInvocations;
3487 GLuint ClInPrimitives;
3488 GLuint ClOutPrimitives;
3489 } QueryCounterBits;
3490
3491 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3492
3493 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3494 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3495 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3496
3497 /**
3498 * GL_ARB_framebuffer_no_attachments
3499 */
3500 GLuint MaxFramebufferWidth;
3501 GLuint MaxFramebufferHeight;
3502 GLuint MaxFramebufferLayers;
3503 GLuint MaxFramebufferSamples;
3504
3505 /** Number of varying vectors between any two shader stages. */
3506 GLuint MaxVarying;
3507
3508 /** @{
3509 * GL_ARB_uniform_buffer_object
3510 */
3511 GLuint MaxCombinedUniformBlocks;
3512 GLuint MaxUniformBufferBindings;
3513 GLuint MaxUniformBlockSize;
3514 GLuint UniformBufferOffsetAlignment;
3515 /** @} */
3516
3517 /** @{
3518 * GL_ARB_shader_storage_buffer_object
3519 */
3520 GLuint MaxCombinedShaderStorageBlocks;
3521 GLuint MaxShaderStorageBufferBindings;
3522 GLuint MaxShaderStorageBlockSize;
3523 GLuint ShaderStorageBufferOffsetAlignment;
3524 /** @} */
3525
3526 /**
3527 * GL_ARB_explicit_uniform_location
3528 */
3529 GLuint MaxUserAssignableUniformLocations;
3530
3531 /** geometry shader */
3532 GLuint MaxGeometryOutputVertices;
3533 GLuint MaxGeometryTotalOutputComponents;
3534
3535 GLuint GLSLVersion; /**< Desktop GLSL version supported (ex: 120 = 1.20) */
3536
3537 /**
3538 * Changes default GLSL extension behavior from "error" to "warn". It's out
3539 * of spec, but it can make some apps work that otherwise wouldn't.
3540 */
3541 GLboolean ForceGLSLExtensionsWarn;
3542
3543 /**
3544 * If non-zero, forces GLSL shaders to behave as if they began
3545 * with "#version ForceGLSLVersion".
3546 */
3547 GLuint ForceGLSLVersion;
3548
3549 /**
3550 * Allow GLSL #extension directives in the middle of shaders.
3551 */
3552 GLboolean AllowGLSLExtensionDirectiveMidShader;
3553
3554 /**
3555 * Force uninitialized variables to default to zero.
3556 */
3557 GLboolean GLSLZeroInit;
3558
3559 /**
3560 * Does the driver support real 32-bit integers? (Otherwise, integers are
3561 * simulated via floats.)
3562 */
3563 GLboolean NativeIntegers;
3564
3565 /**
3566 * Does VertexID count from zero or from base vertex?
3567 *
3568 * \note
3569 * If desktop GLSL 1.30 or GLSL ES 3.00 are not supported, this field is
3570 * ignored and need not be set.
3571 */
3572 bool VertexID_is_zero_based;
3573
3574 /**
3575 * If the driver supports real 32-bit integers, what integer value should be
3576 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3577 */
3578 GLuint UniformBooleanTrue;
3579
3580 /**
3581 * Maximum amount of time, measured in nanseconds, that the server can wait.
3582 */
3583 GLuint64 MaxServerWaitTimeout;
3584
3585 /** GL_EXT_provoking_vertex */
3586 GLboolean QuadsFollowProvokingVertexConvention;
3587
3588 /** GL_ARB_viewport_array */
3589 GLenum LayerAndVPIndexProvokingVertex;
3590
3591 /** OpenGL version 3.0 */
3592 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3593
3594 /** OpenGL version 3.2 */
3595 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3596
3597 /** OpenGL version 4.4 */
3598 GLuint MaxVertexAttribStride;
3599
3600 /** GL_EXT_transform_feedback */
3601 GLuint MaxTransformFeedbackBuffers;
3602 GLuint MaxTransformFeedbackSeparateComponents;
3603 GLuint MaxTransformFeedbackInterleavedComponents;
3604 GLuint MaxVertexStreams;
3605
3606 /** GL_EXT_gpu_shader4 */
3607 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3608
3609 /** GL_ARB_texture_gather */
3610 GLuint MinProgramTextureGatherOffset;
3611 GLuint MaxProgramTextureGatherOffset;
3612 GLuint MaxProgramTextureGatherComponents;
3613
3614 /* GL_ARB_robustness */
3615 GLenum ResetStrategy;
3616
3617 /* GL_ARB_blend_func_extended */
3618 GLuint MaxDualSourceDrawBuffers;
3619
3620 /**
3621 * Whether the implementation strips out and ignores texture borders.
3622 *
3623 * Many GPU hardware implementations don't support rendering with texture
3624 * borders and mipmapped textures. (Note: not static border color, but the
3625 * old 1-pixel border around each edge). Implementations then have to do
3626 * slow fallbacks to be correct, or just ignore the border and be fast but
3627 * wrong. Setting the flag strips the border off of TexImage calls,
3628 * providing "fast but wrong" at significantly reduced driver complexity.
3629 *
3630 * Texture borders are deprecated in GL 3.0.
3631 **/
3632 GLboolean StripTextureBorder;
3633
3634 /**
3635 * For drivers which can do a better job at eliminating unused uniforms
3636 * than the GLSL compiler.
3637 *
3638 * XXX Remove these as soon as a better solution is available.
3639 */
3640 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3641
3642 /** Whether gl_FragCoord and gl_FrontFacing are system values. */
3643 bool GLSLFragCoordIsSysVal;
3644 bool GLSLFrontFacingIsSysVal;
3645
3646 /**
3647 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3648 * than passing the transform feedback object to the drawing function.
3649 */
3650 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3651
3652 /** GL_ARB_map_buffer_alignment */
3653 GLuint MinMapBufferAlignment;
3654
3655 /**
3656 * Disable varying packing. This is out of spec, but potentially useful
3657 * for older platforms that supports a limited number of texture
3658 * indirections--on these platforms, unpacking the varyings in the fragment
3659 * shader increases the number of texture indirections by 1, which might
3660 * make some shaders not executable at all.
3661 *
3662 * Drivers that support transform feedback must set this value to GL_FALSE.
3663 */
3664 GLboolean DisableVaryingPacking;
3665
3666 /**
3667 * Should meaningful names be generated for compiler temporary variables?
3668 *
3669 * Generally, it is not useful to have the compiler generate "meaningful"
3670 * names for temporary variables that it creates. This can, however, be a
3671 * useful debugging aid. In Mesa debug builds or release builds when
3672 * MESA_GLSL is set at run-time, meaningful names will be generated.
3673 * Drivers can also force names to be generated by setting this field.
3674 * For example, the i965 driver may set it when INTEL_DEBUG=vs (to dump
3675 * vertex shader assembly) is set at run-time.
3676 */
3677 bool GenerateTemporaryNames;
3678
3679 /*
3680 * Maximum value supported for an index in DrawElements and friends.
3681 *
3682 * This must be at least (1ull<<24)-1. The default value is
3683 * (1ull<<32)-1.
3684 *
3685 * \since ES 3.0 or GL_ARB_ES3_compatibility
3686 * \sa _mesa_init_constants
3687 */
3688 GLuint64 MaxElementIndex;
3689
3690 /**
3691 * Disable interpretation of line continuations (lines ending with a
3692 * backslash character ('\') in GLSL source.
3693 */
3694 GLboolean DisableGLSLLineContinuations;
3695
3696 /** GL_ARB_texture_multisample */
3697 GLint MaxColorTextureSamples;
3698 GLint MaxDepthTextureSamples;
3699 GLint MaxIntegerSamples;
3700
3701 /**
3702 * GL_EXT_texture_multisample_blit_scaled implementation assumes that
3703 * samples are laid out in a rectangular grid roughly corresponding to
3704 * sample locations within a pixel. Below SampleMap{2,4,8}x variables
3705 * are used to map indices of rectangular grid to sample numbers within
3706 * a pixel. This mapping of indices to sample numbers must be initialized
3707 * by the driver for the target hardware. For example, if we have the 8X
3708 * MSAA sample number layout (sample positions) for XYZ hardware:
3709 *
3710 * sample indices layout sample number layout
3711 * --------- ---------
3712 * | 0 | 1 | | a | b |
3713 * --------- ---------
3714 * | 2 | 3 | | c | d |
3715 * --------- ---------
3716 * | 4 | 5 | | e | f |
3717 * --------- ---------
3718 * | 6 | 7 | | g | h |
3719 * --------- ---------
3720 *
3721 * Where a,b,c,d,e,f,g,h are integers between [0-7].
3722 *
3723 * Then, initialize the SampleMap8x variable for XYZ hardware as shown
3724 * below:
3725 * SampleMap8x = {a, b, c, d, e, f, g, h};
3726 *
3727 * Follow the logic for sample counts 2-8.
3728 *
3729 * For 16x the sample indices layout as a 4x4 grid as follows:
3730 *
3731 * -----------------
3732 * | 0 | 1 | 2 | 3 |
3733 * -----------------
3734 * | 4 | 5 | 6 | 7 |
3735 * -----------------
3736 * | 8 | 9 |10 |11 |
3737 * -----------------
3738 * |12 |13 |14 |15 |
3739 * -----------------
3740 */
3741 uint8_t SampleMap2x[2];
3742 uint8_t SampleMap4x[4];
3743 uint8_t SampleMap8x[8];
3744 uint8_t SampleMap16x[16];
3745
3746 /** GL_ARB_shader_atomic_counters */
3747 GLuint MaxAtomicBufferBindings;
3748 GLuint MaxAtomicBufferSize;
3749 GLuint MaxCombinedAtomicBuffers;
3750 GLuint MaxCombinedAtomicCounters;
3751
3752 /** GL_ARB_vertex_attrib_binding */
3753 GLint MaxVertexAttribRelativeOffset;
3754 GLint MaxVertexAttribBindings;
3755
3756 /* GL_ARB_shader_image_load_store */
3757 GLuint MaxImageUnits;
3758 GLuint MaxCombinedShaderOutputResources;
3759 GLuint MaxImageSamples;
3760 GLuint MaxCombinedImageUniforms;
3761
3762 /** GL_ARB_compute_shader */
3763 GLuint MaxComputeWorkGroupCount[3]; /* Array of x, y, z dimensions */
3764 GLuint MaxComputeWorkGroupSize[3]; /* Array of x, y, z dimensions */
3765 GLuint MaxComputeWorkGroupInvocations;
3766 GLuint MaxComputeSharedMemorySize;
3767
3768 /** GL_ARB_gpu_shader5 */
3769 GLfloat MinFragmentInterpolationOffset;
3770 GLfloat MaxFragmentInterpolationOffset;
3771
3772 GLboolean FakeSWMSAA;
3773
3774 /** GL_KHR_context_flush_control */
3775 GLenum ContextReleaseBehavior;
3776
3777 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3778
3779 /** GL_ARB_tessellation_shader */
3780 GLuint MaxPatchVertices;
3781 GLuint MaxTessGenLevel;
3782 GLuint MaxTessPatchComponents;
3783 GLuint MaxTessControlTotalOutputComponents;
3784 bool LowerTessLevel; /**< Lower gl_TessLevel* from float[n] to vecn? */
3785 bool LowerTCSPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3786 bool LowerTESPatchVerticesIn; /**< Lower gl_PatchVerticesIn to a uniform */
3787 bool PrimitiveRestartForPatches;
3788 bool LowerCsDerivedVariables; /**< Lower gl_GlobalInvocationID and
3789 * gl_LocalInvocationIndex based on
3790 * other builtin variables. */
3791 };
3792
3793
3794 /**
3795 * Enable flag for each OpenGL extension. Different device drivers will
3796 * enable different extensions at runtime.
3797 */
3798 struct gl_extensions
3799 {
3800 GLboolean dummy; /* don't remove this! */
3801 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3802 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3803 GLboolean ANGLE_texture_compression_dxt;
3804 GLboolean ARB_ES2_compatibility;
3805 GLboolean ARB_ES3_compatibility;
3806 GLboolean ARB_ES3_1_compatibility;
3807 GLboolean ARB_ES3_2_compatibility;
3808 GLboolean ARB_arrays_of_arrays;
3809 GLboolean ARB_base_instance;
3810 GLboolean ARB_blend_func_extended;
3811 GLboolean ARB_buffer_storage;
3812 GLboolean ARB_clear_texture;
3813 GLboolean ARB_clip_control;
3814 GLboolean ARB_color_buffer_float;
3815 GLboolean ARB_compute_shader;
3816 GLboolean ARB_conditional_render_inverted;
3817 GLboolean ARB_conservative_depth;
3818 GLboolean ARB_copy_image;
3819 GLboolean ARB_cull_distance;
3820 GLboolean ARB_depth_buffer_float;
3821 GLboolean ARB_depth_clamp;
3822 GLboolean ARB_depth_texture;
3823 GLboolean ARB_derivative_control;
3824 GLboolean ARB_draw_buffers_blend;
3825 GLboolean ARB_draw_elements_base_vertex;
3826 GLboolean ARB_draw_indirect;
3827 GLboolean ARB_draw_instanced;
3828 GLboolean ARB_fragment_coord_conventions;
3829 GLboolean ARB_fragment_layer_viewport;
3830 GLboolean ARB_fragment_program;
3831 GLboolean ARB_fragment_program_shadow;
3832 GLboolean ARB_fragment_shader;
3833 GLboolean ARB_framebuffer_no_attachments;
3834 GLboolean ARB_framebuffer_object;
3835 GLboolean ARB_enhanced_layouts;
3836 GLboolean ARB_explicit_attrib_location;
3837 GLboolean ARB_explicit_uniform_location;
3838 GLboolean ARB_gpu_shader5;
3839 GLboolean ARB_gpu_shader_fp64;
3840 GLboolean ARB_half_float_vertex;
3841 GLboolean ARB_indirect_parameters;
3842 GLboolean ARB_instanced_arrays;
3843 GLboolean ARB_internalformat_query;
3844 GLboolean ARB_internalformat_query2;
3845 GLboolean ARB_map_buffer_range;
3846 GLboolean ARB_occlusion_query;
3847 GLboolean ARB_occlusion_query2;
3848 GLboolean ARB_pipeline_statistics_query;
3849 GLboolean ARB_point_sprite;
3850 GLboolean ARB_query_buffer_object;
3851 GLboolean ARB_robust_buffer_access_behavior;
3852 GLboolean ARB_sample_shading;
3853 GLboolean ARB_seamless_cube_map;
3854 GLboolean ARB_shader_atomic_counter_ops;
3855 GLboolean ARB_shader_atomic_counters;
3856 GLboolean ARB_shader_bit_encoding;
3857 GLboolean ARB_shader_clock;
3858 GLboolean ARB_shader_draw_parameters;
3859 GLboolean ARB_shader_group_vote;
3860 GLboolean ARB_shader_image_load_store;
3861 GLboolean ARB_shader_image_size;
3862 GLboolean ARB_shader_precision;
3863 GLboolean ARB_shader_stencil_export;
3864 GLboolean ARB_shader_storage_buffer_object;
3865 GLboolean ARB_shader_subroutine;
3866 GLboolean ARB_shader_texture_image_samples;
3867 GLboolean ARB_shader_texture_lod;
3868 GLboolean ARB_shading_language_packing;
3869 GLboolean ARB_shading_language_420pack;
3870 GLboolean ARB_shadow;
3871 GLboolean ARB_stencil_texturing;
3872 GLboolean ARB_sync;
3873 GLboolean ARB_tessellation_shader;
3874 GLboolean ARB_texture_border_clamp;
3875 GLboolean ARB_texture_buffer_object;
3876 GLboolean ARB_texture_buffer_object_rgb32;
3877 GLboolean ARB_texture_buffer_range;
3878 GLboolean ARB_texture_compression_bptc;
3879 GLboolean ARB_texture_compression_rgtc;
3880 GLboolean ARB_texture_cube_map;
3881 GLboolean ARB_texture_cube_map_array;
3882 GLboolean ARB_texture_env_combine;
3883 GLboolean ARB_texture_env_crossbar;
3884 GLboolean ARB_texture_env_dot3;
3885 GLboolean ARB_texture_float;
3886 GLboolean ARB_texture_gather;
3887 GLboolean ARB_texture_mirror_clamp_to_edge;
3888 GLboolean ARB_texture_multisample;
3889 GLboolean ARB_texture_non_power_of_two;
3890 GLboolean ARB_texture_stencil8;
3891 GLboolean ARB_texture_query_levels;
3892 GLboolean ARB_texture_query_lod;
3893 GLboolean ARB_texture_rg;
3894 GLboolean ARB_texture_rgb10_a2ui;
3895 GLboolean ARB_texture_view;
3896 GLboolean ARB_timer_query;
3897 GLboolean ARB_transform_feedback2;
3898 GLboolean ARB_transform_feedback3;
3899 GLboolean ARB_transform_feedback_instanced;
3900 GLboolean ARB_uniform_buffer_object;
3901 GLboolean ARB_vertex_attrib_64bit;
3902 GLboolean ARB_vertex_program;
3903 GLboolean ARB_vertex_shader;
3904 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3905 GLboolean ARB_vertex_type_2_10_10_10_rev;
3906 GLboolean ARB_viewport_array;
3907 GLboolean EXT_blend_color;
3908 GLboolean EXT_blend_equation_separate;
3909 GLboolean EXT_blend_func_separate;
3910 GLboolean EXT_blend_minmax;
3911 GLboolean EXT_depth_bounds_test;
3912 GLboolean EXT_draw_buffers2;
3913 GLboolean EXT_framebuffer_multisample;
3914 GLboolean EXT_framebuffer_multisample_blit_scaled;
3915 GLboolean EXT_framebuffer_sRGB;
3916 GLboolean EXT_gpu_program_parameters;
3917 GLboolean EXT_gpu_shader4;
3918 GLboolean EXT_packed_float;
3919 GLboolean EXT_pixel_buffer_object;
3920 GLboolean EXT_point_parameters;
3921 GLboolean EXT_polygon_offset_clamp;
3922 GLboolean EXT_provoking_vertex;
3923 GLboolean EXT_shader_integer_mix;
3924 GLboolean EXT_shader_samples_identical;
3925 GLboolean EXT_stencil_two_side;
3926 GLboolean EXT_texture_array;
3927 GLboolean EXT_texture_compression_latc;
3928 GLboolean EXT_texture_compression_s3tc;
3929 GLboolean EXT_texture_env_dot3;
3930 GLboolean EXT_texture_filter_anisotropic;
3931 GLboolean EXT_texture_integer;
3932 GLboolean EXT_texture_mirror_clamp;
3933 GLboolean EXT_texture_shared_exponent;
3934 GLboolean EXT_texture_snorm;
3935 GLboolean EXT_texture_sRGB;
3936 GLboolean EXT_texture_sRGB_decode;
3937 GLboolean EXT_texture_swizzle;
3938 GLboolean EXT_transform_feedback;
3939 GLboolean EXT_timer_query;
3940 GLboolean EXT_vertex_array_bgra;
3941 GLboolean EXT_window_rectangles;
3942 GLboolean OES_copy_image;
3943 GLboolean OES_sample_variables;
3944 GLboolean OES_standard_derivatives;
3945 GLboolean OES_texture_buffer;
3946 GLboolean OES_texture_cube_map_array;
3947 /* vendor extensions */
3948 GLboolean AMD_performance_monitor;
3949 GLboolean AMD_pinned_memory;
3950 GLboolean AMD_seamless_cubemap_per_texture;
3951 GLboolean AMD_vertex_shader_layer;
3952 GLboolean AMD_vertex_shader_viewport_index;
3953 GLboolean APPLE_object_purgeable;
3954 GLboolean ATI_meminfo;
3955 GLboolean ATI_texture_compression_3dc;
3956 GLboolean ATI_texture_mirror_once;
3957 GLboolean ATI_texture_env_combine3;
3958 GLboolean ATI_fragment_shader;
3959 GLboolean ATI_separate_stencil;
3960 GLboolean GREMEDY_string_marker;
3961 GLboolean INTEL_performance_query;
3962 GLboolean KHR_blend_equation_advanced;
3963 GLboolean KHR_blend_equation_advanced_coherent;
3964 GLboolean KHR_robustness;
3965 GLboolean KHR_texture_compression_astc_hdr;
3966 GLboolean KHR_texture_compression_astc_ldr;
3967 GLboolean KHR_texture_compression_astc_sliced_3d;
3968 GLboolean MESA_pack_invert;
3969 GLboolean MESA_shader_framebuffer_fetch;
3970 GLboolean MESA_shader_framebuffer_fetch_non_coherent;
3971 GLboolean MESA_shader_integer_functions;
3972 GLboolean MESA_ycbcr_texture;
3973 GLboolean NV_conditional_render;
3974 GLboolean NV_fog_distance;
3975 GLboolean NV_point_sprite;
3976 GLboolean NV_primitive_restart;
3977 GLboolean NV_texture_barrier;
3978 GLboolean NV_texture_env_combine4;
3979 GLboolean NV_texture_rectangle;
3980 GLboolean NV_vdpau_interop;
3981 GLboolean NVX_gpu_memory_info;
3982 GLboolean TDFX_texture_compression_FXT1;
3983 GLboolean OES_EGL_image;
3984 GLboolean OES_draw_texture;
3985 GLboolean OES_depth_texture_cube_map;
3986 GLboolean OES_EGL_image_external;
3987 GLboolean OES_texture_float;
3988 GLboolean OES_texture_float_linear;
3989 GLboolean OES_texture_half_float;
3990 GLboolean OES_texture_half_float_linear;
3991 GLboolean OES_compressed_ETC1_RGB8_texture;
3992 GLboolean OES_geometry_shader;
3993 GLboolean OES_texture_compression_astc;
3994 GLboolean extension_sentinel;
3995 /** The extension string */
3996 const GLubyte *String;
3997 /** Number of supported extensions */
3998 GLuint Count;
3999 /**
4000 * The context version which extension helper functions compare against.
4001 * By default, the value is equal to ctx->Version. This changes to ~0
4002 * while meta is in progress.
4003 */
4004 GLubyte Version;
4005 };
4006
4007
4008 /**
4009 * A stack of matrices (projection, modelview, color, texture, etc).
4010 */
4011 struct gl_matrix_stack
4012 {
4013 GLmatrix *Top; /**< points into Stack */
4014 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
4015 unsigned StackSize; /**< Number of elements in Stack */
4016 GLuint Depth; /**< 0 <= Depth < MaxDepth */
4017 GLuint MaxDepth; /**< size of Stack[] array */
4018 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
4019 };
4020
4021
4022 /**
4023 * \name Bits for image transfer operations
4024 * \sa __struct gl_contextRec::ImageTransferState.
4025 */
4026 /*@{*/
4027 #define IMAGE_SCALE_BIAS_BIT 0x1
4028 #define IMAGE_SHIFT_OFFSET_BIT 0x2
4029 #define IMAGE_MAP_COLOR_BIT 0x4
4030 #define IMAGE_CLAMP_BIT 0x800
4031
4032
4033 /** Pixel Transfer ops */
4034 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
4035 IMAGE_SHIFT_OFFSET_BIT | \
4036 IMAGE_MAP_COLOR_BIT)
4037
4038 /**
4039 * \name Bits to indicate what state has changed.
4040 */
4041 /*@{*/
4042 #define _NEW_MODELVIEW (1u << 0) /**< gl_context::ModelView */
4043 #define _NEW_PROJECTION (1u << 1) /**< gl_context::Projection */
4044 #define _NEW_TEXTURE_MATRIX (1u << 2) /**< gl_context::TextureMatrix */
4045 #define _NEW_COLOR (1u << 3) /**< gl_context::Color */
4046 #define _NEW_DEPTH (1u << 4) /**< gl_context::Depth */
4047 #define _NEW_EVAL (1u << 5) /**< gl_context::Eval, EvalMap */
4048 #define _NEW_FOG (1u << 6) /**< gl_context::Fog */
4049 #define _NEW_HINT (1u << 7) /**< gl_context::Hint */
4050 #define _NEW_LIGHT (1u << 8) /**< gl_context::Light */
4051 #define _NEW_LINE (1u << 9) /**< gl_context::Line */
4052 #define _NEW_PIXEL (1u << 10) /**< gl_context::Pixel */
4053 #define _NEW_POINT (1u << 11) /**< gl_context::Point */
4054 #define _NEW_POLYGON (1u << 12) /**< gl_context::Polygon */
4055 #define _NEW_POLYGONSTIPPLE (1u << 13) /**< gl_context::PolygonStipple */
4056 #define _NEW_SCISSOR (1u << 14) /**< gl_context::Scissor */
4057 #define _NEW_STENCIL (1u << 15) /**< gl_context::Stencil */
4058 #define _NEW_TEXTURE (1u << 16) /**< gl_context::Texture */
4059 #define _NEW_TRANSFORM (1u << 17) /**< gl_context::Transform */
4060 #define _NEW_VIEWPORT (1u << 18) /**< gl_context::Viewport */
4061 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4062 #define _NEW_ARRAY (1u << 20) /**< gl_context::Array */
4063 #define _NEW_RENDERMODE (1u << 21) /**< gl_context::RenderMode, etc */
4064 #define _NEW_BUFFERS (1u << 22) /**< gl_context::Visual, DrawBuffer, */
4065 #define _NEW_CURRENT_ATTRIB (1u << 23) /**< gl_context::Current */
4066 #define _NEW_MULTISAMPLE (1u << 24) /**< gl_context::Multisample */
4067 #define _NEW_TRACK_MATRIX (1u << 25) /**< gl_context::VertexProgram */
4068 #define _NEW_PROGRAM (1u << 26) /**< New program/shader state */
4069 #define _NEW_PROGRAM_CONSTANTS (1u << 27)
4070 #define _NEW_BUFFER_OBJECT (1u << 28)
4071 #define _NEW_FRAG_CLAMP (1u << 29)
4072 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
4073 #define _NEW_VARYING_VP_INPUTS (1u << 31) /**< gl_context::varying_vp_inputs */
4074 #define _NEW_ALL ~0
4075 /*@}*/
4076
4077
4078 /**
4079 * Composite state flags
4080 */
4081 /*@{*/
4082 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
4083 _NEW_TEXTURE | \
4084 _NEW_POINT | \
4085 _NEW_PROGRAM | \
4086 _NEW_MODELVIEW)
4087
4088 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
4089 _NEW_FOG | \
4090 _NEW_PROGRAM)
4091
4092
4093 /*@}*/
4094
4095
4096
4097
4098 /* This has to be included here. */
4099 #include "dd.h"
4100
4101
4102 /**
4103 * Display list flags.
4104 * Strictly this is a tnl-private concept, but it doesn't seem
4105 * worthwhile adding a tnl private structure just to hold this one bit
4106 * of information:
4107 */
4108 #define DLIST_DANGLING_REFS 0x1
4109
4110
4111 /** Opaque declaration of display list payload data type */
4112 union gl_dlist_node;
4113
4114
4115 /**
4116 * Provide a location where information about a display list can be
4117 * collected. Could be extended with driverPrivate structures,
4118 * etc. in the future.
4119 */
4120 struct gl_display_list
4121 {
4122 GLuint Name;
4123 GLchar *Label; /**< GL_KHR_debug */
4124 GLbitfield Flags; /**< DLIST_x flags */
4125 /** The dlist commands are in a linked list of nodes */
4126 union gl_dlist_node *Head;
4127 };
4128
4129
4130 /**
4131 * State used during display list compilation and execution.
4132 */
4133 struct gl_dlist_state
4134 {
4135 GLuint CallDepth; /**< Current recursion calling depth */
4136
4137 struct gl_display_list *CurrentList; /**< List currently being compiled */
4138 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
4139 GLuint CurrentPos; /**< Index into current block of nodes */
4140
4141 GLvertexformat ListVtxfmt;
4142
4143 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
4144 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
4145
4146 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
4147 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
4148
4149 struct {
4150 /* State known to have been set by the currently-compiling display
4151 * list. Used to eliminate some redundant state changes.
4152 */
4153 GLenum ShadeModel;
4154 } Current;
4155 };
4156
4157 /** @{
4158 *
4159 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
4160 * to small enums suitable for use as an array index.
4161 */
4162
4163 enum mesa_debug_source {
4164 MESA_DEBUG_SOURCE_API,
4165 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
4166 MESA_DEBUG_SOURCE_SHADER_COMPILER,
4167 MESA_DEBUG_SOURCE_THIRD_PARTY,
4168 MESA_DEBUG_SOURCE_APPLICATION,
4169 MESA_DEBUG_SOURCE_OTHER,
4170 MESA_DEBUG_SOURCE_COUNT
4171 };
4172
4173 enum mesa_debug_type {
4174 MESA_DEBUG_TYPE_ERROR,
4175 MESA_DEBUG_TYPE_DEPRECATED,
4176 MESA_DEBUG_TYPE_UNDEFINED,
4177 MESA_DEBUG_TYPE_PORTABILITY,
4178 MESA_DEBUG_TYPE_PERFORMANCE,
4179 MESA_DEBUG_TYPE_OTHER,
4180 MESA_DEBUG_TYPE_MARKER,
4181 MESA_DEBUG_TYPE_PUSH_GROUP,
4182 MESA_DEBUG_TYPE_POP_GROUP,
4183 MESA_DEBUG_TYPE_COUNT
4184 };
4185
4186 enum mesa_debug_severity {
4187 MESA_DEBUG_SEVERITY_LOW,
4188 MESA_DEBUG_SEVERITY_MEDIUM,
4189 MESA_DEBUG_SEVERITY_HIGH,
4190 MESA_DEBUG_SEVERITY_NOTIFICATION,
4191 MESA_DEBUG_SEVERITY_COUNT
4192 };
4193
4194 /** @} */
4195
4196 /**
4197 * Driver-specific state flags.
4198 *
4199 * These are or'd with gl_context::NewDriverState to notify a driver about
4200 * a state change. The driver sets the flags at context creation and
4201 * the meaning of the bits set is opaque to core Mesa.
4202 */
4203 struct gl_driver_flags
4204 {
4205 /** gl_context::Array::_DrawArrays (vertex array state) */
4206 uint64_t NewArray;
4207
4208 /** gl_context::TransformFeedback::CurrentObject */
4209 uint64_t NewTransformFeedback;
4210
4211 /** gl_context::TransformFeedback::CurrentObject::shader_program */
4212 uint64_t NewTransformFeedbackProg;
4213
4214 /** gl_context::RasterDiscard */
4215 uint64_t NewRasterizerDiscard;
4216
4217 /**
4218 * gl_context::UniformBufferBindings
4219 * gl_shader_program::UniformBlocks
4220 */
4221 uint64_t NewUniformBuffer;
4222
4223 /**
4224 * gl_context::ShaderStorageBufferBindings
4225 * gl_shader_program::ShaderStorageBlocks
4226 */
4227 uint64_t NewShaderStorageBuffer;
4228
4229 uint64_t NewTextureBuffer;
4230
4231 /**
4232 * gl_context::AtomicBufferBindings
4233 */
4234 uint64_t NewAtomicBuffer;
4235
4236 /**
4237 * gl_context::ImageUnits
4238 */
4239 uint64_t NewImageUnits;
4240
4241 /**
4242 * gl_context::TessCtrlProgram::patch_default_*
4243 */
4244 uint64_t NewDefaultTessLevels;
4245 };
4246
4247 struct gl_uniform_buffer_binding
4248 {
4249 struct gl_buffer_object *BufferObject;
4250 /** Start of uniform block data in the buffer */
4251 GLintptr Offset;
4252 /** Size of data allowed to be referenced from the buffer (in bytes) */
4253 GLsizeiptr Size;
4254 /**
4255 * glBindBufferBase() indicates that the Size should be ignored and only
4256 * limited by the current size of the BufferObject.
4257 */
4258 GLboolean AutomaticSize;
4259 };
4260
4261 struct gl_shader_storage_buffer_binding
4262 {
4263 struct gl_buffer_object *BufferObject;
4264 /** Start of shader storage block data in the buffer */
4265 GLintptr Offset;
4266 /** Size of data allowed to be referenced from the buffer (in bytes) */
4267 GLsizeiptr Size;
4268 /**
4269 * glBindBufferBase() indicates that the Size should be ignored and only
4270 * limited by the current size of the BufferObject.
4271 */
4272 GLboolean AutomaticSize;
4273 };
4274
4275 /**
4276 * ARB_shader_image_load_store image unit.
4277 */
4278 struct gl_image_unit
4279 {
4280 /**
4281 * Texture object bound to this unit.
4282 */
4283 struct gl_texture_object *TexObj;
4284
4285 /**
4286 * Level of the texture object bound to this unit.
4287 */
4288 GLuint Level;
4289
4290 /**
4291 * \c GL_TRUE if the whole level is bound as an array of layers, \c
4292 * GL_FALSE if only some specific layer of the texture is bound.
4293 * \sa Layer
4294 */
4295 GLboolean Layered;
4296
4297 /**
4298 * Layer of the texture object bound to this unit as specified by the
4299 * application.
4300 */
4301 GLuint Layer;
4302
4303 /**
4304 * Layer of the texture object bound to this unit, or zero if the
4305 * whole level is bound.
4306 */
4307 GLuint _Layer;
4308
4309 /**
4310 * Access allowed to this texture image. Either \c GL_READ_ONLY,
4311 * \c GL_WRITE_ONLY or \c GL_READ_WRITE.
4312 */
4313 GLenum Access;
4314
4315 /**
4316 * GL internal format that determines the interpretation of the
4317 * image memory when shader image operations are performed through
4318 * this unit.
4319 */
4320 GLenum Format;
4321
4322 /**
4323 * Mesa format corresponding to \c Format.
4324 */
4325 mesa_format _ActualFormat;
4326
4327 };
4328
4329 /**
4330 * Binding point for an atomic counter buffer object.
4331 */
4332 struct gl_atomic_buffer_binding
4333 {
4334 struct gl_buffer_object *BufferObject;
4335 GLintptr Offset;
4336 GLsizeiptr Size;
4337 };
4338
4339 /**
4340 * Shader subroutines storage
4341 */
4342 struct gl_subroutine_index_binding
4343 {
4344 GLuint NumIndex;
4345 GLuint *IndexPtr;
4346 };
4347
4348 /**
4349 * Mesa rendering context.
4350 *
4351 * This is the central context data structure for Mesa. Almost all
4352 * OpenGL state is contained in this structure.
4353 * Think of this as a base class from which device drivers will derive
4354 * sub classes.
4355 */
4356 struct gl_context
4357 {
4358 /** State possibly shared with other contexts in the address space */
4359 struct gl_shared_state *Shared;
4360
4361 /** \name API function pointer tables */
4362 /*@{*/
4363 gl_api API;
4364 /**
4365 * The current dispatch table for non-displaylist-saving execution, either
4366 * BeginEnd or OutsideBeginEnd
4367 */
4368 struct _glapi_table *Exec;
4369 /**
4370 * The normal dispatch table for non-displaylist-saving, non-begin/end
4371 */
4372 struct _glapi_table *OutsideBeginEnd;
4373 /** The dispatch table used between glNewList() and glEndList() */
4374 struct _glapi_table *Save;
4375 /**
4376 * The dispatch table used between glBegin() and glEnd() (outside of a
4377 * display list). Only valid functions between those two are set, which is
4378 * mostly just the set in a GLvertexformat struct.
4379 */
4380 struct _glapi_table *BeginEnd;
4381 /**
4382 * Dispatch table for when a graphics reset has happened.
4383 */
4384 struct _glapi_table *ContextLost;
4385 /**
4386 * Tracks the current dispatch table out of the 4 above, so that it can be
4387 * re-set on glXMakeCurrent().
4388 */
4389 struct _glapi_table *CurrentDispatch;
4390 /*@}*/
4391
4392 struct gl_config Visual;
4393 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
4394 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
4395 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
4396 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
4397
4398 /**
4399 * Device driver function pointer table
4400 */
4401 struct dd_function_table Driver;
4402
4403 /** Core/Driver constants */
4404 struct gl_constants Const;
4405
4406 /** \name The various 4x4 matrix stacks */
4407 /*@{*/
4408 struct gl_matrix_stack ModelviewMatrixStack;
4409 struct gl_matrix_stack ProjectionMatrixStack;
4410 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
4411 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
4412 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
4413 /*@}*/
4414
4415 /** Combined modelview and projection matrix */
4416 GLmatrix _ModelProjectMatrix;
4417
4418 /** \name Display lists */
4419 struct gl_dlist_state ListState;
4420
4421 GLboolean ExecuteFlag; /**< Execute GL commands? */
4422 GLboolean CompileFlag; /**< Compile GL commands into display list? */
4423
4424 /** Extension information */
4425 struct gl_extensions Extensions;
4426
4427 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
4428 GLuint Version;
4429 char *VersionString;
4430
4431 /** \name State attribute stack (for glPush/PopAttrib) */
4432 /*@{*/
4433 GLuint AttribStackDepth;
4434 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
4435 /*@}*/
4436
4437 /** \name Renderer attribute groups
4438 *
4439 * We define a struct for each attribute group to make pushing and popping
4440 * attributes easy. Also it's a good organization.
4441 */
4442 /*@{*/
4443 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
4444 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
4445 struct gl_current_attrib Current; /**< Current attributes */
4446 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
4447 struct gl_eval_attrib Eval; /**< Eval attributes */
4448 struct gl_fog_attrib Fog; /**< Fog attributes */
4449 struct gl_hint_attrib Hint; /**< Hint attributes */
4450 struct gl_light_attrib Light; /**< Light attributes */
4451 struct gl_line_attrib Line; /**< Line attributes */
4452 struct gl_list_attrib List; /**< List attributes */
4453 struct gl_multisample_attrib Multisample;
4454 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
4455 struct gl_point_attrib Point; /**< Point attributes */
4456 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
4457 GLuint PolygonStipple[32]; /**< Polygon stipple */
4458 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
4459 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
4460 struct gl_texture_attrib Texture; /**< Texture attributes */
4461 struct gl_transform_attrib Transform; /**< Transformation attributes */
4462 struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
4463 /*@}*/
4464
4465 /** \name Client attribute stack */
4466 /*@{*/
4467 GLuint ClientAttribStackDepth;
4468 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
4469 /*@}*/
4470
4471 /** \name Client attribute groups */
4472 /*@{*/
4473 struct gl_array_attrib Array; /**< Vertex arrays */
4474 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
4475 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
4476 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
4477 /*@}*/
4478
4479 /** \name Other assorted state (not pushed/popped on attribute stack) */
4480 /*@{*/
4481 struct gl_pixelmaps PixelMaps;
4482
4483 struct gl_evaluators EvalMap; /**< All evaluators */
4484 struct gl_feedback Feedback; /**< Feedback */
4485 struct gl_selection Select; /**< Selection */
4486
4487 struct gl_program_state Program; /**< general program state */
4488 struct gl_vertex_program_state VertexProgram;
4489 struct gl_fragment_program_state FragmentProgram;
4490 struct gl_geometry_program_state GeometryProgram;
4491 struct gl_compute_program_state ComputeProgram;
4492 struct gl_tess_ctrl_program_state TessCtrlProgram;
4493 struct gl_tess_eval_program_state TessEvalProgram;
4494 struct gl_ati_fragment_shader_state ATIFragmentShader;
4495
4496 struct gl_pipeline_shader_state Pipeline; /**< GLSL pipeline shader object state */
4497 struct gl_pipeline_object Shader; /**< GLSL shader object state */
4498
4499 /**
4500 * Current active shader pipeline state
4501 *
4502 * Almost all internal users want ::_Shader instead of ::Shader. The
4503 * exceptions are bits of legacy GLSL API that do not know about separate
4504 * shader objects.
4505 *
4506 * If a program is active via \c glUseProgram, this will point to
4507 * \c ::Shader.
4508 *
4509 * If a program pipeline is active via \c glBindProgramPipeline, this will
4510 * point to \c ::Pipeline.Current.
4511 *
4512 * If neither a program nor a program pipeline is active, this will point to
4513 * \c ::Pipeline.Default. This ensures that \c ::_Shader will never be
4514 * \c NULL.
4515 */
4516 struct gl_pipeline_object *_Shader;
4517
4518 struct gl_query_state Query; /**< occlusion, timer queries */
4519
4520 struct gl_transform_feedback_state TransformFeedback;
4521
4522 struct gl_perf_monitor_state PerfMonitor;
4523
4524 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
4525 struct gl_buffer_object *ParameterBuffer; /** < GL_ARB_indirect_parameters */
4526 struct gl_buffer_object *DispatchIndirectBuffer; /** < GL_ARB_compute_shader */
4527
4528 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
4529 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
4530
4531 struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
4532
4533 /**
4534 * Current GL_ARB_uniform_buffer_object binding referenced by
4535 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
4536 */
4537 struct gl_buffer_object *UniformBuffer;
4538
4539 /**
4540 * Current GL_ARB_shader_storage_buffer_object binding referenced by
4541 * GL_SHADER_STORAGE_BUFFER target for glBufferData, glMapBuffer, etc.
4542 */
4543 struct gl_buffer_object *ShaderStorageBuffer;
4544
4545 /**
4546 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
4547 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
4548 * associated with uniform blocks by glUniformBlockBinding()'s state in the
4549 * shader program.
4550 */
4551 struct gl_uniform_buffer_binding
4552 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
4553
4554 /**
4555 * Array of shader storage buffers for ARB_shader_storage_buffer_object
4556 * and GL 4.3. This is set up using glBindBufferRange() or
4557 * glBindBufferBase(). They are associated with shader storage blocks by
4558 * glShaderStorageBlockBinding()'s state in the shader program.
4559 */
4560 struct gl_shader_storage_buffer_binding
4561 ShaderStorageBufferBindings[MAX_COMBINED_SHADER_STORAGE_BUFFERS];
4562
4563 /**
4564 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
4565 * target.
4566 */
4567 struct gl_buffer_object *AtomicBuffer;
4568
4569 /**
4570 * Object currently associated w/ the GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
4571 * target.
4572 */
4573 struct gl_buffer_object *ExternalVirtualMemoryBuffer;
4574
4575 /**
4576 * Array of atomic counter buffer binding points.
4577 */
4578 struct gl_atomic_buffer_binding
4579 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
4580
4581 /**
4582 * Array of image units for ARB_shader_image_load_store.
4583 */
4584 struct gl_image_unit ImageUnits[MAX_IMAGE_UNITS];
4585
4586 struct gl_subroutine_index_binding SubroutineIndex[MESA_SHADER_STAGES];
4587 /*@}*/
4588
4589 struct gl_meta_state *Meta; /**< for "meta" operations */
4590
4591 /* GL_EXT_framebuffer_object */
4592 struct gl_renderbuffer *CurrentRenderbuffer;
4593
4594 GLenum ErrorValue; /**< Last error code */
4595
4596 /**
4597 * Recognize and silence repeated error debug messages in buggy apps.
4598 */
4599 const char *ErrorDebugFmtString;
4600 GLuint ErrorDebugCount;
4601
4602 /* GL_ARB_debug_output/GL_KHR_debug */
4603 mtx_t DebugMutex;
4604 struct gl_debug_state *Debug;
4605
4606 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
4607 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
4608 uint64_t NewDriverState; /**< bitwise-or of flags from DriverFlags */
4609
4610 struct gl_driver_flags DriverFlags;
4611
4612 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
4613
4614 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
4615
4616 /** \name Derived state */
4617 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
4618 GLfloat _EyeZDir[3];
4619 GLfloat _ModelViewInvScale;
4620 GLboolean _NeedEyeCoords;
4621 GLboolean _ForceEyeCoords;
4622
4623 GLuint TextureStateTimestamp; /**< detect changes to shared state */
4624
4625 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
4626
4627 /** \name For debugging/development only */
4628 /*@{*/
4629 GLboolean FirstTimeCurrent;
4630 /*@}*/
4631
4632 /**
4633 * False if this context was created without a config. This is needed
4634 * because the initial state of glDrawBuffers depends on this
4635 */
4636 GLboolean HasConfig;
4637
4638 /** software compression/decompression supported or not */
4639 GLboolean Mesa_DXTn;
4640
4641 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
4642
4643 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4644
4645 /**
4646 * \name Hooks for module contexts.
4647 *
4648 * These will eventually live in the driver or elsewhere.
4649 */
4650 /*@{*/
4651 void *swrast_context;
4652 void *swsetup_context;
4653 void *swtnl_context;
4654 struct vbo_context *vbo_context;
4655 struct st_context *st;
4656 void *aelt_context;
4657 /*@}*/
4658
4659 /**
4660 * \name NV_vdpau_interop
4661 */
4662 /*@{*/
4663 const void *vdpDevice;
4664 const void *vdpGetProcAddress;
4665 struct set *vdpSurfaces;
4666 /*@}*/
4667
4668 /**
4669 * Has this context observed a GPU reset in any context in the share group?
4670 *
4671 * Once this field becomes true, it is never reset to false.
4672 */
4673 GLboolean ShareGroupReset;
4674 };
4675
4676 /**
4677 * Information about memory usage. All sizes are in kilobytes.
4678 */
4679 struct gl_memory_info
4680 {
4681 unsigned total_device_memory; /**< size of device memory, e.g. VRAM */
4682 unsigned avail_device_memory; /**< free device memory at the moment */
4683 unsigned total_staging_memory; /**< size of staging memory, e.g. GART */
4684 unsigned avail_staging_memory; /**< free staging memory at the moment */
4685 unsigned device_memory_evicted; /**< size of memory evicted (monotonic counter) */
4686 unsigned nr_device_memory_evictions; /**< # of evictions (monotonic counter) */
4687 };
4688
4689 #ifdef DEBUG
4690 extern int MESA_VERBOSE;
4691 extern int MESA_DEBUG_FLAGS;
4692 # define MESA_FUNCTION __func__
4693 #else
4694 # define MESA_VERBOSE 0
4695 # define MESA_DEBUG_FLAGS 0
4696 # define MESA_FUNCTION "a function"
4697 #endif
4698
4699
4700 /** The MESA_VERBOSE var is a bitmask of these flags */
4701 enum _verbose
4702 {
4703 VERBOSE_VARRAY = 0x0001,
4704 VERBOSE_TEXTURE = 0x0002,
4705 VERBOSE_MATERIAL = 0x0004,
4706 VERBOSE_PIPELINE = 0x0008,
4707 VERBOSE_DRIVER = 0x0010,
4708 VERBOSE_STATE = 0x0020,
4709 VERBOSE_API = 0x0040,
4710 VERBOSE_DISPLAY_LIST = 0x0100,
4711 VERBOSE_LIGHTING = 0x0200,
4712 VERBOSE_PRIMS = 0x0400,
4713 VERBOSE_VERTS = 0x0800,
4714 VERBOSE_DISASSEM = 0x1000,
4715 VERBOSE_DRAW = 0x2000,
4716 VERBOSE_SWAPBUFFERS = 0x4000
4717 };
4718
4719
4720 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4721 enum _debug
4722 {
4723 DEBUG_SILENT = (1 << 0),
4724 DEBUG_ALWAYS_FLUSH = (1 << 1),
4725 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4726 DEBUG_INCOMPLETE_FBO = (1 << 3)
4727 };
4728
4729 #ifdef __cplusplus
4730 }
4731 #endif
4732
4733 #endif /* MTYPES_H */