mesa: Remove support for NV_vertex_program's special attributes aliasing
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.7
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include "main/glheader.h"
38 #include "main/config.h"
39 #include "main/mfeatures.h"
40 #include "glapi/glapi.h"
41 #include "math/m_matrix.h" /* GLmatrix */
42 #include "main/simple_list.h" /* struct simple_node */
43 #include "main/formats.h" /* MESA_FORMAT_COUNT */
44
45
46 #ifdef __cplusplus
47 extern "C" {
48 #endif
49
50
51 /**
52 * \name 64-bit extension of GLbitfield.
53 */
54 /*@{*/
55 typedef GLuint64 GLbitfield64;
56
57 /** Set a single bit */
58 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
59 /** Set all bits up to excluding bit b */
60 #define BITFIELD64_MASK(b) \
61 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
62 /** Set count bits starting from bit b */
63 #define BITFIELD64_RANGE(b, count) \
64 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
65
66
67 /**
68 * \name Some forward type declarations
69 */
70 /*@{*/
71 struct _mesa_HashTable;
72 struct gl_attrib_node;
73 struct gl_list_extensions;
74 struct gl_meta_state;
75 struct gl_program_cache;
76 struct gl_texture_object;
77 struct gl_context;
78 struct st_context;
79 struct gl_uniform_storage;
80 struct prog_instruction;
81 struct gl_program_parameter_list;
82 /*@}*/
83
84
85 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
86 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
87 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
88 #define PRIM_UNKNOWN (GL_POLYGON+3)
89
90
91
92 /**
93 * Indexes for vertex program attributes.
94 * GL_NV_vertex_program aliases generic attributes over the conventional
95 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
96 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
97 * generic attributes are distinct/separate).
98 */
99 typedef enum
100 {
101 VERT_ATTRIB_POS = 0,
102 VERT_ATTRIB_WEIGHT = 1,
103 VERT_ATTRIB_NORMAL = 2,
104 VERT_ATTRIB_COLOR0 = 3,
105 VERT_ATTRIB_COLOR1 = 4,
106 VERT_ATTRIB_FOG = 5,
107 VERT_ATTRIB_COLOR_INDEX = 6,
108 VERT_ATTRIB_EDGEFLAG = 7,
109 VERT_ATTRIB_TEX0 = 8,
110 VERT_ATTRIB_TEX1 = 9,
111 VERT_ATTRIB_TEX2 = 10,
112 VERT_ATTRIB_TEX3 = 11,
113 VERT_ATTRIB_TEX4 = 12,
114 VERT_ATTRIB_TEX5 = 13,
115 VERT_ATTRIB_TEX6 = 14,
116 VERT_ATTRIB_TEX7 = 15,
117 VERT_ATTRIB_POINT_SIZE = 16,
118 VERT_ATTRIB_GENERIC0 = 17,
119 VERT_ATTRIB_GENERIC1 = 18,
120 VERT_ATTRIB_GENERIC2 = 19,
121 VERT_ATTRIB_GENERIC3 = 20,
122 VERT_ATTRIB_GENERIC4 = 21,
123 VERT_ATTRIB_GENERIC5 = 22,
124 VERT_ATTRIB_GENERIC6 = 23,
125 VERT_ATTRIB_GENERIC7 = 24,
126 VERT_ATTRIB_GENERIC8 = 25,
127 VERT_ATTRIB_GENERIC9 = 26,
128 VERT_ATTRIB_GENERIC10 = 27,
129 VERT_ATTRIB_GENERIC11 = 28,
130 VERT_ATTRIB_GENERIC12 = 29,
131 VERT_ATTRIB_GENERIC13 = 30,
132 VERT_ATTRIB_GENERIC14 = 31,
133 VERT_ATTRIB_GENERIC15 = 32,
134 VERT_ATTRIB_MAX = 33
135 } gl_vert_attrib;
136
137 /**
138 * Symbolic constats to help iterating over
139 * specific blocks of vertex attributes.
140 *
141 * VERT_ATTRIB_FF
142 * includes all fixed function attributes as well as
143 * the aliased GL_NV_vertex_program shader attributes.
144 * VERT_ATTRIB_TEX
145 * include the classic texture coordinate attributes.
146 * Is a subset of VERT_ATTRIB_FF.
147 * VERT_ATTRIB_GENERIC_NV
148 * include the NV shader attributes.
149 * Is a subset of VERT_ATTRIB_FF.
150 * VERT_ATTRIB_GENERIC
151 * include the OpenGL 2.0+ GLSL generic shader attributes.
152 * These alias the generic GL_ARB_vertex_shader attributes.
153 */
154 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
155 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
156
157 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
158 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
159
160 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
161 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
162
163 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
164 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
165
166 /**
167 * Bitflags for vertex attributes.
168 * These are used in bitfields in many places.
169 */
170 /*@{*/
171 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
172 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
173 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
174 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
175 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
176 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
177 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
178 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
179 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
180 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
181 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
182 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
183 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
184 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
185 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
186 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
187 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
188 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
189
190 #define VERT_BIT(i) BITFIELD64_BIT(i)
191 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
192
193 #define VERT_BIT_FF(i) VERT_BIT(i)
194 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
195 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
196 #define VERT_BIT_TEX_ALL \
197 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
198
199 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
200 #define VERT_BIT_GENERIC_NV_ALL \
201 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC_NV(0), VERT_ATTRIB_GENERIC_NV_MAX)
202
203 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
204 #define VERT_BIT_GENERIC_ALL \
205 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
206 /*@}*/
207
208
209 /**
210 * Indexes for vertex program result attributes. Note that
211 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
212 * assumptions about the layout of this enum.
213 */
214 typedef enum
215 {
216 VERT_RESULT_HPOS = 0,
217 VERT_RESULT_COL0 = 1,
218 VERT_RESULT_COL1 = 2,
219 VERT_RESULT_FOGC = 3,
220 VERT_RESULT_TEX0 = 4,
221 VERT_RESULT_TEX1 = 5,
222 VERT_RESULT_TEX2 = 6,
223 VERT_RESULT_TEX3 = 7,
224 VERT_RESULT_TEX4 = 8,
225 VERT_RESULT_TEX5 = 9,
226 VERT_RESULT_TEX6 = 10,
227 VERT_RESULT_TEX7 = 11,
228 VERT_RESULT_PSIZ = 12,
229 VERT_RESULT_BFC0 = 13,
230 VERT_RESULT_BFC1 = 14,
231 VERT_RESULT_EDGE = 15,
232 VERT_RESULT_CLIP_VERTEX = 16,
233 VERT_RESULT_CLIP_DIST0 = 17,
234 VERT_RESULT_CLIP_DIST1 = 18,
235 VERT_RESULT_VAR0 = 19, /**< shader varying */
236 VERT_RESULT_MAX = (VERT_RESULT_VAR0 + MAX_VARYING)
237 } gl_vert_result;
238
239
240 /*********************************************/
241
242 /**
243 * Indexes for geometry program attributes.
244 */
245 typedef enum
246 {
247 GEOM_ATTRIB_POSITION = 0,
248 GEOM_ATTRIB_COLOR0 = 1,
249 GEOM_ATTRIB_COLOR1 = 2,
250 GEOM_ATTRIB_SECONDARY_COLOR0 = 3,
251 GEOM_ATTRIB_SECONDARY_COLOR1 = 4,
252 GEOM_ATTRIB_FOG_FRAG_COORD = 5,
253 GEOM_ATTRIB_POINT_SIZE = 6,
254 GEOM_ATTRIB_CLIP_VERTEX = 7,
255 GEOM_ATTRIB_PRIMITIVE_ID = 8,
256 GEOM_ATTRIB_TEX_COORD = 9,
257
258 GEOM_ATTRIB_VAR0 = 16,
259 GEOM_ATTRIB_MAX = (GEOM_ATTRIB_VAR0 + MAX_VARYING)
260 } gl_geom_attrib;
261
262 /**
263 * Bitflags for geometry attributes.
264 * These are used in bitfields in many places.
265 */
266 /*@{*/
267 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
268 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
269 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
270 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
271 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
272 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
273 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
274 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
275 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
276 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
277 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
278
279 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
280 /*@}*/
281
282
283 /**
284 * Indexes for geometry program result attributes
285 */
286 typedef enum
287 {
288 GEOM_RESULT_POS = 0,
289 GEOM_RESULT_COL0 = 1,
290 GEOM_RESULT_COL1 = 2,
291 GEOM_RESULT_SCOL0 = 3,
292 GEOM_RESULT_SCOL1 = 4,
293 GEOM_RESULT_FOGC = 5,
294 GEOM_RESULT_TEX0 = 6,
295 GEOM_RESULT_TEX1 = 7,
296 GEOM_RESULT_TEX2 = 8,
297 GEOM_RESULT_TEX3 = 9,
298 GEOM_RESULT_TEX4 = 10,
299 GEOM_RESULT_TEX5 = 11,
300 GEOM_RESULT_TEX6 = 12,
301 GEOM_RESULT_TEX7 = 13,
302 GEOM_RESULT_PSIZ = 14,
303 GEOM_RESULT_CLPV = 15,
304 GEOM_RESULT_PRID = 16,
305 GEOM_RESULT_LAYR = 17,
306 GEOM_RESULT_VAR0 = 18, /**< shader varying, should really be 16 */
307 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
308 GEOM_RESULT_MAX = (GEOM_RESULT_VAR0 + MAX_VARYING - 2)
309 } gl_geom_result;
310
311
312 /**
313 * Indexes for fragment program input attributes. Note that
314 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
315 * assumptions about the layout of this enum.
316 */
317 typedef enum
318 {
319 FRAG_ATTRIB_WPOS = 0,
320 FRAG_ATTRIB_COL0 = 1,
321 FRAG_ATTRIB_COL1 = 2,
322 FRAG_ATTRIB_FOGC = 3,
323 FRAG_ATTRIB_TEX0 = 4,
324 FRAG_ATTRIB_TEX1 = 5,
325 FRAG_ATTRIB_TEX2 = 6,
326 FRAG_ATTRIB_TEX3 = 7,
327 FRAG_ATTRIB_TEX4 = 8,
328 FRAG_ATTRIB_TEX5 = 9,
329 FRAG_ATTRIB_TEX6 = 10,
330 FRAG_ATTRIB_TEX7 = 11,
331 FRAG_ATTRIB_FACE = 12, /**< front/back face */
332 FRAG_ATTRIB_PNTC = 13, /**< sprite/point coord */
333 FRAG_ATTRIB_CLIP_DIST0 = 14,
334 FRAG_ATTRIB_CLIP_DIST1 = 15,
335 FRAG_ATTRIB_VAR0 = 16, /**< shader varying */
336 FRAG_ATTRIB_MAX = (FRAG_ATTRIB_VAR0 + MAX_VARYING)
337 } gl_frag_attrib;
338
339
340 /**
341 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
342 *
343 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
344 *
345 * gl_vert_result values which have no corresponding gl_frag_attrib
346 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
347 * VERT_RESULT_EDGE) are converted to a value of -1.
348 */
349 static inline int
350 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result)
351 {
352 if (vert_result >= VERT_RESULT_CLIP_DIST0)
353 return vert_result - VERT_RESULT_CLIP_DIST0 + FRAG_ATTRIB_CLIP_DIST0;
354 else if (vert_result <= VERT_RESULT_TEX7)
355 return vert_result;
356 else
357 return -1;
358 }
359
360
361 /**
362 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
363 *
364 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
365 *
366 * gl_frag_attrib values which have no corresponding gl_vert_result
367 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
368 */
369 static inline int
370 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib)
371 {
372 if (frag_attrib <= FRAG_ATTRIB_TEX7)
373 return frag_attrib;
374 else if (frag_attrib >= FRAG_ATTRIB_CLIP_DIST0)
375 return frag_attrib - FRAG_ATTRIB_CLIP_DIST0 + VERT_RESULT_CLIP_DIST0;
376 else
377 return -1;
378 }
379
380
381 /**
382 * Bitflags for fragment program input attributes.
383 */
384 /*@{*/
385 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
386 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
387 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
388 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
389 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
390 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
391 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
392 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
393 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
394 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
395 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
396 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
397 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
398 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
399 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
400
401 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
402 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
403
404 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
405 FRAG_BIT_TEX1| \
406 FRAG_BIT_TEX2| \
407 FRAG_BIT_TEX3| \
408 FRAG_BIT_TEX4| \
409 FRAG_BIT_TEX5| \
410 FRAG_BIT_TEX6| \
411 FRAG_BIT_TEX7)
412 /*@}*/
413
414
415 /**
416 * Fragment program results
417 */
418 typedef enum
419 {
420 FRAG_RESULT_DEPTH = 0,
421 FRAG_RESULT_STENCIL = 1,
422 /* If a single color should be written to all render targets, this
423 * register is written. No FRAG_RESULT_DATAn will be written.
424 */
425 FRAG_RESULT_COLOR = 2,
426
427 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
428 * or ARB_fragment_program fragment.color[n]) color results. If
429 * any are written, FRAG_RESULT_COLOR will not be written.
430 */
431 FRAG_RESULT_DATA0 = 3,
432 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
433 } gl_frag_result;
434
435
436 /**
437 * Indexes for all renderbuffers
438 */
439 typedef enum
440 {
441 /* the four standard color buffers */
442 BUFFER_FRONT_LEFT,
443 BUFFER_BACK_LEFT,
444 BUFFER_FRONT_RIGHT,
445 BUFFER_BACK_RIGHT,
446 BUFFER_DEPTH,
447 BUFFER_STENCIL,
448 BUFFER_ACCUM,
449 /* optional aux buffer */
450 BUFFER_AUX0,
451 /* generic renderbuffers */
452 BUFFER_COLOR0,
453 BUFFER_COLOR1,
454 BUFFER_COLOR2,
455 BUFFER_COLOR3,
456 BUFFER_COLOR4,
457 BUFFER_COLOR5,
458 BUFFER_COLOR6,
459 BUFFER_COLOR7,
460 BUFFER_COUNT
461 } gl_buffer_index;
462
463 /**
464 * Bit flags for all renderbuffers
465 */
466 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
467 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
468 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
469 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
470 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
471 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
472 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
473 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
474 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
475 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
476 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
477 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
478 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
479 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
480 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
481 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
482 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
483 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
484 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
485
486 /**
487 * Mask of all the color buffer bits (but not accum).
488 */
489 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
490 BUFFER_BIT_BACK_LEFT | \
491 BUFFER_BIT_FRONT_RIGHT | \
492 BUFFER_BIT_BACK_RIGHT | \
493 BUFFER_BIT_AUX0 | \
494 BUFFER_BIT_COLOR0 | \
495 BUFFER_BIT_COLOR1 | \
496 BUFFER_BIT_COLOR2 | \
497 BUFFER_BIT_COLOR3 | \
498 BUFFER_BIT_COLOR4 | \
499 BUFFER_BIT_COLOR5 | \
500 BUFFER_BIT_COLOR6 | \
501 BUFFER_BIT_COLOR7)
502
503
504 /**
505 * Framebuffer configuration (aka visual / pixelformat)
506 * Note: some of these fields should be boolean, but it appears that
507 * code in drivers/dri/common/util.c requires int-sized fields.
508 */
509 struct gl_config
510 {
511 GLboolean rgbMode;
512 GLboolean floatMode;
513 GLboolean colorIndexMode; /* XXX is this used anywhere? */
514 GLuint doubleBufferMode;
515 GLuint stereoMode;
516
517 GLboolean haveAccumBuffer;
518 GLboolean haveDepthBuffer;
519 GLboolean haveStencilBuffer;
520
521 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
522 GLuint redMask, greenMask, blueMask, alphaMask;
523 GLint rgbBits; /* total bits for rgb */
524 GLint indexBits; /* total bits for colorindex */
525
526 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
527 GLint depthBits;
528 GLint stencilBits;
529
530 GLint numAuxBuffers;
531
532 GLint level;
533
534 /* EXT_visual_rating / GLX 1.2 */
535 GLint visualRating;
536
537 /* EXT_visual_info / GLX 1.2 */
538 GLint transparentPixel;
539 /* colors are floats scaled to ints */
540 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
541 GLint transparentIndex;
542
543 /* ARB_multisample / SGIS_multisample */
544 GLint sampleBuffers;
545 GLint samples;
546
547 /* SGIX_pbuffer / GLX 1.3 */
548 GLint maxPbufferWidth;
549 GLint maxPbufferHeight;
550 GLint maxPbufferPixels;
551 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
552 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
553
554 /* OML_swap_method */
555 GLint swapMethod;
556
557 /* EXT_texture_from_pixmap */
558 GLint bindToTextureRgb;
559 GLint bindToTextureRgba;
560 GLint bindToMipmapTexture;
561 GLint bindToTextureTargets;
562 GLint yInverted;
563
564 /* EXT_framebuffer_sRGB */
565 GLint sRGBCapable;
566 };
567
568
569 /**
570 * \name Bit flags used for updating material values.
571 */
572 /*@{*/
573 #define MAT_ATTRIB_FRONT_AMBIENT 0
574 #define MAT_ATTRIB_BACK_AMBIENT 1
575 #define MAT_ATTRIB_FRONT_DIFFUSE 2
576 #define MAT_ATTRIB_BACK_DIFFUSE 3
577 #define MAT_ATTRIB_FRONT_SPECULAR 4
578 #define MAT_ATTRIB_BACK_SPECULAR 5
579 #define MAT_ATTRIB_FRONT_EMISSION 6
580 #define MAT_ATTRIB_BACK_EMISSION 7
581 #define MAT_ATTRIB_FRONT_SHININESS 8
582 #define MAT_ATTRIB_BACK_SHININESS 9
583 #define MAT_ATTRIB_FRONT_INDEXES 10
584 #define MAT_ATTRIB_BACK_INDEXES 11
585 #define MAT_ATTRIB_MAX 12
586
587 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
588 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
589 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
590 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
591 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
592 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
593
594 #define MAT_INDEX_AMBIENT 0
595 #define MAT_INDEX_DIFFUSE 1
596 #define MAT_INDEX_SPECULAR 2
597
598 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
599 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
600 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
601 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
602 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
603 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
604 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
605 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
606 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
607 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
608 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
609 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
610
611
612 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
613 MAT_BIT_FRONT_AMBIENT | \
614 MAT_BIT_FRONT_DIFFUSE | \
615 MAT_BIT_FRONT_SPECULAR | \
616 MAT_BIT_FRONT_SHININESS | \
617 MAT_BIT_FRONT_INDEXES)
618
619 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
620 MAT_BIT_BACK_AMBIENT | \
621 MAT_BIT_BACK_DIFFUSE | \
622 MAT_BIT_BACK_SPECULAR | \
623 MAT_BIT_BACK_SHININESS | \
624 MAT_BIT_BACK_INDEXES)
625
626 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
627 /*@}*/
628
629
630 /**
631 * Material state.
632 */
633 struct gl_material
634 {
635 GLfloat Attrib[MAT_ATTRIB_MAX][4];
636 };
637
638
639 /**
640 * Light state flags.
641 */
642 /*@{*/
643 #define LIGHT_SPOT 0x1
644 #define LIGHT_LOCAL_VIEWER 0x2
645 #define LIGHT_POSITIONAL 0x4
646 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
647 /*@}*/
648
649
650 /**
651 * Light source state.
652 */
653 struct gl_light
654 {
655 struct gl_light *next; /**< double linked list with sentinel */
656 struct gl_light *prev;
657
658 GLfloat Ambient[4]; /**< ambient color */
659 GLfloat Diffuse[4]; /**< diffuse color */
660 GLfloat Specular[4]; /**< specular color */
661 GLfloat EyePosition[4]; /**< position in eye coordinates */
662 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
663 GLfloat SpotExponent;
664 GLfloat SpotCutoff; /**< in degrees */
665 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
666 GLfloat ConstantAttenuation;
667 GLfloat LinearAttenuation;
668 GLfloat QuadraticAttenuation;
669 GLboolean Enabled; /**< On/off flag */
670
671 /**
672 * \name Derived fields
673 */
674 /*@{*/
675 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
676
677 GLfloat _Position[4]; /**< position in eye/obj coordinates */
678 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
679 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
680 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
681 GLfloat _VP_inf_spot_attenuation;
682
683 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
684 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
685 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
686 /*@}*/
687 };
688
689
690 /**
691 * Light model state.
692 */
693 struct gl_lightmodel
694 {
695 GLfloat Ambient[4]; /**< ambient color */
696 GLboolean LocalViewer; /**< Local (or infinite) view point? */
697 GLboolean TwoSide; /**< Two (or one) sided lighting? */
698 GLenum ColorControl; /**< either GL_SINGLE_COLOR
699 * or GL_SEPARATE_SPECULAR_COLOR */
700 };
701
702
703 /**
704 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
705 */
706 struct gl_accum_attrib
707 {
708 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
709 };
710
711
712 /**
713 * Used for storing clear color, texture border color, etc.
714 * The float values are typically unclamped.
715 */
716 union gl_color_union
717 {
718 GLfloat f[4];
719 GLint i[4];
720 GLuint ui[4];
721 };
722
723
724 /**
725 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
726 */
727 struct gl_colorbuffer_attrib
728 {
729 GLuint ClearIndex; /**< Index for glClear */
730 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
731 GLuint IndexMask; /**< Color index write mask */
732 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
733
734 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
735
736 /**
737 * \name alpha testing
738 */
739 /*@{*/
740 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
741 GLenum AlphaFunc; /**< Alpha test function */
742 GLfloat AlphaRefUnclamped;
743 GLclampf AlphaRef; /**< Alpha reference value */
744 /*@}*/
745
746 /**
747 * \name Blending
748 */
749 /*@{*/
750 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
751
752 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
753 * control, only on the fixed-pointness of the render target.
754 * The query does however depend on fragment color clamping.
755 */
756 GLfloat BlendColorUnclamped[4]; /**< Blending color */
757 GLfloat BlendColor[4]; /**< Blending color */
758
759 struct
760 {
761 GLenum SrcRGB; /**< RGB blend source term */
762 GLenum DstRGB; /**< RGB blend dest term */
763 GLenum SrcA; /**< Alpha blend source term */
764 GLenum DstA; /**< Alpha blend dest term */
765 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
766 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
767 /**
768 * Set if any blend factor uses SRC1. Computed at the time blend factors
769 * get set.
770 */
771 GLboolean _UsesDualSrc;
772 } Blend[MAX_DRAW_BUFFERS];
773 /** Are the blend func terms currently different for each buffer/target? */
774 GLboolean _BlendFuncPerBuffer;
775 /** Are the blend equations currently different for each buffer/target? */
776 GLboolean _BlendEquationPerBuffer;
777 /*@}*/
778
779 /**
780 * \name Logic op
781 */
782 /*@{*/
783 GLenum LogicOp; /**< Logic operator */
784 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
785 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
786 /*@}*/
787
788 GLboolean DitherFlag; /**< Dither enable flag */
789
790 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
791 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
792 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
793 GLboolean _ClampReadColor; /** < with GL_FIXED_ONLY_ARB resolved */
794
795 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
796 };
797
798
799 /**
800 * Current attribute group (GL_CURRENT_BIT).
801 */
802 struct gl_current_attrib
803 {
804 /**
805 * \name Current vertex attributes.
806 * \note Values are valid only after FLUSH_VERTICES has been called.
807 * \note Index and Edgeflag current values are stored as floats in the
808 * SIX and SEVEN attribute slots.
809 */
810 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
811
812 /**
813 * \name Current raster position attributes (always valid).
814 * \note This set of attributes is very similar to the SWvertex struct.
815 */
816 /*@{*/
817 GLfloat RasterPos[4];
818 GLfloat RasterDistance;
819 GLfloat RasterColor[4];
820 GLfloat RasterSecondaryColor[4];
821 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
822 GLboolean RasterPosValid;
823 /*@}*/
824 };
825
826
827 /**
828 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
829 */
830 struct gl_depthbuffer_attrib
831 {
832 GLenum Func; /**< Function for depth buffer compare */
833 GLclampd Clear; /**< Value to clear depth buffer to */
834 GLboolean Test; /**< Depth buffering enabled flag */
835 GLboolean Mask; /**< Depth buffer writable? */
836 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
837 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
838 };
839
840
841 /**
842 * Evaluator attribute group (GL_EVAL_BIT).
843 */
844 struct gl_eval_attrib
845 {
846 /**
847 * \name Enable bits
848 */
849 /*@{*/
850 GLboolean Map1Color4;
851 GLboolean Map1Index;
852 GLboolean Map1Normal;
853 GLboolean Map1TextureCoord1;
854 GLboolean Map1TextureCoord2;
855 GLboolean Map1TextureCoord3;
856 GLboolean Map1TextureCoord4;
857 GLboolean Map1Vertex3;
858 GLboolean Map1Vertex4;
859 GLboolean Map1Attrib[16]; /* GL_NV_vertex_program */
860 GLboolean Map2Color4;
861 GLboolean Map2Index;
862 GLboolean Map2Normal;
863 GLboolean Map2TextureCoord1;
864 GLboolean Map2TextureCoord2;
865 GLboolean Map2TextureCoord3;
866 GLboolean Map2TextureCoord4;
867 GLboolean Map2Vertex3;
868 GLboolean Map2Vertex4;
869 GLboolean Map2Attrib[16]; /* GL_NV_vertex_program */
870 GLboolean AutoNormal;
871 /*@}*/
872
873 /**
874 * \name Map Grid endpoints and divisions and calculated du values
875 */
876 /*@{*/
877 GLint MapGrid1un;
878 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
879 GLint MapGrid2un, MapGrid2vn;
880 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
881 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
882 /*@}*/
883 };
884
885
886 /**
887 * Fog attribute group (GL_FOG_BIT).
888 */
889 struct gl_fog_attrib
890 {
891 GLboolean Enabled; /**< Fog enabled flag */
892 GLfloat ColorUnclamped[4]; /**< Fog color */
893 GLfloat Color[4]; /**< Fog color */
894 GLfloat Density; /**< Density >= 0.0 */
895 GLfloat Start; /**< Start distance in eye coords */
896 GLfloat End; /**< End distance in eye coords */
897 GLfloat Index; /**< Fog index */
898 GLenum Mode; /**< Fog mode */
899 GLboolean ColorSumEnabled;
900 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
901 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
902 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
903 };
904
905
906 /**
907 * Hint attribute group (GL_HINT_BIT).
908 *
909 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
910 */
911 struct gl_hint_attrib
912 {
913 GLenum PerspectiveCorrection;
914 GLenum PointSmooth;
915 GLenum LineSmooth;
916 GLenum PolygonSmooth;
917 GLenum Fog;
918 GLenum ClipVolumeClipping; /**< GL_EXT_clip_volume_hint */
919 GLenum TextureCompression; /**< GL_ARB_texture_compression */
920 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
921 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
922 };
923
924
925 /**
926 * Lighting attribute group (GL_LIGHT_BIT).
927 */
928 struct gl_light_attrib
929 {
930 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
931 struct gl_lightmodel Model; /**< Lighting model */
932
933 /**
934 * Front and back material values.
935 * Note: must call FLUSH_VERTICES() before using.
936 */
937 struct gl_material Material;
938
939 GLboolean Enabled; /**< Lighting enabled flag */
940 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
941 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
942 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
943 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
944 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
945 GLboolean ColorMaterialEnabled;
946 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
947 GLboolean _ClampVertexColor;
948
949 struct gl_light EnabledList; /**< List sentinel */
950
951 /**
952 * Derived state for optimizations:
953 */
954 /*@{*/
955 GLboolean _NeedEyeCoords;
956 GLboolean _NeedVertices; /**< Use fast shader? */
957 GLfloat _BaseColor[2][3];
958 /*@}*/
959 };
960
961
962 /**
963 * Line attribute group (GL_LINE_BIT).
964 */
965 struct gl_line_attrib
966 {
967 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
968 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
969 GLushort StipplePattern; /**< Stipple pattern */
970 GLint StippleFactor; /**< Stipple repeat factor */
971 GLfloat Width; /**< Line width */
972 };
973
974
975 /**
976 * Display list attribute group (GL_LIST_BIT).
977 */
978 struct gl_list_attrib
979 {
980 GLuint ListBase;
981 };
982
983
984 /**
985 * Multisample attribute group (GL_MULTISAMPLE_BIT).
986 */
987 struct gl_multisample_attrib
988 {
989 GLboolean Enabled;
990 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
991 GLboolean SampleAlphaToCoverage;
992 GLboolean SampleAlphaToOne;
993 GLboolean SampleCoverage;
994 GLfloat SampleCoverageValue;
995 GLboolean SampleCoverageInvert;
996 };
997
998
999 /**
1000 * A pixelmap (see glPixelMap)
1001 */
1002 struct gl_pixelmap
1003 {
1004 GLint Size;
1005 GLfloat Map[MAX_PIXEL_MAP_TABLE];
1006 };
1007
1008
1009 /**
1010 * Collection of all pixelmaps
1011 */
1012 struct gl_pixelmaps
1013 {
1014 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1015 struct gl_pixelmap GtoG;
1016 struct gl_pixelmap BtoB;
1017 struct gl_pixelmap AtoA;
1018 struct gl_pixelmap ItoR;
1019 struct gl_pixelmap ItoG;
1020 struct gl_pixelmap ItoB;
1021 struct gl_pixelmap ItoA;
1022 struct gl_pixelmap ItoI;
1023 struct gl_pixelmap StoS;
1024 };
1025
1026
1027 /**
1028 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1029 */
1030 struct gl_pixel_attrib
1031 {
1032 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
1033
1034 /*--- Begin Pixel Transfer State ---*/
1035 /* Fields are in the order in which they're applied... */
1036
1037 /** Scale & Bias (index shift, offset) */
1038 /*@{*/
1039 GLfloat RedBias, RedScale;
1040 GLfloat GreenBias, GreenScale;
1041 GLfloat BlueBias, BlueScale;
1042 GLfloat AlphaBias, AlphaScale;
1043 GLfloat DepthBias, DepthScale;
1044 GLint IndexShift, IndexOffset;
1045 /*@}*/
1046
1047 /* Pixel Maps */
1048 /* Note: actual pixel maps are not part of this attrib group */
1049 GLboolean MapColorFlag;
1050 GLboolean MapStencilFlag;
1051
1052 /*--- End Pixel Transfer State ---*/
1053
1054 /** glPixelZoom */
1055 GLfloat ZoomX, ZoomY;
1056 };
1057
1058
1059 /**
1060 * Point attribute group (GL_POINT_BIT).
1061 */
1062 struct gl_point_attrib
1063 {
1064 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
1065 GLfloat Size; /**< User-specified point size */
1066 GLfloat Params[3]; /**< GL_EXT_point_parameters */
1067 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
1068 GLfloat Threshold; /**< GL_EXT_point_parameters */
1069 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
1070 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
1071 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
1072 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
1073 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
1074 };
1075
1076
1077 /**
1078 * Polygon attribute group (GL_POLYGON_BIT).
1079 */
1080 struct gl_polygon_attrib
1081 {
1082 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
1083 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1084 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
1085 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
1086 GLboolean CullFlag; /**< Culling on/off flag */
1087 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
1088 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1089 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1090 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1091 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1092 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1093 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1094 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1095 };
1096
1097
1098 /**
1099 * Scissor attributes (GL_SCISSOR_BIT).
1100 */
1101 struct gl_scissor_attrib
1102 {
1103 GLboolean Enabled; /**< Scissor test enabled? */
1104 GLint X, Y; /**< Lower left corner of box */
1105 GLsizei Width, Height; /**< Size of box */
1106 };
1107
1108
1109 /**
1110 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1111 *
1112 * Three sets of stencil data are tracked so that OpenGL 2.0,
1113 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1114 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1115 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1116 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1117 * GL_EXT_stencil_two_side GL_BACK state.
1118 *
1119 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1120 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1121 *
1122 * The derived value \c _TestTwoSide is set when the front-face and back-face
1123 * stencil state are different.
1124 */
1125 struct gl_stencil_attrib
1126 {
1127 GLboolean Enabled; /**< Enabled flag */
1128 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1129 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1130 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1131 GLboolean _TestTwoSide;
1132 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1133 GLenum Function[3]; /**< Stencil function */
1134 GLenum FailFunc[3]; /**< Fail function */
1135 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1136 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1137 GLint Ref[3]; /**< Reference value */
1138 GLuint ValueMask[3]; /**< Value mask */
1139 GLuint WriteMask[3]; /**< Write mask */
1140 GLuint Clear; /**< Clear value */
1141 };
1142
1143
1144 /**
1145 * An index for each type of texture object. These correspond to the GL
1146 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1147 * Note: the order is from highest priority to lowest priority.
1148 */
1149 typedef enum
1150 {
1151 TEXTURE_BUFFER_INDEX,
1152 TEXTURE_2D_ARRAY_INDEX,
1153 TEXTURE_1D_ARRAY_INDEX,
1154 TEXTURE_EXTERNAL_INDEX,
1155 TEXTURE_CUBE_INDEX,
1156 TEXTURE_3D_INDEX,
1157 TEXTURE_RECT_INDEX,
1158 TEXTURE_2D_INDEX,
1159 TEXTURE_1D_INDEX,
1160 NUM_TEXTURE_TARGETS
1161 } gl_texture_index;
1162
1163
1164 /**
1165 * Bit flags for each type of texture object
1166 * Used for Texture.Unit[]._ReallyEnabled flags.
1167 */
1168 /*@{*/
1169 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1170 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1171 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1172 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1173 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1174 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1175 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1176 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1177 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1178 /*@}*/
1179
1180
1181 /**
1182 * Texture image state. Drivers will typically create a subclass of this
1183 * with extra fields for memory buffers, etc.
1184 */
1185 struct gl_texture_image
1186 {
1187 GLint InternalFormat; /**< Internal format as given by the user */
1188 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1189 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1190 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1191 * GL_DEPTH_STENCIL_EXT only. Used for
1192 * choosing TexEnv arithmetic.
1193 */
1194 gl_format TexFormat; /**< The actual texture memory format */
1195
1196 GLuint Border; /**< 0 or 1 */
1197 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1198 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1199 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1200 GLuint Width2; /**< = Width - 2*Border */
1201 GLuint Height2; /**< = Height - 2*Border */
1202 GLuint Depth2; /**< = Depth - 2*Border */
1203 GLuint WidthLog2; /**< = log2(Width2) */
1204 GLuint HeightLog2; /**< = log2(Height2) */
1205 GLuint DepthLog2; /**< = log2(Depth2) */
1206 GLuint MaxLog2; /**< = MAX(WidthLog2, HeightLog2) */
1207
1208 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1209 GLuint Level; /**< Which mipmap level am I? */
1210 /** Cube map face: index into gl_texture_object::Image[] array */
1211 GLuint Face;
1212 };
1213
1214
1215 /**
1216 * Indexes for cube map faces.
1217 */
1218 typedef enum
1219 {
1220 FACE_POS_X = 0,
1221 FACE_NEG_X = 1,
1222 FACE_POS_Y = 2,
1223 FACE_NEG_Y = 3,
1224 FACE_POS_Z = 4,
1225 FACE_NEG_Z = 5,
1226 MAX_FACES = 6
1227 } gl_face_index;
1228
1229
1230 /**
1231 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1232 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1233 */
1234 struct gl_sampler_object
1235 {
1236 GLuint Name;
1237 GLint RefCount;
1238
1239 GLenum WrapS; /**< S-axis texture image wrap mode */
1240 GLenum WrapT; /**< T-axis texture image wrap mode */
1241 GLenum WrapR; /**< R-axis texture image wrap mode */
1242 GLenum MinFilter; /**< minification filter */
1243 GLenum MagFilter; /**< magnification filter */
1244 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1245 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1246 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1247 GLfloat LodBias; /**< OpenGL 1.4 */
1248 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1249 GLenum CompareMode; /**< GL_ARB_shadow */
1250 GLenum CompareFunc; /**< GL_ARB_shadow */
1251 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1252 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1253 };
1254
1255
1256 /**
1257 * Texture object state. Contains the array of mipmap images, border color,
1258 * wrap modes, filter modes, and shadow/texcompare state.
1259 */
1260 struct gl_texture_object
1261 {
1262 _glthread_Mutex Mutex; /**< for thread safety */
1263 GLint RefCount; /**< reference count */
1264 GLuint Name; /**< the user-visible texture object ID */
1265 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1266
1267 struct gl_sampler_object Sampler;
1268
1269 GLenum DepthMode; /**< GL_ARB_depth_texture */
1270
1271 GLfloat Priority; /**< in [0,1] */
1272 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1273 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1274 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1275 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1276 GLint CropRect[4]; /**< GL_OES_draw_texture */
1277 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1278 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1279 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1280 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1281 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1282 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1283 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1284 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1285 GLboolean Immutable; /**< GL_ARB_texture_storage */
1286
1287 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1288 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1289
1290 /** GL_ARB_texture_buffer_object */
1291 struct gl_buffer_object *BufferObject;
1292 GLenum BufferObjectFormat;
1293 /** Equivalent Mesa format for BufferObjectFormat. */
1294 gl_format _BufferObjectFormat;
1295
1296 /** GL_OES_EGL_image_external */
1297 GLint RequiredTextureImageUnits;
1298 };
1299
1300
1301 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1302 #define MAX_COMBINER_TERMS 4
1303
1304
1305 /**
1306 * Texture combine environment state.
1307 */
1308 struct gl_tex_env_combine_state
1309 {
1310 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1311 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1312 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1313 GLenum SourceRGB[MAX_COMBINER_TERMS];
1314 GLenum SourceA[MAX_COMBINER_TERMS];
1315 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1316 GLenum OperandRGB[MAX_COMBINER_TERMS];
1317 GLenum OperandA[MAX_COMBINER_TERMS];
1318 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1319 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1320 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1321 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1322 };
1323
1324
1325 /**
1326 * TexGenEnabled flags.
1327 */
1328 /*@{*/
1329 #define S_BIT 1
1330 #define T_BIT 2
1331 #define R_BIT 4
1332 #define Q_BIT 8
1333 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1334 /*@}*/
1335
1336
1337 /**
1338 * Bit flag versions of the corresponding GL_ constants.
1339 */
1340 /*@{*/
1341 #define TEXGEN_SPHERE_MAP 0x1
1342 #define TEXGEN_OBJ_LINEAR 0x2
1343 #define TEXGEN_EYE_LINEAR 0x4
1344 #define TEXGEN_REFLECTION_MAP_NV 0x8
1345 #define TEXGEN_NORMAL_MAP_NV 0x10
1346
1347 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1348 TEXGEN_REFLECTION_MAP_NV | \
1349 TEXGEN_NORMAL_MAP_NV)
1350 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1351 TEXGEN_REFLECTION_MAP_NV | \
1352 TEXGEN_NORMAL_MAP_NV | \
1353 TEXGEN_EYE_LINEAR)
1354 /*@}*/
1355
1356
1357
1358 /** Tex-gen enabled for texture unit? */
1359 #define ENABLE_TEXGEN(unit) (1 << (unit))
1360
1361 /** Non-identity texture matrix for texture unit? */
1362 #define ENABLE_TEXMAT(unit) (1 << (unit))
1363
1364
1365 /**
1366 * Texture coord generation state.
1367 */
1368 struct gl_texgen
1369 {
1370 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1371 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1372 GLfloat ObjectPlane[4];
1373 GLfloat EyePlane[4];
1374 };
1375
1376
1377 /**
1378 * Texture unit state. Contains enable flags, texture environment/function/
1379 * combiners, texgen state, and pointers to current texture objects.
1380 */
1381 struct gl_texture_unit
1382 {
1383 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1384 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1385
1386 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1387 GLclampf EnvColor[4];
1388 GLfloat EnvColorUnclamped[4];
1389
1390 struct gl_texgen GenS;
1391 struct gl_texgen GenT;
1392 struct gl_texgen GenR;
1393 struct gl_texgen GenQ;
1394 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1395 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1396
1397 GLfloat LodBias; /**< for biasing mipmap levels */
1398 GLenum BumpTarget;
1399 GLfloat RotMatrix[4]; /* 2x2 matrix */
1400
1401 /** Current sampler object (GL_ARB_sampler_objects) */
1402 struct gl_sampler_object *Sampler;
1403
1404 /**
1405 * \name GL_EXT_texture_env_combine
1406 */
1407 struct gl_tex_env_combine_state Combine;
1408
1409 /**
1410 * Derived state based on \c EnvMode and the \c BaseFormat of the
1411 * currently enabled texture.
1412 */
1413 struct gl_tex_env_combine_state _EnvMode;
1414
1415 /**
1416 * Currently enabled combiner state. This will point to either
1417 * \c Combine or \c _EnvMode.
1418 */
1419 struct gl_tex_env_combine_state *_CurrentCombine;
1420
1421 /** Current texture object pointers */
1422 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1423
1424 /** Points to highest priority, complete and enabled texture object */
1425 struct gl_texture_object *_Current;
1426 };
1427
1428
1429 /**
1430 * Texture attribute group (GL_TEXTURE_BIT).
1431 */
1432 struct gl_texture_attrib
1433 {
1434 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1435 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1436
1437 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1438
1439 /** GL_ARB_texture_buffer_object */
1440 struct gl_buffer_object *BufferObject;
1441
1442 /** GL_ARB_seamless_cubemap */
1443 GLboolean CubeMapSeamless;
1444
1445 /** Texture units/samplers used by vertex or fragment texturing */
1446 GLbitfield _EnabledUnits;
1447
1448 /** Texture coord units/sets used for fragment texturing */
1449 GLbitfield _EnabledCoordUnits;
1450
1451 /** Texture coord units that have texgen enabled */
1452 GLbitfield _TexGenEnabled;
1453
1454 /** Texture coord units that have non-identity matrices */
1455 GLbitfield _TexMatEnabled;
1456
1457 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1458 GLbitfield _GenFlags;
1459 };
1460
1461
1462 /**
1463 * Data structure representing a single clip plane (e.g. one of the elements
1464 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1465 */
1466 typedef GLfloat gl_clip_plane[4];
1467
1468
1469 /**
1470 * Transformation attribute group (GL_TRANSFORM_BIT).
1471 */
1472 struct gl_transform_attrib
1473 {
1474 GLenum MatrixMode; /**< Matrix mode */
1475 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1476 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1477 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1478 GLboolean Normalize; /**< Normalize all normals? */
1479 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1480 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1481 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1482
1483 GLfloat CullEyePos[4];
1484 GLfloat CullObjPos[4];
1485 };
1486
1487
1488 /**
1489 * Viewport attribute group (GL_VIEWPORT_BIT).
1490 */
1491 struct gl_viewport_attrib
1492 {
1493 GLint X, Y; /**< position */
1494 GLsizei Width, Height; /**< size */
1495 GLfloat Near, Far; /**< Depth buffer range */
1496 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1497 };
1498
1499
1500 /**
1501 * GL_ARB_vertex/pixel_buffer_object buffer object
1502 */
1503 struct gl_buffer_object
1504 {
1505 _glthread_Mutex Mutex;
1506 GLint RefCount;
1507 GLuint Name;
1508 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1509 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1510 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1511 /** Fields describing a mapped buffer */
1512 /*@{*/
1513 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1514 GLvoid *Pointer; /**< User-space address of mapping */
1515 GLintptr Offset; /**< Mapped offset */
1516 GLsizeiptr Length; /**< Mapped length */
1517 /*@}*/
1518 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1519 GLboolean Written; /**< Ever written to? (for debugging) */
1520 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1521 };
1522
1523
1524 /**
1525 * Client pixel packing/unpacking attributes
1526 */
1527 struct gl_pixelstore_attrib
1528 {
1529 GLint Alignment;
1530 GLint RowLength;
1531 GLint SkipPixels;
1532 GLint SkipRows;
1533 GLint ImageHeight;
1534 GLint SkipImages;
1535 GLboolean SwapBytes;
1536 GLboolean LsbFirst;
1537 GLboolean Invert; /**< GL_MESA_pack_invert */
1538 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1539 };
1540
1541
1542 /**
1543 * Client vertex array attributes
1544 */
1545 struct gl_client_array
1546 {
1547 GLint Size; /**< components per element (1,2,3,4) */
1548 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1549 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1550 GLsizei Stride; /**< user-specified stride */
1551 GLsizei StrideB; /**< actual stride in bytes */
1552 const GLubyte *Ptr; /**< Points to array data */
1553 GLboolean Enabled; /**< Enabled flag is a boolean */
1554 GLboolean Normalized; /**< GL_ARB_vertex_program */
1555 GLboolean Integer; /**< Integer-valued? */
1556 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1557 GLuint _ElementSize; /**< size of each element in bytes */
1558
1559 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1560 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1561 };
1562
1563
1564 /**
1565 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1566 * extension, but a nice encapsulation in any case.
1567 */
1568 struct gl_array_object
1569 {
1570 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1571 GLuint Name;
1572
1573 GLint RefCount;
1574 _glthread_Mutex Mutex;
1575
1576 /**
1577 * Does the VAO use ARB semantics or Apple semantics?
1578 *
1579 * There are several ways in which ARB_vertex_array_object and
1580 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1581 * least,
1582 *
1583 * - ARB VAOs require that all array data be sourced from vertex buffer
1584 * objects, but Apple VAOs do not.
1585 *
1586 * - ARB VAOs require that names come from GenVertexArrays.
1587 *
1588 * This flag notes which behavior governs this VAO.
1589 */
1590 GLboolean ARBsemantics;
1591
1592 /**
1593 * Has this array object been bound?
1594 */
1595 GLboolean _Used;
1596
1597 /** Vertex attribute arrays */
1598 struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX];
1599
1600 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1601 GLbitfield64 _Enabled;
1602
1603 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1604 GLbitfield64 NewArrays;
1605
1606 /**
1607 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1608 * we can determine the max legal (in bounds) glDrawElements array index.
1609 */
1610 GLuint _MaxElement;
1611
1612 struct gl_buffer_object *ElementArrayBufferObj;
1613 };
1614
1615
1616 /**
1617 * Vertex array state
1618 */
1619 struct gl_array_attrib
1620 {
1621 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1622 struct gl_array_object *ArrayObj;
1623
1624 /** The default vertex array object */
1625 struct gl_array_object *DefaultArrayObj;
1626
1627 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1628 struct _mesa_HashTable *Objects;
1629
1630 GLint ActiveTexture; /**< Client Active Texture */
1631 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1632 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1633
1634 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1635 GLboolean PrimitiveRestart;
1636 GLuint RestartIndex;
1637
1638 /* GL_ARB_vertex_buffer_object */
1639 struct gl_buffer_object *ArrayBufferObj;
1640
1641 /**
1642 * Vertex arrays as consumed by a driver.
1643 * The array pointer is set up only by the VBO module. */
1644 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1645 };
1646
1647
1648 /**
1649 * Feedback buffer state
1650 */
1651 struct gl_feedback
1652 {
1653 GLenum Type;
1654 GLbitfield _Mask; /**< FB_* bits */
1655 GLfloat *Buffer;
1656 GLuint BufferSize;
1657 GLuint Count;
1658 };
1659
1660
1661 /**
1662 * Selection buffer state
1663 */
1664 struct gl_selection
1665 {
1666 GLuint *Buffer; /**< selection buffer */
1667 GLuint BufferSize; /**< size of the selection buffer */
1668 GLuint BufferCount; /**< number of values in the selection buffer */
1669 GLuint Hits; /**< number of records in the selection buffer */
1670 GLuint NameStackDepth; /**< name stack depth */
1671 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1672 GLboolean HitFlag; /**< hit flag */
1673 GLfloat HitMinZ; /**< minimum hit depth */
1674 GLfloat HitMaxZ; /**< maximum hit depth */
1675 };
1676
1677
1678 /**
1679 * 1-D Evaluator control points
1680 */
1681 struct gl_1d_map
1682 {
1683 GLuint Order; /**< Number of control points */
1684 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1685 GLfloat *Points; /**< Points to contiguous control points */
1686 };
1687
1688
1689 /**
1690 * 2-D Evaluator control points
1691 */
1692 struct gl_2d_map
1693 {
1694 GLuint Uorder; /**< Number of control points in U dimension */
1695 GLuint Vorder; /**< Number of control points in V dimension */
1696 GLfloat u1, u2, du;
1697 GLfloat v1, v2, dv;
1698 GLfloat *Points; /**< Points to contiguous control points */
1699 };
1700
1701
1702 /**
1703 * All evaluator control point state
1704 */
1705 struct gl_evaluators
1706 {
1707 /**
1708 * \name 1-D maps
1709 */
1710 /*@{*/
1711 struct gl_1d_map Map1Vertex3;
1712 struct gl_1d_map Map1Vertex4;
1713 struct gl_1d_map Map1Index;
1714 struct gl_1d_map Map1Color4;
1715 struct gl_1d_map Map1Normal;
1716 struct gl_1d_map Map1Texture1;
1717 struct gl_1d_map Map1Texture2;
1718 struct gl_1d_map Map1Texture3;
1719 struct gl_1d_map Map1Texture4;
1720 struct gl_1d_map Map1Attrib[16]; /**< GL_NV_vertex_program */
1721 /*@}*/
1722
1723 /**
1724 * \name 2-D maps
1725 */
1726 /*@{*/
1727 struct gl_2d_map Map2Vertex3;
1728 struct gl_2d_map Map2Vertex4;
1729 struct gl_2d_map Map2Index;
1730 struct gl_2d_map Map2Color4;
1731 struct gl_2d_map Map2Normal;
1732 struct gl_2d_map Map2Texture1;
1733 struct gl_2d_map Map2Texture2;
1734 struct gl_2d_map Map2Texture3;
1735 struct gl_2d_map Map2Texture4;
1736 struct gl_2d_map Map2Attrib[16]; /**< GL_NV_vertex_program */
1737 /*@}*/
1738 };
1739
1740
1741 struct gl_transform_feedback_varying_info
1742 {
1743 char *Name;
1744 GLenum Type;
1745 GLint Size;
1746 };
1747
1748
1749 /**
1750 * Per-output info vertex shaders for transform feedback.
1751 */
1752 struct gl_transform_feedback_output
1753 {
1754 unsigned OutputRegister;
1755 unsigned OutputBuffer;
1756 unsigned NumComponents;
1757
1758 /** offset (in DWORDs) of this output within the interleaved structure */
1759 unsigned DstOffset;
1760
1761 /**
1762 * Offset into the output register of the data to output. For example,
1763 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1764 * offset is in the y and z components of the output register.
1765 */
1766 unsigned ComponentOffset;
1767 };
1768
1769
1770 /** Post-link transform feedback info. */
1771 struct gl_transform_feedback_info
1772 {
1773 unsigned NumOutputs;
1774
1775 /**
1776 * Number of transform feedback buffers in use by this program.
1777 */
1778 unsigned NumBuffers;
1779
1780 struct gl_transform_feedback_output *Outputs;
1781
1782 /** Transform feedback varyings used for the linking of this shader program.
1783 *
1784 * Use for glGetTransformFeedbackVarying().
1785 */
1786 struct gl_transform_feedback_varying_info *Varyings;
1787 GLint NumVarying;
1788
1789 /**
1790 * Total number of components stored in each buffer. This may be used by
1791 * hardware back-ends to determine the correct stride when interleaving
1792 * multiple transform feedback outputs in the same buffer.
1793 */
1794 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1795 };
1796
1797
1798 /**
1799 * Transform feedback object state
1800 */
1801 struct gl_transform_feedback_object
1802 {
1803 GLuint Name; /**< AKA the object ID */
1804 GLint RefCount;
1805 GLboolean Active; /**< Is transform feedback enabled? */
1806 GLboolean Paused; /**< Is transform feedback paused? */
1807 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1808 at least once? */
1809
1810 /** The feedback buffers */
1811 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1812 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1813
1814 /** Start of feedback data in dest buffer */
1815 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1816 /** Max data to put into dest buffer (in bytes) */
1817 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1818 };
1819
1820
1821 /**
1822 * Context state for transform feedback.
1823 */
1824 struct gl_transform_feedback_state
1825 {
1826 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1827
1828 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1829 struct gl_buffer_object *CurrentBuffer;
1830
1831 /** The table of all transform feedback objects */
1832 struct _mesa_HashTable *Objects;
1833
1834 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1835 struct gl_transform_feedback_object *CurrentObject;
1836
1837 /** The default xform-fb object (Name==0) */
1838 struct gl_transform_feedback_object *DefaultObject;
1839 };
1840
1841
1842 /**
1843 * Names of the various vertex/fragment program register files, etc.
1844 *
1845 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1846 * All values should fit in a 4-bit field.
1847 *
1848 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1849 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1850 * be "uniform" variables since they can only be set outside glBegin/End.
1851 * They're also all stored in the same Parameters array.
1852 */
1853 typedef enum
1854 {
1855 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1856 PROGRAM_INPUT, /**< machine->Inputs[] */
1857 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1858 PROGRAM_VARYING, /**< machine->Inputs[]/Outputs[] */
1859 PROGRAM_LOCAL_PARAM, /**< gl_program->LocalParams[] */
1860 PROGRAM_ENV_PARAM, /**< gl_program->Parameters[] */
1861 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1862 PROGRAM_NAMED_PARAM, /**< gl_program->Parameters[] */
1863 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1864 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1865 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1866 PROGRAM_ADDRESS, /**< machine->AddressReg */
1867 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1868 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1869 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1870 PROGRAM_FILE_MAX
1871 } gl_register_file;
1872
1873
1874 /**
1875 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1876 * one of these values.
1877 */
1878 typedef enum
1879 {
1880 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1881 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1882 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1883 SYSTEM_VALUE_MAX /**< Number of values */
1884 } gl_system_value;
1885
1886
1887 /**
1888 * The possible interpolation qualifiers that can be applied to a fragment
1889 * shader input in GLSL.
1890 *
1891 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1892 * gl_fragment_program data structure to 0 causes the default behavior.
1893 */
1894 enum glsl_interp_qualifier
1895 {
1896 INTERP_QUALIFIER_NONE = 0,
1897 INTERP_QUALIFIER_SMOOTH,
1898 INTERP_QUALIFIER_FLAT,
1899 INTERP_QUALIFIER_NOPERSPECTIVE
1900 };
1901
1902
1903 /**
1904 * \brief Layout qualifiers for gl_FragDepth.
1905 *
1906 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
1907 * a layout qualifier.
1908 *
1909 * \see enum ir_depth_layout
1910 */
1911 enum gl_frag_depth_layout
1912 {
1913 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
1914 FRAG_DEPTH_LAYOUT_ANY,
1915 FRAG_DEPTH_LAYOUT_GREATER,
1916 FRAG_DEPTH_LAYOUT_LESS,
1917 FRAG_DEPTH_LAYOUT_UNCHANGED
1918 };
1919
1920
1921 /**
1922 * Base class for any kind of program object
1923 */
1924 struct gl_program
1925 {
1926 GLuint Id;
1927 GLubyte *String; /**< Null-terminated program text */
1928 GLint RefCount;
1929 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1930 GLenum Format; /**< String encoding format */
1931 GLboolean Resident;
1932
1933 struct prog_instruction *Instructions;
1934
1935 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
1936 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
1937 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1938 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
1939 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
1940 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
1941 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
1942 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
1943
1944
1945 /** Named parameters, constants, etc. from program text */
1946 struct gl_program_parameter_list *Parameters;
1947 /** Numbered local parameters */
1948 GLfloat LocalParams[MAX_PROGRAM_LOCAL_PARAMS][4];
1949
1950 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1951 GLubyte SamplerUnits[MAX_SAMPLERS];
1952
1953 /** Bitmask of which register files are read/written with indirect
1954 * addressing. Mask of (1 << PROGRAM_x) bits.
1955 */
1956 GLbitfield IndirectRegisterFiles;
1957
1958 /** Logical counts */
1959 /*@{*/
1960 GLuint NumInstructions;
1961 GLuint NumTemporaries;
1962 GLuint NumParameters;
1963 GLuint NumAttributes;
1964 GLuint NumAddressRegs;
1965 GLuint NumAluInstructions;
1966 GLuint NumTexInstructions;
1967 GLuint NumTexIndirections;
1968 /*@}*/
1969 /** Native, actual h/w counts */
1970 /*@{*/
1971 GLuint NumNativeInstructions;
1972 GLuint NumNativeTemporaries;
1973 GLuint NumNativeParameters;
1974 GLuint NumNativeAttributes;
1975 GLuint NumNativeAddressRegs;
1976 GLuint NumNativeAluInstructions;
1977 GLuint NumNativeTexInstructions;
1978 GLuint NumNativeTexIndirections;
1979 /*@}*/
1980 };
1981
1982
1983 /** Vertex program object */
1984 struct gl_vertex_program
1985 {
1986 struct gl_program Base; /**< base class */
1987 GLboolean IsNVProgram; /**< is this a GL_NV_vertex_program program? */
1988 GLboolean IsPositionInvariant;
1989 GLboolean UsesClipDistance;
1990 };
1991
1992
1993 /** Geometry program object */
1994 struct gl_geometry_program
1995 {
1996 struct gl_program Base; /**< base class */
1997
1998 GLint VerticesOut;
1999 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2000 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2001 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2002 };
2003
2004
2005 /** Fragment program object */
2006 struct gl_fragment_program
2007 {
2008 struct gl_program Base; /**< base class */
2009 GLboolean UsesKill; /**< shader uses KIL instruction */
2010 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2011 GLboolean OriginUpperLeft;
2012 GLboolean PixelCenterInteger;
2013 enum gl_frag_depth_layout FragDepthLayout;
2014
2015 /**
2016 * GLSL interpolation qualifier associated with each fragment shader input.
2017 * For inputs that do not have an interpolation qualifier specified in
2018 * GLSL, the value is INTERP_QUALIFIER_NONE.
2019 */
2020 enum glsl_interp_qualifier InterpQualifier[FRAG_ATTRIB_MAX];
2021
2022 /**
2023 * Bitfield indicating, for each fragment shader input, 1 if that input
2024 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2025 */
2026 GLbitfield64 IsCentroid;
2027 };
2028
2029
2030 /**
2031 * State common to vertex and fragment programs.
2032 */
2033 struct gl_program_state
2034 {
2035 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2036 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2037 };
2038
2039
2040 /**
2041 * Context state for vertex programs.
2042 */
2043 struct gl_vertex_program_state
2044 {
2045 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2046 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2047 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2048 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2049 /** Computed two sided lighting for fixed function/programs. */
2050 GLboolean _TwoSideEnabled;
2051 struct gl_vertex_program *Current; /**< User-bound vertex program */
2052
2053 /** Currently enabled and valid vertex program (including internal
2054 * programs, user-defined vertex programs and GLSL vertex shaders).
2055 * This is the program we must use when rendering.
2056 */
2057 struct gl_vertex_program *_Current;
2058
2059 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2060
2061 /** Should fixed-function T&L be implemented with a vertex prog? */
2062 GLboolean _MaintainTnlProgram;
2063
2064 /** Program to emulate fixed-function T&L (see above) */
2065 struct gl_vertex_program *_TnlProgram;
2066
2067 /** Cache of fixed-function programs */
2068 struct gl_program_cache *Cache;
2069
2070 GLboolean _Overriden;
2071 };
2072
2073
2074 /**
2075 * Context state for geometry programs.
2076 */
2077 struct gl_geometry_program_state
2078 {
2079 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2080 GLboolean _Enabled; /**< Enabled and valid program? */
2081 struct gl_geometry_program *Current; /**< user-bound geometry program */
2082
2083 /** Currently enabled and valid program (including internal programs
2084 * and compiled shader programs).
2085 */
2086 struct gl_geometry_program *_Current;
2087
2088 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2089
2090 /** Cache of fixed-function programs */
2091 struct gl_program_cache *Cache;
2092 };
2093
2094 /**
2095 * Context state for fragment programs.
2096 */
2097 struct gl_fragment_program_state
2098 {
2099 GLboolean Enabled; /**< User-set fragment program enable flag */
2100 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2101 struct gl_fragment_program *Current; /**< User-bound fragment program */
2102
2103 /** Currently enabled and valid fragment program (including internal
2104 * programs, user-defined fragment programs and GLSL fragment shaders).
2105 * This is the program we must use when rendering.
2106 */
2107 struct gl_fragment_program *_Current;
2108
2109 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2110
2111 /** Should fixed-function texturing be implemented with a fragment prog? */
2112 GLboolean _MaintainTexEnvProgram;
2113
2114 /** Program to emulate fixed-function texture env/combine (see above) */
2115 struct gl_fragment_program *_TexEnvProgram;
2116
2117 /** Cache of fixed-function programs */
2118 struct gl_program_cache *Cache;
2119 };
2120
2121
2122 /**
2123 * ATI_fragment_shader runtime state
2124 */
2125 #define ATI_FS_INPUT_PRIMARY 0
2126 #define ATI_FS_INPUT_SECONDARY 1
2127
2128 struct atifs_instruction;
2129 struct atifs_setupinst;
2130
2131 /**
2132 * ATI fragment shader
2133 */
2134 struct ati_fragment_shader
2135 {
2136 GLuint Id;
2137 GLint RefCount;
2138 struct atifs_instruction *Instructions[2];
2139 struct atifs_setupinst *SetupInst[2];
2140 GLfloat Constants[8][4];
2141 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2142 GLubyte numArithInstr[2];
2143 GLubyte regsAssigned[2];
2144 GLubyte NumPasses; /**< 1 or 2 */
2145 GLubyte cur_pass;
2146 GLubyte last_optype;
2147 GLboolean interpinp1;
2148 GLboolean isValid;
2149 GLuint swizzlerq;
2150 };
2151
2152 /**
2153 * Context state for GL_ATI_fragment_shader
2154 */
2155 struct gl_ati_fragment_shader_state
2156 {
2157 GLboolean Enabled;
2158 GLboolean _Enabled; /**< enabled and valid shader? */
2159 GLboolean Compiling;
2160 GLfloat GlobalConstants[8][4];
2161 struct ati_fragment_shader *Current;
2162 };
2163
2164
2165 /** Set by #pragma directives */
2166 struct gl_sl_pragmas
2167 {
2168 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2169 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2170 GLboolean Optimize; /**< defaults on */
2171 GLboolean Debug; /**< defaults off */
2172 };
2173
2174
2175 /**
2176 * A GLSL vertex or fragment shader object.
2177 */
2178 struct gl_shader
2179 {
2180 GLenum Type; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2181 GLuint Name; /**< AKA the handle */
2182 GLint RefCount; /**< Reference count */
2183 GLboolean DeletePending;
2184 GLboolean CompileStatus;
2185 const GLchar *Source; /**< Source code string */
2186 GLuint SourceChecksum; /**< for debug/logging purposes */
2187 struct gl_program *Program; /**< Post-compile assembly code */
2188 GLchar *InfoLog;
2189 struct gl_sl_pragmas Pragmas;
2190
2191 unsigned Version; /**< GLSL version used for linking */
2192
2193 /**
2194 * \name Sampler tracking
2195 *
2196 * \note Each of these fields is only set post-linking.
2197 */
2198 /*@{*/
2199 unsigned num_samplers; /**< Number of samplers used by this shader. */
2200 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2201 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2202 /*@}*/
2203
2204 /**
2205 * Number of uniform components used by this shader.
2206 *
2207 * This field is only set post-linking.
2208 */
2209 unsigned num_uniform_components;
2210
2211 /**
2212 * This shader's uniform block information.
2213 *
2214 * The offsets of the variables are assigned only for shaders in a program's
2215 * _LinkedShaders[].
2216 */
2217 struct gl_uniform_block *UniformBlocks;
2218 unsigned NumUniformBlocks;
2219
2220 struct exec_list *ir;
2221 struct glsl_symbol_table *symbols;
2222
2223 /** Shaders containing built-in functions that are used for linking. */
2224 struct gl_shader *builtins_to_link[16];
2225 unsigned num_builtins_to_link;
2226 };
2227
2228
2229 /**
2230 * Shader stages. Note that these will become 5 with tessellation.
2231 * These MUST have the same values as gallium's PIPE_SHADER_*
2232 */
2233 typedef enum
2234 {
2235 MESA_SHADER_VERTEX = 0,
2236 MESA_SHADER_FRAGMENT = 1,
2237 MESA_SHADER_GEOMETRY = 2,
2238 MESA_SHADER_TYPES = 3
2239 } gl_shader_type;
2240
2241 struct gl_uniform_buffer_variable
2242 {
2243 char *Name;
2244 const struct glsl_type *Type;
2245 unsigned int Buffer;
2246 unsigned int Offset;
2247 GLboolean RowMajor;
2248 };
2249
2250 struct gl_uniform_block
2251 {
2252 /** Declared name of the uniform block */
2253 char *Name;
2254
2255 /** Array of supplemental information about UBO ir_variables. */
2256 struct gl_uniform_buffer_variable *Uniforms;
2257 GLuint NumUniforms;
2258
2259 /**
2260 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2261 * with glBindBufferBase to bind a buffer object to this uniform block. When
2262 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2263 */
2264 GLuint Binding;
2265
2266 /**
2267 * Minimum size of a buffer object to back this uniform buffer
2268 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2269 */
2270 GLuint UniformBufferSize;
2271 };
2272
2273 /**
2274 * A GLSL program object.
2275 * Basically a linked collection of vertex and fragment shaders.
2276 */
2277 struct gl_shader_program
2278 {
2279 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2280 GLuint Name; /**< aka handle or ID */
2281 GLint RefCount; /**< Reference count */
2282 GLboolean DeletePending;
2283
2284 /**
2285 * Flags that the linker should not reject the program if it lacks
2286 * a vertex or fragment shader. GLES2 doesn't allow separate
2287 * shader objects, and would reject them. However, we internally
2288 * build separate shader objects for fixed function programs, which
2289 * we use for drivers/common/meta.c and for handling
2290 * _mesa_update_state with no program bound (for example in
2291 * glClear()).
2292 */
2293 GLboolean InternalSeparateShader;
2294
2295 GLuint NumShaders; /**< number of attached shaders */
2296 struct gl_shader **Shaders; /**< List of attached the shaders */
2297
2298 /**
2299 * User-defined attribute bindings
2300 *
2301 * These are set via \c glBindAttribLocation and are used to direct the
2302 * GLSL linker. These are \b not the values used in the compiled shader,
2303 * and they are \b not the values returned by \c glGetAttribLocation.
2304 */
2305 struct string_to_uint_map *AttributeBindings;
2306
2307 /**
2308 * User-defined fragment data bindings
2309 *
2310 * These are set via \c glBindFragDataLocation and are used to direct the
2311 * GLSL linker. These are \b not the values used in the compiled shader,
2312 * and they are \b not the values returned by \c glGetFragDataLocation.
2313 */
2314 struct string_to_uint_map *FragDataBindings;
2315 struct string_to_uint_map *FragDataIndexBindings;
2316
2317 /**
2318 * Transform feedback varyings last specified by
2319 * glTransformFeedbackVaryings().
2320 *
2321 * For the current set of transform feeedback varyings used for transform
2322 * feedback output, see LinkedTransformFeedback.
2323 */
2324 struct {
2325 GLenum BufferMode;
2326 GLuint NumVarying;
2327 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2328 } TransformFeedback;
2329
2330 /** Post-link transform feedback info. */
2331 struct gl_transform_feedback_info LinkedTransformFeedback;
2332
2333 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2334 enum gl_frag_depth_layout FragDepthLayout;
2335
2336 /** Geometry shader state - copied into gl_geometry_program at link time */
2337 struct {
2338 GLint VerticesOut;
2339 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2340 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2341 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2342 } Geom;
2343
2344 /** Vertex shader state - copied into gl_vertex_program at link time */
2345 struct {
2346 GLboolean UsesClipDistance; /**< True if gl_ClipDistance is written to. */
2347 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2348 0 if not present. */
2349 } Vert;
2350
2351 /* post-link info: */
2352 unsigned NumUserUniformStorage;
2353 struct gl_uniform_storage *UniformStorage;
2354
2355 struct gl_uniform_block *UniformBlocks;
2356 unsigned NumUniformBlocks;
2357
2358 /**
2359 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2360 * they're used in, or -1.
2361 *
2362 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2363 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2364 */
2365 int *UniformBlockStageIndex[MESA_SHADER_TYPES];
2366
2367 /**
2368 * Map of active uniform names to locations
2369 *
2370 * Maps any active uniform that is not an array element to a location.
2371 * Each active uniform, including individual structure members will appear
2372 * in this map. This roughly corresponds to the set of names that would be
2373 * enumerated by \c glGetActiveUniform.
2374 */
2375 struct string_to_uint_map *UniformHash;
2376
2377 /**
2378 * Map from sampler unit to texture unit (set by glUniform1i())
2379 *
2380 * A sampler unit is associated with each sampler uniform by the linker.
2381 * The sampler unit associated with each uniform is stored in the
2382 * \c gl_uniform_storage::sampler field.
2383 */
2384 GLubyte SamplerUnits[MAX_SAMPLERS];
2385 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2386 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2387
2388 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2389 GLboolean Validated;
2390 GLboolean _Used; /**< Ever used for drawing? */
2391 GLchar *InfoLog;
2392
2393 unsigned Version; /**< GLSL version used for linking */
2394
2395 /**
2396 * Per-stage shaders resulting from the first stage of linking.
2397 *
2398 * Set of linked shaders for this program. The array is accessed using the
2399 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2400 * \c NULL.
2401 */
2402 struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
2403 };
2404
2405
2406 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2407 #define GLSL_LOG 0x2 /**< Write shaders to files */
2408 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2409 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2410 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2411 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2412 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2413 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2414 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2415
2416
2417 /**
2418 * Context state for GLSL vertex/fragment shaders.
2419 */
2420 struct gl_shader_state
2421 {
2422 /**
2423 * Programs used for rendering
2424 *
2425 * There is a separate program set for each shader stage. If
2426 * GL_EXT_separate_shader_objects is not supported, each of these must point
2427 * to \c NULL or to the same program.
2428 */
2429 struct gl_shader_program *CurrentVertexProgram;
2430 struct gl_shader_program *CurrentGeometryProgram;
2431 struct gl_shader_program *CurrentFragmentProgram;
2432
2433 struct gl_shader_program *_CurrentFragmentProgram;
2434
2435 /**
2436 * Program used by glUniform calls.
2437 *
2438 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2439 */
2440 struct gl_shader_program *ActiveProgram;
2441
2442 GLbitfield Flags; /**< Mask of GLSL_x flags */
2443 };
2444
2445
2446 /**
2447 * Compiler options for a single GLSL shaders type
2448 */
2449 struct gl_shader_compiler_options
2450 {
2451 /** Driver-selectable options: */
2452 GLboolean EmitCondCodes; /**< Use condition codes? */
2453 GLboolean EmitNVTempInitialization; /**< 0-fill NV temp registers */
2454 GLboolean EmitNoLoops;
2455 GLboolean EmitNoFunctions;
2456 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2457 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2458 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2459 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2460 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2461
2462 /**
2463 * \name Forms of indirect addressing the driver cannot do.
2464 */
2465 /*@{*/
2466 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2467 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2468 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2469 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2470 /*@}*/
2471
2472 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2473 GLuint MaxUnrollIterations;
2474
2475 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2476 };
2477
2478
2479 /**
2480 * Occlusion/timer query object.
2481 */
2482 struct gl_query_object
2483 {
2484 GLenum Target; /**< The query target, when active */
2485 GLuint Id; /**< hash table ID/name */
2486 GLuint64EXT Result; /**< the counter */
2487 GLboolean Active; /**< inside Begin/EndQuery */
2488 GLboolean Ready; /**< result is ready? */
2489 };
2490
2491
2492 /**
2493 * Context state for query objects.
2494 */
2495 struct gl_query_state
2496 {
2497 struct _mesa_HashTable *QueryObjects;
2498 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2499 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2500
2501 /** GL_NV_conditional_render */
2502 struct gl_query_object *CondRenderQuery;
2503
2504 /** GL_EXT_transform_feedback */
2505 struct gl_query_object *PrimitivesGenerated;
2506 struct gl_query_object *PrimitivesWritten;
2507
2508 /** GL_ARB_timer_query */
2509 struct gl_query_object *TimeElapsed;
2510
2511 GLenum CondRenderMode;
2512 };
2513
2514
2515 /** Sync object state */
2516 struct gl_sync_object
2517 {
2518 struct simple_node link;
2519 GLenum Type; /**< GL_SYNC_FENCE */
2520 GLuint Name; /**< Fence name */
2521 GLint RefCount; /**< Reference count */
2522 GLboolean DeletePending; /**< Object was deleted while there were still
2523 * live references (e.g., sync not yet finished)
2524 */
2525 GLenum SyncCondition;
2526 GLbitfield Flags; /**< Flags passed to glFenceSync */
2527 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2528 };
2529
2530
2531 /**
2532 * State which can be shared by multiple contexts:
2533 */
2534 struct gl_shared_state
2535 {
2536 _glthread_Mutex Mutex; /**< for thread safety */
2537 GLint RefCount; /**< Reference count */
2538 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2539 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2540
2541 /** Default texture objects (shared by all texture units) */
2542 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2543
2544 /** Fallback texture used when a bound texture is incomplete */
2545 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2546
2547 /**
2548 * \name Thread safety and statechange notification for texture
2549 * objects.
2550 *
2551 * \todo Improve the granularity of locking.
2552 */
2553 /*@{*/
2554 _glthread_Mutex TexMutex; /**< texobj thread safety */
2555 GLuint TextureStateStamp; /**< state notification for shared tex */
2556 /*@}*/
2557
2558 /** Default buffer object for vertex arrays that aren't in VBOs */
2559 struct gl_buffer_object *NullBufferObj;
2560
2561 /**
2562 * \name Vertex/geometry/fragment programs
2563 */
2564 /*@{*/
2565 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2566 struct gl_vertex_program *DefaultVertexProgram;
2567 struct gl_fragment_program *DefaultFragmentProgram;
2568 struct gl_geometry_program *DefaultGeometryProgram;
2569 /*@}*/
2570
2571 /* GL_ATI_fragment_shader */
2572 struct _mesa_HashTable *ATIShaders;
2573 struct ati_fragment_shader *DefaultFragmentShader;
2574
2575 struct _mesa_HashTable *BufferObjects;
2576
2577 /** Table of both gl_shader and gl_shader_program objects */
2578 struct _mesa_HashTable *ShaderObjects;
2579
2580 /* GL_EXT_framebuffer_object */
2581 struct _mesa_HashTable *RenderBuffers;
2582 struct _mesa_HashTable *FrameBuffers;
2583
2584 /* GL_ARB_sync */
2585 struct simple_node SyncObjects;
2586
2587 /** GL_ARB_sampler_objects */
2588 struct _mesa_HashTable *SamplerObjects;
2589 };
2590
2591
2592
2593 /**
2594 * Renderbuffers represent drawing surfaces such as color, depth and/or
2595 * stencil. A framebuffer object has a set of renderbuffers.
2596 * Drivers will typically derive subclasses of this type.
2597 */
2598 struct gl_renderbuffer
2599 {
2600 _glthread_Mutex Mutex; /**< for thread safety */
2601 GLuint ClassID; /**< Useful for drivers */
2602 GLuint Name;
2603 GLint RefCount;
2604 GLuint Width, Height;
2605 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2606 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2607 GLubyte NumSamples;
2608 GLenum InternalFormat; /**< The user-specified format */
2609 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2610 GL_STENCIL_INDEX. */
2611 gl_format Format; /**< The actual renderbuffer memory format */
2612
2613 /** Delete this renderbuffer */
2614 void (*Delete)(struct gl_renderbuffer *rb);
2615
2616 /** Allocate new storage for this renderbuffer */
2617 GLboolean (*AllocStorage)(struct gl_context *ctx,
2618 struct gl_renderbuffer *rb,
2619 GLenum internalFormat,
2620 GLuint width, GLuint height);
2621 };
2622
2623
2624 /**
2625 * A renderbuffer attachment points to either a texture object (and specifies
2626 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2627 */
2628 struct gl_renderbuffer_attachment
2629 {
2630 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2631 GLboolean Complete;
2632
2633 /**
2634 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2635 * application supplied renderbuffer object.
2636 */
2637 struct gl_renderbuffer *Renderbuffer;
2638
2639 /**
2640 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2641 * supplied texture object.
2642 */
2643 struct gl_texture_object *Texture;
2644 GLuint TextureLevel; /**< Attached mipmap level. */
2645 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2646 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2647 * and 2D array textures */
2648 };
2649
2650
2651 /**
2652 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2653 * In C++ terms, think of this as a base class from which device drivers
2654 * will make derived classes.
2655 */
2656 struct gl_framebuffer
2657 {
2658 _glthread_Mutex Mutex; /**< for thread safety */
2659 /**
2660 * If zero, this is a window system framebuffer. If non-zero, this
2661 * is a FBO framebuffer; note that for some devices (i.e. those with
2662 * a natural pixel coordinate system for FBOs that differs from the
2663 * OpenGL/Mesa coordinate system), this means that the viewport,
2664 * polygon face orientation, and polygon stipple will have to be inverted.
2665 */
2666 GLuint Name;
2667
2668 GLint RefCount;
2669 GLboolean DeletePending;
2670
2671 /**
2672 * The framebuffer's visual. Immutable if this is a window system buffer.
2673 * Computed from attachments if user-made FBO.
2674 */
2675 struct gl_config Visual;
2676
2677 GLboolean Initialized;
2678
2679 GLuint Width, Height; /**< size of frame buffer in pixels */
2680
2681 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2682 /*@{*/
2683 GLint _Xmin, _Xmax; /**< inclusive */
2684 GLint _Ymin, _Ymax; /**< exclusive */
2685 /*@}*/
2686
2687 /** \name Derived Z buffer stuff */
2688 /*@{*/
2689 GLuint _DepthMax; /**< Max depth buffer value */
2690 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2691 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2692 /*@}*/
2693
2694 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2695 GLenum _Status;
2696
2697 /** Integer color values */
2698 GLboolean _IntegerColor;
2699
2700 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2701 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2702
2703 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2704 * attribute group and GL_PIXEL attribute group, respectively.
2705 */
2706 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
2707 GLenum ColorReadBuffer;
2708
2709 /** Computed from ColorDraw/ReadBuffer above */
2710 GLuint _NumColorDrawBuffers;
2711 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
2712 GLint _ColorReadBufferIndex; /* -1 = None */
2713 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
2714 struct gl_renderbuffer *_ColorReadBuffer;
2715
2716 /** Delete this framebuffer */
2717 void (*Delete)(struct gl_framebuffer *fb);
2718 };
2719
2720
2721 /**
2722 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2723 */
2724 struct gl_precision
2725 {
2726 GLushort RangeMin; /**< min value exponent */
2727 GLushort RangeMax; /**< max value exponent */
2728 GLushort Precision; /**< number of mantissa bits */
2729 };
2730
2731
2732 /**
2733 * Limits for vertex, geometry and fragment programs/shaders.
2734 */
2735 struct gl_program_constants
2736 {
2737 /* logical limits */
2738 GLuint MaxInstructions;
2739 GLuint MaxAluInstructions;
2740 GLuint MaxTexInstructions;
2741 GLuint MaxTexIndirections;
2742 GLuint MaxAttribs;
2743 GLuint MaxTemps;
2744 GLuint MaxAddressRegs;
2745 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2746 GLuint MaxParameters;
2747 GLuint MaxLocalParams;
2748 GLuint MaxEnvParams;
2749 /* native/hardware limits */
2750 GLuint MaxNativeInstructions;
2751 GLuint MaxNativeAluInstructions;
2752 GLuint MaxNativeTexInstructions;
2753 GLuint MaxNativeTexIndirections;
2754 GLuint MaxNativeAttribs;
2755 GLuint MaxNativeTemps;
2756 GLuint MaxNativeAddressRegs;
2757 GLuint MaxNativeParameters;
2758 /* For shaders */
2759 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
2760 /* ES 2.0 and GL_ARB_ES2_compatibility */
2761 struct gl_precision LowFloat, MediumFloat, HighFloat;
2762 struct gl_precision LowInt, MediumInt, HighInt;
2763 /* GL_ARB_uniform_buffer_object */
2764 GLuint MaxUniformBlocks;
2765 GLuint MaxCombinedUniformComponents;
2766 };
2767
2768
2769 /**
2770 * Constants which may be overridden by device driver during context creation
2771 * but are never changed after that.
2772 */
2773 struct gl_constants
2774 {
2775 GLint MaxTextureMbytes; /**< Max memory per image, in MB */
2776 GLint MaxTextureLevels; /**< Max mipmap levels. */
2777 GLint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
2778 GLint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
2779 GLint MaxArrayTextureLayers; /**< Max layers in array textures */
2780 GLint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
2781 GLuint MaxTextureCoordUnits;
2782 GLuint MaxTextureImageUnits;
2783 GLuint MaxVertexTextureImageUnits;
2784 GLuint MaxCombinedTextureImageUnits;
2785 GLuint MaxGeometryTextureImageUnits;
2786 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
2787 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
2788 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
2789 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
2790
2791 GLuint MaxArrayLockSize;
2792
2793 GLint SubPixelBits;
2794
2795 GLfloat MinPointSize, MaxPointSize; /**< aliased */
2796 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
2797 GLfloat PointSizeGranularity;
2798 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
2799 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
2800 GLfloat LineWidthGranularity;
2801
2802 GLuint MaxColorTableSize;
2803
2804 GLuint MaxClipPlanes;
2805 GLuint MaxLights;
2806 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
2807 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
2808
2809 GLuint MaxViewportWidth, MaxViewportHeight;
2810
2811 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
2812 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
2813 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
2814 GLuint MaxProgramMatrices;
2815 GLuint MaxProgramMatrixStackDepth;
2816
2817 struct {
2818 GLuint SamplesPassed;
2819 GLuint TimeElapsed;
2820 GLuint Timestamp;
2821 GLuint PrimitivesGenerated;
2822 GLuint PrimitivesWritten;
2823 } QueryCounterBits;
2824
2825 /** vertex array / buffer object bounds checking */
2826 GLboolean CheckArrayBounds;
2827
2828 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
2829
2830 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
2831 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
2832 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
2833
2834 /** Number of varying vectors between vertex and fragment shaders */
2835 GLuint MaxVarying;
2836 GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
2837 GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
2838
2839 /** @{
2840 * GL_ARB_uniform_buffer_object
2841 */
2842 GLuint MaxCombinedUniformBlocks;
2843 GLuint MaxUniformBufferBindings;
2844 GLuint MaxUniformBlockSize;
2845 GLuint UniformBufferOffsetAlignment;
2846 /** @} */
2847
2848 /** GL_ARB_geometry_shader4 */
2849 GLuint MaxGeometryOutputVertices;
2850 GLuint MaxGeometryTotalOutputComponents;
2851
2852 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
2853
2854 /**
2855 * Changes default GLSL extension behavior from "error" to "warn". It's out
2856 * of spec, but it can make some apps work that otherwise wouldn't.
2857 */
2858 GLboolean ForceGLSLExtensionsWarn;
2859
2860 /**
2861 * Does the driver support real 32-bit integers? (Otherwise, integers are
2862 * simulated via floats.)
2863 */
2864 GLboolean NativeIntegers;
2865
2866 /**
2867 * If the driver supports real 32-bit integers, what integer value should be
2868 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2869 */
2870 GLuint UniformBooleanTrue;
2871
2872 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2873 GLbitfield SupportedBumpUnits;
2874
2875 /**
2876 * Maximum amount of time, measured in nanseconds, that the server can wait.
2877 */
2878 GLuint64 MaxServerWaitTimeout;
2879
2880 /** GL_EXT_provoking_vertex */
2881 GLboolean QuadsFollowProvokingVertexConvention;
2882
2883 /** OpenGL version 3.0 */
2884 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2885
2886 /** OpenGL version 3.2 */
2887 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
2888
2889 /** GL_EXT_transform_feedback */
2890 GLuint MaxTransformFeedbackBuffers;
2891 GLuint MaxTransformFeedbackSeparateComponents;
2892 GLuint MaxTransformFeedbackInterleavedComponents;
2893 GLuint MaxVertexStreams;
2894
2895 /** GL_EXT_gpu_shader4 */
2896 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
2897
2898 /* GL_ARB_robustness */
2899 GLenum ResetStrategy;
2900
2901 /* GL_ARB_blend_func_extended */
2902 GLuint MaxDualSourceDrawBuffers;
2903
2904 /**
2905 * Whether the implementation strips out and ignores texture borders.
2906 *
2907 * Many GPU hardware implementations don't support rendering with texture
2908 * borders and mipmapped textures. (Note: not static border color, but the
2909 * old 1-pixel border around each edge). Implementations then have to do
2910 * slow fallbacks to be correct, or just ignore the border and be fast but
2911 * wrong. Setting the flag strips the border off of TexImage calls,
2912 * providing "fast but wrong" at significantly reduced driver complexity.
2913 *
2914 * Texture borders are deprecated in GL 3.0.
2915 **/
2916 GLboolean StripTextureBorder;
2917
2918 /**
2919 * For drivers which can do a better job at eliminating unused varyings
2920 * and uniforms than the GLSL compiler.
2921 *
2922 * XXX Remove these as soon as a better solution is available.
2923 */
2924 GLboolean GLSLSkipStrictMaxVaryingLimitCheck;
2925 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
2926
2927 /**
2928 * Force software support for primitive restart in the VBO module.
2929 */
2930 GLboolean PrimitiveRestartInSoftware;
2931 };
2932
2933
2934 /**
2935 * Enable flag for each OpenGL extension. Different device drivers will
2936 * enable different extensions at runtime.
2937 */
2938 struct gl_extensions
2939 {
2940 GLboolean dummy; /* don't remove this! */
2941 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
2942 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
2943 GLboolean ANGLE_texture_compression_dxt;
2944 GLboolean ARB_ES2_compatibility;
2945 GLboolean ARB_base_instance;
2946 GLboolean ARB_blend_func_extended;
2947 GLboolean ARB_color_buffer_float;
2948 GLboolean ARB_conservative_depth;
2949 GLboolean ARB_copy_buffer;
2950 GLboolean ARB_depth_buffer_float;
2951 GLboolean ARB_depth_clamp;
2952 GLboolean ARB_depth_texture;
2953 GLboolean ARB_draw_buffers_blend;
2954 GLboolean ARB_draw_elements_base_vertex;
2955 GLboolean ARB_draw_instanced;
2956 GLboolean ARB_fragment_coord_conventions;
2957 GLboolean ARB_fragment_program;
2958 GLboolean ARB_fragment_program_shadow;
2959 GLboolean ARB_fragment_shader;
2960 GLboolean ARB_framebuffer_object;
2961 GLboolean ARB_explicit_attrib_location;
2962 GLboolean ARB_geometry_shader4;
2963 GLboolean ARB_half_float_pixel;
2964 GLboolean ARB_half_float_vertex;
2965 GLboolean ARB_instanced_arrays;
2966 GLboolean ARB_map_buffer_range;
2967 GLboolean ARB_occlusion_query;
2968 GLboolean ARB_occlusion_query2;
2969 GLboolean ARB_point_sprite;
2970 GLboolean ARB_seamless_cube_map;
2971 GLboolean ARB_shader_bit_encoding;
2972 GLboolean ARB_shader_objects;
2973 GLboolean ARB_shader_stencil_export;
2974 GLboolean ARB_shader_texture_lod;
2975 GLboolean ARB_shading_language_100;
2976 GLboolean ARB_shadow;
2977 GLboolean ARB_sync;
2978 GLboolean ARB_texture_border_clamp;
2979 GLboolean ARB_texture_buffer_object;
2980 GLboolean ARB_texture_compression_rgtc;
2981 GLboolean ARB_texture_cube_map;
2982 GLboolean ARB_texture_env_combine;
2983 GLboolean ARB_texture_env_crossbar;
2984 GLboolean ARB_texture_env_dot3;
2985 GLboolean ARB_texture_float;
2986 GLboolean ARB_texture_multisample;
2987 GLboolean ARB_texture_non_power_of_two;
2988 GLboolean ARB_texture_rg;
2989 GLboolean ARB_texture_rgb10_a2ui;
2990 GLboolean ARB_texture_storage;
2991 GLboolean ARB_timer_query;
2992 GLboolean ARB_transform_feedback2;
2993 GLboolean ARB_transform_feedback3;
2994 GLboolean ARB_transform_feedback_instanced;
2995 GLboolean ARB_transpose_matrix;
2996 GLboolean ARB_uniform_buffer_object;
2997 GLboolean ARB_vertex_program;
2998 GLboolean ARB_vertex_shader;
2999 GLboolean ARB_vertex_type_2_10_10_10_rev;
3000 GLboolean ARB_window_pos;
3001 GLboolean EXT_blend_color;
3002 GLboolean EXT_blend_equation_separate;
3003 GLboolean EXT_blend_func_separate;
3004 GLboolean EXT_blend_minmax;
3005 GLboolean EXT_clip_volume_hint;
3006 GLboolean EXT_compiled_vertex_array;
3007 GLboolean EXT_depth_bounds_test;
3008 GLboolean EXT_draw_buffers2;
3009 GLboolean EXT_draw_range_elements;
3010 GLboolean EXT_fog_coord;
3011 GLboolean EXT_framebuffer_blit;
3012 GLboolean EXT_framebuffer_multisample;
3013 GLboolean EXT_framebuffer_object;
3014 GLboolean EXT_framebuffer_sRGB;
3015 GLboolean EXT_gpu_program_parameters;
3016 GLboolean EXT_gpu_shader4;
3017 GLboolean EXT_packed_depth_stencil;
3018 GLboolean EXT_packed_float;
3019 GLboolean EXT_packed_pixels;
3020 GLboolean EXT_pixel_buffer_object;
3021 GLboolean EXT_point_parameters;
3022 GLboolean EXT_provoking_vertex;
3023 GLboolean EXT_rescale_normal;
3024 GLboolean EXT_shadow_funcs;
3025 GLboolean EXT_secondary_color;
3026 GLboolean EXT_separate_shader_objects;
3027 GLboolean EXT_separate_specular_color;
3028 GLboolean EXT_stencil_two_side;
3029 GLboolean EXT_texture3D;
3030 GLboolean EXT_texture_array;
3031 GLboolean EXT_texture_compression_latc;
3032 GLboolean EXT_texture_compression_s3tc;
3033 GLboolean EXT_texture_env_dot3;
3034 GLboolean EXT_texture_filter_anisotropic;
3035 GLboolean EXT_texture_integer;
3036 GLboolean EXT_texture_mirror_clamp;
3037 GLboolean EXT_texture_shared_exponent;
3038 GLboolean EXT_texture_snorm;
3039 GLboolean EXT_texture_sRGB;
3040 GLboolean EXT_texture_sRGB_decode;
3041 GLboolean EXT_texture_swizzle;
3042 GLboolean EXT_transform_feedback;
3043 GLboolean EXT_timer_query;
3044 GLboolean EXT_vertex_array_bgra;
3045 GLboolean OES_standard_derivatives;
3046 /* vendor extensions */
3047 GLboolean AMD_seamless_cubemap_per_texture;
3048 GLboolean APPLE_packed_pixels;
3049 GLboolean APPLE_object_purgeable;
3050 GLboolean ATI_envmap_bumpmap;
3051 GLboolean ATI_texture_compression_3dc;
3052 GLboolean ATI_texture_mirror_once;
3053 GLboolean ATI_texture_env_combine3;
3054 GLboolean ATI_fragment_shader;
3055 GLboolean ATI_separate_stencil;
3056 GLboolean IBM_rasterpos_clip;
3057 GLboolean IBM_multimode_draw_arrays;
3058 GLboolean MESA_pack_invert;
3059 GLboolean MESA_resize_buffers;
3060 GLboolean MESA_ycbcr_texture;
3061 GLboolean MESA_texture_array;
3062 GLboolean NV_blend_square;
3063 GLboolean NV_conditional_render;
3064 GLboolean NV_fog_distance;
3065 GLboolean NV_fragment_program;
3066 GLboolean NV_fragment_program_option;
3067 GLboolean NV_light_max_exponent;
3068 GLboolean NV_point_sprite;
3069 GLboolean NV_primitive_restart;
3070 GLboolean NV_read_buffer;
3071 GLboolean NV_texture_barrier;
3072 GLboolean NV_texgen_reflection;
3073 GLboolean NV_texture_env_combine4;
3074 GLboolean NV_texture_rectangle;
3075 GLboolean NV_vertex_program;
3076 GLboolean NV_vertex_program1_1;
3077 GLboolean SGIS_texture_lod;
3078 GLboolean TDFX_texture_compression_FXT1;
3079 GLboolean S3_s3tc;
3080 GLboolean OES_EGL_image;
3081 GLboolean OES_draw_texture;
3082 GLboolean OES_EGL_image_external;
3083 GLboolean OES_compressed_ETC1_RGB8_texture;
3084 GLboolean extension_sentinel;
3085 /** The extension string */
3086 const GLubyte *String;
3087 /** Number of supported extensions */
3088 GLuint Count;
3089 };
3090
3091
3092 /**
3093 * A stack of matrices (projection, modelview, color, texture, etc).
3094 */
3095 struct gl_matrix_stack
3096 {
3097 GLmatrix *Top; /**< points into Stack */
3098 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3099 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3100 GLuint MaxDepth; /**< size of Stack[] array */
3101 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3102 };
3103
3104
3105 /**
3106 * \name Bits for image transfer operations
3107 * \sa __struct gl_contextRec::ImageTransferState.
3108 */
3109 /*@{*/
3110 #define IMAGE_SCALE_BIAS_BIT 0x1
3111 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3112 #define IMAGE_MAP_COLOR_BIT 0x4
3113 #define IMAGE_CLAMP_BIT 0x800
3114
3115
3116 /** Pixel Transfer ops */
3117 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3118 IMAGE_SHIFT_OFFSET_BIT | \
3119 IMAGE_MAP_COLOR_BIT)
3120
3121 /**
3122 * \name Bits to indicate what state has changed.
3123 */
3124 /*@{*/
3125 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3126 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3127 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3128 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3129 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3130 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3131 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3132 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3133 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3134 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3135 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3136 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3137 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3138 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3139 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3140 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3141 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3142 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3143 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3144 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3145 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3146 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3147 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3148 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3149 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3150 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3151 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3152 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3153 #define _NEW_BUFFER_OBJECT (1 << 28)
3154 #define _NEW_FRAG_CLAMP (1 << 29)
3155 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3156 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3157 #define _NEW_ALL ~0
3158
3159 /**
3160 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3161 * clarity.
3162 */
3163 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3164 /*@}*/
3165
3166
3167 /**
3168 * \name A bunch of flags that we think might be useful to drivers.
3169 *
3170 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3171 */
3172 /*@{*/
3173 #define DD_SEPARATE_SPECULAR (1 << 0)
3174 #define DD_TRI_LIGHT_TWOSIDE (1 << 1)
3175 #define DD_TRI_UNFILLED (1 << 2)
3176 #define DD_TRI_SMOOTH (1 << 3)
3177 #define DD_TRI_STIPPLE (1 << 4)
3178 #define DD_TRI_OFFSET (1 << 5)
3179 #define DD_LINE_SMOOTH (1 << 6)
3180 #define DD_LINE_STIPPLE (1 << 7)
3181 #define DD_POINT_SMOOTH (1 << 8)
3182 #define DD_POINT_ATTEN (1 << 9)
3183 /*@}*/
3184
3185
3186 /**
3187 * Composite state flags
3188 */
3189 /*@{*/
3190 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3191 _NEW_TEXTURE | \
3192 _NEW_POINT | \
3193 _NEW_PROGRAM | \
3194 _NEW_MODELVIEW)
3195
3196 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3197 _NEW_FOG | \
3198 _NEW_PROGRAM)
3199
3200
3201 /*@}*/
3202
3203
3204
3205
3206 /* This has to be included here. */
3207 #include "dd.h"
3208
3209
3210 /**
3211 * Display list flags.
3212 * Strictly this is a tnl-private concept, but it doesn't seem
3213 * worthwhile adding a tnl private structure just to hold this one bit
3214 * of information:
3215 */
3216 #define DLIST_DANGLING_REFS 0x1
3217
3218
3219 /** Opaque declaration of display list payload data type */
3220 union gl_dlist_node;
3221
3222
3223 /**
3224 * Provide a location where information about a display list can be
3225 * collected. Could be extended with driverPrivate structures,
3226 * etc. in the future.
3227 */
3228 struct gl_display_list
3229 {
3230 GLuint Name;
3231 GLbitfield Flags; /**< DLIST_x flags */
3232 /** The dlist commands are in a linked list of nodes */
3233 union gl_dlist_node *Head;
3234 };
3235
3236
3237 /**
3238 * State used during display list compilation and execution.
3239 */
3240 struct gl_dlist_state
3241 {
3242 GLuint CallDepth; /**< Current recursion calling depth */
3243
3244 struct gl_display_list *CurrentList; /**< List currently being compiled */
3245 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3246 GLuint CurrentPos; /**< Index into current block of nodes */
3247
3248 GLvertexformat ListVtxfmt;
3249
3250 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3251 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3252
3253 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3254 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3255
3256 struct {
3257 /* State known to have been set by the currently-compiling display
3258 * list. Used to eliminate some redundant state changes.
3259 */
3260 GLenum ShadeModel;
3261 } Current;
3262 };
3263
3264 /**
3265 * An error, warning, or other piece of debug information for an application
3266 * to consume via GL_ARB_debug_output.
3267 */
3268 struct gl_debug_msg
3269 {
3270 GLenum source;
3271 GLenum type;
3272 GLuint id;
3273 GLenum severity;
3274 GLsizei length;
3275 GLcharARB *message;
3276 };
3277
3278 typedef enum {
3279 API_ERROR_UNKNOWN,
3280 API_ERROR_COUNT
3281 } gl_api_error;
3282
3283 typedef enum {
3284 WINSYS_ERROR_UNKNOWN,
3285 WINSYS_ERROR_COUNT
3286 } gl_winsys_error;
3287
3288 typedef enum {
3289 SHADER_ERROR_UNKNOWN,
3290 SHADER_ERROR_COUNT
3291 } gl_shader_error;
3292
3293 typedef enum {
3294 OTHER_ERROR_UNKNOWN,
3295 OTHER_ERROR_OUT_OF_MEMORY,
3296 OTHER_ERROR_COUNT
3297 } gl_other_error;
3298
3299 struct gl_client_namespace
3300 {
3301 struct _mesa_HashTable *IDs;
3302 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3303 struct simple_node Severity[3]; /* lists of IDs in the hash table */
3304 };
3305
3306 struct gl_client_debug
3307 {
3308 GLboolean Defaults[3][2][6]; /* severity, source, type */
3309 struct gl_client_namespace Namespaces[2][6]; /* source, type */
3310 };
3311
3312 struct gl_debug_state
3313 {
3314 GLDEBUGPROCARB Callback;
3315 GLvoid *CallbackData;
3316 GLboolean SyncOutput;
3317 GLboolean ApiErrors[API_ERROR_COUNT];
3318 GLboolean WinsysErrors[WINSYS_ERROR_COUNT];
3319 GLboolean ShaderErrors[SHADER_ERROR_COUNT];
3320 GLboolean OtherErrors[OTHER_ERROR_COUNT];
3321 struct gl_client_debug ClientIDs;
3322 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3323 GLint NumMessages;
3324 GLint NextMsg;
3325 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3326 for the sake of the offsetof() code in get.c */
3327 };
3328
3329 /**
3330 * Enum for the OpenGL APIs we know about and may support.
3331 *
3332 * NOTE: This must match the api_enum table in
3333 * src/mesa/main/get_hash_generator.py
3334 */
3335 typedef enum
3336 {
3337 API_OPENGL, /* legacy / compatibility contexts */
3338 API_OPENGLES,
3339 API_OPENGLES2,
3340 API_OPENGL_CORE,
3341 } gl_api;
3342
3343 /**
3344 * Driver-specific state flags.
3345 *
3346 * These are or'd with gl_context::NewDriverState to notify a driver about
3347 * a state change. The driver sets the flags at context creation and
3348 * the meaning of the bits set is opaque to core Mesa.
3349 */
3350 struct gl_driver_flags
3351 {
3352 GLbitfield NewArray; /**< Vertex array state */
3353 };
3354
3355 struct gl_uniform_buffer_binding
3356 {
3357 struct gl_buffer_object *BufferObject;
3358 /** Start of uniform block data in the buffer */
3359 GLintptr Offset;
3360 /** Size of data allowed to be referenced from the buffer (in bytes) */
3361 GLsizeiptr Size;
3362 /**
3363 * glBindBufferBase() indicates that the Size should be ignored and only
3364 * limited by the current size of the BufferObject.
3365 */
3366 GLboolean AutomaticSize;
3367 };
3368
3369 /**
3370 * Mesa rendering context.
3371 *
3372 * This is the central context data structure for Mesa. Almost all
3373 * OpenGL state is contained in this structure.
3374 * Think of this as a base class from which device drivers will derive
3375 * sub classes.
3376 *
3377 * The struct gl_context typedef names this structure.
3378 */
3379 struct gl_context
3380 {
3381 /** State possibly shared with other contexts in the address space */
3382 struct gl_shared_state *Shared;
3383
3384 /** \name API function pointer tables */
3385 /*@{*/
3386 gl_api API;
3387 struct _glapi_table *Save; /**< Display list save functions */
3388 struct _glapi_table *Exec; /**< Execute functions */
3389 struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
3390 /*@}*/
3391
3392 struct gl_config Visual;
3393 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3394 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3395 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3396 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3397
3398 /**
3399 * Device driver function pointer table
3400 */
3401 struct dd_function_table Driver;
3402
3403 /** Core/Driver constants */
3404 struct gl_constants Const;
3405
3406 /** \name The various 4x4 matrix stacks */
3407 /*@{*/
3408 struct gl_matrix_stack ModelviewMatrixStack;
3409 struct gl_matrix_stack ProjectionMatrixStack;
3410 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3411 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3412 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3413 /*@}*/
3414
3415 /** Combined modelview and projection matrix */
3416 GLmatrix _ModelProjectMatrix;
3417
3418 /** \name Display lists */
3419 struct gl_dlist_state ListState;
3420
3421 GLboolean ExecuteFlag; /**< Execute GL commands? */
3422 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3423
3424 /** Extension information */
3425 struct gl_extensions Extensions;
3426
3427 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3428 GLuint Version;
3429 char *VersionString;
3430
3431 /** \name State attribute stack (for glPush/PopAttrib) */
3432 /*@{*/
3433 GLuint AttribStackDepth;
3434 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3435 /*@}*/
3436
3437 /** \name Renderer attribute groups
3438 *
3439 * We define a struct for each attribute group to make pushing and popping
3440 * attributes easy. Also it's a good organization.
3441 */
3442 /*@{*/
3443 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3444 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3445 struct gl_current_attrib Current; /**< Current attributes */
3446 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3447 struct gl_eval_attrib Eval; /**< Eval attributes */
3448 struct gl_fog_attrib Fog; /**< Fog attributes */
3449 struct gl_hint_attrib Hint; /**< Hint attributes */
3450 struct gl_light_attrib Light; /**< Light attributes */
3451 struct gl_line_attrib Line; /**< Line attributes */
3452 struct gl_list_attrib List; /**< List attributes */
3453 struct gl_multisample_attrib Multisample;
3454 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3455 struct gl_point_attrib Point; /**< Point attributes */
3456 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3457 GLuint PolygonStipple[32]; /**< Polygon stipple */
3458 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3459 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3460 struct gl_texture_attrib Texture; /**< Texture attributes */
3461 struct gl_transform_attrib Transform; /**< Transformation attributes */
3462 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3463 /*@}*/
3464
3465 /** \name Client attribute stack */
3466 /*@{*/
3467 GLuint ClientAttribStackDepth;
3468 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3469 /*@}*/
3470
3471 /** \name Client attribute groups */
3472 /*@{*/
3473 struct gl_array_attrib Array; /**< Vertex arrays */
3474 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3475 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3476 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3477 /*@}*/
3478
3479 /** \name Other assorted state (not pushed/popped on attribute stack) */
3480 /*@{*/
3481 struct gl_pixelmaps PixelMaps;
3482
3483 struct gl_evaluators EvalMap; /**< All evaluators */
3484 struct gl_feedback Feedback; /**< Feedback */
3485 struct gl_selection Select; /**< Selection */
3486
3487 struct gl_program_state Program; /**< general program state */
3488 struct gl_vertex_program_state VertexProgram;
3489 struct gl_fragment_program_state FragmentProgram;
3490 struct gl_geometry_program_state GeometryProgram;
3491 struct gl_ati_fragment_shader_state ATIFragmentShader;
3492
3493 struct gl_shader_state Shader; /**< GLSL shader object state */
3494 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_TYPES];
3495
3496 struct gl_query_state Query; /**< occlusion, timer queries */
3497
3498 struct gl_transform_feedback_state TransformFeedback;
3499
3500 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3501 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3502
3503 /**
3504 * Current GL_ARB_uniform_buffer_object binding referenced by
3505 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3506 */
3507 struct gl_buffer_object *UniformBuffer;
3508
3509 /**
3510 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3511 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3512 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3513 * shader program.
3514 */
3515 struct gl_uniform_buffer_binding *UniformBufferBindings;
3516
3517 /*@}*/
3518
3519 struct gl_meta_state *Meta; /**< for "meta" operations */
3520
3521 /* GL_EXT_framebuffer_object */
3522 struct gl_renderbuffer *CurrentRenderbuffer;
3523
3524 GLenum ErrorValue; /**< Last error code */
3525
3526 /* GL_ARB_robustness */
3527 GLenum ResetStatus;
3528
3529 /**
3530 * Recognize and silence repeated error debug messages in buggy apps.
3531 */
3532 const char *ErrorDebugFmtString;
3533 GLuint ErrorDebugCount;
3534
3535 /* GL_ARB_debug_output */
3536 struct gl_debug_state Debug;
3537
3538 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3539 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3540 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3541
3542 struct gl_driver_flags DriverFlags;
3543
3544 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3545
3546 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3547
3548 /** \name Derived state */
3549 /*@{*/
3550 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3551 * state validation so they need to always be current.
3552 */
3553 GLbitfield _TriangleCaps;
3554 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3555 GLfloat _EyeZDir[3];
3556 GLfloat _ModelViewInvScale;
3557 GLboolean _NeedEyeCoords;
3558 GLboolean _ForceEyeCoords;
3559
3560 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3561
3562 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3563
3564 /** \name For debugging/development only */
3565 /*@{*/
3566 GLboolean FirstTimeCurrent;
3567 /*@}*/
3568
3569 /** software compression/decompression supported or not */
3570 GLboolean Mesa_DXTn;
3571
3572 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3573
3574 /**
3575 * Use dp4 (rather than mul/mad) instructions for position
3576 * transformation?
3577 */
3578 GLboolean mvp_with_dp4;
3579
3580 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
3581
3582 /**
3583 * \name Hooks for module contexts.
3584 *
3585 * These will eventually live in the driver or elsewhere.
3586 */
3587 /*@{*/
3588 void *swrast_context;
3589 void *swsetup_context;
3590 void *swtnl_context;
3591 void *swtnl_im;
3592 struct st_context *st;
3593 void *aelt_context;
3594 /*@}*/
3595 };
3596
3597
3598 #ifdef DEBUG
3599 extern int MESA_VERBOSE;
3600 extern int MESA_DEBUG_FLAGS;
3601 # define MESA_FUNCTION __FUNCTION__
3602 #else
3603 # define MESA_VERBOSE 0
3604 # define MESA_DEBUG_FLAGS 0
3605 # define MESA_FUNCTION "a function"
3606 # ifndef NDEBUG
3607 # define NDEBUG
3608 # endif
3609 #endif
3610
3611
3612 /** The MESA_VERBOSE var is a bitmask of these flags */
3613 enum _verbose
3614 {
3615 VERBOSE_VARRAY = 0x0001,
3616 VERBOSE_TEXTURE = 0x0002,
3617 VERBOSE_MATERIAL = 0x0004,
3618 VERBOSE_PIPELINE = 0x0008,
3619 VERBOSE_DRIVER = 0x0010,
3620 VERBOSE_STATE = 0x0020,
3621 VERBOSE_API = 0x0040,
3622 VERBOSE_DISPLAY_LIST = 0x0100,
3623 VERBOSE_LIGHTING = 0x0200,
3624 VERBOSE_PRIMS = 0x0400,
3625 VERBOSE_VERTS = 0x0800,
3626 VERBOSE_DISASSEM = 0x1000,
3627 VERBOSE_DRAW = 0x2000,
3628 VERBOSE_SWAPBUFFERS = 0x4000
3629 };
3630
3631
3632 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3633 enum _debug
3634 {
3635 DEBUG_SILENT = (1 << 0),
3636 DEBUG_ALWAYS_FLUSH = (1 << 1),
3637 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
3638 DEBUG_INCOMPLETE_FBO = (1 << 3)
3639 };
3640
3641
3642
3643 #ifdef __cplusplus
3644 }
3645 #endif
3646
3647 #endif /* MTYPES_H */