2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
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.
28 * Main Mesa data structures.
30 * Please try to mark derived values with a leading underscore ('_').
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 */
52 * \name 64-bit extension of GLbitfield.
55 typedef GLuint64 GLbitfield64
;
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))
68 * \name Some forward type declarations
71 struct _mesa_HashTable
;
72 struct gl_attrib_node
;
73 struct gl_list_extensions
;
75 struct gl_program_cache
;
76 struct gl_texture_object
;
79 struct gl_uniform_storage
;
83 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
84 #define PRIM_OUTSIDE_BEGIN_END (GL_POLYGON+1)
85 #define PRIM_INSIDE_UNKNOWN_PRIM (GL_POLYGON+2)
86 #define PRIM_UNKNOWN (GL_POLYGON+3)
90 * Shader stages. Note that these will become 5 with tessellation.
91 * These MUST have the same values as gallium's PIPE_SHADER_*
95 MESA_SHADER_VERTEX
= 0,
96 MESA_SHADER_FRAGMENT
= 1,
97 MESA_SHADER_GEOMETRY
= 2,
104 * Indexes for vertex program attributes.
105 * GL_NV_vertex_program aliases generic attributes over the conventional
106 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
107 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
108 * generic attributes are distinct/separate).
113 VERT_ATTRIB_WEIGHT
= 1,
114 VERT_ATTRIB_NORMAL
= 2,
115 VERT_ATTRIB_COLOR0
= 3,
116 VERT_ATTRIB_COLOR1
= 4,
118 VERT_ATTRIB_COLOR_INDEX
= 6,
119 VERT_ATTRIB_EDGEFLAG
= 7,
120 VERT_ATTRIB_TEX0
= 8,
121 VERT_ATTRIB_TEX1
= 9,
122 VERT_ATTRIB_TEX2
= 10,
123 VERT_ATTRIB_TEX3
= 11,
124 VERT_ATTRIB_TEX4
= 12,
125 VERT_ATTRIB_TEX5
= 13,
126 VERT_ATTRIB_TEX6
= 14,
127 VERT_ATTRIB_TEX7
= 15,
128 VERT_ATTRIB_POINT_SIZE
= 16,
129 VERT_ATTRIB_GENERIC0
= 17,
130 VERT_ATTRIB_GENERIC1
= 18,
131 VERT_ATTRIB_GENERIC2
= 19,
132 VERT_ATTRIB_GENERIC3
= 20,
133 VERT_ATTRIB_GENERIC4
= 21,
134 VERT_ATTRIB_GENERIC5
= 22,
135 VERT_ATTRIB_GENERIC6
= 23,
136 VERT_ATTRIB_GENERIC7
= 24,
137 VERT_ATTRIB_GENERIC8
= 25,
138 VERT_ATTRIB_GENERIC9
= 26,
139 VERT_ATTRIB_GENERIC10
= 27,
140 VERT_ATTRIB_GENERIC11
= 28,
141 VERT_ATTRIB_GENERIC12
= 29,
142 VERT_ATTRIB_GENERIC13
= 30,
143 VERT_ATTRIB_GENERIC14
= 31,
144 VERT_ATTRIB_GENERIC15
= 32,
149 * Symbolic constats to help iterating over
150 * specific blocks of vertex attributes.
153 * includes all fixed function attributes as well as
154 * the aliased GL_NV_vertex_program shader attributes.
156 * include the classic texture coordinate attributes.
157 * Is a subset of VERT_ATTRIB_FF.
158 * VERT_ATTRIB_GENERIC_NV
159 * include the NV shader attributes.
160 * Is a subset of VERT_ATTRIB_FF.
161 * VERT_ATTRIB_GENERIC
162 * include the OpenGL 2.0+ GLSL generic shader attributes.
163 * These alias the generic GL_ARB_vertex_shader attributes.
165 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
166 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
168 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
169 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
171 #define VERT_ATTRIB_GENERIC_NV(i) (VERT_ATTRIB_POS + (i))
172 #define VERT_ATTRIB_GENERIC_NV_MAX MAX_VERTEX_GENERIC_ATTRIBS
174 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
175 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
178 * Bitflags for vertex attributes.
179 * These are used in bitfields in many places.
182 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
183 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
184 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
185 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
186 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
187 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
188 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
189 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
190 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
191 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
192 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
193 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
194 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
195 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
196 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
197 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
198 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
199 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
201 #define VERT_BIT(i) BITFIELD64_BIT(i)
202 #define VERT_BIT_ALL (BITFIELD64_BIT(VERT_ATTRIB_MAX) - 1)
204 #define VERT_BIT_FF(i) VERT_BIT(i)
205 #define VERT_BIT_FF_ALL (BITFIELD64_BIT(VERT_ATTRIB_FF_MAX) - 1)
206 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
207 #define VERT_BIT_TEX_ALL \
208 ((BITFIELD64_BIT(VERT_ATTRIB_TEX_MAX) - 1) << VERT_ATTRIB_TEX(0))
209 #define VERT_BIT_GENERIC_NV(i) VERT_BIT(VERT_ATTRIB_GENERIC_NV(i))
210 #define VERT_BIT_GENERIC_NV_ALL \
211 ((BITFIELD64_BIT(VERT_ATTRIB_GENERIC_NV_MAX) - 1) << (VERT_ATTRIB_GENERIC_NV(0)))
212 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
213 #define VERT_BIT_GENERIC_ALL \
214 ((BITFIELD64_BIT(VERT_ATTRIB_GENERIC_MAX) - 1) << (VERT_ATTRIB_GENERIC(0)))
219 * Indexes for vertex program result attributes. Note that
220 * _mesa_vert_result_to_frag_attrib() and _mesa_frag_attrib_to_vert_result() make
221 * assumptions about the layout of this enum.
225 VERT_RESULT_HPOS
= 0,
226 VERT_RESULT_COL0
= 1,
227 VERT_RESULT_COL1
= 2,
228 VERT_RESULT_FOGC
= 3,
229 VERT_RESULT_TEX0
= 4,
230 VERT_RESULT_TEX1
= 5,
231 VERT_RESULT_TEX2
= 6,
232 VERT_RESULT_TEX3
= 7,
233 VERT_RESULT_TEX4
= 8,
234 VERT_RESULT_TEX5
= 9,
235 VERT_RESULT_TEX6
= 10,
236 VERT_RESULT_TEX7
= 11,
237 VERT_RESULT_PSIZ
= 12,
238 VERT_RESULT_BFC0
= 13,
239 VERT_RESULT_BFC1
= 14,
240 VERT_RESULT_EDGE
= 15,
241 VERT_RESULT_CLIP_VERTEX
= 16,
242 VERT_RESULT_CLIP_DIST0
= 17,
243 VERT_RESULT_CLIP_DIST1
= 18,
244 VERT_RESULT_VAR0
= 19, /**< shader varying */
245 VERT_RESULT_MAX
= (VERT_RESULT_VAR0
+ MAX_VARYING
)
249 /*********************************************/
252 * Indexes for geometry program attributes.
256 GEOM_ATTRIB_POSITION
= 0,
257 GEOM_ATTRIB_COLOR0
= 1,
258 GEOM_ATTRIB_COLOR1
= 2,
259 GEOM_ATTRIB_SECONDARY_COLOR0
= 3,
260 GEOM_ATTRIB_SECONDARY_COLOR1
= 4,
261 GEOM_ATTRIB_FOG_FRAG_COORD
= 5,
262 GEOM_ATTRIB_POINT_SIZE
= 6,
263 GEOM_ATTRIB_CLIP_VERTEX
= 7,
264 GEOM_ATTRIB_PRIMITIVE_ID
= 8,
265 GEOM_ATTRIB_TEX_COORD
= 9,
267 GEOM_ATTRIB_VAR0
= 16,
268 GEOM_ATTRIB_MAX
= (GEOM_ATTRIB_VAR0
+ MAX_VARYING
)
272 * Bitflags for geometry attributes.
273 * These are used in bitfields in many places.
276 #define GEOM_BIT_COLOR0 (1 << GEOM_ATTRIB_COLOR0)
277 #define GEOM_BIT_COLOR1 (1 << GEOM_ATTRIB_COLOR1)
278 #define GEOM_BIT_SCOLOR0 (1 << GEOM_ATTRIB_SECONDARY_COLOR0)
279 #define GEOM_BIT_SCOLOR1 (1 << GEOM_ATTRIB_SECONDARY_COLOR1)
280 #define GEOM_BIT_TEX_COORD (1 << GEOM_ATTRIB_TEX_COORD)
281 #define GEOM_BIT_FOG_COORD (1 << GEOM_ATTRIB_FOG_FRAG_COORD)
282 #define GEOM_BIT_POSITION (1 << GEOM_ATTRIB_POSITION)
283 #define GEOM_BIT_POINT_SIDE (1 << GEOM_ATTRIB_POINT_SIZE)
284 #define GEOM_BIT_CLIP_VERTEX (1 << GEOM_ATTRIB_CLIP_VERTEX)
285 #define GEOM_BIT_PRIM_ID (1 << GEOM_ATTRIB_PRIMITIVE_ID)
286 #define GEOM_BIT_VAR0 (1 << GEOM_ATTRIB_VAR0)
288 #define GEOM_BIT_VAR(g) (1 << (GEOM_BIT_VAR0 + (g)))
293 * Indexes for geometry program result attributes
298 GEOM_RESULT_COL0
= 1,
299 GEOM_RESULT_COL1
= 2,
300 GEOM_RESULT_SCOL0
= 3,
301 GEOM_RESULT_SCOL1
= 4,
302 GEOM_RESULT_FOGC
= 5,
303 GEOM_RESULT_TEX0
= 6,
304 GEOM_RESULT_TEX1
= 7,
305 GEOM_RESULT_TEX2
= 8,
306 GEOM_RESULT_TEX3
= 9,
307 GEOM_RESULT_TEX4
= 10,
308 GEOM_RESULT_TEX5
= 11,
309 GEOM_RESULT_TEX6
= 12,
310 GEOM_RESULT_TEX7
= 13,
311 GEOM_RESULT_PSIZ
= 14,
312 GEOM_RESULT_CLPV
= 15,
313 GEOM_RESULT_PRID
= 16,
314 GEOM_RESULT_LAYR
= 17,
315 GEOM_RESULT_VAR0
= 18, /**< shader varying, should really be 16 */
316 /* ### we need to -2 because var0 is 18 instead 16 like in the others */
317 GEOM_RESULT_MAX
= (GEOM_RESULT_VAR0
+ MAX_VARYING
- 2)
322 * Indexes for fragment program input attributes. Note that
323 * _mesa_vert_result_to_frag_attrib() and frag_attrib_to_vert_result() make
324 * assumptions about the layout of this enum.
328 FRAG_ATTRIB_WPOS
= 0,
329 FRAG_ATTRIB_COL0
= 1,
330 FRAG_ATTRIB_COL1
= 2,
331 FRAG_ATTRIB_FOGC
= 3,
332 FRAG_ATTRIB_TEX0
= 4,
333 FRAG_ATTRIB_TEX1
= 5,
334 FRAG_ATTRIB_TEX2
= 6,
335 FRAG_ATTRIB_TEX3
= 7,
336 FRAG_ATTRIB_TEX4
= 8,
337 FRAG_ATTRIB_TEX5
= 9,
338 FRAG_ATTRIB_TEX6
= 10,
339 FRAG_ATTRIB_TEX7
= 11,
340 FRAG_ATTRIB_FACE
= 12, /**< front/back face */
341 FRAG_ATTRIB_PNTC
= 13, /**< sprite/point coord */
342 FRAG_ATTRIB_CLIP_DIST0
= 14,
343 FRAG_ATTRIB_CLIP_DIST1
= 15,
344 FRAG_ATTRIB_VAR0
= 16, /**< shader varying */
345 FRAG_ATTRIB_MAX
= (FRAG_ATTRIB_VAR0
+ MAX_VARYING
)
350 * Convert from a gl_vert_result value to the corresponding gl_frag_attrib.
352 * VERT_RESULT_HPOS is converted to FRAG_ATTRIB_WPOS.
354 * gl_vert_result values which have no corresponding gl_frag_attrib
355 * (VERT_RESULT_PSIZ, VERT_RESULT_BFC0, VERT_RESULT_BFC1, and
356 * VERT_RESULT_EDGE) are converted to a value of -1.
359 _mesa_vert_result_to_frag_attrib(gl_vert_result vert_result
)
361 if (vert_result
>= VERT_RESULT_CLIP_DIST0
)
362 return vert_result
- VERT_RESULT_CLIP_DIST0
+ FRAG_ATTRIB_CLIP_DIST0
;
363 else if (vert_result
<= VERT_RESULT_TEX7
)
371 * Convert from a gl_frag_attrib value to the corresponding gl_vert_result.
373 * FRAG_ATTRIB_WPOS is converted to VERT_RESULT_HPOS.
375 * gl_frag_attrib values which have no corresponding gl_vert_result
376 * (FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC) are converted to a value of -1.
379 _mesa_frag_attrib_to_vert_result(gl_frag_attrib frag_attrib
)
381 if (frag_attrib
<= FRAG_ATTRIB_TEX7
)
383 else if (frag_attrib
>= FRAG_ATTRIB_CLIP_DIST0
)
384 return frag_attrib
- FRAG_ATTRIB_CLIP_DIST0
+ VERT_RESULT_CLIP_DIST0
;
391 * Bitflags for fragment program input attributes.
394 #define FRAG_BIT_WPOS (1 << FRAG_ATTRIB_WPOS)
395 #define FRAG_BIT_COL0 (1 << FRAG_ATTRIB_COL0)
396 #define FRAG_BIT_COL1 (1 << FRAG_ATTRIB_COL1)
397 #define FRAG_BIT_FOGC (1 << FRAG_ATTRIB_FOGC)
398 #define FRAG_BIT_FACE (1 << FRAG_ATTRIB_FACE)
399 #define FRAG_BIT_PNTC (1 << FRAG_ATTRIB_PNTC)
400 #define FRAG_BIT_TEX0 (1 << FRAG_ATTRIB_TEX0)
401 #define FRAG_BIT_TEX1 (1 << FRAG_ATTRIB_TEX1)
402 #define FRAG_BIT_TEX2 (1 << FRAG_ATTRIB_TEX2)
403 #define FRAG_BIT_TEX3 (1 << FRAG_ATTRIB_TEX3)
404 #define FRAG_BIT_TEX4 (1 << FRAG_ATTRIB_TEX4)
405 #define FRAG_BIT_TEX5 (1 << FRAG_ATTRIB_TEX5)
406 #define FRAG_BIT_TEX6 (1 << FRAG_ATTRIB_TEX6)
407 #define FRAG_BIT_TEX7 (1 << FRAG_ATTRIB_TEX7)
408 #define FRAG_BIT_VAR0 (1 << FRAG_ATTRIB_VAR0)
410 #define FRAG_BIT_TEX(U) (FRAG_BIT_TEX0 << (U))
411 #define FRAG_BIT_VAR(V) (FRAG_BIT_VAR0 << (V))
413 #define FRAG_BITS_TEX_ANY (FRAG_BIT_TEX0| \
425 * Fragment program results
429 FRAG_RESULT_DEPTH
= 0,
430 FRAG_RESULT_STENCIL
= 1,
431 /* If a single color should be written to all render targets, this
432 * register is written. No FRAG_RESULT_DATAn will be written.
434 FRAG_RESULT_COLOR
= 2,
436 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
437 * or ARB_fragment_program fragment.color[n]) color results. If
438 * any are written, FRAG_RESULT_COLOR will not be written.
440 FRAG_RESULT_DATA0
= 3,
441 FRAG_RESULT_MAX
= (FRAG_RESULT_DATA0
+ MAX_DRAW_BUFFERS
)
446 * Indexes for all renderbuffers
450 /* the four standard color buffers */
458 /* optional aux buffer */
460 /* generic renderbuffers */
473 * Bit flags for all renderbuffers
475 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
476 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
477 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
478 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
479 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
480 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
481 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
482 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
483 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
484 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
485 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
486 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
487 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
488 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
489 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
490 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
491 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
492 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
493 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
496 * Mask of all the color buffer bits (but not accum).
498 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
499 BUFFER_BIT_BACK_LEFT | \
500 BUFFER_BIT_FRONT_RIGHT | \
501 BUFFER_BIT_BACK_RIGHT | \
503 BUFFER_BIT_COLOR0 | \
504 BUFFER_BIT_COLOR1 | \
505 BUFFER_BIT_COLOR2 | \
506 BUFFER_BIT_COLOR3 | \
507 BUFFER_BIT_COLOR4 | \
508 BUFFER_BIT_COLOR5 | \
509 BUFFER_BIT_COLOR6 | \
514 * Framebuffer configuration (aka visual / pixelformat)
515 * Note: some of these fields should be boolean, but it appears that
516 * code in drivers/dri/common/util.c requires int-sized fields.
522 GLboolean colorIndexMode
; /* XXX is this used anywhere? */
523 GLuint doubleBufferMode
;
526 GLboolean haveAccumBuffer
;
527 GLboolean haveDepthBuffer
;
528 GLboolean haveStencilBuffer
;
530 GLint redBits
, greenBits
, blueBits
, alphaBits
; /* bits per comp */
531 GLuint redMask
, greenMask
, blueMask
, alphaMask
;
532 GLint rgbBits
; /* total bits for rgb */
533 GLint indexBits
; /* total bits for colorindex */
535 GLint accumRedBits
, accumGreenBits
, accumBlueBits
, accumAlphaBits
;
543 /* EXT_visual_rating / GLX 1.2 */
546 /* EXT_visual_info / GLX 1.2 */
547 GLint transparentPixel
;
548 /* colors are floats scaled to ints */
549 GLint transparentRed
, transparentGreen
, transparentBlue
, transparentAlpha
;
550 GLint transparentIndex
;
552 /* ARB_multisample / SGIS_multisample */
556 /* SGIX_pbuffer / GLX 1.3 */
557 GLint maxPbufferWidth
;
558 GLint maxPbufferHeight
;
559 GLint maxPbufferPixels
;
560 GLint optimalPbufferWidth
; /* Only for SGIX_pbuffer. */
561 GLint optimalPbufferHeight
; /* Only for SGIX_pbuffer. */
563 /* OML_swap_method */
566 /* EXT_texture_from_pixmap */
567 GLint bindToTextureRgb
;
568 GLint bindToTextureRgba
;
569 GLint bindToMipmapTexture
;
570 GLint bindToTextureTargets
;
573 /* EXT_framebuffer_sRGB */
579 * \name Bit flags used for updating material values.
582 #define MAT_ATTRIB_FRONT_AMBIENT 0
583 #define MAT_ATTRIB_BACK_AMBIENT 1
584 #define MAT_ATTRIB_FRONT_DIFFUSE 2
585 #define MAT_ATTRIB_BACK_DIFFUSE 3
586 #define MAT_ATTRIB_FRONT_SPECULAR 4
587 #define MAT_ATTRIB_BACK_SPECULAR 5
588 #define MAT_ATTRIB_FRONT_EMISSION 6
589 #define MAT_ATTRIB_BACK_EMISSION 7
590 #define MAT_ATTRIB_FRONT_SHININESS 8
591 #define MAT_ATTRIB_BACK_SHININESS 9
592 #define MAT_ATTRIB_FRONT_INDEXES 10
593 #define MAT_ATTRIB_BACK_INDEXES 11
594 #define MAT_ATTRIB_MAX 12
596 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
597 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
598 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
599 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
600 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
601 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
603 #define MAT_INDEX_AMBIENT 0
604 #define MAT_INDEX_DIFFUSE 1
605 #define MAT_INDEX_SPECULAR 2
607 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
608 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
609 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
610 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
611 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
612 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
613 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
614 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
615 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
616 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
617 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
618 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
621 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
622 MAT_BIT_FRONT_AMBIENT | \
623 MAT_BIT_FRONT_DIFFUSE | \
624 MAT_BIT_FRONT_SPECULAR | \
625 MAT_BIT_FRONT_SHININESS | \
626 MAT_BIT_FRONT_INDEXES)
628 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
629 MAT_BIT_BACK_AMBIENT | \
630 MAT_BIT_BACK_DIFFUSE | \
631 MAT_BIT_BACK_SPECULAR | \
632 MAT_BIT_BACK_SHININESS | \
633 MAT_BIT_BACK_INDEXES)
635 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
639 #define EXP_TABLE_SIZE 512 /**< Specular exponent lookup table sizes */
640 #define SHINE_TABLE_SIZE 256 /**< Material shininess lookup table sizes */
643 * Material shininess lookup table.
647 struct gl_shine_tab
*next
, *prev
;
648 GLfloat tab
[SHINE_TABLE_SIZE
+1];
655 * Light source state.
659 struct gl_light
*next
; /**< double linked list with sentinel */
660 struct gl_light
*prev
;
662 GLfloat Ambient
[4]; /**< ambient color */
663 GLfloat Diffuse
[4]; /**< diffuse color */
664 GLfloat Specular
[4]; /**< specular color */
665 GLfloat EyePosition
[4]; /**< position in eye coordinates */
666 GLfloat SpotDirection
[4]; /**< spotlight direction in eye coordinates */
667 GLfloat SpotExponent
;
668 GLfloat SpotCutoff
; /**< in degrees */
669 GLfloat _CosCutoffNeg
; /**< = cos(SpotCutoff) */
670 GLfloat _CosCutoff
; /**< = MAX(0, cos(SpotCutoff)) */
671 GLfloat ConstantAttenuation
;
672 GLfloat LinearAttenuation
;
673 GLfloat QuadraticAttenuation
;
674 GLboolean Enabled
; /**< On/off flag */
677 * \name Derived fields
680 GLbitfield _Flags
; /**< State */
682 GLfloat _Position
[4]; /**< position in eye/obj coordinates */
683 GLfloat _VP_inf_norm
[3]; /**< Norm direction to infinite light */
684 GLfloat _h_inf_norm
[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
685 GLfloat _NormSpotDirection
[4]; /**< normalized spotlight direction */
686 GLfloat _VP_inf_spot_attenuation
;
688 GLfloat _SpotExpTable
[EXP_TABLE_SIZE
][2]; /**< to replace a pow() call */
689 GLfloat _MatAmbient
[2][3]; /**< material ambient * light ambient */
690 GLfloat _MatDiffuse
[2][3]; /**< material diffuse * light diffuse */
691 GLfloat _MatSpecular
[2][3]; /**< material spec * light specular */
701 GLfloat Ambient
[4]; /**< ambient color */
702 GLboolean LocalViewer
; /**< Local (or infinite) view point? */
703 GLboolean TwoSide
; /**< Two (or one) sided lighting? */
704 GLenum ColorControl
; /**< either GL_SINGLE_COLOR
705 * or GL_SEPARATE_SPECULAR_COLOR */
714 GLfloat Attrib
[MAT_ATTRIB_MAX
][4];
719 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
721 struct gl_accum_attrib
723 GLfloat ClearColor
[4]; /**< Accumulation buffer clear color */
728 * Used for storing clear color, texture border color, etc.
729 * The float values are typically unclamped.
740 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
742 struct gl_colorbuffer_attrib
744 GLuint ClearIndex
; /**< Index for glClear */
745 union gl_color_union ClearColor
; /**< Color for glClear, unclamped */
746 GLuint IndexMask
; /**< Color index write mask */
747 GLubyte ColorMask
[MAX_DRAW_BUFFERS
][4]; /**< Each flag is 0xff or 0x0 */
749 GLenum DrawBuffer
[MAX_DRAW_BUFFERS
]; /**< Which buffer to draw into */
752 * \name alpha testing
755 GLboolean AlphaEnabled
; /**< Alpha test enabled flag */
756 GLenum AlphaFunc
; /**< Alpha test function */
757 GLfloat AlphaRefUnclamped
;
758 GLclampf AlphaRef
; /**< Alpha reference value */
765 GLbitfield BlendEnabled
; /**< Per-buffer blend enable flags */
767 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
768 * control, only on the fixed-pointness of the render target.
769 * The query does however depend on fragment color clamping.
771 GLfloat BlendColorUnclamped
[4]; /**< Blending color */
772 GLfloat BlendColor
[4]; /**< Blending color */
776 GLenum SrcRGB
; /**< RGB blend source term */
777 GLenum DstRGB
; /**< RGB blend dest term */
778 GLenum SrcA
; /**< Alpha blend source term */
779 GLenum DstA
; /**< Alpha blend dest term */
780 GLenum EquationRGB
; /**< GL_ADD, GL_SUBTRACT, etc. */
781 GLenum EquationA
; /**< GL_ADD, GL_SUBTRACT, etc. */
782 } Blend
[MAX_DRAW_BUFFERS
];
783 /** Are the blend func terms currently different for each buffer/target? */
784 GLboolean _BlendFuncPerBuffer
;
785 /** Are the blend equations currently different for each buffer/target? */
786 GLboolean _BlendEquationPerBuffer
;
793 GLenum LogicOp
; /**< Logic operator */
794 GLboolean IndexLogicOpEnabled
; /**< Color index logic op enabled flag */
795 GLboolean ColorLogicOpEnabled
; /**< RGBA logic op enabled flag */
798 GLboolean DitherFlag
; /**< Dither enable flag */
800 GLenum ClampFragmentColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
801 GLboolean _ClampFragmentColor
; /** < with GL_FIXED_ONLY_ARB resolved */
802 GLenum ClampReadColor
; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
803 GLboolean _ClampReadColor
; /** < with GL_FIXED_ONLY_ARB resolved */
805 GLboolean sRGBEnabled
; /**< Framebuffer sRGB blending/updating requested */
810 * Current attribute group (GL_CURRENT_BIT).
812 struct gl_current_attrib
815 * \name Current vertex attributes.
816 * \note Values are valid only after FLUSH_VERTICES has been called.
817 * \note Index and Edgeflag current values are stored as floats in the
818 * SIX and SEVEN attribute slots.
820 GLfloat Attrib
[VERT_ATTRIB_MAX
][4]; /**< Position, color, texcoords, etc */
823 * \name Current raster position attributes (always valid).
824 * \note This set of attributes is very similar to the SWvertex struct.
827 GLfloat RasterPos
[4];
828 GLfloat RasterDistance
;
829 GLfloat RasterColor
[4];
830 GLfloat RasterSecondaryColor
[4];
831 GLfloat RasterTexCoords
[MAX_TEXTURE_COORD_UNITS
][4];
832 GLboolean RasterPosValid
;
838 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
840 struct gl_depthbuffer_attrib
842 GLenum Func
; /**< Function for depth buffer compare */
843 GLclampd Clear
; /**< Value to clear depth buffer to */
844 GLboolean Test
; /**< Depth buffering enabled flag */
845 GLboolean Mask
; /**< Depth buffer writable? */
846 GLboolean BoundsTest
; /**< GL_EXT_depth_bounds_test */
847 GLfloat BoundsMin
, BoundsMax
;/**< GL_EXT_depth_bounds_test */
852 * Evaluator attribute group (GL_EVAL_BIT).
854 struct gl_eval_attrib
860 GLboolean Map1Color4
;
862 GLboolean Map1Normal
;
863 GLboolean Map1TextureCoord1
;
864 GLboolean Map1TextureCoord2
;
865 GLboolean Map1TextureCoord3
;
866 GLboolean Map1TextureCoord4
;
867 GLboolean Map1Vertex3
;
868 GLboolean Map1Vertex4
;
869 GLboolean Map1Attrib
[16]; /* GL_NV_vertex_program */
870 GLboolean Map2Color4
;
872 GLboolean Map2Normal
;
873 GLboolean Map2TextureCoord1
;
874 GLboolean Map2TextureCoord2
;
875 GLboolean Map2TextureCoord3
;
876 GLboolean Map2TextureCoord4
;
877 GLboolean Map2Vertex3
;
878 GLboolean Map2Vertex4
;
879 GLboolean Map2Attrib
[16]; /* GL_NV_vertex_program */
880 GLboolean AutoNormal
;
884 * \name Map Grid endpoints and divisions and calculated du values
888 GLfloat MapGrid1u1
, MapGrid1u2
, MapGrid1du
;
889 GLint MapGrid2un
, MapGrid2vn
;
890 GLfloat MapGrid2u1
, MapGrid2u2
, MapGrid2du
;
891 GLfloat MapGrid2v1
, MapGrid2v2
, MapGrid2dv
;
897 * Fog attribute group (GL_FOG_BIT).
901 GLboolean Enabled
; /**< Fog enabled flag */
902 GLfloat ColorUnclamped
[4]; /**< Fog color */
903 GLfloat Color
[4]; /**< Fog color */
904 GLfloat Density
; /**< Density >= 0.0 */
905 GLfloat Start
; /**< Start distance in eye coords */
906 GLfloat End
; /**< End distance in eye coords */
907 GLfloat Index
; /**< Fog index */
908 GLenum Mode
; /**< Fog mode */
909 GLboolean ColorSumEnabled
;
910 GLenum FogCoordinateSource
; /**< GL_EXT_fog_coord */
911 GLfloat _Scale
; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
912 GLenum FogDistanceMode
; /**< GL_NV_fog_distance */
917 * \brief Layout qualifiers for gl_FragDepth.
919 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
920 * a layout qualifier.
922 * \see enum ir_depth_layout
924 enum gl_frag_depth_layout
{
925 FRAG_DEPTH_LAYOUT_NONE
, /**< No layout is specified. */
926 FRAG_DEPTH_LAYOUT_ANY
,
927 FRAG_DEPTH_LAYOUT_GREATER
,
928 FRAG_DEPTH_LAYOUT_LESS
,
929 FRAG_DEPTH_LAYOUT_UNCHANGED
934 * Hint attribute group (GL_HINT_BIT).
936 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
938 struct gl_hint_attrib
940 GLenum PerspectiveCorrection
;
943 GLenum PolygonSmooth
;
945 GLenum ClipVolumeClipping
; /**< GL_EXT_clip_volume_hint */
946 GLenum TextureCompression
; /**< GL_ARB_texture_compression */
947 GLenum GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
948 GLenum FragmentShaderDerivative
; /**< GL_ARB_fragment_shader */
955 #define LIGHT_SPOT 0x1
956 #define LIGHT_LOCAL_VIEWER 0x2
957 #define LIGHT_POSITIONAL 0x4
958 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
963 * Lighting attribute group (GL_LIGHT_BIT).
965 struct gl_light_attrib
967 struct gl_light Light
[MAX_LIGHTS
]; /**< Array of light sources */
968 struct gl_lightmodel Model
; /**< Lighting model */
971 * Must flush FLUSH_VERTICES before referencing:
974 struct gl_material Material
; /**< Includes front & back values */
977 GLboolean Enabled
; /**< Lighting enabled flag */
978 GLenum ShadeModel
; /**< GL_FLAT or GL_SMOOTH */
979 GLenum ProvokingVertex
; /**< GL_EXT_provoking_vertex */
980 GLenum ColorMaterialFace
; /**< GL_FRONT, BACK or FRONT_AND_BACK */
981 GLenum ColorMaterialMode
; /**< GL_AMBIENT, GL_DIFFUSE, etc */
982 GLbitfield ColorMaterialBitmask
; /**< bitmask formed from Face and Mode */
983 GLboolean ColorMaterialEnabled
;
984 GLenum ClampVertexColor
;
985 GLboolean _ClampVertexColor
;
987 struct gl_light EnabledList
; /**< List sentinel */
990 * Derived state for optimizations:
993 GLboolean _NeedEyeCoords
;
994 GLboolean _NeedVertices
; /**< Use fast shader? */
995 GLbitfield _Flags
; /**< LIGHT_* flags, see above */
996 GLfloat _BaseColor
[2][3];
1002 * Line attribute group (GL_LINE_BIT).
1004 struct gl_line_attrib
1006 GLboolean SmoothFlag
; /**< GL_LINE_SMOOTH enabled? */
1007 GLboolean StippleFlag
; /**< GL_LINE_STIPPLE enabled? */
1008 GLushort StipplePattern
; /**< Stipple pattern */
1009 GLint StippleFactor
; /**< Stipple repeat factor */
1010 GLfloat Width
; /**< Line width */
1015 * Display list attribute group (GL_LIST_BIT).
1017 struct gl_list_attrib
1024 * Multisample attribute group (GL_MULTISAMPLE_BIT).
1026 struct gl_multisample_attrib
1029 GLboolean _Enabled
; /**< true if Enabled and multisample buffer */
1030 GLboolean SampleAlphaToCoverage
;
1031 GLboolean SampleAlphaToOne
;
1032 GLboolean SampleCoverage
;
1033 GLfloat SampleCoverageValue
;
1034 GLboolean SampleCoverageInvert
;
1039 * A pixelmap (see glPixelMap)
1044 GLfloat Map
[MAX_PIXEL_MAP_TABLE
];
1045 GLubyte Map8
[MAX_PIXEL_MAP_TABLE
]; /**< converted to 8-bit color */
1050 * Collection of all pixelmaps
1054 struct gl_pixelmap RtoR
; /**< i.e. GL_PIXEL_MAP_R_TO_R */
1055 struct gl_pixelmap GtoG
;
1056 struct gl_pixelmap BtoB
;
1057 struct gl_pixelmap AtoA
;
1058 struct gl_pixelmap ItoR
;
1059 struct gl_pixelmap ItoG
;
1060 struct gl_pixelmap ItoB
;
1061 struct gl_pixelmap ItoA
;
1062 struct gl_pixelmap ItoI
;
1063 struct gl_pixelmap StoS
;
1068 * Pixel attribute group (GL_PIXEL_MODE_BIT).
1070 struct gl_pixel_attrib
1072 GLenum ReadBuffer
; /**< source buffer for glRead/CopyPixels() */
1074 /*--- Begin Pixel Transfer State ---*/
1075 /* Fields are in the order in which they're applied... */
1077 /** Scale & Bias (index shift, offset) */
1079 GLfloat RedBias
, RedScale
;
1080 GLfloat GreenBias
, GreenScale
;
1081 GLfloat BlueBias
, BlueScale
;
1082 GLfloat AlphaBias
, AlphaScale
;
1083 GLfloat DepthBias
, DepthScale
;
1084 GLint IndexShift
, IndexOffset
;
1088 /* Note: actual pixel maps are not part of this attrib group */
1089 GLboolean MapColorFlag
;
1090 GLboolean MapStencilFlag
;
1092 /*--- End Pixel Transfer State ---*/
1095 GLfloat ZoomX
, ZoomY
;
1100 * Point attribute group (GL_POINT_BIT).
1102 struct gl_point_attrib
1104 GLboolean SmoothFlag
; /**< True if GL_POINT_SMOOTH is enabled */
1105 GLfloat Size
; /**< User-specified point size */
1106 GLfloat Params
[3]; /**< GL_EXT_point_parameters */
1107 GLfloat MinSize
, MaxSize
; /**< GL_EXT_point_parameters */
1108 GLfloat Threshold
; /**< GL_EXT_point_parameters */
1109 GLboolean _Attenuated
; /**< True if Params != [1, 0, 0] */
1110 GLboolean PointSprite
; /**< GL_NV/ARB_point_sprite */
1111 GLboolean CoordReplace
[MAX_TEXTURE_COORD_UNITS
]; /**< GL_ARB_point_sprite*/
1112 GLenum SpriteRMode
; /**< GL_NV_point_sprite (only!) */
1113 GLenum SpriteOrigin
; /**< GL_ARB_point_sprite */
1118 * Polygon attribute group (GL_POLYGON_BIT).
1120 struct gl_polygon_attrib
1122 GLenum FrontFace
; /**< Either GL_CW or GL_CCW */
1123 GLenum FrontMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
1124 GLenum BackMode
; /**< Either GL_POINT, GL_LINE or GL_FILL */
1125 GLboolean _FrontBit
; /**< 0=GL_CCW, 1=GL_CW */
1126 GLboolean CullFlag
; /**< Culling on/off flag */
1127 GLboolean SmoothFlag
; /**< True if GL_POLYGON_SMOOTH is enabled */
1128 GLboolean StippleFlag
; /**< True if GL_POLYGON_STIPPLE is enabled */
1129 GLenum CullFaceMode
; /**< Culling mode GL_FRONT or GL_BACK */
1130 GLfloat OffsetFactor
; /**< Polygon offset factor, from user */
1131 GLfloat OffsetUnits
; /**< Polygon offset units, from user */
1132 GLboolean OffsetPoint
; /**< Offset in GL_POINT mode */
1133 GLboolean OffsetLine
; /**< Offset in GL_LINE mode */
1134 GLboolean OffsetFill
; /**< Offset in GL_FILL mode */
1139 * Scissor attributes (GL_SCISSOR_BIT).
1141 struct gl_scissor_attrib
1143 GLboolean Enabled
; /**< Scissor test enabled? */
1144 GLint X
, Y
; /**< Lower left corner of box */
1145 GLsizei Width
, Height
; /**< Size of box */
1150 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1152 * Three sets of stencil data are tracked so that OpenGL 2.0,
1153 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1154 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1155 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1156 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1157 * GL_EXT_stencil_two_side GL_BACK state.
1159 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1160 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1162 * The derived value \c _TestTwoSide is set when the front-face and back-face
1163 * stencil state are different.
1165 struct gl_stencil_attrib
1167 GLboolean Enabled
; /**< Enabled flag */
1168 GLboolean TestTwoSide
; /**< GL_EXT_stencil_two_side */
1169 GLubyte ActiveFace
; /**< GL_EXT_stencil_two_side (0 or 2) */
1170 GLboolean _Enabled
; /**< Enabled and stencil buffer present */
1171 GLboolean _TestTwoSide
;
1172 GLubyte _BackFace
; /**< Current back stencil state (1 or 2) */
1173 GLenum Function
[3]; /**< Stencil function */
1174 GLenum FailFunc
[3]; /**< Fail function */
1175 GLenum ZPassFunc
[3]; /**< Depth buffer pass function */
1176 GLenum ZFailFunc
[3]; /**< Depth buffer fail function */
1177 GLint Ref
[3]; /**< Reference value */
1178 GLuint ValueMask
[3]; /**< Value mask */
1179 GLuint WriteMask
[3]; /**< Write mask */
1180 GLuint Clear
; /**< Clear value */
1185 * An index for each type of texture object. These correspond to the GL
1186 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1187 * Note: the order is from highest priority to lowest priority.
1191 TEXTURE_BUFFER_INDEX
,
1192 TEXTURE_2D_ARRAY_INDEX
,
1193 TEXTURE_1D_ARRAY_INDEX
,
1194 TEXTURE_EXTERNAL_INDEX
,
1205 * Bit flags for each type of texture object
1206 * Used for Texture.Unit[]._ReallyEnabled flags.
1209 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1210 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1211 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1212 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1213 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1214 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1215 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1216 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1217 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1222 * TexGenEnabled flags.
1229 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1234 * Bit flag versions of the corresponding GL_ constants.
1237 #define TEXGEN_SPHERE_MAP 0x1
1238 #define TEXGEN_OBJ_LINEAR 0x2
1239 #define TEXGEN_EYE_LINEAR 0x4
1240 #define TEXGEN_REFLECTION_MAP_NV 0x8
1241 #define TEXGEN_NORMAL_MAP_NV 0x10
1243 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1244 TEXGEN_REFLECTION_MAP_NV | \
1245 TEXGEN_NORMAL_MAP_NV)
1246 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1247 TEXGEN_REFLECTION_MAP_NV | \
1248 TEXGEN_NORMAL_MAP_NV | \
1254 /** Tex-gen enabled for texture unit? */
1255 #define ENABLE_TEXGEN(unit) (1 << (unit))
1257 /** Non-identity texture matrix for texture unit? */
1258 #define ENABLE_TEXMAT(unit) (1 << (unit))
1262 * Texture image state. Drivers will typically create a subclass of this
1263 * with extra fields for memory buffers, etc.
1265 struct gl_texture_image
1267 GLint InternalFormat
; /**< Internal format as given by the user */
1268 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1269 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1270 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1271 * GL_DEPTH_STENCIL_EXT only. Used for
1272 * choosing TexEnv arithmetic.
1274 gl_format TexFormat
; /**< The actual texture memory format */
1276 GLuint Border
; /**< 0 or 1 */
1277 GLuint Width
; /**< = 2^WidthLog2 + 2*Border */
1278 GLuint Height
; /**< = 2^HeightLog2 + 2*Border */
1279 GLuint Depth
; /**< = 2^DepthLog2 + 2*Border */
1280 GLuint Width2
; /**< = Width - 2*Border */
1281 GLuint Height2
; /**< = Height - 2*Border */
1282 GLuint Depth2
; /**< = Depth - 2*Border */
1283 GLuint WidthLog2
; /**< = log2(Width2) */
1284 GLuint HeightLog2
; /**< = log2(Height2) */
1285 GLuint DepthLog2
; /**< = log2(Depth2) */
1286 GLuint MaxLog2
; /**< = MAX(WidthLog2, HeightLog2) */
1288 struct gl_texture_object
*TexObject
; /**< Pointer back to parent object */
1289 GLuint Level
; /**< Which mipmap level am I? */
1290 /** Cube map face: index into gl_texture_object::Image[] array */
1296 * Indexes for cube map faces.
1311 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1312 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1314 struct gl_sampler_object
1319 GLenum WrapS
; /**< S-axis texture image wrap mode */
1320 GLenum WrapT
; /**< T-axis texture image wrap mode */
1321 GLenum WrapR
; /**< R-axis texture image wrap mode */
1322 GLenum MinFilter
; /**< minification filter */
1323 GLenum MagFilter
; /**< magnification filter */
1324 union gl_color_union BorderColor
; /**< Interpreted according to texture format */
1325 GLfloat MinLod
; /**< min lambda, OpenGL 1.2 */
1326 GLfloat MaxLod
; /**< max lambda, OpenGL 1.2 */
1327 GLfloat LodBias
; /**< OpenGL 1.4 */
1328 GLfloat MaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
1329 GLenum CompareMode
; /**< GL_ARB_shadow */
1330 GLenum CompareFunc
; /**< GL_ARB_shadow */
1331 GLfloat CompareFailValue
; /**< GL_ARB_shadow_ambient */
1332 GLenum sRGBDecode
; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1333 GLboolean CubeMapSeamless
; /**< GL_AMD_seamless_cubemap_per_texture */
1335 /* deprecated sampler state */
1336 GLenum DepthMode
; /**< GL_ARB_depth_texture */
1341 * Texture object state. Contains the array of mipmap images, border color,
1342 * wrap modes, filter modes, and shadow/texcompare state.
1344 struct gl_texture_object
1346 _glthread_Mutex Mutex
; /**< for thread safety */
1347 GLint RefCount
; /**< reference count */
1348 GLuint Name
; /**< the user-visible texture object ID */
1349 GLenum Target
; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1351 struct gl_sampler_object Sampler
;
1353 GLfloat Priority
; /**< in [0,1] */
1354 GLint BaseLevel
; /**< min mipmap level, OpenGL 1.2 */
1355 GLint MaxLevel
; /**< max mipmap level, OpenGL 1.2 */
1356 GLint _MaxLevel
; /**< actual max mipmap level (q in the spec) */
1357 GLfloat _MaxLambda
; /**< = _MaxLevel - BaseLevel (q - b in spec) */
1358 GLint CropRect
[4]; /**< GL_OES_draw_texture */
1359 GLenum Swizzle
[4]; /**< GL_EXT_texture_swizzle */
1360 GLuint _Swizzle
; /**< same as Swizzle, but SWIZZLE_* format */
1361 GLboolean GenerateMipmap
; /**< GL_SGIS_generate_mipmap */
1362 GLboolean _Complete
; /**< Is texture object complete? */
1363 GLboolean _RenderToTexture
; /**< Any rendering to this texture? */
1364 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1365 GLboolean Immutable
; /**< GL_ARB_texture_storage */
1367 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1368 struct gl_texture_image
*Image
[MAX_FACES
][MAX_TEXTURE_LEVELS
];
1370 /** GL_ARB_texture_buffer_object */
1371 struct gl_buffer_object
*BufferObject
;
1372 GLenum BufferObjectFormat
;
1374 /** GL_OES_EGL_image_external */
1375 GLint RequiredTextureImageUnits
;
1379 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1380 #define MAX_COMBINER_TERMS 4
1384 * Texture combine environment state.
1386 struct gl_tex_env_combine_state
1388 GLenum ModeRGB
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1389 GLenum ModeA
; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1390 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1391 GLenum SourceRGB
[MAX_COMBINER_TERMS
];
1392 GLenum SourceA
[MAX_COMBINER_TERMS
];
1393 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1394 GLenum OperandRGB
[MAX_COMBINER_TERMS
];
1395 GLenum OperandA
[MAX_COMBINER_TERMS
];
1396 GLuint ScaleShiftRGB
; /**< 0, 1 or 2 */
1397 GLuint ScaleShiftA
; /**< 0, 1 or 2 */
1398 GLuint _NumArgsRGB
; /**< Number of inputs used for the RGB combiner */
1399 GLuint _NumArgsA
; /**< Number of inputs used for the A combiner */
1404 * Texture coord generation state.
1408 GLenum Mode
; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1409 GLbitfield _ModeBit
; /**< TEXGEN_x bit corresponding to Mode */
1410 GLfloat ObjectPlane
[4];
1411 GLfloat EyePlane
[4];
1416 * Texture unit state. Contains enable flags, texture environment/function/
1417 * combiners, texgen state, and pointers to current texture objects.
1419 struct gl_texture_unit
1421 GLbitfield Enabled
; /**< bitmask of TEXTURE_*_BIT flags */
1422 GLbitfield _ReallyEnabled
; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1424 GLenum EnvMode
; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1425 GLclampf EnvColor
[4];
1426 GLfloat EnvColorUnclamped
[4];
1428 struct gl_texgen GenS
;
1429 struct gl_texgen GenT
;
1430 struct gl_texgen GenR
;
1431 struct gl_texgen GenQ
;
1432 GLbitfield TexGenEnabled
; /**< Bitwise-OR of [STRQ]_BIT values */
1433 GLbitfield _GenFlags
; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1435 GLfloat LodBias
; /**< for biasing mipmap levels */
1437 GLfloat RotMatrix
[4]; /* 2x2 matrix */
1439 /** Current sampler object (GL_ARB_sampler_objects) */
1440 struct gl_sampler_object
*Sampler
;
1443 * \name GL_EXT_texture_env_combine
1445 struct gl_tex_env_combine_state Combine
;
1448 * Derived state based on \c EnvMode and the \c BaseFormat of the
1449 * currently enabled texture.
1451 struct gl_tex_env_combine_state _EnvMode
;
1454 * Currently enabled combiner state. This will point to either
1455 * \c Combine or \c _EnvMode.
1457 struct gl_tex_env_combine_state
*_CurrentCombine
;
1459 /** Current texture object pointers */
1460 struct gl_texture_object
*CurrentTex
[NUM_TEXTURE_TARGETS
];
1462 /** Points to highest priority, complete and enabled texture object */
1463 struct gl_texture_object
*_Current
;
1468 * Texture attribute group (GL_TEXTURE_BIT).
1470 struct gl_texture_attrib
1472 GLuint CurrentUnit
; /**< GL_ACTIVE_TEXTURE */
1473 struct gl_texture_unit Unit
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1475 struct gl_texture_object
*ProxyTex
[NUM_TEXTURE_TARGETS
];
1477 /** GL_ARB_texture_buffer_object */
1478 struct gl_buffer_object
*BufferObject
;
1480 /** GL_ARB_seamless_cubemap */
1481 GLboolean CubeMapSeamless
;
1483 /** Texture units/samplers used by vertex or fragment texturing */
1484 GLbitfield _EnabledUnits
;
1486 /** Texture coord units/sets used for fragment texturing */
1487 GLbitfield _EnabledCoordUnits
;
1489 /** Texture coord units that have texgen enabled */
1490 GLbitfield _TexGenEnabled
;
1492 /** Texture coord units that have non-identity matrices */
1493 GLbitfield _TexMatEnabled
;
1495 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1496 GLbitfield _GenFlags
;
1501 * Data structure representing a single clip plane (e.g. one of the elements
1502 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1504 typedef GLfloat gl_clip_plane
[4];
1508 * Transformation attribute group (GL_TRANSFORM_BIT).
1510 struct gl_transform_attrib
1512 GLenum MatrixMode
; /**< Matrix mode */
1513 gl_clip_plane EyeUserPlane
[MAX_CLIP_PLANES
]; /**< User clip planes */
1514 gl_clip_plane _ClipUserPlane
[MAX_CLIP_PLANES
]; /**< derived */
1515 GLbitfield ClipPlanesEnabled
; /**< on/off bitmask */
1516 GLboolean Normalize
; /**< Normalize all normals? */
1517 GLboolean RescaleNormals
; /**< GL_EXT_rescale_normal */
1518 GLboolean RasterPositionUnclipped
; /**< GL_IBM_rasterpos_clip */
1519 GLboolean DepthClamp
; /**< GL_ARB_depth_clamp */
1521 GLfloat CullEyePos
[4];
1522 GLfloat CullObjPos
[4];
1527 * Viewport attribute group (GL_VIEWPORT_BIT).
1529 struct gl_viewport_attrib
1531 GLint X
, Y
; /**< position */
1532 GLsizei Width
, Height
; /**< size */
1533 GLfloat Near
, Far
; /**< Depth buffer range */
1534 GLmatrix _WindowMap
; /**< Mapping transformation as a matrix. */
1539 * GL_ARB_vertex/pixel_buffer_object buffer object
1541 struct gl_buffer_object
1543 _glthread_Mutex Mutex
;
1546 GLenum Usage
; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1547 GLsizeiptrARB Size
; /**< Size of buffer storage in bytes */
1548 GLubyte
*Data
; /**< Location of storage either in RAM or VRAM. */
1549 /** Fields describing a mapped buffer */
1551 GLbitfield AccessFlags
; /**< Mask of GL_MAP_x_BIT flags */
1552 GLvoid
*Pointer
; /**< User-space address of mapping */
1553 GLintptr Offset
; /**< Mapped offset */
1554 GLsizeiptr Length
; /**< Mapped length */
1556 GLboolean DeletePending
; /**< true if buffer object is removed from the hash */
1557 GLboolean Written
; /**< Ever written to? (for debugging) */
1558 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
1563 * Client pixel packing/unpacking attributes
1565 struct gl_pixelstore_attrib
1573 GLboolean SwapBytes
;
1575 GLboolean Invert
; /**< GL_MESA_pack_invert */
1576 struct gl_buffer_object
*BufferObj
; /**< GL_ARB_pixel_buffer_object */
1581 * Client vertex array attributes
1583 struct gl_client_array
1585 GLint Size
; /**< components per element (1,2,3,4) */
1586 GLenum Type
; /**< datatype: GL_FLOAT, GL_INT, etc */
1587 GLenum Format
; /**< default: GL_RGBA, but may be GL_BGRA */
1588 GLsizei Stride
; /**< user-specified stride */
1589 GLsizei StrideB
; /**< actual stride in bytes */
1590 const GLubyte
*Ptr
; /**< Points to array data */
1591 GLboolean Enabled
; /**< Enabled flag is a boolean */
1592 GLboolean Normalized
; /**< GL_ARB_vertex_program */
1593 GLboolean Integer
; /**< Integer-valued? */
1594 GLuint InstanceDivisor
; /**< GL_ARB_instanced_arrays */
1595 GLuint _ElementSize
; /**< size of each element in bytes */
1597 struct gl_buffer_object
*BufferObj
;/**< GL_ARB_vertex_buffer_object */
1598 GLuint _MaxElement
; /**< max element index into array buffer + 1 */
1603 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1604 * extension, but a nice encapsulation in any case.
1606 struct gl_array_object
1608 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1612 _glthread_Mutex Mutex
;
1613 GLboolean VBOonly
; /**< require all arrays to live in VBOs? */
1615 /** Vertex attribute arrays */
1616 struct gl_client_array VertexAttrib
[VERT_ATTRIB_MAX
];
1618 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1619 GLbitfield64 _Enabled
;
1622 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1623 * we can determine the max legal (in bounds) glDrawElements array index.
1627 struct gl_buffer_object
*ElementArrayBufferObj
;
1632 * Vertex array state
1634 struct gl_array_attrib
1636 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1637 struct gl_array_object
*ArrayObj
;
1639 /** The default vertex array object */
1640 struct gl_array_object
*DefaultArrayObj
;
1642 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1643 struct _mesa_HashTable
*Objects
;
1645 GLint ActiveTexture
; /**< Client Active Texture */
1646 GLuint LockFirst
; /**< GL_EXT_compiled_vertex_array */
1647 GLuint LockCount
; /**< GL_EXT_compiled_vertex_array */
1649 /** GL 3.1 (slightly different from GL_NV_primitive_restart) */
1650 GLboolean PrimitiveRestart
;
1651 GLuint RestartIndex
;
1653 GLbitfield64 NewState
; /**< mask of VERT_BIT_* values */
1654 GLboolean RebindArrays
; /**< whether the VBO module should rebind arrays */
1656 /* GL_ARB_vertex_buffer_object */
1657 struct gl_buffer_object
*ArrayBufferObj
;
1662 * Feedback buffer state
1667 GLbitfield _Mask
; /**< FB_* bits */
1675 * Selection buffer state
1679 GLuint
*Buffer
; /**< selection buffer */
1680 GLuint BufferSize
; /**< size of the selection buffer */
1681 GLuint BufferCount
; /**< number of values in the selection buffer */
1682 GLuint Hits
; /**< number of records in the selection buffer */
1683 GLuint NameStackDepth
; /**< name stack depth */
1684 GLuint NameStack
[MAX_NAME_STACK_DEPTH
]; /**< name stack */
1685 GLboolean HitFlag
; /**< hit flag */
1686 GLfloat HitMinZ
; /**< minimum hit depth */
1687 GLfloat HitMaxZ
; /**< maximum hit depth */
1692 * 1-D Evaluator control points
1696 GLuint Order
; /**< Number of control points */
1697 GLfloat u1
, u2
, du
; /**< u1, u2, 1.0/(u2-u1) */
1698 GLfloat
*Points
; /**< Points to contiguous control points */
1703 * 2-D Evaluator control points
1707 GLuint Uorder
; /**< Number of control points in U dimension */
1708 GLuint Vorder
; /**< Number of control points in V dimension */
1711 GLfloat
*Points
; /**< Points to contiguous control points */
1716 * All evaluator control point state
1718 struct gl_evaluators
1724 struct gl_1d_map Map1Vertex3
;
1725 struct gl_1d_map Map1Vertex4
;
1726 struct gl_1d_map Map1Index
;
1727 struct gl_1d_map Map1Color4
;
1728 struct gl_1d_map Map1Normal
;
1729 struct gl_1d_map Map1Texture1
;
1730 struct gl_1d_map Map1Texture2
;
1731 struct gl_1d_map Map1Texture3
;
1732 struct gl_1d_map Map1Texture4
;
1733 struct gl_1d_map Map1Attrib
[16]; /**< GL_NV_vertex_program */
1740 struct gl_2d_map Map2Vertex3
;
1741 struct gl_2d_map Map2Vertex4
;
1742 struct gl_2d_map Map2Index
;
1743 struct gl_2d_map Map2Color4
;
1744 struct gl_2d_map Map2Normal
;
1745 struct gl_2d_map Map2Texture1
;
1746 struct gl_2d_map Map2Texture2
;
1747 struct gl_2d_map Map2Texture3
;
1748 struct gl_2d_map Map2Texture4
;
1749 struct gl_2d_map Map2Attrib
[16]; /**< GL_NV_vertex_program */
1755 * Names of the various vertex/fragment program register files, etc.
1757 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1758 * All values should fit in a 4-bit field.
1760 * NOTE: PROGRAM_ENV_PARAM, PROGRAM_STATE_VAR, PROGRAM_NAMED_PARAM,
1761 * PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be considered to
1762 * be "uniform" variables since they can only be set outside glBegin/End.
1763 * They're also all stored in the same Parameters array.
1767 PROGRAM_TEMPORARY
, /**< machine->Temporary[] */
1768 PROGRAM_INPUT
, /**< machine->Inputs[] */
1769 PROGRAM_OUTPUT
, /**< machine->Outputs[] */
1770 PROGRAM_VARYING
, /**< machine->Inputs[]/Outputs[] */
1771 PROGRAM_LOCAL_PARAM
, /**< gl_program->LocalParams[] */
1772 PROGRAM_ENV_PARAM
, /**< gl_program->Parameters[] */
1773 PROGRAM_STATE_VAR
, /**< gl_program->Parameters[] */
1774 PROGRAM_NAMED_PARAM
, /**< gl_program->Parameters[] */
1775 PROGRAM_CONSTANT
, /**< gl_program->Parameters[] */
1776 PROGRAM_UNIFORM
, /**< gl_program->Parameters[] */
1777 PROGRAM_WRITE_ONLY
, /**< A dummy, write-only register */
1778 PROGRAM_ADDRESS
, /**< machine->AddressReg */
1779 PROGRAM_SAMPLER
, /**< for shader samplers, compile-time only */
1780 PROGRAM_SYSTEM_VALUE
,/**< InstanceId, PrimitiveID, etc. */
1781 PROGRAM_UNDEFINED
, /**< Invalid/TBD value */
1787 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1788 * one of these values.
1792 SYSTEM_VALUE_FRONT_FACE
, /**< Fragment shader only (not done yet) */
1793 SYSTEM_VALUE_VERTEX_ID
, /**< Vertex shader only */
1794 SYSTEM_VALUE_INSTANCE_ID
, /**< Vertex shader only */
1795 SYSTEM_VALUE_MAX
/**< Number of values */
1800 * The possible interpolation qualifiers that can be applied to a fragment
1801 * shader input in GLSL.
1803 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
1804 * gl_fragment_program data structure to 0 causes the default behavior.
1806 enum glsl_interp_qualifier
1808 INTERP_QUALIFIER_NONE
= 0,
1809 INTERP_QUALIFIER_SMOOTH
,
1810 INTERP_QUALIFIER_FLAT
,
1811 INTERP_QUALIFIER_NOPERSPECTIVE
1815 /** Vertex and fragment instructions */
1816 struct prog_instruction
;
1817 struct gl_program_parameter_list
;
1818 struct gl_uniform_list
;
1820 struct gl_transform_feedback_varying_info
{
1826 /** Post-link transform feedback info. */
1827 struct gl_transform_feedback_info
{
1828 unsigned NumOutputs
;
1831 * Number of transform feedback buffers in use by this program.
1833 unsigned NumBuffers
;
1836 unsigned OutputRegister
;
1837 unsigned OutputBuffer
;
1838 unsigned NumComponents
;
1840 /** offset (in DWORDs) of this output within the interleaved structure */
1842 } Outputs
[MAX_PROGRAM_OUTPUTS
];
1844 /** Transform feedback varyings used for the linking of this shader program.
1846 * Use for glGetTransformFeedbackVarying().
1848 struct gl_transform_feedback_varying_info
*Varyings
;
1852 * Total number of components stored in each buffer. This may be used by
1853 * hardware back-ends to determine the correct stride when interleaving
1854 * multiple transform feedback outputs in the same buffer.
1856 unsigned BufferStride
[MAX_FEEDBACK_ATTRIBS
];
1860 * Base class for any kind of program object
1865 GLubyte
*String
; /**< Null-terminated program text */
1867 GLenum Target
; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_FRAGMENT_PROGRAM_NV */
1868 GLenum Format
; /**< String encoding format */
1871 struct prog_instruction
*Instructions
;
1873 GLbitfield64 InputsRead
; /**< Bitmask of which input regs are read */
1874 GLbitfield64 OutputsWritten
; /**< Bitmask of which output regs are written */
1875 GLbitfield SystemValuesRead
; /**< Bitmask of SYSTEM_VALUE_x inputs used */
1876 GLbitfield InputFlags
[MAX_PROGRAM_INPUTS
]; /**< PROG_PARAM_BIT_x flags */
1877 GLbitfield OutputFlags
[MAX_PROGRAM_OUTPUTS
]; /**< PROG_PARAM_BIT_x flags */
1878 GLbitfield TexturesUsed
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
]; /**< TEXTURE_x_BIT bitmask */
1879 GLbitfield SamplersUsed
; /**< Bitfield of which samplers are used */
1880 GLbitfield ShadowSamplers
; /**< Texture units used for shadow sampling. */
1883 /** Named parameters, constants, etc. from program text */
1884 struct gl_program_parameter_list
*Parameters
;
1885 /** Numbered local parameters */
1886 GLfloat LocalParams
[MAX_PROGRAM_LOCAL_PARAMS
][4];
1888 /** Map from sampler unit to texture unit (set by glUniform1i()) */
1889 GLubyte SamplerUnits
[MAX_SAMPLERS
];
1890 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
1891 gl_texture_index SamplerTargets
[MAX_SAMPLERS
];
1893 /** Bitmask of which register files are read/written with indirect
1894 * addressing. Mask of (1 << PROGRAM_x) bits.
1896 GLbitfield IndirectRegisterFiles
;
1898 /** Logical counts */
1900 GLuint NumInstructions
;
1901 GLuint NumTemporaries
;
1902 GLuint NumParameters
;
1903 GLuint NumAttributes
;
1904 GLuint NumAddressRegs
;
1905 GLuint NumAluInstructions
;
1906 GLuint NumTexInstructions
;
1907 GLuint NumTexIndirections
;
1909 /** Native, actual h/w counts */
1911 GLuint NumNativeInstructions
;
1912 GLuint NumNativeTemporaries
;
1913 GLuint NumNativeParameters
;
1914 GLuint NumNativeAttributes
;
1915 GLuint NumNativeAddressRegs
;
1916 GLuint NumNativeAluInstructions
;
1917 GLuint NumNativeTexInstructions
;
1918 GLuint NumNativeTexIndirections
;
1923 /** Vertex program object */
1924 struct gl_vertex_program
1926 struct gl_program Base
; /**< base class */
1927 GLboolean IsNVProgram
; /**< is this a GL_NV_vertex_program program? */
1928 GLboolean IsPositionInvariant
;
1929 GLboolean UsesClipDistance
;
1933 /** Geometry program object */
1934 struct gl_geometry_program
1936 struct gl_program Base
; /**< base class */
1939 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
1940 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
1941 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
1945 /** Fragment program object */
1946 struct gl_fragment_program
1948 struct gl_program Base
; /**< base class */
1949 GLboolean UsesKill
; /**< shader uses KIL instruction */
1950 GLboolean OriginUpperLeft
;
1951 GLboolean PixelCenterInteger
;
1952 enum gl_frag_depth_layout FragDepthLayout
;
1955 * GLSL interpolation qualifier associated with each fragment shader input.
1956 * For inputs that do not have an interpolation qualifier specified in
1957 * GLSL, the value is INTERP_QUALIFIER_NONE.
1959 enum glsl_interp_qualifier InterpQualifier
[FRAG_ATTRIB_MAX
];
1964 * State common to vertex and fragment programs.
1966 struct gl_program_state
1968 GLint ErrorPos
; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
1969 const char *ErrorString
; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
1974 * Context state for vertex programs.
1976 struct gl_vertex_program_state
1978 GLboolean Enabled
; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
1979 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
1980 GLboolean PointSizeEnabled
; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
1981 GLboolean TwoSideEnabled
; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
1982 /** Computed two sided lighting for fixed function/programs. */
1983 GLboolean _TwoSideEnabled
;
1984 struct gl_vertex_program
*Current
; /**< User-bound vertex program */
1986 /** Currently enabled and valid vertex program (including internal
1987 * programs, user-defined vertex programs and GLSL vertex shaders).
1988 * This is the program we must use when rendering.
1990 struct gl_vertex_program
*_Current
;
1992 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
1994 /* For GL_NV_vertex_program only: */
1995 GLenum TrackMatrix
[MAX_PROGRAM_ENV_PARAMS
/ 4];
1996 GLenum TrackMatrixTransform
[MAX_PROGRAM_ENV_PARAMS
/ 4];
1998 /** Should fixed-function T&L be implemented with a vertex prog? */
1999 GLboolean _MaintainTnlProgram
;
2001 /** Program to emulate fixed-function T&L (see above) */
2002 struct gl_vertex_program
*_TnlProgram
;
2004 /** Cache of fixed-function programs */
2005 struct gl_program_cache
*Cache
;
2007 GLboolean _Overriden
;
2012 * Context state for geometry programs.
2014 struct gl_geometry_program_state
2016 GLboolean Enabled
; /**< GL_ARB_GEOMETRY_SHADER4 */
2017 GLboolean _Enabled
; /**< Enabled and valid program? */
2018 struct gl_geometry_program
*Current
; /**< user-bound geometry program */
2020 /** Currently enabled and valid program (including internal programs
2021 * and compiled shader programs).
2023 struct gl_geometry_program
*_Current
;
2025 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2027 /** Cache of fixed-function programs */
2028 struct gl_program_cache
*Cache
;
2032 * Context state for fragment programs.
2034 struct gl_fragment_program_state
2036 GLboolean Enabled
; /**< User-set fragment program enable flag */
2037 GLboolean _Enabled
; /**< Enabled and _valid_ user program? */
2038 struct gl_fragment_program
*Current
; /**< User-bound fragment program */
2040 /** Currently enabled and valid fragment program (including internal
2041 * programs, user-defined fragment programs and GLSL fragment shaders).
2042 * This is the program we must use when rendering.
2044 struct gl_fragment_program
*_Current
;
2046 GLfloat Parameters
[MAX_PROGRAM_ENV_PARAMS
][4]; /**< Env params */
2048 /** Should fixed-function texturing be implemented with a fragment prog? */
2049 GLboolean _MaintainTexEnvProgram
;
2051 /** Program to emulate fixed-function texture env/combine (see above) */
2052 struct gl_fragment_program
*_TexEnvProgram
;
2054 /** Cache of fixed-function programs */
2055 struct gl_program_cache
*Cache
;
2060 * ATI_fragment_shader runtime state
2062 #define ATI_FS_INPUT_PRIMARY 0
2063 #define ATI_FS_INPUT_SECONDARY 1
2065 struct atifs_instruction
;
2066 struct atifs_setupinst
;
2069 * ATI fragment shader
2071 struct ati_fragment_shader
2075 struct atifs_instruction
*Instructions
[2];
2076 struct atifs_setupinst
*SetupInst
[2];
2077 GLfloat Constants
[8][4];
2078 GLbitfield LocalConstDef
; /**< Indicates which constants have been set */
2079 GLubyte numArithInstr
[2];
2080 GLubyte regsAssigned
[2];
2081 GLubyte NumPasses
; /**< 1 or 2 */
2083 GLubyte last_optype
;
2084 GLboolean interpinp1
;
2090 * Context state for GL_ATI_fragment_shader
2092 struct gl_ati_fragment_shader_state
2095 GLboolean _Enabled
; /**< enabled and valid shader? */
2096 GLboolean Compiling
;
2097 GLfloat GlobalConstants
[8][4];
2098 struct ati_fragment_shader
*Current
;
2103 * Occlusion/timer query object.
2105 struct gl_query_object
2107 GLenum Target
; /**< The query target, when active */
2108 GLuint Id
; /**< hash table ID/name */
2109 GLuint64EXT Result
; /**< the counter */
2110 GLboolean Active
; /**< inside Begin/EndQuery */
2111 GLboolean Ready
; /**< result is ready? */
2116 * Context state for query objects.
2118 struct gl_query_state
2120 struct _mesa_HashTable
*QueryObjects
;
2121 struct gl_query_object
*CurrentOcclusionObject
; /* GL_ARB_occlusion_query */
2122 struct gl_query_object
*CurrentTimerObject
; /* GL_EXT_timer_query */
2124 /** GL_NV_conditional_render */
2125 struct gl_query_object
*CondRenderQuery
;
2127 /** GL_EXT_transform_feedback */
2128 struct gl_query_object
*PrimitivesGenerated
;
2129 struct gl_query_object
*PrimitivesWritten
;
2131 /** GL_ARB_timer_query */
2132 struct gl_query_object
*TimeElapsed
;
2134 GLenum CondRenderMode
;
2138 /** Sync object state */
2139 struct gl_sync_object
{
2140 struct simple_node link
;
2141 GLenum Type
; /**< GL_SYNC_FENCE */
2142 GLuint Name
; /**< Fence name */
2143 GLint RefCount
; /**< Reference count */
2144 GLboolean DeletePending
; /**< Object was deleted while there were still
2145 * live references (e.g., sync not yet finished)
2147 GLenum SyncCondition
;
2148 GLbitfield Flags
; /**< Flags passed to glFenceSync */
2149 GLuint StatusFlag
:1; /**< Has the sync object been signaled? */
2153 /** Set by #pragma directives */
2154 struct gl_sl_pragmas
2156 GLboolean IgnoreOptimize
; /**< ignore #pragma optimize(on/off) ? */
2157 GLboolean IgnoreDebug
; /**< ignore #pragma debug(on/off) ? */
2158 GLboolean Optimize
; /**< defaults on */
2159 GLboolean Debug
; /**< defaults off */
2164 * A GLSL vertex or fragment shader object.
2168 GLenum Type
; /**< GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB (first field!) */
2169 GLuint Name
; /**< AKA the handle */
2170 GLint RefCount
; /**< Reference count */
2171 GLboolean DeletePending
;
2172 GLboolean CompileStatus
;
2173 const GLchar
*Source
; /**< Source code string */
2174 GLuint SourceChecksum
; /**< for debug/logging purposes */
2175 struct gl_program
*Program
; /**< Post-compile assembly code */
2177 struct gl_sl_pragmas Pragmas
;
2179 unsigned Version
; /**< GLSL version used for linking */
2181 unsigned num_samplers
; /**< Number of samplers used by this shader.
2182 * This field is only set post-linking.
2185 * Number of uniform components used by this shader.
2187 * This field is only set post-linking.
2189 unsigned num_uniform_components
;
2191 struct exec_list
*ir
;
2192 struct glsl_symbol_table
*symbols
;
2194 /** Shaders containing built-in functions that are used for linking. */
2195 struct gl_shader
*builtins_to_link
[16];
2196 unsigned num_builtins_to_link
;
2201 * A GLSL program object.
2202 * Basically a linked collection of vertex and fragment shaders.
2204 struct gl_shader_program
2206 GLenum Type
; /**< Always GL_SHADER_PROGRAM (internal token) */
2207 GLuint Name
; /**< aka handle or ID */
2208 GLint RefCount
; /**< Reference count */
2209 GLboolean DeletePending
;
2212 * Flags that the linker should not reject the program if it lacks
2213 * a vertex or fragment shader. GLES2 doesn't allow separate
2214 * shader objects, and would reject them. However, we internally
2215 * build separate shader objects for fixed function programs, which
2216 * we use for drivers/common/meta.c and for handling
2217 * _mesa_update_state with no program bound (for example in
2220 GLboolean InternalSeparateShader
;
2222 GLuint NumShaders
; /**< number of attached shaders */
2223 struct gl_shader
**Shaders
; /**< List of attached the shaders */
2226 * User-defined attribute bindings
2228 * These are set via \c glBindAttribLocation and are used to direct the
2229 * GLSL linker. These are \b not the values used in the compiled shader,
2230 * and they are \b not the values returned by \c glGetAttribLocation.
2232 struct string_to_uint_map
*AttributeBindings
;
2235 * User-defined fragment data bindings
2237 * These are set via \c glBindFragDataLocation and are used to direct the
2238 * GLSL linker. These are \b not the values used in the compiled shader,
2239 * and they are \b not the values returned by \c glGetFragDataLocation.
2241 struct string_to_uint_map
*FragDataBindings
;
2244 * Transform feedback varyings last specified by
2245 * glTransformFeedbackVaryings().
2247 * For the current set of transform feeedback varyings used for transform
2248 * feedback output, see LinkedTransformFeedback.
2253 GLchar
**VaryingNames
; /**< Array [NumVarying] of char * */
2254 } TransformFeedback
;
2256 /** Post-link transform feedback info. */
2257 struct gl_transform_feedback_info LinkedTransformFeedback
;
2259 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2260 enum gl_frag_depth_layout FragDepthLayout
;
2262 /** Geometry shader state - copied into gl_geometry_program at link time */
2265 GLenum InputType
; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2266 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2267 GLenum OutputType
; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2270 /** Vertex shader state - copied into gl_vertex_program at link time */
2272 GLboolean UsesClipDistance
; /**< True if gl_ClipDistance is written to. */
2275 /* post-link info: */
2276 unsigned NumUserUniformStorage
;
2277 struct gl_uniform_storage
*UniformStorage
;
2280 * Map of active uniform names to locations
2282 * Maps any active uniform that is not an array element to a location.
2283 * Each active uniform, including individual structure members will appear
2284 * in this map. This roughly corresponds to the set of names that would be
2285 * enumerated by \c glGetActiveUniform.
2287 struct string_to_uint_map
*UniformHash
;
2290 * Map from sampler unit to texture unit (set by glUniform1i())
2292 * A sampler unit is associated with each sampler uniform by the linker.
2293 * The sampler unit associated with each uniform is stored in the
2294 * \c gl_uniform_storage::sampler field.
2296 GLubyte SamplerUnits
[MAX_SAMPLERS
];
2297 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2298 gl_texture_index SamplerTargets
[MAX_SAMPLERS
];
2300 GLboolean LinkStatus
; /**< GL_LINK_STATUS */
2301 GLboolean Validated
;
2302 GLboolean _Used
; /**< Ever used for drawing? */
2305 unsigned Version
; /**< GLSL version used for linking */
2308 * Per-stage shaders resulting from the first stage of linking.
2310 * Set of linked shaders for this program. The array is accessed using the
2311 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2314 struct gl_shader
*_LinkedShaders
[MESA_SHADER_TYPES
];
2318 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2319 #define GLSL_LOG 0x2 /**< Write shaders to files */
2320 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2321 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2322 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2323 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2324 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2325 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2329 * Context state for GLSL vertex/fragment shaders.
2331 struct gl_shader_state
2334 * Programs used for rendering
2336 * There is a separate program set for each shader stage. If
2337 * GL_EXT_separate_shader_objects is not supported, each of these must point
2338 * to \c NULL or to the same program.
2340 struct gl_shader_program
*CurrentVertexProgram
;
2341 struct gl_shader_program
*CurrentGeometryProgram
;
2342 struct gl_shader_program
*CurrentFragmentProgram
;
2345 * Program used by glUniform calls.
2347 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2349 struct gl_shader_program
*ActiveProgram
;
2351 GLbitfield Flags
; /**< Mask of GLSL_x flags */
2355 * Compiler options for a single GLSL shaders type
2357 struct gl_shader_compiler_options
2359 /** Driver-selectable options: */
2360 GLboolean EmitCondCodes
; /**< Use condition codes? */
2361 GLboolean EmitNVTempInitialization
; /**< 0-fill NV temp registers */
2362 GLboolean EmitNoLoops
;
2363 GLboolean EmitNoFunctions
;
2364 GLboolean EmitNoCont
; /**< Emit CONT opcode? */
2365 GLboolean EmitNoMainReturn
; /**< Emit CONT/RET opcodes? */
2366 GLboolean EmitNoNoise
; /**< Emit NOISE opcodes? */
2367 GLboolean EmitNoPow
; /**< Emit POW opcodes? */
2368 GLboolean LowerClipDistance
; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2371 * \name Forms of indirect addressing the driver cannot do.
2374 GLboolean EmitNoIndirectInput
; /**< No indirect addressing of inputs */
2375 GLboolean EmitNoIndirectOutput
; /**< No indirect addressing of outputs */
2376 GLboolean EmitNoIndirectTemp
; /**< No indirect addressing of temps */
2377 GLboolean EmitNoIndirectUniform
; /**< No indirect addressing of constants */
2380 GLuint MaxIfDepth
; /**< Maximum nested IF blocks */
2381 GLuint MaxUnrollIterations
;
2383 struct gl_sl_pragmas DefaultPragmas
; /**< Default #pragma settings */
2387 * Transform feedback object state
2389 struct gl_transform_feedback_object
2391 GLuint Name
; /**< AKA the object ID */
2393 GLboolean Active
; /**< Is transform feedback enabled? */
2394 GLboolean Paused
; /**< Is transform feedback paused? */
2395 GLboolean EndedAnytime
; /**< Has EndTransformFeedback been called
2398 /** The feedback buffers */
2399 GLuint BufferNames
[MAX_FEEDBACK_ATTRIBS
];
2400 struct gl_buffer_object
*Buffers
[MAX_FEEDBACK_ATTRIBS
];
2402 /** Start of feedback data in dest buffer */
2403 GLintptr Offset
[MAX_FEEDBACK_ATTRIBS
];
2404 /** Max data to put into dest buffer (in bytes) */
2405 GLsizeiptr Size
[MAX_FEEDBACK_ATTRIBS
];
2410 * Context state for transform feedback.
2412 struct gl_transform_feedback
2414 GLenum Mode
; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
2416 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
2417 struct gl_buffer_object
*CurrentBuffer
;
2419 /** The table of all transform feedback objects */
2420 struct _mesa_HashTable
*Objects
;
2422 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
2423 struct gl_transform_feedback_object
*CurrentObject
;
2425 /** The default xform-fb object (Name==0) */
2426 struct gl_transform_feedback_object
*DefaultObject
;
2432 * State which can be shared by multiple contexts:
2434 struct gl_shared_state
2436 _glthread_Mutex Mutex
; /**< for thread safety */
2437 GLint RefCount
; /**< Reference count */
2438 struct _mesa_HashTable
*DisplayList
; /**< Display lists hash table */
2439 struct _mesa_HashTable
*TexObjects
; /**< Texture objects hash table */
2441 /** Default texture objects (shared by all texture units) */
2442 struct gl_texture_object
*DefaultTex
[NUM_TEXTURE_TARGETS
];
2444 /** Fallback texture used when a bound texture is incomplete */
2445 struct gl_texture_object
*FallbackTex
;
2448 * \name Thread safety and statechange notification for texture
2451 * \todo Improve the granularity of locking.
2454 _glthread_Mutex TexMutex
; /**< texobj thread safety */
2455 GLuint TextureStateStamp
; /**< state notification for shared tex */
2458 /** Default buffer object for vertex arrays that aren't in VBOs */
2459 struct gl_buffer_object
*NullBufferObj
;
2462 * \name Vertex/geometry/fragment programs
2465 struct _mesa_HashTable
*Programs
; /**< All vertex/fragment programs */
2466 struct gl_vertex_program
*DefaultVertexProgram
;
2467 struct gl_fragment_program
*DefaultFragmentProgram
;
2468 struct gl_geometry_program
*DefaultGeometryProgram
;
2471 /* GL_ATI_fragment_shader */
2472 struct _mesa_HashTable
*ATIShaders
;
2473 struct ati_fragment_shader
*DefaultFragmentShader
;
2475 struct _mesa_HashTable
*BufferObjects
;
2477 /** Table of both gl_shader and gl_shader_program objects */
2478 struct _mesa_HashTable
*ShaderObjects
;
2480 /* GL_EXT_framebuffer_object */
2481 struct _mesa_HashTable
*RenderBuffers
;
2482 struct _mesa_HashTable
*FrameBuffers
;
2485 struct simple_node SyncObjects
;
2487 /** GL_ARB_sampler_objects */
2488 struct _mesa_HashTable
*SamplerObjects
;
2490 void *DriverData
; /**< Device driver shared state */
2497 * A renderbuffer stores colors or depth values or stencil values.
2498 * A framebuffer object will have a collection of these.
2499 * Data are read/written to the buffer with a handful of Get/Put functions.
2501 * Instances of this object are allocated with the Driver's NewRenderbuffer
2502 * hook. Drivers will likely wrap this class inside a driver-specific
2503 * class to simulate inheritance.
2505 struct gl_renderbuffer
2507 _glthread_Mutex Mutex
; /**< for thread safety */
2508 GLuint ClassID
; /**< Useful for drivers */
2511 GLuint Width
, Height
;
2512 GLint RowStride
; /**< Padded width in units of pixels */
2513 GLboolean Purgeable
; /**< Is the buffer purgeable under memory pressure? */
2515 GLboolean AttachedAnytime
; /**< TRUE if it was attached to a framebuffer */
2519 GLenum InternalFormat
; /**< The user-specified format */
2520 GLenum _BaseFormat
; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2521 GL_STENCIL_INDEX. */
2522 gl_format Format
; /**< The actual renderbuffer memory format */
2524 GLenum DataType
; /**< Type of values passed to the Get/Put functions */
2525 GLvoid
*Data
; /**< This may not be used by some kinds of RBs */
2527 /* Used to wrap one renderbuffer around another: */
2528 struct gl_renderbuffer
*Wrapped
;
2530 /* Delete this renderbuffer */
2531 void (*Delete
)(struct gl_renderbuffer
*rb
);
2533 /* Allocate new storage for this renderbuffer */
2534 GLboolean (*AllocStorage
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
2535 GLenum internalFormat
,
2536 GLuint width
, GLuint height
);
2538 /* Lock/Unlock are called before/after calling the Get/Put functions.
2539 * Not sure this is the right place for these yet.
2540 void (*Lock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2541 void (*Unlock)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2544 /* Return a pointer to the element/pixel at (x,y).
2545 * Should return NULL if the buffer memory can't be directly addressed.
2547 void *(*GetPointer
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
2550 /* Get/Read a row of values.
2551 * The values will be of format _BaseFormat and type DataType.
2553 void (*GetRow
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
, GLuint count
,
2554 GLint x
, GLint y
, void *values
);
2556 /* Get/Read values at arbitrary locations.
2557 * The values will be of format _BaseFormat and type DataType.
2559 void (*GetValues
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
, GLuint count
,
2560 const GLint x
[], const GLint y
[], void *values
);
2562 /* Put/Write a row of values.
2563 * The values will be of format _BaseFormat and type DataType.
2565 void (*PutRow
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
, GLuint count
,
2566 GLint x
, GLint y
, const void *values
, const GLubyte
*mask
);
2568 /* Put/Write values at arbitrary locations.
2569 * The values will be of format _BaseFormat and type DataType.
2571 void (*PutValues
)(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
, GLuint count
,
2572 const GLint x
[], const GLint y
[], const void *values
,
2573 const GLubyte
*mask
);
2578 * A renderbuffer attachment points to either a texture object (and specifies
2579 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2581 struct gl_renderbuffer_attachment
2583 GLenum Type
; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2587 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2588 * application supplied renderbuffer object.
2590 struct gl_renderbuffer
*Renderbuffer
;
2593 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2594 * supplied texture object.
2596 struct gl_texture_object
*Texture
;
2597 GLuint TextureLevel
; /**< Attached mipmap level. */
2598 GLuint CubeMapFace
; /**< 0 .. 5, for cube map textures. */
2599 GLuint Zoffset
; /**< Slice for 3D textures, or layer for both 1D
2600 * and 2D array textures */
2605 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2606 * In C++ terms, think of this as a base class from which device drivers
2607 * will make derived classes.
2609 struct gl_framebuffer
2611 _glthread_Mutex Mutex
; /**< for thread safety */
2613 * If zero, this is a window system framebuffer. If non-zero, this
2614 * is a FBO framebuffer; note that for some devices (i.e. those with
2615 * a natural pixel coordinate system for FBOs that differs from the
2616 * OpenGL/Mesa coordinate system), this means that the viewport,
2617 * polygon face orientation, and polygon stipple will have to be inverted.
2622 GLboolean DeletePending
;
2625 * The framebuffer's visual. Immutable if this is a window system buffer.
2626 * Computed from attachments if user-made FBO.
2628 struct gl_config Visual
;
2630 GLboolean Initialized
;
2632 GLuint Width
, Height
; /**< size of frame buffer in pixels */
2634 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2636 GLint _Xmin
, _Xmax
; /**< inclusive */
2637 GLint _Ymin
, _Ymax
; /**< exclusive */
2640 /** \name Derived Z buffer stuff */
2642 GLuint _DepthMax
; /**< Max depth buffer value */
2643 GLfloat _DepthMaxF
; /**< Float max depth buffer value */
2644 GLfloat _MRD
; /**< minimum resolvable difference in Z values */
2647 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2650 /** Integer color values */
2651 GLboolean _IntegerColor
;
2653 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2654 struct gl_renderbuffer_attachment Attachment
[BUFFER_COUNT
];
2656 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2657 * attribute group and GL_PIXEL attribute group, respectively.
2659 GLenum ColorDrawBuffer
[MAX_DRAW_BUFFERS
];
2660 GLenum ColorReadBuffer
;
2662 /** Computed from ColorDraw/ReadBuffer above */
2663 GLuint _NumColorDrawBuffers
;
2664 GLint _ColorDrawBufferIndexes
[MAX_DRAW_BUFFERS
]; /**< BUFFER_x or -1 */
2665 GLint _ColorReadBufferIndex
; /* -1 = None */
2666 struct gl_renderbuffer
*_ColorDrawBuffers
[MAX_DRAW_BUFFERS
];
2667 struct gl_renderbuffer
*_ColorReadBuffer
;
2669 /** Wrappers to make combined depth/stencil buffers look like separate
2670 * buffers. Only used by swrast. Will be removed in the future.
2672 struct gl_renderbuffer
*_DepthBuffer
;
2673 struct gl_renderbuffer
*_StencilBuffer
;
2675 /** Delete this framebuffer */
2676 void (*Delete
)(struct gl_framebuffer
*fb
);
2681 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
2685 GLushort RangeMin
; /**< min value exponent */
2686 GLushort RangeMax
; /**< max value exponent */
2687 GLushort Precision
; /**< number of mantissa bits */
2692 * Limits for vertex, geometry and fragment programs/shaders.
2694 struct gl_program_constants
2696 /* logical limits */
2697 GLuint MaxInstructions
;
2698 GLuint MaxAluInstructions
;
2699 GLuint MaxTexInstructions
;
2700 GLuint MaxTexIndirections
;
2703 GLuint MaxAddressRegs
;
2704 GLuint MaxAddressOffset
; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
2705 GLuint MaxParameters
;
2706 GLuint MaxLocalParams
;
2707 GLuint MaxEnvParams
;
2708 /* native/hardware limits */
2709 GLuint MaxNativeInstructions
;
2710 GLuint MaxNativeAluInstructions
;
2711 GLuint MaxNativeTexInstructions
;
2712 GLuint MaxNativeTexIndirections
;
2713 GLuint MaxNativeAttribs
;
2714 GLuint MaxNativeTemps
;
2715 GLuint MaxNativeAddressRegs
;
2716 GLuint MaxNativeParameters
;
2718 GLuint MaxUniformComponents
; /**< Usually == MaxParameters * 4 */
2719 /* ES 2.0 and GL_ARB_ES2_compatibility */
2720 struct gl_precision LowFloat
, MediumFloat
, HighFloat
;
2721 struct gl_precision LowInt
, MediumInt
, HighInt
;
2726 * Constants which may be overridden by device driver during context creation
2727 * but are never changed after that.
2731 GLint MaxTextureMbytes
; /**< Max memory per image, in MB */
2732 GLint MaxTextureLevels
; /**< Max mipmap levels. */
2733 GLint Max3DTextureLevels
; /**< Max mipmap levels for 3D textures */
2734 GLint MaxCubeTextureLevels
; /**< Max mipmap levels for cube textures */
2735 GLint MaxArrayTextureLayers
; /**< Max layers in array textures */
2736 GLint MaxTextureRectSize
; /**< Max rectangle texture size, in pixes */
2737 GLuint MaxTextureCoordUnits
;
2738 GLuint MaxTextureImageUnits
;
2739 GLuint MaxVertexTextureImageUnits
;
2740 GLuint MaxCombinedTextureImageUnits
;
2741 GLuint MaxGeometryTextureImageUnits
;
2742 GLuint MaxTextureUnits
; /**< = MIN(CoordUnits, ImageUnits) */
2743 GLfloat MaxTextureMaxAnisotropy
; /**< GL_EXT_texture_filter_anisotropic */
2744 GLfloat MaxTextureLodBias
; /**< GL_EXT_texture_lod_bias */
2745 GLuint MaxTextureBufferSize
; /**< GL_ARB_texture_buffer_object */
2747 GLuint MaxArrayLockSize
;
2751 GLfloat MinPointSize
, MaxPointSize
; /**< aliased */
2752 GLfloat MinPointSizeAA
, MaxPointSizeAA
; /**< antialiased */
2753 GLfloat PointSizeGranularity
;
2754 GLfloat MinLineWidth
, MaxLineWidth
; /**< aliased */
2755 GLfloat MinLineWidthAA
, MaxLineWidthAA
; /**< antialiased */
2756 GLfloat LineWidthGranularity
;
2758 GLuint MaxColorTableSize
;
2760 GLuint MaxClipPlanes
;
2762 GLfloat MaxShininess
; /**< GL_NV_light_max_exponent */
2763 GLfloat MaxSpotExponent
; /**< GL_NV_light_max_exponent */
2765 GLuint MaxViewportWidth
, MaxViewportHeight
;
2767 struct gl_program_constants VertexProgram
; /**< GL_ARB_vertex_program */
2768 struct gl_program_constants FragmentProgram
; /**< GL_ARB_fragment_program */
2769 struct gl_program_constants GeometryProgram
; /**< GL_ARB_geometry_shader4 */
2770 GLuint MaxProgramMatrices
;
2771 GLuint MaxProgramMatrixStackDepth
;
2773 /** vertex array / buffer object bounds checking */
2774 GLboolean CheckArrayBounds
;
2776 GLuint MaxDrawBuffers
; /**< GL_ARB_draw_buffers */
2778 GLuint MaxColorAttachments
; /**< GL_EXT_framebuffer_object */
2779 GLuint MaxRenderbufferSize
; /**< GL_EXT_framebuffer_object */
2780 GLuint MaxSamples
; /**< GL_ARB_framebuffer_object */
2782 /** Number of varying vectors between vertex and fragment shaders */
2784 GLuint MaxVertexVaryingComponents
; /**< Between vert and geom shader */
2785 GLuint MaxGeometryVaryingComponents
; /**< Between geom and frag shader */
2787 /** GL_ARB_geometry_shader4 */
2788 GLuint MaxGeometryOutputVertices
;
2789 GLuint MaxGeometryTotalOutputComponents
;
2791 GLuint GLSLVersion
; /**< GLSL version supported (ex: 120 = 1.20) */
2794 * Does the driver support real 32-bit integers? (Otherwise, integers are
2795 * simulated via floats.)
2797 GLboolean NativeIntegers
;
2800 * If the driver supports real 32-bit integers, what integer value should be
2801 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
2803 GLuint UniformBooleanTrue
;
2805 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
2806 GLbitfield SupportedBumpUnits
;
2809 * Maximum amount of time, measured in nanseconds, that the server can wait.
2811 GLuint64 MaxServerWaitTimeout
;
2813 /** GL_EXT_provoking_vertex */
2814 GLboolean QuadsFollowProvokingVertexConvention
;
2816 /** OpenGL version 3.0 */
2817 GLbitfield ContextFlags
; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
2819 /** OpenGL version 3.2 */
2820 GLbitfield ProfileMask
; /**< Mask of CONTEXT_x_PROFILE_BIT */
2822 /** GL_EXT_transform_feedback */
2823 GLuint MaxTransformFeedbackSeparateAttribs
;
2824 GLuint MaxTransformFeedbackSeparateComponents
;
2825 GLuint MaxTransformFeedbackInterleavedComponents
;
2827 /** GL_EXT_gpu_shader4 */
2828 GLint MinProgramTexelOffset
, MaxProgramTexelOffset
;
2830 /* GL_EXT_framebuffer_sRGB */
2831 GLboolean sRGBCapable
; /* can enable sRGB blend/update on FBOs */
2833 /* GL_ARB_robustness */
2834 GLenum ResetStrategy
;
2837 * Whether the implementation strips out and ignores texture borders.
2839 * Many GPU hardware implementations don't support rendering with texture
2840 * borders and mipmapped textures. (Note: not static border color, but the
2841 * old 1-pixel border around each edge). Implementations then have to do
2842 * slow fallbacks to be correct, or just ignore the border and be fast but
2843 * wrong. Setting the flag stripts the border off of TexImage calls,
2844 * providing "fast but wrong" at significantly reduced driver complexity.
2846 * Texture borders are deprecated in GL 3.0.
2848 GLboolean StripTextureBorder
;
2851 * For drivers which can do a better job at eliminating unused varyings
2852 * and uniforms than the GLSL compiler.
2854 * XXX Remove these as soon as a better solution is available.
2856 GLboolean GLSLSkipStrictMaxVaryingLimitCheck
;
2857 GLboolean GLSLSkipStrictMaxUniformLimitCheck
;
2862 * Enable flag for each OpenGL extension. Different device drivers will
2863 * enable different extensions at runtime.
2865 struct gl_extensions
2867 GLboolean dummy
; /* don't remove this! */
2868 GLboolean dummy_true
; /* Set true by _mesa_init_extensions(). */
2869 GLboolean dummy_false
; /* Set false by _mesa_init_extensions(). */
2870 GLboolean ARB_ES2_compatibility
;
2871 GLboolean ARB_blend_func_extended
;
2872 GLboolean ARB_color_buffer_float
;
2873 GLboolean ARB_conservative_depth
;
2874 GLboolean ARB_copy_buffer
;
2875 GLboolean ARB_depth_buffer_float
;
2876 GLboolean ARB_depth_clamp
;
2877 GLboolean ARB_depth_texture
;
2878 GLboolean ARB_draw_buffers_blend
;
2879 GLboolean ARB_draw_elements_base_vertex
;
2880 GLboolean ARB_draw_instanced
;
2881 GLboolean ARB_fragment_coord_conventions
;
2882 GLboolean ARB_fragment_program
;
2883 GLboolean ARB_fragment_program_shadow
;
2884 GLboolean ARB_fragment_shader
;
2885 GLboolean ARB_framebuffer_object
;
2886 GLboolean ARB_explicit_attrib_location
;
2887 GLboolean ARB_geometry_shader4
;
2888 GLboolean ARB_half_float_pixel
;
2889 GLboolean ARB_half_float_vertex
;
2890 GLboolean ARB_instanced_arrays
;
2891 GLboolean ARB_map_buffer_range
;
2892 GLboolean ARB_occlusion_query
;
2893 GLboolean ARB_occlusion_query2
;
2894 GLboolean ARB_point_sprite
;
2895 GLboolean ARB_sampler_objects
;
2896 GLboolean ARB_seamless_cube_map
;
2897 GLboolean ARB_shader_objects
;
2898 GLboolean ARB_shader_stencil_export
;
2899 GLboolean ARB_shader_texture_lod
;
2900 GLboolean ARB_shading_language_100
;
2901 GLboolean ARB_shadow
;
2902 GLboolean ARB_shadow_ambient
;
2904 GLboolean ARB_texture_border_clamp
;
2905 GLboolean ARB_texture_buffer_object
;
2906 GLboolean ARB_texture_compression_rgtc
;
2907 GLboolean ARB_texture_cube_map
;
2908 GLboolean ARB_texture_env_combine
;
2909 GLboolean ARB_texture_env_crossbar
;
2910 GLboolean ARB_texture_env_dot3
;
2911 GLboolean ARB_texture_float
;
2912 GLboolean ARB_texture_multisample
;
2913 GLboolean ARB_texture_non_power_of_two
;
2914 GLboolean ARB_texture_rg
;
2915 GLboolean ARB_texture_rgb10_a2ui
;
2916 GLboolean ARB_texture_storage
;
2917 GLboolean ARB_timer_query
;
2918 GLboolean ARB_transform_feedback2
;
2919 GLboolean ARB_transpose_matrix
;
2920 GLboolean ARB_uniform_buffer_object
;
2921 GLboolean ARB_vertex_array_object
;
2922 GLboolean ARB_vertex_program
;
2923 GLboolean ARB_vertex_shader
;
2924 GLboolean ARB_vertex_type_2_10_10_10_rev
;
2925 GLboolean ARB_window_pos
;
2926 GLboolean EXT_blend_color
;
2927 GLboolean EXT_blend_equation_separate
;
2928 GLboolean EXT_blend_func_separate
;
2929 GLboolean EXT_blend_minmax
;
2930 GLboolean EXT_clip_volume_hint
;
2931 GLboolean EXT_compiled_vertex_array
;
2932 GLboolean EXT_depth_bounds_test
;
2933 GLboolean EXT_draw_buffers2
;
2934 GLboolean EXT_draw_range_elements
;
2935 GLboolean EXT_fog_coord
;
2936 GLboolean EXT_framebuffer_blit
;
2937 GLboolean EXT_framebuffer_multisample
;
2938 GLboolean EXT_framebuffer_object
;
2939 GLboolean EXT_framebuffer_sRGB
;
2940 GLboolean EXT_gpu_program_parameters
;
2941 GLboolean EXT_gpu_shader4
;
2942 GLboolean EXT_packed_depth_stencil
;
2943 GLboolean EXT_packed_float
;
2944 GLboolean EXT_packed_pixels
;
2945 GLboolean EXT_pixel_buffer_object
;
2946 GLboolean EXT_point_parameters
;
2947 GLboolean EXT_provoking_vertex
;
2948 GLboolean EXT_rescale_normal
;
2949 GLboolean EXT_shadow_funcs
;
2950 GLboolean EXT_secondary_color
;
2951 GLboolean EXT_separate_shader_objects
;
2952 GLboolean EXT_separate_specular_color
;
2953 GLboolean EXT_stencil_two_side
;
2954 GLboolean EXT_texture3D
;
2955 GLboolean EXT_texture_array
;
2956 GLboolean EXT_texture_compression_latc
;
2957 GLboolean EXT_texture_compression_s3tc
;
2958 GLboolean EXT_texture_env_dot3
;
2959 GLboolean EXT_texture_filter_anisotropic
;
2960 GLboolean EXT_texture_integer
;
2961 GLboolean EXT_texture_mirror_clamp
;
2962 GLboolean EXT_texture_shared_exponent
;
2963 GLboolean EXT_texture_snorm
;
2964 GLboolean EXT_texture_sRGB
;
2965 GLboolean EXT_texture_sRGB_decode
;
2966 GLboolean EXT_texture_swizzle
;
2967 GLboolean EXT_transform_feedback
;
2968 GLboolean EXT_timer_query
;
2969 GLboolean EXT_vertex_array_bgra
;
2970 GLboolean OES_standard_derivatives
;
2971 /* vendor extensions */
2972 GLboolean AMD_seamless_cubemap_per_texture
;
2973 GLboolean APPLE_packed_pixels
;
2974 GLboolean APPLE_vertex_array_object
;
2975 GLboolean APPLE_object_purgeable
;
2976 GLboolean ATI_envmap_bumpmap
;
2977 GLboolean ATI_texture_compression_3dc
;
2978 GLboolean ATI_texture_mirror_once
;
2979 GLboolean ATI_texture_env_combine3
;
2980 GLboolean ATI_fragment_shader
;
2981 GLboolean ATI_separate_stencil
;
2982 GLboolean IBM_rasterpos_clip
;
2983 GLboolean IBM_multimode_draw_arrays
;
2984 GLboolean MESA_pack_invert
;
2985 GLboolean MESA_resize_buffers
;
2986 GLboolean MESA_ycbcr_texture
;
2987 GLboolean MESA_texture_array
;
2988 GLboolean NV_blend_square
;
2989 GLboolean NV_conditional_render
;
2990 GLboolean NV_fog_distance
;
2991 GLboolean NV_fragment_program
;
2992 GLboolean NV_fragment_program_option
;
2993 GLboolean NV_light_max_exponent
;
2994 GLboolean NV_point_sprite
;
2995 GLboolean NV_primitive_restart
;
2996 GLboolean NV_texture_barrier
;
2997 GLboolean NV_texgen_reflection
;
2998 GLboolean NV_texture_env_combine4
;
2999 GLboolean NV_texture_rectangle
;
3000 GLboolean NV_vertex_program
;
3001 GLboolean NV_vertex_program1_1
;
3002 GLboolean SGIS_texture_lod
;
3003 GLboolean TDFX_texture_compression_FXT1
;
3005 GLboolean OES_EGL_image
;
3006 GLboolean OES_draw_texture
;
3007 GLboolean OES_EGL_image_external
;
3008 GLboolean OES_compressed_ETC1_RGB8_texture
;
3009 GLboolean extension_sentinel
;
3010 /** The extension string */
3011 const GLubyte
*String
;
3012 /** Number of supported extensions */
3018 * A stack of matrices (projection, modelview, color, texture, etc).
3020 struct gl_matrix_stack
3022 GLmatrix
*Top
; /**< points into Stack */
3023 GLmatrix
*Stack
; /**< array [MaxDepth] of GLmatrix */
3024 GLuint Depth
; /**< 0 <= Depth < MaxDepth */
3025 GLuint MaxDepth
; /**< size of Stack[] array */
3026 GLuint DirtyFlag
; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3031 * \name Bits for image transfer operations
3032 * \sa __struct gl_contextRec::ImageTransferState.
3035 #define IMAGE_SCALE_BIAS_BIT 0x1
3036 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3037 #define IMAGE_MAP_COLOR_BIT 0x4
3038 #define IMAGE_CLAMP_BIT 0x800
3041 /** Pixel Transfer ops */
3042 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3043 IMAGE_SHIFT_OFFSET_BIT | \
3044 IMAGE_MAP_COLOR_BIT)
3047 * \name Bits to indicate what state has changed.
3050 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3051 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3052 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3053 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3054 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3055 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3056 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3057 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3058 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3059 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3060 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3061 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3062 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3063 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3064 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3065 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3066 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3067 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3068 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3069 #define _NEW_PACKUNPACK (1 << 19) /**< gl_context::Pack, Unpack */
3070 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3071 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3072 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3073 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3074 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3075 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3076 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3077 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3078 #define _NEW_BUFFER_OBJECT (1 << 28)
3079 #define _NEW_FRAG_CLAMP (1 << 29)
3080 #define _NEW_TRANSFORM_FEEDBACK (1 << 30) /**< gl_context::TransformFeedback */
3084 * We use _NEW_TRANSFORM for GL_RASTERIZER_DISCARD. This #define is for
3087 #define _NEW_RASTERIZER_DISCARD _NEW_TRANSFORM
3092 * \name A bunch of flags that we think might be useful to drivers.
3094 * Set in the __struct gl_contextRec::_TriangleCaps bitfield.
3097 #define DD_FLATSHADE 0x1
3098 #define DD_SEPARATE_SPECULAR 0x2
3099 #define DD_TRI_CULL_FRONT_BACK 0x4 /* special case on some hw */
3100 #define DD_TRI_LIGHT_TWOSIDE 0x8
3101 #define DD_TRI_UNFILLED 0x10
3102 #define DD_TRI_SMOOTH 0x20
3103 #define DD_TRI_STIPPLE 0x40
3104 #define DD_TRI_OFFSET 0x80
3105 #define DD_LINE_SMOOTH 0x100
3106 #define DD_LINE_STIPPLE 0x200
3107 #define DD_POINT_SMOOTH 0x400
3108 #define DD_POINT_ATTEN 0x800
3109 #define DD_TRI_TWOSTENCIL 0x1000
3114 * \name Define the state changes under which each of these bits might change
3117 #define _DD_NEW_FLATSHADE _NEW_LIGHT
3118 #define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
3119 #define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
3120 #define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
3121 #define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
3122 #define _DD_NEW_TRI_SMOOTH _NEW_POLYGON
3123 #define _DD_NEW_TRI_STIPPLE _NEW_POLYGON
3124 #define _DD_NEW_TRI_OFFSET _NEW_POLYGON
3125 #define _DD_NEW_LINE_SMOOTH _NEW_LINE
3126 #define _DD_NEW_LINE_STIPPLE _NEW_LINE
3127 #define _DD_NEW_LINE_WIDTH _NEW_LINE
3128 #define _DD_NEW_POINT_SMOOTH _NEW_POINT
3129 #define _DD_NEW_POINT_SIZE _NEW_POINT
3130 #define _DD_NEW_POINT_ATTEN _NEW_POINT
3135 * Composite state flags
3138 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3148 /* This has to be included here. */
3153 * Display list flags.
3154 * Strictly this is a tnl-private concept, but it doesn't seem
3155 * worthwhile adding a tnl private structure just to hold this one bit
3158 #define DLIST_DANGLING_REFS 0x1
3161 /** Opaque declaration of display list payload data type */
3162 union gl_dlist_node
;
3166 * Provide a location where information about a display list can be
3167 * collected. Could be extended with driverPrivate structures,
3168 * etc. in the future.
3170 struct gl_display_list
3173 GLbitfield Flags
; /**< DLIST_x flags */
3174 /** The dlist commands are in a linked list of nodes */
3175 union gl_dlist_node
*Head
;
3180 * State used during display list compilation and execution.
3182 struct gl_dlist_state
3184 GLuint CallDepth
; /**< Current recursion calling depth */
3186 struct gl_display_list
*CurrentList
; /**< List currently being compiled */
3187 union gl_dlist_node
*CurrentBlock
; /**< Pointer to current block of nodes */
3188 GLuint CurrentPos
; /**< Index into current block of nodes */
3190 GLvertexformat ListVtxfmt
;
3192 GLubyte ActiveAttribSize
[VERT_ATTRIB_MAX
];
3193 GLfloat CurrentAttrib
[VERT_ATTRIB_MAX
][4];
3195 GLubyte ActiveMaterialSize
[MAT_ATTRIB_MAX
];
3196 GLfloat CurrentMaterial
[MAT_ATTRIB_MAX
][4];
3198 GLubyte ActiveIndex
;
3199 GLfloat CurrentIndex
;
3201 GLubyte ActiveEdgeFlag
;
3202 GLboolean CurrentEdgeFlag
;
3205 /* State known to have been set by the currently-compiling display
3206 * list. Used to eliminate some redundant state changes.
3214 * Enum for the OpenGL APIs we know about and may support.
3225 * Mesa rendering context.
3227 * This is the central context data structure for Mesa. Almost all
3228 * OpenGL state is contained in this structure.
3229 * Think of this as a base class from which device drivers will derive
3232 * The struct gl_context typedef names this structure.
3236 /** State possibly shared with other contexts in the address space */
3237 struct gl_shared_state
*Shared
;
3239 /** \name API function pointer tables */
3242 struct _glapi_table
*Save
; /**< Display list save functions */
3243 struct _glapi_table
*Exec
; /**< Execute functions */
3244 struct _glapi_table
*CurrentDispatch
; /**< == Save or Exec !! */
3247 struct gl_config Visual
;
3248 struct gl_framebuffer
*DrawBuffer
; /**< buffer for writing */
3249 struct gl_framebuffer
*ReadBuffer
; /**< buffer for reading */
3250 struct gl_framebuffer
*WinSysDrawBuffer
; /**< set with MakeCurrent */
3251 struct gl_framebuffer
*WinSysReadBuffer
; /**< set with MakeCurrent */
3254 * Device driver function pointer table
3256 struct dd_function_table Driver
;
3258 void *DriverCtx
; /**< Points to device driver context/state */
3260 /** Core/Driver constants */
3261 struct gl_constants Const
;
3263 /** \name The various 4x4 matrix stacks */
3265 struct gl_matrix_stack ModelviewMatrixStack
;
3266 struct gl_matrix_stack ProjectionMatrixStack
;
3267 struct gl_matrix_stack TextureMatrixStack
[MAX_TEXTURE_UNITS
];
3268 struct gl_matrix_stack ProgramMatrixStack
[MAX_PROGRAM_MATRICES
];
3269 struct gl_matrix_stack
*CurrentStack
; /**< Points to one of the above stacks */
3272 /** Combined modelview and projection matrix */
3273 GLmatrix _ModelProjectMatrix
;
3275 /** \name Display lists */
3276 struct gl_dlist_state ListState
;
3278 GLboolean ExecuteFlag
; /**< Execute GL commands? */
3279 GLboolean CompileFlag
; /**< Compile GL commands into display list? */
3281 /** Extension information */
3282 struct gl_extensions Extensions
;
3285 GLuint VersionMajor
, VersionMinor
;
3286 char *VersionString
;
3288 /** \name State attribute stack (for glPush/PopAttrib) */
3290 GLuint AttribStackDepth
;
3291 struct gl_attrib_node
*AttribStack
[MAX_ATTRIB_STACK_DEPTH
];
3294 /** \name Renderer attribute groups
3296 * We define a struct for each attribute group to make pushing and popping
3297 * attributes easy. Also it's a good organization.
3300 struct gl_accum_attrib Accum
; /**< Accum buffer attributes */
3301 struct gl_colorbuffer_attrib Color
; /**< Color buffer attributes */
3302 struct gl_current_attrib Current
; /**< Current attributes */
3303 struct gl_depthbuffer_attrib Depth
; /**< Depth buffer attributes */
3304 struct gl_eval_attrib Eval
; /**< Eval attributes */
3305 struct gl_fog_attrib Fog
; /**< Fog attributes */
3306 struct gl_hint_attrib Hint
; /**< Hint attributes */
3307 struct gl_light_attrib Light
; /**< Light attributes */
3308 struct gl_line_attrib Line
; /**< Line attributes */
3309 struct gl_list_attrib List
; /**< List attributes */
3310 struct gl_multisample_attrib Multisample
;
3311 struct gl_pixel_attrib Pixel
; /**< Pixel attributes */
3312 struct gl_point_attrib Point
; /**< Point attributes */
3313 struct gl_polygon_attrib Polygon
; /**< Polygon attributes */
3314 GLuint PolygonStipple
[32]; /**< Polygon stipple */
3315 struct gl_scissor_attrib Scissor
; /**< Scissor attributes */
3316 struct gl_stencil_attrib Stencil
; /**< Stencil buffer attributes */
3317 struct gl_texture_attrib Texture
; /**< Texture attributes */
3318 struct gl_transform_attrib Transform
; /**< Transformation attributes */
3319 struct gl_viewport_attrib Viewport
; /**< Viewport attributes */
3322 /** \name Client attribute stack */
3324 GLuint ClientAttribStackDepth
;
3325 struct gl_attrib_node
*ClientAttribStack
[MAX_CLIENT_ATTRIB_STACK_DEPTH
];
3328 /** \name Client attribute groups */
3330 struct gl_array_attrib Array
; /**< Vertex arrays */
3331 struct gl_pixelstore_attrib Pack
; /**< Pixel packing */
3332 struct gl_pixelstore_attrib Unpack
; /**< Pixel unpacking */
3333 struct gl_pixelstore_attrib DefaultPacking
; /**< Default params */
3336 /** \name Other assorted state (not pushed/popped on attribute stack) */
3338 struct gl_pixelmaps PixelMaps
;
3340 struct gl_evaluators EvalMap
; /**< All evaluators */
3341 struct gl_feedback Feedback
; /**< Feedback */
3342 struct gl_selection Select
; /**< Selection */
3344 struct gl_program_state Program
; /**< general program state */
3345 struct gl_vertex_program_state VertexProgram
;
3346 struct gl_fragment_program_state FragmentProgram
;
3347 struct gl_geometry_program_state GeometryProgram
;
3348 struct gl_ati_fragment_shader_state ATIFragmentShader
;
3350 struct gl_shader_state Shader
; /**< GLSL shader object state */
3351 struct gl_shader_compiler_options ShaderCompilerOptions
[MESA_SHADER_TYPES
];
3353 struct gl_query_state Query
; /**< occlusion, timer queries */
3355 struct gl_transform_feedback TransformFeedback
;
3357 struct gl_buffer_object
*CopyReadBuffer
; /**< GL_ARB_copy_buffer */
3358 struct gl_buffer_object
*CopyWriteBuffer
; /**< GL_ARB_copy_buffer */
3361 struct gl_meta_state
*Meta
; /**< for "meta" operations */
3363 /* GL_EXT_framebuffer_object */
3364 struct gl_renderbuffer
*CurrentRenderbuffer
;
3366 GLenum ErrorValue
; /**< Last error code */
3368 /* GL_ARB_robustness */
3372 * Recognize and silence repeated error debug messages in buggy apps.
3374 const char *ErrorDebugFmtString
;
3375 GLuint ErrorDebugCount
;
3377 GLenum RenderMode
; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3378 GLbitfield NewState
; /**< bitwise-or of _NEW_* flags */
3380 GLboolean ViewportInitialized
; /**< has viewport size been initialized? */
3382 GLbitfield64 varying_vp_inputs
; /**< mask of VERT_BIT_* flags */
3384 /** \name Derived state */
3386 /** Bitwise-or of DD_* flags. Note that this bitfield may be used before
3387 * state validation so they need to always be current.
3389 GLbitfield _TriangleCaps
;
3390 GLbitfield _ImageTransferState
;/**< bitwise-or of IMAGE_*_BIT flags */
3391 GLfloat _EyeZDir
[3];
3392 GLfloat _ModelViewInvScale
;
3393 GLboolean _NeedEyeCoords
;
3394 GLboolean _ForceEyeCoords
;
3396 GLuint TextureStateTimestamp
; /**< detect changes to shared state */
3398 struct gl_shine_tab
*_ShineTable
[2]; /**< Active shine tables */
3399 struct gl_shine_tab
*_ShineTabList
; /**< MRU list of inactive shine tables */
3402 struct gl_list_extensions
*ListExt
; /**< driver dlist extensions */
3404 /** \name For debugging/development only */
3406 GLboolean FirstTimeCurrent
;
3409 /** software compression/decompression supported or not */
3410 GLboolean Mesa_DXTn
;
3412 GLboolean TextureFormatSupported
[MESA_FORMAT_COUNT
];
3415 * Use dp4 (rather than mul/mad) instructions for position
3418 GLboolean mvp_with_dp4
;
3420 GLboolean RasterDiscard
; /**< GL_RASTERIZER_DISCARD */
3423 * \name Hooks for module contexts.
3425 * These will eventually live in the driver or elsewhere.
3428 void *swrast_context
;
3429 void *swsetup_context
;
3430 void *swtnl_context
;
3432 struct st_context
*st
;
3439 extern int MESA_VERBOSE
;
3440 extern int MESA_DEBUG_FLAGS
;
3441 # define MESA_FUNCTION __FUNCTION__
3443 # define MESA_VERBOSE 0
3444 # define MESA_DEBUG_FLAGS 0
3445 # define MESA_FUNCTION "a function"
3452 /** The MESA_VERBOSE var is a bitmask of these flags */
3455 VERBOSE_VARRAY
= 0x0001,
3456 VERBOSE_TEXTURE
= 0x0002,
3457 VERBOSE_MATERIAL
= 0x0004,
3458 VERBOSE_PIPELINE
= 0x0008,
3459 VERBOSE_DRIVER
= 0x0010,
3460 VERBOSE_STATE
= 0x0020,
3461 VERBOSE_API
= 0x0040,
3462 VERBOSE_DISPLAY_LIST
= 0x0100,
3463 VERBOSE_LIGHTING
= 0x0200,
3464 VERBOSE_PRIMS
= 0x0400,
3465 VERBOSE_VERTS
= 0x0800,
3466 VERBOSE_DISASSEM
= 0x1000,
3467 VERBOSE_DRAW
= 0x2000,
3468 VERBOSE_SWAPBUFFERS
= 0x4000
3472 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
3475 DEBUG_ALWAYS_FLUSH
= 0x1
3484 #endif /* MTYPES_H */